I decided I needed to get this out, before the release of Book II, even though I'm not totally sure I feel like this is quite "done". Anyway...
HEALER SPELLS:
While Mages have plenty more "offensive" spells, you hit the 'Mother Lode' with Healers and 'melee-support' or 'buffing' spells. Healers have over half-a-dozen of these 'buffing' spells. Which means, even on their own, Healers become pretty darn good melee fighters, once you get to 'mid-level spell casting' (provided you collect enough gold or loot along the way to pay for/pick up the more expensive Tier Two Healer 'buffing' spells...).
Meanwhile, adding pretty high Divination skill to a pure Fighter-build character would make for a nearly unstoppable combination...
So, let's look at the melee-buffing and melee-support spells for Healers and Divination Magic.
Tier One spells (need minimum of DIVINATION=Lvl. 1 to cast):
Cat's Eyes - The Healer equivalent, though inferior version, of Mages' Predator Sight spell: this spell is decent, as it allows your character to see in the dark without aid of outside illumination, and allows you to melee-fight in the dark (though with a 'partial darkness' ToHit penalty). This is actually a good choice for 'Hide in Shadow'-loving Rogues, as well.
The two issues with this spell are:
- First, the partial darkness penalty, and
- Second, the spell's limited viewing range means it will not work (well) with ranged-weapon attacks like Bows (for ranged-fighting in the dark, you have to get Predator Sight instead...).
A
Note, though: I think the 'partial darkness' penalty assessed to Cat's Eyes is buggy in Book I. When using it in the Whistling Cave, I noticed that sometimes the penalty was assessed, and sometimes it wasn't, even when
standing in the same spot but fighting mobs coming at me from
different directions. IOW, I think the penalty failed to be assessed sometimes, and I don't think it had a thing to do with 'background illumination' or or anything like that...
Bottom line: A good, easy, early "get" of a spell - there's no downside to getting it, really.
Bless - The A#1 'buffing' spell in the whole game, AFAIAC.
Note: I'm not saying that it's the "best" 'buffing' spell, just that it's the #1 Go-To "utility" 'offensive buffing' spell in the game. In fact, I've lately taken to making nearly
all of my melee-fighting characters Virtuous axiom at character creation, just so I can get the free Level 1 Bless spell (granting a +3% ToHit/+1 Damage bonus) at the game's start.
Why is Bless the A#1 utility 'buffing' spell? Because getting the +3% ToHit/+1 Damage bonus for every Level that Bless is cast in makes it pretty much
the Go-To melee 'buff'. Even if I were to do no other buffing before going into melee-combat (e.g. say, when taking on a relatively low-level 'mob'), I'll still generally cast the Bless spell, because the increased ToHit & Damage bonuses will inevitably make melee-combat go more quickly (in some cases, just casting the Bless spell will allow you to One-Hit-Kill lower-level monsters).
Even better? - Bless "stacks" well with other 'buffing' spells (see below).
Bless is basically my favorite spell in the whole game!
Bottom line: My advice? If you're a melee-fighter, and you get no other spells, at least get the Bless spell. It's probably the most useful 'buff' in the whole game. (Also, consider choosing Virtuous axiom when creating a melee-fighting character, just for the free Level 1 Bless spell at game's start...)
Leatherskin - A decent 'defensive buffing' spell for melee combat: every Level cast in Leatherskin raises your Armor Rating by +1, which AFAICT, lowers attackers ToHit score by about 2%. (Leatherskin should also reduce attackers' Damage scores, but I haven't figured out the details on how that works...)
Bottom line: As a Tier One spell, it's pretty easy to get (and pretty "cheap" in terms of MPs), so I'd advise getting it, as it's a decent buff for defense...
Entangle - Another solid 'defensive buff', and Healers' Go-To choice when you need to beat a hasty retreat from any situation where you're in over your head. This spell prevents most monsters from moving for 4 turns (per casting Level), which is pretty good for either slicing away at an immobile target, or getting the heck out of there!!
I have noticed some issues with this spell, though.
- Firstly, from a usefulness standpoint, it fails to work at all against very powerful monsters (e.g. Tauraxes, Giants), which limits its effectiveness...
- Secondly, I have to say, this is pretty much one of only two graphical elements in the entire Eschalon: Book I game that I found to be somewhat disappointing (the other one being the effect for the Dancing Lights spell) - I'm not sure what I expected, but Entangle basically looks like nothing more than a 'graphic of a bush' over-layed on top of the monster graphic.
- And, thirdly, I think the implementation of this spell is buggy in Book I - sometimes, monsters and thugs kept "walking"/moving when Entangled, while other times they seem frozen; also, sometimes Thugs were still able to attack adjacent grids when Entangled, while other times they seemed totally unable to attack: I'm guessing these different responses were not BW's intent with this spell.
Bottom line: A decent spell to use when you need to immobilize a monster and escape. But at close range (i.e. when in an adjacent square), it seems buggy, sometimes failing to prevent mobs from attacking my character, so I tended not to use it as a straight defensive melee 'buff'.
