recursal/Fanatic-Fandom huggingface dataset:
February 24, 2011 Patch

← Previous Patch(February 11, 2011)

* Improved capsule-static mesh collision. (Reduces risk of characters falling through collision)
* Fixed a crash when spawning too many greasefields or tornados in a network game.
* Fixed a network bug where multiple damage types in a single damage message was read incorrectly.
* Fixed a network bug where if a character had more than one status effect other clients would read it incorrectly.
* Fixed kills with beam-spells for characters without gibs.
* Fixed vortex synchronization over network.
* Made some optimizations to the network messages.
* Made some optimizations to the physics library.
* Corrected some magicks cast animations.
* Fixed Kahn’s bloodtype (black now instead of regular).
* Fixed a bug where some effects would turn invisible when spawned in certain angles.
* Fixed a thread issue on game startup which resulted in a crash for some users.
* Fixed an issue where the audio engine would cause a crash when quitting the game.
* Fixed an issue where if a gamepad tried to navigate the menu while changing chapters it would cause a crash.
* Fixed a bug in Chapter 2 Boss where he would be stuck in single state (ranged attack).

### New features/balancing

* Added camera shaking effects.
* Added Xinput gamepad rumble.
* Fixed the duration and range of spray type spells.
* Improved Gun's tracer bullets.
* Reworked keyboard and mouse controller configuration.
Conflagration

## Spell effects

**Conflagration** causes a wave of heat of size 11(width)x2x2 to emit from the casting wizard 3 distance away that travels rapidly in the direction he is facing. Everything caught in this heat wave will take 600 fire damage and catch on fire, possibly causing panic mode. The on fire damage initially starts ticking at 150 damage but this will decrease over time (as does all on fire effects). Units that are wet/frozen will still take 600 fire damage, but will become dry/thawed and not catch on fire. Grease patches caught in the conflagration will also get lit.

Conflagration lasts for 1 second and travels for a distance of 20. It can be Nullified while the heat wave is moving, however it is difficult to do so because the speed is extremely fast. The heat wave will also move through obstacles and is capable of hitting targets behind walls. Conflagration does not melt frozen water/lava surfaces unlike other fire spells.

If Conflagration is cast inside a shield bubble, it will only hit units inside the same shield bubble and the shield bubble will take 600 damage. If Conflagration is cast outside a shield bubble, it will not affect any units inside the shield bubble and the shield bubble takes no damage.

Using multiple Conflagrations does not diminish in effectiveness because the fire damage taken while being on fire stacks on repeat applications.

## Pros

* Causes a lot of damage if there is a large group of enemies caught in the conflagration.
* Very difficult to Nullify due to the fast movement speed of conflagration.
* Can hit targets out of direct line of sight.
* Kills Goblin Bombers instantly and instantly detonates any bombs that they have thrown (as does any fire spell).

## Cons

* Not effective if targets are wet, especially if it is raining.
* The combination to cast Conflagration is 8 elements long and is particularly hard to cast.
* Easily countered by using a fire immunity aura (+Self) or a shield bubble (+Self).
* Deals very low damage to single, powerful enemies such as trolls. In such moments, it's disappointing because it deals less damage than it looks it should deal.

## Trivia

* Conflagration is used by Grimnir.
* Before patch v1.3.5.4, Conflagration was capable of hitting targets that are incorporeal. This included all Daemons, Future Vlad and Death.
* Conflagration is one of the two Magicks that consists of 8 elements (Vortex is the other). There are no Magicks that have a longer element combination.
Healing Hands

## Pros

* As sometimes nice after a hard day's work to embed to some goblin or even worse someone!
* Or sculpt a snowman out of big orc with the help of magic and those golden hands (option for the good Wizards!)
* This weapon is unique, no wizard has such hands!

## Cons

* It is a pity that they can not revive friends or kill a dragon with a single blow... Although there are thousand ways!
* It is so useless.
Controls

## Hotseat/cooperative on one computer

Currently, more than one player can play Magicka on the same computer at the same time. One player uses a mouse and keyboard while up to three other players must all use game pads. Alternatively, all players may use game pads.

It ***may*** also be possible to use a third party program (from the internet) in windows to emulate a game pad on a second mouse/keyboard combo. This would effectively trick the game into thinking there are extra players with game pads when in reality there would be extra players using a keyboard and mouse connected to the computer.

## See Also

* Types Of Attacks
* Spell Combinations
Community

Magicka may have not had any official news about it in a while, but this doesn't mean that people are not interested in it. There is a number of communities on the internet that are dedicated to the Magicka games. This page is meant as a helpful directory of them for a new person interested in joining.

## General communities

* **The MAGICKA Camp** discord — An all purpose Magicka servers for all the different Magicka games and for every skill level.
* **Magicka Speedrunning** discord — A server dedicated to speedrunning all Magicka games.
* **Magicka** discord — Snapz' Magicka Server! A sister location of **The MAGICKA Camp**.

## Magicka 1 communities

* **Magicka 1 Veterans** discord — A server for wizards who are really darn good at the original Magicka and those who are serious about improving their spellcasting skills. This server is focused on PvP and modded challenges.
* **Assatur** discord — This server is dedicated to Magicka modding, specifically tinkering with the game code (C#) to improve the game (make it more stable etc) and to allow others to make modifications compatible with each other. The patched version tends to be much stabler than vanilla. However, this server is not for troubleshooting the vanilla version of the game.

