Posted May 30, 2013
WEAPONS:
Go with Slashing if you're a casual gamer, as the weapon choice is pretty unfair concerning unique ones :/
Hacking - 1
Thrusting - 2
Slashing - 4 (+1 axe?)
Ranged - 3
UNIQUE ITEMS:
Swords:
SteelSunder - 1d12 @ Dark Lantern Towers
WhirlWind - 1d10 dmg, +1 AGI @ Iron Titan
SoulWrought - 3d12 dmg, +2 POW @ Quagmire
WarRender - 2d20 dmg, solid hits deal 3X dmg @ Fire Mountain
Axes:
CrimsonRage - 2d6 dmg, casts Rage of Fallen Heros [6 charges] @ City of the Dead
Spears:
Seamaiden - 1d10 dmg, casts Shackles of Ice [8 charges] @ Sunken Galley
SteelRipper - 1d8 melee dmg, 4d40 dmg when thrown (BEST RANGED WEAPON, no questions asked) @ Eye of Clay/Sanctuary
Hammers:
ThunarMjöljir - 3d6 dmg, casts Roaring Column of Lightning Wild [12 charges] @ Temple of Moon
Crossbows:
Inferno - 2d20 (fire) dmg [24 charges] @ Underground City
Throwing Stars:
Backlash - 1d6 dmg, returns to thrower's hand @ Underwater Labyrinth
BloodBane - 1d6 dmg, inflicts Bane's Boiling Blood (repeatedly?!?) @ Iron Titan
Helms:
Reed Helm of of Decipher - reduces dmg by 10%, deciphers messenger scrolls) @ Underground City (BEST HELM, hands down... Only looks good on the magician character lol. For comparison, Ivory Plate Helm weights 2kg & -10% dmg, when this one does the same with 1kg + deciphering several scrolls for new spells & info)
Armours:
Banded Ironroot Armor - -30% dmg, -50% Earth spell cost @ Land of Roots (BEST ARMOUR FOR A CASTER!)
Ivory Plate Armor - 100kg, +50% dmg (cursed) / 40kg, -50% dmg (after completing the quest & not opening the chest) @ City of the Dead (BEST ARMOUR FOR A FIGHTER!)
Serpent Scale Armor - -30% dmg, slows poison effects @ Quagmire
Fiery Jazerant Armor - -40% dmg, -25% fire dmg @ Fire Mountain
Shields:
Aegis - +1 str, regenerates str faster, -2 to hit @ Underwater Labyrinth
BloodHaven - Immunity to poison, -2 to hit @ City of the Dead
CloudBurst - -50% lightning dmg, -2 to hit @ Warlord's Tower
Magical 2nd hand items:
Hallowed Staff of Elder Wood - +100% to Blessed Weave of Healing Wounds effectiveness @ Elder Tree
Staff of Lightning Wild - casts Roaring Column of Lightning Wild [8 charges] @ Temple of Moon
Staff of Unmaking - casts Ritual of Unmaking [8 charges] @ City of the Dead
SPELLS:
Earth is useful for a straight-in-your-face caster (à la fisting & becoming immune to physical damage later on)
Water is for freezing opponents in place & gaining immunity to magical attacks (literally). Even has a fast superior attack spell in disposal
Flesh is important early in the game, but there are so many healing methods about & you'll find a staff which doubles healing when worn
Wind is for certain situations only, I'd not upgrade it after my 1st playthrough
Lightning seems to be more powerful than Earth (except against certain enemies), yet Earth has a bonus later on (in a form of an armour). Personally didn't upgrade.
Fire is for static damage for a couple hexes (if you prefer setting traps or there's a line of foes waiting to bash your head in, this is for you!), yet you suffer from it as well, MEH.
Void is... Well... Void. Cannot see any way how the spells improved by upgrading the spell school, not even Ritual of Unmaking's mana consumption wasn't reduced. Do not even bother.
Cubes of Magic Inversion can be used to get rid of spells like Dance Upon the Stones of Wind along others.
Not found Ghastly Howl of Mortal Anguish, Heightened Flesh of Strength and Hale or The Dark Cloak of Shadow, which is driving me mad >:I If anyone knows where they are, please inform!
