Adventurers Guild FAQ From: aly1@netcom.com (Alan Yip) Date: Sat, 10 Dec 1994 18:32:47 +0000 ADVENTURERS GUILD Frequently Asked Questions Version 1.4, 8/23/94 ***** * 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. ;) * This is the final revision of the AG FAQ as I no longer have the time (making my own game and work and real life have gotten in the way ;) ) or the desire to accumulate the ever increasing amount of data. -- 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.... }:) ) ***** 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 ******************************************************************************* 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. Currently, adventuring, instead of fighting in the guild, costs $9.25. 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 Can also be reached on GEnie at H.BAYER1@genie.geis.com 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. 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. Q: I heard there is a weekly meeting of net players? A: On GEnie, every Thursday night at 8:30-10pm CST, 10-20 players plus Hugh usually show up at a round table conference room to shoot the breeze. ****************************************************************************** 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: A good rule of thumb is 300 gold crowns at 15 stamina. This will give you around 90% chance. The highest percentage for a resurrection fund is 97% (there's always that small chance those priests will fail). Other things that could affect your resurrection chances: your devoutness rating and deity you're devoted to. At 18 stamina and ardent devoutness you can easily get away with 150 gold crowns for a 97% chance of resurrection, but that ardent rating isn't easy to maintain! A: Shawn Woods: Above 9 STAM you gain +3% to your res chance per point of STAM. Each devoutness category you achieve is worth 3% to res chance (4% for Mordtch, 0% for Wokrob) 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 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. 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. 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) - 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. 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: How much in weight should I carry for my first turn? A: Dave Saville gave me this simple little formula that will work no matter what your power level is. Just go with strength minus 10 and that should give you how much you should carry in weapons and armor for '(your character) feels no encumbrance' level. This is the encumbrance level you should aim for (no penalties to action points, energy points, etc.....). Q: Great, I make a 10 strength halfling and he shouldn't carry anything?!? A: Ideally, yes. In real life, no. The encumbrance level deducts percentages for each level your character is overencumbered. Ideally, you always want to be at 'feels no encumbrance', but your character can still do very well at 'almost no encumbrance', 'very little encumbrance', and 'little encumbrance'. Once you hit 'moderate encumbrance' or 'heavy encumbrance' you'll really be sucking up the minuses. You can think of each additional armor/weapon weight over your 'feels no encumbrance' level equaling minus one level in encumbrance. So, a new halfling with 10 strength, carrying a hand axe which weighs 3 will be around 'little encumbrance' (this is excluding the height and weight class of your character). Q: You're confusing the heck out of me with this encumbrance stuff. A: Yeah, I'm confusing myself while writing it! Personally, I try to keep my guys at 'very little encumbrance' or better. Give it one or two turns and you'll know from experience how much weight your guy can handle. Knowing about encumbrance levels is especially important for adventuring, and that's why I'm trying to explain it a bit more. In the guild it's easy to control how much you carry, but once outside you'll be picking up so many different types of treasure with different encumbrance weights that it becomes a little difficult. Unless you have a Fostil's Pack (shameless plug) which makes treasure weigh almost nothing, I'd go with carrying one to two less in armor/weapon weight to make up for the unknown weights you'll be picking up. Hugh also added the 'Max. encumbrance % desired' setting on the adventuring form since many players complained of picking up too much treasure and barely being able to move. Most players use 30% to 50% for this setting. Q: More stuff on encumbrance... A: From Steve Ferrell: This is even more confusing than you explained because different things have different types of encumbrance. In general, you can carry a lot of gold but it will start affecting your combat a lot more than items, which take up a lot more space but don't weigh you down as much. All of this means you can't really put down any % and be guaranteed to not be encumbered (Bangor with 38 STR was heavily encumbered at 3%). Hugh says he plans to change the encumbrance so that it would be based on how you feel and not the %. This would make all much simpler. A: From David Ray Johnson: When using the strength minus 10 to get your allowance of encumbrance: 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 up is heavy (I have not experimented higher--you don't want these values) Q: What adventuring sites are available from each guild? A: ANTAR: Undercity, Dead Hills Patrol, Isle of Isurus, Temple of Canaar, Azcor's Tunnel BARSTOW: Undercity, Skree Patrol, Marikhold, Blood Cairn, Black Ship CISTON: Undercity, Swamp Patrol * Training amulets work only at Isle of