Castle Crashers Character Guide (9/20/8) by Zauron ################################################### TABLE OF CONTENTS ################################################### - Press Ctrl-F and search for the code in [] to jump to that section. INTRODUCTION [CHRT] CHARACTER UNLOCKING & COMPARISON CHARTS [CSTS] MAIN CHARACTER STATS [FRMS] DERIVED STATS & FORMULAS [ELMT] ELEMENTS [SEFF] STATUS EFFECTS & REVIVING [BMCM] BASIC MOVES & COMBOS [SPLS] SPELLS [CLST] CHARACTER LIST [ITMS] USABLE ITEMS LIST [WLST] WEAPONS LIST [ALST] ANIMAL ORB LIST [VHST] VERSION HISTORY [AKNW] ACKNOWLEDGMENTS [CNTC] CONTACTING THE AUTHOR [LEGL] LEGAL STUFF ################################################### INTRODUCTION ################################################### Welcome to the Castle Crashers Character Guide. By "character" guide, I am referring to playable characters, not to enemies or bosses. This guide will tell you everything you ever wanted to know (and likely much more than that) about the playable characters in Castle Crashers. This guide will NOT tell you how to beat the game, it is not a walkthrough. All of the information in this guide was obtained through many days of extensive testing (and a lot of math), no hacks or inside information was used (or available, for that matter). PLEASE NOTE: Spell names, weapon names, and melee attack names are made up and not official names (they do not appear to have official names). Also, there may be some spoilers due to the guide's nature, but nothing major. ################################################### [CHRT] CHARACTER UNLOCKING & COMPARISON CHARTS ################################################### Here I have compressed the most sought-after information about different characters into small, printable charts. Most of the information in the comparison charts is meaningless without the rest of the guide though. .=============================================================================. | Character Unlock Requirements Chart | ==============================================================================| | Beat the game with a character listed to the left of -->, or perform the | | task listed to the left of -->, and you will unlock the character listed to | | the right of that -->. | |=============================================================================| | Green Knight --> Royal Guard --> Saracen | | Red Knight --> Skeleton --> Bear | | Blue Knight --> Industrialist --> Fencer | | Orange Knight --> Fire Demon --> Ninja | | (Beat Barbarian Boss) --> Gray Knight --> Stove Face | | (Beat King's Arena) --> Barbarian --> Beekeper | | (Beat Thieves Arena) --> Thief --> Snakey | | (Beat Lava Arena) --> Conehead | | (Beat Peasant Arena) --> Peasant --> Civilian | | (Beat Ice Arena) --> Iceskimo --> Brute | | (Have 1 achievement from Alien Hominid HD) --> Alien | '=============================================================================' ************************************** ** Note about unlocking characters ** ************************************** You won't unlock a character by just skipping to the last boss and beating it (using a friend to get you there). You need to meet other requirements, which have not been exactly determined but seem to include rescuing all of the princesses, defeating all bosses, and obtaining the wheel, compass, spyglass, and map. If you beat the game and it didn't unlock what was expected, go into single player and check for any stages that have big white arrows pointing to them, then go beat those stages (and the last boss again). You will know when you have successfully beaten the game because a white skull will appear on any characters that have beaten the game in the character select screen (and turn into a gold skull for beating it on Insane mode with them). Also, as soon as the credits start, you can pause and choose Exit to Map to immediately unlock anything you get for beating the game without having to go through the credits. .=============================================================================. | Character Spell Comparison Chart | |=============================================================================| | Character | Splash Spell | Projectile | Jump Spell | XXXY combo | | | (RT+Y) | Spell (RT+B & | (RT+A) | element. | | | * = Used as | usually air | | (x2) means | | | air RT+Y | RT+Y) | | x2 damage. | |=============================================================================| | Green Knight | Poison Cloud | Poison Shot | Poison Jump | Poison | | Red Knight | Lightning | Electric Bolt | Zap Jump | Lightning | | Blue Knight |*Ice Shards | Ice Bullet | Ice Fist | Ice | | Orange Knight | Flame Burst | Fireball | Flame Jump | Fire | | Gray Knight | Arrow Rain | Bomb Toss | Power Jump | Normal | | Barbarian | Weapon Rain | Spinning Axe | Power Jump | Pierce (x2) | | Thief | Arrow Rain | Curved Knife | Power Jump | Pierce (x2) | | Conehead | Arrow Rain | Bomb Toss | Power Jump | Pierce (x2) | | Peasant | Arrow Rain | Dagger | Power Jump | Pierce (x2) | | Iceskimo | Ice Shards | Snowball | Mist Jump | Pierce (x2) | | Royal Guard | Arrow Rain | Bomb Toss | Power Jump | Pierce (x2) | | Saracen |*Tornado | Sand Blast | Power Jump | Pierce (x2) | | Skeleton | Dark Pillars | Dark Shot | Dark Jump | Pierce (x2) | | Bear |*Tornado | Wind Ball | Wind Jump | Pierce (x2) | | Industrialist | Buzzsaws | Saw Blade | Steam Jump | Pierce (x2) | | Fencer | Buzzsaws | Saw Blade | Steam Jump | Pierce (x2) | | Fire Demon | Fire Pillars | Fire Shot | Fire Jump | Pierce (x2) | | Ninja | Ninja Smoke | Shuriken | Ninja Jump | Pierce (x2) | | Stove Face | Arrow Rain | Curved Knife | Power Jump | Pierce (x2) | | Beekeeper | Bee Drop | Bee Shot | Steam Jump | Pierce (x2) | | Snakey | Vines | Dagger | Vine Jump | Pierce (x2) | | Civilian | Arrow Rain | Dagger | Power Jump | Pierce (x2) | | Brute | Vines | Acorn | Vine Jump | Pierce (x2) | | Alien | Beam Gun Blast| Beam Gun Shot | Beam Jump | Pierce (x2) | '=============================================================================' .=============================================================================. | Character Starting Weapon Comparison Chart | |=============================================================================| | Character | Weapon | LVL | ST | MG | DF | AG | Effect | |=============================================================================| | Green Knight | Basic Sword | 1 | 0 | 0 | 0 | 0 | --------- | | Red Knight | Round Mace | 1 | 0 | 0 | 0 | 0 | --------- | | Blue Knight | Black Rod | 1 | 0 | 0 | 0 | 0 | --------- | | Orange Knight | Battle Axe | 1 | 0 | 0 | 0 | 0 | --------- | | Gray Knight | Thin Sword | 1 | 0 | 0 | 0 | 0 | --------- | | Barbarian | Barbarian Axe | 1 | 0 | -1 | -1 | 0 | Criticals | | Thief | Thief Sword | 5 | -1 | 0 | 0 | +2 | --------- | | Conehead | Light Saber | 10 | 0 | 0 | 0 | +1 | Lightning | | Peasant | Wooden Spoon | 1 | 0 | -1 | 0 | 2 | --------- | | Iceskimo | Harpoon | 20 | +4 | 0 | +2 | -2 | --------- | | Royal Guard | Falchion | 10 | +1 | 0 | +3 | 0 | --------- | | Saracen | Falchion | 10 | +1 | 0 | +3 | 0 | --------- | | Skeleton | Black Mace | 20 | -2 | 0 | +3 | +6 | --------- | | Bear | Wooden Club | 20 | +5 | 0 | +5 | -5 | Criticals | | Industrialist | Blue Studded Mace | 20 | 0 | -2 | +6 | 0 | Criticals | | Fencer | Blue Rapier | 10 | +1 | +1 | 0 | +1 | --------- | | Fire Demon | Black Spiked Mace | 20 | -3 | +6 | -1 | 0 | Criticals | | Ninja | Sai | 20 | 0 | 0 | -2 | 6 | Criticals | | Stove Face | Knight Sword | 15 | +1 | -1 | +3 | 0 | Criticals | | Beekeeper | Baseball Bat | 10 | +2 | 0 | +1 | 0 | --------- | | Snakey | Green Magic Mace | 20 | 0 | +5 | -2 | +3 | Criticals | | Civilian | Pitchfork | 1 | +1 | 0 | 0 | -1 | --------- | | Brute | Two-Pronged Sword | 20 | +3 | 0 | +3 | 0 | Criticals | | Alien | Beam Gun | 1 | 0 | 0 | 0 | 0 | --------- | '=============================================================================' ############################################ [CSTS] MAIN CHARACTER STATS ############################################ This section describes the main elements that determine the abilities of your character (which are Level, Strength, Magic, Defense, and Agility). These main stats are determined by gaining XP and spending Stat Points, which is also explained here, as well as your current weapon and Animal Orb. How these main stats affect your character exactly is explained in the sections following this one. ************* ** LEVEL ** ************* Your character starts at level 1. The maximum level that can be reached is 99. When you reach levels 2-20, you are given 2 stat points you can spend however you want on your main stats (Strength, Magic, Defense, and Agility). At levels 21-78 you are given 1 stat point you can spend, and at levels 79-99 you gain no stat points (all stats are at max at 78). Level also has a very minor impact on your health, melee damage, and magic damage. Some weapons require a certain minimum level before you can use them, but no weapons require more than level 20. Finally, certain melee combos are not available until you have gained a certain level, with the last melee combo unlocked at level 50. ********** ** XP ** ********** XP (eXPerience) is required to gain levels. XP is gained from hitting an enemy with an attack of some kind. It does not matter how much damage the attack does, however. What matters is what enemy the attack hit, and whether or not the enemy still has health remaining (you can continue juggling an enemy that has no health remaining but will not get XP for it). In general, most enemies give 1 xp per hit. I believe in Insane mode you get 2 xp per hit, and you may get more per hit for bosses or harder enemies, but I haven't tested this thoroughly. Also, it seems to store fractional values, since Giraffe gives +10% xp which for a normal enemy means you get an extra 1 xp every 10 hits. Its important to note that this means doing less damage per hit will actually give you more XP per enemy than doing more damage per hit. Thus doing a high amount of damage per hit means you will likely beat the game faster, but also be a lower level at the end. It requires 190 xp to reach level 2. Your XP does not reset to 0 when you gain a level. It takes 20 more XP to get from your current level to the next level as it did to get from the previous level to your current level. You can use the following formula to calculate how much total XP you need to get to the next level: XP for NextLevel = (CurrentLevel x (PrevLevel x 20 + 380)) / 2 So, for example, if you are at level 40 and want to know how much XP you need to get to level 41, it would be: Total XP required to gain Level 41 = (40 x (39 x 20 + 380)) / 2 = (40 x (780 + 380)) / 2 = (40 x 1160) / 2 = 46400 / 2 = 23200 ***************** ** STAT POINTS ** ***************** At level 1 you have 1 in each stat (Strength, Magic, Defense, and Agility). You can raise and lower your stats with weapons and Animal Orbs, however, no matter how much penalty you apply to a stat it will always count as at least 1 in all formulas. The maximum a stat can get without the use of weapon and Animal Orb bonuses is 25, but you can get well above 25 with your weapon and Animal Orb and it will use the combined value in most calculations regardless of how you got it that high. Exceptions to the above are as follows: 1) You can not learn new Magic Spells by increasing your Magic with bonuses (although your Splash spell upgrade level DOES go up from bonuses, and in fact is the only way to achieve the current max upgrade level of 7). 2) Your Run Speed is affected by bonuses, but has a cap at 25 Agility, so using bonuses to get higher than that will not make you run faster. 3) Your Arrow Speed (both firing speed and arrow motion) are NOT affected by bonuses/penalties to your Agility - it always looks at your base natural Agility to determine Arrow Speed, which means it is also capped at 25 Agility. As mention under the Level section, you gain 2 Stat Points to spend every level you gain from 2 to 20, followed by 1 stat point each level until all 4 stats max out at level 78. You can spend points any time on the world map by pressing 'Y'. **************** ** STRENGTH ** **************** Strength affects your melee damage. That's it, although that's pretty useful since you have so many melee juggling combos at your disposal. ************* ** MAGIC ** ************* Magic affects which spells you can use, how much damage they do, total mana available for casting spells, mana regen rate, and the upgrade level of your Splash (RT+Y) spell. The Magic meter in the stats spending screen has a few colored bars for magic levels 5, 10, 15, and 20. These represent the requirement to learn a new magic spell or ability. These bars are also one of the few things you can not gain by increasing Magic via weapons or Animal Orbs. You must naturally get your magic up to that bar in order to gain the spell. Also, penalties to Magic from weapons and Animal Orbs can not cause you to lose a spell, although it will of course affect the spell's power. Your 'Splash' spell (RT+Y) also gains 'upgrade levels' every 5 points in Magic. For more details on the spells Magic grants and on the Splash spell upgrade levels, see the Spells section. *************** ** DEFENSE ** *************** Defense affects your Max Health as well as how much damage you will take from most attacks (some attack elements ignore your Defense, see the Elements section for details). Note that on the Player Statistics screen it lists your Hit Points and your Stats, and notes the bonuses & penalties being applied to your stats by weapons and Animal Orbs. Unfortunately, the Max Health it lists ONLY counts your base Defense, it does NOT count the Defense bonuses/penalties from weapons and Animal Orbs. However, in the game itself changes to your Defense from weapons and Animal Orbs DOES affect your health. So the health on that screen and the health in the actual game may be different if you have weapons and Animal Orbs affecting your Defense stat. *************** ** AGILITY ** *************** Agility affects your movement speed as well as how far and straight your arrows fly, how rapidly you can fire arrows, and how much damage arrows can do. Agility's benefits are not as obvious as the other 3 stats until it is almost maxed out. Before then, your arrows do noticeably more damage and you start to see a difference in run speed, but your arrows still fire infrequently enough ethat you are better off using melee attacks. It is not until the last few points in Agility that its true power comes forth. At that point, your arrow firing speed will jump to noticeably faster, such that you can fire arrows so so fast that you can air-juggle normal enemies from across the screen with arrows alone, and deal a decent amount of damage for each shot as well. Plus you will be moving fast enough to avoid enemies and reposition to begin firing from a new location easily. Thus, Agility is usually an all-or-nothing stat. You either want to ignore it in favor of other stats, or pump it up exclusively to max it out and become a powerful archer, than build up other stats like Defense. Agility is also odd in that only one of its benefits is affected normally by bonuses from weapons and Animal Orbs. Your arrow damage is affected by your total Agility score, however, your Run Speed, while affected by bonuses, has a cap at 25 Agility. Even more strange, your arrow speed/firing arc is NOT affected by weapon and Animal Orb bonuses/penalties at all, it looks at your natural Agility and is thus also capped at 25. ************************ ** ARENA MODE STATS ** ************************ If you play in VS Arena mode (from the main menu, not the arenas scattered around the map during the main campaign) all characters' stats are set to the same base values, and the only thing that can change your stats is your equipped weapon and the Animal Orbs your character is using (if any). Here are the base stats all characters are set to in Arena mode: Level: 31 Strength: 20 Magic: 20 Defense: 30 Agility: 7 Also, your Splash spell is set to upgrade level 3 and will not change even with weapons and Animal Orbs (and despite the fact that at 20 Magic, it should be at upgrade level 5 not 3). You can see what these stats will mean for your damage and health in the below section. ################################################### [FRMS] DERIVED STATS & FORMULAS ################################################### The main stats don't mean anything by themselves - it is how they affect these derived stats that make them important. Derived stats include health and damage dealt by attacks. All of them are determined by math formulas that use one or more of the main character stats. MATH NOTE: Floor() means to drop off the decimal of a number. Floor(4.99) will become just 4, for example. Round() means to round up or down to the nearest whole number, with Round(4.49) becoming 4 and Round(4.5) becoming 5. The game's use of Floor and Round for damage calculations is a large part of the reason that resulting numbers seem to be non-linear when increasing stats. ___________________ .__/ Base Melee Damage \______________________________________________________. | | | Used for most melee attacks, including all air attacks and even strong | | attacks when used against an air-borne enemy. | |-----------------------------------------------------------------------------| | Formula: | | Floor(3 + Strength + (Level x 0.1)) | '-----------------------------------------------------------------------------' _____________________ .