Realm
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Walker Team.
Hard
control buttons are used to control the character and open the file menu.
See list below:
·
Page Up: moves
the character up.
·
Page Down:
moves the character down.
·
Modem: moves
the character left.
·
To Do: moves
the character right.
·
Date book/Calendar:
makes the character sit down/rest (resting regains hit points).
·
Notes: opens
the games file menu.
The
Onscreen Navigation Window is used to
control the character and open the file menu. This window consists of 7 buttons.
The Minimize/Maximize Button, Up Button, Down Button, Left Button, Right
Button, Sit/Rest Button, and the Open File Menu Button
·
Maximize Button:
This button looks like a slim bar with an up arrow on it. Click on this button to replace the maximize
button with the “Onscreen Navigation Window”.
·
Minimize Button:
This button looks like a slim bar located at the top of the navigation window
with a down arrow on it. Clicking on this button removes the “Onscreen
navigation” window reverting it to its minimized state the maximize button.
·
Up Button: This
is the round button with the up arrow on it.
Moves the character up
·
Down Button:
This is the round button with the down arrow on it. Moves the character down
·
Left Button:
This is the round button with the left arrow on it. Moves the character left
·
Right Button:
This is the round button with the right arrow on it. Moves the character right
·
Sit/Rest Button:
This is the round button in the bottom left corner with the letter ‘S’.
Clicking on this button performs the sit command.
·
Note: This
button follows all the rules of sit/rest that the hard key ‘Date Book’ performs
including the auto rest features if auto rest is activated.
·
Open File Menu Button: This is the round button bottom right corner with the letter ‘F’. Cli8cking
on this button opens the “file menu”
This button opens the ‘Potions an Scrolls’ screen, and is used to quickly access potions or scrolls that are already in your characters inventory. See ‘Potions and Scrolls’ for more information.
Home exits
the game. Located left of the graphiti pad.
File menu
opens the file menu. Located left of the graphiti pad (see FILE MENU below for
a detailed description of actions available in this function).
Switching Terrain Moving thru different terrain
·
If there is an
opening along a wall or hole in the ground step on that opening and you will be
moved to the new terrain.
·
Any time you
leave a terrain region other than the base region it is destroyed.
·
*Note: If you
have loot on the ground in the region and leave the region the loot will be
moved to the entrance of the region in the base region.
At any
time the player can select a tile/item on the screen. When a tile/item is
selected a grid will encompass your selection and a "Selection Info"
button will appear on the right lower corner of the screen. From here,
the options are to either select the same tile again (double select), or select
the “Selection Info” button. A new window will display, providing
information about the selected item.
All
tile/items that can appear on the screen have helpful information attached to
them:
Selecting empty terrain brings
up a terrain statistics screen with information about the terrain the character
is looking at, bush, wall, water, etc.
Selecting the tile the
character is standing on brings up the "Character
Stats" screen with information about the character experience
level, equipment, health, etc.
Selecting the tile an opponent
is standing on brings up the "Opponent Statistics" screen with
information about the opponent, the level of the opponent (relative to the
player), health, etc. If a spell with duration was cast on this creature the
remaining duration will be printed here.
Selecting a tile with a Non
Player Character (NPC) standing on it brings up an NPC description screen.
Selecting a Terrain Entrance
Sign tile displays a detailed description of the adjacent terrain entrance and
what can be expected on the other side.
This game allows multi class characters; this means your character can be more than one class at a time. To try a different class, choose any of the desired classes available. From that point on experience earned will be added towards the newly selected class. Thus the newly selected class will start to grow instead of the previous class. The player is allowed to switch back and forth between the classes to train as many times as desired. Each class has a maximum level limitation of 500 levels for a total of 2,000 player character levels. When playing multiple classes the abilities of all other classes are active. For example if your character is a cleric and a wizard, while training the wizard class you still have the healing capabilities of your cleric. You may switch back and forth between character classes as often as you see fit. See below for more in-depth information.
