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Useless spells?
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RPGDot Forums > Wizardry 8

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Windwalking
Fearless Paladin
Fearless Paladin




Joined: 05 Jul 2002
Posts: 227
Useless spells?
   

Light - I still haven't found a place dark enough for where this is useful... and it only seems to light up right in front of you (note I'm running Software MMX mode, so maybe lighting effects are screwed up).

Chameleon - Regardless of whether or not I have this on, enemies always seem to get in fights with me, even if I'm pretty far aways. I haven't noticed a change in engage distance at all...

Cure Lesser Condition - This one usually just ends up being a waste of time, since most "lesser" conditions just go away during battle, and usually most of the party is affected. A group Cure Lesser Cond. may be useful, though...

Hypnotic Lure - When it's a choice between going towards the lure or going towards me, the enemy has always seemed to choose me (i've never gotten it to work). Note I've been using the gadgeteer version of this (Lava Lamp).


I think all of the other spells I've had have been somewhat useful in one way or another, at the beginning of the game or at my current position (level 12-14)...

- Wind
Post Sun Jul 28, 2002 3:59 am
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
Posts: 1620
Location: New York
   

Light - First time through, I didn't really find it made much of a difference. It certainly made it easier on my eyes anyway, and was useful for spellcasting practice. Second time through, I have found at least 1 place it's essential. (An optional place I didn't go to first time around.)
Chameleon - Wait until you can cast it at a higher power level. Everyone agrees there's one particular point in the game where it's invaluable.
Hypnotic Lure - Again, sounds like a power level thing to me. I remember using it while battling a sorceress, priestesses, elementals and death lords in 1 combat, and it being particularly useful.
Cure Lesser Condition - What you say is true. But if you're party is more 1 person dependent, and he/she is taken out of the combat this way, you'll want it.
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Post Sun Jul 28, 2002 4:31 am
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otter
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Joined: 28 Jun 2002
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Location: Portland, OR
   

If everyone has high Stealth, Chameleon lets you walk right past almost everything.
Hypnotic Lure is a great practise spell; if you're near any creature, including an NPC, you can recast this as soon as it fades and max your Fire realm and Psi book in a 'game' day or two. Do it by a Merchant and use Mana Stones if you don't want to waste time camping your SP's back up.
Light is your first practise spell, if you cast it every time it fades or fizzles, your Fire and one of Alc/Wiz/Dev will get increases.
I use CLC every time i can, because there's too few Water practise spells.
Post Sun Jul 28, 2002 5:52 am
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Windwalking
Fearless Paladin
Fearless Paladin




Joined: 05 Jul 2002
Posts: 227
   

quote:
Originally posted by Bilbo
Light - First time through, I didn't really find it made much of a difference. It certainly made it easier on my eyes anyway, and was useful for spellcasting practice. Second time through, I have found at least 1 place it's essential. (An optional place I didn't go to first time around.)
Chameleon - Wait until you can cast it at a higher power level. Everyone agrees there's one particular point in the game where it's invaluable.
Hypnotic Lure - Again, sounds like a power level thing to me. I remember using it while battling a sorceress, priestesses, elementals and death lords in 1 combat, and it being particularly useful.
Cure Lesser Condition - What you say is true. But if you're party is more 1 person dependent, and he/she is taken out of the combat this way, you'll want it.


Hmm, about Chameleon, does it really get more powerful at higher power levels? I thought that just increased duration (says the manual)...

So power level matters for Hypnotic Lure? Do you know if the engineer's engineering skill will increase the "power level" of its usage?

- Wind
Post Sun Jul 28, 2002 6:44 am
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
Posts: 1620
Location: New York
   

quote:
Originally posted by Windwalking
Hmm, about Chameleon, does it really get more powerful at higher power levels? I thought that just increased duration (says the manual)...

So power level matters for Hypnotic Lure? Do you know if the engineer's engineering skill will increase the "power level" of its usage?

- Wind
As to chameleon, I'm not sure. I haven't done any kind of numerical analysis. It's just my impression, and it could just be characters' stealth skill increasing as my ability to cast it at higher levels. I used chameleon as a practice spell, and walked around with it active as much as possible.

