Post by kamikaze1900666 on Nov 20, 2010 21:11:17 GMT
As it was brought up in another thread, I figured it would be best to discuss it here. These Help Pages might go well in the Table of Contents section. Anyways, I drew up a rough draft of a possible Help Page to go over the various gameplay options last night and will be starting to write up one for the awards system tonight. I know some of this is redundant to the die-hards, but as my experience writing the Meez Roomz guide has taught me, it's kind of essential when writing instructions for a younger audience, especially newbies. Any thoughts, suggestions or edits?
Gameplay Options:
The Lone Wolf series of gamebooks can be played with a wide range of rule sets and homebrew variants. Some of these follow the letter of Joe Dever’s word on the rules, as defined in the books themselves and found in various fan club newsletters. Others are aimed at making the game easier, while still others make the game more challenging. Most of these can only be selected at the start of a new campaign, while a few can be toggled on and off at any point while playing. All of these have tooltips, displayed when hovering the mouse over an option, that give a brief description as to how they affect gameplay. On this help page, each gameplay style and rule will be explained in greater detail.
Gameplay Styles:
By-the-Book- This style follows the rules set down by the author. All weapon and Discipline bonuses are as written in the books and expanded upon in various fan club newsletters. The difficulty in completing books and campaigns on this rule set is moderate overall, although certain challenges may be much harder than on other styles. Selecting this rule set enables the player to earn awards and qualify for a spot the Hall of Fame webpage.
Hardcore- This style follows homebrew variants to make the overall experience much more difficult than intended by the author. Many options are limited within strict parameters to accomplish this goal. These restrictions are balanced with a few weapon bonuses not included in the canon works, as well as cutting certain other bonuses in most circumstances. Selecting this rule set enables the player to earn awards and qualify for a spot the Hall of Fame webpage.
Prodigy- This style is designed to make the game much easier while encouraging exploration. The variants used make your character much stronger than the canon works permitted without overpowering him to nullify any challenge. This is partially accomplished with a wide variety of weapons that have situational bonuses against certain enemies, as well as cutting the bonuses of a few other weapons. Selecting this rule set enables the player to earn awards but does not count towards a Hall of Fame run.
Custom- This style is made up of variants selected entirely by the player. All rules and variants may be selected in a wide variety of combinations to make the game harder or easier than any of the afore mentioned gameplay styles. This offers an extensive range to enrich the feel and overall experience, and is often recommended for testing new strategies and paths. However, a player cannot earn awards and does not qualify for the Hall of Fame when selecting their own rule set regardless of difficulty.
Rule Variants:
Allow Saving/Loading at any time- Selecting this gives you the option to save your progress through a book whenever you want. You can use this option to save before a major branch to explore another route, before picking a random number to help get a desired result, and even mid-combat to ensure survival or win it in the number of rounds desired. You can select to load your last save from the Main Menu button. If you are mid-book and wish to quit, make certain your progress is saved where you want it before exiting Seventh Sense, as the game will revert to the last save when playing again. Regardless of when you last saved, your progress is automatically saved at the start of a new book. Saving at any time can only be used as a Custom rule.
When this option is unchecked, your game is only saved at the beginning of each book and whenever you quit playing. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Initial Stats Method- There are a few ways to determine your Combat Skill and Endurance Points when starting a new campaign. The options from left to right are as follows:
Regardless of which method is selected, you can lower your starting Combat Skill and/or Endurance Points before beginning your campaign if you wish to try a low-stat run. Immediately after selecting them both from the “Game Rules” section of the book itself, click on the Action Chart tab and view your stats. There will be a button beside each CS and EP. Click on it and you can enter a value lower than you selected. You can use this method to start a campaign with either or both even lower than their base, down to a minimum of 5 Combat Skill and 15 Endurance Points for an even greater challenge. However, you cannot use this method to increase your statistics beyond those already selected, and you cannot raise them after you already lowered them.
Use Extended Combat Results Table- This variant makes the Challenge Rating cap much higher than the standard +11 or greater. This slowly increases damage dealt by the player and reduces damage received until a CR of +29 or greater is reached and all results are Zero damage to the player and enemies are always Automatically Killed. This can only be used as a Custom rule.
When this option is unchecked, the canon Combat Results Table is used, with the Challenge Rating cap at +11 or greater. There is a minor difference between the Extended and Original CRT, where on a roll of 6 or 7 at a CR of +5/+6 or +7/+8, the player takes less damage using the canon CRT. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Healing Discipline Rules- There are three variants as to how Healing and Curing will restore Endurance. From left to right they are as follows:
Use Intelligent Damage- Endurance loss can be categorized as Combat Damage, Starvation Damage, or Other Damage. Leaving this option unchecked registers all damage not sustained from direct combat as Other Damage.