The Warrior class specializes purely in melee combat. The primary skill of this class is melee combat. A level gained in the warrior class generates rewards which contribute directly to melee combat skills, at a significantly higher rate than any other class.
The Cleric class specializes in a medic/healer capacity. The primary skill of this class is to extend and restore life. The cleric’s primary spell casting categories are: Healing, increase of maximum hit points, improved regeneration abilities, levitation, and teleportation. A level gained in the Cleric class generates rewards which contribute to melee combat skills, mana, and new spells appropriate to the Cleric.
The Enchanter class specializes in magical illusion and manipulation. The primary skill of this class is manipulation of self and others abilities. These are shown below as Self Manipulations and Opponent Manipulations. A level gained in the Enchanter class generates rewards which contribute to melee combat skills, mana, and new spells appropriate to the Enchanter.
· SELF MANIPULATIONS: Increase ones to hit ability, increase ones damage ability, increase ones armor class ability, increase personal feedback, increase personal vampirical, increase ones tracking ability, increase ones stealth ability, and personal teleportation.
· OPPONENT MANIPULATIONS: De-Level target, reduce targets hit points, reduce targets armor class, reduce targets attack rating, and reduce targets movement rate.
The Wizard class specializes in damaging an
opponent through magic. The primary
skill of this class is to cause damage through magic. The wizard’s primary
spell casting categories are: Damage target, knock-back and damage target, stun
and damage target, steel life from and damage target, self levitation, and self
teleportation. A level gained in the Wizard class generates rewards which
contribute to melee combat skills, mana, and new spells appropriate to the Wizard.
There are multiple ways to select a class to train. You can open the ‘Select a Class’ window from the options drop down button on the main screen. Or you can open the character statistics window and select the ‘Train Different Class’ button.
Each class is rewarded certain primary attributes for each level gained. On top of the attributes listed below the caster classes are awarded the ability to use spells appropriate to their level when applicable.
· The Warrior Class receives an additional 6 Hit Points per level.
· The Cleric Class receives an additional 4 Hit Points per level.
· The Enchanter Class receives an additional 4 Hit Points per level.
· The Wizard Class receives an additional 4 Hit Points per level.
· The Warrior Class receives NO Mana for leveling.
· The Cleric Class receives an additional 14 Mana Points per level.
· The Enchanter Class receives an additional 15 Mana Points per level.
· The Wizard Class receives an additional 16 Mana Points per Wizard level.
· The Warrior Class receives an additional 1.5 Armor Class Points per level.
· The Cleric Class receives an additional 1 Armor Class Point per level.
· The Enchanter Class receives an additional 1 Armor Class Point per Enchanter level.
· The Wizard Class receives an additional 1 Armor Class Point per level.
· The Warrior Class receives an additional 1 Attack Rating Point per level.
· The Cleric Class receives an additional .75 Attack Rating Point per level.
· The Enchanter Class receives an additional .75 Attack Rating Point per level.
· The Wizard Class receives an additional .75 Attack Rating Point per level.
The warrior “hit point regeneration rate” will increase at certain levels throughout the game. This rate only increases with the warrior class. All other classes will not increase the “hit point regeneration rate.”
The “mana regeneration rate” will increase at certain caster levels throughout the game. For Warrior levels this rate will not increase.
What a
player needs to know about regeneration/reclaiming hit points.
·
Your characters
natural regeneration rate increases at certain Warrior only levels throughout the game. Equipment can also raise
your characters regeneration rate. Regeneration options are Manual and Auto
Rest Mode.
·
To manually
regenerate the player must keep pressing the Date book/Calendar button if
playing with the hard keys, or press the Sit/Rest Button in the Onscreen Navigation Window.
·
To turn Auto
Rest Mode on: Go to the options menu, select the “Turn Auto Rest On” option.
