|
Apocalypse - This destroys (by apocalyptic
fire) everything surrounding you. Most Deadly |
|
Bloodstar - This casts a ball of red energy
just like what the witches cast in hell. It is an OK spell but not real
popular. |
|
Bone Spirit - This spell shoots off a
spirit or ghost or what appears to be one, and it flies off at the enemy
and once it hits, it takes off 1/3 of the target's hit points. |
|
Chain Lightning - This is a nice spell.
When you cast it, more then one lightning bolt will appear depending on
your level of the spell and mana. The damage is greater and the chains
are longer depending on your spell level. |
|
Charged Bolt - Not a very interesting
spell. When you cast it, three tiny lightning charges move out from you
and randomly move around until they hit something or run out of power.
Sometimes they spilt up even further than that. They are also quite hazardous
to fellow adventures. |
|
Elemental - Very cool and powerful spell.
When cast, a burning man runs out like a guided missle and seeks the nearest
enemy and it may hit him more than once. Once reaching the target, it explodes
on them like a fireball. |
|
Fireball - An awesome spell for all classes.
When you shoot it, it looks just like a normal firebolt, but when it hits
the enemy it's toast time. It will damage team mates if they are near the
impact. Mages cast the best and most deadly fireballs. |
|
Firebolt - Firebolt takes a little bit
longer to cast than lightning, but still has more advantages. Even though
you can only hit one enemy at a time, you can get some very nice upgrades
for it. It also gains power and a little speed with every level up. |
|
Firewall - This spell creats a giant wall
of fire in a line relative to your position. Normally this spell only lasts
for about 60 seconds, then the fun is over. This spell will injure caster
if he walks into it as well When you upgrade your spell level the spell
lasts longer. |
|
Flame Wave - This one raises a firewall
from the ground in front of you, then it moves away from you and sweeps
the floor hitting everything in its path. |
|
Flash - When you cast it, anything in
an eight square radius from you takes damage. The only bad thing is that
it doesn't affect the undead. It is not to good from level 7 and down. |
|
Golem - When you cast it, a stone man
burrows out of the ground and begins attacking enemy targets. It goes around
killing until all enemies are dead or is killed itself by the enemy. He
is pretty tough guy and will follow you if you stay close to him. He is
kinda like a guardian angel. |
|
Guardian - When you cast this, an opening
appears in the ground where you cast it and a 3-headed hydra sticks it's
head out and spits firebolts out at enemy targets. This is the most used
spell for flushing out the enemy. |
|
Healing - Heal yourself. |
|
Heal Other - You can heal an injured team
mate. |
|
Holy Bolt - Not much use for this spell
outside of the church and catacombs. Only works on undead, but it does
work. Basically just a ball of magic that hurts undead. |
|
Identify - This spell lets you properly
find out what kind of magical items you are using. Casting it automatically
brings up the inventory menu and lets you select the item you want to identify.
This spell does not appear as books and cannont be learned. Scroll only. |
|
Inferno - Another useless spell. If you
don't have firebolt or lightning at low levels, this is it. A small area
affect spell that doesn't hit very good range. Try and gather a bunch of
guys in front of you when you cast it. |
|
Infravision - When you cast this, all
the creatures outside your sight or light radius will appear red. It's
like super night vision. It's good when there are a lot of enemies near
you, but out of sight. Another spell you cannot learn anyway. Scroll only. |
|
Lightning - Lightning shoots a bolt of
energy from you in the direction you have selected. This spell is cool
because you can hit more than one enemy at a time with it. I use in with
the bottle-neck tactic. (Allowing only one enemy to attack you at a time
like a doorway. |
|
Mana Shield - A gold ball will pop up
over your head when the mana shield is activated. Basically all this spell
does is, when you get hit, the hit points are taken out of your mana instead
of your health. Excellent added protection for Mages since they have low
hit points. But all 3 races can benefit from it. |
|
Nova - Another cool spell. From where
you are standing, a ring of lightning surrounds you, shoots out, and doesn't
stop until it hits a wall or monster. Yet another spell you cannot learn
in anyway. Scroll only. |
|
Phasing - This spell randomly transports
you to any spot in sight. It's a good way to get out of being surrounded
to find a safe spot to heal (Teleport also). |
|
Repair - When you use it it decreases
the durability of the item you have repaired everytime you use it. After
a while, your stuff will begin to become brittle when you use this skill
too much. It is best to go to Blacksmith for repairs unless you are in
a very tight situation and need it really bad. This is the built in spell
for Warriors. |
|
Resurrect - Resurrects one of your fallen
comrades. Scroll only. |
|
Staff Recharge - This spell charges any
of your staffs. The only bad part about this spell is that it works related
to the repair skill/spell. Anytime you use it, it will lower your staff's
total number of charges. If you have a really good staff, it's recommened
that you go back to town and get it charged by the witch. This is the built
in spell for Mages. |
|
Stone Curse - Stone curse turns one of
your foes into a statue. (Well, they look like one). After they are stoned,
run up to them and attack them. They will shatter to pieces once you hit
them. Make sure you hit them soon, because after a few seconds, they return
to normal. Does not work on humans. |
|
Telekinesis - Lets you pick up you use
stuff from distances, i.e. open doors, boxes, chests and switches. Nice
for the last level in hell. |
|
Teleport - It teleports you where ever
you point and click the right mouse button. It can also teleport you through
walls and doors if your too lazy to look for the door or need to flee from
trouble. It is much more accurate than phasing. Be careful and DON'T teleport
into a hotspot of trouble. |
|
Town Portal - When you cast town portal,
a blue portal appears next to you about your size. Once you step in it,
you will be transported back to town. (Down the road, behind the smith.)
The portal in town and in the dungeon will remain there until you use one
of them again on your return trip to dungeons. If you have a buddie playing
use each others portal. That way they will never dissappear. |
|
Trap Disarm - This spell does what it
says. If you cast it on a chest or door, it disables that annoying arrow
that always shoots from the wall. This is the built in spell for Rogues. |