Isurus and Marikhold * See Dave Saville's article on adventuring sites for more info * Note on Black Ship. If you attempt to adventure there and your party is 4500 power or less you will instead end up adventuring to the Temple of Canaar. * Steve Ferrell: Hugh said in the past that he wanted to eventually make another level to Isurus and Marikhold. In talking to him recently he said that he considered them both to be for beginning characters and not meant to be as hard as other sites. He also mentioned that people should be on the lookout for another level to the two sites now, he wouldn't say if they were actually ready or just about to be. * Town Crier Announcement: In the city of Antar a challenge has been made. Azcor, half-brother to the Demon Princess Nyssa, dares any adventurers to show their faces in the adventure site known as Azcor's Tunnel. This site can only be reached from Antar, and is located in a part of the undercity sewer system. Until now this area of the sewer was avoided by all creatures...it probably still should be! Take heed--this site will separate the heroes from the boys. * 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. Q: Where does Glissen show up? A: From what I've seen, he has shown up at Dead Hills, Skree, and the Swamp. 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 Halle's Pouches, strong boxes, crystal of power, lockpicking set, and a protection gem. Q: How did Coeus get to Barstow from Ciston so fast? A: Hugh added a special request. For 5000gc (yes, 5000!), you can transfer from guild to guild without losing a turn. Some people got the gold to blow.... 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. 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). 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. 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! Q: Why aren't GM notes in an addendum for the rulebook? A: You'll have to ask Hugh on that one. Here is what I could find that hasn't been made into an addendum sheet: * An annoying side effect of the Combat Magic-Power spell has been brought to light in a recent study done by an independent research group. After careful analysis, the group is "pretty sure" that at the higher power levels of skill use the Power spell can have a noticeably negative effect on the caster's quickness. One researcher theorizes that the "etheric fluxes diverted towards enhancing destructive capability and reducing malignant external forces somehow detract from the response time of the actuator systems." Though many scholars are expected to search for a solution to the problem, one particular wizard has already suggested a means of at least controlling the problem. Tolstoy of Antar offers the following: If you don't want to use your Power spell at its highest potential, then limit its strength by adding a control setting. Power(1) would cast trained, Power(2) would cast level 1, etc.. * Must have level 1 Select Target to use setting of 4: you'd like to target the opponent with the lowest power level with spells or missile weapons when you are at extended range * 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. * (Barstow turn 60) The mayor of Barstow has asked Roland to relay this important confidential message to all adventurers. It has come to the attention of the city council that some nefarious individual or organization has acquired the Sunstone and is using it to corrupt the inhabitants of Barstow. Through powerful magic the stone may have been changed into a very dangerous item, one that will continue to eat away at the moral fabric of our city until it is recovered and properly neutralized. The city will reward handsomely the individual that finds and sells the Sunstone in the marketplace. In this way the Sunstone will be put in the hands of the city council, who will then attempt to nullify this cursed item. * The adventure tithe is a percentage (0 to 100) that you can set--that percentage of any gold you find adventuring will automatically be given to the guild community service fund. The higher your percentage, the better your chance to seem honorable (to a point). The treasure check setting is either on or off, and if on means you will have all your just-gained treasure items checked over upon returning from an adventure. If any of those items have been reported stolen you will of course relinquish them immediately, perhaps receiving some reward. Just by adventuring while having this setting on gives most people a good chance of gaining or maintaining honor. To change these two settings (they start at zero percent and off) use the Extra Actions section. * 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. * Starting Ciston turn 46, the method for selecting the purchaser of _unique_ items at the magic shop will be improved upon (basically everyone that wanted that item has equal chance now--not sequential). * Special Action "Meditate" is available to those who stay in the guild all turn. You can meditate twice if you wish. Those not devoted to a deity that "asks" for meditate will gain a random 1-4 KP for each meditation. * Now available: "Enchanted Weapon While U Wait." No more waiting 4 turns! To order an enchanted weapon: 1) arrange your finances so that you have 5000gc or more in your possession, and 2) write "Commission magic weapon (name of weapon/type of weapon)" under the Extra Actions section on the Improvement form. An example: Commission magic weapon (Silent Death/dagger). Name can be a max of 25 characters, and must contain the type of the weapon, so the above example would be created as "Silent Death (dagger)". * New retreating while adventuring option: If while out adventuring you would like to try to retreat immediately upon seeing that a certain monster type is your foe there is a way to do so using combat messages. With the when-said code of 2, the message: (retreat if)Enlightened Cyclops will cause a search of all the monster names, and if any have the phrase "Enlightened Cyclops" in it then a retreat from combat will be attempted. Careful, spelling is important here! Q: What's with CM-Daze and CM-Vertigo? A: Hugh just changed it. Daze and vertigo can now be cast past 9 times per fight. Also changed, daze and vertigo can now go up through usage (and is a matter of debate between Hugh and a lot of the older players at the moment). A: Mind Wall has also been modified due to free daze/vert. Mind Wall can now increase through usage. 