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[Spoilers] Spells Compendium v2.0

Posted: Fri Oct 17, 2014 10:57 am
by Klezzon
I thought it would be useful to make a thread with every spell combination of the game, in order to help the players to decide on what skills spend more points. [If you see mistake, PM me please, i'll fix them ASAP]

UTILITY SPELL:

Shield (Concentration 1)
SpoilerShow
Spirituality, Balance, Physicality sign
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  • Create a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Each point in concentration skill increase its duration by 10 seconds.
Forcefield (Concentration 2)
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Fire to Air to Water to Earth to Fire sign
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  • Create a magical barrier that blocks all movement. Every point in concentration increase spells duration by 2 seconds.
Light (Concentration 2)
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Balance, Life sign
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  • Conjure a dancing ball of light thta illuminates your path.
Darkness (Concentration 2)
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Balance, Death sign
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  • Negate all magical and non-magical light sources carried by your party.
Darkbolt (Concentration 3)
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Death, Balance, Spirituality sign
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  • Shoots a ray that engulfs the target in magical darkness.
ELEMENTAL SPELL:

Fireburst (Fire Magic 1)
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Fire sign
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  • Conjure a blast of fire that deals fire damage to all foes directly in front of you.
Fireball (Fire Magic 3)(Air Magic 1)
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Fire to Air, Physicality sign
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  • A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.
Meteor Storm (Fire Magic 5)(Air Magic 3)
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Fire, Spirituality to Physicality, Air sign
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  • Unleashes a devastating storm of meteors on your foes.
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Shock (Air Magic 1)
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Air sign
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  • Conjure a blast of electricity that deals shock damage to all foes directly in front of you.
Invisibility (Air Magic 3)(Concentration 2)
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Air, Physicality, Balance, Death sign
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  • Turns you and your friends invisible.
Lightning Bolt (Air Magic 4)
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Air, Life, Balance, Spirituality sign
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  • You channel the power of storms through your hands.
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Poison Cloud (Earth Magic 1)
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Earth sign
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  • Summons a toxic cloud of poison that deals damage over time.
Poison Dart (Earth Magic 2)
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Earth to Water to Air sign
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  • A sizzling venomous bolt of poison shoots from your hand.
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Ice Shards (Water Magic 1)(Earth Magic 1)
SpoilerShow
Earth to Water sign
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  • Deathly sharps spikes of ice thrust from the ground hitting your opponent in a line. Every point in water magic increases the spell's range by one.
Dispel (Water Magic 1)(Concentration 1)
SpoilerShow
Fire to Air, Physicality to Spirituality, Earth to Water sign
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  • Shoots a ray that damage elementals.
Frostbolt (Water Magic 3)(Air Magic 1)
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Water to Air sign
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  • You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect.
ELEMENTAL SHIELD SPELL:

Fire Shield (Fire Magic 3)(Concentration 3)
SpoilerShow
Fire to Balance and back to Fire sign
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  • Creates a magical shield reducing fire damage against the party.
Shock Shield (Air Magic 3)(Concentration 3)
SpoilerShow
Air to Balance and back to Air sign
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  • Creates a magical shield reducing shock damage against the party.
Poison Shield (Earth Magic 3)(Concentration 3)
SpoilerShow
Earth to Balance and back to Earth Air sign
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  • Creates a magical shield reducing poison damage against the party.
Frost Shield (Water Magic 3)(Concentration 3)
SpoilerShow
Water to Balance and back to Water sign
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  • Creates a magical shield reducing cold damage against the party.

Re: [Spoilers] Spells Compendium v2.0

Posted: Fri Oct 17, 2014 10:09 pm
by Ayren
OMG thx bro you are my Hero!

btw how strong is the Meteor spell, Is it useful ?

Re: [Spoilers] Spells Compendium v2.0

Posted: Fri Oct 17, 2014 10:27 pm
by Ichthyic
now we need the same for potion recipes...

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 11:24 am
by Rygaros
Good job. The light spell was a huge advantage. And now the choice wasnt hard if I should grab the orb or the rope in the Cache...rope :D

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 1:15 pm
by Tiraon
Ayren wrote:btw how strong is the Meteor spell, Is it useful ?
very, but requires a lot of energy and timing is also quite tricky...

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 7:29 pm
by Saice
I am sad to find out if you willing to drop two spells you can cast everything with only 3 points in each mage skill.

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 9:35 pm
by N'Zembwa
You can put spells runes images exactly like in game instead of writing signs.

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 10:27 pm
by sergregor
Seems to me the spells are horribly imbalanced again, hmm?

Earth Magic is just as terrible as it was in the first game. The only use I've found for putting one point into it (besides Ice Shards for early game but that quickly becomes obsolete) is to cast poison cloud through closed grates and kill things for free. But that takes forever.

I'm thinking the optimal caster would have 3 points in fire, 4 points in air and 3 points in water and the rest in concentration. That should let you cast every usefull spell in the game, unless Meteor Storm is useful; haven't seen it yet.

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 10:33 pm
by Saice
sergregor wrote: I'm thinking the optimal caster would have 3 points in fire, 4 points in air and 3 points in water and the rest in concentration. That should let you cast every usefull spell in the game.
Honestly I would probably even skip lighting bolt and just go with 3 in air

edit: and maybe put 1 in earth for the ice shards they are a nice line attack early game.

Re: [Spoilers] Spells Compendium v2.0

Posted: Sat Oct 18, 2014 10:41 pm
by sergregor
I didn't find Ice Shards particularly good. You face a lot of enemies weak to fire and poison early on; by the time you face things weak to ice, shards will be obsolete. Plus if you don't waste a point in earth you can rush Frost Bolt really early which is probably the best spell in the game. It's not worth dumping a whole skill point into a useless skill tree (earth magic) just so you can have a soon-to-be-obsolete spell with mediocre damage and high energy cost.

Given the choice between 1 point in earth for ice shards VS 1 extra point in air for lightning bolt I think the choice is pretty clear. But I agree you could get by without either. All you really need I think is frost bolt and fireball, which is convenient because they both involve air.

I formerly thought that humans would make good spellcasters due to the extra skill point but I now realize how few points you actually need.