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World Functionality
The
world of Xenimus is constructed to be as realistic as possible. This means
that while although it is a fantasy realm, it still holds true to aspects
such as environment, politics, and physics, which would have affects in real
life. Thus, certain rules should be stated, as they will drastically affect
game play. I.E. the following:
-
A person with
higher agility will run faster, and be more likely to hit when
attacking, or dodge when being attacked.
-
A wiser person
will have more powerful healing spells.
-
A higher
intelligence will result in more powerful magic attacks, and increase
the amount of learned experience/or skill from battle.
-
A stronger person
will do more physical damage in a fight, and have a higher endurance
while swimming.
-
A bad reputation
in a town or with a computer character will get you in trouble and
possibly killed.
-
Killing other
**good** players (although entirely allowed) under the wrong
circumstances is murder. The world NPCs would then treat the killer as
such.
These are just a few
small examples of things to consider while in game play. It is also
recommended that these things be considered when first creating a character
*(see "Getting Started"), as different races, and classes, of
fighters all have different weak and strong points. Understanding that the
world is based along these guidelines, will help in making the most use of
what you have. Consider that some items or spells could be combined, or that
some items or spells may only work under certain conditions. It is also
important to remember that as the world is constantly expanding (updating),
certain things may not work or have a use presently, but could have a
drastic affect on game play that is yet to come. It is even recommended to
save some skill points for skills that can not yet be learned, as it would
necessitate creating a new character to learn the skill if the existing one
has no points to place on it. Using this knowledge to an advantage can make
a seriously strong tactical fighter. Not everything in the world can be
hacked and slashed or magically assaulted apart. Fighters will have to make
the best use of their strength physically, while outfoxing their opponents
with whatever items/magic (or combination of the two) they have. Magic users
on the other hand have to effectively capitalize on their mystical abilities
through making the most of each spell/item or combination of them they know,
while more or less avoiding a straight up fight. These are however just
guidelines given to aid in the effective understanding and use of ones
character. The world is free to do whatever you want, so one could fight
with a wizard, and try to rely on magic as a fighter if they wished. Or
perhaps create a character that is a fine blend of magic, and battle
strength. All in all it is essential that skills or attributes are not
looked on as trivial, as they have a varied and heavy impact on game play.
And it is very important to remember that the game treats all actions as
realistically as possible.

General Game Play
Instructions
1.
Screen Layout: The game is viewed in full screen so that as much of the
world, and action can be seen as is possible. At the bottom left of the
screen there are two bars. One is red, and the other is blue. The red bar
indicates the players remaining hit points, while the blue bar indicates a
players remaining magic points. When certain items or spells are in effect
(or have affected the player), icons may appear to the right of these bars
to indicate that the spell or item has been used. At other times spell
effects will be seen on the players casting or being casted upon.
2. Moving: The player movement is
controlled by the mouse. The position of the mouse is indicated by a sword.
The tip of the sword is the mouse pointer position. To move to a location,
point and click the left mouse button on the location that you wish to
travel to. If the path of your player is blocked, the player will attempt to
walk around the object that is blocking its path until it has reached the
given destination. However, if the path of the player is blocked by an
attacking monster, the player will automatically fight the monster. Good
control of the character can run away from the attacking monster and/or
manage to go around it. Left clicking directly on a monster, or player, will
cause your player to attack the other player. If precise movement is needed,
it is recommended to use the direct overhead view mode.
3. Identifying: The
right mouse button is used for identifying objects in the game. Not all
objects can be identified. To identify a person or monster, right click on
their location (at their feet) and their name will be displayed above their
head for a brief period of time.
4. Talking: To talk,
press the chat key ( " T " is default ) and type your message. The
message can be near 40 characters long. Then, depress the enter/return key.
Your message will be displayed above your characters head for a brief period
of time. You can also talk to the computer controlled characters in the
game.
5. Attacking:
To attack a monster (or player), click the left mouse button on their
location (their feet). Your player will then go into attack mode and
continue to fight until given another command, which stops it. A player will
automatically go into attack mode if it encounters an attacking monster at
close range. Running from a fight is possible, if you have room to get
through the attacking monsters/persons. The use of some spells and/or items
will also allow a player to escape an attack. To stop your player from
attacking, click the left mouse button on a location that is away from the
attacker. If the attacker is a monster, the location must not be behind the
monster, or your player will continue to run into it and attack. It is
recommended to use the "Stop Action" key, to stop a fight
immediately. * (see "Stopping an Action") If you hold down
the shift key and click on a point of the screen, your player will attack
the given point while remaining stationary. This is useful with a bow, or
other projectile weapons, when you wish to keep your distance from the
target, or hit something between your character, and the point of attack.
