1155 lines
53 KiB
Plaintext
1155 lines
53 KiB
Plaintext
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DOC'S TO DRAGONSTRIKE
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THE DRAGON COMBAT SIMULATION
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BROUGHT TO YOU BY THE REDMAN
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--------------------------------------------------------------------------
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It was dawn on the high cliffs of Sancrist Isle, but there
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would be no sun today. On oily blanket of clouds covered the sky
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as far as the eye could see. Storm winds blasted the three figures
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with great gusts of cold and rain.
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"Dragon weather," Gunthar Uth Wistan shouted over the roar of
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the gale as he helped his young squire mount Sirdar, the bronze
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dragon.
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The weather chilled the new Knight through his armor and
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underclothing. The tabard of the Solamnic Order of the Crown was
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pinned to his body by the wet wind. It was a great honer to bear
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the Knightly crest, but none of it helped against the bone chilling
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cold.
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The Knight checked the wargear carefully. He set the crystal
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ball Fizban had given him into the place made for it on the saddle.
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The Arrow of Enemy Detection and the Healing Ointment were stashed
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in a bag for quick retrieval. As he finished his preparations he
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looked up and watched his lord a moment.
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Arnun could sense the great leader grew weary of sending young
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Knights to their death in a hopeless cause. The campaigns went
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poorly. The Knights fought a losing battle -- being pushed further
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and further back by the deadly forces of the dragonarmies.
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draconians and dragons invaded all the lands of man.
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"Tonight we will toast victories," the youth was smiling as he
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finally buckled the last strap of the dragonsaddle in place. Arnun
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gripped the magical dragonlance tighter in his hand. "I will live
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by the Oath and the Measure. You've taught me much these three
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weeks, my Lord. I'll find the enemy dragon scouts that have been
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directing the draconian armies." The young man added quietly, "Do
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no fear for me, Lord Wistan".
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"Three weeks," Gunthar muttered to himself as the great dragon
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rose out of sight. "Three weeks. I trained as a Knight twenty
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years before I saw my first battle. Paladine, what have you go us
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into? Now, I'm sending children out to do men's work."
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The sky lit up with sheets of lightning and a wall of rain
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poured from the heavens. Gunthar wondered what this might portend
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for the young man and dragon he had sent off. He ran towards the
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tents and small buildings of the Solamnic outpost, wishing he could
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take the place of the young man he had sent out to face probable
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death that day.
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- - -
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The rain sliced into Arnun's face, but only for a few dragon
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wing beats. Sirdar wasn't affected at all by the icy wall, but the
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dragon knew his rider was. The dragon flew powerfully upward to
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find the clear air above the clouds. In a moment Sirdar and Arnun
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were greeted with the warm sun and the world took on a new look
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with the light of day.
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Arnun looked at the field of clouds below him and though back
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to his father's fields, to the days before the big red came from
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the sky and breathed death onto his village. Arnun though of the
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dark days before meeting the old wizard, Fizban, and recalled, with
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clarity, the day Fizban had volunteered to sponsor him as a squire
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in the order of the Crown, before the council of Knights at
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Whitestone. Now he was atop a dragon. The dragonarmies would
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learn to fear this farmer's son.
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Arnun put his revery aside and scanned the horizon. He went
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over his orders once again: "The Dark Queen's dragon scouts are
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doing us great harm. Our armies are met by large forces of
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draconians at every turn. If we are to win this war we must be
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able to move without being instantly seen." Gunthar had told him.
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"You must find those scouts."
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Arnun noticed a patch of too white clouds in the distance. It
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looked odd to the squire. "Sirdar, fly past that white patch will
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you?"
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The dragon moved west towards the whiteness that stood out in
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relief against the grey around it. Spiraling around in lazy
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circles, Sirdar approached the target. Before the bronze could get
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within a hundred yards, the clouds moved!
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The dragon was first to spot the two white dragons. Their
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whiteness gleamed in the morning sun. Arnun had never seen white
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dragons before. These were bigger and obviously stronger than the
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bronze. This was going to be a tough fight.
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- - -
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Each of the dragons was easily over 90 feet long, compared to
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Sirdar's 72 feet length. But neither of the creatures had riders.
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Hopefully that would be a plus in this battle.
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Sirdar had the high ground. Dragon war training said they
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should dive down on the enemy and use the power of the magical
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dragonlance to attack. Like a dart, Sirdar plummeted out of the
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sky. Arnun lined up the lance on the biggest of the whites.
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Time seemed to stop as the dragons moved together. Arnun
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watched for a heartbeat, as if he were a spectator rather than a
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combatant. Looking down the line of the dragonlance, he could see
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a long scar across the belly of the closer of the two dragons. The
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smaller foe -- still larger than Sirdar -- had a hole in its right
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wing. 50 yards and a lifetime away the two whites pulled up and
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began beating their wings to hover in place. The young Knight
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couldn't believe what he was seeing. Did they really mean to take
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his lance in their chest?
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They were going to let the bronze come to them. Arnun could
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see their chests swell, and knew that the dragons were about to
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breathe. He would die if the frigid blasts struck him.
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"For the Oath and Measure!" Arnun screamed without pause.
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Death would be worth slaying at least one of the dragons. Even if
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Arnun died killing the larger beast there was still a good chance
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Sirdar would survive to kill the lesser foe.
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Before the lance could bite, the bronze pulled up, almost
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ripping Arnun out of the saddle. The dragon hovered for a second
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like a gargantuan hummingbird. This exposed the bronze's chest,
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but protected his rider from the evil wyrms' frosty attacks.
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Sirdar screamed in pain as he took the blasts to the body. But
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Arnun lived and maybe they could still win this fight.
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"Sirdar, attack the ripped wing!" Arnun shouted, directing
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his mount towards the lesser white. It was against a dragon's
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nature to attack a smaller foe over the larger, but this time it
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was necessary if they were going to win.
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Sirdar's breath attack was lightning. The bronze's attack
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flashed, ripping through the wings of the hapless white foe. The
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larger white might well survive a single attack.
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Arnun watched the bolt sear the flesh of their enemy. The
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wings became useless and the dragon fell like a stone. Sirdar dove
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after the fallen dragon to escape his larger companion for a
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moment, while the squire followed it down to the ground with his
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eyes. When he looked up again the other white started to fly away.
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It was running in fear!
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"He runs! We have to stop the other dragon!" Sirdar's wings
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beat to his rider's demands. But Arnun could hear the labored
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strain of the dragon's beating. The bronze was sorely hurt, but if
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they had to die to win against the forces of the dark dragon queen,
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they would die gladly.
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- - -
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"To the depths of the abyss we will follow you!" shouted
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Arnun. They had now pursued the lone white deep into enemy
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territory. Enemy dragons could climb out from the field of clouds
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below at any moment, but their white foe would not escape.
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Sensing the lance near, the white spun around to fight. Arnun
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was sure it hoped for aid, but none would come. Their was still
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hope for victory.
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The dragons hurtled together so fast that the young squire
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couldn't bring his lance to bear. The old white was far too
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crafty.
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In a few wing beats the reptiles were breast to breast. The
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white was stronger, and it wasn't wounded like the bronze. All
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Arnun could see was the head of the fierce white as the bit and
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clawed Sirdar. The lance was useless, the white was too close.
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But something else could be done.
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Arnun turned loose the lance, letting it swing in its
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mountings, and drew his sword. As the white dragon's fangs bit
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into the neck of his mount, the young squire launched an attack at
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the head of the white.
