Balrum
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Mage Spell Notes
由 Jugem 制作
These are just notes of my usage of the spells I have encountered with a pure mage playthrough at hard after finishing the game at level 9.
   
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List of Spells by Category
Blast
Spell
Notes
Fireball
Comes in three levels, the lower the level the more mana efficient it is but higher level ones kill things faster which is crucial. Works well with +fire damage gear with fireroot in the anvil
Nightfall
Comes in two levels, the most mana efficient spell you can have once you get +shadow damage gear with the use of skulls in the anvil.
Pyroblast
It's slightly stronger fireball 2 but takes two turns. Best used as a pre-charge before engaging.
Ice Ball
It's fireball 2 but has a chance of freezing things in place. Useful as a damaging spell during the times when targets have fire resistance up.
Voidball
Inferior nightfall
Rain of Fire
Decent AoE but why are you engaging multiple targets at one time?
Chaos Fire
Best used after the spell "Pure" and a Preparation scroll, rinse and repeat with brain purge scroll.

Control
Spell
Notes
Fear
Stops offensive actions for 3 turns but random movement, you will have 2 turns of free actions.
Freeze
Stops movement for 3 turns but are still able to take offensive ranged actions
Silence
Stops manastealing mantis' from stealing your mana.
Polymorph
Get 20 turns to eat more sloe berries and cool down. DON'T use it while your pet is targeting it or while it has damage over time effects on it.
Sleep
Same as polymorph but 40 turns.

Recovery
Spell
Notes
Heal
Trade mana for hp, best used after "Pure" or for emergencies.
Gift of the Forest
Summons a tree below you that heals for an ok amount every turn for 3 turns, useful to block line of sight or to plug a gap. Priority spawn is down up right left meaning if the 8 cells surrounding your character are free it'll always spawn on the cell directly below your character. Go play with it and you'll get it.
Druid's Song
Heals 5% of your hp per turn for 5 turns.
Touch of the Wisps
Increases healing done to you by 25% for 8 turns, manage your mana appropriately
Siphon Life
Good for healing but not as a blast

Utility
Spell
Notes
Teleport Self
Use it a lot during lategame to put yourself in a position to not getting hit in the first place. As for early game, use sparingly due to the item cost to cast.
Teleport Target Away
Unreliable means to defend yourself. Use only if you have no other options and are stuck in a corner unable to move.
Crystal Walls
Useful against targets who don't have ranged capabilities, best used when the target is at least 1 cell away from you otherwise you'll be stuck with it next to you. It does not block ranged attacks but on the other hand you can also shoot ranged attacks from that position.
Pure
Turn any spell into a 110 mana cost spell
Weakened Healing
The mana cost is small enough to use against enemies who you think is about to heal but never after they've already healed.
Distract
Used it once for a quest then forgot about it. Only works on monsters unfortunately.
Lower Threat
Useful once you mastered the threat system (the bar on top of the quickbar during combat) but by chapter 3 I had all the tools needed to kill anything and everything effortlessly.
Siphon Mana
Free mana from anyone with mana. Use only if nothing better to do.
Meditation
STUNS you for 4 turns and during that 4 turns MAYBE the spells you have on cooldown will become available. A useless spell in combat, get brain purge scrolls, they're cheap enough.
Advice for Mages
  • You have a basic stun skill use it during early and mid game but don't rely on it late game.
  • more armor = less spell hit chance.
  • Get the phoenix ring, your pet is the one that'll carry you early on.
  • When given a choice between int or wis, choose int always. More mana, more spells, less problems.
  • You don't need to have farming learned but Sloe berries are your best source of mana early on during and out of combat, not mana potions. You recover 90 mana over 3 turns. Cast, eat, Cast. Mana potions are used if and only if you need that final burst of mana to deal the killing blow or relocate yourself to safety.
  • There's a bookstand that increases your int by 1 if you have exactly 5 int if you want to minmax.
  • Carpentry Level 2 lets you learn the recipes for some Mana and Healing Obelisks (still gotta find each one), you'll need Silver Bark though and there's a skill book for it...but its at chapter 3 if you want to prolong your suffering just to get an extra learning point.
  • Armor crafting is useful as it allows you to craft lower armor items (see bullet 2) and add spell damage increase effects (fireroot and skulls for fire and shadow respectively).
  • Alchemy is important to make custom mana potions with added effects. Even though you can learn the skill through books, getting it just to give you extra learning points still is useful if the other skills do not interest you.
  • You will get stunned by golems and some other enemies while at range, accept it as an inevitability and plan accordingly never put yourself within 4 cells of the target. The stun immunity potion only lasts for a few rounds so it's useless unless you can predict when they'll throw their rock at you so don't plan around that. Use your spells and your consumables (don't be stingy money is very easy to come by).
  • Exploit the AI