FAQ/Walkthrough - Arx Fatalis Written by: Logik (Chris Seale) Email: logikzer0@rock.com <-- Any Questions or Comments, send here. Version: 0.50 - FAQ w/ partial walkthrough This guide is permitted for use ONLY on www.gamefaqs.com. Use of this guide on any other website or other publication is prohibited without the express written consent of the author (Chris Seale). Copyright 2003, All Rights Reserved. _____ ___________ __ .__ .__ / _ \__________ ___ \_ _____/____ _/ |______ | | |__| ______ / /_\ \_ __ \ \/ / | __) \__ \\ __\__ \ | | | |/ ___/ / | \ | \/> < | \ / __ \| | / __ \| |_| |\___ \ \____|__ /__| /__/\_ \ \___ / (____ /__| (____ /____/__/____ > \/ \/ \/ \/ \/ \/ ASCII Art by: Jorg Seyfferth (www.network-science.de/ascii) Basic Story: Thousands of years ago the city of Arx, in the world of Exosta, was full of life. The races lived together under the sun-lit sky. Suddenly and without warning the sun stopped shining, putting an abrupt end to this age of harmony. Driven underground into the Dwarf mines by the darkness and cold, the inhabitants of Arx were forced to start new lives in the shafts and caverns. For a while, the Humans, Orcs, Goblins, and Trolls alike, were united by a common purpose, but quickly animosities started to build. The lack of resources caused the races to resort to violence and conflict. The build-up of hate, anger, and violence brought forth a terrifying evil, Akbaa, the Lord of Destruction. Akbaa took great pleasure in the suffering and death of humans. Legend has it that Akbaa aligned himself with former High Priest Iserbius and founded a cult. This cult was hell-bent on spreading the terror of their masters, constructing hidden temples, and performing human sacrifices. Finally, an astronomer of the King uncovered the High Priest's evil doings. Shortly before Iserbius's death he sent a message to the mysterious Sybarta. The Sybarta kept the balance of power between the gods, and after receiving the message, sent a guardian to Arx. No one has seen this guardian, no one knows when he will arise, and no one knows when the threat of Akbaa will finally by neutralized. This guardian is you. ------------------------------------------------------------------------------- Before starting this game I HIGHLY suggest downloading the patches from www.jowood.com. The box release has several bugs, and most of them are addressed on the latest patches. You also get a mini-map, which is infinitely helpful. ------------------------------------------------------------------------------- FAQ Contents: I. FAQ/General Information A. Getting Started 1. Creating your Character 2. Controls 3. Interface/Inventory 4. Using/Combining Items 5. Combat 6. Magic System 7. Hints and Tips B. In-depth Tables and Info 1. Character Attributes a. Indirect stats b. Direct stats 2. Character Skills 3. Enemies 4. Weapons and Armor 5. Item Combinations 6. Runes and Spells C. Frequently Asked Questions D. Cheats II. Walkthrough A. Main Quests 1. Escape from the Goblin Prison 2. *MORE TO COME* B. Side Quests/Fun Stuff 1. *COMING SOON* 2. *COMING SOON* -=Section I - FAQ and General Information=- ====================== -A. Getting Started- ====================== ------------------------------------------------------------------------------- 1. Creating your Character ------------------------------------------------------------------------------- After starting a new game you will immediately be taken to the character creation screen. There are two sides to this display. On the left you will notice a portrait of your character and six icons representing your attributes. Click on "Appearance" at the bottom to change your character's look; yes, there are only four choices. By hovering the mouse over the different icons you can see the names of the various attributes. Starting on the left, top to bottom, the attributes are Armor Class, Resistance to Magic, and Resistance to Poison. On the right is Life Energy, Mana, and Damage (More details on these in section B1). The number below each icon is your current points level. You can't directly change these points, they change as you add or subtract points from the right side. On the right you will see four icons across the top, representing your character's major attributes, and nine icons below, representing your character's skills. Hover the mouse over each icon to see a description. Starting on the top row, left to right, you have Strength, Intelligence, Dexterity, and Constitution. The skills at the bottom are Stealth, Technical, Intuition, Ethereal Link, Object Knowledge, Magic, Close Combat, Projectiles, and Defense (more details in section B2). When hovering the mouse over any of these icons, you will notice a number (16 to start for attributes, 18 for skills). This number is the current amount of points you have left to add. You can add points to your various skills/attributes by left-clicking; right- click to subtract points. Notice that each time you add points to an attribute, points in certain skills (and attributes on the left) will also be added automatically. When a point level is red it indicates the minimum points allowed for that skill or attribute. Add or subtract points to your skills and attributes until you are content with your characters stats. Be sure to keep your character somewhat balanced, putting all your points into one attribute will only make the game more difficult. If you aren't in the mood to manually create a character, just click "Quick Generate" at the bottom. This will create a balanced character, and will still allow you to tweak his stats. When you are happy with your hero, click "Done". *NOTE - In-depth stats and tables will be listed in Section B* ------------------------------------------------------------------------------- 2. Controls ------------------------------------------------------------------------------- Moving right along, it's time to learn how to control your hero in the Arx world. There are two different types of "modes" that you will need to be familiar with, you switch between these modes by right-clicking. The first mode has your center cursor fixed, meaning that you can look around by using the mouse. The second mode allows you to move your cursor, giving you access to icons on the screen, as well as your inventory (while in this mode, your inventory is displayed). You will need to use both of these modes throughout the game, so get comfortable with them at the beginning. Before I move on, I would like to make a strong suggestion regarding the default controls in this game. By default, the mouse moves your virtual "head", meaning that you look around and aim yourself with the mouse. The arrow keys by default are a little strange. Up and down move your character forward and backward, but left and right also cause your hero to look left or right, this is redundant. Press escape and go to Options > Customize Controls. Set left strafe as the left arrow and right strafe as the right arrow. Now you will move your virtual legs with the arrows and your head with the mouse. This setup, to me, is much more intuitive. After