Walkthrough for the good - Blood Magic (Blood Magic) - Avon Academy. Guide and walkthrough for "blood magic" Blood magic computer game walkthrough

The battle between good and evil is long over.

A person just has to decide which side he is on.

Olga Muravyova

Computer games are somewhat similar to clothes - we get used to them, we grow out of them, we enjoy new things, but do not want to part with the old ones. We meticulously examine each purchased new product for similarities with something familiar, looking for familiar features, frowning with displeasure at differences that are inconvenient for us.

When I started getting acquainted with Blood Magic, I honestly tried to understand what it was like most. The conclusion was this: a little bit of a lot and nothing at all. Therefore, I will describe it, not comparing it with anything, but considering it as a kind of “thing in itself.”

History and plot

Somewhere in the beyond there is a world of the Absolute, inhabited by powerful immortal beings. Modo, one of the inhabitants of the Absolute, was handed over to the High Court and sentenced to be deprived of immortality and exiled to Earth in the body of a mortal child. He was given a sentence of one hundred years, after which he would die and thereby be cleansed of passions unworthy of the Immortal.

But Modo, deprived of the gifts of the Absolute and his power, is not going to retreat. His goal is to return to the Absolute and destroy the hated order. The mortal body in which he is imprisoned is no hindrance. The only thing a defeated and exiled Immortal needs is a spell that will bring him back. And in order to prepare it, followers and assistants will be needed.

So, the villain who is ready to destroy the mortal world for the sake of his revenge is known and named. All that remains is to find a hero who will stand in his way. You and I are invited to take on the role of a lone hero, called upon to save the world and carry out the sentence of the High Court.

However, there is a way for the accomplice of evil. Not destroy Modo and save the world, but do exactly the opposite. Sometimes, as it turns out, this activity is no less exciting and challenging.

However, you can allow yourself some change of course during the game without the risk of not returning to your original worldview. But don’t be surprised if at some point it turns out that the way back is already closed. Therefore, every decision you make is best considered final and irrevocable. After all, its consequences are often not discovered immediately, but only after entering the next portal and inevitable saving.

The beginning of our journey is always the same - the Avon Academy of Magic. It is here that we will take the “young fighter course”, master the basics of magic and some spells. It is here that we will receive our first tasks, which will allow us to gain experience and earn some money. And it is in the vicinity of the Academy that we will have our first “baptism of fire.”

Game Features

“Blood Magic” has several features.

The usual system of saving and loading in the game is completely absent. There is always one save - the moment of passing through the portal. If at some point you die, you are reborn in this portal. The only difference is that at the place of death you lose all the game money and, possibly, some of your property. But this is not fatal either, because what is lost can be recovered, fortunately this very place of death is marked on the map with a special red icon. The creators of the game, with a certain amount of irony, made sure that you find your own skull or eye there. So to speak, for memory and edification.

Within each map there may be very unique points - “Seals”, clearly visible on the ground. These are a kind of magical “mines”, the type of which is almost impossible to determine until it is triggered. The principle of operation of these “Seals” is as follows: when you step on them, some kind of spell is released, as a rule, either offensive or protective. As an example - “Chain Lightning” or “Goliath’s Shield”. Most of“Seals” are useful, but occasionally you come across unpleasant ones. However, in this case, the discharge of magical energy goes to both you and your opponents. An example of such a spell is “Flash”, after which everyone falls into a stupor for a while.

There are also additional save points on the maps. Their meaning is that after death you will not have to drag yourself to the place of grief across the entire map from the last portal. As practice has shown, these points are located in places with increased likelihood lethal outcome. Some inconvenience is that the monsters that killed you will not disperse, laughing contentedly and slapping each other on their scaly backs, but will remain waiting for your next arrival. So the principle “from the ship to the ball” is fully implemented here.

It is important: The game has five difficulty levels. Each subsequent one becomes available after complete passage previous one. And nothing else.

Sometimes a bloody sword will appear on the left side of the screen. This is a sign that your combat effectiveness has exceeded a certain threshold and now for each subsequent kill you will receive an additional percentage of experience. Its meaning is marked with numbers on the hilt of the sword. If the sword is covered in blood right up to the guard, changes shape and becomes exquisitely jagged, then you are truly an “angel of death.” For some time (about a minute or two), the experience for killings will be doubled. In this case, I advise you to hurry up.

The possibility of combining spells, in which it is possible to both strengthen the base spell and add new damaging factors to it, looks quite attractive.

Game interface

Everything here is quite convenient, compact and practically does not interfere with the view of the playing space.

In the upper left corner is an indicator of the selected spell (primary and secondary). In the top center is an indicator of current experience within one level of development. At the top right is the game menu selection panel. It consists of four parts - character experience, inventory and equipment, crafts, records and magic.

Below the game menu panel is a map with pointer markers. Shades of red on it show enemies, white dots show neutral characters, yellow dots show characters you can talk to, and green dots show quest givers of all stripes. Moreover, those who give key tasks are marked with an “open book” icon, and all others with a “scroll”.

If the desired character is outside the visible part of the map, the direction towards him is indicated by a flashing triangle of the corresponding color on the edge. If necessary, the map mode can be changed using the Tab key.

At the bottom, on both sides of the screen, there are health (left) and chi (right) indicators. Looks very familiar, doesn't it? You can replenish your energy and health reserves by right-clicking on them or using the Z and X hotkeys. Of course, to successfully replenish your indicators, you need a supply of potions, which is indicated next to it.

The middle of the bottom of the screen are “quick” spells, which are activated by clicking the mouse or using the number key (1-8). To arrange spells, open the magic book, select the desired cell and drag the desired spell into one of the slots in top left corner. Having filled the primary and secondary spell, move on to the next slot or close the records and magic panel.

The Ctrl and A keys are very useful in the game. The first one highlights All destructible elements of the visible area of ​​the map and all items that can be picked up, the second allows you to automatically pick up things dropped from monsters.

The “bloody sword” mentioned at the beginning of the article appears on the left side of the screen. However, this is true, by the way, since it is simply impossible not to notice it.

Role system

The role-playing system in the game is quite complex and interesting. It is difficult to attribute it to any classical type, but most of all it is similar to the well-known level-based one. However, there are also important features, which I will talk about in more detail.

In the Blood Magic role-playing system, formal hero specialization and the concept of “multiclass” are completely absent. The player is given complete freedom in character development. Any skill or stat gained will not diminish others in any way. Moreover, combinations of skills and abilities can lead to very interesting and positive results.

Character selection

First of all, we have to choose a character. Already here the difference between “Blood Magic” and other role-playing games is noticeable. There are no warriors, paladins, barbarians, mages, sorcerers and other heroic figures familiar to RPGs. There are only four characters, and all of them are ordinary people who in no way fit into the role of a standard “savior of humanity” or “universal villain.” And this is quite consistent with the image of the “reluctant hero” inherent in the very idea of ​​the game.

So, who are they offering us?

Fat monk

The monks were never different high intelligence, but they are strong, disciplined and tenacious. Our monk is no exception. He is short, round, and moderately well-fed. He is dressed, as befits a monk, simply and discreetly. What he lacks in intelligence he successfully compensates for with physical strength.

Initial indicators:

  • Energy - 2(max life 180)
  • Intelligence - 1(maximum chi 168)
  • Strength - 3(max weight 210)

Benefit: Improved weapon skills, increased damage and defense.

Strange gypsy

No, just don’t think that we are talking about a station beggar in a dirty colorful skirt. Our heroine is more like Pushkin's Zemfira, a passionate and impetuous person, naturally blessed with a beautiful figure and luxurious blue-black hair. As is typical for a representative of the “pharaoh’s tribe,” she is well versed in the intricacies of human nature, hidden motives and hidden passions. And Lady Luck rarely turns away from her.

Initial indicators:

  • Energy - 2(max health 180)
  • Intelligence - 2(maximum chi 180)
  • Strength - 2(max weight 166)

Advantage: d extra luck and the “Mystical Path”.

Baker's Wife

A good-natured fat girl, unusually easy in her movements and able to enjoy life. Her physical endurance and ability to endure the hardships of life deserve all praise. However, baking is not an activity in which you can develop intellectual abilities. However, Juvenal also noted that a healthy mind in a healthy body is a rarity.

Initial indicators:

  • Energy - 3(max health 196)
  • Intelligence - 1(maximum chi 168)
  • Strength - 2(max weight 166)

Advantage: h health and speed of vitality regeneration.

Absent-minded student

A typical “eternal student” is somewhat reminiscent of Turgenev’s Bazarov. The nature is nervous, sophisticated and a little painful. But the lack of physical strength is more than compensated by high intelligence. Although, one must assume that during the gaming adventures, your health will improve. The main thing is to initially exercise a certain amount of caution and prudence so as not to collect your own skulls.

Initial indicators:

  • Energy - 1(max health 168)
  • Intelligence - 3(maximum chi 196)
  • Strength - 2(max weight 132)

Advantage: Learning and using spells.

Having made our choice, we must determine the hero’s worldview (good-neutral-evil). What game tasks you will have to complete will depend on your worldview. And finally, we have to decide whether the character will be mortal or we will give him immortality. In the first case, the game will be completed after the first death of the hero. In the second, he will be reborn at the last save point.

Character development

The game character has two main categories of characteristics. The first includes the main characteristics, which can be divided into basic, additional and secondary, the second - magical abilities, skills and abilities.

Game points

Upon reaching the next level, the character, as already mentioned, receives one point for the development of certain basic characteristics. In the process of gaining experience at the current level, points also appear for studying magic and developing skills and abilities. The principle of their distribution is similar, with the only difference being that to raise a skill, for example, from the eighth to the ninth level, you need not one, but nine game points. True, you earn more of them per level.

Main characteristics

As you already understood, there are three basic characteristics - energy, intelligence and strength.

Energy is responsible for maximum health, that is, for the number of units of damage that the hero is able to endure without resorting to treatment and without taking into account regeneration. Replenishment of health reserves occurs either through natural regeneration or by consuming a “life potion” (red bottles). There are several other ways to improve your health, but I will talk about them below.

Intelligence determines the maximum amount of chi, that is, magical energy required to cast spells. Spent chi is restored in the same way - either naturally or with a “chi potion” (blue bottles).

Force limits the maximum weight of items worn by the character. Both items worn and those in the hero’s inventory are taken into account. However, this limitation is not strict; when overloaded, the speed of movement is proportionally reduced. Strength is a non-consumable quantity and therefore does not need replenishment.

On a note: the number of items carried by a character cannot exceed five hundred.

All three basic characteristics are developed using points received upon reaching the next level (one point per level). There are, however, several game quests, when completing which you can earn one. And, what’s especially nice, there are items, runes and materials that increase this or that indicator. The Og rune, for example, increases the energy indicator by one, the basilisk scale material increases energy and life, and the “Earring of the Silver Forest” indirectly affects strength, that is, it allows you to carry more weight without reducing speed.

Additional character characteristics - movement speed. It can be either more than one hundred percent or less. An increase in speed occurs when wearing certain items of clothing (usually shoes), using the Angel Sandals spell, certain runes or materials. A decrease in speed occurs when the character is overloaded, exposed to certain spells, or used certain materials (for example, titanium).

Speed ​​is extremely important characteristic, especially for completing certain quests and during combat. For example, the ability to dodge certain magical attacks, such as “Fireball” or “Ice Shard,” directly depends on it. Therefore, watch out for overload and, if possible, use items, runes and materials that increase movement speed.

The overall development of the character is indirectly reflected in secondary characteristics. They can be divided into two groups - attack and defense. The first group includes impact power and spell power, and the second group includes several types of resistance.

Impact force depends on the attack skill, spell power- on the development of the corresponding basic skill of the magic used and on the level of study of the spell itself.

Sustainability The character's damage is divided into several types (weapons, fire, cold, lightning, poison, radiation and blood), each of which is responsible for a specific skill. For example, resistance to physical damage depends on the “armor mastery” skill, and for magical damage - the development of basic mastery in a particular school of magic. The description of the basic mastery of magic schools indicates what kind of stability their development provides.

All resistances have two parameters - resistance and immunity. The durability parameter determines the number of enemy attack units absorbed, and immunity shows the probability of completely avoiding damage.

Secondary stats can also be increased through the use of items, runes, and materials.

Magic abilities

As the hero studies magic scrolls, he uses magic more effectively, his spells deal more damage, and his ability to resist magical damage increases. However, it is irrational to develop all types of magic equally. In my opinion, it is advisable to develop several combat spells in two or three schools, the school of blessing magic, which contains very powerful protection spells, but you should not disdain scrolls for developing basic skills. Extra resilience and the ability to avoid harm never hurt anyone.

Skills

Our hero will not only have to fight on the side of light or dark forces. During the game, he will have to buy and sell things, select clothes, jewelry, armor and weapons to his taste, apply runes and materials to them, and repair worn-out items. A system of skills and abilities is responsible for the ability to do all this. And now - expanded and in detail.

Mystical path- An extremely important skill in Blood Magic. This is a kind of ability to instantly move over a short distance. A very close analogue of this effect is “ Opened door"from Heroes of Might and Magic III. In addition to allowing you to overcome obstacles, escape enemy encirclement, or surprise attack them, Mystic Path replenishes your health each time you use it. The main characteristics of the skill are the jump distance, the amount of health restored and the cost in chi units. To use this skill, you must move its icon to the quick spells panel.

On a note: Often the Mystic Path allows you to complete speed quests without any problems, and also eliminates the need to look for gates in the city walls.

Craft determines the character's ability to apply various materials on items of equipment, weapons, clothing and jewelry. It does not have any characteristics, but with increasing skill it allows you to apply a larger range of materials.

Runic magic- this is the character’s ability to apply runes to objects, of which there are an incredible amount in the game. The skill stats are the same as for crafts.

It is important: When applying material or runes to a thing, do not forget that after this it may not be available for use, since its requirements will become higher than the level of character development. Applied materials or runes reduce the maximum strength of an item, and after their removal it is not restored.

Repair gives the character the ability to repair things worn out in battle. The level of this skill determines the residual maximum durability to which an item can be restored. It should be noted that repairs from a blacksmith or other character capable of this do not reduce the remaining maximum durability of the item.

It is important: There is a level of wear and tear (relatively small) at which a character with a developed skill repairs can repair an item without losing maximum strength.

Trade allows you to buy cheaper and sell more expensive things, potions, scrolls, materials and runes. When you place a skill icon on the spell panel, it becomes possible to summon a merchant genie. There is no point in selling him something (he buys it too cheap), but sometimes it makes sense to replenish the supply of potions. The main characteristic of the skill is the cost (in chi units) of summoning a merchant genie.

Weapon Mastery is an extremely important skill. It allows you to strike with double damage with a certain probability. In addition, it is this skill that determines the chance of pushing an enemy away when hit to a certain distance. During contact combat with many monsters, this allows you to avoid a counterattack. The skill is characterized by the probability of double damage, the probability of pushing the enemy away and the distance at which he will fly away.

Armor Mastery affects the secondary characteristic resistance to physical damage. The characteristics of the skill are the damage absorbed in absolute units and the chance to completely avoid damage, expressed as a percentage.

Attack makes it possible to inflict additional damage with weapons in contact combat. When summoned from the spell panel, allows you to perform a circle strike with increased damage by right-clicking. This is especially effective when surrounded by enemies. But do not forget that this intensively consumes magical energy.

The maximum level of development of skills and abilities is 32.

Things

There are a great many things in the game, which there is no way to describe in detail and separately. A simplified classification might look like this:

  • Weapons (knives, swords, sticks, staves, wands, scepters, etc.)
  • Armor (shields and anything used as clothing)
  • Jewelry (talismans, totems, amulets, earrings, etc.)
  • Scrolls containing spells and magical skills of the twelve schools
  • Materials
  • Quest items
  • Other... (potions of life and chi, poisons, various recipes)

Items often have a unique set of characteristics, but there are always requirements for certain character development. If the development does not satisfy at least one requirement, the hero cannot use this item. It is advisable to save only those things that sooner or later can be used in the chosen line of development. For example, armor that requires strength level 17 is unlikely to be achievable for a mage.

A fairly important characteristic of many items of weapons, armor and jewelry is the number of runes applied to them. An item may not provide for the imposition of runes at all, and if it does, then their number can be from one to five. If you plan to collect runes during the game to compose runic words, be sure to pay attention to this characteristic.

Items are purchased from merchants, dropped from monsters, and stored in chests.

Weapon

Main characteristics of the weapon - weight, damage dealt And margin of safety. There are, however, also indestructible types of weapons, but they are extremely rare. Oddly enough, weapons suffer much less in battle than armor.

The game distribution of weapons based on damage caused is very unique and often not constrained by unnecessary logic. For example, a cutlass can do more damage than a sword, and a cane can do more damage than a cutlass.

Some weapons have additional factors damage, which is always noted in the tooltip.

Weapons can be modified with materials and runes, increasing damage done or adding magical properties.

Armor

An even more extensive and very heterogeneous category, where general characteristics remain weight, strength And physical resistance. Some types of armor can provide magical resistance instead of physical resistance, which is especially valuable for a magician who prefers non-contact combat. Occasionally you come across indestructible armor samples.

Boots increase speed by 6-12%, and gloves add physical damage when attacking in melee combat.

Decorations

Jewelry includes anything that can be worn around the neck or hung from the earlobes. Decorations can increase the damage inflicted by the hero due to additional magical factors, increase resistance and immunity, and add life or chi. A significant part of the earrings makes it possible to carry more weight.

Materials can be applied to absolutely all jewelry, and runes can be applied to many.

Scrolls

Scrolls are used for development magical abilities and learning spells. They can be bought from priests and some sellers. Occasionally you come across them when killing monsters. In order to raise the level of abilities in any magic or the level of a spell by one, one corresponding scroll is required. With points for the development of magical abilities, everything is not so radiant, but I already mentioned this in "Gaming glasses" . There are no other requirements that limit the development of a character's magical abilities.

Runes

There are a lot of runes in the game. Sometimes it seems that their number is simply incalculable. Each of them changes some characteristics of the object on which it was applied, and indirectly - the characteristics of the character. For example, the Gi rune adds fire damage, and the Ho rune increases life regeneration. The vast majority of runes increase mastery in a particular school of magic or the power of a particular spell. There are also runes reducing character characteristics. These include, for example, the runes Yj (decreases physical resistance) and Vt (reduces resistance to cold). So be careful when applying runes.

Let me remind you that applying runes to objects reduces their maximum durability, and it is not restored when they are erased.

On a note: there are special ones in the game recipes cleaning objects from materials and runes with full restoration of their maximum strength.

The ability to apply certain runes depends on the “runic magic” skill. But the runes themselves, when applied, can significantly increase the requirements for using an item, making it inaccessible to your character. Information about the requirements that an item will have after applying the rune is given in the tooltip for each specific rune.

An important feature of runes is the composition of them runic spells, but more on that below.

Materials

This class is quite unique. Materials are used to apply them to items of weapons, armor and jewelry in order to give them new properties, which, as in the case of runes, indirectly affect the characteristics of the character. For example, steel increases the level of the Weapon Mastery skill and adds physical damage on impact, and the enchanted silver material increases all types of resistance, as well as the speed of health and chi regeneration.

The difference between materials and runes is that they can be applied to all items of weapons, armor and jewelry without exception.

The character's crafting skill determines what materials you can apply to items.

Materials, like runes, can increase the requirements of the item they are applied to to the point where it becomes unavailable.

On a note: It should be remembered that each unit of material or runes can only be used once. If you erase a rune or remove material, they do not return to inventory.

Others

This category includes potions of life, chi and poison, as well as a variety of scrolls with recipes. Poisonous potions are indispensable in various alchemical recipes and some spells of the Alchemy school.

