Adventurers Guild FAQ v1.3 From: leeme@cnsvax.uwec.edu Date: Mon, 28 Mar 1994 23:25:57 +0000 ADVENTURERS GUILD Frequently Asked Questions Version 1.3, 3/28/94 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 rankings 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 39 play-by-mail companies in the latest Paper Mayhem Company Ratings. Adventurers Guild was ranked 1st out of 73 play-by-mail games in the latest Paper Mayhem Game Ratings. (Paper Mayhem issue #65 Mar/Apr 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 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 275+ characters, Antar a close 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 (usually one character per guild). 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 is having an easier time with earning gold crowns to spend on various things. Q: What kind of computer is AG run on? A: Unfortunately, Hugh loves the Mac. Not that there's anything wrong with that. :) ****************************************************************************** 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 possible 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) 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 a very expensive 50 destiny points. The second use for destiny points is just a rumor. By saying a Word of Power at the start of a fight you'll cast a low level CM-Power spell on yourself, costing you 2 destiny points per uttering of the word. It is unknown what will happen if you try saying the word and you drop below 0 destiny points. Q: What are the Words of Power? A: The 4 Words of Power are: Trinock: Cost 2 destiny points. +Power Grinock: Cost 4 destiny points. +more Power than Trinock Miizael: Cost 4 destiny points. +Mind Wall Wimmow : Cost ?. Slows monsters retreat Q: What Special Actions are there? A: Available in all guilds: - 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! - 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: Me: Thanks, Josh, for pointing this out to me. I misread your problem with encumbrance % setting being inaccurate. (of course, I don't worry a whole lot about encumbrance settings due to having Halles Pouches and Fostil's Packs (grin)) A: From Steve Ferrel: 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 effecting your combat a lot more than items, which take up a lot more space but don't weight 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. Q: What adventuring sites are available from each guild? A: ANTAR: Undercity, Dead Hills Patrol, Isle of Isurus, Temple of Canaar 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 Ferrel: 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. 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. 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 17 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 Ferrel: 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 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 Ferrel's article on magic system 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 Ferrel: 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 parry. 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. Be careful with Blink, though, as at short range sometimes you may not even cast it due to not enough reaction time to an attack. 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 or the Undercity, though! There has even been a level 1 adventure to the Swamp where a Bandit Lord showed up! Q: Why the heck aren't GM notes in an addendum for the rulebook? A: You'll have to ask Hugh on that one. Sometimes he's slow about these things. Here is what I could find that hasn't been made into an addendum sheet (a lot!): * 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)". Q: What's with CM-Daze and CM-Vertigo? A: It's been confirmed that both spells can only be used up to 9 times, even if your level is past 7. Blast, however, can be cast more than 9 times. Is this fair? IMO, probably not, but that's the way it is. 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. 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. Q: Other Skree notes? A: Room 16 has treasure just lying around! On our L20 we found a Fostil's Pack just lying there for free. ****************************************************************************** III. FAQ History: Version 1.2: Updates to items, magic weapons, Q&A, encrypted messages, rumors, new article by Andy Z. on magic system, highest skill levels added. 2/10/94 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 The AG FAQ is maintained by Mike Lee (leeme@cnsvax.uwec.edu) Contributors with an Internet account: Matt Burgess (uc242_722145@emuvax.emich.edu) Mike Burgess (mburgess@uwsuper.edu) Keith Hearn (khearn@pyramid.com) Josh Minor (jminor@soda.berkeley.