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Realms of Arkania: Shadows over Riva cheats / Realms of Arkania: Shadows over Riva hints / Realms of Arkania: Shadows over Riva faqs / Realms of Arkania: Shadows over Riva solutions Realms of Arkania: Shadows over Riva hints Magic can suck, because it uses up un-replacable points to cast it. Solution: Make sure your magic users are WELL TRAINED in physical combat. Arrows and crossbow bolts from otherwise impotent mages are vital in difficult combat. When fighting an opposing magician, maneuver yourself so his minions are between you and him. He won't cast spells if he can't hit you. Don't use computer combat unless you're almost certain you'll win. And be very careful to adjust the "CLOSE COMBAT" option for wounded characters to PARTLY (won't seek close combat) or NONE (will run from close combat). Otherwise, they die. You can copy documents and recipes down into books with pen and ink. Buy a book, it'll save weight and inventory space in the long run. There are slots for armor both on your legs and on your arms. Buy a set for both, as well as your chest, but beware of the weight. In every kit: Blanket, Water Skein, Boots, Pants and Shirt if needed. Don't go without these on every player or you risk thirst, disease, or exposure. Choose your strongest player to carry all the rations, he'll share with others and it saves inventory space. The "Famous Riva Marketplace" has inflated prices and lame offers. Go to the individual shops around town for the best deal. Buy the map from the map maker. It's expensive, but can save lots of time. Or, go EVERYWHERE and talk to EVERYONE, and make your own complete map with names of every resident. This will be helpful. In the room on the left side of the entrance under the open grave there's a room with three shelves. Great place to store your stuff (like a little U-Stor-It), and you'll come across it early in the game. There's also a recipe book here. Skip the brothels and the bathhouse. Not much point. Like.. there's no graphics. Computed combats don't always end up the same way. If your party died, restore the game and tweak the instructions and have another go. Expensive weapons aren't always better. The only way I know of to see the damage of an item is to own it, then pass it over the "eye" on your character sheet. In the wizard's tower there is a magical bread bag, it always has something to eat in it -- once you get this you can ditch all your rations. On the merchant ship there is a magical water skein. Once you get this, you can ditch all your other water skeins. Our highest score in the game is 937 out of 1000. (Didn't get all the riddle answers in the cargo ship, didn't finish off the Feylamia). Mages actually make pretty good fighters: Wands never break, Can be poisoned, Never get stolen/taken by the game. Unfortunately, there's not a whole lot of armor mages can wear. Definitely get winter coats, every little bit helps. In shadows there's a number of helmets and shields. However, you're probably best off starting at least from Star Trail get getting some more equipment. Also, Belts of Strength are very important regardless of class. Mages can build hps faster than fighters 'cause generally the hp-mana figure is superior to standard random vals for fighters 4-9 vs 1-6 (offhand guess not tested figs.) if you dump all your points into hp and transfer spell attempts to mana you'll come out okay. Also transfer spell attempts to skills and develop polearms, particularly parry vals. Makes mage much more survivable in combat. High strength, courage and intuition are very important for combat skills(ATT/PARRY Vals). In the end, fighters are good especially if you develop as armor bunkers, to soak up enemy attacks. Use your mages as attack platforms, paralyse a couple enemy as roadblocks and gohand to hand w/ the rest. Lightning is also good as a temp fix, definitely helps out in combat. Skills: Dedicating each member of your party to a skill group is a good idea. Healers: Make a pair (cause ya can't heal the healer) Never really ran into much poison concentrate on disease and wounds also have a good herbal lore. A haggler (can develop in to party's PR dept.) Star Trail had wilderness so a few foragers were in order, not so in Shadows. Historian, never hurts, made mine into a lorist (specializes in history, languages, tactics,...) body skills are important to everyone, try get swim skills up. Likewise for Intuition(really only need one, but never hurts). Spells: Transmutation (whichever one has paralyse) is good as mixed attack defend school. (also has magic armor in it) Final notes: healing potions are pretty lame. Use whirlweed instead, cheaper and saves inventory space. More vulnerable to