Adv. Guild FAQ From: Garrett.R.Le-Page@hoa.ping.dk (Garrett R Le-Page) Date: Sat, 04 May 1996 00:00:00 +0000 ADVENTURERS GUILD Frequently Asked Questions Version 2.5, 2/29/96 ***** * Before I begin, I would like to thank all the contributors who have put in many hours over the years in helping me maintain the AG FAQ. A special thanks to Matt Burgess and Dave Saville for countless hours of AG babble. ;) -- Mike Lee (Golden, Lobo, Dolgan, and NO, I don't run Vanya! Just because Alan Yip and I have never been seen in the same room together at long ago Duelmasters Face-to-Face tourneys.... }:) ) * I am now updating this FAQ. Feel free to send me info. I will include <L> after my comments to distinguish them from those of Mike, et. al. -- Garrett LePage (Twitter, Hungry, Bumble and Gozor) ***** What is Adventurers Guild? Adventurers Guild (AG) is a play-by-mail game which allows you to be an adventurer in a medieval-style fantasy world. Starting as an aspiring youth in the kingdom of Varna, you have just been accepted into the Adventurers Guild. There you will be instructed by skilled senior members in the ways of arms and armor. Trainers for other skills will be available as well; from picking locks to casting magical spells. Weekly tournaments and challenge fights among the guild members provide combat experience. With time and effort your skills will increase, until you feel confident enough to begin your adventuring career. And that will only be the beginning! What does the FAQ contain? I. Questions and Answers (general) II. Questions and Answers (game related) III. FAQ History IV. Rumor Mill and other guild info V. Encrypted Messages List VI. Racial Data Sheet (lists different race costs in every skill) VII. Advanced Magic Report VIII. Scroll Info IX. Historical Society (past events in the kingdoms of Varna & Samerien) X. Common treasure items listing XI. Magic Items and Weapons listing XII. Monster Info XIII. General Strategy Guide XIV. Opinions on Adventuring Sites XV. Power Level Magic System XVI. Power Level Magic System (a second view) XVII. Highest Skill Level XVIII. Deities XIX. Quests XX. Combat Messages XXI. Mage's Guild/Mana Batteries XXII. Disease ******************************************************************************* I. Questions and Answers (general): Q: How much is the rulebook? A: The 40+ pages rulebook costs $3.50. You can mention that you were "referred by Paper Mayhem" on your first Adventurer Creation Sheet, which will give you $5 in game credit. This more than pays for the rulebook. Or, you can mention that you heard about AG from a friend, and in turn, give your friend the $5 referral credit. Q: How much is a character setup? A: There is no character setup cost. Your first turn is the cost of a regular turn. Q: How much does AG cost? A: Cost is $9.75 per adventurer per turn. Players having more than one adventurer in a guild receive a $0.75 credit for each additional adventurer. Q: How much do I get for my money? A: A character's results run an average of 15 laser printed pages. A laser printed newsletter with character ranking and personal ads is also included. Q: How is their Customer Service? A: My personal opinion is that Entertainment Plus has one of the best customer services in the play-by-mail business. Hugh will answer all questions that you send in on the same turn. If an input error or any other type of error occurs it will be fixed immediately with either game credit or character credit. Entertainment Plus was ranked 1st out of 40 play-by-mail companies in the latest Paper Mayhem Company Ratings. Adventurers Guild was ranked 1st out of 72 play-by-mail games in the latest Paper Mayhem Game Ratings. (Paper Mayhem issue #67 July/Aug 1994) Q: The address and phone number for Adventurers Guild? A: Adventurers Guild c/o Entertainment Plus P.O. Box 2578 Appleton, WI 54913-2578 Hugh Bayer, moderator (414) 749-9597 (414) 749-2721 FAX Can also be reached by email at HughBayer@aol.com Guild Results at: http://users.aol.com/AdvGuild/AGpage.html Q: What is the turn-around time? A: Turns are bi-weekly. Currently, 2 guilds have duedates of Tuesday. The 3rd guild has a duedate of Thursday. Using the Tuesday duedate guilds: Hugh processes a guild over 2 days and results are always sent by noon on Thursday. Then it's up to the U.S. postal system to get it to you as fast as possible. :) Hugh offers an optional U.S. Priority Mail service ($1.75 extra) for players who really want their results as fast as possible. Q: Which guild should I start in? A: Currently, the two Tuesday duedate guilds are Antar and Barstow. The Thursday duedate guild is Ciston. Many of the net players are in Antar or Barstow. Barstow is the largest guild with 300+ characters, Antar second with 225+ characters, and Ciston is the smallest with 100 characters. Ciston is not recommended for beginning adventuring groups as the two sites available at Ciston are very difficult. Guild combat is about the same level in every guild. A: Well, not in Ciston where the powers in a battle group are much more diverse. I have seen characters go 7/7 for 17 EP or 0/7 for 38 EP. With the new Monster Battles, all guilds can offer the same combat. <L>. Q: How many characters do most players run? A: Many players run 2 characters. Some players run upwards of 3 to 6 characters. Is there an advantage for running extra guys? There really isn't an advantage over other players by being able to run more characters. The benefit of multiple characters deals mostly with having an easier time earning gold crowns to spend on various things. A: With increased role-playing options, having characters in different guilds gives a better feel for AG events.<L> Q: I heard there is a weekly meeting of net players? A: There is a group of players that do an IRC chat Thursday evenings at 8:00 PM EST.<L> The meetings are on undernet, in the channel #AG, for details contact (Luc St-Germain, lux@granby.mtl.net). Q: What combat options are there for my characters? A: There are a growing number of combat options: 1) A character can choose to venture out of the guild for an adventure turn. Special Actions are not available to these characters. 2) A character may stay in the guild and either join Guild Battles (which include other characters/npcs/and now monsters as opponents), or they may use an Extra Action to participate in Monster Battles (monsters within 35% of your power). Each choice gives you 7 combats where death is not possible. 3) A character may choose from six types of challenge combat (one extra fight where death is possible). A regular challenge fight, a grotto challenge fight (a fight to the death where death is permanent), a field challenge fight (owned items and adventuring skills usable), a Patrol City fight (can use owned items/skills against a random monsters), Guard Temple(deity) or Raid Temple(deity). Patrol City also controls the rat population. Temple guarding does not assure a battle and Temple Raids do not relate to your characters' power level. You must own the equipment that you use for all of these except regular and grotto challenges. Temple Raids can bring in 1000's of gc if you win. Losing a Raid gets you stripped. 