Enter Santhworld

Click the graphic above to enter Santhworld

Hello and welcome to Santhworld! Santhworld represents an interactive possibility to experience the world of Santharia in a constantly growing environment, created specifically for people who like to get to know Santharia in a playful way. It is a Flash application that can be started directly on your browser with a text adventure-like interface where you can give text commands. The game supports graphics, background music and sound - but it is much more than just a single game. Santhworld is just the platform allowing developers to build their own modules - be they text adventures, role playing games, interactive short stories, or even trivia quizzes. And you can play through all these modules. To start either click on the graphic to the right or just ENTER BY CLICKING HERE.

In most of the games you'll find in Santhworld you can walk through rooms and landscapes, examine, manipulate and take objects, talk to persons, discover secrets and solve quests. Thus you'll get to know the world of Santharia the more you interact with it through the program. All these things will be covered below, so that you are well equipped once you get into one of the games.
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Login Screen

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Before you can join the fun you need to create a character, or - if you already created a character - you can log in with an existing one.

Creating a Character. Once you'll start Santhworld you'll end up with a screen which looks like the one to the right. If you haven't created a character yet, select an empty slot and then click on the CREATE button. At the screen that appears type in the first name of your character and then your second name (if you'd like to have one), e.g. Artimidor and Federkiel. Decide upon a password then, retype it for safety reasons, finally specify your gender and select one of the character portraits you'd like to use in the game. You can cycle through a selection of available portraits by clicking on the arrows below the picture.

There's another checkbox at the bottom left, which says Store login on your computer. If you tick it you won't have to go through a "Create Character" procedure every time you play Santhworld - the program will log you in automatically with the character you chose on the first screen. Use this option mainly on your home computer or anywhere where you're sure that people won't tamper with your character.

You'll have up to five characters on one computer in Santhworld - but of course you can have even more. The five you see in the log in screen are only the ones you are currently using.

Recreating a Character. Once you have created your character, the Santharian server has stored your character name and the associated password, thus it will be unique in Santhworld. Only you can use this character, and you can use it from any computer you like. In case you're sitting in front of another computer than the one where you created your character, you only need to create your character again on that computer. However, as the character is already existing, you need to make sure that the password is the one you used to create it. Et voilà, you have activated your character elsewhere.

Note that recreating your character also gives you access to all the savegames of this character. Thus, you can e.g. create your character at home, play a while, then go to a friend or to your office and continue playing there - providing your boss doesn't catch you...

Editing and Deleting a Character. You can of course edit your character as well and change your password or your character portrait. To do so just click on EDIT in the log in screen after you've selected the character. If you want to remove a character, just click on DELETE and confirm with another click, then your character is gone from the computer you're using. Note however, that the character still exists in the Santharian database on the Santharian server, so you can recreate it anytime if you use CREATE and then specify the correct password.

Editing a Character

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Customizing your Character Portrait. In Santhworld you have the opportunity to literally be yourself and use your very own character portrait in the various games. Currently you first need to make sure that the picture you want to use is on the Santharian server.

How do you do it? Make sure that the picture you'd like to use is your own property or you have permission from the artist to use the picture. The picture size we need is 319 x 250 pixels, so prepare it that way and send it to - Artimidor will upload the picture for you and give you a so-called Picture Code in return. Enter it at the character creation or edit screen and you'll have successfully changed your picture to your very own. The code is unique, so that only you can use it. Return to the top



Santhworld has several very different modules to offer, which allow you to visit various parts of Santharia or e.g. to test your knowledge in trivia quizzes to name just a bunch of possibilities you have. All the modules are available in the Module Selection, which is where you'll end up once you've logged in.

To learn more about a module type in the module name, or use the START command to begin a module. START NEPRIS for example will start the Nepris module. Note that you can return anytime to the Module Selection by using the START command. And you can change modules anytime by typing START UNINVITED or START STIRRETH for example if you know the module's name.

Once you've entered a module, most of the games allow you to move between rooms. You can walk around using navigation commands like (N, S, E, W etc.). More details on navigation can be found in the Navigation section on this page.

