Rage of Mages (PC)
Walkthrough
October, 2015
Version 1.0
Written by: kuniqs
Email:
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Use this subject: Rage of Mages 2 gamefaqs
If you see any mistakes, or have anything that you want to add, please email
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Table of Contents:
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To navigate quickly, double click the code, press CTRL-C, then CTRL-F,
CTRL-V and ENTER!
1. [AAAAA] Author's ramblings
2. [BBBBB] Difficulty setting - what does this button do?
3. [CCCCC] Choose your fighter
4. [DDDDD] Party development guide
5. [EEEEE] Warrior skills
6. [FFFFF] Combat analysis
7. [GGGGG] Weapon shopping guide
8. [HHHHH] Armor shopping guide
9. [IIIII] Spell guide
10. [JJJJJ] NPC Statistics
11. [KKKKK] Combat
12. [LLLLL] Frequently used hotkeys
13. [MMMMM] Tips & tricks
14. [NNNNN] Cheats
15. [OOOOO] Mission impossible
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1. [AAAAA] Author's ramblings
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ROM2 takes place in a funky arabian nights and medieval europe crossover.
I like the setting. The game, however, leaves much to desire.
Problem is, all the annoying parts of the prequel - deserts, bad controls,
too many enemies of the same type; The kind of thing you could forgive
in ROM1, there's lots of them in ROM2.
This game is *hard*. It's not fair hard if you wonder. If you select
a warrior PC, or waste money, or let a mercenary die, you will make the game
much harder for yourself. Sometimes impossible.
The story is nothing special - something's happening on Yases (a kind of
magical island) and the great wizard sends you, the adventurer, there (because
there's... a shortage of adventurers, I guess?).
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2. [BBBBB] Difficulty setting - what does this button do?
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EASY Standard difficulty.
NORMAL Enemies have 2x much more HP than in easy mode.
HARD Enemies have 3x much more HP than in easy mode
AND they have flat +50 bonus to attack and defense.
There may be subtle differences in how missions behave, however it's too
minor to care. You will play the same missions in the same order no matter
the difficulty setting.
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3. [CCCCC] Choose your fighter
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Short: Choose a mage with earth or water magic speciality.
Long: Mages can heal. Mages can heal only one person at a time. You will
encounter one warrior (Igles) and one mage (Dina) who will join your party.
Those who can do math know that playing 2 mages 1 warrior is easier than
playing 1 mages 2 warriors.
Water and earth magic are very useful all through the game, while air
magic becomes useful only very late when you can afford invisibility and
prismatic spray.
There's also fire, but Dina already has that.
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4. [DDDDD] Party development guide
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Pick Galinel with stone magic.
Igles:
- Don't buy too much armour - it's very expensive and a 10 points
difference in defence doesn't mean a thing.
- Buy Igles adamantine plate with +2 absorption enchantment as soon
as you can - this armour is veeery cost-effective.
- Don't branch him - use swords all the time.
- Buy him daggers - those have great attack bonus. Your mages are the
prime damage dealers aniway.
- Buy him a nice shield - tower shields are great.
- Look for absorption and elemental enchantments.
- Veeery late in the game, when dragonskin armour becomes available, buy
+body ones. Body stat can be ridiculously abused.
Galinel:
- Don't use staves too much. Use mages for healing mainly. Use stronger
spells (stone wall, stone curse) when situation calls for it.
- Buy gear with elemental resistance or, if you're extra paranoid, gear
with absorption. It's better to train astral magic and cast Shield IMO.
- Train astral magic. Try to keep earth and astral skills equal.
- Branch her out to air magic late. Set prismatic spray to autocast.
Dina:
- Set her fireball to autocast. It tears nicely through almost anything.
- Buy her sight increasing headgear so she'll be better with fireballing.
- Use firewall to kill ogres and trolls.
- Branch out later into water magic. Use blizzard to kill dragons,
trolls and ogres.
- Also train her astral skill!
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5. [EEEEE] Warrior skills
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ATTACK is your accuracy. Rule of a thumb, having ~20 more attack than your
enemy's defense is good enough. Attack is much more important than damage
because a 15 point difference in attack/defense both ways makes a huge
difference whenever your hits connect or not. The accuracy enchantments are
also cheaper than damage ones.
ABSORPTION is directly subtracted from damage. (That is not always true
- 4th level monsters CHEAT). ~20 is a very good score, ~30 is recommended late
game value.
DEFENSE is your anti-accuracy. Not as useful as absorption, since your
enemies always have more attack than defense you can buy.
Defense, however, is more useful than absorption if you fight ogres and
trolls. Those two types of monster deal so much damage absorption doesn't help
much.
DAMAGE is the possible damage range you deal in melee (or magic). The base
damage of the weapon doesn't scale with weapon skill.
WEAPON SKILL is your ability with a weapon. You get 3 points of accuracy
for 1 skill point and 1 point of damage for every 5 skill points. So, 20 level
in clubs gives you +60 accuracy and +4 damage. It works this way for every
weapon category.
SWORDS are the best melee, hands down. What matters is that they're the
fastest weapons, and most accurate. So even though axes deal more damage, they
are very slow and inaccurate so you will score less hits.
The great thing about swords is that you can choose between two handed
swords for best damage, short swords for incredible attack bonus (+50 for
meteoric ones!) and long swords for the best of both worlds. No other weapon
category is so versatile.
Those weapons' high accuracy makes them best for killing tough, high
defense monsters like trolls, ogres and turtles.
Undead in this game have high resistances to weapons, but little to
swords - something to keep in mind.
AXES have this annoying gimmick of having variable attack speed depending
on weapon weight. The high-grade metal axes are very slow if you're curious.
The maximum damage difference you will face between axes and swords is 15
points, a drop in the bucket in the late game. Not recommended.
BLUDGEON weapons are around 2x cheaper than others. They also come in
higher metals faster. Not bad.
PIKE weapons have pretty much the same damage rating as one handed swords,
except that pikes trade attack bonus for defense bonus (+12 for meteoric
halberd) and are less versatile. There are no two-handed pikes, making this
weapon category perfect for a tank with a shield.
SHOOTING weapons are godlike in ROM1, weak in ROM2. Avoid. No longer
you can buy stone curse crossbows like in the sequell.
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6. [FFFFF] Combat analysis
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How often will you hit a N def monster when you have M attack?
I've made some tests:
Batch 1) 130 def, 100 attack, 100 tries, 20 hits - 20% accuracy
Batch 2) 120 def, 100 attack, 100 tries, 30 hits - 30% accuracy
Batch 3) 100 def, 100 attack, 100 tries, 63 hits - 63% accuracy
From my experience, a 50 point difference between attack/defense is
sufficient to either make a character impervious to the attack (he will get
hit eventually, though), or almost always hit by it. The differences are
certainly not linear.
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7. [GGGGG] Weapon shopping guide
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I AM NOT listing weapon prices or statistics, as there's really not much room
to compare - you just buy better weapons when you can afford it. Spears are
equal in prices and damage to swords. Axes are the most expensive while aces are
very cheap.
As a rule of a thumb, you should choose accuracy over damage.
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8. [HHHHH] Armor shopping guide
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Differences in armor sets.
I'm using the best (most expensive) sets for each metal.
FOR THOSE IMPATIENT here's my way of buying armor - I always go for most
absorption for the lowest price. In the early game, I don't buy
anything. Then I move to enchanted adamantium plate with 20 absorption - the
best bargain this side of Kaarg.
Enchanted meteorite bumps this up by another 10 points for a price that is
not TOO ridiculous.
Never went for crystal until the very last mission where there's really
no other way to blow your load. Unless the armor piece had like +15 to weapon
skill, buying crystal in this game makes about as much sense as buying crystal
in real life.
The one exception is crystal or dragon leather armor with +Body
enchantment. This enchantment is so good it's worth every price.
MATERIAL - bronze, iron, mithril etc.
Defense - amount of defense you get from base piece of armor (from fully
enchanted one in parentheses).
Absorption - amount of absorption you get from base piece of armor (from
fully enchanted one in parentheses).
