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WEAPONS

WEAPON DAM TYPE STR HANDS EP SKILL


Fist STR/4 T 5 1 3 Close Combat
Dagger 4 T 5 1 3 Close Combat
Rapier 6 T 6 1 4 Sword
Shortsword 7 T 8 1 4 Sword
Scimitar 8 C 10 1 4 Sword
Broadsword 9 C 12 1 4 Sword
Longsword 10 C 16 1 4 Sword
Claymore 12 C 11 2 4 Sword
Greatsword 14 C 15 2 4 Sword
Handaxe 7 C 8 1 6 Axe
Battleaxe 9 C 12 1 6 Axe
Greataxe 13 C 13 2 6 Axe
Mace 7 B 10 1 3 Mace
Morningstar 9 B 16 1 3 Mace
Staff 8 B 7 2 3 Mace
Maul 11 B 13 2 3 Mace
Rail 8 B 12 1 6 Rail
Large Flail 12 B 13 2 6 Rail
Spear 8 T 10 1 4 Spear
Heavy Spear 10 T 8 2 4 Spear
Short bow 8 T 8 2 5 Bow
Longbow 10 T 12 2 5 Bow
Light Crossbow 11 T 10 2 3 Crossbow
Heavy Crossbow 15 T 16 2 3 Crossbow
Buckler • 4A 6 1 4 Shield
Shield • 6A 10 1 4 Shield

• Do Shield £lash.
DAM - Damage Rating; TYPE = Damage Type ((nhrust, (qut, (S)ash); STH = Strength required to use;
HANDS - Number of hands required to use; EP= Experience cost to improve skill ; SKILL = Skill required to use weapon.

COMBAT COMMANDS
<-> CHANGE FACING # MOVE IN DIRECTION

A ATIACK M USE A MAGIC ITEM W WHAT TARGET


C CAST SPELL o OPEN OR CLOSE A DOOR Z DODGE AND ZIGZAG
D DEFENSIVE ATIACK P PRAY ? HELP MENU
E STAND ERECT Q QUIT YOUR TURN
F FALL PRONE R (UN)READY ITEM
G STAND ON GUARD S ATIEMPT TO BEGIN From the Help Menu,
I INSPECT CHARACTER SNEAKING use ESC to get back to
K ATIACK TO KILL T AIM AT TARGET the Command Menu
L LOAD A BOW OR U TURN UNDEAD (Fl on the C-64)
CROSSBOW V VIEW WITH SCAN
LIMITED WARRANTY
TABLE OF CONTENTS
Strategic Simulations, Inc . (" SSI") warrants that the diskette on whi c h the en c losed
program is recorded will be free from defects in materials and workmanship for a
period of 30 days from the date of purchase. If within 30 days of purchas e th e disk-
ette proves defective in any way, you may return it to Strategic Simulations, Inc., 1046
N. Rengstorff Ave., Mountain View, CA 94043 and SSI will replace it free of c harge .
In addition , if the diskette proves defective at any time after the first 30 days, return I. THE STORY: Crown of Sorrow .................... l
the diskette to SSI and SSI will replace it for a charge of $10.00 . Please all ow about II. INTRODUCTION ... .. .............................. 2
four weeks for delivery. A. The Game: An Overview
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPE CT B. Loading the Game
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETIE OR THE GAME C. Communicating with the Computer
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE , MER- D. Opening Menu
CHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE . THE PROGRAM E. Saving the Game
AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND
III. THE GAME BEGINS . .............................. 3
PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR
A. At the Inn (the Main Menu)
DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING
FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN AD-
B. Exiting the Inn
VISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW C. Creating a New Character
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR D. Checking a Character
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR IV. THE CHARACTERS ...... . . . .... . .................. 7
EXCLUSION MAY NOT APPLY TO YOU .) A. Personal Attributes
The enclosed software program and this Rule Book are copyrighted . All rights are B. Professions
reserved . This Rule Book may not be copied, photographed, reproduced , or translated C. Skills
or reduced to any electrical medium or machine-readable form , in whole or in part, D. Skill Abilities
without prior written consent from SSI. The program accompanying this Rule Book
may be copied, by the original purchaser only, as necessary for use on the computer V. THE GAME ELEMENTS .......................... 10
for which it was purchased. A. Coins
B. Items
© 1986 by Strategic Simulations, Inc. C. Magical Items
All Rights Reserved. D. Wounds
E. Karma and Prayers
F. Spells
If you are unable to make a backup copy of your disk (most of our games have som e
VI. THE OUTSIDE WORLD . . . ....................... 13
form of copy-protection), you may purchase a backup disk from SSI for $10 plu s VII. DUNGEONS ................ . ..................... 14
$2 for shipping and handling . California residents , add applicable sales tax. A. Active Statuses
B. The Dungeon Menu
C. Facing
What to do if you have a defective disk D. Leaving the Dungeon
Each of our games undergoes ex1ensive play testing prior to its release . Through th is VIII. COMBAT ........... . ............ . . . .. . ............ 17
process we hope to uncover, and correct, any errors in programming . However, d ue A. Quick Combat
to the complex nature of our simulations, some program errors may go undetected B. Setting Up : The Placement Phase
until after publication. In addition to errors in the program , there are occasion all y C. Combat Concepts
problems with the disk itself. We experience the industry standard of approximately D. Combat Operations
a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defecti ve, E. Combat Commands
make sure to check your disk drive. Up to 95% of the disks returned to us as defecti ve F. Inspecting a Char cter
wil l run fine on our computer systems. Often the problem is with a disk drive that needs
servicing for alignment, speed , or cleaning . DESIGNER'S NOTES . . .............. . ............ . ..... 22
Should you have a defective disk, please return the disk only (keep all other parts of APPENDIX .............................................. 24
the game) to our Customer Support Department, along with a note des cribing the Creating a Character: An Example
problem you have encountered. A replacement disk will be provided upon our receipt Spell Rating Table
of the defective disk.
Karma and Prayer Table
Should you uncover an error in the program, return both your game disk and any "save Defense Ratings
game" disks to our Customer Support Department. Please enclose a description of Weapons Table
what was taking place in the game when the error occurred . Upon correction of the Other Game Items
program error, we will return an updated disk to you .
Skill Abilities Table
Always make sure to include your name, address , and daytime telephone number Combat Commands
with .any correspondence. We will do our best to see that any problems are corrected
as soon as possible.
Kaitar answers. "I will wear the crown. unearthly workmanship is studded with
I have been appointed by the Fellowship brilliant jewels. A single, great crystal is
I. CROWN OF SORROW of Wizards to bear responsibility for the embedded in the brow, and prisms of
Crown. Should I fail, I will be condemned rainbow light chase each other from end
to that peculiar and eternal hell of wiz- to end. Behind the light, the invisible host
Kaitar is old ... very old. His bones seem the reigning wizard to the Fellowship ... ards." He shudders visibly, then asks appears briefly, the robes of many wizards
to have been dumped haphazardly into thus we all received its wisdom and power. simply, "Who will go?" In answer, all eight brightening and waning like candles, the
his skin which hangs in loose, wrinkled Then, on a wretched, cursed night, the companions stand. "You are brave. Go sad faces flickering in the reflected light of
folds. His eyes speak of ancient secrets most horrifying of all possible events hap- then, and search for this, the Crown of the the Crown.
and magic lore long forgotten . Now, the pened. Tarmon, Wizard of Thunder, Emperor." "Go now," says Kaitar. "Complete your
dark eyes glitter with fierce intensity as he refused to give up the Crown." A tear Suddenly, the Crown appears, shim- quest qUickly, with honor and bravery. We
scans the group before him. traces its way down Kaitar's weathered mering brightly in the air. Gold filigree of await you."
Eight adventurers, some known for cheek. Behind the adventurers, the invis-
physical prowess, others for mental acuity, ible host mutters and sobs, then takes up
shift uncomfortably under his relentless a high, keening chant that raises the hairs
scrutiny. The glade the group occupies on the adventurers' heads. The wail grad-
glistens in the moonlight, dew sparkling ually subsides, and Kaitar continues. QUICKSTART: SectIons of thIs rulebook appear In shaded areas. If you
like diamonds. Everyone feels the pres- "Civil war broke out among the choose to re(Jd these /lrst, you will /lnd that they prolJlde an olJervlew of
ence of an ancient host, but no one, save Wizards. All our codes of honor were WIZARD'S CROWN and a quIck entry to the game.
Kaitar, knows its identity or intent. One ignored. Horrible monsters were called up To help you begIn play, the game Includes eIght characters ready for
adventurer, a rather short, merry-faced with evil magic to consume brother and your commands. You may choose to play wIth thIs party of adventurers
youngster, leans to his companion. "Why sister, and great fires destroyed much of until you want to create new characters of your own.
are we waiting here, shivering in this Arghan. Tarmon fled with the Crown into To help you during combat, the game Includes a quIck combat mode.
godforsaken 'place? Kaitar calls us here his laboratories and sealed himself inside You may choose to halJe the computer quIckly resollJe combat and dIsplay
with no explanation, and now he stands forever. It has been five hundred years results until you are ready to fIght a detailed tactIcal battle.
there and stares at us. BeSides, this place since the evil first began, and the Crown
speaks of evil things." His companion still awaits its freedom ." Kaitar pauses
opens his mouth to answer, but snaps it significantly. "As you know, Arghan is still
shut when he sees Kaitar glaring at him. infested with the monsters called up from
The wizard raises his arms in a com- the war. A magic wall contains them ... it
II. INTRODUCTION
mand of silence. He speaks, "I have called was erected by the Fellowship when we
you here to raise a challenge." The adven- came to our senses and repented of our
turers lean forward expectantly, excite- destruction. We are barred from entering A. THE GAME: AN OVERVIEW characters acquire experience which
ment boiling in their hearts. "Five hundred the gates of the city until the Crown has WIZARD'S CROWN is a game of adven· they then use to increase their skills.
years ago, the Fellowship of Wizards been recovered. " tures and encounters. The objective is While in battle, a character may
governed this land. The wizards in this The invisible host moves forward, to locate and retrieve a wizard's crown. receive injuries that weaken him for
fellowship ruled justly and all the citizens completely encircling the enthralled adven- You create a party of eight characters, future battles. By returning your party
abided by their decisions. The wizards turers. Kaitar seems to swell in size and each with personal attributes and pro- to the Inn, you make it possible to give a
occupied the city of Arghan, which once power, his rich voice resonating in the fessions that determine the skills he will wounded character rest and recupera-
boasted the greatest beauty and wisdom glade. "This, then, is the challenge. You have available for his actions. tion before you send the party off on
to be found anywhere in the world. have been called to find the Crown of the The adventurers travel, setting out further adventures.
Treasured far beyond anything in Arghan Emperor. Your path will be filled with from the Inn, follOWing clues and search-
was the Crown of the Emperor." unspeakable terrors, and my own magic ing through a town and ruins. There are 8. LOADING THE GAME
An audible gasp went up from the prevents me or any wizard from helping opportunities to enter buildings and Apple 11+, lie, lie: Boot the WIZ-
adventurer's circle. "I thought the crown you. Few will return to the Gates of other places in which dangerous and ARD'S CROWN disk.
was merely a fairy tale," mutters a dark, Arghan. Those that return with the Crown delightful events take place. Commodore 64: Boot the WIZARD'S
wiry man. Kaitar hears him and shouts will receive a reward of great enchantment Be aware that monsters may appear CROWN disk. Type LOAD "·",8 and
indignantly. ... you will rival the heroes of old with almost anywhere. When they do, you press < RETURN>. When READY ap-
"A fairy tale! The Crown gave power your strength and speed. However, you may fight a detailed tactical battle. Or if
pears, type RUN and press <RETURN>.
and reason to the Fellowship! It was the must return qUickly ... the more swiftly you prefer, you may choose to fight
source .of learning, of all knowledge you accomplish your mission, the greater quick combat, in which the computer Atari: Remove any cartridges from
present, past, and future. It WAS the the reward. I am impatient for the Crown." resolves the entire battle in a few your Atari. Insert the front side of the
Fellowship." Kaitar's head bows and his The adventurers look at each other seconds. Game Disk into Drive #1 and boot the
voice lowers. "The right to wear the grimly, but each sees excitement and a disk. If you own an Atari 800XL, you
Crown was shared by all in the Fellowship. certain eagerness in the others' eyes. One After a battle, the characters take must hold down the OPTION key until
Each wizard wore the great Crown until person, a woman reknowned for her great loot from the monsters, equipment booting is completed.
the constellation Atarius shifted in the sky, wisdom, asks quietly, "And who will wear (sometimes magical) to be used or sold Note: Like the Apple, the Atari sup-
and then he passed it on to his brother. the Crown once it is returned to the later on. From their adventures, the ports two drives.
The words of the Crown were spoken by Fellowship? Will it not simply restart the
evil war?"
2
A. AT THE INN (The Main Menu) (C)heck a Character
C. COMMUNICATING WITH Play Difficulty: Play levels affect the This command allows you to inspect a char-
THE COMPUTER CURRENT PARTY MEMBERS 10/0 DAWN acter's current condit:on. (See CHECKING
reaction time of monsters in combat. STATUS
10 NAME A CHARACTER for description.)
In almost all instances, a one key stroke Select a level of difficulty from 1 to 5 (1
command is sufficient. being the hardest and 5 being the A) LORD MILES OF ESLAKE HIRED (I)mprove a Character
Each menu indicates the commands easiest) . The level must be set each time B) SIR COL OF WESTMARCH HIRED This command allows you to improve a
to be used. If a menu appears with an you reboot the disk as it is not saved. C) SIR FREDERICK HIRED character by spending Experience on attri-
item highlighted, move the highlighting D) "BATTLEAXE" HAROLD HIRED butes, skills, power, and karma.
to the desired item by pressing the Create a Game Disk: You need to E) LIGHTFOOT HIRED (H)ave a Character Quit the Party
arrow keys, < for up or >, for down. create a game disk and a dungeon disk F) FOLNAR NE DEUX HOMME HIRED This command allows you to remove a
Then if there are commands listed, for play. Follow the instructions given G) FATHER JOHN HIRED
H) SOUL WIND HIRED character. He is permanently lost (unless
press the letter indicated; often it is the on the screen.
you reboot without having saved the game) .
first letter of the word, and it appears in Drives (Apple only): If you choose to (D) DELAY:5 (V)lew Items Stored at the Inn
parentheses. For example, type S if you use two drives, insert your created disk YOU ARE AT THE INN This command allows you to view the items
wish to (S)ELECT or A if you wish to #1 into drive one and created disk # 2 (G)REET NEW ADVENTURERS at the Inn and pick up those you no longer
(A)DD. into drive two. (l)ELL THE MINSTRELS OF YOUR DEEDS wish to store. The maximum number that
If a menu does not list a command (R)EST THE ADVENTURERS may be stored is 18.
Sound: You may choose to play with (C)HECK CHARACTER
to be used to leave the menu, use
the sound on or off. (I)MPROVE CHARACTER (O)utfit a Character
E(X)IT. If the same menu continues to
(H)AVE A CHARACTER QUIT THE PARTY This command allows you to choose a new
appear, you are being told that you Utilities: This option allows you to (V)IEW THE ITEMS STORED AT THE INN icon to represent the character and to rename
must make a choice before you can exit. reset Dungeons back to their original (O)UTFIT A CHARACTER your character.
state. Follow the instructions given on (M)OVE MONEY AROUND
D. OPENING MENU (M)ove Money Around
the screen . E(X)IT THE INN
After the title screen, an opening menu This command allows you to distribute
appears: E. SAVING THE GAME money. You may choose to divide it among
At the upper right hand corner of the screen,
The game may be saved whenever the the year, day, and time of day are indicated all of the characters or give it all to one.
WIZARD'S CROWN player is at the inn. At that time, the (10/0 DAWN at the start, indicating the tenth E(X)1t the Inn
VERSION 1.0 main menu is on the screen. Selecting year of the reign of Ancus) . At the right hand This command allows you to leave the Inn
(T)· Tell The Minstrel of Your Deeds middle of the screen, the time delay after and begin your travels.
BY
PAUL MURRAY & KEITH BRORS saves your party. messages is indicated (5 at the start). The
(P)LAY DIFFICULTY 1 2 3 411 delay is a number from 1 to 9, 1 indicating
the shortest, 9 the longest delay. You may B. EXITING THE INN
HARD EASY
change the delay by typing D. Each time you After you exit the Inn, the computer asks
(C)REATE A GAME DISK type D the number increases by 1; after 9 , it "HAVE ALL CHARACTERS LEAVE
(D) RIVES D2 begins again at 1. THE INN Y/N?" If you answer N (for
no), you are asked to select those char-
(S)OUND DmOFF THE COMMANDS: acters which are to leave.
(U)TILITIES (G)reet New Adventurers After the departing characters are
PRESS SPACEBAR TO START A GAME This command allows you to create a new chosen, the computer displays the cur-
character. A maximum of eight characters is rent party member list with the statuses
allowed. If the current player list contains' now reflecting whether the character is
eight, you must eliminate one of the current traveling.
III. THE GAME BEGINS characters before you add a new one. (See The computer asks "WHICH CHAR-
CREATING A CHARACTER for a description.) ACTER WILL BE ON POINT?" Choose
(T)ell the Minstrels of Your Deeds from your party a member with good
This command saves the game. ratings in Stealth and Scan. The point
As the game begins, you are at the Inn. You may learn about a current char- (R)est the Adventurers character's skills in these areas modi-
The computer displays information acter, remove , improve, outfit or rest a This command allows you to send your fied by how far in advance of the party
about the current situation: the time, current character, create a new char- party to rest. Depending on his strength, he is determine whether 1) the party
the names and the statuses of the acter, distribute money, view the items each member of the party recovers from his may perform an ambush, 2) the party
members of your party of adventurers, stored at the Inn, and save the game. wounds and his lost Power, Morale, and Life itself is ambushed, or 3) the party has a
and a set of commands which allow you When you are ready to begin your Force. The cost per day of rest is 40 copper, normal face-to-face encounter.
to take various actions. adventures, you leave the Inn. Return automatically subtracted. If a character can-
to the Inn when you wish to rest your not pay for the number of days he is to rest,
party or to save the game (writing your he sleeps in the stables for the entire period.
characters to the disk). In this case, only the character's power is
restored.