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. Q: Actually, just something silly I saw on a L20 to Skree. A: We encountered a Skeleton Deathlord that could cast magic fury from the ground, with a shortsword in one hand and a spiked shield in the other. Even though it's nowhere in the rulebook about requiring free hands or standing up to cast KP spells, this is close to ridiculous. I'll let everyone know what Hugh says on this. Hugh's reply: "Those Deathlords are sometimes surprising!" Q: I've heard regeneration becomes automatic at a certain level. A: Level 6 and H-T can now automatically regenerate and even come back from unconsciousness (of course, one has to wonder how your adventure score will suffer if you get knocked out repeatedly in one encounter!). Q: Who has the most adventure kill points (AKP)? A: Sten has around 900 AKP at the moment. 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. Q: Does letting opponents up help my honor rating while adventuring? A: From Doug Gibson: According to Hugh, letting foes up after knocked down while _adventuring_ does NOT help your honor rating. There may be changes to this in the future. 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! ****************************************************************************** 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 The AG FAQ is maintained by Mike Lee (m.lee41@genie.geis.com) Contributors with an Internet account: Matt Burgess (uc242_722145@emuvax.emich.edu) Doug Conklin (dconklin@netcom.com) Doug Gibson (dag@wiffin.chem.ucla.edu) Dan Greenfield (d.greenfield@genie.geis.com) David Ray Johnson (drj1@freenet.scri.fsu.edu) Garrett Le-Page (lepag001@maroon.tc.umn.edu) David Ondzes (dao@arcadia.mitre.org) Doug Peattie (d.peattie1@genie.geis.com) Murr Rockstroh (m.rockstroh@genie.geis.com) Dave Saville (dsaville@polaris.unm.edu) Steven Schmidt (s.schmidt8@genie.geis.com) Jeffrey Spencer (jspencer@world.std.com) Patrick Truman (pat3n@virginia.edu) Alan Yip (aly1@netcom.com) Andy Zambrzycki (alrek@aol.com) Contributors without an Internet address (or inactive): Thad Brueggen, Mike Burgess, Jeff Cornell, Steve Ferrell, Keith Hearn, Josh Minor, Glenn Tillema and Shawn Woods. AG player info: Mike Lee: I've been playing PBM games for close to 9 years now. My first PBM game was Duelmasters. I played DM for 6 years, but eventually moved on to AG. Currently, I run Golden, Lobo, and Dolgan. Matt Burgess: Matt joined Duelmasters shortly after I did. He quit DM before I did, too! (must've been the marathon drives to Arizona and Baltimore for the face-to-face tourneys) He joined AG with his evil dwarf (Fenrir Stonecutter) and evil halfling (Sxar) shortly after I started. Dave Saville: Runs Paz Gravestone, Maug, Gwion Bach, and Vrock Hammerhand. Thad Brueggen: Runs Asa, Graykor, Rambler and others. Doug Conklin: Runs Varthlokkur. Jeff Cornell: Runs Head Hunter, Dergus Trapfinder and others. Steve Ferrell: Runs Alf, Bangor, Croaker, and others. Doug Gibson: Runs Galen Ironfist. Dan Greenfield: Runs Sten and Hawk. David Ray Johnson: Runs Silatef Emmef and Space Cowboy. Garrett Le-Page: Runs Hungry Legume. David Ondzes: Runs Oscar, Magnasaurus, Torax Ironbrow and others. Doug Peattie: Runs Jamethiel and Janetisse. Murr Rockstroh: Runs Harmony and Pilpher, original compiler of racial data sheet and advanced magic report (thanks!). Steven Schmidt: Has been in PBM for 7 years and has been running Thorron Tunnelbite since turn 5 Antar and Winterslope since turn 12. Runs Thorron Tunnelbite, Winterslope, Count Drax and Sweetums. Jeffrey Spencer: Runs Saalek. Patrick Truman: Runs Barrymore, Gnoglette, and Sylverlock. Shawn Woods: Runs Vixen DuFey. Alan Yip: Runs Vanya and Eve. Andy Zambrzycki: Runs Korenth Salke, Rorik Ironwood, Drackmoor and others. ****************************************************************************** IV. Rumor Mill and other guild info: Antar: Sir Morliotti's 2nd tourney will take place sometime in November. No combat magic will be allowed which should make for some interesting fights. In other words, lots and lots of dwarves with some ogres thrown in. :) Barstow turn 95: The sunstone has been returned. Barstow turn 96: Lord Kleevanard made mincemeat of the once feared grotto warrior Deathgrinner. New undead monster encountered by Drunken Marauders in the Undercity and by Bad Company in the Swamp: the Skeleton Warlord. New undead monster that may be showing up soon: the Spectral Knight. I asked Hugh on GEnie about stat draining monsters and he gave me the usual obscure answer. The impression I got was that if he did have stat draining monsters he would limit how much they could drain, limit where they would show up, maybe make them lesser power level, etc. Am I against stat draining monsters? Yes! ****************************************************************************** V. Encrypted Messages List (Note: some old messages removed due to no importance anymore) ** 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.' 