Violetskye's

Jeweled Bar


The Turnip Farmers Guide
A Little Nudge for New Players

© Violetskye's, 1998, 1999.

"Carve your niche, hunger for knowledge of your world, feast on every and anything and don't be afraid to teach where your from and what you've seen out there. Make yourself as much a part of this world as the rocks and trees, and be at ease in its depths. Only when you truly are alive in the world around you can you bring to such things to life for others as well."
~Lord Kree

Excerpt from Mustafo's "Interviews with the Elders"

Having succesfuly wandered out of the dark alley, and hopefully having listened to the mysterious whispered voices, you find that you now know..almost nothing!

Congratulations! You are now a newborn turnip farmer, sometimes 'lovingly' referred to as a 'newbie'.

You may have no idea how to speak, move about, or find your way. Be afraid..be very, very afraid!

You will be wearing some very basic necessities, and that's about it, but you really do not need much more than what has been provided you until you get some other things taken care of.

Having been provided some basic gear, you may be surprised to find out that not only are you lost, alone, and have no clue what you are doing, but that you owe a debt to the town where you were born.

Congratulations! You are now getting closer to being like every other living (and dead) soul in Elanthia.

What you need to do, is make your way quietly, cautiously, and carefully to theh town's center area, find the debt collector and get that debt taken care of.

Did that? Good! Now don't you feel better? All of your silvers from now on are yours, to squander..err spend as you wish. You will soon find that you most likely will be needing to earn quite a number of these silvers.

I did say "earn". There are a number of ways to do this honestly and honourably, so please do not beg anyone for silvers. You will not be well loved, nor respected.

Before you head out on your never-ending quest for silvers and other nice things such as learning (sometimes known as experience), there are a couple more things you can do to get started on the right foot.

Why are you whining? "But, I want to hunt!", you say? Pfft! Not so fast hot-shot. Believe me, you really are not that anxious to run off and spend hours in the recesses of the earth chasing rats and such about.

Just a couple more things, then maybe you will try some hunting.

You paid your debt, now what? Visit shops! Uhmm..no, not to buy things. But by visiting the shops in town, and taking a step out the gate, you will find that "you have learned something valuable". So get movin.

See? You did it! Good for you, I knew you could!

"Now can I hunt?! Please, please?!", you say. Stop that whining. Not yet.

There is an old fellah about that you really should take the time to visit, and listen to very carefully. Come with me a moment and we'll take a walk over to the Raging Thrak Inn.

You move behind the curtain with some trepidation.
[The Thrak's Booth]
The smell of sour small beer assaults your nose as you enter this rather cramped and hot booth. Half-cured pelts of exotic creatures line the walls and a chair made of yellowed troll king bones sits in a half shadow in one corner. Seated in the chair is the ruined hulk of a man, his potbelly, bulbous red nose and cracked leather armor show that he has long since given up caring for his appearance. You also see the warrior Raging Thrak who is lying down.
Obvious exits: out.

Let me introduce you to..the Raging Thrak.

You see the wreck of a once mighty warrior. His nose has been reddened by years of drinking and his belly enlarged by a lack of activity. A pocked pewter mug half-filled with small beer is held protectively in both hands. A hint of intelligence can be seen in the gray eyes that have grown hazy with age.

"Doesn't look like much of a warrior to me.", you say? There is much more than a mere hint of intelligence in those aged, hazy eyes. Have a listen, turnip child.

Evialla curtsies to the warrior Raging Thrak.

The warrior Raging Thrak smiles and bows in return and says, "I see you have already learned a proper form of greeting to one of your elders in the lands."

I will wait with you right here as the warrior speaks to you.

Well, now, it seems we have another fresh young face right off the turnip farms come to town to be a hero. Bein' a hero ain't all it's cracked up to be some days, but most of the time it's pretty excitin'. Now, listen up and I'll give ya the benefit of my many years of wisdom, gleaned from the farthest corners of the lands and the brightest and best of the heroes of the past.

