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The code actually waits 80 moves, and other platform menus show this
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\pdf_title "Blades of Exile Guide"
\pdf_author "Spiderweb Software, Openexile Project"
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\begin_body
\begin_layout Title
The Blades of Exile Guide
\end_layout
\begin_layout Author
By Spiderweb Software and the Openexile Project
\end_layout
\begin_layout Date
04/10/12
\end_layout
\begin_layout Standard
\begin_inset CommandInset toc
LatexCommand tableofcontents
\end_inset
\end_layout
\begin_layout Part
Blades of Exile - The Game
\end_layout
\begin_layout Section
About this copy
\end_layout
\begin_layout Standard
This is Blades of Exile, a huge, highly-detailed Shareware fantasy role-playing
system for the Macintosh.
This remarkable set of programs contains nearly infinite possibilities
for adventure.
First, the game itself comes with three full, exciting scenarios, filled
with excitement, puzzles, and role-playing.
Then there is the Blades of Exile scenario editor, which you can use to
make your own role-playing adventures to play yourself or trade with friends.
Finally, you can obtain scenarios which other people have made with the
scenario editor and play through them yourself.
Even when you've finished the scenarios that come with Blades, you've only
started to tap the potential for fun this product offers you!
\end_layout
\begin_layout Standard
In 2007, ten years after the original release of BoE, the source code of
the game was released, and the tedious process of updating the game to
modern standards began.
\end_layout
\begin_layout Subsection
About Open Source
\end_layout
\begin_layout Standard
This program is being distributed and licensed under the GNU General Public
license.
You should have received a copy of this license with the game if you
haven't, it may be found online at this site.
This copy should, when you first receive it, contain a copy of the game,
data files, four scenarios, and documentation.
\end_layout
\begin_layout Standard
The source code of this game is available at its Google Code project.
If you wish to contribute in any way, email one of the project owners or
post in the forum to express your interest.
\end_layout
\begin_layout Subsection
Comments and Bugs
\end_layout
\begin_layout Standard
Any comments and bug reports should be submitted using the form at the Issues
page.
Please do so.
We love to hear from you, and any comments can serve to make this game
better.
You may also submit suggestions for improvements there.
\end_layout
\begin_layout Subsection
System Requirements
\end_layout
\begin_layout Standard
Blades of Exile for Macintosh requires 3 MB of free memory, Mac OS X (10.4
and newer is supported; it may or may not work on older systems), 7 MB
of hard drive space, a 13" screen, and 256 colors.
\end_layout
\begin_layout Standard
For Windows users, Blades of Exile will work with systems as old as Windows
98 and 2000, and normally runs without a hitch on most versions of XP,
Vista, and Windows 7.
The specifications are the same as with Macintosh.
\begin_inset Foot
status open
\begin_layout Plain Layout
This section is out of date, Blades of Exile should run on any modern machine,
but this does need to be updated.
\end_layout
\end_inset
\end_layout
\begin_layout Section
Playing Tips for Beginners
\end_layout
\begin_layout Standard
Blades of Exile (Blades for short) is a computer fantasy role-playing game.
If you've never played a game of this sort before, much of what's going
on will be very unfamiliar to you.
This section provides an overview of how to do the most important things,
so you don't get too swamped with the details.
Don't worry - even though Blades of Exile is a complicated program, once
you can get around, you will be able to pick up other things very easily.
Also, don't worry if you've never played Exile I-III.
Experience with those games is not necessary to enjoy Blades of Exile.
\end_layout
\begin_layout Subsection
Starting the game
\end_layout
\begin_layout Standard
In Blades of Exile, you will control a group (or "party") of up to six adventure
rs (often referred to as PCs, for "player characters").
You will take these six people on adventures, kill monsters, collect loot,
and try to save the world.
Each person has his or her own skills, abilities, and items.
\end_layout
\begin_layout Standard
To start the game, you need to get a group of adventurers.
From the starting screen, press Create New Party, and watch the introduction.
When you hit the button, you will be at the party creation screen.
\end_layout
\begin_layout Standard
Notice you have already been given six characters.
You can now, if you wish, drop, recreate, or edit these PCs.
For now, don't worry about this.
Just hit "Done," and save your party when given the chance.
You will now see your party displayed on the introduction screen.
Once you have your adventurers, you need to send them into an adventure
(called a scenario).
Click on Start Scenario and select "Valley of Dying Things".
You're now on an adventure!
\end_layout
\begin_layout Subsection
What's going on?
\end_layout
\begin_layout Standard
You start in Fort Talrus, an outpost at the entrance to Skylark Vale.
Skylark Vale is currently afflicted by a horrible plague, a plague only
you can cure.
Before you can save the world, however, you need to be able to walk around.
Many monsters and puzzles will inhibit your progress.
For now, however, it is enough of a problem just to get equipped and figure
out how to move around in this odd new world.
\end_layout
\begin_layout Subsection
Moving around and getting stuff
\end_layout
\begin_layout Standard
Once you've started the game, you will be in your room in Fort Talrus.
You can see yourself in bed in the window in the upper left corner of the
screen (the terrain screen).
You can move around by pressing the buttons on the keypad, or by moving
the mouse cursor into the terrain screen and pressing the mouse button.
Move around a bit.
\end_layout
\begin_layout Standard
Your characters will start with weapons and armor already equipped (i.e.
worn).
However, there are more things to be gotten.
For example, you'll want the lamp on the table.
Click on the button with the hand on it in the lower left corner (or type
'g', for Get).
The getting things window will come up.
Click on the lamp, and your first character will have it.
\end_layout
\begin_layout Standard
You should now see the lamp in the item window at the right side of the
screen.
To the right of it will be four buttons: 'U' (for Use), 'G' (for Give),
'D' (for Drop), and 'I' (for Item Info).
When you click on the 'U' button, you'll use the lamp and light will appear.
Don't do this yet - wait until you're in a dark place, like a dungeon.
\end_layout
\begin_layout Standard
Now move next to one of the dressers.
Click on the 'D' button by the lamp to drop it.
You'll need to click where to drop the item.
Click on the dresser.
\end_layout
\begin_layout Standard
It's gone! You just put the lamp in the dresser.
Maybe, in addition to the lamp, there's something else in the dresser.
You should search it.
\end_layout
\begin_layout Standard
To search something, look at it while standing next to it.
Stand right under the dresser.
Press the Eye button (or type 'l'), and click on the dresser (or press
the '8' on the keypad, for 'up').
You search the dresser, and will see a list of everything inside.
Get everything, then search the other dresser.
\end_layout
\begin_layout Standard
Many things, such as barrels, crates, dressers and chests can be searched
for interesting things.
If you think something useful is hidden somewhere, be sure to search.
Any sort of terrain can have something hidden in it.
\end_layout
\begin_layout Standard
Now you need to get supplies.
Walk into the door to open it, and enter the room across the hallway.
There's plenty of items for you there.
Get them all (again using the get button or typing 'g').
Don't forget to also take the armor out of the chest.
\end_layout
\begin_layout Subsection
Readying armor and weapons
\end_layout
\begin_layout Standard
Now that you have some armor and weapons, it's time to put on your new gear.
The PC screen, listing your party, is to the upper right.
One of your characters' names will be in italics.
This is the active character.
This character's inventory is given in the item screen below it.
Click on another PC's name.
It will become the active character, and that PC's inventory will appear
below.
You can also type the PC's number to make them active, a very useful
shortcut.
\end_layout
\begin_layout Standard
Go to one of your PCs inventory pages.
Click on the name of, say, a suit of armor.
The name of that item will now appear in italics.
That means you're wearing it! Click it again to take it off.
\end_layout
\begin_layout Standard
Suppose one PC has two suits of armor, and you want another PC to be protected.
Go to the page of the PC with two suits of armor, and hit the 'G' button
by one of them.
This gives the item away.
A window will come up asking who to give the item to.
Click the button by the name of the PC to give the item to.
\end_layout
\begin_layout Standard
Shift your new stuff around so that your fighters have the best armor and
weapons.
There! You're equipped.
Now, you can start meeting the people in the fort around you, or go out
and kill something.
\end_layout
\begin_layout Subsection
Talking to people
\end_layout
\begin_layout Standard
To get anywhere in Blades of Exile, you'll need to talk to many, many people.
Might as well try this now.
Hit 't' and then click on a person to talk to them.
The talking window will appear.
\end_layout
\begin_layout Standard
Notice the buttons at the bottom of this area.
Click on Name and Job, and you'll get the basic information that character
has to say.
\end_layout
\begin_layout Standard
To ask someone about something, click on the word after they say it.
If someone says "I really hate goblins," click on goblins to ask about
it.
If the person has something to say, the word will flash, and something
else will come up.
To see what the person said previously, click on Go Back.
\end_layout
\begin_layout Standard
Talk to people in the fort.
You'll notice that the guards don't talk to you, but most everything else
has something to say.
Be especially sure to go to the southwest corner of Fort Talrus and see
Commander Terrance, who will tell you a lot of information about your mission.
Also be sure find a person named Avizo.
He won't tell you anything useful now, but you'll need to speak with him
later.
\end_layout
\begin_layout Standard
Finally, talking to people is how you will buy food and equipment.
To see if someone has something to sell, press the Buy button.
If they do, click on the item name to buy it.
\end_layout
\begin_layout Subsection
Killing Stuff
\end_layout
\begin_layout Standard
Now it's time to go out and fight.
Might as well get used to combat - you're going to be doing a lot of it!
\end_layout
\begin_layout Standard
You can find stuff to kill by either finding a dungeon or wandering around
outdoors.
When you get attacked, to strike back, simply move into the hostile monster.
You'll swing whatever weapon you have in your hand.
The text area in the lower right will tell you how your attack went.
\end_layout
\begin_layout Standard
When you kill stuff, the dead monsters will often leave behind more items
for you to get.
