
                       P L A Y E R S   H A N D B O O K  
                           for LEGENDS version 4.3      
                                                        
                        Written by Jeffrey D. Hoffman   


     Before we begin, I would like to make a note about genders.  Through-out
this handbook, I refer to players as He, but I only do that to avoid confusion
with constant s/he's in my paragraphs.  Despite the fact that LEGENDS does not
have a Male/Female field during character creation, players of both sexes are
welcome into any game, and I encourage females to portray female characters, to
add variety to the game.


1.1 CHARACTER ATTRIBUTES  

     The backbone of the character that will portray you in the fantasy realm
within LEGENDS is your character attributes.  These values, which are
catagorized into strength, dexterity, constitution, intelligence, wisdom, and
charisma, are defined below.  Each description gives a rough summary of what
the ability encompasses, and then gives specific references to LEGENDS
gameplay.
     All abilities are selected by the generation of six random numbers that
range from three to eighteen, where three is the worst possible score.

     Strength (STR) measures your character's overall strength, endurance, and
stamina.  The higher this score, the better your chances at hitting an opponent
during combat, and you will do more damage upon a successful hit.  This
attribute also defines the maximum number of pounds that your character will be
able to carry.

     Dexterity (DEX) defines how agile your character is, and also includes
your character's hand-eye coordination, reaction speed, and balance.  The
better the score for this attribute, the harder it will be for opponents to hit
you.

     Constitution (CON) encompasses your character's physique, fitness, and
physical resistance to hardship.  This score directly effects the number of
hitpoints that your character will gain every time you advance an experience
level.  The higher this score, the more your hitpoints will go up.

     Intelligence (INT) is your character's reasoning and memory skills.  This
score is a prime requiste for any character that would like to use magic.  The
higher this score, provided your occupation allows the use of magic, the
greater the number of spell points that you earn upon advancing a level.

     Wisdom (WIS) describes your character's enlightenment, judgement, and
willpower.  This ability plays an important part in the resistance of evil,
magical spells, and from having life stolen from your character.

     Charisma (CHA) determines how physically attractive your character is.
The higher this score, the more the townes folk will respect your character.
This results in more ability to barter with the shopkeepers, and lower prices
all around.

     Although it was not stated above, it is important to realize that a low
score in any of these attributes will work opposite of what a high score would
reward you with.  For instance, a low score in dexterity, such as a three or a
four, would make you very slow, and therefore your character would be naturally
easy to hit.


1.2 CHARACTER ALIAS 

     I can't tell you what to name your character, but I can give you some
ideas to keep in mind when you select the alias that will portray you in the
realms.
     Select a name that is worth believing in.  No one, especially other
players, will respect a dwarf fighter named ButtFace.  Pick a name that has
either personal meaning to you, a character that you have played before, or a
name that just sounds like someone you'd meet in the middle ages.


1.3  CHARACTER RACE 

     When creating your character, it is important to realize that as much
importance should be placed upon the race and occupation selection as it has
been for your attribute selection.  Another factor to consider is that your
character's attributes, as stated above, are your character's backbone.  You
must select a race and occupation that suites the abilities that you have
rolled.
     There are six different races to select from when generating your
character.  Each race will affect your ability scores in one way or another.
Below are definitions of each race, including descriptions and a listing which
includes each of the altercations that are made to your ability scores.

     Dwarves are short, stocky creatures that are easily identified by their
height and shape.  They have dark eyes, dark hair, little sense of humor, but
enjoy beer, ale, mead, and even stronger drink.  They have a particular
interest in precious metals, especially gold.  They are ill-disposed toward
magic, and tend to have little talent with it.  In contrast, they make
excellent fighters, warcrafters, and engineers.

     Elves tend to be somewhat shorter and slimmer than normal humans.  Their
features are delicately chiseled into each individual, and they speak with
great emphasis on the melody in their voices.  Despite their fragile
appearance, they are quick and strong by birth.  They enjoy dancing,
frolicking, and romance.  Elves have great respect for things of beauty.  They
do not make friends easily, but a friend (or enemy) is never forgotten.  Elves
have the strongest ties to magic within the realm.

     Gnomes are kin to dwarves, and for the most part are noticeably smaller.
They have dark tan or brown skin, and pride themselves on their less rotund
appearance from their distance cousins.  They have a sense of silliness, and
have a great fondness for practical jokes.  They prefer to live in places of
rolling hills or well wooded areas.