4
3
To create a new character when you character. Note that a character may have
After the character is chosen, the NAME: LORD MILES OF ESLAKE
already have the maximum number (8) of more than one profession . The cost of each
computer asks you to give a value to members of your party, press H. You will be profession is indicated in the table. STR: 16 SERIOUS INJURY: 0 COPPER: 0
the point man lead, "POINT MAN asked to select the character who is to depart DEX: 13 INJURY :0 SILVER: 0
LEAD (l=none or 2-9)?" This value and then to confirm your choice. Then you SORCERER INT 11 INT: 5 CURRENT LIFE: 55 ELECTRUM:O
represents how far in advance of the will be returned to the Inn. The departed PRIEST INT 7 LIFE: 55 CURRENT EXP: 11 GOLD: 0
party the lead man is scouting. The character is gone permanently. FIGHTER INT 5 ITEM NAME READIED SIZE
farther out he is, the less likely the party Now, press G to allow you to create a RANGER INT 3
will be ambushed. At the same time, the new character. THIEF INT 3 BRIGANTINE YES LRG
farther out he is, the less chance he has DAGGER NO SML
of getting back to the main group when The Appendix Includes an example of After all of your points are spent, exit and LONGSWORD YES MED
combat occurs. the steps required to create a new the Profession Cost list will be displayed. SHIELD YES MED
After the lead is entered, the party character. This should help you to The number of INTELLIGENCE pOints that
(R)EADY, TRANSFER AND EVALUATE ITEMS,
leaves the Inn. understand how to assign values to the you chose will determine which of the pro- (1)RADE COINS, (N)EXT PAGE, OR E(X)IT
attributes of the characters and what fessions are available to the character; only
C_ CREATING A NEW the effects these values have on his those will appear on the screen. To trade coins, press T to see the list of
skills and the weapons available to After you select the profeSSion, the Skills characters. Choose a character for the trade
CHARACTER him. Enter the commands when you, list will be displayed. Only those skills avail- of the coins. After you select the character,
You may be eager to begin your are Instructed to do so and see how able to the character's profession will appear. the coin types are highlighted.
adventures before mastering the your character develops. After you view the Skills list, you will see To ready, transfer, drop, or evaluate
reasoning required to create new the list of all of the weapons which the items, press R. The menu changes and the
characters. You may do so by The Personal Attributes display will appear, character has the STRENGTH and skill
and you must distribute the available points. new options read as follows:
using the current party members to use.
already at the Inn. The authors of NOTE: All of the points must be used (e.g. , Select a weapon. The character will be «)UP, (»DOWN, (R)EADY, (1)RANSFER,
WIZARD'S CROWN created these POINTS LEFT 0) before you are allowed (D)ROP, (E)VALUATE, OR E(X)IT
provided with the weapon, armor, a dagger,
characters to help you become to exit. Use the arrow keys to place the high-
and a shield (if the weapon was one handed
familiar with personal attributes, and the character has the skill and strength lighting on the desired item.
STRENGTH 5
professions, and skills. As soon as DEXTERITY 5 to use it.) To ready the item, press R; YES indicates
you can, create your own char- INTELLIGENCE 5 Finally, the icons available to represent the item is readied.
acters so that you may enjoy the LIFE 25 characters are displayed. Select one for the To transfer an item, press T and the
full range of capabilities of the EXPERIENCE 20 character you have created. computer asks TO A (C)HARACTER OR
game. After selecting the icon, you will be TO THE (I)NN . Press C and you are shown
If you choose to play with the POINTS LEFf 25 returned to the Inn. the lists of party member from which to
party Included In the game, press choose. Press I and the transfer takes place
the letter C to check the current «)UP, (»DOWN, (A)DD, (S)UBTRACT, and the item is no longer seen on the screen.
party members. See CHECKING OR E(X)IT To drop an item, press D and the item is
D. CHECKING A CHARACTER
A CHARACTERforan explanation To check a character, press the letterC. removed from the list. It cannot be recovered.
The minimum values are Strength 5 , Dex-
of the Information on the screen. The computer displays the list of current To evaluate an item, press E.
terity 5, Intelligence 5 , Life 25, and Experi-
As soon as you feel ready to set ence 20. . party members. Press the letter identi- The second screen displays the char-
out. exit the Inn by pressing X and fying the character you want to inspect. acter's skill abilities.
Points are purchased in the following
the /irst map will appear_ There are two screens providing
ratios: STRENGTH (1-1), DEXTERITY (1-1), LORD MILES OF ESLAKE
You may create one or more new INTELLIGENCE (1-1), LIFE (5-1) and EX- information about the character.
characters for your party, to a max- PERIENCE (4-1) . 1) The first screen displays the char- CLOSE COMBAT 22
imum of eight. You must distribute acter's attributes, physical condition, SWORD 81
points among the personal attributes Examples: Highlight DEXTERITY by coins, and equipment. At this time, you AXE 13
(strength, dexterity, intelligence, life) pressing > to move the highlight down. may choose to trade coins, ready an SPEAR 17
Press A; the computer adds 1 point to MACE 18
and experience. Then select one or item, drop an item, or transfer an item
dexterity and subtracts 1 point from POINTS FLAIL 18
more professions from those available to a character or to the Inn. BOW 31
to you as a result of the intelligence you LEFT. Highlight LIFE in the same way. Press
A; the computer adds 5 points to LIFE and 2) The second screen displays the char- CROSSBOW 12
have given the character. acter's skill ability ratings. SHIELD 57
subtracts 1 point from POINTS LEFT. AWARENESS 81
Your choice of professions deter-
mines the skills of the character; his Rememberthat the number of points you SCAN 11
assign to INTELLIGENCE will determine A description of the procedure follows SWIMMING 28
personal attributes influence the rat-
which of the profeSSions is available to the the sample screen displays. EXPERIENCE 1
ings of the skill abilities given to him
PRESS ANY KEY TO CONTINUE
when he is created. His skill abilities will
change later, according to his experi- When you continue, the list of current
ences. party members reappears.
After the check is completed, exit by
pressing the letter X.
5
6
For example, consider a THIEF with a Disarm Trap: The ability to disarm a trap
IV. THE CHARACTERS search ability of 74 as he searches a wall. A which has been spotted.
trap in the wall has a concealment rating of Picklock: The ability to open locked doors,
30. (Of course, this is not known by the chests, etC. Requires lockpick.
EXP: EXPERIENCE represents the training player.) A number between 1 and 74 is
There are eight adventurers to be cre- and skill of the character. In the game, a char- Haggle : The ability to get the best possible
rolled; and if the roll is above 30, the trap is price for something being sold. When an item
ated. Each character has personal attri- acter earns Experience points which may be spotted.
butes, one or more professions which spent to increase his attributes, skills, power is sold by a character in the party, your best
Many magic :tems increase a skill ability haggler determines the price you get for it.
determine his skills, and equipment. and karma. A new character begins with when the item is readied. Wounds and
During the course of the game, as a EXPERIENCE, reflecting his background. morale loss may decrease the skill ability of Treat Poison: The ability to stop the con-
character proceeds through his adven- all skills except "Luck" and "Turn Undead". tinuing effects of a poison.
tures, he receives experience points B_ PROFESSIONS "Luck" and "Turn Undead" abilities never Treat Disease: The ability to stop the
towards his training. These experience There are five professions from which to exceed the current Karma rating. continuing effects of a disease.
points can be used to increase his choose: RANGER, FIGHTER, PRIEST, Weapon Skills are 1) the ability to hit an Turn Undead: The ability to destroy one of
particular attributes and skills. THIEF, and SORCERER. A character opponent with a weapon and 2) the ability the undead and at the same time, to protect
may have more than one profession. to avoid being hit by an opponent while the oneself from the attacks of others.
A. PERSONAL ATIRIBUTES
Each character has four attributes: Rangers are foresters, scouts, and hunters. weapon is readied. Alchemy: The ability to make potions suc·
STRENGTH, DEXTERITY, INTELLI- They can exist on their own in the wilderness. Each weapon skill gives the character the cessfully in a laboratory.
GENCE, and LIFE. Each character also Although they are not great fighters, they ability to use that class of weapons. For Luck: The ability to prevent harm (other
has Experience from his prior training. can use spears and bows. example, Bow Skill determines the ability than magic) to the character. Represents the
A starting character has the minimum Fighters are prepared for all types of with both the shortbow and the longbow. good will of the gods.
attribute values and 25 pOints with combat. (See Weapons Chart.) Weapon skills are
Read Ancient: The ability to understand
which to increase those attributes. The Priests are favored by the gods. They can Close Combat (unarmed and dagger), Sword, ancient writings.
number of STRENGTH, DEXTERITY, heal, treat poisons and turn undead. Axe, Spear, Mace, Rail, Bow, and Crossbow.
Evaluate Magic: The ability to determine
and LIFE points given to a character Thieves are sneaky and make good point Shield: The ability to shield bash, to avoid whether an item is magical and in what way.
affect how well he does in a fight. men. They can spot the en emy, locate being hit, and to block an attack that would Magical items do not function until they
hidden things, find and disarm traps, and have succeeded. have been evaluated. A sorcerer who has
STR: STRENGTH determines the available bargain well. failed to evaluate an item must improve his
Combat Awareness: The ability to sense
weapons, the permissible weight of armor, Sorcerers are able to cast spells and make others nearby and the direction from which ability before trying again to identify that
the ability to force locks, and the rate of potions. They can recognize and understand an attack came. item. Your character with the best Evaluate
recovery from wounds. Note: The designers (evaluate) the magical items that they find. Magic ability will attempt to evaluate all items
Scan: The ability to spot an enemy who is
suggest the starting STRENGTH should not hidden or sneaking. found as loot after combat,before anyone
be higher than required for use ofthe desired C. SKILLS views them.
weapon or armor. Swimming: The ability to move through
A character's profession(s) determines Cast Spell: The ability to cast a spell suc-
liquid without stopping or inhaling water.
the skills he possesses. His attributes cessfully.
DEX: DEXTERITY determines the starting Stealth: The ability to avoid being seen by
influence the starting values of his skills; Morale Lost: This is not a skill, but it will be
vall:le for many skills. It also indicates how the enemy.
often the character may act. (e.g. DEX 20 these are referred to as his skill abilities. displayed on the skill page if greater than
Hunt: The ability to live off the wilderness.
acts twice as often as DEX 10.) zero. It is detrimental to the character be-
D. SKILL ABILITIES Not used in this game.
cause it subtracts from any skill the character
INT: INTELLIGENCE determines the avail- Skill abilities are values which represent Track: The ability to follow tracks. Used to attempts to perform. Sleeping in the inn will
able professions for the character. (e.g. A how well a character performs a skill. find a monster's lair and the treasure therein. reduce it slowly, and a visit to a tavern can
Thief needs 3 INT, a Priest 7 INT, and a There are skills of magic, of the dun- First Aid: The ability to heal wounds and eliminate all morale loss.
Priest-Thief a total of 10 INT.) In general, geon, of the wilderness, of the use of stop bleeding. First aid does not work on
only the exact INT points required for the weapons, of scholarship, and of healing. serious wounds and serious bleeding. Any
desired profession(s) should be purchased. Usually, to determine if a skill is per- wounds and bleeding not healed in the
However, since INT does influence other formed successfully, the skill abilities attempt to heal become serious. Bandages
factors, it just might be worth purchasing are randomized and compared with are required.
more sometimes. another number.
Search: The ability to find things that are
LIFE: LIFE determines the ability to with- hidden, including magic items, traps, secret
stand wounds and to avoid becoming uncon- doors, and many other things.
scious. Bleeding, Poison, Life Steal, and Life
Blast cause a loss of current LIFE points.
When LIFE drops to zero, the character is
dead.

