PPPP U U ZZZZZ ZZZZZ L EEEEE QQQ U U EEEEE SSSS TTTTT P P U U Z Z L E Q Q U U E S T : PPPP U U Z Z L EEEEE Q Q Q U U EEEEE SSS T P U U Z Z L E Q QQ U U E S T : P UUU ZZZZZ ZZZZZ LLLLL EEEEE QQQQ UUU EEEEE SSSS T CCCC H H AAA L L EEEEE N N GGGG EEEEE OOO FFFFF C H H A A L L E NN N G E O O F C HHHHH AAAAA L L EEEEE N N N G GGG EEEEE O O FFFF C H H A A L L E N NN G G E O O F CCCC H H A A LLLLL LLLLL EEEEE N N GGG EEEEE OOO F TTTTT H H EEEEE W W AAA RRRR L OOO RRRR DDDD SSSS T H H E W W A A R R L O O R R D D S T HHHHH EEEEE W W W AAAAA RRRRR L O O RRRRR D D SSS T H H E W W W A A RRR L O O RRR D D S T H H EEEEE W W A A R RR LLLLL OOO R RR DDDD SSSS ---------1---------2---------3---------4---------5---------6---------7--------- v1.00 By: DoubleStriker73 email: twinstrikers73@yahoo.com (Subject line must have "Knight Puzzle" somewhere in your subject line or I'm not reading it.) ---------1---------2---------3---------4---------5---------6---------7--------- Table of Contents (If you want to skip directly to any point in the FAQ, use Ctrl+F, type in the bracketed section of where you want to go, and hit "Find") 1) Introduction [INTR] 2) Legal Information [LEIO] 3) Knight Spells and Recommended Monster Spells [VYSP] A: Knight Spells [SKWL] B: Recommended Monster Spells [LCMS] C: Known Knight Loops [YCHM] 4) Tactical Strategies as a Knight [TSAK] A: Your Equipment [KEOS] B: Building Exp. [N&HE] C: Fighting as a Knight [FASK] 5) Credits [CRDU] 6) Version Updates [VRUD] ---------1---------2---------3---------4---------5---------6---------7--------- 1) Intorduction [INTR] Welcome, young Squire-in-training! This Knight FAQ will guide you through all the twists and turns that you'll encounter in your adventures. Remember, it's a far more chaotic field outside of the walls of Bartonia! If you're not a Knight, many of these strategies detailed within will NOT work with your Wizard/Druid/Warrior, so use a Knight for best results! If I forgot something/made a blatant typo/have more info to share, go send it to my E-Mail above. Don't forget to put "Knight Puzzle" in the subject line or I'm sending it to the spam pile! ---------1---------2---------3---------4---------5---------6---------7--------- 2) Legal Information [LEIO] Copyright 2007 As of this current version, only two sites are allowed to host this FAQ: 1) GameFAQs 2) Infinite Interactive If anyone finds this FAQ anywhere other than these two sites, please notify me ASAP. This FAQ is of the author's property and should not be reproduced under any circumstances without the author's advance permission. Any usage of this FAQ on any other site or as any part of public display (magazine, newspapaer, etc.) is strictly prohibited and will result in a violation of copyright. We don't want a lot of loony lawsuits on the legal system. It's already burdened as is. All trademarks and copyrights belong to their respective owners. All rights reserved. ---------1---------2---------3---------4---------5---------6---------7--------- 3) Knight Spells and Recommended Monster Spells [VYSL] For a complete list of spells, please refer to the following link: http://www.onewhowaits.com/puzzlequest/spells.html Since all spells (as well as items and runes) are detailed above, I'll merely list all the spells that the Knight can learn, and any notable spells that can be learned from monsters that a Knight can use to great effect. The spells will be arranged according to this format: Name: The name of the spell. Level learned at/Monster learned from: The level or monster that you'll need to attain to get access to this spell (either immediately or through research) Description: What the spell will do. Cost: The amount and type(s) of mana spell consumes to cast Recommended by (only for monster spells): Who gave this spell the thumbs up Notes: Any info and opinions by any users (either me or any other players) on the usefulness of this spell. Rating: Done in an "out of 10" format. Also user opinionated. A: Knight Spells [SKWL] Name: Thrust Level learned: 1 (You start with this. Other classes must learn from a Knight monster) Description: Destroys a single targeted gem, gaining its effects. Cost: 6 Fire, 6 Water (9 Fire, 9 Water for Knight-researched version) Notes: DS73: Thrust is an okay early-use spell. It can help by destroying that pesky gem preventing a column of four gems or a row of five from matching. Charge! destroys a whole row, which would still allow the vertical match, but would screw over a horizontal match. This spell destroys only one, however, so destructive capabilites are