Spell details
Effects when upgraded/MP cost/spell name/description/where to be found
(the decreased amount of mana consumption after the slash for Earth spells are when wearing Banded Ironroot Armor (-50%)
Earth:
+dmg (90/45) Iron Fist of Chaos - ranged dmg (court magician) or @ DARK LANTERN
+eff+dur (540/270) Granite Ward of Tempered Skin - reduces physical dmg on self (immune to spikes/boulders/Castellan @ lvl 10 Earth) @ ELDER TREE
+dmg+dur (344/172) Deadly Spores of Earthen Rot - static dmg @ ELDER TREE
Wind:
+dur (129) Dance Upon the Stones of Wind - avoids traps/pits/pressure plates @ QUAGMIRE
+range (98) Shrouded Gale of Vengeful Winds - pushes enemies back; reduces enemy spells' dmg; extinguishes Unholy Conflagration/Ash and Cinders/Deadly Spores of Earthern Rot (court magician) or @ DARK LANTERN
+dmg Ghastly Howl of Mortal Anguish - melee(?) dmg; only works on the living
Fire:
+dmg+dur+range (258) Unholy Conflagration - static dmg (@ UNDERGROUND CITY)
+dmg+dur (168) Ash and Cinders - static dmg (court magician) or @ DARK LANTERN
+eff+dur (308) Fire Haven - protects against fire-based spells @ UNDERGROUND CITY
Water:
+eff+dur (66) Shackles of Ice - melee freezing; at least Infernal Bones & Ice Worms (court magician) or @ DARK LANTERN (WHICH MAKES IT THE MOST UNBALANCED SPELL IN THE GAME)
+dur (196) Reflections of the Lake - immunity to magical attacks + counterattacks @ UNDERWATER LABYRINTH
+eff+dur (384) Vampiric Mist of Innate Weakness - melee-range life-leech (aura); only works on the living (can stun-lock certain creatures) @ UNDERWATER LABYRINTH
+dmg (320) Fountain of Scorching Vapors - static dmg; fire-based enemies are immune to it(?) (Exit Temple of Moon from south [2 pillar bridge], go west twice & south [into the waterfall])
Lightning:
+dmg (114) Laughing Skull of Thunderous Might - ranged dmg (court magician) or @ UNDERWATER LABYRINTH
+dmg (240) Roaring Column of Lightning Wild - ranged dmg
--- (68) Heavenly Mend of Unseen Artisans - restores bridges/structures/monuments/guardian's arms before Anvil of Dawn @ GRYPHON KEEP
Flesh:
+heal (78) Blessed Weave of Healing Wounds - healing (court magician ONLY!)
+heal(?)+rate+dur Heightened Flesh of Strength and Hale - increases natural healing rate; healing as well(?)
+dmg (114) Bane's Boiling Blood - ranged dmg(?) @ GORGE KEEP
+eff+dur (310) The Strength of Titans - increases +1 STR even at Flesh 10 (STACKS!) @ IRON TITAN
+eff+dur Rage of Fallen Heroes - increases Change-to-Hit (gradually decreases); unable to cast attack spells
Void:
--- (600?/1050 on walls) Ritual of Unmaking - instant kill or nothing @ Reed Plain
+eff+dur (160) The Dark Cloak of Shadow - protects against physical attacks; can prevent death from falling into pits/traps @ DARK LANTERN CATACOMBS (thanks Starmaker!)
(306) Soul Link - automatical resurrection after death (though in a weakened state); poisoned/diseased/other afflictions do remain @ IRON TITAN
Go with Slashing if you're a casual gamer, as the weapon choice is pretty unfair concerning unique ones :/
Hacking - 1
Thrusting - 2
Slashing - 4 (+1 axe?)
Ranged - 3
UNIQUE ITEMS:
Swords:
SteelSunder - 1d12 @ Dark Lantern Towers
WhirlWind - 1d10 dmg, +1 AGI @ Iron Titan
SoulWrought - 3d12 dmg, +2 POW @ Quagmire
WarRender - 2d20 dmg, solid hits deal 3X dmg @ Fire Mountain
Axes:
CrimsonRage - 2d6 dmg, casts Rage of Fallen Heros [6 charges] @ City of the Dead
Spears:
Seamaiden - 1d10 dmg, casts Shackles of Ice [8 charges] @ Sunken Galley
SteelRipper - 1d8 melee dmg, 4d40 dmg when thrown (BEST RANGED WEAPON, no questions asked) @ Eye of Clay/Sanctuary
Hammers:
ThunarMjöljir - 3d6 dmg, casts Roaring Column of Lightning Wild [12 charges] @ Temple of Moon
Crossbows:
Inferno - 2d20 (fire) dmg [24 charges] @ Underground City
Throwing Stars:
Backlash - 1d6 dmg, returns to thrower's hand @ Underwater Labyrinth
BloodBane - 1d6 dmg, inflicts Bane's Boiling Blood (repeatedly?!?) @ Iron Titan
Helms:
Reed Helm of of Decipher - reduces dmg by 10%, deciphers messenger scrolls) @ Underground City (BEST HELM, hands down... Only looks good on the magician character lol. For comparison, Ivory Plate Helm weights 2kg & -10% dmg, when this one does the same with 1kg + deciphering several scrolls for new spells & info)
Armours:
Banded Ironroot Armor - -30% dmg, -50% Earth spell cost @ Land of Roots (BEST ARMOUR FOR A CASTER!)
Ivory Plate Armor - 100kg, +50% dmg (cursed) / 40kg, -50% dmg (after completing the quest & not opening the chest) @ City of the Dead (BEST ARMOUR FOR A FIGHTER!)
