Magic: Difference between revisions

From Age of Dungeons Wiki
m (Adjusted price of Magister Robes to current in-game price.)
 
(67 intermediate revisions by 11 users not shown)
Line 1: Line 1:
[[File:Magic1.png|frame|right|Magic Shop]]
[[File:Magic1.png|thumb|right|600px|The magic shop and the wizard shopkeeper]]
=='''Magic'''==


Magic uses the resource of mana, which regenerates over time. Armor changes the generation rate (See Magic Armor Below) and if you stand still for 10 seconds, your mana regeneration will double. Additionally, there are Mana Potions that can be bought in town, or found in dungeon shops and boss/miniboss drops.
Magic users cast spells which use mana, a resource players regenerate over time intrinsically. Magic armors and staffs are both used to greatly increase the effectiveness of magic as well as to improve mana resources. Channeling items and mana potions can both be used to more quickly recover from low mana.


A players maximum mana increases every level, and can also be raised by interacting with altars in the dungeon. Or by using the Legendary sword ''''Body and Mind'''' (See [[Legendaries]])
A player's maximum mana increases by 25 with each level up, and can be boosted temporarily with certain rare effects. Certain [[Curses|curses]] can also reduce maximum mana.


There are also Scroll Variants of every spell, which costs no mana but are a one-time use per scroll. Scroll versions of a spell typically have an intrinsic boost to their spell damage, and ignore the spell damage modifier of any armor you're wearing. There is a rare spell that can only be found in scroll form on lower floors, this spell is Sunburst.
Most spells are learned by consuming a spell item, but not all spells are available in a learned version. Many spells are available as single-use scrolls which use no mana, spells that are not available to be learned will instead be available as a scroll. Spells cast from a scroll will ignore your spell power modifier and typically have an intrinsic boost to their own spell power.
==Staves==
 
Spells can be cast with the command <code>/cast</code> or <code>/c</code> followed by the spell you would like to cast (e.g. <code>/cast frostshards</code>). This method can not be used in combat. However, it is also possible to bind spells to a staff with the command <code>/autocast</code> followed by the spell you would like to cast (e.g. <code>/autocast frostshards</code>). This method can be used in combat. The staff will decrease the cost of any spell you cast while hosting it which matches the its element. (e.g. Using the spell frostshards on an ice staff saves 40% of the mana cost).
=Staffs=
[[File:Magic2.png|frame|right|Old Staff shop]]
[[File:Magic2.png|thumb|right|400px|Part of the staff selection in the town magic shop]]
All staves can be bought in spawn except Archangel's Staff (See [[Legendaries]])
Spells can be used from your hotbar at any time without the need for a staff. However, equipping an appropriate staff first can help make your spells more effective. Additionally, each staff will remember the last spell you cast with it, so equipping it can behave as a shortcut to recasting that spell.
All the general non-legendary staffs can be bought at the magic shop in town.
{|class="wikitable"
{|class="wikitable"
|'''Name'''
|Name
|'''Gold Cost'''
|Gold Value
|'''Effect'''
|Basic effects
|-
|-
|Apprentice Staff
|'''Apprentice Staff'''
|75
|75
|Saves '''10%''' mana on '''all''' spells
|Saves '''10%''' mana on '''all''' spells
|-
|-
|Mage Staff
|'''Mage Staff'''
|300
|300
|Saves '''20%''' mana on '''all''' spells
|Boosts spell power by '''10%''' for '''all''' spells
|-
|-
|Fire Staff
|'''Fire Staff'''
|600
|600
|Saves '''40%''' mana on '''Fire''' spells
|Saves mana and boosts spell power by '''20%''' on '''Fire''' spells
|-
|-
|Earth Staff
|'''Earth Staff'''
|1000
|1000
|Saves '''40%''' mana on '''Earth''' spells
|Saves mana and boosts spell power by '''20%''' on '''Earth''' spells
|-
|-
|Light Staff
|'''Light Staff'''
|1500
|1500
|Saves '''30%''' mana on '''Light''' spells
|Saves mana and boosts spell power by '''20%''' on '''Light''' spells
|-
|-
|Dark Staff
|'''Dark Staff'''
|2000
|2000
|Saves '''50%''' mana on '''Dark''' spells
|Saves mana and boosts spell power by '''20%''' on '''Dark''' spells
|-
|-
|Ice Staff
|'''Ice Staff'''
|2500
|2500
|Saves '''40%''' mana on '''Ice''' spells
|Saves mana and boosts spell power by '''20%''' on '''Ice''' spells
|-
|'''[[Legendaries|Dragon's Fury]]'''
|25000
|Saves mana and boosts spell power by '''30%''' on '''Fire''' spells
|-
|-
|Archangel's Staff
|'''[[Legendaries|World Tree Branch]]'''
|25000
|25000
|Saves '''60%''' mana on '''Light''' spells
|Saves mana and boosts spell power by '''30%''' on '''Earth''' spells
|-
|'''[[Legendaries|Archangel's Staff]]'''
|25000
|Saves mana and boosts spell power by '''30%''' on '''Light''' spells
|}
 
