Games PC SHATTERED LIGHT User Manual

Game Manual
Copyright 1998-99 Catware Inc.
Version 1.0
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QUICK OVERVIEW........................................................................................................................................... 7
WINNING THE GAME ......................................................................................................................................7
GETTING STARTED .........................................................................................................................................8
SYSTEM SPECS.................................................................................................................................................. 8
SCREEN SAVER .................................................................................................................................................. 8
INSTALLATION.................................................................................................................................................8
BEGINNING PLAY.............................................................................................................................................8
STARTING THE GAME.....................................................................................................................................9
HOSTING A MULTI-PLAYER GAME.............................................................................................................9
JOINING A MULTI-PLAYER GAME............................................................................................................... 9
TRAINING BONUS...............................................................................................................................................9
START SPELLS....................................................................................................................................................9
GAME WINDOW BAR.....................................................................................................................................10
OPTIONS SCREEN.............................................................................................................................................. 10
PEACEMAKER................................................................................................................................................... 11
CHARACTER INFO............................................................................................................................................. 11
SAVE CHARACTER............................................................................................................................................ 12
EXIT ................................................................................................................................................................ 12
WINDOWS ........................................................................................................................................................ 12
GRAPHICS........................................................................................................................................................ 12
HELP.................................................................................................................................................................. 12
NETWORK........................................................................................................................................................12
CUSTOMIZE AND CUSTOMIZE SOME MORE ........................................................................................... 13
NO CHEAT BOOK NEEDED...........................................................................................................................13
CREATING A HERO.......................................................................................................................................15
START.............................................................................................................................................................. 15
CHOOSE A CLASS ............................................................................................................................................. 16
BASE HERO STATISTICS............................................................................................................................. 16
WEAPON USE AND LIMITS...........................................................................................................................17
WEAPONS ALLOWED........................................................................................................................................ 17
WEAPON & ARMOR STAT RESTRICTIONS ..........................................................................................................17
INITIAL SPELLS ................................................................................................................................................ 18
MALE OR FEMALE............................................................................................................................................ 19
NAME .............................................................................................................................................................. 20
CHOOSE FACE .................................................................................................................................................. 21
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TRAINING......................................................................................................................................................... 22
PLAYER KILLING?.........................................................................................................................................22
MAIN SCREEN................................................................................................................................................. 23
REAVER SPECIAL ABILITIES ......................................................................................................................24
OPENING DOORS .............................................................................................................................................. 24
MAIN SCREEN EXPLAINED..........................................................................................................................24
SAVING THE GAME........................................................................................................................................ 25
WINDOWS ........................................................................................................................................................ 25
SAVE/PRINT SCREEN ..................................................................................................................................... 25
GAME INFORMATION SCREEN ........................................................................................................................... 27
HOT KEYS ........................................................................................................................................................28
MAP MAKER....................................................................................................................................................29
MOVEMENT.....................................................................................................................................................29
WALKING ........................................................................................................................................................ 29
TELEPORT SPELL..............................................................................................................................................29
DIRECTION....................................................................................................................................................... 29
BLOCKED SPACES............................................................................................................................................. 30
REAVERS AND LOCKS ....................................................................................................................................... 30
MOVING BETWEEN MAPS................................................................................................................................. 30
TELEPORTS ...................................................................................................................................................... 30
TIME..................................................................................................................................................................30
HEALING.......................................................................................................................................................... 31
MANA REGENERATION..................................................................................................................................... 31
HERO SCREEN.................................................................................................................................................32
HERO STATISTICS (STATISTICS) ................................................................................................................ 32
BODY POINTS (BPS)......................................................................................................................................... 32
STRENGTH .......................................................................................................................................................32
DEXTERITY...................................................................................................................................................... 32
ACCURACY ......................................................................................................................................................33
DEFENSE..........................................................................................................................................................33
CONCENTRATION ............................................................................................................................................. 33
WILL ............................................................................................................................................................... 33
MANA REGENERATION..................................................................................................................................... 33
SKILLS.............................................................................................................................................................33
EXPERIENCE...................................................................................................................................................34
LEVEL BONUS.................................................................................................................................................. 34
CHANGING HERO CLASS..............................................................................................................................36
MERCHANTS ...................................................................................................................................................37
BUYING ........................................................................................................................................................... 37
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SELLING........................................................................................................................................................... 37
MERCHANT SCREEN ......................................................................................................................................... 38
HALLS AND HOUSEHOLDS...........................................................................................................................39
CHANGING FAMILIES................................................................................................................................... 40
QUESTS............................................................................................................................................................. 40
GETTING A QUEST............................................................................................................................................40
QUEST MAPS.................................................................................................................................................... 42
REVIEWING A QUEST........................................................................................................................................42
COMPLETING A QUEST...................................................................................................................................... 43
NPCS..................................................................................................................................................................43
THE PACK ........................................................................................................................................................44
THE MAIN PACK............................................................................................................................................... 44
SPELL BOOK .................................................................................................................................................... 45
DROPPING GOLD............................................................................................................................................ 46
SPELLS..............................................................................................................................................................46
CASTING A SPELL............................................................................................................................................. 46
ELEMENTS AND GEMS ......................................................................................................................................46
CASTING A SPELL............................................................................................................................................. 48
DRINKING A POTION ......................................................................................................................................... 48
SPELL LINE OF SIGHT ....................................................................................................................................... 48
FAST SPELL KEYS ............................................................................................................................................ 48
CASTING TIME ................................................................................................................................................. 49
MANA................................................................................................................................................................49
AREA EFFECT SPELLS.......................................................................................................................................49
MISC MAGIC.................................................................................................................................................... 49
POTIONS AND HERBS........................................................................................................................................ 49
COMBAT...........................................................................................................................................................49
DAMAGE BONUS ..............................................................................................................................................50
TIMING ............................................................................................................................................................ 50
MISSILE FIRE..................................................................................................................................................50
MISSILE FIRE LINE OF SIGHT............................................................................................................................. 50
PANIC BUTTON............................................................................................................................................... 50
TREASURE ....................................................................................................................................................... 51
CHAT................................................................................................................................................................. 51
PASSWORDS.....................................................................................................................................................52
DYING ...............................................................................................................................................................52
WORLD BUILDER........................................................................................................................................... 53
SERVER SCREEN ............................................................................................................................................53
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THE OPTIONS SCREEN.................................................................................................................................. 54
WORLD INFO SCREEN...................................................................................................................................57
SKILL CREATOR.............................................................................................................................................58
TABLES SCREEN............................................................................................................................................. 59
MONSTER TABLES SCREEN............................................................................................................................... 59
ITEMS TABLE SCREEN.................................................................................................................................. 60
QUEST CREATION SCREEN ......................................................................................................................... 61
QUEST MAPS.................................................................................................................................................... 61
LINKED QUESTS ............................................................................................................................................... 61
TEXT LIMITS..................................................................................................................................................... 61
CHANGES.........................................................................................................................................................61
NPC TEXT.........................................................................................................................................................65
RIDDLES SCREEN...........................................................................................................................................66
MAP INFORMATION SCREEN......................................................................................................................67
THE MAP MAKER...........................................................................................................................................68
CREATING NEW MAPS..................................................................................................................................69
MAP TILES.......................................................................................................................................................70
SAVING A MAP................................................................................................................................................ 71
PLACING SPECIALS....................................................................................................................................... 72
TELEPORT LINKS........................................................................................................................................... 75
SPECIAL LINK TYPES .................................................................................................................................... 76
MINIMUM AND MAXIMUM LEVELS.................................................................................................................... 76
FAMILY MEMBERS ........................................................................................................................................... 76
HERO CLASS .................................................................................................................................................... 76
RIDDLES .......................................................................................................................................................... 76
TRAPS.............................................................................................................................................................. 77
FOUNTAINS AND WELLS ................................................................................................................................... 77
TRAP, FOUNTAIN, AND WELL SPELL LIST............................................................................................... 77
CREATING QUEST MAPS.............................................................................................................................. 79
PLACING MONSTERS ....................................................................................................................................80
MONSTER LIST...............................................................................................................................................80
MONSTER PLACEMENT MAP CODES........................................................................................................ 81
PLACING TREASURE.....................................................................................................................................83
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PLACING NPC’S ON THE MAP .....................................................................................................................86
FAMILY NAMES..............................................................................................................................................86
MULTI PLAYER FUNCTIONS ....................................................................................................................... 88
EXCHANGING GOLD .........................................................................................................................................88
CONTROL CHARACTER SCREEN............................................................................................................... 88
MAP INFO SCREEN......................................................................................................................................... 90
EXCERPT FROM THE STORY OF TERRIS, CITY OF THE LAND.............................................................92
MONSTER AI NOTES......................................................................................................................................95
NIT..................................................................................................................................................................95
GARGOYLE ...................................................................................................................................................... 95
YNGLING (FURRED GOBLIN).............................................................................................................................96
TAN ................................................................................................................................................................. 97
ROGUE_SKY MAGE.......................................................................................................................................... 97
ROGUE_EARTH_MAGE..................................................................................................................................... 98
ROGUE_FIRE_MAGE ........................................................................................................................................ 98
ROGUE_MENTOR .............................................................................................................................................98
ROGUE_ELF.....................................................................................................................................................99
ROGUE_KNIGHT............................................................................................................................................. 100
ROGUE_PALADIN........................................................................................................................................... 100
ROGUE_REAVER ............................................................................................................................................ 100
STONE_GIANT................................................................................................................................................ 101
LAVA_GIANT ................................................................................................................................................. 102
CLOUD_GIANT............................................................................................................................................... 103
ELEMENTAL................................................................................................................................................... 103
CRACKLER..................................................................................................................................................... 104
WHIRLWIND................................................................................................................................................... 104
GHOUL .......................................................................................................................................................... 105
SKELETON...................................................................................................................................................... 106
OGRE.............................................................................................................................................................107
DRAGON........................................................................................................................................................ 108
VAMPIRE ....................................................................................................................................................... 109
LIZCANTH...................................................................................................................................................... 110
SWEGLE......................................................................................................................................................... 111
HAMMET........................................................................................................................................................ 112
FLOATER........................................................................................................................................................ 112
LICH.............................................................................................................................................................. 113
BROGNAB ...................................................................................................................................................... 114
ZOMBIE.......................................................................................................................................................... 115
NON PLAYER CHARACTERS...................................................................................................................... 116
SPELL LIST .................................................................................................................................................... 134
DELOS WORLD MAP.................................................................................................................................... 137
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Shattered Light
Quick Overview
Shattered Light is the first fantasy role playing game to be designed from the beginning to be customizable and for hosting on the Internet. It begins with a complete role playing game with over 100 quests and monsters, 300 spells, more than 700 maps and hundreds of magic items. There are eight character classes, each with its own strengths and special abilities. The continent of Delos includes hundreds of maps ranging from caverns and dungeons to a Stonehenge and palaces.
Beyond being a challenging role playing game in itself also included is a World Builder and Map Maker combination that allow a player to modify or create from scratch a top quality Role Playing Game. To this end the World Builder allows you to place over 3,000 terrain, building, ground, and other tiles on three levels. You also can create your own quests, place non-player characters and give them unique dialogue, and grant unique magic items. The host can create riddles, passwords, and other puzzles. You can create general and also unique magical items of all sorts. Shattered Light includes a world builder that allows you to customize such basic factors as every value used for each hero, monster, spell, and even the rate at which mana and health regenerate. Virtually every aspect of the world can be customized even how many monsters appear at each location. Further your customization doesn’t end when the game starts. The Internet game host has the ability to actually modify the player character’s statistics and gold total during the game. A host can also change hero values, give or remove gold, and even cause items to be removed from play while the game is going on.