Selecting this option categorizes some damage not sustained in direct combat as Combat Damage. This usually applies to damage dealt by enemies outside of combat, such as arrows, spells, and the like that may strike the player outside of combat. Also, this option differentiates between Starvation Damage, as discussed above, and Other Damage, which is sustained from other conditions, such as injury from a fall or extremes in heat and cold. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Use Intelligent Autoheal- Regardless of which Healing Discipline variant you select, you only regain Endurance Points at a rate of 1 or 2 per non-combat section, depending if you select the Heal Stacking variant (discussed below) or not. You must also select Healing and/or Curing as one of your Disciplines for any EP restoration. Leaving this variant unchecked, any section that does not have a direct combat counts as a non-combat section.
When this option is selected, it adds a greater sense of realism pertaining to what counts as a section that the player cannot heal. Any section where damage is sustained regardless of source, and sections where the character would not have the time to heal himself without potions (such as being in the middle of an active battlefield, or fleeing from an enemy) will not permit use of the Healing Disciplines. Only sections where no damage is sustained and the character would otherwise have time to use his disciplines would count as non-combat sections. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Allow Dual Wielding- When this option is selected, you can use two one-handed weapons in combat simultaneously, and add the Discipline and weapon bonuses of both. For instance, if you have Weaponskill in Maces and are wielding two maces, one with a +3 CS bonus, and the other with a +1 CS bonus, all bonuses add up- Weaponskill +2 for each mace, for a +4 CS Discipline bonus, along with the +3 and +1 from each weapon bonus for a total of +8 CS from both weapons. Alternatively, you could be wielding a mace with no weapon bonus and a sword with a +8 CS weapon bonus and still gain the +2 CS from having Weaponskill in Maces for a total of +10 CS from both weapons. This option can only be used as a Custom rule.
When this option is unchecked, you can only wield one weapon at a time regardless if it’s one or two-handed. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Weapon Rules- There are three options as to what weapon bonuses certain weapons get. From left to right, they are as follows:
Treat Shields as Worn on Arm- When this variant is checked, you can use two-handed weapons and dual wield while equipped with a shield. There are certain rare situations where you still can’t use a shield, but as long as you have one, it will be equipped in almost all situations. This option is used in the Prodigy rules.
When this is unchecked, you hold the shield in your hand. You cannot make use of a shield if you are wielding a two-handed weapon or dual wielding. By-the-Book and Hardcore rule sets leave this unchecked. Regardless if this variant is used or not, you can only have one shield at a time.
Weaponskill / Heal Stacking- Checking the left box enables Weaponskill Stacking. If you completed all 5 Kai series books, and you had Weaponskill in Swords, then you select Weaponmastery in Swords as one of your Magnakai Disciplines, the Discipline bonuses stack, conferring a +5 CS Discipline bonus when wielding a sword. This variant can only be used in the Custom rules.
Checking the right box enables Heal Stacking. If you completed all 5 Kai series books, and you had the Discipline of Healing, then you select Curing as one of your Magnakai Disciplines, you can restore 2 EP for each non-combat section. This variant can only be used in the Custom rules.
When the left box is unchecked, you gain only the upgraded Discipline bonus when you choose it. The +2 CS Weaponskill bonus becomes a +3 CS bonus once you select Weaponmastery in the same weapon. When the right box is unchecked, you only can restore 1 EP for each non-combat section if you completed all 5 Kai series books, and you had the Discipline of Healing, then you select Curing as one of your Magnakai Disciplines. Prodigy, By-the-Book, and Hardcore rule sets leave both unchecked.
Heal starvation with meals- When this variant is checked, you can heal any Starvation Damage (discussed above) by eating meals at any time. You can recover only 3 EP lost by starvation per meal consumed. This option is used in the Prodigy rule set.
When this variant is unchecked, the only benefit you gain from meals is avoiding Starvation Damage when instructed to eat. They do not heal you unless it is a special property specifically included in the Item Description. By-the-Book and Hardcore rule sets leave this unchecked.
Allow RNT Guiding- This option permits the player to concentrate the Random Number Table selection in a particular 4x4 section of the table. This can be used to gain a higher likelihood of getting a desired result. Each book uses a different Random Number Table, which can be seen before you choose one by clicking on the Table of Contents section to do so at any time. From there, a player can look for the highest concentration of the desired number, then aim for it by using either the directional buttons or number keypad on their keyboard. The RNT is divided into 9 smaller parts when a player chooses to guide the selection: upper-left, upper-center, upper-right, center-left, dead-center, center-right, lower-left, lower-center, and lower-right. As the RNT drops, you will notice arrows pointing in all directions underneath it for a brief time. While the arrows are there, you can press the direction you wish to aim for. If the arrows go away before you select a direction to aim for, the RNT will choose a number from anywhere on it, so you have to be quick if you want to guide it. Although the result is not guaranteed, the increased chances of getting the desired number prove to be more beneficial than not. This variant is part of the Prodigy rules.
