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oldmurph 12-20-2002 08:03 AM

your stats can be raised to a max of 20 through the guilds, but it will cost you. as you level up, select to raise a stat. they will say that you can't, but they will train you to twenty. max with ahnks, amulets, and other invokables is 24.

Wyvern 02-01-2003 10:02 AM

Originally posted by Saz:
SCREEN CAPTURE PROGRAMS

For those of you who want to take screenshots of interesting things happening during the game, I have researched some download sites on the Internet where you can get some of these. All of these are "freeware"; that is, you don't need to pay for using them (or feel guilty if you don't!). All should work with Windows 95/98/Me and some will work with Windows 2000. Check first before downloading.

WinGrab 1.34a This is the one I'd recommend for most users.

Howie's Quick Screen Capture. This one has been recommended by another forum member (Scronan?), but we lost the link for it when the forum moved (smooth move, guys!)

Free Capture 1.5.148 available from DaveCentral

Snap-it also available from DaveCentral

Spinel ScreenPik 1.3 also available from DaveCentral

SWBCapture

Grabbit2

Grabber2K

You should be able to find something in this list you can use in lieu of the ALT + Print Scrn default function in Windows. Basically what you want is a program that will allow you to do multiple captures to bitmap or another file format. You can then load it into Paint (or a better program, if you have it; I'd recommend Paint Shop Pro if you can afford it ($99 US), or it's available as a free download for a limited time use (60 days) if you just want to do some basic photo manipulation and try it out.

Anyway, have fun with these, and hope you can get some good mileage out of them. If you find a really hilarious or interesting shot in the game, post it here (must be .GIF or .JPG format). If you wish, you can e-mail me the bitmap file at bignord@lycos.com (please, no files in excess of 400K!) and I'll convert it to .JPG or .GIF and mail it back to you.

Also, if anyone wants one of their screenshots used in a Gael Serran Examiner, e-mail me at the link above and I'll see if we can work your picture into an "article"...you'll get full photojournalist/reporter credit for it!

Have fun!

-Sazerac

bsftcs 02-04-2003 08:04 PM

Walking both the wizard's and the warrior's path in the crypt.
This is possibly a well known tip, but I thought it belonged along with the rest of the topics here:
When having used either the wizard's or the warrior's crystal to raise either of the stairs in the crypt it is actually possible to stack crates, barrels, and chests on top of one another to create a stairway reaching up to the other runed figurine. Thus it is possible to get both figurines thereby enabling one to walk both the wizard's and the warrior's path.

[ 02-04-2003, 08:06 PM: Message edited by: bsftcs ]

bsftcs 02-08-2003 10:13 AM

Arcane Void for all party members.
When having delivered the scroll to Jathil it is actually possible to pickpocket it from him again. By letting another party member give him the scroll again he or she will gain the Arcane Void trait. This can be repeated until all party members have the trait. Do remember to save after each time, however, since you have to reload the game if Jathil catches you pickpocketing him.

Dude 77 02-10-2003 09:21 AM

In Dragon Spire theres that river with a current right, so heres my tip, when swimming in that river, swim backwards (so you are looking the way the current goes) it works like your swimming normaly except that the current tries to change your direction so just use the steering keys to keep going the direction you want

moiraine sedai 02-14-2003 02:03 AM

I don't know whether this will be of much help to people, but here goes!

There is a way to find two (yes, two!!) pieces of dragon ore in the stout mines. Okay, when you have just gone along the mine cart track you repaired and have gotten to the broken bridge above a lava lake, jump across and end up at the bottom of the track. Keep going through this little tunnel (grabbing the hidden gems along the way...) until you reach a dead end. Or is it? Using the jump up onto walls technique, i found that there was a ledge pretty high up. Climb up to it, then go along. You should meet a lava pup and behind him is an ore pile with a piece of dragon ore in it.

Now, to get the other, normal one, leave the area where you are and go back to the broken track over the lava. Instead of going up the track, go up the rocky path on the right. Continue along and kill the lava pups (3, i think...) and then the lava hound (meteor works well...try meteor or ice storms). Then open all the ore piles. You'll get some gems and another piece of dragon ore!

Go back to freyedies, and give him each piece one at a time. You can have two pieces of dragon armour (four or five in total if you kill him and raid the treasury). This really is only useful for groups with 4,5 or 6 members, but it is worth getting the extra armour cos it is worth aroun 12500 gold (i think...)

Hope this is useful for somebody, apologies if its already posted.