Winning the Game
A creature that was summoned from the dimension that is the source of all magic is systematically destroying humans on the world of Delos. The object of the game is to defeat this creature and so, of course, save the world. To do this you need to gain access to the island and valley where the supreme monster lives. This can be reached only when ten shards of a giant gem are reassembled. These shards are hidden, but the scholars and mages in mankind’s last city are searching five thousand years of records to locate them. So to win you need to (1) be powerful enough to defeat the ultimate evil creature and (2) to get at it you need to gather ten magically protected gem shards.
To ensure you are a powerful enough hero to succeed in your quests for the shards, the mages have placed minimum levels of development that you must achieve before receiving the quest for each shard. To access the scholar with the location of each shard you are tested with various riddles about the evil creature you must eventually defeat. The information needed to answer these questions can be found throughout the world of Delos. You have also been enchanted so that at the moment of your death your are magically teleported to where you can be raised to continue the fight, though at a price. You are given these “shard” quests at the temple of the Oracle NW in the corner of the city. There are also over 100 other quests that can be
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gained elsewhere in the city and the villages. So that is your mission: Recover the ten shards so that you can defeat the creature that has almost completed the destruction of humanity on Delos. Failure, for humanity, is not an option.
Getting Started
System Specs
Pentium 166 required and Pentium 200 or better recommended 32 Meg Ram Windows 95/98 16 Bit color DirectX 6.0 or higher 800x600 graphics display 200 Megs of free space on your Hard Drive DirectX compatible sound card Internet Play: 28.8 Modem with 56.6 recommended, Hosting 56.6 modem required 4x CD-ROM
If you plan to play Shattered Light on a Pentium 166 or slower system, it is strongly recommended that you optimize (defrag) your hard drive before installing the game.
If you are using the minimum suggested Ram or CPU and have a problem with the music or jumpy movement while the music is playing, it may be that the higher resolution is the cause of the problem. Use a lower resolution setting or turn off the background music should this occur.
Screen Saver
If you are using a screen saver, it should be disabled before Internet play or it may disconnect you when it activates.
Installation
Simply insert the Shattered Light CD-ROM and follow the cues. Or click on setup.exe to install the game. You will be given the option for installing Direct X 6.0 and Adobe Acrobat reader 3.1 if they are not already on your system.
The Game disk must be in the CD-ROM to play.
For support or questions:
help@catware.com or visit our help section on www.catare.com.
Beginning Play
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Starting the Game
After installation you will have three icons on your Desktop (or create short cuts to them).
Solo Game To begin playing the solo game simply click on the Shattered Light Icon and then choose solo game. You will go to choose or create your hero screen and begin playing. Select a hero and then click on the “start” button.
Hosting a Multi-player Game
The Host has special abilities to change other heroes, their map set is used, and their computer acts as the server for the other players sending out all maps and results.
1. To begin hosting a multi-player game click on the Shattered Light Internet Server icon.
2. Then hit start to open the Options Screen.
3. Make any changes in the game you are hosting as offered on the Options Screen.
4. Hit Start
5. Select whether you wish to register the game at Catware.com. Yes or No Hit Start and you
are ready to host the game. To play in the game you simply join like any player.
Joining a Multi-player Game
1. Click on the Shattered Light Icon to begin playing (same Icon as the solo game).
2. Choose multi-player game.
3. Choose an IP address (their Internet address, these are listed if you go through the
Catware.com service site.) at the bottom of the form or enter the server address of the host if new. (This stores up to 10 IP addresses). Note there is a five second time out if the game is unable to find the host listed. After this period you will be asked to try again or select a new host’s IP address.
You begin play by teleprompting into the Great Square of the City of Terris. South of the square is the Bazaar where you can equip. Like all of Terris City, except the Amphitheater (City10), another player or a monster cannot harm you.
Training Bonus
The hero is assumed to have completed a rigorous training and apprenticeship. To reflect this and to allow for individualized heroes, each new hero has twelve bonus points to spend adding from 1 to 5 points to their statistics or from 5 to 25 points to a skill. These will often more than double the starting value of a key stat for a hero. To access and add these points, open the Statistics Screen from the Control Bar and click on the plus. For details on the bonus points see “Bonus Points” further in the manual.
Start Spells
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Your hero begins with spells that were learned in training. These range from two of two spells for fighters to eight of twelve maximum spells for mages. These are already inscribed and ready for use.
Game Window Bar
There are several controls accessible across the top of the window for the main screen. These are:
Options Screen
This is the options screen.
Turns On/Off foreground sounds such as monster noise, fountains, and spells.
Turn On/Off the Standing Stones of Callanish background music
The auto save can be set to AutoSave at any time interval, or turned off.
Foreground sounds volume Shows Character info including current hit
Music volume points, name, etc.
Shows Character info including current hit
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points, name, etc.
Turns On/Off Peacemaker Indicator.
Peacemaker
Combat allowed No Combat
The complete sword image on the screen means that combat can occur. The broken sword indicates that no combat can occur on that map. This image can be turned on and off in the Options Screen under Game in the draw down menus. It is assigned as a NPC object option in the Links Screen.
Character Info
These can be turned individually on and off on the Options Screen in the draw down menus. It shows the name, level and current hit points of any hero or monster when you pass your mouse over them.
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Save Character
To save a hero, pull down the menu under game on the main window and click on “Save Character”. This choice saves your hero in their slot. There is only one slot per hero. All saves, automatic as well as this one, save into it. There are separate save sets for the solo and multiplayer games.
Exit
Closes the game and ends play.
Windows
Each of these choices allows you to bring up the gaming window listed.
Graphics
This allows you to choose the size of the screen. To simply use the largest screen setting you can also simply maximize the screen. Note that this does not make things larger, but rather shows more of the playing area.
Help
The help section is not complete. It will include many parts of this manual.
Shattered Light Update connects you to the Catware website where you can upload the current executables. The website will also include additional game information and play aides.
Network
Choosing World Builder will access the world modification screens. These are shown in detail at the end of this manual.
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Customize and Customize Some More
Shattered Light is the first fantasy role playing game to be designed from the beginning to be customizable and for hosting on the Internet. It consists of a complete RPG with over 100 quests and monsters, 300 spells, and hundreds of magic items. There are eight character classes, each with its own strengths and special abilities. The continent of Delos includes hundreds of maps ranging from caverns and dungeons to Stonehenge and palaces. But beyond being a challenging role playing game in itself also included is a World Builder that allows a player to modify or create from scratch a top quality Role Playing Game. To this end the World Builder allows you to place over 4,000 terrain, building, and other tiles on three levels. You also can create your own quests; place non-player characters and give them unique dialogue, and unique magic items. The host can create riddles, passwords, and other puzzles.
Shattered Light allows a world builder to actually modify such basic factors as every value for each monster, spell, and even the rate at which mana and health regenerate. Virtually every aspect of the world can be customized. Further your customization doesn’t end when the game starts. The host has the ability to actually modify the player characters during the game. You can change hero values, give or remove gold, and even cause items to be removed from play while the game is going on.
Yes, your should go ahead and customize Shattered Light to YOUR taste. Make the changes you want to make this the perfect game for you to play or to invite others to play with you. The World Builder and Map Maker allow you to literally change every aspect of the world. You have access to all the tools that were used to create the world of Delos. If you find the game too easy, increase the number of monsters using the # monsters multiplayer in Options. Don’t want too many monsters but still want a harder game, then change any monster’s values for accuracy and strength in the tables section and they will be harder to defeat. If you find the game to be too tough at first, raise the hero’s starting statistics and get a head start. Or you can always increase the damage done by your favorite spells. About the only thing you can’t change or add are the eleven Shard Quests involved in winning the game. These must be left alone as they are needed to complete your victory conditions, but even they can be changed in two areas: the minimum level needed and the reward. If it has a value, from the speed a hero or monsters walks to the spells a monster can cast, you can change it to fit your style of play. Modify the current world of create an new one from scratch with your own quests, monsters values, and history. Then contact the Catware.com web site and recruit other Shattered Light players to join you in adventuring across the world you created and watch them battle and be perplexed by your creation.
No Cheat Book Needed
Through the map maker and the World Builder you have more information than can be found in any Hint Book. If you can’t figure out a riddle, go to the map maker and see what riddle number it is then read the riddle and answer in the World Builder. Can’t find something on a map? Bring up that map in the Map Maker and search at your leisure with no risk. Need a powerful sword, or a cursed one? Make it and place it on a map. The next time a hero walks onto that map it will be there. The few things that are not available through the game, such as a detailed layout
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map with every map name on it, can be downloaded from our web site at Catware.com. In this world you really are in control.
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Creating a Hero
Start
To Begin Creating a Character Click the “New” Button on this Start Up Screen.
It only takes five steps and a few seconds to create a hero and be ready to play Shattered Light.
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Choose a Class
STEP ONE
Choose a Hero Class by Clicking on the type of hero you wish to play. The choices are:
Knight Best Fighter Weakest Magic Paladin Good Fighter Some Magic Reaver Okay Fighter, Special Skills and Some Magic Mrem Good Fighter Cat human hybrid, some magic More Skills to start and FAST Earth Mage Weak Fighter Strong, unlimited Earth Magic, more and best heals Air Mage Weak Fighter Strong, unlimited Air Magic, longer ranges Mentor Okay Fighter, Strong, unlimited Mental Attacks, lower cost for spells at a price Fire Mage Weak Fighter Strong, unlimited Fire Magic; attack spells do the most damage
BASE HERO STATISTICS
CLASS BP STR DEX DEF ACC CONC WILL MANA KNIGHT 15 15 6 6 15 1 2 4 PALADIN 12 10 5 5 11 1 3 6
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REAVER 11 5 7 4 10 3 8 5 MREM 11 10 6 20 11 2 3 5 MAGE(all types) 6 1 4 1 5 5 5 12 MENTOR 11 4 7 4 10 10 15 8
Weapon Use and Limits
Weapons Allowed
Sword Axe Spear Mace Staff Dagger Missile Knight Yes Yes Yes Yes No Yes Yes Paladin Yes Yes Yes Yes No Yes Yes Reaver Yes Yes No No No Yes Yes Mrem No Yes No No No No Yes Earth Mage No No No No Yes Yes No Sky Mage No No No No Yes Yes No Fire Mage No No No No Yes Yes No Mentor Yes No No No Yes Yes No
Weapon & Armor Stat Restrictions
Weapons Dam Def Bow STR DX Bonus Armor STR DX Bonus
Sling 0 5 0 Robe 0 0 1 Horse 5 10 1 Studded 10 0 5 Short 10 10 2 Ring 20 0 10 Bow 20 15 4 Chain 30 0 15
Cross 30 15 6 Plate 40 0 20 Long 40 20 8 Full Plate 60 0 25 Great 50 30 10 Field Plate 80 0 30
Blunt STR DX Shield
Club 5 0 1 Target 5 5 5
Staff 5 10 1 Round 10 10 10
Mace 30 20 6 Kite 20 15 15
Hammer20 20 4 Full 40 20 20 MorningStar 30 25 5
Spear STR DX
Spear 20 20 4
Great Halberd 50 25 10
Glaive 50 30 10 Great Bec de-corbin 50 40 10
Pike 30 20 6
Halberd 35 20 7
Bec de-corbin 40 25 8
Axes STR DX
Hand 10 10 2
Normal 20 15 4
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War 30 25 6
Great 50 50 10
Swords STR DX
Dagger 0 5 0
Short 10 10 2
Scimitar 20 15 4
Gladius 15 10 3
Sword 20 15 4
Long 30 20 6
Broad 25 20 5
Rapier 10 10 2
Cutlass 40 30 8
Bastard 50 30 10
Claymore 60 40 12
Initial Spells
The four combat oriented classes increase the number of spells they can carry at a much higher cost than the four magic using classes.
All Heroes also have the Set Teleport and Teleport Spells.
