Nox (computer game)

From Free net encyclopedia

{{Infobox CVG |title = Nox |image = Image:Nox.jpg |developer = Westwood Studios |publisher = Electronic Arts |released = January 31, 2000 |genre = Role Playing, Adventure |modes = Single player, Multiplayer |ratings = ELSPA: 15+ |platforms = Microsoft Windows |media = 2x CD-ROM |input = Keyboard, Mouse }} Nox is a computer role-playing game developed by Westwood Studios that was officially released on January 31, 2000.

Contents

Overview

The game Nox is placed in a typical medieval fantasy world full of monsters, warfare, and insanity. However, the game's concept is that the player character, Jack, is not a native inhabitant of this world but rather a modern Earth trailer park denizen. Jack is pulled through a portal in space opened up by Hecubah, the evil Queen of Necromancers. She wants the Orb, a mantelpiece decoration belonging to Jack.

Jack lands in an Airship flying above Nox. The Airship is owned by the Airship Captain, an important character in the story. Jack finds that he is destined to become a great hero in this strange land, according to the Airship Captain. The three character classes that are available to the player are the Wizard, Conjurer, and Warrior. In a twist on the remotely similar Diablo series, each class has its own divergent game layout, with each player class "path" representing a different series of missions and levels.

Nox uses a fluid isometric viewpoint.

Player Classes

Warriors

Stats at maximum level(10):

  • Health: 250
  • Mana: 0
  • Speed: 21000
  • Strength:125

Warriors are masters of physical combat. They use the strongest armours and most powerful weapons. They have high health and speed, but use no magic at all. Utilizing melee weapons to the greatest degree, an enraged warrior is a fearsome foe.

Conjurers

Stats at maximum level(10):

  • Health: 100
  • Mana: 140
  • Speed: 19500
  • Strength: 55

A Conjurer focuses his abilities mainly on nature based spells. They are a balance between Wizard and Warrior. They can also be called Archers, because they use ranged weapons.

Conjurers can also summon a highly specialised beast known as a "Bomber". They are similar to Wizard Traps but can move about and seek out enemies independently. Note: With the latest official patch you can only summon up to 2 Bombers instead of 4.

Wizards

Stats at maximum level(10):

  • Health: 75
  • Mana: 170
  • Speed: 18500
  • Strength: 35

Wizards are the most powerful magic users in the game.

Wizards can only use staves or fists to attack via melee combat. Though the wizards can moderately defend themselves using their staves, the intelligent wizards rely on their magic to avoid direct combat altogether. Spells like "Force Field" and "Invisibility" allow wizards to become masters of espionage.

Wizards can place Wizard Traps which are essentially magically constructed landmines, in which a wizard can place up to 3 spells. By facing a certain direction and setting a Trap, a wizard can focus directional spells such as Fireball and Death Ray on specific areas, maximizing damage. These Traps are naturally invisible except to Warriors who use the skill Eye of the Wolf or Conjurers who cast the spell Infravision.

If he so wishes, a wizard gifted with the spell Trigger Trap may manually detonate his Traps from a distance, allowing the wizard to lock on and assassinate a target without even being in visual range.

Weapons & Armour

Weapons

While not as diverse as other games in the area of different weapons and armours, Nox still maintains an impressive variety of weapon and armour abilities.

Weapons can be grouped into several different categories, and distinguished by their statistics.

A weapon's durability is influenced by the wear it receives not just from landing hits on an opponent: accidentally hitting a stone wall will degrade the weapon over time. Trading blows with an opponent's weapon, as the Great Sword can, will take an even heavier toll on the weapon.

Perhaps more irritatingly realistic than other roleplaying games is the fact that a weapon which is brought to zero durability disintegrates. The window around the weapon will turn yellow when the weapon is moderately damaged, red when it is significantly damaged. When the weapon turns red, repairing is advisable or the weapon might fall apart during a battle. Dropping a weapon on a pool of lava is one way to swiftly reduce the weapon to ash, so it is not advised.

Weapons may have enchantments so that they may do fire, electrical, poisonous and other extra damage. Below is a list of the enchantment suffixes weapons may have. However, this list is incomplete and needs editing.

