Spells

**Spells** are part of the assets of heroes and foes. Spells have a wide range of effects, such as serving as attacks, increasing defensive attributes of the user, and lowering the attributes of the opponent.

## Obtaining spells

* **Learned Automatically**: Certain hero classes automatically begin with spells, and will automatically learn new spells as they level up.
* **Purchased from the Library**: Spells can also be purchased from the library at Valmorgen. An intelligence of 11 or higher is required in order to purchase spells. All heroes can purchase two spells at the library: PowerShock and FlameShield. The Wizard class can purchase additional spells.
* **Enchantments**: Enchantments can be obtained by praying at or donating money to Temples. Enchantments can also be obtained by other means, including the consumption of Potions such as the Medusa Potion.
* **Spell-granting items**: Certain items grant spells to the hero when equipped. Spells cast in this manner are equivalent to spells that have been learned by the hero, but cannot be disabled.
* **Consumable charged items**: Charged items and artifacts can be used to cast a fixed amount of spell charges. Spells cast in this manner do not benefit from the user's intelligence stat.

## Spell use

The use of an offensive spells is equivalent to an attack. Therefore, only one offensive spell can be used in each combat round. By contrast, non-defensive do not use up the combat turn. For more information, see the main article on the combat system.

The attack resolution of offensive spells is governed by the following rules:

* **Attack Factor** = Random(1 to 100) + (Spell Level x 5) + Intelligence (of the Attacker)
* **Defense Factor** = 20 + Magic Resist (of the Defender)
* The spell successfully hits if the "Attack Factor" is greater than the "Defense Factor." Otherwise, the spell is resisted.

Spells can be disabled in the "Spells" interface. Disabling a spell prevents it from being cast. In certain situations, it is beneficial to disable certain spells. For example, a Priestess or Wizard who wishes to engage in melee combat will need to disable Drain Life and Energy Blast, since these spells can be cast every combat round, thereby preventing further actions such as melee attacks.

The damage inflicted by a spell is: (Spell damage) + INT/4 - (Opponent's Armor Enchantment Bonus x 2)

* Armor Enchantment Bonus is available only to heroes, and not available to creatures and non-hero targets.

## Spell attributes

* **Spell Level** (**Level**) – The spell level affects the priority of the spell casting and the attack factor listed above.
* **Cooldown** (**CD**) – The number of rounds per cast. For example, a value of 4 means that the spell is cast every four rounds. A value of "1" indicates that the spell may be cast every combat round. The spell's cooldown can also be regarded as its casting interval, since the cooldown value indicates the round-number increment for the next spell cast. A value of "**SC**" indicates that the spell is single-cast, i.e., it is only cast once in combat, at the earliest possible opportunity.
* **Spell Duration** (**Dur.**) – Some spells have effects that last multiple rounds. The length of this effect, if applicable, is indicated in parentheses as the duration of the spell. Spells that are a single attack or a single-round effect do not have a duration, in which case the duration field is marked by a dash (—).
* **Damage/Damage Range** – If the spell's base damage is defined as a single value, then that value serves as the "spell damage" in the above calculation. If the spell's base damage is defined as a range, then "spell damage" is determined by computing a random value from 1 to the upper limit of the range; then, if this random value is lower than the lower limit of the range, then the spell damage is set to the lower limit of the range. For example, if the spell's damage range is 10-20 and the roll of random(1 to 20) results in a value of 3, then a damage of 10 will be used.

## Spells learned by heroes

This category lists all the spells automatically learned by heroes or purchased from the library. Please note that the in-game descriptions do not specify the actual spell damage range and are, in some cases, incorrect.

The spell level is the hero level at which the spell is learned automatically or the level required for purchase from the library. Spells that are purchased from the library are labeled by the term "(from library") in the classes column.

## Enchantments

Can be obtained from according Temples or sometimes from encounters randomly appearing during your travels through some of locations.

* **Type**
	+ **Passive** – Always in effect during combat, like self-buff spells that are always on. Each time the enchantment is obtained, 10 turns are given, except for Champion's Vigor, which gives 15 turns.
	+ **Active** – Spells that must be cast individually during combat.
	+ **Non-combat** – Enchantments that only have effects outside of combat.
	+ **Resurrection** – An accumulated resource that is used only when the hero is killed in combat.
* **Cost**: The amount of gold that must be donated to the temple, which is equal to "2\*piety" needed to receive the enchantment (For example you need 1100 piety in order to receive *Blessing*).

## Enchantment effects from consumables

Entries marked with \* are mutually exclusive from each other. That is, only one of these enchantments can be on at a given time. Also, when one of such item is used, the "Werewolf Form" spell cannot be cast.

## Spells from monsters and items

This category lists spells that can be used against you by your foes, or can be gained by items found during adventuring.

The **"cooldown"** value of the spell describes the spell's cooldown only if there is a single source of the spell. If the spell is derived from a charged item and multiple charged items of this same type are equipped at once, then the spell can cast more frequently than indicated by casting from separate items.

### Summon and charm spells

For purposes of action order during combat, summon spells are considered to be non-offensive spells, while charm spells are considered to be offensive spells. All summons start to work in battle only if at least one enemy is visible.