     Half-Elves are the most common mixed race in the realm.  They have
ancestors of both human and elven.  They mingle freely with either race, and
contain a mixture of attributes from either race, dependant upon background.
They are generally slim, and enjoy working with their hands.

     Halflings are short, generally plump individuals that remind many of small
humans.  This race is both sturdy and industrious, generally peaceful and
quiet.  They enjoy homespun tales of adventure, good living, and rough humor.
They are exceptionally conversational when in the company of good companions.
They also have a natural ability to magic, and enjoy to toy with it on many
occasions.

     Humans need no definition, because they are the easiest character to
role-play, since after all, you are one.  One quick note, however, is that in
this realm, they do have the ability to work with magic, and over the years,
they have become very proficient in its use.

                               A D J U S T M E N T S         
                                                             
                           STR   DEX   CON   INT   WIS   CHA 
                  Dwarf     +3    +1    +2     0     0    -1 
                  Elf       +1    +1     0    +2     0     1 
                  Gnome     +2    +2    +2     0     0    -2 
                  Half-Elf  +1    +1     0    +2     0    -1 
                  Halfling  +2    +1     0    +2    +1     0 
                  Human     +2    +1    +1    +1     0     0 


1.4 CHARACTER OCCUPATION 

     Based upon your character's attributes, it is now the best time to select
the occupation that you will have.  Keep in mind that you should pick an
occupation that is suited to the values that your character now has, because a
good set of abilities will make or break a character.

     Assassins are common in the realms, but not quite liked in many townes,
upon the discovery of their occupation.  More often than not, they conduct
themselves on good terms with the townesfolk, displaying excellent manners and
always upholding a dignified manner.  Once they have been hired, however, their
real personality appears.  They move in the shadows, wielding throwing knives
and crossbows.  They enjoy stalking their prey, but will make a kill quick and
painless if they are under pressure.  They never kill without reason, and it is
an unwritten rule that they be payed for their services - one does not mess
with an assassin, especially over money.

     Avengers work very much unlike a range.  Although they enjoy the outdoor
life, they much prefer to be inside, or wandering through the unknown of some
dark dungeon.  They have practiced over the years and have gained the power to
cast basic sorcerer spells.  They work excellently with crossbows, swords, and
other polearms.  They make good companions in the darkest dungeon, and will not
hesitate to tell a boastful story of their powers.

     Clerics work one on one with nature and the magics that guide it.  They
control the ability to both heal and inflict wounds upon a friend or an enemy
with only a thought.  They have the ability to control weather, including wind,
rain, and lightning.  They make excellent fighters and work very well with
maces and flails.  Religion tends to discourage the use of bladed weapons with
this occupation.

     Fighters are probably the most common occupation in all the realms.  They
stand as more reformed than a warrior, but not quite as powerful as a knight.
Fighters love to fence and perform swordplay.  They work well under stressful
situations, and are not afraid of the dark.

     Jesters are, despite their title, a worthy class capable of many great
feats.  After many years of training, a jester gains the ability to work very
well with magic, and they have harnessed both cleric and sorcerer spells to a
low level.  Jesters also have their own magical spells, which allow them to
perform strange feats of magic, and to disillusion their opponents and friends
for entertainment.

     Knights serve the public, and will always bow to manners before they will
bow to revenge or other wills.  They will never dishonor their own title, and
will not hesitate to charge into a deadly situation if he knows that others
will be saved by his sacrifice.  Knights never swear, and never drink anything
more powerful than an ale.  They enjoy working out, and make very worthy and
respectful party members.

     Rangers enjoy the outdoors a lot like a scout.  They wander from place to
place, well aware of the world around them.  They can instantly recognize any
tree and determine its age.  As they grow in experience, they gain the ability
to summon and befriend animals including wolves, hawks, and bears.  They work
well with a sword or a bow, and tend to vanish into the brush and stalk their
opponents from the safety of the leaves.  They are powerful fighters, and have
the ability to harness several low level spells that they have learned from the
clerics.

     Scouts are a proud race of individuals who enjoy the rough life amidst the
outdoors.  They tend to be lighthearted adventurers who will stop at nothing to
reach the most exciting thrill of their lives.  They can recall any forest or
rolling hillside they have wandered through with deadly accuracy, and their
abilities with a sword stand in a close second.  Scouts also enjoy the
possibility of learning magics due to their closeness with nature.  They can
cast low level cleric and sorcerer spells based upon their status.

