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Saturday, November 8, 2008

Alhazred's Old Book Collections 2

Old Book Volume 6
"The Legendary Sindar Race"

"Long ago, a mysterious people we know today as the Sindar dwelled in the
land of Falena. Their civilization was far more technologically advanced than
ours is today. Scholars say, however, that the Sindar left this land for
reasons unknown, never to return."

"The Sindar Race left behind many things to convince us of their existence.
For example, the ruins in the Deep Twilight Forest were built with
technology that far surpasses anything we have now. No expert doubts that
this was a dwelling of the Sindar Race."

"Some theorize, however, that the ultimate legacy of the Sindar race lies
not only in ruins such as those in the Deep Twilight Forest. Indeed, perhaps
the legacy of the Sindar race is this very land itself, Falena."

"These theorists contend that after the land was reduced to ashes with the
extinction of the Ancient Armes Dynasty, the Sindar race mysteriously
appeared, managing to return the rich, green lushness to this beloved land.
Nobody knows why the Sindar disappeared. But some scholars insist that this
race has not yet gone extinct... These scholars say that the first Queen of
legend, who descended to Lunas with the Sun Rune in hand, was actually from
the Sindar race."

"This theory may seem like mere speculation. However, one can indeed find
many similarities between the seal statue of the Sun Rune and ancient Sindar
relics. More proof of this intriguing theory is now being sought out by our
best and brightest scholars."


Old Book Volume 7
"The Art of One-on-One Duels"

"If your opponent "Guards", the only way to wound him is with an "Attack."
You won't produce dramatic results with just one "Attack," but a steady
barrage should eventually lead you to victory."

"When your opponent "Attacks," he leaves himself open. This is the perfect
opportunity to hit him with your "Special" move.
Conversely, if your opponent goes for a "Special" move, it's vital that you
stay calm and take up a defensive "Guard" stance. You can fend off your
opponent's move and even make a searing counterattack!"

"Even more important is the ability to instantly perceive what your opponent
is going to do and react quickly. You can't win without being decisive."

"Sometimes, both you and your opponent will "Attack" at the same time and
wind up in a "deadlock." The only thing that'll give you the upper hand in
situations like these is strength. Be aggressive!"

"And, finally, one more thing...
If your opponent is about to go down, he might hit you with a last-ditch
counterattack. You have to be ready to decide what to do in an instant. And
heaven help you if you make a mistake..."

"That's all! May victory be yours!"


Old Book Volume 8
"War: All About Military Units"

"Infantry advances on foot, defending against arrows with shields and heavy
armor. However, this unit lacks mobility and is vulnerable to cavalry. With
their great mobility, cavalry can overrun infantry, but their thin armor
leaves them vulnerable to archer attack."

"Archers are formidable against the lightly-armored cavalry. However, their
attacks are ineffective against infantry units, which are excellent at
defending arrow attacks."

"Combat ships transport a large number of infantry ready to transfer to
enemy ships for hand-to-hand combat. However, because the soldies on deck
are defenseless, combat ships are vulnerable to archer attack."

"Ships specialized in ramming attacks on other ships are called "rams."
With their thick armor, archer attacks do little damage, but their small
crews make rams vulnerable to combat ships coming up alongside them."

"Archer ships post a large number of archers on deck and specialize in
long-range attacks. They have the advantage over combat ships but are rather
defenseless against rams."

"Some archer units or archer ships have the word "Rune" attached to their
unit names. These units can perform powerful magic attacks, so they should
be utilized whenever possible. However, keep in mind that they have a limited
amount of magic attacks."

"The strengths and weaknesses of a military unit depend greatly on the
ability of its commander. Knowing how to form a great unit requires a lot of
trial and error."


Old Book Volume 9
"War: A Complete Tactical Guide"

"A commander of an army must have the vision for much more than simply winning
battles. Ideally, he must not only keep damage to his troops to a minimum, but
also bring about a speedy victory."

1. Advance Quickly
"The quicker the conclusion to warfare, the better. Loss of life can be held
to a minimum, and many benefits may be reaped as well."

2. Lure the Enemy Away
"If complete destruction of the main enemy force is your goal, eliminate the
enemies surrounding that main force. Identify as many of the enemy units
that surround the main force as you can, lure them away one by one, and
destroy them."

3. Don't Pursue the Enemy Too Far
"If you make too deep an incursion into enemy territory, enemy units might
surround you and you'll be unable to retreat. Any unit, no matter how strong,
is likely to get wiped out in the face of overwhelming firepower."

4. Destroy Enemiy Units Completely
"An enemy unit might sometimes possess valuable equipment or precious items.
In order to obtain these, you must destroy that unit completely. These war
trophies can help you in future battles, too."


Old Book Volume 10
"Unite Magic"

"In the process of researching Rune magic, I discovered a powerful, advanced
class of magic achieved through the simultaneous use of multiple Runes."

"Here is an outline of what I discovered.
First of all, this phenomenon only occurs when the advanced forms of the
five basic elemental Runes are used. These advanced-form Runes are the Rage,
Thunder, Flowing, Cyclone and Mother Earth Runes."

"Two magic users must each possess one of these five Runes, and they have to
cast the same-level magic at the same time."

"Their magic interacts and produces a powerful effect.
However, not just any two of these Runes will work. The combinations are
actually quite limited."

Rage + Thunder: Flame Array
Thunder + Flowing: Thunder God
Flowing + Cyclone: Water Dragon
Cyclone + Mother Earth: Fierce Wind Fang
Mother Earth + Rage: Scorched Earth

"Alas,I couldn't find any other combinations besides these five that produced
Unite Magic... It should be obvious, but I would still like to add that the
higher the level of magic the two magic users cast, the more powerful the Unite
Magic will be. And this is just speculation, but I wonder if this same
phenomenon is produced by combining the Dawn Rune and Twilight Rune..."

"If I somehow ever managed to get a hold of those two Runes, I'd love to test
that theory!"

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