MAGIC TIPS
The Basics
-
Don't
equip weapons! Spell Casters
cannot cast learned spells while equipping weapons. Either leave
weapons in inventory when you enter combat or use SHIFT-S to drop the weapon
to the ground and set up for casting on that turn.
-
Use Conservative
Attack Style. Spell Casters need
as much protection as possible. The Conservative style adds
50 more points to Defense than at the Aggressive Attack Style.
Switch to Aggressive only to attack with a weapon.
-
Hide the mage.
In order to take advantage of the true power of the mage, be sure to position
them behind a strong hero. Sometimes you can take advantage of the
layout of a room or the terrain to help avoid the enemy's attack.
-
Use Quick
Casting. Slow Casting attracts enemies
like a magnet, so stick with Quick Casting, except for the exceptions listed
below.
-
Be selective
when Slow Casting. In early
mage development and on the Fighter focus- it may be necessary
to attempt slow casting. Always block the path to mage by moving
the mage into a corner or other obstructed area and then move a strong
hero in front to help take the pounding.
-
"Stationary"
combat casting. Except when it's
necessary to open a line of sight to attack an enemy or avoid getting
mobbed in close combat scenes, a mage should remain in background of the
battle. This will force the enemy to expend part of its turn to reach
the mage and also buy time to set up for casting.
-
Scrolls and
enchanted items for emergencies.
In early mage development and on the Fighter focus- scrolls,
wands and spells hidden inside of some enchanted jewelry & weapons
can bail the neophyte mage out of some tough situations.
-
Use teamwork
to win. Extra damage from weapon-enhancement
spells (like Demonblade) can really add up. For a nominal casting
cost, a newbie mage can effect 50 or more points of damage in a single
battle by using James or William as the agent. Pick a fighter with
the greatest number of strikes (or shots!) to benefit the most from casting
these spells.
-
Build Initiative
skill quickly. Boy, nothing will
get a mage killed faster than standing there and getting overwhelmed by
a mob without ever casting a single spell. By building the Initiative
rating quickly, prevent the tougher opponents (like Nighthawks, Vampires
& Ghouls) from getting the upper hand.
-
Develop a
"specialist". The sooner your
mage can cast mass effect spells, the sooner your party will dominate the
enemy, so develop one Path until the advanced spells are enabled.
The most common Path for Jazhara to follow is the Path of Fire.
A sure-cast ring for sale in Krondor (in every game!) makes this an attractive
alternative to take. Kendaric's high Path of the Storms
starting skill level seems to predetermine his magical direction of study.
Now if he could just find a sure-cast ring... ;)
-
Beware of
area-effect damage. The "spinning
cloud" target spotter of an area effect spell (like Fire Rain) can
injure your party members if you are not very careful. Close quarters
like rooms are bad places to practice area-effect spells.
The Mage in Action
Here's a step-by-step
slideshow of one of the tougher fights in the early life of our adventuring
band. But before the show, a quick glimpse at the vitals of the party
members:
CHAPTER 3
SETTING = HARD/FIGHTER |
. |
. |
. |
JAMES |
JAZHARA |
Level
|
8
|
7
|
Health
|
94
|
48
|
Spell
Points
|
N/A
|
60
|
Encumbrance
|
18% (25
lbs.)
|
13% (17
lbs.)
|
Attack
Value
@current
Attack Style setting
|
97
|
5
|
Defend
Value
@current
Attack Style setting
|
170
|
134
|
Attack
Style
|
Conserv
|
Conserv
|
Strikes
|
3
|
2
|
Initiative
|
100
|
100
|
Paths
of Magic
|
N/A
|
Fire
- 100
Mind
- 70
Change
- 60
Storms
- 50
|
Equipped
|
Starblood
Simitar
Studded
Leather Jerkin,
Vambraces
& Greaves
2 Luck
Rings
|
Ring
of Flames
Luck
Ring
|
Inventory
|
2 Strong
Heal Potions
3 Weak
Heal Potions
2 Fire
Oil
Weak
Potion of Striking
|
2 Strong
Heal Potions
4 Weak
Heal Potions
Great
Spellcasting Potion
2 Spellcasting
Potions
Scroll
of Madness
Scroll
of Firestorm
Scroll
of Chaos
Wand
of Unbeing
Toolkit
(for James)
50 Large
Diamonds
|
"Battle at the Dog" Slideshow
This example
shows what your party can do when a mage has achieved basic magic skills.
Equipment was intentionally limited to items commonly available (or found!)
by this chapter and middle-range spells used. You will likely have
found some enchanted gear and jewelry to make this combat even easier than
it was here. So here we go...
First, check
out the initial Battle
Layout.
You should
immediately notice that our pair of heroes are completely surrounded by
4 Nighthawks. But their high Initiative rating should guarantee at
least a chance to survive. Let's see how it actually unfolds, eh?
Round 1
Turn: Nighthawk
- Strikes/damages Jazhara (Health 32/48)
Turn: James
- No move; drinks Weak Potion of Striking
Turn: Nighthawk
- Strikes/damages Jazhara (Health 18/48)
Turn: Jazhara
- Uses
Scroll of Madness
Turn: Nighthawk
- Strikes/damages Jazhara (Health 8/48)
Turn: Nighthawk
- Confused
Round 2
Turn: James
- No move; used Guard option
Turn: Nighthawk
- Confused
Turn: Jazhara
- No move; drinks Strong Potion of Healing (Health
48/48)
Turn: Nighthawk
- Confused
Turn: Nighthawk
- Attacks Jazhara, but misses
Turn: Nighthawk
- Confused
Round 3
Round 4
Turn: James
- No move; attacks Nighthawk
Turn: Nighthawk
- Confused
Turn: Jazhara
- Half-move and then casts
Sunray on one of the confused Nighthawks
Turn: Nighthawk
- Confused & Blinded
Turn: Nighthawk
- Confused
Round 5
Round 6
Turn: James
- attacks Nighthawk
Turn: Nighthawk
- Confused
Turn: Jazhara
- casts Fire Lance again
Turn: Nighthawk
- Confused & Blinded
Round 7