Spell help 03/10/2005 08:09 PM CST
I recently brought my WM out of mothballs, and am wondering about what spells I should get. I've got 2 open spell slots.

Here are my skills:

Primary Magic: 80 19% clear
Harness Ability: 88 88% clear
Power Perceive: 96 49% clear
Magical Devices: 53 44% clear
Targeted Magic: 71 34% clear

Here are my spells:

ES, AEL, AL, SD, GZ, Zephyr, SW


Blue Fire
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Re: Spell help 03/10/2005 09:56 PM CST
SUF is a must-have. Beyond that, is all up to you.




Orpheus: "You've been powering this machine with a forsaken child?"
Venture: "What? It's not like I used the whole thing."
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Re: Spell help 03/10/2005 10:01 PM CST
My recommendations: Tingle and SureFooting.

Tingle is useful against borderline creatures, where you can learn those first few ranks a little easier by dis-arming/de-shielding them until you can hit them more reliably while they still have full defenses.

SuF is a useful spell, especially when you want to learn defenses, and now includes a small Agility boost that can be useful in many circumstances (I love it for when I am disarming boxes...)

Other advice: Keep power walking, as you are only a few ranks away fronm seeing a good boost to your available mana in most rooms, and keep it up. At 180+ ranks, I am still getting an occasional bump in mana available, even above the first bost from being able to get adjacent mana at 100 ranks.

Also, work on your PM and Harness skills, as the higher those are, the more mana you can get into your casts, and the better effect you will be able to get out of spells like Zephyr, SW and SuF.

~Kyn (Kynevon)

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Re: Spell help 03/15/2005 09:32 AM CST
SuF...

The simple fact that you get boosts to the stats that let you swing a heavier weapon sooner make this spell worthwhile.


Big difference between swinging a 36 stone and a 28 stone weapon ;)
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