Contents
12.00 Developing Your Character. . . . . . . . . . . . . . 52
12.01 Developing a Fighter . . . . . . . . . . . . . . . 52
12.02 Developing a Martial Artist. . . . . . . . . . . . 54
12.03 Developing a Thaumaturge . . . . . . . . . . . . . 55
12.04 Developing a Wizard. . . . . . . . . . . . . . . . 57
12.05 Developing a Thief . . . . . . . . . . . . . . . . 60
13.00 Karma and Alignment. . . . . . . . . . . . . . . . . 63
14.00 Extending Your Horizons: The four segments . . . . 64
14.01 Kesmai . . . . . . . . . . . . . . . . . . . . . . 64
14.02 Leng . . . . . . . . . . . . . . . . . . . . . . . 65
14.03 Axe Glacier. . . . . . . . . . . . . . . . . . . . 67
14.04 Oakvael. . . . . . . . . . . . . . . . . . . . . . 68
14.05 Moving Between Segments. . . . . . . . . . . . . . 69
15.00 Praetoseba, The Underworld . . . . . . . . . . . . . 71
15.01 General Notes. . . . . . . . . . . . . . . . . . . 71
15.02 The Quests for Life. . . . . . . . . . . . . . . . 72
15.03 Osirus - Stomache Quest. . . . . . . . . . . . . . 72
15.04 Anubis - Intestine Quest . . . . . . . . . . . . . 73
15.05 Khnumeri - Lung Quest. . . . . . . . . . . . . . . 74
15.06 Sekmet - Liver Quest . . . . . . . . . . . . . . . 75
15.07 The Karma Quests . . . . . . . . . . . . . . . . . . 76
15.08 Getting Forgiven - One Karma point . . . . . . . . 76
15.09 Getting Forgiven - Two or Three Karma points . . . 77
15.10 Getting Forgiven - More than Three Karma points. . 77
15.11 The Underworld - Summary . . . . . . . . . . . . . 77
16.00 Obtaining Special Weapons and Other Quests . . . . . 78
16.01 Silver Greataxe. . . . . . . . . . . . . . . . . . 78
16.02 Returning Axe. . . . . . . . . . . . . . . . . . . 79
16.03 Rhammer +4 . . . . . . . . . . . . . . . . . . . . 79
16.04 Crossbow +4. . . . . . . . . . . . . . . . . . . . 79
16.05 Crystal Gauntlets +4 . . . . . . . . . . . . . . . 80
16.06 Knight's Quest . . . . . . . . . . . . . . . . . . 80
17.00 Social Play. . . . . . . . . . . . . . . . . . . . . 82
18.00 Miscellaneous . . . . . . . . . . . . . . . . . . . 84
18.01 The Janitor. . . . . . . . . . . . . . . . . . . . 84
18.02 Combining commands . . . . . . . . . . . . . . . . 84
18.03 Deletion of your Character . . . . . . . . . . . . 85
19.00 Information Resources. . . . . . . . . . . . . . . . 86
19.01 Attend the Conferences . . . . . . . . . . . . . . 86
20.00 A Note about Guilds. . . . . . . . . . . . . . . . . 87
21.00 Contests and Special Events. . . . . . . . . . . . . 88
22.00 Island Vernacular: Commonly Used Slang Terms . . . . 89
23.00 Getting Help from Fellow Players . . . . . . . . . . 90
24.00 Conclusion . . . . . . . . . . . . . . . . . . . . . 91
PAGE 1
1.00: Introduction
The Island of Kesmai is a multi-player, interactive game, set in
a magical environment with a vaguely medieval ambience. It is a
combat oriented game that emphasizes tactical challenges. There is
no single object of the game; the game is open-ended. Players pursue
various ambitions, skills, discovery, adventure, wealth, power,
ability to help others; often pursuing these ambitions over several
characters' lifetimes. The game has proven to be enormously
compelling.
This manual is an unofficial guide to the Basic Game (BG). It
was first compiled and edited by TJ..Alf (76475,3253) in late 1988.
In November 1993, several new sections covering Oakvael and
Praetoseba (the Underworld) were been added by Sir.James..Sea
(70762,1416), plus a general update of several game changes, mostly
changes to critters. GreyMouser (73541,3243) developed sections
dealing with the social aspects of the game in June 1995.
Miscellaneous editing and formatting was completed by Fizzbozz
(70303,576) in July 1995.
PAGE 2
2.00: Prerequisites
2.01: Basic Setup
The game requires nothing more than a terminal or a personal
computer running a terminal program, and a 300 baud modem. Although
there is a text mode available, a minimum requirement for really
enjoying the game is VT52 emulation on your terminal or terminal
emulation program. Playability increases at modem speeds over 300,
but modem speeds above 2400 baud give marginal benefit.
Configure your terminal or terminal emulation program for VT52. When
Compuserve prompts you for your user ID, append a *VT52 to the end as
follows. User ID: 777777,777*VT52
GO GAM-26 to access the Main Menu of the game. Select option 6,
Change Player Parameters, and then option 1, Change Terminal Type.
From the Change Terminal Type menu, select option 1, Use Compuserve
Default. You can now enter the game and play it with 'text based'
graphics! Enter PLAY to actually enter the game. Just remember to
append the *VT52 to your User ID everytime you login to Compuserve to
play the game. There is no need to change your terminal type again
from the game menus.
2.02: Front-end Programs
Once you have played using text based graphics, you will soon realize
the limitations inherent this mode. The text symbols used to
represent various terrain features can be confusing. This makes it
difficult to walk about in the game. Over the years, players have
developed various 'front end' programs that run on personal computers
such as IBM compatibles, MacIntoshes and Amigas. You will probably
want to switch to one of these front ends as soon as possible.
For people with IBM computers and clones, there are several MS-DOS
based front ends: IoKTerm, KPlus and TheGuide. Check MPGAMES library
7 for the files related to these programs. IoKTerm is the oldest
program. It is simple to use and has a nice autoroller for creating
new characters. KPlus is a long time favorite. There are graphical
upgrades available in the MPGAMES library that enables the program
to display colorful and graphical effects. TheGuide is packed with
advanced features and is a favorite of those who like to track the
advancement of their character in detail.
For WINDOWS users, there is a great front end program called HUNTER.
It is considered by most to be the best front-end available, with
excellent macro and recording capabilities, and nicely rendered
graphical display of the game terrain. Check libs 4 and 7 for the
latest Hunter files.
For those with Macintosh computers, Kterm is available in library 7,
with a level of sophistication at least equal to that of Kplus.
VKTerm, a program for Amiga computers, is also in the MPGAMES libs.
Directions for installing these programs should be included in the
Libs.
For all of these programs, you will want to access the Change Player
Parameters in the game main menu to change your terminal setting to
Kesmai Terminal Protocol. Also, you no longer need to use the *VT52
when you login.
PAGE 3
3.00: Preparing a Character
When you GO GAM-26, and come to the Island of Kesmai menu area,
you will first have to create a new character (commonly called
"rolling a character"). A couple of suggestions for your first
character: first, recognize that it will probably not be a
"keeper" character; in other words, you will probably be killed
several times as you learn the manner of the game, and your
character will eventually die once too often, and you will have to
roll another. At the beginning, this is no real tragedy; in fact,
you should plan on it as you learn the game and begin preparations
for an eventual "keeper" character.
Secondly, you will have the opportunity to select what class you
would like to play: a Fighter, a Martial Artist, a Thaumaturge, a
Wizard, or a Thief. All of these classes have their own strengths
and unique characteristics, but at the beginning a Fighter is
probably the easiest to learn with, and I suggest you begin with
that class. But as you will certainly like to make up your own
mind a discussion of each class follows. Character class is the
most important decision you will make; other choices for
nationality and sex complement class. A common practice nowadays
is to gather much wealth and weapons for one's "keeper" crt with
his/her first few crts. This way, the keeper character has a lot
of gold to purchase levels, skills, and other necessaries with, as
well as some decent equipment with which to begin. Oftentimes,
character-tied weapons are ancestored to the new character, which
is a practice described in full detail later in this manual.
3.01: Fighter/Knight
Running a fighter traditionally has been the most popular choice.
It is an especially good choice for first time players. Fighters
rely on weapon skills and strength to kill opponents, and blocking
skill and dexterity to avoid opponents' weapons. Fighters gain vital
experience points rapidly and are given a higher number of hit points
(how much damage can be absorbed is determined by how high your
"hits" are) than any other class except Martial artists. When
fighters are knighted, moreover, they gain magical powers that
enhance their weapon, enable them to locate opponents, increase their
strength and heal their wounds during combat
There are disadvantages, however. Fighters are able to fight only
one opponent at time in direct combat, and must either fight or
run when faced with overwhelming odds.
PAGE 4
3.02: Martialartist
Martial artist (MAs) characters are for the action oriented
player. They are fast, nimble and possess extraordinary ability to
block opponents' blows. At higher skill levels they have offensive
blows that exceed all other fighting classes. But because they must
engage in direct hand to hand combat, the life of martial artists is
as dangerous as it is exciting. The MA trainers will offer some
training in thiefly skills, but such skills are not as effective as
when wielded by a true thief. Martial artists receive many hit
points and acquire skills and experience quickly.
This is not a difficult class to begin with, as equipment needs
are minimal, and it offers much power to the player at higher levels.
It requires, however, much patience during the middle skill levels.
Opponent armor will frequently block a martialarts attack. Moreover,
martialartists who choose to wear armor will find their weapon
blocking abilities severely limited.
3.03: Wizard
Wizards rely almost utterly on magic for their play. Highest
level wizards are, arguably, the most powerful characters in the
game. Even at middle experience levels, wizards possess terrain
spells that can clear rooms of opponents. Intelligence and
dexterity are extremely important for this character class.
Additionally, wizards are gifted with a powerful shielding spells
effective against missile weapons.
However, there are several disadvantages for this class. A low
level (beginning) wizard spends most of his/her time running for
their life. To balance the awesome powers of the magic spells
wizards can acquire, a wizard gets considerably less hit points to
work with. This is why beginning players should consider a
fighter or MA for the first character.
3.04: Thaumaturge
Thaumaturges are the IoK version of warrior/priests. They are a
compromise between pure magic users and pure head bashers like
fighters and MAs. Thaums, as they are called, are easier to train
with standard weapons and are somewhat more durable than wizards.
Like wizards, they have powerful spells and higher level thaums can
even summon phantasms of various sorts to assist them.
The main drawback is they usually have fewer magic points and
their spells are more restricted than wizards. Whereas a wizard
has a number of area type spells like fireballs and icestorms, a
thaum's spells are more tailored for one-on-one combat, which can
be awkward at times, since in most areas of the game the critters
and other nasties like to gang up on adventurers.
PAGE 5
3.05: Thief
The final class of characters to consider are the thieves.
Running a thief is both infuriating and exciting. The biggest
strength of the thief class is the ability to 'hide'. Thieves can
use this power early in their careers to penetrate the lairs of
dragons and drakes, the castle of the giant and rooms full of
opponents (if careful) without detection.
Also, although not terribly effective until high skill levels,
thieves can steal. They can steal goodies from opponents and
occasionally not get caught. However, the steal command is tedious
and most thieves will develop MA skills. A thief with a high skill
level in unarmed (hand) combat is NOT a character to be trifled with.
One other major handicap is thieves are not lawful. This means
that lawful non-player characters in the towns will attack you.
Until late 1992, other lawful players could also attack you, but
since then all player vs player combat has been banned by the
ghods of Kesmai, and players of all alignments are commanded to
live in peace and harmony with one another
3.06: Character Attributes
All characters start with six basic attributes: Strength, Dexterity,
Intelligence, Wisdom, Constitution, and Charisma. Values of each
attribute can vary from a low of 3 to a high of 18. When you create a
character from the main menu, these values are 'rolled' randomly. You
keep rolling until you get a range of values you like. It is not
practical (nor really needed) for you to roll an 18 in all
attributes. Before giving some guidelines on rolling, here is a
discussion of each.
STRENGTH: Strength has two numbers, the point value and the combat
add. Point value determines how much you can carry and how rapidly
you use up stamina while walking about the game. Each point allows
you to carry up to an additonal 4,000 coins worth of weight. (All
items in IoK have weight expressed in coins.) Combat adds increase
one's effectiveness with weapons. Each add gives better odds at
penetrating opponent armor and inflicting damage.
DEXTERITY: Dexterity also has point and combat add values. The point
value gives one better odds at dodging attacks. The combat add gives
one better odds at landing a blow.
INTELLIGENCE: Intelligence is needed by wizards and thieves for spell
casting. It primarily affects how rapidly they will advance in the
magical arts. There are no combat adds.
WISDOM: Wisdom works like intelligence, but only for thaumaturges.
CONSTITUTION: Constitution determines one's ability to gain hit
points, magic points and stamina points as one advances in the game.
CHARISMA: This attribute is currently not used in the game.
PAGE 6
Of these attributes, each class has certain PRIMARY attributes that
should be sought. Every character is going to need good Strength,
Dexterity and Constitution stats. As well, Wizards and Thieves will
want good Intelligence stats, and Thaums will want good Wisdom stats.
3.07: Gender and Nationality
You will be asked to choose your character's sex and nationality.
Gender is merely cosmetic. There is no difference in skills or
capacities between the sexes.
Nationality is somewhat more important since certain nationalities
have better odds of obtaining attributes, such as strength or
dexterity, than other nationalities. Also, there is some small
variation in starting skill levels among the nationalities, although
none of the nationalities begin life with very much skill. There are
two things you will want to be considering in this regard. First,
your primary character attribute for your class and second, the skill
level at which you begin to play.
Here is where nationality comes in. There are eight choices of
nation: Mnar, Mu, Lemuria, Leng, Hovath, Draznia, and a kind of
non-national Barbarian. Some nationalities give better averages of
certain primary statistics; for example, Draznians enjoy a much
higher average in Intelligence stats than do the inhabitants of Mu,
and Hovathians score higher in Wisdom than do citizens of Mnar. The
chart on the following page (table 3-1) was taken from a survey of
100 characters supplied by the computer for each nationality, and
shows the average statistic for each character attribute. This chart
was uploaded to the library as "Rolls.ref".
Keep in mind that these are only averages, and can only serve as a
guide. One may well find a roll where Mu yields a high intelligence
average, but one's chances are probably going to be better in
Draznia. From this chart, it is clear that those who are only
looking for high Strength, Dexterity and Constitution stats (fighters
and martial artists) might well choose Mnar as their nation of
origin; those needing high Intelligence (wizards and thieves) might
choose Draznia, and Thaums might choose Hovath for its wisdom
potential.
PAGE 7
Table 3-1
B D H I L L M M
A R O L E E N U
R A V L N M A
B Z A Y G U R
STR 12.3 11.9 11.3 11.2 10.1 13.3 14.0 14.2
DEX 12.0 12.2 11.4 11.7 12.7 12.5 12.0 11.8
INT 12.5 15.1 11.1 12.2 13.4 12.3 10.5 10.2
WIS 11.9 12.1 13.4 12.5 11.2 11.9 11.2 13.2
CONS 11.4 12.0 13.3 12.3 9.4 11.4 13.4 11.8
CHAR 12.1 11.4 12.2 12.0 13.9 12.5 11.8 11.4
HITS 23.5 23.5 23.7 23.4 23.3 23.6 23.5 23.5
STAM 2.2 2.2 2.2 2.1 2.1 2.3 2.5 2.5
PAGE 8
3.08: Beginning Skills
The other aspect to keep in mind is the skill with which your
character will begin. The following chart shows what weapons each
class in each nationality starts out with, and what their skills
are with each weapon. Keep in mind that you can use most any
weapon you like (except for thieves, more on that later).
Table 3-2
Abbreviations: Untr=Untrained, Awk=Awkward, Med=Mediocre, Cap=Capable.
OCCUP/NAT. IN-HAND ON-BELT ON-BELT H2H MAGIC
THEFT
FIGHTER
Illyria Rapier/Cap Longswd/Med Dagger/Cap Untr Untr
Mu Axe/Cap Shield Dagger/Awk Untr Untr
Lemuria Halberd/Cap Mace/Awk Dagger/Awk Untr Untr
Leng Longswd/Cap Shield Dagger/Med Whit Untr
Draznia GSwd/Cap ShrtBow/Cap Dagger/Awk Untr Untr
Hovath Longswd/Cap ShrtBow/Cap Spear/Cap Untr Untr
Mnar ShrtBow/Med Shield Axe/Cap Untr Untr
Barbarian Axe/Cap Shield Longswd/Med Untr Untr
MARTIALARTS
Illyria Staff/Cap Shurikn/Med Shurikn/Med Grn Clum
Mu Staff/Cap Axe/Cap Dagger/Awk Grn Clum
Lemuria Katana/Cap Staff/Cap Dagger/Med Grn Clum
Leng Katana/Cap ShrtBow/Med Dagger/Med Blue Med
Draznia Katana/Cap Shurikn/Med Shurikn/Med Grn Clum
Hovath LongBow/Cap Katana/Cap Dagger/Cap Blue Clum
Mnar Staff/Cap ShrtBow/Med Axe/Cap Grn Clum
Barbarian Axe/Cap Staff/Cap Shurikn/Med Grn Clum
THIEF
Illyria Dagger/Cap Sword/Med Dagger/Cap Yel Skulk Med
Mu Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
Lemuria Dagger/Cap Sword/Med Dagger/Cap Yel Skulk Med
Leng Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
Draznia Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
Hovath Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
Mnar Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
Barbarian Dagger/Cap Sword/Med Dagger/Cap Yel Apprn Aver
THAUM
Illyria Rapier/Med Dagger/Med Dagger/Med Untr Shamn Untr
Mu Axe/Med Shield Dagger/Awk Untr Apprn Untr
Lemuria Longswd/Med Shield Dagger/Awk Untr Apprn Untr
Leng Longswd/Med Shield Dagger/Awk Whit Shamn Untr
Draznia Longswd/Med ShrtBow/Med Dagger/Awk Untr Apprn Untr
Hovath Spear/Med ShrtBow/Med Dagger/Med Untr Apprn Untr
Mnar ShrtBow/Awk Shield Axe/Med Untr Apprn Untr
Barbarian Axe/Med Shield Longswd/Awk Untr Apprn Untr
PAGE 9
OCCUP/NAT. IN-HAND ON-BELT ON-BELT H2H MAGIC
THEFT
WIZARD
Illyria Rapier/Med Staff/Awk Dagger/Med Untr Apprn Untr
Mu Axe/Med Staff/Awk Dagger/Awk Untr Asprt Untr
Lemuria Sword/Med Staff/Awk Dagger/Awk Untr Apprn Untr
Leng Sword/Med Staff/Awk Dagger/Awk Untr Apprn Untr
Draznia ShrtBow/Med Staff/Awk Dagger/Awk Untr Apprn Untr
Hovath Sword/Med Staff/Med Dagger/Med Untr Asprt Untr
Mnar Axe/Med Staff/Awk Dagger/Awk Untr Apprn Untr
Barbarian Axe/Med Staff/Awk Dagger/Awk Untr Apprn Untr
Also, remember that the skills at this stage are still fairly low
level, and can easily be taken to higher levels. Overall,
choosing nationality according to primary character attribute is
far more important than choosing it according to skill. Still,
table 3-2 may prove useful to you (compiled from "Dock.ref").
3.09: "Rolling" your Character
After you have chosen your character's gender and nationality, you
will be presented with a display of a character the computer has
chosen for you. It will look something like this:
Strength 12 Adds 0
Dexterity 15 Adds 1
Intelligence 10
Wisdom 8
Constitution 14 Hits 22
Charisma 16 Stam 2
Roll again? (y,n,p):
Scan the description. You will want a minimum of 15 in each of
your "primary" categories (strength, dexterity and constitution
for all classes; additionally, intelligence for wizards and
thieves, wisdom for thaums). 15 will give you any "adds"
(category bonuses) that are available.
Most fighters and martial artists care very little what the
numbers are in categories other than strength, dexterity, and
constitution; many magic users (wizards, thieves and thaums) like
to see at least 15 in all categories except charisma (which is not
presently used in the game).
However, getting 15 or higher in all categories may take a LONG
time and at least for your first character, a score of 15 in your
primary categories should be adequate.
PAGE 10
If you like what you see, hit n. If not, hit y. Hitting p will
display the same screen again. "Hits" tells you how many damage
absorption points the character will begin with. This number
usually runs between 21 and 26; the higher the better, but at this
early stage it is not terribly important. The same holds true for
stamina; you want all you can get, but your choices are only 1-3,
and it won't make all that much difference.
Be patient with this phase of character generation. Be willing to
keep rerolling the generator for as long as it takes to get good
numbers. If one nationality isn't working out, try a different
one (by accepting the character, then backing out and starting
over). Time spent here is time that will be of value for the rest
of your character's life.
This is one area where the front end program IoKTerm will be
outstanding. IoKTerm is no longer supported and for general game
playing is pretty much obsolete, but the auto roller feature is
still one of the best. You can program the minimum requirements
you desire for your character, and the program will continuously
keep 'rolling' new characters until one meets your requirements.
