Throughout the course of Magicka, many items can be picked up and used in place of the player's staff and hand weapon. Most have a special ability or two, and are more like power-ups than "gear" in the traditional sense as they are dropped when you die and gone entirely from a playthrough if your character falls off a cliff or drowns. Items may have passive abilities and/or active abilities (used by pressing the self-cast button when no elements have been charged). The firearms found in Magicka: Vietnam and the M60 are special cases.
Note that different Wizard Models start with different items equipped.
[edit] Staves
| Name | Passive | Active | Location |
|---|---|---|---|
| Aristo-Staff | Resistance to all elements(75% and includes physical damage) | Teleport | Chapter 8: Dropped by the black aristocrat boss at the end of the chapter. |
| Basic Staff | None | None | Chapter 1 - Tutorial: It's the staff you start with using the default Wizard Model. |
| Bug Staff | None | Summon Bugs | Chapter 1 - Tutorial: It's the staff you start with using the "Mea Culpa" Wizard Model. Requires Mea Culpa DLC which is free with Patch v1.3.5.1. |
| Daemon Arm | Unlimited Beam Duration | None | Chapter 6: Dropped by both Daemon Mini-bosses. |
| Frost Staff | Cold Immunity Aura | None | Chapter 2, in the troll cave, inside the refrigerator. |
| Gnarled Staff | Immune to Poison | Summon Tree Spirit | Chapter 3: Dropped by Druids at the henge stones and a couple of in the next area or Chapter 6, during the mind battle. |
| Goblin Staff | Increased Physical Resistance | Temporary Damage Immunity | Chapter 6: Dropped from Goblin Wizards during the mind battle or by them in Chapter 8. |
| Patriot Staff | None | Throws a Liberty Granade that can be pushed. | Chapter 1 - Tutorial: It's the staff you start with using the GI Wizard Model. Requires Magicka: Vietnam. |
| Righteous Rod of Runes | Lightning Immunity Aura | Lightning Damage Aura | Chapter 6: Dropped by the Dwarf Priest in during mind battle.
Chapter 11: Dropped by Dwarf Priests. |
| Rod of Emergency Teleport | None | Teleports the caster to a random nearby location | Chapter 2: Dropped by the Goblin Shaman. Also dropped by the Goblin Shamans in the Mind Games at the end of Chapter 6. |
| Staff +1 | Increases all spell damage by 1 | None | Chapter 1 - Tutorial: It's the staff you start with using the "Wizard Hat" Wizard Model. Requires Wizard Hat DLC. |
| Staff of Deflection | None | Deflects projectile attacks. | Chapter 6: In the hand of a statue before the first mini-boss. |
| Staff of Endurance | Increased resistance to all elements. | None. | Chapter 1 - Tutorial: It's the staff you start with using the "Samurai" Wizard Model. Requires Magicka: Nippon. |
| Staff of Fire | Resistance to fire | Fire Immunity Aura | Chapter 8: First room of the mine, at the top of the ledge on the right. Teleport over or use the bridge if you didn't set off the explosives. |
| Staff of Invisibility | None | Invisibility | Chapter 8: On a ledge by the checkpoint in the goblin hall. Teleport up. |
| Staff of Life | Regeneration Aura | Revive | Found in gardens throughout the game:
|
| Staff of Reddit Protection | None | Randomly spawns Arcane Mines or Healing mines in front of the player. | Chapter 1 - Tutorial It's the weapon you start with using the "Reddit Wizard" Wizard Model. Does not require any DLC |
| Staff of the Dead | When a nearby player dies due to friendly damage not caused by you, they will automatically be revived. Also revives friendly zombies. | None | Chapter 6: Dropped by necromancers in the mind duel. Also dropped by them in Chapter 9 |
| Staff of the White Wizard | Increased light radius | Fear | Chapter 1: In the chest behind the wooden door to your left as you leave the party. Also available in Chapter 7 in the secret area far west through the wheat field behind the exclamation mark on the ground. |
| Staff of War | Physical Resistance Aura, Double HP | Arcane Bolt | Chapter 4: First Disciple you encounter, or the end of level boss battle. Also in Chapter 5 & Chapter 6. |
| Strong Cup of Coffee | None | Heals and makes your wizard move faster for 3 seconds. | Chapter 1 - Tutorial: It's the staff you start with using the "Bathrobe" Wizard Model. Requires Bathrobe DLC. |
| Sceptre of the Troll King | Makes enemies less likely to attack the wielder | Charm target | Chapter 9: After the battle with the summoned undead soldiers and zombies in the graveyard, head west into the tomb instead of through the locked door you destroyed. |