Cost - cost of base piece (enchanted piece). (Numbers on right of Cost
column list maximum defense/absorption enchantments encountered in shop, along
with cost-per-piece of the enchantment).
TOTAL - full amount of base defense/absorption you get from the set
(also enchanted one). Also lists full cost of set (enchanted one too).
NOTES - some of my educated guesses.
Mundane sets are always compared to other mundane sets. Enchanted sets are
always compared to other enchanted sets.
STEEL Defense Absorption Cost (no enchantments!)
Helm 11 1 2 700&
Cuirass 18 2 4 200&
Bracers 8 1 1 800&
Gauntlets 5 0 1 200&
Leggins 11 1 2 400&
TOTAL: 53 5 12 300
Notes: Not really worth replacing your starting iron armor for this price.
Igles starts with steel set.
MITHRIL Defense Absorption Cost (+2 def/ws | +1 ab)
Helm 17 (19) 1 (2) 14 400 (?)
Cuirass 29 (31) 3 (4) 22 400 (?)
Bracers 12 (14) 1 (2) 9 600 (?)
Gauntlets 8 (10) 0 (1) 6 400 (?)
Leggins 17 (19) 1 (2) 12 800 (?)
TOTAL: 83 (93) 6 (11) 65 600 (?)
Notes: I never bought mithril 'cause by the time I could afford a whole
set, adamantine was already available. 1 point of absorption for ~50k is not
worth this early in the game.
Enchanted mithril cost around 2x as much, and is very weak.
ADAMANTINE Defense Absorption Cost (+5 def/ws | +2 ab, +41 850)
Helm 27 (32) 2 (4) 135 000 (176 850)
Cuirass 44 (49) 4 (6) 210 000 (251 850)
Bracers 19 (24) 2 (4) 90 000 (131 850)
Gauntlets 12 (17) 0 (2) 60 000 (101 850)
Leggins 27 (32) 2 (4) 120 000 (161 850)
TOTAL: 129 (154) 10 (20) 615 000 (824 250)
Notes: Big improvement over mithril. Offers cheapest enchantment cost and
great cost/protection ratio, especially the absorption enchanted one. 20 ABS
will serve your archers for the end game.
I'm not sure adamantine has +Body charms, but they max out at +1 I guess.
METEORITE Defense Absorption Cost (+10 def/ws | +4 ab, +222 892)
Helm 33 (43) 2 (6) 450 000 (672 892)
Cuirass 55 (65) 4 (8) 700 000 (922 892)
Bracers 24 (34) 2 (6) 300 000 (522 892)
Gauntlets 16 (26) 0 (4) 200 000 (422 892)
Leggins 33 (43) 2 (6) 400 000 (622 892)
TOTAL: 161 (211) 10 (30) 2 050 000 (3 164 460)
Notes: As you see, +ABS adamantine plate is 2x better than base meteoric one
and only a little more pricey. Those +10 ABS points make a difference worth a
million, though.
Meteorite has +3 maximum possible Body enchantment.
CRYSTAL Defense Absorption Cost (+15 def/ws | +5 ab)
Helm 36 (51) 2 (7) 4 050 000
Cuirass 59 (74) 4 (9) 6 300 000
Bracers 26 (41) 2 (7) 2 700 000
Gauntlets 17 (32) 0 (5) 1 800 000
Leggins 36 (51) 2 (7) 3 600 000
TOTAL: 174 (249) 10 (35) 18 450 000
Notes: I'm not listing enchantment cost because... you see it, don't you?
1 bonus point of absorption or few of defense are not worth such price.
Seriously, buy an adamantine tower shield. You get defense AND
absorption for a fraction of the price.
If you're looking for +Body (and you should), then dragon leather is a
much saner investment.
Crystal (and dragon leather) has +4 maximum possible Body enchantment.
AFTERWORD. One thing I did not mention is that cheaper alternatives in the
same material category (steel helm vs. steel full helm) have negligible
difference in defense, but significant difference in absorption. Buying
cheap, knockoff gauntlets might be a good idea. Buying cheap cuirass, is not.
ENCHANTMENT COST is constant for material, not dependent on armor type. If
you don't have enough money for fully enchanted sets, then buying the cheapest
pieces first (gauntlets, bracers, helm, leggins, cuirass) is of course the
optimal route.
MAXIMUM DEFENSE POSSIBLE is ~400 (+15 crystal plate and jewelry, +10
meteorite scale mail, meteorite halberd, adamantine tower shield).
MAXIMUM ABSORPTION POSSIBLE is 54 (+5 crystal plate, +5 jewelry, +5
meteorite chain mail, +1 adamantine tower shield).
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9. [IIIII] Spell guide
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SPELL NAME (COST)
FIRE:
Fire arrow (1 000)
All basic elemental spells have the same damage range.
Protection from fire (20 000)
Duh. Expect around 1/2 point of protection for every skill point. It's
usually more economic to buy protection from fire scroll than waste 20k gold
on a subpar protection unless you're in mid to late game.
Fireball (50 000)
More damage than fire arrow, and area damage that affects flying
creatures. The unique property of fireball is its crazy range, allowing you to
snipe mages and archers from a safe distance.
Wall of fire (300 000)
One purpose - killing trolls and ogres, because as they take 4x space,
they take 4x damage from fire wall when fully inside it.
WATER:
Ice arrow (1 000)
All basic elemental spells have the same damage range.
Protection from water (20 000)
+50 is the maximum protection you can get from spell alone.
Poison cloud (500 000)
It works a little too slow to be worth such price. It has one good use:
that is casting it on mages who have little hp and who will not get out
of the cloud.
Blizzard (1 000 000)
*Wonder* spell for killing dragons, trolls and ogres. Does not even cost
that much compared to other million-dollar spells.
AIR:
Lightning (1 000)
All basic elemental spells have the same damage range.
Protection from air (20 000)
Mages need lots of this because prismatic spray has a tendency to hit
them even from large distance.
Invisibility (500 000)
Very useful for approaching mages while taking as little damage as
possible, or skipping fights if you're bored. Coming too close to enemy
dispells the invisibility.
Prismatic spray (3 000 000)
Ouch, look at the cost. Chain lightning, if you will - and deals decent
damage. Too bad so many enemies have air resistance.
EARTH:
Stone arrow (1 000)
All basic elemental spells have the same damage range.
Protection from earth (20 000)
Stone curse is very annoying, and this will shorten it considerably.
Stone wall (400 000)
Block the way to you and kill anyone who gathers behind this wall without
any retaliation! Indispensable.
If any tile is occupied by anybody, the wall will have a 'hole' there.
This can be exploited, for example to create a 1-tile pass in the wall
funneling enemy hordes 1 at a time.
Stone curse (9 000 000)
The game rolls a number of seconds between 0 and duration every time you
cast it - target is turned for stone for so long. Duration reduced by
earth resistance.
Cost a hand and a leg. Buying a staff might be a better idea if you had
not been training earth magic.
ASTRAL:
Healing (null)
Need to say more?
Shield (null)
Obviously beneficial.
Drain life (1 000)
Deals more damage than staff version, but it's pretty expensive mana-wise.
Bless (2 000)
At 100% effectiveness, it raises your warriors' damage output by half.
Haste (10 000)
Obviously beneficial.
Summon (2 000 000)
Summons a squirrel, bone snake or turtle. For 2 million. 4th level
turtles are nice, but probably cannon fodder at this point...
Teleport (3 000 000)
A gimmick spell. No point in buying it because there are scrolls which
do the same job for a fraction of the price. You can arrange fast retreats
for your mages with teleport.
Raise dead (5 000 000)
Creates a 1st level undead. Spell available at the point where 4th level
ones are cannon fodder. You can grind astral magic with this spell. No, I'm
kidding - even summon is better than this, and 2.5x cheaper.
There is one use: create a spirit and place it on a mountain. You can use
it as a spotter or lure for some land-constricted monsters.
WEIRD SPELLS:
Here are spells that are not available for memorization - you can only acquire
them from scrolls.
