Travel Advice and Essential Skills
Before starting the search for Sheltem, there are several helpful skills to acquire across the isles. You must find their masters to teach them to you and be prepared to pay the price.
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Cartography: Helps you keep better maps of the areas you visit.
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Danger Sense: Gives warning of monsters you may not see until it is too late.
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Detect Secret Passages: Helps you avoid missing out on hidden opportunities.
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Mountaineering: Gains access to the higher regions.
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Pathfinding: For cutting your way through dense forests.
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Swimming: For crossing shallow waters. All characters must have this skill for it to work.
Guilds and Spellbooks
Always keep a full spellbook. When you have mastered your current spells, gain membership to a guild from wandering mages to learn more. If you gain a spell from an enchanted pool or a traveling teacher and have no explanation of its use, go to a guild for its description.
Remember to keep a good supply of gems, as some spells require the power locked inside their crystals. Spells are forged through the mysteries of Cosmonium, Esoterica, and Gaiam, and only classes devoted to their study can cast them.
Novice Magic Spells
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Awaken: Pulls all sleeping adventurers from their slumber.
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Detect Magic: Reveals magical items in the caster's pack and shows their remaining uses. Use this to discover the nature of treasure chests.
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Elemental Arrow: Unleashes a bolt of flame, electricity, acid, or ice upon a single enemy to reduce their well-being.
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First Aid: Quickly heals minor battle wounds, restoring health to an adventurer.
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Flying Fist: Summons an enchanted gauntlet to deliver a stinging punch to a single foe.
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Light: Provides a magical light to illuminate darker areas.
Damage Protection
It is necessary to gain protection from the six forms of damage delivered through weapons and spells: fire, electricity, cold, poison, energy, and magic. Each race has a natural strength against some of these, and further protection can be gained through spells and enchanted items.
Quests and Services
As you travel, there will be many occasions to enlist your services to others in need of help. It is wise to accept these challenges, as completing them can yield great rewards for future dealings.
Mister Wizard
When all hope is gone, you may call upon Mister Wizard to carry you back to safety. He will always answer, but he extracts a high toll of experience from those he rescues.
Calling him too often can render a mighty warrior weak, so it is best to resolve situations without his help if possible. However, new first-level adventurers find favor in his heart and are not penalized.
Adventuring Commands
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Bash: Used to break down locked doors or thin walls. The Might of your first two conscious characters is combined and tested against the obstacle. If successful, the obstacle breaks, though your characters take a small amount of damage.
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Dismiss: Returns any party member to the inn where they last stayed. At least one character must remain in the party.
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View Quests: Displays current quests and Corak's Clues.
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Map: Displays the map of your current area, recording all places visited since learning the Cartography skill.
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Information: Displays the Game Information Window, listing the time, date, year, day of the week, and active party spells.
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Quick Reference: Displays a chart listing the party's vital statistics, gold, gems, and food.
Character Portraits
The Character Portraits show pictures of all party members. Each character has a gem below their portrait indicating their health status:
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Yellow: Below maximum hit points.
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Red: 25% or less hit points remaining.
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Blue: Zero or less hit points.
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Gray: Hit points are above maximum.
Selecting a character portrait displays a detailed list of the character's statistics.
Control Panel
Selecting the big gem at the bottom of the Display Window brings up the Control Panel Window:
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Efx: Toggles sound effects on and off.
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Music: Toggles music on and off.
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Delay: Sets the text display delay from 0 to 6.
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Load: Loads a previously saved game.
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Save: Saves the current game. The game also automatically saves whenever you enter an inn.
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Mr. Wizard: Returns the party to Fountain Head and removes one level of experience from every character (except first-level characters).
Character Screen
Selecting a character portrait and pressing the B button opens the Character Screen. This screen displays icons for core statistics (Might, Endurance, Speed, Accuracy, Personality, Intelligence, Luck) along with four top icons:
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Items: Opens the Inventory Screen.
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Quickview: Opens the Quickview Screen.
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Exchange: Exchanges the position of the currently viewed character with another selected character.
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Exit: Exits the Character Screen.
Other statistics shown on this screen include:
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Age: Characters start at age 18. Shows birthday, natural age, and current age. Magical attacks can make characters older than their natural age, causing some statistics to decline.
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Level: Shows current level, maximum level, and attacks per round.
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AC: Armor Class. Higher numbers make the character harder to hit.
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HP: Current and maximum hit points