| Scythe of Malevolence | Life resistance | Poison spray | Chapter 5: Just before entering the village. |
| Shield Staff | Increase the rate at which shields are boosted | Immediately cast a self shield | Chapter 4: Inside the closet beside the door of your inn room as you wake to the town falling under siege. |
| Tesla Staff | Increased lightning range | Lightning bolt | Chapter 5: Just before activating the last lever before the boss fight. |
| Vlad's Gauntlet | Inverts damage taken from |
Drains life from the nearest player or creature. | Chapter 10: Found immediately upon entering Niflheim, right next to the player. |
| Cyber Staff | None | None | Chapter 1 - Tutorial It's the weapon you start with using the "Cyber Wizard" Wizard Model. Does not require any DLC. |
| Library Staff | None | Charge | Chapter 1 - Tutorial It's the weapon you start with using the "Space Wizard" Wizard Model. Does not require any DLC. |
| Epic Staff | None | Whispers Of Alrond | Chapter 1 - Tutorial It's the weapon you start with using the "Epic Wizard" Wizard Model. Requires Magicka: Gamer Bundle DLC. |
[edit] Weapons
| Name | Damage Type | Special | Location |
|---|---|---|---|
| Arcane Saber | High Arcane | Fast | Chapter 11: In the area with the lava, go up and right across the lava (freezing it). The weapon is beside a skeleton. |
| Axe of the Dwarf Champion | High Physical | Slow | Chapter 11: Dropped by dwarf champions. |
| Blade of Chill | Medium Physical and Cold | Slow, creates a cold blast in front of wielder | Chapter 4: Left of where the Town Grinder breaks through a wall, behind a fire and pile of debris. |
| Blade of Surt | Medium Physical and Fire | Ignites targets | Chapter 3: Propped up against some crates beside the door of the windmill north of the first village in the chapter. |
| Blunt Blade | Low Physical | None | Chapter 1 - Tutorial: It's the weapon you start with using the default Wizard Model. |
| Broken Sword | Medium Physical | None | Chapter 1 - Tutorial: It's the weapon you start with using the "Mea Culpa" Wizard Model. Requires Mea Culpa DLC which is free with Patch v1.3.5.1. |
| Captain's Axe | Medium Physical | None | Chapter 1: The first appears is given to you by Captain Bjorn after defeating the troll, or dropped when Bjorn dies. Also dropped by captains (soldiers with red cloaks) throughout the game. |
| Crowbar | Low Physical | Fast, Armor Piercing | Chapter 8: Leaning against a stack of crates outside the explosive-packed mine entrance. |
| Cursed Blade | Medium Physical and Poison | Slow, Poisons on hit | Chapter 9: Dropped by Wights(armored skeletons) |
| Excalibur | Medium Physical | Slow, knockdown | Chapter 1: West of the woman with an exclamation point over her head, on the other side of the wheat field.
Chapter 7: The area far west through the wheat field behind the exclamation mark on the ground. |
| Exotic Blade | Medium Physical | Fast, Armor Piercing | Chapter 3: Kill MacLeod after the goblin airship fight. |
| Frost Cleaver | Medium Physical | Freezes its target | Chapter 8: Dropped by goblin captains. |
| Gram | Medium Physical | Dragon Slayer (kill Fafnir 1 hit) | Chapter 2: Stuck into the tree above the dead moose being eaten by a troll. |
| Gungnir | Medium Physical | Slow, ranged, armor piercing | Chapter 4: Propped against a market stall on the northwest side of the town square. |
| High Quality Goblin Dirk | Low Physical | Fast | Chapter 2: Dropped by the goblin commander when slain at the fight with a goblin war band by the river. |
| Holy Divider | High Physical | Slow, Armour Piercing | Chapter 11: (Warning: you will irretrievably lose your current weapon upon obtaining the Holy Divider) Cast lightning on the gears on the right wall of the room with the dwarf army. You will be given the weapon after going through the now open iron gate. |
| Knife of Counter-Striking | Low Physical | Fast, Increases Movement Speed (Constant Haste effect) | Chapter 5: North-west of the frozen river battle event (Picture for Location). |
| M60 | Low Physical | Fast, Ranged. Not affected by Time Warp | Chapter 3: Save all of the houses during the Jotunn boss fight. |
| Mace of the Earth | High Physical | Slow, pushes target back | Chapter 3: Dropped by a beastman with a earth protection aura during the Jotunn boss fight. This beastman joins the fight about 1 minute after engaging the boss. The player needs to pick up the weapon before Jotunn dies. |
| Mace of the Molten Core | High Physical | Slow, sets target on fire | Chapter 3: Dropped by beastmen with fire protection aura. |
