Realm Walker game documentation

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To provide feedback email us at Realm Walker Team.

 

How To Play

Character Controls

Hard control buttons

Onscreen Navigation Window

Potions and scrolls button

Secondary Controls

Home

File menu

Switching Terrain

Tile Selection

Types of selectable tiles

Empty Terrain selection

Character Tile selection

Opponent Tile selection

Non Player Character (NPC) tile selection

Terrain Entrance Sign tile

Player character classes

Definition of the playable classes

Warrior

Cleric

Enchanter

Wizard

Selecting a class to train.

Class rewards per level

Hit Points

Mana

Armor Class

Attack Rating

Hit point regeneration rate

Mana regeneration rate

Health and Regeneration

Mana

How to Fight

How to use spells

Opening spell book

Using the spell book

Class

Page number

Category

The main book image, containing spells and their images

Previous page

Next page

Spell class/category

Selecting a category

Close

Select a spell from the spell book.

Using the spell bar

Minimizing the spell bar

Maximizing the spell bar

Single click on a spell

The Use Spell ‘C’ button

The Use Spell ‘I’ button

The Use Spell ‘U’ button

Double click on a spell

Notes on some rules for specific types of spells

How to Loot

Item Stacking and splitting

Trade Skills

Fishing

Fishing Equipment

Performing fishing

Character Death, Saving and loading previous games

Turn Based

Forms/Screens

Character Statistics

Character Inventory

Equipped Items

Buy Goods

Sell Goods

Selection information

Potions and Scroll

Consume / Inspect potion or scroll screen

Buff information/manipulation screen

Select a Class

Number selection

Spell information window

Learn/memorize the spell

File Menu

Edit / Save or Load Game

Edit/ New Game

Edit/ Enter Code

Edit/ Exit Game

Options / Screen Display Options

Options / Destroy All Loot Items

Options / Turn AutoRest on

Options / Turn AutoRest Off

Help / Register

Help / About

On Screen Objects

Onscreen Navigation Window

Options

Character Stats

Character Inventory

Equipped Items

Open File Menu

Turn on/off auto rest

Change Class to Train

Close

The Player Hit Point Bar

The Player Mana Bar

The Opponent Hit Point Bar

The Players Current Cash

The spell book

Questing and or Missions

Receiving a quest

Quest duration

Viewing quests

Monsters and trophies (proof of victory)

Completing a quest

Reward for a quest completion

Flying creatures and player levitation

Player on the ground versus flying creature

Player in the air versus creature on the ground

Player in the air versus flying creature

Player in the air can not rest

Casting spells in the air

Opponent death in air – note on loot

Trophies

Magical character enhancement (BUFFS)

MISC

 

 

How To Play

Character Controls

Hard control buttons

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.

Onscreen Navigation Window

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”     

Potions and scrolls button

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.

Secondary Controls

Home

Home exits the game. Located left of the graphiti pad.

File menu

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

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.

Tile Selection

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.

Types of selectable tiles

All tile/items that can appear on the screen have helpful information attached to them:

Empty Terrain selection

Selecting empty terrain brings up a terrain statistics screen with information about the terrain the character is looking at, bush, wall, water, etc.

Character Tile selection

Selecting the tile the character is standing on brings up the "Character Stats" screen with information about the character experience level, equipment, health, etc.

Opponent Tile selection

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.

Non Player Character (NPC) tile selection

Selecting a tile with a Non Player Character (NPC) standing on it brings up an NPC description screen.

Terrain Entrance Sign tile

Selecting a Terrain Entrance Sign tile displays a detailed description of the adjacent terrain entrance and what can be expected on the other side.

Player character classes

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.

Definition of the playable classes

Warrior

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.

Cleric

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.

Enchanter

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.

Wizard

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.

Selecting a class to train.

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.

Class rewards per level

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.

Hit Points

·         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.

Mana

·         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.

Armor Class

·         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.

Attack Rating

·         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.

Hit point regeneration rate

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.”

Mana regeneration rate

The “mana regeneration rate” will increase at certain caster levels throughout the game.  For Warrior levels this rate will not increase.

Health and Regeneration

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

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.

How to Fight

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.

How to use spells

Opening spell book

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.