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!' 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.' ****************************************************************************** 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 ___ ___ ___ +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 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 ___ ___ 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 20 ___ 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 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) 25 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. ****************************************************************************** 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. ****************************************************************************** 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. *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 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 Damage Points Shimmering Blue Common level 3 +1 inch in height (random amt?) Purple Common level 3 +1 Dexterity Shimmering Purple *New* ??? Dark Green Common level 3 +1 level poison/disease 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 ****************************************************************************** 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) ** Clasps ** Gold -- (NM) (11G1) (12G2) (13G3) Silver -- (NM) (2G1) (3G3) (2E) Silver with Agate -- (NM) (10G1) (11G1) (12G3) (2E) ** Figurines ** 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 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 -- 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) Crocodile-skin Belt -- (17G0) Engraved Copper Bracer -- (NM) (3G1) (4G3) (5E) Fine Wool Blanket -- 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) Emerald -- (65G0) 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) Crystal of Power -- (M) Disc of Safandi -- Elven Rope (30') -- (NM) (5E) Exim's Quiver -- (M) Fostil's Pack -- (M) Halle's Pouch -- (M) Lason's Quiver -- (M) Mummified Newt -- (NM) Potion of Healing -- (M) (77G1) Potion of Resistance -- (M) (146G0) Protection Gem -- (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, Sandy -- (M) (86G0) (91G0) (96G1) 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 ** Granite Horse -- (NM) (10G0) (15G3) (50E) Marble Skunk -- (NM) (7G1) (35E) Marble Skunk, Green -- (NM) (23G6) (35E) Marble Swan -- (19G1) (21G4) (66E) 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. '+2' denotes +2 weapon '+1.5' denotes probably between +1 and +2 level '+1' denotes +1 weapon '?' denotes have no idea where found or questionable level Note: At present, magic shields do not add to defense ** Magic Weapons ** +2 Flail(Fenris) owned by Sten +1.5 Longsword(Viper) owned by Asa +1.5 Shortsword(Prometheus) owned by Coeus +1 Shortspear(Armiger) owned by Lancer Thelandira +1 Greatsword(Grosspolina) owned by Joyce +2? Shortspear(Agony Column) owned by Head Hunter +1 Buckler(Ghost?) owned by Head Hunter +1.5 Greatsword(Varianz) owned by Deathstalker +1.5 Heavy warhammer(Barnerd) owned by Winterslope +1.5 Spiked gauntlet(Gauntlet of Striking) owned by Thorron Tunnelbite +1 Spiked shield(Richochet) owned by Thorron Tunnelbite +1.5 Mace(Scrunch) owned by Thorron Tunnelbite +1 Longsword(Glorindel) owned by Golden +1.5 Broadsword(Frostbite) owned by Ripjack +1 Mace(Groin Smasher) owned by Anvil Head +1 Buckler(Shmack) owned by Anvil Head +1 Flail(Darkshine) owned by Darkrage +1 Broadsword(Blackrazor) owned by Vanya +1 Buckler(Pookie) owned by Vanya +1 Battleaxe(Bartizan) owned by Galin +1 Flail(Yeenoghu) owned by Paz Gravestone +1 Broadsword(Loablade) owned by Raven +1 Shortspear(Zirk) owned by Zandari +1.5 Maul(Splatter) owned by Gorath Yar +1 Broadsword(Soulcutter) owned by Lord Kleevanard +1.5 Buckler(Kira) owned by Lord Kleevanard +1 Spiked Gauntlets(DeOffense & DeDefense) owned by DeHamma +1.5 Greatsword(Limb Hewer) owned by Vikas Swordmaster +1.5 Punch dagger(Piercer) owned by Airel +1 Warhammer(Ankle Biter) owned by Sxar +1 Broadsword(Harbinger) owned by Lobo +1 Mace(Mordtch's Soultaker) owned by DeathSeeker +1 Spiked Gauntlets(Hammer One & Hammer Two) owned by Jethro +1 Greatsword(Goldhilt) owned by Knightblade +1 Heavy warhammer(Vulmarune's Fist) owned by Barth Battlehammer +1.5 Rapier(Demon-Needle) owned by Mary Lou +1 Warhammer(Canaar's Breath) owned by Willie Shovelhead +1 Shortsword(Nirvana) owned by Jessica Jane +1 Shortspear(Solution) owned by Santiago +1 Warhammer(Radar) owned by Motar +1 Rapier( ? ) owned by Stryfe +2? Longsword(Delbert) owned by Bloodbath Bob +1 Warhammer(Peace-maker) owned by Blanka +1 Battleaxe(Rapture) owned by Dark Dove +1 Battleaxe(Blackie's Boy) owned by Black Eagle +1.5 Dagger(Jorqed) owned by Queen Victoria +1.5 Dagger(Wulftooth) owned by Pilpher +1 Shortspear(Meathook) owned by Spear Bastard +1.5 Broadsword(Rostir) owned by Jamethiel +1 Warhammer(Grateful Death) owned by Sgt Talis +1 Longsword(Doom's Edge) owned by Devin De Gravante +1 Heavy mace(BIG MR THUGGY!) owned by Ken +1 Quarterstaff(Akane) owned by Deirdre Thelandira +1.5 Quarterstaff(Quarterstaff of Beating) owned by Myevo Zed +1 Battleaxe(Granix) owned by Dolgan +1 Broadsword(Soul Shadow) owned by Storm ** 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 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. (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. 