Cheers,

Moiraine Sedai

Wyvern 02-23-2003 03:03 PM

List of the in TOWN NPCS

Valeia:
Sir Elgar
Temple - Onabe
Armory - Smitty
Magic - Roendalf
Tavern -Galliwag

Ishad N'hahaha
Lord Barrenhawk
Armory - Damosh
Pawn Shop - Bratsol
Bushi Dojo - Master Wu
Magic - Xander
Temple - Munsey
Tavern - Alonso

Brimloch Roon
Duke Brinsly
Pawn Shop - Miruth
Bushi Dojo - Sensei Asami
Magic - oh some really long winded guy whose name I don't want to remember ;)
Temple - Malakai
Armory - Strumbold
Shipyard - Buckly
Tavern -Holthorne

(Thanks to Bungleau and bsftcs for corrections and additions :D )

[ 02-26-2003, 02:37 PM: Message edited by: Wyvern ]

bsftcs 02-23-2003 08:52 PM

Solution to the "stuck toad" bug in Toad Village: I took some crates and threw them down into the water from the wooden platform from which I entered toad village. I was then able to jump down onto those crates and from there up to the other platform. I was then able to climb down behind the stuck toad. You need two stacks of crates in the water to span the gap between the platforms.

It takes a bit of skill to jump onto the stacked crates, but make sure you hit the crates since you cannot jump up onto them from the water even though it is shallow.

[ 02-24-2003, 04:13 PM: Message edited by: bsftcs ]

bsftcs 02-25-2003 12:44 PM

By request I just thought I would post this little tip:

If one has to hurry through the Snake Temple one does not need to gather all the idols. One can simply stack crates, chests, and chairs on top of one another to reach the wizard's study. By doing so Kreug's Familiar will not be activated and one may attack him without being attacked.

Bungleau 02-28-2003 09:54 AM

Originally posted by Radek...

Glowstones in Collaseum:
1. The first is given to you by Sarelia.

2. The second in in the chest in the room with fallen pillars and a chest on a ledge above the entrance. The room is in the area before the carousel.

3. The third is in the chest in the room with 3 sharks and short tunnels at its sides. The room is in the area behind the north exit from the carousel.

You need all three to complete Collaseum. Sometimes, they may not appear; if that's the case, restarting Collaseum may reset them. Be sure to save your game before entering.

[ 02-28-2003, 12:08 PM: Message edited by: Bungleau ]

HammerHead 03-06-2003 07:13 AM

If you only could or bothered to find 1 glowstone before entering the carousel, it's possible to go through it by doing the following.

1: Use the glowstone on "Sarelia's" side which opens the door to the "cages".
Do the "cages" area.

2: Go back to "Sarelia's" area and pick up a chest. Block the door to the "cages" area and go back to "Sarelia's".

3: Pick up the glowstone from the receptacle and make a portal.

4: Go to to the "cages" and push the chest and yourself through the door. Use the glowstone which will open the door to the "MoC" (Mother of Crabs)area and TP back to "Sarelia's".

5: Go to "MoC" area, pick up the other glowstone and TP back to "Sarelia's".

6: Pick up a chest and block the door to "MoC". Return to "Sarelia's"

7: Use the glowstone and go to the "cages" area. Pick up the glowstone from the receptacle and return to "Sarelia's".

8: Pick up the glowstone from the receptacle and go to "MoC" area by pushing the chest and yourself through the door. You are now in the last area with two glowstones and will be able to get the last tablet.

Blocking the doors with chests from the carousel without also blocking the carousel can be a little tricky and may take a few reloads, but it can be done.

C

tater 03-10-2003 09:01 AM

If you're getting stuck swimming through that underwater tunnel in the Serpent Temple, try looking down as you move through the tunnel. Not straight down, just at about a 45 degree angle. I've always been able to get through it that way, no matter how big my lead character was, or where I ran into the critter.

Also, I've recently noticed that if you're using a pole/staff weapon with a second weapon, you have to pay attention to whether or not you're getting your second attack with that character. The pole/staff weapons have a slightly longer range. If you're within the pole range but outside the sword range, you'll only be hitting with the pole, but you won't be getting any message at all about the second weapon being out of range. You need to move closer to the target. This can be rather important with a solo character.

bsftcs 04-02-2003 03:16 PM

The toughen bug!

Possibly a well known bug. Nevertheless I believe it belongs on this page. It goes as follows: 1) Cast the toughen spell on a character. 2) Enter a town before the effects of the spell wane away. That should result in a permanent raise of the character's hitpoints. The toughen spell is a vine spell and it is cumulative.

The credit for this post is not mine. I have just posted it courtesy of those board members out there who are closer to the honour than myself. Thank you!

chi master 04-03-2003 02:39 AM

Bsfcts, I already posted the toughen bug further up this page [img]tongue.gif[/img]

Wyvern 04-18-2003 11:11 AM

bump

Bungleau 04-25-2003 02:07 AM

So what does the patch really do?

