Player Manual V3.1 New version (C)1994 Inner Circle Technologies, All Rights Reserved
This document may not be reproduced, in whole or in part, without prior written permission of Inner Circle Software.***
Introduction ============
Welcome to the Shattered Realms! A place of art and science, wizards and warriors, beauty and romance, magic and technology, mutants and monsters.Andor is our planet, a small part of which makes up the Shattered Realms. Around us is a vast desert wasteland, the legacy of an ancient Cataclysm that destroyed the once highly technological society that thrived here.
In the Realms, life has taken hold again. You live in the City of Fayd, an old metropolis predating the Cataclysm. There are many ancient places here including catacombs beneath the city itself, and vast subterranean areas far beneath the surface.
To the north lies a great range of mountains known as the Teeth of Shartan, it too, is honeycombed with caves. Rolling hills and grassy plains, as well as the great Inner Sea, lay to the east and south. The great forest of Grymwood stands to the west. Only the dangerous and forbidding Great Waste lies beyond these borders.
A variety of creatures populate the Shattered Realms. The most common is the elder race: humans. Their forefathers lived alone in the pre-Cataclysmic world. Now, humans share the world with the aelfen of the forests, the highlanders of the mountain, the murg of the caves, and the drakin of the skies. In addition, you will meet wolflings, a race of shape changers that can assume human or wolf form; ephemerals, a race of noncorporeal entities and their relatives the mechanoids, a race of robots imbued with a spirit. You may even encounter those with the arcane knowledge of becoming a vampire. Besides these, the world is rich in flora and fauna; thousands of creatures, both good and evil, beautiful and monstrous, inhabit the land.
The Realms are rich in magic, the existence of which became known at the time of the Change. Sorcerers everywhere ply their mystic talents in four basic schools: druidic, enchantment, necromancy and conjuration. Others delve into history to find the clues that would allow them to understand the most ancient of all magic - technology.
Cybernetics, formerly a lost science, has regained popularity, since it provides humans with an improvement over biology. Psionics, the methodology of mind over matter, has also come to the fore, as those with great force of will seek to bend nature to their course.
***
The Shattered Realms
The city-state of Fayd ======================
Fayd is built within the walls of an ancient, pre-cataclysmic city now surrounded by rolling hills and grasslands on all sides. The Teeth of Shartan, a great mountain range, lies to the north. Some say it is the location of the lost city of Mirdaal. Northwest is the dense Grymwood forest. To the south are the Inner Sea, the entrance to mysterious caverns and the wasteland. Beyond these, nothing more is known to the people of the Realms, since it is several hundred leagues inland from an ocean and twice as far from another city-state. Fayd is ruled by a town government of appointed and elected officials who run the day to day mercantile and law-enforcement operations. The Royal Government creates new laws and declares war.
History -------
According to the teachings of the oral historians, just over a millennium ago, the planet of Andor was a much different place. Desert was almost nonexistent, and humans were the only intelligent race to walk the land. Humankind developed great sciences, engineering the means to improve body and mind. It is said that they built ships that could sail away from Andor and into the stars.
All this came to an end following a terrible event known as the Cataclysm. Oral history chronicles the horror of fiery rocks streaming from the heavens, pummeling the land and destroying much of the surface of the world. It also tells of Andorans who knew what was coming and prepared. A tale is told of a chosen few, who escaped the planet on silvery starships. Nothing has been learned of what became of these people. There are rumors that others built great complexes beneath the ground in which they remained safe from the destruction. Most unfortunate Andorans simply took shelter in the surface cities, few survived.
The Cataclysm tore the world apart, and chaos spread like wildfire. Soon, armies of men formed, and within the span of a decade, a hundred wars were fought to control what remained. Epidemics of conflict spread untold destruction across the land. Eventually, the tattered remnants of mankind lacked either the willpower or the means to continue their internecine conflict. Indeed, there was little to fight over. Then, the Change occurred. No one knew what caused the Change. Some say it was material that fell from the sky at the onset of the Cataclysm. Others blame the terrible weapons used by the humans in their wars. The religious often feel that the massive death toll released fundamental energies into the world. Maybe it was all three of these or none.
During the Change, oral historians tell us some life forms remained the same while others experienced millions of years of evolution in a single century. It was this acceleration that created the new races now sharing the Realms with humans and animals. At the same time, the Change awoke untapped powers in all the people of the Realms. Some learned to channel the energy of the mind to perform feats of destruction. Others found they could touch upon the primal forces of the universe and bend the physical laws to their own will.
For many centuries after the Cataclysm and the Change, Andor was in a great dark age. The works of the Elder Humans were lost. All that is known and believed today has been passed down in the prose of oral historians. The scattered remnants of mankind and their new neighbors struggled to relearn the basics of civilization such as farming, domesticating livestock and building simple communities. However, parts of pre-cataclysmic Fayd and other structures remain, standing like grim monuments of the past. Such places were viewed with fear and few were daring enough to explore them. These early years were dangerous, and the people were ripe for the conquering by powerful users of magic. The most noteworthy figure in the history of early Fayd is the tale of the dread necromancer Malthesia. In the year 424, he came across the Great Waste and arrived in Fayd with great riches and powerful artifacts. None knew of his true origins, and none dared to guess how he survived a trek across the Waste alone. Using magic and his wealth, he constructed a keep which was completed as soon as 426. Many spoke of horrible experiments Malthesia was perpetrating within his keep, and some accused him of summoning demons and creating undead horrors. Yet these voices were stifled and ignored, and in the year 427 a host of evil fell upon the city of Fayd. After two weeks of brutal slaughter, the tales speak of how the great warrior, Orlin Thinvar, set out with his magic sword Sunstrike, and penetrated the keep to confront the Necromancer. No one knows how the battle went, but as the night approached, an inhuman roar emanated from the Keep that shook the very foundations of Fayd, and Malthesia's demonic generals were sent back to whence they came. Today, a sickly green mist still surrounds the Keep, preventing entry, but the Necromancer is no more.
The first exploration into the ancient lore of technology occurred just two hundred and fifty years ago and ended in disaster and bloodshed. Alkaryn, a great warlord, discovered a huge cache of powerful, ancient weapons in an area near the city. He swiftly used them to forge a vast empire, which he ruled with an iron fist. Within a few years however, rebellions sprang up across his domain. Many of his foe sought the ancient technologies in order to counter Alkaryn. This culminated in the Great Technomancy War of 783, and lead to the deaths of tens of thousands. The war resulted in the eradication of most of the ancient technology as well as the displacement of millions.
The mechanoid race came to be around this time. They originated as ephemerals, who for the purpose of battling technology, took on mechanical form. During the many years of the war, their leaders too were destroyed. The secrets of mechanoid technology were lost. Today's mechanoids can replicate the original patterns to create new members of their race, but they cannot improve upon or add to their technology. Thus the mechanoid race, the greatest legacy of the war and a seeming anomaly in the Realms, cannot be understood even by themselves. Alkaryn was finally repulsed when the emperor Regulus rose to power in 789. Regulus united the fractured rebel forces against Alkaryn, and swept his armies from Fayd. Regulus himself was known to have used great weapons of mass destruction, but they were never seen again after these last battles.
With the overthrow of Alkaryn, people expected a happier life, however, Regulus proved to a cruel dictator who would stand for no resistance and no inefficiency. Those who were not deemed worthy members of the society were eliminated with a wave of a hand. Regulus' previous allies slowly turned against him. His end came upon his confrontation with the young warrior-wizard, Frederick in 795.
Frederick used spells of great power and ejected Regulus from Fayd. Regulus has not been seen since. King Frederick was said to be kind and just, and his rule is known as the Golden Age of Fayd. He retained his youth to an extremely old age. At age 120 (year 902), despite his health, he passed the throne to his son, Frederick II. Frederick then left for a journey to the Teeth of Shartan from which he has not yet returned. Frederick II lived to a similarly old age before dying in year 976 and passing the Kingship to Frederick III. Frederick III was recently assassinated along with most of his family. His son Prince Hadan, now king Hadan, rules Fayd and it's surrounding area.
Money -----
The currency metals are mined from the Teeth of Shartan and transported to Fayd for minting into gold crowns, silver shillings and copper pennies. The average income of a working-class citizen of Fayd is 3 crowns/week, and the average income for an artisan/merchant-class citizen is 20 crowns/week.
The currency of the Deep Realms is called a Kragenmark. You can find Kragenmarks on Deep Realms creatures and use them to buy goods in the Deeplander city of Kragenholm. They are worth about 1/10th of a gold crown.
The last form of currency is called Shards. This is the currency of the outer planes. It is found there and used there as well. Shards are good for nothing but decoration on Andor and are worth about 1/20th of a gold crown.
Extraordinary Andoran substances --------------------------------
Alzyron is the hardest and most indestructible substance known in the Realms. All the Alzyron in the world was produced in the days before the Cataclysm: the art of creating alzyron has been lost. It appears to be a composite of synthetic diamond and titanium steel micro filaments. It has strong anti-magic properties. Alzyron is so rare that a chest full of the material would easily out value all the wealth in Fayd.
Randar is an extremely rare volcanic substance. It is quite strong and can be formed into tools and weapons by highly skilled craftsmen. It looks like a heavy, black metal.
Elkyri, also known as Truesteel, is a rare metal found deep within the mountains. It is valued for its exceptional strength and resiliency. A small percent of Truesteel has been tainted by the unholy touch of Dahkahn, and is known as Black Truesteel or Shadowsteel. Fortunately, normal elkyri can be blessed and purified through a long process to produce White Truesteel. Also called Albescent, it is stronger than normal Truesteel and as unsoiled as the Black Truesteel is tainted.
Urimar, highly prized for its lightweight resiliency, can be found in small quantities in the hearts of certain kinds of great oak. It is hard to come by because there is no easy way to identify the exact tree it might exist in. Additionally, most aelfen will protect these trees if they learn of them, keeping the sites secret. Urimar is found in a clump at the center of a stump and has a coloring strange for metal: dark red, olive green or deep purple. It is possible to work the substance into superior weapons, tools and armor, though it requires a knowledgeable smith. Urimar is reputed to have a neutralizing effect on poison.
The original modo was made from the tooth of a dragon. Tales are told of a heroic aelfen warrior, Anderon the Red, and his deadly modo dagger. The modo daggers found in the Realms are not true modo, but a synthetic substance made of volcanic glass and flecks of elkyri. The material is as iridescent as the legendary modo, but it lacks any magical quality.
Fiery and Icy metals can be mined by lucky and experienced miners. These metals, besides being fairly aesthetic, can imbue weapons with fire and ice properties. ***
Your Character ==============
The first time you play Legends of Future Past, you will have the fun of creating your premier character. We suggest you don't worry about it too much the first time and just create any old character. After you tour the Realms for a bit, you can always create a new character and you can have up to three characters per Novalink account.
When rolling a character you will be required to choose a full name (first and last). You may have up to fifteen letters in each one. Punctuation such as hyphens and accents are permitted in your last name only. We recommend you choose a name that suits the fantasy genre. Legends of Future Past will prompt you for a different name if the one you choose is already in use.
After choosing a name, you will first decide what race your character will belong to, your decision will affect certain special abilities and physical attributes. (See People of the Realms)
Next, your character's statistics are generated randomly on a one-hundred sided die. After being modified by your chosen race, the numbers are displayed and you are queried for approval. You can continue to reroll these statistics until you like what you see. (See Stats for greater detail about statistics.)
