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Guida Divinity

Try to use healing potions, whenever your character may die. Resurrection scrolls are
way more expensive than healing potions.

Look where you put your steps and what you do. For instance: a character, which is
already burning, will cause a huge explosion by entering a pool of oil.

Breaking into houses and stealing various valuable items is a good way to earn a lot of
gold, unless you've been discovered. You will be warned a few times, but if they caught
you a few times, they will finally attack.

If you want to ease yourself during combat, find yourself two additional companions.
Your team can be made out of a maximum of four characters. Those who will be swapped
out of the party in the latter parts of the game, will wait for you in the End of Time, where
you can enter by pressing the portal icon on the right side of the screen.

During combat, you can keep action points to be used in the next turn. This way, you
will be able to use skills you couldn't in the first turn.

During the conversation, in the co-op- when the characters do not agree with each
other, the system chooses the decision to be made. You can, of course, split up, and both
of you will decide for themselves.

You can combine and manipulate the elements of magic. For instance, if you use an air
magic spell, giving the "chilled" status on the target, who was already wet, you will have a
high chance to freeze him.

Try to thoroughly analyze the battlefield. If there are some ooze / oil barrels on it, it's
better for the enemies to be near them, when they explode. Obviously, the oil will require a
little help of fire.

The number below each of your characters, is the attitude that a given character has to
the character you are currently controlling. The lower it is, the less the characters like
each other.

Remember, that you won't hit a target over an obstacle, even if you had a 100% chance
to hit.

It's always a good idea to have a healer in your party. The combat is far less expensive
this way, and this character can be equipped with the resurrection spell as well.

If you attack a fiery enemy with fire element, you will only heal him. The same
mechanism works with each of the elements. Additionally, zombies are healed by their own
ooze.

Each character has its own inventory - because of that, if the mission is about bringing an
item to an NPC, the quest must be done by the character who has that item in his / her
possession.

Counteraction is one of the most important elements of combat. During a fight with a
fiery enemy, it's good to summon rain, because it decreases the chances of your character
burning, while also weakening enemies with a fire affinity.

If an NPC is hostile towards you during your conversation, it can be because of three
factors: you have your weapons drawn, you're talking with a companion character, instead
of one of your two mains, or the attitude level towards you is low (after you've been
discovered stealing, for instance) - you can offer an item (or a few of them) to this NPC to
warm up your relations.

Try to trade with the residents - sometimes a seemingly random citizen can have a
legendary item at his disposal.

Be careful when selling valuable items, especially quest-related - sometimes, after


coming back to the merchant after a few days, you may find that he / she doesn't have this
item anymore.

If you want to get rid of an ability, to learn another one, do it with care - if you want to
develop your character in a specific direction, after reaching 5th level, he / she will be able
to acquire an unlimited number of skills.

You can't find a specific skill book in the store? Try buying a few of the cheaper ones and
get back after a few days - the merchant will restock, and you may be able to find the
desired one then.

Try to have significant amounts of gold at your disposal at all times - sometimes you
will find an extremely valuable, legendary item while trading with a random character, and
it's almost guaranteed you won't find it later anymore.

Don't try to complete one mission at a time at all costs - a lot of quests are tied together
tightly, and without finishing some of the secondary quests, you won't be able to complete
the main one.

Remember to create a team of different characters, with different specializations - in


the latter parts of the game, the enemies tend to be resistant to magic, or non-magical
attacks.

Movement / Action

Camera spin

Camera controls

Take all/ End turn

Chat

Show descriptions above the hero's items

Unstack items/ Create movement queue

Combat mode

Details about the opponent

Highlight all characters

Sneaking mode

Tactical camera

Map

Journal

Abilities

Inventory

Game menu

Quick save

Quick load

The basics

Combat in Divinity is turn-based


Combat in Divinity: Original Sin is played in the turn-based mode. In the course of the combat,
each of the participating characters has its turn and it adheres to its place in the queue.
Each attack of a character requires action points, which replenish after a turn begins. It should be
noted here that the unused action points are transferred to the next turn, up to a certain limit.
Sometimes, it happens that you have five AP, where your ability requires seven. You can then move,
or attack, so that you have, at least, two AP left. Then, in the next round, due to accumulation, you
will be able to launch the attack that requires seven AP.
The fight is also joined by all the NPCs within sight. If you are close to a city, and you are not sure
if you will be capable of defeating an enemy, you can try to lure them closer to the city gates, so
that the guards help you.
An important factor is your chance to score the hit. This appears whenever you aim at the enemy
with an ability or an attack. You need to be careful though because, even if you have 100% chances

of scoring a blow, and there is an obstacle in the line of fire, you will not hit the opponent. This
mainly concerns ranged attacks.