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Arnun's aim was true. His blade bit deeply into the eye of
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the white and through to the brain. The giant beats shivered and
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died. Sirdar ripped himself free from the death grip of his foe.
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As he pulled free he felt the familiar tug of the saddle harness
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shift. His Knight was falling! The saddle straps across Sirdar's
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chest had been severed during the battle. Arnun looked into the
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face of death a second time that day -- the shock numbed his mind.
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Sirdar spun in the air, too far from his falling comrade to
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help. The dragon uttered in an ancient tongue.
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A glow that only the dragon could see enveloped Arnun's
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unconscious form and caused it to float. The Knight was held aloft
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just long enough for Sirdar to grab the boy and race back to the
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army of Solamnia.
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On a hillside several miles away an old wizard finished his
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simple spell. Muttering to himself, he walked down the long road
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to a certain inn. "Krynn can't afford to lose any more of its
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heroes just now. I wonder if they'll serve spiced potatoes
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tonight...what was the name of that inn again?"
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INTRODUCTION
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------------
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DragonStrike is a dragon combat simulator where you guide one
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of the powerful good dragons of Krynn.
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The evil dragonarmies have conquered nearly all of Ansalon.
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Until now, no force could stand against the evil dragons -- that is
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until the good dragons returned. The good dragons and their riders
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are the only hope for the people of Ansalon. They alone can face
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the power of the dragonarmies.
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The strength of the good dragons is no guarantee of victory.
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Cunning strategies and brilliant tactics are required. Whether you
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make it to the final battle at Neraka, whether the forces of good
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triumph, will depend of your skill.
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CONTROLS
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--------
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MOUSE -- The mouse can be used to control your dragon's flight.
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Moving the mouse forward will cause your dragon to dive; pulling
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back will cause it to climb. Moving the mouse left or right will
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bank your dragon. If you have a 2-button mouse, the left button
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will fire the primary breath weapon, the right will fire the
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secondary. All other functions are controlled with the keyboard.
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JOYSTICK -- The joystick can be used to control your dragon's
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flight. Moving the joystick forward or back will cause your dragon
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to dive or climb. Left and right movement will cause your dragon
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to bank. The fire button will fire the primary breath weapon. If
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your joystick has a second button, it will fire the secondary
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breath weapon.
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KEYBOARD COMMANDS
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-----------------
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8 - Dive Y - Move Lance Up
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2 - Climb N - Move Lance Down
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NUM 6 - Bank Right G - Move Lance Left
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PAD 4 - Bank Left J - Move Lance Right
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5 - Level T - Move Lance Up and Left
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7 - Dive and Bank Left U - Move Lance Up and Right
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9 - Dive and Bank Right B - Move Lance Down and Left
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1 - Climb and Bank Left M - Move Lance Down and Right
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3 - Climb and Bank Right
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F1 - Look Forward Insert - Breath Weapon 1
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F2 - Look Right Delete - Breath Weapon 2
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F3 - Look Behind A - Faster
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F4 - Look Left S - Slower
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1/! - Use healing Ointment on Knight
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2/@ - Use healing Ointment on Dragon
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? - Check Ointment
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ESC - Preferences Menu
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CTRL-J - Recalibrate Joystick
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CTRL-S - Toggle Sound On/Off
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CTRL-M - Toggle Music On/Off
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PREFERENCES MENU
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----------------
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This menu allows you to customize your keyboard layout, set display
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detail levels and more. To make a selection, move the cursor to
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the desired option and press RETURN/ENTER.
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Allows you to alter your keyboard layout. When you select his
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option you will be prompted to select keys for each of the keyboard
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functions. After you select which function to alter, you will be
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asked to select the new key.
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Toggles between a graphic and numerical display of dragon and
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Knight hitpoints.
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Will determine the detail of the world display. The higher
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the detail level, the longer it will take the computer to redraw
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the screen. The effect is that on slower machines the view may not
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be smooth. Experiment with this option and find the optimum detail
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level for your specific machine.
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This option toggles between "wireframe" polygons, shaded solid
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polygons or shaded solid outlined polygons. The wireframe polygon
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option will redraw faster than the other two.
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Determines whether other flying creatures (friend and foe)
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will be displayed as bitmap 'drawings,' or polygon shapes. Except
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for the dragons, most other objects in the game are polygon shapes.
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Experiment to find what works best for you system.
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Allows you to retrieve saved games. To select a game, move
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the cursor vertically with the cursor keys to the mission you want
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to fly, and then position the cursor over the desired save and
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press ENTER/RETURN.
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Toggles between a bitmap dragonlance image and a aiming target
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sight. There is no difference in game play between the two
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options.
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Allows you to select between keyboard, joystick, and mouse for
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flying the dragon. As you select this icon, the image with change.
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TO THE AIR
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----------
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The good dragons are the most powerful allies in the war
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against the evil dragonarmies. The men who guide them into battle
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are renowned for their great bravery and skill, for even atop one
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of these magnificent creatures -- a Knight is vulnerable.
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At the start of each flight a rider must carefully strap
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himself into the skillfully crafted dragon saddle. The saddle
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allows the rider to move and shift for combat while still, almost
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always, staying mounted. The saddle has built into it a mounting
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for the aerial warrior's primary weapon, the dragonlance. The
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dragonlance is fitted with a large shield to offer added protection
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to the rider.
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DRAGONLANCES
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-----------
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The dragonlances are, after the dragons themselves, one of the
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most powerful weapons available to the forces of good. These
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lances are forged according to a process that had been thought
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forgotten in ages past, and are made from magical Dragon Metal. A
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single stroke from the dragonlance will slay most enemies. Only a
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few powerful opponents will require a second attack after being
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struck once.
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MAGIC ITEMS
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-----------
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You start your adventures with the three magical items given
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to you by the wizard, Fizban: the Crystal Ball, the Arrow of Enemy
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Detection, and Keoghtom's Healing Ointment. The first two items
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are used automatically while they are in your possession. To use
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the ointment press 1 (to heal yourself) or 2 (to heal your dragon).
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These items (except the crystal ball) or indicated across the
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bottom of the flight screen. As you find other magical treasures,
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they will be added to the screen. Whenever you find a new magic
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item, it will automatically be added to your belongings, and used
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when needed. Armor, for instance, will always be worn in combat to
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help protect you from enemy attacks.
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BREATH ATTACKS
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--------------
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All dragons can attack with their breath weapons. Each good
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dragon has two different breath weapons, while evil dragons have
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only one. The dragon's breath attacks are described in the
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Bestiary section of the manual. After firing a breath weapon, the
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Breath Bar will drop completely. Your dragon cannot fire again
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until the bar is fully recharged. Breath attacks are the only
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effective way for you to attack ships and ground troops.
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CLOSE COMBAT
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------------
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Hand-to-hand or teeth-to-claw combat occurs whenever your
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dragon passes closely by an enemy. Combat is automatic and a
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battle sound will signal the attack. The higher opponent will use
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bite and claw attacks as he passes. You will attack with a sword
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if an opponent attacks from above your mount. The sword attack is
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automatic whenever an enemy is in range.
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Damage from below may only have the dragon above it. Damage
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from above may harm either the dragon or rider, or both.
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FALLING
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-------
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Whenever your dragon engages in close combat, there is a
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possibility that you will be dislodged and fall. You will also
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fall if you dragon is killed.
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Your dragon will attempt to catch you before you fall to the
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ground, if it is able. If you are not caught you will be killed.
