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    Regions/Heroes FAQ by MK8

    Version: 1.5 | Updated: 08/09/03 | Printable Version | Search Guide | Bookmark Guide

    
    
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                   DarkStone's Regions & Heroes of Uma FAQ
                                 Version 1.5
                     Based on the PC version of the game
    
    
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
                      Written by BaDBoY (badboy_@go.com)
                             On: January 20, 2003
                            Last Update: 8/09/2003
    
    
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
     <> 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     This unpublished work Copyright 2003 BaDBoY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 <pink_heat@hotmail.com>.  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 sites can post this document:
       GameFAQs...........http://www.gamefaqs.com/
       DLH.net............http://dlh.net/
       IGN FAQs...........http://faqs.ign.com/
       Cheats.de..........http://www.cheats.de/
    
     The following Web sites CANNOT post any of my current and future
     FAQs:
       PS2 Cheater........http://www.ps2cheater.com/
    
    
    ======================================================================
    
    
     <> 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.
    
       <> Version 1.3 - 2/02/2003
            - Added DLH.net to the Web sites list.
    
       <> Version 1.5 - 8/09/2003
            - Fixed even more things.
            - Added two more sites to host this FAQ.
    
    
    ======================================================================
    
    
     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
                          ______   ______   ______
                         |  __  | |  __  | |  ___ \™
                         | |  | | | |  | | | |   | |
                         | |__| | | |__| | | |   | |
                         |  __ <  |  __  | | |   | |
                         | |  | | | |  | | | |   | |
                         | |__| | | |  | | | |___| |
                         |______| |_|  |_| |______/
                          ______   ______   _     _
                         |  __  | |  __  | | |   | |
                         | |  | | | |  | | | |   | |
                         | |__| | | |  | |  \ \ / /
                         |  __ <  | |  | |    | |
                         | |  | | | |  | |    | |
                         | |__| | | |__| |    | |
                         |______| |______|    |_|
    
                             Unless Where Noted
    
    
     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 <pink_heat@hotmail.com>.  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 sites can post this document:
       GameFAQs...........http://www.gamefaqs.com/
       DLH.net............http://dlh.net/
       IGN FAQs...........http://faqs.ign.com/
       Cheats.de..........http://www.cheats.de/
    
     The following Web sites CANNOT post any of my current and future
     FAQs:
       PS2 Cheater........http://www.ps2cheater.com/
    
    
    ======================================================================
             The End of Darkstone [Regions & Heroes of Uma] guide
    ======================================================================