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===Downloading and Installing PlaneShift=== | ===Downloading and Installing PlaneShift=== | ||
The [[PlaneShift]] download size is about 1.1 GB. The download time will vary from under one to several hours according to the server's upload bandwidth and the type of Internet connection you have. Win7 and recent Linux version installers require higher access rights. If you face technical difficulties, you can find help either by contacting us on IRC or by posting on our [http://www.hydlaaplaza.com/smf/index.php game forum].<br> | The [[PlaneShift]] download size is about 1.1 GB. The download time will vary from under one to several hours according to the server's upload bandwidth and the type of Internet connection you have. Win7 and recent Linux version installers require higher access rights. If you face technical difficulties, you can find help either by contacting us on IRC or by posting on our [http://www.hydlaaplaza.com/smf/index.php game forum].<br> | ||
To advanced users: The download package is pre-compiled. If you prefer to install [[PlaneShift]] from source code, please refer to the [http://svn.code.sf.net/p/ | To advanced users: The download package is pre-compiled. If you prefer to install [[PlaneShift]] from source code, please refer to the [http://svn.code.sf.net/p/planeshift/code/trunk/docs/compiling.html PlaneShift Compiling Guide].<br><br> | ||
'''Windows Users''' | '''Windows Users''' | ||
#[http://www.planeshift.it/Download Download for Windows] | #[http://www.planeshift.it/Download Download for Windows] | ||
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Upon completing the tutorial and/or exiting the Welcome Area, any character or subsequently created new character may return. Sections of this Guide include basic Help information for movement and interaction with items, [[Non-Player_Character|NPC]]s and Player Characters. For more detailed Help, please refer to [[Ingame_Help|In-Game Help]]. All Help information may also be accessed at any time by clicking "''Help"'' in the toolbar across the top of the game screen. <br> | Upon completing the tutorial and/or exiting the Welcome Area, any character or subsequently created new character may return. Sections of this Guide include basic Help information for movement and interaction with items, [[Non-Player_Character|NPC]]s and Player Characters. For more detailed Help, please refer to [[Ingame_Help|In-Game Help]]. All Help information may also be accessed at any time by clicking "''Help"'' in the toolbar across the top of the game screen. <br> | ||
Six NPCs guide you through the welcome area. You will have to talk to them in sequence to learn about the world of Yliakum and be given quests that earn rewards for your character to keep. So that you do not miss a valuable chance to experience the world of Yliakum from the beginning of your character's arrival in the Dome, you are encouraged to complete the tutorial rather than simply read the summary below. You should begin by approaching Abelia Aruine, right-clicking on her and then on the "''talk"'' icon (lips).<br><br> | Six NPCs guide you through the welcome area. You will have to talk to them in sequence to learn about the world of Yliakum and be given quests that earn rewards for your character to keep. So that you do not miss a valuable chance to experience the world of Yliakum from the beginning of your character's arrival in the Dome, you are encouraged to complete the tutorial rather than simply read the summary below. You should begin by approaching Abelia Aruine, right-clicking on her and then on the "''talk"'' icon (lips).<br><br> | ||
'''Abelia Aruine''' welcomes you to [[Hydlaa]] and, as a skilled cook, recommends you see [[Jomed Parcen|Jomed]] in the Hydlaa tavern if you are interested in learning to cook. She explains the current crisis resulting from invasions of monsters from the [[Stone Labyrinths]], and acquaints you with [[Yliakum]]'s government, geography and gods before sending you off with a lunch pack for Neave Besetun. | '''[[Abelia Aruine]]''' welcomes you to [[Hydlaa]] and, as a skilled cook, recommends you see [[Jomed Parcen|Jomed]] in the Hydlaa tavern if you are interested in learning to cook. She explains the current crisis resulting from invasions of monsters from the [[Stone Labyrinths]], and acquaints you with [[Yliakum]]'s government, geography and gods before sending you off with a lunch pack for Neave Besetun. | ||
