Place the Sacrifice CD into your CD-ROM drive. If your
computer is AutoPlay capable, a Sacrifice menu will
automatically appear on the screen. Select "Install Sacrifice" from
the list of choices to start the installation program. Follow the
on-screen instructions to install Sacrifice on your system. After
the game is successfully installed, a Sacrifice shortcut will be
added to your Start menu.
If your system is not AutoPlay capable, open the "My Computer"
icon on your desktop, then select the drive letter that represents
your CD-ROM drive. Double click on the "Setup" icon and
continue as above.
Installation of Direct X 7.0a
Sacrifice requires Direct X 7.0a in order to run properly. If you
are not running Direct X 7.0a on your system, then it can be
installed directly off the Sacrifice CD. Insert the Sacrifice CD
into your CD-ROM drive. If your computer is AutoPlay capable,
select "Install Direct X 7.0a" from the list of choices that will
automatically appear on the screen. If your system is not
AutoPlay capable, open the "My Computer" icon on your
desktop, then select the letter that represents your CD-ROM
drive. Double click on the folder marked "DirectX7." Then
double click "Dxsetup.Exe" from the icons that will appear. The
setup program will launch.
Download Free Sacrifice Maps
Interplay and Shiny Entertainment thank you for purchasing
Sacrifice. It is our hope that this product provides you with
hours of exciting and challenging game play.
To further enhance your Sacrifice experience, be sure to explore
<http://www.sacrifice.interplaygames.com>. Here you'll find
free downloadable maps submitted by Sacrifice players from all
over the world.
Registration is free, and members will be allowed to submit as
many maps as they wish. All members have the ability to grade
user submitted maps, and the best are eligible to receive exciting
prizes.
Welcome to the Sacrifice Community!
4.
SACRIFICE
I. THE GODS
PROLOGUE
"Being an excerpt from the Book of
the Fyllid"
In the beginning there was the Creator. Where there was naught
but the cold void, the Creator gave of his flesh, and thus was all
matter born. Where all was dark, the Creator spread his arms
and gave light, thus was born the stars, the moon, and the sun.
Where there was naught but silence and loneliness, the Creator
did spill his blood, causing the very beginnings of life.
This life manifested in a multitude of forms, from the ancient
behemoths of Thryhring to our own people, the Fyllid. In those
times we were the chosen of the creator, the keepers of the lesser
beasts and defenders of all the realms. As befit our role as his
primary servants, the creator gifted us with power. The power to
shape the world, the very trees, the land, the beasts, even the
untouchable essence of the elements was granted us. Our people
grew heady with the gift of power, and some of us turned our
face from the creator. The gift became corrupted, used for
forbidden experimentation and malicious purpose.
It was then that the Fallen One, he whose name must not be
spoken, tore asunder the earth. In the land of Golgotha,
profaning and defying the very laws of nature, the Fallen One
opened a permanent gateway from this world to the demonic
realms of the nether. The strain of opening this unnatural portal
took its toll upon the world and the earth began to shatter. The
Fyllid and all of creation watched in stunned silence as the
benevolent Creator warred with the Demons of the nether, but
the forces of hell proved too much for even he. A cry of
unspeakable anguish broke the silence and echoed in
the minds of his children as the creator was forever banished
from this existence. None of his children heard the cry so loudly
as the Fyllid, for it was one of our own that had ultimately
betrayed and murdered our master. Most were driven mad and
hurled themselves from one of the newly formed floating islands
or sat useless, gibbering and moaning.
For a time the Fyllid wandered these new realms seeking signs of
our former master. What was discovered was the stuff of
nightmares. The creatures of the land began to warp and twist,
INTERPLAY ENTERTAINMENT CORP.
5.
the very land was changing. The home realm of the Fyllid, known
as Elysium, grew lush and green, seeming to welcome us, even
after the horrible betrayal of the Creator. So too did the other
lands twist, the high reaches of Empyria grew cold and desolate;
the lush, sweltering lands of Helios erupted with liquid hot
magma while the arid Glebe grew even more rocky and barren.
Most terrible of all were the blasted lands of Dys, which lay near
Golgotha. These lands grew pestilent and the very earth rotted.
Five new Gods appeared to take the place of the Creator. Of the
five it was our Lady Persephone who took us in. Grateful were
we that any God would accept us into their fold and ever since
we have served our Lady faithfully. We stand guard against the
enemies of our Lady. We are ever vigilant, for it is the Fyllid who
know intimately the price of failure.
-Athelas
THE BOOK OF CHARNEL
I am Charnel, God of Strife, Lord of Slaughter, Master of Death.
Where there is pain, I am there. Where there is suffering, I
flourish. Where there is joy… yes, well, one could hardly have joy
without another’s suffering, no?
I am called a villain, but mine is a doctrine reflected in the
unspoken truths behind all other philosophies. Recognize that
truth, my child: Strife is the single element most essential to
meaning and existence. Without conflict, without struggle, all of
creation might as well be so many unmoving, unfeeling stones.
Without me to hate, who would have cause to call themselves
holy or just? Oh, only a fool would seek contentment in peace
and tranquility.
Come see, come see. I hold dominion over the lands of Stygia,
which coil with serpentine grace, engulfing the holdings of my
foes. Vile and putrid ground, formed of the flesh of the dead,
running with rivers of blood, plagued by swarming vermin--ah, it
gives me chills whenever I think of it. Here you will find obsidian
gateways to demonic realms, an especial treat for unwitting
guests. Witness also the cruel prisons wherein are tortured those
rare souls among my enemies who are worthy of such attention,
and perhaps a random assortment of others to keep the cells
occupied. Oh, but do not overlook the mockeries called villages,
populated by mindless zombies--you really must appreciate their
simplicity--whose greatest ambition is to toil and die in my
6.
