A character needs food and shelter every day. To simplify the handlig of these basic needs each character pays some upkeep at the end of the day. The exact amount can be checked in the races' description. If a character has less money than he needs he begins to starve. To stop this he just needs to earn money.
These three measures describe how much a character can carry, his current encumberance and the full weight of all items, henchmen and himself.
The capacity is calculated by adding the capacity value of all items plus the charactes strength. As long as his capacity is at least as high as his load, he can move freely between regions. If it is lower, his movement points are lowered. Note that a mounted character can't add his strength to the capacity anymore. Additionally, his body weight is added to the load.
The load shows the weight of all items that must be carried somehow (by the character, his pack animals, or other means). Items that can move by themselves (some animals) are excluded from this sum.
Adding all items of the character and his henchmen and their own weight, also, results in the weight. It is needed to see if the character can enter ships of flying vehicles.
There exist three types of mobiles: characters, henchmen, and monsters.
Each character has a unique number he retains as long as he is in the game. You
need this number to interact with him (or her).
Examples:
ATTACK 1000 - attacks character 1000
OBSERVE 1234 - observes character 1234
STEAL 2244 - steals from character 2244
A character's henchmen are kept in an ordered list, where each has a number
counting from zero. A character can address his henchmen by simply using their
listed number.
Examples:
GIVE 0 1 isw - the characters first
henchman gets an iron sword
HENCHMAN ORDER 1 AGGRESSIVE - the second
henchman is set to an aggressive combat behaviour
It is possible for characters to select another character's henchmen. This is done
by typing the character's id followed by a dot and the henchman's id.
Examples:
OBSERVE 1234.3 - observes the fourth
henchman of character 1234
STEAL 2244.0 - steals from the first
henchman of character 2244
Note that most actions can only be performed with characters, not with their
henchmen.
Examples:
ATTACK 1000.0 - attacks character 1000!
GIVE 1234.0 1 isw - not allowed
Monsters can get an new id every day.
Other objects are selected by their 3-character-id that follows their name.
Examples:
long sword[lsw]
drop 1 lsw - drops 1 long sword
cave[cav]
explore cav - explores a cave
Sometimes it is possible to write the full name instead of the id. However,
besides increasing the chance for a typo, some items will raise a faulty
behaviour when written out.
Examples:
drop 1 long sword - error: evaluates to DROP 1 LONG
explore cave - this is okay
You can get henchmen through several ways: hiring them in a tavern, freeing them out of a dungeon, even summoning them from the grave. Henchmen come in all types and shapes from adventurous rogues to battle-hardened mercenaries to wild animals to mindless golems. Depending in their type, they will take a more or less active part in your fellowship ranging from simply following you everywhere you go to assisting you in your tasks.
Typical henchmen can be grouped in several categories:
Hirelings are most versatile for they do some things on their own. Whenever you issue one of the following orders, a hireling will do the same:
Also hirelings will sometimes aid you in your skill checks. This is limited to very few occasions, though, and a henchman must possess the same skill on at least the same level as your character.
You can control your henchmen with the HENCHMAN-orders.
Groups have several benefits: many actions can be performed together with other characters. For example attacking a stronger opponent increases the chance for success. Exploring a dungeon in a group is good when fighters and rogues can help each other with fighting hostile monsters and disarming traps. Another benefit is, that only one character needs to see the chosen target.
Example:
A group of three characters has observation skill levels of 3, 4, and 6. There is
a ruin in the current region of the group, that can only be seen with OBS 5 or
higher. One character in the group meets this prerequesite. The whole may explore
it.
Note, that in the report of the other two characters, the ruin still won't be
visible.
To create a group one character simply has to issue the order GROUP CREATE. From now on, other characters can enter this new group (even in the same turn where the group was created). A member of the group (e.g. the creator) must invite each new potential member (with GROUP INVITE). The invited member on the other hand must accept the invitation (with GROUP JOIN).
To make the process of inviting as simple as possible, it is strongly recommended to issue the commands as early as possible (e.g. the first orders for the turn).
Example:
| unit 1000 group create "The A-Team" group invite 1003 ... |
unit 1003 group join 1000 ... |
The following actions can be performed as a group: ATTACK, BURGLE, EXPLORE, FORAY. However, to work as a group these orders have to be issued by every member in the same hour.
Example:
| unit 1000 attack 0 ... |
unit 1003 drop 1 scl attack 0 ... |
unit 1004 sell 1 dag attack 0 ... |
Character 1000 and 1003 are going to attack monster 0 together. The action unit 1003 performs before the attack costs no time to perform. However, unit 1004 sells a dagger. This order needs 1 hour. Thus 1004's next order is too late for the others.
While groups are for adventuring parties, guilds are used where political factions form. They have several benefits, namely
Prior to creating a guild a character must possess at least one building, that will become the guild's first base. The character can then issue the order GUILD CREATE. From now on, other characters can be invited to the new guild. A member of the guild with a high enough rank must invite each new potential member (with GUILD INVITE). The invited member on the other hand must accept the invitation (with GUILD JOIN).
