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NOTE: DO TO THE LENGTH OF LOK HELP FILE ONLY SELECT TOPICS ARE DISPLAYED HERE 
Abbreviations 
When entering text commands, abbreviations often may be used for efficiency. Note that all text commands can be shortened to the least number of characters necessary to make the command unique. For example, "fight" shortens to "f"; and directions may be abbreviated by entering one or two indicative letters. For example: 
"n" for north, or "se" for southeast 
Likewise, when speaking to a non-player character, using the first one or two letters of the character's name often will suffice instead of the full name. For example: 
"m, deposit" 
may be used instead of "Marlis, deposit." Creature names can be abbreviated as well, such as "sk" for skeleton, or "wy" for wyvern. 
Age 
Newcomers to Kesmai arrive with an age of "very young" shown in their character information scroll. As time passes, the adventurer progresses from very young to young, to middle age, then to old age, and then to very old age. Naturally, as aging progresses, a decline in skills is to be expected. Fortunately, youth can be restored by drinking a hard-to-find (and therefore expensive) youth potion, but most adventurers choose to make a voluntary journey to Praetoseba, the Underworld. 
After completing various quests there, the adventurer returns to the land of the living with youthful vigor restored. The journey to Praetoseba is undertaken from the local cemetery. With these options, few adventurers choose to reach old age; others may decide instead to perform the Ceremony of Death to leave their weakened bodies behind. Related Topics: Special ceremonies 
Alignment 
All characters in Legends of Kesmai, and some objects, have an alignment, indicating whether they serve the forces of Light or Darkness: 
· Lawful (serves Light) · Neutral (not committed to either Light or Darkness) · Chaotic (serves Darkness) · Evil (serves Darkness) 
All player characters begin as lawful beings, except for Thieves, who are inherently neutral. Neutral alignment brings with it certain conditions you should be aware of before entering the game. See character alignment for further information. New players are advised to select a lawfully aligned occupation (preferably a Fighter) for their first character. 
Character Alignment 
All characters in Legends of Kesmai, and some objects, have an alignment, indicating whether they serve the forces of Light or Darkness: 
n Lawful (serves Light) n Neutral (not committed to either Light or Darkness) n Chaotic (serves Darkness) n Evil (serves Darkness) 
Most of the creatures encountered in Legends of Kesmai are of chaotic alignment, as befits the depraved manner in which they were brought to life by the Brotherhood of Yasnac. Adventurers who have turned repeatedly to murder and other antisocial activities quite naturally carry an evil alignment. On occasion, one will encounter a monster whose unrestrained dedication to the forces of Darkness has earned it an evil alignment. Although there is incessant warfare between the minions of Light and Darkness, chaotic creatures do not attack their own kind. They will, however, attack all non-chaotic beings, just as evil monsters attack all non-evils. 
A character's alignment can affect the behavior of other creatures strongly, since some are very sensitive to the company they keep. Among humans, characters with neutral or evil alignment are subject to attack by the Sheriff, his deputies, and other non-player characters (NPCs). Lawfuls sometimes tolerate the presence of neutrals, but chaotics rarely do. Thieves are inherently neutral; their unique Guild training enables them to appear lawful to everyone else, except Knights and higher-level Thieves, who can see through their disguise. 
Since the Sheriff and his deputies are all Knights, they will attack a Thief on sight, and their skill and experience leave little doubt as to the fate of the slow-witted or sluggish Thief. Non-Thieves who have turned neutral because of misdeeds lack the inherent disguise ability of the Thief, and so are subject to attack by all lawful NPCs at all times. On your Creature List display, the alignment of all the living beings within sight is indicated by the text color. These designations should be observed carefully before attacking any other character: 
Alignment Text Color 
Lawful blue Chaotic yellow Neutral green Evil red Self-defense target purple 
Certain weapons also carry an alignment, and are therefore limited in use to PCs or NPCs of the same alignment. If you come across a weapon with a different alignment than your own, you won't be able to use it; it will leap from your hand, or you won't be able to get a good grip on the weapon and will fumble it when you try to fight with it. Weapons of lawful alignment often have a blue glow, while evil or chaotic weapons sometimes glow red. Lawfully aligned weapons hit with extra effect when wielded against creatures of evil alignment. Weapon alignment can be determined by examining a weapon, by using the Identify spell or by a shopkeeper appraisal. Related Topics: Self-defense Karma 
The Ceremony of Ancestors 
If your ancestor was thoughtful enough to perform the Ceremony of Death, you may summon your ancestor's spirit from the Underworld with the Ceremony of Ancestors, performed at the Shrine of Bones. Each land has a Shrine of Bones; in Kesmai proper, the Shrine of Bones is hidden behind secret doors somewhere in the second level of the dungeons, and is challenging to locate. Of course, you are likely to run into denizens of the dungeon during your search. 
