Spirit of Adventure (1991) Once again, I can expand my resume to a great merit: I recently smashed the fraternity of dreamers, and therefore prevented the drug trade on Lamarge .
SPIRIT OF ADVENTURE appeared in 1991, and at that time mainly because of attention because it was one of the few role playing, programmed by a German company was - Attic, who had previously made the Horror-Adventure/RPG-Mischung LORDS OF DOOM and later appeared with games about THE BLACK EYE. SPIRIT OF ADVENTURE was unique in look and gameplay (like many of the then role-play) influenced by the great referral program THE BARD'S TALE - and naturally so murderous heavy that I could just give up then.
Because broad sets out the country Lamarge Opitar the drug and the population falling into the addiction, as usual a six-person party will be dispatched to restore order. Man tinkering thus hastily together a few sociable adventurers from 4 classes and 4 races respects the Auswürfeln the character values preferably out that none of the values is below 5 (the warriors need strength, the magi intelligence, all they need skill, because the slow kids are usually beaten by any monster baby), and sets about the city of Moon City to explore - in the field-by-field locomotion, including the 90-degree turns, as was the usual. Without a car to facilitate mapping the way to the sale of graph paper and pencils.
Moon City is in it first of all to make the relevant parts of the city identified - the healer (it has no healing spells at first that is available), the stores (so not the heroes have to stick with his bare hands loppen the dark magician), the taverns, and one or two other useful contemporaries. Here and there you can talk to people, by entering keywords, and hopes that the Members have to contribute something useful (usually harvests only the default response "That interested me a damn"). Thus it is not too bland, if there are several dozen search houses and one must look at two standard images, which informs a one resident, that he does not can help us hosts pull of big and little monsters around, the early morning nothing better to have to do than trying to trouble us.
also applied as a random encounter battles are knitted by BARD'S-TALE-style: you will be informed how many bullies are facing a must, then either try to run away, and is in the case of debate just what should make a figure - to attack , magic, defend, or use an object. An attack can be a weapon, or PSI (so to speak, the "spiritual power" of nature) take place. The computer will play the round, informed a "Skar meets a wizard and generates 15 points of damage" of the events ("Del is poisoned by a spider skull "), and then begins the procedure over again until either the bullies or are not we. Then there's any gold and experience points and item finds.
keeps an ever properly long on the go, because the game like once every second new random encounters on throws us and we may haunt constantly in the absence of spells the healer (as soon as he has been ever found - are until it happens, the nerve blank). Of his services can cost you some, which is why, given the low level of financial strength of most monsters constantly broke and occasionally had absolutely no way to pay the good man. Then it should be mentioned that the Aufleveln the characters at first mere 1000 experience points needed - no problem, apart from the fact that so yields an arms skirmish like to measly 7 EXP. Oh must save, and one course only in the monastery.
Once you leave Moon City, sees the country as Lamarge card on which you must move the party pixel by pixel as a small cross. To stir up the spirit of discovery, on the map are the other cities, dungeons, etc. are not shown for safety's sake - that you will find only when you run it by accident. This means: you can scour the entire map with difficulty, with a stable course, hordes of armed seekers on the run way, ream the party gradually. It is moreover pointed out that the place where you can send up the characters, is not to be found in Moon City, but hidden in the wilderness - did not match up to the, the boys and girls struggle with stage 0 but plenty with the fauna of the country from aggressive. It happened not just once, that we marched for half an hour over the country and has small cut army of monsters, only to fall to a superior force to the victim - and because you could even save only in Moon City, were playing time and collected experience for a pet of your choice.
If, in the wilderness one of the three over the country finds scattered rune temple, one must also you finally get down to magic - which is namely concocted from various runes, which the party initially been a few carries with him, and over time also new items found. A spell is crafted from three runes - source path, destination - and kindly gives away the manual only a single sentence, while for all figure out another may just out of runes, such as "air" and "strength" and "life" Heil - could screw together and attack spells.
1991 was my SPIRIT OF ADVENTURE - despite previous experience of THE BARD'S TALE, and another very serious Role Play - far too frustrating. With the current games, it is surprising that the game does not stick quite as heavy as stored in memory - which is to say of course not, that it is not difficult, but it was now much better to get a grip than before. If anyone would like to plunge into the adventure, I would still be a few hints that make your life easier on Lamarge well.
get at the character creation of each character randomly assigned to a special property. Without the ability to "wall" should not venture into the country - namely, the increased chance run away from random encounters can. "Gift inhibit" is proving himself as both useful if you are bitten by stray dogs be spinning around and too far away from the healer, or simply has no money for its services. Also practical: "body shield" and "Spirit Shield" - that inhibits attacks with weapons and PSI. And "healing" and "PSI-healing" regenerate from time to time the hit points and PSI values of the figures.
There are a lot of fights, which is simply not worth it. This includes eg bats and skulls spiders. You lose some hit points, then must pay the healer - in the case of the Spider possibly even for the cure of the poison - and get to the fight but only one small handful of experience points and no gold (quite realistic that bats carry no assets with them). In these cases, so one should always try to run away in order to devote himself cleverer tasks. It makes sense goblins and the like; the most rewarding are the dwarves who carry gold with them properly.
Before venturing into the wilderness, you should ensure that you have enough rations it has - a starving Party are in fact irretrievably points deducted from the character values! In the wild, you should occasionally look (Ctrl + S), because you can find here and there runes. And if you want aufleveln finally, the forest should the west View of Moon City views ...
Well, now is the danger Opitar-banned and I am again the hero of the hour. There is really not so much playing surface - three major cities, two small and three dungeons - and it is mainly the large array of fighting (especially in the last dungeon with very beast quality journeymen) and the long search for the important points that the game drag on and on. reward for the final dungeon, the frayed nerves with generous experience points - - I Played Through SPIRIT OF ADVENTURE with a party that had recently reached level 9 and there is really a shame that the sequels announced were never realized.
SPIRIT OF ADVENTURE remains a relatively obscure challenge for fans of old-school Hack'n'Slay. - It is graphically beautifully presented (aurally, however, beyond the silence intros), entertaining, and never really unfair, and must somehow make a game indeed like the pictures just for the character used Sean Connery, Oliver Hardy and an ear-less Batman.
Note: The screenshots are from the page thelegacy.de (where a zealous warrior recounts, played several years and upgraded to level 20 have to). -----------------
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