Advanced Rulebook

ADDITIONAL RULES

HORSES

The wilderness is a big place and walking through it is a slow and time-consuming process and so the use of horses will be a valuable asset to any adventure. They can carry spare equipment, thus reducing loads and also increasing the movement rate for the party. The amount that the animal can carry is dependent on the breed. Horses have different movement rates for the various types of terrain. (Mules, for example, are suited to hilly terrain.)

Horses can either be bought from a settlement stable or captured in the wilds. The latter is obviously free - although the horses are not tamed and have to be broken in. All that is required to capture horses is to make an attack against them using the standard engage order, or have a hostile attitude to them. Instead of attacking, you will attempt to capture some while the rest scatter to adjacent regions. Repeated attempts to capture them will require track orders between attempts.

If you wish to exchange horses for cash, take them to your local Stables. As Stables don't carry cash, you won't be given any, but instead a chit that can be exchanged at any Blacksmiths or Stables for replacement horses. You can also exchange chits for cash at any Bank. Just go to the Withdraw shop and hand the chit over.
Once captured, as stated above, the horses need to be broken in before being ridden. You can do this by the following methods:

Buying the 'break in horse' from a shop offering the service.

Attempting to have your characters try it themselves. The latter is risky but can be achieved by issuing the 'Use' order for the character and the horse.

When you sell a horse, if it is unbroken then the party will be charged the 250 gold cost to break the horse in, upfront. This means the party first needs 250 gold to sell the horse, the gold from selling the horse is not received until after the horse is broken-in.

Mounting and Dismounting:

Use the RM order to mount or dismount horses.

RM Character/99 Horse Number (701-703,708,709)

Horse Number is 701:Mules, 702:Arabians, 703:Draft, 708:Mount up, 709:Dismount

For Example: RM 1 701 Character 1 mounts a mule (if dismounted) or dismounts if already mounted.

For Example: RM 99 708 All characters mount up. This tries Arabians first, then Draft Horses and finally Mules

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DUNGEON ORDERS

Dungeon movement is a slow, cautious process. Your party is moving through a strange, unfamiliar environment in poor lighting with danger on all sides. Moving through a dungeon one room at a time could make for a very slow game, so your party will move in a general direction, exploring several rooms at once. Each room entered costs two movement points.

Hint: Make sure you have a good source of light before venturing below ground. Although movement in dungeons is possible without torches or lanterns, it is slow, dangerous and unrewarding.

Depth Control:

D (direction)

Use this order to indicate whether you wish to move up or down any stairs found within a dungeon. The direction parameter is 0 to remain on the same level, 1 to move up, and 2 to move deeper. You will continue to do this until you either issue another Depth order, or leave the dungeon.

For Example: D 2 would move your party down any stairs found to lower dungeon levels.

Locate Room:

L (direction/room)

Your party will explore the dungeon, moving in the specified movement direction or to a particular room. To move to a room, you must already know where it is.

For Example: L 1 would tell your party to explore in a northerly direction.

For Example: L 23 will move your party back to room 23.

Investigate:

I (target)

When used in a dungeon this order has an extra use. If you write a room number as the target, your party will move to that room (as though an L order had been issued), and will then explore the room with an 'I 0' order, briefly examining everything discovered there. You must know where the room is located for this order to work. The results will be shown on your printout as two separate orders.

For Example: I 26 this means that the party will try to move to the room 26 and if it has enough movement points and the party makes it then they will investigate room 26

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Move out of Dungeon:

M (direction code)

A party in a room with stairs leading to the surface can use this order to leave a dungeon and then travel in the direction indicated by the direction code. The direction code can consist of up to seven directions.

For Example: M 233 will move you out of the dungeon then north-east, east, and east again.

Select Speed:

S (speed)

Speed can be 1, 2 or 3. You can change this by doing another Select Speed order while in a dungeon. Each room you enter normally costs two movement points so a party with speed one can explore thirteen dungeon rooms per turn, ten at speed two, and just seven at speed three. The advantage of moving slowly is that your party is more likely to spot traps and ambushes, and will lose less energy.

For Example: S 2 selects a medium speed of ten rooms per turn.

Track:

T (target)

This is the same as the Wilderness order of the same name. Your party will attempt to follow the specified target.

For Example: T 830 tells your party to look for tracks made by a type 830 monster.

Wait and Ambush:

W (target)

Your party will prepare an ambush against the party or monster type specified. This is the same as the Wilderness order of the same name.

For Example: W 1112 will tell your party to wait and ambush party 1112.

