Items
This is a list of every item in Conquest by Zellgert Games.
Conquest update 1.9.0 has released!
This is a list of every item in Conquest by Zellgert Games.
Types:
Food = Healing Properties
Weapons = Damage Properties
Armor = Defensive Properties
Junk = Only useful for trading
Literature = Can be read
Explosive = Right Click to detonate
Key = Unlocks locks
Unique = Has unique properties
Potion = Drinkable with temporary effects
Bow = Combined with arrows deals combined damage (Known bugs being corrected with these)
Magic = Ways to acquire spells without a spellbook
Type: Food
Usage: Heals Players & Revives dead party members
Rarity: Common
Type: Weapon
Damage Points: 20
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Weapon
Damage Points: 50
Usage: Deals damage to adversaries
Rarity: Common
Type: Unique
Usage: A mystery
Rarity: Rare
Type: Weapon
Damage Points: 300
Usage: Deals damage to adversaries. Adds a high magic bonus
Found ONLY in the frozen Wastelands
Rarity: Rare
Type: Explosive
Explosive Damage: 50
Blast Radius: 5x5 Tiles
Usage: Can clear cave, dungeon, and castle walls, can deal 1 time damage to enemies WITHOUT a combat turn
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Literature
Usage: Generates content to read
Rarity: Common
Type: Weapon
Damage Points: 0 (Requires arrows)
Rarity: Common
Type: Food
Usage: Heals Players & Revives dead party members
Rarity: Common
Type: Weapon
Damage Points: 60
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Weapon
Damage Points: 250
Usage: Deals damage to adversaries
Rarity: Unique
Type: Weapon
Damage Points: 200
Usage: Deals damage to adversaries
Rarity: Uncommon
Type: Junk
Usage: None
Rarity: Common
Type: Food
Usage: Heals Players & Revives dead party members
Rarity: Common
Type: Weapon
Damage Points: 450
Usage: Deals damage to adversaries
Rarity: Rare
Type: Junk
Usage: None
Rarity: Common
Type: Explosive
Explosive Damage: 50
Blast Radius: 4x4 Tiles
Usage: Can clear cave, dungeon, and castle walls, can deal 1 time damage to enemies WITHOUT a combat turn
Rarity: Common
Type: Armor
Defense Points: 500
Usage: Protects from adversaries
Rarity: Rare
Type: Armor
Defense Points: 10
Usage: Protects from adversaries
Rarity: Common
Type: Weapon
Damage Points: 70
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: +80 (Requires arrows)
Rarity: Uncommon
Type: Weapon
Damage Points: 90
Usage: Deals damage to adversaries
Rarity: Common
Type: Unique
Damage Points: 90
Defense Points: 50
Usage: Unknown
Rarity: Common
Type: Unique
Usage: TBA
Rarity: Unique
Type: Armor
Defense Points: 300
Usage: Protects from adversaries
Rarity: Rare
Type: Armor
Defense Points: 500
Usage: Protects from adversaries
Rarity: Rare
Type: Weapon
Damage Points: +350 (Requires arrows)
Rarity: Unique
Type: Weapon
Damage Points: 550
Usage: Deals damage to adversaries
Rarity: Unique
Type: Armor
Defense Points: 600
Usage: Protects from adversaries
Rarity: Rare
Type: Weapon
Damage Points: 450
Usage: Deals damage to adversaries
Rarity: Rare
Type: Weapon
Damage Points: +150 (Requires arrows)
Usage: Deals damage to adversaries
Rarity: Rare
Type: Magic
Usage: Draws one random spell card into play
Rarity: Rare
Type: Junk
Usage: None
Rarity: Unique
Type: Explosive
Explosive Damage: 500
Blast Radius: 7x7 Tiles
Usage: Can clear cave, dungeon, and castle walls, can deal 1 time damage to enemies WITHOUT a combat turn. HOWEVER, most buildings may not survive a blast of this magnitude.
Rarity: Rare
Type: Armor
Defense Points: 300
Usage: Protects from adversaries
Rarity: Rare
Type: Weapon
Damage Points: 450
Usage: Deals damage to adversaries
Rarity: Common
Type: Armor
Defense Points: 450
Usage: Protects from adversaries. Repels FIRE
Rarity: Unique
Type: Weapon
Damage Points: 200
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Weapon
Damage Points: 550
Usage: Deals damage to adversaries
Rarity: Unique
Type: Magic
Usage: Draws one random spell card into play
Rarity: Rare
Type: Explosive
Explosive Damage: 250
Blast Radius: 6x6 Tiles
Usage: Can clear cave, dungeon, and castle walls, can deal 1 time damage to enemies WITHOUT a combat turn. HOWEVER, some buildings may not survive a blast of this magnitude.