Lastly, you will be granted 30 build points to allocate for your initial skills. You will be able to learn these skills from guilds, organizations and other characters within the City of Fayd. Choose wisely, for these abilities will greatly affect your survivability as a low-level character and your power later on. Once you have made your choice, the decision is final. In the case of a typo, you may type ASSIST. (See Skills for more detailed description.)
Head for the Bazaar Center when you are new to Fayd. Adventurers can usually be found there with time enough to show you around. It is one of the king's strictest laws not to harass new Faydians in any way. If this is happens to you, type ASSIST or let the powers that be know with feedback. ***
People of the Realms ====================
A number of fascinating races populate the Shattered Realms. Each has its own advantages and drawbacks.
Aelfen: The aelfen are tall, slender humanoids that could be mistaken for humans at a distance. However, their pretty features and pointed ears give them away as one draws closer. The aelfen are quick, agile and have heightened senses from living in the woodlands. They may live for centuries and are extremely resistant to natural diseases. Aelfen have the power to CALL a woodland creature to serve them. This works only in wilderness. The aelfen are carefree and aloof with mercurial tempers. They are quick to love or hate, but they almost never hold a grudge. They dislike violence but are prepared to do what they must in times of need. They are lovers of beauty and the arts and they usually adore magic. They dislike murg who they find ugly, crude and wasteful of natural resources. They also distrust drakin, because they too seem ugly to them.
Drakin: Also known as dragon-men, drakin are humanoids covered with tough scales. They have powerful jaws, reptilian tails and large bat-like wings that allow them to FLY. Many people have made the mistake of thinking the drakin to be slow -- they move little unless they need to -- and learned too late that drakin can move with lightning speed when necessary. The drakin culture has developed its own school of fighting, employing techniques that differ from the fighting styles of any other in the land. This caused the drakin to invent new weapons specifically designed to work well with their fighting style. They are generous with their knowledge, and anyone can learn drakin weapons. Drakin weaponry includes the katana, wakizashi, sai, kusari-gama, nunchaku, bo-stick, naginata and shuriken. Drakin style may be combined with two weapon fighting. Drakin never wear armor and great swings in temperature are more deadly to them than other races. The common speech of the Realms is difficult for drakin, so they avoid speaking altogether. When they have something to say it is usually important or wise. They are highly aggressive, but battles between one drakin and another outside of tournaments are nearly unheard of. In fact, should one drakin dare to threaten another with physical harm, that individual may be subject to excommunication from their race. The drakin have a rich history of ancestor worship.
Ephemeral: Mystery shrouds the origin of the ephemeral race. Described as phantoms, ephemerals are wispy apparitions of human-like people. They do not exist completely in the physical plane. As a result, non-magical weapons do not harm them except when they themselves go on the offense with weapons, magic or psionics. This draws them onto the physical plane and causes them to become vulnerable to mundane attacks. Still, they do not bleed. Because they only have semi-substance, they cannot manipulate objects that weigh more than a couple of pounds. Ephemerals can see well in the dark. Besides being able to speak, they are also natural telepaths. Ephemerals are not a violent people and usually devote their lives to scholarly pursuits. They regard mechanoids coldly for forsaking their existence as ephemerals.
Highlander: The highlanders are short and rugged people who live in and on the mountains. Like murg, they can see well in darkness. They are strong, enduring and are especially resistant to magic. Similarly, magic is not easy for them to use. On the other hand, they are very comfortable with technological implements and devices. Known as Children of the Stone, highlanders wield special powers over the elements of earth. When in caves, they employ a chameleon-like power. When they BLEND into the rocks around them, they become harder to attack. At fifth level they gain the ability to hold a gemstone of any sort in their hands and MOLD it into a more valuable gem. Occasionally this backfires and ruins a gem. Highlanders are a robust people who often make good fighters and psionicists. Their women can be quite attractive contrary to the jokes made about them, and they certainly do not have beards.
Mechanoid: The roots of the mechanoid race originate in the Great Technomancy War of 783, when a group of ephemerals fighting for survival sought a more substantial and robust existence by constructing robotic housings for their essence. These creatures were the original mechanoids: machines imbued with an ephemeral spirit. Regenerating living tissue covers their mechanical bodies. Due to the type of existence they have chosen, mechanoids are the least empathic of all races and thus make the worst spellcasters. However, they can turn their emotions on and off at will, thus channeling their skills and powers to maximum effectiveness. Mechanoids are often seen as cold and unfeeling since they are machines in body, if not in spirit. Their ability to turn off emotions does not help this image (see EMOTE and UNEMOTE). They regard other life forms, especially true ephemerals, as inferior. They have a tendency to be pragmatic and logical to annoyance.
Murg: Murg are burly humanoids naturally endowed with a desire to compete. They are enduring, strong, and vicious warriors. Their powerful limbs make them skilled climbers. Their homeland is deep in the mountains. Their eyes have gained sensitivity in darkness, allowing them to see nearly as well as in daylight, giving birth to the expression, "I'd sooner meet a murg in a dark alley." Murg can enter a state of battle FRENZY. This allows them to strike out with greater ferocity, but places them at greater risk of becoming injured. Further, if they are injured while frenzied, even if that injury would normally render them unconscious, they can continue to fight on until they literally die standing up. The murg as a whole tend to be quarrelsome and crude. They are compulsive practical jokers, and they find themselves extremely funny. Don't take an insult from a murg too seriously. Murg are broken up into clans that constantly fight each other (even more so than humans fight amongst themselves). They believe that exposing themselves to constant battles will increase the strength of their people.
Wolfling: Strong humanoids of medium height, wolflings look like humans with distinctly lupine features and greater than normal amounts of body hair. They can polymorph into a giant wolf (see command TRANSFORM). They can travel long distances without fatigue and battle using their claws and teeth when in wolf form. Wolflings see at night as well as in day as long as there is at least starlight. Quickness and agility are the hallmarks of a wolfling. Wolflings are a proud, noble race. Honor is extremely important to them. Above all else they hate comparisons to werewolves (a totally corrupt and cursed monster which shares similar abilities). Calling a wolfling a werewolf is a dangerous proposition: it could instigate the race as a whole to do something to protect the honor and integrity of their people. The wolflings have a homeland in the forest and frequently go there to leave the bustling city.
Human: The elder race of the Shattered Realms, humans have existed since time out of mind. They are physically average, but tend to excel at any skill they pursue. This is attributed to their superior willpower. Cybernetic technology was originally developed for humans, so they may employ any such device. There is no easy way to describe the personality of humans as a whole. They all act differently, but most feel individualism is important. They get along with other races as well as they get along with each other: humans will battle or befriend others seemingly at random. Humans have an extraordinary tendency to fight each other, despite the detriment to their race.
***
Statistics ==========
Your character has seven statistics that define his or her abilities. The average range for these statistics is 30-100. This may change based on your race. Wealthier characters may raise these stats buy purchasing and eating various herbs. Naturally this works only for races that have the ability to eat.
Initial racial statistics ranges
Race Strength Agility Quick Const Per Will Emp
Aelfen 20-90 40-110 40-110 1-70 40-110 30-100 40-110
Drakin 40-110 10-80 40-110 40-110 30-100 30-100 40-110
Ephemeral n/a 30-100 50-120 1-10 30-100 30-100 30-100
Highlander 40-110 20-90 20-90 50-120 30-100 30-100 10-80
Human 30-100 30-100 30-100 30-100 30-100 40-110 30-100
Mechanoid 40-110 30-100 30-100 40-110 40-110 30-100 1-60
Murg 40-110 30-100 30-100 40-110 40-110 20-90 20-90
Wolfling 30-100 40-110 40-110 30-100 40-110 30-100 30-100
Strength: Physical muscle power and the ability to make good use of the power you have. The stronger you are, the more you can carry and lift before you begin to fatigue, also, greater damage you do with melee weapons and the more power you can apply in situations such as forcing a jammed door open.
Agility: Dexterity, litheness, aim, nimbleness. The more agile you are, the greater your ability to perform activities requiring stealth. Agile people aim their weapons more precisely and make better climbers.
Quickness: General speed and reaction time. Quick people have a better chance of avoiding a trap just as it springs, can move faster, dodge attacks better and have shorter round times for physical activities.
Constitution: Physical endurance, health, resistance. Those with high constitution are less susceptible to disease and poison. They may perform strenuous activity for longer amounts of time without rest, and can take more physical damage before collapsing. Constitution directly determines how many body points you have, which will determine how much harm you can take before dying or going unconscious. Lastly, constitution directly affects the amount of fatigue points gained when making a level and the rate at which fatigue points return. (see the combat rules for greater details).
Perception: This is the measure of how well honed your natural senses are and the ability to pick out small details. The greater your perception, the higher your chance of avoiding surprise attacks, finding hidden objects, locating and disarming traps, finding secret portals, etc.
Willpower: This is a measure of mental strength and the ability to push your physical powers to their limit. Willpower is important in performing and resisting psionic attacks. It factors directly into how much psi you have, which limits how much psionic power you can exert in a given amount of time.
Empathy: Your ability to attune yourself to the emotions of others and touch upon the fundamental forces of nature with your inner self. Empathy allows people to wield the forces of magic, and directly factors into how much mana you have, which limits how many spells you can cast during a given period.
***
Advancement ===========
You accumulate experience points as you perform skills, defeat enemies, cast spells, solve puzzles and make items. For every amount of experience points you gain, based on your level, you receive a build point toward purchasing skills and increasing the statistics of your character. You gain a level every 10 build points (whether you spend those points or not). You may spend build points immediately in the middle of your advancement through a level, or save them up to acquire costly skills (some skills may require several levels to develop). Training after a character reaches fourth level costs five gold crowns per training level. Characters may teach each other skills to avoid this cost.
***
Organizations =============
In any world its not what you know, but who you know. The City of Fayd has provided the Adventurers' Guild to its citizens in order to encourage more adventuring, which it both good for the economy and protects the city from evil in a cost effective manner. The Adventurers' Guild trains in most skills up to level ten. After that, those who wish specialized training, must seek it out from private sources. There are several organizations and churches to choose from. Rank within an organization, depends on how much training you do there.
Some organizations are open to the public, while others are by invitation only. Invitations are based on roleplaying. If you desire membership in one of these organizations, you should ask around and try to find other members of the guild. They will tell you what you need to do to become a member. You may be a member of only one organization at a time.
Adventurer's Guild: This is a neutral organization of intrepid thrill-seekers and treasure-hunters. It offers education in almost every skill, though not to a particularly high level in any specific skill. Anyone may join the adventurer's guild, but it is not necessary in order to train there.
Crimson Band: Situated in a citadel in southwestern Fayd, this organization maintains high standards in the arts of combat. The warriors of the Crimson Band are feared and respected throughout Fayd. Long-time protectors of the Royal family, The Band helps to maintain order in and around Fayd, including the apprehension of warranted criminals. Membership is by invitation only.
Eliditur: The ELIDITUR is an organization of seekers after knowledge who study the arts of magic and psionic power. They follow many paths and their goals are not known to the world at large. Some consider them benign and others malign, but the truth is known only to the organization's members. Membership is by invitation only.
Fellowship of Rakes: No one except its own members can know just who belongs to this secret organization. While some claim that it does not exist, others are convinced that it is the largest guild in Fayd. Rakes train in a swashbuckling style of combat and stealth. The Fellowship has often acted as a vigilante organization to the annoyance of the Lawkeepers and the enmity of the Thieves' Guild. Membership is by invitation only.
