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* Magic Water | * Magic Water | ||
When you're almost at the exit of the Cave of Kapel, the '''second nasty trick''' strikes: you lose the ability of casting magic spells! | When you're almost at the exit of the Cave of Kapel, the '''second nasty trick''' strikes: you lose the ability of casting magic spells! If you reached here using the Runes sparingly (as it is suggested in this guide), this won't be a big problem: use the Runes instead of your magic. Otherwise, teleport back to North Ticondera and get grinding up to lv.34 at least. | ||
Without magic, use intensively the Runes in battle, except for the Sky Rune, obviously (because it restores MP, that are now disabled). The Light Rune is still useful because it increases your Magic attribute, and subsequently your defense against enemy magic, too. | Without magic, use intensively the Runes in battle, except for the Sky Rune, obviously (because it restores MP, that are now disabled). The Light Rune is still useful because it increases your Magic attribute, and subsequently your defense against enemy magic, too. |