Book Description
Your Main Guide to the World of Middle-earth
·Middle-earth's mysteries revealed with labeled maps of all nine regions.
·Master the art of fellowship play so you can conquer the most dangerous foes!
·Complete guides to the Burglar, Captain, Champion, Guardian, Hunter, Lore-master, and Minstrel classes!
·Crafting charts for all 10 professions to help you become a master craftsman.
·Exclusive strategy from The Syndicate, one of the world's largest and oldest online gaming guilds!
·Basics, crafting, classes, maps
Customer Reviews:
Useful, but needs an update.......2007-07-25
It's always useful to have these Prima Guides for complicated games like LOTRO - the only shame is that I didn't get it until just around when the new expansion (Evendim) came out - I wish they would release a free supplement for people who have already bought the book.
Very Usefull.......2007-07-24
This book is a real time saver for LOTRO players. The maps are very usefull as are the descriptions of player classes, traits, deeds, etc. It gets the beginning player off to a fast start, and is still usefull at level 50.
The game has a well developed PvP, in Monster Play. Any review that says that LOTRO does not have PvP is suspect.
A Basic Helper only.......2007-07-16
This book is basic, as others have said. It's a good source for gamers just starting to play LOTRO, or entering regions for the first time.
I find it useful for the maps and craft and class quests. Sure there are online sites with more in-depth information and more detailed maps. Do a google search and make your pick. But unless you have a second computer or monitor (The game in full view is too awesome to shrink) next to you, the book maps are a decent reference, especially when first entering a region for the first time. The game map is empty, only showing where you are and some adjacent locations. The book gives you cities and landmarks.
As far as quest and boss locations, isn't that part of the discovery fun? Okay, okay, not always, and that's where online references can offer cheats to get past those sticky situations.
LOTR is an awesome game. Just starting the game? This book is very useful to you. Otherwise, as others have said, you may want to wait for a new edition. Of course by the time that happens will that be of any use to the veteran LOTRO user?
A Basic Reference Guide.......2007-06-30
There are no cheats, spoilers or walkthroughs in this guide. It is a basic reference guide with handy information on each class, the skills each class receives at each level and maps of the areas. It isn't great but I find it handy as a reference for my gameplay, unlike volume II, which is a complete waste of money.
Lacking.......2007-06-21
Overall, this book seems unfinished, as if it was rushed to release to coincide with the release of the game. Sports decent crafting and character guides for planning your professions and class, but the atlas section severely lacks. Many maps do not have any notations at all, or inadequate notations, which makes them next to useless when you are looking for a mob/mob boss, area, or point of interest. My advice: Wait for the 'revised and updated' edition.
Book Description
Memories Gone, Mission Unclear, Area Unknown...
Prima Can Help
•Basics of stalking thoroughly explained: hunt and trade like a pro stalker in The Zone.
•Complete summary of all main quests--includes rewards received and side quests.
•Full guide to all secondary jobs; learn which NPCs have the best jobs and what they pay.
•Complete list of weapons and items to make sure you have the best gear available.
Customer Reviews:
Organization-NOT.......2007-08-13
Not a lot of specific help issues. Maps not of great help. No one-page overview map of the whole game. Had to consistantly flip back and forth to find specifics for even the same section of game. Overall, not very well organized or of great help.
Why do I keep buying Prima guides?.......2007-06-25
This guide is more buggy than the S.T.A.L.K.E.R. game it purports to bring to light. It is basically a hard copy of the guide which is already installed at the \Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\ directory created at installation. I will not get into what I think about the game, this review is for the guide and I am trying to save some people a ten spot or more in avoiding this inept work. The primary usefulness of this guide is to beginning players, but even then it is hardly worth the effort to get it, never the less the money spent. It lacks any depth in any area, the weapon, artifact and area descriptions are taken right out of the in-game PDA write up. There are no useable maps and the run down of missions is laughable as they lack the maps and simply give a general theory of completion. What I did like about this guide is that it has a rundown of all the weapons, but since the information is already in the inventory interface, it doesn't warrant purchase for that reason alone. Even in that area, the guide furthers the typos inherent in the game and copies them into the guide which had the Obokan rifles description all confused. There is some very good artwork in the guide in full color, but really most text in the book is ripped right from the PDA entries. The combat tips are in the level of explaining straffing and leaning, so if you have ever played another FPS, it is worthless in that purpose as you already know the basics. The other thing that is annoying is that the guide never attempts to shine a light on the broken side quests in the game and is seemingly unaware that item / personnel locations in these types of missions are often randomly generated every time you take a job from a character in the game. It states exactly where they will be in the guide and although they are sometimes there, they can be at multiple locations from the random generation. It also does this with artifacts that sometimes randomly generate and it will say to pick up some artifact at some location only once you arrive - it's either not there or another artifact altogether. The layout of the guide is haphazard at best and downright schizophrenic most of the times with no apparant order that is discernible. I simply cannot think of a worse guide then this. Players who have gotten even a quarter of the way through the game will not learn anything from it and even newbies should just save their money and read the PDA entries.
