2109 lines
76 KiB
Solidity
2109 lines
76 KiB
Solidity
THIS TEXT IS NOT FORMATTET CORRECTLY, IT WILL BE DONE, SOON!
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--------
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Author's notes:
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This is THE complete, solved, and written docs for Bard's Tale III: The
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Theif of Fate. We started playing Bard's Tale III on 6-15-88. We finished on
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6-23-88. We started writing this on 6-28-88. We finished writing this on
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6-29-88. We released this on 6-30-88. The 15 days between when we started
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playing, and when we finished writing this, was the worst experience ever
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conceived to mankind. When and if Bard's Tale IV comes out, someone else
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better write a solve file, because we sure the hell aren't!!
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We would like to clarify for Vigilante, who gave us the
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inspiration to write a real solve file, that Shahka Brae doesn't exist. We
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would also like to tell him that the dude with the long name is actually
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'Brilhasti ap Tarj.' Also, the Stone Touch spell doesn't exist in Bard's Tale
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III.
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The general info file we used was taken from the docs typed in by ESI. The
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trainer was taken from BBI. The fix used for the codewheel was taken from XPB.
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This solve was done by Kool Kat, Wildcat, and Marduk. All in the 404 area code.
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Call 5150 (XPB HQ) at 404-922-6798
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Prowl's Place at 718-271-0478
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Mafia Board/UIA at 201-692-1773
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The Cutting Edge at 314-631-3279
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Vital Signs at 407-965-6267
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Warez Island at 718-438-5716
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When we solved it, our characters were as follows:
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Kool Kat:
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New Sensation - Level 13 Geomancer
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Cinderella - Level 29 Chronomancer
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Cindefella - Level 27 Chronomancer
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Metallica Mage - Level 22 Archmage
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Bullwinkle Jr. - Level 32 Monk
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Nikki Sixx - Level 37 Bard
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Rogue Runner - Level 32 Rogue
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Wildcat:
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Wildcat - Level 99 Monk
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Rich the Hawk - Level 8 Geomancer
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Bard's Tale - Level 111 Bard
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Theif of Fate - Level 38 Rogue
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Aderack - Level 88 Archmage
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Conanthist - Level 21 Chronomancer
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Nuke em - Level 88 Archmage
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Marduk:
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Friar Tuck - Level 108 Bard
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Brother Amigo - Level 72 Monk
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Marduk - Level 88 Archmage
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Brian V - Level 9 Geomancer
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Nuke em Jr. - Level 88 Archmage
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Thor - Level 37 Rogue
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Pocovich - Level 18 Chronomancer
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We hope you've enjoyed this awesome display of talent (yeah
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right!!)
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If you ever are on you knees, begging to know the locations of the statues in
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Malefia, give 5150 a call and leave e-mail to one of us.
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Whaddya think about Tyson killing Spinx in 91 seconds?? Too bad Tarjan
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wasn't so easy to kill. Well, at least we got the 22 million pieces of gold
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finding him! Heh heh heh heh... have a nice day!
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===> BARD'S TALE III: Thief of Fate <===
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[< PREFACE >] As I lay dying...
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I pray my body does not fail me before I am able to complete this most
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important missive. I pray as well that, somehow, the heroes who once before
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saved Skara Brae will find this accounting and act upon it. I leave this
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record so those who come after will know what horrors that the Mad God Tarjan
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has perpetrated, and so that they will not be lulled into believing that
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Skara Brae was his sole target.
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How can I describe that day. May, it did not begin like all others for on
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that day we celebrated the victory over Mangar that had so recently liberated
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our city. Bards from the world arrived in Skara Brae to play and herald the
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brave deeds of those heroes who saved us. The townspeople danced in the
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streets with happiness, and the great festival filled all with an
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overwhelming joy of life and renewed hope for the future.
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Then Mangar's Master, the The Mad God Tarjan, arrived to reduce our day of
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celebration into a day of mourning. His shadow sank the city into pitiless
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black oblivion. Foul creatures that had festered in his flesh like maggots
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burst forth to assault fair Skara Brae. People ran, but could not run swiftly
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enough to escape. Tarjan's minions left none untouched.
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Forgive the shakiness of my script, for life ebbs painfully from my body as I
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write. Tarjan, mocking my death curse, told me Skara Brae was barely one in a
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series of conquests he had long contemplated to complete his revenge. He
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laughed when I said heroes would come to destroy his mad plan, yet I sensed
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fear in his voice when I promised that the legendary Hawkslayer, and those
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who defeated Margar, would return again to triumph. As payment for my
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threat, he gave a swift twist of his jewelled sword into my belly.
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Tarjan must be stopped. Whosoever reads this, you must get word to the
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heroes. This will be their greatest challenge, for upon their efforts rests
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the fate of more than Skara Brae, more than the Six Cities of the plains.
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Their failure will mean the extinction of all life - save for the wretched
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Tarjan and his servile parasites. Pray for success...and life renewed.
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[< OBJECTIVES >]
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You must assemble a group of adventurers who will travel to the seven
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dimensions in search of the source of Skara Brae's destruction. Along the
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way, you'll gather words, spells, and items that will help you in your final
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battle against the repugnant Evil One. If you successfully destroy the Evil
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One, Skara Brae will be released from the bond of ruin.
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Using logic is he key to surviving in each of the dimensions. Let's say
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you're trekking around in some icy, arctic-like zone and a monstrous snow
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wolf steps onto your path, bares its teeth, and then proceeds to chew off
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your ankle. You have a bag of spells to chose from, but one type of spell
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would be 'especially' effective. (Hint: Trying to freeze the snow wolf in an
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ice storm is not the best choice.)
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Throughout the game, you'll need to make important decisions about how to
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accomplish certain tasks. You won't want to proceed in the usual 'Whatever
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Works' method. It will pay to think it out.
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[< PRE-BUILT PARTIES >]
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When you enter the Refugee Camp, you'll find a group of adventurers called
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INTERPLAYERS ready to do your bidding. They're not the most seasoned of
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adventurers, but they're good enough for you to sample Thief of rate with.
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Use these characters to find out how commands work, what different races and
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classes do, how it feels to get repeatedly attacked, in general, what the
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Realm is like. When you're ready, you can create your own characters.
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[< CREATING CHARACTERS >]
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I'm sure most of you know how to do this, so there's no need in the key
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pressing situation ... so listen up:
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RACES
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HUMANS: Their strength and inventiveness make them one of the best survivors.
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Never lacking agression , they can handle themselves in justabout any adverse
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setting.
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ELF: Fair of hair and skin, the Elves are slightly taller,faster, and more
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agile than humans. Although weaker, they make up for this by being more
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skilled in magical arts and war strategies.
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DWARF: Stout and short, these people are amazingly strong and healthy.
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Brightness, however, isn't a shining attribute of theirs.
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HOBBIT: The Hobbit is deft and clever, which are ideal traits for thieving.
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Their favorite boast is 'A locked door is soon no more.'
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HALF-ELF: The result of an Elf and Human 'friendship', Half- Elves acquire
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their fair and light skin from Elves, and their physical bulk from Humans.
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HALF-ORC: Orcs are the henchman of evil wizards who are capable of little
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more than following orders for physical dirty work. Half-Orcs are tempered
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with Human blood, so while they're still dangerous, they aren't completely
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mindless drones forever in search of necks to wrench.
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GNOME: Gnomes are much like Dwarfs, but a little more anti-social due to a
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deficit in beauty. Because they've spent so much time studying alone, Gnomes
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have developed a certain flair for magic.
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CHARACTER ATTRIBUTES
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--------- ----------
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As you create your characters, these attributes appear above the race
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categories at the top of the screen. They're your character's vital
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statistics. These values will determine how successful your character
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performs in his or her class (or 'profession').
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STRENGTH (ST): Nobody really wishes to be light on might, but strength is
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especially important to fighters.
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INTELLIGENCE (IQ): If you won't have brawn, then you better have the brains.
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Magicians get bonus spell points for high intelligence scores.
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DEXTERITY (DX): This helps determine how fleet of feed and
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nimble of hand you'll be. A high score makes you harder to hit, and helps
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you land the first blow. For Rogues, the higher this value, the less
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likely they'll get their fingers snapped off in traps.
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CONSTITUTION (CN): This represents your overall health. The higher this is,
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the more damage your opponent must inflict on you before you need to start
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thinking about death. Should you be blessed with strong constitution, you
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will get bonus hit points.
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LUCK (LK): Luck is ambiguous and unpredictable; you never know what alliance
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it has made with fate. One thing is known about luck: lucky souls are more
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likely to resist evil magic and avoid traps.
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CLASSES
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-------
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No one class, or profession, is nobler than the next. As the mix of strings
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on the Bard's mandolin makes for a richer sound, so will a mix of calls
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make for a richer journey. Create a party with no Rogues or Bards, and
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you'll have nobody to steal flowers for your grave and sing at your funeral.
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While there are 13 classes to put your choosing, only eight are available to
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the first-time adventurer.
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WARRIOR: It's a rare weapon that this king of fighters can't handle. Warriors
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gain an extra attack capability for every four levels of experience after the
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first; a reward for becoming more adept in battle.
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PALADIN: This fighter swears to battle all evil and uphold honor and purity.
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Due to their virtuous nature, the Paladin can handle some enchanted weapons
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that other can't and also have greater resistance to spells cast on them.
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HUNTER: These are the skilled assassins. Their combat approach is to aim for
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the vital organs or nerve center and do away with the opponent with as little
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swordplay as possible.
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MONK: These are no ordinary, somber, brown-robed, porridge eaters. Monks are
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actually adept fighters skilled in the ways of martial arts. While Monks with
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more experience prefer to fight with their bare hands, they can also use
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traditional weapons. A Monk's armor class improves as he or she gains levels.
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BARD: Any Bard will tell you that music can do more than
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sooth the savage beast. The Bard can do a number of things from creating
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light to regenerating spell points with a mere stroke of strings.
