Games PC HORIZONS-EMPIRE OF ISTARIA User Manual

Horizons
PC Manual Interior
Front Cover
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Introduction
A new world has risen among role-playing games, one that will usher in the next era of online play. It is an immense world where fantasy and reality blur — an epic expanse where thousands of online players create and seek out their own Horizons.
Welcome to the real-time world of Istaria, a boundless fantasy frontier offering a level of detail never before witnessed. Amid gorgeous landscapes, a diverse population builds and protects homes, villages and lives.
This land of possibility offers a staggering array of choices ranging from race to physical attributes to career selection. But one astounding option hovers far above the rest: the opportunity to play, for the first time, as a Dragon.
It is a world where fantasies will be realized… of master craftsmen, established guild leaders and majestic winged beasts. Weaponry will be built and enchanted. Horrific evil will be confronted. Heroes will be made.
A new world has risen. It has no equal.
Quick Start
THE README FILE
The Horizons CD-ROM contains a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to take the time to read this file in order to benefit from changes made after this manual went to print.
To view this file, double-click the ReadMe icon in the Horizons directory found on your hard drive (usually C:\Program Files\Artifact Entertainment\Horizons). You can also view the ReadMe file by first clicking on the Start button on your Windows® taskbar, then on Programs, then on Artifact Entertainment, then on Horizons, and then on ReadMe.
SYSTEM REQUIREMENTS
Operating System: Windows®98/Me/2000/XP
(Windows®2000 or XP recommended)
Processor: Pentium®III 850 MHz or AMD Athlon 850 MHz
(Pentium®4 1.4 GHz or AMD Athlon 1.4 GHz recommended) Memory: 256 MB RAM (512 MB RAM recommended) Hard Disk Space: 2 GB Free CD-ROM Drive: 8X Speed or faster Video: GeForce®2 video card
(GeForce®3 video card recommended)* Sound: Windows®98/Me/2000/XP-compatible sound card* Internet Connection: 56 Kbps dial-up modem connection
(DSL or Cable Modem connection recommended) DirectX®: DirectX®version 8.1b (included) or higher * Indicates device should be compatible with DirectX®version 8.1b or higher.
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Horizons Online Help . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Account Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Server Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Your First Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Character Creation Screen . . . . . . . . . . . . . . . . . . . . . . . .6
Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Starting Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Welcome to Istaria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Main Game Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Keyboard Commands . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Items and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Binding and Recalling . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Character Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Experience and Levels . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Schools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Practicing a Craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Communities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Buying and Owning Land . . . . . . . . . . . . . . . . . . . . . . . .25
Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Getting Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Artifact Customer Support . . . . . . . . . . . . . . . . . . . . . . .27
Atari Technical Support . . . . . . . . . . . . . . . . . . . . . . . . .28
Atari Web Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
End-User License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . .33
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5. Enter the contact name and address for the account.
6. Select the amount of time you wish to sign up for Horizons.
7. Click on “Finish” to submit your account information.
You will be redirected to iBill’s web site to enter your payment information. After verifying that your billing information is correct, click on the “Secure Purchase” button to complete the transaction.
SERVER SELECTION
Each server in Horizons represents a separate world that differs slightly from the others. In addition to a distinct population of players, each world has been shaped by unique events that will provide a playing experience that differs slightly from others.
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HORIZONS ONLINE HELP
Horizons is a constantly evolving game. In order to keep up-to-date with the latest enhancements, you will need to visit our web site at http://horizons.istaria.com. Here, you will find detailed information about the game, any new enhancements, news and features. See “Getting Help” on page 27 for more information.
INSTALLATION
1. Start Windows®98/Me/2000/XP.
2. Insert the Horizons Disc 1 into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows
®
taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the Horizons CD-ROM game.
5. Once installation is complete, click on the Start button on the Windows®taskbar and choose Programs Files/Artifact Entertainment/Horizons to start the game.
Installation of DirectX
®
The Horizons CD-ROM requires DirectX®8.1b or higher in order to run. If you do not have DirectX®8.1b or higher installed on your computer, click “Yes” when asked if you would like to install it.