3.10: Pick a Name
After you are done "rolling" your character, you will be asked to
name it. Players are stuck with the their character's name after
selection. Pick a name, therefore, with which you can grow old.
There are no traditional conventions for naming, except for
appending the guild logos to those players belonging to these
groups. Guild logos follow a few dots behind character names,
i.e., Daenbear..Sea, Wooly..Sun, Fizzy..Alf.
Beyond guild names, there are few other considerations. Humor,
self-deprecation and imagination are appreciated by other players.
So too are literary, mythical and historical allusions. Pick a
name that complements the role you envision for your character.
Thaums are religious zealots, wizards are stuffy intellectuals,
thieves are sly and unobtrusive, knights may be pompous buffoons
or mock-heroic gay blades, martial artists have a wealth of
history behind them.
PAGE 11
4.00: Getting Your Bearings - Entering Kesmai
When you enter Kesmai, your player will be standing at the end of
a dock (you've just gotten off the boat). Your screen will look
something like this, though Val may not be present:
. . A . . . 1. A Val
~~~~::~~~~~~
~~~~::~~~~~~
~~~~^:~~~~~~
~~~~~~~~~~~~
~~~~~~~~~~~~
~~~~~~~~~~~~
R Axe Hits: 34 Hits Taken: 0
L Experience: 1600
Stamina: 10
The graphics in the upper left represent a map of 49 "hexes" of
Kesmai. Each hex is made up of a pair of characters. Your PC
(player character) is represented by the ^ in the center of the
map. Above (north of) you is the pair of characters :: which
represents a dock or bridge in the game. Around you are hexes
made up of the pair of characters ~~ which represents water. The
northernmost hexes are made up of pairs consisting of a period (.)
and a blank ( ) representing empty ground, or plains.
The "A" three hexes north of you represents another personality;
it could be another PC, an NPC (non-player character - a computer
generated human player), or a monster (trolls, orcs, dragons,
etc.). The upper right of the screen tells us which; in this
case, we are told that "A" is a character by the name of
Val...whether Val is a PC or an NPC can only be determined by
experience.
The bottom left tells you your crt (character) is holding an axe
in right hand, and left hand is empty. The bottom right tells you
the number of "hits" (how many units of damage your crt can
endure, 34 in this case) and how many hits he has taken (how much
damage he has received, in this case 0) and your crt's stamina.
It also reveals the "experience" of your character - 1600 points.
Experience is gained simply by existing in Kesmai, but primarily
by killing monsters. As your experience climbs, every time it
doubles you can obtain more hits, stamina and other bonuses. (To
receive those bonuses, once your experience has doubled, simply
ensure you have taken no damage and are at full stamina, then type
REST. You must REST at maximum hits and stamina to move up to the
next level; this is commonly called "resting up levels".)
PAGE 12
Before we go anywhere, let's check out your crt's stats and
equipment. Type SHOW STATS. Beneath the graphics box, in the
middle left of the screen, you should obtain a readout listing
your stats for strength, dexterity and so on, as well as telling
you the level and alignment (explained later) of your crt ("You
are a level 3 lawful fighter) and your encumbrance ("You are
lightly encumbered"). If your encumbrance is moderate or heavy,
moving around, especially quickly, will gradually lower your
stamina. In that case, you might want to lighten your load. To
see what you are carrying, type SHOW BELT. You will receive a
list of the weapons on your belt, as well as a description of the
armor you are wearing. To belt a weapon, such as your axe, type
BELT AXE. To draw a weapon, type DRAW AXE or WIELD AXE (or DRAW
SHORTBOW, or whatever weapon you want).
Your crt can walk (move one hex at a time), run (two at a time) or
sprint (three at a time). If your stamina is low, you may only be
able to walk. In the dungeons it is best not to sprint, at least
until you get a feel for the place; you may sprint right into
danger! But in town, as long as you are not carrying too much
heavy stuff, you can sprint and save time. Right now, let's
sprint northwards, towards the town proper. Type N N N (north,
north, north, or north three hexes).
If Val hasn't moved, you should have landed right in the same hex.
Your screen may now look somewhat like this:
{}{}. B . [] 1. Val longbow plate
. . . $ . | 2. B Tak
. . . . . [][]
. . . ^ . . .
~~~~~~::~~~~~~
~~~~~~::~~~~~~
~~~~~~::~~~~~~
R Axe Hits: 34 Hits Taken: 0
L Experience: 1600
Stamina: 10
The pair of characters {} represents trees or bushes. The []
represents a wall, and the | a door, so we can see that we have
arrived near the corner of a building, with the door two hexes
northeast of us. Note, if you are using one of the front end
programs available like TheGuide, enhanced ASCII graphics will be
used. Another character, Tak, is two hexes north of us.
PAGE 13
Since we are standing on the same hex as Val, we are given a
little more information about her; she is carrying a longbow and
wearing plate armor. We could have found this out earlier by
typing LOOK AT VAL from any place in sight of Val. Now, we could
LOOK AT TAK and we would be told his sex, nationality, class, what
kind of armor he is wearing, and what he is holding.
4.01: Initial Commands
The $ in the map represents something lying on the ground. It
could be almost anything: an empty bottle, a ring, some gold, a
weapon, armor, a potion, a gem, or any combination of these
things. The best way to tell is to go to the hex with the $ and
type LOOK. You will be told what is on the ground. You can also
look in adjacent hexes by typing LOOK N, LOOK SE, etc. If you see
something interesting (like coins or gems) you can go to the hex
where the object is and type in LOOK AT <item>. If there was
anything there you wanted, you could TAKE <item>.
Once you have the item, you have to decide what to do with it. If
it was armor you might WEAR <item>. If it was a ring, you might
PUT RING ON 2 LEFT to put it on the second finger of your left
hand. If it was a weapon, you might BELT <weapon>. If it was a
potion, you might OPEN BOTTLE AND DRINK IT (don't do this if you
are not VERY sure of the results!). If it was gold or gems, you
might PUT GOLD IN SACK.
Your sack is always with you, and holds twenty items. Right now,
if you LOOK IN SACK you will be told what is in it - probably only
one gold coin. You can TAKE <item> FROM SACK or PUT <item> IN
SACK. You could go NE NE AND LOOK AROUND and you would move up to
stand in the doorway, and be told what kind of place it was (in
this case, the weapon shop). A later section, "Using the Shops",
will tell you what you could do there.
Right now, you are probably anxious to get into the dungeons and
start hacking away at crits. There are a couple of things you
might want to do first.
PAGE 14
5.00: Don't Leave Town Without Them
Most importantly, get some Balm, or at least some balm berries.
Balm is a wonderful potion, sold for 16 coins by an NPC in the
temple (just keep going north in town). If you OPEN BALM AND
DRINK IT you will be immediately healed of any and all damage you
have taken. This is an absolute must, because you WILL take
damage!
Balm berries are not so useful, but at least they are free. If
you TAKE BERRIES FROM SACK AND EAT IT it will remove up to 6
points of damage. Balm berries are found by going to the temple,
going through the doors to the east, then heading north up the
hall, then NE into the garden. Stand on the hex with the bushes
and TAKE BERRIES.
To obtain your first few coins for balms, you can look around
town for used recall rings which have been dropped by other
players. These will be described as 'small gold ring' and be
worth 48 coins. 48 coins just happens to be enough for 3 balms.
In a pinch, you can grab any and all the junk laying around and
sell it to one of the shop keepers in town.
The other thing to consider is a RECALL RING. This is a magical
ring that, when removed from your finger, magically transports you
to wherever you were when you put it on. Recall rings cost 150
coins, are small gold rings emitting a faint blue glow, and are
sold by an NPC just outside of the pawnshop (near a little plaza
in east section of town).
At 150 coins, they seem awfully expensive at first (later, you
will think it chicken feed), especially since they can only be
used once, but they can be well worth the bargain if they save
your life. I recommend that after you buy the ring, you hold it in
your left hand (SWAP if it is in right hand) and type PUT RING ON
1 RIGHT. Wearing it on this finger means that in an emergency all
you have to type is REMOVE RING (rather than the usual TAKE 1 RING
OFF RIGHT). Of course, if you are holding something in your left
hand, you have to belt it or drop it before you can use that hand
to REMOVE RING.
One VERY important note here, please do NOT drop used recall rings
by the ring vendor. A number of adventurers have suffered
untimely deaths because they picked up used recall rings some
inconsiderate slob dropped and did not check them before putting
the ring on. There is nothing more depressing than when you are
getting badly beat up by some critters and have NOTHING happen
when you remove the recall ring.
PAGE 15
Make sure that the location you are in when you put the ring on is
a safe one, as when you transport yourself there magically by
removing the ring later you may be near death. Do not put the
recall ring on when you are standing in water, or in a doorway, or
on a ruined wall.
One hint for aspiring wizards, the recall ring should be set in an
out of the way place. Accidents can happen with area spells and
if you happen to kill something lawful (like a snake or griffin
figurine), you will turn neutral. Recalling into the middle of
the town square in this condition will be extremely hazardous to
your health, since all the towns people will immediately attack
any nonlawful character they see.
You have just started, so you don't have much gold with which to
buy these nice products. But if you wander around town and check
every $ you see, you should soon be able to pick up enough gold
rings, dropped weapons, and other such that you can resell.
If you are the bold type, you can ask any other players you see
for a loan or gift of some gold to help you get started...most are
willing to be of help to beginning players.
To buy balm or recalls (or any other products from a peddlar who
is not behind a counter) simply step into the seller's hex, and
drop the required amount of gold. The seller will then drop as
many balms (or rings, or whatever he is selling) as you have paid
for, one at a time.
PAGE 16
6.00: Entering the Dungeon (and coming out alive)
Now you are loaded up with balm, and if you could afford it you
are wearing your recall ring. You are ready for the dungeon hunt.
Take your weapon in hand (right hand holds the weapon), head to
the temple, and go through the western door, then up north and
west to the stairway. Type DOWN (or just D) to go down the
stairs, and you will find yourself on level -1 of the dungeon. Be
on guard...fierce creatures inhabit these areas!
In the screen below, you have just come upon a typical level -1
dungeon scene:
[][][][][]. . 1. A *2 skeletons
| . . < / . . 2. B *wyvern
[] B. . [][][]
[]. A. |
[][][][][]
R axe Hits: 34 Hits Taken: 0
L Experience: 1600
Stamina: 10
6.01: Combat
The wyvern can move two hexes at a time, and will probably be on
you next round ("you" are the <, in the northeast corner of the
room). The skeletons are a little slower, but will arrive the
next round after, at which time you will have three monsters on
you (unless you have already disposed of the wyvern by then <g>).
You can fight it out, or you can run from them (you can move three
at a time, so can outrun them), balm up, try to separate them
again, and renew the battle. At this point you have to choose
your fights carefully, since almost everything in the dungeon is
going to be bigger, meaner, and tougher than you are.
To fight a crit, type FIGHT <crit> (in this case, FIGHT WYVERN)
and you will swing on the crit with the weapon in your right hand.
If you are holding a bow, you must first NOCK the bow, then SHOOT
<crit> next round.
You will be told the results of your swing. You may be blocked by
the crit's armor, or by a defensive move on its part. You may
miss. You may fumble, in which case you must TAKE your weapon
again to use it. Hopefully, you will hit, and do either light,
moderate, heavy,
severe or fatal damage to the crit.
PAGE 17
Meanwhile, the crit will also be attacking you. You will
automatically respond to its attack and you will be told whether
you or your armor blocked the crit, or, if the crit hits, you will
see how much damage you took in the "Hits Taken" slot. If you
have taken more than 1/3 of your total hits, it is time to move
out and balm.
If the crit manages to slay you (it happens to the best) you will
receive the "fatal" message. You can do nothing except quit or
talk to other players within sight (as a ghost). If you quit (you
must wait 60 seconds to do this) and your constitution stat is
high enough (about 5 or higher), the gods will resurrect you, and
you will re-enter the game at some relatively safe location.
Now for the bad news, each time you die you will suffer some kind
of permanent damage; loss of constitution and strength stats, loss
of hit points, and skill deterioration. If other players are
within sight when you die, and can come to pick up your corpse,
they can take you to a priest or a thaumaturge with a working
RAISEDEAD spell for resurrection, and the damage taken is usually
somewhat less (if you are with someone who dies, it is an
excellent help to them if you can grab their corpse and get it to
a priest or thaum for resurrection).
If you die in front of a critter or one wanders by your corpse,
they will strip you of your armor and all your possessions. If
this happens, you may be able to get some things back by going
back to the scene (it is best to get help for this, as you are now
even less able to handle matters there) and searching the $ and
the crits in the area for your things. If you die in fire, you
will lose whatever you were holding at the time, but the ghods
will immediately resurrect you with the contents of your sack,
back in town.
On the other hand, if you slay the critter, you get to do the
looting! A '$' will show up in the hex in which it died. Type
SEARCH CORPSE and you will rifle through the loot, and might find
what the crit was carrying gold or gems or rings or something else
valuable to you. Pick up what you want (see "Dungeon Loot"), and
carry on.
If there is more than one corpse in the hex, SEARCH CORPSE
searches the top one. To search the others, you can type SEARCH
<number> CORPSE. Each time a corpse is searched, it is moved to
the top of the pile, so if you have a stack of 5 corpses you can
type in SEARCH 5 CORPSE and for the next four rounds type in 'A'.
'A' is short for AGAIN, which repeats the previous command.
PAGE 18
Take note of the * before the names of the crits in the upper
right section of the screen. The * means they are chaotic
monsters, and will attack you. A + by the name means they are
evil, and will attack anything. An ! means you have encountered a
neutral player, and though you may wish to be on guard, you should
probably not attack. Most neutrals are upright players and won't
harm you; in fact, they may be of much help to you. If there is
no character by the name, it is a lawful player, and potential
ally.
Watch the change in your experience points when you finally manage
a kill, you will gain anywhere from 20 to 250 experience points
for a level -1 kill, depending on the type of crit you slew.
Until you get the hang of it, it is best to stay on level -1 for a
while. The deeper you go in the Kesmai dungeons, the more
dangerous it becomes. Fire is used on the next level down, as
well as weapons and claws, and until you get good fire protection
that can be very dangerous indeed. See the section on developing
your character.
6.02: Magical Combat (and basic magic use)
In addition to combat with weapons, described above, MUs (magic
users) have to learn to fight with magic, as well (technically,
thaums use prayers, not magic, but as the principles are the same
this manual will include them in the Magic Users category). Some
principles are the same for each class:
1. Spells are written in the spellbook that the character begins
the game with. This book will only provide spells for the
character it was assigned to; no one else will be able to read the
spell book or make the spells work.
2. To cast a spell, the player must first "warm" the spell. This
is done by typing the spell words exactly as they appear in the
book; no quotation marks are used. For instance, if the spell
book says:
The following will cast the spell of strength:
asak nungi irrga luubluyi
the player would type in only the words
asak nungi irrga luubluyi
without any qualifiers, and that would constitute warming the
spell. If the "warming" is mistyped, the spell cannot be cast.
This is where the advantage of using a communications program that
allows you to assign phrases to your function keys or special key
combinations is most clearly seen. Rather than being forced to
type the spell, the player need only hit the function key or key
combination that holds that spell and it will be entered for him.
PAGE 19
3. If, in the round in which the player warmed the spell, more
than 1/6th of the players REMAINING hits were taken in damage, the
spell will be disrupted, and will fail. If not more than 1/6th
damage was taken, the player may cast the spell. Personal spells,
such as Strength, Prfire or Shield are simply CAST or CAST AT
<player in same hex>. Directed offensive spells like Curse,
MagicMissile or Stun are CAST AT <crit>. Terrain spells like
Bonfire, Lightning or Icestorm are CAST <direction>, i.e., CAST N
N N.
Every round that a spell is warmed, but not cast, one magic point
will be subtracted. Further, thaumaturges may discover that the
longer the period is, between warming and casting, the greater the
likelihood grows that the spell will fail (wizards and thieves
never suffer from failed spells).
More about the strategies and means of MUs will be covered in the
section "Developing your Character".
6.03: Strategy Hints
1. "Zoos" are rooms with several crits in them. Don't try tackle
zoos all at once. If you come in sight of several crits at once,
retreat; not all the crits move at the same speed, so as they
start to chase you, they will be drawn apart. When you have them
drawn out so there are only a couple or so to deal with, slay
them. Then head back slowly towards the zoo area, and repeat
until done.
If you have a fireball staff or wand, or an icestorm wand, or a
ball, you might want to throw a spell or two into the zoo while
they are together. But be prepared to run immediately, as they
probably won't all succumb to the spell.
2. Always keep a line of retreat open, and KNOW what it is. You
may not always be able to SEE three open hexes to your rear, but
you should know where they are, so you can retreat at full speed
(three hexes at a time) without danger of running into walls
(stunning) or unknown areas. I like to be sure of a 9 hex retreat
path.
3. Unless you are very confident of your area, never advance more
than 2 hexes at a time into an unknown area. Try to advance in
perpendicular lines, not an angle. This cuts down on the number
of new hexes--potentially filled with crits--that you will
encounter with each move.
PAGE 20
4. Remember that you can be stunned in battle at any time. Balm
or Cast Cure at 1/3 hits on, much earlier if involved with a very
hard hitting crit. If you are fighting 4 hobgoblins at once (very
dangerous) and you have 80 hits and one of the hobs hits for 20
while the other three miss, realize that that means the hobs could
potentially hit you harder in one round than all of your hits.
Even if they only hit for 10 each, if your are stunned in combat,
they can still potentially slay you without giving you a chance to
react. Be cautious in such situations; use a wand or staff to
soften or break them up, or a distance weapon.
5. MOST crits cannot move as fast as you can. Even of those that
can, few can move that fast and hit you in the same round. So
constant moving is a good way to get out of trouble. If you are
heavily encumbered or very badly wounded, you will lose stamina
quickly, so this strategy can't work forever, but it is helpful.
Some exceptions include gargoyles and dragons and sometimes bears.
6. Don't hesitate to RECALL in trouble. There is absolutely no
shame in that. Death in the BG is VERY hard to recover from, it
is advisable to avoid it at all costs, once you are working on
your "keeper" crt.
More strategy can be gleaned from careful reading of the section
describing the various segments of the game and the nature of the
crits in those segments.
PAGE 21
7.00: I've Been Poisoned!
Certain critters can inject poison into your system. These
include ghouls, the scorpions and manticoras in Leng, the Leng
drake and Oakvael serpent. The ghoul's bite and the tails of the
others are the poisonous attacks.
Poison has a delay period before it is activated. The ghoul's
poison, and the drake's, have a two-round delay; the scorpions and
manticoras have a one-round delay. Once activated, the poison
will hit for several consecutive rounds, in decreasing measure.
The ghoul's poison, for example, will hit for 15 points damage two
rounds after the bite. On the third round, it will hit for 14
points, on the fourth for 13, on the fifth for 12, and so on until
it runs it's course. If one were to be bitten twice by the ghoul,
the poison could be hitting for above 25 points in every round,
coupled with any other damage being received. This can become
quite serious very quickly. Scorpions and manticoras have a nasty
habit of stunning you with their stings, then stinging again, and
again, so that by the time you come out of the stun, you may have
60 hits/round damage to deal with.
There are several ways one can deal with poison. One is for a
thief or thaum to CAST NEUTRALIZE upon you, eliminating the
poison. Another is to buy some "sprigs" (sold just north of the
pawnshop, outside the apothecary in Kesmai); sprigs can be taken
from the sack and eaten in one round, and will cut the poison
damage by about 5 points. A neutralize amulet worn on the belt or
carried in the sack can be drawn and held in the hand, so that the
next round you can CAST NEUTRALIZE yourself.
A very effective way sounds a bit strange at first...that is to
drink another poison, with a very long activation delay. Wine
(bought at the tavern) is a mild poison (does 1 hit of damage)
that has a 10 round delay. Since no poison is injected into the
system until the delay period of the last received poison is
finished, a poisoned player can drink some wine and get a 10 round
respite from poison effects; enough time to quit and locate, from
the conference rooms, a thief or thaum to come to the player's
position with a NEUTRALIZE spell, or to get a pile of balms
together in anticipation of the coming damage.
PAGE 22
8.00: The 'critters', what to expect
The following is a list of dungeon creatures, listed
alphabetically. At the end of this section is a short table which
will give a comparison of critters to each other in the different
game segments. The first group are the fighter types, with the magic
users second and the lair critters last.
Bees - They are venomous, but very weak attackers. Anyone who has
more than +3 in shield rings will block 99 percent of their attacks.
Beetles - Same as bees, except without the potential sting.
Bears - Come in two indistinguishable varieties. Regular bears are
less trouble than a common troll, but there is one variety known as
Bigfoot, which is fairly common in Axe. Possessed of tremendous
durability, and able to dish out damage in the 65 hits per round area,
this bear can do more damage than the Kesmai Dragon and is to be
feared. Bigfoot will always greet you with a roar, while smaller
bears will will be content to growl at you.
