PLAYERS HANDBOOK for LEGENDS 5.0 Documentation and program written by Jeffrey D. Hoffman Copyright (c) 1992, 1993, 1994. All Rights Reserved. Forward Part I: A message from the creator Welcome, brave adventurer. Welcome to the fantasy world of LEGENDS. Within our world you will encounter strange and mystical things that can be found only in the darkest regions of your own imagination. This handbook was written to be your guide to getting started in this fantastic new world. It has been fully updated for the new LEGENDS 5.0 environment, so even experienced players will want to read this documentation. Within these pages lie examples, ideas, and clues to help you get started, discover more about your realm, and make your realm more fun for both you and your fellow players. Each chapter is filled with detailed, entertaining information written by the person who knows LEGENDS best - its creator. I would like to take a moment and offer some thanks to you, as a player. Thank you for making LEGENDS the most popular role-playing system for TBBS in the world. After only a few moments within the new version, you will discover that most of the comments and ideas you have offered have been implemented. If you are an experienced player and decide to skim through this manual, make sure you spend a little time reading the next part of the forward, which includes information about what's new, from a player's perspective. Thanks again, and good luck. (Imagine my signature here.) Jeffrey D. Hoffman, creator of LEGENDS (also known as: SlashStormBringer, GeoffreyPhoenix, and LithiumGodSlayer, fellow characters.) Final note Before we begin, I would like to make a note about genders. To avoid confusion, I will universally refer to a player as a He despite the fact that characters can be portrayed as either a male or a female. Chapter I: Generating your character Part I: Your character's attributes Within the fantasy world of LEGENDS, you will portray a character of your own creation, with his own attributes, name, race, and occupation. Every character you create will be different, possessing different abilities and weaknesses. One character may be extremely powerful with magic but may not be able to take a lot of damage, verses a character that is physically strong, but slow on the battlegrounds. Your character's skills are based on six attributes: Strength, dexterity, constitution, intelligence, wisdom, and charisma. A description of each attribute and a brief explanation of how they affect your character is provided below. All scores are randomly generated, ranging from three to eighteen. A value of three is the worst possible score. Later, when you have selected a race, you will notice that your attributes are altered. Each race affects your attributes in different ways. (See the section on races below.) Strength (STR), the prime requisite of any fighter, measures your character's overall strength, endurance, and stamina. This score directly affects how well your character strikes an opponent during battle, and how much damage will be inflicted with that successful hit. This attribute also defines the maximum amount of weight your character can carry at any given moment. Dexterity (DEX) defines how agile your character is, and also affects your character's hand-eye coordination, reaction speed, and balance. Being quick on the battlefield is important, because you will be able to avoid damaging attacks from your opponents. Constitution (CON) encompasses your character's physique, fitness, and physical resistance to hardship. Having a high constitution will cause your character to withstand more damage as your experience level increases. In addition, a high constitution increases your chances of surviving a resurrection. Intelligence (INT) is your character's reasoning and memory skills. This score is a prime requisite for any character that would like to use magic. A character of high intellect will be able to control more magical forces over a longer period of time than one with a low intelligence. Wisdom (WIS) describes your character's enlightenment, judgment, and willpower. This ability plays an important part in resisting evil forces, controlling magical powers, and having life stolen from your character. Charisma (CHA) determines how physically attractive your character is. Although the average fighter doesn't really care how well groomed he is, shopkeepers tend to be more friendly to respectable-looking characters, and will be more easily persuaded to lower prices during a daily barter. It is also important to realize that an extremely low score for any of these attributes will work against your character. However, certain attributes have less purpose for certain occupations. For example, a fighter will do well even if he has an intelligence of three, whereas a sorcerer with high intelligence and wisdom does not require an eighteen in strength to survive. Part II: Selecting your character's name I can't tell you what to name your character. However, I can offer you one important guideline that you should keep in mind while selecting a name for your character. Select a name that is worth believing in. No one, especially other players, will respect a dwarf fighter named KillMe. Select a name that you can build on, one that you can believe in. Remember, this is a role-playing game and during medieval times, many people were known only by their names. A name can inspire hope, respect, or fear, if it is selected carefully. Part III: Selecting a race that fits your character When generating a new character, it is important to realize that race and occupation selection are as important as your attributes. As I mentioned before, the race you select will increase and decrease your attributes. There are six different races in the known realm: Dwarf, elf, gnome, half-elf, halfling, and human. Each race possesses different fighting, magical, and bartering skills. The race you select should influence how you role-play your character, so I have included detailed descriptions of each race (see below) to help you better understand what that race is like. Pay particular attention to the strengths and weaknesses of each race. If you select a race that has poor magical abilities, but want to play a magic user, you have made a bad decision, and your character will not last long in the realms. Dwarves are short, stocky creatures that are easily identified by their height and shape. They have dark eyes, dark hair, little sense of humor, but enjoy beer, ale, mead, and even stronger drink. They have a particular interest in precious metals, especially gold. They are ill-disposed toward magic, and tend to have little talent with it. In contrast, they make excellent fighters, warcrafters, and engineers. Elves tend to be somewhat shorter and slimmer than normal humans. Their features are delicately chiseled into each individual, and they speak with great emphasis on the melody in their voices. Despite their fragile appearance, they are quick and strong by birth. They enjoy dancing, frolicking, and romance. Elves have great respect for things of beauty. They do not make friends easily, but a friend (or enemy) is never forgotten. Elves have the strongest ties to magic within the realm. Gnomes are kin to dwarves, and for the most part are noticeably smaller. They have dark tan or brown skin, and pride themselves on their less rotund appearance from their distant cousins. They have a sense of silliness and have a great fondness for practical jokes. They prefer to live in places of rolling hills or well-wooded areas. Half-Elves are the most common mixed race in the realm. They have ancestors of both human and elven. They mingle freely with either race and contain a mixture of attributes from either race, including natural strength and the ability to dabble in magic. They are generally slim, and they enjoy working with their hands. Halflings are short, generally plump individuals that remind many of small humans. This race is both sturdy and industrious, generally peaceful and quiet. They enjoy homespun tales of adventure, good living, and rough humor. They are exceptionally talkative when in the company of good companions. They also have a natural ability to magic, and enjoy toying with it on many occasions. Humans need no definition because they are the easiest character to role-play, since after all, you are one. One quick note, however, is that in this realm, they do have the ability to work with magic, and over the years, they have become very proficient in its use. Chart I.I: Adjustments Race Str Dex Con Int Wis Cha --------------------------------------------- Dwarf +3 +1 +2 0 0 -1 Elf +1 +1 0 +2 0 1 Gnome +2 +2 +2 0 0 -2 Half-Elf +1 +1 0 +2 0 -1 Halfling +2 +1 0 +2 +1 0 Human +2 +1 +1 +1 0 0 Part IV: Selecting an occupation Basing your character's occupation on his attributes is a wise decision. LEGENDS has no restrictions on what race can do what occupation, so it rests on your shoulders to use good judgment. A bad combination of attributes, race, and occupation will lead to a short life on the battlefield. On the other hand, a wise mixture of those three elements can lead to a life of adventure, fame, and respect. Each occupation is different, offering a variety of skills and abilities that another occupation may lack. The following section explains, in detail, what types of tasks each form of employment will offer the player who selects it. Assassins are common in the realms, despite that this occupation is quite illegal by order of the King. They tend to be polite, respectful fighters, usually well-dressed in a tunic or light suit of chain mail armor. They uphold a dignified manner and in public rely on their ears more than their mouths. Once hired, however, their true personality shines through. An assassin will move in the shadows, wielding throwing knives, crossbows, and daggers. They enjoy stalking their prey, but are respectful enough to make kills quick and as painless as possible, unless otherwise stated by the person paying. An assassin will never kill without reason, and it is an unwritten rule that they will always receive payment for a job. A wise individual will never cross an assassin, especially over money. Avengers tend to be more heroic than they should be. An avenger tends to be similar to a dark crusader who will practice for many years to perfect his skills in the crossbow, sword, and polearm. In addition, an avenger has limited skills in the way of magic casting. This combination tends to mix and cause them to take risks many normal fighters may not take. They make good companions in the darkest dungeon and will not hesitate to tell tales of their adventures over