Basic Mechanics
Criticals
You can collect Mana with each click (), whenever you click the orb, or an autoclick is made. With each click there is a certain chance that this click will be Critical.
Critical clicks earn more mana than regular ones, and are distinguishable by the red text in floating, as opposed to the normal white text of normal clicks, and with a white flash from the Orb. The chance to perform a critical click equals your crit chance (), while your crit profit () stat determines how much your critical clicks will earn. These two statistics can be increased in various ways, including certain upgrades, Critical rating, and some spells (only for the duration of the spell, though).
Certain pets, such as the Pixie & Ent, as well as the majority of the summoning spells, benefit from your critical stats. Of the available classes, the Druid, has the best synergy with critical clicks, alongside the Exorcist and his Hallowed Clicks.
Most of the information about Criticals can be found in the More Statistics Page ("Shift + S"). These numbers will show the current power, including when spells & upgrades are currently affecting it. (Hotkeys)
Critical Rating
This 3rd statistic increases directly critical hit chance and damage.
If R
is your Critical Rating:
1. Increases critical hit chance (additively) by log10(R) × 1%
2. Increases base critical hit damage (before multiplication by spells or Dominance), by R%
.
Wizard Experience
Many of your actions in Idle Wizard earns you Experience. Experience is accumulated through various means. When your experience meets a certain threshold, you level up. Experience and level are indicated under your character portrait. An increased level has several advantages, and many things have certain level requirements.
Advantages
- Many classes have a passive ability that scales with character level.
- Some pets benefit from character experience
- Some Achievements are granted when a level is reached with a particular class or pet.
- Certain spells have a level requirement, or get stronger based on character level.
- Unlocking some Challenges, classes or pets might require a certain level.
Renown levels and some Attributes perks, Challenges, Items, and even Pets can reduce the level requirements of spells, classes and pets.
XP Sources Experience is gathered from 5 different pools: 2 passive, and 3 active. Wizard Experience is dynamically calculated, so XP (and levels) can be lost if a pool is somehow reduced:
- Mana (passive): Gathering Mana
- Mana Sources (passive): Building sources
- Click (active): Clicks and Autoclicks
- Clickables (active): Collecting Void Entities, Excess Hallowed Clicks, and spending Liquid Shadow
- Spells (active): Casting spells
All of these actions have diminishing returns, so it is usually better to increasing all pools rather than focus too strongly on one. Legacies, Challenges, Attribute perks, and Items can increase XP gained from active actions, multiplying the amount of actions in active pools. Increased XP from Mana Sources similarly multiplies the XP from mana sources.
Increases to starting level (e.g. from Renown and some Challenges) simply adds a flat amount of XP to your total.
Character XP is calculated as:
Desolator instead uses:
where:
XP to Level Your wizard initially needs 1500 XP to reach level 2. This requirement is multiplied by 1.09 for every subsequent level.
XP to reach next level:
Total XP to reach Level n:
where:
Wizard XP needed | ||
---|---|---|
To Reach Level | From Previous Level | Total |
2 | 1500 | 1500 |
3 | 1635 | 3135 |
4 | 1782 | 4917 |
10 | 2989 | 1.95e4 |
20 | 7078 | 6.90e4 |
30 | 1.68e4 | 1.86e5 |
40 | 3.97e4 | 4.64e5 |
50 | 9.39e4 | 1.12e6 |
60 | 2.22e5 | 2.67e6 |
70 | 5.26e5 | 6.36e6 |
80 | 1.25e6 | 1.51e7 |
90 | 2.95e6 | 3.57e7 |
100 | 6.98e6 | 8.45e7 |
110 | 1.65e7 | 2.00e8 |
120 | 3.91e7 | 4.74e8 |
130 | 9.26e7 | 1.12e9 |
140 | 2.19e8 | 2.66e9 |
150 | 5.19e8 | 6.29e9 |
160 | 1.23e9 | 1.49e10 |
170 | 2.91e9 | 3.52e10 |
180 | 6.89e9 | 8.34e10 |
190 | 1.63e10 | 1.97e11 |
200 | 3.86e10 | 4.67e11 |
210 | 9.14e10 | 1.11e12 |
220 | 2.16e11 | 2.62e12 |
230 | 5.12e11 | 6.20e12 |
240 | 1.21e12 | 1.47e13 |
250 | 2.87e12 | 3.48e13 |
260 | 6.79e12 | 8.23e13 |
270 | 1.61e13 | 1.95e14 |
280 | 3.81e13 | 4.61e14 |
290 | 9.01e13 | 1.09e15 |
300 | 2.13e14 | 2.58e15 |
Pet Experience
Pets, just like your character, can accumulate experience and level up. Unlike your character, however, pets accumulate experience in various different means. Pet experience is unrelated to character experience: earning one doesn't necessarily increase the other. Pets become stronger as they level up, and some even scale from the experience they have.
