Game Manual Version 1.0 Copyright 1998-99 Catware Inc.
QUICK OVERVIEW........................................................................................................................................... 7 WINNING THE GAME ...................................................................................................................................... 7 GETTING STARTED ......................................................................................................................................... 8 SYSTEM SPECS..................................
TRAINING......................................................................................................................................................... 22 PLAYER KILLING? ......................................................................................................................................... 22 MAIN SCREEN ................................................................................................................................................. 23 REAVER SPECIAL ABILITIES ....
SELLING........................................................................................................................................................... 37 MERCHANT SCREEN ......................................................................................................................................... 38 HALLS AND HOUSEHOLDS........................................................................................................................... 39 CHANGING FAMILIES ........................
THE OPTIONS SCREEN.................................................................................................................................. 54 WORLD INFO SCREEN................................................................................................................................... 57 SKILL CREATOR............................................................................................................................................. 58 TABLES SCREEN.....................................
PLACING NPC’S ON THE MAP ..................................................................................................................... 86 FAMILY NAMES .............................................................................................................................................. 86 MULTI PLAYER FUNCTIONS ....................................................................................................................... 88 EXCHANGING GOLD .............................................
Shattered Light Manual Draft 2.2 Quick Overview Shattered Light is the first fantasy role playing game to be designed from the beginning to be customizable and for hosting on the Internet. It begins with a complete role playing game with over 100 quests and monsters, 300 spells, more than 700 maps and hundreds of magic items. There are eight character classes, each with its own strengths and special abilities.
gained elsewhere in the city and the villages. So that is your mission: Recover the ten shards so that you can defeat the creature that has almost completed the destruction of humanity on Delos. Failure, for humanity, is not an option. Getting Started System Specs Pentium 166 required and Pentium 200 or better recommended 32 Meg Ram Windows 95/98 16 Bit color DirectX 6.0 or higher 800x600 graphics display 200 Megs of free space on your Hard Drive DirectX compatible sound card Internet Play: 28.
Starting the Game After installation you will have three icons on your Desktop (or create short cuts to them). Solo Game To begin playing the solo game simply click on the Shattered Light Icon and then choose solo game. You will go to choose or create your hero screen and begin playing. Select a hero and then click on the “start” button.
Your hero begins with spells that were learned in training. These range from two of two spells for fighters to eight of twelve maximum spells for mages. These are already inscribed and ready for use. Game Window Bar There are several controls accessible across the top of the window for the main screen. These are: Options Screen This is the options screen. Turns On/Off foreground sounds such as monster noise, fountains, and spells.
points, name, etc. Turns On/Off Peacemaker Indicator. Peacemaker Combat allowed No Combat The complete sword image on the screen means that combat can occur. The broken sword indicates that no combat can occur on that map. This image can be turned on and off in the Options Screen under Game in the draw down menus. It is assigned as a NPC object option in the Links Screen. Character Info These can be turned individually on and off on the Options Screen in the draw down menus.
Save Character To save a hero, pull down the menu under game on the main window and click on “Save Character”. This choice saves your hero in their slot. There is only one slot per hero. All saves, automatic as well as this one, save into it. There are separate save sets for the solo and multiplayer games. Exit Closes the game and ends play. Windows Each of these choices allows you to bring up the gaming window listed. Graphics This allows you to choose the size of the screen.
Customize and Customize Some More Shattered Light is the first fantasy role playing game to be designed from the beginning to be customizable and for hosting on the Internet. It consists of a complete RPG with over 100 quests and monsters, 300 spells, and hundreds of magic items. There are eight character classes, each with its own strengths and special abilities. The continent of Delos includes hundreds of maps ranging from caverns and dungeons to Stonehenge and palaces.
map with every map name on it, can be downloaded from our web site at Catware.com. In this world you really are in control.
Creating a Hero Start To Begin Creating a Character Click the “New” Button on this Start Up Screen. It only takes five steps and a few seconds to create a hero and be ready to play Shattered Light.
Choose a Class STEP ONE Choose a Hero Class by Clicking on the type of hero you wish to play.
REAVER MREM MAGE(all types) MENTOR 11 11 6 11 5 10 1 4 7 6 4 7 4 20 1 4 10 11 5 10 Spear Yes Yes No No No No No No Mace Yes Yes No No No No No No Staff No No No No Yes Yes Yes Yes Dagger Yes Yes Yes No Yes Yes Yes Yes 3 2 5 10 8 3 5 15 5 5 12 8 Weapon Use and Limits Weapons Allowed Knight Paladin Reaver Mrem Earth Mage Sky Mage Fire Mage Mentor Sword Yes Yes Yes No No No No Yes Axe Yes Yes Yes Yes No No No No Missile Yes Yes Yes Yes No No No No Weapon & Armor Stat Restrictions Weapons Bow
War Great Swords 30 50 STR Dagger 0 Short 10 Scimitar 20 Gladius 15 Sword 20 Long 30 Broad 25 Rapier 10 Cutlass 40 Bastard 50 Claymore 25 50 6 10 DX 5 10 15 10 15 20 20 10 30 30 60 0 2 4 3 4 6 5 2 8 10 40 12 Initial Spells The four combat oriented classes increase the number of spells they can carry at a much higher cost than the four magic using classes. All Heroes also have the Set Teleport and Teleport Spells.
