Magic
All characters in Dungeon Lords are
capable of wielding magic, regardless of race or class. To
cast spells, open the inventory display, click the button
for the type of magic you want to use, and select the spell
you want to cast.
There are four schools of magic available,
each of which specializes in certain types of spells.
Each of the schools of magic has a
corresponding skill. The higher a character's skill level,
the more effective he will be at casting skills of that
type. If a character's magic skill level is lower than the
level of the spell (you can view spell levels in Magic
Inventory) the spell's effect will be much weaker. Equipment
Penalties also effect spellcasting.
The Schools of Magic
Arcane
Arcane Spells are primarily
offensive in nature. They comprise both touch and ranged
attacks that run the gamut from spells that inflict minor
damage like Freezing Touch and Magic Missile, to those that
inflict massive damage to multiple targets, like Fire Nova
and Cataclysm.
There are nine levels of mastery in the
Arcane arts. Spells in this school of magic are found in
spell books that contain one or more charges (uses).
Acquiring the first spellbook of a given type gives the
character access to that Arcane spell, while further
spellbooks of that type increase the maximum charges of that
spell a character can hold.
Arcane spell charges regenerate over time.
This process can be accelerated with the Channel Skill, or
by camping.
Celestial
Celestial Spells primarily
encompass the arts of healing and other forms of beneficent
magic. These spells harness the power of Star Crystals. This
diverse group of spells includes minor and major healing
spells, spells that cure poison, and even spells that dispel
the undead and resurrect the fallen. Other magical functions
in the Celestial realm include slowing down time and
levitation.
There are nine levels of Celestial spells.
Celestial Crystals must be acquired in order to cast
Celestial spells. Acquiring the first Star Crystal of a
given type gives the character access to that Celestial
spell, while further Star Crystals of that type increase the
maximum charges that Crystal can hold. Unlike Arcane
spellbooks, Star Crystals are combined when acquired, so
individual charges cannot be dropped.
Arcane spell charges regenerate over time.
This process can be accelerated with the Channel Skill, or
by camping.
Nether
Nether Magic deals with the
dark arts of summoning fell creatures, bending the will of
enemies, and launching attacks of a dark and sinister
nature. Spells in this dark school of wizardry include those
that create fear among enemies, generate poisonous clouds,
suck the life from enemies, and even take control of an
enemy’s mind.
Unlike Arcane, Celestial, and Rune magic,
Nether spells do not recharge. Once they are used, the
caster must mix together ingredients—called Nether Katals—in
specific combinations and quantities in order to regenerate
the spell.
Nether Spells, when obtained, come with a
single charge. Once the spell is obtained, the recipe for
the spell can be viewed by placing the cursor over the spell
in the Nether Magic Inventory. The spell can then be mixed
using the recipe.
Nether Katals are found throughout the
world, and are generally obtained by killing certain
creatures, or can be purchased from an Apothecary. Some of
the ingredients are very rare, making certain Nether spells
very difficult to mix.
The following table lists the various Nether
Katals, the creatures or locales from which they are
obtained, and their rarity.
|
Ingredient
|
Type |
Creature/Where
Obtained |
Rarity |
| Bat Wing |
Dried |
Bat |
Common |
| Black Orchid |
Plant |
Plant |
Uncommon |
| Blood Nectre |
Wet |
Succubus |
Uncommon |
| Bone Dust |
Powder |
Mummy, Skeleton |
Common |
| Borloth Horn |
Dried |
Borloth |
Uncommon |
| Brimstone Powder |
Powder |
Fire Creatures |
Uncommon |
| Deadman Hair |
Dried |
Skeleton |
Common |
| Demon Horn |
Dried |
Demon |
Rare |
| Diamond Dust |
Powder |
??? |
Rare |
| Dragon Tooth |
Dried |
Drake |
Rare |
| Dried Homonculous |
Dried |
??? |
Very Rare |
| Grinnich Weed |
Plant |
Plant |
Common |
| Mandrake Root |
Plant |
Plant |
Rare |
| Monkey Paw |
Dried |
??? |
Uncommon |
| Mordis Vine |
Plant |
Plant |
Uncommon |
| Ochre Pollen |
Powder |
Plant |
Common |
| Ogre Eye |
Wet |
Ogre, Watcher |
Rare |
| Ophelia’s Wort |
Plant |
Mushroom |
Common |
| Putrid Flesh |
Wet |
Ghoul |
Common |
| Rat Tail |
Dried |
Rat |
Common |
| Scorpion Tail |
Dried |
Scorpion |
Common |
| Shrunken Head |
Dried |
??? |
Rare |
| Snake Skin |
Dried |
Snake |
Common |
| Soul Stone |
Stone |
Wraith |
Rare |
| Spider Yolk |
Wet |
Spider |
Common |
| Vulture Beak |
Dried |
??? |
Uncommon |
| Wolf Mane |
Dried |
Wolf |
Common |
| Wyrm Gangre |
Wet |
Crawler |
Uncommon |
Mixing Nether Spells
Unlike other forms of magic, Nether spells
do not recharge over time after they are used. In order to
recharge Nether spells, you must combine the appropriate
Nether Katals (ingredients). These ingredients—and knowledge
of the combinations required for each spell—can be
discovered throughout your travels (by obtaining a copy of
the spell) or by experimentation.
When you click the Nether button on the
Inventory Display, the Magic inventory lists both the spells
and the spell ingredients you are carrying. In addition, the
Mix Spell window appears on the left side of the screen. To
mix a spell:
Add the necessary spell ingredients to the
Mix Spell window by clicking the ingredients’ images in the
Magic inventory display. Each ingredient you click appears
in the Mix Spell window.
To clear an individual ingredient from the
Mix Spell window, click its image. To clear all ingredients
from the Mix Spell window, click the Clear button. The Mix
Spell window displays only 8 ingredients at a time. To view
any additional ingredients, use the scroll bar (located
below the Quantity display).
When the mix of ingredients in the Mix Spell
window properly combines to make a spell, the icon for the
spell appears in the lower-left slot of the Mix Spell
window, and the number of spell uses that will be produced
by mixing the ingredients appears in the Quantity display.
Dragging the quantity slider will increase or decrease the
number of spells to mix. You may only mix a number of spells
equal to the lowest quantity of any of the necessary katals.
After you have added all of the necessary
spell ingredients for the spell you want to mix (the spell
icon should be present) and the quantity is correct, click
Mix to mix the spell. The Mix Spell window will then clear,
and the newly-mixed spell appears in the Magic inventory
display. If the ingredients are incorrect (no spell icon has
appeared), clicking the Mix button has no effect.
Rune
Rune magic comprises a combination of
offensive and defensive spells, mostly dealing with magic
that enhances the caster and/or his allies. Rune Magic can
conjure shields of magical energy, temporarily boost
attributes, and offers magical protection.
Rune magic is tied to runes that contain one or more
magical charges. Each rune spell will require magic from
two or more rune stones. Each time a rune spell is cast,
it will drain some magic from its corresponding stones.
Like Arcane Spellbooks and Star Crystals, Rune Stones
recharge over time. Each time a Rune Stone of a
particular type is acquired, it increases the maximum
amount of magic that rune can hold.
| Name |
|
Realm of
Influence |
| Aenir |
|
Power |
| Bruenguld |
|
Protection |
| Cythoen |
|
Piercing/Penetration |
| Demetos |
|
Sustaining Force |
| Erillae |
|
Earth |
| Geomynn |
|
Expand/Explode |
| Feohn |
|
Magic |
| Haentir |
|
Speed |
| Isildorn |
|
Negation/Reflection |
| Jyrgaed |
|
Chaos |
|