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ROGUE: This dexterous thief makes a living out of picking locks and
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neutralizing traps. If you plan on traveling without a Rogue, prepare to
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pay a high physical price for your spoils. A Rogue also has the ability to
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identify mysterious items. And perhaps most important, a Rogue can be an
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excellent killer due to his or her ability to sneak up close to an opponent
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before he or she attacks...and you'll soon find out just how important this
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thief is to your fate.
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CONJURER: Conjurers have the ability to heal wounds and
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create physical phenomena like fire and light.
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MAGICIAN: A Magician's specialty is to change the properties
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of physical objects, such as enchanting a sword, turning an enemy to
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stone, or making a dungeon wall vanish.
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SORCERER: These mages have weighty illusions, ones that a newly-made
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character surely couldn't handle. You must know at least three spell levels
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from the Magician and Conjurer classes.
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WIZARD: Rumor of the Real is that these mages have the power to summon and
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bind creatures of the supernatural, creatures who react foully to being
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dragged out of their worlds on someone else's whim.
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ARCHMAGE: Archmages must have mastered all the spells of any three magic
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classes. With this hefty experience requirement, Archmages are undoubtedly
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the most auspicious among those who cast spells for a living.
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GEOMANCER: Fighters who want to convert to a life of a magic can become
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Geomancers. Once they choose to change, they can still use the armor,
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weapons, and magic items that the fighter can use. Beware: Bards lose their
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songs, Warriors lose their multiple attacks, Hunters lose their critical hit
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ability, and Monks lose their armor class bonus and multiple attacks. It's
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part of the trade off.
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CHRONOMANCER: Chronomancers are the travel experts of the magic users.
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Before becoming one, a magic user must master all the spells of any three
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mage classes. An once you become a Chronomaster, you lose the power to use
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all the spells you previously learned. It may sound unfair, but the
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Chronomancer needs to focus all of his or her attention on the important
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dimensions teleport spells. Don't think you can get around without this
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spellcaster, because you can't.
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SPECIAL CHARACTER TIPS FROM THE REFUGEE CAMP
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------- --------- ---- ---- --- ------- ----
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* Don't worry about losing a level 1 character; just make another one if he
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or she dies. However, when your characters reach level 3, regularly back up
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your character disk with your favorite disk copy utility or prepare to shed
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tears over a lost character.
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* If your favorite character is killed, you can resurrect him or her with
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magic, or with gold if you can find a shrine that raises the dead. You can
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also turn off the computer, reboot, and reload your party from the point
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where you last saved them to disk (which means all of the characters lose any
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gold or experience points they may have earned since the last time you saved
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them.) Or, you can delete the dead character from your main character disk,
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and replace that character from your backup disk.
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* When you roll for attributes, shoot for 16's, 17's, and 18's since
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they can make a big difference. For example, high dexterity gives you
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bonus armor protection and first strike capabilities; luck often lets
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your survive if you accidentally spring a trap; constitution provides
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all characters with extra hit points; and high intelligence gives
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mages bonus spell points in later turns.
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* Certain races rely on certain attributes being strong. A mage who is
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strong but not intelligent is at a far greater disadvantage at an
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opposite attribute... being weak but with high intelligence.
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* Develop a Sorcerer quickly to use in the dungeons. Wizards, too, are
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important because they can summon extremely powerful special members. Work
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toward Archmagedom. You'll also need to prepare at least one character for
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the role of Chronomancer.
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* Experiment with Hunters. They can often kill superior monsters quickly
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because of their critical hit capabilities. Rogues also have excellent
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critical hit abilities, but only when they hide in the shadows. And don't
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dismiss the Monk as lightweights best left chanting in the monastery; after
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the sixth level, they're probably the best fighters of all the classes.
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* You can always enlist the services of special members and save them to your
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party.
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* Beware of certain magic squares. Keep an eye on your
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character's statistics while exploring. If you see that your
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character's spell or hit points are dropping for no apparent reason, your character
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is probably on a magic square that drains power - jump off the square before
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he or she is sapped of all strength.
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[< SPECIAL CHARACTERS >]
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You may meet special characters during your travels, or summon them with a
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spell or magic article (the summoned characters are also known as illusionary
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characters). You can invite as many of these special characters to join your
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party-granted you have the space in your party. You can save special
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characters to disk once you return to the Refugee Camp.
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Special characters choose their own method of attack and usually go
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after the first group of monsters that you party if facing.
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Illusionary characters disappear from the party ranks when they are
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killed or when a foe disbelieves its existence. If a nonillusionary
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special characters is attacked by another party member for any reason,
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the special character immediately turns hostile and fights until
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defeated. Dead special characters can be resurrected and healed just
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like your regular characters.
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Special characters can carry items for your party, but they can't find
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them or use them. Only the characters you made are capable of this.
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When special members are killed, anything they were carrying
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disappears, so don't have them carry your favorite family heirloom.
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[< MOVING UP IN LEVELS >]
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All newly-made characters start out as level one. As you adventure,
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fight, and gain experience, you can go up in levels. The higher your
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level, the better you'll perform in the profession you choose: magic
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users cast more spells, fighters fight more skillfully, thieves steal
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more successfully, and so on. To advance, you must go to the Review
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Board where the Old Man will review your accomplishments and let you
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know if you are fit for advancement... [Art possibly?]
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Spellcasters need to advance in levels to acquire more spells. What
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spellcasters would wish to dedicate years of study only to dabble in
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the same handful of tepid spells all of their lives? The following
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tables shows at what level spellcasters can use certain level spells.
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For instance, a Wizard with an experience level of 3 can only use
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spells up to the second level. Spellcasters have seven spell levels
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that they can acquire.
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EXPERIENCE LEVEL/SPELL LEVEL
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1/1 8/4
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2/1 9/5
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3/2 10/5
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4/2 11/6
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5/3 12/6
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6/3 13+/7
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7/4
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You can advance to a new, more powerful mage class once you learn
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enough spells from enough mage classes. Just how many spells and just
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which mage classes you must learn depend on which mage class you want
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to advance to. When you go to the Review Board, you'll find out
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exactly which classes you can advance to at that time.
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For those seeking to change classes, your experience points will reset
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to zero, but your other attributes such as hit points, spell points,
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and gold remain unaffected. A warning to magic users: once you advance
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to a new mage spells, you don't get the chance to learn the magic
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classes and spell levels that you skipped. For instance, if you become
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an Archmage without having studied the Sorcerer spells, you cannot go
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back to learn those Sorcerer spells.
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[< PLACES >]
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Despite the fact that much of the Realm was crushed, some
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places still do
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stand. The Scrapwood Tavern, for one, still does good
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business.
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[< REFUGEE CAMP >]
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Once, there was a home to travelers called the Adventurer's Guild.
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Wayfarers stopped there when they wanted to slake a thirst, engage in
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merriment, or just rest their weary feet. Now that the plague has
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descended and Skara Brae has been shattered, the Refugee Camp serves
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as the gathering points for travelers.
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Although lacking the niceties of the Adventurer's Guild (tables,
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heating, vermin free bedding), you can still do the same things in the
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Refugee Camp. Come here to create characters, form a party, and save
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characters to disk. This is where you will begin every game and where
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you will be returned should all your party perish during the quest.
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[< SCRAPWOOD TAVERN >]
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Drink up! This is the only tavern in the vicinity. You may want to
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fill up with a wineskin here so your Bard will not have to go thirsty
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in some of the more inhospitable, tavernless areas. While you're here,
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ask the barkeep how things are going...
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[< PLACES NO MORE >]
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In the previous scenarios of Bard's Tale, you may of found places like
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Roscoe's Energy Emporium, temples, casinos, but... here, you may not
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be so fortunate. So you may have to search out for alternatives, if
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there are any.
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[< REVIEW BOARD >]
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Once, this housed the representatives from each of the ten different
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classes from all over the Realm. They were responsible for advancing
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adventurers with enough experience points to higher levels. During the
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dark days, all fled or perished in the attempt. Now, the Old Man sits
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on the Board, and he alone will answer to your call for advancement
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[Art, again in aid.]
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[< MORE TIPS FROM THE REFUGEE CAMP - PLACES >]
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* Your first adventure should be in the Mad God's dungeon in Skara
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Brae. Here you'll build your savvy for fighting, spellcasting, and
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adventuring.
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* Avoid potential traps. Use the Trap Zap spell when in doubt. It will
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disarm any trap, including the Gas Cloud trap, famous for its toxic
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fumes.
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Actual solution starts here:
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Skara Brae:
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To complete the level of Skara Brae, one must venture into the Mad
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God's Temple, and utter the words 'chaos.' Once inside of the dungeon,
|
|
teleport immediatly two levels down using the APAR spell. Once there,
|
|
find a portal that goes down. It will be much easier to find using the
|
|
SOSI spell. When you are within three or four paces of the portal, the
|
|
spell will tell you 'Something special is near.' Once you are in the
|
|
room with the portal, cast LEVI and hit 'W' to levitate down the
|
|
portal. Walk around until Brilhasti tells you that you are close. When
|
|
he does so, he should be right around the corner. Once you hear him
|
|
for the second time, go to the west and stay against the wall, turn
|
|
north and precede cautiously. After going north for aproximately ten
|
|
paces, hit '?' to see the dungeon map (you may want to do this during
|
|
other dungeons.) If you see on the map that you have passed through a
|
|
door, go east one and south one. You may want to save the game before
|
|
you go south. Once you go south, you will enter his chamber. As soon
|
|
as possible, cast the PREC spell. This spell will prevent Brilhasti
|
|
from conjuring up more foes for you to fight. Try to kill his guards
|
|
as soon as possible. After killing all foes except Brilhasti, advance
|
|
until at 10'. Once you kill him, you will be teleported back to the
|
|
Review Board where the old man will teach your Chronomancer (if you
|
|
have one) the spells to get to Arboria. Which is our next dimension to
|
|
solve.
