Realms of Arkania: Shadows over Riva чит-файл №1

from The Guardian & The Avata

1.The party must have a warrior, a dwarf, and a magician(minimum)
2.First thing in Riva go find the house where you can buy the map
of Riva.
3.You can find the best bow-Extra Light Longbow-at the bower house.
4.1 gold ducat=10 silver coins=100 copper bits
5.In the Market Hall you can use pickpoket skill-but save first!
6.If someone in your party dies you can bring him back to life if
you pray at Tsa temple. Do the same with hurt characters and they
will be healed.
7.If one of your party members is dead try using the "Necropathia"
spell and the dead one will help you with some hints.
8.The Elexirs give few bonus to the skills so sell them because they
worth a lot.

9.STIPPEN`S QUEST--Blow the horn at this locations:
In the S-W of the forest where are a pair of willow trees.
In front of the painted dragon on the North town gate.
In fronts of the bots of the warrior from the mountain.
In front of the bridge boat.

10.THE DWARVEN MINE
You can pull the hand from the water and throw it away(sometimes
you get a sword).
In one of the rooms you will find a broken chest, save first and
then try openig the chest until you find the tenobaal bolts (You
have only one try if no bolts found try loading until you find 'em).
You can search the beads for goodies.
Pull the dead dwarf from the barrel, take his key, use the key on
the chest(one in the NW part), take the cross spaner, use the
cross spaner on the left library, go and take the 70 ducats from
the dwarf and read the scrool.
Where the dead dwarfs are- you can use "Banish Spirits" spell or
fight them. But first try fighting them they will not die but
you will gain experience so use it like a training room.
Answer the five questions of the statue in this order:NO,NO,YES,
YES,NO.
Answer to "What do you whant?" with "Remission".
Use "Ignifaxus" and "Fulmiticus" spells to kill the demon.
Use "Destructo" spell to destroy the demon book or you can leave
the book there.

11.THE TOWER
Open the three doors with:
The N door->red+yellow diamonds (fire)
The W door->green+blue diamonds (washes)
The 2nd N door->red+blue diamonds (blood, cleans)
The answer is "Blood washes fire cleans".
At the question "Who am I?" answer "Borbarad".
At the doors the aswer is "Flame".
Use "Motoricus" spell to open the chest in Borbarad`s chamber.
In the Magical Libray (the room with the Eye on the door)
some of the books may be taken. One of this books is:
The Codex Dimensions. If you are stuck in the library split
your party in six and give every one a book taken from the
library and try with every one to get out from the room. The
one who can't get out, have a cursed book so get rid of it.
The books you find in the Library worth a lot.

12.PIRATES SHIP
Answer this to the small boy (the magician who asks you riddles):
"Nose"
"Sponge"
"?" (I mean I don`t know, if you will find out contact us)
At the first floor try to find the Magic Waterbag and the
Magic Bread Bag. Try to hurry up. At the second floor try to
find the Born Thorn throwing knife.

13.GHOST TOWER
At midnight go to the small tower near the warehouse south of
the Efferd Temple in the harbour and talk to the ghost. Go talk
to the person (Charinje Elmsjen or something like that) next to
the bower. Go talk to the person (Dorian Zandor or something like that)
next to the graveyard doors.

The spells
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THE SPELLS

If your characters use magic, they can learn, depending on their
character class, a variety of different spells. The following is a brief
description of the various spells:

1. its origin (character class),
2. the corresponding checks,
3. an explanation of the spell and
4. the required astral points.

Dispell Spells

Domination

Druid
WD/IN/CH
This spell is used to counter spells cast on a party
character which impair his actions and thinking.
Required astral points: variable (8-20)

Destruction

Magician
WD/WD/DX
This spell destroys magic artifacts.
Required astral points: variable (5-50)

Guardian

Magician
IN/CH/ST
Produces a protective dome against many magic attacks
(such as Fulminictus or Ignifactus). A useful spell
during combat.
Required astral points: selectable

Illusion

Magician
WD/IN/CH
Negates all illusions in a small area. Can be used in
combat as dispell against illusionary opponents.
Required astral points: (level of opponent - level of
magician)x2, at least 5

Transformation

Witch
CR/WD/CH
If one of your characters has been petrified or
transformed, let's say into a mushroom, this spell
reverses the transformation.
Required astral points: variable (5-50)

Domination Spells

Ball and Chain

Elf
WD/CH/ST
Keeps the victim from running away.
Elf
IN/CH/CH
The spell target believes the caster is his friend. It
means in combat that the opponent stops attacking.
Required astral points: 8

Evil Eye

Druid
CR/CH/CH
Forces an opponent in combat to attack his own
companions.
Required astral points: 8

Great Need

Witch
WD/IN/CH
This spell causes such overwhelming desire for an object
or a person in the target that he attacks less
effectively in combat or even leaves the battlefield.
Required astral points: 8

Confusion

Druid
WD/WD/CH
This spell confuses the target so greatly that he
attacks less effectively in combat.
Required astral points: 8
                               
Master of Animals

Druid
CR/CR/CH
This spell tames animals so that they stop attacking.
Required astral points: dependent upon the opponent
class

Horriphobus

Magician
CR/IN/CH
Instills a great fear in the opponent such that she
might panic and run away in combat.
Required astral points: 7

Astral Theft

Druid
CR/WD/ST
Steals astral points from a target and allows the caster
to use them himself for a spell.
Required astral points: 6

Respondami

Magician
WD/IN/CH
This spell forces a target to tell the truth. This is
extremely helpful for learning the true intention of a
NPC.
Required astral points: 5

Meekness

Witch
CR/CH/CH
This spell helps to tame wild animals in order to
prevent further attacks.
Required astral points: dependent upon the opponent
class

Somnigravis

Elf
WD/CH/CH
The spell's target is put into deep sleep. However, she
will awake right away again in case of an attack.
Required astral points: 8

Dance!

