Games PC LORDS OF MAGIC User Manual

Ron Alpert
AArrtt DDiirreeccttoorr ffoorr SSppeecciiaall EEddiittiioonn
Darrin Horbal
PPrroodduuccttiioonn aanndd DDeevveellooppmmeenntt
AAssssiissttaannccee
Brett Levin Alain de Leonardis Hans Wang Doug Gonya Gerald (PapaJ) Jones
DDiiaalloogguuee EEddiittiinngg
Jennifer Wells
DDooccuummeennttaattiioonn
Wayne McCaul John McAuley Allison Lassieur
QQuuaalliittyy AAssssuurraannccee MMaannaaggeerr
Jon Payne
LLeeaadd TTeesstteerr
John McAuley
TTeesstteerrss
Ken Parker Pete Santom Greg Sheppard Matt Williams Hans Wang
CCrreeaattiivvee DDiirreeccttoorr
Chris Beatrice
DDeessiiggnneerrss
Jeff Fiske Steve Serafino Gregor Koomey
LLeeaadd PPrrooggrraammmmeerr
Mike Gingerich
PPrrooggrraammmmeerrss
Chris Gurski Thanh Pham Jason Benham Dave LeCompte Jim Solomon Scott Delekta
SSoouunndd && VViiddeeoo
Ed Saltzman
MMuussiicc
Keith Zizza
AArrttiissttss
Heidi Mann Mike Malone Adam Carriuolo Bob Curtis Peter Crafts Dennis Rose
3
CCrreeddiittss
CCrreeddiittss
Eduardo Flores Gabriel Nanda
VVooiiccee TTaalleenntt
Fran Brill Ralph Byers Keith Charles Thom Christopher Frank Dolan Raymond Dutch Bob Feldman Sam Freed Edmund F. Gilbert Jo Haden Larry Keith Willliam Lobley Robert Tarlow Karen Woodward
AAddddiittiioonnaall tteessttiinngg bbyy
Joseph (Chezni) Cherlin Michael (Quarantine) Collins Kevin Crowley Philip (Wildzword) Daay Tim (Lord Gek) Jordan Charles B. Holden Andrew (Syrneus) Kenney Glen Lee Cutter (ORK!) Matlock Terry A. McKelvey Doug McGetchin Brian (Gilgamesh) Ott Scott (furfoot) Schrank Micki (Lady of Magic)
Simonds Pete (WindWalker) Simonds
WWeebb DDeessiiggnneerr
Jeremy (Reed) Freyholtz
TThhaannkkss ttoo SSoonniiccss SSttuuddiiooss
SSppeecciiaall TThhaannkkss
Impressions Software and the entire Lords of Magic team would like to make a special mention of the incredible community that has devel­oped in support of Lords of Magic on the impresionsgames.com mes­sage board. This is an unusu­al group, both in their dedica­tion to the game but also in their loyalty to each other as members of the gaming com­munity. The support of this group has been a major dri­ving force, helping us to bring you this Special Edition. We thank you from the bottom of our hearts.
TTaabbllee ooff CCoonntteennttss
TTaabbllee ooff CCoonntteennttss
IInnttrroodduuccttiioonn
Who Are You in the World? . . . . . . . . . . . . .8
Installation & Loading . . . . . . . . . . . . . . . . .9
Setup & Game Start Options . . . . . . . . . . . .10
Choosing a Difficulty Level . . . . . . . . . . . . .12
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . .15
Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
CChhaapptteerr 11::GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . .42
Lord Types . . . . . . . . . . . . . . . . . . . . . . . . . .45
Faith Selection . . . . . . . . . . . . . . . . . . . . . . .47
CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
Viewing the Map . . . . . . . . . . . . . . . . . . . . .56
Parties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Selecting & Moving Parties . . . . . . . . . . . . .59
The Party Roster . . . . . . . . . . . . . . . . . . . . .63
Grouping Parties . . . . . . . . . . . . . . . . . . . . .64
Exploration . . . . . . . . . . . . . . . . . . . . . . . . . .65
Terrain and Movement . . . . . . . . . . . . . . . . .66
CChhaapptteerr 33:: BBuuiillddiinnggss
Capital: Pre-Stronghold . . . . . . . . . . . . . . . .70
Great Temples . . . . . . . . . . . . . . . . . . . . . . .71
Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Capitals: Post-Stronghold . . . . . . . . . . . . . .74
Capital Buildings . . . . . . . . . . . . . . . . . . . . .75
Military Buildings . . . . . . . . . . . . . . . . . . . . .78
Upgrading Buildings . . . . . . . . . . . . . . . . . .80
Resource Management . . . . . . . . . . . . . . . . .82
Villages . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Guard Towers . . . . . . . . . . . . . . . . . . . . . . . .84
Great Temples: Revisited . . . . . . . . . . . . . . .85
Mysterious Places . . . . . . . . . . . . . . . . . . . . .87
Primary Structures . . . . . . . . . . . . . . . . . . . .88
5
CChhaapptteerr 44:: CCoommbbaatt
Experience . . . . . . . . . . . . . . . . . . . . . . . . . .92
Unit Selection & Information . . . . . . . . . . .93
Grouping Units . . . . . . . . . . . . . . . . . . . . . .94
Unit Hot Keys . . . . . . . . . . . . . . . . . . . . . . .94
Getting the Battle Started . . . . . . . . . . . . . .95
Giving Orders:
Using the Combat Interface . . . . . . . . . .97
Champions in Combat . . . . . . . . . . . . . . . . .101
Thieving Abilities . . . . . . . . . . . . . . . . . . . . .101
Outdoor Combat . . . . . . . . . . . . . . . . . . . . .102
Combat in Dungeons & Buildings . . . . . . .102
Combat in Capitals . . . . . . . . . . . . . . . . . . .103
Naval Units . . . . . . . . . . . . . . . . . . . . . . . . .103
Mob Rules, Flank and Rear Attacks . . . . . .104
After Combat Results . . . . . . . . . . . . . . . . .104
Rest and Recovery . . . . . . . . . . . . . . . . . . . .104
CChhaapptteerr 55:: MMaaggiicc
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Type of Spells . . . . . . . . . . . . . . . . . . . . . . .108
Selecting a Spell . . . . . . . . . . . . . . . . . . . . . .109
Casting Spells . . . . . . . . . . . . . . . . . . . . . . .110
Gaining Arcane Knowledge . . . . . . . . . . . .111
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . .113
Magic Scrolls . . . . . . . . . . . . . . . . . . . . . . . .115
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . .116
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
Intelligence &Reports . . . . . . . . . . . . . . . .120
Intelligence Report . . . . . . . . . . . . . . . . . . .120
Alliances &Political Opinions . . . . . . . . . .122
The Art of the Deal - Parley . . . . . . . . . . . .124
Barter Rules . . . . . . . . . . . . . . . . . . . . . . . . .126
6
Thievery . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Spying . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Prisoners . . . . . . . . . . . . . . . . . . . . . . . . . . .133
CChhaapptteerr 77:: MMuullttiippllaayyeerr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
CChhaapptteerr 88:: LLeeggeennddss ooff UUrraakk -- TThhee QQuueessttss
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
CChhaapptteerr 99:: TThhee MMaapp EEddiittoorr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150
CChhaapptteerr 1100:: TThhee LLoorrdd EEddiittoorr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
CChhaapptteerr 1111::TThhee SSttoorryy ooff UUrraakk
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
Of the Beliefs & Religions of Urak . . . . . . .184
Appendix
Strategy Hints & Tips . . . . . . . . . . . . . . . . .206
Designers Notes . . . . . . . . . . . . . . . . . . . .210
Technical Tips . . . . . . . . . . . . . . . . . . . . . . .212
Customer Service, Support, & Sales . . . . . .214
Technical Support . . . . . . . . . . . . . . . . . . . .216
Great Temple Annex Buildings . . . . . . . . . .218
Spell Index . . . . . . . . . . . . . . . . . . . . . . . . . .222
Artifact Index . . . . . . . . . . . . . . . . . . . . . . .226
Unit Index . . . . . . . . . . . . . . . . . . . . . . . . . .228
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .238
7
Insert the Lords of Magic CD into your CD­ROM drive. If the Autoplay option on your computer is enabled, a panel will automatically appear on your screen. Click on the Install but­ton and follow the onscreen instructions. If the Autoplay feature is not active, click on your Windows Start button and click Run then type D:\setup (D being the letter of your CD Drive).