__/ Strong Melee Damage \____________________________________________________. | | | Used for stronger melee attacks, such as the first attack from pressing Y. | | Enemies hit with these attacks while in the air will still only take normal | | Base Melee Damage. | |-----------------------------------------------------------------------------| | Formula: | | Floor(5 + (Strength x 1.15) + (Level x 0.1)) | '-----------------------------------------------------------------------------' ______________ .__/ Throw Damage \___________________________________________________________. | | | Used when throwing enemies (and for last part of XXXYY combo). | |-----------------------------------------------------------------------------| | Formula: | | Floor(10 + (Strength x 1.2) + (Level x 0.1)) | '-----------------------------------------------------------------------------' ___________________ .__/ Base Magic Damage \______________________________________________________. | | | All Magic-based attacks (except for Fire and Poison DoT effects) use this | | damage amount as a base for determining the spell's final damage. In | | particular, the Magic Projectile (RT+B) and Magic Jump (RT+A) spells deal | | exactly Base Magic Damage, but most Splash (RT+Y) spells deal half as much. | | Specific spells listed in this guide will express the damage they do in | | terms of the character's Base Magic Damage (i.e. "Base Magic Damage x 2"). | |-----------------------------------------------------------------------------| | Formula: | | Floor((Magic x 2) + (Level x 0.1)) | '-----------------------------------------------------------------------------' __________________ .__/ Magic DoT Damage \_______________________________________________________. | | | This is how much damage each hit of Poison or Fire DoT (Damage Over Time) | | effects deal. Note that Poison always deals 3 hits of this amount and Fire | | does 1 hit. Also, it is important to note that while a character has a DoT | | effect on them, they will ignore additional DoT effects and NOT reset the | | current DoT until it has worn off. Thus, poisoning an enemy over and over | | rapidly causes less damage than waiting for the poison to wear off first. | |-----------------------------------------------------------------------------| | Formula: | | Floor(3 + (Magic x 0.4) + (Level x 0.1)) | '-----------------------------------------------------------------------------' ____________________________________________ .__/ XXXY/XXXYY Combo Magic-enhanced Hit Damage \_____________________________. | | | The first 'Y' hit of this combo does Strong Melee Damage normally, however, | | if the character has a Magic stat of 15 or more, it will instead deal this | | amount of damage, and the element may change to something other than Normal | | melee damage. Some characters get additional magic side-effects from this | | hit such as a DoT or freezing the enemy. | | | | Of special note is that most unlockable characters actually use a Piercing | | element for this attack, which is not affected by Defense. Thus enemies | | and other players will always take the same damage regardless of their | | Defense. Some bosses may still resist the damage though. Also, and more | | importantly, this Piercing element will deal double damage, which makes | | this an exceptionally powerful attack for these characters. | |-----------------------------------------------------------------------------| | Formula: | | Base Melee Damage + Base Magic Damage (x2 for Piercing damage type) | '-----------------------------------------------------------------------------' ____________ .__/ Mana Regen \_____________________________________________________________. | | | Mana Regen is not able to be measured very reliably, since all I have to go | | on is watching for the blue bar to get to full again which is difficult | | once Magic is high. Still, my timings seem to indicate that the time it | | takes to regenerate the mana of a single normal spell cost is approximately | | as listed below. Its actually a very minute increases in regen rate, | | hardly worth mentioning - the real enhancement is to Max Mana as Magic goes | | up. Mana Regen doesn't keep up with Max Mana at all, so at high levels of | | Magic it can take quite a long time for your mana bar to completely fill. | | | | ALSO, and this is pretty bizarre - your mana will stop regenerating for a | | split second any time your character changes their "state". This means | | beginning or ending an attack, jumping, landing, and most notably, going | | from idle to running to idle again or changing run directions. To see this | | yourself, time how long it takes your mana to regenerate while holding | | still or continuing to run in the same direction. Now time it again while | | rapidly tapping your control stick back and forth between left and right. | | It can take several times as long for your mana to regen to full, and if | | you tap fast enough you can almost get it to hold still entirely! | |-----------------------------------------------------------------------------| | Formula: | | approx. 1.9 - (0.025 x Magic) Seconds (to regen mana of 1 spell cast) | | Time is longer if keep moving around and performing actions. | '-----------------------------------------------------------------------------' __________ .__/ Max Mana \_______________________________________________________________. | | | There are no hard numbers listed anywhere in the game for mana, so there's | | no way to know exactly how much mana you really have. However, all but one | | spell costs the same mana to use, so we can express Max Mana in terms of | | how many spell casts can fit into the current Max Mana value. The formula | | below expresses your Max Mana value in terms of the mana cost for casting a | | normal spell. The value is of course approximate, as the exact number can | | not be verified. | | | | A perhaps more useful thing to know is that you will on average gain an | | extra cast of a spell in a full mana bar every 3 points of Magic starting | | at 3 (so at 3 Magic you can cast 2 spells in a row, at 6 you can cast 3, at | | 9 you can cast 4, etc.). At 26+ Magic your Mana Regen finally gets decent | | enough that it starts to break the pattern and let you squeeze in an extra | | spell before the bar is empty. | |-----------------------------------------------------------------------------| | Formula: | | approx. (1 + (Magic x 0.33)) * (Normal Spell Mana Cost) | '-----------------------------------------------------------------------------' ____________ .__/ Max Health \_____________________________________________________________. | | | Max Health not only determines how much damage a character can take before | | they die, but also how much they will be healed for when eating food. Food | | restores a percentage of the character's Max Health, so the more health you | | have, the more benefit you will gain from food (and Potions, which heal | | back to full health). | |-----------------------------------------------------------------------------| | Formula: | | 69 + (Level x 3) + (Defense x 28) | '-----------------------------------------------------------------------------' ______________________________ .__/ Damage Resistance Multiplier \___________________________________________. | | | Enemy attack damage is multiplied by this, then the result is rounded up or | | down to determine final damage. Playable characters have this applied to | | Poison, Fire, Ice, Lightning, and Normal damage equally. Enemies often | | have their own multipliers for different elements. Bosses in particular | | usually have unique resistances that have nothing to do with a Defense. | | | | Notice how playable characters start out taking 20% more than base damage | | and don't take base damage amounts until they reach 20 Defense. Most | | enemies have a Damage Resistance Multiplier of 1.0 for most damage types. | |-----------------------------------------------------------------------------| | Formula: | | 1.2 - (0.01 x Defense) | '-----------------------------------------------------------------------------' ______________ .__/ Arrow Damage \___________________________________________________________. | | | This is how much damage arrows will do. Notice how they gain no benefit | | from levels like other damage types. | |-----------------------------------------------------------------------------| | Formula: | | 2 + Agility | '-----------------------------------------------------------------------------' ___________ .__/ Run Speed \______________________________________________________________. | | | As Agility increases, speed of running increases as well by about 2% per | | point of Agility. Maximum speed is 150% of base speed, achieved at 25 | | Agility. Agility increases beyond 25 have no impact on run speed. | |-----------------------------------------------------------------------------| | Formula: | | Base Run Speed x (1 + (Agility * 0.02)), Max = Base Run Speed x 1.5 | '-----------------------------------------------------------------------------' _____________ .__/ Arrow Speed \____________________________________________________________. | | | Unfortunately I have found no reliable way to measure the affects Agility | | has on travel speed and firing speed of arrows. For one thing, firing | | speed is affected by how fast you press the button - pressing it too fast | | will actually slow down the firing speed because the presses are not queued | | up like they are with melee attacks. | | | | What I will say though, as mentioned in the Agility section, is that the | | benefit to arrow firing speed is not noticeable until about 20 Agility, and | | you really need the full 25 Agility to fire fast enough to juggle enemies | | with arrows. Also, Arrow Speed is NOT affected by bonuses/penalties to | | Agility from weapons and Animal Orbs, it uses your base natural Agility and | | this is capped at 25 Agility. | |-----------------------------------------------------------------------------| | Formula: | | Unknown - Only based on natural Agility, ignores bonuses/penalties from | | weapon and Animal Orb affects on Agility and caps at 25 Agility. | '-----------------------------------------------------------------------------' _____________ .__/ Bomb Damage \____________________________________________________________. | | | This relates to bombs purchased from a store, not the magic "Bomb Toss" | | spell. Bombs do Fire-based damage and in addition to the damage listed | | below, can do 1 extra hit of Magic DoT Damage like all Fire-based attacks. | |-----------------------------------------------------------------------------| | Formula: | | (Throw Damage x 2) OR (Base Magic Damage x 2), whichever is higher. | '-----------------------------------------------------------------------------' ______________________ .__/ XP to get next level \___________________________________________________. | | | This was explained earlier, but since all the other formulas are in this | | section, I'll repeat it here. This is how much total XP you need to reach | | the next level (remember XP does not reset to 0 when you level up). | | Another way to look at it is this: it requires 20 more XP to get to the | | next level from your current level as it did to get from the previous level | | to your current level. | |-----------------------------------------------------------------------------| | Formula: | | (CurrentLevel x (PrevLevel x 20 + 380)) / 2 | '-----------------------------------------------------------------------------' ********************************************* ** HOW DAMAGE OF AN ATTACK IS DETERMINED ** ********************************************* Round(Floor(Damage of attack) x Damage Resistance Multiplier of defender) In other words: Final damage of an attack is calculated by taking the damage of the attack (determined from the attacker's stats and using the above formulas such as Base Melee Damage, Arrow Damage, and Base Magic Damage), dropping off anything after the decimal point, and multiplying that by the attacked character's Damage Resistance Multiplier (usually determined by the formula above, but sometimes different for certain enemies against certain elements). The result is then rounded up or down to get the final damage dealt. All attacks will deal at least 1 damage even if the defense of the attacked character would normally reduce it to 0 (unless the character is specifically invulnerable to that attack or invulnerable in general at the time). ################################################### [ELMT] ELEMENTS ################################################### Each attack has a type or 'element' associated with it. There may be more elements than are listed here, but if so they end up with the same result as one of these so they don't really matter to actual gameplay as far as I can tell. The only importance of elements is that different enemies sometimes have a different Damage Resistance Multiplier for certain elements than others, meaning they will take more or less damage than normal from attacks of that element. They may also resist secondary effects from attacks of that element, such as Freezing, DoT, and knockback. Here are the known elements (names are unofficial): |==) Normal (==| |==) Fire (==| |==) Poison (==| |==) Ice (==| |==) Lightning (==| |==) Piercing (==| All melee attacks and arrows deal Normal damage, as do most spells. All attacks with Fire damage can add a Fire DoT effect which will deal 1 hit of Magic DoT Damage. All Poison attacks can add a DoT effect which will deal 3 hits of Magic DoT Damage. All Ice attacks can freeze normal (able to be knocked over) enemies. One Lightning attack (Red Knight's Lightning RT+Y spell) shocks enemies and holds them in place while being hit by it, but other than that Lightning attacks have no side effects. Piercing damage is particularly interesting in that almost every enemy and all playable characters have a Damage Resistance Multiplier of 2.0 for it, meaning attacks using it do double damage against most everything. This multiplier is also not modified by the Defense stat, meaning all playable characters and all non-boss enemies will always take exactly the same damage from these attacks. This type is used by the magic-enhanced 'Y' hit of the XXXY combo (gained from 15 points in the Magic stat) for most of the unlockable characters. Since this guide is focused more on playable characters than enemies, I have not gathered the data on what every enemy is more or less resistant too. The known obvious ones that can have a big effect on your character's performance include these, however: - Fire Demons are resistant to Fire attacks. - Iceskimos and the Ice-based boss are resistant to Ice attacks. - Industrialists and Fencers are resistant to Lightning attacks. - Skeletons are resistant to Poison attacks. - The normal enemies in the final level are very highly resistant to Fire, Ice, Poison, and Electric attacks, as well as all their secondary effects, and will not be knocked down by spells using these elements (or by arrows). There are likely enemies weak to each of the non-Normal elements as well, but I haven't taken the time to find out which ones are. Playable versions of enemy characters do not get any special defense bonuses or penalties to elements. All player characters react the same to all elements regardless of their own elemental affiliation or what the NPC version does. ################################################### [SEFF] STATUS EFFECTS & REVIVING ################################################### There are 7 status effects in this game - On Fire, Poisoned, Frozen, Grabbed, Stunned, Buried, and Dead. *************** ** ON FIRE ** *************** When hit by an attack using the Fire element, this Damage Over Time effect will apply, with the hit character shown with flames coming off them. The effect will cause an extra hit of Magic DoT Damage (formula listed in earlier section) and then go away. While the effect is active, further hits of Fire-based damage will NOT reset the status effect or add to its potency in any way. Some enemies can resist this effect. **************** ** POISONED ** **************** When hit by an attack using the Poison element, this Damage Over Time effect will apply, with the hit character shown with green bubbles of poison coming off them. The effect will cause three (3) extra hits of Magic DoT Damage (formula listed in earlier section) before wearing off, meaning it lasts longer and does more total damage than being on fire. However, like being on fire, further hits of Poison-based damage will NOT reset the status effect or add to its potency in any way. Thus to achieve maximum damage when using Poison attacks you will want to wait until the poison completely wears off the enemy before using it on them again. Some enemies can resist this effect. ************** ** FROZEN ** ************** When hit by an attack using the Ice element, the hit character will become frozen in a block of ice. Playable characters can struggle out of the frozen state by shaking the control stick left and right which is shown by an on-screen indicator. Enemies