Magic
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
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 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 |
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.
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
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
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. 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
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
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
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 |
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.