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 - 500 gold crowns - One use item, helps protect user 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 ****************************************************************************** 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. Note: Please note that power level observations are all _before_ the modification to the power level system which will take place after this FAQ version is released. The power level modification will take place around the end of September, 1994. 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: 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. Brown Ilsoren: Casts high level CM-Speed and is deadly in melee. Doesn't appear to have a very high level of Combat Sense. Black Ilsoren: Leader of the Ilsorens. Casts CM-Speed, parries level 6 weapons with his fists. His fist and kick attacks do anywhere from light to severe wounds. Lightning fast and has an incredible dodge. Had trouble even damaging Deathstalker who was in platemail/great with CM-Power, though. Appears to have no intelligent parry. Carries a Vroks Opal now. Skeleton Deathlord: Chainmail/coif, shortsword/spiked shield. Around 2200 power. Carries Bloodstone Gems. All Undead monsters do not retreat and have unlimited energy. Skeleton Knight: Chainmail/light, battle axe/medium shield. Around 1000 power. Drains some of your energy on its first hit against your character. Skeleton Warlock: Casts CM-Blast at level 11. Main weakness: It only takes one or two hits to kill one. 3000 power or so. Cyclops Warlord: Around 2000 power level. Scale armor/no helm, heavy mace/large shield. Sucks up and deals out a lot of damage. Flees like a beaten dog most of the time after one or two of his allies fall. Felldwarf Battlelord: Platemail/great, battle axe/buckler. Basically stands there and takes all shots. If they ever connect, they hit for very good damage. 2500 power or so. Felldwarf Champion: Platemail/coif, great axe/spiked gauntlet. Sucks up the damage, but doesn't hit quite as hard as a Battlelord. Carries Gold Ring with Ruby. 1500 power or so. Felldwarf Knight: Chainmail/light, battle axe/medium shield. 1000 power or so. Hobgolem: Can sustain a tremendous amount of punishment. Has only natural armor and uses 2 spiked gauntlets. Around 2000 power. Great for EP as it doesn't retreat. Gray Warlock: Wears no armor/helm, uses only a dagger. Has a very good endurance, can't take much damage. Casts a lot of blasts, daze, vertigo, blink, and heal. Rumored to have blast, vertigo, and daze at level 10. Special items of two protection gems and one Bloodstone gem. High Priest: Wears no armor/helm, uses only a mace. Casts a very high level speed. Casts a lot of daze, vertigo, and blast. Casts a decent magic fury. A coward when hit or when just one or two of his allies fall. Swordmaster: Cowards, all of them. They run away at first sight of their own blood. Around 1000 power. Carries protection gem. Huge Ooze: The toughest ooze of all! Very fast and hits for a lot of damage. Negates your armor when hitting (acid attack) and also numbs your character down (lose action points). Tremendous stamina, some weapon resistance vs edged weapons, and regeneration. Oozes(Gray, normal, baby): Hit for numbing attacks which slows your character down (lose some action points). Negates your armor when hitting. Horned Centipede: Deadly poison bite which hits for a good damage. Negates your armor when hitting. Very tough natural armor (around platemail). Main weakness: Hitting it in it's unprotected head. Saurian Champion: Only natural armor, uses battle axe/shortsword. 2500 power or so. Carries Black Saphire. Frog Demon: Around 5000-6000? power level. Very good regeneration(3 to 5?), blink. Has a poison bite and does good damage. Carries Fire Opal. Ogre Warlord Zombie: 10000 power. 96", hvy, platemail/great, great axe/buckler. Easily defeated when berserk, otherwise the great axe poses some problems! A good way to deal with them when they're not berserk is to have frontline dwarves close to short range against them. Minor Guardian: Human, 84", no weapons, natural armor/natural helm (around platemail). 2400-3000 power level. Casts no magic. Uses berserk. Guess of blessed servants of Mordtch. Was encountered in Swamp Patrol at settings 963 and **657**. Herdlings: Somewhat undead, not effected greatly by spells. Different types of Masher, Warrior, Failed, etc........ Vampires: Heard higher vampires can't be backstabbed, most of time only magical weapons can damage them. Magus Vampericus: Very good blast, very good claw attacks, very fast (doesn't cast Speed), high mind wall or very resistant to spells, also bites. Shifter: around 5500-6000 power, hell of a high weapon resistance, has natural armor, regeneration, fairly fast, and seems fairly susceptible to blast. Enlightened Cyclops: There was a guess of 14000 or so power level in Barstow newsletter. I would also guess around 12000-15000 power. Ridiculous kick damage, excessive fist damage, lets opponents up, very fast. Massive Cyclops: 108", a first in AG. Some guesses of 7500+ power. Infernal Warrior: 80", H-T, platemail/great, halberd/buckler, carries Vroks Opal, seen with Cult type monsters. Around 5000-6000 power. Skeleton Warlord: 20000+ power, 85", light weight, platemail/coif, longsword/ large shield, casts fury, fast, was immune to level 5 trip, takes a lot of damage and also hits for a lot of damage. ****************************************************************************** XIII. General Strategy Guide * Part 1 by Dave Saville * Part 2 by Steve Ferrell ** Part 1 ** [See also the AG Articles Compilation] From my two examples (Maug and Paz), you