The installation program gives you three install options: Standard, Full and Special. The Standard install will install 190 MB and is recom­mended for P166mhz and up, with 32+ MB RAM. The Full install will install everything to your hard drive for maximum performance. This install will take up 390 MB and is recommended for P166mhz and up with 32+ MB RAM (you will still be required to have the CD present to play the game). The Special Install is recom­mended for machines with a P150mhz or less and at least 16 MB RAM. This install requires 135 MB of hard drive space.
Once installed, you can launch Lords Of Magic by clicking on your Start Button and selecting Sierra - >Lords Of Magic. If the Autoplay function is enabled, whenever you load the CD, you will be given the option to launch the game. You can also access the directo­ry on your hard drive where you have installed the game and double click on LOM.exe.
These are black days for Urak. Evil envelops the land and the people cry out for a savior. Is there no one who can stop Balkoth's march of death and destruction?
For a thousand years, peace reigned on the pas­toral lands of Urak. Then forces of darkness, led by the evil sorcerer Balkoth, unleashed a night­mare of war and terrorism that destroyed the people and laid waste to the land. Now the cities are defenseless. The people are starving. The Great Temples of the land, once the centers of beauty and learning lie crumbling, overrun by worshippers of Balkoth. The people pray for a leader who can defeat Balkoth and end this night­mare.
Are you that leader? Do you and your adventur­ers have the courage to defeat the forces of tyran­ny and return Urak to its former glory? You have the magic of the land and the loyalty of your comrades to aid you in this quest. But it will not be easy. The bloody road to victory will be strewn with the bodies of the dead and the dying
Even as you claim small victories, the armies of Darkness lie in wait. In dungeons, caverns, and even in the light of day, these forces amass to oppose you. Horrible battles lie ahead.
Can you save Urak from the fiendish hand of Balkoth? Can you return to the people of Urak their beautiful lands? Do you have the courage and power it takes to lead an army into the dark­ness - with any hope of survival?
9
WWhhoo AArree YYoouu iinn tthhee WWoorrlldd??
IInnssttaallllaattiioonn && LLooaaddiinngg
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
When you first run the game, an introductory movie plays, followed by a message welcoming you to Lords of Magic. After this screen you arrive at the Start Options Panel:
Lords of Magic- Starts a new game from scratch.
Legends Of Urak- Allows you to play the spe-
cial Lords of Magic quests (see page 146). We rec­ommend that you familiarize yourself with the standard game of Lords of Magic before attempt­ing one of these.
Last Save- This selection loads the last game that was saved, including, the autosave feature that automatically saves your game prior to entering a non-autocalculated combat. If you're continuing an epic campaign from your last outing in Urak, just hit this button and you won't have to scroll through a list of saved games. Likewise if you were killed in a battle, you can restart at the point just before the combat took place.
them with other Lords of Magic players.(See page
151).
Custom- Brings up a list of saved custom maps for single player games on user-created maps.
Exit Game- Exits the Game to the Desktop.
SSttaarrttiinngg AA NNeeww GGaammee..
Click on Lords of Magic. This brings up the Lord Selection Screen. Here you choose the profes­sion, or class of the Lord you will play in Lords of Magic. You can choose Warrior, Mage or Thief. Each class has different strengths and weaknesses that affect gameplay. By choosing one of these
11
Load Game- Brings up a list of saved games. Among these are the tutorial files, used later. (See
page 22).
Multiplayer- Brings up the Multiplayer Options Panel, where you can begin adventuring on-line and with others.(See page 136).
Map Editor- Opens the World Map Editor. Here you can make infinite new landscapes of Urak and add whole new dimensions to Lords of Magic. You can save these maps and exchange
Lord Class Selection Screen
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnssSSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
12 13
classes, you are not limiting your entire party to that particular class. Any party can be comprised of a combination of these characters, but the strategy of your Faith will be influenced by the kind of Lord you choose to play. At any time during the selection process, you can click on Back in the lower left corner of the screen to return to the previous screen. Once you have chosen a class, you will be asked to select the Faith that you will play. This is another important decision since each Faith also has its own strengths and weaknesses. The kind of game you will play depends largely on this
choice. See the sections entitled Quick Start or Selecting Your Lord for more information.
See page 45 for more information on Classes.
CChhoooossiinngg AA DDiiffffiiccuullttyy LLeevveell
EEaassyy
If you choose to play an Easy game, you start with extra resources, while all of the other Faiths, including Balkoth begin with less. When you conquer a dungeon, you will receive more spoils than normal. When other Faiths swear fealty to you, you receive a larger percentage of their standing army - units and resources - than on the other difficulty levels. You may also find extra scrolls throughout the world.
MMeeddiiuumm
Faith Selection Screen
This level is designed for players who are familiar with the game and provides a good challenge for a long time. In a Medium level game, you and the other Faiths begin with fewer resources and expe­rience than in Easy mode. In addition, Balkoth is not at as much of a disadvantage as he is in an Easy game. Dungeon spoils are even, and a nor­mal amount of parties swear fealty to you when another Faiths Great Temple is liberated.
