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Dark and Light – What Do the Spells and Runes Do?

9 August 2017, Wednesday, 16:24:09

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What Do the Spells and Runes Do?

Combat Spells

Cobweb of Crystal Ball

Release a cobweb to retard enemy and reduce their weight limit.

 

Draining Spell (Dark Magic)

Cast this extraction spell from a staff to extract magic shards from the world.

 

Fireball I (Fire Magic)

Cast this combat spell from your staff to hurl a fireball at your enemies.

 

Fireball II (Fire Magic)

Cast this combat spell from your staff to hurl an advanced fireball at your enemies.

 

Fireball III (Fire Magic)

Cast this combat spell through a staff to hurl a master fireball at your enemies.

 

Fire Missile (Flame Missle) (Fire Magic)

Cast this combat spell from a staff to shoot a flaming missile that seeks enemies.

 

Firestorm (Fire Magic)

Cast this combat spell from a staff to unlease a deverstating storm of fire at your enemies.

 

Firestorm II (Fire Magic)

Cast this combat spell from a staff to unlease an advanced deverstating storm of fire at your enemies.

 

Frostbolt I (Water Magic)

Cast this combat spell from a staff to send a shard of frozen water at your target.

 

Frostbolt II (Water Magic)

Cast this combat spell from a staff to send an advanced shard of frozen water at your target.

 

Frostbolt III (Water Magic)

Cast this combat spell from a staff to send a master shard of frosen water at your target.

 

Hailstorm

Cast this combat spell from a staff to rain a storm of freezing hail down on your enemies.

 

Hailstorm II (Water Magic)

Cast this combat spell from a staff to rain an advanced storm of freezing hail down on your enemies.

 

Lightning Bolt (Air Magic)

Cast this combat spell from a staff to unlease a bolt of lightning on your enemies.

 

Lightning Bolt II (Air Magic)

Cast this combat spell from a staff to unlease an advanced bolt of lightning on your enemies.

 

Lightning Bolt III (Air Magic)

Cast this combat spell from a staff to unlease a master bolt of lightning on your enemies.

 

Wall of Fire (Fire Magic)

Cast this combat spell from a staff to create a wall of roaring flames that burns any enemies passing through it.

 

Wall of Ice (Wall of Frost) (Water Magic)

Cast this combat spell from a staff to create an unmovable wall of ice and stop enemies in their tracks.

 

Wall of Lightning (Air Magic)

Cast this combat spell from a staff to create a wall of cracking electricity that shocks any enemies passing through it.

 

Telekinesis

Cast this physic spell from a staff to levitate a heavy object like a boulder or a tree and hurl it at your enemies.

 

Polymorph (Beast Magic)

Cast this combat spell from a staff to temporary transform your victim into a harmless sheep (lasts about 8 seconds)

 

Illusion Spells:

Highland Illusion (Earth Magic)

Cast this illusion spell from a staff to charm a targeted structure, allowing it to blend into mountainous surroundings.

 

Marshland Illusion (Earth Magic)

Cast this illusion spell from a staff to charm a targeted structure, allowing it to blend into swampy surroundings.

 

Woodland Illusion (Earth Magic)

Cast this illusion spell from a staff to charm a targeted structure, allowing it to blend into forest surroundings.

 

Arctic Illusion: (Earth Magic)

Cast this illusion spell from a staff to charm a targeted structure, allowing it to blend into snowy surroundings.

 

Vulcanic Illusion (Earth Magic)

Cast this illusion spell from a staff to charm a targeted structure, allowing it to blend into vulcanic surroundings.

 

Runes

Rune of Cooling (Water Magic)

A magical rune imbued with the element of water. Cast this to protect your body against hot temperatures.

 

Rune of Darkvision (Dark Magic)

A magical stone imbued with the power of omniscience. Cast this and your enemies can not hide from you.

 

Rune of Deathstalker Form (Beast Magic)

A magical stone imbued with transformative abilities. Cast to assume the form of a prowling deathstalker.

 

Rune of Gravity I (Air Magic)

A magical rune imbued with the element of earth. Cast this to improve your weight limit.

There are also Rune of Gravity II and III

 

Rune of Guidance (Earth Magic)

A magical stone imbued with a navigation spell. Cast this to project a magical map on the ground that pinpoints your location in Archos. (if crosshair is enabled)

 

Rune of Haste (Air Magic)

The magical stone imbued with a spell of haste increase movement speed when cast.

 

Rune of Light (Light Magic)

A magical stone imbued with a light spell. Provides a guiding and warding light when cast.

 

Rune of Recall (Light Magic)

A magical stone imbued with a teleporting spell. Transports you to your faction’s city when cast.

 

Rune of Radiance (Light Magic)

A magical stome imbued with an advanced light spell, offering greater guidance and protection.

 

Rune of Restoration (Water Magic)

A magical stone imbued with restorative powers. Cast this to slowly regenerate health.

 

Rune of Warmth (Fire Magic)

A magical stone imbued with fire magic. Cast this to keep warm in the cold climates of Archos.

 

Rune of Wyvern Form (Beast Magic)

A magical stone imbued with transformative abilities. Cast to assume the form of a soaring wyvern.

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