Sryth - Browser Based Fantasy Text RPG

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Sryth™ Documentation

Last updated: 2/24/14

This Documentation provides a lean and concise guide for playing Sryth.

You'll find more detailed game information (including hints, walkthroughs, tips, and tricks) by visiting the Sryth™ Wiki.

Table of Contents

  1. Getting Started
    1. Signing up to play
    2. Creating Characters
    3. Playing The Game
  2. Character Statistics
    1. Melee Rating
    2. Stamina Points
    3. Agility
    4. Aura
    5. Body
    6. Mind
    7. Might
    8. Spirit
    9. Luck
  3. Character Skills
    1. Arcana
    2. Archery
    3. Diplomacy
    4. Horsemanship
    5. Lore
    6. Seamanship
    7. Thievery
    8. Unarmed Combat
    9. Weaponry
    10. Woodsmanship
  4. Character Powers
    1. Necromancy
    2. Gating
    3. Destruction
    4. Restoration
    5. Divination
    6. Illusion
    7. Elementalism
    8. Telekinesis
    9. Conjuration
    10. Fortification
  5. Items
    1. Types
    2. Obtaining
    3. Using
    4. Equipping/Unequipping
    5. Dropping
    6. Selling
  6. Monsters & Combat
    1. Starting Combat
    2. How Combat Works
    3. Killing vs. Subduing
    4. Fighting a Round of Combat
    5. Using Your Powers,Skills, and Items in Combat
    6. Viewing Combat Results
    7. Fleeing From Combat
    8. Winning Combat
    9. Losing Combat
  7. Playing The Game
    1. Saving & Restoring Your Game
    2. Event Adventures
    3. Map Overview
    4. Playing Tips

1. Getting Started

Starting your adventures in Sryth is quick and easy.

It's free to sign up and play. All you need is a valid email address. You'll also need to think up a username and password for your account.

1.1 - Signing up to play

It's free to sign up and play. Just pay a visit to the signup page and submit the required information to create your Sryth™ account.

A Welcome Email (which includes a special Bonus Code) will be sent to the email address that you provide. The Bonus Code can be redeemed for an Experience bonus for your characters.

Make certain the email address used for your Sryth™ account is valid so that you'll receive your Bonus Code!

You should receive your email notification fairly quickly, however the length of time that it takes depends on a whole host of factors completely outside of our small realm of influence.

1.2 - Creating Characters

Once your Sryth.com account is created (please see "Signing up to play" above), you're ready to start playing. Before you actually start playing, however, you'll need to create a character.

To create a character you must first login to your Sryth.com account by clicking any one of the Play! links on the site.

When the game window appears, you will be asked to login using your Sryth.com username and password.

Once you're logged in to your account, you will be presented with a list of your characters (provided that you've created at least one character), as well as with a link that lets you create a brand new character.

Just click on the Create a New Character link to start the character creation process.

1.3 - Playing The Game

Once you've signed up as a Sryth.com member and completed the account registration process, you're ready to start playing! Just click on any of the Play! links located throughout the site and login using your Sryth.com username and password.

2. Character Statistics

Each character you create will have a set of statistics, defining his or her attributes and abilities. Therefore, a "character statistic" is a numerical representation of your character's ability level in a given area.

There are 9 basic statistics that all characters possess. When you create a new character, the first step is to "roll" your character's statistics. For all statistics, the higher the number, the better that character's ability in a given statistic is.

Agility, Aura, Body, Mind, Spirit, Might, and Luck all have a minimum score of 2 and a maximum score of 20 when your character is first created. A value between 9 and 11 is considered "average".

Melee Rating has a minimum value of 3 and a maximum value of 28. Stamina Points has a minimum value of 3 and a maximum value of 32.

The aforementioned minimum and maximum values are only "starting values". Depending upon the success your character finds in the game (or lack thereof), his or her stats may increase or decrease both above and below the starting minimums or maximums.

Here are the basic character statistics will all relevant information:

Character Stat Description Starting Range
Melee Rating

This is a measure of combat prowess. The higher your Melee Rating, the better you will be at defending yourself and attacking others. This stat is mainly concerned with hand-to-hand combat with weapons. A character with magic spells or other abilities, for example, can be effective in combat even if their Melee Rating score is low.

During combat your Melee Rating will be compared to that of your enemy. The ratio of your two Melee Ratings will determine who has the upper hand in the fight.

You can increase your Melee Rating by finding and using better weapons, and by increasing skills that have to do with combat (Weaponry skill for example).

