Adventurers Guild FAQ (Version 6.1)
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__ADVENTURERS GUILD Frequently Asked Questions __
What is Adventurers Guild? Adventurers Guild (AG) is a play-by-email game which allows you to be an adventurer in a medieval-style fantasy world. Starting as an aspiring youth in the kingdom of Varna, you have just been accepted into the Adventurers Guild. There you will be instructed by skilled senior members in the ways of arms and armor. Trainers for other skills will be available as well; from picking locks to casting magical spells. Weekly tournaments and challenge fights among the guild members provide combat experience. With time and effort your skills will increase, until you feel confident enough to begin your adventuring career. And that will only be the beginning!
The address and phone number for Adventurers Guild?
Adventurers Guild
c/o Entertainment Plus
P.O. Box 2578
Appleton, WI 54912-2578
Hugh Bayer, moderator
(920) 749-1677
Hugh can be reached by email at ag@epmgames.com.
One can refer to the following sections of the FAQ for specific information on a particular topic.
Section 1 - Table of Contents
Sections -
1. Table of Contents
2. FAQ History and Contributor List
3. Common Abbreviations in AG
4. Special Actions
5. Extra Actions
6. Challenge Fight Options
6. Questions and Answers (game related)
8. Character and guild topics
9. Adventuring topics
10. Miscellaneous topics
11. General Strategy Guide
12. Advanced Magic
13. Overview of Skills
14. Deities
15. Summoning
16. NPC's
17. Encrypted Messages and Rumors
18. Guild Outcast Status
19. Scroll Info
20. Common and Magic Items
21. Magic Weapons
22. Manufactured Magical Items
23. Opinions on Adventuring Sites
24. Monster Info
25. Mages Guild and Mana Batteries
26. Disease
27. Theatre
28. Skills (edited DW 6/10/06)
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__Section 2 - FAQ History and Contributors List__
FAQ History and Contributors List
Version 5.1 - 5/10/03: Dan Buterbaugh (DOB)
Versions 1.0-1.4: 1993 - 8/23/94
Versions 2.0-2.7: 10/10/95 - 5/28/96
Versions 3.0-3.1: 10/19/96 - 11/1/96
Versions 4.0-4.5: 7/18/98 - 12/19/99
Version 5.1 – 12/20/99 - ???
AG FAQ maintainers:
Versions 1.x, 4.x and 5.x: Mike Lee (ML)
Versions 2.x: Garrett Le Page (GL)
Versions 3.x: David Hartmann (DH)
Version 5.x - Dan Buterbaugh (DOB)
Major Contributors: Doug Peattie, Mike Rullmann, Brett Wampner
Contributors: Steven Bouchelle, Matt Burgess, Jeff Cornell, Keith Enloe, Steve Ferrell,Doug Gibson, Dan Greenfield, David Ray Johnson, Robert Kuiper, Bruce Marcom, Brett Mason, Mike Mc. Court, Tracy Minnick, Rich Mundy, Dan Oliver, Ray Petersen, Greg Prisinzano, Len Samp, Dave Saville, Randy Scardino, Steve Schmidt, Chris Settipani, Mike Stover, Jeff Talanian, Don Thompson, Jeff Tressler, Jeff Tufillaro, Mike Wesler (MRW), John Weston, Darren Wheeler (DW), Frank White, Andy Wilson, Rick Winniford, Shawn Woods, Todd Woods, Alan Yip, Andy Zambrzycki, Eric Bellman
[Note - Would anyone like to do something like put in bold those players above that are still active? Might help people who would like more info on things they read below. (DW)]
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__Section 3 - Common Abbreviations found in AG__
AP = Action Points. Used for determining which character gets the next action during a fight. More action points means that a character gets to do more things during combat.
APLM = Adventure Power Level Modifier. A "boost" to ones power level from every adventure encounter win and guild fight.
CD = Combat Desire. Used to set how much a character wants to "move in" to hand-to-hand combat. Combat desire ranges from -1 (attempt to stay at extended range) to 10 (move in all the time). CD is important in a party's strategy as mages tend to use CD of -1 or 0 to stay away from melee fighting, whereas fighters use CD 10 as they always want to be hacking and slashing away. Varying CDs can also be used to coordinate fighters of very different speeds.
CMI = Combat Magic Intrigue. Short for one's adventure settings for Combat, Magic, and Intrigue on the adventure form.
DAP = Distributed Action Points. An alternative action point method where non-CM-Speed characters do marginally better as action points are determined by percentage of action points left rather than who has the most action points. DAP is optional and is activated only when the majority of PCs in a fight have (dap) listed in their battle messages.
DM = Deity Magic
DP = Destiny Points
DPB = Damage Point Bonus. Each character has a Damage Point Bonus, where the more DPB one has, the more hit points one has. Dwarves, Ogres, and Minotaurs tend to gain DPB faster than other races.
D/R = Dodge Retreat Bonus. Each character has a Dodge Retreat Bonus, where the more D/R one has, the better their chances of successfully dodging or retreating blows.
EP = Experience Points
GC = Gold Crowns
IP = Intelligent Parry skill.
KP = Knowledge Points
MA = Martial Arts skill.
MP = Magic Points
MR = Magic Resistance
NA = Natural Armor
OP = Overpower setting that is used on the adventure form. One's Overpowered by setting is checked during a battle everytime a party member goes down or flees. If the opposing monsters total power level is higher than your party's total power level multiplied by your Overpowered setting, then you will decide to retreat.
PF = Protection Factor. The "armor" one has applied to them based on armor worn, natural armor level, shieldwork, protection spell cast, and magical items one is carrying.
PL = Power Level. A rough guesstimate of a character's abilities compared to others.
SS = Sure Strike.
UM = Universe Magic
WR = Weapon Resistance. Certain monsters are more resistant to weapon attacks. Examples: Gargoyles and Vampires.
WSP = Weapon Skill Points. The higher the number of WSP a character has, the better one is at attacking and parrying with that weapon.
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__Section 4 - Relevant Special Actions__
See Generally:
http://www.advguild.com/newrules/Life.html#Extra%20Actions%20&%20Special%20Actions
Additional Information:
Case Temple (Diety): Allows you to gauge what you'll be up against should you choose to attack that temple. Displays a "guesstimate" (a good choice of words as it may be badly off) of guarding force's power level, how much gold is there, and if an artifact may be housed there. Scouts that say a religious artifact is rumored to be in a temple generally seem to be pretty accurate. It does not say what that artifact is though. (DW)
Create Magic Item (ID of item/MP storage device ID/ID of character getting item (if applicable): only possible if you have the Enchant Item skill and the required components.
Enchant Weapon (weapon ID/ MP storage device ID/Offensive or Defensive/ name(if not already magic)): only possible if you have the Enchant Item skill and the required components.
Learn skill (skill name and ID/character to learn from): only useful for skills the Guild masters are unable or unwilling to teach. Requires a corresponding "Teach skill" action.
Scout Character (id#): Used to spy on a character's stats, skills, and strategy. The scouted character must be in the guild and fighting that turn.
Study Item (id#): Useful to have Study Item skill first.
Teach skill (skill name and ID/character to teach): only useful for skills the Guild masters are unable or unwilling to teach. Must be level 1 or higher in the skill to be taught. Requires a corresponding "Learn skill" action.
Visit Temple of Kulose: Minotaurs are given a Bracer which reduces their stat costs to 4, 8, 3, 6. For ogres and half-trolls only: they are instructed to lift a large rock while visiting. If one can lift the rock, then one is given a free level of natural armor. There is a limit on free levels based upon the ogre or half-troll's strength. (January 2001) There appears to be a minimum power level requirement per free level as well, so do not be surprised if you have the required strength but do not get the free level. Wait until you gain another 100 or 200 power level and try again. (May 1999) The free levels of natural armor appear to be:
Ogres:
21 = +1 natural armor
31 = +2
36 = +3
41 = +4
51 = +5
61 = +6
Half-Trolls:
27 = +1 natural armor
33 = +2 natural armor
39 = +3 natural armor
45 = +4 natural armor
51 = +5 natural armor
57 = +6 natural armor
Visit Temple of Masao Keung: A character has a good chance of learning Thoughtshield to trained for free.
Visit Temple of Safandi (x), where 'x' = number of hours you want to spend there (x can be anywhere from 1 to 10 hours). Diseases, such as Zombieism, can be cured there. Note: you can lose damage point bonuses by spending time there. One character lost 7 DPB in one visit of 10 hours! Visits for 4 hours or less are generally safe. Followers of Safandi receive a Disc of Safandi.
Visit Temple of Tharkan: must be a follower of Tharkan to enter. Can visit the Black Ooze Pool there with 'x' setting for number of hours to be in pool. Soaking in the Pool can give DPB, take away DPB, take away Magic Resistance levels, take away cunning, give stamina, or give destiny points.
Visit Theatre: One example: "The 'Axe that Grinds' is an excellent example of a love story full of intrigue and betrayal. The abundance of foreshadowing makes the play very intellectual. The directors use of an all-halfling cast makes the whole thing fall a little short. Had Jugger not fallen asleep in the middle of the play he may have enjoyed it more." (See also Theatre Visits section)
Visit Magic Shop: will give you a scouting of the Magic Shop's available magic items/weapons. Costs and possible descriptions of what each item does are listed.
Available only in Antar:
Visit Mushroom Circle: Minotaurs no longer get a Minotaur Pendant (lowered stat costs for Minos) there. The Mino Bracer replaced the Mino Pendant, and a Minotaur can get one by visiting the Temple of Kulose. Minotaurs may receive an extra gift at the Mushroom Circle, usually 5 EPs, 5 KPs, or 1 DPB. Other races are either unaffected or experience sex change/stat change/race change/appearance change.
Visit Insane Asylum: Go see how Stonedog the Mordtch-worshipping lizardman "cures" people of imagined diseases. And get a chance for a free level of Distraction.
Available only in Ciston (currently):
Visit Mortuary: Visiting Ghul Avesh's mortuary gives a chance to learn a free level in bandage wounds on a sliding scale (the higher your bandage wounds, the less % chance of learning a free level).
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__Section 5 - Extra Actions__
See Generally:
http://www.advguild.com/newrules/Life.html#Extra%20Actions%20&%20Special%20Actions
Additional information:
Cure Disease (character ID#/ MP spent)
Guard Character (character ID#)
No Battles: use combat message lines for 5 extra Special Actions instead of any regular guild fights; can still challenge/patrol/etc. Email Hugh directly if you're going to do this.
Transfer Magic Points: (character 1#/Battery 1#/MP/KP/Battery 2#)
Undertake Quest (type) (character/race/monster/item #)
Pray
Clear Pet xxxx (where xxxx is pet item ID#): Any item(s) on the pet will go to empty slots in the owner's personal possessions. It's not possible to select just one item off a pet if the pet has two.
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__Section 6 - Challene Fight Options__
A field challenge fight (owned items and adventuring skills are usable).
A Patrol City fight against random monsters (owned items and
adventuring skills are usable).
Patrol Cemetery - Have a probability of fighting undead.
Guard Temple(deity). Temple guarding does not assure a battle.
Recent addition to challenges (March 1998):
Free for all Challenge. You can now be in an arena with up to 19 opponents, none of whom are on your side and all of whom are against each other (and you). Last combatant standing (unless the fight is called) wins. Fights start with all participants in a circle, roughly just at extended range. For a free for all challenge to happen, ALL participants must use the phrase "free for all" somewhere in a when-said code 2 message. Free for all challenges may also be deathmatches.
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__Section 6 - Questions and Answers (game related)__
Q: How much should I put in my resurrection fund for a good chance of coming back from death?
- The first 100 gold yields a 25% chance. Less than 100 gold yields nothing.
- Each subsequent 10 gold yields an additional 1% chance.
- Each point of Stamina yields an additional 3% chance.
- The maximum resurrection fund is 97%.
Q: What can you tell me about CM-Blink?
Blink can be very effective, but requires a free hand (fist, claw, spiked gauntlet, or buckler). It costs a fair amount of energy and over using it will tire your character. I find that it works well with a good dodger. Remember that it cannot be used at short range (although Dark Wolves, Enchanted Rats, etc. can use it at short range). Only the PC race, Faeries, can use CM-Blink in short range.
Q: Any more information on dodging?
8-20-2003 from Chat(Hugh)
Hugh: cunning helps dodge, so does CS, and size, and speed... not sure
this is the way to try and 'balance' dodge vs. parry...On last week's chat session, Matt brought up a point about why armor seems useless at higher power levels. I then mentioned that Goldy and Vanya tested this theory out at last gencon (Vanya played the target) and regardless of whether Vanya was wearing platemail or leather armor, it always took Golden 4 or 5 hits to bring Vanya down. I asked Hugh and he alluded to Golden's "high level" (I'm guessing WSP and/or PL) as making a difference. I told him that it's still peculiar that the armor made absolutely no difference and he said that he's still working on making the system "less peculiar." To this end, I'm unclear at higher levels whether
armor makes a difference (Hugh did mention I should check armor out vs. bites, etc, but as far as weapons are concerned, it does seem that armor can be useless).
This follows up to what I also learned at Gencon...armor weight vs. dodging. I found that lighter armor does improve dodging (which I believe Doug Peattie really tipped me off on), but that it's strength dependent. There was a significant difference between Vanya dodging in plate vs dodging in leather, however, there was very little difference between Vanya dodging in scale vs. leather. I have raised Vanya's strength since then and it seems that Vanya now dodges very well with chainmail.
