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Iron & Blood: Warriors of Ravenloft cheats / Iron & Blood: Warriors of Ravenloft hints / Iron & Blood: Warriors of Ravenloft faqs / Iron & Blood: Warriors of Ravenloft solutions Iron & Blood: Warriors of Ravenloft hints A TSR Dungeons and Dragons 3D combat game.... FEATURES -------- - 16 characters to fight; - 4 bosses; - 16 standard attacks; - 3 combo attacks; - 5 special or MAGIC attacks; - jumps, blocks; - a total of more than 1600 animations in all! - full 3D rendering; - 3D sound; - smooth motion camera; - choosable camera angles; - adjustable resolution, lighting, details, shadows, etc. - head to head play; - campaign mode; - full AI-driven opponents; TRAINING -------- In TRAINING mode you can select a fighter and choose your opponent. Your opponent will be controlled by the computer and will be slow to attack, move or block so you will have a chance to react and prepare between attacks. In TRAINING mode, your fighter will be awarded with the maximum level of magic and experience so that you can you can try special magical moves. You can select the style of your opponent in the Options->AI screen. Also, if you select an experience level above 5 your opponent will be awarded more magic power and artifacts. HEAD TO HEAD ------------ In HEAD TO HEAD mode, you can play against another human, the computer or even computer versus computer. You can bring with you artifacts in the match and even acquire them. You can acquire experience during the match but not magic levels (you will have to go into CAMPAIGN mode to increase your magic level). If you play against the computer and succeed at defeating all your enemies you will have the opportunity to defeat 4 more bosses. CAMPAIGN MODE ------------- In campaign mode, each player creates a team with a certain number of fighters and then fight for objectives. Objectives are either a Ring of Resurrection, a Magic Power or a New Teammate. Read the sections below for more information. If you play against the computer and succeed at defeating all your enemies you will have the opportunity to defeat 4 more bosses. Because a campaign can take quite a long time to achieve, you have the opportunity to SAVE your campaign (only one) so that you can continue at a later time. The option will appear in the Campaign menu. Press ESC at the Main selection screen to get back to the Campaign menu. SELECTING ARTIFACTS ------------------- If you have acquired any artifacts during your previous fights, the computer will display an artifact selection screen. You can select ONLY ONE of your acquired artifacts to bring with you in the match. If you don't want to bring an artifact in the game, wait for the other player to choose his artifact (if he's HUMAN) and then press ESC. Once you press ESC, the fight will start with whatever artifacts players have selected or not. ON EXPERIENCE, MAGIC LEVEL AND ARTIFACTS ---------------------------------------- Experience, magic levels and artifacts take a long time to get... For this reason, whenever a human play with a blue or red fighter, Iron&Blood will AUTOMATICALLY save the current fighter's status of magic level, experience and artifacts. This means your current fighter's status is always available and used in the current game when playing either in HEAD TO HEAD mode or CAMPAIGN mode. TRAINING mode does not accumulate any status however. (Gaining experience, magic levels and artifacts is possible ONLY when a HUMAN control the blue or red fighter. Computer-controlled fighter don't accumulate PERMANENTLY any experience, magic level or artifacts.) KEYBOARD CONFIGURATION (while game is running) ----------------------------------------------- Press F1 during game fight to get more HELP... General keys ------------ - smaller viewport + bigger viewport ALT-F1 Toggle automatic adjustment of frame rate ALT-F2 Decrement number of frames to skip ALT-F3 Increment number of frames to skip ALT+F4 Toggle display of FPS on screen ALT-F5 Toggle textures on/off ALT+F6 Toggle polygon lighting on/off ALT-F7 Toggle camera automatic/manual mode ALT-F8 Toggle floor on/off ALT-F9 Display on/off torches ALT-F10 Display on/off scores ALT-R Toggle left-right direction for joystick 0 ALT-T Toggle left-right direction for joystick 1 F1 Help screen F8 Use 300x200 video mode (if available) F9 Use 640x400 video mode (if available) F10 Use 640x480 video mode (if available) F11 Use 800x600 video mode (if available) P Will pause/unpause the game Camera keys ----------- F2 Keep blue player on right F3 Put camera on left side of blue player F4 Put camera on right side of red player F5 Put camera on blue player's head (or close) F6 Put camera on red player's head (or close) F7 Keep red player on right Camera manual mode (press ALT+F. once to get into manual mode) ------------------ I Move camera forward K Move camera backward J Pan left camera L Pan right camera CONTROLLING YOUR FIGHTERS ------------------------- Fighters can be controlled by either the keyboard and/or the joysticks. Because Iron&Blood is a 3D game, you need to learn how to move them in 3D space. The default behavior in Iron&Blood is to use the direction keys based on the direction your fighters are looking