LostMagic Spell Guide V0.02 By Alex (aka Java86) Morikou (at) gmail (dot) com Table of Contents * Version History [VH] * Introduction [INTRO] * Combat System [CS] * Elements [ELE] * Spells [SPELL] * Single Runes [SR] * Duo Runes [DR] *Work in Progress* * Triple Runes [TR] *Work in Progress* * General Stratagies [GR] * FAQ [FAQ] * Credits and Disclaimer [CAD] * To Do List [TDL] To jump to a section, press Ctrl + F and search for the keyword in the []. (Example: you want to go to the Triple Rune secion, you search for [TR] == Version History == [VH] 5/03/06 V1.00: Added a new naming system for spells. Going to try it out for a while. Finished all the duo runes. Added all the triple runes I could find. Added some submissions. Added a spiffy search system. A few other things too. 4/30/06 V0.01: Just starting out. Don't have triple runes yet or rank 3 runes so I can't do much about those. :X Al the duo runes with ranks 1 and 2 runes are done though. == Introduction == [INTRO] LostMagic is a RPRTS (Role Playing Real Time Stratagy) game where you play as a young boy named Issac as he fights to save the world from an evil sorceress bent on world domination. Cliche, yes, but where the game REALLY shines is in its gameplay. There are over 350 spells in the game which can be cast by casting either individual runes (symbols) or combonations of runes. This guide's purpose is NOT to tell you what each an every individual rune is. It's purpose is to tell you general patterns of spells, when are the best oppertunities to cast them, and general stratagies. == Combat System == [CS] The games combat system is fairly unique so it deserves some explination. In battle you (the character) are guided around the battle map trying to complete the maps objective. Some example objectives are defeating all the enemies, capturing all the crystals, defeating the boss, etc. By holding the L button (or the R button if you are in left-handed mode) and then drawing a rune, you can cast a spell. The more accurately you draw it, the more powerful the spell will be. However, the longer you take to draw it, the more time the enemy has to move/react to you since you are stationary while casting. There are 18 runes divided up into 6 elements (3 each). The elements are Fire, Water, Earth, Wind, Light, and Dark. You cannot cast a rune if you have not been taught it via an event. The same is true with casting duo rune spells and triple rune spells. Once you obtain the rank 1 Dark rune, you can use it to capture monsters and use them in battle. On the world map, you can put up to 3 monster groups into your line-up and bring them into battle. You can also equip them with items to increase their abilities. Also, monsters often have an elemental alignment. There are various limits and abilities of the monsters but that is the job of another guide. == Elements == [ELE] As previously stated there are six elements: Fire, Water, Earth, Wind, Light, and Dark. Each element has an opposite that it is vulnerable to. The pairs are: Fire <=> Water Earth <=> Wind Light <=> Dark So, if you cast a fire spell on a water enemy, it does increased damage to them. However! if you cast a water spell on a water enemy, it heals them instead! You can view an enemys elemental alignment by selecting them in combat (it shows up on the top screen). Also, each element has a trend of the types of spells that are created with it. Fire: Offensive, shorter range, Easy to draw, higher damage. Stat: Attack Water: normal range, freeze effects. Stat: Earth: Defensive, normal range. Stat: Defense Wind: Knock back effects, long range, speed. Stat: Speed Light: Healing/curing effects, normal. Stat: Magic Defense Dark: Debuff/capturing effects, normal, more damage Stat: then average, "double edged sword", Most difficult runes. As you can see, each element has various strengths. Fire spells are useful because they can be cast the easiest and the fastest. So it is easy to cast single rune fire spells over and over if need be. Wind spells are valueable because they can knock an enemy away from your caster. They can also be used to knock enemies into stuff. For example, on a lava map, you could knock a non-fire enemy into the lava and it would hurt them. However, if you knocked a fire monster into the lava (or dealt fire damage to it), it would heal it! Also, when combined in duo runes, the last rune always changes the element of the spell (and adds or changes certain parts of the effects). == Spells == [SPELL] This section lists the various types of spells and stratagies for them. I use some short hand to make things more condensed: - SAoE: Static Area of Effect. They hit an area of a set size. - VAoE: Variable Area of Effect. They hit an area of a chosen size (up to a limit). - LoS: Line of Sight. These spells will only hit an enemy if there are no obsticals in the way. They travel in a line. - PLoS: Piercing Line of Sight. Same as LoS but they can go through objects and enemies. Spell naming system (attributed to VampiricDragonX of the GFAQs message board): Fire Rank 1 is shortend to F1, Rank 2 to F2, Water rank 1 to W1, Etc. Sells themselves