Magic
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.
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)
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.
Staves
Spells can be cast with the command /cast
or /c
followed by the spell you would like to cast (e.g. /cast frostshards
). This method can not be used in combat. However, it is also possible to bind spells to a staff with the command /autocast
followed by the spell you would like to cast (e.g. /autocast frostshards
). 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).
All staves can be bought in spawn except Archangel's Staff (See Legendaries)
Name | Gold Cost | Effect |
Apprentice Staff | 75 | Saves 10% mana on all spells |
Mage Staff | 300 | Saves 20% mana on all spells |
Fire Staff | 600 | Saves 40% mana on Fire spells |
Earth Staff | 1000 | Saves 40% mana on Earth spells |
Light Staff | 1500 | Saves 30% mana on Light spells |
Dark Staff | 2000 | Saves 50% mana on Dark spells |
Ice Staff | 2500 | Saves 40% mana on Ice spells |
Archangel's Staff | 25000 | Saves 60% mana on Light spells |
Spells
Name | Gold Cost | Element | Base Damage (direct hit) | Mana Cost | |
Combat Spells | |||||
Frostshards | 3000 | Ice | 21 (x 18 = 378) | 60 | Shoots 18 projectiles |
Shadowbolt | 2000 | Dark | 162 | 30 | Can cast without meeting the required mana, which will cause Mana burn |
Earthstrike | 1000 | Earth | 90 | 20 | Has a large AoE which makes it very effective on groups of enemies |
Flashfire | 75 | Fire | 45 | 10 | |
Sunburst | 2000-3000 | Light | 650 (Extra damage often possible due to high knockback causing impact damage) | N/A | Only obtainable in scroll form from dungeon shops or Minibosses |
Name | Gold Cost | Element | Effect | Mana Cost | |
Neutral Spells | |||||
Heal(Lesser/Normal/Greater) | 300/1500/8000 | Light | Heals 15/50/150 health | 30/75/150 | Greater only found on Legendary pedestal or Boss drop |
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 | Free | Arcane | Toggles the caster's ability to damage players without player-killer status | 10 | Only obtainable for lawful players from Blue altars in dungeon |
Dash | 4000 | Arcane | Propels the caster forwards for a moment | 20 | Only found on Legendary Pedestal |
Recall | 1 | Arcane | Teleports the caster back to town | Free/Scroll | Obtainable from Blue altars, dungeon shops, and in town |
Support Spell | HealAlly (Normal/Greater) | 100/1500 | Light | Heals 40/120 health to target ally | 50/100 |
Visuals for each spell here
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.
Name | Gold Cost | Positives | Negatives |
Apprentice Robes | 800 | Increases Mana Regen by 20%
Increases Spell Damage by 10% |
Increases damage taken by 20% |
Mage Robes | 3000 | Increases Mana Regen by 50%
Increases Spell Damage by 20% |
Increases damage taken by 30% |
Magister Robes | 10000 | Increases Mana Regen by 100%
Increases Spell Damage by 50% |
Increases damage taken by 40% |
Holy Knight Armor | Free* | Decreases damage taken by 35%
Increases Spell Damage by 5% |
Decreases Mana Regen by 10% |
*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.