Block
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- Prerequisites: Intelligence 3
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Blocks 3 regular attacks. Carries over to next dungeon, but not into the bonus arena. Despite description only blocks 2 attacks.
- Strategy: This spell is great against the monsters whose attack damage is equal to your life points, or simply monsters with high-damage ranged attack.
God of War drains mana on entering a new dungeon, so cast this spell before leaving the dungeon if you have this God and enough mana to do so.
This skill works very well with equipment that rebounds damage based on your armor (typically 50%): the monsters still take damage, but the amount of armor stays the same.
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Blood Sacrifice
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- Prerequisites: Intelligence 3, Stamina
- Cost to Learn: 10 gold
- Mana Cost: 0 points
- Effect: Sacrifice 7% of maximum life in return for a 50% ATK increase in the next move.
- Strategy: This skill needs caution and some math skills so you can calculate the trade-off. Also, make sure your Hit chance is close to 100% to avoid wasting life points.
Synergies greatly with Weightstone (guaranteed hit), Grinder (guaranteed crit) and God of Vengeance (refills Life when entering new dungeon).
Caution: You can kill yourself if you use this skill at low health.
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Conversion
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- Prerequisites: Stamina 5, Intelligence 3
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Absorbs all damage done to the player and converts to life. Lasts for two moves. Effective in the current dungeon only.
- Strategy: This is a great skill for fighting enemies with high attack and/or multiple attacks per round. For best effect do not use when at full health. Less viable for high dodge/block builds, as enemies need to hit you to trigger the effects.
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Fireball
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- Prerequisites: Intelligence 4
- Cost to Learn: 10 gold
- Mana Cost: 2 points
- Effect: Throw a fireball at a monster causing damage by (50% Weapon ATK + Intelligence)
- Strategy: Cheap to cast making it a good damage source for a caster type character or for a fighter to kill ranged attackers.
Make sure to swap to a nice high damage two-hand weapon before casting to maximize damage.
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Fit for Battle
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- Prerequisites: Intelligence 2
- Cost to Learn: 10 gold
- Mana Cost: 2 points
- Effect: Increases your ATK by 100% and enable you to break locked tiles. Last for one move.
Note: You actually get only one attack, but it will let you break 1 locked tile (red X) and still attack - will disappear if you make any other move.
- Strategy: Gives a nice attack boost for tough fights. Incredibly potent synergy with AoE damage skills like Immortal Fire.
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Flash
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- Prerequisites: Intelligence 3
- Cost to Learn: 10 gold
- Mana Cost: 2 points
- Effect: Increases Dodge by 50% for the next move.
- Strategy: The duration is too short to really be all that useful. Mildly useful against multiple ranged enemies.
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Heal
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- Prerequisites: Intelligence 5
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Heals the character for (10% maximum life + Stamina * 2).
- Strategy: Healing in a rogue-like is always welcome. This can also help to pick Heart of Life with full Life bar to increase it.
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Immortal Fire
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- Prerequisites: Intelligence 7
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Deals (weapon ATK + 30% of life lost) fire damage to all revealed monsters and grants immortality for the next 3 moves.
- Strategy: This has the potential to be the ultimate last resort spell, combining direct damage and the effects of the Cross item. The major problem with this approach is that in order to maximize the damage you need to be nearly dead already. That being said, with two-handed weapons and synergizing skills, the AoE is powerful in its own right.
It is recommended to use it is as a "Cross on demand" spell to fight the elite monsters with Overlord trait (ATK = hero's HP), but it is still very expensive to cast. Save it for the bosses or when you like everything on screen to die.
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Intervention
File:Intervention.png
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- Prerequisites: Strength 4, Intelligence 3
- Cost to Learn: 9 gold
- Mana Cost: 3 points
- Effect: Blocks 3 physical attacks.
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Mercenary Assault
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- Prerequisites: Unknown
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Causes 200 damage that's averaged out to on-screen monsters. Costs 500 gold.
- Strategy: This skill is great if you have already purchased all the upgrades and have gold to spare.
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Mist Exchange
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- Prerequisites: Intelligence 3, Stamina 6
- Cost to Learn: 10 gold
- Mana Cost: 5 points
- Effect: Sacrifices 50% of your current life to reduce the life of every monster in the mist by 50%.
