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.
Beams can be crossed (merged) to create even more powerful beams if the two original beams do not contain any opposite elements.
Base Element
Description
Opposite
In Multiplayer, beams can be crossed (merged) to create even more powerful beams if the two original beams do not contain any opposite elements. If opposite element beams are crossed, it will generate a timed Explosion with huge damage.
Operates identically to arcane beams besides life healing.
Heal 179 hp. Self-casting life will also cure a wizard in a poisoned state, even if healing is prevented by a Shield. Stacking Life elements prolongs the healing effect over several seconds.
Creates a protective shield around your wizard. Also reduces the amount of force needed to lift the wizard off the ground. Prevents from becoming 'wet', 'chilled', 'frozen', 'poisoned' or being ignited on fire. Also prevents negating the effects of these by self-casting the appropriate element. Personal shields decay over time and can be restored by boosting (which requires you to stand still for a short time) but prevents the wizard from healing himself or getting healed by someone else. Also causes Player to be knocked back and interrupted when he takes any melee or ranged damage.
Ignites wizard on fire doing damage over time. Negates 'wet', 'chilled' and 'frozen'.
Douses the wizard, making him 'wet'. While wet, attempting to cast a lightning spell will result in 250 self-inflicted damage, unless cyber mage whill heal 250 and be stacked. Self-casting water negates the 'on fire' effect.
Chills the wizard, slowing him down. Casting while wet will freeze the wizard. Self-casting fire will negate chilled and frozen statuses.
Drops a stone on the wizard's head, dealing damage. Casting with 5 conjured will instantly kill an unshielded wizard, useful for getting back to a checkpoint. Note this can be used offensively as well, such as when a foe is standing on a bridge above you.
Imbue Weapon (Hold shift while left clicking)[ | ]
Elemental Blades[ | ]
Imbues your weapon with an element then swings your weapon with it (shown in order of precedence).
Element Combo
Description
Sets a shield in front of the caster as a long wall
Vertical slash that sends out a fissure
Vertical downward ice slash
Horizontal swing dealing life damage
Horizontal swing dealing arcane damage
Forward thrust emitting steam
Forward thrust emitting lightning
Forward thrust emitting fire
Forward thrust emitting cold
Forward thrust emitting water
Enchanted Blades[ | ]
Horizontal Swing
Element Combo
Description
Effects
Damage
Standard PC KeyCode
Entropic Sword of Magma
Burns
545 (x1)
665 (x4)
S-F
ā²-X
Arcane Blade of Coral
Wets
425
S-Q
ā²-(L1)ā
Arcane Cold Blade
Chills
475 / 1425 (wet) (x1)
525 / 1575 (wet) (x4)
S-R
ā²-(L1)X
Arcane Lightning Blade
-
755 (x1)
1085 (x4)
S-A
ā²-ā
Arcane Steam Blade
Wets
785 (x1)
1145 (x4)
S-Q-F
ā²-(L1)ā -X
Blade of the Summoner
Burns
875
S-F-A
ā²-X-ā
Chilled Blade of Thor
Chills
805 / 2415 (wet)
1047 / 3140 (wet) (x3)
S-R-A
ā²-(L1)X-ā
Blade of the Arcane Storms
Wets
2230
S-Q-F-A
ā²-(L1)ā -X-ā
Secret Blade of the Charged Entropy
Wets
2802
S-Q-F-Q-F-A-A
ā²-(L1)ā -X-(L1)ā -X-ā -ā
Blade of Enchanted Ice
Chills
1800+800()
QR-QR-S-E-D
(L1)ā -(L1)ā -ā²-(L1)O-O
Blade of Exploding Electric Ice Wall
-
?
QR-QR-S-A-E
(L1)ā -(L1)ā -ā²-ā -(L1)O
Fissure Blades[ | ]
Travels into the direction the caster is facing. Ignores some elements.
Element Combo
Description
Additional Effects
Standard PC KeyCode
Earth Fissure - Knockdown - No damage
-
D
O
Water Fissure - Knockback, Wets - No damage
Additional increases knockback power.
D-Q
O-(L1)ā
Fire Fissure - Knockdown, Sets on Fire - No damage
Exploding Wall Blade of Death (Use with caution!) - Too much damage - Kills
E-Q-R-Q-R-A-S
Shield[ | ]
Base Element
Description
Opposing Element
The Shield element is unique in that it takes priority over all others and is its own opposite; One can only have a single shield element in any given cast, and attempting to add another will cancel the current one.
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.
Element Combos
Description
Effects
Standard PC Keycode
Notes and Additional Effects
Barrier
The barrier has 500 health and deflects all beam casts.
E
Barrier loses 10 health per second but can be Boosted with the Space key indefinitely.
User will be knocked down upon taking any damage, no matter how slight.
Taking damage greater than the shield's health in one hit will break the shield, but the additional damage will not leak through to harm you.
Ice Armor
Absorbs physical damage.
Slows the caster slightly.
Any enemy near you when you first cast it gets damaged slightly.
Harder armor appears lighter.
Each additional increases these effects.
