Quest - The Second Age : Rule Book, Page 12 of 16

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Injuries, Poison, Disease and Death

When a character is injured, their health will drop. If it ever reaches zero they are considered dead. The value in () shows the characters maximum health while the other figure is the current health. Injuries heal naturally but they can be speeded up by priest or mage spells or from buying temple services.

It is possible for a character to become diseased, poisoned or cursed perhaps from a spell or creature. These are not classed as 'normal' injuries so healing spells have no affect. The effects will disappear by themselves in time or more specialist help can be found.

If one of your characters dies, the rest of your party will, if possible, salvage the body for possible resurrection later. The longer a character remains dead, the more the body decays continually losing statistics and knowledge. Eventually, a body will get in such a poor state that resurrection is no longer possible.

Baldor temples will resurrect characters from parties on turn number 20 or less for free. Above this, a fee is demanded as tribute. If you decide you don't wish to resurrect a character, you can get rid of the body by using the XPEL order.

No Attack Order

To allow you to quickly get into Quest and provide you with some protection from older, more powerful parties, your own party is on NO ATTACK status. This means that other players can not attack you but you in turn can not attack them. Attacks on or by monsters are unaffected. When you feel you are ready, you can switch this option off but once you do, you will never be able to switch it back on again.

Parties which are using the NO ATTACK option have an asterisk (*) listed after their party name when shown on the terrain map or city list.

No Attack Status
NA
For example: NA will switch off the No Attack status.

Arenas

Arenas are an exciting place to learn much about combat. It gives you the chance to pit your party against another player's party in a duel. The difference between arena combat and normal combat is that the effects only apply for the duration of the combat. Once the fight is over, the two sides are magically restored to how they were prior to the fight.

To have a fight in an arena, you need to issue the VISIT ARENA order, challenging another player's party. This order can only be issued in a city or town. The player controlling the other party will be notified of your party's desire for a duel. If they accept the challenge, next time they are in a city or town, they should issue their own VISIT ARENA order, this time against your party. The duel will then occur immediately, irrespective of where the first party is currently located.

If your challenge is not accepted, you can issue another order against a different party. This will cancel your original challenge so you should wait a couple of turns before doing this. Only one VISIT ARENA order is allowed per turn. A target 0 will cancel the prospective duel and select no new target, this is a special case and can be used anywhere.

Visit Arena
VA (target party/0)
For example: VA 1230 will request a duel with party 1230.

Magic

Characters that start the game as mages will know how to cast only a few simple spells; those listed in the Spells and Powers table of your turn report. An information token will be provided for each spell which describes what the spell does and what you can cast it on.

Casting Spells

The casting of a spell usually involves an incantation, (complicated chant) waving of the arms and most importantly the mixing of rare herbs and powders. These are called spell powders. The spell number indicates the powders used in a spell, each digit representing the last digit of the spell powder.

For example, spell 98 would require powders 309 and 308, one of each would be used when the spell is cast. A Mage's skill represents the magical power or energy available to a mage. Casting a spell causes a lot of mental stress and uses some of this power up. Some power will be regained at the end of a turn and during rest. To cast a spell, the mage must have enough power points available.

Cast Spell
C (character) (spell) (target)
For example: C 11 23 14 will have character 11 cast spell number 23 on character 14.

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Page Created 3rd December 1999
Last Updated 26th December 1999