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    Level # Lore Guide by Djibriel

    Version: 1.4 | Updated: 06/15/11 | Search Guide | Bookmark Guide

    The Level # Lore Guide
    Version 1.4
    Djibriel, Januari 2006
    "Why did it take so long for us to learn, that the measurements of the great
    pyramid in numbers are the same as the Earth's circumference? Number symbols.
    Numbers tell all. Numbers from Nibiru. From Pleiadians." 
    - 4Hero, Creating Patterns (Twelve Tribes)
    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
     5.4  The Targets by Area
    6.0  The Verdict
    7.0  The Thanks
    No number: Disclaimer
     1.0 Version History
    - Version 1.4 (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 L.5 Doom. I added a section talking about it, because this
          document obviously wasn't lengthy enough.
    - Version 1.3 (05/30/2010)
          A minor revision by all accounts. 
    - Version 1.2  (11/30/2009)
          Assassin17 is awesome. 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 tripping over cows in a 
          clown suit had I not figured I might just as well update this thing. 
    - Version 1.1  (1/8/2006)
          GameFAQs style! Fit everything within the 80-character limit, made the
          lay-out consistent with my other documents and just kinda cleaned up the
          entire document. The most noticeable change would be an entirely new
          Intro; the previous one was boring but good enough for the backwater
          location at the time; this one is a lot more interesting and should be
          better suited to the crowds that have come to expect a gem since the
          release of the Sketch Guide. 
    - Version 1.0  (??/??/2005)
          Initial Release. Or upload, anyway. Wrote it, dumped it on Collapse of
          Heaven and Earth, and kinda forgot about it. 
     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 L.5 Doom attack!" will be the
    first thought shooting through your head? Not very, I say. So here's the guide
    to satisfy that very aspect of the game.
    This Guide includes all monsters susceptible to L.3 Muddle, L.4 Flare and L.5
    Doom. I have not included L? Pearl as its hit-or-miss nature depends entirely
    on your amount of GP, 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 Muddle and Death 
    protection where applicable. Bosses who are vulnerable to a move yet could never
    have been targeted with it (you can't use L.4 Flare when fighting Vargas) have
    not been listed. 
     3.0 The Attacks
    L.5 Doom
    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 Doom spell:
    Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't 
    check for Stamina, doesn't restore undead. 
    L.4 Flare
    Hits all enemies, both sides
    MP cost: 42
    Bat. Pwr: 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 a Battle Power of 60).
    L.3 Muddle
    Hits all enemies, both sides
    MP cost: 28
    Causes Muddled
    Hits those with a level that is a multiple of 3
    Differences with the Muddle spell:
    Multi-target, not vulnerable to Runic, not Reflectable, unblockable.
     4.0 The Casters
    Gau can cast L.3 Muddle when performing the Rages of either Apokryphos, Trapper
    or Dante. The wild child can cast L. 4 Flare when performing the Rage of Mag 
    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 L.5 Doom from Setzer's Joker Doom
    due to a quirk in the game data and learn all three Lores on the Floating
    Continent from Apokryphos 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 L.3 Muddle, she can Sketch: Apokryphos, Trapper and Dante.
    For L.5 Doom, she can Sketch: Dark Force and Trapper.
    For L.3 Muddle, she can Control: Apokryphos, Trapper and Dante.
    For L.4 Flare, she can Control: Apokryphos and Trapper.
    For L.5 Doom, 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 L.5 Doom 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 FakeMustache on Gogo. 
     5.0 The Targets
    This is what you're reading the document for, right?