SACRIFICE
service. Well now, those of low ambition deserve what they
get, no?
But I believe you know this, and that is what has brought you to
me. If you possess both the hunger and the courage to embrace
it, you may yet prove worthy of greatness. And if not, to strive
and to fail... to be cast down into an eternal torment worthy of
your failure. Ah. I almost envy your mortality.
Envision success. Envision only success. A morose attitude is
most unbecoming in a servant of death. Now then, allow me to
share with you something of the powers which will be yours to
command, assuming you earn a place in my hierarchy, and
assuming Acheron or one of my other servants does not strike
you down out of jealousy...
or cruelty.
Necromancy
Under my guidance, you will have the opportunity to learn the
black art of necromancy. Be warned, wielding necromantic magic
is no simple task, for my way is not one of blind, clumsy force.
You must balance open destruction with more subtle devices.
Above all, my servant, you must understand that everything has a
cost. Learning to balance these costs, learning to use your pain as
a weapon, lies at the heart of necromancy.
Insect Swarm First, however, you will learn to inflict
pain. It will be a simple matter to summon a ravening
Insect Swarm to harry and wound your foes. Damage
done by this swarm will heal you.
Spell Summary – Swarms of bloodsucking insects shot at a foe.
Protective Swarm As your control over the lesser
creatures advances, you will learn to summon a
Protective Swarm, which will absorb damage intended
for you and deal injury to any foes foolish enough to come within
it’s reach. Again, any damage they do will heal you.
Spell Summary – A protective shield of swarming insects that
damages any enemies foolish enough to come into contact
with it.
Slime Your next lesson will be simple and undeniable:
Corruption, in magic as in life, stems from fouling what
was once pristine and pure. Using this spell you can
cause the air over you enemies to foul, emanating forth a ball of
INTERPLAY ENTERTAINMENT CORP.
7.
putrid slime. Anyone coated with this slime will be slowed, more
susceptible to damage and less capable of inflicting harm
upon you.
Spell Summary – A ball of viscous goo that covers an enemy
from head to toe, slowing its movements to a crawl and reducing
its stats.
Animate Dead Your devotion to necromancy will
eventually grant you the ability to animate corpses on
the battlefield, so that your minions will rise up even as
your foes strike them down.
Spell Summary – Restores life to your dead units by targeting
their soul.
Demonic Rift The next barrier for you to pass through
separates our world from the demon realm. Even a small
Demonic Rift will unleash great carnage. It’s the perfect
spell to support your creatures in a melee - the demons
unleashed will only attack your foes.
Spell Summary – Rips a hole in the earth through which evil
spirits rise to attack.
Wailing Wall Then you will learn to awaken the spirits
of the damned, who will rise up to form a barrier of
misery and sorrow. Any who pass through the Wailing
Wall will be slowed to a crawl and stripped of their energy.
Archers will be unable to attack, melee attackers unlikely to
reach you before they die.
Spell Summary – A wall of pulsating, tormented souls that saps
the life and mana from enemies who pass through it.
Plague Along with these new powers over demons and
the dead, you will gain greater mastery over the forces
of disease. In time, you will learn to unleash a terrible
and deadly Plague over a wide swath of land.
Spell Summary – A dark cloud that rains gobs of disease over a
section of land.
There are, of course, still greater powers that you may someday
possess, but you must have patience. In time, all will be revealed.
For now, you would do well to learn something of the creatures
that will be under your command. For as enticing as casting
spells is, a Necromancer must also learn to lead an army
into battle.
8.
SACRIFICE
Minions
My minions are drawn from a myriad of sources: the pestilent,
the corrupt, the dead and the demonic. Well, perhaps not as
diverse a group as other gods, but it suffices. Be aware that none
of my creatures heal themselves normally, but all of them are
capable of restoring their health by harming others. And thus,
their pleasure is born of pain. You see, my commitment to such
principles is not in word alone. Also note the character
summaries beneath my descriptions. Passive abilities come into
play automatically when the creature attacks or moves. Special
abilities however require mana and have to be activated by you in
order to take effect! Not all of my minions possess special
abilities. A final point I should like to impress upon you is that all
ranged units require mana to attack in their normal fashion
Scythe The bony Scythe, armed with razor sharp
blades atop its head, is a masterpiece of
destruction. These swift, whirling, skull-faced
horrors mercilessly rend the flesh from their
victims with such pure delight, well, one can
hardly be surprised by their incessant cackles of
malignant joy. Scythes feed off the creatures they butcher,
regenerating health with every attack.
Unit Type: Melee
Passive Abilities: Replenishes life when attacking.
Special Ability: None
Fallen The Fallen are, how do you say, corrupted
versions of beings first formed by that simpleton
James. They possess only a skeletal frame and
rotting flesh, but this in turn attracts swarms of
insects, which they can then send forth to attack
their foes. Beautifully conceived efficiency, if I do
say so myself. Further, the Fallen may adopt the
form of a corpse, and while in this guise, restore
lost health. Quite ironic, wouldn't you agree?
Unit Type: Ranged
Passive Abilities: Replenishes life when attacking
Special Ability: Play Dead – While playing dead, its life will
quickly regenerate (The only Charnel unit to heal naturally
without having to harm an enemy creature).
INTERPLAY ENTERTAINMENT CORP.
9.
Locust A bloated and far more insidious version
of the sort of winged menace once found in the
fens of Abaddon, the Locust was the first of my
creations. Though the eons have passed and the
fens are no more, the Locust lives on, relentless,
sucking the lifeblood and mana out of its victims.
Of my minions, the Locust most of all gains power through
dealing damage.
Unit Type: Air
Passive Abilities: Replenishes life and mana when attacking,
drains life and mana from targets.
