SPELL TYPES[]
There are four types of spell in Dragon's Blade:
- Writs - these are learned by clerics
- Tomes - these are learned by sorcerers
- Creeds - these are learned by templars
- Scrolls - these cannot be learned and will be destroyed after a single use. They can be used by any character - they are listed after the cleric/templar spells
LEARNING SPELLS[]
A spell must be learned before use. Only sorcerers, clerics and templars are able to learn spells, and each can only learn their respective types - tomes, writs, and creeds respectively.
A spell can be forgotten, in which case the spell is returned to your inventory. You will find it necessary to prune your characters' spell list as each character can retain a maximum of eight spells at any time, so as your characters level up, old spells should be forgotten.
MANA[]
All spells require mana. You can increase your maximum mana by levelling up, which will boost your spirit stat, or by equipping gear that boosts spirit, or by eating a seed of spirit.
High level spells require high amounts of mana, and you will need to use mana potions or mana regeneration effects to maintain sufficient mana. These can be purchased from item shops. When your character levels up, the mana (and HP) will go to its maximum level.
FOCUS[]
Your character's focus determines the boost to casting effectiveness, up to a maximum of 150% for buffing and healing spells, 9900% for damage spells. The percentage boost for each particular spell will only be displayed for spells that are currently memorized by the caster. Higher level spells require higher focus to get the same boost, and because of the differences in boost percentage, a higher level spell may not initially be as effective or efficient as a lower level spell. Sorcerers see significantly higher focus boosts for their spells, while templars will see much less.
SPELL LEVEL - EXPERIENCE[]
Each spell has an associated experience level that you must reach in order to be able to learn it. Spells at higher level requirements typically obviate the lower level versions, if not immediately then eventually.
SPELL RANK - STRENGTH[]
Spells can appear in three ranks, I (not noted as Rank I in the spell description), II and III. Rank I spells can be purchased in shops, while Rank II and III spells are found by killing monsters or in treasure chests. Rank II and III spells are slightly more powerful versions of Rank I, they can still be cast at the same level and usually require the same amount of mana. While your sorcerer will probably find Rank I spells effective if he has nothing better, your healer(s) will likely want to stick to Rank III (or failing that Rank II) spells only, as a slightly lower XP level Rank III spell will generally be better value than a higher level Rank I spell. Read the description of the spell to determine how much damage/healing the spell does.
SORCERER SPELL TYPES AND NAMES[]
- Single enemy damage - these cause damage to one enemy. Will typically cause more damage to a single enemy than an all enemy spell would, useful in boss battles or when there are not many enemies being faced, as the mana cost to cast is much lower than all enemy spells. Water, fire or lightning damage.
- All enemy damage - these cause damage to all enemies, they tend to have a high mana cost to cast.
- Single enemy vampiric spell - these cause damage to one single enemy and also boost your own HP. Fire damage type. These aren't optimal for either direct damage or healing, but they can give the sorcerer an emergency transfusion when the party healer is unable to heal.
- All enemy vampiric spell - cause damage to all enemies and boost your own HP from all enemies. Air damage type. As the single-target versions, these can be useful as a contingency, but generally not as great a lifesaver as a dedicated direct damage or party healing spell.
- Venom spell - these cause immediate damage to one enemy, reduce the enemies strength, and then continue to damage the enemy for a total of 4 rounds. Along with the single enemy damage spell, a good choice when you have a single strong enemy you want to kill - perhaps cast early on in a boss battle.
- Mana boost - these give a small mana boost per round, over the course of 13 rounds. In the earlier parts of the game these can provide you with a small overall mana boost (the spell of course costs mana to cast), but in later game these are just a waste of your time. Even in early game, this is not that useful. The mana boost also boosts spirit, and hence maximum mana, but as this only lasts for the duration of the spell. It should be noted that this spell should be cast outside of battle. The cost is very minimal and when combined with a Stat Boost or Fire Shield, it basically cancels out the cost to cast those persistant spells over the duration of this spell.
- Stat boost - the sorcerer can boost one character's focus. Early in the game this might help in boss battles to enhance the power of the sorcerer's spells. Later on in the game it becomes essential in helping to boost the power of high level spells. It is best to cast these outside of battle and never let it run out. Combine with Mana Boost to ensure it's not taking away from the precious mana which is useful in battle.
- Fire shield - this affects one single character so that if an enemy hits them, each hit will be countered with a certain number of points of fire damage. Similar to the cleric's shield, this has the disadvantage of only lasting eight rounds, and also of requiring to be case to each character individually. Be sure to use the Cast 4 times button and keep this on continuously for your entire party (12 Mana). Combine with Mana Boost to keep Mana cost low.
SORCERER TOMES[]
EARTH DAMAGE []
Rockfall, 218 gold, Sorcerer, learned at 12, inflicts 88 to 121 earth damage instantly. Targets one enemy. Mana cost 7, Sold in Kanticle
Rockfall II, Sorcerer, learned at 12
Rockfall III, Sorcerer, learned at 12
Rock Eruption, 488 gold, Sorcerer, learned at 18, inflicts 89 to 130 earth damage instantly, targets all enemies, Mana cost 39, sold in Kanticle
Rock Eruption II, sell price 162 gold, Sorcerer, learned at 18, inflicts 109 to 159 Earth damage instantly, targets all enemies Mana cost 34
Rock Eruption III, Sorcerer, learned at 18, inflicts 131 to 192 earth damage instantly, targets all enemies, Mana cost 39
WATER DAMAGE[]
Ice Spear, Sorcerer, learned at 6, inflicts 29 to 39 water damage instantly, targets one enemy, Mana cost 3, sold in Flinton
Ice Spear II, learned at 6, sell price: 18 gold, Sorcerer, inflicts 45 to 61 water damage instantly, targets one enemy, Mana cost 3
Ice Spear III, learned at 6, sell price: 27 gold, Sorcerer, inflicts 64 to 88 water damage instantly, targets one enemy, Mana cost 3
Blizzard, 123 gold, Sorcerer, learned at 9, inflicts 26 to 38 water damage instantly, targets all enemies, Mana cost 15, sold in Flinton
Blizzard II, sell price: 41 gold, Sorcerer, learned at 9, inflicts 36 to 53 water damage instantly, targets all enemies, Mana cost 15
Blizzard III, 61 gold, Sorcerer, learned at 9, inflicts 48 to 71 water damage instantly, targets all enemies, mana cost 18
Ice Bolt, 728 gold, Sorcerer, learned at 22, inflicts 273 to 375 water damage instantly, targets one enemy, Mana cost 16, sold in Kanticle
Ice Bolt II
Ice Bolt III
Ice Storm, 1178 gold, Sorcerer, learn at 28, inflicts 215 to 315 water damage instantly, targets all enemies, Mana cost 74, sold in Breckerton
Ice Storm II, Sorcerer, inflicts 249 to 364 water damage instantly, targets all enemies, Mana costs 61
Ice Storm III
Glacial Bolt, 4058 gold, Sorcerer, learn at 52, inflicts 1775 to 2433 water damage instantly, targets one enemy, mana costs _____, sold in Clarrow
Glacial Bolt II
Glacial Bolt III
Frozen Meteor, 5768 gold, Sorcerer, learn at 62, inflicts 2699 water damage instantly, targets one enemy, mana costs __________, sold in Norwind
Frozen Meteor II
Frozen Meteor III
AIR DAMAGE[]
Fiery Wind of Blood, 1946 gold, Sorcerer, learn at 36, inflicts 341 to 512 HP air damage instantly and steels 142 HP from all enemies, targets all enemies, Mana cost _______, sold in Breckerton
Fiery Wind of Blood II, Sorcerer, learn at 36, inflicts 385 to 577 air damage instantly and steals 160 HP from all enemies, targets all enemies, mana costs 111
Fiery Wind of Blood III, mana 119
Gale of Blood, 3176 gold, Sorcerer, learn at 46, inflicts 593 to 890 air damage instantly and steals 247 HP from all enemies, targets all enemies, mana costs ____, sold in Clarrow
Gale of Blood II, Sorcerer, learn at 46, inflicts 654 to 982 air damage instantly and steals 272 HP from all enemies, targets all enemies, mana costs 156
Gale of Blood III, Sorcerer, learn at 46
====
FIRE DAMAGE ====
Spark, 3 gold, Sorcerer, learn at 1, inflicts 3 to 4 Fire damage instantly. Targets one enemy. mana cost 2, sold in Larkwood
Spark II, sell price: 1 gold, Sorcerer, learn at 1, inflicts 11 to 15 Fire damage instantly. Targets one enemy. mana cost 1.