Knights Earth Mage Mrem
Brambles Branches Burn Aide Aide Fire Heal Recall Flies Berserk
Mend Recall Heal Thorns Defender Bees Recall
Paladin Sky Mage Fire Mage
Gust Gust Burn Air Heal Air Heal Fire Heal Dust Cloud Dust Cloud Berserk Condense Condense Flame Strike Recall Lightning Bolt Singe
Shock Cauterize Healing Cloud Recall Recall
Reaver Mentor
Wound Wound Terror Force Heal Force Heal Mind Bomb Fear Fear Recall
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Recall Dart
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Male or Female
STEP TWO Once you have chosen a Hero Class, you then may choose if the hero is male or female. To do this click one, causing a check to appear, in the male/female boxes on the bottom right of the screen. An image of how your hero will look will appear in the box above. There are no differences in the game values based upon the sex of the hero.
2
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Name
STEP THREE In this Step you choose a name for your hero. You may choose any name that will fit within the space provided. Click in the box labeled “Character Name” and then use the back space to erase whatever is currently in the box, the name of a character you are replacing or “Default Character”. You can then write in any name that will fit in the space.
3
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Choose Face
Open Faces to choose from Face
BEGIN PLAYING and Save this hero
STEP FOUR
When others examine your hero’s values or you look at your character screen an image appears on that screen. This is a more personal idea of how your character looks. To select your personal image click first on the button on the lower left marked “face”. This will replace the game image of your hero with a selection of individual faces. Use the arrow keys to select the face you wish to use. Your hero is now complete. Click on the “Use” button to save that hero in the slot chosen. This will return you to the Character Choice Screen.
4
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STEP FIVE
Note that you can have up to five different heroes ready to play at any time. To begin the game click on the box before the name of the hero you wish to use and check will appear before that name. You then click on the “Start” button on the lower left to begin playing Shattered Light.
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Training
The hero is assumed to have completed an apprenticeship and training in their area of heroism. To reflect this and to allow for each hero to be customized, each hero begins with four levels worth of bonus points. These will allow you to as much as double the starting statistics in at least two areas for your hero. (See Experience Below for how these can be applied).
Player Killing?
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At the time a hero is created a decision has to be made for multiplayer games. At this time you can choose if that hero will be able to attack and kill other heroes and also be vulnerable to such attacks or be unable to attack other players and be immune to attacks by other players.
No experience is given for killing another player.
The Host also has the choice of banning all Player Killing in the entire campaign on the Option Screen of the World Server.
This symbol appears if player killing is allowed
Main Screen
Panic Button Quest Check
Current Spell
Hero Information
Melee Weapon
Missile Weapon
Health Status
Mana Status
Hero Info
Open Pack
Open Chat
Hero Statistics
Gold Total
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Reaver Special Abilities
The Reaver has a number of special skills. One of these, as explained above, is to open locked doors. Their other unique skill is the ability to cast a spell that gives them the ability to appear to look to another players as if they are a different class.
Opening Doors
The Reaver's Ability to open locked door is dependent on the dexterity of the Reaver and the difficulty level of the locked door. The most difficult doors to unlock are those requiring the answer to a riddle, followed closely by those requiring a password. Also difficult are those closed to non-family members. Doors blocked by class, level, and other tests are the least difficult to open.
Main Screen Explained
Panic Button The clear button on the top left of the screen (immediately to the left of the blue globe) is the panic button. Click it and you immediately return to the great square in Terris City.
Top Right Brown Button Brings Up Game Information Screen
Green Ball This shows the health point level of the characters as a percentage of their maximum.
Purple Ball This shows the mana level of the characters as a percentage of their maximum.
Hero To see your hero’s condition click the hero box. This will show you also what he is equipped with. To remove an item from use, simply drag the item to the backpack bottom.
Statistics For a more detailed look at the hero’s values, etc. click on statistics. When you have gained a level a button with a “+” sign will appear in the top left of the statistics screen. This allows you to increase the hero’s bast statistics as a reward for gaining a level.
Pack Each space in the backpack will hold one item or up to 5,000 gold. If there is no room for the item or all of the gold in a location, then the hero is unable to pick it up. To drop, equip, etc. any item in the backpack click on that item, it will be illuminated, then on the appropriate button on the bottom of the screen. The Chest is a second backpack. It is magically linked with your pack and items can be transferred between them.
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Gold
Shows the total amount of gold carried in your pack.
Selected spell This shows the spell that will be cast anywhere that is right clicked. You change this choice using the arrow keys are the F1 to F6 keys.
Saving the Game
To save the game choose save on the draw down menu. There are five slots in which you can save the game. You can save at any time. This means you can save up to five different heroes or one hero at five points in play.
To Load the game restart and then when the hero choice screen appears simply place a check next to the saved game you wish to begin and press “start”. If you choose “New” the hero in the checked slot will be overwritten with a new hero. The game will save to whatever slot you check.
Windows
Shattered Light is played in a window. You can modify the size of the Window to fit you taste. All of the screens in this game are also in a window and can be maintained and moved separately from the Main Screen.
Save/Print Screen
If you want to remember you greatest victories or taunt your players with their worst defeats you can save the actual game screens. To take a screen shot of any Window that is active, hold down the “Alt” key and push the “Print Screen” button on any windows keyboard. To save everything currently visible on your monitor use only the Print Screen Key. This will save that screen as it is when pushed to the clipboard. You can use the paste function to then place the screen as an image in Word or any graphics program using the Paste edit or Control V function.
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Clicking on the top right button of the control bar opens the Game information Screen.
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Game Information Screen
brings up three additional screens.
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Hot Keys
The Left mouse key is used for all actions including movement, melee and missile fire and interacting with others.
The right mouse key is used only to cast spells.
When the Main Screen is up, that is when you are playing, the following hot keys will bring up the other screens.
Movement: Left click on space to be moved to.
Change Spells: left and right Arrow Keys
Fast Spell preset Numeric keys 2-6 Changes to preset spell for that number
Drink next potion in your pack: Numeric key “1”
The following hot keys will bring up the other screens.
C Control Bar H Hero Screen B Pack Screen S Hero Stats Screen M Back to Map Screen X Spell Section Screen Alt + F Go to Full Screen
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Alt + W Go to Windows Mode (Adjustable screen size and multiple windows available).
To Save use the menu Bar. When you save only the hero stats save, not the world situation.
Map Maker
When in Map Maker the Space Bar brings up the last of either save or load screen as preformed.
Alt and left click to enter a link (treasure, monster, teleport, etc.).
Shift and left click when a tile on the same layer is chosen to erase objects on that level.
Movement
Walking Click on the space that you wish to walk to. The computer will walk your hero there by the
shortest route. Any new clicks will reset the destination to that spot. If the space cannot be reached, is too far to reach (a long walk off screen), or is already occupied no movement will occur. One reason a space may be unreachable is because the way is blocked by a space that contains a filter or puzzle.
Teleport Spell
An important part of the movement in Shattered Light is the Set Teleport and Teleport spells. Delos is a large continent and with these spells you are able to bypass a lot of retracing of steps. The spells work simply and cost only one mana. Every type of her has them. Using the Set Teleport spell you choose a location by casting the spell. The place where you are standing when you cast the spell is the location chosen. This is where you will always teleport to if you then use the teleport spell. Casting the Set Teleport spell resets the location to the new spot. You can set your teleport location on any map. As you are vulnerable when you are arriving via teleport, it is recommended that you always set your teleport spot in safe locations.
Direction
There are eight directions in the game. For convenience the left of the screen is “west”, the top North. This gives the following spread:
North
Northwest Northeast
East center West
Southwest Southeast
South
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Blocked Spaces
There are several types of tiles in the game that cannot be crossed without answering a question or can only be crossed by a specific group of heroes. To cross one of these spaces click on the blocked space. This will bring up the request for the password, riddle answer, or notify you of what is required to cross that space.
Password Level, Class or Family Riddle
Reavers and Locks
Reavers have the ability to “pick magical locks”, the only kind used on Delos. If your hero is a Reaver and you click on a space that is locked, you will be given the choice or trying to “pick” that lock. Should you succeed you can cross the space regardless of the block. But these are magical locks and failure can result in your hero actually taking damage. All blocked spaces are not equally as easy to “”pick”. Pass word spaces are the most difficult, where as Family and Class blocks are the easiest to bypass.
Moving Between Maps There are distinct marks anywhere that you can exit one map to an adjacent one. If you are on a
road the pavement changes slightly. In open terrain look for a spot with light or other distinctive marks on it. Move to the center of these spaces and you will appear on the next map.
Teleports Inside groups of standing stones (these look like a mini Stonehenge) are single spaces that
teleport the player to and from another Stonehenge elsewhere on the continent. Just west of the Great Square are teleport disks that will transport heroes to the other three cities of in the massive multiplayer world. They are inactive in the boxed game.
Time
Time passes in this game at the same rate as time in the real world, assuming we aren’t all NPCs in some universal game. It would be nice to think you were a player character instead. So for every minute that passes on Earth, one passes in Delos. When the game is shut down, no game time passes.
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Healing As time passes in Delos the wounds a hero has received heal. The rate that the healing occurs at
is increased as a factor of the level and strength of each hero. The higher the level and/or the higher the strength, the faster a hero heals. A hero can never have more Body Points (BPs) than their maximum including magical bonuses. A hero will regenerate up to the maximum including any magical bonuses from items they are equipped with and from spells.
Mana Regeneration As time passes in Delos any mana used to cast spells is regenerated. The rate that the healing
occurs at is increased as a factor of the level and intelligence of each hero. The higher the level and/or the higher the intelligence, the faster a mana regenerates. A hero can never have more Mana than their maximum including magical bonuses. A hero will regenerate up to the maximum mana allowed including any magical bonuses from items they are equipped with and from spells.
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Hero Screen
Items by locations Your image Hero’s current statistics
Base (unmodified by spells or items)
Modified by magic
Click and drag item here to Smart text of items Click and drag item here to Move an item to the pack to drop an item on the ground
Hero Statistics (Statistics)
Body Points (BPs) The total number of Body Points is a measure of the amount of damage the hero can receive and
continue functioning. Lost BPs are regenerated over time. The rate at which they regenerate increases as the hero’s strength and levels increase.
Strength This is a measure of the amount of damage done in a melee hit. The bonus over the weapon
damage is equal to 20% to 40% of the hero’s strength. Therefore a hero with a strength of 50 would get a damage bonus of between 10 and 20 extra damage to the monster each time it is hit with a melee weapon such as a sword, staff, or mace.
Dexterity This is a measure of how often the hero can act. The speed at which the hero walks, casts spells,
and attack are all factors of the dexterity of the hero.
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Accuracy How often a hero hits is determined by their accuracy. The defense of the target is subtracted
from the accuracy of the hero to determine the chance of each missile or melee attack hitting the monster. The result is a percentage chance of hitting. A hero with an accuracy of 75 attacking a monster with a defense of 25 has a 50% chance of hitting each attack. The probability of hitting is never lower than 5%, even if the defense value is higher than the accuracy value. Accuracy drops with range for missile weapons. The decrease varies between the different bows and slings.
Defense This statistic is a combination of armor, dodging, and magical protections. It is subtracted from
the attacker’s accuracy to determine if the hero is hit. (See accuracy) Concentration
Certain heroes and monsters have the ability to make mental attacks. These are similar to spells, except that unlike spells they do not automatically work. To determine if a mental spell affect its target the Will value is subtracted from the Concentration value to determine how the percentage chance of success for that casting of the mental spell. For example a hero with a Concentration of 45 casting a mental spell against a monster with a Will of 25 would have a 20% chance of success. (45-25=20) If success the spell proceeds normally.
Will This is the defense against mental attacks. It is subtracted from the attacker’s Concentration
value to determine if the mental attack succeeds. (see Concentration) Mana Regeneration
After mana is used to cast a spell, it begins to regenerate. In the case of Mages and Mentors, this rate can be improved during play. The rate at which it regenerates is determined by the level of the hero and the intelligence of the hero. The higher each or both are, the faster the mana returns.
