Legends FAQ -- First Draft From: dani@netcom.com (Dani Zweig) Date: Wed, 17 Mar 1993 05:04:15 +0000 Here's a first draft of a Legends FAQ. Advice, corrections, revisions, rewrites, are all welcome. If you feel that a certain section is badly written, you're probably right: A better version would be welcome. If you think some important information or advice is missing, please jump in. If you think that the writeup is too US-oriented, please help correct that. If I've omitted something I should have included, excluded something I should have omitted, given away too much or too little, or just plain misinformed the reader, say so. This is JUST A FIRST DRAFT. Note that parts of this draft are taken from other posters' writings. -- Dani Zweig ================================== INTRODUCTION TO LEGENDS Table of Contents: 0. Preface 1. What is Legends? 2. How can I play? 3. What are the best setup options? 4. Okay, I'm set up. Now what? General advice. 5. Tell me more about status trees? 6. What is the formula for...? 7. How can I find out more? 0. Preface The primary purpose of this document is to bring newer Legends players up to speed. Playing the game effectively requires far more information than the rule books provide, and many players spend their first year or so muddling about, rediscovering the mistakes other players have already made. This document won't prevent that -- there are just to many game quirks to discover, too many things that have to be learned the hard way -- but it might shorten the learning period considerably. For completeness, the first sections of this document are addressed to the total novice. 1. What is Legends? Legends is a commercial play-by-mail game. Two hundred players start out in a large, vaguely-D&D-like world and work to build up their power. (The comparison to D&D is a bit risky, because there is relatively little role playing. The emphasis is on accumulating military power, economic power, magic, and/or personal abilities.) The game is computer-moderated: Every two weeks or so, you fill out a turn sheet with codes for the actions you wish your characters and forces to undertake, and mail it in, and a few days later you receive an update giving the results of all your orders. (There is no 'due date'. Your turn will be run when it is received, with the restriction that at least two weeks must pass between turns.) Each game will be set in a world with its own history, geography, and competing factions (political, military, religious, etc). Victory in Legends is generally a group victory for an entire faction: Each player will eventually select a faction to join, and work with other faction members (there is usually a maximum of twenty-five members) to achieve that faction's unique (secret) victory conditions. Success in this game requires a great deal of diplomacy with other players. The game is relatively slow; it can be expected to last two or three years. It also tends to be time-consuming. A player can choose to play a minor position, and only devote a couple of hours a turn to the game, but major mature positions will typically take at least ten-twenty hours per turn in planning, diplomacy, and order preparation. 2. How can I play? In the US and Canada, Legends is run by Midnight Games 130 E. Main, #305 Medford, OR, 97501 503-772-6301 (accounting) 503-772-7872 (games) 71241.455@compuserve.com They'll send you the rules (3 books) for $15. The setup and game-specific information for "North Island Campaign" (the new setting for Legends) is another $12.50. Or you can join the longer-running "Realm of the Immortals" setting for (I think) a $10 charge. If you have questions about joining (as opposed to questions about the rules, or about your turn in a specific game), you can ask via their accounting line, or (I suppose) by email. It's not cheap. The cost of a turn depends on how many orders you choose to give. For the smallest positions (a major character adventuring through the world) a 2-page turnsheet costing $5 is practical. The most expensive positions (an empire with up to thirty towns and armies and up to forty characters) will eventually find themselves using the largest turnsheet, which is 8 pages long and costs $24. There are extra charges for modifying economic activity and for issuing special orders (typically orders which require human intervention, such as attempting diplomacy with a major game character), but those charges tend to be small in comparision with the base turn costs. For the following sections, it is assumed that the reader has read all the rulebooks. 3. What are the best setup options? a. Position Type. There is no best type. The Hero is the cheapest and easiest to play. The Hero is also able to reach skill- and ability-levels which no other character can equal, such as level-31 spell-caster, or level-20 tactician. It's a good toe-in-the-water position type for trying out the game. It's also deadly in cooperation with a location-owner, who can provide the resources to take advantage of the Hero's special abilities. The Overlord is at the other extreme. The Overlord starts out with six weak characters -- and a large population and resource base. As remarked above, an Overlord who can field over a hundred soldiers, and a Hero who can train and lead them, can be a deadly combination. This position is a lot less character-oriented and a lot more logistics-and-economics driven. The Mercenary is a popular compromise between these options. The mercenary starts off with a smaller location than the Overlord, and only four characters, but one of those characters is almost as good as a Hero. Take away the Mercenary's location and give him two more minor characters, and you've got the Adventurer position. This position is optimized for early combat against monsters and small villages. b. Character Options [Note: I don't agree with some of this, but it's a good starting point.] There are four basic main character types - an influencer, an arcanist, a covert, and a fighter. Coverts (assassins or thieves) are a completely different ball of wax, which people select if they have a particular interest in such a position, so I'm not going to include it in this discussion. If you're playing by yourself, take an influencer or arcanist. If you're playing a heroic position, you get enough points to be strong in two facets. An influencer has a difficult growth curve without allies. If you're playing by yourself, I'd recommend taking max arcane skill with the balance put into combat. Other important aspects - tactics and admin/eng. If you ever