Recall Dart 1 Male or Female STEP TWO Once you have chosen a Hero Class, you then may choose if the hero is male or female. To do this click one, causing a check to appear, in the male/female boxes on the bottom right of the screen. An image of how your hero will look will appear in the box above. There are no differences in the game values based upon the sex of the hero.
Name STEP THREE In this Step you choose a name for your hero. You may choose any name that will fit within the space provided. Click in the box labeled “Character Name” and then use the back space to erase whatever is currently in the box, the name of a character you are replacing or “Default Character”. You can then write in any name that will fit in the space.
Choose Face Open Faces to choose from BEGIN PLAYING and Save this hero Face STEP FOUR When others examine your hero’s values or you look at your character screen an image appears on that screen. This is a more personal idea of how your character looks. To select your personal image click first on the button on the lower left marked “face”. This will replace the game image of your hero with a selection of individual faces. Use the arrow keys to select the face you wish to use. Your hero is now complete.
STEP FIVE Note that you can have up to five different heroes ready to play at any time. To begin the game click on the box before the name of the hero you wish to use and check will appear before that name. You then click on the “Start” button on the lower left to begin playing Shattered Light. 5 Training The hero is assumed to have completed an apprenticeship and training in their area of heroism.
At the time a hero is created a decision has to be made for multiplayer games. At this time you can choose if that hero will be able to attack and kill other heroes and also be vulnerable to such attacks or be unable to attack other players and be immune to attacks by other players. No experience is given for killing another player. The Host also has the choice of banning all Player Killing in the entire campaign on the Option Screen of the World Server.
Reaver Special Abilities The Reaver has a number of special skills. One of these, as explained above, is to open locked doors. Their other unique skill is the ability to cast a spell that gives them the ability to appear to look to another players as if they are a different class. Opening Doors The Reaver's Ability to open locked door is dependent on the dexterity of the Reaver and the difficulty level of the locked door.
Gold Shows the total amount of gold carried in your pack. Selected spell This shows the spell that will be cast anywhere that is right clicked. You change this choice using the arrow keys are the F1 to F6 keys. Saving the Game To save the game choose save on the draw down menu. There are five slots in which you can save the game. You can save at any time. This means you can save up to five different heroes or one hero at five points in play.
Clicking on the top right button of the control bar opens the Game information Screen.
Game Information Screen brings up three additional screens.
Hot Keys The Left mouse key is used for all actions including movement, melee and missile fire and interacting with others. The right mouse key is used only to cast spells. When the Main Screen is up, that is when you are playing, the following hot keys will bring up the other screens. Movement: Left click on space to be moved to.
Alt + W Go to Windows Mode (Adjustable screen size and multiple windows available). To Save use the menu Bar. When you save only the hero stats save, not the world situation. Map Maker When in Map Maker the Space Bar brings up the last of either save or load screen as preformed. Alt and left click to enter a link (treasure, monster, teleport, etc.). Shift and left click when a tile on the same layer is chosen to erase objects on that level. Movement Walking Click on the space that you wish to walk to.
Blocked Spaces There are several types of tiles in the game that cannot be crossed without answering a question or can only be crossed by a specific group of heroes. To cross one of these spaces click on the blocked space. This will bring up the request for the password, riddle answer, or notify you of what is required to cross that space. Password Level, Class or Family Riddle Reavers and Locks Reavers have the ability to “pick magical locks”, the only kind used on Delos.
Healing As time passes in Delos the wounds a hero has received heal. The rate that the healing occurs at is increased as a factor of the level and strength of each hero. The higher the level and/or the higher the strength, the faster a hero heals. A hero can never have more Body Points (BPs) than their maximum including magical bonuses. A hero will regenerate up to the maximum including any magical bonuses from items they are equipped with and from spells.
Hero Screen Items by locations Your image Hero’s current statistics Base (unmodified by spells or items) Modified by magic Click and drag item here to Smart text of items Move an item to the pack Hero Statistics (Statistics) Click and drag item here to to drop an item on the ground Body Points (BPs) The total number of Body Points is a measure of the amount of damage the hero can receive and continue functioning. Lost BPs are regenerated over time.
Accuracy How often a hero hits is determined by their accuracy. The defense of the target is subtracted from the accuracy of the hero to determine the chance of each missile or melee attack hitting the monster. The result is a percentage chance of hitting. A hero with an accuracy of 75 attacking a monster with a defense of 25 has a 50% chance of hitting each attack. The probability of hitting is never lower than 5%, even if the defense value is higher than the accuracy value.
Experience A hero gains experience by slaying monsters and completing some quests. As experience accumulates the hero is said to have attained “levels” of experience (at being a hero). When a level is reached the hero is given a bonus. Levels become harder to achieve as the hero progresses. Level Bonus Each time a hero gains enough experience to increase a level a bonus is given.