a mug of fine ale. Clerics are individuals who have a great respect for nature, and all of her wondrous creations. In return for that respect, nature offers her own respect to a cleric, by granting the ability for clerical magic to control natural forces like wind, rain, and lightning. In addition, clerics are kind, gentle, and polite, and for this reason, their magical skills can also heal wounds and restore life to those who have been killed. They are fierce fighters and rely heavily on religion, which tends to discourage bladed weapons and encourage maces, flails, and staffs. Fighters can be seen anywhere you go within the realm. They are reformed, respected warriors who understand what death means. They will not kill senselessly, but they will fight for a cause, and if that means slaying something or someone along the way, they will not hesitate. They have no magical skills, but through their experience, unlike a warrior, they have a growing respect for those who use magic. They work well with any bladed weapon, although swords are the weapon of choice for this occupation. Jesters, despite their title, are a worthy class capable of many things. Jesters were not always looked upon with high esteem, but have evolved from a form of entertainment into a powerful individual. Tales tell of a tyrannical, evil king who once ruled the realms across the sea. The king was known throughout the world for his fierce temper as well as his pleasure in inflicting torture and murder. The tale also tells of how, on one fateful day, the king underestimated his own jester, who rose up, and with his magical ability, destroyed the king. Suddenly, people realized that the magic a jester uses to breath a blast of fire, or stir up a wind for his act, could be used in a combat situation. In addition, their training made them flexible, and capable of great feats of strength and dexterity. Knights are a royal order of individuals who serve the public under the rule of their respected king. They live a life of honor and respect, and will not hesitate to charge into a deadly situation if they know that others will be saved by their own sacrifice. A knight will extend great respect to those around him, and will give his own life to save the king. He will save women in distress, and accept only a smile in return for his risks. Knights avoid bad language and will rarely engage in drinking anything more powerful than ale, unless invited by the king on a special occasion. Rangers are the guardians of the forests and fields. They are wanderers, and make good company in adventuring parties due to their knowledge of nature. They befriend nature at all times, and will stop at nothing to protect her creations. They prefer light armor to heavy plate mail because it is needless for them when they are in a forest. They can vanish into the brush with silence and stalk through the foliage, trailing an opponent for days on end without being discovered. They tend to wield short swords, bows, and staffs, and also have the slight ability to use magic. Due to their closeness with nature, a ranger's magic tends to be similar to a cleric's abilities. Scouts are proud, strong, intelligent, and creative. They live a life of danger, exploring their surroundings as much as possible. Scouts tend to dislike buildings, as they are too confining. Their lighthearted spirit makes them a good traveling companion, and their lust for danger and adventure makes them serious party members. They are the first to take dangerous risks - whether it is leaping from a cliffside to crossing a river of rapids. Their abilities with a crossbow are unparalleled, and their deadly accuracy with a short sword stands in close second. Gifted with magic, a scout has the ability to cast a variety of low level, but powerful spells. Sorcerers are respected, extremely powerful, mysterious, and intriguing. Master of spellcraft, their spells are destructive, deadly, and accurate. Although most sorcerers are excellent with a quarterstaff, they tend to fall back in combat and launch their deadly attacks from behind those with melee weapons. Creativity is a natural ability of sorcerers, given their wide range of magical abilities, although they have yet to master any sort of healing spell. Sorcerers are fighters at heart, and although they refrain from swords, they will also use halberds, bardiches, and other polearms. Sorcerers and clerics may resent one another at times, usually over drinks, but during the heat of battle they both respect each other's abilities a great deal. Thieves know the unknown, open the unopenable, and steal the unstealable. They are stealthy, dark characters who can be one of two types: respectful or disrespectful. Driven by a natural craving for large amounts of money, the disrespectful thief is hated, feared, and lives a life of rebellion. They hide out in dark places, wear dark clothes, and make elaborate plans to steal other important things. Disrespectful thieves often backstab their own party members in order to gain personal fortune. On the other hand, respectful thieves work well in adventuring parties, because their aim is to steal things from the hands of evil to be used for good. They are appreciative of a party that permits them to join. All thieves are good adventurers for their abilities to get into places normal adventurers can not fathom. Warriors are rough, direct adventurers who stop at nothing to beat the living daylights out of someone or something that stands in their way. Often smelling of beer and ale, they can be found at the taverns by night, bragging and sharing stories that make knights laugh, women wonder, and give children nightmares. They kill for sport, slowly refining their skills and will one day advance to the status of a fighter. They make fun of knights because they feel that the knight is always taking orders. Warriors follow their instincts and usually refuse to follow orders. Chapter II: Getting started -- A tutorial for new players Once you have created your character, you will find yourself outside the castle of Lord Paramount. Before going to speak with the king, you will want to move south and get familiar with the layout of the towne. There is one important place you need to find, and that is the healers. It is located just north of the southern towne gates. It is always handy to return to the healers and get yourself healed in a time of need. After exploring the towne, return to "Thundrax Foundry" and type PURCHASE. You will see a list of what armor the shopkeeper, Halgen Wingstaff, has to sell you. Select a suit of armor that has the highest value, but costs something you can afford and still have some gold left for a weapon. Your character's armor class, which changes as you ready and remove armor, determines how much an opponent will actually hit and inflict damage upon your character. The lower your armor class, the less you will get hit by low level monsters. As you explore the realms, you will find that there are many powerful monsters that are difficult to defeat, and having ample armor - such as plate mail, shields, boots, helmets, and gauntlets - helps you survive. Make sure that you do not accept Halgen's original asking price, unless he says that it is his final offer. His final offer is the lowest that he will go on that item. Take that price, whenever it comes up. Once you have purchased some armor, you need to actually put it on. Your armor does you no good if you are not wearing it. Use the READY command to ready the armor. Refer to the armor by name. As an example, if GeoffreyPhoenix walked into the armor store and purchased a suit of chain mail armor, he would type: Command: ready chain mail armor Using the STATUS command, he would then see that he is wearing chain mail armor on his body. Leave the foundry and journey to the northeastern edge of towne where you will find "Dvorak's Place of Pointy Objects." Famous throughout the realm for having the best in swords and polearms, Dvorak forges powerful weapons. Once again, type PURCHASE to buy a weapon. Select a weapon that fits your character. Each weapon has different abilities, but there are several that are the best to use, based on lots of experience. If you are a cleric, purchase a mace or flail. If you are a sorcerer, purchase a quarterstaff. Short swords make good weapons to start out with for all other classes. Make sure, however, that you have about fifteen gold coins left over after the sale. Don't worry if that leaves you with only a dagger as a buying option. The weapon isn't the most important aspect of survival. Ready your newly purchased weapon and then head to the "Adventurers Guild" and get a couple of torches. You'll need light because being stranded within a dark dungeon without a torch is a pretty bad situation if you don't have a map. Buy the lights using the PURCHASE command again, but don't ready them. Use torches only when you can't see and then when you are outside of the dungeon again, REMOVE the torches. This will extinguish the torch and save it for later. Speaking of a map, now is a real good time to begin improving your mapping skills. The key to surviving the first couple of levels is having a map and knowing how to get back out of whatever you get yourself into. Right about now you should be out of money, or at least have a very small amount left. DEPOSIT it in the bank, which is directly across from the "Adventurers Guild." After you have done so, leave the bank and go see Lord Paramount. Inside his throne room, you will find him sitting on the throne. This powerful leader is the reason that all the adventurers have gathered in the realm. He knows what quest you have to solve, so your first bit of information that you need can be received by typing ASKABOUT QUEST. He'll then give you an elaborate story of what you'll need to do in order to begin the quest. His tale will send you in search of BranwenLlyr's Tower, which is located on one of the peaks of StormGatherer. StormGatherer mountain is about a day's travel to the east from the towne. Leave the towne through the eastern gates. Follow the fields and foothills to the base of the mountain. If you ascend the mountain pathway you will eventually find yourself at the mouth of a dark cavern. This dark cavern extends briefly into the mountain and opens into a stairway leading down. Descend the stairway and you will pass a sign that tells you that you are in the Dungeon Nightmare. This is the place that you will have to improve your fighting skills. Before engaging in some heavy combat, use the STATUSBAR command to bring up a listing on your current hitpoints and spellpoints (if any) that displays to the left of the command