Special Ability: None
Necryl If it were not so large, you might expect
to find the Necryl creeping under a rock. It is
unctuous, scaly, oozing, many-legged, and
generally disgusting, but do not be deceived: its
repulsive appearance is only a bonus. Its true
value lies in its ability to spread disease. A set of
glands and bladders under its pestilent little proboscis allows it to
project a stream of infectious bile, conferring a most ruinous
and contagious disease on contact.
Unit Type: Ranged
Passive Abilities: Replenishes life when attacking, disease cloud
poisons its target and prevents it from healing and replenishing
mana. This disease cloud also makes victims susceptible to taking
more damage. Be warned, as a diseased creature passes on the
affliction to anyone it comes into contact with, your troops
included!
Special Ability: None
Blight Carrion beasts have always held a
special place in my heart, the Blight most of all.
Its ragged little wings and numerous open sores
are a testament to how thoroughly inured to
pain and hardship is this flying storehouse of
parasitic misery. In its jaws and belly, it carries a
deadly cargo of Blightmites... thousands of little
parasites which feast on its flesh and on the
flesh of its victims. There are few sights more
satisfying than watching Blightmites raining down onto Druids or
10.
SACRIFICE
other such creatures who are incapable of attacking the Blight
while it's in the air.
Unit Type: Air
Passive Abilities: Regenerates life when attacking.
Special Ability: Blightmites – Slows down enemy units via
parasitic infection.
Netherfiend Oh yes, the demonic Netherfiend.
Since the Demon Gate of Golgotha has been
declared off-limits to any god, there are fewer of
them around these days. Those few who are in
my service are delightful creatures capable of
defeating most foes quite easily in single
combat. Netherfiends are mighty creatures
comprised of taut muscle and sinew, and their hunger for souls is
even more exquisite. Each soul that they devour adds to their
strength, their ferocity and... lethal beauty.
Unit Type: Melee
Passive Abilities: None
Special Ability: Devour- By activating this ability, a Netherfiend
is able to consume a blue soul of a fallen comrade on the
battlefield. Doing so will increase its attack power and resistance
to damage.
Deadeye Ever since Persephone brought those
pesky Gnomes, with their incessant tinkering
and generally meddlesome disposition, into this
world, I have known that with the proper
inducement they would make fine servants of
slaughter and mayhem. Only recently have my
efforts in this regard succeeded in producing the
Deadeyes. Like their cowardly, living cousins,
Deadeyes prefer combat at a distance. To this end, they
developed an extremely accurate weapon capable of firing a
highly lethal poisonous needle, which not only does damage but
debilitates its victim as well. These weapons are slow to fire and
no replacement for massed of the Fallen, but you will find the
use of a few of them highly efficacious.
Unit Type: Ranged
INTERPLAY ENTERTAINMENT CORP.
11.
Passive Abilities: Replenishes life when attacking, poisons its
victims, making them less accurate. Also prevents the target’s
regeneration of life and mana.
Special Ability: None
Abomination Not even I can tell you the origin
of Abominations, but it is clear they are a
perversion of nature far beyond any need for
improvement by myself. Tall and gruesome, the
Abomination reaches into its own body, pulling
forth a quivering mass of corrosive blood and
intestine (I think) for use in long-range
bombardment. It is no wonder they are not very accurate, but
that is of little consequence. Their projectiles splatter on impact,
affecting a wide area and, while in the air, trail deadly drippings
of corrosive blood. It's poetry, I tell you.
Unit Type: Ranged
Passive Abilities: Regenerates life when attacking. Thrown blood
and intestine damages all enemies between itself and the
assigned target. When its thrown intestines strike the final target,
all enemy units in the surrounding area will take damage.
Special Ability: None
There are greater wonders which I have not yet disclosed to you,
for you are not yet ready. It is no surprise to see you are repelled
and attracted at once, but which of these impulses will master
you? Consider carefully, for a bargain struck with Charnel is
eternal, and even death will be no escape.
12.
THE BOOK OF JAMES
I am James, God of Earth. You know, rocks and soil and stuff.
Some nice gems too. It’s not all brown and gray you know.
Just… mostly.
I would never claim to be the most exciting of gods, but I ain’t
here to entertain folks. I’m here to protect ‘em and to guide ‘em.
I’ll tell you straight up, if it’s peace and quiet you want, I’m your
deity. Why should folks be questing for anything? Or go looking
for trouble? Or stick their noses is other folks business? Or
always muck about trying to change the world? This is the world.
Feel it solid beneath your feet. I don’t see as there’s much need
for change at all.
That’s the attitude folks’ take in the Glebe. They look after
SACRIFICE
themselves and don’t much get in each other’s business. A
fellow’s farm is his castle, if you take my meaning. It’s a place of
tranquility and prosperity. I see to both of ‘em, and the people
are glad for it. Now don’t get me wrong: I’m not saying there’s no
room in the Glebe for someone to be great or to stand out or to
do amazing things. What I’m saying is that nobody’s gonna tell
you what it means to be great. You get to decide that for
yourself. I, for one, think this attitude is more likely than not to
bring out the best in folks… and it causes a whole rock-load less
headaches in the meantime.
Tramping about with some other god, you’ll never be as safe as
you would be in the Glebe, with the earth to shield you and
provide for all your needs. The truth of it is, if you want to reach
great heights, my granite’s the best foundation to build on. It
don’t matter what you bring or where you want to go. I got room
for it here, and I’ll do my best to see that you get everything
what’s coming to you. That’s a simple promise from a simple god.
It’s even written in stone, if you like.
Geomancy
If you want to help me out, you’d best learn a thing or two about
geomancy. That’s a fancy name for earth-type magic, which is just
my kind of thing. As you learn more about it, it’ll prolly be just
your kind of thing too.