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
14 15
HHaarrdd
This is, understandably, the most difficult level to play. You and the other Faiths start with fewer resources while Balkoth gains an extra Champion. You'll find fewer dungeon spoils for the same work, and there aren't as many scrolls in the world. When an other Faith swear fealty to you, you receive only a small percentage of its standing army. This level is not for the shy or inexperienced. Good luck.
SSeettttiinngg UUpp MMuullttiippllaayyeerr GGaammeess
See Chapter 7: Multiplayer Games.
QQuuiicckk SSttaarrtt
So you're chomping at the bit, ready to get out there and slay a few enemies? Then pick up your battleaxe and start hacking.
Many avid gamers want to get right to it - they don't want to waste any precious game time going through tutorials and manuals. Take heart, we wrote this section just for you! Here you'll find what you need to know to start adventuring in Urak as fast as possible. If you need to know more, we've added page numbers and references directing you to more detailed information. If you want to learn even more about playing the game, then go to the tutorials on page 22.
CChhoooossee aa CChhaarraacctteerr
In Urak, you can be the adventurer you always wanted to be. Start the game, after the introduc­tory story is finished, select Lords of Magic and read the descriptions of the Warrior, Mage and Thief that appear on the screen. Select the class that is closest to the character you wish to por­tray. Next, choose a Faith based on the descrip­tions and start conditions given on the screen. You can always go back a step in the selection process by clicking on the Back button in the lower left corner of the screen. Finally, select the difficulty level and begin.
See page 47 for more information on Faiths See page 45 for more information on Champions.
QQuuiicckk SSttaarrttQQuuiicckk SSttaarrtt
16 17
LLooookkiinngg AArroouunndd YYoouurr HHoommee
After loading, you will see your Lord and his or her party in the wilderness of the land. Somewhere close by will be the Capital of your Faith. Surrounding this is a small cluster of buildings: A Barracks, a Mage Tower with a Spell Library and a Thieves Guild. You will use all of these buildings to hire and train units of your Faith to help you in your adventures. Somewhere in the area is a large unique ornamen­tal structure. This is your Great Temple, a key facility that you will need to liberate from the scourge of evil.
See page 74 for more information on city man­agement. See page 71 for more information on Great Temples.
EExxpplloorraattiioonn
See page 59 for more information on Movement and Interface. See page 87 for more information on Caves, Dungeons and Towers.
TTrraaddee RReessoouurrcceess && HHiirree aa UUnniitt
Take your leader into your Capital and visit the Tavern, Temple, Magistrate, and Marketplace. Clicking directly on the buildings will allow you to conduct business with them. It is here that you will be able to manage your resources over time.
Exit the Capital and go to the Thieves Guild to hire Mercenary Missile (ranged attack) units. Now you are ready to attempt to conquer that structure closest to you.
See page 75 for more information on Resource Management.
To explore the darkened regions around your Capital, move your Lord by left-clicking twice on a destination - once to set the location and again to execute the move. When you move, you'll see more land and structures revealed as the shroud is lifted. Move your cursor over these structures and a highlight may appear, indicating that they are objects that can be interacted with. If you leave the cursor over a structure for a few seconds you will see a description pop-up appear. Keep in mind that these buildings, caves, statues, and other mysterious objects represent potential hiding places for your enemies.
CCoommbbaatt
Combat in Lords of Magic is similar to other real-time strategy games. Select units and move them into combat. However, Lords of Magic allows you to pause the action by pressing the space bar. In this way you can stop to take a more tactical look around and issue orders to units while the game is paused. There are three ways to select units: by clicking on them directly, by clicking on the unit icons at the bottom of the screen, or by cycling through them with the + and - keys. Once the unit is
QQuuiicckk SSttaarrtt
QQuuiicckk SSttaarrtt
18
highlighted, you can issue orders in one of two ways: By clicking on the physical destination or target, or by using the buttons above the icons and then clicking on the destinations or targets. Champions take orders as individuals, but Military Units (Infantry, Cavalry and Missile Troops) all take orders in squads of three. You can, if you wish, select individual Military Units by holding down CTRL and clicking on the unit on the map. Once combat ends, the Combat Results panel will appear. This shows unit losses and the spoils that the victor receives. In order to become a recognized Lord, you must have a Stronghold built in your honor. This is necessary to gain the resources required to wage a successful campaign against Balkoth. In order to have this Stronghold built for you, you must gain enough strength, by conquering dungeons and hiring Mercenaries, to remove the evil from your Great Temple.
See Chapter 4 for more information on Combat.
At any time during the game while on the Overland Map, you can change the game options. Click on the disk icon on the left side of the Interface Panel or hit the ESC key to bring up the Options Panel. The Options Panel gives you con­trol over the following options.
New Game:Quits the current game and brings you back to the Startup Screen to begin another game.
Last Save:Loads the last saved game or the last point before you entered a non auto-calculated combat.
Save Game:Saves the game in progress and allows it to be loaded later.
Load Game:Allows you to load a game from a list of previously saved games.
Sound:Clicking on this button brings up anoth­er panel from which you can adjust the volumes for different game sounds.
19
Music:This allows you to change the volume of the music that is played in the background.
Sound FX:The volume of all of the sounds made by characters, such as walking, spells and combat noises, can be controlled from here.
Speech:This alters the volume of the verbal replies that characters give when you select them and give them orders.
21
QQuuiicckk SSttaarrtt
20
Ambience: This allows you to change the volume of the background noises that make up the atmosphere of the game such as wind blowing, birds chirping and waves crashing.
Building Speech On/Off: Clicking this button selects whether or not you want to hear the state­ments made whenever you enter a Capital or Military buildings, such as the Barracks, Mage Towers, Thieves Guilds.
Reset Help: When you first start playing Lords of Magic you receive Help Text when certain events occurs. You have the option to disable each of these panels after you view them for the first time. If, at some later date, you want to re ­enable them again, pressing this button will reset all of the Help Text Panels.
Center Move On/Off: Toggle this button to choose whether or not you want to have the game screen constantly center on the currently moving party. With this option turned on, the screen will automatically center on any units that are moving within any line of sight your parties have. This is useful for tracking enemy move­ment that may otherwise go unnoticed. Turned off, the screen will remain where you have left it and not track any movement. This is a good option to have on if you one have one party and want to keep an eye on it. Leave this option turned off if you have multiple parties and you want to scroll around the map looking at them.
The last options that you can adjust are the
Game Speed and Combat Speed. Modifying the
Game Speed will change the speed in which
everything happens on the Overland Map while changing the Combat Speed affects the speed at which combat takes place. Clicking the Default button will reset both speeds to their default val­ues.
Finally, you have the options to either Quit or Resume the game with your new options.
