Craftopia

Craftopia

Not enough ratings
Mages' Encyclopedia
By Powermover
This is for English-speaking players. Because Craftopia does not have real translation team, it is difficult to understand what some of spells are supposed to do, conduct, or even perform in lot of ways. Even I'm stumped.

So I went through and experimented with every spells in magic category with some additions just to help players try to understand how spells work.

2
   
Award
Favorite
Favorited
Unfavorite
Ranking
Every spell will have a ranking attached to it. This rank determines how good the spell is in practical situation, as well how efficient they are. The ranks starting from best to worse are:

  • S rank - M.E.T.A (Most Effective Tactic Available). Borderline strong in all capacity.
  • A rank - Great spell in lot of ways, either useful for long term or just overall viable.
  • B rank - Above average spell. Still decent.
  • C rank - Average, middle. Not that impressive.
  • D rank - Below average, not that middling or useful as thought.
  • F rank - Absolute incomprehensible or beyond redemption.

These rankings will also come with explanation as to why the spells are ranked that way, or give you an understanding of what make them good/bad.
Heal - A rank

Heal is the first tier spell readily available to fresh players. Extremely cheap to cast at end-game, and heals over whooping upward to 70% of health. The drawback is the near three minutes cooldown. It is a great spell in any mages' arsenal no matter where they may aim for.

With this spell handy in their pocket, they are always prepared to revert the worst that can come to them. Because this spell's cap-rank is six. You can avoid having to take any other spells on same tier as Heal, and get to better spells faster.

Rank: A
- Super useful no matter where you are.
- Extremely cheap to cast.
- While casting, invulnerable to all damage during this stage.
- Heal is HP% based.
- Three minute cooldown
Wind Edge - C rank

Wind Edge is one of two offensive spell available at the start. The mage'll conjure three wind-blade (up to 8) projectiles that will hone onto one or more targets. For instance, if there is two targets. Two wind-blades will go to one, while the last one will go to second.

The problem with Wind Edge is that the spell is effectively a boomerang. Boomerang is when a projectile travels in a curve, not a straight line. In addition, effective rank turns out to be fairly small. Multiple times you may even find yourself having this spell hit a wall more than not. It is overall frustrating. Still, it is okay spell for what is essentially tier one. You may find yourself using it for few levels before dropping the spell in the future.

Ranking: C
- Deal decent damage in early game.
- Hones onto a target so the chance of missing are somewhat low.
- Short range
- Multiple blades can hone onto different enemies
- More likely to hit an obstacle and fail to land the hit.
Water Creation - B/C rank

Ironically a very good spell despite how bad it looks. The player can skip creating buckets, and straight to just conjuring water-filled bucket out of thin air at cost of three whooping mana points. Extremely time-efficient for early-game farming.

It also plays a good role when player does not build a well, water purifier, or even have access to the sprinklers. This spell is a good utility for people trying to be a farmer.

I mean, what else? You get a water bucket. That's it! We don't need to explain any more!

Rank: Start at B, decline to C
- Big QoL for farmers early-game.
- Allows you to make clay faster
- Unintentionally gives you free buckets.

- Loses a bit of affection when player finally get sprinklers or water purifier.
Fire Creation - F rank

Unfortunately a terrible spell, unlike Water Creation. Campfires may have applicable use for gliding, but honestly why waste a skill-point on this? At least water creation gives you bucket full of water, great for farming. But this? This just gives you a campfire. Not very good in my opinion.

Unless you're going for that deep-state campfire wizard, (I don't even think you can use campfire to burn enemies.. Can you?) This spell is best skipped.

Rank: F
- Conjures a rank-based amount of campfires
- Not very useful in any real situations outside of gliders.
- Cook anywhere... When you could've just used warp-gate home to make yourself breakfast.

Runic Barrage - D rank

Although extremely cheap, and only requires one rank to maximize. The damage potential are low, and the capacity of this spell even less. Although it can be effectively called Baby Wizard's Magical Shotgun, it isn't all that great.