at. For example, if your fighter is looking RIGHT, you would press the RIGHT arrow to move FORWARD. This is probably the most natural way for most people. You move (and fight!) according to where you are looking at. However some people prefers the other way around: directions are fixed. In this mode, if you press the LEFT key then you ALWAYS move FORWARD. If you prefer to use this mode, you can go into the Options->Controls menu and change the setting of the "Reverse Red/Blue Left/Right" field. PLAYER1 keyboard controls (on keypad) ------------------------- MOVES RIGHT-SHIFT run forward BACKSLASH run backward PAD8 jump PAD4 inch_forward PAD6 inch_backward PAD7 Rotate left (if running) PAD9 Rotate right (if running) COMBO ATTACKS ENTER+PAD7 combo-1 ENTER+PAD8 combo-2 ENTER+PAD9 combo-3 HIGH ATTACKS ENTER+NUMLOCK attack_high_1 ENTER+SLASH attack_high_2 ENTER+STAR attack_high_3 ENTER+MINUS attack_high_4 MEDIUM ATTACKS NUMLOCK attack_medium_1 SLASH attack_medium_2 STAR attack_medium_3 MINUS attack_medium_4 LOW ATTACKS INS+NUMLOCK attack_low_1 INS+SLASH attack_low_2 INS+STAR attack_low_3 INS+MINUS attack_low_4 JUMP ATTACKS PAD8+NUMLOCK jump_attack_1 PAD8+SLASH jump_attack_2 PAD8+STAR jump_attack_3 PAD8+MINUS jump_attack_4 SPECIAL ATTACKS BACKSPACE+NUMLOCK special_1 BACKSPACE+SLASH special_2 BACKSPACE+STAR special_3 BACKSPACE+MINUS special_4 BACKSPACE+PLUS special_5 BACKSPACE+PAD7 magic ability BACKSPACE+PAD9 arcane power BLOCK and DODGE MOVES PAD5 standing_block PAD2 crouch_block INS crouch PAD1 evade_left PAD3 evade_right ARTIFACTS BACKSPACE+PAD5 use the artifact BACKSPACE+PAD2 get the artifact PLAYER2 keyboard controls (left side of keyboard) ------------------------- MOVES TAB run forward CTRL run backward A inch_forward D inch_backward W jump Q Rotate left (if running) E Rotate right (if running) COMBO ATTACKS ALT+Q combo-1 ALT+W combo-2 ALT+E combo-3 HIGH ATTACKS ALT+1 attack_high_1 ALT+2 attack_high_2 ALT+3 attack_high_3 ALT+4 attack_high_4 MEDIUM ATTACKS 1 attack_medium_1 2 attack_medium_2 3 attack_medium_3 4 attack_medium_4 JUMP ATTACKS W+1 jump_attack_1 W+2 jump_attack_2 W+3 jump_attack_3 W+4 jump_attack_4 LOW ATTACKS SPACE+1 attack_low_1 SPACE+2 attack_low_2 SPACE+3 attack_low_3 SPACE+4 attack_low_4 SPECIAL ATTACKS TILDA+1 special_1 TILDA+2 special_2 TILDA+3 special_3 TILDA+4 special_4 TILDA+5 special_5 TILDA+6 magic ability TILDA+7 arcane power BLOCK and DODGE MOVES S standing_block X crouch_block SPACE crouch Z evade_left C evade_right ARTIFACTS TILDA+X get the artifact TILDA+S use the artifact JOYSTICK CONFIGURATION (a joypad is easier to use than a joystick) ---------------------- Some definitions.... L is left R is right U is up D is down I is idle UR is up right UL is up left DR is down right DL is down left B1 is button 1 B2 is button 2 Example: B1,B2 means press B1 and release and then press B2 and release Example: B1+B2 means press B1 and hold and press B2 MOVES (left and right are reversed if player is looking at right side of screen) I idle position L inch forward R inch backward L,L run forward (UL and DL while running steers) R,R run backward (UR and DR while running steers) U jump (UL and UR while jumping move left or right) UL evade right DL evade left BLOCKING Blocking positions are naturally on the other side of attacking and close together to make it easy to block from one position to another. Also, entering crouch mode for attacking is considered closed to a block. UR block high DR block low D crouch ATTACKS Basically, attacks are located on the joystick according to where they will hit on opponent's body. Almost... This means if you want to hit opponent's face you have to move the joystick in the up region. To hit opponent's belly, move it left (or right if you are looking right). Moving the joystick in the down region will do low attacks. ^ high \ high <- medium / medium V low \ low An attack must start from an idle position (except for crouch attacks which must start from the crouch position). Button combination before moving the joystick provides additional attacks. B1,U attack high 1 B2,U attack high 2 B1,UL attack high 3 B2,UL attack high 4 B1,L attack medium 1 B2,L attack medium 2 B1,DL attack medium 3 B2,DL attack medium 4 Attacks in crouch mode: hold to the down first to get into crouch mode and then press a button. Also, Once in crouch mode you can get into the down and right position to get two additional low attacks. But stay in crouch mode if you want to do a series of low attacks... D,D+B1 attack low 1 D,D+B2 attack low 2 D,DR+B1 attack low 3 D,DR+B2 attack low 4 JUMP ATTACKS While jumping, you can attack your opponent. Since you are up in the air you need to use the equivalent of a medium attack to hit your opponent. B1,L jump attack 1 B2,L jump attack 2 B1,DL jump attack 3 B2,DL jump attack 4 SPECIAL MOVES B2,B2,U special move 1 B2,B2,UL special move 2 B2,B2,D special move 3 (attack while down) B2,B2,DL special move 4 B2,B2,L special move 5 B1,B1,U+B2 magic ability B1,B1,R+B2 arcane power B2,B2,B2,B2 use artifact B2,B2,B1,B2 get artifact COMBOS B1,B1,UL,B1 combo high B1,B1,L,B1 combo medium B1,B1,DL,B1 combo low ---------------------- NOTES ON CHARACTERS AND AI -------------------------- Every character in Iron&Blood has