will break out by themselves after a short time. If a frozen character takes damage, they will break out of the ice immediately. Other Ice spells have odd results when hitting frozen characters - if they do damage, they will break the character out of the ice at the same time and leave them un-frozen. However, they will not always do damage on frozen characters, and when they don't do damage the frozen character will stay frozen. "Ice Shards" will never damage frozen enemies. "Ice Fist" will damage frozen enemies EXCEPT if they've been hit by "Ice Shards". "Ice Bullet" and the Ice-based XXXY combo will always damage frozen enemies. Hits that would normally knock a character over (most spells) will instead freeze them if it is an ice-based attack, but characters can not be frozen while they are in mid-air. Some enemies can resist this effect. *************** ** GRABBED ** *************** Some enemies can grab and hold on to playable characters, requiring them to break out by shaking the stick left and right or tapping X rapidly as shown by an on-screen indicator. This includes slimes, bats, and giant sand worms. Generally damage is continuously applied while grabbed. *************** ** STUNNED ** *************** Certain attacks, such as the Boomerang and the unlocked upgraded XXY combo, can stun a character. This leaves them hunched over with two yellow stars circling their heads. They can not perform any action for a while until the stun wears off naturally. Hitting a character that is stunned will immediately break them out of it. ************** ** BURIED ** ************** Some bosses can hit you with an attack that will smash you into the ground. While in the ground you are invincible, so this isn't really a very bad status effect (in fact if you get buried in some fights, it may be best to just stay there for a while until a good moment to pop out). To get un-buried, just shake your control stick back and forth as the on-screen indicator shows. ************ ** DEAD ** ************ When current health reaches 0, a character is dead. For enemies and bosses, that generally means they blink out and are gone. For playable characters, if all current playable characters are Dead the stage is exited back to the map (but nothing else is lost). In multiplayer, if a character dies and another character is still alive, the dead character can be revived by a living character walking to on top of their corpse and tapping 'Y' to begin using CPR. You can revive quickly by rapidly tapping 'Y' but the revived character will have very little health, or you can try to time your 'Y' presses with when the little meter matches up with the heart, which will give much more health back to the dead character when they get up at the risk of your revive attempt being interrupted by an attack. In a few stages you leave no corpse when you die and your buddies can do nothing to revive you. ################################################### [BMCM] BASIC MOVES & COMBOS ################################################### **************** ** CONTROLS ** **************** - Move with left control stick or D-pad - Jump with A - Use current item with B (including the Bow for shooting arrows) - Fast melee attack is X - Strong melee attack is Y - Block with Left Trigger - Cycle through items with Left and Right Bumpers - Hold Right Trigger to activate Magic Aura, then press Y, A, or B to cast different spells (only RT+Y is available at first). ********************* ** MELEE ATTACKS ** ********************* These are the individual melee attacks that are available, with a description of each attack and how much damage it does. In the section below this are the button press combos that activate these moves. Some moves require combos that are not available until higher levels. The damages listed are in relation to Base Melee Damage, Strong Melee Damage, and Throw Damage. The formula for these is listed in the Derived Stats & Formulas section of the guide. NOTE: The names of the moves are made up and not official. Swing, Back Swing: Fast horizontal swipes. ==) Base Melee Damage Vertical Chop: Quick downward chop. ==) Base Melee Damage Turn And Slash: Spins and slashes downward, slower attack. Knocks normal enemies over. ==) Strong Melee Damage (Base Melee Damage vs airborne enemies) Face Smash: Hold weapon vertically and smash it forward into an enemies face. ==) Strong Melee Damage (Base Melee Damage vs airborne enemies) Weapon Spin: Holding weapon in position at end of Face Smash, twirl it in hand doing 2 hits. NOTE: Green Knight does a Backflip Slash instead with different timing, but it is still 2 hits. ==) Base Melee Damage per hit Hammer Slam: Smash weapon down on the ground, leaving a cloud of dust from the impact. Slams enemies into the ground, bouncing them up into the air and dealing 7 extra points of Fall damage from the impact with the ground. If you are quick, you can jump up after the Hammer Slam and catch the bounced up enemy with an air combo. ==) Strong Melee Damage (Base Melee Damage vs airborne enemies) Uppercut Swipe: Swings weapon upwards, knocking a hit enemy straight up into the air. Also lifts the attacker into the air very briefly at the top part of the swipe, which allows going directly into a Flip Spin or Air Hammer Slam with good timing, or just jumping up after and doing air combos. ==) Base Melee Damage Flip Spin: Spins forward once quickly in mid-air, with a bit of extra upwards thrust for the attacker. Pulls hit enemies up into the air with the attacker. ==) Base Melee Damage Headbutt: Lunge forward head first, smacking into enemies. Stuns normal enemies standing on the ground. ==) Strong Melee Damage (Base Melee Damage vs airborne enemies) Upwards Backhand: Quick swipe upwards with weapon, but only knocks enemy over and not into the air like the Uppercut Swipe does. ==) Strong Melee Damage (Base Melee Damage vs airborne enemies) Power Drill: Lunges forward while spinning like a drill holding weapon out in front. Hits ~10-12 times on an enemy that is not knocked over. Normally knocks enemies over and only hits once though (although the sound and visual will make it appear that it is hitting multiple times, it only does damage once). ==) Throw Damage per hit (only non-throw melee attack to do this much damage!) Sprinting Stab: Stabs weapon forward, hitting ~4-5 times on an enemy that is not knocked over. Normally knocks enemies over and hits once (although the sound and visual will look like multiple hits on the enemy, they only take 1 damaging hit). ==) Basic Melee Damage per hit Sprinting Lunge: Leaps forward with whole body, then rolls to recover. Hits ~4-5 times on an enemy that is not knocked over, but goes further than the Sprinting Stab. Normally knocks enemies over and hits once (although the sound and visual will look like multiple hits on the enemy, they only take 1 damaging hit). ==) Basic Melee Damage per hit Spin Jump: Twirl around like a top hitting anything nearby (up to 2 times per enemy). ==) Always 1 damage per hit (certain bosses actually take more damage) Air Swing, Air Back Swing: Fast horizontal swipes. Recovers with a flip. If hits an enemy on the ground, pulls them up into the air. Either way, hitting a target causes the attacking character to "hover" in the air for long enough to perform another attack before beginning to fall. ==) Base Melee Damage Air Hammer Slam: Swings weapon downward, holding that position until lands or hits an enemy. If hits an enemy, attacker bounces back up into the air, while enemy slams into the ground and bounces back into the air, taking 7 points of extra Fall damage (if they haven't already taken Fall damage since last time they landed normally). This puts them in perfect position to juggle them with more air attacks. ==) Base Melee Damage Air Weapon Spin: Same as the ground Weapon Spin except pulls enemies up into the air with the attacker, and the attacker gets an upwards thrust of motion when using it. NOTE: Green Knight also uses the backflip attack for his Air Weapon Spin. ==) Base Melee Damage per hit Air Uppercut Swipe: Same as the ground Uppercut Swipe except the attacker gets an upwards thrust of motion when using it, pulling them higher into the air. ==) Base Melee Damage. Down Throw: Grabs and slams the enemy down into the ground, which cause them to take 7 extra points of Fall damage and bounces them back into the air and forward. If fast enough, can catch the enemy with another attack or even another throw before they land (infinite throw combo!). ==) Throw Damage Up Throw: Grabs and tosses the enemy high into the air. If they land they will take 7 extra points of Fall damage from the impact. They are thrown high enough to easily jump up and hit them with air attacks for juggles, or hit them with other attacks or another throw by running and catching them before they land. ==) Throw Damage Forward Throw: Grabs and tosses an enemy forward. Enough forward momentum that the can cause Domino damage and knockback to other enemies they are thrown into, but they do not fall fast enough to take Fall damage. ==) Throw Damage Ground Stomp: Hops up a bit and stamps down hard on the ground. Only attack that can hit an enemy that is lying on the ground as well as ones standing up. Knocks them forward and keeps them on their back, so can be used repeatedly. ==) Strong Melee Damage ****************************** ** STARTING ATTACK COMBOS ** ****************************** These are the combos you can use at the beginning of the game. Each combo lists which buttons to press and other notes on how to perform it, and then which Melee Attack is performed for each button press (from the list above). Note that at later levels new combos unlock which may replace some of these basic combos. NOTE: If press X at any point after doing part of a Y combo, will just start at the beginning of the XXXX combo again. NOTE2: If a melee attack misses, can only do 1 more hit of the combo, and if that hit misses as well, the combo will restart with the next button press! X->X->X->X: Swing->Back Swing->Vertical Chop->Turn And Slash Y->Y->Y: Face Smash->Weapon Spin->Hammer Slam X->Y->Y: Swing->Weapon Spin->Hammer Slam X->X->Y: Swing->Back Swing->Hammer Slam X->X->X->Y->Y->Y: Swing->Back Swing->Vertical Chop->Face Smash->Weapon Spin->Hammer Slam NOTE: The Face Smash part of the above combo becomes a Magic-enhanced hit once have 15 naturally-earned Magic. See the Spells section for details. (in air) X->X->X->X (forever): Air Swing->Air Back Swing->Air Swing...etc. (in air) Y->Y->Y->Y (forever): Air Hammer Slam->Air Weapon Spin->Air Swing->Air Back Swing->Air Swing...etc. (in air) X(any number of times)->Y->Y->Y (forever): Air Swing/Air Back Swing->Air Hammer Slam->Air Weapon Spin->Air Swing...etc. Y (while overlapping an enemy): Grab enemy and use Forward Throw, Down Throw, or Up Throw NOTE: Once have grabbed an enemy but not yet thrown them, you can determine which way they will be thrown by which direction you hold. Holding left, right, or nothing will do a Forward Throw (or technically a Back Throw if you hold the opposite direction you are facing), holding down will do a Down Throw, and holding Up will do an Up Throw. Y (while standing over enemy lying on the ground): Ground Stomp ****************************** ** UNLOCKED ATTACK COMBOS ** ****************************** These combos are unlocked after achieving the level listed before the combos. Some may replace the starting combos. ------------ Level 2: A->A: Jump->Spin Jump ------------ Level 4: Sprint (keep running forward until start to go faster)->X: Sprinting Stab Sprint (keep running forward until start to go faster)->Y: Sprinting Lunge ------------ Level 8: X->Y: Swing->Uppercut Swipe X->Y->X(with correct timing at top of Uppercut Swipe): Swing->Uppercut Swipe->Flip Spin (ends up in air as if jumped) X->Y->Y(with correct timing at top of Uppercut Swipe): Swing->Uppercut Swipe->Air Hammer Slam (will miss target hit by uppercut) X->Y->Y(after landing Uppercut Swipe)->Y: Swing->Uppercut Swipe->Weapon Spin->Hammer Slam. (in air) X(until do Air Swing)->Y: Air Swing->Uppercut Swipe NOTE: Aftr this level, when you press Y while doing the repeating XXXX air combo you will now do two different things depending on if you press Y after a Swing (odd number of times pressed X) or Back Swing (even number of times pressed X). After a Swing you will do the Uppercut Swipe, after a Back Swing you will do the Air Hammer Slam. (in air) X(until do Air Swing)->Y->X: Air Swing->uppercut Swipe->Flip Spin (in air) X(until do Air Swing)->Y->Y: Air Swing->Uppercut Swipe->Air Weapon Spin ------------ Level 16: X->X->Y: Swing->Back Swing->Headbutt X->X->Y->Y->Y: Swing->Back Swing->Headbutt->Weapon Spin->Hammer Slam NOTE: Because the Headbutt scoots you forward, you will often end up doing a Grab and Throw for the second 'Y' press because you are overlapping the enemy at that point. ------------ Level 32: X->X->Y->Y: Swing->Back Swing->Headbutt->Upwards Backhand NOTE: Because the Headbutt scoots you forward, you will often end up doing a Grab and Throw for the second 'Y' press because you are overlapping the enemy at that point. Zauron's Observation: I would consider this more of a downgrade than an upgrade, since not only is it hard to execute without doing a Throw instead, but the Throw is a better option anyway (more damage, can lead to throw infinites) and before now, you could do the Throw OR you could go into a Weapon Spin->Hammer Slam combo from the Headbutt which was more than twice the damage PLUS allowed you to jump and go into an air combo after the Hammer Slam (which the Upwards Backhand doesn't let you do). So, yeah, pretty lame! Wish I could un-do this "upgrade". ------------ Level 50: X->X->X->Y->Y Swing->Back Swing->Vertical Chop->Face Smash->Power Drill (awesome!) NOTE: The Face Smash part of the above combo becomes a Magic-enhanced hit once have 15 naturally-earned Magic. See the Spells section for details. **************** ** BLOCKING ** **************** Blocking is actually very effective in this game. First, while blocking you will automatically block all melee attacks on BOTH sides of you (you will turn around and face the other way if attacked from behind). Projectiles (arrows and magic projectiles) can also be blocked but only if you are facing the projectile at the time. You must let go of Block (Left Trigger) to turn around while blocking. You can move around while blocking but will move backwards if hold the opposite direction you are facing. Some of the attacks you can block are surprising. For example, you can block the punches of the giant Catfish boss, the tongue lick of the giant Bat boss, the spikes jutting from the Barbarian Boss's shield, and even the swats of the giant cats at the sides of some of the arenas (Quick Tip: Easy/boring way to beat those arenas is to just block and let the cat kill the enemies for you while you wiggle up and down to avoid arrows and drink Potions when needed). Some boss attacks that seem weaker by comparison can't be blocked though, such as the Cyclops' double dagger stab. Most Splash spells also can't be blocked, as well as a few of the Projectile spells ("Bomb Toss" and "Sand Blast"). Also, you can't block Throws from other players during duels, making them a good option for players blocking all the time. ********************* ** QUICK RECOVERY ** ********************* When you are knocked over with an attack, press Jump (A) just as you land to quickly leap up with a jump. This is much faster than waiting until you can get up normally once you land. Also, if you are being pelted by arrows, be sure to hold Up or Down as you get up (with or without the jump trick) to avoid the arrows, or hold Left Trigger to block as you stand up if you know you will be facing the incoming arrows. Neat Trick: Whenever you land from a jump, you stop for a moment before you can move again, losing any momentum you had. This can actually be dangerous. However, if you use an Air Swing in the air, note how you fall with a flip to recover. If you land while in a certain part of that flip animation, you do NOT stop moving, you keep your forward momentum and continue running. So, while hopping around to avoid enemies or navigate in marshes, do a single swing with the X button at the height of a normal jump (or a bit after start to fall when using a Magic Jump) and you will land without lag. (Thanks to Alpha EB for discovering the no-lag-landing while we were playing). ******************** ** WEAPON LOCKS ** ******************** Sometimes if you swing at an enemy at the same they swing at you, your weapons will clash and you will go into a Weapon Lock. Just mash X as fast as you can to try to win the clash, at which point you will knock the enemy away with a quick attack (looks like the Upwards Backhand but knocks them horizontally). If you lose by not pressing X fast enough, they will do the same to you. While in a Weapon Lock you are invincible to all attacks besides the attack of your opponent winning the lock. *************************************** ** OTHER METHODS OF DEALING DAMAGE ** *************************************** Fall Damage: Characters hitting the ground at high velocity will take 7 points of fall damage, resisted as Normal damage. Once a character has taken fall damage and been bounced up off the ground, they will not take fall damage from hitting the ground