4) Guild challenges may now be on top of two pillars that do not allow short range, or in a water filled room. <L> ****************************************************************************** II. Questions and Answers (game related): Q: How much should I put in my resurrection fund for a good chance of coming back from death? A: David Ray Johnson: A quick way to calculate your res fund: First 100 gc = 25% then for each STAM point add + 3% then for each added 10gc add + 1% And devoutness over indifferent often adds +2% or +3% per level Kellen, Ameathon do not offer such increases. Q: What are destiny points used for? A: One use for destiny points is an _automatic_ resurrection after all other attempts have failed. The cost is 50 destiny points. A second use for destiny points are Words of Power. A third use is when reading Forest Green scrolls. A fourth use is when devoted to Dyrellan you may utter some phrase to enhance your combat magic. The fifth use is the Quests Love Being, Hate Being and Grab Treasure. Q: What are the Words of Power? A: Known Words of Power are: Trinock: Cost 2 destiny points. +Power _rinock: Cost 4 destiny points. +more Power than Trinock. Possible letters of J, Q, S, X, Z. Miizael: Cost 4 destiny points. +Mind Wall Wimmox : Cost 1 destiny point. Lessens monsters retreat settings so they don't flee as much. Sxram : Say when retreating (code 8). Will greatly improve chances of you retreating. Cost of ? destiny (seen 6-8 destiny) Riltan_cho: For Vampires. Cost ? destiny. Where _ is x IMHO. Q: What is my starting max encumbrance: A: Start with 100, and add 20 for heavy or subtract 20 for light. +10 for each point strength above 12, -10 for each below 10. +5 for each point stamina above 17, -5 for each below 12. +4 for each inch above 72, -3 for each below 60. Q: Is there a maximum to destiny points? A: It appears that 97 destiny is the maximum that one can earn from adventures. However, a character can go over 97 by placing 1st, 2nd, or 3rd in the guild battle fights. Q: What Special Actions are there? A: Available in all guilds: - visit Theatre: One example: "The 'Axe that Grinds' is an excellent example of a love story full of intrigue and betrayal. The abundance of foreshadowing makes the play very intellectual. The directors use of an all-halfling cast makes the whole thing fall a little short. Had Jugger not fallen asleep in the middle of the play he may have enjoyed it more." - visit Historical Society: will give you a short description of an event in the city's past - visit Temple of Safandi (x), where 'x' = number of hours you want to spend there (x can be anywhere from 1 to 9 hours). Note: you can lose damage point bonuses by spending time there. One character lost 7 DPB in one visit of 10 hours! Followers of Safandi can "special visit" there to receive a special item - visit Temple of Tharkan: must be a follower of Tharkan to enter. Can visit a Pool there with 'x' setting for number of hours to be in pool. Effects unknown til next turn! - visit Grotto (x,y), where 'x' = gold crowns you want to bet and 'y' = risk factor (y can be from 1 = conservative to 10 = very risky) - Meditate: Gives 1-4 KP. - Poison (x/y): x = victim's ID# and y = gold spent (minimum 100gc). Even though Vixen DuFey has it as where an assassin gets to try and kill you, I doubt Hugh would ever do that. I would guess it's similar to the Ciston Honor Duel(see rulebook) where there is a small chance of losing an attribute or two if poisoned successfully. - Rest: Used to combat the effects of disease and/or poison. - Scout Character #: Used to spy. Scouted character must be in the guild fighting that turn. - Devote to Deity (name): Self explanatory. - Break Devotion with Deity (name): Ditto. - Change Weight (up/down): Pay 500gc and you can change your weight one place. - Case Temple (Diety): Allows you to gauge what you'll be up against should you choose to attack it. - Study Item #: Useful to have Study Item skill first. - List Places: Will give you a list of places to visit within town. Available only in Antar guild: - visit Mushroom Circle: Minotaurs get a special pendant, others are either uneffected or experience sex change/stat change/race change/ appearance change. Available only in Ciston guild: - Magic Shop: will give you a scouting of the Magic Shop's available magic items/weapons. Costs and _possible_ descriptions of what each item does are listed Q: What Extra Actions are available? A: The following commands are placed under Extra Actions: - Set Tithe (x) - Set Treasure Check (on/off) - Commission Magic Weapon (name/type) - Ask for Quest - Ask for Quest(R) - Drop Quest # - Finish Quest # - Cure Disease: character #/ MP spent - Guard Character # - Undertake Quest (type) (character/race/monster/item #) - Bet: winner#/loser#/gc - Monster Battles - Transfer Magic Points: Character1#/Battery1#/MP/KP/Battery2# - Drop Skill # - Drop Weapon Skill (name) - Destroy Item # (Deity optional) Q: How much in weight should I carry for my first turn? A: You generally want to keep your encumbrance at very little or less. Anything higher than little encumbrance gives you noticable penalties. Take your strength and subtract 10. This gives you the number of encumbrance points that you can use for weapons/armor/items and stay at no encumbrance. Your weight appears to change this number up or down one if you are heavy or light. Any weapon/armor/item encumbrance over this allotment gives you the following: 0 to 1 over is almost no encumbrance 2 to 3 is very little 4 to 5 is little 6 to 7 is moderate 8 and up is heavy (I have not experimented higher--you don't want these values) While adventuring, using F# under encumbrance will keep you at or below that desired encumbrance. Remember that Medallions/Amulets count as one encumbrance (like leather armor). Q: What adventuring sites are available from each guild? A: ANTAR: Undercity, Dead Hills Patrol, Isle of Isurus, Temple of Canaar, Azcor's Tunnel, Haunted Manor, Rat Tunnel. BARSTOW: Undercity, Skree Patrol, Marikhold, Blood Cairn, Black Ship, Rat Tunnel. CISTON: Undercity, Swamp Patrol, Rat Tunnel. * Training amulets work only at Isle of Isurus and Marikhold * On Azcor's Tunnel, the site is supposedly set up for higher power level adventurers (1500+ power level). Hugh has made it so that each encounter is at above average monster generation (example: usually first, second, last encounter at a site like Skree or Marikhold is at 10-20% monster generation, with the third and fourth being 20-40%. At Azcor's Tunnel all encounters are at 20-40% to give more powerful monsters and more EP since high level adventurers are not getting as many EP as low level adventurers due to the way EP has been set up. * New Site: The Rat Tunnel available in all guilds. Supposed to be cramped quarters. Adventures there will help control the rat population. Q: Where does Glissen show up? A: From what I've seen, he has shown up at Dead Hills, Skree, and the Swamp. A: He was encountered 3 times on a Skree Patrol CMI 444.<L> A: He will give you one of the following for a newt- 50 gc, Potion of Healing, N. Charm/S. Disc, Random Scroll or Magic Fury Inverter. He may increase your level in Universe Magic as well.