From d0551e6eb20aadc15894804adbb897c07a27cbb8 Mon Sep 17 00:00:00 2001 From: threememories Date: Mon, 27 Apr 2026 01:26:03 +0000 Subject: [PATCH] Upload files to "Message" --- Message/45016.txt | 8 ++++++++ Message/45017.txt | 15 +++++++++++++++ Message/45019.txt | 13 +++++++++++++ Message/45021.txt | 12 ++++++++++++ 4 files changed, 48 insertions(+) create mode 100644 Message/45016.txt create mode 100644 Message/45017.txt create mode 100644 Message/45019.txt create mode 100644 Message/45021.txt diff --git a/Message/45016.txt b/Message/45016.txt new file mode 100644 index 0000000..248b952 --- /dev/null +++ b/Message/45016.txt @@ -0,0 +1,8 @@ +1 6 0 1 99 The Adventurer is the jack of all trades. While it is difficult for an Adventurer to excel in any one area, they can become quite handy with many weapons and cast some spells effectively. This versatility is helpful when dealing with the diverse situations that may be encountered. +1 105 0 1 99 the Adventurer +4 6 0 1 99 A Thief thrives by moving quickly and silently. Thieves usually become adept at opening locked objects, robbery, ambush and avoiding traps. Many a Realm resident has discovered items missing from an encounter with a Thief. Also, for those seeking well-guarded treasure, a skilled Thief in a party can be a valuable asset. +4 105 0 1 99 the Thief +2 6 0 1 99 A Warrior is a pure fighter who excels in all forms of physical combat. The warrior rapidily gains skill with almost any weapon. A Warrior's defensive capabilities are unparalleled. With training and experience, this combination can make the Warrior a lethal foe in any combat situation. +2 105 0 1 99 the Warrior +3 6 0 1 99 The Wizard is the ultimate scholar of the mystical arts. Generally a Wizard's spells will be more powerful and use less mana to cast than those of the other professions. The intellectually powerful Wizard is resistant to any spell casting opponent in battle. Alignment determines the type of magicks a Wizard may learn. +3 105 0 1 99 the Wizard diff --git a/Message/45017.txt b/Message/45017.txt new file mode 100644 index 0000000..e8187f8 --- /dev/null +++ b/Message/45017.txt @@ -0,0 +1,15 @@ +9 6 0 1 99 Alignment determines which path of life you choose. Evil is dedicated to Chaos, Good is concerned with Light and Life. Neutral is balanced between Good and Evil, not choosing the course of either. +13 6 0 1 99 Those of the Evil Alignment are dedicated to destruction and power. They uphold Chaos and Death. +15 6 0 1 99 Those of the Good Alignment are dedicated to helping others. They uphold Order and Life. +14 6 0 1 99 Those of Neutral Alignment balance between Good and Evil, taking sides with neither. +8 6 0 1 99 Selecting "Yes" allows other players to engage you in combat. Neither setting affects non-player combat. If you attack another player during the game, your setting will become "Yes". The "Yes" setting is irreversible. Thieves must always take the risk of attack from others. +2 6 0 1 99 Dexterity measures coordination, agility, and reflexes. Having a high dexterity will improve your ability to hit, dodge, and block in combat. Dexterity is also important for thieves, since many of the associated skills require a high dexterity. +5 6 0 1 99 Endurance signifies stamina. Endurance directly corresponds to a characters' hit points. The greater amount of hit points, the longer a character can endure in battle before succumbing. +3 6 0 1 99 Intelligence indicates learning ability and memory capacity. The intelligence attribute is especially important for spellcasters because it directly affects the number and difficulty of spells that can be learned. Additionally, a majority of non-combat skills require a high intelligence to master. +12 6 0 1 99 Wizards of Evil alignment will start with spells from the Necromancy and Mysticism circles. +10 6 0 1 99 Wizards of Good alignment will start with spells from the Thaumaturgy and Sorcery circles. +11 6 0 1 99 Wizards of Neutral alignment will start with spells from the Elementalism and Sorcery circles. +7 6 0 1 99 Magic Resistance increases a characters' natural defense against the effects of magic. +6 6 0 1 99 Poison Resistance increases a characters' natural ability to defend against toxins. Greater poison resistance will also allow a character to heal slightly faster. +4 6 0 1 99 The speed attribute measures swiftness of movement. With greater speed, more blows can be dealt in combat either unarmed or equipped with a dagger. Thieves with greater speed are more effective pickpockets. +1 6 0 1 99 The strength attribute signifies physical strength. This is an important attribute for Warriors, since having a high strength will allow you wear heavy armor and deal extra damage with weapons. Strength also determines the total weight of items that you can carry. diff --git a/Message/45019.txt b/Message/45019.txt new file mode 100644 index 0000000..63ec907 --- /dev/null +++ b/Message/45019.txt @@ -0,0 +1,13 @@ +12 6 0 1 99 Clicking on this button will display your character's affected states (i.e. Poisoned, Invisible) +6 6 0 1 99 Clicking on this button will display your character's attributes. +2 6 0 1 99 Clicking on this button will remove this display and return you to The Realm. +1 6 0 1 99 Clicking this button will allow you to view the character's biography. +3 6 0 1 99 Clicking this button will restore your character's biographical text as it was, prior to editing. +11 6 0 1 99 Clicking this button will allow you to restore your character's title to it's original form, prior to editing. +4 6 0 1 99 Clicking this button will allow you to edit your character's biographical text. +9 6 0 1 99 Clicking this button will allow you to edit your character's title. +8 6 0 1 99 Clicking this button will allow you to view the character's heraldry. +10 6 0 1 99 Clicking this button will allow you to save your character's new title. +7 6 0 1 99 Clicking on this button will allow you to view your character's skills. +5 6 0 1 99 Clicking this button will allow you to save your character's updated biographical text. +13 6 0 1 99 Clicking this button will allow you to edit your character's title. diff --git a/Message/45021.txt b/Message/45021.txt new file mode 100644 index 0000000..23d1a5b --- /dev/null +++ b/Message/45021.txt @@ -0,0 +1,12 @@ +6 6 0 1 99 An increase in points in Axes will increase your ability to use these weapons in combat. +4 6 0 1 99 This skill determines how well you can use a dagger in combat. +2 6 0 1 99 This signifies how well you can cast dark magic spells. Points here will increase you maximum magic power. +11 6 0 1 99 The higher your points in this skill, the better you are at defending against various attacks. +8 6 0 1 99 An increase in points in this skill will increase your ability to detect traps in chests, doors, and other objects. +3 6 0 1 99 Earth Magic indicates how well you use earth magic spells. Points here will increase your maximum magic power. +1 6 0 1 99 This indicates how well you can cast light magic spells. Points here will increase your maximum magic power. +9 6 0 1 99 An increase in points in this skill will increase your ability to pick a lock. +12 6 0 1 99 An increase in your skill at pickpocket allows you to more effectively steal from others. +10 6 0 1 99 Stealth indicates your ability to move around and hide in shadows without detection. +5 6 0 1 99 An increase in points in this skill will increase your ability to wield a sword in combat. +7 6 0 1 99 This skill indicates your ability to fight using the martial arts.