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Introduction
PLEASE NOTE: THIS DOCUMENT MAY NOT CONTAIN LATEST-MINUTE
MINOR CHANGES MADE TO THE GAME TO IMPROVE ITS GAMEPLAY
Magic Stones is a game based on Celtic mythology, and is a mix
between a role-playing game and a card game. It is situated in the land
of Aravorn, where you can find many hidden treasures in the darkest, most
menacing places, where druids are challenged to duel every year in the
Black Tower, in a fight to the death that will declare the absolute winner.
At the start of the game, you can choose the Tutorial option to
guide you step by step in learning the game. This option is strongly recommended
if you are playing Magic Stones for the first time.
If you would rather begin playing right away, click on the Change
button. This button normally allows you to select the active druid (it
is possible to create up to 10 druids but only one of them is active at
a time), but if no druids are there it will take you directly to the character
creation phase.
You can create your druid by choosing their initial school of magic,
gender, and origins. The initial school is very important because it is
the school of magic in which the druid is most proficient. That doesn't
mean that they won't be able to learn magics from other schools, but it
will take more time and be less effective. Look ahead for a detailed list
of the magic schools and magics in the game.
Choosing the druid's gender influences the type of artifacts that they
can use: a man can use less but will have better statistics initially
compared to a woman, who can count on a greater number of artifacts.
Ultimately, choosing the druid's origins influences their statistics.
There are three different types of possible origins:
1.Noble: a druid of noble origins has been educated at the local
library and therefore has better developed intelligence and moderately
developed concentration.
2.Wild: a druid raised in the forest comes closer to the traditional
conception of a druid, and is therefore gifted with great willpower and
moderate wisdom.
3.Humble: a druid of humble origins has been raised in total
humility and this has allowed them to improve notably in wisdom and moderately
in willpower.
You'll then see the Character Screen, in which you can review
the druid you just created, and either accept it or restart the creation.
Your durid start at level one, and gaining experience points through the
game will be able to level, increasing in his 4 main skills, which are:
willpower: a high intelligence will increase mana regeneration
during battles
intelligence: a high intelligence will increase the speed at
which you learn new runes
concentration: a high concentration will reduce spell casting
failures
wisdom: a high wisdom will increase your druid's mana amount
Those skills can also be increased by wearing artifacts you'll find in
the game. For more info on experience points and levels, click
here.
Once you have finished the druid creation phase, you can go to the actual
game. There are two types of game play: one called Gather Artifact
and the other Challenge Druid. Even if you can start to challenge
a druid right away in the second mode, it is practically indispensable
to venture into the most dangerous places in Aravorn to gain experience
and try to collect new Magic Stones and new Artifacts.
Now we will proceed to a detailed description of the two modes of game
play.
Gather Artifacts
If you choose this option, you will be able to roam freely throughout
the entire kingdom of Aravorn in search of interesting places, like abandoned
temples, enchanted forests, cursed islands, and so on. Each of these special
places has hidden treasures: whether a magic formula, an amulet, a rune,
or something else, each of these objects will increase your druid's power,
not to mention the experience you'll get out of it (indispensable in increasing
your character's level).
First, you will see a map of the territory, with the possibility of choosing
certain regions or zones. Once you have selected a region, it will zoom
in and you can select the place you want to explore. On the right of the
screen, you will get a brief description of the possible treasures and
possible dangers you will encounter in the selected place. Click on the
place icon to enter. Once you have entered the zone, you can no longer
exit unless you are fleeing the battlefield.
Fleeing the battlefield does not cause the game to end, but you will
lose a bit of experience points you have (you won't lose a level in any
case) and the place will not be counted as "explored". Also, the monsters
inside the place will regenerate as well, even if you killed some when
you re-enter they'll be all there. Remember that even if you aren't successful
in eliminating all the enemies of a place, if you don't use the Flee option,
the monsters you have already defeated won't regenerate next time you
explore it. If you are defeated while exploring a place, your artifacts
will be damaged a lot, but you won't lose any experience points or skills.
On the other hand, once you have succeeded in eliminating all the enemies
in the fight, you will obtain a reward and the place will be counted as
"explored" (and of course, you will keep all the experience you have earned).
Some places are not accessible until you have explored certain other
places, usually at a lower level. The places usually have one dominant
element. For example, if you explore an ice cave, the dominating element
will be air, and both the objects and the monsters you encounter will
be affected by this element. Enemies can be the classic avatars of the
4 elements (see the list below) as well as other neutral creatures that
belong not to any particular element, but to the shadows.
As you can imagine, the higher is the difficulty of the place, the most
powerful the artifact is. See the whole table of neutral creatures clicking
here.
Challenge Druid
The second option leads you to the Black Tower, the place where the druids
challenge one other to duels every year. There will be 16 different druids
in the tournament and you will challenge them to a duel. You will proceed
to the death, until the winners are announced. See the whole table of
druids opponents clicking
here.