Boars - Usually travel in pairs or trios, they announce their presence
with an 'angry squeal'. They are comparable to hobgoblins in damage
potential and will either trample or gore you. One interesting thing
with boars is if you take one to the tailor to get skinned, the tailor
will make a football for you; this is another case of the ghods
strange sense of humor.
Ducks - This is more or less comic relief and to prove the ghods of
Kesmai have a sense of humor. They are almost always neutral, whereas
most critters are chaotic. Anyone who gets killed by a duck better
find a different game to play.
Gargoyles - Fast and fierce, they can often move three hexes and hit
in the same round. The Oakvael versions can only be hurt with blunt
instruments. Using a sword or edged weapon will only get you a 'hits
with little effect' message. They almost always are restricted to
carrying coins only, instead of other more valuable treasure. Some
will be wielding greatswords, others will batter you with their wings
or slash you with claws.
Ghouls - One of the most feared non-lair critters in the game, they
are very nasty fighters and have a venomous bite that can do severe
poison damage to you. They are tougher to kill than the average
minotaur and can be difficult for experienced players to handle. They
are found on the -4 level of Kesmai and the undead level of Oakvael.
PAGE 23
Goose - Only found in the Axe Giant's lair, the only thing of great
interest with this critter is the gold egg she leaves when killed.
Other than the fact the goose is guarded by the giant, it is not
particularly dangerous.
Hobgoblins - These critters are not found until you get to the lower
levels of the dungeon. They are quite tough and have a habit of
traveling in groups of three (or more). A group of three hobgoblins
with greatswords can be very big trouble.
Hyena - These critters inhabit the plains of Leng and are comparable
to wolves in habits and damage potential.
Kobold - The lowest level critter in any game segment, they are not
particularly dangerous, except for the newest of new players.
Lizards - Cold cousins to the Kesmai salamanders, they cast Icestorms,
which are more damaging to most characters than are Fireballs.
Usually, the damage from ice does not amount to more than 15 hits
(with basic fire and ice protection), but should a player get caught
in overlapping or double storms, the damage can skyrocket quickly. One
player reports taking 90 hits in one round from ice! Lizards are not
difficult to kill, and will run when severely wounded.
Manticoras - This is a cross between a winged lion with a scorpion's
tail. The scorpion's tail is a good hint that these critters are
venomous and will frequently sting you with an occasional stun thrown
in for good measure. They are about as tough as Minotaurs for simple
fighting, but do not have nearly as many hit points and are easier to
kill.
Minotaurs - These critters are hard hitting and tough to kill. They
are blessed with loads of hit points and can take experienced players
several rounds of intense fighting to subdue them. Minotaurs also
have an annoying habit of running (fast) when they are badly wounded,
so in addition to the initial fight, you will have to run a foot race
to finish them off. They typically will use greatswords or a staff.
Some will be armed with chaotic iron gem staffs, which are among the
hardest hitting weapons in the BG. One particular robed minotaur on
the serpent level in Oakvael is very nasty with more hit points than
normal for minotaurs and is very dangerous.
PAGE 24
NPCs (Non-player characters) - These computer operated players come in
the same varieties that are available to regular players. The ones to
be especially careful of are the Thaums, who can cast Blindness,
Death, Fear and Stun. Wizards cast concussions followed by Icestorms
most often. A variety of fighters and MA types will be met. Most
fighters carry +4 weapons; greatswords, longswords or axes and hit
hard and fast. MA NPCs have very effective jumpkicks and can hit you
from three hexes away. They can average 15 to 40 hits with a punch
and 20-65 hits with a good jumpkick. It is wise to try to handle NPCs
from a distance, and singly.
Ogres - Tough cousins to the trolls, they hit somewhat harder and can
be one of the most difficult non-lair critters to kill. They are
usually armed with halberds, and can hit from one hex away from you.
They can also see in the dark. They are only found in Axe at this
time.
Orcs - Next to kobolds, one of the most commonly encountered critters
in almost any game segment. In the upper levels of the Kesmai
dungeon, they are slightly more dangerous than the kobolds. In the
lower levels of the dungeon, they get considerably more powerful and
in addition to the fighter types, you will start seeing spell casters.
The primary spells for them is either 'WEB' or 'FIREBALL'. Webs are
nuisance spells, but without fire protection, the fireballs are
lethal.
Rats - Low level critters that can usually be found on the upper
levels of Oakvael. Anyone with more than one shield ring will block
them 9 times out of 10.
Ravens - These are pretty much nuisance critters that will avoid
fights most of the time; content to fly around and cry out a squawk
periodically.
Rockworms - They are confined to two hexes of movement at a time, but
can move and hit in the same round. They can see in the dark, and ram
their way through illusionary walls. They can only be killed by
pointed weapons such as rapiers, daggers, or arrows. Lightning and
fire are also effective against them. Most rockworms hit for about
15-35, but there is one, a granite worm or super rockworm
(indistinguishable from others) that can hit for four times that
amount of damage. They are unique to Axe.
Sandwyrms - As their name implies, these critters are restricted to
sandy areas. They do not carry weapons so have to fight with claws
and an occasional bite. They are found either in Leng or Praetoseba
and frequently carry a polished agate gem that is required for several
portals. They are not particularly dangerous and can usually be
killed with one or two swings by someone with moderate weapon skills.
PAGE 25
Sharks - Inhabit the waters around Kesmai and the lake at the east end
of Leng. Once upon a time they would eat you, at a time when getting
eaten was a permanent death. They usually can be avoided, unless you
find yourself trapped between a zoo on the land and a shark in the
water.
Skeletons - These are strictly fighter types. As with orcs, in the
upper levels of the Kesmai dungeon, they are only a big problem for
very new players.
Snakes - There are a few chaotic snakes about, but most often any
snake you might see will be from a snake staff or createsnake spell
from another player.
Stalkers - You can always tell when a stalker is approaching by 'the
sound of many gnashing teeth'. They are very tough fighters that only
experienced players should try to tackle.
Trolls - Trolls can be found on levels -2 thru -4 in Kesmai and
depending on the location, can be either slightly tougher than the
orcs or considerably tougher than hobgoblins. In most areas, trolls
are solitary critters, so it is unusual to see more than two at a
time, which somewhat offsets the risks fighting them.
Wolves come in three varieties. Ordinary wolves usually run in packs
and they are easily killed. Although they typically do less than 15
points damage on average, if they all get a lucky bite in together,
you can get in big trouble fast.
The next two types of wolf are Prince wolves and King wolves (found in
Axe). They usually run alone, and can only be killed by a silver
weapon, either a silver dagger, the silver Greataxe or a MA wielding a
silver ring (see notes on MA class). The Prince wolves bite for
between 10 and 35 points of damage. The King wolf, which is
indistinguishable from the others, is much harder to kill, and does
damage for between 10 and 110 points! His attacks usually are in the
30-40 range, but can be much more severe, and he often will stun you
with a blow. When killed, his corpse will yield an Obsidian Egg,
necessary to obtain a Returning Axe (see section dealing with quests).
Dire wolves can be stunned, and cannot see in the dark. They are
fast, able to move three hexes at a time almost indefinitely, but they
cannot move those hexes and hit at the same time; a fact that is of
great strategic value to a fighter who can run and balm at the same
time.
Wyrms - These are distant cousins to the dragons and can be formidable
foes. They are presently only found in Oakvael and the ones found on
the wyrm level can be hurt with silver weapons only. There is a wyrm
pack that can be found in the reptile pit (-310ft) in Oakvael and
are the equal of most any dragon for fierceness.
PAGE 26
One important note for the wyrms on the upper level of Oakvael, they
are very useful for training purposes. They usually hit for 15 to 30
hits per swing, which is ideal for maintaining the risk factor while
training. Using anything other than a silver weapon will not hurt
them, so you can train with your preferred weapon for extended
periods. The training risk factor will be discussed further in the
section on character development.
Wyverns - Wyverns are fast moving lizards that usually fight you with
claws with an occasional bite. They are very tough critters for new
players and have to be treated with respect even by intermediate level
players
8.01: Magic users
Banshees - They always announce their presence with a piercing shriek
and will cast one of two spells. About 35 percent of banshees will
cast darkness spells at you, so a NV (night vision) helm is very
necessary. Another 35 percent will cast curses at you EVERY round.
While the curse may only do 20 to 30 hits per round, they can add up
real fast. The remaining group will fight you, usually with axes.
They are fairly easy to kill for high level players.
Goblins, Hobgoblins and Orcs - All fairly low level magic users, which
can cast fireballs, magicmissiles and webs. They usually die with a
one or two blows from anyone with moderate weapon skills.
Lich - They have a variety of spells. In Oakvael, they will cast
Icestorms, except for the Iron Lich, who prefers Fireballs. Other
liches will cast Stuns and/or Death spells.
NPCs - Wizards and Thaums have the same choice of spells available to
players. Wizards usually will use a concussion for the initial spell
and then follow it with icestorms. Thaums can be considerably more
dangerous with blind, death, fear and stun spells. Any thaum that is
seen wearing a robe is going to be fairly high level magic user and
can seriously hurt you. The fear spell can be the most aggravating
spell to get hit with. While fear does no physical damage in itself,
it causes you to run in random directions. If you happen to run into
a zoo room, you are going to be in very big trouble. A player's 220+
hit point knight was hit with a fear spell once and spent 10 rounds
running back and fourth between two groups of banshees, wraiths and
NPC thaum, until he finally ran out of hit points and died.
Presence - Similar to spectres, these creatures inhabit two lairs, the
Oakvael Doom.Orc and the Axe Drake. The presence in Oakvael will cast
continuous stun spells. This gets rather awkward when there are
several other critters around beating on you. The presence in Axe
will cast icestorms at you.
PAGE 27
Salamanders - Noted for the continuous fire balls they cast,
occasionally they will take a swing at you with a claw. Some
salamanders in Oakvael also require blue glowing weapons to fight.
Spectres cast Death and sometimes Stun. Being hit by a Stun spell is
most unnerving, as for four rounds or so you have to simply stand
there and take what the crits can dish out. Spectres are still
invisible until they approach you.
Wights - Slightly less powerful than wraiths, they usually cast curses
and often will be fighter types.
Wraiths - Their favorite spells are blindness and death. In Oakvael,
there are many wraiths who are fairly high level MAs and can do
considerable damage with punches and jumpkicks.
8.02: Lair Critters
Most lair critters require the use of magical (blue glowing)
weapons. In addition to this, some may also require edged or
pointy weapons, blunt weapons, silver weapons or in the case of
the Axe icedragon, a silver greataxe.
If you start a fight and get a 'hits with little effect' message,
it is time to beat a hasty retreat, since you are using the wrong
weapon.
The Kesmai Dragon (Daisy)
Found in the -4 level of the Kesmai dungeon, this is the beginners
version of a dragon. She usually hits in the 30 point range, with
frequent knock downs. A Knight with 90 hit points can usually be
successful in a fight with Daisy. The reason knights are
interested in Daisy is she carries the gem necessary to start the
knight's quest. She is not a foe to be taken lightly, however,
and all players must exercise extreme caution with her, as with
all lair crits.
The Trog (Kesmai)
The trog is one of the weaker lair critters, but can still do
damage comparable to what an Ogre would do. She hits for 30 hits
average with frequent knock downs, but is afraid of water. Since
there are several conveniently located pools of water in her lair,
you can easily retreat to a puddle to drink balm or work on her
with distance weapons.
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The Axe Giant
In Axe on the 60'level the Giant's castle may be found. The area
surrounding his castle is often swarming with NPCs, as is the
interior. An altar on the second floor of the castle often holds
a Returning Hammer. And there is the Giant. Carrying a halberd,
possessed of high Martialarts skill, the Giant can swing on you,
kick you, stomp you and generally pulverize the unwary. He can
hit for upwards of 90, and connect for stuns often. He cannot
(usually) move and hit in the same round, and some players have
used that fact and the castle terrain to fight the giant; few
stand toe-to-toe and slug it out with him. The Giant wears dragon
scale armor.
The Axe Drake
The drake lives in a lair atop the 230' level. Coveted for the dp
he carries, and for the wealth in his lair, the drake is
nonetheless a fierce foe. He strikes with lightning (to which he
himself is nearly immune) that can hit for as much as 100 hits,
and often stuns the player for two rounds. His strikes with tooth
and tail are no less furious, and he moves and hits in the same
round. He is himself possessed of approximately 1500 hits, so can
often outlast, in battle, the mightiest foes.
The Axe Ice Dragon (+Mama)
The Ice dragon lives in a lair above the drake's lair. If the
drake is a tough opponent, the ice dragon makes him look like a
baby. You can expect 20 to 30 hit icestorms, EVEN with top notch
ice protection. Hitting with tooth, horn, and claw, this dragon
can do 120+ hits per round.
The most successful technique for fighting the icedragon is to
have a thaum summon about 10 or 12 djinee and with 4 or 5 high
level players, march in to the lair TOGETHER and give her hell.
The icedragon can only be hit with the (silver) greataxe. One
other technique for the adventurous soul who wants to SOLO the
icedragon is to stand on an ice hex (yes, for some reason the ice
dragon IS afraid of ice) and throw the greataxe at the dragon.
Scoot out and grab the greataxe and back to the ice hex, and hope
you don't get stunned in the process. Very few people have gone
toe-to-toe solo with the ice dragon and lived to tell about it.
The main reason for all this pain is to get a set of the coveted
ice dragon scales, which is the best armor protection available in
the BG. The goodies in the hoard are nice too, with numerous
magic point restore potions.
PAGE 29
The Axe Yeti
This is a case where getting to the lair is almost as hard as the
battle with the critter. The Yeti is located in a lair past BOTH
the drake and ice dragon. For a thief with a good hide spell,
this is not a big handicap, but everyone else will have to deal
with the drake and icedragon.
The Yeti can cast icestorms, but is more noted for the ferocious
attack with tooth and claw. He averages around 70 to 90 hits when
he connects with a good shot.
The main items of interest in the Yeti's hoard are the dagger he
carries that is necessary for the second part of the knight's
quest and the night vision helm (bear skull). The NV helm is
almost essential for anyone who plays in the undead level, since
one of the most frequently cast spells down there is darkness.
The Leng Drake
Pretty much a carbon copy of the Axe drake, the most notable
feature with this lair critter is the company it keeps. The Leng
drake lair area has about the fastest regeneration rate in the
game and is loaded with Manticoras, Minotaurs and death casting
Liches. The critters regenerate so fast, in the space of five
minutes you can go from no critters at all to a genuine zoo.
Note, this is an edged weapon type critter, punches (by MAs) and
blunt weapons like r-hammers will not hurt it at all.
The Leng Dragon
While not considered to be an ice dragon, the Leng dragon
frequently casts icestorms. They are potent enough to do
considerable damage even with ice protection. Add in the usual
dragon tricks with their claws and wings, this dragon averages 70
hits per attack, occasionally doing 100+. The only redeeming
feature to this fight is it is at the edge of a cliff. By wearing
feather fall boots, you can jump out of the lair to drink balm and
regroup, although sometimes the dragon WILL follow you down. The
reason this is not considered an ice dragon is if you take the
corpse to the tailor, all you get for your effort is standard
dragon scale armor. Searching the dragon corpse yields a gold
buddha coveted by martialartists in their quest for special
gauntlets.
PAGE 30
The Leng Ninjas
The Oakvael Serpent is considered to be a 'lair' critter without a
lair. In this case, the Ninja lair is a lair without a single
critter. What is does have is swarms of ninja warriors, which can
give you as good a beating as any dragon could. Due to variations
in the generation of critters and NPCs, you can see remarkable
differences in damage potential in this area. The area is
accessible only to thieves and MAs through two teleports. Anyone
who enters this area better bring a lot of balm, they will need
it.
The Leng Sand Serpent
This is another fairly weak critter, which most intermediate
players should be able to handle fairly easy. It's hoard is not
worth all that much, but does usually have one or two +3 shield
rings in it, which does make the fight worth while.
The Leng Vampire
The dark tower is the most feared area in the BG. Like the drake
lair, it has an unreal regeneration rate for the critters. There
are four levels to the tower, with the vampire at the top. The
vampire himself is not much tougher than the typical dragon, but
the zoo that keeps him company is unequaled in the BG.
To start, there are always two very high powered griffins there,
one high powered salamander and a lich that likes to stun anything
he can. All these critters are magic proof, so fire and ice has
little or no effect on them. The vampire himself is completely
invisible, unless standing on the same hex with you. He can cast
continuous deathspells, which hit in the range of 100+. The
vampire also has venomous bites and can punch you for 100+.
Overall, this is without a doubt the most hazardous area in the
BG.
The Oakvael Doom.Orc
While the Leng vampire is the most dangerous lair, the Doom.Orc
may well be the easiest. The only serious trouble you can get
into in the Doom.Orc lair is if the presence there finds you and
starts stunning you while the other critters are beating on you.
Most of the time, there will only be several archers in the area,
but occasionally a griffin or bear will be there too.
The Doom.Orc himself is a wimp, but a wimp wearing drake scales
and carrying a +4 blue glowing steel crossbow. The crossbow is
highly prized by thieves, since they can use it from hiding and
kill considerably tougher critters that they could not handle
otherwise. One other note, the entrance to the lair is a night
portal and also will not allow wizards or thaums to pass.
PAGE 31
The Oakvael Iron Lich
Found in the southwest corner of the undead level (-280ft) in
Oakvael, the biggest challenge is often just getting there alive.
The undead level is without a doubt the toughest playing area in
the BG. The foyer to the Lich's lair usually has a couple
banshees, two scorpions and maybe one or two MA wraiths. The
biggest problem is dealing with the secret doors into the lair.
Any use of area spells will instantly close the secret door,
regardless if you are standing in it. This leads to numerous
explosions which can do considerable damage.
As soon as you open the secret door to the inner lair, depending
on his mood, the lich will either cast a fireball at you or
jumpkick you. If you get the fireball, you better not be in the
doorway of the secret door.
The Lich himself is not particularly powerful. He punches in the
neighborhood of 30 to 50, although with frequent knock downs. If
there is no major zoo in the inner lair, the best thing to do is
jump for the middle hexes and give him hell with your weapon of
choice. There is usually at least one more NPC spell caster in
the lair with the Lich, plus possibly some banshees or MA wraiths.
The whole object to this exercise is the goodies that can be found
in this lair. The more important stuff is +3 strength bracelets
(steel bracelets with swirling lines), FF (feather fall) boots,
r-hammer, cure wand and ice wands. Use the ice wand with caution,
its' power is +20 and can easily kill people without ice
protection.
The Oakvael Whirlwind Dragon
This dragon is primarily part of the final part of the knight's
quest. This is another case where getting to the dragon is harder
than the actual battle with the dragon (see section on knight's
quest). The dragon lair is guarded by pack of from two to five VERY
dangerous wyrms. They are venomous and hit almost as hard as the
dragon.
The Oakvael Serpent
This is a rather unique lair critter, since it doesn't have a
permanent lair. The serpent wanders the central portion of the
serpent level (-240ft) in Oakvael, among the black foetid fogs.
This is a very venomous critter and can stun you repeatedly with
bites, to the point where even if you escape you can die to the
poison. It also requires magic (blue glowing) weapons to kill it.
PAGE 32
One redeeming feature of this critter is it is slow moving, two
hex at at time maximum, so a player armed with a r-hammer, r-axe
or halberd can run 3 hex, poke or throw at the serpent, and then
run three more hexes.
The serpent will often be carrying a mother of pearl bottle with a
drake potion in it, assuming some industrious thief hasn't picked
its pocket.
Table 8-1.
K = Kesmai, L = Leng, A = Axe and O = Oakvael
FIGHTERS K L A O
Bees (P) - 4 - -
Beetles 4 - - 4
Bears * 4/7 4 7/4 4 (*) When two ratings are
Boars 4 - - 4 shown, the first one
Ducks 2 - - - is the most commonly
Gargoyles 6 6 6 6 encountered.
Ghouls (P) 7 - - 8
Goose - - 2 - (P) Indicates poisonous
Hobgoblins 6 6 6 6 bite or sting.
Hyenas - 6 - -
Kobold 4 4 4 4 (P+) Indicates very
Manticoras (P) - 7 - - poisonous bite with
Minotaurs 6 7 7 7/8 frequent stun.
NPC Fighters 5 6 6 7
NPC MAs - - 6 -
Ogres - - 7 -
Orcs 5 5 5 6
Ravens - 2 - -
Rats - - - 2
Rockworms - - 7 -
Sandwyrms - 5 - -
Skeletons 5 5 5 7
Stalkers - - - 7
Snakes (P) - 5 - -
Tigers - 8 - -
Trolls 6 6 6 7
Wolves 6 6 7/9 -
Wraith/MA - - - 8
Wyrms (P) - - - 6/9
Wyverns 5 - - -
PAGE 33
MAGIC USERS K L A O
Banshees - - - 6
Lich 6 6 6 6
Lizards - - 6 -
NPC Thaums *6 *6 *6 *6
NPC Wizards 5 5 5 5
Presence - - - 4
Salamanders 6 6 6 7
Spectres 6 6 6 6
Statues * - 5 9+ -
Wights 5 - - 7
Wraiths 6 6 6 7
(*) The Axe Statues are lawful guardians of the lower town and
should never be approached by anyone who is not lawful (except for
thieves, who don't appear to be non-lawful). They cast a 900+ hit
death spell, which is instant death.
