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Chapter 1 - Introduction |
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Chapter 2 - The Storm World Campaign |
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2.1 Joining the game | 2.2 Objectives | 2.3 Game Interface | 2.4 Turn Processing
| 2.5 Error Handling | 2.6 Bug Tracking |
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Chapter 3 - Dominion and Realm Characters |
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3.1 Dominions | 3.2 Realm Characters | 3.3 Species | 3.4 Attributes | 3.5 Knowledge
| 3.6 Reputation | 3.7 Fame and Infamy | 3.8 Equipment | 3.9 Ascension |
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Chapter 4 - Trades and Crafts |
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4.1 Commerce | 4.2 Markets | 4.3 Armorer/Weaponsmith | 4.4 Engineering | 4.5 Constructing
Ships | 4.6 Caravans | 4.7 Shops | 4.8 Burglary | 4.9 Performances |
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Chapter 5 - Skills |
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5.1 General | 5.2 Environment | 5.3 Mariner | 5.4 Merchant | 5.5 Leadership | 5.6
Combat | 5.7 Stealth | 5.8 Sorcery | 5.9 Psionics |
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Chapter 6 - Henchmen |
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6.1 Followers | 6.2 Mounts | 6.3 Controlled | 6.4 Henchman Skills |
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Chapter 7 - Exploration and Movement |
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7.1 Time Keeping | 7.2 Terrain | 7.3 The Wilderness | 7.4 The Sea | 7.5 Locations
| 7.6 Exploration | 7.7 Dungeons, Lairs and Towers | 7.8 Weather |
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Chapter 8 - Realm Interactions |
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8.1 Citizens | 8.2 Affiliations | 8.3 Quests | 8.4 Contracts | 8.5 Unarmed Combat
Tournament | 8.6 Allies and Enemies |
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Chapter 9 - Combat |
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9.1 Encounters | 9.2 Conditions for Battle | 9.3 Battle Structure | 9.4 Results
| 9.5 Health | 9.6 Maladies | 9.7 Logistics | 9.8 Morale |
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Chapter 10 - Mysticism |
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10.1 Magic vs. Psionics | 10.2 Sorcery | 10.3 Psionics | 10.4 Mystical Items | 10.5
Scrolls, Gems, and Potions |
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Chapter 11 - Strongholds |
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11.1 Manors vs. Keeps | 11.2 Building a Stronghold | 11.3 Structures | 11.4 Taxes
| 11.5 Dangers |
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Chapter 12 - Guilds |
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12.1 Membership | 12.2 Founding a Guild | 12.3 Services | 12.4 Ferries | 12.5 Guild
Caravans |
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Chapter 13 - Miscellaneous |
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13.1 Artifacts | 13.2 Locks and Keys | 13.3 AI Settings |