This section of the Guide needs assistance, help for the following would be appreciated (Live Realm Information only Please );
- For the "Cooldown" Spell, does it also remove 1 tick from the enemies' DOT effects? It's not clear when it explains it as "to all".
Unicorn Way Spells
You get this spell in Unicorn
Way by completing the quest "Freedom!
" for Lady Oriel
Fairy - Pixie
Pixie; Heals 400 for Self only; 100% Acc.; 2 Pips - This card is the healing spell distributed to every school (except life) by Lady Oriel. For most, it will be your only healing spell as well and will be of great use to you throughout the game, it has a relatively low pip cost for a good amount of health and can really save you in some tight spots, but the only disadvantage being that you can't use it to heal others - this spell also uses up the power pips you gain starting at Level 10.
Fairy; Heals 420; 100% Acc.; 2 Pips - This is the spell given by Lady Oriel for Life students only. It gives a bit more healing than Pixie and can be used on other players, other than that it's pretty much the same spell. It's not exactly Life's staple healing spell, but it's one of the advantages of being a Life student early in the game.
Fireblade - Freeze - Lightning Strike -Golem Minion - Minor Blessing - Death Trap - Elemental Shield
You earn these spells when you visit each of the Professors in Ravenwood for the Enrollment
Quest. These each give a little introduction to what your school is all about. It provides you with your first Zero-Pip Spell respective with your school of focus. Before accepting this quest, you must have finished the quest "Rattlebones Report
" and finished the main storyline for Unicorn
Fireblade; +35% to next outgoing Fire Damage spell; 100% Acc. - Fire is the school to get their blade earliest, this is because, unlike most schools, it gets spells that can only be effectively buffed by a blade earlier than the others. It's kind of an introduction to Damage Over Time Spells in the form of a Zero-Pip Spell. All your Damage Over Time Spells are easily buffed by a blade (That effects all the rounds) rather than a trap (that only effects one), with the exception of Fuel
at Level 35, of course. This simple blade becomes most Fire Wizards' favorite buffing tool.
target for 1 Round; 70% Acc. - This spell is an introduction to the defensive side of Ice. With recent updates, bosses can now be stunned (for the most part) which makes this spell all the better. It really helps keep bosses or their minions at bay while you prepare a spell, but it also teaches you about Stun Blocks. Since this is the first stun spell a wizard will learn, you get to see that once an enemy is stunned, it will get a Stun Shield to prevent the next incoming stun attempt (effects work different in PvP; target will get as many Stun Shields as there are opponents). The thing with this spell is that even though it doesn't cost any Pips; it's low on accuracy, and the fact that if you ever do miss, your enemy will probably have plenty of pips to throw something nasty at you, so be careful
Lightning Strike; +10% Accuracy to next Storm Spell; 100% Acc. - This is a nice zero Pip spell to help one of storms main weaknesses: accuracy. The Storm School has the lowest common accuracy (70%) of all the schools, and fizzles the most often. As you go up in levels, you'll find gear that boosts your accuracy, but for right now, this is a great spell to give your chance that little nudge they need to work 10% more often than usual.
Golem Minion; Summon a Myth Minion; 100% Acc. - This spell summons a Living Puppet
minion, Myth's first of several minions. It costs no pips, which makes it such a great spell. It breaks shields constantly, and just bugs an enemy into attacking it instead of you, which is always good! This guy is a card that can really stay useful throughout the entire game if you learn how to use him to his full ability.
Living Puppet Stats:
Spells Known:Blood Bat
, Fire Cat, Frost Beetle
, Thunder Snake
Minor Blessing; Heals 65; 100% Acc. - Life, as you can probably guess, is a healing school. This is the game's only Zero-Pip Healing Spell, and can, in early levels, be rather helpful if used round after round. It's a quick recover from any little one-pip attack and also helps you heal others early on.
Death Trap; +30% to next incoming Death Damage or Steal spell to target; 100% Acc. - Death, as you will soon find out, is also about stacking traps as well as stealing health. Death gets more traps than any other school, and having a weak damage output with their Life Drains, it really helps. Add this onto a Ghoul
and you'll receive roughly 100 Health in return, which is pretty substantial at lower levels.
Elemental Shield; -50% to next incoming Fire, Ice, and Storm Damage spells; 100% Acc. - Balance is the universal school. Everything about them can effect everyone, their blades, traps, shields, all cover every school. This is the first in a set of two shields (the other being Spirit Shield) that will reduce the damage of a spell in half. Although it reduces the damage less than say, Thermic or Ether Shield, it's nice to know you can shield against any school (except your own) without spending any training points.
Cyclops Lane Spell
Spirit Shield; -50% to next incoming Myth, Life, and Death Damage spell; 100% Acc.; 0 Pips - Only Balance Wizards get a spell by completing Cyclops Lane
. This spell is exactly like Elemental Shield, but it defends against the Spirit Schools (Life, Death, and Myth). Like the Elemental Shield, it will come and handy often and be used throughout your adventure and provides decent protection. Between the two sets of three shields, you now have defense against every other school except your own.
Level 7 Spells
Fire Prism - Ice Trap - Storm Prism - Troll Minion - Unicorn - Deathblade - Precision
These are your first quest spells, and you will have to do a small task in order to obtain them. You will get a notification from your teacher to see them at Level 7 to do the quest. You don't have to duel anything for these spells, it's simply a run around quest and an introduction to your school.
Fire Prism, Convert the next incoming Fire Damage spell into an Ice Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Introduction to Fire
) - Prisms are very basic and have mainly one use, they convert your damage to the opposite school. This is helpful when facing enemies of your own school, because they are likely to have resistance to it and the other school will boost
it, great right? Well the one downside is that the enemy of your school is likely to cast a -80% shield of the opposite school because
it gets a boost from it. This is one of the reasons why people tend to carry wands of their opposite school, to quickly do away with any shields they might put up. Fire Prism converts fire damage to Ice, pretty straightforward, just remember to bring these into battle when needed. Also an important note
: Always put up your prism FIRST, before traps. Traps will be left unused (except universal ones) if traps are but on first. Another important fact is that if you are concerned about a shield of your conversion school being put up, if you put your prism on BEFORE a shield is put up, the shield will have no effect.
Ice Trap; +30% to next incoming Ice Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Introduction to Ice
) - This will greatly help with the low damage output ice currently has, and make your life just that much easier. It's pretty simple, it gives a nice 30% boost to your next spell, simply use it before your next spell and viola, your Snow Serpent
just got a little better. This is your only boost for a long while, so become friendly with this one.
Storm Prism, Convert the next incoming Storm Damage spell into a Myth Damage spell to target; 100% Acc.; 0 Pips (Quest Line:Leyden Lab
, Charge It Up
) - Storm Prism works exactly like Fire Prism except it converts its damage to Myth damage. This Prism is particularly special because it's the only elemental school that converts to a spirit school. Why is that special? Well, Balance enemies take boosts from all the Spirit Schools, so, if you convert your damage to myth, it also boosts on Balance enemies! Great, huh? The Prism is still good for Storm Enemies, converting it so that they won't resist your damage, but they still do put Myth Shields up from time to time, so be sure to carry a few Blood Bat treasures or a Myth wand! Like with Fire, remember to put this on before your Storm Traps!
Troll Minion, Summon a Myth Minion for 1-3 Pips; 100% Acc.; X Pip (1 - 3 Pips) (Quest Line:Not so Welcome to Myth
, Myth Adventure
) - These guys are your new best friends. While you should never count out the Golem Minion, he puts out heavier hitting spells to assist you with the bosses you're sure to have some trouble with. The only bonus with putting more pips into him is he's likely to survive longer, and can take more hits without dying on you.
Spells Known:Myth Trap
, Blood Bat, Troll, Cyclops, Scorpion
, Fire Elf
Troll Guardian Stats:
Spells Known:Myth Trap, Sprite
, Blood Bat, Troll, Cyclops
Troll Brute Stats:
Spells Known:Sprite, Myth Trap, Blood Bat, Troll, Cyclops, Scorpion, Ghoul, Fire Elf
Unicorn; Heals 275 to all friends; 100% Acc; 2 Pips - This is Life's first group healing spell, early game your friends will love you for having this. Especially for Wizard City and Krokotopia
, 275 is a pretty nice amount of health to give to everyone, not much use if you're on your own, though. This spell is a keeper in your deck for group play until you get Rebirth.
Deathblade; +40% to next outgoing Death Damage or Health Steal spell; 100% Acc.; 0 Pips - Now you have your trap and blade, so you can really start pumping out damage. As always, good to put on a Ghoul, which will now give you around 150 health. This will be a very commonly used spell, as it boosts even your life drains, so always keep this handy for bosses and mobs alike.
Precision; +10% Accuracy to next spell; 100% Acc.; 0 Pips - This spell can be good if you're absolutely desperate for something to work, or you're playing with an early Storm or Fire Wizard. After a while, you'll find you won't need this much, considering Fire and Storm students are always increasing their accuracy and you don't fizzle much yourself.
Level 12 Spells
Link - Ice Prism - Stormblade
- Nature's Wrath - Death Prism - Balanceblade
For this spell, each school has to fight some enemies to obtain the spell, and go to specific places. You must also have obtained your Level 7 Quest Spell.
Areas you will be visiting: Firecat
Alley, Ravenwood, Cyclops Lane
Creatures to Duel: Any Fire Elf, Fire Crow
(Rank 3 Fire - 395 Health)
Quest Line:Fire it Up
Areas you will be visiting: Triton Avenue
, Colossus Boulevard, Ravenwood
Creatures to Duel: Ice Colossus
(Rank 3 Ice - 395 Health)
Quest Line:No More Mr. Ice Guy
Areas you will be visiting: Golem Court (Golem Tower), Ravenwood
Creatures to Duel: Iron Golem
(Rank 2 Storm Boss - 150 Health)
Quest Line:I've Got the Power
Areas you will be visiting: Ravenwood, Cyclops Lane, Olde Town
Creatures to Duel: Guardian Troll
(Rank 2 Myth Elite - 285 Health), Lumbering Trolls
(Rank 1 Myth Elite - 135 Health)
Quest Line:Mything in Action
Areas you will be visiting: Ravenwood, Golem Court (Golem Tower), Colossus Boulevard
Creatures to Duel: Wooden Construct
(Rank 1 Balance - 95 Health), Clockwork Golem (Rank 1 Life Elite - 135 Health), Iron Golem
(Same as Storm Quest)
Areas you will be visiting: Colossus Boulevard, Ravenwood, Nightside
Creatures to Duel: Any Gobbler, Nightstalker
(Rank 2 Death Elite - 285 Health) and Addere Timeo
(Rank 2 Death Elite - 235 Health) Minion
Quest Line:Make An Impression
Areas you will be visiting: Ravenwood, Triton
Creatures to Duel: Storm Kraken (Rank 3 Storm Boss - 395 Health), Fire Crow
(Same as Fire Quest), Ice Colossus
(Same as Ice Quest)
Quest Line:Sorcerer's Apprentice
/Everything Being Equal
Link; Deals 30 Fire Damage + 180 Fire Damage over 3 Rounds to target and Heals 15 + 105 Over 3 Rounds to self; 75% Acc.; 2 Pips - The first of 2 DOTs that both heals and hurts. It's one of Fire's only healing spells and although it doesn't give a lot of health, it also damages your enemy while your at it. It's a quick heal during early levels. Note that this is as effective
a shield breaker as Fire Elf, but with a healing bonus in it for you.
Ice Prism; Convert the next incoming Ice Damage spell into a Fire Damage spell to target; 100% Acc.; 0 Pips/
Death Prism; Convert the next incoming Death Damage spell or Drain
Spell to a Life Damage spell to target; 100% Acc.; 0 Pips - Converts to Life and Fire Damage, but your blades & traps still work even so. Remember that Life shields are going to be thrown up by Death enemies and Fire shields by Life enemies, so be sure to come prepared to take care of those. Also put up this Before your Death Trap or Ice Trap, if you want it to work.
Stormblade; +30% to next outgoing Storm Damage spell; 100% Acc.; 0 Pips/
Mythblade; +35% to next outgoing Myth Damage spell; 100% Acc.; 0 Pips - Your typical blades, this is the first boost for Storm and is a nice add-on to the Trap Myth has gotten. Mythblade will come in handy for your next few Spells, Humongofrog
all are Multi-Hit spells and require two or more traps (one on each enemy for Humongofrog/Earthquake and two on the same enemy for Minotaur/Orthrus) - Your Myth Trap may go into retirement for a bit, but you can still use it if you find it efficient
. Stormblade is a nice boost for any spell you have, they're all single-hit spells except for your AOE Spells, Tempest
, Storm Lord, and Sirens, so you'll still find use of the trap you get yet.
Nature's Wrath; Deals 240 - 300 Life Damage; 90% Acc.; 3 Pips - A nice change from all the healing spells, don't you think? It's a decent damage spell and will make your life just a bit easier. Remember that your battles may be a bit long, but you can always heal yourself consistently.
