Spell Info
Spells are arranged by type.
Magic Based
FLASH:
Damage depends on spell AND char level{Formula too complex to bother;)}
Min casting cost: 16, reached at slvl 8.
Ok, yes, I know... This spell is magic-based, and so it kills Azure Drakes on norm and
nightmare like flies (they don't even resist magic...). It works only on the squares
surrounding you. It only deals good damage at high levels. And it's only mana-effective if
you hit several enemies at once. This is a fairly good spell for co-op play. Use the
tele-flash method on Balrogs and Azure Drakes, your companions in hell ill appreciate your
restraint of the dreaded Chain Lightning.
Rogues: If you have high enough mana use Flash as needed.. otherwise, use
your bow or other weapon.
Warriors: If you have AC 280+ and just happen to have forgotten your
sword... But then again, at levels where this spell is interesting you'll probably deal
more damage with your bare fists...
BONE SPIRIT:
This spell NEVER kills. That's why most consider it useless. They couldn't be more
mistaken :)
Damage: 1/3 of target's hitpoints. That's 1 point out of 3, or 1000 out of 3000!!!
Min casting cost: 12, reached at slvl 13. Note: This spell costs also 6 life to cast (so 6
additional mana with Mana Shield up)
It's a ranged, magic-based attack. It goes around corners and seeks out enemies on it's
own. I have to admit, magic is the most common immunity. BUT: all non-immunes get severly
weakened. And the spell can be used to lure out single enemies from a safe distance. Try
it on Azure Drakes on normal/nightmare ;)
Rogues/Warriors: Useful as well in luring out single enemies...
BLOOD STAR:
I admit, I rarely use this myself. But it's not COMPLETELY useless ;)
Damage depends on spell level AND magic skill {3*slvl+MAG/2-MAG/8}
Min casting cost: 14, reached at lvl 7. (Also costs 5 life to cast - 5 mana with shields
up)
It's ranged, single target magic-based. Damage is not too hot either Most critters resist
magic or are immune (apart from the often mentioned Azure Drakes ;)...
Rogues: Damage depends on magic skill... Arrows do more damage and
there's no resistance ;)
Warriors: See above. Use a sword :)
Lightning Based
CHARGED BOLT:
Your first lightning-based spell. Cherish the staff you carry until you learn this
spell for yourself.
Damage depends on your magic skill {1 to (1+{[MAG/4])}, number of bolts per cast on the
spell's level {3+slvl}. Minimum casting cost: 6, reached at slvl 1.
This spell is very efficient at the beginning. Again, many forget it when advancing,
because in most cases, Lightning and CL seem more effective. True to a point. But: at high
levels, you'd be surprised how much damage this spell really deals, for lousy 6 mana.
Roughly 1-40 damage, times 20+ bolts, I call that a deal! Even in hell/hell this spell can
be used to flood rooms with it and severely weaken lightning-susceptible enemies. Not to
mention, filtering them out of a mixed pack. Rooms full of Balrog-type baddies can
actually be KILLED with it, as their erratic movement does NOT protect very well from
charged bolts criscrossing between them.
Rogues: Useful in the beginnning, as a "front-runner", to
weaken enemies for your arrows and flood small rooms. Low magic skill makes it less useful
later.
Warriors: See rogues and add even slower casting speed and lower magic
skill...
LIGHTNING:
The mages prime lightning based attack before Chain Lightning goes up in lvl, and in
coop fights.
Damage depends on character level alone. {2 to (2+clvl)}, but the length of the bolts
increases with spell level. {4 +slvl/3} (Caveat: it seems that the single sprites actually
deal the damage, thus a longer bolt would do MORE, and the effective damage done would
always be a multiple of the number given in the spellbook.)
Min casting cost: 6, reached at slvl 5
What can I say? NEVER forget about this spell. Even once you have Chain Lightning. It pays
to have mastered plain Lightning well. Your teammates will thank you. Learn to cast it
along walls, after you rounded the corners. Line up enemies in a row to maximum effect.
Even in hell/hell this spell, combined with stone curse and good timing, drops rows of
Balrogs and Hellspawn quick enough, without frying your buddies.
Rogues: Hmm, rogues might reconsider, and use Chain lightning for mobs
and arrows in coop situations.
Warriors: ...kill faster with a good sword at higher difficulties...
CHAIN LIGHTNING:
The most mixed blessing in your books. One of the
most powerful AND one of the most dangerous spells. Learn to control THIS and
you've mastered the art.