·
To turn Auto
Rest Mode off: Go to the options menu, select the “Turn Auto Rest Off” option.
·
To use Auto
Rest Mode: Press the Date book/Calendar button or “S” in the Onscreen navigation window. The
first press will make the character sit down. Pressing the button again
will activate the Auto Rest function. Once the character is auto resting he
will continue to rest until the player chooses another action, like pressing
rest again, moving the character, selecting a tile, opening the file menu, etc.
Mana is the power source within a character that allows you to use the magical abilities. When a player casts a spell he/she use part of their mana. When the player runs out of mana or has insufficient mana remaining, the player cannot cast that spell until he/she gets more mana. Mana is regained by resting. Only the Caster Classes gain mana regeneration rate increases at certain levels throughout the game.
Picking a
foe and performing the fight sequence.
·
Engaging in a
fight: To engage in a fight press your character into the monster for each
attempt to hit the creature.
·
Coning system
(opponent consideration): There will come a point where it doesn't seem like an
even opponent is a challenge or it seems impossible. The goal was to make an
even con monster impossible to kill naked, yet doable with comparable equipment
for the characters level. There are some exceptions to this rule like under
level 5 you can't afford any armor, therefore the an even con is a rather easy
kill. The first 5 to 10 levels were specifically designed to be very easy while
the player gets the hang of the game.
·
If you are
running away or the monster is taking back attacks the damage taken is reduced.
·
If you stand
toe to toe with a monster, it will stay and fight to the bitter end.
However, if you attempt to run away eventually it will not be able to keep up, give
up pursuit, and leave.
·
The damage
suffered by each hit of the monster is slightly reduced by a percentage of your
equipped armor absorption factor. This is added on top of the AC effect of the
item. This is calculated by Armors AC / 700 rounded down to the nearest whole
number. 700 was chosen as roughly maximum amount of armor class one can
achieve. This allows most gain per armor point while minimizing the potential
of hitting the max absorption hard cap (No more than 98 percent of damage for a
single hit). *Note: This number can be viewed in the lower section of the
character info screen under armor statistics.
·
Increased risk
yields increased rewards. If a creature of equal level has greater stats hp's,
AC, or Attack Rating he also has a chance of higher EXP for killing him.
·
If
"Increased risk yields increased rewards." the reverse is also
true. Decreased challenge yields decreased rewards. If the monster is
lower level than the player the exp and cash gained by killing it is
drastically reduced to the point If the monsters is to low the player will gain
nothing.
To open the spell book click on the button that looks like an open book. This button is located in the top right corner of the screen.
The spell book is where you obtain information on all spells and prepare them for use. Any spells information is available to view, however you cannot memorize a spell for use until you are the appropriate level for that spell. When you display the spell book you will see the following sections and buttons.
The class label shows what class is currently being displayed (cleric, enchanter, wizard).
The page number tells you what
page you are on.
The category tells you what category/type of spell is currently being displayed.
This is the listing of spells
under the displayed category and class. Selecting the image to the left of the
spell name will display the spell
information window.
Clicking on the ‘Previous Page’ buttons takes you to the previous page of spells in the currently displayed list.
Clicking on the ‘Next Page’ buttons takes you to the next page of spells in the currently displayed list.
This buttons displays a window consisting of 5 buttons Warrior, Cleric, Enchanter, Wizard, and the Close button. The purpose of the window is to choose one of the listed classes. While inside the spell book this window will select the caster class of spell you are interested in looking at.
After selecting a spell class the game will present you with the ‘Selecting a Category’ screen. This screen contains a list of the categories of spells customized according to the class you selected. Selecting one of the displayed buttons will change the spell book to show the category selected. NOTE: on all of the class/category options the last button will be display all spells in the class. Selecting all will display each category under that class one by one as you page forward through the spell book.
The close button closes the spell book.