Unfortunately, you won't always know what these items are, and you won't
be allowed to sell them until you do.
There are, fortunately, people in towns who (for a fee) will tell you what
they are.
One such person is Axel, in Sweetgrove.
\end_layout
\begin_layout Subsection
Casting Spells
\end_layout
\begin_layout Standard
The other necessary skill for playing Blades of Exile is casting spells:
magical incantations which do all sorts of stuff.
There are two sorts of spells: mage spells, which tend to do damage and
help in combat, and priest spells, which tend to heal and help the party.
\end_layout
\begin_layout Standard
The easiest way to cast a spell is to use the Mage Spells or Priest spells
menus.
To have a PC cast a spell, click on their name to make the PC active.
The Mage Spells (or Priest Spells) menu will list all available spells.
Select the spell to cast it.
If it's a spell cast on another character, like Minor Heal, you'll be asked
whom to cast it on.
\end_layout
\begin_layout Standard
You can also cast spells by using the Mage and Priest Spell windows, which
you bring up by clicking on the spell casting buttons in the lower left,
or by typing 'm' or 'p'.
Instructions for using these windows are given in the spell casting chapter.
They're a little more complicated to use, but have the advantage of being
usable entirely from the keyboard.
\end_layout
\begin_layout Standard
There are seven levels of spells, each more draining and powerful than the
spells in the level before.
You start with characters able to cast all spells from levels 1 to 3.
\end_layout
\begin_layout Subsection
Secret Doors
\end_layout
\begin_layout Standard
Some doors (in all sorts of walls and in cave walls as well) are hidden.
To search the walls, walk into them.
If there is a secret door there, you'll pass through the wall.
\end_layout
\begin_layout Standard
Go to the north side of the building you started in and walk along the wall
to the west (stand right next to the wall and don't go north, or you'll
leave town).
When you reach the mountains to the northwest of the building, walk west
through them.
You'll find an interesting (and hostile) surprise.
\end_layout
\begin_layout Subsection
If you get stuck
\end_layout
\begin_layout Standard
Of course, it's possible that you will still get stuck.
Maybe you always get killed, or you can't find any money, or something
else.
Should this happen, Blades of Exile comes with a character editor, which
can heal your characters and give them as much gold and food as they want.
\end_layout
\begin_layout Subsection
Moving onward
\end_layout
\begin_layout Standard
Finally, when you're through with Fort Talrus, walk out of the building
you started in, and walk north.
You'll eventually leave the town you're in and be outdoors.
You'll be standing by a road.
Follow it north, and you will eventually find a town called Sweetgrove.
Walk into it to enter it.
You're on your way!
\end_layout
\begin_layout Standard
This is only a brief overview, of course.
It says nothing about training, or many important things about spellcasting.
It will, however, get you moving, and once you're getting around, you should
find the rest falls into place very quickly.
\end_layout
\begin_layout Standard
So welcome to the wild world of Blades of Exile! And good luck! Who knows?
You may actually be able to make a difference!
\end_layout
\begin_layout Section
Introduction to the World of Exile
\end_layout
\begin_layout Standard
The world of Exile is a huge place.
Actually, it's two very different worlds in one.
First, there's the surface world.
The surface world is ruled by the Empire.
That's what its called.
The Empire.
Not the Empire of Something, or the Something Empire.
Just the Empire.
It's understandable.
There's no need for elaborate names when there's only one game in town.
\end_layout
\begin_layout Standard
The second world is the underworld, the networks of thousands of miles of
caverns and tunnels, ever hidden from the sun, spiraling down to depths
unimagined, filled with bizarre races of creatures, some friendly, most
hostile.
For many years, the Empire, in its arrogance, banished everyone it felt
didn't fit in.
Eccentrics, petty criminals, malcontents, they were all regarded as undesirable
by the Empire.
And, for many years, these unwanted citizens were sent into this underworld.
There, against horrible odds, they formed their own nation.
They called it Exile.
\end_layout
\begin_layout Standard
Exile is a network of hundreds of miles of caves and tunnels, forming an
enormous, weblike labyrinth of warrens under the surface of the world.
Kept lit by magic, fed by fungus, and populated by the unending stream
of humans (and humanoids) from the surface, the people of Exile struggled
by as best they could for many years.
\end_layout
\begin_layout Standard
They were opposed by demons.
Many of these creatures, led by the demon lord Grah-Hoth, had been Exiled
from the infernal realms to the caves where the humans were sent.
There were the Nephilim, a barbarian race that once roamed the surface
and, like the Exiles, had been banished from the surface.
There were the slithzerikai, a subterranean lizard people, many of whom
considered humans to be foes at best, meat at worst.
\end_layout
\begin_layout Standard
It seemed that there was no way for the humans to survive in this alien
environment, opposed as they were by so many hostile creatures.
When Exile was established, however, the Empire, complacent and arrogant,
made its greatest mistake and gave Exile the boon it needed to survive.
It sent down several mages, powerful mages, who were on the wrong side
of a political struggle.
The winners, Emperor Hawthorne and the archmage Garzahd, were confidant
that sending down these archmagi would not be a problem.
They even thought that maybe their skills could later be harnessed, once
they were beaten down by several years of rotting in the sunless lands.
\end_layout
\begin_layout Standard
They could not have been more wrong.
\end_layout
\begin_layout Standard
Some of the exiled wizards, like Rone, and Solberg, and Patrick, were content
simply building a better life for the Exiles.
They united the Exiles into one nation, raised an army, and beat back the
Nephilim and slithzerikai and, in one huge battle, imprisoned the demon
Grah-Hoth.
From there, the wizards tried to form a healthy, peaceful life, doing their
best to forget the humans who had sent them from the light of the sun.
\end_layout
\begin_layout Standard
One of the wizards, however, was named Erika Redmark.
A harsh and vindictive incantatrix, she enlisted a band of adventurers,
made tough by their years below, in a wild, dangerous, and eventually successfu
l scheme.
She wanted to assassinate Hawthorne, brilliant and evil Emperor of the
surface world.
\end_layout
\begin_layout Standard
Five years later, Hawthorne was killed in his own throne room.
\end_layout
\begin_layout Standard
The response was immediate, and vicious.
First, the portal into Exile was closed.
Nobody was to be sent through.
Second, other portals were created in remote areas of Exile.
Soldiers were sent there, the finest soldiers in the Empire's army.
They had one mission: Vengeance.
Not one citizen in this subterranean den of vipers was to escape alive.
\end_layout
\begin_layout Standard
In launching this invasion, however, the Empire made their critical mistake.
They discovered a new, bizarre, humanoid race living even farther down
in the caves - the Vahnatai.
These creatures were highly intelligent and resourceful, and very skilled
in the use of crystals for magical deeds.
In fact, they had the ability to take the spirits of their ancestors, and
bring them back in crystalline form.
These revered forefathers, the Crystal Souls, were their spiritual guides,
and the beings most revered by their people.
\end_layout
\begin_layout Standard
The Empire, seeing how strange and powerful the Crystal Souls were, kidnapped
three of them.
The Vahnatai, appalled by the magnitude of this crime but unsure of the
identity of the perpetrators, attacked Exile.
\end_layout
\begin_layout Standard
Fortunately, aided by the peaceful Vahnatai Bon-Ihrno, a group of bold Exiles
were able to infiltrate the Empire lands, steal the Crystal Souls, and
return them to their rightful owners.
In return, the Vahnatai joined forces with the Exiles, and used their mighty
magic to slaughter the Empire troops.
The Empire War finally ended, bloodily and victoriously.
\end_layout
\begin_layout Standard
Aided by Erika Redmark and their new Vahnatai allies, the Exiles built a
mighty teleporter, a magical machine able to send many people in an instant
from the caves to the surface.
The Exiles hoped to find a part of the world as yet uncrushed by the Empire.
Little did they know that the Vahnatai had plotted a savage revenge against
the Empire.
Their fury at the Empire for stealing their Crystal Souls was so great
that they tried to kill every person on the surface, by inflicting them
with plagues of vicious, lethal magical monsters.
\end_layout
\begin_layout Standard
Fortunately, a band of Exiles, seeing the surface world they so longed to
rejoin threatened, opposed the Vahnatai and brought the plagues of monsters
to an end.
The leader of the Vahnatai, Rentar-Ihrno, was defeated.
She fled to the lowest depths of the underworld, but not before she slew
Erika.
\end_layout
\begin_layout Standard
Empress Prazak, the leader of the Empire, who is a good deal wiser and kinder
than her predecessor, rewarded the Exiles with a corner of Valorim, the
wildest and most unsettled portion of the Empire.
Half of the people of Exile left the caves they loathed to return home.
They now live on the surface, and have an uneasy peace with the Empire.
The rest of the Exiles stay below, having come to regard Exile as their
home.
They have been joined by many friendly slithzerikai and Nephilim, although
the barbarian members of those races raid Exile settlements whenever possible.
\end_layout
\begin_layout Standard
And, below everyone, ever lurk the Vahnatai.
The Vahnatai still nurse a constant fury against the humans that defied
them, and they are nervous about the other races that are constantly advancing
through the caves they consider theirs.
On the other hand, many of them, in their hearts, long for peace.
It is a constant political struggle in the Vahnatai homeland, and the few
contacts between them and other races tend to be very eccentric.
\end_layout
\begin_layout Standard
There are many forces in these two worlds, above and below ground.
The people of Exile, above and below the surface, try to survive.
The Empire tries to hold control, even as forces of rebellion keep poking
up all around.
The Vahnatai want to be safe.
The Nephilim and slithzerikai fight to survive, often at the expense of
others.
\end_layout
\begin_layout Standard
It's a tumultuous world, filled with combat and confusion.
What better environment for a group of adventurers (like you) to make their
fortunes?