Bein' a hero in the lands has as much to do with how you represent yourself as it does with how well you can split a rolton head open with a claidhmore or a spell. If you show respect for your fellow adventurers and maintain a sense of style, you'll gain their respect for yourself. If you conduct yourself as a barbarian ya can expect those around ya to treat ya as one. Since you're in town now, I'll let ya know a little bit about what's expected of civilized folks in general within the town walls.

When ya first arrived you were in a dark alley, obviously ya found your way out, but ya may have done so before ya finished listenin' ta the whispering voice. Those spirits of long dead adventurers that whisper ta ya in that dark alley can impart valuable advice ta ya, make sure ya listen ta them. They'll tell ya about gettin' ADVICE and DIRECTIONs that can get ya well on your way ta becomin' the hero ya wanna be. Avail yourself of these two useful commands, ADVICE and DIRECTION. While your fellow adventurers may be willing ta help ya find your way around initially, someone who constantly whines for directions may soon find themselves alone and lost.

When ya first enter the lands ya may be tempted to attack the first thing ya see. Well, the first thing ya see is usually another adventurer and they don't like bein' attacked any more than ya would like being attacked. We have enough trouble fightin' the monsters in the surrounding lands without fightin' amongst each other, so it's best if ya restrain your urges ta kill your fellow adventurers. Besides, killing someone in town is likely ta get the constable very upset and he'll arrest ya and fine ya more money than ya ever saw on that turnip farm of yours.

Ya may also be tempted to pick up any items ya notice laying about on the ground. While it's admirable that ya want ta help keep our little city clean, those items may belong to someone who's either in the room or has recently died and will be. It's always best ta ask those around ya if something belongs ta someone before ya pick it up.

Speaking to those people around ya is a good way to gain information, however, keep in mind that they each have their own goals here. If they don't respond to your questions don't yell at them thinking that if ya speak louder they'll get more friendly, it will just annoy them. Speaking IN ALL CAPS is considered yelling here. It also doesn't help to include more than one ! when ya want to emphasize something. Yelling, "I want a broadsword!!!!!!!!!!!!!!!!!!!!!!!" doesn't impress anyone and in fact makes everyone wonder why ya didn't stay on the turnip farm.

When speaking aloud here, remember that you're in Wehnimer's Landing now, not on that turnip farm where ya can blithely discuss things like your character statistics numbers, the super bowl or the hottest new computer hardware. Those mystical terms are likely to get ya several glares from your fellow adventurers. If ya wish to discuss those things, it's best to do so with one person by WHISPERing to them.

Inevitably after a hunt you're going to be either hurt, dead or carrying chests of booty from the slaughtered creatures. Once ya get back to town, if you're hurt, ya should check the town gates and Town Square Central for empaths. They're the ones that can heal your wounds. Remember to ask them politely and don't scream, it really doesn't help the general confusion in those places. Ya can often find a cleric in those same places who can resurrect ya from the dead. Don't scream at them either (they're holy people and are used to listening to nothin' louder than the whisper of their sandaled feet).

If you've got chests that need to be picked, many rogues make the Gate Tower East their base of operations, try there for a kind rogue to open your chest, just remember that there may be a line of other adventurers there for the same reason. If you're a rogue yourself, remember to pick in unpopulated areas of town, NOT in the Town Square where ya can blow everyone else up with yourself if ya fail. Most importantly, remember that these adventurers are helping YOU, so try to tip them when ya can.

I just have a couple of more items about town then I'll fill ya in on the ways of hunting. There's a treehouse in the old oak tree in Town Square. JUMPing from it is not only likely to kill ya, but it will also annoy the people in Town Square that ya splatter when ya land. If ya come across a rare or unusual item in a trunk or buy one from a merchant, go visit the Town Registrar on the second floor of Moot Hall and register that item quickly. It will aid in its replacement if it is ever lost to the ether. If you're buying something from another adventurer, insist that they EXCHANGE it with ya, so they don't run off with your money before they give ya the item. And lastly, if ya put something in your backpack, make sure ya say PUT IN MY BACKPACK. That one word, MY, will make sure it goes in your backpack and not one lying on the ground.

