TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Spells of Gold » Spells of Gold FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11

Sponsors:

SPELLS OF GOLD WALKTHROUGH/STRATEGY GUIDE v1.0

Author: Dave Brine (WindShear)
Contact: davebrine@hotmail.com


+------------+
+--Contents--+
+------------+

Legal Jumbaloo
Version History
General Hints
Side Quests
Vital Statistics
Magic Schools
Arms & Armor
Character Comments
The Guilds
Trading Guide
World Encyclopaedia
A Note About Gods
The Dark Way:
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
The Light Way:
- Chapter 1
- Chapter 2
The Way of the Chosen
- Chapter 1
- Chapter 2

+------------------+
+--Legal Jumbaloo--+
+------------------+


This walkthrough is copyright 2003 by Dave Brine. It may not
be reproduced under any circumstances except for personal,
private use. It may not be placed on any other web site
outside of www.gamefaqs.com, and http://dlh.net without my
express permission. It may not be distributed electronically
outside the GameFAQs, and DLH.net web sites.

Spells of Gold is owned by Buka Entertainment.

+-------------------+
+--Version history--+
+-------------------+

v1.0 Full Walkthrough for Light Way Added, Vital Statistics, Magic School
guide added. Arms/Armor/Magic Items guide added, Character Guide added, trade and
guilds added. Updated assorted sections with further information/updated info.

v0.85 Covers the full walkthrough for the Dark Way, and the
Neutral Way, as well as the first chapter of the Light Way.


+--------------------------+
+--About this walkthrough--+
+--------------------------+

I regretfully say that this must be the final version of this walkthrough that I
write, because of the fact that I am now working pretty much full time, as well as
writing a couple of novels. As a result of this fact, I have endeavoured to make
version 1.0 the biggest and best and most comprehensive walkthrough that I can make
it. I have tried to address all the questions that I get on a regular basis via email
as well as a lot of other things. I know that (particularly) the Magic School and
the Skills bit are not all that they could be, but I just haven't had the time to go
through and physically cover everything that there is to cover. My requests for information
to Buka Entertainment as regards several aspects of the game have gone unanswered
WHERE'S THE CUSTOMER SERVICE PEOPLE? This is what it is. If you need to contact me, I
won't refuse to answer your questions, however, I have changed my email address listed.
The sum of what I know about this game has been poured into this walkthrough, and if something
isn't here, it's because I don't know the answer to it.

Apart from that, I have simply stopped playing Spells of Gold, through a lack of time
and changing interests, and my new xbox. Going back and writing this even now has been a
bit of a challenge.

I have put a large number of hours into making this walkthrough, especially the
World Encyclopaedia, and I hope it is useful to people. I wish you all the very best with
this game, and with this Walkthrough.


+---------------------------+
+---GENERAL HINTS SECTION---+
+---------------------------+

*** READ THE MANUAL ***

This may seem like an obvious tip, but as a person who tends to barge into games
without reading the manual, I found myself having to revisit this document.
While there isn't a great deal of background information contained in it,
there is a lot of detailed information about how to survive in the world.

*** HOW TO BECOME A MAGE ***

This isn't covered in the manual, regretably, and I blame the developers for this
oversight. I'm not bitter, but it has been the subject of 99.9% of the emails I have
recieved about the game.

In order to buy spells, and thus become a mage, go to a magic school, such as Osgard in
Vayon, and click on the STUDY button. Then push the TAB button to access the available
spells. Click on them to buy them. When you get outside a town, push the S button, select
the spell you want and click on it. To cast a spell, aim at an enemy, and right click on them.
It's as simple as that.


*** SAVE EARLY SAVE OFTEN ***

I know this is another fairly obvious tip, but I found it easy to forget.
Because there is no auto-save feature, unlike many other games in this genre, when
you step outside a town, you never know what you might run into. Also because of
the at-times odd combat system, you may find yourself losing large amounts of
health points. Saving often is especially important early in the game, because
you have relatively weak armour, and it is easy to die.


*** TAKE NOTE OF IMPORTED/EXPORTED GOODS ***

Learn what goods are inexpensive in certain towns, and can be sold for higher
prices in others. Speaking to the merchants in towns will often provide useful
information, about what is cheap, and what will sell well.

Take care that you buy goods that will not deteriorate while you travel. The
best advice is the principle of trading on the stock market: Buy low, sell high.
Although it may only make you a small profit when dealing in small quantities
as you make more money, you will be able to increase your profits.


*** FILL EM UP ***

When you are buying goods to trade, attempt to buy them in multiples of your bag space.
So if a slot holds 8, then you should buy 8, 16, 24, 32 and so on. You may not be
able to empty a shop of their goods, or fill up all your slots, but it is more efficient
this way. If you buy goods in different lots and cities, they will start in a separate
slot. You should attempt to fill as many of your bag slots as you can before travelling
to another world.