its own personality. Some fighters are faster than others. Some others are smarter, etc. This is called the NORMAL behavior. If you wish to fight against a CPU fighter and change its NORMAL behavior you may do so by going into the Options->AI screen and adjusting the different speed and style of the RED and BLUE fighter. N.B. This will affect only the behavior of CPU fighters. It will not affect in any way the behavior of the fighter you control. -------------------------------- NOTES ON SPECIAL AND MAGIC MOVES -------------------------------- Here are some explanations of SOME special moves. Not all moves are listed. Move numbers are for reference only. Not all fighters have all special moves... TORGO Magic Ability : Earth Tremor - This attack inflicts no damage, but will knock the opponent off his feet, and allow Torgo to get close to him. The effects of this move can be countered by the opponent if he is crouching. While executing any crouch maneuver (including blocks and all attacks), a character cannot be knocked over by an Earth Tremor attack. Arcane Power : Anti-Magic Aura - This continuous effect power protects Torgo from receiving damage from ANY magical source. No magic ability, arcane power, artifact, or spell can cause him damage. Other effects may still apply, but magical damage is always reduced to 0 when Torgo is protected by his anti-magic aura. LUTHOR Special Move #1 : +5 Holy Avenger attack - This is clearly one of the most powerful attacks in the game. This attack inflicts 90 points of damage when it hits successfully. While running, Luthor can use the steering buttons to track his opponents AND keep from running into the rune wall. Special Move #3 : Impale - This move is non-magical, but is mentioned in this section only to make note of the fact that it is 'steerable' like the +5 Holy Avenger attack above. When it hits, it inflicts 50 points of damage. Magic Ability : Aura of Invulnerability - When Luthor calls forth this power, he gains a limited invulnerability to damage from any source. For each level of ability, Luthor can completely ignore the effects of a single attack. Luthor's invulnerability extends even to the point that he will not even REACT when he is hit. Arcane Power : Heal - When Luthor executes this move, he will heal back to his maximum hit point total, no matter how low his current hit point total. ERLAND Special Move #2 : Flame Arrow - This attack inflicts 40 points of damage. Magic Ability : Fireshield - This move serves as both an attack and a defense at the same time. While executing it, Erland cannot be damaged by his opponent. In addition, if his flaming bow comes in contact with his opponent, it will inflict 30 points of damage. Arcane Power : Arrow of Slaying - This attack is very slow to develop, but when released, the Arrow of Slaying will inflict 180 points of damage Note that this attack can be dodged, but NOT blocked. The arrow of slaying can penetrate any normal shield (although Luthor's Aura of Invulnerability, and Torgo's Anti-magic Aura are BOTH effective defenses against it.). DARIUS Magic Ability : Magic Trident - When Darius unleashes the power of his magic trident, the amount of damage he inflicts is doubled, tripled, or quadrupled, depending on his level of magic ability. Arcane Power : Heroic Stance - Once Darius achieves this power, he can no longer be knocked down by ANY attack. Only the Rune wall can knock him down once he achieves Heroic Stance. XENOBIA Special Move #1 : Impale - When Xenobia calls upon this attack, she inflicts 40 points of damage. Additionally, Xenobia's Impale attack CANNOT be blocked. Special Move #3 : Forward Dive - This move serves as a forward dodge. When executing this move, Xenobia cannot be hit. It is superior to a dodge, as dodges move the combatant sideways, while this move can advance her towards her opponent without risking damage. Magic Ability : Siren Call - When Xenobia uses her 'Siren Call', all humanoid male opponents will stand slack-jawed, unable to react for a few seconds while she will have an opportunity to pummel them mercilessly. The higher Xenobia's level of magic ability, the longer her opponents will remain 'awed'. Note: This power has no effect on female and undead opponents. Arcane Power : Shield of Reflection - This power infuses Xenobia's shield with the ability to reflect missiles (normal or magic) back upon their caster, as long as she successfully blocks them. Even Missile-like effects such as Stellerex's Gust of Wind spell will be hurled back upon the caster from the results of this ability. IGNATIUS MAX Magic Ability : Dagger of Venom - When Ignatius uses this power, his dagger inflicts 30 points of damage. Arcane Power : Stealth Backstab - Ignatius has the power to teleport behind his opponent, and stab him in the back, inflicting 50 points of damage on his opponent. This attack cannot be blocked, but it CAN be dodged. Iggy must be careful, though, as he may find himself teleporting directly into the Rune wall if his opponent is standing with his back too close to it. SHINESTA Special Move #4 : Groin Shot - When Shinesta uses this attack, it will cause 30 points of damage and ALWAYS knock down male opponents. Note: Like Xenobia's Siren