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Description

Skills (or Spells) are heroes' special abilities that must be activated manually. Their effects are mostly limited to either buffing the hero, damaging or weakening enemies.

Each hero starts with one skill slots filled with an unique skill (that other heroes cannot learn). The second skill slot unlocks at 4th level  and the third at 7th level. Skills can only be learned at a Skills Trainer for a small amount of Gold, as long as the hero has sufficient Intelligence. Like Items, skills can be "dropped" to make room for new ones. Most skills consume Mana, with a few exceptions which use Life Points or Gold.

Important: If you clear the room of the monsters you get a reward. If you level up to 4th level, most of your gameplays one of your rewards will be a Skill Trainer. So be aware to meet the prerequisites when finishing the room.

List of Skills

Adventurer's Roar

Skill adventurers roar
  • Prerequisites: Guy (Hero)
  • Cost to Learn: Starts with the hero.
  • Mana cost: 2 points
  • Effect: Temporarily reduce monster ATK by the number of locked tiles on screen + 1. Last for three moves.
  • Strategy: To take the most advantage of this skill, try to scout as much as possible the current dungeon. As you reveal monsters, it'll lock the tiles around it. The minimum ATK (damage) of a monsters is 1 point. At later levels, its usefulness is reduced, as monster ATK is much higher, and revealing too many monsters at a time might result in an unbeatable combo.

Block

Skill block
  • Prerequisites: Intelligence 3
  • Cost to Learn: 10g
  • Mana cost to cast: 4 points
  • Effect: Block 3 regular attacks. Carries over to next dungeon, but not into the bonus rooms.
  • Strategy: This spell is great against those 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, cast this spell before leaving the dungeon if you have the mana to do so. This skill works very well with equipment that rebounds damage based on your armor (typically 50%) - the monsters will still take damage, but the amount of armor stays the same.

Blood Sacrifice

Skill blood sacrifice
  • Prerequisites: Intelligence 3, Stamina 4
  • Cost to Learn: 10g
  • Mana cost to cast: 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 wasing life points. Synergizes greatly with Whetstone (100% Hit and Crit next attack) and God of Vengeance (refills health when entering new dungeon). Caution: You can kill yourself if you use this skill at low health.

Cannon Expense

Skill cannon expense
  • Prerequisites: Unknown
  • Cost to Learn: 10g
  • Mana cost to cast: 3 points
  • Effect: Cause 200 damage that's averaged out to on-screen monsters. Costs 500 gold.
  • Strategy: If you already have purchased all the Upgrades and have Gold to spare, then this skill will rock.

Conversion

  • Prerequisites: Stamina 6
  • Cost to Learn: 10g
  • Mana cost to cast: 4 points
  • Effect: Absorb all damages and convert to life. Last for two moves. Effective in 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.

Dodge

  • Prerequisites: Intelligence 3
  • Cost to Learn: 10g
  • Mana cost to cast: 2 points
  • Effect: Dodge increase by 50% in next move.
  • Strategy: The duration is too short to really be all that useful. Mildly useful against multiple ranged enemies.

Fireball

  • Prerequisites: Intelligence 4
  • Cost to Learn: 10g
  • Mana cost to cast: 2 points
  • Effect: Conjure a fireball at a monster causing damage by (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.|-

Fit for Battle

  • Prerequisites: Intelligence 2
  • Cost to Learn: 10g
  • Mana cost to cast: 2 points
  • Effect: Increase your ATK by 100% and enable you to break locked tiles. Last for 3 moves. Note: You actually only get 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.

Heal

Skill heal locked

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  • Prerequisites: Intelligence 5
  • Cost to Learn: 10g
  • Mana cost to cast: 3 points
  • Effect: Heal yourself by (10% maximum life + stamina * 2)
  • Strategy: Healing in a rogue-like is always welcome. This could also help to pick Heart of Life on full Life bar.

Limp Bonus

  • Prerequisites: Intelligence 2
  • Cost to Learn: 10g
  • Mana cost to cast: 3 points
  • Effect: +2 ATK. Each wounded monster on the screen grant 2 additional ATK. (Number of turns?) Only works with melee weapons.
  • Strategy: The maximum amount of monsters that can appear on a level is around 10, which means ~22 ATK 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 with magic based attacks. It is probably suicidal to reveal more than 5 at a time at harder levels.