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If you have a Featherfall Ring, you will descend in a slow
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floating fall like a leaf. Enemies will still try to attack while
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you fall.
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HEALTH (HITPOINTS)
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------------------
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The health of you and your dragon is displayed on the screen
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in the Hitpoints Windows. Hitpoints may either be displayed as a
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bar, like speed or power, or as a numerical value.
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When either of these is empty, or reaches 0, the mission is
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over. If your dragon is killed you will also die. The game ends
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if you are slain, and the forces of evil revel in another victory
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over good.
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Keoghtom's Healing Ointment can be used to heal wounds. The
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ointment will heal from 9-12 hitpoints. You start the game with 3
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doses of the ointment and it can be used on either you or your
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dragon. More ointment can be found during the game. You can check
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your supply with the ? key.
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FLYING
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------
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When flying a full speed, your dragon sweeps across the
|
|||
|
landscape, but its ability to turn is impaired. By slowing to a
|
|||
|
lower speed, your dragon becomes more maneuverable. Dragon prefer,
|
|||
|
as a rule, not to fly a full speed during close combat. The
|
|||
|
current speed of your dragon is displayed in the Speed Bar at all
|
|||
|
times.
|
|||
|
When your dragon dives it will gain speed rapidly. Your
|
|||
|
dragon will slow dramatically and tire quickly as it climbs. Use
|
|||
|
the A key to speed up, and the S key to slow down.
|
|||
|
Your dragon's height above the ground and pitch are displayed
|
|||
|
in the Height/Pitch Indicator on the right side of the screen.
|
|||
|
Pitch is your dragon's angle of climb or descent. If your dragon
|
|||
|
is diving or climbing the pitch image will point down or up
|
|||
|
accordingly. When you pull into a sharp turn you may notice that
|
|||
|
your dragon slips a little in altitude.
|
|||
|
In some missions you may be required to fly near the ground to
|
|||
|
avoid being detected by the enemy, or to be in range to strafe
|
|||
|
enemy troops with your dragon's breath attack. In mountainous
|
|||
|
regions it is wise to stay high enough to avoid collisions. You
|
|||
|
can also fly to high altitude and then drift to rest your dragon,
|
|||
|
while still pursuing enemy forces.
|
|||
|
Banking, or turning, is indicated by the position of your
|
|||
|
dragon's head on the screen. The horizon is also a good bank
|
|||
|
indicator. The keypad (1-9) controls your dragon. The 5 key is
|
|||
|
used to level your dragon.
|
|||
|
The Power Bar is your dragon's current level of fatigue. When
|
|||
|
the bar is full, as in the beginning of the flight, your dragon
|
|||
|
will be able to climb, accelerate and maneuver normally. Any
|
|||
|
action which exerts your dragon will cause the bar to shrink. When
|
|||
|
the bar disappears your dragon will be forced to glide until it has
|
|||
|
recovered. You should rest your mount by gliding occasionally to
|
|||
|
insure that your dragon can accelerate if necessary.
|
|||
|
The crystal ball Fizban game you will show all objects around
|
|||
|
your dragon. This includes all airborne enemies, dragon breath-
|
|||
|
weapon blasts, castles, and ships. The crystal ball image is
|
|||
|
centered on you and the top portion is oriented to your point of
|
|||
|
view. As you shift your point of view from forward to left, right,
|
|||
|
or backward, the display in the ball will also shift. The color of
|
|||
|
the dots will indicate whether things are above or below you.
|
|||
|
The Arrow of Enemy Detection will allow you to guide your
|
|||
|
dragon unerringly toward enemies. The arrow is especially helpful
|
|||
|
for indicating the relative height of an enemy. The Arrow of Enemy
|
|||
|
Detection appears on the playscreen just above the head of your
|
|||
|
dragon. It will disappear from the screen when an enemy is visible
|
|||
|
on the screen.
|
|||
|
To take off from the ground increase your dragon's speed, and
|
|||
|
then climb. Your dragon will automatically land if you reach the
|
|||
|
ground and less than half of maximum airspeed. You may land any
|
|||
|
time during a mission -- but remember that climbing back up to
|
|||
|
combat altitudes quickly is very tiring for your dragon. Turn your
|
|||
|
dragon on the ground with the normal banking controls
|
|||
|
|
|||
|
|
|||
|
THE KNIGHTS OF SOLAMNIA
|
|||
|
-----------------------
|
|||
|
|
|||
|
The Knights of the Crown - The Order of the Crown exemplifies the
|
|||
|
ideals of Loyalty and Obedience. All those who wish to become
|
|||
|
Solamnic Knights must first enter into the Knighthood as squires of
|
|||
|
the Knights of the Crown, regardless of which Order they will
|
|||
|
eventually serve. All Knights begin here with training in the
|
|||
|
virtue of loyalty. Candidates of the Solamnic Knighthood must be
|
|||
|
presented to a Knightly Council and be sponsored by a respected
|
|||
|
Knight. After the candidates are presented, and swear an oath to
|
|||
|
the honor of the Knighthood, they begin their training
|
|||
|
|
|||
|
The Knights of the Sword - The Order of the Sword combines the
|
|||
|
purest ideals of heroism and courage. Upon completing his squire
|
|||
|
duties in the Order of the Crown, each Knight candidate may either
|
|||
|
advance in that Order, or enter the Order of the Sword. The
|
|||
|
ambitious Knight who wishes some day to enter the Order of the Rose
|
|||
|
must first rise through the Order of the Sword. Every candidate
|
|||
|
who wishes to join the Order of the Sword must complete a quest.
|
|||
|
According to the Measure, this test must be a witnessed deed of
|
|||
|
heroism and valor that upholds the virtues of Knightly honor. At
|
|||
|
the start of the Sword Quest, the applicant is asked to sacrifice
|
|||
|
a magical item. When the quest is done, the Knight is presented
|
|||
|
before a Knightly Council where the tale of his deeds is told.
|
|||
|
After the tale is given, the candidate is welcomed as a Knight of
|
|||
|
the Order.
|
|||
|
|
|||
|
The Knights of the Rose - The Order of the Rose exemplifies honor
|
|||
|
guided by wisdom and justice. The Knights of the Rose of the
|
|||
|
epitome of all that is good and honorable in Knighthood. To join
|
|||
|
their ranks is a rare privilege. Originally, the Knights of this
|
|||
|
Order were taken only from the royal houses of the land. With the
|
|||
|
Cataclysm obscuring the genealogical records of the past, most
|
|||
|
acceptable candidates are not denied access to the Order without
|
|||
|
extraordinary evidence. The Knight Applicant is brought before a
|
|||
|
Knightly Council of the Rose. There he must relate the history of
|
|||
|
his family and list the deeds that exemplify the ideals of
|
|||
|
Knighthood and Honor. Once this tale to told, the Council holds a
|
|||
|
closed session to discuss the Knight's application. When an
|
|||
|
applicant is judged worth he must sacrifice 3 magical items to the
|
|||
|
Order before being sent on a quest. Many aspiring Rose applicants
|
|||
|
have lost their lives in attempting to finish these dangerous
|
|||
|
missions. After the Knight returns from the quest and tells the
|
|||
|
tale of his bravery, the Council welcomes the new Knight of the
|
|||
|
Rose.
