3367 lines
92 KiB
Plaintext
3367 lines
92 KiB
Plaintext
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\pdf_title "Blades of Exile Guide"
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\begin_body
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\begin_layout Title
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The Blades of Exile Guide
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\end_layout
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\begin_layout Author
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By Spiderweb Software and the Openexile Project
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||
\end_layout
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||
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||
\begin_layout Date
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||
04/10/12
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\end_layout
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||
|
||
\begin_layout Standard
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||
\begin_inset CommandInset toc
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LatexCommand tableofcontents
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\end_inset
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||
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||
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\end_layout
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||
|
||
\begin_layout Part
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||
Blades of Exile - The Game
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||
\end_layout
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||
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||
\begin_layout Section
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||
About this copy
|
||
\end_layout
|
||
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||
\begin_layout Standard
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||
This is Blades of Exile, a huge, highly-detailed Shareware fantasy role-playing
|
||
system for the Macintosh.
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||
This remarkable set of programs contains nearly infinite possibilities
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||
for adventure.
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||
First, the game itself comes with three full, exciting scenarios, filled
|
||
with excitement, puzzles, and role-playing.
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||
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.
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||
Even when you've finished the scenarios that come with Blades, you've only
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||
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
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||
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
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||
The source code of this game is available at its Google Code project.
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||
If you wish to contribute in any way, email one of the project owners or
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||
post in the forum to express your interest.
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||
\end_layout
|
||
|
||
\begin_layout Subsection
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||
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.
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||
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
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||
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||
\begin_layout Subsection
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||
System Requirements
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
Blades of Exile for Macintosh requires 3 MB of free memory, Mac OS X (10.4
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||
and newer is supported; it may or may not work on older systems), 7 MB
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||
of hard drive space, a 13" screen, and 256 colors.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
For Windows users, Blades of Exile will work with systems as old as Windows
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||
98 and 2000, and normally runs without a hitch on most versions of XP,
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||
Vista, and Windows 7.
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||
The specifications are the same as with Macintosh.
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||
\begin_inset Foot
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||
status open
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||
|
||
\begin_layout Plain Layout
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||
This section is out of date, Blades of Exile should run on any modern machine,
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||
but this does need to be updated.
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||
\end_layout
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||
|
||
\end_inset
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||
|
||
|
||
\end_layout
|
||
|
||
\begin_layout Section
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||
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.
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||
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
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||
Starting the game
|
||
\end_layout
|
||
|
||
\begin_layout Standard
|
||
In Blades of Exile, you will control a group (or "party") of up to six adventure
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||
rs (often referred to as PCs, for "player characters").
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||
You will take these six people on adventures, kill monsters, collect loot,
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||
and try to save the world.
|
||
Each person has his or her own skills, abilities, and items.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
To start the game, you need to get a group of adventurers.
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||
From the starting screen, press Create New Party, and watch the introduction.
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||
When you hit the button, you will be at the party creation screen.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
Notice you have already been given six characters.
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||
You can now, if you wish, drop, recreate, or edit these PCs.
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||
For now, don't worry about this.
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||
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
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||
(called a scenario).
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||
Click on Start Scenario and select "Valley of Dying Things".
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||
You're now on an adventure!
|
||
\end_layout
|
||
|
||
\begin_layout Subsection
|
||
What's going on?
|
||
\end_layout
|
||
|
||
\begin_layout Standard
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||
You start in Fort Talrus, an outpost at the entrance to Skylark Vale.
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||
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.
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||
You can see yourself in bed in the window in the upper left corner of the
|
||
screen (the terrain screen).
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||
You can move around by pressing the buttons on the keypad, or by moving
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||
the mouse cursor into the terrain screen and pressing the mouse button.
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||
Move around a bit.
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||
\end_layout
|
||
|
||
\begin_layout Standard
|
||
Your characters will start with weapons and armor already equipped (i.e.
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||
worn).
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||
However, there are more things to be gotten.
|
||
For example, you'll want the lamp on the table.
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||
Click on the button with the hand on it in the lower left corner (or type
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||
'g', for Get).
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||
The getting things window will come up.
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||
Click on the lamp, and your first character will have it.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
You should now see the lamp in the item window at the right side of the
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||
screen.
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||
To the right of it will be four buttons: 'U' (for Use), 'G' (for Give),
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||
'D' (for Drop), and 'I' (for Item Info).
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||
When you click on the 'U' button, you'll use the lamp and light will appear.
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||
Don't do this yet - wait until you're in a dark place, like a dungeon.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
Now move next to one of the dressers.
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||
Click on the 'D' button by the lamp to drop it.
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||
You'll need to click where to drop the item.
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||
Click on the dresser.
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||
\end_layout
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||
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||
\begin_layout Standard
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||
It's gone! You just put the lamp in the dresser.
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||
Maybe, in addition to the lamp, there's something else in the dresser.
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||
You should search it.
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||
\end_layout
|
||
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||
\begin_layout Standard
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||
To search something, look at it while standing next to it.
|
||
Stand right under the dresser.
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||
Press the Eye button (or type 'l'), and click on the dresser (or press
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||
the '8' on the keypad, for 'up').