Immortal Fire

  • Prerequisites: Intelligence 7
  • Cost to Learn: 10g
  • Mana cost to cast: 5 points
  • Effect: Cause (Weapon ATK +30% of life lost) in fire damage to on screen monsters and become immortal for the next two 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 it is that in order to maximize the damage you need be nearly dead already... A better way to use it is as a "Cross on demand" spell to fight those occasional bosses that have the ATK = your HP trait, but it is still very expensive to cast and of somewhat limited utility.

Mist Exchange

  • Prerequisites: Intelligence 3
  • Cost to Learn: 10g
  • Mana cost to cast: 5 points
  • Effect: Sacrifice 50% of your current life in exchange for 50% life of every monster in the mist. DOES NOT HEAL YOU!
  • Strategy: This spell pretty much sucks. Might be able to use it if you have and Hour Glass or really good healing gear to offset the damage, but too costly to do on purpose.

Mist Shield

Skill misty shield
  • Prerequisites: Intelligence 4
  • Cost to learn: 10g
  • Mana cost to cast: 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 the most of the dungeon floor. It does not say in the description, but it only lasts 3 moves, and its effect does not carry on to the next dungeon floor.

Multicast

  • Prerequisites: Intelligence 6
  • Cost to learn: 10g
  • Mana cost to cast: 4 points
  • Effect: Cause fire damage to a single enemy, 60% chance double damage, 30% chance triple damage, 12% to inflict 8 times damage.
  • Strategy: This is a great spell for dealing with ranged bosses like Ogres attackers if you do not already have a Rebound effect on your armor.

Reflection

  • Prerequisites: Intelligence 3, Dexterity 6
  • Cost to learn: 10g
  • Mana cost to cast: 4 points
  • Effect: Rebound Attacks for the next 2 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 will buy you some movement to get closer to finish the job.
Revenge "Undertake next attack but returns double damage to the attacking monster" (mana 2, gold 9) == You attack normally, you receive damage normally, but if the enemy hits you it will receive your normal damage + 2*its damage done to you. (ie if you dodge or block or kill the enemy the you just wasted mana)

Shapeshift

Skill-shapeshift
  • Prerequisites: Merlyn (hero)
  • Cost to learn: start with hero
  • Mana cost to cast: 3 points
  • Effect: Transform into a random creature for next 4 moves.
Skill-shapeshift-text
  • Strategy: ...

Skull Storm

  • Prerequisites: Intelligence 5
  • Cost to learn: 10g
  • Mana cost to cast: 3 points
  • Effect: Launch (3 + number of corpses) shadow arrows to 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 more remains gives you more arrows spread across fewer monsters on screen.

Soul Shield

  • Prerequisites: Intelligence 4
  • Cost to learn: 10g
  • Mana cost to cast: 5 points
  • Effect: Convert all your soul points and add them to your armor shield. Effective in current dungeon only.
  • Strategy: Good for a last resort tactic to boost your shield for Rebounding ranged attacks or to survive a heavy hitting boss, but the high cost in Soul and Mana make it impractical for frequent use. Effect does not carry on to the next dungeon floor or into bonus rooms. (only lasts 3 moves?),

Summon

  • Prerequisites: Intelligence 6
  • Cost to Learn: 10g
  • Mana cost to cast: 4 points
  • Effect: Summon a creature to take damage on your behalf.
  • Strategy: Lasts for 5 turns. Great against those monsters whose attack damage is equal to your life points.

Terror Blade

  • Prerequisites: Intelligence 2
  • Cost to Learn: 10g
  • Mana cost to cast: 3 points
  • Effect: +4 ATK for 3 moves, if an enemy gets killed within these moves you get +2 ATK and the duration refreshes. This bonus is cumulative, 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 the low HP monsters and work your way up.

Vampire Gnash

  • Prerequisites: Hobb
  • Cost to Learn: Starts with hero.
  • Mana cost to cast: 3 points
  • Effect: Attack absorb 100% ATK damage to your life and will not miss. Lasts for 3 moves. Actually only lasts for 2 moves.
  • Strategy: Great for self-healing, just make sure you are doing more damage than you are taking..

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