|
|
|
|
Arboria:
|
|
|
|
To enter Arboria cast: ARBO
|
|
To return to Skara Brae cast: ENIK
|
|
|
|
Once in Arboria, seek the fisherman's hut. Go inside and pay him money
|
|
to learn the GILL spell. This spell will allow you to breathe under
|
|
water. After learning the spell (which can also be learned in the
|
|
Wizard's guild inside of Ciera Brannia) go in the lake right next to
|
|
the hut. As soon as you are under water, cast the GILL spell. It only
|
|
last for a short while, so move quickly. Head towards the west. After
|
|
going west for about 20 paces, you should be near the water of life.
|
|
To get some, make one of your characters use a wineskin or a canteen.
|
|
They will collect some of the water which will play an important role
|
|
in the future. Once out of the lake, look around for an oak tree. It
|
|
is close to the city gates. When you run into it, it will ask you if
|
|
you want to pick an acorn. Type yes and give it to one of your
|
|
characters. Now you must go to the top of Valarian's tower and get the
|
|
nightspear. Teleport straight up about two or three levels using the
|
|
APAR spell. Once you make it two the top, there is a place where you
|
|
must plant the acorn. To do so, make the character use the acorn.
|
|
He/she will plant it. Then use the Water of Life. The acorn will grow
|
|
into a full size tree. Climb the tree and look around on the top level
|
|
for the nightspear. Give it to one of your characters. To get out of
|
|
Valarian's tower, teleport straight down two or three levels, and find
|
|
the stairs going out of the tower. Go inside of the city, and go into
|
|
the King's castle. It should be right in front of the city gates. The
|
|
king will tell you to bring Tsolaths head to him. Then you will exit
|
|
the city and find the festering pit. It looks like a hole in the
|
|
ground. After you enter it, teleport down with the APAR spell and find
|
|
Tsolath. Cast a PREC spell as soon as you find him. The best way to
|
|
kill him is to use something quick and powerful, such as the DEST
|
|
spell. Once you kill him, he will try to come back to life, but the
|
|
nightspear will absorb the light that controls him, killing him for
|
|
ever. Then you will be able to get his head and heart. Take them and
|
|
go back to the King's castle. The King will take Tsolaths head and let
|
|
you into his Sacred Grove, which is right outside of his castle. Enter
|
|
the grove and head towards the south-central part of the dungeon. You
|
|
should find a door there. Enter the door and use Tsolaths heart. One
|
|
of your characters will put it in a bowl in his chest. Then use the
|
|
Water of Life, this will make the heart start pumping and bring
|
|
Valarian back to life. You then will have to exit and re-enter his
|
|
burial chamber to discover a door to the east. Enter the door and head
|
|
towards the south-east. There you will find Valarian's bow and arrows.
|
|
Give them to your characters and make you way back out of the grove to
|
|
the city gates. Find the well worn area where you will teleport back
|
|
to Skara Brae. Go to the old man in the Review Board. He should give
|
|
you 600000 experience points and tell you of your next quest. Be sure
|
|
to have your chronomancer talk to him to learn the new teleporting
|
|
spells.
|
|
|
|
Geledia:
|
|
|
|
To teleport to Geledia cast: GELI
|
|
To return to Skara Brae cast: ECUL
|
|
|
|
Geledia is a cold place, so as soon as you teleport there, you must go
|
|
indoors to avoid freezing to death. Once you are in the Ice Keep, go
|
|
up the stairs. Go to the top left corner. Their you will find a riddle
|
|
and a three- legged-one-eyed statue. You then must make your magic
|
|
users cast the following spells: INWO, WIHE, FOFO, INVI. Go through
|
|
the passageway and work your way up to the top. You will have to earn
|
|
the lens by defeating a few guardians. Once you have the lens, go back
|
|
down to the bottom of the tower, and go through the passageway again.
|
|
Go to the gold portal in the large room on the first floor of the Ice
|
|
Keep. Make your character use the lens you just found. Then go towards
|
|
the top right corner of the dungeon. Their you will find another
|
|
riddle. Cast the following spells: MAFL, SHSP, FEAR, SUEL, SPBI. Go
|
|
through the passageway and, again, work your way up to the top. You
|
|
will again have to earn the lens by defeating a few more gaurdians.
|
|
Once you get the second lense, work your way back to the passage way,
|
|
and go back to the large room with the gold portal. Use the second
|
|
lense just as you did the first.
|
|
|
|
Now you only have one more lense to go. Look around on the first floor
|
|
for the third riddle. Once you find it, cast the following spells:
|
|
LEVI, ANMA, PHDO. Enter the passage way, go up, defeat the guardians,
|
|
go down, leave the passageway, and go back to the gold portal. Once
|
|
you use the third lense, the portal will open allowing you to go
|
|
through it. In this dungeon, you will find the prizes you seek. Once
|
|
you go back to the review board in Skara Brae, the old man will give
|
|
you another 600000 experience points, and tell you of your next quest.
|
|
|
|
Kinestika:
|
|
|
|
To teleport to Kinestika cast: KINE
|
|
To teleport to Skara Brae cast: OBRA
|
|
|
|
In Kinestika, you must find a left and a right key. The left key will
|
|
be found in the Private Quarters. To get to the Private Quarters, go
|
|
all the way to the right wall and take the passageway. Then go to the
|
|
top right of the dungeon in a room by a spinner. Take the key and go
|
|
back the way you came. Once back in the main dungeon (Ferofist's) go
|
|
to the bottom right and enter the Barracks. Once in the Barracks go to
|
|
the bottom right corner into a backwards 'L' shaped room. Take the key
|
|
and again go back the way you came. Once in the main dungeon go north
|
|
of the dungeon and enter the Workshop through another passageway. Go
|
|
to the left and you should find the sealed portal. You shouldn't have
|
|
to go through any doors to find it. Once you find the sealed portal.
|
|
Use one of the keys and turn it 15 times. Use the other key and turn
|
|
it 18 times. The portal should open. If not, use the opposite key and
|
|
turn it 15 or 18 times respectively.
|
|
|
|
Once in the dungeon below, work your way to the top center and go
|
|
south through a door. You will find a guy who asks you if you want to
|
|
end this peacefully or violently. Answer yes to the question. He then
|
|
will allow you to enter his chamber. Go south for about 4 paces. You
|
|
should find him waiting for you. There you will be able to convert one
|
|
of your characters (monk, paladin, bard, or rogue) into a Geomancer.
|
|
After doing so, look around the chamber for his chest. The prizes you
|
|
seek will be in them.
|
|
|
|
Lucenia:
|
|
|
|
To teleport to Lucenia cast: LUCE
|
|
To teleport to Skara Brae cast: ILEG
|
|
|
|
Once you are in Lucenia, walk around the wilderness and collect the
|
|
four differnt roses. You should find a White, Blue, Red, and Yellow
|
|
rose. The go to the mountain (4N,8W) and climb it. Once at the top of
|
|
the mountain, you must slay a dragon. You will find a crystal key
|
|
under its corpse. You will also need to collect some of its blood by
|
|
using a wineskin or canteen. Leave the mountain and go to Cyanis's
|
|
tower. Climb the tower and you should find Cyanis at the very top,
|
|
center. When you find him cast REST. He will then cheerfully give you
|
|
a magic triangle. After you have the triangle, go down back to the
|
|
wilderness. Find Alliria's tomb (1N,8W) and go around to the back of
|
|
it. You should find a dead rose bush. Use the dragon's blood you
|
|
gathered earlier, and the bush should grow a rainbow rose. Pick it and
|
|
enter Alliria's tomb. Once in her tomb, venture around until you find
|
|
a dungeon with a bunch of zig- zags. A beautiful looking shadowy
|
|
figure should ask you for the 'Flower of Truth.' Give her the White
|
|
rose. Later, she will ask you for the 'Flower of Valor.' Give her the
|
|
Blue rose. After going through a teleport on the same level she will
|
|
ask for the 'Flower of Kinship.' Give her the Red rose. She will later
|
|
ask for the 'Flower of Nature.' Give her the Yellow rose. Then, right
|
|
before you enter Alliria's chamber, she will ask for the 'Flower of
|
|
Alliria.' Give her the Rainbow rose. You then will be allowed to enter
|
|
Alliria's chamber. Take your prizes and exit the dungeon. Go back to
|
|
the Review Board and receive 600000 more experience points and the
|
|
spells for your next quest.
|
|
|
|
Malefia:
|
|
|
|
To teleport to Malefia cast: EVIL
|
|
To teleport to Skare Brae cast: LIVE
|
|
|
|
Malefia was absolutely the hardest and most time consuming dungeons of
|
|
all Bard's Tale dungeons. We refer to it as the S.O.B. dimension. I
|
|
will simply explain the goals, and let you experience the hell we went
|
|
through solving this dungeon by ourselves. It's helpful to cast SCSI
|
|
to find out how lost you really are. On the main level, you will have
|
|
to find a statue. Once you do so use the corresponding item. On the
|
|
first level down, there are two more statues. On the second level
|
|
down, there are three more statues. Once you complete all of the
|
|
statue business, go to the bottom right corner of the first level down
|
|
and levitate down the portal in a big room. Go north to find THE door.
|
|
If it's a 'faint door' then you haven't found all of the statues (six
|
|
of them.) We advise saving the game numerous times while venturing
|
|
beyond THE door. You must kill the first group of foes to enter the
|
|
sacred chamber. Once in the chamber, you must fight more foes to cross
|
|
a bridge. Running from the second group of foes can do more damage
|
|
than good. Once you past the second group, you must go after Tarjan
|
|
himself. Tarjan isn't exactly in a cheerfull mood when you find him.
|
|
He will conjurer up some 'friends' that you must play with (the
|
|
trainer would be nice right now, wouldn't it??) After playing with the
|
|
first group of friends, guess what? Yep, another group of friends.