doing so your controls should be set up as follows: Use/Equip - ENTER or F Action - Left mouse Jump - Space Magic Mode - CTRL Stealth Mode - SHIFT Forward/Backward - Up, Down arrows Strafe left/right - Left, Right arrows Crouch/Crawl - X Open Inventory - I Open log - Backspace Battle Mode - Numpad 0, TAB Switch between "look" modes - Right mouse Activate auto-spell - num 1, 2, or 3, respectively Cancel spell - num 4 Add Item to Inventory - Shift-Click These are the basic controls needed to get yourself around. For more in-depth controls, refer to the manual or press escape > options > customize controls. Note that Battle Mode is a toggle button, meaning that you press it once to activate it and again to deactivate it. Magic and Stealth Mode you must hold down the button, as well as crawling. ------------------------------------------------------------------------------- 3. Interface/Inventory ------------------------------------------------------------------------------- The interface consists of several icons; make sure you get comfortable with the locations and meanings before you start your quest. At the bottom-left of your screen you will see a red orb that represents your health. When the orb is completely empty, you are dead and you must restart from a save. Directly to the right of the health orb is your inventory panel (access this by right-clicking). You can store all the items you pick up here. There are several spots to place items, and you can expand your inventory later in the game. Simply drag and drop to place items, double-click to combine items, and press enter to use an item. To the right of the inventory panel is another orb, blue in color. This orb represents your current mana or magic power. When you use spells this drains, if it is too low you must either use a potion or wait for it to regenerate before casting another spell. Above the mana orb are four icons, not always visible. First is the inventory icon, you can click this instead of right-clicking to access your inventory. Above that is your journal/spell book icon; click this to bring up your journal. The journal contains information about your character, including his stats. It also contains a map, a spell book, and a personal journal that records your main quest objectives. Next is your purse, which contains all of your gold, hover the mouse to check your current total. When you level up a red cross shape will appear above your purse; click this to add stats to your character. Moving to the top-right of the screen, your runes will be displayed as you cast spells. If you draw a rune that you don't currently have, a red 'X' will be displayed over the rune. Below this displays any spells that are currently active, these runes are displayed in white. At the top-center of the screen will be descriptions of items that you hover the mouse over, or important messages from the game. Statistics for the items are displayed as well, including requirements for their use, and stat increases/penalties for using them. The top left and center of the screen is reserved for another type of inventory. This inventory will display when you are checking dead corpses or searching chests. To take items, simply drag them into your own inventory, which automatically displays when you search chests or bodies. This display also appears when buying goods from dealers, hover the mouse to show the price of the item you are interested in. Finally, directly below your secondary inventory, there are four more sections of interest. First, a torch will be displayed if you use a torch. Following that is the Stealth icon, which will appear when you are in "stealth mode", and will display brighter the more hidden you are. Use this icon to sneak up on foes, if it isn't displayed then you CAN be seen. After the stealth icon, you will eventually see your weapon, armor, or shield displayed. The color of the icon indicates how damaged your weapon or armor is. Green indicates that the weapon is intact, yellow indicates some damage, while orange or red indicates major damage, which needs to be repaired immediately. Lastly is the area where your memorized spells are displayed. These icons are blue, and display left to right in the order you cast them. ------------------------------------------------------------------------------- 4. Using/Combining Items ------------------------------------------------------------------------------- In Arx Fatalis, you will spend a great deal of time dealing with the different items you discover on your quest. It is imperative that you learn to use and combine different items to help you along. To look at an item that you find, simply hover the mouse over it. This will give you a detailed description at the top of the screen. If you want to take the item with you, simply drag it into your inventory, or just shift-click and automatically pick it up. To throw away something in your inventory, just drag it over the top-half of the screen until a blue arrow appears and toss it away. To activate doors, look in barrels or chests, or speak to NPC's, simply double-click. At some points in the game you will be required to combine the items you gather with other items, inside and outside of your inventory. To combine an item, double click on it to bring up the combine icon, and click on another item, door, treasure chest, or NPC. You can unlock chests, unlock doors, make potions, carve wood, and give away items by using the combine command. For example, if you have many keys, buy a key ring, then double click on a key and click on the key ring to add the key to the ring. Then double click on the key ring and click on a chest to use the key on the chest, if it is the correct key you will unlock the chest and be free to take anything inside. Shopping in Arx is very simple. You just double click on the seller's box, which opens up your inventory as well as theirs, and drag and drop items you wish to sell or buy. Note that once you click on an item the transaction is final so be careful. ------------------------------------------------------------------------------- 5. Combat ------------------------------------------------------------------------------- To draw your currently equipped weapon press numpad 0; this will put you in combat mode. To attack simply left-click. Hold down the mouse button to gain power. A diamond at the bottom of the screen will glow brighter the more power you've built up. Release the button to attack. You can change the way in which your character swings his weapon by pressing an arrow key before clicking. If you are walking forward you will execute an overhead attack. Walking backwards will draw the weapon towards you and jab at your enemy. Strafing either direction will cause you to swipe crossways. You will find yourself using the backwards jab attack more often, because you will normally be trying to distance yourself from an enemy. Note that you will cause less damage this way. The best strategy for melee weapon combat is hit-and-run. Charge your attack to its fullest power, hit your enemy, and quickly walk