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Чит-файл для Iron & Blood: Warriors of Ravenloft

Iron & Blood:
Warriors of Ravenloft

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Take 2 Interactive
Издатель:Acclaim Entertainment
Жанры:Arcade (Fighting) / 3D
Multiplayer:(2) head-to-head

Даты выхода игры

вышла в 1996 г.

Hint [ENG]

Информация актуальна для
A TSR Dungeons and Dragons 3D combat game....

FEATURES
--------

    - 16 characters to fight;
    - 4 bosses;

    - 16 standard attacks;
    - 3 combo attacks;
    - 5 special or MAGIC attacks;
    - jumps, blocks;
    - a total of more than 1600 animations in all!

    - full 3D rendering;
    - 3D sound;
    - smooth motion camera;
    - choosable camera angles;
    - adjustable resolution, lighting, details, shadows, etc.

    - head to head play;
    - campaign mode;
    - full AI-driven opponents;



TRAINING
--------

In TRAINING mode you can select  a  fighter  and  choose
your opponent.  Your opponent will be controlled by  the
computer and will be slow to attack,  move or  block  so
you will have a chance  to  react  and  prepare  between
attacks. In TRAINING mode,  your fighter will be awarded
with the maximum level of magic and experience  so  that
you can you can try special magical moves.

You can  select  the  style  of  your  opponent  in  the
Options->AI screen.  Also,  if you select an  experience
level above 5 your opponent will be awarded  more  magic
power and artifacts.


HEAD TO HEAD
------------

In HEAD TO HEAD mode,   you  can  play  against  another
human,  the computer or even computer  versus  computer.
You can bring with you artifacts in the match  and  even
acquire them.  You can  acquire  experience  during  the
match but not magic levels (you will  have  to  go  into
CAMPAIGN mode to increase your magic level). If you play
against the computer and succeed at defeating  all  your
enemies you will have the opportunity to defeat  4  more
bosses.


CAMPAIGN MODE
-------------

In campaign mode,  each player creates  a  team  with  a
certain  number  of  fighters  and  then    fight    for
objectives.    Objectives  are  either   a    Ring    of
Resurrection, a Magic Power or a New Teammate.  Read the
sections below for more information. If you play against
the computer and succeed at defeating all  your  enemies
you will have the opportunity to defeat 4 more bosses.

Because a  campaign  can  take  quite  a  long  time  to
achieve,  you have the opportunity to SAVE your campaign
(only one) so that you can continue at a later time. The
option will appear in the Campaign menu.  Press  ESC  at
the Main selection screen to get back  to  the  Campaign
menu.


SELECTING ARTIFACTS
-------------------

If you have acquired any artifacts during your  previous
fights,  the computer will display an artifact selection
screen.  You  can  select  ONLY  ONE  of  your  acquired
artifacts to bring with you in the match.  If you  don't
want to bring an artifact in the game,    wait  for  the
other player to choose his artifact (if he's HUMAN)  and
then press ESC. Once you press ESC, the fight will start
with whatever artifacts players have selected or not.


ON EXPERIENCE, MAGIC LEVEL AND ARTIFACTS
----------------------------------------

Experience,  magic levels and artifacts take a long time
to get... For this reason,  whenever a human play with a
blue or red fighter,  Iron&Blood will AUTOMATICALLY save
the current fighter's status of magic level,  experience
and artifacts.

This means  your  current  fighter's  status  is  always
available and used in  the  current  game  when  playing
either in HEAD TO HEAD mode or CAMPAIGN mode.   TRAINING
mode does not accumulate any status however.

(Gaining experience,   magic  levels  and  artifacts  is
possible ONLY when a  HUMAN  control  the  blue  or  red
fighter.  Computer-controlled fighter  don't  accumulate
PERMANENTLY any experience, magic level or artifacts.)




KEYBOARD CONFIGURATION   (while game is running)
-----------------------------------------------

Press F1 during game fight to get more HELP...


General keys
------------
    -           smaller viewport
    +           bigger viewport
    ALT-F1      Toggle automatic adjustment of frame rate
    ALT-F2      Decrement number of frames to skip
    ALT-F3      Increment number of frames to skip

    ALT+F4      Toggle display of FPS on screen
    ALT-F5      Toggle textures on/off
    ALT+F6      Toggle polygon lighting on/off

    ALT-F7      Toggle camera automatic/manual mode
    ALT-F8      Toggle floor on/off
    ALT-F9      Display on/off torches
    ALT-F10     Display on/off scores

    ALT-R       Toggle left-right direction for joystick 0
    ALT-T       Toggle left-right direction for joystick 1

    F1          Help screen

    F8          Use 300x200 video mode  (if available)
    F9          Use 640x400 video mode  (if available)
    F10         Use 640x480 video mode  (if available)
    F11         Use 800x600 video mode  (if available)

    P           Will pause/unpause the game

Camera keys
-----------
    F2          Keep blue player on right
    F3          Put camera on left side of blue player
    F4          Put camera on right side of red player
    F5          Put camera on blue player's head (or close)
    F6          Put camera on red player's head (or close)
    F7          Keep red player on right



Camera manual mode (press ALT+F. once to get into manual mode)
------------------
    I           Move camera forward
    K           Move camera backward

    J           Pan left camera
    L           Pan right camera


CONTROLLING YOUR FIGHTERS
-------------------------
Fighters can be controlled by either the keyboard and/or
the joysticks. Because Iron&Blood is a 3D game, you need
to learn how to move them in  3D  space.    The  default
behavior in Iron&Blood is  to  use  the  direction  keys
based on the direction your fighters are looking at. For
example,  if your fighter is looking RIGHT,   you  would
press the RIGHT arrow to move FORWARD.  This is probably
the most natural way for most people.    You  move  (and
fight!) according to where you are looking at.   However
some people prefers the other way around: directions are
fixed. In this mode,  if you press the LEFT key then you
ALWAYS move FORWARD. If you prefer to use this mode, you
can go into the Options->Controls menu  and  change  the
setting of the "Reverse Red/Blue Left/Right" field.