Foresters: To preserve, protect and nurture Nature's kingdom. That is our creed. Shirk not from our task.
The Forester's guild is an organization dedicated to protecting the wildlands. We are pathfinders and guides and we patrol the surrounding lands of Fayd from those who would cause harm. Our members range from crafts people to warriors and spell casters and there is no one set of skills which we seek from potential members. We ask only that their hearts are true and that they are dedicated to our cause.
Our headquarters is located in the sacred grove of the Silver Oak, northeast of Fayd. If you are interested in becoming one of us, any Forester would be glad to set you on the right path or you can contact Darkthorn DuLok, Guildmaster of the Forester's Guild (email Darkthorn).
Lawkeepers: This is Fayd's law-keeping organization. Lawkeepers are authorized to ARREST wanted criminals. High-ranking Lawkeepers may issue warrants for arrest. This organization offers exceptional education in combat related skills. Membership is by invitation only.
Order of Silver Arcana: This organization is stationed in the Tower of Silver Arcana, the tallest and one of the most ancient structures in Fayd. The Order teaches skill in magic and psionics in an effort to thwart the forces of evil and chaos in the world. Membership is by invitation only.
Order of the Way: The Order of the Way is located in a castle to the south of Fayd. Its membership is predominantly Drakin, but the guild is open to all races. The Way guild is neutral in orientation. They strive to maintain harmony in all things, but have been known to act as the allies to light or to darkness, depending on where the balance lies. Most members of the Order worship their Ancestors and the guild scholars have painstakingly researched an ancient Drakin language and have documented clan lineage. Membership is by invitation only.
Physicians Guild: This guild offers training in the healing arts. Anyone may join this guild. The Physician's Guild will aid any in need (except undead), but will charge a modest fee for salves, splints and bandages. Mental afflictions can not be cured here. You must take your neuroses elsewhere.
Technologists: The Technologists Guild believes that the future of Fayd lies in the return of technology to Andor. They view magic as a backward and an evil force which will keep Fayd in the Dark Ages. Through archaeology and research they try to uncover technological items and spread the influence of science as an alternative to the superstitious practices of mages. Their accomplishments include the archaeological dig that resulted in the discovery of Fayd's subway system as well as the rebuilding of Cybertech. Those who would like to see Fayd's technology restored to its former glory should contact them for information about their organization.
Thieves' Guild: This 'guild' is the center of racketeering, extortion and theft in Fayd. Its headquarters are kept secret by its members and said to be protected by many traps.
Religious Organizations -----------------------
There are six main religions in the Shattered Realms. With the exception of the Cult of Dahkahn, they generally coexist in peace, though heated theological disputes are common. All teach necromancy, however each teaches a different weapon skill. Career minded cleric types should tour the temples before making a decision.
Church of Shemri, the Earth Mother Shemri is goddess of mercy, fertility, and motherhood. She gives life to the land. Her husband is Amilor. It is said that she drives the natural cycle of birth, death and rebirth. Perennial disputes arise between the Church of Shemri and the Temple of Rorin pertaining to the existence of the vast deserts in the Shattered Realms. Followers of Shemri often claim that Rorin is killing the world, where the worshippers of Rorin respond that he has not forgiven the world yet. Her priests wear ruddy-brown robes and their holy symbol is a golden great oak inlaid onto a silver disk. The open hand symbol is also associated with this church.
Cult of Dahkahn, The Devourer Dahkahn is a name spoken only in whispered tongues amongst the people of the Realms. It is a name to strike fear into the heart of anyone. Dahkahn is usually referred to by other names: the Devourer of Souls, Lifesbane, Lord of the Grave, King of Dread, or The Enemy. Those who worship Dahkahn do so in secret, and only for the most selfish of reasons. Dahkahn is said to be incredibly cruel and demanding of his servants in return for the powers he bestows on them. He is recognized by many as the source of all death, decay and disease. Membership in Dakahn is secret and by invitation only.
Temple of Amilor, Lord of the Deep Amilor is the god of the waters, emotions and strong passion. He is husband to Shemri the earth mother. He is seen as both nurturer, bringing warm rains to the earth ,and as a destroyer of his enemies in a ravaging storm of fury. The church of Amilor is composed of the orders of the priests and the knights. Often Amilor's followers are driven by strong passions and can be as mercurial as their god. bringing both healing and peace to the land or wreaking terrible vengeance on the forces of evil.
Temple of Rorin, the Sun, the Lord of Light Rorin lights the day, heats the world, and helps the plants grow, yet he is master of the deserts and can burn life away. His worshippers seek both to appease his wrath and secure his help in making crops prosper. They believe in generational responsibility, that the state of the world is what it is because of the sins of their ancestors. Rorin's followers believe that when all people of the world acknowledge Rorin as the greatest god, "The deserts shall be swept away like so much sand from a table, and life shall prosper forevermore in the glory of the Lord of Light." Priests of Rorin wear bright orange raiment and carry a golden eight-rayed sun for a symbol. When depicted in art, Rorin is shown as a sparsely dressed man surrounded by swirling flames.
***
Skills ======
SKILLNAME (Cost of first skill level/Development skill level cost): Description of skill.
Alchemy (15/5): This skill enables the character to create potions. Potions are formed by mixing alchemical reagents. These reagents may be actual chemical compounds, or they may be certain magical herbs or other organic byproducts. It is up to the alchemist to learn what substances have magical properties. It is also up to the alchemist to learn what substances can be combined to form useful potions.
Each level of skill in Alchemy allows the creation of increasingly powerful potions. If a beginning alchemist mixes reagents more powerful than they have skill to control, then they will know from the violent bubbling of their concoction that their attempt was possible but beyond their abilities. A successful potion is always known by the magical shimmer created after all the reagents are combined.
Creating a potion requires that three reagents be combined. This requires the three reagents (which will be used up when added to the potion) and some sort of liquid container (such as a flask).
Each type of reagent contains one specific type of "essence." Some reagents contain catalytic abilities, others healing, others protective, or completely different type of powers. The main rule when concocting a potion is that you ALWAYS will need at least one reagent that is a catalyst. Mandrake root is a well-known but weak catalyst. It is all the beginning alchemist will need, however. The stronger the catalyst, the stronger the types of spell you will be able to make by adding other reagents.
Alchemy is a demanding skill that requires much research and perseverance. In time, the alchemist will be able to reproduce powerful magical effects through the combination of reagents. Alchemists should record their discoveries closely, so that those violent reactions you create can be retried when you have learned more alchemy. Prerequisite: must be level two or higher. (Skill #31)
Backstab (12/5): The art of the deadly sneak attack, backstab may only be performed when hidden and only with a puncture weapon such as a dagger or rapier. A successful attack always causes damage to the back. It increases this damage by level of backstab. (Skill #2)
Claws (10/3): The natural claws of certain races or artificial cyberclaws can become vicious weapons. Races who have naturally occurring claws may use them without training. Drakin, Murgs and Wolflings in wolf form have claws they can use. Wolves and Drakin can also use their teeth with this skill. (Skill #4)
Climbing (6/3): The more well developed the climbing skill, the more treacherous the terrain a character can overcome without tools or footholds. (Skill #5)
Combat Maneuvering (10/5) . This skill does a number of things that enable a warrior to maneuver around the battle field more effectively. Amongst the benefits of this skill: (Skill #10)
(1) Each level known decreases wielding roundtime one second. (2) After learning one level of this skill, the trainee will have learned enough about blocking and interception to guard inanimate objects. (3) Each level known provides a +5 bonus to maneuvering rolls related to guarding an inanimate object. (4) Each level increases the amount of weight you may carry prior to increased fatigue cost during battle by five pounds (though it does not affect overall carrying capacity). (5) Lastly, this skill may help you escape confinement in the form of magical webs and bindings (except for totally impenetrable barriers such as the Imprisonment spell). The chance is only 2% per level of skill known, and incurs a five second round time in the attempt. To try, just type BREAK FREE." Combat Maneuvering will now provide a slight chance to a monster "special attack." (acid spit, flame breath, etc.) Each level of Combat Maneuvering trained in will provide a 2% chance (to a maximum of 95%) of completely avoiding such an attack.
Conjuration (10/5): This school of magic teaches a character to cast spells that summon primal elemental forces, objects and creatures from nowhere that he or she can control. Increased levels of conjuration allow for the casting of more powerful conjuration spells. Prerequisite: Spellcraft. (Skill #7)
Crushing weapons (12/5): This is skill in the specialized use of crushing weapons such as the club, warhammer, mace or morning star. Each level of training adds +5 to your attack modifier when using these weapons. Crushing weapons cannot be used in conjunction with the two-weapon skill. (Skill #9)
Disguise (15/10): Each rank of disguise skill provides new ways you might disguise yourself. Once learned, typing the DISGUISE command will provide instructions on its use. Prerequisite: Stealth. (Skill #34)
Dodging and parrying (8/4): This skill can be learned by anyone who has one level of edged, Drakin, crushing, pole arm, missile weapon, claws or martial arts training. Each level adds +5 to defense modifier. Prerequisite: Edged weapons, Drakin Weapons, Crushing weapons, Claws, Martial Arts, Missile weapons. (Skill #6)
Drakin weapons (12/5): This skill teaches specialization in the weapons developed by the Drakin culture. What these weapons lack in number - there are only eight - they make up for in diversity. Though some of them are similar to weapons in other groups, the fighting style used with them is radically different and thus not included when other types of weapon group specialization are learned. Likewise, learning skill in drakin weapons does not provide any benefit with weapons outside of the following: bo-stick and nunchaku (crushing), naginata (polearm), katana, sai, wakizashi, kusari-gama (edged), and shuriken (thrown). Each level of training adds +5 to your attack modifier when using these weapons. This skill can be used in conjunction with two-weapon skill. (Skill #16)
Druidic (10/5) This school of magic teaches a character to cast spells dealing with nature and the weather. Increased levels of druidic allow for the casting of more powerful druidic spells. Prerequisite: Spellcraft. (Skill #17)
Dyeing/Weaving (8/4): Weaver cans create thread and fabric from raw materials such as wool, and then create clothing and other woven items from the fabric. They can also color their fabrics using naturally occurring dyes. Prerequisite: must be level two or higher. (Skill #15)
Edged weapons (12/5): This is skill in the specialized use of edged weapons such as swords, daggers and axes. Each level of training adds +5 to your attack modifier when using these weapons. This skill can be used in conjunction with two-weapon skill. (Skill #13)
Endurance (8/4): When you learn this skill, you undergo rigorous physical training to increase stamina as well as increase your pain threshold. The result is that you gain 4 body points for each training. In addition, each level of endurance provides a slight ability to resist the effects of elemental damage (fire, lightning and cold). Each level of Endurance confers a 1% reduction in damage from these attack forms. (to a maximum of 50%), be they from spells, special attacks, or what not. (Skill #11)
Enchantment (10/5): This school of magic teaches a character to cast spells that alter the nature of physical objects and the minds of creatures. Increased levels of enchantment allow for the casting of more powerful enchantment spells. Prerequisite: Spellcraft. (Skill#14)
Healing (20/2): This discipline allows a character to administer first aid and heal wounds. It is easier to heal simple injuries than complex ones. It is also easier for a character to heal someone of the same race. Increased training in healing offsets this disadvantage. (Skill #20)
Jeweler (10/5): Jewelers can craft all the baubles and bangles of the realms. They may also ENCRUST, INLAY and INSET items with gems. Freshly made jewelry from the hand of a skilled craftsman is automatically imbued with a part of the craftsman's "essence," i.e., there will be a small amount of magical power in the item that provides it with the initial charges available should a powerful enchanter cast the Enchant an Item spell on it. Prerequisite: must be level two or higher. (Skill #0)
Legerdemain (12/4): The subtle arts of sleight of hand, picking pockets and shoplifting fall into the realm of legerdemain. The more levels of legerdemain a character has the more accurately he or she can determine the worth of an item. Increased levels of legerdemain do not protect you from the pick pocket attempts of others. (Skill #21)
Lockpicking (10/4): The skill of opening locks without the proper key is known as lockpicking. (Skill #22)
Martial arts (12/5): Knowing the discipline of martial arts turns your bare hands and feet into deadly weapons. Each level of training adds +5 to your attack modifier when using no weapons. Additionally, training techniques in the field of Martial Arts have taught one how to focus ki such that when one has trained beyond 10 ranks, one can strike creatures that normally require a magical weapon to harm. In addition, each rank of Martial Arts increases your defense by +2, as long as you are wielding nothing. (Skill #24)
Mind Over Matter (10/5): Provides a psionicist with access to disciplines pertaining to energy and matter. Each level of skill in Mind over Matter will provide access to additional disciplines. (Skill #28)
Mind Over Mind (10/5): Provides a psionicist with access to disciplines pertaining to the mind. Each level of skill in Mind over Mind will provide access to additional disciplines. (Skill #27)
Mining (8/4): A miner can survey an area (usually caves or mountainside) for useful minerals and ores, and then mine these ores from their surroundings with the appropriate tools (such as a pick-axe). The more levels of mining skill that are known, the more efficient you are at mining, providing you with a higher chance of finding more valuable ores. Prerequisite: must be level two or higher. (Skill #35).