  • Fire
    • ...Of Embers (Level 1 Fire Damage)
    • ...Of Flame (Level 2 Fire Damage)
    • ...Of Fire (Level 3 Fire Damage)
    • ...Of Inferno (Level 4 Fire Damage)
  • Shock
    • ...Of Spark (Level 1 Shock Damage)
    • ...Of Zap (Level 2 Shock Damage)
    • ...Of Shock (Level 3 Shock Damage)
    • ...Of Electrocution (Level 4 Shock Damage)
    • ...and the Heart of Nox (Level 4 Shock Damage)
  • Vampirism
    • ...Of the Mosquito (Level 1 Vampirism)
    • ...and the Wierdling Beast (Level 1 Vampirism)
    • ...Of the Tick (Level 2 Vampirism)
    • ...Of the Leech (Level 3 Vampirism)
  • Stun
    • ...Of Numbness (Level 1 Stun)
    • ...Of Stunning (Level 2 Stun)
    • ...Of Immobility (Level 3 Stun)
    • ...Of Paralysis (Level 4 Stun)
  • Confuse
    • ...Of Bewilderment (Level 1 Confuse)
    • ...Of Confusion (Level 2 Confuse)
    • ...Of Dazing (Level 2 Confuse)
  • Impact
    • ...Of Collision (Level 1 Impact)
    • ...Of Force (Level 2 Impact)
  • Poison
    • ...Of the Wasp (Level 1 Poison Damage)
    • ...Of the Spider (Level 2 Poison Damage)
    • ...Of the Polyp (Level 3 Poison Damage)
    • ...Of the Scorpion (Level 4 Poison Damage)
  • Readiness
    • ...Of Readiness (Level 1 Readiness)
    • ...Of Swiftness (Level 2 Readiness)
  • Bolt Speed
    • ...Of Swift Bolt (Level 1 Bolt Speed)
    • ...Of Fast Bolt (Level 2 Bolt Speed)
    • ...Of (Level 3 Bolt Speed)
    • ...Of Charging Bolt (Level 4 Bolt Speed)
  • Mana Drain
    • ...Of (Level 1 Mana Drain)
    • ...Of Drain Mana (Level 2 Mana Drain)
    • ...Of (Level 3 Mana Drain)
    • ...Of Mana Vampire (Level 4 Mana Drain)

Swords

Swords can be either one or two handed; each sword type has its advantages and disadvantages.

Short Sword

The staple sword type of a warrior. Light and quick to attack with, this sword is best used with a shield and is well suited for assaulting a large group of weak opponents. Somewhat fragile, the Sword is a weapon best used as backup.

Long Sword

Used to great effect by the Fire Knights of Dün Mïr, the Long Sword is an ideal weapon for those who want to minimize their point range encounters and still have a shield to fall back on for defence.

Great Sword

The epitome of all swords: massive and powerful. It is astounding to those who observe that a warrior can swing a Great Sword faster than a long sword. Capable of decapitating an opponent in a single swing, this sword is truly awesome. Its wide blade even allows the warrior wielding it to deflect incoming projectiles and parry an opponent's melee attack with ease. The major flaw of the Great Sword, however, lies in its abilities. Because it is so large and takes such a beating, the Great Sword becomes chipped and bent faster than most other weapons.

Axes

One handed swords are good for attacking a ranged enemy, but they lack the one handed power that an axe can provide.

Battle Axe

This is the strongest one handed weapon in the game: capable of cleaving an opponents skull in half with one swing, it is a force to be reckoned with. Unfortunately, to use that force effectively, the handle has been made very short, reducing the user's reach to just beyond point range.

Ogre Axe

Ogre Axes are extremely fragile, breaking apart in only 50 hits. However, they are useful in combat and do moderate damage. They are two handed weapons.

Bludgeons

Bludgeons are weapons that rely on impact and concussive damage rather than cutting or piercing and come in a variety of shapes and sizes.

Mace

More comparable to a Morning Star, the Mace is a short handled club, with a coconut sized ball covered in spikes at the tip. Because of its large mass, the Mace attacks only slightly faster than the long sword, but deals more damage.

Warhammer

This is the ultimate melee weapon in the game, capable of crushing armoured or armourless conjurers and wizards to death in a single blow with ease. Its massive piledriver headpiece is at the end of a medium length pole. So massive is the War Hammer that the player's screen shakes whenever contact is made with a surface. Few enemies in the game can survive one hit, let alone two by this gargantuan device. Its headpiece is so wide a warrior can kill multiple grouped enemies with a single blow. Its main disadvantage is that after swinging, a warrior is left without stamina for a second or two, preventing him from equipping his shield, giving an enemy ample opportunity to attack. Warhammers get damaged very easily and require constant repair. Otherwise, they will disintegrate.