PLAYER1 keyboard controls   (on keypad)
-------------------------

MOVES
    RIGHT-SHIFT     run forward
    BACKSLASH       run backward
    PAD8            jump
    PAD4            inch_forward
    PAD6            inch_backward
    PAD7            Rotate left (if running)
    PAD9            Rotate right (if running)

COMBO ATTACKS
    ENTER+PAD7      combo-1
    ENTER+PAD8      combo-2
    ENTER+PAD9      combo-3

HIGH ATTACKS
    ENTER+NUMLOCK   attack_high_1
    ENTER+SLASH     attack_high_2
    ENTER+STAR      attack_high_3
    ENTER+MINUS     attack_high_4

MEDIUM ATTACKS
         NUMLOCK    attack_medium_1
         SLASH      attack_medium_2
         STAR       attack_medium_3
         MINUS      attack_medium_4

LOW ATTACKS
     INS+NUMLOCK    attack_low_1
     INS+SLASH      attack_low_2
     INS+STAR       attack_low_3
     INS+MINUS      attack_low_4

JUMP ATTACKS
     PAD8+NUMLOCK    jump_attack_1
     PAD8+SLASH      jump_attack_2
     PAD8+STAR       jump_attack_3
     PAD8+MINUS      jump_attack_4


SPECIAL ATTACKS
    BACKSPACE+NUMLOCK    special_1
    BACKSPACE+SLASH      special_2
    BACKSPACE+STAR       special_3
    BACKSPACE+MINUS      special_4
    BACKSPACE+PLUS       special_5
    BACKSPACE+PAD7       magic ability
    BACKSPACE+PAD9       arcane power


BLOCK and DODGE MOVES
    PAD5            standing_block
    PAD2            crouch_block
    INS             crouch
    PAD1            evade_left
    PAD3            evade_right

ARTIFACTS
    BACKSPACE+PAD5  use the artifact
    BACKSPACE+PAD2  get the artifact


PLAYER2 keyboard controls   (left side of keyboard)
-------------------------

MOVES
    TAB             run forward
    CTRL            run backward
    A               inch_forward
    D               inch_backward
    W               jump

    Q               Rotate left (if running)
    E               Rotate right (if running)

COMBO ATTACKS
     ALT+Q          combo-1
     ALT+W          combo-2
     ALT+E          combo-3

HIGH ATTACKS
     ALT+1          attack_high_1
     ALT+2          attack_high_2
     ALT+3          attack_high_3
     ALT+4          attack_high_4

MEDIUM ATTACKS
         1          attack_medium_1
         2          attack_medium_2
         3          attack_medium_3
         4          attack_medium_4

JUMP ATTACKS
       W+1          jump_attack_1
       W+2          jump_attack_2
       W+3          jump_attack_3
       W+4          jump_attack_4

LOW ATTACKS
   SPACE+1          attack_low_1
   SPACE+2          attack_low_2
   SPACE+3          attack_low_3
   SPACE+4          attack_low_4
                                        
SPECIAL ATTACKS
    TILDA+1         special_1
    TILDA+2         special_2
    TILDA+3         special_3
    TILDA+4         special_4
    TILDA+5         special_5
    TILDA+6         magic ability
    TILDA+7         arcane power


BLOCK and DODGE MOVES
    S               standing_block
    X               crouch_block
    SPACE           crouch
    Z               evade_left
    C               evade_right

ARTIFACTS
    TILDA+X         get the artifact
    TILDA+S         use the artifact



JOYSTICK CONFIGURATION (a joypad is easier to use than a joystick)
----------------------

Some definitions....

L  is     left
R  is     right
U  is     up
D  is     down
I  is     idle
UR is     up right
UL is     up left
DR is     down right
DL is     down left
B1 is     button 1
B2 is     button 2

Example: B1,B2   means press B1 and release and then press B2 and release
Example: B1+B2   means press B1 and hold and press B2



MOVES
(left and right are reversed if player is looking at right side of screen)


I           idle position
L           inch forward
R           inch backward
L,L         run forward     (UL and DL while running steers)
R,R         run backward    (UR and DR while running steers)
U           jump            (UL and UR while jumping move left or right)
UL          evade right
DL          evade left

BLOCKING
    Blocking positions are naturally on the  other  side
    of attacking and close together to make it  easy  to
    block from one position to another.  Also,  entering
    crouch mode for attacking is considered closed to  a
    block.

UR          block high
DR          block low
D           crouch


ATTACKS
    Basically,  attacks  are  located  on  the  joystick
    according to where they will hit on opponent's body.
    Almost...  This means if you want to hit  opponent's
    face you have to move the joystick in the up region.
    To hit opponent's belly,  move it left (or right  if
    you are looking right).  Moving the joystick in  the
    down region will do low attacks.

                            ^       high
                           \        high
                          <-        medium
                           /        medium
                            V       low
                            \       low

    An attack must start from an idle  position  (except
    for crouch attacks which must start from the  crouch
    position).  Button  combination  before  moving  the
    joystick provides additional attacks.