can readily see that I am a player of extremes. My brutes are as big as they can be and my dodgers are small. I usually weight Strength and Dexterity heavily. In the short term, this will result in a great win/loss percentage. In the long term, Stamina and Cunning become more and more important and will eventually come back to haunt you. Some general guidelines: Develop a long term goal and stick to it. Do not expect to dodge with tall or heavy characters. Rather than balancing your stats, pick at least one area to excel in and choose a strategy to complement this. High Strength: Think about heavy weapons or heavy armor to either give you a one punch ability or staying power. High Dexterity: Think about dodging. Overwhelm your opponents with many attacks. High Stamina: Staying power. Generally not a good idea to concentrate on stamina. High Cunning: KP skills. Good for spell casters and well rounded adventurers. Strive to fight at no encumbrance. Get to your weapons primary range and stay there. Attack as often as you can (5% or lower chance to hit). Never use anything at untrained. Do not waste much time or energy on spells that are only trained. For the non-human races, concentrate on what you are good at. Elves should depend on spells, ogres on berserk rage, etc...... Use your secondary strategy to rest. Go all out in your primary strategy. ** Part 2 ** Long term goals - All of my characters (6 total) have win percentages in the top 10 for their races and they have all had career changes in their strategies. But all of these changes were in response to problems that I did not know about when I started the character. In general it's a good idea to stay with one strategy and try to make it work, but somewhere along the line you may need to assess whether things are working out. And all problems can be worked out eventually with a new strategy so don't give up hope. On stats - Joe the TOM, Brainiac, and Sir Bedivere all started at the same time with cunning of 18, and despite spending a lot of time fighting each other kept a win % above 65%. The only firm rule I would suggest for stats is that unless you are going to be exclusively a spell caster, to have strength high enough to use your weapon without encumbrance in a couple turns of your start. ****************************************************************************** XIV. Adventuring sites (opinions!) * Part 1 by Dave Saville * Part 2 by Shawn Woods Note: Please note, these are opinions! Most of it's true, some of it rumor, follow what you believe. ** Part 1 ** ** Antar ** Isle of Isurus: Average site. Treasure is below average and the monsters are a little easier. Common monsters include various cult members and Dark Wolves. Training Amulets work. Temple of Canaar: Undead most common monsters. Site has low gold rewards but gives the most items of any site in the game. Training amulets don't work. Visiting this site with an amulet of Canaar is the only way to devote to the god. Used to have the only unique monster known to the game. Dead Hills: My favorite Antar site. High gold. Common monsters are animals and cyclops. The wizard Glissen may show up here to trade you something special (like a level in Universe Magic or 50gc) for a mummified newt. Never sell newts on the open market. Glissen is a better deal. If you're not interested in Universe Magic, I'll cream Glissen's gold offer. Training amulets do not work. Undercity: Very challenging site. Oozes and undead are common encounters. My characters die most of the time when they go here. Huge Oozes are extremely powerful. Most other sites will limit encounters to the level that you list for difficulty. This site has a chance of not doing this and throwing a very powerful group of monsters at a party. Training amulets don't work. There are no magic zones (yet to be discovered) that will not allow medallions of returning to work. 50 destiny points or more are recommended to adventure here. ** Barstow ** Marikhold: Barstow's Isurus. Evil Felldwarves are the encounter of choice. Training amulets work. Skree Patrol: Barstow's Dead Hills. Blood Cairn: Similar to Canaar. More chance to run into monsters who are not undead. Gold is more plentiful compared to Canaar; items less so. Undercity: Same ** Ciston ** Swamp Patrol: Saurians are the most common encounter. Frog demons are also encountered here. This site is like the Undercity with respect to difficulty level not necessarily determining monster encounters. Treasure seems sparse for the difficulty encountered. Training amulets do not work. Undercity: Same ** Part 2 ** ** Antar ** Isle of Isurus: The first and most predictable adventuring site. It's a sparsely forested tunnel-ridden hunk of rock in the sea. Home of Hobgoblins, Bandits, Dark Wolves, various bugs, rat packs and the seat of the infamous Night Cult. The Cult consists of Bowmen, Archers, Cult Guards and various Priests. At the top of the Night Cult food chain are the High Priests, although I've heard a rumor of an even more powerful leader in the Cult. Trolls are now known to inhabit the Isle. Generally, the best starting adventuring site. High level quest: None known. Training amulets work here, and most of the treasure pulled down is in the form of gold crowns. Temple of Canaar: A challenging site for skilled groups of all levels. This is the ruined remains of Canaar's temple on the outskirts of Antar. Once entering the temple you get teleported through a nexus gate. Several different security settings are possible for the nexus. One of them is the Amulet of Canaar setting, which is for those who carry his Amulet with them. Another is for those who