In order to summon the ancestor, a descendant must visit the Shrine of Bones in the same land where the character's ancestor performed the Ceremony of Death. If your ancestor gave up the ghost at the Shrine of Tranquility in Axe Glacier, then you must perform the Ceremony of Ancestors at the Shrine of Bones in Axe Glacier. Once you reach the appropriate Shrine of Bones, you may perform the Ceremony of Ancestors by standing before the altar in the shrine; then, after typing the chant: 
ina khitim nushi ilani 
in the command line, press the key. Your ancestor's spirit, if present in the Underworld, will appear. If your alignment (lawful, neutral, etc.) is the same as your ancestor's, your ancestor can help you in certain ways, within the guidelines set down by the gods. If you have a different alignment than your ancestor, your ancestor will be unable to help you and, sensing your inharmonious vibrations, will vanish forthwith. If you are harmoniously aligned with your ancestor, you may type the text command: 
meditate 
in the command line, and press the key. You will thereby inherit immediate and direct knowledge of your ancestor's skills and experiences. Unfortunately, the mystic veil separating Praetoseba and the world of the living is not an absolutely transparent one, and so only about half of your ancestor's skill and experience will be able to pass through to you. One unfortunate side effect of this transfer of knowledge is that you also inherit your ancestor's karmic burden. If your ancestor was a kind and respectful person, this inheritance of karma may be of no concern at all. 
If your ancestor had a history of antisocial activities, you might want to think twice before accepting what your ancestor is offering you. Once you inherit your ancestor's karma points, they can be removed only by offering the Confessor Ghost an appropriate number of tiger figurines, or by traveling to the Underworld. You also may ask your ancestor for permission to use a single personally attuned weapon, chosen from whatever attuned weapons your ancestor left behind. Hold the weapon in your right hand, then type the text command: 
, bless this weapon 
in the command line, followed by pressing the key. If the personalized weapon truly belonged to your ancestor, and your ancestor finds you worthy, the ancestor will grant you use of the weapon. If, after summoning your ancestor's spirit, you are unable to complete the Ceremony of Ancestors for one reason or another, all is not lost. You may summon your ancestor a second time and proceed with the ceremony. However, after a spirit has been summoned twice from the Underworld, its ancestral duties are fulfilled, and it may not be summoned again. If you fail to complete the ceremony after two summonses, your ancestral spirit will be lost to you forever. 
After completing the ceremony, you may leave the Shrine of Bones immediately, although your ancestor will remain at the altar, silently contemplating the prospect of spending eternity in Praetoseba. Related Topics: Redeeming karma in the Underworld (Praetoseba) Being forgiven Praetoseba, the Underworld 
Special Ceremonies 
As any adventurer knows, the gods continually resurrect slain warriors, thus perpetuating their chief source of diversion and amusement. But aside from their self-serving motivations, and despite their numerous foibles and frivolities, the gods of Kesmai are compassionate toward their mortal children. While the illusion of immortality in one's human form may appeal to many, the gods have recognized that, sooner or later, some of their children may consider continued resurrection on the worldly plane to be a curse, rather than a blessing. In their compassion, the gods have instructed their people in two special ceremonies. 
The Ceremony of Death allows the warrior to break free of the ongoing cycle of death and resurrection. The Ceremony of Ancestors allows the warrior's descendants to inherit skill and experience from an ancestor, and to gain use of an ancestor's personally attuned weapon. The Ceremony of Death 
The Ceremony of Death not only allows an adventurer to die without being resurrected, it also allows the adventurer to pass on to a descendant character of the same alignment a portion of his or her accumulated experience points and skills. This enables a fresh young descendant character to advance quickly; furthermore, the descendant character has immediate access to any gold the ancestor left behind in the bank, as well as all locker contents. The Ceremony of Death releases the adventurer from his or her body permanently and transports the deceased directly to the Underworld, with no means of return, except to be summoned during the Ceremony of Ancestors. 
