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					 Vital spells? 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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