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Saga: Rage of the Vikings cheats / Saga: Rage of the Vikings hints / Saga: Rage of the Vikings faqs / Saga: Rage of the Vikings solutions Saga: Rage of the Vikings hints SAGA: RAGE OF VIKINGS (Cryo Interactive) HINTS +========================================================================+ SAGA: Rage of Vikings is published and distributed by Cryo Interactive. This document or its author is in no way connected in any way with Cryo or any of its affiliates or parent companies. Use this at your own risk. +=======================================================================+ Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hints/Hint s/Hints>> +=======================================================================> THE VIKINGS The Viking is a skilled man. He is a farmer who cultivates his land, a craftsman who manufactures his tools, a hunter and a fisherman. His domain is close to the sea and he possesses a ship. Sometimes he leaves his land to trade and make war - whatever it takes to make a profit. An accomplished Viking practices physical exercise: swimming, skiing, ball games... He likes horse fights and is a lover of poetry. Lastly, in all circumstances, he shows himself to be very touchy about his honour. The Vikings are masters of the ocean since they have fine ships and the audacity to sail them far away. Their science of the sea leads them to the boundaries of the known world. The Viking ships are open with no decks. In the case of rough weather, the water taken on by the ship is baled out with buckets. The Vikings are hardly gifted for music and also the their poetry is very rich in imagery. THE TROLLS The trolls of the sagas are not at all the same as the malicious little goblins of later legends; these are creatures of great size and formidable fighters, especially when they are in a fury. It is said that they seize travellers to devour them. Some even get into men´s houses. Despite their shambling appearance, they are quite capable of manufacturing weapons and tools. Finally, the trolls know the magic of the runes. They consider the swamps as holy places. The ancient custom of sacrificing a victim to the gods by casting it into a swamp is probably of troll origin. THE CENTAURS The centaur is master of the steppes as the Viking is king of the sea. The two peoples meet on the banks of the great rivers that flow into the continental masses. Depending on circumstances, they fight or trade. The centaurs have precious wares to sell since they hold up the caravans that cross their territory. It is from them that the Vikings obtain the spices and silk wares produced in the kingdoms of the Far East. They load them onto their ships and sell them in the ports of Europe.The centaurs are savage fighters and excellent archers. Their women fight by their side. THE DWAVES The dwarves live in galleries carved out of the mountains, and in strong towers built near their underground quarters. They are good architects and excellent miners. Instinct guides them towards the richest deposits. Once at work, they labour unceasingly because tiredness means nothing to them. They have a passion for precious metals that men take for avarice. But, more than this, they have a passion for work well done. THE ELVES The elves are an astonishing race.They have numerous talents. Hunters from birth, they imitate to perfection the calls of all animals. Their skill with bow and arrow is proverbial. Of all peoples, the elves are the most gifted for magic. The elves know how to speak to plants, rocks and winds. They have bonded with the powers of life. The elves arouse the jealousy of other peoples. Their distant attitude, which is often taken for arrogance, contributes to poisoning their relationships with their neighbours. This results in wars, that are always bloody, since whilst the elves never torture, they do know how to kill quickly and well. THE GIANTS The giants are a very ancient race. Their hatred extends to the races created by them: men and dwarves. The strength of the giants allows them to construct formidable fortifications in a very short lapse of time. Hardly any other talents are acknowledged to them. When speaking to them, tradition has it that they should be addressed as " most wise giant " but most often, this is just a formal way of speaking. For in general, the giants are lacking in discernment. THE VALKYRIE Odin needs an army that he can lead when the Destiny of the Powers arrives. The Valkyrie are made responsible for gathering this troupe together. They gather heroes who died in battle and bring them to Valhalla. The elected ones spend their days fighting. By evening, their wounds heal and they rejoice in a huge hall with a ceiling covered in gilded shields. The Valkyrie do however have their dark side. They do not confine themselves to gathering warriors who have been killed, they designate those who are to die. THE LIVING DEAD All the dead do not go to Valhalla nor to the hell of Ran. Some refuse to leave the realm of the living. We have seen some emerge from the ground, go back home