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Weapon Guide by _Hoitytoity_
Version: 1.0 | Updated: 01/26/2012
<><><><><><><><><><><><><><><><><><><><><><><><><><><> ~Hexen: Beyond Heretic Weapon Analysis Guide~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> by Hoitytoity ver. 1.0 =============================================================================== --------------------------------VERSION HISTORY-------------------------------- =============================================================================== Ver. 1.0 - (January 25, 2012) Finalized and proofread guide, submitted. Ver. 0.9 - (January 12, 2012) Begun adding information, organized guide. Ver. 0.6 - (January 10, 2012) Added weapon damage and monster information. Ver. 0.5 - (January 9, 2012) Started guide, gathered weapon information. =============================================================================== -------------------------------TABLE OF CONTENTS------------------------------- =============================================================================== 1. Legal Issues 2. Introduction 2.1) Introduction 2.2) Frequently Asked Questions 2.3) Legend 2.4) Notice 3. Baratus, the Fighter 3.1) Stats 3.2) Description 3.3) Weapons i) Spiked Gauntlets ii) Timon's Axe iii) Hammer of Retribution iv) Quietus v) Flechettes 3.4) Firepower 4. Parius, the Cleric 4.1) Stats 4.2) Description 4.3) Weapons i) Mace of Contrition ii) Serpent Staff iii) Firestorm iv) Wraithverge v) Flechettes 4.4) Firepower 5. Daedolon, the Mage 5.1) Stats 5.2) Description 5.3) Weapons i) Sapphire Wand ii) Frozen Shards iii) Arc of Death iv) Bloodscourge v) Flechettes 5.4) Firepower 6. Credits 7. Contact Information =============================================================================== -------------------------------- LEGAL ISSUES------------------------------- =============================================================================== Hexen, its characters and all affiliations are copyrighted by, thus property of id Software, Raven Software and any subsidiaries thereof. All information is the product of their respective programmers, and if there's anything I missed, they're protected too. This guide is also copyrighted by me, Andrew Provisor (Hoitytoity). So far, the only sites I allow this guide to be posted on is www.GameFAQs.com. and www.neoseeker.com. If you'd like to use this guide for your page, please email me first. Contact information can be found at the bottom of this guide. =============================================================================== ------------------------------- INTRODUCTION-------------------------------- =============================================================================== [2.1] Introduction Welcome, and thanks for taking a look at my guide! Inside you'll find some basic information on one of the best games I had the pleasure of growing up on, Hexen: Beyond Heretic, or just Hexen for short. But more importantly you'll find a detailed analysis of each weapon found in the game. This guide is heavily based on my Heretic Weapons Analysis Guide, so if you've read that you can expect a similar format here. If you haven't and want to, it can be found at the same site you found this one. Anywho, despite the level of detail I've put in, I've tried to be concise to keep things organized. Hope you enjoy :3 --- [2.2] Frequently Asked Questions i. "Why Make the Guide?" To be honest, the short answer is probably boredom. Beyond that though, I noticed that there really wasn't much information available on the weapons from Hexen beyond what people have copied from the playing manual. Considering that this game (in fact, most games from this generation) were more about killing massive hordes of demons than anything else I'd hoped to find something a little more detailed than "this weapon shoots stuff and is cool!" Not finding that, I decided to just do it myself. ii. "Okay, so what is Hexen anyway?" Hexen is a fantastic first-person shooter created in 1995 by Raven Software and published by id Software, makers of the ever popular Doom franchise. Like its prequel, Heretic, it uses a modified Doom engine, though even more work has been done on it for this game. It also borrows several gameplay elements from its predecessor, including the inventory system, weapons with alternate firing modes and more. It also continues with the fantasy environment, being the second in what's referred to as the Serpent Riders Trilogy; Heretic being the first, and its sequel, Hexen II, being the last. iii. "So what makes this game so special, anyway?" The modified Doom engine. Doom was an amazing achievement in gaming for its time, and Hexen plays in much the same way: running around with a collection of weapons in a time before decent strategy and enemy AI was feasible, so to increase difficulty they pretty much just threw in more and more enemies. All the improvements from Heretic are present here, including interactive environments (ie, being able to be swept away in a rushing river), the ability to look up and down, the ability to fly (via an item), alternate firing modes for weapons and of course the inventory system. This allowed you to hold up to 25 of a large number of items that you could use at your discretion, instead of being limited to instant use on pickup. These included healing items, power-up items (invisibility, invincibility, etc), bombs, torches (for lighting) and more. There are still plenty of instant-use items in the game, but this added feature introduced a new level of strategy that has since become standard in most games. Probably the most unique aspect of Hexen is the introduction of a class system. The game gives you the choice of three characters, each with their own strengths, weaknesses and weapons. While this isn't a true character guide, some basic information will of course be provided. Unfortunately there is one thing that really made Heretic so memorable that isn't present in Hexen: the Tome of Power. Whether it was a conscious decision or a result of trying to get the game released on a deadline (it came out only a year after Heretic) I'm not sure, but some weapons still have alternate firing modes based