hope to lead soldiers, you want high tactics. If you ever hope to manage a decent population, you want a decent admin/eng. If you are running a heroic position, you want to choose two of the four types above and maximize points. Good combinations are arcane/fighter, influencer/arcane, or covert/fighter. I personally like knight/seer/ assassins. Knight is for training troops, seer is the best arcane, and assassin is for defensive purposes and to allow training of fey knights. I would recommend taking an arcanist/fighter (put all of your points into PC and an arcane skill, and then spend all of your actions practicing influence). Give your secondary support skills, such as priest, ranger druid (for gathering resources), bard (for gathering resources or blessing characters), and fighting skills. I typically choose ranger, a weapon skill, and priest or an arcane, so my secondary is decent at combat from day one. A secondary priest is nice when you choose a religion which has a holy symbol which gives priest levels. If your holy symbol gives you +3 levels, then you can start with priest 6 and jump to level 15 in no time at all. For a merc, you may want to put all of your primary's points into an arcane skill and the rest into tactics, while giving one of your secondaries maximum admin value. Make one secondary an admin, one a fighter type, and one a support (priest/ranger is good). > Should I put points into personal statistics? Personal statistics can't be increased through training. On the other hand, their benefits tend to be subtle. As a general rule, put a few points into personal statistics if you have specific objectives, and not otherwise. For example, you may want to increase your strength and dexterity so that you can use a particular weapon. You may want to put a couple of points into beauty if you are an influencer. You may want to increase your dexterity if you are designing a thief. > Useful arcane skills: Seers. Seers have the useful and underutilized "Scry Force" spell. They also have access to seers crystals, which give three free spell points. Because a seer can equip two crystals, this allows six points off the cost of any spell and nine points off the cost of any seer spell. Summoners. Summoners get spells which can be invaluable to a starting position, including "Gather Special Resource", "Find Familiar", and "Summon Winterblast". Druids. Druid spells are useful in support of a location-based position. Many arcane skills have some very useful spells, but aren't good skill choices. Unless you are planning to play a very specialized position, you probably don't want to be an illusionist, a necromancer, an enchanter, or a warlock, for example. 4. Okay, I'm set up. Now what? General advice. >- What should one do on the first few turns If you're a merc or overlord, create a bunch of forces each with a single soldier and send them out to scout your area. Have them attack any locations that look weak enough for you to conquer. If you're a merc, then all of your characters should practice PC until they're good enough to be in a combat slot. That way, your characters gain PC and tactics without spending actions. The exception is a secondary priest, who should practice priest until level 10, at which point he can make holy symbols, which will probably give him PC and maybe levels (which might move him to 15th, which allows casting of Bestow Divine Blessings, which will probably also give you PC, at which point he can enter a combat slot *and* cast decent priest spells). One specialized option is the Hero Influencer. This strategy calls for the Hero to start with maximum influence, in or near a large city, and immediately start influencing non-player characters. If the Hero also has a Bless spell, it can be used to double the effective prestige. At these levels, recruiting minor NPCs becomes very easy, though location owners and major characters will be impossible to influence because of the player's low starting prestige. It's hard for a Hero to break the vicious circle of low prestige alone. A common tactic, however, is to team up with one or more other players who can conquer villages, towns, and lairs, and have them gift those acquisitions to the influencer, who can then use the prestige to acquire larger locations and guilds for the alliance. >- General dos and don'ts A good way to take out tough lair monsters is with lots of soldiers. You can use a very few soldiers to eliminate the strength of both magical attacks and special attacks, and it's easier to get a lot of AF from training more soldiers than from improving characters. While villages, towns, castles, and cities give you lots of population and equipment with which to build armies, you get cool character items from lairs and ruins, and it's worthwhile to occasionally deviate from your conquest and take out a nearby lair monster for goodies. >- Common mistakes Don't send mounted soldiers against walls. Don't rely on mount special attack to kill lair monsters, because the soldiers dismount before entering the lair. Don't use the conquer and enslave order unless you have to deprive an enemy of population you can't defend. Until you get the feel for monster strengths, don't attack anything but small villages without scouting them first. And small villages will probably give you the unskilled to train up scouts. If you didn't enter the game with a specific faction in mind, hold off until you've communicated with your neighbors, and found out what faction they have in mind. Joining a faction that nobody on your side of the map is interested in is a dead end. 5. Tell me more about status trees? Starting characters are fairly weak, and training will only take you so far. There are spells (and other mechanisms), however, which allow a player to acquire a special "status". The benefits of such a status can include bonuses to personal statistics and abilities, special attacks, and the ability to 'afflict' other characters or soldiers with special statuses. Once a status has been acquired, the player is said to be on that status's "status tree", and has the ability to 'morph', or advance to higher levels of that status, gaining successively greater bonuses and abilities. It is possible to morph spontaneously, at month-end, but most advancement occurs during combat. Most status trees have four or five levels, with players at the top-most levels being demi-godlike in power. There are many status trees, some of them secret. The generally available statuses are: Blessed, Enchanted, Netherworld, Vampyre, and Hero. Blessed