After you spill oil under somebody's feet, it is a good idea to set the slick on fire
If your chances at successful attack are low, it is worth to consider changing position that your
character is currently in.
Many characters have quite an array of AoE attacks, i.e. the ones that, if launched, affect a certain
area. You need to remember, though, that such attacks will also harm your characters, if misused,
which may determine the outcome of the battle.
If you want to move to an area, all you need to do is click that area. Some of the enemies are
capable of attacking if you pass near them. At that point, there appears a circle around them, which
informs you, at which moment of your move the attack will be launched. It is ten worth
reconsidering your decision to move there.
If any of your characters dies, you can resurrect them with rejuvenation. Characters remember
things and if there is anyone to keep being hit by your spells, they will go angry and attack you. It is
important that you make sure that you do not attack, inadvertently, your character.
Combinations of spells

The developers have implemented an interesting system of combining elements, thanks to which
interesting effects can be created, which will aid you in combat. This happens thanks to the fact that
using an element against a target, usually leaves the opponent in a certain state, like e.g. wet or
blazing. Thanks to that, they are more vulnerable to the other elements.
For example, if you get a character wet, due to having used a spell of rain, you can then cast an
electricity spell that will inflict more damage. If, however, you are standing in the puddle of water,
just like the opponent, then you will shock both yourself and the opponent. If you freeze water,
under yourself and the opponent, all of the characters may fall, which may help the opponent get to
your weaker characters.

Elements (5/72) next page

An electrified cloud
Developers have introduced an interesting system of interdependence between elements. Thanks to
this, if you know the mechanics of the game, you can easily raise the effectiveness of your attacks.
Apart from the four basic elements, also derivatives, such as acid, electric discharges or oil have
been introduced. The dependencies are not one-staged ones, e.g. water puts out fire. If you have the
appropriate spells and scrolls, or abilities, you can create more complex mixtures e.g. flood the
enemy with acid, cause it to explode by setting it on fire, then put out the fire, which creates vapor,
which you can then turn into an electrostatic cloud. That is why, it is recommended that you have, at
least, two mages on your party, who are versed in the elements that complement each other.

An explosion of poisonous gas may result in a half-burned cloud


The below table presents the main interdependencies in the game, which you can easily exploit,
while planning on your tactics. They are worth remembering and using with each opportunity.
Element I

Element II

Effect

Liquid (water or blood) Electricity

Shocks everyone standing in the puddle.

Water

Fire

Vapor - limits visibility and makes some attacks


impossible.

Water

Freezing

Ice - Freezes the enemies and makes them slip (knock


down) over its surface.

Acid

Fire

A powerful explosion, possibility of burning and


poisoning, as well as lots of smoke that limits visibility.

Oil

Fire

Sets on fire for a long time and explodes, possible to


carry over the fire onto the enemies clustered together.

Vapor

Electricity

Creates a storm cloud that paralyzes the enemies within


its reach.

Of course, as you can figure out, the majority of these can be used to alleviate a given effect (by
using fire, you turn ice back into the water or, by using water on the burning enemy, you put them
out). Also, it is worth remembering that there are exceptions, e.g. Acid or Oil do not conduct
electricity. Also, there may occur a problem with using some of the spells, directly on the elements you need to find out if the spell allows for that, or whether you can only use it against enemies and
objects, or even enemies only.
Important! Using an element of a kind, on an opponent of the same kind heals that opponent (e.g.
using fire on a fire elemental, or poison on zombie).