3 - 28
Stamina Points

This is a measure of your overall health and physical endurance. Simply put, it's how much punishment you can take before you drop dead. When your Stamina Points drop to zero, you are dead. You may regain lost stamina points by resting, or through a variety of other means, although your total stamina points can never exceed your maximum.

You can increase your Stamina Point total by finding and donning different types of armour. There are also certain skills and powers which can help to increase your Stamina Point total.

3 - 32
Agility

How physically agile your character is. A high agility score might permit you to dodge flying objects, or balance on a tightrope. A low score would indicate clumsiness, or the inability to react to physical situations quickly.

2 - 20
Aura

Your ability to perceive less-than-obvious things from the world around you. Aura is perhaps the single most important skill for characters who wish to acquire and successfully wield magical and other supernatural powers. Aura affects your ability to acquire and wield supernatural powers (such as magic).

2 - 20
Body

This is a measure of your physical endurance. If your body was attempting to fight off frostbite, or a deadly disease, a high body score would help you. If your character had to make an attempt to survive being struck by a runaway wagon, a high body score would once again be of value.

2 - 20
Mind

This is your ability to think and reason. With a high mind score you would be able to learn new things quickly and effectively.

2 - 20
Might

This is your raw physical strength. A high might score means you can lift more weight, and strike things harder than a character with a low might score. The total bulk of equipment that you can carry is directly related to your might score.

2 - 20
Spirit

While BODY is your physical endurance, spirit is your mental endurance. A high spirit score means that you will have a better chance of controlling your thoughts and feelings than someone with a low spirit score. If you were being tortured, or if you were attempting to press on when all hope had failed you, a high spirit score could help you to succeed. Spirit can best be described as a combination of mental fortitude and faith. It may help you to combat certain types of mental attacks (psionics, telepathy, etc.).

2 - 20
Luck

Luck is luck. It can best be described as the difference between walking along the street and finding a pouch containing 10 gold tokens and not finding one. Or, buying a map from a local cartographer only to later discover that it marks the final resting place of a valuable treasure. There are a million and one scenarios. Just keep in mind, it's better to be lucky than unlucky.

2 - 20

When you create a character, that character's statistics are set. It is possible to have your character's stats increase or decrease as you play the game. For example, your character might stumble upon a Belt of Heroic Strength, which would grant a +4 bonus to their might score when it is worn. Or, your character may be bitten by a venomous spider, and the bite may cause a penalty of -2 to be applied permanently to your agility score.

You will discover that both permanent and temporary stat increase/decreases are to be found throughout the world of Sryth.

Skills (see the next section) can also have an affect on your character's stats. For example, the skill Weaponry will help our your Melee Rating.

Your stats can also help or hurt other stats. The two examples of this are Melee Rating and Stamina Points. Might, Agility, Mind, and Luck affect your Melee Rating score, while Body, Spirit, and Luck affect your Stamina Point score.

2.1 - Character Stat Titles

When you look at your character's statistics during the game you will notice a title associated with your score for each particular stat. The titles provide a quick reference of your character's ability level in a given stat.

The Character Stat Titles:

Statistic Score Title
2 Abysmal
3 - 4 Pathetic
5 - 6 Low
7 - 8 Below Average
9 -12 Average
13 - 14 Above Average
15 - 16 Exceptional
17 - 18 Amazing
19 Incredible
20 Superhuman

3. Character Skills

Another part of your character's unique makeup is the set of skills that he or she possesses. Unlike your character's stats, skills are not innate character abilities.

A skill has a minimum level of 1 and a maximum level of 100. When you start a new character, or restart an existing character, you will be able to allocate 20 points to four out of a selection of ten skills. You may allocate as much or as little of the 20 points as you wish. You could spend all 20 points developing a single skill, or spread it around and spend 5 points on 4 different skills.

During the course of your adventures in Sryth you may come upon opportunities to acquire new skills or improve existing ones. You may improve any skill you possess by spending Experience on it. Your character will earn Experience during their adventures by defeating enemies, completing tasks, and generally achieving success.

As your skill level with a particular skill increases, so does the Experience cost related to advancing it.

To check the state of your skills while playing (including their current level and how much it will cost in Experience to advance it to the next level) click the Skills button on the lower part of your game screen.