adventure there with an Amulet but have already sworn devotion. Chock full of undead, occasional bands of brigands, and rat packs. The most interesting aspect of the Temple is that treasure items are always being found just lying around behind traps. This makes intrigue missions there quite profitable, from a materialistic standpoint. High level quest: the Demon Princess. High level groups have been routinely meeting her and dying on adventures of L18 and higher. Dead Hills: Cyclops, Ilsoren, dog packs, and bandits abound. Treasure here tends to be better than Isurus, not as good as the Temple. You get paid 35gc by the rangers just for going on this patrol. You seldom find doors, and the encounter areas tend to be wide open. High level quest: none known. However, the toughest new monsters in AG may be encountered there, including Dragons. ** Barstow ** Marikhold: The second site where training amulets work. Marikhold was a dwarven city that fell to the Green Death, a hideous plague. Felldwarves are seldom found elsewhere. Rat packs, Hellcats, and Dark Wolves are frequently found here as well. Lately, the Night Cult seems as frequent here as in Isurus. As with Isurus, gold is more common here than other treasure. High level quest: find the main entrance of Marikhold. Skree: The patrol job out of Barstow. This patrol takes you out onto the lake and into some foothills. You get paid 45gc for going. The reason for the greater pay at Skree than Dead Hills is that this is supposedly a tougher site. Almost any sort of encounter is possible here--cyclops, bandits, hobgoblins, dogs, Ilsoren, and occasionally felldwarves. Treasure here is split up fairly well between gold and items, with the overall treasure being better than the Dead Hills or training sites. High level quest: none known, but you can bet that the same tough new monsters waiting at the Dead Hills are at Skree as well. Blood Cairn: A deadly site built of red bricks and set in arid, rocky terrain inhabited by rattlesnakes. Encounters are usually bugs and undead. Rope is required to reach the lower level. Without rope you fall and take damage at the pit that descends to the lower levels, but I've never tested the theory. [Mike: yes, you can take damage if you fail the dex roll to climb down the pit...nothing like a platemailed 96" ogre hurtling down on the rest of the party :) ] High level quest: find the elven longsword, Moridel. But, I've also heard tell of a gem too high on a wall to reach, even with a rope. Of course the party didn't have an elven rope. Black Ship: The owner of the ship is suspected to be Solaris, the evil mage who is attempting to destroy the guild. Groups whose combined power is under 4500 will not be exposed to as much fun and excitement here. This is because those under 4500 just get teleported to the Temple of Canaar. ** Ciston ** Swamp Patrol: The worst site for the unprepared. There are two set encounters with high site modifiers which occur during each adventure there. The thing is, the modifiers seem to add a set amount of Power Level, and with a high power group going at level 7 or higher the two set encounters sort of fade into the background, indistinguishable from the others. The treasure here is about as good as you'd find at a training site, unless you beat the two set encounters, in which case you can find some valuable items. Ropes have been used here to scale down cliffs, and there have been warnings that rope is required should you encounter quicksand. High level quests: Foremost is the Swamp Lich. An infamous highwayman is rumored to be hiding in the Swamp as well. ** All cities ** Undercity: In the sewers and tunnels beneath all three cities lies the Undercity. Slimes, molds, and other icky things make these places their home. High site modifier encounters similar to the Swamp Patrol can be expected. Anti-magic zones are encountered here. ****************************************************************************** XV. Power Level Magic System by Andy Zambrzycki Some guidelines for the Power Level Magic System: Major Magics - Staff of the Swamp Lich, Tirin Moderate Magics - The Sunstone, Moridel, Delbert Minor Magics - All other weapons (see below), items in magic shop Explanation of Minor Magics: Within the Minor Magic items, there is a range/quality of the weapons (from best to worst): Best - Tournament Enchanted Weapons (Sten, Asa, Coeus) Moderate - Items found while adventuring (Piercer, Limbhewer) Minor - Wizard enchanted weapons Therefore, it is my guess that Head Hunter's weapon falls into the Minor Magics (best) category (it ain't no Delbert). ****************************************************************************** XVI. Power Level Magic System (a different view) by Steve Ferrell I believe only two types of magical weapons presently exist, levels 1 & 2 by the D&D system. Asa's sword is the equivalent of L1 from Asa's own account. Sten is having his already magical flail further enhanced to L2 as his reward for his tourney win. According to Hugh, all weapons bought at the magic shop are better than what can be made by the wizards, and in fact, some appear to have some special characteristics. Barnerd was listed as increasing strength when examined in the magic shop. Based on the % of special entries that occur when these weapons are they appear to all be L2. Items found on adventure can be L2, but usually appear not to be. Almost all weapons made for you are going to be L1 according to Hugh, but there is a chance they will be "special weapons". According to Bloodbath Bob, Delbert is the same as Frostbite, etc.. and is a L2 weapon. In general, the way to