Before you begin adventuring, you need to create a party of characters to take with you on your journey. The character creation interface is straightforward and intuitive, so after a brief overview of the mechanics, most of this chapter will discuss character classes, character records, and strategies for creating a well-balanced and optimal party.
Character creation is an integrated part of Jewel of Arabia and not a separate module, as in some other RPGs. Each time you start a new game, you create a new party from scratch. These characters are used in this game only and characters can not be imported and exported at will.
After you select New Game from the splash screen or menu, you will arrive at the character creation display. The left side of the display contains space for the characters you create (up to five total) and control buttons. The right side contains space for character records and other forms, as well as a text scroll area where important messages and information appear.
Briefly, the control buttons perform the following functions:
Press this button to create a new character. Text will appear
on the text scroll to guide you through the process. The keyboard shortcut
for this button is the letter "c".
Press this button to randomize the attributes of your new
character. All of the attributes which define a character are described in
detail below. In general, though, higher numbers for Strength, Dexterity,
and Intelligence (over 12) are better. The keyboard shortcut for this
button is the letter "r".
Press this button to delete the selected character. The
selected character has a depressed bar to the left of his or her portrait
button. To select a different character, click on his or her portrait button.
Press this button to select a new portrait or combat figure
for the selected character. You can also use this form to rename a
character.
Press this button to reorder your party. A numbered cursor
will appear. Click the character portraits on the left of the display in the
order you would like them to appear.
You will be allowed to change a character's portrait or figure,
and reorder your party during the main game via a menu item.
Press this button to change the default skill level of the game. There are three levels of skill: bronze, silver, and gold, with silver being the default. The skill level you choose affects combat difficulty only, and you should base your selection on how much experience you have playing these kinds of games.
You are strongly encouraged to choose a skill level that
realistically matches your combat role-playing ability. After you begin a
new game, you will not be allowed to change this setting.
Press this button to begin a new game. Your party must contain
at least two characters: a Prince or Princess and a Djinn. You will not be
able to begin a new game without these two characters.
During the character creation process, you can always review
the character record of a character you have already created, and even
reroll the statistics. Click on a character's portrait button to select that
character, and then click on the portrait again to reveal his or her
character record.
Each character that you create in Jewel of Arabia, belongs to a character class. These classes help define a character, and have long-ranging game effects. For example, members of the Bedouin class have special desert survival skills as well as strong family and tribal ties that will be important in the game. And members of the Sufi class belong to a sect which eschews worldly goods and makes charity a way of life. Since there are eight character classes, and your party may contain only five characters, you will have to decide which abilities are most important to you. All of the character classes are described here, but many of the subtleties of the character classes can only be grasped by playing the game.
Prince/Princess: The first character you will create, and one that your party must contain, is of the Princely class. This character is essential to the game, for the entire story is woven around this character's destiny. If you like to think of yourself as the party leader, this would be a good character to give your own name and gender. Because this character is of noble birth, your entire party will gain access to people, places, and information that would be denied to anyone of a lower-born class.
Members of the Princely class are solid fighters who can use all kinds of
weapons and armor.
Djinn: The Djinn are not actually members of a character class, but are an entirely different race. The immortal and immensely powerful Djinn do not ordinarily interact with mere mortals, unless they are bound into their servitude. The Djinni (male) or Djinniyah (female) in your party is bound by a magic ring to your Princely character, and thus, your party must contain a Djinn. This can be a blessing or a curse, depending on your opinion of the Djinn race. However, the Djinn possess huge magical abilities which make them extremely useful to have around.
The Djinn character can cast many spells, which he or she will learn
throughout the game. Because the Djinn are severely limited in how much
load they will carry, they can wear only lightweight, organic armor, and
can use only small weapons.
Bedouin: The Bedouin are the nomads of the desert, and members of this character class are equipped with knowledge and skills that will make navigating the Great Barren Desert in Jewel of Arabia more manageable. In addition, members of the Bedouin class are good fighters, and are well-regarded for their generous hospitality. For these reasons, members of the Bedouin class make outstanding traveling companions.
The Bedouin class can use all weapons and wear any armor.
Dervish: The Dervish class suffers some from a general misunderstanding of their abilities, and from their own unpredictable behavior. Members of this sect are respectable fighters and often induce a trance-like frenzied combat dance during the heat of battle. Whether these dances are induced through deep meditation or via powerful hallucinogens is a matter of intense speculation. Either way, Dervishes make useful allies because of their impassioned fighting ability coupled with an intense fascination with the spiritual world.