Spark III, Sorcerer, learn at 1, inflicts 22 to 30 Fire damage instantly. Targets one enemy. mana cost 1.
Wild Sparks, Sorcerer, learn at 4, inflicts 7 to 11 fire damage, all enemies, mana cost 6, sold at Larkwood
Wild Sparks II, sell price: 8 gold, learn at Lv. 4, Mana Cost: 6, Sorcerer, inflicts 13 to 20 Fire damage instantly. Targets all enemies.
Wild Sparks III, sell price: 12 gold, learn at Lv. 4, Mana Cost: 9, Sorcerer, inflicts 21 to 31 Fire damage instantly. Targets all enemies.
Flickering Shield, 39 gold, Sorcerer, learn at Lv. 5, cause 2 Fire damage to your attacker. Lasts 8 rounds. Targets a Party Member. mana cost 2, sold at Larkwood
Flickering Shield II, sell price: 13 gold, Sorcerer, learn at Lv. 5, cause 4 Fire damage to your attacker. Lsts 8 rounds. Targets a Party Member. Mana cost 1.
Flickering Shield III, sell price: 19 gold, Sorcerer, learn at Lv. 5, cause 6 Fire damage to your attacker. Lasts 8 rounds. Targets a Party Member. Mana cost 2.
Fire Shield, 152 gold, Sorcerer, learn at 10, causes 12 fire damage to your attacker/lasts 8 rounds,Targets a Party Member, Mana cost 3, sold in Flinton
Fire Shield II, sell price: 50 gold, Sorcerer, learn at 10, causes 10 fire damage to your attacker/lasts 8 rounds, Targets a Party Member, Mana cost 3
Fire Shield III, 75 gold, Sorcerer, learn at 10, causes 14 fire damage to your attacker/lasts 8 rounds, Targets a Party Member, Mana cost 3
Blazing Shield, 602 gold, Sorcerer, learn at 20, causes 42 fire damage to your attacker/lasts 8 rounds, targets one party member, Mana cost 9, sold in Kanticle
Blazing Shield II, Sorcerer, causes 50 fire damage to your attacker/lasts 8 rounds, targets one party member, Mana costs 7
Blazing Shield III
Inferno Shield, 1352 gold, Sorcerer, learn at 30, cause 64 fire damage to attacker/lasts 8 rounds, target one party member, Mana cost ______, sold at Breckerton
Inferno Shield II, Sorcerer, learned at 30, causes ? fire damage to your attacker/lasts 8 rounds, targets one party member, Mana costs 12
Inferno Shield III, Sorcerer, learned at 30, causes ? fire damage to your attacker/lasts 8 rounds, targets one party member, Mana costs
Flame of Blood, 1635 gold, Sorcerer, learn at 33, inflicts 423 to 518 fire damage instantly and steals 188 HP from target, targets one enemy, Mana cost ____, sold in Breckerton
Flame of Blood II, Mana cost 29
Flame of Blood III
Scorching Shield, 2402 gold, Sorcerer, learn at 40, causes 180 fire to your attacker/lasts 8 round, target one party member, Mana cost ____, sold in Breckerton
Scorching Shield II, mana 18
Scorching Shield III
Fire Bolt, 2523 gold, Sorcerer, learn at 41, inflicts 1027 to 1408 fire damage instantly, targets one enemy, mana costs ____, sold in Clarrow
Fire Bolt II
Fire Bolt III
Bloodfire, 2775 gold, Sorcerer, learn at 43, inflicts 763 to 932 fire damage instantly and steels 339 HP from your target, targets one enemy, mana costs _____, sold in Clarrow
Bloodfire II, Sorcerer, learn at 43, inflicts 846 to 1034 fire damage instantly and steals 376 HP from target, targets one enemy, mana costs ____
Bloodfire III
Volcanic Eruption, 3458 gold, Sorcerer, learn at 48, inflicts 709 to 1036 fire damage instantly/targets all enemies, mana costs 138, sold in Clarrow
Volcanic Eruption II, inflicts 780 to 1140 Fire damage instantly
Volcanic Eruption III, inflicts 855 to 1249 Fire damage instantly
Scorching Shield, 3752 gold, Sorcerer, learn at 50, causes 200 fire damage to your attacker/lasts 8 rounds, targets a party member, mana costs _____, sold in Clarrow
Scorching Shield II
Scorching Shield III Whiteflame Shield, ___ gold, Sorcerer, learn at 50, cases ___ Fire damage to your attacker, lasts 8 rounds, targets a party member, mana costs 27, Whiteflame Shield II
Whiteflame Shield III, inflicts 239 Fire damage to attacker
Shield of Combustion, 5402 gold, Sorcerer, learn at 60, causes 308 damage to your attacker/lasts 8 rounds, targets a party member, mana costs ________, sold in Norwind
Shield of Combustion II
Shield of Combustion III
Incinerating Venom, 6146 gold, Sorcerer, learned at 64, inflicts 1619 to 2699 fire damage instantly and causes 1425 fire damage per round and lowers strength by 19/lasts 4 rounds, targets one enemy, mana costs ________, sold in Norwind
Incinerating Venom II
Incinerating Venom III
LIGHTNING DAMAGE[]
Lightning Bolt, 1538 gold, Sorcerer, learn at 32, inflicts 595 to 815 lightning damage instantly, targets one enemy, Mana cost ____, sold in Breckerton
Lightning Bolt II, Mana cost 22
Lightning Bolt III
Energy Storm, 2168 gold, Sorcerer, learn at 38, inflicts 417 to 609 lightning damage instantly, target all enemies, Mana cost ____, sold in Breckerton
Energy Storm II, mana cost 94
Energy Storm III, Sorcerer, learn at 38, inflicts 522 to 763 lightening damage instantly, targets all enemies, mana costs 101
Glacial Bolt, Sorcerer, learn at 52
Glacial Bolt II, Sorcerer, learn at 52, inflicts 1940 to 2659 damage instantly, targets one enemy, Mana cost ____
Glacial Bolt III, Sorcerer, learn at 52
POISON[]
Poison, 8 gold, Sorcerer, learn at 2, inflicts 3 to 6 damage instantly and causes 3 damage per round/lasts 4 rounds, targets one enemy, mana costs 2, sold at Larkwood
Poison II, sell price: 2 gold, Sorcerer, learn at 2, inflicts 9 to 15 damage instantly and causes 7 damage per round and lowers strength by 1. Lasts 4 rounds, targets one enemy, mana cost 2
Poison III, sell price: 3gold, Sorcerer, learn at 2, inflicts 16 to 26 damage instantly and causes 14 damage per round and lowers strength by 1. Lasts 4 rounds, targets one enemy, mana cost 3
Searing Venom, 75 gold, Sorcerer, learned at 7, inflicts 20 to 33 damage instantly and causes 17 damage per round and lowers strength by 2/lasts 4 rounds, targets one enemy, Mana cost 5, sold at Flinton
Searing Venom II, sell price: 25 gold, Sorcerer, learned at 7, inflicts 30 to 50 damage instantly and causes 26 damage per round and lowers strength by 2/lasts 4 rounds, targets one enemy, Mana cost 5
Searing Venom III, sell price: 37 gold, Sorcerer, learned at 7, inflicts 42 to 70 damage instantly and causes 37 damage per round and lowers strength by 3/lasts 4 rounds, targets one enemy, Mana cost 6
Burning Venom, 296 gold, Sorcerer, learned at 14, inflicts 64 to 107 damage instantly and causes 56 damage per round and lowers strength by 4/lasts 4 rounds, targets one enemy, Mana cost 13, sold in Kanticle
Burning Venom II
Burning Venom III, 296 gold, Sorcerer, learned at Lv. 14, Mana cost 13. inflicts 102 to 171 damage instantly and causes 90 damage per round and lowers strength by 5. Lasts 4 rounds, Targets One Enemy.
