Wayward Son
Fails to keep valuable team members alive
Hellohello is this thing on? Good. Give me a party guys, need four characters, concepts you'd like your character to be, etc.
The Manual said:BANDAGE: A very important skill, as healing services are scarce in Dilmun.
With greater skill, more health can be restored to an injured character.
CAVE LORE: Many of Dilmun's dangerous and exciting places are found
underground, and having this skill may yield important information at
appropriate moments.
CLIMB: Use this skill to climb over rocks, up into trees, and down to
certain doom. Some obstacles require high levels of skill to overcome.
FOREST LORE: Dilmun is largely a wild place, and this skill yields
knowledge of how to operate in a wooded environment. This skill is
important to the Druids, who inhabit the forest lands of Dilmun's
wilderness.
HIDING: If you can't kill something, and you can't outrun it, your
only hope is to hide. Note that once you're in combat, it's too late.
TRACKER: While your characters' mundane eating and sleeping concerns
are invisibly maintained by the game, you might find it useful to hunt
every now and then. Using this skill allows you to track various
creatures, be they men or beasts.
LOCKPICK: Valuable objects are usually locked within chests or behind
doors. Seeing as how Namtar robbed you of all your worldly goods, you'll
doubtless want to engage in a little first hand social reform by robbing
from the rich (everyone else) to give to the poor (yourself). Knowing
how to pick a lock is important to resolving your quest.
MAGIC SKILLS: The skills of LOW MAGIC, HIGH MAGIC, DRUID MAGIC, & SWORD
MAGIC are required to learn spells of a specific type. Furthermore, you
must have the LOW MAGIC skill before you can learn any of the others.
High levels of magic skill are useful, as they determine the maximum
number of power points you can invest when casting a spell - the higher
your applicable magic skill level, the greater the potential of your spells.
A higher level of magic skill also increases the chance your spells will
accurately hit their targets.
MOUNTAIN LORE: Fabulous treasures and fearsome beasts reside in Oceana's
mountainous climbs. Knowledge of the world's high mountain places might
save your life.
FISTFIGHTING: Adds to your ability to hit when using fists.
ARCANE LORE: Dilmun is a magical place, and it's important to know about the
world's magic, mysticism, and gods. A well-rounded sorcerer will combine
magical might with arcane lore.
BUREAUCRACY: To liberate Dilmun from Namtar's foul grip, you will need
to sway hearts and minds. To this end, skill in public speaking is
important, as represented by the BUREAUCRACY skill. You might also have
success using this skill on stubborn guards and petty officials.
SWIM: While it is generally not possible to swim between the islands of
Dilmun, this skill will help you should you find yourself unexpectedly
underwater. A character who can't swim could find himself in deep water.
TOWN LORE: You will visit many of the towns of Dilmun in the course of
your adventures - this skill will provide you with local legends and
history.
PICKPOCKET: Times are hard in Dilmun, but there may still be a few
unwary folk that you can practice this age-old skill on.
WEAPON SKILLS: You need not have the relevant skill to use a weapon, but
doing so will improve your performance with the weapon in question. Each
level of weapon skill adds 1 to your AV when you use that type of weapon.
Note that the effects of weapon skills are not shown on the display of your
AV, but rest assured the additional effects of your weapons skills are
invisibly maintained by the computer.
The Manual said:STRENGTH (STR): The most immediate effect of great strength is the
ability to cause additional damage to foes. Strength is also useful
for breaking things, lifting heavy objects, and opening stubborn pop bottles.
High strength is required to use certain weapons; strength in excess of
what a weapon requires provides additional damage. Inquiring at a weapons
shop will sometimes tell you the strength required to user certain weapons.
DEXTERITY (DEX): A high dexterity makes you light on your feet, improves
your chance of hitting the bad guys, and diminishes the chance of getting
nailed yourself. Dexterity also determines the order in which a character
acts in combat, starting with the highest dexterity and moving down to
the lowest. Consider designing some magic-users with low dexterity, so
they can cast healing spells at the end of a combat round.
INTELLIGENCE (INT): Ultimately, your characters are only as intelligent
as are you. This statistic measures a character's abstract intelligence;
it is important for learning spells and solving puzzles. Intelligence
also affects your chance of successfully hitting an opponent with a spell.
SPIRIT (SPR): On Oceana, the mundane realm is just one part of life.
Spirit reflects the strength of a person's soul, and is important for
casting spells and resisting evil spirits. Spirit also determines the
number of power points retained by magic-users.
POWER (POW): Power is derived from spirit, and represents spell points
used for energizing magic spells. Once spent on a spell, power points
do not naturally regenerate...you will need to use a Dragonstone or
find some other means of regenerating Power. For this reason, power
points should be used with discretion. Power is twice your Spirit.
HEALTH: Health is terrifically important for when health is reduced to
zero, the character dies. Health can be restored only by certain spells,
retaining the services of a healer, or through use of the Bandage skill.
Death is usually permanent on Oceana, but legend holds that somewhere in
the depths of the Magan Underworld can be found the Well of Souls, within
which resurrection is possible.
STUN: Stun is derived from health, and represents the ability to resist
damage before a character falls unconscious at a stun value of zero.
Characters generally run out of stun before they run out of health. Stun
fully regenerates following every melee - you'll find yourself taking a
lot of stun damage in the game, but it isn't really serious unless the
whole party gets stunned all at once.
SEX: Male, female, sometimes, or never.
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