In many rooms you get a bunch of keywords presented on the top left of your screen. You can examine those by typing EXAMINE [object] or LOOK [object] or manipulate them via one of the commands listed in the In-Game commands section. Press ENTER to confirm your command. If you want to look at your possessions, use the INVENTORY command.

You may also get to know characters you encounter a bit closer by typing TALK TO [character]. Once you've entered talk mode with a character simply use the displayed keywords in the keyword list as suggestions of topics you can discuss with that person. Simply type in the keyword and the character will respond accordingly. If you want to quit the discussion, just type BYE and you will be back in regular walk mode.

If you still got questions, make sure to read the instructions on this page here carefully or type in HELP in the game to get some in-game help. - At any rate, enjoy your adventures in the vast Santhworld!
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Area Automap
Most modules in Santhworld allow you to move from room to room, thus exploring the area bit by bit. If this is the case, you will see a small automap to the bottom left of your Santhworld screen, which shows you which rooms are directly adjacent to your current position. The player's position is marked with a diamond shaped icon, and the rooms are represented by squares. You can also see connecting lines between the rooms. If the room you are in connects to other rooms, you can get an idea in which directions you can head to now (the example to the right shows you that you can go NORTH, EAST and WEST). If you see an arrow pointing upwards or downwards in a room, this means that you can go upwards or downwards.

Note that you can also use abbreviations (N, E, S, W etc.) to navigate or even the numpad to move pretty quickly!

Possible direction commands are as follows:

  • NORTH (N) or Numpad 8 - move to the north

  • SOUTH (S) or Numpad 2 - move to the south

  • EAST (E) or Numpad 6 - move to the east

  • WEST (W) or Numpad 4 - move to the west

  • NORTHEAST or Numpad 9 - move to the northeast

  • NORTHWEST (NW) or Numpad 7 - move to the northwest

  • SOUTHEAST (SE) or Numpad 3 - move to the southeast

  • SOUTHWEST (SW)  or Numpad 1 - move to the southwest

  • UP (U) or Numpad + - climb up e.g. a ladder.

  • DOWN (D) or Numpad - - descend e.g. a ladder

  • ENTER, Numpad 5 - go into a location

  • LEAVE or Numpad * - go out of a location Return to the top


An In-Game Command
In-game commands are commands that help you to communicate with your environment in the game. Usually they consist of two words, like EXAMINE SIGNPOST, READ BOOK or OPEN DOOR. You can also take items with you, drop them elsewhere, hand them over to characters you meet, eat them or use them elsewhere.

Note that the EXAMINE or LOOK AT commands are default commands, so if you only type a keyword without any proper command in front, e.g. SIGNPOST, this will be interpreted as the command EXAMINE SIGNPOST. In dialogue mode (when you're talking to a person) you also only need to enter tha keyword, no ASK or SAY is required. Knowing details like these makes your journies through Santhworld much easier, I can assure you!

Important: In case objects consist of names including a specification (like BLUE KEY) it suffices to address the key by typing the noun only in your command, so GET KEY will also work to grab the key. Should there be a red key as well in the room and you write GET KEY the program will automatically ask you which one you mean by displaying a selection list. Select the one you'd like to address in this case. You can also type GET BLUE KEY however, then the program immediately knows which one you want to take.

Also important: Note that the game basically understands two word commands. If you want to use an item somewhere with an object in the game like a door, simply write USE KEY (or USE BLUE KEY). The program will understand where you want to use that item, and in case there's doubt, will ask you to specify your wish by offering you a selection (e.g. if there are two doors in a room). The same applies if you want to place or insert an object somewhere, simply use the keyword USE with the item in the appropriate room.

