Eternal Darkness
Magick FAQ
By Erik McLennan-Funkytoad
Version 1.0
06/29/02

[email protected]
AIM -xXFunkytoadXx

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Table of Contents
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1-Introduction
2-Spell Mechanics
3-Spells
4-Closing
5-Credits
6-Disclaimer

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1-Introduction
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Hello, and welcome to my Magick FAQ for the game Eternal Darkness, for
Gamecube. This FAQ will explain to you the magick system in ED, and list
all of the spells, in detail. Enjoy!

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2-Spell Mechanics
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This game has a unique and intriguing spell system, that is
quite innovative. In order to create a spell, you need a
Circle of Power, an alignment rune, and enough other runes
to fill the rest of the circle. There are three Circles of
Power in the game, 3 point, 5 point, and 7 point. Obviously
the spells get more powerful as the level of the circle
increases. There are four alignment runes, Chattur'gha(red),
Ulyaoth(blue), Xel'lotath(green), and Mantorok(purple).
These will determine which element the spell is aligned
with. The rest of the runes represent words. There are ten
of them. They are:

Antorbok  - Project
Aretak    - Creature
Bankorok  - Protect
Magormor  - Item
Narokath  - Absorb
Nethlek   - Dispel
Pargon    - Power
Redgormor - Area
Santak    - Self
Tier      - Summon

Also, you can get Magical Codices, which identify the runes
(initially you can't see their name, or what they do).
However, a Magical Codex is not required to use a rune in a
spell.

This is also the case for Spell Scrolls. A Spell Scroll will
tell you which runes to use to make a spell, and it will
tell you what it does, but it is not necessary to have it,
in order to use the spell.

When casting a spell, the voice of the God that represents the alignment
rune that you are using will call out the names of the runes, and the
runes will form a pattern around your character. During this time, you
cannot move at all, or else the spell will be cancelled.

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3-Spells
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There are 12 spells in the game. Each spell, save for the 3
summon spells can be used on either a 3 point, 5 point, or 7
point Circle of Power. For the level 5 and 7 spells, you
simply need to create the spell as you would for a 3 point
circle, but fill in all of the empty spaces with the Pargon
rune. Also, every spell can be aligned with Chattur'gha,
Ulyaoth, Xel'lotath, or Mantorok, save for the summon
spells, which can't be aligned with Mantorok. Here is a list
of the spells.

**NOTE** The order of weaknesses is like Rock Paper
Scissors:
Red is strong vs Green.
Blue is strong vs Red.
Green is strong vs Blue.
Purple is like using a gun in Rock Paper Scissors:it works
well against everything =D

1-Enchant Item

In Game Description
--A torn scroll, illustrated with a geometric symbol is
accompanied by a small note. The note reads: "That which is
broken, shall be fixed. That which is dull, will be sharp.
Thus is the nature of the Enchant Item magick."

This spell requires the Antorbok and Magormor runes.--

This spell will repair any broken item, regardless of what
alignment or power it is. Also, it will power up any weapon.
The higher level the enchantment, the longer it will last.
An enchanted weapon is ALWAYS better than a regular weapon,
regardless of the alignment of the enchantment, but if you
attack an enemy that is weak against the alignment, it will
do even more damage.

2-Recover

In Game Description
--A tattered scroll from an ancient text. It reads: "This
spell enables the transfer of magickal power from the
environment to the self. Restoration of the body, spirit and
mind is this spell's purpose."

This spell requires the Narokath and Santek runes.--

This spell regenerates either Health, Sanity, or Magick,
depending on the alignment. Red restores health, blue
restores magick, green restores sanity, and purple restores
health and sanity. The higher level the Recover spell is,
the more you will get back.

3-Reveal Invisible

In Game Description
--A torn scroll with magickal equations and notes upon it.
It reads: "With this enchantment the invisible is rendered
visible. "Use it wisely, for some things are invisible for a
reason, and mortalkind not meant to see them."

This spell requires the Narokath and Redgormor runes.--

This spell will make anything that is invisible, visible.
Anything that is invisible in the game will have a marker.
For example, if there was a red marker with 5 points, you
would have to use a BLUE 5 point Reveal Invisible spell to
reveal whatever is invisible. The purple alignment is very
different though, in that it makes YOU invisible to the
enemies, a very useful spell indeed.

4-Damage Field

In Game Description
--A tattered scroll, lined with curious writing and
diagrams. It reads: "The incantation exerts a force of
mystical power within the confines of its runes. Nothing may
enter till it is dispelled."

This spell requires the Bankorok and Redgormor runes.--

This spell creates a field of energy, that no enemy can
pass. When they touch it, they will take damage. The
alignment of the field doesn't make a difference, except
that for example, a blue field would do more damage to a red
monster than a red or green field would, as logic dictates.
Depending on the level of the spell, it will make a triangle
field, a pentagon field, or a heptagon field.

5-Dispel Magick

In Game Description
--A torn scroll with magickal equations and notes upon it.
It reads: "For every magick there is a counter. That which
is protected, is protected no more. That which is bound, is
unbound. Be warned that a more powerful magick than this
will endure its ravages."