Members of the Dervish class can use all weapons and wear any armor. And
as Dervishes progress in level, they can cast some mental spells.
Ghazi: The Ghazi are a warrior class and members of this sect are totally committed fighters. You could ask for no fiercer or more loyal an ally on the battlefield. Members of this class will fight a battle until its bitter end, and if the weapon is struck from a Ghazi's hands, he or she will go on fighting without a weapon rather than give up.
Members of the Ghazi class can use all weapons and armor, and can do
considerable damage without a weapon should the need arise. However,
their total dedication to fighting give the Ghazi little time to develop
spiritually.
Hash-shashin: No other sect has achieved quite the level of drama and mystique as the enigmatic Hash-shashin. Characters of this class are renowned for their killer instincts and finely honed fighting skills. Indeed, it is said that the Hash-shashin move so fast and strike with such deadly accuracy, that most of their targets never even see their assailers before they fall. The Hash-shashin's nerves of steel and deadly resolve are rumored to be partially the result of powerful hallucinogens. Whether fact or fiction, you would rather have a member of this sect fighting for you than against you.
The Hash-shashin may wear any armor, but silence and secrecy demand
that they fight only with subtle staves. Bladed weapons are forbidden
to the Hash-shashin, for they create too much bloody evidence.
Magi: Members of the Magi class belong to a powerful hierarchy of elite scholars. Induction into the Magi order is highly competitive and strictly controlled. While this may sound quite restrictive, the system is very effective at producing only skilled and capable apprentices. The Magi order specializes in controlling the powerful elements through the study of ancient magics. They are best known for their mastery of fire and are able to command this very destructive and dangerous force.
A Magus may wear only lightweight, organic armor, and may use only small
weapons that do not interfere with his or her command of the elements.
As they progress in level, Magi learn more and more powerful spells.
The enlightened Sufi's power comes not from any weapon or armor, but
from deep within themselves. Members of this sect can wear no armor and
can bear no arms. As they progress in level, Sufi characters can cast more
and more powerful mental spells.
Animal: The final character slot is reserved for the Princely character's pet. The possession and care of an animal is a sign of considerable wealth and prestige, and no noble man or woman would travel without one. Throughout the game, you will be given many opportunities to trade your animal for another. You must always trade your existing animal for another one, and if you allow your pet to die, you will NEVER be allowed to buy another animal.
When you create a new character, a "record" for that character is also created to store all of the data that describe a character. This record contains such information as the character's name and level, but also the many variables that describe his or her particular attributes. Shown below is a picture of a character record. Each of the fields in the record are described to give you a more complete idea of what makes up a character.
The top two lines of the character record show the character's name and
character class, and his current level and rank. In this case, the character
is a level 1 Sufi.
A character's gender, age, height, and weight have no game
effects. They are given to provide color and variety only.
The statistics on the left-hand side of the character record are the primary statistics. These attributes are randomized when you roll a character, but are also bounded by a character's class. For example, the Ghazi class can roll greater strength numbers, while the Magi class can roll greater intelligence numbers.
Strength: Strength determines how strong your character is. A stronger character can carry a heavier load, do more damage in combat, and aim heavy weapons with greater accuracy.
Dexterity: Dexterity describes how agile and quick your character is. Characters with high dexterity are better fighters, hitting and dodging more often.
Intelligence: Intelligence represents how smart your character is. A higher intelligence character is better at spell casting and meditating.
Vitality: The amount of vitality a character has represents how much injury or combat damage she can sustain before dying. A high vitality number is desired, because once characters die, they remain dead. There is no "resurrection" or magical pill that will restore characters back to life once they have died. However, all characters gain more vitality each time they reach a new level. A character's vitality is restored by walking around outside of combat, or by camping or resting at an inn.
Stamina: A character's stamina indicates how physically tired he is. As a character's stamina decreases, fatigue sets in and he will miss-hit more often, do less damage, and dodge less capably. Higher levels of stamina are particularly important for characters of the Sufi and Hash-shashin classes, for these characters use more stamina during combat. All characters gain more stamina as they increase in level. The only way to restore a character to full stamina is to camp or rest at an inn.
