EN UA RU

Magical items

Magic items are artefacts with limited charges of some magic or prayers. By using these items you can cast spells on yourself or your opponents. Before using magic items it is strongly advisable to first identify them -- or use the search engine on the website.

Magic items come in the following types:

  • potions: anyone can quaff potions, no special skills required. Except druids, who shun synthetic brews, and the Battleragers, whose oath forbids them
  • pills: anyone can swallow pills too -- at their own risk. Herbal pills of heals and cures are no magic even to the Battleragers
  • scrolls and books: requires knowledge of the scrolls skill
  • staves: require the staff skill
  • wands: requires knowledge of the wands skill

The skills for using magic items and other basics of magic can be learned from the Wizard in Midgaard. With insufficient skill level magic items may fail to work or even break.

All magic items are used with one command, use:

Format: use potion

Drink the magic potion. The drink command works for potions too. A potion can only be drunk once; after drinking it you will have an empty vial in your inventory.

Format: use pill

Swallow a pill. The eat command works for pills too. A pill can only be swallowed once.

Format: use scroll target

Read a magic scroll. Specifying a target is not mandatory -- it all depends on the scroll's properties. A scroll can only be recited once.

Format: use wand target

Wave a magic wand. The wand can sit in your inventory or in any slot, there is no need to hold it. If no target is specified but you are fighting someone, your opponent will be used as the target for harmful spells.

Format: use staff

Use an old magic staff. The staff has to be held in your hands. A spell aimed at one creature or thing strikes the target, like a wand. Other spells strike the ground and may affect everyone nearby!

Staves and wands may contain multiple charges. When the charges run out, these magic items become useless. However, wizards and witches know the secret of recharging wands and staves (the recharge skill). Other things can hold charges of a spell too: a ring, an amulet, a trinket. They work like a wand, with the same skill, from the inventory or any slot. A magic staff weapon casts only while wielded and needs the staff skill. Identify shows the spell and the charges left. A trinket crumbles with its last charge, a ring or a weapon only goes dull and can be recharged. The mages of the Shalafi Order can imbue a staff or a held item with a spell of their own.

WHERE THEY COME FROM Magic items drop from the corpses of foes no weaker than you, with the same luck and limits as random items. Mages, clerics and necromancers more often leave scrolls and charged trinkets, warriors pills and potions. Champions, bosses and legends always carry some magic, and from a champion up you may find a magic staff weapon if you know the staff skill. Chests hide magic too, locked ones better. The defeated in the High Tower of Sorcery drop magic scrolls, and very rarely a scroll of knowledge. Shops sell only common and uncommon magic.

Such magic comes in the same tiers and colours as random items. A potion, pill or scroll is at most epic, only charged items can be legendary. The better the tier, the more spells and charges, and the sooner it crumbles to dust: uncommon after 35 real-time days, rare after 17, epic after 10, legendary after 7. Common magic never disappears.

Many old magic items were reworked: their spells, charges and kind changed, and the copies you already own changed with them.

Play in the browser Open in the interactive help