Damage depends on Character level ALONE {4 to (4+2*clvl)}. RANGE depends on
spell level {2+slvl}. Number of bolts fired: 1 plus 1 more at EVERY monster
in range. Length of bolts also depends on spell level.
Min casting cost: 18, reached at lvl 13.
Lightning bolts sizzle out toward your enemies
(the number of bolts appears to depend on your level, the spell's level and
the number of enemies) and electrocute them. When using the spell, try to make
sure that all of your enemies are in the same direction away from you. Otherwise,
the bolts will shoot off in many directions so that each creature may be hit
by only one bolt. If the monsters are packed in together (like in a narrow hallway
or a doorway), each one may be hit by a dozen bolts or so. Unless they are lightning
resistant, they will go down quickly in these cases.... One thing to note is
that the spell will track creatures who are not visible; that is, they will
fire toward a wall that has monsters behind it. This can be useful and annoying.
You can use it to assess whether there are a large number of monsters beyond
that wall or doorway. However, this factor will pull bolts away from enemies
that could be hit. You can counter this problem and use it to your advantage.
When facing your enemies, make sure they are between you and the wall I just
described. The enemies behind the wall will cause more bolts to be fired into
the mass of your assailants! This spell is not so good for multiplayer.
Even playing very carefully, you will often fry your friends. I almost always
remove it from my hotkeys when playing with other people. If you split up, though,
the spell is back in the game. If Lava Maws are in a game, I find the benefit
of using the spell to be greater than the cost of not having allies close by
me.... A final caveat: Chain Lightning uses up a lot of sprites. At higher levels,
you will see many "breaks" in the lightning that issues from you,
so that you'll miss enemies who are somewhat close to you. Many people prefer
to keep
the level of their chain lightning spell below 12 or so. (Enchanted Shrines
almost always lower this spell, so try finding one of them to lower it if you
need to do so.)
Raw stopping power. Self-targeting. Awesome damage at reasonable cost. What could possibly
be wrong with this spell, you'd ask? Three things: At high levels, it targets monsters you
can't even see. So if you are not close to a dungeon corner, it's very likely that bolts
go to unexpected directions (and your buddies might stand there...;). Note: On the other
hand this can act as a kind of "sonar system".. It shows the presence of large
numbers of enemies behind walls... It also targets every monster in a large room. If you
stand in the center, every monster gets only one bolt. That won't kill, but will make 'em
VERY angry... And as they come close you might discover the major drawback: There can be
only as much magic in the world. If too many bolts start at once, they get gaps.
Loopholes. Points where there IS no lightning. Monsters will slip through, and possibly
swarm and kill you. (The sprite limit makes some mages want CL at lvl 11, I prefer to max
CL and control it. ;) But if you learn to channel your foes, make them follow you around
corners, through narrow passages, or if you master the art of arranging them with Stone
Curses, this spell will be devastating. If the main force of enemies is in the same
direction, multiple bolts will stream as one towards them, killing everything with one
cast. Learn to control CL. See the mage strat page for controlling CL.
Rogues: A good CL can help a lot to weaken groups of enemies...
Warrior: I don't bother at hell difficulty... Swords kill and there's no
resistance against them. But can be useful against some enemies in norm/night...
Fire Based
FIREBOLT:
Your basic method of attack at lower levels.
Damage depends on spell level and your magic skill. {Formula: (1+slvl+[MAG/8]) to
(10+slvl+[MAG/8])} Minimum casting cost: 3, reached at slvl 7.
Also, the speed of the bolts increases with spell level. So at high levels, damage will
usually be around 60-70. Seems ridiculous, compared to the 1000+ of a high-level Fireball.
And a Fireball also has Splash Damage... Most folks stop using this spell once they know
Fireball. (Though one might reconsider: a high level Firebolt is faster, deals good damage
and might actually in many situations be better than a LOW level Fireball...) Why should
one bother? Well, IMO, because Fireball also has splash damage. If you wanna join the
battle in a coop fight, many Warriors get _a bit_ upset when you shoot Fireballs at a
critter standing next to them... So if you want to help with the kill {trans: gain some
exp ;)}, a good old, lowly Firebolt (or 10... or 20...) can come in handy.