Spell Total The number of spells that a Knight, Paladin, Reaver, and Mrem can have ready is set and remains the same for the entire game. The Mages and Mentor increase of the number of gems they can carry at one time, and so the number of spells they can have ready as their intelligence and level increases.
Skills Skills increase the accuracy, damage, or magical attacks of a hero in specific circumstances. For
example a Nit Killer skill at level 50 would increase the chance of the hero hitting any Nit by 20%. It would give no bonus at all if the hero were instead attacking a Kobold. Because they are so specific, skills increase much more quickly than the hero’s statistics.
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Experience
A hero gains experience by slaying monsters and completing some quests. As experience accumulates the hero is said to have attained “levels” of experience (at being a hero). When a level is reached the hero is given a bonus. Levels become harder to achieve as the hero progresses.
Level Bonus
Each time a hero gains enough experience to increase a level a bonus is given. To access this bonus you bring up the “statistics” screen and then click on the plus sign that has appeared in the top left corner.
Click on Plus to open Bonus Screen.
On the Bonus Screen you actually have the choice of improving your hero’s statistics or their skills. To improve a stat simply click on the “+” by that stat. Note that different heroes get an extra bonus on certain statistics. When finished the effects become permanent when you click on “Apply” and the values change color. You may then close the screen. It does not close automatically so that you can review your new stats.
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Click only when finished and all points are assigned.
Each bonus gives from one to five points of improvement for each bonus point spent.
The Extra Bonuses are:
STAT LEVEL MODIFIERS
BP<11 BP<21 BP21+ STR DEX DEF ACC CONC WILL MANA
KNIGHT 5 4 3 5 4 4 5 1 2 1 PALADIN 4 4 3 3 4 4 4 2 3 3 REAVER 2 2 2 1 5 4 5 3 4 2 MREM 4 3 2 4 7 4 5 2 3 2 MAGE 2 2 1 1 3 2 1 2 3 7 MENTOR 2 2 2 2 3 3 3 4 5 5 ELF 2 2 1 2 5 4 4 2 2 3
Each skill will have a different bonus value from two to twenty five points. You can reverse an improvement by using the “-“ button to reverse an allocated bonus point. Skills often give 5 points of improvement for each bonus point spent.
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Changing Hero Class
Once your hero has reached the 20th level, it is possible to change the class of that hero. To do this, choose the option on the Stats Screen. Your new hero retains all of the stats and skills so far achieved, but loses all of the inscribed spells in the spell book. Only the start spells for the new hero type will be inscribed in the book. This loss will occur each time the hero changes class. The hero will then operate in the class normally. This includes the cost of promotion to a new level and the bonus for adding to stats that are given that type of hero.
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Merchants
To begin play you may want to equip yourself at the many merchants in the City. There are five types of merchants. There is more than one of each type of merchant in Terris and the items offered will vary between them, as will the prices. To deal with a merchant simply approach and click on the merchant as they stand in their shop. Note some shops are empty, awaiting their use by player characters in the multiplayer games or for the host to place NPCs at in net play.
Click on the Merchant to open the Merchant Screen for buying and Selling. Buying
To buy an item you click on it and then confirm your purchase. Items you cannot afford will be grayed over. All sales are final.
Selling
To sell an item click on the button at the top left of the merchant screen which allows the choice of buying or selling with that merchant. The screen with then shows items you are
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carrying and clicking on an item will give you the option of selling it (at a discount) to that merchant. A merchant will only buy items of the type they sell, and at a substantial discount.
Items your hero can’t use are shown against a gray background with readable print. Items that are too expensive are shown with a gray background and unreadable letters.
Merchant Screen
Buy or Sell Close Screen
Grayed out items are too costly for you to buy. To purchase or sell an item click on the item. This will give you the choice screen to confirm you want to purchase or sell that item. To buy or sell the item selected click once on “yes”.
BUY/SELL Confirmation
NO YES
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Halls and Households
These can only be entered by members. The paladin’s guild and the earth mage’s guild are based in Terris. If you are a member you can enter these buildings through their rainbow locked doors. There are six families based in Terris. To join a family a hero clicks on the obelisk near the door and accepts the invitation to join. You can be a member of only one family and that choice is permanent. The family provides you with a 10,000 gold stake when you join it.
Click on Obelisk to join a Family
Door is Magically Locked except to Family Members
Guild Halls Only member of a Guild can enter their Guild Hall. You are automatically a member of the Guild for your Class.
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Changing Families
When you join a family it is free. To leave again costs a hero 20,000 gold. If you can’t stand your relatives that badly then click in the family screen. Here you are given the name of your family and the choice of leaving that family.
Quests
Getting a Quest You receive a quest from a NPC whose sole function is to assign that quest to any hero they
speak to. As there is a minimum level you hero must have obtained for each quest, it is possible that the quest the NPC is offering will not yet be available to your hero. When this is the case the NPC will inform you of what level is needed to begin the quest. Your level is given in the center line of the black text box on the main screen.
Quest Given by Text Take Quest Object to this NPC for reward
Quest Item’s name Quit Quest Retain Quest Reward
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If more than one hero wishes to join in on a quest, then each must speak to the quest giving NPC individually. To be assigned a quest click on the image of the Quest Giver. This will bring up the Quest Screen.
Quest Hero Giver
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QUEST SCREEN
To accept a Quest simply click on “Yes”. To Refuse the Quest Click on “No”. Quest Maps
The map containing the item that is the object of your quest appears on a special map. Only heroes who are on the same quest will be directed to the map containing the object of that quest. There is also only one quest object on this map.
Reviewing a Quest
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To Review a Quest click on the tan button on the top right of the main screen. This will bring up a screen that contains all of the details of the quest and the initial briefing. If you decide to give up on the quest, you do so with this screen.
Completing a Quest
When a hero has obtained a quest item, they gain their reward by delivering that item to the quest receiver named in the quest or intervening NPC’s dialogue. To do this the hero with the quest item simply moves near the receiver and left clicks on them. The reward and any special bonuses are immediately given and applied. Once you have completed a Quest, it will not be offered to you again.
NPCs
There are several types of NPCs. All must be given a name to appear on the map.
Text: These are NPC’s who answer with a text entry when clicked on. Quest Giver: Grant the Quests prepared in the Quest Creation Screen and maps. Weapons Merchant: All weapons Armor Merchant: Armor, helmets, and shields Jewelry Merchant: Necklaces and rings Clothing Merchant: boots, belts, cloaks Magic Merchant: Potions and Herbs (both heal) Peace Keeper: One of these on a map prevents all combat and spell damage. Quest Receiver: Gives the reward when delivered a quest items (See Quest Creation Screen).
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The Pack
The Main Pack
There are Thirty-six spots in the pack carried by each hero. Each item and every 15,000 gold fill one slot. Gems that are not yet inscribed take up a slot. A hero does not get the benefit of the magical bonuses of an item in their pack, only for items they are equipped with.
To view an item you simply move the mouse over it. The name and bonuses for that item will be displayed at the bottom of the screen.
To use an item, simply highlight it with the mouse and then click on the use item button. If the hero is already equipped with an item of that type, then nothing will happen. It is necessary for there to be an open space for that item type on the hero display before you can equip with it.
To drop an item simply highlight it by clicking on it with the mouse and then click on the “Drop Item” button. The item will disappear from the pack and appear in the ground near the hero.
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Spell Book
The Spell book contains all of the inscribed spells the hero has. To return to the main pack, click on the “View Items” button. To return to the main screen, click on the pack button.
To add a spell to the spell book you simply select a gem and then click on the “use item” button. Once inscribed a spell cannot be removed from the spell book. The number of spells that can be inscribed in a spell book is limited. This can be increased to a maximum of 30. This is fairly inexpensive to do for the magic user classes (mages and mentors) and extremely difficult to increase for the fighter classes.
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Dropping Gold
This screen allows you to select the exact amount of gold to drop or pass to another player.
Spells
Casting a Spell To choose a spell use the left and right arrow keys. Move the arrow keys once after you first
find a spell gem to activate it and all future gems. If you click on the monster you will cast that spell at that monster (or hero). You can continue to cast the same spell (or change them with the arrows) by clicking on the monster a second or subsequent time until your mana runs out. A hero is only able to cast a spell when they have a gem for it in their backpack. Clicking on a melee or ranged weapon takes the hero out of spell casting mode. A spell cannot be cast at an empty space, but must be targeted in a monster or hero.
Elements and Gems
Spells are contained in Gems. Each element has its own gem. The Magical elements are:
Element Gem Name Color
Fire: Gem Ruby Red Earth: Gem Emerald Green Air: Gem Diamond Blue Power: Gem Pearl White
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Potions have no element and are accessed in the order they are in your pack using the one key.
A hero can only cast spells of their own element. At high levels Mages can learn a skill that allows them to cast spells of other elements.
Knight Earth Paladin Air Reaver Power Mrem Fire Earth Mage Earth Fire Mage Fire Sky Mage Air Mentor Power
There is a limit to the number of gems a hero can carry. This is a reflection of that type of hero’s ability to control the clashing magical auras of that many gems. The four fighting classes are limited to the number of gems they begin with:
The first four classes, the “combat” classes also begin with a full set of spells. The combat classes are: Fighter Paladin Reaver Mrem
All include at least one attack spell and one healing spell.
The three types of mage and the Mentor can use a larger number of spells initially and have all but a few of these spells inscribed.
As one of these magic using heroes progress spells can be dropped from their spell book and more powerful spells added as the gems are found.
All three types of Mages and the Mentor can increase the number of gems they can carry by improving their intelligence statistic.
The number of potions and scrolls carried does not affect the number of gems that can be carried. This is rather limited by the number of spaces in the pack. A potion or scroll requires an entire space in the pack. Certain magic items can increase the number of gems a hero can have with them.
Starting Spells
Each type of hero is trained with a set of spells that they begin with. These are the spells they learned in their training or apprenticeship before the game begins. (See Creating a Hero)
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Casting a Spell
The First step is to have spell gems. Once you have a gem in your possession hit the left or right arrow key. The arrows on your keyboard will move you through the spells. To cast a spell at a monster, move the mouse pointer until the space under the monster is outlined in green and then right click.
Drinking a Potion
Potions and herbs always act to heal your hero. To drink a potion or eat an herb you simply press the “1” key. This causes you to immediately drink, as your next action, the next potion in line in your pack. If you have no potions left, nothing will happen.
Spell Line of Sight
Line of sight is defined as being blocked by any space the hero cannot walk through. All spells work only on line of sight.
Fast Spell Keys
Clicking on the spell listing area opens a screen that allows a player to preset the “1” to “6 “ key. These are the numeric keys and not the function keys.
Key 1 Always cycles through all the potions and herbs in your pack in
Key 2-6 spell as chosen.
To choose a spell draw down the list of spells and highlight the spell desired for that number.
A complete list of your inscribed spells, their element, cost, and a short description is also given.
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Fast Spell change choices All inscribed spells Spell Description
These are the keys for fast spell casting. To cast a spell using the fast spell function simply push the selected function key and then right click on the target. This screen will also give details on all the spells inscribed in the hero’s spell book.
Casting Time
How often a hero can cast a spell is determined by their amount of mana. A spell also takes some time to cast. The more powerful the spell, the longer the delay before it takes effect. This relates only to repeating the same spell. To avoid any delay, simply choose a new spell to cast.
Mana
Each Spell requires mana to cast. If you do not have sufficient mana, the spell will not work and nothing will happen. Accidentally casting a spell on an empty space, or a space where the spell cannot take effect still uses mana.
Mana regenerates over time. The rate at which mana recharges is determined by the amount of mana remaining.