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OTHER ORDERS

Quit Party:

Q (Character) (Character) (Character)

The chosen characters, at the end of your turn, will leave your party and form a completely separate new party. Both the new party and your original party must both have at least six members. You will need to send in separate turn cards for each, and each will be charged a turn fee. It is not possible to rejoin two parties into a single party at a later stage, without using Special Actions.

The Q order needs to be issued using several order slots.

For Example: Q 6 7 8
Q 10 12 13
Q 14 0 0
Will form a new party consisting of characters 6, 7, 8, 10, 12, 13 and 14, with the remaining characters staying in the original party
.

Attitudes:

A (Target) (Attitude)

In addition to the Attitude rules mentioned in basic rulebook, the following are additional parameters: -

Targets are: - All parties = 170, all monsters = 180, all NPCs = 190, all alliances = 200
The attitudes are: - 1 = Friendly, 2 = Neutral, and 3 = Hostile.

For Example A 170 1 will set the party to friendly to all parties.

Attitude Note: Combat can still happen even with Friendly attitudes as the opponent may be hostile. Neutral Attitudes rely on Alignment modifiers to see whether a fight breaks out; neutral does not mean friendly/peaceful.

Keep Eyes Open:

K (Target)

The Keep Eyes Open order now has an extra setting. A party can choose to keep an eye out for any member of an Alliance as well as other parties and monsters. Only one Keep Eyes Open setting can be active at any one time.

For Example: K 110 will tell your party to keep their eyes open for any sign of members in Alliance 110

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Set Alignment:

SA (Alignment)

This order will lock the party's Alignment to a specific area. The Alignment choices are: -

1 = Baldor, 2 = Garthrana, 3 = Sundonak, 4 = Fleyshur, 5 = Ythcal, 6 = Molwanh, 7 = Novala, 8 = Phyloqure, 9 = Neutral 10 = Good, 11 = War, 12 = Evil, 13 = Peaceful. 0 = unlocks the alignment.

You can only lock an Alignment if the party is currently in that Alignment, and is not locked onto another Alignment.

For Example: A party whose Alignment is not locked and is currently in Baldor's box on the Alignment chart can issue an 'SA 1' order or an 'SA 10' to lock the Alignment to either Baldor or Good.

Talk:

T 0

A new use of this order is that a party can use the talk order with the Settlement Officials to find out who is banned from a settlement (see below).

For Example: T 0 means the party will be given a list of who is banned from the settlement.

SCOUTING PARTIES

Scout Character/Party:

SP (Target Party Number) 99

This order allows a party with a Thief profession to scout a target party that is in the same location. Random selections of the target party's characters are checked and in addition the plunder is always checked. The order will only show important items like '+' equipment and special items. For each repeat use of this order in a turn it will grow increasingly difficult to succeed. The target party may be aware that they were scouted.

For Example: SP 1999 99 means the party attempts to scout party 1999.

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Scout Character/Party for Item:

SP (Target Party Number) (Item Number)

This order allows a party with a Thief profession to scout a target party in the same location for a specific item. Random selections of the target party's characters are checked and in addition the plunder is always checked. Since the character carrying out the action is looking for something specific, it is more likely to work than just generally scouting a party. For each repeat use of this order in a turn it will grow increasingly difficult to succeed. The specific item number must be used - the item type number will not work. The target party may be aware that they were scouted.

For Example: SP 1999 101211 means the party attempts to scout party 1999 for the item 101211.

STEAL ORDERS

Steal Item from Character

SI (Target Party Number) (character) (Item)

This order can only be used by a party with a Thief profession, and on a party in the same location. A specific item is stolen from the designated character position. This order also automatically checks the plunder slot in addition to the designated character. The specific item number must be used - the item type number will not work. Only items that are not equipped can be stolen. If the rob fails then the target party can attack the party carrying out the order, and they will receive a bonus since they will be initially fighting on their terms. For each repeat use of this order in a turn the chances of succeeding are reduced.

For Example: SI 1999 99 101211 will mean the party attempts to steal item 101211 from party 1999.

Steal Item from Party:

SI (Target Party Number) 99 (Item)

This order can only be used by a party with a Thief profession, on a party in the same location. A specific item is stolen from the party, as several random characters are checked. This order also automatically checks the plunder slot in addition to the designated character. Due to having to check several characters it is harder to succeed in comparison to just stealing from a specific character. The specific item number must be used - the item type number will not work. Only items that are not equipped can be stolen. If the rob fails then the target party can attack the party carrying out the order, and they will receive a bonus since they will be initially fighting on their terms. For each repeat use of this order in a turn the chances of succeeding are reduced.