again until after they land normally and get back up again. Fall damage does not apply to playable characters. Wall Damage: Characters that smack into the side of certain objects, such as trees and the front of the King's boat, will take 5 points of Normal damage. This works on both enemies and playable characters. Domino Damage: If a player character or enemy hits an enemy at high enough horizontal velocity, both characters will take damage and the hit character will be knocked over (I refer to this as a Domino effect). The character moving at high velocity takes 1 damage, and the enemy hit takes 2 damage. Player characters will not get hit by the Domino effect, even though they can cause it by being knocked into enemies. Mount Damage: Running over an enemy with a mount will deal 1 damage. Some mounts also have special attacks accessed by using the Y button, whose damage depends on the mount itself and not on the rider's stats. Enemies can also use these special attacks against players if they are riding a mount. ################################################### [SPLS] SPELLS ################################################### As you gain points in Magic, you can gain new spells. Listed here are each of the spells you can get, how to execute them, and any universal properties of that spell type. Of particular note is the "upgrade levels" of Splash spells which is referred to throughout the rest of the guide. ************************************ ** Magic 1: Splash Spell (RT+Y) ** ************************************ You start the game with a 'Splash' spell activated by RT+Y on the ground. This spell knocks most enemies over when it hits (unless it freezes them instead or is resisted). In most cases this spell can NOT be blocked (exception being the Tornado spell). It usually does half as much damage as your Base Magic Damage per hit, but less in some cases. The base Splash spell is the only one that actually changes more than just damage amount when you increase your magic stat. It also increasing it in other ways (generally range), from 1 to 7 upgrade levels. The upgrade levels are at Magic stat 1, 5, 10, 15, 20, 25, and 30 (changes to your magic stat from weapons and Animal Orbs WILL change which your Splash spell upgrade level, even though they do not grant new spells or remove gained spells). So, at magic 30+ (only obtainable with help from weapon and/or Animal Orb), you will have the max upgrade level of 7. Most Splash spells multiply their base effect in some way by the upgrade level. For example, the Blue Knight's Splash Spell drops 1 ice shard at level 1, and 7 shards at upgrade level 7 (Magic stat 30+). One important thing to note about Splash spells is that enemies that can be knocked over will only be hit once by them, even though most of the Splash spells have several "hits" in them (particularly as they are upgraded). However, enemies that aren't knocked over, such as bosses and other large enemies, may get hit multiple times by the spell. In this way, sometimes the Splash spell can be much more damage than the Projectile spell on these enemies, even though the Projectile does more damage per hit. The spell data in the Character List mentions the maximum hits a Splash spell can do on a single target per cast, based on the upgrade level of the spell. **************************************** ** Magic 5: Projectile Spell (RT+B) ** **************************************** If you get your magic naturally up to 5 (the first colored bar for the Magic stat on the stat screen) you will then have access to the Projectile spell. Getting to 5 Magic with weapon and/or Animal Orb bonuses will not grant this or other new spells, nor will lowering your Magic stat after getting the spell take it away. You fire the Projectile spell using RT+B, and it can be fired both on the ground and in the air. For all but "Bomb Toss" and "Sand Blast" projectiles it will fly forward in a straight line until it goes off-screen or hits an enemy. In most cases, the Projectile can only hit 1 enemy and will do Base Magic Damage to them. "Bomb Toss" and "Sand Blast" can hit multiple enemies. This projectile knocks most enemies over when it hits (unless it freezes them instead or is resisted). In most cases it CAN be blocked but the blocker has to be facing the projectile ("Bomb Toss" and "Sand Blast" can not be blocked). ******************************************** ** Magic 10: Aerial Spell (RT+Y in air) ** ******************************************** At 10 Magic you gain the mid-air RT+Y spell. In most cases, this is just the Projectile spell with the same damage and effect, but it is fired down at an angle and when used gives a bit of kickback that keeps you in the air longer. In rare cases it instead has the same effect as the ground-based RT+Y spell. Since its uniqueness stops there, it is not outlined as a separate spell in the Character List of this guide, but instead it is just noted if it is the Projectile or Splash spell that is used for RT+Y in the air. ********************************************** ** Magic 15: XXXY Combo magic enhancement ** ********************************************** Normally XXXY is not really a "combo" - it is just the XXX combo and Y is the first hit of the normal YYY combo (and can be continued as such by using XXXYYY). At 50 you gain the XXXYY combo, which is the same except the second Y does something different and ends the combo there. However, once you have 15 Magic naturally, the first Y hit of the combo becomes a magic-based attack. The actual attack looks exactly the same in terms of animation, but sometimes extra visual effects are added and the damage and element of the attack is different. This magically-enhanced hit does NOT knock enemies over like the other spells do, and the melee combo can continue. Despite what other guides have said, you do not have to be a particular level to use this combo. The non-magic version works at level 1, and the magic enhancement is gained at 15 Magic no matter what level you are. This hit does Base Magic Damage + Base Melee Damage normally, although it can do twice that if the Piercing element is used. The Character List and Character Spell Comparison Chart list what element each character uses for the special hit of this combo. This attack costs no mana. *********************************** ** Magic 20: Jump Spell (RT+A) ** *********************************** If you get your Magic up to 20, the last colored bar, you gain the Magic Jump by pressing RT+A. This sends you much higher than normal and damages and knocks over any enemies that are overlapping you when you jump (1 hit only per enemy even if they are not knocked over). This spell can NOT be blocked and does Base Magic Damage when it hits (same damage as the Projectile spell). There are no special cases for this spell other than secondary effects caused by the element the spell uses (Fire DoT, Poison DoT, and Ice Freezing). The only difference between Jump spells is visual. ******************* ** SPELL COSTS ** ******************* Almost all spells cost the same mana, whether it be the Splash spell, Projectile spell, or Magic Jump spell, and regardless of character or current Magic stat. The XXXY combo costs no mana. The exception to this is the spell "Ice Shards", which increases in cost at each upgrade level, such that it can never be cast more than twice in a single mana bar without then having to wait for mana to regen. Also, the "Lightning" and "Tornado" spells actually do cost the typical mana amount to start up, but after that continue to drain mana at a slow, steady rate until the button is released or mana runs out. ************************ ** SPELL CAST SPEED ** ************************ Almost all spells can also be cast at the same rate, which is fairly fast. The main exception to this is the Magic Jump spells, which can't be cast again until you land from the jump (but you can cast mid-air spells almost right away). Other exceptions include: The "Bomb Toss" spell, while able to be cast at the same speed as other spells, has a limit of only 2 bombs being active at the same time per character, thus the cast rate is slowed down after the second bomb is tossed. The "Beam Gun Blast" and "Beam Gun Shot" spells can be cast 3x as often as all other spells while on the ground, making Alien the fastest spell-casting character in the game. ################################################### [CLST] CHARACTER LIST ################################################### Okay, now we finally come to the meat of this guide - the Character List. This lists all unique elements of all known playable characters, and in particular lists all the spells, which is the main differentiating factor other than appearance. Some of the aspects listed here may not make sense without reading the other sections of the guide, however. Here is a description of what each section of a character entry means: Unlocked: How to unlock this character. Appearance: Where the character can be seen in the game to see what they look like (or what they look like is directly described). Magic Aura: When holding down the Right Trigger, an aura will appear behind the character indicating that they are ready to cast spells. This describes what that aura looks like. Arrows: This mentions if the character has unique looking arrows or just normal arrows. Starting Weapon: This lists the made-up name of the weapon the character starts with, and on the following line, what level would normally be required to use it and its stat bonuses/penalties. Note that a character can ALWAYS pick up their starting weapon if they drop it even if they are not high enough level for its requirements. This gives some characters an excellent early-game advantage! Splash Spell: This lists the made-up name of the Splash spell for the character and how to perform it (usually RT+Y on the ground). To the right of the name is listed which Element the spell uses for its damage type, the max hits the spell can do on a single enemy that is not knocked over (in terms of the Splash spell's current upgrade level, usually 1 hit per upgrade level), and how much damage the spell does for each hit (expressed as a multiplier of Base Magic Damage, which is determined by the formula listed in the Derived Stats & Formulas section of the guide). Below the spell name is the description of the spell's functionality, or if this is a spell used by another character earlier in the list, it will reference that character for details. Projectile Spell: This lists the made-up name of the Projectile spell for the character and how to perform it (usually RT+B and RT+Y in the air which fires the projectile down at an angle). Almost all Projectile spells function the same and do the same damage, but the element and damage for the projectile is listed to the right, and a brief description below the name. Jump Spell: Like the others, this lists a made-up name of the Jump Spell and how to use it (RT+A), which element it uses and its damage. XXXY Combo: This lists the element used by the 'Y' hit of the magic-enhanced XXXY combo (available once reach 15 Magic), and any extra notes about it. The damage for the 'Y' hit of XXXY combo is listed in the Derived Stats & Formulas section of the guide. Special Notes: If a character has any extra unique features about them it is explained in this optional extra section. --<<< STARTING CHARACTERS >>>-- ______________ / Green Knight \ .===# #========================================================. | Unlocked: At start of game. | | Appearance: King's knight with green highlights on his armor | | Magic Aura: Green-tinted light magic clouds | | Arrows: Green-colored | |-----------------------------------------------------------------------------| | Starting Weapon: Basic Sword. | | Level 1, No Stats | |=============================================================================| | Splash Spell | Element: Poison (+Poison DoT effect) | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Poison Cloud" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Poisonous cloud billows forth, knocking over any enemies it hits and | | poisoning them (if they are not already poisoned). The DoT does 3 hits of | | Magic DoT Damage before wearing off, and they are completely unaffected by | | further Poison DoT effects until it wears off. | | | | Each upgrade level adds to the range and to how many max hits the spell can | | inflict on an enemy that is not knocked over by it. However, its range is | | not as high as most other Splash Spells, going only about 70% as far as | | Flame Burst from the Orange Knight, for example. | | | | This spell's collision is a bit odd in that it can go a decent amount past | | terrain obstacles such as walls, pits, and the line in the volleyball game, | | although it does not get its full length like the "Buzzsaws" spell does and | | is shorter than Orange Knight's "Flame Burst" which is also like this. | |=============================================================================| | Projectile Spell | Element: Poison (+Poison DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Poison Shot" | | |----------------------' | | A ball of poison. The Poison DoT effect adds a nice bonus, with the only | | downside being the Poison element meaning some enemies will resist it. | |=============================================================================| | Jump Spell | Element: Poison (+Poison DoT effect) | | RT+A on ground | Damage: Base Magic Damage | | "Poison Jump" | | |----------------------' | | Leaps up with poison billowing out below, poisoning any enemies below. | |=============================================================================| | XXXY Combo: Poisonous, has poison effect, extra range, and adds Poison DoT. | |=============================================================================| | Special Notes: | | Green Knight is the only character in the game with a unique melee attack | | animation. His main YYY combo and his mid-air Y attack combos do a | | backflip that hits twice, rather than spinning his weapon to hit twice. | | The total melee damage is the same, but the timing of the hits is a bit | | different which gives him a unique feel. | '=============================================================================' ____________ / Red Knight \ .===# #==========================================================. | Unlocked: At start of game. | | Appearance: King's knight with red highlights on his armor | | Magic Aura: Red-tinted (almost pink) light magic clouds | | Arrows: Red-colored | |-----------------------------------------------------------------------------| | Starting Weapon: Round Mace. | | Level 1, No Stats | |=============================================================================| | Splash Spell | Element: Lightning | | Hold RT+Y on ground | Max Hits: Based on mana and how long it is held. | | "Lightning" | Damage/hit: Base Magic Damage x 0.3333~ | |----------------------' | | Lightning bolt held out in front of you for as long as the button is held. | | Takes normal mana cost to start it, but then continues to drain mana slowly | | for as long as it is held. Each upgrade adds to the range (length of the | | lightning bolt) but not to the number of hits (which is affected by how | | long it can be held until mana runs out). At 25 magic can do about 20 hits | | before it runs out. This locks normal enemies in place while it is active | | and can affect as many enemies get in range. Although it does less damage | | per hit than is normal for Splash spells, it is unique in being able to | | hit knockback-able enemies multiple times. The result makes this easily | | the most devastating spell in the game against normal enemies, and very | | effective in multiplayer duels and against several bosses too. | | | | Downsides include being resistible by some enemies (although it doesn't end | | up mattering much since they are held in place anyway) and that you must | | hold still while using it then wait for mana to regen to do it again. | | This spell always goes in a straight line, thus is not affected by slopes | | and pits, but it is stopped by walls and the volleyball game line. | |=============================================================================| | Projectile Spell | Element: Lightning | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Electric Bolt" | | |----------------------' | | A small ball of electricity sparks along in a straight line. Since there | | is no secondary effect and Lightning damage is resisted by some enemies, | | this is a fairly lackluster magical projectile compared to most. | |=============================================================================| | Jump Spell | Element: Lightning | | RT+A on ground | Damage: Base Magic Damage | | "Zap Jump" | | |----------------------' | | Leaps up with an electrified boost, knocking over enemies caught in it. | |=============================================================================| | XXXY Combo: Lightning-based, adds visual sparks and extra range only. | | Since this does not get the double-damage Piercing element of many other | | XXXY combos, nor does it get extra side effects like freezing and DoT's, | | plus it can be resisted by enemies that resist Lightning damage, this is | | pretty much the worst XXXY Combo in the game (tied with Gray Knight's). | |=============================================================================| | Special Notes: | | Despite all but his Splash spell being somewhat gimp, Red Knight is still | | largely considered a contender for best magic in the game due to the sheer | | devastation his main Lightning spell can do in almost all situations. | '=============================================================================' _____________ / Blue Knight \ .