Missile weapons (12/5): This is skill in the specialized use of missile weapons such as the longbow, blow-gun, sling, gun and crossbow. This skill can not be used in conjunction with two-weapon skill. Missile weapons my not be used with shields. (Skill #3)
Necromancy (10/5): This school of magic teaches a character to cast spells that hold sway over the forces of life and death. Increased levels of necromancy allow for the casting of more powerful necromantic spells. Casting necromancy spells can affect a character's alignment. A necromancer walks a fine line between good and evil. Prerequisite: Spellcraft. (Skill #30)
Polearms (12/5): This is skill in the specialized use of polearm weapons such as halberds, pikes and lances. This skill cannot be used in conjunction with two-weapon skill. Pole weapons are considered 2 handed weapons and may not be used with shields. (Skill #25)
Psionics (20/5): Mental training in psionics opens up the character's mind to perform supernatural feats based on psychic will. (Skill #26)
Sagecraft (5/3): Sagecraft provides a character with knowledge of local history, mythology, folklore, nature and science, so that when the RECALL command is used in a room, additional information can be ascertained. Increased levels of sagecraft allow a character to obtain more specimens from the dead creatures they SKIN. (Skill #32)
Spellcraft (20/5): Spellcraft is education on the basic principles of magic. Those with knowledge of spellcraft can continue their instruction in specific schools of magic. The rudimentary incantations and gestures learned with this skill also allow someone to use magical items such as wands. Increased levels of spellcraft increase the chances of successful casting. (Skill #23)
Stealth (10/4): Skill at hiding in shadows and staying hidden while moving silently is known as stealth. It should be noted that successful hiding is based on numerous factors such as lighting, terrain and the perception of creatures and characters in the room. (Skill #33)
Thrown weapons (12/5): Skill in thrown weapons includes the use of rocks, spears and javelins. This skill cannot be used in conjunction with two-weapon skill. (Skill #19)
Transcendence (10/2): Recent scholarly research into extraplanar travel has revealed that when passing through gates from one plane to the next, a traveler will often become confused by the mind-numbing experience -- physical and magical laws are not consistent, and memory loss is reputed to be a common side effect. The result is that when traveling to another plane, people will lose all knowledge of skills and spells they learned in their home world. The art of Transcendence will enable the planar voyager to overcome this effect. (Skill #29)
As of yet, this art has been lost to the sorcerers of Andor. Who will be the first to find where these skills are taught -- and more importantly -- how to pass through the Well of Worlds?
[When traveling to another plane, a character is limited to their transcendence-level of skill in all their other skills. Level-based magic resistance and other non-skill related powers and abilities are not affected].
Trap and Poison lore (6/3): This is knowledge in the finding, setting, and disarming of traps. The higher the skill rank, the more complex the traps a character can set or disarm. Success when disarming is a percentage based on the complexity of the trap versus a character's trap lore skill level.
In addition, this skill allows you to anoint a weapon with poison. The skill teaches you the proper distillation and application of poisons to best utilize them on your weapon, such that every level of skill provides you with the ability to place a level higher poison on the weapon. For example, you can place a level 1 poison (dissipates in 1 round, doing 1 point of damage) on a weapon with one level of skill, or you could place a level 30 poison (dissipates in 30 rounds, doing 30 points of damage) on a weapon with thirty levels of skill. (Skill #12)
Two weapon (10/4): Two weapon skill allows a character to fight with a weapon in each hand. The secondary weapon has an attack bonus equal to the number of levels of two weapon skill a character has, limited by the skill in that specific weapon type, multiplied by +5. (Skill #1)
Weaponsmithing (10/5): A weaponsmith can repair damaged weapons and even craft new ones. The larger and more complex the weapon, the more levels of weaponsmithing skill are needed to perform repair on it. Weaponsmiths can also manufacture weapons (subject to their skill level and availability of materials). Lastly, weaponsmiths can refine the metal from ore to make it possible to work with. Advanced weaponsmiths can work with superior substances that allow them to create magical or semi-magical weapons. Prerequisite: must be level two or higher. (Skill #8)
Woodlore (8/3): This skill allows a character to forage for useful wilderness products (such as wood, berries, etc.), craft missile weapons and arrows, and also works along with sagecraft to help with skinning animals and monsters. Prerequisite: must be level two or higher. (Skill #18)
Player Interaction ------------------
You communicate with Legends of Future Past through an English parser. If you wish to do something try typing a sentence describing what you want to do. If you see a closed door and want to open it, type OPEN DOOR. If you see a monster and you want to kill it, type KILL MONSTER, KILL TROLL, or whatever the thing you want to smite. Depending on the command, only one or two letters maybe needed: OPEN DOOR could be typed as OP DO in most instances.
Note: although the commands in this documentation appear in all caps, it is not necessary for you to do so. The commands will work if typed in lower case.
In the case where there is more than one item in an area, you can use or words to distinguish them. Say you were in a room with 2 doors, one a large door and the other a teak door... Go door will take you through the first door. Go 2 door will take you through the second door. You could also type go second door, go other door, go teak door etc.
In your travels in the Shattered Realms, you will meet other people. To speak to them, you simply start your text with an apostrophe (') and the text that follows will be displayed to everyone nearby.
Example:
You type: 'Hello there. Everyone sees: Balthazar says, "Hello there"
To ask a question or make an exclamation simply add a question mark (?) or exclamation point (!) to the end of your sentence.
Example:
You type: 'Hey, wait a sec! Everyone sees: Balthazar exclaims, "Hey, wait a sec!"
You type: 'Where is everybody going? Everyone sees: Balthazar asks, "Where is everybody going?"
To repeat the last command you entered, type a period (.) by itself.
There are a few other commands you will need to know to interact with Legends of Future Past. If you wish to leave the game, just type QUIT or EXIT. Typing WHO will show you a list of all other players currently online. STATUS will show you a description of your character. VERSION, NEWS, or NOTES will output the current version of Legends of Future Past as well as any special notes about new features and bug fixes. The ASSIST command will attempt to summon a GameMaster to help you, and the REPORT <message> command can be used to report a problem or bug to the GameMasters. The HELP command will provide you with a list of most verbs and commands. For even more help when getting started type ADVICE.
Settings --------
There are several settings which can be enabled to change your viewing environment to a certain degree. Typing the word "SET" by itself will display all current and all possible settings. To toggle settings you will need to type SET <setting name> [on/off] Settings: Full: Gives you full room descriptions. Brief: Gives you brief room descriptions. Echo: Toggles your local echo. Prompt: Allows you to see, or not see prompt codes. Logon: Allows you to see logon messages when people enter the game. Logoff: For killing those pesky logoff messages. Disconnect: Eliminates or restores disconnect messages. RPbrief: Set this off and you will not see verbs to other people. You would see someone smile, but not at other person. Actions to you would be seen. Battlebrief: If on, you will not see RP actions by monsters and computer controlled characters. This will also reduce the scroll in combat. Actionbrief: If on, the following types of messages will be filtered out: healing between other players, invocation of a spell by another player, selfcasting of spells by other players, eating and drinking by other players and failed spells. Actbrief: Allows you to see or not to see the parentheses around ACT commands.
Movement --------
As you move around Legends of Future Past, you will be given a description of the area from your point of view as well as a list of obvious exits.
Example:
[Dark Tower] You are standing at the foot of a menacing tower. Thick forest surrounds you on all sides. You see a rickety iron door. Obvious exits: north, south, east. > The list of obvious exits represent the abbreviated compass directions you can move from this location. To go in one of those directions, just type the direction, e.g., north or simply 'n' to abbreviate. However, sometimes there are less obvious places to move than the obvious exits. Read the room's description, and you will notice a rickety iron door. To move through it, just type GO DOOR.
The last possible way to move is by flight. Certain races can FLY, and there are also magical and technological methods. You can only fly in places with enough overhead space. Once you are in the air you can ASCEND and DESCEND, moving through different maps in the skies. While flying you still use the compass directions for your heading.
Command Glossary ----------------
ACT <sentence>: Replaces the word act with your character's name, and places it in brackets. You may eliminate the parentheses you see on ACT commands by toggling you actbrief settings.
Example: You type: act holds his breath and counts to ten. Everyone sees: (Balthazar holds his breath and counts to ten.)
ADVANCE <player|creature>: Moves towards a creature to engage them at melee range. This is not needed if you use Missile Weapons, Thrown Weapons or Pole Arms.
ADVICE: Special help for players just getting started. Only available to first and second level characters.
ANALYZE <item name>: Examine an item for alchemical properties. Requires Alchemy skill.
ANOINT <weapon> WITH <poison potion>: Coat a weapon with a poison potion. Requires Trap & Poison skill. Synonym: POISON.
ARREST <player|creature>: Available to Lawkeepers and deputies, this command may be used on someone with a warrant pending for his or her arrest. If used, it allows the subject to SUBMIT and come along quietly. If they do not SUBMIT, and if you defeat them in combat, they are usually incapacitated rather than slain, and taken into the Fayd Hall of Justice at Fayd.
ASCEND: Move vertically upwards while flying to the next point in the map above your current position. You must already be flying.
ASSIST: Notifies GMs online that you require assistance. When multiple players type ASSIST, their names are placed in a cue in the order in which the assists were asked for. Requests for assists are canceled when you leave the game.
ATTACK <player|creature>: Using whatever weapon you are currently wielding, attack with intent to kill. Depending on the weapon you are using, you may or may not have to be in melee range to use this command. Synonyms: A, KILL, SLAY, SMITE.
AVOID <player|creature>: Actively attempt to avoid a particular creature or person.
BACKSTAB <player|creature>: Attempt a deadly secret attack on your victim. You must already have been successfully hidden to perform this attack.
BALANCE: Typing balance while in the bank allows you to view your account balance and see a list of the items you have stored there.