|
|||
|
|
|||
|
|
|||
|
KNIGHTS OF KNIGHTS OF KNIGHTS OF
|
|||
|
THE CROWN THE SWORD THE ROSE
|
|||
|
|
|||
|
Squire of Crown
|
|||
|
Defender of Crown ---> Novice of Swords ---> Novice of Roses
|
|||
|
Knight of Crown Knight of Swords Knight of Tears
|
|||
|
Scepter Knight Blade Knight Knight of Mind
|
|||
|
Shield Knight Knight Clerist Knight of Heart
|
|||
|
Lord of Shields Abbot of Swords Knight of Roses
|
|||
|
Lord of the Crown Elder of Swords Keeper of Roses
|
|||
|
Master Warrior Master of Swords Master of Roses
|
|||
|
Lord Warrior Lord of Swords Archknight
|
|||
|
Master Clerist Lord of Roses
|
|||
|
Lord Clerist Master of Justice
|
|||
|
Lord of Justice
|
|||
|
High Justice
|
|||
|
|
|||
|
|
|||
|
MISSIONS
|
|||
|
--------
|
|||
|
At the start of each mission you will be told what is
|
|||
|
happening in the War of the Lance, and then be given the
|
|||
|
information you will need for your mission. After the briefing you
|
|||
|
may view the strategic map to see the operation area.
|
|||
|
After your briefing you will be given an opportunity to
|
|||
|
preview the mission area. This option will allow you to fly the
|
|||
|
mission region without having to face any enemies. In this mode
|
|||
|
you will find that your dragon is able to fly faster than in a
|
|||
|
combat mission.
|
|||
|
To complete the mission you must following the instructions
|
|||
|
given to you during the briefing. The mission will end
|
|||
|
automatically when you have met the objectives.
|
|||
|
After you have completed a mission any magical item you may
|
|||
|
have found is added to your equipment. There is an award ceremony
|
|||
|
if you have gained a rand or joined a new Order.
|
|||
|
After you have received any awards of items from a mission,
|
|||
|
you may save the game in progress. Simply answer "YES" to the save
|
|||
|
prompt and follow the instructions. Select the save slot and press
|
|||
|
ENTER/RETURN. There are 7 slots for each mission to be saved.
|
|||
|
|
|||
|
You always start the game as a Squire in the Order of the
|
|||
|
Crown. You may, however, complete the game three different ways:
|
|||
|
|
|||
|
1. By staying in the Order of the Crown the entire game.
|
|||
|
2. By choosing to advance to the Order of the Sword when given the
|
|||
|
opportunity and completing the game in that Order.
|
|||
|
|
|||
|
3. By choosing to advance to the Order of the Sword and then
|
|||
|
advancing to the Order of the Rose when given the opportunity and
|
|||
|
completing the game in that order.
|
|||
|
|
|||
|
At the end of two of the missions you will be given an
|
|||
|
opportunity to join the next Order. Changing Orders will give you
|
|||
|
a more powerful mount and allow you to fly a greater number of
|
|||
|
missions. Entering a more prestigious Order will make your path
|
|||
|
more difficult.
|
|||
|
If you elect to change Order you will be asked to give up
|
|||
|
magic items to the Knighthood. After this you will be assigned a
|
|||
|
quest to prove your worthiness. After you successfully complete
|
|||
|
your quest there is an awards ceremony where you are invested into
|
|||
|
the new Knight Order and given a new mount.
|
|||
|
|
|||
|
NOTE: You may not be able to fly all missions every game. Which
|
|||
|
missions are available is based on whether you decide to change
|
|||
|
Orders. Quest missions replace mission you would have otherwise
|
|||
|
flown had you stayed in an Order.
|
|||
|
|
|||
|
|
|||
|
MISSION DESCRIPTIONS
|
|||
|
--------------------
|
|||
|
|
|||
|
Snow Blind - Unbeknownst to the Dark Queen, Takhisis, the good
|
|||
|
dragons have returned to Krynn from the Isle of Dragons. Gathering
|
|||
|
the good forces of men and elves on Sancrist Isle, they now move
|
|||
|
southeast to eradicate the evil which plagues the continent. While
|
|||
|
the good army advances, you are among the scouts left behind to
|
|||
|
hunt for evil dragon scouts. Should the good alliance be
|
|||
|
discovered too early by Takhisis, the War would come to a quick
|
|||
|
end; surprise is crucial to the good army's early victories. You
|
|||
|
must eliminate the scouts before they report the alliance to the
|
|||
|
Dark Queen. The early success of the good forces depends upon you!
|
|||
|
|
|||
|
Occupational Hazard - Successfully dispatching the white dragon
|
|||
|
scouts, you leave Sancrist to rejoin your army. As you approach
|
|||
|
the Isle of Cristyne, your dragon spots some stragglers of the good
|
|||
|
army's fleet. Beyond them, on the cliffs of Cristyne, roosts a
|
|||
|
group of wyverns. Your mount cautions you, reminding you of the
|
|||
|
wyvern's deadly stinger. But filled with confidence from your
|
|||
|
previous victory, you urge the bronze to charge the cliffs.
|
|||
|
|
|||
|
Black Plague - Grief and anger overwhelm you as you approach the
|
|||
|
Knights' outpost on Southern Ergoth. Battered and broken, the
|
|||
|
small human settlement in which you sought to take refuge has been
|
|||
|
destroyed to the last man, woman, and child. Pools of acid and
|
|||
|
melted remains mark the carnage as the wrathful destruction of a
|
|||
|
black dragon. The good forces have pursued the beast to the swamp
|
|||
|
in the north, but it refuses to show its visage to a clearly
|
|||
|
overwhelming foe. You face a grim task of vengeance -- to find the
|
|||
|
beast and challenge it to a duel.
|
|||
|
|
|||
|
Sword Quest - Your deeds mark you among the Order of the Crown, and
|
|||
|
you are enjoined to undertake a perilous quest. The ancient
|
|||
|
writings of the first Knight, Vinas Solamnus, have been captured by
|
|||
|
the Evil Dragon Highlord that holds Icewall Castle. Prove yourself
|
|||
|
worthy by recovering the revered artifices and the Order of the
|
|||
|
Sword will be proud to count you among their ranks. Upon
|
|||
|
acceptance into the Order of the Sword you will be assigned to a
|
|||
|
new mount, a noble silver dragon. The way to the Sword will
|
|||
|
challenge a Knight with unforseen dangers, but a Knight will be
|
|||
|
honored with this chance only once in his lifetime. Choose wisely.
|
|||
|
|
|||
|
Sudden Death - Declining to enter the Order of the Sword was the
|
|||
|
most difficult decision you have ever faced. But Knights have
|
|||
|
little time for regret. Gunthar briefs the assembled Knights of
|
|||
|
the situation. The enemy holds the forest tot he south and has
|
|||
|
posted its red dragons on top of the mountains to the east. If the
|
|||
|
good forces attempt to move south to free the elven home of
|
|||
|
Qualinesti, the reds will dive from the mountains, gaining a
|
|||
|
crucial tactical advantage. A plan has been devised to send a
|
|||
|
small force to fly low through the mountains to the far side of
|
|||
|
Qualinesti, and attack the enemy outpost. The enemy will think the
|
|||
|
forces of good have circled the island and are attacking from the
|
|||
|
south.. The good dragon army will then attack from the north and
|
|||
|
gain the advantage. Confident of your skills, you proudly
|
|||
|
volunteer for the mission.
|
|||
|
|
|||
|
Red Sky at Morning - Red sky at morning, sailor take warning -- an
|
|||
|
old adage, one especially true this morning as the forms of the
|
|||
|
enemy fleet rise ominously from the horizon. Urging your mount
|
|||
|
into a dive, you close on the enemy ships, their sails boasting the
|
|||
|
black dragon crest. You notice small winged forms rising to meet
|
|||
|
your charge.