=Mana Regeneration Items=
Channeling orbs and mana crystals are items used to rapidly regenerate mana. They are reusable, and so are a common staple for dedicated magic users to carry. You cannot move while channeling with these items, so they're often, but not always, used out of combat as a way to quickly reset your mana pool. Both channeling orbs and mana crystals require the user to be wearing magic class armor before use. When used out of combat, orbs and crystals both get a 3x bonus to their usual regeneration effects.
 
==Channeling Orbs==
Channeling orbs take a long time to wind up to their full regenerative power, but are significantly more effective for regenerating large quantities of mana. Additionally, channeling orbs can overcharge your mana pool by a percentage of your maximum mana stat. For players who mostly plan to top off mana just in between combat encounters, channeling orbs are the ideal solution.
{|class="wikitable"
|Name
|Gold Value
|Mana Regen Bonus
|Overcharge
|-
|'''Basic Channeling Orb'''
|8000
|Up to 50x
|30% max mana
|-
|'''Channeling Orb'''
|16000
|Up to 80x
|50% max mana
|-
|'''Superior Channeling Orb'''
|22000
|Up to 120x
|80% max mana
|}
<gallery mode="packed-hover">
File:Basicorb.png|Basic Channeling Orb
File:Manaorb.png|Mana Channeling Orb
File:Superiororb.png|Superior Channeling Orb
</gallery>
 
==Mana Crystals==
Mana crystals on the other hand have a very short wind up and reach their full regenerative power almost immediately, but are much slower than channeling orbs for regenerating large quantities of mana. This makes mana crystals more suitable for use during combat rather than just to top off your mana between encounters.
{|class="wikitable"
|Name
|Gold Value
|Mana Regen Bonus
|-
|'''Basic Mana Crystal'''
|125
|Up to 25x
|-
|'''Mana Crystal'''
|1500
|Up to 35x
|-
|'''Superior Mana Crystal'''
|8000
|Up to 45x
|}
|}
<gallery mode="packed-hover">
File:Basiccrystal.png|Basic Crystal
File:Manacrystal.png|Mana Crystal
File:Superiorcrystal.png|Superior Crystal
</gallery>


==Spells==
=Spells=
''Spells are divided into three classifications: combat spells, support spells, and non-combat spells.
 