No, I don't exactly know how engineering affects power level of using a gadget. First time through, I didn't use a gadgeteer, not even the NPC. This time, I do have a gadgeteer, and I haven't figured out how it works. For example, my level 9 or 10 gadgie has an engineering skill of about 72. When he uses the lightning rod, it seems to randomly work at a power level from 4 through 7. I will say that as his engineering has gone up he's done more damage, but I can't quantify it either. Other than improving his omnigun, my gadgeteer hasn't been making much of anything. I plan on changing this state of affairs once I reach Trynton.
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Post Sun Jul 28, 2002 12:56 pm
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Rhea
Eager Tradesman
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Joined: 17 Jul 2002
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Re: Useless spells?
   

Light - most useful for practicing to up skills. But as was mentioned above, there are a couple of optional areas where it comes in really handy.

Chameleon - One of the most useful spells, IMO. Doesn't work well if you're coming at enemies head on or if you're running light along with it (nothing like hiding behind that tree, and then, oops! what's that light shining through the treetops?) But there are areas (the swamp leaps immediately to mind, as does Trynton before you reach the tree), when it is possible to evade groups of enemies. My favorite place for Chameleon is coming out after killing the Ratkin breeders. Without Chameleon, you'll often have rats shooting at you not just from the level you're on, but also from the level above! Oy! I've actually been able to come up behind a group of ratkin scouts and kick 'em where it hurts. And it's also a great practice spell. Same thing is true for Armorplate, Enchanted Blade, Magic Screen, Missile Shield and Shadow Hound. Never leave home without 'em.

Cure Lesser Condition - It sometimes comes in handy. There's nothing more annoying than summoning a Major Elemental and then having him poisoned. Ditto with paralyzed. Not a huge choice, but they're ok for filler later on. You might get into a situation where you don't want to have to wait for a number of rounds for a character to feel better.

Hypnotic Lure - While it also isn't at the top of my hit parade either, one thing I REALLY like it for is those pesky plants. My usual first tactic is to drive enemies insane, which you can't do with plants. Particularly helpful when your characters aren't too high level, as you can hypnotize the plants and then move in and chop them to pieces. Unfortunately, if you use really impressive area spells like Whipping Rocks, they stop concentrating on the lure and start concentrating on you.
Post Mon Jul 29, 2002 3:25 pm
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Windwalking
Fearless Paladin
Fearless Paladin




Joined: 05 Jul 2002
Posts: 227
Re: Useless spells?
   

quote:
Originally posted by Rhea
Light - most useful for practicing to up skills. But as was mentioned above, there are a couple of optional areas where it comes in really handy.

Chameleon - One of the most useful spells, IMO. Doesn't work well if you're coming at enemies head on or if you're running light along with it (nothing like hiding behind that tree, and then, oops! what's that light shining through the treetops?) But there are areas (the swamp leaps immediately to mind, as does Trynton before you reach the tree), when it is possible to evade groups of enemies. My favorite place for Chameleon is coming out after killing the Ratkin breeders. Without Chameleon, you'll often have rats shooting at you not just from the level you're on, but also from the level above! Oy! I've actually been able to come up behind a group of ratkin scouts and kick 'em where it hurts. And it's also a great practice spell. Same thing is true for Armorplate, Enchanted Blade, Magic Screen, Missile Shield and Shadow Hound. Never leave home without 'em.

Cure Lesser Condition - It sometimes comes in handy. There's nothing more annoying than summoning a Major Elemental and then having him poisoned. Ditto with paralyzed. Not a huge choice, but they're ok for filler later on. You might get into a situation where you don't want to have to wait for a number of rounds for a character to feel better.

Hypnotic Lure - While it also isn't at the top of my hit parade either, one thing I REALLY like it for is those pesky plants. My usual first tactic is to drive enemies insane, which you can't do with plants. Particularly helpful when your characters aren't too high level, as you can hypnotize the plants and then move in and chop them to pieces. Unfortunately, if you use really impressive area spells like Whipping Rocks, they stop concentrating on the lure and start concentrating on you.


Hmm, I don't believe Cure Lesser Condition can cure poison or paralysis (there are specialized spells for just those two conditions). CLC is only good for Nausea, irritation and the like...

And about Chameleon, I've used it when I'm running (without light) parallel to a group of creatures (beyond Thrown range) trying to get past them. A good example is on the arnika-trynton road. I see enemies on one side, I try to run by on the other side, but I don't see that Chameleon makes any difference as to whether they engage or not.