ACCOUNT CREATION
1. Connect to the Internet and use a web browser to go to the Horizons web site (http://horizons.istaria.com). Click on the “Create Account” link.You will see instructions for completing the account creation process. Click “Next” after each step to proceed.
2. Read and accept the End-User License Agreement.
3. Enter the CD Key located on the inside front cover of the manual. This CD Key is unique to your copy of Horizons and is required to sign up for the game.
4. Enter your user information.
Your e-mail address will be both your unique username in our system and the
primary method by which we will keep you informed of new updates, game information and events.
Your display name is used to identify your account to other players, if you choose
to make it public.
Your password must be at least seven characters long and should contain a
combination of letters and numbers.
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Dragons also have natural breath weapons. Most Dragons spew fire, and some older spec­imens can breathe other forms of energy. The age of a Dragon dictates the potency and type of its breath weapon. Dragons shun the use of conventional tools, relying instead on their innate powers of magic.
Dragons hoard gold and treasures. The presence of some types of magical items within a Dragon’s hoard will provide a magical boost to the owner’s powers.
For centuries, the Dragons have endured what outsiders call the “Great Schism” between the two major Dragon society factions: the Lunus and the Helian. The Lunus are the war­riors of Dragon society and share a great mistrust and dislike for the other Living Races, especially the Humans. It is this mutual dislike for the Humans that has fostered cooper­ation between the Lunus and the Fiends. The Helians are the scholars and mages of Dragon society. Less xenophobic, the Helians maintain a somewhat open dialogue with the Humans, the Dwarves and the free city of Tazoon.
The Dragons remain two distinct cultures and, even though the menace of the Undead Hordes might occasionally force them to work together, there is little chance that the Dragons will reunite under a single banner anytime soon.
Humans
It is widely believed that the Humans were one of the first races of Istaria —
created by Istara, the Goddess of Creation, to occupy the world that she created and named in her own honor. Humans are outgoing and social, and they get along with most of the Living Races.
The Humans of Istaria best represent the two opposite attributes of the
Living Races: the potential to create Utopia and the equal potential for self-destruction. It was a single act of Human self-sacrifice that gave the
Living Races of today a fighting chance against the onslaught of the
Withered Aegis. It was also, however, a single Human’s lust for power that
brought the world to the brink of oblivion.
As the “Children of Istara,” Humans are known for their tremendous survival skills and adaptability, even under the least hospitable of conditions.
Fiends
The Fiends are an offshoot of the Human race, although they have long
surrendered any association with the Humans. Their race began with a
cadre of Human sorcerers and necromancers who were exiled from
Human culture. This exile was not a gentle one, and wars raged
between the two sides, culminating in the exiled embracing a new deity, Niatha Moraven, the Goddess of Vengeance and Power. With the
power of a deity behind them, the exiled were able to resettle in the
frigid lands of northern Aradoth, far from Human society. Niatha
Moraven marked her new followers by making them strikingly beautiful but,
in turn, gave them bestial features such as horns and tails. To this day,
the Fiends pay fealty to Niatha Moraven, whom they call the Mother
of the Fiends.
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Your First Character
CHARACTER CREATION SCREEN
After you set up your account, it’s time to create a character and begin exploring your fantasies in the world of Istaria. There are a number of ways to differentiate your characters from others in the game. Species and gender offer the most obvious differences, but you can also customize skin tone, hairstyle, hair color, facial features, body size, and more.
Note: You may have up to five characters in a single Horizons account.
1. After logging on to the Horizons web site (http://horizons.istaria.com), select your server and click on “Add Character.”
2. Select a race by clicking on the left or right arrows.
3. Select a gender and click on “Continue.”
4. Using the arrows and sliders, customize the appearance of your character by changing the hair, face, eyes, head, height, muscularity, portliness and other details.
5. Select Continue and enter a first and last name for your character. Note: Be advised that Horizons has a Naming Policy, which you can find in the policies section of the Knowledge Base (see page 27 for more information about the Knowledge Base).
6. Select “Play.”Your character will arrive on one of the Spirit Isles in Istaria, ready to begin a new life.
RACE
Your choice of race won’t limit any elements of gameplay — unless you opt to play as a Dragon. Dragons have their own schools and skills, as well as unique rules regarding items, abilities and activities.