Call, this attack has no effect on female and undead characters. Special Attack #5 : Attack Behind Back - This attack actually allows Shinesta to swing in nearly a 360 degree arc around her head, effectively enabling her to hit an opponent anywhere near her. Magic Ability : Staff of Striking - Like the object of the same name in AD&D, the staff of striking inflicts extra damage depending on the number of charges that are expended. Shinesta can expend one charge for each level of magical ability she possesses. Damage is 15 points at 1st level, 30 points at 2nd level, and 45 points at 3rd level. Arcane Power : Natural Healing - In a campaign game, each combatant must spend a number of turns between matches healing. Characters can heal up to 1/3 of their hit points by resting between matches. However, once Shinesta acquires the ability of 'Natural Healing', she will always regain ALL of her lost hit points between matches, no matter how low she got in the previous fight. RED CLOUD Attack-medium-1: Explosive Touch - If Red Cloud can tap his opponent with the explosive touch, it will cause a huge explosion, inflicting 35 points of damage, and almost always knocking the opponent down (95% chance). Attack-medium-2: Bless - When Red Cloud uses this spell, he will glow with power for the next 15 seconds. While so blessed, his physical attacks will inflict double their normal damage. Attack-medium-3: Lightning - This spell causes a small bolt of lightning to erupt from Red Cloud's staff, and race in a straight line outwards. Damage is 8 points. Attack-high-3: High Lightning - This spell causes a small bolt of lightning to erupt from Red Cloud's staff, and race in a straight line outwards. The only difference between this attack and the previous one is that this one counts as a high attack. Damage is 8 points, Attack_low-1: Levitation - This spell can be blocked or dodged. In fact, it will not hit an opponent who is running either. However, if it is successful, it will hurl the opponent in the air, and dump him unceremoniously back onto the ground. (damage is 6 points.) Special Attack #1 : Earthquake - This attack inflicts no damage, but will knock the opponent off his feet, and allow Red Cloud to get close to him. The effects of this move can be countered by the opponent if he is crouching. While executing any crouch maneuver (including blocks and all attacks), a character cannot be knocked over by an Earthquake attack. Special Attack #2 : Teleport - When Red Cloud uses this ability, he will be teleported to a random location, somewhere in the arena. Magic Ability : Vortex Spell - This spell will cause an opponent to be lifted from the ground and spun for a number of seconds equal to Red Cloud's level of magical ability. While spinning, Red Cloud can strike at the opponent as often as he likes. At the conclusion of the spell, the victim will be thrown to the ground. Arcane Power : Weight of the World - When this power is gained, each time Red Cloud falls to the ground (for any reason), an earthquake will be caused, and Red Cloud's opponent will ALSO fall to the ground. No damage will be inflicted to the opponent that is knocked down. URGO Magic Ability : Stone Shield - When Urgo uses his Stone Shield power, he may not attack, dodge, or move in any other manner for a period of 2 seconds per level of ability. However, if he is struck while using this power, Urgo will receive NO damage whatsoever. In fact, the shield is so powerful that the fighter that strikes it will receive 50% of the damage that they had intended for Urgo. Arcane Power : Petrify - When Urgo petrifies his opponents, they will freeze immediately, regardless of what they were doing at the time. While frozen, Urgo can strike them for damage as often as he likes, until the spell expires. ARDRUS Special Move #1 : Life Drain - If successful, Ardrus' Life Drain attack will siphon off 15 hit points from his opponent, and transfer them to Ardrus. Special Move #2 : Bludgeon of Doom - When Ardrus calls upon the dark powers, he can temporarily enchant his mace. Once enchanted, it will remain enchanted until he strikes with it. Whether the next strike is blocked or not, the attack will cause the magic to dissipate. If the strike hits, though, it will inflict TWICE the normal amount of damage. Special Move #3 : Stone Fist - Ardrus' Stone Fist attack is slow to develop, but if he hits with it, it will inflict 45 points of damage. Magic Ability : Aura of Fear - When Ardrus casts a spell of Fear on his opponents, they will find themselves unable to attack for a period of fifteen seconds. During this time, they will be able to run, block, and dodge, but not attack in any way. Arcane Power : Vampirism - When Ardrus achieves the arcane power of vampirism, each time he hits an opponent for damage, he will receive a bonus of 5 points to his life point total. SASHA Magic Ability : Call of the Wild - When Sasha howls with this power, she will inflict automatic damage equal to 5 points per level of magical ability. This attack will work from any range, and neither blocking nor dodging can prevent the damage (although Torgo's Anti-Magic Aura will stop it, as will Luthor's Aura of Invulnerability). Arcane Power : Blood Lust - With