     Sorcerers are a powerful, and respectable class.  They alone have the
ability to command the elements at their every whim.  A sorcerer makes an
excellent fighter, and makes a worthy quarterstaffman.  Their magical abilities
include that of conjuring simple lights to filling a dungeon cavern with towers
of flame.  Due to their harse nature, their magic abilities are unable to
control the art of healing, and thus they make close ties with any clerics who
may happen to journey with them.

     Thieves stand as the most respectable and the most hated occupation.  They
live a life of quiet rebellion as they make their way through a world inwhich
they alone hold the key to each door that blocks their paths.  They know the
unknowable, they open the unopenable, and they steal the unstealable.  They are
stealthy characters, and it is a rare occasion that they can be trusted.  They
will stop at nothing for a chance to amount a large fortune.

     Warriors are a raw, routy bunch of adventurers that are often found at
taverns by night and asleep by day.  Their wild tales make knights laugh, women
wonder, and give children nightmares.  They tend to love the drunken state, but
make powerful opponents whether they are drunk or not.  Basically, this class
contains those adventurers who have not yet attained the title of fighter, and
can get away with a little bit more because society does not expect as much out
of them.


2.1 MOVEMENT 

     Movement is accomplished by way of several simple commands:

                                NORTH          UP  
                                                 
                            WEST  EAST         
                                                 
                                SOUTH         DOWN 

     Players can also type shortened versions of each direction, such as N for
North, S for South, etc.  With these commands, players can move through any
exit that exists, as long as there is not a closed door in that direction.
Exits are displayed both within the room description and below the room
description.


2.2 TAKING COMMAND OF LEGENDS 

     The LEGENDS command parser is extensive, accepting over one hundred
seperate instructions to give the player as much control over their character
as possible.  This section takes a look at each of the commands and their
functions during game play.  During these descriptions, if the command makes
reference to a character, assume I am referring to GeoffreyPhoenix, a level
sixteen, elf, sorcerer.
     Each command is listed in UPPER CASE, and the commands enclosed in
parenthesis represent other verbs that LEGENDS will accept to perform the same
deed.  On the usage line, the command is once again printed in UPPER CASE, and
any information required from the player is listed in parenthesis.  Any
optional data, that may not be needed every time you enter the command, is
listed in brackets.

ATTACK (FIGHT, KILL, MURDER, PUNCH, STAB, STRIKE) instructs your character to
attempt to inflict damage upon a monster or opponent in the game.  The reason
this is an attempt is due to several factors that compose a round of combat -
i.e. the opponent's armor class, your weapon, and your skill.
        Usage:  ATTACK (Opponent's name)
        Example: Attack beholder

CAST (CONJURE, INVOKE) is used when you want your character to use a magic
spell either upon himself or other target.  This command is accessible only to
characters that have magic points, and will fail if one, who is not of magical
origin, attempt to use it.  The spells that your character has accessible to
him are listed in your ever-present spell book.  Simply examine it in order to
see it's contents.
        Usage:  CAST (Spell name) [AT (Target)]
	Example:  Cast light
	Example:  Cast call lightning at ogre

CLOSE (SHUT) instructs your character to close a door that is open.
This prevents passage through that exit until the door has been opened again.
        Usage:  CLOSE (Door)
        Example:  Close wooden door

COMMANDS displays a listing of all the commands that LEGENDS is willing to
accept from your character.  This display varies depending on how much
privilege your character has.

DEPOSIT instructs your character to deposit gold into their account. Your
character must be standing in the local treasury in order to successfully
deposit their gold.
        Usage:  DEPOSIT

DO (ACT, ACTION) allows your character to perform actions that are not covered
by this command parser.  This command's soul purpose is to reflect your
character's emotions, reactions, and quirks to the other players.  This command
takes only a minute to learn, but will add a great deal of reality to the game.
     I will now illustrate this command using this example: LithiumGodSlayer
(human, sorcerer) has just told GeoffreyPhoenix that one of his most trusted
scouts has turned traitor.  Geoffrey wishes to display his surprise, and thus
he types:
        Command:  do gasps in surprise.
     The result of the command being displayed to all others present in the
room:
        GeoffreyPhoenix gasps in surprise.