A number will be picked from anywhere on the Random Number Table when this option unchecked. This is unchecked in the By-the-Book and Hardcore rule sets.
Armor Rules- The bonuses granted by armor can follow one of three variants. From left to right they are as follows:
Use Generous Armor Removal Method- When this variant is checked, only your maximum Endurance Point total is affected when you remove armor, and it has no effect on the character’s current EP. For instance, with normal armor rules, if the player had 10 EP left and was forced to remove a Chainmail Waistcoat, the player would still have 10 EP, healing enough damage to maintain their current Endurance.
When this variant is unchecked, your damage remains unaffected when forced to remove armor, but your current Endurance drops as a result. For instance, with normal armor rules, if the player had 10 EP left and was forced to remove a Chainmail Waistcoat, the player would drop to 6 EP, but the damage sustained would remain the same. If the EP loss would drop the player to Zero Endurance Points or less when removing the armor, the player will not die and will only drop to 1 EP. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Limited to Only 5 Disciplines- This variant restricts you to a maximum of five Disciplines, regardless of how many books you complete in a given series. When starting the Kai series, you select your five disciplines and will not gain any more. When starting the Magnakai or Grand Master series, you will still get to select a new Discipline for each book completed until the maximum of 5 Disciplines is reached. Great care and planning must be used when trying to play an entire series or the full campaign with this rule active. The upgrades to Disciplines that were not selected on a previous series will not be available when progressing to the next. For instance, if you select Healing, Mindblast, Mindshield, Hunting, and Tracking as your five disciplines in the Kai series, you will only have Curing, Psi-surge, Psi-shield, Huntmastery, and Pathsmanship to choose from once you progress to the Magnakai series. (? If you progress to the next series with these Magnakai Disciplines as your five, then you will only be able to choose from Deliverance, Kai-surge, Kai-shield, Grand Huntmastery, Grand Pathsmanship, Magi-Magic and Kai Alchemy for your disciplines when starting the Grand Master series, though you will still be limited to a maximum of five. ?) This variant is used in the Hardcore rule set.
When this option is unchecked, you gain one bonus Discipline for each book completed. If you complete the entire series before it, you have the benefits of all previous Disciplines when progressing to the next. For instance, if you complete all 5 books of the Kai series, you keep the bonuses associated with Healing, Weaponskill, Hunting, and Mindblast in the Magnakai series. If you didn’t select one of these Disciplines, but still completed all 5 Kai series books, you will still gain the benefit as if you did. If Weaponskill was the one not selected in the series, the weapon you are skilled in is determined randomly just prior to beginning Book 6. This variant is unchecked in the Prodigy and By-the-Book rule sets.
Alternate Lore Circles Bonus- When this option is selected, you gain a cumulative +1 Combat Skill and a +2 Endurance Point bonus for each book completed in the Magnakai series. This replaces the standard Lore Circle bonus listed in the book. This variant is used in the Prodigy and Hardcore rule sets.
When the option is left unchecked, you only gain the Combat Skill and Endurance Point bonuses for selecting the Magnakai Disciplines to complete each individual Lore Circle (Fire, Light, Solaris, Spirit) as listed in the books. This variant is unchecked in the By-the Book rule set.
Special Items Limit Method- There are three variants pertaining to how many Special Items a player can carry. From left to right, they are as follows:
Regardless of which limiting option is used, a player can only carry one of a given type of armor at a time (helmet, shield, heavy armor, light armor, etc.). Also, some items will not count towards the maximum limit. Such Special Items will be noted in the tooltips and Action Chart under the Special Item list.
Provide Storage in All Books- When this option is selected you can access Storage before starting any book in the series. This can be used to store any items or money you have for later use or to collect items you do not have the space to carry. This variant is used in the Prodigy rule set.
When this option is unchecked, you can only access Storage when the books permit so. Storage cannot be accessed in Books 1, 2, 3, 4, and 11 as a result. This variant is unchecked in the By-the-Book and Hardcore rule sets.