Each race has its own unique strengths and weaknesses. Regardless of the race you choose, however, the flexible skill-based system in Horizons allows you to explore virtual­ly any role in the game without having to create a separate character.
Dragons
The Dragons of Istaria are an enigmatic, ancient race whose existence predates the earliest written records. Dragons have always held them­selves outside of the affairs of the other Living Races; only recently did
both factions of Dragon society begin active cooperation with the “naka-duskael,” which, roughly translated from the Dragon tongue, means “unscaled.”
Dragons are the largest race — the eldest are at least twice the size of other races — and once Dragons reach a certain age, they achieve the gift of flight. A Dragon’s skin is covered with thick scales that offer better protection than most armors worn by the Living Races. This
natural armor increases in effectiveness with age. Dragons will also
change appearance after certain rites of passage. They are the only
Istarian race whose appearance can change with the passing of time.
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Gnomes, whom the Dwarves consider to be kindred spirits who have merely lost their way.
Dwarven males are known to keep meticulously groomed beards throughout most of their lives. A Dwarf’s station within his clan may be identified by beard length and grooming. A clean-shaven chin, while not unheard of, is a sign that a Dwarf is either changing his station within the clan or perhaps trying to “change his luck in life.” Dwarves, by nature, are a superstitious people and will go out of their way to adhere to rituals “proven” to bring good fortune to themselves and their kin.
Gnomes
The race of Gnomes may well represent the future of Istaria. While they are
not typically known as dedicated practitioners of the arcane, they are the
one race taking the forces of magic in a new direction — along the path of
technology.The Gnomes seem adept at shaping and binding the forces of
magic for the purpose of powering great and exotic machinery and devices.
Most Gnomes pay fealty to Istara, the Goddess of Creation, though they
prefer to bestow upon her the moniker “Mother of Invention.” Gnomes strive to keep excellent relations with all other societies in Istaria; they are one of the strongest proponents of the newfound unity among the
Living Races.
Gnomes are roughly as tall as Dwarves, though usually less broad through
the shoulders. Gnomes are not naturally burly, but their frames support a
wide range of physical characteristics, from brawny to portly. Their heads
seem to be a bit large in proportion to the rest of their bodies. This, coupled with the general appearance of bewilderment and excitement common to the Gnomish countenance, often gives Gnomes a comical look. Both males and females have a wide variety of eye and hair colors, as well as skin tones.
Saris
The Saris are a proud race that originated from feline stock. Saris have
existed for many years on Lesser Aradoth, sharing the island with the oft-
ostracized Sslik, with whom they cohabit in relative peace.
The Saris have been one of the largest contributors of materiel and
manpower to the Living Races during the Age of Lamentations. This
is not surprising, as the foundations of Saris thought and civilization
stand in stark contrast to those of the Withered Aegis.The Saris are an
extremely spiritual race, and the tampering with and exploitation of
souls is a direct violation of their most firmly held beliefs.
Making their home on the more remote reaches of the continent, the Saris have enjoyed the luxury of maintaining their way of life in relative safety from the Withered Aegis. Those races hit hardest by the Lament, especially the Elves, bear some animosity against the Saris because of this. The Saris’ slight air of superiority certainly does not help matters in this regard, yet their assistance against the Withered Aegis is never turned away when offered.
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Because Fiends have spent generations living in the frozen wastes of the north, they are not bothered by the harsh climes, and they thrive where others would find the cold unbearable. Although all Fiends are creatures of physical beauty, this beauty is merely a pleasing countenance masking what history shows as a sinister nature… it is said there is good reason they are called the Fiends.
Elves
Historians believe that the ancient Elves of Istaria were a gentle and mystical race, one that was in tune with the forces of nature. While today’s Elves do
exhibit significant mystical prowess, the Elven race is far from what one
might call gentle. Elven society is highly structured, and based around
service to the Elven race. All Elves are required to enlist in the Elven Army and serve for a minimum of 10 years.
Physically, Elves share the same build as Humans, though, on average,
they are slightly taller and lankier, with fairer skin. Elves have an acute sense of hearing; their trademark pointed ears are shaped to channel sound quite efficiently. Elves typically exhibit superior balance and dexterity; many
of Istaria’s famed scouts and explorers have been Elves. Elves are also renowned for their superior ranged combat skills, especially archery.