Status effects (6/72) next page

Effects are shown in the form of the small icon to the right of the hero's icon
Using spells, food, potions and some abilities may cause setting certain effects - these are called
buffs, in the gaming jargon. Also, debuffs are frequent. These are additional bonuses that last during
combat, and outside of it, like e.g. raising of statistics or poisoning, which lowers the amount of
health points, temporarily.
In the case of food and potions, the success of setting an effect always equals to 100%. This is not
true for spells and abilities. Each ability, if it is capable of setting an effect, comes with the
percentage possibility of setting that effect. You need to lower that amount by the partial, or full,
resistance of the target to that effect (e.g. you cannot poison skeletons) or the dependency of the
other, current, effects (e.g. an attempt to freeze a burning opponent). The majority of the effects that
are worth remembering have been provided below. Apart from them, there also are the effects set by
potions and food, which set their own effects, depending on the item type.
The name of the effect

Result

Warm

Resistance: Water +10, Fire -10, using Warm again sets


on fire

Burn

Resistance: Water +40, Fire -20, additional damage


from fire for the pre-determined amount of turns

Chill

Resistance: Water +40, Fire +20, using Chill sets the


Freezing effect

Frozen

The target cannot move, Armor +65, Resistance: Fire


+40, Water -20

Charmed

The target is controlled by the opponents for a


predetermined number of turns

Poisoned

The possibility of explosion of the poison, for the given


number of turns, it lowers health.

Invisible

The target is invisible, also while attacking (a scroll


spell)

Stunned

The target cannot move for a given number of turns

Blinded

The target cannot move, cannot target/attack

Knocked down

The target cannot move for a given number of turns

Wet

Resistance: fire +10, air -20, increased vulnerability to


Stun and very high to Chill/Freezing

Fear

The target cannot attack and moves away from the


caster.

Crippled

Movement -84, AP restoration -4

Slowed

Movement -64, AP restoration -2, The starting AP -4,


Max AP -4

Immune...

Resistance to certain effects can be partial or full,


depending on the opponent type, the potions used, etc.

Raged

Agility -4, Initiative +4%, Damage +30%

Hasted

Movement +64, Max AP +4, Starting AP +4, AP


restoration +3

Encumbered

Appears whenever the character carries too much


equipment and slows down.

Leader in sight!

Initiative +5, Damage +10% (by default, depends on the


level of the Loremaster)

These are not all of the effects that occur in the game, but rather the ones whose value is constant
and which occur the most frequently. For example, healing, in itself, is also an effect, but it depends
on the spell/potion used.

How to develop the character (8/72) next page

Selecting of base categories


With time, as your character progresses, you will be receiving additional attributes, skills and,
sporadically, talents to distribute. It is important to distribute them with consideration and make the
character the specialist in its own field. What the individual parameters refer to, can be read in the
chapter entitled "Abilities, talents and attributes" - the chapter focuses entirely on which attributes
should be selected to make the character as good as possible. The division has been simplified to 5
character classes: fighter, archer, wizard of the elements, battlemage and the rogue. OF a character
has more than one class, try to develop, in the first place, the abilities that are common to these
classes and then, the parameters characteristic to a given class.
Fighter
The first thing that you need to do, while creating the fighter class, is select his equipment.
Depending on whether it is going to wield a two-handed weapon, a on handed weapon and a shield.
One-handed weapons are, usually, weaker than the two-handed ones but, they often are cheaper and
they require 3 AP to deal a blow, whereas the two-handed ones consume 4 AP. Depending on which
weapon you choose, you need to develop the specific ability to receive high bonuses to attack.
The main attribute of the fighter is Strength, which influences his ability to deal more damage, carry
tougher armors and swords. Then, there is the movement speed, because you need to reach the
opponent and have enough points left to deal a blow. That is why, you need to develop Speed and
Constitution also. As for abilities, - the leading one is Man-at-Arms which allows you to use books
and new abilities. Then, it is a good idea to ensure that the character is capable to endure in the
battlefield, which is why the Body Building and Armour Specialist skills are irreplaceable. Also, it
is a good idea to put some points, occasionally, into Willpower. If you are playing as a character
with a one-handed weapon and a shield, from time to time, you should also add points to Agility
and the Shield Specialist skill.
The talents that it is a good idea to attribute, apart from the ones that depend on the ability, are:
Bully, Lech, or Courageous - this provides you with resistance to Fear, but makes you unable to flee
from the battlefield. It is a bad idea to add the attributes connected with magic (like, e.g. Elemental