- Strategy: This spell is bad. You might be able to use it if you have Soul Hourglass or really good healing gear to offset the damage, but it is still too costly to cast on purpose.
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Mist Shield
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- Prerequisites: Intelligence 4
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Add the number of revealed tiles to your armor shield. Effective in current dungeon only.
- Strategy: For obvious reasons, this skill is better used after scouting most of the dungeon floor. It does not say in the description, but it only lasts for 3 moves, and its effect does not carry on to the next dungeon floor.
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Multicast
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- Prerequisites: Intelligence 6
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Deals fire damage to a single enemy with 60% chance to inflict double damage, 30% chance to inflict triple damage, and 12% to inflict x8 damage.
- Strategy: This is a great spell for dealing with ranged elites like Ogres if you do not already have a Rebound effect on your armor.
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Piercing wind
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- Prerequisites: ???
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Removes the shield of 1-5 random monsters on the screen.
- Strategy: This is useful against elite monsters with strong armor or with the skill to double all monsters' armor, however the randomness reduces its effective usage, and usually when you meet such monster, you should already have a bow or wand/staff to attack ignoring the armor, so this skill is rather limited to use on lower levels.
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Power Absorption
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- Prerequisites: Intelligence 2
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Grants +4 ATK. Each wounded monster on the screen grants additional +2 ATK. Lasts for 3 turns.
Note: Only works with melee weapons.
- Strategy: The maximum amount of monsters that can appear on a level is around 10, which means ~24 damage. Might be good for builds that bounce/chain attacks around the room hurting several mobs at one time, but does not seem to work for elemental attacks. Very good with Alexander's skill Holy Judgement.
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Prophet
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- Prerequisites: Int 4
- Cost to Learn: 10 gold
- Mana Cost: 2 points
- Effect: Shows location of 1-5 monsters or traps on the map.
- Strategy: A good spell if you worship the God of War, as you can dump your mana into it at the start of a dungeon before your mana disappears.
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Reflection
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- Prerequisites: Intelligence 3, Dexterity 6
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Rebounds any attack for the next two moves. Effective in current dungeon only.
- Strategy: This is a great spell for dealing with ranged attackers if you do not already have a Rebound effect on your armor. It might not be enough to kill them in a single cast, but it can buy you some turns to get closer to finish the job.
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Revenge
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- Prerequisites: Unknown
- Cost to Learn: 10 gold
- Mana Cost: 2 points
- Effect: Returns double the damage received to a monster.
- Strategy: Better to use against enemies with high attack and life maybe combined with Conversion. Does not work if enemies' attack or counter attack misses or is blocked.
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Skull Storm
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- Prerequisites: Intelligence 5
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: Launches (3 + number of corpses) shadow arrows into random monsters. Each arrow inflicts 30% ATK in element damage.
- Strategy: Best used after most of the monsters are dead on the level to finish the last big monster because the more remains are on the floor the more arrows spread across fewer monsters on screen.
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Soul Shield
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- Prerequisites: Intelligence 4
- Cost to Learn: 10 gold
- Mana Cost: 5 points
- Effect: Converts all your soul points and adds them to your shield. Effective in current dungeon only.
- Strategy: Good as a last resort spell to boost your shield for Rebounding ranged attacks or to survive in a fight with a heavy hitting elite, but the high Soul and Mana cost makes it impractical for frequent use.
Effect does not carry on to the next dungeon floor, but does into bonus arenas.
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Summon
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- Prerequisites: Intelligence 6
- Cost to Learn: 10 gold
- Mana Cost: 4 points
- Effect: Summons a creature to take damage on your behalf. Lasts for 5 turns.
- Strategy: Great against the elites whose attack damage is equal to your life points.
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Terrorblade
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- Prerequisites: Intelligence 2
- Cost to Learn: 10 gold
- Mana Cost: 3 points
- Effect: +4 ATK for 4 moves, if an enemy gets killed within these moves you get +2 ATK and the move counter refreshes. This bonus is cumulative and effective in current dungeon only.
Only works with physical attacks (no wands).
- Strategy: Very good for killing off several small monsters in a row when they are all on screen. The +2 bonus is cumulative, so start with monsters with lower life and work your way up.
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