Options for the Book 6 Archery Contest: Any of the following options can be selected at any time prior to starting the Combat-type Archer Contest in Book 6, regardless of which rule set you are playing by. Once the Combat portion of the contest starts, you will be unable to alter your options. These options are granted to enhance the feel of the Archery Contest. Since we are instructed to play through the Combat portion of the contest as a standard combat, many variants can be applied due to its uniqueness. Likewise, some players like to restrict these variants to a bare minimum in order to conduct the Combat portion as if Lone Wolf was playing it as fair as possible.
Allow Which Psychic Bonuses- These three boxes will permit different psychic bonuses to be used in the Combat portion of the tournament. Checking the appropriate box will permit that bonus, while leaving it unchecked will prohibit that bonus. The first box on the left will allow the +2 Combat Skill bonus from the Kai Discipline of Mindblast. The middle box will allow the +4 CS bonus from the Magnakai Discipline of Psi-surge. Keep in mind that using Psi-surge will still deduct 2 Endurance Points from your real EP score for each round that it is used. The last box on the right will double all psychic bonuses permitted due to increased concentration. This will turn the Mindblast bonus into +4 CS and the Psi-surge bonus into +8 CS. You may select any or all three variants, though the third one only applies if you checked one of the first two.
Allow use of Alether- Checking this box will permit you to use a Combat Skill boosting potion just prior to starting the Combat in the contest, applying the appropriate bonus to your CS for the duration. Leaving the box unchecked will prohibit the use of such potions.
Allow Silver Helmet Bonus- Due to this item’s magical nature, you can decide whether to use the Combat Skill bonus it confers in the Combat portion of this contest or not. Checking the box will apply this item’s +2 CS bonus, while leaving it unchecked will prohibit using it.
Allow Sommerswerd / Shield Bonus- Conducting this as a standard Combat, you may choose to enable either or both bonuses if you wish. Playing the game realistically or trying to be fair at the Combat portion of the contest, a player can choose to prohibit either or both bonuses. Checking the left box will allow the Combat Skill bonus from the Sommerswerd, as determined by the Weapon Rules selected (discussed above). Checking the right box will allow the +2 CS bonus conferred by the Shield. Leaving either box unchecked will prohibit either or both bonuses.
Bonus from Weaponmaster with a Bow- There are three variants to how the bonus from selecting Weaponmastery with a Bow as one of your Magnakai Disciplines will play out during the Combat portion of the contest. From left to right, they are as follows:
As stated above, any of these variants pertaining to the Combat portion of the Archery Contest in Book 6 can be selected at any time prior to starting the combat regardless of which rule set you play by. Once you have conducted the first round of combat, you will not be able to alter these variants from those you have selected.
Gameplay Options:
The Lone Wolf series of gamebooks can be played with a wide range of rule sets and homebrew variants. Some of these follow the letter of Joe Dever’s word on the rules, as defined in the books themselves and found in various fan club newsletters. Others are aimed at making the game easier, while still others make the game more challenging. Most of these can only be selected at the start of a new campaign, while a few can be toggled on and off at any point while playing. All of these have tooltips, displayed when hovering the mouse over an option, that give a brief description as to how they affect gameplay. On this help page, each gameplay style and rule will be explained in greater detail.
Gameplay Styles:
By-the-Book- This style follows the rules set down by the author. All weapon and Discipline bonuses are as written in the books and expanded upon in various fan club newsletters. The difficulty in completing books and campaigns on this rule set is moderate overall, although certain challenges may be much harder than on other styles. Selecting this rule set enables the player to earn awards and qualify for a spot the Hall of Fame webpage.
Hardcore- This style follows homebrew variants to make the overall experience much more difficult than intended by the author. Many options are limited within strict parameters to accomplish this goal. These restrictions are balanced with a few weapon bonuses not included in the canon works, as well as cutting certain other bonuses in most circumstances. Selecting this rule set enables the player to earn awards and qualify for a spot the Hall of Fame webpage.
Prodigy- This style is designed to make the game much easier while encouraging exploration. The variants used make your character much stronger than the canon works permitted without overpowering him to nullify any challenge. This is partially accomplished with a wide variety of weapons that have situational bonuses against certain enemies, as well as cutting the bonuses of a few other weapons. Selecting this rule set enables the player to earn awards but does not count towards a Hall of Fame run.
Custom- This style is made up of variants selected entirely by the player. All rules and variants may be selected in a wide variety of combinations to make the game harder or easier than any of the afore mentioned gameplay styles. This offers an extensive range to enrich the feel and overall experience, and is often recommended for testing new strategies and paths. However, a player cannot earn awards and does not qualify for the Hall of Fame when selecting their own rule set regardless of difficulty.
