Magicks are powerful spells learned by wizards in Midgard. Magicks are used by queuing up the required elements in a specific order and pressing the space bar, as opposed to spells created simply by casting element combinations. Magicks have a specific effect such as reviving an ally or familiar, increasing move speed or calling a storm cloud. Magicks are learned by interacting with a spell book found in the campaign.
Magicks may also be set to shortcuts (1-4 keys) and cast using focus instead of inputting the specific combination. Only one magick can be set on a shortcut per category (key press).
List of Magicks
Magick | Keys (Default) | Combination | Effect | Location | Category |
---|---|---|---|---|---|
Push | Q E | Pushes light enemies, wizards, or objects in the direction you are facing | Prologue | 1 | |
Emergency Teleport | A S A | Instantly teleport to a random place | 1 | ||
Dispel | S E | Clears all effects on all creatures around you (e.g. burning, wet, frozen, shields, disrupter etc.) | Complete Khan boss time trial on easy difficulty | 1 | |
Abuse-a-Scroll | F A W | Casts a random spell | Chapter 3 - Complete the chapter | 1 | |
Teleport | A S S | Instantly teleport you a short distance in the direction you are facing | Chapter 2 - Boat near beginning | 2 | |
Haste | A S F | Gain a temporary speed boost | Chapter 1 - Complete the chapter | 2 | |
Disruptor | S D E | Become invulnerable for a short time, but unable to cast any spells or magicks. The active elements of anyone firing a beam at you will fall harmlessly to the ground. | Chapter 7 - Complete the chapter | 2 | |
Concussion | Q E Q Q | Pushes light enemies, wizards, or objects in the direction around you | 2 | ||
Thunderbolt | Q F A S A | Casts a powerful thunderbolt on a random target | Chapter 3 - Near the gate in the finale on the chapter | 3 | |
Spike Quake | S S D S S | Thrust out seismic waves of dust and powerful earths pikes, dealing damage, knocking stuff back in an area around you. | 3 | ||
Ice Tornado | Q R Q R D R R | Conjure a tornado of ice that deals damage and sweeps up enemies into the vortex | 3 | ||
Highlander Breeze | Q R Q R Q R Q R | Conjure a biting cold wind that deals damage and freezes enemies that try to cross it | 3 | ||
Guardian | W W A E | Periodically heals all wizards and increases focus regeneration rate. After a few seconds it will revive one dead party member | 3 | ||
Dragon Strike | F F D F F | A line of fire descends from the sky leaving the ground in a line in front of the wizard alight | 3 | ||
Furious Fowl | S D S D | Calls forth a flock of ethereal birds to circle around you. They explode upon impact with any creature, dealing damage and wetting them. | 3 | ||
Thunderhead | F F S A D | Conjures a storm cloud that wets all underneath it and periodically zaps one target beneath with lightning | 4 | ||
Summon Living Dead People | Q R D S R | Summons a group of 6 skeleton warriors that will seek out enemies and physically attack them for low damage | Chapter 6 - Complete the chapter | 4 | |
Sacrifice | S S S S A | Self-destruct, dealing 1125 Arcane damage to those nearby. Revive all allied players (Familiars excluded) | 4 | ||
Revive | W A | Revives a dead party member with full health or revives the familiar | Prologue | 4 |