BLADE OF DESTINY - REALMS OF ARKANIA FULL MANUAL
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CONTENTS
Introduction
Geography of Arkania
Politics and History
Mythology of the Gods
Gerbods Diary
Beginning: Blade of Destiny
The Novice and the Advanced Game
How should you create your party?
The Four Methods to create a Party
Character Generation
Creating your Characters
Deciding on an Archetype for your character
Selecting a Name
Selecting a Gender
Choosing your course of action
Selecting New Attributes
Selecting positive attributes
Selecting negative attributes
Select Archetype
Change Attributes
Choose Archetype
Choosing your Arcane lore
Choosing a Portrait
Additional character/ Archetype Attributes
For Novice Mode
For Advanced Mode
Increasing Skill Values
Changing attack & Parry values
Understanding the values
Modifying the values
Increasing spell values
Saving your character
A New Hero
Exit Program
Character Development
Gaining levels
In the advanced game
Towns, Cities and Villages
Visiting Temples
The Review Screen
New statistics
The value of statistics
Eating & Drinking
Examining Items
Items in the Backpack
Items on the body
Equipping characters
The left & right hand
Review Options
Trading Items
Merging Items
Managing your Funds
The main play screen
Main screen options
Visiting the markets & merchants
Inns & Taverns
More Tavern options
Visiting a Healers Shop
Blacksmiths shop
Leaving Town
Dungeons
Dungeon options
Travelling tips
Leaving Town: Ports & Trails
Packing your bags
Leaving town via a ship
Heading out on foot
Travelling Time
Adventuring
Hunger & thirst
Elements
Terrain
A good place to rest
Forced march
Camping on route
Arkanias Residents
Talking with NPCs
Travelling with NPCs
Combat
Whos on First?
Ouch. Quit it
Making your move
Entering the combat screen
The combat options
move
attack
guard
cast spell
use item
change weapon
exchange item
check values
wait
repeat options
computer fight
quit & reload
Arcane Lore
Casting Spells
Spell Charts
Spell Descriptions
Wand Spells
House Spells
Appendices
A: Archetypes
B: Skills
C: Arkanias Deities
D: Herbs & Poisons
E: Diseases
F: Role Playing Terms
G: Arkanian Terms
H: Customer Service
I: Hints & Tips
WELCOME TO THE WORLD OF ARKANIA
INTRODUCTION
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"It stretches from the rocks of Windhag to the coast of Mendena, from
Ifirn's Ice Mountains to the damp woods of the Moha, and true enough, it is
a strange land. It is lovely at times, mild and full of good men, but it
remains bleak and hostile most of the time, not tolerating any innocent
wanderers. Of its regions, there are some travelled only by those who know
how to wield a sword; others, still more fierce, welcome only the
courageous and crazy. Whonever goes there typically finds, nothing but
death and horrors to freeze the mind. The forests in Borland too, with the
giant Milzenis amidst, is a place much like that, and so, too is the desert
Khorn, the land off pagans. The Lord Praios himself haunts man and animal
there, and sends the land heat to make every herb wither and all creatures
skinsburn.
To the North, it is no better. Praios' grim brother, Firun, covers the
land with an icy shield and blows a wind so cold that birds fall from the
skies dead and rigid He who travels this land successfully from north to
south might be pleased and wonder how he survived. But we shall not
quarrel with the land. Arkania called, for the Twelve Divines have given
it to us and surely they know why they created it as is and not
differently."
From the book The Healing Herb - How to Find and Prepare
written by the Peraine Devoted
Sister Larissa in Mendena, 80v.11.
Geography of Arkania
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The region of Arkania is one of the smaller lands of Ethra, a primitive
world, and land which most Arkanians suppose to be flat. Although in the
past years the hypothesis arose that Ethra was a sphere, none ever managed
to prove it. Even today, no Arkanian has succeeded in crossing the world
To the east the Arkanian continent is limited by the "Iron Sword," an
almost invincible mountain range that rises to more than 30,000 feet. To
the west is the "Sea of Seven Winds," a treacherous ocean unnavigabile by
Arkania's meagre flotilla. Beyond this lies a legendary continent, the
"Golden Land". Whether the world ends at the Golden Land is beyond the
kndowledge of Arkanian geographers
To the north of Arkania - provided it is not covered in ice - are both deep
woods and long, treeless plains. Settlements are rarely found here, but
those that do remain belong to the Nivese, groups of steppe nomads,
following the trail of the huge Karen herds through its plains
To the northwest, there is Orcland, highlands enclosed by many mountain
ranges and aptly littered with numerous Orc tribes. Relentlessly, the
multiple tribes engage one another in bloody feuds for hunting grounds,
pastures or servants
Sporadically the tribes will join together, and, as one massive unit, they
will force their wayv South. And so it is again ... as these lines are
written, the people of Arkania are witness to another Orcish raid, one of
the most horrible in recorded history. The dark furred hordes, full of
blood lust, have left unspeakable devasstation in their wake. But what's
more, they have reached the gates of the imperial city, Gareth.
To the far west of Orchland is Thorwal, the empire of a race of pugnacious
and rapacious seafarers. With their light, single masted ships, locally
referred to as "ottas," the Thorwalians travel the coasts of Arkania in
search of new goods and traders. Finding small, unfortified harbours, the
Thorwalians are quick to raid yet the red haired giants will attempt
trading should they meet with any resistance from the harbour's citizens
Beyond Arkatnia's northeastern corner is Borland, a densely wooded area
which like Arkania's eastern side, ends abruptly where it meets the Iron
Sword Mountains. Borland is well-known for its harsh winters and poor, but
hard- working, farming communities who make life sorrowless for their
barons, counts and princes. Festum, the land's capital and residence of
the noble's marshal is known to be one of the most gorgeous and pleasurable
harbour towns in all Arkania
South of Borland's forests are the Red and Black Sickle Mountains. Though
not as treacherous or steep as the Iron Sword, the mountains are infested
with goblins and rarely traveled. Between the two ranges is the Middle
Reich, a zone of moderate climate. Many settlements and clearings dot its
hills and a smattering of roads connect the communities to one another.
Gareth, Arkania's largest town with approximately 120,000 citizens, is
Middle Reich's capital, and serves as the nerve centre of the area. On the
outskirts of the Middle Reich, dense forests grow and meet with those of
the Sickle Mountains. According to the dwellers Dwarves inhabit these
woods, making travel through their realm foolish at best
An island proivince of the Middle Reich, Maraskan, lies to the east of the
Arkanian continent in the Sea of Pearls and is rich with mountainous,
wooded beauty. It is normally a quiet land where conflicts seldom occurs.
The rest of Arkania often makejokes about the status of supplies in this
area, knowing full well that nothing much else is worth the words its
people, secreted and of their own, are now seeking independence from the
powers of the Middle Reich. Their goal of freedom, some say, is not so far
off.
South of the Middle Reich lies the desert Khorn, home of the Novadis, a
proud race of desert nomads. The desert is met by the Etern and High Etern
Mountains to its west, slopes which shield the Khorn from the rain clouds
that drift west with the winds toward the "Lovely Field."
A rich and fertile land, Lovely Field is bright with the seasons, blooms,
and is home to numerous Arkanian residents, most of which live in Vinsault,
the capital city. Other towns in Lovely Field, including Grangor, Kuslik,
Belhanka and Sihas, are said to be the most fertile lands in all of
Arkania. Naturally, most of Lovely Field`s residents farm by trade, and
their settlements flourish with an abundance of food and grains. Most of
the villages in Lovely Field are well fortified to protect their bounty
from the endless raids drawn by its wealth. From its eastern side, the
Novadi tribes attack the province again and again, while the coasts are
plagued by the Thorwalian ottas.
Southwest of the Etern Mountains, Arkania's tropical area begins. The land
is marked by the high peaks of the Rain Mountains, whose tips jut above the
dense jungle. Aborigines and settlers from northern Arkania populate the
area, but remain apart as much possible. Generally, only trading brings
them together. The Arkanian settlenments decorate the shoreline and
support flourishing trade. On the other hand the aborigines, called
"Moha", live deep within the jungle in small villages secured on stilts
high above the jungle's sometimes dangerous floor. They are experts in
herbs, poisons, tinctures and animal preparations, and are sought after by
alchemists throughout Arkania.
In the Southern territories of Arkania, slavery is widespread. In many
houses, it is impressive to have a real "Woodsman" as a servant or maid.
Al'Anfa, the city state at the southern end of the east coast, is the
center of slavery commerce and long ago earned the nickname "Town of Red
Gold." It has, however, drawn another name, "Plague Spot of the South,"
from those opposed to slavery. The most prominent adversary of Al'Anfa and
its policies is the small kingdom of Trahelia. Located on the south coast
of Arkania, Trahelia recently fought for and was granted its independence
from the Middle Reich.
The southwestern point of the Arkanian continent leads to an archipelago
whose largest islands, Token, Iltoken and Benbukkuha, are highly respected
as suppliers of various spices
Arkania itself measures up to 3,000 miles from its very north to the
jungles at its southern tip not a very long distance for a continent it may
seem, but it would take an Arkanian at least three months of constant
traveling to cross it. Only a very few men and women would relish the idea
of such a daring journey ..... transversing wide areas without hope of
seeing another human face for months on end, crossing hostile lands overrun
by Orcs and Ogres, surviving the imminent danger of such encounters,
perhaps only to fall prey to simple, wild animals
It is into this world that your party arrives.
Politics and History
--------------------
"From the landman be it farmer or knight, in this world, there is no
right!"
From the song The Knight and the Maiden written by an unknown worker from
Lovely Field
"In the name of Lord Praios, His Sister Rondra and the other immortal Ten,
in the name of Honor, Courage and Divine Might, in the name of Loyalty, the
Reich and Imperial Majesty in the name of Love and Respect for any good
natured creature I do lower this Blade onto, your shoulders so it shall
carry an honorable but heavy burden Raise now, Knight...."
From a formula used to confer knighthood in many parts of Arkania
A democratic state is no climate for dragons, orcs and goblins to thrive.
Instead there are rulers, people who wear crowns and are called princes,
emperors queens, kings and counts. The most common type of government in
Arkania is monarchy, but Arkanian rulers are by no means comparable to
Kings from fairy tales who do little but stroke their beards and fear for
the destiny of their disappeared daughters.
The state of Arkania is much like Earth's early Renaissance period. Just
as rulers on Earth behhaved during this time, so too do the monarchs of
Arkania; they use any means and methods offered ... diplomacy, corruption,
war and intrigue. Still the well being of their people and their empire
reigns above all, and nearly all are divinely honored by their citizens.
Among the states and their monarchs, however, Middle Reich and Lovely Field
are considered the most important. Both are now reigned by a single
empress, Amene III, who has less than a year's experience in the monarchy.
The original emperor of Midddle Reich, Had I, disappeared under mysterious
circumsrances a short time ago and Amene III assumed his rule. Both states
are organized in a classic feudal system
As your characters enter into this political system, their position in
society depends upon their origins. A noble warrior or knight will likely
hold the honour of his or her emperor highly. A rogue raised in the
gutters of Gareth, on the other hand, will be more interested in collecting
ducats than respect. A magician might have, the wish to serve Arkanian
sciences, while an ernstwhile elf may leave home early to explore his
world. A social career is open to any of these individuals; each will be
recognized for their deeds in time, and emperors might grant them a reward,
a medal knighthood or even a small barony.
Mythology of the Gods
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"For see, the blasphemers and assassins, the pillaging mob and
well-poisoners and what ever riff raff there be, the stubborn and hardened,
who know neither remorse nor penance, will not be given the key to open
heavenly gates by Boron.
From The Twelve Divine Paradises by Ahrik v. Angbar, Praios 12Hal
No matter how mighty some Arkanian monarchs are, they are not the real
guides of history, the world or the people. A multitude of gods hold this
power. The deities draw their might from the faith of those who worship
them, but are not simple visions or created images. They are, rather, very
real and powerful creatures who present themselves to their believers,
perform miracles and intervene in the events of the world. The most
accepted belief in Arkania is in the Twelve Divines. They are:
Praios..........Sun, Might and Rule
Effered.........Rain, Sea and Voyage
Boron...........Sleep and Death
Firun...........Hunting and Winter
Phex............Trade and Band of Thieves
Ingerimm........Fire, Skill of Iron Work
Rondra..........War, Lightning and Thunder
Travia..........Hospitality and Marriage
Hesinde.........Arts, Science and Magic
Tsa.............Renewal and Youth
Peraine.........Seeding and Healing
Rahja...........Love, Ecstasy and Wine
These gods are worshipped in Borland, Middle Reich, Lovely Field and many
other regions of the continent. Even the months of the Arkanian calender
are named after them. Of the other gods, there is Rastullah, worshipped by
the desert people, Novadi, and the Divine Twins, Rur and Gror, worshipped
by the citizens of Maraskan.
Between all these gods, which are complemented by an assortment of
demigods, there is occasionally a dispute or serious fight, but all have
one common enemy - The God With out a Name. Even this one, epitome of evil
and depravity that he maybe, has lured a number of worshippers in Arkania,
bribing them with the riches and power other gods do not willingly give.
Temples are found in nearly every Arkanian village, and offer your
character respite from his or her adventure. Your characters will develop
a following for one god or another, and will be guided in the god's way.
However, gods, virtuous as they are will not turn away those who worship
any one of the Twelve.
Gerbods Diary
-------------
Thorwal, on the 23rd day of Travia in this year 15 in the rule of his
divine magnificence, Emperor Hal I of Gareth ......
Arrived here late yesterday evening aboard the Storm Swalhow apparently the
last ship going to Thorwal before winter. The harbor was full of vessels
from all corners of the world, but the most common were the dragon ships
(or ottas, as they appear to be called around here). Many of them seemed
to originate in Thorwal, Prem and Olport judging by some of the flags they
were flying.
It didn't take long to find that the inns were full up to the last bale of
straw so I took shelter in the Temple of Travia, obviously a place of
worship to the Arkanian deity of the same name. A house to our Mistress
Rondra would have been more to my liking, not that I could find fault with
the hospitality of the people here. The temple wasn't the most spacious,
so I did what I could to stash my few belongings in a corner. Not having
an abundance of gear, just my trusty sword and a few writing imphements, it
didn't take long before I was comfortably wrapped in blankets.
A group of adventurers soon arrived and settled themselves down very near
to my corner. They seemed a remarkable sort of group whose minds were not
on continuous prayer, judging by the conversations I could overhear. As if
sensing my interest, they were kind enough to invite me over to join into
their conversation.
Delo a young mage from Andergast, seemed to have just finished his studies.
Swanja, a sailor maid from Prem seems to possess enormous strength; in the
course of her story telling, she easily hefted up an axe that my fighting
instructor Alrik would have been hard pressed to lift! Gurbosch, Son of
Gradobar of the Little people, left his spot only long enough to refill his
tankard with stout from a seemingly endless supply in his backpacks. He
constantly hummed a bawdy miner's tune, stopping only when his tankard met
his lips. Rhenaya obviously an other magician of some kind, spent much of
her time sorting her little bags of aromatic fresh herbs. Finally there
was Erinniha, an elf woman of such unreal beauty that I could hardly
believe my eyes. Through not much for words she occasionally responded to
Gurbosch's incessant humming with little more than an upturned eyebrow
It didn't take long to learn that they too were strangers, and so it seemed
natural that we explore the town together tomorrow.
The night of talking didn't stop us from leaving the temple at dawn. A
tremendous crowd was gathered in the square just outside the temple in
spite of the early morning hour. Seems that a daily market is held here
and it's quite possible that the early attendees hoped to beat out the
latecomers to the most choice items that the merchants had on display.
There was at least one stall for every type of merchant that you can
imagine but it is said that the quality of the merchandise varies
enormously from one day to the next. At least there is a market here daily
though, even in winter, since in some of the settlements further into the
wilderness it may be weeks between visits from a travelling merchant
Erinnila found a marvelous lute and we each chipped in a few silver crowns
toward its purchase. We figured that she would earn it back from her first
performance in one of the local taverns. It was quite an experience to
watch Gurbosch do his part to haggle the merchant down. I suspect that the
merchant was so dazzled he is only now realizing that he was paid a third
of the asking price.
Feeling quite triumphant with our success in the market, we left to explore
the streets of Thorwal. we found an abundance of outfitters, arms
merchants and herbalists not to mention a number of healers and smiths as
well. There were plenty of temples to the different Arkanian deities, but
I could`nt find one dedicated to our Mistress Rondra. I made due at
Swafnir's hall to give thanks for our rewarding journey.
A freak accident marred our explorations today. Rhenaya was debating with
a herb merchant about the quality of his whirlweed when a supply cart came
barreling around the corner with such tremendous speed it almost
overturned. Thanks be to Rondra for her quick reflexes! Rhenaya barely
saved herself from the cart's wheels by diving head first into a potter's
display. Unfortunately, she was left with a number of scratches, although
not nearly as many as suffered by the potter's wares.
Her wounds were serious enough to make us search out the services of a
healer. We found Noro Mystico in the "Strangers Quarter," located in the
western part of Thorwal where few locals reside. The look of the place did
nothing to inspire our trust, but he seemed to know his trade. To his
credit, Rhenaya is already feeling much better.
We have moved our belongings to an inn called the "Hetman Oremo" near the
Temple of Peraine. We decided that we would be more comfortable here even
though it's somewhat on the expensive side. But it is clean and we each
have a decent bed to sleep in. Maybe tomorrow we'll have the chance to let
Erinnila try out her lute in one of the taverns.
We made it into one of the taverns yesterday, and Erinnila proved to be as
much a success as we thought she would be. I'm thinking of paying a visit
to that healer myself as my head feels as if someone has been pounding on
it with a war hammer. These Thorwalians can drink like fish, only its not
water that they toss back. I met two, Sir Shaun of Crispy, a regal knight
of his kingdom and Sir Ian of Metavira, a mere jester in his. Nonetheless,
they travel together bringing unique brews to the taverns where they stop.
They specialize in producing something they call "Fire" and "Premian
Brandy," both pretty potent brews
Swanja was certainly enjoying both of them and she drank the vicious liquid
without even batting an eyelid. I have a hazy recollection of her dragging
the rest of us back to Hetman Oremo. sir Shaun, meanwhile, spent the night
near his horse, and Ian the jester was found outside his room, still sound
asleep, just this morn. Swanja who happened upon him said he was mumbling
incoherent things about trees and fruit and his aim being off. Indeed,
Thorwal is a strange town.
Nonetheless, the adventures at the Four Winds last night were well worth
this morning's pain. A lot of seafaring folk gather there, and the
boatswains and sailors tell many hair raising tales. I was quite
fascinated by the story of the ghost ship rumoured to be sailing the waters
around Arkania.
For some reason I can't get the story of the ghost ship out of my mind. I
listened to it again today, drinking somewhat less Fire in the process, and
really believe that it may be more than just a tall tale. It just doesn't
sound like the tales I've heard in every other tavern. This story has me
really curious, and since I`m beginning to feel the urge to leave town
before winter sets in, I believe I'll go down to the harbour tomorrow and
ask around.
I was able to find out quite a lot today. There is a cutter leaving for
Varnhome tomorrow. We'll have to wait another day, but I'm sure that the
sea and the ghost ship, will still be there. Gurbosch was less than
thrilled on hearing my plans, but allowed himself to be convinced by the
lure of the treasure that could be waiting for us on that ghost ship. The
harbour master mentioned another ship leaving in three days, but I'm going
to push my companions to be ready to leave tomorrow
So far the journey to Varnhome has proven to be rather uneventful We've
found out a little bit more about the ghost ship from some of the sailors,
but there has been no sign of the ship itself. They claim it usually sails
farther west across the Seven Winds Ocean. Well, maybe tomorrow we'll see
the ship's sails at last
Having reached Varnhome, we look back upon a most disappointing journey.
Not only did we not see the ghost ship, but adding insult to injury, the
sea was very rough on the last leg of the passage. Gutbosch and Delo spent
most of the day leaning on the rails.
Talking to the harbour master in Varnhome has revealed that we dont have
any chance of finding a vessel back to Thorwal for at least several days.
Since we haven't really come across any interesting merchants here, and
we've pretty much had our fill of taverns for the time being, we've decided
to tackle the trek back on foot.
We spent most of yesterday outfitting our group with some basic supplies
required for the journey, and wasted no time in heaving the boring town of
Varnhome. Just as we were heaving the last merchant's shop, he warned us
that the Orcs were getting more and more daring, and have even sent
marauding forays out to the coast. We've seen none of the blackfurs so far
though, but are quite prepared to give them a taste of Swanja's axe if they
show up.
The marching is proving to be slower than we had anticipated. Our short
legged friend finds it hard to keep up and DeLo just doesn't seem to have
the stamina to push on as we would like. But the weather is fair and we
fally expect to reach Thorwal in a couple of days.
We finished our first battle moments ago! A group of goblins were
harboring a delusion that they had a chance of defeating us! We lost no
time in proving to them the fatal error of their beliefs!