The recipe scrolls are quite interesting. They do not require in-game “learning” by the character and are not consumed. The information contained in them is the name and quantity of the ingredients needed for successful alchemical transmutation. There are several types of recipes.

Kits

Sets of certain things, which may include weapons, armor, and jewelry. In addition to the properties given by each item individually, the set gives additional properties to the hero on whom it is worn. An example is the Forest Warrior set, which includes the Defender's Axe, Ranger's Armor, Forest Amulet, and Forest Guard's Earring. This set increases life regeneration, impact power, reduces the strength of the enemy's armor, increases the chance of knocking out the enemy's weapon upon impact, and improves all basic characteristics.

Assembling the kit is quite a tedious task. The problem is that the necessary components can be found at completely different stages of the game. Or they may not get caught at all.

Runic Spells

It looks like an altar. Maybe I should give some god a bribe?

Runes can form quite meaningful English words. In this case, the so-called runic spell. You can stack runic spells by placing them in a specific order on an item of weapon, armor, or decoration. Of course, this item must have the required number of places for applying runes. In some cases, a rune spell significantly increases the characteristics of a character, and each individual rune continues to act in its own way. A very typical example is the rune spell “FiRe”. It adds fire damage to the attack and increases fire resistance. Regardless of this, its component Fi and Re runes increase the levels of blood magic spells and the Ice Shield spell.

As you can see, runic words are very effective. In addition, they do not consume energy and act automatically.

Scroll Recipes

During the game, a significant number of scrolls accumulate, which are unlikely to be in demand. If I, for example, am an adept of fire magic, then why do I need the “Bones” spell? Learning unnecessary spells is unjustified: it leads to the dispersion of development resources, and the spell panel is still limited to eight cells. So what to do with unwanted scrolls?

The easiest option is to sell. This is, of course, a direct benefit. But for a player who loves and values ​​risk, there is a tempting alternative. You can open the “Alchemy” panel, place a random scroll in it, add 48 units of poison to it and... get a random scroll from any school of magic.

There are many recipes for transmuting scrolls, using which you can significantly expand your knowledge in the branch of magic that interests you.

Recipes for random things

By combining three identical items with a certain amount of poison, you can get a random item of the same category.

Recipes for enchanted items

Two identical units of weapons, armor or jewelry, plus poison - and as a result we have the same thing, but with some random rune applied. There is also a chance that a new material suitable for application will appear.

Recipes for forged items

Here the situation is the opposite. The item obtained through transmutation has material applied to it, and an additional rune may appear.

Recipes for recovery

You have received excellent armor, but you cannot put it on because of the Is rune, which is also absolutely useless to you. You can, of course, simply erase the interfering rune, but the maximum strength of the item will not be restored. Well, all you need to do is add 249 units of poison - and the armor is completely restored, and at the same time the interfering rune is erased.

Such recipes are also quite suitable for completely restoring items worn out in battle. The only “but” is that both the material and the runes, if they were applied, will be lost.

On a note: in all cases of transmutation of things there is a chance to receive a new rune or new material. This chance directly depends on the level of study of the Transmutation spell.

Potions Recipes

You can get acquainted with these recipes at the very beginning of the game. They allow you to make your own potions of life, chi and poison. Sometimes this comes in handy when there is no merchant nearby, and you just don’t have enough money to buy from the genie.

Morphing

This feature of the game is great in terms of entertainment. Studying a particular spell leads to changes in parts of the character’s body and the acquisition of additional combat capabilities. There are eight body parts (torso, shoulders, head, neck, arms, legs, wings and horns). There are twelve magic schools. As a result, we get 96 modifications of body parts, which can also be combined with each other if you master several schools at the same time. As an example, I will give the morphing of the fire school. So:

  • Demon body (fire resistance +3, cold resistance -3)
  • Demon Spikes (1% chance to cause Level 1 Explosion on hit)
  • Demon Head (double damage chance +1%)
  • Demon Crest (fire damage 1-4)
  • Demon Pincers (1-10 fire damage)
  • Demon Tail (1% chance to knock out enemy weapon on hit)
  • Demon Wings (reduces enemy's armor strength by 4 on hit)
  • Demon Horn (1% chance of causing Level 1 Burn on hit)

As you can see, morphing provides very serious additions to your fighting qualities. And I can assure you that the development of other magical schools gives no less spectacular and effective results.

Tattoos

Another one interesting feature. From time to time during the game you will meet characters who can give your hero tattoos. As you understand, a tattoo is a serious thing. If you already wrote: “I will not forget my own mother,” then be so kind as to not forget.

And now - in all seriousness. Tattoos enhance certain stats, skills, and abilities of your character, although some may increase some stats while decreasing others. Some tattoos can only be applied to a certain worldview.

The main obstacle in choosing a suitable tattoo is the lack of description of the parameters it changes. Well, I'll try to make your life a little easier - see table .

Table 1
Tattoos
Tattoo Effect
Assassin +5% chance to deal double damage
Atheist +4 to all resistances (“good” is not available)
White Ninja adds 1&mdash24 physical damage (for “good” alignment)
A vampire 3% of life is stolen per hit
Warrior +2 to Weapon Mastery skill
Wolf life regeneration +1, energy +1
Wolfhound fire damage on impact 1-15
Thief knocking out an enemy's weapon on impact 1%, experience per hit +1
Magic Academy graduate chi +20
Genius intelligence +2, life -10
The Dragon all characteristics +1
tenacious life regeneration +2
Mark of the Undead +2 to Summoning Mastery spell level
Intellectual chi +30
Bone Dragon +2 to Bone Mastery spell level
Merchant loss of items upon death -20%
Leader intelligence +2
Fox intelligence +1
Lunar cat all characteristics +1, all resistances -5
Marauder knocking out enemy armor on impact 1%
Silent life +40, chi -20
Scammer knocks out enemy armor on impact 1%, loss of items upon death -10%
I won't forget the runes! +2 to runic magic skill
Monkey +9% speed
Eagle +9% speed, -32 maximum weight
Coyote Hunter strength +1
Paladin +2 to Blessing Mastery spell level
Arsonist 1% causes level 3 burning on impact
Samurai lightning resistance +10
Gray Ninja poison damage 1-20 (for "neutral" alignment)
Strongman maximum weight +25
Scorpion 6 points of poison damage over 4 seconds
Soldier +2 to attack skill
Wanderer +6% speed, +2% chance to deal double damage
Dealer +2 to trade skill
Troll +2 to strength
Child killer resistance to blood +10.
Monster blood damage upon impact 1&mdash15
Shaman fire resistance +10

Magic

Magic in the game combines both “canonical” elemental schools and “exotic” ones. I didn’t see any absolutely useless spells, but here, as they say, it’s a matter of taste and personal preference.

There is a very interesting feature of magic in this game - the ability to combine spells, including those belonging to different schools. For example, the “Fireball” spell can be combined with the mastery of fire magic, which will strengthen it, with the “Burning” spell, which will add an aftereffect (enemies continue to burn for some time, losing health), with the “Lightning” spell, which will add fire damage electrical damage. There are many such combinations. They are especially useful in cases where you have to fight with enemies who have some kind of resistance.

There are 12 schools of magic in total. Each has a mastery skill and seven spells. Spells can be active or passive. Active ones can be placed on the panel and used by pressing, while passive ones simply increase one or another skill of the hero or indirectly affect the effectiveness of other spells of the corresponding school. In terms of combination, they can be divided into primary and secondary, although some spells can be both primary and secondary.

The icon for any spell can contain angled arrows.

An arrow pointing left and up means the spell can only be primary.

If the arrow points to the right and down, then the spell can only be secondary.

The meaning of both arrows at the same time is quite obvious. If there are no corner arrows, then this position is passive.

Bones Magic

The charm of the evening. I don't even want to leave.

Bone Mastery. Passively increases immunity and blood resistance. As a secondary effect, it increases the number of bones scattered when using bone spells.

Bone Spear. A bone spear appears and flies towards the target. When hit, it causes physical damage and can also split into two or stun the enemy.

Spikes. Spikes shoot out from the ground, throwing the enemy into the air and causing physical damage. A thrown opponent may be stunned.

Bone Rainbow. Bones deal additional random damage.

Bones. The bones fly apart, dealing physical damage. If hit, the bone can bifurcate and stun.

Scull. A skull appears, pursuing its target. When hit, it causes physical damage, crumbling into several bones.

Bone armor. Summons several skulls that fly around the mage and homing when approaching the target. Armor absorbs some of the physical damage.

Spirit of Vengeance. Requires a corpse to use. A skeleton appears in place of the corpse, scattering bones and bone spears around for a certain time.

Magic of water

Water Mastery. Passively increases immunity and resistance to cold. As a secondary effect, it reduces the duration of Burn, and also increases the chance of freezing the enemy when dealing any cold damage to them.

Ice shard. An ice crystal appears in the hand and flies towards the target, causing cold damage. When hit, it shatters, causing the Ice Blast spell.

Ice Blast. Used as a complement to other spells in the school. Deals cold damage within a certain radius.

Geyser. A fountain of icy water throws the enemy up, dealing cold damage and freezing them.

blizzard. Large hail falls from the sky, causing cold damage.

Wave. A wave of icy water emanates from the magician, freezing opponents.

Ice Shield. Whenever you take damage from a weapon, cast an Ice Blast spell, dealing cold damage.

Water sphere. Projectiles such as Cobblestone, Ice Shard or Fireball stop working in a certain area.

Blood Magic

Blood Mastery. Passively increases immunity and blood resistance. Adds blood damage to any spell as a secondary effect.

Masochism. Returns part of the damage dealt to the magician in the form of chi.

Vampirism. With each hit, part of the health and chi is taken away from the opponents and transferred to the magician.

Wounds. Opens wounds that gradually reduce the health of enemies.

The look of death. While the spell is active, the target has a chance to take double damage.

Bloodlust. When attacking, adds a chance to open “Wounds” and cause double damage.

Queen of Hearts. A shield that absorbs a certain amount of damage. When the shield ends, enemies around you may develop Wounds or be affected by the Death Gaze spell.

Victim. Increases strength, energy and intelligence, while inhibiting life regeneration. Doesn't require chi.

Earth magic

Me and an unfamiliar penguin. We are the two survivors of the battle.

Earth Mastery. Passively increases immunity to fire. As a secondary effect, it increases the duration of earth spells, as well as the chance of pushing the enemy away when hit by spells such as Cobblestone, Ice Shard, or Fireball.

Cobblestone. A small stone appears in the magician's hand and flies at the enemy. When hit, it causes physical damage with a certain chance of stunning.

Stone Golem. Allows you to summon a Stone Golem. The golem uses the "Cobblestone" spell.

Tremors. Stuns all enemies within a certain radius.

Stone curtain. Stones fall around the magician for a certain time, causing physical damage to opponents.

Stun. Inflicts minor physical damage and also stuns the enemy, preventing them from moving for some time. The effect of the spell is removed when the stunned person receives any additional damage.

Stone Skin. Makes the mage's skin hard as stone. Reduces any damage dealt to him, but at the same time the magician's speed is reduced.

Gorgon's Kiss. Drops a stone on the enemy that causes Slow. Until the slow ends, the victim receives physical damage once per second.

The Magic of Blessings

Blessing Mastery. Passively increases immunity and resistance to lightning. As a secondary effect, it increases the duration of blessings.

Holiness. Increases life regeneration for living creatures, and damages undead creatures.

Angel Sandals. Temporarily increases the magician's speed.

Occam's Blades. Reduces the duration of all curses and blessings.

Hercules. Temporarily increases the magician's power.

Insight. There is a temporary increase in strength, energy and intelligence followed by a temporary decrease.

Mirror of Venus. Returns part of the damage received to the attacker.

Goliath Shield. Temporarily increases all the magician's resistances.

Air magic

Air Mastery. Passively increases immunity and resistance to lightning. Adds lightning damage as a secondary effect.

Lightning. Lightning strikes from the sky at the target location, causing electrical damage. May cause Shock.

Chain Lightning. Lightning strikes the selected enemy, then spreading to several nearby.

Air shield. Increases lightning resistance and also summons several Whirlwinds that fly around and deal lightning damage to nearby enemies.

Shock. Deals small damage to the target, causing Stun with some chance.

Ball lightning . Ball lightning flies towards the target. During flight, it causes “Shock” in enemies within a certain radius. On hit, it causes electrical damage and also casts a Lightning spell, dealing additional damage.

Vortex. A small vortex appears, chasing the target. On contact with the target, it deals lightning damage and disappears.

Tornado. A large tornado flies towards the target, shocking enemies upon contact. Lightning strikes all around, striking opponents. At the moment of disappearance, the tornado scatters into several “Whirlwinds”.

Summoning Magic

Summoning Mastery. Passively increases immunity and resistance to poison. As a secondary effect, increases the level of summoned and resurrected creatures.

Raising the Undead. Raises skeletons or zombies. A corpse is required for the spell to work. The resurrected will follow the hero and protect him.

Resurrection. Brings a dead enemy back to life. A corpse is required for the spell to work. The resurrected one will follow the hero and protect him.

Summon Demon. Summons a demon that attacks good and neutral mages. Only one daemon can be summoned at a time.

Champion Summon. Summons a champion that attacks evil mages. Only one champion can be summoned at a time.

Exile. The spell only affects summoned creatures. The creature dies instantly, and the summoner suffers damage equal to a percentage of the disincarnate's life.

Enslavement. Allows you to subjugate someone else's undead (skeleton or zombie).

Demon Lord. Passive skill. Increases the lifespan of summoned and resurrected creatures. In battle, a magician with this skill can, with a certain probability, destroy the summoned creature with one blow.

Magic of light

Mastery of Light. Passively increases immunity and resistance to radiation. Adds radiation damage to spells as a secondary effect.

Radioactivity. Periodically inflicts radiation damage at a short distance from the magician.

Shine in the Dark. The spell causes radiation sickness. A small amount of radiation damage is caused every second. Resistance to radiation is significantly reduced. Can hit nearby enemies.

Dark. Temporarily increases the magician's resistance to electricity and radiation.

A ray of light. Radioactive beam causing damage. If hit, it can cause radiation sickness or set enemies on fire. Reflects from obstacles.

Star. Causes radiation damage to all enemies in a specific area. The mage gains additional radiation resistance.

Light Elemental. Temporarily turns a friendly creature into a light elemental. The creature deals additional radioactive damage with any attack, and also becomes radioactive itself.

Flash. A bright flash blinds everyone around, causing confusion and, with a certain probability, radiation sickness.

Curse magic

Curse Mastery. Passively increases immunity and radiation resistance. As a secondary effect, it increases the duration of all curses.

Slowdown. Temporarily reduces the enemy's speed.

Vulnerability b. Temporarily reduces the target's resistance to fire, cold, lightning and radiation.

Weakness. Temporarily reduces strength to 1.

Cowardice. During the spell's duration, the victim may become frightened whenever damage is dealt to them. The cowardly creature becomes a universal target, and everyone considers it their duty to attack him.

Damage. Reduces resistance to poison, prevents recovery vital energy.

Strangler. Life and chi regeneration slows down.

Dummy. During the duration of the curse and when using any spell, the target receives damage equal to a portion of the spent chi. As the level increases, the percentage of chi returned as damage increases.

Alchemy

Alchemy Mastery. Passively increases immunity and resistance to poison. Adds poison damage to any spell as a secondary effect.

Transmutation. Passive skill. Improves the quality of items obtained through alchemical mixing.

Metabolism. Increases resistance to poison, increases the speed of life regeneration.

Acid. When in a secondary slot, adds poison damage to any attack or spell. Doesn't require chi, but does cost a potion of poison.

I. A drop of poison appears in the magician's hand and flies towards the target, causing poison damage. Temporarily poisons the enemy.

Plague. The enemy becomes ill and periodically receives damage from the poison. There is a chance of infecting everyone around you with the disease.

Intoxication. If a creature is poisoned, it takes additional poison damage every second.

Cholera. Requires a corpse to use. The spell explodes the corpse, inflicting Plague on nearby enemies.

The magic of pentagrams

Pentagram Mastery. Passively increases immunity to cold. As a secondary effect, it increases the lifetime of pentagrams.

Pentagram of protection. Reduces any damage dealt to a creature in a given pentagram.

Demon's web. You cannot leave this pentagram, but you can enter it.

Breath of the Absolute. Reduces chi costs and increases the level of all spells in its area of ​​effect, except for pentagram magic.

Gate of the Abyss. You cannot enter this pentagram, but you can exit it.

Oasis. Significantly increases life regeneration in the area of ​​effect.

Mousetrap. This pentagram causes damage to anyone inside when it collapses. If at the moment of “collapse” the pentagram is empty, then it causes damage to the one who created it.

Last breath. When this pentagram “collapses,” it turns corpses into vital energy, which it transfers to the magician.

Fire magic

Fire mastery. Passively increases immunity and fire resistance. Adds fire damage as a secondary effect and also reduces freeze duration.

Fire ball. A fireball appears in the hand and flies towards the target, causing fire damage. When hit, causes an "Explosion".

Explosion. Passively deals fire damage in a certain radius when using fire school spells. Has a certain probability of casting the Burning spell.

Combustion. Used as a complement to other spells of the school, it sets fire to enemies caught in the area of ​​effect of the spell. Can also be used to set the landscape on fire.

Fire Shield. Increases resistance to fire. Several small fireballs fly around the magician and explode upon contact with an enemy. Damage depends on the level of the Fireball spell.

Hell fire. Explodes the selected corpse. Creates several gouts of flame that scatter in different sides. Damage depends on the level of the Fireball spell.

Fire Breath. A stream of fire flies out from the magician's hands, causing fire damage. Sets enemies on fire using the Burning spell.

Spell by fire. Sets the weapon on fire for a short period of time, adding fire damage to it on impact. While the spell is active, the mage stops dealing cold damage.

Walkthrough

So, we got some idea about the game. It's time to move “closer to the body,” that is, to the passage. By the way, I completed the game for neutral character in order to retain some freedom of speech and religion. And chose as a lone hero absent-minded student. I don’t know why, but I liked this skinny little guy, sticking his always sniffing and curious nose everywhere.

First act

We begin our difficult journey at the Avon Academy of Magic. Having received specialization and passed the final exam, we head to Avon. Rector of the Academy Professor Magnus for some reason I recommended finding the local head of the guard Erika.

Arriving in Avon, you don't have to rush. There are plenty of opportunities around to improve your skills, earn money and acquire some useful things.

Having caught any young urchin, for one coin we can get a guide to the city’s attractions. The boy will earn back the money with interest, showing almost all the city sellers.

In addition to proactively exterminating monsters on the outskirts of the map, the hunter has work to do Alan Quartermaine. By the way, is this name familiar to you? Yes, yes, exactly “The League of Extraordinary Gentlemen.” But he doesn't look much like Sean Connery.

By destroying the population of rock coyotes and their offspring, we will not only become stronger and richer. Ten skins of these “peace-loving” animals are enough for Eric’s key quest. It turns out that these are the skins that he lacks for complete happiness. By the way, it’s worth grabbing a dozen more skins for the future. There are events ahead when they will be very, very useful.

After running around the city up and down, we can help Mary Aruen, eager to gather naughty children, defend the interests of the Bright Church and brother Dominic, help with advertising to the blacksmith Rock, work in the field of strengthening law and order, destroying murderers and catching thieves for guard captains Puyla Diffeda And Aragweina.

Almost all of these tasks can be completed repeatedly, since the supply of stone coyotes, heretics, thieves and murderers in the city is truly inexhaustible.