## Magicka: Wizard Wars communities

* **Wizard Wars Reborn** discord — A community of people working on reviving the now-shut down Magicka: Wizard Wars. If you want to play the game in the current year, you need to use the client avaliable on their server.
* **Magicka: Wizard Wars Modding** discord — A server dedicated to all things modding for Wizard Wars.

## Magicka 2 communities

* **The Magicka College** discord — A server primarily Magicka 2 players with a heavy focus on mathematics and glitch hunting. We use these to better ourselves in PvP and PvE alike.

## See Also

* Utilities — various user-made utilities for the games.
Aristo-Staff

The **Aristo-Staff** marks you as a wizard of refined tastes - as well as a penchant for quick getaways when the going gets tough. It will significantly increase your survivability with a huge increase in all resistances, however, it will simultaneously greatly hamper your ability to be healed.

A handy method to get around this, and in fact handy in general, is to cast a shield bubble (AOE, and fill it with healing mines (AOE). When you walk over the mines you will heal yourself for approximately 150hp with this staff equiped. This will ultimately give you time to heal yourself and your, giving you plenty of time to plan out your next series of attacks, or letting you fully charge a projectile. This technique is not as convenient fighting Dwarf Warriors, as they are able to teleport inside your shield. However, with this staff, you can quickly teleport out of the shield, creating a new one else where, leaving them trapped inside the original one for a period. Otherwise, you can use this shield as a safe area, using the Teleport magicka to leave, cast off your spells, and when you lose too much HP, quickly returning using the **Aristo-Staff'**s active ability.

## Abilities

* The resistance aura reduces the effects of all elements as well as physical damage on the user by 75%, increasing your survivability.
* The resistance aura also reduces the time negatives status effects lasts
* The Teleport ability on the Aristo-Staff is directed and is one of the best panic button abilities available from a staff.
* Best Use: **Survival**

## Pros

* 75% resistance to all forms of damage, effectively giving you 4 times the hp.
* Excellent panic button; allows teleporting when wet.
* Elemental resistances is useful when dueling with enemy casters/spitters.
* Life resistance becomes irrelevant with certain characters like the Space Marine (which is immune to life anyway).

## Cons

* Also gives 75% Life Resistance, thus making heals 75% less effective on you.
* The Teleport magick is already available to wizards in Chapter Seven, so it is somewhat redundant barring specific circumstances.
Fear

## Spell effects

**Fear** causes all enemy units within 10 radius of the caster to flee away from the caster for 6 seconds. Feared units move in a straight line away from the caster's position. The direction of travel away from the caster is constantly updated as the caster's position changes. This can cause enemies to walk off ledges and islands, eliminating them from the battlefield. Allies and minions of the caster are not feared when using this Magick.

The Fear Magick can also be found on the Staff of the White Wizard as its active ability with a long cooldown of 20 seconds. Technically, this staff's Fear spell is a different one (in the game's code) and it has a different sound effect, but the effects are identical.

Fear can be removed by casting Nullify.

Fear will affect dummies, like the ones at the training field below the stairs at Castle Aldrheim.

## Pros

* Very useful to avoid getting swarmed and killed, since its effect radius of 10 is fairly large.
* Can be used to fear enemies off islands.
* Beam spells are effective on fleeing enemies because they run in a straight line away from the caster.

## Cons

* Fear can be removed by Nullify.
* The Staff of the White Wizard can cast Fear instantly and is found in Chapter One and Chapter Seven, but it has a long cooldown of 20 seconds.
* Has no use in PvP because wizards are considered allies.
Holy Divider

*This article is a stub. You can help Magickapedia by expanding it.*

## Abilities

Thanks to its Amour Piercing capability, will hit enemies with a hand held shield twice dealing 2674 damage.

## Pros

* Does very high damage: 1337 dmg/hit, ~1 hit/sec.
* Damages armored enemies
* 1337 damage!

## Cons

* Is often too slow to hit faster enemies, such as Goblins

## Trivia

* The name of the sword, and the scene showing how the player acquires it, is a reference to the song *Holy Diver* from Dio.
* The amount of damage it does, 1337, is short for a style of typing called *leet* that uses numbers and symbols.
Scythe of Malevolence

*This article is a stub. You can help Magickapedia by expanding it.*

## Abilities

Self cast with no elements will cause a spray of poison that slows and damages unarmored opponents.

## Pros

* The Poison spray is effective crowd control against goblins or similar enemies.
* Allows the user to create Poison Elementals.
* Certain robes have Life resistance or even immunity by default, thus making this staff a straight upgrade from the default staff with them.

## Cons

* Heals will not be as effective on you.
* You will be forced to heal yourself with  bombs.
* Poison spray has limited range.
Adventure Walkthrough (Magicka 2)

The following is a walkthrough for Magicka 2.

## Chapters

* Prologue - Open the door and enter a Midgard without Wizards.. until now, that is.
* Chapter 1 - Begin your adventure by visiting the yearly festival celebrating the Alliance of the Humans, Elves, and Dwarves.
* Chapter 2 - Search the many islands of Crystal Bay to find this Nostrir fellow that Vlad has told you about. Just remember that Wizards can't swim!
* Chapter 3
* Chapter 4
* Chapter 5
* Chapter 6
* Chapter 7
* Chapter 8
* Chapter 9
Druid

*This article is a stub. You can help Magickapedia by expanding it.*

 Regeneration
 Speed
 Score Value

They use Summon Spirit with alarming regularity, making them high-priority targets in any group. Aside from that, they often use Rain (making damaging spells tricky) and blade-spells, causing fissures of varying types to erupt under you. The best thing to do when you first encounter a druid is to cast shield on yourself and then you won't get wet from the rain as long as your shield is up, making it a whole lot easier to defeat them.

