Spell Combinations

Spell Combinations are created by queuing up to five of the Elements and using one of four basic attacks. An in depth explanation of how the casting system works, created by Stergeary, can be found here.

You can also find a quick summary of the most efficient combinations here : http://www.youtube.com/watch?v=3PPFr2C7SZQ

Projectile Bombs
Projectiles ranging from pebbles to boulders.

Beams
Long-distance arcane or life rays.

Projectile Barrages
Spread of unpredictable ice shards that can be charged for powerful long-range hits.

Elemental Sprays
Sprays and lightning arcs made of raw energy.

Novas
Additional elements increase nova radius for all elements and damage for Lightning, Cold, Ice and Steam.

Single Element
Casts a single element on yourself.

Elemental Blades
Imbues your weapon with an element then swings your weapon with it (shown in order of precedence).

Enchanted Blades
Horizontal Swing

Fissure Blades
Travels into the direction the caster is facing. Ignores some elements.

Ice Blades
Vertical swing, ignores most elements.

Shield
The four cast modes of Shield all provide some form of protection to the player, and the mode of casting simply effects the arrangement:
 * Self-cast effects either provide immunity to elements or create a personal physical barrier on the player.
 * Force casts lay out a shield in a semi-circle in front of the caster.
 * Area casts lay out a shield in a full circle surrounding the caster.
 * Imbued weapon casts lay out the shield in a line directly in front of the caster.

Self-cast
''Note: Self-casts do not stack. Casting a new self-cast will replace the existing one.''

Armor
Casting Shield alone, or using a solid element (Earth or Ice) with a Shield element creates a protective armor suit around the player that absorbs physical damage, but slows the player down and does not provide protection against status effects on its own.

Resistance Aura
Caster gains an aura that grants immunity to a certain element to ALL players or monsters within the range. Opposite Auras cancel out. The aura lasts for 15 seconds, and stacking elements increase radius and time by 5 seconds. There is no limit on the amount of damage it can absorb, making it very useful for resisting high damage spells such as thunderbolt, or element-based damage with dangerous knockback (goblin bombs).

Force, Area, & Imbue Weapon Casts
All Shield Force, Area, and Imbue casts are the same except for where it is cast:

Walls
As with Self-casts, using Shield alone or with Earth or Ice produces something different than the others by themselves.

Walls provide physical walls to block enemy attacks. Walls may have an effect when they rise, when they are struck, if they explode upon death, as well as possessing a passive spraying effect to their surroundings. Some general information:
 * Ice walls last a very short time. Adding additional to an Ice Wall primarily increases the longevity of the wall (they appear to have fewer cracks in them) and secondarily increases its damage.
 * Stone walls last a fairly long time. Adding additional to a Stone Wall primarily makes the wall a lot tougher (and slightly changes its shape and color) and secondarily increases its longevity.
 * Walls imbued to weapons are generally more powerful.

Note that does NOT produce a Lightning explosion

Mines
Combining a Shield with a Beam element gives you mines. Mines are detonated when anyone passes over them, including you! They also detonate if more bombs are placed on them. If you are inside a barrier or wall, mines can be laid outside them.


 * Additional Life or Arcane mines increase their power and area of effect.

Storms
Additional elements increases duration.