Tired of the local benefits of civilization, we give 10 coyote skins to Eric, which makes him indescribably delighted and imbued with boundless trust. His next task is to return to the Academy and talk to the rector. It’s not that we miss our mentor, but curiosity gets the better of us.

Magnus asks to find a local shaman or sorcerer named Mallog and reason with him. Mallog, you see, is highly respected among the goblins, which he takes advantage of, inciting them to all sorts of outrages. And, as they say, he himself is not without sin.

The search for Mallog should begin from the village of Miners.

First of all, you should find headman: It will help you practice on goblins (and goblins). Meanwhile the miner John will ask you to find and return his daughter, who was kidnapped by the sorceress. And after hanging out among the people, we find out that Mallog must be looked for somewhere in the Northern Wastes. Along the way, it makes sense to go to the Sleepy River, where there is one wonderful bridge. Try it - you won't regret it.

The northern wastes lead us to Mallog's cave, from where the path to his Lair opens.

On the way to the lair, we will meet John's daughter, and after a short conversation, at the most inopportune moment, she will disappear.

Having found Mallog, we'll talk to him. That is, we will talk, and Mallog will hiss. By the way, why is he hissing? Delightful, delightful... Hm, he hisses something familiar. And his name is somewhat familiar. Mallog... Mal-log... Gol-lum... Bah, this is “The Tale of a Real Man” by the world-famous professor of philology!

After hissing and spitting to his heart's content, Mallog takes his leave, disappearing into the air and continuing to pour out inarticulate, fading threats.

Having failed to save miner John's daughter, we return to Avon, where we look for the professor Larsa. A kind of military council gathers, deciding that it’s time to kill Mallog. And, of course, he puts this godly task on us.

Now you have to search the Eastern or Southern wastelands. In both locations there are portals to the Mine. Near the Mine you can sign up for a couple more quests, and one of them - to save the miners - can be completed along the way.

From the mine we get to the Adit, from there we make our way to the Near Adit. There are two passages here - the Far Adit and the Mine. It's worth exploring in the Far Adit, but there is no way out.

We return to the Near Adit, having fought our way into the Silver Mine, and from there, leaving behind heaps of corpses and washing down the pain with bottles, we go out to the Altar of Mallog. Here we will meet an unknown monk, desperate to defeat evil on his own. Next to him are several chests literally bursting with potions, money, weapons and armor. Having smashed our chests and filled our pockets, we finally go to war as a fan of “Preles-s-s-sty.”

So, before us is the first game boss. He's not as scary as he might seem. In a fight with him, the main thing is to fuss more and stand still less. If it gets really hot, you can temporarily go to one of the rooms around the perimeter of the hall to heal and straighten up your dented armor. The Angel Sandals spell will be very helpful in battle. And it’s better to beat a harmful sorcerer with combined spells, jamming him or slowing him down. After a dozen good slaps, the adversary will turn into a God-knows-what frightening appearance, but will continue to die regularly. One way or another, it won’t be too difficult to kill him.

After defeating Mallog, all that remained was to collect the clothes lying around here and there, break the surviving chests and triumphantly return to Avon. Report what you have done, and then go to the second act of the game as part of the caravan.

Second act

According to rumors that the Intelligence Department of the Academy of Magic regularly collects (what did you think?), a certain ally of Modo has appeared in Veronisha. This is where we have to go.

They drop us off at the edge of the Diamond Forest. Right there, without leaving the cash register, we get Feadora The task is to shoot fire ants and collect their eggs. For this they give you money, which you can spend right there by buying something useful from the caravan owner. Very comfortably.

The Veronish Road will provide invaluable experience in killing smugglers and vampires. The guard named first will desire Marek, and will require the second Lance Hendrickson. Regarding the second, I still haven’t decided. Either a famous film actor, or an equally famous tycoon and extreme sportsman from the film “Alien vs. Predator”.

Once in Veronish, we again complete various quests, including a couple of very important ones. One of them is given by a girl Heidi. She asks to return her lost bracelet and promises to give her pass to the closed city of Dessiato as a reward. Another important task is the order of the local saltys (someone like a judge and headman in one person) by name Capri. This mademoiselle simply cannot find peace for herself until 7(!) priests who disappeared somewhere in the Hunting Grounds are found. Well, at least not 26 Baku commissars.

Both quests will lead to the same result - getting a pass to Dessiato, but the Capri line is longer. However, this is not an acquired taste, although the robbers will have to hit the faces in any case. Because we are not their errand boys.

In addition to the main and side quests that Veronish abounds in, this act also contains many very instructive adventures: guarding cows, which are herded by a big beer lover Santiago, searching for three more priests (not really priests, but some kind of blessed ones), turning monsters inside out in search of the smuggler’s skull, which the guard wants to see Thomas, catching scaly ducks for Anna Kabnekaise...

Along the way, I ended up in the lair of the Prisoners of Lust (well, I didn’t go there of my own free will, honestly) and talked there with the next main villain Hotblack, I discovered that, oddly enough, I was welcome here and quite peacefully disposed. True, before that I had to send to better world some psychotic gypsy and half a dozen priests who defended her. I can’t understand why they’re all mad at me.

It seems that the mass beating of opium sellers for the people improved Hotblack's impression of me. After talking with him for some time, I realized that somewhere, apparently, I had stumbled and walked down a slippery slope. Having decided to return to the bosom of the Light Church, I thought: “It was not!” and hit the giggling depraved magician with a fireball. But the battle never happened, because he shouted something friendly to me about a meeting in Dessiato, the screen went dark, and I was thrown out somewhere in the area of ​​the Priozernaya village. It happens to everyone?

One way or another, the robbers are dead, you and I have two passes (one from Capri for exterminating the robbers, the other from Heidi for returning the bracelet) and we are heading to the mysterious Dessiato.

On the way we will meet some kind of guard Romero who really wants to argue with someone about something. As a result, we destroy another gang (well, this is not the first time for us) of 50 people, not counting the leader. However, you will have to kill them in any case, because they interfere with your passage.

Once in Dessiato, we discover that we have arrived in the midst of the celebration. The city is burning, residents are rushing about, bandits are gloatingly chasing them, angry guards are chasing bandits... Having made our way through all this festive atmosphere, we find the main astrologer Myrddin. The essence of his task: to find and bring five amateur astrologers, to whom he distributed pieces of the key spell. And the goal is completely innocent - to open up the abyss of heaven in order to extinguish the fire. Astrologers refuse, but they willingly give up parts of the key. And then, they say, you somehow manage on your own.

We return to Myrddin, make it rain, put out the fire...

The further path in the darkness lies through the thicket of the Diamond Forest to the Hotblack Bonfire. Hotblack himself impatiently stomps around the fire named after himself, childishly rejoices at our arrival, instructs us to go to Dessiato and bring him something very necessary for the ritual.

There seems to be a fork here for a neutral character. You can go to carry out the assignment, thereby embarking on the path of evil, or you can refuse. I preferred the latter, and here's why. Firstly, there was no longer a need to go to such a distance for who knows what, and secondly, it was a sin not to take advantage of the opportunity and not give this show-off a blow to the brains. The result is that he hit me in the brain three times, and I gave him one. But I knew how to resurrect, and he didn’t.

And then pure surrealism began. Appeared out of nowhere old lady And Student, who immediately began to beat me with anything and accuse me of all mortal sins. I was so dumbfounded that I tried to negotiate with them for some time. And then he died, was resurrected and realized that the path of good has very steep edges. It's not so easy to return to it. In general, the Old Lady and the Student turned out to be very “fat” monsters to the touch, but they also did not know how to resurrect.

Returning to Dessiato and running back and forth, I discovered that the way from here lies through the Well. That is, we will leave through the sewer. In the best traditions of stealth-action.

What do we need? That's right, rope. We look for a local beauty salon (that's where ropes are sold in Dessiato), talk to the owner, buy a rope. No, no, no need for soap, we still have a lot to do in this world.

We go down the rope into the well. Indeed, a sewer. Zombies, skeletons, some other evil spirits... Having wandered around the dungeon and destroyed the infection there, we get out to Fresh air third act.

Third act

So, we crawl out into the light of day and look around. Plain. That is, it is written that it is a plain. But in reality it’s some kind of forest-steppe. And the creatures here are some new, unexplored. Diligently studying the local fauna and methods of exterminating it, sooner or later we will stumble upon a friendly dendroid named Abu al-Derakht. He is overwhelmed by pigs, who undermine the roots. Having exterminated the pigs (what if we didn’t exterminate the pigs?), we receive a bottle of oak juice as a reward. If it were birch, they would drink it, but let it lie there. It will be very useful to us, mark my words.

While exterminating living creatures, we will not disdain the bones that fall from some individuals. Residents of Nueva Vegas, where they will be heading soon, are simply obsessed with the theme of bones. They build something out of them. And only the lucky owners of these are allowed into Cité del Mar through the portal.

In the Cliffs Region you will find living, talking and quite sociable skeletons of pirates. They will tell a heartbreaking story about their curse and the captain who abandoned them. Well, now we have a job to do. We need to go to the city and look for a sword, without which they cannot choose a new captain for themselves.

By the way, in the Cliffs District there is a Cave, and in it there is a chest with minerals. If this chest is broken, then among other contents there will be a piece of consecrated silver. Let's hide it until better times...

The third act is rich in names. On the outskirts of Nueva Vegas lives a tiger skin buyer Felix, in Solnechnaya Dolina, grazing sheep Ardoshir ibn Babak, and not far from him lives an item caster Calypso. They all want one thing or another, not skimping on money and experience... But the damn spellcaster gave me some kind of guitar. So I gave this guitar to the local Nils, the rat catcher, in the port of Cité del Mar. Zhuge— I gave it for practically nothing. Well, shouldn’t she hit monsters over the heads, running to repair them after every blow? Her strength, you see, is one. However, I digress...

Once in Nueva Vegas itself, we immediately find a lot of interesting things. The soothsayer also lives here Bernice Al-Farawandi who does tattoos, and even a real general lodges. His name is (hold onto the chair) Battista Abu-t-Daryagorg Al-Delir. Wow. True, I still didn’t understand what he believed in. But after talking with him, I learned a lot of pompous things about the history of the city and a little useful information about the history of the general. It turns out that the general is the same renegade captain who abandoned the pirate crew. On the other hand, it can be understood. Well, who wouldn’t give up a dubious profession for the sake of a general’s stripes? In general, we return to the pirates, release them on all four sides and go back...

This is interesting: someone hangs out in Nueva Vegas Volka ibn Alyosha. When I saw him, I initially decided that he would now order me old Hottabych. However, the matter was limited to catching the dogs. The people are getting smaller, getting smaller...

Among other things, the general with a kilometer-long name hinted that it would be nice to go to Cité del Mar and talk with the local ruler. Otherwise, some kind of conflict flares up, and there is no one to extinguish it.

Using the collected bones as a pass, we pass through the portal to Cité del Mar, where we have a pleasant conversation with the senator Maroy. From the conversation it becomes clear that we need to go even further, to Kzuko, an underwater city where the senator is in charge Blucher Al-Napak. No, no, this is not the same Blucher. Namesake, probably.

The path to Kzuko runs through the port, where new adventures await. There is a tavern in the port (why!). Madame is in charge there Julia which madam has a son Karlek and daughter Linka. So, this very Link was stopped by the real one Baba Yaga. She, presumably, disdained the dwarf. Accordingly, we have to go to the North-West Coast and rescue an innocent child from the bony clutches of an honored stupa pilot. I warn you right away, there will be another fight. Baba Yaga, as expected, is immortal. But the geese, which she called for air support, are completely killed. And with their deaths, the life of the “grandmother” melts away.

And now - attention. On the outskirts of the port stands a certain handsome grandfather Mustafa ibn Mustafa. And this grandfather promises you countless treasures if you agree to go through the portal to the island where these treasures are hidden. He himself, you see, is old, decrepit and weak for such a journey. Do you agree to the offer? Amazing.

Now - the rough truth of life. There were no treasures, there are none and there never will be. And you, diamonds, will have uranium ore in the corresponding mine, where you will be a convict, and not a treasure hunter. And back - either you have to pay a hundred thousand, or you have to carry the ore to the stove. So choose. Especially if you don’t have these same hundred thousand.

I carried this ore, carried it... In short, I achieved a return - and there the same grandfather stood there, smiling affectionately. If anything happens, he says, come back again. Well, I hit him with lightning from the bottom of my heart, at least it didn’t hurt my grandfather, but I felt a little better.

Okay, enough about the unpleasant stuff. We find the Tunnel in Kzuko, go there and find ourselves in the underwater world. Here you can hunt local evil spirits and get hold of a very funny creature. The name of this entity is a talking jellyfish.

I collected four of these jellyfish. One, as it turned out, was required to complete the game, and I carried the remaining three in my pocket until the very end. The jellyfish turned out to be incredibly chatty. I even wanted to throw them away at first, but when one of the jellyfish said: “One question is bothering me, boy. And why the hell did we end up in this fucking Palestine?”, I realized that this was fate. And until the end of the game I was in good mood.

Once in Kzuko, we talk with Madame Blucher (yup, Blucher is a woman) and find Professor Lars in the same Kzuko. The professor's story is of little use, so we return to Mara to find out what to do next. And then - the usual task. Kill Madame Blucher. But don’t rush to go under the water, our madam won’t be killed just like that. The amulet you need here is the Assassin's Sphere. And it will be done by none other than old friend Calypso. This is where oak sap, consecrated silver, and ten stone coyote skins will come in handy (remember?). Even a talking jellyfish will be used - one thing. And don’t be alarmed - ten thousand in money. But, as the father of Russian democracy said, bargaining is inappropriate here.

Armed with the Killer Sphere, we go to take Blucher’s life. There will be a lot of running around. The hall where the battle will break out is decorated with columns that greatly interfere with magical attacks. However, it is convenient to hide behind them while your health is restored and the spell is recharged.

Having killed Blucher, we return to Mara for a reward. After this, we go to Kzuko again, climb a beautiful spiral staircase (it has no railings, try not to fall) and emerge from the water in the fourth act.

By the way, an important point. When moving to the fourth act, it is impossible to return to any of the first three. So, if you have unfinished business in some locations, think about them in advance.

Act Four

The village of Chel is no worse than any other city. There is even a mayor. He will give us the next task. However, it wouldn’t hurt to visit a local tattoo artist, Meiyu. By the way, she is the local Guardian of the Roads. What this means, let her explain it herself.

So, the new task is to lift the curse placed on the village by the evil yokozuna. On the mountain. Having reached the said yokozuna, we start a conversation with him and find out that it is not he who is to blame for the troubles of the inhabitants of the village of Chel, but a certain Moley from Arlington. However, it seems that yokozuna himself is not without sin. Otherwise, why would he rush into a fight?

Of course, we are not sumo masters, but we will somehow defeat yokozuna. And from his palace the path leads to the Rock Garden, where an ethereal creature awaits Indigo. She says that she can create a Break spell that will forever destroy the connection between our world and the world of the Absolute. To do this, you will need totems of the twelve clans inhabiting the Kingdom of Air.

Our further journeys through the fourth act are marked by the search for totems. The matter is not as complicated as it seems at first glance. Almost every owner of a totem considers it his duty to hang around the next portal.

Having reached Arlington, we kill Molay, thereby removing the spell from the village of Chel, and at the same time we can complete several quests. One of them is given by an ikebanist, another by a hungry samurai, and a third by the Turkey Queen.

Returning to the village, we report to the mayor about the lifting of the curse, after which we go to the Guardian of the Roads so that she opens the road to Ingsok.

In Ingsok you need to kill another henchman of Modo - Feida. They say that he took refuge in the local library, where he causes all sorts of mischief. But he is not in the library. Having killed the evil librarians, we return to the quest giver - To Commander Shen- and we find out that Feyd fled somewhere to the Ice Wastes.

This is interesting: Walking along the road to Dilli Kwa, we will be able to watch an absolutely wonderful hockey match, where instead of sticks there are brooms, and instead of a puck there is a live penguin. A clear allusion to YetiSports.

The search leads us to the Castle of Miracles. But here comes a small problem. Near the portal there is a crowd of old people who happily explain to you that there is only one way to get into the Castle - by sacrificing them all. But don't be sentimental. As soon as you hit any of them, they will all immediately turn into evil poisonous monsters. As soon as we kill every last werewolf, the portal will open.

That's where we'll find Feyd. The fight with him is quite difficult. Fade periodically summons more than a dozen of his doubles, who rush around the hall like crazy. The only way to keep track of Fade is to poison him or hit him with a Fireball spell with Burning. After this, he is clearly visible for some time. As soon as Fade starts talking nonsense about "hocus pocus", turn away, otherwise he will certainly blind you with the Flash spell.

Fade's death will cause the destruction of the Castle of Miracles and an emergency evacuation in Act Five.

Fifth act

You and I are in hell. In any case, it looks very much like it. Everything is red, flaming, and the inhabitants are strange... In a word, a Cursed city.

This guy with the guitar knows a very funny song. Take an interest.

In this act there is a rare opportunity to arrange a personal life for a skeleton in love Richard. You'll have to run around and spend money, but you won't do anything for the sake of simple skeletal happiness.

And the rebel leader named Petruchio will give us the opportunity to work for the benefit of the revolution. Goblins of all countries, unite!

Having found Professor Lars in the Cursed City (and how does he manage to get everywhere?), we find out that Modo has settled down in the Citadel, having locked it with seals. There are eight of these seals. We need to destroy four. For the last time we are asked to choose a path. It will no longer be possible to remain neutral.

I decided to be consistent and finish the game on the side of good. Causing harm to Evil is quite an interesting task.

To fight Modo, you need to kill four of his henchmen again. First up is Hotblack. We pass into the Morning Seal, and from there into the Seal of Fire. We find Hotblack (the search for the keepers of the Seals is much more difficult than the fight with them), we destroy him. This time he summons the dragonmen. The easiest way to fight them is by exposing them to Hotblack's own Fireballs. It is useful to take cover behind the columns to rest and heal.

After the Seal of Fire, we make our way back to the Morning Seal, and from there to the Seal of Water, where another old friend, Blucher Al-Napak, is waiting. This one is also in her role. Again shouts and insults, again water demons. No special problems are expected.

The next target is the Air Seal. And she is guarded by - you won’t believe it - yokozuna Nagore. It's easy to deal with. It is enough not to let him get close, stun him, slow him down and shoot him with magic from afar.

The last one is the Seal of the Earth. Well, of course, the same cheerful Moley. The funny thing is that the battle itself can be avoided. It is enough to stand between the columns and hit the enemy with lightning or fireballs.

The seals are destroyed, we return to the Cursed City. Here's another piece of news. It turns out that a bone Dragon of Fate has appeared in the middle of the city. Killing this creature is not difficult, since its only weapon is the Bone Spear. It is not difficult to dodge him. The main thing is to have enough chi, since the bone dragon has more than enough health.

All bets are off. There are no more bets. The last enemy is before us. Yes, he has excellent health, he is huge and fat, his magical attacks resemble a multiple launch rocket system, and he can easily teleport from place to place. So what? But we are agile, cunning and well protected by magic. We have many battles behind us. And the fact that we are here means that we emerged victorious. So why not maintain a good tradition and harm Evil one more time?

When fighting Modo, you can use different tactics. The fighter should apply magical protection and “Angel Sandals” to himself. Then the Fire Spell is cast on the weapon and you're done. You should move in a spiral, narrowing its turns. At some point, jump “Mystical Path” close to Modo and quickly attack. After this, the “big boss” usually teleports away, and the procedure is repeated. No one bothers to use combat magic to further weaken the enemy.

For a magician, the option of long-distance attacks with the Lightning or Fireball spells is more suitable. It is also worth using buildings as shelters from magical counterattacks.