and settle down beside the hearth in their usual place. Furthermore, they are dreadfully strong. It is said that where their hands seize you, the flesh falls off the bone. The dead person can knock on walls, rip off the roof, or hide in the shadows not far from the door. THE WOLF The monstrous wolf will swallow up the Moon in a single mouthful. Blood will spatter heaven and earth. Even the dwelling of the gods will be smirched with purple and the sun´s rays will darken. THE SERPENTS Of all the serpents related in the legends, the greatest is the serpent of Midgard. He was spawned by Loki, the god of a thousand tricks. As evil as the serpent of Midgard is Nidhogg, who gnaws the roots of the cosmic tree Yggdrasil. . This towering ash tree covers the world with its branches. At the summit an eagle lives between whose eyes perches a falcon. Yggdrasil has three wide-set roots: the first touches the realm of the gods, the second the realm of the giants, the third plunges down into the realm of shadows. The serpent Nidhogg lives beneath this root. OTHER --------------> * A Berserkr is a warrior who is possessed by fury before he fights. Foam pours from his mouth, he bites his shield, growls, roars, then hurls himself into the attack without worrying about being wounded. The Berserkr gene is present in all races. It is particularly frequent in the trolls, who have undoubtedly passed it on to humans. * In the world of sagas, the bow is a prestigious weapon. A bowstring that breaks can seal the fate of a man, or even of a kingdom. * In the world of the sagas, there are no unbelievers. When it is said of a man " that he does not sacrifice to the gods and counts above all on his own strength ", this does not mean that he denies the existence of supernatural forces, but rather that he is too proud to accept their help. * The honour of a Viking is related to his prestige. Whenever he suffers an affront, he must take revenge on penalty of losing his dignity, in his own eyes and in those of others. * In a world where everyone proclaims himself responsible for his deeds, honour is mixed up with reputation. This is the most precious possession a man can have: " Goods may wither, parents may die, and you yourself will die; yet reputation never dies, if you have acquired a good one. " * The colour brochure included in the Saga box introduces each people. Consult it and you will see that there are three types of Viking characters each having their own role: - The Viking woman works. - The Viking warrior works and fights. - The Valkyrie fights and takes care of everything having to do with religion and magic. She refuses to do everyday tasks. * If you move the cursor over a character, its characteristics appear in the information window: Work value: symbolized by a hammer. Determines the speed at which a character accomplishes the tasks you give it. Combat value: symbolized by a sword. Determines efficiency of a character´s attacks in hand to hand combat. Shooting value: symbolized by an arrow. Determines the efficiency of the projectiles the character shoots. Armour value: symbolized by an armour. Determines the character´s capacity to take blows. Magic value: symbolized by a ball of fire. Determines the character´s aptitude to use pagan magic. Anti-magic value: symbolized by a Celtic cross. Determines the character´s capacity to counter pagan magic. In the first scenarios, this characteristic doesn´t concern the pagan Vikings. By moving the cursor over the different types of characters, you will notice that they don´t all have the same values. For instance, only the Valkyrie may have a magic value. Both Viking women and warriors have a work value, but the women´s is greater. * In the first scenarios, the non-Viking peoples appear to be either your victims or your enemies. But very quickly, non-Viking characters will come over to join you. This happens: - When you by a character of another people; - When you submit an enemy clan; - When you follow one of the scenarios which give you control of a non-Viking or mixed clan. * The Elves are characterized by their skill with the bow and arrow, the Dwarfs by the quality of their armour, the Trolls by their brutality, the Centaurs by their mobility, the Giants by their terrifying strength, the Vikings by their diversity and the South people by the brilliance of their shields. All know how to fight in a formation. * Buildings (classified per clan) Construction : Number of raw material units needed for the erection of a building. Function : A purpose of a completed building. A building can provide many functions : - production of a value unit - generation of creatures - transformation of creatures - capital - source of manna or anti-manna. Consumption : Quantity of raw material used in the building in order to produce a unit of value , to create a character or to transform a creature. Actors : List of creatures able to work in a building. Efficacity : The higher this parameter, the quicker is the work achieved inside the building. The indicated number defines the minimal efficacy of the building. Its value increases as the