Rule Variants:
Allow Saving/Loading at any time- Selecting this gives you the option to save your progress through a book whenever you want. You can use this option to save before a major branch to explore another route, before picking a random number to help get a desired result, and even mid-combat to ensure survival or win it in the number of rounds desired. You can select to load your last save from the Main Menu button. If you are mid-book and wish to quit, make certain your progress is saved where you want it before exiting Seventh Sense, as the game will revert to the last save when playing again. Regardless of when you last saved, your progress is automatically saved at the start of a new book. Saving at any time can only be used as a Custom rule.
When this option is unchecked, your game is only saved at the beginning of each book and whenever you quit playing. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Initial Stats Method- There are a few ways to determine your Combat Skill and Endurance Points when starting a new campaign. The options from left to right are as follows:
- 1) The first option picks both statistics using the Random Number Table and adding the appropriate base. This option is used in the By-the-Book rules.
- 2) The second option allots a total of ten points for the player to decide which stat gets how many points added to the base. However, only a maximum of seven points may be given to a single statistic. This can be split as 7 for one and 3 for the other, 5 for both, or any combination equal to or less than the 10 pooled points. This option is used in the Hardcore rules.
- 3) The next option automatically adds 7 to the Combat Skill base and 3 to the Endurance Points base. This is also used by the Hardcore rules.
- 4) The final option automatically adds 9, the highest possible roll, to the base of both stats. This is used by the Prodigy rules.
Regardless of which method is selected, you can lower your starting Combat Skill and/or Endurance Points before beginning your campaign if you wish to try a low-stat run. Immediately after selecting them both from the “Game Rules” section of the book itself, click on the Action Chart tab and view your stats. There will be a button beside each CS and EP. Click on it and you can enter a value lower than you selected. You can use this method to start a campaign with either or both even lower than their base, down to a minimum of 5 Combat Skill and 15 Endurance Points for an even greater challenge. However, you cannot use this method to increase your statistics beyond those already selected, and you cannot raise them after you already lowered them.
Use Extended Combat Results Table- This variant makes the Challenge Rating cap much higher than the standard +11 or greater. This slowly increases damage dealt by the player and reduces damage received until a CR of +29 or greater is reached and all results are Zero damage to the player and enemies are always Automatically Killed. This can only be used as a Custom rule.
When this option is unchecked, the canon Combat Results Table is used, with the Challenge Rating cap at +11 or greater. There is a minor difference between the Extended and Original CRT, where on a roll of 6 or 7 at a CR of +5/+6 or +7/+8, the player takes less damage using the canon CRT. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Healing Discipline Rules- There are three variants as to how Healing and Curing will restore Endurance. From left to right they are as follows:
- 1) The first only restores EP loss registered as Combat Damage. All damage sustained in direct combat counts towards this. Depending if you use the Intelligent Damage option (discussed below) or not, some damage not sustained in direct combat may also count towards this as well. This is used in the Prodigy, By-the-Book, and Hardcore rule sets.
- 2) The second option restores all EP loss that is not registered as Starvation Damage. Starvation Damage is sustained from not eating meals when instructed, eating meals with small portions, and occasionally sustained from being poisoned. If the EP loss is not from one of those sources, the Healing Disciplines will slowly restore it. This option can only be used as a Custom rule.
- 3)The final option restores EP loss regardless of source. This option can only be used as a Custom rule.
Use Intelligent Damage- Endurance loss can be categorized as Combat Damage, Starvation Damage, or Other Damage. Leaving this option unchecked registers all damage not sustained from direct combat as Other Damage.
Selecting this option categorizes some damage not sustained in direct combat as Combat Damage. This usually applies to damage dealt by enemies outside of combat, such as arrows, spells, and the like that may strike the player outside of combat. Also, this option differentiates between Starvation Damage, as discussed above, and Other Damage, which is sustained from other conditions, such as injury from a fall or extremes in heat and cold. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Use Intelligent Autoheal- Regardless of which Healing Discipline variant you select, you only regain Endurance Points at a rate of 1 or 2 per non-combat section, depending if you select the Heal Stacking variant (discussed below) or not. You must also select Healing and/or Curing as one of your Disciplines for any EP restoration. Leaving this variant unchecked, any section that does not have a direct combat counts as a non-combat section.