==Combat Spells==
{|class="wikitable"
{|class="wikitable"
|
|Name
|'''Name'''
|Gold Value
|'''Gold Cost'''
|Element
|'''Element'''
|Damage
|'''Base Damage (direct hit)'''
|Mana Cost
|'''Mana Cost'''
|Casting Time
|Notes
|-
|-
|style="color:red";|'''FlashFire'''
|75
|Fire
|50 (+15)
|10
|0.6s
|Causes enemies to burn on direct hit. Deals 48 additional fire damage over time.
|-
|style="color:saddlebrown";|'''EarthStrike'''
|1000
|Earth
|30 (+85)
|20
|0.9s
|Has a large AoE radius which makes it very effective on groups of enemies.
|-
|-
|rowspan="6"|'''Combat Spells'''
|style="color:saddlebrown";|'''Slam'''
|6000
|Earth
|Varies
|60
|1.0s
|Slams the caster into the ground, dealing large damage to everything around them. Does not harm the caster. Casting from a height and crouching both greatly increase the effectiveness. 10 second cooldown.
|-
|-
|Frostshards
|style="color:cyan";|'''FrostShards'''
|3000
|3000
|Ice
|Ice
|21 (x 18 = 378)
|23 (+10)
|60
|30
|Shoots 18 projectiles
|1.2s
|Fires ten projectiles in a small spread.
|-
|-
|Shadowbolt
|style="color:purple";|'''ShadowBolt'''
|2000
|2000
|Dark
|Dark
|162
|120
|30
|22
|Can cast without meeting the required mana, which will cause [[Curses|Mana burn]]
|0.35s
|Can cast without meeting the required mana, which will cause Mana Burn.
|-
|style="color:purple";|'''Eclipse'''
|10000
|Dark
|200
|150
|2.0s
|Can cast without meeting the required mana, which will cause Mana Burn. Homes in on enemies, and bounces between them. Each bounce halves the spell's damage. 10 second cooldown.
|-
|style="color:purple";|'''ShadowBomb'''
|[[Crafting|Crafted]] (25000)
|Dark
|800 (+250)
|200
|2.5s
|Can cast without meeting the required mana, which will cause Mana Burn. 20 second cooldown.
|-
|style="color:Black";|'''SelfDestruct'''
|100<sup>†</sup>
|Arcane
|2000 to 3000
|Scroll
|1.0s
|Reduces your health to 1% of your max HP if your current HP is above 10%, otherwise executes you. Its AoE if you survive is 64 studs radius, otherwise it is doubled.
|-
|-
|Earthstrike
|style="color:orange";|'''SunBurst'''
|1000
|1500
|Earth
|Light
|90
|500 (+1000)
|20
|Scroll
|Has a large AoE which makes it very effective on groups of enemies
|2.0s
|The extreme knockback from this spell tends to cause significant extra damage beyond its innate damage values.
|-
|-
|Flashfire
|style="color:blue";|'''Ragnarok'''
|75
|10000
|Fire
|Fire
|Up to 13000
|Scroll
|4.0s
|Summons a massive firey sword which explodes at the targeted location with unpredictable damage yield.
|-
|style="color:DarkRed";|'''BloodSpray'''
|5000<sup>‡</sup>
|Blood
|25
|45
|45
|10
|0.9s
|Fires ten projectiles in a small spread which apply Blood Curse.
|-
|style="color:DarkRed";|'''BloodBombs'''
|5000<sup>‡</sup>
|Blood
|50 (+50)
|45
|2.5s
|Fires 3 bombs which apply Blood Curse and knock away foes.
|-
|style="color:DarkRed";|'''BloodStrike'''
|5000<sup>‡</sup>
|Blood
|175 to 300
|20%
|2.3s
| Automatically strikes up to five nearby enemies with lightning five times. Damage increases if there are fewer enemies. Each strike afflicts foes with a stacking lightning debuff that causes them to take 2% more damage from all damage sources for 2 seconds. 20 second cooldown.
|-
|style="color:darkred";|'''MortalSacrifice'''
|2500<sup>‡</sup>
|Blood
|???
|Scroll
|3.7s
|Similar to the Seppuku attack Oathbreaker uses, the spell casts numerous short range swings at the player after a short windup.
|-
|style="color:darkred";|'''Hemorrhage'''
|2100<sup>‡</sup>
|Blood
|???
|Scroll
|3.7s
|Similar to Bloodspray, but rapidly spews 20+ bolts at wherever the user is looking at.
|-
|-
|Sunburst
|style="color:darkred";|'''CrimsonJudgement'''
|2000-3000
|2300<sup>‡</sup>
|Light
|Blood
|650 (Extra damage often possible due to high knockback causing impact damage)
|220 to 1700
|N/A
|Scroll
|Only obtainable in scroll form from dungeon shops or Minibosses
|4.3s
|Similar to BloodStrike, but hits only one target and deals 3.33% of the target's HP (within the damage range) per strike with six strikes. Also applies the same debuff from Bloodstrike.
|}
|}
''<sup>†</sup>Only obtainable as a drop from Wraiths.''
''<sup>‡</sup>Only obtainable as a drop from the Oathbreaker.''
==Support Spells==
{|class="wikitable"
{|class="wikitable"
|
|Name
|'''Name'''
|Gold Value
|'''Gold Cost'''
|Element
|'''Element'''
|Mana Cost
|'''Effect'''
|Casting Time
|'''Mana Cost'''
|Effect
|-
|-
|style="color:green";|'''Cauterize'''
|75
|Light
|75
|1.25s
|Heals 20% of recent damage. Spell power is less effective beyond 25%.
|-
|style="color:green";|'''ManaStitches'''
|4000
|Light
|200
|2.5s
|Heals 30% of recent damage. Spell power is less effective beyond 30%. 10 second cooldown.
|-
|-
|rowspan="6"|'''Neutral Spells'''
|style="color:green";|'''AuroraHealing'''
|20000
|Light
|900
|3.5s
|Heals 35% of recent damage for all players in a large area. Spell power is less effective beyond 40%. 60 second cooldown.
|-
|-
|Heal(Lesser/Normal/Greater)
|style="color:green";|'''Aegis'''
|300/1500/8000
|1000
|Light
|Light
|Heals 15/50/150 health
|Scroll
|30/75/150
|0.25s
|Greater only found on Legendary pedestal or Boss drop
|Makes the caster completely invincible for 10 seconds.
|-
|style="color:teal";|'''Dash'''
|4000
|Fire
|20
|1.0s
|Pushes the caster forwards. More useful when cast in the air.
|-
|style="color:darkblue";|'''Colosseum'''
|20000
|Ice
|250
|1.0s
|''Spell Circle<sup>†</sup>'' Places a stationary spell circle which enchants allies' attacks while within the circle. Enchanted attacks summon ghostly weapons to strike at enemies.
|-
|style="color:darkred";|'''Bloodbath'''
|20000<sup>‡</sup>
|Blood
|250
|1.0s
|''Spell Circle<sup>†</sup>'' Places a stationary spell circle which enchants all entities within. Enchanted entities take greatly increased damage from all sources.
|}
''<sup>†</sup> Spell circles require continuous mana from the caster for their upkeep. Spell circles are dispelled when the caster leaves the area of effect. Spell circles can be recast up to two times to increase their effectiveness.''
 