Frozen Venom, 866 gold, Sorcerer, learned at 24, inflicts 181 to 301 damage instantly and causes 159 damage per round and lowers strength by 7/lasts 4 rounds, targets one enemy, Mana cost 28, sold in Kanticle
Frozen Venom II, Sorcerer, learned at 24, inflicts 213 to 355 damage instantly and causes 187 damage per round and lowers strength by 7/lasts 4 rounds, targets one enemy, Mana cost 23
Frozen Venom III, Sorcerer, learned at 24
Scorching Venom, 1736 gold, Sorcerer, learn at 34, inflicts 376 to 628 damage instantly and causes 331 damage per round and lowers strength by 10/lasts 4 rounds, targets one enemy, Mana cost 40, sold in Breckerton
Scorching Venom II, inflicts 427 to 712 instantly and causes 375 damage per round and lowers strength by 10
Scorching Venom III, inflicts 481 to 802 damage instantly, causes 423 damage per round and lowers strength by 11
Scorching Venom, 2906 gold, Sorcerer, learn at 44, inflicts 670 to 1116 damage instantly and causes 589 damage per round and lowers strength by 13/lasts 4 rounds, targets one enemy, mana costs ____, sold in Brecketon
Scorching Venom II
Scorching Venom III
Glacial Venom, 4376 gold, Sorcerer, learn at 54, inflicts 1078 to 1797 damage instantly and causes 948 damage per round and lower strength by 16/lasts 4 rounds, targets one enemy, mana costs _____, sold in Clarrow
Glacial Venom II, Sorcerer, learn at 54
Glacial Venom III, Sorcerer, learn at 54
Glacial Poison Torment, 5048 gold, Sorcerer, learned at 58, inflicts 851 to 1703 damage instantly and causes 766 damage per round and lowers strength by 26/lasts 4 rounds, targets all enemies, mana cost ______, sold in Norwind
Glacial Poison Torment II, Sorcerer, learned at 58, inflicts 924 to 1848 damage instantly and causes 831 damage per round and lowers strength by 27/last 4 rounds, targets all enemies, mana costs
Glacial Poison Torment III, Sorcerer, learned at 58
DRAIN/VAMPIRE[]
Vampire Burst, 98 gold, Sorcerer, learned at 8, inflicts 20 to 30 damage instantly and steals 8 HP from all enemies, targets all enemies. Mana cost 16, sold in Flinton
Vampiric Burst II, 32 gold, Sorcerer, learned at level 8, inflicts 28 to 43 damage instantly and steals 12 HP from all enemies, targets all enemies, Mana Cost 16
Vampire Burst III
Souldrain, 386 gold, Sorcerer, learned at 16, inflicts 16 to 98 damage instantly and steals 27 HP from all enemies. Targets all enemies, Mana cost 42, sold in Kanticle
Souldrain II, Sorcerer, learned at 16, mana 37
Souldrain III, Sorcerer, learned at 16
Soul Burst, 1016 gold, Sorcerer, learn at 26, inflicts 170 to 256 damage instantly and steals 71 HP from all enemies, targets all enemies, Mana cost 85, sold in Breckerton
Soul Burst II
Soul Burst III, Sorcerer, inflicts 230 to 345 damage instantly and steals 96HP from all enemies, targets all enemies, Mana cost 78.</
Soul Storm, 4706 gold, Sorcerer, learned at level 56, inflicts 940 to 1410 damage instantly and steals 391 HP from all enemies, targets all enemies, mana cost _____, sold in Norwind
SoulStorm II
SoulStorm III
SLEEP[]
Sleep, Sorcerer, learned at 2, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 3 rounds. The spell has a 25% chance to fade at any time, targets one enemy, Mana cost 2, sold at Larkwood
Sleep II, sell price 2 gold, Sorcerer, learned at 2, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 5 rounds. The spell has a 22% chance to fade at any time, targets one enemy, Mana cost 2
Sleep III, sell price 3 gold, Sorcerer, learned at 2, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 2 rounds. The spell has a 19% chance to fade at any time, targets one enemy, Mana cost 2
Wave of Slumber, 728 gold, Sorcerer, learned at 22, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 3 rounds. The spell has a 25% chance to fade at any time, targets all enemies, Mana cost 24, sold in Kanticle
Wave of Slumber II, 242 gold, Sorcerer, learned at 22, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 4 rounds. The spell has a 23% chance to fade at any time, targets all enemies, Mana cost 24, sold in Kanticle
Wave of Slumber III, 363 gold, Sorcerer, learned at 22, induces a magical slumber, preventing all actions. The spell will be broken if any damage is caused. Last 5 rounds. The spell has a 21% chance to fade at any time, targets all enemies, Mana cost 24.
