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Чит-файл для Exitilus


 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)


Информация актуальна для

     This  FAQ  is  the  result  of  endless hours of playing the game myself,
looking  with a hex-viewer through the program files plus some hints came from
a  number  of  contributions  by other people. I tried to mention the original
contributor everywhere. 'nough said, get going!


Starting the game
Your daily turn
Basic actions
Evil Deeds
Player Fights
Monster Fights
Level Ups
Further Actions
Being King
Being Rebel
The Merchants Way
Various hints
Known Cheats

     Exitilus  is  a shareware fantasy door written by Tao Ge. It is currently
released in version 2.0 and word is that Tao is completly rewriting huge parts
of  the  game to allow for multinode operation these days. I hope he gets some
of  the  bugs  out  of  the  gam  e before releasing the multinode version. In
Exitilus,  you not only go out killing monsters and other players, but you can
invest  your money in commercials, fight for the grace of the king (to receive
a title from him, of course) or become king yourself. There can be a number of
realms  in  the  game  and the kings can ally or go to war against each other.
There's  a lot more in the game, which I will not mention here. This is a FAQ,
so I guess you either have the game or want to get it anyway. :-)

Starting the game
     When  you  enter the game the first time, you have to create a character.
You  will  have  to  select  two  races  (mothers  and  fathers),  two classes
(childhood  and teenager days), a profession and then either join a kingdom or
start your own (if there are still free kingdoms left in the game).

     Races  range  from  human  to gargoyle plus you can be a mutant, too. Ok,
according  to my personal experiences, race doesn't matter that much. There is
a slight difference in how much your attributes increase with each level, plus
your starting attributes di ffer, but I did never notice that the race plays a
decisive  role.  Just  one  hint on this: I'd recommend that you stay with one
race,  i.e.  choose  the  same  race both times. This is the only way that the
difference between the races really could matter. If y ou must mix, try to mix
races with similiar attributes, e.g. Orcs with Trolls or Orcs with Dwarfs. One
of  my players has an Elf/Dwarf mixture and is doing well, but I can't see him
having  any  advantage  from his race, while my own Gargoyle/Gargoyle seems to
have a marginal advantage in hitpoints and constitution.

     The  opposite holds true for classes. I have never seen a player choosing
the  same  class  two  times  and  I  don't  think it would do any good. Class
selection  is  VERY  important,  so choose carefully. All classes have certain
advantages,  some of them are easier exploited while I'd recommend others only
to experienced players who know how to get the maximum from them.

     The  Alchemist  and  the  Paladin  belong to the later type. The Paladins
runes  come  in  too slowly and the Alchemists poison doesn't really matter as
long  as  it isn't very strong, because it is useless in monster fights. Later
in  the  game,  though,  when  the  Pa  ladin  finally  has a full set and the
Alchemist has one of the strongest poisons, it could come in quite handy.

     You  should think about what kind of character you want to create, before
choosing classes. If you want a fighter, second question is if it's gonna be a
lone  fighter  (then include the Ranger) or if you want to engage in organized
warfare  (rebellions  or in ter-realm wars), then go for leadership and choose
Soldier  as  one  class. If you want to create a wizard, then you HAVE to have
either the Sorcerer (black magic) or the Sage (white magic). If you don't, you
will  not  have access to those two guilds and the refore you will not be able
to  buy good spells. Monk and Cleric class are worth a thought, too. Monks can
spend evil deeds (see below) to meditate, which sometimes brings in one of the
following rewards:

+3 monster fights
+5 hitpoints
+2 defense
+5 hitpoints AND +2 defense AND +3 monster fights
+5 hitpoints AND +2 defense AND +10 monster fights AND +2 divine favor
+20 monster fights
+20 hitpoints AND +5 defense AND +40 monster fights AND +3 divine favor

     Because  of the divine favor and combat advantages you get by meditation,
I would recommend the Sage/Monk as the ultimate spellcaster combination.

     Clerics  have  a  full  set  of  runes  to  start  with,  yes  that means
runestrikes  from  the  very  beginning. This can very well decide some of the
early  player  fights. Plus Clerics have good healing abilities, i.e. they use
up less potions than most other classes .