Click only when finished and all points are assigned. Each bonus gives from one to five points of improvement for each bonus point spent. The Extra Bonuses are: STAT LEVEL MODIFIERS KNIGHT PALADIN REAVER MREM MAGE MENTOR ELF BP<11 BP<21 BP21+ STR DEX DEF ACC CONC WILL MANA 5 4 2 4 2 2 2 4 4 5 7 3 3 5 4 4 4 4 2 3 4 5 4 5 5 1 3 4 1 2 3 2 2 4 2 1 3 2 2 7 5 3 4 4 2 3 2 2 2 3 3 2 2 1 2 1 5 3 1 4 1 2 2 2 3 4 3 3 5 2 Each skill will have a different bonus value from two to twenty five points.
Changing Hero Class Once your hero has reached the 20th level, it is possible to change the class of that hero. To do this, choose the option on the Stats Screen. Your new hero retains all of the stats and skills so far achieved, but loses all of the inscribed spells in the spell book. Only the start spells for the new hero type will be inscribed in the book. This loss will occur each time the hero changes class. The hero will then operate in the class normally.
Merchants To begin play you may want to equip yourself at the many merchants in the City. There are five types of merchants. There is more than one of each type of merchant in Terris and the items offered will vary between them, as will the prices. To deal with a merchant simply approach and click on the merchant as they stand in their shop. Note some shops are empty, awaiting their use by player characters in the multiplayer games or for the host to place NPCs at in net play.
carrying and clicking on an item will give you the option of selling it (at a discount) to that merchant. A merchant will only buy items of the type they sell, and at a substantial discount. Items your hero can’t use are shown against a gray background with readable print. Items that are too expensive are shown with a gray background and unreadable letters. Merchant Screen Buy or Sell Close Screen Grayed out items are too costly for you to buy. To purchase or sell an item click on the item.
Halls and Households These can only be entered by members. The paladin’s guild and the earth mage’s guild are based in Terris. If you are a member you can enter these buildings through their rainbow locked doors. There are six families based in Terris. To join a family a hero clicks on the obelisk near the door and accepts the invitation to join. You can be a member of only one family and that choice is permanent. The family provides you with a 10,000 gold stake when you join it.
Changing Families When you join a family it is free. To leave again costs a hero 20,000 gold. If you can’t stand your relatives that badly then click in the family screen. Here you are given the name of your family and the choice of leaving that family. Quests Getting a Quest You receive a quest from a NPC whose sole function is to assign that quest to any hero they speak to.
If more than one hero wishes to join in on a quest, then each must speak to the quest giving NPC individually. To be assigned a quest click on the image of the Quest Giver. This will bring up the Quest Screen.
QUEST SCREEN To accept a Quest simply click on “Yes”. To Refuse the Quest Click on “No”. Quest Maps The map containing the item that is the object of your quest appears on a special map. Only heroes who are on the same quest will be directed to the map containing the object of that quest. There is also only one quest object on this map.
To Review a Quest click on the tan button on the top right of the main screen. This will bring up a screen that contains all of the details of the quest and the initial briefing. If you decide to give up on the quest, you do so with this screen. Completing a Quest When a hero has obtained a quest item, they gain their reward by delivering that item to the quest receiver named in the quest or intervening NPC’s dialogue.
The Pack The Main Pack There are Thirty-six spots in the pack carried by each hero. Each item and every 15,000 gold fill one slot. Gems that are not yet inscribed take up a slot. A hero does not get the benefit of the magical bonuses of an item in their pack, only for items they are equipped with. To view an item you simply move the mouse over it. The name and bonuses for that item will be displayed at the bottom of the screen.
Spell Book The Spell book contains all of the inscribed spells the hero has. To return to the main pack, click on the “View Items” button. To return to the main screen, click on the pack button. To add a spell to the spell book you simply select a gem and then click on the “use item” button. Once inscribed a spell cannot be removed from the spell book. The number of spells that can be inscribed in a spell book is limited. This can be increased to a maximum of 30.
Dropping Gold This screen allows you to select the exact amount of gold to drop or pass to another player. Spells Casting a Spell To choose a spell use the left and right arrow keys. Move the arrow keys once after you first find a spell gem to activate it and all future gems. If you click on the monster you will cast that spell at that monster (or hero). You can continue to cast the same spell (or change them with the arrows) by clicking on the monster a second or subsequent time until your mana runs out.
Potions have no element and are accessed in the order they are in your pack using the one key. A hero can only cast spells of their own element. At high levels Mages can learn a skill that allows them to cast spells of other elements. Knight Paladin Reaver Mrem Earth Mage Fire Mage Sky Mage Mentor Earth Air Power Fire Earth Fire Air Power There is a limit to the number of gems a hero can carry. This is a reflection of that type of hero’s ability to control the clashing magical auras of that many gems.
Casting a Spell The First step is to have spell gems. Once you have a gem in your possession hit the left or right arrow key. The arrows on your keyboard will move you through the spells. To cast a spell at a monster, move the mouse pointer until the space under the monster is outlined in green and then right click. Drinking a Potion Potions and herbs always act to heal your hero. To drink a potion or eat an herb you simply press the “1” key.