on range. Details, of course, are below. iv. "Okay, I'm convinced. Where can I find Hexen?" This is a bit of a tricky one. It's sincerely doubtful that game stores would carry a 17-year old game (man, I feel old...) so your best bet would probably be to check online. Search your favorite torrent site or linkserver and I'm sure you won't have any trouble finding it. If you'd rather have a legitimate version, eBay or other online retailers are probably your best chance at this point. --- [2.3] Legend Here's just a simple description of this FAQ's format: ---Class: The character name and class--- Stats: Speed: The character's movement speed. Agility: This affects the character's dodging speed and firing rate of weapons. Magic: The character's strength with magical weapons. Strength: The character's strength with non-magical weapons. Description: A short description of the character, usually with key differences and comparisons to the other classes. Weapons: i) The character's first weapon. Slot: The slot the weapon occupies. This is the button you press to access it. Description: A short description of the weapon. Ammo Type: The type of ammo it uses. In this game, there's actually only two types of ammo: Blue Mana and Green Mana. The first weapon always uses no Mana, the second always uses Blue, the third Green and the fourth uses lots of both. The numbers in parentheses represent the shots gained on pickup. Ammo Cost: How much ammo a single push of the fire button consumes. Initial Capacity: The amount of ammo the weapon has when initially gained, or given when picked up (if you already have it). Maximum Capacity: The maximum amount of ammo you can hold. Rate of Fire: How fast the weapon is, measured in shots per second. This is an approximation, gotten by taking the average of 5 sets of 10 second bursts. Effect: While this could just be in the Description section, I decided to give it its own section to organize things a bit. Here's where you'll find information on the weapon's uses, effects, etc. Firepower: See below. ii) The character's second weapon. The descriptive format is the same as above. iii) The character's third weapon, following the same format. iv) The character's fourth weapon, same as above. Each ultimate weapon is broken up into three pieces; you'll have to find each one before you can use it. v) Flechettes. Technically these are items and not true weapons, but these green liquid filled flasks serve the same function as bombs and so I've included them here. Also, each character uses flechettes differently. Keep in mind that besides being an item, the biggest difference between these and regular weapons is that the blast WILL DAMAGE YOU if you're too close to the explosion, so be careful while using. The format, of course, is the same as the other weapons. Firepower: This was the most difficult aspect to get; in short, it lists each enemy and how many shots it takes to kill (seriously, you try taking on Korax with a bunch of flechettes >_>). Like the Rate of Fire, this is an approximation and is affected by many things: difficulty, accuracy, range, and others. For weapons with two firing modes, the first number always represents normal use. --- That being said, below is a short description of all the enemies in the game: *Ettin: The first enemy encountered, these two-headed beasts have only one attack: coming up and smashing your face with a mace. Thankfully they're weak because you'll be seeing them a lot. *Afrit: These flying gargoyles are very similar to the ones from Heretic, except these guys are black and constantly on fire. They're pretty quick and toss fireballs at you, but they're also the weakest enemy in the game. Keep in mind that when you first see them they're usually curled up in a ball; in this state, they're completely invulnerable until they unfurl their wings. *Chaos Serpent: Originally appearing as D'Sparil's mount at the end of Heretic, these green, giant horned monsters are a regular enemy now. Thankfully though, they're much weaker than their first incarnation. Not much of an issue, as long as you can dodge their fireballs. *Brown Serpent: Brown Serpents are exactly like their green counterparts, and don't seem to be much stronger, if at all. The one trick they have up their sleeves is that instead of spewing fireballs at you, you now have to deal with a ball of poisonous gas. Overall, no different strategy-wise from Chaos Serpents. *Wendigo: These things kind of look like the Swamp Thing if it were made of ice instead of muck. You'll only find them on ice levels, and despite their numbers they're pretty fragile. They've got a blue orb of energy they'll shoot at you that splits into four shots on impact, similar to the upgraded Dragon Claw from Heretic. *Centaur: Centaurs are, far and away, the most annoying regular enemies you'll encounter. They're not especially damaging or resistent, but they have shields that, once raised, make them completely impervious to damage until they lower it; and trust me, they do it a LOT. Luckily, they can't attack while defending themselves, but any shots reflected off their shields can damage you. *Slaughtaur: Slaughtaurs are what happens when the game decides Centaurs haven't pissed you off enough. They're essentially Centaurs with one added benefit: the ability to shoot blue energy at you from their shields. So, for these guys forget what I said about not being able to attack and defend at the same time. *Stalker: These guys are your only true water enemy. You'll often catch glimpses of their tails as they move about underwater, but you can only damage them when they pop up to attack you. This happens, more often than not, right next to/in front of/behind you. *Dark Bishop: Basically this game's version of Heretic's Disciples of D'Sparil. They're green robed, chanting, floating wizards that shoot blasts of green energy at you in a spiral pattern, making it a little difficult to avoid. Despite the ability to dodge very suddenly, they're pretty easy to kill. *Reiver: You'll only encounter these armored ghosts on the last hub. They'll spring up from any grave you come across, but aside from their numbers they're not a big threat. At this point in the game you'll hopefully have a strong enough handle on things to not worry about them. *Death Wyvern: The boss of the second hub, this bony dragon will fly - very quickly mind you - around in circles, spewing fireballs at you. Can't take a whole lot of damage, but makes up for it by being very difficult to hit. Luckily there's a Wings of Wrath item right in the room with him (makes you able to fly) to make the chase significantly easier. *Heresiarch: This guy is the most annoying boss in the game, and you'll encounter him twice: at the end of both the third and fourth hubs. You actually got a peek at him at the end of Heretic's third episode, watching your character through a crystal ball. The design was originally intended to be used for Korax, but was for whatever reason changed and used for this guy instead. Aside from being difficult to kill, the Heresiarch will cast a spell with three runes spinning over his head; whichever one it lands on when the casting is finished defines the spell's effect. The purple rune shoots out a spiral of purple energy, similar to the Dark Bishop's attack. The red rune fires two bouncing fireballs around the arena, and the green rune summons a Dark Bishop. Aside from this, the Heresiarch has the ability to make himself invulnerable: any time you see two purple orbs circling it, any attack will either be reflected or simply nullified. He'll have this up pretty much constantly, making it so you can only attack during the precious seconds it takes for him to recast. To top it all off, he can ressurect any enemy whose corpse is lying around too. Just be glad he can't teleport. *Fighter: During the last hub you'll have to fight a clone of each character, which you can do in any order you like. Each character moves unnaturally fast and is equipped with their ultimate weapon. The Fighter, like his playable self, is the fastest and is equipped with Quietus. You'd think he'd also be the hardiest, but all the clones are pretty much equal. I say pretty much because it seems like the Fighter actually takes LESS damage to kill than the other two. Must be because he's practically naked. *Cleric: The Cleric moves almost as fast as the Fighter, but is equipped with the Wraithverge. I guess it's only fair. Good luck. *Mage: While the Mage is the slowest of the three clones (though still unnaturally fast) he also seems to be able to take the most damage; the exact opposite of the playable version. Of course, he's also equipped with the Bloodscourge, so make sure you come equipped with plenty of Quartz Flasks. *Korax 1: The second of the Serpent Rider brothers, this guy just looks plain weird. Huge, black and bony with two legs, six arms and glowing red eyes, he's definitly fitting for the boss of the game. His chambers include every environmental trap in the game: lava pits, crushing pillars, stone spikes rising out of the ground, etc. Korax is also capable of several different kinds of attacks: two kinds of fireballs, blue energy orbs, poisonous gas clouds and more. Expectantly, he's also the toughest enemy in the game. The first time you meet him he'll stay in one spot. After a certain amount of damage has been done, he'll transport to a second chamber, opening two doors and unleashing two waves of Ettins followed by two waves of Slaughtaurs. You have to kill all these enemies before the doors will open to the second chamber. *Korax 2: In the second chamber, Korax now has the ability to teleport at will. While like his brother D'Sparil there are five specific places he'll always teleport to, unlike his brother he'll always teleport in a very specific order: the main dias, in the first room just right of the door (if facing it from the second room), just to the left of the same door, to the left of the main dias in the second room (if you're facing it), then to the right and back to the main dias. The frequency of his teleportation increases the closer he is to death, but at least the pattern is predictable. Besides that, Korax now has the ability to summon Ghosts. There are still the same - in fact more - environmental hazards as the first room, and the longer it takes you to kill Korax the more doors open up to release wave after wave of enemy, starting with Chaos Serpents and heading all the way down the list if you wait long enough. A fitting and difficult end to a fantastic game. Interestingly enough, Korax is the only enemy that always has the same death animation, regardless of the weapon you use. **Ghosts: Ghosts, unlike in Heretic, aren't a regular enemy. They only appear in the second half of the battle with Korax, but the principle is basically the same: identical to their corporeal versions except for being partially invisible and simply disappearing upon death. Unlike in Heretic though, you can damage them with any weapon. Korax can summon a Ghost version of any regular enemy. Since these guys are special, only appearing once, randomly and no stronger than the regular versions, I haven't included them separately in the damage chart. --- [2.4] !Notice! Please note that all information has been gathered on the second most difficult difficulty setting: Berserker, Cardinal and Warlock respectively. If you're playing on a lower or higher difficulty, this will affect the data more than anything else. Also all numbers are merely an approximation and should be taken as such; there are simply too many variables to get exact numbers without knowing precise programming information such as enemy HP and actual damage variables, which is inaccessable by just playing through the game normally. =============================================================================== --------------------------- BARATUS, THE FIGHTER---------------------------- =============================================================================== [3.1] [---Stats---] Speed: 10 Agility: 10 Magic: 1 Strength: 10 [3.2] [---Description---] The Fighter is a class for those who are less concerned with strategy and more concerned with bashing faces in. The Fighter is the strongest class, with the fastest running speed, greatest jumping height and distance and highest armor capacity. His weapons have the unique ability in that three of them can be used without Mana and have the lowest consumption rate compared to the other classes, making him the best in terms of ammo conservation. The only downside, if it can even be called that, is that his second weapon is short ranged. This means that you'll have to wait a while before you can attack something without putting yourself in their attack range. Luckily, he has the strength and durability to handle these situations. [3.3] [---Weapons---] i) ---Spiked Gauntlets--- Slot: 1 Description: Why use a weapon when you can just beat things to death with your bare hands? Okay, well not quite bare, and also with spikes, but you get the point. Ammo Type: None Ammo Cost: None Initial Capacity: N/A Maximum Capacity: N/A Rate of Fire: 2.1 punches per second Effect: The Gauntlets are the definition of close range: they're quick, powerful and requiring you to be right up to the opponent to use them. The Fighter has a very specific one- two-THREE-pause-repeat pattern to his punches, the third punch being a little slower but a little more powerful than the other two, and even has a nice knockback effect. This pattern is kept even if you take your finger off the fire button or even switch weapons, so you can save that third strong punch for the guys that REALLY deserve it. If you happen to fire that weapon you switched to though, then the pattern gets reset to one. Firepower: The tricky part with the Gauntlets is that the third punch, being more powerful than the first two, can sometimes leads to varying results based on accuracy. Please remember these numbers are just averages. --- *Ettin: 3 *Afrit: 2 *Chaos Serpent: 5 *Brown Serpent: 5 *Wendigo: 2 *Centaur: 4 *Slaughtaur: 5 *Stalker: 2 *Dark Bishop: 3 *Reiver: 3 *Death Wyvern: 13 *Heresiarch: 69 *Fighter: 14 *Cleric: 17 *Mage: 16 *Korax 1: 40 *Korax 2: 39 ii) ---Timon's Axe--- Slot: 2 Description: The first new weapon you find, Timon's Axe is a very cool battle axe glowing with blue energy. This is also the only second weapon that isn't ranged, so get used to getting in enemy's faces to beat them up. Ammo Type: Blue Mana (15) Ammo Cost: 2 per successful hit (no cost if you miss!) Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.6 swings per second Effect: Timon's Axe is, again, the only non-ranged second weapon in the game (sorry for the repetition, but you don't want to get yourself killed because of it). Despite that, it's the most powerful of each of the classes and, if you run out of Mana, can still be used. Without Mana it's a little more powerful than the fists and with better range, but slower. With Mana, the Axe still doesn't cost anything unless you hit an enemy, where it leaves a blue flash of energy. You'll still see the flash if you hit an object or a wall, but won't use up any ammo. It may not be the most impressive weapon, but will last longer than any other, decreasing the chances of being caught with just your fists. Firepower: For this, the first number is hits to kill with normal use, the second number is without Mana. The only problem with the Axe is that it has to be completely out of Mana (or at least less than 2) in order to use it without power. This made some of the empty values a pain to get if I saved before being locked in with an enemy (especially bosses), making it impossible to drain without damaging the enemy normally or restarting. So, like always, these numbers are just a guide. --- *Ettin: 2 / 4 *Afrit: 1 / 2 *Chaos Serpent: 3 / 5 *Brown Serpent: 3 / 6 *Wendigo: 2 / 3 *Centaur: 2 / 4 *Slaughtaur: 2 / 4 *Stalker: 1 / 2 *Dark Bishop: 2 / 3 *Reiver: 2 / 4 *Death Wyvern: 7 / 12 *Heresiarch: 33 / 67 *Fighter: 8 / 15 *Cleric: 8 / 16 *Mage: 8 / 15 *Korax 1: 25 / 38 *Korax 2: 24 / 38 iii) ---Hammer of Retribution--- Slot: 3 Description: This is in an epic battle with Firestorm as my personal favorite weapon in the entire game. A huge, solid looking warhammer that shoots flaming, exploding hammers as far as you can throw them. Ammo Type: Green Mana (15) Ammo Cost: 3 (no cost if you hit enemies with the hammer itself) Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.2 swings per second Effect: The Hammer of Retribution is easily one of the best weapons in the game. It's the first long range weapon the Fighter gets, and it's a welcome one. It shoots a flaming, spinning hammer wherever you aim, making it very precise. The hammer is also pretty thin, making it easy to shoot through bars at enemies in areas you don't have access to yet. The hammer will also explode on contact, causing a bit of splash damage as well as fire damage to anything it hits. Enemies, or trees killed by this will often burst into flames. At close range, the Hammer is still very useful. It's as powerful as Timon's Axe with full Mana, but a bit slower. The close range smack will also occur even with Mana if you're close enough to hit the enemy with the Hammer itself, further helping to conserve ammo. Probably your main weapon once you get it if you're playing as Baratus. Firepower: Like the Axe, the first number represents the normal flying hammer while the second one represents hits to kill with just the Hammer at close range. --- *Ettin: 2 / 3 *Afrit: 1 / 1 *Chaos Serpent: 2 / 4 *Brown Serpent: 2 / 3 *Wendigo: 1 / 4 *Centaur: 2 / 3 *Slaughtaur: 2 / 3 *Stalker: 1 / 2 *Dark Bishop: 1 / 2 *Reiver: 2 / 2 *Death Wyvern: 5 / 8 *Heresiarch: 29 / 44 *Fighter: 5 / 8 *Cleric: 5 / 8 *Mage: 5 / 8 *Korax 1: 19 / 27 *Korax 2: 17 / 25 iv) ---Quietus--- Slot: 4 Description: Ah, Baratus' ultimate weapon. This is the only weapon in the Fighter's arsenal that can't be used without Mana, which is sad because it totally could be: it's a sword covered in green flames that launches green fireballs. Don't hold your breath just yet, though: you'll need to find all three parts to assemble it before you can use this bruiser. Ammo Type: Blue & Green Mana (20 for Combined Mana) Ammo Cost: 14 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.2 swings per second Effect: Quietus is well worth the wait. It launches five green fireballs that fly out in a basic spread pattern every time you swing the sword. It's also susceptible to the game's limited auto-aim function, so you'll be able to hit enemies at different height levels, hit multiple baddies at once or just bombard one with all five fireballs. It also uses less Mana than the other two ultimate weapons, making it strong, reliable and long lasting. Unfortunately, it's also the slowest of the three ultimate weapons, and without the homing ability of the other two it's a bit more difficult getting all the shots to hit. Helps to balance out the Fighter, I suppose. Firepower: This guide assumes that you're able to hit the enemy squarely with all five fireballs. Obviously, it'll take more hits if only part of the attack connects. --- *Ettin: 1 *Afrit: 1 *Chaos Serpent: 1 *Brown Serpent: 1 *Wendigo: 1 *Centaur: 1 *Slaughtaur: 1 *Stalker: 1 *Dark Bishop: 1 *Reiver: 1 *Death Wyvern: 2 *Heresiarch: 13 *Fighter: 3 *Cleric: 3 *Mage: 3 *Korax 1: 6 *Korax 2: 6 v) ---Flechettes--- Slot: 0 (Or Inventory) Description: Flechettes are technically an inventory item, not a weapon, but they can be used to damage - and kill - enemies, so I've included them here. These green flasks are used differently for each class. Why they're called Flechettes is beyond me; they're not knives, they're bottles. I guess maybe because they already used "flask" with the Quartz Flask? Ammo Type: Flechettes (1) Ammo Cost: 1 Initial Capacity: 1 Maximum Capacity: 25 Rate of Fire: Instant (comes out as fast as you can fire) Effect: The Fighter uses the Flechette item as a grenade. When fired, the Fighter tosses the flask across the room. Left on its own, it'll bounce off of any walls it hits and sit for three seconds before exploding. It will, however, explode on impact if you manage to hit an enemy with it. They're great when dealing with annoying enemies for some extra firepower, or just to conserve ammo; there's no shortage of these items in-game. Be careful when using these in confined spaces, however; if you're close enough to get caught in the blast, the enemy won't be the only one who gets damaged. Firepower --- *Ettin: 2 *Afrit: 1 *Chaos Serpent: 3 *Brown Serpent: 3 *Wendigo: 2 *Centaur: 2 *Slaughtaur: 2 *Stalker: 1 *Dark Bishop: 2 *Reiver: 2 *Death Wyvern: 6 *Heresiarch: 39 *Fighter: 7 *Cleric: 8 *Mage: 8 *Korax 1: 22 *Korax 2: 22 =============================================================================== ---------------------------- PARIUS, THE CLERIC----------------------------- =============================================================================== [4.1] [---Stats---] Speed: 7 Agility: 8 Magic: 6 Strength: 6 [4.2] [---Description---] The Cleric is a wonderful class for beginners because it's the most stable and safe. The Fighter is strong, but has to move in close to do most damage. The Mage is powerful, but weak physically. The Cleric, however, has better than average values in all stats, a fantastic and well rounded weapon set, and is right in the middle of the road in terms of movement speed, jumping ability and armor capacity. The best class to use to get used to the game, or safely wreck it if you're already used to it. [4.3] [---Weapons---] i) ---Mace of Contrition--- Slot: 1 Description: A simple spiked mace. Perfect for the holy man on the go! Ammo Type: None Ammo Cost: None Initial Capacity: N/A Maximum Capacity: N/A Rate of Fire: 1.7 hits per second Effect: Nothing fancy here, just a simple whack-until-they're- dead method. The Mace is, frankly speaking, the worst of the three starting weapons. It has better range than the Spiked Gauntlets, though not as much as the Sapphire Wand. It's got more power than the Wand, but not as much as the Gauntlets. A very middle-of-the-road weapon for a very middle-of-the-road character. Firepower --- *Ettin: 6 *Afrit: 3 *Chaos Serpent: 8 *Brown Serpent: 8 *Wendigo: 4 *Centaur: 6 *Slaughtaur: 6 *Stalker: 3 *Dark Bishop: 4 *Reiver: 6 *Death Wyvern: 20 *Heresiarch: 106 *Fighter: 24 *Cleric: 24 *Mage: 25 *Korax 1: 79 *Korax 2: 77 ii) ---Serpent Staff--- Slot: 2 Description: Parius' first new weapon, the Serpent Staff just plain looks cool. It has both long range and close range capabilities, doesn't use much Mana, and the eye even blinks sometimes! Ammo Type: Blue Mana (15) Ammo Cost: 1 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 3.6 shots per second ranged, Constant close Effect: The Serpent Staff is just the first of the Cleric's unique arsenal. It's normal firing mode fires two green energy blasts (for only 1 Mana!) in a wave pattern that hit for poison damage. Unfortunately, the blasts are a little far apart, making it possible to hit an enemy with only one of them; obviously, this only causes half the normal damage. Luckily the firing and consumption rates are top notch, (in fact the Serpent Staff is the fastest weapon in the game) so you shouldn't have any trouble hitting that enemy with another shot or three. At close range, this weapon changes completely. Get up to melee distance and the Staff starts sucking the life out of the enemy - literally. Even better, that life gets transferred to you, making it fantastic at preserving healing items against weaker foes. The rate of fire is constant for this mode, but ammo gets drained at the same pace as if you were firing normally. Either way, not one of the more powerful weapons, but definitely one of the more useful weapons. Firepower: For this, the first number is hits to kill with normal use while the second number is SECONDS to kill (as the rate of fire is Constant) for the life-drain mode. These numbers also assume that you hit your target with both blasts each shot, but still, like always, should just be taken as reference. --- *Ettin: 5 / 2s *Afrit: 3 / 1s *Chaos Serpent: 7 / 4s *Brown Serpent: 7 / 4s *Wendigo: 4 / 1s *Centaur: 5 / 4s *Slaughtaur: 5 / 4s *Stalker: 2 / 1s *Dark Bishop: 4 / 2s *Reiver: 5 / 2s *Death Wyvern: 17 / 7s *Heresiarch: 110 / 40s *Fighter: 21 / 11s *Cleric: 21 / 11s *Mage: 21 / 11s *Korax 1: 58 / 31s *Korax 2: 40 / 29s iii) ---Firestorm--- Slot: 3 Description: Firestorm is currently in an epic battle with the Hammer of Retribution for my favorite weapon in this game; so far neither has won. Anywho, this is a pure spell, allowing you to shoot a flaming ball from your gloved hands that streaks along the ground. Awesome. Ammo Type: Green Mana (15) Ammo Cost: 4 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.6 shots per second Effect: Another fantastic addition to the Cleric's arsenal, the Firestorm is powerful and versatile. Firestorm is the most directly accurate weapon the Cleric has, and will probably be your staple throughout the game. It's definitely pricier than the Serpent Staff, but ammo is usually plentiful enough to make it worth using regularly. Firestorm will cause (surprise!) fire damage to anything it hits. At the point of impact, a small pillar of flame will last for a couple of seconds, causing additional damage to the enemy. Unfortunately it doesn't travel with an enemy, so they can avoid the extra damage by stepping out of it. It will, however, damage anything stupid enough to walk into it. Despite travelling along the ground, the Firestorm doesn't have any issues with hitting aerial monsters; in this case, the fireball separates from the streak, allowing the possibility of hitting multiple baddies along the same vertical plane. Firepower: Firestorm's firepower is a bit tricky considering the flame pillar it causes on impact, causing more - and inconsistent - damage depending on how long the enemy stays in the same spot. For the purposes of this chart, assume that each number represents the hits to kill, without any additional fire damage. As always, use this this as reference, knowing it'll take less hits if the enemy isn't too mobile. --- *Ettin: 2 *Afrit: 1 *Chaos Serpent: 2 *Brown Serpent: 2 *Wendigo: 2 *Centaur: 4 *Slaughtaur: 4 *Stalker: 1 *Dark Bishop: 2 *Reiver: 2 *Death Wyvern: 8 *Heresiarch: 30 *Fighter: 6 *Cleric: 7 *Mage: 8 *Korax 1: 16 *Korax 2: 19 iv) ---Wraithverge--- Slot: 4 Description: Welcome to the coolest weapon in the entire game: the Wraithverge. Consisting of three parts needed to assemble it before it can be used, this holy relic has the power to summon the spirits of the dead to wreak absolute havoc on your enemies. And trust me, it does this very, very effectively. Ammo Type: Blue & Green Mana (20 for Combined Mana) Ammo Cost: 18 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 2 shots per second Effect: Wraithverge is the most interesting and most memorable weapon in the entire game; unfortunately, it's also the most expensive in terms of ammo and the weakest of the three ultimate weapons in terms of pure damage. When fired, it shoots out a grey orb that, on impact, explodes into four flying, wailing ghosts. These ghosts automatically home in on any enemies in the area, literally ripping them apart. After a certain amount of damage is done, the ghosts disappear, but don't worry; they'll usually kill at least 4 to 5 Ettins or the equivalent damage before that happens. The homing mechanism for these guys is disturbingly good. In addition to that, they also can - and will - fly through walls to hit any enemy within range, even if you don't have access to the room yet. If there aren't any enemies around, the ghosts will just fly around for a bit before disappearing. Finally, you can summon as many ghosts as you want; there doesn't seem to be a limit on how many can be around at once, so even if there's a massive crowd, you can just fire a few shots into it and walk away. The only downside to the Wraithverge is that the ghosts kind of do what they want, making targetting a specific enemy in a crowd a little difficult. Firepower: Because the ghosts track independantly of your control, the damage values in this chart assume that all four ghosts damage the enemy as much as possible before disappearing - tricky to get unless you catch the monster alone in a room. --- *Ettin: 1 *Afrit: 1 *Chaos Serpent: 1 *Brown Serpent: 1 *Wendigo: 1 *Centaur: 1 *Slaughtaur: 1 *Stalker: 1 *Dark Bishop: 1 *Reiver: 1 *Death Wyvern: 5 *Heresiarch: 28 *Fighter: 2 *Cleric: 2 *Mage: 1 *Korax 1: 11 *Korax 2: 11 v) ---Flechettes--- Slot: 0 (Or Inventory) Description: Flechettes are technically an inventory item, not a weapon, but they can be used to damage - and kill - enemies, so I've included them here. These green flasks are used differently for each class. Why they're called Flechettes is beyond me; they're not knives, they're bottles. I guess maybe because they already used "flask" with the Quartz Flask? Ammo Type: Flechettes (1) Ammo Cost: 1 Initial Capacity: 1 Maximum Capacity: 25 Rate of Fire: Instant (comes out as fast as you can fire) Effect: The Cleric has the best iteration of Flechettes out of any of the three classes. When used, Parius will drop the flask at his feet, which explodes after a second into a cloud of poisonous gas. This cloud lasts about 30 seconds, causing constant damage to anything that steps into it. Unfortunately this means enemies can walk out of it as well. Luckily the constant damage seems to also have a stun effect, so the enemies will have to be very quick or have a lot of HP to walk out of the cloud before it kills them. There are two major advantages these Flechettes have over the other two uses: first, the damage stacks, so if you want to kill something quickly (either to conserve ammo or cause supplemental damage) you can drop multiple Flechettes for multiple damage, equal to the amount you drop. Second, the Cleric's Flechettes - and the Cleric's only - will damage an enemy through shields or spells. So those Slaughtaurs and the Heresiarch? No longer a problem with these guys around. Firepower: This was one of the more difficult damage charts to complete, because the enemy needs to stay in the cloud for any damage to be done. These numbers assume you're able to keep the monster poisoned until it dies or 30 seconds have passed and the cloud disappears, whichever comes first. Also, since the damage is constant, the numbers represent SECONDS to kill, not HITS to kill. --- *Ettin: 2s *Afrit: 1s *Chaos Serpent: 4s *Brown Serpent: 4s *Wendigo: 2s *Centaur: 2s *Slaughtaur: 2s *Stalker: 1.5s *Dark Bishop: 2s *Reiver: 2s *Death Wyvern: 5s *Heresiarch: 30s *Fighter: 13s *Cleric: 13s *Mage: 15s *Korax 1: 25s *Korax 2: 22s =============================================================================== ---------------------------- DAEDOLON, THE MAGE----------------------------- =============================================================================== [5.1] [---Stats---] Speed: 4 Agility: 2 Magic: 10 Strength: 4 [5.2] [---Description---] The Mage is an interesting, fun, and somewhat difficult class to use. He has the most powerful weapons, if not in terms of damage then in terms
of effect, but is the slowest in terms of movement and firing speed. He also unfortunately has the lowest armor capacity, so combine all this together and you have a character that takes as much damage as he can dish out without the speed to dodge as well as the Cleric or the Fighter. With a little strategy however, the Mage becomes possibly the deadliest class of all. My personal favorite of the three, but definitely for more advanced players. [5.3] [---Weapons---] i) ---Sapphire Wand--- Slot: 1 Description: Similar to the Elven Wand from Heretic, this is a staff with a large blue sapphire at the end that shoots blue, trailing bursts of energy. Of course, you don't have to worry about ammo with this one. Ammo Type: None Ammo Cost: None Initial Capacity: N/A Maximum Capacity: N/A Rate of Fire: 2.4 blasts per second Effect: Second only to the Serpent Staff in firing speed, the Sapphire Wand is the fastest, but also the weakest starting weapon of the three. Besides speed, it makes up for this lack of power by being ranged, thus keeping the fragile Mage out of harm's way, and by having a piercing effect. Each shot will cut through an opponent, hitting anyone or anything behind it, and behind that, and so on. Because of that, the total damage you can cause is actually higher than the other two weapons, by way of being able to hit multiple targets at once. Finally, enemies tend to be stunned for just about as long as it takes for the next shot to connect, meaning they stay stunned, keeping you safe while you fire away. Not the strongest weapon, but definitely the most effective. Firepower --- *Ettin: 8 *Afrit: 4 *Chaos Serpent: 9 *Brown Serpent: 9 *Wendigo: 5 *Centaur: 8 *Slaughtaur: 8 *Stalker: 4 *Dark Bishop: 6 *Reiver: 7 *Death Wyvern: 33 *Heresiarch: 122 *Fighter: 43 *Cleric: 42 *Mage: 42 *Korax 1: 55 *Korax 2: 54 ii) ---Frozen Shards--- Slot: 2 Description: The game seems a bit confused as to this weapon's name; sometimes on pickup it'll say Frozen Shards, sometimes Frost Shards. Anyway, this spell launches a volley of blue shards, or if you're close enough, just a blue flash as you touch the enemy. Either way, when they die, instead of falling over they'll turn into solid ice. If hit or after a few seconds, they'll shatter, leaving behind a few ice cubes that melt away after a bit. Ammo Type: Blue Mana (15) Ammo Cost: 3 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.5 volleys per second Effect: The Frozen Shards are another weapon with two firing modes, dependant on the distance between you and the enemy. At range (which you'll be using more often as the Mage) it fires a volley of blue shards in an expanding diamond pattern. Each shard does little damage, but the entire volley contains 17 of them; if you manage to hit an enemy with the whole volley, the damage really adds up. If you're having trouble imagining the attack, I've provided a diagram courtesy of Arne Michaelsen (email@example.com): "the spread looks like this: * * * * * * * * * * * * * * * Note the center column is 7 shards, not five. Limits of ascii... <sigh>" - AMichaelsen At close range, the attack changes in appearance, but not effect. The Mage's hand still glows blue but instead of releasing a volley of shards, the energy goes directly from the hand to the enemy, as if touching it. This makes the attack much more focused and powerful, at the cost of putting yourself in harm's way. Considering the relatively low Mana cost, try to use this weapon as much as possible. As a final note, this is the only weapon that can't shatter a frozen enemy. Especially if you're fighting a group in an enclosed space, the frozen monsters can really get in the way, forcing you to either wait or switch to another weapon to shatter them. Not a problem unless you're facing an enemy with a ranged attack. Firepower: For this chart, the first number represents hits to kill when shooting a volley, and assumes you hit the enemy with as many shards as possible. The second number represents hits to kill with the close range, touch attack. Also, the Death Wyvern moves way too fast for me to get an accurate gauge with the second attack, so only the value of volley shot hits is provided. If anyone happens to have this information, feel free to submit it :3 --- *Ettin: 3 / 2 *Afrit: 2 / 1 *Chaos Serpent: 5 / 3 *Brown Serpent: 5 / 3 *Wendigo: 3 / 1 *Centaur: 5 / 3 *Slaughtaur: 5 / 3 *Stalker: 2 / 1 *Dark Bishop: 3 / 2 *Reiver: 3 / 2 *Death Wyvern: 14 / ? *Heresiarch: 86 / 36 *Fighter: 13 / 9 *Cleric: 14 / 9 *Mage: 15 / 10 *Korax 1: 42 / 30 *Korax 2: 36 / 26 iii) ---Arc of Death--- Slot: 3 Description: The Arc of Death has the most impressive still animation of any weapon in the game. The Mage holds a ball of lightning, playing with it in an almost affectionate manner. When fired, it releases a pillar of lightning that travels along the ceiling and floor, and locks onto enemies on contact. Ammo Type: Green Mana (15) Ammo Cost: 5 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 1.1 arcs per second Effect: One of the cooler weapons in the game, the Arc of Death is also probably the most useful in Daedolon's arsenal. Besides being one of the most powerful weapons in the game (in fact, it's about as powerful as Bloodscourge), this weapon has the interesting feature of locking onto an enemy when it hits, causing constant damage for a few seconds before wearing off. At least, usually - the exact amount of time the electricity lasts is inconsistent, and I suspect it is somehow related to whether you hit the enemy directly or snag it with a glancing blow. Either way, even if you only hit the enemy's toe the Arc will still lock on. Another interesting feature is the fact that the pillar travels forward along the floor and ceiling simultaneously. Any enemies on a ledge, pillar or anything else higher than you will therefore be hit as long as you aim for the same point in the horizontal plane; in other words, the