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Realmz and Divinity |
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Realmz and Divinity |
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RealmzVersion History
What's new in 7.1.2
• Fixed a problem with loading saved games that are reallylarge (War in Sword Lands In Particular) loosing info.
• Windows Version 7.1.2 fixes banking as well as a number ofother game save problems. It also includes support for the two newestsceanrios.
What's new in 7.1.1
• Fixed a few scripting errors.
What's new in 7.1
• Added support for the latest two scenarios 'Half Truth' and'War in the Sword Lands'
• Fixed a few scripting errors.
What's new in 7.0.9
• Fixed a problem with Save Vs. values of characters. Somewould get overwritten and thus be out of legal bounds.
What's new in 7.0.8
• Updated the order form and screen to reflect the new pricecut on Divinity.
• Fixed a problem with creating characters after you createda minstril.
• Fixed a scripting problem with branching on check versusquests flags.
What's new in 7.0.7
• It was possible for the list of allies to get messed up andit would delete all your allies when in fact it should have onlydeleted one.
What's new in 7.0.6
• If Captain Ramius falls in battle in a special battle inMirthril Vault it would stop working correctly.
What's new in 7.0.3
• The ATI Video card used in many of the newer Macs does nothandle CopyBits with Transparency very well. As such, I changed theway spell targeting was handled to account for this. I also changedthe icon dragging routine in the Shop/Trade screens to account forthis.
What's new in 7.0
• The vast majority of the changes are under the hood andhave to deal with making the code base compatible with Windows95/98/NT4.
• Updated the land graphics for the plains and undergroundtile sets.
What's new in 6.2
• Made some interface changes to the Divinity DEMO to make iteasier to look up information on the scripting codes. Check itout!
• The preference 'Show Next Round Notification' has beenchanged to 'Show Additional Notifications'
Some machines have been reported as locking up when the smallnotification window appears after each round of combat, during itemidentification or when casting spells that affect all enemies. Ifthis applies to you, you can avoid this problem by turning thispreference OFF.
• Many internal additions to allow for more variety of gameplay by scenarios currently in development as well as 3rd partyscenarios.
What's new in 6.1.2
• Fixed a problem with not getting the a map in the map menuif it is the 20th on the list.
What's new in 6.1.1
• Some machines would encounter a lot of type 1 crashes andthat should now be fixed.
• At times characters would become corrupt and show manystrange problems. That is also now fixed.
What's new in 6.0.3
• Holding 'Option' when launching Realmz will now skip thescreen fade again.
• Scrolling Text outside of the map viewer will no longerlock up the game.
• Fumbled weapons lost during battles that only award victorypoints will no longer be lost to the void.
• Increased the maximum spell level of the new MinstrelCaste.
• Corrected a dialog problem with scenario registration.
What's new in 6.0
• Released 'Trouble in the Sword Lands' scenario. Thisscenario is easily the largest scenario ever released by Fantasoftand is sure to keep you up way past nappy time.
• You can now play third party scenarios created withDivinity directly in Realmz 6.0 or higher. To find out more aboutwhere to get third party scenarios or how to may your own point yourweb browser to www.fantasoft.com and enter the Games section and headfor the Realmz section.
• Added two new menu options in the 'Adventure' menu to allowyou to install or remove third party scenario titles. See the chapter'Making Your Own Scenarios' for more info on this subject.
• Added a new Caste: Minstrel. For more info about theMinstrel Caste see the chapter 'Character Castes'
• You can now rename your characters in the 'View CharacterInfo' screen. Just click on the characters name in the upper righthand corner and type your new name.
• Helpless characters and monsters will now be marked with ablue background during battle.
• Characters and monsters that are off screen during combatwill be denoted with a hash mark near the edge of the screen in theirgeneral direction. This is an easy way for you to tell whereeverybody is relative to the current character.
There is also a new preference for turning this option on or offif you don't like it.
• In addition, music in formats other than MOD or MAD are nowsupported. You can now play music in S3M, MTM, MED, XM, IT as well.However, it may not work 100% with these new formats so you will haveto trust in luck for any particular song to work or not.
Music will now pick up where it left off when switching betweenareas.
Low price bento 3 for mac pro. What's new in 5.1.6
• Mostly minor changes on code that works behind thescenes.
What's new in 5.1
• Changed the way the Music Menu works. Each music selectioncan now be in one of three states. You may have to reselect yourmusic you want to play as a result of this change the first time yourun a saved game.
• Added a column to the 'Spell Casting Ability' table to showwhich caste can or can't use scroll cases and the type of scroll casethey can use.