Affinity), or My Precious that is attributed by default - it provides you with a 50% chance not to
damage the armor after a blow - the repairs are cheap and they do not wear off that quickly.
Ranger
While creating a ranger, you need to decide whether you want to play as the archer or the
crossbowman. The bow requires 3AP to attack and the crossbow requires 4 AP. Additionally, the
range of the bow is longer and there are much more of them in the game world, however that attack
value can be, even, three times as low, at the same weapon level.
Archery uses the Expert Marksman ability, which is in turn based on Agility. At the same time, you
need to develop Perception, for your attacks to be more accurate. Additionally, this ability needs to
be raised, depending on the preference for bow/crossbow. Apart from that, the archer character dies
nit require any additional attributes/abilities. By default, he has the abilities of blacksmithing,
crafting and identification- abilities which are good if developed because, unlike the other
characters, he often has quite a few spare Ability points to distribute. If, however, you decide not to
go for that option, it is a good idea to dual-class this character - the rogue or the battlemage.
The preferred talents (apart from the ones that come with the Expert Marksman) are Arrow
Recovery, Bully, Light Stepper - because the character, usually, has a well-developed perception
and Stench - so that a character with lower constitution and resistance is not attacked too often.
Also, choose Scientist, if you still you decided to develop the Blacksmithing and Crafting abilities.
Rogue
Rogue is a minor specialization that can be combined with another character class. The class is
based on Agility, but also Speed is of high value. The preferred weapon is daggers, which is why
you should raise the Abilities to fight with one-handed weapons and the leading ability - Scoundrel.
What is also preferred by this class is Sneaking, used to perform sneak attacks from behind.
Apart from the talents connected with the development of the Abilities, it is worth assigning Bully,
Leech, and Stench talents - often, the character's constitution is not too high and it is better if it is
not cornered by multiple opponents.
Wizard
As it has been stated earlier, it is best if the wizard specializes in two related elements, i.e. earth and
fire, or water and air. Thanks to this, he will be able to poison an opponent and blow up the poison
within one turn, using fire. The wizard, if he uses two elements, most often does not require
development of additional abilities not related to these specializations.
Mages should develop abilities connected with their element(s). At a later stage of the game, after
you obtain the highest possible level for those abilities, it is a good idea to add by 1 witchcraft point
- this allows you to wield some very useful spells, like e.g. Destroy Summon or Resurrection, with
the penalty to AP, which are sill profitable, due to the potency of these spells.
The selection of talents, apart from the specializations is wide for these characters. It is a good idea
to obtain, initially, the Elemental Affinity talent - it provides you with -1 AP, if you are standing on
a surface that is the same as the spell that you use. Then, Know-it-All that adds 1 Intelligence, at the
cost of contacts with NPCs - which is why, you should not choose the character that most often

talks to people, for that reason. Additionally, Far Out Man that allows you to use spells and scrolls
at the distance of +2m.
Battlemage
Just like wizards, he bases on the Intelligence attribute, but it is a good idea to combine that class
with another one, like e.g. fighter, rogue or even the ranger. Then, you can distribute the additional
points to the other specialization, where in the Battlemage specialization you develop Intelligence
and Witchcraft only. Battlemages have several specific abilities, like the Destroy Summon and
Resurrection, in the first place. This is why, even if you do not create the Battlemage as the
character class, determine, at least, one point for the character with lots of spare points, e.g. rogue or
ranger.
Talents that can be well attributed to this character are Far Out Man, Know-it-All, Bully and
Courageous.

Abilities
Weapons

The Weapons category describes the character's proficiency in using particular types of weapons
and consists of Bow, Crossbow, Single-Handed and Two-Handed. It is good to define what
weapon will the character use at the start, to master using it. Crossbows are available only from
about level 10, so make sure that you know what type of ranged weapon you want to use in the
future. Every next level of the ability increases the damage done with a given type of weapons by
10%.
The last ability is using weapons made of Tanebrium. This ability is not available from the start,
but only after completing a quest for Brandon is Silverglen, in which you have to bring him
Tanebrium ore (you can find it in Luculla Mines). After doing this, every character in the team
unlocks the ability and gets +1 point. You cannot buy tanebrium weapons if you do not have this
ability.
Defence