To make the process of inviting as simple as possible, it is strongly recommended to issue the commands as early as possible (e.g. the first orders for the turn).
Example:
| unit 1000 guild invite 1 1003 ... |
unit 1003 guild join 1 1000 ... |
Note, that there are no boundaries what kind of guild you want to create. Typical guilds include thief and guilds, holy orders (devoted to a deity or higher principles), magical covens, mercenary bands, etc.
You are also never limited in your choice of buildings. For example, it is perfectly acceptable for a clerical order to build a mage tower (especially if the order is devoted to a deity with the magic portfolio).
During your course of adventure you will stumnle over quests. This chapter dicusses the differences between them and how they are solved.
Open quests
These quests are open to everyone. Often they are given out by the authorities of settlements. They give
simple instructions of what's to be done. It's up to you if you participate in this quest or not.
Personal quests
A personal quests only affects your character. Sometimes you get a choice, sometimes things happen
without a chance to interfere. The latter normally occurs when you fumbled a (hidden) roll on one
of your skills. Notice, that several quests force a dicision upon you if you don't choose one.
A variant of personal quests are the group or party quests. They affect an adventuring party. But
only the character with the highest skill level in LEADERSHIP is eligible to decide for the whole
group.
Special quests
Some quests are only offered in special building or when the character has a minimum level in a
skill or other stat. Other stats are for example titles, reputation and publicity in the current
settlement. Those quests are generally harder but also give more reward.
When a quest occurs, you will normally get a list of possible answers. You must use the QUEST order to answer to it.
Example:
A typical quest could look like this:
QUEST(15): Quest #7918: QUEST(15): The kobolds are multiplying. To stop this plague, the local QUEST(15): officials are paying 20 silver coins for every kobold's QUEST(15): head that is delivered to them. QUEST(15): Possible answers: give, allTo answer this quest you can type this in your turn:
You will give now one kobold's head from your inventory to the authorities. In return you will be awarded with 20 silver coins. Of course, first you must obtain a kobold's head. Kobolds tend to have one on their necks...
Scattered across the lands are many abandoned and haunted places like ruins, caves and towers. A group of intrepid explorers can find untold riches in there or a total annihilation.
Entering a dungeon
Of course, a character can venture alone into a dungeon. City sewers a predestinated for such
actions. Were-rats are the biggest threat one has to face down there. But the more dangerous the
surrounding land is, the more dangerous the denizens of a dungeon tend to be. Thus, a wanna-be
dungeon explorer is well advised to find or create a party of different individuals, that are able
to face the different threats.
Fighters - the front line
As always you need one or more fighters who protect the back row from being attacked. If they
can also act as leaders, the whole party benefits from a tactical advantage. They are also the last
resort when mages and priests ran out of power.
Mages - the second line
Different dungeons are home to a broad variety of monsters and beasts: ghuls, trolls, ghosts,
were-rats, etc. Many of them can't be defeated with pure muscle power alone. A mage with a variety
of spells to aid the fighters in combat can make the difference between victory and defeat.
Note that an overwhelming enemy force can pry it's way through your front lines. A good tactician
is very helpful to find the right place where you can await the enemy attack without fear, that it
will break your line of defense.
Priests - the facilitator
The possibilites of a priest are dependent on his chosen deity. Whether he is war priest in the
front line or prefers call destruction upon his enemies from afar. All priests share some powers of
healing and restoring that make them invaluable in every party.
Rogues - locks and traps experts
It's fine when the group is powerful enough to deal with all enemies in a dungeon at once, but she
is still unable to get many loot or survive their advance without a character who picks the locks of
treasure chests and disarms the traps on their way to said chests. Also never underestimate the
combat abilities of a seasoned rogue.
Creating a party
Of course, these are just examples. A party might consist of other stereotypes or even characters
who don't fit into stereotypes at all. But be sure, that your group is ready and able to comb
with the different tasks you will face while adventuring.
There are many information about several topics that a character can obtain very easily.
SHOW
The by far most important order is SHOW that will give basic
information about most objects in the game. Note, that the quality of these information often
depends on certain skills. Also, it is important to know that some conditions must be met before
you'll learn anything about the desired object.
Example:
A character issues the order show cma. He gets the
following result:
SHOW(0): iron sword[isw] SHOW(0): Equipable as: melee SHOW(0): Weight: 0.5 SHOW(0): Needed skill to make item: weaponsmith SHOW(0): An iron sword is a simple weapon.
For several days he learns the skill weaponsmith. Then he issues the same order again:
SHOW(0): iron sword[isw] SHOW(0): Equipable as: melee SHOW(0): Time to make: 9 hours SHOW(0): Buildings: smithy, forge SHOW(0): Materials: SHOW(0): - 1 iron SHOW(0): Weight: 0.5 SHOW(0): Needed skill to make item: weaponsmith SHOW(0): An iron sword is a simple weapon.
