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  • ...tification. MP gained while full will eventually be turned into potions of magic. ** The [[amulet of magic regeneration]], which increases MP regeneration after a warmup period.
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  • ...high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a st ...], and low intelligence will not penalize casting. Many species are bad at magic, but at least competent at Evocations.
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  • ...t choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, thou ...y likely to receive a weapon in that category. A conjurer with high [[Fire Magic]] skill will likely find a spellbook with more fire spells.
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  • ===Demonic Magic=== {{:Demonic Magic}}
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  • ...|| Very Rare || Gives a choice of three items to acquire tailored to your skills, or a pile of gold. *[[Scroll of magic mapping]] - Changed to [[scroll of revelation]] in [[0.31]]
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  • {{flavour|A magic potion which greatly increases the dexterity and evasiveness of the one who ...stealth and evasion by an amount based on your [[Dodging]] and [[Stealth]] skills)
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  • ...tive arts, along with magically imbued statues capable of casting powerful magic. ...]], these mages only generate with their Conjurations-focused spell set: [[Magic Dart]] (3d5), [[Force Lance]] (3d13), and [[Iskenderun's Battlesphere]]. Th
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  • ...s]] or scarf of cloud immunity can appear. The boss chamber contains [[Air Magic]]-themed items ([[spell book]]s and [[staff of air|staves]]), good [[ring]] ...n resort to their pathetic melee skills instead of hammering you with wind magic, though getting in close makes [[Tornado]] more dangerous. Alternatively, a
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  • ...|| [[Confusion|Confuses]] you, but dramatically increases your health and magic regeneration for several turns. ..." | Rare || Ends many [[status effects]] (both good and bad) and reduces [[magic contamination]].
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  • ==Starting Skills and Equipment== Barachim receive the skills and equipment listed for their background.
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  • ...you're gonna run out of consumables. Don't forget to put your non-killing skills once you have enough power (e.g. for a caster, train Fighting, Dodging, Ste ...urces include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.
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  • ...0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments. *Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
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  • Wrapping up our skills for our characters... If you've been training up specific skills, your main defenses: [[Fighting]], [[Armour]], [[Dodging]], and/or [[Shield
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  • ...tered the two [[rune]]-containing [[Lair]] branches yet. From now on, your skills no longer reflect your background, but rather reflect your general strategy ...ll also boosts your combat prowess. Fighting is one of your most important skills, period -- especially once you've finished training up your weapon.
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  • ...[Zot trap]]s), and Sage cards (which often divert useful experience toward skills you will never use). Unless you're fine with the possibility of losing your ...Paralysis]]. At higher power, it has a chance of giving [[Potion of magic|Magic]], [[Potion of invisibility|Invisibility]], [[Potion of speed|Speed]] or [[
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  • ...o invest XP in a few specific skills, rather than attempting to learn many skills at once. It is often essential, at least in one form or another. ...me weapons and spells usually require a lot of skill investment. Defensive skills will make your character more durable.
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  • # Concentrate on your spell skills and learn [[Throw Flame]]. ...potion of speed]] and kill the [[Ogre]]. Back away and quaff a [[potion of magic]], if necessary.
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  • ...iable means of surviving, as the game progresses you should diversify your skills to ensure you can meet any challenge. **Melee fighters might want to learn [[Spellcasting]] and dabble in magic, even if its just with [[Evocations]].
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  • *XL 27 and very high skills. ...s of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
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  • '''A''' : set all skills to level '''k''' : change experience level and skills
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  • ...ul Guardian''' - A disgraced [[guardian serpent]] who uses powerful poison magic and a nasty sleeping spell. ...commands a pack of fiery monsters while pelting you with high-power [[Fire Magic]] and [[Damnation]].
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  • ...d update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important change | ''Practical magic resistance''
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  • * <s>Makhleb's powers use Health instead of Magic.</s> * <s>Makhleb gives more Health for killing but no Magic anymore.</s>
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  • ...allows even unknown skills to be trained). Additionally, partial levels of skills (e.g., ‘15.2’) matter. ...ollowers will be rewarded for kills with a larger amount of health, but no magic.
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  • ...will be halved, your spellcasting power will be greatly hampered, and your skills will be further drained when taking damage. ...orona|backlighting]] (e.g. [[Corona]], [[Meteoran]] aura, glow from high [[magic contamination]])
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  • ...'' based on their current skill set. To determine the title, a character's skills are placed into five tiers: Lvl 1-7, 8-14, 15-20, 21-26, and 27. Your chara | '''[[Fire Magic]]'''
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  • ...t of risk, which is reduced if one is skilled in the appropriate elemental magic.}} ...]] skill, the more likely the device is to work, while having a high [[Air Magic]] skill increases the likelihood of the air elemental being allied to you i
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  • ...t of risk, which is reduced if one is skilled in the appropriate elemental magic.}} ...skill, the more likely the device is to work, while having a high [[Earth Magic]] skill increases the likelihood of the earth elemental being allied to you
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  • ...ttack]]s and resistances, while the occupations determine their equipment, skills, and spells. Fortunately, they are all [[cold-blooded]] creatures and will ...terlink|Purple draconian}} - Occult draconians that are quite resistant to magic and breathe blasts of irresistible, enchantment-stripping energy.