Once in the Underworld, the departed adventurer remains conscious, able to roam about until being summoned forth by a descendant via the Ceremony of Ancestors. If, after being summoned forth by the Ceremony of Ancestors, the spirit finds the descendant character worthy of consideration, the spirit will pass on a portion of its skill and experience, plus the use of one personally attuned weapon. The Ceremony of Death must be performed at a Shrine of Tranquility. These shrines, found in every land, are always simple and spare, built with natural materials from the immediate vicinity. There usually is some degree of danger involved in reaching them, so don't travel empty-handed. It's a good idea to bring along a friend or two as well. 
The ceremony is straightforward — simply stand before the altar in the shrine, and after typing the chant: 
ashak ashtug nushi ilani 
in the command line, press the key. The ceremony should not be performed lightly. Once it is completed, your spirit leaves its mortal shell and there is no way for it to return. Your spirit also will displace any existing ancestral spirit (if you have one) in the Underworld. Naturally, any weapons, treasure or other items you are carrying will remain behind in the Shrine of Tranquility. These items can be collected and safeguarded by your friends. When planning for the Ceremony of Death, most adventurers dispose of their worldly wealth by placing it in the bank, or in their locker, where it will be available to a descendant character, and by simply giving away the more common items. 
To create a descendant character after you have completed the Ceremony of Death, return to the conference room and left click on the "CREATE CHARACTER" button; use the standard new character creation procedures to overwrite the character who just completed the Ceremony of Death. The new character you create will be the old character's descendant, and will have title and access to the contents of the old character's bank account and locker contents. 
Remember that the descendant character must be of the same alignment as the old character to benefit from the Ceremony of Ancestors. Certain weapons with special alignments or occupational links can be handed down only to descendants with similar alignments or occupations. Related Topics: The Ceremony of Ancestors 
Appraisals 
Shopkeepers will gladly appraise any item you place on their counter, and their years of experience have given them familiarity with all manner of things. To receive an appraisal for an item, drop the item on the shopkeeper's counter. Next, type the text command: 
[shopkeeper's name], appraise [item name] 
in the command line, and press the key. The shopkeeper will tell you what the item is, and its value. If it is a magical item, the shopkeeper will tell you the power of the spell, and if the item is a superior weapon, the shopkeeper will advise you of its combat add rating. These attributes are not apparent when just looking at an item. Shopkeepers can appraise only one item at a time; if multiple items of the same type are on the counter (e.g., several rings), the shopkeeper will appraise the item most recently placed there. If you do not wish to sell the item, you may use the left mouse button to drag and drop the item from the counter back to a valid destination (your hand, sack, belt, etc.). 
Banking 
The Bank of Kesmai is an indispensable part of the business community, with branch offices in Leng, Oakvael and Axe Glacier. "Banker's hours" do not apply in Kesmai, and deposits and withdrawals may be made 24 hours a day. The Bank of Kesmai is a no-frills operation, dedicated strictly to security, so don't expect any interest on your savings, loan officers to help you purchase that new suit of armor, or free potholders when you open your account. The Bank of Kesmai is one of the foremost money-makers for the local community, and is cooperatively owned by the people of Kesmai and operated by the local government. The huge sums of gold on deposit here enable the government to manage a lucrative investment portfolio; thus, the indigenous citizens of Kesmai are able to share in great wealth without ever venturing into the dungeons. The fact that the bank pays no interest makes the profits even greater, although all deposits are insured for up to 10 million gold pieces. 