\end_layout
\begin_layout Section
The Blades of Exile Menu
\end_layout
\begin_layout Standard
Once you run Blades of Exile and see the title screen, you have five options:
\end_layout
\begin_layout Subsubsection
Load Saved Game
\end_layout
\begin_layout Standard
Resumes a game you've already started.
Select the save file to resume.
If that party is already in a scenario, you will pick up in the scenario
where you left off.
\end_layout
\begin_layout Subsubsection
Make New Party
\end_layout
\begin_layout Standard
Creates a new band of adventures.
A window will come up, and you can edit them however you want.
When you're done, you will be given a chance to save your new party.
\end_layout
\begin_layout Subsubsection
How to Order
\end_layout
\begin_layout Standard
This screen gives the relevant information for when you decide to register
Blades of Exile.
This includes cost, address, and the registration code (or codes) you will
need to give when you register.
Since the game is now free, of course, this is obsolete.
\end_layout
\begin_layout Subsubsection
Start Scenario
\end_layout
\begin_layout Standard
Once you have a party loaded (by opening a save file or selecting Start
New Game), press this button and select a scenario.
This is how you load one of the four scenarios which comes with Blades
of Exile.
Click on the scenario to play.
\end_layout
\begin_layout Subsubsection
Custom Scenario
\end_layout
\begin_layout Standard
Lets you play a scenario besides the three which come with Blades of Exile.
Press the button by the scenario you want to enter it.
\end_layout
\begin_layout Subsection
What is going on?
\end_layout
\begin_layout Standard
Before you can do anything, you will need to create a band of adventurers
for yourself to control.
This group of adventurers, called a party, will be your agents in the strange
worlds you find yourself in.
You can control them, talk to people through them, and sometimes even get
them killed.
You have to have a party before you can start an adventure.
To make a party, select Make New Party on the title screen.
\end_layout
\begin_layout Section
Creating a party
\end_layout
\begin_layout Standard
A party is the group of up to 6 adventurers, called player characters (PCs
for short).
You can play a party of your own making, or get a prefabricated party provided
by the game.
When you first run the game, select 'Make New Party' from the opening screen.
You can then choose whether to play a prefab party or make one from scratch.
\end_layout
\begin_layout Standard
When you hit Make New Party, you will be given the introduction to the game.
Click the mouse button when you're through watching it.
Then you will see the Party Creation window.
You will be given six prefabricated characters, each with preassigned skills
and abilities.
To get rid of a prefab PC, hit the Delete button by its name, and then
hit the Create button.
When your party is how you want it, press the Done button to start the
game.
\end_layout
\begin_layout Standard
Using the party creation window, you can select each of your character's
names, graphics, race, advantages/disadvantages, and skills.
\end_layout
\begin_layout Subsection
Race, PC Traits
\end_layout
\begin_layout Standard
Each of your characters can be one of three different races, and have any
of several advantages or disadvantages.
These traits will help or hinder your character in various ways.
They will also affect how quickly your character gains strength.
If you take a character with lots of advantages, he or she will gain skills
at a much lower rate.
If there are lots of disadvantages, the character will gain skills faster.
These are the races and character traits.
Details on each race and trait are visible in the appendices.
\end_layout
\begin_layout Subsection
Skills, Graphic, Name
\end_layout
\begin_layout Subsubsection
Skills
\end_layout
\begin_layout Standard
A PC created from scratch gets 60 skill points.
\begin_inset Foot
status collapsed
\begin_layout Plain Layout
Note that the default starting PCs (Jenneke, Thissa, etc.) have more than
60 skill points.
If creating a singleton, consider editing slot 3 (Frrrrrr), which comes
with 81 skill points.
\end_layout
\end_inset
Skill points are a sort of money you will spend on abilities.
\end_layout
\begin_layout Standard
When you press the Skills button, you will see a window where you can increase
and decrease this PCs skills.
To spend skill points to increase an ability, press the '+' button next
to it.
Press the '-' button to undo the action.
The cost in skill points to increase your value in each skill is the number
before the slash in the 'Cost' column.
The number after the slash isn't relevant yet (it becomes important when
you train your characters).
A list of what each skill does is available in the appendices.
\end_layout
\begin_layout Standard
Should you spend the points and be satisfied, press the 'Keep' button.
If you want to start again, press cancel.
\end_layout
\begin_layout Paragraph
Level and Experience
\end_layout
\begin_layout Standard
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.
\end_layout
\begin_layout Subsubsection
PC Graphic
\end_layout
\begin_layout Standard
To assign a PC's graphic, press the Graphic button.
Click on the button besides the graphic you want to use to represent your
PC, or press cancel to begin the whole process anew.
\end_layout
\begin_layout Standard
If you have a Nephilim or Slith character, it is recommended (though not
necessary) that you pick a graphic from that race.
You won't be specifically asked whether your character is male or female.
If you want your warrior to be a woman, select a female graphic and appropriate
name.
\end_layout
\begin_layout Subsubsection
PC Name
\end_layout
\begin_layout Standard
To choose a name for your character, click on the existing name and enter
a new one.
It must begin with a non-space character.
\end_layout
\begin_layout Section
The Blades of Exile Screen
\end_layout
\begin_layout Standard
If you've just created a party, you will now be looking at the main Blades
of Exile screen.
This screen has six distinctive parts.
\end_layout
\begin_layout Standard
\begin_inset Float figure
placement h
wide false
sideways false
status open
\begin_layout Plain Layout
\begin_inset Graphics
filename img/screen.png
width 100col%
\end_inset
\end_layout
\begin_layout Plain Layout
\begin_inset Caption
\begin_layout Plain Layout
The Blades of Exile screen, showing the six main parts (From top left, clockwise
): Terrain Screen, PC Stat Screen, Inventory Screen, Text Screen, Button
Bin, and Text Bar
\end_layout
\end_inset
\end_layout
\begin_layout Plain Layout
\end_layout
\end_inset
\end_layout
\begin_layout Subsubsection
Terrain Screen
\end_layout
\begin_layout Standard
When outside or in town, the person in the middle represents your party.
Around you will be the flora, fauna, and miscellaneous stuff of the surface
or underworld.
\end_layout
\begin_layout Standard
To move around, move the cursor into the terrain screen.
Move it around.
It will turn into an arrow.
Click the mouse button when the arrow points in the desired direction.
When looking, picking locks, etc.
(all described below), to select the item to look at (or whatever) click
on it.
\end_layout
\begin_layout Standard
The border of the terrain screen is also something to click on.
When looking, aiming a missile, or targeting a spell, clicking on the terrain
screen border will shift the view of the terrain screen in the appropriate
direction.
\end_layout
\begin_layout Subsubsection
Text Bar
\end_layout
\begin_layout Standard
This bar contains information about what's going on.
When in combat, it tells you who is active and how many action points they
have remaining.
Outdoors or in town, it tells you where you are.
Buttons
\end_layout
\begin_layout Standard
These change depending on your setting.
What the Outdoor/Town/Combat buttons do is described in the relevant sections.
\end_layout
\begin_layout Subsubsection
PC Status Screen
\end_layout
\begin_layout Standard
This lists the characters in your party, and tells you their current health
or status.
There are several things you can click on or find out about here.
\end_layout
\begin_layout Paragraph
Character's Name
\end_layout
\begin_layout Standard
When not in combat, clicking on a character's name makes that character
active.
The name of the active character appears in italics.
The Mage Spells and Priest Spells menus list the spells for the active
PC.
\end_layout
\begin_layout Paragraph
Health and Spell Points
\end_layout
\begin_layout Standard
Click on these numbers to be told the maximum number of health of spell
points the character can have.
\end_layout
\begin_layout Paragraph
Trade Places Arrows
\end_layout
\begin_layout Standard
To have two characters trade places in the roster, click on the arrow button
to the right of the first character, and then of the second.
\end_layout
\begin_layout Paragraph
Character Info Button
\end_layout
\begin_layout Standard
To see a window giving detailed information about the character's spell,
statistics, etc., click on the '?' button to the right of the character's
name.
\end_layout
\begin_layout Paragraph
Gold/Food/Day
\end_layout
\begin_layout Standard
At the bottom of this window, you can see your parties current gold and
food totals, as well as what day it is.
\end_layout
\begin_layout Paragraph
Help Button
\end_layout
\begin_layout Standard
Clicking the button with the '?' gives you help for this area.
By each PC's name will occasionally appear a symbol representing that character
's status.
To find out what these mean, click the '?' in the PC status area.
\end_layout
\begin_layout Subsubsection
PC Inventory Screen
\end_layout
\begin_layout Standard
This area lists the inventory for the current active character.
There are several things you can do here:
\end_layout
\begin_layout Paragraph
Equip/Remove Item
\end_layout
\begin_layout Standard
An equipped item's name appears in italics.
To wear an item, click on its name.
To remove it, click again.
Equipped weapons appear in red, armor in green, and everything else in
blue.
Use Item Click on the 'U' button to use an item.
\end_layout
\begin_layout Paragraph
Drop Item
\end_layout
\begin_layout Standard
To drop an item, click the 'D' button, and then click the space to drop
it in (if in town) or say you definitely want to drop it (when outdoors).
Items dropped outdoors are lost forever.
\end_layout
\begin_layout Paragraph
Give Item
\end_layout
\begin_layout Standard
To give an item, click the 'G' button, and select a recipient.
\end_layout
\begin_layout Paragraph
Item Info
\end_layout
\begin_layout Standard
Click on 'I' for a detailed description of an item.
\end_layout
\begin_layout Paragraph
Identify Item
\end_layout
\begin_layout Standard
When you visit a sage, this button will appear.
Click it to pay the sage to identify the item for you.
\end_layout
\begin_layout Paragraph
Sell Item
\end_layout
\begin_layout Standard
When you visit a shop, this button may appear.
Click it to sell the item for gold.
\end_layout
\begin_layout Paragraph
Enchant Item
\end_layout
\begin_layout Standard
Occasionally you may find someone willing to enchant your weapons.