Druid
CR/WD/CH
Forces the target to dance so that he can't attack
effectively any more.
Required astral points: 6

Movement Spells

Acceleratus

Elf
WD/AG/ST
Doubles the caster's attacks and increases the number of
movement points.
Required astral points: 7

Foramen

Magician
WD/WD/DX
This spell magically opens locks of all kinds, e.g. on
doors or chests.
Required astral points: 6

Motoricus

Magician
WD/DX/ST
This spell allows the caster to move little objects
without touching them.
Required astral points: variable (5-20)

Without Trace

Elf
IN/AG/AG
The spell allows the caster to move without leaving
traces (important in caves and when close to opponents).
Required astral points: 7

Transversalis

Magician
WD/ST/ST
Allows the caster to teleport to a place he knows. A
spell that is difficult to learn. It is not effective in
every cave or town.
Required astral points: variable, depending on distance
(10-50)

Walk on Ice

Elf
WD/DX/ST
The caster can move on any frozen ground as securely as
on solid ground.
Required astral points: (game rounds x 3) + 5

Demonology Spells

Blood and Furor

Magician
CR/CR/CH
Conjures up lower demons to assist the party in combat.
However, the demon can also turn against the characters
during the course of the fight.
Required astral points: variable (13-33)

Banish Spirits

Druid
CR/CR/CH
This spell banishes lesser ghosts or spirits such as the
poltergeist.
Required astral points: 13

Conjure Spirits

Druid
CR/CR/CH
The caster can conjure lesser spirits to ask for small
favors.
Required astral points: 11

Heptagon

Magician
CR/CR/CH
Conjures horned (higher) demons. These then assist the
characters in combat. However, the demon can also turn
against the party in the course of the fight.
Required astral points: variable (13-37)

Summon Crows

Witch
CR/CH/CH
Calls an imaginary flock of crows which attack and
confuse the opponent.
Required astral points: 13

Skeletarius

Magician
CR/CR/CH
Turns killed opponents into zombies which assist the
characters in combat.
Required astral points: 15

Elements Spells

Conjure Elemental

Druid
CR/WD/CH
Conjures a lower elemental spirit (e.g. fire spirit) for
assistance in combat.
Required astral points: variable (13-18)

Nihilatio

Magician
WD/ST/ST
Negates gravity in the area around the caster.
Required astral points: radius x 5

Solidirid

Elf
IN/AG/ST
Creates a rainbow-colored bridge of up to 50 paces in
length.
Required astral points: length x 2

Healing Spells

Balm of Roond

Elf
CR/IN/CH
The astral points of the healer are turned into life
points of the patient. This spell can save a character's
life in combat.
Required astral points: adjustable (at least 7)

Witch's Spit

Witch
IN/CH/DX
Similar to Balm of Roond but with different results
depending whether it is used on poison, diseases or
wounds. Witch's Spit has the same life-saving
characteristics as Balm of Roond in combat. The spell
can't be used on the caster himself.
Required astral points (2 x LP)

Pure and Clear

Magician
WD/WD/CH
Used to remove poison. A character poisoned during a
fight can be healed in the turmoil with Pure and Clear.
However, it does not return life points to him.
Required astral points: dependent upon the poison.

Rest the Body, Rest the Mind

Elf
WD/CH/ST
Provides the target with a deep and restful sleep for
the next night. It supports the regeneration over night.
Required astral points: 7

Heal Animals

Witch
CR/IN/CH
The spell helps wounded animals. It turns the caster's
astral points into life points for the animal.
Required astral points: (AP = LP)

Clairvoyance Spells

Eagle's Eye

Elf
WD/IN/DX
The use of this spell raises the perception skill and
its corresponding combat values.
Required astral points: 5

Analyze

Magician
WD/WD/IN
This spell lets the caster analyze the nature of a magic
artifact.
Required astral points: 10

Attributes

Elf
WD/IN/CH
The spell reveals the opponent's inner values. It is
particularly useful in combat when the character wants
to know what he is facing.
Required astral points: 7

Exposami

Elf
WD/WD/IN
When the caster wants to know which monsters or
opponents are still going to face him during combat. The
spell can reveal the presence of hidden opponents.
Required astral points: 5

Odem Arcanum

Elf
WD/IN/CH
Shows whether an object has a magic aura.
Required astral points: 5

Penetrating

Magician
WD/WD/WD
The spell is used to find one's way in unknown rooms.
After the use of this spell the caster can look through
walls in order to gain an overview of unknown territory.
Required astral points: 5

Sensible

Elf
WD/IN/CH
Enables the user of the spell to read the true thoughts
of his counterpart.
Required astral points: 5

Illusion Spells

Chameleony

Elf
IN/CH/AG
With this spell the caster can disguise herself so well
that she won't be recognized by most opponents. The
spell is effective as long as the caster does not move.
Required astral points: 5

Duplication

Magician
WD/CH/AG
The caster creates a ghosty double of himself which
makes him much harder to hit in combat.
Required astral points: 8

Camouflage

Witch
WD/CH/AG
The caster appears to any observer as a child, which
allows him to disguise his true nature.
Required astral points: 6

Witch's Knot

Witch
WD/IN/CH