Somewhat dissapointing.......2007-06-06
If you are looking for the best path through the game, it may be better to find a free online walkthrough, especially since I heard that there are bugs in many of the side missions, making a fair number of those unstable. So, it is possible that some of the book's information about side missions is useless. I'm unsure how well the new patch, or future patches, fix these problems. The character and weapon art in the margins is extremely good, except that there is no closeup drawing of the fascinating gauss rifle, which I *REALLY* wanted to see. There are no closeups of the knife, binoculars, anti-radition drug kit, or other medical kits, either. The kits are just featureless boxes, so they do not stimulate the imagination or allow you to imagine what is inside. Some of the margin art does show excellent conceptions of what Russian special forces troops, fully loaded with their equipment, might look like in the future. Some people might like the pictures of the mutant creatures, if they like violent and horrifying stuff.
Really cool, minor problems.......2007-05-14
It wasn't as open ended as I had hoped but still and amazing game. The atmosphere alone is worth the money. Really sweet concept and monsters however I was really disappointed by the online play. I have horrible lag problems with it and I'm running cable internet with dual 4200 processors, 2 gigs of ram and a x1900 pro video card which leaves me to believe it's simply the servers. Oh well, single player is definetly enough fun. Buy this game, you won't be disappointed:-D
Macsfriend review.......2007-05-13
This game is unique. I advise buying the Prima Game Guide and obtain a download of the IGN FAQ on the game. Even with these you will find it a confusing and tough game but it is worth the effort. I sculled around in the game at first and got used to its strange russian ways. Its a good idea to do this because you then get used to some of the rules and the odd morals of the game. Good gun battles - fun wepons - good monsters - the the humanoid phychic mutant has a mind weapon that really puts the wind up you but if you can take it he can be shot in the head dead.
It is a big game and some mistakes mean you have to go back to NEW GAME.
Great fun and quite a challange.
Average customer rating:
- Riveting!
- Book 1 in the ghostwalker series
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- First GhostWalker book
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Shadow Game (GhostWalkers, Book 1)
Christine Feehan
Manufacturer: Jove
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ASIN: 0515135968
Release Date: 2003-08-26 |
Book Description
A man and woman possessed of telekinetic powers. She is the doctor. He is the experiment. What comes between them is a terrifying secret history that could save them or destroy them.
Customer Reviews:
Riveting! .......2007-09-09
Ryland Miller and the men of his military unit have volunteered to be 'laboratory rats' in experiments to have their psychic abilities genetically advanced to make them super soldiers - men able to sneak in, do their mission, and sneak back out, unseen and unheard - GhostWalkers. What they weren't prepared for was being literally caged and isolated from each other, and men are dying as a result of the experiments. So they used their telepathic skills to plan an escape, and their other special combined skills to open locks, send the guard dogs in other directions, 'tell' guards to look the other way. But now they're deserters and will be hunted by the good guys as well as the ones who want them to 'disappear'.
I read the GhostWalker series before I discovered the Dark series, so perhaps that's one reason that I found this so much more riveting than others did. I chose it originally because of the paranormal aspect, but it is so much more - it's about the games played by governments and organizations and individuals with money and power, and about those who try to bring those games to an end before too many innocent people suffer.
Book 1 in the ghostwalker series.......2007-08-14
Gosh, I read book #2 first in this series and liked it. Then, I went back to read this book (book #1).
I didn't care for this one too much at all. It was hard for me to get through. The characters weren't that likeable.
Someone told me to read the rest in the series and then come back to this one and that's what I did.
This was Lily Whitney's and Ryland Miller's story. It starts out when the ghostwalkers are prisoners and Lily (doctor) is one of the doctors experimenting on them.
Yes, she is essential in their escape and sets them up at her house and all that.
If I had read this one first, I probably would not have read the rest and that would have been a shame, because the others were very good.
Super Reader.......2007-08-07
While this is considerably better than that Dark rubbish, a large part of it is still eye-rolling cornball with not a lot happening except for the two main characters having the telepathic horn for each other and shagging a lot.
A professor disappears, and his daughter is brought into the picture of his psionic research project. He had been making psychic soldiers, basically. Telepaths, telekinetics, dreamtalkers.
It is discovered that she was also part of this project as they had been scouring the globe for talent.
First GhostWalker book.......2007-06-27
This tells Lily and Ryland's story. It also sets up the series with information on where (most) of the GhostWalkers came from and how they got this way. A combo of mystery, suspense, action and ,of course, romance in a great read.
On the seat of your pants reading.......2007-01-21
Christine Feehan is one of my favorite authors. She has the ability to move you into her fantastic worlds. I just started reading her books last year. I have since read all of her books. As soon as her new books come out (I'm waiting impatiently) I will buy them. Can't wait.
Book Description
The blockbuster New York Times bestseller that caused a media firestorm and stayed in the headlines for weeks at last arrives in paperbackwith a new afterword about the Barry Bonds perjury investigation.
This is the complete inside story of the BALCO steroids scandal from the award-winning reporters who broke the news nationally. In the summer of 1998, as baseball was still struggling to regain popularity lost during the contentious 1994 players' strike that caused the World Series to be canceled, a race to break the home-run record transfixed the nation. Over the next three seasons, baseball players across the country hit home runs at unprecedented rates. Although sportswriters pointed to suspicions of juiced baseballs and small parks being responsible, there were whispers that illegal performance-enhancing drugs were being used. But home runs were big business, and baseball carried on with a weak performance-drug testing regime.