Thanks to the efforts of the knowledgeable posters here at IW, what follows is a complete and exhaustive list of what the patch actually does. It's complete 'cause we're done, and it's exhaustive 'cause we're tired :D

The patch giveth, taketh away, and doeth nothing as follows:

The patch giveth...
</font>
  • It lessens the "Crazy Dance" bug when you go to pick up an item</font>
  • It fixes the "Inn" bug to where items stored on characters in the Inn won't randomly disappear</font>
  • It fixes crashing when using thrown items such as knives, throwing axes, miners bombs, etc.</font>
  • It fixes the Vampire Ring bug to where you can now equip the Vampire Ring without crashing to the desktop</font>
  • It allows you to adjust the lighting in the dungeons when in D3D mode. This feature will NOT work in software mode.</font>
  • The Colanth's Eye will no longer disappear if you leave the area in the Dragonspire quest.</font>
  • The Scabban quest now correctly identifies you having completed the quest if you meet Scabban outside of his "lab"</font>
  • You are required to physically visit the Toad Village quest (i.e., ENTER Toad Village) to receive credit for the Warrior's Guild quest.</font>
  • Allegedly, it was supposed to fix the "toad stuck in tunnel" phenomenon. Many people running the patch still claim this exists, though.</font>
  • Kerah's Elevator in the Shrine of Anephas no longer is disabled once you leave the area, so you can visit the hidden shrine multiple times.</font>
  • The teleport bug in the Pyramid of Cet is fixed (allegedly) so you can re-enter and exit the pyramid after the Endgame.</font>
  • The Spirit Shield trait now works appropriately.</font>
  • Cleared up a crash when trying to exit Shurugeon Castle</font>
  • May correct the "Torin's backpack is still too full" problem</font>
  • The character who brings back the Band of Boars gets a one-time multi-reward when they go back to the pawn shop.</font>
The patch taketh away...

</font>
  • The ability to use the "Infinite Gold Bug" feature of the Inn (to get large amounts of gold at the beginning of the game)</font>
  • The ability to use the "Toughen" cheat outside of a city gate to permanently increase a character's HP</font>
  • The ability to get multiple credits for a quest by clicking on and off a character's portrait rapidly while the questgiver is acknowledging the quest</font>
  • The ability to get credit for, and still keep, very useful quest items in the game by trading them to another character while the questgiver was still talking. Examples here are: ARDIBREN'S KEEPSAKE, ASSASSIN'S DAGGER, MONK'S WARD, NO-DACHI OF THE STONE, BAND OF BOARS, STONE OF CLOVER</font>
  • As above, the ability to get multiple assassins or zenmasters by trading the requisite quest object (ASSASSIN'S DAGGER or TOMES OF CREATION) to another character while being offered the new role.</font>
  • Removes the Jathil quest multi-reward bug, along with the Grue Morde quest multi-reward bug.</font>
The patch doeth nothing...

</font>
  • Does not remove the Leprechaun multi-reward quest bug, nor does it remove the Open Shrine multi-reward quest bug.</font>
  • Does not correct the sequence of Sebastio's quests.</font>
For any additions to the list, send me a message... somehow... :D

Now go out there and barbecue a Worgur or something [img]tongue.gif[/img]

[ 07-22-2004, 10:35 AM: Message edited by: Bungleau ]

bsftcs 05-17-2003 04:14 PM

Be sure to always the spirit eye (spirit spell) on when travelling through the lost sea, since there are a number of treasure chests at the bottom of that sea. (Not just Talrik's two chests by the Collasium Ruins).

bsftcs 05-25-2003 02:26 PM

As suggested by Wyvern I now post the results of my experiments regarding triggering the animosity of the Stouts:

1) Casting the circle of fire spell on one's own party in a way that will put Freyedies inside the fire automatically results in Freyedies' and his guards' attacking the party.
2) Teleporting Raskalion or a monster within close proximity of Freyedies and bombarding them with a storm spell thus also hurting Freyedies is not considered an atrocity (as we have all discovered with other NPCs). However if Freyedies dies the miners still become mad.
3) Teleporting Freyedies to the lower levels of the mines and killing him out of the guards' sight is still considered an atrocity.
4) Teleporting Freyedies into the lava of the burning cavern does not hurt him the slightest bit as is the case with monsters
5) Teleporting Freyedies to the bottom of the sinking lake actually does make him gasp for air, and eventually he dies. This also makes the miners just a wee bit agitated.
6) Not to much surprise, killing Freyedies under an elevator also upsets the guards.