## Loot

Druids will invariably drop Gnarled Staves, allowing you to fulfill all of your lumberyard fantasies by raising Spirits of your own. Be cautious, as the ability has quite a cooldown, and the Spirits will not move if they do not see an enemy.

## Trivia

* The Druids bear a strong resemblance to the "Knights who say Ni" from Monty Python and the Holy Grail, shouting 'Shrubbery' as they summon a Spirit. They also sometimes say 'eki eki eki', which is the first part of the new thing the "Knights who say Ni" says.

## Combat

Druids spam Tree spirits, are immune to poison attacks, constantly cast rain, use earth+fire+shield imbues and are just annoying.

However, they can be defeated. Apply these relatively simple steps:

* Use Nullify if you plan to kill off the tree spirits first.

* Keep a water resistance on yourself and your team while dealing with druids.

* Never get cornered, druids excel at killing cornered wizards. Blink away if possible.

* Try to either one-hit them with 4X Earth+ Ice, or mow them down with the super steam lightning beam.

* Spam minions of your own (zombies work best).
Exotic Blade

The **Exotic Blade** is obtained by killing MacLeod right after the goblin airship fight in Chapter 3. Note that you have to kill him where he stands as the weapon will not drop if he is flung off the cliffs. Killing him will also trigger the achievement "There can be only one" where the objective is to kill MacLeod.

## Pros

* Fast, powerful melee attack: 430 dmg/hit, ~2.5 hits/sec. It can even cut down Tree Spirits with ease.
* Armor piercing further increases usefulness against armored enemies.

## Trivia

* It's a katana.
* The Exotic Blade is a reference to the 1986 movie *Highlander*. In it, the "Highlander" is a member of a group of immortal human demigods who are waging an eternal war against each other in order to win the final "prize" of true humanity by being the last man standing. They can only be killed by severing their heads from their bodies, and the main character MacLeod does this by using his Exotic Blade. Additionally, "There can be only one" is an often spoken phrase in the movie, as well as its tagline.
Basic Staff

*This article is a stub. You can help Magickapedia by expanding it.*

## Pros

* It is your first staff!
* Without that staff you cannot make any spell, like healing or smashing goblins by earth or something else! That is awfull, don't you think so?
* Looks better than, for example, Staff of Life, not worse than Righteous Rod of Runes and, by some wizards, also Rod of Emergendy Teleport.
Excalibur

*This article is a stub. You can help Magickapedia by expanding it.*

* Chapter 7: Same location.

**Excalibur** is behaving more like a Mace than a sword.

## Abilities

* Excalibur is slow to swing but bashes enemies for significant damage, and knocks them down for an easy follow-up attack.

## Pros

* Knocking down enemies is a good way of interrupting their attacks.
* It's fun to use a sword with stone on its end.

## Reference

* This is a refence to the Arthurian legend of the sword in the stone.
	+ In truth, the Sword in the Stone and Excalibur are believed to be separate weapons, since most versions of the legend describe The Lady of the Lake giving Excalibur to Arthur some time *after* becoming king.
* The sword remains firmly in the stone, since the wizard clearly isn't the once-and-future king.
Downloadable Content (Magicka)

Downloadable content (DLC) are additional content that owners of the game can purchase and download. These content vary from wizard models, magicks, weapons and challenge maps. The following is the list of all known DLCs for Magicka.

## External Links

* DLC listing for Magicka on the US Steam Store
* DLC listing for Magicka on the Australian Steam Store
* DLC listing for Magicka on the UK Steam Store
* DLC listing for Magicka on the European Steam Store
Blizzard

## Spell effects

**Blizzard** is a weather modifying Magick that can only be used outdoors. When cast indoors, it has no effect other than to waste 2 seconds of casting time. When cast, it causes a snow storm that lasts for 10 seconds and covers the screen with a snow effect.

Similar to Rain, Blizzard will cause the cold status effect to be applied to all units in the scene every 0.25 seconds except those protected inside a shield bubble and/or have cold immunity. If cold units ever get wet, they will become frozen instead. A unit afflicted by the cold effect has a blueish appearance and all movement/animation/spell queuing are slowed to 0.333 of the usual speed. As a side effect, the usual casting animation time of 2 seconds is tripled to 6 seconds, leaving the caster with only 4 seconds left of the active Blizzard before he can do anything else, unless the caster has a cold immunity aura (+Self) or is in a shield bubble (+Area).

Blizzard does **not** douse any burning fire patches in the scene, including Grease patches set on fire. Any unit that is burning will first become dry, and then become cold 0.25 seconds later. Any water/lava surfaces will also be completely frozen, and will remain frozen for another 20 seconds after Blizzard has ended. Counter to intuitiveness, water/lava surfaces located inside shield bubbles will also be frozen by Blizzard.

Blizzard can be stopped by using Nullify.

