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Manual abstract: user guide GAMES PC HORIZONS-EMPIRE OF ISTARIA
Detailed instructions for use are in the User's Guide.
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Horizons PC Manual Interior Front Cover
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Table of Contents
Introduction . . 33
Introduction
WELCOME TO HORIZONS!
A new world has risen among role-playing games, one that will usher in the next era of online play. It is an immense world where fantasy and reality blur -- an epic expanse where thousands of online players create and seek out their own Horizons. Welcome to the real-time world of Istaria, a boundless fantasy frontier offering a level of detail never before witnessed. [. . . ] For admission, these specialized schools often require the completion of a quest or sufficient knowledge of specific skills. Examples of Prestige Schools include Alchemist, Armorer, Carpenter and Ranger. Little is known about some Prestige Schools, since membership in them is a secret of the school.
PRACTICING A CRAFT
Once your character joins a Craft school and receives his or her starting equipment from the school trainer (see Schools on page 19), you can immediately start practicing the skills associated with that school. The first step is to go out and gather resources.
Gathering Resources
There are many types of resources in Istaria. Any tradesperson with the proper tools and experience can gather these resources by equipping the tool, targeting the resource node, getting close enough to it, and then clicking on the "Gather" button (located in the Actions window). Higher skill levels allow you to gather rarer resources, and to gather them in larger quantities.
Ranged Combat
If you are equipped with a ranged weapon (such as a bow or crossbow), clicking on the Attack button will cause you to fire that weapon as soon as the target is within range. In ranged combat, just as in melee combat, the damage done and the delay between shots are functions of your weapon, and combat will continue until one combatant is slain or the battle is otherwise broken off.
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Magical Combat
Magical combat works in a very similar fashion to other forms of combat. Each offensive spell has a range (which may be melee range) and once the target is selected, the magical combat can be initiated either by using an assigned Hotkey or by double-clicking the desired spell in your Spellbook.
Death and Resurrection
When your character dies (which is bound to happen occasionally if you choose to brave the wilds of Istaria), a couple of things can happen. If you have a Cleric friend in the area who is able to resurrect your character, you can remain in the spot where you died until he or she revives you. You can also press the Recall button on the Actions window and reappear at your bind point with all items intact and no lost experience or skills. Whichever method you choose, your character will gain a Death Point and will be temporarily weakened. The amount of time your character remains in this weakened state will depend on the number of Death Points your character has accumulated. Death Points dissipate through player actions, such as quests, and with the passage of time.
Special Combat Abilities
As your character gains ranks in various Adventure schools, he or she will gain special abilities. These will be found under the Abilities tab of the Character window. Many special abilities are passive, but some are active and can be dragged to the Hotkey bank like spells. To use an active special ability during combat, click on the hotkey to which you assigned it. The ability's effect will occur, and the hotkey button will be grayed out for a certain period of time while the ability "recharges. " Most special abilities are school-specific, meaning they cannot be used by a character who has transferred to a school that doesn't offer that ability. For instance, a Scout gains Power Shot upon attaining a certain level. If that character switches to the Healer school, Power Shot will no longer be available to him. If he later rejoins the Scout school, he will once again able to use the Power Shot ability.
MAGIC
Magic skills are grouped within schools exactly like combat skills and tradeskills. Spell effects range from Fire Bolts and Lightning Blasts to healing and protection enchantments. In order to cast a spell, a character must first obtain the spell from a tradesperson, quest reward or trainer, and then add it to his or her Spellbook. [. . . ] This warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Product fails to conform to this warranty, you may, as your sole and exclusive remedy and our sole and exclusive liability, obtain a replacement free of charge, or a refund, at our sole discretion, if you return the defective Product. (Follow the Product Return Procedures described in the manual accompanying the Software. ) We do not warrant that the Product, its operations or its functions will meet your requirements or produce any desired results, or that the use of the Product will be without interruption or error. We make no promise that the Game or Software will work properly with any peripheral device including, but not limited to, memory card(s), network adaptors and modems. [. . . ]
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