tell how good your weapon is by the number of special entries. Ordinary enchanted weapons almost never "almost leaps out of your hand" or "jumps to parry an attack". L2 weapons have these special entries about 7% of their total actions with their weapons. Hugh told me that at present no magical weapons improve your parrying ability. I wonder if this is widely known [it is now! :) ] since I've seen a number of magic shields/bucklers show up. If you have gold to burn it might make sense since magical weapons weigh less than non-magical ones. ****************************************************************************** XVII. Highest Skill Level (active characters only) Notes: This is just for fun. Highest skill level in each area. Let me know of any changes. CM-Daze 13 -- Drackmoor, Alien Jourgensen CM-Vertigo 10 -- Blanka Long-ear CM-Blast 14 -- Varthlokkur CM-Blink 9 -- Ariel CM-Speed 8 -- Mary Lou, Mearend Shadowspawn CM-Power 6 -- Slavok the Silent CM-Heal 4 -- Corellon Larethian Berserk Rage 10 -- Grog, Jethro Tail Whip 12 -- Deathstalker Kick 12 -- Snarkface Head Butt 5 or 6?? -- Kroll Initiative 8 -- Fenrir Stonecutter Trip 8 -- Zandari, Sxar Push 2 -- Oscar Regenerate 7 -- Grimtooth Intelligent Parry 3 -- Raven, Dergus Trapfinder, Morigu Universe Magic 6 -- Drackmoor, Duncan the Dark Deity Magic 6 -- Head Hunter Magical Fury 9 -- Drackmoor, Renick Goldencloud Cure Party 7 -- Head Hunter, Corellon Larethian, Raven Protection 8 -- Magitour Dewise, Silencer Block Missiles 3 -- Deathstalker Bow 17 -- Hawk Crossbow ? -- Sling 3 -- Blanka Long-ear, others? Hurl Weapon 5 -- Lancer Thelandira Martial Arts 5 -- Snarkface Mind Wall 5 -- Golden Combat Sense 7 -- Sten, Lord Kleevanard Avoid Traps 9 -- Graykor Bargaining 5 -- Count Drax Study Item 5 -- Count Drax, Sir Bedivere, Falstaff Bandage Wounds 5 -- Dylan Magic Resistance 3? -- Rorik Ironwood ******************************************************************************* XVIII. Deities (by various contributors) Note: Unless stated in rulebook description, breaking devotion with a deity will not be excessively severe. Canaar: +2 Power with no additional slowdown. Lowers effectiveness when casting cure party, but doesn't affect how much you get healed when cast by another. Bonus to KP gains. Canaar is evil, accepting evil or neutral worshippers. Canaar seeks 5 wands which will release him/it from imprisonment. Safandi: +1 level cure party and CM-Heal. -1 level in offensive spells. Fight in the guild with kill desire and Safandi cuts off your devotion and sends your devoutness rating to indifferent. Mordtch: Adds better % chance to resurrection. Shawn W: Grants 1 protection factor per devoutness category. Me: I would guess you only get a little more protection factor no matter what devoutness. I've fought Undead Herb and Head Hunter (both Blessed servants) and they looked no different from before. Shawn W: Grants Tome of Summoning which can summon undead servants for an adventure. The spell requires two MP per level to cast. Up to two undead can be thus summoned (presumably by two different casters), the type dependent upon the level of the caster. The undead will add into the EP pool for those parties that pool. The undead receive lessened effects from cure party, and nothing from bandage wounds. If a Mordtch worshipper casts cure party on good adventurers, the good adventurers will become ill and their alignments will slip towards evil. When breaking devotion to Mordtch, you lose all devoutness, damage point bonuses, and dodge/retreat bonuses. Also, Mordtch worshippers are extremely susceptible to CM-Blast. Amatheon: Sxar devoted and his arrows have been doing damage almost everytime against even Felldwarf Battlelords, whereas previously quite a few couldn't penetrate the platemail. Question now is, can his arrows do the same to Ogre Warlord Zombies? :) Anvarri: Grants a random amount of additional KP and MP recovery each turn. Ulrick: -1 level whatever listed in rulebook. +1 level in Speed and Power. Enikki: +1 or +2 in dirty tricks. -1 level in offensive magic. Fineous: +1 destiny point/turn. But, sometimes doesn't give the destiny point.... Kellen: Helps greatly with learning weapon points. After level 5, though, he doesn't help much with learning more weapon points. +1 level or so to combat sense. Palindur: Shawn W.: I've seen one of his followers with a level one Mind Wall and about 18 cunning resist seven consecutive castings of a level 5 CM-Daze. Roegoth: The enhancement of avoid traps this god grants seems to allow much higher chances for noticing magical phenomena. Possibly adds to resisting mind affecting spells. Tharkan: A great deal of penalties to devoutness level if you carry _any_ magic item with you at the start of an adventure. But, after adventure begins you won't be penalized for picking up magic items. Not being able to carry potions of healing without penalty makes it very difficult to heal a Tharkan follower, so bring a lot of cure party casters! Wokrob: +1 level magic resist. Maybe +1 Combat Sense. Grants much devoutness for adventure kill points and in guild kills. Dyrellan: Halves your universe magic points. Can use destiny point(s?) to boost your combat magic spells. Must be blessed servant to use destiny point/enhanced CM message? This is what Doug Conklin gave me: Devotion to Dyrellan grants one the following ability: "...before any combat, followers of Dyrellan may call upon his magical power and receive additional prowess with most combat magic spells...a destiny point is used up when the message is said." ******************************************************************************* Up