Re: Adventurers Guild FAQ v1.1 From: cpatil@leland.Stanford.EDU (Christopher Kashinath Patil) Date: Thu, 20 Jan 1994 06:14:32 +0000 Hey, uh, Beavis? Isn't it, like, illegal to advertise over the Internet? Don't mean to be a spoilsport, but groups that have had problems with this in the past have been terminated by sysadmins. In article <1994Jan17.222856.12013@cnsvax.uwec.edu>, <leeme@cnsvax.uwec.edu> wrote: >ADVENTURERS GUILD Frequently Asked Questions >Version 1.1, 1/17/94 > >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 (Magic points--how many you get and recharge rates) >VIII. Scroll Info > IX. Historical Society (past events in the kingdom of Varna) > X. Common treasure items listing > XI. Magic Items and Weapons listing > XII. Monster Info >XIII. General Strategy Guide > XIV. Opinions on Adventuring Sites > >Questions and Answers: > >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. He is there most of the time to answer phone > calls. 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 35 play-by-mail companies in the > latest Paper Mayhem Company Ratings. Adventurers Guild was ranked 2nd out > of 65 play-by-mail games in the latest Paper Mayhem Game Ratings. (Paper > Mayhem issue #64 Jan/Feb 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 250+ 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 or 4 > characters (usually one character per guild). There are 3 or so players > who run 8-10 characters (talk about excessive!). 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. :) > >****************************************************************************** > >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! > >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: Currently, the rumor is that there are 3 Words of Power. Confirmed is > the word Trinock. It will say "(name) immediately feels slightly stronger > and tougher" after saying it. Cost of using the word is 2 destiny points. > Another word is Grinock. Cost is 4 destiny points and it will give you > more power than Trinock. > >Q: Where are some places I can visit (using one of your Special Actions)? >A: Available in all guilds: > - Historical Society: will give you a short description of an event in the > city's past > - Temple of Safandi (x), where 'x' = number of hours you want to spend > there (x can be anywhere from 1 to 9 hours) > - 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) > 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: 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 > >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: 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. 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. > >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.... > >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. > >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. > >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 have been adventures to the Swamp where a Bandit > Lord showed up on a level 6 adventure! > >****************************************************************************** > >FAQ History: >Version 0.6: Some updates on monsters, magic items, rumors, Q&A. 12/20/93 >Version 1.1: Some updates on Q&A, monsters, rumors, items. 1/17/94 > >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@triton.unm.edu) > Steven Schmidt (s.schmidt8@genie.geis.com) > Alan Yip (talyi1@cpvmc.ion.chevron.com) >Contributors without an Internet account: Thad Brueggen and Jeff Cornell. > >AG player info: >Mike Lee: I've been playing PBM games for 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 many others. >Thad Brueggen: Runs Asa, Graykor, and many others. >Jeff Cornell: Runs Head Hunter, Dergus Trapfinder, and many others. >Keith Hearn: Runs Marcellus and Kirin in Barstow. >Josh Minor: Runs Ilidar. >David Ondzes: Runs Picasso, Oscar, Magnasaurus and many 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. >Alan Yip: Runs Vanya and Eve. > >****************************************************************************** > >Rumor Mill and other guild info: > >General: Rumor that Shimmering scrolls may increase language levels. Attribute > raising scrolls will now be less common as many players have become pissed > with the abuse of scroll hoarding players > >Antar guild: Turn 100 and the level 20 to Undercity with guest adventurer, > guild leader Killian, went off ok. Only 62EP gained and only 1000gc, but > Ariel picked up a Halle's Pouch and 2 Fostil's Packs. Toughest encounter > was a 4 Ogre Warlord Zombie fight. 