
Spells that are purchased from the library are labeled by the term "(from library") in the classes column.ġ0-20 damage to one random enemy (including those on the back line)Ĭaster becomes invisible for the first 3 rounds of combatĬonverts animals and other monsters into followers The spell level is the hero level at which the spell is learned automatically or the level required for purchase from the library. Please note that the in-game descriptions do not specify the actual spell damage range and are, in some cases, incorrect. This category lists all the spells automatically learned by heroes or purchased from the library. For example, if the spell's damage range is 10-20 and the roll of random(1 to 20) results in a value of 3, then a damage of 10 will be used. If the spell's base damage is defined as a range, then "spell damage" is determined by computing a random value from 1 to the upper limit of the range then, if this random value is lower than the lower limit of the range, then the spell damage is set to the lower limit of the range. Damage/Damage Range – If the spell's base damage is defined as a single value, then that value serves as the "spell damage" in the above calculation.Spells that are a single attack or a single-round effect do not have a duration, in which case the duration field is marked by a dash (-). The length of this effect, if applicable, is indicated in parentheses as the duration of the spell. Spell Duration ( Dur.) – Some spells have effects that last multiple rounds.A value of " SC" indicates that the spell is single-cast, i.e., it is only cast once in combat, at the earliest possible opportunity. The spell's cooldown can also be regarded as its casting interval, since the cooldown value indicates the round-number increment for the next spell cast. A value of "1" indicates that the spell may be cast every combat round. For example, a value of 4 means that the spell is cast every four rounds. Cooldown ( CD) – The number of rounds per cast.Spell Level ( Level) – The spell level affects the priority of the spell casting and the attack factor listed above.Armor Enchantment Bonus is available only to heroes, and not available to creatures and non-hero targets.The damage inflicted by a spell is: (Spell damage) + INT/4 - (Opponent's Armor Enchantment Bonus x 2) For example, a Priestess or Wizard who wishes to engage in melee combat will need to disable Drain Life and Energy Blast, since these spells can be cast every combat round, thereby preventing further actions such as melee attacks. In certain situations, it is beneficial to disable certain spells. Disabling a spell prevents it from being cast. Spells can be disabled in the "Spells" interface. The spell successfully hits if the "Attack Factor" is greater than the "Defense Factor." Otherwise, the spell is resisted.Defense Factor = 20 + Magic Resist (of the Defender).Attack Factor = Random(1 to 100) + (Spell Level x 5) + Intelligence (of the Attacker).

The attack resolution of offensive spells is governed by the following rules:

For more information, see the main article on the combat system.

By contrast, non-defensive do not use up the combat turn. Therefore, only one offensive spell can be used in each combat round. The use of an offensive spells is equivalent to an attack. Spells cast in this manner do not benefit from the user's intelligence stat. Consumable charged items: Charged items and artifacts can be used to cast a fixed amount of spell charges.Spells cast in this manner are equivalent to spells that have been learned by the hero, but cannot be disabled. Spell-granting items: Certain items grant spells to the hero when equipped.Enchantments can also be obtained by other means, including the consumption of Potions such as the Medusa Potion. Enchantments: Enchantments can be obtained by praying at or donating money to Temples.The Wizard class can purchase additional spells. All heroes can purchase two spells at the library: PowerShock and FlameShield. An intelligence of 11 or higher is required in order to purchase spells. Purchased from the Library: Spells can also be purchased from the library at Valmorgen.Learned Automatically: Certain hero classes automatically begin with spells, and will automatically learn new spells as they level up.