(Doug Peattie): Jamethiel wears no armor and has +18 strength over her weapons combined fatigue factor. She dodges quite well. Jenisse also wears no armor and has only +8 strength over her weapons and dodges well, but not as well. Their D/R bonuses are within 12% so I discount that as the only contributing difference. The key is natural armor. The more, the better. :) But it is very expensive.
Q: Why doesn't my character learn weapon skill points (WSP) very fast after 26-30 WSP?
A recent change appears to have made it easier to learn WSP (even into very high levels like level 14-18) for very devoted Kellen worshippers.
Q: Berserker questions:
Does Combat Sense have any effect when one is berserk? (Hugh): No
Does Martial Arts have any effect when one is berserk? (Hugh): No
Does the Berserk Rage skill give a + or - to the "to hit chance" of a berserker? (Hugh): plus
Can you learn WSPs while Berserk?: Yes (tourney fights only?)
(DW)
(Eric Bellman): (September 2006) I asked Hugh earlier in the year if an adventurer can learn weapon skill points while he's berzerk. Hugh said no. I've run a berzerker for 3 years and Sakatha never once earned a weapon skill point while he was berzerk.
Q: What is the best way to cure Zombieism?
(High Priest of Safandi in newsletter): It has come to our attention that Zombieism is now contagious. Anyone suffering from this condition is welcome to visit the Temple of Safandi. One visit (Special Action) will cure you completely.
Q: What can you tell me about the Martial Arts skill?
(Brett Wampner): From what I have seen Martial Arts does 2 things: It increases damage done. How much? Not a huge amount per level, but Matrix with level 8 Martial Arts does quite a bit of damage per kick and he's still got a lousy strength. It increases the number of kicks you get. My not-so-very-tested formula is: Kick level + 2 plus MA level x 3. I notice Matrix runs out of kicks around 30 with a level 4 kick. Also, if you are wearing studded leather or less, kick will be to your full height, rather than half your height. So, if you are 64" like most Illsoren and are fighting another 64" opponent, you can kick them in the arms and head as well as the body and legs. Personally, I really don't think this is that great of an improvement. Kicking someone in the head is nice if you can, but kicking them in the legs hampers their dodging/retreating.
Chi Armor: Requires a rock golem heart and Martial Arts level 5. Bonus to armor.
Q: I have heard that it is possible to earn free Mind Wall levels while meditating. Does devotion to Masao Keung help? Do you have to be trained first in Mind Wall before receiving free levels?
(Rick Winniford): My character, Logann, is devoted to Masao. I bought MW to trained, meditated every turn in the guild, and didn't get a free level from meditating until I was given a Celestial Order Pyramid. I did get 2 free levels (levels 1 and 2) in the guild during arena fights when Vertigo and Daze were used against me. Since I recieved the Celestial Order Pyramid, I have gotten 4 more levels of MW while meditating.
Q: I heard certain armor has an AP penalty. Is this true for weapons as well?
(Jeff Cornell): (October 1999) Yes, through my ongoing discussions with Hugh, I've learned that armor does affect your AP, so wearing no armor means alot more AP, and that weapons have weapon speed factors now, something I have been pushing towards for a long time so that mauls cannot be swung as quickly or easily as daggers. I do however believe that it needs more tweaking before it is closer to satisfactory.
Q: What can you tell me about Dragon Kick?
(Library book 42): Ilsoren Combat Secret (last revised 11/08/00)
contributed by Saarandi Bearclaw.
I recently spied on an Ilsoren grandmaster, who was showing two warriors a new combat skill. He called it the Dragon Kick, and demonstrated an amazing, powerful kick that began a good six or more feet away from his target. Standing at long range from a boulder, he used the kick to shatter the boulder. He explained that only highly skilled students would be capable of learning the Dragon Kick skill, and each must find and destroy a Dragon Claw to actually become trained. Afraid that's all I was able to see and overhear.
(GM addition: Dragon Kick works much like other skills, but that on the combat orders form you'll need to want to move in. Dragon Kick use is checked for with your move. So if you have 100% stay at long you will never try to move in, and thus will never have Dragon Kick checked either.)
(NPC Yerikan): (Answer to what are Dragon Kick's prerequisites) In my opinion "highly killed" martial artists would have kick and martial arts close to or over level 10.
For some reason all the Ilsoren I've asked for specific details regarding Dragon Kick have been unable or unwilling to divulge exact levels.
(John Weston): (December 2000, character Aegri Somnia) The Ilsoren master was not lying! This last turn I destroyed a dragon claw and thereby learned the Dragon Kick skill. Here are details of the skill (by the way, I am human and have Martial Arts level 9): Dragon Kick, skill #77, picking it up at Trained raises power level by 5 pts, 20 EP multiple for humans. To destroy the Dragon Claw, I used the Extra Action: Destroy Item #966.
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Adventuring topics:
Starting with T138 Barstow, Hugh has made the maximum power of monster faced in any given encounter (excluding specials) to be equal to the power of your parties' highest power member * diff. level * 0.15.
Ex: 15000 PL character x 05 difficulty level x 0.15 = 11250 monster
15000 PL character x 10 difficulty level x 0.15 = 22500 PL monster
15000 PL character x 15 difficulty level x 0.15 = 33750 PL monster
15000 PL character x 20 difficulty level x 0.15 = 45000 PL monster
Note: find and bring a Monstrous Inifitous Fetish along to use the older system.
Q: How do I compute my starting max encumbrance? (Used primarily for adventures)
Start with 100.
Add 20 for heavy weight or subtract 20 for light weight.
Add +10 for each strength point above 12.
Subtract -10 for each strength point below 10.
Add +5 for each stamina point above 17.
Subtract -5 for each stamina point below 12.
Add +4 for each inch above 72.
Subtract -3 for each inch below 60.
Q: What adventuring sites are available from each guild?
See Adventuring Sites section
Q: Where does Glissen show up? And what does he give you for a Mummified Newt?
Glissen has shown up at Dead Hills, Skree, and the Swamp. He was encountered 3 times on a Skree Patrol CMI 444. (GL) Glissen will give you one of the following for a newt: 50 gc, Potion of Healing, Norstrum's Charm, Salinger's Disc, Random Scroll, Magic Fury Inverter, or a level in Universe Magic.
(Jeff Lawler) Head Hunter got a free level in Magic Fury many years ago for the trade. Seems Glissen has recently become alot cheaper though. ;-) You can expect the 50 gold alot, or the magic fury inverter. The newts are better spent elsewhere.
Q: What's the deal with glowing spheres and magic springs?
Spheres and springs are attached to encounter areas. You will not find them all the time even if you go to the same area the following turn. The rumor is that they are found the same way traps are found, just a little harder. I am not sure if higher intrigue guides you towards rooms with spheres and springs. You can gain or lose stats, D/R, DPB, KP, or destiny points off of spheres and springs.
One can also gain AND lose a stat from a sphere/spring (sometimes the same one!). (DW)
Q: Any info on anti-magic rooms?
In anti-magic rooms, there are varying chances for spells to fail. Most likely you just get a die roll against that rooms anti-magic number. If one dies in an anti-magic room, there is also the possibility of losing some or all of your magic items. There have been reports that sites like Blood Cairn (secret level 2) and Swamp Patrol (Lich's Domain) have 100% anti-magic rooms. (ML) My recommendation is to avoid bringing mages with you if you know you will hit an anti-magic room. Their spells will be useless and their power level will still add to the monsters that are generated. Aim for bringing just one spellcaster on these adventures to difficult sites. I would not worry excessively about anti-magic rooms, though, as they are uncommon and generally located only in difficult sites. Consult the Adventuring sites section for opinions on what sites are considered difficult.
Q: How do we avoid a Bandit Lord until we're ready for one?
(ML): At "normal" adventuring sites (i.e. Skree, Dead Hills, Marikhold, Isurus, Cairn, Temple of Canaar) there is almost no chance of a Bandit Lord, or high power level monster, showing up unless your difficulty level is 14 or above. This used to be the case, but I recently asked Hugh and this is his reply: "Definitely not true...and hasn't been true for quite a while (nothing to do with recent changes (to monster generation))." My advice would then be to keep your difficulty level lower (10 or under) until you think you have a competent adventuring party. Also avoid the difficult sites like Swamp Patrol, Black Ship, Azcor's Tunnel, and Undercity as sometimes certain rooms at these sites will bump up the monster power level to give more of a challenge.
Q: How do I beat a Huge Ooze or even some of the minor oozes?
Magic fury works well against them. Having a shield or blink will help greatly versus their attacks. Hugh has answered that their is a limit that your character can be slowed down by their slime attacks, otherwise you'd never be able to move/attack.
(Steve Ferrell): Hugh says their attack is acidic and P/D resistance has no effect (it was once thought that potions of resistance would help versus slime attacks). He has been wrong on occasion, though. :) My suggestion is hang back and shoot (missile weapons, CM-blast) as they seem to have a negative movement modifier.
(GL) Keep in mind that Oozes reduce the damage from both blunt and sharp weapons. I agree with the CM-Blast concept. Boot spikes appear to do well, too.
Q: Doing damage to monsters/characters with weapon resistance?
(Shawn Woods): Weapon Resistance, as possessed by some monsters such as Vampires and Enchanted Rats, is overcome by high weapon skill level.
(ML): It appears that the only things that really help vs Shifters, Vampo Mages, etc. is having the Power spell, very high strength, very high weapon skill level, a very good magical weapon, or lots of blast casters.
(GL): You can overpower lower power weapon resistance with lvl 1 weapons consistently if you have a 28+ strength (60+%). Also, magic weapons entirely bypass the lower weapon resistance of Enchanted Rats/Minor Vampires. However, against the weapon resistance of regular Vampires, Bumble overcame it with a (weapon skill points at) level 3 weapon about 10% of the hits using regular weapons.
(Brett Wampner): Weapon Resistance is set up to counter magic weapons. To penetrate weapon resistance you must hit for enough damage to go through it, if you come close it won't count at all. Magic weapons can nullify this on a level per level basis, but some monsters have been found with beyond level 3 WR already. Weapon skill levels seem to greatly affect your chances. I saw with Brytta that an extra level or 2 would increase my chances by at least 25% to penetrate. It has been hinted from Hugh that Martial Arts will allow some sort of bonus for penetrating Weapon Resistance with fist/spiked gauntlet. Once fighting becomes Desperate (past a time of 100), overcoming weapon resistance seems much easier.
See also Magic Weapons section.
Q: What does the Protection Spell do for me?
(GL): The number of MP spent on the spell are added to each party member's armor factor. A lvl 7 Protection Spell would give everyone another layer of Platemail. Add this to Power and you get a nasty combo.
(Greg Prisinzano): This has not been my experience (Baal only has a level 5 Protection). It seems that the party gets greater benefit when their are fewer members.
(Mike Rullmann): It is something hard to measure so I can't comment on exact numbers. Protection does help, but no messages are even evident. And with the "sometimes" high weapon level on 3000+ power monsters, the protection factor is not really even seen at all. The weapon skill level cuts right through it.
(Steve Ferrell): I believe one level is half of a Protection Factor.
Q: What's the deal with adventure score?
(ML): A 50 adventure score is what you start an adventure with. Based on successful and unsuccessful actions (getting knocked out, retreating, missing traps, bouncing off stuck/locked doors, etc.) your score goes up or down. As long as you're above 50 score you always get what EP you earned. When your score is below 50 you start losing a percentage of your EP based on how far below 50 you were. The new system is much improved compared to the old system where your EP got lopped off to a set amount even if your score was 49. Example: old system rest of party got 79EP pooled, you got 49 adv score and ended up with 40EP. Under the new system you would receive ~65EP for the same 49 adv score.
(Todd Woods): Damage taken reduces adventuring score. For regenerating/healing types that can take alot of damage it's noticeable. (GL): My experience is as follows for minimum EP from an adventure: Score 38: 25 EP, score 50-60: 30 EP, score 61-75: 35 EP, score 76-99: 40 EP, score 100: 45 EP.
Q: What can traps do to me?
It is best if every party member has at least lvl 1 in Avoid Traps. Everyone gets a chance at finding a trap, and it is best to back up your main trap finder. The following are the nastier traps:
Deep Pit: Can cost you 2 dpb.
Emerald Ward: Can destroy protection gems and/or cost you 1 strength point.
Blue Ward: Can destroy protection gems and/or cost you 1 dpb.
White Ward: Can destroy protection gems and/or gold.
Purple Ward: Can destroy protection gems and/or cost you 1 strength
point and 1 dpb.
Avoid Traps is also a factor in attempting a "sneak" raid on a temple in the guild. Characters with a very high level in traps can be very successful in sneaking past temple guards. (DW)
Q: I am planning a multi-turn adventure in the wilderness and would like some more information.
(Doug Peattie): The trickiest part about adventuring into the wilderness is selecting a difficulty. The underlying mechanism is radically different from adventuring to the regular sites. The Total Adventure Difficulty (TADV) is the group power level times the difficulty level. In the regular sites, each encounter area is populated with between 1 and 35 percent of the TADV, with an average of 15 percent. I suggest determining the Per Encounter Difficulty (PED) of your most recent successful outing and remember that number. (TADV * .15 = PED).
Example: A group goes to Isurus L10 with TADV of 90000. A tough but rewarding outing. The PED is 13500. Now we want to generate the same PED using the wilderness mechanism. Each wilderness encounter is populated with 9 + difficulty level + monster
value (1-10) percent of the TADV - OR - for X-Difficulty selection 19 + monster value percent of TADV (sort of assumes a difficulty level of 10). My preference is to use the X-Difficulty when wilderness adventuring. In this fashion, the PED is mush easier to attain. With the X-Difficulty, assume an average monster value of 3.5 yielding a PED of 22.5 % and the numbers work out real simple.