2 of the adventurers were killed by > death blows, Thorron Tunnelbite was also knocked out, but the party managed > to win the fight. Only other serious encounter was the defeat of some > Huge Ooze and Purple Ooze. > >Barstow guild: Going at settings 0 9 3 to Skree gives a chance to hit 5 (FIVE!) > magic fountains/globes. Last Barstow turn (#81), however, 2 adventures to > Skree at 093 yielded only one fountain. Hugh may have changed it. > >Ciston guild: Rumor of the settings to get to Sunstone in the Swamp: > Settings (963 and 657) to encounter a Minor Guardian in an octagonal > clearing. Hugh has confirmed that there are only 2 paths leading to the > Sunstone. > >****************************************************************************** > >Encrypted Messages List >(Note: some old messages removed due to no importance anymore) > >ANTAR >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.' > >BARSTOW >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!' >Marikhold: 'Studying a glowing ruby will get you one step closer to 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.' > >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.' > >****************************************************************************** > >Adventurers Guild Racial Data Sheet 08/31/93 >Description Base Cost Dwf Elf Gob HfE HfT Hlf Hum Liz Min Ogr >Statistics ******** *********** *** *** *** *** *** *** *** *** *** *** > Strength Notes: 4 1/8 2/5 4/5 5 0/8 4 4 5 3 > Dexterity right=cost; 5/6 4 4 4 4/8 3 4 3/8 3/8 8/8 > Stamina 10+left= 3 1/8 4 5/6 4 4 4 6 4 4 > Cunning max start, 4/6 4 3/4 4 1/8 5 4 4 5/6 8/8 > All Stats +1 exc. ogres 19 24 17 19 25 20 16 22 23 23 >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 ___ 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 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) *na xx xx xx xx xx xx xx xx xx > Natural Armor L L 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. > >****************************************************************************** > >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. > >****************************************************************************** > >Scroll Info > >Notes: If reading a Purple or Earthy Brown scroll, and your character's stat > is fairly high (around 23+), you _most likely_ will not benefit from the > scroll. I think Hugh added this maximum so a single character couldn't > just gather 10 Purple scrolls and crank their DEX to some ungodly amount > with hardly any effort. > >*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 *New* ??? >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 8-10 turns? >Orange Elven level 2 +1 level Universe magic >Earthy Brown Minotaur level 2 +2 Strength, max of 24 STR >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 > >****************************************************************************** > >AG 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(898), Boran Stoneshaper(603), Count Drax(384), Chewi(687), >Joe the FOM(899), Khitrets(315), Golden(475), Randall Bowes(194), Raxis(708), >Shigoru(497), Sir Bedivere the Wise(629), Valkyrie(520), Vlaq(694), >Rhiannon Goldencloud(418) > >****************************************************************************** > >Common Items > >Notes: All of the following items have been found on adventures. The following > are abbreviations for both Common and Magic items. > > E Encumbrance > F Found on monster > Gn Gold crowns sold for (n=Bargaining level: 0=untrained, T=Trained) > NM Not magical > gc Gold crowns > >BRACELETS >Copper -- (NM) (8G3) (5E) >Jade -- (NM) (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) (2E) > >FIGURINES >Emerald Bear -- (NM) (3E) >Emerald Cat -- (NM) (94G1) >Emerald Eagle -- (NM) (65G1) >Emerald Wolf -- (NM) (79G3) (3E) >Gold Snake -- >Ivory Crocodile -- (158G2) (50E) >Jade Crow -- (NM) (20G3) (2E) > >GEMS >Amethyst -- (3E) >Aquamarine Stone -- (NM) (273G1) >Black Sapphire -- (NM) (584G1) (F Saurian Champion) >Bloodstone -- (NM) (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) (20G2) >Lapis Lazuli Piece -- (NM) (11G1) (5E) >Malachite Piece -- (NM) (8G1) (9G2) (5E) >Massive Gold Ore Chunk -- (876G0) >Moonstone -- (NM) (43G3) (40G0) (3E) >Obsidian Chunk -- (NM) (7GT) >Onyx -- (NM) (54G1) >Silver Nugget -- (NM) (9G1) (8E) >Small Diamond -- >Small Opal -- >Smokey Quartz Chunk -- (NM) (47G1) (3E) >Tiger Eye Stone -- (NM) (13GT) (2E) >Topaz Gem -- >Turquoise -- (11G2) (4E) >Zircon Chunk -- (NM) (43G1) > >MISCELLANEOUS >Bottle of Fine Wine -- (58G0) >Bronze Drinking Horn -- (NM) (8G1) (9G2) >Copper