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||
You search the dresser, and will see a list of everything inside.
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||
Get everything, then search the other dresser.
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||
\end_layout
|
||
|
||
\begin_layout Standard
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||
Many things, such as barrels, crates, dressers and chests can be searched
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||
for interesting things.
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||
If you think something useful is hidden somewhere, be sure to search.
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||
Any sort of terrain can have something hidden in it.
|
||
\end_layout
|
||
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||
\begin_layout Standard
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||
Now you need to get supplies.
|
||
Walk into the door to open it, and enter the room across the hallway.
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||
There's plenty of items for you there.
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||
Get them all (again using the get button or typing 'g').
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||
Don't forget to also take the armor out of the chest.
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||
\end_layout
|
||
|
||
\begin_layout Subsection
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||
Readying armor and weapons
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||
\end_layout
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||
|
||
\begin_layout Standard
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||
Now that you have some armor and weapons, it's time to put on your new gear.
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||
The PC screen, listing your party, is to the upper right.
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||
One of your characters' names will be in italics.
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||
This is the active character.
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||
This character's inventory is given in the item screen below it.
|
||
Click on another PC's name.
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||
It will become the active character, and that PC's inventory will appear
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||
below.
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||
You can also type the PC's number to make them active, a very useful
|
||
shortcut.
|
||
\end_layout
|
||
|
||
\begin_layout Standard
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||
Go to one of your PCs inventory pages.
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||
Click on the name of, say, a suit of armor.
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||
The name of that item will now appear in italics.
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||
That means you're wearing it! Click it again to take it off.
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||
\end_layout
|
||
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||
\begin_layout Standard
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||
Suppose one PC has two suits of armor, and you want another PC to be protected.
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||
Go to the page of the PC with two suits of armor, and hit the 'G' button
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||
by one of them.
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||
This gives the item away.
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||
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.
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||
\end_layout
|
||
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||
\begin_layout Standard
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||
Shift your new stuff around so that your fighters have the best armor and
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||
weapons.
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||
There! You're equipped.
|
||
Now, you can start meeting the people in the fort around you, or go out
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||
and kill something.
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||
\end_layout
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||
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||
\begin_layout Subsection
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||
Talking to people
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||
\end_layout
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||
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||
\begin_layout Standard
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||
To get anywhere in Blades of Exile, you'll need to talk to many, many people.
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||
Might as well try this now.
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||
Hit 't' and then click on a person to talk to them.
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||
The talking window will appear.
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||
\end_layout
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||
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||
\begin_layout Standard
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||
Notice the buttons at the bottom of this area.
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||
Click on Name and Job, and you'll get the basic information that character
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||
has to say.
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||
\end_layout
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||
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||
\begin_layout Standard
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||
To ask someone about something, click on the word after they say it.
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||
If someone says "I really hate goblins," click on goblins to ask about
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||
it.
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||
If the person has something to say, the word will flash, and something
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||
else will come up.
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||
To see what the person said previously, click on Go Back.
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||
\end_layout
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||
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||
\begin_layout Standard
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||
Talk to people in the fort.
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||
You'll notice that the guards don't talk to you, but most everything else
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||
has something to say.
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||
Be especially sure to go to the southwest corner of Fort Talrus and see
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||
Commander Terrance, who will tell you a lot of information about your mission.
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||
Also be sure find a person named Avizo.
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||
He won't tell you anything useful now, but you'll need to speak with him
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||
later.
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||
\end_layout
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||
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||
\begin_layout Standard
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||
Finally, talking to people is how you will buy food and equipment.
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||
To see if someone has something to sell, press the Buy button.
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||
If they do, click on the item name to buy it.
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||
\end_layout
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||
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||
\begin_layout Subsection
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||
Killing Stuff
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||
\end_layout
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||
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||
\begin_layout Standard
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||
Now it's time to go out and fight.
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||
Might as well get used to combat - you're going to be doing a lot of it!
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||
\end_layout
|
||
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||
\begin_layout Standard
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||
You can find stuff to kill by either finding a dungeon or wandering around
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||
outdoors.
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||
When you get attacked, to strike back, simply move into the hostile monster.
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||
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
|
||
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||
\begin_layout Standard
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||
When you kill stuff, the dead monsters will often leave behind more items
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||
for you to get.
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||
Unfortunately, you won't always know what these items are, and you won't
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||
be allowed to sell them until you do.
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||
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
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||
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
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||
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.
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||
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
|
||
\end_layout
|
||
|
||
\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.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Nimble Fingers
|
||
\end_layout
|
||
|
||
\begin_layout Standard
|
||
(12%) This trait makes the owner much better at picking locks and disarming
|
||
traps.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Cave Lore
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\begin_layout Standard
|
||
(10%) This trait makes the character more resistant to poison and disease.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Woodsman
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Sluggish
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Frail
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\begin_layout Standard
|
||
(-8%) Owning this trait makes the character unable to carry as much.
|
||
\end_layout
|
||
|
||
\begin_layout Section
|
||
PC Skills
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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.
|
||
\end_layout
|
||
|
||
\begin_layout Paragraph
|
||
Strength
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|
||
\end_layout
|
||
|
||
\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
|