Codex Arcanum: Curse, Sticky Paw, Small Portal, Vertical Spike Ball

Make short work of anything that stands in your way.

Door? What door?

Curse

Realm: Water

Type: Enchantment

Abilities: Lowers the Health, Damage, and Armor of the target.

Tactical Report

Similar to Shrink, Curse lowers Health and Damage. However, there is one key difference to Curse. It also lowers the targets Armor. So if you are truly looking to cripple a foe, send a Curse their way. Plus you can curse those nasty Doors and Stones to find new paths!

Codex Arcanum: Alchemy, Barracks, Boulder, Ice Blast

All it costs is one Air Gem and a Spell List slot.

Haven’t you always wanted to make your own money?

Alchemy

Realm: Air

Type: Conjuration

Abilities: Creates Gold.

Tactical Report

 

To save the Four Realms you have to think about the big picture. You need gold to upgrade your Warden, rebuild settlements, and leave offerings. It’s the glue that smooths the journey. So if you can spare a spot on your Spell List you should add Alchemy. It will make the level harder as it limits your Spell options and costs Air Gems. However, if you can finish the level you’ll come out just a little further.

Codex Arcanum: Invisibility, Shrink, Third Eye, Water

Characters in silhouette can't see you.

Avoid combat and blend in with your surroundings by using Invisibility.

Invisibility

Realm: Water

Type: Enchantment

Abilities: Target becomes Invisible.

Tactical Report

Sometimes avoiding combat is the best path for a Guardian. No Spell is handier for such task than Invisibility. Target one character and watch as it fades from view. But such a skill is only as powerful as one trained to use it.

Enemies that can’t see you will be silhouetted in black. Enemies that have Third Eye will appear in full color. So watch out for enemies that can see the Invisible.

Also note that if you attack, activate an switch, open a chest, or pickup an object; you will be noticed. You’ll temporarily become visible, so if you have to do something, do it quickly!

Codex Arcanum: Fire, Forge Gems, Girder, Ladder

Fire Enchantment also deals additinal Fire Damage.

Brighten every dungeon with Fire.

Fire

Realm: Fire

Type: Enchantment

Abilities: Adds light to Dark areas. Fire Damage.

Tactical Report

Fire. One of the elemental enchantments. One of the great utility spells. It’s first use is granting more light in Dark areas. This is a key ability to avoid many traps and pitfalls.

In addition to that, Fire Enchantment also grants Fire Damage. Destroy those slippery Fluid Coalition mercenaries and whatever frozen barriers lie in your path.

Codex Arcanum: Climbing Plant, Heart of Fire, Max Health, Soul of Ice

Climbing plants can only be placed on walls.

Climb to new heights with the Climbing Plant.

Climbing Plant

Realm: Earth

Type: Structure

Abilities: Creates a climbable space along background walls.

Tactical Report

Their cost is very low and the distance they span is much greater than other platforms. These plants can be a go to selection for any spell list.

However, they come with a weakness. Climbing plants also require a back wall to grow on. This limits where you can play them and make them particularly ineffective in the Strato-Sultanate.