投票
标题:求上古1代攻略
colorlemon
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发表于 2008-7-14 11:17 资料 短消息  加为好友 
求上古1代攻略

最近玩上古卷轴1代竞技场,结果发现难度太高,一开始的迷宫里就有暴强的敌人。想问问有人玩过或者有功略的帮帮我。

[ 本帖最后由 colorlemon 于 2008-7-20 09:39 AM 编辑 ]

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colorlemon
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发表于 2008-7-20 09:39 资料 短消息  加为好友 
不能沉下去啊,没人玩过上古1啊!

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wphoto2003 (马力)
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发表于 2008-7-20 11:21 资料 短消息  加为好友 QQ
你说的是那个这个的1代 The Elder Scrolls - Arena 吗?

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wphoto2003 (马力)
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发表于 2008-7-20 11:29 资料 短消息  加为好友 QQ
我把部分题图放在我的blog上了

http://blog.sina.com.cn/s/blog_414470030100a6z9.html


那个又找到一个全地图的网站  不过是俄文的 不太影响 看图就好了 不知道写的什么而已

http://www.elderscrolls.net/arena/walkthrough.php

可以按照最右边的那个小图标旁边的链接可以点开看地图

刚发现 比我blog上的那个地图全多了

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发表于 2008-7-20 11:31 资料 短消息  加为好友 QQ
The Elder Scrolls: Arena: FAQ by RHeuman


1. What the latest version?
     Version 1.06 - patch is named ARUPD6.ZIP

2. Where can I get this update?
     It can be downloaded from the Bethesda BBS.  The telephone
     number is 1-301-990-7552, and is in the US.

     It is on BBSes in the satellite transmission system, and on
     CompuServe

     It can be FTP'd from:

          wuarchive.wustl.edu under
          /pub/msdos_uploads/games/patches

          ftp.uwp.edu under /pub/incoming/games/patches

3. How do I know I have the correct patch?
     A.EXE should be 174,021 bytes dated Aug. 4, 1994 @ 11.29AM.

4. I have version 1.03  Do I also need the prior patches?
     No, 1.06 contains 1.05, 1.04, etc.

5. Are there any things I need to watch out for when I install
the patch?
     This depends on the version you are replacing.
     
     If it is 1.05 then simply copy all of the files out of the
     patch into the directory where you have Arena.

     If it is 1.04 or earlier, first get out of the dungeon if
     you are in one.  The requirement is covered in the readme
     file included in the update file.  ALWAYS read it before
     copying the new files into the game directory.

6. Does anyone know how well arena runs on (pick a CPU chip).  I
have an ISA video card and X MBytes of ram.
     To some extent, the speed of the CPU is more important than
     the brand or version.  There is a horizontal green bar in
     the bottom part of the screen when you are examining your
     character.  If you move the green to the left the game runs
     faster, to the right and it moves slower.   This only
     impacts DEPTH of FIELD.  While in a city during clear
     weather play with this and you will see more buildings at a
     distance when more of the green is showing, and less when
     less is showing.  When in a dungeon, the depth makes little
     difference, and playing with the minimum amount of green
     showing should be fine.  If you have a Pentium chip, version
     1.06 adds a SLOW DOWN switch for the command line when
     starting TES: Arena, and it is needed for the faster CPU
     versions.

     You must have 4 meg of ram, and that is a bare minimum.
     Unless you have 6 or more you will be tight on RAM and not
     be able to play at the maximum speed your video card, hard
     drive and CPU are capable of permitting.  All three are a
     factor in the speed at which you can run the game.

7. Is there a walk-through for Arena?
     No. Arena is a free form game, and can be played many
     different ways.  At a minimum you must complete the quests
     that make up the storyline.  There are 9 in total, one in
     each of the eight provinces, and a final one in Imperial
     City.  In the provinces, each quest has two parts to it.

     However, you can also investigate dungeons in the
     countryside, break into houses in the cities and towns, and
     perform tasks asked of you by NPCs in Taverns and by the
     Kings, Queens, Dukes and Dutchesses, etc., in Palaces.

     You can also search for various artifacts, which enhance
     your abilities in various ways.

     In other words, you can do many different things, depending
     on your particular preferences.

8. How many different artifacts are there?
     There are 16 different artifacts.

9. Which artifact is the best?
     This is a matter of opinion.  It depends on the type of
     character you have chosen, and what you want to do.  If you
     can wear armour, then the Ebony Mail might be best.  There
     are rings and other artifacts that improve your armour
     class, and one which gives you 50 points to distribute among
     your stats.  The best answer is to find them and make your
     own decision.

     Here is what some of the artifacts offer:

     Ring of Phynaster - Worth 6 points to your armor class.
     Necromancer's Amulet - Worth 9 points to your armor class.
          (And artifact rings and amulets can be worn
          over other rings and amulets)

10. I have an artifact.  I cannot seem to get another artifact
quest.  Why?
     While you are holding one artifact, you cannot get another
     artifact quest.  Go to a shop and leave your artifact for
     repair.  If you are told it does not need repair, use it and
     then immediately leave it for repair.  Then go out into the
     street and get another artifact quest.  Once the quest is
     noted in your log, you can go back and pick up the repaired
     artifact(s) and go on the quest.  

11. How do I get an artifact quest?
     By asking for a general rumor in the street. Pick a NPC and
     ask 10-20 times.  If after 3 or 4 requests you get 'I know
     nothing' type replies, go to another NPC.  Eventually you
     will get something like "X is at Inn Y trying to sell a map
     to find artifact Z'... Go to the Inn, click on the innkeeper
     and negotiate with character X.  Either pay the fee asked or
     forget that artifact, and try for a different artifact quest
     out in the street. Incidently, if you do not want the particular
     artifact named, just keep asking the NPC that gave you this
     artifact seller's location.  Ask until you are given the name
     of an artifact you really want.  Eventually all of the artifacts
     you do not currently possess will be named, if you do not go to
     the named tavern to get the location of the map for one of them.

12. When I have an artifact, do I get to keep it forever?
     Yes, if you never use it magically; for example, only use it
     as a regular weapon or wear it as a ring (but there is one
     exception).  No otherwise.  The higher your character's
     level, the more times you can use its magic/spells, but
     eventually you will use it up, UNLESS you get it repaired
     before it disappears.  When you repair an item, it is
     restored to its original value and starts as if it were new.

13. If I lose an artifact, can I get it back?
     It goes back into the pool of 16 artifacts, less those you
     already hold, and can become a quest again.

14. I have been asked to rescue Y from X in dungeon Z.  I cannot
find X to kill/capture him/her.  Where is he/her?
     If on a mission for a ruler, obtained in a Palace, the
     dungeon usually has two levels, and X is on the lower level.
     You may have to swim under walls, or go through a tunnel
     into a room, to find him/her.  The only time that X is not
     there is if the date and time are LATER than the date and
     time the ruler gave you for the end of the mission.  You
     must complete the mission before the end date you are given!

15. I am looking for an artifact or the map to the dungeon
holding an artifact.  Where is it?
     If on an artifact quest, the map to the second dungeon will
     be in a chest somewhere on the lowest level of the dungeon,
     and it will be a 4 level dungeon.  The item might be near
     the stairs down to the lowest level, or on the opposite side
     of the dungeon.  It might be in a room or out in a hallway,
     in a dark corridor, etc.  You may not see it until you are
     right on it.  It will be there!

16. Is there a hex editor, or some other way I can change my
character's attributes, money, etc.
     Stats and gold are located in the saveengn.xx files, where
     xx is a value between 00 and 09.  When you save a game the
     box you use determines this number.  You need to edit this
     file to make the changes you want.  The file is encrypted,
     so changes are not obvious.  Use a editor such as Norton or
     Central Point's DiskEdit.  You must be able to HEX edit.

     To give a character 1,000,000,000 GP make the following
     change:

        In file SAVEENGN.0x (all values in HEX)

        Offset 41E      18
        Offset 41F      FA
        Offset 420      C4      80
        Offset 421      83      F8

     Offset 041F (in the above list) is part of the field for
     Gold.  Change it (without changing the other three) from
     what it is to CC to get around 65K gold pieces.

     Offset 040C is part of the field for Experience.   Change it
     from 48 to 4F to get around 1.28 x 10^11 Experience points.
     
     (This will make you in the range of 24-28th level in byte 06)
     
     [Method to use - change 40C to 4F, win fight, distribute points,
     then change 40C BACK to the original value, and change 006 back
     too.  This CAN be repeated.  Each time you will have OVER 100
     points to distribute.  If you want LESS points, change 40B instead.]

     Field covers 4 bytes - 409 to 40C (hex) 409 holds the lowest value
     and 40C holds the highest value.

     Note that you'll get, all at once, the bonus points that
     comes with the level you become, including improved
     hitpoints, etc, but may have to fight first.

     To give a character more attribute points make the following
     change:  (next fight gives the points)

        In file SAVEENGN.0x (all values in HEX)
        Offset 006      87 (make character level 1)

     at the time of the next fight you will get a bunch of points
     to distribute.  The number depends on the difference between
     level 1 and the character's current level.  However, be
     certain NOT to go to 100 for each attribute, since that will
     hang the game when the character next gains a level and
     there is NO place to put the points. Leave at least
     (6*(26-current level)) points available for distribution.
     The value in offset 006 will then be at the correct value for
     the level the character should be at, and the exercise can be
     repeated.

     You should be able to do anything you want if you do this.
     
     Someone else might have locations for each of the stats,
     etc.  If the idea is to increase stats, use the offset 006
     change until the values you want to increase are high
     enough.  Allow for normal increases during the game, plus
     finding of 50 points via one of the artifacts....