prompt. You might, for example see this: (8 hp, 7 sp) Command: The STATUSBAR is useful for keeping an eye on your current status, without having to constantly type STATUS. Make sure you keep your hitpoints above zero. Otherwise, you'll be killed. Use the ATTACK command to attack any monsters that you come across. If the monster was carrying any gold or items when you killed it, you will see them drop to the ground. Use the TAKE command to snatch anything that was dropped. Stay on the first level until you have advanced at least one level. Don't be afraid to run from combat. Monsters on the first level don't follow as much as the lower level monsters do. By the time you advance, you should have a pretty nice sized purse. Follow your map back out - you did make a map, right? - and return to towne. Back in towne, do not go directly to the weapon shop. Go instead to the Magic shop. Lithium ShadowStorm will be there waiting. PURCHASE a scroll of recall, or a couple if you can afford them, and also get a couple of scrolls of healing. The potions are expensive, but will give you more charges, so if you can get one of those, buy it instead of the scroll of healing. Any money left over can be used to get a shield, boots, or helmet. The scroll of recall which you purchased is an invaluable tool for dungeon exploring. If you use the scroll of recall on yourself, you will suddenly be teleported back to the Healers. The scroll (potion) of healing is also used on yourself and it heals your character, which can be a welcome task during the heat of battle. Return to the Dungeon Nightmare as many times as you like. It is a good place to improve your skills, get some gold, and it is an important part of the quest. Once you are satisfied with your abilities, then the real quest begins. One last piece of information. When you are done for the day, it is a good idea to go back to the Inn and type ASKABOUT ROOM. This will get you a room for the night. The room costs vary depending on what equipment you are carrying and how powerful you are. After a while, you will not need to stay there any longer, but as a beginner it is important. When you enter LEGENDS next, your character will check out of your room. When you check out, your hit points and spell points (if you have some) will be restored to maximum. Good luck! Chapter III: Solving Quests Part I: Moving through the realm. Movement is accomplished by way of several simple commands. In order to move out of a room, type in the direction you would like to go. You can select one of six directions: north, south, east, west, up, and down. For a shortcut, you can simply type the first letter of the direction you want to go and press return. Every room will have different passages and exits from which you can choose. Along the way you are bound to run into doors. Doors come in every shape and size, made from all sorts of materials. When you encounter a door, there are several possibilities for the status of the door: open, closed, locked, or hidden. Open doors can either be passed through by moving out of the room in the direction that the door stands in, or they can be closed using the CLOSE command. As an example, if there is a wooden door in the north wall and you want to close it, you would type CLOSE WOODEN DOOR. LEGENDS would then close the door. Closed doors must be opened before you can pass through them, obviously. Using the OPEN command, you can open a door, and then pass through it in the direction that it lies. As an example, the wooden door mentioned above is closed, and now you can open it by entering OPEN WOODEN DOOR. In addition, some doors have locks, and it is possible to lock a door, provided you have the key for it. Using the LOCK command, you could lock the above wooden door by typing LOCK WOODEN DOOR. In order to open a locked door, you must find the key for it. Using the key, you can UNLOCK the door. Using our wooden door example, UNLOCK WOODEN DOOR would unlock the door. Hidden doors are actually secret passages that can be opened only by performing certain actions. Some times it is as simple as pulling on a torch in the room and a doorway slides open. Other times, you may have to solve a puzzle or speak a magical word that will cause a section of wall to open. Part II: Communication Communication is one of the most important aspects of role-playing. Through conversations you can outfit your character, chat with other characters, or gain important information. LEGENDS 5.0 offers a variety of new commands for communication between other players and non-playing characters, so new and experienced players alike should review this section. Communication between two players is now very simple. By using the double quote (") command, your character will say a message to anyone who is currently in the room with you. For example, GeoffreyPhoenix, a level thirty elven scout just entered the tavern and notices LithiumGodSlayer, a level twenty-eight knight. GeoffreyPhoenix can type: Command: "Greetings, my friend! How are you today? And LithiumGodSlayer would see: GeoffreyPhoenix asks, "Greetings, my friend! How are you today?" There are several important things to notice here. First LEGENDS automatically adds the closing quotation marks at the end of your message. Secondly, this double quote command automatically interprets how your character should say something, based on the last punctuation mark. You notice that when GeoffreyPhoenix ended his sentence with a question mark (?) LEGENDS automatically assumes that he was asking a question. In addition to the question mark, LEGENDS also interprets a period (.) or no punctuation at all as your character simply saying something. An exclamation point (!) is displayed as your character exclaiming something to another. Finally, swapping a single quote (') for the double quote command instructs LEGENDS that your character will be mentioning something. Chart II.I shows all the possibilities. Chart II.I: Examples of the double (") and single (') quote commands. Geoffrey types: Lithium sees: ----------------------------------- "Greetings. GeoffreyPhoenix says, "Greetings." "Incredible! GeoffreyPhoenix exclaims, "Incredible!" "What? GeoffreyPhoenix asks, "What?" 'I heard that. GeoffreyPhoenix mentions, "I heard that." Older versions of LEGENDS used commands such as SAY and ASK, which are still usable in the LEGENDS 5.0 environment. When you use those commands, LEGENDS will automatically display your message based on which command you use. These commands do not require any quotation marks (") because LEGENDS will automatically add those also. Chart II.II shows all the possibilities using the other person-to-person communication commands. Chart II.II: Examples of the communication commands. Geoffrey types: Lithium sees: ---------------------------------- say Greetings. GeoffreyPhoenix says, "Greetings." state Excellent. GeoffreyPhoenix states, "Excellent." ask What? GeoffreyPhoenix asks, "What?" mention I heard. GeoffreyPhoenix mentions, "I heard." grumble Jerk. GeoffreyPhoenix grumbles, "Jerk." mumble I'm tired. GeoffreyPhoenix mumbles, "I'm tired." In addition to saying messages, there will come a time when a motion is required to make a point. LEGENDS offers a single command that will allow your character to perform any action that is required by any scene. The DO command is designed to help you role-play your character better. For example, lets say that GeoffreyPhoenix and LithiumGodSlayer are in the tavern, and after a little while, Urk, a level seventeen warrior, enters the room, orders a beer, and drinks it quickly. Urk, who always enjoys making a spectacle of himself in front of a knight, would like to let out a roaring burp. There is no BURP command in LEGENDS, so Urk conveniently uses the DO command to relieve his stomach: Command: do lets out a roaring belch. Lithium and Geoffrey will then see: Urk lets out a roaring belch. Very quickly, you will find that there are instances where you need to get a message out to everyone who is on-line at the moment. This scenario could be anything from a warning, a call for help, or an announcement. Long distance communication is accomplished by two commands, either the YELL or the SCREAM command. Both produce the same results, a message broadcast to every player from a distant voice. As an example, we'll move to later in the day when GeoffreyPhoenix is alone, adventuring in a new forest. He unknowingly stumbles into a pit trap and has no way of freeing himself. Quickly, he types: Command: yell Lithium! I've fallen and I can't get out! Both LithiumGodSlayer and Urk, who are both on-line at the moment, will see: A distant voice yells, "Lithium! I've fallen and I can't get out!" Notice again that LEGENDS automatically adds the quotation marks (") to your sentence that you yell, so adding them is not necessary. As I mentioned above, LEGENDS 5.0 offers a new way to get information out of NPCs in the game. NPCs, or non-playing characters, are individuals who are not controlled by another user. They include all the monsters, the townes folk, the merchants, healers, and other characters that are controlled by the computer. As a player, you are no longer restricted to only the bartering with these NPCs. The new command with which you will want to become familiar is the ASKABOUT command. This command allows you to ask any NPC in the room about a specific topic. If any of the NPCs have any knowledge of that topic, they will speak up - otherwise you will not get a response. For example, GeoffreyPhoenix, while on a quest, discovers that Dvorak Thorbane, the towne weaponsmith, has knowledge of a mystical weapon known as the Rift Dagger. Returning to the towne, he enters Dvorak's shoppe and then types: Command: askabout rift dagger Since Dvorak knows of the dagger, he will then speak up and tell Geoffrey everything he knows. It is important to listen carefully to what an NPC says because there are times that certain words that the NPC says will lead to another topic that is important in completing a quest. As an example, Dvorak has a lot to say about the dagger, and when he explains that the dagger was forged in a dungeon called Hell's Hole -- a place GeoffreyPhoenix has never been -- Geoffrey quickly types: Command: askabout Hell's hole Dvorak responds by explaining the location of the dungeon, and then talks Geoffrey's ear off about the days when Dvorak was a young adventurer. Geoffrey leaves his store quickly afterwards. In addition to the ASKABOUT command, LEGENDS 5.0 accepts all the transaction commands: purchase, sell, withdraw, deposit, and heal. Depending on the building you are in, and the NPC you are talking to, you will get different