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Old 06-10-2003, 11:10 AM   #13
EEWorzelle
Manshoon
 

Join Date: October 25, 2002
Location: Gilbert, Az
Age: 73
Posts: 234
Gab, the post in the Alchemist thread that el_kalkylus referenced gives an example of how powerfull casters can get in this game.

There is another aspect to your question about the beginning of the game, when the magic characters are first starting out. Fireballs and Whipping Rocks are great when you get them, but what about Level 1, 2, 3 and 4, when there is very little cone or area effect stuff? For that I would like to mention the surprising power of the "Magic Swords."

"Magic Sword" is an analogy in this case and refers to Energy Blast and Frost for the Mage, Acid Splash for the Alchemist, Make Wounds for the Priest, and Mind Blast for the Psionic. At level one, one can almost despair about these having any value at all. For example (unless you put character creation or level-up bonus points in Magic Realms, which I never do) the Alchemist typically gets 3 Spell Points initially in the Water Realm. So you can cast it once for, what 1-7 HP, and then you're out. Actually it's even worse than that because initially you cast it at Power Level 1 on orange or even red, so it will backfire or fizzle more often than not.

The situation at Level 1 is little better for the others. The Mage can cast each of it's two on Level 1 twice (total of 4 attack). The Priest usually twice, and the Psionic 1. Okay, that's the bad news, so what's the good.

The key at Level 1 is to use and replenish a lot. Take lots of naps, but keep them as short as possible. After battle, in a safe spot, if you can heal wounded characters with spells (don't use up your precious potions for this), then do so before sleeping. Watch the blue mana bar carefully and as soon as it is close to the top stop sleep. This is key or too many enemies will spawn.

As your Magic Realms go up through use you will get more Spell Points from that and, of course levels. By level 3, you will be able to cast each (except Mind Blast) 4 or more times, before resting. As you can cast them in the green, they always succeed and the damage they do gets better on the average, too. If the enemy is in your face, then casting on the yellow is a good bet, too (there's a distance effect to spell casting - closer is better).

Fight a distant enemy and you will discover one of the greatest things about casting these spells in the green. They never miss. A few (but very few) early monsters are resistant to Make Wounds or Mind Stab which can give little or no damage, but normally they always do damage that really adds up. The Mind Stab spell is particularly effective because it often drives the target insane, as well as damaging it.

The "Magic Swords" of the low level caster start out slow but rapidly become very effective. As soon as cone and area effect spells appear they take a back seat but they did their job of building up those realms, and have strategic value throughout the game. They "just happen" to be in the realms you most want to build up.

Even on Ascension Peak, Make Wounds is one of my favorite spells against certain foes, and it only costs 14 SP to cast at Level 7!

[ 06-10-2003, 11:13 AM: Message edited by: EEWorzelle ]
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