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Heretic (1994)

FAQ

Heretic



    Gargoyle

    Hit Points: 40 Attack: 5-12

    Half-demon and half-bat, these wicked red beasts are the Order's guard dogs of the sky.

    Tips: Don't waste big weaponry on them, most of the time the Elvenwand will be more than sufficient. If they attack in larger groups, you might consider to use the Crossbow for an easier work.



    Fire Gargoyle

    Hit Points: 80 Attack: 5-12 melee / 1-8 for a fireball

    As if flying demons weren't enough, Fire Gargoyles toss balls of fire down upon their unsuspecting enemy.

    Tips: Use the Crossbow or the Dragon Claw. Watch out if they attack in larger groups, a lot of those weak fireballs can add up to some real damage.



    Golem

    Hit Points: 80 Attack: 2-16

    These big bad walking rocks smack you hard and make you cry.

    Also come in the form of ghosts. Monsters in a ghost form appear transparent and are impervious to normal man-made weapons.

    Tips: Take them out from afar if you've the chance. Use the Crossbow or some fast-fire weapon at close quarters.



    Nitrogolem

    Hit Points: 100 Attack: 2-16 melee / 4-32 for a flying skull

    Enchanted by the powers of evil, the Nitrogolems cast blazing skulls at their foe.

    Also come in the form of ghosts. Monsters in a ghost form appear transparent and are impervious to normal man-made weapons.

    Tips: Watch out for those skulls, they are homing on you and can do some heavy damage. A direct shot from the Crossbow can most of the time stop a flying skull.



    Undead Warrior

    Hit Points: 200 Attack: 3-24 melee / 2-16 for green axe, 7-56 for red axe

    As part of the Order's insidious plot to control your world, they've recruited the dead, gave them armor and armed them with deadly magic axes. Now they guard the evil cities and toss their infinite supply of axes at any elf who passes by.

    Also come in the form of ghosts. Monsters in a ghost form appear transparent and are impervious to normal man-made weapons.

    Tips: Dodge the axes and send back some Crossbow bolts. Watch out for the red axes, 2 of them can already kill you. Beware of the ghost version of this foe, it fires only red axes.



    Sabreclaw

    Hit Points: 150 Attack: 3-10

    These hideous abominations of the dark world move bloody fast and possess deadly sharp blades for appendages. They can't fly and they can't shoot, but in close combat they'll tear you to ribbons.

    Tips: Never engage in close-quarter combat with a score of these beasties. Shoot them from some distance with the Crosbow or the Hellstaff.



    Weredragon

    Hit Points: 220 Attack: 3-24 melee / 4-32 for a fireball

    The Weredragons infest the darkest lairs of the Order. Possessing all of the strength and agility of a tank, these lumbering creatures belch a body-blasting fireball.

    Also come in the form of ghosts. Monsters in a ghost form appear transparent and are impervious to normal man-made weapons.

    Note: The manual states there are Weredragon ghosts, but I'll yet have to see one. If you know where to find one in the game, please drop me a line.

    Tips: Don't get too close to them and dodge those slow fireballs and they'll give up easily enough.



    Ophidian

    Hit Points: 280 Attack: 1-8 for each of the first 3 missiles, 3-24 for the 4th missile

    The Ophidians slither in the darkest chambers of the Dome of D'Sparil and protect their lairs with deadly, energy-tossing tridents.

    Tips: If there are more of them and they're not too close to you, the Phoenix Rod is the weapon of choice. Up close you're best off with the Hellstaff or a powered-up Fire Mace.



    Disciple of D'Sparil

    Hit Points: 180 Attack: 4-32 melee / 3-24 for each missile*

    The pupils of D'Sparil's dark magic, these wizards have mastered flight and blink out of the shadow world long enough to cast a crushing wave of magic missiles toward their enemy.

    Tips: Once they come in larger groups, dispose of them as soon as you can else they'll make you eat your staff. In such cases, you might want to consider a powered-up weapon, like the Dragon's Claw which goes into "ripper mode" when tomed. If you're lucky enough, one of the dead Disciples will even drop a tome for you. As they continually fade in and out, the Phoenix Rod isn't a good idea (when they're in ghost state, the Phoenix missiles pass through them without causing any damage).

    *3 missiles at one shot



    Iron Lich

    Hit Points: 700 Attack: 6-48 melee / 1-8 iceballs / 3-24 ice shards / 5-40 column of fire*

    Tips: Watch out for the tornado, it's not only highly damaging but also will you throw around, making it nearly impossible for you to aim and might even land you in a patch of lava or in a group of Sabreclaws. Powered-up weapons or a Phoenix Rod work best.

    *Iron Liches can also cast a tornado spell which causes you 15 hitpoints of damage every second you stay in the windstorm.



    Maulotaur

    Hit Points: 3000 Attack: 4-32 melee / 6-48 horn charge / 3-24 missiles*

    Tips: Don't stand around or you will start coughing up blood within seconds. Be constantly on the move, and watch out especially for the fire on the ground, it's by far the most damaging.

    If you've got a Ring of Invulnerability, a Tome of Power and a Phoenix Rod, the easiest way to deal with a Maulotaur is to power up the rod, activate the ring and use the continous fire of the rod's "flamethrower mode" to singe all hairs off the bull. If you move with him and burn him continually, he'll die before your ring wears out.

    Against larger groups of Maulotaurs, a powered-up Dragon's Claw will work nicely, just fire into the general direction of the beasties and the ripping balls will do the rest.

    Something that won't work as good as you'd await is the powered-up Hellstaff. The rain causes only 1/5 of the damage it does to lesser foes.

    *Maulotaurs can also call forth fire from the ground. Each flame of this line of fire causes 64 damage on average.



    D'Sparil Riding His Beast

    Hit Points: 2000 Attack: 8-64 melee / 10-80 for each fireball

    Tips: The less health the beast has, the more furious it gets, moving faster and firing faster. Somewhen around the end it starts spitting triple fireballs (a direct hit of them is nearly certain death). Don't waste a ring on it though, you'll need it much more for D'Sparil himself.



    D'Sparil Himself

    Hit Points: 2500 Attack: 20-160 melee / 10-80 purple missiles* / 80-113 blue missiles

    Tips: Once the beast is dead and you think you did it, D'Sparil will rise from the ground and show you that power doesn't depend on size. He's not only stronger than his beast, his attacks are also more devastating.

    Your best bet is to prepare the Ring of Invulnerability while fighting his beast. Once the beast dies, activate the ring, a Tome of Power (hit backspace so you won't have to scroll through your inventory), and switch to the Phoenix Rod. Stand ready before D'Sparil starts rising, and start firing the flamethrower. By the time he's risen, he's already burning in the fire and most of the time won't teleport away for some time. This way, you can do him a lot of damage as a starter.

    In the later stage, keep running around and firing at him with the unpowered Hellstaff or Crossbow or the powered-up Elvenwand or Dragon's Claw. Powered-up Hellstaff and the Phoenix Rod have a reduced effect on him.

    Once he feels ill enough, he'll start summoning his Disciples. If there are too many of them, you won't be able to finish your work so concentrate on D'Sparil and try to dodge the Disciples because D'Sparil will simply summon new ones when you kill some. And once he dies, his Disciples do too.

    *If purple missiles miss you and hit the ground, a Disciple will be summoned to D'Sparil's aid.

    Sources: Ravengames.com

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