List of oldschool spells. (UPDATE: SOME lvls, +new spells)

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List of oldschool spells. (UPDATE: SOME lvls, +new spells)

Postby Necromadon » Tue Dec 26, 2006 1:02 pm

It seems that in a lot of posts people are doing guess work remembering spells. Here's a list of them all, I hope it helps.
From Xenimus Vault:
Mederi Heal All
Sanatio Cures Poison All }Cleric got these at 1
1 Venenum Poison All } Warlock at 1
1 Animus Adgredi Magic missile All } Wizard at 1
1 Nocte Visus Night vision All } Warlock at 1
2 Incantare Charm animal All }Cleric at 2
2 Tueri Armor All }All at 2?
2 Flamma Burns an enemy All } Warlock 2
2 Emissarius Sense evil All
2 Emissarius Nex Sense the last 3 people that killed you, or that you have killed All } All at 2
2 Obstare Malus Skills undead All } Cleric 2
3 Velocitas Speed All
3 Nonne Sera Unlock All }All at 2
3 Ferocia Venenum Powerful poison All }Warlock 3
3 Mutatio Nimbus Mutate to a clowd All }Warlock 3
3 Stupefacere Stupify your enemy All }all 3
Ignis Adgredi Fire ball missle All } Wizard 3
Vis Tueri Powerful armor All
Venenum Nimbus Poison clowd All
Magnus Robur Strength All
Glacialis Viscera Ice ball missle All
Sensus Scientia Sense good and evil All
Flamma Ventus Flame wind All
Animus Tutari Protection from magic All
Mutatio Flamma Mutate to a fire ball Warlocks
Vis Mederi Powerful heal and revive Clerics
Paladins
Contra Magicus Dispell magic All
Animus Sonatio Powerful cure All
Contra Visus Become invisible All
Obitus Fulgur Lightning bolt Wizards
Warlocks
Vis Robur Tueri Even more powerful armor All
Os Saltare Summon skeleton All
Reditus Cubile Return to your MARK1 Warlocks
Glacialis Ventus Ice wind All
Pergere Trans Transport Clerics
Paladins
Wizards
Warlocks
Arcessere Flamma Summon fire ball All
Vis Flamma Ventus Multible fire ball spell Clerics
Wizards
Warlocks
Vis Adgredi Animus Fires a beam at all evil near you Clerics
Tabes Viscera Rot flesh, removes 33% hit points with each cast Warlocks
Multi Animus Nex Damages all enemies with range Wizards
Flamma Tueri Flame circle surrounds and follows caster Wizards
Warlocks } 10
Vis Glacial Ventus Multiple ice ball spell Wizards
Warlocks (I remember clerics having this too, wtf?)
Divinus Tueri Very Strong Magical Protection against physical and magical attacks. Clerics
Paladins
Wizards
Warlocks
Amagicas (Animagicas? I remember it as that) } All at 11
Creare Porta Opens portal to marks 0-9 Clerics
Wizards
Warlocks
Lunae Lumen Nex Moon Beam Clerics
Wizards
Warlocks }12
Magnus Almus Works like Maximus Amulate, brings HP and MP to full when you die Clerics }13
Vis Contra Visus* 2 star invisible, cannot be detected by Nocte Visus All
Vis Magnus Vastare Blue bombs any monsters in site Clerics
Wizards
Warlocks
Infinitus Tueri Even More Powerful Magical Protection againsts physcial and magical attacks. Clerics
Wizards
Warlocks
Fragor Ipsum Regular Bomb Wizards
Praesentis Trans Reditus to any mark 0-9 Clerics
Wizards
Warlocks }22
Magnus Fulgur Fast Lightning Bolts Clerics
Wizards
Warlocks
Omni Extrudere Like Infinitus Tueri but much stronger Clerics
Wizards
Warlocks
Dirus Sidus Very strong star missile Clerics
Wizards
Warlocks
Ferocia Nex Divinus Same as Vis Magnus Vastare but it heals people on link Clerics
Wizards
Warlocks
Fragor Adgredi Bomb missile Clerics
Wizards }27
Dirus Radius Cross Beam (Looks like Moon beam but has crosses at the end of the beam) Clerics
Wizards
Warlocks
Divinus Omnimultum White Potion Effect, you can cast Omni Extrudere (Blue Egg) on people on link. Clerics
Wizards
Warlocks
(THIS SPELL MUST BE IN THE GAME!!!)