This is the main part of the spell book, an image of an open book with up to 12 spells per book page. Each item shows the name of the spell. To the left of the spell name is the associated category image. Clicking on the image to the left of the spell displays information about the spell and gives you the ability to memorize the spell when applicable (see below Spell information window for more information).
The spell bar is used to cast spells. There is no way to cast a spell without loading the spell to your spell bar first. The spell bar is the long bar down the right side of the screen. If you have no loaded spells (default) each square inside the spell bar will have an X inside it. If you have loaded spells, an image of the spell type will be displayed in the slot. The level of the spell is displayed on top and to the bottom left corner of the category image. You are allowed a maximum of 7 spells. You can however load and unload spells as many times as you wish.
The Minimize spell bar is the button located at the bottom of the spell bar with the arrow in the middle pointing up. Selecting this button will make the spell bar minimize becoming a small down arrow button. This is convenient if you are not using spells and want more screen space.
The Maximize spell bar button is the button located directly below the spell book button only visible if the spell bar is in a minimized state. The maximize spell bar button looks like rounded button with an arrow in the center of it pointing down. Clicking on the maximize spell bar button will display the complete spell bar.
If you click on a loaded spell, three-popup buttons will display to the right of the selected spell (selecting a empty slot will do nothing). The three buttons that appear next to the spell are the ‘C’ button, ‘I’ button, and the ‘U’ button.
This is the ‘Cast spell’ button - Select this button to cast the selected spell. If the activated spell requires you to select a target; a black box with white text will display on top of the status window prompting you to select a target. The select a target message is commonly used for spells that are placed on an opponent like a damage spell or a de-buff spell. When the select a target window message is displayed click on the desired target on the screen.
This is the ‘Spell Information’ button - Selecting this button displays the spell information window.
This is the ‘Unload’ button – Selecting this button removes the select spell from spell bar.
After selecting a spell from the spell bar you can directly select the same bar button again to Cast the Spell (perform default action).
· When a creature is under the effect of a duration spell, such as stun or reduced movement rate, the remaining duration can be viewed by inspecting the creature.
· When using any de-buff spell, such as Reduce level, the experience and cash reward remains at the same amount you would receive if the creature was still full level and strength.
· Negative movement rate spells. Monsters run on a 10 round cycle, therefore when a negative 2 to movement rate is cast on a monster he will skip movement 2 times in every 10 rounds. This spell will stack. However any damaging hit on the creature after the effect is applied will break the effect allowing the creature to move at normal speeds again.
· Using the Enchanter spell to reduce the opponents hit points cannot kill a creature. It can reduce the targets hit points to a maximum reduction of %75 of full.
· If knock-back spell is used and a solid object is behind the target, the target will not be knocked backwards. The solid object will stop his movement. Solid objects include other monsters, NPCs, shrubs, walls, etc. Also a monster cannot be knocked into a city area where they are normally not allowed.
· When a creature is stunned it cannot move or attack. Damaging the creature will break the stun. Casting this spell more than once on the same creature does not stack. The second stun spell causes damage, this damage breaks the stun and then the new stun is applied. An opponent under this effect can't de-spawn, fight, move, or do a “special” while stunned. “Specials” effected by the stun spell include regeneration and dodge your attacks. You will still take feedback damage for hitting a stunned opponent.
· Any attack on a creature involving a spell that requires you to target the creature (de-buff or damage) will reset the time the creature has to attempt a retreat.
· Casting more than one levitation spell is allowed. It will apply two coats of the spell. This will not change the height of the player or the duration of the levitation. When the last levitation spell wears off the player drops to the ground as usual.
Picking up equipment/Money
·
Stat altering
equipment can include:
Attack Rating: increase the odds to hit an opponent.
Damage: increase damage per each hit.
Armor
class: The higher you’re AC the
less likely it is an opponent will hit you. This also affects your absorption
rate.
%
absorption: a derivative of AC.
this number is a percentage of the damage inflicted from each hit of an
opponent that will be absorbed. For example, if a snake hits you for 100 damage
and you have a %25 absorption rate, you will only take 75 damage.