Darkness - slows down and reduces LOS.
Curse - Opposite of Bless. Nice spell for ogres.
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10. [JJJJJ] NPC Statistics
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Listed for easy difficulty. Ordered left to right by monster level.
Fourth level spells are listed in parentheses.
BONE SNAKE (Curse)
HP 15 24 38 61
DAMAGE 1-5 2-8 3-13 4-20
ATTACK 0 90 180 270
ABSORPTION 0 1 3 5
DEFENSE 30 100 170 240
SIGHT 4 5 5 6
SPEED 18 19 20 21
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 66 66 66 66
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
SQUIRREL (Fire arrow)
HP 10 16 25 41
DAMAGE 3-6 5-10 8-15 12-25
ATTACK 40 130 220 310
ABSORPTION 0 1 3 5
DEFENSE 0 70 140 210
SIGHT 8 9 9 10
SPEED 24 25 26 27
FIRE RESISTANCE 50 50 50 50
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
WOLF (Stone missile)
HP 20 32 51 82
DAMAGE 4-8 6-13 10-20 16-33
ATTACK 40 130 220 310
ABSORPTION 2 4 7 12
DEFENSE 30 100 170 240
SIGHT 8 9 9 10
SPEED 16 17 18 19
FIRE RESISTANCE 50 50 50 50
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
LIZARD (Ice missile)
HP ? 64 102 164
DAMAGE ? 13-26 20-41 33-66
ATTACK ? 140 230 320
ABSORPTION ? 7 12 18
DEFENSE ? 120 190 260
SIGHT ? 7 7 8
SPEED ? 23 24 25
FIRE RESISTANCE ? 0 0 0
WATER RESISTANCE ? 50 50 50
AIR RESISTANCE ? 0 0 0
EARTH RESISTANCE ? 0 0 0
ASTRAL RESISTANCE ? 0 0 0
SPIDER (Poison cloud)
HP 15 24 38 61
DAMAGE 4-8 6-13 10-20 16-33
ATTACK - - - -
ABSORPTION 1 3 5 8
DEFENSE 30 100 170 240
SIGHT 6 7 7 8
SPEED 24 25 26 27
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 100
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
BAT (Darkness)
HP 7 12 19 30
DAMAGE 1-4 2-6 3-10 4-16
ATTACK - - - -
ABSORPTION 0 1 3 5
DEFENSE 45 115 185 255
SIGHT 6 7 7 8
SPEED 32 33 34 35
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
GIANT BEES (Invisibility)
HP 5 8 13 20
DAMAGE 3-5 5-8 8-13 12-20
ATTACK - - - -
ABSORPTION 0 1 3 5
DEFENSE 10 80 150 220
SIGHT 6 7 7 8
SPEED 24 25 26 27
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
GIANT TURTLE (Acid stream)
HP 30 48 77 123
DAMAGE 1-12 2-19 3-31 4-49
ATTACK 30 120 210 300
ABSORPTION 4 7 12 18
DEFENSE 80 150 220 290
SIGHT 5 6 6 7
SPEED 8 9 10 11
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 50 50 50 50
ASTRAL RESISTANCE 0 0 0 0
SPIRIT (Drain life)
HP 25 40 64 102
DAMAGE 1-8 2-13 3-20 4-33
ATTACK 40 130 220 310
ABSORPTION 2 4 7 12
DEFENSE 50 120 190 260
SIGHT 6 7 7 8
SPEED 10 11 12 13
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 100 100 100 100
ASTRAL RESISTANCE 0 0 0 0
GOBLIN PIKEMAN (Slow)
HP ? 32 51 82
DAMAGE 4-8 6-13 10-20 16-33
ATTACK 15 105 195 285
ABSORPTION 0 1 3 5
DEFENSE 30 100 170 240
SIGHT 6 7 7 8
SPEED 24 25 26 27
FIRE RESISTANCE 50 50 50 50
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
GOBLIN SLINGER (Shield)
HP ? 24 38 61
DAMAGE 3-6 5-10 8-15 12-25
ATTACK 20 110 200 290
ABSORPTION 0 1 3 5
DEFENSE 25 95 165 235
SIGHT 6 7 7 8
SPEED 24 25 26 27
FIRE RESISTANCE 50 50 50 50
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 50 50 50 50
ASTRAL RESISTANCE 50 50 50 50
ORC WARRIOR (Teleport)
HP ? 64 102 114
DAMAGE 8-16 13-26 20-41 33-66
ATTACK 50 140 230 320
ABSORPTION 2 4 7 12
DEFENSE 50 120 190 260
SIGHT 6 7 7 8
SPEED 16 17 18 19
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
ORC ARCHER (Bless)
HP ? 48 77 123
DAMAGE 6-12 10-19 15-31 25-49
ATTACK 55 145 235 325
ABSORPTION 2 4 7 12
DEFENSE 45 115 185 255
SIGHT 6 7 7 8
SPEED ? 19 20 21
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
ORC SHAMAN
HP ? 40 64 102
DAMAGE - - - -
ATTACK - - - -
ABSORPTION ? 4 7 12
DEFENSE ? 110 180 250
SIGHT ? 8 8 9
SPEED ? 15 16 17
BLADE RESISTANCE ? 50 75 88
AXE RESISTANCE ? 50 75 88
BLUDGEON RESISTANCE ? 50 75 88
PIKE RESISTANCE ? 50 75 88
SHOOTING RESISTANCE ? 50 75 88
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
1TH LEVEL SPELLS: Fire Arrow, Stone Missile, Heal, Shield.
2TH LEVEL SPELLS: Fire Arrow, Stone Missile, Heal, Shield, Haste.
3TH LEVEL SPELLS: Fire Arrow, Stone Missile, Heal, Shield, Haste, Bless.
4TH LEVEL SPELLS: Wall of Fire, Stone Curse, Heal, Haste, Bless, Shield.
OGRE (Haste)
HP 100 160 256 409
DAMAGE 20-40 32-64 51-102 82-164
ATTACK 80 170 260 350
ABSORPTION 5 9 14 22
DEFENSE 70 140 210 280
SIGHT 5 6 6 7
SPEED 15 16 17 18
FIRE RESISTANCE 50 50 50 50
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
BLADE RESISTANCE 0 0 0 0
AXE RESISTANCE 0 0 0 0
BLUDGEON RESISTANCE 20 20 20 20
PIKE RESISTANCE 0 0 0 0
SHOOTING RESISTANCE 20 20 20 20
TROLL (Stone curse)
HP 150 240 384 614
DAMAGE 15-30 24-48 38-77 61-123
ATTACK 60 150 240 330
ABSORPTION 10 16 25 39
DEFENSE 100 170 240 310
SIGHT 4 5 5 6
SPEED 8 9 10 11
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 50 50 50 50
ASTRAL RESISTANCE 0 0 0 0
BLADE RESISTANCE 0 0 0 0
AXE RESISTANCE 0 0 0 0
BLUDGEON RESISTANCE 50 50 50 50
PIKE RESISTANCE 30 30 30 30
SHOOTING RESISTANCE 30 30 30 30
SUCCUBUS
HP 50 80 128 205
DAMAGE - - - -
ATTACK - - - -
ABSORPTION 3 6 9 15
DEFENSE 45 150 185 255
SIGHT 8 9 9 10
SPEED 20 21 22 23
FIRE RESISTANCE 50 0 0 0
WATER RESISTANCE 0 50 0 0
AIR RESISTANCE 0 0 50 0
EARTH RESISTANCE 0 0 0 50
ASTRAL RESISTANCE 0 0 0 0
1TH LEVEL SPELLS: Fireball.
2TH LEVEL SPELLS: Ice missile, Poison Cloud.
3TH LEVEL SPELLS: Prismatic Spray, Darkness.
4TH LEVEL SPELLS: Wall of Fire, Poison Cloud, Prismatic Spray, Darkness,
Stone Curse.