In December of 2004, after more than a year of investigation, San Francisco Chronicle reporters Mark Fainaru-Wada and Lance Williams broke the story that in a federal investigation of a nutritional supplement company called BALCO, Barry Bonds and fellow slugger Jason Giambi had admitted to taking steroids. Immediately the issue of steroids in baseball became front-page news. In Game of Shadows, Fainaru-Wada and Williams expose the secrets of BALCO, illuminating how professional athletes risked their health for a competitive edge.
Customer Reviews:
a sad commentary on America's pasttime.......2007-10-04
a well-written, thoroughly researched and easy-to-read book on this plague in American sports. I would encourage anyone to pick it up and read it.
Having read this book before Bonds broke the record, it just made me that much angrier when he finally did break it.
These two authors did what MLB and Bud Selig should have done years ago --
The real story of baseball and steroids.......2007-08-24
This is a highly detailed, painstakingly accurate review of the whole BALCO mess. Barry Bonds is clearly a steroid user, but so are so many others. It's all here -- the amateurish, bumbling investigation, baseball's non-involvement, and so on. If you want to know what actually happened and who is involved, read this book.
The Home Run King.......2007-08-14
An excellent and interesting insight into what most people have suspected about high performance athletes. I never wanted to put it down.
doesn't prove a thing. .......2007-08-12
mr. barry bonds is our new home-run king, and we should all be celebrating this wonderful feat!! mr. bonds is now the greatest home run hitter to ever play major league baseball. this was a record that was by and large considered unbreakable. yet, mr. bonds has broken it. mr. bonds should be given the respect he deserves. the people that boo mr. bonds are just jealous because the home run king doesn't play for their team. this book is just innuendo, and nothing more. mr. bonds has never tested positive for steroid usage, nor has mr. bonds been found or proven guilty of any wrongdoing. one of the greatest things about the united states is that everyone is innocent until proven guilty, yet the authors of this publication clearly believe that it's the other way around.
alright book.......2007-08-11
The book keeps you interested and also makes you look at sports in a different way. However anyone can gather information together and right it the way they want it to look or sound. this book came out in the middle of the balco scandal and i wouldn't rule out the idea of cashing in on the subject. I think people want this to be true about bonds so they believe anything that can prove their point. Im not saying he didnt do it. but Im not going to make up my mind on this subject based on this book, or anything coming from the media. i thought this guy was a reporter for the chronicle. This was his chance of a lifetime to make a name for himself.
Book Description
If you want to take your Flash Professional 8 skills to a new level while learning how to produce games that rival anything available on the web, this is the book for you. Macromedia Flash Professional 8 Game Development is written by a professional game developer. Using the power of Flash and the most recent advancements in ActionScript, the book progresses through the entire development process to teach programmers and Web developers how to create professional quality games quickly. It teaches techniques for producing fast 3D effects that can be used with "cheat" techniques to produce powerful, high-performance results. It details the actual science of game development, including design, character development, the physics and motion of a game, and audio issues. And in this new edition, all of the latest features of Flash Professional 8 are covered, including the new sound channels, bitmap caching, texture pages, and more. The book covers many advanced topics in a simple, easy to understand way. It emphasizes the incredible power of the new BitmapData class and teaches how it can be used to take the performance of Flash games to a whole new level. It has never been easier to get right down to the pixel level and manipulate things at blazing speeds, making previously impossible games a breeze to make. So get to your computer, insert the CD-ROM, and prepare to begin your journey into the world of Flash Professional 8 game development.
Customer Reviews:
Good for the intermediate Flash programmer.......2007-07-30
The book provides several examples that progress the reader through the programming of gradually more complex games. The reader should have a basic knowledge of Flash and Actionscript, as the book brushes over beginner-level concepts. At the time, the book is fairly up to date, however there is supposedly quite a jump between Flash 8 and Flash CS3, which uses Actionscript 3.0. Nonetheless, the concepts taught in the book are universally applicable regardless of what Flash version you are using. The inclusion of a CD-ROM is an added bonus and a must with this kind of book.
Great Book.......2007-06-11
I found the book easy to read and very practical. The use of examples to explain things is great. And of course, examples that do work is great also!!!
It's the right book for those that already know something about flash and actionscript (doesn't need to be an expert), and want to learn to develop some games in flash, and perhaps aplly those technics on other apllications.
The book is great fun!!!
very limited discussion of incorporating physics.......2007-05-29
As a physicist, I looked at the chapter on "Physics for Games". It's very introductory Newtonian mechanics. Applying these in time-discrete form for moving objects in the game. Gravity is considered for vertical motion, and wind is incorporated to affect horizontal motion. Freshman level stuff. If you are developing a game where you need to seriously incorporate physics, there are entire books devoted to it, like Physics for Game Developers.
Though to be fair, the book is about learning Flash and its effects. Other chapters offer code fragments. Of necessity, these are all elementary, from a programming complexity standpoint. But they help explain how to apply Flash.
The most intricate part of the book seems to be when you model a 3d world. Nice rendering examples. Doesn't go very deeply here. Flash almost certainly has more advanced functionality.
In-Depth game Development!.......2007-05-17
I've bought this book with the purpose of starting to make flash games. Well, i couldn't have chosen a better way! The book is very easy to read and understand and the the examples are incredible. It explores the appropriate tools to create games like the BitmapData while giving other tools an explanation too. 5 stars!
