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Game Manual

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pfeifrot
(Thread starter)

2007.12.06
07:12:30
Hi there,

I found this game yesterday. It looks promising. I tried it for just 10 minutes or so. Still, I want to make some comments.

1) Sometimes commands made by mouseclicks did seem not to be executed. Maybe I clicked too fast? Can I do anything about that?

2) IMHO this game is not missing features. It rather already has to many features to keep the gameplay simple.

3) A detailed game manual explaining all the rules is missing. I understand, that for some people part of the fun is discovering the rules on themselves. OK, they need not read the manual. But at least I would like to know the exact rules in advance. You are comparing the game to chess, so consider knowing only part of the rules in a game like chess. Could you really competitively play chess without knowing for example the castling rule? I read through the complete website, but the information was not sufficient.

In particular (most likely not exhaustive), the following is still unclear:

- How exactly are the realms created (terrain, items, monsters)?

- How does monster respawning work (where, when, conditions)?

- How does the AI play the monsters?

- What is the order of play (simultaneaous, sequential)?

- What happens when a character moves to another square (interrupt rolls, turning, traps)?

- What happens when a character chooses to attack (opponent answers attack, probabilities for damages with respect to all relevant parameters like, defense, offense, occulsion, range, character type, health, aimedness, attack type (heal, damage))?

- Can warriors wield bows (or staffs)?

- How do interrupts work?

- How are traps activated, placed?

- What is the AP cost for doing things like iwelding, unwielding wearing, unwearing, quaffing potions, reading runes, selling, buying, picking up, dropping, etc.?

- In what way does the direction a character is facing play a role (when attacking, when attacked)?

- What is the effect of armor?

- What does count as terrain penalty (movement cost)?

Regards

Johannes

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Phenoca


2007.12.09
12:12:01
RE: pfeifrot

- Maybe I clicked too fast? Can I do anything about that?

Yes, try slower clicks.

- It rather already has to many features to keep the gameplay simple.

Stick to using grapes and mushrooms - using them is a winning strategy :)

- How exactly are the realms created (terrain, items, monsters)?

They are randomly generated each time you play.

- How does monster respawning work (where, when, conditions)?

Whenever there is no adventurer nearby.

Because of this, four-player matches usually have less spawns.

- How does the AI play the monsters?

It just tries to attack the nearest character, and if nothing is in the "sight" range of the AI, then it will turn around 180 degrees (though stirges fly in random directions).

- What is the order of play (simultaneaous, sequential)?

Sequential. I advocated for simultaneous a while back, but until we have a large player-base, sequential works most effectively.

- What happens when a character moves to another square (interrupt rolls, turning, traps)?

Traps activate first (you cannot stack certain kinds of traps, only damage traps all hit when a player steps on them).

For example, only one "-4 AP regeneration" trap can be used at a time. Then interrupt rolls activate, and then you can decide to turn the character.

- What happens when a character chooses to attack (opponent answers attack, probabilities for damages with respect to all relevant parameters like, defense, offense, occulsion, range, character type, health, aimedness, attack type (heal, damage))?

Not sure... You really need to practice to learn these values well.

- Can warriors wield bows (or staffs)?

Nope :)

I suggest shortsword and/or longsword.

As only archers can use longbows, this makes them invaluable.

You should still pick-up items you cannot use though, in hopes of selling them at a shop.

The thing is to avoid being overburdened.

You can view how much weight is being carried by looking to the right of your "gold" display.

Mages carry 15 weight.

Archers carry 16 weight.

Warriors carry 22 weight.

Any more weight, and your AP regeneration will begin to decrease!

- How do interrupts work?

If something enters your range of sight, you have a possibility of "interrupting" it, if you have more AP than it.

Rangers/archers are good at interrupts, because they have high AP.

Once something is interrupted, you can use up all of the AP you had ended your turn with (so you can move, turn, and wait with the rest of your AP for next turn),

and then when you finish your interrupt, your AP regenerates normally on your next turn :)

AP stands for "Movement Points". Oops, I must have meant "Attack Points" or MP.

EDIT: Action Points

- How are traps activated, placed?

By using them, and then leaving the square.

This activates the trap.

A trap is activated when something walks onto it (or in the case of stirges :) flies over it.

- What is the AP cost for doing things like iwelding, unwielding wearing, unwearing, quaffing potions, reading runes, selling, buying, picking up, dropping, etc.?

Wielding consumes 1 AP, dropping consumes no AP, using any item will use 1 AP.

Using a vendor consumes no AP, but picking an object up off the ground consumes 1 AP.

Careful when using the vendor though - you may run out of time for your turn!

- In what way does the direction a character is facing play a role (when attacking, when attacked)?

If you are in front of or beside the character, then the attack damage is dealt normally (need to double-check this).

If you are behind the character, you will deal double damage.

If the character is on a water square, you will deal double damage again (so hitting a character on water from behind will deal quadruple damage).

- What is the effect of armor?

Reducing damage. There is a separate "roll" for the defence of the character, and the damage dealt

is the attack-roll minus the defence-roll (must be zero or greater).

- What does count as terrain penalty (movement cost)?

Ahh, grass uses 2 AP, sand uses 3 AP (as well as shops), water uses 4 AP, and doors use 1 AP to open or close (then you have to step through them).

If you are on a water square, your attack-power is halved.

I hope I have answered your questions sufficiently, Johannes :)

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FirstBorn


2008.10.13
06:10:16


"Ahh, grass uses 2 AP, sand uses 3 AP (as well as shops), water uses 4 AP, and doors use 1 AP to open or close (then you have to step through them).

If you are on a water square, your attack-power is halved."

I thought water takes 8, well that's what it has been doing to me..

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Phenoca


2008.12.10
07:12:22


Hmm, you are right, FirstBorn.

What times do you usually play? I'd like to duel you :)

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