Rogues: forget this spell. You hit better (and faster) with an arrow,
deal more damage (your magic skill is much too low) and no critter resists them :)
Warriors: forget it... almost. You cast too slow and hit too bad to be
effectice with it. Damage with you magic skill stinks. BUT: It _can_ be a last resort to
bring down some weak enemies that have ranged attacks. But doesn't work in higher
difficulties any more.
INFERNO:
This is probably the most useless spell of' em all.
Damage depends on clvl { 3 to (6+ 3/2*clvl)}, contrary to belief, area of effect seems NOT
to increase with slvl.
Min casting cost: 6, reached at slvl 6
Hmm... it's fire based, it's slow, it requires the enemies to be close. Do I have to say
more? It can hit several enemies at once, but only if you give them time to accumulate.
Right in front of ya... A fireball also hurts several critters, and does so at range.
Damage isn't great either. IMHO, this spell is a no-no...
Rogue: Can you say "Bow"? :)
Warrior: Can you say "Sword"?...
FIRE WALL:
The #1 support spell at low levels, and the most net damage for you mana.
Damage depends on character level {(4+2*clvl) to (40+2*clvl)};
Duration depends on spell level {8+8*slvl seconds}
Min casting cost: 16, reached at slvl 7.
Early on, Fire Wall is simply THE best spell that kills the most enemies. In church and
cats it can slaughter rooms full of monsters. Learning to position it asap is a must. The
wall will allways "try" to appear at a right angle to the line between yourself
and the point where you aim. It's 11 squares wide, unless it hits a wall. So learn to
position it carefully. Stand in a straight line to the point where you want it, and aim
along the dungeon's axis. If the line between you and the target point is not along the
axis, the wall might appear diagonally and hit you, your comrades, or miss the monsters.
Note that it is possible to walk through a wall diagonally without taking damage more
often than not. This applies to critters, too. Casting one behind you can cover your
retreat, casting one right in front of you will make attackers (Like Mr. Diablo) stand in
it while hacking at you. Several Fire Walls can be "stacked" on top of each
other for ADDED damage. But watch out: if you cast too many of 'em, you might find you
cannot cast another spell anymore. The world can only handle as much magic at a time. (The
sprite limit Diablo has is easily used up by multiple Fire Walls. Don't overdo it, or your
Fireballs will not come anymore ;) At higher difficulties, as the monsters become tougher
and more resistant, damage will not quite keep up, and the usefulness will somewhat
decline. But it can still be used to fry some witches :)
Rogues: The main reason this spell is incredibly useful: it burns while
you do something else (like shoot arrows). As aiming and casting time are no major
concern, this spell is one of the best for rogues.
Warriors: See rogues (and replace "shoot arrows" with
"swing a sword"...
ELEMENTAL:
The masses eschew this spell, for no reason I can imagine. Think of it as a Fireball
that can GO AROUND CORNERS and hits on it's own...
Damage depends on spell AND character level {Given damage is the same as Fireball at equal
levels, but it actually does less, and seems to do less splash damage}
Min casting cost: 20, reached at slvl 9.
Ok, it deals less damage than a Fireball and costs twice as much. BUT: I don't have to aim
and I can fire it from a safe position. Have you ever killed a huge pack of Advocates, by
standing around the corner, whistling a merry tune and sending Elemental after Elemental
in?? Without getting hit ONCE, while, had you gone in and Fireballed away, you'd have
become TOASTED? Have you ever drawn out one enemy after the other from a huge room,
without even showing your face at the door? Have you ever, while on the run, cast spells
IN FRONT of you, that turned around and fried the pursuing Blood Knights? No? Learn to use
Elemental ;) Sometimes it even runs right through a weak enemy, killing him, and continues
to hit another one.
Rogue: A spell that doesn't have to be aimed comes in handy.. Especially
in combo with a bow.
Warrior: Still a nice spell to draw out the Knights in hell/hell...
FIREBALL:
Yep that's it. Everyone's favourite... Raw dumb firepower. The most damaging spell
in the game...
Damage depends on Char AND spell level {formula is kinda... complicated ;)} Note that it
also does "Splash Damage", i.e. all squares adjacent to the target seem to
receive 25-50% of the damage as well. It is yet uncertain, but it seems the target itself
gets this additional damage as well.
Min casting cost: 10, reached at slvl 7.
Right. Yep. Heavy Artillery... At high level it kills everything that is not IMMUNE to
fire in a few shots. Kills everything that is not RESISTANT to fire in one... Plain and
simple ;) It still pays to master it's use, though. Learn to shoot at straight lines.