Example: The same group wishes a PED in the wilderness of 13500 (22.5 % of the TADV). The TADV is simply 13500 / .225 or 60000. Precisely two third of the regular site TADV (15 / 22.5). The party has 4 members, so each member selects a difficulty of X15 to generate a TADV of 60000. The above two examples were taken from my daughter Jenisse's last regular site outing and first wilderness outing. The wilderness outing ended up a difficulty 6.45, yet proved every bit as difficult as the L10 Isurus. We Guild Members have all adventured to regular sites for a long time, with only a difficulty level to control our fates. With the introduction of the X-Difficulty and wilderness adventuring, I believe we must take a fresh look at how we view difficulty. No longer should we think in terms of difficulty level, but rather in terms of Per Encounter Difficulty. The transition from regular site to wilderness adventuring will proceed with fewer disasters and deaths if we do.
Q: One of my quests was to defeat monster: Black Ilsoren (ID#1177). Our party fought and defeated one ("Slipping away from Golden, Black Ilsoren prepares to flee"), but I did not get the reward for the quest. Did I not get the reward because the Black Ilsoren fled?
(Hugh): The system is not set up (to give the reward for fleeing monsters). Just kill the thing, that's what the nobleman with a grudge, or sage wanting a certain body part, or deity with a mysterious reason quested you to do.
Q: What happens if you die on an adventure without a medallion of returning and you have over 50 destiny points?
(ML): You lose all your carried items and gold, 50 destiny, and around –50 to -60 to your APLM.
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Miscellaneous topics:
Q: When I sell things I get less than I paid for them. Why?
(DH): Every item has a "true" value. The guild merchants will sell you things at their true cost. For example, the true cost of a Potion of Healing (Item #178) is 100 gold crowns. However, when you sell something to the merchants, they pay a percentage of the true cost. This percentage is based on your character's Cunning and level in the Bargaining skill.
Q: So what percentage of an item's true value can my new character get?
(DH): Typically, new characters can get about 60-66% for items they sell.
Q: How can I find out the exact percent of an item's true value I can get?
(DH): Buy and sell a Potion of Healing. The amount you get for the Potion is your current percentage.
Q: How much more will I get if I raise my Bargaining level or my Cunning?
(DH): Each level of Bargaining gives a ~3% boost to your selling percentage. Raising Cunning gives a smaller boost to your selling percentage, though raising Cunning helps you in plenty of other areas of the game as well.
Q: If I raise Bargaining and Cunning enough, can I get more than 100% of an item's value?
(DH): Yep! If your selling percentage goes over 100, you can get more than an item's true cost from the merchants. The few characters who can do this usually offer to sell things for others, giving you the true cost (which you wouldn't get otherwise) and pocketing the difference.
Q: What about the Magic Shop?
(DH): The Magic Shop charges two-and-a-half times an item's true cost. For example, the guild merchants consider a Fostil's Pack to be worth 800 gc, but it will cost you 2,000 gc at the Magic Shop.
Q: Speaking of the Magic Shop, how do I find out what they have for sale?
(DH): There are two ways. You can use the Special Action "Visit Magic Shop." This will give you a listing of some of the items for sale, their ID numbers, their prices, and brief descriptions. Alternately you can just check the list here in the FAQ.
Q: So if the list is here, why waste a Special Action just to visit the Shop?
(DH): Occasionally there are new or unique items available, like a magic weapon. The only way to find out about them is to visit the shop. You also get a little description of your visit that's kind of cool.
Q: How do I buy things from the Magic Shop?
(DH): Buy them like any normal item: put the item's ID number on the "Buy" line of your Adventurer's Improvement Form. You don't actually need to ever visit the shop if you don't want to.
Q: When I visited the Magic Shop, why were only a few items in the FAQ listed as for sale?
(DH, ML): The Magic Shop only shows visitors some of its wares. Most, if not everything, in the FAQ's Magic Shop list is always available to all characters. A Fostil's Pack or Halle's Pouch is just a trip away (plus having the gold to buy the item). If more than one character tries to buy a unique item, like a magic weapon, or a limited quantity item, like an Oolzer's Necklace, then the shop will randomly select a character and sell it to him/her.
Q: What are destiny points used for?
1) For automatic resurrection after all other attempts have failed (if one dies while adventuring). The cost is 50 destiny points.
2) For automatic resurrection after dying in the grotto. The cost may be 100+ destiny points now that Hugh has changed it.
3) For Power Words.
4) For reading Forest Green scrolls. The cost is 20 destiny points.
5) When devoted to Dyrellan you may utter some phrase to enhance your combat magic.
6) For the quests Love Being, Hate Being, and Grab Treasure.
Q: Is there a maximum amount of destiny points that one can have?
At one point, there was a 100 destiny point maximum. That has been changed and now one can go well over 100 destiny.
It appears that one can always get destiny points for finishing first or second in the guild battles regardless of one's number of destiny points. It seems tougher to get them adventuring though as your destiny point total climbs higher. (DW)
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Q: What are the Power Words?
Animus unus x - Costs 1 magic point. Say 'Animus unus x' at the start of a combat to temporarily gain stamina.
Callidus unus x - Costs 1 magic point. Say 'Callidus unus x' at the start of a combat to temporarily gain cunning.
Delocaro - Costs 20 destiny, use with code of 2, temporary hatred of zombies.
Dexteritas unus x - Costs 1 magic point. Say 'Dexteritas unus x' at the start of a combat to temporarily gain dexterity.
Eludere unus x - Costs 1 magic point. Say 'Eludere unus x' at the start of a combat to temporarily gain dodge/retreat ability.
Fascinare ipse unus x - Costs 1 magic point. Say at start of combat to gain +5 WSP. If using a weapon in each hand, then 1 magic point will be spent for each weapon. Works only with normal/mundane weapons.
Fascinare totus unus x - Costs n magic points for a party size of n (5 person party costs 5 MP). Say at start of combat for each party member to gain +5 WSP. Works only with normal/mundane weapons.
Frangossis - Costs 20 destiny, use with code of 2, temporary hatred of skeletons.
Miizael - Costs 4 destiny points. +2 Mind Wall.
Protectarab - Costs 10 destiny points. Character gains two (2) instances of Mystical Armor (nullifies all damage from an otherwise harmful attack). Only females can use. Cannot be used in tournies.
Riltan_cho - Costs ? destiny points. Utter after wounding a vampire. (DH): Where _ is X IMHO.
Sxram - Costs 6 destiny points for non-Tharkan followers. Say when retreating (code 8). Will greatly improve chances of you retreating (gives your character alot of action points). Unconfirmed for Tharkan followers: cost is 4 destiny points?
Trinock - Costs 2 destiny points. +1 CM-Power
Vires unus x - Costs 1 magic point. Say 'Vires unus x' at the start of a combat to temporarily gain strength.
Wimmox - Costs 1 destiny point. Lessens monsters retreat settings so they don't flee as much.
Maleficaram Axia Infernum – Spoken by Cy Borgg before dream fight with the Wolfpack. He went berzerk in that one.
Q: How can I boost Power Words?
(Mike Rullmann, Doug Peattie): To expend an additional 1 magic point per appropriate stat point, replace the xxxx with the words below. In example, "Dexteritas xxxx X" where "Dexteritas Quinque X" uses 5 magic points for a +5 to dexterity. May only be used with the above table's Power Words that include "unus" within it.
unus = 1 MP
duo = 2
tres = 3
quattuor = 4
quinque = 5
viginti = 20
Q: Can Power Words be combined in one message code?
Yes. Example with message code 2: Eludere unus x, Animus duo x, Miizael
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Q: What is the Tournie?
Every 6 months there is a tournament open to all guild members. Characters are “teleported" to the site of the tournament so travelling between guilds is not necessary. No regular turns are run the week of the tourney, i.e. each guild is set back a week. Each character may enter the following categories: Singles, Doubles, and Mixed. For the Mixed category, one can enter alone or with a partner. Divisions/groupings are based on power level and contain eight combatants in double elimination competition. What do you get for winning your tourney bracket? Your character gets a magical item from a grab bag of goodies. The higher your power level, the greater your chances of grabbing a "better" magical item like a Necklace of Resistance, Halle's Pouch, or Boots of Speed. Characters receive a bonus 25 EP just for participating in a category.
Q: How tough are the senior members?
(Chris Settipani): You should scout a senior member before challenging them, for they do improve with time.
(DOB) NPC stats can be found in the advguild yahoogroups database section.
Q: What's with the Distributed Action Points?
From GM Notes, Antar turn 167: "The Distribute Action Points (dap) option is here! One of the topics of this year's player poll had to do with action points being distributed more evenly through a round, rather than having a considerably faster character have many actions before his or her opponent would get any. If you'd like to try it out, write '(dap)' at the end of one of your battle or special messages, depending on which set of messages you'll be using. Only if all parties in a combat encounter (be it battle fight, challenge fight, or adventure) wish to do so, will the (dap) occur, so it's entirely up to you. Monsters and NPCs will always choose (dap). Remember, the (dap) must be at the end of one message line, and that message line (including (dap)) must not be over 50 characters in length."
(Hugh): Here's a little more information about DAP:
In the current system, whoever has the greatest number of action points (APs) gets to act first in a combat until he or she no longer has the most. In the DAP system, that person will still act first, but after that, whoever has the greatest percentage of his or her action points remaining will go next.
Here's an example:
Quickie starts the round with 200 action points while Slowie starts the round with only 100. Quickie goes first, and moves closer using up 10 action points (a hypothetical number only). So Quickie now has 190 APs left, which as a percentage is 95%. Slowie, of course, still has 100%, so he goes next and uses up 10 APs too. Slowie now has 90 APs left, or 90% of his original total. Since Quickie has a higher percentage of his original total remaining, he goes next, using 10 APs again. Now both fighters are at 90%, so Quickie gets to go again. The cycle continues until both are out of action points. It should also be noted that defenses do use action points.
(DH): In other words, you can use the (dap) option to change the way action points are distributed. Previously, the person with the most action points would get to keep acting until they no longer had the most action points. This meant that someone very fast could make many actions before anyone else could do anything.
Q: Can you tell me more about height scrolls?
(Doug Peattie): Here is my understanding of the height adjustment scrolls. They will not work if the character is presently beyond the racial limit. Otherwise, they will adjust the characters height within the game upper and lower limits, which I believe are 96 and 36 inches respectively (though a Massive Cyclops is 108 inches tall). Both Winterslope and Count Drax exceeded their racial limit by reading scrolls (mutant dwarves). I am unaware of any character BELOW their racial limit, but I believe it is also possible.
(Matt Burgess): (December 2000) I had a Dwarf at 48 inches (racial max) read a height scroll and increase to 54 inches. They work if you are not already below/above your racial min/max.
(DOB) Unless it's been changed recently, height scrolls do not work for faeries.
Q: Can I ignore slime attacks by using the message (set ignore if skill attack)slime?
(John): Currently, the only ignorable skill attacks are kick and bite.
Q: When will there be an ignore slime attack?
(Hugh): Don't know on the slime "when." I do know that the attempt to avoid a slime attack does NOT use up any action points.
Past GM Note on bravado setting for adventures.
For the conservative adventurer: It is now possible to be very cautious while sipping from fountains, touching spheres, or interacting with other situations involving bravado. A bravado setting of one will have the adventurer "test the water" first. This greatly increases the chance that the possibility of gaining from the encounter will disappear before you "jump in," but it also greatly decreases the chance that you will be seriously harmed.
(ML): If you're not a gambling type of person, go with a bravado of 1. If you know others in your party go bravado 9, go with a bravado of 8 as your character will not attempt to drink from a bad fountain after another party member chokes on it.
Past GM Note on dwarves and magic resist bonus from stamina.
The sages conducting research on magical resistance inherent to beings of Dwarven blood have issued preliminary results after over a year of experimentation and study. Thanks to generous funding by secret groups it has been concluded that dwarves of high stamina gain some bonus to their magical resistance to many harmful magics. It is thought that higher stamina reaps a better bonus.
Q: What are the breakpoints for dwarven magic resistance off of stamina?
(Brett Wampner): It is based on 3's and 8's. Starts at like 23 for +1, 28 for +2, 33 for +3, 38 for +4, etc...
Q: Lizardmen get Natural Armor. Does it increase with Stats?
(DOB) Yes. Based on the Strength of the lizardman, he gets a bonus to his NA. Around 24 Str is required for +1, around 32 is required for +2. PL also factors into this. You need to be around 1500 PL before the +1 will kick in.
Q: I've heard that you can purchase levels of Natural Armor from PC mages. Is this true?
(DOB) Yes, though I believe it is fairly expensive. I know 60 MP are required at least for NA +1.
(Hugh) Starting NA does not penalize increasing Natural Armor via magic. Enchantments start at +1 regardless of racial NA...though this may change for manti.
(BrettM) Cost of NA based on number of enchantments, not total level.
Q: Will magic resistance hinder "helpful" spells like Cure Party now that magic resistance is trainable for dwarves?
From Hugh: On magic resistance and PCs...I don't want to get into having the MR hinder helpful magic on a broad scale, so unless some deity-based effect overrides it, MR does not reduce the effectiveness of helpful magic cast on a character. That could be changed I suppose, but it's not the way I'm wanting to do it right now.
From Hugh (March 1998) on recent changes to poison/disease resistance.
This skill is now trainable for all races. Initial cost to train is 100 EPs. Some races find it easier to develop a resistance to poison and disease than others (a 200 EP multiplier is the norm, halflings have a much better rate, and some other races are in-between). Neither of these options are meant to be used by (or necessarily useful/worthwhile to) all characters...but now many who wish to go to an extreme can do so.