Here are the basic character skills that are available to you at the start of the game:

Skill Description
Arcana

This skill is concerned with mastery of knowledge about all things of magical or supernatural occurrence. A character skilled in Arcana will be able to decipher magical texts, and learn and improve magical or other supernatural abilities more easily than a character without. If your character hopes to be using lots of magic, and figuring out how to use magical items, this is a skill that can help you.

Related Stats: Aura, Mind

Archery

This skill may not help you learn or wield magic more effectively, but it will help you to shoot a variety of bows with deadly accuracy. If you find yourself fashioning your character after Robin Hood, you may want to select this skill. Or, if you character has a poor Melee Rating score, Archery can help. It may allow you to weaken, or even defeat certain enemies before they reach melee range. Bow and arrows not included.

Related Stats: Agility, Body, Luck

Diplomacy

Would you know how to properly greet the King of Phiadon? Will you ever have the need to bluff your way out of a bad situation? The skill of Diplomacy is one of tact, and with proper use it can reap you nice rewards, as well as save your hide.

Related Stats: Mind, Spirit

Horsemanship

Horsemanship is the ability to control, ride, and take care of horses. It could also be of use with non-horselike creatures that you can mount and ride. A character with Horsemanship will be more effective on horseback than a character not skilled in the discipline. It will enable you to fight from the saddle, utilize unfriendly steeds, and ride like a champion.

Related Stats: Agility, Body

Lore

Lore is a skill concerned with research, and knowledge. When all else fails, a character skilled in Lore might just know that the towering iron golem thundering in their direction is impervious to all forms of attack save for Elemental Magic. Lore can help a character piece together sparse information or decipher clues and riddles.

Related Stats: Mind, Luck

Seamanship

Seamanship, as its name suggests, is a skill concerned primarily with the sea, and the ships that travel on them. However, don't be fooled, for Seamanship covers nearly all methods of water travel. It will allow you to navigate successfully on the open water, as well as pilot a variety of craft. If you hope to one day outrun Belrikian pirates (or turn about and ram them), this is a skill you should consider.

Related Stats: Body, Spirit

Thievery

The silent art. Stealth. Sleight-of-hand. Deception. Thievery is concerned with many underhanded activities. The basic Thievery skill not only encompasses a wide range of unsavoury practices, but it serves as a gateway to many further specialized rogueish skills.

Related Stats: Agility, Luck

Unarmed Combat

Unarmed Combat, in a nutshell, is the skill of fighting in melee combat without the use of weapons. When this skill reaches a high level, the character who possesses it may find that his or her hands and feet are instruments of combat as potent as any weapon.

Related Stats: Agility, Body, Mind

Weaponry

Weaponry is a skill concerned with utilizing weapons effectively in melee combat. The base skill of Weaponry incorporates all handheld weapons, although it is rumoured that specialized weaponry disciplines exist, allowing characters to specialize in a certain type of weapon. The prerequisite for these specialized disciplines is, of course, Weaponry.

Related Stats: Agility, Body, Might

Woodsmanship

Despite numerous cities and growing dominion of its human population, Sryth is still a very wild place. Woodsmanship skill can serve to give your character an edge of the untamed portions of the world. From navigating your way through the wilderness, to identifying and interacting with wild animals, to survival, Woodsmanship encompasses a lot. Ever tried to locate a swamp dragon's den, or track a wounded forest troll? With enough skill in Woodsmanship you just might be able to.

Related Stats: Body, Mind, Spirit

When you start a new character, or start over with an existing character, make wise choices about the skills you select. It might be a good idea to break up the 20 points into the maximum allowable 4 skills, thus giving your character a wide range to utilize.

As explained above, during the course of your adventures in Sryth, you may have the opportunity to acquire new skills. Some of these new skills may be among the basic ten skills, or they may be entirely new. Also, some of these new skills may require that you already have proficient level with another skill before you can acquire it.

4. Character Powers

Throughout the ages of Sryth's vast history (Igtheon, Araludon, and Thyreon), the abundance and potency of the magical energy that cradles this world have gone through dramatic shifts. However, during the Age of Igtheon, the world of Sryth is teeming with magical energy -- enough to offer both great rewards and great danger to those who seek to harness it.

It could be said with a great deal of accuracy that magic wielders on Sryth are less "magic users" than they are "conduits" for magical energy. What does this mean?

Magic on the world of Sryth comes in the form of Nevernal energy -- a raw, and unpredictable force of great power that seeps into the realm of man from a place known as the Neverness.

The Neverness is dark, shadow-filled, surreal realm, existing on another plane of existence from Sryth -- another dimension entirely.