This spell requires the Nethlek and Redgormor runes.--

This spell will get rid of any "Damage Field", including
enemy created ones. This works the same as "Reveal
Invisible", in that you need to use the alignment that the
field is weak against, and that you need to use the same
amount of points (3,5,7). On a side-note, a purple dispel
can get rid of any colour.

6-Summon Trapper

In Game Description
--A magick, inscribed on parchment in a bloody pigment:
"Evoking this magick brings into existence a creature known
as the 'Trapper'. Trappers possess the unique ability to
transcend space and time, and to relocate objects and
creatures to their own plane."

This spell requires the Tier and Aretak runes.--

This spell will summon up a Trapper for you to control. The
alignment makes no difference, other than the colour of the
trapper, which doesn't affect them at all. The trapper
cannot open doors or pick up items. It can "trap" enemies,
and some objects, sending them into another dimension.

7-Shield

In Game Description
--A tattered scroll, lined with curious writings and
diagrams. It reads: "From all manner of magick you will be
protected when encased in this geas. The alignments can help
but never hinder, for within well-conjured magick comes
greater protection."

This spell requires the Bankorok and Santak runes.--

This spell makes little circles of energy rotate around you.
Each circle will absorb the damage of one hit. As far as I
can tell, the alignment ofthe spell doesn't make any
difference whatsoever. The higher level the spell, the more
circles you get.

8-Summon Zombie

In Game Description
--A spell, transcribed onto human skin, written with ink
made from distilled fat: "This conjuration summons a
shambling corpse from the Planes of Eternal Darkness, where
the dead, and all manner of fell things, dwell. This magick
should not be undertaken lightly, for its toll on the psyche
of mortalkind is not pleasant. To see with the eyes of the
dead is to become them..."

This spell requires the Tier and Aretak runes.--

This spell will summon a zombie, for your use. You can only
summon zombies with Chattur'gha, Xel'lotath, and Ulyaoth,
not Mantorok. The zombie can attack, and move (slowly), and
open doors, but cannot pick up items. When you press start
to forfeit control of the zombie, it becomes an enemy, so
beware.

9-Magickal Attack

In Game Description
--An aged scroll with magickal equations and notes upon it.
It reads: "This incantation saturates an area with aligned
magickal energy, infliction massive damage to all enemies
within its influence. This magick will affect both large and
small - for even the greatest of enemies are made of many
small parts."

This spell requires the Antorbok and Redgormor runes.--

This spell will attack all enemies that are close to you,
with magickal power. The spell will obviously do more damage
at a higher level. Also, the same alignment rules apply to
this, as do with enchanted weapons -
blue>red>green>blue>red>green etc...and as always, purple is
good for all situations ^_^

10-Summon Horror

In Game Description
--The scroll is host to an incantation, written in a
panicked scrawl of blood. It reads: "The bestial fury of the
'Horror' is unleashed by this magick. The Horror's abilites
are yours - enemies my be crushed or rent apart, wracked by
magick. This spell should not be undertaken lightly, for its
toll on the psyche of mortalkind is high."

This spell requires the Tier and Aretak runes.--

This spell will summon a horror, for your use. You can only
summon horrors with Chattur'gha, Xel'lotath, and Ulyaoth,
not Manrotok. The horror can attack, shock the enemy from
afar, and move, and open doors, however it cannot pick up
items, or traverse stairs, from what I can tell. Be
extremely wary of where you let one of these monsters go,
because they'll still be there when you travel there as your
character.

11-Magick Pool

In Game Description
--This dread scroll contains a secret of arcane magick. It
reads: "This magick transfers the innat magickal energy of
the environment to the self. The limitless power of the
Ancients will be at your disposal for the duration of the
magick. Once the magick has waned, you will be berefit of
spiritual power, until it naturally seeps back into your
being,

This spell requires the Tier and Redgormor runes.--

This is essentially a regen spell. When cast, you'll gain
back Health (Chattur'gha), Sanity (Xel'lotath), Magick
(Ulyaoth), or all three (Mantorok). The higher level the
spell, the longer it will last. On a sidenote, a level 7
purple Magick Pool is undoubtedly the most useful spell in
the entire game.

12-Bind

In Game Description
--A note is scribbled on thhis scroll. It reads: "This
magick enabled the caster to bind a creature with magick
forcing it to ally with them."

This spell requires the Bankorok and Aretak runes.--

This spell will let you take an enemy under your
control...well, you don't control them, but they ally with
you, and go take out other monsters. I don't know how useful
it is, I only ever used it where you needed to. I'm not sure
what difference different alignments, or levels would make,
if any at all.


And there you have it, all of the spells in the game. Enjoy!

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4-Closing
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Well, there you have it...I hope that this was of some use to you! Email
me if you want to use it for your site, or have any questions!

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5-Credits
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CJayC-for running such an awesome website, and hosting my FAQs

Silicon Knights-for making this AWESOME game!

Nintendo-for making the AWESOME system to play this AWESOME game on!
(lol)

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6-Disclaimer
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I own this guide, and it is protected by copyright...so don't
plagiarize, got it? I'll sue yer ass faster than you can call for your
mommy. The only thing I own is this guide. All characters, trademarks
etc, are owned by Silicon Knights and nintendo.

*EOF*