Learn to aim. Learn to cast it while dodging the enemies spells... (Ever killed a room
full of witches without getting hit, just by running up and down in front of them and
throwing Fireballs? Learn "Happy Feet" ;) And combine it with other spells to
best effect. Stone curse to aim better. Guardian (or Elemental) to draw them out to a good
"shooting gallery".
Rogues: Depending on situation, see what kills faster: A Fireball or some
Arrows. But you'll need some enchanted shrines to raise the spell level.
Warrior: Even more shrine hunting necessary to make it useful. You'll
have a lot trouble hitting something at higher difficulties. Use the Stone curse targeting
marker mentioned above if nothing works...
FLAME WAVE:
Basically, a fire wall that moves away from you and toasts everything on it's path.
Or not everything it seems...
Damage depends on char level {(6+6*clvl) to (60+6*clvl)}, number of flames on spell level
{5+slvl/2}
Min casting cost: 20, reached at slvl 6.
This spell is nice, but it also has some major drawbacks. First, it's expensive to cast,
the damage seems to be split among the flames, thus it needs LOTS to kill something in
higher difficulties. And: moving targets tend to get hit less often. Like a firewall one
can walk through w/o taking damage. Apart from that, it can be nice to sterilize a
corridor, to draw out non-fire-immunes (watch out! sometimes it draws out more than you
bargained for! ;) or to have it as a front-runner... If you hear some ouches, switch to
Fireball ;)
Rogues: The cost makes it a bit less interesting here...
Warriors: the casting cost kills it, IMHO. Not worth using for a Warrior.
GUARDIAN:
One of my favorite spells. Incredibly useful as a sniffer, a filter, a shooter...
Even as an avenging angel should you die...
Damage depends on Char AND spell level {too complicated to bother ;)},duration on both,
too {max: 24 sec}. (Note: speed of the bolts may depend on your FIREBOLT spell level.
Damage might, as well, still uncertain...)
Min casting cost: 30 reached at slvl 11.
Many disdain this spell. Many underrate it. A low level guardian doesn't deal too much
damage and is expensive to cast in the beginning. So a lot of people haven't noticed: A
high level Guardian is at 30 mana a steal and a half!! An average "normal"
sorcerer at really high levels has no problem to cast 30 Guardians from one mana ball. Can
you imagine what 30 lvl 18 guardians DO to a room full of non-fire-immunes??? ;) A
Guardian sees invisible foes. It's the BEST defense against those pesky Illusion weavers.
Cast one ahead of you as you walk along, throw in a CL as soon as it fires at empty air -
voila... A Guardian rarely misses. It's a fine spell for coop situations. Just don't let
your buddies get between the Guardian and the enemies... (Important: YOU are immune to
your own Guardian!!!). A Guardian keeps shooting while YOU do something else (that even
includes lying dead on the floor :). EXCELLENT support fire. It even STUNS many enemies!
(Makes 'em easier to Fireball ;) A Guardian can recon around a corner. Cast it behind the
doorway and wait what it does. If it fires and you hear screams... get ready to fireball
what comes around the corner. If it fires and you hear nothing... break out that CL...
That way you can filter a pack of beasties with mixed immunities without showing your
face... A Guardian improves your effective range. Cast it (or a lot of them...) at the
edge of your vision, and if fires SEVERAL squares farther. Problems with spitter bosses?
LOL! :) And if you count the number of shots a high level Guardian fires in 24 secs, the
damage it deals is not bad at all :) 8 of them kill hell/hell Blood Knights with only a
few salvos... Remember, in a co-op situation, cast Guardian BEHIND the monsters, so the
firebolts will not hit your companions.
Rogues: Everything remains true, especially the Guardian/Arrow combined
fire can be AWESOME at high levels.
Warrior: The high mana cost makes it a bit less useful. Mainly for
drawing out enemies from a group (Knights on 16, for instance) it's still nice, though.
Other Types
HOLY BOLT:
This affects only undead and Diablo himself. BUT: it is neither magic, nor
lightning, nor fire. Resistance is futile!
Damage depends on clvl alone {(9+clvl) to (18+clvl)}, but spell level affects the speed of
the bolts. Min casting cost: 3, reached at slvl 5.
As a mage: don't tackle King Leo without it :) The spell is incredibly useful against all
types of undead (no resists!) and Mr. D. Note that it is impossible to stunlock Diablo in
hell difficulty with that spell (You'd have to be lvl 54 to be sure :). In norm it's a
sure kill if you're lvl 24, in nite you'd need to be 39 to stun him with every hit.
