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
Table of Contents
- Getting Started
- Signing up to play
- Creating Characters
- Playing The Game
- Character Statistics
- Melee Rating
- Stamina Points
- Character Skills
- Unarmed Combat
- Character Powers
- Monsters & Combat
- Starting Combat
- How Combat Works
- Killing vs. Subduing
- Fighting a Round of Combat
- Using Your Powers,Skills, and Items in Combat
- Viewing Combat Results
- Fleeing From Combat
- Winning Combat
- Losing Combat
- Playing The Game
- Saving & Restoring Your Game
- Event Adventures
- Map Overview
- 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:
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
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
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
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
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
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
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
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 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:
|3 - 4
|5 - 6
|7 - 8
|13 - 14
|15 - 16
|17 - 18
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:
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
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
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 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
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 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, 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
Related Stats: Body, Spirit
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, 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 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
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
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:
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.
- conjuring items to use/equip
Conjure up various obstacles to obstruct, befuddle, and confuse your enemy.
Conjure up various things (vines, chains, ropes, etc.) designed to tangle and ensare your foe.
Destruction is a violent, malevolent sphere of Nevernal energy that focuses
on destroying/damaging things, both living and non-living.
- destroying/damaging objects
- Nevernal Energy Blast
Target your enemies with a deadly blast of negative Nevernal energy.
- Sustained Decay
Cause your foe to rapidly decay.
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.
- determining the intentions of those you encounter
- 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 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.
- manipulating the elements (air, water, fire, earth)
- Elemental Fury
Unleash a powerful elemental attack against your foes.
- Summon Elemental
Summon a mighty elemental to help you against your enemies.
Fortification is concerned with defense. Fortification can
protect yourself and others during combat and from various sorts of danger
outside of battle.
- shielding yourself from projectiles and other dangers
- 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 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.
- utilizing portals to escape from dangerous situations
- 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 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.
- creating distractions with lifelike illusions
- 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 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.
- communicating with the dead
- repelling/controlling the undead
- 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 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.
- healing yourself and others
- Hand of Healing
Restore lost Stamina Points in the heat of battle.
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.
- manipulating/moving/propelling object with the power of your mind
- 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
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.
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
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
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:
- Somewhat 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
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
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
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
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
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
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'.
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
One such magic item is the Enchanted Map that you can
get at the outset of one your earliest adventures (The Caves of Westwold,
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
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
- 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 email@example.com.