<L> Q: What's the deal with glowing spheres and magic springs? A: Springs and spheres are usually attached to encounter areas. You will not find them all the time even if you repeat areas on the next turn, though. The rumor is that they are found the same way traps are found, just a little harder. I am not sure if higher intrigue guides you towards the rooms with springs. Scrolls and other nifty treasure items are randomly determined for each monster in the area. The higher power monsters are more likely to have good stuff, but you could get real lucky and find a putz with a magic item. Q: Any info on anti-magic zones? A: I've seen an adventure to the Black Ship where it would say CM-Speed fails, CM-Blast fails. However, in the same fight, others would be able to get their spells off effectively. We are guessing it's just a % chance dependent upon encounter area, and you get a saving roll or two when trying to cast your spells. A: Also, if you die in an anti-magic zone, there is the possibility of losing some/all of your magic items. Confirmed losses have included many magic and mundane items. Q: Should I pick up CM-Speed? A: My personal opinion is that CM-Speed should be outlawed. Most high power level characters have Speed, though. I would recommend at least a 20 STAM before picking up and using Speed. 25 STAM would be even better. If you're solely a backline adventurer, I would go as low as 15 STAM as it doesn't cost much energy just standing around casting spells and firing a bow (careful, though, you will end up in melee from time to time). CM-Speed, and CM-Power, are great spells for ogres and any type of berserker, though, regardless of STAM. Once berserk, a person has unlimited energy and the extra energy cost of Speed is negated. Speed level 5 is considered the norm for lasting 100% of time. A: Steve Ferrell: A general rule for the safe use of Speed is that your STAM should be at the average or higher of your DEX and CUN. Also, dodging and Speed is extremely difficult to do as dodging costs more energy than parrying. Q: Can I get double (or higher) enchantments on my magic weapon? A: The wizard will try to put a double enchantment on any magic weapon, however, the cost of 5000gc is said to be far too low for it to work.... * See Andy Zambrzycki's article on power level magic system * See Steve Ferrell's article on magic system A: You may write a diplo to Hugh asking how much it will cost to raise your weapon past the first enchantment. I've heard from Steve F. that raising a weapon past it's initial +1 will cost at least 10000gc and most likely more. A: Thorron has stated that enhancements can come from studying a weapon and spending KP/MP, or with enchant item skill. Q: How do I beat a Huge Ooze or even some of the minor oozes? A: Magic fury works well against them. Having a shield or blink will help greatly versus their attacks. Hugh has answered that their is a limit that your character can be slowed down by their attacks, otherwise you'd never be able to do anything. A: Steve Ferrell: The potion of resistance may help you in general against their attacks, ie. you can dodge their attacks more easily, incidental contact has no effect possibly (Bangor successfully dodged more of their attacks than he has dodged in the sum total of his life). A: Also, keep in mind that Oozes reduce the damage from both blunt and sharp weapons. I agree with the blast concept. Boot spikes appear to well.<L> Q: What is there to know about Regeneration? A: From David Johnson- Regeneration is kicked off by resting and yes it takes an action to rest. Also, if you are down energy, you get more energy back.... so think of it like this.... If you have let us say 10 action points at full of energy and you are currently at sweating some and get 8 action points back at each break.... when you regenerate you gain back health and energy so in the end you will be healthier (based on results from total DPB, Stamina, Regeneration Level, and size/weight base) and your action points will go up to 9 or 10 at the next break in the fight where it tells the statuses of all combatants. AutoRegen is gained at 6th level of Regeneration and your wounds and energy is increased without taking an action, however, it is still good to rest once in a while when severely injured and regenerate on purpose. Auto regeneration helps most when you are unconscious or when you are dazed - as you do not need to concentrate.... in fact you may go way down and drop from the pain.... and then stand up later in the battle to continue on... Q: Why does parrying seem so much better than dodging? A: Dodging and blink are affected by what range you're currently in. At short range, expect reduced percentages on your dodge and blink since you have less time to react to an attack. Dodging is better in some respects to parrying as there is no possibility of you getting knocked down from a successful dodge. If you dodge 100%, I recommend picking up CM-Blink, whereas if you parry 100% it's easier to go with heavy armor as you can partially parry blows and let the armor do its work. Q: We encountered a Bandit Lord for the first time and got thrashed! A: Even though it's not mentioned anywhere, there is a retired Bandit Lord available to fight guild challenge fights if you wish to get some practice. Once you form a competent party of 1000 or so power adventurers you should be able to give one Bandit Lord a run for his money. A: At Gencon three 900 PL Hungry Legume clones won with two still standing.<L> Q: How do we avoid a Bandit Lord until we're ready for one? A: Luckily, the old-timers managed to persuade Hugh to not have the possibility of a Bandit Lord or higher powered monsters show up unless you're going level 14 or above on difficulty. This does not apply to the Swamp, Black Ship, Azcor's Tunnel or the Undercity, though! There has even been a level 1 adventure to the Swamp where a Bandit Lord showed up! Misc: * For the conservative adventurer: It is now possible to be very cautious while sipping from fountains, touching spheres, or interacting with other situations involving bravado. A bravado setting of one will have the adventurer "test the water" first. This greatly increases the chance that the possibility of gaining from the encounter will disappear before you "jump in," but it also greatly decreases the chance that you will be seriously harmed. * Adventure Kill Points are given to the adventurer who puts down the monster. Tougher monsters can yield more points. The kill points do affect your power level. * On the Kick and Martial Arts skills: a normal person using the kick can only expect to kick as high as half their height. Martial Arts allows higher kicks, but only if armor worn is studded leather or less. * Half-Trolls now can pick up poison resistance by quaffing a potion of resistance.<L> * Visiting a Mushroom Circle will give a Mino a medallion which reduces Stat costs.<L> * The rat population should be kept under 20. If it goes above 20, then characters will begin picking up diseases. Q: What's with CM-Daze and CM-Vertigo? A: Magic Resistance and Mind Wall are now _cumulative_ in effect, whereas before Hugh had them as separate defenses vs daze/vert. Also modified now is the addition of stamina and cunning helping out vs daze/vert. Q: Doing damage to monsters/characters with weapon resistance? A: Shawn Woods: Weapon Resistance, as possessed by some monsters such as Vampires and Enchanted Rats, is overcome by high weapon skill level. Weapon Lords may bypass the invulnerability 50% of the time, and those with level 6 and higher do so more frequently. A: Right now it looks like the only things that really help vs Shifters, Vampo Mages, etc. is having the Power spell, very high STR, very high weapon skill, a very good magical weapon, or lots of blast casters. A: You can overpower lower power weapon resistance with lvl 1 weapons consistantly if you have a 28+ strength (60+%). Also, magic weapons entirely bypass the lower weapon resistance of Enchanted Rats/Minor Vampires. However, against the weapon resistance of Vampires, Bumble overcame it with a lvl 3 weapon about 10% of the hits using regular weapons.