Tracker: The ability to find an opponent (increased spawn
rate).
Stealth: The ability to hide from wondering monsters
(decreased spawn rate).
Feedback: damage inflicted back on opponent for hitting
player.
Vampirical: Hit Points return to player for each hit with
damage deal to opponent. *Note: This can not fill past max hit points of the
character.
·
You can only
leave up to 30 items on the ground then the items will start to disappear as
more is dropped. From first item dropped on the ground to last.
·
When you hit 30
items on the ground the game will give you a warning that items will start to
decay. You will not receive this warning again until you have picked up at
least 4 items.
·
Item level is
not an exact level of the item. It is more of a way to reference its strength
versus other items of its type. There are no restrictions to what a character
can equip. For instance if a Level 1 can afford a level 20 item he can equip
it.
·
The numbers
that appear on the equipped items screen indicate there is an item in that slot
and It’s relative size by displaying the items level.
Working with stackable items is very similar to other screen and forms in the game there are only a few places where stackable items can differ from non stackable items as outlined below:
· When viewing your Character Inventory, if you select a stack of items the [Equip Item] button will become a [Split Stack] button. This button will display a Number Selection screen that allows you to decide the stack split amount. Once the split amount is selected, the new stack will be added to the first open slot in your inventory. This functionality is not available while speaking with an NPC.
· When viewing the Selection Information about a stacked item, The in depth information screen will display value of the full stack, amount of items therein, and maximum amount of items that can be stacked.
· If you purchase, loot, or otherwise obtain a stackable item which is listed in your inventory, the item you pick up will automatically be added to the pre existing stack if there is room.
· You can stack items of the same type in your inventory by selecting the stack you wish to move, selecting the [Move item] button then selecting the stack of same type provided the stack you are adding to is not already full.
This trade skill is for fun and profit. A fisherman can earn great reward as they advance in skill. Per catch a master fisherman can earn over 15 platinum. Your can view your skill in fishing on the character statistics screen. Skill is rewarded a tenth of a point at a time. The Maximum skill that a fisherman can receive is 1,000. NOTE: Max fishing skill is 7 for the unregistered version of the game.
Fishing requires specific equipment. To fish you must purchase a pole and bait, the fishing pole MUST be equipped in your weapon/hand slot with the bait in your inventory. Keep in mind bait can be lost and consumed while fishing, and although rare it is possible to break your fishing pole.
Both the quality of your bait and your fishing pole will affect the outcome of your fishing attempt in the following ways:
·
Bait with higher quality will yield higher quality/value of fish, and
take less time to catch the fish.
·
A fishing pole with higher quality will take less time to catch a fish,
increase the quality of fish that can be caught, and due to the better
construction it will decrease the chance of pole breakage.
To fish follow the following sequence:
· Purchase a fishing pole and bait.
· Equip the fishing pole in your characters weapon/hand slot.
· Leave the fishing bait in your inventory.
· Find a body of water (must be deep water, not shoreline) and tap it once with the stylus.
· You will be prompted to select the same region of water again, select the same region of water.
· The fishing process will then begin and a count down of time/round remaining to fishing attempt completion will display in the status window.
· Wait for completion. If you move before the fishing process completes you will break the attempt and have to start all over again.
At any
time in the game you can save from the file menu. It is recommended to
save early and save often. Should you die without saving you will start over
with a new character at level one. To start from a saved position, simply
select the file menu and load the desired saved.
This game
is a turn based game not a timed game. Nothing happens until the player does an
action first. For instance: Suppose 4 monsters are on the screen and the
player doesn't move. Then everything waits until the player makes a move.
Only then are the monsters allowed to move also. Note: resting is considered a
move but inspecting a tile or opening the file menu is not considered a move.
