Gun

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

Wednesday, June 16, 2010

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.

No comments:

Post a Comment

Cabal Online - Fantasy

AK47 FMJ + SPAS-12 Foregrip Montage

Shakugan no Shana - Meant to Live