this power, Sasha can ignore the effects of any attack. Although she will still absorb damage as normal, she will not react to being hit at all. No matter how often she is hit, it will not stop her from continuing her current move. NYM PYMPLEE Special Move #1 : Scare Attack - When Nym uses this maneuver, it will scare his opponent off their feet. It inflicts no actual damage, but will knock the opponent down if he is not blocking or dodging it. Magic Ability : Demonic Whirlwind - This ability causes Nym to rise off the ground, spinning his scimitars madly, creating a vortex of wind which will pull his opponents towards him. The whirlwind will last for 2 seconds per level of magic ability. Opponents that are pulled into the blades will receive 20 points of damage. Arcane Power : Fire Belch - This ranged missile weapon will basically send a ball of flame from Nym's mouth towards the opponent. Those struck by the fire belch are hit for 40 points of damage. This attack can be both blocked and dodged. BALTHAZAAR Special Move #1 : Headsman's Chop - This magical attack will inflict 100 points of damage. It is slow to build up, but is the third most powerful attack in the game, behind only Erland's Arrow of Slaying and Luthor's +5 Holy Avenger Attack. Special Move #2 : Crushing Heel - This attack is non-magical, but notable in that it is so strong that it cannot be blocked. Magic Ability : Axe of Dancing - When Balthazaar acquires this ability, he will be able to hurl his axe at his opponent, where it can strike and then return to his hand. Damage inflicted by this attack is dependant on level of ability. It inflicts 20 points per level of ability. Arcane Power : Blood Fever - When Balthazaar calls upon the power of the blood fever, he cannot be killed for 30 seconds. For the duration of the effect, he will absorb damage as normal, but CANNOT be reduced to less than 1 hit point, by any attack or effect in the game, including colliding with the Rune Wall. KAURIK Special Move #2 : Magic Flail - This attack is a standard magic weapon attack, which inflicts 30 points of damage. Magic Ability : Explosive Flail - When Kaurik smashes his enchanted flail to the ground, it causes an explosion which will knock his opponents down from any range, unless they are blocking it. The explosion will also inflict 20 points damage per level of ability. Arcane Power : Force Choke - This attack can be blocked, but not dodged. It can affect Kaurik's opponents from any range, causing 10 points of choking damage per level of ability. BALOK Special Move #1 : Vampiric Attack - Like Ardrus' Life Drain attack, this maneuver will damage the opponent at the same time as it INCREASES Balok's life point total (although it can never bring Balok's life point total above it's established maximum) Damage is 15 points. Magic Ability : Darkshield - This effect is the opposite of Luthor's Aura of invulnerability. When in use, each time Balok is struck for damage, he will GAIN life points, instead of lose them. Balok can withstand one hit per level of magical ability. Thus, it is strategic to hit Balok with your WEAKEST attacks when his Darkshield is in effect. This will still benefit him, but not as much as the more substantial attacks might. Arcane Power : Curse - This insidious power may well be the most awesome power in the game. With it, each time Balok defeats his opponent, that opponent loses TWO lives, instead of one. STELLEREX Attack-medium-1 - Shocking Grasp : Just like the AD&D spell of the same name, if Stellerex can touch his opponent, it will discharge, causing 15 points of electrical damage. Attack-medium-3 - Magic Missile : This projectile is fairly fast, but inflicts 6 points of damage. Keep in mind that when Stellerex fires this missile, it causes him to lurch backwards a little. Using it while Stellerex's back is close to the rune wall could be hazardous. Attack-medium-2 - Gust of Wind : This spell inflicts only a single point of damage, but it is capable of blowing opponents backwards, and even knocking them down occasionally. Larger, heavier characters (like Urgo or Balthazaar) will not be blown backwards nearly as far as smaller or lighter characters like Ignatius Max or Stellerex (who is flying, thus affected much more than a standing character). This spell also causes Stellerex to lurch backwards slightly, but it is a potent way to force your opponent into the Rune wall. Note: This spell cannot be blocked. Attack-high-3 - Melf's Acid Arrow : Much like Magic Missile, only the acid arrow inflicts 8 points of damage, and is considered a HIGH attack. Attack-high-2 - Ray of Enfeeblement : This spell causes weakness in the opponent. For as long as the opponent is affected (which is depicted graphically by a darkening effect), his/her PHYSICAL attacks inflict reduced damage (about a 2/3 reduction). Thus when an enfeebled opponent strikes with an attack that would normally inflict 10 points of damage, his temporary weakness will reduce this to a mere 3 points of damage. Attack-low-2 - Hot Foot Cantrip : This spell causes a jet of flame that shoots along the floor at the opponent's feet. If it hits, it inflicts fire damage to the opponent of 8 points. Magic Ability - Detonation : When Stellerex