Fast Spell change choices All inscribed spells Spell Description These are the keys for fast spell casting. To cast a spell using the fast spell function simply push the selected function key and then right click on the target. This screen will also give details on all the spells inscribed in the hero’s spell book. Casting Time How often a hero can cast a spell is determined by their amount of mana. A spell also takes some time to cast.
walk toward any target chosen. If you choose a bow by clicking on it on the main screen, then you will stop and fire until that target is dead. Damage Bonus Only when making a melee attack (not a missile or magical attack) the hero receives a bonus on the damage done by a hit based upon their strength. The bonus applies for all melee weapons and is a value randomly placed between 20% and 40% of the hero’s total strength. Bonuses to strength from magic do increase this level of damage.
Treasure To pick up a treasure move the hero next to it and then click on it. When your mouse is over a treasure it is outlined in red. Note: Monsters will pick up dropped or left treasure. Some will go to great lengths to get it first. When you die you drop all of the items you had in hand (weapons, etc). Chat Chat will allow players to speak with everyone on their map, or one selected hero anywhere on the server. You may send messages to 1. A single other player 2.
This symbol appears on your main screen when a chat message has been sent you. Passwords To cross a space blocked by a password (or riddle, etc) move into sight of the space and then click on it. A screen will appear assign for you to type in the password. Once you enter the correct password everyone can move through that space. The space will remain open to All characters until you leave the map. Dying When you are killed you will eventually re-appear again in the Great Square of Terris.
World Builder Welcome to the World Creation Supplement to Shattered Light Server Screen The name of every player on the server is placed here. His character in the screen below. Settings Your Server Base Path Max # players Password if required Send General Message To open the Character Modifier Click on player’s name.
The Options Screen allows you to set the parameters of the heroes you will admit to your campaign. Body Point Regeneration Period Attack Time Monster Healing Mana Regeneration Period Runaway Level Monster Multiplier Hero Start Speed Monster Move Times Player Killing? Start Location and Start Map Monster Treasure Distribution Minimum Hero level Max Hero Level Maps Game Treasure Distribution IMPORTANT: Changes made on the server screen take effect the NEXT time you load the game.
The mana regeneration is the interval it takes to receive back half again the mana the hero currently has. Therefore the greater the mana, the faster the remaining mana regenerates. Hero starting Attack Time is how often the hero attacks and is decreased by dexterity values over 1. The Runaway penalty sets at what level the hero will suffer a penalty each time they use the panic button to return to the great square.
The Game Treasure Distribution determines the items that are available as random treasures that are placed on the map maker. The probability of any treasure is proportional to the value given here compared to that for the other treasures.
World Info Screen World Info provides the opportunity for the host to present his world to perspective or new players. It also provides a place for communications and information outside the game.
Skill Creator This Screen allows you to custom skills that a hero can develop along with their statistics. Skills are more specialized and improve more quickly than character statistics. Skill Name Item/Spell/Monster affected Current Skills Bonus Activity Classes Allowed Description of the Skill Minimum Level % Added per Bonus Point To Create a New Skill click first on Add. This will bring up a copy of another skill that you can modify. 1. Create a new name for your skill 2.
Tables Screen The TABLES Screen allows you to modify all of the values, including effect and cost, of all spells, items, and monsters. Monster Tables Screen Shown are some of the values for the over 100 monsters in Shattered Light.
Items Table Screen The ITEMS Screen allows you to create unique magic items. A magic item can increase or decrease up to three of the user’s statistics. Item # Name Chosen Chosen Values Choose Name Modify What (up to 3 stats) Item Image Add Delete Load set Save Modify How (+ up. – down) Choose Graphic Image Items are created, or modified after creation, using the tools at the bottom of the screen. An image of the item, changed by the slide bar, will appear in the window on the bottom right.
Quest Creation Screen The QUEST Screen allows you to create custom quests. All quests must be structured so that an item must be recovered. This item is delivered to the Quest Receiver NPC of the name you designate to receive the reward. There can be only one quest giver for each quest, but a receiver may be created to reward as many different quests as you desire. Quest Maps Since quest items are always found on special quest item maps, there will be two versions of any map that has a quest item.
Name Quest Giver (unique for map) Special Quest Map Quest Item (see list below) Minimum Level Quest Receiver /Reward Giver Reward Gain Level as Reward Earlier Quest Required? (Name) Quest Giver’s Dialogue (5,000 character max) Quest success dialogue Enter changes Three clues given by normal 30% of the time if you have List of All Quests Add new quest to list end Delete quest Reload from last save SAVE new and changes a quest.
Add creates a new quest number identical to the last quest viewed. Then use the modify button and change as desired then save.
1. Sword 2. Bow 3. Shield 4. Dragon Tooth 5. Finger Bone 6. Finger Bone 7. Knuckle Bone 8. Rib Cage 9. Hammer, broken 10. Hammer Handle, broken 11. Broken Staff Top 12. Broken Staff Center 13. Broken Staff Bottom 14. Axehead, broken 15. Axe Handle, broken 16. Crystal Ball 17. Crystal Ball 18. Crystal Ball 19. Crystal Ball 20. Crystal Ball 21. Herb 22. Herb 23. Herb 24. Herb 25. Herb 26. Herb 27. Herb 28. Horn 29. Horn 30. Horn 31. Key 32. Key 33. Key 34. Key 35. Key 36. Key 37. Key 38. Key 39. Key 40.
