Gun

..._...|.._________________, ,
....../ `-____________|] ==D
...../_==o;;;;;;;;_______.:/
.....), ---.(_(__) /
....// (..) ), ----"
...//___//
..//___//
.//___//

Wednesday, June 23, 2010

Geez

I downloaded the SNS PS2 from Megaupload i accidentally temped with it and it couldn't work. So i decided to redownload using utorrent . the first time i download. i shot off at 20+ kb/sec. now is 2kb/sec only. So damn stupid. I'm downloading Sony Vegas to make a video for a friend which i promised already. I dunno wether is trail or what. hope is not. In Cabal, Brian say he kena hack liao. I brought some Amplify gear and damn useful. I could finally take my Lapis Orb +7 CDI 10% CRI 5%. Nothing much to say except my neighbour damn noisy on 9am. Gonna kill them...

MMV + Sejarah Project

Lately, i have been watching maple story mmv while doing my sejarah project, which is kind of fun coz sejarah project is so freakin boring, one of the few mmv i like are perfect, Take My Hand, Fantasy, and some kind of english, chinese and some random language i dont know -_-||

I just download it to hear it over and over again.

Links:
Perfect: http://www.youtube.com/watch?v=Tn8tVNAktZA
Fantasy: http://www.youtube.com/watch?v=Fkm4sXArVWU
Take my Hand: http://www.youtube.com/watch?v=bJMwJUQWxZo
One life, One Love: http://www.youtube.com/watch?v=GHojV7YRMdU

Sejarah Project have to be passed up on next Friday and im stuck at Rumusan... F*CK!!!

Saturday, June 19, 2010

China people vs. M'sia people speak BC

中国人 :今晚你有空吗?我没空!马来西亚华人:今晚你得不得空?我不得空!
中国人 饼干受潮了马来西亚华人: 饼干''
中国人 :从上海去苏州要多少个小时?马来西亚华人:从上海去苏州要几粒钟?
中国人 难道他不可以来吗?马来西亚华人:你不给他不来啊?
中国人 :周杰伦不喜欢穿内裤。马来西亚华人:周杰伦不喜欢穿底裤。
中国人 :我一向都是这样的。马来西亚人:我一路来都是这样的啦
中国人 :我的手机掉进沟渠了。马来西亚华人:我的手机掉进龙沟了。
中国人 这样你不是很不值得吗?马来西亚华人:这样你''很不''
中国人 :你真是聪明!马来西亚华人:你真是pan nai(源自马来语pandai聪明的意思)
中国人 :你安静!马来西亚华人:你diam diam(源自马来语diam,安静的意思)
中国人 :我要去银行取款。马来西亚华人:我要去银行''
中国人 为什么?马来西亚华人:做么?
中国人 :你很~马来西亚华人:你很够力~
中国人 :明天也叫他一起去吧!马来西亚华人:明天叫''他一起去!
中国人 :我很郁~~~马来西亚华人:我很''sien)啊~~'('比郁闷的境界更高)
中国人 :你再说我就打你!马来西亚华人:你再说我就hood 你!(有点粗俗的)
中国人 :你在说什么?马来西亚华人:你在说 "sommok"
中国人 :你不要令我丢脸~马来西亚华人:你不要'Soi'~
中国人 :真被你气到马来西亚华人:被你'"炸"到
中国人 :你别乱来~马来西亚华人:你表乱乱来~
中国人 :你很无聊!马来西亚华人:你很废!
中国人 XX你!马来西亚华人:Kanasai(意思是像大便一样,骂人的话)
中国人 :迫切。马来西亚华人:Phek Chek
中国人 :我们一起吃这碗面~马来西亚华人:我们'公司'这碗面
(源自马来语的kongsi,就是一起分享的意思)
中国人 :今天的天气很~马来西亚华人:今天的天气热到。。。。。。。。。。。。。。~~~~''字要拉长,然后没有下文了)
中国人 :哇! 马来西亚华人:哇捞weh!!!!
中国人 :我受不了他!马来西亚华人:我beh tahan他!

Wednesday, June 16, 2010

Puzzle Quest - Wizard

The spells of the wizard vary in effectivenes, you may not use some at all 
and others you may rely on for the whole game. Here is a list of the 
wizard's spells and my personal analysis of them.
 
 
FIRE BOLT- level 1
Mana needed- 4 red, 4 yellow
  
Does 4 points of damage to energy. Plus an additional +1 for every 8 red 
mana.
  
 Mike's Opinion(my opinion)- This spell will be your friend for your first 
few levels, this is what you should use your mana on. What i would do when I
was a low level wizard was work my red mana up to its max and spam it until
I ran out of yellow mana. This will be your main offense for your early 
levels. Dont even think about using it in the middle of the game because it 
just does not have enough power against mid-level opponents.
 
 
CHANNEL FIRE- level 2
Mana needed- 3 green, 3 yellow, 3 blue
 
Adds +5 red mana. Your turn does not end.
 
Mike's Opinion- Ok, This spell has its times to use and times not to. Youd 
think that it would be useful because your main mana is fire and this spell 
adds to it. However, early in the game you rarely have time to build up your
other manas to use this spell, and youll usually find a match of reds before
you find a matches of green, yellow and blue. Just try to find matches of 
red than using this spell, but if its down to the last moves of the battle, 
you need fire, and you have the neccesary mana for channel fire than be my 
guest cause it may very well decide the difference of battle. So unless its 
absolutely neccesary I wouldnt rely on this spell much.
 
 
FIRE SHIELD- level 3
Mana needed- 5 red, 6 blue
 
Protects against 1 point of damage whenever you recieve 2 or more damage. 
Lasts for 8 turns, plus an additional turn for every 3 of your red mana.
 