It is from this mysterious and boundless dimension of eternal night that magic flows, its power interweaving into the fabric of the world of Sryth, driving its destiny and at the same time poisoning its soul.

Nevernal energy (for which the word "magic" may be used interchangeably) can be classified into ten basic spheres from which mages on Sryth draw their might. Rumours abound that there are those who wield power outside of the ten basic spheres, but for now we'll leave rumour alone. A mage in possession of such power would certainly want to keep such a thing secret.

The ten basic spheres of Nevernal energy are:

Magic Sphere Description
Conjuration Conjuration deals with the creation of things. The greater your mastery of Conjuration is, the better and more useful things you will be able to conjure. Conjuration can be used to create items that may be of immediate significance.

Non-Combat Usage:

  • conjuring items to use/equip

Combat Usage:

  • Obstacle
    Conjure up various obstacles to obstruct, befuddle, and confuse your enemy.
  • Entangle
    Conjure up various things (vines, chains, ropes, etc.) designed to tangle and ensare your foe.

Destruction Destruction is a violent, malevolent sphere of Nevernal energy that focuses on destroying/damaging things, both living and non-living.

Non-Combat Usage:

  • destroying/damaging objects

Combat Usage:

  • Nevernal Energy Blast
    Target your enemies with a deadly blast of negative Nevernal energy.
  • Sustained Decay
    Cause your foe to rapidly decay.

Divination Divination is the power of perception and foresight. The benefits of being able to discern the intentions of those you encounter, or to determine your enemy's next move in combat, are easy to see.

Non-Combat Usage:

  • determining the intentions of those you encounter

Combat Usage:

  • Melee Scry
    Predict/foresee your enemy's next attack, allowing you to dodge and/or counter with greater success.
  • Sword of Thought
    Attack your enemy's mind with a powerful telepathic assault.

Elementalism Elementalism deals with harnessing and unleashing the awesome power of nature's unbridled fury. This sphere grants its user dominion over earth, water, wind, and fire.

Non-Combat Usage:

  • manipulating the elements (air, water, fire, earth)

Combat Usage:

  • Elemental Fury
    Unleash a powerful elemental attack against your foes.
  • Summon Elemental
    Summon a mighty elemental to help you against your enemies.

Fortification Fortification is concerned with defense. Fortification can protect yourself and others during combat and from various sorts of danger outside of battle.

Non-Combat Usage:

  • shielding yourself from projectiles and other dangers

Combat Usage:

  • Impenetrable Shield
    Create a magical barrier that completely shields you from your enemy's attacks.
  • Guardian Barrier
    Create an enchanted barrier that both protects you and returns a portion of your enemy's attack.

Gating Gating deals with the magical manipulation of the Nevernal fabric that holds together the world of Sryth. A character versed in gating will be able to "gate" in and out of their current location, even to places and realms not accessible by normal means.

Non-Combat Usage:

  • utilizing portals to escape from dangerous situations

Combat Usage:

  • Phase Gate
    Gate yourself into an immediately advantageous position with relation to your enemy.
  • Summon Entity
    Summon a powerful Nevernal entity to help you against your foes.

Illusion Illusion provides its wielder with the ability to create complex, lifelike phantasmal entities. In combat you can create illusions to confuse (or even harm) you enemies. In non-combat situations you'll find countless uses for well-crafted illusions.

Non-Combat Usage:

  • creating distractions with lifelike illusions

Combat Usage:

  • Mirror Image
    Create a mirror image of yourself to momentarily confuse your enemies and draw their attacks.
  • Summon Illusion
    Summon an illusion to confuse your foes and aid you in battle.

Necromancy Necromancy is the magical sphere that deals with death...and the undead. A character skilled in necromancy will have power over both the dead and the undead.

Non-Combat Usage:

  • communicating with the dead
  • repelling/controlling the undead

Combat Usage:

  • Wraith Touch
    Touch your enemies with the deadly chill of a wraith.
  • Summon Undead
    Summon an undead entity to help you against your enemies.

Restoration Restoration a benevolent sphere of Nevernal energy, focused on repairing/healing things, both living and non-living. Restoration can be used to heal wounds (restore lost Stamina Points) on yourself or others, or to repair things.

Non-Combat Usage:

  • healing yourself and others

Combat Usage:

  • Hand of Healing
    Restore lost Stamina Points in the heat of battle.