Specifics for beginners, bad habits for mid-levels.......2007-04-28
If you've worked with strongly type languages like Java/C++/etc then this book might make you cringe a bit. First, the code is very terse with clever tricks to shorten the number of lines. Eventually it makes sense but methods like makeFader() don't really make a fader, they do other things like remove a game object from the scene.
So along with softreferences ( for i to 10, make a variable box_i=i ) - ew, and bad naming conventions, it plays out more like an Oreilly Cookbook that encourages bad habits. Granted, I ordered it and I'll keep it as a book full of complete examples. But I think any of the examples that I copy/type/study, I'll refactor later to be more clear and well-coded.
It's a fast ramp-up to ActionScript 2.0. If you're looking for smarter and more mid-level code then maybe wait for a book on AS3.0 that is more class oriented and less procedural like this book. Else, if you just want to see end-to-end examples as fast as possible the author does a good job of explaining code blocks as he goes even if he's encouraging bad habits.
Book Description
Unlock the Magical Power of
Vestiges, Shadows, and Syllables
Tome of Magic presents three new kinds of magic that you can integrate easily into any Dungeons & Dragons® campaign. These magic “subsystems” function alongside the existing D&D® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you’ll find three new standard classes–one for each new kind of magic–as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.
Pact Magic
Powerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic–a combination of symbols and secret rituals–to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.
Shadow Magic
The Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.
Truename Magic
Every creature has a truename–the word of its creation. The truenamer knows the primal language of the universe–the language of Truespeech–and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.
For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Customer Reviews:
Limited Use but does it well.......2007-01-12
I really like wizards and magic users so I really wanted to love this book. If you want something off the beaten track of magic, this provides some ideas. As an aid to most games, though, it doesn't provide much. It's a niche product for those looking for variants in magic.
New Ideas, New Problems.......2006-11-07
This is one D&D supplement that isn't riddled with dead pages. The book is interesting cover to cover, which at the very least makes it a good value in terms of the ammount of the product you are likely to use.
All three of the book's concepts are interesting and somewhat unique.
However, all three have mechanical issues that are left completely up to you, the user, to resolve.
If you are the type of person who wants a product to "works" out of the book, this is a bad product. Shadow Magic has its perks, but due to its design has massive spikes an lulls in power throughout your leveling. It is depressing how bad Shadowcasters are at levels 6 and 12, yet amazing at levels 7 and 13. This uneven growth can be very unsatisfying, leaving one to wonder "Why aren't I a wizard?" The binder has a very similiar problem, though somewhat less extreme.
Truenaming carries similiar baggage as the number of skill raising abilities erraticly varies from campaign to campaign, the class's power fluxates wildly from campaign to campaign.
Personally, I like the stuff in here, but its not very "plug in and play."
Inspiring.......2006-09-28
The first time someone brought this book to the table, I'll admit that I wasn't immediately impressed by it. However, I thought I saw some potential, so I borrowed it from a friend at work to read over the weekend. I read the whole thing, cover to cover, twice, before Monday.
This book has finally reminded me what it was I loved about D&D when I started playing second edition over a decade ago. Unlike most every other third edition book (and even more so with 3.5), Tome of Magic isn't just a gotta-catch-em-all collection of new feats, spells, magic items, and prestige classes. It is stuffed with truly new, fresh ideas. I had thought that the rules in the Expanded Psionics Handbook were a novel approach to spellcasting in D&D, but the alternate magic systems in Tome of Magic are worlds beyond psionics in scope and style. This book could easily serve as the basis of at least one, if not three or four, whole new campaign settings. Truly different, truly spectacular.
And a special aside for Truename Magic. This system is the way spellcasting in a fantasy setting should be. Lets face it. Spells per day? Choosing spells in the morning when you wake up? Transparently artificial, rediculous, and illogical concepts. Truename magic fixes this and fixes it right, while still being a viable and fun system to use.
Three New Dynamic Magic Systems.......2006-08-11
Tome of Magic offers you three new styles of magic to incorperate into your game.
The first, Pact Magic, bears a slight resembelence to the "summons" system from Final Fantasy VIII. They don't attack, as such, but instead provide you with interesting abilities. The only major draw back to Pact Magic is the fact that the book seems to set up the Pact users as almost inherently evil. The beings you have to make deals with are not nice in the least, and the complicated system of "I've used this one, so I can't use this one," will be tedious to a beginning player.
The second, Shadow Magic, could easily take the place of the Shadow Weave in a Forgotten Realms setting or be incorperated into basic games as an alternate style to normal magic. Of the three new styles, this one is the most traditional, combining a blend of "domain-like" styles and specalized magics. In addition, their powers eventually become spell-like abilitites. The only real downside of the system is the sheer lack of volume of spells. Even bards get more. What they lack in versatility, though, they more than make up for in power.
Finally, True Name magic feels incredibly similar to the Earth Sea book series, in that you discover more powers and abilitites with more names. The fact that this one is actually based off of a skill, the True Speak ability, makes it even more interesting. The Difficulty Classes on the skill's use are also very well done, ranging from 10 at lower levels, up into the 50's at higher levels. Best of all, the progression into Epic Abilities, though not really spoken of much, could be easily done by simply raising the DCs of things.