Mike's Opinion- Ok, this spell protects you against 1 point for damage
(whopieee!) and the mana requirments are not exactly a bargain. Use at your 
own risk but I doubt youll benefit at all from it and it will ultimately 
just drain your hard earned mana. The red mana you waste for negating one 
point of damage would help much more in dealing 4 or more points to your 
oppnent with firebolt.
 
 
HASTE- level 4
Mana needed- 6 yellow, 5 blue
 
Does 4 points of damage to your enemy whenever you get an extra turn. Lasts 
for 10 turns, plus an additional turn for every 5 of your yellow mana.
 
Mike's Opinion- This is a great spell when your beginning and even through 
the early-middle of the game. Cast it as early as possible then play as you 
normally would and hope you recieve alot of extra turns. Recast if you would
like.
 
 
 
MANA BURN- level 5 
Mana needed- 3 green, 4 mana
 
Reduces your enemy's Mana reserves by 5. Your turn does not end if your red 
mana is +8.
 
Mike's Opinion- Well, because of my playstyle I dont use this spell at all.
I dont really believe in reducing your opponents mana because you should 
always be on the offense, not trying to stop your opponent from attacking 
you. Although as you gain mana you could spam this and make you opponent's 
mana reserves 0, but I dont really think it necesary, once again I would 
just use you mana towards firebolt. Uses may vary depending on playstyle.
 
 
 
HAND OF POWER- level 6
Mana needed- 5 green, 2 red, 5 yellow
 
Adds +2 to damage for 10 turns. This effect may be stacked twice.
 
Mike's Opinion- Yea, it adds 2 points to your damage that you deal, if you 
stack it then it adds 4, still no big deal, right? Wrong, Once you recieve 
the spell FIREBALL your set, why because FIREBALL does 8 damage and destroys
a 3X3 box of gems. So lets say you have 3 skulls in the area of a 3X3 box 
and you stack hands of power twice and your base skull damage is 12 per 
skull( a fairly low base skull damage, trust me if you follow this guide 
your base skull damage will be much higher).  If you cast FIREBALL on that 
box then thats (3X12)+(3X4)=48 which is much higher then 36. that extra 12 
damage is from the HAND OF POWER. 
*NOTE* If you match 3 skulls you will only get +4 not 16.
 
 
 
LIGHT- level 7
Mana needed- 6 red, 10 yellow
 
Causes Blind on your enemy for 2 turns. Plus an additional turn for every 8 
yellow mana.
 
Mike's Opinion- Never really used this spell, I guess its good if your the 
kind of person who likes sucky spells. Seriously its a waste of mana use 
your mana for something useful, maybe HAND OF POWER.
 
 
 
HEAT SINK- level 8
Mana needed- 3 green, 3 blue
 
Reduces your enemy's Red mana by 8 and gives it to you.
 
Mike's Opinion- Ahhhh This is the much better form of channel fire because 
of two reasons. You get more red mana for less other mana AND it steals it 
from your opponent. Although this could be a problem if your opponent has 
less than 8 red mana however this is usually uncommon with the mana hoarding
A.I. 
 
 
 
FIREBALL- level 10
Mana needed- 9 red, 6 yellow
 
Destroys a selected 3X3 grid of gems gaining full effect for the gems 
destroyed. Plus an additional 8 damage.
 
Mike's Opinion- Great spell by itself, even better if you cast HAND OF POWER
before using it. FIREBALL combined with HANDS OF POWER should become your 
main attack strategy. 
 
 
 
WALL OF FIRE- level 12
Mana needed- 9 green, 6 red
 
Damage is applied to red mana instead of life points. Lasts until Red mana 
is zero and reduces your red mana by 2 per turn.
 
MIke's Opinion- This spell is OK but in most cases for a wizard you red mana
is your life blood. You could say that red mana is more important than life 
points. I dont use this spell instead I keep my red mana as high as possible
so I can use more offensive spells and the more red mana I have the more 
damage per skull I get(more on that in equipment section).
 
 
 
FLAMING SKULLS- level 15
Mana needed- 3 green, 6 red, 3 yellow, 3 blue
 
Turns green gems into skulls. Turns blue gems into red gems.
 
Mike's Opinion- This spell is very good, it gives you your two favorite gems
, skulls and red mana. However, be warned once you use this your turn ends 
and if you did not get any extra turns by casting this spell you just gave 
your opponent a bunch of options to deal damage to you and get extra turns. 
So use this spell only if you know you will get a 4 or 5 of-a-kind or if you
feel that you will kill your opponent before it becomes his turn by casting 
it.
 
 
 
CAUTERIZE- level 20
Mana needed- 6 red, 8 blue
 
Adds +1 to life points for everyone red gem in play Red gems are not 
destroyed
 
Mike's opinion- Well on average there are about 9 red gems in play so thats 
plus 9 life points. If you wait 3 turns with an ultimate troll ring you will
have that in 3 turns without paying mana. If your on your last legs though 
and you need life points then maybe this would be useful, I dunno Ive used 
it a few times.
 
 
 
METEOR STORM- level 25
Mana needed- 10 green, 14 red, 6 yellow
 
Turns 8 random gems into red gems you gain full effects for all gems 
transformed.
 
Mike's Opinion- This spell is pretty dumb, your spending 30 total mana for 
8 random red gems which will probably give you red mana and theres around a 
20-15% chance that you will get a 4/5 of-a-kind from it. You could get more 
mana from heat sink. This spell has no uses other than to waste mana.
 