When you do, this button will appear; click it to pay to enchant.
\end_layout
\begin_layout Paragraph
PC Buttons
\end_layout
\begin_layout Standard
Click on the numbered buttons at the bottom of this window to make this
character active (in town or outdoors) or see this character's inventory
(in combat).
\end_layout
\begin_layout Paragraph
Spec Button
\end_layout
\begin_layout Standard
Clicking this button brings up a list of the special items you've obtained.
Most of these (such as keys) are used automatically when needed.
Others, such as maps, are used by clicking the 'U' button to the right.
\end_layout
\begin_layout Paragraph
Help Button
\end_layout
\begin_layout Standard
As always, clicking the button with the '?' gives help for this area.
\end_layout
\begin_layout Paragraph
Jobs Button
\end_layout
\begin_layout Standard
Shows a list of jobs you've accepted and quests you've been assigned.
\end_layout
\begin_layout Subsubsection
Text Screen
\end_layout
\begin_layout Standard
This area gives you a running account of what's going on.
If you miss something, use the scroll bar.
\end_layout
\begin_layout Section
The Blades of Exile Menus
\end_layout
\begin_layout Standard
Blades of Exile's menus can perform many of the actions in the game, and
dispense help and information as well.
\end_layout
\begin_layout Subsection
File Menu
\end_layout
\begin_layout Paragraph
Open
\end_layout
\begin_layout Standard
Selecting this has you load in one of your older games.
You can do this anytime.
\end_layout
\begin_layout Paragraph
Save, Save As
\end_layout
\begin_layout Standard
This option has Blades of Exile take a "snapshot" of your current position
in the game, so you can resume from this point later, should you mess up.
Blades of Exile will prompt you for the name of your save file.
You can only save the game in town or outdoors.
Making several back-up save files is recommended.
\end_layout
\begin_layout Paragraph
New Game
\end_layout
\begin_layout Standard
Should you get fed up, you can start over again.
\end_layout
\begin_layout Paragraph
Preferences
\end_layout
\begin_layout Standard
This option brings up the preferences dialog.
This is described below.
\end_layout
\begin_layout Paragraph
Quit
\end_layout
\begin_layout Standard
When you've just plain had enough.
\end_layout
\begin_layout Subsubsection
The Preferences Window
\end_layout
\begin_layout Standard
From here, you can change how the game plays.
\end_layout
\begin_layout Paragraph
Display Alignment
\end_layout
\begin_layout Standard
This option determines how the Blades of Exile window is drawn on the screen.
You can have the game take up the full screen, with the game information
drawn in a corner you choose, or you can play Blades of Exile in a window
you can drag around the screen.
\end_layout
\begin_layout Paragraph
Game Speed (Fast/Medium/Slow)
\end_layout
\begin_layout Standard
This option reduces or increases the speed at which things take place.
\end_layout
\begin_layout Paragraph
No graphics frills
\end_layout
\begin_layout Standard
When turned on, most of Blades of Exile's animation and graphics tricks
disappears, resulting in a dramatic increase in game speed.
\end_layout
\begin_layout Paragraph
Turn off terrain animation
\end_layout
\begin_layout Standard
When on, Blades of Exile's terrain will not be animated, making the game
go faster.
\end_layout
\begin_layout Paragraph
Turn off frills on shore
\end_layout
\begin_layout Standard
When on, the frilly edge at the edge of pits, water, and lava won't be drawn,
making the game go faster.
\end_layout
\begin_layout Paragraph
Don't Save Maps
\end_layout
\begin_layout Standard
Normally, the game stores maps you've found in your save files.
This makes the save files 60K larger.
Selecting this option keeps Blades of Exile from saving your maps, resulting
in smaller save files.
\end_layout
\begin_layout Paragraph
No Sounds
\end_layout
\begin_layout Standard
This option turns off the game's sounds.
\end_layout
\begin_layout Paragraph
Show Room Descriptions More Than Once
\end_layout
\begin_layout Standard
Often, you will find a special encounter which shows a description of what
you've just found.
Once found, most of these won't be printed again.
This option makes the messages kept around to be printed whenever you encounter
them.
\end_layout
\begin_layout Paragraph
Never Show Instant Help
\end_layout
\begin_layout Standard
When selected, the Instant Help windows will never appear.
\end_layout
\begin_layout Paragraph
Reset Instant Help
\end_layout
\begin_layout Standard
Click on this to make all Instant Help windows appear again.
\end_layout
\begin_layout Paragraph
Make Game Easier
\end_layout
\begin_layout Standard
When on, monsters will have fewer health points, and do less damage.
\end_layout
\begin_layout Paragraph
Fewer Wandering Monsters
\end_layout
\begin_layout Standard
When on, fewer monsters will randomly appear outdoors and in towns.
\end_layout
\begin_layout Paragraph
No Targeting Line (Windows Only)
\end_layout
\begin_layout Standard
If experiencing crashes when targeting a missile or spell, you may have
problems with your display driver.
Turn this on to remove the problem.
\end_layout
\begin_layout Paragraph
Fewer Sounds (Windows Only)
\end_layout
\begin_layout Standard
If you have an older sound card (or sound card driver), some sound effects
may cause crashes.
Turn this on to remove the problem.
\end_layout
\begin_layout Subsection
Options Menu
\end_layout
\begin_layout Paragraph
Pick New PC Graphic
\end_layout
\begin_layout Standard
You can use this option to change the graphic of a PC.
You will be asked which PC.
\end_layout
\begin_layout Paragraph
Pick New PC Name
\end_layout
\begin_layout Standard
You can use this option to change the name of a PC.
You will be asked which PC.
\end_layout
\begin_layout Paragraph
Create New PC
\end_layout
\begin_layout Standard
When this is selected in the town you start the scenario in, you can create
a new PC.
Of course, this only works when you have less than 6 people in your party.
\end_layout
\begin_layout Paragraph
Delete a PC
\end_layout
\begin_layout Standard
This lets you select a character to delete permanently.
\end_layout
\begin_layout Paragraph
See Talking Notes
\end_layout
\begin_layout Standard
When you record something while talking to somebody in town, you can review
it here.
\end_layout
\begin_layout Paragraph
See Encounter Notes
\end_layout
\begin_layout Standard
When you record a message in a special encounter, you can review it here.
\end_layout
\begin_layout Paragraph
See Overall Party Stats
\end_layout
\begin_layout Standard
This brings up a tally of how many things you've killed, how much experience
you've gained, and other vital statistics.
\end_layout
\begin_layout Subsection
Help Menu
\end_layout
\begin_layout Standard
This menu brings up various reminders of the commands in the game.
As a shortcut, typing ? brings up the most relevant help screen for your
current situation.
\end_layout
\begin_layout Subsection
Monsters Menu
\end_layout
\begin_layout Standard
This menu provides a reference for monsters in the games, and their vital
statistics.
You can make a monster appear here by casting Scry Monster on it.
\end_layout
\begin_layout Subsection
Library Menu
\end_layout
\begin_layout Standard
These library menu options are extremely useful.
They are your best source for information about Blades of Exile: its spells
and monsters, handy tips for playing, and other useful things.
\end_layout
\begin_layout Paragraph
Mage Spells
\end_layout
\begin_layout Standard
This brings up a window which describes all of the mage spells in the game.
\end_layout
\begin_layout Paragraph
Priest Spells
\end_layout
\begin_layout Standard
This brings up a window which describes all of the priest spells in the
game.
\end_layout
\begin_layout Paragraph
Skills
\end_layout
\begin_layout Standard
This option brings up a window describing the different skills your characters
can attain, and giving hints for how much of them to buy and when.
\end_layout
\begin_layout Paragraph
Alchemy & Poison
\end_layout
\begin_layout Standard
This window describes the different alchemical concoctions and how to make
them, and tells how best to use poison.
\end_layout
\begin_layout Paragraph
Tip of the Day
\end_layout
\begin_layout Standard
This very useful option gives a host of hints for playing Blades of Exile.
\end_layout
\begin_layout Paragraph
Show Introductory Dialog
\end_layout
\begin_layout Standard
This option brings up the dialog you saw the first time you ran the game.
\end_layout
\begin_layout Subsection
Actions Menu
\end_layout
\begin_layout Paragraph
Do Alchemy
\end_layout
\begin_layout Standard
When in town, select this option to try to make a potion.
There is more information on this in the next section.
\end_layout
\begin_layout Paragraph
Wait 80 Moves
\end_layout
\begin_layout Standard
When in town, you cannot make camp.
Selecting this option, however, has you wait for a long time in order to
regain health and spells points.
Beware - the monsters can use this time to get reinforcements.
\end_layout
\begin_layout Paragraph
Display Automap
\end_layout
\begin_layout Standard
This brings up a map of your current location.
\end_layout
\begin_layout Subsection
Mage Spells, Priest Spells
\end_layout
\begin_layout Standard
These menus constantly list the spells the active PC can currently cast.
Select a spell to cast it.
\end_layout
\begin_layout Section
Getting Around Town
\end_layout
\begin_layout Standard
When you begin the game, you will be in one of Exile's many towns and forts.
There are a variety of things you can and should do.
\end_layout
\begin_layout Subsection
Moving around
\end_layout
\begin_layout Standard
To move, place the cursor on the terrain screen in the direction you want
to move (it should turn into a little arrow) and click.
You will take a step in the direction the arrow points.
To move up, for example, move the cursor above the little person in the
middle (you).
The cursor should turn into an arrow pointing up.
Click.
You will move up a space.
\end_layout
\begin_layout Standard
You can also move using the keypad.
Hitting 5 pauses your party, 8 makes you move up, 2 down, and so on.
\end_layout
\begin_layout Standard
If you cannot move there, because of something in the way, the text screen
will tell you so.
If you've stepped on something unpleasant, like swamp, lava, or some sort
of trapped square, you will be informed.