     Its much easier to edit the spells, since they're kept in
     clear hex.  Use Spellmaker to create a spell that does 1-1
     pts of damage, +1-1/level, then look the spell up in the
     SPELLS.xx file (where xx is the savegame #), and change it to
     99-99, + 99-99/level, etc, etc. [see 17 below for details.]

     You can also edit the % chance, plus the duration, etc.
     You'll also find a couple of new spell effects in here, that
     probably never got implemented, CAGE and DEATH SPELL.
     Attempting to use them generally results in disharmonious
     outcomes... [Advice - Do not try them]

17. How do you patch the spells in the spellbook so that they are
without cost and do more per turn?

     The following is extracted from a spellbook to demonstrate the
     method used to change the value of a purchased spell.  [Each line
     below starts with its offset from the beginning of the file (in hex)
     and then the 16 hex bytes, followed on the right with the ASCII
     equivalents.]  The values to change all preceed the name of the spell.  
     Multiple spells follow on each other and follow the same pattern.

                           PCTools DiskEdit
                              Version 9.0

     +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F   0   4   8   C        
000 63 00 63 00 63 00 01 00 01 00 63 00 00 00 00 00   c.c.c...c.....   
     ^^    ^^    ^^    **    **    **
010 01 00 00 00 00 00 01 00 1E 00 01 00 01 00 00 00   ...........   
                             &&    &&    &&
020 00 00 00 00 00 00 05 00 00 14 0F 0C 00 00 01 00   .............   
030 00 FF 01 00 72 65 67 65 6E 2F 69 6E 76 2F 68 65   ...regen/inv/he   
           ++ ++
040 61 6C 00 00 00 00 00 00 00 00 00 00 00 00 00 00   al..............   
050 00 00 00 00 00                                    .....               

     Patching spells.....

     You must use a hexidecimal editor.  Examples include the DiskEdit
     from both Central Point's PCTools and Norton/Symantec's Norton
     Utilities.

     The 63 over each ^^ in the first line above changes the original 01
     points to 99 points.  

     Where the spell has wording such as 1 to 1 points, as heal does, the
     63 over the ** in the first line changes it to 99 to 99 points

     The values over the &&s is the number of turns between repeats. 1E
     is equivalent to 30 turns.  Change as desired.

     The 01 00 over the ++ changes the cost of the spell to 0 spell
     points.

     This pattern using 85 bytes repeats for each spell in a spell book.

     32 spells can be added to the spells book, requiring 2720 bytes,
     which is the size of the SPELLS.xx file, where xx is a value of
     between 00 and 09, and depends on the saved character's position
     in the list of saved games.

18. I am in a tunnel and cannot get into a room because I keep
getting hit by some monster in the room.  I have to get into that
room.  What do I do?

     Find another way in!  Passwall is a valuable spell for this
     purpose, and a weapon or armor can be purchased which
     carries this spell with it.  If you are in a part of the
     tunnel where there is no roof, you can also levitate out.
     This spell too can be carried with armor or a weapon, but it
     can also be purchase at a Mages Guild.

19. What is the best weapon?  

     Auriel's Bow is a magical artifact, which is excellent AS A
     BOW!  Even better is an ebony bow, if you can find one in a
     shop, and can afford it.  The difficulty with a bow is that
     you cannot use a shield, but its like taking a machine gun
     with unlimited ammo into the dungeon. Just place the cursor
     on your victim, hold down the right button, and watch the
     fun.

     Also good are an ebony di-katanna, which maximizes hit
     points, as well as any of the other ebony swords.  If you
     can afford or find an ebony weapon, it is almost impossible
     to break, and will permit you to open chests and doors where
     the lock does not open easily, without breaking the sword.

20. Repairing artifacts seems to be awful expensive.  Are there
any suggestions to save money?

     One person asked:  "I checked my Aurelia's Shield into a
     shop for repair.  I'm quite poor right now, so I selected a
     repair price which gave me a 200-day repair period.  Then I
     checked the status of the job, and the shopkeeper told me to
     come back in 17 days!  Have I just rolled over some number
     in the item's record so that it doesn't read the right
     length of time?"

     Another person answered: "The number of minutes is kept in
     an unsigned short, so you should always offer 13 gold to
     repair an artifact. This gets it done in under 15 hours."
     Testing shows that this rule still works under version 1.06.

     The normal price for a 10 day repair for a artufact is
     10,000 GP so the above trick saves you a lot of money, unless
     Bethesda gets rid of this bug!  If they do, remember that it
     takes quite a few days to travel around the different provinces
     going after the next artifact, so you can save money by leaving
     the artifact for a longer repair period.

21. Spells are expensive.  Are there any suggestions to save
money? [See 17 above re editing spells YOU make.]

     The Spellmaker also uses (used?) unsigned shorts for spell
     cost. The player who suggested spending 13 gold for
     repairing artifacts had this to say about spells: "I got
     tired of monsters beaming in behind me so I made a
     Non-Target (with spells) plus light (lasts a little less
     long) plus spell reflection (the monsters still throw things
     at a non-target). The spell has a casting cost of zero and
     makes dungeon exploration much more relaxing. (Be sure to
     save before playing with this, though. The Spellmaker
     crashes if too many wraps of the NT spell cost are done.
     They don't seem to have debugged this feature very well.
     Once the spell is made it seems to work just fine.)"

     He continued: "Legitimate spells can also have a casting
     cost of zero. For instance, a levitate spell that lasts 1 +
     5 per 6 levels has a spell cost of 10, so the casting cost
     is 5/lev, or zero for a level 6 character. A free heal
     stamina spell can make swimming less tiring, and free cure
     spells can be recast until they work. Before I discovered
     the spell cost wrap, my main spell was a cheap invisible
     spell (casting cost 1 for a level 8 character)."

22. What is the minimum I need to do, and which provinces, etc.,
are involved in each? [You must inquire to get these instructions.]

-----------------------------------------------------------
1st piece;
The ruler of Rihad has marked Stonekeep on your map of the
province of Hammerfell...

The ruler of Rihad has marked your map to show the dwarven mines
of Fang Lair in the province of Hammerfell...
-----------------------------------------------------------
2nd piece;
The Mages Guild of Winterhold has marked the Fortress of Ice on
your map of Skyrim...

The Mages Guild of Winterhold has inscribed your map with the
location of the twisted corridors of the Labyrinthian in the
province of Skyrim...
-----------------------------------------------------------
3rd piece:
The Ruler of Eldenroot has sent you to get a gem called the Heart
of Selene, and has marked your map of Valenwood with the location
of Selene's Web...

The ruler of Eldenroot has inscribed the location of the Elven
forests of Elden Grove on your map of the province of
Valenwood...
-----------------------------------------------------------
4th piece:
According to your map marked by the Mages of Corinth, the Temple
of Agamanus lies in Elsweyr...

According to your continental map, the forgotten Halls of the
Colossus lies in Elsweyr...
-----------------------------------------------------------
5th piece:
The Mages of Lillandril have marked on your Summurset Isle map
the location of the Temple of the Mad God...

Marked on your continental map is the crucible of magic, known as
the Crystal Tower, in the province of Summurset Isle...
-----------------------------------------------------------
6th piece:
Camlorn's Brotherhood of Seth have marked on your High Rock map
the Mines of Khuras...

Marked on your continental map are the halls of the dead, the
Crypt of Hearts, in High Rock...
-----------------------------------------------------------
7th piece:
According to the markings the Conclave of Baal made on your map,
the Vaults of Gemin lie in Black Marsh...

According to your continental map, the dark forest of Murkwood
lies in Black Marsh...
-----------------------------------------------------------
8th piece:
The ruler of Ebonheart marked the entrance to the Black Gate on
your map of Morrowind...

Your continental map shows the entrance to the fire mountain,
Dagoth-Ur, to be in Morrowind...
-----------------------------------------------------------
End of Game:
Enter Imperial Palace in Imperial City.  At lowest level, find
what is needed to defeat the BattleMage and get out of palace.
-----------------------------------------------------------

23. I have just started Arena, and am looking for the scroll the
queen needs to find the location of the first staff piece.  Can
anyone tell me about where it is in the dungeon, or at least what
it looks like?

     You need to look at the continental map, and click on
     Hammerfell.  It looks like a molehill, and is NE of Rihad.
     Ride there, don't try to walk there...  Then find what you
     are looking for in that dungeon.  It will be there, and this
     FAQ will not tell you where it is in the dungeon.

24. I can't figure out the answer to this ..... riddle.  What is
the answer?

Thanks to Rollin Baker, who posted the following on 12 Jul 1994
15:42 PST

FIRST LINE/COUPLET                                    ANSWER
-----------                                           --------

Crushed beneath trampling feet                        GRAPE
Elvish Mithril and Argonian Silver, crumble I can.    TIME
>From the beginning of Eternity,                       E
I am the architect of this hall                       THEODORUS
I am twice as old as three times the age of           108
I come out of the earth, I am sold in the market.     ONION
I daily am in Elsweyr, and in Skyrim,                 SUN
I run smoother than any rhyme,                        WATER
I tie and hold, capture and bind,                     LOVE
I touch your face, I'm in your words,                 AIR/WIND
If Cell 3 holds worthless brass, Cell 2 holds the gold key.
                                                      CELL 2
In a marble Hall as white as milk,                    EGG
More beautiful than the face of your God,             NOTHING
My second is performed by my first,                   FOOTSTEP
There is a thing, which nothing is,                   SHADOW
Two bodies have I, though both joined in one.         HOURGLASS
What flares up, and does a lot of good                MATCH/TORCH
What force and strength cannot get through,           KEY
What is neither fish nor flesh,                       GLOVE
What is the thing which comes in sheets,              RAIN

25. I've completed several quests with several characters, and
each time I do so, the quest description does not leave my
logbook.  But I know I have finished the quest because I have
been rewarded but whoever gave me the quest.  What's up with
this.

