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My feeling is you win or lose by surviving and accomplishing Quests. These two spells allow that for two reasons. Most obviously, healing keeps you from elimination. But also, a fighting Hero that is healed can continue to fight for multiple rounds, usually causing more damage over many turns than any single spell.Daedalus wrote:
- Heal Body
- Water of Healing
2 1/2 average hits speaks volumes. Sure, well-armored baddies can usually shrug off a BP of damage, but 1 or 2 BP usually gets through. Plus, rolling 5 AD is dramatic when you're playing the Wizard. Oh, and the door thing.Daedalus wrote:Genie
1 1/3 average hits is almost as good as a Genie spell, but not quite.Daedalus wrote:Ball of Flame
1 average hit on top of a melee attack will usually punch through, so I'm switching it to better than Fire of Wrath. [Moved up 1 on list -edit]Daedalus wrote:Courage (I play it can be cast in advance, but only allows it's bonus for 1 attack--otherwise I'd rank it #3.)
2/3 average hits is more sure than the Wizard's Staff, especially when well-armored monsters are involved. [Moved down 1 on list -edit]Daedalus wrote:Fire of Wrath
Delaying a Chaos Warrior or Gargoyle's attack for a turn--with no chance for spell negation--while swarming with the Heroes can basically double their attacks against it. If the true usefulness of this spell weren't quite so situational against a high-offense solo, I'd rank it higher. It also requires other Hero attacks to actually do damage to the monster. I imagine higer level Quests would see this spell proving its worth more, where a Warbear or Ogre could be neutralized, at least temporarily. Maybe this spell actually belongs ranked above Courage, considering the long run.Daedalus wrote:Tempest
The usefullness of this spell depends more than others on when the caster takes his turn. I'd want the caster to go first in the Hero turn order, as that would allow the three other Heroes to attack the defenseless monster before it could attempt to revive again on its turn. This dependency on turn order lowers its value for me. This spell is also weak against monsters with 3 MP or more, which should revive by their turn. Worse still, It doesn't even function against undead monsters. Where it does shine is when it is cast against a monster such as an Ogre Warrior, who only has 1 MP but also has a lot of DD to forfeit while asleep. This is situational, however. Because Sleep, like Tempest, still requires another Hero to spend an action to attack, I rank it lower than the damaging spells.Daedalus wrote:Sleep
+1/3 chance of cancelling an attack doesn't affect combat a lot, especially when it can be cancelled. I feel it's just as likely to be cancelled as it is to remain in effect and convert to a white shield that is needed.Daedalus wrote:Rock Skin
Occasionally, a burst of speed can bring in a Hero to rescue another, or to escape. The situational nature of this spell leaves it a "meh" for me.Daedalus wrote:Swift Wind
Pretty much the same uses and limitations as Swift Wind, but less distance.Daedalus wrote:Pass Through Rock
Runt of the litter. What's the advantage of getting a Hero behind the lines, if a rear spell-caster can't be disrupted anyway? Okay, there are possible uses, but as a rule this spell has little advantage to offer.Daedalus wrote:Veil of Mist




Goblin-King wrote:1./2. Heal Body/Water of Healing - Healing is just so damn useful!
3. Genie - Higest potential damage output and even has utility uses too (although rarely used)
4. Ball of Flame - pretty much gauranteed 2 BP of damage
5. Fire of Wrath - pretty much gauranteed 1 BP of damage
6. Courage - While a very good spell, it is a bit situational.
7. Rock Skin - Attack is better than defense.
8. Tempest - Strictly a bosskiller utility
9. Pass Through Rock - Can be useful if stuck/lost, but you risk getting stuck in a wall. In many ways gamebreaking.
10. Sleep - The fact it is only effective agains low MP monster, makes it less good.
11. Veil of Mist - It's just meh...
12. Swift Wind - The fact that you can't use it and still attack makes it bad.
Overall I'd say wind is the weakest spell group. It has no healing and only one damage spell.
Earth is definitely better than water.
So fire or earth? Well... Do you want offense or defense?
All in all given the nature of the game there are too few actual damage spells.
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) also the rest of the Wind Spells are pretty useless so I prefer Fire of WrathGoblin-King wrote:6. Courage - While a very good spell, it is a bit situational.
7. Rock Skin - Attack is better than defense.
8. Tempest - Strictly a bosskiller utility
9. Pass Through Rock - Can be useful if stuck/lost, but you risk getting stuck in a wall. In many ways gamebreaking.
10. Sleep - The fact it is only effective agains low MP monster, makes it less good.
11. Veil of Mist - It's just meh...
12. Swift Wind - The fact that you can't use it and still attack makes it bad.


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