Their advantage lasted no longer than our first attack as Deho and Erinnila
were quick to let go with a couple of Lightning bolts, helplessly blinding
two of the opponents. The rest of us let our swords speak for us! Swanja
and Gurbosch felled their opponents with two blows, and while it took me a
few more than that to dispose of my attacker, he did not hand a single blow
against me
Rhenaya had a close call when her cudgel broke on her first parry, but when
the goblin noticed Erinnila and Delo turning in his direction, he was quick
to turn tail and run. The rest of the cowardly filth took flight seconds
after that
We took a couple minutes to check out their supplies, but true to form they
had nothing worthwhile. Even the food packs seemed contaminated by their
filth. None of us experienced any injuries during the battle, but as we
dragged the bodies off the road, Swanja received a small wound. We set up
camp so that we could attend to the wound immediately. It's not wise to
invite infection. We will continue on our way in the morning, and do not
expect any further attacks this close to Thorwal.
We made it back to town and found sleeping in a comfortable bed quite
pleasant after our days on the road. Before retiring for the night, we
were sure to unwind with a night of carousing at a tavern called the Lost
Bit. It was a prosperous evening! We learned more about the town from the
patrons and the tavern keeper than from any others we have so far met.
Tomorrow we'll have chance to try out the smiths in town as we still need
to find someone to repair Rhenaya's cudgel and Swanja's axe could use some
attention and care. Any decent Thorwalian smith should be able to take
care of it though.
I wasn't surprised to learn that Thorwal offers a warriors academy in the
southwest corner of town, but I can't say that I'm too excited that it's
run by one of the LittLe People. Probably all anyone can learn there is
how to swing an axe! Gurbosch, of course, is quite taken with visiting a
distant relative, a definition which seems to apply to anyone of the
dwarven race, and is offering our services to help him out, as is typical
among this chosely knit race.
It turns out that there are some problems at this academy, at least that's
what our innkeeper told us this morning. According to rumour, the faculty
and students at the "Old Ungalf," the local name for the academy, have
noticed some thieving on their grounds. It seems that even though the
lower floors are no longer in use and that the entrances to these sections
have been bricked up, that somehow a band of brigands must have found
access somewhere in the lower tunnels. We'll find out the true story soon
enough.
We visited Master Dramosch at the academy today. Even though access is
supposed to be restricted, the guards at the academy's gate are rather lax,
and all you need to do is bark at them like you're supposed to be there.
We found out that not only are their supplies being spirited out from
beneath their noses but one of the their students has been missing for some
days now.
Oddly enough, the academy doesn't seem to possess nearly enough fighting
power, much less magical abilities, to investigate the crime. Turns out
they`re all novices here.
Gurbosch, Delo and Swanja were very taken with the idea of helping out from
the start, but Erinnila and Rhenaya took some convincing. The thought of
spending several days crawling around dark cellars doesn't appear to be to
their liking.
We spent the day stocking up on everything we're going to need to properly
explore the dungeons of the academy. We went to the supply stores of
Mr.Stoerrebrandt-Grassberg and a dwarven arms merchant known as Grollo
Gumbladsson. They are both the best, and the most expensive, offering the
finest selection in town. We made sure to purchase the best arms we could
afford in addition to plenty of torches ropes and tinderboxes. We even
took care to buy throwing irons, crowbars and shovels, as well as food and
water for several days.
Before hiking down to the dungeons with all our supplies we figured we
would spend this night at the inn to be sure of a good night's rest. Delo
performed some kind of magical ritual on his wand the other night, and is
still a little bit tired because of it. But none of us are complaining
about the use of a few soft pillows since who knows when we will next be
able to enjoy a comfortable bed again.
I don't imagine I'll find much time to write of our experiences as we
travel the musty vaults beneath this castle. I pray to the gods we will
survive and to Rhondra for our victory. If we can pass this test we might
be trusted with a truly honourable mission leading us far into the wilds of
the Orcish lands. On we must go, and we must never falter. It is time to
face the darkness. For Rondra! For the Hetman! For Master Dramosch!
BEGINNING: BLADE OF DESTINY
---------------------------
You've just opened the package, installed Blade and are eager to set off on
your adventure. With Blade, it's just a few clicks away! (For the
quickest route into Blade, see your reference card.) In this section, you
may read about Blade's different levels of play to find the one that's
right for you and that suits your taste in fantasy role playing games.
The Novice And Advanced Game
----------------------------
Beginning Blade of Destiny, you may choose between a Novice or an Advanced
Game. While both levels allow you to get an adventure full of challenge,
each is designed for your gaming preference:
. Novice: The novice level is designed for gamers who want to enjoy the
game but don't want to juggle all the statistics that are common to any
role playing game. While playing in Novice mode, your computer
handles all values for skills and magic (including increases). It also
highlights the best character for any task your party is asked to perform
You, may change to Advanced mode any time you restart.
. Advanced: The advanced level offers you complete control over your
characters, statistics, skills and magic, allowing you to custom tailor
your characters. You will have full access to all the statistics that
role players love to collect. As your characters progress through the
game, you may customize these facets even further. While this process
of fine tuning takes time, as does any role playing experience, it allows
you to define your characters to your personal tastes.
Once you select the Novice or Advanced game, you may choose between the
Main Program and the Generation. Since you're new to Blade, select
Generation to create your party. You may also select Main Program to play
with a pregeneated party
How Should You Create Your Party?
--------------------------------
Some people like to create their own parties. Others prefer to play with
ready made characters. Whatever your preference, it is here. There are
four different methods, or routes, you may follow to get your party
together and off to adventure Depending on your Advanced or Novice
selection, you'll have certain choices all of which are detailed on the
next page
Regardless of which path you take to get you and your party together, it`s
recommended you check out pages 16 and 17 for character attributes along
with the Review screen section beginning on page 20. Here, you can learn
about your characters' statistics like LP (life points) and AP (astral
points) and other important facets that are important to characters
regardless of their generation history.
MODE PARTY YOU HANDLE BLADE HANDLES
#1 NOVICE Novice Pregenerated Fun Character Generation
& QUICK Skills (suggest best
character to perform
action)
Magic/Skill increases
TO GET THERE: SELECT NOVICE, MAIN PROGRAM & START.
#2 ADVANCE Advanced Pregenerated Skills Character creation
& QUICK Magic
Fun
TO GET THERE: SELECT ADVANCED, MAIN PROGRAM AND START
#3 NOVICE Novice Created Character Skills (suggest best
& DETAILED Generation character to perform
Fun action)
Magic/Skill Increases
TO GET THERE: SELECT NOVICE, GENERATION AND CHOOSE ARCHETYPE (REALMS
PLACES ATTRIBUTE VALUES) OR NEW ATTRIBUTES (YOU PLACE ATTRIBUTE VALUES
) CREATE SIX CHARACTERS USING APPENDIX A AS A REFERENCE, EXIT GENERATION
AND ADD MEMBER(S) IN TEMPLE
#4 ADVANCE Advanced Created Character Number Crunching
& DETAILED Generation
Skills
Magic/Skill
Fun
Everything
TO GET THERE: SELECT ADVANCED, GENERATION AND NEW ATTRIBUTES AND
FOLLOW THE NEXT CHAPTER IT EXPLAINS THE ENTIRE PROCESS STEP BY STEP
CHARACTER GENERATION
--------------------
Creating Your Characters
------------------------
Creating your own characters is an important part of any fantasy role
playing experience. Nursing them from level one tots to mighty warriors
provides a feeling and a challenge unlike any other. In Realms, you may
create your party in any one of four different ways and on two different
levels. The Advanced Mode allows you full control over each character's
statistics while the Novice Mode provides you with the fastest and easiest
way to create a character.
Once you begin Realms, just select generation to create your own character
Soon, you'll see a generation screen similar to the one below (just click
the right mouse button or press ESC to remove the genetation menu for an
exact replication). Here, you see all the attributes that make up each
Arkanian woman and man,
Character generation in Realms allows you to control all facets of your
Characters development. You may define their statistics individually,
placing each roll strategically ... where you feel it will make a
difference. Or, if you prefer the more casual approach, Realms will do
most of it for you. Although Realm`s character generation is "open,"
meaning you can select the available options in almost any order, it's
recommended you follow the order of the manual, at least for your first
time through.
Deciding On An Archetype For Your Character
-------------------------------------------
Before you begin rolling your characters, it's important to determine what
types of characters you hope to create. Just as on Earth, characters in
Arkania have professions and fields of knowledge they follow, learn and
perfect. Everything from a characters strength to his or her skills is
influenced by their profession. A character's profession is known as his
or her Archetype. In Realms, your characters may pursue anyone of twelve
Archetypes (detailed in Appendix A)
Once you`ve reviewed the Archetypes available and have ideas for your party
make up the actual character creation begins.
Selecting a Name
----------------
Like most good adventurers, Arkanian characters don't like to be referred
to as "Hey You," To give characters a name, select the menu option or click
"Name", on the character screen. You may name your character anything you
like, but his or her name will be abbreviated if it's over seven letters.
Selecting a Gender
-----------------
Next select your character's gender by choosing the menu option or by
clicking on the gender symbol (the upper right hand corner). Characters
may be male or female. Men and women are equally skilled, talented and
trained in Arkania. You may change their gender anytime prior to saving
the character.
Choosing Your Course Of Action
------------------------------
Depending on which generation method you prefer you may select Choose
Archetype or New Attributes.
.Choose Archetype: Selecting this option, Realms allows you to choose
the profession your character will follow from any of the twelve
Archetypes available, and assigns the minimum attribute values for that
Archetype to the character, If you wish to use Choose Archetype, you
may skip to the Choose Archetype section of this chapter on page 19.
.New Attributes: Selecting this option, you take the dice into your
hands. First, decide on an Archetype for your character. but keep
it in your head for the time being. Then, following the minimum
entrance requirements for your Archetype as listed in Appendix A, you
manually distribute the attribute values to qualify for the Archetype.
Characters who are hand crafted in this manner have higher overall
attributes than those created with Choose Archetype. If you select this
option, move to the next section.
Selecting New Attributes
------------------------
Characters earn their mettle when you define their atttibutes. When you
select this option, Realms "rolls" values for their positive attributes
(the left hand column) and their negative attributes (the right hand
column).
Positive Attributes
-------------------
Like you, your characters have certain levels of wisdom, dexterity and
strength among other statistics. In Arkania, the seven positive attributes
are tracked numerically and, for newly created characters, range from 8 to
13.
. Courage (CR): A high courage influences quick decisions, and provides
a high amount of willpower. This can be of value in a fight, when trying
to resist a spell or when conversing.
. Wisdom (WD): This attribute measures the theoretical or "bookish"
knowledge a character has, memory, ability to plan ahead and to think
in abstract terms. This makes it the basis of most magic.
. Charisma (CH): A character with a high charisma value will find it
easier to influence others. Also, his or her team mates will be more open
to the character's suggestions.
. Dexterity (DX): This atttibute is needed to manipulate small objects. It
affects disarming traps, opening locks and other maneuvers which
require slight of hand. It also affects a magician's ability to weave
a magic spell.
. Agility (AG): This measures the ability to move skillfully and to avoid
sudden obstacles. It also helps characters to avoid blows in combat.
. Strength (ST): More than just brute muscle power, this is also the
knowledge of how to use it to the fullest. A necessity for moving heavy
objects, using heavy weapons, strength also determines a characters
maximum load.
. Intuition (IN): It's not necessarily anything you heard or anything you
saw, but something just tells you that something's up. A characters
intuition affects their ability to perform many skills and also influence
a magic user's ability.
You`ll see Realms initial roll on your screen. This roll, a 13 lets say
can be used for any of the seven attributes; you select which one depending
on the Archetype you`re hoping to create. After placing the first value,
Realms will roll again until you have placed each roll with a positive
statistic.
Negative Attributes
-------------------
Next you'll assign values for the negative statistics just like you did for
his or her positive atributes. Keep in mind that Archetypes have negative
attribute requirements as well. The seven negative attributes, which range
from 2 to 8 for new characters are;
. Superstition (SN): Characters with high superstition notice certain
things, black cats and the like, and instantly understand their meaning.
A high superstition often makes a character particularly susceptible to
magic.
. Acrophobia (AC): A fear of heights, leading to a distinct feeling of
vertigo. A large acrophobia value can be a severe handicap when forced
to cross a suspension bridge or standing at a cliff edge.
. Claustrophobia (CL): The fear of being buried alive which can close
in when traveling through narrow halls and low corridors.
. Avarice (AV): The urge to gather gold, jewelry and other precious
items. A character gripped by avarice will often forget all else happening
around him or her just to loot something that has caught his or her eye.
. Necrophobia (NE): A particularly terifying fear of death and anything
connected with it, especially the undead, mummies, zombies, and
skeletons. A character with a high necrophobia value will sometimes
refuse to fight against undead and may run away instead.
. Curiosity (CU): A healthy amount of cutiosity is something of a
prerequisite for a true hero, but too much of evetything is a curse, and
so it is with curiosity. Magicians especially are often overcome with
curiosity upon discovering old scrolls and magical artifacts.
. Violent Temper (VT): A character with a violent temper is easily
insulted and quick to draw a weapon to right any perceived wrong.
Select Archetype
----------------
After assigning your character's attribute values, choose Select Archetype
Realms will show you alist of Archetypes your character qualifies for.
Just select one to make it official. At times, however, you may see that
the character you've created doesn't qualify for any Archetype at all. In
this case, Realms will tell you that you've failed to meet the minimum
entrance requirements for any Archetype Perhaps, he or she is just a point
or two shy where it counts. You don't need to start over. just roll the
dice a bit more! Select the Change Attribute option, covered in the next
section, to modify his or her current values. If you find yourself miles
away from your desired Archetype, though, you may also select New
Attributes and re-roll.
Change Attributes
-----------------
When you 've placed all of your rolls and are still just one point away
from creating that Silvan Elf that you've been trying for, don't worry ...
you still have another option open to you. Change Attributes allows you to
alter both positive and negative attributes by trading off points between
the two.
For example, a Silvan Elf requires an agility of 13, but, let's say, in
your attempt to create this Archetype, your agility is only 12. Otherwise,
you qualify for the Archetype. It's just too close for a re-roll, so you
select Change Attributes. Realms shows you a menu listing all of the
positive attributes. Select the atribute, agility in this case, and you'll
have the option to increase or decrease the atribute value Selecting
increase, his agility jumps to 13.
But, there is a price .......for every one point change you make to a
positive attribute, you will be required to make a two point change to a
negative attribute.
After you increase the positive atribute, Realms shows you a menu of
negative attributes ... and asks you to trade off for the positive
increase in agility by increasing your negative attributes by two points.
You may put both increases in one attribute or split them between two
different atttibutes. Just be carefull not to alter a negative atribute
above (or below) the minimum entrance requirement for the Archetype you're
hoping to create.
Change Attributes also allows you to decrease negative atribute values.
For example, say that same Silvan Elf has a 5 for avarice, but needs a 3.
You can use this option to decrease two points from your negative
attributes by choosing to remove one point from a positive attribute.
Regardless of which way you do your point trading, remember that positive
attributes cannot be decreased below 8 or above 13. Negative attributes
can not go below 2 or above 8. Additionally, once you begin to change an
atttibute you may not turn in the other direction values that are lowered
may not be raised later on. Likewise, values that are raised may not be
lowered. You may, however continue heading in the same direction.
When you have completed the adjustment to your character's negative at
tibutes, Realms will return you to the character screen. Just right click
or hit PgUp to return to the menu options. If you have further changes,
though, select Change attributes again.
Choose Archetype
----------------
If you prefer to select your Archetype without rolling all the attibute
values yourself Realms will do it for you, by selecting Choose Archetype, A
menu shows you a list of all available Archetypes in the land, and allows
you to select the profession of your choice. Once you have selected an
Archetype, Blade automatically gives the character his or her attribute
values.
While using choose Archetype is quick, characters created by this method
have certain drawbacks:
. The characters attribute values will be the minimum amount required
for entrance into the Archetype you've selected. Characters created
manually tend to benefit from the "roll of the dice."
. Their positive atttibutes will not be above 12, versus 13 for manually
created characters
. Their negative attributes will not be below 3, versus 2 for manually
created characters
Choosing An Arcane Lore
-----------------------
If you created a magician or magicienne, You will be asked to choose the
character's preferred arcane lore. Arcane lore influences the character's
magical focus and affects his or her spell casting skill for the selected
category. The different lores as well as their magical spells are covered
in the Arcane Lore section of this manual. In the Advanced mode, a
magician or a magicienne also has the option to convert increase attempts.
You may choose to trade either spell increase attempts for skill attempts
or vice versa. Additionally, this Archetype can give up 10 spell increase
attempts for an additional 10 astral points (AP). (For more information,
see page 23).
Choosing A Portrait
-------------------
After you've chosen your Archetype, a selection of portraits will be shown
appropriate for your Character's Archetype and gender, Just click on the
arrows to scroll through the available portraits.
Additional Character/ Archetype Attributes
------------------------------------------
With your character's Archetype in place, you'll see that he or she has
several, new attributes.
. Money: As in any World, money is an important commodity in Arkania
This statistic shows the amount of money your character currently has
(and, hey, there's no income tax in Arkania).
. Gold Ducats: Are the highest form of currency and are displayed as "D"
. Silver Crowns: 10 Silver Crowns equal a Gold Ducat. Silver Crowns
are displayed as "S.
. Copper Bits: 10 Copper Bits equal a Silver Crown. Copper Bits are
displayed as "B."
You may see, for instance, 10D 2C 5B on your character's screen. He or she
has 10 Ducats, 2 Crowns and 5 Bits, Your character's make up and a bit of
luck determine how much money he or she receives.
. Height and Weight: Help to define the physical aspects of your
character and are based on the Archetype you selected for your
character
. Deity: A character's deity is very important in Arkania. Based upon the
month the character is born, the deity determines the character's
general way of life and may offer bonuses to attribute or skill values
(then again, they may not .... deities are funny that way). Throughout
this world, temples offer respite for travelers, and occasionally, charac
ters in need may enjoy divine help. Steady worship and sacrifice to their
deities will go a long way toward making a favorable impression on the
Gods
. Life Points (LP): Represent the amount of damage a character can take
before it dies. A character's life points are based upon his or her
statistics. and increase with experience. Should the life points reach
five or fewer. the character will lose consciousness; he or she will
die at Zero. Life points can be regained through sleep, potions or
magical intervention.
. Astral Points (AP): All kinds of magic are powered by astral energy
which is measured in astral points. These points represent the amount
of magical power your character has and also the amount of points
available to cast spells. Astral points are also based upon your
character's Archetype. Astral points increase with experience and are
replenished through sleep, potions or meditation.
. Endurance: Reflects your characters ability to withstand strain and is
a key factor in the movement points the character has available, and
how much burden can be tolerated before sacrificing movement points.
Endurance is based upon a characters life points (LP) and strength (ST)
. Magic Resistance (MR): Represents a characters ability to ward off
the effects of magical spells. A characters magic resistance is based
upon his or her courage (CR) wisdom (WD) and superstition (SN)
For Novice Mode
---------------
If you`re creating your character in the Novice mode, you`re nearly done.
Skip to page 24 to save your future hero. Your characters have all the
values that may be customised in the Advanced game, skills, attack, and
parry values and magic powers, but Realms automatically handles skill and
spell increases, assigning and tracking all of their calculations for you.
For Advanced Mode
-----------------
If you created your characters in the Advanced mode, you may further
customise your characters in three areas: skills, attack and parry values
and, for magic users magic. These changes are explained the the following
sections.
Increasing Skill Values
-----------------------
Arkanian characters have lots of skills that are needed in their world.
When you first create your character in the Advanced mode, he or she is
given a set of statistic values that reflect the standard training for a
character of that Archetype. To review your character's skills, click on
either arrow at the bottom of the generation screen until you reach any one
of the character's skill screens. Press the arrow again to review more
skills (Skills are fully explained in Appendix B: Skills.)
At the bottom of the skill screens between the arrows you`ll notice:
REMAINING ATTEMPTS : 20. This number may vary depending on the characters
Archetype
Your characters remaining attempts are a chance for you to increase skills
you consider important for the character and your adventure in Arkania. To
attempt a skill increase:
. Move to the skill screen that contains the skill you want to increase.
. Press the right mouse button to open the Skill Increase Menu.
. Next, select a skill group.
. From the group you have selected, choose a skill to increase. Blade rolls
a die to determine your success or failure, and tells you of the out come
. Repeat these steps until all of your skill attempts are used.
While increasing your skills, keep the following things in mind:
. Combat and Intuitive skills cannot be increased by more than one point
when creating characters or when gaining levels.
. Knowledge skills cannot be increased by more than three points when
creating characters or when gaining levels.
. All other skills areas cannot be increased by more than two points
per level.
. If you increase a Combat skill, you will increase the skill's attack
and parry value as well. You may further adjust these values, though
this is covered in the following section.
. You have three attempts available to increase any one skill. Should you
not succeed in increasing a skill within those three attempts, wait until
the character gains a level of experience to try again.
. The highest skill value possible is + 18. The lowest value is a -20.
Changing Attack And Parry Values
--------------------------------
A character's attack and parry values reflect their statistics and combat
skills and determine how they perform in combat. In general, there are two
different parts to the attack and parry values.
Understanding The Values
------------------------
1. Basic Values: Overall reflections of the character's ability to fight
offensively (ATtack) and to protect defensively (PArry).
