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MM6 - Spells and Tactics

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The Emissary

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Sep 21, 1998, 3:00:00 AM9/21/98
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Part One:

I would like to know what everyone's favorite spells, both useful and
cool-to-look-at spells, are. I've compiled a list of what I think are the
best are.

1. Town Portal/Lloyd's Beacon

These spells are extremely useful, and the whole reason why Water Master is
of the highest priority. You can set Beacons in areas where TP does not go
(I.E. Eel Infested Waters, Dragonsand), and it can also be used as a
refueling stop in tough dungeons when you need to get out and heal.

2. Hour of Power/Day of Protection/Day of the Gods

These are some of my favorite spells all rolled into one, and give you a
much better chance of surviving dungeons and hostile territory.

3. Power Cure

The best healing spell. Nuff said.

4. All Cure Condition (Paralysis, Poison, Disease, Insanity) Spells

This one is self explanitory.

5. Dragon Breath/Fireball

Powerful area-effect spells. Nuff said

6. Incinerate/Lightning Bolt/Sunray

Powerful spells, but they only affect one monster. Still, they're useful in
close quarters when you can't afford damage to yourself.

7. Fly/Water Walk

You get where you need to go.

8. Ring of Fire/Prismatic Light

I found these spells to be especially useful in close quarters when
surrounded by hordes of monsters. Not especially powerful, but they provide
you with breathing room.

Did I miss any? Anything anyone else wants to add?

Part Two:

My personal favorite combat tactic is to cast Hour of Power, Day of
Protection, and Day of the Gods, and charge headlong into battle, slashing
without heed of personal injury. This only works if you're not facing
hordes of powerful monsters (i.e. Titans or Dragons, in which case I like to
hang back and fire spells, although individuals or small groups go down
quickly like this), and if you've got some very impressive stats. However,
it clears a room in a hurry. I've cleaned out multiple dungeons in short
order using just this tactic, most recently the Lair of the Wolf, Gharik's
Forge, and the Dragonsand and Paridise Valley countryside. Does anyone else
have favorite tactics they'd like to share?

--The Emissary

Dugal Ure

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Sep 22, 1998, 3:00:00 AM9/22/98
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The Emissary wrote:
>
> Part One:
>
> I would like to know what everyone's favorite spells, both useful and
> cool-to-look-at spells, are.
>
>[snip]

>
> Did I miss any? Anything anyone else wants to add?

I am playing a party with a K and a P and so I find Bless and
particularly Heroism to be indispensable. They're only in midgame,
but being able to hit for 80 is a big help.

> Part Two:


>
> Does anyone else
> have favorite tactics they'd like to share?

I guess everyone plays differently - hence Role Playing Game :) I
hate to take risks or miss things, so I inch my way across the
countryside checking everything and mugging the monsters one at a time.
As a result I still haven't been west of Free Haven, but I can answer
newbie questions authoritatively :)

Dugal

Thomas Stockheim

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Sep 22, 1998, 3:00:00 AM9/22/98
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"The Emissary" <emis...@nidlink.com> writes:

>Part One:

>I would like to know what everyone's favorite spells, both useful and

>cool-to-look-at spells, are. I've compiled a list of what I think are the
>best are.

>1. Town Portal/Lloyd's Beacon

Agreed, very usefull

>2. Hour of Power/Day of Protection/Day of the Gods

Very important, put Hour of Power can be annoying with to
low skill, because the weakness you get after haste runs
out. Just make sure to have skill 20 in ligth magic,
double that with artifact+ring, and you are set.

>3. Power Cure

>The best healing spell. Nuff said.

Actually, cure wounds is more cost-effective, just slower
to use. Very good to heal up one character that's very hurt
quickly is shared life.

>4. All Cure Condition (Paralysis, Poison, Disease, Insanity) Spells

>This one is self explanitory.

Not really ... Insantity, Disease, Poison are not really a problem at
all, so you could wait until you get to a temple to heal them.

>5. Dragon Breath/Fireball

>Powerful area-effect spells. Nuff said

Heh, I wouldn't quit put those two together ...
Fireball is nice early on, dragon breath is one of the best spells late
in the game.
>6. Incinerate/Lightning Bolt/Sunray

Again, lightning bolt is much weaker then the other two, but still usefull
in certain situations.

>Powerful spells, but they only affect one monster. Still, they're useful in
>close quarters when you can't afford damage to yourself.

>7. Fly/Water Walk

>You get where you need to go.

No need for water walk at all, once you have fly.

>8. Ring of Fire/Prismatic Light

>I found these spells to be especially useful in close quarters when
>surrounded by hordes of monsters. Not especially powerful, but they provide
>you with breathing room.