Rock What could be simpler? You take a big Rock and
cast it at something you mean to knock down or smash
up. I know folks what do this the old-fashioned way,
more power to ‘em. But a geomancer can do bigger and better
rocks--even when there’s none handy--and don’t risk straining his
back nearly so much.
Spell Summary – Hurls a giant rock through the air to strike a
selected target.
Skin of Stone I do believe you oughta protect
yourself, and there’s no defense quite like a Skin of
Stone. There ain’t too many things what’ll hurt you when
you use this spell, and it don’t even slow you down any or hinder
your spell-casting none. You may be wondering how somebody
with skin made of stone can be nimble enough for all them fancy
hand gestures and the like. Well, duh. It’s magic.
Spell Summary –Encases you in a shielding layer of stone.
INTERPLAY ENTERTAINMENT CORP.
13.
Soul Mole When the occasion for a fracas arises, you
ain’t alone out there on the battlefield (Or in life, but I
won’t preach at you). If you’re a decent type at all, the
Yeomen of the Glebe will be anxious to fight by your side. That’s
when you need the Soul Mole. When one of your fellows bites
the dust, you use the ole mole to grab up his soul from a
distance. That way, you don’t get hit by whatever did him in.
Spell Summary – Summons a burrowing creature that travels to
blue souls on the battlefield so that you don’t have to retrieve
them. (They’ll come to you!) A soul mole will also knock over any
units in its way, stunning them temporarily. Once a soul has been
retrieved by a mole, it will be blue to everybody! Beware of other
wizards stealing the mole’s soul out from under you.
Erupt Sometimes, the direct approach ain’t the best
way to win a fight. When the odds are stacked against
you, a well-placed earthquake can be just the thing to
shake things up. Erupt builds up pressure under the ground and
releases it in a sudden blast, sending big old shockwaves
radiating out. If you want to maim, stun, displace and otherwise
distress a cluster of enemy troops, it’s not a bad way to go. Not a
bad way to go at all.
Spell Summary – Ground rises up, then smashes back down,
sending out a shockwave that temporarily stuns foes.
Halo of Earth So many rocks, so little time. Another
way to deal with a big group of unfriendly fellows is to
surround yourself with a Halo of Earth. Not a ring of
lots of little stones, but a big ring of big stones. You set ‘em
spinning above you, and they go off flying when a proper target
comes nearby. Mix that up with some of them other abilities we
already talked about and nobody’ll want to be on your bad side.
Spell Summary – A swarm of rocks that hovers over you,
automatically firing when an enemy unit comes within range.
Wall of Spikes There comes a point when the enemy is
scared. A Wall of Spikes is a great way to keep them
from going anywhere. I mean, these things hurt a lot if
they get you and the wall extends pretty darn far. I don’t want to
get too strategically complicated on you, but there’s also times
when you’re not quite ready to face the other guy. Wall of
Spikes again.
14.
SACRIFICE
Spell Summary – A wall of stalagmites that rises out of the earth
to block and stab your enemies. All enemies that attempt to pass
through will be slowed and take damage.
Bombardment Despite the power of my geomancers,
there are still those who aren’t content to leave the
Glebe in peace. Well, when you meet a fellow that dense,
I say the best thing for it is rocks, rocks, and more rocks. That’s
exactly what Bombardment is. Right out of the ground near you,
up into the air and down, down, down on the heads that most
need a little rattling. If that don’t learn ‘em, well, you can always
try it again.
Spell Summary – Mortar fire that shoots rocks into the air for
the purpose of raining hurt over a wide spanse of terrain. The
bombardment will deform the landscape as well, due to its
sheer power!
Of course, that ain’t all there is to geomancy, but that oughta be
enough to give you the general idea, so I figure it’s time to tell
you a little something about the kind of fellas who’ll help you
protect the Glebe.
Yeomen of the Glebe
The folks that live in the Glebe are all hardy, stalwart types. You
may have heard they’re none too swift. Well, that’s true of how
quick they are on their feet, but don’t take that to mean they
ain’t quick on the uptake. No, a smart fella learns to take
advantage of his environs and that’s what the Yeomen of the
Glebe do… so mostly, they’ve learned special things to do with
rocks. Also note the character summaries beneath my
descriptions. Passive abilities come into play automatically when
the creature attacks or moves. Special abilities however require
mana and have to be activated by you in order to take effect! Not
all of my yeomen possess special abilities ya know. Finally, all
yeomen who fire ranged attacks require mana to attack normally.
So if they be doin’ nuthin, ten-to-one they’re out of mana!
INTERPLAY ENTERTAINMENT CORP.
15.
Trogg It is common knowledge that the Troggs
are simple, cave-dwelling folk. It is also common
knowledge that they don’t talk much and aren’t
skilled at much but thumping other folks upside
the head. This is one of them cases when
common knowledge ain’t all it’s cracked up to
be. It is true that the Troggs live underground,
and true that they ain’t much enamored of the
common tongue, sticking when they can to their
own babble. That means other folks don’t know
what they say. That don’t mean they’ve got nothing smart to say.
Below the earth, they build the most amazing altars and idols
and such. They perform elaborate rituals which must account for
their near immunity to spells. Let other folks think it’s cause
they’re too dumb to know they oughta be hurt. You’ll know
better. And so will they.
Unit Type: Melee
Passive Abilities: Immune to Magical Damage
Special Ability: None
Earthfling In the Elder Days, the Earthflings
arose from the spirit of the soil. Rocky, grainy,
sandy, soft. A little bit of everything went into
these fellows, and they’ve haven’t forgotten it.
As the Earthflings say, "You’ve gotta know where
you come from to know where you’re going." So
they can draw soil up from the ground they’re
standing on and send it a-flying outta their
mouths, but that ain’t all. They can change their
whole bodies into one big rock what’s nigh invulnerable. That’s
staying in touch with your roots, that is.