Balanceblade; +25% to next outgoing Damage or Health Steal spell; 100% Acc.; 0 Pips - It gives the lowest boost to power, but it's universal, so you could put it on any of your friends and still have it work. It may not seem like a lot but you'd be surprised how much it can up your spells. This card will most likely never leave your deck.
Wizard City Spells
- Disarm - Myth Prism - Life Prism - Sacrifice - Black Mantle
This spell is awarded for completing the main storyline quests in Wizard City (completing the quest "The Sixth School
"). Ice is the only School that doesn't receive a spell for completing this quest.
Steal Charm; Steal 1 Positive Charm from target; 80% Acc.; 1 Pip - This can be really handy when fighting enemies of the same school, or any balance ones. You take these charms and stack them onto your own, or if you really don't want them to have it, you can steal it anyways.
Disarm; Remove 1 Positive Charm from target; 100% Acc.; 1 Pip - This can be useful if you want to use it, but you can also never use it and come through fine. It destroys any one positive charms (blades) on an enemy. If enemies are throwing up blades and you'd rather not deal with the damage, you can use this, it's not too pip efficient, but it'll get it's job done. As you progress, enemies will be putting up more and more blades, and it may get harder to constantly remove them all.
Myth Prism; Convert the next incoming Myth Damage spell into a Storm Damage spell to target; 100% Acc.; 0 Pips/
Life Prism; Convert the next incoming Life Damage spell into a Death Damage spell to target; 100% Acc.; 0 Pips - Pretty Basic Prisms again. If you haven't read the other ones, just put these on enemies of the same school to convert it to the opposite school so they don't resist it. Keep in mind though that they are likely to shield against their opposite school because your spells get a boost off of them. If you don't want to put any training points into your opposite school to get rid of your buff problem, you can always use Treasure Cards (in Wizard City or Krokotopia) or just use a wand of the opposite school.
Sacrifice; Inflict 250 Death Damage to self to heal 700 to target (self or ally); 100% Acc.; 3 Pips - Great for helping out defeated players and putting them back into battle. If you put a Death Shield
on before using it, it'll block out most of the damage anyways. It will also provide you with 450 Health if used on yourself, and will restore
you to 700 Health if the self inflicted damage defeats you.
Black Mantle; -45% Accuracy to next spell to target; 100% Acc.; 0 Pips - This card is great for annoying people to death. It's very likely they will fizzle with this on, but there is no guarantee. I'd feel much better putting up a Weakness
instead, Black Mantles may stop the spell they were going to cast, but it's also likely they will cast an even more powerful
spell the next turn.
Level 18 Spells
Heck Hound - Ice Armor - Water Elemental
- Cyclops Minion - Sprite Guardian - Curse
This is the spell you receive from your respective teacher at a quest at Level 18. For this quest, you will again have to fight enemies as well as visit a location in Krokotopia. You must have earned your Level 12 Spell before receiving the quest for this spell.
Areas you will be visiting: The Oasis, the Royal Hall, the Hall of Champions, Ravenwood, the Krokosphinx, the Grand Arena, Olde Town
Creatures to Duel: Frost Colossus
(Rank 3 Ice Boss - 510 Health)
Quest Line: Stone Cold (Fire)
/Heck of a Spell
Areas you will be visiting: Ravenwood, the Krokosphinx, the Hall of Champions, the Entrance Hall, Colossus Boulevard
Creatures to Duel: Frost Colossus
(Same as Fire Quest)
Quest Line: The Ice Man Cometh
/Going Ice Snaking
Areas you will be visiting: The Commons, the Oasis, Ravenwood,
Creatures to Duel: (2) Typhoon Krakens
(Rank 2 Storm Elite - 285 Health)
Quest Line: Inquisition Mission
/Fill It Up
/Test Your Might
Areas you will be visiting: Ravenwood, The Oasis, the Chamber of Fire, the Royal Hall, Cyclops Lane
Creatures to Duel: 3 Death Pixies
(Rank 3 Life Elite - 435 Health)
Quest Line: Mything Reagents
Areas you will be visiting: Unicorn Way, Ravenwood, The Oasis, the Royal Hall
Creatures to Duel: Dark Fairies
(Rank 1 Life Elite - 135)
Quest Line: Wings and Things
/A Gem in the Rough
/The Missing Gem
Areas you will be visiting: the Alter of Kings, The Commons, The Oasis, Nightside
Creatures to Duel: None
Quest Line: Information Dump
/Speedy Delivery (Death)
Areas you will be visiting: Ravenwood, the Alter of Kings, The Oasis, the Krokosphinx, the Entrance Hall, the Royal Hall, Olde Town
Creatures to Duel: Storm Kraken
(Rank 3 Storm Boss - 395 Health)
Quest Line: Talking to Trees
/Playing With Fire
/Adding the Frosting
/Take It by Storm
Heck Hound; Deals 130 Fire Damage per Pip over 3 Rounds; 75% Acc.; X Pips - The most potent single-enemy X-Pip spell of them all. It does 1820 Damage Max, which is without boosts even. Although it does no damage on the initial cast, this spell can do some massive damage, but it is distributed over 3 rounds, so you'll have to wait that long for it to take effect. It's good to break a shield on the first round and give full damage the rest, this way your DPP (Damage Per Pip) isn't brought down in damage because of 1 shield.
Ice Armor; Absorb 125 Damage per Pip for self only; 90% Acc.; X Pips - Ice's X-Pip is an Absorb Shield. Ice being all about defense, this is about as highly defended as you get. It can protect you from up to 1760 damage by Absorbing it, but just like Spirit Armor
, Health Steals go right through it. Kind of stinks that it's to self only if you're trying to be a supporter in the battle, so you're going to have to wait later on to amp this up to any of your friends. Although it will take all your pips when you use it, you're just that more protected from damage. This spell is good to use if you're running low on health or if you just don't want to worry about healing or shielding yourself for as long as the absorb holds. Ice is all about patience
, which is something you got to get used to.
Water Elemental; Summon a Storm Minion; 100% Acc.; 3 Pips - A very misunderstood spell. At first, you see a stinky minion who only heals and shields himself, but the key is that he also taunts. The whole point of the minion is to make it so you're not getting attacked, and with the low health of Storm Wizards, not getting attacked is always preferable. He will also heal you on occasion.
Water Elemental Stats:
Spells Known:Elemental Shield, Spirit Armor, Sprite, Storm Trap
Cyclops Minion; Summon a Myth Minion for 1 - 4 Pips; 100% Acc.; X Pip (1 - 4 Pips) - You can summon a Cyclops Minion (Depending on Pip Count), if you have more than 4, then a Warrior will be summoned automatically. This guy one of the best minions in the game, he shields and heals you, as well as breaking shields and dealing great damage. This guy can help you all throughout the Malistaire story.
Cyclops Squire Stats:
Spells Known:Spirit Shield, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark
Cyclops Watcher Stats:
Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark
Cyclops Soldier Stats:
Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark
Cyclops Warrior Stats:
Spells Known:Spirit Shield, Sprite, Myth Trap, Mythblade, Donate Power, Sprite, Blood Bat, Troll, Cyclops, Ghoul, Snow Serpent, Sunbird, Storm Shark
Sprite Guardian; Summon a Life Minion; 100% Acc.; 4 Pips - This little forest sprite will heal you up. Basically they take the burden of constant healing off your shoulders so you can attack.
Forest Sprite Stats:
Spells Known:Spirit Armor, Life Trap
, Guiding Light, Sprite, Fairy, Unicorn, Satyr
, Imp, Leprechaun
Curse; +20% to next incoming Damage or Health Steal spell to target; 100% Acc.; 0 Pips - Just another way to pack-on damage with your Death Blade & Trap. This trap is also universal, so any school can use it, so be careful.
Mander Minion; Summon a Balance Minion; 100% Acc.; 3 Pips - A helpful little guy that gives you pips and bugs the enemy. He won't attack much, he'll cast Balanceblade, Elemental Shield and Donate Power on you, and he'll put Elemental Traps, Weaknesses and Black Mantles on the enemy. When he does attack he casts Locust Swarm or Sandstorm, but mostly he'll just make the enemy weaker for you.
Helpful Mander Stats:
Spells Known:Elemental Shield, Spirit Shield, Black Mantle, Weakness, Balanceblade, Elemental Trap, Donate Power, Power Play, Locust Swarm, Sandstorm
Immolate - Steal Ward
- Piecre - Lifeblade
- Posion - Helping Hands
This spell is rewarded for completing all of the storyline quests within the Krokosphinx (completing the quest "Back to Balance
"). Storm is the only School that doesn't receive a spell for completing the Krokosphinx.
Immolate; Inflict 250 Fire Damage to self to deal 600 Fire Damage to target; 75% Acc.; 4 Pips - This is a very powerful spell for your level, but it comes with a sacrifice. Blades and such will effect the damage dealt and the good thing is, you can shield against this. If you throw up the Fire Shield
you got form Sabrina Greenstar
you'll be hardly taking any damage at all, but if you're short on shields using this spell comes with a lot of risk.
Steal Ward; Steal 1 Positive Ward from target; 80% Acc.; 2 Pips - This is good if you're enemy loves Tower Shields, or you just don't want the ward on them. You'll come up to enemies in the game that just love shielding against you (Ice ones in particular) and this spell makes quick work of those wards, and Towers are a bonus, because you can use them as well.
Pierce; Remove 1 Positive Ward; 100% Acc.; 0 Pips - This will simply get rid of a ward. Unlike Steal Ward, you don't get the ward after, you just destroy it. Bosses and Mobs in the late game will just love Tower Shields, and this is a great way to get rid of them fast. It also is helpful when fighting enemies of your own or opposite school that tend to shield against the damage you deal, and with the multitude of Storm and Myth enemies, you'll be needing this often. Take note
that also, your Minotaur/Orthrus will also make good work of any single shields on your enemy.
Lifeblade; +40% to next outgoing Life Damage spell; 100% Acc.; 0 Pips - Life's the second-to-last school to get their much needed blade. A 40% Boost to damage will help you greatly in battles, especially with Life's low damage base, so be sure to keep this card handy in your deck at all times.
Poison; Deals 40 Death Damage and 435 Death Damage over 3 Rounds; 85% Acc.; 4 Pips - Death's Shield Breaker. For Life enemies who shield more than they should, this is a good way to prevent them from shielding a few rounds. I'd use this somewhat close to when you're going to attack, and make sure you have enough pips leftover after your use of it to cast your attack. It's also a decent damage spell, it doesn't do quite as much as Skeletal Pirate
, but it'll be helpful.
Helping Hands; Heals 50 and Heals 490 over 3 Rounds - Here, Balance gets a really great healing spell, and for the low cost of 3 pips it's so worth using. When you get to the point where Power Pips are a normal thing, it's either use Four pips for 400 Healing or the same amount for 540? It's a no-brainier, and it provides a rather substantial amount of healing over 3 rounds, so it's a good contradiction to other DOTs. For immediate healing, though, Pixie is still a good card. The card needs
to be used well before you reach a critical health, though, so that it takes effect before you really need help. Stacking them is also an option too, that way you can achieve over 1000 health for 6 pips.
Choke - Frostbite - Cleanse Charm - Cleanse Ward - Guidance - Beguile - Hex
These spells are rewarded for completing the main storyline quests in Krokotopia "Completing the quest "Temple Dweller
Choke; Stun all enemies for one Round; 80% Acc.; 2 Pips - Good for 4v4 PvP, to keep the entire team stunned for a round, and also good for towers and certain dungeons where you'll encounter several regular enemies. It has a good chance to fizzle, so you can't rely on it entirely, but it gives you time if you really need it. This also works on several bosses now, so it can be a rather helpful spell if you're at a critical moment.
Frostbite; Deals 70 Ice Damage and 480 Ice Damage over 3 Rounds; 80% Acc.; 5 Pips - Ice's shield breaker, it deals damage and prevents the enemy from shielding without getting rid of it immoderately for 3 rounds. Steal ward is always the less costly option, but the damage is a nice bonus. This is also Ice's most powerful damage spell thus far, so you'll be using it often anyways. It deals 150 Damage per round, plus that extra 70 Damage on the initial cast.
Cleanse Charm; Remove 1 Negative Charm; 100% Acc.; 0 Pips - This gets rid of things like Weakness, Black Mantle, and Smokescreen. Good to have if you're going for max damage, but it's wise
to use it soon before an attack so the enemy won't have time to put another on you. I wouldn't carry this around in regular mob fights, because you can take them down easily with a negative charm, but for boss fights it can be really helpful.
Cleanse Ward; Remove 1 Negative Ward; 100% Acc.; 0 Pips - Removes those nasty traps, but most beneficial when it comes to the really nasty ones (coughFeintcough). Taking the time to remove a single, +20/30% Trap, though, might not be worth the effort, as it won't effect the damage of the incoming spell by a great deal. Feints, however, can be seriously bad business if left unattended, they aren't particularly prevalent in PvE until the later worlds, but show up in PvP quite often and it's a good idea to keep maybe 1 or 2 with you.
