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Magic
Many Meridian residents, shunning the brute force and raw physicality
of hand-to-hand combat, prefer to defend themselves using the more subtle,
yet equally effective, tools of the sorcerer. Some focus their energies
primarily in this area, aspiring to become wizards of tremendous power.
Others seek to balance their combat skill with a journeyman's magical proficiency.
And even those who greatly prefer blood to mana usually have a few interesting
magical tricks up their gut-spattered sleeves.
Meridian's legendary schools of magic are
located within each of The Temples of the Gods. The priestesses there are
ancient and wise, but will share their secrets with those who seek them
out, support the Temples with their donations, and willingly take on the
tasks laid upon them. (Once in a while, you'll also find a village wise
man who will offer you a trick or two in exchange for some small coin.)
The Temples are well secluded and defended, but
yield great power to those with the tenacity to seek them out. They are:
- Shal'ille -- The Spells of Shal'ille
were created to heal the evil caused by warped and violent souls. They
include spells of healing, blessing, and protection.
- Kraanan --A karma-neutral school oriented
toward protection and defensive spells. Kraanan's spells are considered
the most fitting for warriors.
- Qor -- Highly potent spells that come
at a high karmic cost. The Temple of Qor is much sought by assassins and
murderers.
- Faren -- Chaotic, hard-to-control
attack spells with no karmic orientation at all.
- Riija -- Riija has not been heard
from in so long that he is presumed dead, and his temple has long since
fallen to ruin. There are rumors of a few of his deceptive spells being
taught once again.
Most Meridian citizens are devotees of one school alone. Some of the
elders have gained mastery in two or more schools, though you should not
approach a second school unless:
- You have achieved full mastery of all the spells
of one school. Most schools will only teach their higher-level spells to
those who have proven their loyalty and dedication to that school alone.
If you wander off to sample the training of other schools, your first school
may be reluctant to invest as heavily in your further education.
- You do not aspire to be a high-level magic user, but simply want a
wider range of low-level spells to complement your combat prowess. However,
even though you may learn a wide range of Level 1 and 2 spells, you may
not achieve expert proficiency with any of them if you are not perceived
as dedicated to a single school.
- You fully understand the karmic dynamics of the various magic systems.
If you are a disciple of Kraanan's karma-neutral magic, a logical second
choice might be Faren (also karma-neutral). Or, you might take up the cause
of Good, adding knowledge gained in the Temple of Shal'ille; or commit
yourself to Qor's unbridled reign of evil. However, spells from the schools
of Qor (negative karma) and Shal'ille (positive karma), do not mix well:
the good and evil karma collide, with difficult consequences. Until you
understand these subtle interactions, it is best to dedicate yourself to
the study of a single school.
Acquiring Spells
When you first enter Meridian, you are given the opportunity to buy
a few basic Level 1 and 2 spells to get you started.
To add to this small collection, you will first need to decide which school
to affiliate with. Then, you need to find the school's Temple -- which
may well become a quest in itself. Once you have entered the Temple:
- Approach the priestess. Some small talk may be in order here. Truly
committed disciples often ask for an Errand or Task they
can perform to be of service the priestess. (Completing such a task is
a good way to become teacher's pet very quickly.)
- When the small talk is over, type Buy to find out what she is
willing to teach you. Priestesses are careful to give you only what you
have the wisdom and strength to handle well.
- To acquire a spell, highlight it on the list. The amount of the required
temple donation appears nearby. To accept the trade, click OK. Click
Cancel to leave the dialogue box without acquiring a spell.
To find out more about your current spells, click the Spells
button to the right of the Chat Screen. Your complete spell collection
appears below. If the list is too long to view, drag down the scroll bar
that appears to the right of the list to see the rest.
Right-click on any spell on this list to learn more about it. The information
box that appears tells you which school taught you the spell; the spell's
difficulty level; a description of its effects; a list of reagents required
to cast it; and any negative repercussions that may result from its use.