For Example: SI 1999 99 101211 will mean the party attempts to steal item 101211 from party 1999

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AUTO SPELL CONDITIONS

This allows your spell-casters to decide when they want to cast each of their ranked spells.The system is as follows. Each spell can be given a value from 0 to 9.The order sets all six spells at once so remember to use 0s for spells that aren't ranked. The order is

AS Character or 97 or 98 or 99 6 Digits
Each of the digits indicates if the spell will be used in a combat.

0) No condition - Always cast (the default setting)
1) Don't use when engaging weaker monster groups
2) Don't use when engaging smaller monster groups
3) Don't use when engaging player parties
4) Don't use when engaging weaker or smaller monster groups
5) Don't use when engaging parties or weaker monster groups
6) Don't use when engaging parties or smaller monster groups
7) Don't use when engaging parties or weaker or smaller monster groups
8) Don't use when engaging monster groups
9) Don't cast!

For Example: AS 12 038380 - Your character 12 will always use the first and sixth ranked spells, the 2nd and 4th will not be used when engaging player parties and the 3rd and 5th will not be used when engaging monster groups.

Smaller monster groups are those with fewer members than the party.Weaker monster groups are those where the total health of the monsters is less than 1/5 that of the party.Powerful monsters are those that have the abilities Petrify and Engulf.

PLUNDER & UNCLAIMED EQUIPMENT

Equipment picked up from combat, handed to your party or simply found lying in the wilderness or dungeons goes to a separate store of Plunder and Unclaimed Equipment on the party, rather than straight on to a random character's equipment list. This makes it easier for more experienced parties to get rid of unwanted items. This is controlled by the H (hand) order, using the number 16 to represent the plunder and 99 to represent all items.

  • H 16 1 123456 - Character 1 is handed item number 123456
  • H 16 2 99 - Character 2 is handed all the plunder items
  • H 16 23 65432 - Try to sell unclaimed item 65432 at shop 23
  • H 16 20 99 - Try to sell all unclaimed items at shop 20
  • H 16 0 13579 - If in the wilderness then dump item 13579 from the plunder (gone forever)
    If in a settlement then go around all the shops selling item 13579 at the first place that'll buy it
  • H 16 0 99 - If in the wilderness then dump all the items from the plunder (gone forever)
    If in a settlement then go around all the shops selling all plunder items at the first place that'll buy them

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N.B. Plunder is not guarded as well as personal items. Items should be sold or handed to party members as quickly as possible as the plunder is easy pickings for the local Thieves' guilds. It could be worth setting up a standing order to hand all items.

EMAIL FREE TURNS

If you send and receive your turn back by Email, the turn is auto-input, and it consists solely of any of the following:
Hand (H) orders
Auto Spell Conditions (AS) orders
Order of Casting (O) orders
Swap Characters (SC)

It will be done free of charge and without counting towards your turn done that game week! When sending in the Email Free Turn, the correct Email format must be used. Failure to do so will result in the turn being classed as a normal turn. If in doubt, use the online turn-card, which will automatically send the results in the correct format. The acceptance of Quests, new recruits and similar requirements, are not affected by any Email Free Turns. This allows better experimentation with different armour, weapons, spells, miracles and quicker selling of unwanted items. Free turns do not count towards a party being classed as active.
N.B. No standing orders or end of turn actions are done, and no map is received on a Email free turn.

UPDATE TURNS

If your party is involved in an in-between turn fight (real, not arena) then you will receive a free update turn. This only applies to a party that is set to receiving email turns.

NOTE ABOUT + EQUIPMENT

Equipment that has a +1 to +3 rating is considered of superior quality to their basic versions; they are not, however, magical. +4 or better items cannot normally be purchased. The +4 items are considered to be magical. Equipment can also be enchanted by various spells and miracles that is designated on the turn by a *; these are in addition to the item's existing '+' rating, and any weapon that has this will be classed as magical

BLURB UPDATES

Blurbs now have guides as to how affective something is, these systems are estimations and thus they are not exact. Each column should be read separately against the rating column, as you can see from the examples.
The abbreviations for the main stats are:
AR = Armour D = Damage HS = Hit Skill HE = Health SP = Speed MR = Magic Resistance R = Range

Not every abbreviation is appropriate for every column, if this is the case NA will be used, as for Not Applicable.