There are several interesting things to know about moving around.
\end_layout
\begin_layout Subsection
Leaving Town
\end_layout
\begin_layout Standard
When you want to leave a town or dungeon, pick a direction and keep walking.
Eventually, when you walk off the edge of the map, you will be outdoors.
A handy way of telling how far you are from the edge of the map is to use
the Map button, described below.
\end_layout
\begin_layout Subsection
Special Encounters
\end_layout
\begin_layout Standard
You will occasionally see, both in town and outdoors, a white circle on
the the nearby floor/ground/whatever.
The white circle signifies a special encounter or occurrence of some sort.
Step on it to find out what it is.
\end_layout
\begin_layout Subsection
Wall and Secret Doors
\end_layout
\begin_layout Standard
Not all walls, man-made or otherwise, are as they appear.
Some walls (and trees, and pillars, and many other terrain types) have
secret doors and hidden tunnels.
When you walk into a wall with one of these, you will pass through it.
This may not always be a good thing.
\end_layout
\begin_layout Subsection
Locked Doors
\end_layout
\begin_layout Standard
When you walk into a door, you will try to open it.
However, some doors are guarded by locks, magical and non-magical.
To open a locked door, you can bash it or pick the lock.
Bashing only rarely works, and failed attempts are punished by damage.
Only strong characters should try to bash doors.
\end_layout
\begin_layout Standard
Locks can be picked by a character who has a decent Pick Locks skill and
haslockpicks equipped.
When you fail, there is a chance that one of your picks will break.
It is rumored that you can find higher quality lockpicks.
\end_layout
\begin_layout Standard
Finally, some doors are magically locked.
Bashing and lockpicking will not work - you will need to use the mage spell
Unlock Doors.
And, every great once in a while, you will find a door on which none of
these methods will work! You'll need to find a key or lever or something
else to open it.
\end_layout
\begin_layout Subsection
Boats and Horses
\end_layout
\begin_layout Standard
Both outdoors and in town, you can find boats.
To enter one, move onto it.
To leave it, steer it onto ground.
Boats are essential to get to certain interesting places, and may be able
to travel over more things than water...
\end_layout
\begin_layout Standard
Horses, on the other hand, enable you to move over land much faster.
Monsters are easier to outrun, and the time it takes to travel outdoors
will be halved.
To mount horses you own, move onto them.
To dismount, pause (click on your party or press 5 on the keypad).
\end_layout
\begin_layout Standard
When you find boats and horses you don't own, often you will be able to
find someone nearby to sell them to you.
\end_layout
\begin_layout Subsection
Light
\end_layout
\begin_layout Standard
Some areas are dark.
To see beyond your nose, you will need a light source, be it a torch or
spell.
In certain unpleasant areas, even a torch or spell won't get rid of the
darkness.
\end_layout
\begin_layout Subsection
Pausing
\end_layout
\begin_layout Standard
Sometimes, you'll just want to sit and watch the world go by.
Click on your party or hit 5 on the keypad to let a turn pass without action.
\end_layout
\begin_layout Subsection
Alchemy
\end_layout
\begin_layout Standard
One of the things you can do in town is use ingredients you've found in
your adventures to try to make potions.
Should you have the right ingredients, the right recipe, and a PC with
sufficient alchemy skill, select Do Alchemy from the Actions menu.
You will be asked who is going to make it, and then given a list of potions
you can make.
Certain potions cannot be made by a character with low alchemy skill.
The higher the alchemy skill, the better the odds of success.
\end_layout
\begin_layout Standard
For more information on the things you can make with alchemy, inside the
game select Alchemy Info, under the Library menu.
\end_layout
\begin_layout Subsection
The Town Guard
\end_layout
\begin_layout Standard
Be careful! Damaging a friendly townsperson or stealing items can get the
town guard after you! If this happens, you best flee town, before they
destroy you.
\end_layout
\begin_layout Standard
An angry town will generally forget that it's mad at you, if you stay away
for long enough.
\end_layout
\begin_layout Subsection
The Buttons
\end_layout
\begin_layout Standard
Each of the many buttons at the bottom left corner of the screen has you
do something.
Several of them have keyboard equivalents.
When they do, the key is given in the parentheses below:
\end_layout
\begin_layout Subsubsection
Cast Mage
\end_layout
\begin_layout Standard
(Fireball.
m) You will be asked to select one of your party members, who will then
be given a chance to cast any mage spells he or she knows.
Mage spells are described later.
\end_layout
\begin_layout Subsubsection
Cast Priest
\end_layout
\begin_layout Standard
(Black ankh.
p) Same as cast mage, but for priest spells.
\end_layout
\begin_layout Subsubsection
Look
\end_layout
\begin_layout Standard
(Eye.
l) Clicking on this button and then on a space in the Terrain Screen gives
you a list of everything in the space you click.
Terrain, monsters, and items will be listed.
\end_layout
\begin_layout Standard
When you look, if you click on the terrain border, the terrain you're looking
at will scroll in the direction you click on, so you can see the monsters
before they're right on top of you.
\end_layout
\begin_layout Standard
When your party is adjacent to a sign, you can read it by looking at it.
\end_layout
\begin_layout Standard
When your party looks at something it is standing adjacent to that could
have stuff in it (crate/desk/bookshelf/body/whatever), you will search
it.
If there is something there, you will have a special encounter.
Some dungeons have very interesting things hidden in very mundane objects.
\end_layout
\begin_layout Subsubsection
Get
\end_layout
\begin_layout Standard
(Hand picking up scroll.
g) When you see items nearby, click on this button to get them.
If hostile monsters are in sight, you will only be able to get adjacent
items.
If not, you will be able to get all items nearby.
\end_layout
\begin_layout Standard
When the item-getting window comes up, click on an item to get it.
To have a new PC get items, click the button by their picture.
\end_layout
\begin_layout Standard
Finally, some items in towns are not your property.
Getting these items puts you in danger of being attacked by the town guard!
\end_layout
\begin_layout Subsubsection
Use
\end_layout
\begin_layout Standard
('Use', u) This all-purpose command has you do something to an adjacent
space.
Using an open door closes it, and vice versa.
Using a space with webs has you clear the webs away.
Perhaps this action has other uses...
\end_layout
\begin_layout Subsubsection
Map
\end_layout
\begin_layout Standard
(A Scroll, a) As you wander around the town or dungeon, you will automatically
keep track of the terrain you see.
When you click this button, you will see a map of the area you're in.
\end_layout
\begin_layout Standard
Also, you can leave the map window up while you play.
It will keep updating itself as you travel.
Note that this will slow the game down.
\end_layout
\begin_layout Subsubsection
Enter Combat Mode
\end_layout
\begin_layout Standard
(Sword.
f) As you wander around, someone or something might decide to attack you.
When in town mode, you travel in a tight-knit, awkward group.
Thus, you can't fight back, and the monsters move and act faster than you.
\end_layout
\begin_layout Standard
To deal with this unpleasant situation, click on this button to enter combat
mode.
Your group will split up into its individual members, and you will be able
to fight back.
\end_layout
\begin_layout Subsubsection
Talk
\end_layout
\begin_layout Standard
(Lips, t) You can talk to any living creature which is not actually trying
to kill you.
To do so, click on this button, and then the thing you want to talk to.
You will then be presented with a window with a description of the person.
\end_layout
\begin_layout Standard
To ask someone about something, click on the word after they say it.
If someone says "I really hate goblins," click on 'goblins' to ask about
that.
If the person has something to say, the word will flash, and something
else will come up.
In addition, there are buttons at the button of the talk area:
\end_layout
\begin_layout Paragraph
Look/Name/Job
\end_layout
\begin_layout Standard
Clicking on these buttons always gets a response, and clicking on 'Name'
and 'Job' is the best way to begin a conversation.
\end_layout
\begin_layout Paragraph
Ask About
\end_layout
\begin_layout Standard
This extremely important button lets you ask characters about things beside
what they mention.
For example, if you're told to ask Honkblatt about swords, when you find
Honkblatt, click on Ask About, and enter 'swords,' and you may be pleasantly
surprised.
\end_layout
\begin_layout Paragraph
Go Back
\end_layout
\begin_layout Standard
Clicking on this brings up whatever the character said previously.
A useful time saver.
\end_layout
\begin_layout Paragraph
Buy/Sell
\end_layout
\begin_layout Standard
Many characters will buy, sell, or identify items, or otherwise do useful
things.
These buttons provide a useful shortcut to obtaining these services.
Clicking on the Buy button will bring up the shopping window.
\end_layout
\begin_layout Standard
The items available will be listed, along with their prices, and, if weapons
or armor, their important statistics.
To get detailed information on an item, click on the 'I' button to the
item's right.
To buy it, click on the item's name.
To have a different character shop, make that character active (click on
their name, or type 1-6).
\end_layout
\begin_layout Standard
There are some unusual sorts of shops:
\end_layout
\begin_layout Subparagraph
Healers
\end_layout
\begin_layout Standard
Visiting a healer brings up a list of bad conditions the active character
has, with the cost to heal that ailment.
You can, for example, pay to heal a character's dumbfounding, but leave
the character's damage unhealed.
\end_layout
\begin_layout Subparagraph
Alchemists
\end_layout
\begin_layout Standard
A few characters sell alchemical recipes.
You only need to buy each recipe once for the entire party.
The seller will usually explain what ingredients that recipe calls for.
\end_layout
\begin_layout Subparagraph
Mage and Priest Spells
\end_layout
\begin_layout Standard
Most spells can be bought from people in towns.
When you buy a spell for one character, only that PC knows it.
You need to buy it again for other PCs who want it.
\end_layout
\begin_layout Subparagraph
Selling/ID'ing/Augmenting
\end_layout
\begin_layout Standard
Some characters in town will attempt to buy your items.
