Крестоносцы меча и магии чит-файл №1

Crusaders of Might and Magic
Walkthrough and FAQ v0.64
by Lord Haart (LordHaart@yahoo.com)

This is a little thing I put together mainly for criticism at this point. It
includes a small walkthrough for the first few levels of the game, as well as
monster bios for the first monsters you will encounter. Both will be completed,
as well as the addition of a weapon and armor chart, and a list of magical
items. The locations of all the spells will be disclosed.
Lord Haart

Walkthrough (Squire)

Western Stronghold

You start here as a captive of the legion, and the two skeleton warriors
who are in charge of you fall quickly to your quick wits. After you have the
sword and shield head left and follow the passage till the end where you will
fight spiritual warrior and find a healing potion. Retrace your steps and head
down the other path. take the corner and before you know it, you'll find
yourself releasing the captain of the guard, a crusader that bids your journey
to the Citadel to talk to the leader of the Crusaders, Celestia. So that is
where you will have to go. But first and foremost you have to make good your
escape. Search his cell to find a potion of healing. Then continue down the
passage and climb the stairs to find yourself face to face with a skeleton
warrior. Slay him and all others that follow and take the right passage to come
out into daylight. Look around and you will see a large, but closed gate. Now,
you just have to open it. Look right and you should see another skeleton
warrior. Kill him and operate the switch to get the gate to open. Run and pass
through the gate. You may be attacked while doing this. If you are, face your
opponent, then open the gate again. Run outside to freedom.

The Trip To The Citadel

Right after you exit from the Stronghold, head right and pick up the gold and
the speed potion. Then head back and go the other way. Beat up the skeleton
warriors and take their longswords. You can sell them for 120 gold pieces each
at the armoury in town. You can't get lost here. Just continue going straight
and you'll hit a cabin. There are three skeleton warriors to slay (one is
inside) and head into town. Talk to everyone you meet and continue going
straight. Sooner or later you'll hit the last two buildings in town (they are
the ones after the sunflower garden). The one on the left is the armoury. Sell
your extra weapons and buy a suit of scale armour. Then continue until you hit
another cabin. A skeleton ghost hides behind it, so you should kill it. There
are also some other skeleton warriors to the right of the cabin (as seen from
the way you get there), as well as the entrance to the Catacombs. You can't go
in yet, so go back to the cabin and head out the third way. Just follow that
path until yo get to another junction at which pnt you should go right first to
take out a skeleton warrior camp. Then take the left way and continue going
straight until you hit a bridge. Walk over the bridge and you will see a boat.
Talk to the lady there to get a lift to the citadel.

The Citadel

Get off the boat and head into the large room. Walk directly across the room and
enter the middle room. Go down the stairs and exit the room. You'll be in a
large circular chamber, head right until you see a door on the left wall that is
flanked by tow guards. They'll tell you that Lady Celestia is expecting you and
you can open the door. Go in and up the stairs to find yourself in her throne
room. She'll tell you that she wants you to get the Horn of Shattering from the
dwarves of Corantha so you can blast the Stronghold's walls down. Visit the
armoury (up to you to find) and return to the ship. Talk to its captain again to
get a lift back to the mainland.
Quickly head back to the third cabin (the first one before you hit the
section with the armour shop) and go to the Catacomb's entrance. Enter it now