uses this magical ability, he can literally cause his body to explode. This explosion can only be stopped with a High Block (or a few other advanced effects, like Torgo's Anti-Magic Aura, Luthor's Aura of Invulnerability, etc). Otherwise, the explosion will inflict 30 points of damage on the opponent from any range. Arcane Power - Withdraw : By means of this spell, Stellerex can opt to withdraw from a match. If he sees that he is in trouble, and doesn't want to lose a life, Stellerex can simply withdraw. The win will go to the opponent, as will any match objectives, but Stellerex will NOT lose a life. Special Move #1 - Circle of Protection : This spell causes a ring of flames to circle Stellerex for 15 seconds. During this time, anything that comes in contact with the flames will be damaged for 10 points EVERY time the flames hit it. If Stellerex is knocked down, the flames will dissipate early. Red Cloud's Dispel Magic Spell can also cause the flames to dissipate early. Special Move #2 - Explosive Runes : Stellerex can lay up to three of these on the floor at a time. The runes will stay until the opponent steps on them. If an opponent moves over the runes, even while dodging, they will detonate, causing 20 points of damage. Stellerex can lay as many of these down in a match as he wishes, but only three can be on the floor at any one time. (Note: the runes can be eliminated by jumping up and landing on them in a crouch block. Landing on them will cause them to explode, but if the landing player is crouch blocking at the time he lands, the damage will be deflected by the block. --------------------------- EXPLANATION OF ARTIFACTS A player may possess any number of artifacts, and may choose any artifact to take with any of his characters into a match. And, the player may use the same artifact with different characters on successive matches. Also, remember that if you take an artifact into a match and subsequently lose the match, you will permanently lose the artifact. So if you want to go into the match WITHOUT an artifact, exit the artifact selection screen (press ESC). NOTE: All artifacts can be categorized into one of 3 types: 1) Continuous - requires no button presses for its functionality. Lasts for the entire match. 2) Active - Can be activated at any time during the match by using the Use Artifact keys. 3) External: Must be used during the character selection, after the artifact is chosen Artifacts can ONLY be acquired at certain times during a match. Whenever you heard unusual noise or sound while fighting do the GET ARTIFACT sequence within the 5 seconds. STRAHD will then award your team the artifact. FOUND ON TORGO'S BACKGROUND: Ring of Equilibrium : Continuous effect - The wearer of this artifact is much more stable on the battlefield. His chances of being knocked down on any given attack are halved, while his chances of knocking his opponents down are doubled. FOUND ON LUTHOR'S BACKGROUND: Spirit of The Martyr : Continuous effect - The user of this artifact becomes enchanted in the following manner: Whenever he/she is struck, the damage is inflicted, but an equal amount of damaging energy is stored in the Spirit of the Martyr. Whenever the enchanted character strikes back, all energy that has been accumulated into the Spirit of the Martyr is released with the attack. If the attack is not blocked, all of this extra damage will be inflicted on the target. If successfully blocked, the Spirit is drained of the energy, and must begin accumulating energy anew. FOUND ON ERLAND'S BACKGROUND: +4 Ring of Protection : Continuous effect - The user of this artifact has a greatly increased armor class. This blunts the amount of damage that he receives from being struck by any damaging attack. FOUND ON DARIUS' BACKGROUND: Trial of Champions : External effect - This artifact must be used during the character/artifact selection sequence. After choosing to use this artifact, the owning player may then choose to override his opponent's choice of fighter selection. In other words, assume that the owner of the Trial of Champions is using Ignatius Max, and his opponent chooses Sasha. However, the owner of the Trial decides that he doesn't like being matched up against Sasha, or better yet, his opponent has recently used Balok in a fight, and now Balok is gravely injured and hasn't fully healed. The owner of the trial will use this artifact and force his opponent to use Balok in the upcoming match, rather than Sasha, thus giving himself a distinct edge in the upcoming match. FOUND ON XENOBIA'S BACKGROUND: Fire of Retribution : Continuous effect - If the opponent uses an artifact that was taken from an evil character's background, the user of that chaos artifact receives damage whenever that artifact is used. Continuous effect artifacts will cause a slow drain of life from their possessors. FOUND ON IGNATIUS MAX'S BACKGROUND: Ring of Teleportation : Active effect - This artifact can be used just like Red Cloud's Teleportation spell. It will transport its user to a random location in the arena. There is no chance that it will transport the user outside the arena. The Ring can be used 3 times per match. FOUND ON SHINESTA'S BACKGROUND: Talisman of Health : Active effect - This artifact can only be used once during a match. When used, for as long as the user is not hit, he/she will slowly increase in hit points, up to max. Once max hit points are achieved, or the user is hit for damage, the effects will be terminated. FOUND ON RED CLOUD'S BACKGROUND: Signet of Holy Wrath : Active effect - Once activated... for the next 30 seconds all damage done by the weilder's non-magical attacks is doubled, but he/she may not block or dodge. This is especially effective when used in combination with Balthazaar's Blood Rage. FOUND ON URGO'S BACKGROUND: Bane Glyphs : Active effect - This effect works just like Stellerex's Runes. When activated, a small green glyph will appear on the ground. If the opponent moves over this glyph, even while dodging, it will explode on him, inflicting damage. Only one glyph at a time may be placed. The glyph will not affect the fighter who placed it. FOUND ON ARDRUS' BACKGROUND: Altar of Sacrifice : External effect - Must be used during character/artifact selection. When selected, the owning player must select one of his other characters to kill. Upon killing one of his other characters, the current fighter will have increased abilities of 3rd level magic ability and an arcane power automatically. FOUND ON NYM PYMPLEE'S BACKGROUND: Gauntlets of Thievery : Active effect - When the owning player attempts to use this artifact, there will be a 10% chance per level (The level of the fighter who is using the artifact) that he will be able to steal the artifact that the opponent is using. If successful, the Gauntlets of Thievery will be permanently removed from the owning player's inventory. FOUND ON SASHA'S BACKGROUND: Dark Essence : Continuous effect - The wearer's damage for all physical attacks is increased by 50%. FOUND ON BALTHAZAAR'S BACKGROUND: Aura of Misfortune : Continuous effect - Opponent's artifacts, arcane powers, and magic abilities will misfire 60% of the time. 10% of the time, they will be lost permanently. Such powers and artifacts WILL work 30% of the time, however. FOUND ON KAURIK'S BACKGROUND: Tempest : Continuous effect - This artifact causes a permanent lightning storm to erupt in a radius around the opponent. Lightning bolts will strike near him at random. Such bolts CAN effect the fighter that owns the Tempest artifact. FOUND ON BALOK'S BACKGROUND: Ring of Invisibility : Active effect - When this artifact is activated, the wearer will become completely invisible until he/she executes some form of attack. Upon doing so, the wearer will revert to visibility again. The artifact can be used as often as desired in any given match. FOUND ON STELLEREX'S BACKGROUND: Voodoo Doll : External effect - Must be used during character/artifact selection. The combatant can assign damage to a non-active member of his team. For instance, if Balthazaar is fighting this match, he can assign all damage that he takes to Kaurik. Even if Balthazaar dies, it is Kaurik who will lose a life, not Balthazaar. ------------------------------------- COMMONLY ASKED QUESTIONS IN IRON&BLOOD QUESTION: Some of the moves carry the attacking player a vast distance across the arena, for instance Luthor's +5 Holy Avenger attack. Is there anything I can do to avoid crashing into the rune wall? ANSWER: Yes, some of the moves that take you the farthest, are actually steerable, just like running and walking are steerable. You can avoid the wall, and often improve your chances of hitting the opponent, by steering in these attacks. Keep in mind, however, that the vast majority of the attacks CANNOT be steered in such a manner. QUESTION: Does my fighter receive damage when I smash my opponent into the rune wall and he bounces into my fighter, knocking him down? ANSWER: No. Although your fighter will be knocked down, only the one that actually hit the rune wall will receive any damage. QUESTION: If I take an artifact into combat and I'm defeated, do I lose the artifact permanently? ANSWER: Yes QUESTION: If I want opt NOT to take an artifact into combat, how do I bypass the artifact selection screen? ANSWER: To bypass the artifact selection screen, hit ESC. This will allow you to enter the match without taking an artifact with you. QUESTION: How does a fighter gain levels? ANSWER: There are two ways for a fighter to gain levels. The first way is through experience. For every five opponents a fighter defeats, he will gain one level. The other way you increase in level is to win the "Magic Power" objective in a campaign match, AFTER you've acquired all three levels of magic ability, AND your arcane power. Thereafter, each Magic Power object you win will get you another level of experience. The max level is 9, however. QUESTION: How can I tell if my fighter is above 1st level? ANSWER: You'll see a little number appear at the edge of the screen near the character's life bar in the character selection. This indicates the warrior's level of experience. QUESTION: What good are these experience levels for my fighters? ANSWER: Higher levels are actually quite useful. Each level provides your fighter with more hit points (approximately 1/3 of his 1st level total per level), slightly improved armor class, and extra damage potential on his physical