Telekinesis Telekinesis is the ability to move objects with the power of thought alone. Mages possessing a high level of mastery in this sphere are able to move/manipulate larger and more complex objects.

Non-Combat Usage:

  • manipulating/moving/propelling object with the power of your mind

Combat Usage:

  • Telekinetic Blast
    Assail your enemies with a powerful blast of telekinetic energy.
  • Telekinetic Thrust
    Summon telekinetic energy to help augment your melee attacks.

Like skills, a mage's ability level in a particular sphere of Nevernal energy ranges from 1 to 100, and you may increase a character's ability by spending experience.

While skills each have a different set of related statistics that determine how much Experience it will cost to advance the skill, all powers share the same set of three statistics: Aura, Mind, and Spirit. A character with high scores in these three attributes will spend less Experience to advance to the next level of mastery in any given sphere of magic.

During the game you can choose to use your powers most anywhere, and often powers will have both combat and non-combat uses. To use a power, click on the Powers button on the lower toolbar and you will see a list of the powers that are available to you. You then must click the icon to use that power.

In combat you may select a power to use from your drop down menu of available powers. Then, click the image of the die to proceed to the next round of combat where you will attempt to utilize the selected power.

5. Items

Throughout your journeys on Sryth you will come across hordes of items that you will have the opportunity to acquire. Some will be of obvious importance or utility, and some not-so-obvious.

You may find some items just lying about in wait, although others will have to be bought, fought for, or obtained in some other manner.

As determined by your MIGHT score, your character can only be encumbered so much by the items he or she is carrying. Once the items you are carrying meet your maximum allowable encumbrance you will no longer be allowed to acquire any new items. Of course you can always drop or sell items that you no longer want to carry with you.

5.1 Item Types

There are three basic types that are used to classify items that your character can acquire: Armour, Weapons, and Miscellaneous.

Armour is divided into subtypes, depending upon which portion of the body they protect. Example subtypes of armour include torso, head, feet, hands, etc.

Weapons is a pretty self-explanatory type. Swords, axes, bows, daggers, maces, and the like make up this lot.

Miscellaneous is everything else.

5.2 Obtaining Items

You will be able to acquire items in any number of ways during gameplay. After you have defeated an enemy in combat, for example, you will often be given the opportunity to search through and take anything that your foe was carrying.

You may be granted special items from people you meet on your journeys, in exchange for helping them out, or perhaps sparing their lives.

Once in a while you may stumble upon an item that's there for the taking.

And, you may also buy items in various places. You will find shops located in towns, villages, and cities where a variety of items may be purchased (or sold). You may also run into traveling merchants, or perhaps other adventurers such as yourself with items for sale, or perhaps, for the taking.

Before you pick up or buy an item you can usually get a closer examination of it by clicking the icon next to the item.

5.3 Using Items

The term "using" with regards to an item, is not the same as "equipping" an item (see Equipping/Unequipping Items below). When you equip an item, you begin a constant utilization of that particular item, until you decide to unequip it. For example, you equip/unequip pieces of armour or weapons.

When you "use" and item, you are making a special one-time use of that item, either to invoke its intended effect, or to apply that effect to a given situation.

For example, "using" the steel key you took off the corpse of Falael The Lord of Twelve Nightmares to open a locked door is making "use" of an item. You may use any item in your inventory at any time by clicking on the icon to the left of the item.

If using the selected item in the current situation has special significance, you will be notified.

At times you may be given a choice to use an item if you possess it.

5.4 Equipping/Unequipping Items

Items that you can equip and subsequently unequip include weapons and armour.

When you equip a piece of armour you begin wearing it. When you equip a weapon, you begin wielding it. Likewise, when you unequip a piece of armour or a weapon that is equipped, you stop wielding or wearing it.

Equipping or unequipping a particular piece of armour or a weapon is accomplished by clicking on the or icon to the left of the item on your inventory listing.

If an item is equipped its icon will be .

If an item is unequipped its icon will be .

You can only equip 1 weapon at a time (unless you happen to come across a double-wield skill at some point in the future), and you can only equip one item for each subtype of armour. For example, you can't expect to wear two helmets or utilize two shields, etc.

5.4 Dropping Items

You may drop any item that is in your inventory (except in the rare event that you may have picked up an undroppable or cursed one).

To drop an item click on your inventory and click the icon to the left of the item you wish to drop.

Once you drop an item it is gone for good. You cannot pick it up again.