Defence abilities increase you protection against attacks. It is very important for melee classes and
not so important for ranged classes (like enchanters). The abilities are: Armour Specialist
(increases defence by 5% every level and reduces the movement penalty from heavy armour by
20%), Shield Specialist (increases shield defence by 5% every level), Bodybuilding and
Willpower (both protect the player from debuffs; Bodybuilding protects from physical status
effects and Willpower from mental status effects).
Skills

The largest category, from which everyone should choose no more than 2 abilities and develop them
to level 5. Five of them increase the number of available spells/skills with each level (Attention - at
the fifth level, you can learn all of the spells/skills from a given category, so don't throw away older

spells as long as you have space for them) and reduce the AP penalty for using spells/skills from
higher level. The abilities are: Aerotheurge, Geomancer, Hydrophist, Pyrokinetic, Witchcraft,
which are connected to following elements: air, earth, water, fire and the last one is mainly
necromancy (summoning dead creatures to fight for the hero).
The remaining three categories are important for characters that use weapons: Expert Marksman,
Man-At-Arms and Scoundrel, which are the skills of a ranged fighter, melee fighter and a rogue,
who specializes in ambushes and backstabs, preferably using a dagger.
Personality

We can distinguish three abilities here. It is enough when one of our team members (preferably the
leader or one of the main characters, because of the dialogue options that they have) has these
abilities. The are: Bartering (the ability to buy for less and sell for more), Leadership (all of the
team members obtain the Leader in Sight! status when close to the leader, which gives them +10%
damage and +2 initiative) and Lucky Charm, which increases your luck in the battle (critical hits,
dodges) and helps you find better treasures.
Main characters also have the ability called Charisma, which defines the first impression that they
make and sets the number of points during a conversation.
Craftsmanship

We can find four abilities here and it is enough if only one character is good at them. They are:
Blacksmithing (the ability to repair weapons; it is useful for making sure that your weapon won't
break during a fight and reduces the cost of repair; requires a hammer) Crafting (the ability to
create items; increases the number of items that can be created and their quality) Loremaster
(allows you to identify items; requires a magnifying glass; items are usually more valuable when
identified and at first you can do this at a vendor, but later you will have to do it yourself) and
Telekinesis (important particularly to the character who collects the loot - it speeds up the process
and allows the player to reach remote items; if you don't have a strong person in your team, it is
good to develop this ability to move objects on the battlefield, like barrels with oil).
Nasty Deeds

The three abilities here are: Lockpicking (not every lock can be opened without a special key and
those that can be, usually can also be destroyed, but it damages the weapon and makes a lot of
noise, which makes it impossible to stay unnoticed), Pickpocketing (higher level allows you to
steal from richer people, like for example merchants and also to steal heavier and more valuable
items) and Sneaking (useful when you want to spread your forces over the battlefield, steal from
guarded places or perform ambushes).

Attributes

The attributes tab

Attributes are kind of a character's parameters. Represented by Strength, Dexterity, Intelligence,


Constitution, Speed and Perception. You obtain points to distribute with every new level and it is
important to choose you attributes according to your class and style of playing. Most of them are
required to use specific equipment and increase your base damage, defence, hp, movement speed
and initiative. With a proper equipment, you can increase your attributes for the time that you're
wearing it. Some potions also do that.
Strength

Strength is the basic attribute for melee fighters. It enhances the Man-At-Arms ability by increasing
the value of attack points modifier and your chances of hitting. Additionally, it allows you to carry
heavy equipment and powerful weapons or armors. It also describes the total weight of equipment
that a character can carry and allows one to move or throw objects.
Dexterity

Dexterity has a positive influence on the Expert Marksman and Scoundrel abilities. This attribute is
particularly important for protection classes, as it increases the defence, and for ranged fighters,
using bows and crossbows, because it increases their chances to hit.
Intelligence

Intelligence is an attribute mainly for magic classes, as it enhances the quality of Elemental and
Witchcraft spells. It also allows one to wear specific mage equipment.
Constitution

Constitution should be developed in every character, besides their main attributes. It describes the
maximum hp and also, what's very important, the maximum amount of Action Points during
combat.
Speed

Speed, just like constitution, should be developed in characters that attack a lot. It sets the value of
initiative at the beginning of the battle, is responsible for movement speed and the number of Action
Points at the start. It is good when the number of the Speed attribute is similar to the number of
Constitution and if these numbers are rather high.
Perception