AT: The basic value for Attack is based upon your characters
courage (CR), agility (AG) and strength (ST).
PA: The basic value for Parry is based upon your characters
intuition (IN), agility (AG) and strength (ST).
2. Mode Values: Mode Values are based upon the combination of your
characters actual combat skill (SV, from the skill list) and the
Basic Values. Like the Basic Values, Mode Values are split into two
categories, attack (AT) and parry (PA).
Modifying The Values
--------------------
While Blade initially determines your character's Mode Values, you may
change the individual AT (attack) and PA (parry) values to suit your own
taste. If you prefer an offensive hack slashing type character, increase
their AT values. If, on the other hand, you prefer someone whos better at
protecting him or herself from a blow, increase their PA values.
Increasing values is easy, just remember the total from Step 2 in the above
example (Naturally. this total may be different for your characters and
varies from Mode to Mode). To get this total, add both Basic Values
together, and then add the SV (skill value). You may split this number
between the Mode's AT and PA values anyway you like so long as they do not
fall below the AT or PA Basic Values. For instance, if your total is 14
and your Basic Values are both 6, like above, you can have an AT value of 8
and a PA value of 6 (or 7 AT and 7 PA and so on.As you distribute the
values, consider where you want the character's proficiency to lie:
defensive moves or offensive moves. Though they are calculated the same
way, the values for missile weapons and thrown weapons may not be changed
What happens if a character has a negative combat skill value? You won't
be able to do any adjustments for starters. The negative value is
subtracted, more or less evenly from the character's Basic Skill values to
produce the AT and PA values. If the characters skill level is so low that
it exceeds the total of the Basic Values, he or she would have zero AT and
zero PA. He or she will not be able to protect themselves from such a
weapon's attack, and can't attack very well with it either. (Hey norm, old
buddy. That was a fine trick you pulled with that sword. Must say I`ve
never seen any one miss monsters with such grace and defiance. You did a
heck of a job on those air molecules, though, I can`t tell, they're
hurting)
Increasing Spell Values
-----------------------
Magic users in the Advanced mode may also increase their current spell
values Just like increasing skills, Realms allows your character a certain
amount of attempts, magical bonus points of a sort, to increase spell
values. Obviously, characters who are not magically gifted won`t have this
option. To attempt a spell increase:
. Move to the spell screen that contains the spell you want to increase.
There are seven screens of spells, and each is fully explained in the
Arcane Lore section of this manual
. Press the right mouse button to open the Spell increase Menu
. Next, select a spell group
. From the group you have selected, choose a spell to increase Realms
rolls a die to determine your success or failure, and tells you of the
outcome
. Repeat these steps until all of your spell increase attempts are used
While trying to create a super spell caster, keep these things in mind:
. Depending on your characrer's Archetype, he or she will have a varying
amount of increase attempts. Magicians and Magiciennes have 40,
Druids, Druidesses, Warlocks and Witchs have 25. All Elves have 20
attempts.
. Certain spells have increase limits. After all, a level 1 character who can
blow up Thorwal and most of the surrounding fauna does not a
balanced game make. The limits depend on your character's Archetype
. Spells that are part of a character's Archetype can be increased by two
points when you first create your character and as he or she gains levels
(See the Arcane Lore section of this manual for further information)
. Spells not in a characrer's Archetype can be increased only a single point
when you first create your character and as he or she gains levels,
. Magicians and Magiciennes can increase all spells belonging to their
Arcane Lore by 2 points when you first create them and as they gain levels
. Musicians and Magiciennes also possess certain "house spells" they can
increase up to 3 points when they're first created and as they gain levels
. You have at most three failed attempts available to increase any one spell
Should you not succeed in increasing a spell with those three attempts
wait until the character gains a level to try again.
. Your character cannot use any spell with a value below - 5, (In fact, it
might be downright dangerous if they could,)
. The highest spell value possible is + 18.
Saving Your Character
---------------------
Once you're happy with your character, select Save Hero to add your
character to the ranks of the elite, albeit inexperienced adventurers,
awaiting you. If your character profile is incomplete, or if another
character by the same name already exists, Blade will let you know
A New Hero
----------
Once you,ve saved your character, select New Hero to create another
character New Hero is also helpful if your current character isn't cutting
it, and you'd like to begin anew with a fresh slate of attributes
You may create as many characters you like, and select up to six to join
you in your adventure. The program comes with six pre-rolled characters
that you may use as well. Newly created characters maybe added to your
party at the Temple of Travia in Throwal
Exit Program
------------
Select Exit Program to exit the character generation and autonmatically
enter the Realms of Arkania Blade of Destiny Main Program. To return to
the character Generation program, you must exit the program and restart.
CHARACTER DEVELOPMENT
---------------------
Gaining Levels
--------------
As your characters travel through Arkania, they will gain experience points
as they face numerous foes, perform herculian tasks and overcome other
perils common to daily life in Arkania. When your characters accumulate
enough experience points, they become eligible for new experience levels.
These levels, along with all their benefits, are granted in towns. Here,
citizens recognize the importance of your deeds; Orcs in the wilds of the
forests, on the other hand, could not care less
To reach the next level of experience, characters need to gain:
EP | LEVEL EP | LEVEL EP | LEVEL
| | |
0 | 1 15000 | 3 50000 | 5
5000 | 2 30000 | 4 75000 | 6
When your character gains a level, they will enjoy, numerous benefits:
. You may choose to increase any positive attribute, followed by a
decrease of two points to your negative attributes.
. Life points (LP) will increase by up to six points. For magic users, these
points may increase by up to eight points
. Magic users may divide these eight points between LP and AP
In The Advanced Game
--------------------
If you are playing in the Advanced mode, you will have the opportunity to
use skill and spell increase attempts to continue to shape the ideal
character, much as you may have or would have done in the Advanced
Character Generation. Additionally, other factors come into play:
. Archetypes get 20 skill increase attempts except for the Magician and
Magicienne who receive 15
. When increasing combat skills, you will have the opportunity to adjust
AT and PA values.
. Spell increase attemnpts depend on Archetype Magicians and Magici-
ennes receive 40, Druids, Druidesses, Warlocks and Witches recieve
25 and Elves receive 20
. With the exception of Elves, magic users may convert skill increase
attempts into spell increase attempts and vice versa
. Magicians and Magiciennes may forgo some spell increase attempts in
return for astral points
When your chatacters gain a level, it's agood idea to save your game at the
nearest Temple
TOWNS CITIES & VILLAGES
-----------------------
With your team of heroes eager for adventure, their swords polished and
held high, you're off to Arkania to explore all it has to offer. Your
journey begins in the Temple of Travia located in the heart ofThorwal.
Visiting Temples
----------------
Like temples throughout Arkania, the Temple of Travia offers your party
respite from its adventure, a chance to kick back, have a word or two with
a deity, and if the stars are right, your characters might even benefit
from a miracle. These Temple options are available to you.
ADD CHARACTER
If you created your own characters select this option to form your party.
You`ll see a list of characters eager and ready and may select up to six.
You may also use this option to add one or two characters to your party
(after removing the same amount of course) at any time during your
adventure.
Note: You may add newly ctreated characters to your party at the Temple of
Travia in Thorwol. At all other Temples you may only add characters who
have been let go at that location.
LET GO CHARACTER
Sometimes characters just dont turn out to be all that you had hoped for.
Perhaps your parties Archetype mix could have been a bit better. If you`re
so inclined to remove a character from the group, select this option to do
so. You`ll see a list of your parties members and with just a click you
can remove any character from the group.
ERASE CHARACTER
The permanent version of LET GO CHARACTER erase Character removes the
unlucky one from Blades register of characters. Party members may not be
erased however until they are Let Go from the party. keep in mind that an
erased character is gone for good.
LOAD GAME
Your party has just come from a tavern or rather was summarily thrown out
of the tavern - after your rogue assured you he could cheat the best of
them and only ended up with someones pocket lint. Not exactly the plans
you had in mind. It`s the perfect time to Load Game. A list of the
currently saved games will be shown. Select the proper game, and your
affairs will once again be in order. To begin with an empty slate for a
new party, select None, or select Start to use Blades set of pre-rolled
characters.
SAVE GAME
After a particularly hectic encounter, or perhaps a good bit of sleuthing,
it's a great idea to save your game, and Temples are the most rewarding
places to save it. Parties brave enough to travel from temple to temple
between saves recieve the full value of their experience points. Parties
who save outside of temples lose 50 experience points per save (saving
every other step doesnt an adventurer make). When you select Save Game you
will be shown the list of current saves (if you`ve just begun, you`ll see
the start, Game 1 and so on). Select any game slot and customize its name
if you wish.
END GAME
Select this option to end your travels in Arkania. This option will not
save your game. Select Save Game first if you wish to do so.
ASK FOR MIRACLE
It never hurts to hope for a bit of divine assisstance When your party asks
for a miracle, two factors come into play:
1. Does any character worship this particular deity? Who?
2. Has your party paid their due respects to the deity?
If your character is successful, he or she may recieve the benefits of
their pious worship (or their generous contributions). Keep in mind though
that like here on earth, miracles in Arkania are not a common occurance
DONATE
It never hurts to butter up your favourite deity, and donating a few silver
crowns to his or her cause is one of the best ways to do it, When you
select Donate, you will be asked to enter your tithe in silver crowns, and
will remove the money from your packs
LEAVE TEMPLE
When you've finished worship, select Leave Temple to return to the streets
of the city.
The Review Screen
-----------------
After youve rounded up your party and take a minute or two to review one of
your characters (just double click on their portrait), you'll notice that
he or she has several new attributes that weren't apparent during character
generation. Additionally, when you review your characters, you'll also
have new options available to you.
The character review screen shows you everything you need to know about
your character, and also allows for their feeding and care. Nearly every
section of the review screen offers some kind of informtaion.
New Statistics
--------------
Once characters are generated and have joined your party, they acquire
three new, secondary statistics, each of which are seen in the character
review.
. Encumbrance (ENC): A character can only carry so much before his
knees start to buckle and his back gives out. Encumbrance tracks this
load, and tells you how many ounces of armour, weapons and supplies
a character carries - At most, a character can carry 100 x strength (ST)
ounces, However, characters who push the limit or exceed it are not
able to move as quickly or as much, and lose movement points.
. Movement Points (MP): A character's movement points determine
how far they can travel and how many actions they can perform in one
round of combat. The higher the movement points the better
Characters with low movement points may be carrying too much
around.
. Armour Class (AR): A characters armour class shows you how well he
or she is protected against a creatures attack. Armour class ranges from
0 (stark naked) to 11 (scale mail over chain mail covered with plate
armour and a bullet proof vest).
The Value Of Statistics
-----------------------
When you review your characters, you`ll notice that their statistics have
two values: a base value and the current value.
. Base Value (right): The statistics normal level.
This value changes only when characters gain a
level. It serves as a reminder of the actual values peak level.
. Current Value (left): the current level of the
statistic that changes as characters become hurt or
suffer a malady or are influenced by magic, potions or herbs.
As characters travel through Arkania, the values for certain attributes may
change. When a character is hurt by a monster, for instance, the actual
value of LP (life points) will decrease. Other times, the atttibutes are
affected. Charisma for example, goes down when characters become
intoxicated.
Eating And Drinking
-------------------
After a hard day's travel, your characters are hungry, their throats are
parched and they're all looking forward to a good meal. To serve up
dinner, just review your character. Characters eat "rations," picnic style
meals with good helpings from each food group, Nearly every chandler's shop
offers rations, and your party may occasionally find several left behind by
wandering groups or hunt down dinner in the wild. Along with rations,
characters take water to soothe their palates. Carrying their waterskins
everywhere, characters may refill their skins at the many streams and
rivers that weave through Arkania.
To feed your characters or to give them drink, pick up an approptiate
item (a waterskin for example) from the inventory by clicking on it with
the left mouse button. Next click on the mouth icon and it hits the spot.
The characters hunger or thirst lines, depending on what you fed them, will
reflect the satisfaction of these basic needs. This icon is also used
should you wish to consume a herb or potion.
Unlike Earth, characters in Arkania can eat all they like withour gaining
weight However if you try to feed a character a something thats not
normally eaten (Thanks but I`ll pass on the filet of leather boot) Realms
will let you know.
Examining Items
---------------
To look at an item in your character's possession, click on it followed by
the eye icon. You will be told what it is, and what condition it is in.
Items In The Backpack
---------------------
Every Arkanian character has a backpack, a place where they can store up to
16 items. By left clicking on an item to select it, it highlights red.
Characters can drop it, give it to another player or use it in some other
way. Handling items, in all different ways, is covered later on in this
section under Review Options.
Items On The Body - Equipping Characters
----------------------------------------
In addition to their backpacks characters may carry seven items on their
body. These items are considered "equipped" and at the ready. Obviously,
a sword in the backpack won't be nearly as as useful in combat as a sword
in the hand (unless you fall backward onto a monster. that is) Items such
as swords affect your character's performance in combat.
Items that cover parts of the body work to improve their armour class (AR).
Each of the seven carrying slots represents a part of the body. To equip
your character, just select an item from inventory, and drag it to the
approptiate body icon. Boots, for example, would go in the Foot Covers
icon. Should you try to equip something your character can't wear, like
pants on his head, Blade will let you know.
The Left & Right Hand
---------------------
While most of the body icons are used for armour and clothing, the left and
right hand icons have a special significance. Only items in those two
boxes can be used instantly.
. Right Hand: The right hand is the weapon hand. This weapon will be at
the ready should a monster approach. If characters don't have a weapon
here and are attacked, they will have to arm themselves in the first
round, losing precious time, or fight unarmed.
. Left Hand: The left hand is the potion, herb, shield or missile hand. The
items in the left hand are held readied for use at a moment's notice
during combat (for more information, see Use Item in the combat
section).
Review Option
-------------
While reviewing your character, you have numerous options aside from
equipping them or investigating their basic statistics. To see the options
available to you, click the right mouse button You`ll see a menu box. To
select any option highlight it and press the left mouse button.
. Change Name: Just as it implies you may rename your charcter by
selecting this option
. Use Object: Some items can be used, like using a tinder box to light a
torch or using a scroll by reading it. Select the item gfollowed by Use
Object. If you select an item which cant be used like leather leggings
Realms will let you know.
. Drop Object: If you're hoping to lower your encumbrance, or if your
character is pack ratting a lot of junk, you can get rid of it using Drop
Object. First, select the object you wish to drop, then select Drop
Object. Items that are dropped are gone for ever. Just in case you made
a mistake, Realms will ask you if you really want to Drop the item before
it Disappears.
. Sickness: This Option will only appear on the menu if the character is ill
After selecting it, you will receive information about the characters
condition.
. Poisoning: This option will only appear on the menu if the character
is actually poisoned. After selecting it, you will receive information
about the character's condition.
. Use Talent: Certain skills may be used while reviewing your Character
Generally, these skills are of the healing variety, Treat Wounds for
example. To use any of the skills available, just select it.
. Cast Spell: To have your character whip off a spell, select Cast
Spell. You will be asked to choose the spell group, followed by the
actual spell. In general healing or adventure type spells (like light
spell) are the type that you would cast in review. Detonating a fire
ball into empty air, after all, could prove rather hazardous, not to
mention a waste of time.
. ATT/PARRY Values: To toggle between the characters basic values
and his/her Attack and Parry values select this option. This option
is only available in the Advanced mode
. Skills: To review a characters skills, select the skill option. This
option is only available in the Advanced mode.
. Magic Skills: Magic skills allows you to review your characters magical
proficiency This option is only available in the Advanced Mode.
. Exit: Selecting this option you leave the characters review and return,
to the Main Screen.
Trading Items
-------------
That wand your warrior found would certainly be better used in the handsof
your Magicienne. So naturally he hands it over. To trade items between
characters, click on the item to select it as your cursor. The inventory
square will be highlighted in red. Next, click on the arrows under the
character's portrait until you reach the character you desire. Once there
just deposit the item in his or her inventory by clicking on an empty
backpack icon. If you place the item over a full inventory spot, however,
the items will swap.
Merging Items
-------------
Items that are alike and that can be grouped can be merged in Arkania. To
merge two items, like two rations for example, click on one item to select
it. The cursor will shape itself as the ite m, and its inventory box will
be highlighted in red. Next, click on the item to merge it with. If the
items may be merged, they will join together, occupying only one spot in
your character's inventory, If the items cannot be merged, you'll just swap
one for the other.
Managing Your Funds
-------------------
Arkania is an equal opportunity world. All members of the party, man and
woman alike make an equal amount of money for their efforts. This money
goes into the partys coffer with each character having an equal share.
When your party visits a merchant, this money goes into a community slush
fund, allowing the party to pool their money for goods that need to be
purchased.
Main Play Screen
----------------
Steppin out into the sunshine and fresh air, your party looks around and
takes in all they have yet to explore. welcome to Thorwal. As you travel
this town as in any other town, the screen and options below will be your
guide.
Each section of the Main Play Screen offers you a bit of information about
your adventure, takes you to another place or allows you access to other
features
The Main Window: Through the main window you'll see everything around you
and to your sides. Moving the mouse pointer up, down or to the sides shows
the directions you may travel, and a click will get you on your way.
Credits: Click the Realms of Arkania Logo to reveal the people behind the
game.
Time: Your characters have places to go and things to do, so they
naturally need a watch to go by. As the days pass, you'll see the sun rise
and set; the moon will come to take its place Clicking on the time tracker,
will tell you the current day, month, year and time.
Direction Indicator: The compass tracks your every move and reports your
party's current bearing - North, South, East or West.
Location & Info: The program allows your party to know their current
whereabouts whether it be a town, Thorwal for example or a place within a
town, Temple of Travia," and reports it in the Location & Info line.
You'll also see other important messages here.
Character Icon : All characters in your party have their own icons that
show their most important attributes. Besides a character's name, life and
astral points, an icon also has two other important functions:
Moving a Character: Click once on a characters icon and it will follow
your mouse. Now click again on another character's icon. The two will
change places.
Reviewing a Character: To get the complete scoop on any character, double
click on the character's portrait to move to the character screen. You may
review your character almost anytime during play. For the complete run
down on a character's review see "Reviewing Your Charac- ter" beginning on
page 29 of this manual.
NPC: Occasionally a non-player character (NPC) may wish to join your party
for a stretch of its adventure. When you have such an NPC along, his or
her icon will appear here (See the Arkania's Residents section of the
manual for further information.)
Main Screen Options
-------------------
The movers and shakers of the main play screen are the Game Option Icons.
Here you can do almost anything.
Split Team: There are times when adventurers are torn between two or more
different quests that call their attention. At other times it may be a
member of the party who is unable to travel. Each seems important Each
warrents attention. Not a problem. Split the team. Realms allows. you
to separate your party into two or more independant groups, each of which
travels as they please. Selecting this option you will see a list of your
current perty members. Just select those players who will form the
separate team. When you opt to separate your group keep in mind:
1. You can control only one team at a time.
2. Active team members icons will appear as usual. Characters
in other teams will have shaded icons.
3. Time passes simulaneously for the separate teams.
4. You can unite teams using the Unite Team option only
when they are both at the same location.
5. Occasionally, splitting the team will allow the party to travel
more quickly, and infinetly easier, than with a full team.
6. In the automap mode the team you`re not with will appear as a purple
arrow.
Unite Team: It`s been a long hard road for both teams, and the reunion is
at long last here. When you`ve split your team, use the Unite Team option
to re-group. When the two teams are at the same location the Unite Team
icon will be available; at all other times, it is crossed out. Just click
to join the two teams together.
Next Team: While your party is split, you can easily flip from one party
to another. Clicking the Next Team icon you instantly join the other party
(at which point they put away their laptop and get ready for some serious
stuff). if your party is split into three or more groups this option
scrolls from one to another in the order they were split.
Game Options: A click of this icon gets you behind the scenes and lets you
perform several game functions. Moving to the book screen you`ll see the
time and date, a description of your current location and the following
game options:
Load Game:Just like the Temple options you can load a previously saved game
using this option. Just select one from the menu of six saves.
Save Game: While out on an adventure, it is possible to save your game at
nearly everytime. Just select this option to do so. You will be presented
with your current list of saves. Select one and rename it if you wish.
Caution: Its better to save your game at a Temple found in nearly every
town or city. Blade rewards players who brave it from town to town those
who take the safe approach and save outside of Temples will lose 50
experience points each time.
Erase Character: Select this option to permanently remove a character
from the register. You may only erase characters who are not in the party.
Erased characters are gone forever
Examine Map: As your characters travel through Arkania. they will come
across numerous informative map fragments To view them select this option.
Display the map pieces your party currently possess are displayed and you
are shown where they fit into the overall, larger map.
View Diary: Your characters keep a log of their travels. You may view it
any time by selecting View Diary. You'll see a listing of their travels by
Date, month and location.
Adjust Performance: An option that would have been ideal during final exam
time. Adjust Performance allows you to slow down or speed up according to
your system's speed. The default setting is 4. Use setting 1 for faster
combat; use 10 to slow it down.
Toggle Sound: When you just can't sleep but others can, this allows you to
turn its sound on and off
End Game: When your day in Arkania is at an end, select this option to
return to the real world. This option does not save your Game. Select
Save Game to do so.