Dropping an item does not mean laying it on the ground at your feet. It's more like you tossed it carelessly aside and a greedy goblin dashed out of the bushes and scarfed it up.

The exception to this would be if you obtain a dwelling of your own somewhere on sryth (a house, cabin, fortress, tower, etc.). You may store both gold and items in your own dwelling, and this is done by dropping them there. Of course, you will need to somehow obtain a dwelling of your own to do this!

5.4 Selling Items

Selling items is a good way to make some gold. Often, the enemies you defeat in combat will drop items that you may take. And, as you find better items during your adventures, you'll want to get rid of items you are already carrying to free up space in your inventory.

Most shops or merchants will buy items from you. Some merchants will give you a fair prices, while others may be overly generous (a rarity to be sure), or somewhat miserly (not quite so rare).

Some merchants will only buy certain types of items, while some will buy just about anything.

The option to buy and sell items will appear when they are available to be selected in a particular section.

6. Monsters and Combat

During your travels throughout the world of Sryth it's very likely that you'll encounter people, creatures, or things (of no apparent classification) that wish to do you harm. Presented with such circumstances, fighting may be your only option.

6.1 Starting Combat

Before combat begins you will be presented with a box in your main game window that looks something like this:

The coloured box represents the relative difficulty you will have in defeating this enemy in melee combat.

Green (the color depicted in the example) means that this opponent should prove to be an easy opponent.

The different colours that can represent an opponent are:

- Easy
- Somewhat challenging
- Challenging
- You'll need some luck
- More than you bargained for
- Uh oh
- This doesn't look good

To begin combat you simply click on the Begin Combat! link. The combat screen will appear and replace the normal game window. You'll remain on the combat screen until the battle concludes.

6.2 How Combat Works

Like many other fantasy role-playing games, combat in Sryth™ is broken up into individual rounds. During each round of combat both you and your enemy have the ability to both deal and sustain damage.

Damage you take during combat is subtracted from your Stamina Points total. Damage taken by your enemy is subtracted from their Stamina Point total.

If either you or your foe are reduced to zero Stamina Points during combat, the battle is over and the combatant whose Stamina Points remain above zero is declared the winner.

6.3 Killing vs. Subduing

Before the first round of combat is fought, you will sometimes have the option of subduing your opponent rather than killing him. It is more difficult to subdue an enemy than it is to kill that same enemy, since subduing someone (or something) that's trying to kill you is not an easy task!

Subduing an opponent is an alternative to killing, and can be used in situations where slaying one's foe would not be advised, or where you hope to get something (like information) out of him.

By selecting ATTACK TO KILL (on the left side of the combat screen) you will be attempting to slay your opponent. You may also simply select one of the three attack style options in the upper right portion of the combat screen (Normal, Aggressive, or Defensive). Selecting any of those three options will run the first round of combat and assume that you're trying to kill your foe.

By choosing ATTACK TO SUBDUE (on the left side of the combat screen) you will be trying to incapacitate your foe.

6.5 Fighting a Round of Combat

To fight a round of combat you simply select one of the three attack style options (Normal, Aggressive, Defensive) in the upper right portion of the combat screen. This will run the next round of combat.

Next to the three attack style options you'll see the word 'Needed', followed by a number.

The number following 'needed' is the minimum number (from 1 to 20) you'll need to select at random (roll) to have a successful round of combat against your foe.

If the 'needed' number is 10, you'll need to roll 10 or higher to have success. If the 'needed' number is 5, you'll need to roll 5 or higher. If the 'needed' number if 16, you'll need to roll 16 or higher.

At the outset of each combat round, your current Melee Rating is compared your opponent's Melee Rating. The system uses this comparison to calculate the 'needed' number -- the minimum number you ned to roll to have a successful round of combat.

The higher the Need to Roll Number is, the harder the fight will be for you to win. When the Need to Roll Number exceeds 10, your enemy begins to have the upper hand.

The Need to Roll number for any particular combat will never exceed 18, and will never go lower than 3.

If the number you 'roll' during a round of combat is equal to or higher than the 'needed' number, you'll score more damage against your foe and take less in return.

If the number you 'roll' during a round of combat is less than the 'needed' number, you'll score less damage against your foe and take more in return.

