The Level # Lore Guide Advance
Version 1.1
Djibriel, Januari 2006
"888 - Three times the prosperity, means "wealthy wealthy wealthy". (E.g., the
2008 Summer Olympics in Beijing were designated by the Chinese officials to
begin on the most auspicious date possible to ensure the success of the Games
for its hosts: August 8, 2008 - on the 8th day, of the 8th month in the 8th
year of the new millennium.)"
- unknown source
Contents
1.0 Version History
2.0 The Intro
3.0 The Attacks
4.0 The Casters
5.0 The Targets
5.1 The Targets by Lore
5.2 The Targets by Monster
5.3 The effects of Dischord
5.3 The Targets by Area
6.0 The Verdict
7.0 The Thanks
No number: Disclaimer
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1.0 Version History
**********************************
- Version 1.1 (06/15/2011)
An e-mail sent by an enlightened soul known only as DiscoGodOfThe2ndAge
reminded me about Dischord's ability to alter a target's effective level,
which opens up a slew of targets that are vulnerable to a combo of
Dischord and Lv. 5 Death. I added a section talking about it, because
this document obviously wasn't lengthy enough.
- Version 1.01 (12/2/2009)
Some tiny errors slipped in. Can you guess who's to blame? Protip:
Macbooks are devilmachines and I don't make mistakes.
- Version 1.0 (11/30/2009)
Assassin17 is awesome. This is the GBA release. It's even better now.
I still see no use for it in any "relevant" sense of the word, but it
kept me off the streets for an entire night, a night I may well have
spent harassing old people with Alzheimer had I not figured I might
just as well update this thing.
**********************************
2.0 The Intro
**********************************
Imagine this.
You're walking through a forest, right? No, wait, let's change a minor detail
there: you're walking through a grotesquely oversized tomb for your long-since
deceased friend that may or may not have been your lover. Yeah, okay, there's
a tomb and you're walking through it. Lamenting the good times and gallons of
Mountain Dew you had together, you are forcefully pulled from Memory Lane when
an oversized plant attacks you. Think 'venus fly trap', only 8'0 high, with a
very very very big mouth with sharp teeth and the kind of breath that makes
children cry.
This isn't an ideal scenario, as you would probably die. But let's assume that
you've been fighting off bothers like this for a while now, and that you're
covered in colorful robes that embody the very nature of Taoism. In this case,
you might quickly resort to LOGIC. It's a plant! It will most likely absorb
Water-elemental attacks, but it will quickly succumb to the powers of Fire.
Yes, by appearance, most opponents can quickly be recognized as being desert
dwellers, thus weak to Water. Or living in a volcano, thus weak to Ice. And
whatever, you're like a divine being with Quick and Ultima and all that, so
even your vague grasp of monsters and their elemental properties isn't even
all THAT useful.
Now, switch back to the tomb, the Mad Oscar attacking you. You may think about
its Fire-elemental weakness if you've grasped the tendencies of abstract
thought. If you're a long-time player, you may recognize the foe as one lacking
Death protection. But how likely is it that "Darn, this Dionaea gargantua
is level 30, it will be vulnerable to my trusted Lv. 5 Death attack!" will be
the first thought shooting through your head? Not very, I say. So here's the
guide to satisfy that very, very tiny niche of the game.
This Guide includes all monsters susceptible to Lv. 3 Confuse, Lv. 4 Flare and
Lv. 5 Death. I have not included Lv. ? Holy as its hit-or-miss nature depends
entirely on your amount of Gil, which I can't predict. Sonny, if I could, I'd be
spending the time I'm writing this intro betting on winning horses, and you'd
better believe it.
Obviously I haven't only checked for levels but also for Confuse and Death
protection where applicable. Bosses who are vulnerable to a move yet could never
have been targeted with it (you can't use Lv. 4 Flare when fighting Vargas) have
not been listed.
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3.0 The Attacks
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Lv. 5 Death
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to instant death)
Differences with the Death spell:
Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't
check for Stamina, doesn't restore undead.
Lv. 4 Flare
Hits all enemies, both sides
MP cost: 42
Attack power: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.
Differences with the Flare spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable, is stronger
(Flare has an Attack power of 60).
Lv. 3 Confuse
Hits all enemies, both sides
MP cost: 28
Causes Confuse
Hits those with a level that is a multiple of 3
Differences with the Confuse spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable.
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4.0 The Casters
**********************************
Gau can cast Lv. 3 Confuse when performing the Rages of either Apocrypha,
Trapper or Dante. The wild child can cast Lv. 4 Flare when performing the Rage
of Magna Roader (brown).