     This  is another important decision. I have never selected Hermit so far,
so  I  cannot elaborate on that. Knighthood is (of course) recommended for all
fighting  classes.  If  you  made  a  Sage or Sorcerer, than you are FORCED to
select  Sorcery (could be that H ermit works, too, but Knighthood and Criminal
sure  don't!),  because  if  you  don't,  they won't let you in in the guilds!
Criminal  sounds bad, but is quite a good selection if you are not looking for
titles.  Criminals get more advantages with training than other professions IN
THE  BEGINNING.  Somewhere  in  the  middle  it  turns,  though.  But the huge
advantage of Criminals are the two places in the back ally that only Criminals
can  use.  These  things  ARE devastating if you concentrate on one enemy at a
time.  I  o  nce  did  so  and with five evil deeds I accomplished to have him
assasinated,  his properties burned AND his bank account destroyed, all in one
day.  He  came crawling begging for peace the next day. :-) Criminals are also
good  partners  for  rebels.  If  you sta rt to plan a rebellion, try to get a
Criminal  into  the  ranks  of  the  rebels.  He can severley damage the kings
financial position, which makes your job much easier.
Your daily turn

Pay attention to the order in which you do your different actions each day.
Mine is as follows:

(King commands)
Evil Deeds
Player Fights
Monster Fights

     Quests  do  not affect anything in the game itself, so you should do them
first  to  earn  some  XP and gold, UNLESS your quest is tough and you are not
sure if you can do it, then you should first try to get up a few levels and go
on the quest later in the da y. Evil deeds should ALWAYS be done before player
fights,  because  if  you  loose  a  player fight, you will not only loose all
player  fights,  but  also all evil deeds for the day. You get five evil deeds
each  day. As I said - if you loose a player fight, that 's it for the day, no
more  player  fights. Therefore, fight your enemies the weakest first. You get
three (some people say four, though I'm sure three is right) player fights per
day.  Monster  fights are last, because you can die and if you're unlucky you'
ll  not  be found and loose the rest of the day. In the very beginning, having
only  played for a day or two, I once went to the monster fights first and was
promptly  killed  in the second. Because I was not resurrected, that was it. I
could  not  do  a  quest, could not spend evil deeds, no player fights. It was
almost as if I hadn't played at all that day.

These are the actions every player should take every day.

     Although  they look like nice additions, quests are actually an important
part  of  Exitilus. They give you money and XP without wasting monster fights,
plus  you usually get a nice reward when you finish them (like the Extaliagus,
the  best  armor in the game , more than twice as good as the best one you can
buy!) Therefore ALWAYS be on a quest. Try to take one that's not too easy, but
don't  overestimate your powers. You cannot buy healing potions during quests,
so if your survival depends on them potions, be careful. Start a new quest the
same  day  you  finish  the old one. And - encourage your sysop to put in more
quests.  I  wrote  some five or so until now for my players and writing one is
really  not  that  difficult. You should be able to find my quests at the same
location  you found this FAQ. If not, I always have an archive of quests on my
BBS for frequest or download. It usually has the name of EXQUESTS.RAR

Evil Deeds
     Another  important part of the game. Do not underestimate these, they can
be  used in a number of very usefull ways. Criminal actions are one way to use
evil  deeds,  but if the crime prevention in your kingdom is high, it's just a
waste.  Unless  you  are  a Cr iminal, then you should never take the criminal
actions,  but  go to you guilds instead. The chances there are much higher and
they  don't  seem to be affected by the kingdoms crime prevention. Still, each
action  takes  away  one  evil deed. Some actions ask fo r more than one deed.
Illegal  emmigrations  takes five deeds, robbing the church does too (plus you
need  a password - which is OanCitadel :-) ). Attacking the palace (starting a
rebellion)  takes three evil deeds. Other usefull applications of evil deeds a
re in the back alley: The power body builders (+ strength, - mental), drugs (+
high  XP,  - mental) and the whores (+ mental, + magic points). Also, rallying
serfs  to  join  your rebellion takes away one evil deed each. Further on, you
can  use  evil  deeds  to cheat. Go to the church and cure a disease. The monk
asks  you  for  the  name  of  the  disease.  This is a complete list of these

INSANITY (+3 monster fights)
HERPES (+1 player fight)
AIDS (+3 dexterity)
malaria (+3 magic points)
plague (+5 high XP)
cancer (+3 hitpoints) [thanks to Jonathan Roberts]

     Monks  need  evil  deeds  to meditate, and Clerics and Paladins need evil
deeds (3 of them?) to try to obtain new runes.

