Player's Manual

Please bear in mind that we sometimes modify the controls in order to make them more useable. The Player's Manual usually lags a bit in having the correct description... so there will probably be differences between this manual and the actual game. Anyone with a suggestion, please feel free to inform the programmer or the Players' Manual editor. :)


Note to New Players: For those who are new to computer Role Playing Games, the editor wishes to leave this suggestion: When beginning to play this game, after you set up your characters and move a few times, create multiple save files, say four (4). Then, following the instructions below, try to talk with Everyone you meet in town. This is the best way to begin learning your role in the story. As the programmer says below, conversation IS very important, as is accepting the challenges presented by the townsfolk.


Controls

Mouse Controls

Inventory

To drag an item from your inventory, you left-click once and the cursor will become that item. Then, left-click again to move or drop the item or right-click to cancel the transfer. To use an item, you right-click on it. On the far right of the screen, above the inventory button is shown the bag whose items you are currently viewing. Each player has a main backpack, and inside each backpack it is possible to have additional bags. Say, for example, you like to store all of your bandages in one bag. Then, you simply click on the bag which contains the bandages to get into it. To get back to your backpack, you right-click on the large bag image on the top.

When you kill an enemy, you can view its inventory by right-clicking on its carcass. Then you can move items around as though it is your own inventory. When you are through, you right-click on the gravestone to close its inventory.

Buttons and QuickKeys

ESC -- Brings up the options menu... save, load, sound on/off, music on/off, quit.
ENTER -- Hold/Break Formation. In combat, break formation allows the players to run off and attack. There will be an icon showing the current status soon...
TAB -- pause and select targetà you can hit TAB multiple times in order to scroll through the targets on the screen. During combat, possible targets is limited to enemies, but when not in combat, TAB will go through all object with which you can interact.
SPACE -- Activates or secures from pause. In the lower right corner of the playing field, there is a pause bar that measures how much time is left before game resumes automatically by shortening as the time left shortens. It will recharge as soon as game is resumed, either automatically or by hitting the SPACE bar again.
q -- eQuipment.
c -- Cast spell.
s -- Status.
k -- sKills.
w -- Water spells.
e -- Earth spells.
a -- Air spells.
f -- Fire spells.

The Action Menu


Skills/Stats

Combat skills can be broken down into three main categories:

Your hit points will increase with your skill levels.

In addition, skills for magic are broken down into these areas:


Characteristics

Skills do not tell the whole story. In addition to skills, of utmost importance are a person's strength, dexterity, and intelligence.


Natives

Other creatures are known to inhabit the realms.


Spells

Fire

Water

Air

Earth


Trade

During a conversation, especially with a shopkeeper, you may be given the option to trade. Store onwers are willing to both sell you items and buy needed items from you. A good way to make money is to sell needed items to the stores.


Conversations

The only way to learn is to ask... Communication is the key to learning your way around.


Weapons & Armour

There is armour made for different levels of protection. The general types of armour are boots, gloves, helms, leggings, shields, shirts, capes, and there is even armour made for animals. The material is clearly important - typically, those that provide greater protection are heavier, and can encumber movement. When acquiring a new set of armour, one should be sure the burden is not too great, for in the end, the loss of speed with heavier armour could lead to your death. The general materials used are cloth, leather, scale, chain, and plate. There are reports of magical armour, providing the protection of heavy armour, while not weighing nearly so much. The user of this armour would clearly have a great advantage in combat.


Combat

The combat interface has been set up so that by default, the combat will do something natural. The result is that during combat with simpler creatures, the player will not have to take over control of every hero's move, but just let the combat progress in real time.

If, however, the player is in a difficult combat situation, he/she can take over manual control using the mouse and keyboard. There are presently two keyboard controls:


There are new controls (Aug. 13, 1998) which allow more control for the advanced player. They are shown over the hero's portrait image, and can be toggled with the mouse.