This window displays all the your characters statistics including, level, regeneration rate, current hit points, max hit points, armor class, attack rating, total experience, experience needed to achieve the next level, character cash, equipment bonuses (see loot for types of equipment bonuses), and current buff enhancements. From this window you can also view your current running quests and change the character class you are training.
On this screen you can view any of the characters possessions.
This screen shows what items have been designated as wearing/using in combat.
Available when talking to a vendor. This is the screen items are bought from.
Available when talking to a vendor. Sell items to a vendor from your inventory at 90 percent of the original value.
Available only in screens where an item can be viewed. Such as buying an item, selling an item, inspecting your equipped items, viewing a buff, and any of the potions or scroll screens. If the item that you are inspecting is usable or consumable a consume button will become available allowing you to use the item. Buffs also have a remove enhancement button. See the Buff section for more information.
The ‘Potions and scrolls’ screen is a screen that breaks down the categories of all potion types and scroll types. The number to the right of the category button displays the amount of items you have available in your inventory for this specific category. From this screen you can select the category of potion or scroll type you are interested in and it will bring up the ‘Consume / Inspect potion or scroll’ screen.
The ‘Consume / Inspect potion or scroll’ screen lists all potions or scrolls of the category type you have selected. The number to the right of each potion or scroll indicates the amount of copies per item you have in your inventory. From this screen you can obtain detailed information or use a potion or scroll if you have one of them. Note: you do not have an item in your inventory to view the information about that item.
The Buff information screen displays statistics on the effect that is placed on your character. Some of the statistics include a brief description of the effect, the numeric amount affecting your character, and the duration remaining until the effect expires. This screen also gives you the option to remove the buff ahead of time.
This window consists of 5 buttons Warrior, Cleric, Enchanter, Wizard, and the Close button. The purpose of the window is to choose one of the listed classes. This window can be called from different areas within the game and has different meanings depending on where it was called. If you are selecting a class to train, this window will change the class your experience is going toward. If you are inside the spell book this window will select the caster class of spells you are interested in looking at. If you are trading experience for cash or vice versa this window will select the class to take from or give to.
This window allows you to select a number and submit that number to the location that called this screen. Because this screen can be displayed in multiple locations the results of this screens use are adjusted according to the situation it was called from and instructions specific to the situation are displayed at the top of the screen. The selectable number is sensitive to its calling parameters (what it is being used for) meaning it will not allow you to select below 0 or if applicable to exceed a certain number it will block the increase when the maximum parameter is meat. You can use the keyboard button to open an in game keyboard and enter a desired number or use the up and down arrows to scroll the number up or down. NOTE: To decrease player confusion the graffiti pad and hard keys are disabled on this screen.
This window displays information about the currently selected spell. Including the spell name, class, category, level requirement to use the spell, mana cost to use the spell, number amount of its effect (for example if it’s a heal spell it might say “Heal Amount: 10” if it’s a levitation spell it might say “Duration: 5 rounds”), a short description of the spell, and sometimes a longer explanation of the spells effects. If this screen was accessed via the spell book/spell info window it will also display a ‘Learn Spell’ button.
Using this button will load the spell from your spell book into your
spell bar for use. If you are not the appropriate level to use this spell it
will not let you load the spell.
This opens a screen where you can save or load a game.
This starts a completely new game with a new character at level 1.
This option is not meant for use by general populace.
Quit the game.
This screen allows you to select what On Screen Objects are displayed on the screen while playing the game.
This screen includes options like:
· Display the players on the main screen.
· Display the navigation window on the main screen.
· Displaying the players hit point bar on the main screen.
· Displaying the players mana bar on the main screen.
· Displaying the monsters hit point bar on the main screen.
· Displaying the potion button on the main screen.
· Displaying the spell book button on the main screen.
· Displaying the spell casting bar on the main screen.
· Displaying the options button on the main screen.
· Compressing combat messages while fighting.
· Displaying floating numbers during combat.