Unit Type: Ranged
Passive Abilities: None
Special Ability: Rockform – Turns an Earthfling into a large
boulder, making it nearly immune to damage.
16.
SACRIFICE
Gargoyle If you’ve ever heard a real good
sculptor speak, he’ll tell you the statue’s already
in the stone. All he’s gotta do is chop away the
parts that aren’t it. That’s pretty much how it is
with Gargoyles. Sometimes, a rock don’t care
that it’s made o’ stone: it’s just gotta fly. Well, as
I said before, I’m not one to judge a body’s
dream. More power to ‘em I say. But it’s hard
work for a rock to learn to fly, so if you meet one, don’t be
surprise if it’s a bit of a crusty curmudgeon, if you take my
meaning. And once they’ve learned to go flitting about regular
like, they want to stay airborne as much as possible. So even
though they’ve got some mean-looking teeth, don’t expect them
to go biting anybody. No, they prefer to stay aloft and spray
down a shower of stones. Whatever works, I say.
Unit Type: Air
Passive Abilities: Rock attacks from the air do area damage.
Special Ability: None
Basilisk The fearsome legends you prolly heard
about Basilisks are greatly exaggerated. They are
creatures of middling size and no great physical
attributes or mental acuities. But you can’t
blame folks for not checking ‘em over too
closely, cause it is true that they can turn a body
to stone with a single gaze. The transformation is only temporary,
mind you, but that don’t bother the Basilisk. He can always do it
again.
Unit Type: Ranged
Passive Abilities: Attack turns enemy units to stone, rendering
them immobile and useless for a limited time. However, a side
effect is that petrified enemy units are harder to damage.
Special Ability: None
Taurock Some folks will tell you that the
Taurock is a big bull (or bear) of a creature
what’s covered its hide with rocks. Others’ll say
it’s a pile of rocks that’ve learned to run about.
Hardly matters which is the truth, does it? The
fact is the ole four-legger is tough as a rock and strong as a bear
(or bull). Just try getting in one’s way if you want to see what I
mean.
INTERPLAY ENTERTAINMENT CORP.
17.
18.
Unit Type: Melee
Passive Abilities: As it takes damage, its defenses increase.
Therefore the more it takes damage the harder it is to kill.
Special Ability: None
Boulderdash In the badlands, prey is scarce,
but rocks aren’t too hard to come by. The
Boulderdash is one badlands predator what’s
learned to make the most of its surroundings.
As you might expect, it can shoot out these
rocks, and the things hit hard enough to kill lots of critters
outright. Smack! Just like that. But that ain’t all. A Boulderdash
shoots out three rocks at a time in a narrow spread. Yeah, they’ve
even got a little saying about it: "Two birds with one stone is
good fortune, but three stones with one shot is good tactics." Not
exactly poetry, but it gets the point across. Same goes for the
Boulderdash.
Unit Type: Ranged
Passive Abilities: Boulderdash shot splits into three parts,
making it possible to hit multiple enemies at once. (Or to do
triple damage to one large target.)
Special Ability: None
There are a few more creatures—ancient, rocky, and none too
common—who you may have a chance to command. But that’s a
ways off and I’ll teach you about those if and when you’re ready.
Well then, if you think the Glebe is the place for you, I’ll help
you get settled in. I’m sure you won’t regret it.
Ikarus You’ve heard me say that I like the
world the way it is. That don’t mean I got a
problem with folks what got the spirit of
invention. Good ole honest ingenuity is
something to be used, if it’s what comes natural
to you. Just ask the inventor of the Ikarus. He
took some fellows, strapped wings on their arms and taught them
to fly.
Nowadays we got a whole society of fellows with homemade
wings. They gotta carry lots of glue on ‘em, in case them flappers
start coming apart, so they’ve gotten good at dropping this glue
on enemies and mucking up their movement. But when it gets
down to a brawl, it ain’t about tricks up their wings. They like to
get right in there with the fisticuffs, where they put their upper
SACRIFICE
body strength to good use. Yep, folks used to laugh about my
flying men. Not no more. Not one bit.
Unit Type: Air
Passive Abilities: None
Special Ability: Stickbomb – Slows enemy units down with
thick glue.
Flummox Flummox, of course, is just what we
call a battle-trained lummox here in the Glebe. I
mean, I seen the usefulness of the mountain
lummox, same as Stratos and Pyro, but here’s
the difference: I didn’t see no need to get all
fancy like they done. No, I let mine stick to flinging rocks. It
don’t sound like much, but I think it’s often best just to let folks
stick with what comes natural to ‘em. Believe me, they’re a lot
happier than their counterparts in Pyroborea and Empyrea.
Unit Type: Ranged
Passive Abilities: Rock attacks cause earth tremors around the
target. All units in the area are temporarily stunned. Useful for
interrupting spell casting.
Special Ability: None
THE BOOK OF PERSEPHONE
We are the essence of life. Throughout the ages, We have been
known by many names and in many forms. In this time and this
place, it must suffice that we are Persephone. And in that name
shall you find the Great Healer, who mends the ills of the flesh
and cleanses the blemishes of the soul. And you shall come to
know We have always stood beside you, in forms more familiar:
The beauty and purity of the maiden is Our reflection. The
comforting bosom of the mother flows from Us. The wisdom of
the matriarch is but a shadow of Our own. Yea, We are the very
essence of life.
Our vision is one of peace. Our path, of mercy. We see--as you
must also--how those who do not follow Us have been deceived
or corrupted by the forces of wickedness. Thus, in their
weakness, have they been lured into an existence of treachery
and debasement. We weep for them, knowing there is no greater
sin against oneself than the failure to believe in one's own worth.
And there is no greater sin against Us than the failure to stand
by Our side in righteousness.