You'll eventually outpace this spell, both because it is shotgun blast pattern. But also because the spell itself doesn't scale all that well as you would've wished. It is extremely cheap, and somewhat fast. It is okay spell for first five levels but you'll pretty much drop it as soon as you get Fireball.

Rank: D
- Very cheap
- Decent speed
- Low damage scaling
- Scatters out the further it travels
Lightning Bolt - C+ rank

Inflicts roughly radius of 2 x 2 horizontal wooden walls (We'll be calling it HWW abbreviation for rest of the guide.) of thunderbolt. Fairly decent range that also inflicts electric debuff upon any opponents unlucky to be caught in it. Although it requires a cast-stance, but once you can see sparks in the distance. You can dodge and move on and the cast'll still go off.

It is decent spell, but personally I don't find myself using it very often. The issue is hoping the enemy do not move as much while this spell is in process of activation. So for enemies like Messenger of the Underworld? Yeah.. No.

Rank: C+
- Decent range to cast
- Hit multiple targets at once.
- Inflicts Electric Debuff
- Pretty average damage
- Requires a cast windup
Resurrection - B- rank

Resurrection spell does exactly what it say: Resurrect a dead player. Although it is useless in multiplayer, it does have radius heal for rank upward to 50% HP restore. The downside however is that there is no invulnerability state AND it cost satiety. So whenever you're casting this, you can (and might) get interrupted and lose the cast and you just starved yourself for additional 5%.

Still, it is a heal. And heals are welcomed. This is probably one of few ways to become a party-healer. Although healing are not very well received as all healing spells are stationary in Craftopia for now.

Rank: B-
- Same CD as regular heal
- No invulnerability while casting
- Requires a cast windup
- Decent heal for yourself and your comrades around
- Can heal almost half a health for living players
- Resurrect dead players.
Magical Quiver - B rank

Despite the name, you still need one arrow in the slot to make use of this spell. But once you do have arrow, no matter what they are, you have infinite arrows... So long you have mana. Unfortunately the arrows equipped are irrelevant. You simply eliminated them from the equation. Though while crafted arrows are far better than magical quivers' damage, this spell is for archers who really don't wanna carry 20 stack of poison or toxin arrows. Or just hate crafting in general.

The issue is that you'll burn 5 mana pretty quick early game considering this spell become available in second tier. While the buff duration are pretty much infinite, you'll eventually run into situation where you could craft so many arrows that you might wonder why you even bothered taking this spell.

Though to be honest, this spell is still good even if you got to that point.

Rank: B
- Infinite arrows so long you have mana.
- A big QoL for archers who do not want to craft arrows all the time.
Cyclone - D rank

Conjure a tornado that travel roughly two HWW (horizontal wooden wall) worth of distance dealing damages toward anyone that it travels over. Not very good spell considering mana cost, the cooldowns, and the range of the thing.

While it deals decent damage scaling, it fall shorts in all other area and make you wonder why you even took this spell in first place. It isn't all that great, and really you're better off taking another offensive spell of this tier.

Rank: D
- Short range
- Long cooldown
- 35 Mana cost
- Line AoE
Arch Heal - A rank

An AoE variant of the Heal Spell. With nearly double the cooldown, and increased mana cost as well lower heal%. It is still a good spell because it places the player in invulnerable state while casting. So it can be treated as an additional health potion for when a player make a rough decision and need some form of security.

Overall, it is an AoE heal so if party-members are in your circle. They'll also receive the healing based on the rank of your Arch Heal.

Rank: A
- AoE
- Invulnerable state while casting
- Decent heal
- Long cooldown
- 35 Mana cost
Magic Shield - S Rank

Magic Shield is one of the several best spells available in Magic Tree. At maximum rank, you gain additional 80% EHP (Effective Health point). Not only that, it reduces incoming magic damage by upward to 10%. It is very good buff that lasts for extremely long time. While it cost 50% of the users' mana. The result are amazing.

Because it lasts a very long time, with relatively short cooldown. You can use this to save yourself in bad situation when your first magic shield breaks. It is very good spell, and one I strongly recommend you take as it'll cushion any fall you'll receive when engaging in combat especially against stronger enemies like Fleur or Dragons.