Of course the list of in-game commands provided here is nowhere near complete, but with this list you should at least get an idea what you can try in Santhworld:


  • CALL

  • CHAR (C)




  • DIG


  • DROP

  • EAT



  • GET

  • GIVE


  • LOCK

  • LOOK


  • OPEN


  • POKE


  • PULL

  • PUSH

  • READ

  • REST


  • SIT



  • TAKE

  • TALK (TO)


  • USE

  • WAKE

  • WATCH Return to the top


The inventory
There exists a variety of commands which can be called from any point during a Santhworld session. These commands allow you to change settings, aquire help on basic game related stuff or allow you to save and restore your game progress. - Currently the following system commands are implemented (in alphabetical order):

  • HELP
    Switches temporarily to the Help Module, which is more or less an equivalent to this introductory page here. There the elf Melór will try again to explain everything you need to know about Santhworld.

    You can leave the Help Module and return to your prior location by using the RETURN command.

    Displays a list of items you are currently carrying with you. Items that are in your inventory can be used in the same way via the entering specific item-related commands the way you try to manipulate objects in a room.

  • CHAR (C)
    Displays all statistics concerning your character, among them level, health, cár'áll (magical energy), action points, attack rounds, resistances, abilities etc.

    Displays all equipment you are currently wearing, be it armour or weapons.

  • REST
    Allows you to rest at special places in case the room description suggests that. Resting restores health and cár'áll in full.

    Restores a save game state from the list of save games you made.

  • SAVE
    Saves the current game state. This includes your inventory, active missions, score etc. Note that Santhworld can save up to five game states per module - plus there's also an autosave slot. If you die un untimely death, the autosave slot might literally save you.

    Displays the score you have achieved so far and the maximum amount of points you can achieve in the currently active module.

    Enables or disables sound support for Santhworld. - Note that you need a fast connection to have sound enabled as larger music files have to be downloaded while you play. Turning sound on by the way musn't necessarily result in music playing immediately, but it ensure that the next time sounds are triggered, the program will play them. Turning sound off however will result in an immediate fade out of all sound elements you can hear.

  • START [optional module]
    The Start Module serves as a hub to connect you to all existing modules of Santhworld. If you type START you will receive a list of modules you can choose from and also will have the opportunity to read short descriptions on these modules before you actually go there.

    If you add the name of the module to the START command (e.g. by typing START TRIVIA or START LOREHOLD) you can jump immediately to that module without reading through a description of it.

    You can leave the Start Module and return to your prior location by using the RETURN command. Return to the top

INVENTORY (Shortcut: "I")


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The INVENTORY (I) command displays a list of items you are currently carrying with you. Items that are in your inventory can be used in the same way via the entering specific item-related commands the way you try to manipulate objects in a room.

If you type INVENTORY you'll
see a list with types of objects you'd like to inspect, because it doesn't always make sense to view everything you are carrying.

You can choose from the following categories:

- (A)rmour
- (C)ommon Items
- (F)ood and Drinks
- (K)eys
- (T)exts
- (U)sable Items
- (W)eapons

By default the option Show All is selected, which will display all the items you're carrying, sorted by category. If you specify a category, e.g. Texts, you'll only get a list of all the books, parchments, sheets et.c you're carrying. Return to the top



The Character Overview, Basic Information

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The CHAR (C) command displays all statistics concerning your character, but also the characters that accompany you. Once you type C and you'll have more than one character in your party, the command textbox changes into a selection list. There you can decide which one of the characters you want to view in detail.

Basic Overview. The Character Overview consists of two pages, the first one displays your character portrait, health, cár'áll (magical energy) and all other key character values like Strength, Dexterity, Stamina, Intelligence, Luck, Action Points and Rounds your character has available when he/she fights. Also displayed are your chances to dodge, riposte or land a critical hit. And you'll see resistances, e.g. against poison attacks, against magical influences, and so on. At the bottom, below your character name, you'll find your current title, depending on how much of the maximum score points you have already achieved in the module you're playing.

The first Damage field tells you how much damage you can make with your primary weapon, if you have another weapon equipped you'll see its possible damage in the second field. The Mitigation percentage is a value that stands for the percentage your character can absorb any dealt damage according to the armour he/she is wearing.