        Usage:  DO (Role-playing action)
        Example:  Do gasps in amazement.

DROP (LEAVE) instructs your character to leave an item behind that he has been
carrying.  The item will remain in the same room until the player or someone
else pick it back up again.
        Usage:  DROP (Item)
        Example:  Drop long sword

EXAMINE (SEARCH) instructs your character to make a more detailed examination
of any object of your choosing.  The object, which can be either another player
or monster, an item, or a door, must be present in the room.  In case of an
item, it can either be in the room or being carried by the player examining it.
If you examine another player, you will see what the player is wearing in the
way of armor, and what weapon he is wielding.
        Usage:  EXAMINE (Object)
        Example:  Examine skull staff

GET (TAKE) has your character pick up an object that is in the room with you.
Your character will be able to carry the item with you, provided that he is
able to carry the entire weight of the object.
        Usage:  TAKE (Item)
        Example:  Take chain mail armor

HEAL can be used when your character is in any place where an NPC can heal you.
By using this command, your character will interact with the healer, so that
you can restore hit points via the healer's power.
        Usage:  HEAL

HELP brings up this text display and allows you to read through the Players
Handbook while online.  You can also download it through this program also.
        Usage:  HELP

INVENTORY brings up a list of all the items your character is currently
carrying.  This list also displays how many gold coins you have, and your
current and maximum weight allowances.
        Usage:  INVENTORY

JOIN (FOLLOW, PARTY) allows your character to follow another while they move
from room to room.  This command was designed especially for party adventuring,
and has several nice features.  Also bare in mind that when you are adventuring
with a group, they must all follow the same leader, otherwise some characters
will be left behind.
     For instance, GeoffreyPhoenix joins LithiumGodSlayer.  Every time
LithiumGodSlayer moves, Geoffrey's screen changes to reflect their new
location.  If Geoffrey wants to try a different passage, he is free to
move off where-ever he likes, and when he returns to Lithium's side, he
will automatically begin to follow him again.
     If you are following someone and no longer wish to follow that character,
simply type JOIN at the command line, and you will no longer follow anyone.
        Usage:  JOIN [Player name]
	Example:  join LithiumGodSlayer
	Example:  join

LEARN allows a spell caster to learn a new spell upon reaching a new experience
level.  When this command is used, a listing of all the spells available to the
spell caster is displayed and you can choose one of the spells.  You can only
learn the same number of spells as your experience level.
        Usage:  LEARN

LOCK (BRACE) instructs your character to lock a door.  Keep in mind that the
door must be closed, it must have a lock, and your character must be carrying
the appropriate key in order to successfully lock a door.
        Usage:  LOCK (Door)
        Example:  Lock wooden door

LOOK (LIST) displays the room that your character is standing in, including the
room description, exits, any items, and any other players or NPCs that are in
the room with you.  Some rooms require light sources in order to see their
contents, and without one, you will see nothing but darkness.  Another feature
of the look command is the ability to look at one specific listing.
     For instance, if GeoffreyPhoenix would like to quickly see the other players in
the room, he could type:
        Command:  look players
     He would then be displayed a list of all of the players currently in the room
with him.  This works the same with items and exits.
        Usage:  LOOK [EXITS ITEMS PLAYERS]
	Example:  look
	Example:  look items

NEWCHARACTER allows you to signify that you would like to begin a new character
without loosing your original one.  When you use this command, your original
character remains in the room where you left him and does not move.  He will
attack someone if he is attacked first, but otherwise, he simply stands there
just like what others would see while you were offline.
     You will now find yourself back at the character generation screen and you
will be asked to roll up your new character.  Once that is complete, you will
be playing your new character.  You can resume your other character at any
point by using the resume command.  (See resume.)
          Usage:  NEWCHARACTER

OPEN instructs your character to open a door.  Provided that the door is
closed, and not locked, your character will have no trouble opening the door.
        USAGE:  OPEN (Door)
	Example:  open rusty gate

PICK is a command that ONLY a thief can understand.  With a set of lock picks,
a thief can attempt to pick any lock that he comes across, provided it is
locked.  This is an attempt, because it wavers on the thief's ability and the
sturdiness of the lock.
        Usage:  PICK (Door)
        Example:  Pick metallic door

PULL (LIFT, PUSH, ROTATE, SHIFT, SLIDE, TURN, TWIST) instructs your character
to perform an action upon an object or door in the same room as you are.  This
command is especially handy for discovering secret passages.  This also allows
your character to activate traps including hidden darts and trap doors to lower
levels of the dungeon.
        Usage:  PULL (Object)
        Example:  Pull torch
	Example:  Pull thin, green book

PURCHASE allows your character to interact with an NPC shopkeeper.  Provided
that the store-owner has something to sell, this command will bring up a list
of their inventory, and then you can select and barter for items on that list.
        Usage:  PURCHASE

QUIT allows you to exit from the LEGENDS software.

