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Magic[edit]

Spell points[edit]

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  • Spells points per level, Priest & Sorcerer
  • Spells points per level, Horseman & Champion

Priest spells[edit]

Priest spells focus on healing and curing. 33 spells total.

SL Priest spell Type & target Effect
1 Restore sight Heal one ally Cures "blind" status
1 Heal Heal one ally Cures health points
1 Light Field Create light
1 Pray Support one ally Increases armor
1 Peace Disable all enemies Ends combat (no experience, no gold)
1 Crossfire Attack some enemies Attack
2 Trap detection Field : chest Automatically reveals chest trap
2 Instant lantern Field Create light
2 Tower of protection Support all priests Increases armor for caster and all priests
2 Gnihton spell Support all allies Increases attack or nothing (?)
2 Blind Disable all enemies Stuns all enemies
2 Confuse Disable some enemies (Omitted from the manual)
3 Restore senses Heal one ally Cures many status ailments
3 Weaken poison Heal one ally Reduces damage from poisoning
3 Heal wounds Heal one ally Cures health points
3 Disarm chest Field : chest Automatically disarms trap
3 Chameleon Support one ally Increases armor
4 Remove paralyzation Heal one ally Cures "paralysis" status
4 Depth detection Field Reveals dungeon level number
4 Earth attack Attack some enemies Attack
4 Poison Attack some enemies Inflicts "poison" status
4 Magic mace Support caster Increases strength
5 Depoison Heal one ally Cures "poison" status
5 Restore life Heal one ally Resurrects dead character, or turn to ashes
5 Dispel undead Attack some enemies Instantly defeat undead enemies
5 Shock Attack some enemies Attack
6 Cell rejuvenation Heal one ally Cures health points
6 Restore lost levels Heal one ally Restores one lost level
6 Restore ashes Heal one ally Resurrects "ash" character, or turn to dust
6 Acid rain Attack some enemies Attack
7 Restore dust Heal one ally Resurrects "dust" character, or try again
7 Safety Field Teleports to town
7 Annihilation Attack some enemies Attack


Healing spells (priest)[edit]

Most of these spells can be cast anytime. They are the most useful spells by far.

  • Heal (SL.1), Heal Wounds (SL.3), Cell Rejuvenation (SL.6): three spells of increasing power that restore health points. The last one always restores full health.
  • Restore Sight (SL.1), Remove Paralyzation (SL.4): two spells that cure specific status ailments.
  • Weaken Poison (SL.3), Depoison (SL.5): two spells against the same status ailment. Poison progressively depletes health points. Before a priest learns Depoison, you should cure this status ailment at a temple for characters of level 1 to 7; then, for characters of experience level 8 or higher, a depoison balm is a cheaper option.
  • Restore Senses (SL.3): cures any other status ailment except for the three already mentioned;
  • Restore Lost Levels (SL.6): enemies who can lower the characters' experience levels are extremely rare. This is a double improvement over The Bard's Tale, where this spell was completely missing and level-draining enemies were way too common in the last dungeon.
  • Restore Life (SL.5), Restore Ashes (SL.6), Restore Dust (SL.): three spells that resurrect dead characters. If one of them fails, the character status gets worse: from dead to ashes to dust. If the last spell fails repeatedly, then you will have to go to a temple.


Field spells (priest)[edit]

These spells can only be cast outside combat. See also #Field spells (sorcerer), because some are in common.

  • Light (SL.1), Instant Lantern (SL.2): alternatives to torches and lanterns; the player can decide whether to give priority to spell points or silver pieces.
  • Trap Detection (SL.2), Disarm Chest (SL.3): spells that can only be cast when a chest is found after a combat.
  • Depth Detection (SL.4): useful if you get lost in a dungeon, or if you want to check your location after casting the sorcerer's "Teleport" spell.
  • Safety (SL.7): a teleport spell that sends the party back to the nearest city.


Combat spells: support (priest)[edit]

These spells target the caster and the party members.

  • Pray (SL.1), Chameleon (SL.3): they improve armor class for a single target. The sorcerer has a larger selecion of similar spells.
  • Tower of Protection (SL.2): similar to the two above, this spell only targets priests, but all of them at once; this is probably the reason the manual suggests to use two priests in your party. Hardly worth it.
  • Gnithon spell (SL.2): the spell's name is "nothing" spelt backwards; either it does nothing, or it improves the characters attack. Who knows,
  • Magic mace (SL.4): it improves the caster's attack; useful in lengthy combats, after the priest cast some other spells, and only if he or she is in the front row.


Combat spells: disable (priest)[edit]

Disabling spells have a chance of failing, that depends on the overall power of the enemies.

  • Peace (SL.1): it interrupts the combat. Only useful if your party is really in danger.
  • Blind (SL.2): stuns all enemies, or none. It lasts one turn only.
  • Confuse (SL.2): similar to blind, but it lasts longer and it affects few enemies only.


Combat spells: attack (priest)[edit]

All these spells target a random number of enemies.

  • Crossfire (SL.1), Earth Attack (SL.4), Shock (SL.5), Acid Rain (SL.6): they simply inflict damage.
  • Poison (SL.4): it inflicts the poison status, that progressively damages the enemies. Usually, combats are over before this spell becomes relevant.
  • Dispel Undead (SL.5): more effective than the basic skill of the same name.
  • Annihilation (SL.7): it instantly defeats the affected enemies.

Sorcerer spells[edit]

Sorcerer spells focus on combat magic. 37 spells total.