DRAGON
HP ? 200 320 512
DAMAGE 10-15 16-24 26-38 41-61
ATTACK 100 190 280 370
ABSORPTION 4 7 12 18
DEFENSE 60 130 200 270
SIGHT 10 11 11 12
SPEED 24 25 26 27
FIRE RESISTANCE ? 0 0 0
WATER RESISTANCE ? 50 50 50
AIR RESISTANCE ? 0 0 0
EARTH RESISTANCE ? 50 50 50
ASTRAL RESISTANCE ? 0 0 0
BLADE RESISTANCE ? 100 100 100
AXE RESISTANCE ? 100 100 100
BLUDGEON RESISTANCE ? 100 100 100
PIKE RESISTANCE ? 100 100 100
SHOOTING RESISTANCE ? 0 0 0
1TH LEVEL SPELLS: Fireball, Ice Missile.
2TH LEVEL SPELLS: Fireball, Ice Missile.
3TH LEVEL SPELLS: Wall of Fire, Poison Cloud, Prismatic Spray, Darkness,
haste, Heal.
4TH LEVEL SPELLS: Wall of Fire, Poison Cloud, Prismatic Spray, Darkness,
haste, Heal, Invisibility, Stone Curse.
SKELETON WARRIOR (Prismatic spray)
HP 40 64 102 164
DAMAGE 8-16 13-26 20-41 33-66
ATTACK 50 140 230 320
ABSORPTION 2 4 7 12
DEFENSE 50 120 190 260
SIGHT 6 7 7 8
SPEED 20 21 22 23
FIRE RESISTANCE 30 30 30 30
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
BLADE RESISTANCE 50 50 50 50
AXE RESISTANCE 0 0 0 0
BLUDGEON RESISTANCE 75 75 75 75
PIKE RESISTANCE 30 30 30 30
SHOOTING RESISTANCE 50 50 50 50
SKELETON ARCHER (Darkness)
HP 30 48 77 123
DAMAGE 6-12 10-19 15-31 25-49
ATTACK 55 145 235 325
ABSORPTION 2 4 7 12
DEFENSE 40 110 190 250
SIGHT 6 7 7 8
SPEED 20 21 22 23
FIRE RESISTANCE 30 30 30 30
WATER RESISTANCE 0 0 0 0
AIR RESISTANCE 50 50 50 50
EARTH RESISTANCE 0 0 0 0
ASTRAL RESISTANCE 0 0 0 0
BLADE RESISTANCE 50 50 50 50
AXE RESISTANCE 0 0 0 0
BLUDGEON RESISTANCE 75 75 75 75
PIKE RESISTANCE 30 30 30 30
SHOOTING RESISTANCE 50 50 50 50
ZOMBIE WARRIOR (Poison Cloud, Shield)
HP 50 80 128 205
DAMAGE 6-12 10-19 15-31 25-49
ATTACK 40 130 220 310
ABSORPTION 4 7 12 18
DEFENSE 60 130 200 270
SIGHT 5 6 6 7
SPEED 16 17 18 19
FIRE RESISTANCE 0 0 0 0
WATER RESISTANCE 50 50 50 50
AIR RESISTANCE 0 0 0 0
EARTH RESISTANCE 30 30 30 30
ASTRAL RESISTANCE 0 0 0 0
BLADE RESISTANCE 30 30 30 30
AXE RESISTANCE 75 75 75 75
BLUDGEON RESISTANCE 0 0 0 0
PIKE RESISTANCE 50 50 50 50
SHOOTING RESISTANCE 50 50 50 50
ZOMBIE ARCHER (Blizzard)
HP - 40 64 102
DAMAGE - 5-10 8-16 13-26
ATTACK - 45 135 225
ABSORPTION - 4 7 12
DEFENSE - 50 120 190
SIGHT - 5 6 6
SPEED - 16 17 18
FIRE RESISTANCE - 0 0 0
WATER RESISTANCE - 50 50 50
AIR RESISTANCE - 0 0 0
EARTH RESISTANCE - 30 30 30
ASTRAL RESISTANCE - 0 0 0
BLADE RESISTANCE - 30 30 30
AXE RESISTANCE - 75 75 75
BLUDGEON RESISTANCE - 0 0 0
PIKE RESISTANCE - 50 50 50
SHOOTING RESISTANCE - 50 50 50
URD (Urd's attack is ranged and armor piercing)
HP 5000
DAMAGE 82-164
ATTACK 370
ABSORPTION 39
DEFENSE 310
SIGHT 12
SPEED 30
FIRE RES 0
WATER RES 0
AIR RES 0
EARTH RES 100
ASTRAL RES 100
------------------------------------------------------------------------------
11. [KKKKK] Combat
------------------------------------------------------------------------------
TO WIN, fight in wedge formation - your best armored fighter up front who
takes all the attention, his buddies in the back row to shoot/slice
approaching enemies and mages occupied with healing.
IT IS VERY INNEFECTIVE to have more than one fighter take the blows. Your
mages will certainly focus their attention on only one of them, leaving the
others to die.
MAGES SHOULD NOT HAVE STAVES, else they will fire at enemies instead of
healing.
WHILE EXPLORING, set your entire group to 'Defend' your best warrior and
then move that warrior only. The rest will follow, fight and heal on their
own.
FOR MELEE, form a horizontal or vertical line. Every enemy closing with
the line will be attacked by 2, 3 of your warriors at once.
FOR CROWDED BATTLES, try to find a chokepoint somewhere and lure the enemy
there.
SLOWING DOWN THE GAME (+,- buttons) makes the game much, much less
frustrating.
FOR SOME REASON mages cast spells about 2x slower when ordered manually.
SWARM is very, very useful. Your warriors will target the closest
enemies without your help. Your staffless mages will stay in place and heal
from longer range for some reason. Always used it.
DEFEND makes selected units defend the assigned person. Mages with staves
will automatically heal the defended person when her health is lower than
half. Warriors and mages will follow the defended person and pick fights on
their own. Used it often.
RETREAT makes selected unit runs in opposite direction of closest
enemies. Change retreat mode with CTRL-W.
HOLD makes units stand in place. It also 'resets' the unit's AI, I
guess. Useful because sometimes your mages will stand in place like morons
and refuse to heal anybody (including themselves) for some mysterious reason.
FORCE MOVE command is necessary when you have open spell book and care
about your nerves.
CREATING GROUPS I used this for 2 things - dividing mercenaries into
archer/warrior/mage bands, and assigning every hero to a different group so I
could quickly select them later.
ASSIGNING SPELL SHORTCUTS makes using fireball, stone wall, stone curse,
bless, haste, firewall and such much less micromanagey.
MERCENARIES are not as replacable as they were in ROM1 - they stay
dead. On the other hand, you do not have to pay for them anymore. Keep in
mind that any mercenary you hire becomes 'tired' and unusable for 1 mission.
Mercenaries drop their stuff upon death. Keep in mind they improve their
stuff for free, so leaving them alive might be a better investment.
------------------------------------------------------------------------------
12. [LLLLL] Frequently used hotkeys
------------------------------------------------------------------------------
F2 - Save.
F3 - Load.
Tab - Switch between character sheet and portrait.
Q - Open/close spell book.
~ - Open/close inventory.
Space - Open/close both spell book and inventory.
+ - Increase speed.
- - Decrease speed.
T - Stand ground.
R - Retreat.
D - Defend.
E - Select all.
P - Auto pickup sacks.
Alt - Force move.
Ctrl - Force swarm.
Ctrl + A - Set spell to autocast.
Shift + [1..9] - Assign selected units to a group.
1..9 - Select group.
Ctrl + [F5..F8] - Assign spell shortcut.
F5..F8 - Cast spell from shortcut.
------------------------------------------------------------------------------
13. [MMMMM] Tips & tricks
------------------------------------------------------------------------------
* To restock the shop: go out town and back to city again.
* HIDE IN WOODS where big monsters (trolls & ogres) can't follow you. Kill
them without any risk!
* USE BRIDGES and similar bottlenecks to lure your enemy cast stone wall
right before their noses. Idiots will group by the wall, giving you great
opportunity to blow them apart with mass-damage spells.