INTERPLAY ENTERTAINMENT CORP.
19.
Learn from their failure and do not fear to seek the greatness
within yourself. For even as We are justice, you, as Our servant,
must strive to be justice incarnate. So shall you find within
yourself a greater good and greater might than would even have
touched your dreams ere now. We promise that in the pursuit of
justice shall you find peace within yourself.
Lo, and behold, even as Our teachings grant inner harmony, Our
realms are a paragon of outer tranquility. Our lands are the
rolling, verdant plains and sweet, sheltering forests of Elysium.
These are the most resplendent and glorious realms in all the
world, and Our creatures the most joyous and content. For all
who follow Us, whether of mean birth or noble nature, share in
the blessings of Our grace, and thus are the mighty instructed in
Our love of humility. Indeed, the devout Fyllid, who provide
Druids and Rangers to tend our sacred groves, hold themselves
not above the beasts of the field or the simple peasants who each
day glory in Our divine mercy.
What, then, shall be your role, in Our grand design? Dare you
choose to be a hero, to be an agent of justice? Or shall you fade
into the obscurity, self-loathing and emptiness of a life
unfulfilled? 'Tis common enough, if you seek an excuse for
mediocrity. Innumerable are the souls who shrink from the call of
destiny and shirk the mantle of greatness. Can you not see how
meager and lowly are the forces which drive them astray? Fear,
doubt, sloth, temerity. Are any of these a worthy match for that
which you strive to be... that which you can and should be? We
shall guide you down the true path if you so desire, and you shall
possess power overwhelming, and Our covenant with you shall
be as simple and strong as it is pure:
Love Us and We shall requite your love a hundred-fold.
Defy Us and that day you shall surely die.
The choice is yours.
20.
SACRIFICE
Mysticism
As a defender of Elysium, you shall be granted insights into the
primal forces of life and nature. Much of what you learn shall
grant you powers of protection and healing, but it is not the role
of a mystic to award mercy and succor without discretion. For as
you shall see in Us, compassion may hold dominion over the
heart, but wisdom must temper the hand.
Wrath By now you must realize that justice cannot
tolerate injustice. The iniquitous will claim this
intolerance is a sign that We are no different than they.
Your first lesson shall be to observe how truly different they are
from Us, for when touched by the spirit of your righteous
judgment, the wicked convulse in pain, burned by the searing
heat of your holy Wrath.
Spell Summary – A blast of energy that tracks and strikes its
target with deadly force.
Ethereal Form Next, you shall study the limits of your
own nature. For, in seeking the holiness in yourself, you
shall learn to step beyond the constraints of the material
world. When you attain Ethereal Form, no blows may harm you,
no spells may confound you, and yet you shall find your ability to
cast spells and command your army lessened not at all.
Spell Summary –The caster becomes a ghost, immune to attack.
You may, however lose mana if attacked by mana draining spells
or creatures.
Grasping Vines As your inner perfection grows, you will
find the forces of nature eager to aid you. In its simplest
incarnation, a tangle of Grasping Vines may be sent to
reach out from the earth and hold fast a single foe. So long as the
vines hold, you will find him at your mercy.
Spell Summary – Targets an enemy and holds it in place for a
limited time.
Rainbow The Rainbow is a more sublime union of the
natural and the divine. It is the symbol of Our promise
to bring justice and peace to all who devote themselves
to Us. Any who have faith in its transcendent beneficence will be
aided in their hour of need. The Rainbow will arch from believer
to believer, mending their wounds and restoring their spirit.
Spell Summary – A healing spell that travels from unit to unit.
INTERPLAY ENTERTAINMENT CORP.
21.
Rain of Frogs As you have seen, much of your training
shall be in curative and defensive abilities, but there is
also a dark side to nature--a roaring, seething fury ready
to strike out at those who profane Us. Once you are ready, We
shall teach you something of this and unlock for you the secrets
of calling forth a vengeful Rain of Frogs. True, it does not sound
very dreadful, and true there are no great legends of the
overthrow of evil to an amphibian deluge, but rest assured it is
not for lack of power, but only because none who face the
torrent of croaking judgment survive to tell the tale. (Be aware
that frogs, being the simple-minded creatures that they are, will
not be able to tell friend from foe. Get your units out of range
before casting, lest they croak. Pardon the pun.)
Spell Summary - Small frogs rain to the ground and chase enemy
creatures. The frogs leap on them first to slow them down, then
explode causing damage.
Healing Aura To preserve the well-being of the faithful,
you cannot be content to react to the harm others inflict.
To this end, you shall learn to temporarily imbue your
creatures with a touch of the divine. A creature so enchanted will
radiate a Healing Aura, mending the wounds of true believers
around it.
Spell Summary – Healing aura that emanates from a unit to heal
others within range.
Vinewall In time, a mighty Wall of Vines shall be yours
to command. Stretching forth across the landscape,
these suddenly sprouting tendrils are capable of
entangling entire legions of your heretical foes.
Spell Summary – Long wall of grasping vines that
ensnares enemies.
Of the ways of Mysticism, that is all We shall tell you, but you
may be certain that there are mysteries holier still. Yet it shall
serve better to leave this talk of spellcraft, and learn something
of those living and breathing forces which Our mystics
command, a collection of creatures We call "the Faithful."
22.
SACRIFICE
The Faithful
All who benefit from the blessings of Elysium are more than
willing to aid in its defense. None must be forced into service.
None must be offered recompense for their sacrifice. Thus,
though many of our creatures are neither militant nor violent by
nature, We have been able to choose those best suited to warfare
to serve in Our armies. Unlike the heretical minions of Our foes,
all of the faithful regenerate health, even in the midst of battle.
Also note the character summaries beneath my descriptions.
