Download » siegelets »

mod thumbnailMageworld

Rating:
1+

Changes [?]:
Unknown

  • Autor: Xaa
  • Offic. pages: official site
  • Last version: 3.1
  • files size: 1,39 GB (1 492 137 558 B)
  • required: DS 1.11,
  • downloaded: 3856

A thousand years ago, the Eastern Empire crumbled and fell before the might of the Wizard Kings. Since then, the Wizard Kings have battled each other for supremacy over The Land. To spare the people of The Land, this endless conflict takes place in a realm of their own creation: The Warlands. You have been summoned here to fight for your people and your king. And even in Death, you shall never escape Shatranj... The Warlands.

Last version
Old version
Readmes
Something missing or wrong? Send comments:

added: 2010-10-02 18:53:34 Last update: 2010-10-02 18:53:34

[x] - close

mageworld_readme.txt

////////////////////////////////////////////////////////////////////////////////////// // Mageworld // // Version 1.0 // // A Dungeon Siege Siegelet // by Author and Composer // Jim Farris. // xaa@3lefties.com // http://come.to/xaa // ©2004 All Rights Reserved ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// // This is the README for Mageworld. Please read it. ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// // End User License Agreement: This License Agreement (the "Agreement") is a legal agreement between YOU (an individual or an entity) and Jim Farris (an individual) for the SIEGELET "Mageworld" (hereinafter referred to as the SIEGELET), which includes computer software and electronic documentation. You should carefully read the following terms and conditions before using the SIEGELET. BY INSTALLING, COPYING OR OTHERWISE USING THE SIEGELET, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS AGREEMENT. IF YOU DO NOT AGREE WITH ALL THE TERMS OF THIS AGREEMENT, YOU ARE NOT AUTHORIZED TO INSTALL, COPY OR OTHERWISE USE THE SIEGELET. 01. OWNERSHIP. This SIEGELET is licensed, not sold or transferred. There is no charge for this SIEGELET, however, you do not own this SIEGELET nor any of the intellectual property contained within the content files of the SIEGELET. By installing, copying, and/or using this SIEGELET, you acknowledge you understand and agree that all Intellectual Property rights regarding the SIEGELET and all content within not already belonging to Gas Powered Games is retained by Jim Farris. By installing, copying, and/or using this SIEGELET, you acknowledge you understand and agree that installing, copying and/or using the SIEGELET gives you no rights of ownership or intellectual property to the SIEGELET nor any component materials, content files, characters, plotlines, concepts, trademarks, intellectual property including (but not limited to) music and/or graphics, and/or anything else within the SIEGELET and it's component files. 02. GRANT OF LICENSE. Jim Farris grants you the non-exclusive right to install and use the SIEGELET, as follows: You may install and use one (1) copy of the software on every computer you own. You may make one (1) "backup" or "archive" copy of the SIEGELET stored on non-removable electronic media such as a hard drive. You may make an additional one (1) "backup" or "archive" copy of the SIEGELET on removable media, such as a CD-ROM. You may share the physical copy of your removable media archive (such as a CD) with other individuals so that they too may also have a copy of the SIEGELET. 03. RESTRICTIONS. (A) You must comply with all applicable laws regarding the use of the SIEGELET, including (but not limited to) the Digital Millenium Copyright Act. (B) You may not reverse engineer, decompile, disassemble or alter the SIEGELET, including (but not limited to) the use of DSMOD, TankViewer, SiegeEditor, hex editing programs, or any other content viewer/extractors to view, extract and/or alter the content files of the SIEGELET or character save files created while using the SIEGELET. (C) You may only use the SIEGELET with a licensed and legally obtained copy of the retail version of Dungeon Siege. (D) You may not buy, sell, rent or lease the SIEGELET. (E) You may distribute physical copies of the SIEGELET to third parties in the form of physical CD archives, either in person or via regular mail/parcel services, SO LONG AS A COPY OF THIS AGREEMENT IS INCLUDED. (F) You may NOT distribute non-physical copies of the siegelet to anyone without the express written permission of Jim Farris. This includes, but is not limited to, making copies of the siegelet available for download either through normal venues or through peer-to-peer filesharing software. (G) If at any time it is shown in a court of law that any part of this Agreement is not valid under the laws of your locale, nation and/or country of residence, and/or you attempt to show that this is the case either through oral and/or written communication and/or litigation, your Grant of License under this Agreement is immediately revoked and you must destroy all copies of the SIEGELET in your posession. (H) You must own a licensed and legally obtained copy of the retail version Dungeon Siege(tm) to use the SIEGELET. (I) You may only use the SIEGELET with a licensed and legally obtained copy of the retail version Dungeon Siege(tm). 04. EXCEPTION FOR CHARACTERS CREATED: To the maximum extent permitted by applicable law, you retain all rights to the names (and only the names) of personal characters you may create in multiplayer play using the SIEGELET, assuming that the names are your own creation and not already the property of another individual or entity. This does not apply to characters created for single-player game-play, nor to multiplayer characters exported from single-player play. 05. SUGGESTIONS TAKEN BUT ACCEPTANCE NOT GUARANTEED. So long as you abide by all the provisions of this agreement, if you have suggestions for changes and/or find what you believe is an error ("bug") in the SIEGELET, you may make suggestions for changes by sending an e-mail to xaa@3lefties.com. However, neither Jim Farris nor his assigns make any guarantee that any suggestions you make will be accepted, nor guarantee that they will appear in later updates of the SIEGLET should such updates ever be produced, nor should anything in this agreement be construed as any kind of obligation upon Jim Farris or his assigns to implement any changes or corrections you may suggest. Moreover, by installing, copying, and/or using this SIEGELET, you acknowledge and agree that when a suggestion for a change and/or correction is declined for whatever reason (or no reason at all), this is the final word on the matter. 06. TERMINATION. Jim Farris retains the right to terminate this Agreement without prior notice if you fail to comply, or Jim Farris and/or his assigns has/have reasonable belief that you failed to comply, with the terms and conditions of this Agreement. In the event of termination of this agreement, you must destroy all copies of the SIEGELET and any/all related files in your posession. 07. NO WARRANTY AND NO GUARANTEES. Any use of the SIEGELET is at your own risk. To the maximum extent permitted by applicable law, Jim Farris and his employees, agents, associates, affiliates, and assigns disclaim all warranties and conditions, either express or implied, including, but not limited to, implied warranties of merchantability, and/or fitness for a particular purpose. Jim Farris and his assigns does not in any way guarantee the SIEGELET will even function on your machine, nor that if it does, that the play of the game will in any way be balanced, fair, or to your personal liking vis-a-vis playstyle, political correctness, content, pacing, game interface, overall entertainment value, or any other ordinary standard of judgement for electronic games. 08. NO LIABILITY FOR CONSEQUENTIAL DAMAGES. To the maximum extent permitted by applicable law, in no event shall Jim Farris or his employees, agents, associates, affiliates, and assigns be liable for any special, incidental, indirect, or consequential damages whatsoever (including, without limitation, damages for loss of business profits, business interruption, loss of business information, or any other pecuniary loss) arising out of the use of or inability to use the SIEGELET (whether due to license termination or any other reason), even if Jim Farris has been advised of the possibility of such damages. 09. LIMITATION OF LIABILITY AND ASSUMPTION OF FEES. Jim Farris' entire liability and your exclusive remedy under this Agreement shall not exceed the purchase price of the SIEGELET. As the SIEGELET was free, this means you get nothing. Should you be found in a court of law to be in violation of this agreement or in violation of copyright laws regarding the material belonging to Jim Farris contained within the siegelet, you agree that all costs relating to litigation, including direct, incidental, punitive, renumerative and general legal fees, shall be assumed by you. 10. ACCEPTANCE OF COPYRIGHT. The SIEGELET is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. By installing, copying, and/or using this SIEGELET, you acknowledge you understand and agree that all content within are ©2004 Jim Farris (and/or Gas Powered Games, as appropriate by materials). You acknowledge that you understand the copyrights of this SIEGELET and all content within are protected under US law under the Digital Millenium Copyright Act and under International Law via the Berne Treaty, and by installing, copying or otherwise using the SIEGELET, you agree to be bound by these and all other applicable laws vis-a-vis the SIEGELET and all content files therein. 11. DEVELOPMENT CODE AND METHODOLOGIES REVEALED UPON REQUEST. So long as you abide by all the provisions of this agreement, you may at any time after installation and consequent acceptance of this agreement make a request to learn how any particular part of the SIEGELET works, or how Jim Farris created any particular part of the SIEGELET. This is NOT permission to open the SIEGELET (or character files created with the SIEGELET) for examination and/or alteration, which is NEVER granted. This includes only requests to see specific parts of the design code to broaden your own understanding of how Dungeon Siege works, and/or learn specific methods and/or techniques used to create specific parts of the SIEGELET so that you may use similar techniques in your own work. Requests must be in the form of politely-worded e-mails sent to xaa@3lefties.com 12. PLAIN ENGLISH TRANSLATION OF THE ABOVE: I made a game called "Mageworld". It's mine, not yours, and just because a copy of it might be sitting on your computer doesn't make it yours. Subject to several conditions, I am granting you permission to download it and play it, to hand copies of it to other people, and to make a couple archive copies in case your computer dies so you don't have to download it all over again. The conditions of allowing you to download, copy and play the game I created are that you understand and agree that you don't have the right to open the content files or save-game files in any program other than the retail game executable, you don't have the right to use parts of it in your own work, and you don't have any right to take parts of it and pass them off as your own work. You retain the rights to names of personal characters you create in multiplayer play, but you may not open the character save files to see how the game works or make alterations. If you don't agree to these conditions, or if you decide not to follow these conditions, or you attempt to prove that this agreement is invalid, then I am not granting you permission to download, copy or play this game. If you want to learn how I did anything in this siegelet, simply send me an e-mail and ask - I will reveal upon request any source code or methodologies which interest you or may be useful to you in your own work. If you have a suggestion for changes or bug-fixes, simply send me an e-mail about them. However, by accepting this agreement, you also agree that just because you think something should be different doesn't mean I am obligated to make it so. 13. MODIFICATION OF THE AGREEMENT. No amendment or modification of this Agreement shall be valid or binding on the parties unless made in writing and signed by both of the parties and/or by their respective duly authorized assigns. 14. RESERVATION OF RIGHTS. Jim Farris reserves all rights not explicitly granted or enumerated in the this Agreement, subject to the limitations of applicable law. 15. GOVERNING LAW, JURISDICTION AND VENUE. This Agreement shall be governed by the laws of the State of New Mexico, USA. Each of the parties hereto submits to jurisdiction and venue in the state and federal courts governing Roosevelt County, New Mexico. 16. IGNORANCE NOT ACCEPTED. A copy of this Agreement is included in all legitemately distributed copies of the siegelet. As such, you are considered to have read and agreed to the terms of this Agreement by the act of installing, copying and/or using the SIEGELET. Failure to read this Agreement before installing the SIEGELET and/or outright refusal to read this Agreement does not constitute in any way an absolvement of Jim Farris' rights or your restrictions under this Agreement. 17. ENTIRE AGREEMENT. This Agreement constitutes the entire understanding between the parties hereto and supersedes all previous communications, representations and understandings, oral or written, between the parties, with respect to the subject matter of this Agreement. IF YOU AGREE TO THE ABOVE TERMS, YOU MAY INSTALL THE SIEGELET. IF YOU DO NOT AGREE, THEN DO NOT INSTALL THE SIEGELET, AND IMMEDIATELY DELETE THE SIEGELET AND ANY/ALL DOWNLOADED FILES ASSOCIATED WITH IT. ////////////////////////////////////////////////////////////////////////////////////// // SYSTEM REQUIREMENTS: - Dungeon Siege 1.11 (or DS 1.12 for the Mac) - 1ghz processor speed or higher. - 500 meg ram or higher. - 16 meg video card or better. ////////////////////////////////////////////////////////////////////////////////////// // RECCOMMENDED GAME SETTINGS: - Video Resolution = 1024x786x16 Shadows: Simple Object Detail: Max - Game Raise App Priority: On NOTE: If you are unable to or refuse to set your game settings to the above, it is entirely possible that Mageworld will not function correctly on your machine, with problems ranging from UI difficulties and laggy gameplay to the game crashing. YOU HAVE BEEN WARNED. ////////////////////////////////////////////////////////////////////////////////////// // ESRB RATING: Mageworld is rated "M" for violence, alcohol use, language, nudity, and sexual content. Having said this, complaining that you saw something in it that offended you is a waste of your time. ////////////////////////////////////////////////////////////////////////////////////// // WINDOWS INSTALLATION: 1) Open Windows Explorer. 2) Win95/98/ME users navigate to c:my documentsdungeon siege. Win2K/XP users navigate to C:Documents and SettingsUser Name.computernameMy DocumentsDungeon Siege 3) Create a new folder called "Mageworld". 4) Open that folder - it should be empty. Create a new sub-folder called "save" in it. This is where your savegames will go. 5) You may wish to also transfer a copy of dungeonsiege.ini, perfs.gas, and your /keys folder from the to your new "Mageworld" folder to preserve your hotkey settings and game preferences. To do this, simply select them, hit ctrl-C, open the new "Mageworld" folder you just made, and hit ctrl-V. 6) Navigate to your Dungeon Siege installation folder. If you did not change the install location, it should be in C:Program FilesMicrosoft GamesDungeon Siege 7) Create a new folder called /mageworld under your DS folder. It should be empty. 8) Extract the files from the archive into the /mageworld folder. When you are done, you should see two files inside the /mageworld folder, and no sub-folders beneath it: mageworld.dsmap mageworld.dsres 9) Right-click your desktop, select New>Shortcut. A wizard will open. Win95/98/ME users, set the command line ("Target") of the shortcut to look like this: "C:Program FilesMicrosoft GamesDungeon SiegeDungeonSiege.exe" res_paths=Hyperborea map_paths=!Hyperborea user_path="c:my documentsdungeon siegeLands of Hyperborea" All on one line, incidentally. Win2K/XP users, set the command line ("Target") of the shortcut to look like this: "C:Program FilesMicrosoft GamesDungeon SiegeDungeonSiege.exe" res_paths=Hyperborea map_paths=!Hyperborea user_path="C:Documents and SettingsUser Name.computernameMy DocumentsDungeon SiegeLands of Hyperborea" All on one line. 10) Double-click the shortcut. If you made no errors, the game will start and run, loading the Mageworld files. Note also that any screenshots you may take will be saved separately in /my documents/dungeon siege/mageworld/screen shots/, and characters you create will be listed separately from original DS characters so as to prevent you from accidentally importing a previous character into Mageworld and losing everything. Notes/Troubleshooting: If Windows is telling you it can't find the folder, than this means that you have an extra " mark in there, somewhere - make sure your command line exactly matches the command line I gave above. If the GAME pops up a window saying it can't find the folder, then the name of the new folder you set in the shortcut does not match the name of the folder you created. Win2K/XP users: Please remember to replace "username" and "computername" in the above examples with the correct information for your system. Note also that I have provided a couple Windows icons in the archive for you to choose from and use for your shortcut, if you wish. REMOVAL: Delete the mageworld folder and the shortcut. Poof - gone. ////////////////////////////////////////////////////////////////////////////////////// // MAC INSTALLATION: 1) Open your DS installation folder - you should see several sub-folders, such as /resources, /maps, etc. 2) Create a new folder called /mageworld under your DS folder. It should be empty. 3) Extract the files from the mac archive into the /mageworld folder with StuffitExpander (or other similar archive program for the Mac). When you are done, you should see two files inside the /mageworld folder, and no sub-folders beneath it: mageworld.dsmap mageworld.dsres 4) Open DungeonSiege.ini in /Users/user name/Documents/DungeonSiege/ in a text editor. 5) Add the following lines to this file: res_paths = Mageworld map_paths = !Mageworld 6) Start the game. It should load and execute the Mageworld files. Notes/Troubleshooting: Mac users, please ignore the '.ico' files that are included in the archive, they are for Windows users and are of no use to you. REMOVAL: Delete the /mageworld folder, and restore Dungeonsiege.ini to its original configuration. Poof - gone. ////////////////////////////////////////////////////////////////////////////////////// // INSTALLATION WARNINGS: 1) DO NOT PLAY A PREVIOUSLY EXISTING CHARACTER IN MAGEWORLD! YOU WILL LOSE EVERYTHING! MAGIC ITEMS, SPELLS, ARMOR, WEAPONS, EVERYTHING! PERMANENTLY! ALSO, YOUR CHARCTER MAY BE PERMANENTLY DAMAGED AND POTENTIALLY UNPLAYABLE AFTERWARDS! 