Q: Any info on the faery sword?
(Dan Oliver): This assumption (and it is an assumption) is based on a careful review of the four test fights that were posted on Guild-l by Hugh and of the seven fights my faery character fought in the quild on Antar 203. Ghislaine's faery sword caused no damage to opponents wearing Padded Armor or better. She caused minor damage to opponents wearing Leather Armor about 50% of the time. The blows slid off the armor for the remainder of the attacks. She had one head blow against a Light Helm. It dazed her opponent but caused no damage. She was able to cause damage through a Minotaur Warrior's "natural" helmet.
(Chris Settipani): Faery sword costs 20 gold. Minimum dexterity to use faery sword without penalty is 11.
Q: Any opinions and info on running a Faery?
(ML): I've talked with other players, and I think we all have the same opinion for Faeries in the long run. With damage from the faery sword becoming non-existant later in their careers, a Faery will basically have to focus on CM-Blast or CM-Shock.
(DOB) I've heard faery swords actually keep up fairly well, as long as the weapon skill is high enough.
Past GM Note on picking up arrows, bolts, or bullets.
All you bow, crossbow, and sling users out there please note that a change has been made to how much (or how many) ammo you will recover while adventuring. Unless you have some sort of magical quiver, you will only recover ammo up to the amount you took on the adventure.
Past GM Note on using kick.
The Guild leaders have announced that the use of kicking as a weapon has gained enough respect that it is no longer considered dishonorable.
Q: Is Chill just a modified form of Burn?
(Hugh) It does not have the same costs and affects as CM: Burn.
XXXXXXXX spends a considerable amount of time studying the Chill Tome which is written in the elven language, and learns all that is required to start using the CM - Chill Spell.. Unfortunately the tome disappears before XXXXXXXXXX's eyes! This spell will lower the body temperature of your targeted foe, unless they resist your magic. A shivering foe is easier to hit, and will not hit you as well. CM - Chill uses the standard x/y setting scheme, does not work vs. skeletons or zombies, and can be cast at Long, Medium, or Short Range.
Q: What can Fireball do?
(Jeff Lawler) Anywayz... Fireball is unaffected by magic resistance. You CAN blink away from Fireball explosions. I'm unsure how this works... You may have to be the target of the spell in order to be able to blink away from it. (*shrugz*) Fireball doesn't seem to have a "range" as Firebreath does, please add info on this if you know. When Fireball hits its target, it hits everyone (friend or foe) adjacent to them.
Q: Does the area of effect for Fireballs increase with level, or stay the same?
(Jeff Lawler) Fireball can be cast just as quickly as combat magic spells. Ouch! Fireball is an advanced magic skill and uses MP's per cast.
Past GM Note on No Battles option.
By writing in "no battles" as an Extra Action, you will receive an additional five Special Actions. These Special Actions take the place of Battle fights or adventuring. You still may be in a challenge fight if you wish (or work, perform devotions, etc). Write in your additional Special Actions in your battle message slots on the improvement form. There is no restriction on the number of times you may use the same Special Action, but in the case of Meditate in particular, the effects will be reduced significantly after the first two.
Half-Trolls and potions of resistance: can now drink potions of resistance at the start of an adventure in an attempt to gain free levels of poison/disease resistance. It is not 100% guaranteed that the half-troll will get a free level of poison/disease resistance.
Companions for adventures. (Randy Scardino): I won a hellcat, Molly #977, in a past tourney. I bring her along on an adventure like an item, and if I die she teleports back with me like one of my items. On the adventure she is listed as a summoned monster, she won't pick up gold or items, and cure party will heal her up.
Q: Any info on Healing Kits?
(Doug Peattie): I estimate the Healing Kit as providing an additional 2 levels of Bandage Wounds. The interesting thing about Healing Kits is that regardless of who brings it, the party member with the highest Bandage Wounds skill uses it. Once, a long time ago, the party member who had brought the kit teleported back early for the usual unfortunate reason, but the kit did not. It remained with the group. At 100 gold a pop, I wouldn't bother with a healing kit on a regular basis (except in a very specific instance alluded to below). However, it is a good measure of how a character performs with those additional skill levels if you are considering training the skill.
Q: Any info on controlling an opponent's weapon after a successful parry with a shield?
(Dan Oliver): During tournament 13 (April 98), Aden Marne successfully parried 97 attacks of which he controlled 7 attacks (~7%). This is not surprising. Hugh has said on several occasions that shields are not as effective as other weapons for controlling attacks or disarming opponents. Aden has: Intelligent Parry Level 9, Combat Sense Level 9, Medium Shield 49 WSPs, Strength 39, and Dexterity 40.
(Eric Bellman): (September 2006) Before I started up my ambidextrous half-troll Lord Wyrmclaw back in late 03', I asked Hugh several questions about ambidexterity and how it affects parrying. Some of the things that he told me were that ambidexterity increases an adventurer's chance to parry, that shields have a greater chance to control an opponent's weapon after a successful parry than other off-hand weapons, and that the larger the shield, the greater the chance to control the weapon.
Q: Is a crossbow better than a bow? Why?
(Brett Wampner): To my knowledge, a crossbow is just a slower, more powerful version of the bow. You will not be able to fire as often, but you will do more damage if you hit. (Steve Ferrell): As you go up in power level, the opposition's protection generally goes up faster than your level of ability with a bow, but the crossbow still hurts 'em. :)
Q: Pros and cons of: Blast, Lightning, Magic Fury, and bow/crossbow/sling/hurl weapon?
(Brett Wampner):
Blast: Works both at extended and long/medium range. Magical skill attack, can use 2 @ trained + 1/lvl. This skill will actually take a chunk of energy to use (the previous were rather negligible). +2 level Ring of Blasting is available from the Mages Guild (rather expensive tho). Can gain free levels with use.
Lightning: As seen in the Greydawn fight (where he fried Killian with a couple of lightning bolts) it can do monstrous damage, IF you have a decent level in lighting, AND you have a nice level in Universe Magic, AND you are fighting someone in platemail while not wearing armor. It takes 1 MP per bolt. According to what I have heard it does negligent damage to undead. It does not increase with use.
Magic Fury: Can be cast once per combat at a cost of 2 MP. Hits ALL monsters (i.e. it's an automatic hit (unlike CM-Blast)). Protection Gems and Vroks work against Fury. Magic Resistance appears to significantly reduce damage. Damage gets divided by the number of monsters, meaning if you fight 10 monsters your fury will be rather spread out. Fury (unfortunately) doesn't appear to provide that one big knockout punch against a single opponent so don't buy it with that in mind. There are a few toys to play with fury (see Draxxmir's Black Bauble and Glissen's Red Bauble), but thats not really the main issue of this discussion. Can gain free levels with use (only periodically--don't count on these).
Takes a lot of APs. Until a character gets fairly fast it uses almost the whole first round's action points. For speedier characters at higher levels this becomes less of an issue. Fury is arguably best for cleaning out the "small fry" critters in an encounter leaving your fighters able to concentrate on the real threats instead of running off after that Thug only to get waylaid from behind by that Skeleton Warlord. It is also wonderful for killing Skeletal Snakes and many Spiders.(DW)
Bow/Xbow/Sling: All of these are skill related extended range attacks. They are non-magic and work fine in magic dead zones. They take ammo to use. There are a few enhancers available in the form of items and potions, some are limited use, some are permanent, also there are magical quivers/pouches too. Can gain free levels with use.
Hurl Weapon: Non-magic, damage seems to largely depend on weapon hurled. Some weapons take a penalty being hurled due to poor balance being thrown. Your damage is going to rely on a few things, the weapon, your skill in the weapon, and your skill in hurling. Strength may enter the picture too, but this is just a logical guess. Problem with hurl weapon mainly lies in the fact that ammo counts towards your slots for additional equipment for adventures. Can gain free levels with use. Side note, with hurl weapon (bow/xbow/sling too?) attacks you have to overcome weapon resistance.
(Mike Stover): Hugh has confirmed that the weapon level, the hurl weapon level and strength all add to the damage from hurl weapon.
(MRW): I find the hurl weapon skill uses quite allot of action points relative to regular close-up melee combat.
Q: Is it possible to put a 2nd enchantment (enchant from a +1 to a +2 via the guild mage) on a weapon and use the weapon on an adventure the same turn?
From John: Yep it can happen the same turn. Just remember, enchantments after the initial one require a separate GM note/diplo to the weapon mage - not just a note on the improvement form. It'll get handled at the beginning of the turn.
(MRW) This is no longer true. Only +1 enchantments can be acquired from the guild mages.
Q: Is rolling a pair of demon dice an extra action or special action?
(Ray Petersen): It is a destroy item action (extra action).
Q: On a character's overview, what does the history percent mean?
(Doug Peattie): It is the percentage of the character's power level not attributable to statistics and skills. It is composed of the PL modifier and guild record. Each guild win yields +5 PL, while each guild loss yields -2 PL. The PL modifier is the cumulative APLM earned from adventures, and as such, has no set formula.
Ideally, the APLM will yield an equivalent PL modifier to that of an average guild turn, making all characters equal regardless of their preference to adventure or remain in the guild. The historical portion of PL does have benefits. Certain aspects of the game engine factor PL into consideration. I believe the intent is to support a self-correcting PL structure. That is, a successful character will rise in PL with the aid of accumulated history faster than the unsuccessful character. In time, the character will reach a maximum level of performance relative to the competition.
Q: How do I use Selective Heal?
(Mike Stover): If you use the phrase "Selective Heal" with a code 2 message then your CM-Heal will work as follows. The x setting is frequency and the y setting is if under a certain health percentage. So a 9/6 heal would mean "Cast Heal up to 9 times when health is below 66%."
Q: What can you tell me about Far Heal?
(Dan Greenfield): Far Heal is available only to Diety Magic users of level 9 or above (level 6 if Safandi). It does not depend on your CM-Heal level to be able to cast it. When you get to level 9 Diety Magic you are able to use the combat message "Far Heal" with code 2. You then use your CM-Heal spell on other people just like you could use it on yourself. There is no spell point cost for this. I really love the ability. I use the Far Heal ability with the "Selective Heal" combat message to control when I cast the spell. This changes your second setting to percent wounds like with Cure Party instead of a frequency setting. I usually set my CM-Heal at 9/7. This way I'll cast it the maximum number of times but only on someone who is below 77% health.
Q: Do tailwhip, kick, bite, etc. have the same type of learning curve as Trip?
(Hugh): (June 1999) All skill attacks are operating under the same system/formula in terms of using it often makes it easier to defend against.
(DOB): Just a note that those who use tail whip or bite will suffer a loss of honor.
Q: My character gave 500 gc towards the Library fund in Ciston and the quality went down. What is the point of donating if it is going to go down anyway. I would expect with that kind of donation that it would have went up. It doesn't really give much incentive to donate. The quality level was only 32 and a 500 gc donation couldn't keep it from dropping?
(Hugh): (June 1999) One can decide whether you want to put money towards the library however you'd like. It's possible forces that your character doesn't know about are involved as well (e.g. Rat Czar, or a PC or NPC working at keeping library quality low, or something else...). There are other cities that seem to maintain a decent library quality level somehow, so I'm not ready to conclude that your character's 500 gc should have
insured that the level didn't go down.
Q: What interesting random events occur from time to time?
(Matt Burgess): (October 1999) Fenrir found Boots of Speed in his foot locker last Antar turn.
Q: What are these Powerstones I keep hearing about?
(DOB): Powerstones allow beginning characters to gain a massive boost in EP's and KP's when you break them. They are often given out as rewards at Tourneys. Everyone who makes a character for the Dragoncall Tournaments gets one.
(MRW): Powerstones only function @ full strength with less than 21 fights, they convey 1000 EP / 500 KP.
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Controlling a Hex
From Flaming Elf Post 4/26/06 - - Land ownership is not even a break-even profit situation. Once you take control of a 'hex' of land, you have to pump in thousands of gold to get the militia strength up high enough to protect the hex. About 15000 gold, to be precise, if you want the max level. If you wish to keep your hex protected at the 255 max, which drops by 1 each turn, you will spend several hundred gold every few turns. If you are lucky, your gold income will add up to enough to cover this maintenance cost. If you are not lucky, you will lose gold maintaining your hex. You will never recover your initial gold investment.
If you do not maintain your hex, the MS will increase until you lose the hex (MS=4+), and all of your gold investment. If you retake the hex, you have to start over.
Note that even at the 255 max, it is not that difficult for an advanced group to take over your hex. The 'Battle For Ciston' was waged back and forth for months.
Before you can take control of a hex, you must reduce the MS to <4. This can take many turns if the MS is >6. MS reduction is NOT a straight -1/turn. Taking over a hex is a 3-6 turn endeavor.
from "The Lethal Legion Manual"
Ch. 4 - Ground Control
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Advanced Magic
Note: (Brett Wampner): Additional levels in these skills will increase ones recharge rate now. As a result of this and the exemplar positions it is harder to keep ones devoutness rating up.
Note: (Jeff Talanian): Faeries have a better recharge rate than elves. When Ghul (elf) was at 40 cunning and Universe Magic 9, the recharge was 11 MP. Fafnir Fay (faery) recharges 12 MP with the same cunning and Universe Magic.
Universe Magic
Max Magic Points (all races): UM level + 4 + cunning, where cunning is the following:
cunning 15 (+1)
cunning 20 (+2)
cunning 25 (+3)
cunning 30 (+4)
cunning 35 (+5)
cunning 40 (+6)
cunning 45 (+7)
cunning 50 (+8)
Max Magic Points bonus (possibly for all races): Level 10 and beyond adds +3 to maximum MP instead of +1.