     5.1 The Targets by Lore
    L.3 Muddle
    Orog, Hazer, Rain Man, Brawler, Whisper, Osteosaur, Steroidite, Doberman, 
    Pterodon, Vulture, Harpy, Hornet, Trilium, Trilobiter, ChickenLip, Pipsqueak, 
    Sky Armor, Ing, Humpty, Boxed Set, Figaliz, Crawler, Sand Ray, Areneid, 
    Mad Oscar, Iron Fist, Wild Cat, Wyvern, Zombone, Mind Candy, Uroburos, Geckorex,
    PlutoArmor, Tomb Thumb, Scullion, Pan Dora, Mag Roader (red), Parasite,
    Latimeria, StillGoing, Commando, Poppers, Vindr, Kiwok, Mantodea, Gabbldegak,
    Fortis, Abolisher, Wild Rat, Veteran, Mega Armor
    Total: 51
    L.4 Flare
    Samurai, Hazer, Whisper, Were-Rat, Rhinotaur, Doberman, Suriander, Behemoth, 
    Pterodon, FossilFang, Trilobiter, Reach Frog, M-TekArmor, Sky Armor, Cruller, 
    Harvester, Bomb, HadesGigas, Aspik, Actaneon, Marshal, Covert, Ogor, Apparite, 
    Wild Cat, Wart Puck, Rhyos, Toe Cutter, Crusher, Uroburos, Sky Cap, Test Rider, 
    Deep Eye, GreaseMonk, NeckHunter, Critic, Coelecite, StillGoing, Hemophyte, 
    Wizard, Vindr, Nastidon, Vermin, Adamanchyt, Dante, Psychot, Muus, Chaos Drgn, 
    Lich, Mag Roader (yellow), Bug, Abolisher, Necromancr, Mag Roader (brown), Wild 
    Rat, Innoc, Red Wolf, Sky Base, IronHitman, Prometheus, Doom Gaze, Goddess, 
    Laser Gun, Magic, Naughty
    Total: 65
    L.5 Doom
    Guard, Orog, Dark Force, Osteosaur, Commander, Leafer, Stray Cat, Lobo, 
    FossilFang, Dark Wind, Vulture, TumbleWeed, Vaporite, Brainpan, Repo Man, Boxed 
    Set, SlamDancer, Figaliz, Ghost, Mad Oscar, Iron Fist, Apparite, Rhobite, 
    Tusker, Cirpius, Mind Candy, Over Grunk, Sky Cap, Critic, Gigantos, Coelecite, 
    Punisher, Gabbldegak, Spit Fire, Lich
    Total: 35
    A few conclusions can already be drawn! It's funny how the L.3 Lore has less
    viable targets than the L.4 Lore. The reason is that L.3 Muddle, even
    on a normally viable will still always miss due to Muddle immunity. Since
    there is no such thing as Flare immunity, it beats L.3 Muddle in a fight of
    quantity. Also, only a small 29% of the targets vulnerable to L.5 Doom
    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:
     5.2 The Targets by Monster
    Guard            Doom
    Lobo             Doom
    Were-Rat         Flare
    Repo Man         Doom
    Vaporite         Doom
    Marshal          Flare
    Leafer           Doom
    Dark Wind        Doom
    Sand Ray         Muddle
    Areneid          Muddle
    M-TekArmor       Flare
    Hornet           Muddle
    Rhinotaur        Flare
    GreaseMonk       Flare
    Brawler          Muddle
    Trilium          Muddle
    Tusker           Doom
    Cirpius          Doom
    Pterodon         Muddle, Flare
    Commander        Doom
    Trilobiter       Muddle, Flare
    Wild Rat         Muddle, Flare
    Stray Cat        Doom
    Rhobite          Doom
    Doberman         Muddle, Flare
    Ghost            Doom
    Whisper          Muddle, Flare
    Bomb             Flare
    StillGoing       Muddle, Flare
    Hazer            Muddle, Flare
    Aspik            Flare
    Actaneon         Flare
    FossilFang       Flare, Doom
    Vulture          Muddle, Doom
    Iron Fist        Muddle, Doom
    Over Grunk       Doom
    Mind Candy       Muddle, Doom
    Harvester        Flare
    HadesGigas       Flare
    SlamDancer       Doom
    Gabbldegak       Muddle, Doom
    Vermin           Flare
    Bug              Flare
    ChickenLip       Muddle
    Wyvern           Muddle
    Mega Armor       Muddle
    Commando         Muddle
    Pipsqueak        Muddle
    Mag Roader       Muddle
    Coelecite        Flare, Doom
    Apparite         Flare, Doom
    Lich             Flare, Doom
    Ing              Muddle
    Zombone          Muddle
    Adamanchyt       Flare
    Abolisher        Muddle, Flare
    Sky Armor        Muddle, Flare
    Spit Fire        Doom
    Laser Gun        Flare
    (Air force)
    Gigantos         Doom
    Behemoth         Flare
    Brainpan         Doom
    Naughty          Flare
    Latimeria        Muddle
    Dante            Flare
    Cruller          Flare
    NeckHunter       Flare
    Humpty           Muddle
    Deep Eye         Flare
    Muus             Flare
    Osteosaur        Muddle, Doom
    Mad Oscar        Muddle, Doom
    Orog             Muddle, Doom
    Crawler          Muddle
    Mantodea         Muddle
    Reach Frog       Flare
    Geckorex         Muddle
    Tumbleweed       Doom
    Doom Gaze        Flare
    Punisher         Doom
    Rhyos            Flare
    Toe Cutter       Flare
    Vindr            Muddle, Flare
    Wild Cat         Muddle, Flare
    Crusher          Flare
    Red Wolf         Flare
    Nastidon         Flare
    Test Rider       Flare