The percentage number next to each spell on the list shows you current
proficiency level with it.
Casting Spells
Contrary to popular belief, magic doesn't just come out of thin air.
For most spells, you need sufficient quantities of the basic ingredients:
reagents and mana.
- Reagents -- These are natural objects with magical
properties -- berries, herbs, mushrooms, bones, teeth, scales, feathers,
wings, and gemstones that are the raw material of the spell. You can't
cast the Bless spell, for instance, until you've also gotten your hands
on several elderberries. A good magician keeps a diverse collection of
reagents close by, ready to be used at a moment's notice.
- Mana -- This is your own personal magical
power, a reflection of your strength of will and power to focus it toward
a goal. The second of the three Status Bars at the top right of the World
Screen shows you how much mana you currently have available. You recoup
lost mana by resting, or by merging with one of the many Mana Nodes that
are hidden throughout Meridian 59.
Once you've acquired a spell -- and the means to cast
it -- there are several ways to make it so:
- From the Icon Bar -- Click the Wand icon on the Icon
Bar (it's the fourth icon from the left). All your available spells are
listed in the window that appears. Highlight the spell you want to use.
When you select Okay, the spell is cast.
Some spells must be fired at a specific target.
In this case, when you release the mouse button a small cursor target appears
in the Action Window. Use the mouse or the arrow keys to place the target
on the object of your intentions, and click the left mouse button to fire.
- From the Menu Bar -- Click Spells on the Menu Bar. Choose
the spell that you want to use. Next, click Enter or click the mouse
button to cast the spell.
- Type cast and the spell name on the text line -- for example:
cast blink.
Press Enter to fire. If it's a targeted spell, place the cursor
in the Action Window, then press Enter again or click the left mouse
button to fire.
If a spell has a two-word name, put quotes around it when you type it:
cast "super strength"
Improving Your Spellcasting
Wise magic-users are always looking for ways to boost their power and
effectiveness.
- Spells atrophy with disuse, and improve with use. The best way to get
good at a spell is to use it - over and over
and over. The percentage number next to each spell on the list shows you
current proficiency level with it. A low percentage means that the spell
may not work for you every time you try to cast it (a frustrating waste
of good mana and reagents); or, if it does work, it will be fairly weak
in its effects. A higher number means you can make it work more often,
with more power and better accuracy.
- Some spells only work for a specific length of time. For example, the
Super Strength spell gives you extra power...but only for a few minutes
after you cast it.
While a timed spell is working, an icon appears on screen. If the spell
is a personal enhancement, the icon appears above the health Status Bar
at the top right of the World Screen. If it's a spell that changes the
room environment, the icon appears just above the Action Window.
This icon disappears when the spell has faded. As you become more adept
with a timed spell, it will last longer.
- There are certain areas throughout Meridian 59 in which spellcasting
is prohibited. Know where they are, especially if you tend to rely on magic
over brute force for your survival.
Enchanted Items
Once in a while, you may come across other objects that can confer magical
power on their owners. However, let the buyer beware: though many of these
lovely items can enhance your mana and protect your body, a few can be
quite deadly. Some of the enchanted goods you may encounter in Meridian
59 include:
Potions
Occasionally, you'll be offered a flask for sale. Be sure to get a description
on these potions before buying. A healing potion
has obvious value, and a Forgetfulness potion is most useful if you, a
disciple of Qor, decide to recant your evil ways and wish to clear your
mind for the lessons of Shal'ille. While most potions are quite useful,
a few carry curses that are activated simply by picking them up.
Circlets
A circlet is like a small crown that fits
on your head. While you're wearing it, your health points can also be used
as mana points -- a worthwhile magical advantage.
Weapons and Armor
Weapons and armor that have been blessed by
one of the Gods command good value in most places. Magical garb like this
can give you an important edge in combat.
You may also encounter enchanted wands, rings, amulets, and certain
mystical foodstuffs.
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