Gun
Muzix
Wednesday, June 23, 2010
Geez
MMV + Sejarah Project
Saturday, June 19, 2010
China people vs. M'sia people speak BC
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 1Mana 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 Iwas a low level wizard was work my red mana up to its max and spam it untilI 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 2Mana 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 yourother manas to use this spell, and youll usually find a match of reds beforeyou 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 3Mana 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 4Mana 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 wouldlike. 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 6Mana 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 destroysa 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 7Mana 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 8Mana 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 hoardingA.I. FIREBALL- level 10Mana 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 POWERbefore using it. FIREBALL combined with HANDS OF POWER should become your main attack strategy. WALL OF FIRE- level 12Mana 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 manais 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 possibleso 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 15Mana 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 youfeel that you will kill your opponent before it becomes his turn by casting it. CAUTERIZE- level 20Mana 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 willhave 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 25Mana 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 30Mana 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 40Mana 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 todeal out more damage because of firewalker. But honestly, it costs 36 totalmana 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 50Mana 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 hassuch 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 statipoints 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 mastery2. Gives you more fire mana at start of combat3. Regenerates a fair amount of life(troll ring)4. Firewalker5. 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 wheneveryou 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: HEADRelic 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. BODYClasp 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. WEAPONObviously, Firewalker's Staff MISCHarp 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 thepower 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 damagebased 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 hoursgoing 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 canin 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 statpoints 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 Enmouth7. 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)
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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.