Rogues: Test for yourself what kills those pesky skeletons faster: your
arrows or HB (depends on bow quality etc.). Leo is A LOT easier with HB, even though
you're not as fast with it.
Warrior: For skeleton archers and Black Deaths, this spell can come in
VERY handy, even at your slow casting speed.
HEALING:
Well, ok, I consider this spell a necessity until one finds a Book of Mana Shield.
After that - forget about it ;)
Efficiency depends on your level, the spell level and a a hidden bonus
{([clvl+slvl]*bonus] to ([4*clvl+6*slvl]*bonus)} (The bonus is 2 for Warriors, 1.5 for
rogues and 1 for sorcerers)
Mana cost INCREASES with your level and DECREASES with the spell level. {8+2*clvl-3*slvl}
In emergencies I prefer to heal with potions from my belt, and continue to cast offensive
spells while doing so ;)
Rogues: Depending on your style of play and equipment, decide for
yourself if you go with Mana shield, or healing with spell, or gulping big yellow pots...
Warriors: Get this spell up. Get it up some more. And then some.
HEAL OTHER:
Your basic spell for being nice.
Efficiency and casting cost go along the table for healing,
with a 10 point "being nice" bonus, it seems ;)
Not that useful of a spell, but it is friendly. I rarely cast it on anyone during
combat. It can be hard to target another player with it when he is in the middle
of a mob, and it can also distract them. However, I use it in two cases: I accidentally
hit them with an arrow or spell, or we finish a battle and he/she has some hit
points missing. Note: avoid casting this repeatedly on anyone who is surrounded.
If they are stun locked, it may be better to let them die than to keep them
alive. The reason is that their equipment will be taking damage along with them,
and they may lose a great item instead of coming
back to get it off the floor after dying....
Rogues: If you know nothing better to do with your mana, be nice to the
Warrior...
Warrior: Your bonus can make casting this worthwhile, staves of heal
other, if actually in use early in the game, are best given to the warrior thus(ironman
tourneys).
TELEKINESIS:
The spell has three uses: open doors/chests/etc from afar, pushing away enemies and
picking up items from a distance... only one of 'em is really useful.
Min casting cost: 8, reached at slvl 5. (No need to ever
go higher...)
This spell is very handy for extricating your lost
equipment from a mob of monsters. In case you haven't noticed, the spell will
work through walls. This means that you can hide behind a wall, cast telekinesis
and grab things off the ground. When Balrogs are walking all over the place
you died, you will appreciate this spell greatly! Another small benefit is that
you can use the spell to activate shrines, open book cases, open chests, etc.
If you don't feel like clearing a room (or you're not powerful enough), just
use Telekinesis to grab the stuff there. Use it to open trapped chests so you
don't get hit by Nova. One little trick I tend to do is to use the spell to
activate Murky Pools. When you touch a Murky Pool, you get temporary infravision
(don't you just wish this would last an entire level???). So, if you use the
spell to "touch" it, you can now see what monsters are in the room
with the Murky Pool.
Rogues: Same as sorcerer, perhaps more so
Warrior: As they have the most difficult time retrieving items naked, TK
is actually MOST important for them...
TOWN PORTAL:
Not much to say about this spell... Everyone who's not a marathon man should learn
it asap ;)
Min casting cost: 18, reached at slvl 7. No need to go higher.
Well, it shortens trips to town and saves time... The only thing to mention apart from
that is: It creates an alternate entrance to the level you're on, should you die close to
the stairs and not be able to retrieve your stuff. Always cast a TP in the first safe
corner of a new level, away from the stairs. Try never to flee towards it.
Nothing to change for rogues or Warriors ;)
STONE CURSE:
The single most powerful spell in the game. Period.