MANA REGEN[]
Trickle of Mana, 15 gold, Sorcerer, learned at 3, restores 1 Mana per round and increases spirit by 6/lasts 13 rounds, targets one party member, Mana cost 4, sold in Larkwood
Trickle of Mana II, 5 gold, Sorcerer, learned at 3, restores 1 Mana per round and increases spirit by 4, lasts 13 rounds, targets one party member, Mana Cost 4
Trickle of Mana III, Sorcerer, learned at 3, restores 1 mana per round and increases spirit by 6/ lasts 13 rounds, mana costs 4
Flow of Mana, 218 gold, Sorcerer, learned at 12, restores 1 Mana per round and increases spirit by 6/targets one party member, Mana cost 13, sold in Kanticle
Flow of Mana II, sell price: 5 gold, Sorcerer, learned at 12, restores 2 Mana per round and increases spirit by 13/targets one party member, Mana cost 12
Flow of Mana III, sell price: 7 gold, Sorcerer, learned at 12, restores 2 Mana per round and increases spirit by 15/targets one party member, Mana cost 14
Mana Surge, 728 gold, Sorcerer, learned at 22, restores 2 mana per round and increases spirit by 21, lasts 11 rounds, targets one party member, Mana cost 30, sold in Kanticle
Mana Surge II, 242 gold, Sorcerer, learned at 22, restores 4 mana per round and increases spirit 23, lasts 13 rounds, targets on party member, Mana cost 26
Mana Surge III, Sorcerer, learned at 22, restores 2 mana per round and increases spirit by 25/lasts 13 rounds, targets one party member, Mana costs 29
Tide of Mana, 1538 gold, Sorcerer, learn at 32, restores 3 mana per round and increase spirit by 31/lasts for 12 rounds, target one party member, Mana cost _____, sold in Breckerton
Tide of Mana II, Sorcerer, learned at 32
Tide of Mana III, Sorcerer, learned at 32, restores 3 mana per round and increases spirit by 34/lasts 13 rounds, targets one party member, Mana costs
Cascading Mana, 2648 gold, Sorcerer, learn at 42, restores 3 mana per round and increase spirit by 40/lasts 13 rounds, targets one party member, mana costs ____, sold in Breckerton
Cascading Mana II, Sorcerer, learn at 42
Cascading Mana III, Sorcerer, learn at 42
Mana Torrent, 4058 gold, Sorcerer, learn at 52, restores 4 mana per round and increases spirit by 50, targets a party member, mana costs 85, sold in Clarrow
Mana Torrent II, Sorcerer, learn at 52, restores 16 mana per round and increases Spirit by 52.
Mana Torrent III, Sorcerer, learn at 52
Mana Storm, 5768 gold, Sorcerer, learn at 62, restores 4 mana per round and spirit by 60/lasts 13 rounds, targets a party member, mana costs ________, sold in Norwind
Mana Storm II, Sorcerer, learn at 62
Mana Storm III, Sorcerer, learn at 62
FOCUS[]
Enchanted Focus, Sorcerer, learned at 16, increases focus by 12, lasts 13 rounds, targets one party member, Mana cost 10, sold in Kanticle
Enchanted Focus II, 128 gold, Sorcerer, learned at 16, increases focus by 13, lasts 13 rounds, targets one party member, Mana cost 9
Enchanted Focus III
Supernatural Focus, 1016 gold, Sorcerer, learn at 26, increase focus by 19/lasts 13 rounds, targets one party member, Mana cost 21, sold in Brekerton
Supernatural Focus II, Sorcerer, learn at 26, increases focus by 21/lasts 13 rounds, targets one party member, Mana cost 17
Supernatural Focus III
Transcendent Focus, 1946 gold, Sorcerer, learn at 36, increase focus by 27/last 13 rounds, target one party member, Mana cost ______, sold in Breckerton
Transcendent Focus II, Sorcerer, learn at 36, mana 27
Transcendent Focus III, Sorcerer, learn at 36, increase focus by 30/lasts 13 rounds, targets one party member, mana costs
Phenomenal Focus, 3176 gold, Sorcerer, learn at 46, increases focus by 34/last 13 rounds, targets a party member, mana costs _______, sold in Clarrow
Phenomenal Focus II, mana costs 38
Phenomenal Focus III
Mythical Focus, 4706 gold, Sorcerer, learned at 56, increases focus by 42/lasts 13 rounds, targets on party member, mana costs ____, sold in Norwind
Mythical Focus II
Mythical Focus III
CLERIC/TEMPLAR SPELL TYPES AND SPELL NAMES[]
- Single character heal - these heal one character - all you really need from your healer, as hopefully you will not need to heal in battle, basically the healer just bandages you up after the fight is over.
- All character heal - these heal all characters - if all your characters are wounded this provides a slightly lower mana cost to heal them all, and is less time-consuming than healing individually; but if possible, stick to the single character heal to conserve mana. Can be useful in a boss battle to try and heal everybody
- Single character regeneration - this causes a single character to regenerate a fixed number of HP for four rounds. These are generally more efficient in healing for the mana cost, but only desirable when timely healing isn't a critical factor. While instant healing spells have randomly determined timing, regeneration reliably heals characters after all opponents have attacked. The Templar's self-buffing version is cheap and efficient enough to keep active at all times to maximize survivability. This buff will only auto-refresh if the affected character is still damaged at the end of its duration.
- All character regeneration - this causes each character to renegerate HP for four rounds. Like the single-target version, more efficient but less timely than instant healing spells. Best cast when anticipating damage, as it saves the healer time to give more individual attention in later rounds. Casting immediately after battle can refresh the party in time for the next fight. This buff will auto-refresh only if any affected character is still damaged at the end of its duration.
- Stat boost - these boost either strength or speed for 13 rounds. Great to give you an extra edge in boss battles, where you should cast it on all characters as part of a pre-battle buff-up. Generally otherwise not really necessary.
- Party shield - this boosts your party's vitality and hit points and adds some damage reflection. Considering that it also lasts 10 rounds, it's worth having this on your characters throughout the game.
- Revive - unique to clerics, this allows you to resurrect a dead character, reviving them with between 25 and 60 HP depending on whether you cast I, II or III.
- Sacrifice - unique to clerics, this kills your cleric, but restores everybody else to full HP and mana.
Cleric spells are always slightly better than templar spells of the same level, but sometimes the templar spell is momentarily better, e.g., the level 36 templar shield might be better than a level 32 cleric shield but then the level 37 cleric shield will be much better than the level 36 templar shield. The difference in terms of healing/protecting power is not that great, the main difference is that templars have very low mana.
Although clerics are poor in melee combat, they can provide passive damage with the party shield spell, and increase melee fighters' damage potential with strength and speed buffs.