Conclusion: The death of the king triggers the Stouts’ animosity. However:

7) I found out that if one petrifies a guard or a miner, kills the king, and then casts stone to flesh on the petrified stout, that stout will not start attacking the party.
8) Using any of the indirect approaches mentioned under 2, 5, and 6 to kill a guard or a miner does NOT result in the Stouts' becoming angry.

Some other chance discoveries:

9) The vault key can be easily pickpocketed from the king, but it is impossible to pickpocket the king for Kraokendon.
10) As we all know one can pickpocket the dragon ore from Freyedies, give it back to him and thus have him make more dragon armours. (The ore is not used up in making the first armours). Also one of the chests in the king's private vault room contains a dragon armour. However, it seems that a second dragon armour, found underneath the anvil inside the vault, only appears after the king has been killed.
11) In order to complete experiment two I wanted to use monsters that I did not have to search for too long. So I went down to the treasure vault (with the key I had pickpocketed from Freyedies) and started teleporting Squixes out of the chests. A squix can actually be teleported out in the middle of a room. It has an odd square base and it remains on the spot where it launches breath attacks. However, if one steps close to its old treasure chest it immediately reappears in the chest. This seems rather peculiar.

Radek 07-02-2003 05:03 AM

Vanishing items: an investigation

Let us make a few experiments first. Let us suppose that we have a game, saved in front of a city gates, with a character A. The character A has some money (for example 100 gold) and some stackable items (for example 6 healing potions). Let us suppose that we also have a character B in the town inn. The character B has some free space in his inventory, he has no healing potions (or a similar stackable items used by A during experiments) and no money.

Experiment 1:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has no healing potions. The potions are lost.

Experiment 2:
a) Enter the town, then enter the inn.
b) Add B to the party, leave the inn.
c) Give B the healing potions in the town.
d) Return to the inn, remove B from the party, then add B to the party again.
d) Check B's inventory.
Result: B has no healing potions. The potions are lost.

Experiment 3:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn. Open B's inventory and close it without doing anything with the inventory. Do not even move your mouse across the inventory. You will see the healing potions in B's inventory.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 4:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the haling potions in the inn. Leave the inn. Open B's inventory in the town and close it without doing anything with the inventory. Return to the inn.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 5:
Do the same as in the 4th experiment but give the potions in the town instead of in the inn.
Result: B has 6 healing potions.

Experiment 6:
a) Split the healing potions so that A has 3 + 3 healing potions. Enter the town, then enter the inn.
b) Add B to the party.
c) Give B 3 healing potions. Open B's inventory. You will see 3 healing potions. Close B's inventory.
d) Give B next 3 healing potions. Remove B from the party, then add B to the party again.
e) Check B's inventory:
Result: B has 3 healing potions. The second 3 potions are lost.

Experiment 7:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn.
d) Take B outside the town. Return to the inn. Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 8:
Do the same as in the 7th experiment but give the potions in the town instead of in the inn.
Result: B has 6 healing potions.

Experiment 9:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B.
d) Remove B from the party, then add B to the party again.
e) Check B's money.
Result: B has no money. All money polled by B are lost.

Experiment 10:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B. At the end of polling, open B's inventory and close it.
d) Remove B from the party, then add B to the party again.
e) Check B's money.
Result: B has all money he has polled.

Experiment 11:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B. During the polling, open A's inventory and close it.
Result: No further polling is possible. A has no money after opening his inventory. Removing and adding A to the party does not generate any money.

Summary:
1. It's the opening of the new owner's inventory that makes the items, traded in the town or in the inn, stable. Opening the inventory is enough, no additional action is needed.
2. Leaving the town makes the items stable as well.
3. If you forget to open the new owner's inventory after giving him a new item in the town or in the inn, then you lose the item on removing the new owner from the party. This way, you can lose not only ordinary items but also vital items like the Signet Ring, the Mask of Evil or the Mavin Sword. All this has been seen already [img]graemlins/hehe.gif[/img]

Conclusions:
1. You can trade items in the town or even in the inn safely but you must never forget checking inventories of the new owners after the trading. Another possibility is leaving the town and returning.
2. You can speed up generating money in the inn considerably. The trick consists in repeated stabilizing of the polled money by opening the collector's inventory. Let us suppose that you start with a character A - the "generator" and a character B - the "collector":
a) Poll money by B a few times.
b) Open B's inventory. This makes the generated money real. Since now, B will be the "generator" and A will be the "collector".
c) Poll money by A a few times.
b) Open A's inventory. This makes the generated money real. Since now, A will be the "generator" and B will be the "collector".
e) Poll money by B a few times.
f) And so on. Note that the amount of money polled by the collector increases every time when A and B exchange their roles. The new collector will poll all money generated so far with every polling round.

bsftcs 07-15-2003 07:38 PM

List of the advice given by town governors and barkeepers:

Valeia:

Town hall, Sir Elgar:

1) Gareth seemed odd and upset.
2) Gareth is dead. He fell ill and died shortly thereafter.
3) Villagers visiting the crypt have fallen ill. No cure for the disease.
4) There is a toad who seeks assistance. Toad Village is to the Norteast up the river from Nymph Lake.
5) The gypsies at Nymph Lake are stealing. Best to keep gold in the town bank before leaving.
6) The Snake Temple to the Northwest is seeking new members since a number of their flock recently disappeared in an accident. Do not trust them.