7 8
E. EXPERIENCE When the list appears, one ability will be
SKILLS During the course of the game, your charac· highlighted. Use the arrow keys to move the
STARTING ters will accumulate experience (EXP). This cursor over the ability you wish to improve,
SKILL CLASS! VALUE 2 Ep3 GAIN
4 experience may be expended to improve the and type "S". If you have 100 points, exper-
Close Combat ALL characters by increasing their skills, charac· ience may improve your STR, DEX, or LIFE
D 3 1·8/1·4/1·2/1
teristics, karma, and/or power. To spend the when you follow the instructions at the bot·
Sword F D ' 4
experience, you must be in the Inn. Type " I" tom of the screen.
Axe F D 6 for Improve a Character, and choose which
Spear F, R D 4 character is to be improved. A display will F. MORALE
Mace F D 3 appear showing the values of characters' During the course of the game, your charac·
Flail F D 6 skills, karma, and power. If the character does ters will accumulate morale loss. Morale loss
Bow F, R not have sufficient experience available to represents fatigue and nervous strain and
D 5
improve a given ability, the ability will not reduces your skill abilities. Morale is lost
Crossbow F D 3 through fighting, through being awake as
appear on the list.
Shield F D 4 For example: A priest has 5 Experience dawn breaks (being up all night), and through
Combat Awareness F I 3 and is about to be improved. A list would various magical effects you may run into.
Scan ALL I 4 show the priest's current first aid, treat poi- Morale loss is slowly reduced through
Swimming ALL S 3 son, treat disease, turn undead, and karma. sleeping in a good room at the Inn. It is very
Stealth R, T D 5 It would not, however, list luck since this reo quickly reduced by having a good time at a
quires 6 EXP. If the screen merely flickers tavern.
Hunt R D 3
when you order the improvement of a given
Track R I 4 character, it means the character has in·
First Aid R, P I 3 sufficient experience to improve anything.
Search T I 4
Disarm Trap T D 5
Picklock
Haggling
T
T
D
I
4
3
v. THE GAME ELEMENTS
Treat Poison P I 4
Treat Disease P I 4 A. COINS A character may carry not more
Turn Undead P EXP 4 A character may carry no more than than a total of 10 items. Among these
Alchemy S I 5 250 coins. there can be no more than 2 large items
Luck P EXP 6 There are 4 denominations of coins: or a combination of 5 medium and
Read Ancient S I 4 copper, silver, electrum, and gold. Each large items.
Evaluate Magic S I 3 type is worth 10 times as much as the
previous one listed. All prices are listed Torches provide light. They require one
Cast Spell S I 6 in Copper Coins,
Karma P a 1 1 hand and are lit as soon as they are readied.
Money is obtained by selling items When unreadied, they are consumed. Tor·
Power S a 3 1 that are found or taken as loot. They ches are automatically consumed when a
are sold in the marketplace in the town. character enters the Inn.
! Class indicates which professions possess the skill: F = Fighter, R = Ranger, T = Thief, Money is spent for purchasing all
P = Priest, S = Sorcerer. types of equipment, making potions,
training, and resting at the Inn. C. MAGICAL ITEMS
2 Starting Value indicates which attribute controls the starting value of the skill: If an item is magical, it can be either
D = Dexterity, I = Intelligence, S = Strength, EXP = Experience B. ITEMS evaluated or unevaluated. If the item is
Each item has a set of characteristics: unevaluated, the character cannot use
3 EP indicates the amount of experience required to improve the skill. size (small, medium, or large) , number its magical properties.
of hands required to ready the item, A magical item must be readied to
4 GAIN : Each time you improve a skill through experience, th e skill increases a random and strength required to ready the item.
amount. At first the skill will increase 1· 8 points. When the skill ability reaches lOa , be considered in use. Magical items can
An item must be readied before it have offensive and defensive capabil·
the skill will only increase 1·4 points. At skill ability 150, you only gain 1· 2 pOints each can be used. A character may not ready
time you spend experience. Finally, at skill ability 200, you will only gain 1 skill point . ities, skill bonuses, and spells.
an item that wou ld require more hands If 1) an item is readied and has a skill
than he has available or more strength bonus and 2) the character has the skill,
Intelligence Requirements: than he has.
SORCERER requires INT of 11 he gets the skill bonus. Items do not
A character may have no more than create skills, but they enhance the skills
PRIEST requires INT of 7 1 weapon, 1 armor, and 1 shield read-
FIGHTER requires INT of 5 ied at anyone time.
RANGER requires lNT of 3
THIEF requires INT of 3