Guidance; +10% Accuracy to the next spell for all friends; 100% Acc.; 1 Pip - Again, not sure how helpful this can be as you reach the higher stages of the game, but it can be of help nonetheless. It's a great counter to Smoke Screen
and Black Mantle, it raises the chance for you and your teammates to not all fizzle. It also has use in making it so you're next healing spell can't fizzle, so it can be good to have in tight spots.
Beguile; Target helps you for 1 Round; 85% Acc.; 3 Pips - This is a spell to have fun with. It basically confuses the enemy and makes them help you out. Not entirely reliable because they can help you a number of ways, by casting a Charm, or a Ward, or sometimes Heal you, however it can be quite the entertainment to watch enemies fight each other to death
. I'd use it on Death enemies for serious situations, because they may put a Deathblade on you, or even Life so that they may give you an Absorb Shield or Heal you, and Ice could give you a Tower, but there's no guarantee it'll do something useful. Depending on how you want to use it the spell can also be a good replacement for a Stun, so good to have for Soloing if you're in a desperate situation, but most of the time using it is up to your playing style.
Hex; +30% to next incoming Damage or Health Steal spell to target; 100% Acc.; 0 Pips - Your universal trap, any school can use these, and being more potent than most traps it can be a big help to you and others. A nice complement to Balanceblade, you'll find yourself using it a lot to get the most you can out of your damage spells.
Level 28 Spells
Fire Elemental - Ice Guardian - Tempest - Stun - Regenerate - Animate - Judgment
You can visit your teacher when you hit Level 28 to receive the quest. Each requires you to fight a boss and visit a location in Marleybone. You must have gained your level 18 Spell before you can accept the quest for this spell.
Areas you will be visiting: Firecat Alley, The Commons, Digmoore Station, Chelsea Court, Ravenwood
Creatures to Duel: Mr. Incinerator
(Rank 5 Storm Boss - 2,000 Health) & Clinker
(Rank 4 Myth Boss - 1,000 Health)
Quest Line: Burning Books
Areas you will be visiting: Colossus Boulevard, Digmoore Station, Chelsea Court, Ravenwood,
Creatures to Duel: Nimah the Wicked
(Rank 4 Myth Boss - 2,000 Health) & Nightmare Spirit
(Rank 5 Death - 625 Health) Minion
Quest Line: Gathering Information
/The Chest Awaits
Areas you will be visiting: Regent's Square, the Throne Room of Fire, Ravenwood, The Oasis, the Commons, the Alter of Kings
Creatures to Duel:Krokenkahmen
(Rank 4 Fire Boss - 695 Health) & Nirini House Guard
(Rank 3 Fire Elite - 435 Health) or Nirini Ancient Guard
(Rank 3 Death Elite - 450 Health)
Quest Line: Make a Kroktail
/Shake It Up
Areas you will be visiting: Unicorn Way, Nightside, Regent's Square, Chelsea Court, Ravenwood
Creatures to Duel: Kenedy the Klaw
(Rank 5 Myth Boss - 1,500 Health) & Klaw Brother
(Rank 4 Myth Boss - 1,000 Health) Minion
Quest Line: Mything Persons
Areas you will be visiting: Chelsea Court, Ravenwood
Creatures to Duel: Freddy Nine Lives
(Rank 4 Death Boss - 1,000 Health) 9 times
Quest Line: My Re-Generation
Areas you will be visiting: Chelsea Court, Nightside
Creatures to Duel: Freddy Nine Lives
(Same as Life Quest) 9 times
Quest Line: Learning a Lesson
Areas you will be visiting: The Oasis, the Alter of Kings, the Krokosphinx, Regent's Square, Chelsea Court
Creatures to Duel: Lucius McTavish
(Rank 5 Life Boss - 1,900 Health) & McTavish Brother
(Rank 4 Myth Boss - 1,300 Health) Minion
Quest Line: Paying Your Dues
/Takin' the Omnibus
/Winds of Change
Fire Elemental; Summon a Fire Minion; 100% Acc.; 3 Pips - He heals you and breaks shields for you, he also throws Smoke Mantles on your enemies from time to time to make your life that much easier.
Fire Elemental Stats:
Spells Known:Sprite, Fire Shield
, Glacial Shield, Smoke Mantle, Fireblade, Fire Trap
, Fire Elf, Link
Ice Guardian; Summon an Ice Minion; 100% Acc.; 3 Pips - This guys is mainly for damage purposes. He casts mainly mutated Storm and Fire spells and blades himself and you. He's a good companion to really deal damage and make battles shorter and easier.
Ice Guardian Stats:
, Ice Trap, Frost Beetle, Ice Cat
, Ice Bats, Snow Shark, Ghoul, Fire Elf, Lightning Bats, Storm Shark
Tempest; Deals 80 Storm Damage per Pip to all enemies; 70% Acc.; X Pips - The All-Powerfull X-Pip AOE. This is a key in all Storm Strategy. It can wipe out Minions & Bosses in a single hit as well as large groups of Mobs. It has great potential, and with Windstorm
and Stormblade even greater. It can be further buffed with Darkwind which you receive later down the way, this spell can be of great use if used to it's full potential, use it wisely!
Stun; Stun target for 1 Round; 70% Acc.; 0 Pips - Pretty much the same spell as Freeze for Myth Students. A good turn-waster and a nice way to keep a minion quiet for a round, trick still is to get it to work for you.
Regenerate; Heals 52 and Heals 1,101 over 3 Rounds; 90% Acc.; 5 Pips - One of the best single-person healing spells. Another good counter to DOTs and a good way to keep your health up over a few rounds, allowing you to be able to recover from most attacks. But like most HOTs you should use it before you're in a low health range so that you don't reach it, and it may not do enough over one round to keep you from dying the next.
Animate; Summon a Death Minion; 100% Acc.; X Pips - Death's X-Pip is a Minion spell, it gives a variety of minions for 1-14 pips, with a stronger minion for more Pips obviously (the minion section may get long, feel free to skip it).
Ethereal Servant Stats:
Spells Known:Tower Shield
, Deathblade, Taunt, Dark Sprite
Charmed Sprite Stats:
Spells Known:Tower Shield, Deathblade, Taunt, Dark Sprite, Ghoul, Vampire
Crypt Watchguard Stats:
Spells Known:Tower Shield, Spirit Armor, Weakness, Deathblade, Death Trap, Taunt, Dark Sprite, Ghoul, Vampire, Fire Elf, Lightning Bats, Evil Snowman
Ghoulish Retainer Stats:
Spells Known:Weakness, Plague
, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Lightning Bats, Evil Snowman
Summoned Soul Stats:
Spells Known:Weakness, Plague, Deathblade, Death Trap, Ghoul, Vampire, Cyclops, Fire Elf, Sunbird, Ice Wyvern
, Storm Shark, Kraken
Captive Banshee Stats:
Spells Known:Weakness, Plague, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Sunbird, Ice Wyvern, Storm Shark, Kraken
Spells Known:Tower Shield, Deathblade, Death Trap, Ghoul, Vampire, Poison, Fire Elf, Storm Shark, Kraken, Ice Wyvern
Ghastly Spectre Stats:
Spells Known:Tower Shied, Deathblade, Taunt, Doom and Gloom, Dark Sprite, Ghoul, Poison, Vampire, Scarecrow
, Fire Elf, Ice Wyvern, Storm Shark, Kraken
Enchanted Howler Stats:
Spells Known:Tower Shield, Deathblade, Death Trap, Taunt, Dark Sprite, Ghoul, Vampire, Fire Elf, Ice Wyvern, Kraken
School Known:Tower Shield, Weakness, Deathblade, Death Trap, Ghoul, Vampire, Fire Elf, Lightning Bats, Kraken, Evil Snowman
Risen Tomb Master Stats:
Spells Known:Deathblade, Death Trap, Ghoul, Poison, Scarecrow, Fire Elf, Ice Wyvern, Lightning Bats, Kraken
Skeletal Sergeant Stats:
Spells Known:Tower Shield, Deathblade, Death Trap, Ghoul, Vampire, Poison, Fire Elf, Kraken
Soul Crusher Stats:
Spells Known:Death Shield, Plague, Deathblade, Death Trap, Curse, Taunt, Ghoul, Vampire, Poison, Skeletal Pirate, Wraith
, Scarecrow, Fire Elf, Sunbird, Storm Shark
Death Incarnate Stats:
Spells Known:Death Shield, Plague, Deathblade, Curse, Death Trap, Taunt, Vampire, Poison, Skeletal Pirate, Wraith, Scarecrow
Judgment; Deals 100 Balance Damage per Pip; 85% Acc.; X Pips - From the moment you get this, it will be your main Single-Enemy damage spell. It does up to 1,400 Damage without boots, and can easily take out bosses and mobs alike. It will probably be the last Single-Enemy Balance Damage Spell you get for a while, but it won't be leaving your deck anytime soon.
Scald - Wild Bolt - Blinding Light - Guiding Light - Plague - Bladestorm
This spell is rewarded for completing the main storyline quests in Marleybone (finishing the quest "Bad News...
"). Ice is the only school that doesn't receive a spell for completing Bad News...
Scald; Deals 495 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 5 Pips - Your first AOEDOT (Area of Effect Damage Over Time), and a new way to deal with those pesky mobs!
Wild Bolt; Deal 10, 100, or 1,000 Storm Damage; 70% Acc.; 2 Pips - A spell completely based off of luck. It either hits 10, 100, or 1000 Damage for 2 Pips. This is one of those spells you can use for a number of things, like shield breaking, where it can do 2, 20 or 200 Damage if it gets through a Storm Shield
. You can also keep it in your deck when your enemy (boss or mob) has a bit more health than your wand spell can take care of with a wand, especially considering you likely have an opposite school wand, and with out huge damage boosts, this can be pretty beefed up and have a 66% Chance to hit 100 or 1000, but it can still hit 10 and waste all the time you put in preparing for it. It's just a really situational spell.
Blinding Light; Stun all enemies for 1 Round; 80% Acc.; 2 Pips - Stuns all enemies, not the best for regular mob fights considering that it costs 2 Pips, but it is good if you need to buy some time, like I've said before, now that a lot of Bosses/Minions aren't stun resistant
this can really help you out if you find yourself in one of those close call situations.
Guiding Light; +30% to next outgoing Healing spell; 100% Acc.; 0 Pips - One of the best spells out there
. Especially for a Life Wizard, who's never gotten a healing buff before! This spell, along with the Troll Ear Pendant, which gives two additional (and stack-able) Guiding Lights, Brilliant
Light, and all sorts of Healing Boosts that come with Celestia/Wintertusk Gear you can over-heal your friends like never before. Also good for solo play, to bump your healing spells up that little bit that makes them just that much more effective.
Plague; -20% to next outgoing Damage or Health Steal spell to all enemies; 100% Acc.; 1 Pip - A great soloing tool. Weakens all your enemies so you don't have to worry
about them dealing super huge damage, and other enemies can't break these! Helps keep the damage to a minimum, but with the Pip Cost of 1, not the best thing to use repetitively if you want to get some sort of hit in there.
Bladestorm; +20% to next outgoing Damage or Health Steal spell to all friends; 100% Acc.; 1 Pip - The Ultimate Friend Buffing Spell. It buffs you along with all your pals, and it also provides you with another Blade to add onto Balanceblade, which allows you to have a 45% Boost rather than just 25%.
Level 35 Spells (Baldur Goldpaws's Quest 1)
Fuel - Legion Shield - Supercharge
- Shatter - Triage - Dark Pact - Elemental Defuse - Spirit Defuse
This spell is rewarded for completing the quests "I Know a Guy...
" and "Thief of Spells
" in Grizzleheim
. Before accepting the quest "I Know a Guy...", you must have completed the quest "One in the Snout
" in Mirkholm Keep. For this spell, no matter what school your wizard is, you will be dueling Vognir Runethief
(Rank 6 Myth Boss - 2,200 Health) and a minion; Winterwing Guard
(Rank 6 Elite Ice - 1,050 Health).
Fuel; +25% to the next 3 incoming Fire Damage spells to target; 100% Acc.; 2 Pips - This acts as a Trap for your DOT Spells, it also can be used with your current Fire Trap. This works best for DOTs like Heck Hound & Scald, because they use all the traps up. It's still useable with Fire Elf, Link, Fire Dragon
, and other spells like them, but they use up the three traps before the spell is done taking effect.
Legion Shield; -30% to next incoming Damage or Health Steal spell to all friends, 100% Acc.; 1 Pip - A 30% Tower Shield that stacks with a regular one, and any other shields you currently have up. It helps Ice act in a more supportive roll when they need to.