''<sup>‡</sup> Only obtainable as a drop from the Oathbreaker.''
 
==Non-Combat Spells==
{|class="wikitable"
|Name
|Gold Value
|Element
|Mana Cost
|Casting Time
|Effect
|-
|-
|Alchemy(Lesser/Normal/Greater)
|300/2000/8000
|Arcane
|Transforms item into 10%/20%/30% gold of it's value
|20/75/200
|Normal only found in Dungeon Shop
Grater only found on Legendary Pedestal
|-
|-
|Piety
|style="color:grey";|'''Recall'''
|Free
|1
|Arcane
|Arcane
|Toggles the caster's ability to damage players without player-killer status
|10
|10
|Only obtainable for lawful players from Blue altars in dungeon
|6.3s
|Teleports the caster back to the starting town. Cannot be cast in combat. Spell power has no effect on this spell.
|-
|-
|Dash
|style="color:gold";|'''LesserAlchemy'''
|4000
|300
|Arcane
|Arcane
|Propels the caster forwards for a moment
|20
|20
|Only found on Legendary Pedestal
|0.2s
|Allows the caster to choose an item from their inventory to convert into gold worth 10% of its base value. Spell power has no effect on this spell.
|-
|-
|Recall
|style="color:gold";|'''Alchemy'''
|1
|1800
|Arcane
|Arcane
|Teleports the caster back to town
|75
|Free/Scroll
|0.2s
|Obtainable from Blue altars, dungeon shops, and in town
|Allows the caster to choose an item from their inventory to convert into gold worth 20% of its base value. Spell power has no effect on this spell.
|-
|-
|'''Support Spell'''
|style="color:gold";|'''GreaterAlchemy'''
|HealAlly (Normal/Greater)
|9000
|100/1500
|Arcane
|Light
|200
|Heals 40/120 health to target ally
|0.2s
|50/100
|Allows the caster to choose an item from their inventory to convert into gold worth 30% of its base value. Spell power has no effect on this spell.
|}
|}
Visuals for each spell [[Spells|here]]