spoilage due to water though. Skill Notes: Parry does improve survivability, but it must be balanced against the need to hit opponents. So there is a bit of a mix going on. Parry becomes more important in higher level chars as attack will pretty much be well developed by that time. Parry, while it helps, can not totally replace armor (you eventually get hit if you get surrounded.) Animal Lore apparently affects crit hit calculations so can be very handy in a fight. Reason paralyze is so good is it takes enemies out of the fight. If you have enough mages casting the spell you can quickly end the fight (very expensive mana-wise though) Paralyze does not work on major boss type creatures, generally it's a good idea just to blind them and hack away. Acceleratus helps in any combat (usu. not fail and increases chars attacks, ups max move to 12) Against magic users, magic resistance is very important. W/ high enough resistance, spells do not work against you. (achieving high MR is partly a function of superstition(mostly) and I think necrophobia plus a few of the others esp curiousity, computed w/ some of the attribs intuition, will, ect...) Buy a Key-ring in the market to keep all your keys on - saves on inventory spaces (use like the scrolls in notebook). Pick up Thorgrim the Strong from his house (in the Market place area, next to the Armourer). He's a great little (Dwarf) fighter and can really help out in the beginning. He won't go outside of town with you the first time, but you can go back and pick him again when you come back. Cheating at cards in the taverns in the best way to make the most Ducats. Donating from 500-1000 Silvers in the temples usually results in granting a miracle - like "Luck of the Hunter", "Ability to find water". Using a Whetstone repairs all your weapons (unless they're already broken) and increases their effectiveness. The answers to the riddles posed on the merchant ship are: OPTF, TQPNHF, and TFB GBJSZ. Go back on letter (B->A N->M) to get the real words. If you answer the riddles correctly, you get an extra 30 minutes of time to explore the ship before the bo'sun returns and finds you are missing. When you're exploring outside the city and find the boots sticking out of the rocks, and pull on them,etc., to face the boots' guardian, send in a magic user with some domination spells. The fight is over as soon as you nail him with any spell like Bambaladam, Horriphobus, Evil Eye, Somnigravis, etc. This is also true of most fights-have your magic users render as many of your oppenents helpless, and you'll end fights more quickly. When using new characters, definitely handle all increase attempts at the beginning as well as when you gain levels. The computer does a horrible job of choosing which skills to increase. Increase Herb Lore in one character as much as you can, and the Cheat Skill in another character; both can lead to a lot of quick cash. Pickpocketing is too risky, and dancing and instruments don't bring in all that much money. While the destructive combat spells are important, remember to increase all spells that will render opponents harmless, or better yet, like Evil Eye, will turn opponents into allies. Demonology spells can be useful, but they're pretty risky, too. Make sure you keep a seperate save game before you enter a tower, mine, etc., and use a diferent one to save progress within the dungeons. It's very frustrating to get stuck, for example, in the dwarven mine against the big Demon with all of your magic users without magic potions and astral points, and then finding out that you can't leave to get more supplies. Jesters, Hunters, Rogues, Thorwalians, Witches, and Druids are all pretty much useless, since their skills can be developed by other classes to sufficient levels. Better by far, in my opinion, to have 1 warrior, 1 Dwarf, 1 Magician, and 3 elves. Use the Warrior and Dwarf to engage the enemy and position the magician and elves to pepper the enemy with crossbow bolts and spells. This is probably pretty obvious to anyone who has played any of the previous ROK games. About the Miracles in the temples: You can get miracles without donating anything-just keep on praying, and eventually you'll get something. The only one that doesn't seem to follow this pattern is the temple of Phex. Ordo the Holberkian will feed and house you for free if you succeed in killing the evil magician. Take advantage of it! That's it! Other Realms of Arkania: Shadows over Riva cheats hints faqs solutions: 1. Realms of Arkania: Shadows over Riva hints 2. Realms of Arkania: Shadows over Riva hints 4. Realms of Arkania: Shadows over Riva hints 1. Realms of Arkania: Shadows over Riva faq and solutions 2. Realms of Arkania: Shadows over Riva faq and solutions |