<L> Q: What about Blink? A: Blink can be very effective, but requires a free hand (spiked gauntlet/ buckler). It costs a fair amount of energy and over using it will tire your character. I find that it works well with a good dodger. Remember that it cannot be used at short range (although Dark Wolves, Enchanted Rats, etc. can use it at short range).<L> Q: What does the Protection Spell do for me? A: The number of MP spent on the spell are added to each party member's armor factor. A lvl 9 Protection Spell would give everyone another layer of Platemail. Add this to Power and you get a nasty combo.<L> Q: Why doesn't my character learn weapon skill points (WSP) very fast after 26-30 WSP? A: Steve Ferrell: Honest to Hugh, at level 5-6, chance of WSP increases drops so low that the chance is almost entirely based on number of successful attacks/parries. Gods, cunning, etc..... have almost no effect. Q: What's the deal with adventure score? A: 50 score is what you start an adventure with. Based on successful actions or unsuccessful actions (getting knocked out, retreating, missing traps, bouncing off stuck/locked doors, etc.....) your score goes up or down. As long as you're above 50 score you always get what EP you earned. When you get below 50 score you start losing a percentage of your EP based on how far below 50 you were. The new system is much improved compared to the old system where your EP got lopped off to a set amount even if your score was 49. Example: old system rest of party got 79EP pooled, you got 49 adv score and ended up with 40EP. Under the new system you would receive around 60-65EP for the same 49 adv score. A: My experience is as follows for minimum EP from an adventure: Score 50-60: 30 EP, score 61-75: 35 EP, score 76-99: 40 EP, score 100: 45 EP.<L> Q: What can I expect from a grotto win? A: Low level grotto fights net around 25EP, 30-200gc. Some high power level grotto fights have netted 40 to 65EP! Q: What can I expect from fighting npc challenges? A: 10 EP is the max from fighting npcs in a challenge fight. This includes Patrol City. So, if you are 500 power and you beat two 600 power npcs, you will still get just 10 EP.<L> Q: What are the max EP possible in guild fights? A: 6 EP for <1000 PL, 7 EP for 1000-?, 8 EP for ?-? Q: What, exactly, do those damage taken/energy status statements mean? A: Health Status- <100% hardly hurt <86% suffering from minor wounds <71% hurting badly <51% severely wounded <31% in great pain/in critical condition <16% in excruciating pain/almost incapacitated A: Energy Status- <93% barely tired <73% slightly tired <50% really tired <30% gasping for breath <10% dead on feet Q: What can traps do to me? A: It is best if every party member has at least lvl 1 Avoid Traps. Everyone gets a chance at finding a trap, and it is best to back up your main trap finder. The following are the nastier traps: Quicksand - Can kill you. Deep Pit - Can cost you 2 dpb Emerald Ward - Can destroy protection gems and/or cost you 1 str. Blue Ward - Can destroy protection gems and/or cost you 1 dpb. White Ward - Can destroy protection gems and/or gold. Purple Ward - Can destroy protection gems and/or cost you 1 str&1dpb. <L> Q: What is the Tournie? A: Each year there is a tournament open to all guild members. Magic transports characters to the site of the tournament so travelling between guilds is not necessary. No regular turns are run the week of the tourney, i.e. each guild is set back a week. Each character can enter under up to three classifications: Singles, Doubles, Mixed Singles/Doubles. The last catagory is won by singles more often than not. Groupings are based on power level and contain eight sets of combatants in double elimination competition.<L> Q: What do some of the senior members look like? A: From Summer 1995: Baron Z-com 7,mind 4,parry5,steal t 5 Torrence t red-init 6,com 6,mind 4,intel 5 Cobra-init 7,com 8,mind 6,intel 6 Timorg-com 4,mind 3 Muundirk-init 4,com 9,mind 4,initel 4 Randel-init 5,com 6,mind 4,intel 3 Graydawn-dz8,ver7,bla8,bli7,com 3,mind 5,intel 4 Killian-init 9,com 9,mind 7,intel 6...and 53 dam pts I had my 800 power characters fight a bunch of these members at GenCon. The weapon levels were not all that high. Bumble at 800 power could trash the Marcel with parry as his defense, but was trashed by the dodging Marcel. All other members were hard or impossible to defeat with my trio. A lot of managers were cloning their characters and sending them up against Killian (and losing). Seeing 6 Hungry Legumes fighting was pretty funny. Makes GenCon worth it. ****************************************************************************** III. FAQ History Version 1.3: Updates on magic weapons, monsters, highest skill levels, Q&A, encrypted messages, Steve F. on magic system, Shawn W. on adventure sites, deity section added. 3/28/94 Version 1.4: Updates on magic weapons, items, highest skill levels, Q&A, deities. 8/23/94 Version 2.0: Updates all the new adventuring statements, guild combat options, new items, new NPC's, more encrypted messages, etc. 10/10/95 Version 2.1: Completed updates listed above in v2.0. 10/20/95 Version 2.2: Extra Actions, Traps, Mage's Guild, etc. 11/2/95 Version 2.3: Rat Tunnel, Web Site, Raid/Guard Temple. 11/14/95 Version 2.4: Disease. 12/13/95 Version 2.5: Stuff. 2/29/96 The AG FAQ was originally maintained by Mike Lee (m.lee41@genie.geis.com) Garrett LePage is now maintaining it (lepag001@maroon.tc.umn.edu) There is now an AG mailing list: guild-l@teleport.com ****************************************************************************** IV. Rumor Mill and other guild info: New opponent in Ciston: The Rat Czar. Threatening to take over the city and responsible for Rat Populations in all guilds. New NPC: Vampire King (wants Chaos Orbs). New NPC: Hermit Korrun #1308. Organizing a war against vampires. Swamp Lich: The word is that Rambler received a Signet Ring from the Lich when he defeated a Warrior Ghoul in Ciston's Grotto. Taking this ring to the Swamp would teleport the party to the Lich's domain. Full of Nasties and anti-magic rooms, Rambler's party never did make it all the way to the Lich. They even had Sadie join them on the last attempt. Along the way, several magic items were lost, including the Lamp of Roegoth (which helped with avoid traps and was supposed to light up the encounter area of the Lich, proported to be very dark). ****************************************************************************** V. Encrypted Messages List (Note: some old messages removed due to no importance anymore) Twitter and Sgt. Talis have deciphered the four languages that they have encountered. Twitter has re-included some of the older messages to aid others in deciphering. ** Antar ** Turn 50 message board: 'All -- I've uncovered legends of great treasure at Blood Cairn.' from Tolstoy(NPC) Turn 89 message board: 'Killian and his lapdogs! Soon you all shall suffer