Now, a few quick words about hunting. First off, make sure ya get your weapon out first and your shield second. This makes sure that your weapon is in your right hand and your shield in your left hand, where they should be. If you're unsure what you're holding, ya can GLANCE down at your hands to see. If they are in the wrong hands, just SWAP them.

If, when you're out in the wilds, a creature comes limping up ta ya, it usually means that someone else has attacked it and will be hot on its heels. It's polite to go to STANCE DEFENSE and wait for that other person to arrive. If ya don't know what stance ya are in, just STANCE by itself to see. If they don't arrive within a few seconds, it's acceptable to finish off the creature. If ya walk in on a fight, it's polite to ask the people there if they need help before ya just jump on in. If the person in the fight is stunned, ya can either jump in the fight or try to drag them away, usually either is acceptable.

If ya walk into a fight in progress, don't assume that everything on the ground is yours for the taking. Usually the combatants are too busy staying alive to pick everything up and will do so after the fight is over. If you're fighting and you're sitting on a pile of junk so high ya can't see over it, move off a step or so and give the janitor a chance to do his job. It's also considered impolite to sit in one room if there is more than one hunting group in an area, move around and give everyone a chance to improve their skills.

Well, I think that's the extent of my wisdom for today, the rest you'll have to discover on your own. But this should be enough to make sure ya turnip farmers don't annoy some Lord or Lady to the point where they wanna blast ya out of your muddy boots. Now, let's see if ya remember anything I just told ya.

Evialla taps you on the shoulder.

The Thrak will ask you some questions now, and if you have been listening, which I sincerely hope that you have, you will have gained much, and also learned a bit. I will wait for you here, while you finish. The warrior Raging Thrak looks impressed. "Congratulations," he tells you, "You have learned our ways well. As a reward for your diligence you may notice you have learned much here. Go forth now and practice what you have learned."

Evialla beams happily at you!

Congratulations! Of course, I knew you could do it, good job!

Whining again?! What now? "Hunt?", you say?

Evialla groans.

Almost..just a couple more things.

Before you even draw your weapon, there are some things you will need. Especially deeds. You will be needing alot of these over time, so get as many as you are able, at least several to begin with. You can get deeds at the temple in your town, using silvers or gems and a mysterious process which you may wish to try to figure out on your own, so I will not elaborate more on how.

You may also wish to earn some silvers and knowledge, and one way to do this is by getting a job!

Evialla groans again and gazes heavenward. "Gawds, whining again."

If you wish to get a job, you may go and visit the clerk of the town, and simply ask for a job. You will be given messages to deliver to various persons about town. So doing, you will earn some silvers, learn your town a bit better, meet some other adventurers along the way, and also learn (sometimes known as getting experience). You may continue working for the town clerk until you have reached four trainings. After that, you most defintely can, will, and must...hunt!

Here is a bit more information, which may aid you in your travels.

Fare thee well in your quests, Brave Adventurer, and do please follow ancient Lord Kree's advise.

Talking:
To talk, simply type ' or ", followed by what you want to say.
If you type one of the following:

'Greetings, sir!
"Greetings, sir!
SAY Greetings, sir!

... everyone in the room will see:

Evia says, "Greetings, sir!"

When talking, try not to use all capital letters or extra punctuation. What you say, as much as what you do, helps to create the fantasy atmosphere of GemStone.

Movement:
If you want to go somewhere, you'll need to be standing. Typing LOOK will give you an idea of some of the places you can go from where you are. You can go in a compass direction by typing it:

NORTH (N will do.)
SOUTHEAST (SE will do.)
If you see a portal of some sort, try using the GO command.

GO DOOR will take you through the black door.
GO PLANK will cause you to walk across the wooden plank.
GO CORNER will cause you to go over to the dark corner.
CLIMB TREE will cause you to climb up the oak tree.