:* Quest: Abelia's Welcome | :* Quest: Abelia's Welcome | ||
:* Rewards: food and potions<br> | :* Rewards: food and potions<br> | ||
'''Neave Besetun''' introduces you to the basics of [[Crafting|crafting]] and points you to [[Harnquist]] in [[Hydlaa]] for lessons in smithing and [[Hirenn]] in [[Ojaveda]] to learn leatherworking. She provides tips on mining and metallurgy before sending you off to Ibhaar with a broadsword of his that she has repaired. | '''[[Neave Besetun]]''' introduces you to the basics of [[Crafting|crafting]] and points you to [[Harnquist]] in [[Hydlaa]] for lessons in smithing and [[Hirenn Darmeth|Hirenn]] in [[Ojaveda]] to learn leatherworking. She provides tips on mining and metallurgy before sending you off to Ibhaar with a broadsword of his that she has repaired. | ||
:* Quest: Neave's Hammering Time | :* Quest: Neave's Hammering Time | ||
:* Rewards: iron ore; weapon repair kit<br> | :* Rewards: iron ore; weapon repair kit<br> | ||
'''Ibhaar Senad''' teaches you the basics of [[Players_Guide#Health_and_Combat|combat]]. Learn about available weapons by looking at his display. Choose one and have your first lesson before practising by killing the nearby rats. | '''[[Ibhaar Senad]]''' teaches you the basics of [[Players_Guide#Health_and_Combat|combat]]. Learn about available weapons by looking at his display. Choose one and have your first lesson before practising by killing the nearby rats. Ibhaar then offers advice on where to start hunting and how to heal your wounds before dismissing you to learn about magic from Orphia. | ||
:* Quest: Ibhaar's Battle | :* Quest: Ibhaar's Battle | ||
:* Rewards: weapon; up to 600 tria; rat parts<br> | :* Rewards: weapon; up to 600 tria; rat parts<br> | ||
'''Orphia Eldri''' imparts the basics of PlaneShift's [[Players_Guide/Magic|six Ways of magic]]: Crystal, Blue, Brown, Dark, Red and Azure. You choose one of the Ways and are given a [[Glyphs|glyph]] of that Way to begin with. You learn to purify glyphs and find spells. Orphia suggests that [[Levrus_Dahrenn|Levrus]] can help you further with magic, and [[Aleena]] with herbalism and alchemy, which can improve your use of Way magic. Orphia then suggests you visit Telzanna. | '''[[Orphia Eldri]]''' imparts the basics of PlaneShift's [[Players_Guide/Magic|six Ways of magic]]: Crystal, Blue, Brown, Dark, Red and Azure. You choose one of the Ways and are given a [[Glyphs|glyph]] of that Way to begin with. You learn to purify glyphs and find spells. Orphia suggests that [[Levrus_Dahrenn|Levrus]] can help you further with magic, and [[Aleena Arlavin|Aleena]] with herbalism and alchemy, which can improve your use of Way magic. Orphia then suggests you visit Telzanna. | ||
:* Quest: Orphia's Apple | :* Quest: Orphia's Apple | ||
:* Rewards: glyph; apple(s)<br> | :* Rewards: glyph; apple(s)<br> | ||
'''Telzanna Zarel''' shows you the wares available from merchants in Yliakum and sets you thinking about jobs and interests you could have. She suggests you see [[Dhalia Colat]] and [[Jayose]] for music lessons and scores, and [[Burdess Quirain]] about fishing. After giving some tips on roleplay, she sends you to Xenak for entry to Hydlaa. | '''[[Telzanna Zarel]]''' shows you the wares available from merchants in Yliakum and sets you thinking about jobs and interests you could have. She suggests you see [[Dhalia Colat]] and [[Jayose]] for music lessons and scores, and [[Burdess Quirain]] about fishing. After giving some tips on roleplay, she sends you to Xenak for entry to Hydlaa. | ||
:* Quest: Telzanna's Acting | :* Quest: Telzanna's Acting | ||
:* Reward: drum | :* Reward: drum | ||
'''Xenak''' makes sure you haven't missed anything, points out helpful information on the noticeboard and explains how to return to the Welcome Area from Hydlaa. | '''Silaces Regalin''' ever watchful and alert, she patrols tirelessly, prepared to do whatever is needed to keep the peace and to protect new arrivals to the city | ||
* Quest: None | |||
* Reward: None | |||
'''[[Xenak]]''' makes sure you haven't missed anything, points out helpful information on the noticeboard and explains how to return to the Welcome Area from Hydlaa. | |||
:* Quest: Xenak's Farewell | :* Quest: Xenak's Farewell | ||
:* Reward: Welcome Letter listing whom to approach for various skills<br><br> | :* Reward: Welcome Letter listing whom to approach for various skills<br><br> | ||