attacks. QUESTION: How do Magic Abilities and Arcane Powers work? ANSWER: In a campaign match, your warriors fight for "Match Objectives". These objectives will be either a "Magic Power", Ring of Resurrection", or "New Teammate". Each time your warrior wins a match in which the objective was a "Magic Power", he/she advances his/her magic ability or arcane power. For instance, if your warrior has no magic ability, and wins such a match, then he/she will now be able to access his/her magic ability move once per match thereafter. If that same warrior wins another match where the objective was the "Magic Power", he/she will increase the magic ability, normally being able to gain more powerful effects out of it (i.e. it inflicts more damage, lasts longer, whatever), and can use it twice per match. A third "Magic Power" will increase the Magic ability to it's maximum potential, where it can be used three times per match. After this, if the warrior wins yet another "Magic Power", he/she will gain their Arcane Power. This powerful skill can only be used once per match. It starts off at its maximum potential, and never gets any more powerful than that. QUESTION: What happens when I use my Ring of Resurrection? ANSWER: A Ring of Resurrection will allow you to keep your fighter in the campaign match, although he/she will lose any advancements they made in Magic Abilities, Arcane Powers, and Levels of Experience. Once your character dies, the Ring will automatically expend it's power, and bring your character back to life, at their basic level of power. QUESTION: Is there anything at all I can do to eliminate Stellerex's Exploding Runes? ANSWER: As a matter of fact, there is. We never intended for Stellerex to be the most powerful character in the game, and frankly, if you know how to fight against him, he's not. My personal opinion is that Torgo is the toughest. But that's another question. To eliminate Stellerex's runes after he's placed them, jump up in the air and land on them in a crouch block. If you're blocking when you land, the rune will explode harmlessly, and cause you no damage. Beware, though.. you're opponent may decide to smack you while you're in the air, and if he does, when you land, you won't be blocking, and then you'll take damage from the smack and the exploding rune both. Also note that this move takes some practice to get right. Stick with it. QUESTION: Is there anything I can do to defend myself against characters who use missile weapons when my fighter doesn't have them? ANSWER: Yes. Learn to run and steer. Take advantage of the fact that we've created a unique 3D fighting arena here. Yes, running seems a bit awkward at first. But practice, and you'll see that it doesn't take long to get proficient at it. And when you do, you'll learn to run in evasive patterns. Fighters who use projectiles, like Erland, will aim and fire at where you're standing. If you're moving at an angle from the projectile, it won't hit you. After playing the game for countless hours, our testers have come to the conclusion that characters like Stellerex and Erland (who both rely heavily on projectiles), are no more powerful than any other characters in the hands of a skilled player. If you learn to take advantage of running, steering, and jumping, it's EXTREMELY difficult for projectile using characters to shoot you. But unlike other 3D fighting games, we've tried to come up with a system here that doesn't allow you to simply beat on the buttons mindlessly to win. Some matchups are simply unwinnable that way. For instance, If Balthazaar (slow, no projectiles), takes on Stellerex (projectiles out the wazoo), and the two players just beat on buttons without using any strategy, most of the time Stellerex will win. Especially if he gets any kind of range on Balthazaar. In Iron&Blood, you need to learn each fighter's strengths and weaknesses. Learn what they can and can't do, and create tactics against other fighter's strengths. QUESTION: I've played through all of the characters in the game, and I can't find that lakeside background that is shown in your webpage. Where is it? ANSWER: Oops. Ok, so you caught us in a mistake. That was one of our early backgrounds for Erland. We tried it, and TSR told us that they didn't feel that it was dark and dismal enough to look like Ravenloft. We agreed, and changed it to Erland's current background. I guess I liked the screen shot though, 'cause I never took it down off my web page. QUESTION: Why does it take me so long to get my fighter turned around in battle? ANSWER: Probably what's happening here is that you're not giving your fighter a chance to do so. If you are hitting any buttons, these will override the fighter's opportunity to turn. Thus, continually beating on the buttons while your fighter isn't facing his opponent, will not give the fighter any chance to turn around. This can be frustrating. It really only takes less than one second to completely turn around if you aren't hitting any buttons. To turn as fast as possible, don't provide any input to the controller until you're facing the direction you wish to face. Trust this one. It really happens very quickly. Other Iron & Blood: Warriors of Ravenloft cheats hints faqs solutions: |