When you hit the Sell button while talking, smaller Sell buttons appear
by your items.
Some people only buy armor, some only weapons, some everything.
Click the small Sell button to sell an item.
\end_layout
\begin_layout Standard
People will only buy identified items.
To identify an item, go to a sage (such as Axel, in Sweetgrove, in "Valley
of Dying Things").
Ask about 'identify' (or, usually, click the Buy button), and ID buttons
will appear by your unidentified items.
Click this button to pay to have it identified.
You will now know exactly what it is.
\end_layout
\begin_layout Standard
Finally, a very few people will cast magical spells to strengthen your identifie
d, non-magical weapons.
When this is offered, small 'Augm' buttons will appear by items that can
be augmented.
Press them to buy the improvement.
\end_layout
\begin_layout Paragraph
Record
\end_layout
\begin_layout Standard
This has your characters write down what was just said.
You can review it later by selecting See Talking Notes from the Options
menu.
\end_layout
\begin_layout Paragraph
Bye
\end_layout
\begin_layout Standard
Ends the conversation.
\end_layout
\begin_layout Subsubsection
Why Talking is a Good Thing
\end_layout
\begin_layout Paragraph
Special Information
\end_layout
\begin_layout Standard
Occasionally, someone will tell you something that will help you do something
else, such as a password or the location of a hidden item.
When this happens, you will be told something along the lines of "You take
note of this." This means your characters know something new.
If you die later without saving, be sure to go back to get this information
again.
\end_layout
\begin_layout Paragraph
Stores
\end_layout
\begin_layout Standard
Most of the towns have a store of some sort in them.
To buy something or sell something, you can generally press the appropriate
buttons.
How to buy, sell, and identify items is described later on.
\end_layout
\begin_layout Paragraph
Training
\end_layout
\begin_layout Standard
You can spend your experience to gain valuable skills at the occasional
training center.
This works exactly the same as when you created your character, but you
also have to pay gold.
Each level in a skill costs the amount after the slash in the cost column.
Should you buy some skills and then decide you don't want them, press the
Cancel button to restore your character.
Press the Keep button to keep the training.
\end_layout
\begin_layout Paragraph
Boats and horses
\end_layout
\begin_layout Standard
Some people will sell you boats and horses, both useful ways to get around.
When you buy one, a nearby boat or horse will become yours, and you will
be able to enter/mount it.
\end_layout
\begin_layout Subsection
Selecting Spaces Shortcut
\end_layout
\begin_layout Standard
When you hit the 'look' button (or the 'talk' button), click on the space
you want to look at to look at (talk to) it.
A quicker way to look at something is to hit 'l' on the keyboard, and then
the keypad key in the direction you want to look.
This has you look at (or talk to) whatever is in the next space in that
direction.
\end_layout
\begin_layout Section
Getting Around The Outdoors
\end_layout
\begin_layout Standard
When you leave town, you will be in the massive caverns that make up Exile
or the Empire, or the seemingly limitless expanses of the surface.
The things you can do out here are similar to what you can do indoors,
but slightly more restricted.
\end_layout
\begin_layout Standard
Moving around and casting spells works the same as in town.
However, the spells you can cast are a bit more limited.
Looking works the same, although there will no longer be things to search
(there are still signs to read).
\end_layout
\begin_layout Standard
The map button works the same.
You will keep track of what you've seen outside, and can call it back up.
However, if you move a long way away from an area and then return, you
may have forgotten what you saw the first time.
\end_layout
\begin_layout Standard
When you see a town, tower, fort or dungeon, move onto it to enter it.
\end_layout
\begin_layout Standard
As in town, you can find boats and horses to get around on.
Move onto a boat to board it, and steer the boat onto ground to disembark.
\end_layout
\begin_layout Standard
Watch out for waterfalls! Not only will they suck you down them, but when
you fall down one you lose a bunch of food too.
\end_layout
\begin_layout Standard
There will still be combats outdoors.
Occasionally, monsters will run up to attack you.
When this happens, you will find yourself on a battlefield where you will
fight the monsters, much as you would have fought them in town.
Finally, certain outdoor combats are automatic.
These special combats will happen even when you aren't adjacent to the
monsters.
\end_layout
\begin_layout Standard
You can drop items outdoors, but when you do, they're gone forever.
Should a PC die (of starvation, for example), the PC's items will appear
on the ground the next time you enter a town or get in an outdoor combat.
\end_layout
\begin_layout Standard
There are three new buttons outdoors:
\end_layout
\begin_layout Paragraph
Rest
\end_layout
\begin_layout Standard
(A tent, r) When you are far from a friendly town and a hospitable inn,
this is your best option for recovering strength.
When you press this button, you will settle down for a while and sleep.
You will wake up, however, if a group of monsters gets close to you, and
not get any rest in the bargain.
It is usually best to rest in secluded areas.
\end_layout
\begin_layout Standard
You cannot rest if someone is poisoned, if you are on dangerous ground (such
as swamp or lava), or if you don't have enough food to get through the
night.
\end_layout
\begin_layout Paragraph
Save and Restore
\end_layout
\begin_layout Standard
(Disk with arrow pointing to it/out) These magical buttons enable you to
make a 'snapshot' of the current status of your game so that, should you
get killed, misplace the game-winning artifact, etc., you can return to
the spot you saved at.
\end_layout
\begin_layout Standard
When you click on save, you can enter a name for the snapshot of your progress.
When you restore, double click on the file you saved.
You can also save from the pull-down File menu.
You can also save in town.
\end_layout
\begin_layout Section
Killing Stuff
\end_layout
\begin_layout Standard
Combat works much like being in town or outdoors, except that you move your
party one PC at a time instead of all at once.
You will get to move each of your PCs, and then all the other people/monsters
move (and maybe attack you).
Then the process repeats.
\end_layout
\begin_layout Standard
The main difference between normal town and combat mode, of course, is that
you're probably trying to kill something.
\end_layout
\begin_layout Subsection
Action Points
\end_layout
\begin_layout Standard
Each turn, each character get a base 4 action points.
Wearing heavy armor reduces this amount; being hasted increases it.
Whenever you do something, this amount goes down.
It can go negative, and when your PC has 0 or less action points, your
turn ends.
\end_layout
\begin_layout Standard
The actions you can perform in combat are listed below, with their action
point cost.
\end_layout
\begin_layout Subsection
Line of Sight
\end_layout
\begin_layout Standard
A character can only fire a missile or spell at a location he or she can
see.
Also, trees and other obstructions between the shooter and the target will
make the missile less effective.
\end_layout
\begin_layout Standard
When targeting, a line will appear between the attacker and the target.
When the line disappears, you can't see the space you're aiming at.
\end_layout
\begin_layout Subsection
Moving and Attacking
\end_layout
\begin_layout Standard
You move by clicking on the terrain screen in the desired direction.
To attack something, move into that thing.
The result of your attack will appear to the lower right.
\end_layout
\begin_layout Standard
If you attack someone who wasn't attacking you, you will be asked if you
really want to do that.
Attacking innocents will bring the town guard down on your head, and you
may have a serious problem.
Be careful! Merely causing damage to an innocent will also bring the cops
down on your head, and you may not get a warning before you do it.
\end_layout
\begin_layout Subsection
Switching Places
\end_layout
\begin_layout Standard
In combat, when one PC moves into another, they switch places.
This is very useful during combat in cramped quarters.
\end_layout
\begin_layout Subsection
Stand Ready
\end_layout
\begin_layout Standard
As before, when you click on the active character, that character will wait.
However, should a hostile creature then move into weapon range, that PC
will attack the enemy.
\end_layout
\begin_layout Subsection
Targeting
\end_layout
\begin_layout Standard
When you cast a magic spell or fire a missile, you select a creature to
fire at by clicking on it.
When you may want to aim at someone off screen, before selecting your target
you can scroll the view around by clicking on the border of the terrain
screen.
\end_layout
\begin_layout Subsection
Look
\end_layout
\begin_layout Standard
(Eye, 'l', 0 AP) Looking works much as it did before, with one major difference:
when you start looking, you can click on the border of the terrain screen
to move the view around, and see things that were off-screen before.
Note, however, you cannot see things by scrolling the screen around that
you haven't yet seen by being close to them.
\end_layout
\begin_layout Subsection
Parry
\end_layout
\begin_layout Standard
(Shield, 'd', all AP) Should a character be at risk, you can have that character
use his or her turn simply defending.
How effective this is depends heavily on the defense skill of the character,
although there will always be some benefit.
\end_layout
\begin_layout Subsection
Get
\end_layout
\begin_layout Standard
(Hand grabbing scroll, 'g', 4 AP) Works exactly as before, except you don't
get to choose who gets the item - the active character gets it.
\end_layout
\begin_layout Standard
Hitting 'G' has your party grab all nearby items.
This only works when no monsters are visible.
\end_layout
\begin_layout Subsection
Wait
\end_layout
\begin_layout Standard
('Wait', 'w', 0 AP) Clicking this has the PC wait for the other PCs to attack.
Eventually, he or she will get another chance to act.
\end_layout
\begin_layout Subsection
Shoot
\end_layout
\begin_layout Standard
(Arrow, 's', bow - 3 AP, thrown missile - 2 AP) When you click on this and
the active PC has a thrown missile weapon or a bow and arrows equipped,
you will shoot a missile at the target you select.
\end_layout
\begin_layout Subsection
End Combat
\end_layout
\begin_layout Standard
('End', 'e') In town, when you are through fighting, click this button to
go back into town mode (whether or not any foes remain).
When in an encounter outdoors, you can resume traveling by clicking this
button (although it will only work if all the enemies are dead).
\end_layout
\begin_layout Subsection
Active
\end_layout
\begin_layout Standard
('Act', 'x') Clicking on this button makes the current PC the only active
PC.
None of the other PCs will do anything until the active PC dies, or you
click the 'Act' button again.