Table 8-2
LAIR CRITTERS Rating Ave Hit Eater
Kesmai Dragon 4 30-40 No
Kesmai Trog 3 20-30 No
Axe Giant 7 70-90+ No
Axe Drake 8 80-100+ Yes
Axe Ice Dragon 9+ 100-130+ Yes
Axe Yeti 8 70-90+ Yes
Leng Drake 8 80-100+ Yes
Leng Dragon 9 100-120+ Yes
Leng Ninjas 8 40-50 * No
Leng Sand Serpent 4 20-30 No
Leng Vampire (P+) 9++ 80-120+ No
Oakvael Doom.Orc 5 20-30 No
Oakvael Iron Lich 6 40-50 No
Oakvael Whirlwind Dragon 9 80-100+ Yes
Oakvael Serpent (P) 7 60-80 No
Note, the ratings are relative to other lair critters. The Leng
ninja lair is a special case, where although there is no specific
lair critter, it is a lair type environment. Also, due to
differences in the way critters are created (basically a random
roll for abilities), there can be remarkable variations in damage
potentials.
PAGE 34
9.00: Dungeon Loot: Things you may find in the dungeons
When you LOOK at $, you can find most anything: weapons, armor,
rings, bottles, gold, even dried up toads (worthless). The
following information may give you some help understanding the
value of what you have found.
9.01: Rings
The following are some rings that can be found in dungeons:
Strength Rings -- These provide a spell that increases the
strength of the wearer. They are gold rings with red gems. If
the gem is small, the spell has a power of 1. If the gem is large,
the spell is power 3. If the gem glows (often called a "glower",
and much more rare), the spell is power 6.
Vermeil Ring -- This ring contains the spell of identify, and can
help you determine the nature of objects you find. Hold the ring
in the left hand (or wear it) and the object you want to know
about in your right hand. Type CAST IDENTIFY. You will be told
the properties of what you hold, but not its cash value. A
shopkeeper can tell you that when you ask him to APPRAISE it.
Shield Rings -- These are iron rings with black gems, and provide
protection against archers, and some protection against weapons.
Their spell power is either 1 or 3, but you can only tell which by
CAST IDENTIFY or an appraisal. In the AG (Advanced Game) there
are +6 shield rings, which are iron rings with glowing black
stones.
Waterbreathing Rings -- These are silver rings with black stones,
and when worn provide a spell that will prevent you from drowning
in water.
Moonstone Rings -- These are good for resale, worth between 300
and 400 gps. Some players believe that the 400 gp moonstone ring
can increase your chances of getting more hit points than you
otherwise might when you gain a level. This has started many
arguments over the years, but the only thing you can be sure of is
you need a moon- stone ring to get into the night portals of Axe,
where the returning axe and silver greataxe are obtained.
Rings with Emeralds, or with Diamonds in a Rosette of Rubies --
Sometimes are fire and ice storm protection, but most of the time
are only good for resale, and are worth between 800 and 1200 gps.
Flexible Rings of Interwoven Gold Wire -- Wearing one of these
rings will provide a spell of increase dexterity.
PAGE 35
Ring of Tiny Green Feathers -- These provide the spell of RESIST
BLIND and can increase your chances of not being blinded by a
crit's blindness spell.
Brass Ring -- Worth one coin. Useless.
Heavy Lead ring -- Worth 5 coins. Some people believe wearing
this ring helps them punch harder (if they use martialarts
skills). Probably not worth the finger.
Gold Ring -- Worth between 20 and 48 coins, and can be changed by
a thief into recall rings.
Gold Ring with Blue Glow -- A recall ring. When removed from the
finger, this ring will transport the wearer to wherever he/she was
when the ring was placed on the finger (unless that was in water
or on a wall).
Knight's Ring -- A ring worn by knights which enables them to cast
their knightly spells. It is a ring with triangular-cut jade
mounted with diamonds. WARNING: All attempts to use this ring for
non-chant spellcasting purposes by non-knights will result in an
explosion.
To wear a ring, you must hold it in the hand opposite the one on
which you wish to wear it. The PUT RING ON <number of
finger><right or left>. To wear it on the 3rd finger of the left
hand, hold the ring in right hand, and PUT RING ON 3 LEFT.
Removing rings is similar, but just different enough to keep you
alert. Make sure the opposite hand is not holding anything, then
TAKE <number of ring> OFF <right or left>. To see what fingers
are free, you can SHOW RINGS. To look at rings on your fingers,
type LOOK AT <number of ring> ON <right or left>.
9.02: Amulets
There are four amulets available in the Basic Games. One is
diamond with a ruby, and provides excellent f&i protection when
worn. One is a jade pendant, and allows the wearer to CAST LOCATE
and determine where a certain player or crit is. The third is a
silver chain with an onyx scorpion, and allows the wearer to CAST
NEUTRALIZE and thus neutralize the ill effect of any poison he has
taken. The fourth is found in Leng, and is a sapphire necklace.
No one has yet determined any special characteristics of this
amulet.
PAGE 36
9.03: Bracelets
Most bracelets are useless, but there are a few found in various
lairs which are desirable. In the Iron Lich lair in Oakvael,
there are wide bands with bold swirling lines, which are +3
strength bracelets. There are some other bracelets like this one
as random treasure, but are either +1 strength or worthless. The
Axe Glacier Yeti has a silver bracelet with tiny dolphins, which
has the spell of breathe water. These are useful for freeing up
fingers for more strength or shield rings.
9.04: Bottles and Potions
LOOK at a bottle to see what is in it. Some of the bottles and
potions in the BG are:
Cloudy White Liquid -- This is balm.
Clear liquid -- This is probably nitro, sometimes water. If it
is nitro you can use it by first opening the bottle and then throw
the bottle, and it will set a two-hex-radius explosion where it
lands. Useful with crits that are maintaining their distance, but
dangerous to throw at incoming crits, as both they and the
explosion might land on you next round. Throw either at the crits
or by naming a hex, i.e. THROW BOTTLE AT ORC or THROW BOTTLE N NE
NE. Nitro bottles make things interesting when you fumble them,
since they will blow up in your face.
Black ceramic bottle -- These contain naphtha. Open the bottle,
then throw it, and it will set off a one-hex bonfire. Same
cautions as above for nitro.
Clear Red Liquid -- This a potion that will temporarily increase
your strength when you drink it. These spells are non-additive;
in other words, one is as good as five, until it wears off.
Reddish Clay Bottle with Three Concentric Circles -- This bottle
is a potion of permanent strength increase. Drinking it will
permanently raise your strength stat 1 point, up to a maximum of
17. It will also stun you for several rounds, so make sure you
are safe before drinking!
Black Ceramic Bottle with Gold Whorls -- This potion will
permanently raise your dexterity stat 1 point, up to a maximum of
17. It will also stun and/or blind you for several rounds, so
make sure you are safe before you drink it.
PAGE 37
Green Glass Bottle with Blue Liquid and Tiny Bubbles -- This is a
youth potion, and is needed by players who are approaching very
old age. Every 24000 rounds or so, your crt will age. The
increments are Young, Middle Aged, and Old.
Before the introduction of the Under World (Praetoseba), youth
potions where essential to keep characters from aging and
suffering a permanent death. Most players drank a youth potion at
Old age, which reset their age to the vicinity of 24000 rounds,
making them Middle Aged again. Some deterioration of abilities
begins when Old Age is reached.
Small Porcelain Vial -- This is the rare and highly prized Drake
Potion (called a DP). This potion will add 2 points to your
constitution stat (up to 18), add 4 points to your stamina, and
add an additional 4 points to your hits, up to 10 times your
experience level. Since Oakvael opened up with a fairly generous
supply of DPs they sell for about 40K in coins on the open market,
though it appraises at a much smaller value.
The Oakvael serpent carries a DP in a slightly different bottle,
described as mother of pearl bottle with delicate tracings
Blue and White Streaked Bottle -- This is a stamina-restore
potion. It will restore all stamina points lost, due to exertion
or injury.
Wine comes in various containers, usually a clay bottle with a
thin, tapering neck. Used mainly to delay the effects of poison
(see the section on poison).
Ale comes in various containers, usually a blue enamel flask.
Worthless, unless you owe someone a drink <grin>. There are also
some interesting variations of many potions. For example, in
Oakvael, some temporary strength and dexterity potions come in
steel bottles stamped with icons of a bull or falcon,
respectively. Balm in particular has been known to come in many
different types of bottles, most all of them being a transparent
bottle of some color.
There are other various other potions and drinks, some for
intelligence and charisma. There is even a bottle found on some
Oakvael orcs containing orc urine. Use your ID ring or have
bottles appraised if you are curious about one you find.
9.05: Gems
Purple Gems -- are amethysts. They are almost without value.
Yellow Gems -- are topazes. These go for 40-60 coins.
Red Gems -- sell for 100 to 300 coins.
PAGE 38
Tiger-eyes -- do not sell for much, but they are the required
ingredient for wizard's "peek" spell.
Sapphires -- sell for quite a range of prices, but most are in the
250-500 range. The ones sold in the Axe Chaotic Town are worth
10K each and are used to help move gold to the AG.
Emeralds -- come in many varieties, the best being the simple
"large green" version. Prices range from 600 to 2000.
Diamonds -- also come in many forms. Generally, they are worth
more than emeralds.
Stalking Panther or Whale -- are carved sapphires useful for
anyone headed to the advanced game, used for the Sword of Light
(SoL) quest.
Pear Cut Diamond -- a rare gem found only in the hoard of the
Leng *vampire.
There are also a few AG gems floating around the BG game, like the
salamander eye ruby. These have no purpose, but they are very
valuable. Also, the value of gems depends of where you find them.
A gem found in Oakvael can look just like one found in Kesmai, but
be worth twice as much.
9.06: Weapons
There are weapons, and then there are WEAPONS! Most of the common
weapons in the game such as axes, hammers, greatswords,
longswords, bows, daggers, etc. are random treasure or carried by
critters. Some weapons are considerably better than others, a
special variety that contains extra combat ADDS. These weapons
hit much harder than a regular one, and may block better as well.
They are not always easily discernible from the regular variety;
i.e. a +4 axe does not LOOK any different than a regular axe. But
you can use your vermeil ring to ID weapons, or have them
appraised. It would be very rare to find one of these special
weapons on the first two dungeon levels, however. +4 axes and
hammers can regularly be found in the pawn shop.
Shields -- wooden, wooden with steel plates, and steel. Steel is
the best, wooden is worst. Steel found on npc-s wielding short
melee weapons. Steel shields can also be purchased at Chaos Town
in Axe Glacier. Shields are seldom carried by advanced players
because their effectiveness is not sufficient to offset the hassle
or weight of an extra object to carry.
PAGE 39
Swords -- iron short sword, longsword, katana, and +4 longsword.
The katana hits hard and blocks well (in the BG) but there are no
enhanced katanas. The +4 longsword is a good, balanced weapon.
It's favored as a thief weapon since when it is belted thieves can
still hide. The regular longsword can be enchanted by knights,
but none of the other sword weapons can.
Maces -- mace, +3 mace, axe, +4 axe, hammer, +4 hammer, rhammer
and raxe. The +3 and +4 varieties are excellent one-handed
weapons, all of which can be thrown effectively at fleeing
opponents. The rhammer and raxe are magic weapons that return to
your hand after throwing. The rhammer is found in the crypt
behind the lair of the Daisy the Kesmai dragon twice a week after
game resets, on the altar near the giant's throne room and in the
Iron Lich's lair in Oakvael. There is another version of the
rhammer in the AG referred to as a Thor. Using this hammer can
scare you to death, since fumbling it will release a 300+ hit
lightning bolt which will kill you for real.
The raxe is acquired from Vulcan for an obsidian egg. The raxe
and rhammer are very close in terms of damage and blocking ability.
The raxe will be armor blocked less than the rhammer. The raxe is
useful since some critters can only be hurt by edged weapons, notably
the Leng Drake
Greatswords -- iron greatsword, +3 iron greatsword, +4 steel
greatsword, black broadsword, and greataxe. This category of weapons
is the most popular in the game due to the magic weapons: the black
broadsword and the silver greataxe. These weapons hit hard and
except for the greataxe, they block well. The +4 steel greatsword is
found on npc-s on Axe Glacier and in Leng, and in the Kesmai dragon's
lair. The broadsword is obtained from Ironbar, the blacksmith, in
exchange for yttril and iron. It is considered one of the better
knight weapons in the BG, for its hitting and blocking power. The
silver greataxe is obtained from Silvermoon, the Axe Glacier
blacksmith, also for yttril and iron. It can hit harder than the
broadsword, but doesn't block at all.
The greataxe is required for the Axe icedragon, which can not be
hurt by any other weapon.
Rapiers -- steel, +4. This is a good offensive weapon, that is
seldom blocked. Its deficiency is defense--i.e., having none.
Players using this weapon usually carry a shield or parrying
weapon in the right hand. The +4 rapier can be found on -4 of the
Kesmai dungeon, or in Axe Glacier. It is sometimes available in
the pawn shop.
PAGE 40
Staffs -- wooden, +3 carved wood, +3 iron rod, fireball staff,
cobra (snake) staff, steel (lightning) staff, pine (fireball)
wand, hickory (portal) wand and glass (icestorm) wand. Not to
many players use staffs as their weapon of choice. They are not
good offensive weapons, and the threestaff is a better defensive
weapon. The best staff is the +3 iron rod, which has a circle of
glowing red stones at its center. This weapon comes in lawful and
chaotic varieties, do not use the chaotic ones. They are often
found on minotaurs.
Daggers -- steel, +2 silver, and +3 gilt-handled. Only the silver
dagger and the +3 parrying dagger are worth attention. The silver
dagger is the only weapon in the game other than the greataxe that
can kill silver wolves. Thieves often carry several to throw in
the dark at wolves. The +3 parrying dagger is a good blocking
weapon that is often wielded in the left hand to add blocking to a
more offensive weapon wielded in the right. Silver daggers are
found everywhere except level one and the surface of Kesmai. The
silver dagger can be used to get forgiven by the ghost if a lawful
character changes alignment to neutral. The +3 dagger is found on
rapier wielding NPCs and as random treasure. There is one other
dagger carried by the Axe Yeti used in the knight's quest.
Spears -- wooden, +3 wooden, and javelin. The spear is a
neglected weapon in the basic game. The weapon blocks well, while
also avoiding blocks against it. It is also effective when
thrown. But, it does not seem to hit hard. The javelin is a very
dangerous weapon, good for only one throw. It contains the spell
of lightning in various degrees. Wise players avoid this weapon,
since it inevitably will strike your character either when fumbled
or when an opponent charges into your square.
Halberds -- There are two types of halberds, one can be purchased
at some weapons shops and are easily available wherever ogres are
found. The other halberd is obtained in the Knight's quest and is a
+5 weapon and considered by many to be a top BG weapon. They hit
harder than spears, and seem to block about as well, but they are
themselves blocked more easily. The advantage of the halberd is
"poking," which allows you to strike at opponents one hex away. The
big drawback with halberds is they can not be belted, which makes
carrying them around climbs most annoying.
Bows -- shortbows, longbows, crossbows, +3 longbows, +3 and +4
crossbows. Crossbows are nice because they are an easily handled
distance weapon that can be shot indefinitely and can be carried
while loaded. Moreover, because they can be used while in hiding,
crossbows are extremely popular as the main weapon of many
thieves. The +4 crossbow is found on the Doom.Orc in Oakvael and
is the preferred weapon of thieves.
PAGE 41
The longbow hits harder and seems to be blocked less. The +3
versions of each are found on level four of the Kesmai dungeon and
at advanced locations in Axe Glacier and Leng. These are good
distance weapons for fleeing opponents.
Shurikens -- come in only one version. This is a distance weapon
designed for martial artists or thieves who would otherwise be
encumbered with a bow. It is blocked less than the bow weapons.
Shurikens can be found on many berserkers in Leng. One advantage to
shurikens is that they, like daggers and javelins, can be draw from
the belt and thrown in one round with a simple THROW SHURIKEN AT ___
command. Other weapons cannot be drawn and thrown in the same round.
Threestaff -- comes only in a +3 variety. The threestaff blocks
very well at low skill, but never hits very hard and is frequently
armor blocked. Some wizards like to wield a 3staff to enhance
blocking while they chant their spells. To a lesser extent, low
skilled MAs may wield a 3staff in their LEFT hand for blocking until
their hand blocking skill improves. The threestaff can be found
wherever martial arts npc-s are to be had.
Gauntlets -- leather, +2, +4 (MA). These increase the hitting
power of martial arts' hand blows. Leather gauntlets can be
purchased in weapons shops. The +2 variety (thin steel plates)
can be found in more advanced play areas. The leather and +2
gauntlets allow anyone with MA skills to hit harder, they are more
often blocked than is the bare hand. The +4 gauntlets are a quest
item for MAs are without a doubt the hardest hitting weapon in the
BG. For the past several years many people have started MA
characters to get the MA gauntlets and then rerolling and
ancestoring them to another character (usually a knight).
Balls -- darkness (black), light (white), web (milky), fire (red),
ice (blue) and concussion (green metal). Balls contain spells
that are released when thrown. The strengths of the spells vary.
It seems to be best to throw them at areas rather than directly at
opponents; less fumbles result.
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9.07: Apparel
Armor -- You start out wearing leather armor. You can buy chain
or plate in the armory for 25 or 100 coins respectively. But the
best armor in the game is the hide of certain crits. Kill the
following critters and drop the corpse on the hex of a tanner.
- Trolls, plate +1
- Salamanders, fire protective
- Dragons, plate +2, f&i (protection against fire and ice)
- Drakes, plate +3, f&i
- Ice Dragons, plate +4, f&i
Beginning players should concentrate on skinning a troll and a
salamander. This will give them some protection to advance to the
more dangerous areas of Kesmai.
A MAJOR disadvantage of armor is it encumbers your ability to
block attacks with your weapon! At higher weapon skill levels, most
players will remove all armor. The increase in weapon blocking
typically far outweighs any loss in armor blocking. This must also be
balanced against the risk of being stunned by a blow, spell or
poison. When stunned, armor will continue to offer its protection,
while you will be unable to block attacks with your weapon.
Most proponents of the martialarts believe one should never wear
armor or scales of any kind at any level.
Scales -- wyvern, salamander, serpent, lizard, dragon, drake and
ice dragon. Wyvern scales are equivalent to leather. Salamander
scales reduce fire damage by 1/2. Lizard scales reduce ice damage by
1/3. Serpent scales are pretty, but seem otherwise useless. Dragon,
drake and ice dragon scales all offer fair protection against weapon
attacks of all types, but are most effective against blunt weapons.
The also reduce fire damage by 1/2, and ice damage by 1/3.
Furs and feathers -- various creatures. The most important
feathers are a vest from griffin feathers. This offers total immunity
from blindness spells and is a favorite of martialartists and players
with advanced weapon skills since feathers do not encumber
attacks. Furs reduce fire damage by 1/2 and ice damage by 1/3,
but are largely out of fashion. Players prefer the fire and ice
protection of amulets and rings and find furs too encumbering.
PAGE 43
Robes - black with red runes and white with scorpion are the most
common. A black robe with gold serpent can be found on the robed
minotaur in Oakvael occasionally. Yellow torn strips and cresting
wave robes can also be found. The official line is that all robes
are equal. Yellow and cresting wave robes are worn by lawful
NPCs, and not easily obtained. About the only thing that makes
the rarer robes more desirable is some people want to make a
fashion statement.
Boots -- soft leather, crocodile and featherfall. Soft leather
boots seem useless. Crocodile boots grant waterbreathing.
Featherfall boots (rimmed with fur) allow a character to fall 5000
feet without taking damage. They are found only in the Axe Drake
/ Dragon / Yeti lairs, and in the Iron Lich's lair in Oakvael.
Skulls & Helms -- dragon skulls and bear skulls. Skulls offer
additional protection against blows and the bear skull is the coveted
night vision helm which allows you to see in darkness. They also
offer better odds against being stunned by a weapon attack. These
items will only block attacks if worn in conjunction with armor of
some type.
9.08: Figurines
In the BG, gold and yellow figurines in the shape of a snarling
tiger are available as (quite rare and valuable) treasure. These
figurines serve two uses:
1. If a player has taken a karma point (see page 63) the figurine
can be traded to a confessor ghost for forgiveness.