are refered to by two names: One way is to refer to the name by its runes surrounded by brackets with commas between each rune. Example: Fire rank 1 + Water rank 2 is [F1, W2]. The second way to naming spells is by their actual name. Example [F1, W2] Is homing ice. F = Fire U = Water E = Earth W = Wind L = Light D = Dark Any = Any rune (ie, Any1 would be Any rank 1 rune) Note: The names given for each group are just nicknames based off of trends in the individual names of the spells in the group. Note: If you ever cast a spell and find out you really don't want to cast it, just tap the casting key to cancel it. == Single Runes == [SR] Although I won't list all (or really any) specific duo/triple rune spells, I will list the single rune spells (since you get them through required events anyway). F1: A fireball F2: An explosion F3: A rain of fire that melts the ground into lava. U1: A ice bolt. May freeze target. U2: A rain storm that can temporarily harden lava. U3: Freezeds a single enemy. E1: A wall of dirt/stone. E2: Increase the defensive of a single ally. E3: A rain of boulders. W1: A long range knock back attack. W2: An area of effect wind attack that hits multiple enemies W3: Teleports you to the selected location. L1: Heals a single target. L2: Increases a single targest magical defense. L3: Restores an area altered by magic. D1: Can capture a monster. Chance increases as the target is weakened. D2: Reduces a single targets defense against everything. D3: Poisons a Single Target. Note: I haven't gotten all the rank 3 runes yet so there isn't much information on them yet. == Duo Runes == [DR] This isn't going to be a list of each rune combonation and what it does. This will be a list of general trends of spells and how to use them. All duo rune combonations exist (324 duo rune spells). You become able to cast duo runes after defeating an early boss. The cost of a duo rune spell is equal to the combined cost of the two runes it is made up of. The first rune of a duo rune is the STYLE of the spell. All spells that start with a specific rune will act in similar manners. At the very least, they will all target the same. The second rune of a duo rune changes the element of the spell. Knowing this is imporant when experimenting and trying to find new spells. Spells in this section are sorted by rank, then element. [F1, Any1]: Lance - A peircing bolt/beam attack of the second runes element. (example, [F1, U2] = A piercing ice attack. This attack will go through enemies and terrain. This attack is one of your most used duo runes for quite a while. It is useful because it can hit enemies behind walls (either natural or ones you created). However, its primary use is to hit multiple enemies at once. Example: Say a line of enemies is walking towards you. You can cast a piecing attack and it will hit all three (and cost 20 mana by default). If you had cast a single rune three times it would have cost 30 mana (one for each) and have taken longer to cast. It has an advantage over AoE because they are cheper to cast and can be cast faster. So an option is to repeatedly cast this type of spell into a group of enemy monsters instead of casting an AoE spell. This is a good idea because many AoE spells hurt your monsters as well as the enemy. Piercing spells do NOT hurt your own monsters, just the enemy. To protect yourself against this spell it is best to spread your units out. While moving and then bunch up around single targets (such as other mages and players). When you bunch up around a target they will only hit one or two of your units. [F1, Any2]: Homing - A PLoS homing attack. (example [F1, U2] = a PLoS homing ice attack). This attack has similar uses to [F1, Any1]. In fact, it can be used in all the situations the previous one can. The differences? For one thing it deals a bit more damage. Second, if you want to hit multiple monsters that aren't in a line, it will curve around to hit them all. It is also useful to hit monsters that are far away and moving (since it will adjust if you aimed wrong). Also the range is a bit longer then the weaker version of this. Unlike [F1, Any1] you don't want to repeatedly cast it early on since your mana supplies are fairly low. Once you level up a bit it can basically replace [F1, Any1]. Bunching up around single targets still helps defend from this spell but spreading out while moving is less effective since it curves. [F1, Any3]: Crush - Fires LoS Beams at all enemies in the targeted area. (Example: [F1, D3] = A series of Dark Lasers) This attack has a very strange targeting setup. You target a variable sized area and then all enemy units that were in that area get hit. The shots won't go through obsticals, but they will go through units. The beams go in a straight line from the caster to the target (they go fast so they don't need to adjust for aim). The beams from this attack are much stronger then any of the AoE abilities and they hit more targets then [F1, Any1] and [F1, Any2] abilities. This is a very strong ability. Expecially when combined with W3 because it knocks back multiple enemies. In most situations, [F2, Any1/2/3] are