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) Glenn Tillema (tillema@uwplatt.edu) Alan Yip (talyi1@cpvmc.ion.chevron.com) Andy Zambrzycki (alrek@aol.com) Contributors without an Internet address: Thad Brueggen, Jeff Cornell, Steve Ferrel, and Shawn Woods. AG player info: Mike Lee: I've been playing PBM games for over 8 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 others.... 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 tournies) He joined AG with his evil dwarf (Fenrir Stonecutter) and evil halfling (Sxar) shortly after I started. Also runs Storm, another evil dwarf! Mike Burgess: Runs Tawny and Brutus BattleAxe. Dave Saville: Runs Paz Gravestone, Maug and others. Thad Brueggen: Runs Asa, Graykor and others. Jeff Cornell: Runs Head Hunter, Dergus Trapfinder and others. Steve Ferrel: Runs Alf, Bangor, Croaker, and others. Keith Hearn: Runs Marcellus and Kirin. Josh Minor: Runs Ilidar. 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: Runs Thorron Tunnelbite, Winterslope, Count Drax and Sweetums. Jeffrey Spencer: Runs Saalek. Glenn Tillema: Runs Clyde Cleaver. Shawn Woods: Runs Vixen DuFey. Alan Yip: Runs Vanya. Andy Zambrzycki: Runs Korenth Salke, Rorik Ironwood, Drackmoor and others. ****************************************************************************** IV. Rumor Mill and other guild info: Barstow guild, turn 86: Sten is now the highest power level character in the game, passing Asa by 1 point. Ciston guild, turn 57: The adventuring group of Duncan the Dark, Rambler, Kroll, Spector, and company recovered the Sunstone. ****************************************************************************** V. Encrypted Messages List (Note: Went digging through all my old newsletters. I have all the Barstow, and a few Antar and Ciston newsletters. If some old-timer can go through all the Antar and Ciston I'd appreciate it) (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.' 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 (to find Glissen in Barstow, adv to Skree) Turn 41 message board: 'All I know of the Sunstone is that a very wealthy nobleman is offering much for its return.' from Roland (hint, hint!) 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' ** 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 15 20 20 25 25 Backstab 10 /(A) 20 20 20 20 20 20 20 20 20 20 Flank Manuver 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 ___ 25 20 20 20 25 30 Defense ++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Blk Missiles (u) 20 (x/y/1) 25 15 25 ___ 25 ___ 20 20 25 30 +Cure Party 20 (x/1) 25 15 25 ___ 25 20 20 20 25 30 Protection 20 (x/L+1) 25 15 25 ___ 25 20 20 20 25 30 Necromancy +++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ Summoning Tome ___ ___ ___ ___ ___ ___ ___ ___ ___ 30 Range ++++++++++++ +++++++++++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +Magic Fury 20 (x/y/2) 25 15 25 ___ 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: The Forest Green scroll has a max of 28 STR, but reading one past 28 STR will still give the damage point bonus. 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. Lasts around 10 turns? 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) Pearl -- Platinum -- (NM) (109G1) (1E) ** Brooches ** Gold, Filigree -- (NM) (51G0) (2E) ** Clasps ** Gold -- (NM) (11G1) (12G2) Silver -- (NM) (2G1) (2E) Silver with Agate -- (NM) (10G1) (11G1) (2E) ** Figurines ** Emerald Bear -- (NM) (117G1) (3E) Emerald Cat -- (NM) (89G0) (93G0) (94G1) Emerald Eagle -- (NM) (57G0) (65G1) Emerald Wolf -- (NM) (77G1) (79G3) (3E) Gold Snake -- Ivory Crocodile -- (156G1) (158G2) (50E) Jade Crow -- (NM) (19G1) (20G3) (2E) ** Gems ** Amethyst -- (97G1) (3E) Aquamarine Stone -- (NM) (273G1) Black Sapphire -- (NM) (584G1) (616G1) (F Saurian Champion) Bloodstone -- (M) (49G0) (54G3) (2E) (F Grey Warlock) (F Skeleton Deathlord) Blue Quartz Piece -- (NM) (8G1) (3E) Copper Ore Chunk -- (NM) (2GT) Fire Opal -- (NM) (750G3) (3E) (F Frog Demon) Gold Chunk -- (NM) (19G1) (20G1) (20G2) Lapis Lazuli Piece -- (NM) (11G1) (5E) Malachite Piece -- (NM) (8G1) (9G2) (5E) Massive Gold Ore Chunk -- (876G0) Moonstone -- (NM) (39G0) (40G0) (43G3) (3E) Obsidian Chunk -- (NM) (7GT) Onyx -- (NM) (54G1) (57G1) Protection Gem -- (M) Silver Nugget -- (NM) (9G1) (8E) Small Diamond -- (170G0) Small Opal -- Small Ruby -- (414G0) Smokey Quartz Chunk -- (NM) (44G0) (47G1) (49G1) (3E) Tiger Eye Stone -- (NM) (13GT) (14G1) (2E) Topaz Gem -- (365G0) (390G1) Turquoise -- (11G1) (11G2) (4E) Zircon Chunk -- (NM) (43G1) (45G1) ** Musical Instruments ** Copper Gong -- (NM) (3G3) (30E) Esyrial Harp -- (35E) Golden Fife -- Teakwood Flute -- (NM) (26G1) (6E) ** Miscellaneous ** Amulet of Canaar -- (18G0) (19G1) Bottle of Esyrial Wine -- (73G0) Bottle of Fine Wine -- (58G0) Bright Red Scroll -- (M) Bronze Drinking Horn -- (NM) (8G1) (9G1) (9G2) Crocodile-skin Belt -- Elven Rope (30') -- (NM) (5E) Engraved Copper Bracer -- (NM) (3G1) (4G3) (5E) Gem Encrusted Tiara -- (584G0) Glaring Pink Scroll -- (96G1) Ivory Comb -- (NM) (14G1) (1E) Ivory Skull -- (NM) (256G1) (5E) Jade Vase -- Lason's Quiver -- (M) Mummified Newt -- (NM) Orange Scroll -- (M) Pale Blue Scroll -- (M) Pewter Flask -- (19G0) (20G0) Pewter Mug -- (25G0) Platinum Chalice -- (292G0) Potion of Healing -- (M) (77G1) Potion of Resistance -- (146G0) Royal Blue Scroll -- (91G0) Sandy Brown Scroll -- (86G0) (91G0) (96G1) Small Keg of Ale -- (102G0) Small Keg of Mead -- (58G0) (65G1) Small Silver Box -- (NM) (11GT) (12G1) (4E) Silver Horn -- (NM) (10G1) (11G1) (8E) Silver Skull -- Silver Sundial -- Strong Box -- (M) (15G1) Tapestry(boarkilling) -- Tapestry(falconry) -- (281G0) Tapestry(gloomy forest) -- ** Necklaces ** Bear Teeth -- (21G0) (23G1) Emerald -- (65G0) Gold -- (NM) (21G0) (23G1) (24G1) (2E) Silver Chain -- (rumor: assist missile weapons) (19G1) Shark Teeth -- Tiger Teeth -- (34G1) ** Rings ** Brass -- (NM) (5G1) (1E) Brass, Fancy -- (NM) (10G1) (10G3) (1E) Gold with Opal -- (NM) (200G0) (2E) Gold with Pearl -- (NM) (54G1) Gold with Ruby -- (NM) (102G3) (90G0) (2E) (F Felldwarf Champion) Gold, Fancy -- Silver -- (NM) (10G0) (11G1) (11G2) Silver with Opal -- (NM) (136G1) Silver with Pearl -- (51G0) (57G1) (61G3) (2E) ** Statues ** Granite Horse -- (NM) (10G0) (15G3) (50E) Marble Skunk -- (NM) (7G1) (35E) Marble Swan -- (19G1) (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 probably +2 weapon '+1.5' denotes probably between +1 and +2 level '+1' denotes probably +1 weapon '?' denotes have no idea where found or questionable Note: At present, magic shields do not add to defense ** Magic Weapons ** +1.5 Longsword(Viper) owned by Asa +2 Flail(Fenris) owned by Sten +1.5 Shortsword(Prometheus) owned by Coeus +1 Shortspear(Armiger) owned by Lancer Thelandira +2? Shortspear(Agony Column) owned by Head Hunter +1 Buckler(Ghost?) owned by Head Hunter +1 Flail(Darkshine) owned by Darkrage +1 Greatsword(Grosspolina) owned by Joyce +1.5 Greatsword(Varianz) owned by Deathstalker +1.5 Spiked gauntlet(Gauntlet of Striking) owned by Thorron Tunnelbite +1 Spiked shield(Richochet) owned by Thorron Tunnelbite +1.5 Heavy warhammer(Barnerd) owned by Winterslope +1 Mace(Scrunch) owned by Hawk +1 Mace(Groin Smasher) owned by Anvil Head +1 Buckler(Shmack) owned by Anvil Head +1 Longsword(Glorindel) owned by Golden +2? Longsword(Delbert) owned by Bloodbath Bob +1.5 Broadsword(Frostbite) owned by Ripjack +1 Flail(Yeenoghu) owned by Paz Gravestone +1 Broadsword (Blackrazor) owned by Vanya +1.5 Weapon? (Peiser(sp?)) owned by Airel +1.5 Maul(Splatter) owned by Gorath Yar +1 Broadsword(Soulcutter) owned by Lord Kleevanard +1.5 Buckler(Kira) owned by Lord Kleevanard +1.5 Greatsword(Limb Hewer) owned by Vikas Swordmaster +1 Broadsword(Harbinger) owned by Lobo +1 Heavy warhammer( ? ) owned by Barth Battlehammer +1 Rapier( ? ) owned by Stryfe +1 Warhammer(Radar) owned by Motar +1.5 Dagger(Jorqed) owned by Queen Victoria +1.5 Rapier(Demon Needler) owned by Mary Lou +1.5 Broadsword(Rostir) owned by Jamethiel +1 Shortspear(Meathook) owned by Spear Bastard +1.5 Quarterstaff(Quarterstaff of Beating) owned by Myevo Zed +1.5 Punch dagger(Piercer) owned by ? +1.5 Dagger(Wulftooth) owned by Pilpher ** 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 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) Sunstone. Enchances all abilities. After recovery, must be sold in Barstow merchant area for the curse over Barstow to be lifted 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. Nyssa, the Demon Princess: Defeated and humiliated! Still appears, however, she no longer has her magic longsword, Delbert. Bandit Lord: Wears studded leather/leather cap and uses a longsword. Around 3500 to 4000 power level, casts level 6 CM-Speed, very high DEX/CUN, parries 100% of time, and has a very good CM-Blink (Thad has seen it fail once, I've never seen it fail--probably around level 6). Main weakness: doesn't carry a protection gem so he's very vulnerable versus high level magic fury if he's in a small party of monsters. 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. Skeleton Deathlord: Chainmail/chainmail coif, shortsword/spiked shield. Around 2200 power level. Carries Bloodstone Gem. All Undead monsters do not retreat. All Undead have unlimited energy. Skeleton Knight: Chainmail/light helm, uses battle axe/medium shield combo. Around 1000 power level. 