2) MAGEWORLD IS NOT COMPATIBLE WITH ANY OTHER MOD, MAP OR GAME ALTERATION! DO NOT PLAY MAGEWORLD WITH MODS! 3) DO NOT USE CHEAT CODES WHILE PLAYING MAGEWORLD! YOUR CHARACTER MAY BE PERMANENTLY DAMAGED AND POTENTIALLY UNPLAYABLE! 4) YOU MUST HAVE DS 1.11 (WINDOWS) OR DS 1.2 (MAC) TO PLAY MAGEWORLD! ////////////////////////////////////////////////////////////////////////////////////// // TROUBLESHOOTING: Problem: Game doesn't work. Solution: If you click the shortcut and nothing happens or you get a windows error telling you that the files weren't found, then you probably have the files in the wrong place, or have a mod in place that's preventing the files from working. Make sure of several things: 1) Look in your /resources folder. You should only see the following files there: logic.dsres objects.dsres siegeeditorextras.dsres (but don't worry if you find out you don't have this file) sound.dsres terrain.dsres voices.dsres If you have anything else in there, remove it. 2) Look in your /mageworld folder. You should only see the following files there: mageworld.dsmap mageworld.dsres 3) Right click your mageworld shortcut on your desktop, and select 'properties'. Make sure the command line looks something like this: "C:Program FilesMicrosoft GamesDungeon SiegeDungeonSiege.exe" nointro=false fullscreen=true home="C:Program FilesMicrosoft GamesDungeon Siege" map_paths=!Mageworld res_paths=MageWorld user_path="c:my documentsdungeon siegeMageworld" All on one line, incidentally. 4) If you have done all the above and you are using the shortcut for Mageworld and you still cannot get the game to play properly, then you have a bad download. To correct this problem, do the following: 1) Run scandisk and defrag. 2) Go back to the download page, and download only from authorized download centers. 3) Install, and try again. Note that if you have a bad connection and cannot get a clean download, you may need to try a download manager or other download assistance program. Many are available as shareware or freeware on the internet. Problem: Game works fine, but the single-player map is always "Kingdom of Ehb" and/or the character always ends up starting by the farmhouse in the Kingdom of Ehb. Solution: This is caused by an incorrect shortcut. Please see above for how to set the command line on your desktop shortcut. Problem: Limited selection of faces and clothing on the startup screen. Solution: None. This is intentional, and part of the design. Problem: "Selected Map Could Not Be Loaded" error in Single Player. *OR* "Map (Mageworld) in world (Normal) cannot be initialized" fatal error in Single Player. *OR* "No Map Found" error in Multiplayer. Solution: There are several possible causes to this: 1) The command line of your shortcut is wrong. See above for how the command line should be formed. 2) The map file is not in the /Mageworld folder. If you have moved the map file, you need to move it back to /mageworld. Both the map and the rescources folder are required, and both must be in the /mageworld folder for the siegelet to work properly. 3) The rescources file is not in the /mageworld folder. See #2, above. 4) You do not have DS 1.11 installed. Mageworld requires DS version 1.11 or later to play. The update is free, simply start the game, click the "multiplayer" button, select "Zone Match", log in, and allow the update to proceed normally. If you are on a Mac, this does not apply. 5) If this still does not correct the problem, your system may not be able to accept the command line of the shortcut, and is unable to find the /mageworld folder (this is particularly true on a Mac). Try the following: 1) Copy mageworld.dsmap from the /mageworld folder into your /maps folder 2) Copy mageworld.dsres into your /rescources folder. 3) Delete the mageworld shortcut (which isn't working anyway), and use the normal Dungeon Siege shortcut to start the game. When the game begins and you reach the point where you are ready to select a map, select "Mageworld." WARNING: Placing the Mageworld rescource file into your /rescources folder will break most other maps as long as it is in there, and again, Mageworld is NOT COMPATIBLE with ANY other map or mod you may have installed. And, once again, do NOT use an already existing character in Mageworld, as they will lose all their items. 6) If even this drastic step doesn't correct the problem, then either: A) You have altered the siegelet to introduce changes (and as such, broke it). Mageworld is not an "open source" project, and the siegelet's many skrits and templates interact to a very high degree (hence the high system requirements). Aside from having violated the EULA, Even a small change can cause the siegelet to fail to work correctly. Either re-install the siegelet from the installer you downloaded and hereinafter obey the EULA, or uninstall the siegelet. B) You are using a mod which is preventing the siegelet from working properly. Mageworld is NOT compatible with ANY mods. Please remove ALL mods before playing. C) You have a bad download. Go back to the download site, and download the siegelet again. Please note that if you downloaded the siegelet from "Kazaa" or other filesharing networks, you almost certainly downloaded a hacked version of the siegelet, and this is why it does not work. Please note: I cannot and WILL NOT be held responsible for any viruses, trojans or other nasty things that you may get from filesharing networks! Problem: Character cannot equip armor. Solution: If you are finding that ALL characters are having trouble equipping ALL armor and weapons, then the problem is you need to update your game to the latest version of DS. Mageworld requires Dungeon Siege 1.11 or later to play. The update is free, simply start the game, click the "multiplayer" button, select "zone match", log in, and allow the update to proceed normally. Problem: Extreme Lag on a Low-End machine. Solution: Mageworld cannot be run on machines that do not meet the minimum specifications listed above. You must upgrade your machine to meet the minimum specifications. The minimum specs are just that - the bare minimum needed to play the game. Problem: "Out of Memory" Crashes to desktop on a Low-End machine. Solution: Mageworld cannot be run on machines that do not meet the minimum specifications listed above. You must upgrade your machine to meet the minimum specifications. Problem: "Gathering Exception Data" Crashes to desktop in larger cities. Solution: Mageworld puts high demands on video cards, and your card is not capable of meeting the demand. You will need to upgrade your video card, or set your character to walk when in or near the larger cities. ////////////////////////////////////////////////////////////////////////////////////// // Difficulty Levels in Mageworld: There is only one difficulty level in Mageworld: Hard. And "Hard" does not mean "Somewhat difficult", it means "hard" (see the disclaimer, below). Note also that having more than 4 human players involved in a multiplayer game will DRAMATICALLY increase the hit points of enemy NPC's. ////////////////////////////////////////////////////////////////////////////////////// // Mod Compatibility: None. Remove all mods before playing Mageworld. Mageworld is not compatible with any other mod or game alteration, and is not compatible with any characters created outside the Mageworld multiplayer or single-player environment. ////////////////////////////////////////////////////////////////////////////////////// // Disclaimer: MAGEWORLD IS A TOTAL CONVERSION FOR DUNGEON SIEGE. Mageworld IS NOT Dungeon Siege. It is based on the DS engine, but it is not Dungeon Siege. PC and NPC AI is different, the game interface and game functions have been changed. If you are expecting your characters to act like normal DS characters or expect the game to play just like Dungeon Siege, you will be disappointed. Mageworld is not Diablo, either. You do not directly control all of your character's actions in combat, because you are not your character - you are the player, who gives the character their guiding influence (kind of like a 'guardian angel'), and tells the character where to go next, who to talk to, and so on. Though you can exert nearly complete control in combat if you wish through careful micromanagement, for the most part, you are guiding their decisions, not making their decisions, because you are not your character - you are the player, an outside influence who guides the character's actions. If you are expecting to have complete and absolute control over everything your characters do, you will be disappointed. Mageworld's gameplay and pacing is not like Dungeon Siege. If you are expecting a fast-paced adventure where your nigh-invincible character slaughters an endless stream of nameless enemies as you progress to the final encounter with the Bad Guy, you will be disappointed. Mageworld requires you to think, to use sophisticated tactics, and (most importantly) to develop radically new playstyles and strategies to win. Mageworld is HARD. No, let me say that again - MAGEWORLD IS HARD. I don't mean "Oh, gee, it's a little difficult", I mean to tell you that the single-player game is a flat-out bitch. It should take the typical player a month to complete the SP game. Some players will take longer. Many people will never complete it at all, because they simply lack the skills and the patience to manage it. You will die and have to restart from your last save literally thousands of times before you figure out tactics that work. If you are expecting a game that's as easy as original DS was, you will be disappointed. No, let me put that a better way: If you are expecting a game that's as easy as original DS, you will be screaming with frustration and tearing your hair out in huge clumps with both hands. Your neighbors will call the police because they will hear your screams and think someone's being murdered in your house. Even if you're smart enough to understand what I'm saying and are expecting the game to be hard, let me tell you, it's harder than you are imagining. MAGEWORLD IS HARD. Mageworld's content is not like Dungeon Siege, and the story is not a children's story. If you are expecting a squeaky-clean story suitable for all ages, please uninstall the game and look for another Siegelet, you will be disappointed (and quite possibly highly offended). Mageworld's gameplay is not fast-paced, and certain tasks in Mageworld, particularly training, is INTENDED to be time-consuming. You pay for improvements in your character's abilities not in gold, but in TIME INVESTED. If you are expecting lightning-fast gameplay and the ability to run through the entirety of the single-player game in a matter of a few hours, you will be disappointed. It should take most players anywhere from a week to a month to complete the single-player game, and maxing out a multiplayer character may take on the close order of a year of play. Mageworld completely and totally disallows the standard DS cheat codes. If you expect to type +drdeath and cut through your enemies like a hot knife through butter, or are expect to type +checksinthemail and be instantly rich as Croeseus, you will be disappointed. Mageworld is not intended for players who simply cannot have fun without cheat codes, and if you are the type of player who simply cannot enjoy yourself unless the game is something that wouldn't challenge a brain-damaged chimp, then please uninstall the siegelet, you will only be disappointed. Mageworld has no p-content whatsoever. If you expect to hack your character save and have all sorts of spiffy "blocks" and "breakers" to romp and stomp unsuspecting players, you will be disappointed. Mageworld completely and totally disallows characters AND content from normal DS and all other siegelets. If you are expecting to import a previously existing character and just romp and stomp over everything because you're level 150, you will be disappointed. Moreover, even trying this will likely badly damage your character's save, and quite likely render the character permanently unplayable, AS IS EXPLAINED IN THE INSTALLATION WARNINGS, ABOVE. Posting complaints in e-mail or to message boards regarding anything in this disclaimer is entirely pointless, and I will not respond. Complaining that your characters in Mageworld do not act like normal DS characters, the gameplay of Mageworld is not like that of DS, the story of Mageworld is not squeaky-clean, the gameplay of Mageworld is too slow or time-consuming for your tastes, as well as complaints that you cannot use cheat codes, p-content hacks and cannot import farmboy/farmgirl characters into Mageworld (or that you tried it despite the installation warnings and lost your favorite character) is entirely pointless, a waste of both your time and mine, and I will not respond. It is particularly pointless to attempt to complain that the gameplay is too hard for you. Mageworld is VERY hard, and if you aren't up to the challenge, then please uninstall the game and look for another siegelet. It's not like you paid money for it, after all - either adapt to the game and develop strategies that work, or uninstall it and look for a game that's more your speed. ////////////////////////////////////////////////////////////////////////////////////// // Definition of Terms used in Mageworld: Player: You, the person playing the game and (hopefully) reading this document. In Mageworld, you act as a "Guiding Influence" for the character you control. Character: Your avatar in the game. You, the player, are not your character in Mageworld, but are rather more of a "Guiding Influence", like a guardian angel or muse, telling the character what to do. Your character can (and will) act independently of you. SP: Single-Player. The SP game is basically you, playing alone, with no other humans involved. MP: Multiplayer. The MP game can be played alone, but it's best when you join other players to adventure together. Companion: In the SP adventure, a companion is an additional party member that you get to control. Your control over them is far less than over the main character, however. You are the "Guiding Influence" of the heroine in SP, not of her companions. PC: Player Character - the character(s) you control as a player. NPC: Non-Player Character - the characters controlled by the computer. NIS: Non-Interactive Sequence. These are in-game "cut-scenes" or mini-movies, usually to advance the plot of the SP story. You cannot control the character during an NIS. GUI: Graphical User Interface. This is the sum total of all the buttons and other fun things you get to click on while playing the game. Shatranj: The name of the game-world and of the SP adventure. Also called "The Warlands" by the characters who inhabit it. The Warlands: The name of the game-world and the MP game. Also called "Shatranj" by the characters who inhabit it. Mageworld: The name of the siegelet. ////////////////////////////////////////////////////////////////////////////////////// // Known Issues (which may or may not be fixed in future revisions): 1) The pos_a7 meshes (robe/dress/hauberk) for the knight and bishop have have problems with the feet area. The reason for this is the underlying design criteria - the world was intended to have a nearly seamless resemblance to the original GPG game. As such, meshes I built were based on GPG meshes and weighted similarly. However, the GPG meshes were built with a flawed assumption: That dresses/robes/etc move along with the legs. Well, they don't. To get the dresses/robes/etc to move correctly requires a new set of "clothing" bones to move them, working much like a set of 'hoops' that encircle the character's body. This, however, was beyond the scope of the project. I may revisit this issue at a later date if DS2 proves to be less problematic with the creation of animation sets. 2) Riposte Loops: It is possible for two characters fighting in melee to get into a "riposte loop", where both characters repeat the riposte animation bashing on each other. What causes this is that the two characters are blocking and then riposting against the other character's riposte attack. Originally, riposte speeds were intended to be based on the character's dex. However, the timing proved impossible to alter without adding new animations, and selecting the animations slowed down the control skrit too much. To break a riposte loop, simply tap the '1' key to re-select your melee weapon as soon as the character blocks - this will also usually allow you to interrupt the enemy and get an extra hit in. Note, however, that the loop will stop as soon as one of the two characters misses their riposte attack. If the DS2 engine allows more control of animations, I may revisit this issue at a later date. 3) Crash to desktop (or "out of memory" error) with certain video cards in KR6 and KK8. This is a bug in the way DS addresses certain video cards. Unfortunately, I can't really fix it. I may revisit the problem with DS2, if the DS2 engine does not present the same issues. If you discover you have this problem, you can prevent it from happening most of the time by clicking "hold ground" to walk when in these regions. If this does not correct the problem for you, then you will have to avoid these regions. 