 
FINGER OF DEATH- level 30
Mana needed- 8 green, 8 red, 8 yellow, 8 blue
 
Turns a selected grid into a +5 skull. After gem is trnasformed, the turn 
ends.
 
Mike's Opinion- This is a fun spell because it almost guarentees damage 
because there is almost always two skulls next to eachother on the board. 
Although the damage output is not nearly as high as the FIREBALL/HAND OF 
POWER combo, It can end an opponent who has a fair bit of health left. This 
spell is also great for creating 4/5 of-a-kinds just be sure to not set up 
your opponent with a good match.
 
 
 
LAVA CORE- level 40
Mana needed- 12 green, 24 red
 
Adds +12 to maximum red mana. Your turn does not end.
 
Mike's Opinion- Well this spell makes sense, It will ultimately allow you to
deal out more damage because of firewalker. But honestly, it costs 36 total
mana and will make you have to regain your lost 24 mana before you can 
actually start to use the +12 to your maximum red mana. This spell is not 
necesary becase you'll already be doing enough damage anyways.
 
 
 
FLAMING AVATAR- level 50
Mana needed- 8 green, 25 red, 8 yellow, 10 blue
 
Adds points eqaul to your red mana to a random skill. Reduces your red mana 
to zero.
 
Mike's Opinion- This skill is just something to mess around with, Just to 
see how high you can raise a stat. There are 7 stats so its a slim chance 
your red mana will be added to the stat you want which is why this spell has
such low combat effectiveness.
 
 
 
 
                      ***Stat Distribution***
 
  2 Words, FIRE MASTERY, it is all you really need to survive as a wizard. 
It only costs one point to raise so pile on all of your points then buy stat
ipoints at the temple to raise your other stats as you see fit. The more 
Fire mastery you have, the more damage you will deal because of FireWalkers 
staff which is a staff that "Adds +1 damage for every 4 of your red mana 
whenever you do 3 or more damage". So the more red mana you can aqquire the 
more damage youll do when you match skulls of fireball them. This is a 
necesity for the perfect wizard, just keep looking for it in the shop, it 
will usually appeare around midgame. Fire mastery also increases the amount 
of mana you get for matching reds, the likeliness of an extra turn from 
matching red and your max red mana cap. Good stuff.
 
*Note*- for how to max out stats go to "What about stat farming?"
 
 
 
                       ***Attack Strategy***
 
  OK, as I mentioned before your going to want to use HAND OF POWER stacked 
twice(or once, but it will be weaker) then use FIREBALL and box in as many 
skulls as possible into a 3X3 grid. This will maximize your damage giving 
you the most bang for your buck. With Firewalker your damage will skyrocket 
to 33 damage PER SKULL which is 99 damage more 3 skulls caught in the 
FIREBALL. This combo is what makes the Wizard. And if you run out of mana 
use HEAT SINK to get 8 red mana for a bargain. channel most of your 
resources for the FIREBALL/HAND OF POWER combo and build up your red to its 
max to get the strongest attack and unleash it on your opponent.
 
 
 
3. Equipment And Mounts
-=-=-=-=-=-=-=-=-=-=-=-
 
  In Puzzle quest equipment is a major aspect of combat, just by subtly 
tweaking your equipment you could change the outcome of a battle. But 
theres so many different types which should I choose? Mounts are also an 
option in this game although they do not play as big of a part as equipment 
in combat they can boost your stats and give you spells.
 
 
 
                          ***Equipment***
 
  First I will discuss the Ideal equipment setup for the Wizard. But for a 
generic setup you should basically have equipment that does 1 or more of 
these things.
 
1. Boosts your fire mastery
2. Gives you more fire mana at start of combat
3. Regenerates a fair amount of life(troll ring)
4. Firewalker
5. Increases your damage
 
  If each piece of your equipment will statisfy at least one of these terms 
then your good,although some satisfy these terms MUCH better than others. 
I'll show you my equipment and why I use it.
 
 
~Helms and Crowns~
 
HELM OF RAM- Adds +2 damage to when ever you do 3 or more damage
 
  I chose this helm because it simply gives me more damage its like adding 
an extra HAND OF POWER spell in the FIREBALL/HAND OF POWER combo.
 
 
~Clothing and Armor~
 
GRASP OF FIRE(Rune item)- Adds +2 to your fire mastery. Gives +24 to Red 
Mana at the beginning of each combat.
 
  This Rune can be formed by using: Rune of Lava, Rune of Chaos, Rune of 
Fire.
 
 I use this rune becuase of it's high starting mana bonus, the +2 is not 
really of any significance but you should consider forging this.
 
 
~Weapons~
 
FIREWALKER'S STAFF- Adds +5% to Fire Resistance, and adds +1 to damage for 
every 4 of your red Mana whenever. Nuff said.
 
 
~Miscellaneous~
 
DRAGONHORN OF FIRE(Rune item)- Adds +6 to all of your mana reserves whenever
you match 4 or 5 gems. Gives +8 to red mana at the beginning of each 
combat.
 
This rune can be formed by using: Rune of Music, Rune of Dragons, Rune of 
Fire.
 
This rune is good becuase the increase of red mana you start of with in the 
beginning of the match is not to shabby. The real beauty lies in the adds 
+6 to all of your mana reserves whenever you match 4 or 5 gems. This will 
make 4/5 of a kinds much more fruitful.
 
                       
                          
                            ***Forges***
 
I added in this section when Soulgenesis posted a very nice wizard setup 
that utilizes Rune weapons, If you manage to create these forges your 
equipment set will be far superior to what I posted above. If you want a 
super wizard then these are the forges you NEED to make.
 
