Neverend pc game installing




















Despite its decent character models and combat system, there are plenty of other RPGs far more worthy of your time. Browse games Game Portals. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher. Locate the executable file in your local folder and begin the launcher to install your desired game.

The European version has a 1. So you will have to install 1. North America Distributor or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site. You may not charge for, or in any way profit from this FAQ.

Introduction II. General Game play II. Character Concept Strategies IV. Leveling Guide V. Walkthrough Summaries VI. Chapter 1: Betrayed 2. Chapter 2: Tracks Leading North 2. Chapter 3: The Swamp 4. Chapter 4: Uthragon 5. Chapter 5: Dungeon 6.

Chapter 6: Fellowship of the Dawners 7. Weapon Attacks B. Weapons C. Armor D. Spells and Runes : Quick Reference E. Spells : Details F. Bugs and Tricks G. It was converted from French to English for release in North America and hit store shelves in roughly Dec of A brief History of the Land Several centuries ago, a evil dark mage named Enakhaan rose in power and sought to conquer the lands of NeverEnd.

The northern city of Uthragon petitioned to the neighboring areas to join forces and fight back. Under the leadership of a powerful wizard named Sarathaan, Enakhaan was defeated. Following the war, Sarathaan left, leaving Uthragon under the leadership of Hagar, a dwarf who commanded Uthragon's elite warriors during the war. Eventually Hagar's lineage ended and Uthrgaon was left without a ruler. During this time, the neighboring city of Mildrew and Grenegar seceded from the northern union.

Sarathaan recently returned to the throne to help restore order to the kingdom. During the war, not everyone helped Uthragon. Many creatures, including the Faeries As a result, the humans came to resent them. Today, Faeries and other human- like creatures are tolerated, but are treated as second class citizens. About Agavaen In NeverEnd, you play the role of Agavaen, a winged faerie. Well former winged faerie. Her past is left rather vague, but the game gives you enough pieces to deduce that at some point in her past she hung out with the wrong crowd.

Agavaen's "crowd" was banished from Faerie society. It is possible that the loss of Agavaen's wings were part of her specific sentence, but it is never made clear. It would also seem that banishing bad Faeries to the land of humans is a common punishment in Faerie society. There are enough of them roaming the land that humans have a special name for them: "Auren". NeverEnd has many, not so nice Faeries running around Because Agavaen lacks wings, she looks a lot more human and is therefore generally accepted.

In fact many will fail to even notice that she is Auren. Occasionally the pointy ears give it away. Being a Faerie is akin to being an Elf.

Pointy ears, never age and a natural affinity with magic that most humans do not possess. It would appear that in her travels, Agavaen joined a group of thieves.

And that is where our game begins. It is one of the reasons I felt compelled to make this FAQ. The only part of the game that had decent documentation was the in game user screens inventory, player stats. These are not covered here. Starting the game If you try to start the game without a refresh set, the computer will ding and nothing will happen. Fix the sound The "default" Music Volume setting is so loud that at times you can't hear the conversations.

Go into the Sound options and decrease the Music volume to just 1 above 0. I also recommend increasing the Sound and Speech volumes to maximum and finally adjust your speakers.

This makes the background a nice quiet ambience that doesn't detract from the game. Save a Lot: The most important strategy in the game: Save often!

Use F6. F6 quick saves in a new slot so that you have a trail. The most important time to save is anytime you enter Map Mode. Area Mode: You start the game off in Area Mode. Area Mode places a 3D model of Agavaen on a large 2D image. It is used for the majority of the game: exploring cities, camps, and major locations.

The pre-rendered scenes are very hi detail. This approach allows the game to "feel" like a modern title, while still running on older machines. Area Mode does not support a mouse. The player must move Agavaen around the screen using direction keys, however the game does allow you to customize the direction keys when it starts.

When Agavaen approaches something of interest, an icon will appear above her head indicating that you can hit the Action button to do something.

The icon may be one of several icons, but you can not change the icon. The icon simply acts as feedback. As Agavaen walks around, sometimes the background image will shift, but normally it remains in place and waits for Agavaen to approach one of its edges.

There are some dead-end Areas where approaching the edge does nothing, but MOST edges will teleport you to another image or area. Time spent in Area mode reflects real time. As such, very rarely will you be attacked by surprise. The authors did not want to discourage players from walking around and exploring Areas. Last but not least, in Area Mode you must find an inn to rest.

In this mode, you view Agavaen from a top down perspective. As a result, the model of Agavaen, the Trees and any creatures that you see standing around in Map Mode are about 5 times larger than their counterparts on the ground Just think of Agavaen as Godzilla walking around on a miniature set.

