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Spell Guide

MainPage»Creature»Spell

Spells are active abilities with cooldown between uses that can be learned by your Keeper and some of your Minions.

Spells known are based on your Magic Damage training, with each level of training providing a new spell. This means that only the Keeper can learn all spells in the game, as his or her Magic Damage training caps at +12, which is 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 /keeperrl_wiki/Sorcery skill (/keeperrl_wiki/100%) halving the cooldown of all spells.

/keeperrl_wiki/Spells-screenshot.png

Basic Spells

Unlocked by sorcery tech and trained at a wooden bookcase.

Heal Self

  • Requires +1 Magic Damage training.
  • Cooldown: ?

Restores all hit points, but can’t grow back limbs.

Summon Insects

  • Requires +2 Magic Damage training.
  • Cooldown: 30

Summons 3 - 6 flies for 100 ticks.

Heal Other

  • Requires +3 Magic Damage training.
  • Cooldown: ?

Restores all hit points, but can’t grow back limbs.

Advanced Spells

Unlocked by advanced sorcery tech and trained at an iron bookcase.

Magic Missile

  • Requires +4 Magic Damage training.
  • Cooldown: ?

Shoots a ray causing Magic Damage in range 4. It can damage enemies even through walls.

Deception

  • Requires +4 Magic Damage training.
  • Cooldown: 60

Summons 3 - 7 Illusions for 5 - 10 ticks.

Escape

  • Requires +5 Magic Damage training.
  • Cooldown: 80

Teleports 6 tiles away from enemies.

Haste Self

  • Requires +5 Magic Damage training.
  • Cooldown: 60

Buffs speed by 50%.

Cure Poisoning

  • Requires +6 Magic Damage training.
  • Cooldown: 150

Removes poison effects.

Blast

  • Requires +7 Magic Damage training.
  • Cooldown: ?

Knocks back enemies in a line, without damaging them. If there are any items on the ground, they are also thrown back and will hit any enemies in their path.

Circular Blast

  • Requires +7 Magic Damage training.
  • Cooldown: ?

Knocks back enemies around the caster, without damaging them. If there are any items on the ground, they are also thrown back and will hit any enemies in their path.

Master Spells

Unlocked by master sorcery tech and trained at a golden bookcase.

Defense

  • Requires +8 Magic Damage training.
  • Cooldown: ?

Buffs Defense.

Summon Elemental

  • Requires +8 Magic Damage training.
  • Cooldown: ?

Summons a random elemental:

  • air elemental
  • earth elemental
  • fire elemental
  • water elemental
  • tree spirit

Damage

  • Requires +9 Magic Damage training.
  • Cooldown: ?

Buffs Melee Damage.

Fire Sphere

  • Requires +10 Magic Damage training.
  • Cooldown: 20

Summons a Fire Sphere.

Meteor Shower

  • Requires +11 Magic Damage training.
  • Cooldown: 150

Meteors rain from the sky around the caster. Each tick a random tile near the caster is hit by either a rock or a piece of iron ore, damaging any creature that stand there in the process. Rocks and iron ore left behind by this spell can then be gathered for your resource stockpile.

Invisibility

  • Requires +12 Magic Damage training.
  • Cooldown: 150

Turn invisible for 15 ticks.

Disabled Spells

These spells are still in the game, but cannot be learned right now.

Stun Ray

  • Cooldown: 60

Stuns target for 7 ticks.

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