|
|
These friends aren't really friends. These friends don't like you very
|
|
much. If you are lucky enough to kill the second group, Tarjan is all
|
|
yours. Since he likes to conjur up 10 black slayers every round,
|
|
casting PREC might not be a bad idea. Once you have killed the Mad
|
|
One, you will enter adventurer heaven and will be put to sleep until
|
|
part IV comes out. You may now turn it off and go back to Skara Brae,
|
|
where you will welcome a group of Hedge Lizards. Beat the %$#% out of
|
|
them and then you may want to do one of the following:
|
|
|
|
1. If you have to cut the grass tommorow, use some of the gasoline
|
|
(all if necessacary) and play Pyro-Bardia.
|
|
|
|
2. If you don't have to cut the grass, you have a couple of nice
|
|
frisbees to throw at your dog.
|
|
|
|
3. If you just happen to have some hydrochlroic acid laying around, we
|
|
hear disks react violently to it.
|
|
|
|
4. Have you ever studied the anatomy of a diskette?
|
|
|
|
5. If you have a trash can in the corner, here comes your chance for 2
|
|
points.
|
|
|
|
6. Call your lawyer, and sue the hell out of EA for making the false
|
|
claim that a thief is needed to solve the game.
|
|
|
|
7. Take a trip down to Panama and celebrate!
|
|
|
|
8. Experiment with a diskette's bouyancy. (Preferrably the Pacific)
|
|
|
|
9. The next time you see Kool Kat, Wildcat, or Marduk, give him a
|
|
million dollars for spending all of this time writing this file for
|
|
you after we already had it solved!
|
|
|
|
10. Break into your local hospital, and steal a bottle of Ether to use
|
|
until Bard's Tale IV comes out.
|
|
|
|
EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA * EXTRA
|
|
|
|
Allira: Main level, use Allira's belt.
|
|
Valarian: One level down, use Valarian's bow, 16N,8E
|
|
Lanatir: One level down, use Sphere of Lanatir.
|
|
Ferofist: Two levels down, use Ferofist's Helm
|
|
Scedeau: Two levels down, use Scedeau's Cloak
|
|
Werra: Two levels down, use Werra's Sheild.
|
|
|
|
You must go up and down many portals to find the above
|
|
statues!
|
|
|
|
We had lots of fun finding them, so can you!
|
|
HAHAHAHAHAHAHAHAHAHA!
|
|
|
|
Tarmitia:
|
|
|
|
To teleport to Tarmitia cast: AECE
|
|
To teleport to Skara Brae cast: KULO
|
|
|
|
Tarmitia was meant to be harder than it actually is. All you have to
|
|
do is answer a riddle and kill some one. Walk around in Berlin until
|
|
you find a floating head. The head will ask 'Who am I?' Respond with:
|
|
Tyr. Then the head will ask 'Who am I really?' Respond with :Werra.
|
|
You will then be teleport to a new dungeon. There, go the the bottom
|
|
left corner. Enter Werra's chamber and kill him. It is a good idea to
|
|
cast PREC and DIVA. This part looks easier than it really is. After
|
|
you kill Werra, he sits up and laughs at you, while six black slayers
|
|
try to destroy you. 2 NUKE spells should take care of them, but watch
|
|
out, because the Black Slayers critical hit everything they touch!
|
|
Once you kill the Black Slayers, you will receive your prizes and will
|
|
be able to go back to Skara Brae. To do so, go to the top right corner
|
|
and walk through the teleport.
|
|
|
|
Tenabrosia:
|
|
|
|
To teleport to Tenabrosia cast: OLUK
|
|
To teleport to Skara Brae cast: ECEA
|
|
|
|
In Tenabrosia you will want to go inside of the city gates to Black
|
|
Scar. Here you will find a Bard's Hall that will teach your Bard some
|
|
new songs. You will also find a Wizard's Guild that will teach you the
|
|
ever- powerfull Goderdammerung spell (NUKE). Once you learn those, you
|
|
may exit the city and set out to fulfill your quest. Find the Canyon
|
|
in nowhere, and the shadow lock will be in it somewhere. After you
|
|
find it, leave the canyon and find the Tar Pit. It looks like a hole
|
|
in the ground. It would be very wise to save your game before entering
|
|
this death pit. Once you are in the pit go south down the wall you
|
|
enter by. Then turn west and proceed about 10 paces. You want to be at
|
|
the very center of the southern wall. Once you are at the center,
|
|
slowly and cautiously go north. You will be walking over tar, so you
|
|
will get stuck many times, and you might lose a few characters. Don't
|
|
worry, just cast REST if your hit points are getting too low. You
|
|
should find a place where tar is bubbling up in the middle. Use a
|
|
wineskin or canteen to collect some of it. Go back the way you came.
|
|
Once you exit the dungeon, go to the dense forest (6S,7W) and find a
|
|
group of trees that are blocking the entrance to another dungeon. It
|
|
looks like a hole between a few trees. Once you are facing the trees,
|
|
use the tar that you just gathered. The tree will go up in flames,
|
|
allowing you to enter the dungeon within. Once in the dungeon, you
|
|
must find the shadow door.
|
|
|
|
When you have the shadow door and lock, go to the 'middle of nowhere.'
|
|
Use the shadow door and lock. A magic door will appear which you will
|
|
be able to go through. Once inside, wander around until you find
|
|
Scedeau. He will be guarding the prizes you seek. Since he will keep
|
|
moving you further and further away, the olny way to kill him is to
|
|
have your rogue hide in the shadows. It may take a while to get
|
|
him/her out to 90', but when you do so, it is a good idea to cast DIVA
|
|
to increase the damage inflicted upon Scedeau. If you don't kill him
|
|
the first time, just go back out again until you do. Another good idea
|
|
is to cast PREC, because while you are hiding in the shadows, Scedeau
|
|
just might want to conjur up some friends to mess you up.
|
|
|
|
Actual solution ends here !
|
|
|
|
|
|
Bard's Tale ]I[ Spells and Bard Songs
|
|
Typed by Alpha-Omega Hacking Unlimited
|
|
---------------------------------------
|
|
KEY:
|
|
View affects line of sight
|
|
1 Foe affects a single monster regardless of the number your party faces
|
|
1 Wall affects a wall in the direction the spellcaster faces
|
|
All Foes affects all the monsters your party faces
|
|
Group affects one monster group
|
|
Self affects the spellcaster only
|
|
##' affects anything in the direction the spellcaster is facing
|
|
for the number of feet specified with ##
|
|
Char affects the party member you designate
|
|
Special affects the special member you designate
|
|
* signifies a spell that hits with full effectiveness up to
|
|
the listed range, and at a reduced effectiveness when it hits
|
|
at double the listed range
|
|
N/A provides information, knowledge, or some other effect that does
|
|
not have a range
|
|
|
|
Combat lasts until combat ends through party victory, monster victory,
|
|
or running away.
|
|
1 Move lasts for exactly one move
|
|
1 Round lasts for the entire round of combat
|
|
Short lasts a few minutes only
|
|
Medium lasts several minutes
|
|
Long lasts twice as long as Short spells
|
|
Indef lasts until dispelled or until the party enters an anti-magic
|
|
zone
|
|
Misc has multiple/variable ranges
|
|
N/A result of the spell is immediate
|
|
|
|
|
|
|
|
|
|
Abbreviation Spell Point Cost Range Duration
|
|
|
|
|
|
Conjurer Spells
|
|
|
|
Level One
|
|
|
|
MAFL 2 View Medium
|
|
Mage Flame-generates light
|
|
ARFI 3 1 Foe (10') N/A
|
|
Arc Fire-attack spell, 1 to 4 hits of damage X caster's level
|
|
TRZP 2 30' N/A
|
|
Trap Zap-disarms traps (including chests)
|
|
|
|
Level Two
|
|
|
|
FRFO 3 Group Combat
|
|
Freeze Foes-makes enemies easier to hit
|
|
MACO 3 N/A Medium
|
|
Kiel's Magic Compass-shows direction
|
|
WOHL 4 Char N/A
|
|
Word of Healing-heals 4 to 16 points of damage
|
|
|
|
Level Three
|
|
|
|
LERE 5 View Long
|
|
Lesser Revelation-an extended Mage Flame that also reveals secret doors
|
|
LEVI 4 Party Short
|
|
Levitation-party can float over traps; up and down portals
|
|
WAST 5 Group (20') N/A
|
|
Warstrike-attack spell, 5 to 20 hits of damage
|
|
|
|
Level Four
|
|
|
|
INWO 6 Party N/A
|
|
Elik's Instant Wolf-summons a giant wolf to join the party
|
|
FLRE 6 Char N/A
|
|
Flesh Restore-heals 10 to 40 hits; cures insanity and poisoning
|
|
|
|
Level Five
|
|
|
|
GRRE 7 View Long
|
|
