Spells

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Spells are active abilities with cooldown between uses that can be learned by your Keeper and some of your minions. Enemy creatures may also have spells.

Spells are moddable and the official spell list configuration is here

Different creatures get different spells. The official spell school configuration is here

Spells known are based on your Magic Damage training, with each level of training providing a new spell. This means that only some creatures can learn all spells in the school(s) when their Magic Damage training caps up to the requirement for the highest level spell. All other monsters will only learn spells up to their own Magic Damage training cap. This also means that you will need Sorcery techs to train the spells of your minions in your dungeon, as wooden, iron and golden bookcases cap at +3, +7 and +12 Magic Damage training, respectively; yet your minions can gain spells beyond your current Sorcery tech level by training their Magic Damage in combat, gaining new spells as they reach higher Magic Damage training.

Cooldown of spell uses is affected by your Sorcery skill, with maximum Sorcery skill (100%) halving the cooldown of all spells.

Spells-ScreenShot.png

Basic Spells

Unlocked by sorcery tech and trained at a wooden bookcase. Takes you up to level 3.

Advanced Spells

Unlocked by advanced sorcery tech and trained at an iron bookcase. Take you up to level 7.

Master Spells

Unlocked by master sorcery tech and trained at a golden bookcase. Lets you max out your spell level.

Spell schools

Mage

  • directed blast - Level 1
  • escape - Level 2
  • magic missile - Level 3
  • healing - Level 4
  • teleport - Level 5
  • cure poison - Level 6
  • advanced magic missile - Level 7
  • haste - Level 8
  • defense bonus - Level 9
  • advanced teleport - Level 10
  • expert magic missile - Level 11
  • invisibility - Level 12

Healer

  • advanced healing - Level 1
  • expert healing - Level 2
  • cure poison - Level 3
  • advanced cure poison - Level 4
  • cure blindness - Level 5
  • poison resistance - Level 6
  • group healing - Level 7

Fire

  • fire elemental - Level 1
  • advanced fire elemental - Level 2
  • fireball - Level 3
  • firewall - Level 5

Illusion

  • deception - Level 1
  • invisibility - Level 2
  • escape - Level 3
  • panic - Level 5
  • pacify - Level 7

Fighter (Melee abilities)

  • shove - Level 4
  • swap positions - Level 7