2. Figurines, when thrown in sight of creatures of a different
alignment than the thrower, will "activate" and become creatures
allied with their thrower. For example, if a lawful player is in
sight of a *hobgoblin, he can throw the figurine and it will turn
into a lawful tiger. The tiger will attack the hobgoblin, and
fight until either the hobgoblin or the tiger is slain. If the
tiger remains alive after the hobgoblin is slain, it will proceed
to attack any other non-lawful crits in sight. It will continue
until it can no longer find crits to attack, or it itself is
slain. If it can no longer find crits to attack, it will
"deactivate" within a few rounds, reverting to a figurine again.
If it is slain, it will revert to a figurine as well. Figurines
make fairly powerful and endurable allies. Each time the tiger
makes a kill, it gains experience, and become even more powerful.
You can determine the experience of your figurine by having it
appraised.
There is a downside. Each time a figurine is thrown (one can
throw it AT at crit, or throw it a direction, as in THROW FIGURINE
N N N) there is a chance - say 10% - that it will shatter. It may
be that figurines thrown over water will not shatter even if they
do fail to activate.
PAGE 44
There are also griffin figurines that, when thrown, will activate
and become a live lawful griffin, as well.
9.09: Miscellaneous
Eggs -- golden and obsidian. The gold eggs are simply treasure,
worth about 4k. The obsidian egg is key to the quest for the
returning axe of Vulcan, and is obtained by killing the KingWolf
in Axe Glacier.
Rocks -- small, iron ore, gold nuggets, and yttril. The nuggets
are treasure, usually work 425 coins. The ore and yttril are
components for magical weapons. The yttril looks like a gray rock
flecked with glowing bits. Do the small rocks have any value in
the basic game?
Berries -- various sorts. Few players bother with berries any
more. Ripe (red) balm berries reduce hits when eaten. Other
berries (yellow) are poisonous.
Scrolls -- small leather. Scrolls were designed to pass useful
information to new players. There is not much use for them now,
as currently they contain outdated information.
Books -- character-tied spell books and a few general information
books. Keep your personal spell book; replacement costs a hundred
coins. General books are worth perusing once, but no book offers
really valuable information.
PAGE 45
10.00: Back in Town
Once you have filled up your sack with loot, head back to Kesmai
and sell your gains in any shop (see "Using the Shops"). This new
wealth can be used in many ways:
1. Bank your gold
It is a good idea to bank some proportion for the benefit of your
"keeper" crt later; this first crt probably will not last. Gold
can be deposited in and withdrawn from the bank. Money placed in
any bank can be withdrawn from any other bank in the BG. Just put
the coins on the counter and type <banker's name>, DEPOSIT. To
withdraw cash, type <banker's name>, WITHDRAW <number of gps>. To
see how much you have in your account, type <banker's name>, SHOW
BALANCE. Kesmain banks offer only safety, not interest, for your
gold. Coins deposited by your crt remain in account for that PPN;
if you roll a new crt from the same Compuserve ID, the bank
balance will be available to your new crt.
2. Locker your items
There are lockers located above the bank in Kesmai and to the east
of the bank in Oakvael. Just head west down the alley that runs
along the bank's northern wall, and go up the stairs. If you
stand in the hex three hexes south of the stairs, you will be
standing before your locker, which will open upon your arrival and
close upon your departure. Using the locker is much like using
your sack; it holds twenty items (of any size). Just PUT <item>
IN LOCKER or TAKE <item> FROM LOCKER. To see what is in your
locker, type SHOW LOCKER. To look at a specific item in your
locker, type LOOK AT <number of item> <item> IN LOCKER (i.e. LOOK
AT 5 RING IN LOCKER to look at the fifth of 7 rings in your
locker). Like the bank, items placed in your locker are available
to any crt running under the same PPN.
3. Buy training
One of the most important investments you will make is skill
training. Your skill with a weapon is largely responsible for
determining how much damage you can do with it, and how often you
will fumble, or be blocked, or miss. Increasing skill is a
constant endeavor. When you arrive on the dock, and SHOW SKILLS,
you will see that you are untrained in many areas, Awkward in
some, Mediocre (a little better) in others, and maybe even Capable
in one or two (these are skill ratings for weapons, magic skills
have different names, but follow the same pattern). But Capable
is just beginning. You want to keep moving up to Familiar,
Practiced, Competent...all the way up to Immortal, which no one
has yet attained.
PAGE 46
Skill is gained whenever you swing a weapon regardless of the
outcome. If your are engaged in combat and take damage from your
opponent's weapon, you will gain skill faster due to the risk. You
must swing your weapon within a few rounds of taking the damage.
Finally, if you strike a fatal blow, you earn additional skill (kill
bonus).
A really fast way to gain weapon skills is to do what is commonly
referred to as 'skill-cowing', where you round up a couple low level
critters and an amoral demon to train with under controlled
circumstances. The basic idea is to have the critters do 10 to 20
percent damage to you with each swing while you beat on the demon.
If you have 80 HPs, you would want the critter(s) to hit you for at
least 8 hits. This indicates to the game that you are in a real
fight and activates what is referred to as a risk bonus for training.
This bonus is typically four times what you would normally get for
each swing. Since you can not hurt the amoral demon, you can spend
hours of accelerated training in relative safety, only pausing for
balms when your hit points get over 60 percent of what's available.
You can increase the rate at which skill is gained in these ways
by undergoing training. Take your weapon to the weapon's trainer,
and hold it in your right hand. Drop gold at the trainer's feet,
or put it on the nearby counter if it is there, and type
<trainer's name>, TRAIN ME. He will train you in the weapon, and
you will gain some experience. Your skill will not immediately
increase, but the rate at which it is gained will increase. To
see how quickly you are learning your skills, you can ask the
trainer for a critique. Just type <trainer's name>, CRITIQUE <key
word> SKILL. The key words are as follows:
Weapon Weap. Category (SHOW SKILLS) Key Word
(Critique)
---------- ----------------------- --------------
hammer, axe, mace Mace Mace
any kind of bow Bow Bow
dagger, knife Dagger Dagger
rapier Rapier Rapier
greatsword, broadsword, greataxe 2-handed Greatsword
staff, wand, spear Staff Staff
shuriken, thrown objects Shuriken Shuriken
sword, katana, longsword Sword Sword
threestaff Threestaff Threestaff
halberd Halberd Halberd
martialarts Unarmed combat Martialarts
picking pockets Thievery Thievery
magic Magic Magic
The trainer will tell you your RANK and LEVEL. There are ten
ranks to each level, so if you are at the seventh rank of
Mediocre, you have three ranks to go to reach the level of
Capable.
PAGE 47
10.01: Magic Training
Training is no less important for magic users (thaums, wizards
and thieves) in magic skill. However, unlike weapon use, risk, in
the form of taking damage from an opponent, is NEVER a factor in
advancing magic skill.
To train in magic, the MU (magic user) must go to the appropriate
trainer of his class (in Kesmai, thaums go to Sven in the temple,
wizards to Oscar near the pawn shop, and thieves to Lars in the
thieves' guild). They take their personalized spell book in right
hand (spells written in spell books will only work for the person to
whom the book was issued; others will be unable to use the spells.
If you have lost your spell book, the magic trainer will sell you
another for 100 coins) and place their money on the counter or altar.
Then, the command is <trainer's name>, TRAIN ME. If the MU would like
to check on progress, he can ask <trainer's name>, CRITIQUE MAGIC
SKILL. If a new rank has been made and the MU wants to know what
spells he may be able to learn at this time, he can ask, <trainer's
name>, SHOW SPELLS.
To purchase a spell, the money is placed on the altar or counter,
and the MU asks, <trainer's name>, TEACH <spell name>. Skill
points are awarded every time a spell is cast. I suggest that MUs
undergoing training NEVER allow their magic points to top out.
Cast, and cast, and cast, even small spells such as Shieldspell,
or Prfire, or Strength, or Fsdoor; keep casting them whenever you
have mps (magic points) to do so, and keep training, and magic
skill will rise very quickly over the lower levels. It doesn't
hurt to "wagonwheel" spells, even if your last Shieldspell hasn't
yet worn off, it won't hurt to cast it again...the more mps you
use in casting, the faster your skill will grow. As well, the
sooner you can get hold of a Robe, the better off you will be, as
Robes allow your mps to build at twice the usual rate, allowing
you to cast more often, and your skill to climb that much more
quickly. A short discussion of each magic class can be found in
the section "Developing Your Character".
10.02: Dealing with Shop Keepers
Most items you may want you don't need to buy, but you may want to
save for a special weapon on sale at the pawn shop, or a ring you
saw there.
PAGE 48
Once you enter any shop, SHOW PRICES will tell you what is on sale
in that shop, and for how much. If you want to buy something, you
move up to the counter (represented by == in the shop) and PUT
GOLD ON COUNTER. Then you address the shopkeeper by his name, and
tell him to sell the item (if the NPC behind the counter is Steen,
for example, you would type STEEN, SELL <item>). The shopkeeper
will take the correct amount of gold, leaving the item and your
change on the counter. TAKE <item> FROM COUNTER AND TAKE GOLD
FROM COUNTER. To see what is on the counter, LOOK ON COUNTER.
If you have something to sell, you can TAKE <item> FROM SACK AND
PUT IT ON COUNTER, and then sell it by asking, <shopkeeper's
name>, BUY <item>. He will take the item, and leave the proper
amount of gold in its place.
Almost any shopkeeper (not the banker) will buy almost anything
from you. If you have more than one item of a certain type that
you would like to sell, you can DUMP them all from the sack unto
the counter at once, as in DUMP GEMS ON COUNTER or DUMP RINGS ON
COUNTER. If you have a pile on the counter, ask the shopkeeper,
<shopkeeper's name>, BUY ALL. Then don't forget to take the gold
the shopkeeper leaves, in exchange, on the counter!
If you'd like to know what an item is worth, take it to a
shopkeeper, put it on the counter, and say, <shopkeeper's name,
APPRAISE ITEM. The shopkeeper will tell you the value of the
item, and whether or not it contains any special properties.
The pawn shop is one of the more interesting and valuable shops in
the Kesmai segments. The most valuable of all items sold to any
shop in town eventually end up for resale to the public in the
pawn shop - at three times its value. At first, it seems like
quite a rip-off to pay three times the saleable value of an item
to obtain it, and for many items this is true. The same crossbow
that costs 20 gp in the weapons shop will cost you 60 in Pawn, and
that is certainly no deal. But there are items that are fairly
hard to obtain, especially for a new player, and they show up with
some regularity in Pawn. A "glower" will sell in pawn for 6000
gps, but they are so rare that many a player would gladly spend
more than that to obtain one. Robes of power sell for 7500 in
pawn, and are not terribly rare on level -4. However, they are a
good item to be wearing before one ever ventures onto -4, so the
7500 coins might not be a bad investment in that sense. Just
remember that though the prices are inflated over what you could
sell items for, they might actually be lower than the going "black
market" price.
You can find out what is for sale by typing SHOW PAWN or SHOW
PRICES. The pawn shop is also unique in that you can look at
specific items on sale by typing LOOK AT <item> IN PAWN.
PAGE 49
Besides the shops, it is a good idea to pick up some more balms
and recall rings, too.
5. Buy experience points from the Sage (near the pawn shop).
The Sage sells experience points at around 2.5 per gold coin.
Just drop the coins at his feet, and type SAGE, TRAIN ME.
PAGE 50
11.00: Armoring Your Character
Your first objectives will concern getting properly outfitted.
You will need to be wearing proper armor before you go too far,
and in the early stages, that means Troll Armor and Sally Scales.
Obtaining Troll Armor
Begin by setting a recall ring for the tailor shop. Then, enter
the dungeon and find your troll. It may be best to confine your
hunt to level -1 if you can; trolls are tough prey for new
characters, as they hit hard and can endure many hits themselves.
You may wish to enlist the aid of others in your hunt. After the
kill, you must pick the corpse up and yank the recall ring to the
tailor's shop. This can be difficult for characters without high
strength numbers; trolls are heavy. Strength potion can be
purchased in the tavern or apothecary for such situations. If you
cannot lift the corpse, you can PUSH it one hex at a time, even up
the stairs...but pushing all the way back to the shop will take
some time.
Drop the corpse at Stam's (the tailor's) feet, or push it into his
hex. Wait a round, then TAKE LEATHER AND LOOK AT IT. You should
find that Stam has made you a vest of a peculiar stone colored
leather. Nice protection, and it was free for the killing!
You are limited to two pieces of such apparel; you can wear two
suits of armor, or a robe and armor, etc. But the armor "adds"
are not really additive themselves; that is, two suits of troll
armor are not very much better than one. Troll armor with sally
scales is a good beginning combination, or armor with a robe.
11.01: Obtaining Sally Scales or other Fire Protection
Robes have excellent fire protection, but area hard for new
players to get. They can be found on level -4 or often bought in
the pawn shop (7500 gps). These also help magic users restore
their magic points faster. You may save your gold for a robe, or
borrow one from a more experienced player, but you certainly can't
hunt -4 for one, until you have another form of fire protection,
at least. This is where Sally Scales come in.
Sometimes goblins will wander up to -1, in pursuit of fleeing
characters, and sometimes they'll be wearing Sally Scales. You may
be able to kill one and obtain the scales that way. Otherwise,
you'll have to kill the salamander, much as you had to kill the
troll.
PAGE 51
But it won't be as easy. Salamanders spew fire that can easily
incinerate an unprotected character. Your troll armor or plate
won't protect you at all. If you are a wiz or thaum, or can find
one to hunt with you, you may be able to use the PRFIRE spell to
cut some of the damage. If you are a thaum, you can stun the
salamander immediately and then try to kill it before it comes
unstunned. But the best method, for any new character, is
probably to take a longbow, wear a waterbreathing ring, and try to
lure the salamander into following you to water. Then duck into
the water yourself, and plink away with the bow until the
salamander is dead. Take the corpse to the tailor, and he'll make
you vest of sally scales, which offer pretty good fire protection.
Anyway you look at it, getting fire protection on your own is
very risky. Many older players will sell you a robe or fire
protection amulet cheaply. The amulet is the best fire protection in
the game, and can be bought at pawn for about 14000 coins. There is
also a ring that offers the same protection, but it is a rare
treasure. Fire and ice protection from clothing NEVER 'add' to
the protection from the amulet or ring. Once you are wearing the
amulet or ring, you have the best protection you can get. Fire and
ice protection from clothing is ignored.
In lieu of the amulet, you can wear any two pieces of protective
clothing, such as 2 robes, robe and scales, two furs, robe and fur,
etc. There is also a ring, sold in Axe Glacier for 400 coins, that
gives a small amount of ice protection.
PAGE 52
12.00: Developing Your Character
With fire protection and troll armor it is time to begin the
development of your character's skills. Development paths vary
according to character class; developing a fighter is quite
different from developing a thief. Nonetheless, there are some
basic generalities common to all classes. First, concentrate on
building up offensive skills in as few areas as possible. There
is little payoff for range of skills; what is important is degree
of skill. Second, avoid taking risks with your character. Death
comes all too easily. With death you lose hit points, skills,
permanent constitutions points and permanent strength points.
After your first death, there is a good chance on subsequent
deaths that your character will be "stripped" , i.e. reincarnated
without armor, rings, weapons, sack and so forth. Permanent death
will occur if your constitution points are too low or is your
corpse is destroyed. Third, train, train and train some more. In
the current version of the game, training is arguably more
important than fancy weapons.
12.01: Developing a Fighter
After the acquisition of fire protection and troll armor,
fighter's next goal is knighthood. Knighthood will be granted to
any lawful fighter of the eighth rank in experience (51,200 in
experience points). Stick to level two of the Kesmai dungeon until
you cross this threshold. By then, your character's hit points
should be in the mid to upper 60s to low 70s. An occasional foray
into level 3 is fine, but be wary of fast-hitting gargoyles and of
groups of hobgoblins. Use balm often.
Some fighters like to develop skills in two weapon categories:
melee weapon and distance weapon. Melee weapons include swords,
greatswords, hammers and axes. Most fighters tend to gravitate
toward greatswords as their principal weapon. One of the most
effective weapons in the BG is the black broadsword (BBS), which
requires greatsword skills. There are also several critters in Axe,
Leng and Oakvael which can only be hurt by silver weapons. Since few
people care to battle major critters with silver daggers, a greataxe
is necessary and also requires greatsword skill to use. (Note, quest
weapons will be covered in detail later.)
However, others like to concentrate on a single melee weapon,
like a greatsword or halberd, and simply THROW the weapon when they
need to drop a fleeing opponent. The halberd has the additonal
advantage of being able to POKE critters in an adjoining hex. Plus,
knights can quest for a very powerful halberd.
PAGE 53
The second weapon class of interest will be distance weapons like
bows, daggers/shurikens, hammers and axes. For a beginning
character, development of bow skills will be important. Bows are
readily available, even ones that have weapon adds, and can be
used to kill fleeing critters. Even more important than killing
fleeing critters, bows can allow you to challenge tougher critters
from relative safety. A favorite technique of many players is to
wear a water breathing ring and lead critters to water. Most
critters don't know how to swim, so a player with a bow can jump
in water and shoot away without having to fear for his/her life.
Although bows are great for beginners, as you advance and can
survive in tougher areas of the game, one item close to the top of
your shopping list should be a rhammer (returning hammer) or raxe
(returning axe). The primary benefit of these weapons is you can
throw them every round instead of having to spend every other
round loading a bow. They also hit considerably harder than most
bows can.
When your character has reached the eighth level, it is time for
pursuing knighthood. Knighthood is granted to lawful eighth level
fighters who have no karma points (you get penalized one karma
point if you kill any lawful humanoid character, either computer
operated or another player). This is done by one of several
knight trainers. They are Hermann in the northeast corner of
Kesmai, Aniette in Oakvael and Kaz in Leng. If there is a Knight
trainer in Axe, nobody has found him yet.
Hermann (the hermit) was the very first knight trainer and can be
found in the far northeast corner of the Kesmai surface. The trip
there is very hazardous for an eighth level fighter. Look for an
escort or be very cautious. Your character will need waterbreathing,
either a water ring or crocodile boots.
The way to Hermann's is populated with all sorts of animals.
Crocodiles, boars, sharks, wolves, bears, and last but not least,
a pair of very nasty griffins will be encountered. It helps to
have some (big) friends when you go to visit Hermann.
At this point, a more attractive alternative is to visit the
Oakvael knight trainer, who can be found in the northeast corner
of Oakvael. The big advantage here is there are not nearly as many
critters to deal with and you can generally outrun anything you
find on the surface of Oakvael.
PAGE 54
At the knight trainers, empty your right hand and say: <name>,
train (or teach) me. The trainer will then place a knight's ring
in your hand, which is usually worn on the left hand. While you
wear the ring you can cast several spells: strength, cure, light,
locate and enchant. These spells dramatically improve the
effectiveness of your character.
The most commonly used spell will be cure, which will remove
approximately 30 to 80 percent of hits taken during combat. This
spell can be used either to remove hits on the knight, or the
knight can cure other players (or critters).
The next couple of spells are used about equally; the locate spell
is used to locate critters you want to attack (or avoid) and light
is used to disrupt certain undead critters like banshees, liches,
wights and wraiths. A high level knight can easily kill these
creatures with a light spell. Strength is pretty self explanatory
and comes in really useful when you have built up your character
to the point where you can find 50K coins in a game session. This
is a very realistic goal when you can play areas like the undead
level (-280ft) in Oakvael.
The last spell available to a knight is to enchant weapons. The
weapon in question must have no combat adds to begin with. With
the availability of powerful quest weapons like the knight's
halberd, the enchant spell is not nearly important as it once was.
In addition to the above advantages, there is a special quest
available to knights, which will be covered in detail later.
12.02: Developing a Martial Artist
For the first few levels of life, some people recommend that an
MA wear a light armor, like the skin of a troll. However, many modern
MAs recommend never wearing armor. The extra damage during combat
will allow the MA to advance rapidly in skill because of the risk
bonus. The MA should just be careful to avoid combat with multiple
critters and to balm damage frequently. Hand blocking will soon
become very effective and armor will only ruin that ability.
Fire and ice protection should be by means of protective amulets
or rings, or robes if available. Furs are also allowable if nothing
else is available, but can be a bit encumbering.
PAGE 55
JUMPKICK starts to become an important weapon around Red Belt.
Below that, frquent sprains and falls will occur that will inflict
light damage on the MA. By 2ndDAN, a 3 hex JUMPKICK can be executed
by the unencumbered MA with total confidence. KICK and JUMPKICK
should always be executed with a bare foot. Boots increase the likely
hood of being blocked by armor. Keep feather fall boots on the belt
for easy access for those times you must leap off cliffs.
Bare hand/bare foot damage is the same for all modes of attack:
jumpkick, kick and fight. Blocking and damage ability will steadily
increase with each new skill level. However, battle against heavily
armored critters can be frustrating even up to high skill levels.
The MA should quest for gauntlets as soon as possible, since
quest gauntlets dramatically increase ability to penetrate armor.
There is a special quest available to MAs for crystal gauntlets,
which will be covered in detail later.
