Training Magic Skills |
Magic: (First step, get some Mana Stones)
--Alchemy/Wizardry and Earth: My fave is the 8-pin Bank Vault Door, just keep throwing PL1 Knocks at it. When Alchemy gets to 50, mix up a bunch of the series: Heavy Heal--Cure Disease--Renewal, and Pandemoniums, too. Divinity/Psionics and Mental: Charm a merchant who'll buy your Mana Stones so you can recharge them and keep going. Mindread takes about 3 times longer to cast--you have to wait for the response--and doesn't really go any faster than Charm. Once again, many spells at PL1 trains faster than wasting all your mana on a seventh as many castings. Other Realms can be worked up in combat. I like to do this in conjunction with Reflextion training, just casting the highest spells I know at PL1. If you have any SP regenerating items (e.g. Nebdar, Robes of Rejuvenation, Infy Helm), you can do this for a long time, rotating through all the realms. I like to aim area spells to only affect one of the enemy, so I can then heal it to continue (and you can throw Guardian Angels onto the enemy). You can also cast Combat Buffs, and condition spells. If your Stealth is high, though, you should do some kind of damage every other round, so the enemy stays put. NOTE: No credit accrues toward Skill increases if you cast needlessly. (Cure Disease on a healthy Character; any Buff at the PL that's currently in effect, etc.) Corollary to this is getting the most possible out of casting travel buffs by casting first at PL1, then 2, etc., until you've cast 7 times. - Scatter |
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Well...I like training with Heal Wounds using the shift+m technique
in the fire in the crashed space craft in Arnika...
That is actually a way to train without using the mouse at all, and I like that! Is faster and not as straining... And of course Cure Less. Cond. in the gas chamber in the monastery... I'm guessing there is no need to mention spells like Charm and KnockKnock! ;-) - Brondby_IF |
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Regarding Powercast.
It increases the same way as other magic skills. So if you are planning to spend a long time powertraining the magic spellbook and realm skills by casting knock, detect traps, charm, mindread, travel spells and whatnot until the cows are home, consider waiting 'til you get powercast: You will be getting three skills for the price of two. - Mountainshadow |
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Mountainshadow's point is an excellent one.
I typically save power-skilling for casters until I run over to Trynton to get my intelligence to 100 for power cast. Then I go the the holy vault door (knock knock), burning spaceship (heals), gas chamber room (heals and cure lesser condition), trapped chest (divine trap), RPC (charm/mindread) or other appropriate location. Worth mentioning is that it is a tragedy <smile< to accidentally raise intelligence over 95 before getting the Trynton +5. - Ariana |
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One of my favorite spots for training is in the Umpani Base Camp. Save
the last trapped chest and the 3 tumbler lock that are just to the left
as you enter the barracks.
Then you can practice knock-knock on the lock, casting at power 1, and divine trap on the chest. So any caster can work on their skills all in one spot. If you have multiple casters working on the lock, be sure to exit the locks screen if the last one leaves a tumbler held, so as not to open the lock. - DeanBB |
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One little thing to add to all these. When I have a group who I plan to use any of these training techniques I many times wait until I have the portal spell and some mana stones. I will set a portal at Sadok with one char and another at the training location of the moment. When all magic power and mana stones are exhausted I will portal to the vendor then back. This way I manage to get a little training in for Air realm as well. - Flamestyke |
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I like training magic in the Rattkin tree. Because the bridges are
narrow you never get surrounded and can simply train any magic skill that's
lacking. Just make sure you have a decent tank character that can hold
back a couple of Rattkin. There's also a locked chest in the room beside
the Don for earth magic, and a trapped chest for mental magic.
I prefer this type of training for a few reasons: 1. While your casters are training magic, your fighters are honing their combat skills. 2. You get experience. 3. You get money. 4. You get neat stuff like Anhks, Rings, Arrows, Scrolls etc.. 5. It's not as boring as vault training etc... 6. You can try out new strategies. 7. You can laugh at stupid Rattkin Goons as they hit your Guardian Angeled, Razor Cloaked Fighter, while your puny spell casters are out of harms way, torturing them with spells from every realm. - Kylospylon |
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Fire, air, mental, water training, (earth and divine are obvious).
"L" is your best friend here. initiate battle, put everyone on defend, cast your low lvl spell with the fastest animation available (acid splash, mind stab, energy blast, whirlwind are what I use). Hit L every 2 seconds or so, and you'll be casting about that fast. Make sure you heal the monster before he dies. - Kingdo22 |
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Well, i just discovered another little trick for those practicing Magic:
The chest trap "Anti-Magic" will cancel your travel buffs. So if you get to a chest with such a trap (and chest traps can change if you reload right there--you just have to know which chest can have one) you can trigger it intentionally by touching the wrong device symbol (pick a different trap type) and recast your buffs until your SP's are gone (save 50 in Air), then Portal yourself to a mana source (sell-buy Mana Stones or use the Hex Fountain). - Scatter |
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Mental / Divinity / Psionics
1. pick up f.e. a bunch of arrows, quarrels or stones, but take it only in
your "mouse hand"
I suggest to do this in front of the Trynton Mana Fountain (to regenerate your mana) and (if possible) after reaching Int 100 because it will be a good training for your Powercast too (don't forget to get the +5 Int from the fountain in Upper Trynton). Do not only use bullet stones or simple arrows but rather Spiked / Impaling stones, Hunter quarrels, Barbed arrows - it will speed up the training, because you have to cast the spell on a higher level. At this point you should also cast Identify on every potion your Alchemist has mixed and that is still unidentified. If you have the Remove Curse spell you can train your Divine magic by removing the random Hex-Spell from this fountain too. Another way to train your Divinity in Trynton is to initiate a battle, cast Summon Elemental and start the combat. Other party members may cast Hypnotic Lure, Haste, Bless, Superman, Rest or any other Party-Spell at this time. Last but not least you may give someone an item with healt-drain another char cast an autocalculated Heal-Spell (or Heal All) onto him. At the moment you cast, you should immediately start to camp (you have to be very fast). Because of the HP-draining item you will loose all the time Health and your healer tries to heal you the whole night (if he has an item with mana regeneration and will not run out of mana). Alchemy: Beside of the usual training techniques (f.e. knock-knock / healing and general casting) you should remember, that you'll get much more practical experience in Alchemy, if you mix your potions / powders potion per potion and not 5 potions at once. The same counts for identification (Rightclick, Identify-Scroll or spell). - samot |
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Water realm - just make sure your caster(s) doesn't loaf while you are fighting the Rapaxes! Acid bomb at the
first combat round - and then iceballs or even blizzards/tsunami (if you are
highlevel enough). Works like a charm, helps your party and quickly raises
Water realm to 98 or even 99. Then rest you usually get at AP.
Air realm - while it can be powertrained too! Keywords are: Set Portal spell! There is an anti-cheat plug in Wiz8 code which doesn't increase Air realm if you cast several Set Portal spells in a row (the game waits for some time to pass between two consecutive casts) - but it can easily be avoided by save/load tactic. It's simple: just save and insta load the game after every Set Portal - it resets the timer! Shift-M, Q, Shift-Q - repeat until you go dizzy or until you hit 100 Air Magic :) Alchemy doesn't need any special training either if you are going to equip the whole party of 7 fighters (supported by a single caster who actually trains the skill) in Ferro's uberarmors. Just buy a lot of potion components and mix, mix, mix... Just make sure you mix each potion separately - this really makes difference! The same applies on identifying your products. This way, by the time you earn enough money (after mixing some 300 Renewal Potions, that is) your Alchemy, Divinity and Mental Magic will most probably be at 99-100.- Corvin |