If you have lost track of all the loot on the ground thought the game it may become easier to just to destroy it all rather than go hunting for lost loot. NOTE this is a advanced reset/destroy that is capable of fixing other related problems.
Turns auto rest on for more information see Turn on/off auto rest
Turns auto rest on for more information see Turn on/off auto rest
This option opens a screen where you enter your registration code if you have purchased full copy of the game.
This option opens a screen that displays information about the game, build version number, database version number, etc.
Objects that will stay on screen whether they are selected or not.
The Onscreen navigation window is a window option to control the characters movement. See “Controls” for more info.
A drop down button located in the top right corner of the game play screen. This opens a common commands menu.
Selecting this button displays the character statistics screen.
Selecting this button displays the character inventory screen.
Selecting this button displays the equipped items screen.
Selecting this button opens the File Menu.
Selecting this button Turns on or off the auto rest function. When auto rest is off for each press of the rest button one turn will elapse. When auto rest is turned on pressing rest once will sit the character down pressing the rest button again will make the character start automatically resting. To break auto rest press any standard action key or press the rest button again.
The “Change Class to Train” button allows you to select what class you wish to put the experience you will earn towards.
Closes the options drop down window.
This is a red with gray background bar located in the top left corner of the screen. This gives allows the player a quick way to estimate the characters remaining hit points/health. When all the red is removed from the Player Hit Point Bar, the character is dead. Clicking on the Player Hit Point Bar will display the players hit points remaining and total hit points at full.
This is a blue with gray background bar located in the top left corner of the screen directly below the player hit point bar. This bar gives the player a quick way to estimate the characters remaining mana points. When all the blue is removed from the Player Mana Bar, the character is out of mana. Clicking on the Player Mana Bar will display the players mana points remaining and total mana points at full.
*This bar does not appear unless the player is engaged with an opponent, or one is selected on the screen.*
This is an orange with gray background bar located in the top left of the screen, directly below the Players current cash and to the right of the players mana bar. This bar gives the player a quick way to estimate the remaining life the selected monster has. When all the orange is removed from the Monster Hit Point Bar, the monster is dead. Clicking on the Opponent Hit Point Bar will display the opponents hit points remaining and total hit points at full.
The numbers located directly to the right of the Player Hit Point Bar. This indicates the amount of cash the player has.
Currency Exchange Rate:10 Silver (S) = 1 Gold (G), 10 Gold = 1 Platinum (P)
Indications: Next to each group of numbers will be an S, G, or P. Example: G9 = nine gold pieces.
This button is located in the top right corner of the screen. To open the spell book click on the button that looks like an open book on your game screen.
Quests are given out by a non player character (NPC's) found in your travels. When you meet one of these characters they will ask you to assist them by performing a service or task they require. The mission directions will consist of how many things they need done, what they need done, and how long you have to do it for them. There is a specific time frame in which to complete the quest. If a quest is not completed with in the time frame, you will no longer be able to complete it therefore it will be removed from your list of quests. When a NPC gives you a quest you will be presented with the option to accept the assignment or refuse it. Be warned if you refuse to assist in their cause they can become annoyed and refuse to give you another quest until enough time has passed and they forget you refused them previously.
A player is allowed up to 5 running quests at any given time. When a quest times out or is completed room will open up for more. The duration you have before a quest times out is counted in rounds. In this turn based game one action equals one round. Keep in mind that everything, which performs an action such as moving, fighting, resting, etc, eats up valuable time on your quest timer.
If you wish to see the list of quests you currently have and check the status (IE: how much time is remaining) you may view the quest log. The button to view the quest log is located on the Character statistics screen. This button is called "View Quests".
If a quest asks you to bring back proof that you have slain a certain monster you must get a trophy from the monster specified (see the trophy section for info on trophies). The type of body part used, as the trophy does not matter, just proof of the kill. If, by chance, you happen to already have a trophy from the specified monster you may turn it in to the quest in place of finding a new one (a kill is a kill no matter when it is done).