Duration is based on spell level {4+slvl sec; maximum: 12}
Min casting cost: 40, reached at slvl 8 (and thus, no need to have it higher)
This spell works on all monsters but Diablo himself. It effectively neutralizes
them for 12 seconds. It stops them from hitting you, from advancing, from freeing
a blocked passageway and makes them almost impossible to miss with weapons or
spells. Do I need to say more? Master this spell at all costs. It's your best
armor. Your turbo switch for killing moving monsters quickly. Your best friend
in teamwork. Learn to switch between SC and offensive spell in the blink of
an eye. With SC-lightning-SC-lightning you can drop even those dancing Balrogs
in no time. Killing an Azure Drake with one SC and ONE Fireball is faster, safer
and thus more mana-efficient (you take less hits on your Mana shield!) than
killing it by casting 3-5 Fireballs and missing a lot. Not to mention the misses
might end up hitting someone else... ;) Also
a great co-operative spell. If your friend is surrounded, turn her enemies into
a statue garden! And stone curse is your best friend against triple immune
monsters. Stone Curse and Golem, or Stone curse and (bleaagch!!) a weapon
will kill them. A master of this spell will aim and time it so that the enemies
end up arranged in rows (for lightning) or packs (for fireballs)...
Rogues: Stone curse and arrows can be VERY effective ;). AND it's the
best spell against those tough boss monsters.
Warriors: Next to teleport the best bet against witches, though MUCH more
expensive. But it's aiming-aid-function can be nice: A Warriors Fireball does as much
damage at the same spell level as a sorc's. BUT: in hell difficulty you miss alot (due to
low magic skill)... So: If you face a pack of snow witches try this: Stone the center one,
throw a fireball at this "marked target"... watch them die ;)
PHASING:
The poor man's Teleport. And a poor Teleport, IMHO. I almost neverused it.
Min casting cost: 4, reached at slvl 5.
I never bother with this random invitation to a screaming death. It takes you away from
point A and teleports you to a kinda random point B (in one of 4 directions). Point B can
be safety, point B can be in the middle of 6 Lava maws... Decide for yourself. Some
consider this spell an emergency Bail-Out possibility (casting it is faster than Teleport,
thus more likely to work in stunlock)... I say, walking a few steps and casting Teleport
to a point _I_ choose, or avoiding the emergency in the first place is much preferable.
One use for this one might however be: If you died close to the stairs or town portal, and
have NO way to recover your gear, this _might_ be the spell you cast fast enough to get a
bit away from the enemies and raise your Mana Shield or cast something else... Just cast
phasing the very moment you enter the level, and: good luck ;)
Rogue: Oops, right into that cauldron!!
Warrior: Pha..WHAT??? Are you kidding? ;)
MANA SHIELD:
In Hell you'll die without it. Any more questions?
Ok... ;)
Min casting cost: 33 at lvl 1 and ever beyond.
Since the 1.07 patch, any level of mana shield
decreases the damage you take from an attack by 33%. (Prior to that, lower levels
of mana shield decreased damage taken more than higher levels did.) And
what can I say? It makes you use your mana pool as your life, and thus allows
you to survive more hits than even the sturdiest Warrior. Raising the
shield should become a reflex upon entering a new level. Never let it drop!
If it drops, you're dead! For emergencies, carry a Big Yellow pot in Belt#7&8
{Hotkeying MS is a waste, IMO. Learning NOT to let it drop and using the "Oh
my god I'm gonna die!" - keys for emergencies is MUCH better :)}
Rogues: It's a matter of your personal style and preferences if you go
with or without MS. Depends on equipment, too. With lotsa mana and low life you might want
to go WITH MS. Otherwise, mana might be too valuable, and healing more efficient...
Warrior: Don't bother. Your pitiful amount of mana is way too valuable.
GOLEM:
A sorcerer's best friend and "weapon" of choice against triple
immunes. Not MUCH more stupid than some Warriors I've met.. ;)
Stats:
Hitpoints: 2/3 maxmana + 10*slvl
AC: 25
To-Hit: 40 + 2*clvl + 5*slvl
Damage: (8+2*slvl) to (16+2*slvl)
Regeneration: 1.9/4.1/6.6 hp/sec on norm/nite/hell
Min casting cost: 60, reached at slvl 8.
Well it seems simple enough. The earth comes to life, walks toward any monster
it sees (even opens doors on the way) and bashes away... And if there is no
monster in sight, it walks in the direction you look. Two golems by two casters
seek each other and fight to the death. Casting it a second time will destroy
the golem. Hmm... Simple? The finer points are tricky enough... A Golem has
an kind of "infinite light radius". All monsters within line of sight
"feel" it's presence. They don't wake up fully, but ranged attackers
WILL fire at him! This can make walking alongside your Golem EXTREMELY dangerous...