4) Killer Chicken works fine for host in multiplayer, but will not fight when used by clients. This is a bug in the way DS handles job assignments for summoned mobs, and again, I can't really fix it. I may attempt to address this problem again with DS2. ////////////////////////////////////////////////////////////////////////////////////// // Hints, Tips, and Clues: - Save Frequently. I mean it. - Talk to everyone who isn't trying to kill you. Be aware that some people may try to kill you after you talk to them, depending on what you say. Politeness is the grease that lubricates the gears of social interaction. Rudeness in a world where everyone carries a weapon is simply stupid. - Your character can rest when wounded by clicking the "Hold Position" button and then clicking the ground next to yourself. Resting allows you to recover from injury faster. While the "Hold Position" button is set, your character will walk if no enemies are in sight, and attempt to rest if wounded. - Use common sense. Caves and crypts and such are dark - bring a torch. A longbow is as deadly as a rifle - either wear armor, or avoid getting shot. Hitting unarmored people with swords causes large gaping wounds, massive trauma, and death. You might want to find some armor. Use common sense to survive in Mageworld. - More common sense: Heavy armor reduces your ability to dodge. Really heavy armor reduces your ability to move. Change your armor based on the fighting you expect to be doing. - Even more common sense: Hot areas require light armor (or no armor), and cold areas require warm clothing. If you are wearing warm clothes in a desert or naked in the snow, your character will take damage from exposure to the elements. If you're wearing ordinary clothes or armor in the desert or in the snow, you won't take damage, but it will be harder for your character to rest and recover from injuries because you're sweating/shivering from extreme temperatures. Yes, a chainmail byrnie provides protection from attacks. It does not provide protection from the elements. - The goal in the SP game is to find and kill the enemy leader. If you've been playing for 5 minutes and don't know who this is, you've already screwed up. Start again. - In the SP game, you are not just playing anyone, you are playing a specific character. Watch the intro cut-scene to get a handle on who she is, and what kind of character she is. Making choices that character would logically make will usually advance the story. Playing the character like an invulnerable farmgirl from Ehb will get her immediately killed. If you don't like playing a female character in the SP game, tough. Play another game. And stay away from games like "Tomb Raider" while you're at it. - Take the time to learn skills and get training in combat. Though you can conceivably play the entire SP game without learning a single skill or taking any training in combat, it will be IMMENSELY harder. - Despite the above, don't try to learn ALL the skills, however. Each character is limited to ONE skill/spellbook, and may only learn TEN (10) non-combat skills. You can't lose the skill/spellbook (if you drop it, it pops back into your inventory), but you also can't get another. This is intended to foster the development of characters who have unique sets of skills and abilities, rather than having everyone become identical cardboard cutouts. Choose skills that match your playstyle and strategies, and how you intend to approach the game. - Skill certificates cannot be used by individuals who have not trained in that skill. Though it is possible to give your skill certificate to someone else, they will not be able to use it unless they, too, have trained in the skill. - Spell scrolls are NOT considered skills - they are magic items that your character can create. As such, they do not count against the maximum number of skills you can learn. You can give (or sell) spell scrolls to other players, and they can cast the spell by placing the scroll in their spell/skillbook and selecting it. - It should also be noted that spell scrolls are just that - scrolls. They are physical objects you create with crafting skills and can use with your Talent, much as a bow is a physical object you create with crafting skills and use with your Precision, or a sword is a physical object you create with crafting skills and use with your Confidence. As such, you do not "learn" or "memorize" spells, anymore than you "learn" or "memorize" a sword or bow, and spells are not considered skills. Your character is assumed to be touching a scroll when they use it - however, because you only have two hands, you can only have two spells in your book selected at any given time. Because spells are not skills but rather physical scrolls you are using, like any other tool or weapon, switching spells is not a simple matter of clicking a button. The GUI is somewhat cumbersome when it comes to switching spells - this is part of the game, and in Mageworld is presumed to represent you physically changing which scroll you have selected and will use with your Talent. - The Cost of Sorcery: Spellcasting is an extremely demanding and exhausting discipline. In Mageworld, all spells are both mentally and physically tiring, with both a mental cost (mana loss) and a physical toll in exhaustion and strain (health loss). Watch your casters carefully. - Spell Weaving: White warriors find mana and the powers of magic are more easily manipulated by them. As such, attacking spells cast by white warriors can be "Supercharged" to increase their effect by weaving multiple castings of the spell together into a single cast. To do this, hover your mouse cursor over the target, and tap the "force attack" button before the character finishes casting the spell. Each tap will cause the character to begin casting again, and when the last cast is complete, the spell will "fire" multiple times, and you will be charged mana and health for each stacked casting of the spell. Note that the upper limit of spell weaving is equal to your total mana. Example: If you are casting an attacking spell that costs 2 mana and you have 12 mana, you may weave it up to 6 times. When the spell finally casts, you will have six castings go off at once, and lose 12 mana and 6 hit points. If you weave more than 6 times, no additional effects will be gained because you do not have the mana to pay for it. WARNING: As spells cost both mana AND health in Mageworld, you can very easily kill yourself if your character is wounded and you try to weave too many castings together at once. Be careful. Also, some spells (most notably Lightning) may fail to damage their target if you attempt to stack too many into one casting. NOTE: The balancing factor for this is that Black warriors have a greater affinity for non-magical things, and will find that it is MUCH easier for them to learn mundane skills and martial arts. Moreover, it is far easier for Black warriors to travel from their homelands to white than it is for White to travel from their lands to black. REDS: Red warriors assume the characteristics of the side they join - thus, if they join the white side, they will be able to stack-cast their spells, and if they join the black side, they will be able to learn skills faster and travel easier. - "Stacking" Orders: Combat orders of the same type (attack with melee weapons, attack with bows, attack with spells) can be stacked by holding the 'CTRL' key and clicking on individual targets. when your character has finished dealing with the enemy they are currently fighting, they will move on to the next target in their 'list'. Targets that have demanded their attention beforehand (such as by attacking) will be dealt with, then slain afterwards when their 'turn' comes up. If you need to clear the 'list' of targets for any reason, simply click on the ground next to the character, or hit any one of your hotkeys to give the character new orders. - Some melee combat styles are considered "Martial Arts", and trainable. Combat training is for four specific melee skills: Unarmed Combat, Single-Weapon and Shield, Two-Handed Sword, and Staff. Increased training with each style translates into more attacks, and faster attacks when you are equipped with the weapon(s) you have trained in. Your degree of training is shown on your character sheet, in your Inventory screen, next to your "Confidence" rating, as a number of stars (up to ***) WHEN YOU ARE EQUIPPED WITH THE WEAPONS YOU HAVE TRAINED IN. Note also that the four styles of martial arts are NOT equal - each has advantages and disadvantages. Mastering each style, however, usually earns a reward in the form of an item which marks you as a master of that style. Mastering all four styles takes an enormous amount of time, but makes the character VASTLY more dangerous. There is NO limit to how much you may train in combat styles - if you wish, you may master all four styles. However, since each style only has three ranks (beginner, advanced, and master), you again are limited to twelve degrees of training. - Not all melee styles are trainable. Shield-With-No-Weapon and Single-Handed-Weapon-With-No-Shield are considered "desperation" situations, not trainable martial arts styles. Note, however, that because they ARE desperation situations, your attacks are somewhat fast. Two-Handed Mass-Weapons (such as large axes) are too slow to be a trainable martial arts style. If they were, nobody would ever have bothered training with swords in history - a logging axe is a lot cheaper and easier to make. And yes, I am aware that sophisticated one-handed fencing styles were developed in the rennaisance. Your character can also develop these styles, if you bother to take the time to train them in the right skills. - The main difference between each melee style is the number of attacks, and the timing of the attacks. Each style has different attack rythyms, which give each style advantages or disadvantages over the other styles. Sometimes, when you are meleeing an enemy, they will be using a style which puts you on the defensive, blocking and parrying instead of attacking. When this happens, it is naturally best to switch weapons to a style that is better suited for fighting this particular enemy's style. however, this often isn't possible, and instead, you will have to time your attacks so that they come in on the off-beats of your opponent's attacks, and put them on the defensive instead. To do this, you can run away to break contact, switch to "hold position" and then let the enemy come to you, or you can tap the 'melee select' button (character_awp_1, "1" on your keyboard by default) to re-select your melee weapon, and re-start your attack. Either way, you will have to time your attempt so that your attacks will come in on the enemy's off-beats. Of course, you can simply do nothing and just let your character try to find the off-beat of their enemy's attack rythym themselves, but it may take them awhile to do it, and against multiple opponents, they may get killed before they can manage it. - Ranged Weapons and Magic Spells are not trainable Martial Arts styles in Mageworld. And no, this is not open to debate because it's a game-balance issue, so don't bother sending e-mails complaining about it and trying to educate me on Zen Archery. I already know. - The 'Elan' meter (bottom right hand corner, leftmost bubble) shows roughly how dangerous your character is at any given moment. It increases with training, stat improvements, and with better equipment. When you start, it's nearly empty, because your character isn't really very dangerous and is easy to defeat. Eventually, it fills up, and your character has become incredibly dangerous. - Character advancement in Mageworld is not unlimited. Eventually, your character "peaks", and has learned and improved all they can. When this happens, your Elan meter will turn purple, and you will no longer gain experience. Don't worry, however, this won't happen anytime soon. It should take an average player six months to a year of constant play to "max out" their character. - At each step of the SP quest, the "Journal" button will flash and a chime will sound. Click the "Journal" button to see what it is you are supposed to do next from where you are standing. - If you don't know what to do next in the SP game, click the "Journal" button and find out. There is no "dialog" button - each step in your quest is self-explanatory at the time you get it. If you still can't figure out what you're supposed to be doing, then start again from the beginning - and next time, read what your companion and the other NPC's have to say to you. - To hunt deer and other ambient animals, target them with any weapon (NOT spells) and use the 'force attack' button. Please note that deer do NOT want to die, and they will attempt to dodge and run. - Play the SP game before you play the MP game. If you play the MP game before you play the SP game, you will have no idea how or where to get skills or how to keep your character alive. Also, all the lorebooks covering crafting skills are ONLY available in the SP game. - In the SP game, your companion will give you advice from time to time. Read it - it consists of instructions on how to play, gameplay hints and tips, and other important information. If you don't want to read it, hit the 'esc' button or click "close" on the window. You can also disable these tips, but this is NOT reccommended. - In the SP game, don't be in a rush. It should take a typical player a month or so to complete the SP game. Take your time - as you need more supplies, the arrangement of the airships allows you to very easily turn south and return to your home areas in a matter of a few minutes, and stock up on anything you need. Plus, if you've taken the time to clear out each area as you go through it (or have gone back repeatedly until each area is cleared), the trip south is even faster, as you don't get ambushed by enemies. Take your time. Hunt the deer, use your skills, and generally build your character up. You will need to have built your character significantly to even have a chance of completing the SP game. - In Mageworld, not all regions have music. This is intentional. When you hear music, there is a reason - either it's a special area, you are in an NIS, or there is great danger near. However, silence does NOT mean safety, so watch yourself. The reason why most areas have no music is because hearing the "twang" of a bow or the approaching footsteps of an enemy often makes the difference between life and death. Music drowns out these quiet little sounds, and gets you dead. - Use strategy and tactics to win fights. Don't expect to just charge up to a large group of enemies and stomp them because you're the hero. That isn't ever going to happen. You, the player, must be an active participant in the character's fighting if you expect to consistently win. And don't e-mail me for tips, discovering tactics that work by yourself is part of the game. - Lost? Try pulling out a pencil and paper, and making a map. - You can re-read your companion's most recent advice by pushing the F12 button. If you want a record of what your companion says to you or other important things you have learned, pull out a pencil and paper and start taking notes. - "Oriented" Items: Some items are "Oriented", in that they are magic items that can only be used by one particular class of warrior, either Knights or Bishops. Oriented weapons hit harder than their ordinary counterparts, and Oriented Armor gives a "Progressive" armor bonus based on the strength of the character wearing it - re-equip the armor periodically to update it's bonuses. Oriented Body Armor also changes it's appearance to reflect the relative toughness of the character who is wearing it. For example, a beginning Knight wearing Oriented Armor looks like she's wearing a chain-mail halter-top and bikini bottom with shoulder-plates - and the armor is providing very little actual protection. However, a highly skilled and experienced knight wearing the same armor appears to be wearing a skin-tight suit of metal plates that move with her body like supple leather, and provides outstanding protection. Oriented Helmets do not provide "Progressive" bonuses, though they do change color to reflect their owner's faction (White, Black or Red). The other advantage to "Oriented" items is that they act as both "Hot Weather" clothes and "Cold Wather" clothes - meaning that the wearer is unaffected by ordinary extremes of temperature, the armor is light enough so that it does not impede dodging of arrows and spells, and does not cause the character to be overloaded. - Extensive work has been done with brain and job skrits, so you may be surprised to discover that characters in Mageworld behave completely differently than they do in the basic game. - The 'Hold Ground' button: When the 'Hold Ground' button is set, the character will not take action against an enemy unless that enemy is within the range of the weapon/spell they currently have selected. For melee weapons, this means the enemy must be standing near the character, or they will not attack. Also, while 'Hold Ground' is set, the character will walk when they see no enemies around them, and will sit and rest when they are wounded. Walking uses less food than running, and is a good choice when you are not in a hurry. Resting allows you to heal faster, so long as you are not shivering with cold or sweltering with heat. Note, however, that if you would like to use "Meditation" skill instead of simply resting and your character is already wounded and is trying to rest, you will have to either switch the character away from "hold ground" so that you can order them to use the "Meditation" skill, or click the 'Rest on Hold' button to disable this function. When the 'Rest on Hold' light is lit, the character will rest when wounded, 'hold ground' is set and no enemies are near. When the 'Rest on Hold' is not lit, they won't. - When your character is equipped with a melee weapon and facing enemies using melee weapons (such as NPC knights or pawns), best use of the 'Hold Ground' button is obtained by simply letting the enemy come to you - as a side benefit, you will almost always get the first attack as your enemy charges into melee range. However, If you have the 'Hold Ground' button set and are facing opponents using ranged attacks (such as NPC bishops), they will not close with your character (for obvious reasons). Thus, either switch to 'Move Freely' so your character will know they are allowed to run up and engage ranged opponents with their melee weapon, or click the ground near your ranged opponent to get the character moving, then, while they are moving, click on the enemy to tell the character to attack them with their melee weapon. - The 'Engaged' button: When the 'Follow' button and 'Engaged' buttons are on, the last spot you clicked is considered a 'rally point'. Your character will attempt to return to that position as soon as they can. In addition, characters will prefer to avoid engaging enemies which are too far away from the 'rally point'. - The 'Follow' Button: With the 'Follow' button on, your characters will make it a priority to stay near each other. With the 'Follow' button off, they will move independently. When the 'Follow' button is disengaged, this over-rides the 'engaged' button's behavior, and allows you to have one character explore on their own. - Mantri in the SP game: Your companion in the SP adventure, Mantri, will ALWAYS attempt to follow the heroine if the 'Follow' button is on. If you switch it off, however, Mantri will cease following (and guarding) the heroine until you turn the 'Follow' button back on. Other party members in SP behave similarly. This is particularly useful if you are trying to use Stealth skill, as your companions in the SP adventure are not sneaky at all. - Summoned Creatures in the SP game: Summoned creatures (such as the Demon or the Magic Box) will always attempt to remain near their summoner, regardless of the settings