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'''Strength''' (STR): Measures the muscular power of your body. It's useful when increased as it helps to increase damage dealt in combat, to lift heavy objects, and to break things.<br> | '''Strength''' (STR): Measures the muscular power of your body. It's useful when increased as it helps to increase damage dealt in combat, to lift heavy objects, and to break things.<br> | ||
'''Will''' (WIL): Will expresses your skill on all non-rational mental abilities like intuition and wisdom. This also represents your determination in completing tasks and reaching your goals. It's used in casting spells of the Azure and Red Ways.<br> | '''Will''' (WIL): Will expresses your skill on all non-rational mental abilities like intuition and wisdom. This also represents your determination in completing tasks and reaching your goals. It's used in casting spells of the Azure and Red Ways.<br> | ||
In the same window you can find the knowledge you have in the various skills, like magic, sword, metallurgy, etc.<br clear="all"/> | In the same window you can find the knowledge you have in the various skills, like magic, sword, metallurgy, etc.<br clear="all"/> | ||
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After you have used the container (click "''COMBINE"'' or "''USE"'', depending on the container and what you are making), you can then move all the items back into your inventory by either clicking the 'TAKE AND STACK ALL' button, the 'TAKE ALL' button, or by picking up and moving the item into an open slot in an inventory window.<br> | After you have used the container (click "''COMBINE"'' or "''USE"'', depending on the container and what you are making), you can then move all the items back into your inventory by either clicking the 'TAKE AND STACK ALL' button, the 'TAKE ALL' button, or by picking up and moving the item into an open slot in an inventory window.<br> | ||
[[File:24.png]]This is the TAKE ALL, and TAKE AND STACK ALL button<br clear="all"/> | [[File:24.png]]This is the TAKE ALL, and TAKE AND STACK ALL button<br clear="all"/> | ||
[[File:Chest icon.png]] Please note that [http://www.hydlaaplaza.com/smf/index.php?topic=41520.0 Treasure Chests] (findable in different locations all over Yliakum) are '''not''' ''"Containers"'', '''but''' ''"Furnishings"''.<br> | |||
To "open" a Chest you need to: pick it up, open your inventory, drag the Chest and drop it on your character (the small one appearing in the Inventory window).<br> | To "open" a Chest you need to: pick it up, open your inventory, drag the Chest and drop it on your character (the small one appearing in the Inventory window).<br> | ||
After that, you'll see items earlier contained in the Chest now displayed in your Inventory.<br clear="all"/><br> | After that, you'll see items earlier contained in the Chest now displayed in your Inventory.<br clear="all"/><br> | ||
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===Measuring Time and Seasons=== | ===Measuring Time and Seasons=== | ||
Yliakum is subjected to times of "day" and "night". But even at night, it is not completely dark unless affected by clouds, bad weather, or one of the inexplicable 'Crystal Eclipses'. The level of the lake, which rises and falls in an extremely consistent manner, is the basis for measuring hours. A wide band of the metal Orichalc was put on a section of the sixth wall because it is the only metal that doesn't oxidise and underwater flora cannot take root on it. The names of the six periods that divide each of the four seasons are carved on this band, and information about the periods is engraved over the level reports. Years are measured from the creation of the Lemur in the abbreviation AY, meaning After Yliakum. 500 years after the creation of the Lemur would be designated 500 AY. The year is subdivided into four seasons only because of the different states of nature during these; birth, height, downfall and decay and the observation of the cyclic phenomena of vegetative growth.<br><br> | Yliakum is subjected to times of "day" and "night". But even at night, it is not completely dark unless affected by clouds, bad weather, or one of the inexplicable 'Crystal Eclipses'. The level of the lake, which rises and falls in an extremely consistent manner, is the basis for measuring hours. A wide band of the metal Orichalc was put on a section of the sixth wall because it is the only metal that doesn't oxidise and underwater flora cannot take root on it. The names of the six periods that divide each of the four seasons are carved on this band, and information about the periods is engraved over the level reports. Years are measured from the creation of the Lemur in the abbreviation AY, meaning After Yliakum. 500 years after the creation of the Lemur would be designated 500 AY. The year is subdivided into four [[Yliakum_Calendar|seasons]] only because of the different states of nature during these; birth, height, downfall and decay and the observation of the cyclic phenomena of vegetative growth.<br><br> | ||