Rank: S
- Long time buff
- Almost 80% of HP added as shield
- Reduces incoming magic damage upward to 10%
- A minute cooldown and easily spammable at certain point.
Fireball - B+ rank

A proper offensive spell readily available to mages upon Tier two. With a decent range and in pretty straight line. It outperforms Runic barrage in all sense. On top of inflicting burn damage as well! Spammable, cheap, and pretty high base damage (20 whooping damage at max-level!)

With this spell in your arsenal, you'll be able to accomplish some hard fights and since it inflicts burn.. You'll see additional damage on top of it. Only issue is that you can actually burn yourself.

Yes. You read this correctly. If an enemy hugs you while they're on fire from your fireball. They'll spread their burn debuff onto you as well. So when you use this spell, make some distance immediately or else you'll risk catching fire and lose a massive amount of health because of it.

This is why the spell isn't ranked A, or S.

Rank: B+
- Low cooldown
- Straight line with decent range
- High damage potential with burn debuff
- Fairly cheap (5 mana cost)
- Can burn the player if enemy hugs them with burn debuff.
Will-o-Wisp - B- rank

Shoot 8 blue fireballs in compass-direction centered on the caster. One fireball translates roughly to high damage. (For instance, on time of testing: Fireball goes for 250, while Will-o-Wisp goes for 1,200 damage). The downside is that this spell requires a windup, can miss due, and have atrociously long cooldown. While it can be an AoE since it shoots fireballs in all compass directions. The problem lies in the fact that it's both long cooldown, has high mana cost though reduced with every increasing rank. And on top of that, you can't aim these blue fireballs unlike the fireball spell where you can. (To give you an idea, Fireball spell will shoot fireballs based on your cursor. But Will-O-Wisp will only fire based on the direction the character is facing rather than cursor. Meaning that you would have to face the boss entirely or line up in a way that the balls may land a hit.)

Because of this, I can't decide whether to award this spell C, or B rank. Some people may suggest that this spell is decent due to high damage or may have good chance of landing hit against larger enemies for instance.

But just know: If you're going to fight flying enemies, don't use this.

Rank: B-
- High damage
- Long Cooldown
- Fairly high mana cost
- Does not inflict burn damage
- Quick windup required
Grimonoir - B rank

After finishing the cast, select an 1 3/4 x 1 3/4 radius in HWW (Horizontal Wooden Wall) to rain down monos. If Fireball damage is roughly around 250~ at rank 1, then a single mono is about 525~ damage. Extremely effective against larger enemies as it pours mono over scattered area within the radius already stated. Do not let the cooldown deceives you. This thing is not a minute cooldown, or even 30 second. No matter the rank, once you start raining down monos upon your enemies.. The cooldown is always three second.

The problem is that it have fairly high mana cost, and while it have high damage potential as well very short cooldown allowing you to spam Grimonoir against large enemies such as the Dragon, griffins, or Satyr.

It still requires you to select an area before pouring down these vicious monos to rip and tear the poor innocent gremlins who had done nothing wrong to you before you committed unspeakable atrocity (throwing monos at them instead).

Rank: B+
- Far more effective against large enemies
- Pure cruelty befitting Craftopia
- Most overpowered spell not even joking! /j
- High damage potential with very short cooldown (when you successfully pull the cast off)
Mana Siphon/Life Siphon - C to S rank

Mana Siphon lasts a roughly forty-five (45) seconds as well increasing mana cost of your spells but in exchange for doing so, almost doubling the damage. At the endgame, you would have too much mana that Mana Siphon's drawback are barely noticeable. However in early game, your mana pools cannot support this long-term.

Longside the Mana Siphon, instead of increasing mana cost, you lose life everytime you cast a spell in form of Life Siphon.


Life Siphon increases your base MATK by %. However it lasts a permanent duration until you turn it off by re-casting Life Siphon. Very useful no matter the stage of the levels as it may result in hilarious damage output at endgame. But every time you cast an initial spell, you'll lose a % of your HP based on Life Siphon's rank. Certain spells like Hell Blaze, or Freeze Ray will only inflict the Life Siphon's damage once.