Special Skills




Skill



Properies



Requirements



Class


Run Attack Allows you run at and attack your enemy Must be level 15+ Fighters
Theifs
Paladins
Spin Attack Allows you to spin, hitting everything that is around you. Must be level 22 if your a fighter, level 25 if your a paladian Fighters
Paladins
Multi Shot Shoots everything around you Must be level 22+ Theifs

* Doubles Damage Must be level 20 and Must have Star Shrine All
Blade Morph Shoots everything around you Must be wearing Mystic Blade All
Last edited by Necromadon on Tue Dec 26, 2006 2:35 pm, edited 1 time in total.
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Postby Karl G. » Tue Dec 26, 2006 1:27 pm

Excellent
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Postby Necromadon » Tue Dec 26, 2006 2:36 pm

No one seems to remember flamma tueri, or amagicas (animagicas? I don't remember) that did ALL CHARGES in 1.

I added some spell levels.
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Postby Skitari » Tue Dec 26, 2006 3:39 pm

It was actually Multi Animagicus and was a level 11 spell.

I would be against both Vis Contra Magicus and White Pot Effect spell not being in the game. they were removed for good reasons.

I would also like to voice my opinion in making thief/pally/fighter multi attacks not being lvl 22+, but more like 12 tops. Nobody liked leveling hitting single mobs, and it's more grief than accomplishment having to level like that. and before someone spouts out the age-old "BUT IT WAS ALWAYS LIKE THAT" that's not an argument, just because that's how something was doesn't mean we can't improve on it.
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Postby Necromadon » Tue Dec 26, 2006 4:03 pm

Skitari wrote:It was actually Multi Animagicus and was a level 11 spell.

I would be against both Vis Contra Magicus and White Pot Effect spell not being in the game. they were removed for good reasons.

I would also like to voice my opinion in making thief/pally/fighter multi attacks not being lvl 22+, but more like 12 tops. Nobody liked leveling hitting single mobs, and it's more grief than accomplishment having to level like that. and before someone spouts out the age-old "BUT IT WAS ALWAYS LIKE THAT" that's not an argument, just because that's how something was doesn't mean we can't improve on it.

If you level that high you deserve good spells.

As for spin, I dunno it really was a HUGE contributing factor to the good ol' days.
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Postby thadiusofx3 » Tue Dec 26, 2006 4:06 pm

I believe the idea is to have more levels that are easier to go between, especially at the beginning levels, so having spin at a level like 22 would not be as bad as back in the old days.
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Postby Skitari » Tue Dec 26, 2006 4:09 pm

yeah. high levels did get good spells. they got cross beam and cross bomb and some other good ones. no need to make them overpowered. 3 star invis is a perk of the thief class. not every high level mage in the game.
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Postby Nenitus » Tue Dec 26, 2006 8:35 pm

I don't see why levels are important if the system wont be the same, but:


animus tutari 5 or 6 (all?)
reditus 6 (warlock)
vfv 8
vgv 10
pergere trans 8
arcessare flamma 7 i believe
vis robur tueri ~5 or 6
os saltare 5 warlock, 8 others
multi animus nex (8, wizards only)
flamma tueri 10 (all classes not just those listed)
divi 12 for mages, 15 pally
multi animagicus 11 all classes (that have enough mp)
creare porta 11 (mages)
lunae lumen nex 12 (all)
almus 13 (clerics)
infinitus tueri 18
fragor ipsum (20, wiz)
praesentis trans (22 all)
fragor agredi 24 wiz, 27 others
vis magnus vastare 35?(all)
omni extrudere 40(all)
dirus sidus 44(all)
ferocia nex divinus 48(cleric)
dirus radius 52(all?)
divinus omnimultum 56(all?)
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Postby Vitriol » Wed Dec 27, 2006 2:08 pm

Necromadon wrote:
Skitari wrote:It was actually Multi Animagicus and was a level 11 spell.

I would be against both Vis Contra Magicus and White Pot Effect spell not being in the game. they were removed for good reasons.

I would also like to voice my opinion in making thief/pally/fighter multi attacks not being lvl 22+, but more like 12 tops. Nobody liked leveling hitting single mobs, and it's more grief than accomplishment having to level like that. and before someone spouts out the age-old "BUT IT WAS ALWAYS LIKE THAT" that's not an argument, just because that's how something was doesn't mean we can't improve on it.

If you level that high you deserve good spells.