RESUME (ASSUME, SELECT) allows you to resume play of your other character.  You
must use the newcharacter command to create a second character first.  By way
of this command, your current character is made to act as if you were not
online, and you pick up play of your other character from their current
location.
        Usage:  ASSUME (Character name)
        Example:  Assume Lithiumgodslayer

SAY (ASK, EXCLAIM, GRUMBLE, MENTION, MUMBLE, STATE) is a form of character
expression.  This command allows you to have your character say something to
all of the other players in the room.  Depending on the command that you use,
the other players will see variations in how you say things.
     For example, GeoffreyPhoenix is discussing spell casting with
LithiumGodSlayer, and he now has a question.  He types:
        Command:  ask How does one cast a fireball spell at a dragon?
     LithiumGodSlayer, provided that he was online playing, would now see this
on his screen:
        GeoffreyPhoenix asks, "How does one cast a fireball spell at a dragon?"
	
	Usage:  SAY (Message)
	Example:  exclaim I just found a mystical, glowing sword!

SCREAM (ANNOUNCE, PROCLAIM, PRONOUNCE, YELL) sends your message to every player
who is currently playing LEGENDS.  They do not have to be in the same room as
you are in, and can be anywhere in the realm to receive your message.
        Usage:  YELL (Message)
        Example:  Yell "I've fallen and I can't get up!"

STATUS (STAT) displays the current status of your character, including name,
race, occupation, level, experience, hit points, spell points, and any readied
items, your character is using.
        Usage:  STATUS

SUICIDE allows you to end your character's life permanently.  By way of this
command, all of the things you are carrying are lost, and your character can
never be resurrected.  You will be able, however, to start a new one from
scratch.  If you have a second character created within LEGENDS, when you
suicide one, and then log back into the game, you will automatically resume
play of your other character.
        Usage:  SUICIDE

TITLE gives your character a title, in addition to their name.  This title is
displayed on the screen for all the other players, in the room, to see.  This
title stays with you as long as you like, and can be changed with a new title
command, or obliterated by simply typing TITLE alone on the command line.
     For example, GeoffreyPhoenix would like a title that reads "bringer of
evil and all-around nice guy."  He types:
        Command:  title bringer of evil and all-around nice guy
     In any room that he enters, any players there will now see:
        GeoffreyPhoenix, bringer of evil and all-around nice guy, is also here.

	Usage:  TITLE [Message]
	Example:  title bringer of death
	Example:  title
	
UNLOCK allows your character to try all of the keys he is carrying in the lock
you specify.  If the key works, the door will open, otherwise you will be
notified that you are not carrying the appropriate key.
       Usage:  UNLOCK (Door)
       Example:  Unlock silver door

USE (DRINK, EAT, READ) instructs your character to take advantage of a magical
ability that an item has.  For instance, some scrolls with have spells written
upon them.  This command allows both magic users and non-magic users alike to
cast that spell from the scroll.  Some scrolls or magical items require a
target for the spell to be used upon.
        Usage:  USE (Item) [ON TARGET]
        Example:  use Lightning Wand on troll
	Example:  read scroll of restore experience

WHO displays a list of all of the other players currently in the LEGENDS
system.  This displays their alias, their race, and their occupation, since it
is no longer displayed when they are n the room with you.
        Usage:  WHO

WIELD (READY, WEAR) instructs your character to put on a piece of armor or
wield a weapon.  If you are already wearing something and you try to put
something else over it, the original item will be taken off, and the new will
be put on in it's place.
        Usage:  WIELD (Item)
	Example:  ready staff of slaying
	Example:  wear chain mail armor


  Copyright (C) January, 1993 by Jeffrey D. Hoffman.  All Rights Reserved. 