===The Levels=== | ===The Levels=== | ||
Yliakum is tiered in eight levels, each one smaller than the previous as they descend. The two highest levels are above the point where the stalactite connects to the roof of the cave, and as such the uppermost level is the only place that has passages to the Stone Labyrinths.<br> | Yliakum is tiered in eight levels, each one smaller than the previous as they descend. The two highest levels are above the point where the stalactite connects to the roof of the cave, and as such the uppermost level is the only place that has passages to the Stone Labyrinths.<br> | ||
*The Dome | *'''The Dome''' | ||
This level is closest to the Crystal, which grants a blessing and a curse. Because of the greatness of light, most farming is done here. In contrast some areas are like a desert due to the closeness of the Crystal and the heat it causes. All mining is done in the Dome. The Bronze Doors that block access to the Stone Labyrinths are found on this level as well.<br> | This level is closest to the Crystal, which grants a blessing and a curse. Because of the greatness of light, most farming is done here. In contrast some areas are like a desert due to the closeness of the Crystal and the heat it causes. All mining is done in the Dome. The Bronze Doors that block access to the Stone Labyrinths are found on this level as well.<br> | ||
*The Barn or Upper Field* | *'''The Barn or Upper Field'''* | ||
There is still enough light to grow good crops on this level. Some beasts are raised here that do not thrive in the hotter Dome. The mint that creates all money used in Yliakum is in the Barn.<br> | There is still enough light to grow good crops on this level. Some beasts are raised here that do not thrive in the hotter Dome. The mint that creates all money used in Yliakum is in the Barn.<br> | ||
*The Far Ground* | *'''The Far Ground'''* | ||
Pterosaurs and Megaras are raised here amongst the forests. Wood is carefully harvested with strict allocations managed by the Octarch and his specially trained foresters.<br> | Pterosaurs and Megaras are raised here amongst the forests. Wood is carefully harvested with strict allocations managed by the Octarch and his specially trained foresters.<br> | ||
*The Forge* | *'''The Forge'''* | ||
This is where most of the heavy industry is. Keeping the upper levels free of smog is important, so most of the industry is located by the wall making use of huge natural vents; all smoke is funnelled into them. All large scale forging is done here, such as parts for the bronze doors, sewers, and winches.<br> | This is where most of the heavy industry is. Keeping the upper levels free of smog is important, so most of the industry is located by the wall making use of huge natural vents; all smoke is funnelled into them. All large scale forging is done here, such as parts for the bronze doors, sewers, and winches.<br> | ||
*Land's End* | *'''Land's End'''* | ||
Dominated by two huge waterfalls from the Irifon and Radiant Rivers that, after a long journey underground and along crevices, plunge down from the Forge and into Shore.<br> | Dominated by two huge waterfalls from the Irifon and Radiant Rivers that, after a long journey underground and along crevices, plunge down from the Forge and into Shore.<br> | ||
*Shore* | *'''Shore'''* | ||
A semi tropical marshy mangrove forest, the humid air constantly filled with mist from the waterfalls.<br> | A semi tropical marshy mangrove forest, the humid air constantly filled with mist from the waterfalls.<br> | ||
*Lower Field* | *'''Lower Field'''* | ||