Supercharge; +10% per Pip to next outgoing Storm Damage spell for self only; 100% Acc.; X Pips - This is another Blade to add on with Stormblade, if you do use it, I would go pretty big, a 7 to 10 pip Supercharge can be better than a Feint to every enemy on the playing field. It really helps in soloing and while your working your way up to Feint or other damage-enhancing spells. The only thing with it is the large amount of pips you have to put into it, although I've found recovering pips doesn't take as long as you'd think it would. It's an excellent addition onto Storm Lord or Tempest.
Shatter; Remove all Positive Wards from target; 100% Acc.; 3 Pips - This may seem like another Earthquake at first, but this does work a bit better. It only removes Positive Wards, so your enemy will retain all the charms they have, but it also doesn't remove your traps. Downside is, as a Myth student, Traps may not be the most common thing you use, and I don't think you'll find any enemy (except maybe in Wintertusk) who puts up shields enough for you to need to shatter them. For PvE, Pierce works just wonderfully - but for PvP with all those people who love stacking shields, bring it on.
Triage; Remove 1 Damage Over Time effect from target; 100% Acc.; 0 Pips - This spell, I think, works better in support roles than on yourself. If you want to use it on yourself, let's say you're going first, your enemy hits you with a DOT, and it does the small amount of damage, there goes one shield. Then, the next round
, you'll have to endure a SECOND hit before you can use Triage on yourself - that's two shields gone. Even if you're going second, and you see it coming, you still have to endure the first and second hits before you can use it on yourself. The beauty of this spell is, you can remove it from a friend who just got the cast on them (if you go before them), so they only have to endure the first hit. This can go both ways, being useful in PvP or PvE, just kinda depends on what enemies your facing and if you can keep your health pretty controlled with healing.
Dark Pact; Inflict 300 Death Damage to self and get +30% to next outgoing Damage or Health Steal spell; 100% Acc.; 1 Pip - This acts as your only stackable blade, as opposed to your usual traps. It can be a spell used in support or every day combat. If you're willing to put a Death Shield up, most of the damage is avoided, but if you chose not to, well, it kinda depends on your damage boosts and resists, also if you feel comfortable using it. Also make sure this is your first blade you put up if you decide using it, or all of your stacked up blades go bye bye with the self inflicted damage. This spell is kinda like Feint - do you avoid the extra damage or dish out more?
Elemental Defuse; Dispel the next Fire, Ice, and Storm spells to target; 100% Acc.; 5 Pips/
Spirit Defuse; Dispel the next Life, Death, and Myth spells to target; 100% Acc.; 5 Pips - Due to their super high pip cost, I don't find them very useful for regular PvE, and definitely not for PvP. I have made use of them through cheating dungeons, though. The Myth & Storm Dispels take away any nasty Blade/Trap Removal effects and the others that are on there as well, for many bosses, remove the repercussions of putting up a Blade or Trap. Thing with dispels, though, is it uses up your enemy's pips when they cast the spell instead of just making them miss - so if you really need something not to cast a certain spell, this could work for you.
Level 38 Spells
- Iceblade - Triton - Minotaur Minion - Dryad
- Empower - Spectral Minion
You're sent on yet another quest at Level 38, this one requires you to defeat a boss and visit a location in MooShu
. You must have earned your Level 28 spell before being able to accept the quest for this spell.
Areas you will be visiting: Jade Palace, Tatakai Outpost, Ravenwood, the Krokosphinx, the Alter of Kings, the Entrance Hall, Firecat Alley
Creatures to Duel: Takeda Kanryu
(Rank 6 Fire Boss - 1,300 Health) & 2 Otomo Soldier
(Rank 5 Ice Elite - 675 Health) Minions
Quest Line: Bird of a Feather
/Fire Creature Feature
Areas you will be visiting: Jade Palace, Crimson Fields, Ravenwood, the Krokosphinx, the Well of Spirits, Colossus Boulevard
Creatures to Duel: Udo Jin-e
(Rank 6 Storm Boss - 1,300 Health) & 2 Kakeda Stalker
(Rank 5 Balance - 675 Health) Minions
Quest Line: The Fungus Among Us
/Ice Creature Feature
Areas you will be visiting: the Cave of Solitude, Ravenwood, Shirataki Temple
Creatures to Duel: Plague Oni
(Rank 7 Balance Boss - 2,200 Health) & an Imitsu Defouler
(Rank 5 Myth - 675 Health) Minion
Quest Line: Trip to MooShu
/Taking from the Pool
/Cleaning Up a Mess
/Before the Storm
Areas you will be visiting: The Commons, Jade Palace, Kishibe Village, Ravenwood, the Krokosphinx, the Well of Spirits, Triton Avenue
Creatures to Duel: Kurogaso
(Rank 7 Ice Boss - 1,800 Health) & an Imitsu Punisher
(Rank 6 Balance - 700 Health) Minion
Quest Line: Mything Link
/Myth Taken Identity
Areas you will be visiting: the Altar of Kings, Ravenwood, Sunken City, Shiritaki Temple
Creatures to Duel: Many (completion of the Sunken City dungeon), Plague Oni
(Same as Storm Quest)
Quest Line: Nature's Lock
/Beat the Plague
Areas you will be visiting: the Well of Spirits, Ravenwood, the Crimson Fields, Nightside, the Haunted
Creatures to Duel: War Oni
(Rank 7 Fire Boss - 2,000 Health) & an Otomo Courier
(Rank 5 Ice - 625 Health) Minion
Quest Line: Bottled Up
/In the Clearing
Areas you will be visiting: Jade Palace, the Cave of Solitude, the Krokosphinx, the Altar of Kings, the Entrance Hall, the Well of Spirits, Ravenwood
Creatures to Duel: Hyottoko
(Rank 6 Myth Boss - 1,800 Health) & a Kakeda Stalker
(Rank 5 Balance - 675 Health) Minion
Quest Line: Present Danger
Smoke Screen; -40% Accuracy to next spell to all enemies; 100% Acc.; 1 Pip - An Accuracy Reducer to all enemies. This, again, if you're desperate not to take damage one round, can work. It works in 2v2-4v4 As well, due to it can buy your team potentially another round. If you have your Fire Minion, though, he'll pump this out much more than you normally would anyways. Just remember that even though the small chance, people can still have spells work.
Iceblade; +40% to next outgoing Ice Damage spell; 100% Acc.; 0 Pips - Um, FINALLY. This will help your damage output like no other spell, and because you don't get a lot of damage boosts from gear, you'll be very thankful to have this. Pretty much use it with everything.
Triton; Deals 795 - 875 Storm Damage; 75% Acc.; 6 Pips - Storm gets their 6-Pip Spell before their 5-Pip one (provided they're willing to do the quest), and, unlike all the other schools, you can't train it. This spell is actually very awesome, it offers more Punch Per Pip than Leviathan
and is one of your core attack spells until Legendary levels, and probably further.
Minotaur Minion; Summon a Myth Minion; 100% Acc.; 3 Pips - He works like a buffed-up Water Elemental. He shields you and himself, heals both of you, and taunts the enemy. With 700 Health he'll be hard to take down by your opponents and helps you focus on attacking more than defending yourself.
Enraged Minotaur Stats:
Spells Known:Tower Shield, Spirit Armor, Myth Trap, Taunt, Sprite, Troll, Ghoul, Vampire
Dryad; Heals 200 per Pip; 90% Acc.; X Pips - Life's X Pip (Healing) Spell. Offers less Healing per Pip than Satyr or Fairy, but for Six Pips and up , it can be your most substantial immediate healing spell.
Empower; Inflict 300 Death Damage to self to gain 3 Pips (can't critical self); 100% Acc.; 1 Pip - For one pip, this gives you three (regular pips), basically gaining 2 Pips. Again, like Dark Pact & Sacrifice, it's a very situational spell. If you need pips fast, this spell is great - even better when giving them to someone else. The damage, as usual, is up to you on weather you want to deal with it or not, with higher resistances it won't matter as much, but it may put you in danger if not used correctly.
Spectral Minion - Read up on the Ice Guardian/Fire Elemental/Water Elemental spells, because it basically gives one of the above. All these guys are helpful in their own way, but you can't count on getting one or the other, which makes it hard for Fire or Ice enemies but if you're not happy with the one you received, you can always sap
them for health.
Level 48 Spells
Fire Dragon - Frost Giant
- Storm Lord - Orthrus - Rebirth - Scarecrow - Power Nova
For each of these quests, you must visit a location in DragonSpyre and defeat a Boss. Before accepting this quest, you must have earned your Level 38 spell.
Fire - You must defeat Alicane Swiftarrow
(Firecat Alley), Biti Nirini
(Royal Hall), a Stray Sunbird
(Chelsea Court), and Ember Everburn
(Ancient Burial Grounds) and collect a fire shard (from each), talk to Dalia Falmea
in the School of Fire, talk to Pierre Gallantmane
in the Shopping District (in the Wizard City Amulet Shop), locate the flame kiln in the Atheneum (in the Dragonspyre Ring Shop) and collect the flame crux, talk to Pierre Gallantmane, talk to Dalia Falmea so she can create a dragonstar with the reagents, defeat Mavra Flamewing
in The Plaza of Conquests to use her tower to summon a Fire Dragon with the dragonstar, and talk to Dalia Falmea (Quest Line:Shard Trek
/Tower of the Inferno
After you have completed this quest and earned Fire Dragon, provided you have earned ALL
Fire spells up to Level 48, you will earn the "Master of Fire" badge.
Ice - You must talk to Kelvin in Ravenwood, defeat Krag Stonechin
(Grand Arena), a Burly Troll
(Knight's Court), Grum Foultooth
(The Crimson Fields) to prove you aren't afraid of trolls for the Ice Titans (Frost Giants), talk to Lydia Greyrose
in the School of Ice, talk to Lady Oriel and retrieve some pure loam in Unicorn Way, talk to Kazul Ironhelm
and retrieve some everfrost ice fragments in Colossus Boulevard, talk to Lydia Greyrose, melt
the everfrost ice fragments into the pure loam at the flame kiln in The Atheneum (same one used in Fire's Level 48 Quest) to shape a horn of eternal winter, talk to Lydia Greyrose so she can put the final enchantments on the horn (of eternal winter), go to Hildreth's Perch in Colossus Boulevard to try to summon a Frost Giant with the horn of eternal winter, and talk to Lydia Greyrose (Quest Line:The Troll Bridge
/Frost Giant's Potter
/Kiln or Be Kiln
/Horn of Winter
After you have completed this quest and earned Frost Giant, provided you have earned ALL
Ice spells up to Level 48, you will earn the "Master of Ice" badge.
Storm - You must defeat Gearheads and collect 5 component parts in Chelsea Court, talk to Halston Balestrom
in the School of Storm, talk to Sohomer Sunblade
in Triton Avenue, talk to Keisar Hal'am
in The Oasis (inside the Krokotopia Athame & Hat Shop), talk to Milos Bookwyrm
in the Atheneum, locate Pitter Daybreeze's tower in The Labyrinth, search the rubble for the plans to the oscillation overthruster, talk to Halston Balestrom, talk to Sohomer Sunblade, talk to Halston Balestrom, go to Four Fall Mills's triton statue and use the oscillation overthruster to summon a Storm Lord, and talk to Halston Balestrom (Quest Line:Component Opponent
/Some Assembly Required
After you have completed this quest and earned Storm Lord, provided you have earned ALL
Storm spells up to Level 48, you will earn the "Master of Storm" badge.
Myth - You must talk to Harold Argleston
in the Wizard City Library to find a book on the Orthrus, talk to Zan'ne
in the Oasis Library to find the book, talk to Clancy Pembroke
in the Royal Museum to find the book, talk to Harold Argleston and get the book "Mulder's Cryptozoological Survey of Multi-Headed Canines and their Influence in Folklore, Myth, and Popular Culture: Op through Ot.
, talk to Cyrus Drake
in the School of Myth, use the school desk to right your report (in the School of Myth), talk to Cyrus Drake
, talk to Milos Bookwyrm to learn how to find the Orthrus collars, defeat Ranulf Moonclaw
(Rank 8 Myth Elite - 1,115 Health) & a Horned Barbarian
Minion (Rank 7 Myth Elite - 1,010 Health) and collect Orthrus' collars in The Labyrinth, talk to Cyrus Drake, talk to Dworgyn
in the School of Death and retrieve a bone (from a two headed cat; the natural enemy of the Orthrus), talk to Cyrus Drake, summon the Orthrus with the bone in the Ancient Burial Grounds, and talk to Cyrus Drake (Quest Line:Two Heads Are Better Than One
/First Time Collar
/Bone to Be Wild
/Give a Dog a Bone
After you have completed this quest and earned Orthrus, provided you have earned ALL
Myth spells up to Level 48, you will earn the "Master of Monsters" badge.