results. Keep in mind however, any interaction with an NPC may result in bartering, purchasing a room in the inn, or getting yourself healed. As an example, if you enter the Copper Cup, which is the towne tavern and inn, you will find a wooden sign on the wall there which explains how you can go about getting a room for the evening. Check it out early in the game. In order to outfit your character, it is important that you use the PURCHASE command. If the NPC owns a store, or has things to sell, the NPC will usually react to this command and show you his or her fine wares for sale. Don't forget that the first price the storekeeper offers may not always be the lowest that he will go. Be sure to argue with the storekeeper for better pricing. In the event that you want to sell an item back to a storekeeper, all you need do is walk into the store where you bought it at and type SELL. You will have to argue for a better price on the item you are selling, I am sure, so go in ready to argue. LEGENDS also has a banking system that allows you to deposit your hard-earned gold for safekeeping, and then also withdraw it later when the time comes to buy that important item you've been saving for. The DEPOSIT command and the WITHDRAW command permit access to your account when you are in one of the banks in LEGENDS. All banks in the realm are under the control of the king, so all have the same account information for you. Finally, no towne is complete without a healers - the place you can go to rest up and get your wounds treated by the magical touch of a cleric, provided one is not traveling in your adventure party. The HEAL command, used in the towne healers, will let the NPC know that you are in need of healing. Part III: Combat Upon further exploration of the realm, you will discover large amounts of evil creations lurking in the dark corners of the dungeons in the realm. Combat is an essential part of solving quests because if you don't stop the monsters as they come at you, they'll bring a short end to your adventuring career. Combat is quick and easy using the ATTACK command. For example, LithiumGodSlayer, having helped GeoffreyPhoenix from the pit trap, is now wandering through the Dungeon Nightmare. Several levels down, he comes across a large ogre with a key strapped around its neck. Using his great intelligence, Lithium decides that the ugly beast is not going to give up the key easily. Drawing his battle axe from his belt, he screams a battle cry and types: Command: attack ogre Using his currently wielded battle axe, Lithium will then engage in combat, giving and receiving damage. Part way through the battle, Lithium receives a critical hit meaning a vital part of his body was struck and thus the damage done by the ogre is twice as deadly. Screaming in pain, Lithium decides to retreat in order to drink a healing potion. (See Part IV on magic) Whenever leaving a room during a battle, you run the risk that a monster will decide to follow you out. Lady Luck is with Lithium and the ogre remains in the room. Having healed himself with the potion, Lithium decides that he would rather use his special halberd during battle because, although it doesn't do as much damage as the battle axe, it hits better. Readying the halberd, he dives back into the room and quickly finishes the battle. After the battle, the ogre dies, and anything that the monster was carrying is dropped. As a result, Lithium sees the small key on the leather strap and also a small pile of gold fall to the floor where the ogre used to be. Lithium types: Command: take all Collecting everything, Lithium puts the key around his neck, checks his purse, and then adventures further into the dungeon. LEGENDS 5.0 has something new that will surprise even experienced players. Through your exploration, you will discover new monsters that can cast spells. Some opponents, such as evil sorcerers, can cast a variety of spells. Beware, however, that the more powerful the monster, the more powerful the damage taken from the spell. Also, LEGENDS 5.0 creatures can also be immune to different forms of attack. Some monsters will have to be killed by spells while others are immune to certain spells and thus you must discover other ways to kill the monster. For example, during their exploration of the peaks of StormGatherer, Lithium and Geoffrey came across a dark cave. After first igniting their torches, the moved inside. Lithium moved ahead and discovered the lair of a ancient, gray dragon. To his relief, the dragon was asleep. Geoffrey entered the chamber, and explored the northern section, where he discovered piles of gold coins and treasures. Lithium tip-toed over to where Geoffrey was and as quietly as he could, took a beautiful, emerald crown to take to his king. However, just as the crown was lifted from the pile, he heard a massive snort from behind him. Turning, Geoffrey and Lithium were faced with a wide-awake, ancient gray dragon. Smiling, Lithium dropped the crown, but the dragon simply roared and a blast of fire engulfed both of them. Geoffrey quickly dove behind a rock and cast a flaming arrow spell at the dragon. Although the spell was cast successfully, it struck the dragon and burned for a brief instant. The dragon didn't even flinch. Geoffrey made a mental note that, if they got out of this alive, he wouldn't waste a fire-type spell against a dragon. Part IV: Magic (Over view) LEGENDS offers magic to certain races and occupations. It is important that if you have a wide of selection spells, you should learn several different kinds. For example, if you have a couple of healing spells, learn those in addition to your damaging spells. As mentioned above, certain kinds of spells may not affect every kind of monster in the realm. Magical spells must be learned before you can cast them. Every magic-using character can learn a new spell from their spell book every time they advance an experience level. Once you have learned a spell, you will always know it unless you lose your magical abilities (which has been rumored to happen while battling angry gods). A majority of the spells that you cast will require a target on which to cast the spell, such as the flaming arrow spell. Other spells will either affect the person casting it, such as a light spell. Finally, some spells affect anyone who is currently in the room with you if they have an alignment different from your own. For example, we catch up Lithium and Geoffrey as they come sprinting out of the dark cave on top of StormGatherer. Lithium, still smoking slightly, is in desperate need of healing. Geoffrey whips out his spell book and types: Command: cast gift of healing at LithiumGodSlayer Lithium would then be healed. On the same note, Geoffrey can heal himself by typing: Command: cast gift of healing at GeoffreyPhoenix During another time of combat, Geoffrey and Lithium were caught face to face with a group of hungry trolls. The two of them were up against eight trolls. Geoffrey cast a wind of flames spell (a spell he learned by questing with a sorcerer for three years) by typing: Command: cast wind of flames The look on Lithium's face was classic. As Lithium's jaw struck the floor, the eight trolls quickly burned up beneath the flaming wind that filled the room. Lithium and Geoffrey were, amazingly enough, untouched. Part V: Magical items As you continue adventuring there will come a time when you discover a magical item, or an object with magical capabilities. Some objects will teach you a spell, if you examine them. Other objects will not cast their spell until you ready it. There are some other surprises in LEGENDS 5.0 that can be discovered only by exploration. Also note, you do not have to be a magic user in order to access the power of a magical item. However, if you do stumble across a magical item, such as a wand, and would like to use the wand on someone - either a monster or another character - you can type this: Command: use wand of lightning on beholder This command would tell your character to whip out the wand that you are carrying and then point it at the beholder. The resulting burst of lightning did some nice damage to the beholder, but it also wore out the item, and the wielder was, as a result, killed only moments after. (It is a good idea to keep track of how many charges are left on a magical item.) In addition to wands, LEGENDS 5.0 also has potions. There are two known kinds of potions - one to heal you, the other to restore spell points. Both are available at the local magic shop. To use a potion that you have in your inventory, just type: Command: drink potion of healing Part VI: Questing and solving puzzles LEGENDS 5.0 has some powerful new features that allows players to have more freedom in solving puzzles. You are encouraged to search every room you come across because searching is a good way to discover secret passages. In other situations, you may be required to find and deliver an item to an NPC before they will give you certain information that may be a clue for another aspect of the puzzle you are trying to solve. In addition, there may be times that you have to find an item and use it in a special place in order to further your way to the solution. Along the way, you may also discover a variety of traps, from simple tripwires to flying darts. It is important to examine your surroundings carefully. One final note on quests: Provided that your character doesn't have an intelligence of three, you should be able to solve puzzles logically. There may be times where you need to jump across a stream instead of swimming through it. Different actions will lead to different scenarios. Sometimes you may have to try commands that LEGENDS may not understand in other places. Commands have different relevance in different rooms. Part VII: Party adventuring Adventuring in groups is extremely important while exploring and adventuring in the realm. As mentioned above, you will encounter many things that may require more than one individual of different classes to solve a quest. For example, during LithiumGodSlayer's exploration of an abandoned mine shaft, he came across a vaporous and sinister specter. Realizing that the mine shaft was haunted and that he had not brought any magical items with him, he was extremely glad to remember that GeoffreyPhoenix was right behind him. Swinging his halberd, he knew, would be useless against a vaporous ghost, and he would need Geoffrey's spells to bail him out of this situation. In return, Lithium's help would be required during another quest, in which the duo was faced with a rock golem that, in addition to being extremely upset over them stealing its most prized possession, was immune to