Saturday, February 29, 2020

The Sorcery of Sorcery! 2: Khare - Cityport of Traps

This is the second in a series of posts investigating how useful the various spells in the Sorcery! epic actually are, and where the different spell components can be found. I'm covering the second book, Khare - Cityport of Traps in this post, but I've already covered Book 1 previously. As before, this post is chock-full of spoiler, so scroll down at your own risk.

SPELL COMPONENTS

Below are listed the spell components that can be found within the cityport of Khare.

  • Beeswax for the RAZ spell - bought from the shop in the dwarven quarter, and the back-alley gnome shop. Both are enough wax to last the entire quest.
  • A Bamboo Flute for the JIG spell - bought from the back-alley gnome shop
  • Goblin Teeth for the GOB spell - 6 can be bought from the back-alley gnome shop
  • Giant Teeth for the YOB spell - 1 can be bought from the back-alley gnome shop
  • A Vial of Glue for the GUM spell - found in the chainmaker's shop
  • A Medicinal Potion for the DOC spell - gifted by gnomes, and found in the chainmaker's shop
  • Pebbles for the POP spell - 3 may be gifted to you by gnomes
  • Sand for the MUD spell - A bag may be gifted to you by gnomes, or bought at the shop in the dwarven quarter
  • A Cloth Skullcap for the TEL spell - found in the chainmaker's shop
  • A Black Facemask for the GAK spell - may be gifted to you by Vangorn the murderer, or found after killing some Black Elves
  • A Gold-Backed Mirror for the KIN spell - found in the Flayer's house, or stolen from the Firemaster's tent
  • A Sun Jewel for the SUN spell - found in the Mantis Man's locket
  • A Bracelet of Bone for the KID spell - found in the Mantis Man's hut, and the Cabinet of Fortune)
  • A Green-Haired Wig for the RAP and YAP spells - gifted to you by Lortag the Elder

The components above duplicate nine of those found in The Shamutanti Hills - those for RAZ, JIG, GOB, YOB, GUM, DOC, POP, MUD and TEL. The nose-plugs needed to make NIF safe to cast are so far only found in The Shamutanti Hills. The spells GAK, KIN, SUN, KID, RAP and YAP are made available with components found in Khare. Including those spells that don't require a component, this means that 36 spells may be cast out of a possible 48. Given how you can loop around in the early stages of Khare, I do believe it's possible to pick up most of the components in that book. The major exceptions are the items gifted by the gnomes, who give you a choice of one out of three, but those are all items you can pick up in book 1.

The spells that still can't be cast are: GOD, PEP, ROK, NIP, HUF, FIX, NAP, ZEN, YAZ, ZIP, FAR and RES.

SPELL USES:

There are a dozen spells unusable due to lack of material components, which leaves 36 at the player's disposal. Below I've grouped these spells by the number of times they are useful during Khare - Cityport of Traps.

Spells Used 6 Times:

  • DOC
    • Restores your Stamina to its initial level at the crypt entrance.
    • Restores your Stamina to its initial level in the Shrine of Courga.
    • Restores your Stamina to its initial level before fighting the Barbarian.
    • Cures Vangorn's poison.
    • Restores your Stamina to its initial level in the Gnome's shop.
    • Restores your Stamina to its initial level inside the crypt.

Spells Used 5 Times:

  • TEL
    • Reveals that Vangorn is trying to poison you.
    • Reveals that the Mantis Man is not a statue.
    • Reveals that the Firemaster's hut is trapped.
    • Allows you to recover your most valuable possession from the Orclings.
    • Warns you of the nature of the Red-Eyes.

Spells Used 4 Times:

  • MUD
    • Allows you to flee from the Bronze Statue
    • Kills the Red-Eyes but also makes your stolen gold irretrievable.
    • Kills the Chainmaker.
    • Lets you safely take the gold piece from the fish fountain.
  • SUS
    • Allows you to safely escape the home of Vangorn the Murderer.
    • Gets you safely past the trap at the entrance to the crypt.
    • Warns you of a trap in the Shrine of Courga (but given that you can't fall into this trap it probably shouldn't count),
    • Warns you that the Mantis Man is dangerous.
  • YOB
    • Summons a Giant to fight the Bronze Statue
    • Gets destroyed by pursuing Red-Eyes, but still allows you to escape them
    • Summons a Giant to fight the Barbarian in your place.
    • Summons a Giant to free you from  the Chainmaker's net.

Spells Used 3 Times:

  • DIM
    • Reduces the Skill of the Bristle Beast.
    • Allows you to steal from the Flayer.
    • Has a chance to take one Harpy out of the fight.
  • DUD
    • Gets you past the guards at Khare's north gate.
    • Can be used to trade with the Gnome shopkeeper.
    • Frees you from the slave ship.
  • GAK
    • Causes the Bristle Beast to faint from fright.
    • Allows you to get any stolen gold back from the Red-Eyes and escape.
    • Allows you to escape the Red-Eyes.
  • HOW
    • Warns you to run from the Mantis Man.
    • Gets you safely past the trap at the entrance to the crypt.
    • Lets you know that the fish fountain is not dangerous.
  • WOK
    • Reduces the Living Corpse's Attack Strength by 2.
    • Reduces the Flayer's Attack Strength by 2.
    • Reduces a Harpy's Attack Strength by 2.