NPC TEXT This Screen will allow you to create Non-player characters that will make prewritten statements when clicked upon by a player. You will be able to change the message as well for already present NPCs. To create a NPC use the mapmaker. (See Links below) To change text click modify, make all changes and click save. To create text for a new NPC click first on Add. This gives you a duplicate of the last viewed NPC. Then click modify and change the repeated text to the new text and save.
Riddles Screen Riddle # Riddle text answer To place a riddle in the game, on the mapmaker click the box marked “riddle”, give the link a name unique to the map in the first space at the top, and place the riddle number in the box marked “Skill Level” on the top right of the options. To change a riddle, select “modify” then enter the change then click on “save”. Over 300 riddles are included in the game.
Map Information Screen 67
The Map Maker Map Tiles Save Map Refresh Map Show Grid Create Map Load Map Tile Map Show Impass Map Tiles calls up the over 2000 tiles that can be placed on the map.
Save Map Saves the map in the “Maps” folder in the Shattered Light Folder. (See below) Refresh Map resets the maps and places all of the impassable terrain shadows. Create Map gives you the option of creating a new map of the size you desire. (See below) Tile Map will cover the entire map with the ground level tile selected at that time. This saves time placing a basic grass, cavern floor, or floor tile on the entire map. It is recommended you do this first with all maps you create.
Map Tiles There are over 2000 different map tiles you can place on the map. They are divided into two levels. One is ground level and the second is wall level. To place a tile in the map first select the tile set it is in. These are divided first by category and then by name. Then when the tile set appears select the tile you desire. Click on that tile and it will be outlines in red. Left click on the map to place the tile.
You may use the mouse or the arrow keys to move between tiles. To erase a tile, be sure to have chosen a tile of a similar type. This guarantees that you will be erasing from the same level. Then hold down the Shift key and click on the tiles to be erased. Holding down the left mouse key as well allows you to move the mouse erasing all tiles on the chosen level in its path. Saving A Map To save any map simply click on the Save button. This will bring up the map Save As Screen.
Placing Specials To enter the special placement screen, hold down the “Alt” key and left click on a space. Whatever you create will be placed on a space. There can be only one special per space. Create Link Treasure Source Delete Link Monster Source NPC Source All special items are placed by this screen in the floor tile level. Create Link allows you to then create such links as fountains, teleports between maps, traps, and locked tiles.
Treasure Source gives the option of placing a random, quest, or unique treasure. It is not necessary to place a treasure near a monster source, monster groups will already have a treasure that appears when the last of the group is slain. Delete Link If you alt click on an existing link or source and then click on the delete link button, that tile will be cleared.
Monster Source allows you to place a specific set of monsters or a range of monsters on a tile. NPC Source allows for the placement of Non Player Characters including those who grant or reward quests.
Teleport link Teleport Links This moves you from map to map or within a map. The marked spaces at the edges of the map are “teleport” spaces. Link in this map Connects to a Link on what map Name of Link on other map. Each Link Name may be used only once per map. To create a link that will teleport a hero between two any two spaces in the game: 1. Enter a unique link name for this space. 2. Enter the name of the map (may be same map) the link connects to a space on. 3.
Special Link Types Minimum and Maximum Levels Set a minimum or maximum level the hero may be to cross that space. Family Members Limit those who can cross a space to the heroes that have joined a Family (e) by entering the Family name. Hero Class Limit those who can cross a space to the heroes of a certain class by entering the class’s name (Knight, Paladin, Earth Mage, etc.) Riddles Limit those who can cross a space to those who have answered a riddle.
You can force a hero to type in a password to cross a doorway. To do this, enter the password to be used in the space below. Traps To place in a space a spell that will affect any player who stops on that space, first check the trap box and then select the spell that will activate on the space if a hero stops on it.
76Hurry, 77Intense, 78Mass_Berserk, 79Mass Never Miss, 80Mass_Sureshot, 81Mindfire, 82Mind_Shield, 83Muscle, 84Never_Miss, 85Perplex, 86Protect, 87Quickfire, 88Resist, 89Resolve, 90Rooted, 91Rush, 92Sand_Cloud, 93Scurry, 94Shelter, 95Shielding, 96Shudder, 97Smoke, 98Sparkles, 105Target, 106True_Shot, 99Sureshot, 100Slow_Wits, 101Strength, 102Strong, 103Stubborn, 104Surge, 107Unmind, 108Weak_Eye, 109Weak_Mind, 110Weaken, 111Willpower, 78
Creating Quest Maps When you create a Quest on the map maker it asks you for the name of a quest map. This should be a special map, unlike any others in that on it is placed a “Quest Item”. By using this system it is possible to have maps that are normal until a hero has a quest. Then a variant of that map, entered from the same space, can be accessed only when a hero has the correct quest for that space.
Placing Monsters To place a monster simply click on its letter code (not name) in the slot marked “Monster ID”. This will display in the next row of openings the up to three sets of monsters and how many of each that can be placed in that box. There are 30 sets of three for each monster ID. By choosing a set by number you cause the exact same number and type of monster(s) to appear each time.
