<><><><><><><><><><><><><><><><><><><><> ~Heretic Weapon Analysis Guide~ <><><><><><><><><><><><><><><><><><><><> by Hoitytoity ver. 1.1 =============================================================================== --------------------------------VERSION HISTORY-------------------------------- =============================================================================== Ver. 1.1 - (January 12, 2012) Fixed a few grammatical errors, updated legal information. Ver. 1.0 - (December 30, 2011) Finalized and proofread guide, submitted. Ver. 0.9 - (December 28, 2011) Finished adding information, organized guide. Ver. 0.6 - (December 10, 2011) Added weapon damage and monster information. Ver. 0.5 - (December 7, 2011) 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. Weapons 3.1) Staff 3.2) Gauntlets of the Necromancer 3.3) Elven Wand 3.4) Ethereal Crossbow 3.5) Dragon's Claw 3.6) Hellstaff 3.7) Phoenix Rod 3.8) Firemace 4. Credits 5. Contact Information =============================================================================== -------------------------------- LEGAL ISSUES------------------------------- =============================================================================== Heretic, its characters and all affiliations are copyrighted by, thus property of id Software, Raven Software and any subsidiaries thereof. All information is the product of their respective programmers, and if there's anything I missed, they're protected too. This guide is also copyrighted by me, Andrew Provisor (Hoitytoity). So far, the only sites I allow this guide to be posted on is www.GameFAQs.com. and www.neoseeker.com. If you'd like to use this guide for your page, please email me first. Contact information can be found at the bottom of this guide. =============================================================================== ------------------------------- INTRODUCTION-------------------------------- =============================================================================== [2.1] Introduction Welcome, and thanks for taking a look at my guide! Inside you'll find some basic information on one of my favorite games of all time, Heretic, but more importantly you'll find a detailed analysis of each weapon found in the game. 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 Heretic 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 Heretic anyway?" Heretic is a fantastic first-person shooter created in 1994 by Raven Software and published by id Software, makers of the ever popular Doom franchise. In fact, the game uses a modified Doom engine so the style of play is pretty much identical, except for a few upgrades. Perhaps the biggest difference, and what makes this game so memorable is the atmosphere. Heretic takes a departure from the overdone shotgun wielding military dude killing baddies in space or in the future; here, you play as an Elf trying to free his homeland from the hordes of demons that've overtaken it. Most of the weapons are magic-based, leading you on a wonderful fantasy adventure that's a nice change from the copy-pasted sci-fi shooters that seem to be the standard. Heretic also spawned two very popular sequels: Hexen and Hexen II, and one not-so popular third-person sequel, Heretic II. iii. "So what makes this game so special, anyway?" The modified Doom engine. Doom was an amazing achievement in gaming for its time, and Heretic 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. The improvements Raven software made are plentiful, but I'll just note a few here: 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 (also via an item) and perhaps the most unique feature for its time, the inventory system. This allowed you to hold up to nine 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, powered up weapons, 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. iv. "Okay, I'm convinced. Where can I find Heretic?" This is a bit of a tricky one. It's sincerely doubtful that game stores would carry an 18-year old game (man, I feel old...) so your best bet would probably be to check online. Search your favorite torrent site or linkserver and I'm sure you won't have any trouble finding it. If you'd rather have a legitimate version, eBay or other online retailers are probably your best chance at this point. If you do so, make sure to get the 2007 CD release of Heretic: Shadow of the Serpent Riders. It not only contains the original three episode, but the expansion pack (adding two more episodes!) and is designed to run on modern operating systems. --- [2.3] Legend Here's just a simple description of this FAQ's format: ---Weapon: The weapon's in-game name.