Back To Game: When you`ve finished saving your game, toggling the sound or
otherwise, click the right mouse button to return to your adventure.
Map: While in towns and dungeons, your party's progress is automatically
tracked. To view your party's current automap, just select this option
With the map on your screen, you'll note its many colours:
Town & City Automap
Black..........Unexplored Areas
Dark Grey......Street or Path
Bright Orange..Journey Point
Green..........Meadow
Blue...........Water
Purple.........Healer
Light Blue.....Tavern or Inn
Deep Red.......House
Orange.........Temple
Light Gray.....Merchant
Deep Green.....Smithy
Yellow Arrow...Active Team
Purple Arrow...Inactive Team
Dungeon Automap
Black..........Unexplored Areas
Bright Orange..Wall
Light Green....Trap Door in Ceiling
Dark Green.....Trap Door in Floor
Light Blue.....Stairway Up
Blue...........Stairway Down
Deep Red.......Door
Purple.........Teleport Field
Light Brown....Chest
Yellow Arrow...Active Team
Purple Arrow...Inactive Team
While in Map mode, you may scroll the map picture to the right or left
should the entire map be larger than your screen. Just select either the
Move Right or Move Left icon to do so. You may also click on the left or
right sides of the map itself.
Back to Game: Select this option to return to Arkania
Cast Spell: While travelling in town, you may need to cast a healing spell
or an adventuting spell. Select the Cast Spell option to do so. You will
be asked to select a character to cast the spell, its group and the spell
name. (For further information on spells and their casting, see the Arcane
Lore section of the manual.)
Camp: After a long day trekking through Thorwal's taverns, there's nothing
quite like a good night's sleep. When that urge to get some shut eye hits
your characters, click the Camp option. Out come the sleeping bags as your
characters drop in their tracks. remember however that sleeping in the
streets isnt always a good idea. Aside from its effects on your reputation
as respectable heroes, your party may be robbed or otherwise rudely
awakened.
While your party sits discussing the day's events, you will have several
options:
Set Guard Duty: Since sleeping characters are all too easy a prey for
looters and other creatures of the night (or day, depending on how crispy
you are), setting guard duty is an important task. You will be asked to
assign guards for three different shifts (although the late shift gets no
overtime). Naturally, characters assigned to the various shifts will not
get the full benefits of sleep while guarding. Keep in mind that
characters with high intuition skills make the best guards.
Use Talent: While sitting 'round the campfire, your Char- acters survey
their wounds and hope for treatment. By selecting the Use Talent option a
character may treat others for poison, disease or wounds. after selecting
the desired action, you will be asked to select a character to perform the
treatment. Remember, characters with the highest skill levels for Treat
Poison, Treat Disease and Treat Wounds are the best performers for the
respective malady. In fact a poorly skilled character may worsen the
situation by injuring the patient further. if you`re playing in Novice
mode the most skilled characters name will highlight in yellow. ln Ad
vanced mode, you must determine the best character your self. After
selecting the healer, choose the one who is ill. The character will apply
his art, and Blade will let you know the outcome.
Use Magic: Just as in the main Cast Spell option, your characters can cast
day`s end spells while in camp. You will be asked to select a character to
cast the spell, its group and the spell name. Protective and healing
spells are especially popular with happy campers. (For more information on
casting spells see the Arcane Lore section of the manual).
Sleep: When all is said and done, the pillows hit the ground and your
characters drift off for the night. With a click on the Sleep icon, you
will be asked how long you want your characters to sleep. With the hours
known, your characters head off to la-la land and recieve sleeps potential
benefits; Healing, curing of sickness and an increase in the characters
astral points (AP)
Back To Game: If you werent really tired after all, but merely wanted to
check the status of your pillows, this option will return you to Arkania
and active adventure.
Pause: If you need to pause game play at anytime, just press P. Press any
other key to resume play.
Visit Market: Throughout Arkanias many towns and cities you`ll find
numerous vendors peddling their wares in the cities markets. In their
booths you can find the finest in armour, herbs and other goods that your
party may need on an occassional or daily basis. When you`re in the area
of such a market, the Visit Market icon will be available otherwise this
icon will not appear. When you opt to enter the market you will be shown a
menu of vendors whose tables are out and about Select one to enter their
booth, Once inside, lots of options are available.
Visiting The Markets & Merchants
--------------------------------
Visiting a town's market is often the highlight of many adventures.
Sequestered in box-filled booths, the vendors wait inside to offer you the
essentials they have for sale, an inventory which changes as merchant sell
and get new wares. When your party enters a market area (see Visit Market
section above), the Visit Market icon will be available. Just click its
icon to see the vendors waiting for you. Once you select a booth to enter,
the browsing begins, Entering a merchant's shop or a market booth, you'll
see the following options:
Buy Goods: The merchant allows you to look at his or her wares. The price
along with a picture of each item is shown. The merchant also identifies
the item as usable (yellow) or unusable (white) by highlight ing the
characters name. Of course you`re welcome to take a look around. Move the
cursor box over an item to see its price and the item's name, On the
location and Info line, you'll see: 0 Torch. The "0" (zero) reflects the
number of items cureently in your shopping cart for purchase, and torch
tells you the name of the item. If you`re interested in the item, just
click on it, and the 0 will turn into a 1. if you want to purchase two,
click again. Another click will bring you to three and so on. Should your
mouse finger get a bit over eager, just click the right mouse button to
return an item to the shelf. After you have finished with one item, you
may move onto the next, and make your selections in the same manner.
Viewing your selections is just as easy. Just move through the list
holding the pointer over items to see 0 of this 2 of that and 1 of yet
another item. when you`ve finished making your selections on page one of
the merchants catalog you may move to page two.
Next/ Previous page: If a merchant has a large selection of goods, it may
take more than one page to present it. Selecting these options you move to
the next page or the previous page in the merchant's catalogue.
Haggle(PayForGoods): With items in your cart you approach the merchant.
Since he or she is the owner and chief executive officer of this sole
proptietorship (with no reporting to the taxman), the chance to dicker the
merchants price down is available to your party. When you select Haggle
you will be asked to enter the discount you`re hoping for and will show you
the range of bearable discount. After you enter the discount 10 for 10%
for example, select a person to do the haggling. Of course a person
skilled in Haggle has the best chance of making a favourable offer. In
Novice mode will be highlighted the most skilled; in Advanced mode you have
to select the character yourself. With the offer made the vendor mulls it
over. Depending on your tact, diplomacy and haggling skill, he or she may
accept it, grip at it or, after three insulting offers throw you out of the
shop. Keep in mind that one ticked off merchant may pass word to another.
Of course, if you feel the merchant's prices are good, or if you wish to
impress him or her, you may enter "0" percent to purchase the items at
their shelf price
Leave: When you've finished, or if you are not interested in the items
offered, select Leave to return to the main market offerings.
Sell: Maybe you`re hard up for Ducats. Perhaps you have one to many
daggers hanging around your belt. Whatever the reason you`re interested in
selling some of your items. just click Sell followed by a character to do
so. Soon you`ll see a catalogue of your characters items along with the
price the vendor is willing to pay you. In most cases you`ll see several
silver crowns, however if the merchant isnt interested, he`ll offer 0 and
will refuse to even take whatewver it is off your hands. If youre
interested in selling an item just click on it. For multiple items five
food packets for example, the merchant will ask how many you wish to sell.
Next / Previous Page: Should your character be carrying Arkanias
equivalent to Marks & Spancer, select next page to scroll through the pages
of items that your character is carrying. previous of course brings you
back.
Haggle: Once you`ve selected the items you wish to sell, its the merchants
turn to haggle your offer. You`ll see his or her offer in the upper right
portion of the screen, and may take this opportunity to smooth talk him
into offering you a better price. He may think you`re dreaming when you
ask him to double his offer, but then again he may not.
Another Character: If another character wishes to sell items click on his
or her portrait to display the next characters wares.
Leave: To return to the main market menu, select this option.
Talk: Arkanias merchants see hundreds of folk every day. Passing through
their booths, the travellers speak of the tales they have heard while on
the road, people they have spoken with and secrets they hope to uncover.
With all this juicy news entering their ears, merchants tend to be the
biggest gossipers in town! Just select Talk to get in on the action. Many
times the merchant will tell you of rumours hes heard. Other times he may
become irrated at something offensive you`ve said. And theres also the
merchants who having spent years in the market are tuned out to all its
hustle and bustle, and haven't taken in a thing to tell you.
Pick-pocketing A Merchant
-------------------------
If you 're a bit low on cash, you may be able to pickpocket the very
merchant you're trying to buy goods from! Just review a character, right
click to get the Options Menu select Use Talent and choose Pickpocket. If
luck is with you, a few of his or her coins may be yours, If you get
caught, though, it could cost you plenty.
Inns & Taverns
--------------
Arkania's a world filled with wandering souls, traveling from town to town
to peddle their wares and purchase exotic goods not available on their home
soil. So to is Arkania filled with hetmen, enterprising warlords who hire
the brave to embark on missions they can assign, but havent the mettle to
complete alone Around such travelers, a cottage industry has sprung, and
your party will find evidence of its succcss in virtually every town and
city they enter.
Inns and taverns offer a soothing break for any adventurer. For those
traveling throughout Arkania's wilderness, the comfort of a soft bed and a
prepared meal are worth twice the price of the ducats paid. For others,
the relaxed conversation flowing in a town's tavern is welcome enough
change from the campfire conversations of Orc raids and catastrophic
battles. Some adventurers travel to a towns taverns and inns to collect
information, and those enterprising enough may even be able to swindle a
few silver crowns from patrons. When your party enters a tavern or an inn,
they'll have all these opportunities and more.
Talk: Like merchants, the innkeepers and bartenders have seen their share
of adventurers come and go. Hidden beyond their entrepreneur - ial spirit
is often a blanket of information awaiting inquisitive visitors. Selecting
this option you may get the chance to discuss the local gossip. However
dont forget the barkeep has a business to run, and doesnt usually stand
around for idle chat.
Eat and Drink: Your characters may order a meal by selecting this option
The innkeeper will tell you of the daily special along with his price.
Should you accept, and have the money to pay for it, the meal is served.
While the stout might be flowing like Niagara, a word to the wise is
"moderation," Alcohol's effects can go beyond medicinal, and too much can
leave your characters without their wits. Characters who drink too much
can certainly become drunk and, just as in real life, may suffer temporary
losses to their intelligence and charisma and other typical drunken
effects.
Rent a Room: Arkania's rooms range from your finest noble suites to "the
cot in the closet" shacks. Depending on your party's taste and funds, you
may select the room of your choice. Room quality varies inn to inn, but,
in general, the better the room the better the nights sleep (and its
restorative effects). Selecting this option, the innkeeper will show you a
selection of available suites, and will allow you to select your
accommodation. After you've finished other bedtime tasks (using magic or
talents), select Sleep to head to your rooms for the night.
Use Talent: Depending on the inn or tavern and your characters abilities,
Use Talent offers your party numerous options. From treat Wounds to
Alchemy. Your characters may perform necessary healing and quizzical
chemistry before heading off to bed. Once you select a talent, you will be
asked to choose a character to work his or her art and let you know the
outcome.
Use Magic: Rolling her crystal ball side to side, your Magicienne watches
as a character vainly attempts to Treat Wounds to patch a badly wounded
arm. A simple spell would do, she knows, and although her magic power is
valuable, she weaves the spell none the less. Poof you're cured. Along
with spells of the healing variety, magic users may chant their
incantations in the comfort of an inn. Selecting this option you will be
asked to choose a character to work the magic, the spell group, and finally
the spell (For further information on magic, see the Arcane Lore section of
this manual).
Sleep: Your eyelids weigh a ton, it's been a long day, and it's time for
the party to head to their suites for a little shut eye. Just click the
Sleep icon to do so. Once you select Sleep, provided you have already
booked a room, your party is whisked away by the bellman and brought to the
comfort of their respective rooms. Your party will sleep for as many
nights as they have paid for, and will wake at dawn on the last day of
their stay Any restorative effects will be reported at the end of their
stay. To Arkania's credit, your party does not have to tip the bellman,
nor are they promised one of those continental breakfasts, usually
patterned after a Continent about the size of a ducat.
Leave: Select this option to return to the out of doors.
Visit Tavern: Should the inn have a tavern as part of the establishment
the Visit Tavern icon will be available. Just select this option to move
into the bar
More Tavern Options
-------------------
Whether your party enters a tavern within an inn or a stand-alone saloon,
they will have additional choices found nowhere else in Arkania. Like the
gossip, the mead and stout flows freely in the taverns, just as it did in
medieval Earth. Stepping up to the bar, your party has several new
options.
Use Talent: In addition to treating wounds, taverns offer your charac-
ters a chance to show off some of their more, well, enterprising talents,
While playing in Novice mode, the best character for the particular talent
will highlight in yellow.
1. Cheat: Maybe its a new card trick you learned or one of those I`ll bet
you that you can`t deals. Whatever the case, Cheat puts one of your
characters into action. Selecting the character he or she performs the
handiwork and Blade lets you know the outcome. Naturally, characters with
the Cheat skill tend to perform better than those without agile hands. If
all goes well a few Silver crowns may come your way. Should you be caught
in the midst of your trickery, however your party could find themselves out
on the street without hopes of entering the establishment again for quite
some time.
2. Acrobatics: For those characters skilled in such a talent, a good
show could prove profitable. When you select this option, you choose the
agile character for such a task. After the performance, money or boos are
delivered as deserved.
3 Instrument: Bards are often a welcome sight in Arkania, their melodies
taking the battle worn patrons to relaxing places far removed from their
hectic day-to-day life. Should your character be skilled in such a talent,
and if an instrument is at hand, such a rhapsody could earn the party its
keep. After selecting Instrument and a character to perform, Blade lets
you know the outcome. As with Acrobatics, cheers and money or cat calls
(if you're really bad) are delivered as warranted by the performance.
Visit Inn: If the tavern is part of a larger establishment, you will have
the chance to return to the Inn, Select the Visit Inn icon to do so.
Visiting A Healers Shop
-----------------------
Your Magician's astral points are wiped out and your most skilled healer is
still trying to shake arrows out of her arm. It's a tough situation to be
in. If a character lets a wound go too long, he or she will llkely become
infected or diseased Thankfully, towns throughout Arkania offer the
services of healers who can help your party heal its wounds. When your
party enters a healer's shop, you'll have a selection of these options.
Treat Wounds: After a vicious battle, your proud but worn characters may
have a few wounds that need tending. Selecting treat Wounds and a
character in need, the healer surveys his or her damage, notes the price,
and allows you to accept or reject his proposal. Should you hand over your
crowns, the healer begins to work his trade. Hopefully, if the healer is
skilled, he or she will heal your character. Certain healers however, have
no medical talent but use the healer banner merely to make money
Treat Illness: Characters may incur numerous maladies in Arkania Luckily,
skilled healers can offer the proper cure for most any illness Should one
of your characters require such an elixir, select Treat Illness followed by
the ill character. While the healer reviews symptoms and the work
necessary to cure it, he'll quote you a price which you may take or leave.
Should you accept, the mystic begins his handiwork. If he is successful,
the fee is collected in full. If however, the cure is not successful, the
healer will only charge you a portion of his quoted price
Neutralize Poison: Along with wounds and illnesses, many healers can treat
poison and neutralize its devastating effects. Just select this option and
the afflicted character, and the healer will suggest a price. If you
accept, he begins his work. As with illnesses, if the healer is not
successful, he or she will only ask for a portion of the total amount due.
Leave Healer: When your characters have been nursed, and their ills no
longer affect them, select this option to return to the out of doors.
Blacksmith Shop
---------------
From battle to battle, warriors, swords suffer wear and tear. Their edges
grow dull and eventually, they may break. Armour, too, can be broken from
a strong blow Needless to say, a breast plate hanging in pieces from a
character's shoulders doesn't do much to protect him; it would, however,
make a nice wind chime. If your characters' goods are in such a shape, get
them to a smith to make the repairs Entering the smith's shop, your
characters will have numerous options:
Talk: Having seen the battle-worn pass through their doors smiths can
offer the party a tale or two about combat around the area or an inside tip
on the best way to use a weapon. The weapons traders who frequent their
establishment also leave behind their news, and the smith might pass the
information along to you .....if he takes a liking to you that is.
Have Something Repaired: That fine two-handed sword you're carrying ....
the hilt in one hand the blade in the other.... isnt going to do ypou or
your party much good in combat, although it would make a divine shish-kebab
stick. To have your sword or armour fixed, select Have Something Repaired.
You will see a list of the characters items and the cost to repair each.
Select one, and the smith will quote you his fee. Whenever money changes
hands, the options don`t stop there.
Haggle: Think he`s asking too much to put your armour back together? If
you do, select haggle, a character to do it and finally the percentage
reduction you`re looking for. If the merchant agrees to your offer, he
will begin work. Of course you may enter 0 if you feel he`s giving you a
good deal to begin with. Keep in mind that metalwork, like any trade is
not exacting nor does it happen at the speed of light. You may have to
leave your weapon, and there is a chance that upon returning you'll find
your sword or armour is beyond repair or at least beyond the skills of the
smith you're working with.
Next Page and Previous Page: If your character is carrying lots of items,
Next Page will move you further into his inventory. Previous Page returns
you to the previous page.
Another Character: Sometimes your journey has been so long, your battles
so hard, that numerous characters come back with their armour and swords in
pieces, Select the Another character option to bring your characters before
the smith one by one
Exit: Select Exit to return to the Main Smith options
Leave The Smith: When you've finished tending to your swords' wounds,
select Leave The Smith to return to the streets of town
Leaving Town
------------
Your party has had its fill of town life, and they're itching to be off on
a more urgent quest. To leave any town, just look for a signpost or an
exit inside a building (check the AutoMap for a bright orange square), and
you'll be on your way. See the Leaving Town: Ports and Trails section of
this manual for further information.
DUNGEONS
--------
Dungeon Options
---------------
Entering an otherwise Normal apartment, you spy a set of stairs. In all
likelihood you know, they lead to an underground cavern of some sort. You
pull a torch from your pack and nervously head down the stairs.
As your party travels through Arkania, you'll come across many dungeons and
caves just like this. In addition to many of the options covered in the
Game Options section, like Split and Unite Team, your party will also have
several new options,
Map: While similar to the map you see in cities, dungeon maps use slightly
different colouring, and only show the level of the dungeon your party
currently occupies. The colours for the map are covered in the map section
of Game Options.
Open Door: The old oak is worn, heavy with exposure to the dungeons damp
air. Your party stands before it wondering what it conceals.... or what
it holds back. Click the Open Door icon to let yourself in. Some times a
door may be locked, however. Should you attempt to open a locked door, you
will be presented with the folIowing options:
Break Door Down: Two of your strongest characters take the front positions
in the party (you may need to move them there) and prepare to slam into the
doors centre. Depending on the solidity of the door (after all no ones
going to break through a 10 foot thick steel plated door), your party may
succeed, opening the pathawy. Doors which are broken down cannot be
closed. If your characters were particularly strong theres probably not
much left to close anyway.
Pick The Lock: Pulling a set of lockpicks from his pocket your Rogue will
need to move to the front of the party tpo begin work on his exacting art.
Depending on the complexity of the lock and your Rogues skill you may hear
that fateful click and watch as the door slides open before you.
Cast Foramen Spell: The rest of your party moves aside as one of your
magic users begins to weave the incantation that will hopefully get you by.
If successful, the lock is magically altered, and will remain permanently
unlocked.
Close Door: Your party barrels down a hall with 50 different forms of
dungeon denizens hot on its trail. Finally, you reach a room, open the
door and run inside. The last thing you want to do is leave the door open
behind you! Select Close Door Instead.
Open Chest: It's a happy sight for tired and battle worn eyes. It`s what
you've come so far and found so hard to achieve ..... the trinkets nestled
safely in a treasure chest. When your party finds a chest, just select
Open Chest to attempt to get inside to the goods. Just like Open Door, the
character at the front of the party flips the lid on the chest, so if
something blows, it'll be in his or her face.
Travelling Tips
---------------
While exploring dungeons, keep these things in mind:
. Put your character with high perception, strength and agility
in the front of your party. They`ll have the best chance to
notice traps before there set off and will be able to open doors
with a shove
. Most dungeons are not lit. Be certain you`re carrying torches
or a lantern and a tinder box to light them. Magically gifted
characters may also light the way with a Fiat Lux spell or
Magicians may magically charge their wand to contain an
automatic, inextingushable light spell.
LEAVING TOWN: PORTS AND TRAILS
------------------------------
It`s time to break out the adventuring gear and head for the signpost. As
you travel through Thorwal, or any of Arkanias towns you`ll see posts
pointing the way to one destination or another. Typically there are
numerous posts in a single town each leading to a different destination.
Among all the posts though, there are two, basic differences:
Harbours: Signposts at the water's edge give you the chance to secure
passage aboard ships traveling to various locales. Since ships come and
go, the destinations found at the seaports change daily. A word with the
Harbour Master can offer you an expanding look at the harbour's traffic.
When you step up to a port's signpost you'll receive the Port Options.