9 10
Wound 1 Hitthe target with a bolt of physical
already possessed. For example, when E_ KARMA AND PRAYERS successfully. Spells have a difficulty magic.
a character who has Stealth readies level and a power cost.
Pay careful attention to the rela- Magic Protection I . 4 Increases the resis-
his cloak of Stealth +15, his effective In combat, spells are cast with the C
tionship between Karma and pray- tance to magic of the sorcerer's party for one
Stealth is increased by 15. If he had command. (See THE COMBAT MENU.)
ers; the ability 0/ your characters battle.
not had Stealth, he would not have The computer displays the list of spells
received the bonus.
to surville battle depends on It for which the sorcerer has enough Missile Protection 1. 4 Makes the sorcerer's
If a readied item has a spell, the spell Karma represents the influence a char- power. Move the cursor over the spell party invulnerable to missile weapons for
is cast with automatic success when the acter has with the gods. When a char- to be cast and press S for (S)elect. one battle.
item is used. (See COMBAT COM- acter prays, he spends Karma tempor- In the dungeons, spells are cast with Paralyze 1.4 Has a 25% chance of paralyzing
MANDS.) arily. The more he prays, the less Karma the S command. (See DUNGEONS.) each enemy so that he may not move or
When a spell on an item is cast, one he has remaining and therefore the less defend himself for the remainder of the
charge is deducted from it. You will not influence with the gods. The effective A SORCERER'S power is reduced by battle. Does not work on targets with magic
know the number of charges. However, skill ability for Turn Undead and Luck the cost of a spell each time a spell is resistance.
when the number of charges is equal to (unadjusted for prayers or magic items) attempted. To cast a spell, the SORCERER Darkness I , 4 Eliminates Foxfire spells and
zero, you can no longer cast spells. may not exceed the character's Karma must have sufficient power remaining from temporarily blinds all enemies so that that the
Also, the item may disintegrate. Some rating. A character can regain Kar- previous reductions. party is engaged no longer. (See COMBAT.)
spells work on an infinite number of ma by visiting a temple_ Lost power may be regained by resting at Polson 1 Slowly kills the target. Cannot be
charges, but you will not know which the Inn. Maximum power is increased by dispelled. Magic Resistance does not help.
ones. There are 8 prayer levels. The maximum experience: 1 POWER costs 3 EXPERIENCE
Potions come in vials, bottles or jars. Karma a character has determines the best Change Terrain 3, 1 Converts unoccupied
points.
There are two types of potions: Defense prayer possible. terrain to clear, wall, or rubble.
A SORCERER'S ability to cast a spell is
(add armor) and Cast Spells. Those See the Karma and Prayers table in the affected by the difficulty level of the spell. Shatter 1 Destroys items in the target's
that cast spells are treated like other Appendices for numerical relationship. The odds (percentage) of casting a spell hands. Some Magic Items are not harmed.
items that cast spells. (See previous successfully are equal to the cast spell ability Lightning Bolt 1 Hits the target with a
paragraph.) Potions of defense must be minus the difficulty level. For example, if a powerful magic attack.
treated as though they were casting PRAYER LEVELS
1) Stop Normal Bleeding: Removes all SORCERER with a spell cast ability of 90 Life Blast 1 Reduces the life of the target.
spells; that is, readying the potion does tries to cast a lightning bolt (difficulty level:
not add defense. The potion must be normal bleeding. Dispel Magic 1 Eliminates all enemy com-
2) Heal Normal Injuries: Removes all 60), he has a 30% chance of casting the spell.
used. bat spells.
normal injuries and normal bleeding. Armor 1,4 Increase the armor and resistance
D. WOUNDS 3) Bless: Increases luck of entire party by to magic of the sorcerer's party for one battle.
SPELLS
Wounds have two effects: injury and 40 during a battle.
4) Stop Serious Bleeding: Removes all Countermagic 1, 4 Halves enemy spell cast Life Steal 1 Reduces the target's life and the
bleeding. sorcerer's wounds.
Injury represents the pain of the serious bleeding and all normal bleeding. ability for one battle.
victim and the damage to his full effec- 5) Heal All Injury: Removes all injury Foxflre 4 Provides light for one battle or Mass Invisibility I , 4 Turns the sorcerer's
tiveness. Injuries of themselves can (normal and serious) and all bleeding until exiting the dungeon. party invisible.
cause unconsciousness, but not death. (normal and serious) . Magic Bolt 1 Hits the target with a magical Flreball l Fills an area around the target
Bleeding represents uncontrolled 6) Create Food And Water: Creates food bolt which acts as a shortbow arrow. square with magical flames that do magical
loss of blood. Bleeding reduces a char- and water (no effect in this game). damage to the sorcerer's enemies only.
Night Vision 4 Allows the sorcerer to see in
acter's LIFE. When Life is zero, the 7) Restore Life Forces: Removes all injury
and bleeding and restores Life up to the the dark. Lasts until his return to the Inn.
character is dead. Wounds do not al- 1 May be used in combat only.
ways cause bleeding. character's maximum. Unlock 2 May open a locked door, chest,
2 May not be used in combat.
8) Raise Dead : Removes all injury and etc. The Chance of success is based on the
sorcerer's skill and lock's difficulty rating. 3 Will not work in dungeons.
bleeding, restores Life to character's max-
There are two levels of both Injury and imum, and restores character to life. Invisibility I . 4 Makes the sorcerer unseen 4 Combat Spell: Is dispelled by an enemy
Bleeding: normal and serious. for one battle. The sorcerer may be spotted cast of Dispel Magic.
Normal injury is referred to as Injury; Note that even though an unconscious per-
son has been healed, the character remains temporarily if adjacent to an enemy or if
normal bleeding as Bleeding. As expected, making a physical attack.
serious injury and bleeding are harder to unconscious until the end of combat.
heal. Reveal Enemy 1, 4 Makes all enemies visible
and prevents the enemy from becoming
F. SPELLS invisible for the remainder of the battle
Spells are cast in dungeons or combat, (although they still may hide). Adds 30 to
but especially during combat. A SOR- Scan and 20 to Combat Awareness of all
CERER knows all the spells at the start, members of the casting sorcerer's party.
but may not be able to cast them