For each battle you have won, you will gain experience points, but will
not obtain artifacts as in the previous option. As in the Gather Artifacts
mode, you can choose to Surrender to the opponent druid: in this case
the opponent will automatically win the fight and you'll get less experience,
and also higher damage to artifacts.
To simulate the passage of a year in the game, you cannot participate
in the tournament for 2 consecutive turns. But first, you must visit the
land of Aravorn again, exploring at least one of its places. With the
passage of time, the places you have already explored can be re-inhabited
by enemies, which allows you to explore them again in search of new artifacts.
Artifact Types
jewelry artifacts. This means rings, earrings, and various jewelry that,
when worn, increases your druid's statistics. In general, this means objects
that can be destroyed or deteriorate over time.
magic stones. These are magic stones that the druid can use to summon
mythological beings or supernatural entities to the battlefield. Each
stone has a value from 1 to 5 that determines its power and therefore
the type of creature it summons. There are 4 types of stones, one for
each element (air, water, earth, and fire) for a total of 20 different
stones.
magic runes. These runes let you cast powerful spells, always based on
the 4 elements. For each rune you have a level of experience in using
it. The more skill you have with a particular rune (spell), the less spell
failures you'll experience when using them. The druid's intelligence skill
influences the new runes learning speed.
The Battlefield Screen
The basic rules of the fight itself are the same in both modes (Gather
Artifacts and Challenge Druid). The big difference will be
that when dueling another druid in the tournament, he will be able to
summon new creatures and cast spells: while in the Gather Artifacts
mode, the creatures are only the starting ones and there won't be any
magic user able to cast spells against you.
The first phase is the summoning phase. You can summon a maximum
of 5 creatures during this phase, and place them on the battlefield. Each
summoned creature will cost you mana, and if you summon very powerful
creatures you may run out of mana early, so be careful. After this phase,
if you're fighting against another druid, he'll summon his creatures too.
If you're exploring a place instead, the creatures are already placed.
Then there will be a turn in which you attack, and a turn in which the
opponent attacks, and so on until you win, lose or flee/surrender from
battle.
The order in which the avatars can move when it's their attack turn,
is based on their speed value. If you have very fast avatars and
the opponent has slow ones, you might be able to do two or more moves
during your turn. You won't be able to cast more than one spell or summon
more than one new avatar during each turn.
The battlefield is divided into 2 zones: the 1st line (you can
place up to 3 avatars here) and the 2nd line (place 2 avatars only).
The avatars in the 1st line are those that are in direct contact
with the enemy, and can attack and be attacked by anyone, by ranged or
melee attacks. On the other hand, the avatars on the 2nd line,
can attack only using ranged (or magical) attacks, but they can't be attacked
using melee combat, only ranged attacks.
Once all the avatars in the 1st line are killed, the avatars in the 2nd
line can be attacked by normal melee attacks too.
Remember that not all the avatars can attack with both melee and ranged
attacks, some will be able to engage the enemies only at close range,
so be careful where you place them in the battlefield!
If two avatars engage in melee combat, first the attacker strikes his
blow, then the defender will counter-attack unless he is killed with the
first blow. That doesn't happen with avatars able to do ranged attacks,
as the defender cannot counter-attack.
Below each avatar portrait there is a red bar showing his remaining hit-points.
Once they get to zero, the avatar is killed. Each avatar regenerates hit
points each turn if they are put into defend mode (see below).
On the right side, there are also 2 numbers: the first one from the top
is the attack value, the 2nd is the defend value. The attack
value shows how much damage the avatar can do. An avatar with a high defend
value will be difficult to hit, since he will be able to avoid or block
the attack (reducing the damage taken).
The fight itself is played in turns: once all the avatars of both sides
have moved, a new turn start and they can move again. In any moment you
can cast a spell or summon a new avatar (if you have enough mana
left).
Possible Moves
You can choose 3 types of moves for your avatars:
Normal Attack: when your avatar is active (flashing on the battlefield)
you simply click on a valid enemy target. If the active avatar can do
ranged attack, the enemy target won't be able to counter-attack.
Power Attack: the avatar tries to do a more powerful attack: the
chances to hit enemy are reduced but the damage done is much more than
with a normal attack.
Defend: you'll instruct your avatar to defend for this turn. This
will greatly increase his defense value, making him much more difficult
to hit. They'll also regenerate some hit points.
Special: each avatar has a special move/attack that you can use
only once per fight, and its effects vary from avatar to avatar. See the
avatar full description for details.
The Magic Stones
They are the main artifact of the game, because they're needed to create
Avatars (powerful beings summoned by the druid to help him in the battle).
