WINNING THE GAME ......................................................................................................................................7
GETTING STARTED .........................................................................................................................................8
SYSTEM SPECS.................................................................................................................................................. 8
STARTING THE GAME.....................................................................................................................................9
HOSTING A MULTI-PLAYER GAME.............................................................................................................9
JOINING A MULTI-PLAYER GAME............................................................................................................... 9
TRAINING BONUS...............................................................................................................................................9
CHARACTER INFO............................................................................................................................................. 11
SAVE CHARACTER............................................................................................................................................ 12
WINDOWS ........................................................................................................................................................ 12
CUSTOMIZE AND CUSTOMIZE SOME MORE ........................................................................................... 13
NO CHEAT BOOK NEEDED...........................................................................................................................13
CREATING A HERO.......................................................................................................................................15
CHOOSE A CLASS ............................................................................................................................................. 16
BASE HERO STATISTICS............................................................................................................................. 16
WEAPON USE AND LIMITS...........................................................................................................................17
MALE OR FEMALE............................................................................................................................................ 19
NAME .............................................................................................................................................................. 20
CHOOSE FACE .................................................................................................................................................. 21
PLAYER KILLING?.........................................................................................................................................22
MAIN SCREEN................................................................................................................................................. 23
REAVER SPECIAL ABILITIES ......................................................................................................................24
MAIN SCREEN EXPLAINED..........................................................................................................................24
SAVING THE GAME........................................................................................................................................ 25
WINDOWS ........................................................................................................................................................ 25
GAME INFORMATION SCREEN ........................................................................................................................... 27
HOT KEYS ........................................................................................................................................................28
REAVERS AND LOCKS ....................................................................................................................................... 30
MOVING BETWEEN MAPS................................................................................................................................. 30
MANA REGENERATION..................................................................................................................................... 31
BODY POINTS (BPS)......................................................................................................................................... 32
WILL ............................................................................................................................................................... 33
MANA REGENERATION..................................................................................................................................... 33
GETTING A QUEST............................................................................................................................................40
REVIEWING A QUEST........................................................................................................................................42
COMPLETING A QUEST...................................................................................................................................... 43
THE PACK ........................................................................................................................................................44
THE MAIN PACK............................................................................................................................................... 44
SPELL BOOK .................................................................................................................................................... 45
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
AREA EFFECT SPELLS.......................................................................................................................................49
POTIONS AND HERBS........................................................................................................................................ 49
MISSILE FIRE LINE OF SIGHT............................................................................................................................. 50
WORLD BUILDER........................................................................................................................................... 53
SERVER SCREEN ............................................................................................................................................53
4
THE OPTIONS SCREEN.................................................................................................................................. 54
WORLD INFO SCREEN...................................................................................................................................57
TEXT LIMITS..................................................................................................................................................... 61
MAP INFORMATION SCREEN......................................................................................................................67
THE MAP MAKER...........................................................................................................................................68
CREATING NEW MAPS..................................................................................................................................69
SAVING A MAP................................................................................................................................................ 71
SPECIAL LINK TYPES .................................................................................................................................... 76
MINIMUM AND MAXIMUM LEVELS.................................................................................................................... 76
FAMILY MEMBERS ........................................................................................................................................... 76
HERO CLASS .................................................................................................................................................... 76
FOUNTAINS AND WELLS ................................................................................................................................... 77
TRAP, FOUNTAIN, AND WELL SPELL LIST............................................................................................... 77
PLACING NPC’S ON THE MAP .....................................................................................................................86
FAMILY NAMES..............................................................................................................................................86
MULTI PLAYER FUNCTIONS ....................................................................................................................... 88
CONTROL CHARACTER SCREEN............................................................................................................... 88
MAP INFO SCREEN......................................................................................................................................... 90
EXCERPT FROM THE STORY OF TERRIS, CITY OF THE LAND.............................................................92
MONSTER AI NOTES......................................................................................................................................95
TAN ................................................................................................................................................................. 97
NON PLAYER CHARACTERS...................................................................................................................... 116
SPELL LIST .................................................................................................................................................... 134
DELOS WORLD MAP.................................................................................................................................... 137
6
Shattered Light
Manual Draft 2.2
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
7
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
8
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
9
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 volumeShows Character info including current hit
Music volumepoints, name, etc.