11 12
You may have to search a sq uare more than (T)ell Minstrel of Your Deeds. If you are
SPELLS once; you may find nothing there at one camped in the wilderness (not a dungeon) ,
time and something there at a later time. this command will be available to you. It
POWER POWER Continue to move your party until you find saves the game.
SPELL COST DIFFICULTY SPELL COST DIFFICULTY
things or are given the opportunity to enter E(X)it Camp.
Countermagic I . 4 1 0 Shatter 1 4 20 buildings. Remember that at any time mon-
Foxfire 4 1 0 Lightning Bolt 1 4 60 sters may appear, and you may become
Magic Bolt 1 1 0 Life Blast 1 4 80 engaged in combat. Looting
Night Vision 4 1 0 Dispel Magic 1 5 0 After a battle your party will make camp,
C)heck a Character. The information dis-
searching the bodies of the enemy and
Unlock 2 1 special Armor I , 4 5 50 played as you check a character from this
menu is very similar to that seen when you the surrounding area. The equipment
Invisibility 1, 4 2 0 Life Steal 1 5 140 found can be seen with the (V) lEW THE
Reveal Enemy I . 4 2 20 Mass Invisibility I . 4 8 100 check a character at the Inn. Note that there
ITEMS command. A list of the items will
Wound 1 are some differences on your screen .
2 10 Fireball 1 8 100 appear with the cursor over one of the
Magic Protection I , 4 M)ake Camp. You make camp primarily to items.
3 10
perform various postcombat activities indi- Just before you view the items, your
Missile Protection I , 4 3 30 1 May be used in combat only. cated by these commands:
Paralyze 1. 4 mage with the best Evaluate Magic will
3 40 2 May not be used in combat. (p)ray for Healing. See KARMA AND go through the items and attempt to
Darkness 1. 4 3 30 3 Will not work in dungeons. PRAYERS. find those which are magical. He sets
Poison 1 3 50 4 Combat Spell: is dispelled by an enemy (H)eal a Character. Perform first aid on them aside, in addition to gems, jewelry,
Change Terrain 3. 1 4 20 cast of Dispel Magic. members of your party. See SKILLS. gold, and silver (all ofthese are indicated
(C)heck a Character. BaSically, the same by an asterisk (*) symbol). If the mage
as previously explained, but somewhat more cannot determine if an item is magical
combat oriented. or not, it will have a question mark (?)
VI. THE OUTSIDE WORLD next to it.
(V)iew the Items. Display the items found
To take an item, use the arrow keys
on monsters and in the area. Any viewing to move the cursor over the item and
character may take the item, but only a (1)AKE it. The viewing character will
The WIZARD'S CROWN party of move your party. Press 1 to move one sorcerer can evaluate it. The pool of items take the item if it will not overload him.
adventurers space straight up, 2 to move diagonally can be added to by the transfer command Note that the list of items may be larger
up to the right, etc. when checking a character. A "7" to the left
The numbers at the center indicate than one screen. To see all the items,
of an item indicates that the item is uneval- move the cursor to the bottom of the
the year, day, and time of day (Dawn, uated. A "* ,, to the right of an item means
Morning, Noon, Afternoon, Dusk, or screen. As it approaches the bottom,
that item is either valuable or magical.
Night). the list will scroll. To see the beginning
(U)npoison a Character. Attempt to un- of the list again, move the cursor toward
You may choose to do any of the
following: poison. See skill abilities. the top of the screen.
After you exit the Inn, the strategic map (S)how Party Health. Tell whether char- You may gain money by taking the
(S)EARCH AREA
of the outside world appears. On the acters are alive or dead and injured, poi- looted items to the marketplace and
(C)HECK A CHARACTER
map, the icon drawn above indicates soned, or bleeding. At the right of the screen , selling them. The prices you get will be
(M)AKE CAMP
the position ot your party. the numbers represent the normal and seri- determined by the known value of the
Below it, there is information about If you choose to MAKE CAMP, you ous levels (N/S) . item and the skill of the best haggler in
the current situation and the com- may use the following commands there: your party.
(M)ove Money Around. You may choose
mands then available to you. (P)RAY FOR HEALING to distribute money among all of the char-
(H)EAL A CHARACTER acters or give it all to one person.
(S)EARCH AREA 812 (C)HECK A CHARACTER
(C)HECK A CHARACTER 7 3
OR (M)AKE CAMP 654 (V)IEW THE ITEMS
(U)NPOISON A CHARACTER
AN INN 10/0 DAWN (S)HOW PARTY HEALTH VII. DUNGEONS
(M)OVE MONEY AROUND
The numbers at the right hand of the (T)ELL MINSTREL OF YOUR DEEDS
screen indicate the keys to be used to E(X)ITCAMP
To put a dungeon back Into Its orig- characters move about exploring, find-
Inal state, use the Utilities com- ing and disarming traps, talking to peo-
An explanation of the commands follows: mand when you boot up. ple, reading old scrolls, etc. Messages
S)earch Area. If no adventure awaits you in Dungeons are buildings or other appear on thescreen.If<CR> appears
a square at a particular time, the search places that can be explored. Searching in the bottom right hand corner, press
command brings no change to the screen . where a dungeon exists in the outside RETURN to continue.
world results in entry. In a dungeon, the

13 14
To change the Active status of a char- An explanation of the commands follows: 10ckpiCks ready. Attempts to Force The
A. ACTIVE STATUSES acter, press A as the Dungeon menu is on
At any given time in the dungeons, the screen. (See THE DUNGEON MENU
> Change Facing. Turns character clock- Lock are greatly enhanced by having a
wise a quarter turn. Crowbar ready.
each character has one of three statuses: following.) The list of characters will be
Active, Following, or Independent. The < Change Facing. Turns character coun- S) Cast Either Foxflre Or Night Vision.
displayed. Press P to change the statuses of terclockwise. See FACING. This command allows a sorcerer to cast
set of Active Statuses control which all of the party, or indicate which character is
characters move and act. One and only 1, 3 The directions in which the character either a Foxfire or Night Vision spell. Char-
to be changed. acters with these spells on magic items may
one character may be Active at anyone may move.
time; the others at that time are Follow- A) Alter Active Status of Characters. use only the item by using the check char-
ing or Independent. B. THE DUNGEON MENU This command allows a change in the status acter command. (After pressing C and select-
The Dungeon menu appears at the of the members of the party. (See ACTIVE ing the character with the item, press Rand
bottom of the screen. STATUSES.) move the cursor over the item.)
Active 1) Talk To The Person In Front Of You.
The Active character is the one currently HAMOND "LIGHTFOOT' 812 C) Check A Character. This command is
VISIBILlTY:GOOD 7>3 identical to the Check A Character com- This command allows you to talk to a person
performing a task. For example, if Herman who appears in a dungeon. Face him and
TYPE ORDER « , >, 1, 3, A, C, E, 654 mand used outside. (See CHECKING A
the Barbarian is the Active character and a F, M, N, 0 , S, T, W, ? FOR HELP) press T.
chest is being examined, it is Herman's skill CHARACTER)
E) Examine Space In Front Of Char- W) Have Active Character Walt. This
ability at searching that is used to find the Note that the Active character's name
acter. This command allows the character command allows Followers to move closer
trap on the chest. and the Visibiity rating are shown.
to search for traps and secret doors in the to the Active Character.
Following If the Visibility is poor, skills (such as
Search) requiring good Visibility are space he faces . He mayor may not find any.
The Follower is a character who moves
reduced. Visibility may be increased by If he finds a trap, he may try to disarm it. This 1) Help_ The computer displays a brief
when the Active character does. Therefore,
a Foxfire spell or by Readying a Torch. command may also be used to search and description of the commands available
if all but the Active character are followers,
At the center of the numbers indi- manipulate a chest, a book, or any other to the character at that time. This com-
the entire party may be moved by moving
cating directions, an arrow shows the object in. any way other than by opening it. mand may be used at any time; It does
the Active character. Sometimes a Follower
gets stuck behind a wall. To free him, make current facing of the character. F) Start A Fight With Person In Front. not end the character's tum.
him Active and make all of the other char- A list of the commands which are This command allows you to attack any
applicable at the particular time appears C. FACING
acters Independent. Then move him away person found in the dungeon. Have your A character's Facing is shown on the
from the obstruction. Afterwards, reset the as the bottom of the screen. Only those Active character face an adjacent enemy Dungeon menu. Facing does not affect
statuses of the members of the party to what commands shown on the screen may and press F. If a fight starts in a dungeon, the movement in a dungeon as It does in
they were before you needed to free one of be given. current position and facing of your char- combat. Facing is adjusted automatic-
them. A list of the commands follows: acters are those with which they start combat. ally as the characters move. Facing
Independent >, <, 1, 3 M) Make Camp. This command is identical determines the space being searched,
The Independent character does not follow (A) ALTER ACTIVE STATUS OF to the Make Camp command outside. (See the door being opened, or the person
the Active character's movement. This is CHARACTERS. MAKE CAMP.) to whom the character is talking. A
useful when preparing your party for a fight (C) CHECK A CHARACTER N) Make Next Character Active. This character may only search, open, or
or when sending a character ahead to search (E) EXAMINE SPACE IN FRONT command makes the next character active talk to the square he is facing directly.
out traps. OF CHARACTER and gives the previously active character the
(f) START A FIGHT WITH status that the newly active character no
PERSON IN FRONT. longer has. D. LEAVING THE DUNGEON
(M) MAKE CAMP. A party may leave a dungeon by moving the
0) Open Thing You Are Facing. This
(N) MAKE NEXT CHARACTER Active Character onto an exit square. Exit
command is used to open a chest or door.
ACTIVE. squares are usually squares on the edge of
Have your Active character face the thing to
(0) OPEN THING YOU ARE the map or stairways. The only way you can
be opened and press o. If the object is
FACING. tell if a square is an exit square is by moving
unlocked, it will open. If the object is locked,
(S) CAST EITHER FOXFlRE OR the Active Character onto it. When this oc-
you may cast an Unlock spell, attempt to
NIGHT VISION. curs, a message will appear asking you if you
Pick A Lock, or Force the Lock. Some locks
(1) TALK TO THE PERSON IN want the party to leave, go upstairs, or what-
may be impossible to open, except under
FRONT OF YOU. ever is appropriate.
special circumstances. Attempts to Pick A
(W) HAVE ACTIVE CHARACTER
Lock require that the character have his
WAIT.
(?) HELP.