* STONE CURSE can stun lock 3-4 enemies at once if you manually cycle the
casting.
------------------------------------------------------------------------------
14. [NNNNN] Cheats
------------------------------------------------------------------------------
Press Enter. Type '#Chicken' (notice the uppercase!) and press Enter
again. A message will appear if you done it correctly.
After that press Enter, type one of those codes and press Enter again.
'#show map' - Removes fog of war. Also shows full monster
statistics.
'#modify self +spells' - All spells.
'#victory' - Victory!
'#create X gold' - Adds X gold into your pockets.
'#modify army +god' - God mode.
'#hide map' - Hide map.
'#killall' - Kill all enemy units.
'#pickup all' - Pick up all sacks on the ground.
Aaand..
'#create Very Rare Crystal Two Handed Sword' - It's a *mundane*
Crystal Two Handed Sword. Neither great or elvish or antique.
------------------------------------------------------------------------------
15. [OOOOO] Mission impossible
------------------------------------------------------------------------------
ABBREVIATIONS
N - North
S - South
W - West
E - East
C - Center
N-W, N-E, C-S-E etc. - North-West, North-East, Center-South-East
etc.
*Mission number: Mission name (star indicates a plot mission)
MAP: Relative map size
TREASURE: More or less the money you can at most gain here. Very
rarely loot will be listed here too.
MONSTERS: *Monster one (his level, his placement) (star means you can't
really avoid the fight),
Monsters of different kind (their level).
DESCRIPTION: My brainfarts.
*1: (no name)
MAP: Very small.
LAYOUT: Forest.
TREASURE: Around 2000 gold.
MONSTERS: *Bone snakes (1),
Squirrels (1),
Turtles (1),
1 Ogre (1, S),
1 Troll (1, N).
DESCRIPTION: Move straight E to end the mission. There are 2 notable
things - the ogre (lure him to trees and he won't be able to get you) and
the troll (you get additional reward from the bat-troll after you finish).
*2: (no name)
MAP: Very small.
LAYOUT: Forest.
TREASURE: Around 500 gold.
MONSTERS: *Wolves (1),
Ghosts (1),
2 Zombies (1, N-E),
1 Ogre (1, C),
Weak bandits (N-W).
DESCRIPTION: First, you come to a fork in the road - W goes through a
ghost town and near bandits, E through forest and cemetery. Talk to the
lone bandit on the road (he's friendly) and wipe out his buddies. You can
lure them to the knight patrol east. You'll get a bonus mission later for
this.
You can kill the zombies for minor loot.
Also the ogre - peasants weren't just talking shit about him.
Enter the deserted area N to end the mission.
3: The Brigands Camp (BONUS MISSION)
MAP: Very small.
LAYOUT: Forest.
TREASURE: More than 10 000 gold.
MONSTERS: Brigands (Axemen, Archers & a Witch, N-E hill),
Trash (Bees, wolves, ghosts etc.).
DESCRIPTION: The guards are rear ends on Yases, aren't they? Anyway, you
can waste time talking with villagers S-W to uncover some of the guards'
dirty laundry. Either kill the brigands yourself or lure them to the guards.
Pick up the treasure in their camp.
WARNING: I heard rumors that on higher difficulties the
guards turn on you, so be prepared.
4: Adamantium Mines
MAP: Small.
LAYOUT: Forest.
TREASURE: More than 10 000 gold.
MONSTERS: *Zombies, Skeletons, Skeleton Archers, 4 Necromancers
(E part of the map),
2x Zombie (2, E-E-S),
Brigands + Witch (W),
Trash.
DESCRIPTION: Talk to the Great Helmsman of the village. Go straight north
and talk to the Village Idiot Galen. Talk also to his apprentice little more
north from him.
Easiest way is to attack the cemetery from north part.
Take away your mage's staff and keep him/her on healing duty.
Put everything back to the grave. Bring the peasants back
to the village and get 10 000 gold from the Helmsman. Talk to Galen again
to end the mission.
Necromancers drop good staves sometimes. You can equip the
mage with their drain life staves - they are weak, but train Astral quickly.
5: After the Sword (BONUS MISSION)
MAP: Very small.
LAYOUT: Forest.
TREASURE: Mithril Two Handed Sword +5 to Damage (sells for 10 000 gold).
MONSTERS: *Peasant (C),
Brigands,
Wolves,
Bats (S),
Ogre (S).
DESCRIPTION: Yes, there is a time limit.
Send Igles alone and DO NOT gently caress around. Find
the peasant and kill him ASAP.
DO NOT END THE MISSION YET! Duh, pick up his cool sword.
Now we're talking! You can try your new toy on the Ogre - will it blend?
*6: Lyrisha Village
MAP: Medium.
LAYOUT: Forest.
MONSTERS: *Necromancer + 3 Bronze Swordsmen (E),
*Necromancer + Bronze Soldier squad (SW),
Ogre (W),
Dragon (C),
Succubus (N-E),
4x Zombie (E),
Forest Trash.
DESCRIPTION: Follow the road counter-clockwise. In order: Talk to village
elder, heal some peasants in beaten down village and kill the necromancer
and his lackeys. You can visit one village further down the road for some
flavor text.
Go back to the elder's village. The necromancers will try revenge on
you! Remember, you can leave as much villagers to die as you want - only
the elder matters. Send Igles through the fray to kill the necromancer as
soon as possible. Talk to the elder after the dust settles to win.
7: The Besieged Tower
MAP: Small.
LAYOUT: Forest.
TREASURE: 5 000 gold.
MONSTERS: *Mage,
*Dragon (1, N),
Forest Trash.
DESCRIPTION: You are a fool! Kill the mage who brought you here
immediately.
Pass the bridge north. Kill the dragon - use Igles as decoy, buy fire
resistance scroll and put it on your mage. The best way is with drain life
staff - scum the Kaarg shop respawning to find a good one - I found one
with 8-12 damage output.
There's some trash around the dragon and 5k gold.
7: Killer Dragon
MAP: Medium.
LAYOUT: Plains.
TREASURE: 30 000 gold.
MONSTERS: *Dragon (1, E),
*Succubus (1, N-E),
*Succubus (1, C-S-E),
Troll (1, N-W),
2x Ogre (1, W) + Ogre (2,W),
Few undead (N),
Lots of bats (1 & 2, Everywhere!),
Forest Trash.
DESCRIPTION: A killer fetch quest. Pass one village east, stop at second
village. Go to the island at the center of the map and send your mage for a
chat. Go S-W and chat again. Go E from here pass the bridge, kill the
succubus (Same tactics as the dragon, fire resistance is not necessary).
Chat.
Go to the island AGAIN, then go straight N-E. Kill another succubus.
Approach the dragon with your mage. After it gets weakened, kill it.
Don't end the mission yet. Get the 10k sack of gold in dragon's nest.
Visit the two villages with your mage to collect 10k from each. Huzzah!
8: Dirty Work
MAP: Small.
LAYOUT: Desert.
TREASURE: Mithril Scale Mail (S-W).
MONSTERS: *Lots of undead + 5 Necromancers (Everywhere!),
Few spiders (1).
DESCRIPTION: Left path is less guarded than right. Either destroy both
groups or get flanked later.
To kill the group of 3 necros S-W, you ought to use Igles
as a decoy and your mage's spellbook spells (they have greater range than
staff). Take it easy.
In the palm clearing west, there's a friendly necro with
some pretty useless information. After you kill everything on the map, kill
the neutral necro, too. He's loaded!
*9: The Astrologer
MAP: Large.
LAYOUT: Forest.
MONSTERS: *1 strong Necromancer (C-N),
*2 weak Necromancers (C),
*Bunch of bandits + Witch (N-N-W),
4x Spirit (2, W),
Troll (2, S-E),
2x Ogre (2, N-E),
Forest Trash.
DESCRIPTION: Go north, then east to the bridge. Kill the idiot blocking
your way. Go back west, then north and kill the neutral group of bandits
there. Collect everything.
Go back through the bridge. Go north, chat with the necro
and kill him. Go south to the stone circle and kill 2 more. Make sure the
chick they guard is alive.