Soulgenesis's forges:
 
HEAD
Relic of Fire [Rune of Jewels + Rune of Gods + Rune of Fire ]
Adds +6 to damage for each full Mana Reserve when doing 3 or more damage.
Gives +16 to Red Mana at the beginning of each combat.
 
BODY
Clasp of Fire [Rune of Lava + Rune of Gods + Rune of Fire]
Adds +7 to your Fire Mastery.
Gives +16 to Red Mana at the beginning of each combat.
 
WEAPON
Obviously, Firewalker's Staff
 
MISC
Harp of Fire [Rune of Music + Rune of Gods + Rune of Fire ]
Adds +5 to all of your Mana Reserves whenever you match 4 or 5 gems.
Gives +16 to Red Mana at the beginning of each combat.
 
there we go. :) with this setup you should get:
+7 to fire mastery
+6 to all mana reserves when you match 4/5
+6 to damage for EACH reserve that is full
+48 to red mana at the start of battle
 
so, for a match of 3 skulls, you get an immediate +12. and if your red mana 
is full at the beggining, you get a +6 boost. now combine this setup with 
FIREBALL/HAND OF POWERx2 combo.
 
You can do the math ;)
 
PS:
Keep in mind that I recommend the rune of gods over the rune of dragons is 
that, an extra +1 to the base rune, is nothing compared to 100% extra to the
power rune. i'd much rather have +16 red mana than +8. ;)
 
besides the only thing the rune of dragons does better than the gods, other 
than the fact that it's +5 instead of +4, is that it makes the forging 
puzzle easier.
 
BUT your creating a super wizard. No one ever said creating anything super 
would be easy. but when you finish, it just better BE SUPER. Not mediocre.
 
        -Courtesy of Soulgenesis
 
 
 
                          ***Mounts***
 
For the wizard you should use either the Giant Rat which grants you +1 
cunning for every 4 levels or the Fire Spider which gives you +1 on your 
fire mastery for every 2 levels and the BREATHE FIRE spell which does damage
based on your current red mana and depletes it to zero which is great if 
youve been following the guide and have a high red mana capacity. 
 
 
 
What About Stat-Farming?
-=-=-=-=-=-=-=--=-=-=-=-
 
  Ok this is a fairly controversial issue on the message boards.  
Stat-farming is when the player gets alot of gold and spends it on stat 
points in the temple so he/she can max his/her stats. This method usually 
relies on using seiged towns to produce money and the player may spend hours
going from town to town getting money to spend on stats. Stat-farming also 
requires the player to not spend any stat points before he/she does it, why?
Because the more points you have in the skill, the more it costs to add 
points to it. So what YOU should do is save all your level up points until 
your done stat-farming then spend them on on what you would like to upgrade 
once you finish your stat-farming session. Heres what I think,I stat farm 
for about 1 and a half hours on a playthrough, I get as much money as I can
in that amount of time using a specific money route and spend 50 points 
worth on fire and the rest on the other masteries just to balance things 
alot a little better. Why 50 points on fire? Because the max limit for stat
points is 255 points and you recieve 196 from just level-up points.50+196
(because you should spend every level-up point on fire) is 246 giving you 
about 10 points of room away from the point cap of 255. I have this 
"giveway" room because if you exceed 255 points than your mastery goes back 
down to zero. The extra room is for quests that give fire points 
automatically that weay you dont screw yourself over :).
 
 
 
                          ***How and When to Stat Farm***
 
  So you want to stat farm, huh? I'm warning you that after you do it the 
game becomes a real pushover in terms of difficulty. If you are still 
willing to I will tell you how to stat farm effectively. 
 
When to Stat Farm: Personally I do it beofre Dugog because I believe he is 
the hardest boss to fight in the game. I stat farm before him so that I can 
beat him easily as opposed to trying 20 times to kill him while i'm weak.
 
How to Stat Farm: OK, some people use the "Stolen Catapult" quest which 
gives myou a fair amount of gold for completeing it by I seige cities and 
accept tribute. The cities I seige are Enmouth, Galia and Drakenburg. After 
these cities are seiged I use a route that goes like this: 
 
1. Start at Skellheim(between Drakenburg and Galia) on the 1st or 4th.
2. Go to Galia.
3. Go to Bartonia.
4. Then Enmouth.
5. Then Elenia(between Enmouth and Bartonia).
6. Go back to Enmouth
7. All the way back down to Drakenburg 
8. Go to Skellheim.
9. Then back to Drakenburg.
10 Then to Skellheim and your back where you started except 2700(something 
like that) gold richer.
11. Spend it at the temple on Fire and other masteries.
 
 

Puzzle Quest - Knight

Name: The name of the spell.

Level learned at/Monster learned from: The level or monster that you'll need

to attain to get access to this spell (either immediately or through

research)

Description: What the spell will do.

Cost: The amount and type(s) of mana spell consumes to cast

Recommended by (only for monster spells): Who gave this spell the thumbs up

Notes: Any info and opinions by any users (either me or any other players)

on the usefulness of this spell.

Rating: Done in an "out of 10" format. Also user opinionated.

A: Knight Spells [SKWL]

Name: Thrust

Level learned: 1 (You start with this. Other classes must learn from a

Knight monster)

Description: Destroys a single targeted gem, gaining its effects.

Cost: 6 Fire, 6 Water (9 Fire, 9 Water for Knight-researched version)

Notes:

DS73: Thrust is an okay early-use spell. It can help by destroying that

pesky gem preventing a column of four gems or a row of five from matching.

Charge! destroys a whole row, which would still allow the vertical match,

but would screw over a horizontal match. This spell destroys only one,

however, so destructive capabilites are limited. You can make lots of

dumb dialogue with this spell, though. :D

Rating:

DS73: 6/10

Name: Divine Right

Level learned: 2 (Other classes learn from Knight)

Description: Destroys all purple stars in play, gaining their effects.

