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What's New
Creatures Items Plunder Special Encounters Heroic Quests Spells Combat Arenas Barroom Brawls Coming Soon Creatures
New larger monster groups can be encountered which can hold different types within their ranks. Imagine facing off against a whole mirauko warband consisting of ten archers, twenty grunts, three shamen and a hulking warchief. Major monsters are also A LOT more dangerous, with Greater Dragons able to deliver claw attacks, wings buffets, tail lashes, bites, breath weapon and even the ability to swallow characters whole. Why fight them? If they are that tough they are bound to have some very, very tasty treasure. Items
New protectional armours can be found along with monster specific slaying weapons including some which can be used to take out certain major Spiritual Servants and there is believed to be one which even the Emperor fears. Some races are better at using
some weapons than others and those people used to having protection from
shields whilst wielding two-handed weapons will discover that reality hurts.
Plunder
and Unclaimed Equipment
H 16 1 123456 -
Character 1 is handed item number 123456
N.B. Plunder is not guarded as well as personal items. It should be sold or handed to party members as quickly as possible as it is easy pickings for the local thieves' guilds. SP (target party number) (99)
SP (target party number) (item number)
SI (target party number) (character) (item)
SI (target party number) (99) (item)
Special Encounters
& Locations
When you have a Special Encounter you will receive details at the bottom of the encounter of the new order which can be used. It can be anything from an Answer Riddle order to an Accept Gift order and can lead to Heroic Quests. Example: As the party prepare to settle down to sleep, a faint light can be seen off in the darkness. What at first appears to be a flickering candle flame gets closer until it becomes obvious that the light is simply floating in mid air. The faint light slowly begins to show up a white, ethereal figure for whom the flickering flame is its heart. The figure resembles a bearded man dressed in plate armour with a sorrowful look upon his face. "Fear you not," whispers the ghostly knight, "for I cannot harm you and you can do me no ill. Cursed I am to find no rest until one answers for me the riddle of the rival brothers. Listen and if you know the answer then speak it I beg of you." The spirit pauses and then starts to speak its riddle; "No twins could ever with us compare,
"The word will break the curse," says the ghost, "and my blade is yours if you release me from this limbo." [When dealing with this encounter, you must deliver an Answer Riddle order in the following way: [AR] [char] [answer to the riddle] [riddle code]. The code for this riddle is 802.] Heroic Quests
Spells
O (character) (rank)
(spell/0)
Each spell or priest power takes time to prepare and cast. Generally the more powerful the spell, the more time it takes to cast. If a mage or priest is hit during the casting of a spell or power, his concentration is interrupted and he moves on to missile or melee combat. For example: O 3 4 6 will set character three to have spell number 6 as his fourth ranked spell in the event of combat. AS (character/97-99) (ASC for
each ranked spell)
The system is as follows. Each spell can be given a value from 0 to 9. The order sets all six spells at once, so remember to use 0's for spells that aren't ranked. The order is AS (Character or 97 or 98 or 99) (6 Digits - one for each ranked spell) Each of the digits indicate if the spell will be used in a combat. 0) No condition - Always cast (the default
setting)
For Example: AS 12 038380 - Your character 12 will always use the 1st ranked spell, the 2nd ranked spell will not be used when engaging player parties, the 3rd will not be used when engaging monster groups, the 4th will not be used when engaging player parties, the 5th will not be used when engaging monster groups, the 6th will always be used. Smaller monster groups are those with fewer members than the party. Weaker monster groups are those where the total health of the monsters is less than 1/5 that of the party. The spells and powers section of the turn results has been improved to make this clearer. Combat
The main thing about the new combat system is that you cannot think in terms of the old way you used to fight in Crasimoff's Quest World. The Second Age system is all about speed, what sort of creatures are you fighting, how weighted down you are by the different weapons and armour you carry, what terrain you are in and how likely are your characters to retreat. Dwarven fighters can receive the most damage before fleeing whilst elven mages flee after suffering the least damage. The flee percentage of a party is the percent of this value. Trying some spells and powers can change things such as this, berserkers are less likely to flee. Combat has become a lot more tactical and old tactics on the whole will not work. Detailed below are most of the things affected by the improved combat routines. Initiating Combat
