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First off, I believe in a strong sword arm, helping little old ladies cross the street, and buying tons of Girl Scout cookies. That magic stuff is for sissies (although a good magical, reflecting shield comes in darn handy fighting some of the tougher monsters) which is probably why I "rolled up" a Barbarian character in Bethesda Softworks' TES:Arena.
Having said that, my Barbarous chivalry prevented me from using the Codex as a tour guide and I only delved into it's arcane knowledge in times of direst need (of which, there were surprisingly few).
The Codex itself is intended to supplement, rather than replace, the Player's Guide and is divided into the following sections;
Overall Conclusions
The Codex Scientia is, for the most part, filled with duplicate, useless or trivial knowledge.
Unfortunately for the players, there is some desirable information buried in it's depths. The redeeming portions
of the Codex are the Maps, Riddles and Artifacts sections. The rest of it is dross. If you purchased the Deluxe Edition
of TES:Arena, the Codex Scientia was packaged with the game. If, however, you had purchased an earlier version
without the Codex, you will have to decide for yourself if the answer to that one riddle that's been keeping you awake
for the last three days is worth the cost of the Codex.
Comments to: Pete Ryan
The Mage Class is the most complex of these three character classes within Bethesda Softworks' universe and there is some advice worth heeding in the Introduction. The Intro briefly touches on which races make the best mages, cost of casting spells vs. mage subclass, etc. Some of the information is (I think) obvious to veteran RPGers. The "if you're going to be a spellcaster, intelligence and dexterity are major assets" sort of advice.
The Warrior Class is the sword fodder of just about every RPG since D&D and I love playing them. The guidelines for this character class are fairly consistent among all RPGs and Arena is no exception. The Intro contains (what I consider common sense) advice of the type; "if your fighter has a higher armor class, get single-handed weapons and use a shield. If your fighter has a lower armor class, use two-handed weapons with greater damage potential." No big surprises here.
The Thief Class is second in complexity to the Mage Class. The Intro gives a quick overview of the Thief Class and the implications of character race, use of armor and magic, and a few tips on thieving in the Bethesda Softworks' universe.
Conclusion
Very brief and concise. A condensation of some of the information found in "The Races" section of the Player's Guide.
It only takes a couple of minutes to read from start to finish. If you plan on playing a character of either the Mage
or Thief (sub)class, or if this is your first RPG, then I heartily suggest you take the time to read the
Introduction. If your character is one of the Warrior (sub)classes, I don't think it would hurt to skip this section of
the Codex.
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Conclusion
Not much to draw any conclusions from. If it's early in your game and you plan on wandering in the Wilderness
and have a few moments to spare, then by all means go ahead and browse this section. If you've already advanced several
levels and have explored plenty of cities and dungeons, then I personally don't see anything to be gained by reading
this section.
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Special Notes for Certain Monsters
Conclusion
I don't know about you, but if the Player's Guide states that
something is going to freeze me I can usually make the intellectual leap
to realize that I'm going to need some sort of protection against
cold/frost (be it potion or enchanted object). The hps of all the
monsters in the Bestiary are listed in a table later in the Codex,
so including that information here (intermittently) is superfluous. As
for the percentage of the time a monster will probably hit your character?
When I'm in the middle of a fight I'm not calculating percentages to see
how many times I can hit a monster before it hits me. I am a firm believer
in the "hack it until it stops moving and then hack it a couple more
times for good measure" school of thought. This section is worthless.
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The Table of Racial Starting Statistics is actually a set of tables; one for each of the races in Arena. Each table is broken down by character attribute (STR, INT, WIL, AGI, SPD, END, PER, and LUC) vs. gender for each race. The Character Class Level Advancement Table lists the experience points required per level for each character class. Just as the Table of Racial Starting Statistics lists the attributes for each player character, the Bestiary Attributes Table lists them for each of the monsters in Arena. Likewise, the Monster Hit-Point/Experience Point Table lists the damage, xps, hps, and xp/hps for each of the monsters you'll encounter. There is also a "Special Note" included in this section on Jagar Tharn's attributes and capabilities.
Conclusion
The Table(s) of Racial Starting Statistics are a nice complement
to "The Races" section of the Player's Guide. The Character
Class Level Advancement Table is a duplicate (and expanded) version
of the table found in the "Character Starting Equipment" section of the
Player's Guide. Unless you have a hard time multiplying by 1.5,
there isn't much point to including this table and it doesn't even
mention the 1.5 xp multiplier for levels beyond the 20th. The Bestiary
Attributes Table and the Monster Hit-Point/Experience Point
Table are nice if "inquiring minds want to know", but I don't see any
real need for this information. If you really want to depress yourself,
read the "special note" regarding Jagar Tharn. Overall, mostly trivial,
worthless statistics.
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Conclusion
The map renderings are great but largely unnecessary. When I went
through Arena I explored each and every level to it's
fullest before moving on to the next. I didn't have any problems
finding every room. Once I finished a level I checked myself against
the maps, but I never had to go back and find something I had missed. If,
however, you're the type that likes to start at the top and race down
the stairs, grab the brass ring and get out again, then these maps are
essential. As for knowing in advance where each piece of the Staff
of Chaos is? You still have to go on all of the secondary quests
before someone will mark your map with that piece's location. Until
that happens, even if you do know where the next staff piece is you
still can't get to it. Overall usefulness? It depends upon your gaming
style.
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Conclusion
Most of Arena's riddles can be solved with about five
minutes of thought if the answer isn't immediately obvious. OK, I
admit it, I cheated once but as far as I'm concerned that one time
made the Codex priceless. This section is worth the cost of
the whole book. If I had wanted to answer riddles I'd have bought
The Jewels of the Oracle.
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Artifacts and Their Attributes
Conclusion
If you care to go after any of the artifacts within Arena,
then this section is a must. There are some misprints; "Amulet of the
Warlock" instead of "Warlock's Ring" and "Necromancer's Ring" instead
of "Necromancer's Amulet" as well as one flat out untruth "...you
cannot possess more than one artifact at a time." Other than, a great
comfort to artifact seekers.
Return to the sections listing
Magical Items and Their Attributes
Conclusion
Overall? Not really very useful. Knowing what types of magical
accouterments exist is nice, but not life saving. The section on
potions has it's uses. If you recover an unknown potion in the bowels
of a dungeon, you can match it's description in this section to
determine what type of potion you have found.
Return to the sections listing
Conclusion
Unless you plan on getting a job programming at
Bethesda Softworks,
I can't see any reason why any player would want this information.
Return to the sections listing
Conclusion
Where else could they put it?
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