Cost: 6 Air, 6 Water (9 Air, 9 Water for Knight-researched version)

Notes:

DS73: Damn useful spell. This facilitates experience-gathering and opens up

a stagnant board. However, this spell only has a major effect with at least

10 purple stars in play. Even then, you may still get screwed by the random

drops. Still a great spell (until you hit Lv. 50, of course).

Rating:

DS73: 8/10

Name: Challenge

Level learned: 3

Description: Damage to both players increased by 50%. Your turn doesn't end

if you have at least 15 Yellow Mana when the spell is cast.

Cost: 6 Fire, 6 Air

Notes:

DS73: I ditched this one. This spell is risky, especially in the early

levels when a few screw-ups could cost you the battle. It's okay if you

don't expect any skull matches from your opponent, but I still don't like

it. You may get killed on a bad drop. However, if you manage to get some

skull drops while this spell is in effect, have at it and inflict some

carnage. :D

Rating:

DS73: 3/10

Name: Stun

Level learned: 4

Description: Makes your enemy lose a turn, and inflicts 5 damage, plus 1 for

every 8 Red Mana in your reserves when this spell is cast.

Cost: 6 Earth, 5 Fire

Notes:

DS73: You better spam this spell a lot. This is the Knight's lifeblood,

and it saved many a Knight from defeat. You'll do amazingly well by keeping

this in your list at all times. The only veritable complaint I could wage

would be the resistances, but since few enemies have a resistance against

Earth or Fire mana spells high enough to speak of (at least 20%), I think

it's hardly an argument. That said, this spell will help clear the path for

you when you're stuck and would be forced to make some bad choices. Plus,

out of all the spells that make your enemy lose a turn, this is the cheapest

one, cost-wise.

Rating:

DS73: 10/10

Name: Trample

Level learned: 5 (Others must learn from a Centaur)

Description: Inflicts damage equal to half your Green Mana in reserve to the

enemy. This will inflict at least 1 point of damage.

Cost: 7 Earth, 7 Fire (10 Earth, 10 Fire for Centaur-researched version)

Notes:

DS73: You won't use this much without a LOT of Earth Mana stored up. You

won't achieve high reserves without putting points to Earth Mastery, and you

don't want to waste Lv. Up points on its high cost-to-stat ratio. This

spell also drains mana from your Stun spell reserves, which you'll need in

a pinch. Oh, and when you cast the spell, the mana that's needed to cast

it won't get counted in inflicting the damage.

Rating:

DS73: 4/10

Name: Favor

Level learned: 7

Description: Gives a 50% chance of adding 1 Life Point for each exp. point

gained. This effect lasts for 8 turns, plus 1 for every 6 Air Mana in

reserve when the spell is cast.

Cost: 6 Air, 8 Water

Notes:

DS73: When used in tandem with Knight Lord/Promotion/Both and followed by

Divine Right, you can recover from a severe blow and fight back with

confidence! To assist in your efforts, Stun first and keep it running until

the combo is complete. Just be warned that you may recover less Life than

you really need. If you keep killing the enemy when you still have half of

your life left, you won't really need this spell. You'll REALLY not need

the spell if your Morale is at least 150. :p

Rating:

DS73: 8/10

Name: Courage

Level learned: 8

Description: Removes all status effects on you. Your turn doesn't end if

you have at least 10 Water Mana when the spell is cast.

Cost: 2 Fire, 2 Air, 2 Water

Notes:

DS73: This will keep Poison, Disease, and all those other status effects

from screwing you over in the end. This will also let you keep going with

enough Water Mana in stock. However, three types of mana are used, so your

spell may get resisted more often! Plus, this spell will also wipe any

positive effects that you have. I learned this the hard way when I cast it

with Paladin Aura on.

Rating:

DS73: 9/10

Name: Promotion

Level learned: 10

Description: Turns all the gems of the selected type into purple gems. Any

gem can be picked, including skulls or gold.

Cost: 8 for all 4 types

Notes:

DS73: Nice if you want to keep mana (or gold from Dugog) away from your

opponent and giving him useless (to him) experience. You can also set up 4

or 5-of-a-kinds with this spell. Be warned, however, that all 4 types are

used, so watch out for those with resistances in all four types. Once you

hit Lv. 50, that's it for experience-gathering, though.

Rating:

DS73: 9/10

Name: Charge!

Level learned: 12 (Others must learn from a Minotaur)

Description: Destroys a whole row of gems and inflicts 5 damage. Full

effect for the destroyed gems is gained

Cost: 6 for all 4 types (9 for all 4 if Minotaur-researched)

Notes:

DS73: The far more destructive version of Thrust, literally, positively,

and negatively. It takes out 8 gems in a horizontal row, so any matches

that must be done horizontally will get annihilated. On the positive side,

you can really screw opponents over by denying any skulls or 4/5-of-a-kinds.

Rating:

DS73: 7/10

Name: Vigil

Level learned: 15

Description: Whenever you match 4 or 5, you gain 3 to all mana reserves

this spell persists. Lasts for 8 turns, plus 1 for every 5 Water Mana in

reserve when this spell is cast.

Cost: 6 Air, 8 Water

Notes:

DS73: Really, you can just forge a Rune of Music with a Modifier Rune

that adds at least 2 to Base Rune and any Power Rune to achieve the same

effect without recast and with an additional bonus. However, if you want

the spell and item, be my guest. That said, combine this with Promotion and

Knight Lord to help in making stars, or Paladin's Aura for massive mana

storing. Plus, the cost's pretty cheap and only vulnerable on 2 types, so

it's pretty nice.

