Anhktepot's Spells List
Spells.... Need I say more?
First Level Spells:
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Firebolt | The basic of basic spells. If you start as a sorceror, you will have level 2 Firebolt as you start the game. Useful against small monsters and some undeads. |
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Charged Bolt | Electric charged bolts. This spell can only be used to against ground monsters, since it travels on the ground only. Very useful to low level characters to against large numbers of samll advancing enermies. |
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Holy Bolt | Concentrate energy from high heavean into bolts. Useful against undead and only undead. Since the meter shows it does almost the same amount of damage as firebolt, use whichever cost less against undead other than Burning Dead (Red Skeleten=resist fire). |
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Heal | Healing Self. The higher the spell level greater the healing effect. |
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Heal Others | Heal your friends. The higher the spell level greater the healing effect. |
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Inferno | Fire based attack. Personally I don't like this spell due to its short range. (Never use it except scrolls at dungeon levels-1~4 just for fun) |
Second Level Spells:
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Resurrect | Revive a friendly player. Available only on scrolls and staff charges. |
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Fire Wall | Wall of Fire! Useful to thin out enemy defence before they get close to you. The higher the spell level, the longer it will be and stay. When combain with Stone Curse=evry effective weapons against knights.[SEE STRATGIES] |
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Telekenesis | Use or pickup items/chests/doors at a distance. |
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Lighting | Lighting Bolt! Damage any at its path. The higher the spell level the longer the lighting bolt will be=more damage. |
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Town Portal | Create a portal from dungeon to town. One per player at a time. |
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Flash | Magic based attack. Great damage but VERY short range, only 1-2 square from your character. Effective only against monsters without magic immunity or resistances. Good when you get surranded by enemy. |
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Stone Curse | Turn monsters into stone for a period of time. Can stone even the monster with magic immunity! Resistance/Immunity to magic shortern the duration of the spell. Higher the spell level, longer its durations. |
Third Level Spells:
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Phasing | Teleport to a random location on map. (oftern one screen length) |
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Mana Sheild | While active, any damage the character receive will deduct from his/her mana pool instead of HP. |
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Elemental | An tracking firebolt with the damage of equivlent spell levels of fireball spell. Great when attack monsters at the turn of coner. Fire based attack. Sometimes the elemental will kill a monster and turn for another. I still try to figure how this happen, but my current theory is that the elemental kill the first monster use only a portion of its damage capacity, say 1/2, so it can turn and target another monster. |
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Fireball | Ball of Fire explod on impact and has a area effect damage. The most powerful spell in the game. |
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Flame Wave | A wave of flame moving at any direction you desire. It's like a moving Fire Wall spell. Higher the level, thelonger the wave length. |
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Chain Lighting | Cast lights bolts at the direction of enemies. No need to aim. However, the directio you aim will have a lighting bolt too. Therefore, you can cast two lighting bolt into your enemy at once. Beside acting like a lightong bolt, it also does twice much damage. Very useful spell against a large group of monsters. While at low spell levels, the spell can only track sevel monsters at once. But at high level, this spell can dispose a large group of monsters with sevel shot. |
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Guardian | Two headed dragon pop out of the ground where you aim and shoot at any monsters in sight. Fired based attack. Can block monsters' path. |
Fourth Level Spells:
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Nova | A huge amount of electric energy damage lashed out from your body. Closer to you more pissed off one will be. I don't know it's damage range but I am sure it will be like 500+. Electric based attack. Available only at scrolls and staff charges. |
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Golem | Create a Stone Golem to fight on your side. The Golem will seek out monster on its own. While its damage always shown as 11-17 on your spell book, the higher the level, stronger (more HP) it will be and will attack faster(?) |
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Teleport | Teleport to whereever you point at. Very useful to avoid useless fights or reteat. |
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Apocalypse | THE spell that can damage monsters which are immune to all lighting, fire, and magic. Only Obsidian Lords at Cave/Hell and Soul Burners from level 15 Hell/Hell are immune to all. |
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Bone Spirit | Takes away target's 1/3 current HP. Not very useful since cannot work on Diablo. |
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Blood Star | Magic based attack. Slow on speed, low damage. Useless spell to me since no monster is immune to both fire and lighting but not magic. |
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Other Spells:
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Identify | Identify unidentify magical items and unique items. You must identify an item for its magical ability taking effect. Only availbale from scrolls. |
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Infervision | When activate, you can see body heats of monsters outside of your eye radius/light radius. If a Hidden comes into your eye radius, you can no longer see its position. Only available from scrolls. |
Character Abilities:
All abilities does not cost anything to use.
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Recharge | Sorceror's ability. Can recharge staffs to full chrages at a penality of losing maximum staff charges. Staffs can be recharged at Adria the Witch with some cost but will not lower its maximum charges. |
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Repair | Warrior's ability. Can repair armors and weapons to full durability(Dur) at the cost of lower the maximum durability of the item. All repairs can be done by Griswold without lossing maximum durability with some cost of course. |
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Disarm Traps | Rouge's ability. Can disarm trap doors and chests. Sucess rate depend on the level of Rouge and the diffculity of the trap. To see a door or chest has trap or not, simply move your mouse cruser to the door or chest. If the message board shows the name to be red, then it's traped. You have to cast and select to attemp disarm. (Rough cannot determind a barral will explode or not since it is not trap.) |
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