BERSERK: Adjust your fighting style to berserk. Your defense will be lowered greatly but your offense will increase substantially.
BITE <player|creature>: Available for character races who can use their jaws as effective weapons. You must have advanced within melee range of the target first.
BLEND: Causes a highlander character to blend into cave or mountain terrain.
BREAK <object> with <object>: Allows you to destroy an item with another item of greater strength. Synonym: DESTROY
BREW <reagent> IN <container>: Creates a potion in a container (such as a flask) with the alchemical reagent specified. Requires Alchemy skill.
BRIEF: This command shortens the room descriptions that are displayed. Typing FULL turns them on again.
CALL: This causes an aelfen character to call forth a woodland creature to come and serve as their familiar. This command works only in certain places.
CANT <message>: Sends a covert message to others in the room. Legerdemain skill to level 6 is required to send and receive a covert message using cant.
CAST <player|creature|object|mark#>: Effect your target with a spell you have invoked.
CHANT <scroll>: Allows you to cast the spell on the scroll.
CLIMB <object>: Negotiate a given obstacle by climbing.
CLOSE <object>: Shut a door, close a container, etc.
COMMAND <instructions>: Instruct a conjured or dominated creature to perform something for you. The available commands are:
BEGONE Return from whence you came. <direction> Move in a direction, e.g. NORTH, WEST, etc. FOLLOW <creature> Follow someone. GUARD <creature> Protect the creature indicated. KILL <victim> Attempt to slay someone or something. LOOK Look at the surroundings and send you a telepathic image of what is seen. WATCH You "see" what the creature sees. ECHO The creature repeats what you speak.
CRAFT <item's full name>: This is available to anyone with a craftsman skill. If entered by itself, it will list all the items you know how to craft. If entered with a name of an item you know how to make, it allows you to begin constructing the item you specify.
CREDITS: Display the credits for Legends of Future Past development.
DEFENSIVE: Adjust your combat strategy to become more defensive, sacrificing offensive opportunity in an attempt to better protect yourself.
DEPOSIT <coins in copper|item>: Allows you to store cash and valuables in the bank. All amounts deposited or withdrawn are done so in copper pieces. So, if you wish to deposit 100 gold, type deposit 10000.
DESCEND: Move vertically downwards while flying to the next point in the map below your current position. You must already be flying. When at your lowest altitude already this causes you to land.
DISARM <object>: The first use of this command on an object attempts to locate a trap on it. If there is a trap, it can then be disarmed by using this command again.
DISBAND: Make it so anyone currently following you is on their own again.
DISGUISE: Instructs you how to disguise yourself if you have the Disguise skill.
DRINK <object>: Consume a liquid. Synonyms: SIP, QUAFF
DROP <object> <player|creature>: Put an object you are carrying on the ground.
DYE <item name> WITH <item name>: Allows a character with Weaving/Dyeing skill to color virgin material (such as wool) before they create a finished piece of clothing. Dyeing is done using a naturally occurring pigment; this pigment can come from a dye bought in a store, or plant/animal byproducts found in nature. Some of the more rare colors can only be found on very rare and hard-to-get substances.
EAT <object>: Consume a food.
ENROLL: When done in an open organization's training area, it allows you to join that organization.
EMOTE: Causes mechanoids to engage the emotional half of their brains. They gain the ability to experience emotion but lose their logistical edge.
ENCRUST <item> WITH <gem>: Allows characters with Jeweler skill to adorn an item with a gem.
EXTINGUISH <object>: Put out a torch, lantern, lamp, etc. Synonym: UNLIGHT
FILL <container> with <liquid>: Puts liquid into the specified liquid container.
FLY: Take off into the air if you are a flying race or lift off with a flying vehicle you are driving.
FORAGE Allows a characters with Wood Lore skill to search a wilderness area for useful substances: wood with which to construct a bow, edible berries and nuts, valuable herbs, etc.
FRENZY: Causes a Murg character to enter battle frenzy. This makes them even easier to hit but increases their chance of damaging an enemy. In addition, a frenzied Murg will remain conscious even after they have accumulated enough damage to make them collapse normally.
FULL: Turn on full room descriptions. Reversed by typing BRIEF.
GET <object> <player|creature>: Pick up an object, including someone who is unconscious, sleeping, submitting or dead. Carrying another person will prevent you from doing things such as casting or fighting. Synonyms: TAKE.
GO <object>: Go through a portal, move down a trail, etc.
GUARD <player|creature>: Guard someone from melee engagement.
HEALTH: Shows your health status. Synonym: DIAGNOSE
HELP: Access Legends of Future Past help system.
HIDE: Attempt to conceal yourself.
INITIATE <player>: Initiate someone into an organization. The target player must be kneeling. This command may only be used by those with a high status in the organization (which may vary from one to another).
INLAY <item> WITH <gem>: Allows characters with Jeweler skill to adorn an item with a gem.
INSET <item> WITH <gem>: Allows characters with Jeweler skill to adorn an item with a gem.
INVENTORY: Look at what you are carrying, wearing and holding. Synonyms: I
INVOKE <spell code>: Prepare a spell to be cast. This incurs a round time based on the complexity of the spell. Synonyms: CHANT, PREPARE.
JOIN <player|creature>: Join someone's party and follow them. Synonym: FOLLOW
LEAVE: Leave the group you are in.
LIGHT <object>:light a lamp or candle. Synonym: IGNITE
LOCK <object> WITH <object>: If you have the proper key, lock an object.
LOOK <in|on|under> <object>: If done with no parameters, this displays the room description. It may also be used to take a closer look at an object, another character, as well as looking in, on or under that object. Synonyms: L, EXAMINE, INSPECT
MARK <#>: Marks the current location with a number, 1-10. This command is used in conjunction with certain spells such as Bend Space and Scry. You may also view your mark list by typing mark with no number.
MASTER <spell>: Allows a character to learn a spell so well that increased damage or duration results.
MINE WITH <item name>: Allows a character with mining skill to mine ore from the area they are in. Requires a pick-axe or other mining tool.
MOLD <object>: Allows a highlander to improve a gem.
NOCK <object> WITH <object>: Nock a bolt or quarrel to a bow. Synonym: LOAD
NORMAL: Shift to a normal battle strategy, an equal balance between offense and defense.
OFFENSIVE: Shift your attack strategy to offensive, a style halfway between berserk and normal.
OPEN <object>: Open a door, container, etc.
ORDER <item>: At a shop, place an order for an item. You must type the adjective in order to get the correct item. Synonyms: BUY
PICK <object> WITH <object>: Attempt to bypass a lock by picking it with a lockpick.
POISON <weapon> WITH <potion>: Allows a character with trap and poison lore to anoint a weapon with a poison. Synonyms: ANOINT
POUR <container> in <container>: Allows you to switch liquids from one container to another or combine them to create new ones.
PROMPT: Adds an alphabetic code before the prompt that indicates your current status.
! bleeding s sitting S stunned D diseased P poisoned J joined in a group K kneeling L laying R in roundtime H hidden or invisible U unconscious I immobilized DEAD dead
PUT <object> <IN|ON|UNDER> <object>: Place an object in, on or under another one. Synonyms: PLACE
QUIT: Leave Legends of Future Past. Synonyms: EXIT, QUIT, Q, X.
READ <item>: Allows you to read anything written on an item.
RECALL: Call upon sagecraft to see if there is any additional knowledge you might know about your current location or an object (RECALL <object>).
REMOVE <object>: Take off something you are wearing.
REPAIR <item name>: Performs repair on a damaged item; repairing a weapon requires weaponsmithing skill. "Broken" items are in an advanced stage of disrepair, and cannot be fixed under any conditions.
RETREAT: Back off from anything you are currently engaged with in melee range.
SEARCH <creature|player>: Removes any items in the possession of a corpse and puts them on the ground.
SELFTRAIN <Skill#>: Allows you to train yourself in a skill you already know. The build point cost is one build point higher than usual.
SKILL: Displays all your current skills.
SKIN <player|creature>: Allows characters with sagecraft to eviscerate a corpse and possibly retrieve a specimen. You need Woodlore or Sagecraft to do this.
SMELT <item name>: Allows a character with weaponsmith skill to extract the metal from raw ore. For example, if you had iron ore, you could SMELT ORE to derive steel. Smelting ore requires one level of weaponsmith skill.
SNEAK <direction>: While hidden, attempt to move somewhere else while staying hidden and moving silently.
SPECIALIZE <weapon>: Allows one to increase the likelihood of striking a foe's body or head with a specific type of weapon.
SPELL: View all the spells you know.
SPLIT <amount> <type of coin>: Divide a number of coins between everyone in your party.
STALK <player|creature>: Attempt to secretly track someone.
STATUS: View your statistics.
STEAL <player|creature>: Try to pick the pocket of someone. Synonyms: FILCH, ROB.
SUBMIT: If you are wanted for arrest, submit and come along quietly. This command also lowers your spell resistance to zero.
SURVEY Allows a character with mining skill to survey an area for the worth and frequency of useful minerals.
TEACH <skill|spell number>: Teach a skill to anyone who is interested in the room. Anyone with the available build points will be able to TRAIN the skill from you until you teach a new skill or leave the room.
TELEPATHY: If you are capable of telepathy, turn it on or off.
TEND <character|creature>: Use healing skill to remove injuries.
THINK <message>: Use telepathy to transmit a message to everyone who can receive telepathic transmissions. To do this requires having telepathy whether through telepathic implant, herbs, potions or by being a natural telepath.
TRAIN <skill#>: Use this command to exchange build points to learn a new skill or increase your level in a skill already known while in a formal training area or when another character performs the TEACH command.
TRANSFORM: Causes a wolfling to change between wolf and humanoid form. Also used to change back from mist or slime form.
TRAP <object> WITH <object>: Place a trap on a container.
UNDRESS: Removes your outermost layer of clothing.
UNEMOTE: Causes mechanoids to switch over to the analytical half of their brains. While in this state they can perform skills with greater precision. However they cannot experience emotion in this mode.
UNLEARN <skill #>: Allows one to unlearn a skill, one rank at a time and once per level, and get back the build points spent on learning it, save one.
UNLOCK <object> WITH <object>: If you have the appropriate key, unlock something.
UNPROMPT Removes the alphabetic status prompt.
UNWIELD <object>: Stop wielding an item such as a weapon. Synonyms: UNUSE.
VERSION: Display the current version of Legends of Future Past and any version notes. Synonyms: NEWS, NOTES.
WARY: Shift your battle strategy to wary, i.e., become slightly more defensive than normal.
WEAR <object>: Put on a wearable object. Synonyms: DON.
WHISPER [TO> <player|creature> <message>: Say something privately to someone in the same room.
WHO: Shows a list of everyone currently playing Legends of Future Past.
WIELD <object>: Ready an object such as a weapon to be used. Synonyms: USE.
WITHDRAW <coins in copper|object>: Remove money or items for bank account and safety deposit box.
WORK <material>: After you have specified what type of item you want to make with the CRAFT command, you use this to work in the material of your choice. For example, if you were crafting a sword, you might now WORK STEEL. You will need to continue working your material until the item is finished. You will also need to have the tools available to you to perform this work; for example, smithing a weapon requires a forge. Complex materials may require advanced levels in the appropriate skill.
YELL <message>: Yell something so that everyone nearby hears you. Synonyms: SHOUT.