There are a total of 20 different stones, each one with a different Power
value from 1 to 5 related to a specific school, like is shown in the table
below:
Element |
Power 1
|
Power 2
|
Power 3
|
Power 4
|
Power 5
|
Fire Stone
|
Draconian
|
Succubus
|
Firemaster
|
Hell Hounds
|
Fire Drake
|
Air Stone
|
Swarm
|
Death Crow
|
Pegasus
|
Wyvern
|
Beholder
|
Earth Stone
|
Zombie
|
Treant
|
Troll
|
Golem
|
Cyclop
|
Water Stone
|
Sea Nymph
|
Croc
|
Giant Spider
|
Sea Serpent
|
Hydra
|
You can put on the battlefield up to 5 avatars, but you can choose them
from different elements, for example you can have both a Draconian and
a Zombie together (if you possess the right stone). You can also create
duplicate avatars of course, but the most powerful stones are so rare
to find that will be very difficult to see, for example, two Hydras in
the battlefield (Hydra is the Power 5 Water Rune).
Each one of the Avatars has specific stats and skills shown in the following
tables:
Fire Stones
Avatar
|
Short Description
|
Spd
|
HP
|
Atk
|
Def
|
Special
|
Draconian
|
Dragon man, very tough and stubborn
|
4
|
20
|
2
|
2
|
Defend
|
Succubus
|
Beautiful women who steal enemy life
|
5
|
15
|
4
|
1
|
Vampiric Bite
|
Firemaster
|
Powerful wizard who cast fire magic
|
5
|
20
|
7
|
2
|
Fire Attack
|
Hell Hounds
|
Hellish dogs who breath fire
|
3
|
35
|
9
|
3
|
Fire Breath
|
Fire Drake
|
Dragon who can hit all enemies at once
|
3
|
100
|
18
|
7
|
Fireball
|
 |
Draconian- This race is often used in Aravorn's affairs,
since they are tireless, extremely resilient creatures (gifted with
a thick natural armor). They are skillful in both offense and defense,
have good technique in their use of weapons, and are fairly fast.
Reach: can do only melee attacks
Special move (Defend): increases avatar's
defense value by 2 points for 3 turns.
|
|
|
 |
Succubus - These creatures are half-woman,
half-demon, of great beauty but also singular wickedness, which
makes them an adversary not to be underestimated. They are very
fragile and weak in defense, but their ferocity and speed makes
their attacks frightening and effective. An old legend says "never
turn your back on a Succubus".
Reach: can do only melee attacks
Special move (Vampiric Bite): transfers 2-5
hit points from target to the succubus. The amount of hp the succubus
gains that way can't exceed her maximum HP (15)
|
|
|
 |
Firemaster - Firemasters are magicians who have renounced
traditional fire magic, since it has diminished so much compared
to its original ferocity. They have studied in the most remote libraries
in the kingdom, and are always in search of new runes and magical
artifacts to increase fire's destructive power. Gifted with excellent
offensive abilities, they use their magic to empower their allies.
Reach: can do both melee and ranged attacks
Special move (Fire Attack): Selected friendly avatar gains
a fire damage bonus of 1-3 points for 5 turn
|
|
|
 |
Hell Hounds - Hell hounds are ferocious creatures that
inhabit the hottest and most wicked lands of Aravorn, the so-called
Fiery Plains. About the size of a horse, they are trained from early
on to keep going at the victim until they are destroyed. They are
gifted with powerful muscles and the sharpest of teeth, capable
of breaking up armors and shields forged with the most resistant
metals.
Reach: can do only melee attacks
Special move (Fire Breath): Hits a single
melee target with fire attack for 3-5 damage. Target can't counter-attack
|
|
|
 |
Fire Drake- These fire dragons are enormous beasts, gifted
not only with extraordinary strength, but also an uncommon intelligence.
Able to charge at entire armies, these marvelous creatures have
always been feared by all inhabitants of Aravorn. Fortunately, they
have reduced greatly in numbers because they have been ruthlessly
hunted, especially for their eggs, which are in greatly sought after
by nobles everywhere.
Reach: can do both melee and ranged attacks
Special move (Fireball): Hits all enemy targets with fire-based
attack for 5-10 damage. Can be avoided by targets with high defence
(doing no damage).
|
|
|
Air Stones
Avatar
|
Short Description
|
Spd
|
HP
|
Atk
|
Def
|
Special
|
Swarm
|
Swarm of insects who cause diseases
|
10
|
6
|
1
|
3
|
Disease
|
Death Crow
|
Cursed crow who suddenly strikes enemies
|
4
|
10
|
2
|
4
|
Sudden Strike
|
Pegasus
|
Mythic Horse who help allies with luck
|
7
|
17
|
5
|
4
|
Lucky fellow
|
Wyvern
|
Vicious beast who can poison enemies
|
5
|
30
|
7
|
7
|
Poison fang
|
Beholder
|
Multi-eyed beast which can stun all enemies
|
3
|
50
|
10
|
10
|
Stun Gaze
|
 |
Swarm - A swarm of crazed bugs is a more difficult enemy
that you can imagine; hundreds of insects attack from every position
with their poisonous stingers. Mostly found in swamps, once in a
while they move toward the cities, causing frequent epidemics among
the population.