Perception should be developed to a high level in at least one team member. Besides increasing the
starting AP amount, it also increases the chances of critical hit and hitting from distance, as well as
initiative. Thanks to this attribute (you should be at about 8+ level of it), you will be able to uncover
traps, which are very dangerous in Divinity, and also find treasures, switches and secret passages.
Talents

Talents

Talents are obtained once every few levels. They are valuable, because they become passive
abilities that change our heroes permanently. Besides some talents that are available for all the
characters, most of them (particularly those more powerful) depend on the number of points in a
given specialization. For example Arrow Recovery allows an archer to recover 20% of his magic
arrows and Elemental Affinity reduces the cost of AP of a spell of the type on which a mage is
standing. You should pay attention to what talents you choose, because some of them might actually
do harm, if you plan a specific strategy.

Each character, whether the hero or an opponent, may perform special attacks and cast spells. This
requires special Ability points and obtaining special Abilities/Spells (Skillbooks). Depending on
how many ability points your character has, you can learn a limited number of spells. Also, thanks
to this, the penalty to Action Points drops, for using the Ability, in the case in which the character
has a lower Ability level than required by the spell used - per every level below the required one,
the number of AP increases by 2. Some of the abilities require an appropriate character level to be
used and, until it is reached, a given spell/ability cannot be obtained.

Ability (level)

The number of spells/abilities


that can be learned

The maximum ability level

12

16

Unlimited

20

Abilities also depend on certain attributes where, e.g. for the archer it is agility and for the mage
intelligence. They should be developed at a par with the character development - they have their
effect on appropriate modifiers - hits, receiving of an effect (if the ability can provide it, it raises as
the attribute goes up).
After the spell is used (does not concern abilities), you need to wait for a certain period of time
before you can use it again (Cooldown). This parameter depends on the amount of intelligence,
which decreases cooldown by 1 turn, per each 2 points of that Attribute.

Spells (12/72) next page


Aerotheurge

Skillbooks for the wizard of the air


The wizards of the air do not only wield wind (e.g. the tornado), but also magic of electricity,
lightning. They harmonize best with water magic, where water, or vapor, can be electrified. The
most useful spells are tornado, teleportation, and invisibility.

Ability

Required
level

The
number of
Description
AP (Action
Points)

Air Shield

10

Summons an air shield for himself or the ally, which


protects from stunning.

Become Air

Absorbs a half of physical damage.

Bitter Cold

Sets effect Chilled, or Frozen if the target is Wet.

Blitz Bolt

Strikes the target with lightning - damage depends on


the character's parameters.

Lightning that, apart from the target, also strikes the


nearby opponents and deals damage that depends on
the character's parameters.

Chain
Lightning

18

Farseer

Improves Sight.

Feather Drop 10

The spell allows for lifting an object, or a character,


and teleporting anywhere without dealing damage.

Headvice

A magic slam whose damage depends on the


character's parameters, with a chance to blind.

Immune to
Electrified

Makes the target immune to electricity (Electrified).

Invisibility

Provides the character with invisibility for 4 turns,


unless he attacks beforehand, or is casting a spell.

Lightning
Strike

An electric attack that carries the target over to the


specified spot, while electrocuting the enemies in the
line to the destination point.

Lightning
Bolt

10

A stunning strike that deals damage from air, which


depends on the character's parameters.

Make
Invisible

16

Sets effect Invisible for the selected ally. It is


interrupted when the ally attacks or starts casting a
spell.

Remove
13
Petrification

Removes the effect Petrification.

Shocking
Touch

Shocks the target with electricity (effect Stunned).

Storm

18

Summons a thunderstorm that attacks random


targets, with damage that depends on the character's
parameters.

Summon Air 13
Elemental

Summons an air elemental. Each of its attacks has a


chance to paralyze the target and leaves an electrified

puddle, if hit.

Teleportation 1

The spell allows you to lift an object, or a character,


for teleportation into any spot, while dealing
crushing damage which depends on the character's
parameters.

Tornado

Removes any surface of an element (poison, fire, etc)


from a given field.

