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    Weapon FAQ by _Hoitytoity_

    Version: 1.0 | Updated: 01/26/12 | Printable Version | Search Guide | Bookmark Guide

                    ~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
    --------------------------------[1] 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.
    -------------------------------[2] 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
    [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
              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
                  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
    [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.
    ---------------------------[3] 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
                 *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.
                 *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
    ----------------------------[4] 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.
                 *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.
                 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
                         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
    ----------------------------[5] 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.
                 *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
                         "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
                 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
    ----------------------------------[6] CREDITS----------------------------------
    Well, that's about it. Hope you enjoyed! Here's a few people to whom I owe my
    - 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.
    ----------------------------[7] CONTACT INFORMATION----------------------------
    Email: ilikesquishy@gmail.com
    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.