Other verbs -----------
Legends of Future Past is intended to be intuitive and there are over two hundred verbs that it understands. Try any verb which comes to your mind! It might be there. Here are some examples of some of the other verbs that Legends of Future Past understands:
babble beam bow chuckle cry dance feel fidget frown groan handshake headshake hug kiss kneel lay mumble poke pull push roll sit shiver snort stand swoon toast wink laugh shudder tickle raise (eyebrow) howl turn point kick knock touch rub carry get pet slap punch roll spit wave tap gaze glare scowl furrow (brow) sing recite pace comfort
***
Combat ======
Success in battle is determined by a myriad of variables within Legends of Future Past. All your statistics, skill, the type of weapon, your armor, the weather, visibility, lighting, terrain, range and other values factor in.
When an attack is made, the system takes all the available factors and internally calculates your To Hit value. You must then roll over that number on a one-hundred sided die to score a hit. If you succeed in hitting, a description of the injury is displayed. A round time of varying length is imposed based on your quickness. The minimum To Hit value is always 5 (because there is always a chance for you to miss) and the maximum value is 95 (always a slight chance you could hit).
The damage you deliver to your target is based upon the weapon you are wielding. High strength increases the damage done by melee weapons and pole arms. High agility increases damage from weapons that rely on aim such as bows and thrown weapons.
When you perform an attack with any weapon other than a missile weapon, you are fatigued. This is reflected in a loss of fatigue points. The amount of fatigue points lost is related to the weight of equipment you are carrying in relation to your strength and constitution. If you run out of fatigue, you will not be able to continue attacking. In addition, a -10 To Hit penalty is imposed when you are at half your maximum fatigue, and a -25 penalty is imposed when you are under one-quarter of your maximum fatigue. Missile and Thrown Weapons do not use fatigue.
Besides these physical attacks, psionics and magic will also play an important role in combat. The difference here is that a To Hit is not needed for casting an offensive spell or using an offensive psionic ability. The target is granted a chance to resist the magic or psionics based on their statistics. If they fail to resist, the spell or psionics take full effect!
Weapon users may specialize in SPECIFIC weapons once they have trained to the 10th level in the broad category defining that weapon (e.g., if you wanted to specialize in the greatsword, you'd need to be trained to the 10th level in Edged Weapon skill).
Each rank of specialization in the specific weapon increases your chance to strike a "vital" area (head, torso, back, etc.) with that weapon by 15%, to a maximum of 75%. No more than five ranks have any meaning. Weapon specialization has no effect when combined with backstabbing, because a backstab already strikes a vital area all the time. You may never specialize in more than five different specific weapons.
The first rank of specialization costs 10 build points. Each additional level of specialization costs 5 build points.
There can be many types of injuries. A light hit upon you will not leave a significant wound and will only reduce your current body points. Stronger hits may cause an actual wound: a laceration, gash, etc. If the wound caused is bleeding, you will lose body points steadily until the injury is healed. The more serious the injury, the harder it is to heal. If a monster has less than a 96 To Hit value against you, and rolls over 95, it may result in stunning you or knocking you off your feet. In the case of a stun, a -20 penalty is imposed on your defense and you are unable to attack or move again until the stun wears off. If you are knocked down, a -50 penalty is imposed on your defense until you stand up again.
Melee weapons can be damaged in combat. This can happen during a weapon clash. WEAPON CLASH. On attack rolls of less than 3, weapons now have a chance of being damaged in a "weapon clash." The chance of damage is based on a 2d100 roll (a 2-200 range) versus the attacking weapon's strength. The weapon strength is based on the size, power and material make-up of the weapon; i.e., elkyri is stronger than steel, a greatsword is stronger than a rapier, etc. If the weapon fails this roll, then it will become "damaged." A damaged weapon has a -10 ToHit penalty in combat. Damaged weapons can be repaired by a character with Weaponsmithing skill (see below). However, the main danger of continuing to use a damaged weapon is that it then has a chance of becoming broken. If a damaged weapon encounters a weapon clash, it will break! A broken weapon CANNOT be repaired by a weaponsmith. It is important to repair damaged weapons before they reach this stage. Weapon clashes do not occur when fighting monsters that do not parry with a weapon (e.g., a weapon clash will never occur against a monster that only has claws).
To battle something in melee range with a hand weapon such as a sword, you must first ADVANCE towards it. If things aren't going well, you may RETREAT. Missile weapons such as bows and firearms may be used from retreated positions. Pole Arms and Thrown Weapons may be used at a range as well. When you are ready to make your attack, simply ATTACK or KILL <creature>. Always be aware of weather, lighting and terrain as you battle, for they will play an important role in your success. Lastly, you can alter your battle strategy slightly.
You are usually applying MODERATE battle tactics, i.e., an equal balance between offense and defense. If you wish, you can shift to OFFENSIVE if you are willing to sacrifice some of your defenses to make a hit upon your enemy, or DEFENSIVE to do the opposite. If you want to sacrifice almost all of your defenses, you could go BERSERK. If a battle isn't going well or you want to avoid combat altogether, you could become WARY. Lastly, if a companion is doing poorly and you wish to protect them, you could step before them with the GUARD <creature|player> command. A guarded person can still be hit with ranged weapons, spells and psionics.
Armor -----
Wearing armor reduces the amount of damage caused by an attack. The heavier the armor, the more damage is reduced. Beware, however, for though heavy armor may provide great protection, it will cause you to fatigue at a higher rate. Various armors protect against certain attacks better than others: for example, plate armor is not nearly as effective against a crushing weapon such as a mace as it is against a slashing weapon like a sword. Some races have natural armor that increases in effectiveness with every level. All armor other than leather detrimentally affects spellcasting ability.
Missile and Thrown Weapons --------------------------
Missile weapons are those such as bows and firearms that launch some sort of projectile over a distance such that the wielder need not be engaged (with the ADVANCE command) at melee range. You can always fire your missile weapon at any target you see in the room. However, you must always load your weapon with the LOAD or NOCK command. For example, if you have a quarrel of arrows you must NOCK BOW WITH ARROW to ready the weapon to be fired. If you have a machine gun you will probably have to LOAD GUN WITH MAGAZINE. That places an entire magazine inside the weapon so that it can fire a series of shots. Depending on the type of ammunition that the missile weapon takes and your quickness, it will take a varying round time to load it.
Thrown weapons must be picked up and re-wielded between throws. Make sure you pick them up, otherwise you might lose them. Also, when in melee range, your attack with slashing/piercing thrown weapons counts as a melee attack and uses fatigue.
Backstab --------
After successfully hiding yourself you can attempt to perform a BACKSTAB on your opponent. Each level of backstab skill you know increases total damage. Backstabs can only be performed with puncture melee weapons, such as daggers and rapiers.
Death -----
If at any time you drop below 0 body points, you are unconscious. You will not be able to do anything but watch your own body during this time. It is possible that you may drift in and out of consciousness. It is possible for you to be healed by someone else during that time or perhaps to eat some babich root when you come to. After a while in this state, you may die, or someone may deliver a 'coup de grace.' It is then possible for someone with the Breath of Life spell to restore you to life if they find you. You may lay around dead as long as you like. However, you will be subject to being searched, skinned and having your valuables stolen. If you are not raised from the dead, you may DEPART. The local death insurance company, Eternity, Inc., will take action to restore you, assuming you have paid for this service at their offices in Fayd (new citizens begin with five free treatments). If you are a biological life form, they will clone your body from a single cell and transplant your brain to the new body. Ephemerals will be reintegrated using their high energy spiritual retrieval system and mechanoids are repaired using the best cybertechnology available. Any possessions you had at the time you DEPARTed will be returned. Some of the more dangerous areas of Andor cannot be departed from. Other areas, such as the Deep Realms, require different insurance payments. Any death will result in a loss of up to 90% of the experience points you have accumulated towards your next build point. This penalty is softened to 20% if you are resurrected with a Breath of Life.
***
Psionics ======== PSIONICS: Build point cost: 20/5 Prerequisite for other psionic skills. Each level of psionics aids the psionicist in successfully invoking a discipline and overcome an opponent's psionic resistance.
MIND OVER MATTER, build point cost: 10/5
MIND OVER MIND, build point cost: 10/5
Disciplines are of two types: those that are "instantaneous" and those that are "maintained." Maintained powers will result in a constant draw of psionic energy from the psionicist resulting in a cost of one psi per five levels of the discipline, rounded up, to a minimum of one. Maintained disciplines are any power that affect the psionicist's self and last indefinitely.
PARSER
To invoke a psionic command, type PSI <Discipline#>. Instantaneous powers that do not require a target will activate immediately; if the power was a maintained one, repeating this command will turn it off. Typing "PSI" (or "PSIONICS") by itself will list your psionic disciplines, as well as noting any that are currently active.
To project a power at something, type PROJECT <Creature|Item|Mark#>.
With psionics, you do not need to re-prepare a power each time you want to use it; however, if you change your current power to something else, you will incur a round time for doing so.
The round time is 5 seconds for preparing a discipline for use with the PSI command and 5 seconds for projecting a discipline. There are a few exceptions: Matter Awakening, Mind Awakening and Call on Inner Resources have a 20 second round time, and psychic attack disciplines that are projected at an opponent have no round time to prepare.
RESISTANCE
Players have a resistance to psionics equal to 2% per level. This resistance is subtracted from a psionicist's roll when they attempt to project a hostile power on them.
"Physical" psionic attacks such as pyrokinetics, etc., will provide monsters with a psionic resistance equal to their normal magic resistance. Monsters may have a resistance to "mental" psionic attacks which is different from that amount.
Undead and creatures without nervous systems are typically immune to psionic mental attacks. Some creatures which do not have a nervous system yet have a distinct "awareness" (for example, demons) have enough of a mind that psionicists may be able to perform mental attacks on them.
DISCIPLINES
Following are the disciplines available, broken down by psionic science. No build point cost is incurred in the learning of a new discipline. You may learn any discipline that is of a level equal to or lower than your Mind over Matter or Mind over Mind discipline (as appropriate).
PSIONIC MONSTERS
They exist, but we'll let you discover them for yourselves. A few existing monsters that were obviously meant to be psionic previously are now "true" psionicists, and some may still get changes over the next 1-2 weeks.