When this option is selected, it adds a greater sense of realism pertaining to what counts as a section that the player cannot heal. Any section where damage is sustained regardless of source, and sections where the character would not have the time to heal himself without potions (such as being in the middle of an active battlefield, or fleeing from an enemy) will not permit use of the Healing Disciplines. Only sections where no damage is sustained and the character would otherwise have time to use his disciplines would count as non-combat sections. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Allow Dual Wielding- When this option is selected, you can use two one-handed weapons in combat simultaneously, and add the Discipline and weapon bonuses of both. For instance, if you have Weaponskill in Maces and are wielding two maces, one with a +3 CS bonus, and the other with a +1 CS bonus, all bonuses add up- Weaponskill +2 for each mace, for a +4 CS Discipline bonus, along with the +3 and +1 from each weapon bonus for a total of +8 CS from both weapons. Alternatively, you could be wielding a mace with no weapon bonus and a sword with a +8 CS weapon bonus and still gain the +2 CS from having Weaponskill in Maces for a total of +10 CS from both weapons. This option can only be used as a Custom rule.
When this option is unchecked, you can only wield one weapon at a time regardless if it’s one or two-handed. Prodigy, By-the-Book, and Hardcore rule sets leave this unchecked.
Weapon Rules- There are three options as to what weapon bonuses certain weapons get. From left to right, they are as follows:
- 1) The first option only gives the bonuses as they are listed in the books themselves. For instance, the Sommerswerd always confers a +8 CS bonus, and the Jeweled Mace only confers a +5 CS bonus against Dhorgaans with no bonuses against any other enemies. This option is selected for the By-the-Book rule set.
- 2) The second option is the Hardcore variant. The Sommerswerd only confers a +2 CS bonus against most enemies, reserving the +8 CS bonus exclusively for when it is used against the Darklords and their most powerful minions. To balance this disadvantage, certain weapon-like Special Items confer a +2 CS bonus against all. Also, if you wield a two-handed weapon, you use the extra reach the weapon offers to negate all damage received during the first round of combat only, including negating an Automatic Kill an enemy may score against you during that single round.
- 3) The last option gives all weapon-like Special Items and Named Weapons new bonuses. Although the Sommerswerd only confers a +1 CS bonus against most enemies and only deals 1.5 times damage against undead, some weapons confer much higher bonuses against certain enemies. For instance, a Bone Mace confers a decent bonus against certain predators of Kalte. You should pay attention to the tooltips when hovering the mouse over the weapon to see if the particular bonus will actually serve a purpose for you before you pick it up. This variant is used for the Prodigy rule set.
Treat Shields as Worn on Arm- When this variant is checked, you can use two-handed weapons and dual wield while equipped with a shield. There are certain rare situations where you still can’t use a shield, but as long as you have one, it will be equipped in almost all situations. This option is used in the Prodigy rules.
When this is unchecked, you hold the shield in your hand. You cannot make use of a shield if you are wielding a two-handed weapon or dual wielding. By-the-Book and Hardcore rule sets leave this unchecked. Regardless if this variant is used or not, you can only have one shield at a time.
Weaponskill / Heal Stacking- Checking the left box enables Weaponskill Stacking. If you completed all 5 Kai series books, and you had Weaponskill in Swords, then you select Weaponmastery in Swords as one of your Magnakai Disciplines, the Discipline bonuses stack, conferring a +5 CS Discipline bonus when wielding a sword. This variant can only be used in the Custom rules.
Checking the right box enables Heal Stacking. If you completed all 5 Kai series books, and you had the Discipline of Healing, then you select Curing as one of your Magnakai Disciplines, you can restore 2 EP for each non-combat section. This variant can only be used in the Custom rules.
When the left box is unchecked, you gain only the upgraded Discipline bonus when you choose it. The +2 CS Weaponskill bonus becomes a +3 CS bonus once you select Weaponmastery in the same weapon. When the right box is unchecked, you only can restore 1 EP for each non-combat section if you completed all 5 Kai series books, and you had the Discipline of Healing, then you select Curing as one of your Magnakai Disciplines. Prodigy, By-the-Book, and Hardcore rule sets leave both unchecked.
Heal starvation with meals- When this variant is checked, you can heal any Starvation Damage (discussed above) by eating meals at any time. You can recover only 3 EP lost by starvation per meal consumed. This option is used in the Prodigy rule set.
When this variant is unchecked, the only benefit you gain from meals is avoiding Starvation Damage when instructed to eat. They do not heal you unless it is a special property specifically included in the Item Description. By-the-Book and Hardcore rule sets leave this unchecked.