Any of the tactics can be characterized by the words “slow but sure.”

Well, Modo is destroyed, the sentence of the Supreme Court of the Absolute is carried out, and even the beautiful final video is left behind. So how? Do you want to beat the game on a higher difficulty level? Then go ahead! And be happy whenever possible.

There is one Easter egg: at the very beginning, in Avon, on the second floor of the tavern (you can go there using the Mystic Path ability) there is a naked woman, if you try to talk to her, she will say that she will call the guards.

Marauders can be killed using a dummy, when they teleport they have 100-400 damage and they explode.

The game is just super, especially the part when the hero changes.
My advice to you is to use one magic, for example Air Magic and. In Blood Magic, there is a good spell Queen of Hearts (no one can harm you for a certain time). It is good to use when fighting strong enemies - the Life consumption is minimal.
When using the Magic of Alchemy and Air, the hero changes miraculously. A good Mannequin spell, I advise you to include it in your arsenal. The enemy dies from using magic at all. Play and enjoy.

Choosing good and powerful magic is quite difficult. Most rely on their intuition or training tips. I advise this: the most powerful combination, in my opinion, is [Ice Shard] + [Air Mastery], for the battle with Mallog [Ice Shard] + [Air Mastery] helps. Hope it helps!

At the tavern in Avon, take the stairs in the corner to the second floor. In the first room you will see a naked woman. If you talk to her, she will tell you that you are a fool and threaten to call the guards. Then he will instantly dress up and become Rei Ayanami: Avon Teleportation Service. She teleports you to any strategically important point in the city, such as: Main Square, Goodman's Tavern, Sancta's house, Light and Dark Churches, etc. She will also appear in the form of a Nude Woman in the magazine, section of characters seen.

Note: if my memory serves me correctly, then Rei Ayanami is the heroine of the anime "Evangelion". Who knows, will understand.

FIRSTLY. I want to tell you the secret of the most deadly combination - Chain of Lightning + Blood Mastery.
SECONDLY. I want to tell you where there is one place where you can buy BLOOD MAGIC SCROLLS. this place is located in Act II in a city called Dessiato. Scrolls can be purchased in the Dark Church, regardless of alignment, from a merchant named Ligeia. But scrolls come across often, but not always.

After the release of Hotfix-2, all SAVs presented here do not work.
Therefore, I had to “invent the locomotive” myself and the possibility of duping was discovered. Very useful when creating "sets" for RuM or forging. Well, money again...
The technology is simple:
1. We enter the game and throw everything we want to grab on the ground (it’s better to do it at the save point, so as not to run around later).
2. Save the game and exit to the main menu.
3. Switch to Windows.
4. Open the folder with our character’s profiles (..\profiles) and look for the file Person_Name.saved.
5. Copy the .saved file somewhere to another folder (it’s better to back up all profile files too, outside the game folder! Otherwise there will be glitches).
6. Delete *.bak files.
7. Switch to the game, load the profile and pick up everything thrown.
8. Save and exit to the glumenu.
9. Switch to Windows and copy the previously saved .saved file to ..\profiles.
10. Switch to the game, load the profile and see the abandoned gear in the same place.
Voila.
Absolutely everything is dull!
Personally, I deleted .bak files with each operation. Just in case.

I play as an evil one... And the character changes not from the level of spells, but from the chosen spell... For example, skill changes the body. In short, the character change is divided into 2 columns, like each magic... That is, we select something from magic and a part of the body changes... In general, spells and magic are synchronous... And if 2 spells from different spheres of one part of the body are pumped up and pumped to the same level, then part of the body looks as usual... So far the most beautiful of all that I have played is Air Magic... I’m going through it...

You need to download an ice shard (I have level 7), an ice explosion, a tornado with all that comes with it, and acid to taste. We use the splinter most often, urine of singles, we use the tornado according to the train scheme: we gather a crowd behind us and launch a tornado in front, we use acid when we wet the mallog in combination with the splinter (when I wet it, I only healed once)

Out of curiosity, I decided to choose some exotic direction - Summoning Magic. If you upgrade your Summoning Mastery to 3 and Raise Undead to 6, then you will be able to raise a zombie or a skeleton, and you need to summon the skeletons of not a simple unit, such as an ant or a scorpion, but a master. And then you will be able to run with the Master of Blood, who will cast the Queen of Hearts on you, and together with the master of hexes, who will cast healing all the time. Then you simply have nothing left to do but just stand nearby and, on occasion, not touch the monsters and try not to be touched, your summoned creatures will handle it themselves;).
P.S. If possible, always wear things with a bonus to the magic of raising the undead; if you pump it up, you will be able to summon more than 4 creatures, like your own small army.

You can buy scrolls of magic not only in the first city, but in every city in general. Go to the Light Church. There will be a lot of priests there with whom you can trade, and most importantly, buy scrolls. I warn you right away: you won’t be able to cheat: their scrolls are not restored after a reboot.

Walkthrough for good
Walkthrough for the good one + some quests:

--- I ACT ---

Mary Aruen
Goal: Catch naughty children
This quest is easy to complete, although for some reason no one likes it. The tactic is this: after catching several backbiters, we slow down and make sure that no one runs away. 10 kids caught and the quest is completed.

Brother Domenic
Goal: We are asked to stop heretics from a neighboring church. The whole difficulty lies in the fact that they tirelessly run straight to our church and if they are not stopped, the quest will fail.
This method helped me: first we throw blind from “Fireball + slowdown”. The enemy loses some part of his life and is also slowed down. The good old sword finishes what it started.

Alan Quartermaine
Objective: The hunter asks us to kill some coyotes. The big problem is that they are outside the city and many do not know how to cross the city wall. Open skills [S] and select “Mystical path”. We drag it to the tax bar and now we can teleport. The tactics for killing coyotes are as follows: we meet them with poison, then with fire, and the bravest with the sword. 5 coyotes and it's done!

Blacksmith Rock
Goal: Deliver 10 advertising leaflets to the guards.
Easily. Half of the guards wander around the forge itself. The second is a little further. The main obstacle is spammers who are trying to get ahead of us. They do it really very slowly, so there’s a lot of time. Don't forget to return to the forge later to receive your reward.

Light Priest
Goal: Asks to give a certain scroll to the caravan driver.
It is difficult to understand where this caravan driver is, but it is possible. He stands right next to the central respawn, slowly trading. Having given the scroll, we return to the church. All!

Eric, head of the guard.
Asks to collect 10 stone coyote skins. We'll have to do it. The easiest way to complete the quest is by collaborating with the hunter Alan - he will show you where the coyotes are and give you money. The tactics are as always – first the leader and then everyone else. Don't forget to return all the skins back to Eric.

Pwyll Diffed, guard.
Goal: Save the victim from bandits.
Horrible! Bandits want to attack a little girl! As always, you will have to save. I advise you to use the “demon’s web” or some other pentagram to stop the bandits, and only then we will give them a task. Don't forget to get your reward.

Eric, head of the guard.
Goal: Asks to find 10 Stone Coyote Skins.
In parallel with this quest, I advise you to carry out the instructions of Alan Quartermain. One asks to kill a coyote, the other to skin it. You can also look in different wastelands - there are plenty of coyotes. Having collected 10 pieces, we return for a reward.

Eric, head of the guard.
Objective: Talk to Mallog.
After collecting the skins, Eric will complain about Mallog, the local madman. Like, he offends people. So, let's go: Avon - Mining Village - Northern Wastes - Mallog's Cave - Mallog's Lair. After talking with him for a few minutes, we see him “disappear in a cloud of dust.” Having achieved nothing, we return to Avon.

Eric, head of the guard.
Objective: Kill Mallog.
You'll have to kill the intractable Mallog. The path to it is as follows: Avon - Eastern Wastes - Mine - Adit - Near Adit - Silver Mine - Altar of Mallog. So here he is - the boss of the first act. Somehow it looks like Naked from the well-known trilogy. Well, let’s go into battle, I hope you didn’t forget to break those chests standing by the white warrior. Once you reduce Mallog's life by half, he will transform into something coyote-like. Killing the clumsy monster will not be difficult. That's it, it's over. To move on to the 2nd act, we return to Avon and leave with the caravanners.

--- II ACT ---

Santiago, shepherd.
Goal: Asks to guard the cows while he runs for beer.
It seems that everything is simple to guard the shelter, but you shouldn’t relax, hoping for luck - sooner or later the herd will be attacked. In half a minute, three orange dots will appear on the radar. These are hungry bears moving towards you. The tactic is this: we take all the fire upon ourselves, distracting them from the cows. If you fail them, you complete the quest, they do you, start again.

Anna Kabnekaise
Goal: Catch mad ducks.
The ducks are really mad - they run around the whole village and shout something. Well, catch it like that. Little advice- use the demon's web, which will prevent the ducks from scattering. 5 ducks and the quest is completed.

Priest from Veronis.
Goal: Asks to find the missing priests.
The main task in the second act is to kill the evil Hotblack. It’s not clear where to look for it, so we start working for the locals. I advise you to start with the priests. So we are looking for three priests. Our path is as follows: Veronish - Diamond Forest: Valley of Rains - Diamond Forest: Hunting Grounds. They are there at the edge of the forest. We take them to the portal and that’s it! Don't forget to return to Veronish for your reward.

Priest from Veronis.
Objective: Kill the evil Hotblack.
Having completed the last quest, we receive advancement in the main task - finding and neutralizing Hotblack. It turns out he's holed up in the Den of Prisoners of Lust. Understanding how to get there is not easy, but it is possible. So: Veronish - Veronishsky tract - Lakeside village - Diamond Forest: Thicket - Lair of prisoners of lust. Having made our way through the crowds of monsters, we still end up in this cave. N-yes...Nice place...And what big uh...eyes everyone has. Hotblack set up a good brothel. Oh and ours old friend The charmer from Avon is also here! Nice glasses... Okay, let's not get distracted. After a short conversation with Hotblack, we are kicked out of the establishment; the quest, unfortunately, is over. To be continued…

Joe, the leader of the gang.
Goal: Sign a document from Judge Amos.
After being shamelessly kicked out of the sweet den of whim, we see a gang of bandits dreaming of killing someone. After talking with the intelligent leader Joe, we learn that he has the diploma necessary to enter Dissiato. We'll have to work. The first task is to sign a certain document. We go to the local judge, who naturally refuses us. We bribe him for 1000 coins and return to Joe. The quest is completed.

Joe, the leader of the gang.
Goal: Bring a barrel of Avon dark.
Our boss also wanted a drink. Well, let's go. As always, no one will just give us a barrel of ale. We give the seller 250 coins and return to Joe. The quest is completed.

Joe, the leader of the gang.
Goal: Asks to kill one hunter. He's tired of it.
Another quest. Why didn't the hunter please him? We go to the village to negotiate with the hunter. Let him not “glow” yet, but we will tell Joe that he is dead. We go for the promised certificate, but we get nothing. It's a shame. We'll have to teach the bandits a lesson once and for all. Oh, this won't be an easy job. There are a lot of bandits, about 50 people, and even with their atamans, who are also not from the small ten. The tactics are as follows - first the small bandits, then the leaders, and finally old Joe. And one more thing - before the fight, do not hesitate to break several large luminous boxes, there are a lot of different potions there, which will be very useful to us. After the victory, do not forget to pick up all the things from the ground - they will be useful to us later.

Kepri, Soltys Veronisha.
Goal: Kill Joe.
After a difficult victory over old Joe, it’s nice to get a reward. Here it is, a letter from Soltys for passage to Dissiado.

Heida.
Goal: Find her favorite bracelet, which was stolen from her by robbers.
By a strange coincidence, these robbers are Joe's gang. After his death you will find the lost bracelet. Give it to Heidi and in return you will receive another pass to Dissiato.

Boy from Veronis.
Goal: Give him 10 candies.
Isn't that a lot? Won't you stick together? Okay, let's look. It’s unclear where to look for such a rarity as candy. The answer is located in the field of the first murder of Satan's Helper (most likely Santa). Killing it strange creature we get a cute red candy. Having collected 10 pieces, we take them to our sweet tooth and receive stylish gloves in return. It's a pity that it's level one...

Roamer, guard.
Goal: Kill the bandit leader.
The good guard decided to bet whether we could take down the leader of one gang. No problem! It’s a pity, really, this gang consists of 50 people, not counting the leader and the cute monsters walking nearby. Well, let's go, we're on our way anyway. The tactic is this: the gang is on the island - if you don’t have the strength to cross the bridge (which is naturally crowded with goblins), then using the Mystic Path we break through to the respawn point, fortunately it is in the center of the gang. We begin to beat everyone and everything, simultaneously resurrecting/dying there. If you can take the bridge, then we simply lure out a small group of enemies and quietly deal with them. To kill them, I advise you to use magic mass destruction. For example, lightning, lightning chain or something else. After killing the leader, the path to Dissiato is clear and the quest is completed.

Myrddin, astrologer of Dissiato.
Goal: Save the burning city by finding several Guardian Astronomers.
Yes-ah... The burning Dissiado will cause a lot of difficulties for both you and your video card... Bandits are everywhere, everything is on fire, residents are screaming... But do not rush to take up the sword, we cannot win this unequal battle. No matter how many bandits, kill them more and more. First, let's try to reach Myrddin, the astronomer there. Having told the miraculous story of the creation of the city, he sends us to fetch his students, who know the sacred letters that will save the city from chaos. How confusing everything is... There is no way out, you will have to break through the crowd of hungry bandits. Having collected all the words, we return to Myrddin. The city is saved, and you are a hero. Don't forget to collect all your items that fell out during your many defeats.

Jaszek, numismatist.
Goal: Find/sell rare coins.
One of the most difficult quests, seriously! Not everyone can resist a good dozen marauders. These uh... bad creatures not only steal all your gear, but also know how to teleport, restoring life energy, but also put up a kind of “shield” where magic does not work! Having exhausted my entire year's supply of swear words, I finally found a tactic to win. First we find one. Standing separately from the herd of marauders, then we begin to scatter our gear. As soon as he sees this and runs towards you, immediately throw “Poison + Intoxication/Mastery” or any other spell at him long acting. Let me explain: the marauder is a tenacious bastard, you won’t kill him the first time. And here the poison will take away half of your life, but we can endure it once, with lightning on the head and that’s it. With this method we kill the whole gang and, proud of the work done, return to Yaszek with the coins.

Priest from Veronis.
Objective: Kill Hotblack
After rescuing Dissiato, we can continue what we started. From Dissiato we go to the Diamond Forest: Thicket and then to Hotblack's Bonfire. At the very end of the map we see our pervert. The fight is not the most difficult, 3-4 deaths and he himself will die. A little advice - clean the area around the fire before the fight. Our pseudo fire-man will run from us all over the map. When finished, return to Dissiato.

Well.
Goal: Go down into it.
After all these events, our hero began to hear all sorts of sounds, including in the well. The well is deep, we need a rope, so we go to the local beauty salon and buy it (what she does in the beauty salon remains a mystery). Having bought a rope, we go to the well and descend into it. Well... the locals drink good water: Zombies, skeletons, skeleton warriors, etc. The exit from the well is not difficult to find, since the labyrinth is not confusing. Having got out of it, we automatically find ourselves in act 3.

---III Act. ---

Asab ibn Mahmud.
Goal: Collect 10 animal bones.
To pass the Cité del Mar, the guard asks to collect some bones, allegedly on the orders of the senator. It’s strange why he needs them? You need to look for these same bones on the “South Coast”. Three or four monsters and whatever happens will come out. After ten pieces we can safely use the portal and move on.

Har ibn Nadan, brigadier.
Goal: Find rare white bones for construction.
The town is clearly obsessed with bones. We will look for them in the “West Coast”. This is where rare white dice fall out. You can get to the “West Coast” through Cité del Mar. 10 bones is enough. We return to Haru for the reward.

General Battista.
Goal: Resolve disputes between senators.
So, the first major city in the third act is Nuava Vegas. That's where we'll start. To receive the story quest, you must first talk to General Baptiste. After a long and incomprehensible story, he sends us to Cité del Mar to talk with Senator Mara. Having overcome the obstacle in the form of the intractable guard Asaba, we find ourselves in Sito del Mar, a sweet and beautiful town. In the center of this town there is a portal to the chambers of Senator Mary, which is what we need. A minute of conversation with the portal guard and we already get progress in the game.

Volka ibn Alyosha.
Goal: Bring the dogs into the house.
Don't be afraid, dogs don't bite. A simple and easy task from the category “We will bring everyone together.” Don’t forget to use “Demon’s Web” and/or “Slow” at the same time - it will be easier. Having caught 10 dogs, we give our reward.

Zhuga, rat catcher.
Goal: Help kill rats.
Poor Zhuga cannot do the job alone, he needs an assistant. As always, we cannot refuse. Moreover, a hard coin won’t hurt anyone. The rats themselves are slow and harmless, but very tenacious. After each killed rat, its eye remains. We pick it up and take it to Zhuga. Since the rats are not in a specific place, but are scattered throughout the city, we simultaneously scout the area, finding new quests.

Karlek, son of Julia.
Goal: Save sister Linka from certain death.
The most fun and most difficult quest in the third act. It is very reminiscent of the plot of a well-known fairy tale. So, our Linka was dragged away by geese and swans for Baba Yaga's dinner. We act according to this plan: First, we “clear” the path to Linka - in case she wants to run straight into the clutches of the evil monsters. Then we save at the respawn point, located not far from the hut with Baba Yaga. Let's also take the time to break the glowing boxes - they contain potions that will be very useful to us in the battle. Well, let's go to battle. Oh, it won't be easy. Baba Yaga herself is immortal, you can’t take her with a simple clan, and she also summons demon geese. But, as they say, for every cat there is a needle! Since we can’t kill the old woman, we kill the swans. The tactics are this: we “catch” one of the flock and deal with him, then the second, the third... With each killed goose, the life of the grandmother decreases. 7-10 deaths and Link is free. Joyful and happy, she will immediately run to her brother and mother. The quest is completed, I hope you enjoyed it.

Mara, senator.
Goal: Make sure that Blucher is a bad creature that scares people.
After talking with the senator, we go to Kzuko to see for ourselves everything that is happening. Our path is as follows: Cite del Mar - Port of Cite del Mar - Tunnel in Kzuko - Neighborhood of Kzuko - Kzuko. Oddly enough, Senator Blucher herself admits that she is helping Modo regain its former power and politely advises him not to mind his own business. After talking with Mara, we definitely decide that something needs to be done with Blucher. Carry out educational work, put them on the path of truth, etc. Naturally, this will not work in a peaceful way with a magician who has a mouth instead of a stomach. We need a special artifact that will deprive Blucher of her power (partially, of course). The artifact is also not so easy to get; it is made by Calypso, who lives in Sun Valley. That's what we have to find4.

Calypso.
Objective: Find him / Kill the senator of the dead city.
The first task is more difficult than the second, believe me. After long wanderings around the world, we finally find this valley. Plains - Outskirts of Nueva Vegas - Sun Valley. That's where our miracle blacksmith lives. But he didn’t make the Artifact so simply - he asks to kill the evil senator of the Dead City so that the spirits would be calm. The dead city itself is more dangerous than its senator - although he is evil, he is slow and stupid. The technique is as follows: We simply lead the senator around the palm tree, trying not to let him get close to him. We use “Poison + intoxication”, all the little life will be consumed while our “boss” follows us. And if you’re lucky, the undead hunters will join in. It's getting more and more fun.