B1,U        attack high 1
B2,U        attack high 2
B1,UL       attack high 3
B2,UL       attack high 4

B1,L        attack medium 1
B2,L        attack medium 2
B1,DL       attack medium 3
B2,DL       attack medium 4

    Attacks in crouch mode: hold to the  down  first  to
    get into crouch mode and then press a button.  Also,
    Once in crouch mode you can get into  the  down  and
    right position to get two  additional  low  attacks.
    But stay in crouch mode if you want to do  a  series
    of low attacks...

D,D+B1            attack low 1
D,D+B2            attack low 2
D,DR+B1           attack low 3
D,DR+B2           attack low 4


JUMP ATTACKS
    While jumping,  you can attack your opponent.  Since
    you are up in the air you need to use the equivalent
    of a medium attack to hit your opponent.

B1,L        jump attack 1
B2,L        jump attack 2
B1,DL       jump attack 3
B2,DL       jump attack 4



SPECIAL MOVES

B2,B2,U         special move 1
B2,B2,UL        special move 2
B2,B2,D         special move 3 (attack while down)
B2,B2,DL        special move 4
B2,B2,L         special move 5

B1,B1,U+B2      magic ability
B1,B1,R+B2      arcane power
B2,B2,B2,B2     use artifact
B2,B2,B1,B2     get artifact


COMBOS

B1,B1,UL,B1     combo high
B1,B1,L,B1      combo medium
B1,B1,DL,B1     combo low
----------------------


                NOTES ON CHARACTERS AND AI
                --------------------------

Every character in Iron&Blood has its  own  personality.
Some fighters are faster than others.  Some  others  are
smarter, etc. This is called the NORMAL behavior. If you
wish to fight against  a  CPU  fighter  and  change  its
NORMAL  behavior  you  may  do  so  by  going  into  the
Options->AI screen and adjusting the different speed and
style of the RED and BLUE fighter.

N.B.
    This will affect only the behavior of CPU fighters.
    It will not affect in any way the behavior of the fighter you control.
--------------------------------



                NOTES ON SPECIAL AND MAGIC MOVES
                --------------------------------

Here are some explanations of SOME special moves.
Not all moves are listed.
Move numbers are for reference only.
Not all fighters have all special moves...


TORGO
Magic Ability : Earth Tremor - This attack  inflicts  no
damage,  but will knock the opponent off his feet,   and
allow Torgo to get close to him.  The  effects  of  this
move  can  be  countered  by  the  opponent  if  he   is
crouching.    While  executing  any   crouch    maneuver
(including blocks and all attacks),  a character  cannot
be knocked over by an Earth Tremor attack.

Arcane Power : Anti-Magic Aura - This continuous  effect
power protects Torgo  from  receiving  damage  from  ANY
magical source.    No  magic  ability,    arcane  power,
artifact,  or spell can cause him damage.  Other effects
may still apply, but magical damage is always reduced to
0 when Torgo is protected by his anti-magic aura.



LUTHOR
Special Move #1 : +5  Holy  Avenger  attack  -  This  is
clearly one of the most powerful attacks  in  the  game.
This attack inflicts 90 points of damage  when  it  hits
successfully. While running, Luthor can use the steering
buttons to track his opponents  AND  keep  from  running
into the rune wall.

Special Move #3 : Impale - This move is non-magical, but
is mentioned in this section only to make  note  of  the
fact that it is 'steerable' like  the  +5  Holy  Avenger
attack above.  When it hits,  it inflicts 50  points  of
damage.

Magic Ability : Aura of Invulnerability  -  When  Luthor
calls  forth  this  power,    he   gains    a    limited
invulnerability to damage from any  source.    For  each
level of ability,   Luthor  can  completely  ignore  the
effects of a single attack.    Luthor's  invulnerability
extends even to the point that he will  not  even  REACT
when he is hit.

Arcane Power : Heal - When Luthor executes this move, he
will heal back to his maximum hit point total, no matter
how low his current hit point total.



ERLAND
Special Move #2 : Flame Arrow - This attack inflicts  40
points of damage.

Magic Ability : Fireshield - This move serves as both an
attack and a defense at the same time.  While  executing
it,  Erland cannot be  damaged  by  his  opponent.    In
addition,  if his flaming bow comes in contact with  his
opponent, it will inflict 30 points of damage.

Arcane Power : Arrow of Slaying - This  attack  is  very
slow to develop, but when released, the Arrow of Slaying
will inflict 180 points of damage Note that this  attack
can be dodged, but NOT blocked. The arrow of slaying can
penetrate any normal shield (although Luthor's  Aura  of
Invulnerability,  and Torgo's Anti-magic Aura  are  BOTH
effective defenses against it.).



DARIUS
Magic Ability : Magic  Trident - When  Darius  unleashes
the power of his magic trident,  the amount of damage he
inflicts is doubled, tripled,  or quadrupled,  depending
on his level of magic ability.

Arcane Power : Heroic Stance - Once Darius achieves this
power,  he can no longer be knocked down by ANY  attack.
Only the Rune wall can knock him down once  he  achieves
Heroic Stance.




XENOBIA
Special Move #1 : Impale - When Xenobia calls upon  this
attack, she inflicts 40 points of damage.  Additionally,
Xenobia's Impale attack CANNOT be blocked.

Special Move #3 : Forward Dive - This move serves  as  a
forward dodge. When executing this move,  Xenobia cannot
be hit.  It is superior to a dodge,  as dodges move  the
combatant sideways,  while this  move  can  advance  her
towards her opponent without risking damage.