Staves

Standard Staves are capable of being used by any class.

Specialized variants have magical abilities on them which take the form of "Charges". These charges are generally used up every time the player attacks. Magical staves can be recharged by either repairing the weapon or acquiring a weapon with the "of recharge" or "of replenishment" suffix.

All staves are capable of blocking melee attacks, and once a magic staff has run out of charges, it behaves like a normal staff.

Warriors can only wield a standard Staff. Unless stated, assume that the staves below can be used by wizards or conjurers.

Flimsy/Sturdy/Mighty Staff

A hard wooden staff, the first weapon conjurers and wizards begin with on solo mode. While not overly durable or capable of causing much damage, it still beats using your fists.

Sulphurous Flare Staff
  • 200 Charges

This staff permits the user to launch a single flare of light in any direction he faces. These flares bounce off of walls until they hit a target or burn out. While not as powerful as its larger cousin, the Fireball Staff, the Sulphurous Flare staff is excellent for finishing off an enemy.

Sulphurous Shower Staff
  • This is a wizard only weapon
  • 100 Charges

Similar in effect to the normal Flare Staff, this staff releases three flares each time it fires.

Fireball Staff
  • 20 Charges

This weapon emits a single ball of flame to engulf your enemies.

Triple Fireball Staff
  • This is a wizard only weapon
  • 10 Charges

This three pronged variant of the Fireball Staff projects a triple threat of fireballs. This staff is not recommended against a single enemy as the three fireballs fly at a 45 degree angle from each other.

Lightning Staff
  • This is a wizard only weapon
  • 60 Charges

The Lightning Staff, when triggered with an enemy within range, will create a level 3 Lightning stream, constantly arcing between up to 3 opponents.

Wand Of Death
  • Only Solo Quest allows the Wizard to wield this weapon. This is a multiplayer weapon as well, since update 1.1.
  • 5 Charges

This staff fires the spell Death Ray at the target point, generally killing most enemies in a single shot.

Force Of Nature Staff
  • This is a Conjurer only weapon

Perhaps to compensate for the amount of staves the wizard alone can use, or the massive cost of the spell it emits, this conjurer weapon is the most devastating linear extermination weapon in the game.

It emits a ball of ghastly green light that slays all who it touches. Killing oneself when using this weapon is more of a threat than all the other staves combined, since the Force Of Nature ball reflects off of solid walls and travels for quite a distance before disappearing.

Thrown

Thrown weapons allow a warrior to stay completely out of an enemies melee range, but are generally weaker than a Sword.

Shuriken

An exotic one-handed weapon, likely imported from Japan, the Shuriken is a four bladed throwing disk. Their small size permits a warrior to throw a massive barrage in a short time. Unfortunately, once they have been loosed, they cannot be recovered.

Chakram

Another exotic one handed weapon, the Chakram is a fierce fire and forget projectile. Perhaps it is by magic enchantments, or the sheer skill of the user, that the Chakram will almost relentlessly keep rebounding off of walls and enemies' heads, searching for a new target. The Chakram's 3 blades dice monsters from a distance. After a short time, the Chakram will attempt to return to its user's hands. Unfortunately the Chakram can, and often will, become trapped within inaccessible areas, where it runs out of energy and falls to the ground. Even more irritating is when the Chakram falls on a pool of lava, the only way it can be destroyed, and the player has to retrieve it. A Chakram only returns to the warrior if he has at least one hand free (so you can switch to a sword and hack at oppponents while waiting).

Launched

A Conjurers standard armament, projectile launchers can be rapid-fire and weak or powerful and slow.

Bow

A simple launching device, it shoots arrows at long range; due to its weak impact strength, it is very ammunition inefficient.

Crossbow

The sniper's ultimate weapon. The crossbow uses the same arrows as the bow for ammunition, but projects them at very high velocity and power. Crossbow arrows can pierce multiple enemies and are nearly impossible to avoid. The Crossbow's major drawback is its long reloading time. Once he begins reloading, the Conjurer must finish the job, making him an ideal target for other snipers. Although, the multiplayer elite have found that if you execute any of the three "actions" in the game (taunting, pointing, laughing,) while you are reloading the crossbow, you can keep moving even though the game still thinks you're reloading and prevents you from shooting until the reloading time would normally end.

