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The Stars Are Left Walkthrough
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The Stars Are Left Walkthrough
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==Useful Spells== Although there are over a thousand different combination of spells that you can cast, multiplied by the different ways that you can cast them, you really only need a few spells to get past the game, not counting specific boss strategies. {| class="wikitable" ! scope="col" | Distance to Enemies? || Number of Enemies? || Strength of Enemies? || Enemies Clumped? || Cast this || Comment |- | Long | Many | Weak | Any | {{Elem|qf}}{{Elem|qf}}{{Elem|s}}{{Elem|a}}{{Elem|a}}<br>QFQFSAA | The elemental combination that gives the highest damage Beam in the game. Steam Soaks enemies and does damage, Arcane sets the Spell Type as Beam, and Lightning does double damage against Soaked targets. |- | Long | Few | Strong | Any | {{Elem|r}}{{Elem|s}}{{Elem|a}}{{Elem|a}}{{Elem|a}}<br>RSAAA | Literally a copy of the above spell, except instead of prioritizing damage, this beam will Slow strong enemies that you cannot burst-damage to death, focusing instead on controlling their distance from you and delaying their attacks. Most effective if you can Soak them with Water beforehand. |- | Short | Few | Strong | Yes | Sword Enchantment<br>{{Elem|qf}}{{Elem|qf}}{{Elem|s}}{{Elem|a}}{{Elem|a}}<br>QFQFSAA | This takes the first spell and enchants it to your melee weapon. While extremely short-ranged, it is capable of dealing a significant amount of damage in a single strike to all enemies in front of you, so it is useful to have it charged to your sword at all times as a backup. |- | Short | Few | Any | Any | {{Elem|qr}}{{Elem|qr}}{{Elem|qr}}{{Elem|qr}}{{Elem|a}}<br>QRQRQRQRA | This fires what is literally a 12-pellet shotgun blast of electrified ice shards. If you charge the spell, you can turn it into a 12-round assault rifle burst-fire instead (spread decreases and range increases proportional to charge time). Using this spell uncharged is recommended, since charging takes too long and does not increase damage. |- | Short | Many | Weak | Any | {{Elem|qr}}{{Elem|a}}{{Elem|a}}{{Elem|a}}{{Elem|f}}<br>QRAAAAF | This exploits a mechanic in combining Advanced Elements that allows you to have Water and Lightning in the same spell by adding Fire to Ice (or alternatively, adding Cold to Steam) at the end of the spell. This fires a wet arc of lightning that jumps from target to target and knocks back anything it hits. |- | Short | Many | Weak | Any | Area Cast<br>{{Elem|qf}}{{Elem|a}}{{Elem|s}}{{Elem|s}}{{Elem|s}}<br>QFASSS | This is similar to the Steam-Lightning-Arcane Beam, except Area Casted with emphasis on blast radius. You can exchange the Arcane elements for Steam and Lightning, but it greatly decreases the effective area in exchange for about 600 damage. |- | Short | Many | Any | Any | Area Cast<br>{{Elem|r}}{{Elem|d}}{{Elem|d}}{{Elem|d}}{{Elem|d}}<br>RDDDD | This is basically your last resort if you are surrounded by enemies from all directions that are too strong to burst-damage to death. This will knock down all nearby enemies since this is a Projectile spell being Area Casted. The Cold element, however, will also Slow the enemy, which causes them to take an incredibly long time to recover from the knockdown. This spell deals no damage, and you'll have to use one of the other short range spells to finish them off or reposition yourself. |- | Short | Any | Any | Any | Sword Enchantment<br>{{Elem|qr}}{{Elem|e}}{{Elem|a}}{{Elem|a}}{{Elem|a}}<br>QREAAA | This is a stronger, riskier emergency spell than the above enchantment spell. It makes your melee swing extend a forward wall of lightning spewing ice spikes, which deal ~3500 damage and stun most enemies for the duration of the wall. Tremendously useful through-out the campaign to simultaneously give you breathing room, wipe out cannon fodder, and severely weaken elite enemies. Can be used as main offensive spell in conjunction with wetting enemies and Haste/Teleport. The risk lies in that it can kill you if you get knocked into your own spikes. |} <noinclude>{{WalkthroughNav}} [[Category:Walkthrough]]</noinclude>
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