Rating:

DS73: 8/10

Name: Knight Lord

Level learned: 20

Description: Doubles the number of purple stars in play, ending your turn

(unless you get lucky and get a 4/5-of-a-kind)

Cost: 6 Earth, 6 Air, 6 Water

Notes:

DS73: Oooh, another useful spell. REALLY useful if you manage to get at

least 16 purple stars in play at once. Like Divine Right, this doesn't

have much of a game-altering effect if there's only a few stars in the grid.

You can work wonders with this spell, and it's capable of screwing over some

combos that require anything other than just purple stars. Also, nice spell

for getting more experience. If you forged a Dragonhorn of (whatever), you

could keep this spell going and going forever and ever and ever... Until

there's hardly anymore Purple Stars, at least. Even after you hit Lv. 50

and made all your Exp. gathering spells spells useless, you'll still find a

use with this spell when getting mana.

Rating:

DS73: 9/10

Name: Sword of Sirian

Level learned: 30

Description: Drains all your Air Mana, inflicting damage equal to the Air

Mana drained.

Cost: 10 for all 4 types

Notes:

DS73: Oh jeez... You'll need a good amount of Air Mana to get this to be

worth anything, which means you need a good rating on Air Mastery. Even

then, you use up ALL your Air Mana, not to mention 10 of your other mana

types. I'd much rather take a Mana Drain than use this spell. The good

thing, however, is that you can avoid being hit hard by Archery, which

would inflict no damage without any Yellow Mana. Not too useful by itself,

however.

Rating:

DS73: 2/10

Name: Chivalry

Level learned: 40

Description: Fills all the mana reserves of both players, and cleanses off

oll the status effects of both players.

Cost: 16 for all 4 types

Notes:

DS73: Absolute suicide against Runekeepers, and basically anyone who has

items that benefit from full reserves. Of course, it also helps you, and

the enemy doesn't cast spells much anyways (although I see them cast more

often in my eyes). If you're forging, a Rune of Jewels will add 8 damage,

although Eric's Bow does that better by 3 at Lv. 50. A Black Staff can

hit for 16 more to your base, so there's some items that can take advantage

of this spell. However, against the above enemies, STAY AWAY from this

spell!

Rating:

DS73: 2/10

Name: Paladin's Aura

Level learned: 50

Descriptions: At the beginning of each turn that this spell is in effect, 2

mana of all types are added to your reserves. Lasts for 8 turns, plus 1 for

every 5 Air Mana in reserve when this is cast.

Cost: 12 Air, 9 Water

Notes:

DS73: For a final level spell, it's very useful. Constant mana regen for

a few turns, plus this spell pays for itself in 6 turns and it also fuels

your Stun assault. Alongside Vigil, you can really get back to owning the

crap out of your opponent! The mana regen is slow, though, so don't rely

on it. Plus, while this spell is active, try not to cast Courage, or else

you lose the bonus. This spell will nullify the effects of 2 Disease

conditions on you.

Rating:

DS73: 9/10

If you ask me for my opinion on a spell list at level 50, using Knight

spells only, I'd use this:

Divine Right

Stun

Favor

Vigil

Knight Lord

Paladin's Aura

My mount is a Giant Rat. Cunning bonus, plus I could find a use for Rabid

Bite every now and then. :)

B: Recommended Monster Spells [LCMS]

Name: Burn

Learned from: Imp

Description: Turns all green gems in play to red gems, ending your turn

(Unless you get a 4 or 5 of a kind)

Cost: 4 Earth, 6 Fire

Recommended by: DS73

Notes:

DS73: Ah, a nice killer against those who rely on Earth Mana to get their

spells going! This needs at least 10 green gems to have any significant

effect. Of course, you can get some free matches with this spell! Be

warned, however, that without a Stun, the enemy could use this against you.

It's ESPECIALLY not recommended against stuff that use Fire Mana, like

Fire Elementals, Flame Giants, Flame Dragons, and a Warrior with

Deathbringer that you came across (un)luckily. Also, you'll consume the

green gems, which you'll need for Stun.

Rating:

DS73: 8/10

Name: Conflagration

Learned from: Fire Giant

Description: Turns all gems of the selected type into red gems. All gems

are selectable, including skulls or gold.

Cost: 12 for all 4 types

Recommended by: DS73

Notes:

DS73: Getting bored of Promotion, or already at Lv. 50? Switch it out

and use this spell! Combined with Burn, you can fill the field with red

gems, meaning you could get a Heroic Effort or build mana quickly! It's

best to link this with Burn for massive fire power, then Rain of Fire to

clean the field of red gems.

Rating:

DS73: 9/10

Name: Death Gaze

Learned from: Liche

Description: Halves your enemy's LP, making a random skull for every 5

points inflicted.

Cost: 45 Earth, 30 Fire

Recommended by: DS73

Notes:

DS73: That enemy has at least 300 Life Points? Cast this, and they will not

only be reeling from the blow, but you could add MORE injury by random

skull matches! You're best served to cast this when you first start to

inflict damage, since this only affects your opponent's current Life Points

and not his maximum. You wouldn't want to win in two turns, would you? :p

Just be careful about casting; this uses up a LOT of mana. Also, it's a

complete pain in the ass to actually research this in the first place. You

WILL fail to research this one a LOT.

This is probably the brother of Deathbringer. Hey, death spell brothers!

Equip a Rune of Music item and you can fill your reserves with this. :D

Rating:

DS73: 10/10

Name: Freeze

Learned from: Frost Giant

Description: Turns all red gems into blue gems and adds 1 to Water Mana for

every gem transformed.