for the indignities I have been put through. Your doom is sealed! Your eternal torture assured! Enjoy your last moments of freedom while you can. Once Barstow is taken care of I will be coming for you.' Turn 106 message board: 'Blessed Ones! Have patience, soon all will be ready.' Turn 139 message board(greek): 'Bring me your Chaos Orbs', The Vampire King. Turn 144 message board(cyrillic): 'My organization is seeking clever adventurers like yourself to aid us in destroying vampires. If you would like to help cleanse the world of these foul creatures of the night diplo me, the Hermit Korrun number1308. Tell me about yourself and how you can help.' Diplo from Korrun(cyrillic): 'Hello my ally against night creatures, I am very pleased by your response. If you are truly committed to our cause of destroying the foul vampires, then seek out small bat statues on the ilse of Isurus. With these, we may strike deeply into vampire territory. Good luck to you, Korrun' Temple of Canaar: 'Gems are abundant on the Plane of Granic.' Dead Hills: 'Wield Moridel and your spirit will suffer.' ** Barstow ** From out of the cobwebs, turn 20 message board: 'I've come across stories that skeletons and other undead creatures have various peculiarities, such as immunity to some magics, and a nasty habit of strangling people. A skeleton is said to be harder to damage by certain weapons, mostly the light, thrusting and cutting weapons. Zombies possess supernatural strength. Pleasant dreams.' from Solamin Silveroak(NPC) Turn 33 message board: 'Brave adventurers of Barstow -- Please start collecting any newts you find. I will soon be able to trade you for them.' from Glissen Turn 41 message board: 'All I know of the Sunstone is that a very wealthy nobleman is offering much for its return.' from Roland Turn 67 message board: 'Moderation is the key for those wishing to approach the Sunstone... Beware the guardian. Few can best one.' from ?? Turn 69 GM notes: 'Fishermen are reporting a very large creature in the lake. No one has gotten a close look yet.' Turn 74 Black scroll delivered at Roland's residence: 'Good morning to you, brave adventurers of Barstow. Finally I believe some of you are ready to make use of my ship. If any of you wish to delve into a wondrous place the Black Ship is now accepting visitors. Any and all are welcome, but parties of less than 4500 total power level will not (gain) access to as much danger and excitement. Transportation to and from the ship will be provided. Training amulets WILL NOT work with this adventuring site. Medallions of Returning might work...' Turn 75 message board: 'We Felldwarves shall have vengeance!' Turn 84 message board: 'Barstow--your doom is sealed. Do not bother to resist. The Sunstone has taken a ship to far-off lands.' Marikhold: 'Studying a glowing ruby will get you one step closer to the main entrance of Marikhold.' Somewhere: 'Study the Glowing Pink Ruby to find the main entrance of Marikhold.' Marikhold: 'Power without control is useless' Blood Cairn: 'A gate to the Temple of Canaar allows passage to the Plane of Granic.' Skree: 'All who serve Canaar become evil soon enough' Sir Kessil: rumor in conversation with him: 'Beware the Green Death if you enter Marikhold's Main Entrance' ** Ciston ** Turn 10 message board: 'A demon frog hunts the swamp at night.' Turn 10 message board: 'I still need newts!' from Glissen Turn 14 message board: 'The Swamp is not a place for casual hiking. There are monsters there that all should fear, so be sure to use ALL of your retreat settings wisely. And if you find an octagonal tomb, please let me know.' from Sadie Turn 17 message board: 'General warning -- Soon it will be quicksand season in the Swamp. Be sure to travel with safety measures!' Turn 92 message board: (to Phaul Ironwood) 'Are you resourceful enough to aquire a chaos orb? If you can get your hands on one, visit the undercity and we'll see who's screams break the silence' The S.L. Turn 94 message board: 'My rats and I will be taking over the guild property. Leave without a fuss and we'll let you live' The Rat Czar. Common messages or site it was found at lost 'Skeletons seem vulnerable to blast magic.' 'Avasheon responsible for Goblin Wars.' 'Gain the staff of the Swamp Lich, and those dead shall be your servants.' 'The longsword Moridel is thought to rest below the Cairn.' 'Moridel is the bane of blinkers' 'Nyssa is impossible to kill' 'Delbert appears rather ordinary, but is full of magic' (old) 'Only the xxxxx can help against energy drain' 'The Shimmering Ruby grants access to a special area of Blood Cairn' 'Study the glaring pink scroll if you want to change gender' 'The sword is held by Nyssa' (old) 'A demon princess is imprisoned on Granic' 'Cross the vampire below Antar and your death is certain' 'Speak riltan_cho after wounding a vampire and death is certain' ****************************************************************************** VI. Racial Data Sheet Description Base Cost Dwf Elf Gob HfE HfT Hlf Hum Liz Min Ogr Statistics ******** *********** *** *** *** *** *** *** *** *** *** *** Strength 4 8 5 5 5 8 4 4 5 3 Dexterity 6 4 4 4 8 3 4 8 8 8 Stamina 3 8 4 6 4 4 4 6 4 4 Cunning 6 4 4 4 8 5 4 4 6 8 E.P. Skills ******* *********** *** *** *** *** *** *** *** *** *** *** Action Points ++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ CM-Speed (1) 30(10e) 40 15 25 17 25 20 20 20 25 30 Initiative (u) 15 (x) 20 20 20 20 20 20 20 20 20 20 Defense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +CM-Blink (u) 30(10e) 40 15 25 17 25 20 20 20 25 30 CM-Heal (2) 30 40 *15 25 17 25 20 20 20 25 30 Intelligent Parry 20 (x) /(A) 25 25 25 25 25 25 25 25 25 25 Push (2) 4 ___ 25 25 ___ 20 ___ 20 20 20 15 Regeneration (u) na /(A) xx xx xx xx *25 xx xx xx xx xx Offense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Berserk Rage (2) 30 20 20 20 20 25 20 20 20 20 *15 CM-Power 30(10e)(x) 40 15 25 17 25 20 20 20 25 30 CM-Sure Strike(2) 30(& MA-3) ___ ___ ___ 25 ___ ___ 25 ___ ___ ___ +Head Butt (2) 4 20 20 15 20 20 20 20 20 *15 20 +Kick (2)(4w/MA) 4 20 20 *15 20 20 20 20 20 20 20 +Tail Whip (2) na xx xx xx xx xx xx xx *20 xx xx Strangulation (2) 4 30 Range ++++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +CM-Blast (2) 30(10e) 40 15 25 17 25 20 20 20 25 30 +CM-Daze (2) 30 40 *15 25 17 25 20 20 20 25 30 +CM-Vertigo (2) 30 40 *15 25 17 25 20 20 20 25 30 Tricks +++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Distraction (2) 1 20 20 15 20 20 20 20 20 20 20 Thr Dirt Face (2) 2 20 20 15 20 20 20 20 20 20 20 Trip (2) 4 15 20 *15 20 20 *15 20 20 20 20 Trip from Grd (2) 4 20 20 15 20 20 20 20 20 20 20 K.P. Skills ******* *********** *** *** *** *** *** *** *** *** *** *** Defense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Bandage Wounds 6 /(A) 20 20 20 20 20 20 20 20 20 20 +Mind Wall 30 /(A) 30 30 30 30 30 30 30 30 30 30 Offense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Martial Arts 60 /(A) 35 35 35 30 35 ___ 30 35 ___ 40 Range ++++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +Bow use (u) 15 25 25 25 25 25 25 25 25 25 25 +Crossbow use (u) 10 25 25 25 25 25 25 25 25 25 25 +Sling use (u) 20 25 25 25 25 25 25 25 25 25 25 +Hurl Weapon (u) 4 15 15 15 15 15 15 15 15 15 15 Select Target 10 (x/y) 25 25 25 25 25 25 25 25 25 25 Thief ++++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +Avoid Traps 20 /(A) 10 20 20 20 20 