Manual
Stats, Values & Skills
Attributes, powers, skills and spells — the foundations of every adventurer in Astonia.
On thy travels in the land of Astonia, thou shalt meet with many dangers and perils. Thou must learn to master thy spells and skills. Only then shalt thou victoriously pass all trials and adventures awaiting thee. As thou gainst experience, thou must raise the right skills and spells to become an ultimate hero.
Attributes
The four attributes form the base for most other skills and spells. Thou must use the right combination of these to enhance thy most important skills.
- Wisdom — needed to comprehend the secrets of spells and magic. Wisdom enhances all spells and some other skills.
- Intuition — helps thee remain calm and focused when fighting. Required for all spells and most other skills.
- Agility — improves control over thy body; makes thee faster and enhances all fighting skills.
- Strength — lends thy arm more power, making thee hit harder; needed for all fighting skills and some others.
Note on attributes: Each skill and spell is based on three of the
attributes. The actual skill/spell level is calculated by adding the attributes and
dividing by five (plus the skill itself):
final = (base1 + base2 + base3) / 5 + raw + magical_modifiers. The
unmodified skill level is used when calculating the minimum requirements for
weapons.
Powers
Thy powers are thy basic energies. The less energy thou hast left, the weaker thou shalt be.
- Hitpoints — lost as thou strikest and art struck. At zero, thou diest.
- Mana — needed to cast spells. Without mana, no magic flows.
- Endurance — fuels running and faster fighting. When spent, thou slowest.
Skills
- Dagger — hit and parry more often when fighting with daggers and similar weapons.
- Hand to Hand — hit and parry more often when fighting unarmed.
- Sword — hit and parry more often when fighting with swords.
- Two-Handed — hit and parry more often with two-handed swords or similar weapons.
- Staff — hit and parry more often when fighting with a mage's staff.
- Armour skill — wear stronger armour and gain more protection from it.
- Attack — exploit enemy weaknesses and strike when their defence is down.
- Parry — raise thy defence; shield thyself from blows.
- Warcry — cry out in battle and stun thine enemy in terror.
- Tactics — use thy powers carefully to overcome stronger foes.
- Surround Hit — strike enemies to thy left and right as well as ahead.
- Body Control — additional protection from blows; also increases weapon value.
- Speed — greater speed makes thee a better fighter — and may save thy life.
- Bartering — bear the hardships of daily life more easily.
- Perception — see hidden enemies, even at night.
- Stealth — approach unseen.
- Regenerate — recover hitpoints faster while resting.
- Immunity — reduces the power of enemy spells cast on thee.
- Meditate — recover mana faster while resting.
Tip: Hover over a skill or spell in the game to see its qualities and effects.
Spells
- Bless — increases all attributes for a limited time. Costs two mana per point.
- Heal — recovers hitpoints; the greater the damage, the more mana spent.
- Freeze — turns thine enemy to ice. Two mana points.
- Magic Shield — strengthens thine armour. Weakens with each hit. One mana raises it by two.
- Lightning — Flash for short-range; Ball to send through allies into a foe. Three mana either way.
- Fire — Fireball for long-range explosion; Firering for an encircling burn. Three mana.
- Pulse — destroys weakened enemies around thee and converts their hitpoints to thy mana.
Arch Skills
- Rage (Archwarrior) — sustained fighting builds Rage to boost Attack and Parry.
- Duration (Archmage) — makes thy spells last longer.
Note: Skills cannot be enhanced by more than 50% through special items. Attributes cannot be enhanced by more than 50% through Bless and special items combined.