Welcome to Usurper, a fantasy game filled with fast paced action, violence
and instant death. This game has only one purpose : to give you a good time
witheout the need of reading any lengthy documentation. You can actually
enter the game and go berzerk straight away. However, you can consider
continuing to read and perhaps learn something that can keep you alive for
a while.
You can choose to play as a lonewolf adventurer/warrior who seek gain only for
yourself, and care little for anything else. You can also form teams in which
you and your comrades fight for each other. In either case you should always
concentrate your efforts on the dungeons. It's in these huge cave
areas that your fortune can be made, or your life end...
There are over one hundred dungeons stretching from the top of the huge
mountain, down to it's deepest level. It may be said at once that no creature
has ever returned from the deeper levels. The ancient legends say that on
Durunghins bottom there is a "thing" so powerful that the worlds destiny
can be altered with it. But the legends also say that the guardians of this
"thing" goes beyond everything your worst nightmares can bring forth...
Well, no one has ever reached beyond the magic 90th level--you might be the
first. You can take your team with you to the dungeons. It is almost always
better to have more than one to face those monsters.
Completing the final challenge at the bottom of the huge mountain will reward
you with immortalization in the chronicles. Your name will live forever.
It is important to note that in the dungeons, many strange creatures lurk
around. Some will eventually approach you and offer different things. Your
response will ultimately lead to either riches or to death...
If you don't fancy strolling down the dungeons, you can do other things.
You can visit the Dormitory, where many of the characters take their rest.
You can kick them out of their beds and challenge them for a fight, or perhaps
try to murder them while they sleep...
You will always have opponents in this game, not just the monsters you
challenge in the dungeons, but also computer controlled characters.
These guys are not always nice. Some will try to slain you just for the
hell of it! The dungeon monsters, on the other hand, are always there
waiting for you.
Team Play
---------
A nice feature of Usurper is the team function. If they wish, players can
form gangs/teams and seek their luck together. The gangs can be used to
gain control of the town, which in its turn can add income to the members.
Controlling the town brings your team money, but remember that everything
has a price. Every gang wants to beat the leaders. You don't just have to
worry about other player gangs. There are also computer teams that
are waiting just to whip the senses out of you and your comrades. If you don't
trust the other players you can hire in computer characters to fight for
your team. Don't trust them too much though as most of them can be turned
when offered the right sum of money...
Other teams can at all times challenge the town controllers. Gangfights are
mostly short, bloody and dirty. It is recommended that you let your teammates
know before you take them out to a street massacre where they risk to lose
everything, including their lives.
Teams can also enter the dungeons together. This can be a good way to
help fellow members to raise their experience. After a successful battle
you can take them to see their levelmaster, and raise their level.
Character Creation
------------------
Upon the creation of a new player you will be given the opportunity to
choose between different races and classes. This selection is vital to
the type of game you will be involved in. First of all, every race and
class has different abilities according to strength and defence, but
they also have different values when it comes to 'valor' and 'darkness'.
Take a paladin for example. This character is aimed for goodness, and should
be played good. That means that you should spare innocent victims, perform
quests of valor, and thereby raise your valor. However, the paladin can also
be played bad, and perform violent acts such as murder innocent creatures and
visit whorehouses. Unfortunately your characters deeds will eventually catch
up with him. In the case of the paladin this will cause his soul to darken,
and eventually something terrible will happen. But of that i will not discuss
anything more here.
If we take another character like the troll, this creature can and should
be played bad. To be vicious and commit evil deeds will raise the trolls
darkness score, and eventually reward him. But it must be said that
you can experiment whith different combinations, as none is totally
predictable. If you want the ultimate killing machine, consider the
choice of Troll as race, and Barbarian as class.
Also remember that every race and class has their own special abilities.