Mages and Mentors are also able to increase the rate at which they regenerate mana and also the maximum amount of mana they can have. Certain magical items can increase either of these values for hero’s equipped with them.
Area Effect Spells
There are numerous spells which can affect all the monsters, or heroes, in an area. These spells have the most intense effect at the point at which they are aimed and the damage or benefit attenuates from that point.
Misc. Magic
Potions and Herbs
These items only restore lost Body Points. They are consumed when used and so can only be “used” once and automatically disappear from you pack after use. Using a potion or herb costs no mana and can be preset for quick keys in the same manner as are spells.
Combat
Click on the weapon you wish to use. Click on the target, the space under it is outlined in green. If you choose a melee weapon by clicking on it image on the right of the main screen you will
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walk toward any target chosen. If you choose a bow by clicking on it on the main screen, then you will stop and fire until that target is dead.
Damage Bonus
Only when making a melee attack (not a missile or magical attack) the hero receives a bonus on the damage done by a hit based upon their strength. The bonus applies for all melee weapons and is a value randomly placed between 20% and 40% of the hero’s total strength. Bonuses to strength from magic do increase this level of damage.
Timing
How often a hero can make a melee attack is based upon their accuracy, dexterity and level. A skill in a weapon can also decrease the delay between attacks. The higher the level and/or dexterity the more often a hero can make a melee attack. Missile attacks are always made at the same rate of speed.
You can only attack a monster when the square under it is green. A red square means you are not able to attack yet.
If you are being attacked by a monster, your ability to walk will be interfered with, but not prevented.
Missile Fire
Most heroes can use a missile weapon, generally a bow. The damage done by a bow is set in that there is no strength bonus for damage done by bow fire. Your chance to hit is computed in the same manner as melee combat, accuracy minus the target’s defense. At the longer ranges your accuracy decreases automatically.
You left click on the target when the green square appears, just as in melee combat. You fire once for each click.
Missile Fire Line of Sight
Line of sight is defined as being blocked by any space the hero cannot walk through. All missile fire can hit only with a clear line of sight.
Panic Button
Have you ever wished to click your ruby slippers and be teleported instantly home. This works on Delos. All heroes are equipped with a spell that allows them to instantly return to the Main Square in Delos. There is no cost for this.
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Treasure
To pick up a treasure move the hero next to it and then click on it. When your mouse is over a treasure it is outlined in red. Note: Monsters will pick up dropped or left treasure. Some will go to great lengths to get it first. When you die you drop all of the items you had in hand (weapons, etc).
Chat
Chat will allow players to speak with everyone on their map, or one selected hero anywhere on the server. You may send messages to
1. A single other player
2. All players on the same server (all in an internet game)
3. The host/game master
Incoming Messages Appear HERE Names of Players on Server
(Private messages go to
Type your messages HERE the player selected here)
Click to send your message Clear past incoming messages Chat with Who?
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This symbol appears on your main screen when a chat message has been sent you.
Passwords
To cross a space blocked by a password (or riddle, etc) move into sight of the space and then click on it. A screen will appear assign for you to type in the password. Once you enter the correct password everyone can move through that space. The space will remain open to All characters until you leave the map.
Dying
When you are killed you will eventually re-appear again in the Great Square of Terris. There is a cost for this. At a minimum this is likely to cost the hero some items. The cost of dying and being resurrected is adjustable in the World Builder.
Traps
Traps are placed where a hero might stop or move to. You are only affected by a trap if you stop on the space long enough for the magic to take effect. Walking over the space has no effect.
Wells and Fountains
Wells may cast heal spells on those who move near them (drink from them). Fountains raise the statistics for a hero who drinks from one (automatic when moving adjacent to it). There are also wells and fountains that are traps and do damage to any that move near them.
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World Builder
Welcome to the World Creation Supplement to Shattered Light
Server Screen
The name of every player on the server is placed here. His character in the screen below.
Settings Max # players
Your Server Password if required Send General Message Base Path
To open the Character Modifier Click on player’s name.
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The Options Screen
allows you to set the parameters of the heroes you will admit to your campaign.
Body Point Regeneration Period Attack Time Monster Healing Monster Move
Times
Mana Regeneration Period Runaway Level Monster Multiplier
Hero Start Speed Player Killing?
Start Location and Start Map Minimum Hero level Max Hero Level Maps
Monster Treasure Distribution Game Treasure Distribution
IMPORTANT: Changes made on the server screen take effect the NEXT time you load the game. They do not affect a game already loaded into memory. To SAVE any changes in the options tab to the SERVER screen (immediately above) and click on the save button.
The Body Point Regeneration time is the interval during which a hero has one cycle of body points returned. The number of points regained increases based on the number of BPs already there.
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The mana regeneration is the interval it takes to receive back half again the mana the hero currently has. Therefore the greater the mana, the faster the remaining mana regenerates.
Hero starting Attack Time is how often the hero attacks and is decreased by dexterity values over
1.
The Runaway penalty sets at what level the hero will suffer a penalty each time they use the panic button to return to the great square.
“Monster Healing allows or prevents many of the most powerful monsters to heal themselves if their BPs drop below 50%. They do this instead of casting a spell attacking the hero and heal up to 20 points on themselves.
The Monster Multiplier does just what the name implies. The base number of monsters appearing in each location is increased from one to five times by this setting. A setting of 2 is used for the solo game.
Unless you set the Monster Move time very high, monsters in Shattered Light just aren’t that patient. They will begin moving about the map within a set distance of their start point that varies by monster, looking for something to take or kill. This setting the speed at which the different types of monsters begin to move once a map is activated by a hero arriving on it. The longer the setting, the more likely a monster is to be waiting in the spot it was placed on the map maker.
Hero Speed is the rate at which a hero walks and acts. The choices are slow, medium, and fast.
Player Killing can be allowed or prevented. If a “no” is chosen, then attacks on another hero will have no effect. There is never any experience gained by killing another player’s hero.
The Start coordinates are the X and Y coordinates that determine where a hero first appears at the start of a session and also where the hero returns to if the “panic button” is used. This will be on the Starting Map as whose name is listed here.
The minimum and maximum level settings are designed to allow you to prevent from playing in a world you create a hero who is too weak or too powerful. Only heroes between the levels chosen will be able to enter the game.
Maps refers to each map set. By choosing a different folder/set name you can have multiple sets of maps or even multiple versions of the same maps and choose which the players will receive. Note that maps are always stored on the host’s server and transmitted from there. It is not necessary in a multi-player game to send or exchange any map files.
Monster Treasure Distribution determines the type of treasure that is gained when a group of monsters are defeated.
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The Game Treasure Distribution determines the items that are available as random treasures that are placed on the map maker. The probability of any treasure is proportional to the value given here compared to that for the other treasures.
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World Info Screen
World Info provides the opportunity for the host to present his world to perspective or new players. It also provides a place for communications and information outside the game.
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Skill Creator
This Screen allows you to custom skills that a hero can develop along with their statistics. Skills are more specialized and improve more quickly than character statistics.
Skill Name Item/Spell/Monster affected Current Skills
Bonus Activity Classes Allowed
Description of the Skill Minimum Level % Added per Bonus Point
To Create a New Skill click first on Add. This will bring up a copy of another skill that you can modify.
1. Create a new name for your skill
2. Choose the weapon/monster/ or spell to be improved by the skill.
3. Bonus Activity: Choose the way that the skill improves that action
4. Choose the Character Classes that can choose the new skill
5. Write a description of the skill (if you wish to).
6. Decide how many levels of experience a hero must have before they can add the new skill.
7. Decide how many percentage points each bonus point expended will add.
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Tables Screen
The TABLES Screen allows you to modify all of the values, including effect and cost, of all spells, items, and monsters.
Monster Tables Screen Shown are some of the values for the over 100 monsters in Shattered Light.
Name
Values
Modify Monsters Modify Items Modify Spells Save Reload
Original Values
Change Hero game starting values
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Items Table Screen
The ITEMS Screen allows you to create unique magic items. A magic item can increase or decrease up to three of the user’s statistics.
Item # Name Chosen Chosen Values
Choose Name Item Image
Modify What (up to 3 stats) Add Delete Load set Save
Modify How (+ up. – down)
Choose Graphic Image
Items are created, or modified after creation, using the tools at the bottom of the screen. An image of the item, changed by the slide bar, will appear in the window on the bottom right. The item will use the image showing when saved.
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Quest Creation Screen
The QUEST Screen allows you to create custom quests. All quests must be structured so that an item must be recovered. This item is delivered to the Quest Receiver NPC of the name you designate to receive the reward. There can be only one quest giver for each quest, but a receiver may be created to reward as many different quests as you desire.
Quest Maps
Since quest items are always found on special quest item maps, there will be two versions of any map that has a quest item. This allows heroes not on a quest to explore the location, but not find items that are the goal of quests they are not on. A check for the quest map alternative is made on any hero using a link entering the map. (See map maker below for how to designate a quest link.)
Linked Quests
In some Cases it can be required that a hero have completed an earlier quest. This is done by placing the exact name of the quest (item) as shown as the Quest Name, the top left box, in the space marked “Quest Required”. If you speak to a quest giver of a linked quest that the hero has not completed the earlier steps for, the NPC will direct you to the giver for the earlier step.
Text limits
The background for a quest may be as much as 5,000 characters long. That’s about 800-1000 words. All Quest Receiver text and Clues are much more limited, being 200 and 100 characters long as a maximum. In all cases the text entered must be entered on the screen or written only as a text file with no line breaks. Carriage returns and other markings on your file may corrupt the quest files.
Note that deleting a quest will change the quest numbering throwing the Quest Giver NPCs out of synch. It is best to add new quests to the end of any quest list (or start fresh for a new campaign).
Changes
Select the field that you would like to change, compose the new text, then click on the modify button to accept your changes. Failing to click modify will cause your changes to be lost. You must save all changes and additions before closing the Quest Creation Screen or they will be lost.
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Name Quest Giver (unique for map) Quest Item (see list below) Minimum Level
Special Quest Map Quest Receiver /Reward Giver Reward Gain Level as Reward
Earlier Quest Required? (Name)
Quest Giver’s Dialogue (5,000 character max) List of All Quests
Quest success dialogue Add new quest to list end
Enter changes Delete quest Reload from last save Three clues given by normal 30% of the time if you have SAVE new and changes
a quest.
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Add creates a new quest number identical to the last quest viewed. Then use the modify button and change as desired then save.
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1. Sword
2. Bow
3. Shield
4. Dragon Tooth
5. Finger Bone
6. Finger Bone
7. Knuckle Bone
8. Rib Cage
9. Hammer, broken
10. Hammer Handle, broken
11. Broken Staff Top
12. Broken Staff Center
13. Broken Staff Bottom
14. Axehead, broken
15. Axe Handle, broken
16. Crystal Ball
17. Crystal Ball
18. Crystal Ball
19. Crystal Ball
20. Crystal Ball
21. Herb
22. Herb
23. Herb
24. Herb
25. Herb
26. Herb
27. Herb
28. Horn
29. Horn
30. Horn
31. Key
32. Key
33. Key
34. Key
35. Key
36. Key
37. Key
38. Key
39. Key
40. Flat Gemstone
41. Arrow
42. Box
43. Weapons
44. Amulet
45. Crown
46. Diamond
47. Gauntlet
48. Gloves
49. Gloves
50. Golden Robe
51. Harp
52. Harp
53. Pawn
54. Rod
55. Ruby
56. Helmet
57. Scepter
58. Statue (man)
59. Statue (man with spear)
60. Statue (Man with Axe)
61. Wood bundle
62. Cloak part
63. Cloak part
64. Cloak part
65. Cloak part
66. Wand
67. Wand
68. Wand
69. Shard
70. Shard
71. Shard
72. Shard
73. Shard
74. Shard
75. Shard
76. Shard
77. Shard
78. Shard
79. Star Gem
0. Scroll
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NPC TEXT
This Screen will allow you to create Non-player characters that will make prewritten statements when clicked upon by a player. You will be able to change the message as well for already present NPCs.