Tavern, Galliwag:

1) Gareth is dead. There was a stranger, a snake priest, in town by the time he fell ill. He disappeared shortly thereafter. He might have been a paid assassin.
2) Travellers robbed near Nymph Lake. The gypsies have their loot stashed away beneath the old boat house.
3) The dead rise from their graves at the cemetery. Only enchanted weapons can hurt ghosts and spectres.
4) Band of thieves murdered Southeast of Valeia. Ratlings from the Black Hand may be responsible. Perhaps someone named Scanthril. They came from the North.
5) There is a back entrance to the Snake Temple. One has to swim under a gate. But it is best to stay away.

Ishad N’ha:

Town Hall, Lord Barrenhawk:

1) Be careful in the lands beyond Shurugeon Castle since Erathsmedor hunts for food there. He does not dislike humans however. He is over 1000 years old.
2) Shurugeon Castle, abandoned for over 100 years, has in recent times been haunted by strange cries and noises and an eerie light in the tower.
3) A small person entered the Dragon Spire alone and unarmed. He never came out. Perhaps the dragon ate him.
4) The entire city of Ishad N’ha awoke with bad dreams of fire and blood.
5) Many citizens have disappeared in the Northlands.

Tavern, Alonso:

1) A stout has snuck off to a closed section of the Stout Mines by switching the trolley tracks. He plans to get rich. Be nice to Stouts.
2) A gnome lives in the Dragon Spire. There is a cave entrance in the hills with a fire-breathing machine. There is a special ore in the Stout Mines which cannot be burnt.
3) A prisoner once escaped Shurugeon Castle through the sewers. Rumour has it he fled north and built a castle.
4) There is a magical lamp containing a Djinni that will grant a wish. The brother of the person spreading the rumour got eaten by a cyclops in the North Hills beyond the lake.
5) Boogres live to the North. They are trapped by an old witch. She has a fortune.

Brimloch Roon:

Town hall, Duke Brinsly:

1) Get a ship – the waters are treacherous.
2) There is an island with a skull. It was struck by disease and is mostly abandoned. A strange wizard lives there.
3) The dreaded pirate Bloodbeard is back.
4) Glowing lights on the upper islands to the Northwest.
5) Adventurers seeking the bounty on the hydra found dead.

Tavern, Holthorne:

1) An old pirate shipwrecked on a reef. He accumulated a great treasure but was forced to throw it overboard when attacked by Bloodbeard. He must have a map of the treasure.
2) Rumours of a leprechaun. Catch it and it will abandon its treasure. It is on the middle islands.
3) There is a shrine to the North with a secret entrance. Bloodbeard is anchored in a nearby grove planning to get in.
4) To the north there is a little grove where trees can walk and talk. There is also a magical fountain.
5) There is a hidden desert accesible by a mountain pass somewhere on the West coast. There is a strange pyramid-shaped temple there. A hydra guards the pass. It can be hurt with a rain of stones.

bsftcs 07-15-2003 07:40 PM

Ther mermaidens in Collasium all carry magic books that can be purchased or pickpocketed from them.

bsftcs 07-24-2003 08:43 PM

The Serpent Temple door puzzle

I simply cannot believe that this tip has not already found its way into this thread. Well better late than never.

A, B, C, D, E, and F are the designations of the six doors.

1, 2, 3, and 4 are the designations of the four skull levers.

X is the designation of the coin slot.

The layout of the six door room is as follows (from left to right when entering the room):


A - 1 - B - 2 - C - X - D - 3 - E - 4 - F


To open door A lever 3 must be activated and a coin dropped in the slot.

To open door B levers 2 and 3 must be activated and a coin dropped in the slot.

To open door C levers 3 and 4 must be activated and a coin dropped in the slot.

To open door D levers 1, 2, and 3 must be activated and a coin dropped in the slot.

To open door E levers 1, 3, and 4 must be activated and a coin dropped in the slot.

To open door F levers 1, 2, and 4 must be activated and a coin dropped in the slot.

[ 07-24-2003, 08:44 PM: Message edited by: bsftcs ]

whiteknight 08-01-2003 04:13 PM

goodmorning/evening all.redecorating is diffnitly over rated lol....

