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  • ...rs can use them to defeat weak enemies. They also boost the power of spell magic, and most staves give an elemental resistance. {{Skills}}
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  • {{Skills}} [[Category:Magic skills]]
    1,005 bytes (155 words) - 02:23, 22 February 2024
  • ...ied on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]]. ...in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but notably slower.
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  • '''Air Magic''' skill determines how easily you can use spells involving air and electri ...Many of its earlier spells can also be used to create [[cloud]]s. Most Air Magic can be resisted with [[electricity resistance]].
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  • The '''Charms''' school of magic includes spells which positively affect yourself, providing improved offens |Charms/[[Ice Magic|Ice]]
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  • ...g spells of various types. While some spells are pure Conjurations (e.g. [[Magic Dart]]), most damage-dealing spells combine this skill with an elemental sc {{Skills}}
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  • '''Earth Magic''' skill determines how easily you can use spells that shape or use earth, Earth Magic spells deal physical damage, having no elemental resistance. Its [[Conjurat
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  • The '''Fire Magic''' school determines how easily you can manipulate fire. ...irepower, whether they be single targets or large groups. Damage from Fire Magic is generally reduced by [[fire resistance]].
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  • {{Skills}} [[Category:Magic skills]]
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  • '''Ice Magic''' skill determines how easily you can cast spells that employ ice, cold, a Ice Magic provides many "subtle" spells: most Ice spells cause passive effects, affec
    957 bytes (133 words) - 05:59, 13 March 2024
  • The '''Necromancy''' school of magic focuses on calling upon the unsavory power of death itself. It also boosts ...l options. It contains a very diverse spell set, and is a useful school of magic to study.
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  • The '''Poison Magic''' school concerns itself primarily with the [[poison]]ing of monsters, all ...actitioners are advised to eventually branch out into some other school of magic.
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  • Note that there is one spell in this school of magic that does not create summoned monsters: [[eldritch tentacle]]s, which can b *In [[0.26]], the last two utility spells were removed from this magic school: [[Aura of Abjuration]] and [[Recall]].
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  • ...2 spells can be extremely useful, making it a popular school for otherwise magic-free brutes to dabble in. {{Skills}}
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  • ...forms, see [[Shapeshifting]]. For the current transmuting-themed school of magic, see [[Alchemy]].'' ...ilitative spells as well, particularly if they are also skilled in [[Earth Magic]].
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  • ...us in-game factors, such as "what weapons are physically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't ava ...ts accuracy and weapon speed. In addition, your [[species]] may learn some skills faster than others.
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  • ...provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from ...tations]] / [[Ice Magic]] spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. Spells with multiple
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  • ==Starting Skills and Stats== ...g]] can help in getting to a stair safely, most useful in conjunction with magic mapping.
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  • ==Starting Skills and Equipment== Coglins start with the skills and equipment listed for their background, with the following exceptions:
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  • ...to casters - especially those skilled in the appropriate form of elemental magic.<br>You can sustain at most three creatures summoned by this spell.}} ...ed elemental is based entirely upon your skill in the associated elemental magic school:
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  • |school2={{Air Magic}} '''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration. Unlike some so
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  • ...ell: spell casting success is based on the average of the spell's schools' skills. *[[Fire Magic]]
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  • ...are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]]. ...the Water element; however, in the game, water magic is a lost and unknown magic.
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  • ....g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic). [[Djinn]] instead use the generic [[Spellcasting]] skill for all of their **'''Wild Magic''' increases your spell power, but decreases your success rate. The bonus i
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  • # Spell-related skills, [[Intelligence]] # Modifiers like [[Wizardry]] and [[Good_mutations#Wild_Magic|Wild Magic]]
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  • ...(7 + sources)</code>. This is applied after calculating spell failure from skills and other modifiers, though failure is modified by a [[Spell_Success#Final [[Category:Magic]]
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  • ...from the effects of fire. If the wielder is skilled in Evocations and Fire Magic, they can burn those struck by it, dealing fire damage which bypasses armou ...of fire''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Fire Magic]], and gives the wielder a rank of [[fire resistance]].