E-QR
By adding additional elements, one can also be granted resistance auras with the armor:
Casting Haste (ASF) is an effective counterbalance
The Rogue Robe also grants a good speed for these casts
Rock Armor
Absorbs physical damage.
Slows the caster slightly.
Harder armor appears darker.
Each additional increases these effects.
E-D
Ice-spiked Rock Armor
Combines the effects of Ice and Rock armors together. Each additional and increases these effects. Additional provides a faster wizard than Rock armor but not as durable.
E-QR-D
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).
Element Combo
Description
Standard PC KeyCode
Water Resistance Aura. Prevents becoming soaked, as well as being frozen after becoming wet.
E-Q
Life Resistance Aura. Prevents healing from Life casts.
E-W
Cold Resistance Aura. Prevents chilling (but not freezing).
E-R
Lightning Resistance Aura. Prevents stunning.
E-A
Arcane Resistance Aura.
(Healing (Life Magic) still works)
E-S
Fire Resistance Aura. Prevents burning.
E-F
Steam Resistance Aura. Prevents Steam damage, but will not prevent you from getting wet.
E-Q-F
SAFE resistance aura. Provides resistance to the most common damaging elements.
S-A-F-E
Super-SAFE resistance aura. Provides resistance to the most common damaging elements.
QF-S-A-F-E
Arcane-Cold Resistance Aura. Almost the same as the SAFE resistance aura but provides protection from instead of .
A-S-E-R
ā
Water/Electric immunity. Allows and to be cast together. Great for thunderstorm. Cast fire last.
E-RQ-A-S-F
ā
Super-Dry Aura. Keeps you dry from and along with and resistance. Cast cold last.
QF-QF-A-S-E-R
Force, Area, & Imbue Weapon Casts[ | ]
All Shield Force, Area, and Imbue casts are the same except for where it is cast:
Cast Type
Description
A beam cast will cast in front of you along a semi-circle.
An area cast will do the same as a beam cast, only all around you in a full circle.
A weapon imbue cast will do the same as a beam cast, only in front of you in a straight line.
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.
Element Combo
Description
Effects
Rise/Spray/Explode Damage
Additional Effects
Standard PC KeyCode
Barrier
Deflects Beams
- / - / -
Use Boost (Space) to recharge its health.
E
Ice Wall
Knockdown
275-550 / - / - (x1)
550-1100 / - / - (x4)
Additional increases longevity and rising damage.
E-QR
Stone Wall
Knockdown
- / - / -
Additional increases wall toughness/duration.
E-D
Combination Wall
Same as Ice and Stone
275-550 / - / - (x1)
476-952 / - / - (x3)
The Ice portion explodes before the Stone one.
E-QR-D
Ice Spout Wall
Wets
275-550 / - / -
-
E-QR-Q
Life Crystals of Redemption
Knockdown, Heals, Explodes
95-245 / - / -
149 healing per wall on rise and explode. 0-599 healing spray.
Additional slightly increases healing.
E-QR-W
Chilly Ice Wall
Knockdown, Chills
300-600 / - / -
~318-637 / - / - (x3)
Additional slightly increases direct hit damage.
E-QR-R
Tesla Coils
Knockdown, AOE Shocks
557-1083 / 0-130 / -
765-1473 / 0-675 / - (x3)
Additional increases duration, direct hit damage, and
lightning damage per tick, while only increases direct hit damage.
E-QR-A
Arcane Ice Wall
Knockdown, Explodes
500-1000 / ~0-113 / 225
600-1200 / ~0-113 / 225 (x3)
Additional increases direct hit damage.
E-QR-S
Chilly Exploding Electric Ice Wall
Knockdown, Chills
Shocks, Explodes
775-1639 / 0-355 / 89-355
-
E-QR-S-A-R
Energy Crystals of Doom
Knockdown, Shocks
Explodes
775-1817 / 0-710 / 89-355
-
E-QR-QR-S-A
Geyser Wall
Knockdown, Wets
- / - / -
Additional increases element time.
E-D-Q
Life-Giving Stone Wall
Knockdown, Heals, Explodes
-
149 healing per wall on Rise and Explode.
Will heal other walls.
E-D-W
Chilly Geyser Wall
Knockdown, Chills
25-50 / - / - (x1)
43-87 / - / - (x3)
Additional increases element time and damage.
E-D-R
Arcane Stone Wall
Knockdown, Explodes
~225-450 / - / ~56 (x1)
~390-779 / - / ~56 (x3)
Additional increases rising damage
and possibly returned damage when struck.
E-D-S
Volcano Wall
Knockdown, Sets on fire
~120 / ~30 / -
Additional increases element time,
and increases starting burning tick slightly.
E-D-F
Steam Geyser Wall
Knockdown, Wets (spray)
280-560 / - / - (x1)
485-970 / - / - (x3)
Additional increases element time.
E-D-Q-F
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.
Cast Type
Description
Force cast will lay four mines can be laid in an arc in front of you.
Area cast will lay a circle of twelve mines surrounding you.
A weapon imbue cast will lay three to four mines in a straight line away from you.
Additional Life or Arcane mines increase their power and area of effect.