• Data files for two new land types. Swamp and Desert. Thesefiles are used in a limited fashion in the newest version of somescenarios. They are also used by 'Divine Right LE'
• Corrected a number of minor bugs.
What's new in 5.0.5
• Changed the caste 'Berzerker' a bit. Theycan now no longer use leather or chain armor. They can however nowuse small and medium sized shields and are resistant tofire.
• Fixed a number of problems with aging aswell as added support for magic items that can cause you to age orget younger. If you download the latest versions of the scenarios youcan find a few Aging and Youth potions sprinkled about aswell.
• Elves and Vampires will now get 100% of thevictory points they deserve. A bug caused them to suffer from the'Over Age Penalty' thus reducing the victory points awarded them by33%.
• Fixed a bug that would cause some castes tonot get the correct amount of stamina during levelup.
• Other Minor Bug fixes and tweaks. (Asalways)
What's new in 5.0.4
• Fixed a problem that would cause the gameto crash a lot with type 1, 2, 3, 10 and 12 errors.
•A number of other bug fixes dealing withspell casting and items.
• Improved the item informationscreen.
What's new in 5.0.1
• Some kills in combat did not add to yourprestige. That is fixed.
• Reveal Friends now works properlyagain.
• Fixed a problem with the 'Identify' buttonsin the treasure collection screen.
• Re-registration should now work properly onall computers.
• Places some limitations onto the number ofspells that can be cast per round by various castes. See below tablefor current values.
View: 3269Discover how magic-real magic-can change your life with The Truth About Ritual Magic by Donald Tyson. Page: 28. The nine doors of midgard pdf file. Category: Body, Mind & Spirit. ISBN: 307.
What's new in 5.0
• New Pricing Structure for Game andScenarios.
•Special Note:Characters and saved games from versions priorto 5.0 are not compatible. You will not be able to use any of yourold characters and saved games with version 5.0 or higher. Majorchanges have taken place in both game play and in the way things aredone under the hood. These changes make it impossible to make oldcharacters / saved games to work or be updated to the new format.Onward and upward.
• As far as game play is concerned, thelargest change you will notice right away is the addition of a lot ofnew castes. See the chapter 'Creating Characters' for more info onthe specific castes.
• All newly created characters will startwith basic equipment.
• All races and castes have a starting andmaximum number of attacks per round. For more info on this see tables'8.0 Attacks Per Round By Caste' and '8.1 Attacks Per Round By Race'in the Appendix of tables.
• Castes capable of casting spells that havemultiple attacks per round will be able to use either melee or spellcasting abilities for all attacks.
• Swapping positions with another characterduring combat now requires 5 movement points.
• Characters are now affected by age. As theyage they may gain or loose attributes. To see how age affects anyspecific race click the 'View Aging' button during the selection of acharacters race during character creation -OR- in the characterstatistics screen.
Each race has a maximum age they can attain. Whenyour characters reach that age they will NOT die. (I did not want thebevy of complaints that would cause.)
Once they reach the highest age group they will nolonger be affected by age as they grow older. The purpose of this isto reflect the changes your character would experience over time butI did not want to actually kill off characters when they got too old.If you like to play realistically then just end the characterscareer.
In addition, some monsters can now cause you toage on a successful hit. As an example, if you are hit in combat by aghost, your character will age slightly. Just how much they will agedepends on how large an attack the creature has and toughness of thecreature.
Besides aging due to natural causes and as aresult of encounters with supernatural creatures you can also age dueto spell effects.
The Adrenaline spell will cause a character toage. The higher the power level of the spell the more he willage.
Most aging due to magical effects is uniformacross races. As an example, a Goblin which can live for about 45years will age only 75% as much due to magical affects as a Hobgoblinwhich can live to be 60.
• Victory Point Penalty For OverageCharacters. Characters that are beyond their maximum age for theirrace will be penalized one third of victory points awarded. i.e. Theywill only get 66% of victory points they would normally get if theywere below their maximum age.
• Race and Caste restrictions on items arenow back in. Some items can only be used by specific races andcastes. I had to remove some of those limitations a while back inorder to keep things working but they are now back in.
• You can now view your characters baseaging, caste and race adjustments from the 'Character Record' screen.These stats are what was applied when they were initiallycreated.
• Replaced the Enchanter spell 'DiscoverInvisible Objects' with 'Destroy or Turn Undead' This spell willallow the enchanter an attempt to turn undead as if they were apriest. No victory points are awarded for turning or destroyingundead in this way.