Cloud Giant Cloud Giant Lord Cloud Giant King Scevan Scevan Screecher Scevan Howler Scevan Beast Bone Swegle Horned Swegle Thorn Swegle Spiney Swegle Hammet Dark Hammet Dire Hammet Dread Hammet Lesser_Earth_Elemental, Earth_Elemental, Earthlord_Elemental, Overlord_Elemental, Zombie Diseased Zombie Rotting Zombie Putrid Zombie Dust Devil Whirlwind Cyclone Hurricane Ogre Cave Ogre Ridge Ogre Mountain Ogre Snap Crackler Crackle Crackler Pop Crackler Storm Crackler Ghoul Ghoul Horror Shadow Ghoul Chaos
K L M N O P Q R S T U V W X Y Z AA BB CC DD EE FF GG HH II JJ KK LL MM NN 00 PP QQ RR SS Skeleton, Skeleton Warrior Skeleton, Skeleton Warrior, Skeleton Guard Nit, Scavenger Nit, Black Nit Yngling, Forest Yngling, Cave Yngling White, Pale, Swamp Yngling White, Mage Yngling Scevan Skeleton, Skeleton Warrior, Skeleton Guard Brognab, Marsh Brognab, Stinging Brognab Marsh Brognab Marsh Brognab and Brognab Scevan, Brognab, Marsh Brognab Floater Floater, Foul Floater Floater, Foul Floater, Gargoyle Scevan, Sceva
AO AP AQ AR AS AT AU AV AW AX AY AZ BA BC BD BE BF BG Ridge Ogre Mountain Ogre Ghoul Horror Shadow Ghoul Chaos Ghoul Lizcanth Ravager Lizcanth Devourer Lizcanth Rex Gargoyle Lord Gargoyle Prince Gargoyle King Horned Swegle Thorn Swegle Spiney Swegle Earth Elemental Earthlord Overlord Whirlwind BH BI BJ BK BL BM BN BO BP BQ BR BS BT BU BV BW BX BZ Cyclone Crackle Crackler Pop Crackler Storm Crackler Vampire Mistress Vampire Enchantress Vampire Countess Stone Giant Lord Stone Giant King Lava Giant Lord Lav
To place a Unique Item created in the WORLD BUILDER, put the number of that item here. To remove a treasure simply use the delete link function.
115 116 117 118 119 120 121 Herb Herb Herb Herb Herb Herb Herb 122 123 124 125 126 127 128 Black Key Blue Key Gold Key Green Key Orange Key Purple Key Red Key 129 130 131 132 133 Kobold Key Teal Key Wand Wand Wand 85
Placing NPC’s on the Map There can be only one NPC of each name on a map. NPC Text is the number of the text as listed in the World Builder The NPC image is as shown below. There are over 250 human animations and a number of NPC objects that can be used to label buildings, as historical or similar markers, gravestones, etc. Female animations are from 1 to143, Male from 144 to 287. Objects are 301 to 323. See illustration that follows. Each type of merchant can be clearly marked.
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 Tarquin Tudor Hapsburg Ptolemy Montague Stewart MacDonald Romanov Flavius Orleans Boreau M’Bara Teppes Richeleiu Lupus 87
Multi Player Functions Exchanging Gold When a player in the multiplayer game chooses to “drop” gold a slide bar appears. The position of the slide bar indicates from the amount of gold dropped. This allows the players to exchange exact amounts of gold. Control Character Screen The Host of the game has the option of changing a large number of factors for each hero.
The Other Options A to K A force the hero to drop all items B Kill the hero C. Grant 100 gold D. Force the hero to be saved E. Disconnect the hero from your server (to eliminate rowdy players F. Change the hero’s name, G. Change hero’s class H. Change hero’s sex I. Force hero to drop their current quest J. Cause hero to join or quit a family K. Teleport the hero any location on any map in the game.
Map Info Screen This screen operates only for the host of a multi-player game. It provides dynamic, real time information for the player who is hosting the session of Shattered Light. As the game is all in windows this screen can be kept visible during play and will update to reflect all changes. Name of all players, their health and their location.
A History of Delos Five thousand years ago there was no magic on Delos. It was an older world, where few resources remained. Beyond solar and geothermal, there was no source of energy. The power dependent civilization was threatened. Then scientists discovered what they thought was a new energy source. They began a research program that would free the power that bound the universe itself together, what we would call a sort of cold fusion on a cosmic scale.
would, and did dare anything. Spells acquired increasing power until one spell triggered a chain reaction that destroyed the cities, the towers, and everyone in them. Of the first Great Age, only haunted ruins filled with magical menaces and traps remained. Where the Shards of the original Quantum Tap were once magically held apart, they can now be reassembled. This will allow access to through the gates that the Laria hides behind.
The tale, too long to tell here, begins when Baric the Bard, then known simply as Tremayne the Younger, took to the road. His father, a wealthy and powerful Duke, had died and his older brother Nicolo was to be granted the title. The tradition was for any other sons to remove themselves from the estates, either to avoid disputes over the inheritance, or to avoid the new Duke from consolidating his power by eliminating potential rivals.
conceived. A challenge was issued that the Duke would face the most powerful of the giants. While not bright, the massive humanoids are proud and expected to easily squash any single human. Normally it would have taken months for the wizards of Terris to create weapons and armor powerful enough to stand against a giant. Unknown to giants was that the duke had created the first of the Clan Weapons and Clan Armor.