     The logbook keeps the latest 16 entries made into it. After
     16 the first scrolls out as a new on is made. If you want to
     save your log, print it out occasionally or copy log.0x to
     log.100, log.101, etc., then merge them using the DOS
     editor, replacing the &* characters with carriage returns
     and removing duplicates.

26. What's with the monsters you find hitting you who are in
walls?  It's convenient because you can kill them rather easily,
but it seems to me that this may be a bug, no?

     Yes, This is a bug, and it is one that Bethesda has not
     managed to get rid of, although they must have tried, since
     they suggest they did so in one of the patch read.me files.
     If you get at a certain angle to them, they will move out of
     the wall and towards you.  Otherwise, they stay there, and
     you can kill them while they are in the wall.

27. Any general comments on whether or not the game is any good?

     I personally enjoy the game and the freedom to approach it
     the way I want to.  Other player have hated this freedom.

     On a 486DX2-66 it runs very nicely, and is NOT at all slow
     or clunky.  On a 486DX-33 the level of detail in the
     distance must be reduced or it does run less smoothly.

     I use an OPTICAL mouse and find that works best - no dirty
     or jumpy mouse ball to foul things up.  I also use a
     trackball when NOT in a dungeon, for convenience with the
     notebook.

     Boring is a state of mind, and depends on what you want from
     a computer game.  I do NOT find it boring at all.

     There is one overall mission (see #22 above) that has a
     target and will feed into the sequel planned for 1995,
     but one can also play for random quests, etc.

     It is definitely a game that can be replayed with different
     types of characters, again and again, to see if one CAN
     succeed with each of the different types. [Cheating is NOT
     required - one can win with each type of character, if the
     correct province is selected, the correct sex is selected,
     and the required attributes are maximized in the correct order.]

     The action is satisfactory, if a bit repetitive, and I would
     appreciate some refinements here and there, but on the whole
     I rather like the game....   

     To each his own....

28. Has anyone gotten both sound and music to work in xxxxx mode?
I've finally reverted to SoundBlaster emulation, but do the
effects really sound that BAD? I have NO IDEA what sound the wolf
is actually using!  Also, the music keeps hanging in some places
and then shuts off completely!

     You need more free lower RAM - at least 610K out of the
     lower 640K - the more the better.  If using QEMM or
     something similar, you should be able to get this much.  I have
     over 636,000 bytes free when I start the game.
     
     There is a sample config.cpy=config.sys and
     bootauto.cpy=autoexec.bat in the arena directory - add your
     soundboard driver(s) loaded high into this, make sure your
     mouse driver is there and put on a boot disk for drive A
     unless you have MSDos 6.22 and can include a specific
     configuration for this.

     Increase the EMS to 2.5 meg or more.  It WILL help

     Get ARUPD6.ZIP if you are not running version 1.06. When you
     exit the game it tells you the exact version if you are
     running one of the newer versions.

29. After the crystal tower, I had to go to the Brotherhood of
Seth, but couldn't find them, ditto the next piece. Should you go
to another town?
     This was a bug in one of two issued versions of patch 1.04.
     The buggy version results in the failure to find the
     Brotherhood of Seth.  Version 1.04 was fixed and reissued
     under the same version number. Then version 1.05 was issued,
     which fixed a bunch of other problems as well.  It also
     eliminated the bug that permitted the return to a location
     to get an additional staff piece from it.  If you are asked
     to go to the Brotherhood of Seth and cannot find it, get the
     current version, 1.06

30. After I got the first piece of the staff and got the dream
telling me where the next piece was, I couldn't see the entire
message. Part of the message appeared, but nothing I tried
brought up the rest of the message. What key do I have to hit to
see the whole message?
     Just left click your mouse.

31. Right at the beginning, it says to go west, then south to
find the shift gate.  What and where is it?
     Its the way OUT of the dungeon, it is a shimmering blue hole
     that you need to enter to get out, and you will know you
     have found it when you get to it.  It IS in the
     south-western corner of the dungeon.  This is also the
     location for the doc check.  I recommend searching the entire
     dungeon, however, since it gives you a rapid way to advance in
     levels, and find artifacts to use or sell once you are out of
     the dungeon.  Incidently, the city you exit to depends on the
     province you chose for your character.  You will be in his/her
     home province.

32. I just purchased Arena version 4 last week and I'm hooked. I am
wondering if it is necessary to "run errands" for the various
townspeople or if I should just stick to getting the staff pieces
and defeating Fusil. I have been running off to do errands at
least one per town. A friend has been playing and he found some
parchment that gave him 50 points to distribute any way he
wanted! I wish I could find that one!
     You need to raise money to get better weapons, armour,
     potions, etc.

     You do not need to run errands to do this.  You can wander
     the countryside outside of the city walls, finding dungeons
     in the wilderness, and make money that way, by finding it
     and weapons, armor, etc., and sell these back in the city.

     Your friend completed an artifact quest.  Ask general rumors
     in the street until someone mentions one of the 16
     artifacts, and tells you who to find and where to find
     him/her.  Then go for it, but have enough money to buy the
     map.  If you keep asking for general rumors after the
     mention of an artifact, eventually a different one will be
     mentioned.  If you do not have any artifacts, and want a
     specific one, keep asking until it is named.  It will NOT be
     named in at least one province, no matter what you do.  Just
     hope you are not in that province.

     If the version in the box is NOT version 1.06, GET THE UPDATE.

     The CD version, issued in November 1994, may be a higher version,
     incidently.  As I do not have it, I do not know.

33. I can't find the xxxxx.
     If a staff piece, there are two searches - first for the
     map, and then for the artifact.  The map is always in the
     first dungeon, and the artifact is always in the second.
     Both are in the same province.

     If searching for an artifact, there are two searches.  The
     log will show you where the NPC in the tavern wants you to
     go to find the map.  It will be on the lowest level of the
     dungeon in whatever province you are sent to.  Then your log
     will show you what the map held, and you will need to go to a
     different province to find the artifact.  It too will be in
     the lowest level of the dungeon you are told to go to.

34a. I was told to go to a place called Y to get this artifact,
but my friend was told to go to a place called X.  Is this
correct?

34b. I was told to defeat mage X in dungeon Y, but my friend was
told the mage's name was Z and the dungeon's name was W.  Is this
possible?

     The names for every dungeon except those involved in the
     search for the staff are randomly generated, and the
     dungeons themselves are also randomly generated.  Dungeons
     are constructed out of pieces which match up for openings
     and therefore its a little like a construction set, and you
     can have very different layouts, or the same layout repeated
     on a floor.  Certain levels never have some patterns,
     however, so that eventually you will figure out what might
     be the pattern for dungeon level 3 or 1 or 4...  The next
     time you play the game, it will be with different dungeon
     names, and with the artifacts found in different provinces.
     The same applies to missions assigned by rulers.  The
     dungeon names change, and the names of the monsters, crooks,
     Mages, etc., are also randomly generated.

35. How do I get out of the original dungeon?  I can't answer the
question I get asked.
     You need the User's Guide, which comes with the Game when
     you purchase it.

36. What are the differences between the different types of
characters that can be chosen.
     All explained in the User's Guide, which comes with the Game
     when you purchase it.

37. What are the differences between the different weapons, and
the different materials they are made out of?
     All explained in the User's Guide, which comes with the Game
     when you purchase it.

38. What are the differences between the different spells?
     All explained in the User's Guide, which comes with the Game
     when you purchase it.

39. What dates are holidays?
     All listed in the User's Guide, which comes with the Game
     when you purchase it.
     
40. Does the province I pick for my character make a difference
to the character type I pick?
     All explained in the User's Guide, which comes with the Game
     when you purchase it.

41. How do I use my sword?
     Move the mouse in different directions to get different
     strokes.

42. Which is east and west?  It seems to be reversed!
     You are not on Earth!  Why should the compass be the same as
     Earth's?

43. Sometimes I sell an item in a store, and can buy it back for
far less than I got for selling it.  Is this right?
     Yes, it is.  It is also, in my view, a bug.  Do not count on
     it, however, since it only happens with a small group of
     items.

44. End of the game:
     One player said: "I feel quite proud of my bug-beating
     achievement of getting to the final part of Arena, but now
     that has got me stumped! After getting the 8th staff piece,
     you have to fight the evil BattleMage bloke (I cant remember
     his name), under the Imperial City. However, none of my
     weapons damage him, and to make matters worse, once you
     enter his domain, you cant get out. Does anyone know what it
     takes to kill this guy? Has anyone out there finished this
     game?

     The simple answer is that you do NOT need to fight the
     BattleMage.  There are four cells around the space he
     occupies.  You need to get into two of them to succeed.  You
     also have to get out of one of them, and the BattleMage will
     make it difficult.  If you do not have the required spells
     on hand, he might make it impossible!  However, the
     important point is that you do NOT have to fight him.  If
     you are successful, you will exit the Imperial Palace and
     can save your character for the sequel, due out in 1995.

45. My inventory is filled. Where can I store excess items, so that
I can retrieve and use them later?
     
     While you are in a dungeon and remain on one level you can
     drop items and go back and retrieve them.  That is the only
     situation in which you can 'store' items.  Otherwise, you can
     NOT store excess items.  If you drop an item and then go to
     a different level in a dungeon, or leave a building, etc. the
     items disappear.  You can leave, go to a store, and sell the
     items you don't want to keep, but the limit on the number of
     items you can carry is fixed and you cannot exceed it.  If your
     inventory is full, you must drop items you do not want to keep
     if you want to pick up other items.  Generally, drop the items
     worth the least and pick up the items you want to inspect, look
     them over, drop those that are worthless, pick up from the first
     group dropped, and then continue on.