--- Description: A short description of the weapon, usually containing the standard FPS equivalent (ie, pistol, shotgun, rocket launcher, etc.) Slot: The slot the weapon occupies. This is the button you press to access it. Type: Magical or Man-Made. The only difference is that man-made weapons cannot damage Ghost-type enemies. Ammo Type: The type of ammo it uses. The numbers in parentheses represent the shots gained on pickup. Dropped By: Enemies that drop ammo for this weapon, if any. Ammo Cost: How much ammo a single push of the fire button consumes. Initial Capacity: The amount of ammo the weapon has when initially gained, or given when picked up (if you already have it). Maximum Capacity: The maximum amount of ammo you can hold. The first number is standard, while the second number is after picking up a Bag of Holding (doubles amount of ammo you can carry). 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 and using math. 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. Tome of Power: The Tome of Power is a wonderful artifact that temporarily increases the power of any weapon used. This section details any changes made to the weapon's effect when the Tome is in use. 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 D'Sparil with the staff >_>). Like the Rate of Fire, this is an approximation and is affected by many things: difficulty, accuracy, range, and others. The first number indicates the weapon normally, the second while using the Tome of Power. --- That being said, below is a short description of all the enemies in the game: *Gargoyle: The first and weakest enemy encountered, you'll see this small, red flying foe a LOT. Comes in two forms: Normal, which attacks by flying in close and clawing at you, and Fire Gargoyles, who have a fireball ranged attack. *Golem: A humanoid creature that attacks by punching. Apparently they're made of stone, but they have blood and souls that fly out when killed (one of the more satisfying death animations). Comes in three forms: Normal, Nitrogolems, which are a bit stronger and shoot flaming, screaming skulls at you, and a Ghost version, which appears semi-transparent. The Ghost versions can't be harmed by man-made weapons, only magical ones. They will occasionally drop ammo for the Elven Wand. *Undead Warrior: These are skeletons in armor with axes. They have two primary attacks: a close range swipe and a long range axe throw. The thrown axe comes in two forms: green (normal) and red (much stronger and pushes you back). The Warrior itself also comes in two forms: Normal and Ghost, which appears semi-transparent and can only be harmed by magical weapons. Undead Warriors will sometimes drop ammo for the Ethereal Crossbow. *Disciple of D'Sparil: These are the robed, chanting, purple-orb tossing wizards you'll be seeing a lot of. Always begin in Normal form, but have the ability to temporarily change to Ghost form at will, making them partially see-through and immune to man-made weapons. They'll occasionally drop ammo for the Dragon Claw. *Sabreclaw: These are interesting enemies who won't appear until the second episode (sorry, shareware users :\). They look a lot like the xenomorphs from the Alien movie series, but brown and with sharp blades on their hands and tails. You'll see these guys in normal form and in Ghost form, semi-transparent and immune to man-made weapons. Occasionally, they'll drop some ammo for the Hellstaff. *Weredragon: These are big, hulking, fire-breathing behemoths that frankly don't look all that much like dragons. Then again, I'm not sure what they look like so I suppose this name is as good as any. They won't show up until the second episode, and I can't recall them ever appearing in any other forms (feel free to correct me on this if I'm wrong!) Pretty easy to deal with, as long as you dodge their fireballs. *Ophidian: You'll learn to hate these guys very, very quickly. Not only are they difficult to kill, but they're powerful and usually appear in large numbers. They look like half man, half serpent creatures wielding tridents that can shoot energy blasts at you - either a three way blue blast or a more powerful, single red blast. Like the Weredragon, I don't believe there are Ghost versions of Ophidians, but someone please correct me if I'm wrong. Occasionally they'll drop ammo for the Phoenix Rod. *Iron Lich: The boss of the first episode, these giant floating skulls become regular enemies starting from episode 2. They're pretty hardy but overall not that difficult to kill, and easily have the most annoying attacks in the game. They'll shoot one of three attacks at you: a pillar of fire (easy to evade), a blue spiked ball that bursts into a four-way energy attack (similar to the Dragon Claw's upgraded attack) and a tornado. The tornado is homing and does no damage by itself, but will