The Catacombs

The Catacombs are littered with treasure for the eager Crusader to find.
They are dark and guarded by many skeleton warriors and skeleton ghost.
Here is a quick way to get through, while getting all the treasure at the
same time. At the start there is a sort of "bridge" in the centre. Follow it
till it starts going down and into another hall. Before entering the hall go
either to the left or right and go all the way to the end, directly under where
you started to get some gold and a healing potion. Then by heading back to the
unentered hall, but by going under the bridge, you will find another dark
passage, under the bridge of course. Follow that passage, down the stairs and
into a larger room. There is a healing potion in one of the room's corners. Then
pull the switch to cause the floor to cave in. Go down to the sunken floor and
head into the new passage under the switch. Meet the lightning blast of a
skeleton ghost and introduce him to the second death. Grab the Thunderous
Hammer, which is simply the most powerful weapon you have found to date. Head
back up to the bridge and into the previously unentered hall. Head right and
into the little passageway in the right wall. Follow the passage to the end and
open the chest to get a Shield of Swiftness in Action. Head out of the
passageway and continue down the hall. Go up the stairs and dispatch the
skeleton warriors.
Take the nearby stairs to the catacombs themselves. Dispatch all the
skeleton warriors, then head towards the far wall. Take a right, then two lefts.
Continue down the hall until you find a break in the wall on your right. Use the
wooden planks to go down. Pick up the potions and head to the small passage
under the planks to get a heavy mace. Return to the room where you got the
potions and go under the other arch. Go straight and take a left when the hall
runs out. Continue until the corridor opens up into a natural cavern. Continue
going forward and mow down all the skeletons in your way. It's pretty straight
forward. It all changes when you hit the overturned wagon.; At that point, equip
your biggest, baddest bashing weapon, preferably the Thunderous Hammer and
proceed forward cautiously. This is the first encounter you will have with the
earth elemental. They are immune to slashing weapons and can rip you to shreds
in seconds. There is a second in the mushroom patch farther on. They take about
two to four hits to slay. After you kill the two, continue on your way until you
see a bridge. Jump onto it and walk carefully. If you need to, hold shift to
walk. When at the end jump down and kill the skeleton warriors. Then go right
and open the chest to get the Amber Ring of Quickness. Equip it and then take
the left path. Jump onto the second bridge, continue on until you get to the
third bridge at which point you will undoubtedly see a swinging bridge. Continue
past it and you will soon see a second such bridge. Make a timely jump to get
onto the bridge and then jump onto the other side. On the right there is a chest
with a Stone Skin Spell Book within it. Get it and hurry back to the other side
of the swinging bridge. Continue the way you were leading until the natural
caverns end and halls can once again be seen.
There is a skeleton warrior right on the inside to the left, so remember
to take him out. Continue and you'll find yourself walking on a "spiral bridge"
over nothing. Skeleton Warriors guard it, so you'll have to knock them all down.
At the end, turn left and slowly climb down the side. Watch out for the two
earth elementals. Kill them before they have the chance to return the favour.
Continue down and get the Fire Ball Spell Book. It's floating in midair for some
reason or another. After having grabbed it, head back up to the foot of the
bridge, where you descend into the darkness. Enter the beginning of the hall
there.
Go straight down the hall, but stay wary of the skeleton ghost. Continue
until the path splits to the left and right. At this point, return to the top of
the stairs where you can jump onto the ledges on either the left or right sides.
Looking down the stairs, jump onto the ledge on your left. Follow the narrow
ledge to the end of the hall where, there on your left, is a niche. Enter it and
open the treasure chest. Return to the top of the stairs and take the opposite
ledge. The third niche has some floating gold and a metal Shield of the
Crusader, which greatly enhances your defences. Head back to the ledge and
continue on your way. The second last niche has a skeleton ghost inhabitant who
is wearing banded armour, an improvement over the scale armour you should be
wearing. Go back to the stairs, then back to the diverging path. Take the left
fork. Go into the smaller door. Continue down the stairs and clear the larger
room from it's inhabitants. In one of the two sets of shelves lies Mica's Key.
Pick it up and go down the other passage. Ignore the alcoves and destroy the
skeleton ghost. Take both the left and fright branches and kill the earth
elemental at either end. Go back to the last door you opened and open the door
on the right - you have to equip Mica's Key to unlock the door.
Follow the new passage and kill all skeletons that you find. You'll hit
the gate. Open it to enter the Duskwood.