limited. You can make lots of dumb dialogue with this spell, though. :D Rating: DS73: 6/10 Name: Divine Right Level learned: 2 (Other classes learn from Knight) Description: Destroys all purple stars in play, gaining their effects. Cost: 6 Air, 6 Water (9 Air, 9 Water for Knight-researched version) Notes: DS73: Damn useful spell. This facilitates experience-gathering and opens up a stagnant board. However, this spell only has a major effect with at least 10 purple stars in play. Even then, you may still get screwed by the random drops. Still a great spell (until you hit Lv. 50, of course). Rating: DS73: 8/10 Name: Challenge Level learned: 3 Description: Damage to both players increased by 50%. Your turn doesn't end if you have at least 15 Yellow Mana when the spell is cast. Cost: 6 Fire, 6 Air Notes: DS73: I ditched this one. This spell is risky, especially in the early levels when a few screw-ups could cost you the battle. It's okay if you don't expect any skull matches from your opponent, but I still don't like it. You may get killed on a bad drop. However, if you manage to get some skull drops while this spell is in effect, have at it and inflict some carnage. :D Rating: DS73: 3/10 Name: Stun Level learned: 4 Description: Makes your enemy lose a turn, and inflicts 5 damage, plus 1 for every 8 Red Mana in your reserves when this spell is cast. Cost: 6 Earth, 5 Fire Notes: DS73: You better spam this spell a lot. This is the Knight's lifeblood, and it saved many a Knight from defeat. You'll do amazingly well by keeping this in your list at all times. The only veritable complaint I could wage would be the resistances, but since few enemies have a resistance against Earth or Fire mana spells high enough to speak of (at least 20%), I think it's hardly an argument. That said, this spell will help clear the path for you when you're stuck and would be forced to make some bad choices. Plus, out of all the spells that make your enemy lose a turn, this is the cheapest one, cost-wise. Rating: DS73: 10/10 Name: Trample Level learned: 5 (Others must learn from a Centaur) Description: Inflicts damage equal to half your Green Mana in reserve to the enemy. This will inflict at least 1 point of damage. Cost: 7 Earth, 7 Fire (10 Earth, 10 Fire for Centaur-researched version) Notes: DS73: You won't use this much without a LOT of Earth Mana stored up. You won't achieve high reserves without putting points to Earth Mastery, and you don't want to waste Lv. Up points on its high cost-to-stat ratio. This spell also drains mana from your Stun spell reserves, which you'll need in a pinch. Oh, and when you cast the spell, the mana that's needed to cast it won't get counted in inflicting the damage. Rating: DS73: 4/10 Name: Favor Level learned: 7 Description: Gives a 50% chance of adding 1 Life Point for each exp. point gained. This effect lasts for 8 turns, plus 1 for every 6 Air Mana in reserve when the spell is cast. Cost: 6 Air, 8 Water Notes: DS73: When used in tandem with Knight Lord/Promotion/Both and followed by Divine Right, you can recover from a severe blow and fight back with confidence! To assist in your efforts, Stun first and keep it running until the combo is complete. Just be warned that you may recover less Life than you really need. If you keep killing the enemy when you still have half of your life left, you won't really need this spell. You'll REALLY not need the spell if your Morale is at least 150. :p Rating: DS73: 8/10 Name: Courage Level learned: 8 Description: Removes all status effects on you. Your turn doesn't end if you have at least 10 Water Mana when the spell is cast. Cost: 2 Fire, 2 Air, 2 Water Notes: DS73: This will keep Poison, Disease, and all those other status effects from screwing you over in the end. This will also let you keep going with enough Water Mana in stock. However, three types of mana are used, so your spell may get resisted more often! Plus, this spell will also wipe any positive effects that you have. I learned this the hard way when I cast it with Paladin Aura on. Rating: DS73: 9/10 Name: Promotion Level learned: 10 Description: Turns all the gems of the selected type into purple gems. Any gem can be picked, including skulls or gold. Cost: 8 for all 4 types Notes: DS73: Nice if you want to keep mana (or gold from Dugog) away from your opponent and giving him useless (to him) experience. You can also set up 4 or 5-of-a-kinds with this spell. Be warned, however, that all 4 types are used, so watch out for those with resistances in all four types. Once you hit Lv. 50, that's