The Gnoll has a poisoned bite. The Paladin can at extreme situations
use a so called soul-strike, this is a blow where he use some of his
hitpoints to create a kind of superblow. The Paladin has this ability
due to his strong virtue. In difficult situations he can concentrate
this force and use it to achieve maximum performance. However, a good
Paladin can achieve greater than a dark paladin. The strike can be used
when you want a quick solution in a battle against a stubborn foe, or
in a situation where you have little hope to stay alive. The 'soulblow'
is a VERY risky business though. If you use all your hitpoints in a
strike, an enemy can easily defeat you...
Races :
Humans - good overall choice.
Hobbits - great rangers.
Elves - builds mana faster than other races.
Half-elves - more robustly built than the elves.
Dwarves - make great warriors.
Trolls - big and strong.
Orcs - great as fighters and magicians.
Gnomes - good in combination with alchemists and assassins.
Gnolls - poisonous bite. unfortunately with a rather weak constitution.
Mutants - ...?
Professions :
Alchemists - can poison their weapons.
Assassins - backstabbing is their trade.
Barbarians - raw strength is favored among the barbarians.
Bards - "masters of soft voices". In the beginning the bards are
fairly innocent. However, with accumulated experience, the
songs learned from the singmasters will prove as
useful as the sorcerors spells. Bards are invaluable in
team-play, since they can boost morale.
Clerics - spell masters.
Jesters - jesters are very hard to hit.
Magicians - spell masters
Paladins - should be played GOOD. Have soulstrike as special weapon.
Rangers - excellent stealth qualities. Hard to hit.
Sages - spell masters.
Warriors - the standard fighter class.
(M)=Affects whole group of monsters.
*Cleric* SPELL-BOOK
Level=Spell==============Effect==========Duration=========Mana.needed==
1.....Cure Light.........+4-7 hps........1.turn...................10...
5.....Armor..............+5 protection...whole fight..............20...
10....Baptize Monster....enemy.freezes...random...................30...
15....Cure Critical......+20-24 hps......1.turn...................40...
20....Disease............random disease..1.turn...................50...
25....Holy Explosion.....20-30.damage....1.turn...................60.(M)
30....Invisibility.......+15-25 prot.....whole fight..............70...
40....Angel..............100 damage.... whole fight..............80...
50....Call Lightning.....80-89 damage....1.turn...................90...
60....Heal...............+200 hps........1.turn..................100...
70....Divination.........+110 prot.*.....random..................110...
80....Gods Finger........220-250.damage..1.turn..................120...
(* the DIVINATION spell will also reduce players darkness with 50 and
increase chivalry with the same amount.)
*Magician* SPELL-BOOK
Level=Spell==============Effect==========Duration=========Mana.needed==
1.....Magic Missile......4-7 damage......1.turn...................10...
5.....Shield.............+4 protection...whole fight..............20...
10....Sleep..............enemy.freezes...random...................30...
15....Web................enemy freezes...1.turn...................40...
20....Power Hat..........regains.60-20...1.turn...................50...
25....Fireball...........60-70.damage....1.turn...................60...
30....Fear...............enemy freezes...whole fight..............70...
40....Lightning Bolt.....60-70 damage....1.turn...................80.(M)
50....Prismatic Cage.....absorbs 20......whole fight..............90...
60....Pillar of Fire.....100-112.damage..1.turn..................100...
70....Power Word KILL....220-265.damage..1.turn..................110...
80....Summon Demon.......200-300.damage..whole fight.............120...
*Sage* SPELL-BOOK
Level=Spell==============Effect==========Duration=========Mana.needed==
1.....Fog of War.........+3 protection...whole fight..............10...
5.....Poison.............enemy level+1...whole fight..............20...
10....Freeze.............enemy.freezes...1.turn...................30...
15....Duplicate..........your attack*2...whole fight..............40.+25 hps
20....Roast..............50-65 damage....1.turn...................50.(M)
25....Hit Self...........70-80.damage....1.turn...................60...
30....Escape.............enemy freezes...1.turn...................70...
40....The Giant..........+25dmg,.........whole fight..............80...
50....Steal..............enemys money....1.turn...................90...
60....Energy Drain.......130-141.damage..1.turn..................100...