Pet experience gained can be increased by various Upgrades, as well as by the passive ability and certain spells of the Demonologist and Oni.
Tier 1 Pets The experience needed by Tier 1 Pets to reach the next level starts at 100 to reach level 2, and is multiplied by 1.16 every subsequent level.
XP to reach next level:
Total XP to reach Level n:
where:
Tier 1 Pet XP needed | ||
---|---|---|
To Reach Level | From Previous Level | Total |
2 | 100 | 100 |
3 | 116 | 216 |
4 | 135 | 351 |
10 | 328 | 1752 |
20 | 1446 | 9860 |
30 | 6380 | 4.56e4 |
40 | 2.81e4 | 2.03e5 |
50 | 1.24e5 | 9.00e5 |
60 | 5.48e5 | 3.97e6 |
70 | 2.42e6 | 1.75e7 |
80 | 1.07e7 | 7.73e7 |
90 | 4.70e7 | 3.41e8 |
100 | 2.07e8 | 1.50e9 |
110 | 9.15e8 | 6.63e9 |
120 | 4.04e9 | 2.93e10 |
130 | 1.78e10 | 1.29e11 |
140 | 7.86e10 | 5.7e11 |
150 | 3.47e11 | 2.51e12 |
160 | 1.53e12 | 1.11e13 |
170 | 6.74e12 | 4.89e13 |
180 | 2.98e13 | 2.16e14 |
190 | 1.31e14 | 9.52e14 |
200 | 5.79e14 | 4.2e15 |
210 | 2.55e15 | 1.85e16 |
Tier 2 Pets Tier 2 Pets need more experience to level up, starting at 100 to reach level 2, and is multiplied by 1.2 every subsequent level.
XP to reach next level:
Total XP to reach Level n:
where:
Tier 2 Pet XP needed | ||
---|---|---|
To Reach Level | From Previous Level | Total |
2 | 100 | 100 |
3 | 120 | 220 |
4 | 144 | 364 |
10 | 430 | 2080 |
20 | 2662 | 1.55e4 |
30 | 1.65e4 | 9.84e4 |
40 | 1.02e5 | 6.12e5 |
50 | 6.32e5 | 3.79e6 |
60 | 3.91e6 | 2.35e7 |
70 | 2.42e7 | 1.45e8 |
80 | 1.50e8 | 9.00e8 |
90 | 9.29e8 | 5.57e9 |
100 | 5.75e9 | 3.45e10 |
110 | 3.56e10 | 2.14e11 |
120 | 2.20e11 | 1.32e12 |
130 | 1.37e12 | 8.19e12 |
140 | 8.45e12 | 5.07e13 |
150 | 5.23e13 | 3.14e14 |
160 | 3.24e14 | 1.94e15 |
170 | 2.01e15 | 1.2e16 |
180 | 1.24e16 | 7.45e16 |
190 | 7.69e16 | 4.62e17 |
200 | 4.76e17 | 2.86e18 |
210 | 2.95e18 | 1.77e19 |
Tier 3 Pets Tier 3 Pets need more experience to level up, starting at 100 to reach level 2, and is multiplied by 1.24 every subsequent level.