it for experience-gathering, though. Rating: DS73: 9/10 Name: Charge! Level learned: 12 (Others must learn from a Minotaur) Description: Destroys a whole row of gems and inflicts 5 damage. Full effect for the destroyed gems is gained Cost: 6 for all 4 types (9 for all 4 if Minotaur-researched) Notes: DS73: The far more destructive version of Thrust, literally, positively, and negatively. It takes out 8 gems in a horizontal row, so any matches that must be done horizontally will get annihilated. On the positive side, you can really screw opponents over by denying any skulls or 4/5-of-a-kinds. Rating: DS73: 7/10 Name: Vigil Level learned: 15 Description: Whenever you match 4 or 5, you gain 3 to all mana reserves this spell persists. Lasts for 8 turns, plus 1 for every 5 Water Mana in reserve when this spell is cast. Cost: 6 Air, 8 Water Notes: DS73: Really, you can just forge a Rune of Music with a Modifier Rune that adds at least 2 to Base Rune and any Power Rune to achieve the same effect without recast and with an additional bonus. However, if you want the spell and item, be my guest. That said, combine this with Promotion and Knight Lord to help in making stars, or Paladin's Aura for massive mana storing. Plus, the cost's pretty cheap and only vulnerable on 2 types, so it's pretty nice. Rating: DS73: 8/10 Name: Knight Lord Level learned: 20 Description: Doubles the number of purple stars in play, ending your turn (unless you get lucky and get a 4/5-of-a-kind) Cost: 6 Earth, 6 Air, 6 Water Notes: DS73: Oooh, another useful spell. REALLY useful if you manage to get at least 16 purple stars in play at once. Like Divine Right, this doesn't have much of a game-altering effect if there's only a few stars in the grid. You can work wonders with this spell, and it's capable of screwing over some combos that require anything other than just purple stars. Also, nice spell for getting more experience. If you forged a Dragonhorn of (whatever), you could keep this spell going and going forever and ever and ever... Until there's hardly anymore Purple Stars, at least. Even after you hit Lv. 50 and made all your Exp. gathering spells spells useless, you'll still find a use with this spell when getting mana. Rating: DS73: 9/10 Name: Sword of Sirian Level learned: 30 Description: Drains all your Air Mana, inflicting damage equal to the Air Mana drained. Cost: 10 for all 4 types Notes: DS73: Oh jeez... You'll need a good amount of Air Mana to get this to be worth anything, which means you need a good rating on Air Mastery. Even then, you use up ALL your Air Mana, not to mention 10 of your other mana types. I'd much rather take a Mana Drain than use this spell. The good thing, however, is that you can avoid being hit hard by Archery, which would inflict no damage without any Yellow Mana. Not too useful by itself, however. Rating: DS73: 2/10 Name: Chivalry Level learned: 40 Description: Fills all the mana reserves of both players, and cleanses off oll the status effects of both players. Cost: 16 for all 4 types Notes: DS73: Absolute suicide against Runekeepers, and basically anyone who has items that benefit from full reserves. Of course, it also helps you, and the enemy doesn't cast spells much anyways (although I see them cast more often in my eyes). If you're forging, a Rune of Jewels will add 8 damage, although Eric's Bow does that better by 3 at Lv. 50. A Black Staff can hit for 16 more to your base, so there's some items that can take advantage of this spell. However, against the above enemies, STAY AWAY from this spell! Rating: DS73: 2/10 Name: Paladin's Aura Level learned: 50 Descriptions: At the beginning of each turn that this spell is in effect, 2 mana of all types are added to your reserves. Lasts for 8 turns, plus 1 for every 5 Air Mana in reserve when this is cast. Cost: 12 Air, 9 Water Notes: DS73: For a final level spell, it's very useful. Constant mana regen for a few turns, plus this spell pays for itself in 6 turns and it also fuels your Stun assault. Alongside Vigil, you can really get back to owning the crap out of your opponent! The mana regen is slow, though, so don't rely on it. Plus, while this spell is active, try not to cast Courage, or else you lose the bonus. This spell will nullify the effects of 2 Disease conditions on you. Rating: DS73: 9/10 If you ask me for my opinion on a spell list at level 50, using Knight spells only, I'd use this: Divine Right Stun Favor Vigil Knight Lord Paladin's Aura My mount is a Giant Rat. Cunning bonus, plus I could find a use for Rabid Bite every now