## Pros

* Can be combined with Rain to freeze every cold unit.
* Very effective against enemies without cold immunity if the casting wizard is protected against cold.
* Can be used to instantly freeze whole lakes.

## Cons

* The whitewashed scene can be difficult to see when Blizzard is active.
* Blizzard will slow down the caster as well as allies. Wizards cannot do anything for 6 seconds upon casting Blizzard unless they have cold immunities or are protected by a shield bubble.
* Can be removed by Nullify and countered by cold immunity aura.
* Can only be used in outdoor areas.
* In reality, you can't keep all enemies frozen until they thaw and this still "consumes" their wet status. Often simple cold spells are better.
"The Aldrheim Prophet"

Exactly what the name says it is: a rolled up edition of the wizard newspaper. Appears in Limited Edition DLC and can only be obtained with the "Bathrobe" wizard model as the default starting staff.

## Pros

* Fast swing time.
* Has knockback.

## Cons

* Damage so low as to be inconsequential - example: hitting a villager with the Gram sword inflicts 305 damage, versus 25 for this weapon.
* Knockback so slight as to be inconsequential.
* One of the most - if not *the* most - useless starter weapons. About the only reason to ever hang onto this weapon is to brag that you got through the game without relying on a weapon's enchantments (since this one has none).
Fornskogur Forest

*This article is a stub. You can help Magickapedia by expanding it.*

Fornskogur Forest is a forest located in Midgård, inhabited mostly by goblins and trolls, but also harbouring Jormungandr.

"Fornskogur" is a "Norsification" of two Swedish words which have been put together, and the name **Fornskogur Forest** can basically be translated into "Ancient-Forest Forest."

### Location

Fornskogur Forest is located close to the Jarn Mines, where the village of Verditorp is located. Some of the waters surrounding it belongs to the Boring Bay but mostly Halondin Coast. It is seen in chapter 2.

### Appearance

Fornskogur forest is pretty much like a normal forest, with trees, bridges, rivers but also inhabited by a variety of monsters and a giant snake. A lone person lives somewhere in the forest.
February 4, 2014 Wizard Wars Patch

← Previous Patch(January 28, 2014 Wizard Wars)

## Bugfixes

* Fixed sound position for tactical dragon strike
* Fixed AI crash when the npc owner was deleted
* Fixed a bug causing lingering corpse bubble effects
* Fix for tornado glitch when frozen
* No more knockdowns in air
* Fixed an issue that could cause log-in servers to crash

## HUD

* Added assists and captures in score screens

## GUI

* Fixed a crash when changing region twice in the same session

## Spells

* Make water storms (QQE) push out players to avoid infinite stun loops. C-c-c-Combo Breaker!
* Earthquakes (!D) now always cause knockdown (unless wearing !ED or !EDD armor), the different magnitudes now only alter the size of the AoE.

## Sound

* Fixed some issues with ward sounds not triggering
* Cleanup, optimization, new sounds, tweaks and new mix to various element spell sounds
Frost Staff

*This article is a stub. You can help Magickapedia by expanding it.*

The **Frost Staff** grants you immunity to being Chilled or Frozen, which help you retain speed of movement and spell casting. However, you are not going to encounter any monsters that will have this ability for some time, and in fact, the only slowing magic you will soon encounter is the poison from the Chapter 2 boss. While the aura, which provides the same benefits to surrounding monster, will prove a hindrance in regards to crowd control; especially for solo players relying on the effects of cold for survival.

## Pros

* Grants you and allies near you immunity to being Chilled, or Frozen
* Can be useful when traversing water with other wizards

## Cons

* Grants monsters around you with immunity to being Chilled or Frozen
* Similar effect can be achieved with
April 15, 2014 Wizard Wars Patch

← Previous Patch(April 8, 2014 Wizard Wars)

## Rewards

* Disabled all displayed rewards except total score/xp/crowns (No more having to repeatedly "skip" stuff).
* Added time\_bonus to game modes.
* Damage/Heal bonuses removed (for now).
* Game mode specific end of match rewards.
* Removed random crystal drops.

## Levels

* Above level 60, each level now requires 75000 XP (instead of the bugged 20k). This change affects all players above level 60.

## Status Effects

* Cancel active wards when frozen.
* Fixed single Cold wards not protecting against Chill if already Chilled when casting the ward.

## Animation

* Tweaked imp-ring frontend anims and added a few more variations.

## Duel

* Fixed revives sometimes messing up round wins/score in Duel

## Frontend

* Added Caps Lock indicator to the login screen.
* Fixed comparison color coding in store/weapons/stats.
* Re-binding enter key is no longer allowed.

## Items

* Changed the name of Acolyte's Staff to Warlock's Staff for consistency with the Warlock's Robe.

## Bugfixes

* Fixed a glitch where spells could be cancelled if one kept the mouse button down and queued more elements whilst still casting/channeling.
* Fixed tactical dragon strike occasionally dealing out extreme burst damage.
* Fixed a client crash in the lobby when hovering with the cursor over players.
* Fixed a client crash in the training ground when killing Timmy.
* Fixed: Stuck in wait for server response on change password.
* Invalid user names should now give correct error message at log-in.
* Made sure that death screams and body-fall-to-ground sounds don't trigger when a player is gibbed.
* New validation and error feedback for 'new password' dialog.
* Reseting password in game will now allow you to use the new password to log-in afterwards without having to restart the client.
* Sounds when entering spawn points is now properly treated as sound effects for volume purposes.
* Truncating long keybind names on in-game gui.
Bug Staff

The **Bug Staff** appears in the Mea Culpa DLC and can only be obtained with the "Mea Culpa" wizard model as the default starting staff.