|
|||
|
|
|||
|
Rose Quest - Of those Knights skilled and valorous enough to
|
|||
|
qualify for the Order of the Sword, few may enter the Order of the
|
|||
|
Rose. The once proud coastal city of Tarsis, whose harbors were
|
|||
|
drained during the Cataclysm, now burns in the glow of dragonfire.
|
|||
|
Prove yourself worthy of entering the Order of the Rose by
|
|||
|
retrieving the Standard of Huma, an ancient relic, from the
|
|||
|
clutches of the Evil Dragon Highlord that occupies Tarsis. It is
|
|||
|
a long, hard journey, fraught with peril, but the reward of
|
|||
|
entering the Order of the Rose, along with the promise of a mighty
|
|||
|
gold dragon for a mount, is an honor difficult to refuse.
|
|||
|
|
|||
|
Pincushion - As the good dragon army travels north toward Caergoth,
|
|||
|
you are sent on patrol over the magical forest of Wayreth. The
|
|||
|
coastline below is dotted with enemy outpost, manned by archers.
|
|||
|
Take care not to fly too close. You must rely upon your breath
|
|||
|
weapons to destroy the outposts.
|
|||
|
|
|||
|
The Fray - The skies over Caergoth rage in fierce combat as you
|
|||
|
approach the besieged city. You charge into the fray, joining your
|
|||
|
comrades in their efforts to destroy the blue invaders. Use the
|
|||
|
breath weapons cautiously, young Knight, for friend and foe alike
|
|||
|
fill the skies.
|
|||
|
|
|||
|
Rout - Unprepared for the onslaught of the good dragons, the evil
|
|||
|
blues decide to cut their losses and run for the north. Seeing
|
|||
|
their hated foes retreat from the battle gives hope to the cheering
|
|||
|
residents of Caergoth. You bring you mount about and pursue the
|
|||
|
blues as they flee into the mountains.
|
|||
|
|
|||
|
Blood of the Mountain - The blue dragons from Caergoth continue
|
|||
|
their flight north to the city of Garnet. You close on your
|
|||
|
ancient foe. Victory is surely at hand.
|
|||
|
|
|||
|
Homecoming - Flying in the vanguard ahead of the good dragon army,
|
|||
|
you hope to be the first to see the Knighthood's ancient homeland,
|
|||
|
the Plains of Solamnia. Rising over the crest, you are overwhelmed
|
|||
|
by the beauty of the rolling plains and winding rivers, and the
|
|||
|
small shapes approaching from the easy scarcely catch your notice.
|
|||
|
|
|||
|
Cavalry - You have again joined the good dragon army in the field.
|
|||
|
With the element of surprise lost, the forces of good and evil meet
|
|||
|
in their first head-to-head conflict. If all has gone according to
|
|||
|
plan, the other wing of the good dragon army will arrive from
|
|||
|
Palanthas to aid in the battle of Solanthus. You check your saddle
|
|||
|
and prepare from a grueling battle.
|
|||
|
|
|||
|
Maelstrom - Success! The tide of battle has turned and the forces
|
|||
|
of good have routed the enemy dragons. You join in the celebration
|
|||
|
of victory, but the festivities are short-lived as a cry is raised
|
|||
|
by your lookout. On the horizon you see a massive chunk of rock
|
|||
|
with a fortress atop, floating through the air toward your
|
|||
|
position. The cheers of joy stick in your throat. Who can hope to
|
|||
|
defeat evil magic strong enough to rip a fortress from the very
|
|||
|
earth!
|
|||
|
|
|||
|
Vingaard Run - The defeat of the flying citadel has given new hope
|
|||
|
to the forces of good. While the bulk of the army is to press on
|
|||
|
through Throtyl Gap, a smaller force, headed by you, is sent to the
|
|||
|
north along the Vingaard River to free Dargaard Keep and Kalaman
|
|||
|
from the clutches of the evil army. As your command separates from
|
|||
|
the army, you see a flight of blues racing to the north. You spur
|
|||
|
your mount on, hoping to prevent them from warning Dargaard Keep or
|
|||
|
Kalaman of your approach.
|
|||
|
|
|||
|
Dargaard Deception - Grim news comes from the good army's
|
|||
|
intelligence: a collection of good dragon eggs has been kept by the
|
|||
|
evil forces at Dargaard Keep. You struggle to keep your mount from
|
|||
|
charging after the single small green dragon that seems to bait you
|
|||
|
north. Stressing caution to your mount, you follow the lure
|
|||
|
northward.
|
|||
|
|
|||
|
The Siege of Kalaman - With Dargaard free, and the stolen dragon
|
|||
|
eggs recovered, your heart is filled with conviction as you
|
|||
|
approach Kalaman. You must lead your troops to storm the city and
|
|||
|
free it from the clutches of the draconian forces.
|
|||
|
Black Death - Upon the liberation of Kalaman, a Black Dragon
|
|||
|
Highlord, Krogarg, has retreated to the swamps and fens many miles
|
|||
|
northeast of Kalaman. There is a rumor that his mount, Hematite,
|
|||
|
has in its possession a suit of original Plate of Solamnus. The
|
|||
|
though that the suit may once have been worn by the great Huma, and
|
|||
|
now lies in the slimy clutches of a black dragon, drives you to
|
|||
|
action. Yet, you can't bring yourself to commit your forces to
|
|||
|
hunt down and destroy the evil Highlord. Sending your forces south
|
|||
|
to rejoin the rest of the good army, you decide to personally see
|
|||
|
to this defiler.
|
|||
|
|
|||
|
Sulfur Straights - It is a lonely accession into the rank of Lord
|
|||
|
of Roses. Alone and far from the Knightly Council, you have
|
|||
|
defeated the Black Highlord and his mount, only to discover that
|
|||
|
the Plate of Solamnus you covet is held by another. Hematite would
|
|||
|
not reveal the nature of the guardian, but seemed to derive
|
|||
|
pleasure from the thought of you pursuing this course. Undaunted,
|
|||
|
you head south to find the thing's lair and retrieve the Plate of
|
|||
|
Solamnus.
|
|||
|
|
|||
|
Wild Estwilde - Chaos returns! Having retrieved the legendary
|
|||
|
Plate of Solamnus you catch up to your forces as the rejoin the
|
|||
|
other good dragons in an assault against a second flying citadel.
|
|||
|
Preparing for the most difficult battle ever, you rush into the
|
|||
|
melee.
|
|||
|
|
|||
|
The Battle of Godshome - During the raging battle the citadel
|
|||
|
retreats south, to the Dark Queen's base in Neraka. A small detail
|
|||
|
of gold dragons with their expert riders is send to the holy valley
|
|||
|
of Godshome to rid it of evil red dragons. These monsters are the
|
|||
|
largest and oldest of their type, the most dangerous evil dragons
|
|||
|
that live.
|
|||
|
|
|||
|
Neraka Falls - Even as events within the Temple determine the
|
|||
|
outcome of the War of the Lance, a battle rages in the skies above.
