Magic

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Revision as of 01:55, 15 May 2025 by Pecon (talk | contribs) (→‎Spells: Major restructuring of this section. Update all spell information.)
Magic Shop

Magic

Magic uses the resource of mana which regenerates over time. Armour changes the generation rate and can be temporarily increased through the usage of channeling items. Additionally, there are mana potions that can be bought in town, found in dungeon shops, or as boss/miniboss drops.

A player's maximum mana can increase through leveling up or randomly while using the Body and Mind legendary sword. Alternatively, it can be decreased through curses.

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.

Staffs

Spells can be used from your brick hotbar at any time without the need for a staff. However, equipping an appropriate staff first can help make your spells more effective.

Magic Shop Interior

The basic generic and elemental staffs can be bought in at the magic shop in town.

Name Effect Gold Cost
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 Staff 25000 Saves mana and boosts spell power by 30% on Fire spells
World Tree Branch Staff 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

Channeling Items

Channeling items increase the user's mana regeneration rate whilst being used or held, with a 2x regeneration rate for crystals (after 15s) and 3x regeneration rate for orbs (after 30s) being applied when out of combat. Note that you'll be unable to perform actions or move whilst channeling. There are two variants of channeling items: crystals and orbs. Crystals are cheaper compared to orbs, but have a lower capacity and regeneration rate compared to orbs but drain slowly while holding it instead of instantly. Orbs, whilst being expensive, have the ability to temporary overcharge the user's mana. The overcharge rate is based on the quality of the orb alongside the user's level. Channeling items can only be used when wearing mage-class armour.

Classification Gold Cost Generation Stats
Basic Crystal 125 Base Bonus +0.1, scale factor 2, max bonus +25
Mana Crystal 1500 Base Bonus +0.1, scale factor 2, max bonus +35
Superior Crystal 8000 Base Bonus +0.1, scale factor 2, max bonus +45
Basic Orb 8000 Base Bonus +0.5, scale factor 1.1, max bonus +50, overcharges by 30% user's max mp
Mana Orb 16000 Base Bonus +0.75, scale factor 1.1125, max bonus +80, overcharges by 50% user's max mp
Superior Orb 22000 Base Bonus +1, scale factor 1.125, max bonus +120, overcharges by 70% user's max mp

Spells

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

Combat Spells

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. 10 second cooldown.
SelfDestruct 100 Arcane 2000 to 3000 N/A 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) N/A 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 N/A 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 ??? N/A 3.7s Only obtainable as a drop from the Oathbreaker boss in scroll form. Similar to the Seppuku attack Oathbreaker uses, the spell casts numerous short range swings at the player after a short windup.
Hemorrhage 2100 Blood ??? N/A 3.7s Only obtainable as a drop from the Oathbreaker boss in scroll form. Similar to Bloodspray, but rapidly spews 20+ bolts at wherever the user is looking at.
CrimsonJudgement 2300 Blood 220 to 1700 N/A 4.3s Only obtainable as a drop from the Oathbreaker boss in scroll form. 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

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 N/A 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

Name Gold Value Element Mana Cost Casting Time Effect
Recall 1 Light 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 Light 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 Light 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 Light 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

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 Positives Negatives Cost (Gold)
Apprentice Robes Increases Mana Regen by 80%

Increases Spell Power by 30%

Increases damage taken by 10% 800
Mage Robes Increases Mana Regen by 120%

Increases Spell Power by 60%

Increases damage taken by 20% 8000
Magister Robes Increases Mana Regen by 200%

Increases Spell Power by 100%

Increases damage taken by 40% 20000
Holy Knight Armor Decreases damage taken by 12+35%

+20% Knockback Resistance

Increases Spell Power by 30%

Generate mana upon successful melee attacks

Lowers Mana Regen by 100% 40000 (Crafted)
Warlock Armor Increases Arrow Storage by 75

Increases Arrow Recovery Chance by 50%

Increases Arrow modifiers by 4

Increases Mana Regen by 150%, increasing up to 900% while not casting spells.

Increases Spell Power by 40%

Increases damage taken by 25% 40000 (Crafted)