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DarkStone's Regions & Heroes of Uma FAQ
Version 1.2
Based on the PC version of the game
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Written by BaDBoY (badboy_@go.com)
On: Sunday, January 19, 2003
Last Update: Wednesday, January 22, 2003
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<> Disclaimer
=============
This unpublished work Copyright 2003 BaDBoY
This guide is for private and personal use only. This guide is not to
be used for profitable / promotional purposes; this includes being
used by publishers of guides, books, etc. or being incorporated into
magazines, etc. in ANY way without contacting the author. This guide
was created and is owned by me, BaDBoY
. All
copyrights and trademarks are acknowledged.
DarkStone(tm) is Copyright 1999 Delphine Software International, All
Rights Reserved. Most of the information found in this document are ©
Electronic Arts, and the Manual is © Electronic Arts.
The following Web site(s) can post this document freely, w/o asking:
GameFAQs http://www.gamefaqs.com/
If you want to place this document on your Web site / page, just tell
me. I will agree instantly as long as you've asked me before.
======================================================================
<> INDEX
========
I. Introduction
A. My First Words
B. Updates History
II. Regions of Uma
A. Ardyl
B. Marghor
C. Ormar
D. Serkesh
III. Heroes of Uma
A. Warrior
B. Amazon
C. Wizard
D. Sorceress
E. Monk
F. Priestess
G. Assassin
H. Thief
IV. Conclusion
A. My Final Words
B. Thanks to
C. My Other FAQs
======================================================================
I. Introduction
===============
A. My First Words
-----------------
Welcome to this Regions & Heroes of Uma FAQ for DarkStone on the
PC. Here, you'll find the information of the Regions & Heroes taken
from the Manual. If you don't have it, this file will surely help
you. Also, don't forget to check the other FAQs written by the others
in GameFAQs out. There should be no update to this guide, but who
knows?
----------------------------------------------------------------------
B. Updates History
------------------
<> Version 1.0 - 1/20/2003
- Wrote all of this.
<> Version 1.2 - 1/22/2003
- Fixed a small mistake while revising the FAQ. Could this be
the final version of the FAQ? Maybe.
======================================================================
II. Regions of Uma
==================
A. Ardyl
--------
The region of Ardyl has traditionally served as a refuge for
Uma's fiercest warriors, as well as for the renowned amazons. It is
now being threatened by the presence of goblins and skeletons.
----------------------------------------------------------------------
B. Marghor
----------
This region has long been the preferred haunt of Uma's most
powerful wizards. They used to live in isolation from the rest of
their world, in towers hidden away in the depths of Marghor's
forests. There used to also be sorceresses, but now Marghor is under
threat from the lizard and rat men, who have already burnt down the
wizards' towers and massacred many sorceresses...
----------------------------------------------------------------------
C. Ormar
--------
Ormar was home to the most loyal servants of the gods, and many
monasteries were built in the region. Monks and priestesses came here
for training, as well as to strengthen their faith and learn the arts
of magic and combat. But with this region now being taken over by the
Wyverns, the monasteries have gradually begun to disappear...
----------------------------------------------------------------------
D. Serkesh
----------
This land instills fear and dread in Uma's merchants. Its roads
are far from safe, despite being patrolled by village police and
guards, and there are very few that would dare travel along them
unaccompanied. Serkesh is the most barren of Uma's lands. Only
recently, snakes have begun to occupy the land at a quite astonishing
rate. According to some rumours, it is also inhabited by dangerous
thieves, but who can be sure?
======================================================================
III. Heroes of Uma
==================
A. Warrior
----------
The finest warriors are born in the heart of Ardyl's forests.
From their earliest years, they have to become tough and develop
absolute physical strength to be able to confront the dangers lurking
in their region.
As children, they learnt to survive in the most hostile of
environments, to overwhelm wild beasts with their bare hands and,
above all, to fight the goblins and skeletons which abound in their
land. They have also put their many expeditions to the various
villages to good use by acquiring the mastery of swordsmanship. They
usually end up as mercenaries or masters of arms.
These warriors are now the strongest men alive. Their powerful,
yet agile muscular frame makes them formidable opponents in direct
combat. Their strength fills the lords with dread and there are very
few that would dare challenge them in single combat. They stalk their
enemies with the patience of a hunting cat, and can swoop down on
them with the speed of a hawk. They do have once weakness, however:
they dislike magic because they consider it a demeaning means of
combat. They prefer by far the incisive cut and hard steel of the
sword to the use of spells.
----------------------------------------------------------------------
B. Amazon
---------
Amazons are fierce horsewomen who live in the region of Ardyl.
They are entrusted at a young age to a Mother and soon become
formidable warriors, showing no fear of either physical strength or
magic powers.
They learn as a group to compensate for their lack of physical
strength through their agility and flexibility. Guided by their
Mother, they must continually undergo a serious of stern trials with
the aim of strengthening their spirit and making them a match for any
warrior. The worst of these "character-building" trials involves them
venturing into the goblins' den and bringing back the skull of their
leader...
The Amazons gain the upper hand in direct combat thanks to their
agility and the way in which they can anticipate their opponent's
blows. Their enemies describe it as being involved in a relentless
dance of death.
Similarly to the warriors, the Amazons have mastered the use of
the sword, demonstrating impressive accuracy. It is, indeed, very
rare for them to use magic.
----------------------------------------------------------------------
C. Wizard
---------
The greatest wizards come from the region of Marghor. Tradition
has it that the ancient wizards always come to Marghor to choose
those who have the Gift to become apprentice wizards. This happens
when candidates are in their adolescence.