10

Hydrosophist

Skillbooks for the wizards of water


Wizards of water handle spells connected with this element, as well as with the ones connected with
ice. Nearly every offensive spell gives you the opportunity to freeze the enemy. They harmonize
well with magic of water air, which gives the opportunity to electrify water. The frozen target
becomes more resistant to attacks, which is why it is often better to use the spells on those of the
allies, who are at the brink of dying, who cannot heal themselves. The most useful general spells are
Rain and regeneration spells (Minor Heal, Strong Regenerate, Restoration).

Ability

Required
level

The
number of
Description
AP (Action
Points)

Cleansing
Water

10

Removes effects Blind, Mute, Disease, Infectious


disease, Bleeding, Crippled.

Freezing
Touch

Freezes the selected nearby target (if wet or chilled,


this increases the chance to freeze).

Hail Attack 18

Icicles fall from the sky, over a given area, freeze


water and blood, and deal damage deal damage that
depends on the character's parameters.

Ice Shard

Fires an ice shard that deals damage dependent on the


parameters of the character, with a chance to freeze
up to 3 enemies in the line of shot.

Ice Wall

10

Creates an ice wall that separates the enemies or


imprisons them.

Immune to
4
Burning

Sets resistance to the effect Burning.

Mass
Disease

13

Sets Diseased to all the enemies within range.

Mass Slow 16

Slows down the enemies around you.

Minor Heal 1

For 3 turns, heals with the amount of points that


depend on the character's parameters.

Piercing Ice
7
Shard

An ice shard shot that deals damage from water


whose damage depends on the character's parameters.

Rain

Summons torrential rains over a given area and


creates a puddle in the center. At the same time,
everyone within the area receive effect Wet.

Heals for 3 turns with the amount of points that


depends on the character's parameters.

Restoration 16

Slow
Current

Slows down the target.

Strong
7
Regenerate

For 2 turns, heals the target with the amount of points


that depends on the character's parameters.

Summon
Ice
7
Elemental

Summons the ice elemental - each of its attacks has a


chance to chill the target and then freeze.

Water
Shield

10

The selected target receives a water shield that


protects from stunning.

Water of
Life

The character receives increased value of the


Constitution attribute.

Summons dragon breath directed in a specified


direction whose deals damage depends on the
character's parameters, with a chance to freeze.

Winterblast 16

Geomancer

Skillbooks for wizards of the earth

The wizards of the earth wield, first of all, poisons. IN a very effective way, they combine with fire
magic, which causes poisons to explode. The wizards also can summon up to four kinds of
creatures, which makes them good summoners. The most useful general spells are Earthquake that
give the chance to turn toxins into gas, Fortify - increases resistance not only from elements, but
also increase the overall value of armor points.

Ability

Required
level

The
number of
Description
AP (Action
Points)

Acid Breath 10

Poisons and deals damage that depends on the


character's parameters, within a specified area.

Bless

Blesses the nearby allies and increases the chance to


hit.

Blessed
Earth

13

Blesses the specified ally and increases his chance to


hit.

Boulder
Bash

The falling boulder hits the enemies within an area


and deals crushing damage, with a chance to knock
down and crumbles around the area.

Boulder
Dash

A stone throw - deals damage depends on the


character's parameters - in a straight line.

Deadly
Spores

10

Shoots several poison projectiles that deal damage


which depends on the character's parameters.

Earth Shield 7

Summons a shield for the specified character.

Earthquake 18

Causes an earthquake, may knock down and turn


poison into gas.

Fortify

The target receives a magic armor.

Immune to
Poisoning

Makes the target immune to effect Poisoned.

Magical
Poison
Arrow

A poison arrow that can be aimed against the ground,


whose damage depends on the character's parameters.

Magical
1
Poison Dart

Magical dart whose damage depends on the


character's parameters.

Midnight Oil 1

Creates an oil slick in the specified point.

Nature's
Curse

16

Sets effect Cursed on the nearby enemies.

Petrifying
Touch

Turns the nearby target into stone.

Summon
13
Bloodswarm

Summons Blood Wasps for the character to control.

Summon
Earth
Elemental

16

Summons earth elemental for the character to control.

Summon
Spider

Summons huge spider for the character to control.

Summon
Wolf

10

Summons the wolf from the North. It is fast and has


high AP but, it can only be summoned near the
character.