15 20 20 25 25 Backstab 10 /(A) 20 20 20 20 20 20 20 20 20 20 Flank Maneuver 4 (x) na na na na na na na na na na +Lock Picking 30 (x) 20 20 15 20 20 15 20 20 25 20 +Move Quietly 20 /(A) 20 *15 15 ___ 20 *15 20 20 15 ___ Steal Treasure 20 (x/y) 25 ___ ___ ___ 25 15 25 ___ 25 ___ Miscellaneous ++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Appraisal 1 /(A) 20 20 20 20 20 20 20 20 20 20 Bargaining 10 /(A) 20 20 20 20 20 20 20 20 20 20 Combat Sense 4 /(A) 25 25 25 25 25 25 25 25 25 25 Enchant Item NA 400 400 400 400 400 400 400 400 400 400 Study Item 15 20 20 20 ___ ___ 20 15 20 20 20 K.P. Magic ******** *********** *** *** *** *** *** *** *** *** *** *** Deity Magic 20 /(A) 20 20 20 20 20 20 20 20 20 20 Universe Magic 30(10e)/(A) 40 15 25 17 25 20 20 20 25 30 Defense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Blk Missiles (u) 20 (x/y/1) 25 15 25 17 25 ___ 20 20 25 30 +Cure Party 20 (x/1) 25 15 25 17 25 20 20 20 25 30 Protection 20 (x/L+1) 25 15 25 17 25 20 20 20 25 30 Necromancy +++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Summoning Tome ___ ___ ___ ___ ___ ___ ___ ___ ___ 30 Range ++++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +Magic Fury 20 (x/y/2) 25 15 25 17 25 20 20 20 25 30 Languages ********* *********** *** *** *** *** *** *** *** *** *** *** Common na (A) *30 *30 *30 *20 *30 *30 *20 *30 *30 *30 Dwarven 40 /(A) *20 30 30 30 30 30 30 30 30 30 Elven 40 /(A) 30 *20 30 *20 30 30 30 30 30 30 Goblin 40 /(A) 30 30 *20 30 30 30 30 30 30 30 Halfling 40 /(A) 30 30 30 30 30 *20 30 30 30 30 Lizardman 40 /(A) 30 30 30 30 30 30 30 *20 30 30 Minotaur 40 /(A) 30 30 30 30 30 30 30 30 *20 30 Ogre 40 /(A) 30 30 30 30 30 30 30 30 30 *20 Troll 40 /(A) 30 30 30 30 *20 30 30 30 30 30 Miscellaneous ***** *********** *** *** *** *** *** *** *** *** *** *** Magic Resistance (A) *xx xx xx xx xx xx xx xx xx xx Natural Armor xx xx L xx L xx xx PL L- L- Poison/Disease Re (A) xx xx xx xx xx *na xx xx xx xx Thick Head (A) *na xx xx xx xx xx xx xx *na xx "Base" Column lists base cost, (x) or (x/y) => special control settings (consult rules), and "(A)" => skill used automatically. "+" Left of description => skill can go up through usage. "*" Next to value in table => a natural skill. (#) Right of description => skill is limited to "Lvl + #" uses/attempts, "u" = unlimited. * Dwarven characters are claiming that 50 EP/KP is now the cost base for spells. ****************************************************************************** VII. Advanced Magic Report ** Universe Magic ** * Max Magic Points (all races): UM level + 4 + cunning, where cunning is--> cunning 15 (+1), cunning 20 (+2), cunning 25 (+3), etc........ * Recharge rate (elves): 5 @ 12 cunning, 6 @ 16 cunning, 7 @ 24 cunning, 8 @ 32 cunning, etc...... * Recharge rate (non-elves): 2 @ 12 cunning, 3 @ 16 cunning, 4 @ 24 cunning, 5 @ 32 cunning. * NOTE: You do NOT get +1 recharge @ UM level 6 ** Deity Magic ** * Max Magic Points (all races): DM level + 1 + Devoutness level(above indifferent) * Recharge is dependent on devoutness mostly and the character's alignment and deity (if one) relative to the city's current alignment/temple breakdown. * Not a very useful skill IMHO. Universe Magic is better unless you are devoted to a deity that gives you devotion easilly or you have tons of gold.<L> * From Doug Gibson: Ardent devotion can be maintained for about 250 gc a turn. This gets you a recharge of about 4 and 10 for max MP (this concurs with my experiences<L>). So, DM is good for characters with lower cunnings and a fair amount of gold. "Also, Deity Magic is MUCH better than UM if you want to be a healer, at least in my experience... I believe that with Deity Magic and Cure Party level 3, I can match or maybe even exceed the healing performance of our group's Universe Magic user with CP 6. DM is great if you're ONLY going to be casting Cure Party, or not much else." ****************************************************************************** VIII. Scroll Info Note: The Purple has a max of 20-23 or so DEX. Note: The Earthy Brown has a max of 22 or 24 STR, but there is a slim chance that reading one past 22 or 24 STR will give the STR raise(s). Note: Reading a Forest Green 28 STR and below costs nothing, reading past 28 STR costs 20 destiny points (supposedly ;) ). Or it may be dependent upon being a certain power level, whereas low power level would gain no STR raise but a high power level character gets the STR raise and DAM PT, but loses 20 destiny (it's tough to say at this point...). Note: The magic resistance skill may lower the successful chance of reading a scroll. Note: Some have said that you can only read two orange scrolls. *I have four sources for scrolls. ? means not duplicated* *Color* *Language and level reqd* *Effects* Bright Red Common level 2 CM-Blink to level 2 Ochre Common level 3 CM-Blink to level 4 Light Blue Common level 1 KP increase(1 to 10) Pale Blue Common level 2 KP increase(10 to 25) Blue Common level 3 KP increase(25 to 45) Royal Blue Common level 2 *Cursed!* -3 dpb/-4 D/R/-1 str Shimmering Blue Common level 3 +1(+) inch in height Purple Common level 3 +1 Dexterity Shimmering Purple Common level 3(?) -1(+) inch in height(?) Dark Green Comm lvl 3/Halfling lvl 2 +1 level pois/dis resist Forest Green Common level 3 +1 STR, +1 DAM PT Dusty Red Dwarven level 2 +1 level magic resistance. Effect is permanent Orange Elven level 2 +1 level Universe magic Earthy Brown Minotaur level 2 +2 Strength Sandy Brown (doesn't matter) *Cursed!* -KP Glaring Pink (doesn't matter) *Cursed!* -2 Cunning Tan Common level 2 *Cursed! (well if you look at it that way)* Changes gender of your character Leathery Grey Unknown One of two keys needed for lvl 2 Marikhold Red Lizardskin Lizardman level 2(?) +1 level Power Dull Grey (doesn't matter) *Cursed!* Purple and Gold Unknown Unknown Muddy Brown Ogre level 3(?) + Beserk Bright Pink(?) Unknown Unknown Pale White(?) Unknown Unknown Black(?) Unknown Change Allignment to Evil Inc. Putrid Green(?) Unknown *Cursed!* Contract Green Death. Glowing Topaz Dwarven level 4(?) +2 Stamina, +5 D/R (?) Unknown +1 all stats(?) Wrinkled Brown Unknown Unknown ****************************************************************************** IX. Historical Society (The current year is 3562) ** Antar ** 1663 In the year 1663, Antar achieved city status. 3420 In the summer of 3420, Antar sent two thousand men to aid in the battle vs Samerien. None returned. 3530 In the fall of 3530, a storm wiped out the fourth colony attempting to settle on the Isle of Isurus. 3535 In the winter of 3535, the entire council was mysteriously murdered. No culprit(s)/explanation was ever found. 3538 In the summer of 3538, the sun was blackened for nearly an hour by the evil mage Solaris. 3539 In the winter of 3539, Mayor Zaranov was possessed by an unknown evil force. His efforts to provoke a war with the Elves nearly worked. 3550 In the summer of 3550, the Night Cult was banned from Antar. 3553 In the summer of 3553, an enormous sea creature surfaced off the coast. It did not threaten the city, and left a few hours later. 3559 In the spring of 3559, Mayor Kendall Griggs was given the Sunstone, a magical item of unknown powers, by Killian. ** Barstow ** -NA- In Barstow, money is power, and the Vasos family has always been considered the wealthiest in the city. 1660 The Vasos family started as traders in the 1660's, and have been very involved in Barstow's history ever since. 