XP to reach next level:
Total XP to reach Level n:
where:
Idle mode
Idle mode is a mechanic in the game that rewards the player for not clicking the orb. Idle mode activates if the orb hasn't been clicked for 30 seconds, found to the left of the Character portrait, indicated with black & orange for Charging, and blue when Activated. Once Idle mode activates, and you get a bonus to your production to Mana.
The Idle mode production bonus can be increased by certain upgrades and the Attributes in Patience attribute.
The class ability of the Necromancer also increases your Idle bonus, and he also has access to spells capable of further increasing it. Spells such as Nightfall & Synthetic Entity can only gain charges while in Online Idle mode.
The Zombie's and the Risen Giant's abilities further increase your income based on your Idle bonus, and their autoclicks can claim your manual click shard pool without the need to leave Idle mode.
Idle mode is a huge boost for spellburst combos, and thus it is highly recommended in almost all cases to activate it before unleashing your spells.
(You should ALWAYS set off your combos while in Idle Mode with as much Void mana as you can)
Void Entities
Void Entities are glowing forms of energy that are summoned through the Void Traps within your room. When clicked, they give Experience and Void Mana, which temporarily gives a large boost to your mana production. The Void Entities can only be contained within the Void Traps for a short amount of time, so you have to be diligent to click them quickly. There are Upgrades that are used to increase duration in traps, and when combined with Void Lure (or Void Prison), can result in having multiple Void Entities on screen in order to collect more Void Mana, which is very important in making spell combos stronger.
The Voidmancer uses the power of the Void to benefit his spells and power by summoning more strength and utility through having Void Mana. He also has the added ability to become stronger while there are unused Void Entities still in traps.
The Voidfiend gains experience through collecting Void Entities. It also creates Void Mana every 10 seconds.
Spells can also collect and create Void Mana:
- Void Radiance, which works by generating mana based on Void Entities left within the Void Traps.
- Synthetic Entity creates a Void Entity within an open Void Trap after 10 minutes of charging.
- Void Syphon (Voidmancer) creates multiple Void Entities which are automatically collected (they also give experience).
Void Entities are also boosted through Insight Attribute points.
Info upon Void Entities can be found by Hovering over the Void Mana next to the Hero and within the More Statistics ("S") page, providing: Current void mana, Void mana per entity, Entities spawn rate (%), Entities life time, Increase profit by point (%), and Degeneration rate.
There are also Achievements ("A") that can be earned through collecting Void Mana and Void Entities.
Spawn Rate Void Entities have an average base spawn time of 300 seconds. The range at which they can spawn is between .65 - 1.35 (a range of .35); thus Void Entities can spawn anywhere from 195 ~ 405 seconds.
The rate at which Void Entities spawn can be altered through some Upgrades and through using the spells Void Lure & Void Prison.
Degeneration Rate Every second, Void Mana decreases by 1% of its current value, and by 3.5.
Both of these values are affected by the Degeneration rate found in the Statistics. For example, a Voidmancer with the Void Stability Upgrade (total 32.5% Degeneration rate) will lose 0.325% of his current Void Mana and a further 1.1375 every second.