all forms of magic. The combat was short, and noticeably in their favor, as Lithium made quick work of the golem using his halberd. Chapter IV: A delve into the magics of the realm Magic and the ability to control the elements of earth, water, air, and fire have long since been an attribute of many races and occupations. Over the years, experience has taught many individuals that magic is not something to take lightly. Although most fighters and warriors are leery of the power behind magic, they will eventually come to respect those who use it. Magic users often have a very rough beginning in LEGENDS because, based on their abilities, they are weak with a melee weapon and their skills with magic are fresh and untrained. Often, new magic users will team up with a more experienced magic user for training and guidance. It is not unheard of for a magic user to team up with a character that works well with weapons. A magic user must learn to respect their power, and also accept that their abilities will peak in their future. After years of training, a magic user will experience periods of change. The spells that they first learned become extremely powerful, and the higher level spells they have created will stay with them, and be used only on special occasions. Part I: Learning a new spell As an apprentice magic user, you will find that your character constantly carries a leather-bound spell book. The book is magically kept with you, and you shall never be parted with it - provided that you do not lose your magical abilities. (This has been known to happen when battling Gods and other mythological creatures.) When you first begin, your spell book will be empty. As your experience level rises, it will slowly begin to accumulate spells, as you learn more about your abilities. At any point you can review the contents of your spell book by typing EXAMINE SPELL BOOK. As a magic user, you are capable of learning a new spell the first time you enter the realm, and then an additional spell every time you advance an experience level. The pen that you use to write the spells is indelible and no manner of physical damage to your spell book will remove your writing. Use the LEARN command to add a spell to your leather-bound book. You will be presented with a list of all the spells your class has available to it, and then you can select one. There are three requirements to casting a spell. First, you must have the spell that you wish to cast written in your spell book. Secondly, you must have enough spell points to cast the spell. Third, if the spell requires a target, that target must be in the room with you. If those three conditions are met, your spell will be cast successfully. Part II: SlashStormBringer's Guide to Magic Every magic-using occupation in LEGENDS has a set of different spells. Over the years, SlashStormBringer, a level fifty-three cleric, with the help of GeoffreyPhoenix has researched all of the known magics. The following spell descriptions were taken from the pages of his guide to the magical powers of the realm. The actual volume resides within the library of his castle. Slash was very thorough in his research, including how many spell points are required for each spell, definitions of the forces summoned by the spell, and whether or not the spell increases power as the caster increases experience levels. A spell will increase power if it does "damage per experience level." This means that whatever damage the spell causes is multiplied by the level of the caster. For example, if Slash cast a spell that inflicted 1d10 damage, and a ten was rolled, it would be multiplied by his experience level (53) resulting in 530 points of damage to his opponent. Part II.I: Sorcerer spells FLAMING HANDS (2) A small river of fire bursts from the caster's hands, lurching into the face of any target. Although only a thin stream, the fire inflicts 1d6 damage for each experience level of the sorcerer. SHOCKING GRASP (2) Utilizing electricity, the sorcerer will cause a brilliant bolt of energy to charge within his hands. All he needs do is touch an opponent, who will then receive 1d6+1 damage per experience level of the caster. LIGHT (6) This spell serves only the purpose of igniting a small, magical flame that hovers near the caster and illuminates any darkened area. This light is very dim and lasts but a short time. ACID ARROW (7) A spell originally written by GeoffreyPhoenix, it was adapted by a group of high-level sorcerers for use in their magical books. The sorcerer who casts this spell is magically granted an invisible bow which fires one invisible arrow that forms, after being launched, into a bolt of acid. The opponent receiving the acid arrow receives 1d10+7 damage. POWERWORD PAIN (8) This spell was derived from an ancient book of spells written for a tyrannical necromancer who used single words to punish her enemies. The spell causes the victim to suddenly double over as searing bolts of pain rush throughout his body. This causes 1d6+2 damage for each level of the caster. POWERWORD HURT (9) An adaptation of the POWERWORD PAIN spell, when spoken, causes 1d9 damage to the target. This spell, like its counterpart, increases in power as the caster advances. RANDOM TELEPORTATION (11) Created originally as a mode of transportation, this spell was called TELEPORTATION. However, after only several casts, the sorcerer who wrote this spell realized that there was no way to decide where you were going to end up. Due to this flaw, the spell was renamed to its current one. It is also sad to note that that sorcerer died shortly after renaming the spell, because he accidentally teleported himself into the lair of a beholder. FEAR (12) This spell grants the caster the ability to attempt to scare an opponent. Any successful scare causes the target to flee, screaming, from the room. MIND SPIKE (15) This spell was originally written by myself, SlashStormBringer. Designed during the eleven-years war, which was fought mostly by sorcerers, I used this spell to drain 1d5+1 spell points, per experience level, away from any target. In addition, this spell then rewards the caster by routing the stolen spell points back to the caster. EXTENDED LIGHT (20) During my research of the sorcerer spell system, I discovered a way to extend the LIGHT spell because I personally felt that it died at the most inconvenient time. Although this spell is still weak at times, this one lasts longer than the original LIGHT spell. MIND WHIP (30) An apprentice of mine worked for thirteen years, following the eleven-years war, on an improved version of my original spell MIND SPIKE. Once cast, this spell allows the caster to steal 1d10+2 spell points from any magic-using target and take them for himself. WIND OF ACID (35) Using the elemental force of wind, the caster can create a sheet of acid which is then blown into the faces and bodies of all opponents who stand in his way. Each opponent receives 1d5+5 damage per experience level of the caster. LIGHTNING (36) Spreading his arms wide, the caster of this spell conjures a powerful blast of lightning to reach from his fingertips and strike an opponent with deadly accuracy. The blast will induce 1d9+2 damage per experience level of the caster. PHANTASMAL FORCE (60) Whispering this spell causes any victims present to suddenly see a vision of their innermost fear. Those who believe the image will scream with terror and flee from the room. FIREBALL (65) Fire is the most powerful element known in the realms. With this spell, the caster conjures up a spherical flame which erupts in the air and soars directly into any target chosen by the caster. The victim engulfed by flames will receive 6d6+6 damage. LIGHTNING BALL (75) Witnessing the creation of ball lightning myself gives me great respect for this spell. With this spell, the caster brings forth a ball of lightning that engulfs a single target with electricity. The victim receives 5d7+7 damage from the ball. ELECTROCUTE (80) Beneath the victim of this spell, the earth belches a bolt of electricity that climbs up along the victim. The victim becomes ensnared in the blast, shakes violently, and receives 2d6 damage per experience level of the caster. WIND OF FLAMES (100) With a whirl of his arm, the caster of this spell ignites a sheet of flames that is blown forward by an ethereal wind. All opponents are struck by the flames, receiving 5d10+20 damage. LIFE STEAL (100) Whispering this spell beneath his breath and then gazing directly at the victim, the caster steals 2d3+8 hitpoints and receives them for himself. This spell increases in power as the level of the caster increases. RAIN OF FIRE (123) After casting this spell, a dark storm cloud erupts above the opponents in the room. With a roar of thunder, the clouds release an unyielding rain of lava that strikes all those who stand against the caster. During the fury of the storm, the victims will receive 1d5+10 damage per drop that strikes them. Each opponent is struck by drops equal to the level of experience of the caster. CHAIN LIGHTNING (155) This spell is an enhanced LIGHTNING spell. When cast, the first opponent in the room is struck by a blast of lightning, which then leaps to each and every opponent in the room. Each victim receives 1d9+2 damage, which is magnified every time the caster advances a level. GAZE OF DESTRUCTION (180) This tremendously powerful spell grants the caster the ability to demolish an opponent with only a gaze. The opponent is wrapped in an ethereal force that inflicts 5d20+80 damage. FLAME STRIKE (220) Erupting from an unknown source, any opponent in the room is engulfed in a tower of swirling flames. This powerful, destructive spell inflicts 1d100+100 damage. POWERWORD KILL (350) The last, and most powerful spell known to sorcerers, is this spell. With only a gaze, the caster needs only to think this spell, and the victim's lifeblood will suddenly stop flowing. This spell does no damage, save killing its victim. Part II.II: Cleric spells CURE LIGHT WOUNDS (2) Any cleric who casts this spell is granted the ability to heal 1d6 hitpoints to any fallen friend. This spell increases in power as the caster advances experience levels. CAUSE LIGHT WOUNDS (2) Just as a cleric can heal life, he can also steal it by casting anti-cure spells such as CAUSE LIGHT WOUNDS. This spell inflicts 1d6 damage times the level of the cleric who casts it. BEACON (6) This spell ignites a small beacon of light to erupt over the shoulder of the caster. The spell is only a temporary light source, but will follow the caster anywhere he goes. CALM (7) This spell permits a cleric to ease the anger in any monster. They forget any idea of fighting they may have