Cost: 4 Earth, 6 Water

Recommended by: DS73

Notes:

DS73: Ah, another link in the chain of Burn and Conflagration! You can

abruptly turn the field into a sea of blue, and you can get MORE combos set

up! Plus, the cost's cheap and it only can concieveably get interrupted by

resistances, which only apply if the resistances against Earth and Water

Mana are significant. As a single spell, use when the enemy wants some

Fire Mana desperately. Also, you'll leave Wizards and Warriors in the cold

without Fire Mana gems to work with.

Rating:

DS73: 8/10 (if used to link with Burn and Conflagration), 8/10 (single

spell usage)

Name: Frost Bite

Learned from: Frost Giant

Description: Destroys all blue gems and inflicts 1 damage per destroyed gem

Cost: 9 Air, 13 Water

Recommended by: DS73

Notes:

DS73: Here's a combo-ender. After Burning and Conflagrating, then Freezing

the field and getting a nice chunk of Water Mana, you can channel some Air

Mana with the filled Water and REALLY hurt the enemy for at least 20+

damage! It's a long combo, but it really hurts the enemy, especially if you

can pull it off. As a single spell, wait until you get at least 12 blue

gems in play. It's nothing too special, but it can act as a substitute for

Divine Right when you hit Lv. 50.

Rating:

DS73: 8/10 (as a combo ender), 7/10 (as a single spell)

Name: Headbutt

Learned from: Orc Lord

Descrption: Destroys all red gems in play, and your enemy loses 1 turn, plus

and additional 1 per 8 gems destroyed.

Cost: 9 Earth, 18 Fire

Recommended by: DS73

Notes:

DS73: What if you DON'T want to Freeze and Frost Bite, or the enemy has a

good Water resistance? Switch to this. You'll take out all the Red gems

and you can get some free turns in! As a single spell, it's not really

worth it unless you can get your opponent to lose 3 turns. It doesn't cost

as much as Rain of Fire, even though it's still steep, but you'll get some

free turns if you could pull it off.

Rating:

DS73: 9/10 (as an alternate combo-ender), 7/10 (as a single spell)

Name: Rain of Fire

Learned from: Fire Giant

Description: Destroys all red gems, inflicting 1 damage per destroyed gem

Cost: 12 Earth, 18 Fire

Recommended by: DS73

Notes:

DS73: Another combo-ender for the Burnflagration assault. Instead of Frost

Bite, you can implement this and cause your enemy pain the same way. As a

single spell, wait for at least 12 red gems. Also, the cost is a bit steep,

so you should monitor your reserves.

Rating:

DS73: 8/10 (different combo-ender), 7/10 (single spell)

Notice, I didn't put the spells from mounts. I'd figure you could choose

your own to augument your style of play.

C: Known Knight Loops [YCHM]

Knight Loop #1:

Your spell list:

Vigil (optional if you have a good Rune of Jewels rune item equipped)

Promotion

Knight Lord

Stun (keeps loop going)

Favor (for LP recovery)

Divine Right (for clean-up)

Basically, you're running Vigil first, unless you got a Dragonhorn of

(whatever) equipped. You put Promotion to bring out some Purple Stars if

there hardly is any. Once you got some Purple Stars, run Knight Lord

indefinitely. You'll use Stun to act as a nice buffer, and for LP recovery,

Favor away. Divine Right is there if you get bored of the loop.

Credit to: fluxcapacitor66 (for posting it)

---------1---------2---------3---------4---------5---------6---------7---------

4)Tactical Strategies as a Knight [TSAK]

Alright, young squire. You know your spell lists, and you know how this

game works already (hopefully). Now let's get into the tactical discussion.

A: Your Equipment [KEOS]

There's not much to say here, sadly. Knights don't have all that much

useful equipment, many of which could be forged. Among the good non-forged

items are:

Name: Eric's Bow

Type: Weapon

Why this?: At Lv. 50, you're doing +11 damage every time you match skulls.

Name: Minogoth's Armor

Type: Body

Why this?: It's like a Full Plate Armor, and it also gives you an extra 15%

Earth Resistance. Plus, hardly any useful Body armor is avilable for use.

Among the forged stuff:

Dragonhorn of (whatever)

Forge with: Rune of Music+Rune of Dragons+Any Power Rune of your choice

Type: Misc

Why this?: Vigil becomes obsolete, so you can use another spell, like Death

Gaze. :D

Eye of (Whatever)

Forge with: Rune of Orbs+Rune of Dragons+Any Power Rune

Type: Misc

Why this?: In case your enemy likes casting spells, why not go and leech off

some mana for your own? Also, you can switch between this and the above

Dragonhorn, if you need to.

Aegis of Poison

Forge with: Rune of Shields+Rune of Gods+Rune of Poison

Type: Misc

Why this?: Not wanting to rely on gathering mana, but you want some damage

on your enemy? Try this. 40% chance of inflicting poison, and every time

your enemy inflicts 6 or more damage, they get 5 back.

Relic of (whatever)

Forge with: Rune of Jewels+Rune of Gods+Any Power Rune

Type: Head

Why this?: Since there's hardly any good head armor, and you'll be most

likely gathering mana anyway, you can add 24 damage to the 11 Eric's Bow

at Lv. 50 its already dealing ON TOP OF the damage you're already getting

through skull matches!

There are many ways to get your Knight to have some sort of an equipment

arrangement that would exemplify his abilities, whether through natural

leveling or stat buying.

