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Thread: Vital spells?

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  1. #1
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    Jun 2005
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    Default Vital spells?

    Alright, this game isn't exactly magic-oriented, but there are still some magics that you simply can't live without,
    and some others which make some dungeons a breeze.
    Now the question is, which magics should you give priority to?
    Let's decide!

    This is my list, followed by arguments:

    WHITE MAGIC:
    Cure - vital for healing your chars, because they *will* lose HP a lot
    Life - very, very important; how fun is it being stranded with 3 KO:d chars in the middle of a hard cave?
    Heal - Poison, Dark, Curse and Dumb, enough said
    Safe - ...and suddenly, 500 DMG only dealt 200 DMG...
    Shell - ...and suddenly, Meteor, spell of destruction, didn't kill you...
    Wall - ...extreme magic defense, WHAT!
    Change - Level-building, anyone?
    Exit - incredibly important for getting out of dungeons easily, saving you some tedious backtracking
    Holy - extremely useful against undead monsters and whatnot
    Ultima - once you actually manage to reveal its weird stat-secrets, it becomes the best spell in the game!

    BLACK MAGIC:
    Fire - ice monsters, enough said
    Ice - fire monsters, enough said
    Bolt - water monsters, enough said
    Haste - increases amount of attacks, and puts Berserk to shame
    Flare - extreme fire attack, couldn't go wrong
    Last edited by Peter_20; 04-30-2006 at 07:14 PM.

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