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Aiding the characters in this quest is their ability to cast spells that hurt all enemies on the screen. The force of this magic depends on the number of "bars" of magic power currently available. The bars are filled by collecting blue 'magic potions' found throughout the game. The male warrior Ax, limited to 4 bars, is able to cast Earth spells.
The game has three difficulty levels to choose from. Selecting an increased difficulty rating primarily affects Drake's ability to dodge and attack enemies. Over the course of the game, the player can discover spell books which allow Drake to cast new spells (or, in the Windows version, upgrade spells they already possess). Both versions employ ...
He even resists a spell cast on an object to protect its contents cast by a powerful sorcerer, which makes most individuals look away. In Ray's case, his spell is located below his right collarbone. Ghost Knife/Soul Knife: Cast by Ray onto a piece of paper from the book he stole and apparently keeps hidden somewhere. Can be telekinetically ...
The characters can use devastating new spells with combined casting. Each character does the same max magic damage. The mounts in Golden Axe III have turned into a hybrid snail-ostrich, instead of the chicken-leg or the dragon-raptors in the previous games. The mounts are known as Bizarrans. There are four types of Bizarrans in Golden Axe III ...
Spell for permitting the noble dead to descend to the Netherworld on the day of the interment. [4] 2. A spell for going out into the day and living after death. [5] 3. Another like it. [5] 4. Spell for passing on the upper road of Rosetjau. [5] Rosetjau is the "name of the Necropolis of Giza or Memphis, later extended to the Other World in ...
The series is mainly told from the perspective of Viscount Albert de Morcerf, the teenage son of one of the Count's enemies. While the series adapts much of the original storyline and carries over its theme of revenge, the plot and characters feature multiple differences.
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These battles may also strike on the overworld map and follow a typical RPG pattern: the player makes choices for their characters (such as whether to fight, cast a magic spell, or run away), and then the enemy takes a turn. This pattern repeats until the characters on one side all run out of hit points and die. There are 15 turns, accounting ...