Strago can learn all three Lores from Trapper, who all normally cast it. If you
haven't met Trapper when you had the chance, and thus have ruined your chances
of seeing them on the Veldt, Strago can learn Lv. 5 Death from Setzer's Joker's
Death due to a quirk in the game data and learn all three Lores on the Floating
Continent from Apocrypha who will cast any of the three Lores as a counter-
attack when it's alone.
Relm can perform all three Lores when Sketching or Controlling certain enemies:
For Lv. 3 Confuse, she can Sketch: Apocrypha, Trapper and Dante.
For Lv. 5 Death, she can Sketch: Dark Force and Trapper.
For Lv. 3 Confuse, she can Control: Apocrypha, Trapper, Dante and Magic Dragon.
For Lv. 4 Flare, she can Control: Apocrypha, Trapper and Magic Dragon.
For Lv. 5 Death, she can Control: Dark Force and Trapper.
Note that while Sketching or Controlling, the only move that will have an effect
on the targets will be casting Lv. 5 Death in a battle against a Dark Force
opponent. All other monsters are immune to the Lores and travel with other
monsters who are also immune to them.
Gogo can either Mimic the attacks or simply add the Rage, Sketch and Lore
options to his array of commands. Control is also an option; set Sketch as a
command and equip the Fake Mustache on Gogo.
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5.0 The Targets
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This is what you're reading the document for, right?
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5.1 The Targets by Lore
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Lv. 3 Confuse
Sand Ray, Alacran, Hornet, Zaghrem, Trillium, Lesser Lopros, Cartagra, Wild Rat,
Doberman, Cloud, Angel Whisper, Living Dead, Vulture, Iron Fist, Rock Wasp,
Gobbledygook, Litwor Chicken, Wyvern, Onion Knight, Sergeant, Mega Armor,
Mag Roader (red), Outcast, Zombie Dragon, Venobennu, Sky Armor, Oceanus, Humpty,
Borghese, Malboro, Skeletal Horror, Coeurl Cat, Caladrius, Ouroboros,
Necromancer, Crawler, Basilisk, Greater Mantis, Vasegiatta, Onion Knight,
Knotty, Tzakmaqiel, Al Jabr, Pluto Armor, Pandora, Parasite, Lunatys, Figaro
Lizard, Level 50 Magic, Muud Suud, Fortis, Ahriman, Dinozombie
Total: 53
Lv. 4 Flare
Wererat, Guard Leader, Magitek Armor, Belmodar, Unseelie, Lesser Lopros,
Cartagra, Wild Rat, Doberman, Cloud, Angel Whisper, Bomb, Living Dead, Aspiran,
Actinian, Fossil Dragon, Harvester, Hill Gigas, Goetia, Bug, Provoker, Antares,
Lich, Adamankary, Venobennu, Sky Armor, Laser Gun (Air Force), Behemoth, Naude,
Cruller, Neck Hunter, Dante, Tentacle (one), Deepeye, Mousse, Gorgimera,
Twinscythe, Coeurl Cat, Crusher, Caladrius, Ouroboros, Necromancer, Chaos
Dragon Leap Frog, Deathgaze, Test Rider, Wizard, Lukhavi, Magna Roader
(yellow), Magna Roader (brown), Psychos, Garm, Covert, Kamui, Wartpuck,
Samurai, Suriander, Schmidt, Alluring Rider, Level 10 Magic, Level 70 Magic,
Great Malboro, Demon Knight, InnoSent, Death Machine, Metal Hitman, Prometheus,
Goddess, Magic (final battle), Zurvan, Dinozombie, Death Rider, Magic Dragon,
Malboro Menace
Total: 74
Lv. 5 Death
Guard, Silver Lobo, Spritzer, Bandit, Leaf Bunny, Darkwind, Gorgias, Cirpius,
Commander, Stray Cat, Chippirabbit, Ghost, Fossil Dragon, Vulture, Iron Fist,
Rock Wasp, Paraladia, Gobbledygook, Veil Dancer, Provoker, Antares, Lich,
Spitfire, Brainpan, Gigantos, Borghese, Malboro, Skeletal Horror, Punisher,
Tumbleweed, Schmidt, Alluring Rider, Lunatys, Figaro Lizard, Dark Force,
Dinozombie
Total: 36
A few conclusions can already be drawn! It's funny how the Lv. 3 Lore has less
viable targets than the Lv. 4 Lore. The reason is that Lv. 3 Confuse, even
on a normally viable will still always miss due to Confusion immunity. Since
there is no such thing as Flare immunity, it beats Lv. 3 Confuse in a fight of
quantity. Also, only a small 31% of the targets vulnerable to Lv. 5 Death
appears in the WoR; it loses a lot of steam there due to ID protection running
rampant there.