had. Their initiative to attack will be restored only if they are engaged again. RAIN OF STONES (8) This powerful spell causes the air to erupt with small pebbles dropped from freshly formed, black thunderclouds. Every opponent in the room is struck by stones amounting to the same level as the caster. Each stone inflicts 1d6+2 points of damage. The storm ends at the end of the round. BURST OF PAIN (9) Whispering this magical spell, the caster inflicts a target with a burst of searing pain that engulfs his entire body. The pain, which is only momentary, causes 1d9 damage per level of the caster. CURE SERIOUS WOUNDS (12) An improved version of the CURE LIGHT WOUNDS spell, this spell heals a target of wounds up to 1d12 points per experience level of the caster. CAUSE SERIOUS WOUNDS (15) This is a direct opposite of the CURE SERIOUS WOUNDS spell. INSECT SWARM (27) Using his magical skills, the caster of this spell summons forth a horde of stinging, crawling insects that fly toward all opponents in the room. Every opponent in the room is bitten by 1d30+30 insects, which inflict 1 point of damage each. CONJURE ICY WIND (30) This powerful spell causes a wall of ice to form before the caster. An elemental wind shatters the ice, throwing it in the direction of your opponents. Each opponent in the room receives 3d15+30 points of damage from the blast. BOILING BLOOD (35) This spell was written as a form of torture during the eleven-years war. This spell causes the blood in an opponent to begin to boil. Although the spell does not last long enough to be deadly, the opponent is seriously injured, receiving 1d11+1 damage per experience level of the caster. CALL LIGHTNING (65) Spreading his arms wide, the caster of this spell causes the heavens to emit a single bolt of lightning to strike any single opponent in sight. The blast is extremely powerful, inflicting 3d6+16 points of electrical damage. WIND OF FEAR (75) Waving his arm once and whispering this spell, the caster invokes a cyclone-like wind that circulates about the room, pausing before each opponent. The most-feared object of the opponent materializes in the heart of the cyclone, causing the opponent to scream and flee from sight. GHASTLY TOUCH (78) This powerful, vampire-like spell was derived by a group of antiClerics. This spell, although thought to be extremely evil in use, was adapted and now is currently used in modern day warfare and combat. When this spell is cast, all the caster needs to do is touch another individual, and they will lose 1d5+9 hitpoints per experience level of the caster. The caster then receives the stolen hitpoints for himself. LIFE TAKE (101) This spell was taken directly from my own spellbook and adapted for clerical use. This spell is an improved GHASTLY TOUCH, which drains an opponent of 1d9+5 hitpoints for every level of the caster. Once again, the caster receives the stolen hitpoints for himself. WIND OF CALMING (100) The caster of this spell summons a gentle breeze to whistle through the room. All those who are currently attacking the caster will become calm, relaxed, and view the caster as no more of a threat than their own belly-button. CURE CRITICAL WOUNDS (112) Using his magical skills to his utmost ability, the caster of this spell summons strength from the elemental winds to soothe the wounds of a badly damaged ally. This spell heals 1d20+3 hitpoints per level of the caster. CAUSE CRITICAL WOUNDS (130) Beware the spell caster that casts this powerful spell. For every level of the caster, the victim receives 1d13+3 points of damage. RAIN OF LIGHTNING (150) This fearsome spell causes the sky to erupt with dark, thunderous clouds which open up and rain down upon all the opponents in the room. Each one is struck by numerous lightning bolts, equal to the level of the caster. Each successful hit inflicts 2d9+2 damage. CALL OF THE GODS (154) Although not a religious spell, this invocation causes each opponent in the room to be picked up by an ethereal fist, carries them into the sky, and releases them to fall helplessly into another area of the realm. HAMMER OF THE GODS (155) A similar spell to CALL OF THE GODS, this spell causes the ethereal fist to come crashing down upon a single target in the room. The crushing blow inflicts 3d35+35 points of damage. GREAT HEAL (180) The most powerful healing spell ever written, the GREAT HEAL spell pays respect to the healing Goddess Narthasis. With the whisper of this spell, the caster breathes life into a near-death individual, who will then receive 2d16+10 hitpoints per experience level of the caster. ICE STORM (220) The fury of the cleric is known with this powerful spell. Summoning all of his powers, the cleric causes the room to explode with a furious storm of ice and snow. All individuals who fight for the same cause as the caster will feel none of the effects of the storm. All others will receive 1d100+100 points of damage from the freezing sleet. WIND OF DEATH (350) A cleric who can cast this spell remains both the biggest threat to good and the biggest threat to evil. In the wrong hands, this spell will mean the end to all life as currently known. When cast, this spell weaves a web of pure death, summoned from the pits of hell, which engulfs all individuals who fight against the cleric. Each one has the life stolen from his own body, and falls to the floor, dead. Part II.III: Jester Spells VANISH (2) This magical spell allows the jester to vanish into thin air. Although the caster only disappears from the room, the effect is used a tremendous amount during most of his magical displays. FIELD OF DARKNESS (4) Some of the jester's tricks require perfect darkness in which to fold his magical story. Using this spell, he quickly extinguishes any flame used by a particular target. AMAZE (7) With a twist of his hand, the jester causes a whirl of magical light and sound to be emitted from his fingertips. The person this spell is directed at becomes calm, and sits quietly to enjoy the show. PRODUCE FLAME (8) Although originally used only for show, a good jester learns to adapt this spell into what is currently used as a magical, floating flame which sits quietly over the shoulder of the caster, and illuminates the room. FEAR (11) Using this spell, the jester can summon up a cold wind that whips through the room, shooting toward one individual. The individual is intertwined in the wind, and suddenly will feel a bit timid before the caster. The individual will then flee from the room. WORD OF HEALING (13) With a touch of his finger, the jester who casts this spell can heal 1d5+1 hitpoints for every experience level he has. JUGGLE ICE (27) Despite a jester's high dexterity score, odds are pretty good that when he juggles the shard of ice this spell conjures, he's going to drop them. Instead of shattering on the floor, these enchanted shard fly toward an opponent, their strike inflicting 1d5+1 damage. This spell conjures one chard of ice for every level of the jester who casts it. JUGGLE FIRE (36) With little or no ability to juggle ice, the jester's ability to juggle the fireballs ignited by this spell is highly questionable. The swirling spheres impact with a single opponent, inflicting 1d7+1 damage. This spell conjures as many fireballs as the level of the caster. BREATH FIRE (69) Whispering this spell, and bringing his finger to the base of his bottom lip, the jester can cause the breath he exhales to ignite instantly at the touch of his finger. All opponents are caught in his breath, and they receive 1d15+1 points of damage per level of the caster. Part II.IV: Ranger Spells BEFRIEND (3) When this spell has been spoken, the ranger who casts it can befriend any creature. That creature will remain calm, and will not attack any friends of the ranger either. In addition, the target animal will not attack the party unless it is provoked. ENLIGHTEN (7) During his exploration of the darkest regions of the realm, this spell comes in handy for a ranger whose torches have burned out. Casting this spell, the ranger causes a magical flame to appear over his shoulder. The flame lasts about 75 rounds. FLAMING ARROW Drawing an invisible bow, the ranger who casts this spell ignites a magical, flaming arrow to form instantly after the invisible arrow is shot. The target of this piercing, burning arrow will receive 1d8+8 damage. GIFT OF LIFE (18) Extending his hands to a wounded friend or animal, this spell allows the ranger to heal an opponent for 1d6+1 hitpoints for every experience level of the caster. ACID ARROW (17) Adapted from the sorcerer's spell book, this magical spell is invoked by drawing an invisible bow and arrow. When the ranger looks directly at the target and releases the imaginary bow, a web of acid forms instantly in the air, soaring directly to the opponent who receives 1d25+10 damage. LIGHTNING ARROW (27) Another adaptation of flaming arrow, this spell creates an shimmering bolt of lightning that soars toward the opponent, inflicting 1d8+3 damage per experience level of the ranger. Part II.V: Avenger Spells SHADOW FLEE (3) Stepping into the shadows, the caster of this spell will instantly become silent and unnoticeable in the darkness that surrounds him. After disappearing, the avenger leaves the room and steps into an adjacent one. MAGIC TORCH (7) The avenger who casts this spell conjures a magical flame which hovers over his shoulder for up to 65 rounds. BOLT OF SEEKING (12) Pointing his hand at a specific target and yelling this spell causes the target to be struck directly in the chest by a bolt of physical force. The opponent receives 1d8+8 damage. TOUCH OF LIFE (18) The avenger who casts this spell grants another individual healing for up to 1d6+1 hitpoints. As the avenger increases experience levels, this spell will increase in power. BOLT OF SLAYING (17) This improved BOLT OF SEEKING spell causes a more powerful physical force to impact with any single target in the room. The blast penetrates deeper, causing 1d25+10 damage. FLAMING ARROW (27) The avenger who casts this spell emits a flaming blast of energy that fires so quickly from his fingertips that those who witness it have no other word to describe it other than an arrow. Depending on the experience level of the caster, this bolt of energy penetrates deeper and deeper, inflicting 1d6+5 damage for every level that the caster advances. Part II.VI: Scout Spells BEFRIEND (3) Approaching a hostile animal or creature, extending his hand, and whispering this spell, the Scout will calm any animal. The animal will remain unaggressive unless attacked by another individual. ENLIGHTEN (7) Casting this spell, the scout will instantly be bathed in magical light. The light trails the