|
|||
|
Two flying citadels, with scores of red dragons, combat a force of
|
|||
|
golds above the Temple. To survive this final battle will require
|
|||
|
all the skill the best of riders possess; to win, all the courage
|
|||
|
the braves of Knights aspire to. This victory signals the defeat
|
|||
|
of the evil armies. The only hero of this battle will be rewarded
|
|||
|
only with the highest honor the Knighthood can offer: the title of
|
|||
|
High Justice.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
THE BESTIARY
|
|||
|
------------
|
|||
|
|
|||
|
THE GOOD DRAGONS
|
|||
|
----------------
|
|||
|
These are the dragons that you may have an opportunity to ride
|
|||
|
into battle. The creatures' Turn, Climb, and Speed are rated in
|
|||
|
relation to a Bronze Dragon
|
|||
|
|
|||
|
BRONZE DRAGON (SIRDAR)
|
|||
|
Armor Class: -6
|
|||
|
Hitpoints: 144
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 4-24
|
|||
|
Size: 76 feet of body length and 64 feet of tail length
|
|||
|
Turn: Good
|
|||
|
Climb: Good
|
|||
|
Speed: Good
|
|||
|
Breath Weapons: Lightning, Repulsion Gas
|
|||
|
|
|||
|
Sirdar is just over 300 years old, a mature adult, and a
|
|||
|
prince among bronze dragons. Normally, he wouldn't have been
|
|||
|
allowed to participate in the war, but every dragon is needed for
|
|||
|
the struggle. His bronze scales are unusually shiny and the dragon
|
|||
|
likes to have them oiled so that the sun creates a blinding glare
|
|||
|
for the enemy dragons that would close for battle. This dragon is
|
|||
|
a trifle vain and wears a special blue dragon skin saddle made from
|
|||
|
his first foe in the war. Sirdar has personally brought down five
|
|||
|
large blue dragons in the first months of the good dragon struggles
|
|||
|
in the war. Generally, bronzes are ridden by Knights of the Crown.
|
|||
|
They are fond of war and fighting, and are extremely interested in
|
|||
|
the affairs of mankind. On occasion in the past they have taken
|
|||
|
the form of domestic animals to observe men. Normally, bronze
|
|||
|
dragons like to be near large bodies of water and eat large water
|
|||
|
beasts.
|
|||
|
|
|||
|
|
|||
|
BRONZE DRAGON (Adamant)
|
|||
|
Armor Class: -10
|
|||
|
Hitpoints: 160
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 4-24
|
|||
|
Size: 134 feet of body length and 110 feet of tail length
|
|||
|
Turn: Good
|
|||
|
Climb: Good
|
|||
|
Speed: Good
|
|||
|
Breath Weapons: Lightning, Repulsion Gas
|
|||
|
|
|||
|
Adamant is 2,111 years old, a great wyrm of wondrous power and
|
|||
|
the ruler of all the bronze dragons at every council. He doesn't
|
|||
|
like to have a human rider, but can see the need and has watched
|
|||
|
too many of his brother dragons fall because they didn't have a
|
|||
|
Knight protecting their backs. He is different from other bronzes
|
|||
|
in that his powers of breath and strength are unusually powerful,
|
|||
|
even for a dragon of his great age. He can't turn as fast as
|
|||
|
smaller bronzes, but his straight flying speed is amazing.
|
|||
|
Adamant is usually only ridden by the highest members of the
|
|||
|
Knightly order, but has wanted to take on a few dangerous combats
|
|||
|
and suggested that he take some of the newer Knights whose bravery
|
|||
|
was especially noteworthy. Adamant's bronze scales are almost
|
|||
|
black with age and there is a hardness to his speech and movements
|
|||
|
that speaks of power. This noble creature is starting to make a
|
|||
|
reputation for death dealing among the enemy. Often, evil dragons
|
|||
|
will not retreat rather than engage Adamant.
|
|||
|
|
|||
|
|
|||
|
SILVER DRAGON (Argent)
|
|||
|
Armor Class: -7
|
|||
|
Hitpoints: 152
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 5-30
|
|||
|
Size: 87 feet of body length and 38 feet of tail length
|
|||
|
Turn: Very Good
|
|||
|
Climb: Very Good
|
|||
|
Speed: Very Good
|
|||
|
Breath Weapons: Cone of Cold, Paralyzation
|
|||
|
|
|||
|
Argent is small for his 723 years of age. Many of his own
|
|||
|
kind though that he shouldn't be part of this struggle, being seen
|
|||
|
as frail, (if you can call a 87 foot long creature frail). Argent
|
|||
|
proved everyone wrong, as battle after battle he launched himself
|
|||
|
into the struggle and never received a single scratch or scorch.
|
|||
|
Argent is out to prove himself among both dragons and Knights.
|
|||
|
As a result, he will tend to fly towards the most dangerous parts
|
|||
|
of battle. Several Knights have posthumously won great honors on
|
|||
|
the back of Argent. In human form Argent will be found at all the
|
|||
|
Knightly war planning Councils, providing good advice on how to
|
|||
|
meet the threat of evil dragons.
|
|||
|
Certainly the dragons most beloved by mankind are the silver.
|
|||
|
These dragons mingle with the races of Krynn most often and are
|
|||
|
mentioned in many tales and legends -- most notable the legend of
|
|||
|
Huma. They enjoy being around humans and elves and giving them
|
|||
|
aid. They will take any human or elf as rider buy are usually
|
|||
|
ridden by Knights in the Order of the Sword. The Silver dragon is
|
|||
|
an exquisitely graceful flyer. Second only to the gold in
|
|||
|
maneuverability, it rates "Very Good" on both turning and climbing.
|
|||
|
|
|||
|
|
|||
|
SILVER DRAGON (Ulaina)
|
|||
|
Armor Class: -11
|
|||
|
Hitpoints: 184
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 5-30
|
|||
|
Size: 1480 feet of body length and 67 feet of tail length
|
|||
|
Turn: Very Good
|
|||
|
Climb: Very Good
|
|||
|
Speed: Very Good
|
|||
|
Breath Weapons: Cone of Cold, Paralyzation
|
|||
|
|
|||
|
If ever there was a creature made for war, it is Ulaina. She
|
|||
|
has a commanding presence in human or dragon form. In human form
|
|||
|
she stands seven foot tall, with rippling muscles and pale skin.
|
|||
|
She has been known to begin battles in this human form in order to
|
|||
|
fight draconian foes down on the ground. In one battle, when a
|
|||
|
huge contingent of reinforcements came onto the battlefield, Ulaina
|
|||
|
transformed herself into her true form and proceeded to route those
|
|||
|
500 draconians all by herself.
|
|||
|
Silver dragons are immune to cold, making them good fighters
|
|||
|
against white dragons.
|
|||
|
Ulaina has the ability to climb into the sky faster than any
|
|||
|
known silver dragon. This ability has often caused her problems,
|
|||
|
as she far outstrips her dragon wing in order to meet the enemy
|
|||
|
sooner. While she is a powerful creature, large numbers of enemy
|
|||
|
dragons have often caused her dangerous problems.
|
|||
|
|
|||
|
|
|||
|
GOLD DRAGON (Dolce)
|
|||
|
Armor Class: -9
|
|||
|
Hitpoints: 168
|
|||
|
Attacks: 2 claws, 1 bite
|
|||
|
Damage: 1-10, 6-36
|
|||
|
Size: 108 feet of body length and 87 feet of tail length.
|
|||
|
Turn: Excellent
|
|||
|
Climb: Excellent
|
|||
|
Speed: Excellent
|
|||
|
Breath Weapons: Cone of fire, Chlorine Gas
|
|||
|
|
|||
|
Dolce is a mature gold dragon who would like nothing better
|
|||
|
than to sleep in his lair for centuries at a time. The war ended
|
|||
|
his rest and now his is going to make everyone pay for ruining his
|
|||
|
beauty sleep. Dolce is a strong fighter and fierce in talon-to-
|
|||
|
talon struggle.