Memorized it yet? You have not? Allow me to lay the info out in such a fashion
that it does look presentable.
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5.2 The Targets by Monster
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Guard Death
Silver Lobo Death
Wererat Flare
Spritzer Death
Bandit Death
Guard Leader Flare
Leaf Bunny Death
Darkwind Death
Sand Ray Confuse
Alacran Confuse
Magitek Armor Flare
Hornet Confuse
Belmodar Flare
Unseelie Flare
Zaghrem Confuse
Trillium Confuse
Gorgias Death
Cirpius Death
Lesser Lopros Confuse, Flare
Commander Death
Cartagra Confuse, Flare
Wild Rat Confuse, Flare
Stray Cat Death
Chippirabbit Death
Doberman Confuse, Flare
Ghost Death
Cloud Confuse, Flare
Angel Whisper Confuse, Flare
Bomb Flare
Living Dead Confuse, Flare
Aspiran Flare
Actinian Flare
Fossil Dragon Flare, Death
Vulture Confuse, Death
Iron Fist Confuse, Death
Rock Wasp Confuse, Death
Paraladia Death
Harvester Flare
Hill Gigas Flare
Gobbledygook Confuse, Death
Veil Dancher Death
Goetia Flare
Litwor Chicken Confuse
Wyvern Confuse
Bug Flare
Onion Knight Confuse
Sergeant Confuse
Mega Armor Confuse
Mag Roader Confuse
(red)
Outcast Confuse
Provoker Flare, Death
Zombie Dragon Confuse
Antares Flare, Death
Lich Flare, Death
Adamankary Flare
Venobennu Confuse, Flare
Sky Armor Confuse, Flare
Spitfire Death
Laser Gun Flare
(Air Force)
Brainpan Death
Behemoth Flare
Gigantos Death
Naude Flare
Oceanus Confuse
Humpty Confuse
Cruller Flare
Neck Hunter Flare
Dante Flare
Tentacle Flare
(one)
Deepeye Flare
Mousse Flare
Borghese Confuse, Death
Malboro Confuse, Death
Skeletal Horror Confuse, Death
Punisher Death
Gorgimera Flare
Twinscythe Flare
Coeurl Cat Confuse, Flare
Crusher Flare
Caladrius Confuse, Flare
Ouroboros Confuse, Flare
Necromancer Confuse, Flare
Chaos Dragon Flare
Tumbleweed Death
Leap Frog Flare
Crawler Confuse
Basilisk Confuse
Greater Mantis Confuse
Vasegiatta Confuse
Deathgaze Flare
Test Rider Flare
Wizard Flare
Lukhavi Flare
Magna Roader Flare
(yellow)
Magna Roader Flare
(brown)
Psychos Flare
Garm Flare
Onion Dasher Confuse
Knotty Confuse
Tzakmaqiel Confuse
Covert Flare
Kamui Flare
Wartpuck Flare
Samurai Flare
Al Jabr Confuse
Suriander Flare
Schmidt Flare, Death
Pluto Armor Confuse
Alluring Rider Flare, Death
Pandora Confuse
Parasite Confuse
Lunatys Confuse, Death
Figaro Lizard Confuse, Death
Level 10 Magic Flare
Level 50 Magic Confuse
Level 70 Magic Flare
Dark Force Death
Muud Suud Confuse
Great Malboro Flare
Demon Knight Flare
Fortis Confuse
InnoSent Flare
Ahriman Confuse
Death Machine Flare
Metal Hitman Flare
Prometheus Flare
Goddess Flare
Magic Flare
(final battle)
Zurvan Flare
Dinozombie Confuse, Flare, Death
Death Rider Flare
Magic Dragon Flare
Malboro Menace Flare
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5.3 The effects of Dischord
**********************************
Dischord is a wonderful little Lore that halves a target's effective level for
the duration of a fight. Some interesting points must be made at this juncture:
- Any Level # Lore will hit or miss based on a target's effective level, and
will recognize a target's post-Dischord level rather than its 'actual' level.
- When faced with an odd level, Dischord will round up. A Trapper's level is
normally 19; when struck with Dischord once, its new effective level will be
10.