At the very top of the screen, right below your character name, you'll see one of the most important numbers, which is your current level. Below you see the progress within your current level until you reach the next one. The level allows you to use certain weapons and armour and prevents you from equipping others, and it gives you access to certain special skills, depending on the skill points you've accumulated so far. To distribute skill points press the "+" icon you can see next to the level number.


The Character Overview, Skill Distribution

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Skill Distribution. At a certain point in a game you might receive skill points. These points are essential to advance your character, so make sure to make good use of them. Press the "+" button next to your level at the first Character Overview screen and you'll get to a submenu, where you'll find a list with skill categories. It will look like this:

- (O)ne-Handed
- (D)ual-Wield
- (T)wo-Handed
- (B)ody
- (S)hield
- (L)ong Range

After each category you'll see an indicator on how many skills you have already acquired in this specific category e.g. (Skills: 1/5). Choose a category now and check out the options you have to distribute your skill points. You'll find the level and skill point requirements next to each category as well as detailed description of the skill, and in the graphic window to the right you'll get the exact numbers. You'll also see there how many Action Points you'll need during combat to use the skill, and the Down specification tells you exactly how many rounds in a fight you cannot use the skill after it has been activated.

Give it careful thought where you'd like to distribute your skill points. One-Handed weapon skills for example help you tremendously if you only want to use one weapon hand. This skill is great in combination with the Shield skill, but you won't profit from the One-Handed skill if you decide to equip a secondary weapon, and equipping a Two-Handed weapon also wouldn't use your skill. Or you might go for improving your Dual-Wield skills in case you find weapons you can wield in your secondary hand, and put further skill points in your Body resistances or in Long Range skills. All up to you!

Note that you can always undo your skill point distribution by selecting Clear the Mind of your Learned Skills. This will reset all your skill distributions and you can start anew. However, there's a slight penalty for doing so, you might lose a small part of your resistances or even Strength, Dexterity, Stamina or Luck. The consequences are a bit unpredictable. Remember that you also get more proficient with weapon types the more often you use them, so you're best advised not to change your skill distributions often. Return to the top


The Character Overview, Additional Information

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Additional Information. Just below the Basic Overview page you find an arrow allowing you to turn a page and switch to some extra information.

The second page has Player Statistics to offer, among them your chance to flee, the chance to flee against boss enemies and your physical shape. If your physical shape tells you that you're tired, you can rest if you find a proper space to do so (there are a bunch of those throughout the module usually). If you've only recently rested, you won't be able to replenish your health that way and you'll have to rely on using health potions.

Another important thing you'll see on the Additional Information sheet is the Weapon Skills overview. Weapons are split into the categories Blunt, Slash, Pierce and Range Weapon. Every time you use, say, a dagger, which is a Pierce weapon, you get a little better with it. If you use Pierce weapons consistently, at some point you will receive a bonus on using Pierce weapons. With each second weapon skill level you reach you'll make +1 additional damage. So choose wisely what weapons you decide to primarily focus on. it might make your life as an adventurer considerably easier.

Next we have Battle Statistics: Here you find how often you've encountered enemies, how many of these fights you've won, lost or have fled from. If you want to know the average damage you're dealing (DPR) or how much damage you suffer per round (SPR), and what's your overall rating - this is where you'll find all that stuff.

Finally, the Slain Enemies: If you like to wallow in memories, you have a complete record of your past experiences here: Learn how many spiders, rats, demons, ghosts, undead, elementals or whatever you've sent to meet their maker, and which of them was the one with the highest level/health, which one was the toughest (the longest fight) and which of them dealt the most damage (deadliest).
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EQUIPMENT (Shortcut: "Q")


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One of the most essential screens is the character equipment screen you can access by typing EQUIPMENT (Q). Basically the equipment page displays all equipment you are currently wearing, be it armour or weapons. But there's much more to it than just that.

First of all: What is it that you can see on the main screen? Listed are all armour and weapons categories, and next to them the item your currently have equipped, followed by the amount of armour or damage that item provides. Or, in case of ammunition, how much arrows, bolts etc. of the item you have equipped you are still carrying. If you have no item equipped in a category slot you'll find that it is empty. (Side note: Once you take an item and you haven't equipped anything in that slot, the item will be automatically equipped.) Finally, on the very top you see your total amount of armour you are currenly wearing, followed by the percentage of mitigation, which is the percentage your character can absorb any dealt damage according to the armour he/she is wearing.