Reach: can do both melee and ranged attacks
Special move (Disease): poison a single target, reducing
his attack value by 1-2 points for 10 turns (his attack can't go
lower than 1
|
|
|
 |
Death Crow - The so-called bird of bad omens, a beast black
as pitch that is occasionally seen by peasants in the most remote
regions of Aravorn. A symbol of plague and famine, it is said that
they can swoop down to strike suddenly, tearing out the eyes of
their victim, leaving him blind for eternity.
Reach: can do both melee and ranged attacks
Special move (Sudden Strike): Stun single target for 1-2
turn. Stunned avatars won't be able to do anything except counter-attack
at melee range
|
|
|
 |
Pegasus - The unicorn has always been one of the creatures
preferred by the Air Druids, and is often used as a fast means of
transport from one continent of the empire to another. Swift, robust,
and courageous, they are formidable members of a team due to their
innate ability to bring luck to their allies.
Reach: can do only melee attacks
Special move (Lucky fellow): One friendly avatar gets +1
to attack and defence for 2 turns
|
|
|
 |
Wyvern- An old popular saying goes "when
the sky suddenly darkens, it's either a storm or a Wyvern".
These cruel beasts act with an assassin's force, without any pity.
Gifted with powerful jaws and sharp, poisonous talons, they are
capable of killing much larger animals in seconds, only to then
devour them voraciously.
Reach: can do both melee and ranged attacks
Special move (Poison fang): Poison single target, doing
2-5 damage each turn for 3 turns, or until target dies
|
|
|
 |
Beholder- These are monstrous beings, gifted
with many eyes connected to their bodies by several tentacles, which
move about, fluctuating in the air. Thanks to this detail, they
can move silently and not infrequently to strike their adversary
by surprise. Their central eye, which is larger than the others,
is capable of paralyzing victims with a single glance, and their
teeth are extremely hearty.
Reach: can do both melee and ranged attacks
Special move (Stun Gaze): All enemies must resist gaze
or be stunned for 1-2 turns. Stunned avatars won't move except to
defend against melee attacks.
|
|
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Earth Stones
Avatar
|
Short Description
|
Spd
|
HP
|
Atk
|
Def
|
Special
|
Zombie
|
Undead monster who can cause fear
|
1
|
25
|
1
|
1
|
Fear
|
Treant
|
Big tree with incredible strength
|
3
|
40
|
4
|
3
|
Giant Stomp
|
Troll
|
Regenerating green beast
|
4
|
45
|
6
|
2
|
Regeneration
|
Golem
|
Rock monster who can hit from distance
|
2
|
60
|
7
|
8
|
Stone Skin
|
Cyclop
|
One-eyed Giant
|
5
|
80
|
12
|
6
|
Cyclop Rage
|
 |
Zombie- Repugnant creatures, often found in abandoned cemeteries,
they are the dead that have returned from the beyond. Slow in movement,
but gifted with an incredible resistance to blows, their appearance
makes them extremely unpleasant, to such an extent that they cause
panic and terror in whoever dares to challenge them.
Reach: can do only melee attacks
Special move (Fear): Single target must resist fear or
be scared for 1-2 turns. Scared avatars will have their speed halved
|
|
|
 |
Treant -Treants are living trees, protectors of forests
and, in general, of nature itself. Once solitary and peaceful creatures,
recently they were hunted down by humans (from their bark you can
obtain magic shields) and became formidable hunters themselves,
gifted with incredible strength, even if rather slow in their movement.
Reach: can do only melee attacks
Special move (Giant Stomp): hit all 1st line
targets at once for 3-7 damage (attack can be dodged)
|
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|
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Troll- These are unpleasant creatures, the fruit of failed
experiments of powerful magicians. Their skin is covered with an
malodorous, oily substance, capable of absorbing the greater part
of sharp sword and axe blows. As if that wasn't enough, they have
an incredible capacity to quickly regenerate their dead cells, making
them even more terrifying adversaries.
Reach: can do only melee attacks
Special move(Regeneration): regenerates 10-20 hit points
of the Troll
|
|
|
 |
Golem- Creatures made of pure rock, golems are robust and
gifted with enormous strength. About them, the famous adventurer
Goram wrote: "I couldn't believe it - my two handled axe broke
against a Golem's natural skin as if it were made of crystal."
One of their preferred attack methods is hurling giant boulders
from a great distance.