==Magic Armor==
=Magic Armor=
Magic users trade their durability in combat for high damage output at a range, while also bearing in mind that they have practically unlimited sustainability in the dungeon due to mana being the only resource they must manage.
Magic users trade their durability in combat for high damage output with spells, a true glass cannon. Apprentice and Mage Robes can be purchased within the town, with Magister Robes only being found rarely in the dungeon.
{|class="wikitable"
{|class="wikitable"
|'''Name'''
|Name
|'''Gold Cost'''
|Gold Value
|'''Positives'''
|Mana Regen
|'''Negatives'''
|Spell Power
|Armor
|Notes
|-
|-
|Apprentice Robes
|'''Leather Armor'''
|250
| 0%
| 0%
|2+10%
|Neutral Armor
|-
|'''Apprentice Robes'''
|800
|800
|style="color:green";|Increases Mana Regen by '''20%'''
| +80%
Increases Spell Damage by '''10%'''
| +30%
|style="color:red";|Increases damage taken by '''20%'''
| -10%
|
|-
|'''Mage Robes'''
|8000
| +120%
| +60%
| -20%
|
|-
|-
|Mage Robes
|'''Magister Robes'''
|3000
|20000
|style="color:green";|Increases Mana Regen by '''50%'''
| +200%
Increases Spell Damage by '''20%'''
| +100%
|style="color:red";|Increases damage taken by '''30%'''
| -40%
|
|-
|-
|Magister Robes
|'''[[prayer#Crafting|Holy Knight Armor]]'''
|10000
|40000<sup>†</sup>
|style="color:green";|Increases Mana Regen by '''100%'''
| -100%
Increases Spell Damage by '''50%'''
| +30%
|style="color:red";|Increases damage taken by '''40%'''
| 12+35%
|
+20 Knockback Resistance.
 
Generate mana upon successful melee attacks equal to 8% of the damage dealt.
|-
|-
|Holy Knight Armor
|'''[[Crafting|Warlock Armor]]'''
|Free*
|40000<sup>†</sup>
|style="color:green;"|Decreases damage taken by '''35%'''
| +150%
Increases Spell Damage by '''5%'''
| +40%
|style="color:red;"|Decreases Mana Regen by '''10%'''
| -25%
|
+50% Arrow Recovery. +4 Arrow mods. +75 Arrow storage.
 
Mana regen gradually increases to +900% when not casting spells.
 
Prohibits using channeling orbs and mana crystals.
|}
|}
''*Holy Knight Armor is only obtainable for lawful players. It is received from a Lawful altar in the dungeon. Upon interacting with the altar and the player having Heavy Plate or Magister Robes in their inventory, they'll be prompted if they'd want their armor to be transformed. If they accept, their armor will be transfigured into the Holy Knight Armor. In the case of having two armors that can be transfigured, Sarmina will opt to transfigure the armor that comes first in the player's inventory.''
''<sup>†</sup>Crafted, not purchasable.''
[[File:MagicArmor.png|frame|center]]
<gallery mode="packed-hover">
[[File:HKArmor.png|frame|left]]
File:LeatherArmour.png|Leather Armor
File:ApprenticeRobes.png|Apprentice Robes
File:MageRobes.png|Mage Robes
File:MagisterRobes.png|Magister Robes
File:HolyKnight_Armour.png|HolyKnight Armour
File:Warlock_Armour.png|Warlock Armour
</gallery>

Latest revision as of 05:47, 23 May 2025

The magic shop and the wizard shopkeeper

Magic users cast spells which use mana, a resource players regenerate over time intrinsically. Magic armors and staffs are both used to greatly increase the effectiveness of magic as well as to improve mana resources. Channeling items and mana potions can both be used to more quickly recover from low mana.

A player's maximum mana increases by 25 with each level up, and can be boosted temporarily with certain rare effects. Certain curses can also reduce maximum mana.

Most spells are learned by consuming a spell item, but not all spells are available in a learned version. Many spells are available as single-use scrolls which use no mana, spells that are not available to be learned will instead be available as a scroll. Spells cast from a scroll will ignore your spell power modifier and typically have an intrinsic boost to their own spell power.