To create a NPC use the mapmaker. (See Links below) To change text click modify, make all changes and click save.
To create text for a new NPC click first on Add. This gives you a duplicate of the last viewed NPC. Then click modify and change the repeated text to the new text and save. The last number appearing will be the new NPC’s text. Note: Deleting NPC text will change the ID# and value of all NPCs and disrupt your design. It is not necessary to use all text entries and you can have hundreds of NPCs.
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Riddles Screen
Riddle # Riddle text answer
To place a riddle in the game, on the mapmaker click the box marked “riddle”, give the link a name unique to the map in the first space at the top, and place the riddle number in the box marked “Skill Level” on the top right of the options. To change a riddle, select “modify” then enter the change then click on “save”.
Over 300 riddles are included in the game.
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Map Information Screen
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The Map Maker
Map Tiles Save Map Refresh Map Show Grid
Create Map Load Map Tile Map Show Impass
Map Tiles calls up the over 2000 tiles that can be placed on the map.
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Save Map Saves the map in the “Maps” folder in the Shattered Light Folder. (See below)
Refresh Map resets the maps and places all of the impassable terrain shadows.
Create Map gives you the option of creating a new map of the size you desire. (See below)
Tile Map will cover the entire map with the ground level tile selected at that time. This saves time placing a basic grass, cavern floor, or floor tile on the entire map. It is recommended you do this first with all maps you create.
Map Maker is a separate file. You may want to make a short cut from the Shattered Light folder. If you installed the game without choosing a different file location you will find Shattered Light at C:\Program Files\ Shattered Light. To start the file click on the SLMapmaker symbol/file.
Show Grid, adds or removes the square grid over the map. This grid is only visible on the map maker and will not be apparent during play.
Show Impass shows or removes the pale blue shadows that indicate those locations into which a hero or monster may not move. It is always a good idea to make sure that you haven’t placed a monster, treasure or other item on an impassable space.
Maps modified during play that have already been moved upon by a hero will not appear in the game until the next time the game is started.
Creating New Maps
Map Width Map Height Create Map
To create a new map you must first choose the size of the map. Enter the width and height in spaces. Note: Due to the shape of the map, you may only choose even numbers (2-4-6-8 etc.) for the width of height.
Once you have determined the size of the new map, click on “OK”. This will bring up the normal map maker screen. Give your map a name and you are ready to create.
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Map Tiles
There are over 2000 different map tiles you can place on the map. They are divided into two levels. One is ground level and the second is wall level. To place a tile in the map first select the tile set it is in. These are divided first by category and then by name.
Then when the tile set appears select the tile you desire. Click on that tile and it will be outlines in red. Left click on the map to place the tile. Hold the shift key down and left click again to erase any tile on the same level as the one chosen. Hold the left mouse button down and sweep the mouse to place multiples of the selected tile.
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You may use the mouse or the arrow keys to move between tiles. To erase a tile, be sure to have chosen a tile of a similar type. This guarantees that you will be erasing from the same level. Then hold down the Shift key and click on the tiles to be erased. Holding down the left mouse key as well allows you to move the mouse erasing all tiles on the chosen level in its path.
Saving A Map
To save any map simply click on the Save button. This will bring up the map Save As Screen. This allows you to name the map. Once you have placed the map’s name in the “file name” box left click in the save button. The map will be saved at this time. Further saves using the same name will over write the map already saved.
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Placing Specials
To enter the special placement screen, hold down the “Alt” key and left click on a space. Whatever you create will be placed on a space. There can be only one special per space.
Create Link Treasure Source Delete Link Monster Source NPC Source
All special items are placed by this screen in the floor tile level.
Create Link allows you to then create such links as fountains, teleports between maps, traps, and locked tiles.
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Treasure Source gives the option of placing a random, quest, or unique treasure. It is not necessary to place a treasure near a monster source, monster groups will already have a treasure that appears when the last of the group is slain.
Delete Link If you alt click on an existing link or source and then click on the delete link button, that tile will be cleared.
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Monster Source allows you to place a specific set of monsters or a range of monsters on a tile.
NPC Source allows for the placement of Non Player Characters including those who grant or reward quests.
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Teleport link
Teleport Links
This moves you from map to map or within a map. The marked spaces at the edges of the map are “teleport” spaces.
Link in this map Connects to a Link on what map Name of Link on other map.
Each Link Name may be used only once per map. To create a link that will teleport a hero between two any two spaces in the game:
1. Enter a unique link name for this space.
2. Enter the name of the map (may be same map) the link connects to a space on.
3. Enter the unique for that map name of the space to be connected with.
4. Click on “Create Link”.
5. Save the map you are working on. Opening another map without saving will lose all
changes.
Then open the map to be connected with and repeat the process. Be sure to place the link for that map in the first space.
To modify an existing link it is necessary to first delete the entire link. To do this simply click on “Delete Link”. A deleted link is lost once the map is saved.
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Special Link Types
Minimum and Maximum Levels Set a minimum or maximum level the hero may be to cross that space.
Family Members Limit those who can cross a space to the heroes that have joined a Family (e) by entering the
Family name. Hero Class
Limit those who can cross a space to the heroes of a certain class by entering the class’s name (Knight, Paladin, Earth Mage, etc.)
Riddles Limit those who can cross a space to those who have answered a riddle. To place a riddle first
click the box next to Riddle then place the number of the riddle as assigned.
Each type of block will appear on the map with the symbol shown here:
Password Class Riddle Min or Max Level Family
Passwords
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You can force a hero to type in a password to cross a doorway. To do this, enter the password to be used in the space below.
Traps To place in a space a spell that will affect any player who stops on that space, first check the trap
box and then select the spell that will activate on the space if a hero stops on it. Fountains and Wells
To enter a spell that will affect any hero who stops next to a fountain or well, first check the well or fountain space and then select from the list adjacent the spell that will be activated of a hero stops near the well or fountain. Once a hero benefits from a well or fountain, then a set amount of time must pass before it can activate again. The only difference between a well and fountain is that a fountain can be benefited from more often.
Trap, Fountain, and Well Spell List
Use the spell number to create a special space, not the names.
0Asteroid, 1Ball_Lightning, 2Bees, 3Brambles, 4Branches, 5Burn, 6Dart, 7Fireball, 8Flame_Strike, 9Flicker, 10Flies, 11Fry, 12Gust, 13Jolt, 14Kudzu, 15Lightning_Bolt, 16Mass_Restore, 17Meteor, 18Pain, 19Planetoid, 20Roots, 21Shock, 22Singe, 23Stab, 24Thorns, 25Wasps, 26Wound,
27Aide, 28Air_Heal, 29Cauterize, 30Faith_Heal, 31Fire_Heal, 32Force_Heal, 33Heal, 34Healing_Airs, 35Healing_Cloud, 36Health, 37Mend, 38Mental_Knot, 39Mental_Twist, 40Mindblast, 41Mindbolt, 42Mind_Bomb, 43MindOverMatter, 44Mind_Riven, 45Nevermind, 46Raise, 47Recover, 48Refresh, 49Restore, 50Rivening, 51Schizo, 52Silver_lining, 53Sooth,
54Twist_of_Fate, 55Whirling_Doom, 56Berserk, 57Berserker, 58Blind, 59Blinding, 60Concentrate, 61Condense, 62Dazzle, 63Dead_Eye, 64Defender, 65Determined, 66Dismay, 67Dismind, 68Distraction, 69Divert, 70Dust_Cloud, 71Falter, 72Feeble, 73Fire_Shield, 74Focus, 75Full_Shield,
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76Hurry, 77Intense,
78Mass_Berserk,
79Mass Never Miss, 80Mass_Sureshot, 81Mindfire, 82Mind_Shield, 83Muscle, 84Never_Miss, 85Perplex, 86Protect, 87Quickfire, 88Resist, 89Resolve, 90Rooted, 91Rush, 92Sand_Cloud, 93Scurry, 94Shelter,
95Shielding, 96Shudder,
97Smoke, 98Sparkles,
99Sureshot, 100Slow_Wits, 101Strength, 102Strong, 103Stubborn, 104Surge,
105Target, 106True_Shot,
107Unmind, 108Weak_Eye, 109Weak_Mind, 110Weaken, 111Willpower,
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Creating Quest Maps
When you create a Quest on the map maker it asks you for the name of a quest map. This should be a special map, unlike any others in that on it is placed a “Quest Item”. By using this system it is possible to have maps that are normal until a hero has a quest. Then a variant of that map, entered from the same space, can be accessed only when a hero has the correct quest for that space. It is therefore advisable, but not required that you have one or a limited number of links to a quest map.
A Quest map must have a unique name. When you are creating a link to a map where a quest item is stored, it must include the following:
The Number of the Quest from the World Builder
The unique name of the map with the Quest item on it
The name of the link that on the quest map connects the quest map to the adjacent map.
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Placing Monsters
To place a monster simply click on its letter code (not name) in the slot marked “Monster ID”.
This will display in the next row of openings the up to three sets of monsters and how many of each that can be placed in that box. There are 30 sets of three for each monster ID. By choosing a set by number you cause the exact same number and type of
monster(s) to appear each time. If you choose the random setting at the end of the list then any one of the thirty sets will be chose randomly each time the map is activated. Note that in some cases there are sets (numbers) where no monster appears as only one or two types appear for that number.
When you choose the random option this actually directs the game to place one of 30 different possible combinations of the monster chosen each time the map is activated. This can include (when listed below) more than one type of monster or different strengths or a different number of monsters appearing. See Tables/Monsters for the relative strength of the monsters listed.