6. Using Items/skills: To use an item,
press the "use item/skill" key( " U " is default ), then
left click on the item or spell which you wish to use. Some items/skills can
only be used by the character that has them, and will affect only them.
Other items/skills can be used to affect other players as well. If the
item/skill is only usable by the player, it is immediately put into effect
when it is clicked on in the "use item/skill" screen. If the item
or skill can be used on other players/creatures(areas), once clicked on, the
"use i/s" screen will disappear and the sword mouse pointer will
be changed to a wand. This is to indicate that the game is waiting for a
command from you as to what the item/skill will be used on. Place the wand
pointer over the feet of the creature/person you wish to use it on(or area),
and left click. The item or skill will then be put into effect on that
player/creature.
7. Using magic: To use magic, press the
"cast" key ( " C " is default ) then follow the
same steps as you would to use an item or skill.*(see "Using Items/skills"..above)
8. Stopping an
Action: To stop an action, press the "stop action" key ( "S
" is default ). When the stop action key is pressed, it will stop your
player from doing whatever it is currently doing. This also works for
exiting menus or using items/skills, and casting spells. The stop action key
works on a multiple levels. For instance: If you had cast invisibility on
yourself and then went and attacked something, the first press of the
"stop action" key would remove the most recent stoppable command.
In this case, your player would stop fighting. If you then pressed the
"stop action" key again, it would bring you out of being
invisible.
9. Switching
View Modes: Xenimus has two view modes to choose from, and they can be
switched during game play. The modes are: 1. Isometric 2. Top Down. To
switch between the modes, press the "view mode" key ( " V
" is default) isometric has a lush look , while top down is recommended
for precise control in tight areas or battle, to prevent mistaken attacks.
10. Switching Weapons: To switch
weapons press the "switch weapons" key ( "W" is default
). This will switch between the top two weapons in your "in use"
inventory. *(see "Using The In Game Menus")
11. Dropping
Items/Gold: To drop an item and or gold press the "drop item key"
( " D " is default) then select the items that you wish to drop
indicating a quantity in the qty box if desired. If no quantity is entered,
the entire amount of the item selected will be dropped. To drop gold, you
must first depress the gold button, and then enter an amount if desired
before clicking "done" .
12. Picking up
Items/Weapons: To pick up items/weapons walk directly over the items and
your character will automatically collect the items on that spot. A player
can only pick up ten items at a time. If there is more than that amount of
items in a given location, you must walk off of the location , and then back
on.
13. Accessing the In
Game Menus: To access the in game menus, press the "character
statistics" key ( " S " is default). Once in this screen, all
of the other in game menus can be accessed through the buttons along the
bottom. The other screens can also be brought up with shortcut keys. *( see
"Using the in Game Menus")
14. Equipping
Weapons/Armor: To equip weapons and/or armor, first access the
"inventory" screen. This can be done by entering the
"statistics" screen and clicking on the "inventory"
button, or by pressing the inventory screen hotkey ( " I " is
default ). Once in the inventory screen, you will notice two windows. The
bottom window contains the things which you are currently carrying. The top
window displays that which you are currently wearing, or holding. To ready a
weapon or armor, click on the item you wish to ready in the lower window.
When done, click the "ok" button.
15. Exiting the
Game: To exit the game, press the "esc" key then click yes. This
will take you to the main menu. From the main menu, choose "quit
game" and hit "esc" to leave the credit screen.
Using The In Game Menus
During game play,
you can check your characters statistics, inventory, skills, and alignments
by entering the in game menus. There are a number of ways to access these
menus. Entering the statistics screen will allow you to sub sequentially
enter any of the other screens by selecting them from buttons at the bottom
of the statistics screen. To enter the statistics screen, press the
statistics screen hotkey ( " S " is default). The statistics
screen will be displayed and show you important information, such as: your
current level, your experience, how much experience the next level requires,
your current amount of gold, hit points, magic points, your good/evil
alignment, ect.. Pressing the buttons at the bottom of the screen will
display the denoted in game menu. Options listed at the bottom are for
viewing your characters statistics, inventory, keys bound, and skills. Some
of these screens are also made instantly accessible during game play through
binding a key to the screen. The default hotkey for the inventory screen is
" I " ... When viewing any of the in game menus, clicking
"ok" will exit the menu. You can also exit any screen by pressing
the "stop action" key** see "stopping an action" in the
general game play section**. Using the "stop action" key will
allow for fast response time if you are attacked while viewing a menu.
1. The Statistics
Screen: The statistics screen will show you your characters wisdom,
strength, agility, intelligence, constitution, ect. Distribution of bonus points to these stats is done through this
screen when your character has gone up a level. Only 1 bonus point is
distributed per level, so choose its distribution wisely.