more useful. But this is most useful when you need to point defense enemies and knock them back (via [F1, W3]). [U1, Any1]: Rapid - A rapid fire bolt/beam attack of the second runes element. Fires 3 shots. (example: [U1, F1] is a rapid fire fireball attack). This attacks purpose is to deal as much damage to a single target as fast as possible to a single target. It is LoS so you cannot shoot an enemy on the other side of a wall or in the middle of a group of enemies. This attack is very useful for finishing off bosses or other strong monsters. However, if they are weak or low on HP then you are better off just casting a normal attack instead of a rapid one. Since it isn't targeted, the bolts can hit multiple mobs instead of just one. Example: There are three mobs in a group, you fire a rapid spell and the first bolt kills one monster and then the second two hit another monster. Since it doesn't travel through monsters or obsticals, using the terrain is the best way to protect yourself. If your opponent is using this spell alot, you can use your monsters as a meat shield to protect yourself. Sending your monsters in and then placing a wall between you and the enemy mage is also a good stratagy. [U1, Any2]: Wide - Fires 3 LoS bolts/beams in a wide pattern. (example: [U1, F2] is a wide shot fireball attack). Think of this attack like a shotgun. At longer range it isn't very useful because the bolts spread out farther and is hard to aim. However, if used at close range, you can have (theoretically) all 3 bolts hit the same target! (thus dealing more damage faster even faster then the rapid version). However, for that to work you have to be almost standing right on top of them (which is generally a bad idea). It can also be used to attack a group of monsters. With repeated casts it can mow down a group of monsters. Generally, though, for that purpose it is better to just use an AoE or a PloS attack. Against this ability, it is a BAD idea to spread out since it is more likely to get all its hits in. [U1, Any3]: Maxi - Fires 5 LoS bolts/beams in a wide patter (Example: [U1, D3] is a wide shot dark attack). Very similar to [U1, Any2] but with more shots. Much easier to hit enemies because the more shots are spread over the same area. [E1, Any1]: Wall - Creates a wall of the second runes element. (example: [E1, F1] creates a wall of fire that damages enemies that touch it). Wall spells are one of your more strategic spells. Enemies cannot pass through walls and are generally too stupid to go around so walls are more useful then they sound. One way to use them is to herd enemies into a small area with them and then unleash a powerful AoE spell on them (hahaha, can't run away). It is also useful if you accidently pull too many monsters because you can break them up into smaller chunks by blocking them with walls. Walls are also useful for stopping LoS attacks (but not PLoS!). What do you do if someone uses walls against you? The Cure Spell [L1, E1] restores the ground to its original form. In other words, it destroys all spell created walls in its AoE. [E1, Any2]: Wall - Creates a wall of the second runes element. (example [E1, F2] creates a wall of fire that damages enemies that touch it). Sounds the same as the weaker version? Thats because it is. The difference is that it lasts longer, is stronger, and can be cast farther away. [E1, Any3]: - Creates a wall of the second runes element. (example: [E1, D3] creates a wall of Darkness.) More of the same, a stronger version of [E1, Any2] and [E1, Any1]. [W1, Any1]: Cloud/Wind/Zone - Creates a zone that either buffs allys, or debuffs enemies, or both. The effect given is based on the element of the second rune. (example [W1, W1] = creates an area that allows your units to run faster). This series of abilities are really a mixed bag. Some deal damage, some buff your units, some debuff enemies units. The main thing to keep in mind is that they affect an area and then the area affects the units in it, not you affect all the units in an area. That sounds a bit odd and that is because it is. How these spells work is you place an aura of sorts in a specific location. As long as a unit is in that location, they get affected by it. Once they leave, they stop being affected by it. This is different then otehr AoE buffs in that most AoE buffs affect the units you cast them on and then they keep that effect even when they wander off. Since the AI (artifical intellegence, the set of code that controls the mosnters) is fairly stupid, there is a evil trick you can do. In a big battle between monsters, you have all but one or two of your units retreat. Since the AI is stupid, they will keep attacking the two that didn't retreat. Then you cast a big, AoE spell that hurts both friend and foe like [W1, D1] (since it does alot more damage then comparable spells for its mana cost). This way only one or two of your units are hurt and all of your opponents units are hurt. This works on humans too (it is easy to get distracted in battle) but it isn't as effective. If you are caught in the middle of one of these the best stratagy is to