Path/Road: Signposts at a villages edge note the way of roads and paths to
other towns, and follow the general layout of Arkania. For example,
signposts to the east generally lead to eastern destinations. When you opt
to travel onfoot you`ll enter the Traveling Options
Packing Your Bags
-----------------
Before your characters head out of town, spend a few minutes with them, It
may be several hours (maybe even several days) before they see a town or a
merchant again. Make certain they're prepared for the trip:
. Check the amount of rations and water each character carries
you feel it's not enough for the trip, buy more from a merchant
Pizza places do not deliver to the middle of Orc territory.
. How are your character's hunger and thirst levels holding out. Fill
their bellies and quensh their thirst before they leave. Otherwise
you may be forced to stop mid-route when a character complains
of hunger pangs
. Are all your weapons and armor whole? If not, visit a smith to make
the necessary reparation.
. Are your characters well rested? If not catch some shut eye.
. Should you make a last-minute trip to a healer to treat disease
wounds or poison?
. Do you have a good selection of herbs, potions or other things that
you nmight need? Also, don't ignore adventuring gear.
. Put your best character forward. If you're traveling in the
wilderness, characters with strong Nature skills are best to lead
you party. They will also notice tracks and other landscape
features that lesser skilled companions might miss. Characters
traveling by boat are best lead by a character skilled in survival
skills. As the party waits in cramped corners and shares day to day
life with the ship's denizens, such skills come in handy.
. Did you remember your travellers cheques?
Leaving Town Via Ship
---------------------
Many of Arkania's settlements grew around bodies of water. These waterways
allowed for easy passage of goods, and generally offered settlers fertile
land on which to build their homes. As sailing vessels evolved from small
two man crafts to giant merchant ships, Arkania's water towns developed
thriving port industries- fishing, cargo and transportation among others.
These Harbor towns generally service ships that travel along the coast to
the next settlement. For the most part, the vessels travel to sizable
cities, which generally offer good trade, and within a short range of their
home port. In the large cities, however, there are often many destinations
as ships come and go from all areas of Arkania to purchase and sell wares.
Some large ports even offer transportation across the Gulf of Prem.
Whether your party travels across the Gulf or just up the coast, it will
encounter all kinds of sailing vessels from the custom cruiser yacht to the
small, fisherman's dingy. The smallest ships are generally capable of
travelling 30 miles per day while the large trading ships can cover up to
120 miles per day. Often, the speed of a ships travel, not to mention its
direct route, is worth the price of a day spent waiting in town for a
faster ship heading to your destination.
As you party nears such a harbor with plans of seafaring, you'll see its
sign, and, stepping onto the dock, will be offered the Harbour options,
Book a Passage: Is your party interested in a bit of seafaring? Select
Book a Passage to make your reservations. Blade will show you a list of
ships at anchor in the harbor and their destinations; this list changes as
ships depart and new ships come in (see the Harbour master for a complete
schedule of expected ships), so check back if nothing available suits you.
If you`re interested in a certain destination thats available, select it,
and the ships captain will tell you about his ship and your cost to board
it. While he talks, listen carefully - the condition of his ship will
affect your party greatly. The expensive ships generally travel the
fastest and luxurious ships offer your party a more restful (and healing)
trip. Your party may prefer to forgo passage on a small leaky skiff even
if its captain offers you free passage to your destination. On a longship
for instance your characters are expected to man the oars and wont get much
of a a chance to rest during the voyage. Other times, when your cash
reserves are low, or if your party really, really needs to get somewhere,
any old ship will do.
Looking the current offerings over, you may select the boat of your choice.
Should you accept the captains offer, he`ll note the departure time before
returning to his ship with your fare. You may board the ship now or at any
time before it leaves port. If you have a few hours on your hands, you can
head into town. However, keep your eye on the time (click the Time
Tracker), and return before your ship's set to leave Since you're not a
dignitary, and the captain already has your money he will not hesitate to
leave without you.
Harbour Master's Office: For a small gratuity, the Harbour Master has a
world of information for the roaming party. He'll gladly tell you about
all ships leaving the harbour and even those that are expected (within a
reasonable time frame anyway). For parties travelling to obscure
destinations that are serviced rarely, the Harbour Master's knowledge is
essential; he might be able to tell you of a small skiff leaving in two
days that will, at long last, get you to your destination.
Go On Board: If you've booked a passage on a vessel, select Go On Board
when you're ready to leave town. After selecting this option you'll spend
your time chatting with other shipmates or looking for fish over the sides
of the ship. Once you board a ship, you are on board until it reaches its
final destination and have no influence on the ships course.
Leave Harbour: If your ship hasn't come in, or if it's not going to be
leaving for a while, select Leave Harbour to return to town,
Heading Out On Foot
-------------------
Dust off the backpack and put on your best leather boots ....your
characters are out for a bit of that heel-to-toe shuffle. Anywhere your
party finds a land locked signpost, Arkania offers this type of adventure.
Just step up to the signpost to discover where the road or path heads.
Keep in mind that each city typically has more than one signpost, so
checking around, you`ll find roads to more than one destination
When your party reaches such a signpost, you'll see a screen similar to the
one below:
Description: Move the pointer to any area on Arkanias map and click with
the left mouse button. You`ll, see a description of the area, its peoples
and its climate. While your party can't travel to any old location you
click on( remember,you're heading out on a specific road to a specific
place), this feature allows you to see Arkanias geography and demographics
quickly. Reviewing this map can be very useful in planning your routes
across Arkania or for the curious adventurer finding out about Arkanias
many towns and cities. However sometimes dirt tracks or wilderness routes
will not be so obvious. It may be necessary to check the possible
destinations by actually investigating a settlements journey points
(signposts) to find these hidden routes.
Travelling Options: Click the right mouse button to show you the paths
available from this signpost's road. You will see your current location
highlighted with a pulsing blue circle, and the targeted destination will
be highlighted in red. If the destination is okay with your party, select
it and you're off. You may also select "BACK" to return to the town you're
currently in. If you decide to travel, your party's progress will be shown
on the map, and will deposit you safely at your destination ...unless your
party experiences one of the hazards of traveling. These hazards are
collectively grouped into the next sections of the manual, "Adventuring"
and "Combat."
Travelling Time
---------------
Under normal circumstances and decent travelling conditions, your party can
cover about 30 miles per day. Depending on the season and road conditions,
this distance could be reduced. Wilderness travel along hidden and
overgrown routes can be tremendously difficult, decreasing your maxinmunm
travelling distance to approximately 15 miles per day.
ADVENTURING
-----------
In a world filled with creatures of untamed decorum, things such as easy
trips and experience for the asking aren't the norm. While your party
travels from one point to another, it may encounter certain problems.
Perhaps it's a bandit demanding all the party's ducats. Yet, it could be a
kindly old sage, wounded by an Orc attack. Will you spare all your astral
points to heal him? And if you do, will he leave you coins in thanks or
will he crisp you and your companions once he's restored? These, and many
other questions, face any party out on Arkanias wilds.
Hunger & Thirst
---------------
The most common problems of adventuring are hunger and thirst. While on
the trail, your characters use energy, and naturally, they need food and
water to continue their pace. When your characters are hungry or thirsty,
Blade will let you know. Although the computer's CPU will not Cowl, you'll
see a message telling you that your characters are in need of nutrition.
Just click the right mouse button to stop their progress. Soon, you'll be
at the Camp options (covered later in this section) While in camp, review
your characters, fill their bellies and quench their thirst. If you're out
of rations and your skins are dry, try your hand at Replenishing Supplies
(also covered in the Camp options later in this section) Should you choose
to ignore your characters' hunger and thirst, starvation and dehydration
are virtually inevitable.
Elements
--------
Your warrior's limbs will barely move, and your elfs ears have a light
coating of frost on them. Welcome to the elements. When your party
travels through snow or the scorching heat of summer, the weather affects
them and their rate of travel Crossing through the woods in the height of
winter dressed in your Summer gear might cause frostbite, not to mention
the extra effort required to traverse severn foot high snowbanks. Make
sure that your party is appropriately equipped for the weather they may be
traveling through. While traveling through such extremes check your
characters often to be certain they're not overly exposed to the elements.
Right click to stop traveling and make Camp, covered later in this section.
Terrain
-------
Walking through (one of Arkania's many fjords, your Magician suddenly drops
from sight leaving only a wafting 'Yelp! ,, and a sliding footprint
behind. Arkanias crash course in " An Up Close Look at Geography" can hit
your party at any time during their adventure. Whether it be a gaping
cliff that your party failed to discover in all their merry making or a
simple step that triggers an avalanche of snow, such geographic disasters
are not uncommon. When your party experiences such an event, there will be
a report on the damage. Of course your party can defend itself against
such happenings by appointing a nature lover to head the party. He or she
is more likely to notice such things, given their appreciation or and
understanding of the out of doors.
A Good Place To Rest
--------------------
Occasionally, your characters will notice a particularly comfortable
looking resting place. Its grass is mossy green, prodding a comfortable
ground to recline on. A brook trickles past, and the tracks of watering
game haunt its sides. You may decide to set camnp, ending the journey
earlier than planned. While the party won`t cover the maximum distance for
the day, they may rest more easily, enjoy more of its benefits, and awake
the next morning full of energy, And, if the game is as good as the tracks
hinted, they may well leave with full bellies and packs.
Forced March
------------
Sometimes, a tempting camping spot may not be enough to get your party to
stop. You know you can reach your destination before nightfall. You're
fairly certain you can make it, and so decide on a forced march, keeping
your party moving longer than it nornmaly would. Just right click while
travelling on the Journey Map and select "Force March", to push your pary
on. Keep in mind, however, that there are no guarantees your party will
reach its destination before nightfall or before everyone is tripping on
everyone else from sheer exhaustion. Camping will then be necessary. Your
party, tired from the day's efforts, will likely require more sleep than a
simple night's rest can offer, and won't be able to exert the extra energy
two nights in a row.
Scouting
--------
As your party travels along, the lead character keeps a careful watch for
any interesting features ... a neat trove of herbs, a collection of karen
tracks or perhaps your party heard a rumour in town about a wild magician
who roams these parts. Should your character notice anything out of the
ordinary that might help your party, or if rumours begin turning to fact,
you will be warned.
Camping On Route
----------------
As nightfalls, so to do your characters' eyelids, 'Round about 8:OO p.m
your advanturers will make camp for the night. Although they may not be
tired hungry or otherwise in need of rest, they do know well the dangers of
traversing Arkania in the dark, and so, being intelligent characters, they
make camp for the night automatically at 8:OOp m. Characters may also
"force" a Camp at any time mid-route, should they need to gather supplies,
heal a wounded comrade or dazzle off a magic spell or two to force a Camp,
click the right mouse button. When your party forces a camp or settles in
at 8:OOp.m., the marshmallows come out and campfire chatter begins. While
here, your characters may perform various activities
Set Guard Duty: While your characters sleep, who knows what creatures may
creep out of the forest and into your sleeping bag. To protect your party
from ambushes, rogues and other creatures of the night, Set Guard Duty
before going to sleep for the evening. When you select this option, select
a character to stand guard for each of three shifts. Characters with high
danger sense and intuition make the best guards, but be certain they get
their fair share of sleep, too. Characters who stand guard cannot do other
activities like hunting, so you might want to take care of other duties
before setting guards and going off to sleep.
Replenish Stocks: As your party travels through Arkania's outback they may
use their rations and drain their waterskins dry. Whenever your characters
make camp and you're running low on supplies, its a good idea to try
replenishing your stores. Select Replenish Stocks and a character to do
the hunting, Generally, characters skilled in nature and perception have
the best chance of success, Keep in mind though, that you can captain two
expeditions in a night, and each character may hunt only once. If all goes
well, though, Blade will tell you about the grub you found; the food and
water will be used immediately or stored for future use, depending on the
needs of the team. On the other hand should your attempt fail you're free
to try again, one more time, with another character.
Use Skill: Leaning heavily against a tree, your hunter slowly lowers
himself to the ground, He is wounded, no doubt, and your healer goes to his
side. Selecting Use Skill, the healer can do wonders: Treat Wounds, Treat
Disease or Treat Poison. Select a skill to perform, and if necessary, a
person to perform it on. Depending on the skill level of the character,
life points may be restored to the wounded, or the poisoned and diseased
may be cured. Characters wishing to spend their time brewing magic or
healing petions may opt to use the Alchemy skill To mix potions, the
character must have:
An Alchemy set . All necessary containers
All necessary herbs An appropriate recipe
Needless to say, a solid skill in Herb Lore and Alchemy helps. When your
character mixes his brew, you will know the outcome Regrettably if the
alchemist puts together a brew that melts the very jars in which it was
concocted, he or she will fail the attempt, and all the ingredients and
containers used in the mix will be lost (after all, who wants a potion that
doesn't work or a flask with residue of eau de la attempt on it?)
Use Magic: Magicians just aren`t known for laying back during leisure
times to gossip. They are, by the by, not interested in Ian the Brave`s
hacking of an Orc or Sir Shaun of Crispy's escapades in one of Arkanias
taverns. Instead, Magicians use the quiet of camp to meditate or to
empower their mighty wands. When you select Use Magic, characters may do
just that.
Meditate: Generally reserved for Magicians of either sex meditation
focuses a character's energy on his or her magic power so dramatically that
it drains the character physically Doing so, he or she converts life points
(LP) to astral points (AP), Other magic using Archetypes who carry at least
one dose of thonnys in their packs may meditate as well.
Wand Spell: Available only to Magicians or Magiciennes, this option allows
the magic user to attempt a transfer of some of his or her astral points to
a magical wand. Cloaked in darkness the Magician spends hours focusing his
mind, his magic and his energy over the wand until it accepts the spell
itself Taking a lot of time, the transfer of energy also consumes many
astral points, but is permanent once charged. Should your character choose
to cast a wand spell, regardless of success or failure, he or she will be
unable to perform any magic for the remainder of the camp. (For the exact
method of transfer, refer to the Arcane Lore section of this manual)
Cast Spell: During camp, characters may require healing, or other spells
that may give your party an advantage on the elements. To cast a spell,
select this option, a magically talented character, the spell group and the
spell itself. (For further information on spells, refer to the Arcane Lore
section of this manual.)
Gather Herbs : Used in every alchemist's potion, herbs are a source of
magical power for the party and are plentiful in Arkania's forests.
Selecting this option, you`ll choose a character for the search and send
them off for a time. While a character's success depends upon the area
searched those skilled in herb lore and perception find herbs more quickly
and are generally better at identifying herbs than their less gifted
companions. When the character returns, you'll be told of his or her
discoveries.
Sleep: Ah. Rolling back their bedrolls your characters settle in for the
night to awaken at 8:00 a.m sharp (those medieval alarm clocks, you could
count on them). Before opting to Sleep, complete all your other camp
business healing, meditation, setting guard, etc. As your characters
sleep, they replenish both astral and life points. But, then again, they
may not sleep so well. (See Combat for more information in attacks against
sleeping parties.)
ARKANIAS RESIDENTS
------------------
The residents of Arkania possess much information that may be useful to
your party. Sometimes they can be persuaded to send a few titbits your
way, that is of course, if you strike the right note with them. Some may
prefer flowery small talk while others would rather get to the point.
Talking With NPCs
-----------------
When conversing with Arkania's residents, you will be presented with
several possible statements that your party may make. Often,you may
progress through several rounds of statements before the two of you reach a
mutual accord.
Travelling With NPCs
--------------------
Non-player characaters may be convinced that joining your party is a good
idea in much the same way. Get on their good side, and they'll put their
lives at stake for you and your party. Annoy them, and well . . .
you'll likely find yourself at the end of their blade.
When you meet an NPC who's inclined to join your party, he or she will
offer their services Just like your own characters, you may review the NPC`
study his or her skills and swap items if you like. You may not, however,
control the NPCs in combat.
Just as they freely joined your party, NPCs may leave. It could be you'll
wake up one morning to discover the NPC has left ... leaving only fond
memories
COMBAT
------
On their journeys through the northern reaches of Arkania, your characters
will meet more than friendly fellow travellers. Brigands, robbers and
starving wolf packs will conspire to deprive them of their cash, and
possibly their lives. Occasionally, your characters will be passing time
against their bedrolls, when they are summarily ripped out from under them
(no doubt an embarrassing event for some characters). When action is
required and the time for polite diplomacy has passed, their Weapons are
forced to speak - so begins combat. For the hack- slasher this is the
ultimate event and sport.
Whos On First?
-------------
Combat moves forward in rounds - allowing each member of each group, yours
and your opponents, a manoeuvre, whether it be a spell, a thrust of a sword
or a parry. When your party and a group of monsters square off, Blade
determines who has initiative - the first shot. A character or monster
with "initiative" is allowed to attack (or move first, and initiative goes
down the line until the last character or monster has made a move. Blade
determines who has initiative by checking out several factors:
. Were the characters or the monsters surprised! Surprised combatants
are usually re-attaching their dropped jaw when the first blade strikes.
. How corageous (CR) are your characters in comparison to their foes!
Courageous characters leap to the call danger, and have no fear of
encountering a dangerous beast. Characters who are nor so coura-
geous, however, tend to hang in the background, anxious that they'll
break a nail.
. Every character and monster is allowed to act once per combat round.
He or she may attempt more than one action, but they must all be
performed back to back, without any other character acting in be-
tween.
. Your character also automatically parries once per round. Things can
get hairy, however, if two monsters are attacking your character ... and
he or she can defend against only one.
. A few monsters of extreme stature can attack more than once per
round, but they cannot parry more than once.
Ouch. Quit It
-------------
The sword swings, cuts your shirt in half, slices through both braces and
leaves a crimson trail across your body. As your pants fall to the ground,
you discover youve been hit ... a common occurance in Arkania.
When a monster attacks a character it may land a successful hit (hopefully
your character will block it, though), and it may cause damage. Naturally,
a giant Ogre fighting with a club the size of a car is going to do a lot
more damage than a measly dwarf with a walking stick. If a hit is
successful, though, it may do from 1 to 20 points of damage. However,
depending on the armor worn, the actual amount of damage done may be lower.
Any damage taken by the character is removed from his or her life points.
If his or her life points reach 5 or lower, the character will slip into
unconsciousness and become a ridiculously easy target sometimes, though,
the Opponent may just leave your character for dead. If life points fall
to zero, the character will die.
Making Your Move
----------------
Before the combat begins or its options are shown, a character's movement
points (MP) are determined. Since movement takes time, and a rapid transit
system is not yet available in Arkania, there is a limit to how much a
character can do Each characrer may move up to eight squares in the combat
area during each round of combat. Some characters may have less than eight
points if they are encumbered, however it's a tad hard to zip across the
ground when you`re wearing 300 pounds of armour
Entering The Combat Screen
--------------------------
Movement points are used for both movement, like stepping to the side, and
for actions. Each action you take, whether it be to move your feet to
approach a monster or to lift your arms to fire a bow takes time, and
requires a certain amount of points. Throughout the combat, Blade tells
you, the MP cost of certain actions while displaying the character's
remaining points
As the peaceful night passes, your characters suddenly find themselves face
to face with creatures whose idea of a good time is slam dancing to
Lawrence Welk music. When your party enters combat, you'll see a screen
similar to the one below
The Combat screen is made of many different parts that combine to show a
realistic view of the action.
Active Character: Blade shows you who's currently selecting or acting out
a particular move. In this case, it's Foots who's ready to perform some
action. However, it could a monster. Blade allows everyone a chance,
according to their initiative. Sleeping characters however, haven't a
chance until they wake. The active character stands in a highlighted
square.
Inactive Characters: Aside from the character currently taking his or her
turn, all other characters are inactive and are waiting for their turn to
take a course. These characters may be potential targets for a knife or a
spell, or they may be party members you'll need to protect. They will
automatically parry the first attack against them, but, since they can
parry only once per round, they become sitting ducks afterwards (so don't
let them get surrounded)
Active Character Options: As each character takes his or her turn in
combat, Realms offers combat options to select from.
Active Character Position: The active character stands in a highlighted
square
Combat Area: Blades' combat area is representative of the terrain where
the encounter occurred it is laid out in a grid, allowing characters to
move north, south, east or west. Characters may not move diagonally At
least one side of the combat area will always be open allow party members
and monsters a route of escape.
Targeted Opponent: A picture of the targeted opponeint appears when you
have selected it for attack from the combat area
Damage Inflicted: Sharing the same space as Targeted Opponent, the damage
inflicted reveals the results of your charaeter's or a, monster's actions.
Appearing as different coloured stars the colours and numbers show you
what's happened
Red & Number........Character was hit for # damage
Green & Number......Monster was hit for # damage
Blue................Character fumbled attack or parry
Orange..............Opponent fumbled attack or parry
Light Red...........Hit was absorbed by armour, no damage
Yellow..............Attack was parried
Brown...............Characters weapon was broken
Pink................Character has lost consciousness
The Combat Options
------------------
As your party prepares to face off against its foes, your magicians,
fighters and cutthroats contemplate their potential actions. Will they
fight the creatures before them? Perhaps your warriors will move into a
better position. Your magicienne on the other hand, prepares to unleash an
awesome blast of fire.