status is most commonly achieved by having a priest of your religion cast the third-level spell "Bestow Divine Blessings". The status tends to have weaker bonuses than other major statuses, but it tends to offer special advantages for priests of the appropriate religion. (The advantages vary from religion to religion.) Enchanted status is most commonly achieved by having a magic user learn and cast the fourth-level spell "Enchant Character". This is a generally well-round status, which provides bonuses to combat and to influence. Netherworld status can be achieved by having a magic user learn and cast the fourth-level spell "Netherworld Possession". It provides excellent combat bonuses. In "Realm of the Immortals", you can keep the basic Netherworld status -- which allows you to spread the status to other characters, and to train soldiers with that status, too, but is incapable of morphing -- or afflict yourself with Nethermorph, which can morph to a higher status, but loses the ability (till the fourth rung of the tree) to afflict characters or solidiers. In "North Island Campaign", the ability to train netherworld soldiers has been restricted. The Vampyre status tree is the most powerful of the 'common' statuses. The combat and statistics bonuses are excellent, and the second, third, and fifth rungs of the tree can afflict characters and soldiers with increasingly powerful statuses. Influence is increased vis-a-vis other undead, but the living don't trust vampyres as much, for some strange reason. There are also a lot of anti-undead spells in the game. This status is hard to get. There is the 5th-level "Rite of the Vampyre" spell, but it costs 35 spell points and requires that the subject be dead first. A priest can cast a "Commune" spell and ask (okay, bribe) a diety into granting Vampyre, or even Greater Vampyre. You can talk, bribe, or charm a Greater Vampyre or a Vampyre Lord into afflicting you with the status. And, as with all statuses, there are various magical items which have a chance of granting the status. If you have no status, you may eventually acquire the status of Local Hero spontaneously, in combat, if you are using a good power weapon. Some statuses will be better for your position than others, but the general advice for reaching a high status is to get onto a decent status tree, do it as soon as you can, and then get into a lot of combats. 6. What is the formula for...? a. Practicing. Skills or Personal Combat: 5% * (22 - level) Tactics: 4% * (22 - level) Influence: 3% * (22 - level) In addition, if you practice in the appropriate guild, the guild's level is added to your chance. It's supposed to be possible to increase your chances by spending money, but I don't know how that works, or whether you need to be in a guild for that. There is always at least a 10% chance of success. b. Spell Research. Some rules of thumb: Don't have spell-casters under 20th level doing spell-research outside a guild. In a guild, have them spend as much as you can afford, and restrict them to spells of levels 1-3. Spell-casters of 20+ levels are reasonably safe in researching first and second-level spells. Their chances of researching third and fourth-level spells are decent if they do it in a guild and spend as much money as possible. Spell-casters of 30+ levels are reasonably safe in researching third-level spells, as well. They have a good shot at fourth-level spells, but it's unwise to research these outside a guild if you have a choice. Fourth-level spells are fairly safe in a good guild, and if the researcher spends as much money as possible, so are fifth-level spells. A 35th-level spell-caster researching 6th-level out-of-specialty spell in a 35th-level guild, and spending four times the normal fee, has about a 50-50 chance of success. c. Influencing The key factors affecting influence attempts are prestige, loyalty, influence, race, and religion. First, if the target has any prestige at all, you maximum chance of succeeding can't exceed 30%. Assuming your prestige is higher. It is almost impossible to influence a target whose prestige is higher than yours. Specifically, every point difference (in that directions) lowers your effective influence by 10 points. Expect minor characters to have no prestige, minor location owners to have about ten prestige point, important characters to have over twenty prestige points, and major characters to have over thirty. There are also significant penalties if the target is of a different race. It's race-specific. A human should expect to suffer a modest penalty with a half-elf, for example, a substantial penalty with a full elf, and a crushing penalty with a gargoyle. There are also substantial penalties for being the wrong religion. Other factors? Every skill you and the target have in common is worth three points of influence. It helps to be the opposite sex, and a bit more attractive than the target. If you try to influence a faction leader, it probably helps to belong to that faction. To influence a minor nonplayer character of your race and religion, you'll probably need an influence rating of over ten. To influence major characters (who typically have excellent loyalty ratings or better), you'll want a modified influence in the twenties or thirties. d. Prestige. You get 2 points for being a major character. You get 1 point for every force you acquire above your starting fifteen. (Since you can only have thirty forces, the drop-force order allows you to drop empty legions out of the game without a loss in effective prestige.) You also lose a point every time you lose or give away a force. Every guild owned by your main character is worth one point. I think there are bonus points for owning locations with large populations, for owning high-level guilds (directly or via other characters?), and possibly for influencing major characters, but I'm not sure. 7. How can I find out more? a. It doesn't sound reasonable for one player to learn all this. It isn't: Contact other players. Trade information. Many players build up large stores of information, exploration results, etc., which they are happy to offer their allies. It's a two-way street, of course... b. I've heard that there is a master-list of what items are in the game and what they do, of what monsters are in the game and what their combat statistics are, etc. I don't know what you're talking about. No, wait, now that I think about it, I heard that someone posted such a list on Compuserve some time ago. If you should get a copy, please share it with the rest of us. Referenced By Up