A fairly good book, but not for everyone. Each of the new magics is interesting and dynamic, but this book is not for everyone. If you like playing wizards and sorcerers (or maybe even clerics), then this book is for you; however, if hacking and slashing or sneaking and stabbing is your style, let your D.M. pick this one up.
Pretty good game supplement, if I do say so myself........2006-07-16
Not to insult other popular pencil-and-paper role-playing games of our time, but there's a reason why Dungeons and Dragons is the world's most renowned RPG of them all: Because the men and women who are responsible for its design are practically without peer in terms of sheer creative genius. Sure, I love the traditional themes of arcane and divine magic that almost all fantasy RPGs provide, and psionic powers are nothing to sneeze at, either. However, by delving deep into the esoteric aspects of world history and ideology and coming up with the three new types of magic for gamers and Dungeon Masters alike to add to their most cherished gaming campaigns, Wizards of the Coast has made sure that D&D Version 3.5 is everything they'd planned it'd be: dark, mysterious, inventive, and downright appealing.
Divided into three chapters, the Tome of Magic supplement explains how DMs can incorporate the likes of Pact, Shadow, and Truename Magic into the mythical gaming worlds where their players' characters dwell in search of adventure. Players, too, can get an idea of what these more-or-less new forms of ancient power have in store for them and their allies as they sally forth into the depths of their alter egos' home realm. For instance, the chapter on Pact Magic introduces the Binder PC class and explains how participants in this occult and hence widely despised profession share their souls with a wide variety of Vestiges--beings whose existences in the world ended so tragically that their names have forever been carved into the stone tablet of history as their spirits transcended all reality into utter nothingness. Successful bondage to a Vestige grants a Binder that Vestige's powers and a physical trait that symbolizes the Binder's pact with his/her new patron. A failed pact grants the Binder the Vestige's powers as well as a successful one does, but the latter persona manifests himself/herself so heavily upon the former being that the Binder's behavior is warped by the spirit's own mentality, making the mortal perform eccentrically and--more times than not--downright irrationally.
Similarly, Shadow Casters, who participate in Shadow Magic, draw their powers form the Plane of Shadow--a literally dark and spooky reflection of the campaign's real world. It is by unlocking the mysteries of this twisted alternate reality and harnessing its nearly limitless gloom that these mages learn not only how to utilize this most umbral of all elements as the base of their spells, but also how to merge their own mortal existences with the Plane of Shadow to perform feats that no other being of their realm can, such as surviving for days without food or sleep and resisting the effects of poison and disease.
Finally, the Truenamer PC class is a student of the true universal language of all creation (called Truespeech) and as such learns the fundamentals of the third form of ages-lost mysticism, Truename Magic. By studying the fundamentals of this ancient tongue, a Truenamer can harness control over various objects and subjects, forcing them unto his/her will at the mere mentioning of their "true names"--namely, the names of their creation. To tell you the truth, the Truenamer PC class is a pretty fun one to play in a standard D&D gaming session--even more fun, in my opinion, than the standard Wizard or Sorcerer.
Oh, and before I forget to mention it, Tome of Magic has quite a few adventures in store for Dungeon Masters to put to use in their next gaming sessions--not to mention fifteen total Prestige Classes for PCs and DMs alike to try our (five for each of the three basic Character Classes presented in this book). The monsters are pretty impressive, too, and not just because they're illustrated so well by the most talented artists in the gaming industry, either. Then again, players who are satisfied with playing one of the more established Character Classes from previous releases of the D&D 3rd Edition and Version 3.5 gaming manuals and supplements will still want to check out the new spells and feats presented in ToM, if for nothing else other than to add even more variety to their PCs.
All in all, Tome of Magic is no disappointment in its quest to bring something new to the gaming table. I was definitely impressed, and I believe other Dungeons and Dragons fans will feel the same way I do. If you can find it in your local hobby shop or bookstore, then by all means, snag it! It's a definite keeper.
Average customer rating:
- repeat reader
- THE best series of books EVER written!
- Sci-fi classic
- A higher level for writing and si-fi
- One of the best series ever!!!!
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Ender's Game Boxed Set: Ender's Game, Ender's Shadow, Shadow of the Hegemon
Orson Scott Card
Manufacturer: Tor Books
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Beyond Ender's Game: Speaker for the Dead, Xenocide, Children of the Mind
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Shadow Puppets
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Shadow of the Giant (Ender, Book 8) (Ender's Shadow)
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First Meetings in Ender's Universe
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Children of the Mind (Ender, Book 4)
ASIN: 0765344955
Release Date: 2002-08-29 |
Book Description
Boxed Set contains Mass Market Editions of Ender's Game, Ender's Shadow, and Shadow of the Hegemon
Ender's Game
Winner of the Hugo and Nebula Awards
In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training.
Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister.
Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives.
Ender's Shadow
Orson Scott Card brings us back to the very beginning of his brilliant Ender Quartet, with a novel that allows us to reenter that world anew.
With all the power of his original creation, Card has created a parallel volume to Ender's Game, a book that expands and compliments the first, enhancing its power, illuminating its events and its powerful conclusion.
The human race is at War with the "Buggers", an insect-like alien race. The first battles went badly, and now as Earth prepares to defend itself against the imminent threat of total destruction at the hands of an inscrutable alien enemy, all focus is on the development and training of military geniuses who can fight such a war, and win.
