Uploaded the rest of the original Mac documentation. It still needs major cleanup though.
git-svn-id: http://openexile.googlecode.com/svn/trunk@106 4ebdad44-0ea0-11de-aab3-ff745001d230
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<title>Getting Started - Blades of Exile Guide</title>
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<link rel="prev" href="Tips.html">
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<link rel="next" href="Screen.html">
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<link rel="toc" hred="Contents.html">
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<link rel="toc" href="Contents.html">
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</head>
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<body>
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<h1>Getting Started</h1>
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<p>To find out what all these skills are good for, keep reading...</p>
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<h2>Getting To Know Your Characters:</h2>
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<p>Your little computerized people are, basically, a whole bunch of numbers, each determining how well he or she deals with the horrid threats the game will come up with. These are the most important statistics.</p>
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{TODO: Format these nicely.}
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<p>Level and Experience: These two numbers (starting at 1 and 0 respectively) represent how much stuff your character has done. Your experience goes up when you kill stuff and complete missions. For every 100 experience points you get (adjusted up or down for race and PC traits), your level increases (up to a maximum of 50). When your level increases, you gain some health points and skill points (described below), and become a little better at everything you do. Alas, the higher your level, the fewer skill points and health you gain.</p>
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<p>Skill Points: As mentioned before, these points are the money you will spend to increase your skills. After creating your character, you will spend them at training schools, located in certain towns. For example, in Valley of Dying Things, Lillian in Sweetgrove does training.</p>
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<p>Current Health: This very important number represents how much punishment your PC can take before dying. Every time he or she is damaged, the number goes down. Time and magical healing raise it again, up to your maximum amount. Keep an eye on it!<</p>
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<p>Every skill point spent on health increases your maximum by 2.</p>
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<p>Spell Points: This number represents how many and how powerful spells your PC can cast. Whenever a spell is cast, you lose some spell points. Time and certain magic items bring the level back up.</p>
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<p>Every skill point spent on spell points increases your maximum by 1. Also, every level of Mage Spells and Priest Spells (described below) bought while creating your character gives you three bonus spell points.</p>
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<p>You can have a maximum of 250 health points and 100 spell points.</p>
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<dl>
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<dt>Level and Experience</dt>
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<dd>These two numbers (starting at 1 and 0 respectively) represent how much stuff your character has done. Your experience goes up when you kill stuff and complete missions. For every 100 experience points you get (adjusted up or down for race and PC traits), your level increases (up to a maximum of 50). When your level increases, you gain some health points and skill points (described below), and become a little better at everything you do. Alas, the higher your level, the fewer skill points and health you gain.</d>
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<dt>Skill Points</dt>
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<dd>As mentioned before, these points are the money you will spend to increase your skills. After creating your character, you will spend them at training schools, located in certain towns. For example, in Valley of Dying Things, Lillian in Sweetgrove does training.</dd>
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<dt>Current Health</dt>
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<dd>This very important number represents how much punishment your PC can take before dying. Every time he or she is damaged, the number goes down. Time and magical healing raise it again, up to your maximum amount. Keep an eye on it!<br>
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Every skill point spent on health increases your maximum by 2.
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You can have a maximum of 250 health points.<br></dd>
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<dt>Spell Points</dt>
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<dd>This number represents how many and how powerful spells your PC can cast. Whenever a spell is cast, you lose some spell points. Time and certain magic items bring the level back up.<br>
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Every skill point spent on spell points increases your maximum by 1. Also, every level of Mage Spells and Priest Spells (described below) bought while creating your character gives you three bonus spell points.<br>
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You can have a maximum of 100 spell points.</dd>
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</dl>
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<p>The myriad skills you can buy for your characters are described below. Each can attain a maximum level of 20, unless otherwise specified. The cost for each skill in Skill Points is in parentheses after its name. Note that, when training in these skills later, each point of increase will cost gold, too.</p>
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<p>Strength (3): Measures how much brute strength the character possesses. High strength increases damage done in combat, improves odds of kicking down doors, and has other, more subtle effects.</p>
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<p>IMPORTANT - Strength also affects how much health you gain when you attain a level, and how many items you can carry. Buy strength up to 3 as soon as possible. Otherwise, you won't gain much health when you gain levels.</p>
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<p>Dexterity (3): Measures how nimble the character is. High dexterity gives a better chance of hitting in combat (esp. with missile weapons) and makes the character harder to hit. High dexterity also makes picking locks and disarming traps easier.</p>
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<p>Intelligence (3): Measures mental strength and dexterity. High intelligence also makes your spells more effective, sometimes very much so. Intelligence below 4 makes your spells work poorly.</p>
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<dl>
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<dt>Strength (3)</dt>
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<dd>Measures how much brute strength the character possesses. High strength increases damage done in combat, improves odds of kicking down doors, and has other, more subtle effects.<br>
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IMPORTANT - Strength also affects how much health you gain when you attain a level, and how many items you can carry. Buy strength up to 3 as soon as possible. Otherwise, you won't gain much health when you gain levels.</dd>
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<dt>Dexterity (3)</dt>
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<dd>Measures how nimble the character is. High dexterity gives a better chance of hitting in combat (esp. with missile weapons) and makes the character harder to hit. High dexterity also makes picking locks and disarming traps easier.</dd>
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<dt>Intelligence (3)</dt>
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<dd>Measures mental strength and dexterity. High intelligence also makes your spells more effective, sometimes very much so. Intelligence below 4 makes your spells work poorly.</dd>
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</dl>
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<p>The above three skills are important. When high, they give many bonuses in the things you do. On the other hand, when one of these three skills is below 4, the PC will have penalties in any situation involving that skills. A PC in combat with a 1 dexterity will miss a lot.</p>
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<p>Edged (2), Bashing (2), Pole (2), Thrown Missile (1), Bow (3): The higher the skill, the better the chance to hit in the appropriate weapon type:</p>
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<p>Edged: Daggers, swords, axes.</p>
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<p>Bashing: Clubs, maces, flails, hammers.</p>
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<p>Pole: Spears, halberds, bardiches, slith spears.</p>
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<p>Thrown Missile: Darts, Thrown daggers</p>
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<p>Bow: Bows, Crossbows</p>
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<p>Defense (2): This skill has three effects. It determines how well a character does at parrying, decreases the penalty in combat from bulky armor, and occasionally decreases the damage taken from enemies' weapons.</p>
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<p>Bulky armor prevents a character from casting mage spells. However, when your armor is only a little too bulky, sometimes casting a mage spell will sometimes work when the mage has high defense skill.</p>
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<p>Mage Spells (6), Priest Spells (5): These two skills are very expensive and very powerful. They enable the owner to cast spells of the appropriate type of a level up to the level of skill owned. The maximum level for both is 7.</p>
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<p>You automatically know most spells of level 3 and below. It takes some time to find spells of level 4 and above. Thus, getting these skills above level 3 at the beginning may not be a good idea.</p>
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<p>Mage Lore (1): You will occasionally need to decipher strange magical readings. This skill determines how good you are at this. If your skill is high enough, you may gain a spell or a valuable piece of information. What is important when trying to decipher something is how much of this skill is present in the party. One character with 18 Mage Lore is equivalent to 6 characters with 3 Mage Lore.</p>
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<p>Alchemy (2): You will eventually gain the ability to make magic potions. To make a given potion, however, your Alchemy skill must be above a certain level. The higher it is above this level, the better the chance of succeeding.</p>
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<p>When one PC is trying to make a potion, only that PC's Alchemy skill counts. Thus, it is much, much better to have one PC with high Alchemy skill than several PCs with low Alchemy skill.</p>
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<p>Item Lore (4): When you kill a monster, there will occasionally be items on its body. Normally, you wouldn't know what they were. However, Item Lore skill makes it possible that when you find the item, you will know what it is. Otherwise, you would have to take it to town and spend money to identify it.</p>
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<p>The higher the Item Lore, the better the chance of the item appearing identified. In general, several PCs with low Item Lore is better than one PC with high Item Lore.</p>
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<p>Item Lore does not affect items already in town when you enter, or items gained in special encounters.</p>
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<p>Traps (2): Many chests and some corridors will have traps on them, which can be devastating. You will, however, be given a chance to pick a PC to disarm it. Chance of success depends on this skill.</p>
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<p>Pick Locks (2): Many towns and dungeons will have locked doors. A PC with some of this skill and lock picks equipped can try to pick them. The higher this skill, the better. Beware. Some locks are magical, and cannot be picked. Try the spell Unlock Doors on these.</p>
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<p>Assassination (4): Sometimes, when a character attacks a much weaker monster, the blow will do a good deal of extra damage. The more of this skill you have, the better the chance of this happening, and the stronger the monsters it can affect.</p>
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<p>Poison (2): You will find poisons, which you can put on your weapons for a little extra punch. Having a few levels in this skill will make it more likely you will put the poison on at full strength, and the less likely you will nick yourself with the poison accidentally.</p>
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<p>Although you can buy a lot of this skill, 3-4 levels should be sufficient.</p>
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<p>Luck (5): This skill is expensive, but can be a bargain at twice the cost. Its effects are pervasive, subtle, powerful, and sometimes irreplaceable.</p>
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<dl>
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<dt>Edged (2)</dt>
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<dd>The higher the skill, the better the chance to hit with daggers, swords, axes, and other bladed weapons.</dd>
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<dt>Bashing (2)</dt>
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<dd>The higher the skill, the better the chance to hit with clubs, maces, flails, hammers, and other blunt weapons.</dd>
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<dt>Pole (2)</dt>
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<dd>The higher the skill, the better the chance to hit with spears, halberds, bardiches, slith spears, and other pole weapons.</dd>
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<dt>Thrown Missile (1)</dt>
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<dd>The higher the skill, the better the chance to hit darts, thrown daggers, and most other missile weapons.</dd>
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<dt>Bow (3)</dt>
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<dd>The higher the skill, the better the chance to hit with bows and crossbows</dd>
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<dt>Defense (2)</dt>
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<dd>This skill has three effects. It determines how well a character does at parrying, decreases the penalty in combat from bulky armor, and occasionally decreases the damage taken from enemies' weapons.<br>
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Bulky armor prevents a character from casting mage spells. However, when your armor is only a little too bulky, sometimes casting a mage spell will sometimes work when the mage has high defense skill.</dd>
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<dt>Mage Spells (6)</dt>
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<dd>This skill is very expensive and very powerful. It enables the owner to cast Mage spells of a level up to the level of skill owned. The maximum level is 7.<br>
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You automatically know most spells of level 3 and below. It takes some time to find spells of level 4 and above. Thus, getting these skills above level 4 at the beginning may not be a good idea.</dd>
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<dt>Priest Spells (5)</dt>
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<dd>This skill is very expensive and very powerful. It enables the owner to cast Priest spells of a level up to the level of skill owned. The maximum level is 7.<br>
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You automatically know most spells of level 3 and below. It takes some time to find spells of level 4 and above. Thus, getting these skills above level 4 at the beginning may not be a good idea.</dd>
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<dt>Mage Lore (1)</dt>
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<dd>You will occasionally need to decipher strange magical readings. This skill determines how good you are at this. If your skill is high enough, you may gain a spell or a valuable piece of information. What is important when trying to decipher something is how much of this skill is present in the party. One character with 18 Mage Lore is equivalent to 6 characters with 3 Mage Lore.</dd>
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<dt>Alchemy (2)</dt>
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<dd>You will eventually gain the ability to make magic potions. To make a given potion, however, your Alchemy skill must be above a certain level. The higher it is above this level, the better the chance of succeeding.<br>
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When one PC is trying to make a potion, only that PC's Alchemy skill counts. Thus, it is much, much better to have one PC with high Alchemy skill than several PCs with low Alchemy skill.</dd>
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<dt>Item Lore (4)</dt>
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<dd>When you kill a monster, there will occasionally be items on its body. Normally, you wouldn't know what they were. However, Item Lore skill makes it possible that when you find the item, you will know what it is. Otherwise, you would have to take it to town and spend money to identify it.<br>
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The higher the Item Lore, the better the chance of the item appearing identified. In general, several PCs with low Item Lore is better than one PC with high Item Lore.<br>
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Item Lore does not affect items already in town when you enter, or items gained in special encounters.</dd>
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<dt>Traps (2)</dt>
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<dd>Many chests and some corridors will have traps on them, which can be devastating. You will, however, be given a chance to pick a PC to disarm it. Chance of success depends on this skill.</dd>
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<dt>Pick Locks (2)</dt>
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<dd>Many towns and dungeons will have locked doors. A PC with some of this skill and lock picks equipped can try to pick them. The higher this skill, the better. Beware. Some locks are magical, and cannot be picked. Try the spell Unlock Doors on these.</dd>
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<dt>Assassination (4)</dt>
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<dd>Sometimes, when a character attacks a much weaker monster, the blow will do a good deal of extra damage. The more of this skill you have, the better the chance of this happening, and the stronger the monsters it can affect.</dd>
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<dt>Poison (2)</dt>
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<dd>You will find poisons, which you can put on your weapons for a little extra punch. Having a few levels in this skill will make it more likely you will put the poison on at full strength, and the less likely you will nick yourself with the poison accidentally.<br>
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Although you can buy a lot of this skill, 3-4 levels should be sufficient.</dd>
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<dt>Luck (5)</dt>
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<dd>This skill is expensive, but can be a bargain at twice the cost. Its effects are pervasive, subtle, powerful, and sometimes irreplaceable.</dd>
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</dl>
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<p>Eventually, one way or another, you will have a party to control. At this point, you will be returned to the main menu, where you can select a scenario.</p>
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</body>
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</html>
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