I don't know where to get the manual but I can provide you some basic information [img]smile.gif[/img]
First of all, there are 6 magic schools in W&W. The spells in the magic schools are divided into
spell levels. You can learn spells of a particular spell level if your character level and your corresponding "...craft" skill is enough high.
Enough high means the following:
- Your character level must not be lower than the spell lewel.
- Your "...craft" skill level must not be lower than the (a) spell level in case of "natural magic schools" and (b) 2x spell level in case of "foreign magic school".
Natural magic schools:
Warrior - none
Thief - none
Mage - Fire and Stone
Priest - Vine and Spirit
Paladin - Spirit
Ranger - Vine
Warlock - all
Barbarian - none
Ninja - Moon
Bard - Moon
Samurai - Fire
Monk - Spirit
Assassin - Fiend and Moon
Valkyrie - Stone and Spirit
Zenmaster - all
Here is a list of most useful spells and their effects: Note that all spells in W&W are "ranged", there are no "touch" or "area around caster" spells in W&W.
Fire
- Flamedrop(2) - Hits continuously by a small amount of damage. Can be cast from the gound under the water
- Illuminate(3) - The only usable source of light in the game.
- Flamestrike(3) - Area-effect spell causing higher damage than Burn.
- Burning Haze(5) - Like Flamedrop but much stronger.
- Incinerate(6) - Causes huge damage to a single target. A "must have" in later stages of the game, where you encounter flying monsters.
- Firestorm(7) - One of the most devastating spell in the game. Area effect.
Stone
- Elemental Blast(3) - Like Flamestrike but stone-based.
- Negate Magic(4) - Destroys magic defenses of the target. A "must have" in later stages of the game - against Myrathian Wisps, Myr Mystics, and Twisted Nixies, when they cast Reflect Damage.
- Merlin's Shield(5) - A "must have" spell, which boosts your magic resistance to the [/i]most[/i] of spells in the game. The boost is huge (with enough high Sorcery).
- Lightning(5) - Causes high damage to a single target.
- Lavawalk(6) - Allows you to walk lava and also pass fires without being hurt.
- Meteorstorm(7) - Like Firestorm but stone-based.
Moon
- Spectral Raven(3) - Like Flamestrike. This spell is the best one among the level 3 area effect spells.
- Vanish(6) - Teleports you to a certain distance in the direction you are looking currently. Also, it can teleport your opponents away from you. A source of trucks of tricks in the game
- Create portal(6) and Teleport(6) - Creates a "portal", to which you can teleport later by the Teleport spell.
- Call of Home(7) - Teleports you to the town, which you have visited most recently. Cannot be cast in dungeons, only in the "wilderness".
- Icestrom(7) - Like Firestorm but not as good as Firestrom or Meteorstorm.
Fiend
- Frenzy(4) - Cast on yourself. You will inflict double damage by any melee weapon but you will also get double damage from any melee weapon.
- Demonic Fist(4) - Causes good fiend-based damage to a single target.
Spirit
- Spirit Eye(2) - Reveals monsters and objects on your map. Red dots are monsters, white dots are items, chests, levers and similar objects. The drawback of this spell is that it shows all buterflies, rats, birds and similar harmless fauna as "monsters".
- Great Heal(3) - a good healing spell.
- Dispell Undead(3) - Causes huge damage to undeads. The effect of the spell increases quickly with Sorcery. At high Sorcery, the spell is "resist it or die" in fact.
- Heroic Might(4) - improves your fighting abilities significantly. Even a mage can fight very well if he is affected by this spell.
- Restore Health(6) - Heals a single target completely and also removes fear, sleep, nausea, and similar affections.
- Exorcism(7) - heals curses caused by magic. The spell cannot remove cursed items and void their effects.
Vine
- Haste(2) - Increases your overall speed.
- Pry(3) - The "open" spell. Cast it on chests and locks. If the lock is trapped and the spell fails then the trap will be triggered.
- Cure Poison(4) - A "must have" spell, which cures all poisonings.
- Disarm Trap(5) - Like Pry but much stronger. Also, if the spell fails then the trap is usually not triggered.
- Cure(6) - The only spell in the game, which can cure diseases. It also cures a lot of other adverse affections. A "must have" spell.