wildly thrash you around the area. This makes it insanely frustrating to keep your eyes on your opponent, or really anything for that matter until the tornado dissipates. Sometimes upon death, you'll be rewarded with ammo for the Dragon Claw, or if you're really lucky a Morph Ovum (turns your enemies into chickens!) *Maulotaur: I'm sure you've heard of the fictional minotaur, a giant half-man, half-bull monstrosity. Well, imagine that with a huge mallet and with the ability to shoot horrible, fiery death at you. Probably the most difficult enemy in the game, the Maulotaur is the boss of the second episode and a semi-regular enemy after that. For added fun, the expansion pack graces you with a level where you need to defeat no less than eight of these at once. Their attacks include charging (damage and knocks you back) and several different forms of ranged fire attacks, including fireballs and a stream of fire that travels along the ground. They've been known to drop ammo for the Phoenix Rod, and even a Mystic Urn on occasion. Good luck. *Chaos Serpent: This guy only appears once in the game, at the end of the third episode as D'Sparil's mount, though they're regular enemies in the sequel, Hexen (much weaker, thankfully). Pretty much just runs around chasing and trying to bite you while D'Sparil attacks from its back. Unfortunately, you need to kill this sucker before you'll have a chance at the big baddy himself. *D'Sparil: The youngest of the three Serpent Rider brothers that comprise the boss of this game as well as its two sequels, you first see this guy (surprise!) riding a serpent. After obliterating the two of them into a pile of bones, D'Sparil will ressurect himself and you'll face him alone. His attacks include energy orbs, teleporting around the arena and summoning his Disciples, two at a time. There doesn't seem to be any limit to the amount of Disciples that can be around at one time, so clearing them out before they become too much of a hassle is mandatory. The frequency of his teleportation and his summons will increase the closer he gets to death. But hey, after that you've beaten the game! Congratulations! Unless you have the expansion pack. --- [2.4] !Notice! Please note that all information has been gathered on Thou Art a Smite-Meister difficulty (second most difficult). 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. =============================================================================== ---------------------------------- WEAPONS---------------------------------- =============================================================================== [3.1] ---Staff--- Description: A simple, reliable quarterstaff. There's some debate as to whether or not this is the butt-end of the Elven Wand or a separate weapon. Most analagous to a fist, knife or other simple melee weapon in other games. Slot: 1 Type: Man-Made Ammo Type: None Dropped By: N/A Ammo Cost: N/A Initial Capacity: N/A Maximum Capacity: N/A Rate of Fire: 4 strikes per second Effect: The standard fallback weapon, it's weak and has limited range but requires no ammo and you start with it, so you'll always have it. Only really useful to conserve ammo against Gargoyles. Tome of Power: The Tome of Power actually turns this piece of wood into a pretty formidable weapon. The staff glows a really cool blue and creates an energy impact wherever it strikes. The range is extended and it has the added bonus of pushing enemies back with each hit. Despite this, it's still only really useful for conserving ammo, but at least you can take on bigger enemies with this. Firepower --- *Gargoyle: 3 / 1 *Golem: 9 / 2 *Undead Warrior: 12 / 6 *Disciple of D'Sparil: 15 / 4 *Sabreclaw: 12 / 4 *Weredragon: 15 / 5 *Ophidian: 20 / 5 *Iron Lich: 80 / 14 *Maulotaur: 200 / 70 *Chaos Serpent: 161 / 41 *D'Sparil: 220 / 65 --- [3.2] ---Gauntlets of the Necromancer--- Description: A pair of spiked gauntlets. You won't be punching with these, though. This game's equivalent to a chainsaw. Slot: 1 (Press 1 again to go between the Staff and the Gauntlets) Type: Magical Ammo Type: None Dropped By: N/A Ammo Cost: N/A Initial Capacity: N/A Maximum Capacity: N/A Rate of Fire: Constant Effect: As soon as you find these you'll probably forget you even have a staff. These powerful gauntlets shoot a constant stream of green lighting from your extended fingertips, and have the interesting added effect of not only drawing enemies in, but also locking onto them until either they die, you take your finger off the trigger or something pushes you out of the way. A much better option when it comes to conserving ammo. Tome of Power: Under the Tome of Power, the green lightning changes to red. The change isn't merely aesthetic though: you'll