Your account is automatically opened for you when you arrive on the island, so you may begin depositing funds immediately. As soon as you have some money in your account, you may begin withdrawals. There are no minimums for deposits or withdrawals, but you cannot deposit or withdraw more than 200,000 gold pieces at one time. To deposit funds in the bank, step up to the counter and use the left mouse button to drag and drop the gold you want to deposit onto the counter. Type the text command: 
[teller's name], deposit 
in the command line, and press the key. The teller will take your gold from the counter, deposit it, and thank you for the business. To check your account balance, type the text command: 
[teller's name], show balance 
in the command line, and press the key. A message will appear in the main viewport indicating your current balance. To withdraw gold from the bank, step up to the counter and type the text command: 
[teller's name], withdraw [amount] 
in the command line, specifying the number of gold coins you wish to withdraw, and press the key. The teller will place the specified amount of gold on the counter and thank you for the business. Use the left mouse button to drag and drop the coins to your hand or sack. Your account balance is available to you at any bank branch in the Realms of Kesmai: Oakvael, Leng and Axe Glacier, and even in more distant lands. Deposits you make in any bank branch will immediately be available in all other branches. 
If you send your character to the Underworld via the Shrine of Tranquility, and then overwrite this character with a new one, the old character's bank account will be available to the new descendant character. This is also the case if you simply overwrite or "reroll" your current character; the erased character's bank deposits will be available to the new character. As transferring large quantities of gold can be burdensome, adventurers who want to carry a large number of coins from one place to another may use their gold to purchase costly gems at the Jeweler's Shop. Gems are light, compact, and easy to carry, and can be redeemed for gold later on. 
Being Forgiven by the Confessor Ghost 
If you have committed a deed that has made you neutral, you can go to the Temple and ask the Confessor Ghost to intercede on your behalf. The Confessor Ghost is empowered by the gods to restore your alignment and remove your karma points, if proper offerings are made. Restoration to lawful alignment can be obtained for the donation of a silver dagger, if you have sinned only once. Silver daggers sometimes are found in the lower levels of the dungeon. Step onto the Ghost's hex, and drag and drop the silver dagger onto the Ghost's hex. Next, type the text command: 
ghost, forgive me 
in the command line, and press the key. The Confessor Ghost may require a more significant offering if you have committed several foul deeds. After your alignment is restored by the Confessor Ghost, you may want to stay away from the town for a while, since some of its inhabitants might not trust you. The Confessor Ghost also can remove a karma point for the offering of one tiger figurine. Again, step onto the Ghost's hex, and drag and drop the figurine onto the Ghost's icon. Next, type the text command: 
ghost, forgive me 
in the command line, and press the key. If you have more than one karma point, you will need an equal number of tiger figurines. It should be noted that tiger figurines are very valuable because they are quite rare and difficult to obtain. Seeking forgiveness from the slain PC is by far the easier means of removing a karma point. If you are a Thief, the Confessor can remove your karma points, but even the power of the Confessor Ghost cannot make a neutral Thief lawful. 
Note that the Confessor Ghost can not relieve you of marks. 
Being Forgiven by Another Player 
If you kill another player accidentally, you can have the mark and karma point removed if the other player forgives you. You should apologize for killing the other player and perhaps offer compensation. To forgive another player type: "forgive" Ensure that the command line is in text command mode when you do this. If either of you quits Legends of Kesmai before you are forgiven, it will be too late to remove the karma point. The mark however may be removed at any time from within in the game or the conference room. If possible, ask the player character's (PC's) ghost to forgive you before the gods whisk it away. Remember, the ghost cannot leave for at least 60 seconds from the time of death. 
Forgiveness removes the mark and karma point incurred only for that PC's death; it does not affect any previous blemishes or reverse the change from lawful to neutral alignment. To restore your alignment, you must see the Confessor Ghost in the Temple or visit the Underworld. Of course, the slain PC may refuse to offer you forgiveness (after all, some people take death seriously). In this case, you can remove the karma point by visiting the Confessor Ghost in the Temple, or by traveling to the Underworld. Related Topics: Being forgiven by the Confessor Ghost Praetoseba, the Underworld 
Buying an Item from a Shopkeeper 
To buy an item from a shopkeeper, you must first know the price. Each shop has a Price List icon posted on the wall. Double left click on the Price List icon and a list of available goods and their prices will be displayed in the main viewport. To look at any of the items displayed in the shop, type the text command: look at [item name] in shop You will receive a basic description of the item; you will be advised of any combat adds if the item is a weapon, but you will not receive any information on the magical properties of an item. 