Life - You must talk with the 3 powerful tree-lords and collect a small token of favor; Bartleby in Ravenwood (who gives you a piece of his bark), Niles at the Krokosphinx Isle (who gives you a small wooden chain of twisted vine), and Oakheart
in Jade Palace (who gives you a small clasp of heartwood), talk to Moolinda Wu
in the School of Life (who fashions the tokens into a necklace), talk to Milos Bookwyrm in the Atheneum to learn the location of the rota of reading
, defeat The Collector
and collect the rota of reading in The Drake Hatchery (which you only get half of), talk to Milos Bookwyrm about obtaining the other half of the crystal, defeat Scarrik Gallowgaunt
(Rank 8 Life Elite - 1,115 Health) & a Greyback Trollkin
Minion (Rank 8 Myth - 955 Health) and collect the other half of the rota of reading in the Labyrinth, talk to Milos Bookwyrm, use the empty crystal reading stand in the Atheneum to read the rota of reading, talk to Moolinda Wu, talk to Lady Oriel and retrieve a bouquet of flowers (of frostflowers, cactus blooms, mystic flowers, pearl orchids, and fireblooms), talk to Moolinda Wu, go outside of the festival park in Cyclops Lane and recite the rota of reading (which summons The Grandfather Tree Bartleby), and talk to Moolinda Wu (Quest Line:Summer is Coming
/The Rota of Reading
/Say It with Flowers
/Loudly Sing Cuckoo
After you have completed this quest and earned Rebirth, provided you have earned ALL
Life spells up to Level 48, you will earn the "Master of Nature" badge.
Death - You must talk to Dmitri Ironchains
in the Labyrinth about collecting a dram of the quintessence of fear, locate the cistern in the Necropolis containing the quintessence of fear (which is by a Restless Soldier
[Rank 7 Storm Elite - 1,010 Health] and an Undead Wizard
[Rank 7 Death - 950 Health]) and collect (a dram), talk to Dworgyn in the School of Death, defeat Kagemoosha
(the penultimate boss in the Tree of Life
) and collect a seed of death
, talk to Dworgyn, talk to Mortis in Nightside and retrieve some twigs, talk to Gloria Krendell
in Olde Town and retrieve some sackcloth, talk to Dworgyn for help crafting a scarecrow doll with the sackcloth, twigs, and seed, go to the yard outside Stormdrain Tower in Haunted Cave and water the scarecrow with the quintessence of fear to summon it, and talk to Dworgyn (Quest Line:Rain on the Scarecrow
/Seed of Death
/Playing with Dolls
/Don't Fear the Reaper
After you have completed this quest and earned Scarecrow, provided you have earned ALL
Death spells up to Level 48, you will earn the "Master of Death" badge.
Balance - You must talk to Zanetta Stormbreaker
in the Crucible about obtaining a harmonious crystal, collect a raw crystal cluster of the harmonious crystal in the Hall of Glory in the Necropolis (which is a small dungeon, the first floor having a Fire Scavenger
[Rank 7 Fire Elite - 1,010 Health] and a Burning Hate
[Rank 6 Fire Elite - 840 Health], and the second having a Stray Fireflier
[Rank 8 Fire - 955 Health] and a Greyback Trollkin [see Life's quest above]), talk to Alhazred
in the School of Balance, defeat the Plague Oni
in Shiritaki Temple and infuse its essence into the harmonious crystal, talk to Alhazred, talk to Jared Bankes in Regent's Square (in Jack Russell Jewelers) and ask him to mount the harmonious crystal in a golden casing, talk to Alhazred, go to the foot of the Krokosphinx and smash the crystal to bits (which summons a Judgement
granting the spell to you), and talk to Alhazred (Quest Line:Nova Express
/Sickness and Health
After you have completed this quest and earned Power Nova, provided you have earned ALL
Balance spells up to Level 48, you will earn the "Master of Balance" badge.
Fire Dragon; Deals 440 Fire Damage and 351 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 7 Pips - Another AOEDOT, but unlike Scald, this has a big hit to start and then does less over 3 Rounds. That can be good in the fact that you can get damage out quickly, but it also hinders your ability to effectively break shields and deal damage because your first big hit is likely the one to be shielded. All in all, this is the most powerful of the Level 48 AOE Spells damage wise, even beating out Storm Lord.
Frost Giant; Deals 475 Ice Damage to all enemies and Stun all enemies for 1 Round; 80% Acc.; 7 Pips/
Storm Lord; Deals 690 Storm Damage to all enemies and Stun all enemies for 1 Round; 70% Acc.; 7 Pips - Ice and Storm have different variations of the same spell. Both are AOE Spells, but Storm deals much more damage than Ice, as usual. Both have a secondary stun effect after - this now works on most regular bosses.
Orthrus; Deals 50 Myth Damage and 650 Myth Damage; 80% Acc.; 7 Pips - The Only Non-AOE Level 48 Spell, probably because you got that awesome AOE Earthquake six levels earlier. It does deal incredible damage, though, and even though you may still count on Frog
and Minotaur for mobs, this guy will wipe out bosses white ease. Like with Minotaur, the double hits make it difficult to trap & prism, but it can be easily buffed with your multitude of blades/bubbles (globals).
Rebirth; Heals 650 to all friends and Absorb 400 Damage to all friends; 90% Acc.; 7 Pips - The only Non Attack Level 48 Spell. It's Life's best HAF (Heal All Friends) spell to to date, and definitely beats out Unicorn. The great part about the spell is the built in Spirit Armors you give to all of your friends, this can be a life saver in both team PvP and PvE.
Scarecrow; Steals 400 from all enemies, convert half to Health; 85% Acc.; 7 Pips - Death finally gets an AOE, and even better, it's a Life Steal. It's between a Wraith/Vampire in health, and you'll get roughly 400 back form two enemies, 600 from three, and 800 from four. Between Dark Pact, Spirit Blade
, and Deathblade, you can make up easily enough for this being the weakest of the AOEs.
Power Nova; Deals 470 Balance Damage to all enemies and -25% to next outgoing Damage spell to all enemies; 85% Acc.; 7 Pips - The Charm spell of the bunch (but still enchantable), it does slightly less than Frost Giant, but has a really nice Weakness to all enemies effect, which can really help keep the damage to a minimum when hitting multiple times.
Level 55 Spells (Baldur Goldpaws's Quest 2)
Power Link - Frozen Armor - Insane Bolt - Talos
- Brilliant Light - Virulent Plague - Availing Hands
This spell is rewarded for completing the quests "The Spell Trade
" and "The Runedown
" in Grizzleheim. Before accepting the quest "The Spell Trade
", you must have completed the quest "Thief of Spells
" in Mirkholm Keep, therefore earning you Level 35 Spell, and completed the quest "Su Su Sudrilund
". For this spell, no matter what school your wizard is, you will be dueling Skabrok
(Rank 10 Storm Boss - 8,470 Health) and a minion; Winterwing Battler
(Rank 6 Fire - 980 Health).
Power Link; Deals 55 Fire Damage + deals 345 Fire Damage over 3 Rounds and heals 40 + heals 240 over 3 Rounds to self; 75% Acc.; 4 Pips - A more powerful Link that provides more healing and deals more damage. This will be more helpful than Pixie in most cases, considering you can use your power pips with it - and it does damage as well. (To learn this spell, you must have earned Link)
Frozen Armor; Absorbs 175 Damage per Pip; 100% Acc.; X Pips - A super powered Ice Armor. Besides just absorbing more damage, but not health steals, which is taken
for granted with the other absorbs, it can be used on friends as well as yourself, like Legion Shield, allowing Ice to play as an assisting school. (To learn this spell, you must have learned Ice Armor)
Insane Bolt; Deals 1,000 Moon Damage to enemy or 10,000 Moon Damage to self; 100% Acc.; 2 Pips - A Wild Bolt with more consequence. Even though it does Moon Damage, it still takes gear and buffs into account, and it also doesn't hit you as often as you'd think. It's supposed to be more of a last resort spell to quickly get damage in, not really part of your main strategy. I believe its chances of hitting you are relatively low, but it can still be a one way ticket to the Commons. Note that this spell can't be used in PvP. (To learn this spell, you must have learned Wild Bolt)
Talos; Summon a Myth Minion; 100% Acc.; 5 Pips - This guy, I think, is supposed to be a better version of Minotaur Minion. He's a wildly great minion, he serves the same purpose as Myth's other great minion (Cyclops) and casts higher rank spells. His solid 1,000 Health (Note: He is only 5 Pips, while in order for Death to get a minion of equal health would have to spend 10) will keep him from going anywhere anytime soon.
Spells Known:Mythblade, Hex, Stun, Talos Attack (200 Myth Damage), Yellow Troll, Humongofrog, Minotaur, Earthquake
Brilliant Light; +30% to next outgoing Healing Spell to all friends; 100% Acc.; 2 Pips - A new way for Life to help out their friends in group play. This gives a stackable Guiding Light to you, as well as one to each of your friends. This just adds on to your group healing output as well as allowing your friends to more effectively heal themselves to take a bit of pressure off you. (To learn this spell, you must have learned Guiding Light)
Virulent Plague; -40% to next outgoing Damage or Health Steal spell to all enemies; 100% Acc.; 3 Pips - This is a great tool for Soloing. The pip cost is a bit high, but it can greatly help you out when soloing harder Instances/Dungeons to help keep the damage to a minimum. (To learn this spell, you must have learned Plague)
Availing Hands; Heals 70 + Heals 780 over 3 Rounds; 90% Acc.; 4 Pips - Now, Balance Wizards no longer have to rely on Life Spells for healing support or just Helping Hands and Pixie. This spell does a whole lot of healing for you for just one more pip than Helping Hands, it gives you new purpose as a healer
and supportive player. It heals about as much as Satyr, and you get it for free and can use it much more efficiently and continuously - it also saves you seven training points! (To learn this spell, you must have learned Helping Hands)
Level 58 Spells
- Snow Angel
- Leviathan - Medusa
- Forest Lord
- Skeletal Dragon - Ra
For your Level 58 Quest, you must defeat a School specific boss. You cannot receive help with these quest bosses. All these bosses cheat in the same way, if you put any type of Charm or Ward up, they will interrupt the battle order and place a Hex on you. You must have learned your Level 48 Spell before accepting the quest for this Spell.
Fire - You must talk to Bernie about the Efreet in Ravenwood, talk to Dalia Falmea about breaking the Fire Seal in the School of Fire, go to Sothmekhet
's Sanctum in the
Karanahn Barracks, defeat Sothmekhet
(Rank 10 Ice Boss - 15,840 Health) & a Thrall of Sothmekhet
(Rank 10 Storm Elite - 1,195 Health) and release
the Fire Seal in the Karanahn Barracks, talk to Dalia Falmea and obtain the incantation to summon the Efreet, go to Dmitri's Hangout in the Labyrinth and summon the Efreet, and talk to Dalia Falmea (Quest Line:Red Lady Too
/I Call Your Name
/The Inner Light
Ice - You must talk to Kelvin about the Snow Angel in Ravenwood, talk to Lydia Greyrose to learn how to summon the Snow Angel in the School of Ice, talk to Hagen Shieldbreaker
in Savarstaad Pass to learn how to acquire a Frost Diamond, go to Volkir Rimeaxe
's Crag in Savarstaad Pass, defeat Volkir Rimeaxe
(Rank 10 Myth Boss - 9,900 Health) & a Minion of Volkir
(Rank 10 Fire Elite - 1,475 Health) and collect a Frost Diamond in Savarstaad Pass,, talk to Lydia Greyrose to learn where to summon the Snow Angel, summon the Snow Angel at the Ledge of Eternity in Ravenscar (next to the Tower of Knowledge) with the Frost Diamond offering, and talk to Lydia Greyrose (Quest Line:Winter Rose
/Out of the Blue
/Call Me Back Again
Storm - You must talk to Torrence about the Leviathan in Ravenwood, talk to Halston Balestrom about how to summon the Leviathan in the School of Storm, go to Khai Tengri
's Dojo in Jade Palace, defeat Khai Tengri
(Rank 10 Fire Boss - 7,040 Health) & a Student of Khai
(Rank 10 Life Elite - 2,210 Health) and collect some leviathan-scaled worms in Jade Palace, talk to Halston Balestrom about where to summon the Leviathan, go to the Chantry in the District of the Stars and offer the worms as an offering to the Leviathan, and talk to Halston Balestrom(Quest Line:Winedark Open Sea
/Dig It (Storm)
Myth - You must talk to Ivan about Medusa in Ravenwood, talk to Cyrus Drake about how to summon Medusa in the School of Myth, talk to Engineer Montgomery
in the Science Center to learn how to obtain a Quicksilver Shield to defend yourself against Medusa's glare, locate Talos in the Science Center, defeat Talos
(Rank 10 Balance Boss - 10,450 Health) & a Steam Troweller
(Rank 9 Balance - 1,490 Health) and collect bottles of Quicksilver, talk to Engineer Montgomery to have your Quicksilver Shield made, talk to Cyrus Drake about where to summon Medusa, go to the Dragonspyre Academy and summon Medusa, and talk to Cyrus Drake (Quest Line:Long Haired Lady
/Check My Machine
/Dizzy Miss Lizzie
Life - You must talk to Blossom about the Forest Lord in Ravenwood, talk to Moolinda Wu in the School of Life to learn how to summon the Forest Lord, locate Grisletusk
's Quarterage in the Vigrid Roughland, defeat Grisletusk
(Rank 10 Life Boss - 13,310 Health) & a Minion of Grisletusk
(Rank 10 Storm Elite - 1,195 Health) and collect a pot of Clover
Honey in the Vigrid Roughland, talk to Moolinda Wu about where to summon the Forest Lord, go to the Shoshun Village Pond (in Shoshun Village) and summon the Forest Lord with the Clover Honey, and talk to Moolinda Wu (Quest Line:Act Naturally
/A Taste of Honey
Death - You must talk to Mortis in Nightside about the Bone Drake, talk to Dworgyn in the School of Death about where to obtain the skeleton of a Drake, locate Nightreaver's Lair in the Necropolis, defeat Osseus Nightreaver
(Rank 10 Death Boss - 13,310 Health) & a Crying Spirit
(Rank 7 Death Elite - 1,010 Health) and collect the set of Drake Bones, talk to Dworgyn about where to construct the Bone Drake, go to the bridge in Nidavellir and construct/summon the Bone Drake, and talk to Dworgyn (Quest Line:Cry for a Shadow
/Don't Be Scared
/All Things Must Pass
Balance - You must talk to Niles about Ra "the Balancer", talk to Alhazred in the School of Balance about how to call Ra, talk to Coruscade
, the living waterfall in The Floating Land about where to obtain a Sun Shard, locate Helios
's Hangout in The Floating Land, defeat Helios
(Rank 10 Fire - 7,040 Health) & a Jungle Wildclaw
(Rank 9 Fire - 1,065 Health) and collect a Sun Shard, talk to Alhazred about where to summon Ra, go to the area outside Akori Nirini
's Chamber in the Palace of Fire and summon Ra with the Sun Shard, and talk to Alhazred (Quest Line:Here Comes the Sun
/Good Day Sunshine
Efreet; Deals 895 Fire Damage and -90% to next outgoing Damage spell to target; 75% Acc.; 8 Pips - This spell isn't a DOT, so you can use your traps with it heartily, and it also has one of the greatest Secondary effects for PvP or PvE, which is the -90% Weakness it puts on your enemy after cast - and it still has plenty of damage to deal!