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下面是上古卷轴1的玩家向导

The Elder Scrolls Arena Player's Guide

Designer's Note

Character Stats

The Races

Character Class Descriptions

Keys and Commands

Talking to the People

Magic

The Known Spellbook

Damage, Diseases, Curses, Etc…

The Bestiary

General Hints and Tips

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Character Stats

There are 8 governing stats that make up your character in the world of Arena. Here is a list of them and their explanations:

1. Strength: STR
This governs how strong you are. It affects how much damage you do in combat and is a factor in determining your fatigue points. Strength also affects how much you can carry and not be encumbered, and how far you can jump. It is essential that any warrior class have a high Strength.
2. Intelligence: INT
This governs how smart you are. It affects the total amount of spell points you get to cast spells with. Intelligence affects your chances in negotiating for items and other purchases. It also affects your chances of figuring out a lock in case you wish to pick it. It is essential that any mage or thief has a high Intelligence.
3. Willpower: WIL
This governs how mentally tough you are. It affects your ability to withstand or resist spells. It affects your ability to negotiate successfully with shop owners and innkeepers. It is vital that any character wishing to be adequately defended against spells should have a high Willpower.
4. Agility: AGI
This governs how nimble you are. It directly affects your chances of hitting an enemy with a melee weapon, your chance of getting hit in hand to hand melee, and your chance of getting hit by targeted spells. It also affects your chance to steal an item or pick a lock. It is essential for thief class characters to have a high Agility.
5. Speed: SPD
This governs how fast you are. It directly affects your movement rate in and out of combat, and the fire rate if you are using a missile weapon. It is important that any class characters have a high Speed.
6. Endurance: END
This governs how healthy you are. It directly affects your hit points, your healing rate, and is a factor in determining your fatigue points. It also affects your resistance to poisons and other drugs that you may come into contact with while adventuring. It is essential that warrior class have a high Endurance.
7. Personality: PER
This governs how charming and social acceptable you are. It directly affects your ability to negotiate with other people you may meet in your travels. It is essential for any person wishing to interact with others have a high Personality.
8. Luck: LUC
This governs how fate affects you. It is a powerful modifier to any action you may take, whether it be attacking, defending, stealing, or anything else. It is important, but not essential, for any character class to have a high Luck. Remember, just as in other stats your character can be lucky or unlucky depending upon your luck score. The average is 50.

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The Races
Here is a brief description of each of the races, their strength, and their suitability to a particular act:

Nords:
Nords hail from the province of Skyrim. They are a tall and fair-skinned people who are strong, willful, and hardy. It is rumored that growing in their arctic environment has inured them to its effects, for they seem to shrug off all but the coldest of attacks. Nords take half damage from Cold based attacks, and on a successful saving throw take no damage. They are excellent in all arts concerning the blade and shield.
Khajiit:
Khajiit hail from the province of Elsweyr. They are a fair-skinned people who are extremely hardy, intelligent, and agile. Legend has it that they descended from an intelligent feline race, for they still retain a strange cast to their features. Many Khajiit have taken to painting their faces to more resemble their distant cousins, the predatory cats that hunt the great desert. Khajiit are expert climbers, able to scale chasm wall sides with speed unmatched by any other race. They are adept at all arts involving thieving and sleight of hand.
Redguards:
Redguards hail from the province of Hammerfell. They are a stocky, powerful race that are known to be extremely hardy and quick. Legend has it that the Redguard are innately more proficient at weapons than any other race. Redguards receive their (level / 3) as a bonus to hit and damage with any melee weapon (ie…excluding bows). They are excellent in all arts concerning the blade and shield.
Bretons:
Bretons hail from the province of High Rock. They are a tall, dark-haired people. Bretons are highly intelligent and willful people, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. As a result Bretons take half damage on any Magic based attack, and no damage on a successful save. They are excellent in all the arcane arts.
Argonians:
Argonians hail from the province of Black Marsh. They are a highly evolved race of reptilians, at home in any marsh-like environment from which they hail. They are known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily while swimming, and seldom drown. They can also swim faster than any other race. They are adept in any art involving the arcane, or involving thieving and sleight of hand.
Wood Elves:
Wood Elves hail from the province of Valenwood. They are a people of the forest, matching their features to all that is found growing in the green woods of their homeland. They are known to be extremely agile abd quick. Wood Elves receive their (level / 3) as a bonus to hit and damage with any bow weapon. They are well suited towards any class, although their nimbleness serves them best in any art involving thievery.
High Elves:
High Elves hail from the island province of Summurset. They are a tall, golden-skinned people with almond-shaped eyes. High Elves are extremely intelligent, agile, and willful. High Elves seem drawn to magic as a moth is to flame. They have a natural affinity to its use, and often make quite formidable wizards. High Elves are naturally immune to paralyzation. They are adept in any art involving the arcane.
Dark Elves:
Dark Elves hail from the province of Morrowind. They are a tall, dark-skinned people with red, glowing eyes. They are known to be extremely strong and intelligent, and very quick. Dark Elves seem innately tuned to weaving magic with weapons. Dark Elves receive their (level / 4) as a bonus to hit and damage with any melee or ranged weapon. They are adept in any art involving the blade and shield combined with the arcane arts.

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Character Class Descriptions
Thief Classes
Although all thieves and thief sub-classes have the ability to pick locks, pick pockets, and steal items, various classes have certain advantages or disadvantages in these areas. The governing statistics for all thief classes are Agility and Intelligence. A high Speed rating is also very desirable.

Thieves
Quick, agile, cunning. Thieves use agility and speed to steal for a living. They are useful in combat to surprise the enemy, scout, or try for critical hits. Thieves have a chance per level of experience to score a critical hit when attacking an opponent. A critical hit is defined as 3x the damage the weapon normally does. Thieves are the fastest to rise in experience levels. They start with 25 health points plus a d10 in health. Thieves have the ability to pick locks and pockets. This ability increases as the thief increases in levels. Weapons: Dagger, Shortsword, Broadsword, Saber, War Axe, Short Bow
Armor: Leather only
Shield: Buckler only
Starting Health: 25 + d10

Burglars
Burglars are adept at picking locks and infiltrating different areas. They do this better than any other class, honing their skills to be able to find ways into areas thought inaccessible. They are very useful when exploring new dungeons, palaces, or other areas where others may be stopped by locked doors and/or chests. Because of the delicate nature of their work, they are restricted in the armor they may wear and the weapons they may carry. They may not use shields. Burglars also receive a chance per level to score a critical strike (3x damage) when attacking an opponent, though they are not as adept at this as thieves. Weapons: Dagger, Short Sword, Tanto, Short Bow
Armor: Leather only
Shield: None
Starting Health: 25 + d8

Assassins
Assassins are the dark hand of the night, their skills honed to the killing of others. They are very adept at this, able to find weak points or areas to strike, often felling opponents much more powerful than themselves. Assassins have the greatest chance per level to score a critical hit (3x damage) when attacking. Because of their training, Assassins have a wide variety of weapons from which to pick, but because of their need for stealth, they are not allowed to wear armor greater than leather or allowed to use shields. Weapons: Any
Armor: Leather only
Shield: None
Starting Health: 25 + d12

Rogues
Rogues are thieves who have also trained in using arms and armor. They have combined the agile and cunning of their brethren with the skill of arms found in warriors. This makes them formidable and versatile. They are comparable in combat to the Warrior class, but still retain the ability to pick locks and pockets. Rogues may wear up to chain armor and use any weapon or shield, with the exception of the Tower Shield. Rogues have a slight chance per level to critical strike an opponent (3x damage). Weapons: Any
Armor: Any Leather or Chain only
Shield: Any except for Tower
Starting Health: 25 + d14

Acrobats
Acrobats are thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling. They retain the ability to score a critical hit. They also have the ability to leap great distances and climb walls more securely and faster than the average thief. They are, in general, the fastest characters on foot. Further, because of their nimbleness, Acrobats deduct a certain percentage form their opponent's base chance to hit when engaged in combat with them. This makes them difficult foes to hit, and dangerous adversaries. Because of their need for agility and speed, Acrobats use only leather armor, but never shields, and have a reasonable selection of weapons. Weapons: Dagger, Shortsword, Broadsword, Tanto, Short Bow
Armor: Leather only
Shield: None
Starting Health: 25 + d8

Bards
Bards are the proverbial Jack of all Trades. They are able to perform many tasks, including but not limited to: critical strikes, weapon skill, picking locks/pockets, and magic. they are a very versatile class, able to take up slack in almost any situation. Bards receive an amount equal to their INT in spell points.
They have a wide selection of weapons, may wear armor up to chain, and use any shield except the Tower Shield. A Bard's critical strike capability is useful when cornered by stronger opponents, though their chance to score is not as great as Thieves and the others in this subclass. Weapons: Dagger, Shortsword, Broadsword, Saber, mace, War Axe, Short Bow
Armor: Any Leather or Chain only
Shield: Any except Tower Shield
Starting Health: 25 + d10

Warrior Classes
Warriors and their subclasses are the strong arm of the Empire. They are versatile and useful in most situations, since there is no question that any problem can be solved with a sword. Unless otherwise specified, Warriors and their subclasses cannot ever cast spells. The governing statistics for Warriors and their subclasses are Strength and Endurance. A high Agility is also desirable, since this directly affects their Armor Rating.