===# #=========================================================. | Unlocked: At start of game. | | Appearance: King's knight with blue highlights on his armor | | Magic Aura: Slightly blue-tinted (almost entirely white) magic clouds | | Arrows: Blue-colored | |-----------------------------------------------------------------------------| | Starting Weapon: Black Rod. | | Level 1, No Stats | |=============================================================================| | Splash Spell | Element: Ice (+Freezes enemies) | | RT+Y (air & ground) | Max Hits: 1 per upgrade level (max 7) | | "Ice Shards" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Ice shard falls from the sky and lands in front of you, then shatters. | | Each upgrade level adds an extra ice shard. Going from left to right, each | | newly gained Ice Shard falls in a pattern of 1324657. At max level the | | shards have no gaps in their landing location and cover half a screen in | | width. With each shard being able to freeze normal enemies, this spell can | | be very useful! | | | | Unfortunately, it has a major downside (besides being resisted by enemies | | that resist Ice element). Unlike all other spells, its mana cost actually | | goes up each upgrade level, such that you will never be able to cast more | | than 2 of it in a single full mana bar. Thus it can not be used as often | | and can drain mana desired for other spells. | | | | This spell will never damage enemies that are already frozen, but hitting | | an already-frozen enemy with it will give them protection from being | | damaged by "Ice Fist" as long as they remain frozen after that point. | | | | The Blue Knight uses this for his air RT+Y spell as well, but he still gets | | the kickback boost from it. Because of the mana cost, though, he can't | | stay in the air as long as other characters can by using their RT+Y spell | | repeatedly in the air. | |=============================================================================| | Projectile Spell | Element: Ice (+Freezes enemies) | | RT+B | Damage: Base Magic Damage | | "Ice Bullet" | | |----------------------' | | A pointed bullet of ice. The fact that this freezes normal enemies makes | | it an especially good magic projectile, arguably the best in the game since | | it doesn't come with a mana penalty like Ice Shards. Some enemies can | | resist its damage and/or freezing effects though. Also, this spell will | | always do damage even on frozen enemies (which will un-freeze them). | |=============================================================================| | Jump Spell | Element: Ice (+Freezes enemies) | | RT+A on ground | Damage: Base Magic Damage | | "Ice Fist" | | |----------------------' | | A giant fist made of ice punches upwards boosting you into the air. | | Freezes any enemies that you are overlapping when it was used. Probably | | the coolest looking magic jump spell in the game, and one of the most | | useful to boot. Note that it will do damage to frozen enemies and thus | | un-freeze them, UNLESS that enemy has been hit by "Ice Shards" and is still | | frozen from that spell, in which case they will not be damaged by this. | |=============================================================================| | XXXY Combo: Ice-based, has ice effect, extra range, and freezes enemies. | | Due to the freezing effect, can be used as an infinite combo on most | | enemies and players by doing XXXY->XXXY->XXXY forever if not interrupted. | |=============================================================================| | Special Notes: | | Unique in that he is one of the only characters to have his mid-air RT+Y | | spells be the same as his ground RT+Y spell instead of being a slanted down | | version of his RT+B projectile. Also, his RT+Y spell is the only known | | spell to cost more mana as it upgrades. | '=============================================================================' _______________ / Orange Knight \ .===# #=======================================================. | Unlocked: At start of game. | | Appearance: King's knight with orange highlights on his armor | | Magic Aura: Orange-tinted light magic clouds | | Arrows: Orange-colored | |-----------------------------------------------------------------------------| | Starting Weapon: Battle Axe. | | Level 1, No Stats | |=============================================================================| | Splash Spell | Element: Fire (+Fire DoT effect) | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Flame Burst" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Flame billows forth, knocking over any enemies it hits and lighting them on | | fire (if they are not already on fire). The DoT does 1 hit of Magic DoT | | Damage before wearing off, and they are completely unaffected by further | | Fire DoT effects until it wears off. | | | | Each upgrade level adds to the range and to how many max hits the spell can | | inflict on an enemy that is not knocked over by it. | | | | This spell's collision is a bit odd in that it can go a decent amount past | | terrain obstacles such as walls, pits, and the line in the volleyball game, | | although it does not get its full length like the "Buzzsaws" spell does. | |=============================================================================| | Projectile Spell | Element: Fire (+Fire DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Fireball" | | |----------------------' | | A ball of fire trailing smoke. The Fire DoT effect adds a nice bonus, with | | the downside being the Fire element meaning some enemies will resist it. | |=============================================================================| | Jump Spell | Element: Fire (+Fire DoT effect) | | RT+A on ground | Damage: Base Magic Damage | | "Flame Jump" | | |----------------------' | | Leaps up with flame billowing out below, lighting enemies on fire. | |=============================================================================| | XXXY Combo: Fire-based, has flame effect, extra range, and adds Fire DoT. | '=============================================================================' --<<< UNLOCKED CHARACTERS >>>-- _____________ / Gray Knight \ .===# #=========================================================. | Unlocked: Beat Barbarian Boss. | | Appearance: King's knight (guys that help you in the first couple levels) | | Magic Aura: White magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Thin Sword. | | Level 1, -1 Strength, +1 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | 3 arrows rain down from the sky to in front of you. Each upgrade level | | adds another set of 3 arrows, but each set of arrows can only hit the same | | enemy once per set. Knocks enemies over (and can only hit an enemy that is | | knocked over once no matter how many arrows there are) and is unblockable, | | like pretty much all Splash spells. | |=============================================================================| | Projectile Spell | Element: Fire (+Fire DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Bomb Toss" | | |----------------------' | | This is different than normal projectiles in that the tossed bomb doesn't | | just fly straight forever, it is thrown up at an arc and bounces on the | | ground once then explodes. It can NOT be blocked like other magic | | projectiles can, making it great for duels, and it has a small area of | | effect when it explodes so can potentially hit more than one enemy. It | | also lights enemies on fire, which is a DoT that deals 1 extra hit of Magic | | DoT Damage, another nice bonus. It can also blast open cracked walls to | | reveal secret areas just as store-purchased bombs do! | | | | One downside to this otherwise excellent projectile is that there can only | | be 2 bombs active at once, which gives it a sometimes slightly slower | | casting rate than other spells. Also, its Fire damage can be resisted. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Normal damage. No extra visual effect. | | Since this does not get the double-damage Piercing element of many other | | XXXY combos, nor does it get extra side effects like freezing and DoT's, | | plus it doesn't even get a visual effect or extra range like the main 4 | | Knights, this is tied with Red Knight as the worst XXXY combo in the game. | |=============================================================================| | Special Notes: | | The Gray Knight is the only unlockable character that does not use Piercing | | damage for his XXXY combo. In fact he is the only character that uses the | | 'Normal' element for that combo. Normal damage isn't resisted as often or | | as severely as Fire, Poison, Ice, and Lightning damage is though. | '=============================================================================' ___________ / Barbarian \ .===# #===========================================================. | Unlocked: Beat King's Arena in single player. | | Appearance: First bad guys you fight in the game | | Magic Aura: Brownish orange and spikey flame-like clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Barbarian Axe. | | Level 1, -1 Magic, -1 Defense, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Weapon Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Similar to Arrow Rain except instead of 3 arrows, it drops a set of weapons | | (an arrow, an axe, and a wooden stake) and they fall out of the sky from | | both directions instead of all coming from above and behind the character. | | Each upgrade level adds another set of arrow+axe+spear, but each set of | | weapons can only hit the same enemy once per set. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Throwing Axe" | | |----------------------' | | A spinning throwing axe used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _______ / Thief \ .===# #===============================================================. | Unlocked: Beat Thief's Arena in single player. | | Appearance: Faces shrouded by brown hood, main enemy in Thieves' Forest | | Magic Aura: Brownish orange and spikey flame-like clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Thief Sword. | | Level 5, -1 Strength, +2 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Curved Knife" | | |----------------------' | | A spinning thin curved knife used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' __________ / Conehead \ .===# #============================================================. | Unlocked: Beat Volcano Arena in single player. | | Appearance: Black knights seen in the Wedding Crash section of the game | | Magic Aura: White magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Light Saber. | | Level 10, +1 Agility, chance of bonus Lightning damage | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Fire (+Fire DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Bomb Toss" | | |----------------------' | | See Gray Knight - Bomb Toss. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _________ / Peasant \ .===# #=============================================================. | Unlocked: Beat Peasant Arena in single player. | | Appearance: Hooded commoner, helps out in Marsh level | | Magic Aura: White magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Wooden Spoon. | | Level 1, -1 Magic, +2 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Dagger" | | |----------------------' | | A spinning thick-bladed dagger used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' __________ / Iceskimo \ .===# #============================================================. | Unlocked: Beat Icy Arena in single player. | | Appearance: Blue version of the Thief, seen in the Snow World level | | Magic Aura: Slightly blue-tinted (almost entirely white) magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Harpoon. | | Level 20, +4 Strength, +2 Defense, -2 Agility | |=============================================================================| | Splash Spell | Element: Ice (+Freezes enemies) | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Ice Shards" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Blue Knight - Ice Shards. Same effect and same increase in mana cost | | at each upgrade level, however, Iceskimo does NOT use this as his RT+Y | | spell in the air like Blue Knight does. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Snowball" | | |----------------------' | | Throws a snowball as a magic projectile. Counts as a Normal (physical) | | spell even though it seems like it should be an Ice-based spell. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Mist Jump" | | |----------------------' | | Leaps up with a cloud of cold mist. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _____________ / Royal Guard \ .===# #=========================================================. | Unlocked: Beat game with Green Knight. | | Appearance: Chain mail faced guys from the Desert and Sand Castle areas | | Magic Aura: Light puffs of sand | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Falchion. | | Level 10, +1 Strength, +3 Defense | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Fire (+Fire DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Bomb Toss" | | |----------------------' | | See Gray Knight - Bomb Toss. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _________ / Saracen \ .===# #=============================================================. | Unlocked: Beat game with Royal Guard. | | Appearance: Middle-Eastern guys from the Sand Castle areas | | Magic Aura: Light puffs of sand | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Falchion. | | Level 10, +1 Strength, +3 Defense | |=============================================================================| | 'Splash' Spell | Element: Normal | | Hold RT+Y | Max Hits: Based on mana and how long it is held. | | "Tornado" | Damage/hit: Base !MELEE! Damage OR 2 damage | |----------------------' | | This unique spell isn't really a Splash spell at all. It would be more | | accurate to call it an advanced melee attack that drains mana. First, the | | button must be held down for the effect to continue - it will cost normal | | spell mana to start and then continue to drain mana slowly and steadily as | | long as you are holding the button. Second, it doesn't actually damage | | enemies in front of you, it turns you into a sand tornado that can be | | freely steered around, and you must touch enemies to hurt them. Not only | | that, but it is the only "Splash" spell that can be blocked. It gains no | | benefits from Splash spell level upgrades. Finally, its damage has nothing | | to do with your Magic stat at all! | | | | When the Tornado hits an enemy on the ground, it only does 2 points of | | damage. If it hits an enemy in the air, it will deal Base Melee Damage. | | Yes, that's base MELEE damage not Magic damage, so this is the only spell | | that depends on your Strength. It will continue to apply hits as long as | | it is overlapping an enemy. When it connects it pops enemies up into the | | air, so it can be used to knock an enemy up and then juggle them repeatedly | | for as long as you can keep yourself overlapping them. It doesn't move | | very fast though, so its best to trap an enemy against a wall if you want | | to keep hitting them with it. | | | | Despite but what some believe you are NOT invincible while in Tornado form. | | | | There's an odd bug with it too - when the Tornado finishes, you can not use | | any attack buttons (X, Y, or B) until you come to a complete stop. If you | | keep running around right after the Tornado ends you will be locked out of | | doing any attacks until you stop completely or jump and then land. For | | some reason this bug does not occur if you start the Tornado in mid-air and | | then land during it. | | | | You can't start a Tornado in mid-air until you get 10 points naturally in | | your Magic stat. Unfortunately having the Tornado as the mid-air RT+Y | | spell means you can't stay in the air for a long time by using the kickback | | from air projectiles like other characters can. | |=============================================================================| | 'Projectile' Spell | Element: Normal | | RT+B | Damage: Base Magic Damage x 0.3 OR 1 damage | | "Sand Blast" | | |----------------------' | | This spell isn't really a Projectile spell at all, its much more like a | | Splash spell. Five sandy gusts of wind are created, which move a set | | distance away (about half a screen) and fly mostly upwards. If a gust hits | | a normal enemy, they are sent away and high up into the air, enough that | | they will take 7 Fall damage when they land. Enemies that are not knocked | | away can take up to 3 hits from a single cast of the spell. Normal enemies | | will only ever take 1 hit, as usual, but the spell can hit as many enemies | | as touch it - it is not stopped when it hits a single enemy like all other | | Projectile spells. | | | | If the gust hits a normal enemy that is already in the air but not hurt | | (in the air from jumping), it will only apply 1 point of damage instead of | | its normal amount. It will not hit enemies that are knocked into the air | | by an attack. | | | | Unlike most magic projectiles, this spell can NOT be blocked - yet another | | way it is more like a Splash spell. | | | | If it is cast in mid-air, it actually still causes the gusts to come from | | the ground beneath you instead of from your mid-air position, which can be | | useful for jumping over enemies and hitting them with it while above them. | | | | Note that this is the only "Projectile" spell that does NOT do Base Magic | | Damage - it only does Base Magic Damage x 0.3 (even less than 'Lightning' | | Splash spell which does Base Magic Damage x 0.33333~) thus making this | | spell do the least Magic-based damage of any spell in the game. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | The Saracen is easily the most unique character in terms of spells. His | | Splash spell isn't really a Splash spell at all, is used as his mid-air | | RT+Y spell, and its damage is based on Strength instead of Magic. You need | | to build up both Magic and Strength for it to reach full power - Magic for | | the mana to keep it active, and Strength for the damage. Even then, the | | damage only applies to air-borne enemies - everything else only takes 2 | | damage from being hit by it. In addition to that weirdness, his Projectile | | spell is also not really a Projectile, acting more like a Splash spell in | | that it does multiple un-blockable hits, flings enemies in the air, comes | | from the ground even when cast in mid-air, and is the only RT+B spell that | | doesn't do Base Magic Damage. If you are looking for a character with a | | completely different feel from the all the others, this guy is a good bet! | '=============================================================================' __________ / Skeleton \ .===# #============================================================. | Unlocked: Beat game with Red Knight. | | Appearance: Skeletons as seen in the Marsh and other areas | | Magic Aura: Dark purple wisps of evil | | Arrows: Bone arrows | |-----------------------------------------------------------------------------| | Starting Weapon: Black Mace. | | Level 20, -2 Strength, +3 Defense, +6 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Dark Pillars" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Dark energy bursts up from the ground in front of you. Each upgrade level | | adds another burst of darkness in front of the previous ones. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Dark Shot" | | |----------------------' | | Shoots a dark projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Dark Jump" | | |----------------------' | | Jumps with dark magic boost. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' ______ / Bear \ .===# #================================================================. | Unlocked: Beat game with Skeleton. | | Appearance: The white bears from the Tall Grass Field level | | Magic Aura: White bubbles | | Arrows: Fish arrows | |-----------------------------------------------------------------------------| | Starting Weapon: Wooden Club. | | Level 20, +5 Strength, +5 Defense, -5 Agility, Critical Hits | |=============================================================================| | 'Splash' Spell | Element: Normal | | Hold RT+Y | Max Hits: Based on mana and how long it is held. | | "Tornado" | Damage/hit: Base !MELEE! Damage OR 2 damage | |----------------------' | | See Saracen - Tornado (only difference is the Bear's Tornado is white | | instead of the yellowish sandy color of the Saracen's). | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B | Damage: Base Magic Damage | | "Wind Ball" | | |----------------------' | | Ball of wind projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Wind Jump" | | |----------------------' | | Jump with white wind blowing up. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | The Bear is one of the few characters whose RT+Y in the air is not the | | Projectile Spell fired downward, it just starts the Tornado spell in the | | air and quickly falls to the ground instead. This is odd since the enemy | | Bears can use downward-firing Projectile magic and never use the Tornado | | spell in the air. | '=============================================================================' _______________ / Industrialist \ .===# #=======================================================. | Unlocked: Beat game with Blue Knight. | | Appearance: Blue guys with glowing eyes from the Industrial Castle | | Magic Aura: Opaque dark purple clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Blue Studded Mace. | | Level 20, -2 Magic, +6 Defense, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 4 per upgrade level (max 28) | | "Buzzsaws" | Damage/hit: Base Magic Damage x 0.4 (<-- NOT 0.5!) | |----------------------' | | A large buzzsaw blade moves across the ground. Each upgrade adds an extra | | buzzsaw, up to 7 total. Unlike other Splash spells, the first version has | | full range, and each upgrade adds an extra blade but not extra distance. | | Each blade can do 4 hits on enemies that aren't knocked over, unlike the | | typical Splash spell that does 1 hit per upgrade level. | | | | Each buzzsaw spawns at a random size and distance from you, and some may | | start slightly behind you and not go as far. At max upgrade, this means | | the spell can protect you from both sides somewhat. The buzzsaws also take | | a while to finish after the casting animation is complete, so you can move | | away just after casting it while the buzzsaws continue to deal damage from | | where you were before. | | | | Buzzsaws completely ignore all terrain including pits, slopes, walls, and | | the line in the volleyball game. This is another feature unique to them. | | | | This is the most powerful spell for defeating enemies that aren't knocked | | over, due to the number of hits. This makes characters using this spell | | able to defeat ground-based bosses in mere seconds. Not necessarily the | | best for enemies that are knocked over though, since they will only take 1 | | hit and buzzsaws do less damage than most Splash spells. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Saw Blade" | | |----------------------' | | A round saw blade used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Steam Jump" | | |----------------------' | | Jump with purple steam cloud and steam sound effect that damages enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | As mentioned above, the Buzzsaws RT+Y spell makes the Industrialist and | | Fencer able to defeat most bosses in a fraction of the time of most other | | characters, and offers enough ground coverage to keep them safe from enemy | | approaches | '=============================================================================' ________ / Fencer \ .===# #==============================================================. | Unlocked: Beat game with Industrialist. | | Appearance: Guys with fencer masks from the Industrial Castle | | Magic Aura: Opaque dark purple clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Blue Rapier. | | Level 10, +1 Strength, +1 Magic, +1 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 4 per upgrade level (max 28) | | "Buzzsaws" | Damage/hit: Base Magic Damage x 0.4 (<-- NOT 0.5!) | |----------------------' | | See Industrialist - Buzzsaws. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Saw Blade" | | |----------------------' | | A round saw blade used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Steam Jump" | | |----------------------' | | Jump with purple steam cloud and steam sound effect that damages enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | Like the Industrialist, a real boss-killer! | '=============================================================================' ____________ / Fire Demon \ .===# #==========================================================. | Unlocked: Beat game with Orange Knight. | | Appearance: Red, large grill-like teeth and wings, fought in Lava world | | Magic Aura: Brownish orange and spikey flame-like clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Black Spiked Mace. | | Level 20, -3 Strength, +6 Magic, +1 Defense, Critical Hits | |=============================================================================| | Splash Spell | Element: Fire (+Fire DoT effect) | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Fire Pillars" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Flame bursts up from the ground in front of you. Each upgrade level adds | | another burst of flame in front of the previous ones, up to 7 total. | |=============================================================================| | Projectile Spell | Element: Fire (+Fire DoT effect) | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Fire Shot" | | |----------------------' | | A ball of fire trailing orange smoke. The Fire DoT effect adds a nice | | bonus, with the downside being the Fire element meaning some enemies will | | resist it. Uses a yellow and orange smoke color scheme as opposed to the | | yellow and black smoke colors of "Fireball", but otherwise the same spell. | |=============================================================================| | Jump Spell | Element: Fire (+Fire DoT effect) | | RT+A on ground | Damage: Base Magic Damage | | "Fire Jump" | | |----------------------' | | Leaps up with yellow and orange flame billowing out below, lighting enemies | | on fire. The same spell as "Flame Jump" except graphically ("Flame Jump" | | uses yellow flame with black smoke and this is yellow with orange smoke). | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _______ / Ninja \ .===# #===============================================================. | Unlocked: Beat game with Fire Demon. | | Appearance: Ninja pirates that attack you on Pirate Ship level | | Magic Aura: White magic clouds | | Arrows: Kunai (throwing daggers, but still shot by a bow) | |-----------------------------------------------------------------------------| | Starting Weapon: Sai. | | Level 20, -2 Defense, +6 Agility, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Ninja Smoke" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | A puff of purple smoke appears in front of you, knocking enemies over. Each | | upgrade adds another puff in front of the previous ones, up to 7 total. | | Not as much range per puff compared to most Splash spells. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Shuriken" | | |----------------------' | | A spinning throwing star used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Ninja Jump" | | |----------------------' | | Jump with purple cloud effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | Unlike the NPC version, the Ninja does not do flips whenever he jumps nor | | does he get the teleporting trick with leaving a log behind. He also uses | | a mug for a shield, and his spells play oriental sound effects. | '=============================================================================' ____________ / Stove Face \ .===# #==========================================================. | Unlocked: Beat game with Gray Knight. | | Appearance: Black knights from Full Moon level | | Magic Aura: White magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Silver Sword. | | Level 15, +1 Strength, -1 Magic, +3 Defense, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Curved Knife" | | |----------------------' | | A spinning thin curved knife used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' ___________ / Beekeeper \ .===# #===========================================================. | Unlocked: Beat game with Barbarian. | | Appearance: Dark guys from Flowery Field level that fight alongside bees | | Magic Aura: Opaque dark purple clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Baseball Bat. | | Level 10, +2 Strength, +1 Defense | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Bee Drop" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Summons a bee that drops straight down form the sky, stinger first, until | | it hits an enemy or the ground, at which point it dies and bounces off the | | ground a couple times before blinking out. Each upgrade level adds another | | that falls just in front of the previous ones. | | | | Because the bees fall straight down instead of from the sides like Arrow | | Rain and Weapon Rain, it is easier to hit many bosses with all of the bees | | compared to those spells, making this one of the best Splash spells for | | hitting air-borne enemies. However, because each bee dies as soon as it | | hits something, each bee can only hit 1 thing, whereas in most Splash | | spells each hit of the spell can actually hit multiple enemies. Thus it is | | limited to hitting 7 enemies at most, whereas other Splash spells have no | | upper limit to how many enemies they can hit (just how many hits they can | | do to a single enemy). | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Bee Shot" | | |----------------------' | | This is like any other magic projectile except it is a bee flying straight | | stinger-first until it hits something, then flops on the ground and dies. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Steam Jump" | | |----------------------' | | Jump with purple steam cloud and steam sound effect that damages enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' ________ / Snakey \ .===# #==============================================================. | Unlocked: Beat game with Thief. | | Appearance: Green guys with growing clubs from Marsh and Peasant Arena | | Magic Aura: Green-tinted light magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Green Magic Mace. | | Level 20, +5 Magic, -2 Defense, +3 Agility, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Vines" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | A thorny vine pops out of the ground in front of you, doing 1 hit. Each | | upgrade adds an extra vine segment, up to 7 segments. Every other segment | | is a smaller one that adds no range, but all segments add an extra hit. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Dagger" | | |----------------------' | | A spinning thick-bladed dagger used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Vine Jump" | | |----------------------' | | Jump using a plant vine that snaps up out of the ground with a whip sound. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' __________ / Civilian \ .===# #============================================================. | Unlocked: Beat game with Peasant. | | Appearance: Non-hooded commoners seen alongside Peasants in Marsh level. | | Magic Aura: White | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Pitchfork. | | Level 1, +1 Strength, -1 Agility | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Arrow Rain" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Gray Knight - Arrow Rain. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Dagger" | | |----------------------' | | A spinning thick-bladed dagger used as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Power Jump" | | |----------------------' | | Leaps up with a dust effect that damages overlapped enemies. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _______ / Brute \ .===# #===============================================================. | Unlocked: Beat game with Iceskimo. | | Appearance: Not seen in game in normal form, but the beefy version is | | fought in the industrial castle just before the Cardinal. | | Looks like a green-ish armored guy with a closed samurai | | helmet. Picture here: http://devblog.thebehemoth.com/?p=190 | | Magic Aura: Unique pale peach color variation of the light magic clouds | | Arrows: Normal | |-----------------------------------------------------------------------------| | Starting Weapon: Two-Pronged Sword. | | Level 20, +3 Strength, +3 Defense, Critical Hits | |=============================================================================| | Splash Spell | Element: Normal | | RT+Y on ground | Max Hits: 1 per upgrade level (max 7) | | "Vines" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | See Snakey - Vines. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Acorn" | | |----------------------' | | Throws an acorn as a magic projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Vine Jump" | | |----------------------' | | Jump using a plant vine that snaps up out of the ground with a whip sound. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | '=============================================================================' _______ / Alien \ .