Recharge rate (elves): 5 @ 12 cunning, 6 @ 16, 7 @ 24, 8 @ 32, cunning, etc…
Recharge rate (faery): 6 @ 12 cunning, 7 @ 16, 8 @ 24, 9 @ 32 cunning, etc…
Recharge rate (normal): 2 @ 12 cunning, 3 @ 16 cunning, 4 @ 24 cunning, 5 @ 32 cunning, etc.
Recharge bonus (possibly for all races?): (Mike Rullmann): +1 MP recharge at levels 4, 9, 14 (and presumably at 19, 24, 29, etc).
Deity Magic
Max Magic Points (all races): DM level + 1 + Devoutness level (above indifferent) Recharge is dependent on devoutness mostly and the character's alignment and deity (if one) relative to the city's current alignment/temple breakdown.
(GL): Not a very useful skill IMHO. Universe Magic is better unless you are devoted to a deity that gives you devotion easily or you have tons of gold.
(Doug Gibson): Ardent devotion can be maintained for about 250 gc a turn. This gets you a recharge of about 4 and 10 for max MP ((GL): this concurs with my experiences). So, DM is good for characters with lower cunning and a fair amount of gold.
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Deities (Player opinions)
Note: Unless stated in rulebook description, breaking devotion with a deity will not be excessively severe. In general, breaking devotion with evil gods is very harmful to your character, whereas breaking with a neutral or good god is not very harmful.
Note: (Brett Wampner): Sliding Scale definition: Means the higher your devoutness the higher your rewards. At a low level, the bonus you recieve from your diety will be significantly lower than those who are at or near blessed servant devotion.
Amaetheon
(Matt Burgess): Sxar devoted and his arrows have been doing damage almost every time against even Felldwarf Battlelords, whereas previously quite a few couldn't penetrate the platemail. Question now is, can his arrows do the same to Ogre Warlord Zombies? :) In addition Amaetheon worshippers are better pet ownsers provided the pet can be categorized as an animal.
Anvarri
(Brett Wampner): Grants a bonus to MP recharge, sliding scale. Also grants additional KP each turn, approx 25% more than normal. As a drawback, followers have a penalty doing physical damage, and taking it. Side notes: Anvarri may be the perfect backline mage diety, you don't need to enter combat physically so the penalties do not apply to you.
(Mike Stover): Anvarri gives at least 1 extra MP recharge per turn. Right now I am getting 2 extra MP with a devoutness of earnest. After finishing quests, I have received as many as 3 MP via Anvarri. I do not know if the 50% rule for KP is accurate but I tend to get more if my devoutness is higher. With a 32 cunning and devoutness of earnest I average 24 KP per adventure (not dying of course). Someday I hope to be high enough be become exemplar to see if recharge and KP increase even more with a ardent devoutness.
(Chris Settipani): Anvarri raised my recharge from 7 MP to 9 MP. Training universe magic from trained to level 1 raised my maximum total MPs by 1.
Avasheon
(Bruce Marcom): I have 3 followers of Avasheon 2000-5000 PL and after several observations I have noticed a few things. The bonus to Magic Fury is probably set at +2 levels. If you perform devotions, donate gold, guard temple, your devoteness appears to goes down. You must let her just steal gold out of your adventure gold, like she does every turn. MPs rate is a little better..this does depend on devoteness rating.
Avasheon's Flute is a religious artifact for this diety. (DW)
Canaar
+2 Power with no additional slowdown. Lowers effectiveness when casting cure party, but doesn't affect how much you get healed when cast by another. Bonus to KP gains. Canaar is evil, accepting evil or neutral worshippers. Canaar seeks 5 wands which will release him/it from imprisonment. You must adventure to his site in order to devote.
(Don Thompson): Canaar gives his followers a break on devotion levels, based on group size,
Dyrellan
Halves your universe magic points. Can use destiny point(s?) to boost your combat magic spells. Must be blessed servant to use destiny point/enhanced CM message? (Doug Conklin) : Devotion to Dyrellan grants one the following ability: "...before any combat, followers of Dyrellan may call upon his magical power and receive additional prowess with most combat magic spells...a destiny point is used up when the message is said."
(Bruce Marcom): Dyrellan cuts yours MPs in half every turn. If you are a Blessed Servant you get a boost to your CM-spells. If you break devotion to him, you cannot cast ANY spells of ANY kind for 2 turns. The energy reduction for casting spells isn't that noticeable in my opinion. It is also my opinion this deity sucks rocks, and the "benefits" don't outweight the penalties. If you are going to slum in your selection of deities, even that loser Cannar is better than Dyrellan.
Enikki
+1 or +2 in dirty tricks. -1 level in offensive magic. If you break devotion to Enikki you lose all your D/R and DPBs.
Fineous
+1 destiny point/turn. But, sometimes doesn't give the destiny point. Will daze you if you are in a fight with much lower power opponents (even if they challenge you). Fineous reduces or possibly eliminates the chance of suffering from a bad glowing sphere, magic stream, etc.
Ghorbug
(Brett Mason): Ghorbug has a neutral/carefree outlook to life. Extremely good/evil characters are not welcome (taking yourself so serious is not something Ghorbug wants to promote). Stray too far from true neutral and Ghorbug will drop you like a bad habit. Dislikes Enikki (Ghorbug was a servant of Enikki who was dismissed from service and stumbled into godhood).
Bonuses: (as per my experiences) Opponents slip more when dodging attacks and/or moving in/out of range, hardy (bonus to resurrection chance), extra KP per turn gained from "basic experience" (about equal to Canaar/Masao bonus)
Drawbacks: (as per my experiences) NO CM-Sure Strike, NO Meditate (probably can but devoutness will suffer greatly), Study/Practice yields fewer KP. No Meditate/Study makes gaining KP for a Ghorbug follower difficult in the extreme (one of the reasons I dropped his sorry ass).
(Mike Mc. Court): Ghorbug helps with Intelligent Parry. I found myself using Intelligent Parry without having any skill in it. Ghorbug also seems to vary in his attention...some weeks he is a great help, and some weeks, he is off smelling the Roses . He likes quests and gold.
Heirotanous
(Ray Petersen): Gives a bonus to overpowering weapon resistance that is influenced by devoutness rating. As a Blessed Servent, Galin could fight Three-horned gargoyles in the monster battles and damage them without having messages about overpowering weapon resistance.
Kellen
Helps greatly with learning weapon skill points. +1 level or so to combat sense. Combat Magic while devoted to Kellen works terribly. (Spring 98): Kellen has been adjusted and now devoted followers learn into weapon levels 14-18. WSP’s for level 13 are worth about 75 PL points each. WSP’s past level 17.1 are difficult to come by even with high devotion to Kellen.
Q: Does casting Combat Magic cause a Kellen worshipper's devotion to drop?
(Andy Zambrzycki): I know for a fact that you cannot gain devotion while using Combat Magic. I also believe that your devotion will drop as well.
(DOB) If you drop a weapon skill while devoted to Kellen, your devoutness goes down to Cursed.
(MRW): I have not noticed any drop in devotion for casting combat magic. However, when cast in a given combat, it will effectively eliminate whatever bonus Kellen offers for gaining free WSP’s.
(Jeff Lawler on Kellen and WSP's)
Ok, here we go. This is by no means scientific or factual, just what I've learned from my own experiences. One of my characters has been extremely lucky in gaining them, and herez how I think hez getting them. (it doesn't seem to be luck at all).
There are two things which seem to directly effect a character's chance to gain Weapon Skill Points, as follows: (this all pertains to maxed out lvl 5 weapons at 25 skill points).
1) Cunning - Cunning seems to raise a characters chance of gaining WSP's the SAME TURN you raise it. I've had several turns where raising cunning has coincided with gaining 1 or more WSP's the same turn. And it has happened with different characters, even one following no deity at all. Obviously you'd have to use your weapon that turn in order to gain them. ;-) Cunning may also raise a "hard cap" which can also explain this.
2) Combat Sense - Kellen's "key" to giving characters an enhanced chance to gain WSP's? Don't know. More likely CS influences the same "Hard cap" that cunning does, only to a much larger degree. After raising CS, I've seemed to gain a level's worth of WSP's until hitting the cap again. What does this mean? You can raise the often neglected stat, cunning, for a better chance at gaining WSP's. And raise CS. So screw Kellen, you don't need him. You can do this no matter what deity you follow. Though, following a deity like Masao that grants KP's may give you a better chance at gaining WSP's by allowing you to raise CS more often, thereby raising your WSP cap! There is still the slim chance (after 25 skill points) of gaining that random WSP for no reason at all. (Fineous might help with that?). Head Hunter has never purchased a single WSP for his short spear, beyond the first couple after training in it. Currently: # 22 - short spear: Lvl 14 , skill pts: 69 , EPs to raise 1 pt: 140. He needs 2 more WSP's to lvl 15, and I should gain those in the next couple of turns. Cunning is 51, CS is lvl 9. So, what you need to gain WSP's. Luck, Cunning & Combat Sense. Kellen probably influences WSP's to a much lesser degree than Cunning or CS.
Kulose
Offers greater strength to devouted followers. Also extra energy, according to Hugh the persistence was not extra stamina but more like extra energy. About granting increased ability to resist being knocked down or dazed, this defends against things like trip, trip from ground, head shots, daze spells, vertigo spells, etc. Anything that can put you on the ground or daze you is defended against. However, he severely decreases KP.
(Bruce Marcom): I have 2 Kulose worshippers both get 1 KP a turn. I don't think it matters what your cunning is. PL may be a factor but you'd have to ask a much higher PL worshipper than the 2 I have for that info. One is supposed to get some strength bonus, but it doesn't appear that noticeable (maybe at blessed servant it might). One is supposed to get some help resisting CM-Daze and getting knocked down, but I don't see it.
(Bruce Marcom): (January 2001) The effects Kulose gives you are definately based on devoutness rating. It was very noticeable with the 4 Kulose followers I did experiments with. This is a good beserker god, and forget about getting any KPs for awhile.
(Mike Stover): (January 2001) Actually I find Kulose to be a bad choice as a deity for a berserker. What are the benefits: less chance of being dazed or knocked down (how often does that happen to a berserker anyway?) and extra Strength when needed (I am still running around with the mighty 27 Strength and don't have problems wounding foul nasty critters). Plus the negatives actually hurt a berserker. Magic might fail when cast (what berserker worth her weight isn't going to use CM-Speed and/or CM-Power?) and less KP (ok this doesn't really hurt a berserker but Avoid Traps or even Cure Party are always good choices for those extra KP).
Masao Keung
(Brett Wampner): Gives a bonus to mind wall, surestrike, and KP. Visiting his temples can grant anyone a chance for thoughtshield, but after that just seems to grant devoutness. Meditating is very nice though, as it gives KP, a chance for free mindwall levels, and devoutness. The additional KP seems to be a random bonus. I have yet to figure out if there is a set formula. It may be based on devoutness. His bonus to Mindwall is probably sliding scale. Surestrike could be sliding scale or a flat increase. As a downside: worshippers gain no benefit if wearing ANY form of armor/helm. Side notes: if you devote, get a celestial order pyramid, it is my belief that it increases devoutness as well as KP.
Mordtch
(Andy Wilson) Amulon (a Mordtch follower) was recently blessed by an evil priest in the guild and got 2 damage point bonuses. See also the Summoning section for an in-depth look at Mordtch and summoning.
Palindur
Gives a huge bonus to resisting daze and vertigo. May be sliding scale on the bonus.
Roegoth
(ML): Grants +1 or +2 levels in avoid traps. Energy bonus very noticeable when at a lower power level. Once past 35-40 stamina, dump Roegoth for a different deity as the energy bonus is not very helpful.
Safandi
Fight in the guild with kill desire and Safandi cuts off your devotion and sends your devoutness rating to indifferent.
(Brett Wampner): Gives a bonus to Heal and Cure Party. If you visit his temple for a while he will grant devoutees a disc. Disc is said to aid dragging out fellow adventurers when retreating from an encounter. If you don't plan on offensive combat magic (Blast, Daze, and Vertigo) and do plan on casting Heal/Cure Party, why not? Side notes: 3/4 of Antar's citizens worship Safandi, making it a nice choice for Antar. You can't fight with a kill desire when devoted to Safandi. You need to be "good." Visiting the temple of Safandi will only take damage point bonuses if you stay there for prolonged times. A visit of 5 or so hours should be safe enough.
Tharkan
(Matt Burgess): A great penalty to devoutness level if you carry any magic items with you at the start of an adventure. Once the adventure begins you will not be penalized for picking up magic items. Not being able to carry potions of healing without penalty makes it very difficult to heal a Tharkan follower, so bring a lot of cure party casters! I asked Hugh about Tharkan and using the power word "Miizael" (for the tourney). He said Tharkan has no dislike for it so there should be no minuses.
Ulrick
(Brett Wampner): Gives a bonus to Speed, Power, and toughness (additional DPB). Speed is sliding scale, others could be too. He dislikes Blink, Daze, Vertigo, Distraction, Throwdirt, Trip from ground, and Backstab. He just subtracts from their effectiveness. Side notes: Ulrick is the only diety that grants a bonus to the speed spell, as such he is extremely popular. Raiding his temple might be a bad idea if you get caught.
Wokrob
+1 level magic resist. Maybe +1 Combat Sense. Grants a good amount of devoutness for adventure kill points and in-guild kills. (Rumor from nobleman): "If you think that's bad," says the pudgy nobleman, "I heard that evil Wokrob worshippers can say 'Wokrob visit us' at the start of a fight to make the combat more violent."