TEMPLAR CREEDS[]
ANTIDOTE[]
Antidote, 39 gold, Templar, learn at 5, cures some negative effects, targets one party member, mana cost 1, sold in Larkwood
INCREASE HP[]
Templar’s Touch, 3 gold, Templar, learned at 1, restores 11 HP, 1 party member, mana costs 2, sold at Larkwood
Templar’s Touch II
Templar’s Touch III, Templar, learned at 1, restores 11 HP, targets one party member, mana cost 2
Templar’s Endurance, 26 gold, Templar, learned at 4, restores 10 HP per round/lasts 8 rounds, yourself (Templar), mana costs 4, sold at Larkwood
Templar’s Endurance II, Templar, learned at 4, restores 20 HP per round/lasts 8 rounds, yourself (Templar), mana costs 3
Templar’s Endurance III
Templar’s Light, 56 gold, learned at 6, Templar, restores 39 HP, targets one party member, Mana cost 2, sold at Flinton
Templar’s Light II, learned at 6, Templar, restores 65 HP, targets one party member, mana costs 2
Templar’s Light III, learned at 6, restores 95 HP, targets one party member, mana costs 3
Wave of Light, 152 gold, Templar, learned at 10, restores 39 HP, targets your party, Mana cost 7, sold at Flinton
Wave of Light II, Templar, restores 57 HP, targets your party, Mana cost 7
Wave of Light III, Templar, restores 77 HP, targets your party, mana cost 14
Sacred Touch, 183 gold, Templar, learned at 11, restores 129 HP, targets one party member, Mana cost 6, Sold in Kanticle
Sacred Touch II, Templar, restores 167 HP, targets one party member, Mana costs 6
Sacred Touch III, Templar, restores 209 HP, targets one party member, Mana cost 7
Sacred Light, 386 gold, Templar, learned at 16, restores 167 HP, targets one party member, Mana cost 8, sold in Kanticle
Sacred Light II
Sacred Light III
Sacred Wave of Light, 602 gold, Templar, learned at 20, restores 125 HP, targets your party, Mana cost 22, sold in Kanticle
Sacred Wave of Light II
Sacred Wave of Light III
Touch of Dedication, 728 gold, Templar, learned at 22, restores 359 HP, targets one party member, Mana cost 16, sold in Kanticle
Touch of Dedication II, Templar, restores 479 HP, targets one party member, Mana cost 15
Touch of Dedication III
Sacred Endurance, 866 gold, Templar, learned at 24, restores 167 HP per round/lasts 8 rounds, targets Templar, Mana cost 22, sold in Kanticle
Sacred Endurance II
Sacred Endurance III
Light of Dedication, 1016 gold, Templar, learn at 26, restores 417 HP, targets one party member, Mana cost 18, sold in Breckerton
Light of Dedication II, Templar, restores 479 HP, targets one party member, Mana cost 15
Light of Dedication III
Wave of Dedication, 1352 gold, Templar, learn at 30, restores 287 HP, targets your party, Mana cost ____, sold in Brecketon
Wave of Dedication II, Templar, learned at 30, restores 327 HP, targets your party, Mana cost ____
Wave of Dedication III, Templar, learned at 30, restores 369 HP, targets your party, Mana cost ____
Touch of Reverence, 1538 gold, Templar, learn at 32, restores 688 HP, targets one party member, Mana cost _____, sold in Breckerton
Touch of Reverence II, Templar, learn at 32, restores 766 HP, targets one party member, mana costs ____
Touch of Reverence III
Revered Endurance, 1736 gold, Templar, learn at 34, restores 306 HP per round/lasts 8 rounds, targets youself, Mana cost _____, sold in Breckerton
Revered Endurance II, Templar, learn at 34, restores 339 HP per round/lasts 8 rounds, targets yourself (Templar), mana cost___________
Revered Endurance III
Light of Reverence, 1946 gold, Templar, learn at 36, restores 766 HP, target one party member, Mana cost _____, sold in Breckerton
Light of Reverence II, Templar, learn at 36, restores 848 HP, targets one party member, mana cost ____
Light of Reverence III
Wave of Reverence, 2402 gold, Templar, learn at 40, restore 508 HP, targets your party, Mana cost _____, sold in Breckerton
Wave of Reverence II
Wave of Reverence III
Devoted Endurance, 2906 gold, Templar, learn at 44, restores 485 HP per round/lasts 8 rounds, targets yourself (Templar), mana costs ____, sold in Brecketon
Devoted Endurance II
Devoted Endurance III
Light of Devotion, 3176 gold, Templar, learn at 46, restores 1214 HP, targets one party member, mana costs ____, sold in Clarrow
Light of Devotion II
Light of Devotion III
Wave of Devotion, 3752 gold, Templar, learn at 50, restores 789 HP, targets your party, mana costs _____, sold in Clarrow
Touch of Zeal, 4058 gold, Templar, learned at 52, restores 1644 HP, targets one party member, mana cost _____, sold in Clarrow
Touch of Zeal II, Templar, learned at 52, restores 1882 HP, targets one party member, Mana cost ___
Touch of Zeal III
Touch of Devotion, 2648 gold, Templar, learn at 42, restores 1116 HP, targets on party member, mana costs ____, sold in Breckerton
Touch of Devotion II, Templar, learn at 42, restores 1214 HP, targets one party member, mana costs ____
Touch of Devotion III
Enduring Zeal, 4376 gold, Templar, learn at 54, restores 704 HP/last 8 rounds, yourself (Templar), mana costs _____, sold in Clarrow
Enduring Zeal II
Enduring Zeal III
Light of Zeal, 4706 gold, learned at 56, Templar, restores 1761 HP, targets one party member, mana cost __________, sold in Norwind
Light of Zeal II
Light of Zeal III
Wave of zeal, 5402 gold, Templar, learn at 60, restores 1129 HP, targets your party, mana costs ____, sold in Norwind
Wave of Zeal II
Wave of Zeal III
Touch of the Crusader, 5768 gold, Templar, learn at 62, restores 2270 HP, targets a party member, mana costs _____, sold in Norwind
Touch of the Crusader II
Touch of the Crusader III
Crusader’s Endurance, 6146 gold, Templar, learn at 64, restores 962 HP per round/lasts 8 round, yourself (Templar), mana costs _____, sold in Norwind
Crusader’s Endurance II
Crusader’s Endurance III
VITALITY[]
Guard of the Templar, 123 gold, Templar, learned at 9, increases vitality by 10 and causes 2 damage to your attacker/lasts 10 rounds, targets your party, Mana cost 8, sold in Flinton
Guard of the Templar II, Templar, learned at 9, increases vitality by 12 and causes 2 damage to your attacker/lasts 10 rounds, targets your party, Mana cost 9
Guard of the Templar III
Sacred Bulwark, 435 gold, Templar, learned at 17, increases vitality by 20 and causes 9 damage to your attacker/lasts 10 rounds, targets your party, Mana cost 27, sold in Kanticle
Sacred Bulwark II, Templar, increases vitality by 23 and causes 12 damage to your attacker/Lasts 12 rounds. Targets your party. Mana cost 24
Sacred Bulwark III
Bulwark of Dedication, 1095 gold, Templar, learn at 27, increase vitality by 33 and cause 27 damage to attacker/last 10 rounds, targets your party, Mana cost 61, sold in Breckerton
Bulwark of Dedication II
Bulwark of Dedication III
Bulwark of Reverence, 2044 gold, Templar, learn at 37, increases vitality by 46 and causes 46 damage to your attacker/lasts 10 rounds, targets your party, mana costs _____, sold in Breckerton
Bulwark of Reverence II, Templar, learn at 37, increase vitality by 49 and causes 66 damage to your attacker, targets your party, mana costs _____
Bulwark of Reverence III
Bulwark of Reverence, 2055 gold, Templar, learn at 37, increase vitality by 46 and causes 58 damage to your attacker/lasts ten rounds, target your party, Mana cost ______, sold in Breckerton
Bulwark of Reverence II, Templar, learn at 37, increase vitality by 49 and causes 66 damage to attacker/lasts ten rounds, targets your party, mana cost ______
Bulwark of Reverence III
Bulwark of Devotion, 3315 gold, Templar, learn at 47, increases vitality by 59 and causes 84 damage to your attacker/lasts 10 rounds, targets your party, mana costs _____, sold in Clarrow
Bulwark of Devotion II
Bulwark of Devotion III
Bulwark of Zeal, 4875 gold, Templar, learn at 57, increase vitality by 72 and causes 137 damage to your attacker/lasts 10 rounds, targets your party, mana costs _______, sold in Norwind
Bulwark of Zeal II
Bulwark of Zeal III
Sanctified Bulwark, 5223 gold, Templar, learn at 59, increase vitality by 80 and causes 177 damage to your attacker/lasts 10 rounds, targets your party, mana costs _____, sold in Norwin
Sanctified Bulwark II
Sanctified Bulwark III
REVIVE[]
Ressurect, 5402 gold, learned at 60, revives a dead party member with 75% HP and 25% MP, mana costs _____, sold in Norwind
CLERIC WRITS[]
CURES NEGATIVE EFFECTS[]
Antidote - Cures some negative effects. Mana cost: 1
Comments: Can be learned at Lv. 3 / Rank I sold for 15g in Larkwood
Blessed Salve - Restores 20 HP. Targets Your Party. Cures some negative effects. Mana cost: 4
Comments: Can be learned at Lv. 8 / Rank I sold for 98g in Flinton
FIRE DAMAGE[]
Zealous Strike, 4875 gold, learn at 57, inflicts 1062 to 1716 Fire damage instantly, targets one enemy, mana cost ______, sold in Norwind
HEALING[]
Healing - Restores xxx HP. Targets a Party Member.