Monster List
Nit Scavenger Nit Hunter Nit Nit Pack Leader
Kobold Kobold Warrior Kobold Slave Driver Kobold Taskmaster
Yngling Forest Yngling Cave Yngling Swamp Yngling
Skeleton Skeleton Warrior Skeleton Guard Skeleton Captain
Brognab Marsh Brognab Stinging Brognab Plague Brognab
Floater Foul Floater Bog Floater Dark Floater
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Scevan Scevan Screecher Scevan Howler Scevan Beast
Hammet Dark Hammet Dire Hammet Dread Hammet
Bone Swegle Horned Swegle Thorn Swegle Spiney Swegle
Lesser_Earth_Elemental, Earth_Elemental, Earthlord_Elemental, Overlord_Elemental,
Cloud Giant Cloud Giant Lord Cloud Giant King
Lesser Lich Lich Lord Lich Royal Lich Imperial Lich
Zombie Diseased Zombie Rotting Zombie Putrid Zombie
Ogre Cave Ogre Ridge Ogre Mountain Ogre
Ghoul Ghoul Horror Shadow Ghoul Chaos Ghoul
Lizcanth Lizcanth Ravager Lizcanth Devourer Lizcanth Rex
Gargoyle Dark Gargoyle Night Gargoyle Pit Gargoyle
Dust Devil Whirlwind Cyclone Hurricane
Snap Crackler Crackle Crackler Pop Crackler Storm Crackler
Vampire Vampire Mistress Vampire Witch Vampire Countess
Stone Giant Stone Giant Lord Stone Giant King
Lava Giant Lava Giant Lord Lava Giant King
Fire Dragon Ice Dragon Pearl Dragon Earth Dragon Gold Dragon Mist Dragon Chaos Dragon
Rogue Fire Mage Rogue Earth Mage Rogue Air Mage Rogue Mentor Rogue Paladin Rogue Knight Rogue Reaver Rogue Elf
Arch_Fire_Mage, Arch_Earth_Mage, Arch_Air_Mage, Arch_Mentor, Arch_Rogue_Paladin, Arch_Rogue_Knight, Arch_Rogue_Reaver, Arch_Rogue_Elf,
Monster Placement Map codes
A Nit B Nit and Scavenger Nit C Nit and Scavenger Nit,
Scevan D Kobold E Kobold, Kobold Warrior,
Kobold Slaver
F Nit, Scavenger Nit Kobold G Yngling H Yngling, Forest Yngling,
Cave Yngling
I Yngling, Forest Yngling,
Ogre
J Skeleton
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K Skeleton, Skeleton Warrior L Skeleton, Skeleton Warrior,
Skeleton Guard M Nit, Scavenger Nit, Black Nit N Yngling, Forest Yngling,
Cave Yngling O White, Pale, Swamp Yngling P White, Mage Yngling Q Scevan R Skeleton, Skeleton Warrior,
Skeleton Guard S Brognab, Marsh Brognab,
Stinging Brognab T Marsh Brognab U Marsh Brognab and Brognab V Scevan, Brognab, Marsh
Brognab W Floater X Floater, Foul Floater Y Floater, Foul Floater,
Gargoyle Z Scevan, Scevan Screecher AA Hammet BB Hammet, Dark Hammet CC Hammet, Dark Hammet,
Ogre DD Zombie EE Zombie, Diseased Zombie FF Zombie, Diseased Zombie,
Hammet GG Ogre HH Ogre, Cave Ogre II Ogre, Cave Ogre, Hammet JJ Ghoul KK Ghoul, Ghoul Horror LL Ghoul, Ghoul Horror,
Diseased Zombie MM Lizcanth NN Lizcanth, Lizcanth Ravager 00 Lizcanth, Lizcanth Ravager,
Marsh Brognab PP Gargoyle QQ Gargoyle, Gargoyle Lord RR Gargoyle, Gargoyle Lord,
Foul Floater SS Bone Swegle
TT Lesser Earth Elemental UU Dust Devil VV Snap Crackler WW Vampire XX Stone Giant, Lizcanth YY Stone Giant ZZ Cloud Giant AAA Lava Giant BBB Lesser Lich CCC Ice Dragon DDD Earth Dragon EEE Smoke Dragon FFF Fire Mage GGG Earth Mage HHH Sky Mage III Mentor JJJ Paladin KKK Knight LLL Reaver MMM Pearl Dragon NNN Gold Dragon OOO Red Dragon PPP Chaos Dragon QQQ Mentor and Chaos Dragon RRR Mentor and Misc. Dragon SSS Hunter Nit TTT Nit Pack leader UUU Kobold Slaver VVV Kobold Taskmaster WWW Cave Yngling XXX Swamp Yngling YYY Blue Skeleton ZZZ Royal Skeleton AB Stinging Brognab AC Plague Brognab AD Bog Floater AE Dark Floater AF Scevan Pack Leader AG Scevan Lord AH Dark Hammet AI Dire Hammet AJ Dread Hammet AK Diseased Zombie AL Rotting Zombie AM Putrid Zombie AN Cave Ogre
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AO Ridge Ogre AP Mountain Ogre AQ Ghoul Horror AR Shadow Ghoul AS Chaos Ghoul AT Lizcanth Ravager AU Lizcanth Devourer AV Lizcanth Rex AW Gargoyle Lord AX Gargoyle Prince AY Gargoyle King AZ Horned Swegle BA Thorn Swegle BC Spiney Swegle BD Earth Elemental BE Earthlord BF Overlord BG Whirlwind
Placing Treasure
BH Cyclone BI Crackle Crackler BJ Pop Crackler BK Storm Crackler BL Vampire Mistress BM Vampire Enchantress BN Vampire Countess BO Stone Giant Lord BP Stone Giant King BQ Lava Giant Lord BR Lava Giant King BS Cloud Giant Lord BT Cloud Giant King BU Lich BV Lich Lord BW Royal Lich BX Imperial Lich BZ Laria
To place treasure on the map simply check one of the boxes in this section. Note that there can only be one treasure in a space.
Ordinary Treasure places a random treasure in the space (may be gold or item). Its nature is determined by the Game Treasure Distribution set in the WORLD BUILDER/Options.
Quest Treasure (see QUESTS above) places the Quest Item on a Quest Map.
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To place a Unique Item created in the WORLD BUILDER, put the number of that item
here.
To remove a treasure simply use the delete link function.
Special Item List 1 Axe
2 Battle Axe 3 Great Axe 4 Hand Axe 5 Horse Bow 6 Bow 7 Long Bow 8 Great Bow 9 Crossbow 10 Sling 11 Round Shield 12 Round Shield 13 Kite Shield 14 Full Shield 15 Target Shield 16 Ring 17 Ring 18 Ring 19 Ring 20 Ring 21 Ring 22 Necklace 23 Necklace 24 Necklace 25 Torch 26 Scarab 27 Potion 28 Potion 29 Potion 30 Potion 31 Potion 32 Potion 33 Chest 34 Chest 35 Chest 36 Chest 37 Chest 38 Staff
39 Staff 40 Staff 41 Staff 42 Staff 43 Helm 44 Helm 45 Helm 46 Helm 47 Helm 48 Gold 49 Gold 50 Gold 51 Gold 52 Gold 53 Belt 54 Belt 55 Belt 56 Belt 57 Boots 58 Boots 59 Boots 60 Boots 61 Boots 62 Scroll 63 Scroll 64 Scroll 65 Chainmail 66 Chainmail 67 Cuirass 68 Cuirass 69 Plate Mail 70 Cloak 71 Cloak 72 Cloak 73 Book 74 Book 75 Book 76 Book
77 Book 78 Book 79 Book 80 Short Sword 81 Sword 82 Long Sword 83 Scimitar 84 Rapier 85 Cutlass 86 Gladius 87 Claymore 88 Bastard Sword 89 Dagger 90 Dagger 91 Spear 92 Pike 93 Pike 94 Halberd 95 Halberd 96 Glaive 97 Bec de Corbin 98 Bec de Corbin 99 Club 100 Hammer 101 Mace 102 Mace 103 Morningstar 104 Morningstar 105 Ruby 106 Ruby 107 Ruby 108 Diamond 109 Diamond 110 Diamond 111 Emerald 112 Emerald 113 Emerald 114 Pearl
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115 Herb 116 Herb 117 Herb 118 Herb 119 Herb 120 Herb 121 Herb
122 Black Key 123 Blue Key 124 Gold Key 125 Green Key 126 Orange Key 127 Purple Key 128 Red Key
129 Kobold Key 130 Teal Key 131 Wand 132 Wand 133 Wand
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Placing NPC’s on the Map
There can be only one NPC of each name on a map.
NPC Text is the number of the text as listed in the World Builder
The NPC image is as shown below. There are over 250 human animations and a number of NPC objects that can be used to label buildings, as historical or similar markers, gravestones, etc. Female animations are from 1 to143, Male from 144 to 287. Objects are 301 to 323. See illustration that follows.
Each type of merchant can be clearly marked.
The Join Family NPC is the spot on which the hero clicks to join a family.
The Peace Keeper is a special effect that prevents all damage (to heroes or monsters) from being done anywhere on that map. It is used for the city and safe house maps in the main game.
A Quest receiver is just hat, the person that you deliver the quest item to. It is NOT necessary to put the quest number anywhere. A quest item can be delivered to any NPC who has the name listed in the Quest listing in the WORLD BUILDER Quests.
Family Names
2001 Cladius 2002 Windsor 2003 Gaius 2004 Capulet 2005 Medici
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2006 Tarquin 2007 Tudor 2008 Hapsburg 2009 Ptolemy 2010 Montague 2011 Stewart 2012 MacDonald 2013 Romanov 2014 Flavius 2015 Orleans 2016 Boreau 2017 M’Bara 2018 Teppes 2019 Richeleiu 2020 Lupus
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Multi Player Functions
Exchanging Gold
When a player in the multiplayer game chooses to “drop” gold a slide bar appears. The position of the slide bar indicates from the amount of gold dropped. This allows the players to exchange exact amounts of gold.
Control Character Screen
The Host of the game has the option of changing a large number of factors for each hero. If you are the host (see starting a multi-player game above) then if you click on the Shattered Light Internet Server Icon and then click on a hero’s name in the top window, you will bring up the Character Control Screen. To change any hero stat simply change the value and click “apply”.
A B C D E F G H I J K
Change any stat including experience. To do this enter the value change and then click on the apply button.
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The Other Options A to K A force the hero to drop all items B Kill the hero C. Grant 100 gold D. Force the hero to be saved E. Disconnect the hero from your server (to eliminate rowdy players F. Change the hero’s name, G. Change hero’s class H. Change hero’s sex I. Force hero to drop their current quest J. Cause hero to join or quit a family K. Teleport the hero any location on any map in the game.
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Map Info Screen
This screen operates only for the host of a multi-player game. It provides dynamic, real time information for the player who is hosting the session of Shattered Light. As the game is all in windows this screen can be kept visible during play and will update to reflect all changes.
Name of all players, their health and their location. Maps active in the Continent
All monsters on the map, their BPs, and locations Details on all links on the map
Name and details of all NPCs on the map List of all treasures and their location
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A History of Delos
Five thousand years ago there was no magic on Delos. It was an older world, where few resources remained. Beyond solar and geothermal, there was no source of energy. The power dependent civilization was threatened. Then scientists discovered what they thought was a new energy source. They began a research program that would free the power that bound the universe itself together, what we would call a sort of cold fusion on a cosmic scale. Tremendous amounts of power were needed to open a small window to this new power source. The resulting explosion destroyed the planet's third largest city. The next attempt to tap this power source was located on Delos' lone moon. It was connected to the planet by a massive beam that was one of the society's greatest, and last, achievements which was capable of delivering to Delos enough energy to supply the entire planet's need three times over. When this beam hit the planet it was to be controlled and converted to usable energy by a Quantum Tap. This tap appeared to be a large, faceted jewel whose facets glowed red, blue, and green and was quickly dubbed the "sunstone" by the media. Unknown to the researchers was that the fundamental truth that the universe is not bound together by some abstract energy source. It is joined together by a force that doesn't obey the laws of nature. What else could control and bind the laws together but something beyond them? This force had occasionally leaked through on other occasions and there was even a name for it: magic. The beam that still showers Delos in magic was many times more powerful than expected. The Quantum Tap was shattered by the sheer mass of the magical energy cascading through it. For a brief moment it held, then shattered and doing so reflected a large portion of the magical beam back at its source. When the breach occurred, raw magic poured out and the sun seemed to shatter into three magically charged glowing orbs. Even as the sun split, showering Delos with gemstone shaped charges of crystallized magic. The very nature of the world changed. Continents shifted in hours and crashed together in a single mass that centered on Delos' equator then split apart again. Unknown for a millenium an evil entity, spawned or trapped amid the magic also came through the crack in the wall of the universe. This entity, known only as the Laria. The Laria is a personification of the evil potential in magic. Instantly it was able to take man's darkest nightmares and have them appear as an array of deadly monsters. Monsters that are manifestations of the darkness in the subconscious of mankind as a whole meaning that so long as the Laria lives on this plane they regenerate with frustrating regularity even after being destroyed. A few key "laws" of physics ceased to operate, bringing technology to a crashing halt. Without electricity or mass transit, the cities were abandoned. Without certain combustion processes, nitrate-based explosives were useless. Monsters thought to exist only in the grimmest fairy tales and myths ravaged the shocked survivors. The very land itself changed with dangerous regularity. Where a mountain had stood yesterday might now be a swamp. A once safe land to cross might find a dragon infested forest had risen up in its midst. Within a few generations, the population had diminished to just a few struggling outposts scratching a dangerous living from a world they no longer were lords of. However, after a few generations of breeding amid the flow of magic, some men found that with practice they could cast spells. And their magic gave them the means to reclaim their world. As the age of technology ended, the era of Magic began. Over the next five millennia magical civilizations rose and fell leaving behind strange and wonderful treasures and terrible dangers. The first grew strong with the exuberance of newfound magical power. In ten cities whose enchanted towers rose into the clouds and where food was magically transmuted from weeds and gold from dirt, the wizard lords who ruled
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would, and did dare anything. Spells acquired increasing power until one spell triggered a chain reaction that destroyed the cities, the towers, and everyone in them. Of the first Great Age, only haunted ruins filled with magical menaces and traps remained. Where the Shards of the original Quantum Tap were once magically held apart, they can now be reassembled. This will allow access to through the gates that the Laria hides behind. If the Laria can be slain then evil will stop regenerating and mankind has a chance at reclaiming the world. Scholars have discovered this fact and have begun looking for a hero to bring the Sun Shards together. A hero is needed as each stone, by its magical nature sits in a location of the greatest magic, and hence danger. Further the stone must be reassembled in the place where the beams still concentrate on Delos, the unexplored center of the Valley of Dragons that shelters the Gateway to the Castle of the Laria. Once there only the most intrepid heroes will have the opportunity to battle through the most powerful monsters and finally face the Laria in magical and physical combat. Victory will finally allow mankind a chance to reclaim Delos.