away while charging another attack to avoid a counter-strike. Repeat this method until they fall over dead. Many foes, especially near the beginning of the game, can take you out rather fast. You don't want to get hit more than you have to. Be patient with your attacks. ------------------------------------------------------------------------------- 6. Magic System ------------------------------------------------------------------------------- Using magic in Arx is rather unique. When you've gathered the proper runes, spells will be placed in your journal. You must draw these runes in the air to cast the spells. The downside to this is that you must do this EVERY time you want to cast a spell, which is very difficult when you are in the heat of battle. To alleviate some of this, you are allowed to memorize up to three spells, but you still must draw them ahead of time. Drawing runes is not as easy as it sounds either. The game is rather picky about what the runes look like, and you will often find yourself drawing a rune three or four times before it registers. I suggest you play around with drawing the runes way before you start battling foes; once you get a feel for them, it should get easier and easier. To activate magic casting mode, hold down the CTRL key. You must continue to hold down the key while casting your spell. Draw the runes necessary for your target spell (If it registers you will hear the name of the spell audibly, along with a picture of it in the top-right of the screen). After drawing the necessary runes you have two choices. Simply release the CTRL key to cast the spell immediately, or hold down SHIFT and release CTRL to memorize the spell for later use. In my personal experience, I used the spell Fireball more than any other spell. This is probably the best all-around offensive spell in the game. Have three fireballs memorized at all times when you get the proper runes (Aam, Yok, and Taar). Use the '1' key to cast it immediately, without the annoyance of holding down CTRL, trying to run from a monster, AND draw the rune. Inevitably you will be faced with a situation where you come across a strong enemy and you have no spells memorized. It is not advisable to try and cast a spell at this point, as your concentration is broken when you are attacked. The best thing to do in this situation is keep moving and attacking with a melee weapon. If you are unable to succeed, simply reload and be prepared with spells on the next go round. ------------------------------------------------------------------------------- 7. Hints and Tips ------------------------------------------------------------------------------- * * * More coming soon! ====================================== -B. In-depth Tables and Information- ====================================== These tables are taken either from the manual or the game itself. The tables in this section are for people who do not have a manual as they are taken directly from it. ------------------------------------------------------------------------------- 1. Character Attributes ------------------------------------------------------------------------------- a. Indirect Stats (These stats are not directly changeable) ARMOR CLASS - Your armor class is simply how well your character takes damage in battle. The higher the number, the better defense your character will have. RESISTANCE TO MAGIC - This stat influences the effect that spells have on your character. The higher the number, the more resistance you are to magic. RESISTANCE TO POISON - Obviously, this effects how well you resist poison. LIFE ENERGY - This represents your red orb, which is how many hit points you have. If this reaches zero, you are dead. MANA - This represents your blue orb, which is the amount of mana energy you have remaining. This must be replenished to cast spells. DAMAGE - The amount of damage you inflict upon your adversaries. b. Direct Stats (These stats are changed by the player, which effect many other attributes) STRENGTH - This stat gives you a damage bonus the higher it is. It also influences your ability to carry and use heavier weapons and armor. Bonuses to object knowledge and close combat are also given when points are put into strength. Table 1 - Strength Bonuses Strength Bonus Damage Close Combat Obj. Knowledge 3 0 +6 +1.5 4 0 +8 +2 5 0 +10 +2.5 6 0 +12 +3 7 0 +14 +3.5 8 0 +16 +4 9 0 +18 +4.5 10 0 +20 +5 11 +1 +22 +5.5 12 +1 +24 +6 13 +2 +26 +6.5 14 +2 +28 +7 15 +3 +30 +7.5 16 +3 +32 +8 17 +4 +34 +8.5 18 +4 +36 +9 19 +5 +38 +9.5 20 +5 +40 +10 21 +6 +42 +10.5 22 +6 +44 +11 23 +7 +46 +11.5 INTELLIGENCE - This influences your mana reserve, and your resistance to magic. It also effects several skills including: ethereal link, casting, technical skills, intuition, and object knowledge. Table 2 - Intelligence Bonuses Intel. Mana* MgRes Tech Intuition Ethereal Obj.Knw. Casting 3 3*(lv+1) +6 +3 +6 +6 +4.5 +6 4 4*(lv+1) +8 +4 +8 +8 +6 +8 5 5*(lv+1) +10 +5 +10 +10 +7.5 +10 6 6*(lv+1) +12 +6 +12 +12 +9 +12 7 7*(lv+1) +14 +7 +14 +14 +10.5 +14 8 8*(lv+1) +16 +8 +16 +16 +12 +16 9 9*(lv+1) +18 +9 +18 +18 +13.5 +18 10 10*(lv+1) +20 +10 +20 +20 +15 +20 11 11*(lv+1) +22 +11 +22 +22 +17.5 +22 12 12*(lv+1) +24 +12 +24 +24 +19 +24 13 13*(lv+1) +26 +13 +26 +26 +20.5 +26 14 14*(lv+1) +28 +14 +28 +28 +22 +28 15 15*(lv+1) +30 +15 +30 +30 +23.5 +30 16 16*(lv+1) +32 +16 +32 +32 +25 +32 17 17*(lv+1) +34 +17 +34 +34 +26.5 +34 18 18*(lv+1) +36 +18 +36 +36 +28 +36 19 19*(lv+1) +38 +19 +38 +38 +29.5 +38 20 20*(lv+1) +40 +20 +40 +40 +31 +40 21 21*(lv+1) +42 +21 +42 +42 +32.5 +42 22 22*(lv+1) +44 +22 +44 +44 +34 +44 23 23*(lv+1) +46 +23 +46 +46 +35.5 +46 *For example, if your hero is level 7, and has an intelligence of 16, his mana would be: 16*(7+1) = 128. DEXTERITY - This determines your accuracy and the chance that you'll deal a critical blow, and the time it takes you to aim. It also affects skills including technical, stealth, close combat, distance weapons, and object knowledge. Dextr Cr. Hit% AimTime CloseCom Stealth Tech Obj.Know. Dist.Wea. 3 -3% +140 ms* +3 +6 +3 +1.5 +6 4 -2.5% +120 ms +4 +8 +4 +2 +8 5 -2% +100 ms +5 +10 +5 +2.5 +10 6 -1.5% +80 ms +6 +12 +6 +3 +12 7 -1% +60 ms +7 +14 +7 +3.5 +14 8 -0.5% +40 ms +8 +16 +8 +4 +16 9 0 +20 ms +9 +18 +9 +4.5 +18 10 0.5% 0 ms +10 +20 +10 +5 +20 11 1% -20 ms +11 +22 +11 +5.5 +22 12 1.5% -40 ms +12 +24 +12 +6 +24 13 2% -60 ms +13 +26 +13 +6.5 +26 14 2.5% -80 ms +14 +28 +14 +7 +28 15 3% -100 ms +15 +30 +15 +7.5 +30 16 3.5% -120 ms +16 +32 +16 +8 +32 17 4% -140 ms +17 +34 +17 +8.5 +34 18 4.5% -160 ms +18 +36 +18 +9 +36 19 5% -180 ms +19 +38 +19 +9.5 +38 20 5.5% -200 ms +20 +40 +20 +10 +40 21 6% -220 ms +21 +42 +21 +10.5 +42 22 6.5% -240 ms +22 +44 +22 +11 +44 23 7% -260 ms +23 +46 +23 +11.5 +46 *ms = milliseconds CONSTITUTION - This attribute affects your character's health and resistance to poison. It also gives a bonus to your defense. Constitution HP Resist Poison Bonus Def. 3 6*(lv+1) +6 +9 4 8*(lv+1) +8 +12 5 10*(lv+1) +10 +15 6 12*(lv+1) +12 +18 7 14*(lv+1) +14 +21 8 16*(lv+1) +16 +24 9 18*(lv+1) +18 +27 10 20*(lv+1) +20 +30 11 22*(lv+1) +22 +33 12 24*(lv+1) +24 +36 13 26*(lv+1) +26 +39 14 28*(lv+1) +28 +42 15 30*(lv+1) +30 +45 16 32*(lv+1) +32 +48 17 34*(lv+1) +34 +51 18 36*(lv+1) +36 +54 19 38*(lv+1) +38 +57 20 40*(lv+1) +40 +60 21 42*(lv+1) +42 +63 22 44*(lv+1) +44 +66 23 46*(lv+1) +46 +69 For example, if your character is level 6 and his constitution is 16, his HP would be 32*(6+1) = 224. ------------------------------------------------------------------------------- 2. Character Skills ------------------------------------------------------------------------------- There are nine different skills that your character can utilize throughout his quest. Here I've listed the descriptions and any relevant tables. STEALTH - This skill is pretty self-explanatory; it affects how silent you walk, and how well-hidden you stay. When your stealth is very high, you can even pickpocket NPC's. Stealth Backstabbing Footstep Volume Visibility 10 5% -10% -4% 20 10% -20% -8% 30 15% -30% -12% 40 20% -40% -16% 50 25% -50% -20% 60 30% -60% -24% 70 35% -70% -28% 80 40% -80% -32% 90 45% -90% -36% 100 50% -100% -40% Backstabbing bonus is added to your attack when attacking someone from behind. At stealth levels above 50% you can attempt to pickpocket foes by bumping into them. TECHNICAL - This skill influences your ability to pick locks and disable traps. I found this to one of the most useful, since you will discover many locked chests and traps. Put points in this one. INTUITION - Helps you detect hidden objects, secret passages, and detect traps. This also gives bonuses to your buying and selling prices. Every 10 points in this skill nets you +5% to selling prices and -5% to buying prices. ETHEREAL LINK - This is one of the weaker skills IMO. It allows you to sense hostile creatures in the area, as well as giving you the status of your enemy while you are fighting. Ethereal link also adds a bonus to your mana replenishment rate. OBJECT KNOWLEDGE - This stat is extremely important because it allows you to brew potions, repair your equipment, and poison your weapons. It also allows you to identify higher level items. The more points you have, the higher level item you can identify. I have yet to find any other way to identify items in the game, so it's important to put some points here. Object Knowledge Poisoning (# of charges) Repair 10 N/A 10% 20 N/A 20% 30 1 30% 40 4 40% 50 7 50% 60 11 60% 70 14 70% 80 17 80% 90 21 90% 100 24 100% CASTING - This stat is relevant to your ability to cast spells, the power you cast them with, and your resistance to magic used against you. I suggest at least putting 30 pts into this skill to get Fireball, as it is the most useful spell in the game. Even if you are a warrior-type character, make sure to get points in the skill eventually. You don't want to be stuck at level 10 with no casting, it will be much more difficult. Every 10 points in casting you can use the corresponding level spells. For example, at 40% casting you can use level 4 magic spells. Magic Resistance moves up 5% for each 10 points also. CLOSE COMBAT - Adds a bonus to your attack attribute. Every 10 points in this skill you receive 1 point bonus damage and 2% added to your critical strike rate. PROJECTILES - Same as close combat, except it adds bonuses to long-ranged weapons, such as a bow and arrow. Be warned if you decide to be an archer; there is not a great selection of bows, or an unlimited supply of arrows, in Arx. DEFENSE - Obviously, this adds points to your armor class, but it also effects your ability to use a shield and resist poisoning. Defense Bonus Resist Poison Bonus Armor Class 10 +3 0 20 +5 +1 30 +8 +2 40 +10 +3 50 +13 +4 60 +15 +5 70 +18 +6 80 +20 +7 90 +23 +8 100 +25 +9 ------------------------------------------------------------------------------- 3. Enemies/NPC's ------------------------------------------------------------------------------- While on your quest you are free to kill anything you see. Some NPC's are much more difficult than others to handle. Don't worry though, even if you kill every NPC in the game, it is still possible to complete the game. Listed here are all the NPC's that you will encounter in the game, hostile or not. Also, I have used the table in the manual that contains all of the specific data for each character. GOBLINS - These are the first type of creature you will face on your quest. They have imprisoned you, so it is only right that you repay them. Three or four thuds with a bone will take care of your basic goblin. GOBLIN LORDS - These are much taller and more muscular goblins, but no smarter. Be careful when attacking these guys at the beginning of the game, as they can take you out with a few good blows. Take advantage of their lack of intelligence by using the hit-and-run method. TROLLS - Trolls are much larger than goblins, and just as stupid. You won't have to fight many trolls if you play your cards right though. If you do have to fight one, they pack a mean punch. Magic is the best way to handle these guys, from a distance. RAT-MEN - You'll only have to deal with these guys during one portion of your adventure. They aren't very strong, but are extremely fast, and use poisoned daggers. Rat-men also like to disappear and reappear in another spot. Be cautious and make your attacks count when facing these guys. DWARVES - Dwarves are friendly NPC's that you will deal with very little, in fact, both of the dwarves you see are dead. They live in the lowest level of the game. SISTERS OF EDURNEUM - Half snake, half woman, sounds cool, huh? Well, they are. I especially liked these creatures more than any other in the game. You won't have to fight off too many of them, as they are typically friendly. They are high-level casters, but fold to your sword rather quickly. GIANT RATS - You'll see more of these than any other foe in the game. They barely inflict any damage and are really more of an annoyance than anything. Collect their ribs to cook and eat. SPIDERS - The only thing bad about spider is the poison they inject with their very quick bite. One or two hits is plenty for both the small and large versions. WATCH OUT for larger green spiders though. These are called "Were-spiders" and they pack an especially mean bite. You have to face one near the beginning of the game, and it ain't easy. UNDEAD - Your basic zombie. They don't inflict much damage and can be taken down rather easily. Make sure you use a wooden stake to KEEP them down. MUMMIES - Mummies are unlike undead in that you don't have to use wooden stakes to kill them, but they are VERY annoying creatures. Mummies have the ability to paralyze you, and they will utilize that ability constantly. Keep your distance from these things and cast fireballs until they are no more. LICH - The lich are very rare in the game, but will scare the living crap out of you. These undead necromancers are fast-moving, high HP foes that can also paralyze you. Liches can summon undead creatures as well, which makes them exceedingly difficult to defeat. There is almost always a great reward for taking them out though. BATS - Bats are rare, and easy to kill if they weren't