The long distances of interstellar space have given hope to the defenders of Earth--they have time to train these future commanders up from childhood, forging then into an irresisible force in the high orbital facility called the Battle School.
Andrew "Ender" Wiggin was not the only child in the Battle School; he was just the best of the best. In this new book, card tells the story of another of those precocious generals, the one they called Bean--the one who became Ender's right hand, part of his team, in the final battle against the Buggers.
Bean's past was a battle just to survive. He first appeared on the streets of Rotterdam, a tiny child with a mind leagues beyond anyone else's. He knew he could not survive through strength; he used his tactical genius to gain acceptance into a children's gang, and then to help make that gang a template for success for all the others. He civilized them, and lived to grow older.
Bean's desperate struggle to live, and his success, brought him to the attention of the Battle School's recruiters, those people scouring the planet for leaders, tacticians, and generals to save Earth from the threat of alien invasion. Bean was sent into orbit, to the Battle School. And there he met Ender....
Shadow of the Hegemon
The War is over, won by Ender Wiggin and his team of brilliant child-warriors. The enemy is destroyed, the human race is saved. Ender himself refuses to return to the planet, but his crew has gone home to their families, scattered across the globe. The battle school is no more.
But with the external threat gone, the Earth has become a battlefield once more. The children of the Battle School are more than heros; they are potential weapons that can bring power to the countries that control them. One by one, all of Ender's Dragon Army are kidnapped. Only Bean escapes; and he turns for help to Ender's brother Peter.
Peter Wiggin, Ender's older brother, has already been manipulating the politics of Earth from behind the scenes. With Bean's help, he will eventually rule the world.
Customer Reviews:
repeat reader.......2007-08-10
Finding this book listed on my granddaughter's summer reading list, I was reminded of the pleasure it brought many years ago, so have now read it again and was entertained as much as I had hoped. The pace is sustained throughout "Ender's Game" and the ending is extremely pleasing, with lose ends tied up nicely. "Ender's Shadow" is surprisingly enjoyable at the same level of suspense despite a similar setting, while "Shadow of the Hegemon" was enjoyable, but not quite of the same quality as the first two books. The author has made a quite plausible and imaginative story, incorporating the idea of using problems that confront us to help build character, while being sensitive to the loneliness of the leadership role.
THE best series of books EVER written!.......2007-04-22
I have read this series countless times because it has everything I look for in a story. I have read in excess of 6000 scifi novels over 30 years of life and have NEVER found a story I would call the equal of Ender's Game. I did not like the Speaker for the Dead or Children of the Mind but; Ender's Shadow, Shadow of the Hedgmon, Shadow Puppets, and Shadow of the Giant are all excellent. The king however is Ender's Game. Simply a MUST HAVE for any serious scifi reader. (Not to be confused with Fantasy readers which are a separate group! Why they mix that junk with real fiction I'll never understand.)Ender's Game Boxed Set: Ender's Game, Ender's Shadow, Shadow of the HegemonEnder's Game (Ender, Book 1)
Sci-fi classic.......2007-04-11
To me, Ender's Saga is a must-read for every sci-fi fan. The first and second books (Ender's Game and Ender's Shadow) are great since they are parallel stories in an incredible environment. Although the third book doesn't go too far into fiction, i like how the author shaped the world and the fact that genius children are running the show. The writing style is simple and the books are very easy to read. It didn't feel like a children's book, but I believe they could also read it. I think it's a shame I didn't find out about those books earlier.
I believe everyone should at least read Ender's Game, the first book. And anyway, you'll be so hooked after that so why not buy the Saga?
A higher level for writing and si-fi.......2007-02-16
Orson Scott Card became one of my favourite qriters becauso of these books. A couple of months ago, I read Ender's Game, and foud it to be an involving well-developed sci-fi book, specially for the psycological depth given to the characters. Quick-paced and enticing, I couldn't stop reading until I was so sleepy at night tahat I HAD to (and, even so, I wasn't so eager to do it!).
Ender's Shadow i mainly the same script, but from the view of Bean, and is certainly as good as Ender's Shadow (both of them, combined, becomes an even more interesting novel). The differing points of view and the alucidation of several unknown events really add to the main story.
Shadow of the Hegemon keeps the quick development and the psycological aspects I was so found of, but addresses a few different questions - not only Earth-based war stategies, but also (and mostly) politics, and religion. Not that the other books didn't address them - they did it alright -, but here they're the main theme, I'd say.
Awesome books. I can't wait to acquire the other Shadow books and then the original Ender series books. I'm a fan now! Try it, and yo won't be dissapointed!
One of the best series ever!!!!.......2007-02-03
I love this series if you like a good story this is the one . Follow the lives of thes childern see them save the world. These books are great for all ages I bought this set for two of my brothers and there wifes. All have enjoyed them emensly.
Book Description
BradyGames’ Shadow of the Colossus Official Strategy Guide includes the following:
- A complete walkthrough of each Colossi mission.
- Extensive area maps of the ancient land.
- Detailed listing of all items and equipment.
- Expert boss strategies to defeat all 16 Colossi.
- Game secrets uncovered!
- Signature Series guide features bonus foldout and more!
Platform: PlayStation 2
Genre: Action/Adventure
This product is available for sale in North America only.