| Mjölner | Medium Physical | Slow, Lightning strikes target on hit (1000+ damage, double if soaked) | Chapter 4: Inside Havindr at the beginning of the chapter, hanging above the second door on the left as if it were a sign. |
| Morgul Blade | Low Physical | Poison | Chapter 9: Dropped by necromancers. |
| Ring of the Phantom | Low Physical | Knockdown | Chapter 10: The glittering white object northwest of your starting location for the chapter. |
| Sausage On Stick | Low Physical | Fast, Makes enemies more likely to attack you | Chapter 5: Near the soldiers' fire in the war camp at the beginning of the chapter. |
| Seaward Spear | Medium Physical | Pushes target back, Wets target | Challenge mode: Drops from Beast Raider Alphas with a water resistance aura in Wave 11, 15 and 20 of The Glade arena. |
| Sharp Blade | Medium Physical | None | Chapter 1 - Tutorial: It's the weapon you start with using the "Wizard Hat" Wizard Model. Requires Wizard Hat DLC. |
| Skyward Spear | Medium Physical and Lightning | None | Chapter 3: Dropped by beastmen with a lightning protection aura. |
| Stung | Medium Physical | Fast, Glows when enemies are near | Chapter 8: Head to the lower west corner after entering the dark section of the mines with power generators. Cast a spray of fire on the legs of the examinable platform that gives the message, "It looks wobbly..." to make it collapse into a bridge and follow it across the gap. Head north along the ledge to retrieve the sword. Queued cold elements and cold sprays can provide bursts of light if you are having difficulty seeing. |
| Sword of the Masters | Medium Physical | Shoots Arcane when the wielder is at full health | Chapter 2: Freeze the water after defeating the goblin war band at the river's crossing and walk north to the upper western bank. Enter the giant hollow log and head north. |
| Thunderblade | Medium physical and lightning | None | Chapter 5: Dropped by an Orc Captains after the first checkpoint. |
| Tyrfing | Medium Physical | Always hits - you will teleport to enemies outside your melee range to hit them | Chapter 6: On the floating rock with the second Miniboss. North-East stuck in a Rock |
| Unarmed | Low Physical | It's your fists! | Chapter 1: You start the game with no weapons before the tutorial. |
| Warhammer | Medium Physical | Pushes target back | Chapter 2: On the anvil outside Gram's Workshop just before the crashed goblin airship.
Chapter 4: On a North leading side path right before the first warlock battle |
| Yawarakai-Te | Low Physical | Fast, Armor Piercing | Chapter 1 - Tutorial: It's the weapon you start with using the "Samurai" Wizard Model. Requires Magicka: Nippon DLC. |
| Epic Sword | Medium Physical | Fancy Effects | Chapter 1 - Tutorial: It's the weapon you start with using the "Epic Wizard" Wizard Model. Requires Magicka: Gamer Bundle DLC. |
[edit] Firearms
Killing 1000 Enemies with Firearms (including the M60 found in Chapter 3) results in the Lead Farmer achievement. All Firearms are ranged weapons.
| Name | Damage Type | Rate of Fire | Location |
|---|---|---|---|
| AK47 | Medium physical | 600 rounds/min | Vietnam Rescue Mission: Carried by most Vietcong Goblins. |
| RPG-7 | High explosive | Single shot | Vietnam Rescue Mission: Carried by a few Vietcong Goblins. |
| MAT-49 | Low physical | 600 rounds/min | Vietnam Rescue Mission: Carried by some Vietcong Goblins in rice-farmer hats. |
| RPD | High physical | 650 rounds/min | Vietnam Rescue Mission: Carried by Orc Vietcong soldiers. |
| Mosin-Nagant | High physical | Single shot | Vietnam Rescue Mission: Carried by some Vietcong Goblins with rice farmer hats. |
| M16A1 | Medium physical | 800 rounds/min | Vietnam Rescue Mission: Carried by most GIs.
Chapter 1 - Tutorial: It's the weapon you start with using the GI Wizard Model. Fires in 3 shot bursts. |
| M60 (Magicka: Vietnam) | High physical | 550 rounds/min | Carried by one GI in the start of the Vietnam Rescue Mission. |
| Type 2 Phaser | Low lightning | unknown | Chapter 1 Tutorial: It's the weapon you start with using the "Frontier Wizard" Wizard Model |
| M1911 | Low physical | unknown | Chapter 1 Tutorial: It's the weapon you start with using the "Reservoir Wizard" Wizard Model |
| Gyrojet Pistol | Medium Physical, Fire | Ranged, Explodes on impact, Ignites | Chapter 1 Tutorial: It's the weapon you start with using the "Space Wizard" Wizard Model. Semi-Automatic Fire. |
| Red Death-Phazer | Medium Arcane | Ranged | Chapter 1 Tutorial: It's the weapon you start with using the "Tentacle Robe" Wizard Model. Single Shot. |