|
|||
|
Dolce is a little slow to react in battle, which has
|
|||
|
frustrated many of the Knights who ride him. On the other hand,
|
|||
|
there a few gold dragons who have seen as much battle time. Dolce
|
|||
|
seems to have a knack for finding the enemy dragons flying in the
|
|||
|
area.
|
|||
|
The most majestic of the good dragons, gold dragons are over
|
|||
|
fifty feet long. They have the ability to polymorph into human or
|
|||
|
animal form but rarely do so, believing it demeaning to take on
|
|||
|
such inelegant forms. Gold dragons rarely take a Knight in the
|
|||
|
Order of the Sword or Crown as the rider. They prefer the more
|
|||
|
prestigious Kings of the Rose if they must be ridden. The gold
|
|||
|
dragon is without peer in the skies. Due to their highly magical
|
|||
|
nature, they are excellent in both turning and climbing ability.
|
|||
|
|
|||
|
|
|||
|
GOLD DRAGON (Thew)
|
|||
|
Armor Class: -12
|
|||
|
Hitpoints: 192
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-10, 6-36
|
|||
|
Size: 190 feet of body length and 159 feet of tail length
|
|||
|
Turn: Excellent
|
|||
|
Climb: Excellent
|
|||
|
Speed: Excellent
|
|||
|
Breath Weapons: Cone of Fire, Chlorine Gas
|
|||
|
|
|||
|
Thew is the most powerful dragon among the forces of good.
|
|||
|
There are reports of some slightly larger dragons in the forces of
|
|||
|
chaos, but no one has seen one of them yet. Thew is a legend among
|
|||
|
dragons for his strength and fighting ability. He has flown around
|
|||
|
the world of Krynn without stopping. Several times he has take
|
|||
|
large numbers of warriors on his back in night raids on enemy
|
|||
|
strongpoints.
|
|||
|
Thew doesn't like this war, hates the waste in lives and wants
|
|||
|
nothing more than to bring to a conclusion this struggle. Towards
|
|||
|
this end he requests, and gets, the toughest assignments. Thew
|
|||
|
will only allow himself to be ridden by the best of the Knights of
|
|||
|
the Order of the Rose. It is the greatest of honors to ride Thew
|
|||
|
into battle.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
THE EVIL DRAGONS
|
|||
|
----------------
|
|||
|
|
|||
|
WHITE DRAGON
|
|||
|
Armor Class: 4 to -7
|
|||
|
Hitpoints: 5 to 154
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-6, 2-16
|
|||
|
Size: 5 to 104 feet body length
|
|||
|
Turn: Below Average
|
|||
|
Climb: Below Average
|
|||
|
Speed: Below Average
|
|||
|
Breath Weapon: Cone of Frost
|
|||
|
|
|||
|
Unusual in dragonkind, these reptiles prefer cold regions. They
|
|||
|
are used mainly as scouts by the evil dragon army, but have been
|
|||
|
known to serve as guardians from time to time. Small in size, and
|
|||
|
not as intelligent as their cousins, white dragons rarely use
|
|||
|
subtle tactics in a fight and prefer charging ahead.
|
|||
|
|
|||
|
|
|||
|
BLACK DRAGON
|
|||
|
Armor Class: 4 to -7
|
|||
|
Hitpoints: 6 to 160
|
|||
|
Attacks: 2 Claws, bite
|
|||
|
Damage: 1-6,3-18
|
|||
|
Size: 6 to 105 feet body length
|
|||
|
Turn: Average
|
|||
|
Climb: Below Average
|
|||
|
Speed: Below Average
|
|||
|
Breath Weapon: Acid
|
|||
|
|
|||
|
Black dragons are extremely independent and will generally
|
|||
|
only obey commands if it suits their purpose. While some have been
|
|||
|
seen in combat, these dragons are highly valued by the Highlords
|
|||
|
for guarding treasures and spying. The Black Dragon, Onyx, guarded
|
|||
|
the great disk of Mishakal when they were found by the good
|
|||
|
adventurers. Blacks are very seldom involved in direct combat.
|
|||
|
When left to their own devices, black dragons prefer to live
|
|||
|
in swamps or marshes. Some, however, have been found in
|
|||
|
subterranean lairs.
|
|||
|
|
|||
|
|
|||
|
GREEN DRAGON
|
|||
|
Armor Class: 3 to -8
|
|||
|
Hitpoints: 7 to 168
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 2-20
|
|||
|
Size: 7 to 116 feet body length
|
|||
|
Turn: Good
|
|||
|
Climb: Average
|
|||
|
Speed: Average
|
|||
|
Breath Weapon: Chlorine Gas
|
|||
|
|
|||
|
Notorious even among evil dragons, the green dragons are cruel
|
|||
|
beyond belief. Their cunning makes them as formidable an opponent
|
|||
|
as blue or red dragons, if there opponent is careless. They are
|
|||
|
fairly large and very sneaky. Expect the unexpected when dueling
|
|||
|
with these sly reptiles.
|
|||
|
Green dragons have been used many times by the Highlords for
|
|||
|
their cruel cunning. The green, Cyan Bloodbane, was responsible
|
|||
|
for breathing nightmares into the ear of the Silvanesti king,
|
|||
|
Lorac. These evil dreams caused the perversion and fall of that
|
|||
|
ancient elven nation.
|
|||
|
|
|||
|
|
|||
|
BLUE DRAGON
|
|||
|
Armor Class: 3 to -8
|
|||
|
Hitpoints: 8 to 176
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-8, 3-24
|
|||
|
Size: 9 to 142 feet body length
|
|||
|
Turn: Good
|
|||
|
Climb: Good
|
|||
|
Speed: Good
|
|||
|
Breath Weapon: Lightning Bolt
|
|||
|
|
|||
|
Blue Dragons are as large as the good bronze dragons. They
|
|||
|
are more gregarious than many of their cousins and can act and
|
|||
|
fight well as a team. They are very intelligent and skilled
|
|||
|
fighters. Blues have been used by the evil armies to batter
|
|||
|
fortifications with their deadly lightning attacks.
|
|||
|
The blue dragon, Skie, is renowned, and feared, for his
|
|||
|
loyalty to the Highlord, Kitiara.
|
|||
|
Although sometimes found in caves like others of their race,
|
|||
|
blues prefer warm, arid lands.
|
|||
|
|
|||
|
|
|||
|
RED DRAGON
|
|||
|
Armor Class: 0 to -11
|
|||
|
Hitpoints: 7 to 168
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-10, 3-30
|
|||
|
Size: 12 to 183 feet body length
|
|||
|
Turn: Very Good
|
|||
|
Climb: Good
|
|||
|
Speed: Good
|
|||
|
Breath Weapon: Cone of Fire
|
|||
|
|
|||
|
Red dragons are exceptionally intelligent and cunning foes.
|
|||
|
These monstrous beats are the favored airborne assault force of the
|
|||
|
Dragon Highlords. They are the most ferocious and deadly of all
|
|||
|
evil dragonkind -- a match for even the gold dragons. They are
|
|||
|
loyal to the Dark Queen herself first and the Dragon Highlords
|
|||
|
second. They are skilled in both attack and defense.