Staffs[edit]

Part of the staff selection in the town magic shop

Spells can be used from your hotbar at any time without the need for a staff. However, equipping an appropriate staff first can help make your spells more effective. Additionally, each staff will remember the last spell you cast with it, so equipping it can behave as a shortcut to recasting that spell. All the general non-legendary staffs can be bought at the magic shop in town.

Name Gold Value Basic effects
Apprentice Staff 75 Saves 10% mana on all spells
Mage Staff 300 Boosts spell power by 10% for all spells
Fire Staff 600 Saves mana and boosts spell power by 20% on Fire spells
Earth Staff 1000 Saves mana and boosts spell power by 20% on Earth spells
Light Staff 1500 Saves mana and boosts spell power by 20% on Light spells
Dark Staff 2000 Saves mana and boosts spell power by 20% on Dark spells
Ice Staff 2500 Saves mana and boosts spell power by 20% on Ice spells
Dragon's Fury 25000 Saves mana and boosts spell power by 30% on Fire spells
World Tree Branch 25000 Saves mana and boosts spell power by 30% on Earth spells
Archangel's Staff 25000 Saves mana and boosts spell power by 30% on Light spells

Mana Regeneration Items[edit]

Channeling orbs and mana crystals are items used to rapidly regenerate mana. They are reusable, and so are a common staple for dedicated magic users to carry. You cannot move while channeling with these items, so they're often, but not always, used out of combat as a way to quickly reset your mana pool. Both channeling orbs and mana crystals require the user to be wearing magic class armor before use. When used out of combat, orbs and crystals both get a 3x bonus to their usual regeneration effects.

Channeling Orbs[edit]

Channeling orbs take a long time to wind up to their full regenerative power, but are significantly more effective for regenerating large quantities of mana. Additionally, channeling orbs can overcharge your mana pool by a percentage of your maximum mana stat. For players who mostly plan to top off mana just in between combat encounters, channeling orbs are the ideal solution.

Name Gold Value Mana Regen Bonus Overcharge
Basic Channeling Orb 8000 Up to 50x 30% max mana
Channeling Orb 16000 Up to 80x 50% max mana
Superior Channeling Orb 22000 Up to 120x 80% max mana

Mana Crystals[edit]

Mana crystals on the other hand have a very short wind up and reach their full regenerative power almost immediately, but are much slower than channeling orbs for regenerating large quantities of mana. This makes mana crystals more suitable for use during combat rather than just to top off your mana between encounters.

Name Gold Value Mana Regen Bonus
Basic Mana Crystal 125 Up to 25x
Mana Crystal 1500 Up to 35x
Superior Mana Crystal 8000 Up to 45x

Spells[edit]

Spells are divided into three classifications: combat spells, support spells, and non-combat spells.

Combat Spells[edit]

Name Gold Value Element Damage Mana Cost Casting Time Notes
FlashFire 75 Fire 50 (+15) 10 0.6s Causes enemies to burn on direct hit. Deals 48 additional fire damage over time.
EarthStrike 1000 Earth 30 (+85) 20 0.9s Has a large AoE radius which makes it very effective on groups of enemies.
Slam 6000 Earth Varies 60 1.0s Slams the caster into the ground, dealing large damage to everything around them. Does not harm the caster. Casting from a height and crouching both greatly increase the effectiveness. 10 second cooldown.
FrostShards 3000 Ice 23 (+10) 30 1.2s Fires ten projectiles in a small spread.
ShadowBolt 2000 Dark 120 22 0.35s Can cast without meeting the required mana, which will cause Mana Burn.
Eclipse 10000 Dark 200 150 2.0s Can cast without meeting the required mana, which will cause Mana Burn. Homes in on enemies, and bounces between them. Each bounce halves the spell's damage. 10 second cooldown.
ShadowBomb Crafted (25000) Dark 800 (+250) 200 2.5s Can cast without meeting the required mana, which will cause Mana Burn. 20 second cooldown.
SelfDestruct 100 Arcane 2000 to 3000 Scroll 1.0s Reduces your health to 1% of your max HP if your current HP is above 10%, otherwise executes you. Its AoE if you survive is 64 studs radius, otherwise it is doubled.
SunBurst 1500 Light 500 (+1000) Scroll 2.0s The extreme knockback from this spell tends to cause significant extra damage beyond its innate damage values.
Ragnarok 10000 Fire Up to 13000 Scroll 4.0s Summons a massive firey sword which explodes at the targeted location with unpredictable damage yield.
BloodSpray 5000 Blood 25 45 0.9s Fires ten projectiles in a small spread which apply Blood Curse.
BloodBombs 5000 Blood 50 (+50) 45 2.5s Fires 3 bombs which apply Blood Curse and knock away foes.
BloodStrike 5000 Blood 175 to 300 20% 2.3s Automatically strikes up to five nearby enemies with lightning five times. Damage increases if there are fewer enemies. Each strike afflicts foes with a stacking lightning debuff that causes them to take 2% more damage from all damage sources for 2 seconds. 20 second cooldown.
MortalSacrifice 2500 Blood ??? Scroll 3.7s Similar to the Seppuku attack Oathbreaker uses, the spell casts numerous short range swings at the player after a short windup.
Hemorrhage 2100 Blood ??? Scroll 3.7s Similar to Bloodspray, but rapidly spews 20+ bolts at wherever the user is looking at.
CrimsonJudgement 2300 Blood 220 to 1700 Scroll 4.3s Similar to BloodStrike, but hits only one target and deals 3.33% of the target's HP (within the damage range) per strike with six strikes. Also applies the same debuff from Bloodstrike.