Warriors
Warriors are the basic stock of the world of Tamriel. They are a versatile character, able to employ their skill at arms in almost any situation. They may use any weapon, armor, or shield. With the exception of Knights and Rangers, Warriors are the only other class able to wear plate armor. This fact is important, for only plate armor is strong enough to be enchanted. Therefore, only Warriors, Knights and Rangers may wear enchanted armor. Warriors are the second fastest to rise in experience, thieves being the fastest. At high levels this, along with the use of magical equipment, puts them in equal standing with Mages and their ilk. Weapons: Any
Armor: Any
Shield: Any
Starting Health: 25 + d20

Knights
Knights are the fighters of the noble class. They are well schooled in the ways of chivalry and conduct themselves with honor and dignity. Knights may use any weapon, wear any armor except for leather, and use any shield.
In addition, because of a knights strength of character, he or she is immune to paralyzation, whether they be carried by spells or poison. They also have the ability to repair damaged weapons or armor. This ability is done automatically to any weapons or armor in their inventory. Knights and the other Warrior subclasses do not rise in experience as quickly as a Warrior. Weapons: Any
Armor: Not leather
Shield: Any
Starting Health: 25 + d18

Rangers
Rangers are woodsmen and hunters, adept at tracking, survival, and pathfinding. Rangers may wear any armor up to and including plate armor, and use any weapon. Rangers because of their skills at tracking and survival automatically decrease their travelling time between cities. In addition, Rangers do extra damage equivalent to their level to their opponent. Weapons: Any
Armor: Any
Shield: Any except Tower
Starting Health: 25 + d18

Archers
Archers are the marksmen of the Empire, adapt at using any missile weapon during melee. They may wear any armor up to and including chain, and use any weapon. They may not use shields. Archers have a chance of causing a critical strike upon a target per experience level when using any missile weapon (longbow or shortbow). A critical strike equals 3x the normal damage caused for the weapon used. Weapons: Any
Armor: Any Leather or Chain only
Shield: None
Starting Health: 25 + d16

Monks
Monks use the discipline of their mind to hone their bodies into lethal killing machines. Monks may not wear armor or use shields, but may use any weapon they prefer. Monks have a chance per level of experience to deliver a critical strike (3x damage) when engaged with an opponent. They do not have this ability with missile weapons. Further, Monks deduct from their opponents base chance to hit for each level of experience they have attained. Because of their mental discipline, Monks can actually reduce the amount of damage they would normally take. If they successfully save versus a spell, it will result in no damage, as opposed to the normal result of taking half damage. Weapons: Any
Armor: None
Shield: None
Starting Health: 25 + d14

Barbarians
Barbarians are warriors who have learned to fight in order to survive the harsh life of their homeland. Barbarians may wear armor up to and including Chain, and may use any weapon or shield. Barbarians begin with the most hitpoints of any character class. Because of their hardy upbringing, Barbarians have a natural immunity to poison. Barbarians, because of their incredible physique, heal additional health points based upon their endurance. Weapons: Any
Armor: Up to Chain
Shield: Any
Starting Health: 25 + d30

Mage Classes
Wizards and their subclasses use and manipulate the essence of magic. They are, at high levels, some of the most powerful characters available to play, mainly because of the wide variety of spells they can employ. Wizards and their subclasses use Intelligence and Willpower as their governing statistics.

Mages
Mages are born and bred for manipulating magic. They may not wear armor or use shields. They may however use a limited assortment of weapons. They depend upon spells for defensive and offensive power. Mages have 2x their INT in spell points. Weapons: Dagger, Staff
Armor: None
Shield: Buckler only
Starting Health: 25 + d6

Sorcerers
Sorcerers are a strange breed of magic users. They are those born with the potential of casting spells, but with no power to generate spell points internally. This does not make them any less powerful; in fact Sorcerers have the potential to be the most powerful of all the Mage classes. This is because of the unique way in which they manipulate magic. Sorcerers are in essence magical batteries. They absorb spell points from spells that are targeted at them. Sorcerers may absorb up to 3x their INT in spell points. If a spell is absorbed, the Sorcerer takes no damage, but instead adds the spell's total power points, divided by the Sorcerer's level, to his/her spell points. These points are permanent until used. If a sorcerer fails to absorb a directed spell, they take the normal effects, whatever they may be. Sorcerer's do not regenerate spell points and they do not absorb points from their own spells. If a Sorcerer has absoebed spell points to his/her maximum, he/she will be unable to absorb more spells, and will take damage from spells just as any other character. Regardless of these restrictions they have the ability to cast more powerful spells because when they are fully charged, they have more spell points than any other Mage class. They can therefore cast more powerful spells at lower levels, provided that the spell is in their spellbook. Sorcerers have a wide selection of weapons and armor, but cannot use shields. Without a charge of spell points, they would quickly succumb to attacks if they did not practice defending themselves. Weapons: Any
Armor: Any up to Chain
Shield: None
Starting Health: 25 + d6

Healers
Healers are mages dedicated to treating injuries and helping those in need. Their powers tend to be powerful in a defensive nature, and weak in an offensive nature. Healers have an increased base healing rate. Certain defensive spell effects in the Spellmaker are cheaper for a healer to purchase. Healers have 1.75x their INT in spell points. Weapons: Any
Armor: Leather only
Shield: Any up to Round
Starting Health: 25 + d10

Battle Mages
Battle Mages are trained and bred to manipulating the essence of magic in battle. They are highly skilled at delivering offensive spells at their targets. They have 1.75x their INT in spell points. Certain offensive spell effects in the Spellmaker are cheaper for a Battle Mage to purchase. In combat, a trained Battle Mage has few equals. Weapons: Any
Armor: Any Leather or Chain only
Shield: Any except for Tower Shield
Starting Health: 25 + d12

Spellswords
Spellswords are those few mages who have found that they have a unique ability: cast spells while in armor or using weapons. They are warrior-mages, dedicating their lives to learning not only the arts of war, but the ethereal ways of power. They may use any weapon, almost any armor, and any shield except for the tower shield. Spellswords, because of their dedication to learning both arts, receive only 1.5x their INT in spell points. This is more than made up for by their versatility in combat and their increased starting hit points.
Nightblades
Nightblades are those mages who have perfected their arts to help in activities involving infiltration, spying, and stealth. They are much like thieves, creatures of the night, able to use their considerable powers to help them in their nocturnal activities. In combat, Nightblades receive a chance per level of scoring a critical hit (3x damage). Nightblades can pick locks about as well as Rogues. They also receive 1.5x their INT in starting spell points. Weapons: Dagger, Staff, Short Bow, Short Sword, Sabre
Armor: Leather only
Shield: Buckler only
Starting Health: 25 + d8

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wphoto2003 (马力)
圣洁的灵魂
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往事随风 开始新的生活


论坛之王【顶级】  热情火山  神奇法师  百目惠识  热情号角  
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Talking to the People
With over 400 places to see, Tamriel is a vast continent indeed. As you explore this world you will probably find it necessary to converse with people in the various cities, towns, and villages. To do so you simply left click a person when the cursor is an X. This will enter you into a conversation. The people of Tamriel are honest folk, who although they may not know all the information, will not lie to you. Just a warning, if you have your weapon drawn people will not pause to speak to you, but will instead mind their own business. You must have your weapon sheathed to speak with someone. You will have the following choices:

Who are you?
The person will reply with their occupation and livelihood, whatever they may be.

Where is…
You can ask where a particular place is by clicking it off of the picklist that appears, or you can click the options near the bottom of the picklist and ask the person for the nearest place, whether that be an inn, temple, or equipment store. One note, Inns and Taverns are the same thing.

Rumors…
You will have the ability to ask about general rumors, those that have to do with events such as holidays or economic status of the city you are in, or you can ask about work rumors. Work rumors basically let you know what latest opportunities exist around town for making a little extra gold.

Exit
This exits the conversation.

Getting Quests
When talking to people you may find yourself inthe position of getting a quest. These can range from any number of things, from a simple delivery job, to slaying a creature that has terrorized a town. Sometimes people may even inscribe locations of forgotten crypts or other mystical places onto your continental map. The most important thing to remember in these situations is your Logbook. In there you will find a concise synopsis of what you have agreed to do. You will also find the location of any place they may have inscribed onto your map. For instance, the person you are talking to may tell you the location of Fang Lair, but you would have to search through blow ups of each province until you located the one with a new dungeon icon on it. This is not always an easy task. If you look at your logbook however, on there will be noted the province in which Fang Lair can be found. It is a simple matter from that point to locate the dungeon itself. Your logbook will display up to 16 quests at a time. When you receive your 17th quest, and every quest thereafter, the logbook will replace the oldest entry with this new one. It is highly recommended that if you wish to save your log entries, you periodically print out the logbook for later use. See Logbook for further details.

The Temples
The temples of any City-State, Town, or Village are the haven of active adventurers. Here you can be healed, curses can be lifted, and diseases can be cured. Temples also offer blessings for those about to enter the wilderness or dungeons. Keep in mind that prices will vary from city to city and province to province. There are important main services a Temple provides:

Healing injured characters so that they can continue their adventures. For a small fee based upon the damage to the victim, a character can be healed of all injury sustained, whether they arrived at their dire state through magical or mundane combat.
Curing characters that have been unfortunate enough to suffer any number of dangerous maladies that can affect an adventurer. Temples will cure any malady including poisoning, disease, and curses. The cost will depend upon the victim's level and damage.
Blessing characters on any action performed within the next twenty-four hours. This can be especially useful to the person that needs just that little extra luck against a stronger or tougher adversary, or just to even the odds. Blessing can make the difference between finishing a quest successfully, or not exiting at all. The cost is dependent upon how much is donated to the temple in question. As with all places, temples may show partiality to those from its own province.
The Mages Guild
The Mages Guild represents the one area where you can improve your skills in magic. The Guild offers spells that can be inscribed into your spellbook. They also offer potions and enchanted items to would-be adventurers. The strength of these potions or items, or the selection spells that can be bought, depend upon the level of the mage in charge of the particular guild you are visiting. There are many needs that the Mages Guild serves:

The Spellmaker:
The Spellmaker allows those who are interested and have the ability to create spells for their spellbook. The cost of each spell is based upon its power. Spells that are bought are automatically inscribed into your spellbook. See The Spellmaker for more detailed information.
Buying Spells/Potions/Magic Items:
The Mages Guild will inscribe pre-made spells into your spellbook, sell you potions, or sell you magically enchanted items.
Buying Spells is the basis for how you increase your formidability. The selection of spells will depend upon the level of the mage in charge of the particular guild. When the spell option is picked, a picklist will appear with the spells available for sale. Picking a particular spell will display that spell on a scroll, along with its effects. Clicking Choose Another Spell will exit back to the pick list. Clicking Buy Spell in this menu will purchase the current spell being displayed. It is probably a good idea to jot down the city location of a guild with a large selection, since this indicates that the mage working there is an Adept, a particularly rare and difficult level to attain.
Buying potion to supplement your magic. Potions are a convenient way to heal yourself when you're out of spellpoints, gain certain special abilities, or cure yourself when stricken with a poison or disease. The Guildmaster will give you his list of available potions and their prices. Curative potions are most effective when taken as soon as you are hurt. Delaying its use only strengthens whatever ails you. The potion will eventually become useless against whatever ails you. Pay attention to the calendar, on certain days things can be found at half price.
Buying magically enchanted items can make the difference between returning from a monster's lair, arms laden with treasure, or not returning at all. as with potions on certain holidays the Mages Guilds across the land have sales. Pay attention to the calendar and you may be able to pick up that Ebony Ring of Lightning you've always wanted at a special bargain rate.
Detecting Magic on an item that is in your possession. For 1/10 of the items worth, the resident Guildmaster will try and identify the item for you. If he or she is successful, the name of the item will change to reflect its properties. Identifying items is useful if you wish to know exactly what condition your item is in.
The Taverns and Inns
Taverns are the homes of all weary travellers who wish to sleep a safe night under a roof. At a tavern or inn you may sleep, get a drink, or just sit and listen to rumors. It is said that some of the greatest adventurers started in the back of a smoke filled pub, as tales were woven to the delight of the people. There are three things that a tavern or inn can assist you with:

Getting a Drink to ease a parched throat. The ale and beer will flow freely, as long as there's coin to pay. Be careful though, too much can adversely affedt your abilities!
Getting a Room so that you can relax and recuperate. Sleep is the only non-magical means of healing injuries. By renting a room, you will assure yourself of a t least one safe haven in an unfamiliar city. One warning: you will not be allowed to camp within a city's walls. You may only camp within a tavern in which you have rented a room. Like much in the world of Tamriel, room prices can be negotiated.
Hearing Rumors about the world of Tamriel. Rumors can aid you in completing quests, getting clues of legendary locations, or even solving certain puzzles. If there is something in particular you wish to know about, the best way is to ask about it.

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wphoto2003 (马力)
圣洁的灵魂
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往事随风 开始新的生活


论坛之王【顶级】  热情火山  神奇法师  百目惠识  热情号角  
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发表于 2008-7-20 11:45 资料 短消息  加为好友 QQ
Magic
Magic, some say, is the crux of the world of Arena. It is potent, vital, and deadly to the uninitiated. Spells in Tamriel, unlike some other worlds, are extremely unforgiving. they are wielded with no limitations such as memorization, rewquired objects or components, hand-gestures, etc. There are no level limitatons, nor are there strictures on what type of spells can be cast or used. A mage need only have the magical energy to cast a spell, and he or she can cast it. For this reason, a Mage is not only high respected, but greatly feared as well. There are over 50 standard spells known throughout the Empire. These spells can be researched and purchased at the Mages Guild. For those who wish, the Mages Guild also allows the creation of spells for a Mage's personal spellbook. This effectively gives you an unlimited amount of spells to choose from.

The Spellmaker
The Spellmaker will come up as a scroll. At the top will be printed the PC's name and level. Creating a spell is relatively simple, once the different effects are understood. There are a few rules to remember:

The Spell must have a name.
You may combine up to three (3) effects in one spell.
Left click with the mouse on the field next to each of the entries in order to edit it. If the field cannot be edited, nothing will happen. You can edit: Spell Name, Target, Effects, and Save Vs.
When you are satisfied, click Buy Spell and the spell will be written into your spellbook.
Effects
This field is where you decide what are the actual spell effects. The following list will give each effect you can pick from and a brief description of thet effect. A spell can have up to three (3) effects merged together. As you pick effects, other effects from the list may disappear. This is because certain effects would cancel each other out in the same spell. We have taken them out to avoid confusion.

To create a spell, left click the Effects field with your mouse. You will get a pick list from which you can pick different effects. Once you select an effect, another pop up box will appear, asking you to enter ranges, numbers, percentages, or perhaps all three. Enter the appropriate data you wish for your particular spell. At the bottom of the pop up box you will see the current cost for the spell you are designing. This is the cost in gold for that particular effect. Leaving this box by clicking the exit will print a brief summary of what you selected on the parchment, and the total cost of the spell can be seen next to the Spell Cost field. If this is confusing, don't worry, we have provided an example.

Example 1: Creating a spell in the Spell Maker
Steps to create a Fireball spell: Items can be selected by double left clicking with the mouse.

Click on the Spell Name field. A cursor will appear. Type in Fireball. Hit enter when you are finished.
Click Target:. A choice of targets will appear. Pick 1 target at range with your mouse.
Click Save vs.: You will get a pick list of different elements. Choose Fire off of this list.
Click Effects. You will get a list of effects (see Effects). Choose Damage. You will then see another list that will have the following listed: Health, Fatigue, Spell Poinst. Choose Health.
A pop up box will appear. On it you will be asked to choose a range of numbers for initial damage to health. Click on the arrow keys to increase or decrease the values in the boxes. Make the initial range 1-20 pts. of damage.
A second box is under the first. This is the range in which this spell will gain power as you rise in levels. The range means how many additional points of damage will be assessed on the target per level of the caster. Make this range 1-5 pts. of damage per 2 levels.
Click Exit.
You should be back at the Spell Maker parchment.
To buy this spell, click Buy Spell.
To create a new spell and dump this one away, click New Spell.
To exit this menu, click Exit.
To ,odify the current effects, click the Effects: field again. You will be given a choice to Add, Modify, or Delete an effect on a spell.
Remember, keep an eye on both Spell Cost (gold) and the Casting Cost (spell points.

It's that simple! If you now look on the Spell Maker parchment you will see under Effects:,

Damage:
1 to 20 pts. damage to health +1 to 5 pts. per 2 level(s).

You just created a Fireball spell that will do 1-20 points of damage to 1 target at range plus an additional 1 to 5 points per every 2 levels of the caster. If you want to continue experimenting, be our guest. You can edit this spell by clicking the Effects: field again and then following the onscreen prompts.

New Spell:
Clicking this will erase the spell in memory and allow you to create a new spell from scratch.

Buy Spell:
This option will purchase the spell currently shown (provided you have named it) for the amount listed next to Spell Cost:. That amount will be deducted from your gold and the spell will be added to your spellbook. Your spellbook can hold all the default spells available plus an additional total of 32 spells you create. If you try and create a spell after having purchased all the available default spells, you will be prompted to delete a spell first from your spellbook. The choice of spell to delete will always be from one of the spells you created.

Exit:
Takes you back to the Mages Guild menu.