- Dischord does not normally work on targets that are immune to Instant Death
attacks, though a combination of Vanish and Dischord will (due to a bug) work.
Though fun to employ, the Dischord Lore in tandem with a Level # Lore is not
very useful in most scenarios. The trick works only when the target is already
vulnerable to Instant Death attacks, and Dischord alone is heavier on your MP
than a Death spell. However, Instant Death attacks may miss where neither
Dischord (on a target with no Magic Evasion) nor the successive Level # Lore
will ever miss. Like bringing a girl to your bachelor pad and watching Joss
Whedon films together, it's a two-step strategy that never fails.
For the curious, here is a list of targets that, after a Dischord Lore, are
vulnerable to a Lv. 5 Death attack where they previously were not:
Zaghrem, Trillium, Trapper, Flan, General, Lenergia, Chaser, Death Warden,
Garm, Proto Armor, Angler Whelk (Shell), Cloudwraith, Exoray, Bogy, Al Jabr,
Pluto Armor, Pandora, Parasite, Io, Slagworm, Behemoth King (undead), Lanworm,
Daedalus, Flan Princess and Dark Behemoth.
Of those, Death Warden, Angler Whelk (Shell), Io, Slagworm, Behemoth King,
Landworm, Daedalus, Flan Princess and Dark Behemoth are the ones that may
outlast a few attacks. Death Warden, Slagworm and the undead Behemoth King will
only use their frightful counterattacks when damaged, so the Dischord Lore will
not provoke them. Lv. 5 Death cannot be made to kill the other part of the
Angler Whelk creature, so you cannot obtain two Dragon Claws with this strategy,
sadly. Versus the two GBA-exclusive creatures, Flan Princess and the Dark
Behemoth, Dischord will lead to nasty counters, so a Banish spell will serve
you better.
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5.4 The Targets by Area
**********************************
So how does this apply to normal in-game usage? The Level # Lores are multi-
target, so instead of just giving the info, a true dedicated Guide should
point out groups of monsters and locations where a certain Lore is useful.
Here we go:
Everything in WoB Narshe and in the grasslands around it can be killed using
Lv. 5 Death. The only exception to this rule is Wererat, which is level 4, hence
you should pick Lv. 4 Flare. 22 MP to kill a group of the weakest monsters in
the game is overkill, but it will work. Guard Leader can be destroyed with Lv. 4
Flare, which is a fun yet useless fact should you encounter it on the Veldt. It
lives there now, in shame.
The WoB desert around Figaro Castle is a good place to use Lv. 3 Confuse against
level 6 Sand Ray and Alacran. Magitek Armor falls against Lv. 4 Flare.
Belmodar and Unseelie fall to Lv. 4 Flare.
Zaghrem and Trillium can be hit by Lv. 3 Confuse, and Gorgias and Cirpius are
vulnerable to the Lv. 5 Death spell. This comes in remotely handy against that
Cirpius x3, Gorgias monster formation.
Lv. 4 Flare kills most anything on the Phantom Train once its name isn't Ghost,
Oversoul or Apparition (Ghost falls to Lv. 5 Death).
The Doberman enemies guarding a chest in the Imperial Camp are vulnerable to
both Lv. 3 Confuse and Lv. 4 Flare. Though it is impossible to bring Strago to
this location, the Doberman dog will HOUND the Veldt afterwards. Oh, the wit.
Actinion and Aspiran fall to Lv. 4 Flare, but it might not even be a good idea
to cast it as Aspiran will rarely counter anything which isn't the Attack
command with Gigavolt, even if the attack is fatal.
Wild Rats can be killed with Lv. 4 Flare or confused by Lv. 3 Confuse.
The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters
who shouldn't be laughing at Lv. 5 Death. Bloodfang is immune, but all others
will perish. Where's Strago when you need him?
Goetia enemies are vulnerable to Lv. 4 Flare, which is good 'cause they suck.
Mega Armor, Commando and Pipsqueak fall to Lv. 3 Confuse.
Litwor Chicken and Wyvern are vulernable to Lv. 3 Confuse, though you may want
to watch out with confusing Litwor Chickens; they'll start casting Quake, and
they don't care who they hit.
The monsters in the first two "rooms" of the Cave to the Sealed Gate all suffer
from both Lv. 4 Flare and Lv. 5 Death. Take your pick, at these levels the Lv. 4
Flare spell means death anyway. Lv. 3 Confuse can be used to keep both Outcast
and Zombie Dragon enemies at bay. This location may be off-limits as soon as
Strago joins your team, but they'll still appear on the Veldt.