Rarity: Uncommon
Type: Unique
Usage: Heals Players & Revives dead party members
Rarity: Common
Type: Potion
Usage: Drinking this will heal the entire party
Rarity: Common
Type: Explosive
Explosive Damage: 100
Blast Radius: 6x6 Tiles
Usage: Can clear cave, dungeon, and castle walls, can deal 1 time damage to enemies WITHOUT a combat turn.
Rarity: Uncommon
Type: Armor
Defense Points: 350
Usage: Protects from adversaries
Rarity: Uncommon
Type: Unique
Usage: Quest Item
Rarity: Unique
Type: Weapon
Damage Points: 350
Usage: Deals damage to adversaries
Rarity: Unique
ONCE BELONGING TO KING GARTER. ONE OF THE FOUR KINGS OF OLD.
Type: Weapon
Damage Points: 250
Usage: Deals damage to adversaries
Rarity: Unique
ONCE BELONGING TO KING PHILLIP. ONE OF THE FOUR KINGS OF OLD.
Type: Weapon
Damage Points: 450
Usage: Deals damage to adversaries
Rarity: Rare
Type: Armor
Defense Points: 60
Usage: Protects from adversaries
Rarity: Common
Type: Literature
Usage: Generates content to read
Rarity: Common
Type: Weapon
Damage Points: 350
Usage: Deals damage to adversaries
Rarity: Rare
Type: Weapon
Damage Points: +50 (Requires arrows)
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: 250 - 500
Usage: Deals damage to adversaries, but randomly picks how much. The mace is only counted as 250 Damage in the inventory, but can go up to 500 damage.
Rarity: Unique
Type: Weapon
Damage Points: 250
Usage: Deals damage to adversaries
Rarity: Common
Type: Unique
Usage: A powerful and dangerous chance cube that can be rolled by the party. The cube possess cosmic properties and has the capability to either assist or destroy the party in an extreme ways. From granting all party members 500 Gold Coins + Magic Items, to summoning Gongol and having him attack first. This chance cube can do literally anything.
Rarity: Unique
Type: Magic
Usage: Draws one random spell card into play
Rarity: Rare
Type: Armor
Defense Points: 100
Usage: Protects from adversaries
Rarity: Uncommon
Type: Weapon
Damage Points: 150
Usage: Deals damage to adversaries. Adds a high magic bonus
Rarity: Common
Type: Potion
Usage: Drinking this will give each party member 15 Magic Points (60 Magic Total) Useful if you need to stockpile magic points without the risk of loosing them while dying.
Rarity: Common
Type: Armor
Defense Points: 350
Usage: Protects from adversaries by growing a thick tree as a shield
Rarity: Unique
Type: Junk
Usage: None
Rarity: Common
Type: Weapon
Damage Points: 5
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Potion
Usage: Drinking this will either provide 100 Damage, 200 defense, or 30 magic
Rarity: Common
Type: Weapon
Damage Points: 200
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: 550
Usage: Deals damage to adversaries
Rarity: Unique
Type: Magic
Usage: Draws one random spell card into play
Rarity: Unique
Type: Junk
Usage: None
Rarity: Common
Type: Weapon
Damage Points: 50
Usage: Deals damage to adversaries. Adds a high magic bonus
Rarity: Common
Type: Unique
Usage: TBA
Rarity: Rare
Type: Literature
Usage: Generates content to read
Rarity: Common
Type: Literature
Usage: Generates content to read
Rarity: Common
Type: Weapon
Damage Points: 80
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: 180
Usage: Deals damage to adversaries
Rarity: Common
Type: Potion
Usage: Drinking this will draw FOUR Fortitude Skill Cards into play IMMEDIATELY
Rarity: Rare
Type: Potion
Usage: Drinking this will force NPC's to share quest information with the party
Rarity: Unique
Type: Potion
Usage: Drinking this will double all attack stats for a combat round
Rarity: Rare
Type: Weapon
Damage Points: 900
Usage: Deals damage to adversaries
Rarity: Unique
Type: Weapon
Damage Points: +550 (Requires arrows)
Rarity: Unique
Type: Armor
Defense Points: 500
Usage: Protects from adversaries
Rarity: Unique
Type: Weapon
Damage Points: 450
Usage: Deals damage to adversaries. Adds a high magic bonus
Rarity: Unique
Type: Unique
Usage: Heals Players & Revives dead party members
Rarity: Unique
Type: Weapon
Damage Points: 100
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Magic
Usage: Draws one random spell card into play
Rarity: Rare
Type: Weapon
Damage Points: 300 - 600
Usage: Deals damage to adversaries, but randomly picks how much. The blade is only counted as 300 Damage in the inventory, but can go up to 600 damage.