Using the spell book

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.

Class

The class label shows what class is currently being displayed (cleric, enchanter, wizard).

Page number

The page number tells you what page you are on.

Category

The category tells you what category/type of spell is currently being displayed.

The main book image, containing spells and their images

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.

Previous page

Clicking on the ‘Previous Page’ buttons takes you to the previous page of spells in the currently displayed list.

Next page

Clicking on the ‘Next Page’ buttons takes you to the next page of spells in the currently displayed list.

Spell class/category

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.

Selecting a category

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.

Close

The close button closes the spell book.

Select a spell from 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).

Using the spell bar

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.

Minimizing the spell bar

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.

Maximizing the spell bar

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.

Single click on a spell

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.

The Use Spell ‘C’ 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.

The Use Spell ‘I’ button

This is the ‘Spell ­Information’ button - Selecting this button displays the spell information window.

The Use Spell ‘U’ button

This is the ‘Unload’ button – Selecting this button removes the select spell from spell bar.

Double click on a spell

After selecting a spell from the spell bar you can directly select the same bar button again to Cast the Spell (perform default action).

Notes on some rules for specific types of spells

·         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.

How to Loot

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.

Item Stacking and splitting

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.

Trade Skills

Fishing

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 Equipment

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.

Performing fishing

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.

Character Death, Saving and loading previous games

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.

Turn Based

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.

Forms/Screens

Character Statistics

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.

Character Inventory

On this screen you can view any of the characters possessions.

Equipped Items

This screen shows what items have been designated as wearing/using in combat.

Buy Goods

Available when talking to a vendor.  This is the screen items are bought from.

Sell Goods

Available when talking to a vendor.  Sell items to a vendor from your inventory at 90 percent of the original value.

Selection information

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.

Potions and Scroll

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.

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.

Buff information/manipulation screen

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.

Select a Class

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.

Number selection

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.

Spell information window

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.

Learn/memorize the spell

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.

File Menu

Edit / Save or Load Game

This opens a screen where you can save or load a game.

Edit/ New Game

This starts a completely new game with a new character at level 1.

Edit/ Enter Code

This option is not meant for use by general populace.

Edit/ Exit Game

Quit the game.

Options / Screen Display Options

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.

Options / Destroy All Loot Items

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.

Options / Turn AutoRest on

Turns auto rest on for more information see Turn on/off auto rest 8

Options / Turn AutoRest Off

Turns auto rest on for more information see Turn on/off auto rest 8

Help / Register

This option opens a screen where you enter your registration code if you have purchased full copy of the game.

Help / About

This option opens a screen that displays information about the game, build version number, database version number, etc.

 

On Screen Objects

Objects that will stay on screen whether they are selected or not.

Onscreen Navigation Window

The Onscreen navigation window is a window option to control the characters movement.  See “Controls” for more info.

Options

A drop down button located in the top right corner of the game play screen.  This opens a common commands menu.

Character Stats

Selecting this button displays the character statistics screen.

Character Inventory

Selecting this button displays the character inventory screen.

Equipped Items

Selecting this button displays the equipped items screen.

Open File Menu

Selecting this button opens the File Menu.

Turn on/off auto rest

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.

Change Class to Train

The “Change Class to Train” button allows you to select what class you wish to put the experience you will earn towards.

Close

Closes the options drop down window.

The Player Hit Point Bar

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.

The Player Mana Bar

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.

The Opponent Hit Point Bar

*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 Players Current Cash

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.

The spell book

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.

 

Questing and or Missions

Receiving a quest

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.

Quest duration

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.

Viewing quests

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".

Monsters and trophies (proof of victory)

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).

Completing a quest

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.

Reward for a quest completion

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.

Flying creatures and player levitation

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.

Player on the ground versus flying creature

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.

Player in the air versus creature on the ground

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.

Player in the air versus flying creature

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.

Player in the air can not rest

While in flight the player can not perform the rest command to regain hit points and mana.

Casting spells in the air

While in flight the player can cast any spells desired.

Opponent death in air – note on loot

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

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.

 

Magical character enhancement (BUFFS)

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’.

 

MISC

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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To provide feedback email us at Realm Walker Team.