A word about Spell Points:
Keep an eye on the Casting Cost displayed on the Spellmaker sheet. this tells you how many spell points it takes for you at your current level to cast this spell. With the exception of Sorcerers, the most spell points a mage can ever have is 200. If the number in this field is above that, you cannot cast the spell displayed. This is not to say that you will never be able to cast it. As you rise in levels, the Casting Cost will drop. This is just to make sure you understand that at your current level you cannot cast this spell.
Description of Effects:
Cause Curse:
Percentage chance to reduce target(s) Intelligence, Willpower, Personality, and Luck. The chance and the amount of the reduction are determined in the Spell Maker.
Cause Disease:
Percentage chance to reduce target(s) Strength, Agility, Speed, a´nd Endurance. The chance and the amount of the reduction are determined in the Spell Maker.
Cause Paralyzation:
Will attempt to paralyze any creature for a certain amount of time selected in the Spell maker.
Cause Poison:
Percentage chance to cause a virulent poison in target(s) system. The chance and the amount of the reduction are determined in the Spell Maker.
Create Shield:
Create a magical barrier between you and your foes. Strength is determined by caster in the Spell Maker.
Create Wall:
Creates a wall out of the surrounding area. Useful for blocking pathways. The number of walls is determined in the Spell Maker.
Create Floor:
Creates a floor out of the surrounding area. Useful for bridging gaps over chasms. The number of floors is determined in the Spell Maker.
Continuous Damage Fatigue:
Will continuously damage target(s) health for a period of time as defined by the caster in the Spell Maker.
Continuous Damage Spell Points:
Will continuously damage target(s) spell point reserve for a period of time as defined by the caster in the Spell Maker.
Cure Poison:
Percentage chance to clear caster's system of any virulent poison. Chance is defined by the caster in the Spell Maker.
Cure Disease:
Percentage chance to clear caster's system of any disease. Chance is defined by the caster in the Spell Maker.
Cure Paralyzation:
Percentage chance to clear caster's system of any paralyzation. Chance is defined by the caster in the Spell Maker.
Cure Curse:
Percentage chance to clear caster of any curses. Chance is defined by the caster in the Spell Maker.
Damage Fatigue:
Will do damage to target(s) fatigue, the amount is defined by the caster in the Spell Maker.
Damage Health:
Will do damage to target(s) health, the amount is defined by the caster in the Spell Maker.
Damage Spell Points:
Will do damage to target(s) spell points, the amount is defined by the caster in the Spell Maker.
Designate as Non-Target:
Caster will be ignored by foes during combat. Caster can opt to be able or not to be able to cast spells while designated as non-target. Chance is defined by the caster in the Spell Maker.
Destroy Wall:
Will destroy targeted wall(s). The amount is defined in the Spell Maker by the caster.
Destroy Floor:
Will destroy targeted floor(s). The amount is defined in the Spell Maker by the caster.
Drain Attribute:
Ability to drain target(s) of their attributes such as Strength, Intelligence, Willpower, etc. The attribute is drained, the amount, and the rate at which recovery occurs is defined in the Spell Maker by the caster.
Elemental Resistance:
Caster is resistant to a particular element, such as Fire, Shock, Cold, Magic, or Poison. The percentage chance to resist is defined by the caster in the Spell Maker.
Fortify Attribute:
Will increase an attribute above current maximum, such as Strength, Intelligence, Willpower, etc. The attribute increased, the amount, and the rate at which the attribute returns to normal is defined in the Spell Maker by the caster.
Heal Attributes:
Will heal attributes such as Strength, Intelligence, Willpower, etc. that have been drained on caster. The attribute, and the amount of healing are defined in the Spell Maker by the caster.
Heal Fatigue:
Will restore lost fatigue points on caster. The amount that is healed is defined in the Spell Maker by the caster.
Heal Health:
Will restore lost health points on caster. The amount that is healed is defined in the Spell Maker by the caster.
Invisibility:
Will turn caster invisible for a duration determined by the caster in the Spell Maker.
Levitate:
Will levitate the caster for a period of time determined by the caster in the Spell Maker.
Light:
Will create a ball that will shed light in an ambiance level selected by the caster in the Spell Maker.
Lock:
Will magically lock a door or chest, the strength determined by caster's current level in the Spell Maker.
Open:
Will attempt to open a locked or magically held door or chest, the chance determined by the caster in the Spell Maker.
Silence:
Will silence target(s), making it impossible to cast audible spells, but not ompossible to use objects. The caster defines the chance and the duration in the Spell Maker.
Spell Absorption:
Percentage chance that caster can absorb the incoming spell points of a spell. Chance determined by the caster in the Spell Maker.
Spell Reflection:
Percentage chance that an incoming spell can be reflected back at the target. Chance determined by the caster in the Spell Maker.
Spell Resistance:
Percentage chance caster can ignore spell effects cast at them. Duration and strength determined by the caster in the Spell Maker.
Regenerate:
Caster will begin regenerating lost health points for duration and amount determined by the caster in the Spell Maker.
Transfer Attribute:
Chance to directly transfer an attribute from target(s) to caster as defined in the Spell Maker.
Transfer Figured Attribute: Health; Spell Points, Fatigue
Chance to directly transfer a figured attribute from target(s) to caster as defined in the Spell Maker.
Casting Spells
Casting spells is quite simple. Simply left click the Cast icon, which looks like a sunburst, or hit C on your keyboard. A picklist of spells from your spellbook will appear. Select the spell, then follow the onscreen prompts. Targeted spells or range spells will shoot towards the cursor when the cursor is an X on the screen.

You can left click the sunburst again to pick a new spell, for ease of casting right click the sunburst and cast the same spell again.

Most spells have a duration. For simplicity's sake we have expressed this in rounds. One round equals 5 seconds of real time. This is important not to forget, whether you are selecting spells for combat, or creating spells in the Spellmaker, or buying spells from the Mages Guild.

You can inspect a spell from the Character sheet: Spellbook
While in the character sheet, clicking the Spellbook button will bring up a picklist with the currently known spells and their current spell points needed to cast based upon Character's level and total Spell Cost. Clicking a spell will bring up a sheet showing that spell and its individual effects.

Using a magical (or mundane) item while walking around:
Click the Use item icon which looks like a hand grasping a tool. A list of your current inventory will appear. Select the item by double clicking it and it will be used. Follow any onscreen prompts for items that have targets, such as a Wand of Fireballs.

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wphoto2003 (马力)
圣洁的灵魂
Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7
往事随风 开始新的生活


论坛之王【顶级】  热情火山  神奇法师  百目惠识  热情号角  
UID 60
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来自 天津
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发表于 2008-7-20 11:45 资料 短消息  加为好友 QQ
The Known Spellbook
Listed below are the 8 circles of power, named thus for the spells that reside within each. These are the spells available for you to purchase or perhaps find while adventuring in the land. You are not limited to these spells, however. You may create new spells of any Circinate using the Spellmaker, but you must have the gold to purchase it, and the level of power necessary to cast it. The spell's duration is expressed in rounds. One round equals 5 seconds of real time. This should aid you in understanding the extent of the spell's power. Remember that this conversion should be used by you when creating spells also.

A brief description of the spells follows. The raw cost of each spell is listed below the name. This is the cost in gold to purchase the spell. Dividing this cost by your level will give you your casting cost of the particular spell.

WARNING: If you don't have more spell points than the calculated casting cost (Cost in spell points/Your current level), you will not be able to cast this spell!!!