Gong -- (NM) (3G3) (30E) >Engraved Copper Bracer -- (NM) (4G3) (5E) >Esyrial Harp -- (35E) >Gem Encrusted Tiara -- >Ivory Comb -- (NM) (14G1) (1E) >Ivory Skull -- (NM) (256G1) (5E) >Jade Vase -- >Pewter Flask -- >Pewter Mug -- (25G0) >Platinum Chalice -- (292G0) >Small Keg of Ale -- (102G0) >Small Keg of Mead -- >Small Silver Box -- (NM) (11GT) (12G1) (4E) >Silver Horn -- (NM) (10G1) (8E) >Silver Skull -- >Silver Sundial -- >Tapestry(boarkilling) -- >Tapestry(falconry) -- (281G0) >Teakwood Flute -- (NM) (26G1) (6E) > >NECKLACES >Bear Teeth -- (21G0) >Emerald -- (65G0) >Gold -- (NM) (21G0) (23G1) (2E) >Silver Chain -- (rumor: assist missile weapons) (19G1) >Shark Teeth -- > >RINGS >Brass -- (NM) (5G1) (1E) >Brass, Fancy -- (NM) (10G3) (1E) >Gold with Opal -- (NM) (200G0) (2E) >Gold with Pearl -- (NM) (54G1) >Gold with Ruby -- (NM) (102G3) (2E) (F Felldwarf Champion) >Gold, Fancy -- >Silver -- (NM) (11G2) >Silver with Opal -- (NM) >Silver with Pearl -- (61G3) (2E) > >STATUES >Granite Horse -- (NM) (15G3) (50E) >Marble Skunk -- (NM) (7G1) (35E) >Marble Swan -- (19G1) (66E) >Stone Dog -- (NM) (3G3) (31E) >Emerald Cobra Statuette -- > >****************************************************************************** > >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. > >Magic longsword(Viper) owned by Asa >Magic shortsword(Prometheus) owned by Coeus >Magic shortspear(Armiger) owned by Lancer Thelandira >Magic greatsword(Grosspolina) owned by Joyce >Magic greatsword(Varianz) owned by Deathstalker >Magic spiked gauntlet(Gauntlet of Striking) owned by Thorron Tunnelbite >Magic spiked shield(Richochet) owned by Thorron Tunnelbite >Magic longsword(Delbert) owned by Bloodbath Bob >Magic heavy warhammer(Barnerd) owned by Winterslope >Magic mace(Scrunch) owned by Hawk >Magic longsword(Glorindel) owned by Golden >Magic broadsword(Frostbite) owned by Ripjack >Magic flail(Yeenoghu) owned by Paz Gravestone >Magic broadsword (Blackrazor) owned by Vanya >Magic ? (Peiser(sp?)) owned by Ariel >Magic maul(Splatter) owned by Gorath Yar >Magic greatsword(Limb Hewer) owned by Vikas Swordmaster >Magic dagger(Jorqed) owned by Queen Victoria >Magic buckler( ? ) owned by Lord Kleevanard >Magic rapier(Demon Needler) owned by Drackmoor >Magic broadsword(Rostir) owned by Jamethiel >Magic quarterstaff(Quarterstaff of Beating) owned by Myevo Zed >Magic punch dagger(Piercer) owned by ? >Magic dagger(Wulftooth) owned by Pilpher > >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 owned by Undead Herb. He studied it and is able to summon > undead with the aid of Bloodstone Gems. Undead Herb is a devotee of Mordtch >Ring of Morritti(sp?) owned by Count Drax. +1 Bargaining. >(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 > > >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 > >****************************************************************************** > >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 a magic longsword. >Bandit Lord: Wears studded leather/leather cap and uses a longsword. > Around 3500 to 4000 power level, casts high level 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. >Blue Ilsoren: Casts high level CM-Speed and has an arsenal of spells. >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. >Skeleton Deathlord: Chainmail/chainmail coif and uses shortsword/spiked > shield. Around 2200 power level. Carries a Bloodstone Gem as treasure > item. 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. >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. Carry Fire Opal as special > treasure item. >Ogre Warlord Zombie: Around 10000-11000 power level! 96", hvy, platemail/great, > great axe/buckler. >Minor Guardian: Human, 84", no weapons, natural armor/natural helm (around > platemail). 3300-4200 power level. Was encountered in Swamp Patrol at > settings 963 and 657. > >****************************************************************************** > > General Strategy Guide > by Dave Saville > >[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. > >****************************************************************************** > >Adventuring sites >Opinions on each by Dave Saville > >-- 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 > >****************************************************************************** -- Chris Patil Stanford University cpatil@leland.stanford.edu Department of Biological Sciences "That in our day such giant shadows are cast by such pygmies only shows how late in the day it has become." -- Chargaff, referring to Watson & Crick Referenced By Up