Prismatic light isn't worth it, but ring of fire is usefull.

>Did I miss any? Anything anyone else wants to add?

A very good one, for your water master: Poison spray.
If you get close enough and all seven hit, it's deadly.
Nice against early human opponents.

My favourite spell: Sparks !
Cheap, at master level and high skill does a lot of damage,
can go around corners or even behind you ...
If I could take just one single attack spell, this would probably
be the one to take.
Very fun in the dragonriders cave, shooting sparks down the
corridors at enemys who can't even see you !

And you forgot the best spell against dragons and titans
and others of that size: shrapmetal ! If you get so close that
all of them hit, you can kill a gold dragon or a supreme titan
with one or two castings.

And what about the great feeling of carpetbombing the desert,
with 4 people casting meteor storm / starburst, killing dragons
in masses ...

>Part Two:

>My personal favorite combat tactic is to cast Hour of Power, Day of
>Protection, and Day of the Gods, and charge headlong into battle, slashing
>without heed of personal injury. This only works if you're not facing
>hordes of powerful monsters (i.e. Titans or Dragons, in which case I like to
>hang back and fire spells, although individuals or small groups go down
>quickly like this), and if you've got some very impressive stats. However,
>it clears a room in a hurry. I've cleaned out multiple dungeons in short
>order using just this tactic, most recently the Lair of the Wolf, Gharik's

>Forge, and the Dragonsand and Paridise Valley countryside. Does anyone else


>have favorite tactics they'd like to share?

Depends a lot on your party i guess ...
Surely works for a fighter-heavy group, I tried a knight/paladin/archer/cleric
game where this was the only reasonable way to dungeon-fight.
My druid/druid/sorcerer/sorcerer party used just sparks ... all four of them
firing sparks at once, and nothing can get close enough to touch them.
Very funny in the hive, against the first room with all the daemons !
Right now I'm playing cleric/cleric/sorcerer/sorcerer, to see if i can
have the same fun casting shrapmetal with all of them.
I think I'll use that nice spot in the desert with the two chests for that ...

Thomas

Lynn Johannesen

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Sep 22, 1998, 3:00:00 AM9/22/98
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The Emissary (emis...@nidlink.com) wrote:
: I would like to know what everyone's favorite spells, both useful and

: cool-to-look-at spells, are. I've compiled a list of what I think are the
: best are.

You've missed a few important ones:

Meteor Shower and Starburst are great against those hordes of dragons
and titans.

Sparks gives you the most damage per spell point indoors, once you
have your Air magic skill up fairly high. Great against the Oozes.

Julia Skipper

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Sep 22, 1998, 3:00:00 AM9/22/98
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The Emissary Wrote:

> Does anyone else have favorite tactics they'd like to share?

This is a bit of a sneaky trick, one that my son came up with.
You need Lloyd's Beacon and a stack of enemies without range attack
which are guarding an item, chest or dungeon that you want to obtain.
Sometimes, the guards are too tough.

Set Lloyds Beacon in a spot nearby to the objective.
A spell point well is ideal

Make sure you have enough SP to cast LB again

Move close enough to the guarding monsters
so that they move toward you

Now, run away from them,
in the opposite direction from your beacon spot.
Avoid wandering monsters as best you can.

When you have led them a good way across the map,
cast recall beacon.
The monsters will stay where they are,
or possibly drift back slowly.
Rush over to the chest or item, get it and beat the feet!

My son used this to obtain the council quest item in Blackshire
at level 15 PPAA.

--Julia
=================================
| |
| >>> o <<< |
| >>>>\(")/<<<< |
| >>>>>/|\<<<<< |
| >> \=/ << |
| > / \ < |
| / \ |
| /_____\ |
| |
| AngelA |
| |
=================================

Sandra Nicholson

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Sep 22, 1998, 3:00:00 AM9/22/98
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Playing with a mixed party (KADS) I found Acid Burst to be a good offensive
spell to keep 'ready', since it has relatively low casting cost and is
effective against most of the nasties. But it's no good for oozes - you
definitely need Sparks for them.

pyrrhic defeat

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Sep 22, 1998, 3:00:00 AM9/22/98
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In article <6u7g3j$5...@faile.nidlink.com>,

The Emissary <emis...@nidlink.com> wrote:
>5. Dragon Breath/Fireball
>Powerful area-effect spells. Nuff said

Dragon Breath is too damned expensive.

>6. Incinerate/Lightning Bolt/Sunray


>Powerful spells, but they only affect one monster. Still, they're useful in
>close quarters when you can't afford damage to yourself.

Acid Burst is very underrated. If you have a Water master, AB is as
effective as a lower level Incinerate for half the spell points.
Flying Fist and Toxic Cloud are also favorites.