## Abilities

Summon Bugs summons a single Bugswarm minion that move to attack nearby enemies and deal melee damage (10 per hit, around 60 dps) to all enemies in melee range. You can only have 16 summoned minions at any one time.

## Pros

* Bugswarms attract enemies, making them useful for crowd control.
* Damages all units within melee range.
* Fun to watch.
* Bugswarms deal poison damage and can be used to summon Poison Elementals (Summon Elemental Magick). On the other hand, Poison Elementals are nearly completely useless.
* Immediately available to anybody who might want it.

## Cons

* Bugswarms do damages to wizards too if you get close enough to them.
* Bugswarms do not deal damage to each other, or to spiders and enemies wearing armor.
* Bugswarms only have 500 hp (the same as a summoned Zombie using Raise Dead magick) and do not last long against tougher enemies.
* Bugswarms move rather slowly at speed 2 (same speed as a summoned Zombie using Raise Dead magick).
* Like other summoned minions (Summon Elemental, Raise Dead, Summon Tree Spirit) Bugswarms do not follow your character and only move when there are nearby enemies (about a screen radius).
* Quickly replaced by other weapons, not very useful on the long term.
* Many players find the bugs to be loud.

## Trivia

"Mea Culpa" is a Latin phrase that translates into English as "my mistake" or "my fault", and this weapon is a reference to the fact that Paradox has had to release a large number of patches (Patched Robe) in a short period of time in order to fix the many bugs (**Bug Staff**) and broken features (Broken Sword) in the game.
Castle Aldrheim

*This article is a stub. You can help Magickapedia by expanding it.*

**Castle Aldrheim** is where the Order of Magick resides, and it is also where the wizards first begin their journey to saving the world.

### Location

Castle Aldrheim is located just north of the Disappointing Forest and west of Boring Bay, close to the southern end of Midgard. The Jarn Mines are seen to the northwest. A river runs to the north of it, and there is also a bridge which is used to cross the little lake that the river makes before flowing towards Boring Bay. It is seen in Chapters 1 and 7.

### Appearance

Castle Aldrheim is a white castle with red pointed tops and surprisingly no drawbridge. It has three known floors; the bottom floor is a dungeon filled with switches, levers, imps and a giant masher which is completely useless. The middle floor is a kind of living room where some people are currently having a party. The topmost floor is shaped like a cross, with the northern end a dining hall; the eastern end a kind of reading room; the southern end stairs to go down; and the western end a schoolroom where Vlad teaches.

### Inhabitants

The Wizards of the Order of Magick are the sole inhabitants of the castle, but there is diversity in their attitudes towards being members. There are members who use their status to presumably put others down and placing themselves at a higher status, as seen with the Headmaster of the Order; members who use their status to do what they want (generally party and have a good time, listen to music and eat cheese); and members who take it seriously, spending time in the library researching and creating new magicks.

Occasionally (or maybe frequently), a member or members of the order will be called upon to embark on a journey to save Midgård from whatever happens to be the problem at the time. How members are selected is not stated, but it can be presumed it's something along the lines of "Eeni Meeni Miini Moe".

The Order of Magick have a pet beholder called Behold the Watcher.
November 19, 2013 Wizard Wars Patch

← Previous Patch(November 12, 2013 Wizard Wars)

AI
--

* Corpses now fall to the ground if the NPC dies in the air. We can be BFFs with Newton again!
* Push/In-Air animations have been updated and look generally 200% better (give or take).

## ANIMATIONS

* Wizards being knockdown on their backs added. But they get up again. You're never gonna bring 'em down.
* Shortened the recovery time for the pushed state.

## BALANCE

* Tightened the Ice Projectile damage cone, increased the minimum Ice Projectile range.
* Increased Life Barrier healing, decreased Life Mine healing.
* Reduced Arcane damage from Elemental Walls (ASE).

## BUGFIXES

* Disconnected players should now show up as disconnected again. Logic!
* No more upside down countdown-numbers when you disconnect from the game server before match begins. M.C Escher turns in his grave.
* Only persist valid loadout.
* Settings crash fix.
* Respawn text crash fix.
* AI death crash fix.

## MAGICKS

* Updated Revive Magick description to clarify that it heals living targets for 500HP.

## MENU

* New awesome (we double checked with the council, it is indeed awe-some) scrollbar!
* Proper menu state transistions.
* IMProved GUI-clipping.
* Pressing [ESCAPE] in the main menu leads to the Landing Page, pressing it in the Landing Page leads to the Settings Screen.
* Pressing an already selected menu button reverts you to the menu Landing Page.
* Redeem button ingame! Press it to go to the website via Steam Overlay.
* RSS-feed slide tweaks.
* Settings screen now has a close button.

## WEAPONS

* Sound tweaks and fixes, new base assets.
* Weapon abilities for Blade of Default, Founder's Sabre, Vendetta Dagger and Bearded Axe added!
Blade of Chill

*This article is a stub. You can help Magickapedia by expanding it.*

## Abilities

Blasts a Cone of Cold, in front of the caster.