Prana: A character's prana is his or her mental and physical life force. This is a difficult concept to convey in English, but if you are familiar with the Chinese or Japanese martial arts, prana is similar to chi or ki. Characters use prana to restore themselves to health, as well as command their bodies to withstand greater pain or injury. All characters gain additional prana as they increase in level, but prana is also dependent on intelligence, and smarter characters will gain more. Prana is a kind of mental stamina, and like stamina, can only be restored by camping or resting at an inn.
Mana: Mana is magical energy and only characters that can cast spells have mana. In order to cast magical spells, a character must use a portion of his or her mana, depending on the difficulty of the spell. Thus, a higher number is always desired, but all magical characters gain additional mana as they increase in level, with more intelligent characters gaining more. Some mana is restored naturally while walking around, but camping or resting at an inn is quicker.
Vitality, stamina, prana, and mana are always listed as a pair of
numbers. The first number indicates how much of that resource a
character has remaining, while the second number indicates the maximum.
Exp: This is not actually a statistic, but is where the total amount of experience a character has earned is recorded. To increase in level, characters must earn experience through combat. To advance to level 2, a character must earn 200 experience points. To reach level 3, requires an additional 300 points. To get to level 4, requires an additional 400 points, and so on.
Next: This entry shows the total experience a character needs before she reaches the next level. For example, a next entry of 2700 means that the next level will be gained when the character's experience number reaches 2700. In this case, that would be level 7 (700 + 600 + 500 + 400 + 300 + 200).
The statistics on the right-hand side of the character record are partially derived from those on the left-hand side, but character class and what equipment a character has is factored in as well.
Damage bonus: The damage bonus is the amount of additional damage a character does in combat, above and beyond her weapon's damage. Strong characters will have a higher damage bonus.
Accuracy bonus: The accuracy bonus reveals how much more likely a character is to hit a target in combat. The combat model is very complex, but characters with a high accuracy bonus will hit with greater reliability. This number is dependent on many factors, including dexterity, strength, and armor/equipment.
Dodging: This entry records a character's dodging ability. The better a character is able to dodge away from attacks, the less likely he is to be hit. Dodging is dependent on dexterity, but also benefits from loose, flowing clothing that can mask critical parts of the body.
Critical hits: A critical hit is an attack that is so well-aimed and executed that it does double damage. This entry records a character's percentage to execute a critical attack. It is largely dependent on level, although some character classes, such as the Sufi class, are expert at this kind of attack.
Combat move: This is the number of steps that a character can take during combat. Each attack by a character requires two "steps". When a character has no remaining combat moves, her turn is over. A character's combat move is largely dependent on dexterity, with encumbrance also factored in.
Attacks/round: As characters increase in level, they can attack multiple times per round. This entry records the current number of attacks a character gets: for example, 1 means the character gets 1 attack per round; 3/2 means he gets 2 attacks every other round, etc. A character may only use additional attacks if he has enough combat moves.
Armor class: A character's armor class is almost entirely dependent on what armor and clothing she is wearing. This number reflects the amount of damage that a character can absorb during combat before she sustains damage. As a character adds armor and other protective items, her armor class increases, and she is better protected.
Load: The first load entry shows how much weight a character is currently carrying in his inventory, followed by the total weight (or load) he can bear. Load is entirely dependent on strength, with all classes, save for the Djinn, capable of carrying a load equal to four times their strength. The Djinn are limited to only one times their strength.
Encumbrance: This number indicates a character's encumbrance level and is extremely important. A heavily encumbered character has a lower accuracy bonus, dodge ability, combat move, and general movement. If you find that one character is getting encumbered (a number greater than 2), you should probably trade some items from his inventory to another character.
Movement: A character's movement percentage indicates how close she is to the maximum movement rate of 100%. This is an important percentage to watch, because the entire party's movement can only be as fast as the slowest member. A slow moving party consumes more resources (food and water) and gets attacked more often while traveling the same distance.
In addition to all of the above numerical statistics, each character also has one special ability, which is recorded at the very bottom of the character record. When you roll a character, you will likely want to optimize all of the numerical values, but you should pay close attention to the abilities you are accumulating. Some of the abilities aid the entire party: For example, if one character in your party has the Identify strongest ability, the strongest combat opponent will be highlighted in red, while other abilities only help the individual. Duplicate party abilities do not add any advantage, and you may want to reroll to get a different ability if you encounter a double.
The special abilities are described briefly below, but the only way to really judge them and understand them, is to play the game.