1669 In the year 1669, Barstow achieved city status. 2412 In the fall of 2412, the Celestian Order opened their academy. There scholars intended to better the world through knowledge and education. 2416 A freak tornado utterly destroyed the academy of the Celestian Order in 2416. 2733 In the fall of 2733, an enormous dragon nearly razed the entire city. The dwarven King Caddaric fought off the monster with the help of Tirin, a magical warhammer. 3004 Up until the year 3004, the lake was home to many fierce monsters, and dangerous to travel on away from the coastline. 3420 In the summer of 3420, Barstow sent two thousand men to aid in the battle vs Samerien. None returned. 3520 In the winter of 3520, reports of a disease within the nearby dwarven city began. 3521 Tessa Vasos was born in 3501, and was cast out of the family twenty years later for meddling with evil sorcery. 3521 In the spring of 3521, the dwarven city was evacuated, and renamed Marikhold. ** Ciston ** -NA- An octagon shaped temple to the deity Mordtch is rumoured to be located deep in the swamp. -NA- The Saurians have refused all efforts towards negotiating a peace. They consider anyone (even lizardmen, their cousins) in the swamp a trespasser. 2650 In the winter of 2650 an epidemic cut Ciston's population nearly in half. A priest of Canaar was put to death for causing the disease. 2871 In the year 2871, Ciston achieved city status 3419 Baron Talindal was hung for treason in 3419 for his attempts to convince the king of Samerien to make peace with Varna. 3430 For nearly 30 years, the wizard Gavin resided in Ciston, before moving on in 3430. Contributors: Compiled by Jamethiel(678) Aelwon Findelvos, Boran Stoneshaper, Count Drax, Chewi, Joe the FOM, Raxis, Khitrets, Golden, Randall Bowes, Shigoru, Sir Bedivere the Wise, Valkyrie, Vlaq, Rhiannon Goldencloud ****************************************************************************** X. Common Items Notes: All of the following items have been found on adventures. The following are abbreviations for both Common and Magic items. Also, higher the cunning, higher the selling price at times E Encumbrance F Found on monster Gn Gold crowns sold for (n=Bargaining level: 0=untrained, T=Trained) NM Not magical M Is magical or special gc Gold crowns ** Bracelets ** Copper -- (NM) (7G1) (8G3) (5E) Jade -- (NM) (32G0) (32G1) (35G2) (3E) Jade Dragon Bracelet -- Pearl -- (155G0) (164GT) (171G1) (186G3) (195G4) (202G5) Platinum -- (NM) (109G1) (114G1) (124G3) (130G4) (1E) ** Brooches ** Gold, Filigree -- (NM) (51G0) (2E) Silver & Pearl -- (49 G1) ** Clasps ** Gold -- (NM) (11G1) (12G2) (13G3) Gold w/Opal -- (200 GT) Gold w/Pearl -- (54 GT) Gold w/Ruby -- (102 GT) Fancy Gold -- Silver -- (NM) (2G1) (3G3) (2E) Silver with Agate -- (NM) (10G1) (11G1) (12G3) (2E) Silver w/Opal -- Silver w/Pearl -- (61 GT) ** Figurines ** Black Cat -- Emerald Bear -- (NM) (103G0) (117G1) (130G4) (135G5) (3E) Emerald Cat -- (NM) (89G0) (93G0) (94G1) (100G1) (107G3) (113G4) Emerald Eagle -- (NM) (57G0) (65G1) (69G4) (72G5) Emerald Wolf -- (NM) (77G1) (79G3) (3E) Gold Snake -- (120G0) (143G4) (148G5) Ivory Crocodile -- (156G1) (158G2) (174G4) (50E) Jade Crow -- (NM) (19G1) (20G3) (21G4) (22G5) (2E) ** Gems ** Amethyst -- (97G1) (108G4) (3E) Aquamarine Stone -- (NM) (273G1) (326G4) Black Sapphire -- (NM) (584G1) (616G1) (744G6) (F Saurian Champion) Bloodstone -- (NM) (49G0) (63G5) (2E) (F Grey Warlock, Skeleton Deathlord) Blue Quartz Piece -- (NM) (8G1) (3E) Copper Ore Chunk -- (NM) (2GT) (3G3) Emerald -- (1529G4) (3E) Fire Opal -- (NM) (750G3) (826G4) (855G5) (883G6) (3E) (F Frog Demon) Gold Chunk -- (NM) (19G1) (20G1) (20G2) Lapis Lazuli Piece -- (NM) (11G1) (13G3) (5E) Malachite Piece -- (NM) (8G1) (9G2) (5E) Massive Gold Ore Chunk -- (876G0) (1044G4) (1116G6) (150E) Moonstone -- (NM) (39G0) (40G0) (43G3) (47G4) (3E) Obsidian Chunk -- (NM) (7GT) (7G1) (8G3) (4E) Onyx -- (NM) (54G1) (57G1) (62G3) (65G4) Silver Nugget -- (NM) (9G1) (8E) Small Black Pearl -- Small Diamond -- (170G0) (217G4) (225G5) (2E) Small Opal -- (NM) (255GT) Small Ruby -- (NM) (414G0) (540G5) Smokey Quartz Chunk -- (NM) (44G0) (47G1) (49G1) (3E) Tiger Eye Stone -- (NM) (13GT) (14G1) (15G3) (2E) Topaz Gem -- (365G0) (390G1) Turquoise -- (11G1) (11G2) (4E) Zircon Chunk -- (NM) (43G1) (45G1) (49G3) ** Musical Instruments ** Copper Gong -- (NM) (3G3) (30E) Esyrial Harp -- (228G1) (261G4) (270G5) (35E) Golden Fife -- Ivory Music Box -- Teakwood Flute -- (NM) (26G1) (29G3) (6E) ** Miscellaneous ** Bottle of Esyrial Wine -- (73G0) Bottle of Fine Wine -- (58G0) (69G4) (72G5) Bronze Drinking Horn -- (NM) (8G1) (9G1) (9G2) Bronze Goblin Skull -- Crocodile-skin Belt -- (17G0) Curved Wooden Pipe -- Dragon Bone -- Engraved Copper Bracer -- (NM) (3G1) (4G3) (5E) Fine Wool Blanket -- (3G0) Gem Encrusted Tiara -- (NM) (584G0) (680G4) (744G6) (7E) Ivory Comb -- (NM) (14G1) (17G4) (1E) Ivory Skull -- (NM) (256G1) (333G5) (344G6) (5E) Jade Vase -- (146G0) (152G1) (174G4) Pewter Flask -- (19G0) (20G0) (23G4) Pewter Mug -- (25G0) (30G4) Platinum Chalice -- (292G0) (348G4) Silver Horn -- (NM) (10G1) (11G1) (8E) Silver Skull -- Silver Sundial -- (12G0) (13G1) (16G4) Small Keg of Ale -- (102G0) (121G4) (126G5) Small Keg of Mead -- (58G0) (65G1) (73G4) Small Silver Box -- (NM) (11GT) (12G1) (4E) Tapestry(boarkilling) -- Tapestry(falconry) -- (281G0) Tapestry(gloomy forest) -- (281G0) (426G4) (75E) ** Necklaces ** Bear Teeth -- (21G0) (23G1) Blue Garnet -- Emerald -- (65G0) Garnet -- (11G0) Gold -- (NM) (21G0) (23G1) (24G1) (26G3) (2E) Silver Chain -- (19G1) (1E) Shark Teeth -- (44G0) (52G4) (56G5) (2E) Tiger Teeth -- (34G1) (39G4) ** Other ** Amulet of Canaar -- (18G0) (19G1) Boots of Speed -- (M) Celestial Order Pyramid -- (M) Crystal of Power -- (M) Disc of Safandi -- Elven Rope (30') -- (NM) (5E) Exim's Quiver -- (M) Fostil's Pack -- (M) Glissen's Red Baubble -- (M) Gray Robe -- (M) (F Man in Gray) Green Chaos Orb -- (F Emerald Spider) Halle's Pouch -- (M) Lason's Quiver -- (M) Magic Fury Inverter -- (M) (F Glissen) Mummified Newt -- (NM) Norstrum's Charm -- (M) Oolzer's Bracers -- (M) (1100G2) Potion of Healing -- (M) (77G1) Potion of Resistance -- (M) (146G0) Protection Gem -- (M) Pulsing Quartz Chunk --(M) (218GT) Red Chaos Orb -- (F Red Chaos Beetle) Ring of Morliotti -- (M) (F Rotted Knight) Salinger's Disc -- (M) Steel Box-- (M) Strong Box -- (M) (15G1) Vrok's Opal -- (M) ** Rings ** Brass -- (NM) (5G1) (1E) Brass, Fancy -- (NM) (10G1) (10G3) (1E) Gold with Opal -- (NM) (200G0) (2E) Gold with Pearl -- (NM) (54G1) (56G1) Gold with Ruby -- (NM) (90G0) (102G3) (112G5) (2E) (F Felldwarf Champion) Gold, Fancy -- Silver -- (NM) (10G0) (11G1) (11G2) (13G5) (1E) Silver with Opal -- (NM) (136G1) Silver with Pearl -- (51G0) (57G1) (61G3) (2E) ** Scrolls ** Blue -- (M) Blue, Pale -- (M) Blue, Royal -- (M) (88G0) (91GT) (98G3) (108G4) Blue, Shimmering -- (M) Brown, Earthy -- (M) Brown, Muddy -- (M) Brown, Sandy -- (M) (86G0) (91G0) (96G1) Brown, Wrinkled -- (M) Gray, Leathery -- Green, Dark -- (M) Green, Forest -- (M) Ochre -- (M) Orange -- (M) Pink, Glaring -- (M) (86G0) (91G1) (108G4) (112G5) Purple -- (M) Purple, Shimmering -- (M) Red, Bright -- (M) (88G0) (108G4) Red, Dusty -- (M) Tan -- (M) (142G0) (174G4) (186G6) ** Statues ** Golden Elephant -- Granite Horse -- (NM) (10G0) (15G3) (50E) Marble