Notes for Game Players
Notes for Games PlayersA link to download these notes for your Palm. A document reader such as Teal Doc is needed. Thanks to Rstyle for this.
Exactly what you find in a particular level will depend on the level writer. Some levels have no fighting, many have no spells. What you see below is a general guide to an average level.
First Things First
Having read the introductory page of text, it is a good idea to tap on the little character that is you. This gives you a screen where you can see how healthy, strong etc. you are. More about that later.
At the bottom left you will see 'Inventory' tap on this to give the screen that shows any items that you start the game with.
Inventory
- Items with a sword next to them are Weapons.
If you tap on them you will see
'Hits:' followed by a number. This is the number of times you can use them before the become useless.
'Str:' followed by a number of the form XdY (see below for more on this). This is the strength of the weapon. X(Y+1)/2 gives the average strength and the smaller Y is the narrower the band of possible values and so the more reliable the weapon is.
- Items with a shield next to them are Armour.
Tap on them and you get:
'Hits:' The number gives how many hits it will take before it becomes useless.
'Eff:' The number given here is the percentage of hits from an enemy that it will repel. So 10 means 10% and will repel on average one tenth of successful blows from a monster.
You need to 'Use' (bottom left of this screen) the armour to 'equip'/wear it.
- Items with a heart next to them are Healing items.
If you tap on them you will see
'Heals:' followed by a number. This is the number of doses/helpings you get.
'Str:' followed by a number of the form XdY. This works like the weapons strength to say how many HP you will be able to restore.
Choose 'Use' on this screen to heal yourself or else you can use it when fighting. More on that below.
- Items with a cross next to them are Enhancing items.
This gives you extra points on your Health(HP), Strength, Agility or Int that you saw on the first screen.
- If you "double tap" an item in the inventory then "double tap" the place in the list you want it to be, it moves the item to the new place in the listing. So you can put all your weapons together, for instance, so they are easy to find or put the healing (or weapon) spell at the top of the list so you can access it more easily. (I have only just discovered this!!! 3rd April 2000)
- Where you see a number of the form XdY (e.g. 1d9) this means throw a Y sided die X times.
- So 1d9 means throw a 9 sided dice once and will give a number from 1 to 9.
- 9d1 on the other hand means throw a 1 sided die 9 times, so will give a constant score of 9.
- As you can see 2d5 will give a value between 2 and 10 whereas 5d2 will give a value from 5 to 10.
- So for the same maximum value the larger the second number the greater the span of possible values.
Character Stats
- Health
This is lost by fighting and restored by healing items. It can also be 'Trained' when you have enough 'Experience' points. (See below for experience points needed to reach each level). There are places known as 'Guilds' where this can be done. Guilds are often similar to shops.
N.B. When you increase your Health by training you do need to use a healing item to make your actual value the same as your newly aquired maximum.
- SP
These are used for casting spells. The only way to acquire any is to train them at a guild.
You don't need them if the level has no spells.
Having aquired some they renew themselves as you wander over the map at a rate of 1 point to each square travelled.
- STR
This is a measure of your strength and a random number up to this value is added to weapon strength when deciding the strength of your attack on a monster.
- AGL
This is a measure of how agile you are. Again random numbers are used but essentially if you are more agile than your opponent you will hit more times than he does on average.
- INT
This is only needed for spells and adds to a spells strength in a similar way that STR adds to a wepons strength.
Monsters
There are two sorts of 'Monster' that you may meet.
Wandering Monsters
- These inhabit a particular area and you will just bump into them at random.
- More than one type of monster may inhabit the same area.
- If you choose to fight them you may well end up gaining experience, Enough experience will give you 'Training Points' that can be traded in for increased stats, and/or some gold that can be used to buy more weapons, armour, healing items and maybe spells or character enhancing items.
Special Monsters
- These are found on a particular square, possibly not until some point in the game is reached.
Running Away from Monsters
- You can run away from monsters and sometimes they will run away from you.
- If you run away from a wandering monster he will run away too but will sometimes give you a thwack before he leaves.
- If you run away from a special monster he will stay where he is and you will be unharmed.
Fighting
Combat
- Whichever sort of monster you are fighting you get to attack first, obviously being more alert. This may succeed and you may do a measured amount of damage or you may miss.
- If you haven't killed the monster he then gets a go at you.
- And so on till either one of you is dead or runs away.
Weapons & Healing
- You can choose any weapon you hold to fight.
- You can also 'fight' with a healing item in the same way. This does no damage to the monster but renews your strength.
Armour
- If you are wearing armour a percentage of hits by the monster will be absorbed by the armour.
- The monster may have armour too.
- You can fight with these from the secondary fighting screen by chosing 'Spells'. To return to the original screen choose 'Items'.
Training
- Most games will have places where you can exchange your training points for increased stats.
- One training points buys an increase of 5 in HP or SP or an increase of 1 on Str, Agl or Int.
- You may also be able to train spells. Each spell costs 3 points.
Shopping
- Most games will have shops selling weapons, armour, healing items, either together or with different shops for each type of item.
- Some games will allow you to buy spells or even character enhancing items.
- You cannot tell what an item is before you buy except by its name. A 'sword' for instance is likely to be a weapon!
Finding Things
Many levels have things that you can find along the way, either things needed to advance the game or else free inventory items. Not all things will show up in the inventory.
- Some will be obviously visible.
- Others will be hidden in chests, drawers, bookcases etc.
- Some will be things that you just stumble across on your travels.
Spells
- Spells are excellent buys as they never wear out and some may indeed improve with use.
- If bought they come as books which must be 'used' from the inventory before they are available. 'You learn the spell.'
- You access them from the initial character screen (choose Spells) or when fighting from the secondary fighting screen by chosing 'Spells'.
- You must have the necessary number of SP to use them.
- SP regenerate as you wander around on the map at a rate of one SP point to two moves.
- You can have attack, protection, healing and evasion spells.
- Attack spells are similar to weapons except that they always hit.
- protection spells need to be cast while fighting, preferrably at the beginning. They override any armour you may be wearing, even if that armour is stronger so bear that in mind.
- A healing spell used when fighting will be more efective than when accessed from the secondary character screen as while fighting it's strength will benefit from the addition of the value of your Int score.
- Evasion spells allow you to evade the wandering monsters for a specified number of moves.
- A bug in the Kyle Quest engine means that spells may be shown with the evasion symbol next to them even though they are in fact attack, protection or healing spells. They will still function correctly. As far as I know they appear correctly in the spell list it is only when you go to use them that you get the wrong symbol.
Experience points needed to go up a level
(Each increase in level gains 4 training points).
Level |
Exp needed for next level |
|
0 |
100 |
|
1 |
200 |
|
2 |
400 |
|
3 |
800 |
|
4 |
1200 |
|
5 |
1600 |
|
6 |
2000 |
|
7 |
2500 |
|
8 |
3000 |
|
9 |
3500 |
|
10 |
4000 |
|
11 |
5000 |
|
12 |
6000 |
|
13 |
7000 |
|
14 |
8500 |
|
15 |
10000 |
|
16 |
12000 |
|
17 |
14000 |
|
18 |
20000 |
|
19 |
27000 |
|
20 |
40000 |
|
21 |
50000 |
|
22 |
60000 |
|
I think is probably enough basic information. If anybody thinks I have missed out something important please let me know: janebritt@mail.com.
Last updated 15 November 2003