--------------------------------------------------------------------------------

The 1st Circinate
Levitate (Cost: 50 Spell Points)
This spell allows the caster to float slightly above the ground for 5 rounds, plus 1 round for each level of the caster. Floating thus the caster can traverse pits, lava flows, or water chasms.
Stamina (Cost: 60 Spell Points)
Replenishes 1-15 points of fatigue to caster, plus 1-3 additional points for every level of the caster.
Light (Cost: 125 Spell Points)
Creates a globe of light that will follow the caster, illuminating roughly a 12 meter radius around the caster. The duration is 5 rounds per level of the caster.
Heal (Cost: 125 Spell Points)
Heals 1-15 points of health to caster, plus 1-5 additional points for every level of the caster.
Orc Strength (Cost: 125 Spell Points)
Imbues the caster with an additional 15 points of Strength. The duration is 5 rounds per level of the caster.
Invisibility (Cost: 150 Spell Points)
Renders the caster invisible to normal vision for a period of 5 rounds per level of the caster.
Wanderlight (Cost: 150 Spell Points)
Fires a globe of light in whatever direction the caster wishes, illuminating all around it while it travels. Upon impact with an object the light globe will dissipate. The globe illuminates a 12 meter radius circle.
Wizard's Fire (Cost: 187 Spell Points)
Fires a dart of fire at a single targeted enemy, inflicting 1-15 points of damage to health, plus an additional 1-5 points for each level of the caster.
The 2nd Circinate
Shock (Cost: 225 Spell Points)
Creates a charge of electricity to cover the caster's body. The next creature touched will take 1-35 points of electrical damage to health, plus an additionla 1-5 points for every level of the caster.
Strength Leech (Cost: 225 Spell Points)
Will drain any single targeted creature of 10 points of Strength. Recovery will begin after 5 rounds plus 1 round for every level of the caster.
Shield (Cost: 250 Spell Points)
Will create an invisisble shield around the caster, which will absorb 15 points of damage, plus an additional 5 points for every level of the caster before being dissipated.
Free Action (Cost: 260 Spell Points)
This spell will remove the effects of paralyzation from the caster's body, allowing him free movement again.
The 3rd Circinate
Open (Cost: 300 Spell Points)
Caster will have a 20% chance, plus 2% for every level to open a locked door or chest of his level.
Resist Cold (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of cold, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Resist Fire (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of fire, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Resist Shock (Cost: 300 Spell Points)
Caster has a 30% chance, plus a 2% chance per level to resist the damaging effects of electricity, whether these effects are carried by spell or in the environment. The duration is 1 round per level of the caster.
Sanctuary (Cost: 300 Spell Points)
Caster has a 50% chance, plus an additional 2% per level of being ignored by attacking people or monsters. The duration is 1 round per level of the caster. The caster may not cast offensive spells while in sanctuary.
Wizard Lock (Cost: 300 Spell Points)
The caster has the ability to magically seal a portal or door. The chance is 20% plus an additional 2% per level of the caster. Wizard Locked doors must be opened using an Open spell, or be broken down in order to gain entry.
Fireball (Cost: 325 Spell Points)
Caster can channel vast amounts of energy into a ball of fire, which will travel to the selected target and explode, doing damage to all creatures within one meter of the target point. The damage to health is 4-12 points per level of the caster. Care must be taken for if the Fireball impacts a target within a meter of the caster, he too will be enveloped in the explosion.
Cure Poison (Cost: 350 Spell Points)
Caster has a 60% plus 2% per level attained chance to clear his system of the effects of poison.
Ice Bolt (Cost: 367 Spell Points)
Caster can project a bolt of intense cold at a single creature, inflicting 5-35 points of cold damage to health, plus an additional 1-5 points for every level attained.
Cure Disease (Cost: 375 Spell Points)
The caster can rid his body of any disease. The chance is 50% plus an additional 5% per level of the caster.
The 4th Circinate
Earth Wall (Cost: 400 Spell Points)
Caster can cause up to four walls to rise from the ground, useful for blocking passages or trapping foes. These walls are permanent.
Spell Shield (Cost: 400 Spell Points)
A field of negative energy surrounds the caster, giving a 50% chance plus an additional 2% per level of the caster to resist the effects of any spell. The duration is 1 round per level of the caster.
Heal True (Cost: 445 Spell Points)
Caster can heal 25-50 points of health plus an additional 5 points for every level of the caster.
Silence (Cost: 450 Spell Points)
Caster can silence another single creature, thus preventing it from casting spells. Upon a successful hit (touch) after the spell is cast, there is a 35% chance plus 2% for every level of the caster that the struck creature will be silenced. The duration of this silence is 1 round for every level of the caster.
Troll's Blood (Cost: 450 Spell Points)
Upon casting this spell the caster will begin regenerating health points. The rate at which the points will be regained is 1 health point per round. The duration of the spell is 60 rounds for every level of the caster.
Witch's Curse (Cost: 450 Spell Points)
The caster can curse a single creature, causing slow degradation to the target creature's Intelligence, Willpower, Personality, and Luck. Upon a successful hit (touch) after the spell is cast, there is a 30% chance plus 3% for every level of the caster that the offending creature be cursed. The afflicted creature will begin losing 1 point from the four aforementioned statistics every round. The spells duration is 1 round per level of the caster.
Ice Storm (Cost: 487 Spell Points)
The caster can send a ball of intense cold, which will explode upon contact with target or with any intervening structure, inflicting an explosion of 1-30 points of damage to health plus an additional 1-5 points for every level of the caster. All creatures caught within the 3 meter diameter explosion will suffer the damaging effects of the numbing cold.
Fire Storm (Cost: 490 Spell Points)
The caster can cause the very surrounding air to superheat, exploding outward. All creatures within 1 meter of the caster will take 10-30 points of fire damage to health, plus an additional 1-5 points for every level of the caster.
The 5th Circinate
Wyvern's Sting (Cost: 525 Spell Points)
The caster fires a magical dart which can poison a creature, causing slow degradation to the creatures health. The chance is 30% plus 2% per level of the caster that the targeted creature is poisoned. Creatures poisoned with this spell lose 1 health point per round. The spells duration is 5 rounds per level of the caster.
Resist Poison (Cost: 550 Spell Points)
The caster can magically enhance the ability to resist poisons of any sort. Once the spell is cast the caster has a 50% chance to resist any poison, plus an additional 5% per level. The spell's duration is 1 round per level of the caster.
The 6th Circinate
Passwall (Cost: 600 Spell Points)
The caster has the ability to destroy up to 3 walls, vaporizing them instantly. The walls are destroyed permanently. Note, some walls will be protected against Passwall, and will not be destroyed by this spell.
Pitfalls (Cost: 600 Spell Points)
The caster can destroy up to 3 floor sections, creating tunnels under walls. These floor sections are destroyed permanently. Note, certain floors may be protected against Pitfalls, and will not be destroyed by this spell.
Force Wall (Cost: 600 Spell Points)
The caster can envelop himself in a protective shield, much stronger than the Shield spell. This protective barrier will absorb up to 50 points of damage, plus an additional 5 points for every level of the caster. it will persist until the damage points exceed its total points.
Wildfire (Cost: 607 Spell Points)
This spell will cause a bolt of fire to hit a selected target and inflict 1-15 points of damage plus an additional 1-5 points for every level of the caster, then continue to inflict the same damage at 5 round intervals. The spells duration is 15 rounds.
Spell Drain (Cost: 630 Spell Points)
The caster can damage a single selected target's spell point reserve, inflicting 1-560 points of damage to the spell points, plus an additional 1-5 points for level of the caster. Spell points, like health points, regenerate with rest.
Far Silence (Cost: 675 Spell Points)
The caster can silence a single creature at range, having a 35% chance plus 2% per level to succeed. Silenced creatures are unable to cast spells. The duration of the spell is 1 round per level of the caster. See Silence for more details.
Lifesteal (Cost: 675 Spell Points)
Upon casting this spell the caster has the ability to transfer 40 points of health from the single creature at range to his or her own health reserve. The transfer is instant. The transfer will add health points to the caster's health up to the normal maximum for the caster.
The 7th Circinate
Toxic Cloud (Cost: 700 Spell Points)
The caster causes a gaseous ball of toxic gas to speed outward to a selected target. The single creature so affected will take 1-25 points of damage to both health and fatigue, plus an additional 1-5 points for every level of the caster.
Wizard Rend (Cost: 740 Spell Points)
This spell is the bane of wizards everywhere. When cast, the next creature struck (touched) has a 5% chance plus an additional 5% per level of the caster to be both silenced and paralyzed. In addition the spell does 15 points of damage to the target's spell point total for every level of the caster.
Shalidor's Mirror (Cost: 775 Spell Points)
By turning the very air surrounding the caster into a reflective shield, the caster has the ability to reflect spells cast at them back at the opposing caster. The chance is 40% plus 2% per level of the caster. If successful, the caster suffers no damage. The spell duration is 1 round per level of the caster.
Lightning (Cost: 780 Spell Points)
The caster can fire a bolt of electrical energy at a single creature. The creature struck will take 1-30 points of damage to both health and fatigue, plus an additional 1-5 points of damage for every level of the caster.
The Arch-Circinate
Medusa's Gaze (Cost: 840 Spell Points)
The caster has the ability to paralyze a single creature with his gaze. The chance is 50% plus 2% per level of the caster. A creature so afflicted is unable to move and/or protect itself. The duration of the paralysis is 1 round per level of the caster.
Cause Disease (Cost: 975 Spell Points)
The caster has a 25% chance plus 2% per level to cause a disease of one target at range. Targets inflicted with disease lose 2 pts. of STR, AGI, SPD, and END every round. The duration of this spell is 6 rounds per level of the caster.
Force Bolt (Cost: 1050 Spell Points)
By concentrating the magical aura that surrounds all beings, the caster can cause a magical implosion around a single creature at range. The targeted creature suffers 10-30 points of damage to health plus an additional 1-10 points for every level of the caster. The targeted creature also has a 10% chance plus 5% for every level of the caster to be paralyzed while the magical aura surrounding it realigns itself.
Purify (Cost: 2590 Spell Points)
Upon casting this spell the caster is healed 100 health points, cured of any poison, and enveloped in a Sanctuary spell that will cause other creatures to ignore him or her, but from which the caster can still cast offensive spells.
God's Fire (Cost: 3750 Spell Points)
The caster unleashes a bolt of fire that envelopes a single target, doing 100 points of fire damage, plus an additional 100 damage points for every level of the caster. Needless to say, for a higher level caster, this spell will vaporize almost any single foe.

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wphoto2003 (马力)
圣洁的灵魂
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往事随风 开始新的生活


论坛之王【顶级】  热情火山  神奇法师  百目惠识  热情号角  
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发表于 2008-7-20 11:46 资料 短消息  加为好友 QQ
Damage, Diseases, Curses, Etc…
The world of Arena can be a deadly place. The following section will aid you in aiding yourself. There are basically 5 things that can affect you in the world: 1) damage to you during combat, 2) diseases, 3) having a curse inflicted upon you, 4) poisoning, and 5) paralyzation. Each of these cases will be taken in turn below:

Damage during Combat
To heal up wounds you have sustained after a big fight, you have a few options. You can:

Go to a nearby temple. For a fee they will heal you of all damage you may have sustained.
If you are a spellcaster and have a heal spell, you can cast it on yourself.
If you have a potion of Healing, you can Use it and it will heal you.
If you have an item that has the properties of healing, you can Use it to heal yourself.
If you are in the wilderness or a dungeon, or you're in a tavern where you have a room, you can Camp. This will heal you naturally over time. In the world of Arena, characters who rest heal quickly from wounds. It usually takes anywhere from 8 - 16 hours to fully heal from injuries, depending on your Endurance.
Diseases
If you are unlucky enough to contract one of the many diseases possible in the world, you must get yourself cured quickly. Diseases, unlike other damaging effects, slowly degrade whatever they normally attack. In the case of a disease such as Wound Rot, your Strength, Endurance, and Health slowly reduce until one of them reaches zero. At that point you will die. There are a few options available to you:

The easiest thing is to prepare beforehand. if you are a non-spellcaster go to a Mages Guild and buy a few Cure Disease potions. These can be used later to cure you of any malady. If you are a spellcaster you should buy or create a spell that will cure disease. You can buy spells from the Known Spellbook, or create them using the Spellmaker.
If you are inflicted with a disease and don't have a cure at hand, immediately make your way to an exit. From there you can see if based upon the rate of degeneration, you have enough time to make it to a nearby town. In a temple there can cure you.
If there is no town within a day or two, or you are too far from the entrance, search the dungeon. You may come across a potion in some monster's lair.
Curses
A curse is similar to a disease except that it affects your INT, WIL, PER, and LUC. As with all other degenerative attacks, if any of your stats reach zero, you will die. The good thing about curses is that they seldom have a duration long enough to threaten your life. Still, having your INT down to 15 isn't helpful, nor is it safe. If you are hit with another curse it could kill you. Follow the steps you would if inflicted with a disease and you should be able to ward off a curse or banish it at a temple.

Poison
Poison causes a slow degeneration of your Health. Obviously if your health reaches zero, you will die. Once again the steps to preventing it are relatively simple. Prepare beforehand. Buy the necessary potions and/or spells to safeguard yourself. If you find yourself in the unlucky circumstance of not having any of these things, try resting. Certain poisons will wear off given time. Others will continue until you are dead. Don't take a chance. Keep your health as high as possible until you can rid yourself of the poison, whether that be through a spell or potion or at a temple.

Paralyzation
Paralyzation is unique in that whatever paralyzed you is probably still around. The only good defense is to have a spell or a potion that you can use to cure of it. (Don't worry, paralyzed characters can move enough to take a potion, just not fight or run.) You can also cast some other type of spell such as Invisibility or Sanctuary, which would cause the monster or person to ignore you. Hopefully the spell will last long enough for the paralyzation to wear off. If you don't have any of these options you are in some trouble. The monster will continue to attack you. Although further attacks won't add to the paralyzation time, rarely does it have to. Your only hope is that the effect wears off quickly. As stated before, the best defense is to prepare beforehand.

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wphoto2003 (马力)
圣洁的灵魂
Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7Rank: 7
往事随风 开始新的生活


论坛之王【顶级】  热情火山  神奇法师  百目惠识  热情号角  
UID 60
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发表于 2008-7-20 11:48 资料 短消息  加为好友 QQ

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colorlemon
地上的月影
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发表于 2008-7-20 15:51 资料 短消息  加为好友 
马力大大及时雨啊,话说我在鉄资求半天没人理我啊。其实我就是想知道过第一个迷宫的方法。话说我用了两个下午的说

[ 本帖最后由 colorlemon 于 2008-7-20 03:52 PM 编辑 ]

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