get out as soon as possible. Don't wait to kill that one more mob, don't delay and try to decide: GET OUT. Even if the effect doesn't hurt you, the enemy will still have an advantage while you are in that area. If you see the enemy suddenly start retreating your from your monsters, it probably means they are going cast one of these. [W1, Any2]: Cloud/Wind/Zone - Creates a zone that either buffs allys, or debuffs enemies, or both. The effect given is based on the element of the second rune. (example [W1, W2] = creates an area that allows your units to run faster). Basically the same as the previous version except it affects a larger area and is stronger. [W1, Any3]: - Creates a zone that either buffs allys, or debuffs enemies, or both. The effect given is based on the element of the second rune. (example [W1, W3] = creates an area that allows your units to run faster). Basically the same as the previous version except it affects a larger area and is stronger. [L1, Any1]: - Casts either a single target or SAoE cure on your units (example: [L1, F1] cures a single unit of freeze and heals them). Very straight forward. They all cure aliments. Use them when your units are hurt to heal them, when they are ill to cure them, etc. Situational, but still very useful. The trick is remembering which one is which. This catagory of spells are one case of where knowing the trends of each element is a good idea. [L1, Any2]: - Casts either a single target or AoE cure on your units (example: [L1, F2] cures a group of units of freeze and heals them). Again, Very similar to the weaker version. The difference is that they are stronger, and (generally) affect more units although some do differnt cure effects. [L1, Any3]: - Heals all units in the AoE. It also cures of them of an aliement and buffs them. (example: [L1, F3] heals, cures them of freeze and boosts their attack). These are great spells if your units are being beat on. Casting one of these can easily turn things from bad to good. Much more efficent then casting the buff and healing your units seperately. [D1, Any1]: Trap - Captures an enemy monster of the second runes element. (example: [D1, F1] is used to capture fire monsters). This is basically an enhanced version of the basic [D1] rune spell. Depending on what you use as the second rune, it has increased effect on monsters of that element. Note: From my testing so far, it does NOT work when fighting other players. [D1, Any2]: Obey - Captures an enemy monster of the second runes element. (example: [D1, F2] is used to capture fire monsters). Same as the weaker version but stronger. Has a better chance of catching monsters of the element. [D1, Any3]: - Captures an enemy monster of the second runes element. (example: [D1, F3] is used to capture fire monsters). Same as the weaker version but stronger. Has a better chance of catching monsters of the element. [F2, Any1]: Blast - Creates a SAoE explosion of the second runes element (Example: [F2, W1] creates a wind explosion). This is one of your most basic AoE spells. It deals damage to all enemies in the blast radius in one single burst of damage. This is one of the more useful AoE spells because it DOESN'T hurt your own units. However, it is weaker then some other AoE spells. [F2, Any2]: Blast - Creates a SAoE explosion of the second runes element (Example: [F2, W2] creates a wind explosion). Same as the [F2, Any1] spells but stronger and has a larger AoE. It is still staticly sized though. [F2, Any3]: Blast - Creates a SAoE explosion of the second runes element (Example: [F2, W3] creates a wind explosion). Same as the [F2, Any2] spells but stronger and has a larger AoE. It is still staticly sized though. [U2, Any1]: Rain - Drops 2 bolts into the radius specified. Bolts are of the second runes element (Example: [U2, F1] drops two fireballs into the specified radius). Although you would think it would be similar to the explosion/blast AoE spells it is (in fact) completely different. How it works is by droping stuff (fireballs, bolts of ice, etc) in the target radius. Where it drops them in that radius is completely random. It won't actually hurt an enemy unit unless the bolt hits them. Because of this, it is better to draw a small circle instead of a large one. If you draw a VERY small circle, both shots will hit the same spot. The best way to think of this spell is NOT as an AoE spell, but as a targeted version of the [U1, Any1] spells. It is much stronger (damage wise) then the [U1, Any1] spells, and can be cast at targets even if you dont have LoS with them. A good way to use this is to trap an enemy with a wall and draw a very small circle on them so both bolts hit them. In such a situation it is best to use fire runes as the second rune because it deals the most damage and it turns the ground into lava (which deals more damage). [U2, Any2]: Hail - Drops 3 bolts into the radius specified. Bolts are of the second runes element (Example: [U2, F2] drops three fireballs into the specified radius). Same as [U2, Any1] but with 3 bolts instead of 2. [U2, Any3]: - Drops 4 bolts into the radius specified. Bolts are of the second