and then. :) B: Recommended Monster Spells [LCMS] Name: Burn Learned from: Imp Description: Turns all green gems in play to red gems, ending your turn (Unless you get a 4 or 5 of a kind) Cost: 4 Earth, 6 Fire Recommended by: DS73 Notes: DS73: Ah, a nice killer against those who rely on Earth Mana to get their spells going! This needs at least 10 green gems to have any significant effect. Of course, you can get some free matches with this spell! Be warned, however, that without a Stun, the enemy could use this against you. It's ESPECIALLY not recommended against stuff that use Fire Mana, like Fire Elementals, Flame Giants, Flame Dragons, and a Warrior with Deathbringer that you came across (un)luckily. Also, you'll consume the green gems, which you'll need for Stun. Rating: DS73: 8/10 Name: Conflagration Learned from: Fire Giant Description: Turns all gems of the selected type into red gems. All gems are selectable, including skulls or gold. Cost: 12 for all 4 types Recommended by: DS73 Notes: DS73: Getting bored of Promotion, or already at Lv. 50? Switch it out and use this spell! Combined with Burn, you can fill the field with red gems, meaning you could get a Heroic Effort or build mana quickly! It's best to link this with Burn for massive fire power, then Rain of Fire to clean the field of red gems. Rating: DS73: 9/10 Name: Death Gaze Learned from: Liche Description: Halves your enemy's LP, making a random skull for every 5 points inflicted. Cost: 45 Earth, 30 Fire Recommended by: DS73 Notes: DS73: That enemy has at least 300 Life Points? Cast this, and they will not only be reeling from the blow, but you could add MORE injury by random skull matches! You're best served to cast this when you first start to inflict damage, since this only affects your opponent's current Life Points and not his maximum. You wouldn't want to win in two turns, would you? :p Just be careful about casting; this uses up a LOT of mana. Also, it's a complete pain in the ass to actually research this in the first place. You WILL fail to research this one a LOT. This is probably the brother of Deathbringer. Hey, death spell brothers! Equip a Rune of Music item and you can fill your reserves with this. :D Rating: DS73: 10/10 Name: Freeze Learned from: Frost Giant Description: Turns all red gems into blue gems and adds 1 to Water Mana for every gem transformed. Cost: 4 Earth, 6 Water Recommended by: DS73 Notes: DS73: Ah, another link in the chain of Burn and Conflagration! You can abruptly turn the field into a sea of blue, and you can get MORE combos set up! Plus, the cost's cheap and it only can concieveably get interrupted by resistances, which only apply if the resistances against Earth and Water Mana are significant. As a single spell, use when the enemy wants some Fire Mana desperately. Also, you'll leave Wizards and Warriors in the cold without Fire Mana gems to work with. Rating: DS73: 8/10 (if used to link with Burn and Conflagration), 8/10 (single spell usage) Name: Frost Bite Learned from: Frost Giant Description: Destroys all blue gems and inflicts 1 damage per destroyed gem Cost: 9 Air, 13 Water Recommended by: DS73 Notes: DS73: Here's a combo-ender. After Burning and Conflagrating, then Freezing the field and getting a nice chunk of Water Mana, you can channel some Air Mana with the filled Water and REALLY hurt the enemy for at least 20+ damage! It's a long combo, but it really hurts the enemy, especially if you can pull it off. As a single spell, wait until you get at least 12 blue gems in play. It's nothing too special, but it can act as a substitute for Divine Right when you hit Lv. 50. Rating: DS73: 8/10 (as a combo ender), 7/10 (as a single spell) Name: Headbutt Learned from: Orc Lord Descrption: Destroys all red gems in play, and your enemy loses 1 turn, plus and additional 1 per 8 gems destroyed. Cost: 9 Earth, 18 Fire Recommended by: DS73 Notes: DS73: What if you DON'T want to Freeze and Frost Bite, or the enemy has a good Water resistance? Switch to this. You'll take out all the Red gems and you can get some free turns in! As a single spell, it's not really worth it unless you can get your opponent to lose 3 turns. It doesn't cost as much as Rain of Fire, even though it's still steep, but you'll get some free turns if you could pull it off. Rating: DS73: 9/10 (as an alternate combo-ender), 7/10 (as a single spell) Name: Rain of Fire Learned from: Fire Giant Description: Destroys all red gems, inflicting 1 damage per destroyed gem Cost: 12 Earth, 18 Fire Recommended by: DS73 Notes: DS73: Another combo-ender