Dungeon Lords - Magic

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

 

 

 

 

 

 

HOME:
Magic General Categories and Info:

 

 

 

Hosted by www.Geocities.ws

1 1 1 1 1