    Mag Roader       Flare
    Mag Roader       Flare
    Wizard           Flare
    Psychot          Flare
    Kiwok            Muddle
    Tomb Thumb       Muddle 
    Poppers          Muddle
    Chaos Drgn       Flare
    Necromancr       Muddle, Flare
    Uroburos         Muddle, Flare
    Covert           Flare
    Ogor             Flare
    Wart Puck        Flare
    Critic           Flare, Doom
    Pan Dora         Muddle, Doom
    Parasite         Muddle
    Samurai          Flare
    Suriander        Flare
    Rain Man         Muddle
    PlutoArmor       Muddle
    Sky Cap          Flare, Doom
    Figaliz          Muddle, Doom
    Boxed Set        Muddle, Doom
    Harpy            Muddle
    Hemophyte        Flare
    Steroidite       Muddle
    Evil Oscar       Flare
    IronHitman       Flare
    Veteran          Muddle
    Dark Force       Doom
    Fortis           Muddle
    Scullion         Muddle
    Sky Base         Flare
    Innoc            Flare
    Prometheus       Flare
    Goddess          Flare
    Magic            Flare
    (final battle)
     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
    - 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 Doom spell. However, Instant Death attacks may miss where neither 
    Dischord (on a target with no MBlock%) 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 L.5 Doom attack where they previously were not:
    Brawler, Trilium, Trapper, Flan, General, Gobbler, Chaser, Allo Ver, Garm, 
    ProtoArmor, Presenter (Shell), PowerDemon, Exoray, Bogy, Rain Man, PlutoArmor, 
    Pan Dora, Parasite, Io, Hoover, SrBehemoth (undead), Land Worm and Didalos
    Of those, Allo Ver, Presenter (Shell), Io, Hoover, SrBehemoth, Land Worm and
    Didalos are the ones that may outlast a few attacks. Allo Ver, Hoover and
    SrBehemoth will only use their frightful counterattacks when damaged, so the
    Dischord Lore will not provoke them. L.5 Doom cannot be made to kill the 
    other part of the Presenter creature, so you cannot obtain two Dragon Claws
    with this strategy, sadly. 
     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 
    L.5 Doom. The only exception to this rule is Were-Rat, which is level 4, hence
    you should pick L.4 Flare. 22 MP to kill a group of the weakest monsters in the
    game is overkill, but it will work. Marshal can be destroyed with L.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 L.3 Muddle against 
    level 6 Sand Ray and Areneid. M-Tek Armor falls against L.4 Flare. 
    Rhinotaur and GreaseMonk fall to L.4 Flare. 
    Tusker and Cirpius are vulnerable to the L.5 Doom spell. This comes in remotely 
    handy against that Cirpius x3, Tusker monster formation.
    L.4 Flare kills anything on the Phantom Train once its name isn't Ghost (who 
    falls to L.5 Doom). 
    The Doberman enemies guarding a chest in the Imperial Camp are vulnerable to 
    both L.3 Muddle and L.4 Flare. Though it is impossible to bring Strago to this
    location, the Doberman dog will HOUND the Veldt afterwards. Oh, the wit.
    Actaneon and Aspik fall to L.4 Flare, but it might not even be a good idea to 
    cast it as Aspik will rarely counter anything which isn't the Fight command 
    with Giga Volt, even if the attack is fatal.
    Wild Rats can be killed with L.4 Flare or confused by L.3 Muddle.
    The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters 
    who shouldn't be laughing at L.5 Doom. Red Fang is immune, but all others will 
    perish. Where's Strago when you need him?
    Vermin enemies are vulnerable to L.4 Flare, which is good 'cause they suck.
    Chickenlip and Wyvern are vulnerable to L.3 Muddle, though you may want to
    watch out with confusing Chickenlips; they'll start casting Quake, and they 
    don't care who they hit.
    Mega Armor, Commando and Pipsqueak fall to L.3 Muddle. 
    The monsters in the first two "rooms"  of the Cave to the Sealed Gate all suffer
    from both L.4 Flare and L.5 Doom. Take your pick, at these levels the L.4 Flare
    spell means death anyway. L.3 Muddle can be used to keep both Ing and Zombone
    enemies at bay. This location may be off-limits as soon as Strago joins your
    team, but they'll still appear on the Veldt. 
    Adamanchyt and Abolisher fall to L.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 L.# Lores on the Veldt, or
    learn L.5 Doom from Setzer. Trappers are where it's at.
    Sky Armor falls to L.4 Flare (and L.3 Muddle) and Spit Fire falls to L.5 
    Doom. L.4 Flare kills the Spit Fire, so you can pick your opponents here. If
    your party is otherwise ill-prepared to take on the Imperial Air Force, these
    attacks can really help out.