also receive increased power, extended range, and any damage you cause to the enemy gets drained and given to you as life. The perfect way to conserve not just ammo, but healing items as well. Firepower (Note: since this weapon fires in a stream, firepower is measured in seconds instead of number of hits) --- *Gargoyle: 1s / 0.5s *Golem: 3s / 2s *Undead Warrior: 3s / 3s *Disciple of D'Sparil: 4s / 4s *Sabreclaw: 3s / 2s *Weredragon: 3s / 2s *Ophidian: 5s / 5s *Iron Lich: 18s / 14s *Maulotaur: 90s / 70s *Chaos Serpent: 43s / 39s *D'Sparil: 66s / 65s --- [3.3] ---Elven Wand--- Description: Basically, your pistol. In other words, the simple, weak ranged weapon you start with. Slot: 2 Type: Magical Ammo Type: Wand Crystal (10) Crystal Geode (50) Dropped By: Golem, Nitrogolem, Ghost Golem Ammo Cost: 1 Initial Capacity: 50 Maximum Capacity: 100 (200 w/ Bag of Holding) Rate of Fire: 3 blasts per second Effect: A decent weapon, but easily overshadowed by every other weapon so you'd expect to only be using it in the beginning, if you die or to conserve ammo. There is one major, overlooked advantage to this weapon however: the shots are instant, requiring absolutely zero travel time (ie, the time it takes for a shot to go from your weapon to your enemy). Because of this, as long as your aim is solid it can't be evaded, making it the perfect weapon to weaken an approaching enemy from a safe distance before switching to something more powerful. Tome of Power: The Tome of Power changes this weapon considerably. Instead of a single instant-shot, the wand fires two yellow energy orbs in an expanding V-arc. In between these orbs is an invisible band of energy, appearing only if it connects with an enemy. This means that your opponent will be damaged as long as you get them anywhere within the range of the blasts. Since it travels in a V-arc, the range expands as it travels with a maximum of 5 shots per fire. If you're having trouble imagining this, here's a simple diagram: Normal Shot: * Upgraded Shot: 0-0, expands to 0-*-0, until 0-*-*-*-0 (As previously mentioned, everything between the 0s is invisible until it hits something.) The final and most important change in this weapon is that it now has travel time, so despite its considerable range and power it can now be evaded by a quick enemy. Firepower --- *Gargoyle: 4 / 3 *Golem: 9 / 3 *Undead Warrior: 20 / 12 *Disciple of D'Sparil: 20 / 10 *Sabreclaw: 15 / 5 *Weredragon: 22 / 8 *Ophidian: 25 / 13 *Iron Lich: 105 / 35 *Maulotaur: 270 / 112 *Chaos Serpent: 138 / 93 *D'Sparil: 310 / 150 --- [3.4] ---Ethereal Crossbow--- Description: The first truly decent weapon you get, and easily a staple. Think of it as a long-range shotgun. Slot: 3 Type: Magical Ammo Type: Ethereal Arrows (5) Quiver of Ethereal Arrows (20) Dropped By: Undead Warrior, Undead Warrior Ghost Ammo Cost: 1 Initial Capacity: 10 Maximum Capacity: 50 (100 w/ Bag of Holding) Rate of Fire: 2 shots per second Effect: This will be your primary weapon for most of the first episode, and honestly a good choice all-around. It fires three bolts with every shot: one large bolt in the center surrounded by two smaller bolts. The center bolt obviously does the most damage, but anything that hits will harm whatever it touches. In addition, each bolt tends to target independantly, meaning it's good for both hitting multiple foes and bombarding a single target. Tome of Power: With the Tome of Power, instead of firing three bolts the Crossbow now fires five in a similar pattern: three large bolts in the center surrounded by two smaller ones on the outside. Besides a nice power boost and some sparkly aesthetic changes, there's not much else to say. Always a reliable choice. Firepower --- *Gargoyle: 2 / 1 *Golem: 2 / 1 *Undead Warrior: 6 / 3 *Disciple of D'Sparil: 5 / 3 *Sabreclaw: 3 / 2 *Weredragon: 4 / 3 *Ophidian: 5 / 4 *Iron Lich: 12 / 10 *Maulotaur: 48 / 28 *Chaos Serpent: 38 / 22 *D'Sparil: 59 / 37 --- [3.5] ---Dragon's Claw--- Description: The most powerful weapon you'll receive in the first episode, and pretty good in the other four. Basically a machine gun. Slot: 4 Type: Magical Ammo Type: Claw Orb (10) Energy Orb (25) Dropped By: Disciple of D'Sparil, Iron Lich Ammo Cost: 1 (5 upgraded) Initial Capacity: 30 Maximum Capacity: 200 (400 w/ Bag of Holding) Rate of Fire: 6 shots per second (4 per second upgraded) Effect: This is your first true rapid fire weapon, which means despite its large capacity you'll go through your ammo quickly if you're not careful. Like the Elven Wand, the unupgraded version of this weapon has instant-shot, so as long as you have good aim you'll always hit your target. Tome of Power: Nicknamed "The Ripper", the Tome of Power transforms this simple magical machine