View Full Version : When may i have all spells?!
Ether
06-21-2005, 03:43 AM
my friend's playing an adept and she's lvl.13 right now but there are quite a lot of celestial spells she has not yet acquired... she has even finished her tier 3 quest on warwitch and 3/4 map is already finished...
are there other celestial spell sellers beside the one in Fargrove and the one in Arindale? if there are no more traders how may one find more celestial spells?
ldonyo
06-21-2005, 08:34 AM
You might find some as treasure in chests. You may also find some at merchants other than those of the Celestine temples.
evangelic
06-21-2005, 12:27 PM
you won't get them. they weren't included in the game. most magic schools are like that, about 50% just were not included. sure, they are in the manual. sure, their number is boasted on the box. but you won't get them. have fun. yay DL.
darktau
06-21-2005, 02:04 PM
also spells that are avalible depend on your starting class.adepts get more crystals avalible than other classes.
chamr
06-21-2005, 04:06 PM
I may be wrong, but I believe more becomes available from a given vendor as you progress. Not sure what the rules are, but try checking back with vendors to see if they have additional spells for purchase as you go up in levels and especially if you've progressed within the appropriate class tree or trees.
darktau
06-21-2005, 04:25 PM
the opening of some spells are event activated. After regaining acess to Fargrove the mage Alester has nova and fire nova spells. I think the celestial temple gets a couple mpre spell given the same event.
Simith
06-21-2005, 05:40 PM
There is a large block of spells in the item table between 616 and 700 that are not functional. I went and tested each one (no, I don't work for either companies, I was just bored) and only 12 of the 40 nether spells worked, 1 of the 20 rune spells worked (rune blade), and 14 of the 24 celestial spells worked. I did find something odd, however. NPCs appear to be able to cast some of these non-functional spells. Example: Radiant heal is broken for players to cast, but you can cast star of the blessed spirit and summon a ghost who CAN cast radiant heal. So, its no surprise that many of these spells can not be found in the game yet. The company probably knew they didn't work and thus didn't add access points to them in game. Hopefully it will get fixed in the next patch.
Coatimundi
06-21-2005, 09:08 PM
1 of the 20 rune spells worked (rune blade), and 14 of the 24 celestial spells worked. I did find something odd, however. NPCs appear to be able to cast some of these non-functional spells. Example: Radiant heal is broken for players to cast, but you can cast star of the blessed spirit and summon a ghost who CAN cast radiant heal.
I think what the blessed spirit is casting is Celestial Restoration which does work in 1.1 (but is more annoying than potions because you can't see what's happening around you while the spell executes).
I'm pretty sure rune Santuary works. I can run around in the middle of a bunch of spell casters and pretty much ignore their magic attacks. You can really demonstrate this with freezing attacks which just don't stick to you. There may be a Celestial level issue with making this work?
There seems to be a few distinct issues here:
What spells work in 1.0?
What spells are available in 1.0?
What spells work in 1.1?
What spells are available in 1.1?
What effect does magic level/quest status have on obtaining spells from vendors?
What effect does magic level have on using/triggering these spells?
I read one post that said that if you had entered a shop in 1.0 before upgrading to 1.1 then you would only see the 1.0 items and if you upgraded and then went to the shop then you would see all the 1.1 items.
I'm not sure if this pattern is correct but there are spells that people discuss frequently like Ward of Fire that I've never seen anywhere (and I'm Celestial) so I think that if you start a 1.0 game and upgrade then you may simply see fewer items in all shops. Another example: I've never seen any nova spell for sale anywhere. I upgraded to 1.1 in Fargrove before leaving the first time.
Simith
06-21-2005, 09:50 PM
Sanctuary is 345. The spells outside of 616-700 appear to all work properly, as do a few in that range.
Here is a list of the spells that I have found to be non-functional, please let me know if they worked for any of you:
Arcane:
Fire Mines
Wall of Fire
Blasting Wind
Shooting Sparks
Zap
Freeze
Whirlwind
Burning Vapors
Flamethrower
Pillar of Fire
Freezing Vapors
Fire Missiles
Ice Storm
Fire Storm
Cataclysm
Nether:
Poisonous Touch
Choking Cloud
Blinding Fog
Confusion
Poisonous Aura
Suffocating Cloud
Beast
Arrows of Baal
Dragon Claws
Possession
Drain Life
Hate
Cloud of Death
Rune:
Rune Speed
Rune Shield
Rock Mines
Missile Barrier
Boon Strike
Boon Armor
Rune Missiles
Boon Speed
Boon Shield
Orbs of Defense
Rune Warrior
Boon Blades
Spitting Shield
Boon Missiles
Shards of Stone
Anti Magic Shield
Petrify
Anti Magic Barrier
Urth's Wrath
Vengeance
Celestial:
Crystal of Vision
Divine Radiance Crystal
Solar Ray Crystal
Blink Crystal
Radiant Heal Crystal
Crystal of Levitation
Prismatic Crystal
Crystal of Regeneration
Crystal of Illusion
Divine Grace
Now, when I “non-functional”, I am saying that nothing appears to happen when they are cast except a charge being taken from the spell. Most of the time, the character doesn't even go through the motions of casting. The crystal of illusion does go through the motions, but the illusion never appears. I have tried these spells using a level 15 character with level 15 spell casting skills and at different points in the game. Also, I was wrong about these spells not being accessable. Most of them do appear at class specific vendors when you gain classes. There is a text file in the main DL folder that shows what can be found at which vendors.
I found Ward of Fire at the Celestial temple in Arindale after completing the initial quest to join the Celestine. It prevents you from going up in flames and receiving the damage over time and being stunned, but you still take direct damage from fire spells like fireball.
I've had Rune Shield, Solar Ray and Crystal of Regen work no problem.
Also, many of those spells work when attached to a magic weapon... I'd say about 1/3 of all those listed I've used as a weapon... but, you must have magic weapon skill up over 10 to really see the effect... and, the weapon runs out of the spell unless you let it rest.
Another thing, most of those spells are hooked into trapped chests, so why they wouldn't work for a player is still a mystery since all the effects are there and apply damge to the unskilled thief.
Gorn
phalzyr
06-22-2005, 09:05 AM
ward of fire/ice is in arindale, the building right near the Moon gate. I do think you have to be second tier celestrial (after reentering fargrove?) to get the options. I only played cestrial once and used third tier for mage so....It is a nice spell BUT it is kinda hard to see when you have it activated :( It would of been nice if the just ahd the bottom ring stay up on you but nope they have a ring of runes up top right in line of sight....DUH!
btw I also had solar ray work for me, you do have to be near an enemy...
Simith
06-22-2005, 05:51 PM
My mistake, solar ray was actually on my list of spells that do work. I just read the list wrong.