70....Summon.Demon.......100-120.damage..whole fight.............110...
80....Death Kiss.........240-290.damage..1.turn..................120...
Dungeon Events
--------------
In the dungeons you will sometimes bump into individuals and creatures
with not just fighting on their mind.
Some will just be out to make fun of you. Others will try to trick you
into an early grave. Most encounters will be short, but there are a few
exceptions where you will have the opportunity to participate in a mission
where high politics is often involved. Your success on these missions is
vital for the chance to ever get another chance. So, keep your mission record
on the plus side (it can turn negative). Don't play with spies and diplomats
when you are a low level character. And never lie to Ragmoth.
Bards *with new ability for version 0.18
-----
The bards should no longer stand back to the other classes in Usurper.
You should be a team-player if you choose this class. The bard is best
used in team-battles where he/she can heal a team in one turn!
The bards learn a new song for every 10th level...it is a hard job to aquire
the experience to deliver the ancient myths. Awakening the spirits in the
audience is a tough job. Be it for good or evil, the Bards actually
learn 2 new songs for every 10th level. One song is a violent attack song,
the other one is a soft healing hymn...perhaps useful in romantic situations
as well. Be aware though, the songs on the higher levels are so powerful that
immortal deitys can accidentaly join in to experience the artist. And you
never know what they might come up with.
The King
--------
Characters with a certain level can attempt to usurp the royal throne.
The task is easy if no king or queen exists. Should that be the case,
you will get the title without struggle.
Should a king already be in rule, you will have to infiltrate the castle
and try to remove the current ruler (assassinate or something).
pros and cons with being king;
(+)
you are the top gun in the game, isn't that enough?
you can close and open establishments (shops).
you can enforce new taxes.
you have the power to order the Court Mage to impose his magic (good or
evil). The Royal Magic is very powerful, since you can be a decisive force
in ongoing events.
You have the authority to dissolve or ban marriage.
you will have the pleasure of having other players crumbling in the dust
before you. You will hear them scream when they swim across the moat and
find out about the surprises you have put there.
you can put other players kids in the royal orphanage.
you can imprison (and execute) other players.
you can sleep safe at the castle (until you are deposed).
you can't go to prison! You stand above the law.
other players can't spy on you, or attack you.
(-) you cannot be in a team when you are king.
people wont appreciate you for the taxes, which you might have to set
if you want to be able to hire soldiers (security).
you have responsibility for the law and the proper behaviour of your subjects.
(you can of course be a bad king, but people will probably remove you
from office if you act mean and vicious)
you must take care of all orphants produced by irresponsible parents!
a lot of people will hate your guts whatever you do.
you will probably be assassinated.
The Immortals
-------------
When a player completes his doings on earth, he may choose to retire from
Usurper altogether, or ascend to the world of the immortals (heaven).
Should you decide to become a immortal it does not imply immediate supreme
powers and "almightyness" at your fingertips. Contrary to popular belief, life in
heaven can be hell.
The Relations
-------------
As soon as you do something nice or bad to another player/npc this will
be recorded and affect your relation with that character.
All of this will, of course, play a part later on when you want to bribe or
recruit a team-member or have a love-affair. The Npc's are more predictable
in their shift in attitude. They get annoyed when attacked and pleased when
you help them. But don't be foolish and think that you can kill Ugluk 50
times and then send him a million bucks and everything will be well.
These guys remember exactly how many times you have done wrong and the
grudges are nursed until it's time to settle the old score.
You can marry another player/npc when you both are in love with each other.
The matrimonial bond carries benefits; You get extra experience.
You can have kids. Your spouse can be nice to you (if you are lucky).
The drawbacks are mainly related to the kids. They can be kidnapped, put
in an orphanage or even die (causing grief and anxiety).
Having forced sex with other players/spouses can prove to be most
detrimental to yourself. Watch out especially for npc characters, who tend to pay back
as soon as the clock passes midnight :)
Raising children is an expensive business. If you can't afford to pay
for their upbringing, your offspring will be sent to the Royal Orphanage.