SHOP GLICHE EXPERIMENT

BOTH ARMOURY SHOPS..

1.Go into smitties or one in valeria...

2.right click on party member(to get into inventory)

3.pick an item and right click on it and drop it(in the shop)

4.click back to shop and click 'buy'go along till you have found item you have dropped

5.buy item back

6.repeat numbers 2-4

7.buy 2 items back(this can be repeated as many times as desired)

8.go back into inventory and drop a not needed item (coin,spear,torch etc,etc)

9.click back to shop and the item/items you dropped in no.3 will appear

....this works on anything you care to drop..I tried anklets(the ones which increase strength etc,dropped it brought it back ..dropped it again and two appeared ...I done this six times(as in when I had 2 I dropped them both)and then after I brought six back I dropped a torch and the six reapeared in the shop,went and dropped another torch and another six appeared.this works on all items such as mythical armour that you wish all your party to have

I also noticed if you drop a item like a sheild in for example the magic shop all the items turns into the armoury shop list (wierd)


whiteknight...

Radek 08-04-2003 05:58 AM

The Serpent Temple lever puzzle:

134 - 124 - 234 - 12 - 23 - 2

ERRATA: The original "telephone number" here was wrong. The last number should be '2' and not '3' [img]graemlins/blush.gif[/img]

Note: It's the same solution as the one posted by bsftcs but from the opposite end. The doors will also open in the opposite order.

[ 08-05-2003, 06:38 AM: Message edited by: Radek ]

bsftcs 09-14-2003 06:24 PM

One of a kind monsters and NPCs

In the Wilderness of Valeia:

NPCs:
Mekdawa
Ekbu
Shinwiki
Kerielle
Harespia
Bilbump
Gorthius
Kol the Heretic
The Oracles of Ishad N’ha

MONSTERS:
Mon the Sculz
Tevik Teporn
Juba Thobers
The Rogue Leader

In the Crypt:

NPCs:
Rethpian
Scabban
Nivius

MONSTERS:
F’Lokis Ra
The Spirit of Rumphy
The Spirit of the Warrior
The Spirit of the Wizard

In the Serpent Temple:

NPCs:
Kreug
The Serpent Master
Elyssia
H’Thark (The Arcane Prisoner)
The Spirit of Xydusa

MONSTERS:
Xydusa
Kreug’s Familiar
The Inquisitor
The Unholy Filth

In the Wilderness of Ishad N’ha:

NPCs:
Scanthril
The Djinni of the Lamp
Erzebette
Jathil
Torin
Erathsmedor

MONSTERS:
The Bloodsone Griffin
Shrew Chishi
Doshi-Gin
The Wolf Beast
Brahmar the Bandit King
Grue Morde

In Shurugeon Castle:

NPCs:
Spirit of D’Soto
Ardibren
Lysandra of Yur

MONSTERS:
Haleabus
Gliebott
The Sinister Sentry
The Bone Watchman
The Undead Blacksmith
Azgorax

In the Stout Mines:

NPCs:
Freyedies
Signeur Pastollio
Raskalion

MONSTERS:
The Cave Crab

In the Boogre Caves:

NPCs:
S’Keser Da
Pris’kiel’a
Vargul
Malgrim
Blubarb
The Ghost of Grunaxe
The boogre guard

MONSTERS:
The Pit Crawler

In the Dragon Spire:

NPCs:
Hephaestus
Urthdala, The Oracle of the Earth


MONSTERS:
Scorthidon
The Crystal Colanth
The Taranta Queen

In the Wilderness of Brimloch Roon:

NPCs:
Talrik
Oakenmir
The Mystical Sphynx
The Leprechaun
Kerah

MONSTERS:
Bloodbeard
Bloodbeard’s first mate Pierre
The Hydra
Gineleng
Argothius
The Daymio of the Stone
Ramakamil

In Skull Castle:

NPCs:
G’ezzered Ra
Adrianna

MONSTERS:
Mada Mabbig
Goshin

In the Shrine of Anephas:

NPCs:
Anephas

MONSTERS:
The Darkened One
The Scarab of the Shrine

In the sunken city of Collasium:

NPCs:
Sarellia
Ala-Shakahn

MONSTERS:
The Mother of Crabs
Vermoura/Urgussa

In the Pyramid of Cet:

NPCs:
Cet

MONSTERS:
Almanon
Sathius

Greidee 10-13-2003 10:36 AM

Just a little additional explanation for white knight's drop in the shop cheat -
1. Open the "Buy" window and scroll to the last item in the list
2. Open your inventory and drop your item
3. Close inventory and lo! the dropped item has instantly appeared in the last buy slot of the "Buy" window.
4. Repeat steps 2-3 until you have sufficient duplicates.