Magic Ability  :  Siren  Call - When  Xenobia  uses  her
'Siren Call',  all humanoid male  opponents  will  stand
slack-jawed, unable to react for a few seconds while she
will have an opportunity to pummel them mercilessly. The
higher Xenobia's level of magic ability,  the longer her
opponents will remain 'awed'.  Note: This power  has  no
effect on female and undead opponents.

Arcane Power : Shield of Reflection - This power infuses
Xenobia's shield with the ability  to  reflect  missiles
(normal or magic) back upon their caster, as long as she
successfully blocks them. Even Missile-like effects such
as Stellerex's Gust of Wind spell will  be  hurled  back
upon the caster from the results of this ability.



IGNATIUS MAX
Magic Ability : Dagger  of  Venom - When  Ignatius  uses
this power, his dagger inflicts 30 points of damage.

Arcane Power : Stealth Backstab - Ignatius has the power
to teleport behind his opponent,  and stab  him  in  the
back,  inflicting 50 points of damage on  his  opponent.
This attack cannot be blocked,  but it  CAN  be  dodged.
Iggy must be careful,  though,  as he may  find  himself
teleporting directly into the Rune wall if his  opponent
is standing with his back too close to it.



SHINESTA
Special Move #4 : Groin Shot - When Shinesta  uses  this
attack,  it will cause 30 points of  damage  and  ALWAYS
knock down male opponents.  Note: Like  Xenobia's  Siren
Call,  this attack has no effect on  female  and  undead
characters.

Special Attack #5 : Attack Behind  Back  -  This  attack
actually allows Shinesta to swing in nearly a 360 degree
arc around her head,  effectively enabling her to hit an
opponent anywhere near her.

Magic Ability : Staff of Striking - Like the  object  of
the same name in AD&D,  the staff of  striking  inflicts
extra damage depending on the number of charges that are
expended.  Shinesta can expend one charge for each level
of magical ability she possesses. Damage is 15 points at
1st level, 30 points at 2nd level,  and 45 points at 3rd
level.

Arcane Power : Natural  Healing - In  a  campaign  game,
each combatant must spend  a  number  of  turns  between
matches healing.  Characters can heal up to 1/3 of their
hit points by resting between matches.  However,    once
Shinesta acquires the ability of 'Natural Healing',  she
will always regain ALL of her lost  hit  points  between
matches, no matter how low she got in the previous fight.



RED CLOUD
Attack-medium-1: Explosive Touch - If Red Cloud can  tap
his opponent with the explosive touch,  it will cause  a
huge explosion,  inflicting 35 points of  damage,    and
almost always knocking the opponent down (95% chance).

Attack-medium-2: Bless - When Red Cloud uses this spell,
he will glow with power for the next 15 seconds.   While
so blessed,  his physical attacks  will  inflict  double
their normal damage.

Attack-medium-3: Lightning - This spell causes  a  small
bolt of lightning to erupt from Red Cloud's staff,   and
race in a straight line outwards. Damage is 8 points.

Attack-high-3:  High  Lightning - This  spell  causes  a
small bolt of lightning to erupt from Red Cloud's staff,
and  race  in  a  straight  line  outwards.    The  only
difference between this attack and the previous  one  is
that this one counts as a high  attack.    Damage  is  8
points,

Attack_low-1: Levitation - This spell can be blocked  or
dodged.  In fact,  it will not hit an  opponent  who  is
running either.  However,  if it is successful,  it will
hurl  the  opponent  in  the  air,    and    dump    him
unceremoniously back onto the  ground.    (damage  is  6
points.)

Special Attack #1 : Earthquake - This attack inflicts no
damage,  but will knock the opponent off his feet,   and
allow Red Cloud to get close to him. The effects of this
move  can  be  countered  by  the  opponent  if  he   is
crouching.    While  executing  any   crouch    maneuver
(including blocks and all attacks),  a character  cannot
be knocked over by an Earthquake attack.

Special Attack #2 : Teleport - When Red Cloud uses  this
ability,  he will be teleported to  a  random  location,
somewhere in the arena.

Magic Ability : Vortex Spell - This spell will cause  an
opponent to be lifted from the ground  and  spun  for  a
number of seconds equal to Red Cloud's level of  magical
ability.  While spinning,  Red Cloud can strike  at  the
opponent as often as he likes.  At the conclusion of the
spell, the victim will be thrown to the ground.

Arcane Power : Weight of the World - When this power  is
gained, each time Red Cloud falls to the ground (for any
reason),  an earthquake will be caused,  and Red Cloud's
opponent will ALSO fall to the ground. No damage will be
inflicted to the opponent that is knocked down.



URGO
Magic Ability : Stone Shield - When Urgo uses his  Stone
Shield power, he may not attack,  dodge,  or move in any
other manner for a period of  2  seconds  per  level  of
ability.  However,  if he is  struck  while  using  this
power, Urgo will receive NO damage whatsoever.  In fact,
the shield is so powerful that the fighter that  strikes
it will receive 50% of the damage that they had intended
for Urgo.

Arcane  Power  :  Petrify - When  Urgo  petrifies    his
opponents,  they will freeze immediately,  regardless of
what they were doing at the time. While frozen, Urgo can
strike them for damage as often as he likes,  until  the
spell expires.



ARDRUS
Special Move #1 : Life Drain - If successful,    Ardrus'
Life Drain attack will siphon off 15 hit points from his
opponent, and transfer them to Ardrus.

Special Move #2 : Bludgeon of Doom - When  Ardrus  calls
upon the dark powers,  he can  temporarily  enchant  his
mace. Once enchanted,  it will remain enchanted until he
strikes with it.  Whether the next strike is blocked  or
not,  the attack will cause the magic to dissipate.   If
the strike hits,  though,  it  will  inflict  TWICE  the
normal amount of damage.