As your characters move through combat, each of your characters are offered
these choices and more. Next to each combat option, Blade lists the amount
of movement points that are required to complete the action.
Move
----
The monster's just out of reach, but dangerously close to your Warlock who
appears to be down for the count. To get your Warrior's blade within range
of the creature's body, select Move. Unless encumbered, a character may
move up to eight squares per combat round. Should you move your character,
keep the following things in mind:
. A character can only move forward, back, to the left or to the right, with
a cost of 1 MP per square entered.
. A character cannot pass through squares already occupied.
. Squares containing walls or certain objects cannot be entered. It's a bit
tough to pass through solid rock.
. Squares containing dead or unconscious characters or opponents can
he entered
. If a character crosses the edge of the combat area, Blade will ask you
if the character is trying to flee. If you answer yes, the character is out
of the fight for good. This can split your team.
Attack
------
The Attack option engages your characters in the art of physical combat.
To attack a creature, a character must be standing in a square adjoining
the creature's square. The only exception to this is for missile weapons
which may be fired from up to ten squares away at a creature in a direct
line with no obstructions. When you, select attack, the character pulls
out his or her weapon and physically attacks the creature.
Any form of attack costs three movement points. It also ends the
characters actions for the present combat round, no matter how many
movement points or she may have left.
An attack takes place in one of three modes:
. Aggressive: An aggressive attack takes the character's full concen
tration. Since characters are entirely consumed with their targets they
may not he able to parry a counter attack aimed at them. However, the
attack's momentum will be great and will have a better chance of
success
. Careful: A careful attack takes all the character's concentration, but
devotes most of it to protection, bettering the chances of successfully
parrying a counter attack. Since the character is concentrating on his
or her own safty as well as the monster, the momentum of the strike
is reduced
Normal: A normal attack gives equal consideration to attack and parry.
Characters may also perform a missile or throwing attack. This type of
attack allows characters to hurl or fire a missile at an opponent up to 10
squares away. The character must have the missile weapon in his or her
right hand and any necessary missiles in the left hand, and must have the
target in the line of sight, unblocked by high obstacles or other persons
("You idiot, says the character with an arrow in his arm "Last time I
checked, I did not look like an Orc ")
Guard
-----
Standing their ground, a character prepares to attack anything that moves
into range adjacent to their square. Like a careful mode attack, the
character's parry is strenthened when he or she opts to guard (after all,
they're standing ground zero with that blood lust in their eyes). Securing
an area costs three movement points and ends the character's actions for
the present combat round, no matter how many movenment points ,may be left.
Cast Spell
----------
Raising his hands, your magic user sends a divine blue aura heading toward
a monster enveloping him in magical power. When your character selects
Cast Spell he or she can do just that. To cast a spell at an opponent, the
character must have a direct, non-diagonal line of sight to the opponent,
unblocked by high obstacles or other persons. Not all spells are usable in
combat, and spell ranges vary. Casting a spell costs five movement points
and ends the character's actions for the present combat round, no matter
how many movement points he or she may have left.
Use Item
--------
A character can use any item held in his or her left hand. During combat
it's a good idea to have an elixir or (other artifact ready and in the left
hand. Using an item costs three movement points and ends the character's
actions for the present combat round, no matter how many movement points he
may have left.
Change Weapon
-------------
Thats a fine piece of blade you have there. Who knows where the other
piece went to but it's clear that if you hope to live through this
encounter, a new weapon is necessary. Selecting this option, he or she
puts the weapon back into the inventory and equips a different weapon
instead. This action costs two movement points. Actions may continue if
the character has remaining movement
Exchange Item
-------------
Exchange Item is the equivalent of Change Weapon for the character's left
hand and costs two movement points as well. Characters may continue to
perform so long as they still have movement points.
Check Values
------------
While in combat, Blade allows you to check out all the important hack &
slash statistics of the active character. When you select Check Values,
you'll see his or her current attack value, parry value, armor class, type
of weapon, hit points of weapon, life points, and astral points. You are
also shown any poison or enchantment affecting the character. This option
is particularly useful if your character seems to he acting strangely, or
if you're concerned for his or her life.
Wait
----
Sometimes, doing nothing is better ..... waiting it out to see what the
opponents is going to do. Select Wait to do so, and the character's
actions are ended for the present round of combat.
Repeat Options
--------------
Offered after a round of combat has passed, Repeat Options tells Blade that
you want a character to perform exactly the same actions he performed
during the previous combat round
Computer Fight
--------------
If you prefer to have Blade control all the intricacies of combat, just
select Computer Fight with or without magic. Then, you can lean back and
watch the action develop. A computer fight can be especially handy once
you have strategically placed your characters or if you've pretty much
trampled your opponnents. You can take the lead again at any time during
combat by simply pressing the left mouse button or any key. As soon as one
of your characters becomes active, you will have all options available
again.
Quit & Reload
-------------
"Oh, oh," you think "The chances of me surviving this fight are nil."
Should you come to this conclusion, select Quit and Reload. The programme
ends your game, and loads it again from any save game you select.
OOOPPPS! The Fumble
-------------------
During combat, there's always a chance of a fumble, resulting in some
serious consequences for the character or monster involved. When your
character juggles his weapon, there are three possible results:
. The fumbling combatant is struck for 1 to 6 hitpoints by his or her own
weapon
. The fumbling combatant's opponent gets a free strike.
. The fumbling combatant's weapon breaks
After The Fight
---------------
When all is said and done, your party wipes their brows of the heat of
combat, and prepares to continue with their adventure. Before they move on
their way, however, they'll have a chance to do various things and will
receive others.
Gathering The Goodies
---------------------
If your Party won the fight, you are shown any loot lying about the combat
area including all weapons and items your opponents were carrying. If
there is any loot available, you will be asked to select the items you
want. Just choose any item, and its deposited into your party's bunker.
When you've taken all the goodies you want, press the right hand mouse
button or ESC to return to normal game mode.
Getting Extra Experience
-------------------------
When your party wins an encounter with monsters, all surviving characters
recieve experience points for their efforts. The first time they encounter
a particular monster, however, they will receive extra points for braving
unknown forces
Returning To Adventure
----------------------
Everyone looks around The Rogue checks out the Magicienne; she looks back.
The Warlock nods to the Warrior in appreciation of his efforts. And then
the Silven Elf grows concerned. Someone is missing.
So it happens when your party returns to adventure and gets their bearings
about them following combat, characters may find themselves in numerous
positions:
. The team was split when one or more characters ran from the
encounter. Bring them back together and reunite them as one team.
. One or more characters were wounded or poisoned. Have someone use
Treat Wounds or Treat Poison on them. This reduces the danger of
subsequent damage. In case of a fast-acting poison, you will need the
spell Pure And Clear
. One or more characters have died. Try to leave the scene of combat
as fast as possible and go look for a temple to pray for a resurrection.
A well honed blade is not the only way to face the powers of a fantasy
world like Arkania. A well crafted magic spell can work miracles as well.
Your team can use the arcane powers of the cosmos for their benefit or
another's demise.
Casting Spells
--------------
Your characters may cast spells almost anytime and nearly everywhere. In
combat, characters simply choose Cast Spell. Clicking the Use Magic icon
while adventuring will provide the same enchantment. Remember, though,
that a character can only cast a spell if his or her spell value is at
least -5 and preferably better than that.
Blade allows you to cast any spell you choose. Perhaps your eccentric
Warlock likes to throw off little sparklers just to impress the Witch in
the group. Whatever the case, your characters have the opportunity to use
nearly any spell they please
While in Combat, though, characters have the option to cast a limited
amount of spells. As all combat actions are by necessity spontaneous,
characters can only use spells that require little or no time to prepare
and cast in a fight.
Your magic using characters learn a variety of different spells, according
to their Archetype. Spells are grouped by Arcane Lore, the ancient magical
beliefs which formed them and guided their schools of thought.
Every spell in Arkania has an origin .... a group that long ago sought the
knowledge of the gods to produce a divine effect. In this list, you`ll
learn about spells, their and origins.
Magicians / Magiciennes, Elves, Warlocks / Witches and Druid/ Druidesses
know a tremendous amount of spells grouped into various areas of magic.
The following list contains all spells included in this game with the
attribute checks involved The letter in the Lore column gives the spell's
origin:
M ..... Magician/Magicienne
E ..... Elf
D ..... Druid/Druidess
W . ... Warlock/Witch
Although any character may learn and cast almost any spell, the sheer
number of spells available encourages characters to specialize.
SPELL NAME LORE ATTRIBUTES AP DURATION
CLAIRVOYANCE
Analyse All Arcane Things M WD/WD/IN 10 One Use
Attributes Revealed Be E WD/IN/CH 7 One Use
Eagle's Eye and Lynx's Ear E WD/IN/DX 5 Short
Exposami Creatures Rife E WD/WD/IN 5 One Use
Odem Arcanum Sensum Such E WD/IN/CH 5 One Use
Penetrating Wood and Stone M WD/WD/ST 5 One Use
Sensibal Clear and Well E WD/IN/CH 5 One Use
COMBAT
Accurate Eye and Hand True E IN/AG/DX 5 3 Rounds
Ecliptifactus Darkness M CR/WD/ST 10 Combat End
Fulminictus Thunderbolt E WD/AG/ST * One Use/P*
Ignifaxus Lance of Fire M WD/AG/DX * One Use/P*
Iron Rust and Rotted Wood M WD/CH/AG 5 One Use/P*
Lightning Find Thee E WD/IN/AG 5 3 Rounds
Plumbumbarium Brachadead M CH/AG/ST 5 Combat End
Terror Broom W CR/IN/CH 4 One Use/P*
Terror Power, Terror Might M CR/IN/CH V 1-20 Rounds
COMMUNICATION
Necropathia Putrid Head M CR/WD/CH S Special
Witch`s Eye W IN/IN/CH 2 Special
DEMONOLOGY
Banish Spirits D CR/CR/CH 13 One Use/P*
Blood And Furor, Dead Fate M CR/CR/CH 13 Combat End
Conjure Spirits D CR/CR/CH V Special
Heptagon and Eye of Toad M CR/CR/CH 26 Combat End
Skeletarius Air of Doom M CR/CR/CH 15 Combat End
Summon Crows W CR/CH/CH 13 One Use/P*
DISPELL
Destructibo Arcanite M WD/WD/DX V Special
Domination Dispell D WD/IN/CH 8-20 Permanent
Gardianum Paradee M IN/CH/ST V Combat End
Illusions Begone M WD/IN/CH ** One Use/P*
Transformation Dispell W CR/WD/CH 5-50 P*
DOMINATION
Astral Theft D CR/WD/ST 6 Special
Ball and Chain E WD/CH/ST 12 Combat End
Bambaladam E IN/CH/CH 8 Combat End
Confusion D WD/WD/CH 8 Combat End
Dance! D CR/WD/CH 6 Combat End
Evil Eye D CR/CH/CH 8 ***
Great Need W WD/IN/CH 8 Combat End
Horriphobus Deadly Fear M CR/IN/CH 7 Combat End
Master of Animals D CR/CR/CH 8 Combat End
Meekness W CR/CH/CH 5 Combat End
Respondami Veritu M WD/IN/CH 5 Special
Somnigravis Thousand Sheep E WD/CH/CH 8 Combat End
ELEMENTS
Conjure Elemental D CR/WD/CH V Combat End
Nihilatio Graviti M WD/ST/ST 10 1 Turn
Solidirid Rainbows Hue E IN/AG/ST 14 10 Rounds
HEALING
Balm of Roond E CR/IN/CH 7-up P*
Heal Animal W CR/IN/CH V P*
Pure and Clear, Herbal Tea M WD/WD/CH V P*
Rest the Body, Rest Mind E WD/CH/ST 7 1 sleep
Witch`s Spit W IN/CH/ST V P*
ILLUSION
Camoflage W WD/CH/AG 6 Short
Chameleony Mimicry E IN/CH/AG 5 Combat End
Duplication Double Me M WD/CH/AG 8 Combat End
Witch`s Knot W WD/IN/CH 4 Combat End
MOVEMENT
Acceleratus Speedy Steed E WD/AG/ST 7 10 Rounds
Foramen Foraminor M WD/WD/DX V One Use/P*
Motoricus Motilitens M WD/DX/ST V Special
Transversalis Telporti M WD/ST/ST 15 Immediate
Walk On Ice, Walk nn Snow E WD/AG/ST V Special
Without a Trace, No Track E IN/AG/AG V Special
TRANSFORMATION
Arcano Psychostabilur M CR/WD/CH 7 1 Hour
Eagle, Wolf,Grt Wht Shark E CR/IN/AG 7 1 Hour
Fire`s Bane W CR/CR/ST 7 Lvl x Hours
Increase CR, WD etc V WD/CH/**** 7 2 Hours
Magic Armor E IN/AG/ST AR* 5 Minutes
On Ocean's Floor, In Lake E CR/WD/ST V Special
Paralyze Paralone M IN/CH/ST 13 P*
Salother Mutother M WD/IN/CH F* P*
Visibili Vanitene E WD/WD/AG 5 Variable
TRANSMUTATION
Abvenenum Bile & Rot E WD/WD/DX 5 P*
Aeolitus, Come & Veer E WD/CH/ST 5 Special
Burn! M CR/WD/ST 1-20 One Use
Calm the Storm and Still E WD/CH/ST V Special
Claudibus Clavistibor M WD/DX/ST V 1 Hour
Darkness D WD/WD/DX 3 Lvl + 3 Hours
Fiat Lux E WD/WD/DX 1 Lvl + 3 Hours
Freeze the Soft M CR/WD/ST 1-20 Special
Melt the Solid M CR/WD/ST 1-20 Special
Silentium Silentill E WD/WD/CH 5 1 Turn
* = Equals damage caused
** = Level of Illusion x 2
*** = Until end of combat or until attacked by player
**** = And the appropriate attribute
V = Varies
S = Special
P* = Permanent
AR = AR lowering equal to Astral Points used
F* = MR of target times 3 multiplied by Astral Points used
Clairvoyance Spells
-------------------
ANALYZE ALL ARCANE THINGS:
Tell Me What Their Nature Brings Allows the caster to analyze the nature of
a magical artifact
ATTRIBUTES REVEALED BE: Thy
Self Reveal To Me. Reveals an opponent's combat values
EAGLE'S EYE AND LYNX'S EAR:
Sharpened Senses Tell Me Clear. Raises the perception value by 7 points.
EXPOSAMI CREATURES RIFE: Show
To Me The Tracks of Life. Reveals the presence of living beings nearby
ODEM ARCANUM SENSUM SUCH:
Do I Sense The Magic Touch? Shows whether an item or person has a magical
aura
PENETRATING WOOD AND
STONE: Through The Walls I Look Alone. Allows the caster's gaze to
penetrate solid walls. This reveals a larger area on automapping
SENSIBAL CLEAR AND WELL: All Feelings I Can Tell. Allows the caster to
read an Opponent's feelings
COMBAT SPELLS
-------------
ACCURATE EYE AND HAND THAT'S TRUE - To The Target, Strike it Do. Forms a
magic line from the bow to its target, guiding the arrow and helping it hit
the spot it is aimed for
ECLIPTIFACTUS DARKNESS MIGHT: Fighting Comrade From The Night The caster`s
shadow turns substan tial and fights at his or her side
FULMINICTUS THUNDERBOLT: Hit My Foe And Kill Him. A magic lightning
strike causing tremendous damage
IGNIFAXUS LANCE OF FIRE: Al though much is unknown about this spell and
its origins, witnesses say it conjures a lance of fire that burns tbe
opponent tar geted
IRON RUST AND ROTTED WOOD: The Teeth Of Time Do Blades No Good. Makes an
opponent's weapon rot away. The caster has to touch it first, though
LIGHTNlNG FIND THEE: Lightning Blind Thee. Blinds an opponent with a
harsh, blinding magic light making the opponent unable to attack or parry
PLUMBUMBARUM BRACHADEAD: Arms and Armament Be As Lead. The arms of the
caster's opponent turn heavy as lead making attacks and parries difficult.
TERROR BROOM: Lets a witch's broom or warlock's staff move and attack by
itself
TERROR POWER, TERROR MIGHT: Hit The Foe As None Can. Pushes the spell's
target into a berserker-like rage allowing him or her to do more damage to
the opposition
Communications Spells
---------------------
NECROPATHIA PUTRID HEAD: Tell Me From Among The Dead Allows the caster to
contact the spirits of the deceased
WITCH'S EYE: This spell allows war- locks and witches to recognize each
other by looking at their eyes
Demonology Spells
-----------------
BANISH SPIRITS: Banishes ghosts and spirits, removing the magical energy
that allows their presence.
BLOOD AND FUROR, DEADLY FATE: In This Combat, Be My Aide. Conjures up a
Lower Demon
CONJURE SPIRITS: Conjures up ghosts and spirits
HEPTAGON AND EYE OF TOAD: Horned- Head Demons, Cross The Moat. Conjures
up a Horned (i e High) Demon.
SKELETARIUS AIR OF DOOM: Rise Up Now From Grave And Tomb. Allows the
caster to turn killed opponents to undead doing his bidding in combat
SUMMON CROWS: Conjures up a flock of crows that attack the casters
opponents
Dispell Spells
--------------
DESTRUCTIBO ARCANITE: Magic Powers, Hide Away. Draws all astral energy
from a magic artifact, thus turning it into a mundane non magical item
DOMINATION DISPELL: Removes a "Domination" enchantment
GARIDIANUM PARADEE: From Magic Harm Thou Protect Me. Conjures up a
protective dome resistant against a great number of magical attacks (such
as Fulminictus or demon attacks)
ILLUSIONS BEGONE: Dispells all illu- sions in a small area. Can be used
against Duplication
TRANSFORMATION DISPELL: Re- moves a "Transformation" enchantment
Domination Spells
-----------------
ASTRAL THEFT: Withdraws astral points from the spell's target and allows
the caster to use these to power a spell.
BALL AND CHAIN: Keeps the spells target from wandering away.
BAMBALADAM: Your Friend I Am. The spell's target thinks the caster a
friend In combat, this means an end to all attacks on him or her
CONFUSION: This spell results in its target being quite confused, reducing
his or effectiveness in combat
DANCE!: Forces the target to dance until exhausted
EVIL EYE: Turns an Opponent against his or her own companions in combat.
Chara cter must be one square away to cast
GREAT NEED: Causes an overwhelming unspecified desire in the spell's
target causing him or her to ignore anything else
HORRIPHOBUS DEADLY FEAR: All You See And All You Hear. Causes a blind
panic in the caster's opponent. In combat it causes him or her to run
away.
MASTER OF ANIMALS: Same effect as Bambaladam, but only on animals.
MEEKNESS: Allows the caster to tame wild animals.
RESPONDAMI VERITU: Tell Me Now And Tell Me True. Forces the target to
speak the truth
SOMNIGRAVIS THOUSAND SHEEP: So fall down, be fast asleep. Lets the target
fall asleep. Can be used in combat.
Elements Spells
---------------
CONJURE ELEMENTAL: Conjures up an elemental to fight for the party
NIHILATIO GRAVITI: Of All Things Heavy I'll Be Free: Nullifies gravity
for a while in the area around the caster
SOLIDIRID RAINBOW'S HUE: Carry To My Goal True. Creates a magic rainbow
bridge of up to 50 paces in length
Healing Spells
--------------
BALM OF ROOND: Heal This Wound. Turns astral points of the caster's into
life points of the patient's
HEAL ANIMAL: Works the same as balm, but only on animals
PURE AND CLEAR, HERBAL TEA: Free From Poison Thou Shalt Be. Removes
poison from the targets system
REST THE BODY, REST THE MIND: In Healing Sleep New Strength You`ll Find.
Enhances the regeneration attained during the following sleep period
WITCH'S SPIT: Used as a Balm, but with different results depending on
whether it is used on poison, illness or wounds
Illusion Spells
---------------
CAMOUFLAGE: The easter appears to any observer in some quite harmless
guise, for example as a child or an old woman
CHAMELEONY MIMICRY: To My Foe Disguised I'll Be. This spell allows the
caster to blend in with the surrounding area, becoming almost invisible, as
long as he or she does not move
DUPLICATION DOUBLE ME: Ac- cursed The Foeman's Eye Shall Be. The caster
conjures up a ghostly double of himself (herself) which makes him or her
much harder to hit in combat
WITCH'S KNOT This spell creates an illusionary barrier that is impassable
for any opponents
Movement Spells
---------------
ACCELERATUS SPEEDY STEED: Fly Away With Lightning Speed. Doubles the
caster's speed, improving his or her combat values
FORAMEN FORAMINOR: Open Up, Lock And Door. Opens the lock on a chest or
door
MOTORICUS MOTILITENS: Lifeless Item, Get Thee Hence. Allows the caster to
move small items without touching them
TRANSVERSALIS TELPORTI: Get Me Where I Want To Be. A teleport spell that
can carry the Caster to any place he or she knows. Difficult to learn.
WALK ON ICE, WALK ON SNOW: Just As I Walk On Ground I Know. The Caster
can move across any frozen surface as if it were solid ground
WITHOUT A TRACE, WITHOUT A TRACK: Be My Step On Sand. Allows the caster
to move without leaving any trace of his or her passing.