Customer Reviews:
Has everything you need........2007-10-03
While this isn't the best guide I've ever seen, it's only real problems are subjective ones as regards layout and such. The guide itself is full of information, makes it easy to not completely spoil everything for yourself it all you're looking for is a quick hint (has sections on how to find the Colossi, sections on how to scale them, and sections on exactly how to beat them if you still can't figure it out). Has some very nice high-res artwork from the game as well and is very slickly presented. Features a few hidden elements of the game as well. Overall, an excellent guide worth owning if you enjoy using or collecting them.
unhappy!.......2007-08-23
Unhappy with this game. Some may like the fact that it is all big bosses but for me it was too repetitive, you kill a boss then end up back at the starting point to then journey to another boss to kill him and return to the starting point . . . you get the jist. Nothing to fight on the way just land to travel on and that takes a lot of time so you end up spending loads of time traveling to the boss then to fight to travel agian. Unsatisfied!
Average customer rating:
- an entrancing read from start to finish
- This Book is Not Good For Young Children
- this book is awesome
- The Revenge of the Shadow King
- enchanting fantasy
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Grey Griffins #1: The Revenge Of The Shadow King (Grey Griffins #1)
Derek Benz , and
J. S. Lewis
Manufacturer: Orchard Books
ProductGroup: Book
Binding: Hardcover
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Similar Items:
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The Rise of the Black Wolf (Grey Griffins, Book 2)
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The Titan's Curse (Percy Jackson and the Olympians, Book 3)
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Flyte (Septimus Heap, Book 2)
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The Sea of Monsters (Percy Jackson and the Olympians, Book 2)
ASIN: 0439795745 |
Book Description
Max Sumner and his three best friends, Harley, Ernie, and Natalia--who form the secret club The Grey Griffins--seem to be the only people in their very normal Minnesota town to notice that strange things have started to happen. When creatures like goblins and fairies and unicorns, all characters from a card game the Grey Griffins play, begin to make appearances in Max's backyard, Max and his friends know something is terribly wrong. And it's up to them to stop the wicked creatures of the cards from destroying their town-indeed, their world.
Customer Reviews:
an entrancing read from start to finish.......2007-08-19
From the first page I was hooked. I finished this book the day I received it from my younger siblings book fair. It is a great fantasy for all ages!
It starts off with the four friends who call themselves the grey griffins, and they include the billionaire Grayson Maximilian sumner III or max, Natalia romanav, Harley Eisenstein, and ernie tweeny. They all get together and play this game called round table, supposedly invented by King Arthur himself to train his knights (and soon to be a real card game come christmas!), at a shop owned by their grandfatherly-like-figure Iver. When max finds an odd book inside of his grandmother's attic room and says some magic words whispered in his head, the creatures from the round table game are unleashed to wreak havoc. so you have goblins and dragons and fairies and pixies and vampires running around, added to this you have the black witch morgan le fay, a mysterious teacher, a school mate turned blue monster, and an evil shadow king trying to destroy the world, and that is the exact recipe for a fantastic story, over flowing with action, by far one of my favorite books (yes even better than harry potter)!
This Book is Not Good For Young Children.......2007-05-17
My son is having nightmares because of this book. He found this
book in the 1-5 public grade school library and also at the school
book fairs which promotes this book.
It is not appropriate for ages 9-12, in spite of what the author says.
The front cover even give us the willies, and we're adults!
Parents beware what society is presenting to your kids!
"Secret portholes, evil goblins, magical battles, brave knights,
lost jewels, enchanted forests, and the likable heroes running for their lives.
Round Table includes character cards of strange and amazing creatures
like goblins and fairies, ten-sided dice called knucklebones
............"Come on!"........... they are trying keep the horror movie
industry alive by starting with your young kids.
this book is awesome.......2007-05-10
this book is awesome. it has so much suspence i had to eat salad wile reading. by jacob age 10.
The Revenge of the Shadow King.......2007-04-25
In this book, Revenge of the Shadow King, has a card game called Round Table. Max, the main character, has a friend named Heraly. He has a card that shows a monster on it. It said that it could betray you at any moment. The monster could injure you or even kill you. It won't just hurt you it will also hurt the people that are playing with you. Max found a book in his grandma's attic. It was called the Codex. When Max opened the book it unleashed all kinds of monsters. Max realized that the monsters that were coming out, slowly, were the monsters from the Round Table cards. Will Max and his friends be able to stop the monsters or will it be too late? Will the monsters take over the world?
I like this book because it was very interesting on what was going to happen next. At one moment you thought that this or that was going to happen. At the next it was like wow I never thought of that. I would recommend this to people that like monsters and unaccepted twists.
enchanting fantasy.......2007-03-23
this is VERY good book. I finshed it in two days (which is fast for me.)
and no this book does not use over use similes, my opinion is that the more they explain the better you picture the character. but anyway this good fantsy book that for all ages to read over and over again (I know did)
Book Description
After the devastating battle at the Tower of Charm, Croaker leads the greatly diminished Black Company south, in search of the lost Annals. The Annals will be returned to Khatovar, eight thousand miles away, a city that may exists only in legend....the origin of the first Free Companies.Every step of the way the Company is hounded by shadowy figured and carrion-eating crows. As they march every southward, through bug infested jungle, rivers dense with bloodthirsty pirates, and cities, dead and living, haunted by the passage of the Company north, their numbers grow until they are thousands strong.But always they are watched--by the Shadowmasters--a deadly new enemy: twisted creature that deal in darkness and death: powerful, shadowy creatures bent on smothering the world in their foul embrace. This is the first round in a deadly game, a game that the Black Company cannot ea hope to win.