Light Heal | I | II | III |
---|---|---|---|
HP | 15 | ?? | 18 |
Mana | 2 | ?? | 2 |
Comments: Can be learned at Lv. 1 / Rank I sold for 3g in Larkwood
Heal | I | II | III |
---|---|---|---|
HP | 65 | ?? | ?? |
Mana | 3 | ?? | 4 |
Comments: Can be learned at Lv. 6 / Rank I sold for 14g in Flinton
Divine Healing | I | II | III |
---|---|---|---|
HP | 167 | ?? | ?? |
Mana | 8 | ?? | ?? |
Comments: Can be learned at Lv. 12 / Rank I sold for 218g in Kanticle
Miraculous Healing | I | II | III |
---|---|---|---|
HP | 417 | 479 | 545 |
Mana | 18 | 15 | 17 |
Comments: Can be learned at Lv. 22 / Rank I sold for 728g in Kanticle
Immortal Healing | I | II | III |
---|---|---|---|
HP | 766 | 848 | ?? |
Mana | 32 | ?? | ?? |
Comments: Can be learned at Lv. 32 / Rank I sold for 1538g in Breckerton
Virtuous Healing | I | II | III |
---|---|---|---|
HP | 1214 | 1315 | ?? |
Mana | ?? | 38 | ?? |
Comments: Can be learned at Lv. 42 / Rank I sold for 2648g in Breckerton
Sanctified Healing | I | II | III |
---|---|---|---|
HP | 1761 | 1882 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 52 / Rank I sold for 4058g in Clarrow
Galactic Healing | I | II | III |
---|---|---|---|
HP | 2407 | ?? | 2693 |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 62 / Rank I sold for 5768g in Norwind
Recovery - Restores xxx HP per round. Lasts 15 rounds. Targets Your Party.
Lesser Regeneration | I | II | III |
---|---|---|---|
HP | 1 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 2 / Rank I sold for 8g in Larkwood
Regeneration | I | II | III |
---|---|---|---|
HP | 7 | 11 | ?? |
Mana | 4 | 4 | ?? |
Comments: Can be learned at Lv. 7 / Rank I sold for 18g in Flinton
Regeneration II Sell price: 25 gold.
Divine Regrowth | I | II | III |
---|---|---|---|
HP | 16 | 20 | ?? |
Mana | 24 | 21 | ?? |
Comments: Can be learned at Lv. 14 / Rank I sold for 75g in Kanticle
Miraculous Regrowth | I | II | III |
---|---|---|---|
HP | 38 | ?? | ?? |
Mana | 52 | 43 | ?? |
Comments: Can be learned at Lv. 24 / Rank I sold for 866g in Kanticle
Immortal Recovery | I | II | III |
---|---|---|---|
HP | 67 | 74 | ?? |
Mana | ?? | 70 | ?? |
Comments: Can be learned at Lv. 34 / Rank I sold for 1736g in Breckerton
Virtuous Recovery | I | II | III |
---|---|---|---|
HP | 105 | 113 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 44 / Rank I sold for 2906g in Breckerton
Sanctified Recovery | I | II | III |
---|---|---|---|
HP | 150 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 54 / Rank I sold for 4376g in Clarrow
Galactic Recovery | I | II | III |
---|---|---|---|
HP | 203 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 64 / Rank I sold for 6146g in Clarrow
Healing Wave - Restores xxx HP. Targets Your Party.
Healing Splash | I | II | III |
---|---|---|---|
HP | 31 | 47 | 67 |
Mana | 6 | 6 | 9 |
Comments: Can be learned at Lv. 5 / Rank I sold for 39g in Larkwood
Healing Splash II: sell price: 13 gold.
Wave of Light | I | II | III |
---|---|---|---|
HP | 77 | ?? | ?? |
Mana | 14 | ?? | ?? |
Comments: Can be learned at Lv. 10 / Rank I sold for 152g in Flinton
Divine Splash | I | II | III |
---|---|---|---|
HP | 215 | ?? | 250 |
Mana | 36 | ?? | 30 |
Comments: Can be learned at Lv. 20 / Rank I sold for 602g in Kanticle
Miraculous Healing Wave | I | II | III |
---|---|---|---|
HP | 413 | ?? | ?? |
Mana | 65 | ?? | ?? |
Comments: Can be learned at Lv. 30 / Rank I sold for 1352g in Breckerton
Immortal Healing Wave | I | II | III |
---|---|---|---|
HP | 670 | ?? | 789 |
Mana | ?? | ?? | 85 |
Comments: Can be learned at Lv. 40 / Rank I sold for 2402g in Breckerton
Virtuous Healing Wave | I | II | III |
---|---|---|---|
HP | 986 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 50 / Rank I sold for 3752g in Clarrow
Sanctified Healing Wave | I | II | III |
---|---|---|---|
HP | 1362 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 60 / Rank I sold for 5402g in Norwind
Mending - Restores xxx HP per round. Lasts 4 rounds. Targets a Party Member.