Calypso.
Goal: Find ingredients to compose the Artifact.
Ingredients: Talking Jellyfish, a piece of blessed silver, 10 stone coyote skins, a bottle of talking oak juice. Okay, all these things may be needed to create the artifact, but why the spirits also needed 10,000 coins, I can’t imagine. Let’s look: you’ve probably already found a talking jellyfish in “Kzuko’s Neighborhood.” I hope you haven’t gotten so tired of it yet that you threw it away or sold it to a merchant? There shouldn’t seem to be any problems with a piece of silver either, if you don’t have it in your backpack, then it is in the “Cave”, which is not far from the “Cliff Area”. Having killed all the monsters, we simply destroy the old crypt and that’s it. Stone coyote skins should remain from the first act; finding them is not difficult. You will have to tinker with a bottle of juice: It should be given by the old oak tree Abu Al Derakht. Just complete the quest for him. The ingredients have all been collected, the artifact has been received, we go to Blucher for showdown.

Mara, senator.
Goal: Kill Blucher.
Not the easiest fight, but we can solve it. The tips are as follows: Break the chests in the halls of both senators, save on the stairs north of the palace with Blacher and use the seals placed nearby. Victory will still be ours
Beautiful bloody fireworks to say goodbye and you can move on to Act 4. Don't forget to visit Mara and claim your reward.

---IV Act. ---

Meyer Luo, Mayor Chel.
Objective: Kill Yokozuna.
Well, ss... Nice village. Obviously, it could not have happened without a special spell from a dark magician. This magician, according to Mayor Cheli, is Yokozuma, who lives in his tower nearby. Well, you'll have to see for yourself. Having reached the tower, we learn that Yokozuma is not guilty. He asks to kill Moley, who slandered honest Yokozuma with his behavior. The unfortunate villain lives in the city of Arlington. You can get there like this: Chel Village - Southern Plain - Road to Arlington - Arlington. Or like this: Chel Village - Western Plain- Road to Arlington - Arlington. Having arrived, we find the central palace, where Moley settled down. After a short conversation, the battle begins. There’s not much you can do in small rooms, so we’ll try to lure Moley outside. Another piece of advice – especially don’t be distracted by bodyguards. The magician summons them with great success, so you can’t kill them all. After the victory, we return to Chel, where a certain fortune teller May opens the way to Ingsok, a new metropolis. Yes, and run to Yokozuma, he won’t be in debt.

Jimu Suijei, ikebana artist.
Goal: Collect 4 flowers for the collection.
So, here is a list of plants: Bloody tulip, Ice daffodil, Poison buttercup, Fire crocus. Naturally, it won't be a nice walk in the woods. The Tulip is guarded by the Dragon Parrot, the Ice Narcissus by the Kaa Dragon, the Giant Hummingbird by the Buttercup, and the Fire Crocus by a certain Rekurokubi. They are all located at different ends of the city, so finding them will not be difficult, and killing them too. Upon our return, the kind biologist gives us not only gold and experience, but also one yellow leaf, which will definitely be useful to us.

Kamzai, samurai.
Goal: Find and bring turkey meat.
I've found myself a gourmet. He eats only special turkey meat. As they say, samurai have their quirks, and we have ours, let’s go look for them. Naturally, we won’t buy meat in the store, so we find a blue dot on the map—a turkey—and kill it. It's cruel, but there's nothing you can do about it. From each killed turkey, a piece of meat falls out, which we take to the samurai. This procedure can be continued endlessly until you get tired of it. You can finish the quest by refusing it from the samurai.

Royal turkey.
Objective: Kill the cook.
She's talking, talking!!! Honestly, this is the first time I’ve seen what Indians say. Naturally, the turkey's only desire is the death of the cook who decided to cook dinner from it. Either he is hers, or she is his... The cook does not particularly resist his murder, except that he runs from us, waving a rare knife. The turkey will give us this little knife, in addition to gold and other small things.

Shen, commander.
Goal: Find Feyd in the library and kill him.
Another Modo henchman haunts civilians. This time he has taken over the library and is stealing books. I’ll tell you right away - it’s not in the library, so don’t expect a tough fight. A crowd of lazy librarians awaits us. Throwing mostly cobblestones. We kill them, preferably in crowds - they are tenacious people, and you just get tired of dealing with them one by one.

Shen, commander.
Goal: Find and kill Feyd.
Fade fled to the Castle of Miracles and continues to do all sorts of nasty things there. You will have to search and “fix”. The path is as follows: Ingsok - Ice Wastes: Road to KVA - Delli KVA - Castle of Miracles. Instead of the Road to KVA, you can turn off the Atiniikeyo River, but then you will miss a wonderful match between different clans. In the town of Delli KVA - there will be a small problem - a crowd of old people will ask to be sacrificed. These masochistic tendencies are not without reason. As soon as you hit one of them, they will all immediately turn into huge monsters wielding poison. I advise you to kill them at a distance, because they can only infect you close up. Having passed this test, we find ourselves in Feyd's lair. Well, yes, a cute hedgehog on your head. And we went too far with the accent. Oh-oh-oh, yes, we can also reproduce, without sexual intercourse... Not bad, not bad, although the created copies have one feature - to explode when any attack hits its owner, thereby causing him great harm. I advise you to use this loophole. By the way, as soon as our “hero” starts saying something like “hocus-pocus”, immediately turn away, because he is about to use “Flash,” which neither you nor your hero will like. Advice: before making the final blow, collect all the dropped items, because... after Feyd's death, the lovely castle will begin to collapse, and you will be thrown into the 5th act. The same applies to the “Fade’s Head” - a powerful artifact dropped after his death.

---Act V ---

Richard Rahl, skeleton.
Goal: Persuade his beloved to marry him.
Here we have to work as a matchmaker. First we go to our bride, she refuses us, as always, we tell the groom about this and he sends us to buy her a new braid, of course with our money. Having bought a braid from Half-Medusa, we take it to our beauty, but we only receive a refusal. Again we go to Half-Medusa, who gives us (now free of charge) a beautiful wreath. We give it to the bride, get consent, and return to the groom for the reward. After all this long running around, they finally got married, and we continue to move on with our reward.

Petruchio, rebel leader.
Goal: Rescue goblins.
You've probably already noticed that convoys with captured goblins are moving through the city. The poor fellows are led to certain death in the city center. Considering our “friendship” with them in the 1st act, not everyone would decide to attack the convoy, although the money for saving everyone is quite decent (about 500 gold). Sometimes the goblins save themselves, sometimes they have to work - look, it’s up to you.

Professor Lars.
Objective: Open four seals by killing 4 of Modo's minions.
Here it is - the fifth act. Red, scary, complex. Inhabited by a bunch of evil monsters and the main villain of the game - Modo. To protect himself from us, Modo did not find anything original; he sat down in his citadel, locked it with four seals and placed his resurrected servant at each. So, you have to first deal with the former bosses of the acts, and then proceed to Modo.
The first path on our list is Hotblack, which is guarded by a fire seal. You can find it like this: Cursed City – Morning Seal – Seal of Fire. In general, in the fifth act the path to the bosses is more difficult than them. They are tangled and branchy, so I advise you to shorten them by jumping on islands that are not visible on the map. But let's get back to Hotblack. After our last meeting, he acquired a new technique - the calling of the Dragonmen. To eliminate them, I advise you to use Hotblack’s own weapon – fireballs. We’re just trying to dodge so that they hit the Dragonmen who are merrily running after us. But in steel everything is the same as before - we avoid demons, dodge balls, rest behind the columns. After his death, do not forget to pick up the beautiful emerald that left its owner.
The seal of water is guarded by cutie Blucher. Again she will shout out witty phrases at us. You can get there through the same morning seal. We kill according to the same scheme as in the 3rd act - we chase after her, bypassing her demons. One piece of advice - do not kill the scavengers peacefully attacking around the palace - with their poison they will infect not only us, but also the demons, which will make our task much easier. After defeating Blucher, don’t forget to take the topaz that fell out of her, as it’s worth money.
The next seal, lying near the cursed city, will be the seal of air. Having reached this place, you will be a little surprised to see our friend Yokozuma, who has somehow joined Modo. You can kill Yokozuma using the standard “Don’t let him get close” scheme. We use poison or something else, long-term. I also advise you to clear the area around the circle in advance so that no one gets in the way.
Next we go to the last seal - the seal of the earth. Here, oddly enough, here we will see Molay - no less a weak screamer than Blucher. There is one technique for quickly and painlessly eliminating him: stand behind the columns and strike with something like lightning from a distance, thereby bypassing the attacks of his servants. After death, he will leave us a beautiful sparkling garnet that will undoubtedly come in handy.
The seals are all open and we go back to the damned city for the next task.

Professor Lars.
Goal: Kill the dragon of Fate.
It is not clear why or why, but a huge bone dragon suddenly appeared in the center of the city. Naturally we have to kill him. This is easy to do, knowing how to dodge a bone spear - the dragon’s only weapon. The only difficulty is that our little dragon is very tenacious. You'll get tired by the time you kill.

Professor Lars.
Objective: Kill Modo.
I present to you Modo - the strongest and most powerful boss of the entire game, who is also a small, evil child. Some people really consider him strong, they say he can cast a bunch of spells, and even teleport, restoring life... In fact, it’s not like that. There is one loophole that definitely needs to be taken advantage of: our little one can very quickly and send a lot of carved spells, something like a “bone spear” or “fireball”. Standing under their heavy fire is tantamount to death. Therefore, I advise you to take refuge in neighboring buildings located right next to the portal. Having taken cover, we see that all the shields are simply hitting the wall without causing us any harm. I advise you to use only long-range spells. Personally, the “Lightning” + “Mastery” combo helped me a lot. Slowly but surely Modo's life goes down and down and finally... Bam, hooray! We won, we passed Blood Magic! A little advice: before the final cutscene starts, collect at least some of the things that dropped from us. Immediately after it ends, we are thrown into the main menu of the game. Now you can play on difficulty 2.

The battle between good and evil is long over.

A person just has to decide which side he is on.

Olga Muravyova

Computer games are somewhat similar to clothes - we get used to them, we grow out of them, we enjoy new things, but do not want to part with the old ones. We meticulously examine each purchased new product for similarities with something familiar, looking for familiar features, frowning with displeasure at differences that are inconvenient for us.

When I started getting acquainted with Blood Magic, I honestly tried to understand what it was like most. The conclusion was this: a little bit of a lot and nothing at all. Therefore, I will describe it, not comparing it with anything, but considering it as a kind of “thing in itself.”

History and plot

Somewhere in the beyond there is a world of the Absolute, inhabited by powerful immortal beings. Modo, one of the inhabitants of the Absolute, was handed over to the High Court and sentenced to be deprived of immortality and exiled to Earth in the body of a mortal child. He was given a sentence of one hundred years, after which he would die and thereby be cleansed of passions unworthy of the Immortal.

But Modo, deprived of the gifts of the Absolute and his power, is not going to retreat. His goal is to return to the Absolute and destroy the hated order. The mortal body in which he is imprisoned is no hindrance. The only thing a defeated and exiled Immortal needs is a spell that will bring him back. And in order to prepare it, followers and assistants will be needed.

So, the villain who is ready to destroy the mortal world for the sake of his revenge is known and named. All that remains is to find a hero who will stand in his way. You and I are invited to take on the role of a lone hero, called upon to save the world and carry out the sentence of the High Court.

However, there is a way for the accomplice of evil. Not destroy Modo and save the world, but do exactly the opposite. Sometimes, as it turns out, this activity is no less exciting and challenging.

However, you can allow yourself some change of course during the game without the risk of not returning to your original worldview. But don’t be surprised if at some point it turns out that the way back is already closed. Therefore, every decision you make is best considered final and irrevocable. After all, its consequences are often not discovered immediately, but only after entering the next portal and inevitable saving.

The beginning of our journey is always the same - the Avon Academy of Magic. It is here that we will take the “young fighter course”, master the basics of magic and some spells. It is here that we will receive our first tasks, which will allow us to gain experience and earn some money. And it is in the vicinity of the Academy that we will have our first “baptism of fire.”

Game Features

“Blood Magic” has several features.

The usual system of saving and loading in the game is completely absent. There is always one save - the moment of passing through the portal. If at some point you die, you are reborn in this portal. The only difference is that at the place of death you lose all the game money and, possibly, some of your property. But this is not fatal either, because what is lost can be recovered, fortunately this very place of death is marked on the map with a special red icon. The creators of the game, with a certain amount of irony, made sure that you find your own skull or eye there. So to speak, for memory and edification.

Within each map there may be very unique points - “Seals”, clearly visible on the ground. These are a kind of magical “mines”, the type of which is almost impossible to determine until it is triggered. The principle of operation of these “Seals” is as follows: when you step on them, some kind of spell is released, as a rule, either offensive or protective. As an example - “Chain Lightning” or “Goliath’s Shield”. Most of the “Seals” are useful, but occasionally there are some unpleasant ones. However, in this case, the discharge of magical energy goes to both you and your opponents. An example of such a spell is “Flash”, after which everyone falls into a stupor for a while.

There are also additional save points on the maps. Their meaning is that after death you will not have to drag yourself to the place of grief across the entire map from the last portal. As practice has shown, these points are located in places with an increased probability of death. Some inconvenience is that the monsters that killed you will not disperse, laughing contentedly and slapping each other on their scaly backs, but will remain waiting for your next arrival. So the principle “from the ship to the ball” is fully implemented here.

It is important: The game has five difficulty levels. Each subsequent one becomes available after the previous one is completely completed. And nothing else.

Sometimes a bloody sword will appear on the left side of the screen. This is a sign that your combat effectiveness has exceeded a certain threshold and now for each subsequent kill you will receive an additional percentage of experience. Its meaning is marked with numbers on the hilt of the sword. If the sword is covered in blood right up to the guard, changes shape and becomes exquisitely jagged, then you are truly an “angel of death.” For some time (about a minute or two), the experience for killings will be doubled. In this case, I advise you to hurry up.

The possibility of combining spells, in which it is possible to both strengthen the base spell and add new damaging factors to it, looks quite attractive.

Game interface

Everything here is quite convenient, compact and practically does not interfere with the view of the playing space.

In the upper left corner is an indicator of the selected spell (primary and secondary). In the top center is an indicator of current experience within one level of development. At the top right is the game menu selection panel. It consists of four parts - character experience, inventory and equipment, crafts, records and magic.

Below the game menu panel is a map with pointer markers. Shades of red on it show enemies, white dots show neutral characters, yellow dots show characters you can talk to, and green dots show quest givers of all stripes. Moreover, those who give key tasks are marked with an “open book” icon, and all others with a “scroll”.

If the desired character is outside the visible part of the map, the direction towards him is indicated by a flashing triangle of the corresponding color on the edge. If necessary, the map mode can be changed using the Tab key.

At the bottom, on both sides of the screen, there are health (left) and chi (right) indicators. Looks very familiar, doesn't it? You can replenish your energy and health reserves by right-clicking on them or using the Z and X hotkeys. Of course, to successfully replenish your indicators, you need a supply of potions, which is indicated next to it.

The middle of the bottom of the screen are “quick” spells, which are activated by clicking the mouse or using the number key (1-8). To arrange spells, open the magic book, select the desired cell and drag the desired spell into one of the slots in top left corner. Having filled the primary and secondary spell, move on to the next slot or close the records and magic panel.

The Ctrl and A keys are very useful in the game. The first one highlights All destructible elements of the visible area of ​​the map and all items that can be picked up, the second allows you to automatically pick up things dropped from monsters.

The “bloody sword” mentioned at the beginning of the article appears on the left side of the screen. However, this is true, by the way, since it is simply impossible not to notice it.

Role system

The role-playing system in the game is quite complex and interesting. It is difficult to attribute it to any classical type, but most of all it is similar to the well-known level-based one. However, there are also important features, which I will talk about in more detail.

In the Blood Magic role-playing system, formal hero specialization and the concept of “multiclass” are completely absent. The player is given complete freedom in character development. Any skill or stat gained will not diminish others in any way. Moreover, combinations of skills and abilities can lead to very interesting and positive results.

Character selection

First of all, we have to choose a character. Already here the difference between “Blood Magic” and other role-playing games is noticeable. There are no warriors, paladins, barbarians, mages, sorcerers and other heroic figures familiar to RPGs. There are only four characters, and all of them are ordinary people who in no way fit into the role of a standard “savior of humanity” or “universal villain.” And this is quite consistent with the image of the “reluctant hero” inherent in the very idea of ​​the game.

So, who are they offering us?

Fat monk

Monks have never been distinguished by high intelligence, but they are strong, disciplined and tenacious. Our monk is no exception. He is short, round, and moderately well-fed. He is dressed, as befits a monk, simply and discreetly. What he lacks in intelligence he successfully compensates for with physical strength.

Initial indicators:

Energy - 2(max life 180) Intelligence - 1(maximum chi 168) Strength - 3(max weight 210)

Benefit: Improved weapon skills, increased damage and defense.

Strange gypsy

No, just don’t think that we are talking about a station beggar in a dirty colorful skirt. Our heroine is more like Pushkin's Zemfira, a passionate and impetuous person, naturally blessed with a beautiful figure and luxurious blue-black hair. As is typical for a representative of the “pharaoh’s tribe,” she is well versed in the intricacies of human nature, hidden motives and hidden passions. And Lady Luck rarely turns away from her.

Initial indicators:

Energy - 2(max health 180) Intelligence - 2(maximum chi 180) Strength - 2(max weight 166)

Advantage: d extra luck and the “Mystical Path”.

Baker's Wife

A good-natured fat girl, unusually easy in her movements and able to enjoy life. Her physical endurance and ability to endure the hardships of life deserve all praise. However, baking is not an activity in which you can develop intellectual abilities. However, Juvenal also noted that a healthy mind in a healthy body is a rarity.

Initial indicators:

Energy - 3(max health 196) Intelligence - 1(maximum chi 168) Strength - 2(max weight 166)

Advantage: h health and speed of vitality regeneration.

Absent-minded student

A typical “eternal student” is somewhat reminiscent of Turgenev’s Bazarov. The nature is nervous, sophisticated and a little painful. But the lack of physical strength is more than compensated by high intelligence. Although, one must assume that during the gaming adventures, your health will improve. The main thing is to initially exercise a certain amount of caution and prudence so as not to collect your own skulls.

Initial indicators:

Energy - 1(max health 168) Intelligence - 3(maximum chi 196) Strength - 2(max weight 132)

Advantage: Learning and using spells.

Having made our choice, we must determine the hero’s worldview (good-neutral-evil). What game tasks you will have to complete will depend on your worldview. And finally, we have to decide whether the character will be mortal or we will give him immortality. In the first case, the game will be completed after the first death of the hero. In the second, he will be reborn at the last save point.

Character development

The game character has two main categories of characteristics. The first includes the main characteristics, which can be divided into basic, additional and secondary, the second - magical abilities, skills and abilities.

Game points

Upon reaching the next level, the character, as already mentioned, receives one point for the development of certain basic characteristics. In the process of gaining experience at the current level, points also appear for studying magic and developing skills and abilities. The principle of their distribution is similar, with the only difference being that to raise a skill, for example, from the eighth to the ninth level, you need not one, but nine game points. True, you earn more of them per level.

Main characteristics

As you already understood, there are three basic characteristics - energy, intelligence and strength.

Energy is responsible for maximum health, that is, for the number of units of damage that the hero is able to endure without resorting to treatment and without taking into account regeneration. Replenishment of health reserves occurs either through natural regeneration or by consuming a “life potion” (red bottles). There are several other ways to improve your health, but I will talk about them below.

Intelligence determines the maximum amount of chi, that is, magical energy required to cast spells. Spent chi is restored in the same way - either naturally or with a “chi potion” (blue bottles).