Transformation Spells
---------------------
ARCANO PSYCHOSTABILUR: That Spell I Shall Resist. Raises the spell
targets magic resistance. Cannot be cast as self.
EAGLE WOLF AND GREAT WHITE SHARK: Like An Animal In The Dark. Allows the
caster to take on an animal shape
FIRES BANE: Makes the caster a lot less suseptible to fire, dragon breath
and the Ignifaxus spell
INCREASE CR, WD etc: Increases the stated attribute value by a number of
points. Cannot be cast at self
MAGIC ARMOUR: Creates a magic armour of variable strength around the
caster
ON OCEANS FLOOR IN LAKE AND STREAM: Breathe The Water As In A Dream.
Allows breathing under water.
PARALYZE PARALONE: Be Still as Stone. Petrifies the spell's target for a
long time.
SALOTHER MUTOTHER: Be Another Turns the spell target permanently into a
toadstool
VISIBILI VANITENE: Magic Turn Me Unseen. Turns the entire team invisible
allowing them to explore a dungeon without constant attack by various
monsters
Transmutation Spells
--------------------
ABVENENUM BILE AND ROT: Leave This Food Without A Spot. Purifies poi-
soned or spoiled food
AEOLlTUS, COME AND VEER: Blow The Dust And Smoke From Here. Creates a
small breeze
BURN!: Can be used to light flammables, for example, torches without
benefit of a tinder box
CALM THE STORM AND STILL THE WINDS: Creates a zone of calm around the
caster, protecting him or her and any within that zone from being harmed by
a gale.
CLAUDIBUS CLAVISTIBOR: Locked And Bolted Is My Door. Magically locks
doors, chests etc. for a certain time.
DARKNESS: Creates a magical darkness that is penetratable for no ones eyes
but the casters on whom it is centred. in combat this spell reduces the
attack chances of the caster's opponents - unfortunately, it does the same
for his or her companions.
FIAT LUX: This spell creates a magic source of light resting on the
casters hand and shining with the approximate bright- ness of a torch
FREEZE THE SOFT, STOP THE FLOW: Turns any fluids into Solid material
MELT THE SOLID, FLOW THE HARD: Turns any lifeless materials soft and easy
to shape.
SILENTIUM SILENTILL: All Is Still Suppresses all sound around the caster
Wand Spells
-----------
These powerful rituals allow a Magician to "charge" a wand with certain
spells. Although the effort takes immense amounts of astral points, the
charge is permanant. It's assumed that an appropriately charged wand is
used automati- cally if the situation calls for it. Further, the wand may
hold more than one spell at a time.
There are four different rituals, or charges, that wands may hold:
#1 Makes a magic wand unbreakable and prepares it to be
charged with further spells. Any Magician / Magicienne starts
the game with a wand already containing this charge
#2 After successful completion of this ritual (at a cost of 23 astral
points) the wand can be used at any time as an undousable
torch. Blade assumes any Magician with charge #2 uses it
automatically in dungeons and caves, so no other characters
need carry a light.
#3 This allows the caster to turn his wand into a rope 1O paces long
whenever he or she wants to. The rope will attach itself to any
protruding rock ledge, hook etc when thrown. The ritual has
a cost of 19 astral points. Blade assumes any Magician with
charge #3 will automatically use the wand as a rope when in
an appropriate situation, like climbing for example.
#4 This ritual allows the Magician / Magicienne to cast any spell
at a cost reduced by 2 AP (minimum cost for any spell: 1 AP).
This ritual costs 27 astral points.
Arcane Lore: Magicians
----------------------
House Spells
------------
Every Magician or Magicienne must decide which Arcane Lore he or she
favors, be it demonology, transformation or another. Based on this
specialization, he or she gains a "bonus" with certain spell values. These
spells are called "house spells" and their value can be increased by up to
three points each when the character reaches a new experience level.
Magicians or Magiciennes may specialize in only one Arcane Lore grouping,
and will receive the spell value bonus for that group only. In the
following list, you'll see the list of house spells for the various arcane
lores. Across from each spell, the starting bonus is listed....
Clairvoyance
Analyze ...................... +2
Attributes Revealed Be ....... +1
Eagle's Eye....................+1
Exposami.......................+2
Odem Arcanum...................+2
Penetrating....................+1
Sensibal.......................+2
Combat Spells
Accurate Eye...................+2
Fulminictus....................+2
Ignifazus......................+2
Iron Rust......................+1
Lightning......................+2
Magic Armour...................+1
Plumbumbarum...................+2
Demonology Spells
Banish spirits.................+2
Blood & Furor..................+3
Conjure Elemental..............+2
Heptagon.......................+2
Necropathia....................+1
Skeletarius....................+2
Dispell Spells
Destrucibo.....................+1
Domination.....................+3
Gardianum......................+2
Illusions......................+2
Odem Arcanum...................+1
Transformation.................+3
Domination Spells
Bambaladam.....................+3
Horriphobmus...................+4
Respondami.....................+2
Sensibal.......................+1
Somnigravis....................+2
Healing Spells
Arcano.........................+2
Balm...........................+3
IncreaseCR.....................+1
Pure and Clear.................+3
Rest the Body..................+3
Movement Spells
Acceleratus....................+3
Foraumen.......................+3
Motoricus......................+2
Transvetsalis..................+2
Without a Trace................+2
Transformation Spells
Eagle, Wolf....................+3
Magic Armor....................+2
Paralyze.......................+2
Salother.......................+3
Visibili.......................+2
Transmutation Spells
Abvenenum......................+2
Burn!..........................+1
Claudibus......................+1
Darkness.......................+2
Fiat Lux.......................+2
Melt the Solid.................+2
Silentium......................+2
APPENDICES
----------
In the appendices, you'll find all the information you need about your
characters, from their Archetypes and their skills to the deities that
influence everyday life
APPENDIX A: ARRCHETYPES
-----------------------
All characters have certain backgrounds, specialties and physical
attributes that make them different from each other. This diversity
provides for 12 different peoples, or Archetypes, within the program. When
you create your characters, you may select their Archetype by placing your
owm attribute values using new attributes and Select Archetype. You may
also select Choose Archetype to have the program place all the attribute
values for you. This section contains the low down on archetypes, from
their specialities and the attribute requirements to the characteristics
and peculiarities of each. A space is also provided for your notes within
each archetype.
Jester & She-Jester
-------------------
Requirements
CR 12, WD, CH, DX 12, AG 12, IN, ST, SN 7, AC, CL, AV, NE, CU, VT
Special Training
Survival Techniques
Magic
None
These men and women of the road are well versed in all kinds of survival
techniques. Having a fair share of experience with rogues and pickpockets,
they well know how to protect themselves and the party
Hunter & Huntress
-----------------
Requirements
CR, WD, CH, DX, AG 12, IN 12, ST, SN, AC, CL 7, AV, NE, CU, VT
Special Training
Missile Weapons, Hunting
Magic
None
These remote loners possess a thorough knowledge of Arkania's
wilderness,its game and its dangers, and through years of training are
incredibly proficient with many kinds of missile weapons
Warrior & She-Warrior
--------------------
Requirements
CR 13, WD, CH, DX, AG, IN, ST 12, SN, AC, CL, AV, NE, CU, VT<4
Special Training
Combat, Survival
Magic
None
Warriors are masters of armed combat, and are often sorely needed to ensure
a parties survival in these violent times. Due to their training, they are
a strong and hardy people with the ability to don the heaviest armor and to
carry two-handed swords. Members of this Archetype are known to be fairly
laid back (drinking only decaf) to keep their awesonme fighting skills in
check.
Rogue & She-Rogue
-----------------
Requirements
CR 12, WD, CH, DX 13, AG 13, IN, ST, SN, AC, CL, AV, NE, CU, VT
Special Training
Thievery, Trickery, City Skills
Magic
None
Whether pickpockets or tricksters, Rogues are at home in crowded towns and
cities where they have ample opportunity to prove their particular skills.
In the wilderness, however, Rogues are lost, often preferring to stay close
to the party.
Thorwalian
----------
Requirements
CR 12, WD, CH, DX, AG, IN, ST 13, SN 7, AC, CL, AV, NE, CU, VT
Special Training
Combat
Magic
None
The hulking Thorwalians, equally honored and feared as sailors and fighters
are particularly well known for good living and a lust for battle (be it
against others or the forces of nature).
Dwarf & Dwarvess
----------------
Requirements
CR, WD, CH, DX 12, AG, IN, ST 13, SN, AC, CL<4, AV 7, NE, CU, VT
Special Training
Smithing, Axe / Combat
Magic
None
The little People of Arkania are excellent smiths, and can value jewelLery
and other precious items with great accuracy. Their hands and eyes are
also accurate with an axe; once sighted, a target is seldom missed.
Warlock & Witch
---------------
Requirements
CR, WD, CH 13, DX, AG, IN 12, ST, SN, AC<4, CL, AV, NE, CU, VT
Special Training
Nature, Social Intuition
Magic
Non-book
In contrast to magicians, Witches and Warlocks do not derive their powers
from the accumulated bookish knowledge of centuries, but from an intuitive
understanding of human and animal nature.
Druid & Druidess
----------------
Requirements
CR 13, WD 12, CH, DX, AG, IN, ST, SN, AC, CL, AV, NE<4, CU, VT
Special Training
Nature
Magic
Dark Spells
The secretive Druids are distinguished as much by their knowledge of dark
spells of controL as by their love of nature in all its aspects. Their
love of life may contribute to their reputation as skilled healers. Their
beliefs forbid them from using metal armour and weapons for fear of
destroying their divine power
Magician & Magicienne
---------------------
Requirements
CR, WD 13, CH 12, DX, AG, IN, ST, SN<$, AC, CL, AV, NE, CU, VT
Special Training
Survival, Science, Lore
Magic
Formula
The adepts of the magical arts consider themselves scientists and delight
in the discovery of spell formulas and other arcane mysteries. Still,
their sorcerous skills allow them to survive under distinctly hostile
circumstances, even if their mundane skills would not suggest anything of
the sort.
Green Elves
-----------
Requirements
CR, WD 13, CH, DX, AG 12, IN, ST, SN, AC, CL, AV<$, NE, CU, VT
Special Training
Nature, Social, Body, Missile Weapons
Magic
Natural
Of all the elven folk in Arkania, the Green Elves have had the closest
contact with humans. They are not adverse to sitting 'round campfires
discussing a days events and are occasionally spotted in Thorwal's taverns.
While slight of stature, Green Elves possess a great deal of magic and
skill with missile weapons and have much in common with Human mages, who
are rumored to receive training on occasion from their Elven counterparts.
They are also very self disciplined.
Ice Elves
---------
Requirements
CR, WD, CH, DX, AG 13, IN 12, ST, SN, AC<$, CL, AV, NE, CU, VT
Special Training
Nature, Endurance, Perception
Magic
Yes, Unknown
Very few members of the Ice family have ventured beyond their native
grounds, and they are seldom seen in southern areas of Arkania. They seem
to possess an almost unknown magical sense, and their spells often puzzle
magic users of a more traditional mould. Also a puzzle to outsiders is
their remarkable endurance, and keen sense of perception. They're also not
too shabby when it comes to using missile weapons.
Silvan Elves
------------
Requirements
CR, WD, CH, DX, AG 13, IN 13, ST, SN, AC, CL, AV<$, NE, CU, VT
Special Training
Nature / Survival, Bow, Intuition
Magic
Yes
Silvan Elves live a secluded life in the dense forest of northern Arkania.
There they provide for themselves and are almost entirely self-sufficient.
Needless to say, they have developed great nature and survival skills.
They are also acknowledged masters of the bow, and possess a well rounded
understanding of the magical elements
APPENDIX B: SKILLS
------------------
All Arkanian characters need certain skills to survive in their sometimes
friendly, often times hostile, environment. These skills are broken down
into seven groups which all Archetypes have the ability to develep:
Combat, Body, Social, Nature, Lore, Craftsmanship and Intuition
Skills range from -20 to a +18. Those on the lower end of the scale would
have trouble pickpocketing an empty pair of trousers while those on the
high side could steal money from a man counting it. Some skills, too, are
harder to increase than others
When your characters attempt to perform certain actions. The Program
checks the action against your character's skill level to determine the
action's success. A highly skilled character (+18) will likely perform an
action with ease His inept companion (-20) will likely fail. However,
regardless of a character's proficiency in a skill, he or she may attempt
to use it.
Combat Skills
-------------
A characters Combat skills determine how well he or she holds up, both
offensively and defensively, against foes. These values are used to
calculate a characters attack (AT) and parry (PA) values. On reaching a
new level, Combat skills can be raised by 1 point
UNARMED: This skill encompasses boxing, wrestling and kicking. It is a
skill to fall back on in case the characteres weapon breaks
CUTTING WEAPONS: This skill governs the use of all weapons used in a
striking fashion which includes the majority of edged weapons (sabre
cutlasse etc), and also some blunt weapons such as the mace and morning
star
POINTED WEAPONS: Epee, rapier and foil, as well as all knives and daggers,
are included in this category
SWORDS: Swords are used as striking weapons, but can be used to pierce as
well. They are handled easily and are readily available
AXES: Axes and hatchets are favored weapons of the northern Arkanians and
are easy to find. Axes, like the orc hook or the barbarian war axe do a
lot of damage, but require a lot of skill to handle
POLE ARMS: This skill is used not only for spears and pole arms, but also
for quarterstaves and double fleurs.
TWO-HANDED SWORDS: This skill governs all two-handed swords such as the
tuzakian or the rondracomb. Normally, only warriors learn to handle these
awkward weapons.
MISSILE WEAPONS: The most common types of missile weapons are the various
types of bows and the crossbow.
THROWING WEAPONS: Throwing weapons include all javelins, throwing knives,
throwing stars, and throwing hatchets such as the francesca
Body Skills
-----------
Body skills are used to regulate all athletic actions such as climbing,
hiding or riding. For a character to succeed in an action that requires a
Body skill, good values for strength and agility are a must. Depending on
the skill, other attributes may play a part in an actions success as well.
These statistics are listed in parentheses following the skill's name.
When characters gain an experience level, Body skills may be increased by
up to 2 points.
ACROBATICS (CR/AG/ST): Somersaults and cartwheels are a useful way of
earning money by performing for an audience. Acrobatic reactions to
unexpected situations rely more on Physical Control skill.
CLIMB (CR/AG/ST): Climbing is always risky, especially at great heights
where the smallest slip can have grave consequences. Alone with the skill
level, success also depends on whether the character is using any
specialized equipment.
PHYSICAL CONTROL (CR/IN/AG): A successful check against this skill allows
a character to reduce the consequences of a fall, to escape an opponent's
grip or to squeeze through a narrow crack
RIDE (CH/AG/ST): This is the ability to ride horse back during daring
maneuvers without falling flat on one's face
STEALTH (CR/IN/AG): The ability to move without a sound. The probability
of success also depends on the ground walked on and on the type of armor
worn. Little clangs, jingling and creaking, and the crunch of dried leaves
underfoot have a tendency to alert a potential target.
SWIM (CR/AG/ST): Determines how long a character can keep his or her head
above water. Any kind of armor is a large hindrance to the swimmer.
SELF CONTROL (CR/ST/ST): The ability to take damage without letting the
pain get the better of you. With a high self control, characters feel the
wound-note its presence -but do not react to it, allowing them to continue
an action with accuracy and skill.
DANCE (CH/AG/AG): Like Acrobatics, Dancing offers many a crown to a
sufficiently skilled dancer performing for an appreciative audience.
HIDE (CR/IN/AG): The ability to find a hiding place quickly and quietly
CAROUSE (WD/IN/ST): The ability to hold oneself in check while visiting
taverns. It affects the amount of beer, brandy and wine a character can
drink before he or she becomes intoxicated
Social Skills
-------------
Social skills help (or hinder) characters in the social situations they
encounter in towns and cities. Attributes in parentheses affect the
skill's chances of success. Social skills aren't much use in the wild,
unless you encounter a particularly talkative rabbit. When characters gain
a level, Social skills may be increased by up to 2 points
CONVERT (WD/IN/CH): The ability to convince others that your point of view
is the correct one, especially in regard to religious matters. ("No,
really, Norm, Ifirn said that if you gave me your sword, half your rations
and dove head first into that stable over there, you'd be granted a miracle
")
SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex.
When looking for assistance, it helps if your target is attracted to you.
HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk In markets, the
best hagglers can get discounts of up to 50% from a merchant (tax, title
and registration are extra).
STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town
It also helps him or her find unguarded shortcuts, to avoid the city guards
and where to beg for the highest take.
LIE (CR/IN/CH): The ability to make your opponent believe anything you
tell him. (Ah, no That wasn't me who took your money It was, ah, it
evaporated Yeah That's been happening to me a lot, too.)
HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
non-player characters in your party
EVALUATE (WD/IN/IN): This skill helps characters to your party estimate
the value of artifacts and other useful items.
Nature Skills
-------------
Nature skills are a must for survival in the wilderness. They help
characters to feel at home with the land, and are generally used whenever a
party ventures outside of town. Following each skill's name are the
attributes that influence a characters success. When characters gain
levels, these skills may be increased by up to 2 points.
TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the
species that left them (wild pig, karen maybe a human?)
BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in
freeing oneself should you be bound and gagged by someone else
ORIENTATlON (WD/IN/IN): A well-honed sense of direction can be very
useful, not just in the wilderness, but also down in the dungeon
HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but
also the ability to correctly identify and prepare them.
ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in
combat, when knowing where to find a vulnerable spot can mean the
difference between life and death.
SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for
setting up camp, a source of water or rich hunting grounds.
Lore Skills
-----------
Almost all knowledge can be covered by a Lore skill, and in many cases,
Lore skills define a character's art. Attributes that affect the skill's
performance follow the skills name. When characters gain new levels, Lore
skills may be increased by up to 3 points.
ALCHEMY (CR/WD/DX): This skill governs the recognition and most
importantly, the preparation of potions and elixirs.
ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to
identify ancient scrolls
GEOGRAPHY (WD/WLD/IN): The lore of far-off countries,
HISTORY (WD/WD/IN): Knowledge of oral and written history
RITUAL (WD/IN/CH): Knowledge of the various rituals connected with the:
Twelve Gods
TACTICS (CR/WD/CH): Knowledge of successful combat move ment
READ/WRITE (WD/WD/DX): The ability to read and write your native tongue.
Quite a rare skill in Arkania.
ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an
artifact or judge a spells effect. An absolute must for magic users
TONGUES (WD/IN/CH): This skill determines how many foreign languages a
character speaks, and how well he or she speaks it.
Craftsmanship Skills
--------------------
Craftsmanship skills are based on a character's ability to influence
situations or people with their hands and mind. All Craftsmanship skills
are honed by constant use and practice. Following the skill`s name are
attributes affecting the skill. On reaching a new level, these skills may
be increased by up to 2 points.
TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses,
hounds or falcons.
DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.
CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as
long as no one notices you are playing with a marked deck or loaded dice.
Should that happen though, expect precious little mercy
TREAT DISEASE (CR/WD/CH): TREAT POISON (CR/WD/IN): TREAT WOUNDS
(WD/CH/DX): A number of team members should be proficient with these
healing skills, especially TREAT WOUNDS a very commonly used skill for
adventurers in Arkania. Untreated Wounds often lead to infection and
disease.
INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument a
character can make some crowns at a tavern - provided he or she hits the
right note and the mood of the audience
LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons.
it includes the picking of locks on doors and chests
PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of
promise for either silver crowns or gold ... or a pummeling if you're
caught.
Intuitive Skills
----------------
Intuitive skills are not trained but improved primarily through practice.
They are somewhat, the character's sixth sense. Because of this, they can
only be improved by 1 point when characters gain a level
DANGER SENSE (WD/IN/IN) This skill provides a warning to characters of
immediate danger posed, for instance, by an ambush or a trap
PERCEPTION (WD/IN/IN) This skill allows you to notice hidden signs, secret
doors, movement on the horizon or sounds behind a locked door.
APPENDIX C: ARKANIAS DEITIES
----------------------------
An ancient world like Arkania would not be complete without a multitude of
deities. The most important among these are the Twelve Gods the pantheon
worshiped by the vast majority of Arkanians. There is also another god, a
shadowy creature who inspires such fear in Arkania's residents that his
name is never spoken and has all but been forgotten. Only in passing is he
referred to as the God Without A Name
Characters "meet" the individual divine providences when visiting the
temples found in nearly every settlement. Entering temples, characters may
make offerings to the deities out of reverence and in hopes that the
temple's cleric, and perhaps even the god, will smile on them. Needless to
say, the higher the donation the larger the smile it tends to bring. While
in temples, characters may also ask for miracles from the deities. As you
might expect, however, miracles are a relatively rare occurance and do not
happen with predictable ease. Of course miracles, like wishes, might come
true, so be careful what it is you ask for.
The Twelve Major Deities
------------------------
PRAIOS
The Sun God is also the God of Justice and the patron deity of the Central
Empire, the largest Arkanian state. He favors courage and truth, and shows
no mercy.