>8. Ring of Fire/Prismatic Light
>I found these spells to be especially useful in close quarters when
>surrounded by hordes of monsters. Not especially powerful, but they provide
>you with breathing room.

You forgot to include Inferno.

>Did I miss any? Anything anyone else wants to add?

Rock Blast can be fun because it bounces around, so you can hit
enemies that are hiding behind a corner. Destroy Undead is very useful.

As far as the least useful spells go, i find Death Blossom to be an
incredible waste. Impossible to aim, even if you try making it the
Quickspell.

rone
--
There is a little Mike Zeares in all of us, waiting to go off and massacre a
village for our own little personal cause.
- Tjames Madison <tja...@pigdog.org>

Doug Rasmussen

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Sep 22, 1998, 3:00:00 AM9/22/98
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The Emissary wrote:
>
>
>[snip]
>
> Part Two:

>
> Does anyone else
> have favorite tactics they'd like to share?
I noticed that when you fight the devils in sweet water that if
you stand/walk on water, their meteor showers don't affect you very much.
You hear sound effects of the meteors plunking in the water and no
explosion. The water evidently puts them out.

For fighting the Titans I usually get as close as possible
eyeball-to-kneecap, and their nasty spells don't hit, I still
get singed a lot from their lightning but that isn't too
bad. I usually try to lure one out so it's the only one around,
this takes a lot of back and forth running though. This works
good for dragons and terminators.

My other favorite is using ring of fire to wake up the monsters
in rooms. I then alternate between my wizard and archer to
fry them down to size without opening up the door. This is
helpful when I get monsters anchored on corners.

I've been having a hard time with terminators and finally was
able to get them hung up around a corner where only my fighter
can shoot the laser from the edge of my group. The terminator
usually fires at the wall instead, takes careful placement though.


Does anyone know why I can't get the guy in Darkmoor to give my
archer the light magic skill? I already have my cleric and wizard
with dark magic skill.

To reply remove the HungaDungas.


Disclaimer:
These are my own opinions, not those of my company, I will sell
them to the company for the right price though.

--
Doug Rasmussen

mason

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Sep 22, 1998, 3:00:00 AM9/22/98
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Doug Rasmussen wrote in message

>>Does anyone know why I can't get the guy in Darkmoor to give my
>archer the light magic skill? I already have my cleric and wizard
>with dark magic skill.
>


Because the only characters capable of learning the light and dark magics
are the clerics and sorcerers. Archer, Druid and Paladin cannot.

The Emissary

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Sep 22, 1998, 3:00:00 AM9/22/98
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>Does anyone know why I can't get the guy in Darkmoor to give my
>archer the light magic skill? I already have my cleric and wizard
>with dark magic skill.

I wasn't aware that one could accquire Light Magic Skill in Darkmoor. I
bought it from the Light Guild in Silver Cove.

There are 3 types of magic:

1) The Elemental Magics (Fire, Earth, Air, Water)
2) The Priestly Magics (Spirit, Mind, Body)
3) The Mirrored Path (Light and Dark)

And Archers are forbidden the use of The Mirrored Path. Archers use The
Elemental Magics only.

--The Emissary

KTech

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Sep 25, 1998, 3:00:00 AM9/25/98
to
The Emissary (emis...@nidlink.com) wrote:

: I would like to know what everyone's favorite spells, both useful and
: cool-to-look-at spells, are. I've compiled a list of what I think are the
: best are.

: 1. Town Portal/Lloyd's Beacon

While I only used Town Portal once, Lloyd's Beacon is definitely the
most useful spell in the entire game.

: 2. Hour of Power/Day of Protection/Day of the Gods

I only started using these very late in the game. I used to just select
the individual spells I wanted and cast those. However, I found having
the spells be effective for more than a day to be odd since I went to
an inn every night and lost the spells I cast after sleeping. Did
anyone actually cast these spells and have them active for the full
2 to 4 days they are applied (except haste, which runs out quickly)?

: 3. Power Cure

: The best healing spell. Nuff said.

Agreed, but keep that handy single cure around. More cost effective
when only one character is taking the majority of hits.

: 4. All Cure Condition (Paralysis, Poison, Disease, Insanity) Spells

You forgot Stone to Flesh, also an important Cure Condition spell.

: 5. Dragon Breath/Fireball

Oddly enough, I hardly used Dragon Breath (I believe I tried it twice,
but found that other spells were better). Fireball I used early on
after I got it but again found other techniques/spells worked just as
well or better so it soon faded into the background.

: 6. Incinerate/Lightning Bolt/Sunray

I liked incinerate against the eyes, and lightning bolt too, but I never
used Sunray (I think I tried it once with little effect and never came
back to it).