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. Around 3000 power level. Cyclops Warlord: Around 2000 power level. Scale armor/no helm, uses a heavy mace/large shield combo. Suck up and deal 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 helm, uses battle axe/buckler combo. Basically stands there and takes all shots. If they ever connect, they hit for very good damage. Around 2500 power level. Felldwarf Champion: Platemail/chainmail coif, uses great axe/spiked gauntlet. Mini version of a Battlelord. Sucks up the damage, but doesn't hit quite as hard as a Battlelord. Special treasure item of Gold Ring with Ruby. Around 1500 power level. Felldwarf Knight: Chainmail/light helm, uses battle axe/medium shield combo. Around 1000 power level. Hobgolem: Can sustain a tremendous amount of punishment. Has only natural armor and uses 2 spiked gauntlets. Around 2000 power level. Gray Warlock: Wears no armor/helm, uses only a dagger. Has a very good endurance. 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 level. Carries a protection gem as treasure item. 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, and also 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! Hits for a ton of 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 combo. Around 2500 power level. Special item of 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: Around 10000 power level! 96", hvy, platemail/great, great axe/buckler. Minor Guardian: Human, 84", no weapons, natural armor/natural helm (around platemail). 2400-3000 power level. Don't cast magic. Use berserk. Guess of blessed servants of Mordtch. Was encountered in Swamp Patrol at settings 963 and **657**. Herdlings: Somewhat undead, not effected by spells. Vampires: I've never seen one, have heard that the full Vampire can't be backstabbed, most of time only magical weapons can damage them. ****************************************************************************** XIII. General Strategy Guide * Part 1 by Dave Saville * Part 2 by Steve Ferrel ** 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 excell 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 encumberance. 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, Braniac, 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 ** 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 Felldwarve's 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-riden hunk of rock in the sea. Home of Hobgoblins, Bnadits, 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 amultets 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 therre with an Amulet but have already sworn devotion. Chock full of undead, occassional 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 [me interuptting: Skree has 3 rooms that are always Felldwarves. Nothing like pounding the snot out of 10 Felldwarf Battlelords and hitting that room 16 at Skree...]. 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 occassionally 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 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. [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 Swmap 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 guildlines 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 Ferrel 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 Notes: This is just for fun. Highest skill level in each area. Let me know of any changes. CM-Daze 10 -- Drackmoor CM-Vertigo 8 -- Blanka Long-ear, Vixen DuFey CM-Blast 14 -- Varthlokkur CM-Blink 9 -- Ariel CM-Speed 6 -- Hawk, Korenth Salke CM-Power 6 -- Slavok the Silent CM-Heal 4 -- Corellon Larethian Berserk Rage 10 -- Undead Herb Tail Whip 12 -- Deathstalker Kick 11 -- Fed Drappel Head Butt 6 -- Ember Flame-horn Initiative 8 -- Fenrir Stonecutter, Snorri Trollson Trip 5 -- Sxar Push 2 -- Sir Palomides Regenerate 5 -- Sir Rokk Microsparc Intelligent Parry 3 -- 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 Protection 8 -- Magitour Dewise Block Missiles 3 -- Deathstalker Bow 17 -- Hawk Crossbow 9 -- Bloodbath Bob Sling 3 -- Blanka Long-ear, Snorri Trollson, others? Hurl Weapon 5 -- Lancer Thelandira Martial Arts 5 -- Snarkface, Bloodbath Bob Mind Wall 5 -- Golden, Snorri Trollson Combat Sense 6 -- Sten, Rambler Avoid Traps 9 -- Graykor Bargaining 5 -- Count Drax Study Item 5 -- Count Drax, Sir Bedivere Bandage Wounds 5 -- Dylan Magic Resistance 2 -- Karcas Doom, 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. A few characters have fought in guild with kill desire and Safandi cuts off their devotion and sends their 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 is now, 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. 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. Wokrob: Shawn W.: Grants protection factor at the same rate Mordtch does. Me: Again, I would say he barely adds much to protection factor. I haven't noticed any added protection factor on Lobo. +1 level magic resist. Grants much devoutness for adventure kill points and in guild kills. ******************************************************************************* Up