Player Fights
     Batteling  other  players  is another important part of the game. If your
enemy is of a higher level than you yourself, and you beat him, you get a huge
amount  of  XP.  The winner also gets all the money the looser had on hand, so
deposit your money in the ba nk or depository before initiating player fights.
This is a good way of crippling someone financially - just play the day before
he  does,  beat  him  in  a  player fight and you have all the money he earned
through commercials. If you destroy his bank account as well and probably burn
some  of  his  properties, you can really ruin someone this way. Death matches
make  a  huge amount of damage to the looser plus the winner can take away the
loosers  equipment.  Combine  this  with what I said above about attacking som
eones finances and you have a very good recipe for pissing someone off. If you
engage  someone  more  than  5  levels lower than you, the "wrath of the gods"
falls  on  you.  This  means  that  your  rewards when you increase your level
decrease.  The  effect  doesn't seem to be devastating, to be honest, I didn't
notice any effect at all. But I have only done so a few times and more testing
is  needed  to  be  sure.  Not  fighting,  i.e. selecting an opponent and than
answering  "no" to the question "really attack xyz?" DOES take away one player
fight!  The  price  for backing out, I guess. If you loose a player fight, not
only  do  you  loose  your  on-hand money, but also all player fights and evil
deeds  for  the  day.  Strategic  hint:  Try to finish all fights in the first
round.  Bu  y  the  most  powerfull  spell  you  can  afford and cast it. Make
runestrikes  if you can, berserk if you are of the right class. Alchemists can
employ a different tactic: Go fully defense and wait for your poison to do its
work on the opponent.

Monster Fights
     Easy  enough:  The  higher your playing ground is, the higher the reward.
Therefore, try to find out, what you can risk. If the monsters in your current
area  don't manage to hurt you - go to the next one, no matter what the levels
say.  I  sometimes  fight  in  those areas recommended for level 90+ while I'm
still around level 60. It is risky, but well worth it. Strategic hint: Buy one
or  two  powerfull  spells, so you can finish off single monsters in areas far
above  your  other  capabilities before they strike. R un if there's more than
one  enemy.  That's  what  I do when I do what I said above. The monsters have
some  6.000  HPs,  six  times the amount I have, and would do a damage of some
3.000  HP  which I would never survive if only they would get to strike in the
fir st place. :-)

Level Ups
     Do  not  accumulate  XP and go to the level master at the end of the day.
Rather,  go  there  every  few  fights.  Especially if you employ the tactic I
talked  about above, because you will need every hit- and defensepoint you can
get. Also, go to the training ha ll as soon as you have enough high XP. One of
the  most difficult questions is which training to take. It really depends. It
depends on what weaknesses your character has to cover up, what advantages you
want  to go for, which races and classes you selecte d and more. Decide on the
spot and try them out.

     This is an IMPORTANT part of the game. You can be level 200+, if you have
no equipment, you are dogfood. Always try to have good equipment on hand, plus
a  financial reserve in case someone beats you in a death match and takes away
your  stuff. Try to have equal armor and weapons. Roughly, at least. The worst
extrem  I  had  so  far  were 13,000 points of armor with only 3,600 points of
weapon.  You  guess  it  -  I  was a spellcaster and killed my enemies of with
spells,  otherwise  I  wouldn't  have gotten very far wi th that. Spellcasters
should  have more armor, warriors should always have the best weapons they can
afford. The intention in both cases is that you kill your enemies off quickly.
Go  for  rings  and necklages, too! Most of the rings do not only increase you
r  armor  rating,  but  give  you  hitpoints, magicpoints or other advantages.
Necklaces give hitpoints and divine favor. Here are some rings with remarkable
features (only those you can buy - those with "2" as price are only obtainable
via quests):