Snow Angel; Deals 100 Ice Damage + Deals 660 Ice Damage over 3 Rounds & Taunt to all enemies; 80% Acc.; 8 Pips - A useful AOEDOT. This keeps Shields off of your enemies constantly over four rounds, which can really help you get your hits out faster without having to worry about shields getting in the way. It also plays a minor supportive roll by making the enemies attack you rather than your friends, and can be useful from that perspective with sets of four bosses.
Leviathan; Deals 1,030 Storm Damage and removes 2 Positive Charms from target; 70% Acc.; 8 Pips - A Triton + Disarm Combination. It's the first spell to break the 1,000 Damage mark in it's regular, unbuffed form. It also removes 2 Positive Charms for you after cast, which is always nice for a Storm Wizard so they don't have to worry about the extra damage they provide.
Medusa; Deals 770 Myth Damage and Stuns target for 2 Rounds; 80% Acc.; 8 Pips - Now, with the spell working on most bosses, became much more useful. It has a solid core attack, and Stuns your enemies for TWO rounds while only giving 1 Stun Shield, which is a nice bonus. This can be of great use in PvP or PvE, but, as with all of Myth's attacks, more so in PvP.
Forest Lord; Deals 540 - 620 Life Damage to all enemies; 90% Acc.; 8 Pips - No special effects here - but it's Life's long awaited AOE.
Skeletal Dragon; Deals 200 Death Damage + 810 Death Damage over 3 Rounds; 85% Acc.; 8 Pips - A powerful Damage Over Time Spell. I found this one odd due to Death's trapping nature, and the fact they gave them a hard spell to trap. I have to admit, a DOT Life Steal would be interesting, but it's not the case here. This is a PvP beast, though, and the most powerful single enemy DOT as of this level. It's also a great spell for Life or Ice Bosses, as it eats through their shields.
Ra; Deals 560 - 640 Balance Damage to all enemies; 85% Acc.; 8 Pips - Balance got another AOE, like Ice. Although this one doesn't have any special effects, when it's between this spell and Nova, as you move on you'll start using this instead of Nova more and more. It's a great spell to take out bosses and minions at once, and can make quick use of the super powerful mobs found in later worlds.
Level 68 Spells
Rain of Fire - Woolly Mammoth
- Sirens - Basilisk
- Gnomes! - Dr. Von's Monster (Katzenstein's Monster) - Chimera
For this quest, every school has to do exactly the same thing, get the background information on their spell, then find the materials needed to summon them. Unfortunately, one of Morganthe
's servants, The Hoarder
(Rank 11 Death - 7,510 Health) and a Blackrock Guardian
(Rank 8 Balance Elite - 1,115 Health) Minion has stolen all the materials, and is currently hiding in Dragonspyre's Plaza of Conquests. He has no cheats or minions, so he's not difficult to defeat.
Rain of Fire; Deals 300 Fire Damage + 800 Fire Damage over 3 Rounds to all enemies; 75% Acc.; 9 Pips - Another AOEDOT unlike Fire's two others, Fire Dragon and Scald. This spell is very similar to Ice's Snow Angel, in that it does a small amount of damage, then a huge bulk of it over 3 Rounds. Fire Dragon had the bulk of it's attack in the first hit, and Scald had no first hit whatsoever. That makes this spell extremely effective in PvP, as it breaks through shields and still does a enormous amount of damage in the after hard to Shield effect.
Woolly Mammoth; Deals 800 - 900 Ice Damage and Stun target for 1 Round; 80% Acc.; 9 Pips - This is what you would get if you mixed a Colossus and Freeze together and sprinkled extra damage on top. It's a great spell in that like Medusa, it does damage and Stuns a single enemy, but only for one Round. This Spell is extremely useful due to Ice's tanking nature, being one of the schools who doesn't typically kill an enemy in one hit, the Stun effect becomes very efficient.
Sirens; Deals 880 Storm Damage, Dispels (removes) 2 Positive Charms, -50% Accuracy to next outgoing Spell, and reduce Threat of self to all enemies (all effects on all enemies); 70% Acc.; 9 Pips - This is like Storm Lord, but with some differing side effects. It doesn't Stun, and instead puts a 50% Black Mantle, Removes 2 Blades, and Soothes all enemies. The Soothing and Black Mantle are the useful components of this spell, being in PvE enemies don't Blade very much at all. The Soothing is great in groups, as it keeps the focus off of you, the Storm Wizard with 2/3 the health of everyone else and little resistances. The Mantle also increases the likelihood of them missing the following round, which is always nice to buy time.
Basilisk; Deals 325 Myth Damage + deals 825 Myth Damage over 3 Rounds and Stun target for 1 Round; 80% Acc.; 9 Pips - Myth's first trainable DOT, and a super powered one at that. It's a step up from Orthrus, your last big single enemy multi hit. The difference is this effect lingers longer, preventing them from shielding against another hit (like Medusa) and Orthrus is more for getting around a single shield. It's a great expansion to Myth's ability, and a really powerful spell if well utilized, but it's more difficult to buff and doesn't have quite a great effect as Medusa does in PvE.
Gnomes!; Deals 770 - 880 Life Damage and Dispels next 2 outgoing Life Spells; 90% Acc.; 9 Pips - This is Life's first spell that can really be geared for PvP. The double Entangle
will prevent a majority of Wizards from healing themselves, which can be an extreme advantage on your part. It works well in teams also, to immobilize the other team's Healer (although in that situation it would be more strategically used). It also does a really good amount of damage for such a powerful after effect, and it can also keep Life Enemies from attacking/healing at all.
Dr. Von's Monster (Katzenstein's Monster); Steals 820 from enemy, convert half to Health, and -25% to next outgoing Healing Spell to target; 85% Acc.; 9 Pips - A super powerful Life Steal with a little Infection added onto your enemy. It beats out Skeletal Dragon for it's Health Steal affect, and efficient to trap. The little Infection is nice for PvP, and pretty useful against Life opponents in PvE.
Chimera; Deals 340 Life, Death, and Myth Damage; 85% Acc.; 9 Pips - The Spiritual equivalent of Hydra
. It's got a really powerful base damage (especially compared to Hydra), and will grow in it's usefulness as you move through the game and find Spectral losing it's punch. Spectral is still easier to buff, and can do more damage per pip, but Chimera can still serve as a very powerful single enemy hit. It's also useful against Balance foes, and if they don't have any Spirit Shields up, AMAZING against them, since all of the attacks boost in Damage.
Level 72 Utility Spells
Detonate - Snow Drift - Enfeeble - Shift - Mass Triage - Mass Infection - Mana Burn
At level 72, Friar Nolan will call you to his aid and ask you to complete the Quest "No Pain, No Agravaine" for your Level 72 Utility Spell. Before accepting this Quest, you must have finished the Quest "The Runedown" and earned your Level 55 Spell, and you must have finished the Quest in Avalon "A Brave and Noble Thing". For this Spell, no matter what School you are, you will be versing Sir Agravaine (Rank 11 Storm Boss - 11,900 Health) and a Red Thorn Knight (Rank 11 Life Elite - 3,570 Health) Minion and collect Friar Nolan's Deck of Spell Cards in the High Road.
Detonate; Destroys 1 Damage Over Time Effect and deal 100% Damage; 75% Acc.; 4 Pips - So, as many Fire Wizards will notice, DOTs now have something to fear with Mass Triage, Shift, and Cooldown, this spell is to get around those. It works as a regular spell. If going from first, you'd then cast this on who you'd like to "Detonate" your DOT on, and the rest of the damage that hasn't been dealt will be dealt immediately. This gives your opponent one tick of opportunity to get rid of your DOT, but if going from first they won't see it coming. However, if going from second, they'll have it on before the first tick and be able to plan to counter it if at all possible, but that's only in PvP. PvE wise, you'll almost never have to worry about them removing it. Though, it's only really effective one one target DOTs, being it would cost the same amount of pips as it did to cast your AOEDOT (with Scald as an exception) to detonate both your enemies, and even so, the second enemy would be on his last tick when you detonate him. Blades don't affect this spell, but any Traps on the target will be activated when the target is Detonated.
Snow Drift; Steal 1 Heal Over Time effect; 100$ A - Pretty self explanatory. Steals someone's HOT. From first, this can be grabbed for all three rounds, though only for two from second. In terms of PvP and PvE, PvE Life mobs are known to use Regenerate to heal themselves more often than Life Wizards in PvP do, especially now knowing this spell is out there. Balance Wizards are the ones who will suffer greatly in terms of PvP, being that their major healing effects are HOTs, and therefore unless they train extensively in Life, their only options available to them are diminished. It can also steal a Fire Wizard's Link or someone's Sprite, but those, I think, are too small to worry about using a two-pip spell on.
Enfeeble; Remove all Positive Charms from target; 100% Acc.; 3 Pips - Buffed up version of Disarm. Although Blade stacking doesn't occur very often in PvE (usually being at most one blade), in PvP having the ability to destroy your enemy's Blades (especially in 4v4) can be invaluable to the survival of your team. However, again, most people are wary of this ability and will likely Blade less when pitted against a Storm Wizard, but being many people need a few blades to get out a solid hit, being able to destroy those few can even be a helpful ability at times. Situational awareness and experience in PvP will overall help make this ability more useful to you.
Shift; Push 1 Damage Over Time effect to target; 100% Acc.; 4 Pips - This can be quite the helpful little trick. If an enemy casts a DOT on you, this allows you to push it over to them, and force them to take the damage instead. In retrospect you'll generally have to suffer through one or two ticks of this, unless of course you see it coming, before you'll be able to get rid of it. Generally, the pips are only worth it if you can put the majority of the DOT on your enemy, otherwise at that point you could likely heal off the last tick and them some of the first two, but it can also be an emergency skill to keep a shield if you don't currently have any and want to avoid a followup attack.
Mass Triage; Remove 1 Damage Over Time effect from all friends; 100% Acc.; 3 Pips - Triage, for everyone! Almost completely nullifies an AOEDOT and makes everyone happy! Though the placement of your Life Wizard in terms of turns can effect how much each of you suffer from the DOT effect. For instance, if the Life is the first person to go, they can only suffer one tick while everyone else suffers none, but if very last, everyone suffers two ticks before they can remove it.
