If you should lose your way, the miracle of Vieda can light your way. This spell costs exactly five times the previous one, but it restores exactly five times the lost health. Only with this spell or with the expensive assistance of a healer you can halt the ravages of this great evil.Īfter you have trod many paths and gained much wisdom, you have now the power to perform actual miracles. Poison is a horror all beings fear because with it comes almost certain death. In the beginning your ability will be limited to this spell, but with your later powers, your capacity to act as a healer will grow.Īlcort is a specialized form of healing. The healing of minor wounds can be accomplished with this simple supplication. Your powers for healing will be often needed. The chest will open freely and allow you to grasp its inner treasures. To open a chest with no risk of injury to yourself or your party, use this spell. Often the chest which you shal find along your journeys will contain a trap, the intent of which is to damage you and your party. In other games they would be referred to as "White Magic". These spells include all the healing spells, that can be used both during and after battle, plus some spells that can be used anytime outside battle. "Wiz" refers to the total MP spent by a Wizard when he casts the "Cleric" spell.ĭefault sorting is by "description", then by MP.įield 1: safely open chest avoiding any trap.įield 5: view map of the surrounding area.įield 6: cure dead status if it fails, target turns into ash.ĭungeon spells (more expensive than wizardry counterparts)ĭungeon 2: teleport vertically one floor up.ĭungeon 3: teleport vertically one floor down.ĭungeon 4: teleport randomly on same floor.Īttack 1: wipe all skeletons/ghouls/zombies. Few cleric spells are actually used to attack the enemy, but those that exist are powerful indeed. Ponycanyon ports (NES, etc.): the Druid replenishes just 1MP per turn, as any other character.Ĭleric spells are designed to protect, aid, and heal your party throughout their adventure.16-bit ports ( AMI - AST): the Druid and the Ranger have the same magic system their max MP equal half the best of INT and WIS they replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn).Initial character races must be chosen carefully, or your characters may never develop enough mystical force within them to succeed on your quest. Druids regain two points per turn, which is quite an advantage. A character replenishes that energy at a rate of one point per turn on the surface, and one point every four turns in a town or dungeon. Spells cost a different amount of energy to cast. However, a Ranger whose Intelligence is 15 and whose Wisdom is 10 will only have a maximum Magic Point level of 5, half of his Wisdom, which is the lesser of the two attributes. Each character that is allowed magic has a maximum amount of Magic Point which is displayed with the party statistics.įor example, a Cleric with a Wisdom attribute of 25 will have an maximum Magic Point level of 25.
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