- Wind
Post Mon Jul 29, 2002 11:51 pm
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dteowner
Shoegazer
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Joined: 21 Mar 2002
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I believe that the benefits of chameleon would be offset by the penalty for running. You make a lot of noise trotting along in all that armor.
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Post Tue Jul 30, 2002 2:46 am
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otter
One of Us




Joined: 28 Jun 2002
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Location: Portland, OR
   

Stealth, Stealth, Stealth.
Post Tue Jul 30, 2002 7:01 am
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Bilbo
High Emperor
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Joined: 12 Mar 2002
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While I understand the logic that light would negate chameleon to some extent, has anyway tried analyzing it to see if it's right? If so that would really explain my problems with chameleon!
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Post Tue Jul 30, 2002 1:02 pm
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Rhea
Eager Tradesman
Eager Tradesman




Joined: 17 Jul 2002
Posts: 40
Re: Useless spells?
   

quote:
Originally posted by Windwalking
Hmm, I don't believe Cure Lesser Condition can cure poison or paralysis (there are specialized spells for just those two conditions). CLC is only good for Nausea, irritation and the like...

And about Chameleon, I've used it when I'm running (without light) parallel to a group of creatures (beyond Thrown range) trying to get past them. A good example is on the arnika-trynton road. I see enemies on one side, I try to run by on the other side, but I don't see that Chameleon makes any difference as to whether they engage or not.

- Wind


I'm aware they're two different spells. What I was trying to say is that I let one magic user learn those cure lesser condition, cure paralysis spells because they do come in handy. I conjured a major earth elemental (what a thrill the first time you conjur a MAJOR elemental!) in Arnika once who sat out most of a fight due to being paralyzed.

While I rarely need those spells for my own characters I do find them handy sometimes for NPCs and conjured critters.

Don't know about Chameleon and running. I never run (except once in a while during combat). My ladies prefer to ease on down the road, not tear through it. Might muss the hair or break a nail or something....
Post Tue Jul 30, 2002 6:56 pm
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otter
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Joined: 28 Jun 2002
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you could test it yourself, just save right before mobs a few times, see how close you can get before they spot you without light, then reload to try with light.
Post Tue Jul 30, 2002 7:41 pm
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Windwalking
Fearless Paladin
Fearless Paladin




Joined: 05 Jul 2002
Posts: 227
Re: Useless spells?
   

quote:
Originally posted by Rhea

I'm aware they're two different spells. What I was trying to say is that I let one magic user learn those cure lesser condition, cure paralysis spells because they do come in handy. I conjured a major earth elemental (what a thrill the first time you conjur a MAJOR elemental!) in Arnika once who sat out most of a fight due to being paralyzed.

While I rarely need those spells for my own characters I do find them handy sometimes for NPCs and conjured critters.

Don't know about Chameleon and running. I never run (except once in a while during combat). My ladies prefer to ease on down the road, not tear through it. Might muss the hair or break a nail or something....


Well I was just saying that Cure Lesser Condition was mostly useless because multiple people tend to get hit with those random status ailments and it's not worth curing it most of the time, esp. when it is not THAT debilitating and they go away fairly quickly. Cure Paralysis, on the other hand, is very useful because paralysis is a show-stopper and often sticks for a long time in combat.

I guess I should try walking and Chameleon and see what happens

- wind
Post Tue Jul 30, 2002 8:59 pm
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
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Location: New York
   

quote:
Originally posted by otter
you could test it yourself, just save right before mobs a few times, see how close you can get before they spot you without light, then reload to try with light.
Yeah, but my current party doesn't have it yet. I'd have to switch back to my first party. I'll test it when I get it this time, which may not be for another 4 levels or so.
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Post Wed Jul 31, 2002 2:24 am
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John373
Keeper of the Gates
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Joined: 04 Jul 2002
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Location: Retardid Los Angeles, CA
   

Nuclear Blast -- at first I didn't find it useful until I continued to rise up in level (and the fire realm has always being my quickest study) during which time certain other spells on the same level, Asphyxiation and Concussion, did more to contribute early on.

BTW: has anyone found Firestorm of much use? I tried it once as a test, didn't find it doing much lingering damage, thus I reloaded prior to taking on the spell. Like Nuclear Blast, does it take more levels to level your opponents?
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Post Thu Aug 01, 2002 5:16 pm
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