Citadel: Forged With Fire

Citadel: Forged With Fire

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Nixie Aug 5, 2018 @ 2:05pm
[Spoilers] Spellcrafting Spreadsheet
Still a work in progress I will be adding in spell crafting ingredients and their effects on the final spells. All descriptions are my own observations. Will update as I go along, really enjoying the system so far!

**Please if you've discovered something that isn't on this list let me know, I'd love to add it. This is something I'm doing for fun while I play so I certainly can't claim to have found everything yet.

~Will be adding in more tips and such as I go along, stay tuned for base damage or heal of spells along with other handy tricks!

8/6: Added in Screenshot of spell crafting interface along with a quick overview of what each section of boxes in the crafting interface mean (in my own interpretation) added to the lower right. 8D

https://docs.google.com/spreadsheets/d/156ctZUPpwe4SsdOHBcebacCXDT48hkQ6qbGjy1Pc2fY/edit?usp=sharing
Last edited by Nixie; Aug 6, 2018 @ 6:58pm
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Showing 1-15 of 29 comments
Mesarthim Aug 5, 2018 @ 3:27pm 
Thanks, it's a pretty cool spreadsheet :)

I did test it myself and I think we still lack spells !

I miss the spells you could learn with skill points, I thought they would stay.
Nixie Aug 5, 2018 @ 6:17pm 
Originally posted by Mesarthim:
Thanks, it's a pretty cool spreadsheet :)

I did test it myself and I think we still lack spells !

I miss the spells you could learn with skill points, I thought they would stay.

Thank you! I didn't play the game before the revamp so I don't have an opinion on the changes as I don't know fully what they were lol.

As a first time player though I'm enjoying it, I can see the benefits of having spells you learn as skills though and (I'm assuming) put into slots rather than 'enchanting' your weapons with them. It can be a bit frazzling to be attacking an enemy and have your spell suddenly break and sudden button spamming confusion lmao!
Nanian Aug 5, 2018 @ 8:25pm 
So im pretty new to the game, did they remove a bunch of spells with this new spell crafting system, or am I missing something ?
HaRR00ld Aug 5, 2018 @ 9:17pm 
Nice work, but why the f**k should we need to have a spreadsheet for spells? The game should show us what the spells are. Personally, I dislike this system. The game is built around spells and the devs have made a terrible way of implementing them.
Ricebug Aug 5, 2018 @ 9:46pm 
I'm totally lost on how to create the beloved Extraction spell. It appears that you have to know what to drop into each of the slots, but without a cookbook, it's all guess work.
newb00y Aug 5, 2018 @ 11:43pm 
@ricebug extraction is just using nature essenace and then using utility, no need to put anything in the slots, it's confusing, this update will kill the game
Ted L'Ours Aug 6, 2018 @ 12:07am 
Oh yes !! Thank you very much for this sheet ! :)

It will be nice, if we can add base damage of these spells and amount of charges.

Question : "Concentrated Storm : Stationary persistant damage, short casting range (damages buildings)" : You mean you can damage buildings without any spell modifier ?!


Edit : For the "Bonus Attributes when Crafting Spells", it's missing the building damage.
Last edited by Ted L'Ours; Aug 6, 2018 @ 12:21am
Mesarthim Aug 6, 2018 @ 2:38am 
Originally posted by Ricebug:
I'm totally lost on how to create the beloved Extraction spell. It appears that you have to know what to drop into each of the slots, but without a cookbook, it's all guess work.

You need nature element, they are the green orbs found in the middle of acid pools.
You can collect them by striking them a couple times with your fist.

Then create a weapon like a staff and create an utility spell.

Originally posted by ZoiN:
So im pretty new to the game, did they remove a bunch of spells with this new spell crafting system, or am I missing something ?

All the siege spells which had more "oompf" were removed !
You can see them in the screenshots on the store page.

Then they also removed the telekinesis spell which allowed you to move structures.
It wasn't really well done but it was fun.
Main problem was to throw something, you had to swing your mouse and release the button and hope to succeed the throw which was never going to far away instead of clicking on a button to throw it.

The classic fireball spell was also removed, it was practically the only spell used before the update as loads of spells had ballancing problems and most were doing almost no damage at all.
I can only access it on a previous weapon because of some bug it seems.

There was a cool "mist" spell, which was removed.
Mana shield, shadow blast (was really OP), Firestorm, Terrene Smash which was awesome.

Well, here you can see how it used to be:

https://citadelforgedwithfire.gamepedia.com/Spells

You only had a few spells which were unlocked by spending points into them and were linked to a certain weapon (except for "utility spells")

I certainly had hope they would keep those adding the crafted ones.
They were kept all the time like a spell book which we desperately needs right now.

TBH, I hope this game is going to add a lot of complex stuff with magic just like the mod for Minecraft called "Thaumcraft".
Check it out, you can research magic, do amazing stuff like build golems gathering for you and moving stuff from a chest to another, ward your home, craft enchanted weapons and armors at your own risk because magic can become unstable and create bad effects. Craft many cool stuff by throwing items in your cauldron... And well, this is basically how a mage game should be, you're a wizard, you're researching magic in your home, gathering elements here and there and when you're ready, unleashing the apocalypse in a fun and impressive PvP fight.