gun into a room-clearing dream weapon. The Dragon's Claw now fires out spiked balls that, upon impact, shoot out four smaller spiked balls in four directions. While the power boost isn't as significant as other weapons (in one case it actually takes MORE shots in this mode), the ability to fill a room with spikey death in seconds more than makes up for it. Like the Elven Wand, the Tome also robs this weapon of its instant-shot ability, though the travel time isn't anything to worry about. Besides that, keep in mind that the cost rises to 5 energy per shot - not too bad, but by holding down the fire button you can rip through your ammo even faster than normal. Firepower (Note: Since the upgraded form has a cost of 5, the second number is the amount of SHOTS to kill, NOT the energy cost. For the energy cost, simply multiply the number by 5.) --- *Gargoyle: 3 / 2 *Golem: 6 / 2 *Undead Warrior: 10 / 6 *Disciple of D'Sparil: 10 / 7 *Sabreclaw: 8 / 4 *Weredragon: 13 / 5 *Ophidian: 15 / 9 *Iron Lich: 45 / 50 (This isn't a typo - it really does take more shots in upgraded form. Not sure why.) *Maulotaur: 210 / 80 *Chaos Serpent: 130 / 35 *D'Sparil: 294 / 132 --- [3.6] ---Hellstaff--- Description: The first of the more powerful weapons that only appear in episodes 2 and later. A rapid fire weapon, this skull on a staff is to the Dragon Claw what Doom 3's Chaingun is to its Machine Gun. If you haven't played Doom 3, just think of it as a heavy machine gun. Slot: 5 Type: Magical Ammo Type: Lesser Runes (20) Greater Runes (100) Dropped By: Sabreclaw, Ghost Sabreclaw Ammo Cost: 2 (Technically 1, but two shots come out w/ each press, 5 upgraded) Initial Capacity: 50 Maximum Capacity: 200 (400 w/ Bag of Holding) Rate of Fire: 9 blasts per second (2 per second upgraded) Effect: This is easily my favorite weapon in the game. It's powerful, looks cool and the ammo is plentiful. The only real downside is that the firing animation takes up most of the screen, so when rapid-firing you may have a bit of trouble seeing your enemies. Not too big of an issue, though. Tome of Power: Here's where things really start to get fun. The Tome of Power changes the Hellstaff's small projectiles into large ones, decreasing the firing rate to 2 shots per second and increasing the cost to 5 per shot. The advantage? Anything this baby hits will create a cloud above it, pouring acid rain on the point of impact for a few seconds. The rain does MAJOR damage, the only downside being that it doesn't track so you'll have a hard time getting enemies to stay in one spot. On the upside, any enemy that happens to walk into the shower will take damage so it's excellent for filling a room with (temporary) traps. Firepower (Note: The Hellstaff's upgraded form causes damage both from the blast itself and the rain, which is inconsistent considering that enemies can just walk out of the shower. As usual, consider these numbers as a reference, not set in stone. Also, since the cost raises to 5, the numbers are for the SHOTS, not the COST. For the ammunition cost, just multiply the second numbers by 5.) --- *Gargoyle: 4 / 1 *Golem: 7 / 2 *Undead Warrior: 15 / 4 *Disciple of D'Sparil: 15 / 3 *Sabreclaw: 10 / 3 *Weredragon: 20 / 4 *Ophidian: 24 / 5 *Iron Lich: 50 / 6 *Maulotaur: 260 / 36 *Chaos Serpent: 175 / 33 *D'Sparil: 330 / 123 --- [3.7] ---Phoenix Rod--- Description: An interesting weapon, combining man-made and magical properties. This game's equivalent to a rocket launcher. Slot: 6 Type: Man-Made (Splash damage and upgraded form are Magical) Ammo Type: Flame Orb (1) (Flame Orbs dropped by enemies give you 5) Inferno Orb (10) Dropped By: Ophidian, Maulotaur Ammo Cost: 1 per shot (1 for an up to 10 second blast upgraded) Initial Capacity: 2 Maximum Capacity: 20 (40 w/ Bag of Holding) Rate of Fire: 2 shots per second (Constant upgraded) Effect: The Phoenix Rod fires a fiery ball of death at your enemies, exploding on impact (the explosion looks like a bird, too - awesome!) While this can turn most lesser enemies into a pile of goo in one shot, it does have a few drawbacks. Firstly, this is the only weapon with a noticable kickback, pushing you back with each blast, so be careful around ledges. Secondly, the splash damage CAN hurt you, so be careful in tight areas. Thirdly, and most importantly, at best you'll only get 40 shots with this baby, and ammo is rare. Best saved for difficult enemies and bosses. Perhaps the most interesting aspect of this weapon though is that it's dual-natured - both Man-Made and Magical. What this means is that if you're fighting Ghost-type enemies, the rocket itself will pass right through them. However, if you hit a wall, object, or another enemy close enough that the Ghost gets caught in