Some examples:
Degeneration examples | ||||||||
---|---|---|---|---|---|---|---|---|
Degen rate | After 1 second | After 10 seconds | ||||||
100% | 50% | 32.5% | 100% | 50% | 32.5% | |||
Void Mana | 1,000,000 | 989,996.50 | 994,998.25 | 996,748.86 | 904,348.61 | 951,093.02 | 967,960.00 | |
100,000 | 98,996.50 | 99,498.25 | 99,673.86 | 90,404.74 | 95,093.90 | 96,785.91 | ||
10,000 | 9,896.50 | 9,948.25 | 9,966.36 | 9,010.35 | 9,493.99 | 9,668.50 | ||
1,000 | 986.50 | 993.25 | 995.61 | 870.92 | 934.00 | 956.76 | ||
100 | 95.50 | 97.75 | 98.54 | 56.97 | 78.00 | 85.59 |
Exile
After a while in a run you will face a point where you can barely increase your mana anymore. In this case the best way to progress might be to soft reset by going into Exile. Doing so will erase some of your progress, but in turn will award you Mysteries based on mana earned in your current run. These Mysteries are used to boost your subsequent runs. Exiling is recommended if you can substantially increase your starting Mysteries, or if you can earn at least 1e4~1e6 on your first run.
How to Exile? You can access the Exile menu bottom of the left side of the screen, or by pressing E. Doing so will bring up a menu with the option to Exile, as well as the Journal button which allows you to access Challenges. Below these, you can see detailed information on your current Mysteries, the Mysteries you would earn by going into Exile, and the percentage bonus each of your Mysteries provide.
What happens when you Exile?
Exiling will reset some of your progress including:
- Your Class and Pet
- Your Experience and pet experience
- Your Sources
- All Upgrades bought
- Other run-specific progress such as the increase in class abilities, Ritual Of Power progress etc.
However, you will keep your:
- Mysteries (they will potientially increase instead)
- Achievements
- Attributes
- Unlocks
- Persistent spells (Such as True Sorcery, Nightfall and Jas'Aham's Missile Storm
Mysteries
To progress further in the game you will have to collect Mysteries, which you earn through collecting a bunch of Mana. After you have collected 1e12 Mana you will unlock your very first Mystery, as well as unlocking the ability Exile; starting over while collecting all the Mysteries you've required from that run. For each Mystery that you collect, you will increase the profit of all your Sources by a base bonus of 3% per Mystery. Attribute Points in Intelligence can increase that bonus to 35%. Additionally, the Devourer can massively increase the profit bonus of the Mysteries as it levels up from eating the Shards from all Spells.
The in-game help recommends a first exile at around 100 mysteries.
Mysteries are calculated by the following formula:
This can be rearranged for Mana:
New Mysteries won't appearing until you are within 1e12 Mysteries from your current Mysteries. E.g.: With 1e30 Mysteries, Mysteries earned after exiling will display 0.00 until you've collected enough Mana to gain 1e18 Mysteries or more.
Upgrades
Upgrades Upgrades (T2 classes and others)
Achievements
Sources
The way to make mana in Idle Wizard.
Depending on the class, a source can change to match it (Ex: The Enchanted Tree is the Tree of Life for Druid)
The standard 8 sources are:
Mana Gem
Initial cost: 3 Mana
Initial profit: 0.25 Mana/sec
Cost multiplier: 1.16
Shadow Coal - Umbramancer
Soul Shard - Heretic
Grimoire
Initial cost: 40 Mana
Initial profit: 2.5 Mana/sec
Cost multiplier: 1.17
Forbidden Tome - Necromancer
Libram - Exorcist
Spell Fountain
Initial cost: 460 Mana
Initial profit: 14 Mana/sec
Cost multiplier: 1.18
Arcanaspring - Arcanist
Monument - Ironsoul
Enchanted Tree
Initial cost: 7.00e3 Mana
Initial profit: 126 Mana/sec
Cost multiplier: 1.19
Tree Of Life - Druid
Grim Trophy - Oni
Scorched Earth - Desolator
Alchemy Desk
Initial cost: 1.30e5 Mana
Initial profit: 1.468e3 Mana/sec
Cost multiplier: 1.20
Laboratory - Alchemist
Witching Cauldron - Shaman
Circle of Power
Initial cost: 2.80e7 Mana
Initial profit: 1.656e4 Mana/sec
Cost multiplier: 1.21
Hellhole - Demonologist
Anti-magic Dome - Abolisher
Dimensional Rift
Initial cost: 5.60e8 Mana
Initial profit: 1.4234e5 Mana/sec
Cost multiplier: 1.22
Voidgate - Voidmancer
Arcane Anomaly- Archon
The Nexus
Initial cost: 1.80e10 Mana
Initial profit: 1.29857e6 Mana/sec
Cost multiplier: 1.23
Ley Apex - Prodigy
Temporal Anchor - Chronomancer
Ley Temporal Singleton - Temporalist
Pocket universe - demiurge
Initial cost: 100 Mana
Initial profit: 10 Mana/sec
Cost multiplier: 1.175
this source doesn't have A global modifier instead it has a built in source memetic Increases all mana production by 3% per 25 mana source bought.