(Randy Scardino): Wokrob also gives pain resistance, this is a noticeable effect. After getting pounded on you still fight without getting slow to parry because your arm is injured or slow to dodge because of leg wounds etc.
The Talisman of Wokrob is a religious artifact for this diety. Taking it into combat provides a chance for everyone in the room (although I've never seen this happen to the holder) to go Berserk at the beginning of a combat. (DW)
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Summoning
Mordtch & Summoning
by Jeff Talanian, AKA Ghul-Avesh, Mordtch Exemplar of Antar Mordtch is considered the God of the Dead. Devoting to this evil Deity should be taken quite seriously, for there are as many advantages as disadvantages to becoming one of his followers. First, let us dismiss the rumor of devotees possibly becoming Undead. While a follower can indeed attain mastery over the Undead, actually becoming Undead is merely a rumor…for now. There have been hints by Hugh of a possible Undead PC in the future, or even the contraction of a Zombieism disease, which will have its own pros and cons. For now, I present to you the known advantages and disadvantages to worshipping Mordtch.
Advantages
Adds a better % chance to resurrection. Ghul-Avesh has found that maintaining Ardent devotion with a mere 20 stamina produces 97% res. chance for only 100 gold crowns. The rulebook proclaims that pain is dulled for Mordtch followers. This comes in the form of a protection factor bonus. Grimtooth has confirmed through Hugh that Blessed Servant status grants you 4-6 bonus points in protection factor.
Summoning Undead. Simply be the highest devoted follower of Mordtch with the highest PL in CISTON (and not already know the Summon skill), and Mordtch will loan you the Tomb of Summoning. Studying this item will grant you the ability to Summon Undead. The tomb disappears in two turns, so if you get it, use it fast! The spell is a non-combat spell, cast at the very start of an adventure and it requires the component of a Bloodstone Gem, which disappears after use. Summoned creatures join the party, and stay until either destroyed in combat or when the adventure ends. They do not add to the PL of the party as far as monster generation is concerned, but Hugh has threatened to modify this in the future. Remember, when summoning, party size cannot exceed ten. With the exception of Ghouls, summoned creatures receive no effects from either Cure Party or Bandage Wounds. There is only one control setting for the Summon skill, which determines the type of creature being summoned. The quantity of summoned creatures is equal to the number of Bloodstone Gems carried by the caster. Each type of undead requires a set amount of magic points to be used by the caster. For example, casting summon with 3 gems will add 3 Undead creatures to your party. Beware of lacking enough MPs! Lacking the proper MPs will cause a permanent Damage Point loss - Ghul has learned this the hard way. There is a list that describes what each level of the skill summons, along with the MP cost, but this information is available only to Mordtch worshipers. Present proof of your worship (copy of character sheet) to Ghul-Avesh(792) in Antar, and he will gladly supply you with the list. Dante Moravil(620) may also be of assistance in obtaining the whole Summon undead list.
Disadvantages
Mordtch followers cannot imbibe Healing Potions. "Foul Elixirs!" - Dante Moravil
Like Undead, Mordtch followers are more susceptible to CM-Blast. The effects of the Cure Party spell are lessened, and if used on a good aligned adventurer, that person may become ill and his/her alignment may slip a notch toward evil. Devoting to Mordtch: Mordtch does not accept anyone. You have to be neutral or less in alignment, or he will deny you. There are many things you can do to decrease your alignment. Donate to evil temples, enter challenges with a kill desire of 10, etc. The Summon spell itself drops you 2 levels in alignment each time you use it! Breaking Devotion with Mordtch: Causes a complete loss of all Dodge/Retreat bonus and Damage Point bonus.
Mordtch's Tome of Summoning
After using the special actions Study Item (Tome of Summoning) twice on the same turn, the spellcaster can now summon undead with the aid of Bloodstone Gems. Here is the exact study description of the Tome of Summoning:
The spell is a non-combat spell, cast at the very start of an adventure. Summoned creatures join the party, and stay until destroyed in combat or the adventure ends. Party size cannot exceed ten. Summoned creatures fight alongside the party. There is only one control setting, a code number which determines the type of creature being summoned. The quantity of summoned creatures is equal to the number of Bloodstone Gems carried by the caster. Each type of creature requires a set amount of magic points per summoned creature. For example, casting summon (1) with 3 gems in your additional equipment will add 3 zombies to your party, each costing 1 point. Beware of lacking enough points!
Summon (2) calls skeletons, 2 mp's each. Summon (3) calls zombie warriors, 3 mp's each. You can try higher numbers if you dare, though your skill level does set a limit on the power of the undead you can bring forth. Dante Moravil warns: If you do not have a high enough summon level for the monster you wish to summon, then you will get a "weakened" version of the same monster. (January 2001) Dante has level 14 summon, and can summon every monster on the list without being weakened. This includes the Skeleton Warlord (Summon #25) at a cost of 50 MP.
Light Warriors Tome
After using the special action Study Item (Light Warriors Tome) twice on the same turn, the reader can now summon Light Warriors with the aid of Moonstone Gems. Here is the exact study description of the Light Warriors Tome:
Golden sits down with the Light Warriors Tome, and learns all that is required to start using the Summon Spell to call Light Warriors. The spell is a non-combat spell, cast at the very start of an adventure turn. Summoned creatures join the party, and stay until destroyed in combat or the adventure turn ends. Party size cannot exceed ten. Summoned creatures fight alongside the party. There is only one control setting, a code number (50 thru 60) which determines the type of good creature being summoned. The quantity of summoned creatures is equal to the number of Moonstone Gems carried by the caster. Each type of creature requires a set amount of magic points per summoned creature. For example, casting Summon (50) with 3 gems in your additional equipment will add 3 minotaur warriors to your party, each costing 1 point. Beware of lacking enough points!
Summon (51) calls human warriors, 1 mp each. Summon (52) calls goblin warriors, 2 mp's each. You can try higher numbers if you dare, though your skill level does set a limit on the power of the Light Warriors you can bring forth.
Upon completing the book, Golden is startled as the tome dissolves into nothingness. She does now have the Summon skill at trained.
(ML): It appears any neutral to good aligned character can summon Light Warriors. The Summon skill is the same for summoning Undead or Light Warriors.
Light Warrior summoning table courtesy of Dan Greenfield, Steve Schmidt and Bob Kuiper.
Summon – Number Summoned - Creature - MP Cost and Notes
#50 - Minotaur Warrior(1 MP) Need trained Summon. Warrior only had trained combat sense. Pretty much a pud.
#51 - Human Warrior (1 MP)
#52 - Goblin Warrior (2 MP)
#53 - Halfling Warrior (2 MP). Need trained or level 1 Summon. Warrior pretty much a putz.
#54 - Goblin Warrior (3 MP)
#55 – Half Troll Warrior (5 MP). Need level 1 Summon. Warrior is passable, around 1300 power.
#56 - Goblin Warrior (#1291) (5 MP). PL of 700. Summoned Warrior has a protection gem.
#57 - Lizardman Warrior (#1283)(9 MP). PL of 1200.
#59 - Half-Elf Mage (13 MP)
#60 - Human Warrior (18 MP). Hawk cast with level 1 Summon. CM-Power level 10, maul using Human Warrior. Human Warrior may not have been at full strength, but I don't know if you receive a message if it isn't.
#61 - Mercenary Giant (28 MP). Info from Count Drax reading a Dragonskin scroll.
#62Terminator (25 MP with summoning stone. Real cost about 35-38 MP). Summoned with level 14 summon and a summoning stone.
#63 - Banger (30 MP with summoning stone. Real cost about 40 MP). Summoned with level 15 summon and a summoning stone.
#64 - Ivory Battle Statue (35 MP with summoning stone. Real cost is 46 MP (thanks to Count Drax reading a Dragonskin scroll)).
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Personalities (NPCs)
Azcor
Found in his very own tunnel, the adventure site Azcor's Tunnel in Antar. (ML): 25000 power level. Difficult to beat at one point (we fight a yearly battle against Azcor at Gen Con).
Draxxmir
Long thought dead, the evil mage Draxxmir is apparently back. Hates elves. Speaking his name as a power word may hurt you. (Antar 226 newsletter): Many kings ago a sickly infant entered the world, born to a young woman with no means nor maternal concerns. Only two nights later, the newborn was left laying in the offering bowl of the Antar Dyrellan temple. His wailing brought the temple guard running, but the mother had already fled. Most of the Dyrellan priests wanted to bring the baby to Safandi's temple, but not the High Priestess. Known to most simply as Mar, the High Priestess was well respected for her magical research skills. Mar was the guiding force behind many successful projects, including quite a few secret ones deemed too powerful and dangerous for public knowledge. It has been speculated that Mar had motives beyond compassion when she took in the child as if her own son. Mayhaps we can explore that side and more of this story at a later date. For now I leave you with the name of Mar's adopted son, one which I will spell out rather than utter aloud. To say the name is to invite evil to your side, so repeat it not! The name is D-r-a-x-x-m-i-r. - From Yerikan
"Draxxmir Rumor: “You will be punished for taking his name in vain." (Abbie Normal in a newsletter): "I tried Draxxmir last turn, with Elendur, Elleana, and John Hawkwood as my witnesses. I really noticed no difference, but then, I'm Neutral-Evil in alignment. Maybe ol' Draxxmir likes me!"
(Antar 227 newsletter): Continuing the tale begun last turn...From all accounts the Dyrellan High Priestess Mar was a perfect mother to her newly adopted son. The infant did end up spending considerable time at Safandi's temple, with Mar at his side. His disease mystified the Safandi healers, who struggled throughout the boys childhood to cure him. The Gray Flu was hitting hard at that time, but Mar's son was experiencing much worse than fever and headaches. His bouts of insanity and senseless rage grew more and more dangerous as he aged, but Mar managed to care for her son up to and through his adolescence. The child took to magic as a wyvern takes to flight. This made his periods of madness very perilous, and there are many tales of this precocious boys destructive and injurious nature. Mar was committed to his safekeeping though, as well as his continued tutelage in the magical arts. When asked why she cared for and actually gave strength to such a whirlwind Mar usually replied, "Dyrellan knows best." - From Yerikan
Killian #12
From Galin's scout (Feb 99): STR 32 DEX 37 STA 50 CUN 47, Power Level 8365, Trip 7, Kick 8, Head Butt 8, Initiative 12, Push 7, Combat Sense 12, Mind Wall 12, Int Parry 8, Level 12 heavy warhammer, Level 9 spiked shield, Dodge/Retreat 50, DPB 69. Wore platemail and no helm.
Man in Gray
A mysterious fellow who seems to go wherever the Rat Czar goes. Seen reading the message board and occasionally posting to it. He has befriended outspoken enemies of the Rat Czar. As of Barstow turn 183 (3/13/98), I haven't seen him do much of anything in the last 6 months in any guild (maybe the rats got him and are munching away ;)).
Nyssa, the Demon Princess
Found in Temple of Canaar, Antar. Defeated and humiliated! She still appears but no longer has her magic longsword, Delbert. Delbert was originally won by Bloodbath Bob, who then went inactive for over a year. Nyssa regained Delbert and this time Thorron Tunnelbite got it.
Rat Czar
Found on occasional City Patrols. Threatening to take over the cities and responsible for Rat Populations in all guilds. About 4500 power. He can summon up to nine rats of any power for a combat. On Ciston turn 113, the Rat Czar was defeated and imprisoned. A few turns later he escaped. (GL): On Rat Czar's capture: He has very high weapon resistance. If Minor Vampires are trained and Vampires are lvl 1, then he is lvl 3-4. He failed to d/r 20 times and was blindsided a few more and only one of Fed's umpteenth lvl kicks w/boot spikes, one of Drax's magic club attacks and one of Bumble's magic hand axe attacks overpowered it. Even after overpowering the WR, these attacks did practically no damage. To go with this resistance, the Czar has autoregeneration. And the regen is quick. He also has a very high Combat Sense (able to notice almost all blindside attacks). Surrounded by 4-6 players and defending 96 times he still got off 34 attacks. Fortunately, he attacked Fed's lvl 10 d/r every time. In the end he collapsed from fatigue. He also has a brother.
Raxis
Sometimes shows up with Bervic. Raxis used to be a PC run ogre.
Shade of Mortunes
(Randy Scardino): (ID# 1323) (Race: skeleton, Sex: male, Ht: 64 inches, Wt: light, Weapons: none in the right hand, none in the left, Armor: none, Helmet: none)
(Todd Woods): In Shadowkeep, encounter area #28 (through the Crypt), you can meet the Shade of Mortunes. Lots of electrical attacks, Block Missiles, hard to wound in physical combat although susceptible to Blast. Didn't find anything special after defeating it (note: the Shade retreated from the combat area so cannot say for sure if it holds a special item).
Watch out for the room full of Ghouls in a low magic area at encounter area #25.
Solaris #1305
An evil mage who may own the Black Ship in Barstow. He defended Canaar's Temple in Antar against a raid on Antar turn 151. He has accepted challenge fights in the past and won them all. He also owns the Ciston magic shop. He was a good adventure buddy of Killian's, but things turned sour between them. He boasts of fighting fearsome beasts - including dragons. He stole the Sunstone then hid it in the swamp at the temple of Mordtch for a while. The Sunstone has since been recovered and now resides in an Antar or Barstow temple.
(Brett Wampner): Solaris will only accept a fight where he has a chance, this usually means a 1:1 fight. As for when he beat Brytta, it was so unclose it wasn't even funny. But with 1:37 odds, you can expect that.