Rarity: Unique
Type: Junk?
Usage: Many consider it junk.... Or is it?
Rarity: Rare
Type: Armor
Defense Points: 100
Usage: Protects from adversaries
Rarity: Common
Type: Armor
Defense Points: 250
Usage: Protects from adversaries
Rarity: Uncommon
Type: Armor
Defense Points: 500
Usage: Protects from adversaries
Rarity: Uncommon
Type: Unique
Damage Points: 450
Defense Points: 250
Magic Points: 25
Usage: Unknown
Rarity: Rare
Type: Weapon
Damage Points: 50 (Requires arrows)
Magic Bonus: +200
Rarity: Rare
Type: Weapon
Damage Points: 450
Magic Bonus: +250
Usage: Deals damage to adversaries
Rarity: Rare
Type: Weapon
Damage Points: 100
Usage: Deals damage to adversaries
Rarity: Common
Type: Junk
Usage: None
Rarity: Common
Type: Key
Usage: Automatically solves locks on chests and doors
Rarity: Uncommon
Type: Unique
Usage: TBA
Rarity: Rare
Type: Weapon
Damage Points: 110
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: 200
Usage: Deals damage to adversaries
Rarity: Common
Type: Key
Usage: Automatically solves locks on chests and doors
Rarity: Common
Type: Weapon
Damage Points: 100
Usage: Deals damage to adversaries. Adds a high magic bonus
Rarity: Rare
Type: Armor
Defense Points: 250
Usage: Protects from adversaries
Rarity: Uncommon
Type: Armor
Defense Points: 650
Usage: Protects from adversaries
Rarity: Unique
Type: Armor
Defense Points: 400
Usage: Protects from adversaries, HOWEVER the rings have a (-100) Attack Damage penalty.
Rarity: Uncommon
Type: Potion
Usage: TBA
Rarity: Rare
Type: Potion
Usage: Drinking this will heal the entire party
Rarity: Rare
Type: Weapon
Damage Points: 250
Usage: Deals damage to adversaries
Rarity: Common
Type: Weapon
Damage Points: 100
Usage: Deals damage to adversaries. Adds a high magic bonus
Found ONLY in the Dwindling Marsh
Rarity: Rare
Type: Unique
Usage: Right Clicking this card will send the party back in time. (Back to when Gongol was taking over the world)
Rarity: Unique
Type: Weapon
Damage Points: 300
Usage: Deals damage to adversaries. Also illuminates dark places
Rarity: Common
Type: Weapon
Damage Points: +100 (Requires arrows)
Magic Bonus: +250
Rarity: Rare
Type: Weapon
Damage Points: 700
Usage: Deals damage to adversaries
Rarity: Unique
Type: Weapon
Damage Points: 750
Usage: Deals damage to adversaries
Rarity: Unique
Type: Junk
Usage: None
Rarity: Common
Type: Unique
Usage: Right Clicking this card will allow the party to 'Fly up to the OVI Lands'
Rarity: Unique
Type: Weapon
Damage Points: 50
Usage: Deals damage to adversaries. Adds a high magic bonus
Rarity: Common
This is a list of every spell in Conquest by Zellgert Games.
Take note of the party's 'Magic Ability.' If the party is a Level 0 for magic, they are not permitted to cast spells.