 

If you have a bow, then the portraits look something like the image on the left, where the top row of icons is a sword, an arrow, or both. If you do not have a bow, then there is only the sword icon. This top row allows you to set whether you want to use your melee weapon exclusively, your ranged weapon exclusively, or the default -- where you use the ranged weapon when the enemy is far away and the melee weapon when the enemy closes. One of these three icons must be selected at all times.

The next level of icons (the second row is skipped... room for other controls) is supposed to be a hand, palm forward, in the "universal" symbol of STOP. (I know, terrible drawing... thats why I pass all the art along to Pendragon). When this is selected, that hero will stay in place. This icon does NOT have to be selected. There are some things worth noting about the STAY rule. First, the STAYING hero will still follow the main hero around if the main hero gets too far away. Second, if you are "in formation", then your hero who is STAYING will not attack enemies. This is because he has conflicting orders... to STAY where he is and to STAY in formation... and he cannot do both, so he just stands there and lets himself get beat to death. Clearly, this is something I shall change, but for now, just keep in mind that if you are telling a party member to STAY, you had better put your party "out of formation".

The final row has three settings for different levels of combat aggresiveness:
Defensive - Fights defensively, lowering attack scores and increasing defense scores.
Nornal - Fights normally.
Berserk - Fights aggressively, raising attack scores and lowering defense scores.

So, give me your feedback on the new combat system!


Just thought I'd mention how *I* handle combat. I usually go into the Skills-Formation screen and place the dog in front of me. Then, I click the ENTER key (during gameplay) to release the dog from formation (so he'll chase after beasties). I highlight the dog's portrait. Now, when I use the left-mouse button, it moves the main hero, but if a bad-guy turns up, I can right-click on the bad guy to send the dog chasing after him. Check out the
Discussion Board for some other opinions on how best to handle combat.


World

At one time, magic reigned supreme. The power of one individual could determine the fate of thousands. Mages warred amongst themselves and the untalented were the fodder for their battles. One such wizard attempted to raise forces from other worlds and brought into this world a demon beyond his power to control... the Devourer of Souls. This demon feasted on mankind, with a particular taste for mages.

For the first time, the mages united, if hesitantly, against a common foe. The hunt was long and cost many lives, both mages and their untalented brethren. The Wizards of Light were formed to hunt the dark forces of the Devourer. The Legions of Light were formed to be the warrior army, or sword-arm of the mages. The Legions, protected and bound by the Wizards of Light, fought off the minions of the Devourer. The day finally arrived when the Wizards trapped the Devourer of Souls in the Void, but at great cost... a personal cost to the greatest Wizard and Sorceress of all time, who lost their child in the trap, and the loss of the lives of many of the mages themselves.

With the Devourer captured and the Wizards of Light weakened to ineffectuality, splinter groups of mages began to challenge the power of the Light. In their greed they sought the power of old, the control over the lives of non-mages. The Legions were used to hunt down these renegades, for that abuse of power could not again be tolerated... it could lead to the freeing of the Devourer, or worse.

As the last of the Wizards of Light perished, the bond between the Wizards and Legions became corrupted. The Legions became a power unto themselves, hunting mages and destroying magic of all kinds. They are now more of a religious sect, witchfinders if you will, though of enormous power and reach.

Meanwhile, the world has begun its recovery, growing without the destructive power, or the beauty, of magic. The abandoned Fortress of Light, home of the Wizards, has had a mighty forest grow around it, and a new Fortress of Light, controlled solely by the Legions, has appeared in the city of Aldar. Remote villages remain where once great cities flourished, such as Whitewater near the ruins of Mandolin. The face of the world has changed greatly since the reign of the Wizards. Most people prefer the heavy-handedness of the Legions to the fear instilled by the mages of the past.

Still, strange things have been seen lately... the stories, told by children, of creatures shadowed in darkness... that village found abandoned... the unnatural fear of going out at night. The Legions have begun their hunt once again, for they fear a new mage has been born who has eluded them, and who now abuses his power. Generations have passed since the Devourer hunted this world... for if any were still alive from that time, they would have recognized these signs for what they truly were...