• Note: Warlocks gain the ability to turnundead at higher levels. Pixies and Vampires each gain a very smallchance to turn low level undead regardless of their caste. The oddsof them turning undead of any real power is almost nil. This abilitywill not get stronger as they gain in levels unless they happen to bea Priest, Crusader, Cardinal or Warlock.
What's new in 4.3.5
• Most of the changes are minor bug fixes. Nomajor interface or feature changes.
What's new in 4.3
• Added new races. All races now have aMaximum value they can attain on any particular attribute. With theaddition of 10 new races many of the tables in the Appendix of Tablesgrew too large to be practical. I removed those tables. However, allthat information plus other stats are displayed right on screen whenyou select your race during character creation.
• All new character portraits and battleicons. If you want info on the old portraits or icons check our website under the area 'Realmz Portraits.
• Your character will now change facingdepending on which way they moved last in battle.
• Redesigned the character race and battleicon selection screens during character creation due to all the newraces and portraits.
• New Table 8.1 in 'Appendix of Tables' thatshows the initial and maximum attacks per round by race.
• Race limitations of items has been removed.This is one bad side effect of the addition of new races. In order tokeep the items data compatible, I had to remove any limitations ofitems vs. race. As an example, in the past, two handed swords couldnot be wielded by very short races. Limitations of that nature nolonger exist.
• Now Rogues, Sorcerers, Priests andEnchanters gain extra attacks as they go up levels just like Monks,Fighters, Archers and Crusaders. The amount that Sorcerers, Priestsand Enchanters go up is very slight. See Table 8.0 in the chapter'Appendix of Tables' for more info.
• The maximum number of attacks per round isnow 6. However, the maximum attacks per round is now limited by raceand caste. Most races have a maximum number of attacks per round of 4but some can go as high as 5 or 6. In addition, some races start outwith up to 2 attacks per round. See Table 8.0 and 8.1 in the chapter'Appendix of Tables' for more info.
• Archers now gain a bonus to damage withmissile weapons that increases with skill level. The bonus is arandom amount from 1 to Skill Level/2. Example: A 10th Level Archerwill do normal bow damage plus 1 to 5 points of damage. A 16th LevelArcher will do normal damage plus 1 to 8 points of damageetc.
• Made some small changes to clean up some OS8 compatibility issues.
• When you target spells, all participants inthe battle will show which side they are on while you target thespell.
• Expanded the bonus given for brawn andagility. Before it only covered characters with these stats as highas 21. It now covers them all the way to 25 which is the max. Alsomade a few corrections to some stats shown in the manual. Somebonuses given to some races were different than what was stated inthe manual.
• Changed a few of the preferences. Got ridof 'Smooth Battles' and added 'Spell Casting on Allies in Camp' Thisshould help make it more stable on most machines.
- Smooth Battles. This option was always flaky atbest so I pulled the plug on it.
- Spell Casting on Allies in Camp. Casting spellsthat affect the entire party and all allies seems to cause the gameto crash on some people. Why? Good question. It should not and Ican't get it to happen to me so I can't really track itdown.
If you want certain spells to affect your allieswhile in camp, select 'Cast Spell on Allies in Camp' from thepreferences. If you find the game crashes on you when you cast spellswith this option on, then shut it off.
• With the addition of some of the changesabove I had to modify the character file format. When you load acharacter that's of the old format, Realmz will convert them to thenew format. i.e. It will do its best at changing some of the oldstatistics into the new ones. Of course there is always a chance forsomething to be off a bit but it should not be too bad.
What's new in 4.2.2
• Updated the order form in Chapter 3 to showthe new Griloch's Revenge scenario as well as the new FantasoftCD-ROM.
The CD has all the current versions of all ourgames, Realmz, Exile I, Exile II, Monkey Shines as well as all thetip files for Realmz and anything else we could scrape together suchas the Realmz book of Items, Book of Beasts and Book ofCharacters.
• Added small icons to the right of yourcharacters names to show any bad effects they may be suffering from.See the chapter titled 'Conditions' for more information about thisnew feature.
What's new in 4.2.1
• Added new graphics for the buildings. Ilike them a lot better than the old ones. Note: If you play any oldsaved games they graphics for some spots may be screwed up. The gamewill still play fine, but some buildings may not look correct. If youbegin a new adventure then everything should look fine.
• Special characters that can cast spellswill no longer forget that they have spells and will continue to castspells as long as they have the spell points to do so.
