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Iron & Blood: Warriors of Ravenloft cheats / Iron & Blood: Warriors of Ravenloft hints / Iron & Blood: Warriors of Ravenloft faqs / Iron & Blood: Warriors of Ravenloft solutions



Iron & Blood: Warriors of Ravenloft hints

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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