## Pros

* If the target is wet, the blast will indeed freeze the target.
* Imbuing your weapon with the water element and then attacking a target will instantly freeze your target.

## Trivia

This shortsword resembles the blade Chillrend, a quest reward in The Elder Scrolls IV: Oblivion
Guitaxe

*This article is a stub. You can help Magickapedia by expanding it.*

The **Guitaxe** appears in the Magicka: Aspiring Musician Robes and can only be obtained with the "Heavy Metal Wizard" wizard model as the default starting weapon.

## Abilities

* The Guitaxe, despite its speed, deals a higher damage per second than many of the melee weapons currently out there.

## Pros

* Deals excellent damage and blocks attacks with lighting.
Goblin Staff

*This article is a stub. You can help Magickapedia by expanding it.*

## Abilities

* Temporarily blocks the damage done to you, of course, it is very useful for an ordinary wizard.
* As an option in survival mode.

## Pros

* Passive ability makes you less likely to die from weapon attacks, and many enemies use them.
* Active ability can be used in many critical situations, such as if you threatened the series of deadly attacks. Good to use with teleport.

## Cons

* There are powerful opponents, such as Aristo-Staff and Staff of War
* Drops only from the gray Goblin Wizard!
M60

This article is about the weapon in Adventure Mode. For the version in Magicka: Vietnam, see M60 (Magicka: Vietnam).

Upon defeating Jotunn and his beastman hordes, if you succeeded in saving all of the houses in the aptly-named village of Dunderhaed, the mayor will present you with the M60 as a reward for so flawlessly protecting their homes.

Arguably one of the more powerful weapons in the game, the M60 makes short work of low-health mobs, and can be maintained and swept over enemies like a Beam Spell. It also works very well against enemy Wizards with Self-Cast Shield up, as the force of the attack quickly drains their shields and hits them with massive knock-back.

However, it deals very little damage to armored foes, and does no damage to victims which have been frozen. Additionally, in regards to pairing with Enchantment Spells, the Wizard (that's you!) continues to swing it like an enormous club.

The M60 differs from the the M60 found in Magicka: Vietnam, in that the Magicka: Vietnam version of the weapon allows the player to crouch, while the M60 in Chapter 3 does not.

## References

* Master-Blacksmith Angus is a reference to TV-hero Angus MacGyver, whose claim to fame is his ability to build fantastic solutions to problems using only everyday items. The reference is, in itself, a joke as well, as MacGyver was also known for his aversion to guns.
* The M60 itself, the pose the Wizard strikes when acquiring it, and the achievement *First Blood* are all references to the movie character John Rambo. The achievement name is also the name of the first movie in which this character appeared.
* According to a developer interview, the M60 inspired Magicka: Vietnam.
Dungeons and Daemons Walkthrough

Under construction.

So far, refer to the DLC and Achievements pages for brief information.

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Magicka: Caverns

*This article is a stub. You can help Magickapedia by expanding it.*

**Magicka: Caverns** is a free DLC that is given to all owners (including future ones) of Magicka on April 26, 2011, along with the release of the Magicka: Marshlands DLC which costs USD $1.99. It features "more trolls" than the official Magicka forums.

## Development

**Magicka: Caverns** and Magicka: Marshlands are DLCs announced by Paradox on April 20, 2011 featuring the new Caverns Survival Challenge and Marshlands Survival maps with swarms of enemies. Paradox conducted a poll on Facebook lasting 24 hours, allowing fans to decide which of the two challenge map will be given free to owners of Magicka, while the other will have a retail price of USD $1.99. The poll concluded with the majority vote that Magicka: Caverns will be provided free on April 26, 2011.

Paradox has released a video giving a sneak peak of both of these challenge maps: http://www.youtube.com/watch?v=Xf-a65P\_C10

## Reception

Magicka: Caverns and Magicka: Marshlands are well received since both maps average out to the cheap price of USD $1 each.

## References

1. ↑ Paradox. Magicka Weekly Community Update 22th of April 2011 Retrieved April 22, 2011.
February 18, 2014 Wizard Wars Patch

← Previous Patch(February 12, 2014 Wizard Wars)

## Big stuff

* So. First of all, 4v4, it's back! We have gotten some awesome data (and feedback) from the Duel Mode testing and feel we are in a good spot to rotate in the Wizard Warfare mode again, have fun!

* Secondly, "practice makes perfect" is the old saying, not having a practice area made the quest for perfection that much trickier, so we added one! We know this has been a popularly requested function and now we are happy to say you have your own peaceful nook in which to practice incinerating defenseless targets (as well as imps), our training dummy "Timmy" is keen to make your acquaintance! As with any new feature, we are keen to hear your feedback!

AI
--

* Slightly smarter. Just slightly.
* Increased Z tolerance for AI positions to avoid debug spam when they are launched in the air.

## Store

* All purchasable store offers icons scaled on hover.
* Lock checkout with crowns confirm button if not enough crowns or level.
* Proper server in-game currency purchase validation.

## Camera

* Allow moving camera further down than up to fix unfair perspective.

## Bugfixes

* Fix for NPC not being knocked down properly. "You apply beatdown to NPC, it is super-effective" Or rather, it's now as effective as it should be.
* Fixed bug with activated graphics not despawning.
* Many many smaller bugfixes.

## Balance/Mechanics

* Water storms are now destroyed by fire, and cold storms are now destroyed by water.
* Improved variance inside grid cell for grid based magicks (meteor, hail).