12.03: Developing a Thaumaturge
Thaums start the game with 14 spells written into their
spellbooks, and a magic skill level (usually) of 2 (Apprentice).
At this skill level, the only spells that will work with any
measure of reliability are Strength, Curse, and Fear.
Casting Strength upon him/herself (or upon anyone standing in the
same hex) will give a little bit of combat advantage, or help with
carrying heavy objects (like that troll).
Casting Fear will cause those hit by it to run in random
directions for approximately 10 rounds (and is by far the most
aggravating spell to be on the receiving end of).
Casting Curse at a crit will cause damage equal to from 2 to 4
times the thaum's magic skill level.
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However, thaums can attempt to cast ANY of the spells written in
their spellbooks; sometimes the spell will work (if the thaum has
enough mps) even though the spell was designed for a higher skill
level. This is a good way to gain skill, because whether the
spell succeeds or fails, skill is awarded for the attempt, and the
more mps expended, the more skill points received.
A couple of advantages accompany attainment of the next magic
skill level. First, the spells of Light, Blind and Prfire will
become more reliable (thaum spells are NEVER totally reliable and
of course they fail at the worst times). Light can be used in
dark areas and to disrupt undead critters like wraiths and wights.
Blind can be cast at crits or groups of crits to give the thaum
time to deal with them while they can't see him/her (Blind lasts
several rounds, depending on skill level of the thaum). Prfire
will give the thaum or anyone upon whom it is cast some (not
total) protection from fire thrown by crits in the dungeon.
However, just as important as the new spells gained is the fact
that at higher skill levels, the spells become more potent.
Curse, which at level 2 does about 6 points of damage, will now do
between 9 and 12 points. Once magic skill level 10 (Summoner of
Snakes) is reached, the thaum's Curse, once so weak, will be doing
nearly 40 points of damage, more than enough to slay most wraiths,
for example.
After the acquisition of troll armor and fire protection, thaums
need to develop their magic skills. The secret to a steady
advancement in magic skills is to constantly cast spells. The
more magic points you burn up, the faster the process. As more
powerful spells start functioning they should be used, mostly
because they use more magic points. With frequent trips to the
thaum trainer, you can see a steady increase in magic skills.
The four most important thaum spells are: stun, lightning, death
and phantasm. Stun comes first, becoming effective at magic level
four. Stun will freeze an opponent or group of opponents for
about four moves depending on your character's skill. Thaums then
wade into their frozen opponents with a melee weapon. The curse
spell is used to bring down wounded opponents fleeing from such
encounters after the stun spell lapses. As with fighters, because
of the structure of the game, the melee weapon of choice is the
greatsword. With the spells available to thaums, they do not need
to rely nearly as much on distance weapons.
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The lightning spell allows thaums to strike at groups of
opponents. Care needs to be taken with this spell. More thaums
have been killed by their own lightning then by critters. Cast it
only at unmoving opponents, stunned groups or archers, or cast it
at a hex rather than a crit on the hex. DO NOT cast lightning
while in the water, or attempt to cast it over water. Lightning
is also the only 'area' spell that is available to thaums, that is
a spell that affects groups of critters standing on one hex.
The death spell is the second best offensive spell in the BG,
second only to the wizard's ice spear. Death cannot be blocked,
is not affected by armor, and cannot be effectively saved against
by creatures in the basic game. It hits for ten times the thaum's
skill level. A stun and death combination is effective for all
but the toughest critters.
The next and most important spell a thaum can aim for is the
Phantasm spell, obtained at level 11. This will allow the thaum
to create djinn, magical characters that will obey certain of his
commands. Djinn are useful to use in "baiting" critters; sent
ahead of the thaum, zoos (or more commonly dragons) will focus on
the djinn, and continue to try to slay it, and the thaum can fight
them while they are thus engaged with little danger to himself.
Djinn can be commanded to follow, to stop, to attack crits, to
take items from the ground or drop them to the ground, to climb up
or down stairs or cliffs. Djinn wield spells themselves; casting
icestorms or concussions at crits they have been commanded to
fight, or advancing on them to attack with MA skills or held
weapons. They make wonderful partners for thaums, even though
they aren't very conversational Once the thaum has this spell,
there is little point in continuing magic training. Higher
magical levels will continues to make present spells more potent,
and earn the ability to learn new spells.
12.04: Developing a Wizard
Like thaums, the first things a wizard needs to acquire is troll
armor and fire protection. Also like thaums, the secret to a
steady advancement in magic skills is to constantly cast spells.
The more magic points you burn up, the faster the process. As
more powerful spells start functioning they should be used, mostly
because they use more magic points. With frequent trips to the
wizard trainer, you can see a steady increase in magic skills.
PAGE 58
One of the more important spells a wizard has is one of the two he
starts the game with; MagicMissile and Bonfire. Magicmissile will
do about 4 times the magic skill level of the wizard, in terms of
damage. At low levels, that is not a lot, but a wizard of 15th
level magic skill is shooting 60 point MMs, and that is nothing to
scoff at. Thus, it is important to develop magic skill early.
Many wizards have little or no weapon skill, concentrating on
magic from the very beginning.
Bonfire is the first of the wizards terrain spells (terrain spells
must never be cast in town, by the way, or the wizard will turn
neutral). Terrain (or area) spells differ from direct attack
spells like MagicMissile, or the thaum's Death spell, in that they
work upon the terrain, and not the crits. If any crits dies in
the first round due to the casting of a terrain spell, the wizard
will receive the experience points he would have received with a
direct attack spell. The big advantage to terrain spells like
Fireball is they can level entire "zoos" in the first round,
giving lots of experience for little effort. Wizards start out as
the weakest crts in the game (excepting, perhaps, thieves) but
with patience can grow to become the most powerful.
Bonfire becomes more useful when the wizard has gained for himself
some fire protection. Until then, it can be quite dangerous,
since bonfires must be cast a direction, i.e. CAST N N rather
than AT a crit or the fire can land on the wizard's hex and make
wizard toast. Once fire protection is obtained (Prfire spell can
immediately purchased for 200 coins) the wizard can PURPOSELY cast
bonfire on his own hex. This serves to burn up any crits that
have entered the hex with the wizard, or to keep them at bay while
the wizard casts MMs at them. Using fire upon the wizard's own
hex is one of their most effective strategies. Bonfires typically
last 10 to 12 rounds.
First goal in this class is to become a shaper of fire and to
acquire the fireball spell. The spell is used defensively and
offensively. Defensively, it holds opponents at bay, or weakens
them prior to armed combat. Offensively, it can kill multiple
opponents.
Using a prfire spell in conjunction with the other fire
protection, wizard can cast even concentrated fireballs on their
own location to kill or weaken opponents who have closed. Except
for salamanders, silver wolves, some gargoyles, drakes and
dragons, all critters in the basic game take damage from fire.
Obviously, some critters are much tougher than others and may need
several fireballs to kill them.
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The icestorm spell that can be obtained at the level of shaper of
ice is more powerful than the fireball spell. This is both good
and bad. It is good for dealing with the creatures with many hit
points that are harder to handle with the fireball spell. It is
bad because the spell will also damage the wizard. To be used
effectively, the icestorm spell requires that the wizard be very
well protected against cold. As an absolute minimum, the wizard
should wear a fire and ice amulet or use the prfireicespell.
One important note on area spells like the fireball and icestorm.
A competent wizard can vary the size of the area the spell covers.
Normally, these spells cover a 2-hex radius, but can be cast to
cover a 3-hex radius or, more importantly, on a 1-hex radius. The
reason you would want to cast on a 1-hex area is to concentrate
the effectiveness of the spell. If you take a spell designed for
2-hex area and concentrate it on 1-hex area, you effectively
double it's power. This is also true if you cast it on a 3-hex
area, in which case you halve the effectiveness. With proper ice
protection, a favored technique to deal with ghouls (who are among
the nastiest critters in Oakvael) is to run 3-hexes away from the
ghoul and warm up an icestorm, wait for the ghoul to reappear on
your hex, cast a 1-hex icestorm and run 3 more hexes. You may
take 10 to 20 hits damage from the icestorm, but a ghoul can do
considerable more damage to you than that. After the second or
third icestorm, the ghoul will either die or start running.
The next important spell is a Firebolt. The total length it can
be cast is euqal to half your skill level rounded up, including going
around corners and out of the wizards sight. It is a devastating
spell that does as much damage to most critters as an icestorm.
No other direct attack spell is presently available to wizards
until they reach the 14th level of skill. At this point the
marvelous IceSpear spell can be acquired. IceSpear is the single
most potent spell in the game, doing over 19 times the magic skill
level of the wizard in hit points of damage!
As for defensive spells, the wizard's Shield spell is almost
completely effective against missile weapons and becomes somewhat
effective against melee weapons as the wizard's skill increases.
The darkness spell works as emergency defense against many
creatures. When the number of opponents is too great, cast
darkness and then blanket the area with fire or ice.
PAGE 60
Wizards have equipment needs, as well. A robe is essential for
your wizard. If you want to be primarily a magic user and
develop only a little weapon skill, you want to get a set of
dragon or drake scales to protect you from your own CONCUSSIONS and
to provide passive protection against weapon attacks. Ice dragon
scales are best because of its additional weapon blocking power. You
then need to develop only a few levels of weapon skill to deal with
the very few critters that are immune to your magic, like the Axe
kingwolf. Broadsword/Greataxe at Competent level are two popular
weapons for wizards. Also, threestaff skill, which is strictly for
blocking, is popular with "magic only" wizards.
Although most traditionalists frown on spending a lot of time
developing weapons skills for wizards, when you start using higher
powered spells you will find that the MP (magic point) regeneration
has trouble keeping up with you, even when wearing a robe. At times
like this, you will need to have skill with at least one melee
weapon, if only for self defense.
12.05: Developing a Thief
Like wizards, thieves begin the game with only two spells, Hide
and Fsdoor. Running a thief can be a frustrating experience at
low levels and is not recommended for a first character. Aside
from the hazards of the dungeons, thieves also have to cope with
NPC knights in town like the sheriff, who will attack them on sight.
They have no offensive magic power, they don't receive many hits, and
they can't use the game's best weapons. Moreover, the STEAL command
is not very effective unless at high thievery skill level, and only
then when used in combination with HIDE and DARKNESS.
Now for the fun part of operating thieves, namely the Hide spell.
Hide allows the thief to go unnoticed through the dungeon. A
thief in the same hex as a player or crit will ALWAYS be seen
(unless there is a spell of darkness in place), and a thief
standing in an adjacent hex will ALMOST ALWAYS be seen. But from
two or three hexes away, thieves can hide very effectively, given
enough magic skill.
The effectiveness of Hide is determined by the thief's magic skill
level against the experience level of the player or crit from whom
he/she is hiding. A thief with magic skill of 3 (Diviner of
Magics) can rarely hide from a crit of high experience at any
distance, however a thief with a magic skill of 10 (Master of
Secrets) can successfully hide from anything in the BG, from three
hexes away.
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A thief can only hide when he/she is in darkness, or in a hex
adjacent to a wall, tree, mountain or ruin. The hide spell, once
cast, remains in effect until the thief moves into the open, takes
damage (any amount), draws or holds a large object, or quits.
The thieves' Fsdoor spell allows them to find and open secret
doors. When this spell is cast, any secret door within sight will
fly open and remain open for several rounds. Useful, in that the
thieves' guild can only be entered through secret doors.
With troll armor and fire protection, thieves should work
concurrently on pursuing magic skill and weapon skill. Stealing
requires quite a bit of patience and technique to develop into an
effective mode of play, so most thieves don't bother with it.
In magic skill, the key spells are darkness and nightvision
(available at magic skill level 6, Lurker in Darkness). Once your
character has nightvision, he can go anywhere in the game save the
lairs of drakes and dragons by casting darkness and hiding.
Bigger crits can be fought in the darkness the thief has cast,
where the thief with nightvision can see, but the crit can't. Be
warned that several crits can see in the dark, including ogres,
rockworms, ghouls, dragons and drakes.
Since thieves do not possess offensive spells, magic skill is
accumulated only by practice and training. Training is expensive
and so is the purchase of most thief spells. Thievery may be the
most expensive occupation in the game. The best place to train is
in the thieves' guild at the 120 level of Axe Glacier. This is a
good point to mention that if you do wish to train your character
for thieving you will need to go to Lockpick Town (above the 120
level) and purchase a lockpick from the general store.
Weapons require some early choices. Only small weapons can be
held by thieves without evaporating the hide spell. Daggers,
short swords, shurikens and crossbows are preferred weapons for
thieves. Really large weapons like staffs and greatswords cannot
even be belted with the hide spell. Melee weapons and long bows
will evaporate the hide spell when wielded. Also, no "lawful"
weapons can be wielded by thieves at all.
Many thieves have chosen to develop MA skills and end up running
mini-ninjas. A thief with high level MA skills will make up for most
of the aggravations of getting one started. The thief trainer in
Oakvael will train thieves up to 3rd Dan in MA skills, which is
extremely powerful for any BG character. Note, if you decide to run
a MA type thief, most of the hints given in the MA section will apply
here too.
PAGE 62
There is one quality weapon that is available to thieves, namely
the +4 crossbow carried by the Doom.Orc in Oakvael. It is a blue
glowing weapon, therefore can be used against several critters
that are magic weapons only. Used from hiding, this crossbow is a
potent weapon and is one of the reasons night vision helms are
readily available. A thief can sneak by the Axe drake, ice dragon
and into the Yeti's lair, spend 20 minutes sniping at the Yeti in
relative safety and have a nice hoard to loot with the NV helm the
Yeti carries. Also, about the only time a knight will start
kissing up to a thief is when the knight needs the dagger the Yeti
carries, which a thief can produce with little fuss.
Thieves are excellent characters for exploring new territory or
going into dangerous areas other characters would not tackle. The
downside is, that once there, thieves are limited in what they can
do. But some valuable items have been picked up by thieves that
much more powerful "lawful" characters don't dare attempt to
retrieve.
Thieves are neutral, but have an inherent disguise spell (they
never need to cast it, it is built in) that makes them appear to
everyone but Knights or higher level thieves as lawful fighters.
This is fortunate, because, being neutral, they have no protection
by the "karma" rules of the game. However, since Kesmai Corp.
banned player vs player combat, no one is allowed to attack
thieves except in self defense.
The only problem is Kesmai Corp. never got around to telling the
NPC (non-player character or computer operated) knights about this
policy, so they will attack a thief on sight. This can make it
hard to do things like banking and using the locker, but careful
use of the Hide and Darkness spells will often take a thief
through safely.
As far as equipment for thieves go, robes are useful fire and ice
protection and help to regenerate the limited magic points thieves
get. Since thieves don't have any offensive magic spells to use,
limited MPs is not a big problem. Any variety of dragon scales is
optional, unless MA skills are being developed.
PAGE 63
13.00: Karma and Alignment
All characters in the game have a certain "alignment". Most of
the players are "lawfuls", which means they are in good standing
in the various communities. Most of the crits are "chaotic"
(signified by an * in front of their designation) or "evil"
(signified by a + in front of their designation). Chaotics will
attack all non-chaotics; evils will attack non-evils.
Sometimes chaotic and evil crits can be found in combat with one
another.
Thieves are "neutral" players, although they appear to everyone
(including crits) except Knights to be lawful. Thieves will be
attacked on sight by the NPC Knights in towns such as the sheriff
and his deputies; but will not be bothered by other NPCs or
statues that live in or guard the towns.
Wizards or Thaums that cast terrain altering spells (such as
lightning, fire, illusions, portal, darkness, etc.) inside town
limits will turn neutral immediately, and will be seen as neutral
by everyone.
They will immediately be attacked by all lawful NPCs, not just the
sheriff. The only way they can be restored to lawful status is by
taking a silver dagger to the confessor ghost (in Kesmai, the
ghost is in the northwest corner of the temple), dropping the
dagger in the ghost's hex, and asking GHOST, FORGIVE ME.
Any player that slays a lawful character will also turn neutral.
Some terrain spells may result in inadvertent killing of a lawful
crit or player, so special care must be maintained. If the lawful
character that was killed was "human" (another player or an NPC)
the killer will also take a "karma hit".
Karma is revealed when a SHOW STATS command is given. If you have
taken one karma point, you will be told "You have killed one
lawful." If you have two karma points, it would be "two lawfuls",
etc. If a player has three or more karma points, the player's
alignment may be changed to evil, and the player will not be
resurrected upon dying.
Karma can be removed by the confessor ghost, as well. The price
demanded, rather than a silver dagger, is a tiger figurine (fairly
rare in the Basic Game). Drop the tiger figurine in the ghost's
hex, and say GHOST, FORGIVE ME.
Weapons may also have an alignment. Broadswords, Greataxes,
Rhammers and Raxes are lawful, and cannot be used by non-lawful
players, even if such a player could obtain one. As well, lawful
weapons give an extra combat add than normal when used against
evil characters.
PAGE 64
14.00: Extending Your Horizons: The four basic game segments
14.01: Kesmai
Kesmai is the beginning scenario and when Oakvael was opened up,
most of the critters were downgraded. Once upon a time, level -4
was one of the toughest areas in the BG, but now when most players
get enough experience, they move to the other game segments.
The dungeon is made up of 4 underground levels; the top level is
designated -1, the bottom one -4. Level -1 is the easiest level,
and the best place for the new player to get accustomed to the
game. Skeletons and kobolds are the easiest crits on this level,
hitting for about 5-7 hits and not hard to kill. Skeletons and
kobolds can only move one hex at a time. Kobolds will run from
you when badly wounded. Orcs are split between archers and
fighters, are a little harder to kill, but are worth 4 times the
experience points of skeletons. Wyverns are tough and fast flyers,
able to move 2 hexes at once, and can hit for as much as 15 points
damage. Trolls are perhaps the toughest of all, although they are
still confined to 2 hex movement; they are worth the most
experience points, and will also run when badly wounded. An
occasional wight may be encountered; wights stand away and cast
curses at you, but do not do much damage.
Level -2 has much the same selection of crits, but they each hit a
little harder than their -1 counterparts, and are tougher to kill.
Some of the orcs on -2 can cast fire at you, which can do a lot of
damage to an unprotected character. Still, -2 fires are
relatively cool, and most characters will be able to get out of
them alive, even without protection. Goblins are found on -2,
split between archers and fighters.
Level -3 has a few changes. Few skeletons or kobolds will be
encountered. The orcs will almost all be fighters, and more
fierce than any previously encountered. The wights curses hit
harder. Trolls become very powerful. And some new crits will be
encountered: hobgoblins are larger and much more dangerous cousins
to the upper level goblins; wraiths are crits that stand off and
cast spells of blindness (blinding you for several rounds; you can
recall if it seems necessary, or having previously memorized your
retreat path, retreat blindly but safely) or death. Death spells
can do as much as 40 points of damage on this level.
PAGE 65
Gargoyles are very fast, hard hitting pests that present great
danger because they can do so much damage even when you are trying
to run away from them. Salamanders will engulf you in intense
flame. Some orcs will cast web spells at you, hindering your
movement while they follow up with magicmissiles. Webs can be
burned, or simply escaped as you try often enough; one can also
recall out of a web if necessary.
Level -4 presents some new challenges. All of the -3 crits are
present in harder hitting varieties. They are joined by several
others, making a wonderfully thrilling and dangerous package.
NPCs (non player characters), ghouls, spectres, minotaurs, and of
course, the dragon. NPCs are wizards, thaumaturges, and fighters.
One old thaumaturge, who usually is wearing a robe, can cast death
spells that sometimes approach 70 points. The wizards will
surround you in storms of fire or ice, and the fighter attacks
with a +4 rapier.
Ghouls are invisible except from one hex away, and ferocious, they
can hit or bite for 30 points, often stunning you in the process,
and their bites are POISONOUS (see the section on poison)!
Spectres are invisible until they run low on magic points, and
cast blindness and death, like wraiths. Minotaurs are fierce
beasts swinging hard-hitting staves or greatswords, and they can
absorb a LOT of damage before they will run. The dragon is the
ultimate challenge in Kesmai, not to be fought until a great deal
of experience and hits have been obtained.
The eastern islands are not usually hunted, unless a fighter is
travelling to Hermann for Knighthood, or a player is travelling to
Leng. The islands are home to boars, wolves, and bears that are
mostly equivalent to -2 or -3 beasts in danger. But there is one
bear out there that is second only to the dragon in ferocity,
called "Bigfoot" by the players. This bear announces his presence
with a low roar and he is fire-resistant, hard hitting (as much as
65 points can be dealt out), fast and extremely durable.
The griffins guarding the approach to Hermann's make the gargoyles
of the dungeons seem tame. A tiger roams the area, and is about
-4 average danger. Finally, there are manticoras roaming about;
mantis do not hit particularly hard, nor are they hard to kill,
but they are POISONOUS, and that makes them dangerous indeed. See
the section on poison, page 21.
14.02: Leng
Most sections of Leng are approximately equivalent to Kesmai -3 in
terms of danger. The areas I would so describe include the plains
of Leng, the dungeon, the mausoleum level, and the first cliff
level. Other areas, such as the Dark Tower and the higher cliffs,
are much more dangerous.
