Clive Barkers Undying Iso
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Clive Barker's Undying
The Covenant siblings. From left: Lizbeth, Ambrose, Jeremiah, Bethany, and Aaron Covenant.
Table of Contents
0. Introduction (background, realms, undying traits)
3. Otto Keisinger
6. The Undying King
7. New Items
8. New Weapons
9. New Spells
Howlers (White, Green, Gray)
Oneiros (Skarrow, Sil Lith Inhabitants, Verago)
Undead (Ghost Monk, Decayed Saint)
Hound Of Gel'ziabar
Monto-shonoi (Lesser, Greater)
Eternal Autumn (Sleed, Drinen, Jemas, Phoenix)
11. Patrick Galloway
The Covenants are a cursed family. The children of a nobleman who practiced the occult arts, they once stole one of his grimoires to play-act a ritual at the Ring of Standing Stones. This youthful escapade brought a terrible doom upon them all, and it is up to the PCs to set things right.
Jeremiah Covenant (17th-level Aristocrat), an old adventuring companion of the party, has asked for their help. His siblings have all long since died or vanished and he is left alone in his vast estate, with only his failing health and many regrets. Recently his servants have begun to flee or die in mysterious circumstances; the family curse has come back to haunt him and he is in dire need of aid.
The reality is, the five Covenant siblings were doomed the instant they performed their childhood ritual. Although their mortal lives were unaffected, they were each cursed to rise again after death as immortal creatures of pure evil. They battle against each other fruitlessly, consumed with petty rivalries and old grudges and unable to ever truly slay each other. Haunted and tortured by his siblings, even Jeremiah is not what he seems..
The Covenant Estate
The Covenants are a wealthy noble family. Their vast estate is situated amidst countless acres of lush, rolling hills. It includes not only their magnificent Manor, but the nearby family Mausoleum, the Light House, the countryside Cottage, and two Isles (the Outer Isle and the Isle of King's Head). From speaking to the few remaining staff in the manor and its grounds the party will learn that large parts of the estate are in disrepair. Jeremiah Covenant has released large numbers of staff from his employ and those remaining are unable to complete all the maintenance and housekeeping tasks required - the recent mysterious deaths have only worsened affairs!
The Manor, Monastery, and Ring of Standing Stones are all visible from each other, albeit at a great distance across the lands and the water.
Maps of Covenant Manor (first floor plus grounds, and second floor)
Download interactive map of Covenant manor
The manor was built over two centuries ago, around an ancient tower of mysterious origins. It has about one hundred rooms, many of which have fallen into disuse and decay. The ground floor boasts a colossal library, gallery, drawing rooms, Bethany's office, nursery, great hall, billiard room and dining room along with with kitchens and wine cellars. The second floor of the manor contains numerous family rooms (Evaline's, Joseph's, Aaron's, Bethany's, Ambrose's, Lizbeth's and Jeremiah's), guest rooms (including Otto Kiesinger's and Patrick Galloway's rooms), servant living rooms, and drawing rooms, as well as Aaron's study room and the family bar. The manor has four staircases (including those in the magnificent entrance hall and circle hall) and one servant staircase with a dumbwaiter. The manor has its own solarium and chapel.
The manor is surrounded by extensive grounds with parks, hedges, and gardens. It has an inner court yard complete with stables and Aaron's art studio. A magnificent greenhouse nearby contains a vast botanical garden.
[[Portals, Galloway/Adventurer. jiles, etc., well}}
The family mausoleum is located some distance away from the manor, on a rocky seaside clifftop that gleams in the red-gold sunset. A secret passage in the mausoleum leads to the Old Cemetery - the ruins of a small stone chapel and graveyard on the beach at the base of the cliff. From here, an old wooden boat can carry adventurers to the Outer Isle.
The Outer Isle
Boats may dock at the Cove on the northern end of this large, deceptively serene Isle. There, past an ancient stone tower, Trsanti have set up camp in an abandoned farmstead. The centre of the Isle holds the impressive ruins of an ancient Monastery built on eerie Catacombs. To defeat the Undying Covenants, the adventurers must first travel back in time to when the Monastery was whole and its monks were under the sway of the Scythe of the Celts. Once they have claimed the artifact, they can return to the present, travel through the Catacombs to Lizbeth's lair, and slay her. Evaline's corpse can then unlock the doors leading to the Outer Isle Cliffs, where the party can climb/jump back up and through a cave to return to the Cove.