2. The Inventory
Screen: The inventory screen displays what your character is currently
carrying in the bottom window, and what your character is currently
wearing/using in the top window. The left side of displays the current
statistics of the weapon that the mouse is over. Through this screen you can
select which weapons/armor/items your character is wearing or using. **see
"Equipping Weapons/Armor" in the "general game play section**
The inventory screen also displays your characters current amount of gold.
3. The Skills
Screen: The skills screen displays what skills your character currently has,
and how many skill points the character has placed on each skill. When a
character has gone up a level, you can distribute the newly gained skill
points from this screen. Clicking the plus sign adjacent to the skill you
wish to place a point on, will distribute 1 skill point to that skill. You
can place as many skill points on a skill as you desire until that skill has
been mastered. As new skills are learned they will start with 0 points, for
this reason you may consider saving some skill points for future use.
4. The Keys Screen:
The keys screen displays all if the currently "mapped" keys.
**mapped key def: a key map binds/associates a particular key on the
keyboard, to performing a particular command that would otherwise have to be
executed through a menu or other slower method**. When a key is bound to an
action I.E. spell/item/screen, you can perform the action by pressing the
one key that is bound. (For example: instead of casting poison by
hitting "C" to access the casting menu and then selecting
"poison" from the list and selecting a target, you could bind the
"P" key to the poison spell and just hit " P " and
select a target.) The effective use of key binding allows for fast reaction
time in battle and when accessing menus during game play. The keys screen is
divided into a top and bottom section. The top section is for "main key
mapping", and the bottom is for "custom key mapping". In the
main key mapping section. You can select which keys will activate the
primary functions listed by selecting the existing keys denoted as being
bound(they will highlight blue when selected), and depressing the key that
you wish the bind to be changed to. To bind a key to a custom function
(item/spell), select an empty spot in the lower left window by clicking on
it. The bound keys list scrolls up and down by using the up and down arrows
to the right of the window. Once the dash( - ) is blue highlighted it has
been selected. Then depress the key that you wish to bind to an action. Once
the key has been depressed, it will show up in blue highlight in front of
the dash. Then select the item/spell that you wish to bind the key to from
the bottom right window. The item and spell list scrolls up and down by
using the up and down arrows to the right of the window. Once you have
selected an item or spell to be bound, it will show up in blue highlight to
the right of the dash in the bound keys window.....the key has now been
bound. To switch the item/spell window between displaying items or spells
press the tabs above the window labeled "items" or "spells.
Only one action can be bound to a key. Some keys may not be displayed with
the proper graphic when being bound and show up as a " ." . no
graphic exists for those particular keys yet, but the bind will still work.
All key bindings can be changed at any time. To delete a key binding, first
highlight it in the "bound keys" window, then depress the delete
key on your keyboard. To change a key that it bound from one custom function
to another custom function, first select the key binding in the "bound
keys" window and then select the new function you wish the key to
perform from the spell/ item list. The key should be bound to the new
function then.
Special Game Play Features
There are some
features in the game that require a special set of instructions. These
features are listed, and explained here.
1. Charmed
creature control: It is possible during game play to charm a creature/s that
will then belong to you (a pet). Once a creature has been charmed it is
under the full control of its master. When the master of the creature right
clicks for identification of the creature, it will list the creatures
level, and hit points. Charmed creatures normally follow their master
a short distance behind, and attack only what the master attacks. however,
the master of a charmed creature can give specific orders to it. To do this
the master must first select the creature by left clicking on its location
the master will not attack its own creature when he left clicks it*. Then
the master can click any given location on the screen, and the creature will
go there. If the location given to the charmed creature is that of a monster
or player, the creature will attack the selected monster or player. Once a
specific order has been given to a charmed creature, the creature will not
follow the master or attack what the master attacks until it has been called
back. To call back a charmed creature, double left click on the charmed
creature. The creature will then return to its master, and follow as normal.
When a charmed creature kills an enemy, it will gain experience. This means
that your charmed creatures can actually go up levels and get stronger.
To get rid of a charmed creature, you must kill it. Once you have
successfully attacked the creature, the creatures charm will be broken, and
it will most likely attack you. Charmed creatures can be charmed away
by someone else. Charmed creatures will exit the game, and be
saved with your character when you log off, and can be kept as long as you
wish.
2. World Map Location Marking: It is
possible to mark up to ten locations on the world map. To do so you must
enter the chat console and type either "mark0" "mark1"
"mark2" ... "mark9" your character will then speak
"mark0-9" and a clicking noise will be heard indicating that the
location has been marked. If you reuse a already marked number (say
"mark1"). The mark ("mark1")will be changed to the
new location. These marks can be used later in the game for other things
such as the dimensional portal. Were you to open a dimensional portal, it
would ask you which mark you would like the portal to lead to. You would
then press 0-9 and the gate would be opened to that corresponding location.
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