Inventory:
Your character can carry items with him or her while adventuring. These items are called your inventory, and can be viewed by typing INVENTORY. You can carry one item in each hand. Anything else you carry must be worn (to wear something you are holding, type WEAR ). If you are carrying a container of some kind, you can see what is in it by typing LOOK IN . Typing GET will cause you to pick up an object with a free hand, either from a container or from the ground. Things you carry add weight, so be careful or you may be slowed down in a fight.

Lockers:
Carrying all the treasure you're likely to find may get tiring. If that happens, try going to the Moot Hall where one can find a long hall filled with curtained openings. Inside, are lockers which can hold up to 10 items. If you use them, you'll be charged 10 silvers for every item in them each time you go there. In Icemule, try looking in Clovertooth Hall.

OPEN LOCKER
PUT MY WAND IN LOCKER
GET SCROLL IN LOCKER
CLOSE LOCKER

Silver:
Wealth in Elanthia is measured in silver. If you type WEALTH, you will see how many silver coins you are carrying. Silver coins that you have will not appear as objects and can not be seen with the INVENTORY command. There is a bank in town (type DIR BANK to find it) and you can deposit silver there for safe keeping. If you save a lot of silver and withdraw it, the bank may give you a note in place of all those heavy coins. To use a bank note, be sure it is in your right hand.

GET COINS will pick up the coins in front of you.
GIVE EVIA 100 will give Evia 100 of your coins.
DROP 100 COINS will drop 100 of your coins on the ground.

NPC's (Non Player Characters):
In addition to the players and monsters that populate Elanthia, you will meet Non Player Characters, or NPCs, from time to time. These are mainly citizens that populate the towns. Some just wander around, some have interesting things to tell you, and some can actually help you, either with information or in more tangible ways. There is a healer in Wehnimers who will patch you up for silver, a gypsy who will tell your fortune, and many others.

ASK BLACKSMITH ABOUT JOB
GIVE FORTUNETELLER 50
PET MUTT

Deeds:
Death is not final here, as long as you maintain a bit of favor with Lorminstra, the Goddess who guards the gates of death. Her favor is measured in DEEDS, and you should always have a few after first level. To get them, make frequent donations at the temple in town of gems and silver. Type DIR TEMPLE to find the temple. Exactly where and how to leave the silver is a puzzle. If you can't figure it out, ask someone to give you a hint or two.

If you do not have DEEDS, you risk losing your character altogether. It's important to learn how to get DEEDS and get some before 2nd level. A DEED is used up whenever you die, so try to have more than one at all times.

Assuming you have DEEDS, the result of decaying rather than being raised by a cleric is that you will lose a hefty amount of experience. You will find yourself alive in the temple in town with all your belongings.

Constable:
The town of Wehnimers is patrolled by an NPC called the Constable. He will arrest people for committing crimes such as assault, murder, or public endangerment. If you are arrested, your inventory will be taken and you will be fined. If you pay the fine within one hour you will find your things in a box in the constabulary. Hurry, or they will be gone.

The constable protects the NPCs in town as well as the players. He also occasionally patrols the catacombs and within earshot of town. Remember, that even if the constable doesn't arrest you, you can be removed from the game for killing other players.

Merchants:
From time to time, merchants wander through town and sell things or provide services, such as altering the appearance of your items or improving them in some way. Merchants usually set up a temporary shop such as a tent. Inside you should look for SIGNs, and NOTICEs telling you what they sell, as well as a LIST you may be able to JOIN to get in line. There may also be a table with items that can be purchased without waiting in line. Use the GET and BUY command for that.

Merchants are likely to be very popular when they appear and everyone will appreciate any effort you can make to keep things moving along in their tents, such as not making too much noise and being ready when your turn comes.