Serpent Scale Armor - -30% dmg, slows poison effects @ Quagmire
Fiery Jazerant Armor - -40% dmg, -25% fire dmg @ Fire Mountain
Shields:
Aegis - +1 str, regenerates str faster, -2 to hit @ Underwater Labyrinth
BloodHaven - Immunity to poison, -2 to hit @ City of the Dead
CloudBurst - -50% lightning dmg, -2 to hit @ Warlord's Tower
Magical 2nd hand items:
Hallowed Staff of Elder Wood - +100% to Blessed Weave of Healing Wounds effectiveness @ Elder Tree
Staff of Lightning Wild - casts Roaring Column of Lightning Wild [8 charges] @ Temple of Moon
Staff of Unmaking - casts Ritual of Unmaking [8 charges] @ City of the Dead
SPELLS:
Earth is useful for a straight-in-your-face caster (à la fisting & becoming immune to physical damage later on)
Water is for freezing opponents in place & gaining immunity to magical attacks (literally). Even has a fast superior attack spell in disposal
Flesh is important early in the game, but there are so many healing methods about & you'll find a staff which doubles healing when worn
Wind is for certain situations only, I'd not upgrade it after my 1st playthrough
Lightning seems to be more powerful than Earth (except against certain enemies), yet Earth has a bonus later on (in a form of an armour). Personally didn't upgrade.
Fire is for static damage for a couple hexes (if you prefer setting traps or there's a line of foes waiting to bash your head in, this is for you!), yet you suffer from it as well, MEH.
Void is... Well... Void. Cannot see any way how the spells improved by upgrading the spell school, not even Ritual of Unmaking's mana consumption wasn't reduced. Do not even bother.
Cubes of Magic Inversion can be used to get rid of spells like Dance Upon the Stones of Wind along others.
Not found Ghastly Howl of Mortal Anguish, Heightened Flesh of Strength and Hale or The Dark Cloak of Shadow, which is driving me mad >:I If anyone knows where they are, please inform!
Spell details
Effects when upgraded/MP cost/spell name/description/where to be found
(the decreased amount of mana consumption after the slash for Earth spells are when wearing Banded Ironroot Armor (-50%)
Earth:
+dmg (90/45) Iron Fist of Chaos - ranged dmg (court magician) or @ DARK LANTERN
+eff+dur (540/270) Granite Ward of Tempered Skin - reduces physical dmg on self (immune to spikes/boulders/Castellan @ lvl 10 Earth) @ ELDER TREE
+dmg+dur (344/172) Deadly Spores of Earthen Rot - static dmg @ ELDER TREE
Wind:
+dur (129) Dance Upon the Stones of Wind - avoids traps/pits/pressure plates @ QUAGMIRE
+range (98) Shrouded Gale of Vengeful Winds - pushes enemies back; reduces enemy spells' dmg; extinguishes Unholy Conflagration/Ash and Cinders/Deadly Spores of Earthern Rot (court magician) or @ DARK LANTERN
+dmg Ghastly Howl of Mortal Anguish - melee(?) dmg; only works on the living
Fire:
+dmg+dur+range (258) Unholy Conflagration - static dmg (@ UNDERGROUND CITY)
+dmg+dur (168) Ash and Cinders - static dmg (court magician) or @ DARK LANTERN
+eff+dur (308) Fire Haven - protects against fire-based spells @ UNDERGROUND CITY
Water:
+eff+dur (66) Shackles of Ice - melee freezing; at least Infernal Bones & Ice Worms (court magician) or @ DARK LANTERN (WHICH MAKES IT THE MOST UNBALANCED SPELL IN THE GAME)
+dur (196) Reflections of the Lake - immunity to magical attacks + counterattacks @ UNDERWATER LABYRINTH
+eff+dur (384) Vampiric Mist of Innate Weakness - melee-range life-leech (aura); only works on the living (can stun-lock certain creatures) @ UNDERWATER LABYRINTH
+dmg (320) Fountain of Scorching Vapors - static dmg; fire-based enemies are immune to it(?) (Exit Temple of Moon from south [2 pillar bridge], go west twice & south [into the waterfall])
Lightning:
+dmg (114) Laughing Skull of Thunderous Might - ranged dmg (court magician) or @ UNDERWATER LABYRINTH
+dmg (240) Roaring Column of Lightning Wild - ranged dmg
--- (68) Heavenly Mend of Unseen Artisans - restores bridges/structures/monuments/guardian's arms before Anvil of Dawn @ GRYPHON KEEP
Flesh:
+heal (78) Blessed Weave of Healing Wounds - healing (court magician ONLY!)
+heal(?)+rate+dur Heightened Flesh of Strength and Hale - increases natural healing rate; healing as well(?)
+dmg (114) Bane's Boiling Blood - ranged dmg(?) @ GORGE KEEP
+eff+dur (310) The Strength of Titans - increases +1 STR even at Flesh 10 (STACKS!) @ IRON TITAN
+eff+dur Rage of Fallen Heroes - increases Change-to-Hit (gradually decreases); unable to cast attack spells
Void:
--- (600?/1050 on walls) Ritual of Unmaking - instant kill or nothing @ Reed Plain
+eff+dur (160) The Dark Cloak of Shadow - protects against physical attacks; can prevent death from falling into pits/traps @ DARK LANTERN CATACOMBS (thanks Starmaker!)
(306) Soul Link - automatical resurrection after death (though in a weakened state); poisoned/diseased/other afflictions do remain @ IRON TITAN
Post edited June 08, 2013 by Grombolar