1485 lines
53 KiB
Plaintext
1485 lines
53 KiB
Plaintext
THE BARD'S TALE
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The Manual
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About Fantasy Role Playing Games
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The Bard's Tale is a fantasy role-playing game. First in a series of
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Tales of the unknown, this one is set in the city of Skara Brae.
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Like other fantasy role-playing games, there are three objectives you
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will be trying to accomplish. How you do this is up to you...
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Your most important goal is to complete the quest built into the game.
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In The Bard's Tale the city of Skara Brae is threatened by an evil mage
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called Mangar. You must find Mangar and "persuade" him to release the
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once-harmonious city from his evil control.
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But Mangar is protected by layers of obstacles, mazes and evil henchmen.
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Your second goal is to develop characters capable of surviving these
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barriers. These characters are your alter ego in The Bard's Tale. They
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act according to your commands, but over the course of the game they
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change, much as real people do over a lifetime. They improve their
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skills in magic, combat, stealth, etc. They amass wealth and treasured
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objects. And they worry about dying too soon.
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Your third goal is to explore the entire world of The Bard's Tale. There
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are numerous goodies, puzzles and special places in Skara Brae. Part of
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the fun is finding them, and discovering the layout of this fantasy
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world. How do you get into the walled off towers? What's in the castle?
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Where are the legendary catacombs of Skara Brae?
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Table of Contents
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A Quick Overview
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Characters
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Places
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The Combat System
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The Magic System
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Conjurer Spells
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Magician Spells
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Sorcerer Spells
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Wizard Spells
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Bard Songs
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Spell Key Glossary
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Tips from the Underground
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Items
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So turn the page and get started. Skara Brae awaits.
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A Quick Overview
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An orientation for beginners, a quick start guide for experts.
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How to Use This Manual
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This manual has three parts. This
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Overview is designed to give first-time adventure gamers a
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quick sense of the overall gameplay and give experience fantasy
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role-players all they need to know to start quickly
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The rest of the manual is reference material about how various
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parts of The Bard's Tale operate, including character building
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and development, places and mapping, the combat system and the
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magic system. There is also a listing and description of all
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the magic spells and the beginning items available in The
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Bard's Tale. Finally, there are hints and clues interspersed
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throughout the manual.
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1. Command Summary Card
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Inside the front flap of your album cover is a Command Summary
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Card, which lists keystroke commands, disk utilities and
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step-by-step instructions for starting up. If you are an
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experienced adventurer, this card gives you most of what you
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need to know; the rest is covered in this section.
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2. Adventurer's Guild
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The ADVENTURER'S GUILD is where you start each. This is the
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ONLY spot a party can be formed, characters created, or
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characters saved to disk.
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3. Use the Pre-Built Party
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For your convenience, you will find a pre-built party already
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waiting for you when you enter the Guild for the first time.
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The party is called *A Team. They are even outfitted with
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weapons and armor affordable to characters of their humble
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stations.
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4. Use City Map on the Package
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On the inside of your album cover is a map of Skara Brae.
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You'll need it. Notice:
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-2 walled-off towers (wonder what's in there?).
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-A castle protected by Guardian Statues.
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-Temples for healing, Equipment Shop for purchasing more
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weapons, Taverns for drink and gossip, Roscoe's for more spell
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energy.
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-You'll have to find the Review Board (where levels are awarded
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and magic is taught) on your own.
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Mapping the dungeons and mazes is up to you. You even have to
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figure out how to get into the mazes on your own. One clue:
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each of the 16 mazes is set up on a 22 by 22 grid. North is to
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the top of the screen, East is to the right. Be sure to go to
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every square; there are lots of specials.
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For more about the City of Skara Brae see "Places"
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5. Combat
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Only your first 3 characters and the first 2 rows of monsters
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can attack in hand-to-hand combat.
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There are several new combat commands, including Party Attack,
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for fighting between party members; Bard Song, for making magic
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by playing music; Hide in Shadows, to avoid combat.
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For more information see "The Combat System"
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6. Magic
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There are 4 classes of Magic Users, each with unique magical
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capabilities:
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Conjurers can create objects and heal adventurers;
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Magicians can bestow magical effects on common items;
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Sorcerers can create illusions and heighten awareness;
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Wizards can summon and control supernatural creatures.
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Sorcerer and Wizard classes are not available to first level
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adventurers. To create one of these, you must change class of a
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Magic User who has achieved 3rd level magic spells in one (for
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Sorcerer) or two (for Wizard) other magical arts. Class change
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takes place in the Review Board. A Magic User who successfully
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learns all 7 levels of spells for each of the 4 Magic Classes
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is an Archmage, one of the most powerful characters in The
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Bard's Tale. Once a Magic User leaves a class, he can never
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return to it.
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Magic Users qualify to learn next level spells based on their
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experience levels, but it takes gold to actually learn the new
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spells.
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Casting spells uses spell points in different amount depending
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on the spell. Spell points are regenerated automatically when a
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Magic User is in the city in the daytime, and may also be
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regenerated in Roscoe's Energy Emporium, or special Regen
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squares in some dungeons.
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For more information see "The Magic System"
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7. The Bard
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The Bard makes magic by playing music. He needs an instrument,
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of course. He can play in combat or during exploration, with
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different effect. Only one tune at a time. And one tune for
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every experience level. Then he needs to get a drink from any
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nearby tavern.