of the 'Follow' button. - Melee Preference Buttons: When you open the "Field Commands" GUI (keyboard 'F' by default), you will notice three new buttons - a little lightning bolt, a yin-yang/balance symbol (selected by default), and a battle-axe. These three buttons control your melee attack preferences, and replace the "Formation Select" buttons, which have no use in Mageworld. The "Cycle Formations" hotkey, if you have set it, will allow you to cycle between these three buttons. - The Lightningbolt is the "Speed" button. If your character has training with the weapon they are using, they will choose the fastest attacks they know to hit as rapidly as possible - though, because they are focusing on speed, they will not hit as hard. The more training the character has with the weapon they are using, the faster they will be able to attack. Of course, if they have no training with the weapon they are using, this button has no effect other than reducing the damage the character does with each hit with their weapon. - The Battleaxe button on the right is the "Power" button. Your character will not use trained attacks, but will instead simply swing as hard as they possibly can. They will as a consequence attack slower, but when they hit, they will hit harder and do more damage. Again: When this button is engaged, the character will only use basic, untrained attacks and swing as hard as they can. - The Middle button with the yin-yang symbol is the "Balanced" button. It tells the character to choose a balanced mix of all the attacks they know how to make with the weapon they are equipped with, both slow and fast, making their attack patterns more difficult to interrupt. There is no bonus or penalty to damage when using "Balanced" attacks. However, if the character has no training in the weapon they are using they naturally will only be able to use the basic attacks. As such, the button has no real effect if the character has no training in the weapon they are using. - Shield Incompatibility: An explanation: Some melee weapons, specifically two-handed weapons but also including small knives, cannot be used with shields. If you try to get your character to equip weapons which cannot be used with shields while your character is equipped with a shield, they will simply drop the weapon onto the ground and tell you they can't do that. For two-handed weapons, the reason is obvious - you cannot hold a two-handed weapon when one of your hands is busy holding a shield. For knives, however, the reason is because a knife blade is too short to be of any effective use when the shield is held before the character defensively - and given a choice between stabbing with a little knife or defending themselves with their shield, your character will choose the least painful option. Some NPC's (notably pawns) can use a knife with a shield - but for them, the knife is large enough to be nearly a shortsword, and they can make effective use of the knife from behind the protection the shield affords. Note that this does not apply to two-handed ranged weapons (such as a bow), but only to melee weapons. Your character is more than capable of equipping a bow and a shield at the same time, because the two items are not USED at the same time. - NPC's Versus PC's: A Comparison. PC's and NPC's have markedly different advantages and limitations. Here is a list of all of them, so that you, the player can understand better what you are dealing with: Equal Factors: 1) No Drop on Death. In multiplayer, when a PC dies, they never drop gear or gold (in single-player it doesn't matter, since the game is over if either you or Mantri die or lose consciousness for any reason). As a result, since the PC's do not drop gear or gold when they die, neither do the NPC's. 2) Visual Ranges. Both PC's and NPC's have exactly the same range of vision in Mageworld. Though you, the player, usually can see farther (and thus plan your battles before they begin), all PC's and NPC's can see 25 meters. 3) Olympic-Caliber Fitness. PC's (and NPC's who are warriors) are transformed into the Warriors of Shatranj before being taken to the Warlands, their bodies permanently changing into the class they will become. Though mentally unchanged, the physical body of a Warrior of Shatranj is phenomenally fit. Even a beginning character, though not terribly powerful or agile, has nearly bottomless reserves of physical endurance, and is capable of running endlessly for hours on end. Experienced characters, meanwhile, are equal (if not superior) to an Olympic-caliber athlete. 4) Regeneration. The bodies of the warriors of Shatranj can regenerate from nearly any injury which doesn't kill them outright. Even crippling wounds which render them unconscious and near death can be healed in a matter of minutes. NPC Advantages: 1) No upper limit on damage. PC's have a specific upper limit to the damage they can do with any given weapon or spell. NPC's do not. 2) No ammo requirements. Because NPC's cannot collect their ammunition after they have fired it, they do not expend ammunition when firing. By the same token, ammunition they have shot does not change into ammo that can be picked up by the players, it simply disappears a few seconds after it hits something. 3) No mana requirements and No Fizzles. Because NPC's cannot choose to run away and rest before returning to a fight, (they do not control the fustrum, so there is nowhere for them to run to), they do not expend mana/health when casting spells. Also, NPC's never fizzle when casting spells. Since NPC's cannot wear runes and cast "buff" spells to improve their dexterity and reduce fizzles, they do not fizzle. 4) No food requirements. Since NPC's cannot gather food, they do not need it. 5) Instantaneous reaction time. NPC's respond at the speed of the CPU, which is measured in microseconds. 6) Free Oriented Armor. NPC's, particularly Knights, are assumed to have armor ratings based on Oriented armor. For weak NPC's, this makes little difference, but for experienced NPC's, particularly Elder Knights, this makes them extremely tough. An Elder Knight, in point of fact, has enough armor to where they can ignore most medium-damage melee weapons. 7) Unequal Exposure. NPC's are NOT equally affected by the weather. NPC's are assumed to be equipped with gear (usually Oriented Armor) that renders them immune to the extremes of temperature. This is particularly true of knights and bishops. PC's, on the other hand, must wear appropriate garments (or Oriented Armor) or risk suffering from exposure. NPC Disadvantages: 1) No retreat. An NPC cannot choose to avoid a fight, or abandon a fight once it has begun. A PC can not only run away, but can run far enough to force the enemy to stop and regroup, which can cause them to stop the chase. NPC's cannot do the same. 2) No tactical decisions regarding weapons. Because an NPC cannot craft new weapons, they have no choice as to which weapons they should use against a particular opponent. They use what they have, and that's that. 3) No brains. You, the player, have a human intelligence guiding the PC's actions. NPC's respond entirely by the numbers, according to their brain skrits. PC Advantages: 1) Control of the Fustrum. The position of the PC defines the center of the fustrum, which is the limits of the active "world" loaded into memory. By pulling NPC's out of the fustrum (I.E. running away), the player forces them to be unloaded, and assume an inactive state. This means that players have absolute control over the world state, and NPC's can only react to the player's actions when they are loaded. 2) Single Player: Control of the save-game and Accumulation of Experience. In SP, you control the state of the save-game. This means at any time you can restart from a previous point, having learned your enemies' disposition and tactics, and try again. If you are defeated, you can easily restart. NPC's, if defeated, are simply dead. Though NPC's do gain experience, the accumulation of experience is at the same rate as a player - which means that it is impossible for them to gain a level, since at the end of each encounter, either they will be dead or the player will. 3) Multiplayer: Ghost Timer. In multiplayer, if you are killed, you simply choose to respawn as a ghost and wait five minutes. At the end of that time, you will come back to life at full health. NPC's cannot do this - when an NPC dies, they are simply dead. 4) Strategic and Tactical Advantages. You, the player, are able to plan ahead, accumulate equipment, learn new abilities and skills, and so on. You can also order the PC's to switch weapons when it would be tactically or strategically advantageous to use a different weapon. NPC's cannot do any of this. 5) Human Intelligence: The PC is guided by you, the player. As such, even though the PC is otherwise identical to an NPC when it comes to physical abilities and brain skrits, your intelligence adds an additional weapon that no NPC can possibly match. You can, of course, simply choose to let the PC make their own decisions in a fight, and just sit back and watch. Mageworld is not a 'Click Orgy' game, you simply need to point the character at a group of enemies and they will do their best to kill them all. However, your character's greatest advantage is that their actions can be guided by you, the player, and as such have the advantage of human intelligence. Use this advantage. 6) Human Vision: The PC has the same visual ranges as the NPC's - about 25 meters. Anything beyond that, they cannot see. However, you (the player) can often see much farther than that, and plan out encounters (or avoid them) based on what you can see. Tilt the camera to a horizontal level and rotate it around, and in many regions you can see very far. The "Megamap" can also be used to see above or around obstacles, and see enemies who are otherwise hidden - and then order your character to attack or avoid them, as appropriate. Note, however, that some regions are very dark. Though this has no effect on your character's visual range, it dramatically reduces your own. Torches can be used to compensate for this. 7) Elan (Fighting Spirit): A player character is posessed of Elan, or Fighting Spirit. The more trained the character is and the higher their Elan, the more dangerous they are. To this end, PC's can sometimes ignore pain and/or the fact that they're being attacked and launch an attack of their own, possibly putting the enemy on the defensive - this is particularly true of a character with high Elan who is highly trained in the weapon they are using. Highly-trained characters with high Elan hit harder (often MUCH harder), can endure more severe injuries, and generally are tougher and more dangerous than lesser beings in every way that matters in combat. A character who's Elan meter has turned purple is an astonishingly dangerous warrior. 8) Greater Precision Under Fire: A player character is able to make more effective use of their Precision stat, and make more accurate attacks with ranged weapons. As Precision increases, a PC is capable of making very accurate shots at very long range. NPC's are less accurate, but there are more of them than there are of you, and they only have to kill you once. 9) Greater Likelyhood of Offensive Spell Hits: Because PC's can fizze with spells, when they do successfully cast an offensive spell, they have a greater likelyhood of hitting with it. PC Disadvantages: 1) Upper Limit on Damage. Generally speaking, the listed damage with any weapon or spell is the maximum damage a PC can do with that weapon or spell. The only exception is Unarmed Combat, which has NO maximum damage cap. 2) Ammo Requirements. Ranged weapons used by player characters expend ammunition, and eventually can run out of ammo, requiring the player to either pick up the ammo they shot or make more. 3) Mana Requirements. Player characters get tired casting spells and get bored working mundane skills, and have to rest and/or do something else to recover. This is represented by your mana, which is expended in casting spells or working mundane skills. Mana can be recovered by eating certain foods, using Meditation skill, or simply waiting. 4) Food requirements. The tremendous endurance and regenerative abilites of the Warriors of Shatranj comes at a cost - their bodies need a lot of food to stay alive. Player characters require food to survive, and each unit of food lasts 30 minutes for a character standing still and doing nothing. If a character goes without food long enough, they will starve and die. Running and other strenuous activities causes the character to require more food, eating the food they have at shorter intervals. A character constantly ordered to run non-stop will consume one unit of food every ten minutes. 5) No Free Compensation for Exposure. A PC must wear warm clothes for cold weather, and light garments (or nothing) in hot weather, or risk exposure to the elements. Ordinary armor is acceptable both in hot and cold environments, but resting to recuperate hit points will be slowed as normal armor provides very little protection against heat or cold. Oriented Armor is an exception, it provides full protection against ordinary extremes of temperature. When a character is suffering from exposure to cold, this can be noted by their breath turning into puffs of steam. When a character is suffering from heat, a glowing orb will be displayed above them to note this. Each time these effects appear, the character will take a small amount of damage from exposure to the elements. Exceptions: 1) Mantri is excluded (as a pawn, his uniform IS 'Oriented' armor, and protects him from the elements). 2) Secret Characters played as PC's who cannot wear armor are also excluded (since they cannot wear clothes to adapt to the elements, they do not need to do so). 6) Spell Fizzles: PC's can (and often do) fizzle when casting spells. Whether or not you fizzle when trying to cast a spell is directly controlled by your dexterity. Since PC's can wear runes and cast "buff" spells to improve their dexterity and NPC's can't, NPC's do not fizzle. 7) Single Player: Limited Retreat. Mantri limits the player's ability to order retreats in single-player. Mantri does not like to engage in a fight, as he is generally a peaceful individual, but once he is engaged, he does not like to retreat, either. Plan your encounters carefully, and if it looks like you might have to retreat, save BEFORE the fight begins in case you are unable to do so. Other party members in SP behave similarly. To organize a retreat in SP, set the heroine to "hold fire", make sure the "follow" button is on, then select Mantri and begin running. The heroine will follow. Keep running until you have pulled your enemies out of the active fustrum - then you can take time to heal up, cast protective spells, and otherwise plan on how you will rejoin the battle later. - Black, White and Red: A Comparison. In the SP game, you are playing a white knight. However, in the MP game, you can choose to play black, white or red, and can choose to play a knight or a bishop. Each has certain strengths and limitations. - Red Warriors: Red is the most flexible, yet also the most limited. Red chooses sides based on where they choose to enter the world - a white tile, or a black tile. Once they enter the game, they gain the advantages and limitations of the side they have chosen. However, this means that Red characters cannot simply hop straight into enemy territory like white or black - they must traverse the entire map to be able to attack enemy homelands. Furthermore, Red characters *must* learn Lockpicking skill, or they will not be able to enter castles of either side. Note, however, that highly experienced Red warriors can use the +good or +evil commands to select sides before they enter the map. - White Warriors: White warriors have a strong advantage in sorcery. Magic is easier for them to learn, easier for them to use, and spells are easier for them to create. White warriors can "stack" castings of offensive spells by tapping the "force attack" hotkey to gain phenomenal effect, and several spells when cast by White have greater effect, or are more efficient, or are faster. Conversely, it is harder for White to learn everything other than magic-related skills, and the trainers for all their skills are spread all across their "home row" regions, so it takes them longer to go from trainer to trainer. All training for White is free, though training can only be done by the host. Lastly, traversing the map from the white homelands to the black homelands is far harder when starting in white regions, and takes much longer - often hours. - Black Warriors: Black Warriors are at a disadvantage when it comes to sorcery. Magic is harder for them to learn, harder for them to use, and spells are harder for them to create. Black warriors cannot use "Spell Stacking" (because the 'Force Attack' button is non-functional for them). Conversely, Black warriors have a bonus when attempting to learn anything other than magic-related skills, and trainers for all their skills can be found in all of their "home row" regions, so it takes them less time to go from trainer to trainer. Though most regions have trainers that require payment before they will attempt to teach you anything, the trainers in King's Rook Eight will train for free. Lastly, traversing the map from the black homelands to the white homelands is far easier when starting in black regions, and takes much less time - often only minutes. - Bishops: Bishops begin with 10 Strength, 11 Dexterity and 11 Intelligenge. This edge in Intelligence and Dexterity over Knights means that Bishops often are better than knights with ranged weapons and spells, and are usually more accurate with their attacks. "Oriented" items, for Bishops, are considerably harder to obtain than identical items for Knights. Bishops' trained attack patterns have more "flurry" attacks (where hit attempts come close together and closer to the beginning of the animation). They also have certain hidden bonuses (some randomly given when the character is generated) that knights do not. - Knights: Knights begin with 12 Strength, 10 Dexterity and 10 Intelligenge. This edge in Strength over Bishops means that Knights can take more punishment than Bishops, wear heavier armor without being encumbered, hit harder with melee weapons and unarmed combat, and use heavier ranged weapons sooner than Bishops can. They also gain bonuses from "Oriented" armor sooner than bishops do, "Oriented" items for Knights are considerably easier to obtain than identical items for Bishops, and there are more "Oriented" items for knights than there are for bishops. Knights' trained attack patterns tend to focus more on a consistent, steady stream of attacks rather than flurries