Once you have fulfilled all of requirements assigned by the quest giver, you may return to him/her and claim your reward. Note that a quest giver will not give you a reward unless you have proof of your deeds with you when you return to them. The quest giver will then take your proof in exchange for your reward.
You are awarded in both cash and experience for
completing a quest. The amount of reward you receive is directly reflected by
the difficulty of the challenge. In other words the harder it is to complete a
mission the better the reward. The amount of experience rewarded is roughly
half that acquired by killing the creatures in the first place. The cash is
roughly double that which you would regularly get without the NPC's inflation
rate. NOTE: This reward is in addition
to the reward received for the original kill.
In certain circumstances the player and some creatures have the ability to fly. This section is dedicated to outlining the places where obstacle rules do not apply. Terrain obstacles that can be flown over by both player and creature include ground obstacles, NPC’s, and ground born opponents. While in flight monsters can not fly into protected cities but the player can.
If the player is on the ground and flying creature attacks, the creature will come down close enough to the ground to fight so the player can fight back. In this situation the flying creature is usually tougher to hit than a grounded opponent due to positioning and the higher evade skill of winged opponents.
If the player is levitated the player can not attack creatures on the ground. Subsequently, creatures on the ground can not attack the player while the player is in air. While in the air moving onto the same tile as an opponent the player will fly over the top of that opponent.
When the player is levitated and the player comes across an airborne opponent a mid air melee combat can occur. If the player attempts to move onto the same tile as a flying creature this will result in a mid air player and opponent in melee combat.
While in flight the player can not perform the rest command to regain hit points and mana.
While in flight the player can cast any spells desired.
If an opponent is killed in the
air, over a solid object, instead of dropping the loot directly where the
creature used to be the game will attempt to find the nearest available tile.
Trophies are items looted off of monsters slain in battle as proof of a victory. When any creature is slain there is a chance you will receive a trophy of your victory usually in the form of a body part that stands out as unique to that creature or was not to mangled to be discernable as to what creature is came from. These items can be sold at you local vendor for a cash value or you can hold on to them for use later. Some quests may ask for proof that a certain monster was killed you may turn in a monster trophy of a matching type at that time for an extra reward.
When not in a quest and slaying monsters, trophies can be found occasionally on slain foe. If however, you are currently assigned a quest and happen upon a creature that quest calls for a trophy will almost always be found on the creature. Some of the different trophy types are: Tooth, Fang, Claw, Head, Toe, Finger, Eye, Arm, Leg, Nose, Ear, Foot, Skin, Hide, and Jaw.
You can only hold a maximum of 50 trophies at any time. This number of 50 includes what trophies are in your inventory or in a pile of loot on the ground. When you have reached the limit you will be notified and no more trophies will appear in loot until there is substantial room.
Buffs are magical character enhancements that affect the player’s performance only while under the effect of the buff. The player is allowed a maximum of 8 buffs at any given time. Enhancements like heals that have a 0 duration and ones that do not effect character statistics like Town Portal do not count against the amount of current buffs and do not display an icon. When the character is under one of these effects an icon will display on the left side of the screen for each buff. You can find out more about the buff and manipulate it by clicking on its icon. For information on using the buff information screen see ‘Buff information/manipulation screen’.
Miscellaneous General Rules and Hints
· When the character enters a city region, monsters can not follow. Monsters can not reside in the city at all.
· You can hold a maximum of 100 items in your inventory.
· All regions, other than the base region, are dynamically generated.
· If auto rest is active: Pressing left, right, calendar, or notepad button the game can sometimes skips your request to stop resting. This can not be helped it is a flaw in the fundamental design of the palm OS not expecting the individual application to allow use of those keys. The best way to work around this is to hold the buttons down the until action is performed or long enough for action to register or click on the screen to stop resting. Using the on screen navigation window will not have this problem.
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