Monster AI Notes Nit Nits are territorial. They like to stay in the same place and guard it. If you don't come too close, and don't attack them, they will leave you alone. Nits hold grudges. If you attack a nit, it and its group members will now attack you on sight. Gargoyle Gargoyles are ferocious predators. They attack the first thing they see and keep attacking until it's dead. They prefer to attack those creatures that are slower than them.
Yngling (Furred Goblin) Goblins are cowardly and will only attack if they sense you are weaker (in melee combat). Otherwise they will stay at a 'safe' distance. If they do attack, they like to gang up on one person. A goblin will call for help if it is the only attacker. When a goblin gets weaker, it will run away. Goblin leaders will attack those who come too close - they are less cowardly. They will call for help when attacking. Goblins like treasure.
possible, and will even leave combat to get something nearby. tan tans can only melee attack. When melee/missile/magic attacked, tans will return melee attack to the death. Groups of 3 or more will have a leader that will hold back from battle if possible. If the leader is attacked, other tans will rush to his d. tans tend to look for the weaker melee opponents and attack them. tans guard their assigned treasure ferociously. When the holder of the assigned treasure is attacked, it will call for help.
If magic attacked they will counter attack it if attacker is nearby (7 tiles) and not already attacking someone else. Rogue_Earth_Mage Rogue Earth Mages are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Earth Mages and will attack them (and will gang up upon them) above all others. They then have preference to attack other Mages and then Mentors. Rogue Earth Mages will ignore heroes more that 11 tiles away.
If missile attacked they will rush the attacker if the distance is less than 5 tiles, else they will move to avoid missile attacks. If hit by a magic attack, will counter attack it if attacker is nearby (10 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks. Rogue_Elf Rogue Elves are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible.
Rogue_Knight Rogue Knights are humans who have become evil. They love treasure and have a preference to fetch & carry treasure whenever possible. They do not like other (human) Knights and will attack them (and will gang up upon them) above all others. They then have preference to attack other non-magicians. Knights will ignore heroes more that 16 tiles away. If missile attacked they will rush the attacker if the distance is less than 4 tiles, else they will move to avoid missile attacks.
less than 10 tiles, else they will move to avoid missile attacks. If hit by a magic attack, will counter attack it if attacker is nearby (5 tiles) and not already attacking someone else. Otherwise, they will ignore magic attacks. Stone_Giant Stone Giants live in clans and prefer not to wander too far from their lair (home base). They are fairly dumb and will attack anyone who comes too close to them. They do have a preference for attacking heroes that are stronger than themselves.
Stone Giants will ignore heroes more that 17 tiles away. If missile attacked they will rush the attacker if the distance is less than 4 tiles, else they will move to avoid missile attacks. If magic attacked they will rush the attacker if the distance is less than 6 tiles, else they will move to avoid magic attacks. Lava_Giant Lava Giants live in clans and prefer not to wander too far from their lair (home base). They are fairly dumb and will attack anyone who comes too close to them.
Cloud_Giant Cloud Giants live in clans and prefer not to wander too far from their lair (home base). They are fairly dumb and will attack anyone who comes too close to them. They do have a preference for attacking heroes that are stronger than themselves. They will only help other Cloud Giant that call for help. They will also help others in their group; but are willing to move further to help the higher the rank of the calling monster. Cloud Giants will not more too far to attack of help others (10 tiles).
If magic attacked they will rush the attacker if the distance is less than 2 tiles, else they will move to avoid magic attacks. Crackler Cracklers are energy balls. They have a tendency to attack Heroes with magical abilities (Mentors & Mages). They have a secondary preference to attack Heroes who are missile attacking the group. They will come to the d of anyone in their group. They have slight preference to gang up on a Hero when attacking. They have no interest in Treasure or the home base.
They will roam around a map till they spy a Hero to attack. When possible they like to 'double-team' on attacks. Whirlwinds will ignore heroes more that 15 tiles away. If missile attacked then nothing special. If magic attacked then nothing special. Ghoul Ghouls have some interest in treasure. They will pick up any near-by treasure (within 10 tiles). They will tend to carry the treasure around with them all time and will avoid fights (i.e. run away) while carrying treasure (except to d a leader).
Ghouls will ignore heroes more that 11 tiles away. If missile attacked then nothing special. If magic attacked they will rush the attacker if the distance is less than 5 tiles, else they will move to avoid magic attacks. Skeleton Skeletons have no mind and have difficulty following the simplest of orders. They will attack anybody who come too close to them, but may also (sometimes) simply 'forget' and walk away from a battle.
Ogre Ogres love to hoard treasure. They will search for treasure, pick it up, and move it back to their base. Ogres love to fight and will pick on any passing hero. If the hero is carrying treasure then the Ogres will gang up on the treasure carrying hero. Ogres will not respond to calls for help unless it is a leader, the Hero being attacked has treasure. Ogres will ignore heroes more that 10 tiles away.
If missile attacked then nothing special. If magic attacked then nothing special. Dragon Dragons love to hoard treasure. They will search for treasure, pick it up, and move it back to their base. Dragons love to fight and will pick on any passing hero. If the hero is carrying treasure then the Dragons will gang up on the treasure carrying hero. Dragons will not respond to calls for help unless it is a leader, the Hero being attacked has treasure. Dragons will ignore heroes more that 16 tiles away.