The Staff Of Oblivion

The Staff Of Oblivion is composed of three pieces native to Nox, and the Orb, which was sent to another place and time by the ArchWizard Horvath. Jandor himself held this Mighty Staff in his hand.

The Staff of Oblivion gives its wielder almost unlimited power. When activated, the Staff fires a cyan beam of pure energy, disintegrating all it is fired upon. The Staff has a maximum charge of 250 Mana Points, and can be recharged by placing it near Mana Crystals. The Staff can do up to 250 damage on a full charge, or 1 damage per point.

The Halberd Of Horrendous

An indestructible weapon which by itself is very sharp and capable of being wielded by all three classes. It is the first piece to the Staff Of Oblivion, and Horrendous, Master of the Fire Knights, wields it.

The Heart Of Nox

The Heart Of Nox is the secondary means by which the staff is empowered. It imbues the staff with the ability to electrocute its target, and is the second piece of the Staff Of Oblivion.

The Wierdling Beast

The Wierdling Beast is a creature of the strangest proportions. The Heart of Nox is required so it will provide the energy needed for the Wierdling Beast. After this 3 part piece has been completed, the somewhat satiated Beast will suck life from the user's victims on every sweep of the blade.

Normally the Beast feeds from the Xon Pools in the Temple of Ix. The Xon Pools hardly satisfy the beast's urge for energy.

The Wierdling Beast destroys any metal that touches it, except for the Halberd of Horrendous, which is why no weapon save the Halberd may carry it.

The Orb

The Orb is the one piece of the Staff that Hecubah has. Within the orb resides the remaining souls of the Necromancers that Hecubah has not yet revived. This final component is all that stands between the very powerful Halberd and the unfathomable might of the Staff of Oblivion, the key to defeating Hecubah and restoring peace to The Land of Nox.

Armour

Enchantments

Armour may have enchantments on them for protection against certain types of attacks. Below is a list of enchantment suffixes for armour. However, this list is incomplete and needs editing.

  • Protection from Fire
    • ...Of the Dragon's Scale (Level 1 Fire Protection)
    • ...Of the Dragon's Claw (Level 2 Fire Protection)
    • ...Of the Dragon's Hide (Level 3 Fire Protection)
    • ...Of the Dragon's Heart (Level 4 Fire Protection)
  • Protection from Shock
    • ...Of Anti Spark (Level 1 Shock Protection)
    • ...Of Anti Zap (Level 2 Shock Protection)
    • ...Of Anti Shock (Level 3 Shock Protection)
    • ...Of Anti Lightning (Level 4 Shock Protection)
  • Protection from Poison
    • ...Of the Wasp's Bane (Level 1 Poison Protection)
    • ...Of the Spider's Bane (Level 2 Poison Protection)
    • ...Of the Polyp's Bane (Level 3 Poison Protection)
    • ...Of the Scorpion's Bane (Level 4 Poison Proection)
  • Regeneration
    • ...Of Cure Wounds (Level 1 Regeneration)
    • ...Of Healing (Level 2 Regeneration)
    • ...Of Greater Healing (Level 3 Regeneration)
    • ...Of Regeneration (Level 4 Regeneration)
  • Haste
    • ...Of Haste (Level 1 Haste)
    • ...Of Running (Level 2 Haste)
    • ...Of Leaping (Level 3 Haste)
    • ...Of the Wind (Level 4 Haste)

Others:

  • ...Of the Stars (Light)

