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Hello! I've been stuck for some time in the ruins which are located next to Rybon (The ones where you are supposed to get a piece of the map who was stolen by some mage).

The thing is that you seem to be supposed to use the bag you get after defeating the orcs in the first level of the dungeon to reveal the entrance to the second level. I used this bag on the streets of Thorwal (By accident btw), some text appeared about some ashes flying away and now the door is not revealed and the bag is no longer in my inventory. I've been searching but I can't find a solution, can anyone help me?

Thanks!
This question / problem has been solved by Charon121image
If all else fails, you can cheat the magic bag into your inventory again. That's what I did with the Hetman's letter of introduction, which I'd lost accidentally. Here's the link that helped me:

http://dlh.net/cheats_3915e.html

The hex value for the bag of magic dust is DD. I used the HxD hex editor, and the instructions are provided in the link. If you need a more detailed explanation on how to use it, just ask. Or I can do it for you if you attach the savegame here.
Post edited May 17, 2013 by Charon121
If your mage knows the spell with which you can look through walls and the teleport spell, you can get through the wall.
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19Uhr30: If your mage knows the spell with which you can look through walls and the teleport spell, you can get through the wall.
I wonder if some of the Clairvoyance spells could do the trick as well. I still don't know what 80% of the spells actually do, as the explanations are either too vague or non-existent.
Thanks for the quick reply guys!

I didn't know the spells so in the end I used the editor and now I have the bag back in my inventory (It took me some time to get oriented with all those hexadecimal values but I managed :D)

Thanks again!
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19Uhr30: If your mage knows the spell with which you can look through walls and the teleport spell, you can get through the wall.
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Charon121: I wonder if some of the Clairvoyance spells could do the trick as well. I still don't know what 80% of the spells actually do, as the explanations are either too vague or non-existent.
The first one is a Claurvoyance spell. The second one is a Movement spell. Unfortunately I do not know the english spell names. But Teleportation is the best comfort spell in RoA1. I would not want to play it without...
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19Uhr30: The first one is a Claurvoyance spell. The second one is a Movement spell. Unfortunately I do not know the english spell names. But Teleportation is the best comfort spell in RoA1. I would not want to play it without...
Is it "transversalis"? How do you develop it? It starts at around -15, and I finished RoA1 at level 6. With only one (or two?) possible increases per level, plus a large possibility to fail the increase three time in a row, I couldn't even get it close to 0.
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19Uhr30: The first one is a Claurvoyance spell. The second one is a Movement spell. Unfortunately I do not know the english spell names. But Teleportation is the best comfort spell in RoA1. I would not want to play it without...
avatar
Charon121: Is it "transversalis"? How do you develop it? It starts at around -15, and I finished RoA1 at level 6. With only one (or two?) possible increases per level, plus a large possibility to fail the increase three time in a row, I couldn't even get it close to 0.
Yes. That's it. If they do not try to translate made up spell names in general: The "german" name of the "x-ray spell" is "penetrizzel".

You are wrong about the rest though. At least if we talk about a mage. Mages start at -10 in transversalis and can raise it by 2 points per level. Up to skill level of 2 raising is always successful. If you reach -5, you can cast the spell (although it will often fail). So you only have to reach level 3.
I prefer to specialize my mage in Movement spells. That ways he will start at -8 and can raise it by 3 points per level. He is able to cast it at level 1.

Druids, Witches and Elves can only raise it once per level and start at lower values. But they are only secondary spellcasters anyway. Every party should have a mage. (Of course not every party has to have a mage, but if think about efficiency it's a must-have.)
Post edited May 17, 2013 by 19Uhr30