Seaweed cultivation is the most common aspect of this partially underwater level. The constant rising and falling of the lake floods the Lower Field on a regular basis. During periodic times of low water levels, the revealed land is covered in rich, silty bogs that form the base of many underwater crops when the water rises again. Most Nolthrir make their home on this level.<br> | Seaweed cultivation is the most common aspect of this partially underwater level. The constant rising and falling of the lake floods the Lower Field on a regular basis. During periodic times of low water levels, the revealed land is covered in rich, silty bogs that form the base of many underwater crops when the water rises again. Most Nolthrir make their home on this level.<br> | ||
*The Deep* | *'''The Deep'''* | ||
No one has travelled to the crushing depths at the bottom of the lake. Creatures have been known to rise from the dark waters to attack boats and swimmers.<br><br> | No one has travelled to the crushing depths at the bottom of the lake. Creatures have been known to rise from the dark waters to attack boats and swimmers.<br><br> | ||
<nowiki> *</nowiki> ''Levels to be added in future versions.''<br><br> | <nowiki> *</nowiki> ''Levels to be added in future versions.''<br><br> | ||
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===The Death Realm=== | ===The Death Realm=== | ||
If a healthy being is mortally wounded, the body will most often, but not always, vanish from the Living World upon death to reappear in the Death Realm. During the process of transportation, the body is completely healed. This is called a ''"common" death'', and the "deceased" can return to life after passing the trials of the Death Realm. However, if the body is too severely wounded, such as by being instantly burned, infected with [[Ojavedan | If a healthy being is mortally wounded, the body will most often, but not always, vanish from the Living World upon death to reappear in the Death Realm. During the process of transportation, the body is completely healed. This is called a ''"common" death'', and the "deceased" can return to life after passing the trials of the Death Realm. However, if the body is too severely wounded, such as by being instantly burned, infected with [[Ojavedan Plague|plague]], poisoned with illegal drugs or consumed in its entirety by certain beasts from the [[Stone Labyrinths]], what is left of it stays in the Living World and the spirit dissipates permanently. This is known as ''True Death'', from which there is no returning.<br> | ||
Death by old age is also a common cause of True Death. In some cases that cannot be explained, healthy individuals will suffer True Death from wounds that would normally send them to the [[Death Realm]]. If a body does not vanish within a short time period, the being is considered to be a victim of True Death.<br> | Death by old age is also a common cause of True Death. In some cases that cannot be explained, healthy individuals will suffer True Death from wounds that would normally send them to the [[Death Realm]]. If a body does not vanish within a short time period, the being is considered to be a victim of True Death.<br> | ||
The Death Realm itself is a vast world of its own accord. It does not follow the rules of the Living World, often having odd shifts of gravity and floating structures with no apparent support. Ageing is slowed, granting those in the Death Realm longer “life”. In return those who spend their lives living in the Death Realm will never be able to return to the Living World, or they would instantly perish from old age. Dark Way magic has its source in the Death Realm in the form of the Dark Crystal. The Goddess of the Death Realm is Dakkru; no god can pass through the barrier between the two realms.<br> | The Death Realm itself is a vast world of its own accord. It does not follow the rules of the Living World, often having odd shifts of gravity and floating structures with no apparent support. Ageing is slowed, granting those in the Death Realm longer “life”. In return those who spend their lives living in the Death Realm will never be able to return to the Living World, or they would instantly perish from old age. Dark Way magic has its source in the Death Realm in the form of the Dark Crystal. The Goddess of the Death Realm is Dakkru; no god can pass through the barrier between the two realms.<br> | ||