Another very important detail to spot is a green (New) addition at the end of some of the slots. Every time you pick up a new item, the category slot where this item fits in, will have this (New) addition next to it once you look in the Equipment Overview. After you've checked that slot the (New) will be removed.

Also note that the character overview with all the details is displayed to the right, which makes it easy to follow changes in case you want to equip another item.

Now you can easily change your equipment by selecting one of the categories and making adjustments in the next screen. Usually you should check out the category which has new items in it, as there you can directly compare the new item to your currently equipped one. If you select e.g. "Hands" you will see that the selected entry has a number displayed in brackets. This indicates how many items you have that would fit into that slot.

Select a category and you'll end up in another list which has all the items of that category listed, along with its details regarding type, requirements, adventages or possible disadvantages. Move your cursor up and down or make a selection with your mouse to choose another weapon. Press ENTER or OK to equip that item. Note how the Character Overview changes instantly as soon as you equip another weapon or armour.

We recommend to use the Equipment feature regularly as soon as you pick up new stuff. You'll see that it makes the decision on what to use a piece of cake.


Combat: Encountering Enemies

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Encountering Enemies. Every battle starts with a first introduction screen, where you can see the opponents you are facing and their distance they are located away from you. The battle rating gives you a first impression of what to expect in that battle.

You now have two options: Engage in Battle, or Try to flee. The chances on whether you actually succeed in escaping the confrontation depend on your Luck in relation to the Luck of your opponents. If you fail to flee the first time, you can still try another time, though.

Keep in mind, if you flee from a battle and enter that same room again later on, the fight will continue - unless very special circumstances prevent that fight from happening a second time around. So keep in mind: The nice little beasties will wait for your reappearance!

Luck also determines who will hit first, so if your opponents have a good Luck value and you're struck with bad luck the first blow might already knock you off your feet. Therefore: Try to enter a fight always well equipped and make sure that your health bar is full to avoid nasty surprises.

Combat: Engaging in Battle

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Engaging in Battle. We are all brave adventurers, so we surely engage in the battle, and this is where the weak ones get separated from the strong.

The battle is divided into turns. That means if your turn ends the next participant will start his, and so on. If you have a companion who fights along your side, he/she will be next in line, then your foes will get the chance to hit back.

Action Points (AP). One of the most important things in a battle are
Action Points (AP). They are used - I’m sure not to your surprise - for the actions you choose to do. You always start a battle with your maximum possible amount and get five back every turn. Use them wisely as they can make the difference in a critical situation.

You now have a few options to choose from, so let's explain them in detail, one after the other:


1. Attack. You are just one step away to swing your sword against your miserable foes... Good, offence is the best defense after all. In the next two steps you have to choose an opponent first to attack and then a skill you want to use.

Skills. Skills cost action-points so plan accordingly. You always have the option to use your standard attack if you don’t want to use a skill. This won’t cost you any points and is not as efficient of course, but you can save up action points for the next round if you go for the standard option. Check the display window on the right side of the screen if you select a skill, there you'll get detailed information on each skill. Choose wisely!

As for skills: Make sure to read up on Skills in the Character Overview, especially the Skill Distribution section, as whatever you decide there, will determine the options you have in battle. If you specialze, say, in two-handed weapon skills and you have a regular sword equipped, these skills won't be of much use here. You will only have those skills for disposal which you can actually use with your currently equipped weapon.

Distance. If you look at the top left of your battle screen you'll see a list with opponents and the distance they are away from the character you're currently giving commands. Not all opponents will be in your weapon's range, e.g. you can hit someone with your sword only if the opponent is directly in front of you, thus being engaged in melee combat.

