Your traveller
Spells
Casting with a wand: the spells, the scarabs they need, the elements, and what creatures and armor make of each.
What a cast needs
- A wand in your hand. Every spell is cast through it, and a spell's damage is worked from the wand's own.
- The spell. Training Wand teaches the first level of every War spell and gives you 10 Clay scarabs, once. Every higher level is learned from a scroll.
- A scarab of the spell's level in your pack. About one cast in 10 uses the scarab up.
- Mana for the spell.
One school can be cast in this build: War, on the Wand skill. See Skills.
Casting
Press Enter and type /cast with the
spell's name and level, as in /cast storm bolt 2 for
Storm Bolt II. Leave the level out and you cast the first. There is
no spellbook or spell bar yet.
- A spell that is aimed needs a target selected, and reaches 24 meters in clear sight. At peace, a cast draws your wand first.
- Stand still while the spell is prepared: a step, a turn or a jump breaks the cast.
- A power attack, an ability that breaks a guard, a creature's heavy blow or a stagger that lands on you before the spell is released breaks the cast. An ordinary blow hurts and the spell still leaves the wand. A swing or a drawn bow is broken by any blow.
- A cast can fizzle. A fizzle strikes nothing and spends 50% of the spell's mana.
- A spell that is released is rolled to strike as a wand's bolt is, and glances when it is turned. See Combat.
| Shape | What it does | Damage | Mana | Prepared in | Recovery |
|---|---|---|---|---|---|
| Bolt | One bolt at one target. | 100% | 100% | 0.5 s | 0.6 s |
| Jolt | Half a bolt's damage for half its mana, cast in half the time, and it flies faster. | 50% | 50% | 0.25 s | 0.3 s |
| Nova | A ring round you that strikes up to 5 within 4 meters. It needs no target. | 70% | 160% | 0.8 s | 0.7 s |
The spells
9 spells, each at 7 levels: a bolt, a jolt and a nova in each of 3 elements.
| Spell | School | Element | Shape |
|---|---|---|---|
| Brine Bolt | War | Brine | Bolt |
| Brine Jolt | War | Brine | Jolt |
| Brine Nova | War | Brine | Nova |
| Storm Bolt | War | Storm | Bolt |
| Storm Jolt | War | Storm | Jolt |
| Storm Nova | War | Storm | Nova |
| Rime Bolt | War | Rime | Bolt |
| Rime Jolt | War | Rime | Jolt |
| Rime Nova | War | Rime | Nova |
Levels
| Level | Scarab | A scarab costs | A scroll costs | Mana for a bolt | Damage against your wand's | Skill for an even chance | Skill to cast 9 times in 10 |
|---|---|---|---|---|---|---|---|
| I | Clay | 5 gold | Comes with training | 6 | 2.1 times | 30 | 62 |
| II | Copper | 15 gold | 300 gold | 9 | 2.5 times | 65 | 97 |
| III | Bronze | 30 gold | 600 gold | 12 | 2.9 times | 100 | 132 |
| IV | Iron | 50 gold | 1,000 gold | 16 | 3.4 times | 135 | 167 |
| V | Tidesteel | 75 gold | 1,500 gold | 20 | 3.9 times | 170 | 202 |
| VI | Tideglass | 105 gold | Not sold | 25 | 4.5 times | 205 | 237 |
| VII | Abyssal | 140 gold | Not sold | 30 | 5 times | 240 | 272 |
The chance that a cast takes depends on your skill in the spell's school against the level's difficulty. At the difficulty itself it is even: a skill of 30 casts a spell of level I half the time, and a spell of level II 8% of the time.
Scarabs and scrolls
A scarab seller stands in every town with a bell: at the market stall at the north end of Bellwether green on Saltmere, under the awning south of the trader's in Bellcross, and at the counter of the shop in each outer town. Stand there and press E. A seller buys nothing back.
| Sold up to level | By the sellers of |
|---|---|
| I | Saltmere |
| II | Bellcross |
| III | Harrow Rest, Ivory Rest, Harrow Shore, Ivory Ward |
| IV | Harrow March, Juniper Rest, Harrow Ward, Juniper Ward |
A scroll teaches one level of one spell and costs what 20 scarabs of its level do. Double-click it in your pack to read it. You must have trained the spell's school, and the scroll is used up. Sellers keep scrolls of levels II, III, IV and V, up to the level their town sells. No seller in this build goes past level IV, and scrolls above V are not sold anywhere.
Elements
Magic comes in 3 elements: Brine, Storm and Rime. A spell is of its own element. A wand's plain bolt is of the wand's: Brine for every wand in this build. Each kind of creature takes more of some elements and less of others.
| Creature | Brine | Storm | Rime |
|---|---|---|---|
| Mire lamprey | Strong, takes 75% | Weak, takes 125% | Even |
| Silt skipper | Strong, takes 75% | Weak, takes 125% | Even |
| Brineback boar | Even | Strong, takes 75% | Weak, takes 125% |
| Stormbell jelly | Even | Strong, takes 75% | Weak, takes 125% |
| Wrack hound | Weak, takes 125% | Even | Even |
| Barrow shambler | Weak, takes 125% | Even | Strong, takes 75% |
| Brinebound | Even | Weak, takes 125% | Strong, takes 75% |
| Drowned bowman | Strong, takes 75% | Weak, takes 125% | Even |
| Marsh light | Weak, takes 125% | Strong, takes 75% | Even |
| Reaver | Even | Weak, takes 125% | Even |
| Reaver bowman | Even | Strong, takes 75% | Weak, takes 125% |
| Saltbone archer | Weak, takes 125% | Even | Strong, takes 75% |
| Tidestalker heron | Even | Weak, takes 125% | Strong, takes 75% |
| Wreck hermit | Strong, takes 75% | Even | Weak, takes 125% |
| Brackjaw | Strong, takes 75% | Even | Weak, takes 125% |
| Brinemaw toad | Strong, takes 75% | Even | Weak, takes 125% |
| Drowned watchman | Strong, takes 75% | Weak, takes 125% | Even |
| Saltclaw crab | Even | Weak, takes 125% | Strong, takes 75% |
| Coral thrall | Strong, takes 75% | Weak, takes 125% | Even |
| Seal guardian | Strong, takes 75% | Even | Even |
Your armor meets magic of an element with a resistance in place of its armor. The resistance is this share of the piece's armor, by what the piece is made as.
| Armor | Brine | Storm | Rime |
|---|---|---|---|
| Cloth | 250% | 250% | 250% |
| Leather | 100% | 125% | 75% |
| Kazaghand | 75% | 50% | 100% |
| Tidewrought | 125% | 50% | 75% |
| A shield | 100% | 100% | 100% |
Mana and the two quiet skills
Mana returns 0.5 a second on your feet, 2 sitting and 4 lying down, so a caster rests between fights. The spells on what you wear draw on the same mana. See worn spells.
| Skill | What it does | At its best |
|---|---|---|
| Magic Efficiency | Every spell you cast costs less mana and uses up its scarab less often: by the skill's level over 750, a third at most. | 33% less mana, and a scarab used up about one cast in 15 |
| Arcane | The spells on what you wear draw less of your mana: by the skill's level over 500, a half at most. | 50% less mana drawn by worn spells |
Magic Efficiency rises with the spells you land. Neither skill casts anything.