Special Move #3 : Stone Fist - Ardrus' Stone Fist attack
is slow to develop,  but if he hits with it,    it  will
inflict 45 points of damage.

Magic Ability : Aura of Fear - When Ardrus casts a spell
of Fear on his opponents,   they  will  find  themselves
unable to attack for a period of fifteen seconds. During
this time, they will be able to run,  block,  and dodge,
but not attack in any way.

Arcane Power  :  Vampirism - When  Ardrus  achieves  the
arcane power of vampirism, each time he hits an opponent
for damage,  he will receive a bonus of 5 points to  his
life point total.




SASHA
Magic Ability : Call of the Wild - When Sasha howls with
this power, she will inflict automatic damage equal to 5
points per level of magical ability.  This  attack  will
work from any range,  and neither blocking  nor  dodging
can prevent the damage (although Torgo's Anti-Magic Aura
will stop it, as will Luthor's Aura of Invulnerability).

Arcane Power : Blood Lust - With this power,  Sasha  can
ignore the effects of any attack.    Although  she  will
still absorb damage as normal,  she will  not  react  to
being hit at all.  No matter how often she is hit,    it
will not stop her from continuing her current move.




NYM PYMPLEE
Special Move #1 :  Scare  Attack - When  Nym  uses  this
maneuver, it will scare his opponent off their feet.  It
inflicts no actual damage,  but will knock the  opponent
down if he is not blocking or dodging it.

Magic Ability : Demonic Whirlwind - This ability  causes
Nym to rise off the  ground,    spinning  his  scimitars
madly,  creating a vortex of wind which  will  pull  his
opponents towards him.  The whirlwind will  last  for  2
seconds per level of magic ability.  Opponents that  are
pulled into the blades will receive 20 points of damage.

Arcane Power : Fire Belch - This ranged  missile  weapon
will basically send a ball of  flame  from  Nym's  mouth
towards the opponent. Those struck by the fire belch are
hit for 40 points of damage.  This attack  can  be  both
blocked and dodged.




BALTHAZAAR
Special Move #1 : Headsman's Chop - This magical  attack
will inflict 100 points of damage.  It is slow to  build
up,  but is the third most powerful attack in the  game,
behind only Erland's Arrow of Slaying  and  Luthor's  +5
Holy Avenger Attack.

Special  Move  #2  :  Crushing  Heel - This  attack   is
non-magical, but notable in that it is so strong that it
cannot be blocked.

Magic  Ability  :  Axe  of  Dancing - When    Balthazaar
acquires this ability,  he will be able to hurl his  axe
at his opponent,  where it can strike and then return to
his hand.  Damage inflicted by this attack is  dependant
on level of ability.  It inflicts 20 points per level of
ability.

Arcane Power : Blood Fever - When Balthazaar calls  upon
the power of the blood fever, he cannot be killed for 30
seconds. For the duration of the effect,  he will absorb
damage as normal,  but CANNOT be reduced to less than  1
hit point,   by  any  attack  or  effect  in  the  game,
including colliding with the Rune Wall.




KAURIK
Special  Move  #2  :  Magic  Flail - This  attack  is  a
standard magic weapon attack,  which inflicts 30  points
of damage.

Magic Ability : Explosive  Flail - When  Kaurik  smashes
his enchanted  flail  to  the  ground,    it  causes  an
explosion which will knock his opponents down  from  any
range,  unless they are blocking it.  The explosion will
also inflict 20 points damage per level of ability.

Arcane Power : Force Choke - This attack can be blocked,
but not dodged.  It can affect Kaurik's  opponents  from
any range, causing 10 points of choking damage per level
of ability.




BALOK
Special Move #1 : Vampiric  Attack - Like  Ardrus'  Life
Drain attack,  this maneuver will damage the opponent at
the same time as it INCREASES Balok's life  point  total
(although it can never bring Balok's  life  point  total
above it's established maximum) Damage is 15 points.

Magic Ability : Darkshield - This effect is the opposite
of Luthor's Aura of invulnerability.  When in use,  each
time Balok is struck for damage,    he  will  GAIN  life
points,  instead of lose them.  Balok can withstand  one
hit per level of magical ability. Thus,  it is strategic
to  hit  Balok  with  your  WEAKEST  attacks  when   his
Darkshield is in effect.  This will still  benefit  him,
but not as much as the more substantial attacks might.

Arcane Power : Curse - This insidious power may well  be
the most awesome power in the game.  With it,  each time
Balok defeats his opponent,   that  opponent  loses  TWO
lives, instead of one.




STELLEREX
Attack-medium-1 - Shocking Grasp : Just  like  the  AD&D
spell of the same name,   if  Stellerex  can  touch  his
opponent,  it will discharge,    causing  15  points  of
electrical damage.

Attack-medium-3 - Magic Missile  :  This  projectile  is
fairly fast,  but inflicts 6 points of damage.  Keep  in
mind that when Stellerex fires this missile,  it  causes
him to  lurch  backwards  a  little.    Using  it  while
Stellerex's back is close to  the  rune  wall  could  be
hazardous.

Attack-medium-2 - Gust of Wind  :  This  spell  inflicts
only a single point of damage,  but  it  is  capable  of
blowing opponents backwards, and even knocking them down
occasionally.  Larger,  heavier characters (like Urgo or
Balthazaar) will not be blown backwards nearly as far as
smaller or  lighter  characters  like  Ignatius  Max  or
Stellerex (who is flying, thus affected much more than a
standing character). This spell also causes Stellerex to
lurch backwards slightly,  but it is  a  potent  way  to
force your opponent into the Rune wall. Note: This spell
cannot be blocked.