QQuuiicckk SSttaarrtt
TTuuttoorriiaall
22 23
TTuuttoorriiaallss
HHiirriinngg MMeerrcceennaarriieess
At the main start screen, choose the LOAD option. Click on the saved game called MERC.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
When the game begins, you do not have any fol­lowers (people willing to work for you) to train as new units in your army. However, you do need to increase your forces, so hiring Mercenaries becomes your only option. Mercenaries are very expensive to maintain, so you'll need to keep a watchful eye on your treasury when you have mercenaries in your ranks.
To hire a mercenary, first left-click on your party to select it and then left-click twice on the Barracks to move the party into the Barracks. If you do not know which structure is the Barracks, you can hold the cursor over buildings, and you will see mouse help text appear above each struc­ture. Find the structure marked "Archon Barracks" and left-click twice to enter the build­ing. You will be greeted by a voice welcoming you to the Barracks. An adventurers' viewpoint of the Military building that stands before your Lord
appears on a panel, with a description of the building (note: it is always a good idea to careful­ly read the descriptions of any buildings or units that you encounter as they give hints to what this building is suited for and the strengths and weak­nesses of the units found within). After reading the description of the building, click on the Footmen button to see a description of these dis­ciplined foot soldiers.
You now have two options: Train and Hire Merc. The resources that appear above the Train button are the costs associated with training a follower, whereas the resources above the Mercenary (Hire) button pertain to a "pay as you play" method used by the mercenaries. Notice that training a Footman unit requires that you have at least one follower (the little man raising his arm). If the resource display at the bottom of your screen on the lower right shows that you have no followers available, the only way to acquire any units is to hire a mercenary. Click on the Hire Merc. button and you will see and hear that the mercenary has been hired. Exit the barracks screen. You now have a new unit to command, and as you can see from your resource display in the lower right, this mercenary is very costly, requiring four gold and one ale for every day that they are in your service.
Strategy note: Mercenaries are a temporary solu­tion at best. It is vital that you do not pay them to sit around idle. Hire them and go and kill something! For more information on mercenar­ies and how to dismiss them, see pages 58-59. This concludes the tutorial on hiring Mercenaries. At this point you should go on to the next tutorial.
TTuuttoorriiaallTTuuttoorriiaall
24 25
LLiibbeerraattiinngg aa GGrreeaatt TTeemmppllee
At the main start screen, choose the LOAD option. Click on the saved game called TEM­PLE.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Taking a Great Temple is the single most impor­tant step that you can make in Lords of Magic, short of slaying Balkoth. Freeing the Great Temple provides you with a five-fold reward:
· When you defeat the creatures that infest your Great Temple, your people build a Stronghold for your Lord to use as his or her base of operations.
· You will receive an immediate reward of 10 fol­lowers in your Stronghold upon freeing the Great Temple.
· The Great Temple remains as the focal point to attract future followers to join your cause. After visiting the Great Temple, new followers will journey to your Stronghold every week (seven turns).
· Mere possession of the Great Temple spreads your name and increases your fame.
· The Great Temple will eventually allow you to summon the most powerful creatures in Urak.
Select the party that is outside the Great Temple by left-clicking on it. Left-click on the massive
statue adjacent to the party. enter the Great Temple and prepare for battle. The battle has been pre-arranged so that there should be little challenge. Do not expect it to be this easy in the actual game!
The Order Great Temple
Assuming you win the battle at the Great Temple, a message appears describing the epic event. Scroll the map to your Capital and you now see the proud presence of a Stronghold waving a ban­ner above the rooftops. Click the End Turn but­ton. Notice that you were on your sixth turn, so the next turn will be your seventh. At the end of the week (seventh turn), another message appears, informing you of the number of follow­ers who have gathered in the Stronghold to join you. Click on the Capital and you can now assign these followers to do various jobs for you. Assign followers to the Marketplace to work as mer­chants to earn gold, to the Tavern to brew ale, to the Temple to enchant magic crystals, or to the Magistrate to spread the word of your cause and raise your fame (see page 82 for more informa-
tion on city and resource management).
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RReesseeaarrcchhiinngg aa SSppeellll
At the main start screen, choose the LOAD option. Click on the saved game called MAGIC.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
The task of learning more powerful spells is han­dled by assigning Mages to research in the spell Library. To assign a Mage to begin research on a spell, select the party near the Mage Tower and place the mouse cursor over the Library. If you are not sure about which building this may be, just leave the cursor over a building for a moment and help text will appear above the structure describing it to you. Once you find the Library, left-click to enter. You will immediately be taken to the Library interior where you will see your Mage, sitting at a desk, hard at work.
Now you must choose which spell you wish to research. There are four books on the shelf to choose from, combat attack, combat defense, overland spells, and general knowledge. Click on the first book on the left (with the sword on the spine) to open it, and you will see the first com­bat attack spell that your Mage can learn for you (in fact you already know this spell). Left-click on the right page to turn to the next spell, which you do not know. The left page tells you how many days (turns) it will take to complete research on this spell. Exit the Library by clicking on the doorway to the left of the screen and end your turn. At the start of the next turn, enter the Library again by left-clicking on the Enter Building button above your Mage. You will now see an open book on the bookstand that repre­sents the spell being researched. Left-click on the book and you will now see the report on the left page giving you the current status of the spell being researched. This page also tells you the names and experience levels of the Mages cur­rently researching in the library. Over time you will notice that the runes on the bottom of the right page become readable, signifying your progress in the practical application of this spell.
CCoommbbaatt
At the main start screen, choose the LOAD option. Click on the saved game called COM­BAT.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial
27
case, however, choose "Enter".
Now you are inside the Large Estate. Combat is currently paused so take a moment to look around. Using your mouse cursor, scroll to the upper left portion of the screen - there you will see your enemy. Rest your mouse cursor on one of the enemy creatures; notice that the selected enemy is now outlined in brown, and mouse help appears giving the name and experience level (approximate strength in the case of creatures) of your vile enemy. The interface panel on the lower left of your screen now provides more detailed statistics on the abilities of any foe you highlight. Just above the enemy are descending stairs. These stairs indicate that this Large Estate contains another level below the current battle level, with more wretched inhabitants to oppose you. If you wish to explore deeper into the next level, you must ensure that you remain healthy enough to continue your adventure.
You will also notice two colored flags planted in the ground and waving above your Mage. To find your Mage's location (or that of any other unit) on the battle map, right-click on the Mage's icon in the lower panel and you will automatically cen­ter on him. Hold the mouse cursor over the flags; mouse help will appear indicating that this is a "Flee Area". If you ever find yourself facing a superior enemy and want to leave combat before all your troops are exterminated, press the "Flee From Combat" button (the picture of the person running with upraised hands) located on the lower right side of the interface panel. Giving this order will cause all your troops to disengage from
29
and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Success or failure in combat is one of the most important factors in any adventurer's journey through Urak. This tutorial is designed to give you a basic overview on the capabilities of the various troops you will lead into battle. In this tutorial, you command three champions: a Life Mage, a Life Warrior, and a Life Thief as well as a unit of Life Infantry and a unit of Life Missile Troops. Note that the Champions are graphically represented by only one figure at all times, while Military units (Infantry, Cavalry & Missile Troops) are represented by three figures in com­bat.