So effectively, Life Siphon is free damage.

Life Siphon - Starts at B rank, and end at S rank.

Mana Siphon - Starts at C rank, and end at S rank.
Hell Blaze - A+ Rank

Hell Blaze is one of two spell-thrower spells in Tier 3 category. It's indirect upgrade to Fireball spell in that it trades off range in exchange to maintain casting high impact amount of damage. In addition, it will also inflict a special burn debuff called Hellfire, which stacks with regular burn.

Because Hellblaze have same high damage as Fireball, it results in good capabilities no matter the outcome.

Rank: A+
- High consistent damage
- Low mana cost at max-rank
- Burn Debuff and additional Hellfire Debuff
- Short range
Freezing Ray - S rank

Deceiving to the eyes at first, Freeze Ray is probably one of very few spells that make one wonder why this spell is allowed in first place. Unlike Frost mine spell, Freezing Ray actually inflicts a debuff. This debuff will be named 'Cold' to help you understand. But the longer the enemy are prolonged to 'Cold' debuff, the higher the chances they'll become "Frozen". Almost most bosses are NOT immune to Frozen debuff. And in fact, this is why this spell is awarded this rank. The pure ability to break bosses by simply freezing them so they are helpless as you smack away their healthbar with this spell alone is terrifying enough.

It also have decent range, and it is a maintain spell-thrower cast just like Hellblaze. But if Hellblaze actually stuns people.. Which is what Freezing Ray does!

There's not enough words, nor do I have complete dictionary available to me, or in my own head to describe just how busted this spell really is.. Seriously, use it.

You'll see what I mean.

Rank: S
- Decent range
- Can freeze ANYTHING on prolonged exposure (Even bosses)
- Long time channel can result in depleting mana bar faster than Hellblaze
- Deals additional damage if freeze-raying a frozen enemy.
Time Lock - F rank

Conjures a human-sized ball that travel barely 1.2 HWW (horizontal wooden walls) worth of distance. it have very small "lock" radius to point that you would have to press this thing right in face of a Gremlin to get it to actually lands.

To be fair, it's not that impressive compared to Freezing Ray. And in fact, it's kind of garbage when compared to Freezing Ray. You're better off using Freezing Ray to lock enemies rather than Time Lock itself.

Rank: F
- Moderate Mana cost to low mana cost at max-rank.
- Fairly hard to land with
- Travels very slowly and barely travel further than a single and tenth of HWW distance.
Protection - C+ rank

Honestly a straight forward buff. Lasts roughly 45 seconds. Kind of the why the rank is C+, and not B or A. Gives you higher defense and also increases total DEF by %. If you could make this buff last like ten minutes, it might see a higher favorabilities. But otherwise you'll be spamming Protection once you have maxed Skill Fighter. So it's not too appealing to cast this thing every 45~ seconds.

Personally they should've just increased this buff duration to 5 minutes or more. Anyways it's not bad buff overall.

Rank: C+
- Moderate Mana cost
- Lasts 45 seconds.
- Simple buff that increases defense which means taking less damage
Piercing Light - C+ rank

Piercing Light is fairly okay spell with decent damage. The problem lies in the wind-up. It takes roughly 3 or 4 seconds before the spell actually activates and starts blasting on the location you designated it to blast on.

Because it's fairly small radius (1/4th of HWW), it's very likely to miss in lot of ways. Truthfully you'll end up not using this spell due despite it hitting multiple times with decent damage. It's just windup that would turn you off in official capabilities.

Still a cool spell though.

Rank: C+
- Decent damage
- Decent range
- Long windup
Summon Meteor - F- rank












Rank: F-
- Long cooldown
- Extremely high mana cost
- High base damage
- Purely Cool
- Can't use it in dungeons.
Frost Mine - B rank

Fairly weak on first rank, but become a pretty impressive AoE attack that makes a long line. The downside is that it does not inflict Cold or Freeze Debuff, despite it being an ice spell. But it does look cool having bunch of ice spikes pulling up across a long distance at max-rank.