Skunk -- (NM) (7G1) (35E) Marble Skunk, Green -- (NM) (23G6) (35E) Marble Swan -- (19G1) (21G4) (66E) Small Bat -- Stone Dog -- (NM) (2G1) (3G3) (31E) Emerald Cobra Statuette -- ****************************************************************************** XI. Magic Items and Weapons Notes: Most magic weapons give something along the lines of increased chance to hit, increased damage doing, and do better than normal weapons against monsters with the Weapon Resistance skill. * Todd Woods sent me<L> an example: '"Guided somewhat by the enchanted longsword, Brother Battlewise thrusts with his longsword at Cult Guard(A), Caught by surprise, Cult Guard (A) fails to parry the attack" "Nearly jumping from Brother Battlewise's hand, Luck strikes out at Big Bruiser, Big Bruisers large shield is knocked aside by Brother Battlewise's longsword" "With help from his magical weapon, Brother Battlewise draws his longsword back and slices downward at Cult Guard(D)" "Feeling a slight tingle from his magical weapon, Brother Battlewise lunges with his longsword at Bandit, Bandit dodges" From Bumble's experience against Enchanted Rats and from the comments from older players, I would have to say that these are just color statements. In other words, getting these messages does not mean that you are attacking better. However, Bumble's magic weapon did nullify the weapon resistance of Enchanted Rats and Minor Vampires.<L> ** Magic Items ** Copper Wand of Canaar owned by Darkrage. One of the 5 wands of Canaar. Only known effect is that it gives a couple KP each turn A second Wand was found - Bronze. Tome of Summoning "currently" owned by Head Hunter. What is known is that the highest servant of Mordtch receives the Tome for some unspecified time. After somehow studying the Tome, the spellcaster can now summon undead with the aid of Bloodstone Gems. Currently, Undead Herb is able to summon a Grizzly Zombie. Steven Schmidt on Summoning spell: If you try to cast the spell with more points than you have, you could lose stats! Rings of Morliotti: the prize from Sir Morliotti's Antar Tourney. +1 Bargaining. (non-magical item) Is cumulative in effect. Gray Robe: Given to Bumble by the Man in Gray. Gives additional dpb. (rumor) Elven longsword(Moridel) (adv site Blood Cairn) (rumor) Magic warhammer(Tirin) (adv site Marikhold) (rumor) Staff of Swamp Lich. Raise dead (rumor) Red Flute. Effects unknown. Chaos Orbs: Yerikan about Chaos Orbs: 'I have heard a few different rumors about the Chaos Orbs. All seem to indicate that they are powerful and capable of spectacular results. As of yet, I have not been able to substantiate any of the rumors, but I mention the three that I feel have the most merit. The first one says they are connected to another plane of existence, and that by doing a certain ritual or taking them to a certain place you may cause some effect. The second one would indicate that by destroying them you will unleash a small amount of entropic energy to alter living matter in the proximity of the orb. The last rumor deals with the orbs being tombs of ancient and now dead deities and that if you destroy them, you may release the entrapped souls of these deities. Again to what effect I can only imagine.' The following are fairly common magic items available at the Ciston magic shop or at adventure sites: Boots of Speed - 8750 gold crowns - Makes wearer faster in combat, chance of being destroyed with each use Halle's Pouch - 4000 gold crowns - Eliminates encumbrance from gold crowns within Exim's Quiver - 3125 gold crowns - Holds any number of arrows or bolts, and negates their weight Fostil's Pack - 2000 gold crowns - Holds up to 24 items, regardless of size, with weight of contained items dropping to almost nothing (0E) Vrok's Opal - 1500 gold crowns - Improved version of Protection Gem Crystal of Power - 1500 gold crowns - Casts CM-Power on user around level 2 to 2.9, chance of breaking after each use Lason's Quiver - 650 gold crowns - Holds up to 60 arrows or bolts, and negates their weight Potion of Resistance - 400 gold crowns - One use item, helps protect user (#202) from poison and disease, multiple potions are cumulative in effect Elven Rope(30') - 250 gold crowns - Is useful when encountering pits and holes, weighs almost nothing compared to regular rope (5E) Strong Box - 50 gold crowns - Helps protect potions and gems from breaking Steel Box - A better box. Pulsing Quartz Chunk - 300 gold crowns - Destroy for 1-4 MP. Healing Kit (#184) - 100 gold crowns - Used for one adventure to help bandage wounds. Will be transfered to another character if owner is lost. Celestial Order Pyramid - Increases KP gained from meditation Can give free levels in Mind Wall. Boot Spikes - Increase damage done by kicks. Glissen's Red Bauble - 5000 gold crowns - When used with Magic Fury, destroys Protection Gems/Vrock's Opals. Norstrum's Charm - 250 gold crowns - Will effect power of monters faced during adventures. Salinger's Disc - 250 gold crowns - Will effect power of monsters faced during adventures. Mino Penant - Decreases stat costs for Minotaurs to 3, 7, 3, 5 (Fr Sean Larscheidt). Does not last long, so use it! Magic Fury Inverter - 250 gold crowns - Inverts power setting to below a specified ratio instead of above. Oolzer's Bracer - 3125 gold crowns - Substantially increases damage done by arrows. Also dissapears after few encounters. No Blink Necklace - Most likely prevents opponents from blinking. Potion of Accuracy - ? Sweat of Kulose - Probably gave strength or stamina. **Keys for Sites: All lvl 2 sites are NASTY! Leathery Gray Scroll One of two needed for lvl 2 Marikhold. Shimmering Ruby One of one needed for lvl 2 Blood Cairn. Dissapears after use. Fake Lich Ring Probably offers access to Lich's domain. Probably one use. Lich's Signet Ring Offers access to Lich's domain. Can be used multiple times. Small Bat Statue Probably offers access to a high Vampire site. Lvl 2 Canaar? **Residences: Manor House in Ciston Offered greater storage. Sea-side Cottage in Antar ****************************************************************************** XII. Monster Info Notes: Most of these monsters are 500+ power level. The small fry stuff is too common and too easy to defeat and won't be listed (i.e. those 100 power level thugs, bandits, cutthroats, etc.....). Most of the descriptions are my or others biased observations/opinions. Azcor: 25000 power level. Pretty incredible from what we saw at GenCon. Nyssa, the Demon Princess: Defeated and humiliated! Still appears, however, she no longer has her magic longsword, Delbert. Bandit Lord(1028): Studded leather/leather, longsword. Casts level 6 CM-Speed, very high DEX/CUN, parries 100%, and has a very good CM-Blink (Thad has seen it fail once, I've never seen it fail--probably around level 6). Now carries a Vrok's Opal. Vixen(1088): Platemail/light, lvl 14 rapier. Hurls daggers for very heavy damage against lvl 8 power/chainmail. Heard that it has block missile. Using missiles against a group with a Vixen is probably a good way to occupy one. Brown Ilsoren(1176): Casts high level CM-Speed and is deadly in melee. Doesn't appear to have a very high level of Combat Sense. Carries a Protection Gem and tires rapidly. Black Ilsoren: Leader of the Ilsorens. Casts CM-Speed, parries level 6 wea PATH: 238/60 1/5 -- Via Xenolink 1.982, XenolinkUUCP 1.1 Up