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Old 11-03-2002, 02:03 PM   #14
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
A little nitpick about Spike Traps. They do not affect everybody. The blue guardians in Watcher's Keep level 5 are immuned to them.

On this page, Liches can and will cast on you with direct-damage spells even if you are totally invisible. This applies to other enemies that can see through invisibility.

ADD] The website seems leery of having high resistances, judging from the way it described the various Protection from ~~ spells, but resistances should not be underestimated, and should be highly embraced at all times. Healing from the enemy is a wonderful power tactic, and there is no problem with spell disruption because you can just choose to cast when the enemy is not casting. Remember, if they cannot hurt you, they cannot kill you.

Pierce Shield was a bit of misinformation as well. It is not a RRoR+Weaker Lower Resistance, but a Secret Word+Lower Resistance. At level 20, both LR and PS lowers the enemy's Magic Resistance by 30%. 3 of these in a Chain Contingency is extremely scary to an enemy Mage. Take out one and throw in a RRoR if the target has Spell Trap.

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Protection from Energy
Another very sad spell for its level. Even less effective than its cheaper brothers that at least provide complete resistance. Don't go anywhere near this spell.
I wholely disagree with this. 75% resistance to Fire/Cold/Electricity/Acid/Magic Damage is not to be sniffed at. Combine with the Belt of Inertial Barrier and you heal from Magic Missile/Skull Trap/ADHW. Combine with other equipment, and you gain immunity and healing when possible. This spell should not be underestimated.

ADD] ADD]
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Finger of Death
Save-or-else suffer some minor damage anyway. Go for Polymorph Other if you like insta-kill save-or-else spells, go for Magic Missile if you like damage spells. Either way, save your precious level 7 slots for something good.
He's kidding right? I was slaying Fire Giants and Dragons in ToB with this spell. They key here is Greater Malison.

Quote:
The Skeleton Warrior is 90% magic resistant and therefore very effective against spellcasters and Mind Flayers, and allows you to cast area damage spells at the creatures they are engaged with.
Your friend does know that "even if your summon does not get hurt, it will go hostile", right?

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Feeblemind
Mediocre save-or-else spell. Leaves one enemy standing around drooling for the rest of the battle, but Polymorph Other already did something like that and Domination does something much more useful.
Mediocre my a**. [img]tongue.gif[/img] Feeblemind is the reason why I managed to kill Abazigal with a Dispel Magic. It has a -2 save penalty, combine with Greater Malison for a -6 penalty. Throw in Doom for a -8 penalty.

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Protection from Acid
Worthless. Will still not protect you from round-to-round spell disruption from Melf's Acid Arrow. Pretty sad spell for level 6.
Level 5 you mean.

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Spell Immunity
~~ Versatile spell, may come in handy sometimes. Just don't hold your breath.
Urm... rightttt... SI is one of the best protection spells in the game. I laugh at Kangaxx and all other Liches because of this spell.

I will continue tomorrow.

[ 11-03-2002, 03:18 PM: Message edited by: Dundee Slaytern ]
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