15 16
Types Of Damage Engagement
VIII. COMBAT The results of an attack are dependent on If a character who was attacked by a melee
the damage type and the damage rating of weapon in the last action that an enemy
the attacker's weapon or spell. performed is still adjacent to the enemy, he
Note the rosette at the bottom right hand There are two categories of damage type: is ENGAGED. An engaged character may
A. QUICK COMBAT of the screen. The numbers indicate the neither sneak nor move more than one
When the characters meet monsters, - Pure Magic
directions and are the keys to be used to - PhYSical square.
the computer asks "USE THE QU[CK move the cursor. Move the cursor over the
COMBAT SYSTEM Y/N ?" Press Y to There are six types of damage: Special Weapon Abilities
character. Press G to get the character. Then AXES: If a shield blocks an axe's blow and
use the quick system, N to use normal - Bash (Physical)
as you move the cursor, the character moves the damage roll for the axe exceeds the
combat. Once you have made this - Cut (Physical)
with it to the desired position. The direction defense of the shield, the shield breaks.
choice, you cannot change your choice - Thrust (Physical)
in which the character faces is indicated by FLA[LS: Flails totally ignore shields. An
during battle. Note that normal combat - PhYSical Magic (Physical)
the arrow in the center of the rosette. Press - Magic (Pure Magic) attack with a flail has the same effect as an
usually takes 20 to 30 minutes of play. an arrow key « or » to set which way he is
Quick combat begins with a display - Life Blast (Pure Magic) attack on the target's unshielded side.
to face. Press N to move the cursor to the SPEARS: When attacking, spears may reach
at the top of the screen of the name, next character or X to regain control of the The location of the hit is determined by
status, and health of the characters. the damage type. Bash and cut attacks two squares, attacking over the heads of
cursor. Then after positioning all of your friends and enemies.
The numbers at the right represent the characters, press X to exit. tend to do more injury. Thrust tends to
normal and serious (N/S) injury and cause more bleeding. PhYSical magic tends
bleeding of each character.
At the bottom of the screen is a Dungeons
to cause the most damage of all. • • •
[n the dungeons, the characters are set Facing
display of the number and type of
monsters being fought The display up already; no additional set up deci- Each character has a facing; that is, each • • • • •
character faces in a particular direction.
changes as the fighting continues. sions are required.
From the character's facing, certain squares • • /\ • •
During quick combat, you have three
C. COMBAT CONCEPTS are referred to as his front, rear, shielded
options: To pause the combat so that
[n normal combat, you maneuver your side, and unshielded side.
you may review the changing results
characters, performing actions intended [n the following diagrams, the arrow
or to try to run from the battle and use
to defeat the enemy. As you control a indicates which way the character fac es.
magic. To pause the combat, press P;

··
The spear ( 1\) facing up may attack any
to flee, press F; to activate or deactivate particular character, a menu indicating square with a dot in it.
magic, press M. Pressing any other key the combat commands available for front
will continue the battle until it is fully that character is displayed. (See COM- ~

00
resolved. Note: If the (F)LEE option BAT COMMANDS.) BOWS AND CROSSBOWS: These are mis-
does not appear on the screen, it is not Combat ends when one of the fol- sile weapons. When defending with a missile
available in those circumstances. After lowing conditions occurs: 1) no one shielded { • /\ } unshielded weapon in hand, the Close Combat Skill is
SIde SIde
combat is completed, you will be re- from either side can see an enemy; used.
turned to camp. 2) all of one side have fled the battle-
fie ld, are unconscious, or are dead. D. COMBAT OPERATIONS
~
B. SETTING UP: THE rear When a character attacks, the attacker's
PLACEMENT PHASE ability is compared to the defender's ability
Actions unshielded side to determine whether there is a hit.
Outdoor Encounters

tOO}.
A character's DEXTER[TY rating determines ~
If you do not choose qUick combat, you when he gets a turn. During a character's The attacker's ability is increased if:
must first set up the characters. Depend· turn, he may perform one or more actions, 1) Defender is prone and the attacker is
ing on how far ahead of the party he that is, obey one or more commands. The using a melee weapon.
was, the lead man mayor may not have 2) Defender's last action was an attack to
joined the party as the battle begins.
actions that may be performed are based on
the distance a character has moved in the
'.00' kill (K) .
[f you are allowed to ambush, you current turn, the actions he has taken pre- 3) Defender moved qUickly or through
may set up in any manner you choose viously in the current turn, his status, and his obstacles and the attacker is using melee
anywhere on the map. If not ambush- skills. Because some actions take longer shielded side weapon.
ing, you are limited to setting up in the than others, every time a character does 4) Attacker aimed at the target in action
center of the map. something, there is a cost of between 0 and prior to attack.
Shield Protection 5) Defender was attacking a target other
4 turns. The computer lists the actions he
A shield can protect you from attack from than the attacker or the attacker was
may perform.
the left and front. It cannot protect from unseen (invisible or sneaking) and the
attack from th e right (unshielded side) or Defender fails a combat awareness roll.
rear or if the attacker is using a flail. 6) Defender is attacked from the rear.

17 18
The attacker's ability is decreased if: - If the shield roll is successful, add the <-> Change facing. Facing is displayed by C Cast Spell. The character begins an
1) Attacker is Prone while attacking with a shield strength to the defender's armor an arrow within the directional rosette on attempt to cast a spell. (See Spells.) The
melee weapon. roll. the right side of the menu. A character may spell is completed, based on the spell's
2) Defender is Prone and the attacker is - Subtract adjusted defender's armor roll only move into the front squares as defined power cost in 1 or 2 turns. Casting a spell
using missile weapon. from attacker's damage roll to determine by his facing (See Facing.) and may only ends a character's turn.
3) Attacker is making a defensive attack (D) . base damage. attack through front and side. Facing influ- D Defensive Attack. A defensive attack is
4) Defender's last action was readying an In general, if a character is hit, the following ences the character's defensive ability, and . the same as an attack, but it decreases the
item, dodging, or a defensive attack. his ability to see. The farther a character chance of hitting and being hit. It may not
is true.
5) Attacker moved quickly (moved more 1) The higher the damage rating of the moves during his turn, the less he may be performed with bows or crossbows.
than 2 or 3 squares) or over obstacles. weapon, the greater the degree of damage change his facing. The right arrow key turns E Stand Erect. This may not be performed
6) Defender moved qUickly or through the character clockwise a quarter turn. The if the character has moved. Stand Erect
to the character. (Each armor type has a
obstacles and the attacker is using missile defense rating indicating your protection left arrow key turns him counterclockwise. ends a character's turn.
weapon. from each damage type.) 1,2,3,4,5,6,7 ,8 are the directions a char- F Fall Prone. This may be performed at
To determine if the character is hit: 2) The higher the armor defense rating acter may move with direction 1 being any time. It decreases the chance of
- Attacker's ability: Attacker's weapon skill against the attacking type, the lower the toward the top of the screen. The right end being hit by missile weapons and in-
ability. degree of damage to the character. of the combat menu displays the directions creases the chance of being hit by and
- Defender's ability: Defender's weapon skill this way: failing to hit with melee weapons. Fall
If an attack is one of Pure Magic, it has a
ability divided by two plus defender's shield 812 Prone ends a turn.
fixed result dependent on the damage rating
skill ability if shield may be used. (See of the attack and the magic defense rating of 7 3 G Guard. The character waits for an enemy
Shield Protection.) 654 to get in one of his front facing squares
the armor. Apply the base damage to the
- Adjust attacker's ability. (See attacker's target. Pure Magic attacks never cause Only the directions that the character can before attacking. The first time he is
ability above.) legally move are listed for you in the com- aware of an enemy in front of him, he will
bleeding.
- Compare adjusted attacker ability roll to mands at the bottom of the combat menu attack. Characters moving more than 1
defender ability roll to see if hit. If an attack is not one of Pure MagiC, or 2 squares may not Guard. Guard ends
and highlighted on the directional rosette.
determine the hit location and apply the a turn.
To determine damage when hit: Characters which are engaged or prone may
injury multiple to determine the total injury.
- Roll attacker's damage (or set damage if a only move 1 square. The maximum a char- Inspect A Character. The computer
Determine severity. Roll the base damage
pure magic attack) . acter may move at any time is six squares. will display the status, equipment, and
and apply bleeding multiple to determine
- Roll defender's armor (or set armor if a Entering a full water square automatically skills of a character. All values shown are
total bleeding. Determine severity. Deter-
pure magic attack) . ends all movement. Additionally, until the the current values adjusted for spells,
mine if the defender is dead or unconscious.
-If defender's shield may be used, compare character makes a swimming ability roll, he magic items, wounds, and morale loss.
adjusted attacker ability roll to defender's Note that multiples are determined by will stay helpless and he may take damage. (See INSPECTING A CHARACTER.)
shield ability roll. location, with chest and stomach causing Movement may reduce or prohibit many This command may be used at any time;
much bleeding, and limbs and head much actions. Attempting to move onto a square it has no influence on your turn.
injury. containing an enemy indicates a shield bash K Attack to Kill. The character makes a
attempt. A Shield Bash attack is resolved reckless attack on a target. He increases
just as if the character's shield were a wea- the possible damage to the target, but
E. COMBAT COMMANDS pon. However, instead of taking damage, also increases his own chances of being
the target may be knocked prone. hit. Bows and Crossbows may not attack
COMMANDS In the following explanation of combat com- to kill. This command ends a character's
<-> CHANGE FACING # MOVE IN DIRECTION mands, movement restrictions often are turn.
listed as 1 or 2 squares. The greater restric- L Load Bow or Crossbow. To attack
A AlTACK M USE A MAGIC ITEM W WHAT TARGET tion is for diagonal moves. A diagonal move with it, a Bow or Crossbow must be
C CAST SPELL o OPEN OR CLOSE A DOOR Z DODGE AND ZIGZAG costs 1 Y.! times as much as a vertical or loaded. If it was readied before combat, it
D DEFENSIVE AlTACK P PRAY ? HELP MENU horizontal move. (For example, you may
E STAND ERECT
is loaded already. If it wasn't, this com-
Q QUIT YOUR TURN From the Help Menu,
F FALL PRONE R (UN)READY ITEM make 3 horizontal moves for every two mand loads it. After combat begins, a
use ESC to get back to diagonal moves.) Obstacles also count as Bow is considered loaded again after
G STAND ON GUARD S AlTEMPT TO BEGIN the Command Menu extra squares in movement. each shot. A Crossbow, however, must
I INSPECT CHARACTER SNEAKING (F! on the C64)
K AlTACK TO KILL T AIM AT TARGET be loaded again each time before it is
L LOAD A BOW OR U TURN UNDEAD A Attack. The character may make a used. A character may move only 1 or 2
CROSSBOW V VIEW WITH SCAN normal attack. If a character moves more squares if he is to load. Loading ends the
than 1 or 2 squares, he no longer may character's turn.
make normal attacks. Attacking ends a
character's move.

