220 lines
9.5 KiB
Plaintext
220 lines
9.5 KiB
Plaintext
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E4EXODUS COMMANDSF4
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BROUGHT BY JARROD BELL 3-29-84
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{A} Attack-must be followed by the direction of attack.
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{B} Board a frigate or mount a horse.
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{C} Cast-Must be followed by spell type.
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{D} Decend-Climb down a ladder.
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{E} Enter-Go into places such as town, castles and
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dungeons.
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{F} Fire-fire a ship's cannons in direction of foe.
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{G} Get chest.
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{H} Hand equipment-trades equipment between two
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players.
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{I} Ignite a torch.
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{J} Join gold-gives all gold to one player.
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{K} Klimb-Climb up a ladder.
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{L} Look-identifies objects.
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{M} Modify order-exchanges the position between two
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players.
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{N} Negate time-stops time for all outside of thy party.
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Thou needeth a certain object to use this one.
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{O} Other command-allows player to enter a command not
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given.
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{P} Peer at a gem-players with certain special items may
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see a magical map of current terrain.
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{Q} Quit and Save-saves current game to disk.
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{R} Ready weapon-equips a player with the weapon of thy
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choice.
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{S} Steal-attempts to steal chests from behind store
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counter.
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{T} Transact-allows a player to trade with shops or talk
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to townspeople.(Hint-talk to priests in towns)
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{U} Unlock-Opens doors if you have a key.
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{V} Volume-toggles sound of computer.
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{W} Wear armour-outfits a player with the armor of his
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choice.
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{X} Xit-dismount horse or leave frigate.
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{Y} Yell-allows player to yell any one word he feels.
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[may be useful]
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{Z} Zstatus-displays a player status,attributes,and
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possessions.
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EDirection of movementF
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<RETURN> or down arrow for ][e - North or Forward
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"/" or down arrow for ][e - South or Retreat
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"->" - East or Turn Right
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"<-" - West or Turn Left
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E MAGIC SPELLSF
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Wizard Spell/Cost Cleric
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REPOND A:0pts PONTORI
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MITTAR B:5pts APPAR UNEM
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LORUM C:10pts SANCTU
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DOR ACRON D:15pts LUMINAE
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SUR ACRON E:20pts REC SU
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FULGAR F:25pts REC DU
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DAG ACRON G:30pts LIB REC
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MENTAR H:35pts ALCORT
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DAG LORUM I:40pts SEQUITU
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FAL DIVI J:45pts SOMINAE
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ADVANCED SPELLS
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NOXUM K:50pts SANCTU MANI
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DECORP L:55pts VIEDA
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ALTAIR M:60pts EXCUUN
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DAG MENTAR N:65pts SURMANDUM
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DECORP O:70pts ZXKUQYB
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( ) P:75pts ANJU SERMANI
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SPELL SUMMARY
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MAGES
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A. REPOND Raise thy Ankh and if thou mind is pure, Orcs,
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Goblins, or Trolls shall perish before you.
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B. MITTAR Depending upon your skill as a mage, a ball of
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irredescent light shall spring from your hand
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and hitting your apponent with a mighty blow.
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C. LORUM When faced with darkness cast this spell and you
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shall have a temporary light.
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D. DOR ACRON When in a vial dungeon and you want to free
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yourself from a certain level, cast this spell
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and you will be transported up one level.
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E. SUR ACRON When wanting to go up in a dungeon cast this
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spell and you will be transported up one level.
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F. FULGAR This spell should be used on a strong opponent.
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The ball of fire emmiting from your staff will
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hit your enemy with the force of many suns.
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G. DAG ACRON This spell should be used only in a moment of
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peril. It can only be cast on the surface of
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Sosario and it randomly teleports you somewhere
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else.
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H. MENTAR This spell attacks the mind of your enemy. His
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own mind can destroy himself and the more
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intelligent your opponent is the greater the
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damage.
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I. DAG LORUM This spell is similar in effect, but more endur-
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ing then Lorum.
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J. FAL DIVI This spell gives you the power to cast any of
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spells in the Cleric's book.
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K. NOXUM From your hand will leap a hellfire flame
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,destroying your foe. The fire is deadly.
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L. DECORP Upon whoever you shall indicate, their life will
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extinguished.
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M. TRANSMISSION ERROR DURING COPY
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N. TRANSMISSION ERROR DURING COPY
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O. utterence of this spell you are calling
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upon the most powerful entity. Your foe shall
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be rotted before your eyes being turned into
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loathsome vistiges of their former beings.
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P. The name of this spell shall never be uttered
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till the end of all Sosario. It calls upon
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destruction of the opposing party.
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CLERICS
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A. PONTORI Raise thy ankh and you attempt to dispel any
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undead creatures in your presence.
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B. APPAR UNEM Uppon divine utterence of your words a chest
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which you wished opened shall be so.
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C. SANCTU The healing of minor wounds can be accomplished
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by the drawing of ones own blood and uttering
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a few words.
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D. LUMINAE This spell carries the same affect as LORUM.
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E. REC SU Uppon tapping your cross upon your chest you
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shall be sent to the next upper level in a
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dungeon.
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F. REC DU Uppon tapping your cross uppon the floor you
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shall be sent to the next lower level in a
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dungeon.
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G. LIB REC This spell carries you from place to place.
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Stop when you will but beware.
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H. ALCORT Poison shall be drained from the blood upon
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utterance of this spell.
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I. SEQUITI Upon utterance of these powerful words you and
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your companions shall be drawn from the dungeon
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and put upon the surface of Sosario.
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J. SOMINAE This giveth light of an enduring nature.
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K. SANCTU MANI The power of life is now in your hands. The
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awsome power of this spell can bring to life
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your friend of fortune.
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L. VIEDA A vision of your surface shall spring forth from
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your great mind. You see as if you were from
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above.
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M. EXCUUN This spell of death can drain the life of one of
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the opponents you face.
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N. SURMANDUM If your companion has been turned to ashes you
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can yet bring him back to life with this spell.
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O. ZXKUQYB This spell is like EXCUUN but affects many more.
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P. ANJU SERMANI If your companion has turned from ashes to a
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lost entity and you are willing to sacrifice
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five wisdom points in his name then use this
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spell.
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EMaximum atributes for each raceF
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Strength Dexterity Intelligence Wisdom
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Human 75 75 75 75
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Elf 75 99 75 50
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Dwarf 99 75 50 75
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Bobbit 75 50 75 99
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Fuzzy 25 99 99 75
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Characteristics of each Profession
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Weapons Armor Spell Type Spell Attribute/special
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Fighter All All None None
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Cleric Mace Chain Prayers Wisdom
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Wizard Dagger Cloth Sorcery Intelligence
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Thief Sword Leather None Steal and Disarm Traps
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Paladin All Plate Prayers Half Wisdom
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Barbarian All Leather None Some Steal and Disarm
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Lark All Cloth Sorcery Half Intelligence
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Illusion. Mace Leather Prayers Half Wisdom, Some S&D
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Druid Mace Cloth Both Greater of Both Halfs *
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Alchemist Dagger Cloth Sorcery Half Int., some S&D
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Ranger +2 Sword +2 Plate Both Lesser of Both Halfs,
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Some Steal and Disarm.
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*Druids regain their magic points faster than other characters.
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