Shows Character info including current hit
10
points, name, etc.
Turns On/Off Peacemaker Indicator.
Peacemaker
Combat allowedNo 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.
11
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.
12
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
13
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.
14
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.
15
Choose a Class
STEP ONE
Choose a Hero Class by Clicking on the type of hero you wish to play. The choices are:
KnightBest Fighter Weakest Magic
PaladinGood Fighter Some Magic
ReaverOkay Fighter, Special Skills and Some Magic
MremGood Fighter Cat human hybrid, some magic More Skills to start and FAST
Earth MageWeak Fighter Strong, unlimited Earth Magic, more and best heals
Air MageWeak Fighter Strong, unlimited Air Magic, longer ranges
MentorOkay Fighter, Strong, unlimited Mental Attacks, lower cost for spells at a price
Fire MageWeak Fighter Strong, unlimited Fire Magic; attack spells do the most damage
BASE HERO STATISTICS
CLASSBPSTRDEXDEFACCCONC WILL MANA
KNIGHT15156615124
PALADIN12105511136
WoundWoundTerror
Force HealForce HealMind Bomb
FearFearRecall
18
RecallDart
1
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
19
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
20
Choose Face
Open Faces to choose fromFace
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
21
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.
5
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?
22
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
23
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.
24
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.
25
Clicking on the top right button of the control bar opens the Game information Screen.
26
Game Information Screen
brings up three additional screens.
27
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 Spellpreset 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.
CControl Bar
HHero Screen
BPack Screen
S Hero Stats Screen
MBack to Map Screen
XSpell Section Screen
Alt + F Go to Full Screen
28
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
EastcenterWest
SouthwestSoutheast
South
29
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 FamilyRiddle
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.
30
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.
31
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 itemsClick and drag item here to
Move an item to the packto 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.
32
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.
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
NOYES
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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 byTextTake Quest Object to this NPC for reward
Quest Item’s nameQuit QuestRetain QuestReward
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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.
QuestHero
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:
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 choicesAll inscribed spellsSpell 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 HERENames of Players on Server
(Private messages go to
Type your messages HEREthe player selected here)
Click to send your messageClear 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.
SettingsMax # players
Your ServerPassword if requiredSend 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 TimeMonster HealingMonster Move
Times
Mana Regeneration PeriodRunaway LevelMonster Multiplier
Hero Start SpeedPlayer Killing?
Start Location and Start MapMinimum Hero level Max Hero LevelMaps
Monster Treasure DistributionGame 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 ActivityClasses Allowed
Description of the SkillMinimum 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.
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 ChosenChosen Values
Choose NameItem Image
Modify What (up to 3 stats)AddDeleteLoad setSave
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 dialogueAdd 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 textanswer
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 MapLoad MapTile 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 HeightCreate 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.
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 mapConnects to a Link on what mapName 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:
PasswordClassRiddleMin or Max LevelFamily
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.
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.
AORidge Ogre
APMountain Ogre
AQGhoul Horror
ARShadow Ghoul
ASChaos Ghoul
ATLizcanth Ravager
AULizcanth Devourer
AVLizcanth Rex
AWGargoyle Lord
AXGargoyle Prince
AYGargoyle King
AZHorned Swegle
BAThorn Swegle
BCSpiney Swegle
BDEarth Elemental
BEEarthlord
BFOverlord
BG Whirlwind
Placing Treasure
BHCyclone
BICrackle Crackler
BJPop Crackler
BKStorm Crackler
BLVampire Mistress
BMVampire Enchantress
BNVampire Countess
BOStone Giant Lord
BPStone Giant King
BQLava Giant Lord
BRLava Giant King
BSCloud Giant Lord
BTCloud Giant King
BULich
BVLich Lord
BWRoyal Lich
BXImperial Lich
BZLaria
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
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
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”.
ABC DEFG HI JK
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
Aforce the hero to drop all items
BKill 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 mapList 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
100
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