followed by pauses for recovery. - Secret Characters: Secret characters, generally speaking, are treated the same as Red Warriors. Their advantages and disadvantages are identical to the side they choose to join based on where they enter the world, and that means to attack the enemy homelands, they must traverse the entire map. Secret characters start with lower stats than normal characters (10's in all stats), and they cannot wear any armor. To compensate for this, secret characters each begin with a special item that acts as both their spellbook and a "progressive" armor bonus - as their strength increases, the item can be re-equipped to provide progressively more and more armor. - Use the 'options' settings inside the game to declare hotkeys, particularly for movement, attacking, and casting spells. For example, this is the keyboard setting I use, with my right hand on the keyboard, and my left hand on the mouse (NumLock button ON): get_awp_01 (melee select) = key_numpad_1 get_awp_02 (ranged select) = key_numpad_2 get_awp_03 (magic #1 select) = key_numpad_3 get_awp_04 (magic #2 select) = key_numpad_4 stop = key_numpad_5 force cast = key_numpad_6 force attack = key_numpad_7 party_heal_body_with_potions = key_numpad_8 cycle_formations = key_numpad_9 rotate_primary_spell_slot = key_numpad_0 inventory = key_numpad_decimal move = key_numpad_multiply collect_loot = key_numpad_plus toggle_mini_map = key_numpad_subtract toggle_quest_log = key_numpad_divide camera_rotate_left = key_left camera_rotate_right = key_right camera_zoom_in = key_up camera_zoom_out = key_down With this keyboard setting, you can lower the camera down to be somewhat level with the character's heads, zoom in close, and use the keyboard to click where you want the characters to move to or on what you want to attack. Mageworld was designed to be best viewed with a low and closer camera than in the original game (though you can zoom out if you need to), and in many areas, it's easier to see if the camera is behind the characters, at or somewhat above the level of their heads. Naturally, you don't have to use the specific settings I use, above - use any keyboard settings you feel comfortable with. However, I strongly reccommend the use of 'move', 'force attack' and 'force cast' hotkeys when playing Mageworld, at a minimum. PLEASE NOTE: The above hotkey explanations are a GUIDELINE for how YOU can set YOUR OWN hotkeys. Installing Mageworld DOES NOT change your hotkey layout for you! - Keyboard Entered Commands: Keyboard commands are entered by hitting the 'enter' key to call up the chat box. Thereafter, you type either /me or /all followed by the command, then hit 'enter' again. Some commands accept a target - if so, you must type the full screen name of the target for the command to work properly. If the target is incorrect and/or could not be found by the character (or this type of character is unable to do that command), they will indicate this by shaking their head. Commands must be in lower-case letters to function (this is to allow you to talk about the commands with other players without actually doing them simply by holding the shift key). Generally speaking, commands that do not take a target work with just the the listed letters. For example, you could type /me hugs Pooka and the game will treat this as /me hug because hug does not take a target. Alternately, you could type /me attacks_like_a_flying_madman and the game will treat it as /me att. Commands that take a target must be typed exactly as listed. For example, to get your character to point at Bobby, you have to type /me point at bobby. Nothing else will work, though you can abbreviate names to the first three letters, such as /me point at bob. ---------------------------- *** Multiplayer and Single Player *** ---------------------------- >>>>> System Commands: +rename NAME - Player Screen Hero is renamed. May only be used by the host in multiplayer. +GUI -GUI - Enables/disables the GUI (for screenshots without the GUI). +rings -rings - Enables/disables selection rings (for screenshots without selection rings). >>>>> Party Control Commands: /me stop /me sto - Player Screen Hero immediately stops what they are doing (and/or resumes fidgeting, if they were stuck for some reason). Character also assumes a defensive posture with "Hold Position" and "Defend" selected. Also clears the "frozen inventory" bug common to DS. /me defend /me def - Player Screen Hero immediately stops what they are doing and switches to a defensive posture of "Engage" and "Defend". /me attack /me att /me offensive - Player Screen Hero immediately stops what they are doing and switches to an aggressive posture of "Move Freely" and "Attack Freely." /me berserk - As /me attack, but the character also switches to "power" attacks. /me rally /me ral - Player Screen Hero immediately stops what they are doing and switches to a more cautious posture of "Engage" and "Attack Freely." With these settings, the character will normally only attack nearby enemies, and the character will thereafter treat the last spot you clicked on as being a "Rally Point", and will always attempt to return to that point when there are no more enemies to fight. /me guard NAME - Player Screen Hero guards the nearest party member with NAME screenname /me cast on NAME - Player Screen Hero casts whatever spell they have selected on the nearest party member with NAME screenname /me cast on enemy - Player Screen Hero casts whatever spell they have selected on the nearest enemy they can see ---------------------------- >>>>> Emote Commands: /me point - Selected hero points straight ahead. /me point at NAME - Selected hero points at the first object they see with NAME screenname. /me point at enemy - Selected hero points at the nearest enemy /me bow - Selected hero bows /me bow to NAME - Selected hero bows to the first object they see with NAME screenname. /me bow to enemy - Selected hero bows to the nearest enemy /me cheer - Selected hero cheers. /me cheer at NAME - Selected hero cheers at the first object they see with NAME screenname. /me yes /me agree /me nod - Player Screen Hero nods in agreement. /me no /me disagree - Player Screen Hero shakes their head in disagreement. Note that if you use a targeted command and the character cannot find the person or object whose screenname you entered, they will also shake their head negatively to show this. When you use a command that does not exist, the character simply does nothing. /me shrug /me maybe /me dunno - Player Screen Hero shrugs their shoulders. /me talk - Player Screen Hero waves their hands a bit and looks like they're talking. /me say MESSAGE /say MESSAGE - Player Screen Hero waves their hands a bit and looks like they're talking. Also used to answer riddles. /me hug - Player Screen Hero circles their arms briefly. /me mad /me angry /me peeved - Player Screen Hero looks annoyed briefly. /me bonk NAME - Player Screen Hero looks annoyed while facing the first object they see with NAME screenname. /me wave - Player Screen Hero waves. /me look at NAME /me face NAME - Player Screen Hero faces the first object they see with NAME screenname. /me taunt NAME - Player Screen Hero taunts the first object they see with NAME screenname. Note that this has no effect on NPC behavior. /me taunt enemy - Player Screen Hero taunts the nearest enemy. Note that this has no effect on NPC behavior. /me laugh /me lol /me rofl - Player Screen Hero laughs. /me cry - Player Screen Hero weeps. /me afk - "AFK" = Away From Keyboard. Player Screen Hero kneels and waits for you to return to the keyboard. Warning: Being AFK does NOT protect you from enemy attacks, it is simply a way of showing other players in the MP game that you are away from your keyboard. /me bak /me back - "BAK" = Back At Keyboard. Player Screen Hero resumes normal actions. Note that you can also click the 'Cancel Stealth/Sneaking' button (in the Field Commands display, looks like a little dagger). This button cancels all current actions the character may be doing. ---------------------------- >>>>> Help Commands: /me help /help - Displays a list of all commands usable by the player based on game mode (Single Player or Multiplayer) and host/client status. /help emotes - Displays a list of the emote commands. /me rebuild training certificates - Orders the character to use their toolkit to rebuild their training certificates. This command may only be used by the host, and is generally only used if you have somehow managed to lose a certificate. /me reset - Resets the character's AI, if they ever get stuck for any reason or stop auto-attacking. Also clears the "frozen inventory" bug common to DS. >>>>> Custom Button Commands: /p1 COMMAND - Stores the command you type into Custom Button #1 for the Player Screen Hero. For example, to have the character bow every time you click Custom Button #1, type /p1 /me bow NOTE: You MUST BE THE HOST to set custom buttons! There is also a limit of 50 characters per button, and some commands cannot be programmed onto a button! /p2 COMMAND - As above, but for button #2. /p3 COMMAND - As above, but for button #3. /p4 COMMAND - As above, but for button #4. /p5 COMMAND - As above, but for button #5. ---------------------------- *** Multiplayer Only *** ---------------------------- +good = Red select White. +evil = Red select Black. /me train SKILL_NAME STUDENT_NAME - Normally, only the host may train with NPC trainers. The reason for this limitation is simple - maintaining synchronization. Loss of sync can crash the game. Thus, clients (people who connect to a host's game when in multiplayer play) cannot make use of NPC trainers. However, this command allows the host to train clients in skills that they know. This command may only be used by the host, and only in multiplayer games. To use the command, specify the skill name and the name of the person you will train. You must use the student's FULL name. Examples: To train Joe in Alchemy, type the following: /me train alchemy joe To train Joe in Unarmed martial arts, type this: /me train unarmed joe To train Joe in Staves, type the following: /me train staff/polearm joe - Note that the names of each martial art style are shown when you mouse-over your 'Confidence' rating. The names are unarmed, sword & shield, two-handed sword, and staff/polearm. For non-combat skills, the name of the skill is shown by simply hovering your mouse over it while it is in your inventory or in your spell/skill book. - Note also that you cannot train a skill unless you have mastered the skill yourself. In addition, to train in the four martial arts styles requires that you have equipped the appropriate practice weapon for that style (or Lanista Garb, for Unarmed Combat). Each training attempt takes a minimum of six seconds (sometimes longer), and the student must be somewhat near to you for you to train them. You can speed up the training attempts by programming the command into one of your custom buttons, then changing it afterwards to the next skill you want to train - this will save you from tediously typing the same command over and over again, all you'll have to do is click the custom button you programmed. Note, however, that you may only make one training attempt every six seconds or so. If you are using custom buttons to speed up the training, you can see when your current training attempt has expired by looking in the "buffs" window on the lower left corner of the screen (when the 'Field Commands' display is open). - Generally speaking, you will find that low-difficulty skills (below 200) are a bit faster to learn from the host, while high-difficulty skills (over 200) are a bit faster to learn from NPC trainers. This is entirely for game balance reasons. - It is important for the clients to remember that they can only be taught skills the host's character has mastered. Unless you want to have the exact same skill-set the host's character has, you will find it best to round out your character's training at NPC trainers when you are the host. ---------------------------- *** Single Player Only *** ---------------------------- >>>>> Party Control Commands: /all stop /all sto - Same as /me stop, but for all characters in the party. /all attack /all att - Same as /me attack, but for all characters in the party. /all defend /all def - Same as /me defend, but for all characters in the party. /all rally /all ral - Same as /me rally, but for all characters in the party. +drdeath, +zool or any other cheat code - Instant loss of game, possible crash to desktop. /mantri assist /mantri help /mantri /man - Orders Mantri to attack the enemy your character is currently attacking. NOTE: THIS WILL NOT WORK IF MANTRI IS CURRENTLY BUSY FIGHTING! IT WILL ONLY WORK IF MANTRI DOES NOT HAVE AN OPPONENT AND IS SET TO "HOLD FIRE"! /mantri stop - Orders Mantri to stop attacking and stop moving, and sets him to "Hold Ground" and "Hold Fire". ---------------------------- Notes: 1) Commands that take targets must be typed in full. 2) NAME will match the first three letters of the screen name unless you type the name in full. This means, for example, if you are playing with a friend whose character is named "Deemana", you are going to want to type the name in full or every time you type "/me point at Dee" you are going to be pointing at the nearest Deer. 3) Commands will not work if the character is currently busy training. 4) Cheat codes have one of three effects: 1) Instant loss of game. 2) Instant crash to desktop. 3) No effect at all. Cheat codes are strongly discouraged in Mageworld. If, however, you simply cannot play a game that does not have cheat codes, you can type in the following code: +iamaworthlessloserandihavetocheatatgamestocompensateformytinypenis That is the only working "Cheat Code" in Mageworld. 5) The /me commands only work on the screen hero - the character that you are playing. Other party members are only affected by /all and only in single-player. 6) Taunts are merely an interesting thing you can do to amuse or annoy other players. NPC's ignore it completely. The reason is because when you're fighting for your life toe-to-toe with an enemy, the fact that his buddy is standing nearby and calling your mother names not only is NOT going to cause you to suddenly turn and ignore the guy hacking and stabbing at you with a sword, it probably isn't even going to really register the guy was yelling at you until after the fight is over. Also, allied NPC's don't care what you think of them, so they don't notice taunts, either. Which is good, because you really don't want to be killed by your allies, anyway. ---------------------------- ////////////////////////////////////////////////////////////////////////////////////// // WHAT IS EXPECTED OF YOU AS THE PLAYER IN MAGEWORLD: 1) You are expected to be making a map. Your map should be pretty simple to make, considering that the world is based on a chessboard. That's an 8x8 grid. Make note of the entrance locations, the starting positions for all the airships, the locations of trainers and what each of them teaches, and also make note of the locations of merchants. It is also helpful if you write down what each merchant sells, as their inventory does not change and will reload every time they are out of the fustrum long enough to expire. And yes, when I say 'make a map', I mean you actually pull out a pencil and paper and draw a map. 2) In the SP game, you are expected to be saving frequently. Things can go bad very suddenly, and you can discover that a tactic or plan you thought was good two days ago turns out to not be working very well, and your character has the wrong skills to do what you want them to do. If so, you will need to have many saves you can restore from, so you can try different things. 3) You are expected to set up your keyboard so you can quickly issue commands in combat, and take advantage of the various built-in features of Mageworld. See the notes above for suggestions on a possible keyboard arrangement. 4) You are expected to work on tactics and battle strategies. Your enemies aren't smart, but there's a lot more of them than there are of you, and they only have to kill you once in the SP game. 5) You are expected to learn the crafting skills and create equipment you will need to survive. Though it is entirely possible to play the SP game without ever bothering to learn any skills other than what the heroine starts with, it is IMMENSELY hard if you do this, bordering on impossible. 6) You are expected to at least make some effort at mastering at least one of the martial arts in the game. Though it is entirely possible to play the entire SP game without bothering to learn any martial arts at all, it makes the game MUCH harder, as Mantri's abilities in combat are based entirely on the highest martial arts skill you have the heroine learn. 7) You are expected to equip Mantri with the best one-handed melee weapon and the best shield you can make, and continue upgrading his weapon and shield as time and your skills permit. It is not possible to finish the SP game without Mantri, and he simply cannot survive barehanded. 