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7
Use the four Gems and the Time Machine to battle Mondain, destroying his Gem of Immortality and then defeating him.
Key
d
Used
Anywhere
Range
3
Effect
Deals random damage up to the caster's Intelligence
Price
9–15 pence
Magic Missile is the staple damage Spell, dealing anywhere between 2 and your Intelligence score in damage at a range of 3 squares. By itself, it's not a very good Spell, since you can usually deal as much or more damage with a normal Weapon. However, combined with magic-boosting Weapons, especially the Staff or Triangle, Magic Missile can be the most damaging attack in the game (short of Kill).
That's not as exciting as it sounds. Most dungeon Creatures go down in one shot from anything anyway, so this Spell is a waste of money to use on them. (It's not a bad backup plan if they actually survive a hit, though.) Overworld Creatures tend to have more HP, but not enough to justify this Spell. It's best used against high-HP foes like Wandering warlocks and Mondain himself. This Spell really shines in The Final Battle, and is certainly worth using if you've maxed out your Intelligence.
That's not as exciting as it sounds. Most dungeon Creatures go down in one shot from anything anyway, so this Spell is a waste of money to use on them. (It's not a bad backup plan if they actually survive a hit, though.) Overworld Creatures tend to have more HP, but not enough to justify this Spell. It's best used against high-HP foes like Wandering warlocks and Mondain himself. This Spell really shines in The Final Battle, and is certainly worth using if you've maxed out your Intelligence.
Key
7
Type
Wizard
Effect
Deals 31 + twice your level damage to an enemy in front of you
Normal Price
356 gold
Discount Price
220 gold
Bargain Price
136 gold
Magic Missile is the only simple damage Spell in the game. Despite being a missile, it's not ranged—only Creatures directly in front of you can be harmed. Magic Missile always deals at least 31 damage, with a bonus equal to twice your Level. This is the internal representation of your Level, so gaining a Level when your current Level ends in 9 will actually add 14 damage to your Magic Missile rather than the usual two. Not bad!
There are two downsides to Magic Missile. The first is that it's expensive. Sure, at high Levels it deals massive damage, but it's never cheap. The other downside, which is unlikely to be a problem, is that after the damage caps at Level 70, it will wrap around to a minimal amount at Level 71. There isn't much you can do about this, except to stop using the Spell at that point.
There are two downsides to Magic Missile. The first is that it's expensive. Sure, at high Levels it deals massive damage, but it's never cheap. The other downside, which is unlikely to be a problem, is that after the damage caps at Level 70, it will wrap around to a minimal amount at Level 71. There isn't much you can do about this, except to stop using the Spell at that point.
Key
B
Type
Wizard
MP
5
Effect
Damage an enemy with a ranged attack
Available
Combat