Now I don't think this game is going to be as complete as Thaumcraft but it made a step in the right direction with farming.
Nanian Aug 6, 2018 @ 4:34am 
Originally posted by Mesarthim:
Originally posted by Ricebug:
I'm totally lost on how to create the beloved Extraction spell. It appears that you have to know what to drop into each of the slots, but without a cookbook, it's all guess work.

You need nature element, they are the green orbs found in the middle of acid pools.
You can collect them by striking them a couple times with your fist.

Then create a weapon like a staff and create an utility spell.

Originally posted by ZoiN:
So im pretty new to the game, did they remove a bunch of spells with this new spell crafting system, or am I missing something ?

All the siege spells which had more "oompf" were removed !
You can see them in the screenshots on the store page.

Then they also removed the telekinesis spell which allowed you to move structures.
It wasn't really well done but it was fun.
Main problem was to throw something, you had to swing your mouse and release the button and hope to succeed the throw which was never going to far away instead of clicking on a button to throw it.

The classic fireball spell was also removed, it was practically the only spell used before the update as loads of spells had ballancing problems and most were doing almost no damage at all.
I can only access it on a previous weapon because of some bug it seems.

There was a cool "mist" spell, which was removed.
Mana shield, shadow blast (was really OP), Firestorm, Terrene Smash which was awesome.

Well, here you can see how it used to be:

https://citadelforgedwithfire.gamepedia.com/Spells

You only had a few spells which were unlocked by spending points into them and were linked to a certain weapon (except for "utility spells")

I certainly had hope they would keep those adding the crafted ones.
They were kept all the time like a spell book which we desperately needs right now.

TBH, I hope this game is going to add a lot of complex stuff with magic just like the mod for Minecraft called "Thaumcraft".
Check it out, you can research magic, do amazing stuff like build golems gathering for you and moving stuff from a chest to another, ward your home, craft enchanted weapons and armors at your own risk because magic can become unstable and create bad effects. Craft many cool stuff by throwing items in your cauldron... And well, this is basically how a mage game should be, you're a wizard, you're researching magic in your home, gathering elements here and there and when you're ready, unleashing the apocalypse in a fun and impressive PvP fight.

Now I don't think this game is going to be as complete as Thaumcraft but it made a step in the right direction with farming.

Yeah I was wondering about all those spells that I saw on the screenshots - since obviously they arent on any of the weapons..

It seems pretty limited in the variety of different spells there is, which honostly is kind of a bummer - especially considering some of the really awesome and otherwise very powerful looking spells as that seemed like something worth working towards as well, both for feeling and sieging I guess.

- I really hope they manage to make a return in one way or another, as 4 different attack possibilities tied to different elements seems very limited in one way or another - and if this system sticks, then im not sure how they can improve upon it with the elements that is already in the game without having to add new ones :/
Mesarthim Aug 6, 2018 @ 4:37am 
Now that this big crafting patch is out along with character customization and farming, we'll see what will be their next step... but they sure need to add loads of stuff !
⛧NecRoBile⛧ Aug 6, 2018 @ 6:46am 
Originally posted by newb00ygaming:
this update will kill the game

Well, this update got my wife and I to pick up a copy, so not sure if I agree with this sentiment.

Since we're new, we have no idea what's missing from the game previously, and even though it's been a lot of fun for us so far, I really do think this game needs more spells. Some of the spells they have may need to be looked at as well, because my wife and I almost always go with dark magic in games, yet neither of us feel the dark spells seem worth it. The cost of health is too much for how bad the spells seem.

We've only been playing for 9 hours, though, so we're still just scratching the surface. :)
Nixie Aug 6, 2018 @ 6:19pm 
Originally posted by Khraal:
Oh yes !! Thank you very much for this sheet ! :)

It will be nice, if we can add base damage of these spells and amount of charges.

Question : "Concentrated Storm : Stationary persistant damage, short casting range (damages buildings)" : You mean you can damage buildings without any spell modifier ?!


Edit : For the "Bonus Attributes when Crafting Spells", it's missing the building damage.

Thank you for the bonus attribute tip, I haven't run into any of the building damage ingredients yet so I'll add that on! :D As for "concentrated storm", it tried its damndest to damage a friends building without a modifier, but it could be a glitch as I haven't explored PvP based modifying lol



Originally posted by Ricebug:
I'm totally lost on how to create the beloved Extraction spell. It appears that you have to know what to drop into each of the slots, but without a cookbook, it's all guess work.

Once I finish up with dinner I plan to expand the guide with a 'how to' and what each slot means section that will hopefully help. I basically just drug and dropped all the essences I could find to figure out the combinations.
Nixie Aug 6, 2018 @ 6:48pm 
Screenshot of spell crafting interface along with a quick overview of what each section of boxes mean added to the lower right. 8D
Dr.RubricArc Aug 7, 2018 @ 6:37am 
Good stuff been lookin for something like this thanks!
AuntieD Aug 7, 2018 @ 11:40am 
This is great! Thanks :)
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Date Posted: Aug 5, 2018 @ 2:05pm
Posts: 29