## Sound

* Double triggered sound on projectiles fix. "Pew-pew" has now become "pew". So a 50% reduction in overall "pew-ing"
* Bugfix for vendetta dagger projectile hit.
* Rock projectile is restored. Sorry for the inconvenience!
* Clean up. Unused elements are gone.
* Corrected the footstep sound to make it more accurate.
January 26, 2011 Patch

← Previous Patch(January 25, 2011)

* Steam usernames longer than 15 characters will now be shortened instead of crashing.
* The errorReport in the application directory now also contains a version numbers.
* Server lists can now be properly scrolled.
* Fixed a bug when displaying an already disposed server in server listing which caused a crash.
* Path names are now region safe.
* Chapter 6 Scene 4 (Grimnir mind duel) now spawns the correct amount of spawns.
* Removed VAC option, all online games now use VAC.
* Improved cutscene-skip in Chapter 2 Scene 2.
* Improved cutscene-skip in Chapter 3 Scene 3.
* Checkpoint added in Chapter 6 Scene 5 (Grimnir boss fight).
* Added keyboard binding for cast self (default middle mouse button)
* Statuseffect desync crash fixed.
* Animation time desync crash fixed.

### Features added

* Cancel button added to gamepad configuration popup.
* Icon added for break free action.
* Icon added for boost action.
* Icon added for magic action.

Source
January 25, 2011 Patch

N/A

### Fixes

* Characters will now clear any crossfading previously in progress when initializing.
* Character network performance has been improved.
* Servers will now properly clear pending clients when starting a game.
* Some graphical improvement has been made to the tutorial level.
* Burning grease is now working properly over network.
* Grease network performance has been improved.
* PhysicsObjects now update their orientations correctly over network.
* DamageableObjects status effects now work properly over network.
* Character status effects now work properly over network.
* Fixed a dialog problem which prevented cutscenes from ending properly.
* Wizard castle collision mesh has been adjusted.
* Havindr Arena's collision mesh has been adjusted.
* Glade's collision mesh has been adjusted.
* Hyphen (-) has been added and other fixes have been made to the fonts.
* Ruins script has been modified.
* Ruins textures has been improved.
* A few missing NPC name tags have been added.
* A glitch when characters performed multiple move orders in sequence has been fixed.
* Picking up items over network has been fixed.
* Random teleport over network has been fixed.
* Music will reset properly when restarting from checkpoints now.
* NPC wizards now use the correct coloring for network clients.

Source
Marshlands

*This article is a stub. You can help Magickapedia by expanding it.*

**Marshlands** is a multiplayer map from Challenge mode that brings the zombie apocalypse upon you. The Magicka: Marshlands DLC is required.

## Guide

The Marshlands is a challenge map featuring water, a raised bridge in the bottom part of the map and large numbers of undead enemies.
Undead enemies often absorb , so spells such as the steam lighning beam () will be less effective, while  spells may be used offensively.
Invisibility

## Spell effects

**Invisibility** causes the caster to become invisible to all enemies and lasts indefinitely until removed. While invisible, enemies will treat the caster as though he is not present. Invisibility is removed by the following:

* Touching an enemy (being in melee range of an enemy).
* Taking damage of any kind, even 0 damage, includes falling damage and damage diverted to an active personal shield.
* Casting a spell, Magick or staff ability.
* A melee attack (both imbued and non-imbued).
* Nullify Magick.

Invisibility is not removed by the following:

* Queuing elements into the spellbar.
* Moving and walking.
* Changing areas and scenes.

Since Invisibility is removed by taking damage of any kind, it does not work during Rain/Thunder Storm and Blizzard because those weather effects apply a 0 damage water/cold attack respectively to all units every 0.25 seconds over their duration unless the caster is in a shield bubble or is immune to water/cold. Projectile spells, arrows and bombs thrown by enemies before the caster is invisible will still hit the caster after he is invisible.

Invisible units still take up space and other units cannot walk through them. Allied units that are invisible are easily identified by having an outline around their character model which is transparent, similar to the effect seen on players when they walk behind an object that blocks line of sight from the camera.

There are currently no enemies that can "see" invisible units, however attacks like Fafnir's fire beam target the player regardless of a creatures sight.

## Achievements

The following achievement requires the use of Invisibility:

*Be invisible while one other player dies.*
This achievement requires a multiplayer game to obtain.

## Pros

* Allows the player to skip large areas of enemies by avoiding them.
* Lasts an indefinite amount of time.
* Excellent panic button.

## Cons

* Invisibility can be removed by casting Nullify.
* Cannot be used while Rain/Thunder Storm or Blizzard are active unless protected from their effects appropriately.
* Useless in PvP because players are considered allies.
* Cannot be used with certain staffs, such as the Staff of Life.

## Trivia

* Invisibility breaks a lot of triggers and cutscenes in the game because many of them do not trigger while the player is invisible. This can be abused for speed runs.
* Before patch 1.5.6.0, Invisibility was not removed by the first non-imbued melee attack made by the caster, but only by the second (an imbued melee attack always removes Invisibility). This had major implications for the M60 weapon which fires for an unlimited duration and is considered a "melee attack". A player was then able to cast Invisibility, then use his M60 while invisible indefinitely by holding down Shift+Left Click since its the first "melee attack".
Staff of Endurance

*This article is a stub. You can help Magickapedia by expanding it.*

The **Staff of Endurance** appears in the Magicka: Nippon and can only be obtained with the samurai wizard model as the default starting staff.