Attack-high-3 - Melf's Acid  Arrow  :  Much  like  Magic
Missile,  only the  acid  arrow  inflicts  8  points  of
damage, and is considered a HIGH attack.

Attack-high-2 - Ray of Enfeeblement : This spell  causes
weakness in the opponent. For as long as the opponent is
affected (which is depicted graphically by  a  darkening
effect), his/her PHYSICAL attacks inflict reduced damage
(about a 2/3 reduction). Thus when an enfeebled opponent
strikes with an attack that would  normally  inflict  10
points of damage,  his temporary  weakness  will  reduce
this to a mere 3 points of damage.

Attack-low-2 - Hot Foot Cantrip : This  spell  causes  a
jet  of  flame  that  shoots  along  the  floor  at  the
opponent's feet. If it hits,  it inflicts fire damage to
the opponent of 8 points.

Magic Ability - Detonation : When  Stellerex  uses  this
magical ability,  he can literally  cause  his  body  to
explode.  This explosion can only be stopped with a High
Block (or a few other advanced effects,    like  Torgo's
Anti-Magic Aura, Luthor's Aura of Invulnerability, etc).
Otherwise,  the explosion  will  inflict  30  points  of
damage on the opponent from any range.

Arcane  Power - Withdraw  :  By  means  of  this  spell,
Stellerex can opt to withdraw from a match.  If he  sees
that he is in trouble,  and doesn't want to lose a life,
Stellerex can simply withdraw.  The win will go  to  the
opponent,  as will any match objectives,  but  Stellerex
will NOT lose a life.

Special Move #1 - Circle  of  Protection  :  This  spell
causes a ring of  flames  to  circle  Stellerex  for  15
seconds.  During this time,    anything  that  comes  in
contact with the flames will be damaged  for  10  points
EVERY time the flames hit it.  If Stellerex  is  knocked
down,  the flames will dissipate  early.    Red  Cloud's
Dispel  Magic  Spell  can  also  cause  the  flames   to
dissipate early.

Special Move #2 - Explosive Runes : Stellerex can lay up
to three of these on the floor at a time. The runes will
stay until the opponent steps on them.  If  an  opponent
moves over the runes,  even while dodging,    they  will
detonate, causing 20 points of damage. Stellerex can lay
as many of these down in a match as he wishes,  but only
three can be on the floor at any one time.   (Note:  the
runes can be eliminated by jumping  up  and  landing  on
them in a crouch block.  Landing on them will cause them
to explode, but if the landing player is crouch blocking
at the time he lands,  the damage will be  deflected  by
the block.

---------------------------
EXPLANATION OF ARTIFACTS

    A player may possess any number of artifacts,    and
may  choose  any  artifact  to  take  with  any  of  his
characters into a match.  And,  the player may  use  the
same artifact with different  characters  on  successive
matches.
     Also,  remember that if you take an artifact into a
match  and  subsequently  lose  the  match,    you  will
permanently lose the artifact. So if you want to go into
the match  WITHOUT  an  artifact,    exit  the  artifact
selection screen (press ESC).

NOTE: All artifacts can be categorized into one of 3 types:

     1) Continuous - requires no button presses for its functionality.
        Lasts for the entire match.

     2) Active - Can be activated at any time during the match by
       using the Use Artifact keys.

     3) External: Must be used during the character selection, after
        the artifact is chosen


Artifacts can ONLY be acquired at certain times during a match.
Whenever you heard unusual noise or sound while fighting
do the GET ARTIFACT sequence within the 5 seconds.
STRAHD will then award your team the artifact.


FOUND ON TORGO'S BACKGROUND:
Ring of Equilibrium : Continuous effect - The wearer  of
this artifact is much more stable  on  the  battlefield.
His chances of being knocked down on  any  given  attack
are halved,  while his chances of knocking his opponents
down are doubled.


FOUND ON LUTHOR'S BACKGROUND:
Spirit of The Martyr : Continuous effect - The  user  of
this artifact becomes enchanted in the following manner:
Whenever he/she is struck, the damage is inflicted,  but
an equal amount of damaging  energy  is  stored  in  the
Spirit of the Martyr.  Whenever the enchanted  character
strikes back,  all energy that has been accumulated into
the Spirit of the Martyr is released with the attack. If
the attack is not blocked, all of this extra damage will
be inflicted on the target. If successfully blocked, the
Spirit is  drained  of  the  energy,    and  must  begin
accumulating energy anew.


FOUND ON ERLAND'S BACKGROUND:
+4 Ring of Protection : Continuous effect - The user  of
this artifact has a greatly increased armor class.  This
blunts the amount of damage that he receives from  being
struck by any damaging attack.


FOUND ON DARIUS' BACKGROUND:
Trial of Champions : External  effect  -  This  artifact
must be used  during  the  character/artifact  selection
sequence.  After choosing to use  this  artifact,    the
owning player may then choose to override his opponent's
choice of fighter selection. In other words, assume that
the owner of the Trial of Champions  is  using  Ignatius
Max, and his opponent chooses Sasha. However,  the owner
of the Trial decides that he doesn't like being  matched
up against Sasha,  or better  yet,    his  opponent  has
recently used Balok in a fight, and now Balok is gravely
injured and hasn't fully healed.  The owner of the trial
will use this artifact and force  his  opponent  to  use
Balok in the upcoming match,  rather than Sasha,    thus
giving himself a distinct edge in the upcoming match.