scout, and lasts roughly 95 rounds. MAGIC MISSILE (12) A bolt of energy fires from the fingertips of the scout who casts this spell. The individual whom the scout wants to hit with this spell must be within sight. The opponent is struck instantly, receiving 1d8+8 damage from the impact. LIMITED HEALING (18) Because of their natural attachment to nature, scouts have the ability to cast a minor version of the cleric's CURE LIGHT WOUNDS spell. When the wounded victim is within sight, the scout can heal the individual for 1d3+2 hitpoints per experience level of the caster. WIND ARROW (17) The forces behind this spell are unknown. The magic energy used in this spell is unseen, and because of this the creator of this spell chose to blame the damage it causes on the wind. As a result, WIND ARROW causes an invisible force of unknown type to soar into the chest of an opponent, who will receive 1d25+10 damage. VANISH (20) The scout who uses this spell can instantly disappear into the brush without being seen or heard. His body becomes one with the forest and foliage that surrounds him. He disappears from one location and returns to normal when he is out of sight of anyone who was with him when he cast the spell. LIGHTNING ARROW (27) When this spell is cast, the scout calls upon the elemental force of lightning to shape an arrow before him. The arrow is thrown at any individual currently in the room with him. The opponent will then receive 1d4+9 damage per experience level of the caster. Chapter V: The LEGENDS command parser overview The LEGENDS 5.0 command parser is extensive, accepting well over eighty commands to perform actions within the realm. The commands are designed to give a player the chance to experiment with different commands which may have more meaning to different kinds of characters. As an example, a knight may ATTACK someone, while an assassin may KILL someone. This section is designed to give you detailed information about each and every command that LEGENDS accepts, plus a listing of the commands that will do the same thing. In addition, there are examples for each command, so you can expect to see more of the antics of GeoffreyPhoenix, LithiumGodSlayer, and Urk in this section. ASKABOUT This command allows you to question a NPC in the game about a given topic. If an NPC has some information concerning that topic, they will offer it to you. Otherwise, they may ask for a task to be performed before telling you the information. If an NPC has no idea about what you are talking about, he will be silent and you will not see anything. Command: askabout BranwenLlyr's tower ATTACK (FIGHT, KILL, MURDER, PUNCH, STAB, STRIKE) This command is used to attempt to inflict damage on a specified opponent. Your character's current weapon and combat skills will play a part in whether or not you strike an opponent. If you miss, you will be notified; otherwise you will be notified as to the amount of damage your opponent has received. If your character critically hits, your opponent takes double damage. Command: attack beholder You swing at the beholder, inflicting 31 damage. CAST (CONJURE, INVOKE) Provided that your character has spell points, this command allows you to cast a magical spell from your spell book. You must already know the spell in order to cast it. When you cast a spell, you must specify the spell by name, and also, if the spell requires a target, you must specify the name of the target following the word "at." (See also LEARN) Command: cast flame strike at two-headed troll Two-headed troll is engulfed in flame, receiving 230 damage. CLOSE (SHUT) During your explorations, you are bound to come upon a door in one form or another. Most doors can be closed and this command allows you to do so. Simply type CLOSE and then the name of the door you wish to close. It is impossible to lock a door that is not closed. (See also LOCK, OPEN) Command: close wooden door The wooden door is now closed. COMMANDS Entering this command brings up a list of all the commands you can use in LEGENDS. It is similar to this list, except that the descriptions are missing. This command is used as a quick reference to find a command you may not know the name of. Command: commands DEPOSIT When standing inside one of the banks in the realm, you can type DEPOSIT and the banker will allow you to deposit money in your account with later withdraw. After you have typed DEPOSIT, the banker will review your account and then ask you how much you want to deposit. Command: deposit DO (ACT, ACTION) This fun-to-use command is designed to let you express your character's emotions, reactions, and motions. You use this command by typing DO and then follow it with a grammatically correct phrase that explains what you are doing. Understanding how this command works will take only a couple of attempts. As an example, if GeoffreyPhoenix would like to gasp in astonishment, he would type: Command: do gasps in astonishment. GeoffreyPhoenix gasps in astonishment. DRINK (EAT) This command allows your character to consume one of the many liquids of the realm. This includes potions of healing and restoration, alcoholic beverages from the tavern, and also any flasks of liquid you find. Drinking a potion will usually help your character. Drinking too much alcohol can be deadly, however. Command: drink ale You take a sip from the mug of ale. Command: drink healing potion You are healed for 36 hitpoints. DROP (LEAVE) This command allows you to drop any item you are currently carrying. If you are currently wearing the item, then the item is unreadied (provided it isn't cursed) and then placed on the ground. A cursed item is one that can not be unreadied. If you would like to drop some gold for another player to have, you need to type DROP and then the amount of gold you would like to drop, followed by the word GOLD. Command: drop long sword Dropped. Command: drop 400 gold Dropped. EXAMINE (SEARCH) Using this command, you will be able to make a more detailed examination of any object currently in the room including items on the ground, monsters, characters, doorways, or things within the description of the room like desks, papers, etc. This command will also allow you to examine an item you are currently carrying. If you simply enter search at the command line, you will conduct a thorough search of the room for traps and secret passages. Command: examine desk There is a small note on the desk next to the ink blotter and feather. Command: search Your search turns up nothing unusual about this room. EXPERT (shortcut EXP) Using this command toggles between expert display on and off. This alters the way that you see a room when you either enter a new room, or you type LOOK. Default display is with expert mode off, where the title and description of the room, exits, items, and monsters are displayed. If you turn expert mode on, you will see only the title of the room, if any, and any monsters or players currently in the room. Command: expert Expert display is now on. Command: expert Expert display is now off. GET (TAKE) [ALL] This command allows you to pick up any single item, or all the items in the room. You need to specify what you want to take, or append an ALL to the end of the command to get everything. Command: get long sword Taken. Command: take all All taken. HEAL While adventuring, there may come a time when you are out of healing scrolls, healing potions, and can't find a cleric for the life of you. Gather up your gold and head to the towne healers where this command is used. Use of this command lets the healer know that you want to be healed. She'll tell you how much it will cost, and then you pay here. Command: heal HELP This command brings up a text display of this file. It allows you to read this players handbook on-line, or you can also download it through that menu system. Command: help INVENTORY (shortcut INV) If you ever need to know what items you are carrying, how much weight you are carrying, or how much gold you have, this command will bring up a list showing you everything. It also displays which items you are carrying that you are also wearing. Command: inventory JOIN (FOLLOW, PARTY) At one point or another, you will meet up with other adventurers like yourself who are craving for some action, but need a cleric, or sorcerer, or fighter to tag along with them so they don't get themselves killed. Sometimes you don't want to have to move in the same directions that they are going, because that will slow all of you down. Instead, you want to able to move instantly with that person, so you will want to use this command. When you join another character, you follow that person around. You are free to move around as you please, but when you return to the room with that player again, you will follow him. This command also works to stop following another player by simply typing JOIN and pressing return. Also, if you would like to find out who you are following, simply type JOIN ?. Command: join lithiumgodslayer You are now following LithiumGodSlayer. Command: join You are no longer following anyone. LEARN (MEMORIZE) This command allows a spell caster to learn a new spell upon reaching a new experience level. Magic users can know the same number of spells as their experience level. For example, GeoffreyPhoenix, who is level thirty, has the ability to know up to thirty spells, provided his occupation has that many. When you use this command, a list will appear showing the spells you can learn. Select the number you wish to learn, or press zero (0) to exit. Command: learn LOCK (BRACE) As an assassin you were pretty excited about making your first kill, except the person who hired you didn't tell you that you were killing the king's daughter. Thankfully you missed, but enough people saw your stumbling exit that now you have twelve, level twenty-eight knights trailing you fast. You duck into the ruins of an old fortress where you've been hiding out the past couple of months, and slam the door behind you. Despite the ruined state of the fortress, the door closes soundly. However, given that most of the knights are pretty intelligent, you suspect that a closed door won't baffle them very long. Now would be a good time to lock the door and high-tail it into the basement to make your getaway through a secret passage. You are glad that you have the key, because otherwise you'd be in big trouble right now. Command: lock wooden door The wooden door is now locked. LOOK (LIST) The world that surrounds you is made up of rooms, exits, items, monsters, NPCs, and other players. There will be many instances when you are engrossed in some small detail of a room, and then want a broad picture it. Using this command allows you to see the whole room, or just a list of specific things within the room. For example, entering just LOOK at the command prompt will display the whole room. Maybe you just want to see what exits are available to you. Typing LOOK EXITS will list all the available exits, if they are visible to you. You can also LOOK ITEMS and LOOK PLAYERS. Command: Look items Crow bar (+0) of door bashing. 