SL Sorcerer spell Type & target Effect
1 Unlock Field Opens some magically locked doors
1 Light Field Lights darkness
1 Identify an item Field Identifies any item found
1 Absentmindedness Disable some enemies Stuns some enemies
1 Ignite Attack some enemies Attack
1 Fireball Attack some enemies Attack
2 Charge detection Field Identifies number of charges on a magic item
2 Neutralize gravity Field Party gets out of a pit
2 Protection Support one ally Increases armor
2 Fine focus Disable some enemies Enemies become easier to hit
2 Paralyze Disable some enemies Stuns some enemies
2 Frost byte Attack some enemies Attack
3 Open sesame Field Opens any magically locked door
3 Instant lantern Field Lights darkness
3 Invisibility Support one ally Increases armor
3 Fighter strength Support caster Increases strength
3 Make illusion Disable some enemies Affected enemies will flee
3 Flames Attack some enemies Attack
4 Spell diversion Support caster Protects from enemy spells
4 Party protection Support all allies Increases armor
4 The snail spell Disable some enemies Enemies will attack less and later
4 Insanity Disable some enemies Prevents enemies from using magic
4 Mass paralysis Disable all enemies Stuns all enemies
4 Lightning bolt Attack some enemies Attack
5 Unpetrification Heal one ally Cures "petrified" status
5 Valhalla power Support one ally One ally will attack twice
5 Mass invisibility Support all allies Increases armor
5 Defensive field Support all allies Protects from enemy spells
5 Ion explosion Attack some enemies Attack
6 Disarm and identify Field : chest Automatically disarms trapped chest and instantly identifies all contents*
6 Teleport Field Move party to any dungeon floor ; may fail
6 Valhalla spirit Support one ally Increases strength and armor
6 Reflection Support all allies Protects from enemy spells, and they target casters instead
6 Blizzard Attack some enemies Attack
7 Improved teleport Field Move party to any dungeon floor ; always succeeds
7 Fighter power Support caster Increases strength and armor
7 Destruction Attack some enemies Attack


Healing spells (sorcerer)[edit]

  • Unpetrification (SL.5): the "petrified" status is functionally identical to "dead", but it requires a different cure. Enemies who can inflict this are extremely rare. This is a double improvement over The Bard's Tale, where this spell was completely missing and petrifying enemies were way too common in the last dungeon.


Field spells (sorcerer)[edit]

These spells can only be cast outside combat. See also #Field spells (priest), because some are in common.

  • Light (SL.1), Instant Lantern (SL.3): alternatives to torches and lanterns; the player can decide whether to give priority to spell points or silver pieces.
  • Neutralize Gravity (SL.2): an alternative to "rope and hook".
  • Unlock (SL.1), Open Sesame (SL.3): they open magically locked doors, with a different success probability. The game will notify you if a door canonly be opened with a puzzle solution.
  • Identify an Item (SL.1), Charge Detection (SL.2): whenever you find a weapon, armor or scroll, you should better identify it. If it is magical, its name will change: a "+1", "+2" or "+3" means an enchantements makes it stronger, but a complete name change means it is a spellcasting item. Then, use the "charge detection" to determine how many times the spell can be cast before the item disappears.
  • Disarm and Identify (SL.6): more powerful than the priest's "Disarm Trap", but you might better save lv.6 spell points for other sorceries.
  • Teleport (SL.6), Improved Teleport (SL.7): they send the party to a dungeon floor of your choice (0 is the surface). They may be game breakers, but some scenarios are organized to prevent players from abusing them. The lesser spell can fail and send the party to a random floor, hence the usefulness of the priest's "Depth Detection".


Combat spells: support (sorcerer)[edit]

These spells target the caster and the party members.

  • Protection (SL.2), Invisibility (SL.3), Party Protection (SL.4), Mass Invisibility (SL.5): four spells that improve the armor class of one or all the characters. Different spells are cumulative.
  • Spell Diversion (SL.4), Defensive Field (SL.5), Reflection (SL.6): spells that protect from enemy magic; the first one targets the caster alone, the third one instantly defeats the enemy spellcasters.
  • Fighter strength (SL.3), Fighter Power (SL.7): spells that increase the caster's fighting prowess. The lesser one affects strength only, the greater one also affects armor.
  • Valhalla Spirit (SL.6): similar to "Fighter Power", but it can target any ally.
  • Valhalla Power (SL.5): the target will attack twice per turn.


Combat spells: disable (sorcerer)[edit]

Disabling spells have a chance of failing, depending on the overall power of the enemies.

  • Absentmidedness (SL.1), Paralyze (SL.2), Mass Paralysis (SL.4): three spells of increasing effectiveness; affected enemies will skip one or more turns.
  • Fine Focus (SL.2): it removes some special defences from the affected enemies.
  • Make Illusion (SL.3): affected enemies may decide to flee; somewhat similar to the priest's "Peace".
  • Snail Spell (SL.4): affected enemies will act later during the combat turn; limited usefulness.
  • Insanity (SL.4): spellcasting enemies will go berserk, and only attack physically. SL.6 Reflection is more useful.


Combat spells: attack (sorcerer)[edit]

All these spells target a random number of enemies.

  • Ignite (SL.1), Fireball (SL.1), Frost Byte (SL.2), Flames (SL.3), Lightning Bolt (SL.4), Ion Explosion (SL.5), Blizzard (SL.6): they simply inflict damage. Lightning Bolt is only effective outdoors.
  • Destruction (SL.7): instantly defeats affected enemies.

Skills[edit]

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Skills per class

  • Thief: sneak attack, disarm
  • Barbarian: berserker fury
  • Friar: ironwill, flying kick, stun