As for spin, I dunno it really was a HUGE contributing factor to the good ol' days.



what are you talking about?
Spin didnt exist in the good ol days.

Spin is a very new addition to xenimus.
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Postby Ender » Wed Dec 27, 2006 3:38 pm

to Vitriol:

Spin was added in 2001. It is now 2007. I can't see how calling an event in the first seventh of Xen's lifetime very new is justified. I have no problem with you trying to make that guy look like a complete newb, but at least do it right. Maybe some personal bashing? Or at least a reference to his mother's snatch.

And about the level 12 spin:

I'm against it because it would make even more hunting areas obsolete. Personally, I loved spin when it was 25 for paladins. It gave me motivation to level. If I had it at 12, sure I could gain xp three times as fast, but what would be the point?
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Postby Vitriol » Wed Dec 27, 2006 4:10 pm

Ender wrote:to Vitriol:

Spin was added in 2001. It is now 2007. I can't see how calling an event in the first seventh of Xen's lifetime very new is justified. I have no problem with you trying to make that guy look like a complete newb, but at least do it right. Maybe some personal bashing? Or at least a reference to his mother's snatch.

And about the level 12 spin:

I'm against it because it would make even more hunting areas obsolete. Personally, I loved spin when it was 25 for paladins. It gave me motivation to level. If I had it at 12, sure I could gain xp three times as fast, but what would be the point?


spin in 2001? I dont think so. It was more like 2003.
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Postby thadiusofx3 » Wed Dec 27, 2006 4:25 pm

nah darkwars juxta came out in 2003 and spin had been out for a long while before that

first person came out in 2002 and it was definitely before that
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Postby Necromadon » Wed Dec 27, 2006 4:55 pm

I played in 2001 and I remember seeing spin...
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Postby Vitriol » Wed Dec 27, 2006 4:57 pm

I am not saying that we cant have spin. Spin is fine. It makes fighers good at hunting. Thats fine.
Im saying its really not an intergral part of the old xen feel.
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Postby Necromadon » Wed Dec 27, 2006 8:33 pm

I meant spin being at lvl 22 contributed to it, not spin itself. The thing that a fighter had to work until 22 to get spin.
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Postby Vitriol » Wed Dec 27, 2006 8:52 pm

level 22 will probably be a pretty high level in PV. I wouldn't mind spin being at a lower level.
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Postby Kuristopher » Thu Dec 28, 2006 2:56 pm

can there be Animus Adgredi avalible to all classes around 8-10.. it was a nice way of communication (pointing)... and can all classes eventually get trans also? or will it be unnecessary? i though that was a big part of the game back then.
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Postby Vitriol » Thu Dec 28, 2006 4:54 pm

Kuristopher wrote:can there be Animus Adgredi avalible to all classes around 8-10.. it was a nice way of communication (pointing)... and can all classes eventually get trans also? or will it be unnecessary? i though that was a big part of the game back then.

Fighters and thieves never had trans, they had to use wands.
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Postby Necromadon » Fri Dec 29, 2006 12:37 am

Vitriol wrote:level 22 will probably be a pretty high level in PV. I wouldn't mind spin being at a lower level.

22 won't be pretty high if spin is lowered so fighters can level wicked fast early on :?
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Postby Vitriol » Fri Dec 29, 2006 12:39 am

Necromadon wrote:
Vitriol wrote:level 22 will probably be a pretty high level in PV. I wouldn't mind spin being at a lower level.

22 won't be pretty high if spin is lowered so fighters can level wicked fast early on :?


Level 22 was a (very) high level in old xenimus. Why should you expect it to be any different in PV?
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Postby kuba » Fri Dec 29, 2006 10:07 am

Level 22 was a (very) high level in old xenimus. Why should you expect it to be any different in PV?