\end_layout
\begin_layout Subsection
Other
\end_layout
\begin_layout Standard
Other actions have an action point cost:
\end_layout
\begin_layout Itemize
Using An Item (3 AP)
\end_layout
\begin_layout Itemize
Equipping/Removing An Item (1 AP)
\end_layout
\begin_layout Itemize
Giving An Item (1 AP)
\end_layout
\begin_layout Itemize
Dropping An Item (1 AP)
\end_layout
\begin_layout Itemize
Moving a Space (1 AP)
\end_layout
\begin_layout Subsection
Getting Damaged, Armor
\end_layout
\begin_layout Standard
Every time you get hit, your health goes down.
When you receive a blow that would take you to 0 or less health, you end
up at 0 health (this is signified by a coughing noise).
When you get damaged and have 0 health, you die.
When you take a lot of damage and have 0 health, you will be obliterated
(making this PC much harder to raise from the dead).
\end_layout
\begin_layout Standard
Fortunately, there is a wide variety of armor in the game.
Armor will not reduce the number of blows you take, but will reduce the
amount of damage you take when those blows land.
However, the heavier the armor, the more it interferes with your ability
to attack and cast spells (although defense skill reduces this effect).
\end_layout
\begin_layout Standard
Changing armor takes a while.
While you can change helms, gloves boots, and shields in the heat of combat,
you cannot change armor.
\end_layout
\begin_layout Subsection
Dying
\end_layout
\begin_layout Standard
This happens.
A lot.
When it does, all the newly deceased's possessions drop to the ground in
a pile.
Should this happen when you are in a boat, you may need to row back for
them.
\end_layout
\begin_layout Standard
Items can't be dropped when outdoors.
Should someone die when wandering around outside, the items will stay with
you until you enter a town or get into combat, at which point they immediately
drop to the ground.
\end_layout
\begin_layout Standard
Dead people can be brought back to life.
This can be done using certain priest spells, or at the healers you will
find in some of the towns.
If the killing blow does enough damage, it will turn the PC into dust.
It will then be much more difficult to raise them from the dead.
\end_layout
\begin_layout Subsection
Killing Enemies
\end_layout
\begin_layout Standard
Whenever you kill an enemy, the person dealing the death blow gets some
experience, and everyone else gets a much smaller amount.
Should this experience give you a level, the game will let you know in
the text screen.
\end_layout
\begin_layout Subsection
Treasure
\end_layout
\begin_layout Standard
Will appear when the monster is killed and you get lucky.
If you have decent Item Lore skill, the item may even appear fully identified.
\end_layout
\begin_layout Subsection
Fleeing
\end_layout
\begin_layout Standard
Of course, sometimes the enemy is just too tough.
When this happens, it is possible to escape.
\end_layout
\begin_layout Standard
In town combat, you must move your party to the outskirts of town, leave
combat mode, and then walk out of town.
You cannot leave town when you're in combat,
\end_layout
\begin_layout Standard
In outdoor combat, you flee by moving to the boundary of the battlefield
(which will look like a black nothingness) and walk off.
If you succeed, the character will have fled.
When your whole party is fled or dead, or you've killed all of the enemies
and pressed the End Combat button, combat will end and your party will
be reunited.
\end_layout
\begin_layout Standard
If you are adjacent to a monster and move away from it, it will get a free
attack against you.
The same goes in reverse.
\end_layout
\begin_layout Subsection
Poisoning a Weapon
\end_layout
\begin_layout Standard
Using poison poisons your equipped weapon, which can be either a hand-to-hand
weapon or a quiver of arrows (not darts or throwing knives).
Hitting a monster with it then does a considerable amount of damage, spread
out over time.
The level of the poison decreases with every blow delivered and every blow
that lands.
The poison is lost should you change weapons or leave town.
\end_layout
\begin_layout Standard
Using poison on an already poisoned weapon gives the weapon a strength of
poison equal to the maximum strength of the poison already there and the
poison you're putting on.
\end_layout
\begin_layout Subsection
Enemy Resistances
\end_layout
\begin_layout Standard
There are a wide variety of types of damage you can do.
Hand to hand weapons do physical damage.
Poison is another kind of damage, fire is another, non-fire magic (such
as ice bolts or kill spells) is yet another.
These sorts of damages affect different monsters differently.
Many monsters are resistant to fire.
Less are resistant to magic.
Very few are resistant to poison, however - keep this in mind when dealing
with that pesky enemy mage in the back.
\end_layout
\begin_layout Section
Miscellaneous
\end_layout
\begin_layout Subsection
Material Wealth
\end_layout
\begin_layout Standard
There are three sorts of possessions you can come across:
\end_layout
\begin_layout Itemize
Gold: Well, this isn't always literal chunks of gold.
It's gold nuggets or silver coins or trade goods or anything else you can
give people to get stuff.
You start with a small amount, and can get more.
\end_layout
\begin_layout Itemize
Food: Preserved giant lizard steaks, dried mushrooms, yummy, tangy lichens,
and all the other rich bounty of Exile.
Every once in a while you will eat some of it, one unit for each active
PC.
Not having enough food results in starvation, damage, and bad things.
\end_layout
\begin_layout Itemize
Items: Each PC can carry 24 objects, such as armor, helmets, tools, weapons,
etc.
You can do various things with these items.
These are described in Chapter 4.
You can only carry so much weight.
The amount of bulk you can carry depends on your strength.
Armor is very heavy, while potions and scrolls aren't.
When equipping items, you only have two hands, and some weapons take up
both of them.
You can only wear two rings, and one necklace (too many magic items interfere
with each other in bizarre ways).
Beware.
When you equip a cursed item, you will need to find a healer to take the
curse off.
\end_layout
\begin_layout Subsection
Magic
\end_layout
\begin_layout Standard
There are seven levels of spells.
Your characters begin the game knowing most spells up to third level.
They can cast a mage spell of a given level if they have enough spell points,
and Mage Spells skill of that level (and the same goes for priest spells).
Upon casting, the character loses the spell points, and something neat
happens.
\end_layout
\begin_layout Standard
Spell effects are cumulative, and build up quickly.
For example, if you bless a character twice, the effect will be much more
than twice the effect of one bless.
When you poison a monster twice, it will do well over twice the damage
the first spell would have caused.
If one fear spell doesn't make a monster flee, the next one will have a
much better chance of working.
Casting two light spells makes the light last twice as long.
\end_layout
\begin_layout Standard
Mage spells require great delicacy of movement to cast.
For this reason, they cannot be cast when when armor with total encumbrance
of more than 1 is being worn.
High defense skill can sometimes offset this effect, but it never will
when any single item has an encumbrance value of more than 2.
\end_layout
\begin_layout Subsubsection
Mage Spells and Encumbrance
\end_layout
\begin_layout Standard
If you are wearing armor with a total encumbrance of greater than one, you
cannot cast mage spells.
However, high defense skill can counteract this.
If your armor isn't too bulky, sometimes defense skill will enable you
to cast spells (though spells never, ever work when any single item has
an encumbrance value greater than 2).
If you fail, however, you lose your turn.
Priest spells, consisting mainly of prayers shouted very loudly, do not
have this limitation.
\end_layout
\begin_layout Subsubsection
Multiple Target Spells
\end_layout
\begin_layout Standard
Some spells, such as the Arrow spells, have more than one target.
When you cast such a spell, click on each target.
Click on a target again to untarget it.
Should you decide to cast the spell without using all your targets, hit
space.
\end_layout
\begin_layout Subsubsection
Dumbfounding
\begin_inset Index idx
status open
\begin_layout Plain Layout
Dumbfound
\end_layout
\end_inset
\end_layout
\begin_layout Standard
Being dumbfounded reduces the number of spells you can cast.
Being a little dumbfounded prevents you from casting high level spells.
The more dumbfounded you are, the more spells you lose access to.
The priest spell Restore Mind, healers, and certain magic items can undo
the effects of dumbfounding.
\end_layout
\begin_layout Subsubsection
Magical Walls
\begin_inset Index idx
status open
\begin_layout Plain Layout
magical walls
\end_layout
\end_inset
and Barriers
\begin_inset Index idx
status open
\begin_layout Plain Layout
barriers
\end_layout
\end_inset
\end_layout
\begin_layout Standard
Both you and your foes have the capability to create a wide variety of magical
fields and barriers, each with different effects and durations.
Some spells create a two space wide barrier of some sort of magical wall.
You can rotate this before placing it.
Do so by hitting space.
\end_layout
\begin_layout Standard
There are fire
\begin_inset Index idx
status open
\begin_layout Plain Layout
fire walls
\end_layout
\end_inset
, force
\begin_inset Index idx
status open
\begin_layout Plain Layout
force walls
\end_layout
\end_inset
, ice
\begin_inset Index idx
status open
\begin_layout Plain Layout
ice walls
\end_layout
\end_inset
, and blade walls
\begin_inset Index idx
status open
\begin_layout Plain Layout
blade walls
\end_layout
\end_inset
, which damage anyone entering and fade with time.
There are stinking clouds
\begin_inset Index idx
status open
\begin_layout Plain Layout
stinking clouds
\end_layout
\end_inset
, which curse
\begin_inset Index idx
status open
\begin_layout Plain Layout
curse
\end_layout
\end_inset
anyone entering and fade quickly, sleep clouds
\begin_inset Index idx
status open
\begin_layout Plain Layout
sleep clouds
\end_layout
\end_inset
, which make beings fall asleep, and antimagic clouds
\begin_inset Index idx
status open
\begin_layout Plain Layout
antimagic clouds
\end_layout
\end_inset
, which prevent any spell casting or targeting inside them, and fade slowly.
\end_layout
\begin_layout Standard
Webs cover anyone entering with goo, which slows the victim down.
Pausing
\begin_inset Index idx
status open
\begin_layout Plain Layout
Pausing
\end_layout
\end_inset
cleans off the goo.
