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There are various magic spells. Magic can be used by anyone using one-time spell scrolls or by magicians using runes that can be re-used as often as one likes, but which runes can be used depends on the magic circle the player has. Both methods drain the player's mana. Mana can be restored with potions of magic energy, eating dragon root/raven herbs/stone root/dark herbs or by sleeping. See also mana and magic skills/training.

There are three types of spells: normal, chargeable and investment spells.

  • Normal spells like teleportation require a set amount of mana. If the player fails to put in the required amount of mana, nothing will happen. (but any mana that was put in will be gone)
  • Chargeable spells like Fireball have a maximum amount of mana that can be put into them, but it's possible cast the spell with less mana. In that case it will do less damage.
  • Investment spells like Pyrokinesis have an effect that will last as long as the player casts it. The duration is only limited by the amount of mana the player has.

For a list of magic runes, spell scrolls and locations check the list of magic items.

First circle of magic[edit]

Light[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

A floating/hovering light appears above Nameless that follows the player.

Useful against: darkness

Fire Bolt[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Throw a small fireball that does 30 fire damage.

Useful against: Bloodfly, Molerat and Scavenger (2 fire bolts), Goblin (with club) (3 fire bolts), Lizard and Wolf (4 fire bolts), Ice Golem (5 fire bolts)

Ice Bolt[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Throw a small ball of ice that does 20 magic damage.

Useful against: Goblin (with club), Molerat and Scavenger (2 ice bolts), Bloodfly (3 ice bolts), Lizard, Wolf, Black Goblin and Biter (4 ice bolts), Lurker, Damlurker and Minecrawler (5 ice bolts), Fire Golem (8 ice bolts)

Second circle of magic[edit]

Fist of Wind[edit]

✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment


Useful against:

Sleep[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Only works on human NPCs. Puts them temporarily to sleep so you can walk past them, attack them while they're down or have them not hurt you while you deal with other enemies.

Useful against: human NPCs

Healing[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Heals 10 hitpoints per mana invested.

Useful against: low health

Third circle of magic[edit]

Ice Block[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Encases the enemy in an ice block (which will break after a while) and does 70 magic damage. While the enemy is frozen they can't attack. You can attack the frozen enemy though and take them down. Some enemies like trolls and golems can't be frozen.

Useful against: almost anything but trolls and golems

Fireball[edit]

✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

If fully charged this will throw a fireball that does 150 fire damage. Not all damage is delivered instantly, the enemy will catch fire for a while, draining their health until the fire goes out. 150 damage is the total damage caused after the fire has gone out. Not recommended against harpies as harpies always appear in groups and are quite quick, leaving you with too little time to recharge. Can be used against an isolated swampshark, but a single swampshark will require 3 Fireballs.

Useful against: Bloodfly, Molerat, Scavenger, Goblin (with club), Lizard, Wolf, Ice Golem, Bloodhound, Biter, Black Goblin, Goblin Warrior, Snapper, Minecrawler, Lurker, Damlurker (1 fireball)

Orc Hunter, Orc Shaman, Orcdog, Orc Fighter, Orc Warrior, Minecrawler Warrior, Shadowbeast (2 fireballs)

Pyrokinesis[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Does 20 magic damage per mana. Note that this damage is delivered 20 at a time in quick succession. So if an enemy has 20 magic damage protection, you won't hurt them at all.

Useful against: every NPC before you enter the temple of the sleeper and Bloodfly, Bloodhound, Scavenger, Molerat, Lizard, Wolf, Goblin (with club), Biter, Black Goblin, Goblin Warrior, Snapper, Minecrawler, Orc Hunter, Orcdog, Lurker, Razor, Firelizard

Ball Lightning[edit]

✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment

According to the in-game description this spell does 20 magic damage per mana and consumes up to 5 mana. This should work out to 100 magic damage for a fully charged ball of lightning, but a fully charged ball will deal only 80 magic damage. This 80 damage does consume 5 mana.

Useful against: Bloodfly, Scavenger, Molerat, Lizard, Wolf, Goblin (with club), Biter, Black Goblin (1 ball)

Bloodhound, Goblin Warrior, Snapper, Minecrawler, Orcdog, Lurker, Fire Golem (2 balls)

Orc Hunter, Razor, Firelizard (3 balls)

Charm[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Makes an NPC like you. They won't fight for you though, but if you cast charm on a guard and proceed to attack the guard standing next to them, the guard you charmed won't attack you.

Useful against: grumpy NPCs

Telekinesis[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment

Allows you to move an item like a weapon or scroll. Can be used to draw items that are out of reach towards the player. Can not be used on enemies and is useless in combat. Sometimes useful to draw an item towards the player past some enemies, avoiding a fight.

Fourth circle of magic[edit]

Control[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment

Requires at least 30 mana to equip, but can drain much more.

Allows you to take control of a human NPC. Doesn't work on immortal characters like Diego. It will take 4 mana per level of the target character.

If you press enter, you return to being yourself. Don't wander away too far. Killing or getting killed also seems to return you to being yourself.

There is a trick to obtain many kinds or armor with this spell. You can't open your inventory while controlling another NPC, but there is a workaround. For example, cast control on Gor Na Drak. Now find an animal carcass or a dead/knocked out human. (you may want to make sure there is one nearby before casting control..) Try to loot/harvest it, but instead of actually doing so, browse through "your" inventory and drop (use+down) your armor, weapons and whatever else you'd like to have. Switch back to Nameless and pick up the gear, simple as that. This way you can aquire Gor Na Drak's heavy templar armor (no matter which camp you joined) and his King's blade.

Storm Fist[edit]

✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment


Useful against:

Chain Lightning[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✔ Investment


Useful against:

Storm of Fire[edit]

✔ Rune ✔ Scroll ✔ Chargeable ✖ Investment


Useful against:

Death to the Undead[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Fifth circle of magic[edit]

Wave of Ice[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Rain of Fire[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Sixth circle of magic[edit]

Breath of Death[edit]

✔ Rune ✖ Scroll ✖ Chargeable ✖ Investment


Useful against:

Uriziel's Wave of Death[edit]

✔ Rune ✖ Scroll ✖ Chargeable ✖ Investment


Useful against:

No circle[edit]

Teleportation[edit]

✔ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Summoning[edit]

✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Transformation[edit]

✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Rage[edit]

✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Fear[edit]

✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against:

Shrink monster[edit]

✖ Rune ✔ Scroll ✖ Chargeable ✖ Investment


Useful against: