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Герои 3 - карта Conflict of Destiny

25/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of Erathia

Conflict of Destiny
Трейнер к игреHeroes of Might and Magic 3: The Restoration of Erathia
Ещё называютГерои меча и магии 3: Возрождение Эрафии
Вышла на платформахPC
РазработчикNew World Computing
ЖанрStrategy
Дата выхода1999-03-01
Defeat the Master, Dragonrife.

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Conflict of Destiny

Объекты

  • Башня
    • 17, 16 подземелье
    • Имя: Tempus
    • Имя: Daily Resource bonus
  • Лорд
    • 17, 18 подземелье
    • Имя: Dragonrife
    • Биография: Dragonrife came from a future in which the Rifes overwhelmed the world. He journeyed to the past hoping to change the course of history.
  • Событие
    • 142, 142 подземелье
    • Сообщение: If Dragonrife is anything like the other Rifes, the name carries with it some meaning. When you met him first at the lake, before you knew who he was, he'd commanded an Azure Dragon. There's no reason to think he commands anything less now, and he's likely to have them in quantity. Against this, normal Wizard troops will not suffice. You must fight fire with fire, recruiting any and all Dragons you encounter. The Separation has taken it's toll on you, however. First you must grow in power to equal then best your enemy. Scouts tell of four keymasters here, who will try to sell you useless junk in exchange for access to gates of their color. You check your pockets for gold.
  • Знак
    • 120, 139 подземелье
    • Сообщение: Crux
  • Знак
    • 127, 138 подземелье
    • Сообщение: Access to Crux restricted by order of the Master.
  • Вор
    • 127, 127 подземелье
    • Сообщение: Psst! Hey you! Didn't think you were really coming. Hmph. Name's Wren. Some guy paid me to warn anyone matching your description about the two mercenaries hired by the Rifes. They ain't as big 'n bad as the Rifes, but they ain't pushovers neither. Names are Hyde 'n Seike. Guy paid me to tag along if ya want me to. I'm good at findin stuff out.
  • Событие
    • 130, 132 подземелье
    • Сообщение: The rough lands ahead are likely well populated with opportunities for both battle and knowledge. You should explore and take full advantage of it, being careful not to linger too long. The Rifes grow stronger with every passing day.
  • Знак
    • 134, 133 подземелье
    • Сообщение: Visit the Isle of Crux SW of here- destiny is just a short distance away!
  • Знак
    • 112, 132 подземелье
    • Сообщение: Material and Spiritual Growth Ahead
  • Костяной Дракон
    • 128, 117 подземелье
    • Сообщение: Although you've studied Necromancy, any talent you may have had was lost to Necrorife. Bone Dragons are hardly the strongest of their kind, but Dragons are Dragons. A simple adaptation of the spell used to control golems may just swing their loyalties your way... or not.
  • Хижина провидца
    • 135, 111 подземелье
    • Сообщение: So, you've an interest in Dragons, eh? Well, I've an interest in seeing the @*#& who burnt down my lovely garden brought to justice! He wanted tribute, but I gave him a smack upside the head instead! The jerk then set the whole surrounding forest ablaze. Take care of him, and I'll give you a clutch of Dragon eggs I found. No idea what kind they are, though. Oh, you want his name? Hyde.
  • Чернокнижник
    • 98, 118 подземелье
    • Имя: Hyde
    • Биография: A mercenary of no small talent, Hyde was magically teleported out of job gone bad. Despite that, he was not happy when he appeared before Dragonrife. A large sum of gold greatly improved his disposition.
  • Событие
    • 135, 116 подземелье
    • Сообщение: The trees here were recently burned.
  • Событие
    • 132, 114 подземелье
    • Сообщение: The trees here were recently burned.
  • Зелёный дракон
    • 115, 118 подземелье
    • Сообщение: Green Dragons... Sari always had a way with them, and now you try to recall some of the things she did to gain their trust. Unfortunately, these Dragons are too wild to tame...
  • Событие
    • 116, 118 подземелье
    • Сообщение: A few of the dragons are not slain, but gravely wounded. Sorry to have killed thier companions, you heal what you safely can then leave. Amazingly, three Dragons follow you.
  • Алмазный голем
    • 143, 86 подземелье
    • Сообщение: A little knowledge can be a dangerous thing.
  • Алмазный голем
    • 142, 87 подземелье
    • Сообщение: A little knowledge can be a dangerous thing.
  • Алмазный голем
    • 140, 86 подземелье
    • Сообщение: A little knowledge can be a dangerous thing.
  • Алмазный голем
    • 141, 87 подземелье
    • Сообщение: A little knowledge can be a dangerous thing.
  • Событие
    • 139, 89 подземелье
    • Сообщение: Ahead you see a Library under attack by a group of Diamond Golems. They seem to be chanting something as they pummel the stone of the library with their razor sharp fists.
  • Хозяин зверей
    • 125, 97 подземелье
    • Имя: Sieke
    • Биография: Only Sieke knows his story, and he's not telling.
  • Вор
    • 108, 114 подземелье
    • Сообщение: Quite by accident, you come across a group of rogues about to ambush a nearby mercenary camp. Though the mercenaries are likely much more skilled at combat, it is immediately clear they will fall to the rogues' overwhelming numbers. You charge in to make the fight a little more fair.
  • Событие
    • 110, 116 подземелье
    • Сообщение: The mercenaries are waiting when you arrive. Having witnessed the battle, a few offer to join your army, free of charge.
  • Знак
    • 89, 126 подземелье
    • Сообщение: Caeserian Arena Elite Warriors Only Warning
  • Событие
    • 87, 125 подземелье
    • Сообщение: You see no warriors or creatures along the path to the arena, but the surrounding forest could easily hide a multitude of assailants...
  • Событие
    • 110, 135 подземелье
    • Сообщение: Not sure if you should be afraid or eager, you proceed warily... You come upon an Library overgrown with plant life. The ground smells of magic, and upon closer inspection you see faces in the trees. Pixies and Sprites play around the branches entwined about the Library pillars. You hear that strange giggle again, and a pair of disembodied eyes appear directly before you. Startled, you jump away towards the Library. Apparently that was the wrong thing to do, for the Fairies converge on you and start to swirl about menacingly, the Dendroids start to move, and a body appears around the eyes... Faerie Dragons...
  • Событие
    • 111, 136 подземелье
    • Сообщение: In the distance, you hear the high magically sweetened laugh that is a telltale sign of something faerie...
  • Событие
    • 130, 115 подземелье
    • Сообщение: After the battle, Wren steps forward, and you halt to hear his words. Ya may've noticed the critters round here are resistant ta magic to some degree. There's a reason fer that. This land suffers under the rule of the Senexcal, an order of magi with lesser moral fiber than yerself. Thier powerful magics subdue most everyone, so the only free people left are those with some magical resistence. If you c'n take the lot of em out, you could take over the factories they set up ta churn out all them golems and gargoyles they use as enforcers. Not a bad idea. You thank Wren for the info, then set off.
  • Архимаг
    • 116, 106 подземелье
    • Сообщение: The Senexcal will prevail!
  • Событие
    • 117, 106 подземелье
    • Сообщение: Time to clear out the factory...
  • Маг
    • 122, 115 подземелье
    • Сообщение: Who are you? These lands belong to the Senexcal! How dare you trespass!
  • Маг
    • 112, 111 подземелье
    • Сообщение: Apparently the Senexcal have been alerted to your presence. They have gathered here enmasse, and are formidable indeed.
  • Чародей
    • 103, 109 подземелье
    • Сообщение: You've come to the headquarters of the Senexcal. They have their elite guarding the gates.
  • Золотой голем
    • 100, 113 подземелье
    • Сообщение: The last remnants of Senexcal resistance comes in the form of Gold Golems.
  • Алмазный голем
    • 112, 105 подземелье
    • Сообщение: This well provided the magic the Senexcal needed to conquer this region. They've set Diamond Golems to guard it from anyone's use but their own.
  • Событие
    • 88, 123 подземелье
    • Сообщение: Looks like you were right. The first wave of creatures come swiftly out of the forest. It is obvious they've done this before.
  • Событие
    • 90, 121 подземелье
    • Сообщение: And the third...
  • Событие
    • 91, 120 подземелье
    • Сообщение: No one attacks! The intense battles in rapid succession has increased both your perception of your armies' abilities and it's abilities itself.
  • Событие
    • 89, 121 подземелье
    • Сообщение: Hoping for some rest, you stop off the side of the most direct route to the Arena. Happily, you are not attacked.
  • Событие
    • 89, 122 подземелье
    • Сообщение: Barely a step away, the second wave attacks...
  • Событие
    • 99, 111 подземелье
    • Сообщение: Wren motions for your attention. This ship will take you to the next island, where the Rifes are. One island beyond that is the domain of Dragonrife, the Master. I've not been to either before, so can tell you little about it. Just be sure you're ready before you head on over.
  • Красный дракон
    • 93, 134 подземелье
    • Сообщение: If you wish us to join you, prove you are worthy to command us!
  • Событие
    • 92, 135 подземелье
    • Сообщение: The dragons pick themselves up off the floor, but only four of them honor your agreement. The other two, too proud to admit defeat, fly off.
  • Чёрный дракон
    • 89, 139 подземелье
    • Сообщение: The dragon eyes you with a stare you find hard to bear. Your soul is a little pure for my liking, but there's a healthy dose of guilt in there, so you've must've done something wrong to warrant that. Hmmm... Seeing the wide variety of dragons already under your command, the single black dragon joins out of pure curiosity.
  • Чёрный дракон
    • 84, 142 подземелье
    • Сообщение: Away! You reek of righteousness and purity! We'll have none of it!
  • Дракон-Привидение
    • 97, 143 подземелье
    • Сообщение: Once again you try your hand at recruiting undead Dragons...
  • Событие
    • 101, 116 подземелье
    • Сообщение: Again Wren comes forward with useful information. This region was once populated by a priesthood that brought and maintained peace here for centuries. When the grail was recovered by one of their number, the priesthood split into two factions over what to do with it. They warred each other out of existence, but their many churches still exist, and can be used as sanctuary.
  • Страж прохода
    • 78, 137 подземелье
    • Сообщение: Alright, here's the deal. The Helm of Heavenly Enlightenment for passage.
  • Событие
    • 103, 132 подземелье
    • Сообщение: Again Wren stands at your side. These black and grey guards are new. They've appeared throughout the islands, and as far as I know, none but the Rifes or their agents can pass beyond. Let's go. Nothin we can do here.
  • Событие
    • 96, 122 подземелье
    • Сообщение: Again Wren stands at your side. These black and grey guards are new. They've appeared throughout the islands, and as far as I know, none but the Rifes or their agents can pass beyond. Let's go. Nothin we can do here.
  • Страж прохода
    • 132, 91 подземелье
    • Сообщение: A wealthy mercenary occupies this tower. Hold on there! he says. You got a nice collection of Dragons there. Bet you thought you could just waltz on in here and upgrade em, eh? Well, I own this fort. It's for my use and mine alone. But I could be persuaded to give you unlimited access for say 1 Green Dragon, 1 Bone Dragon and 1 Red Dragon. Think it over if you like, but the offer's not open forever.
  • Знак
    • 118, 122 подземелье
    • Сообщение: Beware the Purple Border Guards The Rifes have them as well.
  • Знак
    • 5, 17 подземелье
    • Сообщение: Dragon Valley
  • Знак
    • 32, 4 подземелье
    • Сообщение: Dragon Valley
  • Событие
    • 41, 21 подземелье
    • Сообщение: These strange trees unnerve you. They have faces, but are not Dendroids. They all stand as if hailing you. Your army feels the same, and only the presence of the formidable Dragons keep it from affecting morale.
  • Событие
    • 40, 21 подземелье
    • Сообщение: Suddenly a loud groan pierces the silence of the winterlands, followed by rapid activity in the Hailing Trees. The quickness of their movement is most untree-like, and your army quickly forms around you. The Hailing Trees begin to speak. We are the servants of the Master Dragonrife, and speak in his voice. Know you that despite all your hardship, he is not the enemy you believe he is.
  • Событие
    • 39, 20 подземелье
    • Сообщение: Know you also that he is not a Rife such as you know them, and was not created when you found the Orb of Prismatic Separation. The Master Dragonrife is none other than yourself.
  • Событие
    • 38, 19 подземелье
    • Сообщение: Hard as it is to believe, the voice the Hailing Trees speak with, now that you listen to it, is unmistakably your own. He has come to prevent the tragedy the world became in his time. In that existence, he/you were unprepared for the creation of the Rifes. Born of all the dark aspects of your soul, their ruthlessness and cruelty allowed them to grow in knowledge and power faster than you/he ever could.
  • Событие
    • 36, 19 подземелье
    • Сообщение: They scattered to the four winds, and everywhere they went they conquered and flourished. By the time Sari had created the Gem of Integration and the Master was finally powerful enough to take on the least of the Rifes, it was already far too late. The world and all the life on it was damaged beyond recovery or repair. Still, the Master hunted the Rifes one by one and defeated them.
  • Архангел
    • 79, 134 подземелье
    • Сообщение: An Archangel perches over the run down church building. On seeing you, he flies down to meet you. Hello. I know you, and your quest. I have one of my own, but am unable to complete it. Here in this church lies one remnant of the priesthood that once kept peace here. The priests of this particular church have succeeded in ridding themselves of the pettiness and infighting that destroyed their precedents. If they could attract followers, eventually they could restore this land to it's former glory. Unfortunately the local populace has lost faith in the priesthood, with good reason, of course. If you could find the Helm of Heavenly Enlightenment, and bring it here, it would give the priesthood the ability to inspire the people and restore their faith. All the land would be grateful, and I might also be able to help your cause as well.
  • Сапоги Левитации
    • 120, 141 подземелье
    • Сообщение: These boots are the only way off the island of Crux, and they'll be lost as soon as you cross the sea, so use them wisely.
  • Страж прохода
    • 108, 141 подземелье
    • Сообщение: A partially sculpted golem protrudes from the tower, it's hand extended outward. Boots of Levitation please.
  • Событие
    • 90, 101 подземелье
    • Сообщение: From what Talmoth told you, this island is segmented, with a different Rife controlling each section. It would be wise to visit any Redwood Observatories to better size up your enemy.
  • Некромант
    • 1, 142 подземелье
    • Имя: Haunter
  • Страж прохода
    • 67, 56 подземелье
    • Сообщение: Nothing less than a dragon will be good enough to prevail against the Master. I cannot let you pass in good conscience without one. If you can afford to part with 1 Crystal Dragon, then you must be prepared.
  • Знак
    • 73, 75 подземелье
    • Сообщение: To Crux
  • Событие
    • 74, 74 подземелье
    • Сообщение: The Isle of Crux, eh? As you step forward, a strange feeling comes over you. Something akin to a memory that hasn't happened yet gives you pause. You should not journey to Crux unless someone is there to meet you...
  • Событие
    • 87, 99 подземелье
    • Сообщение: There are no Rifes in the immediate area. This island seems set up like the last, with the central area relatively free of danger. The other end, with the only access to the open sea, seems to be blockaded with quest guards. There is even a town nearby. You are about to descend when you notice a strange glitter. Straining to catch it again, you can barely make out a well hidden portal.
  • Событие
    • 70, 33 подземелье
    • Сообщение: The shipwreck survivor had been paddling madly away from this section of the reefs, and after fishing him out you can see why. A number of Gold Dragons are bathing in the sea water, jumping out and diving in like dolphins. Then a truly amazing thing happens. All the Green, Gold, and Faerie Dragons in your ranks lift off your ship and dive in with the rest of them! The ship swells on the sea from the lighter load, and many of your crew are thrown into the air by it. All land safely and watch the spectacle of dragons at play for hours. The air is charged with magic, and the Faerie Dragons create a marvelous fireworks display using Fireballs, Lightning Bolts, and Meteor Showers. When the sun sets the dragons begin to return one by one. You briefly feel sorry for the Red, Black and Azure Dragons who were too proud to join in the fun. Having no will of their own, the Bone, Ghost, and Crystal dragons didn't miss much. As you turn to give the order to raise anchor, you notice there are a lot more dragons than there were before...
  • Океанская бутыль
    • 60, 44 подземелье
    • Сообщение: Welcome to the floating city of Gaiana! Please refrain from killing our inhabitants.
  • Элементаль воды
    • 60, 36 подземелье
    • Сообщение: Rifes eh? Yeah we've seen one on the frozen isle to the northwest. Some Ice Elementals ran into him some time back and he chased them off the island. Guy had a lot of dragons, and I mean a LOT. They blocked out the sun as far as the eye could see, so the story goes. Other than that he's caused us no trouble. If you ask me those Ice Elementals had no business there anyway. That land's been the province of dragons for as long as anyone can remember. The only more powerful force around here are the faeries, and everyone's been warned against entering either's lands. You thank the elementals for their help and leave.
  • Воздушный элементаль
    • 55, 34 подземелье
    • Сообщение: You bear witness to yet another rare and strange sight. An air elemental approaches the fountain, and as it gets closer the waters in the fountain pool grow disturbed and turbulent. The waters around the fountain are perfectly calm. The air elemental steps into the fountain, and you see the water beneath caught up in it's vortex. The elemental raises it's arms to the sky and bolts of lightning strike it. Suddenly the localized storm stops, and the elemental walks away changed. It is now a Storm elemental.
  • Ледяной элементаль
    • 58, 43 подземелье
    • Сообщение: Augh. I suppose you want me to join you, right? You heroes are all alike. Never stop to think I might have my own life and my own troubles. I'm not interested. If you want to hire some mercenaries there's plenty further in the city. Otherwise just leave people alone.
  • Маленькая фея
    • 47, 25 подземелье
    • Сообщение: Hi, I'm Anwar! You should visit the Cover of Darkness so Dragonrife can't see you coming. Oh, sorry... You don't know me, but I know you! One of your friends visited my village, and talked with our elder. He wanted to be here personally to witness the last leg of your journey, but that pesky Haunter wandered his way into our village and he had to drive him out and repair all the damage he caused. So I'm here instead, to be his eyes and ears! As such, I won't be fighting, so there's no need to make room in your little army for me. I'll just tag along behind you, okay? Okay! Boy is this gonna be fun! Let's go! You look over your host of Dragons, some having to take turns flying over the ship because the lot can't all fit on the boat at the same time anymore. LITTLE army?
  • Красный дракон
    • 48, 39 подземелье
    • Сообщение: Please run. We like to chase prey before the kill.
  • Событие
    • 35, 6 подземелье
    • Сообщение: You can't go in there, can you? Anwar pipes in. No. You had almost forgotten she was here. Mind if I take a look? There's no place a faerie can't go. If you wait for me I'll tell you what's in there. You agree, not knowing what purpose it would serve. Idly you wonder if the faerie curiosity ever gets them into trouble even they can't get out of. As you ponder that, Anwar returns. Ooh boy. I know you're your own worst enemy, but apparently you're not the only one. Somebody set up bonuses for the Master if he can prove to them he can take you. I don't know who, but the name Xanatos was mentioned. Disturbing news indeed.
  • Событие
    • 7, 37 подземелье
    • Сообщение: You enlist Anwar's aid in finding out what lies beyond the black border guard. She flits off and returns an hour later. Nothing special in there, just a mecenary camp, a Marletto Tower, and a Tree of Knowledge. Oh, and a Sulfurous Lair. I managed to enchant a few of the dragons while I was there. I'm sure you won't mind. Five Rust Dragons glide from behind the border guard and settle nearby. No, I don't mind at all. you reply.
  • Знак
    • 33, 17 подземелье
    • Сообщение: Sanctuary dead ahead... I know you'll need it!
  • Страж прохода
    • 69, 54 подземелье
    • Сообщение: Bring one Rust Dragon and you'll be one step closer to the final battle.
  • Страж прохода
    • 68, 53 подземелье
    • Сообщение: 1 Azure Dragon is all that stands between you and destiny.
  • Страж прохода
    • 68, 55 подземелье
    • Сообщение: Bring 1 Faerie Dragon and you may pass.
  • Знак
    • 85, 93 подземелье
    • Сообщение: Grimm Inn
  • Событие
    • 84, 93 подземелье
    • Сообщение: Great, a Tavern! This is by far the best thing you've come across in a while. You dreaded taking on the Rifes alone, but circumstance demanded it. After that last island however, it became clear that it would take too long to do this all on your own, especially since the Rifes keep throwing more and more of their minions at you, growing stronger every day. Now you can hire a few locals to help you clear out the wandering monsters and gather resources and troops. They can take on the Rifes' agents as well, but should probably leave the Rifes themselves to you. There seems to be something carved into the sign beside the tavern... Follow the road into the forest.
  • Событие
    • 93, 91 подземелье
    • Сообщение: Hmmm. You step forward, expecting the gate to open for you. When it doesn't, you cut away some of the forest growth to reveal a black banner draped over it's side. Maybe you should watch this gate...
  • Сопряжение
    • 49, 122 подземелье
    • Имя: Phoenix bonus
    • Сообщение: The pyre burns higher than usual today...
  • Событие
    • 69, 117 подземелье
    • Сообщение: Wandering behind the Frozen Cliffs, you find two injured Azure Dragons. For some reason they've been cast out of thier brood by force. Finding nothing deficient about them, you persuade them to join you.
  • Лазурный дракон
    • 64, 121 подземелье
    • Сообщение: You're in for the fight of your life...
  • Событие
    • 128, 138 подземелье
    • Сообщение: The sandbar that connects to the isle of Crux has disappeared. It's not been overcome by the tides... it has completely disappeared. The work of magic, undoubtedly.
  • Элементалист
    • 70, 109 подземелье
    • Имя: Feyrife
    • Биография: Her name says it all. The magical talents of Rife, combined with the spirit of the Fey. God help her enemies.
  • Мастер-гремлин
    • 84, 82 подземелье
    • Сообщение: You come across a Master Gremlin throwing his ball against the border gate in vain. Hello, you greet him. What do you want? Can't you see I'm busy? Doing what? You're certainly not damaging that gate any. The gremlin exhales in frustration. Well you got any better ideas? Maybe if you tell me what the problem is I can help you out. Okay. I live in that there town. One day I go out for a little walk in the forest. When I get back, this stupid thing is in front of the entrance. I can't get in, and nobody can come out! Hmmm. I agree the sudden appearance is unusual, but I think I know who might be behind it. The Master, of course. Everybody knows that! Well you only have to find the Red Keymaster's tent to get in. Any other revelations, genius? Problem is, there's no red tent on this whole island! There's one in the ruins below, but nobody can get there from here. There might be a red tent on the next island, but no one's gonna brave the Master to get there. Tell you what. I'm heading in that direction anyway. I'll find the tent on the next island and return, provided you improve your manners by the time I get back. If you set foot on that island you won't be coming back, so if you don't mind I'll continue my fruitless endeavor. Suit yourself. You leave the foolish gremlin to his foolish task.
  • Знак
    • 138, 139 подземелье
    • Сообщение: Now leaving the Keys... please visit our tents for some lovely souvenirs!
  • Событие
    • 137, 143 подземелье
    • Сообщение: The keymaster tries to sell you worthless trinkets, and while you don't buy any, you wisely use a little charm and diplomatic skill to persuade him access to any gates you might come across.
  • Событие
    • 143, 137 подземелье
    • Сообщение: The keymaster has all sorts of junk here. Doubting you could get away without buying something, you pick something out at random and pay for it.
  • Событие
    • 143, 136 подземелье
    • Сообщение: After paying you look at what you bought. It is a minature horseshoe, made out of a metal you've not seen before...
  • Событие
    • 138, 129 подземелье
    • Сообщение: You carefully store your new acquisition.
  • Событие
    • 137, 130 подземелье
    • Сообщение: You actually find something useful amongst this keymaster's wares. Quickly you grab it up and pay for it.
  • Событие
    • 129, 137 подземелье
    • Сообщение: Grateful for saving him and his livelihood, the keymaster gives you access for free.
  • Гнолл-мародер
    • 130, 136 подземелье
    • Сообщение: Gnolls are attacking the keymaster's tent!
  • Вор
    • 72, 89 подземелье
    • Сообщение: Psst! It's Wren! What are you doing here? Got some information you might find useful. Dragonrife has an innate talent with dragons that's hard to beat, but you can even things out a bit if you had the Vial of Dragon's Blood. Cost me big in favors to find it's location, but I've seen you in action and think you've got potential. I'm a big investor in futures, you see; a man can't be a Rogue forever, so to assure my own future will be long and prosperous I sometimes invest in other peoples'. If you want the location be prepared to grant me one favor in the future, granted without condition or consequence, unfailingly and without hesitation. I'm not sure I can agree to that. From my viewpoint my future is uncertain, and furthermore I will not agree to an unspecified favor without condition under any circumstances. I think I understand your objection. I have done this before and learned that to try to make a man go against his moral nature is to doom the task at the start. I will not ask anything of you I know you will not do. And you know me so well? Well enough. Decision time. There ARE others who will find this information of use. You think it over. Agreed. One favor in the future, provided it does not go against my creed. Agreed. The Vial lies in a secluded section of forest on the most northeastern tip of this island. Unfortunately it is not full. You will have to provide your own dragon blood, taken from very specific dragons. Crystal, Rust, Faerie, and Azure. They are scattered across the island, but you will recognize them easily, as each guard two dragon dwellings. I think you got the better part of this deal, giving information I might well have found on my own. Not so. Access to that part of the forest requires this key. Wren hands over an artifact and turns to leave. Be careful riding your high horse, Rife. While I have committed immoral deeds in my day, do not forget horrible things have been done in your name as well.
  • Событие
    • 73, 90 подземелье
    • Сообщение: Wren was right, of course. The Rifes were created by accident, but each carries in him a bit of your soul. That is why you must destroy them, to reclaim those dark places and keep them where they can do no harm. You take a quick look at the artifact Wren handed you.
  • Страж прохода
    • 105, 32 подземелье
    • Сообщение: A powerful dragon calls this tower home. He refuses to let you pass unless you bring him the Ambassador's Sash.
  • Событие
    • 65, 120 подземелье
    • Сообщение: One of the dragons flew off before you could get him...
  • Событие
    • 71, 98 подземелье
    • Сообщение: Talmoth has enchanted the observatories to reveal strategic information to you
  • Событие
    • 57, 55 подземелье
    • Сообщение: Okay, they might LOOK like dragons, but dragons they are not. Besides, you have to look for TWO dragon dwellings.
  • Знак
    • 36, 123 подземелье
    • Сообщение: Welcome to the Great Blue Wall, designed and constructed by Wizard Talmoth Red Gateway courtesy of the Master
  • Кристальный дракон
    • 50, 87 подземелье
    • Сообщение: As you approach the Crystal Dragons, it occurs to you that they have no blood...
  • Событие
    • 49, 87 подземелье
    • Сообщение: A shard of Crystal from the destroyed Dragons melts in your hand. The liquid almost looks like blood... Quickly you find a container to put it in.
  • Событие
    • 79, 91 подземелье
    • Сообщение: You hear someone calling from a copse in the woods...
  • Замок
    • 126, 51 подземелье
    • Имя: Iron Hand
  • Ржавый дракон
    • 69, 47 подземелье
    • Сообщение: The Rust Dragons look up from their dinner, a full herd of Mighty Gorgons, and eye you hungrily...
  • Событие
    • 70, 48 подземелье
    • Сообщение: You burn your hand pouring the acidic blood of the head Rust Dragon into a vial, but with the pain comes an unexpected benefit...
  • Событие
    • 35, 20 подземелье
    • Сообщение: When the last of the Rifes lay at the Master's feet, the Dragon Father appeared before him. He offered a way for the Master to reverse all the damage he had inadvertantly caused. The Master agreed, and the Dragon Father transformed him and taught him the most carefully kept secret in the world
  • Событие
    • 34, 19 подземелье
    • Сообщение: It was he who set all those powerful creatures in your path around Lore, to toughen you up. He sent Aenain to do the same for Sari, when you failed to stand against Etherrife, Mythrife, and Chaosrife. He kept Lance safe from them when he arrived woefully undermanned on your shores. He sent Wren to warn you of the dangers on the first isle, and it was the Master who saved your friend from the Faerie Dragons in the ruins below. Unfortunately, the Master could not control the Rifes forever. Kyllian's death at Darkrife's hands was the result of such a lapse, though he forced Necrorife to reanimate him as recompense. Others have broken his spell completely, and fled the islands. This world will meet the same fate as the Master's, if you are not able to stop them. There is no more time for preparation... the Master awaits you in battle. If you can defeat him, you are ready for the challenges ahead. If you can not... He will take your place in the world and do it himself. The Hailing Trees fall silent.
  • Карты Пророчества
    • 69, 52 подземелье
    • Сообщение: There is something lying on the floor here... A membership card to something called the Last Chance Training Center. The card reads
  • Знак
    • 67, 52 подземелье
    • Сообщение: Last Chance Training Center - Open soon
  • Маг
    • 66, 50 подземелье
    • Сообщение: Where is that darn card?! I must've dropped it around here some- Oh, hello. Are you a member of the Last Chance Training Center? Sorry, we're not ready for business yet. We do have a few of the magical increase facilities set up however, if you've not invoked that privlege yet.
  • Страж прохода
    • 62, 47 подземелье
    • Сообщение: The tower reads
  • Страж прохода
    • 65, 49 подземелье
    • Сообщение: The tower reads
  • Событие
    • 117, 87 подземелье
    • Сообщение: As you stoop to fill your container with a bit of the Faerie Dragon's blood, it suddenly crawls away from you and stops. It's so creepy you shudder, but you try again. Again it moves away. You try a third time, and all the pooled blood on the ground begins to move. The blood moves excitedly in every direction. Horrified, members of your army start to back away from it, and then it starts to CHASE them! Recovering, you slam the head of your staff on the floor, and a small shockwave erupts from the spot. I doesn't hurt your people, but angry ripples go through the pools of Faerie blood. They stop chasing your army and start to gather into one large pool and two lesser pools. From the lesser pools erupt pixies and sprites; the larger pool forms into more Faerie Dragons.
  • Сказочный дракон
    • 118, 87 подземелье
    • Сообщение: After our blood? We'll give you some of ours if you give us all of yours!
  • Друид
    • 105, 86 подземелье
    • Имя: Dominar Rife
    • Биография: Dominar Rife believes he is a breed apart from the other rifes. He lives to subjugate, and with a wide variety of skills and well balanced talents, he is quite apt at doing so.
  • Событие
    • 91, 49 подземелье
    • Сообщение: Talmoth has enchanted the observatories to reveal strategic information to you
  • Событие
    • 53, 68 подземелье
    • Сообщение: Talmoth has enchanted the observatories to reveal strategic information to you
  • Событие
    • 101, 70 подземелье
    • Сообщение: Talmoth has enchanted the observatories to reveal strategic information to you
  • Событие
    • 24, 115 подземелье
    • Сообщение: Set into the ground here is a large stone slab. You might have noticed it sooner but it seems designed to camoflauge itself. A design is etched on the stone. You kneel in front of it and move to clear away the debris covering the design. At the first touch of flesh to stone, magic overwhelms and paralyzes you. The debris flies away from the stone on an unseen wind, and the design glows brightly. It is a dragon. You stare into the eyes of the stone dragon and memories fill your mind... Memories of a necromancer with the heart of a dragon slayer who came to this dragon burial ground and performed his vile magics to create Bone Dragons. Angry at this desecration, dragons came from all over the land to kill the necromancer, only to fall at the hands of his creations, and become one themselves. Then one day a lone mage came to a dragon cave and offered his help in defeating the necromancer. The dragons there laughed at him, after all if they could not defeat him how could this mere human? Still, they accepted his help, expecting nothing would come of it. The mage then replied, Good, you are the last then. He organized all the dragons into an army and laid out a tactical plan, and when the time came, he asked that they all lend him a fraction of their individual power. It was a battle that would have been told for centuries, had any but the mage himself been there to see it. Using the dragons to block off all escape routes, the mage instructed the others to stand at particular positions, and all were ordered to stand ground and defend themselves. The necromancer, believing this to be yet another dragon attack, sent out his Bone Dragons in force. It was then that the mage called for the dragons' power, and he unleashed it all in one spell that blanketed the area. The Destroy Undead spell broke the Bone Dragons into pieces, but left the necromancer untouched. He had been wearing the Pendant of Death. The leaders of each dragon clan flew out to exact vengeance on the necromancer, but he opened a crypt door and fled underground. The dragons went in after him, and the crypt door sealed behind them. Nothing was ever heard from them again. ...the magic subsides and you are able to move once more. You stand, charge your weapon with Lightning and strike at the stone! The stone smashes open, and blurs of color come bursting out from beneath it. Dragons live a long time, but they don't live forever. The dragon leaders died in that prison, but not before the necromancer. Their spirits remain, and offer to join you.
  • Знак
    • 34, 106 подземелье
    • Сообщение: Dead Forest
  • Знак
    • 21, 116 подземелье
    • Сообщение: Dead Forest
  • Варвар
    • 31, 84 подземелье
    • Имя: Savagerife
    • Биография: Actually, Rife has little military talent, but he has always had a stubborness that has allowed him to do well at virtually anything he tries his hand at. That combined with a deeply surpressed ruthlessness has spawned Savagerife.
  • Зелёный дракон
    • 10, 47 подземелье
    • Сообщение: These dragons guard the shore from invaders.
  • Чёрный дракон
    • 13, 47 подземелье
    • Сообщение: These dragons guard the shore from invaders.
  • Красный дракон
    • 18, 46 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Костяной Дракон
    • 15, 46 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Золотой дракон
    • 60, 11 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Красный дракон
    • 63, 10 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Дракон-Привидение
    • 66, 8 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Хижина провидца
    • 22, 90 подземелье
    • Сообщение: A little short on troops, eh? Well I can provide you with an entire army, but it will cost you big time. 100 Wood, 100 Ore, 10000 gold, and 25 each of Mercury, Sulfur, Crystal, and Gems.
  • Событие
    • 51, 110 подземелье
    • Сообщение: Wham! You're hit by one of Feyrife's traps! Spell drain... that's gotta hurt!
  • Событие
    • 52, 110 подземелье
    • Сообщение: Wham! You're hit by one of Feyrife's traps! Sorrow... not too bad.
  • Событие
    • 55, 110 подземелье
    • Сообщение: Wham! You're hit by one of Feyrife's traps! It was unavoidable, but still... Misfortune. There are worse things...
  • Событие
    • 60, 111 подземелье
    • Сообщение: Aww! You found us!
  • Событие
    • 58, 112 подземелье
    • Сообщение: Hee hee hee... The sound is closer...
  • Событие
    • 60, 113 подземелье
    • Сообщение: Hee hee hee... You hear giggling close by. Suddenly a legion of sprites come flitting out of the Hill Fort. As the battle begins, you can't help but think sprites don't giggle...
  • Событие
    • 51, 120 подземелье
    • Сообщение: La la la! Bad move!
  • Зелёный дракон
    • 23, 83 подземелье
    • Сообщение: You rally your army to fight, but your own dragons step between you and the Green Dragons. Apparently, these are orphaned dragonlings. They've been on their own for so long they attack any who come here. On closer inspection you see the scars of many past wounds on them. Shame rises to your face. You should be a little more perceptive.
  • Событие
    • 63, 89 подземелье
    • Сообщение: This looks like perfect bait for a trap...
  • Событие
    • 64, 88 подземелье
    • Сообщение: Ambush!
  • Событие
    • 64, 87 подземелье
    • Сообщение: Wham! You've been hit by one of Feyrife's traps! Resource Drain... this'll set you back some.
  • Событие
    • 65, 87 подземелье
    • Сообщение: Wham! You've been hit by one of Feyrife's traps! Spell drain... Could've been worse.
  • Событие
    • 64, 86 подземелье
    • Сообщение: Wham! Out of thin air, Amulets start falling from the sky! They're heavy, and hurt when they hit you. When it's over, you pick one up. Amulet of the Undertaker... maybe you can unload them at an Altar of Sacrifice. Otherwise they're useless. You never did understand the Fey sense of humor...
  • Событие
    • 65, 86 подземелье
    • Сообщение: Wham! You're hit by one of Feyrife's traps! Sorrow... wouldn't be a problem if your army wasn't mostly dragons, but...
  • Событие
    • 65, 85 подземелье
    • Сообщение: Poof! A trap was set here, but it didn't work!
  • Событие
    • 66, 86 подземелье
    • Сообщение: You hear Feyrife's voice... Wanna trade? Your army for mine!
  • Событие
    • 66, 85 подземелье
    • Сообщение: Wham! You're hit by one of Feyrife's traps! Misfortune... Well, you always thought you should make your own luck...
  • Событие
    • 74, 109 подземелье
    • Сообщение: Ummm... is this a good idea?
  • Событие
    • 75, 108 подземелье
    • Сообщение: Expert Sorrow
  • Событие
    • 76, 107 подземелье
    • Сообщение: Expert Misfortune
  • Событие
    • 77, 106 подземелье
    • Сообщение: Spell Drain
  • Событие
    • 78, 105 подземелье
    • Сообщение: No relief troops this week!
  • Событие
    • 77, 104 подземелье
    • Сообщение: No advantages. Only one thing left. Might as well go through with it...
  • Событие
    • 56, 102 подземелье
    • Сообщение: Sorrow!
  • Событие
    • 45, 99 подземелье
    • Сообщение: Misfortune!
  • Событие
    • 28, 110 подземелье
    • Сообщение: Spell drain!
  • Событие
    • 58, 82 подземелье
    • Сообщение: Augh! A giant Gold Leech stands before you, oozing slime. It launches itself straight at you and begins to suck! You feel plenty disgust, but no pain. Your army manages to remove and slay the beast, leaving you to wonder what the purpose of this particular trap was...
  • Событие
    • 74, 96 подземелье
    • Сообщение: You hear a melodic giggle...
  • Событие
    • 56, 90 подземелье
    • Сообщение: You hear a melodic giggle...
  • Событие
    • 48, 97 подземелье
    • Сообщение: You hear a melodic giggle...
  • Событие
    • 65, 109 подземелье
    • Сообщение: You hear a melodic giggle...
  • Знак
    • 104, 46 подземелье
    • Сообщение: The Corridor
  • Событие
    • 76, 104 подземелье
    • Сообщение: Ambush!
  • Знак
    • 115, 65 подземелье
    • Сообщение: The Corridor
  • Рыцарь
    • 112, 56 подземелье
    • Имя: Coldrife
    • Биография: The flipside of Savagerife, Coldrife is calculating and merciless. Never hesitant to make a strategic retreat, his troops survive longer and grow better at defense with every battle. As such, hiring units from the wild has never been a problem.
  • Пузырек с Кровью Дракона
    • 134, 2 подземелье
    • Сообщение: This should level the playing field against Dragonrife...
  • Зелёный дракон
    • 69, 75 подземелье
    • Сообщение: Hiding behind the large tree is a small group of Green Dragonlings!
  • Ящик Пандоры
    • 76, 136 подземелье
    • Сообщение: The Archangel's voice emerges from the box, saying Take what you will. It is well deserved.
  • Знак
    • 117, 114 подземелье
    • Сообщение: Storage Garrison
  • Страж прохода
    • 136, 7 подземелье
    • Сообщение: You must have the blood of the Faerie Dragon King to be worthy of the Vial.
  • Страж прохода
    • 136, 6 подземелье
    • Сообщение: The Crystal Queen, the only Crystal Dragon born with a will of it's own, decrees none will own the Vial as long as she lives.
  • Страж прохода
    • 135, 5 подземелье
    • Сообщение: A new breed of Rust Dragons rule the outskirts of Coldrife's domain. Slay them and you will be one step closer to the Vial.
  • Страж прохода
    • 134, 4 подземелье
    • Сообщение: The Dragon Father's only son, an Azure Dragon, seeks to take his father's place and station. Teach him humility.
  • Чёрный дракон
    • 68, 6 подземелье
    • Сообщение: These dragons guard the shore from invasion.
  • Дракон-Привидение
    • 20, 43 подземелье
    • Сообщение: These dragons guard the shore from invaders.
  • Событие
    • 4, 9 суша
    • Сообщение: Against the better judgement of all, your brother has gone on ahead to face the Rifes with his meager army... alone. Stubborn fool he may be, but you will help him whether he likes it or not. The sorceror who prompted the creation of the Orb of Prismatic Separation was said to have come here to these ruins to devise a solution to his condition. He forcibly enlisted the help of a Seer to create an artifact to reintegrate his scattered selves, but was defeated before it could be created. You must find that Seer, create the artifact and bring it to Rife.
  • Фея
    • 5, 140 суша
    • Сообщение: We have been awaiting the return of Fluxrife, but will join any willing to oppose Dragonrife.
  • Тюрьма
    • 7, 72 суша
    • Имя: Fluxrife
    • Биография: Fluxrife's creation is a mystery. Conflux were never seen before in these lands, yet a rife was created in it's image. Only Fluxrife knows for sure, and he's not telling.
  • Событие
    • 7, 73 суша
    • Сообщение: Let me out, and please do not step to the left. What's there should be mine, if I'm to be of any use to you.
  • Событие
    • 6, 73 суша
    • Сообщение: Stolen knowledge floods your being.
  • Событие
    • 141, 138 суша
    • Сообщение: Your army did not survive the trip here as well as the others. Still, you have enough troops to survive the attacks of any wandering monsters. You should keep an eye out for a base of operations however... you can't keep going on skeletons alone.
  • Событие
    • 5, 8 суша
    • Сообщение: You look at the Orb that started this all. Rife actually gave it to you as a belated birthday present, after he and Talmoth stripped it of most of it's power. Now it is little more than an actual Orb of Vulnerability. Still, it could be useful.
  • Событие
    • 138, 3 суша
    • Сообщение: You try to remember what you know of this area... Once a mighty Nighon stronghold, a waypoint between the lands of Enroth and Antagarich, this land was abandoned when the resources could no longer sustain the Overlords' needs. A few lordless Dungeons still exist, and there may even be the remains of a Castle somewhere, built in hopeless opposition to the Dungeons. Finding it should be a priority.
  • Замок
    • 95, 138 суша
    • Имя: Castle David
  • Инферно
    • 57, 11 суша
    • Имя: Beserker
  • Темница
    • 140, 52 суша
    • Имя: Moria
  • Инферно
    • 30, 95 суша
    • Имя: Creature bonus
    • Сообщение: The Rifes were here before Lance, Sari and Kyllian arrived and so have had more time to build forces.
    • Имя: Creature bonus for Rifes
  • Демон
    • 30, 96 суша
    • Имя: Darkrife
    • Биография: Rife has always hidden his darker nature, but the Orb of Prismatic Separation brought out the worst in him, and it took the form of Darkrife.
  • Лорд
    • 106, 102 суша
    • Имя: Mythrife
    • Биография: As with all of the lesser Rifes, Mythrife has the potential to equal his better known brethren; all he needs is time. Mythrife serves the Master until such time it is safe to do otherwise.
  • Страж прохода
    • 11, 3 суша
    • Сообщение: I gots some info you could find VERY useful, I do. But I's not giving it away fer free! No sir! Ha he he... Gimme 10 Wood, 10 Mercury, 10 Ore, 10 Sulfur, 10 Crystal, 10 Gems and 1000 Gold.
  • Событие
    • 68, 55 суша
    • Сообщение: Eenie Meenie Minee Moe...
  • Событие
    • 10, 72 суша
    • Сообщение: ...where you'll end up nobody knows!
  • Событие
    • 8, 71 суша
    • Сообщение: This leads back home... but whose home?
  • Латы Титана
    • 71, 75 суша
    • Сообщение: Strange elementals and other rare creatures guard the Titan's Cuirass, and in good number. Are you sure you want the Cuirass badly enough to challenge them?
  • Страж прохода
    • 4, 104 суша
    • Сообщение: Doubtless you seek the Sword of Judgement. Indeed, it lies beyond. However if you are to attain it you must survive Judgement yourself. As such I cannot with good conscience let you pass without at least Attack Skill 25, Defense Skill 25, Spell Power 15 and Knowledge 15.
  • Ангел
    • 0, 105 суша
    • Сообщение: Very well. Come receive judgement.
  • Событие
    • 1, 105 суша
    • Сообщение: Breathing heavily and using your sword to keep yourself standing, you cast your eyes downward; despite your victory you feel as if you've lost. Suddenly a number of Archangels descend from the sky, their swords burning with the fire of righteousness and purity. They quickly surround your army. Before anyone acts, you speak. Wait! You throw down your sword and kneel. Enough. I surrender. Let my people go, and I will take the full consequence of my actions. One of the Archangels steps toward you in response. No, he says. Judgement has been rendered. You wait for his sword to fall across your neck, but instead he offers his hand. You grasp it and stand. Much evil has appeared in these lands of late, but we do not count you among them. You may have the Sword of Judgement, but we cannot risk it falling into the hands of evil should you meet defeat, therefore we will accompany you to ensure it's safety.
  • Меч Правосудия
    • 0, 104 суша
    • Сообщение: As you reach for the Sword, the ground beneath you opens up and out pops Devils and Demons. The Archangels are as surprised as you, so you guess this to be the work of Darkrife. Are you prepared to die? one says.
  • Событие
    • 6, 104 суша
    • Сообщение: Nearby you find the remains of Malachi. Apparently the poison got to him before he reached the angels and the Sword of Judgement. You say a brief prayer for the fallen hero and are about to move on when you spot what looks like a second head on him. Closer inspection reveals it to be the Head of Legion.
  • Событие
    • 3, 105 суша
    • Сообщение: Ahead is an intimidatingly large group of Angels. A brief conversation with them reveals that before they will allow anyone to take the Sword of Judgement, they must be judged. Judged as in meeting your maker judged. You're not quite sure you're ready for that, but the only other option is to eliminate them all and take the Sword.
  • Адское отродье
    • 13, 102 суша
    • Сообщение: There is no place untouched by our presence! The Kreegan are rife, and therefore cannot be defeated! You laugh at his choice of words, and unsheathe your sword. You expect to enjoy this...
  • Призрак
    • 49, 69 суша
    • Сообщение: The wraith stands before you unafraid and speaks
  • Событие
    • 51, 71 суша
    • Сообщение: This labyrinth was created by the Castle forces under the command of General Malachi. He was expert in guerrilla tactics and used this labyrinth to stage raids on the Dungeon and Inferno towns. When they gave chase with thier larger forces, he would lead them into the labyrinth where they would get easily lost. Malachi would then pick them off one by one. Occasionally he would gather all the forces stationed in the garrisons littering the labyrinth for a full scale attack on the nearby enemy towns. Unfortunately the distance prohibited relief and reinforcement troops from arriving intact or at all, and Malachi could never keep the enemy towns for long. Ultimately this doomed his effort of eliminating the enemy presence. Malachi was aware of this fact, and was searching for the Sword of Judgement to aid his effort. He had hoped to amass one gargantuan army and with it sweep the entire ruins free of the Kreegan and Nighon presence, but one day Malachi disappeared, and it never came to pass.
  • Страж прохода
    • 138, 142 суша
    • Сообщение: A Warlock who claims to have lived here his whole life offers information. He says he knows the location of the sole Necromancer town in the entire ruins. In return he wants 10 Power Liches for his experiments. As you speak you can hear the screams of his other subjects...
  • Событие
    • 139, 142 суша
    • Сообщение: As the Liches are led away, the Warlock tells you, Go north until you find a fairy ring. In that chamber the town is the third passage from the right.
  • Кольчуга Великого Василиска
    • 14, 59 суша
    • Сообщение: The armor, made in part from the scales of a basilisk, has attracted some their number. They won't attack unless you try to take it. Will you try?
  • Страж прохода
    • 59, 133 суша
    • Сообщение: An elemental unlike any you've seen occupies this indestructable tower. He wants of all things a Necklace of Ocean Guidance. You cannot possibly imagine why. It's about the most useless artifact possible in these ruins, being totally devoid of water.
  • Хижина провидца
    • 42, 138 суша
    • Сообщение: Inside the little mushroom hut, you see one of the rarest beings in all the world
  • Событие
    • 40, 139 суша
    • Сообщение: As you turn the corner, you bear witness to a rare delight
  • Страж прохода
    • 32, 129 суша
    • Сообщение: An elemental unlike any you've seen occupies this indestructable tower. He wants of all things a Necklace of Ocean Guidance. You cannot possibly imagine why. It's about the most useless artifact possible in these ruins, being totally devoid of water.
  • Событие
    • 35, 135 суша
    • Сообщение: As you turn the corner, you bear witness to a rare delight
  • Хижина провидца
    • 117, 48 суша
    • Сообщение: A goblin blacksmith lives here with his daughter, who is well versed in the ways of magic. At first he is reluctant to speak with you, but his daughter talks with him awhile and eventually they let you in. The daughter tells you she forsees a time when you will need to reassemble the Statue of Legion. It cannot be done by normal means, needing both the skill of a blacksmith and a sorceress such as herself. When that time comes you should bring the pieces here. With the Endless Sack of Gold for our trouble. the father pipes in.
  • Событие
    • 15, 64 суша
    • Сообщение: ...where you'll end up nobody knows!
  • Событие
    • 38, 58 суша
    • Сообщение: You're pretty sure this passage wasn't supposed to be blocked. It looks like time has made navigating the labyrinth even more difficult. Cave collapses and jungle-like plant growth have made some corridors impassable.
  • Страж прохода
    • 72, 89 суша
    • Сообщение: Only those with a pure heart may pass beyond. It is said only the purest can ride a Unicorn. Bring one and I will know you are worthy.
  • Страж прохода
    • 71, 89 суша
    • Сообщение: Only those with a pure heart may pass beyond. The only way I know of to provide proof of such is to have an Angel in your ranks.
  • Минотавр
    • 42, 64 суша
    • Сообщение: Looks like minotaurs have made the labyrinth their home. Imagine that!
  • Событие
    • 44, 77 суша
    • Сообщение: Suddenly the ceiling collapses, and rubble rains down from above. With it falls a variety of cave dwelling creatures unfortunate enough to be walking directly above this cave when the tremor hit. Afraid and confused, they attack everyone in sight, which happens to mostly be you.
  • Событие
    • 43, 77 суша
    • Сообщение: You hear a rumbling all around you...
  • Циклоп
    • 36, 55 суша
    • Сообщение: The Cyclopses eye you hungrily...
  • Событие
    • 17, 53 суша
    • Сообщение: Let's face it... you're lost. A swim in the nearby lake keeps morale up, but right about now you would settle for a portal right back to the entrance of this maze.
  • Событие
    • 9, 58 суша
    • Сообщение: Where the hell are you? You REALLY wish there was a map to this place.
  • Событие
    • 10, 58 суша
    • Сообщение: Where the hell are you? You REALLY wish there was a map to this place.
  • Событие
    • 18, 46 суша
    • Сообщение: It's awfully quiet in these tunnels...
  • Событие
    • 15, 43 суша
    • Сообщение: You hear a faint intermittent hissing, but the tunnels' echoing makes it impossible to estimate how far away it is...
  • Событие
    • 12, 37 суша
    • Сообщение: ...so when you turn the corner you are utterly surprised to encounter a horde of Medusa and Cyclops Kings...
  • Событие
    • 11, 36 суша
    • Сообщение: The heated battle increases your army's alertness, and they are now a little better prepared to handle surprise and ambush attacks...
  • Событие
    • 1, 71 суша
    • Сообщение: A group of bold Marksmen have gone adventuring in the labyrinth, but after a few long weeks of wandering aimlessly, they just want to leave. Figuring they have a better chance of it with you, they join.
  • Событие
    • 14, 78 суша
    • Сообщение: A large group of creatures are huddled around the fire ahead.
  • Событие
    • 16, 78 суша
    • Сообщение: As you approach the creatures jump up and grab their weapons. Then all of a sudden they relax. Ah, we were hoping ye were still wandering round here. It the dwarves you met near the entryway to the labyrinth! We made it back to the ramparts, and it was as ye said. We then decided to go home, and our brethren caught us up on the state of affairs. Our queen was indeed murdered by the one called Darkrife, curse his soul. We paid our respects and thought to resume our lives, but twasn't long before one of his agents paid us a visit. We soon saw our families would never be safe till his menace was ended. To that end we came back to the labyrinth with a few more of our number to look for ye. Ye're the best chance we have at ridding ourselves of him, so if you'll have us we'll help as best we can.
  • Золотой дракон
    • 27, 20 суша
    • Сообщение: How dare you disturb the resting place of our queen!
  • Событие
    • 27, 21 суша
    • Сообщение: That was an amazing battle, but what did you hope to gain from it? Any artifact in the tomb couldn't possibly be worth the losses you've taken.
  • Событие
    • 27, 22 суша
    • Сообщение: Ahead is a crypt of a fallen queen. A horrifying amount of fierce Gold Dragons protect her tomb. As curious as you are, you do not want to brave their wrath. Best leave it alone.
  • Знак
    • 28, 22 суша
    • Сообщение: Queen Chrysalis RIP
  • Цербер
    • 6, 58 суша
    • Сообщение: Unlike some of the other creatures wandering the labyrinth, these Cerebus look healthy and fat. Either they're new arrivals, or they're very good at *gulp* finding food...
  • Живой мертвец
    • 21, 74 суша
    • Сообщение: Many creatures have starved to death wandering these tunnels, and many more have been eaten by other creatures. Such violent deaths naturally give rise to undead...
  • Скелет
    • 24, 78 суша
    • Сообщение: Many creatures have starved to death wandering these tunnels, and many more have been eaten by other creatures. Such violent deaths naturally give rise to undead...
  • Событие
    • 31, 78 суша
    • Сообщение: The strange snow covered tree speaks! Hi, I'm a Hailing Tree! You'll be hearing from me soon!
  • Король минотавров
    • 23, 65 суша
    • Сообщение: Looks like minotaurs have made the labyrinth thier home. Imagine that!
  • Боевой гном
    • 32, 64 суша
    • Сообщение: As you approach the portal, a group of dwarves walk through from the other side. They glance at you briefly, then take a long detailed look at the cavern walls. I think we're close to the entry. one says. Finally! I'll be thankful if we never have ta come through here again. Damned humans don't know the first thing 'bout building tunnels. Dwarves at least would have left markings so they wouldna get lost themselves... another grumpily replies. That would defeat the purpose of the labyrinth then, would it not? you interrupt. Shows how much ye know 'bout dwarves. Our marks are magical, and c'n be read only by our kind. And what would prevent the Kreegan or their ilk from capturing a dwarf and using him to navigate the labyrinth? The dwarf 'imself, if he had any smarts. Besides any dwarf would die before he let himself be captured. Say, how long have ye been in the labyrinth? Just arrived. You were correct in saying the entrance is near. You would not know of a Seer around here, would you? There's none in the labyrinth, and quite a few elsewhere in the ruins. One smack dab in the middle of 'em, another south of the labyrinth, and at least one other in the northeast corner besides. May be more, may be less. We've been lost here for quite awhile. Sent to take a look at some new creatures south of here by our queen in the ramparts to the north. The rampart to the north? I have bad news for you then. Me and a few friends came across it some time back. It was razed to the ground, likely by the Rifes, our enemy. We've heard nothing from any regent in the area, so we rebuilt and set it up as a base of operations. I am sorry. The dwarves are crestfallen. After a long silence one finally speaks. You'll not be offended if we see fer ourselves then. Not at all. Be wary though; the Rifes are reclaiming the Dungeons and Infernoes in the area, and are a formidable enemy. I do not think they will refrain from attacking any creatures not under their sway. We'll keep a lookout. Good luck to ye if ye're planning on going through that portal. The labyrinth is crawling with nasty beasties that have been lost here for a long time. They're angry, they're tired, but mostly they're hungry. Fare thee well.
  • Хобгоблин
    • 32, 69 суша
    • Сообщение: The goblins jump around happily at the thought of a meal...
  • Призрак
    • 5, 81 суша
    • Сообщение: Many creatures have starved to death wandering these tunnels, and many more have been eaten by other creatures. Such violent deaths naturally give rise to undead...
  • Великий василиск
    • 50, 83 суша
    • Сообщение: The Basilisk eye you hungrily...
  • Могучая горгона
    • 23, 53 суша
    • Сообщение: Mighty Gorgon have found a happy place to live here. The lake provides water, and the mushrooms nearby serve well as food. Unfortunately, they are fiercely territorial, and you have just trespassed on their property...
  • Событие
    • 21, 86 суша
    • Сообщение: Apparently the Rifes were here before you. They've turned this part of the labyrinth into their personal prison...
  • Событие
    • 31, 86 суша
    • Сообщение: Whatever was held here has long died.
  • Событие
    • 26, 86 суша
    • Сообщение: Champions were held here as well, but died and rose again as Dread Knights.
  • Событие
    • 20, 93 суша
    • Сообщение: Looks like Malachi used this area as a training ground for new generals. The garrisons prevented the Kreegan and Nighon forces from taking it, but now it looks abandoned.
  • Чемпион
    • 22, 82 суша
    • Сообщение: Crazed from their long imprisonment, some of the champions attack!
  • Знак
    • 94, 84 суша
    • Сообщение: Dead end ahead.
  • Событие
    • 88, 93 суша
    • Сообщение: Well, dead is a good thing for a necromancer, isn't it?
  • Событие
    • 91, 43 суша
    • Сообщение: This portal leads back home... but whose home?
  • Ожерелье Морского Проведения
    • 92, 44 суша
    • Сообщение: This is as useless an artifact as they come. There's no water in the ruins, and sailing on the islands above is next to impossible. You can't believe you went through all that headache and your only profit is this!
  • Туловище Легиона
    • 91, 44 суша
    • Сообщение: Hmm... this should come in handy...
  • Значок Смелости
    • 75, 54 суша
    • Сообщение: Artifact One!
  • Клевер Удачи
    • 74, 52 суша
    • Сообщение: Artifact Two!
  • Герб Доблести
    • 73, 50 суша
    • Сообщение: Artifact Three!
  • Событие
    • 73, 48 суша
    • Сообщение: Let's give a hand to our player, for generously risking it's life for our amusement! You hear the sound of many faerie dragons making clapping, whistling, cheering, and giggling sounds. This is a VERY dangerous place. Your only chance of survival is to play their game.
  • Страж прохода
    • 76, 40 суша
    • Сообщение: Badge of Courage
  • Событие
    • 74, 42 суша
    • Сообщение: Here comes the first decision...
  • Страж прохода
    • 79, 40 суша
    • Сообщение: Crest of Valor
  • Страж прохода
    • 80, 42 суша
    • Сообщение: Clover of Fortune
  • Событие
    • 77, 39 суша
    • Сообщение: You hear various cries from the 'audience', some of applause, some of pity. None of it is helpful.
  • Событие
    • 80, 40 суша
    • Сообщение: You hear various cries from the 'audience', some of applause, some of pity. None of it is helpful. An artifact appears in your hand.
  • Событие
    • 81, 42 суша
    • Сообщение: You hear various cries from the 'audience', some of applause, some of pity. None of it is helpful. Monsters appear in front of you.
  • Страж прохода
    • 81, 38 суша
    • Сообщение: Don't like the looks o' them Griffins? Or maybe ya be thinkin ya took the wrong path, eh? Well I likes ya kid. I'll trade ya the Clover of Fortune for the next best thing ta turning back time.
  • Страж прохода
    • 80, 36 суша
    • Сообщение: To pass here you have to defeat the Royal Griffins southeast of here.
  • Страж прохода
    • 83, 40 суша
    • Сообщение: Feel like you made a mistake? Tell ya what. Gimme the Badge of Courage, and I'll let you onto the nearby path.
  • Страж прохода
    • 84, 42 суша
    • Сообщение: Rib Cage. Rib Cage. Gotta have the Rib Cage. Need the Rib Cage. PLEASE give the Rib Cage.
  • Страж прохода
    • 89, 42 суша
    • Сообщение: Hey, if you can get me the Angel Wings, I'll let you pass and you'll be home free.
  • Событие
    • 85, 42 суша
    • Сообщение: The psycho exits the tower and grabs the Rib Cage. Immediately the tower disappears, and the madman reaches inside his chest, pulls something out and throws it at you. He puts his Rib Cage back in his torso and runs off. Your stomach starts to feel queasy.
  • Страж прохода
    • 84, 40 суша
    • Сообщение: Okay, you know the drill
  • Страж прохода
    • 85, 40 суша
    • Сообщение: Okay, you know the drill
  • Событие
    • 86, 40 суша
    • Сообщение: This is a dead end, serving no purpose whatsoever! Do we have a consolation prize for our loser Don? Of course! All runners up in our game are treated to an all expenses paid excruciatingly slow and painful death! Don't celebrate just yet! you yell. I have other artifacts! Maybe I didn't need that one! The invisible Faerie Dragons begin to laugh hysterically, then suddenly they all fall silent. It takes you a moment to realize they are actually gone. A shimmering light appears before you, and an Orb of Inhibition appears inside it. The game is rigged... a mysterious voice whispers. It has a very serious tone to it, and therefore you can immediately rule out the deceit of a Faerie Dragon. Take this! The Orb drops to the ground, and you pocket it quickly.
  • Сказочный дракон
    • 90, 40 суша
    • Сообщение: You have been very entertaining! one dragon chimes. We would like to thank you for that. another chirps. You're the first in centuries to even come close to winning the game! a third pipes in. In fact, a fourth tinkles, we've enjoyed your performance so much, we want you to play again! Oh no you don't! you say, and pull out your trump card, the Orb of Inhibition. The Faerie Dragons gasp as their magic is instantly nullified. No fair! one says, then they move forward to attack.
  • Страж прохода
    • 90, 41 суша
    • Сообщение: You won fair and square, but the Faerie Dragons don't play fair. Sorry, but I can't let you pass.
  • Страж прохода
    • 91, 41 суша
    • Сообщение: Didn't you know kid? The game is rigged. The Faerie Dragons won't let anyone pass here.
  • Страж прохода
    • 81, 35 суша
    • Сообщение: You wouldn't happen to have the Greater Gnoll's Flail on you, would you?
  • Страж прохода
    • 88, 39 суша
    • Сообщение: You know, I saw your eyes light up when you saw that 600 Mercury and 500 Gems, and I laughed and laughed. Know why? 'Cause I knew you'd have to give it to me to pass, plus 27 Mercury out of your own pocket! Hah!
  • Событие
    • 84, 34 суша
    • Сообщение: Wow! What a bounty! If you can get out of here with this loot it would almost be worth it. But wait a minute... there's gotta be a catch.
  • Драг. камни
    • 83, 33 суша
    • Сообщение: Damn! You knew it! As soon as you approach, the air starts to waver around the gems, much as it does in the desert on especially hot days. In it you can see various creatures, doubtless ill intentioned. Should you risk a battle for the gems?
  • Ртуть
    • 85, 35 суша
    • Сообщение: Damn! You knew it! As soon as you approach, the air starts to waver around the mercury pool, much as it does in the desert on especially hot days. In it you can see various creatures, doubtless of ill intention. Should you risk a battle for the mercury?
  • Событие
    • 86, 38 суша
    • Сообщение: You venture forward to look into the crater, and immediately you hear Thorough are we? Well, we like that in you. Here are TWO bonus artifacts! You carefully retrieve them from midair, being careful not to fall into the crater.
  • Событие
    • 82, 33 суша
    • Сообщение: There's nothing here, so if you fought for the gems just to get here, sorry to disappoint!
  • Страж прохода
    • 89, 38 суша
    • Сообщение: What's behind here requires nothing less than the Tome of Fire Magic. (It's that good.) *hee hee hee*
  • Страж прохода
    • 87, 41 суша
    • Сообщение: Bring me the Shield of the Damned.
  • Событие
    • 89, 40 суша
    • Сообщение: You were never more eager to slay a dragon in your life. Those Faerie Dragons were more than mischievious, they were evil! Suddenly a cloud of magic seeps out of their corpses and crawls towards you. Fight as you may, you cannot escape it. After awhile, you don't want to.
  • Событие
    • 82, 35 суша
    • Сообщение: Nearby is a skeleton, doubtless another 'player' who obviously didn't win. Maybe he still has his artifacts on him...
  • Королевский грифон
    • 83, 38 суша
    • Сообщение: A brief flicker in the magic that created them reveals that these are not real Royal Griffins. A swipe from one lets you know that makes them no less dangerous...
  • Страж прохода
    • 84, 38 суша
    • Сообщение: Hand over the Crest of Valor, and I'll let you at the Griffins behind me.
  • Событие
    • 133, 6 суша
    • Сообщение: Hmmm... apparently the abandoned Dungeons are no longer lordless. Still, if Malekith is any measure, you don't expect much trouble from them.
  • Событие
    • 134, 6 суша
    • Сообщение: A Warlock stands in the distance. Beyond here all is owned by the people of Moria Dungeon. Turn back and do not trespass into these lands.
  • Знак
    • 53, 9 суша
    • Сообщение: Temple of the Fallen
  • Знак
    • 27, 41 суша
    • Сообщение: Temple of the Mushroom
  • Знак
    • 136, 51 суша
    • Сообщение: Temple of the Mushroom
  • Событие
    • 33, 102 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Страж прохода
    • 66, 63 суша
    • Сообщение: Beyond lies the location of the Grail. Only those running the Gauntlet are worthy of it. Prove your worth by defeating the Enchanters to the south west.
  • Страж прохода
    • 67, 62 суша
    • Сообщение: Beyond lies the location of the Grail. Only those running the Gauntlet are worthy of it. Prove your worth by defeating the Gold Dragons to the southeast.
  • Событие
    • 99, 93 суша
    • Сообщение: Ummm... Are you sure you wanna be here? This is prime Rife territory, you know.
  • Хоббит
    • 75, 131 суша
    • Сообщение: A halfling steps out of his house to welcome you to the Town of Nuetrality. You have a pleasant conversation and bid him farewell.
  • Событие
    • 76, 130 суша
    • Сообщение: According to the halfling, recruiting from Nuetrality is not forbidden as long as it is not coerced, with the exception of the Rust Dragons. This seems by far the most pleasant place in all the ruins. Encountering such civility and kindheartedness puts you in a good mood.
  • Алебардщик
    • 95, 119 суша
    • Сообщение: A Halberdier steps forward. We stand guard here to protect the foolish from removing the border guard behind us. It is not tactically sound to do so, as the Rifes could just portal in and catch you unprepared.
  • Знак
    • 72, 132 суша
    • Сообщение: Town of Nuetrality
  • Тролль
    • 55, 103 суша
    • Сообщение: These trolls have grown rich off the profits of the nearby Water Wheel.
  • Тролль
    • 52, 103 суша
    • Сообщение: These trolls have grown rich off the profits of the nearby Water Wheel.
  • Тролль
    • 53, 102 суша
    • Сообщение: These trolls have grown rich off the profits of the nearby Water Wheel.
  • Событие
    • 47, 118 суша
    • Сообщение: Earthquakes plague this region...
  • Событие
    • 75, 99 суша
    • Сообщение: Earthquakes plague this region opening up cracks in the ground and spewing forth lava...
  • Королева медуз
    • 62, 99 суша
    • Сообщение: These Medusa would rather die than serve anyone...
  • Ноги Легиона
    • 77, 139 суша
    • Сообщение: The Statue of Legion was originally erected in this spot long ago, when General Malachi first came to oppose the Kreegan and Nighon forces. It was a source of great inspiration, and as such was destroyed by them when they overran the area. Now only the base remains.
  • Ржавый дракон
    • 79, 143 суша
    • Сообщение: These Rust Dragons are the protectorates of Nuetrality, enabling them to live free of the Rifes' or anyone else's influence. If you wish to conscript any, you will have to defeat the existing protectorates.
  • Событие
    • 58, 116 суша
    • Сообщение: ...where you'll end up nobody knows!
  • Страж прохода
    • 77, 129 суша
    • Сообщение: Beyond lies the Town of Nuetrality. In order to remain free of the wars of the region, they require the Pendant of Free Will as a sign of peace and good will.
  • Событие
    • 128, 113 суша
    • Сообщение: Hmmm... decisions, decisions...
  • Знак
    • 117, 100 суша
    • Сообщение: Rest stop Next cavern 15 miles
  • Еретик
    • 141, 62 суша
    • Имя: Beserker
  • Событие
    • 139, 64 суша
    • Сообщение: I am Zydar the Beserker from the town of Beserker! We serve no lord and live to inflict pain! Prepare for your serving, Necromancer. We know ways to make even you suffer!
  • Событие
    • 112, 95 суша
    • Сообщение: Someone died here. You take the opportunity to search the body and animate the corpses...
  • Некромант
    • 80, 82 суша
    • Имя: Haunter
  • Некрополис
    • 14, 112 суша
    • Имя: Haunter HQ
    • Посещение Рыцарь Смерти: Имя
    • Имя: Creature bonus for Haunter
  • Событие
    • 79, 80 суша
    • Сообщение: Look out, it's Haunter the Eternal!
  • Событие
    • 19, 120 суша
    • Сообщение: Eenie Meenie Minee Moe...
  • Тюрьма
    • 10, 111 суша
    • Имя: Haunter
  • Тюрьма
    • 14, 116 суша
    • Имя: Haunter
  • Тюрьма
    • 8, 114 суша
    • Имя: Haunter
  • Тюрьма
    • 18, 114 суша
    • Имя: Haunter
  • Тюрьма
    • 18, 118 суша
    • Имя: Haunter
  • Событие
    • 136, 133 суша
    • Сообщение: Of all the information Talmoth, Sari, Rife and Lance learned of these ruins, the tale of Haunter remains in your mind. No one knows his real name, but Haunter the Eternal is a Necromancer/Death Knight who has found an immortality beyond that of the undead. What Haunter used to be was a mere peasant, of all things. He and his family lived on the edge of the town of Nuetrality, and because of that his family fell prey to a Death Knight's attack before the Rust Dragon Protectorates arrived to chase them off. Afterwards Haunter left Nuetrality and wandered the ruins aimlessly for years. The legend tells that in his wanderings he came across an artifact more ancient than the oldest Relic. It's power rivaled that of the Grail, but it's magic was far darker. This Dark Grail resonated with the loss, hate, and anger in Haunter's soul, and when he touched it, it transformed him. Of course, his first act after his transformation was to hunt down the Death Knight who destroyed his family. He found it an easy task, being fueled by the Dark Grail's power, but it did not satisfy him. The next day he found he'd become the thing he hated most
  • Событие
    • 107, 130 суша
    • Сообщение: This was General Malachi's principal stronghold and source of troops. Knowing he might have to defend it against the more magically talented Kreegan and Nighon heroes, he struck an amazing deal with the faeries to the west to balance things out. No one knows what he gave them, but many tales are told of the day the legions of pixies, sprites and faeries came. They covered the sky with their tiny bodies, dusting the ground with a curious substance. The dust fell and dissolved into the earth, and when the faeries left, the ground glittered with magic. Clerics found that when they cast the least of spells over this ground, it produced very powerful effects. Even Knights were able to cast spells to maximum effect. Of course the enemy enjoyed the same benefit, but so close to home Malachi's forces were always stronger.
  • Событие
    • 128, 11 суша
    • Сообщение: Necromancers lived here long ago, before Haunter came. He frequents the area often, thus the devastation.
  • Событие
    • 118, 34 суша
    • Сообщение: The faeries seem to hold a powerful sway over everything in these ruins. This little fairy ring in the midst of all this desolation is just another example of that fact.
  • Адская гончая
    • 115, 46 суша
    • Сообщение: Grrrrrrr....
  • Цербер
    • 119, 50 суша
    • Сообщение: One head growls, another howls, and the third barks fiercely.
  • Адское отродье
    • 119, 46 суша
    • Сообщение: Taste my whip fool!
  • Порождение зла
    • 115, 50 суша
    • Сообщение: Do not interfere, your death will come soon enough!
  • Демон
    • 115, 48 суша
    • Сообщение: The Demons say nothing, they just attack.
  • Рогатый демон
    • 119, 48 суша
    • Сообщение: I will run you through!
  • Султан ифритов
    • 117, 50 суша
    • Сообщение: You will burn!
  • Ифрит
    • 117, 46 суша
    • Сообщение: Wait your turn to die!
  • Событие
    • 118, 40 суша
    • Сообщение: This area seems little better than the last, with the very ground in flames and having an uncomfortable amount of Kreegan dwellings present. In fact, you see a massive battle taking place in the distance. It looks like a wandering tribe of goblins are under siege from a band of Kreegan including Efreet, Pit Lords, Cerebi and Demons. If you were to intervene, there's no guarantee the goblins would recognize you as a friend.
  • Событие
    • 121, 21 суша
    • Сообщение: The wind whistles through the stalagmites and stalactites eeriely.
  • Событие
    • 125, 15 суша
    • Сообщение: It's very very quiet...
  • Событие
    • 110, 29 суша
    • Сообщение: This place is the definition of desolate...
  • Событие
    • 124, 32 суша
    • Сообщение: Even the normally restless undead make no noises. This place creeps you out.
  • Событие
    • 118, 41 суша
    • Сообщение: These fires are magical. You discover they are easily put out with a bit of Cursed Earth from the nearby ground. Furthermore, you discover a bit of treasure in the ashes...
  • Событие
    • 112, 40 суша
    • Сообщение: Is this some new Kreegan trick, to protect thier valuables by setting them aflame?
  • Фея
    • 11, 11 суша
    • Сообщение: The 'flux, the 'flux, the Loins lie in the 'flux! The sprite goes flitting off into the darkness...
  • Событие
    • 10, 10 суша
    • Сообщение: Huh? What?
  • Событие
    • 73, 45 суша
    • Сообщение: A lighthouse in the middle of nowhere with not a drop of ocean within miles. This is the sort of mischief you expect from Faerie Dragons.
  • Событие
    • 117, 54 суша
    • Сообщение: The fires lit here have all been extinguished, but there seems to be an ongoing war between the Harpies and the Efreet.
  • Событие
    • 111, 61 суша
    • Сообщение: This is certainly one of the more unusual places you've ever visited...
  • Событие
    • 84, 28 суша
    • Сообщение: How long IS this tunnel?
  • Боевой гном
    • 61, 27 суша
    • Сообщение: Hey, thanks! We've been staging hit and run attacks on those beasts ever since the Rifes set them there to starve us out. Couldn't do much damage, of course. Was the Rifes who chilled this place too. Strong magic they used, and not even the few 'corns and pegasi trapped in here with us could kill it. I doubt it'll hold long after they're dead and gone, and to that purpose we're glad to ally ourselves. Assumin' of course that's what you're here for. I am correct in thinkin that, right?
  • Знак
    • 19, 16 суша
    • Сообщение: Optic Eyes, or lack thereof
  • Злой глаз
    • 28, 14 суша
    • Сообщение: Before it runs off you can see the Evil Eye has less eyestalks than usual...
  • Троглодит
    • 27, 14 суша
    • Сообщение: What??? You could have sworn that Troglodyte had eyes!
  • Лич
    • 27, 13 суша
    • Сообщение: The lich flees as soon as he sees you...
  • Событие
    • 33, 13 суша
    • Сообщение: Troglodytes and Evil Eyes guard entry here.
  • Событие
    • 21, 16 суша
    • Сообщение: Troglodytes and Evil Eyes guard entry here.
  • Знак
    • 36, 12 суша
    • Сообщение: Optic Eyes, or lack thereof
  • Грифон
    • 85, 38 суша
    • Сообщение: This illusion quickly dissapates...
  • Брелок Свободы
    • 137, 1 суша
    • Сообщение: You find an artifact just lying on the floor. There's a note attached saying, Long has the Pendant of Free Will been a symbol of peace to the people of Nuetrality. You're not sure what it means, but perhaps you should hang on to this.
  • Событие
    • 85, 126 суша
    • Сообщение: The archers prey upon any they deem enemy, knowing they are untouchable.
  • Событие
    • 84, 123 суша
    • Сообщение: From behind protective walls, the Marksmen and Zealots strike...
  • Событие
    • 85, 122 суша
    • Сообщение: This clever set up begun by Malachi is apparently still used today. From behind protected areas archers and monks wail away on unsuspecting opponents. You'll be quite safe from attack, but any of the Rife's agents travelling through will find some trouble...
  • Событие
    • 86, 128 суша
    • Сообщение: The archers prey upon any they deem enemy, knowing they are untouchable.
  • Событие
    • 83, 125 суша
    • Сообщение: From behind protective walls, the Marksmen and Zealots strike...
  • Событие
    • 85, 127 суша
    • Сообщение: You wave hi to the Archers and Marksmen, and they wave back.
  • Событие
    • 72, 107 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 112, 44 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 37, 28 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 58, 78 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 23, 57 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 3, 78 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Событие
    • 64, 25 суша
    • Сообщение: Exp. bonus for surviving long enough to reach here.
  • Страж прохода
    • 65, 69 суша
    • Сообщение: Double Security protocol demands I ask for the Spyglass before you can pass.
  • Свиток с заклинанием
    • 6, 7 суша
    • Сообщение: Ah, the scribes have finished them! Three of these scrolls have been made, one each for Kyllian, Lance and myself. Exploring is a dangerous business after all, and sometimes a hasty retreat is called for when a Rife comes charging out of the unexplored darkness.
  • Страж прохода
    • 66, 71 суша
    • Сообщение: What lies beyond is a matter of destiny. Show me the Cards of Prophecy, and I will know you are the one to help fulfill it.
  • Хижина провидца
    • 68, 70 суша
    • Сообщение: Well, hello. I knew you would come. Yes, I know how to create the Gem of Integration. I will need the Orb that created this whole mess, as well as the Titan's Gladius, Titan's Cuirass, and Sword of Judgement to ensure your friend Rife will survive long enough to use it.
  • Ящик Пандоры
    • 64, 69 суша
    • Сообщение: The Seer did not lie. This should help Rife out immensely.
  • Свиток с заклинанием
    • 140, 3 суша
    • Сообщение: A messenger from Sari arrives, hands you a scroll and leaves without a word. The scroll bears the glowing ink of magic, unmistakeably a spell scroll. Penned in regular ink on the bottom is a short note
  • Свиток с заклинанием
    • 139, 136 суша
    • Сообщение: A messenger from Sari arrives, hands you a scroll and leaves without a word. The scroll bears the glowing ink of magic, unmistakeably a spell scroll. Penned in regular ink on the bottom is a short note
  • Событие
    • 22, 83 суша
    • Сообщение: The remaining champions thank you for rescuing them and pledge their loyalty to you.
  • Событие
    • 118, 26 суша
    • Сообщение: You can safely assume from all the flags that green is the color of Haunter's banner. His too frequent presence has poisoned the ground, forbidding advantage of any kind but force of arms in battle. Pray that you do not meet him or any other opponent of merit while travelling through here.
  • Сказочный дракон
    • 76, 55 суша
    • Сообщение: Hiya! Thanks for playing! Okay, here's the deal. I'll give you three artifacts, free of charge. Each will get you past one quest guard each, behind which can be another quest guard, a battle, another artifact, or any combination of the above. There is no penalty for using artifacts already in your possession, but you'll not likely want to do that, for the further you go, the more valuable the artifact required to pass. To win, you must choose the appropriate path to get to the other side. If you are an agent of the Master, please use the exit past the Black Gate. The Master doesn't like us playing games with his people. I hate that guy! a disembodied voice says. Shhsssh! Be quiet he'll hear you! another unknown voice pipes in. Ahem! the original speaker says, Get even one wrong, and you're trapped here forever! Sound like fun? Of course it does! Bye! The faerie dragon vanishes with it's trademark giggle.
  • Событие
    • 35, 21 суша
    • Сообщение: Typical. The Kreegan have exercised an amazing talent for angering the earth and spilling it's blood. Maybe it helps in the construction of their dwellings... but it's more likely they just enjoy it.
  • Знак
    • 9, 121 суша
    • Сообщение: Labyrinth <----> Castle
  • Знак
    • 15, 27 суша
    • Сообщение: Labyrinth <----> Castle
  • Событие
    • 141, 60 суша
    • Сообщение: So much for Zydar the Beserker...
  • Событие
    • 113, 35 суша
    • Сообщение: Amazing. You push your foot down on a brittle looking skull, and it makes virtually no noise as it crumbles.
  • Темница
    • 106, 101 суша
    • Имя: Medea
    • Имя: Creature bonus
    • Сообщение: The Rifes were here before Lance, Sari and Kyllian arrived and so have had more time to build forces.
    • Имя: Creature bonus for Rifes
  • Событие
    • 81, 82 суша
    • Сообщение: He is not vanquished...
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