Creatures:
A great deal of time in GemStone is spent hunting vicious creatures of various sorts. Killing them brings experience and often treasure, not to mention the satisfaction of knowing that you have made the world a safer place. If you type SET MONSTERBOLD, creatures and NPCs will stand out when you see them. If you kill a creature, you can try to SKIN it or SEARCH it to see what you may find. Skins and other things that you find on creatures often may be sold at the pawn shop in town.

The first creatures you are likely to meet are kobolds, rats and rolton. If you meet anything else and you don't know what it is, be careful!

Commands:
In GemStone, you play a daring adventurer in a world filled with magic and mystery. To explore this world, use simple English sentences to tell the computer what you want to do. You will almost always start with a VERB. Sometimes your commands will be a single word, and sometimes they'll be a longer sentence.

For example:

INVENTORY
ATTACK KOBOLD
PUT MY BROADSWORD IN MY BACKPACK

Commands can usually be abbreviated, and can leave out articles and other connecting words:

ATT KOBOLD in place of ATTACK KOBOLD
PUT BRO ON BEN in place of PUT MY BROADSWORD ON STONE BENCH

Using adjectives to describe objects will save you trouble. If a drake dagger (a valuable magical weapon) and a rusty dagger are in front of you, you need to tell the computer which you want, or it will guess.

GET DRA DAG will get the drake dagger.
GET DAG might get either dagger.

If you want to put your trusty broadsword away:

PUT MY BRO IN MY BACK will put your broadsword in your backpack.
PUT BRO IN BACK could put your sword into a backpack on the ground.

Examples of some of the hundreds of GemStone commands:

INVENTORY Displays what you have.
INFO Shows the status of your character.
HEALTH Shows the health of your character.
EXPERIENCE Shows experience information on your character.
LOOK LOOK alone shows you the current room.
LOOK AT... Allows you to look at objects, creatures and other characters.
WEALTH Shows silvers carried and debts.
QUIT Logs off GemStone III. Your character is saved as you left it.
STATUS Displays all characters presently online.
SET Allows you to customize information you receive.

Some commands for manipulating objects:

GET THE RAPIER
DROP THE GREEN GEM
KNOCK ON DOOR
OPEN CHEST
EXAMINE THE CHEST
LOOK BEHIND THE BED
UNLOCK THE WOODEN DOOR WITH THE RED KEY
ATTACK ORC
PUT THE SWORD IN MY SHEATH
WAVE WAND AT KOBOLD

Experience:
Experience is a measure of what you have learned from adventuring. Certain activities, such as killing creatures, healing, resurrecting, opening chests, and many others, give experience points. If you type EXPERIENCE, you'll see how much experience you have. When you gain enough experience, you'll be able to advance a level by going to the Inn in town and typing CHECK IN at the front desk.

But before you can use your experience, it must be absorbed. Every time you learn something, it fills up your head and is only absorbed slowly. When you type EXPERIENCE, you'll see not only how much experience you have, but how full your head is. (You can tell this by reading the "Your mind is ..." line) When your head is full, you will no longer be able to learn anymore until you have rested a bit. Resting works best at magically strong places known as nodes. The town square is one of those nodes.

Fame:
When you are victorious in combat, solve a quest, or accomplish certain other tasks, you gain FAME. FAME is a measure of your fame in Elanthia. Being famous won't help you kill things or change your character in any other way, but you can brag about it and every now and then it may help you or hurt you to be famous.

Fame Usage:

FAME - Displays the calling player's fame and other info.
FAME - Displays usage info.
FAME - Displays the family and personal fame of the specified player.
FAME - Will display 20 names from the selected page of the ALL fame list.
FAME - Will display 20 names from the selected page of the specified PROFESSION list.
FAME - Will display 20 names from the selected page of the specified RACE list.

EXAMPLE: "fame halfelf 2" will display page 2 of the Half Elf fame list (rank 21 through 40).

NOTE: Presently only 5 pages (100 names total) will be made available from any fame list due to resource considerations.