• Added a new preference, 'Faster SpellResolution'. With this option ON, spells that affect large numbers ofcreatures will resolve a lot faster. It will probably not give youenough time to see how much damage each individual creature takes,but in battle with 50+ creatures, it will take a lot less time if youcast an 'Affect all enemies' type of spell. In addition, you cantoggle this preference on/off via the keyboard usingCommand-H.
• Enemies will now be a little more selectiveabout WHO they attack when they can't see their original target. i.e.If your Priest is being chased by a pack of ghouls and he movesaround a corner and is no longer in site of the ghouls, they willturn around and attack somebody they CAN see.
• New characters with a very low strengthwill no longer get a huge attack bonus.
• The game will no longer crash if a trapkills your character while attempting to pick a lock.
• Command-K will now refresh the entirescreen. This is the same as selecting this option from thePreferences menu but it lacked a keyboard equivalent untilnow.
• Bunch of other minor bug fixes.
• Added a new LEVEL UP button in the RealmzCharacter Editor. This lets you boost a character one level each timeyou click the button.
What's new in 4.2
•A pile of small things only noticed by themost hard-core players.
• Fixed the DETECT button problem in thetreasure screen.
• Retreating characters will no longer movethrough large creatures.
• Made adjustments so characters over level127 will be treated correctly.
What's new in 4.1.2
• No more negative victory points awarded forextremely large battles.
• Fixed the problem with scroll cases andparchment and other supply items getting deleted if you begin a newadventure immediately after starting up Realmz.
• Characters will now swap positions whenthey are in AUTO mode in an effort to get to their target. Before youcould only SWAP POSITIONS when in manual mode. This really helps theAUTO/ANIMATED characters stay in the battle.
• If your character goes above level 127 orgets an Armor Rating above 127 it will now be displayed correctly.They were always treated correctly as far as the numbers areconcerned in battle, but it will now be displayed correctly aswell.
What's new in 4.1.1
• Fixed a major bug that would causecharacters and monsters to hill an opponent in battle a lot lessoften than they should have.
What's new in 4.1
• Fixed a lot of little things that wentwrong during the update to 4.0. Of course there may still be some soif you see anything that still looks wrong, please let me know so Ican get it fixed. Don't assume somebody else has told me.
• Changed the spell selection costs a bit.The upper level spells now require less spell selection points thanbefore.
• You can now swap positions during combatwith any other character/friend who you are adjacent to. If youattempt to move into an adjacent character or friend who is onesquare in size, you will be asked if you want to attack thatcharacter/friend or if you want to swap positions with them. If youdo not want to do either, you can hit the Esc (Escape) key to backout. This makes it easier for those in back to push to the frontwhere all the grunt work is. If your friend is a two square creatureor larger, you can't swap positions with them.
• Eliminated the preference 'Never attackfriends' This option is now obsolete with the change above. If youare asked if you want to 'Attack your friend' or 'Swap Positions' youcan hit the Esc (Escape) key to back out altogether.
• Any allies with the party can now beaffected by spells while in camp under certain conditions. If youcast an area spell, they will be affected. If you cast a spell thataffects all friends, they will be affected. If you cast a spell thatincreases the number of targets as the power level goes up, they willALL be affected if you cast it at a power level 1 greater than thenumber of party members you have. i.e. If you have 6 members in yourparty and you cast a power level 6 Invisible skin, only the 6 partymembers will be affected. If you cast it at power level 7, ALL of theallies will also be affected no matter how many you have.
• Changed the way spells that have a durationwork. Now, instead of a creature/characters taking damage for eachstep they take inside the area of effect of such spells, they onlytake damage from those spells one time per turn. They still takedamage from the spell at the time it's cast and at the end of eachround. i.e. Each spell can cause damage up to 3 times the round it iscast and 2 times per round for each round thereafter.
If multiple spells overlap, you will take damagefor each spell separately, but only once for each spell as you movethrough the area and once again for each at the end of eachround.
This should make the game a lot tougher as well asmake special friends a lot less likely to kill themselves.
• Physical attacks are now considered bothsharp AND blunt attacks for the purpose of determining if you can hita specific creature. Example: A giant slug requires a sharp weapon inorder to be hurt. You can now hurt them with either sharp weapons ORany physical attack.
• Changed the way creatures will behave whenthey attempt to attack a creature that requires ablunt/sharp/special/magical weapon. If the creature requires ablunt/sharp weapon to be hit and they have the wrong type, they willdisarm themselves after the first attack and continue attacking usingphysical attacks. i.e. They will not sit there and attempt to killsomething they will never be able to hit.