Types of Armour

  • Leather Tunics
    • Flimsy Leather Tunic
    • Sturdy Leather Tunic
    • Mighty Leather Tunic
    • Grand Leather Tunic
    • Titan Leather Tunic
    • Divine Leather Tunic
  • Breastplates
    • Flimsy Breastplate
    • Sturdy Breastplate
    • Flimsy/Sturdy/Mighty/Grand Silver Breastplate
    • Flimsy/Sturdy/Mighty/Grand Iron Breastplate
    • Flimsy/Sturdy/Mighty/Grand Steel Breastplate
    • Flimsy/Sturdy/Mighty/Grand Bronze Breastplate
    • Mighty/Grand Gold Breastplate
    • Divine Titanium Breastplate
  • Armbands
    • Flimsy Leather Armbands
    • Sturdy Leather Armbands
    • Mighty Leather Armbands
    • Grand Leather Armbands
    • Titan Leather Armbands
  • Leather Helmets
    • Flimsy Leather Helmet
    • Sturdy Leather Helmet
    • Mighty Leather Helmet
    • Grand Leather Helmet
    • Titan Leather Helmet
  • Plate Helmets
    • Plate Helmet
    • Flimsy Plate Helmet
    • Bronze Plate Helmet
  • Knight's Helmet
    • Divine Diamond Knight Helmet
  • Plate Arms
    • Flimsy Plate Arms
    • Sturdy Plate Arms
    • Flimsy/Sturdy Bronze Plate Arms
    • Flimsy/Sturdy Silver Plate Arms
    • Flimsy/Sturdy Steel Plate Arms
    • Flimsy/Sturdy Iron Plate Arms
    • Grand Titanium Plate Arms
  • Leather Leggings
    • Flimsy Leather Leggings
    • Sturdy Leather Leggings
    • Mighty Leather Leggings
    • Grand Leather Leggings
    • Titan Leather Leggings
  • Plate Leggings
    • Flimsy Plate Leggings
    • Sturdy Plate Leggings
    • Flimsy/Sturdy Bronze Plate Leggings
    • Flimsy/Sturdy Silver Plate Leggings
    • Flimsy/Sturdy Steel Plate Leggings
    • Flimsy/Sturdy Iron Plate Leggings
    • Grand Titanium Plate Leggings
  • Leather Boots
    • Flimsy Leather Boots
    • Sturdy Leather Boots
    • Mighty Leather Boots
    • Grand Leather Boots
    • Titan Leather Boots
    • Divine Leather Boots
  • Plate Boots
    • Flimsy Plate Boots
    • Sturdy Plate Boots
    • Flimsy/Sturdy Iron Plate Boots
    • Flimsy/Sturdy Bronze Plate Boots
    • Mighty Silver Plate Boots
  • Cloak
    • Flimsy Cloak
    • Sturdy Cloak
    • Mighty Cloak
    • Grand Cloak
    • Titan Cloak
    • Divine Cloak
  • Shields
    • Round Shields
      • Iron Round Shield
      • Bronze Round Shield
    • Kite Shields
      • Steel Kite Shield
      • Bronze Kite Shield
      • Iron Kite Shield
      • Grand Gold Kite Shield
  • Robes
    • Flimsy Robes
    • Sturdy Robes
    • Mighty Robes
    • Grand Robes
  • Wizard Helmets
    • Flimsy Wizard Helmet
    • Sturdy Wizard Helmet
    • Mighty Wizard Helmet
    • Grand Wizard Helmet

Prefixes

Armour may have prefixes attached to them to show how powerful they are. Below is the list of prefixes from weakest to strongest.

  • (None)
  • Flimsy
  • Sturdy
  • Mighty
  • Grand
  • Titan
  • Divine

Materials

Nox Armours are made out of many different types of materials. Below is a list of them from weakest to strongest. The material's durability is also highly dependent on its strength. However, this does not apply to inner clothing, which includes the clothes Jack brought with him to Nox or medieval shirts and pants, which are indestructible.

  • Fabric
  • Leather
  • Iron
  • Bronze
  • Steel
  • Silver
  • Gold
  • Titanium
  • Diamond

Spells & Skills

Wizard Spells

Anchor

Prevents target from using teleporting.

Channel Life

Changes Health to Mana.

Confuse

Target moves about with very little control.

Death Ray

Deals massive damage at target, capable of killing most monsters in one blow.

Detonate Seen Traps

Sets off the caster's traps that have been seen.

Dispel Undead

Deals massive damage to Undead beings within a certain radius. This spell can destroy most Undead beings in one hit. It can do up to 250 damage to one Undead being.

Drain Mana

Transfers Mana from the nearest sources to the caster.

Earthquake

Shakes the ground and deals damage to non flying monsters. This spell shakes the screen when used.

Energy Bolt

Fires a yellow bolt of energy similar in shape to the spell Lightning. However, this spell can only be used on one monster at a time and the player must be stationary and facing the desired target. The Bolt is continuously projected until the target is dead or Mana is depleted.

Fear

Injects fear into the brains of the enemy, driving them away for a short period of time.

Fireball

A ball of pure Fire is thrown at the enemy, dealing massive damage and burning the target to ashes.

Force Field

Projects a sphere of magical energy around the player, removing a significant portion of damage. Force Field also ensures that no single blow can kill the being that has the Force Field. Force Field will leave the caster with 1 hitpoint if a spell doing enough damage to kill him or her in one hit without Force Field is cast upon the caster.

Fumble

The target drops the weapon it is wielding, including the shield. This does not work on quest items, such as the Staff of Oblivion.

Haste

Allows target to run like the wind. This does not completely cancel out Slow, however, and the player will run just below normal speed.

Invisibility

A cloud of smoke is conjured around the target and renders it invisible except to Infravision and Eye of the Wolf. Note, however, that an invisible player is slightly visible to other players when moving.

Invulnerability

Renders the target invulnerable to all attacks for a short period of time.

Lightning

A bolt of pure electrical energy is fired towards the target and keeps damaging until the target is killed or Mana is depleted. Higher levels of Lightning may shock up to 3 enemies. This spell is one of the most damaging spells in Nox if applied for a long time.

Lock

Locks the nearest door or gate and renders it unopenable for a while to all but you.

Mark Location

Marks a spot to teleport to later; up to 4 may be conjured.

Missiles Of Magic

Missiles of yellow Magical Energy home in on nearby enemies.

Obliteration

The target is immobilized and a white star shape of pure energy appears out of nowhere and shrinks and intensifies towards its centre, exploding upon impact and throwing out invisible shock waves in all directions. All areas around the white star are covered in tiny dots of purple light. This spell can kill almost anything in one hit. Obliteration can do up to 248 damage and is an extremely good spell for traps. This is the most damaging spell in Nox, except if Dispel Undead is cast upon an Undead being. One drawback is that it has an enormous Mana consumption and can also kill the caster.

Pull

Pulls all movable objects towards the caster.

Push

Pushes all movable objects away from the caster.

Reflective Shield

A blue shield appears in front of the caster and can reflect any beam of missile back towards the caster. The caster of the Shield must not move or attack or the Shield will disappear.

Ring Of Fire

A ring of Fire expands out from the caster, damaging all those around him or her.

Run

Forces the target into anstoppable run for a short time, but the direction of the run can be controlled.

Shock

A tiny blue sphere is generated in front of the caster and massive damage is inflicted onto those that touch him or her.

Swap Location

Changes places with the target.

Telekinesis

Mouse pointer can move objects around.

Teleport to Marker

Teleport to a Marker.

Teleport To Target

Teleports caster to position of mouse pointer.

Trigger Trap

Sets off the nearest trap from the caster.

Wall

Erects a strong blue wall of magical energy at the mouse pointer. The Wall is very hard to destroy.

Conjurer Spells

Charm Creature

Puts the targeted monster under the caster's control. This will only work if the caster has the Beast Scroll of that monster.

Cure Poison

Cures the target of all poisons.

Fist Of Vengeance

A giant stone fist appears from the sky and crushes almost anything under it.

Force Of Nature

A ghastly green sphere of magical energy which represents Nature's true might is fired and can kill almost anything in its path. The sphere bounces off any solid object and disintegrates after a short period of time. This spell is one of the most powerful spells in the game and its power can be seen in the Temple of Ix, where it is shown to kill a Grizzly Bear in one hit, doing 200 damage.

Greater Heal

Heals a significant portion of the target's health in exchange for the caster's Mana.

Infravision

Allows the caster to see any concealed or invisible objects or living things.

Meteor

Summons a meteor at the mouse pointer and significantly damages anything in a small radius from the impact area. This spell can burn Zombies but can still damage Ember Demons.

Pixie Swarm

Summons two tiny pixies which circle the caster. When there is an enemy nearby, they fly towards the enemy and act like darts, damaging the enemy.

Poison

Inflicts poison on the target.

Stun

Immobilizes the target.

Toxic Cloud

Conjures a cloud of toxic gas at the mouse pointer that poisons all who pass through it.

Vampirism

Channels health from the target towards the caster. The amount of health siphoned is related to the amount of damage done.

Wizard & Conjurer Spells

Blink

Teleports the caster to a safe place.

Burn

A small flame appears at the mouse pointer, useful for burning zombie corpses.

Counterspell

All nearby spells are cancelled or neutralized. Creatures in the process of being summoned are immediately banished

Inversion

Spells aimed at the caster turn around and go back to the being who cast them.

Lesser Heal

Heals a portion of the target's health in exchange for the caster's Mana.

Light

An aura of light appears around the target.

Moonglow

An aura of light surrounds the mouse pointer.

Protect From Fire

Renders the target nearly impervious to Fire attacks.

Protect From Poison

Renders the target nearly impervious to poisonous attacks.

Protect From Shock

Renders the target nearly impervious to electrical attacks.

Slow

Slows the target down significantly.

Tag

Target appears on the minimap.

Warrior Skills

Berserker Charge

The Warrior goes into an uncontrollable headlong run that rams into the target with gargantuan force. This run is not fast enough to avoid dentonating traps or opening holes but it is fast enough to avoid the spells in the trap or dropping through the holes. Slamming into a wall will damage the Warrior and briefly stun him. Slamming into containers will have the same effect but the container will break.

War Cry

Neutralizes all spells near the Warrior and stuns almost any nearby enemy.

Tread Lightly

Allows the Warrior to walk softly with alerting anyone of his presence. This skill can also be useful in avoiding Wizard Traps. However, unopened holes in the ground or "Fist of Vengeance" Traps in the Field of Valor will still be opened or triggered.

Eye Of The Wolf

Allows the Warrior to see all that is invisible around him for a short period of time.

Harpoon

Shoots a harpoon towards the target and draws it towards the Warrior. The harpoon deals 1 damage.

Spell Upgrades

Spells can be upgraded to increase their power. There are 3 levels of upgrade. This only applies to Wizards and Conjurers.

Gameplay

Three modes of gameplay were available: Solo, Multiplayer, and Solo Quest.

Solo

Solo is a multichapter, single player quest in which the player chooses a character class and proceeds through the game following a specific story variant based on the selected class.

Each of the classes paths intertwine along the way so the player can see how the areas change over time.

Warriors

Warriors start in the subterranean fortress of Dün Mir. After proving that they are worthy of his talent, Warriors are then apprenticed by the Warlord, Horrendous. Fully fledged Warriors are called Fire Knights.

The player starts just outside Dün Mir and has to pass through the Gauntlet inside the fortress to gain glory and Horrendous's trust.

Conjurers

Conjurers begin their mission outside the Village of Ix.

The player starts in a tiny forest clearing near a small cave opening leading to the Village of Ix.

Wizards

Wizards begin their journey in Castle Galava and are instructed by the ArchWizard Horvath.

The player starts near a beach near Horvath's Apprentice's house.

Multiplay

Nox did not enjoy the level of sales or success of Diablo, and was extremely limited in its multiplayer capability because Westwood didn't advertise very well. Furthermore, multiplayer functionality was limited to Westwood's own servers, which were not as extensive as Blizzard's Diablo servers and lagged constantly.

Eventually, major server exploits and hacks, as well as the ineptitude of Westwood to run the game, led to the diminishing of online play. A handful of nox players from both forum communities still play the game online, however.

Solo Quest*

(More on this subject later)

  • Note that Solo Quest did not come with the game by default; it was installed by a patch from EA Games, the company that bought out Westwood.

Characters

During the Solo mode you will encounter many different characters in your quest.

The Airship Captain

The watcher over the world, the airship captain is known by many but few can say they know him well. Drifting from one area of Nox to another, he keeps a watchful eye on Nox. He is revealed to be the Legendary Jandor. Jandor was the hero in the Necromancer Wars, where he slew hundreds of Necromancers and trapped their souls into the Orb. The Necromancer Wars were responsible for the many beings buried in the Field of Valor.

The Warlord Horrendous

Master of the Fire Knights of the Fortress on Dün Mir, the Warlord Horrendous trains Warriors. Irritated by inevitable comparisons to Jandor, Horrendous has spent a lifetime trying to prove himself superior to every man he meets. His weapon is one of the pieces of the Legendary Staff of Oblivion: The Halberd of Horrendous. He was killed by Hecubah with just one Death Ray when he challenged her to a duel. However, the player has to kill him if he or she is playing as a Wizard.

Aldwyn the Conjurer

The Master Conjurer in all of Nox and former hero of the Necromancer's War, Aldwyn lives in a small cottage east of the Village of Ix. Semi reclusive, he occupies his time researching how new beasts can be charmed and summoned. He aids the High Priests in the Temple of Ix in watching over one of the components of the Legendary Staff of Oblivion: The Weirdling Beast.

Horvath the Arch-Wizard

Long ago, Horvath was one of the principal architects of the Staff of Oblivion, an artifact used by Jandor to put an end to the Necromancer's Armies. Horvath lives in Castle Galava, training apprentices and tending to various affairs of concern to the community of Wizards who live there. He watches over a piece of the Legendary Staff of Oblivion: The Heart of Nox.

Horvath is killed by Hecubah after the player adds the Heart of Nox to the Halberd of Horrendous if playing as a Conjurer or Wizard. Although he is the ArchWizard of Galava, his Lightning spells have no effect on the Queen of Necromancers, Hecubah. Hecubah killed him with three Death Rays and Horvath's body disappeared, his robe dropping to the floor and casting Dispel Undead, but to no avail as Hecubah was not an Undead. Surprisingly, Horvath has only 200 hitpoints, the same as a Grizzly Bear.

Hecubah

Hecubah is the Queen of Necromancers. She has incredible powers and demonstrates it by killing the ArchWizard of Galava, Horvath. Hecubah opened a portal to mordern times and stole the Orb, the final piece of the Legendary Staff of Oblivion, from Jack, the main character.

Hecubah plotted to release the Necromancer souls from the Orb when the Legendary Jandor killed them. She sends her armies of Undead and Ogres to terrify the People of The Land of Nox.

The sorceress' fate depends on what path the player chose to take in the game. The Warrior simply kills her at the spot, the Conjurer turns her servants, Ogres, against her and has her executed by them, while the Wizard, in an cliffhanger-like twist ending, somehow purifies her soul, turning Hecubah to an innocent young girl who apparently doesn't remember any of her past.

Jack

Jack is the main character of the game. Married to his wife, Tina, he was watching television in his living room when a portal opened up, sucking him, a mantelpiece decoration, and the television into The Land of Nox. The decoration turned out to be the Orb, the final piece of the Legendary Staff of Oblivion. He and his television were thrown onto the Airship of the Airship Captain, where his journey to save The Land of Nox begins.

Just as Hecubah's, Jack's fate depends on the path the player choses him to take. As a Warrior, he defeats the Necromancer Queen and is immediately brought back to his trailer via a magic portal. As a Conjurer, he additionally manages to capture the remaining Necromancers' souls (including Hecubah's) and it is suggested that he stays in the Land of Nox as its Guardian, just like Airship Captain Jandor before him. And as a Wizard, he purifies her soul of the Necromancers' corruption and makes her forget her old evil ways. It is probably suggested that he stays in the Land of Nox starting a whole new life there - with the reborn Hecubah.

It should be noted, that upon completing one of the three storylines, the Airship Captain's voice is heard during the credits advising to play a more difficult scenario, the Wizard's one being the last and, possibly, the most revealing one.

Monsters

These are the monsters in Nox. Those that are in Italics cannot be summoned, while the others can be.

  • Bandit, Archer
  • Bandit, Warrior
  • Bat
  • Bear, Black
  • Bear, Grizzly
  • Beholder
  • Carnivorous Plants
  • Cave Spider
  • Cave Spider, Small
  • Dryad
  • Ember Demon
  • Gargoyle
  • Ghost
  • Giant Leech
  • Golem, Mechanical
  • Golem, Stone
  • Imp
  • Kylearen
  • Mechanical Flyer
  • Mimic
  • Necromancer
  • Ogre
  • Ogre Lord
  • Ogress
  • Scorpion
  • Shade
  • Skeleton
  • Skeleton Lord
  • Spider
  • Spider, Small
  • Spider, Spitting
  • Troll
  • Urchin
  • Urchin Shaman
  • Will O' Wisp
  • Wolf
  • Wolf, Black
  • Wolf, White
  • Zombie
  • Zombie, Vile

Trivia

In one of the laboratories in Castle Galava, players will come across Tesla Coils, which greatly resemble the Soviet Tesla Coils from the Command & Conquer: Red Alert series that is also made by Westwood Studios.

External links

zh:NOX