clan wins upgrades in work value. Resistance to assaults : is equivalent to the creature´s armor value. The ships are included in the building class. The following items refer to those: Crew : Maximal number of crew memebers. The higher their number, the faster the ship can sail. Passengers : Maximal number of passengers the ship can embark. * Creatures Under this heading are listed animals and other creatures not belonging to any clan. The following characteristics are given : : Combatvalue (if the creature enters in approached combat) : Shooting value (if the creature launches a remote assault) : Natural protection. Is equivalent to the creature´s armor value. : If the creature is edible, this indicates the number of food portions provided by its meat. : The creature is able to transport goods. * Ressources Resistance to work hardships : The higher the value of this parameter, the more time can be devoted by the creature to exploit the resource. Production : Maximal quantity of raw material the resource is able to produce before running out. Renewal : Time needed for renewal of the depleted resource. The unit used corresponds approximately to a minute. " Seasonal " means that the resource cannot be exploited in winter and renews itself at the beginning of summer. " Permanent " means that the resource never runs out. * Spells This chapter contains all the spells used in the game ranked in the incremental order. Cost in manna : Indicates the number of points deducted from the magician´s manna stock each time he casts a spell. Lost points can be recovered more or less quickly according to conditions explained in chapter "One player - Managing the Viking clan - Magic ". Targets : Defines the targets at which a magician can cast a spell. Here are examples of applicable restrictions: Aliens : only creatures (characters, animals, monstersà) outside your clan may be targeted. Friends : creatures from your clan. Free area : the spell can be cast only in an area zone free from obstacles (example : spectrum spell). In action, it is enough to observe the cursor, when it comes to a target, to know whether the latter is valid or not. Projectile : " Yes " means that the spell provokes the creation of a projectile capable of either hittinig or missing the target. " No " means taht the magic effect appears directly on the target. Efficacy : Even when they hit their target, the enemy spells do not systematically win. One carries out a test to know whether the assault was effective, and so, how many points were made to be lost by it. The assault has the more chances to be effective as the value of a magician is important and the spell cast is powerful. It has the more chances to fail as the value of the target armor is high. Duration : In case of some spells (Petrification, for example) it is important to define the duration of effects. This item is missing when the spell has instant or very short-lasted effects (Thunderbolt, Fireballà) * No projectile or spell cast by you can affect a character from your clan. * It is impossible to cast a second spell to a character already being under the effect of a spell. For example, you cannot launch a fireball at a person immobilized by the Mortal inertia spell. However, you can pinpoint it with arrows or stab it to death with the sword. * All durations indicated are approximate: they vary according to the rapidity of your computer and the adjustements you have made in the menu Options - Game speed. THE SPELLS ---------------------> Bolt of ligthning Cost in manna : 10 Targets : All except friends Projectile : Yes Efficacy : Subject to test Comments : The thunderbolt is an offensive polyvalent spell easy to use, recommend for runemaster beginners. Experienced magicians will appreciate its low cost in manna. Flare Cost in manna : 14 Targets : No restrictions Projectile : Yes Efficacy : Automatic Comments : The lighting flare launched by your magician penetrates gray and black mist. It allows you to spot the enemy before he appears in your characters´ field of vision. Nidhogg´s spine Cost in mana : 18 Targets : Aliens Projectile : No Efficacy : Subject to test Comments : Two poisoned poles springing up from the soil to impale the targeted creature. This spell´s name comes from the great snake Nidhogg, who lives underground and has its tail stuffed with poisoned spikes. Control Cost in mana : 22 Targets : Non-fighting aliens Projectile : No Efficacy : Subject to test Duration : 1´ Comments : This spell provides control over a fighting creature in the game for a limited period of time. The creature takes your color and submits to you as if it belonged to your clan. It can be a character coming from another clan, whom you will make to work for you. It can be also a cow or wild beast you will kill for its meat. Ice spikes Cost in mana : 26 Targets : Aliens Projectile : No Efficacy : Subject to test Comments : Ice needles penetrate the legs of the targeted creature. Ring of obsession Cost in mana : 30 Targets : Aliens Projectile : No Efficacy : Subject to test Duration : 20´´ Comments : This spell affects the characters you