Force limits the maximum weight of items worn by the character. Both items worn and those in the hero’s inventory are taken into account. However, this limitation is not strict; when overloaded, the speed of movement is proportionally reduced. Strength is a non-consumable quantity and therefore does not need replenishment.

On a note: the number of items carried by a character cannot exceed five hundred.

All three basic characteristics are developed using points received upon reaching the next level (one point per level). There are, however, several game quests, when completing which you can earn one. And, what’s especially nice, there are items, runes and materials that increase this or that indicator. The Og rune, for example, increases the energy indicator by one, the basilisk scale material increases energy and life, and the “Earring of the Silver Forest” indirectly affects strength, that is, it allows you to carry more weight without reducing speed.

Additional character characteristics - movement speed. It can be either more than one hundred percent or less. An increase in speed occurs when wearing certain items of clothing (usually shoes), using the Angel Sandals spell, certain runes or materials. A decrease in speed occurs when the character is overloaded, exposed to certain spells, or used certain materials (for example, titanium).

Speed ​​is an extremely important stat, especially for completing certain quests and during combat. For example, the ability to dodge certain magical attacks, such as “Fireball” or “Ice Shard,” directly depends on it. Therefore, watch out for overload and, if possible, use items, runes and materials that increase movement speed.

The overall development of the character is indirectly reflected in secondary characteristics. They can be divided into two groups - attack and defense. The first group includes impact power and spell power, and the second group includes several types of resistance.

Impact force depends on the attack skill, spell power- on the development of the corresponding basic skill of the magic used and on the level of study of the spell itself.

Sustainability The character's damage is divided into several types (weapons, fire, cold, lightning, poison, radiation and blood), each of which is responsible for a specific skill. For example, resistance to physical damage depends on the “armor mastery” skill, and for magical damage - the development of basic mastery in a particular school of magic. The description of the basic mastery of magic schools indicates what kind of stability their development provides.

All resistances have two parameters - resistance and immunity. The durability parameter determines the number of enemy attack units absorbed, and immunity shows the probability of completely avoiding damage.

Secondary stats can also be increased through the use of items, runes, and materials.

Magic abilities

As the hero studies magic scrolls, he uses magic more effectively, his spells deal more damage, and his ability to resist magical damage increases. However, it is irrational to develop all types of magic equally. In my opinion, it is advisable to develop several combat spells in two or three schools, the school of blessing magic, which contains very powerful protection spells, but you should not disdain scrolls for developing basic skills. Extra resilience and the ability to avoid harm never hurt anyone.

Skills

Our hero will not only have to fight on the side of light or dark forces. During the game, he will have to buy and sell things, select clothes, jewelry, armor and weapons to his taste, apply runes and materials to them, and repair worn-out items. A system of skills and abilities is responsible for the ability to do all this. And now - expanded and in detail.

Mystical path- An extremely important skill in Blood Magic. This is a kind of ability to instantly move over a short distance. A very close analogue of this effect is “Open Door” from Heroes of Might and Magic III. In addition to allowing you to overcome obstacles, escape enemy encirclement, or surprise attack them, Mystic Path replenishes your health each time you use it. The main characteristics of the skill are the jump distance, the amount of health restored and the cost in chi units. To use this skill, you must move its icon to the quick spells panel.

On a note: Often the Mystic Path allows you to complete speed quests without any problems, and also eliminates the need to look for gates in the city walls.

Craft determines the character’s ability to apply various materials to elements of equipment, weapons, clothing and jewelry. It does not have any characteristics, but with increasing skill it allows you to apply a larger range of materials.

Runic magic- this is the character’s ability to apply runes to objects, of which there are an incredible amount in the game. The skill stats are the same as for crafts.

It is important: When applying material or runes to a thing, do not forget that after this it may not be available for use, since its requirements will become higher than the level of character development. Applied materials or runes reduce the maximum strength of an item, and after their removal it is not restored.

Repair gives the character the ability to repair things worn out in battle. The level of this skill determines the residual maximum durability to which an item can be restored. It should be noted that repairs from a blacksmith or other character capable of this do not reduce the remaining maximum durability of the item.

It is important: There is a level of wear and tear (relatively small) at which a character with a developed skill repairs can repair an item without losing maximum strength.

Trade allows you to buy cheaper and sell more expensive things, potions, scrolls, materials and runes. When you place a skill icon on the spell panel, it becomes possible to summon a merchant genie. There is no point in selling him something (he buys it too cheap), but sometimes it makes sense to replenish the supply of potions. The main characteristic of the skill is the cost (in chi units) of summoning a merchant genie.

Weapon Mastery is an extremely important skill. It allows you to strike with double damage with a certain probability. In addition, it is this skill that determines the chance of pushing an enemy away when hit to a certain distance. During contact combat with many monsters, this allows you to avoid a counterattack. The skill is characterized by the probability of double damage, the probability of pushing the enemy away and the distance at which he will fly away.

Armor Mastery affects the secondary characteristic resistance to physical damage. The characteristics of the skill are the damage absorbed in absolute units and the chance to completely avoid damage, expressed as a percentage.

Attack makes it possible to inflict additional damage with weapons in contact combat. When summoned from the spell panel, allows you to perform a circle strike with increased damage by right-clicking. This is especially effective when surrounded by enemies. But do not forget that this intensively consumes magical energy.

The maximum level of development of skills and abilities is 32.

Things

There are a great many things in the game, which there is no way to describe in detail and separately. A simplified classification might look like this:

Weapons (knives, swords, sticks, staves, wands, sceptres, etc.) Armor (shields and anything used as clothing) Jewelry (talismans, totems, amulets, earrings, etc.) Scrolls with spells and magical mastery of twelve schools Runes Materials Quest items Other... (potions of life and chi, poisons, various recipes)

Items often have a unique set of characteristics, but there are always requirements for certain character development. If the development does not satisfy at least one requirement, the hero cannot use this item. It is advisable to save only those things that sooner or later can be used in the chosen line of development. For example, armor that requires strength level 17 is unlikely to be achievable for a mage.

A fairly important characteristic of many items of weapons, armor and jewelry is the number of runes applied to them. An item may not provide for the imposition of runes at all, and if it does, then their number can be from one to five. If you plan to collect runes during the game to compose runic words, be sure to pay attention to this characteristic.

Items are purchased from merchants, dropped from monsters, and stored in chests.

Weapon

Main characteristics of the weapon - weight, damage dealt And margin of safety. There are, however, also indestructible types of weapons, but they are extremely rare. Oddly enough, weapons suffer much less in battle than armor.

The game distribution of weapons based on damage caused is very unique and often not constrained by unnecessary logic. For example, a cutlass can do more damage than a sword, and a cane can do more damage than a cutlass.

Some weapons have additional damage factors, which are always noted in the tooltip.

Weapons can be modified with materials and runes, increasing damage done or adding magical properties.

Armor

An even more extensive and very heterogeneous category, where the common characteristics remain weight, strength And physical resistance. Some types of armor can provide magical resistance instead of physical resistance, which is especially valuable for a magician who prefers non-contact combat. Occasionally you come across indestructible armor samples.

Boots increase speed by 6-12%, and gloves add physical damage when attacking in melee combat.

Decorations

Jewelry includes anything that can be worn around the neck or hung from the earlobes. Decorations can increase the damage inflicted by the hero due to additional magical factors, increase resistance and immunity, and add life or chi. A significant part of the earrings makes it possible to carry more weight.

Materials can be applied to absolutely all jewelry, and runes can be applied to many.

Scrolls

Scrolls are used to develop magical abilities and learn spells. They can be bought from priests and some sellers. Occasionally you come across them when killing monsters. In order to raise the level of abilities in any magic or the level of a spell by one, one corresponding scroll is required. With points for the development of magical abilities, everything is not so radiant, but I already mentioned this in "Gaming glasses" . There are no other requirements that limit the development of a character's magical abilities.

Runes

There are a lot of runes in the game. Sometimes it seems that their number is simply incalculable. Each of them changes some characteristics of the object on which it was applied, and indirectly - the characteristics of the character. For example, the Gi rune adds fire damage, and the Ho rune increases life regeneration. The vast majority of runes increase mastery in a particular school of magic or the power of a particular spell. There are also runes reducing character characteristics. These include, for example, the runes Yj (decreases physical resistance) and Vt (reduces resistance to cold). So be careful when applying runes.

Let me remind you that applying runes to objects reduces their maximum durability, and it is not restored when they are erased.

On a note: there are special ones in the game recipes cleaning objects from materials and runes with full restoration of their maximum strength.

The ability to apply certain runes depends on the “runic magic” skill. But the runes themselves, when applied, can significantly increase the requirements for using an item, making it inaccessible to your character. Information about the requirements that an item will have after applying the rune is given in the tooltip for each specific rune.

An important feature of runes is the composition of them runic spells, but more on that below.

Materials

This class is quite unique. Materials are used to apply them to items of weapons, armor and jewelry in order to give them new properties, which, as in the case of runes, indirectly affect the characteristics of the character. For example, steel increases the level of the Weapon Mastery skill and adds physical damage on impact, and the enchanted silver material increases all types of resistance, as well as the speed of health and chi regeneration.

The difference between materials and runes is that they can be applied to all items of weapons, armor and jewelry without exception.

The character's crafting skill determines what materials you can apply to items.

Materials, like runes, can increase the requirements of the item they are applied to to the point where it becomes unavailable.

On a note: It should be remembered that each unit of material or runes can only be used once. If you erase a rune or remove material, they do not return to inventory.

Others

This category includes potions of life, chi and poison, as well as a variety of scrolls with recipes. Poisonous potions are indispensable in various alchemical recipes and some spells of the Alchemy school.

The recipe scrolls are quite interesting. They do not require in-game “learning” by the character and are not consumed. The information contained in them is the name and quantity of the ingredients needed for successful alchemical transmutation. There are several types of recipes.

Kits

Sets of certain things, which may include weapons, armor, and jewelry. In addition to the properties given by each item individually, the set gives additional properties to the hero on whom it is worn. An example is the Forest Warrior set, which includes the Defender's Axe, Ranger's Armor, Forest Amulet, and Forest Guard's Earring. This set increases life regeneration, impact power, reduces the strength of the enemy's armor, increases the chance of knocking out the enemy's weapon upon impact, and improves all basic characteristics.

Assembling the kit is quite a tedious task. The problem is that the necessary components can be found at completely different stages of the game. Or they may not get caught at all.

Runic Spells

It looks like an altar. Maybe I should give some god a bribe?

Runes can form quite meaningful English words. In this case, the so-called runic spell. You can stack runic spells by placing them in a specific order on an item of weapon, armor, or decoration. Of course, this item must have the required number of places for applying runes. In some cases, a rune spell significantly increases the characteristics of a character, and each individual rune continues to act in its own way. A very typical example is the rune spell “FiRe”. It adds fire damage to the attack and increases fire resistance. Regardless of this, its component Fi and Re runes increase the levels of blood magic spells and the Ice Shield spell.

As you can see, runic words are very effective. In addition, they do not consume energy and act automatically.

Scroll Recipes

During the game, a significant number of scrolls accumulate, which are unlikely to be in demand. If I, for example, am an adept of fire magic, then why do I need the “Bones” spell? Learning unnecessary spells is unjustified: it leads to the dispersion of development resources, and the spell panel is still limited to eight cells. So what to do with unwanted scrolls?

The easiest option is to sell. This is, of course, a direct benefit. But for a player who loves and values ​​risk, there is a tempting alternative. You can open the “Alchemy” panel, place a random scroll in it, add 48 units of poison to it and... get a random scroll from any school of magic.

There are many recipes for transmuting scrolls, using which you can significantly expand your knowledge in the branch of magic that interests you.

Recipes for random things

By combining three identical items with a certain amount of poison, you can get a random item of the same category.

Recipes for enchanted items

Two identical units of weapons, armor or jewelry, plus poison - and as a result we have the same thing, but with some random rune applied. There is also a chance that a new material suitable for application will appear.

Recipes for forged items

Here the situation is the opposite. The item obtained through transmutation has material applied to it, and an additional rune may appear.

Recipes for recovery

You have received excellent armor, but you cannot put it on because of the Is rune, which is also absolutely useless to you. You can, of course, simply erase the interfering rune, but the maximum strength of the item will not be restored. Well, all you need to do is add 249 units of poison - and the armor is completely restored, and at the same time the interfering rune is erased.

Such recipes are also quite suitable for completely restoring items worn out in battle. The only “but” is that both the material and the runes, if they were applied, will be lost.

On a note: in all cases of transmutation of things there is a chance to receive a new rune or new material. This chance directly depends on the level of study of the Transmutation spell.

Potions Recipes

You can get acquainted with these recipes at the very beginning of the game. They allow you to make your own potions of life, chi and poison. Sometimes this comes in handy when there is no merchant nearby, and you just don’t have enough money to buy from the genie.

Morphing

This feature of the game is great in terms of entertainment. Studying a particular spell leads to changes in parts of the character’s body and the acquisition of additional combat capabilities. There are eight body parts (torso, shoulders, head, neck, arms, legs, wings and horns). There are twelve magic schools. As a result, we get 96 modifications of body parts, which can also be combined with each other if you master several schools at the same time. As an example, I will give the morphing of the fire school. So:

Demon Body (Fire Resistance +3, Cold Resistance -3) Demon Spikes (1% chance of causing Level 1 Explosion on hit) Demon Head (Chance to deal double damage +1%) Demon Crest (Fire damage 1-4) Demon's Pincers (1-10 fire damage) Demon's Tail (1% chance to knock out enemy's weapon on hit) Demon's Wings (reduces enemy's armor by 4 on hit) Demon's Horn (1% chance to cause level 1 Burn on hit)

As you can see, morphing provides very serious additions to your fighting qualities. And I can assure you that the development of other magical schools gives no less spectacular and effective results.

Tattoos

Another interesting feature. From time to time during the game you will meet characters who can give your hero tattoos. As you understand, a tattoo is a serious thing. If you already wrote: “I will not forget my own mother,” then be so kind as to not forget.

And now - in all seriousness. Tattoos enhance certain stats, skills, and abilities of your character, although some may increase some stats while decreasing others. Some tattoos can only be applied to a certain worldview.

The main obstacle in choosing a suitable tattoo is the lack of description of the parameters it changes. Well, I'll try to make your life a little easier - see table .

Table 1
Tattoos
Tattoo Effect
Assassin +5% chance to deal double damage
Atheist +4 to all resistances (“good” is not available)
White Ninja adds 1&mdash24 physical damage (for “good” alignment)
A vampire 3% of life is stolen per hit
Warrior +2 to Weapon Mastery skill
Wolf life regeneration +1, energy +1
Wolfhound fire damage on impact 1-15
Thief knocking out an enemy's weapon on impact 1%, experience per hit +1
Magic Academy graduate chi +20
Genius intelligence +2, life -10
The Dragon all characteristics +1
tenacious life regeneration +2
Mark of the Undead +2 to Summoning Mastery spell level
Intellectual chi +30
Bone Dragon +2 to Bone Mastery spell level
Merchant loss of items upon death -20%
Leader intelligence +2
Fox intelligence +1
Lunar cat all characteristics +1, all resistances -5
Marauder knocking out enemy armor on impact 1%
Silent life +40, chi -20
Scammer knocks out enemy armor on impact 1%, loss of items upon death -10%
I won't forget the runes! +2 to runic magic skill
Monkey +9% speed
Eagle +9% speed, -32 maximum weight
Coyote Hunter strength +1
Paladin +2 to Blessing Mastery spell level
Arsonist 1% causes level 3 burning on impact
Samurai lightning resistance +10
Gray Ninja poison damage 1-20 (for "neutral" alignment)
Strongman maximum weight +25
Scorpion 6 points of poison damage over 4 seconds
Soldier +2 to attack skill
Wanderer +6% speed, +2% chance to deal double damage
Dealer +2 to trade skill
Troll +2 to strength
Child killer resistance to blood +10.
Monster blood damage upon impact 1&mdash15
Shaman fire resistance +10

Magic

Magic in the game combines both “canonical” elemental schools and “exotic” ones. I didn’t see any absolutely useless spells, but here, as they say, it’s a matter of taste and personal preference.

There is a very interesting feature of magic in this game - the ability to combine spells, including those belonging to different schools. For example, the “Fireball” spell can be combined with the mastery of fire magic, which will strengthen it, with the “Burning” spell, which will add an aftereffect (enemies continue to burn for some time, losing health), with the “Lightning” spell, which will add fire damage electrical damage. There are many such combinations. They are especially useful in cases where you have to fight with enemies who have some kind of resistance.

There are 12 schools of magic in total. Each has a mastery skill and seven spells. Spells can be active or passive. Active ones can be placed on the panel and used by pressing, while passive ones simply increase one or another skill of the hero or indirectly affect the effectiveness of other spells of the corresponding school. In terms of combination, they can be divided into primary and secondary, although some spells can be both primary and secondary.

The icon for any spell can contain angled arrows.

An arrow pointing left and up means the spell can only be primary.

If the arrow points to the right and down, then the spell can only be secondary.

The meaning of both arrows at the same time is quite obvious. If there are no corner arrows, then this position is passive.

Bones Magic

The charm of the evening. I don't even want to leave.

Bone Mastery. Passively increases immunity and blood resistance. As a secondary effect, it increases the number of bones scattered when using bone spells.

Bone Spear. A bone spear appears and flies towards the target. When hit, it causes physical damage and can also split into two or stun the enemy.

Spikes. Spikes shoot out from the ground, throwing the enemy into the air and causing physical damage. A thrown opponent may be stunned.

Bone Rainbow. Bones deal additional random damage.

Bones. The bones fly apart, dealing physical damage. If hit, the bone can bifurcate and stun.

Scull. A skull appears, pursuing its target. When hit, it causes physical damage, crumbling into several bones.

Bone armor. Summons several skulls that fly around the mage and homing when approaching the target. Armor absorbs some of the physical damage.

Spirit of Vengeance. Requires a corpse to use. A skeleton appears in place of the corpse, scattering bones and bone spears around for a certain time.

Magic of water

Water Mastery. Passively increases immunity and resistance to cold. As a secondary effect, it reduces the duration of Burn, and also increases the chance of freezing the enemy when dealing any cold damage to them.

Ice shard. An ice crystal appears in the hand and flies towards the target, causing cold damage. When hit, it shatters, causing the Ice Blast spell.

Ice Blast. Used as a complement to other spells in the school. Deals cold damage within a certain radius.

Geyser. A fountain of icy water throws the enemy up, dealing cold damage and freezing them.

blizzard. Large hail falls from the sky, causing cold damage.

Wave. A wave of icy water emanates from the magician, freezing opponents.

Ice Shield. Whenever you take damage from a weapon, cast an Ice Blast spell, dealing cold damage.

Water sphere. Projectiles such as Cobblestone, Ice Shard or Fireball stop working in a certain area.

Blood Magic

Blood Mastery. Passively increases immunity and blood resistance. Adds blood damage to any spell as a secondary effect.

Masochism. Returns part of the damage dealt to the magician in the form of chi.

Vampirism. With each hit, part of the health and chi is taken away from the opponents and transferred to the magician.

Wounds. Opens wounds that gradually reduce the health of enemies.

The look of death. While the spell is active, the target has a chance to take double damage.

Bloodlust. When attacking, adds a chance to open “Wounds” and cause double damage.

Queen of Hearts. A shield that absorbs a certain amount of damage. When the shield ends, enemies around you may develop Wounds or be affected by the Death Gaze spell.

Victim. Increases strength, energy and intelligence, while inhibiting life regeneration. Doesn't require chi.

Earth magic

Me and an unfamiliar penguin. We are the two survivors of the battle.