Dateline 6/6/98: FAME LIST UPDATES:

A few changes have been made to the way the Fame List works. You now need at least 10 million personal fame and must be at least level 20 to have a chance to be put on the list. The fame list has had several names removed that didn't meet these qualifications. Expect these qualifications to be raised as the populace becomes older and more famous.

Directions:
Finding your way around Elanthia can be tricky at first. If you haven't reached 2nd level, you can get help by typing DIR. Everyone else is on their own. Your best bets are to travel with someone who knows the way, or to get a map from the GemStone Software Library on your provider network. In fact, you probably shouldn't leave town until you've gotten a map or directions from a friend.

Rerolling:
You can change your character any time you like. Very few players use the character they first roll up for long. After you've experimented a bit, you'll have a better idea of what type of character you'd like to play as well as what skills and abilities that character will need to get by.

To reroll, go to the Raging Thrak Inn, which is just northwest of the town square. You can get DIRECTIONS there if you aren't 2nd level yet. Once inside, head south to the main desk and type CHECK IN. You will then be in the Character Manager and have an option to retire your character and/or the entire character family. Retiring just the character keeps your last name and family fame.

Magic:
In GemStone, many players can cast spells if they know them. To learn a spell, you must select the Spell Research skill when training. You may then cast it if you have enough mana by typing PREPARE and then CAST . In place of you must use either the spell name or its number. Most combat spells that aren't aimed like a weapon using the Spell Aiming skill, can be resisted by the target. Whether a target resists depends on many factors, including the level of caster and target, the number and type of spells the caster knows, and other spells already cast on either of them. You can't cast a spell from memory if you are not of the same level as the spell or higher.

PREPARE SWARDING1 prepares the Spirit Warding I spell.
PREPARE 101 prepares the Spirit Warding I spell.
CAST ORC casts a prepared spell at an orc.
CAST casts a prepared spell on yourself.

Magic items:
Almost anything you find might be a magic item. Magic items usually don't act as armor or hold anything, but when activated, they cast a spell as if you knew the spell and had cast it yourself. Most have a set number of charges and some can be recharged by powerful wizards. To use a magic item, you probably need to RUB, WAVE, RAISE, TAP, WEAR, EAT, or DRINK it. If it can be WAVEd, you can aim it at a monster, which is the healthiest thing to do with a wand that casts lightning bolts.

Magic items can be dangerous, so you might want to ask a Bard to look at yours for you. By singing, Bards can often tell something about the item without risking the spell in it.

RUB STATUE
WEAR RING
WAVE MY GOLD WAND AT OTHER ORC

Wands:
Most wands are magical items that cast a spell when waved. They require Magic Item Use skill to wave and Spell Aiming skill if they cast elemental spells in combat.

WAVE GOLD WAND AT ORC
WAVE MY WAND
WAVE WHITE WAND AT SYLVINE

Shields:
To use a shield, hold it in your left hand. If you have your shield in your right hand, type SWAP. Shields make it harder for your enemies to hit you, especially if you have the shield skill. Normal shields subtract 20 from an enemy's roll to hit you, while magical shields may do more. When not in use, a shield can be slung over your back with the WEAR SHIELD command.

Weapons:
To use a weapon in combat, hold it in your right hand and ATTACK a monster. If your weapon is in your left hand, type SWAP. You will only be able to use a weapon effectively if you are trained in the right skill. For instance, to use a broadsword, a falchion, an axe, or a dagger, you will need the Edged Weapons skill.

GameMasters:
GemStone is more than a huge multiplayer computer game. It is an evolving world thanks to you and the GameMasters who run things. GameMasters answer questions, help customers with technical problems that arise in the game, and make sure that things run smoothly. If you need to speak to a GameMaster, see REPORT, ASSIST, and FEEDBACK for ways to contact one. GameMasters also work behind the scenes programming everything from spells to sneezes, creating hideous monsters, beautiful scenery, and everything else you see around you.

Report:
REPORT sends a message to all online GameMasters. It should only be used to report emergency technical problems or policy violations by other players. If you notice a bug or typo, use the BUG or TYPO command instead. To use the command, type REPORT followed by a brief sentence stating what the problem or policy violation is.