8) You are expected to be taking notes. Mageworld is not a simple or straightforward game, and many of it's aspects (particularly discovering the crafting skills) will take you a great deal of trial and error. Keeping notes as you go along will prevent you from repeating the same experiments (or the same mistakes) over again. And yes, by "keeping notes" I mean you pull out a pencil and paper and actually keep notes. ////////////////////////////////////////////////////////////////////////////////////// // FAQ (Frequently Asked Questions) General Troubleshooting: Q: When I talk to someone, I can't click anything! A: This is because the conversation window is still open. Click "close" on the window, or hit the 'esc' button. Please note, however, that sometimes what NPC's tell you is critical to your survival, and they only say it once. Skip a critical conversation, and you may be at a disadvantage. Q: My character is running in place (or holding a melee weapon and frozen, not attacking a nearby enemy)! What's wrong? A: They want to attack an enemy, but can't. Usually, this is caused by your having set "Hold Ground" and having the character equipped with a melee weapon. While "Hold Ground" is set, the character is only allowed to attack enemies within the range of their weapon - for melee weapons, this means they can only attack enemies standing next to them. If this is the case, click on the ground near the enemy to get your character moving, then while they are moving, click on the enemy to attack them. You can also use the "Field Commands" settings to turn off "Hold Ground", and the character will be able to attack on their own. The other possibility is that you have a spell selected while guarding someone and your character sees an enemy, but they cannot attack because the spell they have selected is not an offensive spell. If this is the case, either switch to an offensive spell, or select a weapon. There are a few other combinations of field commands and equipment which can also cause the character to run in place. It's a bug in the DS game engine, and I can't fix it. However, generally speaking, running in place means your character sees an enemy and wants to attack them, but can't either because they have not been allowed to move by you, or you have told them to equip something they can't use to attack the enemy they see. Q: I was training and poking the other buttons while I was waiting, and now when I talk to the trainer nothing happens! A: You interrupted the training routine. Go beat on the pell nearby the trainer for a moment, and try again. If you are in King's Rook One, there is a pell both at the top of the tower, and at the bottom. And next time, don't be poking the buttons while you're training. ;-) If there is no pell nearby you (or you can't find the ones that are), then select any skill or spell and cast it to reset the training routine. Q: The "footstep" sounds are very annoying. Is there any way to turn that off? A: Yes, turn down your detail slider. Also, since they are SFX sounds, you can turn them down (or up) by adjusting the SFX volume level under the "Audio" tab on the "Options" screen. Click the little door on the bottom right hand corner of the screen, click the "Audio" tab, and select the desired volume level. Note, however, that if you find the footstep sounds even the slightest bit annoying, you are going to want to avoid playing the robot. Q: The "pain" sounds are very annoying. Is there any way to turn that off? A: Knowing that your character has been hit and/or has been badly wounded by an attack is critical to your survival. Your character gets shot at by hidden enemies a lot, and combat can turn against your character very quickly, requiring you to respond or the character dies. In Mageworld, often a single arrow hit is enough to kill you, particularly if you were already hurt. As such, the "pain" sounds cannot ordinarily be turned off. As the character gains Confidence, however, they will yelp (and flinch) less often, reflecting the fact that lesser injuries are not as critical to them, as they can take more damage before losing consciousness. Wearing better armor also helps, as this reduces the damage the character takes from attacks that hit them. However, if you just can't stand the pain sounds and can't be bothered to get the character more experience in Confidence nor can you be bothered to make better armor, you can disable the pain sounds by adjusting the SFX volume level under the "Audio" tab on the "Options" screen. Click the little door on the bottom right hand corner of the screen, click the "Audio" tab, and select the desired volume level. Q: Sometimes I block/parry/dodge, sometimes I don't. What gives? A: There are two possibilities, here: 1) Movement commands take priority. When you click on the ground, the character considers it a top priority to get to the spot you clicked on, and will stop parrying/blocking/dodging so as to get to that spot. If you click on an enemy to attack, however, the character will block, parry, and dodge as they approach or shift position to engage that enemy. The reason for this behavior is so that when you are surrounded by enemies, you can RUN AWAY. If the character is allowed to parry/block, this interrupts your movement commands and makes fleeing from large groups of enemies impossible. And yes, this means that when you click on the ground next to an enemy instead of clicking on that enemy, the character can get hammered running around. Be careful. If you simply cannot muster the coordination to click on an enemy consistently (some people can't), you might consider using the field commands to control the character's choices of targets (weakest/strongest/nearest), and allowing them to choose who to attack themselves. If this is the case, save the clicking for when the character is outside of visual range of an enemy, or for clicking on downed opponents who aren't moving (and thus are a lot easier to click on). 2) You have switched to spells or bows. While using a spell or a bow, the character will not block, parry or dodge. Both reloading a bow and casting a spell take all your character's concentration to complete successfully, and dodging attacks makes it impossible. Try it yourself - try loading a bow while someone is beating on your with a pillow. Then realize that in Mageworld, your enemies aren't beating on your character with pillows. If your character is being shot at and you are currently using a bow or spells, you might consider switching to a non-offensive spell (or switching to melee), so the character will dodge the incoming arrows. Then, after your character has dodged (or been hit), switch back to your bow or your offensive spell to resume the attack. Q: My computer is really slow and when I am surrounded by enemies I can't click the '1' button to re-select my melee weapon - I end up just parrying endlessly and eventually get killed! What do I do? A: Three things: 1) Get a better video card, more RAM and a faster processor. 2) If that's not possible, you might try training your martial arts skills to their maximum, then clicking the "speed" button. 3) Run away. There is no requirement for you to have your character stand stock still like an NPC and get beat on. You can set "hold ground" and then click a short distance away, and the character will break contact with their opponents, then stand there waiting for them. The first one that comes in range will be attacked - and if you are a master of the style you are using and you are set to "speed", it is likely you will get to strike them before they can strike you. This can be repeated until finally you wear down your enemies and defeat them. Note also that if you initiate movement just as an enemy begins a melee attack, you can avoid being hit if you are out of range before that attack lands. 4) Highly-trained martial arts allows for ripostes, which is a parry that is immediately followed by an attack. Only characters who have mastered an applicable style can riposte, and only when they are using weapons for that style. Characters who have developed and mastered a unique sword may also find that they are able to riposte. Q: Why is it so hard to get my character to drink a potion or cast a spell while I am being attacked in melee? A: Because you are surrounded by enemies and getting pounded on. Due to the interaction of the skrits that control combat versus those that control drinking potions, combat skrits must take priority. The combat system in Mageworld replaces nearly all the original GPG system. To make it work right, the skrits that control it have to have priority. In essence, your character is refusing to drink a potion at your command because they are busy fighting for their life. If you need them to drink, consider having them run away a few meters to give them some breathing room so they actually have a moment or two to pull out a potion and use it. Note also that your character WILL NOT drink a potion until they are below 50% health if they are currently fighting an enemy. In the SP game, Mantri will, indeed, use potions - but, he will only use them when he is below 50%, and he cannot right-click to use potions in his inventory. To compensate for this, use healing spells or bind wounds skill on him. Q: Is there any way to make my characters drink potions automatically? A: No, for two reasons: 1) Due to the interaction of the skrits which control blocking and parrying with the skrits that control potion-drinking, an "auto-potion" feature does not work well, and occasionally locks the inventory of the character. 2) When I first made Lands of Hyperborea, everyone begged and whined for me to put in an auto-potion feature. Then, after I put it in, it became the largest focus of screaming, whining, childlike hissy-fits I could ever possibly imagine for two stinking years. The harassment I received over a feature that literally everyone told me they wanted was truly insane. Thus, I decided that was the last time I would ever put something into a siegelet just because everyone said they wanted it in. I only put things in that I want to see in. Period. If you do not like this, you are free to uninstall Mageworld and build your own siegelet that works the way you want. Q: Why am I limited to only 1023 gold? A: Three reasons: 1) Aside from the priceless items, there's nothing that costs more than 1023 gold. In fact, the most expensive items in the game will run you under 600 gold from a merchant. 2) Each gold coin is about the size of a silver dollar (toss some gold on the ground and look at it, you'll see what I mean). A gold coin that size would weigh about an ounce. Though you are not penalized for carrying a lot of gold, 64 pounds of gold is about as much as anyone could possibly reasonably carry. Again: You are not penalized for carrying a lot of gold, but you are not allowed to carry more than 1023 gold simply because it would be utterly unrealistic. 3) As a side effect, a lower max gold restores functionality to the "gold drop" spinner, which is useless in normal DS games where the character has millions of gold. You could fall asleep waiting for the spinner to wind down from three or four million. With the max at 1023, however, the spinner is actually useful. Q: Why do I have to carry all my arrows in my inventory, and why is my inventory so small? Why aren't their backpacks or quivers? A: For several reasons: 1) Because managing your inventory is an intended part of the game. If you have ever gone on a Boy-Scout Camping Trip (or been on an Army bivoac), you are already aware how important managing the cargo space you have available is. Well, your characters are fighting in a war, and their conflicts cause them to roam far afield in search of the enemy - and what they carry with them becomes of critical importance to their survival. Having a specific and limited inventory space forces you, the player, to plan what you will have the character carry with them, what they will store on a packmule (Mantri, in the SP game), what you will sell, and what you will simply throw away - as well as carefully laying out just exactly where you will store things to maximize the space you have. You can also maximize your character's inventory space by carrying supplies to make needed expendables, rather than the expendables themselves. For example, a character with Bowyer skill can make far more effective use of their inventory by carrying a wood shaft, an arrow pattern and 20 arrows rather than carrying 40 arrows. The wood shaft takes up 4 spaces, the pattern 1 space, and when combined they make 20 arrows. This leaves 15 spaces open that otherwise would be filled if you were carrying 40 arrows. If the same character has Foraging skill, they can just carry 20 arrows, four arrow patterns and a knife. They can then use Foraging skill to forage for branches when more arrows are needed. Each branch will produce 10 arrows combined with the pattern. A character who also has Tinkering skill can use the knife to make the branches into wood shafts, and conceivably make 80 arrows out of the branches they foraged. Similarly, Food Preparation skill can be used on meat gathered from wild game to turn it into steaks, and further maximize inventory space. Managing your inventory is an intended part of the game. 2) It's not really possible to fight with pre-modern weapons wearing a backpack on your back to begin with - and, really, what the characters often end up carrying around with them (several weapons, two or three suits of armor, 30 or 40 pounds of gold coins, etc) would, in real life, be far too much to lug around and still fight effectively (if at all). For the sake of a game, nothing you carry in your inventory has any real weight. This means your character can carry eight full chain hauberks in their inventory, a real-world weight of about 480 pounds (218 kilos), and still run at top speed all day. The consequence of this, however, is that your inventory is limited by space, not weight, and you must manage this space carefully. 3) As far as quivers go, the essential problem with quivers is that they render throwing weapons useless. Why carry four throwing spears taking up four boxes each when you can carry a small quiver and a composite bow, do just as much damage and have lots more shots? Since I want throwing weapons to be useful, I am not including quivers. Quivers for arrows render throwing weapons utterly useless. It should also be mentioned that anyone who thinks that you can just run around with a wicker sack of 40 arrows on your back and shoot them with any kind of ease in combat has never actually used a bow. In the middle ages, archers emptied their quivers and stuck the arrows into the ground before them where they intended to fight. Then, during the battle, younger archers (who were fleeter of foot) would run around and gather up arrows the enemy had shot AT your ranks, and pass them around so you could continue shooting. In the Battle of Hastings, for example, only one side had archers (the Normans). After a few dozen volleys, the archers ran out of arrows, and the battle boiled down to who had more melee troops. Put simply, the slim leather quivers you see in "Robin Hood" movies are not battle quivers, they're hunting quivers. Typically, they were capable of holding 12 hunting arrows, though larger ones held up to 24. Usually they had a small leather cap, and the slimmer ones were worn at the waist where arrows could be conveniently drawn while hunting. In war, the arrows used were about three feet long, and usually 24 to 48 of them were carried in an enormous quiver that was really a long wicker basket one bore on one's back. The basket had a cap to protect the arrows from rain or bouncing out and being lost when you had to trot along the road to a battle, but you didn't draw the arrows from the quiver to shoot them - it was too inconvenient. Instead, you got to where the battle was going to be held, and once you were told where you were going to be standing, you dumped out the quiver and poked the arrows into the ground before you so you could quickly draw and shoot them. Lastly, I realize it's a Hollywood cliche' for "Robin Hood" to reach over his shoulder, magically snatch up a three foot arrow from the endless supply in his slim little leather shoulder-quiver and TWANG - WHAP! However, in reality, it just doesn't work that way. Even if you don't have a bow, this is something you can see for yourself if you just have a yardstick or other ruler about a meter long. Have a friend hold the ruler against your back, one hand on the top of the ruler at your shoulder, and the other hand keeping the ruler flat against your back, like an arrow in a quiver. Now, try to draw the ruler from your back in one smooth motion, just like "Robin Hood" pulls an arrow from a quiver in the movies. You will immediately notice a problem: Your arms aren't three feet long, and you can't pull the damn ruler off your back. It's Hollywood - it's fake. Hollywood fakery aside, the Japanese Samurai are probably the best example of how a "combat" quiver is used in battle - they were primarily horse archers, and the quivers they used were short quivers that only covered half the arrow, from the head to about the middle. The quiver was worn on the back about the level of the waist, with arrows being drawn by the right hand reaching down and behind and grasping the shaft. The quivers themselves were not simply bags, but were carefully crafted containers that held the arrows securely, the shafts in notches and the heads in slim slots, so the samurai could run or ride and not lose any. And, when various arrows of different purposes were carried ('Y' headed arrows for cutting ropes, 'whistling' arrows for signalling or startling the enemy, etc), they were carefully fitted into specific slots in the quiver so they could be found later without fumbling. But, such a "combat" quiver implies a level of sophistication regarding bows and arrows that does not exist in Mageworld - the culture of the people of Shatranj simply has not developed such items, nor are they going to anytime soon. For these reasons and many more, there are no quivers in Mageworld. Q: Transferring one arrow (or other item) at a time from one inventory screen to another is immensely tedious! Isn't there a way to speed it up? A: Yes, hold down the 'CTRL' button while you click to rapidly transfer items. Mac users, consult your Dungeon Siege manual for the equivalent action. Q: Why do I toss my bow to the ground when I run out of arrows? A: Due to a limitation of the game engine, this is the most effective way of forcing your character to switch to melee without causing an "Exception Error" and crashing the game. When you are out of arrows, you can no longer use a bow. Standing there with a bow in your hands while someone is beating on you with a sword is plainly stupid, and not an option. Thus, your character drops the bow and switches to melee. To prevent this from happening, do not shoot your last arrow. Switch to melee beforehand, instead. Q: How come sometimes I cast and nothing happens? A: This is called a "Fizzle". Your character fizzled the spell. Tap your 'stop' hotkey (see above for a suggested hotkey setup), then cast the spell again. Any time your character casts or attempts to cast a spell and you just see sparks and hear a fizzling sound, this is a Fizzle - the spell will not go off, you must try again. Q: I'm using sword and shield and try to equip a knife, rapier, staff axe, greatsword, etc and I end up tossing the weapon on the ground. Why? A: You can't use that weapon with a shield. Unequip the shield before you attempt to equip that weapon. This was explained earlier in this readme. Q: My shield sometimes is all funky. I try to equip or unequip it sometimes, and I see two shields - one in my shield slot, and one in my inventory. What's wrong? A: This is a bug in the game engine, and unfortunately, I can't fix it. To work around this problem, do the following: 1) If you are trying to equip a shield, instead of right-clicking it, pick it up and drop it into your equip slot. 2) If you are trying to unequip a shield, pick it up and drop it into your inventory (or on the ground), then select your melee weapon again. 