Magic Level 0 = The party cannot cast spells
Magic Level 1 = Spell Levels 1 & 2
Magic Level 2 = Spell Levels 1, 2, & 3
Magic Level 3 = Spell Levels 1, 2, 3, & 4
Type: Combat Spell
Spell Defense Points: 20
Usage: Provides protection against enemies by shrouding them in mist
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Spell Damage Points: D6 Roll (1 - 6 Damage)
Usage: Deals damage to adversaries. Summons a fireball
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Spell Damage Points: D6 Roll (1 - 6 Damage)
Usage: Deals damage to adversaries. Summons icicles
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Healing Spell
Health Restored: 50
Usage: Heals up to 50 Health Points
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Utility Spell
Usage: increases visibility in misty/dark zones (Such as Dungeons and Castles)
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Spell Damage Points: D6 Roll x 10 (10 - 60 Damage)
Usage: Deals damage to adversaries. Attempts to shatter the target
Price: The Caster must have at least 50 Health Points and pay a price of 5 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Utility Spell
Usage: Forces the opponent to miss on it's combat turn
Price: The Caster must have at least 100 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Usage: Forces the target to miss on their turn
Price: The Caster must have at least 100 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Spell Defense Points: 100
Usage: Provides protection against enemies by repelling up to 100 damage
Price: The Caster must have at least 100 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Healing Spell
Health Restored: All Health Regardless of amount
Usage: Heals all health of one player
Price: The Caster must have at least 100 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 1
Type: Combat Spell
Spell Damage Points: D6 Roll x 10 (10 - 60 Damage)
Usage: Deals damage to adversaries. Summons a wave of fireballs
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Combat Spell
Spell Damage Points: D6 Roll x 10 (10 - 60 Damage)
Usage: Deals damage to adversaries. Summons a wave of icicles
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Combat Spell
Spell Defense Points: D12 Roll x 10 (10-120)
Usage: Provides protection against enemies by forming a magical shield
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Utility Spell
Usage: increases visibility further in misty/dark zones (Such as Dungeons and Castles)
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Combat Spell
Spell Defense Points: D12 Roll x 10 (10-120)
Usage: Provides a magical defense buffer AND forces the enemy to miss the next time they attack
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Healing Spell
Health Restored: All Health Regardless of amount for all party members
Usage: Heals all party health
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Combat Spell
Spell Damage Points: D6 Roll x 10 (10 - 60 Damage)
Usage: Deals damage to adversaries. Summons a wave of icicles
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Utility Spell
Usage: Increases the casters strength by 100
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Utility Spell
Usage: Doubles the loot found in a chest once
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Healing Spell
Health Restored: All Health Regardless of amount for all party members
Usage: Heals all party health and has persistent healing properties
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 2
Type: Combat Spell
Spell Damage Points: D6 Roll x 100 (100 - 600 Damage)
Usage: Deals damage to adversaries. Summons an army of high-energy fire
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Damage Points: D6 Roll x 100 (100 - 600 Damage)
Usage: Deals damage to adversaries. Summons a high-energy blizzard
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Utility Spell
Usage: There are no visibility problems in misty/dark zones (Such as Dungeons and Castles)
Price: The Caster must have at least 400 Health Points and pay a price of 20 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Utility Spell
Usage: Hides the party and prevents ambushes for about a minute
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Utility Spell
Usage: Prevents ambushes for 2 minutes
Price: The Caster must have at least 200 Health Points and pay a price of 10 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Defense Points: All Magical Attacks
Usage: Provides protection against enemies using magic spells
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Defense Points: All Fire-based Attacks
Usage: Provides protection against enemies using fire
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Defense Points: All Attacks (Except fire and spell damage)
Usage: Provides protection against enemies using regular weapons or damage
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Damage Points: 700
Usage: Deals damage to adversaries. Summons a fire-breathing dragon
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Combat Spell
Spell Damage Points: 800
Usage: Deals damage to adversaries. Summons a fire-breathing dragon
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 3
Type: Utility Spell
Usage: Hides the party and prevents ambushes for about two minutes
Price: The Caster must have at least 600 Health Points and pay a price of 25 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Utility Spell
Usage: Summons an item out of thin air
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Combat Spell
Spell Damage Points: D12 Roll x 100 (100 - 1,200)
Usage: Deals damage to adversaries. Attempts to disintegrate target
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Combat Spell
Spell Damage Points: 750
Usage: Slams the adversary onto the ground
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Healing Spell
Health Restored: All Health Regardless of amount for all party members with high persistent healing properties
Usage: Heals all party health and has persistent high healing properties
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Combat Spell
Spell Damage Points: D12 Roll x 100 (100 - 1,200)
Usage: Deals damage to adversaries. Attempts to disintegrate target
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Combat Spell
Spell Damage Points: 1,000
Usage: Deals damage to adversaries. Attempts to disintegrate target
Price: The Caster must have at least 800 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Utility Spell
Usage: Hides the party and prevents ambushes for about three minutes
Price: The Caster must have at least 1,000 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Utility Spell
Usage: Hides the party and prevents ambushes for about three minutes
Price: The Caster must have at least 1,000 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4
Type: Combat Spell
Spell Damage Points: INSTANT DEATH TO EVERY MONSTER EXCEPT GONGOL or THE SECRET ORDER LEADER. (For the exceptions, the spell deals 1,200 damage)
Usage: Deals damage to adversaries. Attempts to disintegrate target
Price: The Caster must have at least 1,000 Health Points and pay a price of 30 Magic Points per use
Additional Details: Spells can be purchased directly from 'The Talking Book' or can be randomly assigned using 'Magic Type' items that provide random spells
Spell Level: 4