300 gold coins. MESSAGES A new feature of LEGENDS 5.0 is the built-in message base. For atmosphere, it is referred to as a pigeon office, where you scribble short messages to another player, tie it on the leg of a small bird, which then it flies away and delivers the message. From anywhere in the game, you can enter the pigeon office by typing MESSAGES. Once inside, you can use several commands to send and read your mail. First, SEND allows you to send a message to another player. When the screen comes up, you enter the character's name you wish to send a message to. Following that, you enter a topic, and then the five line message will come up for you to enter. When you have completed, you will be asked if you really want to send the message. Answer "Y" to send the message, otherwise enter "N" to abort sending a message. Secondly, READ allows you to read all messages that you have received, even if you have already read them. When you read a message, you will see who the message is from, the subject of the message, and then the message itself. Following that, you can more forward (to new messages), backward (to messages you've already read), delete this message, or send a new message from this point. Note, however, that sending a new message takes you out of the read loop, so you will need to READ again. Thirdly, READ NEW allows you to read any new messages that have arrived at the pigeon office since the last time you were there. Finally, EXIT allows you to leave the pigeon office and return to the normal command prompt. NEWCHARACTER (This command is available only to players who have received access to it from their local God of the realms.) Using multiple characters is very easy in LEGENDS. Using this command, you can create a second, third, or fourth character. When you use this command, your current character remains where you leave him. You can form a party with yourself by creating one character and joining him to another one of your own characters. Using this method has all of your characters follow you around. (See also RESUME.) Command: newcharacter OPEN When you come across a door in LEGENDS, you will certainly want to open it because you need to explore what lies behind the door. Use the OPEN command to open a door that is not locked. Command: open iron gate The iron gate will not open. Perhaps it is locked. Command: open wooden door The wooden door is now open. PICK Turning down the dark corridor, you stalk toward the doorway, whipping out a set of lock picks. It takes you about five minutes to successfully pick the lock, but as the door slides open in your hands, you smile. "Being a thief is wonderful," you remind yourself and disappear into the dark room without a sound. Command: pick wooden door You slide your lock picks into the lock and begin to tinker ... You are unable to pick the lock on the wooden door. Command: pick wooden door You slide your lock picks into the lock and begin to tinker ... The wooden door has been unlocked. PULL (LIFT, PUSH, ROTATE, SHIFT, SLIDE, TURN, TWIST and just about anything else you can think of that would allow you to interact with an item in the room.) Stepping into the circular chamber at the base of the Dark Tower, Lithium searched the room extensively but was unable to discover a way out - except the same way he came in. Relaxing, momentarily, he paused and then approached the pillar in the center of the room on which a singe torch burned. Reaching up, he pulled down on the torch, and with a whisper of movement, a secret passage slid open in the northern wall. Use this command to attempt to interact with an item in the room. In some instances, different things will occur - such as secret passages opening, a trap being sprung on you, or nothing at all. Command: pull torch A section of the north wall silently slides open, revealing a dark corridor. PURCHASE While exploring many of the shoppes and stores in the towne, you will want to outfit your character by bartering for items that the shopkeepers sell. Using the PURCHASE command allows you to see all the items that the storekeeper owns, and then you select one and argue over the price. Command: purchase QUIT Quitting LEGENDS is done through this command. Your character remains in the same room you left him in until you log back in, or he is killed or teleported. Command: quit REMOVE (UNREADY) Having completed his mapping expedition into the Dungeon Nightmare, GeoffreyPhoenix emerged from the dungeon and began walking through the fields toward towne. Realizing that it was still daylight, he quickly doused his torch, and put away his crossbow. This command allows you to put away an item you have readied. Command: ready crossbow You have readied a crossbow (+3,+8) of speed. Command: remove crossbow You remove the crossbow (+3,+8) of speed. RESUME (ASSUME, SELECT) Provided that you have the ability to have multiple characters, this command allows you to take control of one of your other characters. When you stop controlling one of your characters to take control of another, the first remains in the room you left him in. You will then become your other character, and can continue playing from there. Command: resume Netherstrike SAY and " (', ASK, EXCLAIM, GRUMBLE, MENTION, MUMBLE, STATE) Communication is a vital part of survival in the realms. Using these commands, you can speak or ask messages to other players who are standing in the room with you. Based on the command you use, your character will expres your message in different ways. (See Chapter II, part II for more information on communication.) Command: "Greetings my friend, how are you? You ask, "Greetings my friend, how are you?" Command: grumble I agree, the taxes in this realm are way too high. You grumble, "I agree, the taxes in this realm are way too high." SELL Odds are in your favor that during your explorations of the dungeons, forests, and fields you will discover items left from previous adventurers. These items can be sold for profit in the towne, by returning to the respective stores and using the SELL command. Some stores do not accept returns, while others will gladly take any used equipment off your hands. Command: sell STATUS (shortcut STAT) When you use the STATUS command, you will see all of your character's current attributes including hitpoints, spell points (if any), armor class, experience, and any readied weapons and armor. Command: status STATUSBAR This command is a small version of the STATUS feature. When you use this command, your command prompt will shift to the right to make way for your current hitpoints and spell points to be displayed. This command toggles whether or not the STATUSBAR is displayed. Command: statusbar The status bar will now be displayed. (312hp, 297sp) Command: statusbar The status bar will not be displayed. SUICIDE The SUICIDE command allows you to end your character's life prematurely and permanently. When your character commits suicide, all of your items are lost, and your character will never be resurrected. This is a way to get rid of a character that you no longer want to play. Command: suicide You collapse to the ground. TITLE In addition to your character's name, you can give your character a title. Your character's title should reflect something about your character. Typing TITLE ? will display your current title, should you forget what it is. Also, if you simply type TITLE, your title will be erased. Command: title destroyer of all things evil GeoffreyPhoenix, destroyer of all things evil, is also here. Command: title You are no longer using a title UNLOCK When your explorations bring you face-to-face with a solid-looking door that will not open, odds are pretty good that it is locked. At this point, it is a good idea to check your inventory to see if you have any keys. If you don't, ask the other members of your party if they have any keys. If they don't, ask around towne. There is bound to be someone who has the key you need. Use the UNLOCK command to open a locked door, using one of the keys you are carrying. Command: unlock iron gate You unlock the iron gate using the rusty, iron key. USE (READ) Somewhere along the way, you are going to discover a magical item of one type or another. A magical item is anything that has magical properties, such as a lightning wand which hurls bolts of lightning at an opponent. The USE command allows you to invoke the magical abilities of any item you are carrying. Most magical items require a target at whom you will point the magical item. If so, you must specify your target by adding the word "ON" and then the target's name. Command: use staff of light A magical flame bursts to life over your shoulder. Command: use lightning wand on death knight The death knight is struck by a blast of lightning, receiving 129 damage. WITHDRAW While in one of the banks in the realm, you can quickly access and remove funds from your account using the WITHDRAW command. The bank-keeper will get his book of accounts out and then let you know how much you have left. Simply tell him how much you would like to withdraw and he will get it for you. Command: withdraw WHO This command displays a list of every character that is currently active in the realms. You will see information containing their name, race, level, and occupation. Command: who WIELD (READY, WEAR) Simply buying a piece of armor, a weapon, or a torch is not enough. Your character must wield an item before LEGENDS considers it during combat. Using this command, you will attempt to put on any piece of armor, ready any weapon, or ignite any light you are carrying. If, for example, you are trying to put on a pair of swamp boots and you are already wearing a pair of leather boots, the leather ones will be taken off automatically. Command: ready leather boots You have readied a pair of leather boots. Command: ready halberd You have readied a halberd (+8,+9) [Godly might] of slay evil. YELL (ANNOUNCE, PROCLAIM, PRONOUNCE, SCREAM) Using the YELL command, your character fills his lungs with air and screams a message from anywhere in the realm, and everyone else in the realm will hear it. (For more information on yelling, see Chapter II, part II.) Command: yell Help, I've fallen down the pit of forever falling! You yell, "Help, I've fallen down the pit of forever falling!"