The Duskwood

Heal yourself and be prepared for some rough housing with the locals -
the
dashers. They attack you in groups of twos and threes and can kill you quite
easily if you don't defend yourself. Use your fire ball spell to damage groups
of charging dashers.
When you begin here, simply head straight - there is no where else to go
but back. Continue until you see a sign post. This ,means that there are ogres
ahead. So be careful! Run into the glade and slay as many ogres as you want then
go to any of the two signless paths and work your way to the next sign post. The
ogre there has a shield of Quality. Continue along the path until it loads up
the next area.
Keep following the path until the area widens. A dasher here is carrying
a
Heroism Spell Book. You are now in the Dasher Village. Kill the remaining
dashers in the area and head to the area directly opposite from the way you
entered the village. Follow the path until it splits into two. Since you want to
go to Corantha head right. Straight leads you to the Eastern Stronghold.

Corantha

Go straight and talk to the dwarven guards to learn that they are
suffering from civil war. Continue and cross the bridge. Enter the fort and
check the shops. Continue by going straight across from the hall you just
entered the square by and follow the road until you see an opening in the right
hand wall. Go through it and into the circular room. Pick up the three potions
and the Stone Skin Spell Book from the bench then go into the other room to talk
to the counsellors. They "ask" you to retrieve their prince who is being held
captive in the mines. Go back to the road and continue on your way to get to the
mines.

Corantha Mines

Go straight and jump down. On the bridge over the lava there is a Torch
Light Spell Book. Go straight and you'll meet a pair of hostile dwarves. Kill
them and you'll meet a pair of hostile dwarves. Kill them and you'll see that
you are at a junction. Either path takes you to the right place. The only
difference is the resistance down both corridors. Down the right path you'll
fight earth elementals and down the left path you'll only fight dwarves. Take
whichever you want! The left way is easier, so when you go down it, you will
quickly come to an intersection where there is a ramp on the left. The ramp
leads back to the last junction, so go straight ahead until it loads a new area.
Go straight until you hit a larger room. From here go straight across
into
the corridor (the other is blocked) and continue until you hit a room with
bubbling lava at the bottom. Jump to the lower ledge to get another Fire Ball
Spell Book. Then proceed to the next ledge. Go straight and battle the sextet of
dwarves that converge on you. Then take a left, then another left at the next
intersection. Then continue on until you come across a room with a floor of
lava. There you'll battle your first fire elemental. Attack it with a blunt
weapon. After you've killed it, jump across the little platforms to get to the
other side. Continue until you get to a large room with a fire elemental in it.
Kill it and head to the cut stone wall near the lava. Jump up and catch hold of
it and continue going until you hit a large room with both a fire and earth
elemental in it. Kill them and head to the cell to rescue the prince.
With the prince in tow you quickly make it back to the council hall to
discover that you need to return the Scepter of Regency before you can get the
Horn of Shattering. The Scepter of Regency was stolen by the Ogres of Duskwood.

Duskwood Revisited

Leave Coantha and head left at the first intersection. Continue heading
straight, past the town until a new area is loaded dup. At the first
intersection you come to head right and kill the first ogre you see. He drops a
Soul Drink Spell Book. On the left you'll soon see a little opening. Head in
there to battle the ogre leader and to get the King's Scepter and the Dasher
Necklace. Hurry back to Corantha. When you get back to the Dasher Village look
on the left side and you'll see a wagon. Pick up the Mace of the Righteous.

Back to the Citadel
After you've given Dain the Septer of Regency and gotten the Horn of
Shattering, head back to the citadel.
The Duskwood is full of enemies again, so kill them all. When you exit
the
Dasher Village (on your way to the first part of the wood) there is a dasher
carrying a Heroism Spell Book. Pick it up after you kill him. Right before the
entrance to the Catacombs there is a giant ogre. Kill him for lots of
experience. Enter the Catacombs.
On your way stop off where you got the Fire Ball Spell Book to get the
Mace of Unbridled Faith. After the spiral bridge there is a dark mage that is
carrying the Fist of Necros and the Boomer Axe. After you exit the natural
tunnels and get up to the main floor you'll be swarmed by skeleton spirits and
skeleton ghosts. There is also a spirt warrior here. Kill him to get the
powerful Shadow Blade. You can get a Vampiric Shield and a Blade of Hunger from
where you got the Shield of Swiftness in Action. Finally, on the bridge near the
exit there is a Lightning Spell Book. Quickly runout and head to the ship.
You'll get transported to the Citadel.
Go talk to Celestia and she'll tell you that several of her Crusaders
have
gone missing in the Glaciers. Ursan was their leader. Well back you go to the
Catacombs!