This means that the royal treasury must spend tax-money on an ever
increasing number of kids. The King might be generous and take care of
the little rascals for a period of time, but he can also decide to
put the babies to the wolves or something...
Should the royal treasury not hold enough funds to sustain the children
then they will starve and ultimately die...
Your enemies may try to harm your offspring by poisoning, kidnapping or
beating them. There are ways to protect your children though.
If you should decide that a divorce is the way to go, then keep in mind
that custody of your children will go to the other parent!
Your children will get depressed from a divorce. That is not good.
A husband can never attack his wife (and vice versa), except in team-fights.
You can trick other players by sending them "gifts" with poison or
other scary stuff inside.
Shortcuts to Success
--------------------
* Are you the type of player who wants to achieve faster progress than the
normal monster and team bashings can result in?
* Are you the type of player who can do almost anything just to beat
the others?
* Are you willing to risk everything in these attempts?
If you answered yes to all of the questions above you should read further.
If you answered no to one or more of the questions : why not read this anyway?
First of all, there are good and evil acts that can give you experience and
money. They can, of course, give you pain and death as well. Most important of
all, though, they influence your soul. Every bad act darkens your soul, and every good
lightens it. Swinging either side over the limit will give you some
unpredictable and sometimes fatal consequences. Some races can withstand good
or evil better than others, and can therefore benefit longer.
Usurper is not a normal and restricted Fantasy game. It includes some more
modern features too. Ever heard of drugs and steroids? Well, here they are.
There are many different types of drugs in this game. They all have two things
in common though. Firstly, they send you into dreamland where you can receive
hallucinated experiences which add to your earlier experience. Drugs also
increase your addiction to narcotics. You should be very careful not to
turn into a junkie, cause if you start to stuff yourself full with drugs
every session, you'll soon enter your final dreamland. Keep an eye on your
-Drug Addict- parameter and also remember that drugs occasionally give
you bad trips, or can even kill you with an overdose...
Steroids will not give you any experience. They will, however, give you
what you are always going to need in these kind of games : MUSCLES.
Wouldn't it be nice to be able to crack those enemy bones just as easy as
you pull the wings of a fly? Well, buy some steroids and you will (never)
regret yourself. Steroids comes in many different types. The results on
your body will show at once! Just keep an eye on your -Mental Stability-
parameter. It will show when you're about to crack. And please try not to
fool yourself with these pills. Psychos are not treated kindly in this game.
Planets
General
Owning planets is how you can gain a significant strategic edge over other
players. By conquering planets you can gain control over interstellar
trade and manipulate what happens in the galaxy.
Some Benefits:
Safety If you quit the game while orbitting a planet you own, the planets'
defense systems will protect you.
Fighter Drones left on the planet will replicate themselves.
Tax Revenue will be generated for your own personal use. The greater
the population, the greater the tax revenue. The Population steadily
increases generating more revenue for you.
Trade Revenue from transactions (regardless of whether players trade
there or not) will be generated for your own personal use.
Conquering
Conquering a planet can be a difficult task if the planet has good
defenses. There are a couple items that can aid you when attempting
a takeover:
Zone Atomic Bombs are used when attacking a planet. Will destroy
fighters on the planet. Usually a few hundred thousand.
Onboard Printing Kits are used when attacking a planet. Allows
you to use the power of persuasion to inspire the people on the
planet to rise up and destroy fighter drones on their planet.
Effectiveness will vary depending on the size of the population
on the planet.
Before Launching an Attack you will want to ensure that you have
a combination of zone atomic bombs, onboard printing kits and a
large number of fighters. Making such a maneuver shouldn't be
taken lightly, having your ship destroyed by a Utopia Defense
System can set you back greatly.
When you launch an attack on the planet (using the Planet menu)
you will have menu options available to you to use the above
items and launch your fighters. Once you have destroyed all the
fighters on the planet, you can Demand Submission.