Earth Mastery. Passively increases immunity to fire. As a secondary effect, it increases the duration of earth spells, as well as the chance of pushing the enemy away when hit by spells such as Cobblestone, Ice Shard, or Fireball.

Cobblestone. A small stone appears in the magician's hand and flies at the enemy. When hit, it causes physical damage with a certain chance of stunning.

Stone Golem. Allows you to summon a Stone Golem. The golem uses the "Cobblestone" spell.

Tremors. Stuns all enemies within a certain radius.

Stone curtain. Stones fall around the magician for a certain time, causing physical damage to opponents.

Stun. Inflicts minor physical damage and also stuns the enemy, preventing them from moving for some time. The effect of the spell is removed when the stunned person receives any additional damage.

Stone Skin. Makes the mage's skin hard as stone. Reduces any damage dealt to him, but at the same time the magician's speed is reduced.

Gorgon's Kiss. Drops a stone on the enemy that causes Slow. Until the slow ends, the victim receives physical damage once per second.

The Magic of Blessings

Blessing Mastery. Passively increases immunity and resistance to lightning. As a secondary effect, it increases the duration of blessings.

Holiness. Increases life regeneration for living creatures, and damages undead creatures.

Angel Sandals. Temporarily increases the magician's speed.

Occam's Blades. Reduces the duration of all curses and blessings.

Hercules. Temporarily increases the magician's power.

Insight. There is a temporary increase in strength, energy and intelligence followed by a temporary decrease.

Mirror of Venus. Returns part of the damage received to the attacker.

Goliath Shield. Temporarily increases all the magician's resistances.

Air magic

Air Mastery. Passively increases immunity and resistance to lightning. Adds lightning damage as a secondary effect.

Lightning. Lightning strikes from the sky at the target location, causing electrical damage. May cause Shock.

Chain Lightning. Lightning strikes the selected enemy, then spreading to several nearby.

Air shield. Increases lightning resistance and also summons several Whirlwinds that fly around and deal lightning damage to nearby enemies.

Shock. Deals small damage to the target, causing Stun with some chance.

Ball lightning. Ball lightning flies towards the target. During flight, it causes “Shock” in enemies within a certain radius. On hit, it causes electrical damage and also casts a Lightning spell, dealing additional damage.

Vortex. A small vortex appears, chasing the target. On contact with the target, it deals lightning damage and disappears.

Tornado. A large tornado flies towards the target, shocking enemies upon contact. Lightning strikes all around, striking opponents. At the moment of disappearance, the tornado scatters into several “Whirlwinds”.

Summoning Magic

Summoning Mastery. Passively increases immunity and resistance to poison. As a secondary effect, increases the level of summoned and resurrected creatures.

Raising the Undead. Raises skeletons or zombies. A corpse is required for the spell to work. The resurrected will follow the hero and protect him.

Resurrection. Brings a dead enemy back to life. A corpse is required for the spell to work. The resurrected one will follow the hero and protect him.

Summon Demon. Summons a demon that attacks good and neutral mages. Only one daemon can be summoned at a time.

Champion Summon. Summons a champion that attacks evil mages. Only one champion can be summoned at a time.

Exile. The spell only affects summoned creatures. The creature dies instantly, and the summoner suffers damage equal to a percentage of the disincarnate's life.

Enslavement. Allows you to subjugate someone else's undead (skeleton or zombie).

Demon Lord. Passive skill. Increases the lifespan of summoned and resurrected creatures. In battle, a magician with this skill can, with a certain probability, destroy the summoned creature with one blow.

Magic of light

Mastery of Light. Passively increases immunity and resistance to radiation. Adds radiation damage to spells as a secondary effect.

Radioactivity. Periodically inflicts radiation damage at a short distance from the magician.

Shine in the Dark. The spell causes radiation sickness. A small amount of radiation damage is caused every second. Resistance to radiation is significantly reduced. Can hit nearby enemies.

Dark. Temporarily increases the magician's resistance to electricity and radiation.

A ray of light. Radioactive beam causing damage. If hit, it can cause radiation sickness or set enemies on fire. Reflects from obstacles.

Star. Causes radiation damage to all enemies in a specific area. The mage gains additional radiation resistance.

Light Elemental. Temporarily turns a friendly creature into a light elemental. The creature deals additional radioactive damage with any attack, and also becomes radioactive itself.

Flash. A bright flash blinds everyone around, causing confusion and, with a certain probability, radiation sickness.

Curse magic

Curse Mastery. Passively increases immunity and radiation resistance. As a secondary effect, it increases the duration of all curses.

Slowdown. Temporarily reduces the enemy's speed.

Vulnerability b. Temporarily reduces the target's resistance to fire, cold, lightning and radiation.

Weakness. Temporarily reduces strength to 1.

Cowardice. During the spell's duration, the victim may become frightened whenever damage is dealt to them. The cowardly creature becomes a universal target, and everyone considers it their duty to attack him.

Damage. Reduces resistance to poison and prevents the restoration of vital energy.

Strangler. Life and chi regeneration slows down.

Dummy. During the duration of the curse and when using any spell, the target receives damage equal to a portion of the spent chi. As the level increases, the percentage of chi returned as damage increases.

Alchemy

Alchemy Mastery. Passively increases immunity and resistance to poison. Adds poison damage to any spell as a secondary effect.

Transmutation. Passive skill. Improves the quality of items obtained through alchemical mixing.

Metabolism. Increases resistance to poison, increases the speed of life regeneration.

Acid. When in a secondary slot, adds poison damage to any attack or spell. Doesn't require chi, but does cost a potion of poison.

I. A drop of poison appears in the magician's hand and flies towards the target, causing poison damage. Temporarily poisons the enemy.

Plague. The enemy becomes ill and periodically receives damage from the poison. There is a chance of infecting everyone around you with the disease.

Intoxication. If a creature is poisoned, it takes additional poison damage every second.

Cholera. Requires a corpse to use. The spell explodes the corpse, inflicting Plague on nearby enemies.

The magic of pentagrams

Pentagram Mastery. Passively increases immunity to cold. As a secondary effect, it increases the lifetime of pentagrams.

Pentagram of protection. Reduces any damage dealt to a creature in a given pentagram.

Demon's web. You cannot leave this pentagram, but you can enter it.

Breath of the Absolute. Reduces chi costs and increases the level of all spells in its area of ​​effect, except for pentagram magic.

Gate of the Abyss. You cannot enter this pentagram, but you can exit it.

Oasis. Significantly increases life regeneration in the area of ​​effect.

Mousetrap. This pentagram causes damage to anyone inside when it collapses. If at the moment of “collapse” the pentagram is empty, then it causes damage to the one who created it.

Last breath. When this pentagram “collapses,” it turns corpses into vital energy, which it transfers to the magician.

Fire magic

Fire mastery. Passively increases immunity and fire resistance. Adds fire damage as a secondary effect and also reduces freeze duration.

Fire ball. A fireball appears in the hand and flies towards the target, causing fire damage. When hit, causes an "Explosion".

Explosion. Passively deals fire damage in a certain radius when using fire school spells. Has a certain probability of casting the Burning spell.

Combustion. Used as a complement to other spells of the school, it sets fire to enemies caught in the area of ​​effect of the spell. Can also be used to set the landscape on fire.

Fire Shield. Increases resistance to fire. Several small fireballs fly around the magician and explode upon contact with an enemy. Damage depends on the level of the Fireball spell.

Hell fire. Explodes the selected corpse. Creates several clots of flame that fly in different directions. Damage depends on the level of the Fireball spell.

Fire Breath. A stream of fire flies out from the magician's hands, causing fire damage. Sets enemies on fire using the Burning spell.

Spell by fire. Sets the weapon on fire for a short period of time, adding fire damage to it on impact. While the spell is active, the mage stops dealing cold damage.

Walkthrough

So, we got some idea about the game. It's time to move “closer to the body,” that is, to the passage. By the way, I completed the game for neutral character in order to retain some freedom of speech and religion. And chose as a lone hero absent-minded student. I don’t know why, but I liked this skinny little guy, sticking his always sniffing and curious nose everywhere.

First act

We begin our difficult journey at the Avon Academy of Magic. Having received specialization and passed the final exam, we head to Avon. Rector of the Academy Professor Magnus for some reason I recommended finding the local head of the guard Erika.

Arriving in Avon, you don't have to rush. There are plenty of opportunities around to improve your skills, earn money and acquire some useful things.

Having caught any young urchin, for one coin we can get a guide to the city’s attractions. The boy will earn back the money with interest, showing almost all the city sellers.

In addition to proactively exterminating monsters on the outskirts of the map, the hunter has work to do Alan Quartermaine. By the way, is this name familiar to you? Yes, yes, exactly “The League of Extraordinary Gentlemen.” But he doesn't look much like Sean Connery.

By destroying the population of rock coyotes and their offspring, we will not only become stronger and richer. Ten skins of these “peace-loving” animals are enough for Eric’s key quest. It turns out that these are the skins that he lacks for complete happiness. By the way, it’s worth grabbing a dozen more skins for the future. There are events ahead when they will be very, very useful.

After running around the city up and down, we can help Mary Aruen, eager to gather naughty children, defend the interests of the Bright Church and brother Dominic, help with advertising to the blacksmith Rock, work in the field of strengthening law and order, destroying murderers and catching thieves for guard captains Puyla Diffeda And Aragweina.

Almost all of these tasks can be completed repeatedly, since the supply of stone coyotes, heretics, thieves and murderers in the city is truly inexhaustible.

Tired of the local benefits of civilization, we give 10 coyote skins to Eric, which makes him indescribably delighted and imbued with boundless trust. His next task is to return to the Academy and talk to the rector. It’s not that we miss our mentor, but curiosity gets the better of us.

Magnus asks to find a local shaman or sorcerer named Mallog and reason with him. Mallog, you see, is highly respected among the goblins, which he takes advantage of, inciting them to all sorts of outrages. And, as they say, he himself is not without sin.

The search for Mallog should begin from the village of Miners.

First of all, you should find headman: It will help you practice on goblins (and goblins). Meanwhile the miner John will ask you to find and return his daughter, who was kidnapped by the sorceress. And after hanging out among the people, we find out that Mallog must be looked for somewhere in the Northern Wastes. Along the way, it makes sense to go to the Sleepy River, where there is one wonderful bridge. Try it - you won't regret it.

The northern wastes lead us to Mallog's cave, from where the path to his Lair opens.

On the way to the lair, we will meet John's daughter, and after a short conversation, at the most inopportune moment, she will disappear.

Having found Mallog, we'll talk to him. That is, we will talk, and Mallog will hiss. By the way, why is he hissing? Delightful, delightful... Hm, he hisses something familiar. And his name is somewhat familiar. Mallog... Mal-log... Gol-lum... Bah, this is “The Tale of a Real Man” by the world-famous professor of philology!

After hissing and spitting to his heart's content, Mallog takes his leave, disappearing into the air and continuing to pour out inarticulate, fading threats.

Having failed to save miner John's daughter, we return to Avon, where we look for the professor Larsa. A kind of military council gathers, deciding that it’s time to kill Mallog. And, of course, he puts this godly task on us.

Now you have to search the Eastern or Southern wastelands. In both locations there are portals to the Mine. Near the Mine you can sign up for a couple more quests, and one of them - to save the miners - can be completed along the way.

From the mine we get to the Adit, from there we make our way to the Near Adit. There are two passages here - the Far Adit and the Mine. It's worth exploring in the Far Adit, but there is no way out.

We return to the Near Adit, having fought our way into the Silver Mine, and from there, leaving behind heaps of corpses and washing down the pain with bottles, we go out to the Altar of Mallog. Here we will meet an unknown monk, desperate to defeat evil on his own. Next to him are several chests literally bursting with potions, money, weapons and armor. Having smashed our chests and filled our pockets, we finally go to war as a fan of “Preles-s-s-sty.”

So, before us is the first game boss. He's not as scary as he might seem. In a fight with him, the main thing is to fuss more and stand still less. If it gets really hot, you can temporarily go to one of the rooms around the perimeter of the hall to heal and straighten up your dented armor. The Angel Sandals spell will be very helpful in battle. And it’s better to beat a harmful sorcerer with combined spells, jamming him or slowing him down. After a dozen good slaps, the adversary will turn into a god-knows-what frightening appearance, but will continue to die regularly. One way or another, it won’t be too difficult to kill him.

After defeating Mallog, all that remained was to collect the clothes lying around here and there, break the surviving chests and triumphantly return to Avon. Report what you have done, and then go to the second act of the game as part of the caravan.

Second act

According to rumors that the Intelligence Department of the Academy of Magic regularly collects (what did you think?), a certain ally of Modo has appeared in Veronisha. This is where we have to go.

They drop us off at the edge of the Diamond Forest. Right there, without leaving the cash register, we get Feadora The task is to shoot fire ants and collect their eggs. For this they give you money, which you can spend right there by buying something useful from the caravan owner. Very comfortably.

The Veronish Road will provide invaluable experience in killing smugglers and vampires. The guard named first will desire Marek, and will require the second Lance Hendrickson. Regarding the second, I still haven’t decided. Either a famous film actor, or an equally famous tycoon and extreme sportsman from the film “Alien vs. Predator”.

Once in Veronish, we again complete various quests, including a couple of very important ones. One of them is given by a girl Heidi. She asks to return her lost bracelet and promises to give her pass to the closed city of Dessiato as a reward. Another important task is the order of the local saltys (someone like a judge and headman in one person) by name Capri. This mademoiselle simply cannot find peace for herself until 7(!) priests who disappeared somewhere in the Hunting Grounds are found. Well, at least not 26 Baku commissars.

Both quests will lead to the same result - getting a pass to Dessiato, but the Capri line is longer. However, this is not an acquired taste, although the robbers will have to hit the faces in any case. Because we are not their errand boys.

In addition to the main and side quests that Veronish abounds in, this act also contains many very instructive adventures: guarding cows, which are herded by a big beer lover Santiago, searching for three more priests (not really priests, but some kind of blessed ones), turning monsters inside out in search of the smuggler’s skull, which the guard wants to see Thomas, catching scaly ducks for Anna Kabnekaise...

Along the way, I ended up in the lair of the Prisoners of Lust (well, I didn’t go there of my own free will, honestly) and talked there with the next main villain Hotblack, I discovered that, oddly enough, I was welcome here and quite peacefully disposed. True, before this we had to send some psychotic gypsy and half a dozen priests who defended her to a better world. I can’t understand why they’re all mad at me.

It seems that the mass beating of opium sellers for the people improved Hotblack's impression of me. After talking with him for some time, I realized that somewhere, apparently, I had stumbled and walked down a slippery slope. Having decided to return to the bosom of the Light Church, I thought: “It was not!” and hit the giggling depraved magician with a fireball. But the battle never happened, because he shouted something friendly to me about a meeting in Dessiato, the screen went dark, and I was thrown out somewhere in the area of ​​the Priozernaya village. It happens to everyone?

One way or another, the robbers are dead, you and I have two passes (one from Capri for exterminating the robbers, the other from Heidi for returning the bracelet) and we are heading to the mysterious Dessiato.

On the way we will meet some kind of guard Romero who really wants to argue with someone about something. As a result, we destroy another gang (well, this is not the first time for us) of 50 people, not counting the leader. However, you will have to kill them in any case, because they interfere with your passage.

Once in Dessiato, we discover that we have arrived in the midst of the celebration. The city is burning, residents are rushing about, bandits are gloatingly chasing them, angry guards are chasing bandits... Having made our way through all this festive atmosphere, we find the main astrologer Myrddin. The essence of his task: to find and bring five amateur astrologers, to whom he distributed pieces of the key spell. And the goal is completely innocent - to open up the abyss of heaven in order to extinguish the fire. Astrologers refuse, but they willingly give up parts of the key. And then, they say, you somehow manage on your own.

We return to Myrddin, make it rain, put out the fire...

The further path in the darkness lies through the thicket of the Diamond Forest to the Hotblack Bonfire. Hotblack himself impatiently stomps around the fire named after himself, childishly rejoices at our arrival, instructs us to go to Dessiato and bring him something very necessary for the ritual.

There seems to be a fork here for a neutral character. You can go to carry out the assignment, thereby embarking on the path of evil, or you can refuse. I preferred the latter, and here's why. Firstly, there was no longer a need to go to such a distance for who knows what, and secondly, it was a sin not to take advantage of the opportunity and not give this show-off a blow to the brains. The result is that he hit me in the brain three times, and I gave him one. But I knew how to resurrect, and he didn’t.

And then pure surrealism began. Appeared out of nowhere old lady And Student, who immediately began to beat me with anything and accuse me of all mortal sins. I was so dumbfounded that I tried to negotiate with them for some time. And then he died, was resurrected and realized that the path of good has very steep edges. It's not so easy to return to it. In general, the Old Lady and the Student turned out to be very “fat” monsters to the touch, but they also did not know how to resurrect.

Returning to Dessiato and running back and forth, I discovered that the way from here lies through the Well. That is, we will leave through the sewer. In the best traditions of stealth-action.

What do we need? That's right, rope. We look for a local beauty salon (that's where ropes are sold in Dessiato), talk to the owner, buy a rope. No, no, no need for soap, we still have a lot to do in this world.

We go down the rope into the well. Indeed, a sewer. Zombies, skeletons, some other evil spirits... Having wandered around the dungeon and destroyed the infection there, we get out into the fresh air of the third act.

Third act

So, we crawl out into the light of day and look around. Plain. That is, it is written that it is a plain. But in reality it’s some kind of forest-steppe. And the creatures here are some new, unexplored. Diligently studying the local fauna and methods of exterminating it, sooner or later we will stumble upon a friendly dendroid named Abu al-Derakht. He is overwhelmed by pigs, who undermine the roots. Having exterminated the pigs (what if we didn’t exterminate the pigs?), we receive a bottle of oak juice as a reward. If it were birch, they would drink it, but let it lie there. It will be very useful to us, mark my words.

While exterminating living creatures, we will not disdain the bones that fall from some individuals. Residents of Nueva Vegas, where they will be heading soon, are simply obsessed with the theme of bones. They build something out of them. And only the lucky owners of these are allowed into Cité del Mar through the portal.

In the Cliffs Region you will find living, talking and quite sociable skeletons of pirates. They will tell a heartbreaking story about their curse and the captain who abandoned them. Well, now we have a job to do. We need to go to the city and look for a sword, without which they cannot choose a new captain for themselves.

By the way, in the Cliffs District there is a Cave, and in it there is a chest with minerals. If this chest is broken, then among other contents there will be a piece of consecrated silver. Let's hide it until better times...

The third act is rich in names. On the outskirts of Nueva Vegas lives a tiger skin buyer Felix, in Solnechnaya Dolina, grazing sheep Ardoshir ibn Babak, and not far from him lives an item caster Calypso. They all want one thing or another, not skimping on money and experience... But the damn spellcaster gave me some kind of guitar. So I gave this guitar to the local Nils, the rat catcher, in the port of Cité del Mar. Zhuge— I gave it for practically nothing. Well, shouldn’t she hit monsters over the heads, running to repair them after every blow? Her strength, you see, is one. However, I digress...

Once in Nueva Vegas itself, we immediately find a lot of interesting things. The soothsayer also lives here Bernice Al-Farawandi who does tattoos, and even a real general lodges. His name is (hold onto the chair) Battista Abu-t-Daryagorg Al-Delir. Wow. True, I still didn’t understand what he believed in. But after talking with him, I learned a lot of pompous things about the history of the city and a little useful information about the history of the general. It turns out that the general is the same renegade captain who abandoned the pirate crew. On the other hand, it can be understood. Well, who wouldn’t give up a dubious profession for the sake of a general’s stripes? In general, we return to the pirates, release them on all four sides and go back...