Pyrokinetic

Skillbooks for fire wizards


Fire wizards are best to work with the earth magic. Poisons can easily be set on fire and cause chain
explosions. Apart from the fact that the spells are very effective, (they deal high damage to the
majority of enemies) they are, most often, easy to use as AoE spells, in combination with oil, apart
from poison. Each offensive spell has a chance to set effect Burning. The most useful general spells
are Burn My Eyes that increases the target's perception to traps and treasures, Wildfire that rises, to
a high level, the maximum, and regeneration of action points (AP) of the target, and Smokescreen
that allows you to hide from the enemies and makes them to shorten the distance.

Ability

Required
level

The
number of
Description
AP (Action
Points)

Burn My
Eyes

The target receives, temporarily, additional


perception points and the effect Burning.

Burning
Blaze

Fires two fire projectiles that can be aimed at any


surface and whose damage depends on the character's
parameters.

Burning
Touch

The nearby target bursts in flames and receives


damage that depends on the character's parameters.

Explode

10

Causes explosion whose damage depends on the

character's parameters for the heron and the


characters within the radius of 6m.

Fire Shield

10

Summons a fire shield for the target that adds


resistance to effect Burning.

Firefly

Creates a fiery surface over a given area. A good way


to separate yourself from enemies.

Flare

Summons magic warmth that deals damage from


fire, which depends on the character's parameters.
May be used over a surface.

Immolation

13

The selected target immediately bursts into fire and


receives damage that depends on the character's
parameters.

Immune to
Freezing

Makes the target resistant to freezing.

Infectious
Flame

16

Summons a magical fire that jumps over from one


target to another, within reach (also allies).

Lava Core

20

10

Creates a surface of lava over a given area, starting


with the hero's position.

18

Summons a hail of meteorites, over a given area that


deals damage do random characters in the area and
deals damage that depends on the character's
parameters.

Purifying Fire 10

Removes effects Burning, Frozen, Stun, Charm,


Petrified, Healing and Shields from the selected
target.

SelfImmolation

Creates a fire surface around the hero.

Meteor
Shower

Small
Fireball

Launches a fireball whose damage depends on the


character's parameters, within the radius of 4m.

Smokescreen 7

Creates a screen of black smoke.

Summon Fire
4
Elemental

Summons a fire elemental that can set effect Warm


with the attack, and set he target on fire. (Burning).

Wildfire

Speeds up the target, increases the regeneration and


the maximum amount of AP.

Witchcraft

Skillbooks of witches
Witches, who delve in black magic, are the masters of controlling life. They can bring the dead back
to life, and send the undead into the afterlife. They can also influence the non-magical attributes of
men and creatures (e.g. Blinding). They are not bound with any of the elements but, it is a good to
have one in your party and use several of his useful abilities. The most useful general spells are
Destroy Summon which allows you to send away the summoned undead, Resurrection that allows
you to bring the dead party members to life and Invulnerability which provides you with temporary
invincibility.
Ability

Required

The

Description

level

number of
AP (Action
Points)

Absorb the
Elements

The hero receives higher resistance to damage from


elements.

Blind

Blinds the target.

Bloodletting

Deals cutting damage, depending on the character's


parameters and sets effect Bleeding.

Death Punch

16

Deals crushing damage that depends on the


parameters of the character, to the selected enemy
nearby.

Destroy
Summon

Sends away the summoned creatures and deals


damage to them, equal to their health points.

Drain
Willpower

10

Deprives the target of Willpower.

Enfeebling
Touch

Sets effect Weak on the target.

Horrific
Scream

13

Makes the nearby enemies scared and makes them


flee.

Invulnerability 18

Makes the hero invincible

Malediction

Sets effect Cursed on the enemy.

Mass
Weakness

10

Sets effect Weak on the enemies within the area of


effect.

Oath of

Increases damage dealt by an ally.

Desecration

Resurrect

16

10

Resurrects the ally within the radius of 10m and


restores 20% of his health points.

Soulsap

16

Decreases all of the abilities and powers of the


target (the name in the skillbook is "enfeeble")

Summon
Armoured
Undead
Decapitator

10

Summons an undead soldier with a two-handed


sword, who has 10% of chances to knock the enemy
down.

Summon
Undead
Warrior

Summons an undead fighter.

Unlock Magic -

Unlocks magi locks (scroll only!)

Vampiric
Touch

Drains the enemy and heals you.

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