10: Dirty Work
MAP: Small.
LAYOUT: Desert.
TREASURE: Mithril Scale Mail (S-W).
MONSTERS: *Lots of undead + 5 Necromancers (Everywhere!),
Few spiders (1).
DESCRIPTION: You'll be immediately attacked by a 2 level skeleton. Not
hard, but usually your mage is the closest target.
Left path is less guarded than right. Either destroy both
groups or get flanked later.
To kill the group of 3 necros S-W, you ought to use Igles
as a decoy and your mage's spellbook spells (they have greater range than
staff). Take it easy.
In the palm clearing west, there's a friendly necro with
some pretty useless information. After you kill everything on the map, kill
the neutral necro, too. He's loaded!
11: Rebel Batallion
MAP: Large.
</pre><pre id="faqspan-2">
LAYOUT: Forest + Desert.
MONSTERS: *Tons of zombies (2, C),
*6 weak necromancers (C),
*1 strong necromancer (C-W),
*Dragon (2, C-N-W),
1 island necromancer (C-W-W),
3x Ogre (2, N-E),
2x Troll (2, S-E),
Forest Trash.
DESCRIPTION: Immediately intercept 2 squads of necrozombies east or else
you'll have to fight them with the whole zombie army.
Keep picking out the necromancers out of the big group in
the center.
The dragon is a bitch and a half. Use Dina's resist fire
spell (however weak), equip one of your mages with a good life drain staff
and keep the second mage on healing duty. Use Igles as a decoy if mages are
getting in heat.
Approach the poor loser squad N-W with your party to end
the mission.
There's an isolated, high level necromancer on an
island... there's also a bunch of ghosts on a western island and a
monument with bats inside the north mountains. Who knows why, the
necromancer for instance does not have much. Don't buy a teleport scroll
in town for this - you won't get your money back.
12: The Traveler
MAP: Large.
LAYOUT: Forest.
TREASURE: 40 000 gold.
MONSTERS: *Ogre (2, N-E),
*Necromancer + Lots of undead (2, C),
*4x Necromancer + Some undead (2, S-E),
2x Ogre (2, S),
Forest Trash (many 2 level lizards!).
DESCRIPTION: Bald guy you're supposed to save is a terrible fighter.
Set him to 'D'efend one of your mages so he won't get torn to pieces
immediately.
Save the literally and figuratevely green druid just
south of your starting location. The ogre won't attack him, take your time.
The lizards here can suprise you - they're pretty fast
and hungry for mage meat.
Anyway, druid you saved will act as free healthcare, so
don't bring him back yet. Clean the cemetery at the center of map. From
there, proceed southeast and kill everything. The ogres become neutral
after this, but you can kill them without consequences.
Move to the druid camp S-W of the map. Use the teleporter.
Approach the N-W corner to win.
*13: The Ancient Forest
MAP: Large.
LAYOUT: Forest.
MONSTERS: *Trio of Necromancers + 3x level 2 Zombies (C-N-E),
Some scattered weak undead (C),
4x Ogre (N-W),
Forest Trash.
DESCRIPTION: Boooring.
Move west. Kill the ogres and heal the druid. You'll get
a bonus mission after this.
Move south. The druids will destroy the undead themselves.
Move northeast. The necroes here are tricky,
DON'T RUSH IT! Trigger the zombies, set one of your mages on healing duty
and keep Dina in the back row. When the necros focus on killing Igles,
fireball them.
Talk to the very old looking druid to end the mission.
Bleh.
14: The Outlaws Camp
MAP: Very small.
LAYOUT: Forest.
TREASURE: Full steel plate armour,
Adamantium Plate Cuirass (~100k sell),
Adamantium Two Handed Axe (~130k sell).
MONSTERS: *Your Nemezis + 6 witches + band of pretty weak outlaws (N-W),
Succubus (2, S-W),
Few lizards.
DESCRIPTION: Now we're talking! You can do this the easy way or the hard
way.
Easy way: Go straight west. Bait half of the camp to the
board bridge. Keep one mage healing Igles, other fireballing the witches.
Clean the rest of the camp.
Hard way: Move through the forest to the druids S-W. Kill
the succubus and use the reinforcements to crash the camp from the south.
The succubus is much harder to kill than the brigands to be honest.
Keep an eye on the bastard that tricked you: He can dish
out up to 90 damage in one hit!
15: Village Under Attack
MAP: Very small.
LAYOUT: Forest/Desert.
TREASURE: 100 000 gold.
MONSTERS: *Around 10 Orcs + Shaman (2, approaching from the North),
Goblin tribe (3, C-S-E, killed by knights),
Ogre + bats (2, N-E),
4x Spirit (3, N-E-E),
4x Turtle (3, S-E).
DESCRIPTION: Listen to knights being the target of nepotism. Don't count
on their help, mate.
After knights buzz off east, village gets quickly bum
rushed from north by orcs. They come in a stream, so no worries.
Blast the shaman with fireballs and watch out for your
own mages - he likes them for some reason.
Talk to the elder for your reward. The goblins killed
by knights drop some good money. Lure the turtles to them so they move
their asses off the loot piles.
16: Ill-Tempered Squirrels
(I recommend hiring the Druid mercenary for this mission)
MAP: Very Small.
LAYOUT: Forest.
TREASURE: 100 000 gold.
MONSTERS: *8x Ogre, divided in 4 packs of 2 each (W),
*Few Squirrels (2, C).
DESCRIPTION: Send one of your mages South to the spiral mountain. Talk to
Conker.
Now, you have to be careful. There's no time limit as far
as I know, but it might be true only on Easy difficulty.
Keep picking out the ogres. Set all your mages on healing
duty. Fight the ogres on the bridge so you have to take care only of one at
a time.
As soon as you trigger the ogre pack, the corresponding
squirrel pack will bum rush the bridge and get themselves slaughtered
unless you form a blockade with your mages or something. If too many
squirrels die, you lose.
After you mop up all the ogres, talk again with Conker.
Bring the village idiots in the S-E part back to the village.
Collect 100k.
Have fun shopping.
17: Talena's Request
MAP: Large.
LAYOUT: Forest/Desert.
MONSTERS: *Team of lvl3 and lvl2 orcs + lvl3 Shaman + lvl2 Ogre
(outskirts of desert, will attack the town at center of map),
*Ogre with Friends (2, N-W),
2x Ogre (2, S-E),
Ogre (3, S-E),
4x Orc (3, scattered along the desert border),
Some orcs + Shaman (2, S),
Bunch of goblins (2/3, C-S-E),
2x Ghost (3, C),
Brigands + Witch (N-E),
Lots of bats all around the map,
Forest Trash (2 & 3).
DESCRIPTION: Pretty rich map.
Go north, dispatching of token monster resistance. Talk
with Talena and prepare to defend the village from East attack. Use the
same tactics as always - orcs are flammable.
Talena joins you - she's pretty weak, but has >100 HP
and can heal. You can at least control her.
In very S-E part of the desert there's a hilly region
with Talena's stupid amulet. You can either annihilate the 3lvl Ogre
guarding it or send hasted Igles to yoink it.
Talena's tower is N-W. Dispatch the Ogre and his friends
to win.
18: The Dangerous Forest
MAP: Large.
LAYOUT: Forest.
TREASURE: Around 100 000 gold.
MONSTERS: *4 Witches, 2 pretty tough Necromancers with grunts (S-E),
*3x Ogre (2, N),
Ogre (3, N-N-E),
Troll (2, C-S-E),
Lots of bats in the center,
Forest Trash (3).
DESCRIPTION: Lots of lizards here. It's easy to get your mages torn to
pieces, and to train skills here.
Go northwest. Pass the druid encampment, going east. Talk
to the solitary druid here.
Go south and wipe out the bandit camp. It's tough here -
start from west killing the isolated witch. Then lure the other bandits,
but NOT the necromancers, frying the witches with fireballs.
Those necroes are... special, through they don't look
like. They carry lots of cash with them, above 100k.