• Changed the way AUTO characters will behavewhen they attempt to attack a creature that requires ablunt/sharp/special/magical weapon. If the creature requires a typeof weapon or special weapon the character does not have in hand, theywill loose AUTO status after the first attack. That way you getcontrol back before they try and pummel something 5 times in a rowfor no reason.
What's new in 4.0.1
• Added the ability to for the USER toredefine character races/caste names as well as rename all spellnames. i.e. If you don't like any of the new names in version 4.0,you can now just type in the names you do like. You can do this byselecting EDIT RACE/CASTE NAMES or EDIT SPELL NAMES from thepreference menu.
In order to do this you MUST place the file'Custom Names' in your Realmz Data Files folder. The 'Custom Names'file should be included as part of the 4.0 to 4.0.1 updater. If youdon't have a copy, you can get one at our web site.http://www.fantasoft.com
• Fixed a few errors with generating newcharacters. A few bad statistics were weeded out.
• Do to the renaming/moving of the spells inversion 4.0 a few encounters did not work right in version 4.0 ofsome of the scenarios. I have fixed those I know about in version4.0.1 of the scenarios.
• Version 4.0 of the White Dragon Scenariohad a big flaw in the Armor Ratings of monsters. Those have beenfixed in version 4.0.1 of the scenario and you may want to getversion 4.0.1 of White Dragon if you plan on playing thatscenario.
• Added the Registration/Order Form forMonkey Shines (Our newest game) to this manual.
• Aborted spells now only return 2/3 of thespell points originally used to cast the spell. You know why don'tyou, Claus?
What's new in 4.0
• The term CLASS is now referred to asCASTE.
- The old Mage Class is now SorcererCaste
- The old Ranger Class is now ArcherCaste
- The old Paladin Class is now CrusaderCaste
- The old Cleric Class is now PriestCaste
- The old Thief Class is now RogueCaste
NOTE: Ifyou don't like these names, you can change them back by selecting'Edit Race/Caste Names' from the preferences menu.
• With the addition of some of the changesbelow I had to modify the character file format. When you load acharacter that's of the old format, Realmz will convert them to thenew format. i.e. It will do its best at changing some of the oldstatistics into the new ones. Of course there is always a chance forsomething to be off a bit but it should not be too bad.
• Had to make some major changes to onespecific type of item, namely scrolls (NOT Scroll Cases). If you havenot noticed already you will shortly. When you load a saved game iteliminates any scrolls your characters had. If you find any newscrolls in the future they should be OK. For reasons too complicatedto go into here I could not make a fix for scrolls so your oldscrolls must go to the great eternal void. (That's on top of a pileof socks that disappear in your dryer.)
• Some abilities have been eliminated. Stufflike HIDE IN SHADOWS and MOVE SILENTLY etc. have been trashed. (Neverused them anyway) Also, those abilities that do remain are now commonto ALL castes. However, even though all castes can now Pick a Locketc., the Rogue is still the only caste that stands a chance ofperforming some of these tasks with any real zeal.
• Added a preference that will show detaileditem info below the name of the item in the items/shop/trade screens.For more info on this see the chapter named 'Preferences •General Info' This is pretty nice.
• Big time change in the way charactersselect spells. Instead of having them get to pick from X number ofspells as they gain levels, you can now choose any spells you wantuntil you run out of spell selection points. For more info on thischange see the chapter named 'Spells • Scrolls' Its allexplained in more detail there.
• Changed the names/workings of some spells.You may want to breeze over the chapter 'Spell List' to see if thereis anything there that interests you.
NOTE: Ifyou don't like these names, you can change them back by selecting'Edit Race/Caste Names' from the Preferences menu.
• Added two new statistics. Attack Bonus andDefense Bonus. These are really just composite values that give you ageneral idea of how easy/hard it is for your character to hit/be hitin melee combat. Higher is better. They take into account yourcharacters attributes, magical abilities, items worn, conditions etc.etc.
• Changed the way armor works. The statisticthat shows how hard it is to hit a character/monster is now called'Armor Rating' Armor Rating or AR for short is a value that rangesfrom 0 to 100. 0 (Zero) being the worst while 100 being the best. Itis possible to fall below 0 or go above 100 in extreme cases, but forthe most part it will be a value from 0 to 100.
Due to the change in AR, most items that providedarmor protection have been modified. i.e. A suit of plate armor nowprovides +27 to your AR vs. what it did for your old Armor Category(AC). As a general rule, items now add 3 times the value to your ARas they subtracted to your old AC. (Confused?)
fin