A typical arrangement of a Knight sometimes revolves around output of damage

without mana. In that case, I recommend this:

Heavy hitter:

Relic of (whatever)

Minogoth's Armor

Eric's Bow

Aegis of Poison

Assuming you cast NOTHING (including Stun) in the face of sufficent

resistances and stock up mana, you'll most likely be delievering at least 35

damage at Lv. 50 and with full mana reserves for all four types. That

doesn't include the Battle bonus and Poison effect, so have at it. :D

On the other hand, what if you're casting a lot of spells and need mana

a lot? Well, look at the above arrangement and replace the Aegis with a

Dragonhorn of (whatever). You'll switch strategies on the fly!

What if you're facing that Warrior with Deathbringer? I bring this along:

No Earth Mana type spells:

Deep Talisman (Jewels+Chaos+Caverns)

Minogoth's Armor or a forged body item (Lava or Flight+Chaos+Caverns)

Deep Reaver (Axes+Chaos+Caverns)

Deep Relic (Jewels+Gods+Caverns)

16%+15%+24%+24%=79% If Body is forged, then it's 88%.

With the former, you're very likely to resist the spell. With the latter

and with at least 220 Morale, you'll avoid it every time. This arrangement

focuses on Earth resistance. With this set, you can avoid many annoying

spells and would probably be ideal for PvP combat, since you can just cut

the enemy down to size whilst inflicting heavy damage of your own. It won't

guard you much if it's a Wizard, however.

What if you just want to train mounts? I come with this:

Mirror of PAIN:

Mirror Helm

Mirror Armor

Eric's Bow

Aegis of (whatever)

You'll throw back damage every time and train your mount to Lv. 50. The

only thing I can't help you with is fast reflexes. You'll need those to get

your mounts to Lv. 50.

A Knight is capable of being flexible with equipment, but experiment for

yourself. The items I mentions are just among the best, but there are more

ways to get your Knight up to snuff.

Submissions from other players:

Bishop:

Equipment

Circlet of Skulls

Woodland Cloak

Erik's Bow

Lucky Stones

Spells

Divine Right

Stun

Courage

Paladin's Aura

Wake the Dead

Death Gaze

Mount: Giant Rat

Bishop's arrangement revolves around littering the field with skulls and

Stunning to assist in getting good matches. Lucky Stunes is there and a

Lv. 50 Giant Rat will help ensure that you get the first blow. Bishop

managed to successfully research Death Gaze (a feat I'm still working on)

and put that spell as part of this arrangement. It's truly useful, and if

the enemy is unfortunate enough to get hit by one, especially early on, the

battle is pretty much over.

B: Building Exp. [N&HE]

Since you're a Knight, you have it the easiest. You can EFFECTIVELY build

loads of experience the fastest. Thanks to Divine Right and Promotion, and,

alongside a Dragonhorn and lots of Purple Stars, you can Knight Lord your

way to Lv. 50!

Due to the random seed glitch on the DS, there's some ways for some quick

experience! It's best that you play the DS version to take advantage of the

following trick, as it lacks a random number seeder!

After powering on the DS and getting into the game, go to Choose Opponent

and pick any enemy you can beat that has a higher Cunning than you. The

first field after powering on the DS is always the same. Your opponent will

grab the skull match to the left. You should go and grab the vertical Red

Mana match, NOT the horizontal one. You'll grab some mana and two skull

matches, one involving a +5 skull, netting you a Heroic Effort in the

process.

There are many more tricks involving the DS, so PSP users, you're not going

to find a definite trick. Cherish every Heroic Effort you attain.

C: Fighting as a Knight [FASK]

Without a lot of mana options, your Knight will need to focus on skull

matches to deal the heavy blows. Stun the enemy without mercy, though you

should watch out for when the field has a lot of Purple Stars. You can

Knight Lord your way to to bug your enemy consistently.

Defensively, you have many advantages. With a lot of Morale, you have a

low but decent chance of resisting a spell. This is especially useful if

a Liche wants to cast Death Gaze on you.

Knights, like Warriors, focus mostly on damage, but you can take blows of

your own and can laugh it off. With a heavy investment in Morale, you can

basically equip a Mirror Helm, Mirror Armor, and an Aegis, and watch your

enemy kill itself. Infict damage whenever you can, and let your enemy kill

itself slowly.

On the other hand, if you want to kill your enemy quickly, go for my heavy

hitter arrangement. This will speed the slaying of any enemy quickly,

especially the bosses, like Dugog, Minogoth, or even Bane.

---------1---------2---------3---------4---------5---------6---------7---------

5) Credits [CRDT]

I'd like to thank Infinte Interactive, for developing this game, D3

Publisher, for getting this game out on public, Nintendo, for letting this

come to the DS, and Sony, for allowing this to get ported to the PSP.

I'd like to thank GameFAQs and CJayC for letting this FAQ to be hosted on

the site.

Zaraf and eishin also gets a big thumbs up for their efforts to make the

Hi-Res map, the spell, item, and rune lists, and for their capture puzzle

solutions, along with a spell resistance calculator. You two gave this game

your all!

fluxcapacitor66, thanks for posting that Knight loop!

jeff_blinks for pointimg me toward getting this FAQ to actually HELP you

instead of putting unnecessary stuff in it.

Bishop gets a mention for alternate item and spell combos

I thank my brother for introducing me to this game. How's your Druid

faring?

I'd also like to thank my boredom. Having nothing to do in the summer makes

me do things like this.

Finally, I thank you, the young-squire-now-asskicking-Paladin-of-DOOMZORZ,

for reading this FAQ and absorbing it's knowledge into your mind.

Cabal Online - Fantasy

AK47 FMJ + SPAS-12 Foregrip Montage

Shakugan no Shana - Meant to Live