Allow RNT Guiding- This option permits the player to concentrate the Random Number Table selection in a particular 4x4 section of the table. This can be used to gain a higher likelihood of getting a desired result. Each book uses a different Random Number Table, which can be seen before you choose one by clicking on the Table of Contents section to do so at any time. From there, a player can look for the highest concentration of the desired number, then aim for it by using either the directional buttons or number keypad on their keyboard. The RNT is divided into 9 smaller parts when a player chooses to guide the selection: upper-left, upper-center, upper-right, center-left, dead-center, center-right, lower-left, lower-center, and lower-right. As the RNT drops, you will notice arrows pointing in all directions underneath it for a brief time. While the arrows are there, you can press the direction you wish to aim for. If the arrows go away before you select a direction to aim for, the RNT will choose a number from anywhere on it, so you have to be quick if you want to guide it. Although the result is not guaranteed, the increased chances of getting the desired number prove to be more beneficial than not. This variant is part of the Prodigy rules.
A number will be picked from anywhere on the Random Number Table when this option unchecked. This is unchecked in the By-the-Book and Hardcore rule sets.
Armor Rules- The bonuses granted by armor can follow one of three variants. From left to right they are as follows:
- 1) In the first option, all armor bonuses are as they are written in the books. For instance, a Chainmail Waistcoat confers a +4 EP bonus with this rule active. This is the variant used by the Prodigy, By-the-Book, and Hardcore rule sets.
- 2) In the second option, all armor bonuses that would normally apply to Endurance Points are converted into Combat Skill bonuses. For instance, a Chainmail Waistcoat confers a +4 CS bonus with this rule active. This variant can only be used in Custom rules.
- 3) In the last option, half of all Endurance Point bonuses granted by armor are converted into a Combat Skill bonus. For instance, a Chainmail Waistcoat confers a +2 CS bonus and a +2 EP bonus with this rule active. This variant can only be used in the Custom rules.
Use Generous Armor Removal Method- When this variant is checked, only your maximum Endurance Point total is affected when you remove armor, and it has no effect on the character’s current EP. For instance, with normal armor rules, if the player had 10 EP left and was forced to remove a Chainmail Waistcoat, the player would still have 10 EP, healing enough damage to maintain their current Endurance.
When this variant is unchecked, your damage remains unaffected when forced to remove armor, but your current Endurance drops as a result. For instance, with normal armor rules, if the player had 10 EP left and was forced to remove a Chainmail Waistcoat, the player would drop to 6 EP, but the damage sustained would remain the same. If the EP loss would drop the player to Zero Endurance Points or less when removing the armor, the player will not die and will only drop to 1 EP. This variant can be toggled on and off regardless of which gameplay style you use, and at any time, even in the middle of a book.
Limited to Only 5 Disciplines- This variant restricts you to a maximum of five Disciplines, regardless of how many books you complete in a given series. When starting the Kai series, you select your five disciplines and will not gain any more. When starting the Magnakai or Grand Master series, you will still get to select a new Discipline for each book completed until the maximum of 5 Disciplines is reached. Great care and planning must be used when trying to play an entire series or the full campaign with this rule active. The upgrades to Disciplines that were not selected on a previous series will not be available when progressing to the next. For instance, if you select Healing, Mindblast, Mindshield, Hunting, and Tracking as your five disciplines in the Kai series, you will only have Curing, Psi-surge, Psi-shield, Huntmastery, and Pathsmanship to choose from once you progress to the Magnakai series. (? If you progress to the next series with these Magnakai Disciplines as your five, then you will only be able to choose from Deliverance, Kai-surge, Kai-shield, Grand Huntmastery, Grand Pathsmanship, Magi-Magic and Kai Alchemy for your disciplines when starting the Grand Master series, though you will still be limited to a maximum of five. ?) This variant is used in the Hardcore rule set.
When this option is unchecked, you gain one bonus Discipline for each book completed. If you complete the entire series before it, you have the benefits of all previous Disciplines when progressing to the next. For instance, if you complete all 5 books of the Kai series, you keep the bonuses associated with Healing, Weaponskill, Hunting, and Mindblast in the Magnakai series. If you didn’t select one of these Disciplines, but still completed all 5 Kai series books, you will still gain the benefit as if you did. If Weaponskill was the one not selected in the series, the weapon you are skilled in is determined randomly just prior to beginning Book 6. This variant is unchecked in the Prodigy and By-the-Book rule sets.
Alternate Lore Circles Bonus- When this option is selected, you gain a cumulative +1 Combat Skill and a +2 Endurance Point bonus for each book completed in the Magnakai series. This replaces the standard Lore Circle bonus listed in the book. This variant is used in the Prodigy and Hardcore rule sets.
When the option is left unchecked, you only gain the Combat Skill and Endurance Point bonuses for selecting the Magnakai Disciplines to complete each individual Lore Circle (Fire, Light, Solaris, Spirit) as listed in the books. This variant is unchecked in the By-the Book rule set.