Excerpt from The Story of Terris, City of the Land
Long known as the City of Emerald Towers, Terris was a simple village at the edge of civilization when the towering flame walls of the last Great Fall destroyed the Ishan Sorcerate. Five thousand years ago the villagers, convinced they were the last vestiges of mankind, found themselves in the center of a devastated jungle full of hostile monsters and wild magic. In this small village was a monastery which was located in Terris because it was so remote and isolated. During the first centuries there was no time to keep records and what little we know dates from the chronicles of Jodyne, written at the beginning of the second millenium, or almost a thousand years after the Great Fall. It tells of terrible struggles merely to survive and the valiant efforts of those in the monastery to discover enough magic to fend off an always threatening extinction.
By the middle of the second millenium Terris has grown to a prosperous city. Dwarves had been discovered in the distant mountains and myth says that even elves came to trade in the grand bazaar. The first city walls were built and Terris’ residents finally slept without fear. The idyllic scene was not to last. The rumor, later held to be fact, was that explorers found an ancient tomb and plundered it. The undead hordes of Hammet, the Befouler, were a response to the sacrilege. It is possible that some hapless group of adventurers encountered the Lich of Hammet, but as the undead army struck within weeks of the meeting, it is more likely they simply stumbled upon the evil undead lord’s plan. The Siege of Filth lasted for five months and cost the lives of almost half the men of Terris. The of the hundred men who made the final sortie that beheaded Hammet and broke his spell, it was recorded that only three lived long enough to tell the story before also dying of their wounds. The undead sorcerer’s name became the common purgative and children were frightened by it into behaving. The giant spiders that first appeared during the siege, now all that remains from the evil horde Hammet created, are today known as Hammets in memory the vile commander of their ancestors.
Near the Great Square of Terris stands a short stretch of ancient wall. In itself the masonry in hardly exceptional. It stands no taller, nor is it more beautifully inscribed than any other wall. Yet that small section of wall alone is the last remaining evidence of the great quest and self sacrifice of Tremayne Baric. The sacrifice that has meant life restored to thousands of heroes since the bearded bard himself died.
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The tale, too long to tell here, begins when Baric the Bard, then known simply as Tremayne the Younger, took to the road. His father, a wealthy and powerful Duke, had died and his older brother Nicolo was to be granted the title. The tradition was for any other sons to remove themselves from the estates, either to avoid disputes over the inheritance, or to avoid the new Duke from consolidating his power by eliminating potential rivals. But the two brothers loved one another and only reluctantly, after presenting him with five great gems, did Tremayne’s brother allow him to depart.
Tremayne was quite talented and hardly needed the wealth his brother had lavished upon him. With his golden voice and quick wit, he was welcome in any court he chose to visit. For three years both brothers prospered, even joyfully meeting each other at the courts of mutual friends. Then the Duke Nicolo disappeared while hunting close to his own castle. Tremayne returned, not to claim the title, but to begin his search for his brother. Subtle clues were found, and faint signs of a sinister plot lead to distant parts of the continent. For six years Tremayne searched, never giving up hope that his brother still lived.
Entering a maze of caverns, Tremayne was thrilled to hear a familiar voice singing a song they had learned in childhood. It was his brother. Using the many magical and combat skills the bard had learned on his quest, he fought through a swarm of mutated evil beast to confront his brother’s kidnapper. Needing noble blood for his foul spells, the wizard Scevan, had taken Duke Nicolo and three other nobles and held them as a captive source of the noble blood he needed to summon demons.
Tremayne defeated first one demon, then two each even more powerful. But when they were slain, he was able to free the other nobles, but not his brother. Scevan had fled the caverns, the ensorcelled Duke Baric in his thrall. The bard’s pursuit of the rogue mentor Scevan crossed the continent twice and is said to have encompassed at least two other planes as well. Each day Tremayne faced packs of wolves summoned and mutated by Scevan’s magic into fierce killing machines. Most of the enchanted wolves he destroyed, but a few were wounded of fled into the wilderness. It is the descendants of these monsters we call by the name of their creator, Scevans.
Tremayne finally caught up with the wizard Scevan and a magical and physical battle followed. Both men were wounded, and both summoned incredible magical aide. When he realized that he would be defeated by Tremayne, Scevan plunged a dagger into the heart of Nicolo. For an instant Tremayne was torn between despair and the desire for revenge. Then he gathered up all of his magical powers and arcane knowledge and grappled with Scevan. In a few seconds powers not seen since the Great Fall were unleashed. Melding their magical power, and sacrificing himself and Scevan, in the effort, Tremayne cast a great preserving spell. His brother was instantly summoned to where the bard and wizard stood entwined in their final, magical death grip. The bard died so that his brother, and those brave men like him, would live on even after the worst of wounds. The power from their lives was drained and the place of resurrection created in what now is called the Great Square of Terris. And so it is to this day that whenever a true hero falls in battle, the body is still summoned back to the very spot where Tremayne and Scevan’s magic sundered reality. There they appear without much of their wealth left, but are not only restored to life, and often have forgotten the vents that lead up to their death, but are magically restored to health.
In the third millenium Terris was besieged by giants seeking revenge against the Duke of Rivoli. For eight days the giants surrounded the city and battered at its walls. Finally a plan was
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conceived. A challenge was issued that the Duke would face the most powerful of the giants. While not bright, the massive humanoids are proud and expected to easily squash any single human. Normally it would have taken months for the wizards of Terris to create weapons and armor powerful enough to stand against a giant. Unknown to giants was that the duke had created the first of the Clan Weapons and Clan Armor. The price of being more powerful than even most enchanted weapons was that these items could only be used by members of the Duke’s household.
The battle between the giant Brom Peter and the Duke of Rivoli lasted hours, not the minutes the giant’s expected. Even with his magical weapon and armor, the Duke eventually succumbed to his opponent’s size and strength, but not before fatally wounding the giant’s champion as well. The magnificent fight a single human put up so unnerved the other giants that they decided Terris could never be conquered and withdrew to their lairs.
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Monster AI Notes
Nit
Nits are territorial. They like to stay in the same place and guard it. If you don't come too close, and don't attack them, they will leave you alone.
Nits hold grudges. If you attack a nit, it and its group members will now attack you on sight.
Gargoyle
Gargoyles are ferocious predators. They attack the first thing they see and keep attacking until it's dead.
They prefer to attack those creatures that are slower than them.
They will serve certain leaders - Gargoyle Lords, any Lich, Ghoul Lord, Royal Skeleton, any Dragon, and any Rogue character. They do this by attacking anybody that attacks their leader, preferring missile and magic attackers. If serving a leader, Gargoyles will loosely follow the leader.
Gargoyles do not gang up, but tend to each go after their own.
Gargoyles don't care about treasure.
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Yngling (Furred Goblin)
Goblins are cowardly and will only attack if they sense you are weaker (in melee combat). Otherwise they will stay at a 'safe' distance. If they do attack, they like to gang up on one person. A goblin will call for help if it is the only attacker. When a goblin gets weaker, it will run away.
Goblin leaders will attack those who come too close - they are less cowardly. They will call for help when attacking.
Goblins like treasure. They will keep an eye open for treasure whenever
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possible, and will even leave combat to get something nearby.
tan
tans can only melee attack. When melee/missile/magic attacked, tans will return melee attack to the death. Groups of 3 or more will have a leader that will hold back from battle if possible. If the leader is attacked, other tans will rush to his d. tans tend to look for the weaker melee opponents and attack them.
tans guard their assigned treasure ferociously. When the holder of the assigned treasure is attacked, it will call for help.
Rogue_Sky Mage
Rogue Sky Mages are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Sky Mages and will attack them (and will gang up upon them) above all others. They then have preference to attack other Mages and then Mentors.
Rogue Sky Mages will ignore heroes more that 15 tiles away.
If missile attacked they will rush the attacker if the distance is less that 2 tiles, else they will move to avoid missile attacks.
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If magic attacked they will counter attack it if attacker is nearby (7 tiles) and not already attacking someone else.
Rogue_Earth_Mage
Rogue Earth Mages are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Earth Mages and will attack them (and will gang up upon them) above all others. They then have preference to attack other Mages and then Mentors.
Rogue Earth Mages will ignore heroes more that 11 tiles away.
If missile attacked they will rush the attacker if the distance is less than 4 tiles, else they will move to avoid missile attacks.
If magic attacked they will counter attack it if attacker is nearby (5 tiles) and not already attacking someone else.
Rogue_Fire_Mage
Rogue Fire Mages are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Fire Mages and will attack them (and will gang up upon them) above all others. They then have preference to attack other Mages and then Mentors.
Rogue Fire Mages will ignore heroes more that 13 tiles away.
If missile attacked they will rush the attacker if the distance is less than 2 tiles, else they will move to avoid missile attacks.
If magic attacked they will counter attack it if attacker is nearby (9 tiles) and not already attacking someone else.
Rogue_Mentor
Rogue Mentors are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Mentors and will attack them (and will gang up upon them) above all others. They then have preference to attack other Mages.
Rogue Mentors will ignore heroes more that 17 tiles away.
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If missile attacked they will rush the attacker if the distance is less than 5 tiles, else they will move to avoid missile attacks.
If hit by a magic attack, will counter attack it if attacker is nearby (10 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks.
Rogue_Elf
Rogue Elves are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Elves and will attack them (and will gang up upon them) above all others. They then have preference to attack other non-magicians.
Elves will ignore heroes more that 13 tiles away.
If missile attacked they will rush the attacker if the distance is less that 8 tiles, else they will move to avoid missile attacks.
If hit by a magic attack, will counter attack it if attacker is nearby (6 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks.
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Rogue_Knight
Rogue Knights are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Knights and will attack them (and will gang up upon them) above all others. They then have preference to attack other non-magicians.
Knights will ignore heroes more that 16 tiles away.
If missile attacked they will rush the attacker if the distance is less than 4 tiles, else they will move to avoid missile attacks.
If hit by a magic attack, will counter attack it if attacker is nearby (6 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks.
Rogue_Paladin
Rogue Paladins are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Paladins and will attack them (and will gang up upon them) above all others. They then have preference to attack other non-magicians.
Paladins will ignore heroes more that 15 tiles away.
If missile attacked they will rush the attacker if the distance is less than 6 tiles, else they will move to avoid missile attacks.
If hit by a magic attack, will counter attack it if attacker is nearby (8 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks.
Rogue_Reaver
Rogue Reavers are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Reavers and will attack them (and will gang up upon them) above all others. They then have preference to attack other non-magicians.
Reavers will ignore heroes more that 14 tiles away.
If missile attacked they will rush the attacker if the distance is
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