===# #===============================================================. | Unlocked: Have at least 1 achievement in Alien Hominid HD. | | Appearance: Aliens from alien ship level. | | Magic Aura: Green-tinted light magic clouds | | Arrows: Normal (sadly) | |-----------------------------------------------------------------------------| | Starting Weapon: Beam Gun. | | Level 1, No Stats | |=============================================================================| | Splash Spell | Element: Fire (+Fire DoT effect) | | RT+Y on ground | Max Hits: 1 (total) | | "Beam Gun Blast" | Damage/hit: Base Magic Damage x 0.5 | |----------------------' | | Fires an extra-large shot that travels until it hits something. Can be | | fired 3x as often as other characters' Splash spells. When the shot hits | | something it explodes with an AE effect that causes fire damage to anything | | near impact, and can add a Fire DoT if they are not already on fire. The | | DoT will deal 1 hit of Magic DoT Damage. Splash Spell Upgrade Level seems | | to have no affect on this spell, although the boosts that Magic stat give | | to mana makes it much more effective with its fast firing rate. | |=============================================================================| | Projectile Spell | Element: Normal | | RT+B & RT+Y in air | Damage: Base Magic Damage | | "Beam Shot" | | |----------------------' | | Fires a small yellow ball of energy with his beam gun. Can be fired 3x as | | often as other Projectile spells while on the ground, but otherwise is a | | normal Projectile. | |=============================================================================| | Jump Spell | Element: Normal | | RT+A on ground | Damage: Base Magic Damage | | "Beam Jump" | | |----------------------' | | Bright cylindrical light beam comes down and pulls him up, as if his ship | | is transporting him up. | |=============================================================================| | XXXY Combo: Piercing (x2 unresistible damage). No extra visual effect. | |=============================================================================| | Special Notes: | | Alien is the only character that can cast at a faster rate than normal. | | Alien can't change weapons, except to the pitchfork by picking it up from | | the first level (which is a glitch, but currently only known way to add his | | weapon to the blacksmith). Also note that you don't necessarily have to | | own Alien Hominid HD yourself to get an achievement in it, you can use a | | friend's copy while signed on to your own account. | '=============================================================================' ################################################### [ITMS] USABLE ITEMS LIST ################################################### You use items with the B button. Select the item you want to use using the Left and Right Bumper buttons. There are non-usable quest items as well, but I won't go into those here since they don't affect your character's abilities. One item in this list (Potions) will also be used automatically in the right conditions. ._____ | BOW \_______________________________________________________________________. | | | Found: | | Dropped by defeating a Thief (any Thief) | | NOTE: Once any character on your profile has found the Bow, all characters | | will automatically start with it. | |-----------------------------------------------------------------------------| | Owned Limit: | | The Bow has infinite arrows. | |-----------------------------------------------------------------------------| | Description: | | The Bow may be your most-used item if you are pumping up your Agility. It | | eventually can replace your melee attacks and magic as your primary form of | | attack once Agility is near max. Otherwise, it is a decent ranged weapon | | that knocks normal enemies over when hit by it and of course its range | | makes it a safer option than melee in harder fights. Shooting the bow in | | the air gives extra air hover time, but you can only shoot it once in the | | air until you land no matter how high your agility is, and the air shot | | animation does not speed up with Agility. You can also shoot it while | | riding a mount, but again your Agility will not speed up your firing rate. | '-----------------------------------------------------------------------------' .________ | POTION \____________________________________________________________________. | | | Found: | | Bought from any store. One given for free from guy in starting room. | |-----------------------------------------------------------------------------| | Owned Limit: | | 5 | |-----------------------------------------------------------------------------| | Description: | | Restores you to full health when used. A pretty vital item. | | | | Note that in multiplayer, if at least 2 players are still alive, Potions | | will be automatically used when a player reaches 0 health if they have one. | | However, once there is only 1 player left alive, the auto-potion-use will | | turn off, so if you are the last one moving around trying to revive your | | buddies, be sure to manually drink a potion if you get near death! | | | | Don't forget these CAN be used in the single-player Arena challenges. They | | can't be used in the first three princess-duels, but can in the last one. | '-----------------------------------------------------------------------------' .______ | BOMB \______________________________________________________________________. | | | Found: | | Bought from most stores after the Thieves' Store. | |-----------------------------------------------------------------------------| | Owned Limit: | | 9 | |-----------------------------------------------------------------------------| | Description: | | Tosses a bomb straight up which will fall down to where you were standing | | when it was dropped, bounce slightly and explode. The AoE explosion deals | | Fire-based Bomb Damage (which is fairly unique, see the Derived Stats & | | Formulas section for details) to anything in its explosion radius (lighting | | enemies on fire, who will take 1 extra hit of Magic DoT Damage based on the | | user's Magic stat). | | | | Bombs also blasts open cracked walls in certain places to get to secrets. | | | | A good idea to keep a few of these around for tough fights, duels, and the | | occasional secret. | '-----------------------------------------------------------------------------' .________ | SHOVEL \____________________________________________________________________. | | | Found: | | Picked up in the sand at the beginning of the Desert level. | | NOTE: Once any character on your profile has found the Shovel, all | | characters on that profile with automatically start with it. | |-----------------------------------------------------------------------------| | Owned Limit: | | The Shovel can be used infinite times. | |-----------------------------------------------------------------------------| | Description: | | Digs things out of the ground, in spots usually marked by an X. | | | | At first the dug up items seem a waste of time when the Shovel is first | | introduced, but many of the best weapons are found this way, especially | | with the help of the Animal Orb Pazzo. | | | | The Shovel also counts as an attack that can deal 2 hits (the first dealing | | Base Melee Damage and the second Strong Melee Damage), but its not worth | | the delay. | '-----------------------------------------------------------------------------' .______ | HORN \______________________________________________________________________. | | | Found: | | Defeat the Corn Boss | |-----------------------------------------------------------------------------| | Owned Limit: | | The Horn can be used infinite times. | |-----------------------------------------------------------------------------| | Description: | | Used to progress the story (hence you don't automatically start with it | | once you find it like with the Bow, Shovel, and Boomerang). | | | | Also used to find a couple secrets - look for pictures of the horn in the | | background and blow it nearby. | | | | Finally, it counts as an attack that blows enemies high into the air and | | does Base Melee Damage plus Fall Damage when they land. Not very | | effective, but fun to try out. | | | | Oh, just for fun - you can change the sound of it by holding different | | directions while blowing the horn. | '-----------------------------------------------------------------------------' .__________ | SANDWICH \__________________________________________________________________. | | | Found: | | Bought in Volcano Store and some stores later than that. Also dropped by | | Fire Demons at certain parts of Lava World. | |-----------------------------------------------------------------------------| | Owned Limit: | | 9 | |-----------------------------------------------------------------------------| | Description: | | Transforms you into a "beefy" version of your character, with a unique set | | of melee attacks. | | | | X and Y both do the same attacks. On the ground does a combo of 3 punches | | and a kick. Can also stomp enemies that are lying on the ground, as well | | as grab them, walk around with them, and chuck them away. Finally, has a | | spinning fist air attack that hits 2 times and juggles any enemies hit, | | plus keeps you in the air so can be repeated forever. All attacks do | | Strong Melee Damage. | | | | If face another "beefy" character, can sometimes get into a wrestling arm | | lock which works the same as the Weapon Lock. | | | | The "beefy" version of yourself can also press X to grab and destroy large | | barriers that seem indestructible to your normal attacks, such as boulders, | | volcanoes, and metal doorways. Can also be useful for duels sometimes. | '-----------------------------------------------------------------------------' .___________ | BOOMERANG \_________________________________________________________________. | | | Found: | | Bring Cardinal Animal Orb to Thieves' Forest and he will find it behind the | | bush under the owl. | | NOTE: Once any character on your profile has found the Boomerang, all | | characters on that profile with automatically start with it. | |-----------------------------------------------------------------------------| | Owned Limit: | | The Boomerang can be used infinite times. | |-----------------------------------------------------------------------------| | Description: | | Hold the button to charge up a throw, then release to throw the Boomerang. | | It will fly out for a ways then come back to you, going further the more | | you charged it first. You can charge it during a jump too, but if you land | | before releasing it you'll lose the charge. | | | | On normal enemies (and other players) the Boomerang immediately puts any | | hit enemies into a Stunned status effect. One good trick for faster | | characters is to throw the boomerang in the opposite direction of your | | opponent, then run towards and behind them while the boomerang chases you | | and hits your target. | | | | On most bosses, the Boomerang will instead inflict 1 point of damage. | | | | The Boomerang also destroys smashable walls much faster than any other | | method - just toss it at the smashable wall and it will tear it apart. | '-----------------------------------------------------------------------------' ################################################### [WLST] WEAPONS LIST ################################################### Here are all the weapons I've found the game, listed in order as they are in the Weapon Frog from left to right, so you can see how they will affect your character and where you can get them. The table is separated where the bones in the background clearly separate the weapons into sets/stashes. There are also intended gaps in the weapons that are less obvious why the gaps are there. They are at the spots where the semi-transparent bone in the foreground might obscure the weapon if there was one there. You can tell the spots where a weapon is supposed to go using Alien (he will show the Can't Use symbol on empty spots if a weapon is supposed to go there). These intentional gaps are listed as -------------. Finally, I haven't found all the weapons yet. Missing weapons are listed as ?????????? and will be filled it once I know what's supposed to go there. The names of the weapons, like the names of the spells and melee attacks, are made up and not official. Key: LV = Level ST = Strength MG = Magic DF = Defense AG = Agility EF = Effect CH = Critical Hit chance LT = Extra Lightning Damage chance FR = Extra Fire Damage (and DoT) chance IC = Extra Ice Damage (and freezing) chance DG = Dig Spot (use Pazzo Animal Orb to help you spot it) BY = Buy from a shop FD = Find (should be out in the open in a treasure box or such) CD = Found by Cardinal (an Animal Orb) DR = Dropped by enemy (increase chances by using Monkey Face Animal Orb) UL = Unlock Character as playable, then use them to drop and re-grab weapon D/U = Dropped by enemy OR get by unlocking that enemy as playable SND = Use Sandwich item to access secret area BH = Behind (meaning hidden out of sight behind part of the map) .=============================================================================. | Weapon List | |=============================================================================| | Weapon | LV | ST | MG | DF | AG | EF | Found | |=============================================================================| | Thin Sword | 1 | -1 | 0 | 0 | +1 | -- | BY:Castle Keep/UL:Gray K. | | Basic Sword | 1 | 0 | 0 | 0 | 0 | -- | Green Starting Weapon | | Thick Sword | 15 | +2 | -1 | +5 | 0 | -- | BY:Swamp Store | | Pumpkin Peeler | 10 | +3 | -2 | +2 | 0 | -- | DG:Desert Chase | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | |=============================================================================| | Knight Sword | 15 | +1 | -1 | +3 | 0 | CH | FD:Full Moon-First hut | | Cleaver | 15 | +5 | -2 | 0 | +2 | -- | BY:Snow Store | | Wrapped Sword | 5 | 0 | -1 | +2 | 0 | -- | Ind. Castle-BH bush@start | | Carrot | 5 | -1 | -2 | +3 | 0 | -- | DG:Home Castle | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Thief Sword | 5 | -1 | 0 | 0 | +2 | -- | D/U:Thief/CD:Forest Entr. | | Gold Sword | 15 | 0 | +4 | +1 | 0 | -- | DG:Marsh-BH houses | |=============================================================================| | Two-Pronged Sword | 20 | +3 | 0 | +3 | 0 | CH | D/U:Brute | | Hook Sword | 10 | 0 | +3 | +1 | -1 | -- | DG:Industrial Castle | | Holed Sword | 15 | 0 | +3 | +3 | -1 | -- | DR:Medusa Boss | | Falchion | 10 | +1 | 0 | +3 | 0 | -- | D/U:Royal Guard/Saracen | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Triangle Sword | 15 | 0 | +1 | +2 | +2 | -- | CD:Ind. Castle-very end | | Square Gap Sword | 15 | 0 | -1 | +4 | +2 | -- | DG:Medusa's Lair@stairs | | Blue Rapier | 10 | +1 | +1 | 0 | +1 | -- | D/U:Fencer | | Barbarian Axe | 1 | 0 | -1 | -1 | 0 | CH | D/U:Barbarian | |=============================================================================| | Pitchfork | 1 | +1 | 0 | 0 | -1 | -- | Home Castle in haystack | | Scythe Blade | 15 | +2 | +3 | -1 | 0 | -- | DG:Sand Castle Roof@end | | Key Blade | 15 | -1 | +3 | 0 | +3 | -- | CD:Full Moon-2nd hut | | Bone Saw | 10 | -1 | +1 | +3 | 0 | -- | DG:Wedding Crash-early | | Wide Sword | 10 | +2 | -1 | 0 | +2 | -- | Unknown | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Round Mace | 1 | 0 | 0 | 0 | 0 | -- | Red Starting Weapon | | Wooden Club | 20 | +5 | 0 | +5 | -5 | CH | D/U:Bear | | Blue Studded Mace | 20 | 0 | -2 | +6 | 0 | CH | D/U:Industrialist | | Spiked Club | 10 | +1 | 0 | +1 | +1 | -- | FD:Flower Fields in grass | |=============================================================================| | Fish | 5 | +2 | -1 | 0 | 0 | -- | T.Grass Field cave (SND) | | Wrapped Club | 1 | -1 | +1 | +1 | 0 | -- | FD:Thief Forest BH pillar | | Black Mace | 20 | -2 | 0 | +3 | +6 | -- | D/U:Skeleton | | Black Paddle | 10 | +5 | 0 | 0 | -2 | -- | BY:Volcano Store | | Green Magic Mace | 20 | 0 | +5 | -2 | +3 | CH | D/U:Snakey (Forest guys) | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Baseball Bat | 10 | +2 | 0 | +1 | 0 | -- | D/U:Beekeeper | | Black Spiked Mace | 20 | -3 | +6 | +1 | 0 | CH | D/U:Fire Demon | | King's Sceptor | 20 | +3 | +2 | +3 | 0 | -- | Unknown | | Meat Tenderizer | 1 | +2 | 0 | 0 | -1 | -- | FD:Thieves' Forest | |=============================================================================| | Leaf | 5 | -1 | +3 | -1 | 0 | -- | DG:Forest Entrance | | Black Rod | 1 | 0 | 0 | 0 | 0 | -- | Blue Starting Weapon | | Thin Wand | 10 | 0 | +1 | -1 | +3 | -- | BY:Church Store | | Long Branch | 1 | -1 | +2 | -1 | 0 | -- | BY:Thieves' Store | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Fresh Sapling | 1 | -1 | 0 | -1 | +2 | -- | FD:Thieves' Forest | | Light Saber | 10 | 0 | 0 | 0 | +1 | LT | D/U:Conehead | | Hooked Wood Staff | 10 | 0 | +4 | -1 | 0 | -- | BY:Church Store | | Wooden Spoon | 1 | 0 | -1 | 0 | +2 | -- | UL:Peasant | | Leg Bone | 15 | -2 | 0 | 0 | +5 | CH | DG:Snow Store | |=============================================================================| | Beam Gun | 1 | 0 | 0 | 0 | 0 | -- | UL:Alien-Use Pitchfork* | | Harpoon | 15 | +5 | +2 | 0 | -3 | -- | D/U:Iceskimo | | Jousting Lance | 15 | +4 | 0 | +2 | -2 | -- | BY:Snow Store | | Sai | 20 | 0 | 0 | -2 | +6 | CH | D/U:Ninja | | Unicorn Horn | 15 | -3 | +6 | +1 | 0 | -- | DR:Painter + Unicorn** | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Meat Slab | 20 | +4 | -2 | 0 | +4 | -- | FD:Ice Castle back wall | | Sausage | 10 | +1 | +1 | 0 | 0 | CH | DG:Desert Chase | | Lobster | 5 | -1 | 0 | 0 | +1 | CH | DG:T. Grass Field@start | | Umbrella | 5 | -2 | 0 | +3 | 0 | -- | DG:T. Grass Field@boss | |=============================================================================| | Battle Axe | 1 | 0 | 0 | 0 | 0 | -- | Orange Starting Weapon | | Necromancer Blade | 20 | 0 | +2 | +7 | 0 | -- | DR:Necromancer Boss | | Ice Blade | 20 | 0 | 0 | 0 | 0 | IC | DG:Ice Castle meat room | | Candlestick | 15 | -1 | +1 | 0 | 0 | FR | DG:Marsh after Cemetary | | Black War Hammer | 15 | +1 | 0 | 0 | 0 | CH | Marsh-In grave BH wall | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Fishing Pole | 1 | -1 | -1 | -1 | 0 | -- | CD:Marsh after Necro | | Wrench | 5 | +1 | -1 | 0 | 0 | CH | T.Grass Field BH Catapult | | ????????????????? | -- | -- | -- | -- | -- | -- | ------------------------ | |=============================================================================| | ????????????????? | -- | -- | -- | -- | -- | -- | ------------------------- | | ????????????????? | -- | -- | -- | -- | -- | -- | ------------------------- | | ????????????????? | -- | -- | -- | -- | -- | -- | ------------------------- | | Spear Blade | 15 | -2 | 0 | 0 | +4 | CH | FD:Medusa Lair in statue | | ----------------- | -- | -- | -- | -- | -- | -- | ------------------------- | | Striped Magic Rod | 20 | -4 | +5 | +5 | 0 | CH | DR:Wizard's Minions | | Behemoth Chicken | 5 | 0 | +2 | -1 | +1 | -- | DG:Snow World @ houses | | Fire Dragon Blade | 20 | +2 | +2 | 0 | +2 | FR | DR:Final Boss | |=============================================================================| |* = To get the Alien's Beam Gun, you must either trade it with someone that | | already has it or have Alien unlocked and have him drop it by picking up | | the Pitchfork from the hay stack in Home Castle on a profile that has not | | yet grabbed that Pitchfork. The Alien himself can not pick up the gun | | after dropping it, so have him on a dummy profile and a second character on | | your main profile to grab it. | |** = To get the Unicorn Horn, beat the Painter boss while there is a Unicorn | | painting wandering around and the unicorn might drop it. | '=============================================================================' ################################################### [ALST] ANIMAL ORB LIST ################################################### These are the known Animal Orbs in the game, in alphabetical order by name, and how exactly they affect your character as well as where you can find them. Each character can have up to 1 Animal Orb active on them at a time, and they are the only way besides your weapon to affect your stats in VS Arena mode (if accessing it from the main menu and not from one of the arenas in the regular game). Interesting side note: Animal Orbs that do damage to enemies will take on the special property of your weapon, meaning they will do Critical Hits or random Fire, Lightning, or Ice damage if the weapon you have equipped has that ability. Their attacks count toward your XP gain as well. .=============================================================================. | Animal Orb List | |=============================================================================| | Name: Beholder (from DnD fame) | | Effect: +2 Magic | | Found: In Animal Ark - Through the locked door on the far left wall, | | attack the door using the Keyblade weapon to open it. | |=============================================================================| | Name: Bipolar Bear | | Effect: Attacks and kills anything that's nearly dead anyway, including you | | and your fellow players | | Found: Snow World - Blow the Horn near the Horn sign at end | | Notes: A character has to be REALLY close to death for Bipolar Bear to | | attack them, so most of the time he won't get to them before they | | die anyway. However, he will also instantly kill Scorpions and | | Aliens for you, and he can be useful to know when an enemy you are | | juggling is dead and no longer giving you XP because he'll start to | | twitch to try to get to them. | |=============================================================================| | Name: Bitey Bat | | Effect: Randomly attacks enemies by grabbing and gnawing on them for a bit | | Found: Pipistrello's Cave - Beat the bat boss and he turns into him | | Notes: Doesn't seem to attack very often at all compared to Rammy. | |=============================================================================| | Name: Burly Bear | | Effect: +2 Strength | | Found: Tall Grass Field - Use a Sandwich to get rid of the boulder | | blocking the cave near the end, then use bombs on the crack in the | | back wall of the cave | | Notes: The only redundant Animal Orb, exactly the same as Snoot. | |=============================================================================| | Name: Cardinal (red bird) | | Effect: Finds a few secret items and brings them to you | | Found: Industrial Castle - after fighting beefy Brute | | Notes: Needed to get everything, but after finding the Boomerang and the 3 | | weapons he gets for you, he's useless. There is no way to get the | | items he finds without using him. | |=============================================================================| | Name: Chicken | | Effect: +1 Strength, +1 Defense, +1 Agility | | Found: Flooded Temple - Dig at X at first dry land section | |=============================================================================| | Name: Frogglet | | Effect: Picks up items on the ground (coins, food) and brings them to you | | Found: Marsh - Dig spot about halfway through the first graveyard | | Notes: Since he can only pick up and carry one thing at a time, he is not | | very helpful - he doesn't produce items, just carry them to you. | | Also, Thief enemies can steal his carried items from him. | |=============================================================================| | Name: Giraffey | | Effect: +10% to XP gain | | Found: Desert - Dig one of the X's near the end of the level | | Notes: One of the more popular Animal Orbs, especially if trying to get to | | level 99, however +10% isn't a HUGE amount of XP, so I prefer | | useful ones like Hawkster, Rammy, or the various stat-boosting | | Animal Orbs for normal play or character-unlocking speed runs. | |=============================================================================| | Name: Hawkster | | Effect: Attacks enemies lying on the ground for a few points of damage, but | | more importantly, if he gets to a dead enemy before they dissapear | | he will grab a fruit from them and bring it to you | | Found: Tall Grass Field - Blow Horn at horn sign at first set of huts | | Notes: Hawkster's constant supply of fruit makes him one of the best | | Animal Orbs by keeping you alive during all non-boss fights. Other | | players can also snag the fruit he grabs from him, so he benefits | | the whole team (multiple Hawksters is good too since he has to wait | | for you to grab the fruit before he can get another). Note that | | Thieves can steal his fruit as he carries it, but I haven't found | | any other enemies that do this. | |=============================================================================| | Name: Install Ball (green eyeball thing) | | Effect: Randomly fires large energy blast at enemies | | Found: Alien Ship - During final countdown, behind the back wall by | | going into a dark doorway just after you disable the laser field | | Notes: The only Animal Orb that doesn't just float after you - it actually | | bounces on the ground. Unfortunately, like Bitey Bat, it attacks | | so rarely its not as useful as it sounds. | |=============================================================================| | Name: Meowburt (black cat) | | Effect: +3 Agility | | Found: Go to Cyclop's Cave then backtrack to the left back to the Parade | | area and he's just floating there waiting for you | |=============================================================================| | Name: Monkeyface | | Effect: Makes enemies drop gold, food, and weapons more frequently | | Found: Church Store - Buy for 750 gold | | Notes: A great help for getting those rare-drop weapons! | |=============================================================================| | Name: Mr Buddy (black dog) | | Effect: Makes digging up an item faster | | Found: First screen of the game, dig at X in far left haystack | |=============================================================================| | Name: Owlet (owl) | | Effect: Retrieves hidden fruit from trees and brings it to you | | Found: Forest Entrance - Behind bush at very end of the level | | Notes: Useless compared to Hawkster, many levels have no trees. Also the | | one big level that does is also full of Thieves which can steal the | | fruit as he carries it back to you! | |=============================================================================| | Name: Pazzo (yellow dog) | | Effect: Stops and shows you where you can dig up stuff with the Shovel | | Found: Snow Store - Buy for 750 gold | | Notes: Many dig spots are hard to spot and some are even unmarked. Its a | | good idea to do at least one full playthrough of the game with | | Pazzo to find all the great hidden weapons and such he can spot. | |=============================================================================| | Name: Piggy | | Effect: Makes food give you more health | | Found: Swamp Store - Buy for 585 gold | | Notes: Better than Troll, Owlet, and Zebra at keeping you alive, but | | perhaps not as good as Hawkster whose increase in fruit frequency | | seems to give more overall health than Piggy's increase in health | | per food item. If only you could combine them... | |=============================================================================| | Name: Rammy (Ram) | | Effect: Attacks and knocks over enemies | | Found: Tall Grass Field - Beat the Bear mini-boss | | Notes: One of the better Animal Orbs for keeping you safe, he rams enemies | | quite often. His ram attack is unblockable making him quite useful | | in duels against players that block all the time and for getting | | you out of infinite combos. | |=============================================================================| | Name: Seahorse | | Effect: Makes you move faster through water (both walking and swimming) | | Found: Thieves' Forest - Just floating there at the stream | | Notes: Its sometimes worth it to grab Seahorse just for Flooded Temple and | | River Ride stages. | |=============================================================================| | Name: Scratchpaw (tiger) | | Effect: +1 Strength, +1 Agility | | Found: Sandcastle Interior - Bomb the cracked wall | |=============================================================================| | Name: Sherbert (yellow cat) | | Effect: Increases your jump height | | Found: Animal Ark - On the ceiling on the far left wall. Use a Magic Jump | | to get up there, or air-combo the locked door by alternating | | between 'X' and 'Y' attacks to gain enough height. | |=============================================================================| | Name: Snailburt | | Effect: +5 Defense, -5 Agility | | Found: Marsh - Just waiting for you in later part of the level | | Notes: +5 Defense is a pretty significant boost to survivability, and the | | Agility penalty doesn't do anything if your Agility is already at | | minimum of 1 anyway. A solid Animal Orb for anyone that doesn't | | have any points in Agility. | |=============================================================================| | Name: Snoot (elephant) | | Effect: +2 Strength | | Found: Cyclops Fortress - Bomb the cracked wall in the first room | | Notes: The only redundant Animal Orb, exactly the same as Burly Bear. | |=============================================================================| | Name: Spiney (blowfish) | | Effect: +2 Defense | | Found: Volcano Store - Buy for 680 gold | |=============================================================================| | Name: Troll | | Effect: Regenerates your health | | Found: Thieves' Forest - Bomb the wall you see him peeking out from | | Notes: Not as good as it sounds, the regen rate is pathetic. | |=============================================================================| | Name: Yeti | | Effect: Makes you immune to the "Frozen" status effect, and reduces the | | damage of icicles falling by 80% (from 12-10 damage to only 2). | | Found: Snow World - Behind the huts at bottom right at end of level | | Notes: If you have enough health, this can make the section just after you | | get him much less irritating. In the cave just after you get him | | are falling icicles, which he reduces the damage of (I don't know | | why he doesn't reduce damage of anything else, it would be cool if | | he reduced Ice-based damage as well). Then, in the long thin | | bridge section, you can just block and walk forward and you will | | block the arrows and the ice bursts won't freeze you, which is much | | easier. Also useful against the boss that follows (who freezes you | | which you will be immune to, and drops icicles from the ceiling | | which you will take reduced damage from), and great for duels with | | Blue Knight, but otherwise he offers no further benefits. | |=============================================================================| | Name: Zebra | | Effect: Helps you find food in grass | | Found: Desert Chase - Chase down and defeat the Saracen that has him | | Notes: Useless compared to Hawkster, many levels have no grass. | '=============================================================================' ################################################### [VHST] VERSION HISTORY ################################################### 0.8 (9/16/8) - Completed most of the guide. Barring any missed errors, only thing left to do is fill in info for weapons I'm missing if I ever find them, and maybe add more characters if any new ones become available (likely via downloadable content). 0.82 (9/20/8) - Clarified/simplified a few sections. Added info on certain Ice spells not damaging frozen enemies. Added info on Yeti offering resistance to damage from icicles falling from the ceiling (but nothing else). Added info on Arrow Speed ignoring bonuses/penalties to Agility from weapons & Animal Orbs. Added info on Thieves stealing fruit from Animal Orbs. Added info on Animal Orbs using the special properties of your weapon and giving XP for damage. Added stats on King's Sceptor and Wide Sword (but not how to get them as I have not yet found them myself). ################################################### [AKNW] ACKNOWLEDGMENTS ################################################### GameFAQs and CJayC - For providing the best site for finding game info. GameFAQs Castle Crashers board posters - helping answer questions and feedback on original form of this guide which was a post on that board. Alpha EB - Helping me beat the game several times, find many of the weapons, and telling me about the trick of getting rid of landing lag (put in the Basic Moves & Combos section under Quick Recovery). zJames - Helping me get data on a couple characters. AdamS - Corrections and info on some Ice spells not damaging frozen enemies, Thieves stealing fruit from Animal Orbs that carry them, and the Yeti giving resistance to damage from icicles. Langis (Carlos) - Tip that Arrow Speed ignores bonuses/penalties from weapons and Animal Orbs, using only your natural Agility value. spgomez - Revealing the King's Sceptor stats and spreading it around to the community (he is not the original one to find it though, he got it from someone else and no one has confirmed where to get it yet). Notlikelytocare - Finding and revealing the stats of the Wide Sword (he calls it the blood-stained sword but since many of them are blood-stained anyway I called it the Wide Sword due to how wide the blade is). Unfortunately he doesn't know where he actually got it from. ################################################### [CNTC] CONTACTING THE AUTHOR ################################################### If you want to ask a question about the game, please don't. I'm really a very busy guy and don't have time to answer questions - that's what guides are for, and if my guide doesn't answer it someone else's probably does. If you have a correction for the guide or see information that is missing, or just want to say what you think about the guide, send it my way. I can't guarantee I will actually respond to these (again, very busy), but I will give you full credit for any new information I use from your e-mail (be sure to include whatever information you want in the credits as part of your e-mail, including what name you want to be known as and whether or not you want your e-mail address included in the credits listing). If more than one person sends me the same info, I will only give credit to the first person that sent it, and will not credit people for information I already intended to add. That said, you can reach me at zauron (at) zauron (dot) net and you can view my homepage at http://www.zauron.net/ ################################################### [LEGL] LEGAL STUFF ################################################### Unpublished work Copyright 2008 Taron Millet (aka Zauron or Rubikant). This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Taron Millet . It can be found exclusively at (www.GameFAQs.com) and (www.zauron.net or whatever my current homepage is). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. In other words: "No, you may not post this guide on your web site, so don't even bother asking. This guide is to be found on my own personal web site and www.gameFAQs.com ONLY." If I change my mind later I will change this section. Castle Crashers is © The Behemoth (http://www.thebehemoth.com/).