Spells Used 2 Times:

    • DOP
      • Opens Khare's south gate
      • Frees you from the south gate prison.
    • GOB
      • Summons a Goblin who will investigate the Mantis Man or his hut.
      • Summons Goblins to help you fight the Harpies.
    • GUM
      • Allows you to easily kill the Bristle Beast.
      • Lets you escape from Vangorn the Murderer.
    • JIG
      • Allows you to escape from pursuing Red-Eyes.
      • Allows you to escape from the Slime Eater.
    • KIN
      • Allows you to get any stolen gold back from the Red-Eyes and escape.
      • Allows you to escape the Red-Eyes.
    • NIF
      • Allows you to escape from pursuing Red-Eyes.
      • Breaks up the fight between the Sprite and the Pixie (which probably shouldn't count because it's pointless).
    • POP
      • Damages the Living Corpse
      • Frees you from the south gate prison.
    • RAZ
      • Increases damage dealt when fighting your painted double.
      • Increases damage dealt when fighting the Chainmaker.
    • SAP
      • Reduces the Skill of your painted double.
      • Reduces the Skill of the Chainmaker.
    • SIX
      • Distract's the Living Corpse's head.
      • Allows you to recover up to six stolen possession from the Orclings.
    • ZAP
      • Frees you from the south gate prison.
      • Frees you from the slave ship.

    Spells Used 1 Time:

    • DOZ
      • Reduces the Skill of the Slime Eater.
    • DUM
      • Reduces the Attack Strength of your chosen fighter in the fight at the festival, but there's a chance you might cast it on the wrong one.
    • HOT
      • Gets you through Khare's south gate.
    • KID
      • Gives your chosen fighter a free attack in the fight at the festival.
    • LAW
      • Allows you to get the Mantis Man's locket and safely escape.
    • MAG
      • Protects against the Firemaster's trap and allows you to steal his treasure.
    • SUN
      • Reduces damage dealt to your chosen fighter in the fight at the festival.
    • WAL
      • Lets you escape from Vangorn the Murderer.
    • YAP
      • Gets you past the guards at Khare's north gate.

    Spells Used 0 Times:
    • FOF
      • Can be cast numerous times, but is never useful.
    • BIG
      • Can be cast numerous times, but is never useful.
    • FAL
      • I don't think this is ever given as an option.
    • FOG
      • I don't think this is ever given as an option.
    • RAP
      • Never used, although there aren't a lot of places it would come up after you obtain the green-haired wig.
    • ZED
      • Doesn't come into play until the very end of the series.

    Looking at the six spells that the book calls out as the best to memorise, it's pretty obvious that this is a load of hokum. ZAP gets used twice, FOF isn't useful at all, and the other four are all useful in exactly one situation. Steve is somewhat redeemed though, as he remembers the existence of SAP this time around: it wasn't given as an option at all in The Shamutanti Hills, but here it's used twice.

    Spell Usage Across All Four Books:

    Below I've added the amounts of times that spells are useful in both books 1 and 2. I'll be keeping a tally for the whole series.

    • HOW - 7 times
    • DOC - 7 times
    • SUS - 7 times
    • WOK - 7 times
    • ZAP - 6 times
    • YOB - 6 times
    • FOF - 5 times
    • LAW - 5 times
    • DOP - 5 times
    • RAZ - 5 times
    • GOB - 5 times
    • TEL - 5 times
    • HOT - 4 times
    • BIG - 4 times
    • SIX - 4 times
    • JIG - 4 times
    • GUM - 4 times
    • MUD - 4 times
    • DIM - 4 times
    • DUD - 4 times
    • WAL - 3 times
    • DUM - 3 times
    • DOZ - 3 times
    • POP - 3 times
    • GAK - 3 times
    • MAG - 2 times
    • NIF - 2 times
    • SAP - 2 times
    • KIN - 2 times
    • FAL - 1 time
    • FOG - 1 time
    • SUN - 1 time
    • KID - 1 time
    • YAP - 1 time
    • GOD - 0 times
    • PEP - 0 times
    • ROK - 0 times
    • NIP - 0 times
    • HUF - 0 times
    • FIX - 0 times
    • NAP - 0 times
    • ZEN - 0 times
    • YAZ - 0 times
    • RAP - 0 times
    • ZIP - 0 times
    • FAR - 0 times
    • RES - 0 times
    • ZED - 0 times

    NEXT: My next post will be an Exploring Titan on Khare, then it's on to the wrap-up posts for The Seven Serpents.

    1 comment:

    1. Interesting to see the 'common' spells dropping in use. I guess that is more for readers who have already been through 'The Shamutanti Hills' and want to stretch their mystical skills a bit.

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