Passive abilities come into play automatically when the creature
attacks or moves. Special abilities however require mana and
have to be activated by you in order to take effect! Not all of my
faithful possess special abilities. I should tell you however that all
of my ranged units require mana to attack normally.
Druid In time of peace, Druids perform many
sacred roles in Fyllid society, from the tending of
sacred groves to the keeping of lore. In time of
war, they form the heart of Our fighting force.
Druids wield no weapons other than their fists,
but can use words of protection to create a
shield around themselves, protecting them
from harm.
Unit Type: Melee
Passive Abilities: None
Special Ability: Lifeshield – Creates a full body shield that
reduces damage taken in battle.
Ranger Recruited from among the Fyllid, the
Ranger holds sway over the darker heart of the
forest. Using a bow skillfully crafted from the
precious trees of the Daven Forest, each Ranger
strives to attain perfection as a hunter and as a
warrior, for they have taken as their creed the
most martial aspects of Our teaching, and do
not shrink from the tireless pursuit of personal
greatness.
Of their arts, none is more unique than their mastery of tracking.
At your direction, a Ranger will scry the location of the nearest
enemy. Using a group of Rangers, you will find you can uncover
the hiding places of all your rivals.
Unit Type: Ranged
INTERPLAY ENTERTAINMENT CORP.
23.
Passive Abilities: None
Special Ability: Divine Sight – Shows where enemy units are
located, even when hidden or far into the distance.
Shrike Among Our creatures, the most pure
are the simple songbirds. The Shrike, 'tis true, is
one of these, but its gift is neither so simple nor
so harmless as would be expected of such a
creature: The minions of darkness cannot bear
the purity of the Shrike's song, which wounds
them as surely as a Ranger's arrow. The druids, in seeing their
fragile nature, have taught them the Lifeshield ability, which they
can use to protect themselves from ranged damage.
Unit Type: Air
Passive Abilities: Sonic attack knocks down targets, stunning
them. Good for interrupting enemy spell casting.
Special Ability: Lifeshield – Creates a shield that reduces
damage taken in battle.
Scarab In the depths of the forest are a great
many creatures no outsider has ever seen. A few
of these, such as the Scarab, are called forth
when the need for them is great. Something like
a spider but far larger, the mystical Scarab spins
a web, but hers is not a web for catching prey,
but a web of healing. Treat her well and she will serve you well.
Unit Type: Ranged
Passive Abilities: Shoots a healing beam at your wounded
creatures in order to heal them. Scarabs are a supportive unit not
meant for attack.
Special Ability: None
Troll Feared for their destructive might and
regenerative abilities--which render them
nearly impervious to harm and less capable
of understanding the pain others feel--Trolls
can be both fearsome and savage. Indeed, of
old, many of Our other followers warred
against the Trolls and suffered from their raids. But one day,
Athelas the Druid besought Us to grant them the gift of speech
and thereafter taught them of Our name and instructed them in
24.
SACRIFICE
Our worship. Thus did the Trolls come to live in harmony with all
the Faithful and become for us the bulwark of Our armies.
Unit Type: Melee
Passive Abilities: Trolls regenerate life extremely quickly.
Special Ability: None
Gnome It is clear to you, no doubt, that We
seek out righteous souls from other worlds to
serve us as Mystics. It is even so that you
have been taken into Our presence. Long
ago, We brought an entire race--the Gnomes-
-from another world. Such a thing is not
often to be done, for the balances of nature must be respected,
and even now there are times the crafty tinkers do test the limits
of Our infinite mercy. Yet they are dear to Us, though not born
of Us, and serve well in Our armies. They wield mighty Hand
Cannons of their own invention, which, though slow firing, are
very powerful, and make these otherwise timid creatures quite
effective at defending Our justice.
Unit Type: Ranged
Passive Abilities: Shots strike their target instantly when fired.
Allows for a greater chance of hitting moving targets.
Special Ability: None
Gremlin In the first age, all of Our followers
were simple creatures. Some of the Fyllid
from that age now serve Us as Druids and
Rangers, and We would enhance the abilities
and intellect of a great many other creatures.
The first intelligent race We bore were the
Gremlins. They were raised up to serve Us as
messengers, and as not all come willingly
when called to Our judgment, the Gremlins have learned to
ensnare and draw to them those who resist Our summons. They
are not schooled in the ways of war, but you may find their
talents useful for dividing Our foes or holding them in check.
Unit Type: Air
Passive Abilities: None
Special Ability: Web Pull – Ensnares an enemy in a sticky web,
allowing it to be dragged towards the Gremlin. A useful method
INTERPLAY ENTERTAINMENT CORP.
25.
for trapping enemy wizards and pulling them away from the blue
souls they desperately need on the battlefield.
Mutant As Great Mother, We accept even the
most bedraggled and undeserving under Our
wing, teaching them to find the greatness within
themselves. In the Mutants you shall doubtless
find the most clear example of this principle.
These are truly wretched creatures, beset by a
grievous malady, by which their own bodies
seem to war with themselves. Although this ill seems their
greatest weakness, We have turned it to their advantage. Under
Our care, they have learned to endure the pain of this loathsome
affliction and rend from within their bodies the sprouting polyps
in which its agents are concentrated. The diseased and hideous
polyps may then be used as devastating projectile weapons
which the Mutants throw across great distances, striking fear in
the hearts of those who might otherwise abuse these
miserable creatures.
Unit Type: Ranged
Passive Abilities: While dying, a mutant’s body will shower
healing energy upon all your forces in the surrounding area.
Healing doesn’t apply to enemy units of course. Thrown Polyps
have area damage.