Special Items Limit Method- There are three variants pertaining to how many Special Items a player can carry. From left to right, they are as follows:
- 1)The first only limits the maximum number of Special Items a character can carry as listed in the books. For Books 1 to 7, there is no limit to how many a character can carry through each of those books. Starting from Book 8 and continuing on through the rest of the series, a player can only carry a maximum of 12 Special items in any of those books. This variant is selected for the By-the-Book rule set.
- 2) The second option limits the character to carrying a maximum of 12 Special Items regardless of which book they are playing. This variant is selected by the Hardcore rule set.
- 3) The final option has no limit to the maximum number of Special Items that can be carried by the character regardless of which book they are playing. This variant is used by the Prodigy rule set.
Regardless of which limiting option is used, a player can only carry one of a given type of armor at a time (helmet, shield, heavy armor, light armor, etc.). Also, some items will not count towards the maximum limit. Such Special Items will be noted in the tooltips and Action Chart under the Special Item list.
Provide Storage in All Books- When this option is selected you can access Storage before starting any book in the series. This can be used to store any items or money you have for later use or to collect items you do not have the space to carry. This variant is used in the Prodigy rule set.
When this option is unchecked, you can only access Storage when the books permit so. Storage cannot be accessed in Books 1, 2, 3, 4, and 11 as a result. This variant is unchecked in the By-the-Book and Hardcore rule sets.
Options for the Book 6 Archery Contest: Any of the following options can be selected at any time prior to starting the Combat-type Archer Contest in Book 6, regardless of which rule set you are playing by. Once the Combat portion of the contest starts, you will be unable to alter your options. These options are granted to enhance the feel of the Archery Contest. Since we are instructed to play through the Combat portion of the contest as a standard combat, many variants can be applied due to its uniqueness. Likewise, some players like to restrict these variants to a bare minimum in order to conduct the Combat portion as if Lone Wolf was playing it as fair as possible.
Allow Which Psychic Bonuses- These three boxes will permit different psychic bonuses to be used in the Combat portion of the tournament. Checking the appropriate box will permit that bonus, while leaving it unchecked will prohibit that bonus. The first box on the left will allow the +2 Combat Skill bonus from the Kai Discipline of Mindblast. The middle box will allow the +4 CS bonus from the Magnakai Discipline of Psi-surge. Keep in mind that using Psi-surge will still deduct 2 Endurance Points from your real EP score for each round that it is used. The last box on the right will double all psychic bonuses permitted due to increased concentration. This will turn the Mindblast bonus into +4 CS and the Psi-surge bonus into +8 CS. You may select any or all three variants, though the third one only applies if you checked one of the first two.
Allow use of Alether- Checking this box will permit you to use a Combat Skill boosting potion just prior to starting the Combat in the contest, applying the appropriate bonus to your CS for the duration. Leaving the box unchecked will prohibit the use of such potions.
Allow Silver Helmet Bonus- Due to this item’s magical nature, you can decide whether to use the Combat Skill bonus it confers in the Combat portion of this contest or not. Checking the box will apply this item’s +2 CS bonus, while leaving it unchecked will prohibit using it.
Allow Sommerswerd / Shield Bonus- Conducting this as a standard Combat, you may choose to enable either or both bonuses if you wish. Playing the game realistically or trying to be fair at the Combat portion of the contest, a player can choose to prohibit either or both bonuses. Checking the left box will allow the Combat Skill bonus from the Sommerswerd, as determined by the Weapon Rules selected (discussed above). Checking the right box will allow the +2 CS bonus conferred by the Shield. Leaving either box unchecked will prohibit either or both bonuses.
Bonus from Weaponmaster with a Bow- There are three variants to how the bonus from selecting Weaponmastery with a Bow as one of your Magnakai Disciplines will play out during the Combat portion of the contest. From left to right, they are as follows:
- 1) The first option applies a +3 Discipline bonus to your Combat Skill for this combat. This is often the chosen rule for those trying to play through the contest fairly.
- 2) The second option applies a +3 Discipline bonus to the combat roll itself. This will turn a roll of 7, 8, 9, or 0 into a roll of Zero, which is the best result in combat. This option is often selected by those attempting a low-stat run, since it negates an Automatic Kill scored by the rival contestant due to the lowest roll possible being 4 with this rule applied.
- 3) The final option applies a +3 Discipline bonus to damage dealt to the opponent during the contest. This option is often selected by players who have moderate stats to ensure damage to the opponent’s score is always being done regardless of how low a roll is scored.
As stated above, any of these variants pertaining to the Combat portion of the Archery Contest in Book 6 can be selected at any time prior to starting the combat regardless of which rule set you play by. Once you have conducted the first round of combat, you will not be able to alter these variants from those you have selected.