Adamankary and Venobennu fall to Lv. 4 Flare, and with Strago in your party you
finally have means to cast it with. Or you would have, could you have taught
Strago these spells by now. Which you can't.
Finally, this is when Strago is able to learn the Lv. # Lores on the Veldt!
Sky Armor falls to Lv. 4 Flare (and Lv. 3 Confuse) and Spitfire falls to Lv. 5
Death. It might even be a good idea to cast Lv. 5 Death in a Spitfire x2, Sky
Armor battle.
Gigantos falls to Lv. 5 Death. If Strago isn't dead when his triple !Throat Jab
has inflicted suffering upon your party, cast it to win. Behemoth falls to
Flare. Especially a monster formation of two Behemoth monsters is a good time
to cast this spell; not only do two Behemoths have enough power to actually
kill a well-prepared, suitably leveled party, they can even catch you in a
Pincer. Lv. 4 Flare will hit both targets regardless for very respectable
damage.
Naude falls to Lv. 4 Flare, although a simple Imp spell will work faster and
be cheaper.
The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet
Oceanus (Confuse) and then enter the Cave of Figaro WoR style. Everything but
Humpty here will feel the effects of Lv. 4 Flare.
Deepeye and Mousse, sometimes appearing together or in groups all fall to Lv. 4
Flare. Especially Deepeye x6 can be a nice formation to be the receiving end
of the spell, mostly for kicks. It's the only formation in the game where you
can target 6 enemies with the spell.
Skeletal Horror, Borghese and Malboro all die from Lv. 5 Death. Borghese is a
monster you will be taking out ASAP, and since bringing Strago here as soon as
you get him is a good idea (Bad Breath), this is a very respectable option.
The Crawler are everywhere in the WoR, so knowing that Lv. 3 Confuse equals a
Noiseblaster against them is a good thing to know. Greater Mantis also feels
the effects of this spell. Slagworms in the desert near Maranda can be safely
hunted and killed with Dischord/Lv. 5 Death; Slagworms will not use Sandstorm
when struck with Dischord, so no worries.
Twinscythe can be annoying with their Death protection and respectable amounts
of HP, so Lv. 4 Flare will be nice to cast against them. Note that the elusive
Gorgimera is also vulnerable. It's likely that it's not Strago that will be
taking advantage of this weakness, but Gau (the brown Magna Roader Rage casts
it). Death Warden, the monster in the box, may be taken out with a combination
of Dischord and Lv. 5 Death, and since Death Warden only counters when damaged
Strago (or Gogo) need not fear any extra Death spells cast. The undead Behemoth
King may also be defeated with that Lore combo.
Caladrius, Coeurl Cat and Crusher, often appearing in groups (especially the
Caladrius x2, Crusher x2, Coeurl Cat monster formation), all fall to Lv.4 Flare.
Only Gogo and Gau can cast it here, but it'll be a good option (it's a better
version of Grand Delta before you even have Strago!).
Finally a simply GREAT place to cast one of the Lores: Everything in Narshe,
including both mines, is vulnerable to Lv. 4 Flare.
Once you step into Umaro's Cave Lv. 4 Flare will fail miserably, but Lv. 3
Confuse will take care of Tzakmaqiel, Onion Dasher and Knotty alike.
Chaos Dragon, Necromancer and Ouroburos all fall to Flare. Ouroburos' massive
Magic Defense won't help against the barrier-piercing nature of the spell, so
even in a LLG this move will take care of one right away.
In Cyan's dream, most enemies are vulnerable to at least one of the three Lores:
Alluring Rider, Samurai, Suriander and Schmidt are vulnerable to Lv. 4 Flare,
Alluring Rider, Pandora and Schmidt to Lv. 5 Death and Pandora, Parasite, Al
Jabr and Pluto Armor are susceptible to Lv. 3 Confuse. Io can be destroyed by a
combination of Dischord and Lv. 5 Death, if you're so inclined.
Figaro Lizard and Lunatys both fall to Lv. 3 Confuse and Lv. 5 Death. The latter
is great way of abusing the lack of Death protection if you don't have access to
anything but the normal Death spell.
The Final dungeon houses quite a few enemies, and some of them are vulernable
to one of the Lores. Checking the monster-specific section will help you there.