runes element (Example: [U2, F3] drops three fireballs into the specified radius). Same as [U2, Any2] but with 4 bolts instead of 3. This version can one shot many mobs if focused on a tiny area. This version, however, has a REALLY long cast time so you have to either contain mobs before using it or time it right. [E2, Any1]: Aura - Gives a single allied unit a buff that halfs damage from the second runes element (example: [E2, U1] gives a buff that halfs water damage). This spell set is your best friend when fighting certain bosses. Enemy boss using mostly fire damage? Give all your units protection from fire! Although the effect isn't as good as being totally immune to fire (ie, units that are fire element), but it helps alot. It allows you to bring in units based on other qualifications instead of just what they are resistant to. The buffs DO stack, so you can have as many as you want on a unit at the same time. However, since the buff doesn't last forever (about 30 seconds to a minute), you waste time by sitting around and giving your units protection from all the different elements (expecially since you have to regen mana every once in a while). Generally you don't want to use more then one or two buffs at a time. [E2, Any2]: Aura - Gives a group of allied units a buff that halfs damage from the second runes element (example: [E2, U2] gives a buff that halfs water damage). Same as [E2, Any1] but affects a group. Because of that it is much more useful. Duration seems to be about the same as the single target version. [E2, Any3]: - Gives a single unit a magical armor that damages enemies units that get near it (example: [E2, L3] gives an armor that deals light damage). I personally don't find this very useful but I'd imagine it would be more useful if you had a few very strong units instead of alot of weaker ones. [W2, Any1]: Whirl - Casts a tornado in the desired direction of the second runes element (example: [W2, F1] creates a fire tornado). This ability is VERY hard to aim but it deals alot of damage when it hits. It is piercing so it will go through walls and enemies but it won't hurt your units. The reason it is hard to aim is because it randomly curves off to one side or another of the direction you aimed. If fired into a tightly packed group of enemies, it can be devistating. Personally I never use this spell, I use the [W2, Any2] version since it is MUCH easier to aim. If i can figure out how to aim this spell more effectively, I'll use this one instead but until then I'll stick to the stronger version. [W2, Any2]: Whirl - Casts a tornado in the desired direction of the second runes element, it will seek out foes. (example: [W2, F2] creates a fire tornado). Similar to [W2, Any1] except for the fact that it homes in on enemies! MUCH more useful but since it requires two rank 2 runes it is fairly expensive to cast. It works light a high damage version of [F1, Any2] but with shorter range and moves slower. Use in situations where you would use [F1, Any2]. If an enemy is running away, it will chase them and often deal more damage to them. [W2, Any3]: Whirl - Casts a tornado at the desired location of the second runes element. It will seek out foes. (Example: [W2, D3] creates a Darkness tornado]. Unlike the previous version, this one is created at the location of your choice instead of originating at the caster. This allows you to cast it from safety. [L2, Any1]: Up - Gives a single allied unit a huge buff for a short duration. After that duration they get a debuff of the same effect for a short duration (example: [L2, F1] greatly increases the units attack, after a duration, it decreases it instead). A double edged sword. By "short" duration, i mean about 10 seconds followed by a a 10 second debuff. The buff, however, is HUGE. These buffs are great for blitzs against single opponents (or any skirmish you know won't last long). Use these abilities sparingly. [L2, Any2]: On - Gives a group of allied units a huge buff for a short duration. After that duration they get a debuff of the same effect for a short duration (example: [L2, F2] greatly increases the units attack, after a duration, it decreases it instead). Again, the same as [L2, Any1] but for a group of units. Use this spell even less then the [L2, Any1] version. The reason is that it with the single target version, you can just pull the weakened unit back during the debuff; with the multiple unit version you have to pull them ALL back during its debuff duration (expecially if it is a defense buff). Use very carefully. [L2, Any3]: - Gives a unit a HUGE buff for a duration. (example: [L2, D3] gives a unit a huge buff to accuracy). Unlike the other L2 buffs, this one has NO side effect what so ever, so use as you please. The only unfortunate part is that it costs alot to cast and only affects one unit at a time. [D2, Any1]: Down - Gives a debuff to a single enemy unit for a short duration. (example: [D2, F1] gives an enemy unit a debuff that decreases their attack). These abilities are far more useful then the [L2] duo runes because they don't buff the enemy when they run out. These debuffs are