the splash damage, the explosion WILL harm them. Takes a bit of getting used to, but a devious tactic once mastered. Tome of Power: The Tome of Power changes the function of this weapon completely. Instead of a rocket launcher, you now have a flamethrower with surprisingly impressive range. This form is easily the most powerful weapon in the game in terms of pure damage. The cost is affected too: pressing the fire button will unleash a stream of flame, costing only 1 unit for up to 10 seconds, after which you'll need to press fire again to start another stream. Keep in mind that if you let go of the button before the 10 second mark, you'll still be charged 1 unit, so sometimes, it's better to just keep the button held down even if enemies are far apart to conserve ammo. Finally, the Tome changes the Phoenix Rod to a completely Magical weapon, so Ghosts won't give you any more trouble. Firepower (Note: Since the upgraded form is a stream of fire, the second number represents seconds to kill instead of shots, like the Gauntlets.) --- *Gargoyle: 1 / 0.25s *Golem: 1 / 0.5s *Undead Warrior: 1 / 1s *Disciple of D'Sparil: 1 / 0.75s *Sabreclaw: 1 / 0.75s *Weredragon: 1 / 0.75s *Ophidian: 2 / 1s *Iron Lich: 4 / 2s *Maulotaur: 36 / 13s *Chaos Serpent: 23 / 7s *D'Sparil: 67 / 23s --- [3.8] ---Firemace--- Description: The last weapon you'll find, and the fastest rapid fire weapon. A metal mace that fires bouncing steel balls. Slot: 7 Type: Man-Made Ammo Type: Mace Spheres (20) Pile of Mace Spheres (100) Dropped By: None Ammo Cost: 4 (Technically 1, but 4 spheres fire with each shot, 5 upgraded) Initial Capacity: 50 Maximum Capacity: 150 (300 w/ Bag of Holding) Rate of Fire: 12 spheres per second (3 per second upgraded) Effect: You'd think the last weapon would also be the most powerful, but in this case it's only half true. The Firemace is actually a decent weapon; its firing speed is unmatched, does good damage and has a homing feature: each sphere will always bounce in the direction of an enemy until it hits an enemy, object or wall, and will continue bouncing until it hits something. The two major weaknesses this weapon faces is that it has the rarest ammo of any other weapon, and interestingly enough, water. If any of your shots happen to fall into water, they'll disappear, so make sure if you're using the Firemace on a water level to just hit the enemy directly. Tome of Power: The Tome of Power is what makes this weapon actually worth it. The cost rises to 5 ammo per shot and the firing speed falls to only 3 per second, but instead of a plethora of tiny spheres the weapon now fires huge steel orbs. These seem to have an even more accurate tracking mechanism, and best of all, they will kill ANY non-boss enemy in a single hit, every time. Always keep a Tome handy and save your ammo for when you need to clear a room of baddies and want to conserve your other weapons. Unfortunately, the lack of ammo and weakness to water are still in effect, so use sparingly. Firepower (Note: Since the upgraded form has a cost of 5, the second number is the amount of SHOTS to kill, NOT the energy cost. For the energy cost, simply multiply the number by 5.) --- *Gargoyle: 8 / 1 *Golem: 8 / 1 *Undead Warrior: 18 / 1 *Disciple of D'Sparil: 20 / 1 *Sabreclaw: 18 / 1 *Weredragon: 22 / 1 *Ophidian: 28 / 1 *Iron Lich: 84 / 10 *Maulotaur: 385 / 50 *Chaos Serpent: 220 / 30 *D'Sparil: 550 / 111 =============================================================================== ---------------------------------- CREDITS---------------------------------- =============================================================================== Well, that's about it. Hope you enjoyed! Here's a few people to whom I owe my thanks: - mr_oh_so_ice, TLaufert and Lord Zero for their Heretic FAQs currently on GameFAQs. Though all data was gathered myself, they provided some good information and the inspiration for this guide. Thanks, guys! - ZackScott, for his Resident Evil 4 Weapon Analysis Guide that gave me the basis to create this one. - Emma Rutabega, for being a wonderful corgi and keeping my lap warm while I worked on this. =============================================================================== ---------------------------- CONTACT INFORMATION---------------------------- =============================================================================== Email: firstname.lastname@example.org AIM: fattyinaball Telepathy: Think about sushi and you'll probably find me. Please don't appear in my dreams, though; they're scary enough as it is >___> ...and that's it. I'm going to bed. =============================================================================== Copyright 2011 by A. Provisor (Hoitytoity) (c). All rights reserved.