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[[File:Magick_meteorshower_4.PNG|frameless|Meteor Shower]] |
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− | There are 21 different magicka combinations that can be found in the vanilla game. |
+ | There are 21 different magicka combinations that can be found in the vanilla game. Magicks are used by queuing up the required elements and pressing the space bar. |
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Revision as of 23:09, 29 January 2011
There are 21 different magicka combinations that can be found in the vanilla game. Magicks are used by queuing up the required elements and pressing the space bar.
Magicka | Combination | Effects | Location |
---|---|---|---|
Revive | Revives human players. | Obtained at the start of chapter 1. | |
Grease | Covers the floor with slippery grease. Burns longer than normal fire when lit. | Found across the lake in the chapter 1 shortly after hearing someone scream. Freeze the lake to get across. | |
Haste | Increases the wizards's movement speed. | Required to complete the tutorial. Found on a bookshelf. | |
Thunder Bolt | Conjures a bolt that damages the most elevated unit heavily. | Found in a henge in chapter 3. | |
Rain | Causes it to rain, wetting all units on the screen except those with an active shield. | Found in chapter 2 in the first cave you come across that is guarded by goblins. | |
Conflagration | Heat wave that deals 600 damage and sets on fire. | Inside a burning building you are forced to pass through during chapter 4. | |
Nullify | Removes status effects from the caster. In addition, this spell cancels some (but not all) spells and magicks cast by other players and creatures. Most notably, the "mirror image" cast by Grimnír after the mind duel. | Found in chapter 2 beside the altar where a goblin shaman is fought. | |
Summon Phoenix | Summons a Phoenix at the casters location, dealing fire damage to everyone nearby and reviving all fallen wizards. | Chapter 8: After fighting the waves of Goblins and Trolls on a large bridge, keep heading right. | |
Corporealize | Used when fighting Assatur. | Given to the player after defeating Fafnir, in chapter 11 | |
Summon Death | Summons Death, who will proceed to instantly kill the nearest player or creature with the lowest amount of health remaining. | Given to the player after defeating Death, in chapter 10. | |
Raise Dead | Summons a few undead ghouls to fight for the caster. | Chapter 9, after defeating the necromancers in the run-down church. | |
Summon Elemental | Summons an inactive elemental. To activate the elemental, simply attack it with any element. The elemental will take the form of whichever element touches it first, and will subsequently be healed by that same element. | Chapter 11. After defeating the small detachment of dwarves in the second room of the cathedral, go northwest over the narrow bridge. Open the door, and the book will be on a pedestal. | |
Invisibility | Makes the caster invisible. Enemies will no longer actively attack the caster, although arrows, charging enemies and other AoE attacks will still hit the caster. Invisibility ends after casting, attacking or taking damage. | Chapter 11. In the first area, head south along the cliff you find to the west instead of entering the fortress. | |
Teleport | Instantly teleports the caster a short distance forward. | On the broken walkway, chapter 1. There are two ways to get this Magick, either by sequence-breaking or by simply playing through the campaign. You will get it in chapter 7 if you follow the story, but if you really want you may get it as soon as chapter 1.
To do this, you must first place Arcane/Fire mines ( ) near the base of the walkway. Make sure you place them whilst facing away from it. Then, walk over them to get blown up into the air. Some trial and error is to be expected in order for this to work. For further instructions, please see this video of the exploit. | |
Fear | Everyone nearby is scared witless, running in random directions away from the caster for approximately 3 seconds. | In the Count's castle. | |
Blizzard | Summons a mighty blizzard, chilling everyone - including the caster! - for as long as it lasts (roughly 10 seconds?). | At the beginning of chapter 6, go east to the small lake. Use to freeze the water and grab your prize! | |
Vortex | Summons a large vortex that sucks in and crushes anyone careless enough to wander close. | Given to you after defeating the final boss. | |
Thunderstorm | Thunderbolt, now with 900% more glorious carnage! Effectively a mix of Rain and Thunderbolt, it will begin to rain both water and thunder from the skies, striking at random positions on the battlefield. Use with caution. |
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Time Warp | Slows time down for everyone - including the caster, although possibly by a slightly smaller degree - allowing you to react faster. | Chapter 5. Head west immediately after leaving the camp. | |
Tornado | Summons a large tornado that flings everyone nearby up into the air, causing damage | Chapter 4 before entering the city | |
Charm | The targeted creature becomes your ally, attacking your enemies. | Found in the count's castle in the same room as Fear. |
DLC Magicks
Magicka | Combination | Effects | Location |
---|---|---|---|
Meteor Shower | Conjures several meteors that impact random locations on the screen. | Obtained at the start of chapter 1. (DLC bonus for all purchases before Jan 30 2011) |