Reach: can do both melee and ranged attacks
Special move (Stone Skin): avatar gains 3-5 bonus to its
defense value for 5 turns
|
|
|
 |
Cyclops -Cyclopses are gargantuan beings with only one
eye. They live alone in abandoned caves, and occasionally hunt in
the wilder lands of Aravorn. They are not only gifted with incredible
strength, but they are also skilled in using weapons, and they are
fairly fast. It is very rare to see a cyclops fall in battle.
Reach: can do both melee and ranged attacks
Special move (Cyclop Rage): Increases avatar attack value
by 5-10 points but decreases his defence by 1-3 points for the rest
of the fight.
|
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Water Stones
Avatar
|
Short Description
|
Spd
|
HP
|
Atk
|
Def
|
Special
|
Sea Nymph
|
Beautiful nymph who can charm enemies
|
2
|
10
|
1
|
1
|
Charm
|
Croc
|
Ancient crocodile able to crunch enemies
|
4
|
25
|
4
|
5
|
Claw attack
|
Giant Spider
|
Giant spider with lethal poison
|
7
|
45
|
3
|
2
|
Poison attack
|
Sea Serpent
|
Huge serpent who can spit acid on enemies
|
3
|
60
|
10
|
6
|
Acid Spit
|
Hydra
|
Multi-headed beast who can hit all enemies
|
4
|
85
|
12
|
6
|
Multiple Attack
|
 |
Sea Nymph- Nymphs of the sea are enchanting,
beautiful creatures. Countless poems have been dedicated to them,
and bards from every part of the world sing their praises. Don't
let their appearance fool you: even if very physically weak, they
are able to enchant adversaries with a glance, subjecting them to
their will. In this way, they can use enemies as allies, and win
battles without any physical contact.
Reach: can do both melee and ranged attacks
Special move (Charm): single target must resist charm or
be charmed for 1 turn (target automatically attacks one of his allies
|
|
|
 |
Crocodile- Ancient crocodiles have become rarer and rarer
in our lands. They live for the most part in remote swamps and are
generally solitary creatures. If disturbed, however, they become
very dangerous, since they are gifted with very thick skin and extremely
sharp teeth that can pierce metal shields. Fortunately, they do
not move very quickly.
Reach: can do only melee attacks
Special move (Claw attack): hits single 1st
line target with 5-8 physical damage attack. Target can't counterattack.
|
|
|
 |
Giant Spider -These spiders, of a size up to ten times
larger than that of a normal spider, behave exactly like their smaller
relatives: their victims fall into a giant spider web, are poisoned,
paralyzed, and then eaten alive. In this case, their spiderwebs
are almost a meter thick and are resistant like a metal shield,
and their venom is able to paralyze almost any creature quickly.
Reach: can do only melee attacks
Special move (Poison attack): Poison single target who
get a -2 penalty to attack, defence and movement speed. Attack can't
be resisted.
|
|
|
 |
Sea Serpent - At one time, nobody believed in the existence
of Sea Serpents, and thought they were only old sailor legends.
Until one day, the actual frigate of King Uhthorn was attacked by
one of these sea monsters in broad daylight. Since then, the king
does not travel by sea without adequate convoys. Their focus of
strength is the highly corrosive acid they spit from their mouths,
which is capable of dissolving even the most resistant materials.
Reach: can do both melee and ranged attacks
Special move (Acid Spit): Spits an acid poison to all enemies,
causing 1-3 damage each turn for 3 turns, or until target dies.
|
|
|
 |
Hydra -An enormous, terrifying creature, the Hydra is gifted
with a good three heads, capable of independently attacking many
enemies at the same time. They do not live in very deep waters,
preferring instead to spend their time in swamps or hiding near
large rivers, waiting to attack some unlucky, incautious adventurer
passing by.
Reach: can do both melee and ranged attacks
Special move (Multiple Attack): Attacks all enemies at
once, dealing 3-8 damage. Attack can be avoided even if chances
are really low.
|
|
|
The Four Magic Schools
Fire Magic: The druids of fire invoke the terrible destroying
power of flame on the battlefield: from this, they draw strength and benefits,
in them burns the desire for victory. In the past, it had been banned
to teach this school because of its excessive dangerousness, but recently
the Great Council of Magicians decided to reinstitute it as a discipline
of study. This is definitely the most feared school in the entire world
of Aravorn, filled with powerful magics of attack that inflict the most
damage of all the schools.
Fire Spells List
Fehu this magic lights the fire of life in the soul of the selected
creature, who will generate 2 hitpoints each turn out of 5 turns of game
play. Mana cost (5)
Nauthiz The flames give help to those who need it; this magic temporarily
increases the avatar's speed by 1 point for 3 turns. Mana cost (10)
Thurisaz This magic temporarily increases the avatar's strength
for 5 turns, increasing the attack value by 2. Mana cost (15)
Gebo The cosmic balance: removes all bonus effects/spells from
the target avatar. Mana cost (10)
Kenaz The destructive flame, the purifying fire: the most feared
of the fire magics, a spear of fire hits the object, inflicting 30 damage
points. Mana cost (30)
Air Magic: The air druids invoke the invisible force of icy mountain
winds to help them crush enemies on the battlefield. This school has its
origins in the remote peaks of Meridian, and has been practiced mainly
by hermits or old sages of the place. Recently, it has spread to the rest
of the kingdom. This requires great concentration and has a very interesting
line of magics, including healing, attack, and mana regenerating magics.