great for bosses and human opponents since such battles are often reduced to a 1 vs 1 magic slugfest. Best used when combined with buffs for your own units. [D2, Any2]: Down - Gives a debuff to a group of enemy units for a short duration. (example: [D2, F2] gives enemy units a debuff that decreases their attack). A VAoE version of [D2, Any1] rune spells. Great for use when you get swarmed by enemy units. Best when used with buffs on your own units. [D2, Any3]: - Gives a HUGE Debuff to an enemy unit for a duration. (example: [D2, D3] gives an enemy unit a Huge debuff to their accuracy). Basically the inverse of [L2, Any3]. Gives a huge debuff to a single target with no side effects. [F3, Any1]: Dragon - Creates a dragon of the second runes element. The dragon attacks foes at the chosen location. (example: [F3, F1] releases a fire dragon) This is one of the cooler Duo runes. It summons a dragon! (yay for dragons). How it is used is unique though. Unlike most spells which have a maximum range, this spell can be cast at any distance. The disadvantage is that it doesn't do a whole lot of damage. It also cannot be directed at individual targets very well since it has a mind of its own. Very useful if you are having trouble getting close to someone. [F3, Any2]: Dragon - Creates a large dragon of the second runes element. The dragon attacks foes at the chosen location. (example: [F3, F2] releases a fire dragon) The bigger brother of [F3, Any1]. The dragon is bigger, faster, deals more damage, and lasts longer. [F3, Any3]: Dragon - Creates a gigantic dragon of the second runes element. The dragon attacks foes at the chosen location. (example: [F3, F3] releases a fire dragon) The largest and most fearsome dragon of the series. Deals the most damage of the three versions. [U3, Any1]: - Envelops a single enemy based on the second runes element. (Example [U3, F1] envelops the enemy in flames) [U3, Any2]: - Envelops multiple enemies based on the second runes element. (example [U3, F2 envelops enemies in flames) [U3, Any3]: - Various Effects - [U3, F3] Causes the targeted enemy unit to explode and deal damage to surrounding units. Also burns them. - [U3, U3] Shoots a wide shot of bubbles. Enemies struck take damage and are are incapacitated while in the bubble. Being struck pops the bubble. - [U3, U3] Causes a single target to hurt themself any time they attack. - [U3, E3] Creates a VAoE zone that immoblizes all enemies in it (maximum area). Very useful for stopping rushes. - [U3, L3] Buffs all allies in its AoE and debuffs all enemies. (increases or decreases defense) - [U3, D3] Switches your HP with your targets. This is one of those sudden victory from defeat type abilities. If you are about to die, cast this on your opponent mage and suddenly they are the one about to die! [E3, Any1]: - Rains death upon the chosen area of the second runes element. Damages friend and foe. (Example: [E3, W1] is a VAoE wind attack) This is the more powerful cousin of [U2, Any1]. Unlike its younger cousin, it hurts friend and foe. However, this can be used to your advantage. Say you have all wind units and your opponent is using non wind units. There is a big group battle and your monsters are fighting their monsters and it is all mixed up. You case [E3, W1] and it will rain wind damage upon all of them. However, since your units are wind, they get healed instead. So under certain situations, this is better then [U2, Any1] but in others it is worse. Expecially since it probably will cost more. [E3, Any2]: - Rains death upon the chosen area of the second runes element. Damages friend and foe. (Example: [E3, W2] is a VAoE wind attack) A stronger version of [E3, Any1] [E3, Any3]: - Rains death upon the chosen area of the second runes element. Damages friend and foe. (Example: [E3, W3] is a VAoE wind attack) A stronger version of [E3, Any2] [W3, Any1]: - Variety of Effects [W3, F1]: Turns a target into a bomb. When it detonates it deals damage to the surrounding units. Not very useful because it doesn't deal very much damage. [W3, U1]: Drops a heavy object onto the targeted unit, it wakes them up. Useful for waking up a unit. It deals exactly one damage. [W3, E1]: Creates a trap on the ground that deals damage to the next next enemy who steps on it. Doesn't deal huge amount of damage but it is useful because it seems to last the entire battle. So you can drop a few and forget about them. [W3, W1]: Shoots a long range PLoS arrow. Very long range. Although damage vs speed/mana wise, you are better off with the [F1, Any1/2] series attacks. [W3, L1]: A long range healing spell. Heals a single target. Very useful if you have to split your group up. Not very mana efficent otherwise. [W3, D1]: A long range debuff that lowers accuracy, attack, and defense. Several nice melee debuffs combined into one that can be cast at long range. Not very useful against mages. [W3, Any2]: - Various effects. Stronger, AoE of the [W3, Any1] series of spells. Note: The [W3, E3] is still AoE but it basically drops several traps at once. [W3, Any3]: - Various effects. Generally stronger versions of the [W3, Any3] [W3, F3]: A stronger version of [W3, F2] [W3, U3]: A stronger(?) version of [W3, U2] [W3, E3]: A stronger version of [W3, E2] [W3, W3]: Launches the user at at a target, causing damage at the target. Why this exists? No clue. Probably just comedic value. [W3, L3]: A long range version of [L3]. [W3, D3]: A stronger version of [W3, D2] [L3, Any1]: - Weakens a single enemies resistance to an element (example: [L3, F1] Makes a target weak to fire) [L3, Any2]: - Weakens a group of enemies resistance to an element (example: [L3, F2 makes them weak to fire) [L3, Any3]: - Creates a zone that buffs your units while they are in it (example: [L3, D3] Increases your units accuracy) [D3, Any1]: - Casts a single target debuff on an enemy. (example: [D3, F1] causes an enemy to fight for you temporarily). These are some of them most powerful debuffs in the game. They completely take enemies out of the picture for their duration. Some (namely the dark ones) cast a strong poison effect on the target. [D3, Any2]: - Casts a debuff on enemies in its VAoE. (example: [D3, U2] causes all enemies in its area of effect to freeze for its duration). Basically, an AoE version of [D3, Any1]. Enemies have a higher chance to resist it though. [D3, Any3]: - Casts a STRONG debuff on enemies in a VAoE (example: [D3, D3] causes all enemies in its AoE to get poisoned with a strong poison). A much stronger version of [D3, Any2] that affects a larger area. == Triple Runes == [TR] These are your most powerful spells with a wide range of effects. Unlike duo runes, not every combonation of runes works. In fact, very few do. *spoiler*You learn how to do them after gaining all the runes and talking to Leonards "mother". *end spoiler* [Any x 3]: - Does a super powerful version of the rune. [Example: [F1, F1, F1] Is a powerful fireball attack) These are basically using the same rune 3 times. They are basically used the same way as their individual rune but in situations when you want ALOT more power. [F1, F1, F1], [U1, U1, U1], and [W1, W1, W1] are all good for repeling a concetrated group of attackers (great for defeating mage rushes). [E1, E1, E1] is a circle of stone. It is great for trapping enemies and then unleasing a powerful point attack on them. The rest are just overkill and you are better off using something else. [F1, F2, F3]: - Sends all your units berserk. Massively boosting their attack power. You cannot control your units for the duration. Great for mage rushes because it your units will down the enemy almost instantly. Dangerous because cannot control what they are attacking. They'll attack whatever is closest. [F3, F2, F1]: - Sends all your units inside its area of effect berserk, massively boosting their attack power. You cannot control them for its duration. Also great for mage rushes. Slightly better since you can control what units go berserk. [U1, U2, U3]: - Creates encircles the targeted area with a water element wall. Deals damage to all that touch it. Very similar to [E1, E1, E1]. This version deals damage though and costs more. [U3, U2, U1]: - Floods the map dealing huge damage to all units on the map (yours and the enemies). This is a very last resort spell. Worse comes to worse, you can cast this and end the game in a draw. As always, water units are immune and get healed by it. [E1, E2, E3]: - Makes all units in the selected area invicible. However, they cannot attack or move. 100% invincibility. Keep in mind that if you cast it on yourself (your mage) you cannot cast spells. [E3, E2, E1]: - Makes a single targted unit invicible. They cannot attack or move. Same as its reverse, but a single target. [W1, W2, W3]: - Teleports all your units to you. Very useful if your opponent manages to sneak up on you. [W3, W2, W1]: - An explosion of wind. Shoots wind blasts in all directions from the caster. Basically shoots [W1] in all directions. Good to knock back enemies if you are rushed from all sides. [L1, L2, L3]: - Turns all units in the selected area invisible. Not sure of the usefulness of this ability since I have't used it in multiplayer. However, it doesn't seem to work in single player. [L3, L2, L1]: - Turns a single targeted unit invisible. Not sure of the usefulness of this ability since I have't used it in multiplayer. However, it doesn't seem to work in single player. [D1, D2, D3]: - Sends all units berserk. They get an increase in attack power and cannot be controled. It sends units on BOTH sides berserk. If your opponent is better at controling their units then you but you have better units, this is a great equalizer. [D3, D2, D1]: - Drains HP from enemies units to heal an allied unit. Not particularly useful because of its mana cost. Great with very high HP units. If they get low on health, you cast this on them and it drains HP from your enemies to heal them. The total amount the enemies lose is equal to how much that allied unit is healed. So if the allied unit is healed 500 hp and your opponent has a total of 5 units, each opponents unit loses 100 hp each. [1, 1, 3]: The elemental gods - Summons a god of an element. Causes destruction upon a group of enemy units. How