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Introduction
Updates
1.) FAQ - Frequently Asked Questions
2.) How to Play

- Basic Button Commands
- Features
- Skill Guide
3.) Magic System
- Magic Mechanics
- Cleric Spell Listing     L0   L1,   L2,   L3,   L4,   L5
- Wizard Spell Listing  L0L1,   L2,    L3L4,   L5
4.) Combat Strategies
5.) Building an Effective Party   1,   2,   3 
6.) The Walkthrough (in construction)
Levels: 12345,   6,   7,   8,  910
7.) Credits, Thanks, Etc....

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Dungeon's and Dragons: Eye of the Beholder FAQ / Walkthrough.

Created by: Zephyrmaster (Andrew Sherman)

3.) Magic System

Wizard Spells
Level 0 Spells:

Acid Splash
Range: Close
Duration: Action
Description: Orb of acid that does 1-3 damage
Overview: Not very useful, misses often, and has a very short range. Very low damage also.

Electric Jolt
Range: Close
Duration: Action
Description: Electical jolt that does 1-3 damage
Overview: Not very useful, misses often, and has a very short range. Very low damage also.

Ray of Frost
Range: Close
Duration: Action
Description: Freezing ice that does 1-3 damage
Overview: Not very useful, misses often, and has a very short range. Very low damage also. No effect on skeletons.

Wizard Spells
Level 1 Spells:

Charm Person
Range: Close
Duration: Hours
Description: Prevents enemies from attacking you
Overview: Fairly useful, but there are better level one spells to memorize (i.e. magic missile)

Detect Secret Door
Range: Personal
Duration: Minutes
Description: Detects secret doors and compartments
Overview: Useful only if you don't have a rogue with good searching skills. Don't waste spots memorizing this spell.

Feather Fall
Range: Close
Duration: Action
Description: Objects or creatures fall slowly
Overview: Not useful at all.

Mage Armor
Range: Touch
Duration: Hours
Description: Makes target harder to hit (+4 AC)
Overview: A superb spell if you don't want to attack primarily w/ your wizard and decide that you want to concentrate on your fighters. Personally, I don't use this spell because I prefer Magic Missile and a more offensively orientated wizard strategy.

Magic Missile
Range: Medium
Duration: Action
Description: One missile every 2 levels, causes 2-5 damage
Overview: The de facto standard of wizard spells, anybody who knows about Dungeons and Dragons knows about this spell. I would recommend devoting all of your wizard's level 1 memorization slots to this spell. At level 6 for instance, your wizard could deal 6-15 damage to a variety of creatures.

Protection from Chaos
Range: Touch
Duration: Minutes
Description: Wards attacks from chaotic creatures
Overview: All of the protection spells aren't very useful, especially since it is hard to tell whether an enemy is chaotic, evil, good, or lawful.

Protection from Evil
Range: Touch
Duration: Minutes
Description: Wards attacks from evil creatures
Overview: All of the protection spells aren't very useful, especially since it is hard to tell whether an enemy is chaotic, evil, good, or lawful.

Protection from Good
Range: Touch
Duration: Minutes
Description: Wards attacks from good creatures
Overview: All of the protection spells aren't very useful, especially since it is hard to tell whether an enemy is chaotic, evil, good, or lawful.

Protection from Law
Range: Touch
Duration: Minutes
Description: Wards attacks from lawful creatures
Overview: All of the protection spells aren't very useful, especially since it is hard to tell whether an enemy is chaotic, evil, good, or lawful.

Ray of Enfeeblement
Range: Close
Duration: Minutes
Description: Makes target weak
Overview: Not that useful. This spell doesn't do very much to the strength of opposing creatures.

Sleep
Range: Medium
Duration: Round
Description: Causes a comatose slumber on target
Overview: A fairly good spell, but I wouldn't recommend using it because it only lasts one round and has a limited range.

Spider Climb
Range: Touch
Duration: Action
Description: Climb walls as a spider does
Overview: Use this spell if for some reason you can't climb up a pit or trap door. You should have a character with a high enough Climb skill level to climb most or all pits/trap doors.

True Strike
Range: Personal
Duration: Round
Description: Helps you hit your target
Overview: Not useful, especially since you shouldn't be trying to enter melee combat with your wizards.

  Dungeon's and Dragons:
  Eye of the Beholder

Eye of the Beholder gba

Dungeon's and Dragons


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