Once you've determined the item you want to buy, and its price, use the left mouse button to drag and drop some gold (from your sack or from your hand) to the counter. Then, type the text command: 
[shopkeeper's name], sell [item name] 
in the command line, and press the key. If you have not met the vendor's price, he or she will tell you so. After you've offered the correct amount and asked the shopkeeper to sell the desired item, the shopkeeper will place the item you purchased on the counter and remove your coins. To complete the transaction, drag and drop the item from the counter to an appropriate location (hand, sack, belt, etc.). If you have overpaid, the shopkeeper will return your change after you accept the item, leaving it on the counter. 
If you wish to make multiple purchases, such as balm or shurikens, you may place the total amount you wish to spend on the counter to begin the transaction, and then use the "sell" text command repeatedly to purchase the individual items, until your money is used up. You do not have to remove the purchased items from the counter between purchases, although you may find it less confusing if you do so. 
Graveyards 
Graveyards are to be found in each of the lands of the Legends of Kesmai. In addition to providing a resting place for the unknown dead, they also serve as a portal to Praetoseba, the Underworld. By standing in the graveyard and reciting a magical chant, the adventurer is magically transported to the Underworld. All belongings carried by the adventurer fall to the ground and are left behind. The adventurer does not lose any stat points or skill by traveling in this manner. 
In Kesmai, the graveyard is located to the east of town, just north of Ironbar's forge, and just east of some ruins. Dangerous animals are known to frequent this area from time to time. Related Topics: Praetoseba, the Underworld Praetoseba - How to Get There 
Praetoseba -- How to Get There 
Travel to Praetoseba can be either voluntary or involuntary, depending on the circumstances, and your arrival point in the Underworld is affected by your karmic burden. Each time you die and are resurrected in the land of the living, you most likely will lose skill level ratings, constitution points, hit points, strength points and stamina points. If you continue to be slain, your constitution points eventually will decline to a level where you are unable to be resurrected (in the low single digits); instead, the gods will send you to Praetoseba for rejuvenation. 
However, before this point of debility is reached, some adventurers voluntarily travel to Praetoseba. A journey to Praetoseba will not restore lost hit points, stamina points or strength points, but the ability to regain lost skill levels, constitution points and youth is considered by many to be worth the effort. To travel to Praetoseba voluntarily, locate the local graveyard (there is one in Kesmai, as well as in Leng, Oakvael and Axe Glacier). While standing in the center of the graveyard, type the chant: 
"urruku ya zi xul" 
in the command line, and press the key. All your belongings (armor, rings, weapons, etc.) fall to the ground, and you are instantly transported to the grassy plain that serves as the arrival point to Praetoseba. For this reason, you may want to stash all your valuables in your locker before departing. Beware! Ferocious animals are sometimes found in this area, so don't go completely empty-handed. In fact, you may wish to ask a friend to accompany you. 
Your permanent statistics are not affected by this means of transport; i.e., you will not lose any hit points, stamina points, etc.; however, your stats are temporarily downgraded to Underworld levels while you are in Praetoseba. Immediate and involuntary travel to Praetoseba results if you die as an evil being (with four or more karma points), or if you are slain and eaten by a carnivorous creature of darkness (drakes, yetis and some dragons). Involuntary travel to Praetoseba is to be avoided, as everything you have falls to the ground, and you may lose your entire death pile to passing creatures before you or a friend can return for them. If you are fortunate, a fellow adventurer will slay the offending creature(s) and pick up your death pile for safekeeping. 
NOTE: Adventurers who travel to Praetoseba by completing the Ceremony of Death reside in the Underworld permanently, with no chance of return, except to be summoned during the Ceremony of Ancestors . Also, if your character is slain, and you experience a phone line disconnect while you are a ghost, you will be sent to the Underworld; in this case, you will lose hit points, strength points, etc. You must complete the quests to return to the land of the living. 
Adventurers who arrive in Praetoseba with one or two or more karma points, face somewhat different conditions than those who arrive with no karmic burden. If you have no karmic burden, you arrive in a grassy plain, stripped of all your worldly belongings. 