for the Burnflagration assault. Instead of Frost Bite, you can implement this and cause your enemy pain the same way. As a single spell, wait for at least 12 red gems. Also, the cost is a bit steep, so you should monitor your reserves. Rating: DS73: 8/10 (different combo-ender), 7/10 (single spell) Notice, I didn't put the spells from mounts. I'd figure you could choose your own to augument your style of play. C: Known Knight Loops [YCHM] Knight Loop #1: Your spell list: Vigil (optional if you have a good Rune of Jewels rune item equipped) Promotion Knight Lord Stun (keeps loop going) Favor (for LP recovery) Divine Right (for clean-up) Basically, you're running Vigil first, unless you got a Dragonhorn of (whatever) equipped. You put Promotion to bring out some Purple Stars if there hardly is any. Once you got some Purple Stars, run Knight Lord indefinitely. You'll use Stun to act as a nice buffer, and for LP recovery, Favor away. Divine Right is there if you get bored of the loop. Credit to: fluxcapacitor66 (for posting it) ---------1---------2---------3---------4---------5---------6---------7--------- 4)Tactical Strategies as a Knight [TSAK] Alright, young squire. You know your spell lists, and you know how this game works already (hopefully). Now let's get into the tactical discussion. A: Your Equipment [KEOS] There's not much to say here, sadly. Knights don't have all that much useful equipment, many of which could be forged. Among the good non-forged items are: Name: Eric's Bow Type: Weapon Why this?: At Lv. 50, you're doing +11 damage every time you match skulls. Name: Minogoth's Armor Type: Body Why this?: It's like a Full Plate Armor, and it also gives you an extra 15% Earth Resistance. Plus, hardly any useful Body armor is avilable for use. Among the forged stuff: Dragonhorn of (whatever) Forge with: Rune of Music+Rune of Dragons+Any Power Rune of your choice Type: Misc Why this?: Vigil becomes obsolete, so you can use another spell, like Death Gaze. :D Eye of (Whatever) Forge with: Rune of Orbs+Rune of Dragons+Any Power Rune Type: Misc Why this?: In case your enemy likes casting spells, why not go and leech off some mana for your own? Also, you can switch between this and the above Dragonhorn, if you need to. Aegis of Poison Forge with: Rune of Shields+Rune of Gods+Rune of Poison Type: Misc Why this?: Not wanting to rely on gathering mana, but you want some damage on your enemy? Try this. 40% chance of inflicting poison, and every time your enemy inflicts 6 or more damage, they get 5 back. Relic of (whatever) Forge with: Rune of Jewels+Rune of Gods+Any Power Rune Type: Head Why this?: Since there's hardly any good head armor, and you'll be most likely gathering mana anyway, you can add 24 damage to the 11 Eric's Bow at Lv. 50 its already dealing ON TOP OF the damage you're already getting through skull matches! There are many ways to get your Knight to have some sort of an equipment arrangement that would exemplify his abilities, whether through natural leveling or stat buying. A typical arrangement of a Knight sometimes revolves around output of damage without mana. In that case, I recommend this: Heavy hitter: Relic of (whatever) Minogoth's Armor Eric's Bow Aegis of Poison Assuming you cast NOTHING (including Stun) in the face of sufficent resistances and stock up mana, you'll most likely be delievering at least 35 damage at Lv. 50 and with full mana reserves for all four types. That doesn't include the Battle bonus and Poison effect, so have at it. :D On the other hand, what if you're casting a lot of spells and need mana a lot? Well, look at the above arrangement and replace the Aegis with a Dragonhorn of (whatever). You'll switch strategies on the fly! What if you're facing that Warrior with Deathbringer? I bring this along: No Earth Mana type spells: Deep Talisman (Jewels+Chaos+Caverns) Minogoth's Armor or a forged body item (Lava or Flight+Chaos+Caverns) Deep Reaver (Axes+Chaos+Caverns) Deep Relic (Jewels+Gods+Caverns) 16%+15%+24%+24%=79% If Body is forged, then it's 88%. With the former, you're very likely to resist the spell. With the latter and with at least 220 Morale, you'll avoid it every time. This arrangement focuses on Earth resistance. With this set, you can avoid many annoying spells and would probably be ideal for PvP combat, since you can just cut the enemy down to size whilst inflicting heavy damage of your own. It won't guard you much if it's a Wizard, however. What if you just want to train mounts? I come with this: Mirror of PAIN: Mirror Helm Mirror Armor Eric's