Air Spells List
Ansuz The divine breath of life enters the avatar you have selected
and purifies him, eliminating all magic or negative effects from it. Mana
cost (8)
Raido The gift of flight: allows the selected avatar to freely
strike each adversary regardless of their position for 5 turns. Mana cost
(15)
Sowulo The sun shines on your people, filling them with joy: all
your avatars will be healed by 5 hitpoints. Mana cost (20)
Teiwaz The spear of Tyr strikes the selected avatar, inflicting
15 hitpoints of damage. Mana cost (25)
Mannaz The center of the universe, pure intelligence: the use
of this rune replenish 25% of the Druid's total mana. The active avatar
ends his turn when you use this powerful rune. Mana cost (0)
Earth Magic: The earth druids draw strength from the life forces
of nature, and are among the heartiest and strongest in the kingdom. This
magic school is the most common because of its easiness to learn and its
popularity among the rural villages. Crowded groups of druids practice
in clearings in the forest, where they can find an abundance of stones
and trees to evoke the typical creatures of this school, characterized
by powerful defensive magics.
Earth Spells List
Uruz Represents brute force and the impassable wall; the selected
avatar will be given 5 hitpoints and their defense will go up by 2 for
3 turns. Mana cost (5)
Wunjo Represents perfection and desire; the selected avatar acquires
excellent precision in their strikes, and will not miss a target for 5
turns. Mana cost (10)
Berkana Means "mother earth protects you", by its animals
and plants; the selected avatar becomes invulnerable to every attack for
1 turn. Mana cost (20)
Ehwaz Symbolizes good relations, peace, and brotherhood; the selected
avatar becomes your ally, attacking any enemy nearby. To preserve the
balance, your active avatar ends his turn. Mana cost (12)
Othila Represents your own house: your allies protect you, increasing
the defense of all your avatars by 5 for 1 turn. Mana cost (25)
Water Magic: The water school: this magic school, once popular,
has now fallen into oblivion. This was also defined as meta-magic, the
mother of all other magic, since its power is immense. Given that it has
been almost entirely forgotten, it is impossible to create a new druid
with a knowledge base of this magic. Nevertheless, you can find Water
artifacts, magic formulas, runes, stones, etc. in the most remote (and
dangerous) places in Aravorn, and with time your druid could learn to
use the power of water magic.
Water Spells List
Pertho Represents the unknown, the death force; all enemy targets
suffer 10 damage and get scared (slowed) for 2 turns. Mana cost (30)
Laguz Symbolizes water as the pure primordial element, the infinite;
with this rune, you heal all avatars by 12 hp and clear all their negative
effects. Mana cost (30)
Appendix A: Opponent Druids
Anja Chosen for her magical skills, Anja is one of the pupils
preferred by the Fire Druid Master, Thanatos. He has taught her many of
his favorite tricks, and even if she is still young, she demonstrates
a notable talent in magic.
Janob An old hermit, once in a while he comes back to town
to take part in the tournament, almost as if he wants to show himself
that he can still do it. He used to be the master of the air school, now
his power has diminished immensely, but be careful not to underestimate
him...
Terio Once a humble farmer, now he is dedicated to the
study of earth magic. He has little concentration, but he has inherited
an excellent collection of magic stones from his father, a famous druid.
Peilane A key figure who hides in the shadows, she is rarely
seen in public. They say that she stole the Pertho rune of the water from
the central library, even if there was never any proof. Cultivator of
fire magics.
Ominz A mercenary bounty hunter who decided to start studying
air magic. Gifted with remarkable intelligence and powerful magical artifacts
stolen from victims.
Mihra She has been renowned for her beauty since she was
young. Now that time has made her less attractive, she has become wicked
and crabby. Gifted with a good knowledge of earth magics, she has already
won several tournaments in the past.
Janimef Big devotee of the temple of fire, he is a just
and wise man, even if recently his temperament has caused some problems.
Always feared and respected, he tends to act on behalf of his noble principles
during tournaments.
Yamur He comes from a far off place, the Fiery Plains.
He is a raiser of Hell hounds even though he is principally devoted to
the cult of air. He wants to win the tournament to show everybody that
his creatures are the best in the kingdom.
Nindeloi One of the few druids who are experts in water
magic. Each year, she receives many tutelage requests, but always refuses
because she doesn't think anyone else worthy of using water magics and
creatures. Always endowed with both water runes, she has few other magic
runes, making her a less dangerous adversary.