FOUND ON XENOBIA'S BACKGROUND:
Fire  of  Retribution  :  Continuous  effect  -  If  the
opponent uses an artifact that was taken  from  an  evil
character's background,  the user of that chaos artifact
receives  damage  whenever  that  artifact   is    used.
Continuous effect artifacts will cause a slow  drain  of
life from their possessors.


FOUND ON IGNATIUS MAX'S BACKGROUND:
Ring of Teleportation : Active effect  -  This  artifact
can be used just like Red Cloud's  Teleportation  spell.
It will transport its user to a random location  in  the
arena.  There is no chance that it  will  transport  the
user outside the arena. The Ring can be used 3 times per
match.


FOUND ON SHINESTA'S BACKGROUND:
Talisman of Health : Active effect - This  artifact  can
only be used once during a match. When used, for as long
as the user is not hit,  he/she will slowly increase  in
hit points, up to max. Once max hit points are achieved,
or the user is hit for damage,    the  effects  will  be
terminated.


FOUND ON RED CLOUD'S BACKGROUND:
Signet of Holy Wrath : Active effect - Once activated...
for the next 30 seconds all damage done by the weilder's
non-magical attacks is doubled, but he/she may not block
or dodge.  This is especially  effective  when  used  in
combination with Balthazaar's Blood Rage.


FOUND ON URGO'S BACKGROUND:
Bane Glyphs : Active  effect - This  effect  works  just
like Stellerex's Runes.  When activated,  a small  green
glyph will appear on the ground.  If the opponent  moves
over this glyph, even while dodging,  it will explode on
him, inflicting damage.  Only one glyph at a time may be
placed. The glyph will not affect the fighter who placed
it.


FOUND ON ARDRUS' BACKGROUND:
Altar of Sacrifice : External  effect  -  Must  be  used
during character/artifact selection. When selected,  the
owning player must select one of his other characters to
kill.  Upon killing one of his other  characters,    the
current fighter will have  increased  abilities  of  3rd
level magic ability and an arcane power automatically.


FOUND ON NYM PYMPLEE'S BACKGROUND:
Gauntlets of Thievery : Active effect - When the  owning
player attempts to use this artifact,  there will  be  a
10% chance per level (The level of the  fighter  who  is
using the artifact) that he will be able  to  steal  the
artifact that the opponent is using. If successful,  the
Gauntlets of Thievery will be permanently  removed  from
the owning player's inventory.


FOUND ON SASHA'S BACKGROUND:
Dark Essence : Continuous effect - The  wearer's  damage
for all physical attacks is increased by 50%.


FOUND ON BALTHAZAAR'S BACKGROUND:
Aura of Misfortune  :  Continuous  effect  -  Opponent's
artifacts,  arcane powers,   and  magic  abilities  will
misfire 60% of the time.  10% of the time,  they will be
lost permanently.  Such powers and artifacts  WILL  work
30% of the time, however.


FOUND ON KAURIK'S BACKGROUND:
Tempest : Continuous  effect - This  artifact  causes  a
permanent lightning storm to erupt in  a  radius  around
the opponent.  Lightning bolts will strike near  him  at
random.  Such bolts CAN effect the fighter that owns the
Tempest artifact.


FOUND ON BALOK'S BACKGROUND:
Ring  of  Invisibility  :  Active  effect  -  When  this
artifact is activated, the wearer will become completely
invisible until he/she executes  some  form  of  attack.
Upon doing so,  the wearer  will  revert  to  visibility
again.  The artifact can be used as often as desired  in
any given match.


FOUND ON STELLEREX'S BACKGROUND:
Voodoo Doll :  External  effect - Must  be  used  during
character/artifact selection.  The combatant can  assign
damage to a non-active member of his team. For instance,
if Balthazaar is fighting this match,  he can assign all
damage that he takes to Kaurik. Even if Balthazaar dies,
it is Kaurik who will lose a life, not Balthazaar.

-------------------------------------



COMMONLY ASKED QUESTIONS IN IRON&BLOOD


QUESTION: Some of the moves carry the attacking player a
vast distance across the arena, for instance Luthor's +5
Holy Avenger attack. Is there anything I can do to avoid
crashing into the rune wall?

ANSWER: Yes,  some  of  the  moves  that  take  you  the
farthest, are actually steerable,  just like running and
walking are steerable. You can avoid the wall, and often
improve your  chances  of  hitting  the  opponent,    by
steering in these attacks. Keep in mind,  however,  that
the vast majority of the attacks CANNOT  be  steered  in
such a manner.



QUESTION: Does my fighter receive damage when I smash my opponent into
the rune wall and he bounces into my fighter, knocking him down?

ANSWER: No.  Although your fighter will be knocked down, only the one
that actually hit the rune wall will receive any damage.



QUESTION: If I take an artifact into combat and I'm defeated, do I lose
the artifact permanently?

ANSWER: Yes



QUESTION: If I want opt NOT to take an artifact into combat, how do I
bypass the artifact selection screen?

ANSWER: To bypass the artifact selection screen, hit ESC.
This will allow you to enter the match without taking an artifact with you.



QUESTION: How does a fighter gain levels?

ANSWER: There are two ways for a fighter to gain levels.
The first way is through experience.    For  every  five
opponents a fighter defeats, he will gain one level. The
other way you increase in level is  to  win  the  "Magic
Power" objective in a  campaign  match,    AFTER  you've
acquired all three levels of magic ability,    AND  your
arcane power.  Thereafter,  each Magic Power object  you
win will get you another level of experience.   The  max
level is 9, however.



