161 lines
8.9 KiB
HTML
161 lines
8.9 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title>Killing Stuff - Blade of Exile Guide</title>
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<link rel='prev' href='Outdoors.html'>
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<link rel='next' href='Misc.html'>
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<link rel='toc' href='Contents.html'>
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<link rel="stylesheet" type="text/css" href="style.css">
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</head>
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<body>
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<div class="navbar">
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<script src='nav.js' type='application/javascript'></script>
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<noscript>Javascript required for the navbar.</noscript>
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</div>
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<div class="content">
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<h1>Killing Stuff</h1>
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<p>Combat works much like being in town or outdoors, except that you move your party one
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PC at a time instead of all at once. You will get to move each of your PCs, and then all
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the other people/monsters move (and maybe attack you). Then the process repeats.</p>
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<p>The main difference between normal town and combat mode, of course, is that you're
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probably trying to kill something.</p>
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<dl>
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<dt>Action Points:</dt>
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<dd>Each turn, each character get a base 4 action points. Wearing heavy armor
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reduces this amount; being hasted increases it. Whenever you do something, this amount
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goes down. It can go negative, and when your PC has 0 or less action points, your turn
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ends.<br>
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The actions you can perform in combat are listed below, with their action point
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cost.</dd>
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<dt>Line of Sight:</dt>
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<dd>A character can only fire a missile or spell at a location he or she can
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see. Also, trees and other obstructions between the shooter and the target will make the
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missile less effective.<br>
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When targeting, a line will appear between the attacker and the target. When the line
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disappears, you can't see the space you're aiming at.</dd>
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<dt>Moving and Attacking:</dt>
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<dd>You move by clicking on the terrain screen in the desired
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direction. To attack something, move into that thing. The result of your attack will
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appear to the lower right.<br>
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If you attack someone who wasn't attacking you, you will be asked if you really want to
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do that. Attacking innocents will bring the town guard down on your head, and you may have
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a serious problem. Be careful! Merely causing damage to an innocent will also bring the
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cops down on your head, and you may not get a warning before you do it.</dd>
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<dt>Switching Places:</dt>
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<dd>In combat, when one PC moves into another, they switch places. This is
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very useful during combat in cramped quarters.</dd>
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<dt>Stand Ready:</dt>
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<dd>As before, when you click on the active character, that character will
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wait. However, should a hostile creature then move into weapon range, that PC will attack
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the enemy.</dd>
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<dt>Targeting:</dt>
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<dd>When you cast a magic spell or fire a missile, you select a creature to fire
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at by clicking on it. When you may want to aim at someone off screen, before selecting
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your target you can scroll the view around by clicking on the border of the terrain
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screen.</dd>
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</dl>
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<p>The buttons have the following effects:</p>
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<ul>
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<li>Look (Eye, <span class='key'>l</span>, 0 AP):
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Looking works much as it did before, with one major difference:
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when you start looking, you can click on the border of the terrain screen to move the view
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around, and see things that were off-screen before. Note, however, you cannot see things
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by scrolling the screen around that you haven't yet seen by being close to them.</li>
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<li>Parry (Shield, <span class='key'>d</span>, all AP):
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Should a character be at risk, you can have that character
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use his or her turn simply defending. How effective this is depends heavily on the defense
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skill of the character, although there will always be some benefit.</li>
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<li>Get (Hand grabbing scroll, <span class='key'>g</span>, 4 AP):
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Works exactly as before, except you don't get to
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choose who gets the item - the active character gets it.
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<!-- TODO: This seems to be a relic of something, but sounds maybe useful?
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Hitting 'G' has your party grab all nearby items. This only works when no monsters are
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visible.--></li>
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<li>Wait ('Wait', <span class='key'>w</span>, 0 AP):
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Clicking this has the PC wait for the other PCs to attack.
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Eventually, he or she will get another chance to act.</li>
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<li>Shoot (Arrow, <span class='key'>s</span>, bow - 3 AP, thrown missile - 2 AP):
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When you click on this and the
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active PC has a thrown missile weapon or a bow and arrows equipped, you will shoot a
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missile at the target you select.</li>
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<li>End Combat ('End', <span class='key'>e</span>):
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In town, when you are through fighting, click this button to
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go back into town mode (whether or not any foes remain). When in an encounter outdoors,
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you can resume traveling by clicking this button (although it will only work if all the
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enemies are dead).</li>
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<li>Active ('Act', <span class='key'>x</span>):
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Clicking on this button makes the current PC the only active PC.
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None of the other PCs will do anything until the active PC dies, or you click the 'Act'
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button again.</li>
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</ul>
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<p>Other actions have an action point cost:</p>
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<ul>
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<li>Using An Item (3 AP)</li>
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<li>Equipping/Removing An Item (1 AP)</li>
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<li>Giving An Item (1 AP)</li>
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<li>Dropping An Item (1 AP)</li>
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<li>Moving a Space (1 AP)</li>
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</ul>
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<p>This sums up the things you can do in combat. But what of the rewards, and the
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risks?</p>
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<dl>
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<dt>Getting Damaged, Armor:</dt>
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<dd>Every time you get hit, your health goes down. When you receive
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a blow that would take you to 0 or less health, you end up at 0 health (this is signified
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by a coughing noise). When you get damaged and have 0 health, you die. When you take a lot
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of damage and have 0 health, you will be obliterated (making this PC much harder to raise
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from the dead).<br>
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Fortunately, there is a wide variety of armor in the game. Armor will not reduce the
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number of blows you take, but will reduce the amount of damage you take when those blows
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land. However, the heavier the armor, the more it interferes with your ability to attack
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and cast spells (although defense skill reduces this effect).<br>
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Changing armor takes a while. While you can change helms, gloves boots, and shields in
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the heat of combat, you cannot change armor.</dd>
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<dt>Dying:</dt>
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<dd>This happens. A lot. When it does, all the newly deceased's possessions drop to
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the ground in a pile. Should this happen when you are in a boat, you may need to row back
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for them.<br>
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Items can't be dropped when outdoors. Should someone die when wandering around outside,
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the items will stay with you until you enter a town or get into combat, at which point
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they immediately drop to the ground.<br>
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Dead people can be brought back to life. This can be done using certain priest spells,
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or at the healers you will find in some of the towns. If the killing blow does enough
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damage, it will turn the PC into dust. It will then be much more difficult to raise
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them from the dead.</dd>
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<dt>Killing Enemies:</dt>
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<dd>Whenever you kill an enemy, the person dealing the death blow gets
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some experience, and everyone else gets a much smaller amount. Should this experience give
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you a level, the game will let you know in the text screen.</dd>
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<dt>Treasure:</dt>
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<dd>Will appear when the monster is killed and you get lucky. If you have decent
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Item Lore skill, the item may even appear fully identified.</dd>
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<dt>Fleeing:</dt>
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<dd>Of course, sometimes the enemy is just too tough. When this happens, it is
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possible to escape.<br>
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In town combat, you must move your party to the outskirts of town, leave combat mode,
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and then walk out of town. You cannot leave town when you're in combat,<br>
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In outdoor combat, you flee by moving to the boundary of the battlefield (which will
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look like a black nothingness) and walk off. If you succeed, the character will have fled.
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When your whole party is fled or dead, or you've killed all of the enemies and pressed the
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End Combat button, combat will end and your party will be reunited.<br>
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If you are adjacent to a monster and move away from it, it will get a free attack
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against you (an attack of opportunity). The same goes in reverse.</dd>
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<dt>Poisoning a Weapon:</dt>
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<dd>Using poison poisons your equipped weapon, which can be either a
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hand-to-hand weapon or a quiver of arrows (not darts or throwing knives). Hitting a
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monster with it then does a considerable amount of damage, spread out over time. The level
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of the poison decreases with every blow delivered and every blow that lands. The poison is
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lost should you change weapons or leave town.<br>
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Using poison on an already poisoned weapon gives the weapon a strength of poison equal
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to the maximum strength of the poison already there and the poison you're putting on.</dd>
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<dt>Enemy Resistances:</dt>
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<dd>There are a wide variety of types of damage you can do. Hand to hand
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weapons do physical damage. Poison is another kind of damage, fire is another, non-fire
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magic (such as ice bolts or kill spells) is yet another. These sorts of damages affect
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different monsters differently. Many monsters are resistant to fire. Less are resistant to
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magic. Very few are resistant to poison, however - keep this in mind when dealing with
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that pesky enemy mage in the back.</dd>
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</dl>
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</div></body>
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</html>
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