The least unimportant one here is Goddess, who falls to Lv. 4 Flare. Since
her inherent Shell makes her resistant to most magical attacks, those of you
who brought a Strago without Grand Delta to the fight (i.e. nobody) will be
pleased to find this option possibly present.
In the Final battle, the only part vulnerable to any of these spells is Magic,
who'll suffer from Lv. 4 Flare. Hardly worth the cast in this fight, especially
once you consider that Grand Delta should be in your arsenal already, but if you
want to exploit the knowledge you gained by reading this Guide, be my guest.
GBA-exclusive enemies are learned from this guide, taking great care in
avoiding the bad levels. Some have goofed off in Level # Lore 101, though:
Zurvan, Death Rider, Magic Dragon and Malboro Menace all fall to Lv. 4 Flare,
and Dinozombie is a worthy target for all three of the # Lores! Both the Flan
Princess enemies and the Dark Behemoth are vulnerable to a combination of
Dischord and Lv. 5 Death, but it's not an ideal strategy; Flan Princess come
in groups of five, each needs a Dischord Lore and each may counter that Dischord
Lore with a 33% shot at an Entice counterattack. The Dark Behemoth may counter
the Dischord Lore with !Heave and will counter the Lv. 5 Death Lore with either
a Meteor (66%) or Ultima (33%) spell. All of those counterattacks can be
avoided with one succesful Banish spell.
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6.0 The Verdict:
**********************************
Lv. 3 Confuse (53 possible targets)
Lv. 3 Confuse, among Transfusion, Self-Destruct and Roulette, can be thrown on
the heap of Lores which aren't worth your time and/or attention in this game.
While I'm sure there are several places where this spell can come in handy in a
Strago SCC where you prohibited using Magic, Cait Sith's Cat Rain is equally
expensive on your MP (both cost 28 MP) and will not check for levels. And it
goes without mentioning that Noiseblaster blows either of them away, so while
Lv. 3 Confuse can be annoying when targeted against you, and is in fact an
interesting concept, the attack can be completely ignored without running in ANY
situation where you wished you would've had it.
Lv. 4 Flare (74 possible targets)
Lv. 4 Flare is the strongest Lore you have when talking multiple targets and
ignoring elemental attributes. It's a good bet against a double Behemoth, it
will make a good Deathgaze slayer, can clean out large parts of Owzer's Mansion,
the Phoenix Cave and WoR Narshe and can create some havoc among other enemies.
The heavy toll it takes on your MP might not be nice, especially in the WoB, but
note that you'll have a powerful attack on your hands when you manage to land
it on a suitably leveled target. An interesting note is that Lv. 4 Flare is
not as powerful as Grand Delta versus a single target, but IS more powerful
versus multiple targets.
Lv. 5 Death (36 possible targets)
Lv. 5 Death has the smallest crowd of possible targets, and among them is an
embarrassing amount of low-level WoB critters you might as well take out with
your Bioblaster. There are some situations where it's nice to have Lv. 5 Death,
though: While you can't have Strago in the Cave of the Sealed Gate, its
inhabitants will haunt the Veldt later on and especially Lich can be a
formidable threat when you're scouting for Rages and Lores of the Veldt once
you do have Strago. Lv. 5 Death is not at all expensive once looking at its
nature, so using it against Spitfire will be wise. Gigantos will be the last
good target to use Lv. 5 Death on; it'll kill him once you cast it, no questions
asked. In the WoR the amount of monsters with Death protection will be stellar
in comparison, so you can kiss Lv. 5 Death goodbye (especially considering
Oblivion, Blaster, Banish and other such multi-target instant-death attacks).
**********************************
7.0 The Thanks
**********************************
Master ZED for the attack descriptions.
Assassin17 for inspiring the creation of the Guide, and inspiring an update
over three years later. And, according to assassin's own words:
Contemptus, for inspiring assassin to mention the post which led to the
document.
DiscoGodOfThe2ndAge hails from Funkytown; We are Family. His notes on
Dischord made it even more troublesome for monsters to be Stayin' Alive in
the face of Strago's mighty Lores. A real Daddy Cool, this DiscoGodOfThe2ndAge,
and That's The Way (I Like it).
**********************************
Disclaimer and legal necessities
**********************************
This was written in 2005/2006, by Djibriel and is copyrighted by me. You can
contact me at djibriel at gmail dot com if you desire to lay praise on me, or
wish for my real-life contact information so you can send me money or your
children.
You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
then personal use without my explicit permission.
You are unauthorized to throw me into a volcano after an epic struggle between
good and evil without my explicit permission.
All rights reserved.