Compendium of Monsters

Skeleton Warrior

The skeleton warrior will from the brunt of the forces arrayed against
you, at least at the beginning of the game. They are the least powerful soldiers
in Necros' Legion of the Fallen, yet they can still TKO you in seconds, if they
are in large groups or you simply leave your guard down!
They are usually armed with a common weapon, such as a longsword or mace
and a shield. They take a single hit to kill, at least on squire difficulty, and
usually offer up no defence. They do become harder when confronted in groups, so
being defensive and timing your strikes carefully is the key to victory. Single
skeleton warriors may dodge your blows and counterattack, if you assail them
from too far.
Dead skeleton warriors are worth practically nothing in experience and
they may drop Potions of Healing or gold when they die. Both are valuable
commodities that you shouldn't pass up.

Skeleton Ghost

Skeleton ghosts look like skeleton warriors, except that they are
partially translucent, ie. you can see through them. They are armed slightly
better than their weaker cousins and often hold Potions of Greater Healing and
other rare equipment.
In combat you have to bring the battle to them, because they'll wait for
you to engage them. Instead they'll sit there, letting their guards hack you to
pieces, while they themselves sit tight and hurl spells at you at will. In melee
they are a bit more defensive than the regular skeleton warriors. They time
their attacks to get through your defences, so you are better off killing them
right after they cast a spell since they are defenceless.

Dasher

The dashers live in the Duskwood. They are extremely agile and quick and
usually attack in groups of two or four. They make fierce opponents and they
tend to swarm you from three directions. It's a good thing that they have no
qualms about slaying their own comrades to get a strike at you, so try to keep
them all in front of you!
Dashers carry Healing Potions for you to pick up after their deaths, but
not always. They are usually armed with rocks tied to sticks, or as they un-
imaginarily call it, the Dasher Weapon.

Ogre

Big ugly brutes. They stand taller than you and simply say "Bye bye!"
when
they die and after such things. They arm themselves with axes and clubs. They
pack a wallop when they hit and they take multiple hits to lay flat. Plus they
ambush you in groups, bing the thieves they are. You are much better off aiming
a fire ball at an ogre group then charging in recklessly.

Earth Elemental
Earth elementals are dumb old rocky beasts. They charge in and try to
smash you to pulp. And they tend to do just that. They smash you, they mash you,
then they smash you some more.
Furthermore, slashing weapons bounce off their rocky armour, as well as
partially slashing weapons. Use a warhammer or mace to mush them first. Use air
spells on them to smash them more easily.

Fire Elemental

Fire Elementals look like earth elements, except they are bigger, meaner,
and evese. They can kill you in seconds with their large fists, so don't get too
close to them. They are immune to fire of all kinds and they are weak to water
attacks. Otherwise a couple strikes from the head of a warhammer to their head
is a sure way to kill them.

Dark Mage

Dark mages look like really buff skeletons from far, but they look more
frightening from close up. They cast spells at you, like Soul Drinker and Fire
Ball and usually carry cool items. They are hard to kill and I have as of yet
fought only three of them so I can't tell you more.

Dwarf

Short stocky creatures that live in Corantha. Most are good, but you'll
soon meet up with the Ironpick Clan, the group that kidnapped Prince Dain of
Corantha.
There are two types of dwarves. The shorter ones are armed with
Warhammers
and better amour. The taller ones have leather armour and wield pick axes. The
shorter ones are harder to kill as you have to remember that you have to aim
down or your weapon will pass over their heads. Neither are particular hard to
kill they are like short skeleton warriors with skin, muscles and beards.

