The Maelorum Game systemYou may be an experienced Gamebook reader or completely new to reading Gamebooks. This book uses a very simple, single role player game system. Beginners should read the rules and refer to them as necessary ( pages 7 – 12 ). After that, choose one of the three main characters to be ( Page 14 ). Fill out your character sheet with your status points and items, and jump to the page your story begins on.
I. The BookmarkThe icon you see here will appear whenever you need to place your bookmark on the current page. You are highly encouraged to use a handy bookmark with your copy of Maelorum. This is less a novelty item than a functional tool intended to help you follow the story without getting lost. There are so many choices to follow, and so many times you will flip back and forth that getting lost or forgetting your last step can be common. Many times you will be asked to return to the last bookmarked page, and if you forget what that page is then you can get really lost. This is why using a bookmark will prevent you from getting lost. You will be told when and where to put your bookmark. This will make more and more sense as you read Maelorum. Any Bookmark will do, even a homemade one. On each character sheet is also a bookmark area to track page numbers, which works just as good. Using the character sheet bookmark area may even be more preferable to you. Please note the comment at the top of the page, where the image of a bookmark will appear whenever you need to bookmark ( or make note of ) the current page you are on.
II. Navigating the World
Maelorum has a unique navigation system unlike other Gamebooks. If you’ve already flipped through the book, you’ve probably seen this. In addition to written options at the bottom of a page, the actual locations in the book have illustrations which guide you. Because the locations have these illustrations, you need only read the description once and then use the arrows or numbers above the doors to move freely in Maelorum. If you are unsure what this means, just look at page 222 for a good example. Always try to read the description and inspect the illustration to carefully consider which direction to travel. You can also consult the maps in the book for directions.
III. Using Items, Weapons and Armor
What to do when you find or receive an Item: During your adventures you’ll purchase and find many items. The descriptions and properties of each item is listed in the catalog at the back of the book. Let’s say you find a piece of armor. Just the name of the item is given to you, so you won’t know exactly what you’ve found until you look it up in the catalog. All items you come across work this way. It might be a good idea to familiarize yourself with the basic items in the catalog or flip back there now to take a look. When you buy or find an item, you’ll also be told how much of that item you get. This is how it will appear: Items Found: 1x Healing Potion, 2x Elixir. When you run out of an item you need to find more or buy more, so if you have only one Healing Potion and you use it, that means you’ll need to find or buy more in a hurry. It’s good to stock up on extra basic items like Healing Potions and Elixirs because you never know when or how badly you might get hurt during your explorations. Keeping ahead of the game is an important part of the strategy of survival. IMPORTANT: The Wizard is the only character who can equip Robes or use a Staff. Likewise, the Wizard cannot equip major sets of armor other than robes and cloaks, rings, belts, crowns and amulets — and can only fight with a Staff and/or Dagger. No Short Swords, Gauntlets or Boots. The Knight and Rogue can use all other gear interchangeably, such as swords and armor. If there is an exception to these rules, it will be mentioned in the catalog Weapon Slots: On each character sheet are two weapons slots, number one is where the primary weapon should go, ( The one you intend to fight with ), and slot 2 can be used for a reserve or alternate weapon. You cannot use both weapons at once. You can alternate using weapons in battle if you choose, provided you keep track of the differences in DMG each weapon does. Armor Slots: Each character sheet has five slots for each type of armor that can be worn on the body. This includes helmets, breastplates, boots, gauntlets and other magical items. Please note that only one piece of equipment can be worn at any given time per slot. In other words, you obviously cannot wear two helmets, or two cloaks. You will find each piece of equipment has its armor slot listed in the catalog to prevent any confusion. Slot 1: Place your head gear, such as Helmets, or Crowns. Slot 2: Place your Suits of armor and Breastplates, and robes. Slot 3: Place accessories such as a Belt, or Cloak, or Gauntlets here. Slot 4: Place any Magic Item, like Rings, or Talismans. Slot 5: Place your footwear, such as Boots. Only Wizards may use this slot for an extra accessory or magic item provided it is not the same type as in slot 3 — i.e.; ( You cannot wear two cloaks or two belts but you may wear two rings ) Cursed Items: Sometimes, though it’s extremely rare you’ll find an item in the catalog that’s marked as cursed. It’s your choice to use these items or not, and the pros and cons of doing so will be explained in the item description. Money: One quick note on Money. The currency in Maelorum is dealt in Gold Coins. No one much cares for anything else anymore, especially when buying new items. Most of the time you’ll be looking to find and earn as much Gold Coins as possible so you can buy better gear or items when you get the chance. If you want to turn in an old item you’re no longer using like a piece of armor or a sword, forget it – used items lose their value and cannot be sold. Just erase them off your character sheet to discard them.
IV. CombatThe World of Maelorum is full of dark creatures that would do you harm. Make no mistake, when you fight it is to the death. Combat is simple turn-based, and often the rules are provided on the page for you to use. Every creature is unique, but the rules are almost always the same. The most important factor is that whether you use a sword or cast a spell, you need to roll your die and get at least a 2 or you fail and forfeit the turn. This does not apply when you roll for the monster’s turn, as that has been provided for already in their roll chart.
The Basic Rules of Combat:1. No matter what weapon you attack with, even magic, you must role your die on your turn to see if the attack is successful. This is called the saving throw. You must roll a 2 or higher to land the attack, otherwise you fail and you forfeit your turn. 2. If your attack succeeds, calculate the total DMG from your attack, and if it is greater than your enemy’s DEF, subtract the difference from their HP. 3. Each character has one attack or one item use per turn. 4. Fighting alone: one turn per character, and one turn per monster unless told otherwise. 5. Fighting with an NPC: your main character always has the first turn, and then your companion character goes next. The monster then always attacks your companion/s first, and then you last 6. When being attacked: subtract the DMG an enemy does to you against your total DEF. The remainder is deducted from your HP.
An example of a single round of combat:1. You attack (roll 1d6 and get 2 or higher to succeed.) 2. Your companion uses an item to heal. 3. The monster attacks your companion. (You roll for the monster.) 4. The monster then attacks your character. 5. Repeat until you or the monster dies, ( 0 HP ). Dealing damage and defending during battle: Combat involves mostly two main status points, DMG and DEF. Keeping track of defense and attack power is just basic addition and subtraction. Your core status points ( pg. 13 ) can be increased by items such as armor or weapons. These additional points are what make an item good or worthless. So for instance if your DEF points started at 5, and you found a shield that adds 2 DEF points, you now have a total of 7 DEF. If a monster’s attack is equal or less than 7 DMG, it has no effect on you because their DMG could not surpass your DEF. So another example is if the monster had done 9 DMG, and you currently only had 7 DEF total…you would lose 2 HP. Weapons and attacking work the same way. Your core DMG may be 5, and you find a sword that adds 3 DMG. Now you can deal a total of 8 DMG per turn in a fight. So if you hit a monster and do 8 DMG, and you see that the monster’s DEF is only 3, then you’ve just taken 5 of its HP away. It’s only basic Addition and Subtraction, although you’ll be changing your character’s status points all the time as you find better gear and use your items. If you die: Do not despair! The game only ends if both you and your companion character die. If that should happen, begin again on your last bookmarked page and try again. After the battle, assuming your companion survives, you are revived with just 1 HP, and must devise a way to get back to full health on your own. If your NPC dies: Assuming your companion character dies while you survive, they are brought back to life after the battle with only 1 HP. It is then up to you how to devise a way to get them back to health.