Blue Ring (+100 armor, +120 wisdom, +120 intellect, +150 magicpoints)
Purple Ring (+200 Armor, +200 wisdom, +100 intellect, +300 magicpoints)
Garnet Ring (+1500 armor)
Phoenix Ring (+200 armor, +600 hitpoints)
Jade Ring (+2000 armor)
Dragon Ring (+800 armor, +800 hitpoints)
Exitilus Ring (+1500 weapon, +1000 armor, +300 hitpoints, +80 strength,
+40 divine favor, +100 wisdom, +100 intellect,
+300 magicpoints, +80 defense)
Diamond Ring (+3000 armor)
Life Ring (+1500 armor, +1500 hitpoints)
Nemesis Ring (+5000 weapon, +3000 armor, +800 hitpoints, +100 strength,
+50 divine favor, +400 wisdom, +500 intellect, +600 mp)
     I think, this is the ultimate ring. Even those you cannot buy have mostly
worse  features.  Exceptions on hitpoints and magic-wise. Ring of Qilin Master
gives  2000 armor and 2000 hitpoints and the Ring of Ultimate Magic gives 2000
weapon,  2000  armor,  500 h itpoints, 1200 each wisdom and intellect and 1500
magic points.

Ok, let's sum this up. The best equipment combat-wise you can buy is:

Soul Gauntlets 190 armor
Guardian Boots 180 armor
Exitilus Armor 3000 armor
Exitilus Helmet 2500 armor
Mystic Pants 500 armor
Aegis Straps 700 armor
Exitilus Shield 4000 armor
2x Nemesis Ring 6000 armor 10000 weapon
Aura Cape 650 armor
2x Nemesis Sword 200000 weapon

     Making  a  total of 210,000 weapon and 17,720 armor. Most of the stuff is
not that expensive, but the shield, the rings and the swords are. (The Nemesis
sword  is  not  even  on  the list, but you can buy it, it's number 343 and it
costs 1,000,000,000,000,000,0 00,000,000,000 gold. Don't even ask me what that
numer  is  called. The best equipment you can ever get would total to the same
weapon  (there  are no non-buyable weapons and no ring gives more weapon power
than the nemesis ring), but 28,200 armor.

     Spellcasters  should  try to obtain at least one very powerfull spell, so
you  can  hopefully  kill  monsters  and players in the first round of combat,
before  they  even can strike at you. Pure warriors should posess at least one
spell,  too  (take  the  most expen sive one at the public guild, it's still a
waste  compared  to  the real spells, but the others are truly worthless). But
don't  usually use that spell, because casting inhibits your following attack.
If your enemy seems to have heavy armor and your attacks don't do much damage,
then  try your spells. Mixed classes with fighting and magic abilities have to
carefully judge how far to rely on each type of combat.


The following parts of the game will not always apply to you.