Shadows

Also referred to as spirit warriors, these are translucent warriors that
are almost invisible to the eye, except for their weapons. This changes later
when they use Shadow Blades at which point they are almost completely invisible!
Killing them is no problem when you have seen them, so beat them into the
ground when you see them! No mercy!



Weapon Description

Swords
Longsword: +10 Slash damage. Just a plain old sword found almost
everywhere dropped mostly by skeleton warriors. They are worth 120 gold pieces.
Longsword of Quality: +14 Slash damage. Harder to find they can be bought
from the weapon shop either at the Citadel, or at Corantha, but only the first
time you visit them. These weapons are valued at 300 gold pieces.
Lonsword of the Crusader: +20 Slash damage. You can buy this sword at the
weapon shop in the Citadel for 700 gold pieces.
Broad Sword: +10 Slash, +5 Bash damage. This sword can sometimes be
stolen
from skeleton warriors. They sell for 150 gold pieces.
Blade of the Morning Prayer: +12 Slash, +3 Bash, +10 Light damage. This sword
can be bought in the Corantha shop after the return of the Scepter of Regency.
Shadow Blade: +10 Slash, +5 Bash, +15 Dark Damage. These blades are semi-
translucent and are sometimes dropped by spirit warriors. They are only worth 10
gold pieces.
Blade of the Burning Heart: +10 Slash, +3 Bash, +10 Fire damage. This
blade can be found on a daemon's body somewhere between the Citadel and the
Western Stronghold after you bring back the Horn Of Shattering. It is worth 750
gold pieces.
Blade of Hunger: +10 Slash damage. They seem to be the standard weapon of
some demons and lizardmen. You find one in the Catacombs when you have the Horn,
and there is also one in the back of the first town's weapon shop when you have
the Horn. They sell for 1000 gold pieces each.

Axes

Axe: +5 Slash, +5 Bash damage. These axes are carried by some skeleton
warriors and the better part of ogres. They are worth 100 gold pieces.
Battle Axe: +8 Slash, +5 Bash damage. These axes are carried by many
different enemies. They are worth 150 gold pieces.
Axe of the Western Storms: +8 Slash, +8 Bash, +8 Air damage. You can buy
this axe in Corantha for 450 gold pieces, but only when you first enter.
Winter's Axe: +8 Slash, +6 Bash, +6 Water. This weapon can be bought in
Corantha after the return of the Scepter of Regency. The price? 350 gold pieces.
Boomer Axe: +20 Bash damage. This axe is the first ranged weapon that I
found. You get it from the first demon you kill in the Catacombs when you return
with the Horn. It's worth 1600 gold pieces. Even though it's a cool weapon, I
recommend selling it, because in melee it's an awkward weapon. After you've
thrown it, and try to attack again, you'll draw another weapon. And the axe will
strike you, most likely in the head and rebound off you - possibly off a ledge
or into water, or anywhere else that it is inaccessible.

Maces

Mace: +10 Bash damage. This weapon is carried by some skeleton warriors. You can
also buy it in the first town for 100 gold pieces.
Heavy Mace: +8 Slash, +14 Bash damage. Some enemies towards the middle of
the game use this weapon. It sells for 150 gold pieces.
Mace of the Righteous: + 10 Bash, +10 Light damage. Found in the Duskwood
when you are looking for the Scepter of Regency. It is lying by a wagon in the
Dasher Village. It is worth 900 gold pieces.
Mace of Unbridled Faith: +10 Bash, +14 Light damage. An awesome weapon to
disarm and slay skeletons and spirits. You find it in the Catacombs, where you
once found a Fire Ball Spell Book. It's worth 1200 gold pieces.