Divine Mending | I | II | III |
---|---|---|---|
HP | 102 | ?? | ?? |
Mana | 14 | ?? | ?? |
Comments: Can be learned at Lv. 16 / Rank I sold for 386g in Kanticle
Miraculous Mending | I | II | III |
---|---|---|---|
HP | 218 | 246 | ?? |
Mana | 28 | ?? | ?? |
Comments: Can be learned at Lv. 26 / Rank I sold for 1016g in Breckerton
Immortal Mending | I | II | III |
---|---|---|---|
HP | 373 | 409 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 36 / Rank I sold for 386g in Kanticle
Virtuous Mending | I | II | III |
---|---|---|---|
HP | 568 | 612 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 46 / Rank I sold for 3176g in Clarrow
Sanctified Mending | I | II | III |
---|---|---|---|
HP | 803 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 56 / Rank I sold for 4706g in Norwind
Mending Wave - Restores xxx HP per round. Lasts 4 rounds. Targets Your Party.
Miraculous Mending Wave | I | II | III |
---|---|---|---|
HP | 138 | 155 | 174 |
Mana | 70 | 58 | 64 |
Comments: Can be learned at Lv. 26 / Rank I sold for 1016g in Breckerton
Immortal Mending Wave | I | II | III |
---|---|---|---|
HP | 247 | 270 | ?? |
Mana | ?? | 95 | 102 |
Comments: Can be learned at Lv. 37 / Rank I sold for 386g in Breckerton
Virtuous Mending Wave | I | II | III |
---|---|---|---|
HP | 373 | 401 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 47 / Rank I sold for 3315g in Clarrow
Sanctified Mending Wave | I | II | III |
---|---|---|---|
HP | 524 | 558 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 57 / Rank I sold for 4875g in Norwind
PARALYZE/STUN[]
Stun - Induceds a magical paralyzation, preventing all action. This spell will not be broken until it has run its course, even if damage is caused. Lasts x rounds. This spell has a xx% chance to fade at any time. Targets One Enemy.
Stun | I | II | III |
---|---|---|---|
Rounds | 2 | 3 | 4 |
Fail % | 9 | 9 | 5 |
Mana | 3 | 3 | 3 |
Comments: Can be learned at Lv. 7 / Rank I sold for 75g in Flinton
Stun II: sell price: 25 gold.
Wave of Paralysis - Induces a magical paralyzation preventing all action. This pell will not be broken until it has run its course, even if damage is caused. Lasts x rounds. This spell has a xx% chance to fade at any time. Targets All Enemies.
Wave of Paralysis | I | II | III |
---|---|---|---|
Rounds | 1 | 2 | 3 |
Fail % | 13 | 11 | 9 |
Mana | 32 | 32 | 32 |
Comments: Can be learned at Lv. 27 / Rank I sold for 1095g in Breckerton
REVIVE[]
Revive - Revives the dead. Restores xx HP. Targets a Party Member. (can only be used on the dead)
Revive | I | II | III |
---|---|---|---|
HP | 25 | 60 | 60 |
Mana | 23 | 23 | 23 |
Comments: Can be learned at Lv. 11 / Rank I sold for 183g in Kanticle
Revive III: Sell Price: 91 gold.
Touch of the Gods - Revives the dead. Restores xx HP. Targets a Party Member. (can only be used on the dead)
Touch of the Gods | I | II | III |
---|---|---|---|
HP | 1000 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 50 / Rank I sold for 3752g in Clarrow
Light of Life - Revives the dead with full health. Learned at level 60. Sold in Norwind
SACRIFICE[]
Sacrifice - Sacrifices your life for your party, revives all dead, fully restores your party’s HP and Mana and cures all negative effects, target Cleric. Mana Cost: 1
Comments: Can be learned at Lv. 21 / Rank I sold for 663g in Kanticle
Note: It is likely there is not a rank II or III of this spell, due to its nature.
SPEED[]
Speed - Increases Speed by xx. Lasts 13 rounds. Targets a Party Member.
Divine Speed | I | II | III |
---|---|---|---|
Speed | 7 | 8 | 9 |
Mana | 8 | 7 | 9 |
Comments: Can be learned at Lv. 14 / Rank I sold for 296g in Kanticle
Miraculous Speed | I | II | III |
---|---|---|---|
Speed | 12 | 13 | ?? |
Mana | 18 | 15 | ?? |
Comments: Can be learned at Lv. 24 / Rank I sold for 866g in Kanticle
Immortal Speed | I | II | III |
---|---|---|---|
Speed | 17 | 18 | 19 |
Mana | ?? | 24 | 27 |
Comments: Can be learned at Lv. 34 / Rank I sold for 1736g in Kanticle
Virtuous Speed | I | II | III |
---|---|---|---|
Speed | 22 | 24 | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 44 / Rank I sold for 2906g in Breckerton
Sanctified Speed | I | II | III |
---|---|---|---|
Speed | 27 | 28 | 29 |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 54 / Rank I sold for 4376g in Clarrow
Galactic Speed | I | II | III |
---|---|---|---|
Speed | 32 | ?? | ?? |
Mana | ?? | ?? | ?? |
Comments: Can be learned at Lv. 64 / Rank I sold for 6146g in Norwind
STRENGTH[]
Divine Strength, 296 gold, Cleric, learned at 14, increases strength by 7/lasts 13 rounds, targets one party member, Mana cost 8, sold in Kanticle
Divine Strength II, Mana cost 7
Divine Strength III
Miraculous Strength, 866 gold, Cleric, learned at 24, increases strength by 12/lasts 13 rounds, targets one party member, Mana cost 18, sold in Kanticle
Miraculous Strength II
Miraculous Strength III
Immortal Strength, 1736 gold, Cleric, learn at 34, increase strength by 17/lasts 13 rounds, targets one party member, Mana cost ______, sold in Breckerton
Immortal Strength II
Immortal Strength III
Virtuous Strength, 2906 gold, Cleric, learn at 44, increase strength by 22/lasts 13 rounds, targets one party member, mana costs ____, sold in Breckerton
Virtuous Strength II
Virtuous Strength III
Sanctified Strength, 4376 gold, Cleric, learn at 54, increases strength by 27/lasts 13 rounds, targets your party, mana costs ____, sold in Clarrow
Sanctified Strength II
Sanctified Strength III
Strength of Galaxies, 6146 gold, Cleric, learn at 64, increases strength by 32/lasts 13 rounds, targets your party, mana costs ____, sold in Norwind
Strength of Galaxies II
Strength of Galaxies III
Light of Reverence, 1946 gold, Templar, learn at 36, restores 766 HP, targets one party member, mana costs ____, sold in Breckerton
Light of Reverence II
Light of Reverence III
VITALITY[]
Guard, 26 gold, Cleric, learned at 4, increase vitality by 8 and causes 1 damage to your attacker/lasts for 10 Rounds, your party, mana cost 7, sold at Larkwood
Guard II, sell price 8 gold, Cleric, learned at 4, increase vitality by 5 and causes 1 damage to your attacker/lasts for 10 Rounds, your party, mana cost 7
Guard III, sell price 12 gold, Cleric, learned at 4, increase vitality by 7 and causes 1 damage to your attacker/lasts for 10 Rounds, targets your party, mana cost 7
Guard of Light, 123 gold, Cleric, learned at 9, increases vitality by 15 and causes 4 damage to your attacker/lasts 10 rounds, targets your party, Mana cost 16, sold in Flinton
Guard of Light II, sell price 41 gold, learned at 9, increase vitality by 9 and causes 2 damage to your attacker/lasts 10 rounds, your party, mana cost 15
Guard of Light III, learned at 9, increase vitality by 10 and causes 3 damage to your attacker/lasts 10 rounds, your party, mana cost 20
Divine Bulwark, 488 gold, Cleric, learned at 18, increases vitality by 27 and causes 17 damage to your attacker/ lasts 10 rounds, targets your party, Mana cost 43, sold in Kanticle
Divine Bulwark II
Divine Bulwark III
Bulwark of Miracles, 1178 gold, Cleric, learn at 28, increase vitality by 40 and causes 33 damage to attacker/lasts 10 rounds, target your party, Mana cost 81, sold at Breckerton
Bulwark of Miracle II
Bulwark of Miracles III, Cleric, restores vitality by 45 and causes 55 damage to your attacker/lasts 10 rounds, targets your party, Mana costs 74
Bulwark of Immortality, 2283 gold, Cleric, learned at 39, increase vitality by 54 and cause 85 damage to your attacker/lasts 10 rounds, targets your party, Mana cost ____, sold in Breckerton
Bulwark of Immortality II
Bulwark of Immortality III
Bulwark of Virtue, 3603 gold, Cleric, learn at 49, increases vitality by 67 and causes 114 damage to your attacker/last 10 rounds, targets your party, mana costs ____, sold in Clarrow
Bulwark of Virtue II
Bulwark of Virtue III
Scrolls[]
SCROLLS – ALL CLASSES CAN USE (ONE USE ONLY) – THROUGH REWARDS AND CASINO
Antidote
Antidote, Cures some negative effects.