Mass Infection; -50% to next outgoing Healing Spell to all enemies; 100% Acc.; 3 Pips - Like Infection, only really useful for PvP situations. Though, even for team PvP, having more than one person healing themselves and their teammates in large amounts isn't too common, but it does happen. For those situations, this slaps an Infection on everyone to make sure no one can surprise recover the entire team after a big hit. Though, if put on ahead of time, a few of these may be broken by May Cast skills before they can cause your opponent heart palpitations.
Mana Burn; Deals 80 Damage per Pip of target and target loses most recent 3 Pips or Power Pips; 100% Acc.; 5 Pips - This Spell does eighty damage per pip your opponent has, and costs you five pips regardless, therefore, I wouldn't use it unless your opponent has at least five pips Pips or higher for a big hit. It also gets rid of their first three Pips (plain or power, the first three Pips disappear) as an after effect, but the player will still be able to cast the spell they planned to cast that round despite the number of pips they have left. So it can also have a slight elucidate effect on your opponent's spell. The big rules with this spell are: don't use it too early and don't use it too late. Timing is everything. You want to get it in before they hit or heal, but when they have enough pips to do a decent amount of damage to themselves. Only use it when they have more pips than you, if you have more pips than them, Judgement is the way to go in that case.
Level 75 Utility Spells
Backdraft - Cooldown - Healing Current - Dimension Shift - Guardian Spirit - Bad Juju - Supernova
At Level 75, Fianna Yellowknife in the High Road will call you to see her to complete the Quest "Always After Me Charms", which will reward you with your second fancy Utility Spell. Before accepting the Quest "Always After Me Charms", you must have completed the Quest "No Pain, No Agravaine", therefore earning your Level 72 Spell. No matter what School you are, the battle will be the same. Hrefna Nightfeather (Rank 12 Death Boss - 14,600 Health) and a Black Cap (Rank 11 Storm - 2,475 Health) Minion and collect Fianna's Charm Bag in The Wild.
Backdraft; +15% to next incoming Fire Damage spell to target per Pip; 100% Acc.; X Pips - It's like Supercharge, but for Fire Wizards and in Trap form, with more punch per Pip. You couldn't use this Spell with Detonate unless there are a couple of Pyromancers who have turns after you, since you can't use this spell with it because the DOT would use up the trap first, and even then you'd have one tick left to use it, which there's really no point in doing. So, it's great for Efreet, Helephant, Phoenix, and all those lovely one hit Fire Spells we've all learned to fear. This can be great help on high health bosses, allowing you to place it on them without the negative effects of Feint, and giving you a max of a 210% Damage boost on the enemy, which has almost the same effect of stacking three Feints, but it's 14 pips versus 3, so it really just depends on the difficulty of the boss and your willingness to be patient. Always keep in mind that it can be easily removed, so be prepared to hit right after if you ever use it in PvP, and that's only when going first, from second this can be very tricky to use.
Cooldown; Remove 1 Tick from all Damage Over Time effects to all; 100% Acc.; 2 Pips - Don't have Mass Triage? Well, this is the next best thing. It removes the final tick from any AOEDOT effect, or singular DOT effect as well. Getting rid of the final tick is entirely possible from anywhere on the board, if you're the very first or very last, so as long as you have it ready to go you can easily get the full effect from it. At a low cost of pips, it's very worth the use if you're looking to avoid some damage and don't have the luxury of Mass Triage either.
Healing Current; Heals 100, 400, or 1,000; 100% Acc.; 3 Pips - Wild Bolt + Healing = This. You have a chance of wasting your pips, getting a little less than your pips with, or getting a lot more than your pips worth. Of course, it's always a better option than Pixie, being with Pixie you get the same average healing for the same amount of pips (considering power pips are very common), and you have the opportunity to get a lot more healing than you need. So, 66% of the time you get your pip's worth, and with Pixie you get that 100% of the time, so it really just depends on how badly you need health and weather you want to take the risk or not.
Dimension Shift; Trade all hanging effects with Minion; 100% Acc.; 6 Pips - Basically Shift on a large scale, but you swap with your minion instead of your opponent (hanging effects include Positive/Negative Charms, Positive/Negative Wards, Damage Over Time Effects, and Heal Over Time Effects). The only real good use is if your minion has some of those awesome Minion Only Blades & Shields, while you have Infections, Weaknesses, Feints, DOTs, and all that nasty stuff. So if you're just overwhelmed with negative effects, then this can be a good spell to use, but just a few things I don't think is worth the 6 pips to fix the problem. Again, situational, but this one can be more useful if used in times of great need.
Guardian Spirit; Target regains 15% of their Health after they're defeated; 100% Acc.; 5 Pips - Essentially, a preheal before defeat. A Life Wizard can cast this on any friend and have them revived, once defeated, with 15% of their original health. The heal is effected by bubbles, Auras, gear Healing boosts, and Criticals, but Healing Charms such as Guiding Lights have no effect. This can be a lifesaver (well, quite literally) in PvP and PvE, and a wonderful addition to your deck. The trick is still to cast it BEFORE you die!
Bad Juju; Inflict 300 Death Damage to self & -90% to next outgoing Damage Spell to target; 100% Acc.; 3 Pips - Works very similarly to the Efreet's Weakness effect, but without the hit and high Pip cost. For three Pips, this Spell will deal 300 Damage to you and put a -90% Weakness on your selected enemy. The hit to yourself can be countered with shields. The only thing to be wary of when using the spell is if one, it's worth the Pips, and, two, if the Health sacrifice won't put you in any bad position later on.
Supernova; Target's Aura is destroyed dealing 535 Balance Damage; 60% Acc.; 2 Pips - This can be really useful, but the situation it needs to be used in is very particular. If your enemy has an Aura, and you really want to get rid of it (so, the bad ones like Infallible or Conviction), this can smash the Aura and deal 535 Damage for 2 pips, awesome right? Well, the major issue is getting around this Spell's Accuracy. It has an accuracy of 60%, which isn't terrible, but means that it'll only work on it's own about half the time. So using this under an Infallible Aura and enchanting it with Accuracy enchantments can help a lot. But you can also add Damage enchantments as well, so depending on weather you want it to deal big damage or be sure to work is where that gap forms. The Accuracy enchantments are also not often trained, and training them just for use on this Spell may not be in your best interest.
Level 75 Minion Spells
Sir Lamorak - Freddo - Mokompo - Vassanji - Sir Bedevere -
Malduit - Nerys
Two Spells at Level 75? I'm game. This time you will be earning new Minions, which will definitely be improvements over you previous ones. This Quest is a bit different, as you will not be going to your School's professor (unless you're Storm), but Halston Balestrom instead. He will be giving you your Quest for your new Minion. Before you can accept this Quest, you must have completed Crab Alley in Triton Avenue, and have finished the Quest "The Runedown" and earned your Level 55 Spell.
Note: All of these new Minion Spells are NO PVP.
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Haul Away Joe
(Rank 11 Death Elite - 3,000 Health), Old Maui
(Rank 11 Ice Boss - 6,000 Health), Sir Lamorak Tinder Hart
(Rank 7 Fire Boss - 1,700 Health) and a Bull Lancer
(Rank 7 Balance Elite - 1,600 Health) Minion, Axos Ghostmane
(Rank 12 Ice Boss - 6,500 Health)
Quest Line: Hart Burn
/The Third Professor
/Fire Does Not Lie
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Rupert Peladon
(Rank 11 Storm Elite - 3,000 Health), Brunach Sorrow Heart
(Rank 11 Fire Boss - 6,000 Health), Freddo the Ice Fish
(Rank 7 Ice Boss - 1,900 Health) and a Deep Angler
(Rank 7 Death Elite - 1,650 Health) Minion, Horned Nimon
(Rank 12 Life Boss - 6,500 Health)
Quest Line: Sleep With the Fishes/The Fourth Professor/Line in the Water
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Mariner Rime
(Rank 11 Ice Elite - 3,000 Health), Afamasaga
(Rank 11 Myth Boss - 6,000 Health), Mokompo Storm Growler
(Rank 7 Storm Boss - 1,600 Health) and a Savage Pride Lion
(Rank 7 Balance Elite - 1,500 Health), Zola Witch Eye
(Rank 12 Life Boss - 6,500 Health)
Quest Line: Kapiti Plain
/The Seventh Professor
/Heavy With Rain
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Geddes
(Rank 11 Storm Elite - 3,000), Cavendish Newcastle
(Rank 11 Death Boss - 6,000 Health), Vassanji Lore Singer
(Rank 7 Myth Boss - 2,000 Health) and a Simoom Shaman
(Rank 7 Fire Elite - 1,600 Health) Minion, Warlord Varos
(Rank 12 Storm Boss - 6,500 Health)
Quest Line: No New Land
/The Sixth Professor
/The Magic of Vassanji
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Lord Ague
(Rank 11 Ice Elite - 3,000 Health), High King Finnegan
(Rank 11 Death Boss - 6,000 Health), Sir Bedevere Lake Ward
(Rank 7 Life Boss - ??? Health) and a Crimson Barb Knight
(Rank 7 Storm Elite - 1,500 Health) Minion, Ruthless Gagool
(Rank 12 Death Boss - 6,500 Health)
Quest Line: Castle of Aaauugghh
/The Fifth Professor
/No Ordinary Badger
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Cap'n Nigel Skullcrack
(Rank 11 Ice Elite - 3,000 Health), Old Greensides
(Rank 11 Life Boss - 5,500 Health), Malduit the Devastator
(Rank 7 Death Boss - 1,700 Health) and a Silent Seraph
(Rank 7 Ice Elite - 1,650 Health) Minion, Mind Robber
(Rank 12 Balance Boss - 6,500 Health)
Quest Line: Deathly_Dependents
/The Second Professor
Areas you will be visiting: Regent's Square, Crab Alley, Deep Warrens, The Baobab Crown, Stone Town
Creatures to Duel: Lost Celeste
(Rank 11 Death Elite - 3,000 Health), Mr. Solly Flood
(Rank 11 Storm Boss - 6,000 Health), Nerys Barbed Heart
(Rank 7 Balance Boss - 1,700 Health) and a Scaled Spriggan
(Rank 7 Myth Elite - 1,600 Health) Minion, Keeper Yartek
(Rank 12 Myth Boss - 6,500 Health)
Quest Line: Marvelous Minions
/The First Professor
/The Barbed Heart
Sir Lamorak; Summon a Minion of Fire; 100% Acc.; 5 Pips - A bit different than your Fire Elemental Minion. Rather than having a lot of Charms and Wards and Heals to keep alive, this guy is mainly brute force. Still having some Buffs to even out the Duel, he has some great Spells to deal plenty of Damage to who ever he may face.
Sir Lamorak Tinder Hart Stats:
Spells Known:Glacial Shield, Fire Shield, Fireblade, Fire Trap, Sunbird, Meteor Strike, Brimstone Revenant, Phoenix, Fire Dragon, Fire-Forged Axe (Deals 100, 210, or 325 Fire Damage), Heck Hound
Freddo; Summon a Minion of Ice; 100% Acc.; 5 Pips - Ice Guardian, but bigger (not in size) and better. Still has the Blade and Trap, but with better attacks and new Shielding Spells, it's sure to blow Ice Guardian out of the (frozen) water.
Freddo the Ice Fish
Spells Known:Tower Shield, Volcanic Shield, Snow Shield
, Frozen Armor, Iceblade, Ice Trap, Snow Shark, Blizzard, Ice Wyvern, Handsome Fomori
, Frost Giant, Ice Fishin' (Deals 83, 175, or 270 Ice Damage)
Mokompo; Summon a Minion of Storm; 100% Acc.; 5 Pips - This Minion may not Heal or Taunt the opponents like your Water Elemental did, but this guy can pack a punch. And with his power, he has a couple of defenses to keep the Damage you take at a minimum.
Mokompo Storm Growler Stats:
Spells Known:Thermic Shield, Storm Shield, Stormblade, Storm Trap, Storm Shark, Kraken, Catalan, Storm Lord, Rolling Thunder (Deals 125, 265, or 405 Storm Damage), Tempest
Vassanji; Summon a Minion of Myth; 100% Acc.; 6 Pips - Definitely an improvement over Talos, who you received 20 Levels ago. This Minion has even more Damage Spells, and better ones to throw that out there, and little more than just a couple of Buffs
Vassanji Lore Singer Stats:
Spells Known:Ether Shield, Stun, Blinding Light, Mythblade, Myth Trap, Cyclops, Humongofrog, Keeper of the Flame, Minotaur, Ninja Pigs, Earthquake, Orthrus
Sir Bedevere; Summon a Minion of Life; 100% Acc.; 5 Pips - If you're still using your Forest Sprite Minion, get ready to put it away. Sir Bedevere is loaded with GREAT Heals and some good Attacks. And what's a Minion if it can't Shield/Blade you?