3) If you have had a shield disappear (and/or apparently have two shields stuck in the shield slot), pick the visible one up and drop it to the ground, then select your melee weapon. Repeat to retrieve the second shield and drop it on the ground. Then choose which one you want to have the character actually use. Q: Hey, I keep getting this "I need food" message and my character takes damage. What gives? A: Your character is hungry. You can get food by hunting deer, using foraging skill, or visiting a merchant that sells food and buying some. You need one unit of food every 15 minutes, on average, or the character goes hungry and takes damage. Go hungry long enough, and they will die. Q: OMG! Lorebooks are priceless?! A: Yes. This is part of the game design. You receive lorebooks in SP play for free from certain trainers when you learn the skills they teach. In MP play, you have trade with someone who has completed the SP game. Note also that not all lorebooks are priceless, as some are intended to be purchased in SP. The lorebooks are a prize/reward you find in the SP game, and their posession makes crafting MUCH easier. They are not just instruction manuals you trot around and purchase whenever you feel like it. Q: I'm lost! Why isn't there a "Map" button? A: For the same reason there isn't a "Win Game" button. Mapping the world is part of your job as a player - pull out a pencil and paper, and start making a map. Here's a hint to get you started: It's based on a chess board. As you go along creating your map, make sure to note the starting positions of the various airships and trainers for the various skills - this information will come in quite handy. Q: Hey, things are getting kind of laggy. What can I do about it? A: Slow down. If you are in SP, take half an hour or an hour or so and hunt some deer to allow corpses and other unloaded objects which will not be reloaded to expire and be deleted from RAM. Walk instead of run when you know you aren't going to be fighting. Your food will carry you longer distances walking than running, even with constant use of the "Haste" spell. To walk, click the "hold ground" button under the "field commands" display. Objects in the game take up a certain amount of RAM - if you allow time for objects to expire, the game will run smoother. Another thing that often helps for Windows users is if you have been playing the game for a few hours straight, you may be suffering from the usual "memory leak" problems inherent in Windows, and the game is running slow because you are running out of RAM. To solve this problem, save the game, then exit the game. Click the 'Start' button on your taskbar, and restart your machine. When you restart the game, the lag problems will often be markedly improved, or completely gone. For some users, particularly those on machines which only barely meet the minimum system specs for Mageworld, a 'Clean Boot' is sometimes helpful. This causes your computer to not load programs you do not need to play the game. ***Windows 95/98/ME/NT/2000*** 1) Click Start, and then click Run. 2) In the Open box, type msconfig, and then click OK. Result: The System Configuration Utility will start. 3) In the System Configuration Utility, Click the General tab, and then click Selective startup. 4) Under Selective startup, click to clear the following check boxes: - Process Win.ini file - Load startup group items - Load environment variables 5) Click the Startup tab, click to select the *StateMgr check box, and then click OK. 6) When you are prompted to restart the computer, click Yes. 7) After the computer restarts, click Start, and then click Run. 8) In the Open box, type msconfig, and then click OK. 9) Click the General tab, and then verify that the check boxes that you cleared are still cleared. If you see a selected, unavailable check box (it appears dimmed and has a check mark in it), the clean boot was not successful. If this occurs, you may need assistance from the manufacturer of the program that is listed next to the selected, unavailable check box. 10) Double-click the shortcut to start the game. After you are done playing the game for the day, you will want to restore the computer to normal use. To restore the computer to use a normal startup, start the System Configuration Utility again, click the General tab, click Normal Startup, click OK, and then restart the computer. ***Windows XP*** 1) Click Start, click Run, type msconfig in the Open box, and then click OK. 2) On the General tab, click Selective Startup, and then click to clear the Process System.ini File, Process WIn.ini File, and Load Startup Items check boxes. You cannot clear the Use Original Boot.ini check box. 3) On the Services tab, click to select the Hide All Microsoft Services check box, and then click Disable All. 4) Click OK, and then click Restart to restart your computer. 5) After the computer restarts, click Start, and then click Run. 6) In the Open box, type msconfig, and then click OK. 7) Click the General tab, and then verify that the check boxes that you cleared are still cleared. If you see a selected, unavailable check box (it appears dimmed and has a check mark in it), the clean boot was not successful. If this occurs, you may need assistance from the manufacturer of the program that is listed next to the selected, unavailable check box. 8) Double-click the shortcut to start the game. After you are done playing the game for the day, you will want to restore the computer to normal use. To restore the computer to use a normal startup, click Start, click Run, type msconfig in the Open box, and then click OK. On the General tab, click "Normal Startup - load all device drivers and services". Click OK. Click Restart when you are prompted to restart your computer. If you are in MP, however, the most common cause of lag is a flaw in the server-client setup for DS - the host expires unused game objects and deletes them, but the clients do not. After you have travelled through 14 or 15 regions straight, the total amount of game objects sitting in RAM on the clients is rather large, and slows them down. After 14 or 15 regions, it's not unusual for the host to have 5,000 to 8,000 gohandles active - clients, however, may have as many as 30,000 to 40,000. This is an error in the client/host arrangement for Dungeon Siege, and unfortunately, I can't really fix it. Summoned objects like green berries that you didn't pick up, corpses of slain opponents, spells that you cast, arrows you shot, various hidden gizmos, trees, bushes, etc. All of it normally expires on the host and is deleted from RAM, the gohandles being retired for use by other game objects. However, the client does not do this. The end result is that it slows the host down, as the host has to wait for the clients to talk back to them to confirm data exchange and maintain sync, and this slows all game clients down to the speed of the slowest client, as they have to wait for the host. The solution to this problem is to have the host grab one of the airships and start heading south to the white home-row so as to make a quick path back to where your group is currently at. Then, have the clients log off, rejoin the game again (you must have "join in progress" set in the game options to do this), meet up with the host, and head north again to resume where you were at. Note also that the clients can use a Clean Boot (explained above) to maximize the system memory available to them, as can the host. Q: Why doesn't the Zonematch button work? A: Mageworld is not compatible with Zonematch. The peer-to-peer connections made by the Zonematch server are not stable enough for a map as large as Mageworld, causing severe lag and frequent disconnects and crashes, which renders the game unplayable. Use either "Internet" or "Network" (LAN) connections for multiplayer games. Q: What about GameRanger on the Mac? A: GameRanger SHOULD work fine, if you limit the number of players to four and do not have anything running in the background while you play. Q: I keep crashing when I'm running around in the streets of the city in King's Knight Eight! A: Try walking instead of running. The city has a lot of actors placed vertically (I.E. on multiple floors above you) and this puts a lot of strain on low-end video-cards. Note that there is a sign inside the gates that warns you to walk instead of run when you're on the streets. In many ways, Mageworld pushes the envelope of what can be done with the game engine without actually editing engine functions - and this also raises the bar for system requirements. Q: Wait, wait! You mean that sign actually meant something?! A: It wasn't there just for roleplaying, no. You'd be surprised if you actually took a moment to read signs and conversations. Everything in Mageworld has a purpose - though the purpose may not be obvious. Sometimes the books, signs, notes and other clues aren't meant for your character, they're meant for you, the player. Q: Why does the intro music/mood switch off instantly when I use the teleport platform from the start to King's Knight Eight? Is this part of the same problem? A: Well, the slow landing time on all the teleporters from start is to give people in MP a chance to spot anyone standing near the landing point ready to ambush them, and be able to either ready a weapon/spell, or exit the game. It was a bit hard to spot people with the intro mood in place, but it's easier with the "lava" mood in place. Q: Oh, no! The little bar at the bottom of the screen with the labels and stuff has popped to the top of the screen! How do I fix this? A: That bar (called the Data-Bar) is movable by the player. To put it at the top or bottom of the screen, just click on it, hold the button, and drag it up or down as you prefer. Note that Mageworld was designed with the bar at the bottom of the screen, but you can move it to the top if you prefer. Q: I'm wearing "Oriented" armor - it says it's progressive armor, but it's not progressing! It says to re-equip it on a strength increase to update the bonuses, but my armor stays the same! A: You are probably playing either a knight or a bishop. The bonuses from "Oriented" armor types are not linear. Here is the chart for the bonuses: "Oriented" Armor (Knights, Bishops): Strength Bonus 10-14 +1 15-19 +2 20-24 +4 25+ +8 Note also that ALL "Oriented" body armor is progressive, but ONLY the body armor - Oriented helmets are not progressive. The only other "Progressive" item is the Wizard's Staff. It always doubles your mana - each time your INT goes up, re-equip the staff to receive the bonus. "Secret" characters who are equipped with "progressive" spellbooks operate differently than the above, however - you will have to experiment with them to find out how their bonuses work, and what (if anything) they can wear. Q: Hey! I have a 30+ Strength (or Dexterity, or Intelligence) and I cast a "boost" spell and my stat turned red and dropped to 30! A: You've been playing long enough to get to a 30+ in one or more stats? Whoah! Congratulations! Q: Hey, I was doing one of the multiplayer "kill" quests, and it didn't update! A: This happens sometimes, it's a messaging problem in Dungeon Siege, and unfortunately, I can't fix it. Rest assured that if you killed the person you were supposed to kill, you completed the quest - there is no other reward aside from the experience you got working your way there and in killing them. Other General Questions: Q: If this is a Total Conversion, why didn't you change how the GUI looks and works? I mean, there's new elements, yes, but it's basically the same! A: The GUI was one of the things about original DS that I happened to like very much. "Don't fix what ain't broke," as the saying goes. In Mageworld, the GUI forms a set of limitations on your interaction with the characters and the game world. You are not your character, you are the player. You do not control your character's every action, you *guide* the character, much like a muse or guardian angel. If you do not like the GUI, please feel free to uninstall Mageworld, and build your own siegelet that has a GUI structure you like. Q: Why does the Gazelle have Stag antlers? A: Because real gazelle horns didn't look very impressive. Q: Why do some characters kill downed opponents, and others don't? A: Some characters are particularly vicious once they get into a fight. Q: What's the use of conjured armor? A: It increases your chance of successfully dodging ranged attacks. It is also ideal for characters focusing on spellcasting, since it's light and unlikely to encumber them. Q: Why is it called Mageworld if the characters are all warriors and the spells available to them are limited to what they can discover? A: The *siegelet* is called Mageworld. The origin of the name is rather obvious - it's a world made by mages. The SP game is not called "Mageworld", it's called "Shatranj", which is the name of the game world. The MP game is "The Warlands", which is the other name for Shatranj. Q: Why do bows and other ranged weapons have such a short range? A: Because of the limitations of the game engine. The game world is defined by the edges of the active fustrum. Though it's easy to template a longbow with a 200 meter range, the problem is that the fustrum - the actual amount of the world surrounding your character - just isn't that big. If it was, the game would lag horribly and you wouldn't be able to move. On average, the fustrum is about 45 meters. And since this is the limit of the effective world, for the purposes of game balance, the limit of ranged weapons is based on the limit of the fustrum. Incidentally, if you think this is short range, you apparently have never bothered to play original DS. Q: What good are green berries? A: You use them in cooking to make bread, which is food. Otherwise, they have no real use - only grovellers, cattle, deer and other animals can eat them. Q: Why does the magic bottle spell bump out my fairy bottle? A: The bottle must be added to inventory for the skrit to work correctly. As there is no way in DS to make sure you have an empty inventory space, if it was added to your inventory and your inventory was full, it would be hidden outside the reach of your cursor, and you would lose everything you put in the bottle. To prevent this from happening, the magic bottle goes in the same slot the fairy bottle and other items do. This bumps anything already there out of your inventory. Once you have created a magic bottle, however, you can pick it up and put it into an empty inventory slot, and then put back whatever you had there before. If you do not want the item you are wearing to be bumped (which, for some items, means they are lost), remove the item and place it in your inventory before casting the Magic Bottle spell. Q: Why do you call the Magic Bottle a tesseract? Shouldn't you call it a Klein Bottle? A: No. A tesseract is a hyperdimensional object, traditionally defined as the four-dimensional analogue of a cube. However, as there are no other terms in English (or any other language) for any hyperdimensional objects that fit the idea I had, "tesseract" is the only term I can use to describe such an object. The basic idea is a hyperdimensional glass bottle whose interior space is larger than it's perceived exterior space because it projects through four (or more) spatial dimensions rather than the ordinary three. It does not loop back upon itself, it is a bottle with an interior larger than it's perceived exterior due to it's extension into a fourth (or higher) dimension of reality. This interior hyperdimensional space is acessable through translating ordinary three-dimensional objects into hyperdimensions, whereupon they literally are sucked into the bottle (it makes a cool ZHOOOOP sound when it slurps an object inside it). You later retreive the objects via breaking the bottle, causing all the objects contained inside to be returned to three dimensions and spilled out upon the ground. A Klien bottle, on the other hand, is not a hyperdimensional object, it is a bidimensional object. A Klien bottle is a one-sided topological surface having no inside or outside, whose measurements include only length and breadth (I.E. surface area) but not thickness/height. It is an analog of a Moebius strip, which itself is a bidimensional object posessed only of length and breadth, and is formed by taking a rectangle and holding one end fixed, rotating the opposite end through 180 degrees, and joining it to the first end. Similarly, a Klein bottle is formed by passing the narrow end of a tapered tube through the side of the tube and flaring this end out to join the other end. In Real Space (I.E. our world) the tapered end passes through the side of the bottle. An actual Klien bottle, if it existed, would have no pierced side because it would have no three-dimensional existence - it would only have two dimensions of existence which define it's surface area. In short, a Klien Bottle is not a hyperdimensional object, it is a bidimensional object - a tube with a twist that joins back upon itself, much like a Mobius strip is a rectangle with a twist that joins back upon itself. As the Magic Bottle is a hyperdimensional object with four (or more) dimensions rather than a bidimensional object like a Klein bottle or a Mobius strip, "tesseract" is the only appropriate term I can use to describe the Magic Bottle. Q: You know, there's White and Black and they fight each other and White is good and Black is evil... This seems racist, to me. A: If you really feel this way, then uninstall the game and seek professional help. The game world is based on Chess. Chess has White and Black pieces. It has nothing to do with race. The colors White and Black are traditionally associated with good and evil in western culture. This, too, has nothing to do with race. If you are able to look at a chessboard and and somehow come to the conclusion that the game pieces have anything to do with human racial identities, or look at a Knight in Mageworld and decide that underneath her fur she is "black" or "white", then you have a problem, and need professional help. Single Player: Q: Why do I only have one character to choose from in single-player? A: Because the single-player game revolves around the adventure of a specific character, not just anyone. Q: Why does it have to be female? A: Because a male character would look stupid in a bikini. Q: I just started the single-player game and my character has nothing? A: Correct. She has her Tinkering skill and her bikini - that's it. Q: Why does my character start with nothing? A: Because she didn't *choose* to go to Shatranj, she was transformed and taken there against her will. All characters start with nothing, and for the same reason. Start the SP game again, and this time watch the intro NIS instead of bypassing it. That NIS is intended to give you the background story so you understand what's going on. Q: The statue said "Choose your path" but there's only one lever! A: Yes. The heroine comments on this when you use it. Q: How do I get Mantri to