(Aden Marne, Kellen Exemplar in Antar): "The coward, Solaris, will only accept a challenge when he's guaranteed a win! Twice I called him to the field and twice he refused my challenge. He knows that I can defeat him."
Swamp Lich
Found on the Swamp Patrol in Ciston. A Counterfeit Lich Ring or the Lich's Signet Ring is needed to access this special area of the swamp. The Lich's domain has high-powered monsters and anti-magic rooms. Lichy Poo was defeated recently and the party recovered a special item from his body. At the time, the Lich had high weapon resistance/natural armor, but a few of Nigel's blasts and he was toast (Lich is Mordtch follower and highly susceptible to blast). (Nigel): Hugh had told me after we trashed the Lich that the Lich was embarrassed that he got smoked so easily. So I do not expect anyone to defeat him again anytime soon.
Vampire King
Found in Mephitic Cave. He posted in the newsletter that he wants adventurers to bring him Chaos Orbs.
Vardell
King Vardell, ruler of Varna
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Encrypted Messages List and Rumors
Note: Some of the older messages removed due to being solved or unimportant now
Antar
Turn 272 chubby noblemen rumor: "I heard that the felldwarves of Marikhold's area #15 kill anyone trying to mine the moonstone gems there"
Temple of Canaar: 'Gems are abundant on the Plane of Granic.'
Dead Hills: 'Wield Moridel and your spirit will suffer.'
Barstow
From out of the cobwebs, turn 20 message board: 'I've come across stories that skeletons and other undead creatures have various peculiarities, such as immunity to some magics, and a nasty habit of strangling people. A skeleton is said to be harder to damage by certain weapons, mostly the light, thrusting and cutting weapons. Zombies possess supernatural strength. Pleasant dreams.' from Solamin Silveroak (NPC)
Turn 69 GM notes: 'Fishermen are reporting a very large creature in the lake. No one has gotten a close look yet.'
Turn 74 Black scroll delivered at Roland's residence: 'Good morning to you, brave adventurers of Barstow. Finally I believe some of you are ready to make use of my ship. If any of you wish to delve into a wondrous place the Black Ship is now accepting visitors. Any and all are welcome, but parties of less than 4500 total power level will not (gain) access to as much danger and excitement. Transportation to and from the ship will be provided. Training amulets WILL NOT work with this adventuring site. Medallions of Returning might work...'
Marikhold: 'Studying a glowing ruby will get you one step closer to the main entrance of Marikhold.'
Somewhere: 'Study the Glowing Pink Ruby to find the main entrance of Marikhold.'
Marikhold: 'Power without control is useless'
Blood Cairn: 'A gate to the Temple of Canaar allows passage to the Plane of Granic.'
Sir Kessil: rumor in conversation with him: 'Beware the Green Death if you enter Marikhold's Main Entrance'
Other Messages
'Skeletons seem vulnerable to blast magic.'
'Avasheon responsible for Goblin Wars.'
'Gain the staff of the Swamp Lich, and those dead shall be your servants.'
'Cross the vampire below Antar and your death is certain'
'Speak riltan_cho after wounding a vampire and death is certain'
'Only xxxxx can help against energy drain.' (Nigel): The answer is "dodge."
'A weapon of incredible power and goodness was hidden within the Gruesome Caverns.'
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Guild Outcasts
Some elements of being cast out of the guild that warrant mentioning, and some discussion:
The Guild Treasury, Storage Locker, and Quartermaster Storage is no longer available to Outcasts. PCs that are not guild members will have to use the services of the Eternal Guardians, an organization that offers all the same services at a cost of 100 GC a turn.
Guild battle participation is not an option for outcasts. The Monster Battles option is still allowed. No guild challenge fights either. Grotto, field, patrol, and temple fights OK.
The guild leaders have special arrangements with all the temples, which brought about medallions of returning and improved resurrection chances to guild members. Medallions will still be available to outcasts, but at a cost of 500 GC. Resurrection chances will be noticably affected too. Only medallions cost more, other items do not share the same guild relationship. Resurrection chance is also guild-related... it's an Adventurer thing. The deities can affect it as well, and they do.
The Tournaments are for guild members only. Ouch. The thought of arranging and processing a separate tournament for outcasts is a daunting one, so I wouldn't want to raise any expectations towards that possibility. Maybe something will be figured out... like a huge entrance fee for non-members. (shrug) Ideas welcome.
The Guild Outcast status is a last resort method for Guild leaders to deal with PCs not adhering to the Guild Code of Conduct while still allowing the PC to remain a PC.
There is a "probation" status that can come before "outcast" which will provide plenty of warning before further actions bring about Outcast status and the actual penalties. A player won't be surprised upon their PC being declared an Outcast. A typical scenario might go something like this...
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- PC repeatedly insults Killian
- Killian notices, and warns PC
- PC doesn't stop
- PC is informed he/she is no longer a guild member, is declared an outcast with a sentence of 5 turns
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It's probably impossible to get unanimous support for this enhancement, but if you want a fantasy world that makes sense there have to be consequences for actions.
Either we let a PC roleplay however they wish with no fear of consequences (or concern for in-game reality), or we work towards a fuller world, one that might react to what the PCs do and say.
If you're not the roleplaying type there's no risk of a PC being an outcast. If you're roleplaying an evil PC, that doesn't mean you have to go out of your way to get a Guild Leader mad at you. But if you want to have fun roleplaying an anti-authority PC with attitude, then realize that it becomes no fun when it becomes apparent that your actions are not going to cause any reaction. And it lessens the "reality" of the AG world for everyone.
(DOB) It appears that Ghul-Avesh may be the first character to have the dubious honor of being outcast…
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Scrolls
Study item: Don't send scrolls to the npc mage to study...they'll only take your money and say the scrolls must be read to find out what they do! The only way to find out what they do is to read them.
Note: One's magic resistance level may lower the successful chance of reading a scroll.
Midnight Blue --- Increases mind wall (common 3)
Steely Gray Scroll (2251) = disarm level (Common 3)
Changing Color Scroll – Unknown
Blood Speckled Ebon – Flastaff gained 7 DPB’s
Black Drakeskin – Unknown, unknown
Blue – Common 3, KP increase (25 to 45)
Bright Red - Common 2CM-Blink to level 2. In Apr 99, rumored to give the Bless Party skill to the reader if they have Deity magic.
Burnt Red - Common 2 (3 for sure) +1 level Fire Resistance. Appears to not give free levels past level 2.
Dark Blue - Common 3, +1 level mindwall. There is a very small (?no?) chance to give free levels past level 10.
Dark Green - Common 3? +1 level to poison/disease resistance
Dragonskin - Dwarven 4 for sure - Reader learns game information. So far, power words and summon code 61 for a Mercenary Giant (28MP cost).
Dull Grey - Common 3? - *Cursed!* Blanka lost some DPB after reading it, but that may have been due to his being neutral/good in alignment.
Dusty Red - Dwarven 2 - +1 level to magic resistance
Earthy Brown - Minotaur 2 - +2 Strength, up to max of 24 STR
Emerald Green - Common 3 for sure - - +EP (known EP given: 40, 42, 47)
Firery Red Scroll - ????
Forest Green - Common 3 - +1 Strength, +1 DPB, costs 20 destiny points, max of 31 STR. If read after 31 STR, still costs 20 destiny and you get the +1 DPB but no +1 STR.
Glaring Pink - Doesn't matter - *Cursed!* -2 Cunning
Glowing Topaz - Common 3A tourney prize that will never be given out again. +1 to all stats.
Huge Leaf Scroll - Common Trained - CM-Snare to Trained level (unknown if it gives freebies past Trained)
Leathery Grey - Doesn't matter - One of two keys needed for the secret entrance to the Marikhold Gargoyle Lair.
Light Blue - Common 1 - KP increase (1 to 10)
Muddy Brown - Ogre 1 - - +1 to +4 DPB (possibly increased chances for more DPB for Ogres)
Ochre - Common 3 - CM-Blink to level 4
Orange - Elven 2 - - +1 level Universe magic. (Steve Ferrell): No limit to the number of times you can read one, but I know of people going up to level 8, and have heard that it fails past that.
Pale Blue - Common 2KP increase (10 to 25)
Purple - Common 3+1 Dexterity, up to max of 20-23 dex. (Steve Ferrell): I have gotten to 23 dex. As a general comment, Hugh implied :( that several of the scrolls can give you a boost higher than the percieved max but that the chance of it happening was small.
Purple and Gold - Common 3?+1 D/R (maybe +1 to a stat if the stat is low enough)
Red Lizardskin - Lizardman 2?, +1 level to CM-Power. Jeff Tressler says that common is required to read this scroll (2-9-06).
Royal Blue - Common 2 - *Cursed!* -DPB, -D/R, or -1 STR
Sandy Brown - Doesn't matter - *Cursed!* -EP or –KP
Shimmering Blue - Common 2 - +1 to +8 inches to height (confirmed).
Shimmering Purple - Common 2 - - 1 to -11 inches to height. More info on height scrolls.
Sparkling Blue - Common 2? - Common 4 for sure - +1 level Electrical Resistance. Appears to not give free levels past level 2.
Tan - Common 2 - Changes a character's gender.
Translucent White - Common 2 - +1 level Cold Resistance. Appears to not give free levels past level 2.
Wrinkled Brown - Common 3? - +1 Natural Armor, +1 DPB. Gives up to level 2 NA for certain.
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Common and Magic Items
Specific Magic Items:
Note: Some of the following items can be purchased at the Ciston Magic Shop, otherwise they are found adventuring. Item cost (gold crowns)Description
5 Wands of Canaar - The 5 Wands that the God Canaar needs to be released from captivity. Only known effect is that a wand gives extra KP each turn. (Steve Ferrell): No KPs for good guys (trust me I know this one :)). I've been told by those who have had them that evil folks get +1 KP and Canaar worshippers get +3 KP. But in this case they didn't have the wand for long so....
Avasheon's Flute - (Darren Wheeler): "Gwion Bach paid a wizard to study the Avasheon's Flute, and learns the following: may adversely affect those of good alignment, may benefit those worshipping this diety, can drain owner's DPB, modifies possessor's ability w/ Magical Fury, can drain owners Experience Points, thought to be a religious artifact. The Avasheon's Flute has an encumbrance value of 3, and is thought to be a unique item."
Baby Rattle - (Mike Rullmann): Assists in beating the Nanny in the Haunted Manor site.
Black Bracer of Tyrn - Enhances CM-Power.
Black Oak Quarterstaff - (Matt Burgess): Apparently the Black Oak Quarterstaff is fine with Tharkan. Fenrir used it in a field challenge fight and I got no negative statements or effects (stayed at blessed servant). I did get a few statements saying that my attacks were enhanced by the quarterstaff.
Black Pearl Necklace - Sounds cool. :) But from (Steve Ferrell): I took it on an adventure and it didn't list anything occurring.
Black Skull Ring - Prize for winning Killfest I.A non-breakable, evil version of the Celestial Order Pyramid. Gives a few KP a turn (don't have to meditate).
Boot Spikes - Increase damage done by kicks. Typically found on Ilsoren monster types.
Boots of Speed - 8,750 gc. Makes wearer faster in combat, chance of being destroyed with each use. Enhances CM-Speed.
Bracelet of Protection - N/ARevives a character after going unconscious in battle. (Mike Rullmann): Puts you up to 60% energy, I don't know exactly how much health, but I think it is around 10% or 15% health when it activates. Found in haunted manor w/ Nanny.
Celestial Order Pyramid - 187 gc?Increases KP gained from meditation.
Chaos Orb (Red, Emerald) - Chaos Orbs allow access to the Chaos Challenge and Chaos Woods adventure sites.
Crystal of Power - 1,500 gcCasts CM-Power on user around level 2 to 2.9, chance of breaking after each use.
Death Cheat Bracer - 100 magic points and 1 deatheye gems, nontransferable. Not likely to break from falls. Stops the damage of the first 5 physical attacks each combat that are going to do over 5% of your starting hit points in damage. It has a moderate chance (about 20%) to break at the end of each adventure.
Demon Dice
Roll of 3: -25 DPB and -25 destiny points OR -1 level electrical resistance. (Matt Burgess): It is most likely Fenrir lost the DPB and Destiny due to not having a level of Electrical Resistance. Seems fairly standard in AG that you lose DPB and Destiny if you don't have the skill or item to lose.
Roll of 4: -1000 gold.
Roll of 5: -5 D/R.
Roll of 6: -5 destiny.
Roll of 7: gender switch.
Roll of 8: +1000 gold.
Roll of 9: +1 electrical resistance.
Roll of 10: +1 magic resistance.
Roll of 11: +100 EP.
Roll of 12: +100 KP.
Dragonfly Wing Necklace - Temporarily adds 1 to Dexterity
Draxxmir's Black Bauble - N/A, Allows casting of modified magic fury. Alignment slips toward evil. Typically found on Red Robed Wizards.
Dristin's Bow Enhancer, N/A(Doug Peattie): The Dristin's Bow Enhancer, ID #1272, is sometimes found in the equipment of a defeated Gray Ranger #1195. I estimate these NPC's to be roughly 5000 PL. Gray Rangers can be encountered with groups of Bandits. The Dristin's Bow Enhancer is marked in inventory with a '*' as a nontransferable item. To that end, while I an a strong opponent of the Grab Treasure Quest, this appears to be an exception. Otherwise, it would prove difficult for a missile user to actually come into possession of this item. The Extra Action: Undertake Quest / Grab Treasure / #1272 carries a cost of 15 destiny points. (DH): Sydney paid a wizard to study the Dristin's Bow Enhancer, and learns the following: usually disappears if changes owners, enhances damage done by arrows fired by wearer, is used automatically when necessary, chance of item being destroyed with each use. The Dristin's Bow Enhancer has an encumbrance value of 1.