so damn small. You might have to kill three or four in the whole game. GOLEM - These creatures can only be brought to life with a golem heart and a special magical incantation. Aim for their heart when facing a golem. They are very slow, so use that to your advantage. DEMONS - You will only face a demon when someone summons them from the other dimension. They are very fast, and can kill you in a very short time. Use your best magic to quickly dispatch these foes before they get near you. PRIESTS - You'll only find priests in the Temple of Akbaa, and they are very easy to kill. Don't sweat these guys, just decapitate them. GIANT WORM - There is one GIANT worm in this game on the rat-men's level, and it is pathetically easy to deal with. Cast fireball, and if it gets to close to you, just walk backwards. The worm will retreat as well. Continue to cast fireball or any other choice spells until the worm explodes blood and guts everywhere. DRAGONS - One dragon resides in the game, and it is your choice if you want to try and take it on. The dragon has VERY high HP, casts high-level ice spells, can freeze you, and is just an all around pain. I haven't been able to defeat this guy yet. Name HP Armor Damage Specialties Experience -------------------------------------------------------------------------- Chicken 2 1 N/A Provides Food 1 Giant Rat 5 10 2 " " 12 Spider(baby) 4 10 2 Poison Attack 10 Spider 8 10 4 " " 20 Were-spider 45 10 20 " " 100 Goblin 12 10 3 N/A 40 Goblin Lord 25 20 10 N/A 70 Villager(M) 32 10 5 N/A 40 Villager(F) 16 3 3 N/A 30 Arx Guard 60 40 15 N/A 100 Priest 25 5 12 Spell Caster 70 High Priest 35 5 16 " " 100 Ghost 60 40 15 Invisible 100 Troll 40 30 18 N/A 100 Golem 70 80 20 Poison Immune 200 Giant Worm 200 40 20 N/A 800 Undead 35 30 12 PA, Resurrect 120 Mummy 45 30 30 PA, Paralyze 40 Lich 120 40 12 High Lv Spell Caster 800 Snake Woman 35 10 5 " " 100 Rat-men 25 30 10 PA, Thief, Teleport 400 Dog 15 1 3 PA, Provides Food 4 Pig 18 10 5 Provides Food 6 Dragon ~300 ?? ?? Freeze ??? ------------------------------------------------------------------------------- 4. Weapons and Armor ------------------------------------------------------------------------------- Arx Fatalis is not exactly littered with all different types of weapons like some other games. You will find a few types of swords, a bow, a few pieces of armor, and maybe some items to enchant your weapons/armor. --WEAPONS-- Aiming times listed are in milliseconds. Price is how much you can BUY the weapon for, not how much you can sell it for. BONE ------ Damage: 1 Special: N/A Required Skills: N/A Aiming Time: 700 Durability: 4 Price: N/A Description: This is the first weapon you will use in the game, and you'll want to get rid of it quickly. After you've attacked a few times, a bone will snap and leave you with your bare hands. DAGGER ------ Damage: 2 Special: N/A Required Skills: N/A Aiming Time: 500 Durability: 50 Price: 75 Description: Most likely the second type of weapon you will run into. This is a much better choice than a bone. Dagger's are fast and accurate, but never inflict much damage. Unless you plan on being a very stealthy character, I would abandon daggers for larger weapons. Priests wield these. CLUB ------ Damage: 3 Special: N/A Required Skills: N/A Aiming Time: 1000 Durability: 20 Price: 40 Description: Basic wooden clobbering item, most goblins wield one of these. They are slow weapons with bad durability, avoid them. SHORT SWORD ------ Damage: 4 Special: N/A Required Skills: N/A Aiming Time: 800 Durability: 50 Price: 150 Description: You'll probably get stuck with one of these near the beginning of the game, so get used to it. Short swords are your basic and most abundant weapon. Guards carry these. LONG SWORD ------ Damage: 5 Special: N/A Required Skills: 8 Strength, 40 Close Combat Aiming Time: 1000 Durability: 60 Price: 500 Description: Slightly stronger and slightly slower than a short sword, a long sword is a great choice for a warrior type character through the middle portion of the game. You can enchant a long sword and make a pretty nice weapon out of it. AXE ------ Damage: 5 Special: N/A Required Skills: 8 Strength Aiming Time: 900 Durability: 50 Price: 500 Description: Basically the same as a long sword, except it doesn't require any close combat points. It's really your preference: axe or long sword? SABRE ------ Damage: 6 Special: N/A Required Skills: 8 Strength, 50 Close Combat Aiming Time: 500 Durability: 50 Price: 600 Description: You'll be very pleased when you come across a sabre for the first time. Sabres do more damage than swords and axes, and are twice as fast. However, they do require 50 close combat points. Probably not the best choice for mage or thief type characters. BOW ------ Damage: 6 Special: N/A Required Skills: 30 Projectile Aiming Time: 2000 Durability: N/A Price: 250 Description: Your basic weapon for a ranged attacker. You can't break a bow, but it takes an exceedingly long time to aim, not to mention you have to keep arrows in your stock at all times. Using a bow is a nice alternative to melee weapons, but more challenging. TWO HANDED AXE ------ Damage: 12 Special: N/A Required Skills: 14 Strength, 50 Close Combat Aiming Time: 4000 Durability: 60 Price: 1700 Description: I'm not a big fan of this weapon. It just takes too long to aim. Two handed axes do more damage than two handed swords, but I'm not sure either one of them is a good choice. TWO HANDED SWORD ------ Damage: 10 Special: Armor Class + 3 Required Skills: N/A Aiming Time: 3000 Durability: 60 Price: 60 Description: Yes, this weapon adds 3 to your armor class, but it still isn't that great. Long aiming time combined with mediocre attack make this less desirable then say an enchanted sabre. Ylsides carry these. ASSASSIN'S DAGGER ------ Damage: 5 Special: Poisonous Attack, Critical Strike + 50%, Stealth + 10% Required Skills: 35 Object Knowledge, 14 Dexterity Aiming Time: 500 Durability: 50 Price: 750 Description: Great weapon for thief type characters. Very short aiming time along with awesome special stats make it an excellent come-from-behind weapon. All Rat-men carry these. BEJEWELED DAGGER ------ Damage: 5 Special: N/A Required Skills: 20 Object Knowledge Aiming Time: 500 Durability: 60 Price: 400 Description: It's like an assassin's dagger without the special stats. Not worth your time, but better than a regular dagger. HAMMER ------ Damage: 4 Special: N/A Required Skills: 8 Strength Aiming Time: 900 Durability: 50 Price: 100 Description: Your basic Blacksmith's hammer, pretty useless if you ask me. Slower than a short sword, but has the same damage. Keep one of these in your inventory if you plan to repair your own weapons. 