target and those found in their vicinity. Two revolving rings appear on the target. The victims of the spell, hypnotized, start to dance and cannot do any other action until the looses its effect. Fireball Cost in mana : 34 Targets : All except friends Projectile : Yes Efficacy : Subject to test Comments : The Fireball spell is a classic that any magician should have at his disposal. Invokation Cost in mana : 38 Targets : Free area Projectile : No Efficacy : Automatic Duration : 1´ Comments : This spell should be cast in an obstacle-free area. It provokes the appearance of a creature randomly chosen among all the non-fighters inthe game. The creature follows your orders as if it were under the effect of the Control spell. Upon expiration of the spell, it returns to nothingness. Note : It is impossible to cast a spell at the creature invoked because it is already under the effect of a spell. Deadly smoke Cost in mana : 43 Targets : Aliens Projectile : No Efficacy : Subject to test Comments : A black fume appears under the targeted creature and sucks out its life through its feet. Deadly inertia Cost in mana : 48 Targets : Aliens Projectile : No Efficacy : Subject to test Duration : 30´´ Comments : The targeted creature lies prostrate on the ground, unable to move. At the end of spell, it stands back on its feet - if you have not already killed it. Tongues of fire Cost in mana : 53 Targets : Aliens Projectile : No Efficacy : Subject to test Comments : Once again, the danger arises from the ground, this time in the form of flames which carbonize the legs of targeted creature. Possess Cost in mana : 58 Targets : Aliens except magicians, sea serpent and Destiny Warrior. Projectile : No Efficacy : Subject to test Duration : 1´ 10´´ Comments : This spell is a more powerful version of Control. It submits to your power all the creatures in the game except the magicians, the sea serpent and the destiny warrior. Cure wounds Cost in mana : 63 Targets : Friends Projectile : No Efficacy : Automatic Comments : This spell restores to a creature of your clan all the life points that it had lost. Fire wheel Cost in mana : 68 Targets : All except friends Projectile : Yes Efficacy : Subject to test Comments : Fire balls are being shot simultaneously in all directions. An ideal spell for a magician surrounded by enemies. Rise dead Cost in mana : 73 Targets : Dead creatures Projectile : Yes Efficacy : Automatic Comments : The spell to be cast at the squeleton of a creature. The bones are joined together and a living dead arises where his body was lying. The living dead submits to your orders and fights for you until it is destroyed. Putrid fog Cost in mana : 80 Targets : Alien creatures and ships Projectile : No Efficacy : Subject to test Comments : A suffocating mist layer swirls around the target. Far sight Cost in mana : 87 Targets : No restrictions Projectile : No Efficacy : Automatic Duration : 30´´ Comments : The magician conjures up a pulsing star which sheds light on the area until expiration of the spell. This spell chases black and grey mists much better than the Lightening flare. Awaken Ymir Cost in mana : 94 Targets : Free area Projectile : No Efficacy : Automatic Duration : 1´ 10´´ Comments : This spell is a more powerful version of the Invocation spell. The appearing creature is randomly chosen among warriors in the game, excluding the sea serpent and destiny warrior. However, you have a chance to conjure up a giant - which is why this spell bears the name of Ymir, the father of all the giants. Petrify Cost in mana : 101 Targets : Aliens Projectile : No Efficacy : Sunject to test Duration : 50´´ Comments : The targeted creature turns into stone for a limited period of time. It is unable to move but remains vulnerable to attacks and may be killed. Bewitch Cost in mana : 108 Targets : Aliens except magicians, sea serpent and destiny warrior Projectile : No Efficacy : Subject to test Duration : 1´ 40´´ Comments : This spell is a more powerful version of the Possession spell. Devouring fire Cost in mana : 115 Targets : Aliens Projectile : Yes Efficacy : Subject to test Comments : A magical fire sticks to the targeted creature and follows it in all its movements. Power shadow Cost in mana : 125 Targets : Friends except magicians Projectile : No Efficacy : Automatic Duration : 1´ 20´´ Comments : This spell changes a creature of your clan into a shadow. The shadow creature is at your service. All its characteristics have been improved, namely its armor, which makes it very difficult to kill in combat. At the end of the spell, the creature returns to its initial form. Magma Cost in mana : 135 Targets : Aliens except magicians Projectile : No Efficacy : Subject to test Comments : This spell disintegrates the targeted creature´s matter and transforms it into a highly unstable magma ball. Summon Odin Cost in mana : 240 Targets : Free area Projectile : No Efficacy : Automatic Duration : 40´´ Comments : This spell is analogous to " Ymir´s awakening ". It provokes the appearance of the destiny warrior. Other Saga: Rage of the Vikings cheats hints faqs solutions: |