Hammers

Warhammer: +16 Bash damage. A weapon used by dwarves and sometimes, but
not often by skeleton warriors. They are worth 200 gold pieces.
Obsidian Hammer: +15 Bash, +10 Earth damage. You can buy this hammer in
the Corantha shops for 100 gold pieces. This bargain is only available when you
first enter the city of the dwarves.
Drujer's Wrathful Hammer: +30 Bash, +6 Earth damage. This warhammer costs
1100 gold pieces in Corantha's Weapon shop after you've returned the Scepter of
Regency.
Fist of Necros: +10 Bash, +15 Dark damage. Found after you kill your
first
demon, this hammer is worth 10 gold pieces.
Thunderous Hammer: +15 Bash, +10 Air damage. This weapon is found in the
Catacombs and is rather important at the start of your quest. It's worth 800
gold pieces.

Other Weapons

Halberd: +20 Slash damage. Rare weapon. Worth a measly 50 gold pieces.
Morning Star: +5 Slash, + 10 Bash damage. A rare weapon that sells for 200 gold
pieces.
Pick Axe: +9 Slash damage. A weapon used by dwarves. Sells for 50 gold pieces.
Calder's Pick: +16 Slash, +4 Bash damage. Costs 600 gold pieces in
Corantha's shop after the return of the Scepter.
Hellstar: +5 Slash, +10 Bash, +1 Fire damage. Costs 500 gold pieces in
Corantha after the return of the Scepter.

Armour

A hero can equip one suit of armour, one shield and two rings at a time.
It is recommended that you wear your armour in a way that maximizes your
protection from weapons, as well as from the elements. Some pieces of armour
enhance your skills and are prized for this attribute.

Armour or Mail

Scale Armour: +10% vs Slash, +10% vs Bash. The first suit of armour you get in
the game. It costs 150 gold pieces, or one and a quarter longswords in the first
town.
Banded Armour: +19% vs Slash, +19% vs Bash. You get your first suit of banded
armour in the Catacombs. It sells for 250 gold pieces.
Light Plate Mail: +30% vs Slash, +30% vs Bash. Available in the Citadel's
shop for 400 gold pieces, but only after Drake has the Horn of Shattering.
Banded Mail of Reason: +19% vs Slash, +19% vs Bash. You can buy this suit
of mail for 1100 gold pieces after yo have returned with the Scepter in
Corantha. It adds a bonus of +5 points to your Intelligence, which also ads to
the potency of your spells and your mana total.
Dragon Scale Armour: +50% vs Slash, +50% vs Bash, -20% vs Light, -20% vs
Dark. This suit of armour is for sale in the Citadel for 1600 gold pieces. It is
powerful against physical attacks, but weak against some magic spells and
weapons like Shadow Blades.
Plate of Elemental Protection: +30% vs Slash/Bash/Air/Earth/Fire/Water.
An
awesome suit of armour than can be bought in Corantha after the Scepter has been
attained. The price is 1600 gold pieces.

Shields

Wooden Shield: Found everywhere. Blocks only weak blows. Cost 30 gold pieces.
Metal Shield: Found everywhere. Blocks all but the strongest blows. Costs 50
gold pieces.
Metal Shield of Quality: Up to a +9% bonus against Slash and Bash
attacks.
Valued at 500 gold pieces.
Shield of Enviable Health: Available in Corantha's shop for 650 gold
pieces as soon as you find the place. A bonus of +5 is applied to Drake's
Endurance.
Shield of Sanctuary (Metal): Up to a +19% bonus to your defences against
Slash and bash attacks. Costs 1400 gold pieces in Corantha's shops after the
Scepter has been procured.
Shield of the Crusader (Metal): Up to a +18% bonus to your defences
against Slash and Bash damage. Found in the Catacombs. Worth 900 gold pieces.
Shield of Swiftness in Action (Wooden): This shield grants Drake a +5
bonus to his speed ability. Found in the Catacombs - worth 650 gold pieces.
Reflective Shield (Metal): Worth 800 gold pieces. I believe that it
reflects spells when yo block against them, but I'm not sure. Found in the first
town after you return with the Horn.
Vampiric Shield (Metal): Found in the Catacombs when you have the Horn.
Worth 2000 gold pieces. Probably protects the holder from Soul Drink spells and
their equivalent.

