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BattleJewels
Available Spells and Effects
Spells represent magic and special abilities of the various classes
in the game, and help differentiate characters. A Gladiator for
instance will almost certainly acquire the spell Thrust, while
a Friar will usually not. This helps you both pick a class to your
liking, and gives you lots of replayability through trying other
classes or purchasing spells from other classes into your own.
Learning Spells
Learning spells requires Spell Points which are obtained through
only two methods currently -- through winning battles and levelling up,
and through
studying Tomes. Tomes are purchased from the Adventurer's Mart or
very occasionally found in battles. After levelling up or reading
the appropriate Tome you will be awarded some Spell Points, which
may be used to learn new spells.
Spells are each associated to a given mana; physical combat
spells for a Gladiator are usually in the Blue mana school, just as
the Gladiator is associated to Blue himself. This means our friend
can pick up one Blue spell (Lunge, for example) for 1 spell point,
and usually you will receive one spell point for each level up, or
for each Tome read.
Spells from other mana colours cost more, with how much more
depending how 'distant' the difference is. For instance, the Gladiator
might have to be 2 or even 3 spell points (multiple levels worth!)
just to obtain a spell that another class might get for 1 point.
By example -- a Knave can acquire Stealth for 1 point, but that
old Gladiator -- she would be required to pay 3 points to obtain it.
Big steel combat boots and heavy weapons training just don't loan
themselves out to learning Stealth, and so she must pay much more.
Likewise that Knave isn't learning Gladiator spells very cheaply
either.
So cross-pollination of spells from other classes can certainly
add flavour to your character, and can really tip the balance when
you build interesting combinations of powers .. it is also much more
expensive than sticking to your own classes natural fit. It is up
to you to decide if you wish to go less deep in your own classes
spells and to dip into other classes. Fortuantely, you can always
buy Tomes at the Mart, and thus even if you've maxxed out your level
in the current game, you can work hard to buy more spell and skill
points regardless.
To summarize - the cost in spell points does not imply how
amazing a given spell is.. instead it just tells you the cost to
learn it. A 3 point spell is just another classes spell that is hard
for you to learn, but it does not make it three times better than
a 1 point spell!
Most spells come in multiple levels; Again, our sample Gladiator might
acquire Thrust very early on at level 1 or 2. A few levels later, he
might have the option to buy "Thrust 2", which is just a stronger
version of Thrust. ie: The spells do not automatically grow in power
as the character does .. you must keep learning newer versions of each
spell to get the beefier versions. As a side effect, this allows you
to cast lower versions of a spell when in a pinch -- if your opponent
is low on life, but you've not the mana to smash him with a big heavy
spell, it might be enough to just squeek through with a lower level
version of your damage spell to finish him off. Likewise, different
spell levels sometimes to very different things, and you might just
want the effects of a different level of spell.
One thing to note -- you cannot acquire (for example) Earthwarden 2
until you already have learned Earthwarden 1. Hence, you might wish
to learn a less useful version of a spell just so you can pick up
a stronger version of it down the road.
Available Spells
- Arrow -- usually used by highwaymen and monsters; a quick shot with an arrow
always hurts! Higher levels cause more damage or may have effects.
- Backstab -- a finisher move (depends on Stealth to cast) that does a lot of
damage to the opponent, and takes you out of stealth. Backstab is expensive
to cast, but deals pretty heavy damage for a single hit. Higher levels of the spell
cause more damage.
- Benediction -- A very efficient healing spell; it provides minimal benefit
on casting, but it continually ticks over over time. As the next few turns pass by
the caster receives more health. As the spell level goes up, more healing is provided
each turn. In a pinch in won't save you, but since it is so efficient you might
keep it cast upon yourself all the time to continually provide benefit.
- Brambles -- an inefficient damage dealing spell. As with many other Druid spells,
it is not so efficient as equivilents for other classes, but it does the job; Druids
are good at getting mana, so Brambles can be formidable. Other classes may want it
for making use of extra green reserves they might build up, or to slip a green
attack against opponents weak to that colour.
- Curitive -- cures poison effects. Can be handy if a Knave is forever poisoning
you.