The Elves believe that the rigid structure of their society allowed them to hold out as long as they did against the Withered Aegis before their home of Feladan was sundered during the onslaught of the Undead Horde. The surviving Elves maintain their society from their exiled home of Tazoon.
Elves are generally in favor of cooperation among the Living Races against the Withered Aegis, but they try to retain their own ways whenever possible.
Dwarves
Dwarven society and culture is one of the richest in tradition and history,
but is also one of the most closed among the Living Races. Legend
places the creation of the Dwarves at the time of the Age of the Gods. Brobbet, the God of Honor, created the Dwarves to enforce his justice upon the Prime.
Dwarven society is structured around the principles of justice and
honor above all things, even at what some might consider the cost of
being compassionate and forgiving. The Dwarven clans, though often fractured and argumentative amid their own political machinations, rally around a single credo they refer to as Brobbet’s Divine Mandate:
“Without honor, there is no justice; without justice, there is no future.”
Physically, Dwarves are short and stocky.They are known for their superior strength and resilience. Dwarves excel in all fields of endeavor but tend to gravitate toward the roles of Warriors and Healers. A false stereotype exists that Dwarves are incapable arcanists; while Dwarves prefer to achieve ends through strength and physical exertion, there are several highly adept Dwarven mages in Istaria.
The unwillingness of other Living Races to adhere to Brobbet’s Divine Mandate makes the Dwarves’ relations with them merely cordial, at best. Of notable exception are the
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STATISTICS
Every character has statistics that help define how that character can react to events and perform actions in the world. A character with high Strength, for example, does more damage in physical combat. A high Dexterity score gives a character a bonus to hit and dodge in battle.
Health
When you take damage in combat, your Health is temporarily decreased. If it drops to zero, you die, but various spells and potions can bring your Health back up again. With the passage of time, your Health will slowly increase to its maximum again.
Armor
Armor reduces the amount of damage a character takes in combat. The higher your char­acter’s Armor statistic, the less damage he or she will take from both melee and magical attacks.
There are some forms of assault — called ethereal attacks — that ignore the standard Armor rating. There is a separate statistic, called Ethereal Armor, that defends against such attacks.
Strength – Strength helps a character deal more damage in both melee and ranged combat. The higher a character’s Strength, the more damage he or she will deal in physical combat.
Dexterity – Dexterity helps a character connect and avoid blows in both close and ranged combat. The higher a character’s Dexterity, the more likely he or she will succeed in hitting and dodging.
Power – Power augments the strength of spells in magical combat. The higher a character’s Power, the more damage his or her spells will deal.
Focus – Focus improves the accuracy and avoidance of spells in magical combat. The higher a character’s Focus, the more likely that his or her spells will hit and that the enemy’s spells will miss.
The primary differences in characters’ abilities are determined by the schools in which the characters have gained levels. Each school grants different special abilities and improves different skills. Characters can also gain unique abilities through quests and events. Statistics can be increased temporarily through the use of equipment and spells.
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Sslik
The Sslik are a reptilian race that, with the exception of the Dragons, exhibit
the most alien physiology in comparison to the other Living Races. The
most prominent of these features is their asexual nature — the species is
completely lacking in gender. All Sslik are able to lay eggs and hatch
their young.
The Sslik have always been nomadic, and are often treated as outcasts by the other races. Their arrival in the jungles of southern Aradoth
Minor during the Age of the Warrior-King was not a peaceful one
— the Sslik were hunted down by most of the other Living Races
and, even to this day, are considered by some to be barbarians and savages.
After being expelled from all other lands, the Sslik sought refuge in
one of the most inhospitable regions of Istaria. The Saris were the first race to treat the Sslik as anything resembling equals and, to this day, the Sslik and Saris share a mutual trust and sense of cooperation.
In what may be a very interesting twist of fate, the Sslik have been spared the brunt of the Withered Aegis assault due to the race’s location on Lesser Aradoth. The Sslik’s former persecutors, however, have endured many hardships on the main continent during the Age of Lamentation. The Sslik, while eager to help the Living Races during this time of need, make no secret that the cruelty they suffered at the hands of others has not been forgotten. Now that the Sslik are in a much stronger position than other Living Races, only time will tell if they seek a path of enlightenment as their Saris friends teach, or a path of vengeance against their former persecutors.