Bow Aegis of (whatever) You'll throw back damage every time and train your mount to Lv. 50. The only thing I can't help you with is fast reflexes. You'll need those to get your mounts to Lv. 50. A Knight is capable of being flexible with equipment, but experiment for yourself. The items I mentions are just among the best, but there are more ways to get your Knight up to snuff. Submissions from other players: Bishop: Equipment Circlet of Skulls Woodland Cloak Erik's Bow Lucky Stones Spells Divine Right Stun Courage Paladin's Aura Wake the Dead Death Gaze Mount: Giant Rat Bishop's arrangement revolves around littering the field with skulls and Stunning to assist in getting good matches. Lucky Stunes is there and a Lv. 50 Giant Rat will help ensure that you get the first blow. Bishop managed to successfully research Death Gaze (a feat I'm still working on) and put that spell as part of this arrangement. It's truly useful, and if the enemy is unfortunate enough to get hit by one, especially early on, the battle is pretty much over. B: Building Exp. [N&HE] Since you're a Knight, you have it the easiest. You can EFFECTIVELY build loads of experience the fastest. Thanks to Divine Right and Promotion, and, alongside a Dragonhorn and lots of Purple Stars, you can Knight Lord your way to Lv. 50! Due to the random seed glitch on the DS, there's some ways for some quick experience! It's best that you play the DS version to take advantage of the following trick, as it lacks a random number seeder! After powering on the DS and getting into the game, go to Choose Opponent and pick any enemy you can beat that has a higher Cunning than you. The first field after powering on the DS is always the same. Your opponent will grab the skull match to the left. You should go and grab the vertical Red Mana match, NOT the horizontal one. You'll grab some mana and two skull matches, one involving a +5 skull, netting you a Heroic Effort in the process. There are many more tricks involving the DS, so PSP users, you're not going to find a definite trick. Cherish every Heroic Effort you attain. C: Fighting as a Knight [FASK] Without a lot of mana options, your Knight will need to focus on skull matches to deal the heavy blows. Stun the enemy without mercy, though you should watch out for when the field has a lot of Purple Stars. You can Knight Lord your way to to bug your enemy consistently. Defensively, you have many advantages. With a lot of Morale, you have a low but decent chance of resisting a spell. This is especially useful if a Liche wants to cast Death Gaze on you. Knights, like Warriors, focus mostly on damage, but you can take blows of your own and can laugh it off. With a heavy investment in Morale, you can basically equip a Mirror Helm, Mirror Armor, and an Aegis, and watch your enemy kill itself. Infict damage whenever you can, and let your enemy kill itself slowly. On the other hand, if you want to kill your enemy quickly, go for my heavy hitter arrangement. This will speed the slaying of any enemy quickly, especially the bosses, like Dugog, Minogoth, or even Bane. ---------1---------2---------3---------4---------5---------6---------7--------- 5) Credits [CRDT] I'd like to thank Infinte Interactive, for developing this game, D3 Publisher, for getting this game out on public, Nintendo, for letting this come to the DS, and Sony, for allowing this to get ported to the PSP. I'd like to thank GameFAQs and CJayC for letting this FAQ to be hosted on the site. Zaraf and eishin also gets a big thumbs up for their efforts to make the Hi-Res map, the spell, item, and rune lists, and for their capture puzzle solutions, along with a spell resistance calculator. You two gave this game your all! fluxcapacitor66, thanks for posting that Knight loop! jeff_blinks for pointimg me toward getting this FAQ to actually HELP you instead of putting unnecessary stuff in it. Bishop gets a mention for alternate item and spell combos I thank my brother for introducing me to this game. How's your Druid faring? I'd also like to thank my boredom. Having nothing to do in the summer makes me do things like this. Finally, I thank you, the young-squire-now-asskicking-Paladin-of-DOOMZORZ, for reading this FAQ and absorbing it's knowledge into your mind. ---------1---------2---------3---------4---------5---------6---------7--------- 6) Version Updates [VRUD] V. 1.00: Knight FAQ portion complete V. 1.50: Killed off most of the unneccessary details, added more opinion on spells V. 1.51: Added other spell and item combos, and included Bishop's suggestion