The fact that people know what they're doing now
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Postby thadiusofx3 » Fri Dec 29, 2006 10:04 pm

Found this list on a really old website:

Spells


Animus Adgredi:

Soul/Mind Missile
Magic Missile
Mana: 4

Animus Sonatio:

Soul/Mind Cleansing
Complete Poison Cure
Mana: 18

Animus Tutari:

Soul/Mind Resistance
Magical Protection
Mana: 14

Arcessere Flamma:

Conjure Flame
Summon Fireball
Mana: 24

Contra Magicus:

Against Magic
Dispell
Mana: 16

Contra Visus:

Against Vision
Turn Invisible
Mana: 18

Creare Porta:

Create Portal/Void
Create Portal
Mana: 85

Divinus Tueri:

Godly Armor
Extremely strong armor
Mana: 40

Emissarius:

Detection
Sense Evil
Mana: 6

Emissarius Nex:

Detection Of Death/Killer
Reveals Position Of Last 3 PKs
Mana: 6

Ferocia Venenum:

Ferocious Poison
Powerful Poison
Mana: 7

Flamma:

Fire/Flame
Burn Enemy
Mana: 5

Flamma Tueri:

Flame Armor
Surrounded by fire
Mana: 32

Flamma Ventus:

Flame Wind
Wind of Flame
Mana: 14

Glacialis Ventus:

Frozen Wind of Ice
Ice Wind
Mana: 23

Glacialis Viscera:

Frozen Shard
Ice Ball
Mana: 12

Ignis Adgredi:

Fire Missle
Fire ball
Mana: 8

Incantare:

Charm
Charm Animal
Mana: 5

Infinitus Tueri:

Unlimited Armor
The most powerful defensive spell to date
Mana: 50

Lunae Lumen Nex:

Moon (Luna) Beam of Death
Moonbeam
Mana: 70

Magnus Almus:

Maximum Life (Living)
Fills HP and MP when you would have normally died
Mana: All MP + 300 EXP

Magnus Robur:

Addition of Strenght
Strenght
Mana: 12

Mederi:

To Heal
Heal
Mana: 3

Multi Animus Nex:

Much Mind/Soul Destruction
Damages enemies (if in range)
Mana: 42

Mutatio Flamma
Transform into Flame
Turn Into a Fireball
Mana: 16

Mutatio Nimbus:

Transformation Of Gas
Turn into a Cloud
Mana: 8

Nocte Visus:

Night Sight
Night Vision
Mana: 4

Nonne Sera:

Anti Lock
Opens Chests
Mana: 7

Obitus Fulgur:

Bolt of Lightning
Lightning
Mana: 20

Obstare Malus:

Weakening of Bad
Kills the Undead
Mana: 6

Os Saltare:

Bone (Skeletal) Creation
Summon Skeleton
Mana: 21

Pergere Trans:

Move/Transport Across
Transport
Mana: 24

Reditus Cubile:

Return Home
Return to MARK1
Mana: 22

Sanatio:

To Cure
Cure Poison
Mana: 3

Sensus Scientia:

Knowledge of Sensing
Sense Both Good and Evil
Mana: 13

Stupefecere:

Stupify
Lowers your Enemies Hit Rate
Mana: 8

Tabes Viscera:

To Rot Flesh
Takes 33% of Someones HP
Mana: 42

Tueri:

Armor
Magic Armor
Mana: 5

Velocitas:

Quickening
Speed Boost
Mana: 7

Venenum:

Drug/Poison
Poisons
Mana: 3

Venenum Nimbus:

Poison Gas
Poison Cloud
Mana: 10

Vis Adgredi Animus:

Large Soul/Mind Missle
Destroys all Evil on Screen
Mana:42

Vis Flamma Ventus:

Large Flame Wind
Constant Fireballs
Mana: 30

Vis Glacial Ventus:

Large Ice Wind
Constant iceballs
Mana: 60

Vis Mederi:

Large Heal
Strong Heal/Revive
Mana: 16

Vis Robur Tueri:

Large Strength (Physical) Defense
More Stronger Armor
Mana: 20

Vis Tueri:

Large Armor (Protection)
Stronger Armor
Mana: 9
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Postby kuba » Sat Dec 30, 2006 1:59 am

if you need detailed info on spells and their levels, classes, mana cost, etc. you can just use a hex editor on an old version of xenimus.exe. I believe someone already posted al lthe spells but if needed I could DL a hex editor tomarrow and get the info.
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Postby thadiusofx3 » Sat Dec 30, 2006 1:07 pm

Spin was in the game in november of 2000, i just confirmed.



A few more spells:

Infinitus Divinus
Lacerti Delere
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Postby Necromadon » Sat Dec 30, 2006 3:20 pm

thadiusofx3 wrote:Spin was in the game in november of 2000, i just confirmed.



A few more spells:

Infinitus Divinus
Lacerti Delere

oo I don't remember Lacerti Delere, what did it do?


Also, the oldest version of Xen I have on my computer is 1.20 I think. I have the installs for it and 1.34 and 1.50.
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