Greater Revelation-operates like Lesser Revelation, but for longer
|
|
SHSP 7 Group (30')* N/A
|
|
Shock Sphere-attack spell, 10 to 40 hits of damage
|
|
|
|
Level Six
|
|
|
|
FLAN 12 Party N/A
|
|
Flesh Anew-operates like Flesh Restore, but affects the whole party
|
|
MALE 8 Party Indef
|
|
Major Levitation-operates like Levitation, but lasts until dispelled
|
|
|
|
Level Seven
|
|
|
|
REGN 12 Char N/A
|
|
Regeneration-restores all hit points of a selected character
|
|
APAR 15 Party N/A
|
|
Apport Arcane-teleports the party to selected coordinates
|
|
FAFO 18 Group N/A
|
|
Far Foe-moves a group 40 feet further away (up to 90')
|
|
INSL 12 Party N/A
|
|
Elik's Instant Slayer-materializes a slayer that joins your party
|
|
|
|
|
|
Magician Spells
|
|
|
|
Level One
|
|
|
|
VOPL 3 Char Combat
|
|
Vorpal Plating-causes member to inflict 2 to 8 additional damage points
|
|
QUFI 3 Char N/A
|
|
Quick Fix-regenerates exactly 8 hit points
|
|
SCSI 2 Party N/A
|
|
Scry Site-causes a dungeon to reveal the party's location
|
|
|
|
Level Two
|
|
|
|
HOWA 4 1 Foe (10')
|
|
N/A
|
|
Holy Water-causes 6 to 24 points of damage to any evil being
|
|
MAGA 5 Char Combat
|
|
Mage Gauntlets-causes member to inflict 4 to 16 additional damage points
|
|
AREN 5 30' Short
|
|
Area Enchant-stairways in dungeons will call out if party facing it
|
|
|
|
Level Three
|
|
|
|
MYSH 6 Party
|
|
Medium
|
|
Ybarra's Mystic Shield-lowers armor class of party
|
|
OGST 6 Char Combat
|
|
Oscon's Ogrestrength-gives a member the strength of an ogre during battle
|
|
STFL 6 Group (40')* N/A
|
|
Starflare-attack spell, 10 to 40 damage points
|
|
|
|
Level Four
|
|
|
|
SPTO 8 1 Foe (70') N/A
|
|
Spectre Touch-attack spell, 15 to 60 damage points
|
|
DRBR 7 Group (30')* N/A
|
|
Dragon Breath-attack spell, 11 to 44 damage points
|
|
|
|
Level Five
|
|
|
|
ANMA 8 Party Combat
|
|
Anti-Magic-absorbs attack spells, helps in disbelieving illusions
|
|
GIST 10 Party Combat
|
|
Giant Strength-increases party damage by 10
|
|
|
|
Level Six
|
|
|
|
PHDO 10 1 Wall 1 Move
|
|
Phase Door-turns almost any wall to air for one move
|
|
YMCA 10 Party Indef
|
|
Ybarra's Mystical Coat of Armor-lowers party armor class
|
|
|
|
Level Seven
|
|
|
|
REST 25 Party
|
|
N/A
|
|
Restoration-completely heals entire party, including
|
|
insanity and poisoning
|
|
DEST 16 1 Foe (10') N/A
|
|
Deathstrike-very likely to instantly kill one selected enemy
|
|
ICES 11 Group (50') N/A
|
|
Ice Storm-attack spell, 20 to 80 damage points
|
|
STON 20 Char N/A
|
|
Stone to Flesh-reverses the effect if a character has been
|
|
turned to stone
|
|
|
|
|
|
Sorcerer Spells
|
|
|
|
Level One
|
|
|
|
MIJA 3 1 Foe (40')* N/A
|
|
Mangar's Mind Jab-attack spell, 2 to 8 damage points times
|
|
spellcaster's level
|
|
PHBL 2 Party Combat
|
|
Phase Blur-lowers chance of party being hit
|
|
LOTR 2 30' Short
|
|
Locate Traps-detects traps in direction party is facing
|
|
|
|
Level Two
|
|
|
|
DISB 4 Party N/A
|
|
Disbelieve-destroys any illusionary foes
|
|
WIWA 5 Party N/A
|
|
Wind Warrior-creates the illusion of a battle-ready warrior
|
|
amongst your ranks
|
|
FEAR 4 Group Combat
|
|
Word of Fear-reduces the ability of a group of foes
|
|
|
|
Level Three
|
|
|
|
WIOG 6 Party N/A
|
|
Wind Ogre-creates an illusionary ogre to fight beside you
|
|
INVI 6 Party N/A
|
|
Kylearan's Invisibility Spell-lowers chance of party being hit
|
|
SESI 6 30' Medium
|
|
Second Sight-heightens the party's awareness of traps and
|
|
tricks ahead
|
|
|
|
Level Four
|
|
|
|
CAEY 7 View Indef
|
|
Cat Eyes-gives the party perfect night vision
|
|
WIDR 12 Party N/A
|
|
Wind Dragon-creates an illusionary red dragon
|
|
|
|
Level Five
|
|
|
|
DIIL 8 All Foes
|
|
Combat
|
|
Disrupt Illusion-destroys all illusionary foes and exposes
|
|
dopplegangers
|
|
MIBL 10 All Foes (30')* N/A
|
|
Mangar's Mind Blade-attack spell, 25 to 100 damage points
|
|
|
|
Level Six
|
|
|
|
WIGI 11 Party
|
|
N/A
|
|
Wind Giant-creates an illusionary storm giant
|
|
SOSI 11 30' Indef
|
|
Sorcerer Sight-an indefinite Second Sight spell
|
|
|
|
Level Seven
|
|
|
|
RIME 20 All Foes (40') N/A
|
|
Rimefang-attack spell, 50 to 200 damage
|
|
WIHE 16 Party N/A
|
|
Wind Hero-creates an illusionary hero to join your party
|
|
MAGM 40 All Foes (90') N/A
|
|
Mage Maelstrom-can cause 60 to 240 damage, turn to stone, or
|
|
kill outright
|
|
PREC 50 All Foes Combat
|
|
Preclusion-prevents monsters from summoning more help
|
|
|
|
|
|
Wizard Spells
|
|
|
|
Level One
|
|
|
|
SUEL 10 Party N/A
|
|
Summon Elemental-creates a fire-being to join your party
|
|
FOFO 11 Group (10') N/A
|
|
Fanskar's Force Focus-attack spell, 25 to 100 damage points
|
|
|
|
Level Two
|
|
|
|
DEBA 11 1 Foe (30') N/A
|
|
Demon Bane-inflicts 100 to 400 damage points to an
|
|
evil/supernatural creature
|
|
PRSU 14 Party N/A
|
|
Prime Summoning-forces a powerful undead creature to join your party
|
|
|
|
Level Three
|
|
|
|
FLCO 14 Group (30')
|
|
N/A
|
|
Flame Column-attack spell, 22 to 88 damage points
|
|
DISP 12 Char
|
|
N/A
|
|
Dispossess-restores a possessed character's state of
|
|
consciousness
|
|
|
|
Level Four
|
|
|
|
HERB 13 Party
|
|
N/A
|
|
Summon Herb-summons Herb to join your party
|
|
ANDE 14 Char
|
|
Combat
|
|
Animate Dead-reanimates a dead party member to fight as if
|
|
alive--combat ONLY
|
|
|
|
Level Five
|
|
|
|
SPBI 16 1 Foe
|
|
N/A
|
|
Baylor's Spell Bind-forces an enemy to join your party
|
|
SOWH 13 1 Foe (70')
|
|
N/A
|
|
Storal's Soul Whip-attack spell, 50 to 200 damage points
|
|
|
|
Level Six
|
|
|
|
GRSU 22 Party
|
|
N/A
|
|
Greater Summoning-causes a powerful elemental creature to
|
|
fight for you
|
|
BEDE 18 Char
|
|
N/A
|
|
Beyond Death-restores life and one hit point to a deceased
|
|
character
|
|
|
|
Level Seven
|
|
|
|
WIZW 16 Group (50')
|
|
N/A
|
|
Wacum's Wizard War-attack spell, 50 to 200 damage points
|
|
DMST 25 Group (50')
|
|
N/A
|
|
Demon Strike-200 to 400 damage points to evil/supernatural
|
|
beings
|
|
|
|
|
|
Archmage Spells
|
|
|
|
Level One
|
|
|
|
HAFO 15 All Foes
|
|
1 Round
|
|
Oscon's Haltfoe-if successful, causes all foes to do nothing
|
|
the next round
|
|
MEME 20 Group
|
|
N/A
|
|
Melee Men-pulls an attacking group into melee range (10')
|
|
|
|
Level Two
|
|
|
|
BASP 28 Party
|
|
Misc.
|
|
Batchspell-performs the following multiple spells: Greater
|
|
Revelation,
|
|
Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major
|
|
Levitation, and
|
|
Kiel's Magic Compass
|
|
|
|
Level Three
|
|
|
|
CAMR 26 Party
|
|
N/A
|
|
Camaraderie-has a 50% chance of calming monsters in your
|
|
party that are hostile
|
|
|
|
Level Four
|
|
|
|
NILA 30 Group (90')
|
|
N/A
|
|
Fanskar's Night Lance-attack spell, 100 to 400 damage points
|
|
|
|
Level Five
|
|
|
|
HEAL 50 Party
|
|
N/A
|
|
Heal All-resurrects every party member, heals completely,
|
|
reverses those who
|
|
have been turned to stone, heals paralysis and insanity
|
|
|
|
Level Six
|
|
|
|
BRKR 60 Party
|
|
N/A
|
|
The Brothers Kringle-enough brothers appear to fill empty
|
|
slots in your party
|
|
|
|
Level Seven
|
|
|
|
MAMA 80 All Foes (90')
|
|
N/A
|
|
Mangar's Mallet-attack spell, 200 to 800 damage points
|
|
|
|
|
|
Chronomancer Spells
|
|
|
|
Level One
|
|
|
|
VITL 12 Char
|
|
N/A
|
|
Vitality-heals 4 to 8 hit point times spellcaster's level
|
|
|
|
Level Two
|
|
|
|
WIFI 20 Group (20')
|
|
N/A
|
|
Witherfist-attack spell, 300 to 600 damage points
|
|
COLD 20 Group (80')
|
|
N/A
|
|
Frost Force-attack spell, 50 to 400 damage points
|
|
|
|
Level Three
|
|
|
|
GOFI 25 Group (80')
|
|
N/A
|
|
God Fire-attack spell, 60 to 240 damage points
|
|
STUN 30 All Foes
|
|
N/A
|
|
Stun-attack spell, 50 to 200 damage points
|
|
|
|
Level Four
|
|
|
|
LUCK 45 Party
|
|
Combat
|
|
Luck Chant-increases party's chances of hitting or defending
|
|
by 8 points
|
|
FADE 50 1 Foe (30')
|
|
N/A
|
|
Far Death-long-range instant death spell
|
|
|
|
Level Five
|
|
|
|
WHAT 60 1 Object
|
|
N/A
|
|
Identify-will correctly identify one item in spellcaster's
|
|
inventory
|
|
OLAY 60 1 Char
|
|
N/A
|
|
Youth-cures one character of oldness
|
|
|
|
Level Six
|
|
|
|
GRRO 65 1 Char
|
|
Misc.