lightning will climb up any piece of scenery, only stopping if it hits an enemy. By the same token, if you're standing on a ledge with enemies on the ground below you, the attack CAN target them: all you have to do is send it their way. Of course, this power doesn't come without its drawbacks. The Arc of Death is the slowest weapon in the game, and also the most costly in terms of ammo. Combine this with the inconsistent damage and Deadolon's physical weaknesses and you'll be chewing through your Green Mana pretty quickly. In spite of this, it's still the best choice for your primary weapon once you get it. Firepower: Since the Arc of Death has the problem with inconsistent damage, this chart assumes you hit the enemy squarely and it gets shocked for the maximum amount of time before disappearing. As with all the other damage charts, remember this is just a reference; your own experience will almost surely vary. --- *Ettin: 1 *Afrit: 1 *Chaos Serpent: 1 *Brown Serpent: 1 *Wendigo: 1 *Centaur: 2 *Slaughtaur: 2 *Stalker: 1 *Dark Bishop: 1 *Reiver: 1 *Death Wyvern: 3 *Heresiarch: 24 *Fighter: 4 *Cleric: 4 *Mage: 3 *Korax 1: 10 *Korax 2: 10 iv) ---Bloodscourge--- Slot: 4 Description: The Mage's ultimate weapon, this is a staff mounted with a skull, all topped with a swirling red orb. When fired, it releases a trio of spiked, swirling fireballs that home in on anything in sight, literally cutting through the opposition. Ammo Type: Blue & Green Mana (20 for Combined Mana) Ammo Cost: 15 Initial Capacity: 25 Maximum Capacity: 200 Rate of Fire: 2 shots per second Effect: Bloodscourge is an interesting weapon. It doesn't quite have the power of Quietus, and it's homing feature isn't quite as accurate as the Wraithverge, but also isn't as expensive. In short, it's a nice compromise between the strengths and weaknesses of the other two weapons, and a definite asset for the Mage. When fired, three spiked fireballs erupt from the orb and will home in on anything it can track. Unfortunately it can't go through walls like the Wraithverge, but it will fly around corners, through openings and, as long as it has the space to do so, will wrap back around to hit other enemies in the area. For tough enemies, particularly bosses the attack will be like any other. For minor enemies, the fireballs will rip through them and continue travelling, losing a bit of speed, on to hit any other monsters they can find. The piercing effect is so prominent that it'll occur even if the enemy isn't dead; if there aren't any others in the room, the fireballs will curve back around to hit the enemy again. Unless it's a big room though, expect them to hit a wall before they complete the circle. Overall, perhaps not as impressive as the other two ultimate weapons but definitely fitting. Firepower: Occasionally, even for a minor enemy the Bloodscourge's attack will pierce through without killing. This chart assumes an accurate hit with all three fireballs, delivering the most amount of damage possible. As with everything else, don't take these numbers as gospel. --- *Ettin: 1 *Afrit: 1 *Chaos Serpent: 1 *Brown Serpent: 1 *Wendigo: 1 *Centaur: 1 *Slaughtaur: 1 *Stalker: 1 *Dark Bishop: 1 *Reiver: 1 *Death Wyvern: 3 *Heresiarch: 18 *Fighter: 3 *Cleric: 4 *Mage: 4 *Korax 1: 10 *Korax 2: 9 v) ---Flechettes--- Slot: 0 (Or Inventory) Description: Flechettes are technically an inventory item, not a weapon, but they can be used to damage - and kill - enemies, so I've included them here. These green flasks are used differently for each class. Why they're called Flechettes is beyond me; they're not knives, they're bottles. I guess maybe because they already used "flask" with the Quartz Flask? Ammo Type: Flechettes (1) Ammo Cost: 1 Initial Capacity: 1 Maximum Capacity: 25 Rate of Fire: Instant (comes out as fast as you can fire) Effect: Unfortunately, the Mage probably has the hardest time using the Flechettes. When used, Daedolon will drop the flask at his feet which explodes after a one second delay. It's no less powerful than either of the other iterations, but the fact that the explosion will damage you means that you need to drop it and MOVE. This is actually good strategy for the Mage, but definitely contributes to the overall difficulty of the class. The one big advantage it does have, however, is that you can create a trail of bombs to safely and effectively destroy any pursuing enemies. Firepower: As usual, these numbers should be used as just a reference, but the quick and easy nature of these time bombs made this one of the easier charts to finish. --- *Ettin: 2 *Afrit: 1 *Chaos Serpent: 2 *Brown Serpent: 2 *Wendigo: 1 *Centaur: 2 *Slaughtaur: 2 *Stalker: 1 *Dark Bishop: 2 *Reiver: 2 *Death Wyvern: 12 *Heresiarch: 38 *Fighter: 12 *Cleric: 10 *Mage: 10 *Korax 1: 21 *Korax 2: 24 =============================================================================== ---------------------------------- CREDITS---------------------------------- =============================================================================== Well, that's about it. Hope you enjoyed! Here's a few people to whom I owe my thanks: - Tricky, HSTeoh, A.J. and AMichaelsen for their Hexen FAQs currently on GameFAQs. Though all data was gathered myself, they provided some good information and the inspiration for this guide. Thanks, guys! - AMichaelsen specifically for his AScII diagram of the Frozen Shards. - ZackScott, for his Resident Evil 4 Weapon Analysis Guide that gave me the basis to create this one. - Emma Rutabega, for being a wonderful corgi and keeping my lap warm while I worked on this. =============================================================================== ---------------------------- CONTACT INFORMATION---------------------------- =============================================================================== Email: firstname.lastname@example.org AIM: fattyinaball Telepathy: Think about sushi and you'll probably find me. Please don't appear in my dreams, though; they're scary enough as it is >___> ...and that's it. I'm going to bed. =============================================================================== Copyright 2012 by A. Provisor (Hoitytoity) (c). All rights reserved.