Character Alignment 
All characters in Legends of Kesmai, and some objects, have an alignment, indicating whether they serve the forces of Light or Darkness: 
n Lawful (serves Light) n Neutral (not committed to either Light or Darkness) n Chaotic (serves Darkness) n Evil (serves Darkness) 
Most of the creatures encountered in Legends of Kesmai are of chaotic alignment, as befits the depraved manner in which they were brought to life by the Brotherhood of Yasnac. Adventurers who have turned repeatedly to murder and other antisocial activities quite naturally carry an evil alignment. On occasion, one will encounter a monster whose unrestrained dedication to the forces of Darkness has earned it an evil alignment. Although there is incessant warfare between the minions of Light and Darkness, chaotic creatures do not attack their own kind. They will, however, attack all non-chaotic beings, just as evil monsters attack all non-evils. 
A character's alignment can affect the behavior of other creatures strongly, since some are very sensitive to the company they keep. Among humans, characters with neutral or evil alignment are subject to attack by the Sheriff, his deputies, and other non-player characters (NPCs). Lawfuls sometimes tolerate the presence of neutrals, but chaotics rarely do. Thieves are inherently neutral; their unique Guild training enables them to appear lawful to everyone else, except Knights and higher-level Thieves, who can see through their disguise. 
Since the Sheriff and his deputies are all Knights, they will attack a Thief on sight, and their skill and experience leave little doubt as to the fate of the slow-witted or sluggish Thief. Non-Thieves who have turned neutral because of misdeeds lack the inherent disguise ability of the Thief, and so are subject to attack by all lawful NPCs at all times. On your Creature List display, the alignment of all the living beings within sight is indicated by the text color. These designations should be observed carefully before attacking any other character: 
Alignment Text Color 
Lawful blue Chaotic yellow Neutral green Evil red Self-defense target purple 
Certain weapons also carry an alignment, and are therefore limited in use to PCs or NPCs of the same alignment. If you come across a weapon with a different alignment than your own, you won't be able to use it; it will leap from your hand, or you won't be able to get a good grip on the weapon and will fumble it when you try to fight with it. Weapons of lawful alignment often have a blue glow, while evil or chaotic weapons sometimes glow red. Lawfully aligned weapons hit with extra effect when wielded against creatures of evil alignment. Weapon alignment can be determined by examining a weapon, by using the Identify spell or by a shopkeeper appraisal. Related Topics: Self-defense Karma 
The Conference Room 
The conference room is a place where players can meet and talk, both before and after playing Legends of Kesmai. From here, you can create a new character, switch characters, enter and exit the game, and even see which other characters are in the game. 
Conference Command Line 
Typing here allows you to communicate with other users in the same conference room, just as typing here on the game screen allows you to communicate with others in the game. The command line is essentially a one-line text editor, where you can prepare your text before sending it (by hitting RETURN). 
At the left of the command line is the scroll-back button, which, when clicked, brings up the scroll-back buffer – a store of recent conversation and other conference room text. Clicking on the buffer closes it and restores the conference room screen. 
To the right of the command line is the Alert Button, which appears as a red exclamation point and functions just as it does in the game. 
Conference Room Hot KeysContacting ARIES Online Games 
For gameplay questions not answered by the legends.hlp file or FAQ, please visit the Legends of Kesmai forums on your online service. ARIES Online Games also encourages players to meet with company representatives during scheduled appearances in the conference rooms. If you need help locating player forums or additional sources of information on the game, send e-mail to [email protected]. For administrative and business matters only, contact: 
ARIES Online Games 230 Court Square Charlottesville, VA 22902 
The following hot keys are active from the conference room to allow the experienced user to quickly navigate the interface. 
Online help Roster of users in all conference rooms Find user Roster of users in the game (in your facet) History buffer Send message New character Play the game Change room Roster of users in your conference room Exit – return to online service and Cycle through characters and Cycle through facets 
Contacting ARIES Online Games 
For gameplay questions not answered by the legends.hlp file or FAQ, please visit the Legends of Kesmai forums on your online service. ARIES Online Games also encourages players to meet with company representatives during scheduled appearances in the conference rooms. If you need help locating player forums or additional sources of information on the game, send e-mail to [email protected]. For administrative and business matters only, contact: 
ARIES Online Games 230 Court Square Charlottesville, VA 22902 

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