Advanced Guide: Introduction to Greek Letter Spells
So you unlocked Greek Spells! Great job. Greek Spells are extremely powerful if used well, and this guide will hopefully help you do so. Note that this will cover the basics of Greek Spells. For a more detailed and look at their mechanics, check out the Expert Guide.
The first question you might have is "What are they good for?".
In my experience, there are two main answers to this question. First, you can use Greek Letter Spells to almost completely avoid the mana cost of more expensive spells. Second, you can use Greek Spells to infinitely cast spells that have only a limited number of charges, like Black Hole or Circle of Vigor. These two applications are the bulk of what Greek Letters are good for. There are other uses, especially when combined with other complicated spells, but this guide will focus on how to use them on their own. Let's get into it.
Wand Refresh
Wand Refresh is not a Greek Spell, but is crucial for using many of the Greek Spells effectively, and is an extremely important spell on its own. It is unlocked SPOILER: by killing Mestarien mestari . Here's an example that uses it:
There are two things going on here. The first thing is that we have a Black Hole being multicasted together with a Wand Refresh. Surprisingly, when any charge-limited spell is cast in the same casting block as a Wand Refresh, no charges will be depleted. This wand, as it is, will cast Black Hole as many times as you can click the button.
The second notable thing on this wand are the spells to the right of the Wand Refresh. They will never be cast. Since Wand Refresh resets the wand as soon as it's cast, it's as if the wand ends right there. The upshot is that any space to the right of a Wand Refresh can be used as storage space for your other spells, which is exceedingly useful. Just be sure not to mess up your wand editing and accidentally cast them. Note that if you run out of mana on your wand before it can cast wand refresh (it costs 20 mana) then the spell will be skipped and the spells that come after it can be cast.
The space to the right of a Wand Refresh is also useful in other ways, as we'll see below.
There are a whole lot of additional details about Wand Refresh that are worth writing down, but they'll be explored in a later section going over smaller details.
Gamma
Gamma is the first Greek Spell we'll be looking at, and it's a very useful one. Here's our example:
Gamma copies the last spell in the wand, in this case a Giga Black Hole, at the cost of a mere 30 mana. This copy preserves everything about the spell but its mana cost. This means that we don't have to pay the 240 mana for the Giga Black Hole (instead, only 30, for the Gamma). Both Gamma and Giga Black Hole do add their cast delay, but since they're inside a trigger, the cast delay is meaningless. The chainsaw is there to nullify the cast delay added by the Add Manas, Spark Trigger, and the wand itself.
The Wand Refresh, of course, is here to prevent us from ever directly casting Giga Black Hole. This is a common theme - the free spaces behind Wand Refresh are a good place to put spells that you never want to cast directly, but that you do want to cast through a Greek Spell.
Mu
Mu is our next Greek Spell, and it's a spicy one. It casts a copy of every modifier on your wand. Here's a simple application:
In this case, as you might have guessed, the spark bolt is cast with the force of four explosive shots. Not very exciting, but useful nonetheless. The rules of the copying are a bit different than Gamma. Mana cost is ignored, and so are cast delay and recharge time. So, we only have to deal with the cast delay of two explosive shots, plus the cast delay from Mu itself.
Here's a more interesting example, using all three of the spells we've seen so far:
So, what does this do? It casts a spark bolt with all of the modifiers to the right of the Wand Refresh applied to it... for five mana. Mechanically, the Gamma is casting a copy of Mu, which is casting a copy of every modifier, and those modifiers are applied to the Spark Bolt. Note that we could simply move the Mu to where the Gamma is and get the same effect but at more cost (Mu costs 90 more mana than Gamma).
As you can see, we're getting into some powerful stuff. There are definitely ways to make a better wand with this specific setup and different modifiers, but this serves to demonstrate.
Side note: An important consequence of the mechanics of copying is that it is useless to copy Add Mana. Mu will indeed cast a copy of every Add Mana on your wand, but since the copies are cast without regard for mana cost, the -30 mana cost of Add Mana will be ignored. The only thing a copied Add Mana will do is add Cast Delay. So, in the above wand, the original cast of Add Mana at the start of the wand gives us 30 mana, but the copy cast by Mu does nothing.
Alpha
Alpha copies the first spell in the wand. It is very similar to Gamma, but is somewhat less useful. The reason for this is, of course, that it cannot copy a spell to the right of Wand Refresh, meaning that the copied spell must always be a part of your regular spell rotation. This may seem like a severe drawback, because if you're willing to directly cast a spell then there's not as much need to copy it with a Greek Spell. However, there is a workaround. The solution is to use spells with no charges remaining.
Here's the example (The Giant Magic Missile in the first slot should have no charges remaining):
Since there are no charges on the magic missile, we skip right over it and avoid paying 200 mana to cast the spell directly.
Next, we use the Gamma into Mu trick to apply Orbit Larpa, Chaos Larpa, and Larpa Explosion for a mere 30 mana, and then use Alpha to cast the Giant Magic Missile for 30 instead of 200. Of course, we tack a Chainsaw on the end to nullify Cast Delay. With this, we've made a wand that spews out an obscene number of Large Magic Missiles for only 60 mana. Two Add Manas would make it free.
- Side note: As you can guess, the Unlimited Spells perk damages this approach. The above wand would not work if Giant Magic Missile had infinite charges, and it would need to be refactored in a likely less efficient manner. In light of this, whether or not you take Unlimited Spells is up to you - it's probably still worth it, especially when using Divide By 10 (an important spell with charges), but this trick is still useful with the spells that do not become unlimited even with the perk.
An alternative and minor, but perhaps more prevalent, use for Alpha is simply to make a cheap copy of the first spell in your wand. This is useful if you want to use the same spell twice in a wand and either don't have a second copy or don't want to pay the mana cost again. Keep it in mind.
Tau
Useful info has been moved to Tau.
Phi
Useful info has been merged into Phi.
Sigma
Useful info has been merged into Sigma.
Zeta
Useful info has been merged into Zeta.
Omega
See Expert Guide: Advanced Spell Specifics#Omega