REPORT I got a one round stun ten minutes ago and I'm still stunned.
REPORT Hyperjerk just ran up and killed me. I've never seen him before.
REPORT Hyperjerk is using profanity.

Gamemasters will usually not respond verbally to a report, but will monitor and act on the situation. Please don't misuse REPORT, as it can be very distracting. On the other hand, don't hesitate to use it to let us know about a problem quickly.

Assist:
ASSIST puts you in line to speak to a Host. Hosts are player volunteers who can answer questions about the way the game works and can refer you to a GameMaster if their help is needed. If you decide you no longer need help after you've typed ASSIST or pressed the CALL GM BUTTON, type ASSIST CANCEL. If you need to log off while waiting for a response (the line can often be very long), you will be placed back in line when you return. If you can't stay on line long enough to make it to the front of the line, use FEEDBACK instead.

Feedback:
Feedback sends email to a GM who will read it and respond to your concerns. We try to respond in a day or two whenever possible, although on occasion the number of letters can delay this. Feedback can be used in place of an ASSIST, to appeal a decision made by a GameMaster, or simply to share your feelings with us.

You will find an option for Feedback on the main GemStone screen which you pass through in order to play.

Skills:
Your GemStone character can train in whatever skills you wish. Training is done whenever you gain a level. Depending on your profession, some skills may be much easier for you to learn than others. Skills usually increase by 5% for each time you train. This number is then used when you try to do something requiring that skill in order to see if you succeed.

Combat:
Combat begins with the ATTACK command (you may also use KILL). You need a weapon in your right hand, unless you mean to fight bare-fisted. Use the INVENTORY or GLANCE command to see what's in your hands.

Some examples:

ATTACK ORC
KILL SECOND GOBLIN

Here's what an attack looks like:

You swing a golden mithril broadsword at a cave troll!
AS: +122 vs DS: +37 with AvD: +32 + d100 roll: +10 = +127
... and hit for 10 points of damage!
Quick slash to the cave troll's upper right arm!
Just a nick.
Round time: 5 sec.

Now, here's what all those numbers mean:

Attack Strength (AS)

Your character, as well as the creatures you are fighting, has an Attack Strength in combat when using a weapon or aimed spell. This AS includes bonuses for stats, superior weapons, skill in that weapon type or aimed spell skill, and various magic spells or effects.

Defensive Strength (DS)

The defensive strength is subtracted from a combat roll due to the defender's advantages, including bonuses for Reflexes, shield, and any magical item or protection. Armor does not affect your DS unless it is magical.

Your AS and DS are also affected by adverse conditions. If the area is dark or filled with fog, it may be hard to hit anything. Injuries can hinder you. If you are seated or prone, you will be far easier to hit.

Attack vs Defense (AvD) and Damage Factors (DF)

Each form of attack, whether a weapon or an aimed spell, varies in its effectiveness against various forms of armor. This takes the form of two modifiers to the attack, the Attack vs Defense (AvD) and Damage Factor (DF).

The AvD affects your chances to hit the target. It is a bonus or a penalty. For example, a dagger would have a large penalty to hit against plate armor, as it is difficult to penetrate.

The Damage Factor (DF) affects the amount of damage you do to your target if your attack hits. DF does not affect your chances to hit in the first place. You will not see the DF in the combat equations, as it is not displayed. In general, larger weapons have higher (better) DF's.

Attack Resolution

There are several steps to an attack with a weapon or aimed spell. The first is to determine whether the attack hits the target. To hit, your attack strength (AS) is compared to the target's defense strength (DS), then modified by the attack vs defense (AvD) factor. Finally, a 100-sided die (d100) is added. If the result exceeds 100, you hit. The formula looks like this: AS - DS + AvD + 1d100 = result.

Next, the system calculates how many health points of damage you did to the target. This is determined by both the result, which you see, and the damage factor, which is not displayed.

