Moonring

Moonring

Sarcen Oct 4, 2023 @ 12:55am
Spells?
Does anyone know how spells work? I found a single one (Dampen) so far, but I have no clue how to use it.
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Showing 1-15 of 16 comments
Player 3 Oct 4, 2023 @ 5:04am 
you have to find multiple pieces of spells in order to use them, i actually managed to find a complete spell on my save, to use it i had to shout a certain word and the effect was: it changed the direction of the wind randomly :v i found it in a pretty clever place, it isn't hard to access but i had just the right equipment and items to go there
76561198269352467 Oct 10, 2023 @ 2:57am 
i have 2 spell pieces.
cool: second syllable is "ss"
enshroud: second syllable "ni"
I can collaborate about the wind spell mentioned above. To activate the spell you must walk in a counterclockwise , four step square then say the magic word " ferr". The direction of the wind change depends on which point in the square you start and end on. (pretty sure).

it seems discovering spells is going to be quite an adventure.
Last edited by nickrossie; Oct 10, 2023 @ 1:27pm
jkulhavy Oct 12, 2023 @ 1:07am 
So far, I've found fragmentary information about 10 spells, including two elements each for two of the spells (along with the complete "change wind direction" spell, which appears to be the only "freebie" spell given to the player in the game). It looks like most spells consist of at least three elements - a material cost (usually a potion or item), and two syllables of a Siborean word. I've found about a dozen dictionaries, which help solve some ruin puzzles, but which (so far) have not provided sufficient context for any additional spells.
Player 3 Oct 12, 2023 @ 8:28am 
Originally posted by nickrossie:
i have 2 spell pieces.
cool: second syllable is "ss"
enshroud: second syllable "ni"
I can collaborate about the wind spell mentioned above. To activate the spell you must walk in a counterclockwise , four step square then say the magic word " ferr". The direction of the wind change depends on which point in the square you start and end on. (pretty sure).

it seems discovering spells is going to be quite an adventure.
oh yeah, it didn't cross my mind that different syllabes for the many spells would be given on each "run" of the game the first time i played and i didn't take notes of what i had found :/ but now i'm gonna put everything i find on a notepad
Last edited by Player 3; Oct 12, 2023 @ 8:48am
Dana Lexa Oct 12, 2023 @ 9:00am 
Just to give fair warning, I was looking at the code in the game last night because I was specifically curious about how this works, so my info is from datamining, but I can confirm that each run, spells are randomly assigned a first syllable, second syllable, and a material cost. Except for the wind spell, which is hard-coded, always in the same location, and doesn't cost anything (except accumulating sin - one weird trick, gods hate it)

I was also curious about "Dampen" specifically because it was the first spell I got the complete details for, and I was hoping it would make my character wet, or at least put me out if I was on fire, but I didn't notice any effect when I tried it. I haven't tried it in-game since looking, but the internal name for the spell gives a better idea of what it does. it's called "spellWallsToWater"
Player 3 Oct 12, 2023 @ 9:02am 
Originally posted by Dana Lexa:
Just to give fair warning, I was looking at the code in the game last night because I was specifically curious about how this works, so my info is from datamining, but I can confirm that each run, spells are randomly assigned a first syllable, second syllable, and a material cost. Except for the wind spell, which is hard-coded, always in the same location, and doesn't cost anything (except accumulating sin - one weird trick, gods hate it)

I was also curious about "Dampen" specifically because it was the first spell I got the complete details for, and I was hoping it would make my character wet, or at least put me out if I was on fire, but I didn't notice any effect when I tried it. I haven't tried it in-game since looking, but the internal name for the spell gives a better idea of what it does. it's called "spellWallsToWater"
lol wish i was good at programming to find that stuff myself xD

poor future me is gonna spend sooo much time looking for spells :,)
Capn Curry Oct 12, 2023 @ 3:42pm 
Originally posted by Dana Lexa:
it's called "spellWallsToWater"[/spoiler]
I can confirm: I cast the spell while I was standing in the town of Harrowdus. It started raining, and all the (non-special) walls turned to water. It doesn't change what you can get to (water is still impassible), but you can see through everything. It also doesn't wear off. I thought the spell would apply the "wet" effect in a radius, instead, it permanently flooded Harrowdus. I don't dare experiment with Mutate.
RebHead Oct 14, 2023 @ 1:56am 
Originally posted by Player 3:
Originally posted by Dana Lexa:
I was also curious about "Dampen" specifically because it was the first spell I got the complete details for, and I was hoping it would make my character wet, or at least put me out if I was on fire, but I didn't notice any effect when I tried it. I haven't tried it in-game since looking, but the internal name for the spell gives a better idea of what it does. it's called "spellWallsToWater"
I just tried it without knowing what it did Beneath the Keep, it was kind of a game changer. I needed a rosette too so maybe that's why it didn't work for you?
Shaihulud Oct 14, 2023 @ 4:16am 
imo the spells are way to rare to be of any use. after many hours and two playthroughs I have only ever found part of one spell. Kinda useless imo. I have never not once felt the need to use any magic after getting all the powers.

on a side note where did you find that dampen spell. I have been to about 90% of the map.
Last edited by Shaihulud; Oct 14, 2023 @ 4:24am
Dana Lexa Oct 14, 2023 @ 8:52am 
I just happened to find all 3 pieces of it before any other spell, from bookshelves and dropped paper in a relic dungeon.

(I did know the cost and it did consume a Rosetta, but I just happened to be in a dungeon with a lot of water already so I didn't notice.)
daggaz Oct 15, 2023 @ 6:41am 
I'm doing The Jest, and I've found the first syllable for dampen probably 7 tines now. But not the rest of it. Found parts of three other spells, too.
Kalir Oct 15, 2023 @ 9:29pm 
Yeah I'm getting a LOT of duplicate spell components and I've already got four of five relic dungeons cleared. I'm incredibly curious about what they could do, but not curious enough to grind runs of the Necropolis for bookcases.
Dana Lexa Oct 16, 2023 @ 1:05pm 
I do feel like they're intended to give a sense of mystery and lore (that there was magic before the gods, and you're piecing together fragments of it they want to hide) rather than being able to collect a lot of them on any given run. And at least some of them are so powerful it does feel like just knowing one can break the game (while going through the Hollows I did finally use mine to make the fire much easier to deal with by turning walls into water, giving me plenty of sources to reapply the Wet condition and be immune to fire)
No Feesh Feb 14 @ 7:20pm 
anyone got any tips on a spell containing either death, fire, fortress? can't tell if they're first or second syllable but i have no costs
if you were wondering they are Noss(death) Iss(fire) and Era(fortress)
Except for the wind spell found in a specific area (direction is based on previous movement), other spells are found through random notes either dropped by enemies in overworld or found in bookshelves in any dungeon. Each spell has 3 components: first syllable, second syllable, and cost. current spells that I know of via my playing of game are Apostasy, Avian, Bounty, Cool, Destruction, Enshroud, Firewall, Firewater, Mirror, Mist, Mutate, Raise. I only have full set for Cool. I believe it unlights fires or does something to lava. I don't really want to test it out given mine costs an amberward and five or six will get the gods pissed. I just want to find out what Avian does.
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