|
|
Grave Robber-casts Beyond Death and Regeneration
|
|
FOTA 70 Group
|
|
Misc.
|
|
Force of Tarjan-casts Witherfist and Sandstorm
|
|
|
|
Level Seven
|
|
|
|
SHSH 60 Party
|
|
Indef
|
|
Shadow Shield-lowers party's armor class by 4
|
|
FAFI 100 All Foes
|
|
N/A
|
|
Fatal Fist-attack spell, 400 to 1500 points of damage
|
|
|
|
|
|
Geomancer Spells
|
|
|
|
Level One
|
|
|
|
EADA 5 Group (40')
|
|
N/A
|
|
Earth Dagger-attack spell, 200 to 800 damage points
|
|
EASO 5 1 Dungeon Level
|
|
N/A
|
|
Earth Song-reveals all booby-trapped areas on an entire
|
|
dungeon level
|
|
EAWA 8 1 Dungeon Level
|
|
N/A
|
|
Earth Ward-casts the Trap Zap spell on an entire dungeon
|
|
level
|
|
|
|
Level Two
|
|
|
|
TREB 10 All Foes
|
|
N/A
|
|
Trebuchet-attack spell, 150 to 600 damage points
|
|
EAEL 15 Party
|
|
N/A
|
|
Earth Elemental-summons an Earth Elemental to join the party
|
|
WAWA 15 Wall
|
|
Misc.
|
|
Wall Warp-works like Phase Door until the party leaves
|
|
|
|
Level Three
|
|
|
|
ROCK 18 1 Foe (60')
|
|
N/A
|
|
Petrify-turns an enemy into the hardest stone
|
|
ROAL 20 1 Dungeon Level
|
|
N/A
|
|
Roscoe's Alert-reveals where anti-magic areas are
|
|
|
|
Level Four
|
|
|
|
SUSO 20 1 Dungeon Level
|
|
N/A
|
|
Succor Song-shows all heal-party areas
|
|
SAST 25 Group
|
|
N/A
|
|
Sandstorm-all foes are whipped back 60 feet
|
|
|
|
Level Five
|
|
|
|
SANT 30 1 Dungeon Level
|
|
N/A
|
|
Sanctuary-shows all spell point regeneration areas
|
|
GLST 40 1 Foe (90')
|
|
N/A
|
|
Glacier Strike-attack spell, 400 to 1600 damage points
|
|
|
|
Level Six
|
|
|
|
PATH 40 1 Dungeon Level
|
|
N/A
|
|
Pathfinder-shows the entire maze that the party is in
|
|
MABA 50 Group (50')
|
|
N/A
|
|
Magma Blast-attack spell, 300 to 1200 damage points
|
|
|
|
Level Seven
|
|
|
|
JOBO 60 All Foes
|
|
N/A
|
|
Jolt Bolt-attack spell, 400 to 1600 damage points
|
|
EAMA 80 Group (50')
|
|
N/A
|
|
Earth Maw-commands the Earth to swallow up the group of
|
|
enemies
|
|
|
|
|
|
Bard Songs
|
|
|
|
Sir Robin's Tune-the party can always run away from a fight;
|
|
the monsters
|
|
cannot call for additional help
|
|
Safety Song-the party can never be attacked by wandering
|
|
monsters
|
|
Sanctuary Score-the party's armor class is lowered
|
|
Bringaround Ballad-gives the Bard hit points while
|
|
travelling; gives
|
|
everyone hit points during combat
|
|
Rhyme of Duotime-regenerates spell points two times as fast
|
|
while travelling;
|
|
gives party extra attacks in combat
|
|
The Watchwood Melody-creates light; may even work in anti-
|
|
magic zones
|
|
Kiel's Overture-creates a compass while travelling; casts
|
|
the Trebuchet
|
|
spell for one round during combat
|
|
Minstrel Shield-lowers armor class; during combat halves
|
|
monster damage
|
|
|
|
Keyboard Commands:
|
|
|
|
B: Play Bard's song
|
|
C: Cast a spell
|
|
D: Drop a member
|
|
P: Party attack
|
|
V: Volume on/off
|
|
?: Location and time, map of dungeon
|
|
1-7: Examine member stats
|
|
|
|
Left Arrow: Slower Display(combat)
|
|
Right Arrow: Faster Display(combat)
|
|
|
|
Movement:
|
|
|
|
I: Forward
|
|
J: Turn left
|
|
K: Kick door or foward
|
|
Return: Kick door or foward
|
|
|
|
Utilities:
|
|
|
|
While the Bard is playing on the title screen, hit U to load
|
|
the utilities.
|
|
>From there, you can copy characters, make back ups of
|
|
character disks, or
|
|
transfer characters from Bard's Tale I & II.
|
|
|
|
Ruins of Skara Brae Map
|
|
-----------------------
|
|
0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1
|
|
0 1 2 3 4 5 6
|
|
====================================
|
|
6 !**********************************!
|
|
5 !******** ************ ****! Key
|
|
4 !** ****** ** R***! ===
|
|
3 !** ** ****** ** ****! C = Weapons Cache
|
|
2 !**** **** 2 T***** ****! T = Temple of Mad God
|
|
1 !**** ** ** ****** ****! E = Entrance
|
|
0 !E 1 C*** ****** ****! R = Review Board
|
|
1 !**** ******************** ****!
|
|
2 !** ** ****!
|
|
3 !** ** ** ** **** **!
|
|
4 !**** ** ** **** **** **!
|
|
5 !**** ** ** ********** **!
|
|
6 !** 3 ** ** ** **********--**!
|
|
7 !******** ** ********** **!
|
|
8 !******** ** ** ********** **!
|
|
9 !******** ** ************ **!
|
|
10!**********************************!
|
|
====================================
|
|
|
|
Messages:
|
|
|
|
1: Among the ruins of Skara Brae is an unnatural silence.
|
|
As if death itself had come to stay.
|
|
2: There is a statue of the Mad God Tarjan here. It's
|
|
strange
|
|
that it is clean and shiny as if someone had been taking
|
|
care of it.
|
|
3: The feeling of evil is foreboding.
|
|
|
|
Outdoor Map of Bard's Tale Three
|
|
|
|
1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4
|
|
5 4 3 2 1 0 Key
|
|
======================================== ===
|
|
7 !2 + * * * + !7 * = Tree
|
|
6 ! + + * * * * * !6 + = Rock
|
|
5 ! + * * 5 * !5 C = Camp
|
|
4 ! *** + * * !4 T = Tavern
|
|
3 ! * *7 !3 S = Shrine
|
|
2 ! * * * * * * + * * * !2
|
|
1 ! * *** * * *!1 N
|
|
0 ! * * * C T !0 !
|
|
1 ! * * + * * !1 W --+-- E
|
|
2 ! * 1 + !2 !
|
|
3 ! * * * + 3!3 S
|
|
4 ! S * + * * + +!4
|
|
5 ! * + * * !5
|
|
6 ! * * * * !6
|
|
7 ! * 6 * * +!7
|
|
8 ! * * * !8
|
|
9 !+ 8 * * * * + + + +!9
|
|
10!+ + + * + + !10
|
|
11!+ + + 4 !11
|
|
12! * * + !12
|
|
=========================================
|
|
1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4
|
|
5 4 3 2 1 0
|
|
|
|
Messages:
|
|
|
|
1: The flat, grassy plain stretches peacefully out in all
|
|
directions.
|
|
This is the Vale of Lost Warriors.
|
|
2: Here, halfway up Earthdagger Mountain, winds swirl around
|
|
and make this
|
|
place earn its name: Cold Peak.
|
|
3: Stabbing up the sky like an obsidian dagger, Shadow Rock
|
|
is utterly alien
|
|
to the surrounding landscape.
|
|
4: Foul, noxious gases reaking of rotten eggs bubble up
|
|
through the turgid,
|
|
yellow, mud-laden waters.
|
|
5: Amid the bountiful trees you find a spring that almost
|
|
glows with purity.
|
|
6: Deeply hidden in verdant shadows, this grove is quiet and
|
|
feels very
|
|
peaceful.
|
|
7: The Ruins of Skara Brae.
|
|
8: Old dwarf mines.
|
|
Hookfang
|
|
Hobgoblin
|
|
Bard Songs:
|
|
|
|
The bard has seven tunes he/she can play one at a time while
|
|
exploring or
|
|
during combat. The last two songs must be found.
|
|
|
|
1. Sir Robin's Tune: Lets party run from foes easier, and
|
|
prevents foes from
|
|
calling for help.
|
|
|
|
2. Safety Song: Bonus to saving roll. This means that the
|
|
party is less likely
|
|
to be damaged by magic and traps.
|
|
|
|
3. Sanctuary Score: Lowers the armor class for all members.
|
|
|
|
4. Bringaround Ballad: Increases the party's hit points for
|
|
extra protection
|
|
also increase the damage points inflicted on the enemy.
|
|
|
|
5. Rhyme of Duotime: Makes party regain spell points twice
|
|
as fast, and makes
|
|
fighters hit one extra time.
|
|
|
|
6. Watchwood Meledoy: Casts a mage flame.
|
|
|
|
7. Minstel Shield: Cast magic compas during non combat.
|
|
Burns all foes for
|
|
150 to 600 points of damage during combat.
|
|
|
|
8. Kiel's Overture: Lowers armor class during non combat.
|
|
Aborbs half of damage
|
|
inflicted upon the party during combat.
|
|
|
|
Items:
|
|
|
|
Torch: Lights your way in dungeons. Not nearly as precious
|
|
as spell points.
|
|
Lamp: Longer duration than a torch, but more expensive too.
|
|
Broadsword: Most damaging nonmagic sword.
|
|
Short Sword: A lighter sword that can be used by all but
|
|
regular mages.
|
|
Dagger: Usable by all, but not too effective.
|
|
War Axe: A heavy, damaging weapon.
|
|
Halbard: Most damaging nonmagical weapon.
|
|
Staff: A short, heavy club.
|
|
Spear: A javeline like weapon that must be thrown.