I don't know whether this was obvious and i misread the instructions, but it took me about 100 hours of play to realise this version of the *cheat*.

Damn, i just wish it didn't take so long to drop/invoke/identify stuff! ;)

Lord 12-30-2003 02:55 PM

I'm surprised there's no complete table for blessing/enchanting yet. I don't know how to make tables, so bear with me ;) .

<u>Spirit:</u>
Enchant: Adds 'to hit' bonus to weapons. Armor cannot be enchanted via Spirit magic.
Bless: Adds +1 regeneration to armor (includes boots, leggings, etc). Only 3 blessings may be added, and only the main piece of armor can be blessed (robes, mail, not sure about the bra). Weapons cannot be blessed via Spirit magic.
Spell Name (Spell Level): Artifact of Spirits (7)

<u>Sun</u>
Enchant: Adds 20% Protection from Fire to armor. Adds Flamestrike Spell to weapons.
Bless: Equipment cannot be blessed via Sun magic.
Spell Name (Spell Level): Artifact of Fire (5)

<u>Moon</u>
Enchant: Adds Protection from Cold to armor. Adds Iceball spell to weapons.
Bless: Equipment cannot be blessed via Moon magic.
Spell Name (Spell Level): Artifact of Ice (5)

<u>Vine</u>
Enchant: Equipment cannot be enchanted via Vine magic.
Bless: Adds +20% toughness to weapons and armor. Armor doesn't need this blessing because armor does not deteriorate. Don't use this spell on the Assassin's Dagger (according to Radek, this weapon doesn't deteriorate).
Spell Name (Spell Level): Artifact of Vines (3)

<u>Stone</u>
Enchant: Adds a Zap spell to weapons. Armor cannot be enchanted via Stone magic.
Bless: Adds an Armor Class (AC) bonus to armor. Weapons cannot be blessed via Stone magic.
Spell Name (Spell Level): Artifact of Stone (4)

<u>Fiend</u>
Enchant: Adds Protection from Magic to armor. Weapons cannot be enchanted via Fiend magic.
Bless: Adds a 'Damage Bonus' to weapons. The bonus varies per weapon, the highest being 1-4 per blessing, and the lowest being 1-2 per blessing (Thanks for the info, Radek). Armor cannot be blessed via Fiend magic.
Spell Name (Spell Level): Artifact of Fiends (6)

I hope that's of use. There's already a post about blessing items on Page 4, but I thought this is a bit more detailed ;)

Edit: made a few corrections, thanks for them, Radek [img]smile.gif[/img] .

[ 01-09-2004, 07:08 PM: Message edited by: Lord ]

bsftcs 01-06-2004 09:20 AM

Just to sum up the implications of the Kerah/Cet confrontation in the pyramid:

1) Save before operating the portal. The game has a tendency to crash.

2) Do not use spells on Kerah. First of all they do little damage. Secondly it is the clicking on the spells icon that most often (if not always) crashes the game. Also resist the urge to use a healing spell on Kerah when she is cured. As to healing your own party: Use potions and scrolls.

3) If you have enough characters to battle Kerah even when keeping one of them out of the fight, then keep this last character ready with the holy water in the ”give” menu.

4) If Kerah is flying when she asks for the holy water then jump while giving it to her.

5) Save often. (Bungleau)

6) Operating the portal traps the party inside the pyramid until Cet has been slain. If the patch is not installed you can never reenter the pyramid after having completed the game without being trapped there forever.

Yonder 01-17-2004 05:06 AM

1. If you play in Safe Mode (Options -> Game --> Safeguard Options) you cannot hurt yourself with your own spells. This setting makes your casters way more useful in close combat.

2. If you cast teleport while riding on a horse, the horse teleports with you.

(Sorry, if these are well known facts. I haven't found them in this thread).

kondrix 02-25-2004 09:45 AM

If you dont play in Safe Mode spells cast by enemies will affect them as well as you.
I.e. crazy miners often throw mines at you and if they are close to you when they throw them, they will get hurt as well [img]smile.gif[/img] - mega fun to me.

I have seen a ghost gaze once hitting his ally (another ghost) and doing damage - really great.

kondrix 02-25-2004 10:11 AM

Some spells look like one-monster-hit-type but are in fact something more. For example the great Dust to Dust spell will hurt any undead monsters that are standing in the line of the beam starting from the one closest to the caster. Knowing this you can kill more that one udead with a single D-to-D spell if only you can target the one standing behind some other (and if the targeted undead will die after single DtD strike, DtD strikes 3 times).

The same thing goes for spells like lightning or incinerate.

