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Old 05-10-2003, 09:37 PM   #10
Hivetyrant
Jack Burton
 

Join Date: August 24, 2002
Location: Aussie now in the US of A!
Age: 37
Posts: 5,403
Quote:
Originally posted by Olorin:
Dakkon's Zerth Blade can be put to good use all the way through SoA and ToB, if you work at it. Equip DZB in your secondary slot and make it active before you access your spellbook prior to resting. Now you have the extra slot in levels 1-4. Fill them with spells you can use right away the next day, and after they have been used, you can switch to your main weapon, or even put DZB in your pack for the rest of the day.
Not so. Unequippinig an item that gives bonus spells will remove those spells... same story with Rings of Wizardy and Acuity.
Quote:

Some good spell choices:
Level 4: Stoneskin --lasts eight hours, and you can get extra one per day for free!
Lasts longer than 8 hours - you can rest and still have it on.




Quote:
Level 3: Melf's Meteors--last until used, but cast this one last, since the meteors replace your weapon and you'll lose the extra slots
Meteors only replace your main hand weapon.
Quote:

Level 2: Invisibility--same deal as above; could also be used in a defensive sequencer
Mirror Image--for defensive sequencer, or pre-fight buff
Acid Arrow--for offensive sequencer
Staff of the Magi makes this spell redundant... giving you extra level 2 spells to the extent of how many Invisibilities you memorised.
On Invis 10', if one is soloing, it becomes redundant. All it does is to put the party under Invisibility... and when soloing, that means it only affects *you*. Meaning that it is also made redundant by the SoTM. Another few spell slots...

Quote:
Level 1: Magic Missile or Chromatic Orb--for offensive sequencer
Identify--if you need some extra id'ing power
Reflected Image or Prot from Evil--for defensive sequencer

The downside to this is that you have to repeat the process before every rest, but it's four free spells...
Identify isn't a good spell for a Mage to have, since it comprimises your offensive spells... there are Glasses of ID throughout the game, you can use scrolls (they're common loot and don't get you much money selling them), or you can pay 100 Gold for it to be ID'd at any merchant who knows how... which isn't much gold at all for a Soloist. [img]smile.gif[/img]
Pro-Evil is redundant, again due to the Staff of the Magi... another couple of slots. So is Reflected/Mirror Image - what use are they when most of your enemies can't see you anyway ?? Ditto with Blur.

Meaning, Dakkon's Zerth Blade gives you one extra spell level 1-4, and lets you have another single handed weapon, or a shield.
Staff of the Magi replaces most of your low-level Illusions, Pro-Evil, and Dispel/Remove Magic; grants an extra Spell Trap every day; has a better AC Bonus; and gives you it's Fireball-Lightning thing (which is Fireball and Lightning Bolt in one spell)... I'd say that SoTM is better. [img]smile.gif[/img]

EDIT: Wouldn't you just know it, I forgot Jarrad had logged in... Lennon here, BTW.

[ 05-10-2003, 09:50 PM: Message edited by: Hivetyrant ]
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