Once you have hit, the system determines just what part of your foe's body you hit. This is generally determined randomly, and some body parts, such as the arms, are far more likely to be hit than are others, such as an eye.

Critical hit resolution is next. If you do sufficient health point damage, you achieve a critical result. The more health point damage your strike does, the more severe will be the resulting crit. The critical results are also modified by the location of the hit and the style of weapon. For example, a light strike to the left hand with a scimitar might only produce a slash, which may or may not bleed. A very heavy strike to the head with a morningstar may end the fight instantly.

Note that the ambush skill has two additional effects. If you attack from hiding, ambush skill can either increase the rank of any critical hit you inflict on a foe, help you aim a shot at a particular body part, or both. If you attack a foe from melee, ambush skill and combat maneuvering skill combine to determine your chances of hitting a particular body part. For any aimed shot, the command is AMBUSH , e.g. AMB TROLL RIGHT EYE. Aimed shots are very difficult to achieve at low levels.

You may adjust how much of your combat skill is devoted to attack and how much is used to defend you. You do this by converting some portion of your Attack Strength to Defense Strength. The mechanism to do so is the Stance command.

There are five possible stances you may adopt in combat. They range from Offensive, or all-out attack, to Defensive, which devotes all of your attack skill to defense. To see all of the stances, type STANCE HELP while in the game.

To adopt a defensive stance, you must generally have a weapon in your hand, as you cannot parry incoming attacks barehanded. The exception to this is the Brawling skill which will allow you to defend yourself with an empty right hand. Note that some attacks may never be parried. An arrow shot from hiding or a wizard's lightning bolt are examples of this.

Valuables:
In the course of your adventures, you may come across valuable items that you hope to keep. These can include magical weapons and armor, as well as any other useful item. If you buy a valuable item from another player, use the EXCHANGE verb. Using EXCHANGE helps avoid someone swapping items on you, or running off with your silver or item. Any valuable item not from a merchant should be REGISTERed with the town clerk. The clerk works in the Registrar's Office up the stairs in Moot Hall, just east of the Town Square. If an item is not REGISTERed, GameMasters often cannot replace it if it is lost to a system error.

EXCHANGE BROADSWORD WITH STUMP FOR 1000 SILVER
REGISTER MITHRIL BROADSWORD

DFRedux:
DFREDUX is the innate ability of a character to gain resistance to damage caused by melee attacks through training in certain physical related skills. DFREDUX applies only to characters.

DFREDUX is composed of primary skills and weapons skills. Both sets of skills are calculated to determine overall reduction in the amount of damage that is inflicted upon the targetted character. Knowledge of spells will reduce additional resistance modifier to reflect a lack of total dedication to the physical training regimen.

- Primary skills: 2 Weapons Combat, Armor Use, Shield Use, CM, Multi-Opps, Climbing, Swimming, Ambush, Physical Training. (e.g., the rank of each skill is summed to determine overall primary value)

- Weapon skills: One Handed Edged, One Handed Blunt, 2-Hand Weapon, Polearms, Brawling. (e.g., the rank of each skill is summed to determine overall weapons value)

- Spell penalty: the highest rank of known spell for each spell list known incurs a penalty equal to n*(n+1); where n is the highest rank spell known in each particular spell list. (i.e., a character has 27 ranks of Minor Elemental spells and 10 ranks of bard base spells: the spell penalty is 27*(27+1) + 10*(10+1) = 756 + 110 = 866)

dfredux = [primary skills + weapon skills - spell penalty - special_1]

Note: Primary skills count for more than Weapon skills. Special_1 is an age based modifier.

The DFREDUX modifies the damage factor of the attack directed at the character, reducing the damage amount proportional to the total dfredux value. A visit to the local trainer is all you need to activate (if any) dfredux.


GemStone is a trademark of Simutronics Corp., all rights reserved.
GemStone III is copyright 1987-1997 by Simutronics Corp., all rights reserved.


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