Being King

     The  position of king is a rewarding one - you get high XP for just being
king plus you can steal out of the treasure, which you should heavily do. But,
it  is  dangerous  and nobody can make himself more enemies than the king more
easily.  Just  being king gets you into the crosshairs of nearly everybody. To
secure  your position, build up a strong army, full cannons (30), full knights
(100),  full  equipment  (1000),  and  NEVER  forget to train your army! Rebel
armies  have  70 training by default, your army will start with 20 and you can
only  increase  it  by 1% each day. Further on, try to get a few loyal players
and  pay  them for their loyality with titles of nobility. Nobles will receive
high XP, too - something which is nearly invaluable.
     Try  to  have  a  Criminal  in your ranks of noble players to ruin rebels
financially.  If  a  rebellion  is  taking  off,  i.e.  you  see  your enemies
recruiting  huge amounts of soldiers, increase taxes to the maximum. Send some
money to your loyal people, so they don't get pissed at you. The trick here is
that  with  80%  taxes on commercials and 60% on monster kills, YOU always get
more  money than your enemies from their own sources, so your army will always
be  stronger  than  theirs.  Also,  increase  rebel  prevention, illegal trade
prevention  and  crime  prevention early. In dealing with other kingdoms, ally
with the strong and beat up the weak. Buy forts, but not land until you have a
strong  army  to protect it. There is nothing like a huge country with a small
army to make the other kings lick their lips.
     If  you  yourself  are  not  going  to  start  a  war, go for the highest
diplomatic  proposals. If you are neutral, it takes only one day to go to war,
which doesn't give you much time to increase your army. Three days should give
you time enough.
     One  more  note  on  the  army:  At  the  moment, my local game is out of
soldiers! In a long and still ongoing struggle for the throne, we have managed
to  recruit  all  serfs as soldiers. Watch out for this to happen. If it does,
whoever  plays  first  the  day  can  recruit  some  soldiers  (the population
increases)  and  knows  for  sure that nobody else can do so the whole day, no
matter how much money he has.
     As  a  king,  you  are able to steal money out of the royal treasury, and
unless you urgently need the money (e.g. to build up your army), you should do
so.  The  serf's  won't  like  it,  but  you can rebuild your popularity for a
fragment of the amount you took away.
     If  you  know  your  throne is secured, you can set taxes to max and take
most  of  it  into  your  own pocket. This is what our local king did until we
finally  revolted.  Nevertheless,  he  made  some 10 billion gold each day for
nearly  two  weeks.  His armor and weapon ratings are nearly twice that of the
next  ones and his commercial properties are beyond anything I've ever dreamed

The dual kingship trick:
     Ok, here comes a special trick to make your throne as safe as it can get.
You  will  need  one friend whom you can really trust. One of you is king, the
other one is prince and dual kingship is activated. This way, both can use all
palace  functions  like  training the army or buying equipment, changing taxes
and (off course) stealing from the treasury. BUT there is one huge difference.
As  king, you cannot build up a rebel army (of course not - who would you want
to  rebel against?), but the prince can! So, while both of you are clinging to
the  throne,  one  builds  up  a  rebel army (with money stolen from the royal
treasurey - yeah!). If someone else starts a revolt and wins, his army is most
likely  heavily  decimated from the civil war and the former prince immediatly
starts  his  own rebellion, becoming king and putting the former king into the
position of prince - and the game starts again.

Being Rebel
     I  have  been  king, I have been rebel, and I can't say which position is
more  interesting. The ultimate goal of every rebel is, of course, the throne.
But  most  of  the  times,  that  way  is long and dangerous. Dangerous mostly
because  you  cannot recruit soldie rs nor rally serfs without it being postet
to the world news, therefore as soon as you start to build up your rebel army,
the  king  will  know of your intention and can begin to work against you. And
don't expect it being just an increase in the royal army s strength! When I am
king and I see a rebel emerging, I throw anything on him I have. I kill him in
player  fights  (death  matches,  if  he's  close  to  my own level), burn his
properties,  raise  taxes  to  dry out his financial sources and more. Being a
rebel  i s dangerous, and you should not be one just for the fun of it. If you
start  a  rebellion,  you  should  have  a  number  of things straightened out
BEFOREHAND.  You need a source of finances, better some of them. You will have
to  recruit a strong army in as shor t a time as possible. If you are broke on
the  second  day of your rebellion, you've had it, because the king will never
be  broke, he gets taxes every day. You will also need at least a few friends.
I  have only one time seen a solitary rebel succeed in tak ing the throne, and
that he was level 60 when he took it while all other players where level 50 or
less. Plus the king was weak financially and combat-wise. You should also look
out  for  alternate ways to engage the king. Player fights, if you are stronge
r,  criminal actions if not. Use your evil deeds for rallying. There is a huge
random  factor in it, and I guess it depends on your charisma, too. Therefore,
if  you  only  gather  2 people with your speech, don't give up. You could get
some 200 next time, at least exactly this happened to me not too long ago.