2 HANDED HAMMER ------ Damage: 9 Special: N/A Required Skills: 30 Object Knowledge, 14 Strength Aiming Time: 4000 Durability: 60 Price: 900 Description: AKA "Blacksmith's Club", you could take a nap waiting for this thing to aim. Avoid this unless you really enjoy bashing things with hammers. GIANT SLAYER ------ Damage: 12 Special: Armor Class + 3, Critical Strike +10%, Stealth -10% Required Skills: 40 Object Knowledge, 14 Strength, 40 Close Combat Aiming Time: 2000 Durability: 80 Price: 2000 Description: Very nice heavy weapon for warrior types, if you can find one. CIPRIAN LONG SWORD ------ Damage: 7 Special: Strength +1, Constitution +1, Armor Class +1 Required Skills: 40 Object Knowledge, 10 Strength, 40 Close Combat Aiming Time: 1100 Durability: 60 Price: 1000 Description: Nice substitute for your regular long sword because of all the stat increases. If you can find one of these early in the game it should help you out alot. I know of one that can be found in the ice caves. FEATHER LONG SWORD ------ Damage: 6 Special: Critical Strike +20% Required Skills: 30 Object Knowledge, 10 Strength, 40 Close Combat Aiming Time: 1000 Durability: 60 Price: 750 Description: Pretty much a lighter version of the long sword, I haven't seen many of these in Arx. BEJEWELED LONG SWORD ------ Damage: 8 Special: Armor Class +1 Required Skills: 20 Object Knowledge, 10 Strength, 40 Close Combat Aiming Time: 1000 Durability: 80 Price: 900 Description: This was my personal weapon of choice for a great deal of the game (until I got the meteor sword). If you find this weapon, put a good enchantment (such as paralyze) on it and it will serve you well. ACHANTA SWORD ------ Damage: 6 Special: Life Drain Required Skills: 20 Object Knowledge, 10 Strength, 40 Close Combat Aiming Time: 1100 Durability: 40 Price: 800 Description: Life drain sounds nice, but good luck finding this weapon. MITHRIL SABRE ------ Damage: 10 Special: Unbreakable Required Skills: 8 Strength, 30 Close Combat Aiming Time: 500 Durability: N/A Price: 2500 Description: Mithril is the best metal to make weapons out of, and you can see why. Mithril is unbreakable. A mithril sabre is what you will use to make the ultimate weapon (meteor sabre). MITHRIL TWO HANDED SWORD ------ Damage: 20 Special: Unbreakable, Armor Class +5, Stealth -10% Required Skills: 10 Strength, 40 Close Combat Aiming Time: 3000 Durability: N/A Price: 2500 Description: This is the other choice you have as far as mithril weapons go. It is superior to all weapons in damage, but it's still pretty slow. You can choose to make your ultimate weapon a two handed sword if that fits your character better. METEOR SABRE/TWO HANDED SWORD ------ Damage: 25 Special: Required Skills: N/A Aiming Time: ~500 Durability: N/A Price: N/A Description: This is your ultimate weapon that you have to make near the end of the game. It is superior to all weapons in all ways. --ARMOR-- LEATHER CHEST ------ Protection: +3 Special: N/A Required Skills: 15 Object Knowledge Durability: 60 Price: 550 Description: Your basic body armor, you can probably go without this until you get to the city of Arx. LEATHER LEGGINGS ------ Protection: +2 Special: N/A Required Skills: 15 Object Knowledge Durability: 60 Price: 400 Description: Leather pants, nothing special about 'em. STEALTH CHEST ------ Protection: +2 Special: Stealth +5% Required Skills: 15 Object Knowledge Durability: 90 Price: 900 Description: Good for thief types because it adds to your Stealth rating. STEALTH LEGGINGS ------ Protection: +2 Special: Stealth +5% Required Skills: 15 Object Knowledge Durability: 90 Price: 700 Description: Yet another good stealthy armor item. STEALTH HELMET ------ Protection: +2 Special: Stealth +5% Required Skills: 15 Object Knowledge Durability: 90 Price: 750 Description: Looks more like a mask to me. As you can see, there is an entire arsenal of stuff for a thief type character. It's not a bad way to go. CHAIN CHEST ------ Protection: +6 Special: Stealth -2%, Casting -2%, Magic Resistance -2% Required Skills: 15 Object Knowledge, 8 Strength Durability: 80 Price: 1100 Description: Finally, some real man's armor. Keep in mind that there are always consequences for using the heavier armor. You need to decide early on if you are going to be a warrior, mage, or thief type. Thieves and Mages should probably stay away from chain or heavier armor because of the stat decreases. CHAIN LEGGINGS ------ Protection: +5 Special: Stealth -2%, Casting -2%, Magic Resistance -2% Required Skills: 15 Object Knowledge, 8 Strength Durability: 80 Price: 850 Description: Chain armor for your legs, don't forget about the penalty though. CHAIN HELMET ------ Protection: +4 Special: Stealth -2%, Casting -2%, Magic Resistance -2% Required Skills: 35 Object Knowledge Durability: 80 Price: 550 Description: As you can see, if you equip yourself in chain armor, your stats in stealth, casting, and magic resistance would go down by 6%. Unless you are a very strong warrior character, this is not advisable. MAGIC LEATHER CHEST ------ Protection: +6 Special: N/A Required Skills: 35 Object Knowledge Durability: 80 Price: 1300 Description: This is the best alternative for stealthy characters. A magic leather armor protects you just as well as chain armor without the penalties. You need a decent object knowledge and they are pretty expensive though. MAGIC LEATHER LEGGINGS ------ Protection: +4 Special: N/A Required Skills: N/A Durability: 70 Price: 950 Description: Alternative to chain leggings, slightly less protection. PLATE CHEST ------ Protection: +7 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 15 Object Knowledge, 14 Strength Durability: 90 Price: 1600 Description: Plate armor is not worth it unless you are a full=fledged warrior type character. If you aren't, I advise you to wait until mithril armor is available. The penalties for plate armor are ridiculous. PLATE LEGGINGS ------ Protection: +7 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 15 Object Knowledge, 14 Strength Durability: 90 Price: 1300 Description: Plate armor for your legs, lots of penalties. PLATE HELMET ------ Protection: +7 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 15 Object Knowledge, 14 Strength Durability: 90 Price: 900 Description: Plate armor for your head. MAGIC PLATE CHEST ------ Protection: +10 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 35 Object Knowledge, 14 Strength Durability: N/A Price: 1800 Description: Great armor for a warrior, much better protection with the same attribute penalties. MAGIC PLATE LEGGINGS ------ Protection: +10 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 30 Object Knowledge, 14 Strength Durability: 90 Price: 1600 Description: Magical armor for your legs, actually has better protection than mithril leggings, but comes with penalties. MAGIC PLATE HELMET ------ Protection: +10 Special: Stealth -5%, Casting -4%, Magic Resistance -4% Required Skills: 15 Object Knowledge, 14 Strength Durability: 90 Price: 1100 Description: Your character's defense would be exceptionally high if you could find a full outfit of magical plate armor. Just remember that this is only beneficial if you are a strict warrior. MITHRIL CHEST ------ Protection: +10 Special: Casting +2%, Magic Resistance +2% Required Skills: 30 Object Knowledge Durability: 90 Price: 1800 Description: Same thing as magical plate armor, but no penalties. In fact, you get bonuses to your magic for wearing mithril. MITHRIL LEGGINGS ------ Protection: +8 Special: Casting +2%, Magic Resistance +2% Required Skills: 30 Object Knowledge Durability: 90 Price: 1600 Description: Not as strong as magical plate leggings, but much better stats. MITHRIL HELMET ------ Protection: +9 Special: Casting +1%, Magic Resitance +1% Required Skills: 30 Object Knowledge Durability: 90 Price: 1100 Description: Slightly weaker than a magic plate helmet, but you don't have to take any penalties. WOODEN SHIELD ------ Protection: +2 Special: N/A Required Skills: 8 Strength Durability: 50 Price: 300 Description: Your basic wooden shield is the first shield you will come across. Keep this equipped for the extra protection. METAL SHIELD ------ Protection: +3 Special: Stealth -5% Required Skills: 10 Strength Durability: 70 Price: 700 Description: Slightly more protective than a wooden shield, but penalizes your stealth rating. It's up to you to decide what's more important. TOWER SHIELD ------ Protection: +5 Special: Stealth -5%, Magic Resistance +30% Required Skills: 14 Strength Durability: 70 Price: 1100 Description: This is the ultimate shield to have. The stealth penalty is nothing compared to the 30% in magic resistance it gives you. Buy one of these as soon as you have the strength. --ACCESSORIES-- You will come across many rings and amulets on your quest, all of which you must have a sufficient rating in object knowledge to identify. It is important that you invest some points in that skill so you can use these items. AMULET OF GREAT LUCK ------ Effect: Doesn't seem to have much effect. Price: 150 Description: I've never actually seen one of these in Arx. RING OF PROTECTION ------ Effect: Armor Class +10%, Magic Resistance +10%, Poison Resistance +10% Price: 850 Description: Great ring to keep equipped, and even better if you have two of them. RING OF CASTING ------ Effect: Casting +10% Price: 450 Description: Improves your casting, you may also find other rings similar to this one such as "RING OF GREATER INTUITION". These rings add 10% to their respective skills. RING OF MISERY ------ Effect: Strength -2, Dexterity, -2, Constitution -2, Intelligence -2 Price: 700 Description: Sell this if you find it. RING OF CURSE ------ Effect: Strength -5, Dexterity -5 Price: 500 Description: Why keep this? I don't know, sell it. RING OF INVISIBILITY ------ Effect: Allows you to be invisible for 20 seconds after equipping it Price: 950 Description: Somewhat useful in key situations, you can enchant it one time for a second use. RING OF REGENERATION ------ Effect: Restores 1 HP every 2 seconds Price: 800 Description: Enchant it to regain its power one time. RING OF DAARKA ------ Effect: Magic Resistance +20%, Armor Class -20% Price: 950 Description: Use this if you have to fight alot of magic casters. Otherwise, the armor class penalty isn't worth it. RING OF MASTER ANSELMO ------ Effect: Poison Resistance +20%, Constitution +1 Price: 750 Description: Nice ring to have, especially when facing spiders or undead. ------------------------------------------------------------------------------- 5. Item Combinations ------------------------------------------------------------------------------- There are literally hundreds of combination you can use in the game. Try to experiment with different combinations and see what you can discover. I've listed some of the main combinations that will be vital in your quest. To combine items, double click on one, and then click on the other. FOOD ------ Water + Flour = Dough Dough + Fire = Bread Dough + Rolling Pin = Raw pie + Fire = Pie (add apples to make apple pie) Raw food (fish, ribs) + fire = Cooked Food POTIONS ------ Pestle and Mortar + [object] + Empty Bottle + Still = [Potion] You can use different objects to make different potions: Lilypad = Life Potion Fern = Poison Potion Snowdrop Flower = Invisibility Potion Morning Glory = Mana Potion Medicinal Herbs = Antidote Potion ENCHANTMENT ITEMS ------ Rock of Amikar + Weapon = Unbreakable Enchantment Bone Powder (Pestle and Mortar + Bone) + Weapon = Strength Enchantment Garlic + Weapon = Dexterity Enchantment Green Potion + Weapon = Poison Enchantment Golem Heart + Weapon = Paralyze Enchantment OTHER COMBINATIONS ------ Pole + Rope = Fishing Pole Blade + Wood = Wooden Stakes Blacksmith's Hammer + Weapon = Repaired Weapon ------------------------------------------------------------------------------- 6. Runes and Spells ------------------------------------------------------------------------------- There are 20 runes total in the world of Arx. You will need these runes in your possession to cast certain spells. I've listed all the runes, as well as all the known spells in the game. Refer to the manual for pictures of the runes. Rune Meaning --------------------------- Aam Create Nhi Negate Mega Improve Yok Fire Taar Projectile Kaom Protection Vitae Life Vista Sight Stregnum Magic Morte Death Cosum Object Communicatum Communication Movis Movement Tempus Time Folgora Storm Spacium Space Tera Earth Cetrius Poison Rhaa Weakness *Fridd Cold/Ice *Secret Rune NOTE - This game uses Dungeons and Dragons style dice rolling for some spells. For example: "1d4" means roll 1 4-sided die. "3d6" means roll 3 6-sided dice. To cast a spell you simply hold CTRL down and draw the runes. If you want to memorize a spell for later use, just hold SHIFT before you release CTRL. Below is a list of all the known spells in the game. LEVEL 1 SPELLS ------ Name: Magic Sight Runes: Mega Vista (Improve Vision) Effect: Allows you to see better in the dark. Mana Cost: 3 per 10 seconds Name: Magic Missle Runes: Aam Taar (Create Projectile) Effect: Shoots a magic projectile. Mana Cost: 1 x Level Name: Ignite Runes: Aam Yok (Create Fire) Effect: Light's torches and fireplaces in a radius. Mana Cost: 2 Name: Douse Runes: Nhi Yok (Negate Fire) Effect: Puts out fire in a radius Mana Cost: 2 LEVEL 2 SPELLS ------ Name: Heal Runes: Aam Vitae (Improve Life) Effect: 1d4 x level Heals the caster Mana Cost: 2 x level Name: Detect Traps Runes: Morte Cosum Vista (Death Object Vision) Effect: Detects any traps in the area (based on your level) Mana Cost: 5 duration Name: Armor Runes: Mega Kaom (Improve Protection) Effect: +1 to Armor Class x level Mana Cost: 4 duration Name: Weaken Armor Runes: Rhaa Kaom (Weaken Protection) Effect: -1 to Armor Class x level to Enemy Mana Cost: 4 duration LEVEL 3 SPELLS ------ Name: Speed Runes: Mega Movis (Improve Movement) Effect: Accelerates Movement Mana Cost: 20 duration Name: Dispel Illusion (Reveal) Runes: Nhi Stregnum Vista (Negate Magic Vision) Effect: Reveals fake walls, etc. Mana Cost: 7 duration Name: Fireball Runes: Aam Yok Taar (Create Fire Projectile) Effect: Shoots a fireball, 1d6 x level Mana Cost: 3 x level Name: Create Food Runes: Aam Vitae Cosum (Create Life Object) Effect: Feeds your character Mana Cost: 5 LEVEL 4 SPELLS ------ Name: Bless Runes: Mega Stregnum Vitae (Improve Magic Life) Effect: +1 partout x (level +1) Mana Cost: 5 duration Name: Magic Field Runes: Kaom Spacium Nhi (Negate Protection Space) Effect: Dispels magic field in area Mana Cost: 7 Name: Fire Protection Runes: Yok Kaom (Fire