    On the Floating Continent, you can once again easily learn all three Lores here
    described, this time from Apokryphos. Gigantos falls to L.5 Doom. 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. L.4 Flare will hit both targets regardless 
    for very respectable damage. 
    Naughty falls to L.4 Flare, although a simple Imp spell will work faster and 
    is cheaper.
    The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet 
    Latimeria (Muddle) and then enter the Cave of Figaro WoR style. Everything but 
    Humpty here will feel the effects of L.4 Flare.
    Deep Eye and Muus, sometimes appearing together or in groups all fall to L.4 
    Flare. Especially Deep Eye x6 can be a nice formation to be the receiving end 
    of the spell. 
    Osteosaur, Orog and Mad Oscar all die from L.5 Doom. Orog is a monster you will
    be taking out ASAP, and since bringing Strago here as soon as you get him is a
    good idea (Sour Mouth), this is a very respectable option. 
    The Crawler are everywhere in the WoR, so knowing that L.3 Muddle equals a 
    NoiseBlaster against them is a good thing to know. Mantodea also feels the 
    effects of this spell. Hoovers in the desert near Maranda can be safely hunted
    and killed with Dischord/L.5 Doom; Hoovers will not use Sand Storm when struck
    with Dischord, so no worries. 
    Toe Cutter can be annoying with their Death protection and respectable amounts 
    of HP, so L.4 Flare will be nice to cast against them. Note that the elusive 
    Rhyos is also vulnerable. It's likely that it's not Strago that will be taking
    advantage of this weakness, but Gau (the brown Mag Roader Rage casts it). Allo
    Ver, the monster in the box, may be taken out with a combination of Dischord
    and L.5 Doom, and since Allo Ver only counters when damaged Strago (or Gogo)
    need not fear any extra Doom spells cast. The undead SrBehemoth may also be
    defeated with that Lore combo. 
    Vindr, Wild Cat and Crusher, often appearing in groups (especially the Vindr 
    x2, Crusher x2, Wild Cat monster formation), all fall to L.4 Flare. Only Gogo 
    and Gau can cast it here, but it'll be a good option (it's a better version of
    GrandTrain 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 L.4 Flare. 
    Once you step into Umaro's Cave L.4 Flare will fail miserably, but L.3 Muddle 
    will take care of Kiwok, Tomb Thumb and Poppers alike. 
    Chaos Drgn, Necromancr and Uroburos all fall to Flare. Uroburos' 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:
    Critic, Samurai, Suriander and Sky Cap are vulnerable to L.4 Flare, Critic,
    Pan Dora and Sky Cap fall to L.5 Doom and Pan Dora, Parasite, Rain Man and
    PlutoArmor are susceptible to L.3 Muddle. Io can be destroyed by a combination
    of Dischord and L.5 Doom, if you're so inclined. 
    Figaliz and Boxed Set both fall to L.3 Muddle and L.5 Doom. The latter is great
    way of abusing the lack of Death protection if you don't have access to anything
    but the normal Doom spell. 
    The Final dungeon houses quite a few enemies, and some of them are vulnerable 
    to one of the Lores. Checking the monster-specific section will help you there. 
    The least unimportant one here is Goddess, who falls to L.4 Flare. Since
    her inherent Shell makes her resistant to most magical attacks, those of you
    who brought a Strago without GrandTrain 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 L.4 Flare. Hardly worth the cast in this fight, especially 
    once you consider that GrandTrain should be in your arsenal already, but if you 
    want to exploit the knowledge you gained by reading this Guide, be my guest. 
     6.0 The Verdict:
    L.3 Muddle (51 possible targets)
    L.3 Muddle, among Pep Up, Spiraler, Exploder 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, Stray'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
    L.3 Muddle 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. 
    L.4 Flare (65 possible targets)
    L.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 Doom Gaze 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 L.4 Flare is
    not as powerful as GrandTrain versus a single target, but IS more powerful
    versus multiple targets.
    L.5 Doom (35 possible targets)
    L.5 Doom 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 Bio Blaster. There are some situations where it's nice to have L.5 Doom,
    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. L.5 Doom is not at all expensive once looking at its nature,
    so using it against Spit Fire will be wise. Gigantos will be the last good
    target to use L.5 Doom 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 L.5 Doom goodbye (especially considering Cleave,
    Blaster, X-Zone and other multi-target instant-death attacks). 
     7.0 The Thanks
    Master ZED for the attack descriptions.
    Assassin17 for inspiring the creation of the Guide. And, according to 
    assassin's own words:
    Contemptus, for inspiring assassin to mention the post which led to the 
    DiscoGodOfThe2ndAge is my Boogie Man, hailing from Funkytown. 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
    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.

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