QUESTION: How can I tell if my fighter is above 1st level?

ANSWER: You'll see a little number appear at the edge of
the  screen  near  the  character's  life  bar  in   the
character selection.  This indicates the warrior's level
of experience.



QUESTION: What good are these experience levels for my fighters?

ANSWER: Higher levels are actually quite useful.    Each
level  provides  your  fighter  with  more  hit   points
(approximately 1/3 of his 1st level  total  per  level),
slightly  improved  armor  class,    and  extra   damage
potential on his physical attacks.



QUESTION: How do Magic Abilities and Arcane Powers work?

ANSWER: In a campaign match,  your  warriors  fight  for
"Match Objectives".  These objectives will be  either  a
"Magic Power", Ring of Resurrection", or "New Teammate".
Each time  your  warrior  wins  a  match  in  which  the
objective was a "Magic Power",  he/she advances  his/her
magic ability or arcane power.  For instance,   if  your
warrior has no magic ability,  and wins  such  a  match,
then he/she will now be able  to  access  his/her  magic
ability move once per match thereafter.   If  that  same
warrior wins another match where the objective  was  the
"Magic Power",  he/she will increase the magic  ability,
normally being able to gain more powerful effects out of
it (i.e.   it  inflicts  more  damage,    lasts  longer,
whatever),  and can use it twice per  match.    A  third
"Magic Power" will increase the Magic  ability  to  it's
maximum potential,  where it can be used three times per
match.
     After this,  if the warrior wins yet another "Magic
Power",  he/she will gain  their  Arcane  Power.    This
powerful skill can only be used  once  per  match.    It
starts off at its maximum potential,  and never gets any
more powerful than that.



QUESTION:  What happens when I use my Ring of Resurrection?

ANSWER: A Ring of Resurrection will allow  you  to  keep
your fighter in the campaign match, although he/she will
lose any advancements  they  made  in  Magic  Abilities,
Arcane Powers,  and Levels of  Experience.    Once  your
character dies,  the Ring will automatically expend it's
power,  and bring your character back to life,  at their
basic level of power.



QUESTION: Is there anything at all I can do to eliminate Stellerex's
Exploding Runes?

ANSWER: As a matter of fact, there is. We never intended
for Stellerex to be the most powerful character  in  the
game, and frankly, if you know how to fight against him,
he's not.  My personal opinion  is  that  Torgo  is  the
toughest.  But that's another question.    To  eliminate
Stellerex's runes after he's placed them, jump up in the
air and land on them in  a  crouch  block.    If  you're
blocking  when  you  land,    the  rune  will    explode
harmlessly,  and cause you no damage.  Beware,  though..
you're opponent may decide to smack you while you're  in
the air,  and if he does,  when you land,  you won't  be
blocking, and then you'll take damage from the smack and
the exploding rune both.  Also note that this move takes
some practice to get right. Stick with it.



QUESTION: Is there anything I can do  to  defend  myself
against characters  who  use  missile  weapons  when  my
fighter doesn't have them?

ANSWER: Yes.  Learn to run and steer.  Take advantage of
the fact that we've created a unique 3D  fighting  arena
here.  Yes,  running seems a bit awkward at first.   But
practice,  and you'll see that it doesn't take  long  to
get proficient at it.  And when you do,  you'll learn to
run in evasive patterns.  Fighters who use  projectiles,
like Erland, will aim and fire at where you're standing.
If you're moving at an angle from the  projectile,    it
won't hit you.
     After playing the game for countless  hours,    our
testers have come to the conclusion that characters like
Stellerex  and  Erland  (who  both  rely   heavily    on
projectiles),  are  no  more  powerful  than  any  other
characters in the hands of a skilled  player.    If  you
learn to take advantage of  running,    steering,    and
jumping,  it's EXTREMELY difficult for projectile  using
characters to shoot you.
     But unlike other 3D fighting games,  we've tried to
come up with a system here that  doesn't  allow  you  to
simply beat on the buttons  mindlessly  to  win.    Some
matchups are simply unwinnable that way.  For  instance,
If Balthazaar (slow, no projectiles), takes on Stellerex
(projectiles out the wazoo),  and the two  players  just
beat on buttons without using any strategy,  most of the
time Stellerex will win.  Especially if he gets any kind
of range on Balthazaar.
     In Iron&Blood,  you need to  learn  each  fighter's
strengths and weaknesses.  Learn what they can and can't
do, and create tactics against other fighter's strengths.



QUESTION: I've played through all of the  characters  in
the game, and I can't find that lakeside background that
is shown in your webpage. Where is it?

ANSWER: Oops.  Ok,  so you caught us in a mistake.  That
was one of our early backgrounds for Erland.   We  tried
it,  and TSR told us that they didn't feel that  it  was
dark and dismal enough  to  look  like  Ravenloft.    We
agreed, and changed it to Erland's current background. I
guess I liked the screen shot though,   'cause  I  never
took it down off my web page.



QUESTION: Why does it take me so long to get my  fighter
turned around in battle?

ANSWER: Probably what's happening here  is  that  you're
not giving your fighter a chance to do so.  If  you  are
hitting any buttons,  these will override the  fighter's
opportunity to turn.  Thus,  continually beating on  the
buttons while your fighter isn't  facing  his  opponent,
will not give the fighter any  chance  to  turn  around.
This can be frustrating.  It really only takes less than
one second to  completely  turn  around  if  you  aren't
hitting any buttons. To turn as fast as possible,  don't
provide any input to the controller until you're  facing
the direction you wish to face.  Trust  this  one.    It
really happens very quickly.

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