MIND OVER MATTER
#1: Matter Awakening. Use of this psionic discipline will opens up the psionicist's mind to any new disciplines in the Mind over Matter science that have opened up due to increased skill level. It may require several attempts to grasp a new discipline. (Level 1)
#2: Kinetic Thrust. Bludgeons a victim with an invisible spherical force field, resulting in crushing damage. The maximum damage of this discipline increases relative to training in Mind over Matter. (Level 1)
#3: Levitate. Permits the psionicist to carry 50% more equipment than usual, and possible provide for a smaller fatigue penalty in combat if wearing heavy armor. (Level 2)
#4: Pyrokinetics. Speeds up molecular motion on a target, causing heat damage. Maximum damage increases with training in Mind over Matter. (Level 3)
#5: Cryokinetics. Slows down molecular motion on a target, resulting in cold damage. Maximum damage increases with training in Mind over Matter. (Level 4)
#6: Capacitance. Drains 1 charge from a magical charged item and rearranges the energy into psi -- a net gain of 5. The item in question must have had an actual magical spell imbued in it. (Level 5)
#7: Electrify. Discharges stored electric energy from the molecules on object, resulting in electrical damage. Maximum damage increases with training in Mind over Matter. (Level 6)
#8: Strengthen Steel. Allows a psionicist to strengthen the molecular bonds of steel in a weapon, resulting in a more sturdy and sharper implement. This is effectively a +15 bonus for the weapon. It has no effect on armor. (Level 7)
#9: Manipulate Lock. When used on a locked item, provides a slight chance that the item will be unlocked. Complex locks will most likely resist this discipline. (Level 8)
#10: Wall of Force. Creates a force barrier in front of the psionicist, resulting in a +25 defense bonus. (Level 9)
#11: Flight. Allows the psionicist to fly. (Level 10)
#42: Speed. Allows the psionicist to move at blurring speed. (Level 12)
#12: Call on Inner Power. Transforms 10 fatigue from the psionicist to a net gain of 10 psi. Incurs a 20 second round time. Draining excessive fatigue may be hazardous! (Level 13)
#13: Transform Steel. Alters steel at the molecular level to another metal. This will only work on weapons, and the results are unpredictable. The transformed weapon will usually have a bonus in the range of 3-17. (Level 15)
#14: Teleportation. Allows the psionicist to teleport to a location they have visited before and marked. (Level 18)
#15: Force Field. Creates a strong force barrier on all sides of the psionicist, resulting in a +75 bonus to defense but also a -75 penalty to offense. (Level 20)
#16: Immobilize. Weaves a network of invisible force bands around the target, making it impossible for the victim to retreat, move, advance or perform other particular movements. (Level 22)
#17: Ethereal Projection. Shifts the psionicist into the ethereal, making them nearly invisible and undetectable in the real world. The psionicist will phase back upon making any hostile maneuver or certain other types of movement. (Level 24)
MIND OVER MIND
#18: Mind Awakening. Use of this psionic discipline will opens up the psionicist's mind to any new disciplines in the Mind over Mind science that have opened up due to increased skill level. It may require several attempts to grasp a new discipline. (Level 1)
#19: Telepathy. Permits the psionicist to communicate with others via the telepathic ether. (Level 1)
#20: Contact. Permits the psionicist to make private telepathic sendings. (Level 2). Use the "CONTACT" verb to use this discipline.
#21: Psychic Probe. A psionically probed individual will be vulnerable to all further mental attacks without resistance as long as they come from the originating psionicist. The psionicist may only probe one creature at a time. (Level 3)
#22: Psychic Blast. Stuns the target for 6-12 seconds. (Level 4)
#23: Psychic Screen. Shields the psionicist from all mental attacks. (Level 5)
#24: Psychic Penetration. Crumple's an opponent's psychic screen. (Level 6)
#25: Clairvoyance. Allows a psionicist to have a vision of a location they have visited before. (Level 7)
#26: Eject. Removes any hostile psionic probes from the psionicists mind. (Level 8)
#27: Cloak Aura. Protects the psionicist from the spells Aura Sense, Truename and similar effects. (Level 9)
#28: Psychic Shield. A superior version of Psychic Screen that is invulnerable to Psychic Penetration. (Level 10)
#29: Psychic Crush. Stuns the target for 6-21 seconds. (Level 11)
#30: Psychic Invasion. Crumple's an opponent's psychic screen or psychic shield. (Level 12)
#31: Confuse. Places a -40 penalty on whatever the victim's next skill roll happens to be. (Level 13)
#32: Focus Skill. Adds a +25 bonus to whatever the psionicist's next skill roll happens to be. (Level 14)
#33: Terror. Stuns the target for 6-21 seconds, but also fires all of the target's fear neurons simultaneously, resulting in a -25 defense penalty. This penalty is above the standard -20 penalty for being stunned. (Level 15)
#34: Psychic Barrier. A superior version of Psychic Shield that is invulnerable to Psychic Invasion and Psychic Penetration. (Level 16)
#35: Psychic Insinuation. Crumples an opponent's Psychic Barrier, Psychic Shield or Psychic Screen. (Level 17)
#36: Domination. Allows the psionicist to numb a weak-minded and weak-willed creature's brain for a ten-minute period, permitting them to give them simple orders which they will obey to the best of their ability. Use the "COMMAND <creature> <action...>" verb to order a dominated creature. (Level 18)
#37: Disruption. Disrupts all of an opponent psionicist's maintained disciplines. (Level 19)
#38: Psychic Fortress. The greatest psionic defense, this is a superior version of Psychic Barrier that is immune to all lower level assaults. (Level 20)
#39: Warp Mind. Confuses the victim to the extent that they are unable to attack, cast spells, use psionics or perform other useful actions for the duration. (Level 22)
#41: Pain. Fires all of a creature's pain neurons simultaneously, resulting in stress powerful enough to almost kill. It will result in up to 20 points of body damage, stuns them for up to 21 seconds, and will leave them in a kneeling position. (Level 21)
#40: Psychic Siege. Destroys a psychic fortress, psychic barrier, psychic shield or psychic screen. (Level 25)
***
Spellcasting ============
In Legends of Future Past, there are four schools of magic: Enchantment, Necromancy, Druidic and Conjuration.
Enchantment deals with altering the physical properties of objects and the mental makeup of living things. Conjuration summons creatures and the elements to serve the caster. Necromancy holds sway over the forces of life and death. Druidic deals with the forces of nature.
To know a certain level, you must be trained to at least that level in the appropriate school of magic. Simply being trained in a school of magic does not mean you are learning actual spells to cast: it simply makes it possible to cast increasingly powerful spells. A spell must be found on scrolls or taught to you by someone else who has already learned it. Some powerful spells may be hard to obtain! Some spells may be totally unique!
When a spell is invoked, it costs as much mana as the level of the spell. You cannot continue to cast spells when you run out of mana. However, your mana will replenish over time. Your chance of invoking a spell successfully is based on your Spellcraft skill. Your base chance of a successful invocation is 25%, modified by ten percent of your empathy score. Each level of spellcraft increases this by 5%, to a maximum of 95%. A failed roll results in the spell fizzling with no effect, a roll over 98% always fails and indicates a fumble which may result in a harmful side-effect. A roll of 2% or below indicates spectacular success which will cause the effect of the spell to double when cast. Various items found in the lands can be added to your spell preparation to give you a greater chance at success. Some spells require preparation with a specific item to be cast successfully.
Spell Mastery allows a spellcaster to specialize in specific spells, similar to the way weapon-users can specialize in specific weapons. The build point cost is 8 for initial mastery, and 4 for each additional rank of mastery for that specific spell. Each level of mastery in a spell will increase damage and duration of the spell proportionally; in addition, the mana cost of the spell is reduced by 2 for each rank learned (to a minimum of half the original cost, rounded down).
The prerequisite for spell mastery is that you know twice as many levels of spellcraft as the level of the spell you wish to master. Due to the precise methods used in mastering a spell, the advantages of decreased mana and increased effectiveness are not reaped when the caster is influenced by any time-altering spell (such as Haste or Slow).
The following pages contain a list of the spells known in Andor so far:
Conjuration spells.
------------------
100: Flame Bolt: Lev=1
101: Force Blade: Lev=3
102: Mystic Armor: Lev=5
103: Lightning Bolt: Lev=7
105: Globe of Protection: Lev=15
106: Summon Fire Elemental: Lev=12
107: Summon Air Elemental: Lev=12
108: Summon Water Elemental: Lev=12
109: Summon Gargoyle: Lev=16
112: Call Meteor: Lev=20
113: Light: Lev=1
114: Mystic key: Lev=2
115: Shockwave: Lev=4
116: Thunder Call: Lev=21
117: Call Fire: Lev=8
118: Flaming Sphere: Lev=13
119: Ice Bolt: Lev=3
120: Frost Ray: Lev=6
121: Freezing Sphere: Lev=9
122: Summon Familiar: Lev= 2
123: Summon Earth Elemental: Lev=12
124: Inferno Glyph: Lev=20
125: Thunder Glyph: Lev=10
126: Ice Glyph: Lev=15
127: Web: Lev=10
130: Mass Protection: Lev=23
131: Flaming Arrows: Lev=18
132: Chain Lightning: Lev=23
133: Globe of Protection II: Lev=30
134: Siryx's Terrible tentacles: Lev=25
135: Storm Blade: Lev=24
136: Inferno Blade: Lev=19
137: Winter Blade: Lev=22
138: Energy Maelstrom: Lev=31
139: Sorcerous Summons I: Lev=20
140: Sorcerous Summons II: Lev=35
141: Pyrotechnics: Lev=17
144: Tindareth's Chaotic Summons: Lev=28
Enchantment Spells
------------------
200: Fear: Lev=1
201: Charm: Lev=3
202: Enchantment I: Lev=4
203: Enchantment II: Lev=15
204: Enchantment III: Lev=30
205: Command: Lev=6
206: Domination I: Lev=12
207: Strength I: Lev=4
208: Strength II: Lev=8
209: Strength III: Lev=16
210: Haste: Lev=5
211: Slow: Lev=5
212: Mass Invisibility: Lev=25
213: Bend Space I: Lev=17
214: Domination II: Lev=24
215: Scry: Lev=10
216: Slumber I: Lev=2
217: Slumber II: Lev=6
218: Slumber III: Lev=18
219: Silence: Lev=7
220: Dancing Blade: Lev=1
221: Dancing Sword: Lev=6
222: Bend Space II: Lev=23
224: Fly: Lev=11
225: Invisibility: Lev=14
226: Paranoia: Lev=3
227: Imprisonment Rune: Lev=13
228: Identify: Lev=7
229: Wizard's Armor: Lev=9
230: Disjunction: Lev=21
231: Imprison: Lev=19
232: Mist Form: Lev=20
234: Spell Shield: Lev=13
235: Cloak Mind: Lev=22
243: Charge Wand: Lev=26
244: Enchant an Item: Lev=31
245: Slime Form: Lev=13
246: Yshtarin's Confounding Translocation: Lev=29
248: Phantom Form: Lev=34
Necromancy
-----------------
301: Turn Undead I: Lev=2
302: Turn Undead II: Lev=8
303: Cure Poison: Lev=11
304: Turn Undead III: Lev=16
305: Breath of Life: Lev=14
306: Animate Skeleton: Lev=6
307: Animate Zombie: Lev=10
308: Control Undead I: Lev=7
309: Control Undead II: Lev=13
310: Control Undead III: Lev=21
311: Speak with Dead: Lev=3
312: Wail of the Banshee: Lev=20
313: Body Destruction I: Lev=1
314: Body Destruction II: Lev=5
315: Bond Destruction III: Lev=10
316: Body Restoration I: Lev=1
317: Body Restoration II: Lev=5
318: Body Restoration III: Lev=10
319: Cure Disease: Lev 12
320: Contagion: Lev=23
321: Poison: Lev=17
322: Symbol of Death: Lev=25
323: Spectral Fist: Lev=3
326: Spectral Shield: Lev=9
334: Invigoration I: Lev=2
335: Invigoration II: Lev=9
336: Wight Animation: Lev=17
337: Reconstruction: Lev=4
338: Unstun: Lev=9
339: Destroy Undead I: Lev=3
340: Destroy Undead II: Lev=8
341: Destroy Undead III: Lev=13
343: Regeneration: Lev=27
345: Spectral Sword: Lev=7
347: Divine Blessing: Lev=10
351: Wither Limb: Lev=24
352: Raise Undead: Lev=23
353: Summon Spectral Warrior: Lev=32
354: Rorin's Fire: Lev=17
General Magic
-------------------
400: Detect Magic: Lev=1
401: Dispel Lesser Magic: Lev=5
403: Mindlink: Lev=9
404: Aura Sense: Lev=14
405: See Hidden: Lev=3
406: Dispel Invisibility: Lev=8
407: Analyze Ore: Lev=3
408: Truename: Lev=18
412: Bloodsight: Lev=9
Druidic Spells
------------------
500: Plant Snare: Lev=4
501: Call Storm: Lev=23
502: Disperse Storm: Lev=19
503: Call Lightning: Lev=17
504: Call Animal: Lev=1
505: Freedom: Lev=9
506: Resist Weather: Lev=3
507: Heat Shield: Lev=7
508: Cold Shield: Lev=6
509: Repel Plants: Lev=10
510: Repel Plants and Webs: Lev=18
511: Carapace: Lev=8
512: True Aim: Lev=15
513: Agility I: Lev=4
514: Agility II: Lev=11
515: Agility III: Lev=16
516: Wall of Thorns: Lev=14
517: Stick to Snake: Lev=5
518: Claw Growth: Lev=2
519: Sunray: Lev=13
520: Night Vision: Lev=1
521: Camouflage: Lev=7
522: Insect Swarm: Lev=25
523: Earth Spike: Lev=5
524: Earth Wave: Lev=12
528: Free Action: Lev=20
531: Tree Door: Lev=10
532: Ride the Lightning: Lev=34
533: Commune to Nature: Lev=27
534: Claws of the Elder Wolf: Lev=21
535: Form Lock: Lev=18
536: Wolf Form: Lev=26
-------------------------------------------------------------------
The Art of Roleplaying by Elriss
Legends of Future past is, first and foremost, a roleplaying game. While many people play this game for a variety of reasons, the essence of the game is grounded in roleplaying. Why roleplay? What is roleplaying? Roleplaying is like acting. Your ability to roleplay will develop in time, and is very important to the 'suspension of disbelief' within the game. The better a group of roleplayers, the more believable and enjoyable the game will be to both the players and the Game Masters. The essence of roleplaying can be broken down to a few stages.