|
|
Buckler: A Small round sheild.
|
|
Tower Sheild: A Larger sheild.
|
|
Leather Armor: The lightest armor.
|
|
Chain Mail: Light, metal-mesh armor. Protection against
|
|
light weapons.
|
|
Scale Armor: Stronger than chain mail, hard to peirce.
|
|
Plate Armor: Strongest nonmagical armor.
|
|
Robes: Nice around the house, but no protection in a
|
|
dungeon.
|
|
Helm: Head protection from all but the fericest attack.
|
|
Leather Gloves: Light protections for the hands.
|
|
Gauntlets: Metal gloves.
|
|
Mandolin: The bards instrument of war.
|
|
Long Bow: Used to launch arrows at your oppenents.
|
|
Arrows: Missile weapons that must be launched with the long
|
|
bow.
|
|
Conjurer Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
|
|
Level 1: MAFL 3 View Medium Mage Flame:
|
|
Torch that floats.
|
|
Level 1: ARFI 3 1 Foe 10' N/A Arc Fire: Shoots
|
|
flame. Hits for 1
|
|
to 4 points of
|
|
damage, multiplied
|
|
by the spell
|
|
casters level.
|
|
Level 1: TRZP 2 30' N/A Trap Zap:
|
|
Disarms traps.
|
|
Level 2: FRFO 3 Group Combat Freeze Foes:
|
|
Slows oponents down,
|
|
makes them
|
|
easier to hit.
|
|
Level 2: MACO 3 N/A Medium Magic Compas:
|
|
Makes a compas
|
|
Level 2: WOHL 4 Character N/A Word of Healing:
|
|
Fixes a guy who is
|
|
hurt for 4 to 16 points to damage.
|
|
Level 3: LERE 5 View Long Lesser
|
|
Revelation: A Mage Flam that
|
|
reveals secret doors.
|
|
Level 3: LEVI 4 Party Long Levitation:
|
|
Makes characters float
|
|
over traps or up
|
|
and down portals.
|
|
Level 3: WAST 5 Group 20' N/A Warstrike: Burns
|
|
foes for 5 to 10
|
|
points of
|
|
damage.
|
|
Level 4: INWO 6 Party Short Instant Wolf:
|
|
Makes a wolf.
|
|
Level 4: FLRE 6 Character N/A Flesh Restorer:
|
|
Heals for 10 to 40
|
|
points of
|
|
damage, poisoning, and
|
|
insanity.
|
|
Level 5: GRRE 7 View Long Greater
|
|
Revelation: Like LERE, but
|
|
longer and
|
|
lights a lighter Area.
|
|
Level 5: SHSP 7 Group 30' N/A Shock-Sheree:
|
|
Shocks the enemy for
|
|
10 to 40 points
|
|
of damage.
|
|
Level 6: MALE 8 Party Indef Major
|
|
Levitation: Like LEVI, but
|
|
lasts longer.
|
|
Level 6: REGN 12 Character N/A Regenerate:
|
|
Heals one character
|
|
replacing all
|
|
hit points.
|
|
Level 7: FLAN 12 Party N/A Flesh Anew: Like
|
|
FLRE, But Effects
|
|
all characters.
|
|
Level 7: APAR 15 Party N/A Apport Arcane:
|
|
Teleports to other
|
|
dungeons and
|
|
cities.
|
|
Level 7: FAFO 18 Group N/A Far Foe: Moves a
|
|
group of foes 40'
|
|
further away, up
|
|
to a max of 90'.
|
|
Level 7: INSL 12 Party N/A Instant Slayer:
|
|
Creates a mean
|
|
dude. The name
|
|
speaks for itself.
|
|
|
|
Magician Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
-------------------------------------------------------------------------------
|
|
|
|
Level 1: VOPL 3 Character Combat Vorpal Plating:
|
|
Increases damage
|
|
points of a
|
|
character by 2 to 8
|
|
points per hit.
|
|
Level 1: QUFI 3 Character N/A Quick Fix: Heals
|
|
a character for
|
|
precisely 8
|
|
points up to the max.
|
|
Level 1: SCSI 2 Party N/A Scry Sitee:
|
|
Causes dungeon or other
|
|
places to reveal the location.
|
|
Level 2: HOWA 4 1 Foe 10' N/A Holy Water:
|
|
Hurts a foe of evil or
|
|
supernatural
|
|
origin for 6 to 24
|
|
points of
|
|
damage.
|
|
Level 2: MAGA 5 Character Combat Mage Gaunlets:
|
|
Like VOPL, but makes
|
|
4 to 16 points
|
|
per hit.
|
|
Level 2: AREN 5 30' Short Area Enchant:
|
|
Makes dungeon walls
|
|
call out if you
|
|
are within 30'
|
|
(3 Squares) of
|
|
stairs.
|
|
Level 3: MYSH 6 Party Medium Mystic Shield:
|
|
Makes air in front
|
|
of the party a
|
|
sheild that is as
|
|
hard as metal
|
|
and procedes the
|
|
party as they
|
|
move.
|
|
Level 3: OGST 6 Character Combat Oscon's
|
|
Ogrestrength: Makes a
|
|
member strong as
|
|
eliks ogre for the
|
|
duration of the
|
|
battle.
|
|
Level 3: STFL 6 Group 40'+ N/A Starflare:
|
|
Ignites air around enemy,
|
|
burns them for 10 to 40 points of
|
|
damage.
|
|
Level 4: SPTO 8 1 Foe 70' N/A Spectre Touch:
|
|
Touch of death, hits
|
|
for 15 to 60
|
|
points of damage.
|
|
Level 4: DRBR 7 Group 30'+ N/A Dragon Breath:
|
|
Breathes fire. Burns
|
|
for 11 to 44 points of damage.
|
|
Level 5: ANMA 8 Party Combat Anti-Magic:
|
|
Makes ground absorb
|
|
some of the
|
|
spells cast at party
|
|
and aids in
|
|
disbeleiving illusions.
|
|
Level 5: GIST 10 Party Combat Giant Strike:
|
|
Increased party's
|
|
damage by 10
|
|
points per hit.
|
|
Level 6: PHDO 9 1 Wall 1 Move Phase Door:
|
|
Turns almost any wall
|
|
to air for one
|
|
move.
|
|
Level 6: YMCA 10 Party Indef Mystic Coat of
|
|
Armor: Like MYSH,
|
|
but lasts
|
|
longer.
|
|
Level 7: REST 12 Party N/A Restoration:
|
|
Fixes every member in
|
|
the party. Cures
|
|
posioning and
|
|
insanity.
|
|
Level 7: DEST 14 1 Foe 10' N/A Deathstrike:
|
|
Likely to instantly
|
|
kill an enemy.
|
|
Level 7: ICES 11 Group 50' N/A Ice Storm:
|
|
Freezes a group of foes
|
|
for 20 to 80
|
|
points of damage.
|
|
Level 7: STON 20 Character N/A Stone Heal:
|
|
Turns a stoned party
|
|
member into
|
|
flesh.
|
|
|
|
Sorceror Spells:
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
|
|
Level 1: MIJA 3 1 Foe 40' N/A Mind Jab: Jabs
|
|
foe for 2 to 8 times
|
|
the spell
|
|
caster's level.
|
|
Level 1: PHBL 2 Party Combat Phase Blur:
|
|
Makes party dodge
|
|
attacks easier.
|
|
Level 1: LOTR 2 30' Short Locate Trap:
|
|
Locates traps.
|
|
Level 2: DISB 4 Illusions Combat Disbeleive:
|
|
Makes party disbeleive
|
|
illusions.
|
|
Level 2: WIWA 4 Party N/A Wind Warrior:
|
|
Makes a ninja dude.
|
|
Level 2: FEAR 4 1 Group Combat Fear: Reduces
|
|
attack ability.
|
|
Level 3: WIOG 6 Party N/A Wind Ogre: Makes
|
|
a wind ogre.
|
|
Level 3: INVI 6 Party Combat Invisible: Makes
|
|
party invisble.
|
|
Level 3: SESI 6 30' Medium Locate Trap:
|
|
Longer than LOTR.
|
|
Level 4: CAEY 7 Party N/A Cat's Eye:
|
|
Perfect night vision.
|
|
Level 4: WIDR 12 Party N/A Wind Dragon:
|
|
Makes a red dragon.
|
|
Level 5: DIIL 8 Illusions Combat Disrupt
|
|
Illusion: Disrupts all
|
|
illusions and
|
|
prevents others from
|
|
appearing.
|
|
Level 5: MIBL 10 All foes 30'+ Combat Mind Blade:
|
|
Shocks foes for 25 to
|
|
100 points of
|
|
damage.
|
|
Level 6: WIGI 11 Party N/A Wind Giant:
|
|
Makes a wind giant.
|
|
Level 6: SOSI 11 Party Long Locate Trap:
|
|
Longer than SESI.
|
|
Level 7: RIME 20 All foes 40'+ N/A Freezes or burns
|
|
for 50 to 200
|
|
points of
|
|
damage.
|
|
Level 7: WIHE 16 Party N/A Hurricane:
|
|
Creates an illusionary
|
|
hurricane to
|
|
join your party.
|
|
Level 7: MAGM 40 1 Group N/A Shocks for 60 to
|
|
240 points of
|
|
damage, turns
|
|
them to stone, or
|
|
kills them.
|
|
Level 7: PREC 50 All foes Combat Pre-Eclusion:
|
|
Keeps foes from
|
|
summoning more
|
|
foes.
|
|
|
|
Wizard Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
|
|
Level 1: SUEL 10 Party N/A Summon
|
|
Elemental: Makes a fire
|
|
being from the
|
|
raw elements of the
|
|
universe to join
|
|
and fight for your
|
|
party.
|
|
Level 1: FOFO 11 Group 10' N/A Force Focus:
|
|
Lands a cone of force
|
|
on your foes,
|
|
inflicting 25 to 100
|
|
points of
|
|
damage.