Eratoj Considered by many a madman, by some a sage. Bizarre
and eccentric, he has studied all three primary schools, and therefore
has access to a general book of magics although not too dangerous. His
preferred avatar is the Succubus.
Mgorem He is nicknamed "the rock". Probably the
greatest expert on earth magic, he has collected all the runes and avatars
of this school. Once he was a simple forester, but after fighting the
barbarisms of man toward nature for years, he decided to become an expert
druid to eliminate these criminals once and for all.
Rebrow Everyone calls him "the druid of the wind".
He rides alone on his favorite unicorn, Windfang. Many worship him almost
like a god. In tournaments, he is a loyal and frightening adversary, considering
his complete knowledge about air magic.
Hancka The son of the king of Aravorn has followed the
path of magic, despite his father's contrary wish for him to be general
of his army. The king has it in for his disowned son, who dreams of regaining
his faith by winning the tournament to show his worth. He is gifted with
artifacts of unique value and studies all schools of magic.
Nisia Also known as "the red" for his absolute
mastery of fire magic, this boy is still young. Despite his slender build,
he becomes a terror on the battlefield. His magical abilities are exceptional.
Iodice They say she was once a nymph herself. Now she enjoys
taking part in the tournament. With her knowledge of air and water magics,
she is an adversary gifted with numerous resources.
Unther The founding druid of the Black Tower participates
in the tournament every year and has good chances of winning. In the last
few he has always been in the final four. He knows all the magic schools
in existence and is very skilled at making the best use of them by combining
the various magics in battle.
Appendix B: Neutral Creatures
Name
|
Short Description
|
Spd
|
HP
|
Atk
|
Def
|
Special
|
Fallen Knight
|
Knight loyal to the darkness
|
5
|
25
|
3
|
3
|
Bash
|
Fallen Knight Captain
|
Knight loyal to the darkness
|
6
|
35
|
4
|
3
|
Block
|
Goblin
|
Annoying goblin archer
|
8
|
8
|
2
|
1
|
Accuracy Shot
|
Skeleton
|
Undead servant
|
5
|
10
|
2
|
1
|
Bash
|
Necromancer
|
Mage devoted to dark arts
|
4
|
15
|
4
|
1
|
Life Steal
|
Master Necromancer
|
ArchMage devoted to dark arts
|
4
|
20
|
6
|
2
|
Summon Skeleton
|
Dark Treant
|
Big Evil tree
|
3
|
35
|
5
|
3
|
Giant Stomp
|
Shaman
|
Wild women with magical arts
|
6
|
25
|
5
|
2
|
Fear
|
Shaman Elder
|
Wild women with magical arts
|
5
|
20
|
7
|
2
|
Ice Storm
|
Witch
|
Women allied with devil
|
4
|
25
|
5
|
2
|
Lightning Bolt
|
Lurker
|
Undead servant
|
7
|
30
|
4
|
1
|
Disease Bite
|
Ogre
|
Ugly but strong
|
3
|
40
|
5
|
1
|
Rage
|
Vampire
|
Undead servant who steal life
|
6
|
30
|
5
|
3
|
Vampire Bite
|
Vampire Lord
|
Undead servant who steal life
|
5
|
40
|
7
|
3
|
Vampire Bite
|
Groll
|
Huge humanoid
|
2
|
75
|
10
|
5
|
Giant Crush
|
Description
 |
Fallen Knight - Once glorious, loyal cavaliers, now they
are devoted to the shadows and have personally signed a pact with
demons that promise them new powers and a new life. Very skillful
in their use of weapons, they use their shields to stun adversaries.
Reach: can do only melee attacks
Special move(Bash): bashes single target,
doing 1-3 damage and stunning it for 1 turn
|
|
|
 |
Fallen Knight Captain - Once generals famous
throughout the whole empire for their loyalty and courage: very
little remains of them now that they have become servants of the
shadows. Excellent in their use of weapons, they can block enemy
attacks with ease.
Reach: can do only melee attacks
Special move(Block): increases avatar defense
value by 3-5 for 5 turns
|
|
|
 |
Goblin - Small, slight beings, but very intelligent.
They spend a lot of time practicing with the bow, and have developed
good aim. Very weak in melee combat, but extremely dangerous from
a distance.
Reach: can do both melee and ranged attacks
Special move(Accuracy Shot): Strikes any
target for 5-9 damage (very hard to avoid this attack)
|
|
|
 |
Skeleton - Skeletons animated by the necromancer,
who only live in crypts and tombs that have been abandoned for centuries.
Deprived of all reason, their only objective is to kill.
Reach: can do only melee attacks
Special move (Bash): bashes single target,
doing 1-3 damage and stunning it for 1 turn
|
|
|
 |
Necromancer - Necromancers are devotees
that worship the shadows and the land of the dead; their black magic
consists of stealing life from every living creature.