Only obtainable as a drop from Wraiths.

Only obtainable as a drop from the Oathbreaker.

Support Spells[edit]

Name Gold Value Element Mana Cost Casting Time Effect
Cauterize 75 Light 75 1.25s Heals 20% of recent damage. Spell power is less effective beyond 25%.
ManaStitches 4000 Light 200 2.5s Heals 30% of recent damage. Spell power is less effective beyond 30%. 10 second cooldown.
AuroraHealing 20000 Light 900 3.5s Heals 35% of recent damage for all players in a large area. Spell power is less effective beyond 40%. 60 second cooldown.
Aegis 1000 Light Scroll 0.25s Makes the caster completely invincible for 10 seconds.
Dash 4000 Fire 20 1.0s Pushes the caster forwards. More useful when cast in the air.
Colosseum 20000 Ice 250 1.0s Spell Circle Places a stationary spell circle which enchants allies' attacks while within the circle. Enchanted attacks summon ghostly weapons to strike at enemies.
Bloodbath 20000 Blood 250 1.0s Spell Circle Places a stationary spell circle which enchants all entities within. Enchanted entities take greatly increased damage from all sources.

Spell circles require continuous mana from the caster for their upkeep. Spell circles are dispelled when the caster leaves the area of effect. Spell circles can be recast up to two times to increase their effectiveness.

Only obtainable as a drop from the Oathbreaker.

Non-Combat Spells[edit]

Name Gold Value Element Mana Cost Casting Time Effect
Recall 1 Arcane 10 6.3s Teleports the caster back to the starting town. Cannot be cast in combat. Spell power has no effect on this spell.
LesserAlchemy 300 Arcane 20 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 10% of its base value. Spell power has no effect on this spell.
Alchemy 1800 Arcane 75 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 20% of its base value. Spell power has no effect on this spell.
GreaterAlchemy 9000 Arcane 200 0.2s Allows the caster to choose an item from their inventory to convert into gold worth 30% of its base value. Spell power has no effect on this spell.

Magic Armor[edit]

Magic users trade their durability in combat for high damage output with spells, a true glass cannon. Apprentice and Mage Robes can be purchased within the town, with Magister Robes only being found rarely in the dungeon.

Name Gold Value Mana Regen Spell Power Armor Notes
Leather Armor 250 0% 0% 2+10% Neutral Armor
Apprentice Robes 800 +80% +30% -10%
Mage Robes 8000 +120% +60% -20%
Magister Robes 20000 +200% +100% -40%
Holy Knight Armor 40000 -100% +30% 12+35%

+20 Knockback Resistance.

Generate mana upon successful melee attacks equal to 8% of the damage dealt.

Warlock Armor 40000 +150% +40% -25%

+50% Arrow Recovery. +4 Arrow mods. +75 Arrow storage.

Mana regen gradually increases to +900% when not casting spells.

Prohibits using channeling orbs and mana crystals.

Crafted, not purchasable.