Special Ability: None
Of the Faithful, these We have disclosed to you are not the most
wondrous. Yet, if you have heard any of what We have said, you
need hear nothing more. What greater powers We command
matter not, for even the least of Our creations possesses the
potential for greatness. So also it is with you. Accept the wisdom
of Our insight and be yourself the wiser. Know that you need no
other spells or servants, no powers beyond the openness of your
heart. It is time to cast aside all fear and doubt and set out to
face your destiny, secure in the shelter of Our love.
26.
SACRIFICE
THE BOOK OF PYRO
I am Pyro. God of Fire. They will tell you I am the god of
Destruction and Chaos, but that is not entirely true. Pyro is the
spark of imagination and the engine of industry. Pyro is the
bringer of knowledge and the bearer of light.
Why do they slander me? Fear and jealousy. I expose their
deficiencies. Persephone demands order. What is wrong with
order, you say? Nothing, except when it really means fearfully
clinging to the past and never taking the steps necessary to
improve the world around you. Order cannot be allowed to stop
Progress. Charnel promises everyone strife. He glories in it, or so
he pretends. The truth is Charnel is afraid. He never builds
anything because what if it doesn’t work? If he loses a battle, he
says, "What does it matter? My creatures were already dead."
Cowardice! Then there is Stratos. Stratos is more craven than
Charnel--if that is possible. At least Charnel pretends to stand
for something. Stratos hides behind a veneer of neutrality and a
supposedly noble love of the truth. Pity him most of all; for his
lies are innumerable and he believes them all. And as for the god
of earth… don’t get me started on him.
They are jealous of what Pyro has wrought: The great furnaces of
Pyroborea burn day and night, channeling the souls and life
blood of my slaves into the creation of ever more powerful
machines. Machines to make machines. Machines to fix
machines. Machines to design machines. The slaves are only fuel,
you see. Oh, I make no denials about its brutality, but you will
come to appreciate brutality. Not the random mayhem of
Charnel or the false justice of Persephone. No, the brutality of
the crucible. Honest. Purifying. Inescapable.
There is an odor here, acrid and sulfurous. The medley of burning
flesh and metal. How sweet is that aroma! Some call it pain and
chaos, but it is progress plain and simple. I know you are not yet
ready to appreciate it. I know it is frightening. You must burn
away those parts of yourself that cannot love the smell of
progress. Burn them utterly and savor the stench. All my
followers do. It makes them strong. It makes them make me
strong. If Pyro did not bring them progress, they would cast him
aside and find a new god. That is as it should be.
INTERPLAY ENTERTAINMENT CORP.
27.
Sorcery
Fire. The words do not exist to describe the beauty and the
power of fire. Pyro would invent words to do the job, but this is
unnecessary. Fire is already the best form of its own expression.
Why be a poet of words, when you can be a poet of fire? That is
what Pyro says. And that is why you will want to be a sorcerer,
an artist with the flame.
Fireball Simple. Direct. Generate a large ball of heat
and molten rock, and send it at your foes. There’s
nothing quite like a good Fireball.
Spell Summary – Ball of fire that causes significant damage.
Fireform Here is a bit of the wisdom of Pyro.
Remember it well: The best defense is a dead opponent.
Fireform protects you by burning anyone who dares
come near you. If they’re dead, they can’t attack, can they?
Spell Summary – A shield of flame that burns any enemies it
touches. Deal damage by running through a group of enemies,
setting them alight!
Rings of Fire Patience is an important element of the
discipline of sorcery. You must realize that not every foe
can be slain outright with a single blast of flame.
Encircle opponents such as these with Rings of Fire, which
continuously burn health bit by bit. Only the hardiest of
creatures have any hope of surviving this spell.
Spell Summary – Envelops an enemy in a pulsating ring of flame,
slowly burning it to death. While enveloped in the rings of fire,
the victim will be slowed considerably.
Dragonfire Dragons are celebrated in the lore and
legends of this world and many others. They are revered.
They are worshipped. They are feared. What rubbish!
Dragons get hungry. Dragons get greedy. Dragons die. What you
really want is the dragon’s fire. Who cares about the lizard? A
good sorcerer can summon Dragonfire with no snake at all and
use it to smite several foes, one after the other.
Spell Summary – A flying dragon of pure fire is summoned forth,
that strikes a number of targets before burning itself out.
28.
SACRIFICE
Explosion The name "Explosion" is a bit of an
understatement. It is more like a ring of half a dozen
explosions, each delivering copious amounts of
incendiary and concussive damage. Even the stoutest of creatures
are sent careening through the air. Try this spell against low-level
creatures who have been guardianed to a Manalith. That’s
good fun.
Spell Summary – Ignites a targeted area with a flurry of
small explosions. Creatures that are flung off cliffs will be lost,
along with their souls.
Fire Wall We find that as a sorcerer grows in power, the
cowardice of his enemy grows as well. A well-placed Wall
of Fire can be just what you need to discourage the
enemy from running away. It is also very useful for dispersing a
line of enemy attackers.
Spell Summary – A long wall of flame that burns any who
attempt to run through.
Rain of Fire Rain of Fire is a storm of fireballs directly
out of the heavens. Persephone talks of being in tune
with nature, and Stratos speaks of mastery of the
elements, but tell me: Don’t you think they would teach their
wizards to rain down a shower of burning death if they could? If
you’ve seen a Rain of Fire devastate a throng of enemy warriors
just once, you know the answer to that.
Spell Summary – A shower of fiery meteors will rain havoc over a
targeted area.
Pyro could describe even more powerful spells, but some powers
are so mighty you must see them to believe them. Stick around
and you will see them all. I promise you that. Whether you join
me or not, one way or another, the day will come that you see the
full destructive fury of Pyro unleashed. Take that however
you like.
But enough of spells. To be a good sorcerer, you must also learn
to employ the creatures of Pyroborea to wreak havoc for you.
INTERPLAY ENTERTAINMENT CORP.
29.
Loading...
+ 96 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.