The Utopian Planetary Defense defends the planet by launching a
defensive blast at your ship when you initially attack and each
time you launch an attack of some form. The defense unit has
fuel stored on the planet to power its' defensive blasts. As it
runs out of fuel, its' attacks will be less effective. You will
want to be sure you have a large number of shield batteries,
particularly due to that first defensive blast. My recommendation
is no less than 500,000.
Note: If you have more fighter drones than those residing on
the planet, you may want to launch an attack early in the battle.
This will keep you from receiving blast after blast from the
Utopian Planetary Defense system and save the fuel remaining
in that system for your own use when you conquer the planet.
Managing
Name & Description Owning a planet gives you the option to name
it something different and give it a different description.
Beacon Status This allows you to set the beacon status so that
only you can warp directly to the planet. You can leave the
beacon status open as goodwill for traders, but should someone
decide they want to take over that particular planet it would
be easy for them to warp to it. The main benefit of limiting
beacon access is to make it more difficult to single out your
planet for an attack. If need be you can make someone an ally
in your cartel and give them beacon privileges.
Trading Privileges By making the planet Private you only allow
your Cartel and Allies to trade. This is mostly beneficial if
you want to prevent enemy players from enjoying the benefit of
the items sold there. For instance, if you own Eden, then you
can prevent other players from being able to purchase Eden Warp
Units. Likewise, you may have inexpensive fighter drones or
some other benefit. It is possible that you gain funds from
other players trading on your planet, which is a reason to leave
trading privileges open.
World Treasury Your planet has a world treasury where you can leave
funds. This allows you to store a lot more money than you typically
can in a bank (500,000 is the default). Furthermore, if your planet
has good defenses, it is also a much safer place to keep your cash
than on your ship.
Store Items You have the option of storing items on the planet. You
can only store one kind of item on a planet at a time, but as many
as you want.
Utopian Planetary Defense can be installed at planets you own if
they do not already have one. Defends your planet from attackers.
When installing you will need to set the percentage of fuel power
you want the defense unit to use in an attack. As the fuel runs
out the strength of the defensive blasts will lessen.
Fighter Drones You will want to leave fighter drones on the planet.
The fighter drones clone themselves every day. The more you leave,
the more you'll have the following day.
Ships
General
Having a good ship is crucial. Some ships are not worth spending
money on. Some ships may have great fighting capabilities, but
weak for trading.
The ThrustMaster, Garbage Scow, Bantam, Maxiport, Sentinel, Reconnoiter
and Mauler are all available on both Earth and Norhaven.
The Ardent Supplier, Revelation, Prophecy and ACCOLADE are only
available on Earth and may only be purchased by members of the Alliance.
The MayhemMaster, Nognutter, Quietus, LEXOR, and APOCALYPSE are
available only on Norhaven and may only be purchased by members
of the Maraken.
Note: Ship Details/Statistics can vary depending on the configuration
of the game by the Sysop of the BBS.