Sir Bedevere Lake Ward Stats:
Spells Known:Legend Shield, Spirit Armor, Unicorn, Satyr, Rebirth, Dryad, Lifeblade, Life Trap, Nature's Wrath, Luminous Weaver, Seraph, Goat Monk, Righteous Charge! (Deals 83, 175, or 270 Life Damage)
Malduit; Summon a Minion of Death; 100% Acc.; 5 Pips - I'd say this is a Minion who's at par with the 14 Pip Minion for Animate, the Death Incarnate. With an impressive arsenal of attacks, and a few other tricks up her, um, wrist cuff? It's definitely worth 5 Pips rather than waiting for that 14. With a few Buffs and some Shields to keep you alive, she should be a great asset to your Duels.
Malduit the Devastator Stats:
Spells Known:Death Shield, Dream Shield, Plague, Deathblade, Curse, Death Trap, Banshee, Poison, Lord of Night, Deer Knight, Scarecrow, Merciless Blade (Deals 85, 180, or 275 Death Damage)
Damage Augment: +30% Death Damage
Nerys; Summon a Minion of Balance; 100% Acc.; 5 Pips - This Minion has almost all of the Spells that the Helpful little Helpful Mander Minion had, and more. With a huge stock of support Spells, like Shields and Blades and Traps and Donate Power, this Minion is a great one to help boost your attacks and keep your Health high, and even get in some nice Damage when it's needed.
Nerys Barbed Heart Stats:
Spells Known:Elemental Shield, Spirit Shield, Black Mantle, Weakness, Balanceblade, Bladestorm, Hex, Elemental Trap, Donate Power, Locust Swarm, Sandstorm, Samoorai, Hydra, Unbroken Strike (85, 180, or 275 Balance Damage), Judgement
Damage Augment: +30% Balance Damage
Level 88 Spells
- Lord of Winter
- Storm Owl - Celestial Calendar - Spinysaur - Avenging Fossil
You earn yet another School Spell at Level 88. Once reaching Level 88, providing you have learned your Level 68 Spell, you can accept the Quest for this Spell.
Fire - You must talk to Thurston Plunkett
in the Crustacean Empire about the Sun Serpent
, read about the Sun Serpent on the Grand Spiral Chart in the District of the Stars, talk to Thurston Plunkett, talk to Dalia Falmea about where to summon the Sun Serpent, talk to Pacal Redmask
about where to summon the Sun Serpent in the Zocalo, go to the Azure Chamber in Cenote and clear it of the undead, defeat Tolkemec
(Rank 13 Life Boss - 16,050 Health) and 2 Smoking Mirror Zombie
(Rank 12 Fire - 3,200 Health) minions in Cenote to make room to summon the Sun Serpent, talk to Pacal Redmask, and talk to Dalia Falmea (Quest Line:Sunny Fundays
Ice - You must talk to Pacal Redmask in the Zocalo about the Lord of Winter and how to resummon it to the Spiral, talk to Xipli Tailbiter
about how to resummon the Lord of Winter, go to Falling Cavern in Mangrove Marsh, defeat Tlotzin Moon Thief
(Rank 13 Myth Boss - 15,250 Health), a Thunder Horn Ghoul
(Rank 12 Death - 3,550 Health) minion, and a Thunder Horn Zombie
(Rank 12 Ice - 3,500 Health) minion and collect some Silver Frore in Mangrove Marsh, talk to Xipli Tailbiter to have the Silver Frore prepared, talk to Lydia Greyrose in the School of Ice about where to summon the Lord of Winter, go to the Docks in Nordrilund and summon the Lord of Winter, and talk to Lydia Greyrose (Quest Line:Winter is Coming
Storm - You must go to the Eel Cave in the Crustacean Empire, defeat 3 Tempest Eels
(Rank 13 Ice Elite - 5,650 Health) in the Crustacean Empire, collect Telluric Vim (in a bottle) in the Crustacean Empire, talk to Halston Balestrom in the School of Storm about where to summon the Storm Owl, go to the Plaza del Oro in the Zocalo and summon the Storm Owl, and talk to Halston Balestrom (Quest Line:Storm Warning
Myth - You must talk to Friar Nolan in Caliburn and ask for the pieces
of the Wheel of the Sun, go to Vortigern's Tower in the High Road, defeat Merewen 'o the Vale
(Rank 13 Balance Boss - 18,150 Health), Cullen Mac Heath
(Rank 12 Life Elite - 3,950 Health), and Fell Jack Gryffud
(Rank 12 Death Elite - 3,800 Health) and collect the pieces of the Wheel of the Sun in the High Road, talk to Friar Nolan and collect the Tonoltzintli Codex, talk to Cyrus Drake in the School of Myth about where to summon the Celestial Calendar, go to the Plaza del Oro in the Zocalo and reconstruct the Wheel of the Sun to summon the Celestia Calendar, and talk to Cyrus Drake (Quest Line:Mark Your Calendar
Life - You must talk to Professor Droors in Pigswick Academy about the Spinysaur, go to the (Pigswick) Library to find the book on Spinysaurs, find the book "Spinysaurs: A Study in Green", talk to Professor Droors, talk to Moolinda Wu in the School of Life about where to summon the Spinysaur, go to the Aztecan Grotto of Wirachoca in Tierra de Brea, defeat Tilizoc Stone Cloud
(Rank 13 Ice Boss - 23,450 Health) and 2 Gold Frill Spike Horn
(Rank 13 Myth - 3,650 Health) minions in Tierra de Brea, go to the center of the Grotto
in Tierra de Brea and summon the Spinysaur, and talk to Moolinda Wu (Quest Line:Spiny Happy People
/Sight for Saur Eyes
Death - You must talk to Xipli Tailbiter about where to obtain some Crypt Dust in Three Points, go to the Chamber in Cenote, defeat Tezomoc Stone Singer
(Rank 13 Myth Boss - 17,700 Health) and 2 Deathless Storm Horn
(Rank 12 Ice - 3,500 Health) minions and collect some Crypt Dust in Cenote, talk to Xipli Tailbiter, talk to Dworgyn in the School of Death about where to summon the Avenging Fossil, go to the Faerie Circle in Caliburn and summon the Avenging Fossil, and talk to Dworgyn (Quest Line:Avenging Assembly
/Death of the Party
Balance - You must talk to Pacal Redmask in the Zocalo about where to obtain a Sabertooth Fang, go to Actun Caban in Mangrove Marsh to find a Sabertooth Fang, defeat Huemac Spear Wreath
(Rank 13 Balance Boss - 21,850 Health) and 2 Thunder Horn Zombie
(same as Ice Quest) minions and collect a Sabertooth Fang in Mangrove Marsh, talk to Pacal Redmask to have the Sabertooth Fang inscribed with the Glyphs it needs, talk to Alhazred in the School of Balance about where to summon the Sabertooth, go to the Social Rock in the Baobab Crossroads and read the inscriptions to summon the Sabertooth, and talk to Alhazred (Quest Line:Hold That Tiger
Sun Serpent; Deals 900 - 1,000 Fire Damage to target, and deals 300 Fire Damage to all enemies; 75% Acc.; 10 Pips - This is a neat Spell for Fire. It's nice Damage wise for the first hit, dealing around a solid 950 Damage without buffs/enchantments, and an extra side effect of Damage, dealing 300 to all. This is great to use to break Shields on the other enemies, making it a tool for PvP. If you're Dueling one Creature/Wizard though and decide to use this, you may want to trap twice to get the extra Damage in there.
Lord of Winter; Deals 950 - 1,050 Ice Damage and target loses 3 Pips; 80% Acc.; 10 Pips - This Spell rocks. It does great base Damage, stronger than Fire actually, and an awesome side effect. The target loses 3 PIPS. This is great for PvP for knocking Wizards down who are stacking up their Pips, and Creatures if you're afraid of a big hit coming.
Storm Owl; Deals 1,525 - 1,625 Storm Damage; 70% Acc.; 10 Pips - What it does is just laid out right there. Straight up, plain ol' Damage attack. This does some massive Damage, Dealing up to 1,900 Damage with JUST Colossal. This is great for Storms to stack on Blades and Traps, and with the new Sharpened Blade and Potent Trap Enchantments they can get, even better.
Celestial Calendar; Deals 1,070 - 1,170 Myth Damage and Steal 1 Pip; 80% Acc.; 10 Pips - Honestly, Myth could have gotten it better. This is good Damage wise, but considering they still don't have another AOE besides Humongofrog and Earthquake, it's still harder to vs. multiple enemies with just Humongofrog. This could be considered another 9 Pip Spell, since it has the Steal Pip effect, but stealing a Power Pip will still give you a regular Pip in return.
Spinysaur; Deals 600 Life Damage + 750 Life Damage over 3 Rounds; 90% Acc.; 10 Pips - This Spell isn't too bad. It doesn't deal a load of Damage first hit, but the rest of it is stored up in a DOT effect, which deals a stronger Damage base than the initial hit. This is Life's first trainable DOT, so they can get a real nice taste of Shield breaking with this Spell.
Avenging Fossil - Deals 850 - 950 Death Damage to target, and deals 250 Death Damage over 3 Rounds to all enemies; 85% Acc.; 10 Pips - Death's first DOT since Skeletal Dragon. Similar to Sun Serpent, it packs a punch in the base hit, then small Damage to all enemies for Shield breaking, although this is better for the Shield breaking with the fact that the 250 Damage is dealt over 3 Rounds.
Sabertooth; Deals 1,000 - 1,100 Balance Damage to target and gain a Spirit Shield for self; 85% Acc.; 10 Pips - Great Damage to dish out with the immediate hit, even better buffed. The Spirit Shield effect is questionable, as not all people will have the need for it when in a specific battle. But when you're versing a Myth, Death, Life, or a combination of the 3, it could be a life saver depending on the situation.
King Artorius Spells
After Wizards have completed Azteca (completed the Quest "Speaker for the Dead
"), and have reached Level 90, they may accept the Quest "Letters of Light
", where they will receive a version of the King Artorius Spell based on their School. Each Spell does Damage, gives a Spear specific to that Spell's School, and has their own little unique effect.
King Artorius (Fire); Deals 840 Fire Damage, +10% Armor Piercing to the next Fire Damage Spell, and Stuns target for 1 Round; 75% Acc.; 8 Pips - Damage and Pips are comparable to Efreet, but depending on the situation, it's a good to Spell to be able to switch back and forth between. Fire Wizards haven't been able to Stun since Choke in Krokotopia, and it'll definitely be useful to prevent the enemy from stopping any follow up attack.
King Artorius (Ice); Deals 725 Ice Damage, +10% Armor Piercing to the next Ice Damage Spell, and gain 1 Pip; 80% Acc.; 8 Pips - A single target, 8 Pip spell, that deals less damage than Snow Angel, but gives the nice little Icespear
as a side bonus. Plus, the extra Pip gain is handy to keep the ball rolling in a duel.
King Artorius (Storm); Deals 1,120 Storm Damage, +10% Armor Piercing to the next Storm Damage Spell, and +10% Accuracy to the next outgoing Storm Spell; 70% Acc.; 8 Pips - For 8 Pips, this Spell does more Damage than Leviathan, and has a Stormspear
, but the Lightning Strike effect may not be the most convenient. Most Storm Wizards can obtain gear that will increase their Accuracy enough to have a very high Accuracy rating, but for those who tend to Fizzle a little too often, it could be just what they need.
King Artorius (Myth); Deals 50 Myth Damage + 1,020 Myth Damage over 3 Rounds, +10% Armor Piercing to the next Myth Damage Spell, and remove 1 Positive Ward from target; 80% Acc.; 8 Pips - Conjurers should have started getting familiar with Damage over Time spells once they learned Basilisk at Level 68. If they enjoyed it, and are willing to wait the extra Rounds for the full effect to take place, this is a rocking spell for them. Dealing a whole 300 Damage more than Medusa, you may be giving up the 2 Round Stun, but the Mythspear
and Pierce are definitely handy.
King Artorius (Life); Deals 705 Life Damage, +10% Armor Piercing to the next Life Damage Spell, and 300 Healing over 3 Rounds; 90% Acc.; 8 Pips - A single target 8 Pip spell, dealing a good sum of Damage, and giving the all mighty Lifespear
. Even better, a nice Heal over Time to throw into the bunch, and it's sure to do more than 300 Healing if you have some good gear to go with this spell.
King Artorius (Death); Deals 725 Death Damage, +10% Armor Piercing to the next Death Damage Spell, and -30% to the next outgoing Healing Spell to target; 85% Acc.; 8 Pips - A nice substitute for Skeletal Dragon; Necromancers may be giving up some extra DoT damage, but the Infection and Deathspear
are good to fill the gap where it's left out.
King Artorius (Balance); Deals 725 Balance Damage, +10% Armor Piercing to the next Balance Damage Spell, and -40% to the next outgoing Damage Spell to target; 85% Acc.; 8 Pips - A sweet single target spell. It may not hit all like Ra did, but the damage and buffs are great. To make things unusual, the spear isn't global; it's reserved only for Balance damage spells, which in some aspects can be pretty good while in a duel.