Poison Spray - OK, it's not really a "melee buffing spell", but I wanted to test it and talk about it here anyway. First off, it's Tier One spell that costs as much gold/$$$ as a Tier Two spell?! - Uh,
why?!!
Also, Poison Spray confuses me a little. I cast it once (at Level 2) on an Acid Grubb, and the Grubb was successfully "poisoned"; I then cast it again on the Grubb (now cast at Level 6), and now I'm informed that the Grubb's "mortally poisoned". What's the difference? - Does just regular "poisoning" mean that the poisoning will eventually wear off, while being "mortally poisoned" means that it won't wear off until the affected is dead? (I think that's what I've seen with my own character...)
Anyway, I'm not sure how useful it is as a spell. It seems geared more towards Hide In Shadows (i.e. Roguish) characters - characters who don't want to engage in direct melee-fighting. But for higher level monsters, killing mobs via Poison Spray is going to involve 'passing' a lot of turns, and there doesn't seem to be any way to increase the HP 'decay rate' of poisoned mobs (i.e. casting Poison Spray on a target multiple times, or at a higher casting level, does not seem to increase the HP 'drain' rate, AFAICT...). Which might be fine -
if it didn't cost as much as a Tier 2 spell, and was available
before Blackwater!!
Bottom line: I'd use this spell if I was a Roguish character trying to avoid direct melee-combat. But I don't see too much use for this spell outside of that. And it's
expensive (in terms of gold).
Tier Two spells (need minimum of DIVINATION=Lvl. 5 to cast):
Enchanted Weapon - There's already been some discussion about this spell in this thread, and its differences versus Mages' Enkindled Weapon spell.
Suffice it to say, against "regular" monsters, it's a decent enough 'buff', adding +2 to Damage rolls. Note: This spell also works on ranged-weapons like Bows, etc., and even on Unarmed Combat! (An added benefit of this spell is that it only needs to be cast at Level 1, costing just 6 MPs, because increasing spell casting-level only increases the spell's duration (
not its capacity to damage), and 30 rounds at Level One is usually long enough for most melee-encounters - so it's a MP-"cheap" spell...)
As BW pointed out above, though, Enchanted Weapon's real selling point is that it allows you to attack "ethereal" creatures (e.g. Poltergeists) without needing to have an already magical or imbued weapon. This is of only limited appeal in Book I (as you don't come across Poltergeists all that often!), but I suspect it will be of increased importance in Book II...
And it 'stacks' with Enkindled Weapon (which, from a gameplay standpoint, I'm not sure is a "good" thing...).
Bottom line: A good, solid (relatively "cheap", in terms of MPs) offensive 'buffing' spell, but a spell whose utility massively increases when going up against "ethereal" creatures in combat.
Haste - What many consider to be the best 'buffing' spell in the whole game (e.g. see CrazyBernie in this very thread!). And, don't get me wrong - I can see why many people feel that way!: it's a
great spell 'buff'.
Casting Haste just at Level 2 (MP cost=12) gives eight turns of two-(combat)-rounds-per-turn - that's pretty darn good, as you can settle up most combat situations pretty well in those eight turns.
And, in addition to giving you two attacks per turn, Haste also appears to raise your Armor Rating by +2.5 per casting level, because being 'Hasted' just makes you harder to hit in general, I guess.
Thus, it seems like mobs' ToHit rolls are reduced by 10% of their initial value for every Level cast in Haste - e.g. if a mob's initial Hit is 50%, casting Level 1 in Haste on your character will reduce the mob's ToHit score to 45% (which is a 10% reduction in the original 50% ToHit score). So casting Haste at Level 6 should reduce attackers' ToHit rolls by 60%! - that's darned impressive as a 'defensive' buff!
Bottom line: Haste is most people's "favorite" 'buffing' spell, I think. As Crazy Bernie points out above, having two moves or attacks "per turn" gives you a lot of options. It's also a great 'buff' in
defensive terms as well. In short, Haste is a really, really good 'buffing' choice, and can really help you out when you're in a 'jam' - either allowing you to end a melee quicker, or to just plum run away! It's also, in my estimation, pretty "cheap" in MP terms. If you can get it,
get it.
Nimbleness - Another decent 'buffing' spell that works for both offensive
and defensive melee-combat 'buffing' purposes (and will also help slightly with Lock Picking & Skulduggery) - it raises your DEX +5 per casting level.
As with Leatherskin, every Level cast in Nimbleness raises your Armor Rating by +1, which AFAICT, lowers attackers ToHit score by about 2%. (And, Nimbleness and a spell like Leatherskin "stack" together to doubly increase Armor Ratings and reduce attackers' ToHit scores!!)
Meanwhile, Nimbleness increases your own ToHit score by +3% per casting level, boosting your offensive capabilities. (And Nimbleness and Bless will "stack" together to doubly improve your offensive ToHit scores as well!)