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Trading is mainly done with coins, though barter and credit letters are also available. A currency mint on the second level produces coins for all of Yliakum. Since it's a closed society, the minters only have two jobs; to repair or replace broken coins and to make more coins as the economy demands.<br> | Trading is mainly done with coins, though barter and credit letters are also available. A currency mint on the second level produces coins for all of Yliakum. Since it's a closed society, the minters only have two jobs; to repair or replace broken coins and to make more coins as the economy demands.<br> | ||
**'''Tria''' | **'''Tria''' | ||
"Tria" are the base currency of Yliakum. They are made of a crystal-mineral alloy that is resistant to corrosion. This allows the Nolthrirs to take them under water, increasing their worth as a currency across all levels. The crystal can easily be found in the mines and is transparent or light green in colour. Magically forging the crystals produces a perfect triangle with rounded edges.<br | [[Image:tria_icon.png]] "[[Tria]]" are the base currency of Yliakum. They are made of a crystal-mineral alloy that is resistant to corrosion. This allows the Nolthrirs to take them under water, increasing their worth as a currency across all levels. The crystal can easily be found in the mines and is transparent or light green in colour. Magically forging the crystals produces a perfect triangle with rounded edges.<br clear="all"/> | ||
**'''Other Coins''' | **'''Other Coins''' | ||
Other more valuable coins are made of crystal-mineral alloys as well, though their composition gives them distinct colourings. The light blue "Hexa" has a value of ten Tria and has a hexagonal shape. The red "Octa" is worth fifty Tria, or five Hexa, and is made in the shape of an octagon. The golden "Circle" is worth two hundred and fifty Tria, or twenty five Hexa, and is circular in shape.<br | Other more valuable coins are made of crystal-mineral alloys as well, though their composition gives them distinct colourings.<br> | ||
[[Image:hexa_icon.png]] The light blue "Hexa" has a value of ten Tria and has a hexagonal shape.<br clear="all"/> | |||
[[Image:octa_icon.png]] The red "Octa" is worth fifty Tria, or five Hexa, and is made in the shape of an octagon.<br clear="all"/> | |||
[[Image:circle_icon.png]] The golden "Circle" is worth two hundred and fifty Tria, or twenty five Hexa, and is circular in shape.<br clear="all"/> | |||
**'''Unofficial Currencies''' | **'''Unofficial Currencies''' | ||
Coins of higher value are not official because they are not made in the official mint. Instead rich merchants who need an easier way to make large trades create them. The merchants use a silver coin, worth five hundred Tria, and a platinum coin, worth one thousand Tria. To make large trades like this using official currency, banks and crafting guilds will issue credit letters to whoever needs them.<br> | Coins of higher value are not official because they are not made in the official mint. Instead rich merchants who need an easier way to make large trades create them. The merchants use a silver coin, worth five hundred Tria, and a platinum coin, worth one thousand Tria. To make large trades like this using official currency, banks and crafting guilds will issue credit letters to whoever needs them.<br> | ||
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* Follow the worn track: it's safe from wandering monsters. | * Follow the worn track: it's safe from wandering monsters. | ||
* When you're spotted by a monster, it usually turns to face you: get away from it and you won't be hurt. | * When you're spotted by a monster, it usually turns to face you: get away from it and you won't be hurt. | ||
* If you don't watch where you go, you run the risk of running past a field full of deadly monsters — it's your own fault!<br> | * If you don't watch where you go, you run the risk of running past a field full of deadly monsters — it's your own fault! | ||
* All cities provide pterosaur travel services - it's safe & fast, but will cost you some tria.<br> | |||
= Glossary = | = Glossary = |
Latest revision as of 16:46, 20 May 2023
Note: This Guide refers to PlaneShift Arcane Chrysalis (0.5) release but was recently updated.
It means that it is good for PlaneShift Azure Spirit (0.6) release as well!
You can also have a look at the Quickguide and/or at the Players Guide (Old).
- If you notice that something is still missing or wrong, please let us know writing a post in the game's forum.
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