Goal Modifiers After so many sources are gathered, a bonus modifier is added to the source.
Sources amount | Production multiplier |
---|---|
10 | x1.10 |
25 | x1.20 |
50 | x1.30 |
75 | x1.40 |
100 | x1.50 |
Every +25 | x1.50 |
Spells
See Category:Spells for list of all spells
Special actions usually boosting income, Spells are a fundamental part of the gameplay. Most spells cost spell shards, but some might acquire charges by other methods. Each class has its own set of spells. Some spells occur through the spectrum of multiple classes, some are unique to one class only. Many spells have a level requirement that needs to be met in order to equip and use the spell.
Scrolls and Charges
Before a spell can be cast, it needs to be placed on a Spell Scroll. A player can have up to 6 Scrolls, with the final upgrade becoming available on level 60.
Spells cannot be cast without being charged. Spells usually charge by collecting spell shards, with the amount of shards required depending on the spell. With certain upgrades, Spell Scrolls can hold more than one charge. The amount of charges a Scroll can hold varies with classes and upgrades; and some spells can even have (nearly) unlimited charges. Spells retain their shards and charges if removed from the Scrolls.
Spell Shards
Most spells require shards to charge. Shards can be acquired from four main sources:
- Shards are passively generated every second, based on the Passive Spell Shards generation Statistic.
- The Orb. The blue bar under the orb is the Manual Click Shard Pool, which fills over time and is emptied by clicking the orb. Doing so spawns a shard from the Orb, which can be collected by hovering over the shard with the mouse. Spawned shards are also auto-collected after a short amount of time, or are collected immediately if the Shards Drop Option is turned off. The fill rate of the manual click shard pool is based on the Shards from clicks Statistic, and the maximum size of the shard pool (denoted by the Pool time Statistic) scales from 10 to 25 seconds based on upgrades.
- Shards can be earned from Autoclicks. Every autoclick has a 20% chance to generate spell shards, based on the Shards from clicks Statistic.
- Certain spells such as Spell Focus can be cast to instantly generate additional shards. Shard generation spells like Spell Focus always give many, many more shards than they would cost to cast, and are excellent at recharging or sustaining other spells.
Whenever Shards are earned, they are assigned to a random spell which is not fully charged. Shards which would overflow the capacity of a spell are reassigned to another random spell. Whenever shards are generated by a spell, the shards are evenly split across all other equipped spells (which are not fully charged). One strategy to maximize cast rates of a particular spell is to have that spell on the bar alongside Spell Focus (if available) and as many Autoclick spells as possible.
Wisdom increases Passive Spell Shards generation, and contains various perks which increase shard generation from clicks and autoclicks, and decrease the costs of spells.
Certain Pets can interact with your spell shards. The Zombie can claim your manual click shard pool automatically, removing the need to leave Idle Mode to do so, the Spellhound generates shard automatically every 10 seconds based on its level, whereas the Devourer consumes shards from spells to level up and increase the profit multiplier of Mysteries in return.
Alongside the bonuses from the Pets, the Arcanist also has multiple upgrades and spells enhancing shard generation; and the Abolisher gains increased profits from collecting shards, and has spells to increase both shard generation rate and spell shard costs (to allow for greater collection rates).