The first part of roleplaying a character, is to make the character as detailed as possible in history, beliefs, motivations, and personal behavior. You have to decide who and what your character is. There are many sources you can draw upon to help you come up with a character concept. You may want to base your character upon a fictional literary character, with some alterations for originality. You may want your character to be focused upon some aspect of Faydian society (i.e. a certain religion, race or guild). What ever you decide, the bottom line is to be consistent. It is very disconcerting for other players if your behavior changes from day to day, and they cannot tell who or what you are (i.e. one day you are running around killing citizens of the town, the next you act like a pious priest of a humble god, and the next you return to killing citizens).
When you are in the game, amongst other players, it is important to act consistently within the beliefs of your CHARACTER, and not necessarily within the beliefs of yourself, the player. This is normally called staying IC (In Character). While certainly a great deal of OOC (Out of Character) conversation goes on amongst friends, there is an appropriate time and place for it. In general, when you are in a group of people who you do not know, or do not know well, it enhances the roleplaying atmosphere if you do not make open OOC conversation (example: Hey guys, anyone see the Bills game on TV?). This type of behavior detracts from the suspension of disbelief, and can detract from other peoples enjoyment of the game. While amongst friends, who have all agreed to speak OOC, certainly anything goes, but it is considered common courtesy to not do so in public.
What types of things constitute OOC behavior? That can be a difficult and confusing question. The easiest thing to do is to try to put yourself into the world of Andor. Ask yourself, would a character with my background have this kind of knowledge? Would he really be saying these things, if this world were REAL? This type of thinking contributes a great deal to the roleplaying enjoyment of all Legends players. Using game mechanics to cheat, or give your character knowledge he would not have, are OOC and should be avoided. Some examples of OOC behavior would include.
A) OOC knowledge: Player A has a character who has managed to gain membership into the Thieves Guild. It would be VERY poor roleplaying for player A to use another character, say one who was a priest in the Temple of Shemri, to share the information that his other character has, with high ranking members of the Temple. While the PLAYER knows what goes on in the Thieves Guild, the character does not.
B) Using Game Mechanics Player A has ANSI graphics set on. He notices that whenever there is a player disguised as a commoner of trader, they are shown in normal type-face, but the rest of the REAL commoners and traders are in bold face. Hence he begins warning all his friends that there is a disguised person amongst them, possibly a thief. A posse forms around the non-bold faced character. What is wrong with this? If this were reality, disguised people are disguised. They look authentic. They look no different than anyone else. Therefore you should not act any different towards them as you would any commoner. Your character is not looking at a bold-face person or a normal type person. They see a commoner.
C) Disconnecting: Some players will disconnect whenever there character runs into trouble. It is considered VERY bad form for players to disconnect during PvP (player vs. player combat), and is highly frowned upon by the management of Legends. It is also considered very poor RP, to disconnect during hunting. Imagine if you were reading a story and the Hero is in a perilous situation. Surrounded by deadly monsters, stunned, near deaths door. Suddenly, the monsters disappear and our hero walks away, unscathed. This obviously would never happen, unless through some very serious god-like intervention. People who disconnect when their characters are close to death, are in effect cheating, or at the very least roleplaying poorly.
Legends, while played on a computer, is not a computer game. It is not like the games you buy in the software store, where you have saved game positions, and can reboot and go back to where you where. Legends is a live, interactive environment whose purpose is to create a richly woven world with a believable alternate existence. While it is certainly your prerogative and your money that you pay, how you conduct yourself within the game affects other peoples enjoyment.
So you have your character, and you have your background, and a general understanding of in character behavior. Know what do you do? Many players commonly complain that the plots within the game only concern higher level characters. This is true in some ways, but in no way the fault of the staff. It is your responsibility to make your characters stand out from the rest. Imagine yourself playing a pen and paper Role-Playing game, with 80 other players. If you want individualized roleplaying away from the group, you need to take some responsibility for yourself. Communicate to the game masters via E-Mail some information about your character, as well as what you would like to see happen to your character in the future. Below is a good example followed by a bad example of potential things that will get you involved in plots or mini-events.
A) You have a character who is the last surviving orphan of a village of wolflings from deep within the Grymwood. The Goblin Tribal leader, Grithnak, slew your parent before your eyes, and took your father's sword, a prized family heirloom. Your characters main focus is to get revenge for the death of your parents, and get back your family sword. (There is room for alot more detail here, but the essence is there.) This is a good plot for a GM, because it is simple and gives some excellent opportunity for creativity and RP on both sides.
A bad example of this would be: A2) My character really wants a slaying weapon or some big Dmod item. I want something to happen where I get a cool item to make me more powerful. Not a whole lot for the GMs to work with. Also sending a background on your character is very useful, but where you want your character to go, and what you characters motivations and goals are, should always be included in any communication of this type. The GMs in the game want to entertain you and tell good stories. If you come up with one, they will be more than willing to help you.
B) My character is devoted the Temple of Ordanin. He comes from a long family heritage of Ordanin worshippers and I would very much like to become active in the Temple. I would like to know more about the background of Ordanin for knowledge during roleplaying. If there is none currently created, I would like to submit some things for recommendations of how to give more detail to the Temple.
The above feedback is perfectly acceptable. GMs are constantly looking for new plots and ideas, and are always receptive to characters fleshing out the backgrounds of organizations. Take the initiative. If a background for a group or god is not already made, make a suggestion. If it is good, you just saved the GM alot of work, as well as contributing something lasting to the game. If it is different than what the staff had in mind for that particular situation, they may still be able to incorporate elements of what you wrote into the existing ideas.
B2) My character wants to be the best fighter in the game. see him as being able to beat anyone in combat, a true master swordsman. I would like your help in achieving this. I also see him as the strong silent type, so he does not talk much. He constantly hunts to improve his skill, so you won't see him saying much during events and quests.
This type of character concept and communication isn't going to get you very far. There is no story, and you have developed a character concept based upon a lack of roleplaying. It is not very challenging or enjoyable to create a character who does not interact with his/her environment, and GMs will certainly not be able to aid you in this way. Also, it is not a good idea to create a character whose motivation is to be the best. That my certainly be a goal, but should not be their primary motivation. Why? Because there are characters who are far ahead of you, and you are focusing your character on something unrealistic. This will only serve to frustrate you, and ruin your own enjoyment.
When you first appear at the gates of the city, chances are you will be weak in roleplaying, unless you have had a great deal of true roleplaying background. There are many excellent roleplayers in the game. Ask around, and people will point you in the right direction, or ASSIST and a GM will try to help you. In the beginning, roleplaying will be a bit awkward, as anything new always is, but if you stay focused, and dedicated, you will have a much more enjoyable time playing the game, and enhance the fun of the players around you.
While all of the above information may seem to be a bit overwhelming, especially if you have not played in this sort of environment before, realize that you do not have to do it all at once. Learn about the world first, its races, its guilds and organizations and its history. Then try to form your character's persona, bit by bit, not all at once. As stated above there are very many friendly people who will be willing to assist you as you mold your hero in the world of Andor. So, don't be afraid to ask questions, and, above all, have fun!!!
-----------------------------------------------------------------------------
GAME POLICIES AND YOUR RIGHTS AS A PLAYER -----------------------------------------
While there are not many rules that you have to abide by while you explore the world of Andor, there are a couple that you should be aware of.
1.) DISCONNECTING WHILE INVOLVED IN PLAYER vs. PLAYER COMBAT: -------------------------------------------------------- If you find yourself in a situation where you are fighting another player, DO NOT disconnect to avoid death. If you do, you will be warned that doing it again will lead to your Novalink Account being suspended for a period of time.
2.) CHEATING: -------- If you are caught taking advantage of a 'bug' in the game that directly helps your character accomplish things that would not normally be possible, your account will be suspended for three weeks. If you are caught doing it a second time, your account will be permanently suspended. The correct course of action to take when you discover a 'bug' in the game is to ASSIST and report it to a Game Master, or, if a Game Master is not available, to write a letter to Feedback detailing the problem. In most cases your character will receive an award of experience points for finding, and reporting, the bug. If you are caught lying to a Game Master, in an attempt to gain an advantage for your character, it will also be considered cheating and the above penalties will apply.
3.) COMMON COURTESY: --------------- While you are adventuring in the world of Legends, please keep in mind that it is a game and that everyone else playing is a real person with real feelings. Insulting, or otherwise harassing another person, leads to bad feelings and can often hurt the person behind the other character. A good rule of thumb is to treat everyone with the respect and courtesy you would like to receive yourself. If you continuously harass someone, the Legends staff will step in and you could find yourself receiving stiff penalties. We are all here to have fun, so please don't try to lessen others enjoyment with rude actions.
4.) INTERACTION WITH NEW PLAYERS: ---------------------------- The majority of players new to the world of Legends of Future Past will take some time learning the ins and outs of the game. Thus, any new player under tenth level operates under a protected status. This means that they are not to be killed and searched, stolen from or otherwise harassed. If you are caught breaking this rule, you will be warned once. If you do it again, your account will be suspended. This rule does not cover a long-time Legends player who generates a new character, or a new player who feels comfortable enough to involve themselves in the many stories that happen in Fayd. However, before taking any action against a new player who thinks they know what is happening it would be wise to first ask them OOC(Out of Character) if they know exactly what is going on.
5.) SEXUAL HARASSMENT: ----------------- Sexual Harassment is seriously frowned upon in Legends of Future Past. There are many women who play and enjoy this game, if you set out to lessen their enjoyment by making crude remarks or other sexual comments that can be deemed offensive, you will be severely dealt with by the staff, and, probably, most other players.
If you have any questions about the above policies, or feel that someone is harassing you and lessening your enjoyment of the game, please ASSIST and talk to a Game Master, or write Feedback explaining your problem.
*****