This is interesting: someone hangs out in Nueva Vegas Volka ibn Alyosha. When I saw him, I initially decided that he would now order me old Hottabych. However, the matter was limited to catching the dogs. The people are getting smaller, getting smaller...

Among other things, the general with a kilometer-long name hinted that it would be nice to go to Cité del Mar and talk with the local ruler. Otherwise, some kind of conflict flares up, and there is no one to extinguish it.

Using the collected bones as a pass, we pass through the portal to Cité del Mar, where we have a pleasant conversation with the senator Maroy. From the conversation it becomes clear that we need to go even further, to Kzuko, an underwater city where the senator is in charge Blucher Al-Napak. No, no, this is not the same Blucher. Namesake, probably.

The path to Kzuko runs through the port, where new adventures await. There is a tavern in the port (why!). Madame is in charge there Julia which madam has a son Karlek and daughter Linka. So, this very Link was stopped by the real one Baba Yaga. She, presumably, disdained the dwarf. Accordingly, we have to go to the North-West Coast and rescue an innocent child from the bony clutches of an honored stupa pilot. I warn you right away, there will be another fight. Baba Yaga, as expected, is immortal. But the geese, which she called for air support, are completely killed. And with their deaths, the life of the “grandmother” melts away.

And now - attention. On the outskirts of the port stands a certain handsome grandfather Mustafa ibn Mustafa. And this grandfather promises you countless treasures if you agree to go through the portal to the island where these treasures are hidden. He himself, you see, is old, decrepit and weak for such a journey. Do you agree to the offer? Amazing.

Now - the rough truth of life. There were no treasures, there are none and there never will be. And you, diamonds, will have uranium ore in the appropriate mine, where you will be a convict, and not a treasure hunter. And back - either you have to pay a hundred thousand, or you have to carry the ore to the stove. So choose. Especially if you don’t have these same hundred thousand.

I carried this ore, carried it... In short, I achieved a return - and there the same grandfather stood there, smiling affectionately. If anything happens, he says, come back again. Well, I hit him with lightning from the bottom of my heart, at least it didn’t hurt my grandfather, but I felt a little better.

Okay, enough about the unpleasant stuff. We find the Tunnel in Kzuko, go there and find ourselves in the underwater world. Here you can hunt local evil spirits and get hold of a very funny creature. The name of this entity is a talking jellyfish.

I collected four of these jellyfish. One, as it turned out, was required to complete the game, and I carried the remaining three in my pocket until the very end. The jellyfish turned out to be incredibly chatty. I even wanted to throw them away at first, but when one of the jellyfish said: “One question is tormenting me, boy. And why the hell did we end up in this fucking Palestine?”, I realized that this was fate. And I was in a good mood until the end of the game.

Once in Kzuko, we talk with Madame Blucher (yup, Blucher is a woman) and find Professor Lars in the same Kzuko. The professor's story is of little use, so we return to Mara to find out what to do next. And then - the usual task. Kill Madame Blucher. But don’t rush to go under the water, our madam won’t be killed just like that. The amulet you need here is the Assassin's Sphere. And it will be done by none other than old friend Calypso. This is where oak sap, consecrated silver, and ten stone coyote skins (remember?) will come in handy. Even a talking jellyfish will be used - one thing. And don’t be alarmed - ten thousand in money. But, as the father of Russian democracy said, bargaining is inappropriate here.

Armed with the Killer Sphere, we go to take Blucher’s life. There will be a lot of running around. The hall where the battle will break out is decorated with columns that greatly interfere with magical attacks. However, it is convenient to hide behind them while your health is restored and the spell is recharged.

Having killed Blucher, we return to Mara for a reward. After this, we go to Kzuko again, climb a beautiful spiral staircase (it has no railings, try not to fall) and emerge from the water in the fourth act.

By the way, an important point. When moving to the fourth act, it is impossible to return to any of the first three. So, if you have unfinished business in some locations, think about them in advance.

Act Four

The village of Chel is no worse than any other city. There is even a mayor. He will give us the next task. However, it wouldn’t hurt to visit a local tattoo artist, Meiyu. By the way, she is the local Guardian of the Roads. What this means, let her explain it herself.

So, the new task is to lift the curse placed on the village by the evil yokozuna. On the mountain. Having reached the said yokozuna, we start a conversation with him and find out that it is not he who is to blame for the troubles of the inhabitants of the village of Chel, but a certain Moley from Arlington. However, it seems that yokozuna himself is not without sin. Otherwise, why would he rush into a fight?

Of course, we are not sumo masters, but we will somehow defeat yokozuna. And from his palace the path leads to the Rock Garden, where an ethereal creature awaits Indigo. She says that she can create a Break spell that will forever destroy the connection between our world and the world of the Absolute. To do this, you will need totems of the twelve clans inhabiting the Kingdom of Air.

Our further journeys through the fourth act are marked by the search for totems. The matter is not as complicated as it seems at first glance. Almost every owner of a totem considers it his duty to hang around the next portal.

Having reached Arlington, we kill Molay, thereby removing the spell from the village of Chel, and at the same time we can complete several quests. One of them is given by an ikebanist, another by a hungry samurai, and a third by the Turkey Queen.

Returning to the village, we report to the mayor about the lifting of the curse, after which we go to the Guardian of the Roads so that she opens the road to Ingsok.

In Ingsok you need to kill another henchman of Modo - Feida. They say that he took refuge in the local library, where he causes all sorts of mischief. But he is not in the library. Having killed the evil librarians, we return to the quest giver - To Commander Shen- and we find out that Feyd fled somewhere to the Ice Wastes.

This is interesting: Walking along the road to Dilli Kwa, we will be able to watch an absolutely wonderful hockey match, where instead of sticks there are brooms, and instead of a puck there is a live penguin. A clear allusion to YetiSports.

The search leads us to the Castle of Miracles. But here comes a small problem. Near the portal there is a crowd of old people who happily explain to you that there is only one way to get into the Castle - by sacrificing them all. But don't be sentimental. As soon as you hit any of them, they will all immediately turn into evil poisonous monsters. As soon as we kill every last werewolf, the portal will open.

That's where we'll find Feyd. The fight with him is quite difficult. Fade periodically summons more than a dozen of his doubles, who rush around the hall like crazy. The only way to keep track of Fade is to poison him or hit him with a Fireball spell with Burning. After this, he is clearly visible for some time. As soon as Fade starts talking nonsense about "hocus pocus", turn away, otherwise he will certainly blind you with the Flash spell.

Fade's death will cause the destruction of the Castle of Miracles and an emergency evacuation in Act Five.

Fifth act

You and I are in hell. In any case, it looks very much like it. Everything is red, flaming, and the inhabitants are strange... In a word, a Cursed city.

This guy with the guitar knows a very funny song. Take an interest.

In this act there is a rare opportunity to arrange a personal life for a skeleton in love Richard. You'll have to run around and spend money, but you won't do anything for the sake of simple skeletal happiness.

And the rebel leader named Petruchio will give us the opportunity to work for the benefit of the revolution. Goblins of all countries, unite!

Having found Professor Lars in the Cursed City (and how does he manage to get everywhere?), we find out that Modo has settled down in the Citadel, having locked it with seals. There are eight of these seals. We need to destroy four. For the last time we are asked to choose a path. It will no longer be possible to remain neutral.

I decided to be consistent and finish the game on the side of good. Causing harm to Evil is quite an interesting task.

To fight Modo, you need to kill four of his henchmen again. First up is Hotblack. We pass into the Morning Seal, and from there into the Seal of Fire. We find Hotblack (the search for the keepers of the Seals is much more difficult than the fight with them), we destroy him. This time he summons the dragonmen. The easiest way to fight them is by exposing them to Hotblack's own Fireballs. It is useful to take cover behind the columns to rest and heal.

After the Seal of Fire, we make our way back to the Morning Seal, and from there to the Seal of Water, where another old friend, Blucher Al-Napak, is waiting. This one is also in her role. Again shouts and insults, again water demons. No special problems are expected.

The next target is the Air Seal. And she is guarded by - you won’t believe it - yokozuna Nagore. It's easy to deal with. It is enough not to let him get close, stun him, slow him down and shoot him with magic from afar.

The last one is the Seal of the Earth. Well, of course, the same cheerful Moley. The funny thing is that the battle itself can be avoided. It is enough to stand between the columns and hit the enemy with lightning or fireballs.

The seals are destroyed, we return to the Cursed City. Here's another piece of news. It turns out that a bone Dragon of Fate has appeared in the middle of the city. Killing this creature is not difficult, since its only weapon is the Bone Spear. It is not difficult to dodge him. The main thing is to have enough chi, since the bone dragon has more than enough health.

All bets are off. There are no more bets. The last enemy is before us. Yes, he has excellent health, he is huge and fat, his magical attacks resemble a multiple launch rocket system, and he can easily teleport from place to place. So what? But we are agile, cunning and well protected by magic. We have many battles behind us. And the fact that we are here means that we emerged victorious. So why not maintain a good tradition and harm Evil one more time?

When fighting Modo, you can use different tactics. The fighter should apply magical protection and “Angel Sandals” to himself. Then the Fire Spell is cast on the weapon and you're done. You should move in a spiral, narrowing its turns. At some point, jump “Mystical Path” close to Modo and quickly attack. After this, the “big boss” usually teleports away, and the procedure is repeated. No one bothers to use combat magic to further weaken the enemy.

For a magician, the option of long-distance attacks with the Lightning or Fireball spells is more suitable. It is also worth using buildings as shelters from magical counterattacks.

Any of the tactics can be characterized by the words “slow but sure.”

Well, Modo is destroyed, the sentence of the Supreme Court of the Absolute is carried out, and even the beautiful final video is left behind. So how? Do you want to beat the game on a higher difficulty level? Then go ahead! And be happy whenever possible.

How are the characters in the game different from each other?

Each character has its own characteristics:

    a student teaches better than others magic spells

    the monk is the best in martial arts

    the gypsy receives the most artifacts from killed opponents

    baker's wife (similar to monk)

Is the character's orientation (evil, neutral, good) different in any way?

Of course, the evil character will help Modo, the good one will try to stop him, and the neutral one will help one or the other. Naturally, the quests will be different.

What is 1+, 1++, 1+++?

After reaching a certain amount of experience, the character level increases. There are three promotions in total (+, ++, +++) after which you get the next level (2, 3, 4, etc.). With each increase +, you gain one spell and skill point. With the transition to the next level (2) you receive two spell points and one skill point, as well as the ability to increase the hero’s life, chi, or the volume of the load he lifts.

Can a hero's incorrect build-up at the beginning of the game hinder progress in the future? (imbalance)

Yes, so be more careful when choosing schools and spells.

How is a mortal different from an immortal?

    In case of death of a mortal hero - END OF GAME

    You get 25% more experience

    Enemies drop interesting artifacts more often

Characteristics

Information about the character's parameters can be viewed by opening the characteristics screen. It opens by pressing the "C" key.

What do the characteristics affect?

Energy affects the amount of Life and the speed of its regeneration. Intelligence increases the amount and regeneration of Chi. Strength affects maximum carry weight and damage.

Quests (tasks)

Information about current tasks is recorded in the Journal, which can be opened by selecting the appropriate tab in the Magic Book or by pressing the button. "Q".
On the left side of the Journal there is a list of tasks. Having selected one of them, you can see its description on the right. The tasks received in each of the acts are on separate pages.

Inventory

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    Items obtained during the game are added to the character's Inventory, which can be opened with the "I" key.

    The number of items in the inventory is limited by weight, depending on the level and strength, as well as by quantity - no more than 500. In the inventory, you can view all items at once, as well as individual types, for example, only weapons.

    Movement speed decreases if the character has picked up too many items.

    You can quickly put on or take off an item by right-clicking.

    To quickly throw away an unnecessary item, just double-click with the left mouse button.

Why is the picture blinking at the top of the screen?

If the picture starts flashing at the top of the screen, it means that you have loaded more than 75% of the total weight.

For example: Max. weight = 328, 244 loaded, formula (244/328)*100=74%, but if 246 is loaded, (246/328)*100= 75%, then the picture starts flashing.

Closed slot on the doll

The hero's "doll" has a closed slot for the 3rd earring. It can be opened if you complete the quest in act 5 "Skeleton Wedding" (near the "Seal of Air" portal)

Magic

Magic is divided into 12 different schools. You can cast spells and change their parameters by pressing the "B" key. Switching schools of magic is accomplished by selecting the tabs at the bottom of the Magic Book.

Morphing

Morphing- these are external changes to your character depending on the school you choose. For example, if you chose air, then you will grow wings, if you chose earth, then you will turn into a tree. Such transformations give you individual characteristics. It is possible to combine morphing of several schools.

Learning spells, in addition to its main effect, changes appearance magician, and also gives him additional properties. The effect of magical changes can be seen by pressing the "M" key.

There is a relationship between the location of spells and the location of morph descriptions and both of them in 8 “slots” - 4 on each page of the journal. And the appearance of a morph does not depend on how much a particular school is pumped up as a whole. The morph appears when one of the schools in the “slot” is pumped up at least a point more.

Example: if in your eighth slot (bottom of the second page) there is only a spell from, say, the school of fire, and other schools have this slot empty, then you will grow a fire morph (I think a horn, I don’t remember exactly).
If you learn a spell from another school that fits this slot, the morph will disappear.
Thus, even a very strong magician can do without “horns and other wings” if you make sure that the slots are filled evenly.

I advise you to go to the Morphs section

Keyboard control

    Pressing the Ctrl key highlights all objects on the ground, as well as the area of ​​effect of some spells.

  1. You can collect objects from the ground by clicking on them or pressing the "A" key.
  2. You can switch quick spell slots using the "1...8" keys.

How to quickly drink a potion of Life or Chi?

You can quickly drink a Life Potion by pressing the "Z" key.
The Chi Potion is used with the "X" key.

Camera control

You can zoom in and out of the camera by scrolling the mouse wheel. You can rotate the camera with the mouse by holding down the middle mouse button or the SPACEBAR key.

The Sword Appears

Sometimes when you quickly clear out groups of enemies, a sword will appear on the left side of the screen. The more it is filled with blood, the more experience you will receive for killing monsters.

Tattoos and Soups

Tattoos made by Foretellers will be removed IMPOSSIBLE .
Also, when you move on to Act 2, go to the tavern in Dissiato, where you can taste the magic soup.

ATTENTION!!! Soup acts like a tattoo - eating soup is like getting a tattoo.
In total, no more than 8 tattoos and soups can be made.
You can view the tattoos and soups by pressing the button. "T"
I advise you to go to the Tattoos and Soups section

Skill "Runic Magic"

Applying runes to an item gives it magical properties. However, the number of runes in an item may vary and depends on the item.

To apply, you need to open a special interface by pressing the "E" key and select the "Runes" tab. Place the item in the top slot of the “Runes” window, and the inserted Rune in the bottom slot. Then press the "Apply" button (if the skill " Runic Magic"sufficiently developed) - the rune will be inserted into the item.

It is also necessary to remember that runes inserted into an item reduce its maximum strength. After removing a rune, durability is not restored.

You can remove a Rune from an item by clicking the "Erase" button. No skill is required to remove Runes.

Runes can also be folded into Runic Spells. To do this, you need to apply certain runes in a certain order. While traveling around the world, you can find scrolls that tell you in what order and what runes need to be inserted into an item to make a Runic Spell.

  • I advise you to go to the Rune Spells section
  • There are also "Little Tricks" for the Runic Magic skill.

Skill "Mystical Path"

There may be various obstacles along the way, which can take a long time to get around and are not always possible. The “Mystical Path” skill will help you overcome them, allowing you to instantly move in space. Open the "Book of Skills" ("S"), and double-click on the "Mystic Path" skill, now we have it in the slot.

Skill "Trade"

The "Trade" skill affects prices and allows you to summon the Genie Merchant to sell him unnecessary things. Open the "Book of Skills" ("S"), and double-click on the "Trade" skill, now we have it in the slot.

You can quickly transfer items to the trading table by double-clicking with the left mouse button.

Craft skill

Weapons and armor can be improved using the Craft skill.

To do this, you need to open a special interface using the "E" key and select the "Craft" tab. You need to place the item in the top slot of the "Craft" window, and in the bottom slot - the material that you want to apply. By pressing the "Forge" button (if the skill is sufficiently developed) - it will apply the material to the object.

In order to delete material, you must click the "Clear" button. No skill level is required to remove material.
Materials applied to an item give it special properties, but can also change the requirements necessary to use the item. Only one material can be applied to each item.

  • I advise you to go to the Materials section
  • There are also "Little Tricks" for the "Craft" skill.

Skill "Repair"

You can repair objects using the “Repair” skill or from blacksmiths for money. Using the "Repair" skill reduces the maximum durability of an item; repairing it at a blacksmith does not.
To repair an item, you need to open a special interface using the "E" key and select the "Repair" tab. Insert the item into the slot and press the “Repair” button.

Alchemical Recipes

If you have found (bought) an Alchemical Recipe, you can write it down somewhere and sell it. The recipe is needed for informational purposes only and that’s all, it’s just a piece of paper.

For successful transmutation, you need a certain amount of poison potion, at least one item and the correct proportions. If the recipe proportions are not followed, the poison dissolves, but the reagent items remain.

Insert the ingredients into the top slots and press the “Mix” button. The quality of the item depends on the level of the Transmutation spell.

  • I advise you to go to the "Alchemy" section
  • There are also "Little Tricks" for the Transmutation spell.

How to use the card?

The Map will help you navigate the game better. It has several modes that differ in scale and location on the screen. You can switch modes using the "TAB" key.

Markers on the map

Civilians are marked in white on the map, important characters and merchants in yellow, key characters in green, enemies in red, super-enemies with super abilities in purple, and quest enemies in orange.

Available portals are marked on the map in blue. The location of the character's death is marked with a special red icon. If an important character or object is located outside the map, a mark appears on the edge indicating the direction to it.

Is it worth clearing the cards?

From the very beginning you should clear the maps, but when your level exceeds the levels of the monsters, you will only receive an Experience Unit for each monster. Better move on to the next act.
But you can also clear maps to find unique things.

On the mini-map, opponents are indicated in different colors, how do they differ from each other? And what are the symbols (on the map) “open book” and “scroll”?

There are three types of enemies: regular, purple (mini-bosses) and orange (key characters). They differ in the number of bottles dropped, the experience gained and the value of the artifacts.

Open book- a character who gives you a story quest, a scroll - side quests.

Aggressive residents

When moving from map to map, as well as after death, civilians stop being offended by you.

Autosave

When moving from card to card, automatic saving occurs.

7 types of damage

Damage, resistance and immunity are divided into 7 types: Weapon, Fire, Cold, Lightning, Poison, Radiation and Blood.

Resilience and Immunity

Damage shows how much life will be taken from the enemy when you attack. Resilience - the amount of damage absorbed when receiving damage. Immunity - the probability of completely avoiding damage.

Item drops on death

When a character dies, some items may drop and remain at the place of death. Never fall out: worn items; bottles; items needed for tasks. Always drops: all the money the character is carrying. All other items drop with a chance depending on the level of the character and the item itself.

What and where to buy?

  • Scrolls- In the Magic of Avon (all scrolls except Blood Magic) and with the priests in the church.
  • Scrolls of Blood Magic and Totems sold in Act 2, in Dissiato, in the Dark Church, the merchant's name is Ligeia. Don't know what Totems are? See section Items from Totems
  • Alchemical recipes, runic spells, kits- Morok (troubadour) in Avon and mainly with tavern owners.
  • Runes and materials sold almost everywhere.
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