Non-Shard Spells
Certain spells do not use Shards to charge. Most of these spells gain charges passively over time, however certain classes interact with them in other ways. In particular, the Ironsoul can enhance the charge rate of non-shard spells, and the Umbramancer uses a unique 'Liquid Shadow' resource to charge many of its spells. Furthermore, the Shadow Stalker and Ebonsand Behemoth pets will charge non-shard spells on their own, and some Patience perks decrease the charge time of non-shard spells.
Casting Spells
To set a spell ready, just click any of the empty boxes at the bottom of the main screen. To cast a spell, just click the picture of the spell. To change or remove a spell, click the black triangle above respective spell.
Autocasting
Certain upgrades enable to set a number of selected spell to autocast. Purchasing upgrades can increase the number of spells that can be autocast. Two different types of autocasting can be used. These are known as Careful and Reckless autocasting.
Careful (Blue): Spell will autocast when it acquires its last charge. This can be used to cast cheap spells automatically while other spells are charging, for the purpose of experience/other bonuses, but in a way that when all spells are charged the player can unleash a combo almost immediately. Careful autocasting can be activated by Alt-clicking on the desired spell or pressing the associated number while holding Alt down.
Reckless (Red): Spell will be casted as soon as it acquires a charge. Reckless autocasting can be activated by Shift-clicking on the desired spell or pressing the associated number while holding Shift down.
There is a hard limit on how fast spells can be (auto)cast, and a fixed order in which they are cast: Spells which are instant have a cast limit of once every 2 frames, Spells with a duration have a cast limit of once every 3 frames, and when spells are cast, all spells which are set to autocast will try to be cast in the same frame, across the bar in order from left to right. This casting order (left->right) means that the order of spells matters for things like Shard Generation spells or Shadow-Scryer's_Crystal_Ball (as you will want your Evocation Spells on the right-side of the bar, and any Shard Generation spells in the rightmost slot so as to recharge all spells which had just been cast). This "once every X frames" limit means that in some circumstances (such as playing as Archon), reduced framerates (either from computer CPU issues, visual effects, or browser performance limits when playing on Kongregate) can reduce spell casting speeds; and because the game's framerate is capped at 120-121 FPS, the maximum spell casting rate is 60 casts/spell/second for instant Spells, and 40 casts/spell/second for spells with a duration.
Spell Categories
Spells can vary greatly, but much of their behaviour can be described by certain categories. Spells can belong to multiple categories, and some have multiple effects belonging to different categories.
Spell Types
All spells come in one of three types.
- Evocation spells: Often instant-cast, and often grant a single large amount of Mana or another resource. Many classes will be built around achieving large profits from a single, powerful Evocation.
- Incantation spells: Often short-duration, and grant large bonuses to other effects. Many classes benefit from casting many Incantations together and combining their effects.
- Summoning spells: All long-duration, and often granting Autoclicks over their duration. Many classes have Summons, and can benefit from the Spell Shard generation of Autoclicks, but certain classes can also gain significant profits from these autoclicks alone.
Each of the three spell types can be improved by its Efficiency statistic. Evocation spells often scale at either 1:1, or based on the log of efficiency. Incantation spells often scale at either ^1.0, or at an exponent of efficiency. Summoning Spells sometimes scale with an exponent of efficiency, but may not visibly scale with efficiency. However, the profit of autoclicks provided by summon spells scales 1:1 with summoning efficiency.
Furthermore, Summoning spells can have their durations increased by Upgrades and Items, and Incantation spells can have their durations increased or decreased by Items and certain Pets. Both increased and decreased spell durations can be desirable in different circumstances.
Efficiency and Duration statistics for spells are visible in the spell selection window, in the Info tab.
Spell Duration
The effects of spells only last for a period of time, determined by their duration. This also affects how rapidly they can be cast; the shorter their duration, the sooner they end and thus the quicker they can be recast. There is a minimum delay of 1 frame (1/120 seconds at max FPS) between casts.