Dude 77 04-07-2004 05:53 PM

If you dont like the way the charachter movement and interactive controlls are set up, you can change them by goin into setup->keyboard, and from there change what you want, also in setup varoius controlls for graphis, sounds, etc

Dude 77 04-07-2004 05:57 PM

Daylight, night time, vampire and sight...
if you are a normal character you can maximize the amount of daylight you get(make it last longer)by going into setup at the beging of the day and switching the game from real time, to slow time, which makes the days last longer. at night switch it to real time for shorter nights. also for vampire, use realtime during the day, and slow time at night, this is for maximum night time combat bonusus.

Dude 77 04-07-2004 06:02 PM

if you ever have to re-instal your game or want to start a new game without destroying your old save games you can "back these up" by going to wizards and warriors file and pressing the "save" or "save game" (its one of these 2, i think...) and COPY the files and paste them in another folder, or save to a disk, (the folling if save to a disk)this is useful if your system crashes, you get viruse etc, you can also have unlimited save games. just saving to another folder well let you have unlimeted games, also and for both, its usefull for peace of mind when re-installing.
this is also usefulls when installing the patch or v-dub, incase you make a mistake, reload the files, and or good

Dude 77 04-07-2004 06:08 PM

when your lvl with not so good gear or resists(even at high lvls it exists...) remember to "dodge" spells. if the spell moves in a line from the caster to your charachter(s) just move aside and the spell well miss, this is real usefull in the serpent temple at the final confrontation, when Elysses??? casts the "bug swarm spell" step aside and le it go by, this only work well if you use a ranged attack, like a bow, and arrow, or throing knife, etc, they all stand back and cast while you throw, move behind the wall(in the hallway, dont enter the sacfrice room, this lets you step behind the wall without them coming closer) after there done there spells throw again, it take a while but it works, and you barely lose hp, just dont let them get to close.

Dude 77 04-07-2004 06:16 PM

to make conversations with npc's real sgort, take compatibily mode of the game to something other then window 95/98, but on a more advanced like windows xp/me/nt etc...

Sharde 05-24-2004 01:42 PM

Make Backups Of All Your Saves

Go into your Wizard&Warriors directory, where ever in your computer that directory is (mine is in my games folder) and "Copy" the "Save" folder from that directory. Go into into another folder somewhere else (I use a folder in the "My Documents" area) and paste the save folder into it.

Rename the new save folder something like "Crypt 1" or "Surugeon 2" etc. If you ever need to go back 10 or 20 saves ago. you can do so by going to your new folder of saves and copying them back overtop of the save files in your W&W "Save" folder.

Again when doing this, just remember to make a backup of any current saves before going back to any old saves.

This trick is especially useful when accidently dropping items somewhere and forgeting where you last had them. (I found a dropped Dragon Shard using this trick) Also useful for when your notebook tool doesn't record conversations with certain characters. (Mine never recorded my conversation with D'Soto's Ghost, and I had to go back to an earlier save to find out was the secret word was agian.)

Hope this tip helps. I use it all the time.

Sharde

aleph_null 06-24-2004 07:45 PM

Quote:

Originally posted by Wyvern:
GAINING 7th level in Guilds FAST by Dragonrider

This is for the upatched version only.

You can get Level 7 early in the game.

Brotherhood of Promise Mekdawa Quest
Magic Shoppe Scabban Quest
Armory Toad Village Quest
Guild of Shadow Ten Gold Coins Quest

Once you have completed the quest do the following. The first person must be selected before you enter the guild. Click on each person in line, then go back to the first person and repeat going through the sequence again for a total of ten times. You will have to wait for the guild master to catch up but when he is finished you will be awarded with outstanding achievement and will be a level 7 in the guild. I have not discovered the quest for the rest of the guilds but when I do I will post them.

(All characters had the above quest)

The above will work (unpatched only) with any quest from any guild save Valeia Priest #2 (the gold donation). If you're soloing, have a pack mule come to the shop with you & alternate with him. The total of ten times is not necessary; you need only do it as many times as you want to advance. Note that Valeia Warrior #1, Wizard #2, and Priest #3 don't give level advancement.

bsftcs 07-01-2004 06:56 AM

HACKING ITEMS!!!

Why is it that one always seems to drop an important item and cannot find it again?

Well here is the solution thanks to our very own moderatress:

Wyvern's Emporium of Lost and Unobtainable ITEMS.

[ 07-01-2004, 06:57 AM: Message edited by: bsftcs ]

Ballistik 07-26-2004 01:48 AM

Serpent Idol code

For those who are stuck not being able to get it and like to complete all quests without stepping over one.

Here's info on how to add it to one of your characters inventory.

Serpent Idol Code

enjoy

-Ball

[ 07-26-2004, 01:49 AM: Message edited by: Ballistik ]


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