Directly above your party on the overland map is a structure with a blue roof and a gray banner waving over it. Rest the mouse cursor over it; mouse help will appear indicating that this struc­ture is called a "Large Estate". Double-click on the Large Estate; a pop-up panel will appear that describes the difficulty level (i.e. difficulty - level 1 is the easiest, level 11 is the most difficult) and gives a brief description of who or what awaits to battle your party within. There are also three but­tons at the bottom of this pop-up: "Enter", "Autocalc" and "Retreat". Enter will take your party into battle, Autocalc lets the computer determine the winner, and Retreat allows you return to the overland map unscathed (although what brave adventurer would ever contemplate running away with his tail between legs?). In this
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combat and make their way to the flee point. Troops who make it to the flee point will return to overland map. Directly below the "Flee" but­ton is the "Surrender" button. Giving an order to surrender will kill all of your non-Champion troops and make your Champions prisoners-of­war. The other two buttons are the "Pause Combat" button (the red/green light next to the "Flee" button) and "Autocalc" (the button with the computer on it).
Now right click on your Warrior (the guy riding the green lizard). Notice that a new set of action buttons appears above the unit icon panel. These buttons give specific orders to the Warrior that only he can carry out. These buttons are (from left to right): Attack, Defend, Go Berserk and Rally. Notice that each button has mouse- help associated with it. Clicking on the Attack button and then clicking on a particular enemy unit will make the Warrior advance to that unit and attack it. Click on the Defend button, and then click on a location on the map or on a particular friendly unit. Choosing to defend a location will cause the Warrior to move to the specified area and wait for the enemy to approach. If you choose to defend a particular unit, the Warrior will move near to the unit he has been ordered to protect, and defend him if he comes under attack. If you order the Warrior to defend himself, he will parry; applying one half of his attack value to his defense, and subsequently entirely forfeiting the opportunity to attack. This is useful for infantry, to stall the enemy's approach and hold him at bay, while Mages or Missile Troops attack from afar. Clicking on the Go Berserk button will cause
your Warrior's defense to drop to zero, but will increase his attack by one half of his original defense. This button is only really useful if you either completely outclass your enemy or if your enemy is so powerful that you have no other alternative. Clicking on the Rally button will cause your Warrior to issue a mighty war-cry and will inspire your military units to fight at plus one to attack and defense. (Military units are: Infantry, Cavalry, and Missile Troops.)
The next Champion to right-click on is the Thief, which causes a new set of action buttons to appear above the unit icon panel. These buttons are (from left to right): Subdue, Aimed Attack, Stealth, and Detect Thief. Again, each button has mouse-help associated with it. Subdue is used to capture Champions of another faith. Click on the Subdue button and then click on the enemy Champion you want to capture. If your Thief successfully subdues an enemy, he will become your prisoner of war. See page 133 for further information on POW options. Please note: sub­due can only be used on Champions belonging to another "player faith"; it cannot be used on wan­dering monster or renegade champions that live in, or come from caves and dungeons, such as the ones in this battle, and it can never be used on non-champion units. Giving the order for an Aimed Attack allows your Thief to cause greater damage with her missile attacks, at the expense of slowing down her rate of fire. Clicking on the Stealth button turns your Thief invisible to all enemy units, until detected. Detection is based on the sneaking thief's level and distance from the detecting parties. When a sneaking thief either
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gets very close to her enemies, or when that enemy is of higher level than she, the chance for detection rises dramatically. The last action but­ton: Detect Thief, allows your Thief to try to detect any enemy Thieves that are in stealth mode, and trying to sneak up on you. Though again the ability of your thief to detect an enemy thief in stealth mode depends on the relative lev­els of the thieves, this method of detection offers your party the best chance at detecting enemy thieves.
The final Champion to right-click on is the Mage. Notice that two yellow spell buttons now appear above the unit icon window. The left button rep-
resents combat attack spells, and the right com­bat defense spells. Move your cursor over these
buttons and notice that mouse help appears describing the spell effects and the mana cost to cast these spells. In the unit statistics area in the left portion of the interface panel, the middle sta­tistic box on the bottom row tells how much mana your mage currently has. At the moment, she has 17 mana at her disposal. As she casts spells, the amount mana remaining decreases. See
page 110 for further information on mana and
spell casting. Now place your cursor over the "Spirit Arrow" spell (the yellow button on left with an arrow on it) and right click. Notice that a pop-up box appears with a button for Spirit Arrow and another button for a spell called "Bless". As you learn new spells through research in the Mage Library they will appear in this pop­up box area. A red outline appears around Spirit Arrow because it had been selected spell. Left­click on the button for "Bless" to select it - "Bless"
will now appear above the unit icon where the Spirit Arrow button used to be. Right-click on the button for "Bless" and observe that a red out­line is now surrounding the button for "Bless". Left-click on the button for "Spirit Arrow" to res­elect it and notice that it again appears above the unit icon panel. Left-click on the button for "Spirit Arrow" once more; your cursor will now turn into a white star to indicate that a spell has beenreadied for casting. Scroll over to your enemy and rest your cursor on one of the blue "Sprites" creatures. The star cursor will begin to animate and a red outline will appear around the creature you have targeted. Left-click on the creature to cast "Spirit Arrow" on this foul enemy. Now unpause the game by hitting the space bar and watch as your Mage casts "Spirit Arrow" on your opponent. After the spell has hit the targeted creature, notice that his health (rep­resented by the gray bar above the creature) has been reduced. Hit the space bar again to pause the game and select another target on which to cast "Spirit Arrow". If you want the game to con­tinue in real-time but just want to slow things down a bit, use the "," and "." keys to speed things up or down until you find a speed suitable to you.
Notice that after you attack the creatures they begin to move toward you. While the game is still paused, issue orders to set up the positions of your troops. It's best to place your Infantry units in front of your Missile Troops to protect them and allow them to fire without being attacked. You can give your units orders by either selecting them in the unit icon panel or left-clicking and dragging a box around their figures on the map.
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You can even select individual members of a Military Unit by combining a left-click with the <CNTL> key. You can give your units orders to move (and attack) when the game is paused; however, they will not execute these orders until the game is unpaused. Move your troops so that the Elven Staffmen are in front of the Elven Archers and Thief Champion to protect them. Continue to have your Mage cast "Spirit Arrow" on the enemy creatures. Use the Rally button and then move your Warrior up to attack any stray enemies that might attempt to sneak through your defenses.