The one area where this spell disappointed me was on the Lock Picking & Skulduggery end - it is only mediocre at boosting Lock Picking & Skulduggery chances. Essentially, every level cast in Nimbleness only increases your Lock Picking & Skulduggery chances by a measly +1% - to me, that seems underpowered. (I think it's should be more like a +2% Lock Picking/Skulduggery boost per Level in Nimbleness (or per +5 in Dexterity)...)
Bottom line: For purely defensive 'buffing', you're better off with Leatherskin (as Leatherskin is "cheaper" in MP-terms). OTOH, you get more "bang for your buck" with Nimbleness, as it doesn't just improve your defensive stats but also improves your offensive ToHit score as well - this makes Nimbleness the better 'all around' choice. Bonus: Nimbleness improves Lock Picking & Skulduggery skills, but only slightly (which renders using this spell for these purpose mostly ineffective and rather "expensive" in MP-terms...).
Ogre Strength - An offensive buffing spell that raises your STR +5 per casting level. This really only achieves two goals: 1) It will boost your MaxDamage stat by +1 per casting level, and 2) it will allow your character to
carry much more 'loot' at any one time, which can be useful if you want to avoid encumbrance issues sometimes.
Bottom line: An OK offensive 'buff', and sometime "utility" spell. But I suspect it's not a 'buff' that's needed too often - mostly only against mobs with unusually high HP-scores...
Stoneskin - A defensive 'buff' that's like Leatherskin
on steroids; in fact, it's actually MP
cheaper than Leatherskin (see below).
Here's how it works:
- Casting Stoneskin at Level 1 boosts your Armor rating by +7! That's a huge boost in your armor rating, reducing mobs' ToHit scores by 14%! Even better - casting Stoneskin at Level 1 (MP cost=6, Armor Rating=+7) does a better job even than casting Leatherskin at Level 6 (MP cost=12, Armor Rating=+6), AND it's MP cheaper!
- For all additional Levels cast in Stoneskin (i.e. Levels 2-6), the spell works just the same as Leatherskin - boosting Armor ratings by an additional +1, and reducing mobs' ToHit scores by 2% (e.g. Level 2 in Stoneskin achieves - Armor Rating=+8; enemy's ToHit=-16%). Thus, beyond Level 1, Stoneskin isn't as much of a good "deal" anymore.
Bottom Line: It's actually a
better (e.g. MP
cheaper) defensive 'buff' than Leatherskin. Though, of course, it's harder to get a hold of and/or more expensive than Leatherskin.
Charm - Charm is an interesting spell. It's all, by my reckoning, the
hardest spell to get a hold of in the whole game! - no vendor permanently stocks the Charm spell scroll (or Mages' Chameleon spell scroll, for that matter), and the "random stocking" of the Charm spell with any vendor is quite, quite low. This frankly handicaps the usefulness of the Charm spell, as it is quite possible to play through Book I multiple times without ever setting eyes on a Charm spell scroll.
Anyway, the spell works like it sounds - if a mob fails to save against the spell, it is 'Charmed' and will now fight on your side against any mobs that are attacking you for the duration that the spell lasts.
An added (important) bonus of this spell is that you can cast it on NPCs who are "mad" at your character (e.g. NPCs who have witnessed you commit a crime, etc.), and they will permanently "forgive" you once they are successfully 'charmed'.
Casting Charm at different levels will determine the 'level' of mob you are able to 'Charm' - e.g. Thugs will only be 'charmed' by a Charm spell cast at Level 4 or above (though they can still 'Save' vs. Magick even for Charm spells cast at Level 4 or above); unfortunately, I haven't been able to extensively test this spell, so I'm not sure at what level Charm needs to be cast at to work on lower-level monsters.
Which brings up the other issue with Charmed: certain "powerful" monsters like Barrean Mercenaries and Tauraxes(?)
cannot be Charmed no matter what the spell's casting level! This, too, seems to limit the spell's utility to me, because, if I'm going to use a spell like this, it's actually most important to me that it work on Barrean Mercenaries and Tauraxes, et al.!!
Bottom line: A potentially fun spell, that could get you out of a jam, though the scarcity of its scroll, and its failure to work on perhaps the most inviting (high-level) mobs, limits its appeal to me.
Tier Three spell (need minimum of DIVINATION=Lvl. 11 to cast):
(Actually, none of the Tier Three Healer spells can really be considered a "melee buff", though Dehex might qualify I suppose. Anyway, I discuss a couple of these spells
in my previous post here...)
Bottom line on Healer 'Buffing' Spells: Healers have the
Motherlode of 'buffing' spells.
Of all of them, the "Must Have" spells in this authors opinion Bless (the most important of all, IMHO), Nimbleness, Haste, Enchanted Weapon, and Stoneskin. The other Healer 'buffing' spells are OK to nice, but the 5 Healer spells listed here are the best, most useful, and most important of the lot. With these 5 spells, you can turn even your 10-pound weakling Healer, into a melee-fighting killing machine!