Protection) Effect: Protects you from fire Mana Cost: 10 duration Name: Telekinesis Runes: Spacium Communicatum (Space Communication) Effect: Pick up/activate items from far Mana Cost: 9 duration LEVEL 5 SPELLS ------ Name: Create Rune of Guarding Runes: Aam Morte Cosum (Create Death Object) Effect: 10 damage to creatures close Mana Cost: 9 Name: Levitate Runes: Mega Spacium Movis (Improve Space Movement) Effect: Allows you to float Mana Cost: 10 duration Name: Cure Poison Runes: Nhi Cetrius (Negate Poison) Effect: Removes poison (charges x level) Mana Cost: 10 Name: Repel Undead Runes: Morte Kaom (Death Protection) Effect: Some undead will flee Mana Cost: 9 duration LEVEL 6 SPELLS ------ Name: Raise Dead Runes: Aam Morte Vitae (Create Death Life) Effect: Raises a skeleton (1 at a time) Mana Cost: 12 duration Name: Paralyze Runes: Nhi Movis (Negate Movement) Effect: Paralyzes target (1 second x level) Mana Cost: 3 x level Name: Create Field Runes: Aam Kaom Spacium (Create Protection Space) Effect: Creates an energy field (Force Field) Mana Cost: 12 duration Name: Disarm Trap Runes: Nhi Morte Cosum (Negate Death Object) Effect: Disarms detected traps (Based on level) Mana Cost: 15 LEVEL 7 SPELLS ------ Name: Flying Eye Runes: Vista Movis (Vision Movement) Effect: Creates a flying eye to explore areas with Mana Cost: 16 Name: Fire Field Runes: Aam Yok Spacium (Create Fire Space) Effect: 20 damage x seconds Mana Cost: 14 duration Name: Lightning Strike Runes: Aam Folgora Taar (Create Storm Projectile) Effect: 3d4 x level damage Mana Cost: 6 x level Name: Confuse Runes: Rhaa Vista (Weaken Vision) Effect: NPC's wont detect you (1 second x level) Mana Cost: 3 x level LEVEL 8 SPELLS ------ Name: Invisibility Runes: Nhi Vista (Negate Vision) Effect: NPC's can't see you Mana Cost: 30 duration Name: Mana Drain Runes: Stregnum Movis (Magic Movement) Effect: 1d4 x seconds Mana Cost: 10 duration Name: Chaos Runes: Mega Aam Yok (Improve Create Fire) Effect: 3d8 all monsters in radius Mana Cost: 30 Name: Enchant Weapon Runes: Mega Stregnum Cosum (Improve Magic Object) Effect: Gives bonus to weapon (according to the weapon) Mana Cost: 35 LEVEL 9 SPELLS ------ Name: Summon Creature Runes: Aam Vitae Tera (Create Life Earth) Effect: Summons a demon (only if casting > 90) Mana Cost: 20 duration Name: Negate Magic Runes: Nhi Stregnum Spacium (Negate Magic Space) Effect: No magic can be casted Mana Cost: 20 duration Name: Incinerate Runes: Aam Mega Yok (Create Improve Fire) Effect: Damage 5d4 Mana Cost: 100 duration Name: Mass Paralyze Runes: Mega Nhi Movis (Improve Negate Movement) Effect: Paralyze 1 second x level Mana Cost: 3 x level x #NPC's LEVEL 10 SPELLS ------ Name: Mass Lightning Strike Runes: Mega Aam Taar Folgora (Improve Create Projectile Storm) Effect: 4d6 x level damage Mana Cost: 8 x level Name: Control Demon Runes: Movis Communicatum (Movement Communication) Effect: Make a demon attack for you Mana Cost: 40 Name: Freeze Time Runes: Nhi Tempus (Negate Time) Effect: All NPC's freeze Mana Cost: 60 duration Name: Mass Incinerate Runes: Mega Aam Mega Yok (Improve Create Improve Fire) Effect: Damage 5d4 Mana Cost: 200 duration HIDDEN SPELLS ------ Name: Activate Portal Runes: Mega Spacium (Improve Space) Effect: Activates a portal Mana Cost: ??? Name: Cold Protection Runes: Fridd Kaom (Ice Protection) Effect: Protects from ice Mana Cost: ??? Name: Curse Runes: Rhaa Stregnum Vitae (Weaken Magic Life) Effect: Opposite of Bless (Lowers AC) Mana Cost: ??? Name: Harm Runes: Rhaa Vitae (Weaken Life) Effect: Damages opponents that come near you Mana Cost: ??? Name: Ice Field Runes: Aam Fridd Spacium (Create Ice Space) Effect: Same as fire field Mana Cost: ??? Name: Ice Projectile Runes: Aam Fridd Taar (Create Ice Projectile) Effect: Same as fireball Mana Cost: ??? Name: Life Drain Runes: Vitae Movis (Life Movement) Effect: Drains life and gives hero life Mana Cost: ??? Name: Poison Projectile Runes: Aam Cetrius Taar (Create Poison Projectile) Effect: Creates a poison cloud of gas Mana Cost: ??? Name: Slowness Runes: Rhaa Movis (Weaken Movement) Effect: Slows target down Mana Cost: ??? Name: Summon POWERFUL Demon Runes: Mega Mega Mega Aam Vitae Tera (Improve x 3 Create Life Earth) Effect: Creates a very powerful demon Mana Cost: ??? =============================== -C. Frequently Asked Questions- =============================== *ALL EMAILED QUESTIONS WILL BE POSTED HERE AND ANSWERED* =========== -D. Cheats- =========== These cheats are taken from Paul Connelly's UHS file. Most cheats in Arx Fatalis require you to draw certain hidden runes. Most of these runes are english letters. (A, D, F, L, M, O, P, R, S, U, W, X). Below are some crude drawings of each of the secret runes. You start drawing where the 'x' is and follow it to the end. Email me if you have questions concerning these drawings. Rune A ------- /\ / \ / \ X<-----\ Rune D ------- |\ | \ | \ | / | / X/ Rune F ------- -----> | | | X Rune L ------- X | | | -----> Rune M ------- |\ /| | \ / | | \/ | | | X | Rune O ------- /\ / \ X \ / \/ Rune P ------- | \ | \ | / | X Rune R ------- |\ | \ | / |\ X \ Rune S ------- X / / /____ / / / Rune U ------- X | | | | | | | \_____/ Rune W ------- X / \ / \ /\ / \/ \/ Rune X ------- X / \ / \/ / \ /___\ Stairs Rune ------- X--- | --- | ---> Here are the cheats that you can activate: GOD MODE -------- Makes your character invincible. This spell is NOT reversible. Activate it using M, A, X. WALK THROUGH WALLS (NO CLIPPING) -------- Allows you to walk through walls, you won't fall either. Is reversible. (De)Activate it using Stairs, Stairs, Stairs. LORD INUT'S SWORD -------- Gives you a very powerful sword. Activate using P, O, M. MARIANA -------- This is a weird one. It displays "Mariana!" and places a portrait of a weird lady on your screen. NOT reversible. Activate using M, A, R. QUICK MOVEMENT -------- Makes you constantly move very quickly. NOT reversible. Activate using R, A, F. REVEAL AUTOMAP -------- Inscribes the map of the whole level you are exploring. Activate using S, O, S. SUPER DEFORMED MODE -------- Makes NPC's heads huge. Is reversible. Activate using S, D, S, D. ULTIMA UNDERWORLD MODE -------- Reduces graphics to the level of UUW. Activate using U, U, W. CHICKEN CHEAT -------- There is a very strange cheat at the beginning of the game that will give you tons of good stuff. It's called the CHICKEN CHEAT. To activate the chicken cheat, escape from your cell and kill the goblin. In the corner of the room with the table there are two bones. Pick up the left bone and use it on the chair (double-click NOT attack) 10 times. The cheat places all runes in your spellbook, and gives you many great items. It also places some strange items. A recycle bin. 2 Scuba Tanks. A chicken icon. Use any item on the recycle bin to destroy it for good. Use the recycle bin on the chicken to read a random note in the game. Use the scuba taks on the recycle bin to activate a portal to the seventh or first level, depending on the icon used. Use the ring on any icons to get random items. -=Section II - Walkthrough=- SECTION 2 COMING SOON!