19 20
M Use a Magic Item. The character may acter aiming at a target does NOT engage The first screen: The second screen:
cast a spell that is on a magic item or the target. He may not move and aim.
drink a potion. The character cannot Aiming ends the character's turn . NAME ENGAGED FACING:N NAME
have moved previously. This command U Turn Undead. The character selects an STR:N DEX:N INT:N KARMAN POWER:N
ends the character's turn. undead target and attempts to dispell it. ClOSECOMBAT:N SCAN :N
o Open or Close Door. The character He also becomes partially safe from INJURY :N SWORD :N
may open or close an unlocked door. undead attacks. A character may not BLEEDING :N
Doors may not be closed if occupied by move if turning undead. Turning undead SERIOUS INJURY :N
living or dead. The character may not ends the character's turn . CURRENT LIFE :N ITEMS READIED SIZE
MORALE lOSS :N
have moved more than 2 or 3 squares. V View with Scan. The character looks BRIGANTINE YES LARGE
This command ends the character's turn . all around, attempting to spot hidden DAGGER NO SMAll
P Pray. The character may make any enemies (making a scan ability roll) . A DEFENSIVE RATINGS WEAPON DAMAGE
prayer to his gods for which he has character may not move more than 1 or BASH :N DAMAGE TYPE # 1 :N
sufficient karma. (See prayer and karma) . 2 squares and scan. Scanning ends the CUT :N DAMAGE TYPE #2 :N (E}VALUATE ITEM:
The character cannot have moved previ- character's turn. THRUST :N WEAPON SKill :N
ously. Depending on the prayer level, MAGIC :N
W What Targets. The character may look SHIELD STRENGTHN NOTE: the list will include aI/ skills with a
prayers take 1 to 4 turns. at all visible enemies in his field of vision. SHIELD SKill :N rating greater than zero and available to the
Q Quit Your Turn. The character ends his If S is pressed while the cursor is over an character at the time.
turn. enemy, some information about the
R (Un)ready an Item. The character may enemy is displayed. You may look at an (N)EXT PAGE, (I}NSPECT A DIFFERENT
enemy at any time. Looking at an enemy CHARACTER, OR E(X}IT TO MENU.
ready and unready items and dodges. (E) VALUATE ITEM
He may not have moved more than 1 or does not affect the character's turn. The computer displays an evaluation similar
2 squares. Use of this command does Z Dodge and Zigzag. The character NOTE: The actual damage type will appear to the following one.
not end his turn, but it restricts the dodges, making him more difficult to hit. under DAMAGE 1YPE and the actual rat- BRIGANTINE
actions that may be performed to fall He may not have moved more than 2 or ings will appear in place of N.
prone, inspect, quit, ready, sneak, scan, 3 squares. Dodging does not end the DEFENSIVE RATINGS
look at targets, moving, and help. character's turn, but his actions are
S Begin Sneaking. The character at- restricted afterward to fall prone, inspect, BASH :N
tempts to sneak (makes a stealth ability quit, ready, sneak, scan , look at targets, CUT :N
moving, and help. THRUST :N
roll) . He does not learn whether he is
PHYSICAL MAGIC:N
successful. If he is successful, he becomes ? Help. The computer displays a brief MAGIC :N
hidden. While hidden, he may move description of the commands available
normally. He may be spotted when per- to the character at that time. This com-
forming a physical attack, he moves mand may be used at any time; it does
adjacent to an enemy, or when an enemy not end the character's turn .
scans or uses a Reveal Enemy spell. A DESIGNER'S NOTES
character may not sneak while engaged.
Sneaking ends a character's turn.
T Aim at a Target. The character aims at F. INSPECTING A CHARACTER CREATING CHARACTERS IMPROVEMENT OF CHARACTERS
an available target. If, in his next action, To inspect a character while in combat, 1. Use all eight characters. 1. Fighters: Get combat awareness and pri-
he attacks that target (with A, D, or K), press I)NSPECT A CHARACTER. 2. Have at least one character of each mary weapon skills up fast.
the target is MUCH easier to hit and Two screens display information profession. 2. Priests: Get Karma to 60. This allows
vulnerable to greater damage. A char- about the character. All of the numbers 3. Most party members should be Fighters; resurrection. Be sure to get the Priest's
on each screen refer to the effective only 1 or 2 should be non-Fighters. Karma to 30 immediately to be able to
values as adjusted for wounds, morale 4 . About one-half of the characters should stop serious bleeding.
loss, spells, magic items, and karma. have two professions (e.g. Fighter-Priest 3. Thieves: Get haggle and then search up.
or Fighter-Thien. Haggle allows you to sell items and thus
5. A party should contain at least two priests, buy armor and training. Without search,
at least one of whom should be a Ranger- you won't get magic items.
Priest. 4. Rangers: Get your tracking up when you
6. Since Sorcerers take a long time to can.
develop, create only one pure Sorcerer. 5. Sorcerers: Get your evaluate up first. It
7. Create a character with a high Karma takes a long time to become a good
since this is essential for healing. sorcerer, but an evaluate of 100+ insures
that you won't miss valuable magic items.

21 22
6. Training: Since good prices provide 6. The above formation works well unless as well with an 8 Karma Heal Normal [n- valuable items first , since you will qUickly
money for more training, train your ambushed. Normally, if you are not am- juries). After a failed first aid attempt, the load to maximum encumberance. Also
haggle first. bushed, there will be time to assume this victim is seriously bleeding and requires note that though a large item might be
formation from a back-to-back line: a 15 Karma Prayer. The character dies. prohibited because it would overload
WHERETO GO your character, you may be able to take
The ruins are dangerous! Start with wander- Example 2: Take the previous example
but assume the Priest has only 3 Karma. a medium or small item.
ing around town, exploring and staying FI FI FI F~T B) Immediately after a fight, go to the
mostly in the residential sections. There you
can get the feeling of combat by beating up - t t -, [n this case, the first aid attempt might
as well be tried, since the victim will die marketplace to sell your loot so you can
R-P ,SI anyway. You should also compare the make room for more.
on thugs (the easiest of the monsters) . Note
that the more you fight in a given area, the 1 -
F-P
I
F
I :-
, possible savings to loss of Karma when
attempting first aid.
C) Redistribute your money so that only
those who need to spend your money
fewer the number of encounters. After you ~ - __ - _ _ _ _ _ _ _ _ _ _ _ _ - _ ____ 1

go through the residential section, clean out Example 3: Your Priest has 100 Karma have money to spend.
the poor areas. which allows a failure to do no real harm. D) Visit the armory to determine the value
7. Until your pointman reaches a scan of at His First Aid Skill is rated at 35 and the of major items so you know which loot is
QUICK COMBAT least 50, don't put him farther out than victim has a normal bleeding of 4. A skill most valuable.
1. Quick combat allows for very fast combat, 2 lead. attempt with his first aid will result in 0 to 8
resolved in 5-10 seconds. 4 . [n the mid to late game you will find your-
8 . Characters who are not being attacked bleeding removed. This means that about self getting involved in battles with mon-
2. The computer controls-crlt of the actions should use Attack to Kill (K) . Those who half the time, you will have to spend 15
of ffie characters. sters that require a long time to kill. [have
are being attacked from rear or un- Karma stopping serious bleeding. [n other two recommended solutions:
3 . The drawback is that not all your special shielded side should use a Defensive words, you are risking an additional 11
items will be used. Attack(D) . All others should use normal A) Run away as fast as possible. (This
Karma (15 - 4) to save 4 . ObViously this works well against Golems and other slow
TACTICAL COMBAT attacks (A). If there is no immediate will cost you more Karma in the long run.
target, use the Guard(G). [t pays off for creatures.)
1. You may use all items in tactical combat. 2. Keep your eye on your morale loss. Mo-
archers who are attacking heavily ar- rale loss always reduces your character's B) Get six blessings off as quickly as pos-
2. You control all of the characters' actions. sible. While this will cost you 60 Karma,
3. The drawback is that tactical combat may mored targets to aim first (1) . skill abilities. When it starts getting exces-
sive (your judgment), go to the tavern and you will probably save Karma overall
take up to 40 minutes to resolve if you because you will have a 94% chance of
are unfamiliar with it. The time drops to spend money having a good time. Your
AFTER COMBAT survivability will increase enormously. being missed by everything but spells.
10-15 minutes as you become an exper-
1. Heal the character's bleeding first; then [ like to keep my morale loss less than 10% 5 . After your priests get their Karma up,
ienced player.
worry about the injuries. Use prayers to of the skill abilities [ use. Example: My improve their Turn Undead. Before going
4. Keep your characters in a tight formation
do this as there is no chance of failure for Weapon, Shield, and Combat Awareness too far into the ruins, a Turn Undead and
and use terrain to your advantage.
them. are at 80. [go to a tavern when my morale Karma of 80 is desirable. Normally [try to
5. Maintain a good line. Any hole will be
2. View the items that your opponents were loss is greater than 7. keep a3:2 ratio of Karma to Turn Undead
exploited by monsters to get backs hots.
carrying and take as many as you can to 3. Money is extremely important at the start. once my Karma has reached 60.
Example:
sell. This is the best way to make money. . Therefore it is important to get the most
3 . If you run out of Karma, go to a temple to money possible.
FI FI FI have it restored.
t t t A) Take everything you can off the enemy
after a fight. Make sure you take the most
F-P R-P F FI-T
t, GENERAL TIPS
--- ------- -..,"'~~- . . ------ --- 1. Plan your healing carefully. There is a
strong temptation to heal your characters
,