Their whole life is then turned upside down. They return with
their master to his tower, a solitary place conducive to reading and
learning. These young wizards spend most of their time immersed in
the spell books of the ancient wizards. For years on end they wear
their eyesight out poring over scrolls, spending endless nights in
their master's library. And then gradually, they begin to master
increasingly difficult and complex spells.
Unfortunately, however, the wizards' towers have now disappeared
since the lizard and rat men invaded the region. They carried out
attacks on the towers, killing may apprentices in the process...
The young wizards have now been left with no alternative other
than to fight for survival. But as they have never handled weapons
they can only rely on their magic powers to defend themselves, as
they have always preferred to concentrate on developing their minds,
rather than their bodies. But, despite their lack of any physical
strength, they have managed to impress their enemies with the
intensity of their spells.
----------------------------------------------------------------------
D. Sorceress
------------
Very little is known about the sorceresses' early years. Rumour
has it that they learnt their magic by themselves in the shady
clearings of Marghor's forests. Others allege that the goddess
Kaliba, herself, took them under her wing.
The source of the sorceresses' power is Nature itself. And
indeed, they have no match when it comes to knowing the right plants
to combine in order to create terrible spells.
But their most terrifying power, which may be seen as either a
gift or a curse, is lycanthropy, which transforms them into a beast,
half woman, half wolf.
The sorceresses are universally feared on account of their
potent magic.
However, for some time now, the ingredients that make up their
strange concoctions have become more difficult to find. Worse still,
the rat and lizard men have overrun their territory. The Sorceresses
realised that they wouldn't be strong enough to confront them, so
they had to leave the safe cover of the trees and venture further out
towards the villages.
The village inhabitants still eye them with mistrust, even
today, but the sorceresses pay little heed to this as it is vital for
them to keep on the move, roaming the land of Uma in search of new
ingredients that will enhance their magic powers.
----------------------------------------------------------------------
E. Monk
-------
In the past, before the darkness descended, many monasteries
were established in the region of Ormar. The prospective monks were
sent to these monasteries where they became good men, enjoying the
respect of all. The monks spent many years in this place of prayer,
learning various combat techniques and spells.
Although less accomplished than wizards or warriors in these
respective arts, the monks have the advantage of being highly
competent in the complementary disciplines of war and magic. Isolated
from the rest of the world in their peaceful haven, they have had
years to master the use of blunt weapons (i.e. those weapons other
than swords). The staff has become their favourite weapon. They have
also studied white magic, so that they can use it to help their
neighbour and conquer Evil.
There are now far fewer monks than there were in the past.
Nearly all of the monasteries have fallen under attacks from the
wyverns sweeping across the region.
Monks now represent good, as well as life and its combat. They
are still held in high regard because of both their skills with a
staff and their ability to heal wounds.
----------------------------------------------------------------------
F. Priestess
------------
As with the monks, the priestesses have divided their lives
between religious devotion and learning the arts of combat and magic.
The source of their strength is their faith and they fight in the
name of the gods. In a world increasingly threatened every day by the
Darkness, they stand out as beacons of Good and Life.
During their travels they offer assistance to beggars, and they
are quite prepared to take on thieves in direct combat, or use their
magic to alleviate the suffering of the sick.
----------------------------------------------------------------------
G. Assassin
-----------
In order to survive, assassins often begin their careers by
relieving merchants of their purses. From their youth, they know how
to move around in the dark without making a single sound and steal
from sleeping travellers. Their exploits always end up attracting the
attention of the Thieves Guild in Serkesh. The assassins have settled
in this region, so that they can benefit from the lessons of more
accomplished exponents than themselves. In time, the most able of the
young apprentices can even surpass their masters.
As they are cunning and nimble, assassins often use projectile
weapons when attacking their opponents in combat. Even if they are
capable of engaging in direct combat, they actually prefer to kill
their enemy even before he has had the time to draw his sword or use
his magic. This tactic is very effective against the serpents that
are rife in the region. The assassins have also mastered a number of
spells.
----------------------------------------------------------------------
H. Thief
--------
The thieves' reputation precedes them in the region of Serkesh.
All of these women have demonstrated at one time or other that they
have the stuff of which thieves are made. Thus, they became members
of the renowned Thieves Guild, where they could develop their natural
talents further.
Within the guild they learnt to use their skills to break into
merchants' lavish residences to steal gold and precious jewels. They
also learnt how to kill sentries using projectile weapons and to set
traps for travellers at nightfall. Their skill set is considerable
and makes them very dangerous opponents, both in direct combat and
when using long range weapons.
======================================================================
IV. Conclusion
==============
A. My Final Words
-----------------
I enjoyed making this in-depth FAQ. I hope it was useful to you.
If you are making a walkthrough for this game, and want to take the
things here, you can do so, as long as you've e-mailed me before.
Have a good play.
----------------------------------------------------------------------
B. Thanks to
------------
I'd like to give thanks to...
<> DarkStone™'s Game Manual
For the names and describtions of the Regions & Heroes of Uma
found in this document.
<> Electronic Arts and Delphine Software International
For making such a good game.
<> Loic Belland
For writing the Manual of DarkStone™.
<> CJayC, Webmaster of GameFAQs
For making the best game guides Web site ever on the WWW.
<> You
For reading or even scrolling my file down. Without you, this may
not be possible. Thanks a lot.
----------------------------------------------------------------------
C. My Other FAQs
----------------
You can also have a look at my other projects in GameFAQs. The
number of them currently is small, but it'll grow, I'm sure. Go to:
http://www.gamefaqs.com/features/recognition/24337.html
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lastly, don't forget that this guide is...
C O P Y R I G H T , 2003
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|______| |______| |_|
A BaDBoY™ Freeware Guide
All Rights Reserved
'-._.-End of Document-._.-'