Water Magic
Project | Knowledge Base | Playing Guide | Coding |
Knowledge Base
Story
Game
Map
Party
Life
Item
Object
Text
Media
Party
Composition
Player character
Hireling
Reputation
Player character
SKILL | Skillpoint |
Magic | Spellcasting | Fire | Air | Water | Earth | |
Spirit | Mind | Body | Light | Grey | Dark |
Combat | Fists and Clubs | Sword | Dagger | Axe | Spear | Staff | Mace | |
Bow | Music | Unarmed | Leather | Chain | Plate | Shield | Dodging |
Miscellaneous | Disarm Trap | Perception | Merchant | Learning | Meditation | Bodybuilding | Identify Item |
Repair | Identify Monster | Armsmaster | Stealing | Alchemy | Pathfinding |
Water Magic is a school of elemental magic. The skill is not available in the early game, but can be learned after the first promotion by Scholars and Apprentices. Later, Thieves and Monks can learn the skill as well, but they won't be able to master it beyond the rank of expert.
Description
Water magic has a good mix of combat-oriented spells and spells that have to do with items and travelling. At higher rank, more powerful spells are accessed and the-lower level spells are cast at greater effect.
Acquisition
The Water Magic skill can be acquired at the following guilds:
A prerequisite is that the player character must have the rank of expert in Spellcasting.
Expertise
Mastery of the skill influences its effectiveness.
There is some variation per spell.
Water Magic | ||||
mastery | normal | expert | master | grandmaster |
teachers | Aroma Dervish (Nannaria) Trudi Monday (Ryft) |
Saint Marguerite (Semiramis) | Sam Lloyd (Terrax) | |
class | ||||
Scholar | Apprentice | |||
Thief, Monk, Runemaster | Druid, Necromancer | Sorcerer | ||
general effect | Ability to learn spells | Effects vary per spell | Effects vary per spell | Effects vary per spell |
Spells
Water Magic | |||||
spell | description | normal | expert | master | grandmaster |
Black Ice | |||||
Enchant | |||||
Recharge | |||||
Geyser | |||||
Frost Ring | |||||
Town Portal | |||||
Ice Blast | |||||
Lloyd's Beacon |