with first aid. This is good since it saves APPENDIX


I
Karma. Unless forced to, however, don't
Note that only one person on front side can
heal a person with first aid if this could
be attacked into unshielded side and no one cause his death. CREATING A CHARACTER: to make the character a RANGER-PR[EST
attacked in rear unless major overlap. Ranger An Example because 1) the healer should not be a front
can attack anyone and move to reinforce a Example 1: One of your characters has a
To help you understand how to think about rank fighter and 2) the RANGER-PR[EST
flank which is being overlapped. normal bleeding of4 and injury of 6. Your and create a new character, carry out the requires fewer [NTELLIGENCE points.
P = Fighter with Shield Priest has 10 Karma left. Failing to heal
following instructions. Press G for GREET A CHARACTER.
F = Fighter with big weapon any of the bleeding will cause the remain-
Let's design a healer (PR[ES1) for the Remember that if your party has a full
P = Priest der to be treated as serious bleeding.
party. To help our healer to survive, we complement of eight members, you must
S = Sorcerer Before the first aid attempt, you could
have stopped the bleeding with a 4 Karma can make the character either a F[GHTER-
R = Ranger
Stop Normal Bleeding (or cured the injury PR[EST or a RANGER-PR[EST. Let's choose
T = Thief

23 24
eliminate one first by pressing H to HAVE A Press X to exit this menu. The professions Let's give her a heavy spear. Press R. The
CHARACTER QUIT THE PARTY. menu will appear. computer equips Nelona with a heavy spear, KARMA AND PRAYER
We must name our RANGER-PRIEST. We must choose Nelona's profession . brigantine armor, and a dagger. If she had KARMA KARMA
Picture a beautiful woman, a bow across her Note that the professions menu does not been able to use a shield and had chosen a RESERVE FOR
back and a spear in her hands. We'll call her display SORCERER which requires 11 points one-handed weapon, she also would have
PRAYER TO LEARN PRAYER
Nelona of Starwood. Enter her name and of INT, because Nelona has only 10 INT. been provided with a shield. Brigantine is Stop Normal Bleeding 10 4
press <RETURN> . Press the right arrow (» to highlight the best armor given a character at the start, Heal Normal Injuries 20 8
The computer displays the attribute PRIEST. Then press S to select this profes- so even a higher STRENGTH would not Bless 25 10
menu. First, purchase INTELLIGENCE. A sion. Be aware that you may not reverse the have prOVided better armor. Nelona's spear
RANGER needs 3 INT, a PRIEST 7 INT. selection of a profession. Stop Serious Bleeding 30 15
and armor are readied. Heal All Injury 40 20
Therefore, we want to give Nelona a total of POINTS LEFf now reads 3 and only The computer now displays all of the
10 INT (3+7). THIEF and RANGER remain on the screen . Create Food and Water 45 20
shapes that may represent Nelona. Press the
As we begin, STRENGTH is highlighted. Highlight RANGER and press S. arrow keys until the desired shape is high- Restore Life Forces 50 30
Press the right arrow> twice to move the Nelona is now a RANGER-PRIEST. lighted and then press S. Raise Dead 60 45
highlighting to INTELLIGENCE. Press A The computer now displays Nelona's Nelona is created and a member of your
repeatedly until you read 10. If you have skills, karma, and experience. Note that the party of adventurers. Since Nelona has 32
gone past it and added too many pOints, values of your character's abilities will differ unspent EXPERIENCE points remaining,
press S to subtract. somewhat from the follOWing. There is a you may add to her skills and Karma. To
POINTS LEFf now reads 20. Let's deter- random factor that affects the actual values Improve Nelona, press I (Improve Character).
mine Nelona's STRENGTH next. PRIESTS each time a character is created.
may use only the dagger, but RANGERS
NELONA
may use spears and bows (See Skills Chart) .
The minimum STR required to use a spear is CLOSE COMBAT 26 SPELLS
10 (See Weapons Chart); so we give Nelona SPEAR 26
a STR of 10. This also allows her to wear POWER POWER
BOW 15 SPELL COST DIFFICULTY SPELL COST DIFFICULTY
brigantine, a good armor (See Armor Chart) . SCAN 15
Press the left arrow «) twice to highlight SWIMMING 10
Countermagic I , 4 1 o Shatter 1 4 20
STRENGTH. Press A until it reads 10. STEALTH 18 Foxfire 4 1 o Lightning Bolt 1 4 60
POINTS LEFf now reads 15. Let's boost HUNT
TRACK
28
21
Magic Bolt 1 1 o Life Blast 1 4 80
our character's DEXTERITY and LIFE to an
FIRST AID 13
Night Visi0'l4 1 o Dispel Magic 1 5 o
acceptable minimum, DEX 10 and LIFE 45. TREAT POISON 17 Unlock 2 1 special Armor I. 4 5 50
POINTS LEFf now reads 6. No attribute TREAT DISEASE 12 Invisibility 1. 4 2 o Life Steal 1 5 140
requires these points. However, Nelona is a TURN UNDEAD 16 100
PRIEST; some of her skills are based on
Reveal Enemy I , 4 2 20 Mass Invisibility I . 4 8
LUCK 16
starting EXPERIENCE. Later, she will need KARMA 0
Wound 1 2 10 Fireball 1 8 100
to spend EXPERIENCE points on the pur- EXPERIENCE 32 Magic Protection 1. 4 3 10
chase of karma. Therefore, press A to in- Missile Protection 1. 4 3 30 1 May be used in combat only.
crease EXP 3 times until it reads 32. PRESS ANY KEY TO CONTINUE Paralyze I . 4 3 40 2 May not be used in combat.
POINTS LEFf now reads 3 . Add 1 point Darkness 1. 4 3 30 3 Will not work in dungeons.
Note the bow and spear capabilities. Press
to LIFE making it 50 and 2 points to DEX. Poison 1 3 50
any key and the computer displays the 4 Combat Spell: Dispelled by an enemy
Nelona's attributes should look like this.
weapons Nelona may use. Change Terrain 3. 1 4 20 cast of Dispel Magic.
STRENGTH 10
Q) SPEAR
DEXTERITY 12
R) HEAVY SPEAR
INTELLIGENCE 10
S) SHORTBOW
LIFE 50
EXPERIENCE 32 DEFENSE RATINGS OTHER GAME ITEMS
Nelona probably will want to use a heavy
POINTS LEFT 0 spear. However, should her bow ability be ARMOR BASH CUT THRUST MAGIC STH Ropes
significantly higher than her spear ability, Leather 3 2 2 0 5 Crowbars - used for forcing locks
you might want to give her the shortbow. Cuirbolli 5 4 3 0 6 Lockpicks - used for picking locks
Ring 4 6 3 0 8 B~ndages - needed for first aid
Brigantine 6 8 5 0 9 Bottles, Jars, and Vials - mayor may not
Chain 5 10 6 0 12 contain potions
Scale 6 10 7 0 15
There are other game items as well.
Plate 8 12 9 0 16
STR = strength required to wear armor
-
25
26
SKILLS
STARTIIIIP
S KIll ClASS 1 VALUE Ep 3 GAI N 4
Close Combat ALL D 3 1-8/1 -4/1-2/1
Sword F D 4
Axe F D 6
Spear F, R D 4
Mace F D 3
Flail F D 6
Bow F, R D 5 CREDITS
Crossbow F D 3
Game Design & Programming
Shield F D 4 Paul Murray & Keith Brors
Combat Awareness F I 3
Scan ALL I 4 Game Developme nt
Chuck Kroegel & Jeff Johnson
Swimming ALL S 3
Stealth R, T D 5 Rulebook
Hunt R D 3 Leona Billings
Track R I 4 Story
First Aid R, P I 3 Cheryl Flink
Search T I 4
Playtesters
Disarm Trap T D 5 Russell Smith. Arion Harris & Mike Musser
Picklock T D 4
Haggling T I 3 Customized Disk Operating System (Apple version)
Treat Poison P 4 Roland Gustafsson
Treat Disease P I 4 Art & Graphic Design
Tum Undead P EXP 4 Louis Hsu Saekow. Kathryn Lee.
Alchemy S I 5 Dave Boudreau & Ben Willemsen
Luck P EXP 6 Typesetting
Read Ancient S I 4 Abra Type
Evaluate Magic S I 3
Printing
Cast Spell S I 6 A&a Printers and Lithographers
Karma P 0 1 1
Power S 0 3 1

1 Class indicates which professions possess the skill: F = Fighter, R = Ranger, T = Thief,
P = Priest, S = Sorcerer.
2 Starting Value indicates which attribute controls the starting value of the skill:
D = Dexterity, I = Intelligence, S = Strength, EXP = Experience.
3 EP indicates the amount of experience required to improve the skill.
4 GAIN : Each time you improve a skill through experience, the skill increases a random
amount. At first the skill will increase 1-8 points. When the skill ability reaches 100,
the skill will only increase 1-4 points. At skill ability 150, you only gain 1-2 points each
time you spend experience. Finally, at skill ability 200, you will only gain 1 skill point.
Intelligence Requirements:
SORCERER requires INT of 11
PRIEST requires INT of 7
FIGHTER requires INT of 5 · If you have any q uestions or problems regarding the program or ga me, please send a self-
RANGER requires INT of 3 addressed, stamped envelope with yo ur question to : STRATEGIC SIMULATIONS, INC.,
THIEF requires INT of 3 1046 N. Rengstorff Ave., Mountain View, CA 94043.
Or call our Hotline Number: (415) 964 -1200 every weekday, 9 to 5 (P.5.T.) .

27

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