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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

Concept Art of wizard attacking with a stave

Name Passive Active Location
Aristo-Staff Resistance to all elements(75% and includes physical damage) Teleport 08CChapter 8: Dropped by the black aristocrat boss at the end of the chapter.
Basic Staff None None 00BChapter 1 - Tutorial: It's the staff you start with using the default Wizard Model.
Bug Staff None Summon Bugs 00BChapter 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 06BChapter 6: Dropped by both Daemon Mini-bosses.
Frost Staff Cold Immunity Aura None 02BChapter 2, in the troll cave, inside the refrigerator.
Gnarled Staff Immune to Poison Summon Tree Spirit 03AChapter 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 06CChapter 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. 00BChapter 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 06EChapter 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 02AChapter 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 00BChapter 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. 06AChapter 6: In the hand of a statue before the first mini-boss.
Staff of Endurance Increased resistance to all elements. None. 00BChapter 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 08AChapter 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 08BChapter 8: On a ledge by the checkpoint in the goblin hall. Teleport up.
Staff of Life Regeneration Aura Revive 01BFound in gardens throughout the game:
  • Chapter 1: North of the woman with an exclamation point above her head, between the gate and garden plot.
  • Chapter 3: Near the chapter's beginning in a garden beside the first house you see.
  • Chapter 5: To the right on a big field after the small town.
  • Chapter 7: Northern side of the farm between the gate and garden plot at the start of Area.
  • Chapter 9: In the village outside the Count's castle, to the far right.
Staff of Reddit Protection None Randomly spawns Arcane Mines or Healing mines in front of the player. 01AChapter 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 06DChapter 6: Dropped by necromancers in the mind duel. Also dropped by them in Chapter 9
Staff of the White Wizard Increased light radius Fear 01AChapter 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 04BChapter 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 09AChapter 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 05AChapter 5: Just before entering the village.
Shield Staff Increase the rate at which shields are boosted Immediately cast a self shield 04AChapter 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 05BChapter 5: Just before activating the last lever before the boss fight.
Vlad's Gauntlet Inverts damage taken from Life (W). This makes you take damage from healing spells! Drains life from the nearest player or creature. 10AChapter 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

Concept Art of wizard attacking with a sword

Name Damage Type Special Location
Arcane Saber High Arcane Fast 11CChapter 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 11AChapter 11: Dropped by dwarf champions.
Blade of Chill Medium Physical and Cold Slow, creates a cold blast in front of wielder 04CChapter 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 03BChapter 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 00BChapter 1 - Tutorial: It's the weapon you start with using the default Wizard Model.
Broken Sword Medium Physical None 00BChapter 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 01BChapter 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 08BChapter 8: Leaning against a stack of crates outside the explosive-packed mine entrance.
Cursed Blade Medium Physical and Poison Slow, Poisons on hit 09AChapter 9: Dropped by Wights(armored skeletons)
Excalibur Medium Physical Slow, knockdown 01AChapter 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 03CChapter 3: Kill MacLeod after the goblin airship fight.
Frost Cleaver Medium Physical Freezes its target 08AChapter 8: Dropped by goblin captains.
Gram Medium Physical Dragon Slayer (kill Fafnir 1 hit) 02BChapter 2: Stuck into the tree above the dead moose being eaten by a troll.
Gungnir Medium Physical Slow, ranged, armor piercing 04BChapter 4: Propped against a market stall on the northwest side of the town square.
High Quality Goblin Dirk Low Physical Fast 02CChapter 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 11BChapter 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) 05CChapter 5: North-west of the frozen river battle event (Picture for Location).
M60 Low Physical Fast, Ranged. Not affected by Time Warp 03FChapter 3: Save all of the houses during the Jotunn boss fight.
Mace of the Earth High Physical Slow, pushes target back 03EChapter 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 03DChapter 3: Dropped by beastmen with fire protection aura.
Mjölner Medium Physical Slow, Lightning strikes target on hit (1000+ damage, double if soaked) 04AChapter 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 09BChapter 9: Dropped by necromancers.
Ring of the Phantom Low Physical Knockdown 10AChapter 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 05AChapter 5: Near the soldiers' fire in the war camp at the beginning of the chapter.
Seaward Spear Medium Physical Pushes target back, Wets target XXAChallenge 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 00BChapter 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 03AChapter 3: Dropped by beastmen with a lightning protection aura.
Stung Medium Physical Fast, Glows when enemies are near 08CChapter 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 02DChapter 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 05BChapter 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 06AChapter 6: On the floating rock with the second Miniboss. North-East stuck in a Rock
Unarmed Low Physical It's your fists! 00AChapter 1: You start the game with no weapons before the tutorial.
Warhammer Medium Physical Pushes target back 02AChapter 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 00BChapter 1 - Tutorial: It's the weapon you start with using the "Samurai" Wizard Model. Requires Magicka: Nippon DLC.
Epic Sword Medium Physical Fancy Effects 00BChapter 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 11CVietnam Rescue Mission: Carried by most Vietcong Goblins.
RPG-7 High explosive Single shot 11AVietnam Rescue Mission: Carried by a few Vietcong Goblins.
MAT-49 Low physical 600 rounds/min 04CVietnam Rescue Mission: Carried by some Vietcong Goblins in rice-farmer hats.
RPD High physical 650 rounds/min 03BVietnam Rescue Mission: Carried by Orc Vietcong soldiers.
Mosin-Nagant High physical Single shot 03BVietnam Rescue Mission: Carried by some Vietcong Goblins with rice farmer hats.
M16A1 Medium physical 800 rounds/min 03BVietnam 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 03BCarried by one GI in the start of the Vietnam Rescue Mission.
Type 2 Phaser Low lightning unknown 03BChapter 1 Tutorial: It's the weapon you start with using the "Frontier Wizard" Wizard Model
M1911 Low physical unknown 03BChapter 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 03BChapter 1 Tutorial: It's the weapon you start with using the "Space Wizard" Wizard Model. Semi-Automatic Fire.
Red Death-Phazer Medium Arcane Ranged 03BChapter 1 Tutorial: It's the weapon you start with using the "Tentacle Robe" Wizard Model. Single Shot.