Vampire Vampires are evil undead creatures. They love to suck blood. They attack Heroes whenever possible. The upper level (more powerful / smarter) vampires will tend to avoid Heroes with strong magic abilities as these are the only ones who can really hurt them. Vampires will answer the call for help from anyone else in the group (if they are not otherwise occupied). They will tend to spread out when attacking multiple Heroes - each vampire seeking it's own victim.
Lizcanth Lizcanths are savage reptilian humanoids. They tend to fight as a pack and will gang up on weaker or less strong opponents. They have only a moderate interest in treasure (will not travel too far to obtain it), but will accumulate it and store it at their home base. They will rush to defend their home base. They do not respond to calls for help for anybody, including their own kind except for their own group leader. Lizcanths will ignore heroes more that 15 tiles away.
of a group. They have no interest in treasure. They will come to the defense of any member currently under attack. They remember which heroes have attacked them and will hunt them down if the heroes are weak or wounded. Scevans will ignore heroes more that 15 tiles away. If missile attacked they will rush the attacker if the distance is less than 2 tiles, else they will move to avoid missile attacks. If magic attacked then nothing special. Swegle Swegles are big dumb brutes resembling armored Rhinos.
If magic attacked then nothing special. Hammet Hammets are solitary creatures, but will form a pr and tend to hunt and fight as a pack. They have no interest in treasure, but are very defensive of their lair (home base). Hammets will ignore heroes more that 10 tiles away. If missile attacked they will move to avoid missile attacks, and then dart back to attack the attacking hero. If magic attacked then nothing special.
will call for help if their opponent is 30% (or more) stronger than they are or if they are at 75% or less of their full strength. Floaters have no interest in Treasure. Floaters will ignore heroes more that 12 tiles away. If missile attacked then nothing special. If magic attacked then nothing special. Lich Lichs are dead evil wizards. They are very powerful. They tend to avoid fights whenever possible - preferring to run.
If missile attacked then nothing special. If magic attacked they will rush the attacker if the distance is less than 2 tiles, else they will move to avoid magic attacks. Brognab Brognabs are animated plants that have very low intelligence. They have no interest in treasure and tend to wonder around. While aggressive, they never attack heroes who are at full strength, but may follow them around. Their preference is to gang up on the weakest hero they can find.
Zombie Zombies are mindless, animated corpses. They will stop fighting current Heroes to go to the d of a leader. Zombies will ignore heroes more that 12 tiles away. If missile attacked then nothing special. If magic attacked then nothing special.
Non Player Characters These are the poses of the animated non-player characters used for dialogue, quests, etc. Note the last poses are of static objects such as monoliths, signs and sphinxes.
City of Terris Guide City 1 House of Flavius House of Stewart House of Orlean Merchants: Potion, Weapons, Armor Paladin’s Guild Hall Reaver’s Guild Hall Residences City 2 Mage’s Guild Hall Knight’s Guild Hall House of Romanov House of Boreau Merchants: Tailor Residences City 3 House of McDonald Merchants: Potions, Weapons, Armor, Jewelry Mentor’s Guild Gate Residences City4 Residences City 5 West Gate Merchant: Weapons City 6 Oracle Merchants: Armor, Potions, Weapons Treasure Row Residences City 7 Treasure
Treasure Row Residences City 9 Gate Fountains Residences City 10 Arena Gate Merchants: Weapons Startmap Great Square Fountains Bazaar Fountains Pubs Dungeon Merchants: All City 12 Palace Court Mages’ Estate Justice Hall Spell List 1. Asteroid, 2. Ball Lightning, 3. Bees, 4. Brambles, 5. Branches, 6. Burn, 7. Dart, 8. Fireball, 9. Flame Strike, 10. Flicker, 11. Flies, 12. Fry, 13. Gust, 14. Jolt, 15. Kudzu, 16. Lightning Bolt, 17. Mass Restore, 18. Meteor, 19. Pain, 20. Planetoid, 21. Roots, 22. Shock, 23.
53. Silver lining, 54. Sooth, 55. Twist of Fate, 56. Whirling Doom, 57. Berserk, 58. Berserker, 59. Blind, 60. Blinding, 61. Concentrate, 62. Condense, 63. Dazzle, 64. Dead Eye, 65. Defender, 66. Determined, 67. Dismay, 68. Dismind, 69. Distraction, 70. Divert, 71. Dust Cloud, 72. Falter, 73. Feeble, 74. Fire Shield, 75. Focus, 76. Full Shield, 77. Hurry, 78. Intense, 79. Mass Berserk, 80. Mass Never Miss, 81. Mass Sure shot, 82. Mind fire, 83. Mind Shield, 84. Muscle, 85. Never Miss, 86. Perplex, 87.
191. 192. 193. 194. 195. 196. 197. 198. 199. 200. 201. 202. 203. 204. 205. 206. 207. 208. 209. 210. 211. 212. 213. 214. 215. 216. 217. 218. 219. 220. 221. 222. 223. 224. 225. 226. 227. 228. 229. 230. 231. 232. 233.
Delos World Map 137