Selecting an Attack Style

During each round of combat you'll be able to select an Attack Style. There are 3 unique Attack Styles: Normal, Aggressive, and Defensive. You can find the Attack Style selector in the upper right corner of the combat screen:

  • Normal Attack Style
    'Normal' means that you are utilizing both offense and defense equally while you fight. You won't do any extra damage because of this attack style, but you won't take any extra damage because of it either. Normal is the default Attack Style.
  • Aggressive Attack Style
    'Aggressive' means that you are going all out in an attempt to score damage on your enemy. If you roll at or over the 'needed' while fighting Aggressively, you will do extra damage to your foe. However, if you fail to roll the 'needed', your foe will do extra damage to you. Thus, the Aggressive Attack Style is something of a double-edged sword.
  • Defensive Attack Style
    'Defensive' means that you are mostly attempting to reduce the amount of damage you might take from your enemy. The damage done to you by your opponent will be less when you utilize this Attack Style, however, you will also do less damage in return. If both you and your opponent are near defeat it may be wise to utilize this Attack Style to give yourself an advantage.

6.6 Viewing Combat Results

The left portion of the combat screen will display the full details for the last round of combat. Each time you fight a new round, the details displayed here will change to reflect what's just taken place.

6.7 Using Powers and Special Items in Combat

To use a powers or special item that during combat, simply select it from the appropriate dropdown menu on the right side of the combat screen before selecting your attack style for that round.

By selecting an item or power and then clicking one of the attack style options (Normal, Aggressive, Defensive), you're telling the system that you wish to make use of that magical power or special item during the current round.

The powers of Divination, Destruction, Elementalism, Necromancy, Telekinesis, Illusion, Shadow Magic, Gating, Restoration, and Fortification all have combat uses.

Most items have no special combat use. Your equipped weapon, for example, will do damage to your enemy without having to be used. Some weapons have special combat attacks that will happen at random. Weapons that have such special attacks don't have to be 'used' for the attacks to occur -- they will automatically happen at random.

Some items (Blessings of Protection, Quickstones, various wands and other special items) have special combat uses and must be 'used' for their special effects to take place.

If an item has a special combat use, it will normally be detailed in its description.

It should be noted that power and item use may not always be successful. A variety of factors can effect whether or not the attempted use of a magical power or a special item succeeds.

Please remember that powers and items may have limited use. For example, using powers expends your Nevernal Reserve. Normally the use of a power costs 1 NV (Nevernal Reserve). If you have zero Nevernal Reserve you won't be able to use the power.

Special items may also have a limited use. Some items may only be used a certain number of times during a given time period, while others have a finite number of "charges".

6.8 Fleeing From Combat

Live to fight another day!

Sometimes fleeing from combat will be your best option. Every now and then your character might find himself or herself involved in a combat situation that is getting the best of them. There's no shame in taking flight and saving your skin -- all the greatest adventurers have done it!

When you flee from combat, your foe will always get one last parting shot as you turn and run. This will be conducted as a normal round of combat, but you will not be able to do any damage to your foe that round.

Not all combats will offer you the option to flee. Other combats will require that you reach a certain number of rounds before fleeing becomes possible.

Sometimes you can flee combat at the outset, before the first round has even been fought. If this is the case, when the fight begins you will see this option listed on the left of the combat screen.

6.9 Winning Combat

You win a combat by successfully killing or subduing your opponent.

Upon winning a combat links will appear on the combat screen that allow you continue.

One link will be in the lower right portion of the combat screen, and the other will be in the combat history section (the left side of the screen). By clicking either link you will be taken away from the combat screen and back to the regular game screen.

You'll receive an Experience award when you win a combat, and you'll also heal back some of the Stamina Points you may have lost during the fight.

The amount of Experience that you are awarded and the number of Stamin Points that you'll heal back will depend upon the difficulty of the opponent you've just defeated.

6.10 Losing Combat

If you're killed during combat (or even during gameplay outside of combat), your game will be restored to your last saved position.

There are some enemies in the game that will seek to subdue you as opposed to kill you. If you're defeated in combat by an enemy that's not trying to kill you, you won't suffer the penalties for death mentioned above, although your enemy might have other plans in store for you...

7. Playing The Game

Gameplay in Sryth™ is simple and straightforward.

You move your character around the world of Sryth to different locations and scenarios by selecting from a list of options provided at the end of each game section.

Simply click on the option you want and you'll be automatically taken to the appropriate game section.

Each time you make a choice during the game your character will be moved to a new, numbered game section. You'll see the section number listed at the top of your game screen. The section number is not important to your game, although it's a handy reference point when providing feedback regarding a particular game section!