The problem is that it have decently long cooldown with high mana cost. And all that for fairly middling damage. Though it pays off on the fair that it covers quite a big of an area, and also far in front. So in a way, it's not too bad.

Rank: B
- Decent range at max-rank.
- Slightly long cooldown
- High base mana cost
- Decent Damage
Lightning Bomb - C+ rank

Summons a Lightning Spirit to periodically inflict damage on any enemy within the radius. Fairly bigger than 2x2 HWW. It deals relatively low damage, but it comes with addendum of big AoE that consistents once you placed it down. It would last roughly 8 or so seconds before it disappears. In addition, it have roughly half a minute cooldown at max-rank, but it does have fairly high mana cost.

It's not a bad spell, and you could use it in some cases against large numbers of enemies.

Though the issue is the slightly long windup which means you can get interrupted.

Rank: C+
- Long windup
- Decent radius that persists for few seconds
- Low damage
- No electric debuff
Unlimited Fake Blade - D- rank

"So, you dodged my undodgeable blow, Saber." - Some character on some random anime

I almost thought to slap a F on this thing. But then it's.. Well let be honest, it's absolutely trash. First of all, you rain down volley of swords upon a long stretch of area. Of which only one, or two sword actually manages to hit something. And even then, it does not justify the atrociously high mana cost or over a minute long cooldown to even bother using this spell.

Seriously the developers need to stop being a fangirl of Fate: Night.

Rank: D-
- Very low accuracy
- High mana cost
- Long cooldown
- Barely any damage
- Can equip the swords from the ground though
Mantra - C+ rank

Yet another pretty straight-forward buff. Similar to Life Siphon, but instead it increases your mana pool and your mana regeneration speed in exchange for your maximum life HP during this buff duration.

It lasts a minute for a cooldown of three minute though.

Personally I don't recommend wasting your time with it. But it's a buff, so it's not too worthless.

Rank: C+
- Reduces maximum life.
- increases maximum mana and regeneration.
- Lasts a full minute
Miasma - D- rank

Throws out a purple mist in immediate surrounding (Roughly 1.8 HWW distance max) that inflicts small initial damage. But also drops a debuff that lasts about 5 or 6 seconds doing base poison damage+10% of MATK per second.

On paper, it seem not so bad. In actuality, it's terrible. A high base mana cost (100), and long cooldown (70 seconds) make this spell pretty unattractive prospect. In addition, it's very melee range so..

.. Yeah it's not going to fly.

Rank: D-
- Long cooldown
- High base mana cost
- Debuff-based damage that won't amount to much
- Melee range
Fire Storm - C+ Rank

Really just Piercing Light but instead of Light, it's fire. Will inflict burn damage. Only have higher mana cost, and more damage as result. Not all impressive really.

Rank: +C
- Look to Piercing Light
- Can inflict burn though
Execution - ? rank

Execution drops an Iron maiden upon an enemy. Half a minute long cooldown with high base mana cost. And it claims to oneshot enemies below a certain health threshold. To be honest, I can't determine whether to say this spell is trash or what.

Since bosses do not have lot of health where 1% and 2% are world difference, especially to a mage. So honestly? I can't decide whether to say this spell deserves a C or it should go B.

One thing for sure, yes it's an AoE spell.

Rank: C or B?
- Claims to oneshot enemies beyond certain health threshold
- Big Iron maiden which deals a 2x2 HWW radius damage. Hit twices: Once landing, then closing.
- High mana cost
- Half aminute long cooldown.
High Resurrection - A- rank

High Resurrection is upgraded version of Resurrection. At higher satiety cost as well. Just like Resurrection, you do not get invulnerability while casting. It even have far higher mana cost, but in exchange shorter cooldown than Arch Heal.

Though at max-rank, the spell will heal for 100% of your health. So if you're in multiplayer gameplay and you're at low health bordering death. This spell could save you.

Rank: A-
- No invulnerabilities
- High heal% possible (100%)
- Shorter cooldown than Arch heal
- Very high mana cost