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  • ...body}}- Decaying figures found in [[swamp]]y areas. They possess chilling magic and an icy touch. ...Ancient lich}}- A long-lived lich that has achieved mastery over offensive magic. Their spells are hideously powerful.
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  • *[[Deep elves]] are better at [[Earth Magic]] than [[Air Magic]]. ...[spiked flail]], [[potion of water]], [[staff of enchantment]], plain (non-magic, non-quarter-) staves
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  • ...ocused on knowledge and detection. Many spells like [[Detect Curse]] and [[Magic Mapping]] were replicated from [[scroll]] effects. [[Ashenzari]], the god o [[Category:Magic skills]]
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  • :''For the class of spells and effects known as "hostile enchantments", see [[Magic resistance#Resistible enchantments]].'' ...such as [[Confuse]]). Being skilled in Enchantments also increases your [[magic resistance]].
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  • ...to fire, have their stony skin soften, gain extra power when casting fire magic, become vulnerable to cold, speed up even more, and finally cause fire dama ...They're pretty bad spellcasters, except for transmutations, fire and earth magic.}}
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  • ...ur hunter is powerful and fast, and although they aren't very skilled with magic, they can make great use of some low-level spells to round themselves out. ...everything. In addition a hunter starts with fairly low intelligence. So, magic will be limited to a few low level spells.
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  • *<s>[[Deep elves]] are better at [[Earth Magic]] than [[Air Magic]]</s>. ...[spiked flail]], [[potion of water]], [[staff of enchantment]], plain (non-magic, non-quarter-) staves</s>
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  • ...onjurer''' is a magic user who revolves around three central concepts: Ice magic, Necromancy, and corpse manipulation. ...rations]] aptitude is terrible (-3), as is their [[Invocations]] (-2). Ice magic is the obvious focus for damaging spells; there's no avoiding the horrible
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  • ==Skills== Primary Skills:
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  • =Skills= ...ind them. Generally, train combat skills whenever you can, and train spell skills when you need to learn new spells.
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  • Primary Skills: ...t worry, you have just enough piety to leave. Do not turn off your primary skills, or else you'll have trouble dealing with enemies later on.
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  • ==Skills== ...ng, humanoid creatures. They have average speed and slightly below average magic resistance. Each Orc can hold one melee weapon, one piece of armor, a stack
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  • ...and [[Stealth]] -- not to mention that they have great aptitudes for those skills! Unfortunately, their small size means Kobolds are somewhat frail, but... :*Anti-magic for dangerous casters
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  • * The [[Conjurer|Conjurer's]] starting book leans toward [[Ice Magic]] for it's midgame damage dealing with the excellent [[Freezing Cloud]] and ...n bonusses help a lot to mitigate a [[Demonspawn]]'s -1 aptitude for [[Ice Magic]]. So [[Freezing Cloud]], Bolt of Cold and later [[Ice Storm]] are easier t
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  • ...ust a few skills while getting started. You can press '''m''' to view your skills menu, and then use the '''/''' key to swap between automatic and manual. ...few extra turns of survival don't mean much. Melee [[to hit|accuracy]] and magic success rates are naturally low, and thus, important to raise.
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  • ...d and the choice of shield vs two-handed weapon is up to you. Most weapon skills will tend towards 2H weapons, although nagas do have very strong stealth if Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunter
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  • ...us to the player, who might be reluctant to try one because of Trolls' bad magic [[aptitude]]s. The following guide shall give a brief overview on how to pl ...increase its power, but that would be hard and inefficient due to our low magic aptitudes and Intelligence. Instead, make use of your troll claws, which gi
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  • This guide details a progression through a set of skills well-suited to [[Deep Elf]] [[Air Elementalist]]s. Other races with similar The overall progression outlined here involves heavy use of air magic in the early game, which enables the use of [[Summon Elemental|Summon (air)
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  • ...y always a "suitable apt". If your apt is bad and you feel that your magic skills are lacking, you might want to delay this step for some time. However, don' ==Defensive Skills Later On==
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  • ..., +3 to Hexes, +2 to Necromancy, and +1 for everything else save for Earth Magic, which is at 0. Not only that, but they gain a lot more MP than average (+3 ...rior firepower. While defense still matters, never turn off your offensive skills until you've mastered them.
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  • ==Skills== Primary Skills:
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