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yes, if you go to a dead corps that isn't something u killed, use reveal soul u will find a blue orb and the 2 spells u can use on it that i know of are conjure to summon a skeleton or spark to restore a sizeable chunk of mana.
im interested in what u can combine mana push with but haven't found anything yet.
Fire Sigil + Spark = Fireball (fire damage + burning fire dot)
Fire Sigil + Mana Ward = Immolate (0.3 dmg to self per second, increase fire damage by 30%)
Fire Sigil + Flint and Steel = Ring of Fire (sigil shoots flame that cause fire damage + burning)
Ice Sigil + Mana Ward = Frost Blast (aoe cone, inflicts frost dmg resist reduction and slow effect)
Ice Sigil + Mana Push = Frost Bolt (direct damage frost attack, ranged)
Ice Sigil + Kick = Frost Kick (point blank single target weak frost damage)
Reveal Soul + Spark = Mana Restoration (Must be a soul around to take mana from)
Reveal Soul + Conjure = Summon Ghost (There must be a soul around to conjure)
Wind Sigil + Spark = Shock Blast (aoe cone lightning dmg)
Wind Sigil + Mana Push = Ethereal Bolt (ethereal damage ranged bolt attack)
Wind Sigil + Conjure = Lightning Strike (360 degree aoe lightning atk. can be triggered even when you're not inside the sigil).
Pistol + Wind Sigil = Lightning Bolt Shot (requires bullet be loaded)
Misc Info:
- There is a big problem with the spell combos however.. you literally do not have enough hotbar spaces to be a full mage using all elements.
- Issue of the sigils: you literally cannot mine or loot mana stones at a rate in which you can use sigils every time in combat. Wind Sigil does not require an elemental stone so its the only one you can use all the time.
- Once you math out the mana costs and $$ cost of using magic combos you realize that it is more cost effective AND time effective AND combat-effective to simply not use magic. It is more cost effective to use the boons (which are free resource-wise) and rags/varnishes along with spellblade's ELEMENTAL DISCHARGE to just shoot magic from range and then finish the targets off at melee range.
- You can lay down all sigils in the same spot and all three will confer effects of combo listed above.
- The most EFFECTIVE element combinations are:
1) Wind+Ice : Mana Push when you have ice and wind sigil on the ground will fire TWO ranged elemental attacks. Very few monsters survive that. On top of that, most 1H weapons and armors will proc ice damage or have ice damage bonuses. An excellent choice for the more melee-oriented (or spellblades at-heart).
2) Fire (stacked bonuses). You can get +85% damage plus -25% fire resist debuff on all your fire attacks by stacking Shamanic Resonance+Immolate+Philosopher's Fire Affinity + Mercenary Chimeara pistol + warm boon + alchemical experiment passive.
To put it in perspective, if you go past Ghost's Pass and meet the Horror on the other side without any of these and use flamethrower (torch+flamethrower) it will do just 10% damage plus a DOT that will take nearly three minutes to kill it.
With these stacked damages however, flamethrower damage alone takes out half its life and the DOT remaining kills it in 30 seconds.
Lol, what? Did you try rune magic? Get Wide Blue Hat, Clansage Robe and Mage's tent and you have 55% mana cost reduction already. If you speedrun through a specific dungeon you get a lexicon with 15% more mana cost reduction. That means 70% less mana used. And then you just spam magic traps on enemy's faces and kite them. And when you get the Gold-Lich set you don't need tent anymore, 85% cost reduction just from gear. No boons, no combos, just rune magic. The true easy mode.
Buff with discipline and fire boon and you will dish out a huge damage, and pair with a phys+fire weapon for the same kind of boost (or use a fire varnish or fire infusion).
You could have learned some fire passives to boost fire damage and reduce immolation effects and stack a boon and armor to further reduce it, but in general most builds you go for will kill enemies pretty well.
Runic Trap + Detonation is so OP
THE ULTIMATE EXPLOSION MAGIC
<333