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  • ...from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those struck by it, dealing cold damage which bypasses arm ...of cold''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Ice Magic]], and gives the wielder a rank in [[cold resistance]].
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  • ...lls cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can fracture the ground beneath those struck by it, dealing substanti ...earth''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Earth Magic]], but no resistance.
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  • ...tes them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}} ...f of air''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Air Magic]] and gives the wielder [[electricity resistance]].
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  • ...the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can envenom those struck by it, dealing poison damage which bypasses In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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  • ...(also works well for the whole game). I'll go over some specific kinds of skills and items I recommend next, and then go back to discussing strategy for the ...t if you can get it, and nice intrinsics include slaying, AC/EV, wizardry, magic resistance, regeneration, fire/cold/poison/electricity resistance, later on
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  • * The experience cost of high-level skills is reduced. * Wanderers have more useful starting skills and new item possibilities.
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  • *'''[[Channel magic]]''': 3-5 MP restored per turn for <code>3 + 2d(2/3 * Invocations)/2</code> ...ell in your library. The [[spellpower]] for this cast uses the usual spell skills, enhancers, etc. but also receives a bonus of 1.5 * the spellpower as if [[
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  • ...ons and mighty allies. Followers are absolutely forbidden the use of spell magic. ...beings. Trog especially likes it when you kill wizards and other users of magic.
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  • {{flavour|Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and *[[Djinn]]'s unusual approach to magic renders them unable to worship Vehumet.
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  • ...laws]] and an unarmed combat aptitude that's not as terrible as most other skills, monk is a widely lauded background for trolls. This just becomes all the m ...g skill. Just like with other characters, you can begin to expand to other skills as these base ones achieve an acceptable level.
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  • ...e removed by shattering it forever. However, these curses enhance specific skills. They will also please Ashenzari, who will reveal the invisible and grant c ! Group || Boosted skills
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  • *[[Sif Muna]]: "Generic" magic god; channel MP, and eventually get access to (and cast) every spell in the *[[Vehumet]]: A god of [[Conjurations|destructive]] magic; gives and buffs offensive spells, including MP gain on kill.
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  • Followers of Okawaru will gain the ability to temporarily increase their skills in combat, and, much later, to deal much faster blows. Okawaru will eventua ...of Destruction is like a larger [[Magic Dart]], and Okawaru doesn't block Magic Dart).
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  • * '''[[Sif Muna]]''', god of [[magic]] and mystical secrets. * '''[[Vehumet]]''', god of destructive magic.
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  • ...ills over others. For example, [[Deep Elves]] have an easier time learning magic, and [[Hill Orc]]s have an easier time learning melee combat. Taking advant For most types of skills, the difference between, say, level 15 and level 13.8 is small. Going from
    5 KB (736 words) - 17:47, 11 March 2024
  • *Total [[magic points]]. ...hed this can still use XP to improve their [[score|final score]] and their skills.
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  • **All 'mage' backgrounds now start with a potion of magic. * Ranged weapon skills and starts are streamlined (see also "Items" below):
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  • * Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.) * Added coloured HP/Magic bars.
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  • * Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27. * Don't waste a turn and/or magic when aborting various actions.
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  • ===Skills=== * Skill training: skills are trained immediately when XP is gained. The skills trained are the ones that have been used recently (auto) or the ones which
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  • ...at can deal ridiculous amounts of damage. If you are not confident in your skills, escape is strongly advised. ...most elemental damage, casters should use pure [[Conjurations]] or [[Earth Magic]] to deal with them. Necromancy users can use [[Dispel Undead]]. Melee figh
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  • ...lly every enemy the game throws at you. Since you also learned some [[fire magic]] spells, including even [[Fire Storm]], you have a truly lethal arsenal of ...game. The [[augmentation]] mutation lets you consistently cast even earth magic spells at full [[spell power]]; the [[robust]] mutation avails you with 450
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  • ...eapon. I am already proficient in the usage thereof and am eager to use my skills to serve Beogh. ...and know not what it means. I am reluctant to break the seal and read the magic words inside for fear of harm. Also found a purple potion.
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