However, if you have found a long range weapon like a bow you can shoot with it at opponents who stand further away, and even use special skills for long range weapons. But not every bow is the same. You can find weapons which allow you to reach much further and thus hit monsters which are lurking way back in the background. Some spells can also be cast at long range targets. Just have a closer look at the specifications of the scroll you're using, or of the spell definition if you're playing a mage.

Attack Rounds (R).
Once you've chosen how you want to attack, you will now try to hit your opponent as often as your maximum attack rounds allow. Your turn ends if you have no more attack-rounds left. If your foe dies and you still have a round or more left, you will be able to choose another target and use the rest of your attacks.

Combat: Casting a Spell

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2. Casting a Spell. If you're just starting a game like Nepris you really don’t want to call yourself a mage. That would be an offence to all the mages that spend their life in the Ximaxian Academy trying to get their cár'áll to some extent under control. So you won’t be able to cast any spells in the beginning, but don’t be too disappointed, because some of your comrades you’ll meet will be. However, even non-mages can use magic in case they find scrolls or magical artifacts. In that case, just equip or use these items during battle (see Use Item section for details).

But let's assume you have a party member with you capable of casting spell. What you need to know in this case is that instead of Action Points spells do use cár'áll, magical energy. You will regain some cár'áll in a battle every round, but there are potions that help you refill your magical energy much faster.

If you choose a spell, you’ll see a short description of its effect on the right side in your spellbook. At the moment the amount of spells your comrades can cast is only based on their cár'áll, but later on there will ranks of sorts that represent the amount of spells you can cast each turn. So prepare yourself to seek for a good Academy close by in the future.

Constraints. Casting spells comes with a price. For one it's the cár'áll you're using up, but you are also limited on how often you can cast a particular spell. Depending on the difficulty of the spell, you will have to wait for some Attack Rounds until the spell is available again. You see this constraint displayed next to the spell name and the cár'áll costs in your "Available Spells" screen. Down: 4R for example means that you'll have to wait four Attack Rounds until you can cast the same spell again. However, this constaint doesn't affect the availability of any other spells, so just choose a good mix of spells, as using always the same won't work.

3. Use Item. If you want you can choose to use an activatable or a consumable item if you select that option. Activatable items are often scrolls, items you can throw only once at opponents (like fire cubes) or artifacts that help you to damage or weaken your foes, whereas consumable ones are mostly for yourself to regain health-points. Both types of items cost you 10 action-points to use.

Furthermore you can change equipable items during battle, like choosing another shield or another kind of ammunition in case you have used up all the arrows of one type. Changing weapons during a fight however should only be a matter of last resort - it costs no less than 15 Action Points, thus giving your opponents a good advantage over you. Remember therefore: Always equip the best weapon before you enter combat, or you might end up dead, just with a better sword equipped...

4. Defensive Skill. To defend yourself is often a good idea if you need to gather Action Points to use a health potion inthe next round for example. There will be situations where you won’t live through the next attacks of your opponents and only a refreshing health potion will save your life, but you just don’t have enough Action Points fto use it. So: Defend yourself! Your turn will end but you’ll get +50% armour and your dodge value will be raised by 35%. A good chance to survive the next round is to use that potion waiting for you!

5. Move Forward. Some monsters might not intend to engage in melee combat, fearing that the acquaintance with your mighty sengren axe could do them harm. Instead they use their long range attacks and cause damage lurking in the back row. Well, in that case it might be a good idea to simply move forward and show that nasty monster your blade. Of course, this costs valuable action points. Also, another monster might block access to the one you actually would like to show your weapon collection first hand. In that case you first need to get rid of that one before you can move towards the other one..

6. End Turn. At any point you can end your turn. You will usually only go for this option if you are unable to perform anything else. Mostly if all your opponents are out of range and you don’t possess a range weapon to attack and you don't desire to approach a monster for some reason.

7. Flee. If the battle doesn’t turn out promising for you or you feel you made some mistakes and are sure to do better next time, try to flee and give it another try. Again the success of fleeing is based on your luck. Return to the top

 Date of last edit 27th Changing Winds 1668 a.S.

Information provided by Artimidor Federkiel View Profile