- Earthwarden -- converts mana pieces in the playfield into green mana
pieces. EW1 converts blue to green, which can be punishing to certain opponents.
Later Earthwardens will convert other colours or even gold into green mana.
The objective is to make more mana open to yourself, and possibly to rob
the opponent of mana he could use. Time its use correctly for maximum effect.
Can cause very large matches to occur for yourself or the opponent, so as with
many Druid oriented spells -- they can be amazing, but you must be careful!
- Exorcism -- destroys all skulls in the playfield, dealing to damage to the caster
and his opponents both. Could be a strong finisher when you're in the better health
position, or good to use when you've got a heal spell or potion held ready. Since it
nabs all skulls, it could be a devestating attack!
- Fire Breath -- used by monsters only; a very efficient red damage dealing spell.
- Gaea's Heal -- a simple yet moderately efficient healing spell. This spell lands
immediately, so is a little more expensive than you would like, but does the job well.
Higher levels provide more healing.
- Hurricane -- This spell is available equally to all classes; when cast, the playfield
is reset (newly randomized with pieces.) If you're just having bad luck and not getting the
mana you need, or its serving the opponent too much through purely bad luck.. start fresh!
- Litany -- brings up a powerful shield around the caster; damage received is partially
reflected back at the caster of that damage. Mostly good for skull related damage. At higher
levels more damage is reflected, but to start with approximately 30% of damage is bounced.
A classic of the Friar -- take damage yourself, cast some heals to survive it, but punish the
opponent for daring to damage you in the first place.
- Lunge -- a powerful spell to attack a group of squares (centered on the
selection.) The first Lunge destroys a cross (+) shape of squares, while later
levels destroy a 3x3 grid. All squares are destroyed and caster receives all benefits from
those squares. A good way to destroy a pack of unmatching skulls all at once, or
to get a bunch of unmatching mana or the like. Hurts the caster a little too,
but also sticks it to the oppinent a medium amount too.
- Poison Dart -- A damage over time spell; when cast, it does little to the receiver, but
over the following turns a little damage will trickly into his system. Keeping poison up
on an opponent is a sure way to burn them down over time! Higher levels of the spell
will cause more damage each round or last for longer.
- Sap -- Reduces the toughness rating of the opponent for awhile; by which, it finds the
kinks and holes in the opponent armor and defences, allow primarily your skull damage to
penetrate more. For instance, if you're about to Backstab the opponent with a large amount
of damage, or using a high level skull-clear, you might wish to soften the opponent of with
Sap first, to ensure more damage gets through the cracks.
- Shield Slam -- brawl an opponent over, causing them to lose a turn or two; higher levels
have a higher chance to stun the opponent a little longer.
- Stealth -- the stealth spell puts you into a semi-hidden state which in turn opens
up the option of casting 'finisher' moves. You cannot backstab (for example) while your opponent
is able to see you, but if you stealth out of site you can now cast a backstab.
However, your opponent can still detect you, so if he performs skull-damage you will
be found. Luckily, that attack that locates you is avoided, so stealth will save you
from one incoming attack, or permit you to launch a finisher spell. Higher levels
of stealth will last longer before being forced back into the open.
- Tsunami -- destroy a wide assortment of squares on the playfield; higher levels of
player and of spell will destroy more squares in the field; you do not get to control
which squares are damaged, but the caster does receive benefits of destroyed squares..
and opponents will feal the skull damage!
- Thrust -- attack a specific square on the playfield, destroying it. Caster receives
benefits of the squares destruction, and as normal pieces above will flow down.
Use it for attacking skulls without the need for matching, or to steal special
pieces. Actually hurts the caster a little, but also damages opponent directly
a little more too - especially if you're picking off skulls. Higher levels
of the spell cause more damage.
- Undead Will -- primarily used by undead enemies. Provides a very small heal to the caster,
and stuns the opponent a small amount (more so as the spell level increases.) This spell
might get altered in the future if it becomes overly annoying to play against.
- Witchhunt -- Create skulls in the playfield; the higher level the caster, the more
skulls created.
- Wind Buffet -- primarily used by Dragons to knock players back and out; provides a brief
stun so the dragon can collect some gold!
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