Rings

Amber Ring of Quickness (600): +5 bonus to speed. Found in the Catacombs.
Dragontamer's Ring (400): Up to a +25% bonus to Fire defence. Bought when
you first get to Corantha.
Jade Ring of Thought (200): +5 bonus to Intelligence. Found on your
second
trop through the Catacombs.




Tips and Tricks


1. Need cash? Take all the weapons and armour your opponents drop and sell them.
At the beginning of the game this a very useful practice. It allows you to
gather thousands of gold pieces that you can use to buy magical items later on.
This is your major source of cash.
2. Search all the corpses you find (or help create) for special items and
potions. All potions will be invaluable later on.
3. Save often. The game has a quicksave and quickload feature (F5 and F7
respectively.) Save regularly to save time and your nerves!
4. Learn which weapons work best on each foe. Some enemies are immune to certain
types of weapons (Slash, Bash) or against certain elements. Always carry at
least two weapons, one that is totally of the slash type and one that is totally
of the bash type. Also carry weapons of various element persuasions. Don't rely
too much on a single element - you might encounter an enemy that is resistant or
immune to it!
5. Never leave an enemy standing - a living enemy is a dangerous enemy! They
might attack you the next time you pass or they might simply attack your back.
This also allows you to gain more expensive and raise your levels quicker.
6. Explore every area thoroughly. Exploring helps you find more stuff and more
creatures to kill. Even though I detail a specific path through the game, feel
free to explore off the detailed path. I recommend you try to find your own way
through.
7. Learn how the spells work and how they can be used to your benefit. For
example, throwing a fireball at an enemy from a distance is fine, but is it as
effective when they are close? Not really. Most enemies can survive a single
fireball and it leaves you defenceless. It's even more dangerous to use one
against a group of creatures! But, on the other hand, a fireball aimed at your
feet will likely damage the area around you and would likely blow them all back,
allowing you to strike quickly or escape. A lot of spells have multiple uses.
8. Stay on the defensive when attacking a group of enemies. Let them
create their own openings in their defences. It is simply easier to wait
and let them make their own mistakes.




Spells

You get spells finding spell books hidden throughout the realm of Ardon.
These are three spell books for each spell (except for Torch Light) and each
subsequent use of a spell book increases the level of the spell, either making
it more versatile or more powerful.
For further description on spell book location refer to the walkthrough.

Torch Light
Level 1: Phantom Glow
You start the game with this spell. It simply makes light in a scroll radius
around you.
Level 2: Torch Light
The level 2 version has double the light radius of Phantom Glow. The book can be
found at the beginning of the Corantha Mines on a bridge over some lava.

Fire Ball
Level 1: Flame Strike
Throw a small ball of fire at an enemy. Found in the Catacombs.
Level 2: Fire Ball
The fire balls seek targets. Found on a ledge in the Coranthan
Mines.

Stone Skin
Level 1: Stone Skin
Found in the Catacombs in the swinging bridge area. Temporarily raises your
armour class versus bashing and slashing weapons.
Level 2: Granite Armour
The book is sitting on a bench in the City Council Hall in Corantha. Raises your
armour class more than the level 1 version.

Heroism
Level 1: Heroism
Increases Drake's Might. Found on a dasher's body when you first enter the
Dasher Village.
Level 2: Champion's Breath
Increases both his Might and Speed scores. Found on another Dasher's body after
you have the Horn of Shattering. This dasher guards the path beyond the Dasher
Village (on your way to the Catacombs).
Soul Drinker
Level 1: Life Leech
Found on an ogre's corpse when going for the Scepter of Regency. Damages the
enemy and heals you a bit. May reverse if the target has no life force!

Lightning Bolt
Level 1: Sparks
Hits a single target. Found on your way out of the Catacombs when you have the
Horn. It's right near the exit (the one where you leave to get to the Citadel.)