Ship Data
1. Thrustmaster Symbol : S»
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 3
Torpedo Bays : 1
Base Cargo Spaces Included : 10 of 50
Ship Fighting Odds : 1.0
Max Fighter Drone Control : 1,500
Max Shields : 750
Cost : $58,600
2. Garbage Scow Symbol : 88»
Standard Jump Reactor Power : 7
Possible Reactor Upgrades : 2
Torpedo Bays : 0
Base Cargo Spaces Included : 7 of 40
Ship Fighting Odds : 0.7
Max Fighter Drone Control : 800
Max Shields : 1,000
Cost : $13,900
3. Bantam Symbol : F
Standard Jump Reactor Power : 12
Possible Reactor Upgrades : 1
Torpedo Bays : 0
Base Cargo Spaces Included : 5 of 25
Ship Fighting Odds : 1.6
Max Fighter Drone Control : 300
Max Shields : 200
Cost : $33,500
4. MaxiPort Symbol : O=O=O
Standard Jump Reactor Power : 7
Possible Reactor Upgrades : 4
Torpedo Bays : 0
Base Cargo Spaces Included : 35 of 125
Ship Fighting Odds : 0.7
Max Fighter Drone Control : 1,500
Max Shields : 3,000
Cost : $237,000
5. Sentinel Symbol : I¯
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 5
Torpedo Bays : 2
Base Cargo Spaces Included : 20 of 70
Ship Fighting Odds : 0.9
Max Fighter Drone Control : 5000
Max Shields : 500
Cost : $1,224,000
6. Reconnoiter Symbol : 
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 4
Torpedo Bays : 3
Base Cargo Spaces Included : 20 of 90
Ship Fighting Odds : 1.0
Max Fighter Drone Control : 30,000
Max Shields : 1,000
Cost : $1,840,000
7. MayhemMaster Symbol : }->
Standard Jump Reactor Power : 6
Possible Reactor Upgrades : 6
Torpedo Bays : 6
Base Cargo Spaces Included : 20 of 75
Ship Fighting Odds : 1.3
Max Fighter Drone Control : 10,000
Max Shields : 1,000
Cost : $2,270,000
8. Ardent Supplier Symbol : ßþþþß
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 0
Torpedo Bays : 0
Base Cargo Spaces Included : 20 of 400
Ship Fighting Odds : 0.7
Max Fighter Drone Control : 1,000
Max Shields : 5,000
Cost : $3,500,000
9. Mauler Symbol : Ã-{}
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 6
Torpedo Bays : 4
Base Cargo Spaces Included : 45 of 150
Ship Fighting Odds : 1.0
Max Fighter Drone Control : 250,000
Max Shields : 15,000
Cost : $5,000,000
10. Nognutter Symbol : -ì-
Standard Jump Reactor Power : 4
Possible Reactor Upgrades : 10
Torpedo Bays : 2
Base Cargo Spaces Included : 25 of 100
Ship Fighting Odds : 0.9
Max Fighter Drone Control : 100,000
Max Shields : 10,000
Cost : $5,700,000
11. Quietus Symbol : í
Standard Jump Reactor Power : 10
Possible Reactor Upgrades : 6
Torpedo Bays : 10
Base Cargo Spaces Included : 12 of 50
Ship Fighting Odds : 1.5
Max Fighter Drone Control : 5,000
Max Shields : 1,000
Cost : $6,500,000
12. Revelation Symbol : }ð¯
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 3
Torpedo Bays : 4
Base Cargo Spaces Included : 40 of 70
Ship Fighting Odds : 0.9
Max Fighter Drone Control : 20,000
Max Shields : 5,000
Cost : $7,243,900
13. Prophecy Symbol : }þð¯
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 4
Torpedo Bays : 6
Base Cargo Spaces Included : 75 of 225
Ship Fighting Odds : 1.1
Max Fighter Drone Control : 200,000
Max Shields : 10,000
Cost : $9,220,000
14. ACCOLADE Symbol : }äðþ-
Standard Jump Reactor Power : 10
Possible Reactor Upgrades : 6
Torpedo Bays : 10
Base Cargo Spaces Included : 100 of 300
Ship Fighting Odds : 1.1
Max Fighter Drone Control : 1,000,000
Max Shields : 100,000
Cost : $36,000,000
15. LEXOR Symbol : î-ä-
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 6
Torpedo Bays : 5
Base Cargo Spaces Included : 40 of 200
Ship Fighting Odds : 1.0
Max Fighter Drone Control : 150,000
Max Shields : 10,000
Cost : $13,439,000
16. APOCALYPSE Symbol : îäðì-
Standard Jump Reactor Power : 8
Possible Reactor Upgrades : 8
Torpedo Bays : 10
Base Cargo Spaces Included : 100 of 300
Ship Fighting Odds : 1.1
Max Fighter Drone Control : 1,000,000
Max Shields : 100,000
Cost : $29,340,000
Battling
When battling it is important to not to overextend yourself. If a
ship has considerably more fighter drones and shields than you,
then it is best to avoid getting into a battle.