RONDRA
The Goddess of War, of Storms and of Honorable Duels Guile and cunning are
foreign to her instead courage and the willingness to sacrifice yourself
for your companions are held in the highest regard
EFFERD
The God of Water, Lord of the Ocean's Waves and Provider of Rain in the
deserts He is considered moody and unpredictable.
TRAVIA
The Goddess of the Hearth and Protectress of the Home is also the patron
deity of marriage and fidelity. The Temples to Travia are used for
sanctuary by all kinds of fugitives, as no one not even city guards dares
draw a weapon on her hallowed ground
BORON
The Lord of the Dead and one who's not likely to part with any of the souls
in his care. He is also the god of Sleep and Provider of Dreams. His
symbol is the broken wheel, used to mark graves all over Arkania.
HESINDE
The Goddess of Wisdom and Mistress of All Magic. Her temples often harbor
huge libraries and treasure troves of magic artifacts.
FIRUN
Lord of Winter, Master of the Eternal Frost and God of Hunting. He is the
patron deity of hunters, testing their strength agianst the most powerful
of animals. Prayers and requests by mere humans have a slim chance of
swaying him. Many prefer to pray to his daughter, Ifirn, to intervene on
their behalf
TSA
The Goddess of Life, Eternal Creator and Lady of Resurrection. Her
servants are forbidden to take any life, and she herself occassionally
grants the return of life to the deceased, wrestling a soul from the grip
of Boron.
PHEX
God of Merchants and Thieves and Lord of the Night. Nothing Arkarnan is
foreign to Phex, which explains why a heavy purse can go a long way to help
a miracle along in one of his temples
PERAINE
The Goddess of Fertility and Mistress of the Healing Arts is famous for her
mercy and love for all living creatures. Clerics of peraine provide a
large and rather divine influence on Arkania healers
INGERIMM
This God of Creating and Destroying Fire and Lord of Smiths is worshipped
most fervently by dwarves often enough, he is the only God they worship
RAHJA
The Goddess of Physical Love, Wine and Inebriation is famous for the
revelries habitually staged in one of the temples dedicted to her worship
SWAFNIR
The patron deity of Thorwalians (he`s a half god) iknown to be a son of
Efferd`s by Rondra. He is the Protector of Dragonships and a moody God of
Gales According to his followers, he travels the oceans in the shape of a
giant whale
IFIRN
The daughter of Firun and perhaps one of the very few who can influence him
in matter concerning Arkanians. Although she is not a god, temples have
been built for her in hopes that it will increase the likelihood of a
response from Firun.
THE NAMELESS GOD
Very little is known about this creature Your characters will not find him
or his clerics in any temple, but they might come across these servants of
the dark somewhere along the way.
APPENDIX D: HERBS & POISONS
---------------------------
Travelling through Arkanias wilds, your characters will likely come across
a vast array of herbs that may prove useful in their adventures. Some
herbs can be used without any prior preparation, while others require a
skilled and knowledgeable character before their use becomes apparent.
Herbs can be purchased from Arkania's many herbalists. Your party may also
find herbs throughout Arkania's wild. Natutally, a character skilled in
Herb Lore will have a much better chance to find herbs. Extremely skilled
characters may even be able to gather extra herbs as a means to make money
for the party, selling his or her reserves to one of Arkania's herbalists.
And for those unlucky enough to have no party member skilled in Herb Lore,
ready made potions are available at Arkania's better herbalists.
Mixed together with recipe in hand, these herbs can form wonderous healing
agents and deadly poisons. Without a recipe, however, your character may
end up making "Vaporize Party Immediatly" instead of that helpful elixir
you had in mind
ARAX : Concentrated cave spider poison. Does only light damage, but re
duces an opponent's combat values
ATMON: This hardy flower, or rather, the salve made from it, has to be
imported from the Khaorn Desert. Atmon salve increases all Body skills.
BANE DUST: A powerful poison that slowly robs magically gifted characters
of their astral energy
BELMART: The dark green leaves of the belmart bush can be used to con coct
a prevetative medicine against disease and poisons
BLACK LOTUS: The pollen of the black lotus is used in the preparation of
an extremely potent inhaled poison
DONF: Donf sprigs are a favoured remedy of Arkanian healers, pre scribed
for just about any affliction. They work best against paralysis and swamp
fever, though
FEAR POISON: A magical poison of immediate effect identical to a suc
cessful Horriphobus spell.
FINAGE: An infusion made from young finage tree sprigs raises attributes
lowered bv magic or disease to their former value
FOUR LEAF LONEBERRY: The berries of this bush are amongst the most common
medicinal herbs of all Arka nia. They can be eaten raw or used to prepare
a concoction. They also figure in many recipes for healing potions.
GOLDEN GLUE: This is an acidic contact poison often found on door knobs
and the opening mechanisms of treasure chests
GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley
to the east of the Orcish Lands, are famous for increasing strength and
endurance. The pre ferred way to take gulmond is as a tea, but it is also
possible to chew the fresh leaves.
ILMEN LEAF: This is a weak halluci nogen imported from the south. The
leaves are usually smoked and their vapors are said to calm even
berserkers.
JORUGA: This yellow root of about finger length is the only known cure for
rabies and valued accordingly. In northern Arkania, the joruga root can he
found mostly within Nostria
KAIRAN: This fern plant only grows under water. It is extremely rare and
is collected mostly along the shores of Nine Eyes Lake, though it can on
occasion be found in other Lakes and ponds
KUKRIS: A deadly poison of almost immediate effect. It is extracted from
a southern clinging root and is ex tremely expensive
MANDRAKE: This common root often grows in approximate man shape and is the
base of many magic potions It can be found mostly in forest areas and wet
grasslands.
MENCHAL: This cactus from the edge of the Arkanian deserts is a po tent
antidote to various poisons.
OLGIN ROOT: The roots of the this moss species build up a resistance
against all kinds of poison and disease. Unfortunately, olgin root is very
rare and thus extremely expensive
SLEEPING POISON: A mild, magical poison that makes an opponent fall asleep
immediately. A strike against the afflicted suffices to wake him (or her)
up again
SHURIN BULB: The shurin bulb, which is found in the Orcish Lands and the
area around Thorwal, offers a strong but very slow poison.
TARNELE: This plant, which is very similar in appearance to dandelion, can
be found almost anywhere in Ar kania and is one of the most basic supplies
any healer carries. An oint ment made from crushed tarnele leaves speeds
up the nightly regenerarion of life energy
THONNYS: This homely herb allows elves, witches and druids to use astral
meditation, a practice normally open only to magicians
WHIRLWEED: Anything said about the four leaf loneberry applies equally to
whirlweed. This, too, is in use all over Arkania, but its effect is
stronger than the loneberry's. It should be present in every well supplied
adventurers back pack.
APPENDIX E: DISEASES
--------------------
Disease and infection are no strangers to Arkania. Anything from a bite
from an infected animal to a virulent strain of bacteria can bring anyone
of a number of ailments your way. Characters may suffer many afflictions
from merely being drunk to sweating out a raging bout of Swamp Fever.
Contracting some illnesses may simply be a matter of carelessness others
may possess such ramifications that a speedy treatment is critical lest
your entire party become infected by a particularly contagious condition.
Before a condition can be treated, however it must first be diagnosed. A
character requires some amount of Treat Disease still just to figure out
what the problem is .... much less do anything about it. A poorly skilled
character may have difflculty recognizing a common cold.
Certain diseases may require a specific herbal treatment for any healing
efforts to be effective. Some may be so serious that trying anything less
than the most skilled healer in Arkania will be a futile waste of effort.
BATTLEFIELD FEVER: Ghouls and undead are the carriers of this insidious
disease which is especially dangerous for elves. The infection spreads
rapidly and with serious consequences, made worse by a debilitating loss of
strength and life energy. The only known treatment is the combined
application of joruga root and gulmond leaves.
BLUE COUGH: Blue Cough is only pos sible as a consequence of numskull.
The patient must be confined to bed to prevent the disease from worsening.
If this regimen is kept up, the disease will likely pass. It may take a
long time, but rest and waiting is the only way to get rid of Blue Cough,
once it develops
FROSTBITE: There is no real treatment for frostbite. The best thing to do
is to prevent it by wearing good shoes and warm clothes. In extreme
weather conditions especially in winter, the characters should avoid long
marches
NUMSKULL: A character suffering from numskull feels weak and listless, and
also suffers some damage. The biggest danger connected with a numskull
infection is the possibility to develop Blue Cough. The usual cause for
numskull is staying in cold water for too long without drying off properly
and getting warmed up again afterwards. Almost any healing herb can be
used to treat numskull.
PARALYSITIS: This Dangerous disease, which can lead to total paralysis, is
mainly transmitted by undead. The only chance a character with paralysitis
has of being cured lies in fast treatment and application of Donf sprigs
RAIBIES: Rabies is transmitted by bites of wild animals. It is a rare,
but often deadly disease. Also, there is the danger of the infectecd
character attacking his or her own companions as he or she is driven mad by
the pain. For treatment, the patient must stay in bed. The only known
herb of any effect against rabies is joruga root.
TETANUS: It is almost certain that the characters will have to deal with
this dangerous disease some time during their adventures. Tetanus develops
from in fected wounds made by monster bites or rusty weapons if not
treated, the infection can cause the character's death. The char acters
should therefore make a habit of cleaning and dressing all wounds after
battle
APPENDIX F: ROLE PLAYING TERMS
------------------------------
ARCHETYPE: As part of creating a character, you have to choose an Arche
type to conform to. An Archetype de scribes the basic profession and
physical makeup of your character. There are twelve Archetypes for your
characters. See Appendix A for complete information on the Archetypes
ARMOUR CLASS (AR): Armour is meant to protect its wearer from harm The
armour class is Subtracted from the hit points of a weapon when calculating
dam age. Unfortunately, armor also restricts its wearer, possibly to the
point of hardly being able to move.
ASTRAL POINTS (AP): All kinds of magic are powered by astral energy, which
is measured in astral points. The amount of astral points a character has
is an indi cation of his or her magical powers. Magi cians / Magieiennes
start the game with 30 AP, all other magic Archetypes start with 25 AP. AP
can be increased at new levels AP can be regained through sleep, magic
potions or meditation.
ATTACK (AT): Any combat maneuver designed to harm an opponent. The attack
value has a range from 0 to 20 points and measures the ability to direct an
attack.
ATTRIBUTES: A character's attributes present a profile of his or her
personality with strengths and weaknesses. Attribute values can change.
Realms differentiates between positive attributes and negative attributes
(Superstition, Acrophobia, Claustrophobia, Avarice, Necrophobia, Curiosity,
and Violent Temper)
BREAKING FACTOR (BF): Arkanian weapons are not made to last forever.
Their deterioration is measured by means of the breaking factor. The
higher the BF, the more brittle (and thus the more likely to break) the
weapon.
CHARACTER: An inhabitant of the fan tasy world of Arkania. Player
characters, also known as heroes, are part of the adventuring team and
controlled by the player
CHECK (ATTRIBUTE CHECK, SKILL CHECK, SPELL CHECK): Whenever a character
attempts an action with no pre determined result, there is the possibility
of a check against the appropriate at tribute, skill or spell value(s).
These checks simulate rolling a varying number of twenty sided dice. The
attributes listed with each skill or spell are imporrant to the success of
a check, giving a character with high values in the listed attributes a
better spell check.
EXPERIENCE POINTS: (EP) Experi ence points (also known as adventure
points) are awarded for good role playing, solving difficult tasks and
overcoming tough opponents. Once a character reaches a certain threshold
of experience points he or she has reached a new level and can increase
various game values.
HITPOINTS / DAMAGE POINTS (HP / DP): Whenever an attack is successful and
the blow is not parried, it hits the target for damage. The amount of
damage depends on the weapon used and is measured in hit points. Any
protection, like armor, is subtracted from the hit points leaving only the
actual damage penetrating the armor. These points are ultimately sub
tracted from the wounded's life points.
LEVEL: The experience a character gath ers is expressed in levels
LIFE POINTS (LP): The sum of life points determines vitality. The average
character starts the game with 30 life points. Magicians / Magiciennes
possess 25 LP and dwarves 40 LP. Whenever a char acter is wounded, he or
she loses life points Should the life points be lowered to 5, the character
loses conscionsness. He or she dies if the LP reach 0. Life points are
increased on reaching a new level. LP can be regained through sleep or
healing
MAGIC RESlSTANCE (MR): Every liv ing being has a certain chance to
resist a spell directed against it. With intelligent beings, this magic
resistance is influenced by courage, wisdom, superstition and experience
level
NON - PLAYER CHARACTER (NPC): Inhabitants of the fantasy world of Arka nia
who are controlled by the game master (or the computer). They are used as
chance encounters, opponents, or acquaintances who can be a valuable
addition to the team, for varying amounts of time
PARRY (PA): A protective combat manoeuvre. The parry value has a range
from 0 to 20 points and measures the ability to parry an attack.
SKILLS: Skills add detail to a character's personality profile. In
contrast to his or her attributes, skills can be learned and im proved.
They give a precise indication of a character's abilities. All skills are
grouped into combat, nature, body, social, lore, craftsmanship and
intuition skills, For more information see Appendix B: Skills.
SPELLS: Magic comes in handy to cure your characters, aid them in their
adven ture and to vanquish creatures bent on your destruction, Magicians /
Magiciennes, Elves, Druids / Druidesses, and Warlocks/ Witches can use up
to 84 different spells in Realms. These are grouped into various arcane
lores. How well a character knows a certain spell is expressed by a spell
value ranging from a -20 to a + 18, (For more information, see the Arcane
Lore section of this manual,)
APPENDIX G: ARKANIAN TERMS
--------------------------
AL`ANFA: A city state at the shores of the southern ocean, surviving
mainly from the slave trade. The traditional enemy of Thorwalians
ARKANIA: One of the continents on Dere the world of Realms of Arkania,
Arkania is a bit smaller than Europe, measuring about 3000 miles from the
most northern to the most southern coastline, and about 1900 miles across
at its widest point
CALENDAR: The Arkanian year has 365 days of 24 hours each, There are
twelve months, each with 30 days, bearing the names of the Twelve Gods.
There are also five days, the dark days, that bear no name as the Nameless
God bears none. The first month of the year is Praios. It is roughly
equivalent to July. During the winter months of Boron, Hesinde, Firun, and
Tsa, much of Arkania is covered in snow making travel difficult. The five
days between the 30th of Rahja and the 1st of Praios are called "the days
without a name", and are considered cursed. Years are generally counted by
the reign of the emperor governing the Central Empire. Another common
counting method comes from the fall of Bosparan. At the start of the game
it is the 15th year in the reign of emperor Hal and year 1009 after the
Fall of Bosparan.
CENTRAL EMPIRE: An empire in the middle of Arkania, covering about one
third of the continent. At the moment the capital of Gareth is the seat of
His Divine Magnificence, Emperor Hal I of Gareth
CURRENCY: The various Arkanian nations mint their own coins, of course,
but most currencies confirm to the standard of the Central Empire. The
largest coin is the gold ducat (D), worth 10 silver crowns (C) - Each crown
is worth 10 copper bits (B).
GARETH: With more than 100,000 in habitants, this is the largest city in
Arka nia. It is also the capital of the Central Empire, the largest
Arkanian nation Thor walians consider all inhabitants of Gareth snobbish
couriers and arrogant fops.
GULF OF PREM: A gulf between Thorwal and Prem. The center of the Thorwal
region, as far as settlement and ship traffic are concerned. There are
five islands situ ated within the gulf, the two biggest being Hjalland and
Runin.
HJALDING GULF: A gulf to the north of the Hjaldor range, protected from
the open sea in the west by the Overthorn headland and the island of
Manrek. The coast of the Hjalding Gulf is one of the most important areas
of Thorwalian settle ment, second only to the Gulf the Prem.
HJALIDOR RANGE:The Hjaldor range forms the back of the peninsula between
the Hjalding Gulf and the Gulf of Prem
HJALLAND: An island in the Gulf of Prem. The only settlement on the
island is the village of Ljasdahl.
MANREK: An island approximately 40 miles long and 15 miles across, to the
west of the Hjalding Gulf. Settlements are the villages of Manrin and
Brendhil
NOSTRIA: A small impoverished king dom to the south of Thorwal,
constantly at war with the neighboring state of Andergast
ORCISH LANDS / ORC SKULL STEPPES: A high plateau covered with plains to
the east of the Thorwal region. It is the home of the orcs. The
countryside is dominated by low, bleak hills and a cover of light green
grasses, with small copses of birch trees here and there. Along the Bodir
River Valley ruins bear witness to failed human attempts at settlement.
Rumor has it that a number of orcish tribes are assem bling on the Orc
Skull Steppes to march on Thorwal
PHEXCAER: A town of 1100 at the banks of the Bodir River, situated smack
in the middle of the Orcish Lands. Phexcaer is dedicated to the God of
Thieves and probably harbors more of them than any other town in Arkania.
PREM: Situated in a coastal valley and almost unconquerable by land. Prem
is the guardian of the gulf named for the town, The 2350 inhahitarnts are
quite as mixed as the architecture present - here you can find any kind of
building, from a long house raised on stilts to a round tower built from
rocks. Prem is famous for the large hall above the town, the Free Combat
School, and its Premian Brandy, a very high proof concoction also known as
"fire," possibly because it burns with a red flame if set alight
RUNIN: An island 20 miles long and a good 10 miles across in the Gulf of
Prem with no large settlements.
SEA OF SEVEN WINDS: The vast west ern ocean parting Arkania and the legend
ary Golden Coast beyond. Only the most adventurous of sailors have dared
try to cross the Sea of Seven Winds, and very few of them have ever
returned.
STONY OAK FOREST: The Stony Oak Forest marks the southern boundary of the
Orcish Lands. The giant, gnarly trees grow ing there give the place a dark
and eerie atmosphere. Nevertheless, woodcutters enter the area time and
again, as the tough wood of these stony oaks is excellent house and ship
building material.
THORWAL: A region and town on the north western coast of Arkania, between
the Ingval and Gjalska rivers, bordered in the east by the mountains of the
Orcish Lands. The "Home of Dragonships" is considered a rough area, and
its inhabit ants are the stuff oflegends. The towering Thorwalians are
famous for their skill as sailors, but at the same time feared for their
combat skills and love of fighting. The Free City of Thorwal (6750
inhabitants) is the largest settlement of the region and the pride of
Thorwallians. This is a place where men and women drink ale from barrels
and chug brandy from tankards
TWELVE GODS: Most inhabitants of Arkania worship a pantheon of twelve
deities in constant conflict with their op ponent, the God Without A Name.
For more information see Appendix C.
WEIGHTS AND MEASURES: Dis tances are measured in spans, paces and miles.
These are Arkanian measurements not consistent with imperial measurements
of the same name. 1 span equals 20cm, 1 pace equals 1m, 1 mile equals 1km.
Weights are given in oz. (25g) or stones (1 kg)
APPENDIX H: CUSTOMER SERVICE
----------------------------
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APPENDIX I: HINTS & TIPS
------------------------
1. Read Gerbod's Diary - there's a host of info about life in Arkania
there and some useful tourist tips about places to visit in Thorwal.
2. When creating your party, as in most fantasy role - playing games,
strive for balance and diversity.
You will want at least a couple of characters with good fighting skills,
and a couple different types of magic users to cover a broader range of
spells Magicians and Magiciennes offer a couple unique abilities making
them very desirable (don't forget about their wands). Another really
useful character is one that can use missile weapons. Hunters are the most
obvious choice, but don't ignore the Elves. Dwarves provide good fighting
talent (and also tend to bring funds with them when they join your party).
Plan ahead so that you have characters proficient in the key skill
categories survival in wilderness; perception in dungeons, herb lore and
alchemy haggling in shops travel through towns and on ships, just to name a
few. And make sure the leader of your party possesses the appropriate
skills for the area you're traveling in
3 The first thing on your agenda should be to gain some experience to build
your characters. Master Dramosch can really use your help .....
4 Outfit your characters to the best of your ability. Don't hold back when
buying armor and weapons, but do try to outfit as many characters as
possible Try to cover as many "body parts" as possible. (A bullet-proof
vest is great but your bare feet may give the opponent the opening he
needs.)
5 It's also a really good idea to focus some attention on potions and
herbs. Read carefully what Some of the herbs can do, and whether they can
be eaten raw Healing potions are a virtual requirement for any well
supplied adventurer. If you have them ready in your characters left hand,
they can be used in a instant, even in the thick of battle.
6 Poison and a magician's wand is a marriage made in heaven.
7 When traveling, be brave and try everything. Take options to try things
when given the chance to do so. It may not always work to your favor, but
you never know what you may find (you are adventurers after all). If you
save your game as often as possible, this curiosity may not kill the cat.
8 Explore the towns, even the "residences" where possible. If you get
caught breaking into people's houses though, you're going to jail (do not
pass Go do not collect 200 pounds
9 Talk to people, get them on your side, and get the inside scoop on
Arkania
10 Plan out your combat approach. Where you position your characters can
mean life or death. A useful tactic can be to tie up an opponent in hand
to hand combat with a strong fighting character (Thorwalian, warrior,
Dwarf) while you pelt him from afar with a character using missiles. Try
to take the opponent out of the action with a Lightning or Somnigravis
spell which eliminates their ability to attack.
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