Reach: can do both melee and ranged attacks
Special move (Life Steal): Steals 3-5 target
hit points, the total hit points of necromancer can exceed his maximum
hit points
|
|
|
 |
Master Necromancer - Master necromancers
are the spiritual leaders of the necromancer guilds. They are the
ones who invoke newly damned souls that appear in the form of skeletons.
Reach: can do both melee and ranged attacks
Special move (Summon Skeleton): summons a
skeleton servant to help him in the fight
|
|
|
 |
Dark Treant - Some treants who have fought
off continuous attacks from man decided to unite with the shadows
and form a coalition, in order to combat human civilization even
more ferociously.
Reach: can do only melee attacks
Special move (Giant Stomp): hits all enemies
for 3-5 damage (can be avoided)
|
|
|
 |
Shaman - Wild women of the desert plains
start to study black magic at a young age, so that they can defend
themselves in the extremely hostile surrounding environment.
Reach: can do both melee and ranged attacks
Special move (Fear): target must resist fear or be scared
for 1-2 turns (he defends automatically but can't attack).
|
|
|
 |
Shaman Elder - With the passage of years,
wild women literally become consumed by the powers of the black
magic they practice, making them ugly and driving them mad.
Reach: can do both melee and ranged attacks
Special move(Ice Storm): all enemies must resist a black
magic attack or suffer 5-9 damage
|
|
|
 |
Witch - Women who have signed a pact with
the shadows, forming an alliance with the demon that promises them
an immense power: the power to control lightning.
Reach: can do both melee and ranged attacks
Special move(Lightning Bolt): single target must resist
a lightning attack or suffer 9-15 damage
|
|
|
 |
Lurker - Slimy, cowardly creatures, are mostly
used by worshippers of the shadows as look-outs or messengers, even
if they don't do too poorly in combat due to their toxic bite that
can cause grave illness.
Reach: can do only melee attacks
Special move(Disease Bite): single target
must resist a poison attack or suffer 1-3 damage for 3 turns
|
|
|
 |
Ogre - Ogres are large humanoids unjustly
hunted by the Templars of the Light because they're considered worshippers
of the shadows. They are gifted with notable strength, but are rather
dumb.
Reach: can do only melee attacks
Special move(Rage): temporarily increases
avatar attack value by 3-5 points for 3 turns
|
|
|
 |
Vampire - Vampires are among the most powerful
servants of the shadows. They travel only by night, and are fast
and silent. Their bite sucks the life force from their victim, making
the vampire even stronger.
Reach: can do both melee and ranged attacks
Special move(Vampire Bite): steal 3-5 target
hit points, the vampire's total hit points can't exceed his maximum
hit points
|
|
|
 |
Vampire Lord - Considered the number one
enemy of the Templars of the Light, these lords of shadow constitute
a formidable adversary. They have recently been subject to large
cuts in the hope of reducing their numbers, which are constantly
growing.
Reach: can do both melee and ranged attacks
Special move(Vampire Bite): steal 3-5 target hit points,
the vampire's total hit points can exceed his maximum hit points
|
|
|
 |
Groll - Grolls are close relatives of Ogres, but are more
massive and gifted with greater combat technique. Their preferred
equipment is a large club with spikes and an enormous bronze shield:
not even 5 normal people could lift it.
Reach: can do only melee attacks
Special move(Giant Crush): all enemies must
avoid his giant crush attack or suffer 5-9 damage
|
Appendix C: Experience Levels
As you win battles (either in the tournament or in gather artifacts
mode) you'll earn experience points. When you have enough experience points
you'll gain a new level: this will increase you base skills (willpower,
intelligence, concentration and wisdom) by a random range (min-max), based
on the level reached. See the table below
Level
|
Exp. Points needed
|
Base skills increase
|
1
|
0
|
Starting level
|
2
|
25
|
From 1 to 2 points
|
3
|
50
|
From 1 to 2 points
|
4
|
75
|
From 1 to 2 points
|
5
|
100
|
From 1 to 2 points
|
6
|
150
|
From 2 to 4 points
|
7
|
200
|
From 2 to 4 points
|
8
|
250
|
From 2 to 4 points
|
9
|
300
|
From 2 to 4 points
|
10
|
400
|
From 3 to 5 points
|
11
|
500
|
From 3 to 5 points
|
12
|
650
|
From 3 to 5 points
|
13
|
800
|
From 3 to 5 points
|
14
|
1000
|
From 3 to 5 points
|
15
|
1300
|
From 4 to 7 points
|
16 |
1700 |
From 4
to 7 points |
17 |
2250 |
From 4
to 7 points |
18 |
3000 |
From 4
to 7 points |
19 |
4000 |
From 5
to 9 points |
20 |
5000 |
From 5
to 9 points |
|
|