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Lord Stygar | Zarathos | Ariel | Gallard | Cassandra | Talia | Mordred |
TALIA, F ELF CHRONOMANCER
A Chronomancer is necessary to complete the third game, because only a Chronomancer can cast the spells needed to reach the seven dimensions and return. Becoming a Chronomancer requires knowing only the Chronomancer spells, and forgetting every spell previously learnt. Some of the Chonomancer spells are more powerful, especially the offensive damaging ones. And a Chronomancer can deal with the odd situation that the Archmage couldn't. But there's still a loss of versatility involved.
That's why it's advisable to have at least two spellcasters in the party. Talia will become a Chronomancer, which is necessary for the third game. My other spellcaster will remain with all of his old spells. The end result is that I have access to every spell in the game, and there will be no gaps in my spell arsenal.
Inventory
Weapon: Staff of Gods
Off-Hand: Wand of Power
Figurine: Familiar Figurine
Helm: Sorceror's Hood
Armor: Titan Bracers
Misc. Item: Elf Cloak
Gloves: Leather Gloves
Boots: Elf Boots
A Staff of Gods cuts the Spell Point cost of spells to a quarter, which can be a pretty big deal, especially for the really powerful spells like Fatal Fist or NUKE. Having a Familiar Figurine equipped also allows her to passively recoup Spell Points even when not outdoors during sunlight. The figurine basically removes any dilemma between a staff that reduces Spell Point cost (e.g. Conjurstaff) and a staff that recoups Spell Points (e.g. Mage Staff), since the spellcaster can now enjoy both benefits. My spellcasters usually have enough Spell Points and to spare through each dungeon run.
The Sorceror's Hood also allows her to use the Mage's Maelstrom spell against enemy spellcasters without limit. Just be careful not to let her get killed. The wearer dying means the Hood will resurrect the wearer, but get consumed in the process.