\end_layout
\begin_layout Paragraph
Quickfire
\begin_inset Index idx
status open
\begin_layout Plain Layout
Quickfire
\end_layout
\end_inset
\end_layout
\begin_layout Standard
The rarest and most deadly of the magical fields is quickfire.
Once quickfire is created, it begins to spread, expanding until it fills
the entire dungeon! Antimagic clouds
\begin_inset Index idx
status open
\begin_layout Plain Layout
Antimagic clouds
\end_layout
\end_inset
slow it down, and dispel fields spells can hinder its progress, but once
quickfire is loose, running is your only real option.
\end_layout
\begin_layout Standard
When a dungeon is overcome with quickfire, leave and return later.
The flames will have died down.
\end_layout
\begin_layout Paragraph
Fire and Force Barriers
\end_layout
\begin_layout Standard
These barriers last until they are dispelled.
The former damages anyone entering, and the latter prevents anyone from
entering at all.
\end_layout
\begin_layout Subsubsection
Summoned Monsters
\end_layout
\begin_layout Standard
Both you and your foes can magically bring forth creatures to aid you.
These summoned monsters fight for a short time, and then disappear.
If killed, they leave no treasure.
\end_layout
\begin_layout Standard
The most (potentially) powerful summoning spells are Capture Soul and Simulacrum.
Casting Capture Soul on a monster stores a copy of it in your party's mind.
Later, you can cast Simulacrum to bring a copy of the monster forth.
Collect copies of the most powerful monsters and bring them to your aid!
You can only remember at most 4 monsters.
\end_layout
\begin_layout Standard
\emph on
Beware - when you Capture Soul a monster, its copy is stored in a random
slot (out of the 4 available).
It may copy over a monster you already have.
\end_layout
\begin_layout Part
Index
\end_layout
\begin_layout Standard
\begin_inset CommandInset index_print
LatexCommand printindex
type "idx"
\end_inset
\end_layout
\begin_layout Part
Appendices
\end_layout
\begin_layout Section
\start_of_appendix
Races
\end_layout
\begin_layout Standard
The percentage following each trait is how much the race modifies experience
gain.
A negative number means the PC will gain experience faster.
\end_layout
\begin_layout Paragraph
Human
\end_layout
\begin_layout Standard
(0%) The default race.
The vast majority of Exile citizens are human.
Being human conveys no notable advantages or disadvantages.
\end_layout
\begin_layout Paragraph
Nephilim
\end_layout
\begin_layout Standard
(12%) The Nephilim are a race of nimble, feline humanoids.
They get a bonus when using missile weapons.
Also, when character creation is completed, each Nephilim character gains
2 bonus points of dexterity.
\end_layout
\begin_layout Paragraph
Slithzerikai
\end_layout
\begin_layout Standard
(20%) The Slithzerikai are an ancient race of reptilian humanoids.
There are two faction of Sliths in Exile.
Some of them are friendly and allied with your people, and some of them
are cruel and barbaric, and fight you whenever they get the chance.
Slithzerikai are trained from birth to use pole weapons, and get a sizable
bonus when attacking with them.
Also, when character creation is completed, each Slithzerikai character
gains 2 bonus points of strength and 1 bonus point of intelligence.
Finally, Slithzerikai are resistant to poison.
\end_layout
\begin_layout Section
PC Traits
\end_layout
\begin_layout Standard
The percentage following each trait is how much the trait modifies experience
gain.
A negative number means the PC will gain experience faster.
\end_layout
\begin_layout Paragraph
Toughness
\end_layout
\begin_layout Standard
(10%) A character with toughness is protected from damage.
Practically any sort of assault does less damage.
\end_layout
\begin_layout Paragraph
Magically Apt
\end_layout
\begin_layout Standard
(20%) This powerful trait makes most spells cast by the PC more effective.
\end_layout
\begin_layout Paragraph
Ambidextrous
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\begin_layout Standard
(8%) When using a weapon in each hand, the second weapon is used with a
large penalty.
This trait removes that penalty.
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\begin_layout Paragraph
Nimble Fingers
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\begin_layout Standard
(12%) This trait makes the owner much better at picking locks and disarming
traps.
\end_layout
\begin_layout Paragraph
Cave Lore
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\begin_layout Standard
(4%) The character with this trait is very familiar with the flora and fauna
of the caves.
When traveling, you will occasionally gain food from hunting.
Also, this trait has other, subtle effects.
Make sure at least one PC has it.
\end_layout
\begin_layout Paragraph
Good Constitution
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\begin_layout Standard
(10%) This trait makes the character more resistant to poison and disease.
\end_layout
\begin_layout Paragraph
Woodsman
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\begin_layout Standard
(6%) This trait is like Cave Lore, but comes in handy in the forests and
glades of the surface.
You will be able to hunt, move more stealthily, and occasionally notice
interesting details.
\end_layout
\begin_layout Paragraph
Highly Alert
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\begin_layout Standard
(7%) Some of your foes will try to magically put you to sleep.
Having this advantage makes you more likely to resist this nefarious effect.
\end_layout
\begin_layout Paragraph
Exceptional Strength
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\begin_layout Standard
(12%) This powerful advantage makes the lucky character be able to carry
more stuff and do more damage in hand to hand combat.
\end_layout
\begin_layout Paragraph
Recuperation
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\begin_layout Standard
(15%) This is a powerful trait, indeed.
The PC with this trait has almost supernaturally good health, and will
heal damage at a much faster rate than normal.
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\begin_layout Paragraph
Sluggish
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\begin_layout Standard
(-10%) This character has much slower reactions.
He or she will get one less action point in combat.
\end_layout
\begin_layout Paragraph
Magically Inept
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\begin_layout Standard
(-8%) This character never got the knack of using magical items.
For some reason, they just don't work on him or her.
The PC with this trait cannot use magic items.
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\begin_layout Paragraph
Frail
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\begin_layout Standard
(-8%) This PC is a natural target for colds and other illnesses.
They easily take advantage of the PC's weak constitution.
Poison and disease have a harsher effect.
\end_layout
\begin_layout Paragraph
Chronic Disease
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\begin_layout Standard
(-20%) This poor character has been cursed with notoriously poor health.
Illness constantly nips at his or her heels.
This character will occasionally, spontaneously become diseased.
\end_layout
\begin_layout Paragraph
Bad Back
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\begin_layout Standard
(-8%) Owning this trait makes the character unable to carry as much.
\end_layout
\begin_layout Section
PC Skills
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\begin_layout Standard
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.
\end_layout
\begin_layout Subsection
The Big Three
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\begin_layout Standard
The below three skills are very 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.
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\begin_layout Paragraph
Strength
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\begin_layout Standard
(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.
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.
\end_layout
\begin_layout Paragraph
Dexterity
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\begin_layout Standard
(3) Measures how nimble the character is.
High dexterity gives a better chance of hitting in combat (especially with
missile weapons) and makes the character harder to hit.
High dexterity also makes picking locks and disarming traps easier.
A PC in combat with a 1 dexterity will miss a lot.
\end_layout
\begin_layout Paragraph
Intelligence
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\begin_layout Standard
(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.
\end_layout
\begin_layout Subsection
Weapons Skills
\end_layout
\begin_layout Paragraph
Edged
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\begin_layout Standard
(2) The higher the skill, the better the chance to hit with daggers, swords,
axes, and other bladed weapons.
\end_layout
\begin_layout Paragraph
Bashing
\end_layout
\begin_layout Standard
(2) The higher the skill, the better the chance to hit with clubs, maces,
flails, hammers, and other blunt weapons.
\end_layout
\begin_layout Paragraph
Pole
\end_layout
\begin_layout Standard
(2) The higher the skill, the better the chance to hit with spears, halberds,
bardiches, slith spears, and other pole weapons.
\end_layout
\begin_layout Standard
Thrown Missile (1) The higher the skill, the better the chance to hit darts,
thrown daggers, and most other missile weapons.
\end_layout
\begin_layout Paragraph
Bow
\end_layout
\begin_layout Standard
(3) The higher the skill, the better the chance to hit with bows and crossbows
\end_layout
\begin_layout Paragraph
Defense
\end_layout
\begin_layout Standard
(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.
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.
\end_layout
\begin_layout Subsection
Magic
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\begin_layout Paragraph
Mage Spells
\end_layout
\begin_layout Standard
(6) 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.
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.
\end_layout
\begin_layout Paragraph
Priest Spells
\end_layout
\begin_layout Standard
(5) 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.
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.
\end_layout
\begin_layout Paragraph
Mage Lore
\end_layout
\begin_layout Standard
(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.
\end_layout
\begin_layout Paragraph
Alchemy
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\begin_layout Standard
(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.
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.
\end_layout
\begin_layout Subsection
Miscellaneous
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\begin_layout Paragraph
Item Lore
\end_layout
\begin_layout Standard
(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.
The higher the Item Lore, the better the chance of the item appearing identifie
d.
In general, several PCs with low Item Lore is better than one PC with high
Item Lore.
Item Lore does not affect items already in town when you enter, or items
gained in special encounters.
\end_layout
\begin_layout Paragraph
Traps
\end_layout
\begin_layout Standard
(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.
\end_layout
\begin_layout Paragraph
Pick Locks
\end_layout
\begin_layout Standard
(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.
\end_layout
\begin_layout Paragraph
Assassination
\end_layout
\begin_layout Standard
(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.
\end_layout
\begin_layout Paragraph
Poison
\end_layout
\begin_layout Standard
(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.
Although you can buy a lot of this skill, 3-4 levels should be sufficient.
\end_layout
\begin_layout Paragraph
Luck
\end_layout
\begin_layout Standard
(5) This skill is expensive, but can be a bargain at twice the cost.
Its effects are pervasive, subtle, powerful, and sometimes irreplaceable.
\end_layout
\end_body
\end_document