Once you have dispatched your enemy, you receive a pop-up informing you of the combat results: who was killed, what spoils you received, and any units that have increased in experience level. In multi-level encounters, such as this, you
receive a panel informing you that you may now manipulate artifacts and cast spells. This means that if you had any potions or healing spells you could now use them (see page 116 for details on
using potions). In this case you have neither, so
click on the "Close" button located on the lower right side of the panel. You now have the option to return to the overland map (by clicking on the globe located on the lower right side of the screen) or proceeding down to the next level of the dungeon to clear out the evil inhabitants located within. You also have the option of split­ting up your party and sending any severely dam­aged unit back to the surface. This is done by first sending your stronger units down to do battle with creatures located below, and then clicking on the flee button for the remaining troops to leave . In this case, however, send all your units down below by selecting them and giving them an order to move to the descending staircase. Once all the units have made it to the staircase, you will be transported to the next level of the dungeon with a whole new group of enemies that oppose you. Using the knowledge you gained from your previous battle, you should be able to turn these creatures into dragon appetizers in no time. You may notice that as you continue to order your Mage to cast spells on the enemy that the spell buttons gray and out and she can no longer cast spells. This is because she has run out of mana. Mana can be replenished either by using a potion (see page 116 for details on using mana
potions) or by ending your turn (your Mage will
have full mana on the next day). Once victory is yours, you receive another combat results report, and your party returns to the overland map.
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right-click in an open portion of the overland map to deselect it. Now place your cursor on the Barracks and left-click to select the empty build­ing. A pop-up options panel will appear; notice that next to the "Experience Conferred to Recruits" and "Next Turn" the numbers both indi­cate that zero experience will be conferred to any units produced because no Champion is present to instruct them. Click on the button labeled "Elven Staffmen" in the middle of the upper row. Another panel will appear that gives a brief description of the Elven Staffmen as well as their statistics (attack, defense, movement, etc.) and their cost. Observe that their current experi­ence(shown by the temperature bar underneath the word "Level") indicates that if you produced the unit now, it would appear with only Level 1 experience, and hence would be quite weak and vulnerable in combat. Hit the "Cancel" button and exit the Barracks. Now select your party by left-clicking on it and order it to move into the Barracks. You will now see that because you have brought the appropriate Champion (a Warrior) into the Barracks, he will confer 46 points of experience onto any units produced in the next turn. A new line also appeared: "Max With This Champion", indicating that a unit produced while using this Champion as Steward will receive a maximum of 465 experience points if the Champion remains as Steward for the longest possible time.
Select the "Elven Staffmen" button again. Observe that the temperature bar underneath the word "Level" now contains two colors: green to indicate the experience level that a unit will pos-
37
Notice that a gray banner no longer flies over the large estate - all its evil denizens have been exter­minated. If you had failed to defeat the creatures within, a gray banner would continue to wave above the estate.
CCoonnffeerrrriinngg EExxppeerriieennccee ttoo NNeeww UUnniittss
At the main start screen, choose the LOAD option. Click on the saved game called EXPERI­ENCE.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Having your Champions confer some of their experience to new units can be the easiest (not to mention safest) way to acquire units with a high­er experience level, without ever taking them into battle. This tutorial will show you how to assign Champions as stewards to your military build­ings, to greatly enhance the strength of the forces that your buildings produce for you to lead into battle.
Find your Elven Barracks - it is to the left of your party. You can find your various building by rest­ing the cursor over them to receive mouse help.. Do not enter the Barracks with your party; if your party is currently selected (i.e. it appears in the unit icon panel at the bottom of the screen),
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Staffmen have reached their maximum level of experience (as indicated by a Level temperature bar that is all yellow), click on the "Train Unit" button and observe that the newly created unit will posses Level 3 experience.
39
sess next turn, and blue for the maximum amount of experience the unit will receive. Notice that a blue "+1" appears below the number 2 on the level temperature bar. This means that the maxi­mum amount of experience the unit will possess will advance him beyond experience Level 2. Hit the Exit button to exit the Barracks and then click on the end turn gem in the lower right cor­ner to end your turn. At the beginning of your next turn, go back into your Barracks and select "Elven Staffmen" once again. The temperature bar will now contain three colors: yellow to indicate the current experience the Staffmen will possess if produced on this turn, green to show how much experience they will posses if produced the following turn, and blue to show their maximum experience. Keep on ending turn until no more blue remains in the temperature bar, and the bar is entirely yellow (10 turns). Notice that the experience the unit will possess if produced on this turn will put him just below experience Level
3. In addition to the experience of the Champion who is residing as Steward, the upgrade level of the Barracks (or Thieves Guild, or Mage Tower) can affect the amount of experience conferred upon new units produced as well. The top of the first pop-up panel when you enter the Barracks indicates that this structure is currently at upgrade level 1. Click on the button labeled "Upgrade" on the upper right of this panel. Now click on the button for "Elven Staffmen" and observe that the amount of experience the Staffmen can possess will place them above expe­rience Level 3. Remember that a military build­ing cannot be upgraded higher than the level of its corresponding Stronghold. Once the Elven
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CChhaapptteerr 11::
GGaammee OOvveerrvviieeww &&
SSeelleeccttiinngg YYoouurr LLoorrdd
o you think you've got what it takes to defeat Balkoth? Let me tell you some-
S
you. All of them are dead. I won't relate the man­ner of their deaths, but let us say that what little remained of the bodies wouldn't feed a hungry crow.
thing, my friend. Many have come before
- Balathustrius
again, the people will sing your praise and build you a Stronghold in your Capital, attracting Followers who will work for you.
The resources necessary for maintaining your parties and continuing your campaigns, are Gold, Crystals, and Ale. These can be obtained by clear­ing local structures. While clearing out a cave or dungeon will yield some instant resources, a steady flow can be found by conquering and maintaining control of a Gold Mine, Crystal Mine, Brewery or Statue.
Much of your success in Urak hinges on your reputation, or Fame. How famous you become depends on your actions and your conquests dur­ing the course of the game. As your Fame grows, numerous Followers from across Urak volunteer to help in your campaign. These Followers appear in your Stronghold and await your orders.
Followers can be assigned to the vital tasks of brewing ale, running your Marketplace, spreading the word of your campaign, and harvesting magic crystals. Additionally, you can invest resources into training Followers to create powerful units in any of the Military buildings on the outskirts of the Capital. Mercenaries, too, can be hired , at a cost.
Live long enough, and your soldiers and Champions become more experienced and much more powerful in combat. Once your Lord has gained a few levels of experience, you are ready to venture out beyond the relative safety of your own region and visit your neighbors.
OObbjjeeccttiivveess
When the game begins, it's just you and a few loyal adventurers in a big, unexplored world.
To defeat Balkoth and restore Urak you will need to build a force great enough to vanquish him. There are many steps that you must take in order to accomplish this goal.