7.1 Saving & Restoring Your Game

You may save your current game at any game section marked SAFE, by clicking the "SAVE" button located on the bottom of the game screen. When your character is in a SAFE game section you will see a green SAFE notation appear next to the section number at the top of the game screen.

Saving your game often is a good idea!

When you log in to Sryth™ and select a character to play you'll be given the option to 'Continue Your Game' if a saved game exists. When you select the 'Continue Your Game' link, your game will be restored to your last saved position -- it'll be just like you never left!

If you're playing and would like to restore your game to your last saved position, you'll need to quit out (click the 'QUIT' button on the bottom of the game screen). After quitting out, you'll be back at your member screen, where you can select the character you'd like to play and then 'Continue Your Game'.

7.2 Adventures

In some game sections you may encounter a special red option amongst your other choices, titled 'Adventures for This Location'.

By selecting this option, you'll be presented with a list of special adventures that can be embarked upon from your current location.

A brief description will appear with each adventure listing.

To embark on any of the adventures listed, select the 'Start Adventure' option located at the bottom of the adventure description.

Sometimes you will be able to 'abandon' and adventure you've embarked upon. If this option is available for a particular adventure, you'll find an 'Abandon This Adventure' option located at the bottom of each game section (once the adventure has started).

By selecting the 'Abandon This Adventure' option, your current game will be restored to the state it was at just prior to embarking upon the adventure.

7.4 Map Overview

The map overview is a visual guide that will help you find your way around various "dungeon" settings in the game. When you're in such a setting, you can click the 'MAP' button on the bottom of your screen to select a map overview setting.

Enabling the Map Overview

To bring up your map overview options click the MAP button on the bottom of your game screen.

To enable the map overview your character must have one of the appropriate skills (woodsmanship for outdoor dungeons or thievery for indoor dungeons), or a magic item that offers the capability.

One such magic item is the Enchanted Map that you can get at the outset of one your earliest adventures (The Caves of Westwold, in Hawklor).

The map overview is divided into two types: outdoor "dungeons" and indoor "dungeons". A forest or swamp would be examples of outdoor dungeons that would require the skill of woodsmanship. A tomb or the city sewers are examples of indoor dungeons that would required the skill of thievery.

As your character's skills (thievery or woodsmanship) increase, the size of the map overview that is presented to you will also increase. A character with a high degree of skill in thievery would see a larger portion of the surrounding dungeon setting than a character with a lesser degree of skill.

Characters with very high levels of thievery or woodsmanship, or who possess very powerful magic mapping items, may also see question marks on the map overview '?' that designate "special" areas in the dungeon setting.

Disabling the Map Overview

To bring up your map overview options click the MAP button on the bottom of your game screen.

If the map overview is currently enabled you will be given the option to disable it. You may enable the map overview at a later time provided that your character has the skills or items necessary to do so.

Using the Map Overview

The map overview will present your character with a view of your current location and the surrounding area.

How large an area your character is able to view depends on his or her level of the appropriate skill (either thievery or woodsmanship) or the power of the enchanted mapping item that he or she is using.

You can also move around whatever dungeon setting you're in by clicking on a square on the map overview that's adjacent to your current location.

7.5 Playing Tips

Here are some tips and hints (in no particular order) that may help you when starting out...

  • Remember to equip your armour and weapons. Your Melee Rating will be penalized if you do not have a weapon equipped. If you possess the Unarmed Combat skill and have a decent level of mastery, you will not suffer the penalty.
  • Don't underestimate the importance of having a strong LUCK score.
  • When choosing weapons, quality is more important than type. A well-crafted dagger in the right hands is better than a poorly made longsword.
  • Although it may be tempting to put all 20 starting skill points into a single skill, it may be better to spread around those points. A well-rounded skillset can be a tremendous asset.
  • Use the Attack Style selector in combat to your advantage. For example, if you find yourself way ahead of your opponent in the fight, you might want to switch to Defensive mode.
  • Remember to SAVE YOUR GAME as often as you can.
  • If your character is down more than a few Stamina Points, remember to REST. You can rest in any safe area in the game. Resting will restore both your Stamina Points and your Nevernal Reserve.
  • If you find yourself in a bad way during combat, and you have the option to flee, use it! Live to fight another day.
  • At some point during your adventures you may encounter a shady character wearing a wide-brimmed leather hat. As gamemaster I can only suggest that you avoid this individual at all costs!
  • If there's something that you'd really like to see in the game please let us know! You can send your suggestions, comments, and bug reports to gamemaster@sryth.com.














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