|
|
Level 2: PRSU 15 Party N/A Prime Summoning:
|
|
Forces a powerfull
|
|
undead creature
|
|
to join and fight
|
|
for your party.
|
|
Level 2: DEBA 11 1 Foe 30' N/A Demon Bane:
|
|
Inflicts 100 to 400
|
|
points of Damage
|
|
to a creature of
|
|
evil or
|
|
supernatural origin.
|
|
Level 3: FLCO 14 Group 40' N/A Flame Column:
|
|
Makes a cyclone of
|
|
flame that
|
|
lashes out and delivers
|
|
22 to 88 points
|
|
of damage to a
|
|
group of your
|
|
foes.
|
|
Level 3: DISP 12 Character N/A Dispossess:
|
|
Returns a possessed
|
|
party member to
|
|
a normal state of
|
|
mind.
|
|
Level 4: HERB 25 Party N/A Summon Herb:
|
|
Summons Herb to fight
|
|
for your party.
|
|
Level 4: ANDE 14 Character Combat Animate Dead:
|
|
Reanimates a dead
|
|
character so
|
|
that he/she fights as
|
|
if truly alive.
|
|
Combat only spell.
|
|
Level 5: SPBI 16 1 Foe N/A Spell Bind: If
|
|
successful, forces 1
|
|
of your foes to
|
|
join and fight for
|
|
your party.
|
|
Level 5: SOWH 13 1 Foe 70' N/A Soul Whip: Whips
|
|
out a tendril of
|
|
psionic (mind)
|
|
power to strike a
|
|
chosen foe,
|
|
inflicting 50 to 200
|
|
points of
|
|
damage.
|
|
Level 6: GRSU 22 Party N/A Greater
|
|
Summoning: Like PRSU, but
|
|
forces a
|
|
powerful elemental to join
|
|
and fight for
|
|
you.
|
|
Level 6: BEDE 18 Character N/A Beyond Death:
|
|
Resores life and one
|
|
hit point to a
|
|
dead character.
|
|
Level 7: WIZW 16 Group 50' N/A Wizard War:
|
|
Creats a pyrotechnical
|
|
storm over a
|
|
group of foes
|
|
inflicting 50 to
|
|
200 points of
|
|
damage.
|
|
Level 7: DMST 25 Group 50' N/A Demon Strike:
|
|
Releases a group of
|
|
demons that
|
|
attack for 200 to 400
|
|
points of
|
|
damage.
|
|
|
|
Archmage Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
|
|
Level 1: HAFO 15 All foes 1 Round Haltfoe: If
|
|
successfull, this spell
|
|
causes every
|
|
attacking group to do
|
|
nothing during
|
|
the next round of
|
|
fighting.
|
|
Level 1: MEME 20 Group N/A Melee Men: Pulls
|
|
an attacking group
|
|
into melle range
|
|
(10') regardless
|
|
of how far away
|
|
they were to begin
|
|
with.
|
|
Level 2: BASP 28 Party Misc. Batchspell:
|
|
Performs all of the
|
|
following
|
|
spells: Greater
|
|
Revelation, Mystical Coat of Armor,
|
|
Sorcerer Sight,
|
|
Major Levitation,
|
|
and Magic
|
|
Compas.
|
|
Level 3: CAMR 26 Party N/A Camaraderie: Has
|
|
a 50% chance of
|
|
calming all
|
|
monsters in your party
|
|
that have turned
|
|
hostile.
|
|
Level 4: NILA 30 Group 90' N/A Night Lance:
|
|
Launches a chilling
|
|
missile against
|
|
your foes,
|
|
inflicting 100
|
|
to 400 points of
|
|
damage.
|
|
Level 5: HEAL 50 Party N/A Heal All: A
|
|
beyond death spell that
|
|
resurrects every
|
|
dead party member
|
|
(including those
|
|
turned to stone),
|
|
and heals all
|
|
wounds, paralysis,
|
|
and insanity.
|
|
Level 6: BRKR 60 Party N/A Brothers
|
|
Kringle: The brothers are
|
|
always ready to
|
|
help freinds in
|
|
trouble. Enough
|
|
brothers appear to
|
|
fill the empty
|
|
slots in your party.
|
|
Level 7: MAMA 80 All foes 90' N/A Mangars Mallet:
|
|
Inflicts 200 to 800
|
|
bone crushing
|
|
damage points against
|
|
every monster your group faces.
|
|
|
|
Chronomancer Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
|
|
Level 1: ARBO 10 Party N/A Teleport to
|
|
Arboria. Must be in
|
|
quite grove
|
|
outside of Skara Brae.
|
|
Level 1: ENIK 10 Party N/A Teleport to
|
|
wilderness outside of
|
|
Skara Brae. Must
|
|
be at well worn
|
|
area in Arboria.
|
|
Level 1: VITL 12 1 Character N/A Vitality: Heals
|
|
a character 4 to 8
|
|
points times
|
|
spell caster's level.
|
|
Level 2: WIFI 20 Group 20' N/A Wizard's Fist:
|
|
Burns foes for 300
|
|
to 600 points of
|
|
damage.
|
|
Level 2: COLD 20 Group 80' N/A Coldspell:
|
|
Freezez foes for 50 to
|
|
400 points of
|
|
damage.
|
|
Level 3: GOFI 25 Group 80' N/A God Fire: Burns
|
|
a foes for 60 to
|
|
240 points of
|
|
damage.
|
|
Level 3: STUN 30 All foes N/A Stun: Stuns all
|
|
foes for 50 to 200
|
|
points of
|
|
damage.
|
|
Level 4: LUCK 45 Party Combat Luck: Increases
|
|
party's hitting and
|
|
defending by 8
|
|
points.
|
|
Level 4: FADE 50 1 Foe 30' N/A Far Death: Kills
|
|
foe.
|
|
Level 5: WHAT 60 1 Object N/A Identifies an
|
|
item.
|
|
Level 5: OLAY 60 1 Character N/A Youth Potion:
|
|
Coats one character
|
|
to rid of
|
|
oldness.
|
|
Level 6: GRRO 65 1 Character N/A Fixes character
|
|
even if dead.
|
|
Level 6: FOTA 70 Group N/A Casts a
|
|
Sandstorm, WIFI, and moves
|
|
back any
|
|
survivors.
|
|
Level 7: SHSH 60 Party N/A Shadow Shield:
|
|
Lowers party's armor
|
|
class by 4.
|
|
Level 7: FAFI 100 All foes N/A Devistates all
|
|
foes for 400 to 1500
|
|
points of
|
|
damage.
|
|
|
|
Geomancer Spells:
|
|
|
|
Level #: Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
Level 1: EADA 5 Group 40' N/A Earth Dagger:
|
|
Stabs a group of foes
|
|
for 200 to 800
|
|
points of damage.
|
|
Level 1: EASO 5 Level On level Earth Source:
|
|
Reveals all booby
|
|
traps that you
|
|
pass over while on
|
|
a dungeon level.
|
|
Level 1: EAWA 8 Level On level Earth Warp: Trap
|
|
Zaps the entire
|
|
level.
|
|
Level 2: TREB 10 All foes N/A Trebulation:
|
|
Burns all foes with a
|
|
hot flame for
|
|
150 to 600 points of
|
|
damage.
|
|
Level 2: EAEL 15 Party N/A Earth Elemental:
|
|
Summons an Earth
|
|
Elemental to
|
|
join and fight your
|
|
party.
|
|
Level 2: WAWA 15 Wall N/A Wall Warp: Like
|
|
PHDO, but last
|
|
until you leave
|
|
the dungeon level.
|
|
Level 3: ROCK 18 1 foe 60' N/A Rock: Stones a
|
|
foe.
|
|
Level 3: ROAL 20 Level On level Roscoe's Alert:
|
|
Reveals anti-magic
|
|
areas.
|
|
Level 4: SUSO 20 Level On level Susore's Song:
|
|
Reveals all heal
|
|
party squares.
|
|
Level 4: SAST 25 Group N/A Sand Storm:
|
|
Moves foes back 60'.
|
|
Level 5: SANT 30 Level On level Sanctuary: Shows
|
|
squares that raise
|
|
spell points.
|
|
Level 5: GLST 40 1 foe 90' N/A Glacier Strike:
|
|
Sends a stalagmite
|
|
up through the
|
|
ground to pin a foe
|
|
to the ceiling
|
|
for 400 to 1600
|
|
points of
|
|
damage.
|
|
Level 6: PATH 40 Level On level Path Finder:
|
|
Makes an instant map
|
|
of any dungeon
|
|
level.
|
|
Level 6: MABA 50 Group 50' N/A Magma Blast:
|
|
Burns foes with firey
|
|
hot magma for
|
|
300 to 1200 points of
|
|
damage.
|
|
Level 7: JOBO 60 All foes N/A Jolt Bolt:
|
|
Smashes all foes to the
|
|
ground and
|
|
shocks them for 400 to
|
|
1600 points of
|
|
damage.
|
|
Level 7: EAMA 80 Group 50' N/A Earth Mama:
|
|
Opens the Earth's
|
|
surface below a
|
|
group of foes,
|
|
drops them in,
|
|
and closes over them
|
|
so that they are
|
|
never heard from
|
|
again.
|
|
|
|
Miscellaneous Spells:
|
|
|
|
Code Cost Range Duration Description
|
|
------------------------------------------------------------
|
|
GILL 10 Party Short Gill: Let's party breathe
|
|
under water.
|
|
DIVA 250 Party N/A Divine Intervention: During
|
|
non combat: Makes
|
|
all illusionary characters
|
|
into real ones,
|
|
cures of all illnesses
|
|
except age, restores
|
|
all hit points to the
|
|
party. During combat:
|
|
Lowers party's armor class
|
|
by 20, increases
|
|
attacks by 8 hits, casts
|
|
Mangar's Mallet.
|
|
NUKE 150 All foes N/A Goderdammerrung: Nukes all
|
|
foes for about 2000
|
|
points of damage.
|
|
|
|
|
|
|
|
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