The Isle of King's Head
Past the Manor's front gate lies a path that leads down to another set of docks. From there, adventurers can travel by boat to the Isle of King's Head. This is a small Isle of green grass in the middle of the sea, with little to distinguish it save for the rune-engraved Ring of Standing Stones. One of Bethany's Handmaidens flies down from a great distance to confront the party on their first visit here.
lighthouse, coastal ruins, pirate's cove (pier, caverns, barracks, treasure chamber)
widow's watch, tower, purple sparkles
oneiros (first visit, amphitheatre, ruins, abandoned fortress, keisnger's studio, kesnger's stronghold, oracle (and heart statue), blue fields, blood, howling well, ziggurat); forcefield and hound; keisenger summit and shaft
aaron's studio, bethany's cottage
Undying Pc Game
eternal autumn..forest, waterfalls, rivers, rocks, aerie (phoenix), ruins, arena, bethany
jeremiah, undead spctre, undying king
Decision – follow dnd,or followgame?
Undying-wiki locations, enemies, spells
-family album, walkthrough
-undying italia screenshots for locations
-gamefaqs writeup about spells
Amidst the decay and twilight of the Eternal Autumn, there is yet life and beauty.
All the potential of a newborn Sun, in the palm of one's hand.
A shamanistic artifact found amidst the ruins of the Eternal Autumn.
Lizbeth's one weakness is the corpse of her mother, who died giving birth to Lisbeth and whom has now been reanimated by her daughters powers into an undead creature that constantly croons a mad lullaby.
Can be reduced to 0 hit points but cannot be permanently slain except by being beheaded by a chaotic, vorpal, epic, or artifact weapon. Otherwise, the creature remains disabled/staggered (even if it is undead or a construct) as appropriate until it regains at least 1 hit point
The Covenants reborn.
Undying creatures are cursed with eternal life, and eternal hatred. They always have the [Evil] subtype. The traits of the Undying subtype do not manifest until the creature dies the first time and rises again as a powerful monstrosity (usually some form of undead). This is a complex subtype with a number of effects, much like the incorporeal or swarm subtypes.
- If it is an undead creature or a construct, an undying creature uses its Charisma modifier to determine bonus hit points per die.
- Minions (Ex): An undying creature is served by specific kinds of creatures (see individual undying creature entries for details). These creatures are created, summoned, or otherwise controlled by the undying creature's powers and serve it with undying (heh!) loyalty.
- Past Life (Ex): Undying creatures retain the traits, skills, and certain other features of their mortal selves.
- Regeneration (Ex): Undying creatures always have regeneration 5, even if they do not possess a Constitution score. Anarchic weapons, vorpal weapons, epic weapons, and artifacts deal normal damage to an undying creature. An undying creature that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, the creature does not die (though its combat effectiveness may be severely impaired until it can reattach the body part). An undying creature cannot regrow lost body parts. Undying creatures that are immune to nonlethal damage are not immune to the nonlethal damage from their regeneration. Unless otherwise specified an undying creature reduced to 0 or fewer hit points is free to act as normal (they never become disabled, staggered, or dying).
- Skills: Undying creatures retain the skills they had in life, but they also become preternaturally agile and aware, and often gain arcane knowledge. Undying creatures receive skills as outsiders and have racial bonuses to various other skills.
- Turn Resistance (Ex): If it is an undead creature, an Undying creature has +4 turn resistance.
This strange crystalline stone seems to be a source of finite power that may be used to increase the power and effectiveness of my spell casting. I must keep my eyes peeled and ears open for its pinkish hue and low hum.
This fist-sized, briolette-cut gemstone resembles a scintillating amethyst throwing off violet sparks. When not in a creature's possession, it levitates in place in the air, sheds light as a candle, and produces a constant resonant hum (Listen DC 0 to notice). It provides a +1 bonus to the bearer's caster level, but only for spells from a particular school.
Strong universal; CL 12th; Craft Wondrous Item, prestidigitation, Price 3,334 gp; Weight 1 lb.
These strange tattoos seem to heighten my ability to channel magic. They also remind me of the tattoos the Trsanti Shaman had when we fought him in the war. With these tattoos, I feel the mana surge into my being. No doubt the more of these I find, the better I can battle these abominations.
This jade scroll has golden rollers at each end and is tightly rolled, yet faint green light pulses from its furled script nonetheless. Once unrolled and read by a spellcaster, it disintegrates into a spiral of green light that applies itself to the reader as a tattoo of an alien and runic design. The tattoos granted by these scrolls are permanent and inherent to the bearer and cannot be dispelled or suppressed.
Every hour, a character regains a spell slot or spell slots with a total level less than or equal to the number of the arcane whorl tattoos he possesses. Prepared casters may choose to either regain prepared spells they have already cast that day, or to regain empty spell slots.
Strong universal; CL 12th; Craft Wondrous Item, arcane mark, mnemonic enhancer, Price 10,000 gp.
According to legend, Ether Traps have the ability to tap into another ethereal plane of existence. And in doing so, the traps themselves become black holes in which spirits can be whisked away and temporarily trapped in another dimension. And while I'm certain that these magical weapons were not meant for our eyes, I am always humbled when my course of studies proves truth to legend.
This disc of golden parchment is decorated with arcane symbols and stretched taut across a ring of pale golden wood. It is very thin and light, and is designed to temporarily capture ghosts and other incorporeal and ethereal creatures. The trap may be thrown as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it produces a swirling vortex of magenta light in the air above it. Any incorporeal or ethereal creature within 10 feet of the vortex is drawn into it in a flash of golden light and is trapped as if by maze.
The trap may only hold one creature at a time, and as soon as the creature escapes the trap may be collected and immediately used again.
Strong conjuration; CL 15th; Craft Wondrous Item, maze, Price 7,200 gp; Weight 1 lb.
Gel'Ziabar Stone(Major Artifact)
The Gel'ziabar stone. I have carried this artifact ever since the day Jeremiah gave it to me following the battle with the Trsanti. It seems to throw out a shockwave of considerable force, and ever since I acquired the stone I have noticed strange sightings and visual anomalies. However, the power of the stone has its dark side. On occasion, a beast from beyond this world has attacked me. My only explanation for its appearance is that I was using the stone's power for too long. I have not seen the beast for a while, of course, I have not needed the stone..
This fist-sized chunk of green crystal may be worn around a character's neck on a leather cord, but functions only while carried in one hand. It possesses multiple mystical powers:
The bearer gain a +1 bonus to his caster level.
The bearer gains the benefits of an arcane whorl.
As a move action the bearer may unleash a pulse of repelling force from the stone, manifesting as a flash of light and numerous green and blue particles of light. Treat this as if the character were performing a bull rush maneuver via the telekinesis spell (caster level 20th, using his highest mental ability modifier in place of his Strength modifier), save that it affects all creatures within 5 feet. Once a character uses this power he must wait 1d4 rounds before using it again.
Whenever the bearer is within 10 feet of an item or site where he would glean useful information from a scrye spell (or similar divination), the stone sheds green light as a candle and the bearer hears whispered voices urging him to use divinations.
Using the Stone is not without dangers. There is a 5% chance each year that the bearer will attract the attention of a Hound of Gel’ziabar - the creature appears the next time the repulsion power of the stone is used and immediately attacks the bearer, fighting to the death. Furthermore, some creatures (particularly those of the Undying subtype) desire the stone for fell ends.
Strong (all schools); CL 20th; Weight 1 lb.
Health Pack/Health Vial/Healing Roots
Clive Barker's Undying Cheats
Every plane has its terrors.. but there is succour as well.
These items take three forms and are a valued staple for any adventurer. They may be used only once, healing hit points and ability damage to a character as though he had undergone complete bed rest for a full day. Using any of these items is a standard action that provokes an attack of opportunity.
Covenant Estate - Health Pack
This simple leather satchel is marked with a red cross on the flap. A character must make a Heal check (DC 10) to employ the benefits of this satchel on himself or for another. Weight 2 lbs.
Oneiros - Health Vial
This tall, slender crystal vial has a silver stopper and edges and is filled with a luminous green liquid that throws off viridian sparks. When not in a creature's possession it levitates in place in the air and sheds light as a candle. A character must drink this absinthe-flavoured elixir to enjoy its benefits.
Eternal Autumn - Healing Roots
This bundle of tan, woody roots must be consumed by a character to activate its powers. Weight 2 lbs.
Faint necromancy; CL 5th; Craft Wondrous Item, lesser restoration, Price 300 gp.
These small, magical trinkets enable me to hold more of my mana and allow me to fire my spells more often without fear of draining my magical energies so quickly. I need to keep my eyes out for more of these mana well containers, as they'll no doubt help me with my spells..and my endeavors.
This squat, heart-shaped canteen of red crystal is inscribed with alien designs and may be carried by a cord of humanoid leather affixed to the stopper. It sheds light as a candle, and while in a character's possession it grants the bearer a +2 bonus to all their mental ability scores, but only for the purpose of determining bonus spell slots per day. A mana well need not be worn to be effective, simply carried in a character's gear, and the effects of multiple mana wells stack.
Strong transmutation; CL 12th; Craft Wondrous Item, eagle's splendour, fox's cunning, owl's wisdom, Price 8,000 gp; Weight 1 lb.
Phoenix (Minor Artifact)
An incredible weapon that allows me to direct a potent projectile high into the sky in a search for my enemies. Short in duration, this does have a particular drawback as my mind's eye travels within the Phoenix entity, leaving my body vulnerable to outside forces. I must be adept and conservative with such a powerful magic weapon.
This golden sculpture of a phoenix hovering in flight is the size of a Small creature. It gleams even in areas of darkness, and levitates in place when not in a creature's possession. Once per day it may be used to produce a phoenix egg. The eggs may be stockpiled at the bearer's leisure, but if any are sold the Phoenix instantly vanishes from the bearer's possession.
Strong conjuration; CL 20th; Weight 50 lbs.
This large egg of red-black volcanic rock bears the golden image of a phoenix in flight and is warm to the touch. When hurled it hatches into a phoenix of pure flame that streaks to a target, as the acorn grenade version of fire seeds (caster level 20th). During its brief flight the phoenix telepathically relays everything it sees to the bearer.
Strong conjuration; CL 20th; Craft Wondrous Item, fire seeds, Price 6,000 gp; Weight 1 lb.
Clive Barker's Undying SteamScythe of the Celts (Major Artifact)
I find this Scythe of the Celt to be quite a disturbing force. It's clear from the history of this weapon that it is particularly effective in exterminating the most heinous of entities. At times it seemed to pull me in directions of combat..almost as if it's seeking pain and destruction. Wreaking havoc on my mana when in my hands for long duration, it seems to replenish my health in particularly frenzied fighting.
I have learned to not fear many things in life, but there is something within this weapon that stirs a horror within me I cannot explain.
This oaken scythe has a gnarled staff and a bloodstained adamantine blade. It is a +5 anarchic keen vorpal adamantine scythe. It may be used to score critical hits against any creature (regardless of their type, fortification armour, and any other protections).
As a free action the bearer may activate or deactivate the Scythe's blood-drinker ability. While this ability is active, the Scythe drains 1 spell point per level of the bearer per round (or consumes the bearer's highest-level spell slot each round) and the bearer is slowed (no save) for the purposes of attacks. In return, any damage dealt by the Scythe is healed to the bearer, along with the benefits of a greater restoration and regeneration spell whenever the Scythe is used to slay an enemy.
The Scythe is a malevolent artifact of entropy and destruction. Although not sentient (at least, not apparently..) it has an Ego score of 22 and exists to corrupt lawful creatures and destroy immortals (e.g. Undying creatures). The Scythe's influence drove the monks of the Monastery towards madness and evil in life, and cursed them to become Decayed Saints in death. However, any chaotic creature can wield the Scythe with relative safety, so long as they satisfy its bloodlust.
Strong conjuration; CL 20th; Weight 10 lbs.
Speargun (Minor Artifact)
This speargun, though unwieldly and slow, is quite an effective weapon at long range, allowing me the ability to see my foe from afar. Those mighty Jemaas may be several steps down on the evolutionary ladder, but they have certainly mastered creating rudimentary weapons.
This +1 distance seeking heavy crossbow is finely crafted and engraved with arcane designs. The bearer (or an ally) may cast lightning on the speargun to charge it with electrical energy; if he does so the next bolt fired acts as both disintegrate and chain lightning (caster level 11th).
Strong evocation; CL 20th; Weight 8 lbs.
Tibetan War Cannon (Minor Artifact)
I have heard of this weapon only in story. Created and forged of gold, it is a mystical weapon of Tibetan folklore that was lost in a mountainous area during a great battle. They called it the War Cannon. Rumor has it that the person that holds this weapon must be pure of heart for it to function correctly. I seem to be able to discharge some sort of cold sphere out of it. I wonder if it can slow down these bastard creatures..
This cannon is a hefty lacquered black cylinder, bound with golden rings and set with a golden dragon's head at the end. The dragon head is animated and occasionally growls and snarls. As a standard action the bearer may fire a freezing sphere from the cannon (caster level 11th); the sphere deals no splash damage but any creature struck by it must make a Fortitude save (DC 19) or be slowed for 1d4+1 rounds.
The bearer may instead choose to fire the cannon as a full-round action. If fired in this way the freezing sphere has a caster level of 20th, deals splash damage as normal, and all creatures damaged by it must make a Fortitude save (DC 20) or be slowed for 20 rounds.
Undead and constructs are not immune to the slow effect of the cannon. It may be wielded in one hand. Whenever it is fired, the bearer must wait 1d4 rounds before firing it again. The cannon is nonfunctional in the hands of any nongood creature.
Strong evocation; CL 20th; Weight 10 lbs.
Dynamite, Molotov Cocktail, Pistol, Shotgun
'Standard dynamite. I'm sure this can do damage to both the surroundings and these vile creatures.'
'A smart find, indeed. These bottles can spread considerable fire damage, especially on organic matter.'
'My trusty revolver. A six shot weapon of forged metal grace. Durable, yet lightweight, my military piece has seen many a country and spilled much blood over the years.'
'A double barrel shotgun of potent force. It appears I may choose between firing off individual or double shots, dependent on my taste for maximum effectiveness in close quarter combat.'
See d20 Modern.
Creatures hit by these bullets take an additional 1d6 points of fire damage on the following round and risk catching on fire. 2,000 gp for 10 rifle shells.
Supernatural creatures (i.e. creatures other than animals, humanoids, and mundane vermin) hit by these bullets take an additional 1d6 points of damage. 2,000 gp for 50 pistol bullets.