First you need a base of operations where you can build and train your forces. To do this, you will need to prove yourself a worthy Lord to the good people of the Faith you have chosen to lead. Your people may support you and pray you are suc­cessful, but this does not mean that they will work for you or lay down their lives for you. In order for your people to support you in action, not just in words, you must clear the poison that Golgoth has summoned within your Great Temple. When the Great Temple is free once
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
The Overland Map
your campaigns will be run. An Order Mage game is very different than a Water Thief game. These two choices, Lord Type and Faith Selection, are the most important decisions in the game.
LLoorrdd TTyyppeess
A Warrior's life is one of loneliness and glory, days spent in the thick of battle, nights alone on the cold ground with a thin blanket and dis­tant memories of home. The world of a Mage, thick with the dust of spell books and heavy with the perfume of potions, hints of mystery and foreboding. The romance of a thief's life is more myth than truth, for Thieves are sought by all and trusted by none.
- Balathustrius
There are three Lord Types that you may choose from: Warrior, Mage, and Thief.
Choose to become a Warrior and your talents lie on the battlefield. Even the most inexperienced Warriors have superior combat skills, and all Warriors have a powerful charisma that can be used to rally their troops during combat. Many Warriors ride proud battle-mounts into combat. Choose to study the mystic arts as a Mage, and the magical abilities you possess can make you a powerful, dangerous leader. It is true that novice Mages starting a campaign are weak, with untried skills and untested spells fresh from their books. But as a Mage, you have the opportunity to learn additional spells as the game progresses, making you a force to be reckoned with (provided you can stay alive long enough!).
A word about Bartering: As you encounter the other Faiths in the game, you will meet some that agree with your cause and some that support Balkoth in the hopes of sharing the spoils of a broken Urak. Depending on the political attitude of your neighbors, they may seek your help.
People that you encounter who are sympathetic to your cause can become permanent allies of yours if you clear out the Great Temple in their region. When this is done, the people are so grateful that the Lord of that Faith swears fealty to you, and his or her people come under your rule, adding their resources to yours. Any Faith that swears fealty to you provides you with an Heir that will continue your campaigns if you should die. Should you encounter hostile Faiths whose opinions cannot be turned, you must con­quer their Capital by force.
Consolidating the power of the peoples of Urak in this way will undoubtedly give you the leverage you need to face Balkoth. His power is unques­tionably the strongest in Urak. But with perse­verance, cunning, good leadership, and enough allies fighting alongside you, you may just become the savior this land so desperately needs.
SSeelleeccttiinngg YYoouurr LLoorrdd
Before you can lead your army against the dark­ness, you must choose what kind of Lord you wish to become. Choosing the type of Lord that you will play may seem like a simple process. However, each decision affects the way in which
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
ble-clicking a unit icon on the status bar) you notice that Lords, unlike all other units, cost nothing to maintain.
FFaaiitthh SSeelleeccttiioonn
...winning the battle against Dark. For it is that when beliefs coalesce into one, Good will tri­umph and… the shadows will face banishment forever to the depths of Urak.
- Fragment of a parchment from the
Prophesy of Urak, Volume 24.
As a Lord, you must choose to lead one of the eight Faiths of Urak before you start your cam­paign. At the beginning of the game, you will see the Circle of Life. Here is where you will choose what Faith to worship. There are eight archways, one for each Faith. Choose carefully, for this decision affects everything that comes after it. Each Faith has its own strengths and weaknesses that distinguish it on the battlefield, and you must choose a Faith that complements the cam­paign you wish to conduct.
Choose the life of a Thief and you choose to live amongst the shadows. Thieves embrace an exis­tence of cunning, deception and stealth. Good Thieves can roam the world spying on enemies without being detected.
In combat, a Thief has the ability to sneak up to enemy Champions, subdue them and take them prisoner.
Lords carry a double banner on the Overland Map, enabling their party to stand out from the others. As a Lord, you wear your personal colors, which are different from those of other Champions and your enemies. Also, if you look at the Unit Information Panel (accessed by dou-
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
A Lord riding a trusty steed
enemy units, but they make up for this with their powerful attacks and impressive collection of strong defensive spells.
FFiirree
I annoyed a Fire Giant once. I don't recom­mend it.
- Balathustrius
Worshippers of Fire are just akin to the worship­pers of Chaos. They tend to be strong, and attack with startling vehemence. Fire mages love pyrotechnics, and their impressive array of spells both look great and can ruin an opponent's day from quite a distance. Their weaknesses are few but serious, for Fire worshippers have little defensive magic, fairly useless armor, and low hit points. As a result, a typical strategy for Fire wor­shippers is to torch and run, so expect to see them attack first.
WWaatteerr
If you're smart, you'll never board one of the leaky tubs that pass for ships on Urak. Mark me, the decision to tempt the creatures of Water may be the last dry choice you make. Not to mention that ship food ranks as the foulest slop ever to curse a dinner table.
- Balathustrius
From the gentle foam that teases the western coast to the crashing waves beneath the Cliffs of Amshanan, the Water Faith has complete domi­nance of the oceans. Their sea monsters can smash enemy ships and their land-based lizard
AAiirr
Damned Storm Giant mages. It never fails ...they always call the rain when I want to work in my garden.
- Balathustrius
Air creatures soar above a battle, striking fast and moving out quickly. Air creatures don't have much in the way of armor, but their agility gives them an edge against attack. Air Mages have an exceptional library of offensive spells at their dis­posal, and these spellslingers can usually be found at the rear of an army, throwing lightning bolts from long distances (and keeping themselves well out of the fray). Mages of the Air Faith are leg­endary for their ability to control the weather.
EEaarrtthh
I've always liked the Dwarves. They're slow and stubborn, but honorable and good allies in a clinch.
- Balathustrius
Earth followers move like the slow-growing glimmer vines of Urak - you can't really see them move, then all of a sudden they've covered your garden. But don't mistake their lack of speed for lack of brains. Earth creatures have a battle savvy that comes with an intimate knowledge of the terrain, and their superior armor and unmatched endurance make them difficult to kill. Earth crea­tures can usually be out-maneuvered by faster
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
TThhee EElleemmeennttaall FFaaiitthhss
OOrrddeerr
I've never been terribly impressed with the wor­shippers of Order. They're highly disciplined in a way too serious for my taste.
- Balathustrius
To believe in Order is to believe in balance. Order worshippers embrace the view that everything in the universe has its place and every event happens for a reason. On the battlefield, the soldiers of Order are renowned for their balance of defense, attack, movement, and hit points. Soldiers the world over envy the troops of Order, for their Mages are experts at spells that increase the fight­ing abilities of Warriors and that protect the less­er troops from whatever harm is flung their way.
LLiiffee
The Elves confuse me. On one hand, they're worshippers of the eternal web of life on Urak. On the other hand, when crossed they can be frighteningly lethal opponents.