This section is most appropriate for players with little or no experience with role-playing games. If you have played other computer RPGs or traditional paper RPGs, then you probably already know how to build a solid party and can skip this section. But if you are a novice, it will probably really help you to read and follow these suggestions.
First and foremost, create a full party of five characters. This is very important, because while you are exploring the world, you will have to fight monsters in order to gain experience. The more people you have fighting for you on your side, the more likely you are to win these fights.
Another important step in building a better party is to select a different character class for each party member. While it might seem like a good idea to construct a party of a Prince, a Djinn, and three Ghazi warriors or a Prince, a Djinn, and three spellcasting Magi, this is not the best strategy. For starters, it's simply more fun to play with a diverse party. And secondly, while there are situations where one of these specialized parties might come in handy, in general, they are sub-optimal.
After you decide which characters you want in your party, you should reroll their statistics until certain minimum criteria are met. You should almost never accept a character with a number less than 10 in the Strength, Dexterity, or Intelligence fields. These three attributes are very important, and higher values are always preferred. In addition, the following chart indicates which of these three variables is most important for each character class. This should help you roll a good character who excels where it most counts.
In addition to all of the numerical values on the character record, you should also pay attention to each character's ability that is shown at the very bottom of the form. An easy way to ensure that you get a well-rounded party is to select a different ability for each character. And, if possible, you should try to acquire one or more abilities from the following list:
Identify weakest: This ability highlights the weakest monster. If you are a novice player, this ability will help you develop a good fighting strategy. When fighting, concentrate all of your characters on eliminating the weakest monster. When that monster dies, concentrate on the next weakest, etc. This is an important combat strategy that novice players often overlook. Novices often choose to attack whichever monster happens to be nearest to a character, which isn't much of a strategy.
Foraging: A character with the foraging ability will gather food to add to your party's stores. This ability helps you to travel and explore further from towns, since you do not have to return as often to buy food. In addition, food is not free, and this ability will enable you to use your precious treasure to buy weapons and armor for your characters.
If your party contains a Bedouin character, you will begin the
game with additional food and water and foraging is not initially as
important.
Experienced: A character who is experienced starts the game at level 2 instead of level 1. The main advantage here is that the character will have more vitality, stamina, prana, and mana (if a spellcaster). All of this makes it easier to play, especially the beginning game which can be difficult for novices.
Alertness: A character with the alertness ability makes the entire party resistant to surprise attacks. Surprise attacks are especially dangerous, because all of the monsters will have a chance to attack before anyone in your party gets a turn. This can be lethal, especially in the beginning when your characters do not have a lot of vitality and do not have good armor to protect them. In addition, the alertness ability makes it safer to camp when you are away from towns and can't stay at an inn. You will need to camp from time to time to heal your characters after tough combat situations.
Toughness: This ability gives the character a built-in armor class of +2. It is an especially good ability to get for a Djinn, Magi, or Sufi character who are all limited in the kinds of armor they can wear.
And finally, if you have never played a role-playing game before, or if you are not very good at the combat portion of these games, choose the bronze skill level. This will simply make the fighting easier and you will have more fun.
The default character names are all of Arabic or Persian origin, and are unisex names, making them suitable for male or female characters. You can choose any names you like for your characters, but the default names give an appropriate "Arabic flavor" to the game. For those of you who choose to use the default names, their meanings are given below:
During the game, you will meet people who will offer to trade your animal for one of theirs. You must always trade your existing animal for another, so you must not allow your pet to die. If you do, you will NEVER get the chance to buy another animal.
You do not have to trade your animal, but you will probably want to. Animals do not increase in level as do your party members. So as you advance in rank, you will probably want to look for a higher level animal to travel with.
There are basically two different styles of animals in the game: fighting animals and pack animals. Fighting animals are natural predators and do considerable damage in combat. Pack animals, on the other hand, are not fighters by nature, but they can carry a tremendous load on their backs. There are times in the game where you will have to decide which style of animal is better suited to your game.
One more thing to consider is that pack animals are far more abundant than fighting animals. You will usually be allowed to get each pack animal more than once. But you will have only one chance to try each fighting animal, since they are much more rare.
Each kind of animal also comes with a different and useful special ability,
so each time you trade one animal for another, you will get to experience
a new ability.
The animal's character record differs slightly from those of
your other party members. The main difference being that since animals do
not gain levels, they do not need the experience and next experience fields.
And unlike your party characters, animals do not suffer encumbrance. They
will carry up to their full load without penalty, but will not carry any
more.