The Merchants Way
     If you are sick of all the power-games, and if you live in a kingdom with
low  commercial taxes, you could become a merchant. All players will have more
or  less  commercial  properties,  but  these  are only ways to make money for
equipment  or  spells.  The merc hant makes money for its own sake. He invests
most  of  his  money  in  further  properties.  It  takes a while, but as your
properties  become  more  extensive, you will become a deciding factor in your
kingdom,  because  your  money  could boost the rebels army or st rengthen the
royal troops enough to decide the civil war. The way to success is a difficult
one.  You  need  to  make  friends  with  the  king  so  that he doesn't raise
commercial  taxes, you should make friends with all criminals in your kingdom,
because  they  ar e able to burn your properties rather easily. In most cases,
you  should  be  loyal  to  the  king, not only because of the taxes, but also
because  you  will  want  to have a strong royal army, because if your country
looses  a  war  and  the  victor goes plundering, you will loose a lot of your
properties.  Therefore,  the  more  safe  your  kingdom,  the more secure your
properties. You should also distribute your investments. Go for ship yards and
illegal  trades.  Buy  bordells  ONLY  if you can be sure there will be no tax
changes.  If  the  king  one day decides to raise commercial taxes to 80%, you
will  do  best  to  immediatly  SELL  all  your legal properties and invest in
illegal  trades  instead (no taxes for drug dealers ). Bordells sell for 50
gold  each.  Keep  excess  money  i  n the bank as long as your kingdom is not
engaged  in  any wars. Move it to the depository as soon as a war starts. Also
sell  your  marketplaces  and other properties which are easily looted. Do NOT
invest  much  money in equipment. Try to get along with as ch eap an equipment
as  possible. If you are a wizard, you can nearly make it without any weapons.
Try to obtain equipment via death matches or quests. Most of your money should
be invested into further commercials.

Various hints
     Giving  to  the  poor  may  increase  your divine favor. Blessings at the
church can yield one to fourty(!) billion gold, but I have no idea under which
circumstances. Voting at the voting booth will bring you one of the following:
+  6  high-XP,  +5  hitpoints,  +1  foundry,  +50  marketplaces or +3 agility.
Stealing from the church will get you 2 mio. gold. Never more, never less.

Known Cheats
     There  are  a  number of cheats in this game, some are surely deliberate,
some are bugs. The "Cure Disease" option in the church allows you to turn evil
deeds into certain advantages. Look above at the chapter "Evil Deeds" for more
details. This is a delibe rate cheat. Second option at the church, donating to
the church takes you to the cellar where you are asked for a word. The word is
"OanCitadel".  Afterwards,  you  are  asked  for the amount of money you want.
Don't  get greedy or you will not get any. There is the number of 9 mio in the
code,  so I guess this is the maximum you can take. This, too, is a deliberate

     [ripped  from  Delusion's  short-FAQ] The commercials cheat is a bug, I'd
say.  It  works  this way: Take all your money and buy properties. If it says,
you  can  afford,  say  2105,  enter  2999. You got the idea - leave the first
number and select 9 for the others , so if it says you can afford 18947, enter
19999. It will give you this number, but it will not charge you anything, even
if  it  says  different. One of the patches for the game disables this bug for
most commercials. In my version with patches up to #5, it still works with the
illegal  trades.  Another  bug works in the monster areas. Simply buy potions.
Buy  0 if you have a full 200, doesn't matter. Every five times or so, it will
give  you  a random event, mostly potions which increase your HP, dex, magicpo
ints  etc.  or  money.  It  does  so  even if you have no monster fights left.
Someone  said  that  this  only  works in the higher areas, but I have seen it
happen in the lower ones, too. Could be that the chances for random events are
higher in the higher areas.

     [again  from  Delusion] Ever notice how when selecting the place you want
to  go  outside  of  the  kingdom  it  goes from like 1-30. Well it seems they
skipped  #29.  Or  then  again,  more than meets the eye. Try it if your sysop
registered  it  or  the trial isn't up yet. Pretty neat place. 1 HP characters
with over a million gold each! WATCH OUT THOUGH!!! They're powerfull. When you
have  spells,  the ones that take the most power are all the way to the right.
But, when the last on isn't available anymore, and they ha ve one or two left.
Look  at the number you have to enter to activate the spell all the way to the
right.  Type  the number right after it. For instance, if it was 2 enter 3 and
you  will  cast the other spell which would make you go into negatives. Pretty
co ol for those high costing spells!

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