- Balathustrius
Elves are agile and quick, with an unmatched long-range attack that enables them to inflict serious amounts of damage from a distance. Life Mages employ powerful healing spells that revive wounded troops on the battlefield. Legends, from long ago, speak of Life Mages resurrecting their fallen comrades. Unfortunately for the Elves, their melee skills pale in comparison to their ranged prowess. Their greatest weaknesses lie in their lack of close­range fighting skills and their distaste for wearing armor. It's rare to see Life troops in hand-to-hand
men are fast and tough enough to make quick work of the enemy. Water Mages begin as extremely weak characters, but theirs is a profes­sion that grows in strength as the game progress­es. Over time, Water Mages gain the knowledge and experience to learn extremely powerful spells. They are the only Faith with the ability to change water into land. In times of peace they use the healing powers of water to restore hit points to wounded creatures.
CChhaaooss
I've got no patience with Barbarians and their ilk. They're big, they smell of stale ale and horse droppings, and you never know which side they'll end up fighting for during the battle.
- Balathustrius
Barbarians make great soldiers because they have simple needs: warm food, enough ale to addle their brains, and a dry place to sleep. They're good in battle situations; they have relatively high hit points and can perform devastating melee attacks. They don't wear much armor though, and they're not too good with projectile weapons. Chaos Mages have some awe-inspiring spells at their fingertips. It is rumored that they have the power to transform themselves and their enemies into other creatures. With this power comes tur­moil, however, because magic of this type is high­ly unstable, and therefore unpredictable.
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
TThhee AArrccaannee FFaaiitthhss
combat, and only foolish Leaders order Life troops to the front lines of battle.
DDeeaatthh
No sane Urakian speaks aloud of the Golgothan troops. The followers of Death lurk in the scorched forests and dank caves of Urak, and inhabit the nightmares of all that bat­tle to simply live...
- Balathustrius
In order to play as Balkoth, you must first defeat him in single play. The Death Faith is always avail­able in Multiplayer games. The following informa­tion is still relevant to gameplay.
It is known that members of the Dark Faith wield stunning powers, given to them by the fetid princes of the nether regions. Death worshippers are well armored and fast, possessing a superior power in battle that destroys most of their ene­mies. Death troops tend to be equally skilled at range and melee attacks. Their Mages overwhelm their opponents with some of the most devastat­ing spells known on Urak. These dark elves use sorcery to raise the dead, replenishing their troops as the battle rages around them. This unspeakable act is a nightmare to see and an eter­nal terror for the pitiful souls who have the mis­fortune to be so reanimated. Death creatures seem to drain the courage from their enemies; they display such offensive might that it turns opponents' hearts to jelly and keeps them from attacking. One should take care to be adequately prepared when meeting Death on the battlefield.
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
I
chose my three best soldiers - Gil Sarve, Kildonan and Sarith - to explore the crum­bling tower before us. They went gladly, as I
knew they would, filled with honor at being picked by my hand. As their shadows disappeared in the yawing mouth that was once the door, I wondered if I should ever see them again. As their comman­der, I had to order someone to go inside. As their comrade, my heart filled with worry for their safety. But I can never let the troops see me hesitate.
- From the war journal of Arius, first Champion of Order forces
CCHHAAPPTTEERR 22::
GGeettttiinngg AArroouunndd UUrraakk
only the most powerful Champion (or, barring a Champion, the most powerful unit) is displayed in each party. Capitals, Great Temples, Mage Towers, Thieves Guilds, Barracks, Mines, Breweries, Statues, and Crystal Mines will always fly the colors of the Faiths that own them. Caves, Huts, Dungeons and other mysterious places that have not been explored have grey banners, indicating that they are occupied by an unaffiliated or renegade party. Once cleared out, they will have no flag, unless occupied by an party, in which case they will dis­play that party's banner..
PPaarrttiieess
My troops are a rowdy crew, for Order wor­shippers. They sometimes drink too much and are overly fond of the dice. But when it's time for battle, they face the enemy in deadly earnest.
- From the war journal of Arius, first
Champion of Order forces
The portrait next to the magnifying glasses shows the Leader of the currently selected party. To the right of the portrait are windows that show everyone in the party and bars indicating their current health appear above their heads. A single party can consist of up to 3 Champions and 9 Units. Parties on the Overland Map always carry the faith-specific colored banners (i.e. Yellow for Life, Blue for Water, Brown for Chaos, etc). Lords carry a double banner. Parties are displayed on the Interface Panel within Unit Windows located at the center.
VViieewwiinngg tthhee MMaapp
The tools necessary to command your forces are located in the Interface Panel at the bottom of the screen. There are three zoom levels for view­ing the scrolling map of Urak. Three magnifying glasses located on the left of the Interface Panel control the zoom levels. The largest one provides the closest or "detailed view", the middle one gives a "regional view", and the small magnifying glass changes the view to a maximum zoom or "World View." At the closest view - the biggest glass - all troop types are displayed on the scrolling map. At the medium and World View,
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CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
Magnifying
Glasses
The Overland Map
CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakkCChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
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Champions always occupy the first slot in each Unit Window, and there can only be one Champion per Unit Window. If there is no Champion, this slot will be left open. Three Units may occupy the remaining area of the Unit Window. Up to three Unit Windows will be dis­played depending on the size of the party. Experience levels are indicated by hash marks beneath each unit icon. Any equipped artifacts appear under the corresponding Champion (see
Artifacts on page 116). The current number of
living military unit members (normally three) is indicated underneath that military unit. If you want more information on a specific party mem­ber, double click directly on his or her icon. The resulting popup tells everything you need to know about that unit, including upkeep costs, attack strength, his or her defensive skills, hit points, movement, Mana supply, Experience, and
values on Strength, Dexterity, and Wisdom. You will also see a Dismiss button here. It is rep­resented by a unit with its back turned and a large X. This allows you to send expensive mercenary troops on their way, thus saving you some money.
SSeelleeccttiinngg aanndd MMoovviinngg PPaarrttiieess
Selecting which parties to move, deciding when to move them, and choosing the places to explore are the first steps in your adventure. To move a party across the Overland world map, you must first select it. Place the cursor over the party. A faith-specific colored outline (i.e. Yellow for Life, Blue for Water, etc) appears around the units in the party. Hold the cursor over the party and pop-up text appears. If the party contains a Champion, a name followed by the Faith will appear. If there is no Champion, only the party's Faith will be dis­played. Left-click on one of your own parties and it appears in the Unit Window(s) below. You are now ready to move this party. Click once on the map where you want the party to move to. A series of Green Movement Beads appears with a green X at the end. This tells you the route the party will take to get to its destina­tion. If the X and some of the beads are Grey, this means that the destination is further than the party can travel in one turn. A pop-up tells how many turns away the destina­tion is. Click again on the X, confirming the movement order, and the units will begin moving.
Movement that requires more than one turn
Movement
Beads
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