## Abilities

Gives about 20% resistance, presumably to all elements and effects.

## Pros

* Increases your durability
* Arguably useful enough to be worth keeping until late in the game

## Cons

* Has no active ability
* Healing is less effective because of Healing resistance.
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Staff +1

The **Staff +1** appears in the Wizard Hat DLC and can only be obtained with the "Wizard Hat" wizard model as the default starting staff.

## Abilities

Your spells deal one (1) point additional damage. Nightmare Hailstone deals more than 10000 without Staff +1. Powerful item, isn't it?

## Pros

* +1 to all damage.
* It looks cool... ish...

## Cons

* Seriously, the staff is as useful as the basic staff.

## Trivia

In Dungeons and Dragons a staff +1 is probably one of the first magic items a wizard acquires and it has a great impact on the game. In Magicka on the other hand not so much.
Staff of War

*This article is a stub. You can help Magickapedia by expanding it.*

* Chapter 5: Disciples
* Chapter 6: The Disciples you encounter in the Mind Duel with Grimnir.

The **Staff of War** is one of the more commonly encountered staves and a good overall weapon for those who expect to find themselves in close combat.

## Abilities

* Physical resistance aura reduces physical damage by 75%, and it's the most common type dealt by most melee attackers, some shooters and several spells like pure earth projectiles.
* It doubles the wielder's hit points (from 1000 to 2000 for most robes).
* Active ability: Shoots an arcane bolt.
* Best Use: **Survival**

## Pros

* With this a wizard can withstand 8 times more physical damage and 2 times more of any other type.
* Commonly Found/Dropped.
* Prevents one-hit kills by dwarf priests' earth spells, War Troll's hammer bash, and other usually frustrating adversaries.

## Cons

* The active ability is nearly useless - arcane bolts are a spam spell so a single cast does little damage.
Sceptre of the Troll King

*This article is a stub. You can help Magickapedia by expanding it.*

The **Sceptre of the Troll King** signifies your right to rule. It excels in the hands of wizards who prefer to let their minions do the fighting.

## Abilities

* While holding the Sceptre of the Troll King enemies are much less likely to target you, preferring to attack any other wizards or allies on the battlefield instead.
* Best Use : This staff is ideal for use with **summons spells such as Raise Dead or Summon Elemental** that can produce allies to distract your enemies away from you, leaving you free to cast offensive spells with impunity.

## Pros

* One of the best staves for wizards who prefer summoning Magicks.
* Charm is particularly effective against singularly tough enemies such as Armored Trolls.

## Cons

* Ineffective if you're the only thing around for monsters to target.
Magicka: The Watchtower

The old watchtower was once used to get a proper view over Midgard but now Wizards have claimed it to settle disputes slightly less petty than the once settled in Aldrheim’s old Training Grounds. This is indeed an epic location for duels and how the wizards get up there in the first place, no one knows.

* New map for the Versus game mode
* The absense of a railing on a mountaintop ruin provides new environmental hazzard
* Height differences not only refers to the deadly fall but also the different platforms of the tower.
List of Weapons (Magicka 2)

## About

Even though wizards mainly cast spells using their staff, all wizards carry around another weapon in their other hand. Weapons in Magicka 2 range from useful to comical and have a variety of different uses. Each wizard starts with a Wizard Sword but can find different weapons to suit their needs while exploring Midgård. After a weapon has been unlocked by the player, the weapon can be set as the default weapon under the equipment screen on the main menu. Wizards start levels and are revived with their default weapon.

Weapons that have an element listed under special deal additional damage of that element while striking with that weapon and apply elemental effects such as burning or wet when applicable. Those weapons listed with life damage heal who they strike.
Corporealize

## Spell effects

**Corporealize** will cause any units that are ethereal to instantly become corporeal and thus become able to be attacked. Some units in the game have the ability to shift between the ethereal realm and the corporeal realm. While in the ethereal realm, they are immune to all spells and Magicks and are not targetable but they also cannot attack targets in the corporeal realm. The following is a list of units that can be/are ethereal when you encounter them:

* Daemonling (Chapter Six)
* Daemon (Chapter Six)
* Daemon Lord (Chapter Six)
* Death (Chapter Ten)
* Assatur (Chapter Twelve). Appears behind Grimnir when Grimnir is at low health.
* Future Vlad (Chapters Six through Twelve). Friendly NPC with 40 million hp.
* Summon Death (Magick). NPC with 1 hp that kills the unit (that is not Undead) with the least percentage health.

## Pros

* Able to bring Daemons in Chapter Six into the corporeal realm immediately instead of waiting for them to materialize.
* Without this you're unable to defeat Assatur.

## Cons

* There are few incorporeal enemies in Magicka so this spell is often useless. Has no use in PvP or Challenge.
* Does not work well on Death because he will become ethereal again within seconds.

## Trivia

* This Magick is required to defeat Grimnir in Chapter Twelve, otherwise Assatur will continually heal Grimnir back to full health.
* The description includes lyrics from Ghostbusters, the theme song to the film of the same name. It was performed by Ray Parker Jr.
* Prior to patch v1.3.6.0, casting Corporealize during the Grimnir encounter in Chapter Six when Assatur appeared would crash the game.