Return to the alone druid. Now she follows you.
Go northwest. Kill the ogres and find a bright green
patch of plants in their lair. After the druid comes close there, you win.
*19: The Desert Star
MAP: Large.
LAYOUT: Desert.
MONSTERS: *Buncha goblinoids with Shaman (2, N-E)
5x Ogre (2, N-W),
An Ogre patrolling the NW road (2),
5x Troll (2, S-E),
10x Skeleton (2, N),
Lots 'o spiders.
DESCRIPTION: Move along the road northeast. You'll be ambushed by 3 bats
just before the intersection.
Come N-E, you'll face a marriage dispute or something.
Help the green orc archer out, approach him with Dina and you win.
20: The Disappearing Caravans
MAP: Large.
LAYOUT: Desert.
TREASURE: 500 000 gold.
MONSTERS: *4 Tribes of orcs, each with a Shaman
(3, scattered around map borders),
Ogre (3, N-W-W),
Ogre (3, S),
Succubus + Bats (3, C-N-W),
Few Skeletons + Lich (3, C-N-N),
Goblin tribe with black goblin (3, N),
Goblin tribe (3, C-S-E),
Lots 'o spiders.
DESCRIPTION: Go straight east from start, through a hill patch free from
those towers.
Going counter clockwise, dispatch the 3 orc tribes. Give
Dina the elemental runestones.
There's an glyph on each half of the desert that Dina
uses to 'befriend' the towers.
After Dina disables 3 elements, find a patch of terrain
with friendly towers to pass through. Just... trial and error. I used those
at the center.
Do the same thing with the last tribe. Disable the last
element. Win.
21: The Rebel Stronghold (I recommend hiring a mage here)
MAP: Large.
LAYOUT: Forest.
TREASURE: ~1 000 000 gold!
MONSTERS: *Lots of steel soldiers, supported by archers and
sorceres.. sorcereresses.. mages - 4 groups:
*(moderate group of ~15 guys with 3 mages, W)
*(5 mages without soldiers, S)
*(4 soldiers + mage, S-E)
*(an army divided into 3 lines - 1 mage in first line,
2 mages + catapult in second, 2 mages + mithril-clad soldier in third, C),
Dragon (2, N-E),
Solitary Leader in Mithrill (C),
Lich + 5 Skeletons (3, S-E-E).
DESCRIPTION: Complicated, but check out the reward! That's the money you
get for selling 37 full stell plate suits waiting for you on still warm
corpses.
The horseman, sworsman and crossbowwoman are disposable
at best. The mage is of course good for healing.
First, go south and check out the brass balls of that guy.
From here, it's your choice.
To reach the dragon, go north from the Lich place.
The stronghold at the center is a nightmare. Keep your
mages at least 2 tiles away from Igles so they don't cough in poison clouds.
Use the cannon fodder to shield your mages, since flanking happens here.
Make Dina fireball the mages, and put fire/water resistance on Igles. Maybe
buy healing pots for this?
To beat the catapult, use one of the cannon fodder as bait.
As soon as they catch Igles' scent, you can leave the bait to die - this
way the catapult won't catch your mages and will focus on Igles.
22: The Swamp Mage (I recommend a mage for this mission)
MAP: Very Small.
LAYOUT: Forest.
MONSTERS: *A mercenary group - Strong necromancer, strong mage,
Mithril crossbowman, Woodsmen with adamantine axes, strong archers (S-W),
*Bees (3, N-E),
Troll with Buddies (3, N-W).
DESCRIPTION: The necromancer will try to trick you into doing his dirty
work. You can kill the troll or not.
Wipe out the camp. It's harder than it looks - everyone
here hits like a ton of bricks. Put as much resistances on Igles as you can
and set mages to healing duty. Blast the enemy mages with fireballs.
Whatever.
Move through the swamp N-E and chat with the druid.
23: The Hermit
MAP: Large.
LAYOUT: Forest.
MONSTERS: *Bees (2, N),
*Bats (3, N),
Succubus (2, S-W),
Forest Trash (2).
DESCRIPTION: Useless. You can skip this one - there's neither future
missions nor any reward. Do the druids' requests and move clockwise to the
island in the center. Find a pile of bones. Admit it was a waste of time.
*24: The Scarab Wastes
MAP: Large.
LAYOUT: Desert.
MONSTERS: *Orcs. Buncha orcs + Shaman (3, C-E),
Trolls (3, C-W),
Ogres (3, S-W),
Goblins (3, S-E),
Dragon (3, Patrolling the south-to-north route where the
trolls are),
Various desert vermin.
DESCRIPTION: Go straight east, past the trolls and wipe out the orc tribe.
Pick up the shaman's loot to win.
Explore the map to see what a bad pun the mission name is.
25: The Battle Mages
MAP: Medium.
LAYOUT: Plains.
MONSTERS: *Something like 70 weak Necromancers, spread in packs of 5-6
Few zombies here and there (3, C).
DESCRIPTION: The Necromancers' elements go clockwise - astral at top
(curse), air (they use prismatic spray), water (poison cloud), earth
(stone curse, stone missile), fire (fire wall).
The necros are immune to their element, and very resistant
to physical damage.
The second pair of stone faces - the left throws fireballs,
the right - darkness. Stick to the right one with fire resistance active.
Wipe out everything. As always - use Igles as bait, blow
everything up with fireballs or poison clouds.
26: The Stone Web
MAP: Large.
LAYOUT: Desert.
TREASURE: Meteoric Plate Bracers +5 Absorption (C).
MONSTERS: *3 Necromancers with zombies (3, C),
*Pretty much everything, all at level 3,
Lich with skeletons (3, S-S-E),
Dragon (3, C-E).
DESCRIPTION: Anything you might see on a desert, you fight here. Just
explore the web 'till you arrive at center.
Those bracers are awesome, by the way.
*27: The Elf
MAP: Large.
LAYOUT: Forest/Plains.
MONSTERS: *Zombies with Necromancer (3, C),
*Skeletons with Lich (3, S-W),
*Zombies with 3x Necromancer (3, N-W),
*Ogre with a (failed) mission (3, S-E),
Ogre tribe (3, S),
Forest Trash (3).
DESCRIPTION: First, watch out for the Ogre coming at you from north -
usually your mages are exposed here.
The elf is on the other side of the lake. Approach him
with your main character (Galinel in my case).
Go through the mountain pass in the center and smash the
3 undead groups. Go back to the elf. Victory!
There's a group of druids N-E. You can chat with them and
make wildlife neutral. Kinda pointless, since pretty much no animals stand
in your way at this point...
28: The Ancient Crypt
MAP: Large.
LAYOUT: Forest.
TREASURE: Crystal Plate Cuirass +5 to Body (E, where the necros are),
Gold amulet +5 to Body +5 to Absorption +5 to Speed
(E-E-S, need to kill the succubi and dragon for it).
MONSTERS: *Bees! (4, Starting point),
*3 Necros with 5 skeletons and 4 Zombies (4, E),
*Tons of lizards, wolves and bees (4, Everywhere!),
Dragon (4, C),
3x Succubus (4, N-W) .
DESCRIPTION: You'll be rushed IMMEDIATELY by bees. Lots of bees!
That amulet is totally worth it. To save you the trouble:
Kill the succubi, go east 'till you chat with a druid, go south down the
road and chat with next druid, kill the dragon, chat with him again, return
to first druid, use her to lure those ghosts to second druid. The amulet
will appear hidden by tree leaves, little northeast from 3 rocks in the
S-E part of map.
ANYWAY... Move along the road, killing everything.
You'll stop by a cemetery. Make sure everything is dead there again and
DON'T FORGET THE ARMOUR!
29: The Orcologist
MAP: Large.
LAYOUT: Sigh.. desert.
TREASURE: 1 000 000 gold,
Crystal Plate Helm (~2 million sell, worn by orc shaman).
MONSTERS: *Orc tribe + Shaman (4, C-N),
*Turtles (4, S-E),
*Trolls (4, S),
Ogres (4, W),
Goblins (4, C-N-W),
Goblins + few Orcs (4, E),
Mixed team of Orcs and Goblins (4, N-W),
Ghosts (4, N-E),
Lots of spiders and snakes here and there (4).