Blessed Salve, restores 20 HP and cures some negative effects.
DRAIN/VAMPIRE
Souldrain, inflicts 65 to 98 damage instantly and steals 27 HP from all enemies, targets all enemies.
Earth Damage
Rock Eruption, inflicts 89 to 130 earth damage instantly, targets all enemies.
Fire Damage
Flickering Shield, causes 2 fire damage to your attacker/lasts 8 rounds, targets one party member.
Spark, inflicts 3 to 4 Fire damage instantly, targets one enemy.
Wild sparks, inflicts 7 to 11 Fire damage instantly, targets all enemies.
Lightburst, Lv13 inflicts 48 to 79 Fire damage instantly, targets one enemy.
Holy Bolt, Lv 24, inflicts 156 to 253 Fire damage instantly, targets one enemy.
Devout Blast, Lv 46, inflicts 642 to 1038 Fire damage instantly, targets one enemy.
Fire Shield, causes 8 damage to your attacker/lasts 8 rounds, targets one party member.
Inferno Shield, causes 64 fire damage to your attacker, lasts 8 rounds, targets a party member.
Scorching Shield, causes 300 fire damage to your attacker/last 8 rounds, targets one party member.
HP
Lesser Regeneration, restores 1 HP per round/lasts 15 rounds, targets one party member.
Templar’s Endurance, restores 10 HP per round/lasts 8 rounds, targets yourself (Templar).
Templar’s Touch, restores 11 HP, targets one party member.
Light Heal, restores 15 HP, targets one party member.
Divine Regrowth, restores 16 HP per round/lasts 15 rounds, targets your party.
Templar’s Light, restores 39 HP, targets one party member.
Wave of Light, restores 77 HP, targets your party.
Divine Mending, restores 102 HP per round/last 4 rounds, target one party member.
Sacred Light, restores 167 HP, targets a party member.
Wave of Dedication, restores 287 HP, targets your party.
Miraculous Healing, restores 417 HP, targets one party member.
Devoted Endurance, restores 485 HP per round/last 8 rounds.
Sanctified Mending Wave, restores 524 per round/last 4 rounds, targets your party.
Virtuous Mending, restores 568 HP per round/lasts 4 rounds, targets one party member.
Wave of Devotion, restores 789 HP, targets your party.
Crusader’s Endurance, restores 962 HP per round/lasts 8 rounds.
Virtuous Healing Wave, restores 986 HP, targets your party.
Touch of Devotion, restores 1116 HP, targets one party member.
Light of Zeal, restores 1761 HP, targets one party member.
Light of Devotion, restores 1214 HP, targets one party member.
Wave of Zeal, restores 1129 HP, targets your party.
Touch of Zeal, restores 1644 HP, targets one party member.
Sanctified Healing, restores 1761 HP, targets a party member.
Light of the Crusader, restores 2407 HP, targets a party member.
Galactic Healing, restores 2407 HP, targets a party member.
Mana
Trickle of Mana, restores 1 mana per round and increases spirit by 2/last 13 rounds, targets one party member.
Flow of Mana, restores 1 mana per round and increases spirit by 11/lasts 10 rounds, targets one party member.
Mana Torrent, restores 4 Mana per round and increases spirit by 50/lasts 13 rounds, targets one party member.
Map
Magic Map, divines a temporary map for the current area. This map will fade if you leave the area.
Paralyze/Stun
Stun, induces a magical paralyzation, preventing all action. This spell will not be broken until it has run its course, even if damage is caused. Last 2 rounds. This spell has a 9% chance to fade at anytime. Targets one enemy.
Wave of Paralysis, induces a magical paralyzation, preventing all action. This spell will not be broken until it has run its course, even if damage is caused. Last 1 round. This spell has a 13% chance to fade at anytime. Targets all enemies.
Poison/Venom
Poison, inflicts 3 to 4 damage instantly and causes 3 damage per round/lasts 4 rounds, target one enemy.
Searing Poison, inflicts 20 to 33 damage instantly and causes 17 damage and lowers strength by 2/lasts 4 rounds, target one enemy.
Burning Venom, inflicts 64 to 107 damage instantly and causes 56 damage per round and lowers strength by 4/lasts 4 rounds, targets one enemy.
Scorching Venom, inflicts 670 to 1116 damage instantly and causes 589 damage per round and lowers strength by 13/lasts 4 rounds, targets one enemy.
Glacial Venom, inflicts 1078 to 1797 damage instantly and causes 948 damage per round and lowers strength by 16/last 4 rounds, targets one enemy.
Incinerating Venom, inflicts 1619 to 2699 damage instantly and causes 1425 fire damage per round and lowers strength by 19/last 4 rounds, targets one enemy.
Sleep
Induces a magical slumber, preventing all action. This spell will be broke if any damage is caused/lasts 4 rounds, targets one enemy.
Strength
Divine Strength, increases strength by 7/lasts 13 rounds, targets one party member.
Strength of Galaxies, increases strength by 32/lasts 13 rounds, targets your party.
Speed
Sanctified Speed, increases speed by 27, lasts 13 rounds, targets your party.
Focus
Phenomenal Focus, increases focus by 34, lasts 13 rounds, targets one party member.
Vitality
Guard, increases vitality by 8, causes 1 damage to your attacker/lasts 10 rounds, targets your party.
Guard of the Templar, increases vitality by 10 and causes 1 damage to your attacker/lasts 10 rounds, targets your party.
Guard of Light, Increase vitality by 15 and causes 4 damage to your attacker/lasts 10 rounds, targets your party.
Bulwark of Virtue, increases vitality by ? and causes 143 damage to your attacker/last 10 rounds, targets your party.
Water
Blizzard, inflicts 26 to 28 water damage instantly, targets all enemies.