|
|||
|
Although the red dragons were never inclined to follow orders,
|
|||
|
they somehow learned to work well together in combat. Red dragon
|
|||
|
groups have spearheaded assaults on many cities. Oftentimes they
|
|||
|
will destroy nearly an entire population before ground troops can
|
|||
|
even arrive. These perverse beats take great pleasure in watching
|
|||
|
the smoldering remains of their handiwork.
|
|||
|
These powerful dragons can muscle their way into a turn and
|
|||
|
therefore have a very good turning ability. Their sheer power
|
|||
|
allows them to climb at a good rate, identical to their smaller
|
|||
|
blue cousins.
|
|||
|
|
|||
|
|
|||
|
DEATH DRAGON
|
|||
|
Armor Class: -11
|
|||
|
Hitpoints: Unknown
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-10, 3-30
|
|||
|
Size: 200 feet body length
|
|||
|
Turn: Excellent
|
|||
|
Climb: Excellent
|
|||
|
Speed: Very Good
|
|||
|
Breath Weapon: Death Gas
|
|||
|
|
|||
|
When some highly magical and intelligent dragons die they
|
|||
|
become death dragons. These creatures are so powerful that,
|
|||
|
although their spirit rises to a greater plane of existence, their
|
|||
|
dead and rotting bodies remain strong and powerful. The death
|
|||
|
dragons search for treasure, which they feed on. When a death
|
|||
|
dragon comes upon any sort of treasure it begins to absorb the
|
|||
|
magic and valuables into its bone structure. Ancient death dragons
|
|||
|
have been described as magnificent glistening creatures because of
|
|||
|
the assimilated treasure. These creatures will attack any dragons
|
|||
|
in proximity, with a blind and cunning rate. They seem to
|
|||
|
instinctively sense the presence of members of the erstwhile kin.
|
|||
|
When the death dragon has the choice of more than one target,
|
|||
|
it will always attack the strongest opponent first.
|
|||
|
Death dragons roam the earth for 14 days every century.
|
|||
|
During this time they are searching for several large hordes of
|
|||
|
treasure. They will often stop to talk to evil creatures to gain
|
|||
|
information on where such treasures might be. When they are not
|
|||
|
roaming, they can always be found resting on huge veins of silver
|
|||
|
or gold. These veins will be slowly absorbed during the century
|
|||
|
the dragon is resting. If the dragon is disturbed it will destroy
|
|||
|
whomever awakened it and then go on a 30 day period of roaming.
|
|||
|
Because of their magical nature, death dragons are excellent
|
|||
|
in their turning and climbing prowess - comparable to the gold
|
|||
|
dragon. They are also very fast, and can only be outrun by the
|
|||
|
magnificent golds.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
OTHER EVIL CREATURES
|
|||
|
--------------------
|
|||
|
|
|||
|
MANTICORE
|
|||
|
Armor Class: 4
|
|||
|
Hitpoints: 9 to 51
|
|||
|
Attacks: claw, claw, bite
|
|||
|
Damage: 1-3, 1-3, 1-8
|
|||
|
Special Attack: Tail Spikes
|
|||
|
Turn: Average
|
|||
|
Climb: Average
|
|||
|
Speed: Good
|
|||
|
|
|||
|
The manticore is a true monster, with a torso and legs like a
|
|||
|
lion, batlike wings, a man's head, and tail tipped with iron spikes
|
|||
|
and an appetite for human flesh.
|
|||
|
Beside using claws and teeth in combat, the manticore also
|
|||
|
fires volleys of tail spikes at an enemy.
|
|||
|
Manticores are very territorial. An individual manticore's
|
|||
|
territory may cover 20 or more square miles. Manticores have been
|
|||
|
known to ally themselves with evil humans, provided such allies can
|
|||
|
provide them with a steady, ample food supply. But, manticores are
|
|||
|
basically wide-ranging carnivores who are nightmarish opponents in
|
|||
|
combat.
|
|||
|
|
|||
|
|
|||
|
SIVAK DRACONIAN
|
|||
|
Armor Class: 1
|
|||
|
Hitpoints: 6-48
|
|||
|
Attacks: 2 claws, bite
|
|||
|
Damage: 1-6, 2-12
|
|||
|
Climb: Below Average
|
|||
|
Turn: Poor
|
|||
|
Speed: Below Average
|
|||
|
|
|||
|
The draconians are the backbone of the evil armies. These
|
|||
|
creatures perform many functions in the dragonarmies. Draconians
|
|||
|
are sent before main assaults to spy and subvert resistance. After
|
|||
|
the evil dragons have battered down the defenses, the draconian
|
|||
|
troops follow to occupy the newly won lands. Of the several known
|
|||
|
species, only the Sivaks are able to truly fly. They are much less
|
|||
|
powerful than dragons, but they have greater numbers.
|
|||
|
The creation of the draconian race is the cause of the good
|
|||
|
dragons entering the War of the Lance. The draconians are created
|
|||
|
by the magical corruption of the good dragon eggs. They gain their
|
|||
|
powers from this magical origin.
|
|||
|
Before Takhisis began her bid to return to the lands of Krynn,
|
|||
|
she guided to the evil dragons to the Dragon Isle where the good
|
|||
|
dragons slept. From under the noses of the slumbering dragons,
|
|||
|
Takhisis's forces took the good dragons' eggs. The good dragons
|
|||
|
were told that their precious eggs would be held safe -- so long as
|
|||
|
they did not contest the dragonarmies in the war. The good dragons
|
|||
|
kept their promise until they learned the vile origins of the
|
|||
|
draconian troops.
|
|||
|
|
|||
|
|
|||
|
WYVERN
|
|||
|
Armor Class: 3
|
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|
Hitpoints: 14 to 63
|
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|
Attacks: bite, stinger
|
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|
Damage: 2-16, 1-6 and poison
|
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Turn: Very Good
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Climb: Average
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|
Speed: Average
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|
The wyvern are a lesser wyrm -- distant relatives of the
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|
greater dragons. They are not exceptionally intelligent, but are
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|
infamous for their vicious combative nature. Wyverns will attack
|
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|
anything, with no regard for size or strength.
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|
When airborne, the wyvern will attack with a poison stinger
|
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|
shipping around at the end of nearly 20 feet of tail. The 2-foot
|
|||
|
long barb will pierce armor and dragon hide alike. Wyvern poison
|
|||
|
can hurt even a dragon and often kill a human.
|
|||
|
The Highlords have been able to use wyverns in their war
|
|||
|
through the intervention of the evil dragons. While they are very
|
|||
|
difficult for humans to train, they will follow the orders of their
|
|||
|
larger kin. Something wyverns are set in lairs near known trading
|
|||
|
routes, where they will swoop down and carry off unarmored members
|
|||
|
of caravans.
|
|||
|
These lesser wyrms are extremely agile flyers and boast a very
|
|||
|
good turning ability.
|
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|
|
|||
|
|
|||
|
FLYING CITADEL
|
|||
|
Flying Citadels are fortresses that have been ripped from the
|
|||
|
very ground and held aloft by tremendous magics. The secret of how
|
|||
|
these gargantuan artifacts are created is known only by a few
|
|||
|
powerful evil mages.
|
|||
|
The dragonarmies have used the flying citadels with
|
|||
|
devastating effect in their campaigns. These floating cities house
|
|||
|
and protect hoards of troops, and transport them effortlessly to
|
|||
|
battle.
|
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|
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Downloaded From P-80 Systems 304-744-2253 * Since Halloween 1980 *
|
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