PAGE 66
Skeletons, berserkers, NPCs, manticoras, hyenas, boars and
sandwyrms inhabit the plains of Leng. Skeletons are still not
very tough, though they are perhaps a bit faster than their
Kesmain cousins. Berserkers are archers or fighters, roughly
equalling -3 orcs. The NPCs are pale reflections of their Kesmain
relatives, quite weak and easily handled. Manticoras are still
poisonous. Sandwyrms are invisible unless on your hex, but fairly
easy to handle (many of them also bear a polished star ruby that
must be held in hand to go through the "shimmering portal" west of
town). Hyenas and boars are much like the easier crits in
Kesmai's eastern islands.
Dungeon creatures are of the same variety as those found in
Kesmai's -4. But they are not as tough. They yield very good
experience and skill, however. Think of the dungeons probably as
equivalent to -3.
Crits on the mausoleum level and the first cliff level are much
the same as those on the plains and dungeons. Griffins are not
nearly as fierce as those in Kesmai. One exception is the
scorpion. This crit stings with intense poison, and usually stuns
with the sting. The danger with both manticoras and scorpions is
that they will sting and stun you, then sting and stun you in the
next round, and the next, and keep repeating it until you are
dead. Even if you manage to recall out, the poison they have
injected will likely finish you before you can balm or get it
neutralized. It is not a bad idea to wear a neutralize amulet in
Leng.
The second cliff level holds a tiger of great durability, as well
as bears, boars and wolves. These crits all hit harder than their
counterparts elsewhere in Leng, and, though not especially
terrifying to experienced players, should be treated carefully.
This area is also where you can find the knight trainer and MA
trainer.
The level of the drake's lair holds minotaurs and manticoras. The
greatest danger with these are their number and their regeneration
rate; as fast as you kill them, new ones will always be around to
pester you. The drake, of course, is especially dangerous; in the
present version, both the Leng drake the dragon are EATERS, they
eat your character and send you on your way to the under world.
PAGE 67
The Dark Tower of Leng is popular for its fast regeneration rate.
The lower levels of the tower are the easiest, though the crits
may overwhelm you simply by weight of numbers. As one goes higher
in the tower, the crits become more dangerous. Some of them are
able to HIDE in the shadows, like a thief, and there is one
critter called a lich that from some invisible point will STUN you
if it can, then proceed to cast Death at you while the others beat
on you. The topmost level of the tower holds a couple of fierce
griffins (much more powerful than the cliff dwelling griffins) and
a Vampire. The Leng Vampire is very quite nasty by himself, but
combined with the griffins, salamander and lich, this is without a
doubt the most dangerous area in the BG.
North of the mausoleum area, there is also a SandSerpent's lair.
The SandSerpent is, perhaps, the easiest of lair crits in the BG,
killable probably by most players who can handle the rest of Leng.
The SandSerpent can hit for 40 on a good roll, usually much less.
Underneath the stables west of town is the Granite Hall where
*Shido hangs out. This martialartist commands packs of powerful
*ninjas which have a permanent hide spell and can only be seen when
standing next to or on your hex. Only thieves and MAs can enter
the lair. But there is no hoard and *Shido wields a rather worthless
MA weapon called the fan. Thrill seekers only.
14.03: Axe Glacier
Until Oakvael was opened for business, Axe Glacier was home of the
most advanced trainers in the game. If you should find that your
skills have advanced to the point where the Kesmai trainers say
he/she is no longer able to help you you can get advanced training
in Axe Glacier. Axe Glacier is also home to an entirely new set
of creatures.
The Axe is made up of several levels, as is Kesmai. But there is
a significant difference. In Kesmai, each level is graded,
progressing to greater and greater danger. In Axe, all levels
except the surface level are of equal danger, and the danger
POTENTIAL is much higher than in Kesmai, although the traveller's
time will often, even mostly, be spent in far less danger, due to
a general lower density of crits than on Kesmai -4. An Axian zoo,
however, can be one of the most dreaded encounters in the BG.
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The surface level of Axe Glacier is relatively tame, somewhere in
the range of -2 to -3 of Kesmai. Skeletons, kobolds, gargoyles,
orcs...the usual range of Kesmain crits is to be found there. One
interesting change to the skeletons is that those in Axe cannot be
harmed by bow weapons, although they are relatively wimpy for the
experienced player. All of the remaining levels, from 60' to
230', are another matter entirely. They are populated by crits
that are individually tougher than their Kesmain counterparts.
14.04: Oakvael
The last and greatest(?) BG segment to be implemented, Oakvael
handily displaced Axe as being the toughest area in the BG. The
surface area of Oakvael is relatively mild, with the most
dangerous critters being the wandering griffins. Oakvael is also
home to the most advanced trainers in the BG.
The most notable feature of Oakvael are the pits that drop to the
deepest parts of the area. FF (featherfall) boots are very
necessary here. The southeast pit drops directly to the undead
level (-280 ft), sometimes it's called the express elevator to
hell. The end of the drop is by an altar, which is populated by
banshees, ghouls, liches, NPC thaums and wizards, stalkers,
wraiths and wights. Please take note, there are times when you
WILL find all of the above in the same spot at the same time, the
area is notorious for zoos. If you blunder into the wrong spot in
this area, you can take more than 200+ hits in one round.
Now for the good news, for a high level player this area will
yield the most loot, gold and experience that can be found in the
BG. You can average more that 1/2 million experience points per
hour, plus 50K in coins. To survive in this area, a minimum of
140 hits is suggested, with the more the better (see above note on
zoo damage potential).
If the undead level sounds too intense for your taste, one level
up at the -240 level, there is the troll/demon temple area. This
area is is inhabited mostly by gargoyles, hobgoblins, minotaurs,
NPCs and orc archers. They are all considerably more mild
mannered than what you would find on the undead level and a
character with 120 hits or so can usually be successful. The main
attraction of this level is fairly common DPs (drake potions). It
is fairly common to find one DP per hour in the area.
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One more level up is the serpent level. The main feature of this
level is a wandering serpent who typically carries a DP in a
mother of pearl bottle. The critters are pretty much the same as
on the troll level, except for one robed minotaur who can be quite
nasty. The serpent can hit for 30 to 50 hits, with frequent
poisons. This area also has fairly common DPs; again the average
seems to be about 1 per hour.
The next level up is the hobgoblin caves, which is (obviously)
populated by hobgoblins, orcs, trolls and an occasional spectre.
Finally, just before you reach the surface, there is the spider
level. The spider and hobgoblin cave areas are comparable to what
you would find in Kesmai -3.
The serpent and troll temple levels are comparable to Kesmai -4,
with the undead level being much like the upper levels of the
Annwn dungeon in the AG (advanced game).
Up to now, one level has been omitted, namely the reptile pit
(-310). This area is primarily for the final part of the knight's
quest, which will be covered in detail in the quests section.
This area is the residence of two to four robed minotaurs, four
big wyrms, numerous stalkers and one whirl wind breathing dragon.
After getting past the wyrms, the dragon is usually a piece of
cake (as long as you have two or three really big knights along).
A minimum of 200 hit points is recommended, and at times that
won't seem nearly enough.
14.05: Moving Between Segments
Movement between the segments of Kesmai, Leng, Oakvael and Axe
Glacier is accomplished by portals. There are two portals from
Kesmai to Leng; the first is in the SE corner of level -2, or the
SW corner of level -3, in a room with a pool and an altar. This
portal takes you to the Lost City of Leng. The second portal to
Leng is in the far eastern section of the surface of Kesmai, in
the Eastern Islands and takes you to Stonehenge in Leng. The same
portal will transport you back to Kesmai, where you will appear in
the western section of the temple.
The portal from Kesmai to Axe Glacier is inside the limestone
cavern on -3. This will transport you to Axe Surface town; the
same portal will transport you back to Kesmai, where you will
appear in the western section of the temple.
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The portal to and from Oakvael is just to the east of Kesmai town,
behind Sage's shack. At the other end of the portal to Oakvael,
you will find yourself next to the right of an altar. Moving to
the opposite side (left) of the altar, that is the return point to
Kesmai. The town in Oakvael is to the west of the portal and is
located in the trees above the surface.
There is a portal in the NW section of Kesmai, and another near
Chaotic Town in Axe Glacier, that will transport a player directly
to the Advanced Game. These are one way portals, once in the
Advanced Game the only way back is by rerolling. Don't use them
unless you are sure. Before moving to the AG, files in the
MPGames library should be consulted.
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15.00: Praetoseba, The Underworld
Once upon a time, when you got too old, had too few constitution
points or managed to get eaten by something, you suffered
permanent death and had to roll a new character. Since Praetoseba
was opened, you can now save your character by doing four
different quests.
This section covers Praetoseba, also known as the Underworld
(which is considerably easier to spell and will be used hereafter
in this file), plus a few helpful hints on how to proceed with the
quests.
15.01: General Notes
There are four quests which have to be completed, assuming you
have no karma points, before you can leave the Underworld. If you
have one or more karma points you need to get forgiven first. The
karma quest is covered at the end of this guide. After the final
quest is completed you go to the exit portal which is located at
the extreme northeast end of the UW. Use the standard portal
chant to return to the land of the living.
To deal with anyone in the Underworld you need to type in 'xxx,
teach me', where 'xxx' is the name of the NPC you are dealing
with. This also applies to Set, the karma point forgiver, who will
be covered in detail later. One of four things can happen from
there. (NPC = non-player character, or computer operated)
1. The NPC will tell you to go see someone else (another
NPC)
2. The NPC will drop something and tell you to take it to
someone else.
3. The NPC will tell you to lead an animal to someone else.
4. The NPC will tell you he/she can't help you, or you
should see someone else first, in which case you are talking
to the wrong one.
To deal with animals like the tiger, cobra or crocodile, you
approach the animal and say 'xxx, follow me', where 'xxx' is the
animal in question. One thing to note with the (lawful) crocodile
is there are usually chaotic crocodiles in the area too, so make
sure you talk to the right one. To get the critter to go up or
down stairs or pits, say 'xxx, climb up (or down)'.
To deal with chaotic or evil critters, the best thing is to walk
away. Almost all the critters in the UW are slow moving and slow
reacting, with the exception of the Ice Dragon, who can hit you
with an icestorm as soon as it sees you. The skill and experience
gains in the UW are almost nil, so it simply is not worth your
time to start a fight in most cases.
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The fastest way to travel from anywhere in the Underworld back to
the temple is by killing yourself. Unlike the regular game,
anything you are holding in your hands when you die, will go back
with you. Since death is irrelevant in the UW, you can save much
time by drowning yourself or walking into fire. One IMPORTANT
note, this is not the preferred method of travel if you have any
karma points. That will be covered at the end with Set the
Forgiver.
One more VERY important note on getting to the Underworld.
Assuming you have not been eaten by a dragon or something, the
fastest way to get to the Underworld is by phone-slamming when you
die. The reasons to do this are most high level players would
rather spend one to two hours in the UW than losing sometimes
irreplaceable stats or hit points. If you are a knight which has
done all the knight quests, any hit points which you lose though
death can NEVER be replaced.
If you have been resurrected by the Ghods and find you need to go
to the UW to restore skill levels and constitution points, go to
your locker and store all your belongings that you want to save.
Then go to the nearest water or fire and kill yourself, then pull
the plug on the modem (p-slam).
NEVER use the Shrine of Tranquility for a routine trip to the
Underworld!!! The Shrine of Tranquility is strictly a ONE-WAY
trip, used when you want to re-roll a different character and want
to retain the experience and ancestor one character tied weapon.
There have already been several cases where someone used the
Shrine to get to the UW and were VERY unhappy when they found out
they weren't going to come back. The Kesmai Corp. can not help
you either, other than if Fledge is in a sympathetic mood and
helps you build up a new character. They can not bring back the
old character.
15.02: The Quests for Life
There are four quest masters, Osirus, Anubis, Sekmet and Khnumeri.
Each master has two or in some cases three different quests they
can
give you.
15.03: Osirus - Stomache Quest
1. Lead a suitable pet to my son.
Go to southeast end of UW, over rope bridge to area by +Ice Dragon
There are usually two tigers roaming the area. Say 'Tiger, follow
me' and lead him back to Horus in the temple. When the tiger sees
Horus he will bow his head and drop a tiger figurine. Take the
figurine and give it to Horus (drop it on his hex) and say 'Horus,
teach me'.
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Horus will drop an amulet and tell you to take it to his mother,
Isis. Give the amulet to Isis and say 'Isis, teach me'. Isis
will give you her blessing and send you to see Imhotep. Go to
Imhotep and say 'Imhotep, teach me' and she will grant you a
stomache.
2. Get an Anhk from one who was queen.
Go to Tyi, who is on the north side of the river just north of
Cleopatra. Say 'Tyi, teach me' and she will drop an Anhk and send
you to Nepherteri, I who is in a cave to the north.
Give the Anhk to Nepherteri, she sends you to Imhotep back in the
temple.
Imhotep gives you a stomache.
3. Go inquire of the locksmith
Go to Khenty who is located just to the southeast of the temple
entrance. Khenty will give you a key and tell you to go see the
magician, Thutmose.
Give the key to Thutmose and Thutmose will tell you to see
Imhotep. Imhotep gives you a stomache.
15.04: Anubis - Intestine Quest
1. Take a special bow to the goddess of the hunt.
Go to the same area where the tigers are found and in the extreme
south- east corner there is a chaotic NPC archer. Kill the archer
and take the shortbow to the goddess of hunt, Neith. Neith will
grant you intestines.
Sometimes you can't find the archer and are stuck. This can be
because another player came through recently and killed him, or he
may have wandered in front of the dragon lair and been killed by
the Ice Dragon. I Sometime you can find the shortbow by standing
in the hex northeast of the dragon lair entrance and typing 'look
west'. If you see it laying there, you can type in 'west and take
shortbow', then immediately head north to avoid riling up the
dragon.
One time saving hint for doing these quests. If you are sent to
find a tiger by Osirus, you can also go kill the NPC and take the
shortbow too.
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When you finish with the quest given by Osirus, go see Aunbis
next. When you see Anubis, the odds are about 50/50 you will get
the shortbow quest, in which case you are ahead of the game and
can go directly to Neith.
2. Lead a lawful crocodile to the god of the river
Go to the swamps in the south part of the UW and find the lawful
crocodile. Say 'crocodile, follow me' and lead him north to the
river. In the middle of the river is a small island with Sobek's
temple.
There are two things to watch out for here. First is you don't
want to get in a fight with the chaotic crocodiles. Second is you
REALLY don't want to get in a fight with the chaotic hippos in the
river. They only need one bite to send you back to the temple.
When the crocodile sees Sobek, he will bow his head and drop a
bear skull. Give the skull to Sobek and Sobek will send you to
one of two river nymphs. One nymph is in the southeast swamp and
the other is at the south edge of the river.
The nymph will give you a gem to take back to Imhotep, who will
grant you intestines.
15.05: Khnumeri - Lung Quest
1. Seek the most beautiful woman, she will give you lightness.
Go to Cleopatra, who will give you feather fall boots and tell you
to see either the one who rules from beneath the tomb, or the one
who lies beneath the tomb. The entrance to the tombs are east of
Cleopatra thru the secret door in the Sphinx. You will need a
portal gem and a crystal (light) wand, if your terminal program
has no maps.
A. If you are told to see the one who rules from beneath the tomb,
you need to see Pehket. You go through two more secret doors and
one teleport. Climb up 2 flights of stairs and at the top jump to
the west air hex. The drop will put you in front of Pehket.
Remove the boots and give them to Pehket. Pehket will grant you
lungs.
B. If you are told to see the one who lies beneath the tomb, you
need to see Montu. After the teleport into the tomb and before
the stairs up to Pehket, there is an air hex to the south. Jump
into this hex and the drop will put you into Montu's half of the
tomb. Go to Montu, remove the boots and give them to him. Montu
will give you a birch wand to take to Kephri.
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Kephri can be found at the northwest corner of the Underworld by
the headwaters of the sacred river. Give the wand to Kephri and
he will grant you lungs. There is a chaotic demon at the entrance
to Kephri's area to deal with. The best way to deal with him is
to run. In order to run, you need your stamina at its max. The
area from the water to Kephri is all dense forest, which will use
up stamina, so it's a good idea to rest up before you make the
final dash past the demon.
15.06: Sekmet - Liver Quest
1. The god Ra shall be your guide.
You go to the Temple of Ra, which is located above Osirus. Ra has
two quests which he can give you.
A. Seek the wisdom of Ptah. Ptah is located below the cataracts
in the southeast corner. Ptah will give you a blessing and send
you to see Thoth.
Thoth is located at the rear of the main temple, under Osirus.
Thoth will grant you a liver.
B. Take a cobra to Re.Harakhti (the dreaded cobra quest). This
quest can be a real pain IF you get the wrong cobra. Generally
speaking the cobra that you see by Ra is going to be a loser.
Most of the time the snake will move one hex every round,
sometimes one hex every other round! Since Re.Harakhti is located
in a cave under the cataracts, this quest can take forever with a
slow snake.
If you exit the temple and go northwest along the side of the
temple, there often is another cobra hiding behind the grates
under the temple. More often than not, this is also a much faster
snake too. I had a cobra from this area that moved three hex
every round and had no trouble keeping up with me.
The route down to Re.Harakhti also can drag things out. There is
a little known pit which can be climbed down to Re.Harakhti's
cave, which is located on the south bank of the river just east of
the river nymph. This is much shorter route than going across the
north shore and swimming to the climb down by the cataracts.
This is another area where you might want a crystal (light) wand,
since these caves are in darkness. However, if you have good
maps, you can do without the light, since the cobra can see fine
in the darkness.
Lead the cobra to Re.Harakhti. When the snake sees Re.Harakhti it
will bow its head and drop a set of snake scales. Take the scales
to Re.Harakhti and she will grant you a liver.
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2. Inquire of my brother.
Go to Nefertem, who is located in another temple just to the west
of Sekmet.
Nefertem has the same choice of quests as Ra, so see their
descriptions in part 1 of this section
15.07: The Karma Quests
Karma points are incurred when you kill any lawful human, either a
real player or NPC (computer operated human characters). This can
happen sometimes by accident, mostly by people using area spells
like icestorms, fire, nitro, javelins (lightning), etc. Since
balls, javelins and wands are common, this can happen to anyone,
not just wizards and other magic users.
Also, there are times when the Ghods have a rather bizarre sense
of humor and generate NPCs with stats and hits so low, a good
sneeze would kill them. This is especially true for the beggars
and other nuisance NPCs, which leads up to the 'not accidental'
deaths, since there are some incredibly annoying NPCs in the game.
If the karma hit is a result of killing another Player, it had
better be accidental! Player vs Player combat has been banned in
IoK for several years, and anyone who kills another player without
a VERY good reason (like self-defense) can be banned from the
game.
The preferred way to get rid of a karma point is to take a tiger
figurine to the nearest ghost in the land of the living. The
ghost will remove one karma hit for each figurine you give it.
However, at this point figurines will not do you much good.
15.08: Getting Forgiven - One Karma point
If you have one karma point, you will enter the UW from the usual
place. You should carefully make you way to the temple of Set. I
say carefully, because in most cases death in the UW is
irrelevant, but NOT when you have a karma point. If you die in
the UW with a karma point, you will be resurrected in a VERY deep
pit full of fire and ice.
If you make it to the entrance of Set's temple, beware of the
three demons who stand along the three secret doors leading to
Set. The best advise I can offer here is to keep moving, don't
try to fight them. When you finally get to Set, say 'Set, teach
me' and he will forgive you and remove one karma point. You will
then be teleported to the Pit. If you only had one karma point,
you can then step into any fire and when you die you will go back
to the main temple by Osirus.
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15.09: Getting Forgiven - Two or Three Karma points
Getting the first karma hit forgiven is the same as the preceding
section. If you have more than one Karma hit, the next one(s)
will be much tougher to remove.
There are three parts to returning to Set to get the next karma
hit removed. From the pit you have four climbs up, which total
8000 feet.
After you have climbed up, you are in the Sea of darkness. You
have to swim around numerous obstacles to get to the next step,
which is the Sinner's Maze.
At the end of the Sinner's Maze is a climb down to the east
entrance of Set's temple, once again guarded by three demons.
This may not sound that bad, but the problem is you have to do
this in total DARKNESS. Good maps are a must, or this will be a
very frustrating quest.
Each time Set forgives you, you are teleported back to the pit.
When you have no more Karma hits, you can step into a fire hex and
get teleported back to the Temple of Osirus.
15.10: Getting Forgiven - More than Three Karma points
If you have more than three karma points it means you died as an
evil character. The only difference is, as an evil character you
go directly to the pit. The quests are the same as before.
15.11: The Underworld - Summary
Some people have an extreme dislike for the Underworld, but I have
found these are the people who usually make things harder than
they have too. When you consider the alternatives which were
available before the Underworld was created, namely permanent
death if you got eaten or too old, the Underworld does not look
too bad.