- Instant Spells grant their effects on cast, and only last one frame. Their tooltip will lack a Duration, and the description will often use Instantly. They take 1 frame to cast; with 1 frame delay between casts, this gives a maximum cast rate of 60 casts per second. These are often Evocations such as Magic Missile.
- Periodic Spells grant their effects at discrete intervals while active. Their tooltip often specify the frequency with each <X> seconds. Effects that reduce duration (e.g. Shadow-Scryer's Crystal Ball), affect timescaling (e.g. Temporal Distortion) or skip time (e.g. Wormhole) may interfere with (or even prevent!) the application of Periodic effects. These spells are usually summons like Void Automaton.
- Continuous Spells grant their effects continuously while active. Their tooltip will specify the Duration of their effects. Often these are incantations e.g. Void Lure.
- Augment Spells grant their effects continuously, even while inactive or not on the spell panel! There are only 8 augment spells: Arcane Infusion, Time Helix, Tempered Arcanomancy, Quasi-incantation , Materialize Cosmic Conduit, Forge Empyreal Vassal, Manifest Twisted Reality, and Employ Celestial Countermeasures (as of v1.41.0a | 2023-6-02).
Accumulated Spells Accumulated spells are an additional category of spells which become more powerful each time they are cast. Many classes benefit greatly from stacking casts of multiple accumulated spells, as does the SPC 200 perk.
Their tooltip will specify Type: <X> (Accumulated), and note their cast counts in the form Times used: <Effective> (<Actual>).
The rate at which their bonus grows can be increased by Muscle Memory, and additional casts can be added with Jas'Aham's_Missile_Storm or Berzerker. Furthermore, some items and Challenges increase the starting cast count of Accumulated spells, giving them significant power without deliberate stacking time. The cast count of accumulated spells is reset on Exile.
Persistent Spells Persistent spells are a longer-term version of Accumulated spells. While Persistent spells gain more power with each cast, this is split into two parts, commonly referred to as the Active and the Passive.
The Active effect of a Persistent spell is granted on cast. The effect becomes stronger with more casts, and is reset on Exile. This behaviour resembles an Accumulated spell, but does not benefit from any bonuses to Accumulated spells (as it isn't, technically, Accumulated). However, it does benefit from The Magnifier.
The Passive effect is a separate (and possibly unrelated) bonus granted while the spell is on the panel, even while inactive. It also scales with casts, but is only reset on Realm rather than Exile. The rate at which this effect grows can be increased with Forefathers' Work and Week of Persistence.
Low-Priority Spells Low-Priority spells only gain charges while all other spells on the panel are full. There are only 2 Low-Priority spells: Arcane Infusion and Tempered Arcanomancy (as of v1.15.0b | 2021-10-03).
Spell Costs
See Spell_Shards above
Most spells require one charge per cast, gained by collecting a number of Spell Shards. However, spells may instead gain charges through other means, spend additional charges on cast, or even require additional costs like Sources or Liquid Shadow.
Spell casts scaling and fake casts Some attributes, spells, and items in the game scale with the amount of spells cast of either a specific or any type. There are also some methods of multiplying how many casts one receives with certain actions like Berzerker, or Jas'Aham's Missile Storm, or the Forefather's Work and Muscle Memory Memories.
Forefather's and Muscle Memory do not affect anything that scales with amount of spells cast, other than the passive/accumulated part of the spell respectively.
"Fake" casts from sources like Berzerker and Jas'Aham's Missile Storm will only affect stats that scale off the total amount of spells cast this exile (typically worded "based on amount of spell casts this exile") but will not affect stats that scale off a specific type of spell (like Wisdom 200's "based on amount of evocation spell casts in this exile"). This means that Spellcraft 150 and 250 are affected while Spellcraft 200 and Wisdom 200 are not.