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 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.
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:
Movement:
Inventory:
Lockers:
Silver:
NPC's (Non Player Characters):
Deeds:
Constable:
Merchants:
Creatures:
Commands:
Experience:
Fame:
Fame Usage:
Directions:
Rerolling:
Magic:
Magic items:
Wands:
Shields:
Weapons:
GameMasters:
Report:
Assist:
Feedback:
Skills:
Combat:
Valuables:
DFRedux:
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.
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.
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
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
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.
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
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.
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.
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.
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!
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 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.
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 - Displays the calling player's fame and other info.
FAME
FAME
FAME
FAME
FAME
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.
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.
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.
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
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.
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
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
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.
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.
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 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 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 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.
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 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
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.
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 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 III is copyright 1987-1997 by Simutronics Corp., all rights reserved.
© Violetskye's, 1998, 1999
Geijon Khyree & Evialla Violetskye~Khyree