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Materials are used to customize your wand, spells, and robe. Materials can be obtained from chests and enemies or crafted from Essences and Stones using alchemy.

Material Alchemy Properties Effect on Spells & Wands Effect on Robes
Artichoke Earth, Pink Spells have a chance to critically hit. Allows you to temporarily heal beyond your maxhp. Extra HP slowly decays.
Bouncy Ball Earth, Yellow Bounces off walls. While crouching, you bounce off surfaces.
Caustic Ichor Water, Black On hit, enemies take increased damage from the next spell. Periodically marks a nearby enemy, increasing the damage you deal to it.
Chaos Butterfly Fire, Black Randomly changes direction, increasing spellpower each time. Randomly boosts damage, defenses, or movement speed.
Crystal Ball Energy, Yellow Projectiles home in on the nearest enemy. Points to the nearest loot.
Diamond Earth, Purple Penetrates through multiple enemies. Immune to knockback while standing still. Reduces knockback while moving.
Ectoplasm Energy, Orange Restores mana on kill with direct damage. Increases mana cost. Increases maximum mana.
Evercold Ice Water, White Slows enemy movements and attacks on hit. Creates a damage-absorbing shield. Shield regenerates if no damage is taken for some time.
Explosive powder Water, Red Explodes on hit, damaging and applying effects to nearby enemies (falls off with distance). If killed, you explode after a delay. If the explosion kills an enemy, you are revived.
Extract of Monday Water, Pink Lasers start slow and weak but lengthen and increase spellpower. A rain cloud follows you and damages enemies.
Fairy Wing Water, Green Increases rate of fire at reduced damage. Allows you to jump several times while mid-air.
Fire Crystal Fire, Red Ignites enemies on contact, dealing damage over time. Fire can spread to nearby foes. Leaves a burning trail on the ground you walk on.
Green Belt Air, Pink Every third hit on a target deals bonus damage. After running a distance, movespeed is boosted and an explosion triggers when you stop.
Guillotine Blade Fire, Purple Instantly destroys low health enemies when their execution buildup exceeds their current HP. Increases Maximum Health.
Harpy Feather Air, Blue Enemies hit are knocked back. They take damage if knocked into terrain. Reduces fall speed. This effect can be disabled by crouching.
Illusion Dust Air, Green Shoots multiple projectiles at reduced power. Every few spellcasts, your spell will be cast twice.
Lightning Rod Energy, Green Shocks on hit, damaging the nearest enemy. Walking builds up an energy shield that destroys enemy projectiles.
Magic Boomerang Air, Yellow On hit, returns a boomerange that refunds mana if caught. Charges a shield that knocks away enemies.
Miniature Sun Air, Red Projectiles have a damaging aura. Nearby enemies take damage.
Necrom-nomicon Energy, Purple Summons a minion ally on projectile expiration. A flock of crows follows you and attacks enemies.
Ninja Sword Earth, Red "Performs a melee attack instead, dealing sharply increased damage." "Dash by double tapping A or D. Dashing through enemies will damage them."
Noxious Spore Air, Purple Poisons on hit. Poison intensity stacks with multiple hits. You leave a damaging poison cloud trail behind you.
One-Sided coin Energy, Pink Curses the enemy on hit, causing them to explode on death. Curse grows stronger with each hit. Charges a shield that grants immunity to negative status effects.
Optic Lens Energy, Red Fires a laser instead of a projectile. Casts a beam of light in the direction you are facing.
Owlbear Trap Air, White Sets a trap on expiration. Traps apply their effects to enemies on contact. Reduces incoming damage while standing still.
Philosopher's stone Air, Orange Consumes extra mana to boost spellpower. A percentage of incoming damage is taken from mana instead of health.
Quicksilver Gear Water, Blue Increases Laser Length. Increases Movespeed
Quiver Fire, Pink Uses ammounition, instead of mana. Ammo can be retrieved after used. Creates a shield that negates all damage. Shield only recharges on starting a new level.
Rainbow Prism. Energy, White Projectiles illuminate darkness and reveal minimap. increases sight radius in darkness.
Repulsor Energy Energy, Blue Knocks you backwards due to increased spellpower. Increases the power of your next spell after taking damage.
Rift Crystal Fire, Blue Teleports you towards the cursor when cast. Has a chance to ignore damage taken.
Rock Earth, Black Can pass through walls for a limited time. Creates a shockwave while landing, damaging nearby enemies on the ground.
Rune Fire, Orange Enemies hit drop mana-restoring crystals on death. This effect stacks per hit. When you cast a spell, mana costs are reduced for a time.
Seashell Fire, Green Splits into multiple projectiles after some time. When taking damage, you explode, dealing damage to nearby enemies.
Shade Spirit Energy, Black Charms enemies when their control buildup exceeds their current health. Grants invisibility if you have not cast a spell or taken damage in some time.
Siren's Seafoam Earth, White Projectile travels in a wave pattern, reducing mana cost. Charges a shield that reflects energy projectiles.
Soul Contract Earth, Orange Consumes health instead of mana for increased spellpower. While at low health, you rapidly recover mana.
Spider Silk Air, Black Leaves a trail behind that persists for some time. Creates a trail of illusion clones that damage enemies on collision.
Sticky Slime Water, Yellow Projectiles cling to walls upon collision. Allows you to walk on walls. Disabled by jumping.
Sundial Earth, Blue Hastes on cast, temporarily increasing movement and spellcast speed. At low health, time slow. [30 second cooldown].
Tonna Bricks Fire, Yellow Projectiles obey gravity and have increased spellpower. Increases spell damage while standing still.
Trick Bullet Earth, Green Ricochets towards nearest enemy on hit. Boosts self-knockback distance on cast.
Vacuum Cleaner Fire, White Pulls enemies and loot towards the projectile. Enemies take damage if knocked into terrain. Pulls nearby loot to you.
Vampire Tooth Water, Orange Recovers health on kill with direct damage. Boosts all healing effects.
Vulcan Wrench Water, Purple Creates a turret that fires copies of the spell. Cannot be cast again until turret is done firing. A turret ally periodically shoots at nearby enemies.