Can not be used on enemies and is useless in combat. Can be used to draw items that are out of reach towards the player. Telekinesis ✔ Rune ✔ Scroll ✖ Chargeable ✔ InvestmentĪllows you to move an item like a weapon or scroll. They won't fight for you though, but if you cast charm on a guard and proceed to attack the guard standing next to them, the guard you charmed won't attack you. Useful against: Bloodfly, Scavenger, Molerat, Lizard, Wolf, Goblin (with club), Biter, Black Goblin (1 ball)īloodhound, Goblin Warrior, Snapper, Minecrawler, Orcdog, Lurker, Fire Golem (2 balls)Ĭharm ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment This should work out to 100 magic damage for a fully charged ball of lightning, but a fully charged ball will deal only 80 magic damage. Useful against: every NPC before you enter the temple of the sleeper and Bloodfly, Bloodhound, Scavenger, Molerat, Lizard, Wolf, Goblin (with club), Biter, Black Goblin, Goblin Warrior, Snapper, Minecrawler, Orc Hunter, Orcdog, Lurker, Razor, Firelizard Ball Lightning ✔ Rune ✔ Scroll ✔ Chargeable ✖ InvestmentĪccording to the in-game description this spell does 20 magic damage per mana and consumes up to 5 mana. So if an enemy has 20 magic damage protection, you won't hurt them at all. Note that this damage is delivered 20 at a time in quick succession. Pyrokinesis ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investmentĭoes 20 magic damage per mana. Orc Hunter, Orc Shaman, Orcdog, Orc Fighter, Orc Warrior, Minecrawler Warrior, Shadowbeast (2 fireballs) Useful against: Bloodfly, Molerat, Scavenger, Goblin (with club), Lizard, Wolf, Ice Golem, Bloodhound, Biter, Black Goblin, Goblin Warrior, Snapper, Minecrawler, Lurker, Damlurker (1 fireball) Can be used against an isolated swampshark, but a single swampshark will require 3 Fireballs. Not recommended against harpies as harpies always appear in groups and are quite quick, leaving you with too little time to recharge. 150 damage is the total damage caused after the fire has gone out. Not all damage is delivered instantly, the enemy will catch fire for a while, draining their health until the fire goes out. If fully charged this will throw a fireball that does 150 fire damage. Useful against: almost anything but trolls and golemsįireball ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment Some enemies like trolls and golems can't be frozen. You can attack the frozen enemy though and take them down. While the enemy is frozen they can't attack. Third circle of magic Ice Block ✔ Rune ✔ Scroll ✖ Chargeable ✖ InvestmentĮncases the enemy in an ice block (which will break after a while) and does 70 magic damage. Healing ✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment Puts them temporarily to sleep so you can walk past them, attack them while they're down or have them not hurt you while you deal with other enemies. Sleep ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment Second circle of magic Fist of Wind ✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment Useful against: Goblin (with club), Molerat and Scavenger (2 ice bolts), Bloodfly (3 ice bolts), Lizard, Wolf, Black Goblin and Biter (4 ice bolts), Lurker, Damlurker and Minecrawler (5 ice bolts), Fire Golem (8 ice bolts) Throw a small ball of ice that does 20 magic damage. Ice Bolt ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment Useful against: Bloodfly, Molerat and Scavenger (2 fire bolts), Goblin (with club) (3 fire bolts), Lizard and Wolf (4 fire bolts), Ice Golem (5 fire bolts) Throw a small fireball that does 30 fire damage. The duration is only limited by the amount of mana the player has.įor a list of magic runes, spell scrolls and locations check the list of magic items.įirst circle of magic Light ✔ Rune ✔ Scroll ✖ Chargeable ✖ InvestmentĪ floating/hovering light appears above Nameless that follows the player.įire Bolt ✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment Investment spells like Pyrokinesis have an effect that will last as long as the player casts it.Chargeable spells like Fireball have a maximum amount of mana that can be put into them, but it's possible cast the spell with less mana.(but any mana that was put in will be gone) If the player fails to put in the required amount of mana, nothing will happen. Normal spells like teleportation require a set amount of mana. There are three types of spells: normal, chargeable and investment spells. Mana can be restored with potions of magic energy, eating dragon root/raven herbs/stone root/dark herbs or by sleeping. Magic can be used by anyone using one-time spell scrolls or by magicians using runes that can be re-used as often as one likes, but which runes can be used depends on the magic circle the player has.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |