91 lines
5.8 KiB
HTML
91 lines
5.8 KiB
HTML
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<title>Miscellaneous - Blades of Exile Guide</title>
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</head>
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<body>
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<div class="navbar">
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<noscript>Javascript required for the navbar.</noscript>
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<div class="content">
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<h1>Miscellaneous</h1>
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<h2 id='wealth'>Material Wealth</h2>
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<p>There are three sorts of possessions you can come across:</p>
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<li>Gold: Well, this isn't always literal chunks of gold. It's gold nuggets or silver
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coins or trade goods or anything else you can give people to get stuff. You start with a
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small amount, and can get more.</li>
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<li>Food: Preserved giant lizard steaks, dried mushrooms, yummy, tangy lichens, and all
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the other rich bounty of Exile. Every once in a while you will eat some of it, one unit
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for each active PC. Not having enough food results in starvation, damage, and bad
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things.</li>
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<li>Items: Each PC can carry 24 objects, such as armor, helmets, tools, weapons, etc. You
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can do various things with these items. These are described in Chapter 4.<br>
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You can only carry so much weight. The amount of bulk you can carry depends on your
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strength. Armor is very heavy, while potions and scrolls aren't.<br>
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When equipping items, you only have two hands, and some weapons take up both of them.
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You can only wear two rings, and one necklace (too many magic items interfere with each
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other in bizarre ways). Beware. When you equip a cursed item, you will need to find a
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healer to take the curse off.</li>
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<h2 id='magic'>Magic</h2>
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<p>There are seven levels of spells. Your characters begin the game knowing most spells up
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to third level. They can cast a mage spell of a given level if they have enough spell
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points, and Mage Spells skill of that level (and the same goes for priest spells). Upon
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casting, the character loses the spell points, and something neat happens.</p>
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<p>Spell effects are cumulative, and build up quickly. For example, if you bless a
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character twice, the effect will be much more than twice the effect of one bless. When you
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poison a monster twice, it will do well over twice the damage the first spell would have
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caused. If one fear spell doesn't make a monster flee, the next one will have a much
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better chance of working. Casting two light spells makes the light last twice as long.</p>
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<p>Mage spells require great delicacy of movement to cast. For this reason, they cannot be
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cast when when armor with total encumbrance of more than 1 is being worn. High defense
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skill can sometimes offset this effect, but it never will when any single item has an
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encumbrance value of more than 2.</p>
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<p>Mage Spells and Encumbrance: If you are wearing armor with a total encumbrance of
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greater than one, you cannot cast mage spells. However, high defense skill can counteract
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this. If your armor isn't too bulky, sometimes defense skill will enable you to cast
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spells (though spells never, ever work when any single item has an encumbrance value
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greater than 2). If you fail, however, you lose your turn.</p>
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<p>Priest spells, consisting mainly of prayers shouted very loudly, do not have this
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limitation.</p>
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<p>Multiple Target Spells: Some spells, such as the Arrow spells, have more than one
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target. When you cast such a spell, click on each target. Click on a target again to
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untarget it. Should you decide to cast the spell without using all your targets, hit
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space.</p>
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<p>Magical barriers: Some spells create a two space wide barrier of some sort of magical
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wall. You can rotate this before placing it. Do so by hitting space.</p>
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<p>Dumbfounding: Being dumbfounded reduces the number of spells you can cast. Being a
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little dumbfounded prevents you from casting high level spells. The more dumbfounded you
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are, the more spells you lose access to. The priest spell Restore Mind, healers, and
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certain magic items can undo the effects of dumbfounding.</p>
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<h2 id='fields'>Magical Walls and Barriers</h2>
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<p>Both you and your foes have the capability to create a wide variety of magical fields
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and barriers, each with different effects and durations.</p>
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<p>There are fire, force, ice, and blade walls, which damage anyone entering and fade with
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time. There are stinking clouds, which curse anyone entering and fade quickly, sleep
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clouds, which make beings fall asleep, and antimagic clouds, which prevent any spell
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casting or targeting inside them, and fade slowly.</p>
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<p>Webs cover anyone entering with goo, which slows the victim down. Pausing cleans off
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the goo.</p>
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<p>Quickfire: The rarest and most deadly of the magical fields is quickfire. Once
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quickfire is created, it begins to spread, expanding until it fills the entire dungeon!
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Antimagic clouds slow it down, and dispel fields spells can hinder its progress, but once
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quickfire is loose, running is your only real option.</p>
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<p>When a dungeon is overcome with quickfire, leave and return later. The flames will have
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died down.</p>
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<p>Fire and Force Barriers: These barriers last until they are dispelled. The former
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damages anyone entering, and the latter prevents anyone from entering at all.</p>
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<h2 id='summon'>Summoned Monsters</h2>
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<p>Both you and your foes can magically bring forth creatures to aid you. These summoned
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monsters fight for a short time, and then disappear. If killed, they leave no
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treasure.</p>
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<p>The most (potentially) powerful summoning spells are Capture Soul and Simulacrum.
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Casting Capture Soul on a monster stores a copy of it in your party's mind. Later, you can
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cast Simulacrum to bring a copy of the monster forth. Collect copies of the most powerful
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monsters and bring them to your aid! You can only remember at most 4 monsters.</p>
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<p>Beware - when you Capture Soul a monster, its copy is stored in a random slot (out of
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the 4 available). It may copy over a monster you already have.</p>
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