General Information
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New Role Playing Strategy game "Lethal Dreams" involves
player into events taking place in a fantasy world on the side of
one of the six magicians. Each of them is a specialist
in one of the six paths of magic: Evocation, Incarnation, Necromancy,
Portals, Enchantment and Transmutation. Besides the above, a seventh path
exists in the game. It's a magic of Images. This path is open for
all magicians. Each path has unique combination of spells that makes
the opposite sides absolutely different from each other. The gaming
world consists of battles between magicians in real time in the domains,
small islands of substance, hanging in a limitless ocean of Chaos.
The game is characterized by a dynamically developing plot and is
not restricted by a strict set of missions that provides for a freedom
of actions and development directions. There is a global step-by-step
mode in the game. It allows you to investigate new spells, to interact
with creatures dwelling in the domains, and to think over what happened
to this universe.
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Excellent 3D graphics and perfect sound are waiting for the player
as well as advanced AI, which allows you to forget about usual limited
abilities of the units. It's also supposed to be a multiplayer mode.
Magic
The principal way of the influence on a surrounding universe in the
game is Magic. Each of the seven paths of magic mirrors different
principles of the magical influence.
The magic of Awakening controls primary magical energies and forces
that came into being from the Chaos.
The essence of the magic of Incarnation lies in a materialization
of non-material images and concepts, even such abstract ones as feelings
are.
The magic of Necromancy studies fundamental principles of life and
death.
The path of the magic of Portals controls all available paths and
doors - in a metaphysical meaning.
The magic of Charms can turn any object into a repository of magical
essence.
And finally, all dreams and feelings that only exist in this universe
are under control of the magic of Images.
Magic of Evocation
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The path of magic of Evocation leads all of those, who follow it,
to the source of any existence - to the primary energy, which still
has neither shape nor matter. The magician is able shape it and to
use for his own purposes. The fire and lightning are the most usual
forms of magical energy. But it could also appear as an invisible
force with the help of which a practiced mind can exert influence
upon the surrounding world without corporal shell. Skilled magicians
can impart a certain resemblance of life to various energy forms.
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As any other path of magic, the path of Evocation could be drastically
destructive and creative at the same time. There is no doubt, that
in front of the enemies, the magician, who follows the path of Evocation,
appears to be a destroyer fulminating and burning everything in his
way. But there is also the reverse of the medal. In different worlds
a multitude of wonders is created exactly by means of the magic of
Evocation.
Magic of Incarnation
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The most mysterious and insufficiently explored of all the existing
paths is the magic of Incarnation. This path can lead the magician
to the top of incredible power because its disciple can add the flesh
to his dreams. But the path to the top is thorny and twisting. Monsters
generated by his own mind lie in wait for a careless pilgrim. It's
difficult and dangerous to control external energies but it's more
complicated to learn how to manage your own thoughts.
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The magic of Incarnation has a power to embody even such an abstract
thing as feelings, allowing them to exist on their own, which is a
real strange occurrence. It's considered that the peak of the magician
magic is an embodiment of such global concepts as War and Peace. But
the results of such experiments are still hidden behind the curtains
of mystery.
Magic of Necromancy
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In many cultures the magic of Necromancy is considered to be an obscure
and evil art and its disciples are devil incarnates. Yes, the magician
who follows this path could bring innumerable disasters using his
power. The path of the magic of Necromancy allows you to touch directly
the fundamentals of the life and the death and even to control them
to a certain extent. That's why necromancer could become a perfect
killer, who can destroy the spirit bypassing flesh. But for all that,
using his magic power he can cure deadly wounded and hopelessly sick
people, and even raise from the dead. And this is the epitome of the
power of Necromancy.
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The power cannot be evil or good by itself. Everything depends on
the way it has been applied. Nevertheless, the knowledge of the deepest
secrets of existence lies as a terrible burden even on the practiced
mind on the magician. Those fallen under this burden are becoming
the source of fear and hatred directed against the magic of Necromancy.
Magic of Portals
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The might of the magic of Portals is the power over all paths and
is the means to open or to close any door. You shouldn't consider
these words ad verbum as these doors are not made of wood or metal.
They are always somewhere near you - you have only get ready for your
wandering, and the first step you make will lead you through such
doors.
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The Gatekeeper magicians, as they are called, wield this knowledge
to perfection. It allows them to overcome any distance in the blink
of an eye or to call on other strangers. Other side of their power
is an ability to change a location of any object and to close the
way for any creature, object or power.
The magic of Portals is the binding link between dwellers of myriad
worlds. That's why Gatekeepers more often, than other magicians, have
to deal with absolutely alien appearances from strange places, right
beyond any understanding.
Magic of Transmutation
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The path of the magic of Transmutation is a reflection of continuous
changes of existence. To change, to do something anew, to add a new
look - all of these are related to the activity principles of the
magic of Transmutation. As any other magic path, this one could be
used for demolition as well as for constructive endeavor. Powerful
magicians can transform mounts into plains; create seas on site of
deserts. Diamond flows like water; earth revives and moves under the
paternoster of Transmutation. Using them you can create beautiful
palaces and twist enemies into a knot. But the greatest peril hidden
in a path of Transmutation awaits the magician himself. A very deep
perception of changeability and instability of the outward universe
adversely affects stability of a mind.
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Magic of Enchantment
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If a tree starts to walk, if a stone starts to talk - these are the
results of the influence of the magic of Enchanment. This magic has a
power to bring a grain of miracle into trivial things. Having the
thinnest and imperceptible influence on the outward universe, the
magic of Enchanment permeates everything around. The happiest place is
the world including the largest presence of this path. Even the spirit
of living creature that resides into its body is the demonstration
of the magic of Enchanment.
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Nevertheless, the path of magic of Enchanment is endowed with its own
obscure and frightening sides. Practiced magician can suppress and
even take under control minds and bodies of other creatures putting
his spells on them. Those, who take risk to struggle with a disciple
of this path, can become enemies to themselves.
Nothing could be submerged from the magician who is skilled in the
magic of Images. Neither walls, nor mounts, nor distances could cover
the image, which the mage wishes to see. The path of the magic of Images
could be the greatest assistant to the one, who wants to see the unseen,
to hear the unheard, to know the unknown.
But this way also has its own dark side. With the same effectiveness
as he goes through the process of cognition, the magician can hide
the truth from eyes of others or could create absolutely faked images
- phantoms. The powerful magician could force his victims to lose
any feeling of reality, even to become insane or to die. Feelings
are the last judges of the surrounding world. When they let down -
the consequences could be awful.