Half-Giants
If conventional lore is true, the Half-Giants of Istaria are distant
relatives of the Humans. Legend tells of the genesis of the Half-
Giants during the end of the Age of the Gods, when Humans began
settling the frigid, mountainous regions of Northern Aradoth. In
order to survive the harsh winters in the mountains, only the heartiest
of stock would survive. Over time, the Humans were no longer Human;
instead, they were much larger and more physically robust.
While it is entirely possible that the Half-Giants might trace their heredity
through Giants, it is also possible that they are simply the product of their solitary environment. This kind of solitary life is reflected in their dealings with others — throughout most of recorded history, Half-Giant
civilization has kept to itself.
Half-Giant society stresses the judicious use of their tremendous physical powers, especially in regard to other races. This, coupled with their relative safe distance from the corruption of Aradoth by the
Withered Aegis, has given the Half-Giants a pivotal role in today’s
politics of the Living Races. They represent a vast, untapped power
from which a unified Istaria might draw to put down the rise of the Withered Aegis.
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Action Window
The Action window contains buttons for some of the most frequently used commands in the game. Simply click on an icon in the Action window to perform that action.
The Recall button will quickly teleport your character back to his or
her bind point, which is typically just inside your home city (see “Binding and Recalling” on page 18).
The Stop Action button will stop various continual actions (such as
Attack) or those that have a delay (such as Recall).
The Attack button will initiate combat with your target. Your character will continue to
attack the intended target until one of you dies or you click on the Stop Action button.
When you have a resource targeted, and you are standing close enough with the proper
tool in your hand, clicking on the Gather button will make your character gather resources.
The Trade button is used to exchange money or items with another player or with
certain NPCs (non-player characters) in the game, such as Pawn Brokers.
The Greet button is used to interact with an NPC for when you want to, say, join a
trade or adventure school, or talk about a quest. Select an NPC and click on the Greet button to initiate communication. This initial dialogue will often explain the NPC’s function and contain highlighted and underlined text. You can click on the underlined text to continue the dialogue or perform an action (such as joining a school).
The Create Item button provides a quick way to create items, provided you are near a
suitable machine and you have the formula, the proper resources and the correct tool.
Status Window
The Status window provides a quick and easy way to view your character’s current Health and experience. The red bar indicates
Health — when it’s full your character is at full Health, and when it’s empty your character is dead (see “Death and Resurrection” on page 23). The turquoise bar shows how far your character has progressed toward the next level in his or her current Adventure school. The purple bar shows progress in your current Craft school.
Compass
The center of the compass indicates the direction your character is facing.
Latency Window
This meter shows the extent to which Internet latency may be affecting your gameplay.
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STARTING TOWN
Every character gets his or her start on one of the many Spirit Isles off the coast of the main continent. These are relatively safe places, where you can practice early fighting and craft skills, and get a better feel for some of the challenges that lie ahead.
The Spirit Isles contain all of the starting adventure and craft schools, as well as their respective trainers. On a basic level, these islands also have the machines and resources you will need to practice basic trades, as well as plenty of creatures and monsters against whom you can sharpen your fighting skills. Once you are ready to face bigger challenges, you can teleport from the Spirit Isles to other areas of Istaria. But, be warned: once you leave the shelter of the Spirit Isles, you can never return to their shores.
Welcome to Istaria
MAIN GAME SCREEN
The Horizons interface contains a variety of customizable windows, all of which are accessible by clicking on the Launch Button located in the upper-left corner of the screen. The game windows contain information about your character and the world around you, as well as buttons you can click on to perform actions.
In addition to the windows shown in the screenshot below, there are a number of other windows you can open using the Launch Button. Check the Knowledge Base for details about functionality for all windows, as well as updated information about the game.
Launch Button
Click here to open a menu of all the windows available in the Horizons user interface. To access any window, left-click on the Launch Button, then move your mouse cursor over a selection and left-click to open it.
Compass
Status Window
Target Window
Launch Button
Actions
Window
Chat
Window
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