Customer Reviews:
Not Free SF Reader.......2007-09-03
After this, the series starts to lose its way a little, but this installment is still quite good. There are some nasty problems with more than one shape shifter, and of course, those undead wizards are still highly problematic for those in the company.
4 star book, but 'they weren't really dead' tactic = minus one star.......2006-08-12
This book picks up shortly after The White Rose, and follows the remnants of the company into the south, south of beryl (where the series started) into areas of different races and cultures, in an effort to reach semi-mythical Khatovar to return the annals of the company. There is a major military element to the story, including training of legions superficially resembling roman pre-marian ideas though weapons are not detailed, along with elephants in military use.
Cook did something here which, while I can understand the appeal of it, does strike me as 'not playing fair' with the reader.
spoilers follow. read at your peril.
He essentially says the taken (or at least most of the original 10) are not dead after all. Many were presumed and reported killed fighting each other and the rebels in a proxy conflict between the dominator and the lady in The Black Company. Even soulcatcher is not dead after all, even though a sorceress as powerful and in control of the taken as the Lady was present at her murder.
In all fairness, on page 72 of the white rose (paperback), Croaker considers the possibility that other Taken may still be alive as he contemplates that he did everything but burn the Limper in Shadows Linger. Even if you grant the Taken members of the 'shadow lords' might have just gone south after battle of Charm, questions about Soulcatcher's inactivity in the following years are certainly valid given her apparent obsession in meddling with her sister's affairs. Given how both the Limper (whom the Lady described as murdered) and Raven return from apparent death in The White Rose, it may be he was just realizing that resurrection offered a number of intruiging plot possibilities.
Crows and Shadows.......2006-06-29
Reeling from the battles at the Tower of Charm in the service of the Lady, the remains of the Black Company begin a new journey - back to the Hhatovar of their origins, lost in the jungles of the south. Still under Croaker's lead the compulsion to return seems like an elephant's last voyage to the graveyard. With the original volumes of the Company's history lost, no one knows what Khatovar really was, or why there ever was a Black Company, but the trip south stirs memories of the last free company of Khatovar, and they aren't fond ones. Danger and unwelcome friends seem to lurk everywhere.
Croaker's first stop is Taglios, where the Company undertakes to provide help in a struggle with four shadowmasters who are extending their own empire. Like the Taken before them, these are wizards who have little care for the humans who serve or oppose them. The Taglians are the last free people before this new dark empire and the Company needs to get rid of the bad guys before they can reach their own origin point. Unfortunately for the Company there are some Taglians who recall the legends of the times when the Black Company headed north with considerable fear, and cooperation and trust are in thin supply.
This will be the last volume written from Croaker's viewpoint (have no fear, he still will have a part to play) and it develops his new role as captain as well as a growing connection with the more human side of the Lady. The latter has expended all her power in the struggle to keep her old husband, the Dominator, from re-entering this world. Her new vulnerability doesn't make her a weak character, and her knowledge and experience make her an asset as the Black Company once again tries to extract disaster from the jaws of success.
Glen Cook proves that there is life after a trilogy as he begins the transition volumes (The Books of the South) that will lead into the Glittering Plain series. This transition of the Black Company from a tool of political empire building to an almost mystical entity with a serious, and perhaps deadly, agenda of its own makes a strong story all on its own. There are quite a few surprises to come, and Shadow Games is an example of perfect scene setting as the rules and the environment begin to change. Cook's writing continues to mature, defying the principle that a prolific writer inevitably dilutes his strength.
Another excellent Black Company book..........2005-07-07
I was surprised to see this years ago...assuming the Company series was over. It starts a new chapter in the Company and marks the beginning of a very involved storyline.
Not as good...?.......2003-10-04
I too am tempted to say "this isn't up to the standards of the first 3". But I think a lot of that has to do with the fact that, when I discovered Cook, this was his most recent book. So I had to wait for each installment afterwards. I wish I had followed the rule I instituted when it became clear Robert Jordan was NEVER going to finish his series. I should have waited until Cook was done, and then read them all.
But it's a testament to my fanaticism that I just HAD to read each book as it appeared. I still give it 5 stars because I found the new storyline with the now-powerless Lady very intriguing. Cook also had my curiosity at max with "the crow" and the hints that old villains might return.
Overall, the rest of the series was ultimately excellent so this book has to get 5 stars for starting it all.
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- The Purpose Driven Life: What on Earth Am I Here For? (Purpose Driven Life)
- The Red Dragon Cast Down: A Redemptive Approach to the Occult and Satanism
- The Sociopath Next Door
- The Three Battlegrounds: An In-Depth View of the Three Arenas of Spiritual Warfare: The Mind, the Church and the Heavenly Places
- The Woman and The Raven
- The Zion Covenant: Vienna Prelude/Prague Counterpoint/Munich Signature/Jerusalem Interlude/Danzig Passage/Warsaw Requiem (Zion Chronicles)
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