OBSERVE
Second only to SHOW is OBSERVE. You can use this order to get
contemporary information about a person or object. But you have to spend some time and be
prepared that people might not like it if you follow them the whole time. Finnally, the quality
of the information you acquire depends heavily ans almost entirely on your skill level in
OBSERVATION.
Example:
A character has an OBSERVATION skill level of 2. The order
observe 1003 issued twice brought these results:
OBSERVE(2): You observed Tarek Helmschmetterer (1000). OBSERVE(2): Tarek Helmschmetterer (1000) is member of Tralala (3). OBSERVE(2): Tarek Helmschmetterer (1000) carries the following: OBSERVE(2): - 3604 silver coins[sic] OBSERVE(2): - 1 full plate+2[fpl.+2] (equipped) OBSERVE(2): - 1 horse[hor] OBSERVE(2): - 1 laen sword[lsw] (equipped) OBSERVE(2): - 2 heavy crossbow+1[hcr.+1] OBSERVE(2): - 1 leather boots[leb] (equipped) OBSERVE(2): - 1 steel sword, 2h+1[ss2.+1] OBSERVE(2): - 1 mallorn longbow+1[mlb.+1] (equipped) OBSERVE(2): - 2 wooden spear[spe] OBSERVE(2): - 2 longbow[lbo] OBSERVE(2): Tarek Helmschmetterer (1000) is a human. OBSERVE(2): Tarek Helmschmetterer (1000) is a paragon. OBSERVE(2): Tarek Helmschmetterer (1000) did the following: OBSERVE(2): - gossip weapon OBSERVE(3): You observed Tarek Helmschmetterer (1000). OBSERVE(3): Tarek Helmschmetterer (1000) carries the following: OBSERVE(3): - 3604 silver coins[sic] OBSERVE(3): - 1 full plate+2[fpl.+2] (equipped) OBSERVE(3): - 1 horse[hor] OBSERVE(3): - 1 laen sword[lsw] (equipped) OBSERVE(3): - 1 leather boots[leb] (equipped) OBSERVE(3): - 1 mallorn longbow+1[mlb.+1] (equipped) OBSERVE(3): Tarek Helmschmetterer (1000) is a human. OBSERVE(3): Tarek Helmschmetterer (1000) is a paragon. OBSERVE(3): Tarek Helmschmetterer (1000) did the following: OBSERVE(3): - learn swo
GOSSIP
You can check the local buildings for information about persons, neighbouring regions or
other topics. It will cost you some time, but asking the right questions, can give you the
information you need very fast. Note, that the choice of building will greatly affect the kind
of information you will receive. A good startig point is always the tavern but special knowledge
is found in the appropriate buildings only.
Example:
These orders were issued successively:
enter tavern
gossip
gossip weapon
enter barracks
gossip weapon
And this is what the character heard:
ENTER(0): You enter the tavern[tav]. GOSSIP(0): You heard gossip: GOSSIP(0): Sewers are fairly unperilous. You still must be careful GOSSIP(0): and should not venture down there without fighting power GOSSIP(0): or stealthiness. GOSSIP(1): You heard gossip: GOSSIP(1): I have seen people who did more damage with their bare GOSSIP(1): hands than with a weapon. ENTER(2): You enter the barracks[bar]. GOSSIP(2): You heard gossip: GOSSIP(2): Magic metals aren't used to craft two-handed weapons GOSSIP(2): because they would need too much for too little gain.
HENCHMAN ASSESS
Assessing henchmen is an easy way, to learn about their skills. Provided your character has the
same skills on a higher level, you can even see the skill levels the henchmen has.
Example:
A dwarf warrior-priest assesses his three henchmen:
HENCHMAN(0): thief (1023.0) has the following skills: HENCHMAN(0): - stealth: ? HENCHMAN(0): - observation: 4 HENCHMAN(0): - dagger: ? HENCHMAN(0): - pick locks: ? HENCHMAN(0): - sling: ? HENCHMAN(0): - stealing: ? HENCHMAN(0): - disarm traps: 4 HENCHMAN(0): - evasion: ? HENCHMAN(1): adventurer (1023.1) has the following skills: HENCHMAN(1): - stealth: ? HENCHMAN(1): - muscle training: 1 HENCHMAN(1): - observation: 2 HENCHMAN(1): - sword: ? HENCHMAN(1): - pick locks: ? HENCHMAN(1): - streetwise: ? HENCHMAN(1): - disarm traps: 1 HENCHMAN(2): acolyte (1023.2) has the following skills: HENCHMAN(2): - theology: 3 HENCHMAN(2): - dagger: ? HENCHMAN(2): - sling: ? HENCHMAN(2): - evasion: ?