Torpedos can be loaded on to your ship at Earth and Norhaven if
you have torpedo bays and can be useful for bringing down ships
stronger than you.
Some ships have better fighting odds which gives them an edge in
battle. The Maraken ships tend to have better fighting odds, but
are usually weaker for trading.
Battling members of your own alliance will reflect badly on your
record if you are a member of one.
Upon defeating a ship, you will have the option of destroying or
plundering your enemy. You gain additional experience from destroying
the enemy ship, but you do not get the benefit of examining their
cargo bays which often have useful items or upgrades for your ship.
If your Ship Gets Destroyed The game is not over, but it may take
some effort to get back up and going. Make sure that you always keep
the maximum amount of money that you can in your bank account that way
you'll have some startup cash.
Upon destruction you will be launched into a mini-game where you
attempt to hitch a ride from a passing ship. Ships will cross the
screen, as will meteors. Take care not to get hit by a meteor or
you will die and will have to wait till tomorrow to try again to
hitch a ride.
Once you are picked up, you will be given a garbage scow to get
started. The garbage scow is very limited and only has 7 cargo
spaces, so you will want to upgrade to a new ship as soon as
you have the cash.
Cartels
Cartels are the manner by which you form alliances with other
players on Planets. It helps you manage your planets and allows
you to share the benefits of owning them.
If you are the boss of a cartel and you are a member of either
the Alliance or the Marakens then it requires all members to be
members of those alliances. For this reason, it can be beneficial
to be neutral so that individuals can join regardless of their
alliance. You can also simply make individuals Allies to your
cartel, giving them beacon and trade benefits, without the full
privileges of being in the cartel.
The Alliance
The Alliance Headquarters are located on Earth. There you can
register to join, buy ships including those only for the Alliance,
and check your status as a member of the Alliance.
When asked why you want to join the Alliance, give reasons about
why you want to save the universe, etc. You can also say "I LOVE
JENNIE GARTH", which worked nicely for me.
Killing other members of the Alliance will give you negative
points on your status. For what reason this is detrimental, I
don't know, but it's probably not a good idea.
Maraken
The Maraken Headquarters, Hell City, are located on Norhaven.
Like the the Alliance headquarters, you can register to join,
buy ships including those only for the Maraken, and check your status.
When asked why you would be good for the Maraken, give reasons
about wanting to destroy the universe, etc.
Killing other members of the Maraken will give you negative
points on your status.
Special Items
Most items you encounter are merely tradable items, but some
have special uses:
Fighter Drones are used to battle other players and NPCs.
Shield Batterys increase your shield strength. The maximum
shield strength varies depending on your ship.
Big Cargo Spaces increase the amount of cargo you can carry.
The more you can move on a trade run, the more money you make.
Reactor Units increases your reactor power, giving you a longer
flight plan and more power to use when making direct warps to
specific planets. It must be charged before enjoying the benefits
(will have to wait until the next day).
Device of Cloakings allow you to cloak and make yourself invisible
to other ships in the game. When you use a Device of Cloaking it
will ask you at what level you want to cloak your ship at. It is
important to note that you are not choosing what strength in which
to cloak, but rather the frequency in which to cloak your ship.
Unless they use an Anticloak Scanner at your level/frequency,
they will not see you.
Anticloak Scanners allow you to search for other players who
have cloaked themselves. When you use the Anticloak Scanner
it will ask you what level you want to scan. If there is a ship
cloaked at that same level it will be visible to you and you
will have the option to battle the player. While traveling you
will know if there are players cloaked at a given planet as it
will indicate that your scanners are experiencing interference.
Eden Warp Unit allows you to warp to any planet of your choosing,
whether or not the beacon of that planet is enabled.
Note: See Planets ? Conquering for information about Zone
Atomic Bombs, Onboard Printing Kits and Utopia Planetary Defense systems
Secrets
The Eye If you give $500,000 dollars to the Dreamora Temple you
get a special device installed on to your ship which allows you to
Psychoanalyze your enemies telling you their disposition towards you.
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