As you would expect in a fantasy environment, combat can be frequent and deadly. You can order your party to attack other players' parties as well as computer-controlled monsters and characters. By the same token though, monsters may well attack your party without provocation or warning. While combat is dangerous, your characters will generally look out for themselves. This self-preservation prevents your characters from staying till the bitter end when victory is nowhere in sight. Further, your party may even avoid a fight altogether if it offers nothing but death. Often weaker, common monsters venture near settlements such as towns and cities. These can prove an excellent way of learning more about combat not to mention a lucrative source of gold and treasure. Obviously buying weapons and armour will greatly enhance your characters' survival rate although it is best to avoid heavy, encumbering armour for those that are not in too much danger. Initiating Combat
You can issue an ENGAGE order that will cause your party to attack the monsters or other player's party as soon as you come into contact with them. This order will remain in place until either your party meets the target, or you issue a new ENGAGE order or the turn ends. If your party is in the same location as your target when you issue the order, your party will attack immediately. Multiple ENGAGE orders can be used in an attempt to finish off any monsters that fled, though this will not work against other players' parties. Alternatively, issue a new ENGAGE order for another target and move to fight it. Within settlements, laws prohibit the use of weapons and spells. While this does not prevent fights, it means that generally a brawl at the local tavern is the only alternative. These skirmishes can be fought against other players' parties using the ENGAGE order. Typically, they are relatively harmless and can even be a lot of fun. ENGAGE
The second common way a fight will start is due to your party's attitude. You can set how you would like your party to behave towards other monsters and players. The choices are friendly which is option 1, neutral which is option 2 or hostile which is option 3. This overall attitude uses 0 as the target. You can set up to a further eight attitudes towards specific targets. These can be a monster class (i.e. all mirauko) or a monster group (i.e. orc group 3451) or another player's party. In addition to your eight specific attitudes you can set your reaction towards all monsters by using code 180. To cancel an independent attitude, use 0 as the attitude code. Where two or more attitudes clash, the most specific attitude is used. ATTITUDE
Initiative
& Surprise
KEEP EYES OPEN
Formation
SWAP CHARACTER POSITIONS
Combat
Options
Missile weapons can obviously be used long before the enemy is close enough for hand-to-hand fighting, but are generally slower. Further, they cannot be used once an enemy has engaged the character in melee, thus valuable time will be lost drawing a melee weapon. Choosing melee for a character will mean that the character will never use a missile weapon instead, charging at the enemy. Your character's preferred choice of weapon will be 'starred' on the party statistics table. Note, at the start of combat, mages and priests will try to cast any suitable spells rather than use weapons, see Order of Spell Casting and Automatic Spell Conditions. COMBAT PREFERENCE
Withdrawing
from Combat
You can set the amount of losses you are willing to take using the FLEE order. This is a very rough guide as to how much damage your guys will take before trying to retreat from a battle. It is used for both individual characters and for the party as a whole. This is because in a battle which is not going well, it is likely that one or two characters will become badly injured and these will retreat before the rest of the party in an effort to stay alive. The remaining characters will continue to fight until either they are injured, the party as a whole retreats, or of course, you win. Different character classes and race types affect retreat, as do some spells. Plus, once a character starts withdrawing, he can still be targeted until he has got away completely. However, as he withdraws, he will parry with any attackers so there is less chance of further injuries. If you try to pick a fight with a monster or another player that is far tougher than you, your characters will refuse to take part in a suicidal attack. FLEE
Arenas
To have a fight in an arena, you need to issue the VISIT ARENA order, challenging another player's party. This order can only be issued in a city or town. The player controlling the other party will be notified of your party's desire for a duel. If they accept the challenge, next time they are in a city or town, they should issue their own VISIT ARENA order, this time against your party. The duel will then occur immediately, irrespective of where the first party is currently located. If your challenge is not accepted, you can issue another order against a different party. This will cancel your original challenge so you should wait a couple of turns before doing this. Only one VISIT ARENA order is allowed per turn. A target 0 will cancel the prospective duel and select no new target, this is a special case and can be used anywhere. VISIT ARENA
Barroom
Brawls
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