Time in map mode is also not to scale. A minute moving around the map is about 6 hours of game time. Like Area Mode, when Agavaen approaches something of interest, an icon will appear above her head indicating that you can hit the Action button to do something. The most important aspect of Map mode is the fact that you can be attacked at random. See the Combat section below for more details. The exact amount of time between attacks varies randomly, but I don't believe I ever sustained movement for more than 60 seconds without getting attacked.

BTW, running in place is not movement. So when you get stuck on a rock or bush, it doesn't count against you. There are also non-random or fixed encounters in Map mode. These are marked by the model of a creature standing on the Map.

You can chose when and if you want to engage in these. Again, the model is just a symbol, but at least you know what creature you will be doing battle with if you approach. Again, see the Combat section below for more information about Encounters. You can not switch to Map Mode at will. If you are in a city, you must find the city Exit. If you are in Map Mode and approach a miniature city, the game will switch you over to Area Mode for detailed exploration.

Combat Mode Combat Mode is 3D, and views the action from a 45 degree angle. You cant control the camera, but it does a good job of changing on its own from time to time.

The angle exposes a horizon, which is a pre-rendered image. Unlike the other Modes, Combat is the only Display Mode that supports mouse. That said; see the Combat section below for what the mouse is used for.

These Generate 1 to 4 enemies that are leveled to your character. I highly recommend reading the Leveling Guide for a more detailed discussion and a few tips. They include a fixed number of creatures with a fixed level. These encounters may pit you against an enemy that is more powerful than you Most of these Fixed encounters are optional. Some are markers for quests. Issuing commands: Combat in NeverEnd is turn based.

A bright blue circle will appear under your character or your companion when it is their turn. There is a group of icons in the bottom left corner which you can use if you wish, however I don't recommend it.

A much easier strategy is to simply use the mouse. Click on the Enemy you want your character to target. Left click will provide a list of physical attack options for fighters , right click will provide a list of available spells for magic users.

The first number is the damage rating. This tells you the maximum damage that the attack can produce on the target. The second number is the preparation rating. This tells you how many "steps" it takes to prepare and execute the attack. You will find that large weapons have higher preparation ratings than small weapons. The preparation rating never changes for a given physical attack, However weapon skill and agility affect how quickly Agavaen can perform physical "steps" with the chosen weapon.

Spells List preparation rating. Hover over a spell and look at its description to see how much damage it can do. Unlike physical attacks, spell preparation ratings will decrease as your intelligence increases. At the bottom of the Magic Menu are 3 small squares. When you hover the mouse over these squares, the menu will change between offensive, defensive and support spells. There are separate skill ratings for each Spell Type.

Intelligence and spell-type skill also govern how much damage the spells do. See "Attributes" below. Notes: The game does little filtering within your menus. Choosing your attack: You know upfront how many hit points your enemies have. When possible, you generally want to pick an attack that may kill your target enemy within the next round.

In other words, when your target is down on HP say 5 HPs left , you don't want to waste time executing high preparation attack to finish them off. And don't forget about small weapons. I would often swap to a small weapon to execute a quick finishing move. Other creatures like humans wear armor that provide defense. In general, overcoming a creature's defense is a matter of subtraction.

If the enemy has a defense bonus of , then you need to use an attack That can produce over HPs of damage to hit the enemy. Otherwise, you will "miss". Even if you use an attack that produces HPs of damage, you will only do 20 HPs of damage. There are several ways to overcome Defense Bonuses. Magic attacks ignore defense bonus all together. Some weapons attacks all attacks with axes have "disruption", which means a percentage of damage done by the weapon ignores the targets defense bonus.

Finally, there is the "weaken" spell, which lowers the creatures agility, thereby lowering their defense bonus. However the catch with the weaken spell is that their agility is transferred to endurance, so they actually gain HPs. Now you can hit them, but you have to do more damage. Using Potions Using a potion is as simple as accessing your inventory on your turn and clicking a potion.

Agavaen will have a red and a blue circle under her indicating that she is the target of her own action. You must hit the "Action" key to continue the round. Companions are the same, however the red "target" circle will appear under Agavaen by default, so you must be sure to use the mouse and hover over the companion before hitting the Action key, else Agavaen will drink the potion. While casting a spell or using a potion, equip the staff to increase your defense.

Staffs that provide additional magic resistance or agility bonuses are the best. Death: The "Arise" spell can resurrect a companion during combat. However, if combat ends and the companion is still dead, then death becomes permanent. You wont gain access to "Arise" or the required runes to learn the spell until you are well into the game. So save often, especially when wondering around in Map Mode. Agavaen can cast arise on companions but not vice versa.

Even Merchant inventories are mostly randomized. Spell Recipes are not part of the Random Loot Generation system. I'm not certain if this was intentional or if it is a bug. Point is, spell recipes can only be gained by purchasing them in stores, finding them in fixed locations Map and Area Mode Containers or by completing quests that award a specific recipe as part of the loot. The upside of this is that I can tell you in this walkthrough were every single spell recipe can be found or purchased.

Just search this walkthrough for the name of the spell see Appendix for a list of spells. Money There are "optional" money makers in each city. Typically gambling based number games which can yield small amounts of profit. They are basically the only way to earn money without fighting or cheating.

See leveling guide for why that is important. Cheating When a game is as buggy as this one, it is really hard not to cheat. Conveniently, most cities have at least 1 place where you can get all the infinite money you want.

You may want to "delay" installing the patch if you are Interested in free money. You are limited only by your access to runes which replenish in merchant inventories throughout the game.

Scroll Types There are 2 types of Scrolls. When you rest, you lose all temporary spells. The other type of Scroll is "Spell Recipe". When you activate a spell recipe, you scribe the spell recipe into your spell book. Q: Great So how do I increase the number of times I can cast it. A: The spell recipe lists a sequence of runes. Collect the runes and then activate them in the order specified and you will gain the ability to cast the spell one more time per day. There is no per-day limit on how many spells you can learn.

You are limited only by the supply of runes and how many times you can re-add the spell to your spell book.

Example: At the beginning of the game, you start off with the Recipe and runes necessary to learn Fire Shot and Healing. Go to the inventory screen, hover over the "potion" icon and click the Spell Recipe "healing". You will be taken to your spell listing and you will see "healing" appear under your defensive spells.

Now go back to your inventory hit the cancel button and hover over the "Scroll" icon. Notice you have 2 blue square runes. Click the blue runes in your inventory twice you should see them appear at the bottom of the inventory screen. When both appear at the bottom of the screen, click the "end rune" Agavaen's model will do a little motion and you should see: "New Spell Available: Healing" in the top left of the screen.

You can now cast "heal" once per day. Repeat these steps for the other Spell Recipe, "Fire Shot". Be sure you click on the 2 red runes. If you mess up, restart the game. Favorite Spells Ice Shot — Almost more important that doing damage is the fact that it slows the enemy. Moreno's Revenge — Lots of damage, single target Inferno - Lots of damage, all targets. Healing - Necessary and "cheap" II. Also, higher strength is require to hold some larger 2 handed weapons, but you can normally get the required strength through strength enhancing items if you haven't invested in strength.

Damage: Weapon damage is increased by 2 factors: 1 Experience with the weapon: On you character stats screen, in the bottom left corner is a list of weapon types and your skill with each. These ratios are applied to your stats to see how more damage you do with that specific weapon. However, heavy weapons and most medium weapons will take a penalty if your strength is substantially lower than your agility.

The game appears to increase your skill based on "Leveled Hit Points" of damage with the specific weapon type. Each weapon type varies in the number of leveled HPs required to gain skill. Actually, Attack Spells appear to require the most, but that is not a physical skill.

Weapon Defense The previous section emphasized damage, however what wasn't addressed was agilities other benefits: natural defense bonus and attack speed. Short Swords and staffs provide additional defense akin to holding a shield.

If your character relies on spells and intelligence to do the damage, then why not hold a weapon that adds a defense bonuses that isn't negatively affected by an emphasis to agility. The result is a very hi defense rating, which means you aren't hit as often and take less damage when you are physical attacks anyway. The Agile Warrior concept relies on defense and long battles which tire his larger opponents.

That said, the agile warrior generally takes longer to get through the game because of the long battle sequences. The game has no inventory limit, so it has little other impact to the game. Agility: Agility affects 3 things. It affects damage with light weapons, it impacts your natural defense rating and it affects how quickly you can execute physical "steps" and how quickly you can run from battles. It is important to realize that "steps" do not equal seconds.

If both Agavaen and her companion begin executing a 30 step physical attack and Agavaen has a higher agility, her 30 "steps" will complete faster than her companions. If your enemy is casting a spell, it will pit your agility against their intelligence to determine which timer decreases faster.

Like strength, the amount of additional damage due to agility is determined by the specific weapon and your proficiency with the weapon. Endurance: Endurance affects hit points. Additionally, you gain 5 hit points for every level above 1. So at level 2 even if you commit nothing to endurance, you will still gain 5 hps. Finally, there are endurance boosts by items. These do not follow the same formula as BASE endurance. So boosting endurance by 30 points adds 90 HPs.

Intelligence: Intelligence governs all things magical: How powerful your spells are and how quickly you cast them. Additionally, Intelligence makes no differentiation between those points you assign during level up and those added by the gear you wear. Because of this difference, it is actually slightly more economical to invest a majority of leveling attributes into other areas and rely on items for your Intelligence boost.

You will have the spell recipe and runes for the spell when the game begins. The damage done by fire shot is exactly your magic BASE damage. Perception: Perception indirectly affects damage by allowing physical attacks to avoid the defense and protection provided by armor.

It also Affects the ability to land critical hits. Finally, some mini-games use perception to determine how hard it is to control the target hair. Adding points to Endurance increases your HPs. Which is better? Defense rating doesn't protect you from magic So, between the two, Endurance is more valuable as it provides a buffer against both magic and physical attacks.

Agility Versus Strength: If you look, most weapons draw their damage from your strength. So as a general rule, you should maintain more strength than agility, however you don't want to neglect agility as it also determines how fast you can execute your physical attacks. Strength, Endurance, Agility: From the two arguments above, you would deduce that Str is most important, Endurance is 2nd most important and agility falls somewhere behind endurance.

I hate to say it, but NeverEnd really gives the Agile warriors the shaft because it doesn't provide any good weapons for them.

However, looking over the list, you will quickly notice that daggers are the only weapon that gain more damage from Agility than Strength. Notice how there aren't any Dagger Trainers in the game? That because daggers are only good as finishing weapons They really aren't meant to be a primary weapon.

They just don't do enough damage. Meaning you should keep your str and agility mostly balanced. By the time you move on the short swords and long swords, you already are hard pressed to find a weapon that utilizes a strong agility.

Should you try to play using dagger or short sword, you will need to invest in perception to increase the number of critical hits. Why are critical hits important. Why not simply rely on attack frequency? Large heavy weapons may be slow, but they do enough damage to overcome the def bonus. In the same period of time, an agile warrior may strike 4 times, but they all "miss" because they aren't powerful enough to overcome the enemy defense bonus.

What about the extra defense provided by the high agility? Mid to late game, defense rating becomes a moot point and killing your enemies quickly becomes the priority.

There is no penalty for heavily armored magic users. They simply don't have the attributes to spare. For instance, if you wield a long sword, you will have several choices of which technique to use -- such as a basic hit, which will enable you to quickly attack, or an attack which takes much more preparation time but does much greater damage. I found upping my agility points the most useful attribute I could have in the game. I could often slash three lesser pointed baddies before they could lay a hand on me.

There are also tactics where you can make the enemy bleed, and they will lose hit points as the battle progresses.

Strategy is necessary to have a successful outcome for some of these battles, and I found this a refreshing change from the frenetic clicking on screen that is common in many a hack and slash game.

The system for using magic I found unnecessarily frustrating. I usually prefer to use magic in an RPG, but not in this game. To use magic you have to have the recipe for a spell, and then you have to collect the runes necessary to make the spell, and then click on them in the correct order. For one thing, as you begin the game you don't have many runes available to you, and what is available is puny in battle.

For another, the runes are small and the colors are similar, so if you click on the incorrect runes to make a spell, they vanish from your inventory. Even if you correctly assemble the spell and then use it, it is then gone, and you're back to collecting runes again. I really think the developers should have stuck to the tried and true mana approach to magic and not attempted these innovations.

The spell graphics are very nice, but the system makes it tedious to use them. I played the first time through the entire game without needing them, for it is only the ghosts that are impervious to any other weapon and there are ways to avoid the ghosts for the entire game. You can't use magic outside of the battles either. Due to my not using magic, I didn't need to put points into the intelligence statistic, and was free to overload the agility statistic. Hey, I may have been the dumbest character, but I was fast and strong, and I did finish the game, which is more than I can say for those spell casters I came across!

The quests are many and varied, and quite interesting for the most part. I think this is one of the higher points for this game, as some of the quests are particularly creative. One quest has you figuring out how to win out over an invisible demon that has made off with a chain necessary for a castle to operate its machinery.

Another quest involves you in a love triangle, and another one in the politics of the town. There is often more than one way to get the points for solving the quest. How you interact with people and how you solve some of the quests has an effect on your character, and you can be good or evil.

Those attributes will ultimately decide which ending you get in the game, so it is obviously replayable. At certain points a visual effect appears on screen to indicate how your choices have affected your good or evil status. This is also a nice touch. See all. View all. Click here to see them. Customer reviews.

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