: 7. Fly/Water Walk

Obviously! Although, after Fly, you don't need Water Walk (do you?).

: 8. Ring of Fire/Prismatic Light

: I found these spells to be especially useful in close quarters when
: surrounded by hordes of monsters.

Agreed!

I also found the area spells of Meteor Shower and Starburst to be great
against hordes of low level creatures in areas that respawn, or against
creatures like hydras which were bunched together. I also read that you
can use these against dragons/titans with great effectiveness since you
can kill at a distance without them noticing you in real time mode. That
would be a fun way to spend some extra time after you've completed the
game, trying to get some other artifacts/relics.

-- K


The Emissary

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Sep 25, 1998, 3:00:00 AM9/25/98
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>While I only used Town Portal once, Lloyd's Beacon is definitely the
>most useful spell in the entire game.

Lloyd's Beacon is defintely more useful. I set a Beacon at Temple Stone
when I was mopping up the Control Center, so I could get quick remedies for
"Eradication".

>: 2. Hour of Power/Day of Protection/Day of the Gods
>
>I only started using these very late in the game. I used to just select
>the individual spells I wanted and cast those. However, I found having
>the spells be effective for more than a day to be odd since I went to
>an inn every night and lost the spells I cast after sleeping. Did
>anyone actually cast these spells and have them active for the full
>2 to 4 days they are applied (except haste, which runs out quickly)?

I found it far more convinent to cast three spells in place of...what, 15
maybe? And if your skill level is high enough, I've had the "Day of the
Gods" spell last for quite a while.

>: 3. Power Cure
>
>: The best healing spell. Nuff said.
>
>Agreed, but keep that handy single cure around. More cost effective
>when only one character is taking the majority of hits.

All true.

>: 4. All Cure Condition (Paralysis, Poison, Disease, Insanity) Spells
>
>You forgot Stone to Flesh, also an important Cure Condition spell.

Actually, I only got "Stoned" a few times during the game, and never because
of monsters...it was because of drinking from some particular wells. I
think it was because I had a very high resistance to magic. And I said "All
Cure Condition Spells". ^_~

>: 5. Dragon Breath/Fireball
>
>Oddly enough, I hardly used Dragon Breath (I believe I tried it twice,
>but found that other spells were better). Fireball I used early on
>after I got it but again found other techniques/spells worked just as
>well or better so it soon faded into the background.

I used Fireball to great effect in the middle game, but when I got Dragon
Breath, Fireball just...sort of faded away. Dragon Breath works great
against Titans...and just about every other monster in the game, except
Dragons (surprise!) and some other tough baddies.

>: 6. Incinerate/Lightning Bolt/Sunray
>
>I liked incinerate against the eyes, and lightning bolt too, but I never
>used Sunray (I think I tried it once with little effect and never came
>back to it).

I used a combination of Incinerate and Dragon Breath against the Eyes in
Darkmoor (and, BTW, the Eyes get my vote for "Pure Headache Monster of the
Year", with the Genies of the Tomb of VARN a close second) to achieve
results. Sunray isn't as useful, because it only works outdoors, but it's
still fairly effective.

>: 7. Fly/Water Walk
>
>Obviously! Although, after Fly, you don't need Water Walk (do you?).

Not necessarily, but they're in the same category.

>I also found the area spells of Meteor Shower and Starburst to be great
>against hordes of low level creatures in areas that respawn, or against
>creatures like hydras which were bunched together. I also read that you
>can use these against dragons/titans with great effectiveness since you
>can kill at a distance without them noticing you in real time mode. That
>would be a fun way to spend some extra time after you've completed the
>game, trying to get some other artifacts/relics.

Yes, but after you get Blasters, you don't really need the artifacts and
relics, do you? ^_^

--The Emissary

Jason Thompson

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Sep 29, 1998, 3:00:00 AM9/29/98
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In article <6u7g3j$5...@faile.nidlink.com>, "The Emissary" <emis...@nidlink.com> wrote:

>Part Two:
> Does anyone else
>have favorite tactics they'd like to share?
>

>--The Emissary

Something that I realized very late in the game: you can levitate up and down
with the Fly spell even when it's the monsters' turn to attack. Because of
this, if you are far enough away you can avoid almost all the Titans' and
Dragons' attacks--just fly up out of the way when they shoot low, fly down
after they fire at you high. I find this very useful against the Ultimate
Titans--that instant kill is just too damned annoying.


Jason Thompson
Northwestern University, Evanston, IL. USA
j-thom...@nwu.edu

@i2d

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Oct 1, 1998, 3:00:00 AM10/1/98
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Have any of you ever used Reanimate? What for? Where?

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