DESCRIPTION: Go straight north. Move along the road 'till you find the
tribe. Kill.
Pick up shaman's cactus juice. Move now S-E. The
Orcologist will be under attack by turtles, so don't waste time killing
the trolls.
30: The Magic Source of Water
MAP: Very Large.
LAYOUT: Islands.
TREASURE: Mage's Hat +5 spirit +250% Mana Regeneration (MAGE PC),
OR
Crystal Breastplate +5 Body +5 Absorption (WARRIOR PC),
10 000 gold (isolated small island, C-S-W).
MONSTERS: *2 Dragons one after another (4),
*few Bats (4, N-E),
an Succubus or two, depending on your luck (4).
DESCRIPTION: The element you get is based on your character:
Male Fighter -> Fire,
Female Fighter -> Earth,
Male Mage -> Air,
Female Mage -> Water.
First, laugh at the incompetence of the Necromancer Guild.
This guy will ALWAYS give you spells you need to complete this quest.
Source of Air gets Invisibility. All other get Fire Wall + Stone Wall.
Flick the two switches to activate the teleport. Now...
Go one after another this way: Put invisibility on the
subject (if you have it), go north to another teleport. Solving the riddle
here involves blasting away the poison cloud completely with firewalls or
fireballs.
Go through another teleport. Kill a dragon where you
arrive. Approach the funky pyramid with main char. Get the treasure
(warriors get a +Body breastplate, similar to the Crypt mission).
Go through yet another goddamn teleport. Kill another
dragon. Arrive here with all your companions to finish the quest.
ATTENDUM Riddles for other magic sources:
AIR: Turn the dragon, the succubi and troll invisible at
the same time.
EARTH: Cover the 'I' darkened patch of ground with stone
walls at once.
FIRE: Put 2 firewalls on the darkened ground patches.
*31: A King's Request
MAP: Large.
LAYOUT: Forest.
TREASURE: Crystal amulet +5 spirit +200% Mana Regeneration +2
Sight (dropped by... Lich, I guess?).
MONSTERS: *High level Necromancer (S, near your starting position),
*Lich + few Necromancers + Skeletons (3, the same place),
3x Dragon (3, C),
Ogres (3, S-E),
Bunch of neutral Trolls (3, N),
Bunch of neutral Dragons (3, E).
DESCRIPTION: The easy way - kill the first necromancer you see (he's
neutral at first). Kill the comitee that pops out after his death. Don't
forget to pick up the amulet!
The hard way - go west, watch soldiers get slaughtered.
Go northwest and chat with druids. Go back to the Heavy Metal Necro and
rock him like a hurricane.
32: The Desert Oracle
MAP: Large.
LAYOUT: Desert. Again!
TREASURE: Meteoric Chain Mail +10 to Spirit (4.5 million sell),
Magic Wood Long Bow +50 Damage +100 Attack (4.5 million
sell).
MONSTERS: *Undead - Lich + Skeletons (4, E),
*2x Succubi (4, C-W-N),
*Ogres (4, W-W-S),
Succubus (4, C-N-W),
Troll + Succubus + Bats (4, N-N-W),
Orcs with Shaman (4, N-N-E),
Orcs + Skeletons + Shaman (4, S-S-W).
DESCRIPTION: This area is shaped like a four-leaf clover. You have to
kill the ogres and succubi, pick up a stone in the mine and an ogre head,
meet the oracle in the S part of map and escort him to the E part of map.
To obtain the chain, arrive at the square shaped field of
levers in the W part:
X Y Y X
X X
X X
Y X X Z
Flip manually the Y switches, shoot the Z switch with a
fireball. The chain will appear in the middle. You need teleport to get it.
To get the bow, flip manually the N-E & S-W switches. Bow
will appear in the center of the map. Again, you need a teleport.
33: Forest Madness
MAP: Medium.
LAYOUT: Forest.
TREASURE:
MONSTERS: *Skeletons with Necromancers (4, N-W),
*Dragon (4, N-W),
Dragons (4, All around),
Ogres (4, S-W),
Trolls (4, S-W and scattered around the map),
Lots of animals (4).
DESCRIPTION: 'Tis a great place to train skills. Dragons are isolated
and good for money hunting.
Kill the undead in the north clearing, heal the druid and
chat with her to win.
34: Mysterious Amulet
MAP: Large.
LAYOUT: Plains.
TREASURE: Crystal Long Sword +30-60 Fire damage (N-W),
Gold Ring +1 Sight +200% Mana Regeneration (W-W-N).
MONSTERS: *Few Zombies attacking the village (3 mostly + one 4, S-W),
*3x Ogre (4, C-N-E),
*Necromancer (W),
*Army of Liches and Zombies (4, N-E),
Group of Zombies (4, C),
2x Dragon (4, C-S-E),
2x Troll (4, C-C-S),
3x Succubus (4, N),
Squad of Skeletons with Liches (4, N-W),
About 5 Succubi with Zombies (4, W-W-N).
DESCRIPTION: First, defend the village. Keep close to the elder - he's
the only thing that has to survive, and you'll be attacked from all sides
anyway.
Second, go little northwest from village and kill the
neutral necromancer there. Pick up his amulet.
Third, go northeast, passing by a cemetery and mountain
pass guarded by ogres. There's two ways to fight the literal army of
zombies here:
1) Backtrack to mountains in south. Kill 2 trolls and
talk with the dragon. He'll join you for the remainder of the mission. Use
the dragon to soften up the zombies - he'll die anyway, don't worry about
that.
2) Who needs help, anyway? Lure the army back to the
mountain pass, keep your mages on healing duty and AWAY from Igles (so they
don't get sprayed with blizzards). Igles needs healing 'cause 5-6 blizzards
at once will quickly eat even his thousands of HP. Carefully pick out
crossbowzombies with fireballs. Send Igles to finish off Liches.
Now, approach the ghost with the amulet and you win the
mission.
*35: The King's Hunt
MAP: Large.
LAYOUT: Plains.
TREASURE: Full Crystal Plate Mail + Crystal Two Handed Sword
(~12 million sell, King's loot),
Dragon Large Shield +5 Body (4.5 million sell, King's loot),
MONSTERS: *Lots! (4),
*A dragon or two (4, C-E).
DESCRIPTION: Just move.
Northern path has bees, ogres and wolves waiting for you.
Southern - turtles, trolls and lizards. It's your choice.
Kill the dragons blocking your way. The king and his
entourage will be effortlessly slaughtered by Igles' uncle and his merry
men, after Igles chats with the king. Remember to loot!
*36: The Last Battle
MAP: Very Large.
LAYOUT: Plains.
MONSTERS: *Urd + few Liches and Skeletons(N-E),
Well... tons of undead. What did you expect? (4),
Some Trolls, some Ogres (4, N),
Succubi pack (4, N),
1x Super Skeleton Warrior Standing by his Tomb (5, C-C-W),
1x Super Lich Chilling on a Desert (5, C).
DESCRIPTION: First, back up your guys before druids shred them with
blizzard. Usually, the druids win.
There's two ways to do this - either push your way
clockwise through the map, OR... buy Igles a teleportation scroll (
30k a pop) and poof behind the fence straight north from your starting
position. You'll only have to deal with a skeleton crew guarding a bridge.
Urd, Urd, Urd... Keep your mages away from him - he REALLY
likes to move past Igles and target them.
By the way.. Notice the level 5 SuperUndead? Those guys
are prominent in high-end multiplayer maps. There's no reason to fight them
aside from benchmarking Igles. Well.. when you kill the SuperLich, you get
a bit of flavor dialogue. Muahahaha!
The Lich doesn't do more damage 'cause he uses spells. He
has 1200 HP if you're curious. The Warrior can deal thousands of damage in
a single hit and has so much HP he'll probably regenerate faster than you
can damage him. I mean, he's tougher than Urd!
There's no super loot, mind.
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