Earth Ring - Modifies blasts to an earth blast.
Elcee's Bracelet - Increases magic fury by 2 levels. Non-transferable.
Elven Rope(30') - 250 gcIs useful when encountering pits and holes, weighs almost nothing compared to regular rope.
Exim's Quiver - 3,125 gcHolds any number of arrows or bolts, and negates their weight.
Faiz's Potion - Improves damage of missile weapons.
Farfunnugget - Improves one's Distraction skill.
Fetcher Coin (#234) - 1,125 gcThe Fetcher Coin will magically retrieve hurled weapons should you have to retreat from an encounter.
Fire Ring - Modifies blasts to a fiery blast.
Fostil's Pack - 2,000 gcHolds up to 24 items, regardless of size, with weight of contained items dropping to almost nothing.
Glissen's Red Bauble - 5,000 gcWhen used with magic fury, destroys protection gems and vrok's opals.
Gold Snake Bracelet - +1 CM-Blast. Appears not to give the +1 bonus if a Ring of Blasting is being carried.
Gray Robe - Gives additional DPB. Given to Bumble by the Man in Gray.
Halle's Pouch - 4,000 gcEliminates encumbrance of gold crowns within.
Ice Ring - Modifies blasts to an icy cold blast.
Kessil Badge - Possibly increases Bargaining level/percentage.
Lamp of Roegoth - Aids in trap detection.
Lason's Quiver - 650 gcHolds up to 60 arrows or bolts, and negates their weight.
Magic Fury Inverter - 250 gc. Inverts power setting to below a specified ratio instead of above.
Magic Leather Armor - Helps protect user from physical damage (defensive damage modifier: 1). The Magic Leather Armor has an encumbrance value of 30.
Maroon Eel Skin Ring - +2 CM-Shock
Mino Bracer - Decreases stat costs for Minotaurs to 4/8/3/6. Given to Minotaurs by visiting the Temple of Kulose.
Mithril Plate Mail - 500 magic points and a dragon boneMagic one size fits all. (Dan Greenfield): I believe protection factor is 12 (4 more than normal platemail). The encumbrance value is 5 (5 less than normal platemail). It seems equally vulnerable to shock and lightning.
Mordtch's Summoning Stone - (Bob Kuiper): Reduces the cost of a summoning by a percent cost that depends on one's devoutness.
Moridel - An elven longsword that prevents everyone from using CM-Blink in an encounter. Currently owned by Vulnavia of the Free Legion. (Len Samp): Moridel's bonuses are +20% to hit and +4 to damage. Prevents blink from being cast and detrimental for good to hold or maybe just good elves.
Mummified Foot Necklace - +3 DEX
Mummified Hand - Allows entry to a specific adventure site or area if brought along, may adversely affect those of good alignment. The Mummified Hand has an encumbrance value of 3.
Necklace of Resistance - Increases one's resistance to such things as nausea attacks.
No Blink Necklace - Prevents everyone from using CM-Blink in an encounter.
((Nigel): Gearheads only - it just sets all blink skills to 0,0 on all people in room, so they dont even try to blink.)
Norstrum's Charm - 250 gcWill affect power level of monsters faced during adventures. Increases chance of facing less monsters, but each monster has a higher power level. The opposite of the Salinger's Disc. Will not have much effect unless you carry a Monstrous Infinitius Fetish to put the monster generation back to the old ways.
Oolzer's Bracer - 3,125 gcSubstantially increases damage done by arrows. Disappears after a few encounters.
Oolzer's Necklace - 15,250 gc. Permanent version of Oolzer's Bracer.
Parasha's Pillow - Gives about 3 KP a turn.
Parasha's White Slippers (#1020) - Causes a levitation effect on person for line of sight purposes.
(Doug Peattie): Hugh said the item would initially be rather common.
(Mike Rullmann): Item has a chance to be destroyed at the end of each adventure. Found on some of those Rogue Wizards and other Monster Mages we face.
Potion of Accuracy - Improves accuracy of missile weapons.
Potion of Resistance - 400 gc. One use item, helps protect user from poison and disease, multiple potions are cumulative in effect. Now available for purchase as a normal item in all guilds.
Pulsing Quartz Chunk - Destroy for 1 Magic Point.
Red Bracer of Tyrn - Enhances CM-Speed.
Red Coral Flute - Used as a magic point storage device.
Ring of Cunning - Temporarily adds 3 to Cunning.
Ring of Morliotti - (Nigel): Gives 5% bonus, not +1 level (1 level = 3%) to Bargaining. Is a non-magical item and is not cumulative in effect.
Ring of Stamina - 270 magic points and certain componentsTemporarily adds 3 to Stamina.
Salinger's Disc - 250 gc. Will affect power level of monsters faced during adventures. Increases chance of facing more monsters, but each monster has a lower power level. The opposite of the
Norstrum's Charm - Will not have much effect unless you carry a Monstrous Infinitius Fetish to put the monster generation back to the old ways.
Small Black Pearl #707 - Allows one to sometimes blink behind an opponent when casting CM-Blink. Typically found on Assassin Spectres.
Snake Eye Amulet - +1 to Move Quietly.
Staff of the Swamp Lich - Rumor: Gives the ability to raise the dead.
Starstone - (Steve Ferrell): Religious artifact. Both H'sshtiak and Anvarri claimed it as their own. General purpose religious thingyboby?
Steel Box - An improved strong box. Much better at preventing potions and gems from breaking.
Strong Box - 50 gc. Helps protect potions and gems from breaking.
Sunstone - Possibly affects alignment of a city.
Sweat of Kulose - Possibly improves one's strength temporarily.
Talisman of Wokrob - Has the chance to drive one's allies berserk.
Tattered Wool Cloak (#1030) - Wearer can lose EP, DPB, other?
Tirin - Rumor: Magic warhammer that was lost at Marikhold level 2.
Tome of Summoning - See Summoning section
Vile Elixir - (Todd Woods): Acts as potion of P/D resistance if brought along on an adventure. I haven't tried poisoning anyone with it yet. Agmon's been given 2 so far. No idea why.
Vrok's Opal - 1,500 gc. An improved Protection Gem.
Vrok's Pearl Necklace - Nothing unusual noted. Encumbrance value of 1, and is thought to be a unique item.
White Coral Ring - (Chris Settipani): Enhances speed by 1-2 levels. Very difficult to transfer amongst players; often will be destroyed in the process.
Wind Ring - Modifies blasts to a wind blast.
Zendarten Necklace - Item carried by NPC Todmacher (1329).
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Keys for accessing restricted adventuring sites or site areas:
Ancient Crypts Key - Needed for Undercity, Room 2, Door 4.Bandit Treasure Map. Adventure site unknown.
Black Sun Passkey - Needed for Isle of Isurus, Room 6, Door 4. (Steven Bouchelle): We've been through the Black Sun Passkey door once, and didn't encounter anything special, although we did retreat from a nasty room of vampires—maybe something in that room?
Counterfeit Lich Ring - One of one needed for Swamp Lich's Lair in Ciston. Disappears after use.Dungeon Key Room 1, Door 2 of Shadowkeep.
Emerald Chaos Orb - One of one needed to access Chaos Woods or Chaos Challenge (list Undercity as adventure site for Chaos Challenge).
Green Copper Drake Key - Needed for meeting the Green Drake encounter in Blood Cairn in Barstow. Room 2, Door 4. Or Room 3, Door 5.
Hand Axe Key - One of one needed for the Spider Caverns.
Hideout Passkey - Needed for the Black Wolves Bandit Hideout, Room 6, Door 4. Sometimes found on Bandit Lords.
Leathery Gray Scroll - One of two keys needed for lvl 2 Marikhold.
Lich's Signet Ring - One of one needed for Swamp Lich's Lair in Ciston. Can be used multiple times.
Masao's Wisdom - Located in Blood Cairn in Barstow. Room unknown, Door 5. "Need a Masao's Wisdom (#1285) to enter."
Obsidian Bat Figurine - One of one needed to access the Mephitic Caves (list Undercity as adventure site).
Red Chaos Orb - One of one needed to access Chaos Woods or Chaos Challenge (list Undercity as adventure site for Chaos Challenge).
Red Skull Key - Room 35, Door 2 of Grusome Cavern.
Shadowkeep Crypt Key - Needed for the other door in area 1 of Shadowkeep.
Shimmering Ruby - One of one needed for lvl 2 Blood Cairn. Disappears after use. Study a Greenish Black Cube to find one.
Skeleton Key - Used to open the door to the Nanny's room in the Haunted Manor site.
Skull Collector Key - Needed for Blood Cairn, Room 13, Exit unknown. (Steven Bouchelle): To use the Skull Collecter Key the group needs to be fairly low power level, a group of mine tried to go (around 20,000 PL total) and didn't encounter him. I'll misquote Hugh, but when I asked, he hinted that we were too powerful.
Small Bat Statue - One of one needed to access the Mephitic Caves (list Undercity as adventure site).
Tomb of the Ancients Key – Needed for Skree, Room 13, Exit unknown.
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Magic Weapons
Purchasing
You can purchase a magic weapon for 5,000 gold with the commission weapon extra action. If you want to increase your weapon above +1 without spending magic points you can have the guild wizard do it for the following costs by sending a special note to Hugh. Making a +1 weapon to +2 costs 10,000 gold. Making a +2 weapon to +3 costs 20,000 gold. This can be done for either offensive or defensive weapons. I have actually had this done a few times.
Benefits of magic weapons
Offensive: A +1 gives you +5% chance to hit and does +1 damage, a +2 gives you a +10% chance to hit and +2 damage, a +3 weapon gives you +15% to hit and +3 to damage. Magic weapons are also important for bypassing weapon resistance. Each plus to your weapon lets you automatically bypass one level of weapon resistance. You can get by based on your strength and weapon skill, but weapon enchantments automatically get you by weapon resistance. I'm not really sure about the bonuses for defensive enchantments. I think it is a 5% bonus to parrying for each plus.
Q: Are guild bought weapons better than ones made by players? No.
Q: Are weapons bought at the magic shop in Ciston better? Maybe. Hugh sometimes puts different types of enchantments on weapons he puts into the game. You might get +0 to attack but +2 to damage. We just found a magic dagger with +0 to attack but +3 to damage.
(Info from Brett Wampner)
3 categories on a magic weapon: Offensive, Defensive, and Other. In these, +3 seems to be the limit, making a total of 9 possible enchantments.
Also, in the 'Other' section, you must stay consistent (just 1 skill).
Passing beyond +3 is something Hugh hinted would be next to impossible.
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Manufactured Magical Items
12/8/99 - There are many groups now that create magical items. Check the newsletters for recent information.
See Todd Woods' enchantments page for some additional info.
Known magical research projects, with project ID#:
1) Offensive weapon enchantment
2) Defensive weapon enchantment
3) Speed weapon enchantment
4) Natural armor
5) Mordtch's Summoning Stone
6) Ring of Dazing
7) Ring of Vertigo
8) Ring of Blasting
9) Necklace of Resistance
10) Small Battering Ram
11) Magic Lockpicks
12) Mithril Platemail
13) Ring of Strength
14) Ring of Dexterity
15) Ring of Stamina
16) Ring of Cunning
17) Farfunnugget
18) Elcee's Bracelet
19) Death Cheat Bracer
20) Returning Weapon
21) Magic Leather Armor
22) Shuriken Belt
23) Initiative weapon enhancement
24) Sure Strike weapon enhancement
25) CM-Power weapon enhancement
26) Parasha's White Slippers
27) Intelligent Parry weapon enhancement
28) Ring of Concentration
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Adventuring sites (Player opinions)
Training Sites and Dead Hills and Skree Patrol lists
The associated Codes for the Training Sites Notes
Starting with T138 Barstow, Hugh has made the maximum power of monster faced in any given encounter (excluding specials) to be equal to the power of your parties' highest power member * diff. level * 0.15. (Note: find and bring a Monstrous Inifitous Fetish along to use the older system.)
Starting with T138 Barstow, parties have been encountering clones of their group's highest power member in encounters.
All cities
Mysterious Mirror
There are some words carved into the mirror frame, which Yerikan has
translated:
1-All ones brings undead.
2-Just twos meet demons.
3-Only threes for ruffians.
4-Slimies with fours.
5-Fives to see night creatures.
6-Three sixes for chaos.
Chaos Woods
"I (Posthumous Voo) and some others of scholarly mind, including Yerikan, the Guildmasters, and others who wish not to be named for reasons of their own, have successfully discovered a method of getting to the Chaos Wood. This new adventure site can only be reached by a party of five or greater (hirelings included), one member of which must bring along a Chaos Orb, which, as far as we can tell, is destroyed in the process. Also, I must warn you all: The magic of Medallions of Returning is not as strong there. Your body will certainly return safely, but any items you bring cannot be guaranteed to return. We also recommend that only higher power level adventurers attempt this site. Good luck and safe journey to all who venture there! (GM note: Be sure to write in Chaos Wood as the adventure site. If your party is too small you will be sent on the alternate option you select on the adventure form.)" Training amulets do not work. Medallions of Returning are not guaranteed to return all carried items.
Demon gate
(DOB) Demons are plentiful here, as is treasure. The site can be very dangerous.
(note from Roland) There is enough evidence to suggest that the demons have one or more spies in the cities. They may even have infiltrated one or both of our guilds. Caution an