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WEAPON BLURBS

Weapons have three categories to help give an overview of what the weapon does in Quest.The + modifiers that some weapons have gives an increase in damage; the amount is not a lot but it can make all the difference. In the case of a Dagger and a +8 Dagger the +8 Dagger is obviously much better; it is not possible to give a different Damage overview for each individual + modifier.The Damage rating is not specific, as it has a random range. What is listed here is a comparison against the Armour Ratings (AR)

Ratings
Speed
Range Damage  
1 Very slow Touch attack None to Cloth  
2 Slow Few feet extra Leather to Ring  
3 Average Great reach Scale to Chain  
4 Above average Beyond normal melee Plate to Magical Plate  
5 Outstanding Weak missile weaponry Beyond Magical Plate  
6 Unbelievable Powerful missile weaponry Unbelievable  

For Example: LONG SWORD
Most long swords are about three feet in length with straight, double-edged blades. They do considerably more damage than a short sword but require greater space to use to full effect. The long sword is a useful general-purpose weapon but is not very effective against heavy armour.
Elves seem to have a natural skill with the long sword. Its slender grace suits their combination of swift reflexes and natural co-ordination perfectly. Dwarves on the other hand generally consider all swords as ephemeral and rarely demean themselves to wield one.
SP=3,R=2,D=3

ARMOUR BLURBS

Armour blurbs have two categories to help give an overview of what the Armour does in Quest.The + modifiers that some armour has gives an increase in AR; the amount is not a lot but it can make all the difference. In the case of a suit of Cloth armour and a suit of +8 Cloth armour the +8 Cloth is obviously much better. It is not possible to give a different AR overview for each individual + modifier. The base AR of each piece of armour is listed on the blurb.

Ratings
Speed Modifier
Armour (AR)
1 Outrageous negative Fist
2 Big negative +1 Dagger
3 Negative +3 Long Sword
4 Small negative +5 Great Axe
5 No modifier +8 War Flail
6 Unbelievable Unbelievable

 

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For Example: LEATHER ARMOUR
Leather armour is usually worn by thieves but is also popular amongst penniless fighters. Two types of leather are used - flexible and lightweight where movement is needed (eg arms and upper legs), and tough, hardened leather everywhere else (eg chest, forearms and shins). It provides only light protection but is inexpensive, easy to wear, and does not restrict a character's movements. Those not risking melee combat such as thieves and archers should favour this armour. Leather armour is commonly worn by orcs, goblins, gnolls, etc.
SP=3,AR=2

SPELL BLURBS

Spells have three categories to help give an overview of what the Spell does in Quest.Some spells ignore armour; if the spell does then the blurb will specifically mention that it does.

Ratings
Speed
Range Damage
1 Very slow Touch attack Fist
2 Slow Few feet extra +1 Dagger
3 Average Great reach +3 Long Sword
4 Above average Beyond normal melee +5 Great Axe
5 Outstanding Weak missile weaponry +8 War Flail
6 Unbelievable Powerful missile weaponry Unbelievable

For Example: BLACK VOID
A deadly offensive spell against creatures of all kinds. When the spell is cast a magical gate is opened into another plane. Anyone, or anything, close to the gate is sucked towards it and will be lost for ever in the void. The pull is fortunately not too powerful and most creatures will be strong enough to resist it unless they are unlucky or very close. The target for this spell is the monster type, monster group, or player party
to be affected.
SP=3,R=5,D=NA

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MONSTER BLURBS

With regards to Monster Blurbs the following code system is used. It is possible that each individual monster could vary. The following are not all the stats that monsters have, but these are the main points of interest.

The abbreviations for the special characteristics are:

A = Acid C = Charm E = Engulf F = Fear L = Plant M = Magic Attack
O = Poison P = Petrify R = Regeneration S = Sleep U = Undead Y = Paralysis
N = Not hit by non-magical weapons

These are things that the monsters have/can do; Fear means they can cause their opponent to run away, not that they are immune to Fear.

Ratings
Armour Damage Hit Skill
1 0-3 Fist 0-5%
2 4-10 +1 Dagger 6-45%
3 11-24 +3 Long Sword 46-65%
4 25-39 +5 Great Axe 66-85%
5 40-59 +8 War Flail 86-95%
6 Unbelievable Unbelievable 96-100%
Ratings
Health Speed
Magic Resistance
1 1-29 Very slow 0-5%
2 30-60 Slow 6-45%
3 61-100 Average 46-65%
4 101-150 Above average 66-85%
5 151-200 Outstanding 86-95%
6 Unbelievable Unbelievable 96-100%

For Example: DRACILISK
This frightening creature is believed to be the results of a mating between a Dragon and a Basilisk. The creature retains most of the appearance of the Basilisk side of its origin; the main differences are that it is slightly bigger in size than a Basilisk and that the creature has also inherited the wings of a Dragon. Being of hardier stock than a normal Basilisk it can be a very difficult creature to face when you take into account its paralysing stare and its ability to engulf a person whole, something definitely that only the strong and fearless should fight.
AR=5, D=5,HS=4,HE=5,SP=3,MR=4,S=E+F+P

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