these spells work is kind of unique. Think of them like a long rope (a rope of death if you wish). It has has a maximum range although none is shown. How it works is you target a spot and a dragon god appears from the caster and flys to the spot selected. It then bounces between enemy units. It keeps bouncing until it has traveled a set distance. However, if there are no units at the location targeted it won't do anything. If there is only one unit, the attack will hit once and then go away (ie, be a waste of a spell). So it is best if cast on a pair of units because it will bounce back and forth between them alot. The following are the different combonation of runes that can summon a elemental god: [F1, L1, W3]: Wind God [L1, W1, U3]: Water God [W1, U1, D3]: Dark God [U1, D1, E3]: Earth God [D1, E1, F3]: Fire God [E1, F1, L3]: Light God ** Work in Progress ** == General Stratagies == [GS] - Don't go overboard with casting high ranked spells. Higher ranked runes are more expensive to cast then lower ranked runes. A common mistake of beginners is to cast AoE spells (like explosion) on a single target. This is wasteful of mana and wasteful of time. - Try to go for effiecency: Every spell used to its maximum potential with no waste. Don't nuke an enemy unit with a sliver of life left, just use a rank 1 single rune. - Mana Crystals are your friend. The more more you have, the less downtime you have between casting your huge spells. - Enemies can capture crystals too! So never leave them unguarded. At the very least, make sure to plug up any summoning portals near crystals you have captured. - Plug portals: Stop the flow of monsters. Since you are fighting the clock in missions, it is important to not have to repeat stuff. Always plug portals even in missions where the objective isn't to kill everything. - Once a portal is plugged, DON'T TAKE THE MONSTER OFF OF IT. Once you do, multiple monsters will often spawn at the same time (or in quick succession). This can easily cost you the mission if you have to deal with them. - Monsters are generally colored based on their element. It makes it easier to avoid casting the wrong element spell. Most of the time you want to cast whatever element it is weak against. There are some occasions when you don't want to (often because another element is cheaper/faster to cast). == Frequently Asked Questions == [FAQ] Q: I can't cast any multi rune spells, help! A: You can't cast multi rune spells until you learn how to from an event. *** SPOILERS *** you learn it from the sage of the mist after you defeat him. Q: I can't cast *insert spell here* and it is listed in your FAQ! A: To be able to cast a spell you need to know the runes to cast it and the runes are learned from events, you can't just guess them. Also, you can't cast multi rune spells until an event teaches it to you. Q: I don't like/dissagree-with one of your stratagies. And I have a better one. A: Cool, I don't claim to know everything. If you have a suggestion (and it actually is good) email it to me and I'll add it (I'll give credit so make sure to give me a name to refer to you as). Q: How do I beat *insert mission here*? A: No clue. That isn't the purpose of this guide. The purpose of this guide is to give you the tools to beat missions, not a step by step solution to missions. A mission guide will appear eventually on GFAQs. Q: Why don't you have a complete list of spells? A: The reason I did things in a general specific rune + generic rune type fasion is because part of the fun of this game is finding new spells. The purpose of the guide is to give general stratagies for certain catagories of spells. In the case of duo runes, most of them are almost identical to eachother (with the only difference being their element) so it is pointless to list out every single one. If you want a complete list of spells, go elsewhere. A FAQ of spells will appear eventually on GFAQs. Q: You missed a spell catagory! A: Oops. There are 324 duo rune spells, it isn't hard to miss a few. Also triple rune spells are harder to find since not all combonations of them exist. If I am missing something, send me an email (with the runes to cast the spell) and I'll add it (after making sure you aren't making it up =P). Q: I can't read your E-Mail address! It doesn't work! A: Are you sure? I replaced the @ symbol with a (at) and the . symbol with a (dot). The reason is that it foils web bots (that way I don't get innundated with spam). == Credits and Disclaimers == [CAD] I do not own the rights to the Name, License, etc of the game LostMagic. They belong to Ubisoft and Taito. They did not hire me to write this, nor do I work for them at all. All this work was done by myself except for when noted. The only website with permision to post this guide is GameFAQs. If any other website has it please email me at morikou (at) gmail (dot) com. Thanks to for helping me fill in the guide: Jimmy da Elf EugeneZ Thanks to Ubisoft and Taito for making such a great game. It is the best challenge I've had in a while. == To Do List == [TDL] * Find more triple runes. * Fill out the strategy parts. * Learn to Spell