The secret to breezing through the Underworld is doing it a few
times. By the time you have seen the quests once or twice, you
should be able to get through the whole works in one to two hours.
This is not a bad price to pay to preserve all your stats and
skill levels, plus when you are reborn you start out with a very
young character. Even with a youth potion, the best you can do is
go back to middle aged.
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16.00: Obtaining Special Weapons and Other Quests
The following is a brief summary of various special and quest
weapons.
Broadsword
The Black Broadsword (BBS for short) is the best weapon in the BG.
It hits hard and blocks well. Though the Silver Greataxe can hit
harder at times, the BBS has a harder hitting average than than
the Greataxe. The +5 Rapier sometimes hits harder when each
weapon is used one-handed, but the BBS has two advantages over the
Rapier. First, it blocks well while the rapier doesn't block at
all, and the BBS is "lawful" so it gains one extra damage add
against evil crits like dragons and drakes.
The Black Broadsword is obtained by taking yttril and iron ore to
Ironbar, who will fashion it for you. Yttril is a "blue-grey
stone with flecks of glowing metal", and is found as rare random
treasure on Kesmai -4, although much more frequently on the undead
level of Oakvael. Iron ore is a somewhat more common rock. Take
these two rocks to Ironbar (the blacksmith shop is west and a
little south of town), drop them in his hex, and say, IRONBAR,
SELL BROADSWORD. He will take them and forge them into a BBS for
you.
The BBS is a character tied (personalized) weapon, only the
character for whom it was made can wield it. It uses greatsword
skill, and it uses a short slot on the belt.
16.01: Silver Greataxe
The Silver Greataxe can hit much harder than the BBS, but can
also hit much lighter, making it a frustrating weapon to use.
Moreover, it never blocks anything. It is really only good for one
thing, killing the Axe Ice Dragon and to a lesser extent, the Axe
KingWolf (more on that in a bit). It is a heavy weapon, and will add
much to your encumbrance. It is lawful, personalized, and uses
greatsword skill, much like the BBS. It uses the long belt slot on
your back.
The Greataxe is obtained by taking yttril and iron ore to
Silvermoon, the blacksmith in Axe Glacier. The entrance to his
shop is located near the statue by the portal to Kesmai. To
enter, you must stand in the entrance at night, holding or wearing
a moonstone ring. Once you are inside, drop the rocks before him,
and say, SILVERMOON, SELL GREATAXE. He will forge the fine weapon
and leave it for you. Go back out the way you came in.
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16.02: Returning Axe
The returning axe (Raxe) is one of the most sought after weapons
in the game. It is a lawful axe, using mace skill. It never hits
really hard, even at high skill levels, but it is a fair blocker.
When it is thrown, it will magically return to the thrower's hand.
This makes it a very effective weapon for dealing with archers, or
spell casters, or crits that are running away. A combo of Raxe in
left (for casters and runners) and BBS or Rapier in right (for melee
situations) is a popular setup for traditional knights.
The Raxe is obtained from Vulcan, high atop Axe Glacier, in return
for an obsidian egg. This egg is obtained by killing the KingWolf
in Axe Glacier. There is one special challenge in dealing with
the Vulcan. The vulcan is located in the upper levels of Axe,
just before the drake lair. His home is hidden behind another
night portal which requires a moonstone ring. When you finally
stand before the Vulcan, beware of his daughter, Alia. Given the
opportunity, she will steal the egg before the Vulcan gives you
the raxe. The best way to deal with her is to wait until she
moves onto your hex and then STEAL from her. Unless you are the
best of thieves (in which case you wouldn't need a raxe in the
first place), you will be caught and she will run away from you.
Another way to deal with Alia is to scatter several coins between
you and her, and deal with the Vulcan while she is occupied.
16.03: Rhammer +4
The rhammer can be found in several areas of the game; the crypt
behind the dragon lair, the Iron Lich lair in Oakvael and the
Giant's castle in Axe. Overall, the easiest one to obtain may be
in the Giant's castle, where it can be found on an altar next to
the room the giant occupies. The only major hazard are the NPCs
that inhabit the castle; you can get the rhammer without having to
fight the giant. Damage is about the same as a raxe, as is its
blocking, but it is more often armor blocked.
16.04: Crossbow +4
The +4 crossbow is carried by the Doom.Orc on the surface of
Oakvael. This is the only non-aligned blue glowing weapon in the
BG and is a favorite weapon of thieves, since it can be wielded
while hiding. The only big hazard to obtaining this weapon is the
zoo that usually keeps the Doom.Orc company. The critter that is
hardest to deal with is the 'presence', which can continuously
cast stuns. This makes it rather difficult to fight the rest of
the critters.
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16.05: Crystal Gauntlets +4
The crystal gauntlets are a quest weapon for MAs. Due to a bug in
the game, these gauntlets can be ancestored to non-MA characters,
which made them one of the most prized weapons in the BG.
The gauntlet quest starts with a visit to the Oakvael MA trainer,
Yuri, who will tell you to save the lonely one and slay the Leng
dragon. The lonely one is named Konran, and he is located on the
troll temple level in Oakvael, next to the stairs to the undead
level. The object of the quest is to safely escort him back to
his hut in town. The best way to approach this quest is to start
from the surface and work your way down, killing everything on the
way down. Bring Konran back up the way you went down and hope no
new zoos pop up on the way back. This can be a frustrating quest,
since Konran is basically a wimp and can be killed by almost any
critter. Also, Konran has a very annoying habit of disappearing
if he gets out of your sight for more that 2 rounds. The final
climb up from the spider level to the surface is the most likely
place for Konran to get lost. If possible, have a friend stand at
the top of the climb to wait for Konran. When you get Konran back
to town, he will give you some cloth to take to another trainer.
The second part of the quest can be either easy or terrifying. If
you can get a high level player to kill the Leng dragon for you,
it will be easy. If you want to kill the dragon yourself, be
prepared to be scared witless and possibly eaten. The Leng dragon
casts icestorms that can do 20 to 30 hits, even with ice
protection, and can hit for 60 to 90 hits. The only thing that
helps during the fight is when you get hit too bad you can jump of
the cliff to balm (assuming you remembered the FF boots). When
the dragon is dead, the corpse will yield a small ivory buddha.
Sometimes buddhas can be found at the bottom of the climb up to
the dragon, since most people who regularly kill the dragon will
push the corpse off the cliff.
Once you have the cloth and buddha, which are both character tied,
you take the items to Kiku in the Leng town. Drop them in front
of Kiku and say 'Kiku, teach me', then pick up your new gauntlets.
16.06: Knight's Quest
The knight's quest is to give knights more hit points and increase
the number of hit points awarded each time he/she advances an
experience level. If done properly, a 12th level knight can end
up with 200 or more hits.
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The quest starts by a knight seeking out Cudyl in Oakvael. Cudyl
is usually found in the southeast part of Oakvael, next to the pit
to the undead level. Ask Cudyl to teach you and he will tell you
to slay the little dragon in Kesmai. The Kesmai dragon is not
nearly as nasty as her other cousins in Leng or Axe, hitting for
an average of 30 hits with frequent knock downs and occasional
fireballs. With proper fire protection, the fireballs are
harmless. If anything, the fireballs are preferred, since when
she is breathing fire she is not beating on you.
After the dragon is dead, searching her corpse with turn up an
agate gem. This is another situation where is you look around the
entrance to the lair, you may see a gem left from an earlier kill.
Take the gem to the hermit's sister on Kesmai and ask her to teach
you. You will be engulfed in a rainbow and end up with *37* more
hit points. 37 hit points sounds like a lot, until you consider
what the second hald of the quest requires.
The second half of the knight quest starts with Brych in Oakvael,
who will tell you to bring him the dagger called the bane of
knights. Commonly called the misery dagger, this is carried by the
Axe Yeti. The Yeti is located beyond the Axe drake and ice dragon,
which can be a challenge to get by in themselves. The Yeti is a
fierce fighter that averages 60 to 80 hits, with 100+ on occasion.
There is an another bonus when you kill the Yeti, in addition to
the knight's dagger, the Yeti carries the much prized NV (night
vision) helm, which looks like a bear skull.
Once you have the misery dagger, you have to go see Brysh in
Oakvael, who will give you an enchanted halberd. Many consider
this halberd the second best weapon in the game (behind the MA quest
gauntlets). To complete the quest, you have to 'show' the halberd to
another NPC located behind the whirlwind dragon in the reptile pit in
the deepest and nastiest part of Oakvael (see notes in section on
Oakvael).
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17.00: Social Play
One of the nicest thing about the game of IoK is the IoK
community. The cooperation and camaraderie of the players involved
makes this game a unique and wonderful experience. Please keep
the following in mind as you play:
1. Fighting other players
The rules of the Basic Game forbid unwilling player-player combat.
No experience will be gained from killing a player. Players can
be banned from the game for ignoring this rule. If you feel you
have a complaint against another player, it is appropriate to
address a complaint to Kesmai Corp. directly (76703,1066), and
also to post it in the MPGAMES forum if you like.
2. Stealing from other players
Since some items can take a very long time and a significant
amount of expense to obtain, the IoK community takes a very dim
view of stealing from other players. If you are running a thief,
it may seem most natural to steal from other players, but keep in
mind that most of the other thieves in the game, besides the other
players, may take great exception to this, and you will find it a
dangerous activity. If you should ever come upon a "deathpile"
(the items left after a player is slain and stripped) it is
considered good etiquette to try and search out the player who
died and return the items to him/her. The rewards, even in
material terms to speak of nothing else, that you will realize by
participating in the cooperative spirit of the game will far
outweigh any you may gain by theft. Also keep in mind, you are
going to die sometime too and be wanting help to recover your
stuff.
3. Talking to other players in the game
You can talk to any player in sight by typing anything after
quotation marks, or after a slash mark.
Both 'Look at Tak "Hi Tak, how are you?'
and 'Look at Tak /Hi Tak, how are you?'
will accomplish the same thing (you are looking at Tak and talking
to him).
If you'd like to shout at players close by, but not actually in
sight, just add quotation marks or a slash to the end of your
sentence, and then an exclamation mark.
'Fight troll "Can anyone help me with this troll?"!'
'Fight troll/Can anyone help me with this troll?/!'
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Occasionally, you may want to talk to someone who is playing, but
far away from you. Six conference rooms, lettered from A to F,
are provided for this purpose. Just quit playing, and when you
return to the IoK menu, choose the "Talk to players" option, or
type TALK <room letter>. Once in the room, anything you type will
be readable by anyone else in the room. If you want to execute a
command in the conference room, use a slash (/) at the beginning
of the command; thus you can /ENTER the game right from the
conference room, type /ROOM <room letter> to go to another
conference room, type /USERS to find out who is playing, or /PAGE
<player's name> to ask a player to come to the conference room and
talk to you.
4. Matters of Etiquette
When you come across a player involved in combat with a crit or
group of crits, LOOK at the player and ask if he/she would like a
hand. If the player is badly wounded, it might be wise to lend a
hand even before waiting for the reply. But keep in mind that a
player who has fought long and hard to bring a crit to near death
is not going to be pleased if you come along and finish the crit
off with a blow, taking the experience points and skill bonus
involved.
As you enter a room with several $ hexes and a player involved
with a crit or two, realize that some of the $ may represent
recent kills that player has made and not yet had time to loot.
Don't do any looting there, without asking first.
Lair etiquette operates on a first-come, first-served basis. If
you come to the dragon or drake lair, and find another player
engaged or waiting ahead of you, DO NOT engage the crit without
being asked. Offers of help may be appreciated, and the loot
shared after the crit is slain. Simply ask.
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18.00: Miscellaneous
18.01: The Janitor
There is a "janitor" always on duty in Kesmai. Most players refer
it it as the +janitor (+ = evil), since many people have lost
valuable property. The reference here is to a continual sweeping
of dropped items into the database. If this were not done, the
dungeon would soon be waist deep in unwanted swords, shields,
suits of leather armor, etc. from the slain crits. Every hex
would have a $ on it, and searching for valuable loot would soon
become very difficult and tedious. Hence, the janitor.
But there is a downside. Items you drop on the ground for
retrieval later may not be there when you come back. Your
"deathpile" (items stripped from you at death) may be raided by
the janitor before you get back to it. Be very careful leaving
valuable items on the ground for any length of time. Apparently,
counters and tables are not in the janitor's contract, and are not
cleaned.
18.02: Combining commands
Many game commands can be combined with one other. For example,
you can FIGHT TROLL AND LOOK AT TROLL in the same round. You can
TAKE GOLD AND PUT IT IN SACK, or TAKE GOLD FROM SACK AND PUT IT ON
COUNTER. Some commands cannot be combined with others; you cannot
SEARCH CORPSE AND TAKE GOLD, for instance. You can move and look,
or move and manipulate an item, but you cannot move and fight in
the same round, except for the MAs jumpkick. Commands are
combined by using AND or by placing a semicolon (;) between them.
You can always tack a message on to any command or pair of
commands.
One command that took me a while to figure out was the LOOK
command. If you LOOK AT an item, the program searches for that
item in the following order: right hand, left hand, ground, ring
fingers. So if you are holding a greatsword in each hand, and
want to look at the one in your left hand, LOOK AT GREATSWORD will
give you the wrong info - try LOOK AT GREATSWORD IN LEFT. If you
see a greatsword on the ground, LOOK AT GREATSWORD will still tell
you about the one in your right hand; try LOOK AT GREATSWORD ON
GROUND. If you LOOK AT RING, the program will tell you about a
ring in your right hand, or your left, or on the ground. If it
still finds none, it will tell you about the one on the first
finger of your right hand. If it still finds none, it will keep
searching the fingers of your right hand, then your left, until it
finds one to describe. Be as specific as you can be with the LOOK
command.
For a complete reference on each command allowed in the game, see
the file "CMD.REF" in library 7.
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18.03: Deletion of your Character
One of the most feared dangers in IoK isn't really a critter at
all, it is the MONNCI or network or program interrupt, or
disconnection. Disconnection without properly exiting the game is
often called a "phone slam", drawn from past practice of players
who would disconnect their modem (slam the phone down, on the old
modems) when in danger. In IoK, this can result in a severe
penalty, and in the worst cases, can result in a trip to the
underworld. Several years ago, this would have resulted in a
permanent erasure of your character from the database. If you
suffer a loss due to a network disconnection or slow down by CIS,
contact Kesmai Corporation and inform them of the details.
Your crt will also be erased if you fail to logon to IoK within a
specified period. The period is supposed to be 90 days, but you
are much safer if you ensure that you log in each one of your
characters every 60 days, and manoeuvre them about in the game for
at least three rounds.
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19.00: Information Resources
Use the Forum
For the most up-to-date information, regular use of the MPGAMES
forum (a discussion forum used by players used by the players of
the game) is highly recommended. GO MPGAMES, and there you will
find folk dedicated to answering your questions, helpful
discussions about myriad facets of the game, and up-to-the-hour
information. The forum and the people you will meet there will be
the one of the most important sources of information for IoK game
playing. Section 7 of the forum is devoted to discussion of the
Basic Game of IoK. MPGAMES is a separate entity from Kesmai
Corporation (authors and maintainers of the game). But Kesmai
Corp. does regularly read the forum messages, and can be directly
contacted there or by Email (76703,1066).
As well, the data libraries in the forum contain many reference
files, stories, game replays and other notes about the game.
Downloading these to your computer and examining them carefully
will serve to uncover a lot of useful information. Perhaps the
most important file to you right now is called KESMAI3.MAP and
contains maps of the surface and dungeons of Kesmai - a must until
you have the place memorized. Do not begin to play until you have
downloaded at least this map.
19.01: Attend the Conferences
MPGAMES also conducts question-and-answer conferences for IoK
players. Conferences are held weekly and hosted by long time
players. Check the ANNouncements of MPGAMES for the dates and times
of the conferences.
PAGE 87
20.00: A Note About Guilds
Guilds are groups of players who band together for purposes such
as friendship, hunting, glory, etc. Guilds are a great implement
of social play, and can further aid players, especially beginners.
Guild members almost always have a guild tag after their name - a
small set of letters representing the guild to which the
particular person belongs.
For example: <JohnDoePlayer>....<guild tag>
Guilds consist of members chosen by the guild master or members.
Each of the many different existing guilds in the game have different
membership requirements. Some guilds might require you to hunt with
and become friends with current guild members and/or the guild
master, some might ask that you reach a certain level of power, (such
as the ability to solo the Kesmai dragon, for example), and still
others might require something as little as asking for membership.
The guild master is the person who is in charge of the guild and
makes all guild decisions. He/she is the one who chooses members and
organizes guild group hunts, functions, and handles all other guild
matters. In order to join a guild, it is often wise to acquaint
yourself with the guild master and ask for information about it
before you decide to let the guild master know that you are
interested in joining the organization. Oftentimes, you will find
that a particular guild is not the one for you. There are many
guilds to choose from - you have to find the one that best suits your
needs.
Guilds function on an extremely simple basis - to offer members
companionship, protection, and many times weapons/armor/items and
gold as well as other services. Guilds will often be closely-knit,
and will often go on group hunts and organize group meetings.
As a final word on guilds: It is highly advised that you make it a
major concern to join a guild sometime in your IoK playing career.
Oftentimes, a new player will be greatly aided by guilds and their
members, even if he is not a guild member himself. So get to know
guildmembers and the guildmasters, and don't be afraid to be
social: the decision to join a fine guild could be the wisest
choice you will ever make in the game!
PAGE 88
21.00: Contests and Special Events
Although not held as frequently as some would like, every once in
awhile Kesmai Corp organizes a special contest or event. These
events are often in the form of scavenger hunts, races, etc. The
winner of the contest as well as the person who organizes and runs
the event are often rewarded for their efforts with a prize: a
rare robe, weapon, or sometimes even an AG (Advanced Game) item in
the BG (Basic Game)! These contests are sometimes the ONLY place
to get one's hands on some of the rarest and most coveted items in
the game. Participating in these events is a wise decision.
PAGE 89
22.00: Island Vernacular: Commonly Used Slang Terms and Their Meanings
There are many numerous slang words, terms, and symbols used in
chatting and conversing with fellow IoK players. Understanding
the meaning of each is very useful in a conversation, as is being
able to apply the terms ones self. The following is a list of
frequently-used terms and abbreviations:
Dockbaby (Docker for short) - A new or inexperienced player.
Often a derogatory term used by advanced players. The term has
its origin in the dock of Kesmai, where all new players begin
their lives.
Newbie - Same as dockbaby, someone who is new to either the
Internet or to IoK. Slightly less nasty than is "docker" or
"dockbaby."
IoK - Short for "Island of Kesmai."
Crt - Short for "character," one's player character.
Crit - Short for "critter," the term used to refer to monsters in
the game.
PC - any Player-character, a human player
NPC - non-player-character, a person, not monster, in the game,
that is not controlled by a human player.
brb - "be right back," the term used in chat to convey the meaning
that one has a minor interruption, such as a coffee break from the
game, and will return shortly.
:) or :-) - Euphemistically known as the "smiley," this
horizontally-positioned happy face is used to express many
emotions. This particular example says that one is happy. Others
express sadness, greater joy, depression, boredom, etc., depending
usually upon the position of the eyes and/or mouth of the face.
<G> - Short for "grin." This grin is used to express happiness or
more often the onset of a joke or response to a clever joke.
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23.00: Getting Help from Fellow Players
Island of Kesmai players are among the kindest and most social
online gamers around. Oftentimes, more experienced players will
be more than willing to help you out by offering advice,
weapons/armor/items, and most players will even guide you and
escort you to certain areas of the game if you ask them to. If
you need help, do not be afraid to ask - asking for help and
making great companions can prove to be very rewarding and
beneficial.
PAGE 91
24.00: Conclusion
In conclusion, I would like to state that it has been an honor
working on such a great manual to such an amazing game. For years
and years, this manual has been hailed as the official
encyclopedia of IoK knowledge, and the primary source for help and
reference to the game. I sincerely hope that you have read this
manual thoroughly and have learned its lessons well before
playing. The great thing about this manual is that both newbies
and seasoned veterans alike can use it from time to time for help
and for the answers to their gaming needs. The manual was
originally created by TJ, revised and updated by Sir.James, and
now the torch has been passed on to me, GreyMouser. Hopefully,
someday a new author will come along and carry on the tradition of
updating the manual to fit the current version of the game at the
time. (Editor's note: The current version is 3(101)). I hope
that reading this manual will better enable you to play the game
with increased knowledge and wisdom. This manual has saved my
crt's life more than once and I hope that my version will do the
same for you. Maybe someday, someone will continue the fine
tradition of updating the manual when I am gone. As for now, keep
playing Island of Kesmai - it is the greatest online RPG of all
time! If you have any questions about the game or the Kesmai
Kompanion, e-mail me at GreyMouser (73541,3243). ENJOY!! :)
- GreyMouser, the Grey One, the Greyster, the Greymeister, Le
Mouser Gris...well, you get the idea <g>
THE END! :)