join me? A: Try being polite to him. A good place to start is letting him know you have patience and are willing to listen to the long explanation, then showing some interest in who he is. If you screw up and annoy him by convincing him you have no patience, he will not join you. If this happens, restart from the auto-save and try again. When you're 800 years old, you have little patience for people who are less than 50 and act like they know everything. Q: How do I get the villagers to talk to me? A: Do what Mantri said, and fight Karkaddan. Q: I'm fighting in an NIS?! A: Yes. Notice there was a save point just prior to it. Though it is extremely unlikely, there is a small chance you may lose. If you do, just restart from the autosave and try again. Q: Mantri yammers a lot. Is there any way to turn that off? A: Mantri is your guide and counselor in Shatranj, and his advice is critical to your survival. If you don't want to read what he is telling you, simply hit the 'esc' button or click "close" on the window. To permanently disable his advice, click the checkbox in the window. This is NOT reccomended if you have never finished the SP game before, however. Q: What skills should I learn? A: That depends on what kind of character you want to build. Remember, however, that you are limited to TEN (10) non-combat skills. In the SP adventure, it's best to pick up Tailoring and Foraging from the first village, as this makes gathering food along the way and making your first armor much easier. Later on in another village, you will have the opportunity to pick up Bowyer - this is also recommended. However, it is not absolutely necessary to pick up any skills if you do not want to. Skills make the game far easier to complete than having no skills, and having no skills at all can make the game incredibly difficult (bordering on impossible) but they are not absolutely necessary. In fact, the only skill that is absolutely necessary to complete the SP game is the Tinkering skill the heroine started with. Q: Hey! This skill learning system is slow! A: You were told in the disclaimer this isn't an action game. You pay for increases in your character's abilities by investing time in training. The most difficult skills to master, martial arts, require almost 32 minutes of time invested to master each. Mastering all four will take a bit over two hours of training. Simple skills, like Tailoring, are mastered in under 4 minutes. But, a character who will master all the crafting skills and all the martial arts will require the player to invest about three hours of time. If you don't have the patience to invest that kind of time into your character, then don't. The only skill necessary to complete the SP game is the one the heroine started with. Incidentally, the training system is meant to simulate how *I* have found the learning process to be for me over the years: A slow but exponential increase in knowledge, punctuated by a sudden leap of comprehension that allows me to grasp the subject at hand. If you find learning to be different, feel free to create your own game that simulates your own learning process. Q: Alright, but is there any way to make training faster? A: Yes, increase your Intelligence by using Mundane or Talent-related skills/spells. Each time the character says "There are X things I do not understand about this skill," they are telling you the size of the die they are rolling against their intelligence. Increasing your intelligence can shorten the time it takes to learn a skill because it increases the number that is rolled against - over the course of several attempts, statistically, this increases your odds of success. Q: How do I get past the black pawn with the throwing knife? A: By using better tactics. For example, have the heroine step close enough to draw his fire, then let Mantri attack. Then, once Mantri is blocking his hits, step up to help him. Also, as Pooka has no training yet, if you are using melee attacks you might want to just click the "Power" button so she'll hit as hard as she can. Q: The airship ride is very long! Is there any way to speed it up? A: No. You are travelling 2.7 kilometers at about 90kph. It takes a bit to get there. Use the trip time in practicing skills, such as foraging. You can't forage anything on the boat, however, you still get experience for practicing the skill. Watch your score indicator, and time your castings so that you will gain a point of experience for each cast. Q: The elevator down to the crypts is small! How do I get mantri to get onto it? I keep clicking and selecting myself! A: Select Mantri, then use the "move" hotkey. If you have not set the "move" hotkey (hotkeys were discussed earlier in this readme), you can set it under the "options" screen in the game by clicking the little "door" icon in the bottom right of your screen, then clicking the "options" button. Select the "input" tab, click the "hotkeys" button, and scroll down to "move", which is under the "party controls" category. Q: The crypts are pitch black! What do I do?! A: Follow Mantri's advice, and make a torch. Then give it to him, open his inventory screen with just him selected, and click the "equip" button for him to equip it. Q: I don't see an equip button in his inventory! A: This is because you have both characters selected. Open Mantri's inventory with just him selected, and you will see an "equip" button. To select only mantri, click on him so that only he is selected. Then open his inventory, and click the "equip" button you will see to make him equip weapons in his inventory (or unequip weapons in his hands and drop them to the ground). Q: Hey! Mantri can't wear armor? A: No, he can't. He's a pawn, nothing fits him. He starts with a pawn's uniform, however, and this renders him immune to normal extremes of hot and cold. Also, he can use shields, which give him armor and provide protection against arrows. Also, if you train in any martial arts, his ability with single-melee and shield increases to match your highest martial art skill. Equipping Mantri with a torch and a shield is a good way to begin the game. Continue upgrading the shield and weapon as your skill and merchant inventories permit. Q: How do I get past the spider in the crypts? A: By using better tactics and by building your characters up before reach that point in the adventure. For example, you can hunt deer to build your Precision or Confidence before you go there. Also, follow Mantri's advice - make some armor. Once the fight begins, use "tag team" tactics, switching control from the stronger character to the weaker one, and having the weaker one walk away. The spider will eventually switch targets, and you can repeat this process indefinitely until it dies. Note also that making a shield for Mantri greatly improves his chances of survival. There are several other tactics, as well, including using hidden features of the crypt against the spider. And again, as Pooka has no training yet, if you are using melee attacks you might want to just click the "Power" button so she'll hit as hard as she can. Q: How do I get past the group of pawns and the knight north of the castle of the Queen's Rook? A: By using better tactics, and by building your characters up before you reach that point in the adventure. Mastering either unarmed combat or staff skills will greatly assist you in defeating them, as will taking the time to build your abilities hunting deer. Also, you can try leaving Mantri behind by switching off "follow" and setting him to "hold position", then trotting on ahead. When the enemy attacks, turn and run back to the bear. The bear will clobber the enemy quite easily, as he is enormously more powerful than they are. Also, if you have taken the time to train, you might want to try taking the lead and clicking the "Speed" button, to try to force your opponent to block more while Mantri works on them from the side to take them down. Q: How do I get past the Queen's Maze? A: It's a secret. You have to figure it out for yourself. Q: Hey! I just saw something that offended me! A: Tough. Uninstall the siegelet. Like I said in the disclaimer, this is not a children's story. Shatranj is much like a magical prison colony, with both hardened criminals and political prisoners alike being sent in, and the prison being both the world, and their bodies themselves. Toss in the fact that you're there to fight in a war that's been going on for a thousand years, and you definitely are not looking at a children's story. Q: Why can't I use the elevators below the King's Castle? A: Because you haven't reached that point in the adventure yet. If you need to buy food or supplies, there is a merchant in this region you can trade with, as well as a stove you can use if you need to use cooking skills to make food (click it to light it each time you need fire for cooking). Otherwise, continue on to the east, and look for the next scribe. Later on in the adventure, you will be returning here, and then the levers will be usable. At that time, you will have to solve the puzzle the elevators lead to so as to be able to enter the King's Castle. Q: Hey - I just noticed! I'm stronger than Mantri is, now! Does he ever get stronger? A: Mantri begins more powerful than you because he is eight hundred years old. And, as you improve your stats and abilities, he also improves along with you. But, he's still just a pawn. Your character is a knight, and will eventually surpass him. Pawns are not playable characters because they are basically just sword-fodder. They can't wear body armor (nothing fits), they heal at the same speed as other characters, and they have no significant advantages in combat. They're pawns - the low end of the warriors of Shatranj. Their only real advantage is that they can carry a tremendous amount of weight for their small size - which is why you (and many NPC groups) have them around. Q: How do I use the power condenser? A: It's a secret. It is not a required part of the SP path, however, so you can safely pass it by. You are only required to do what the quest log tells you to do next. Q: How do I answer the riddles? A: By typing /me say [your answer]. For example, if you think the answer to a riddle is "a bumblebee", then type this: /me say bumblebee Or, you can type this: /say bumblebee Do not use punctuation or grammar, however. If the answer really is "bumblebee", then "/me say a bumblebee" will not work, because "a bumblebee" is not the answer - "bumblebee" is the answer, and that's all that will work. Q: Hey! I'm colorblind! How do I tell the difference between the red and green levers and skulls?! A: Hover your cursor over them. Their screen name tells what color each one is. And remember, there is NO TIME LIMIT - take your time, get the answer right. Q: How do I get past ? A: By using better tactics and spending time improving your characters. Suprisingly, you can get quite a bit of experience early on with melee weapons by beating on pells to practice. Also, you can get experience shooting at pells with ranged weapons regardless of your level of experience. Hunting deer is also a good source of experience - you get experience every time you attack, and they don't attack back. The meat can also be sold, or simply kept as food to carry you along while you build your character's abilities hunting deer. Q: Hey! This is hard! A: That's what it says in the disclaimer, yes. Q: No, I mean it's insanely hard! A: Bingo. Q: Well, what am I supposed to do to win the SP game? A: Develop tactics that work, and build your character's abilities. With Confidence, you can build early experience beating on pells. Later, this is less effective - either start chasing down deer, or start attacking weak enemies. Don't have any weak enemies to attack? Go back over the areas you've already been through to see if you got everyone. With Precision, you can build your ability by shooting at pells, and the experience you get "target shooting" doesn't decline as you gain in ability. You can also build Confidence or Precision chasing down deer and trying to kill them. Talent can be built by simply foraging for runes, or casting spells repeatedly. Mundane can be built by foraging for food. Build your character's abilities. The more experience you have, the easier things are. Also, if you figure out how to find the secret party members, it's also significantly easier. If you are working on spellcasting, going back and finding out how to use the red, blue and green-flame elevators (and investigating what's at the top) also helps make things easier. Lastly, choosing the correct Ancient Weapon when you are given the choice also can make the game significantly easier (choosing the wrong one can make completing the game border on impossible). But it's never truly "easy" in Mageworld. Like it says in the disclaimer, Mageworld is HARD. It should take a typical player a MONTH to complete the SP game. Take your time - the game is hard. Q: How do I get the old woman to give me the Ancient Weapons and Armor? A: Try being nice. You'd be amazed how far politeness goes in real life, much less in Mageworld. Q: Okay, I was nice to her and now she gives me a choice of four. Which should I choose? A: There's a little red pawn nearby who answers this question. Q: Hey! In some of these later regions, there's groups of archers who fire volleys at me! How am I supposed to survive that? A: Again, this boils down to using better tactics. Running straight up to melee a single archer is possible, if you dodge their arrows. Running straight up to melee a *group* of archers usually gets you turned into a pincushion. Use better tactics. Have Mantri hang back by using the "hold ground" and "hold fire" buttons under the "Field Commands" display, with the "follow" button turned off if you need to advance, and shoot at them with a bow of your own - or have Mantri hang back, have the heroine use Stealth skill, sneak up on them with a dagger and backstab them. Note also that the "Magic Armor" spell provides additional protection against arrows and other projectiles, as does any armor noted as being a "Layered Composite". Shields help when approaching archers, as well, as the coverage they give your body means that they can stop arrows and other projectiles. Use better tactics. Q: How do I guess the demon's name? A: The same way you answer riddles - simply hit 'enter' to call up the chat box, type your guess, and hit 'enter' again. Q: Hey! I boarded a boat with Mantri and there was no conversation! A: One of two things has happened: 1) You got turned around fighting enemies and ended up getting onto the wrong boat. 2) You've already ridden that boat before and are backtracking. Q: Gasp! Poor John! A: Try not to cry for him, he had it coming. Q: Okay, I just beat the Black King! Now what? A: Do what the quest log says. Q: I'm talking to the White King - what's up with these choices? A: Pooka wants to go home. Remember, you are not your character, you are the player. The character has her own mind, and her own preferences. Q: I am trying to use the teleporter by the White King, but it isn't working! What's wrong? A: Pooka won't go without Mantri. You have to have him on the tile before you push the button. If you found extra companions, you can finagle them onto the tile, also. Q: What's that sign say in the background on the end sequence? A: "New Solith City, 10 leagues." Q: What is everyone doing in the end sequence? A: Listening to Pooka talk. If you want to know what she's talking about, you should have paid closer attention to what the White King had to say before you pushed the button. For her and the rest of her companions, this is only the beginning. Q: Hey - Pooka looks MUCH more buff in the end sequence than I got her to look! A: You need to experiment with crafting more, then. ////////////////////////////////////////////////////////////////////////////////////// // Credits: My heartfelt thanks goes out to the following people for their assistance with this project: Lisa "Witness" Hui (Hosting! Getcher hosting here! Hot and fresh!) Mike "mcarp" Carp (Dammit, Jim, I'm an architect, not a doctor!) Arron "Xmen90s" Anderson (Your problem, Jim, is that your code sucks.) Lance "aka. Lance" Sun (We push more polygons in a day than most people do in a week!) John "Ghastley" West (Who knew breasts had bones?) Other Credits and Copyright Notices: - Original mesh concept for the 'Demon' Character: Scott A. H. Ruggels - Skin credits for the 'Demon' Character: Scott A. H. Ruggels, Steve "Massive Bitch" Irvine, Bryce Nakagawa, Richard Bartrop, James "Gwot" Edwards, Rikki Knight, Neal Corbett - "Pain" sounds for the Red Knight: Caryn "Hellchick" Law - Original mesh concept for the 'Amazon/Valkyrie' model: Andrew Eglington - Original mesh concept for the 'Aiship': Greg Crowfoot - Original mesh concept for the 'Tombstones': Renzo Del Fabbro All meshes were rebuilt from scratch by Jim Farris for use in this siegelet. All Copyrights on the original materials retained by their owners. ////////////////////////////////////////////////////////////////////////////////////// // STUFF THAT DIDN'T MAKE IT TO THE 1.0 RELEASE BUT MAY BE INCLUDED IN A LATER UPDATE: 1) The Great Ship. Originally, it was intended to be a goodie you picked up at the Black King's desmene, and could be used to go to any square on the map. This was snipped in the beta, was too much of a PITA to implement within the time-table. 2) Humongous Castles for the Black and White Kings. Snipped in the alpha for time constraints, tweaking the nodes was just taking too long. These regions and nodes still exist on my HD, however, and may be implemented with a later update. 3) Multiplayer Quests for White: Snipped in the alpha due to time constraints and the lack of the Great Ship. They may be added with a later update. Please be aware that there is already plenty to do without them in Multiplayer for White, and White is the central focus of the SP adventure, which is literally hundreds of hours of gameplay long. 4) Character Ageing. Originally, it was intended that certain physical changes happen to your character as they get older - not as they gain experience, but actually *age*, based on the time they are played. This was snipped in the beta, was too much of a PITA to implement within the time-table. The base code was left in place, however, and this may be implemented at a later date. ////////////////////////////////////////////////////////////////////////////////////// // Other Notes: A lot of items, particularly terrain models, were left in the DSRES so as to allow me to build expansion maps easier at a later date, without having to update the entire game to do it. This perforce made the DSRES larger, but will make future updates and expansions easier.

Multiplayer
Items
Bestiary
    Community