If a Golem attacks a monster, it will become fully activated. The Golem doesn't
hold well against high-level melee monsters. It's extremely fragile against
witches' Blood Stars. Fireballs kill it quickly (your own, too ;). Lightning,
OTOH, seem not too devastating. And The flash spell from mages seem not to bother
Mr. Golem that much... The Golem is most effective against stone cursed monsters,
smashing the statues quickly. Advocates are killed easily as well, as they do
not shoot Fireballs at him, only flash when the Golem hits them. For killing
Obs Lords: SC and Golem, for killing Advocates: with some patience the Golem
can do it alone (stone cursing speeds it, of course ;). Killing Soul Burners
on hell/hell is a science in itself. Don't let the Golem advance. He dies in
a blink from their Bloodstars. You might catch the ricochet... Advance slowly
yourself. Activate A FEW witches. Dodge their attacks and retreat to a safe
corner. Stone them all. Cast Golem next to them. Keep them stoned while he finishes
the masonry work. Destroy the Golem as soon as he's finished. Rinse and repeat
;) Another great use for Golem is to clear around Laz's chamber, pull the witches
out and kill them, then cast him in the chamber, he will go to work in the chamber,
while you clear the rest of the level (perfect for Hell difficulty)
Rogues: It can be fun to let the Golem run amuck in lower levels
(letting him clear church on his own ;), but apart from that: Don't bother too
much. His hp are low (due to your max mana) and you have a bow that kills triple
immunes faster ;)
Warrior: The Golem walks towards enemies and whacks at them.
Remind you of someone? ;) Don't bother with the 60 mana...
TELEPORT:
An extremely useful spell in several ways.
Min casting cost: 15, reached at lvl 8. (No need to go higher).
It allows very quick escapes when you get into
something you can't handle (as long as being hit doesn't prevent you from casting
it). Teleport through a wall (back into explored territory, of course!) to get
away from those rampaging knights and flying bloodstars. Once you are a powerful,
competent Mage, you can teleport around a level, killing as you go. The spell
also allows a Mage to keep his distance from incoming attackers. Cast a few
spells, then teleport half a screen away from the attackers, then repeat until
they are all dead. If you don't have enough explored territory with which to
do this, "leap frog" over your opponents: cast until they get close,
then teleport over them. Cast some more, then jump over them again. You'll keep
them confused and keep yourself alive. Note also that a teleporting target is
very hard for ranged attackers to hit.
Rogues: Teleport is a even MORE useful for a rogue. A rogue
with bow kills slower, has to retreat more and uses fewer spells. Very useful
with the "leapfrog" strategy. She should also have a free hotkey
for teleport.
Warrior: Get the spell UP and learn "Telekill: the great
equalizer" A MUST for Warriors, and one of the three MOST
important spells for them :)
Scroll and Staff only Spells
INFRAVISION:
Can't get this one in your spell book, but
the scrolls are worth the cost (600 GP) on higher difficulty settings. If I
have one, I cast it as soon as I enter a level so that I can see through walls
and know what enemies I'm facing before I actually face them. If you do this,
be sure to report what you see to your comrades. Also, the spell allows you
to Stone Curse an enemy who is behind a wall, which is helpful in many cases
(e.g., Stone Curse Lazarus' cronies this way before entering his room.
IDENTIFY:
Buying a scroll of identify (100 GP) is no
more expensive than having Cain ID an item. The advantage, of course, is that
you can ID your item while you're in the dungeon. If it's a good item, you might
want to equip it. If it's a bad item (cursed or just worthless), you can just
dump it on the floor, making room for new treasure. (Only problem is... you
can't take screenshot to verify the legitness of item)
RESSURRECT:
Need I say, "Duh?" If you have
an ally, it would be nice to bring him back from the dead, should the need arise.
This is even more true if you are the cause of his demise....
NOVA:
A fairly good spell if you come across it.
Does quite a bit of damage to creatures close to you, and very little to those
further away. Use them if you find them, but they're probably not worth buying.
I have heard that a staff of Nova can be very fun. With multiple charges, you
can clear a room pretty easily.
APOCALYPSE:
This is a powerful spell, so smoke 'em if
you got 'em! It causes jets of flame to explode around all nearby enemies. It
strikes many opponents and harms even those who are immune to all! That's right,
blow up Soul Burners and Advocates on Hell/Hell with this spell. It requires
149 magic to use it, which can be a strain for Rogues and Warriors. I like to
save these until I have 3 or 4, then cast them all at once against triple immunes.
Takes a few games of hoarding them to do this.