*** TAKE NOTE OF WEAPON/ARMOUR STATS ***

Although various types of weapons share the same name, they are made of different
materials, and thus, they have different damage, and durability statistics.
Eventually I hope to write a better description of what are the best materials here.

As a kind of a corrolary to this, the better the quality of the goods, the higher
price they will bring when you sell them. As you progress through the game, some
things will simply not be worth the trouble of picking them up. If you run over your
weight limit, it will force you to walk extremely slow, which is a really big pain
in the butt. This is to be avoided at all costs.


*** DON'T BOTHER WITH TOWN ENTRANCE PATENTS ***

You will quickly learn that despite the small distances on the maps, travelling
takes a very long time to get anywhere useful. As a result of this, buying often
expensive patents to trade or enter towns is relatively pointless. You may well
only get one or two uses out of them before they expire. This especially applies
when you have to travel between worlds in order to trade. The most you will ever
pay for entry is 1000 gold, and this town (Drahale on Orafort) is an extremely
profitable trading town, so you make it back and much more every time you go there
to trade.

Tax-Free patents are an absolute must if you are going to sell your goods in a town
which has a Mayoralty. If a town doesn't have a Mayor, they won't charge you tax,
or demand an entrance fee. You will find yourself in serious debts if you don't get
a tax-free patent especially when doing the Faguery->Orafort->Faguery run. (Explained
in the Trading section)


+---------------+
+--Side Quests--+
+---------------+

At the beginning of the game, your highest priority is making money. This goal
will occupy your time for the first few hours of gaming, and the easiest way to
accomplish this is doing tasks. These minor quests are important to making money,
but do not contribute directly to the main quest. The exception to this rule is
that

The quests fall under several categories:

* Give Letter/Package to Person X in City Y: This sort is the simplest, and pays
the worst as a result. Very little danger involved, unless you die of a bad cold.

* 'Slightly illegal mission': These pay better than the first kind, and do not
involve very much more work. Usually involving talking to another shopkeeper,
but later they may involve finding a wandering merchant in a town. NOTE: This will
increase your Dark Karma.

* I've been Robbed: Often involving a long travel to where a certain person has
been robbed, these pay extremely well, and involve killing 3-5 base-level
creatures. To complete these missions, you will have to find a chest that contains
a purse. The danger with these quests is that in the quest log, it does not say
who the purse must be returned to. NOTE: Doing this quest will increase your
White Karma.
+++

* Bandits are threatening the good people of X: Similar to the previous kind,
and paying roughly the same amount, these involve just wiping out a few monsters.
A dialogue box will appear to say that there are no more monsters, and you return
to collect your reward. NOTE: Doing this quest will likely increase your
White Karma.
+++

* Person X from Y is producing some documents: These are given out exclusively
by Mayors of towns, and also the priests. These are a little more involved fetch
and carry quests. You have to go and visit the mentioned person, and then return
to the person who gave you the quest to begin with. THESE PAY EXTREMELY WELL!
The quid pro quo is that they aren't given out too often. A variation on this is
you must go and pick up a business report from another town.

* Person X is waiting for me to tell them the prices in this town. This is a one
way trip, and they tend to pay pretty well.

You are limited to a maximum of 5 quests at a time, and it is advisable to try and
keep your quests on the go at the maximum. Often times people will offer you quests
to cities where you have other quests.

+++ => These are denoted on the map by a skull and crossbones symbol.



+--------------------+
+--Vital Statistics--+
+--------------------+

Despite the name of this section, it is more like useless statistics that some folks
might be interested in. In the course of my completing the latter 2/3rds of the Light
Way quests, I decided to write down the statistics of what I got when I killed
bandits, opened chests, and so on. Some of the percentages won't add up, but this is
due to my rounding them for the sake of convenience, and the large number of results
I had to sit down and figure out.

I grouped the enemies under a range of categories: Gnomorons, which includes archers,
halberdiers, and normal gnomorons. Dwarves, which includes forest dwarves. Raffels and
Goegres, which I grouped together because they were of a similar ilk. Undead, which
includes Skeletuns, Zombies, those green guys with sticks, and vampires, and chests.
I did not include the Saracens, because I ran out of room, and also I didn't see
enough of them that I actually got something from to justify their own category. Further
to this, Digons and Grendals don't have anything on them, so I left them out.

I'm not entirely certain why I included this section, other than it might help people
to have an idea whether it is worthwhile to tackle a fight with a group of bandits, or
make a run for it. If I leave a category off, it is because no instances of this
occurred.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11

Sponsors:

Other files from this game:
  1. Spells of Gold FAQ by System on 09/03/2006, 09:50