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You can listen to his music or not. See the COMMAND SUMMARY
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card for details.
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By the way, the Bard is not too shabby as a fighter.
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8. Time
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Time waits for no one. Even without keystrokes, time passes,
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from day to night and back again.
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Nighttime is especially nasty. The really evil monsters hit the
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streets at night, looking for characters just like you. And,
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what's worse, you use up spell points faster, because spell
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points only regenerate in daylight.
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Now you know enough to get started, if you are an experienced
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adventurer. By the way, the tavern on Rakhir street is the only
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tavern that serves wine. And that wine "goes down" easily. You
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may wish to drop by to wet the whistle of your Bard. Good luck!
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CHARACTERS
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RACES
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Humans are not the only race in the world of The Bard's Tale.
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Others are more magically inclined, stronger and smarter. Part
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of the fun of a fantasy role-playing game is getting to know
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these different races, and forming your party accordingly. The
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races and their descriptions are:
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HUMAN: While possibly being of hardier stock, this character is
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nonetheless like you or me.
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ELF: Patterned after the Tolkien elf, the elf is slight of
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build, frequently taller than a human, and very inclined to
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magic.
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DWARF: The Dwarven people are short and stout, extremely
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strong and healthy, but not amazingly intelligent (i.e.,
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excellent fighters).
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HOBBIT: Hobbits are slightly smaller than Dwarves but are nimble
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and dexterous. Just the right make-up for a rogue.
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HALF-ELF: These crossbreeds are usually blond and fair-skinned,
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like elves, and get some added size and strength from their
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human ancestry.
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HALF-ORC: An orc is a large, goblin-like creature often found
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working for evil wizards. The Half-orc, being half human, is
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not quite as despicable as his orc parent, but you wouldn't
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want to date one.
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GNOME: Gnomes closely resemble dwarves, but have less hair and
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even shorter tempers. They are also more magically inclined, as
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a rule.
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CHARACTER CLASSES
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In fantasy role-playing games, characters choose different
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"Classes" or professions. There is no single best class; each has
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its own strengths. Your characters must use teamwork to succeed.
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Class selection is the most important aspect of creating a
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character in The Bard's Tale. There are ten different classes
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of characters, but only 8 can be selected for a newly generated
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character. Class types carry with them different abilities and
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limitations, as are roughly covered below.
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WARRIOR: the base fighter-type in The Bard's Tale, warriors can
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use nearly every weapon there is. For every 4 levels of
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experience after the 1st, Warriors get an extra attack ability
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in combat.
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PALADIN: Paladins are fighters who have sworn to abstain from
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all evil and to uphold honor and purity in all places. They can
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use most weapons and some that no other fighters can. They get
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multiple attacks at higher levels. They also have a greatly
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increased resistance to evil magic.
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ROGUE: a professional thief with so-so combat ability, the
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rogue can hide in shadows, search for traps and disarm them.
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Without a rogue your party will pay very dearly for the booty
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it wins.
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BARD: The Bard is a wandering minstrel. You'll see him with a
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tankard of ale in front of him in the less reputable taverns --
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the rowdier the better.
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Bards were once warriors, and can still use most warrior
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weapons. But they turned to music instead and now play songs
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with an almost magical effect on other characters. Bards don't
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get the warrior's advantage of extra attacks in combat anymore
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-- but their magic is so unique, it is almost impossible to
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survive Skara Brae without one.
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Any true Bard has six songs on his lips, though to play them he
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must have an instrument equipped. A song played as the party is
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exploring is long-lasting and continues even after the party
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returns from combat mode, even if other songs were played
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during combat. Any songs played during combat are abbreviated
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and so create different magical effects than the full
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non-combat versions. The shorter combat versions don't endure
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as long either, only one round of fighting.
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Only one Bard tune can be played at a time. If a second one is
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played while the first is still playing (by the same or a
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different Bard), the first will end. A Bard can play as many
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tunes as experience levels before his throat gets dry. Then
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it's off to a tavern for a drink to rejuvenate his voice. Tough
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duty, but someone has to do it.
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Bard songs vary according to the difficulty of the dungeon.
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When the going gets tough, the Bard goes drinking.
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HUNTER: an assassin, a mercenary, a ninja. The hunter can use
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most weapons, and has the ability (which grows with experience)
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to do critical hits in combat (i.e., to attack a nerve center
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or other vital area and instantly kill an opponent). A good
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skill.
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MONK: a martial artist, an almost inhuman fighting machine
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trained to fight without weapons or armor. The monk can use
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them, but, at higher levels particularly, often does better
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without.
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CONJURER: one of the 4 classes of Magic Users, Conjurers deal
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in the physical creation and manifestation of real things (like
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fire, light, healing).
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MAGICIAN: another of the 4 classes of Magic Users, Magicians
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deal with magic as it affects physical objects (i.e.,
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enchanting a sword, making armor stronger, making a dungeon
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wall disappear).
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SORCERER: Sorcerers are Magic Users who deal with the creation
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and manipulation of illusion. Due to the power of sorcerer
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spells, this class is not available to newly created characters.
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WIZARD: Wizards are Magic Users who are dedicated to the
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summoning and binding of various supernatural creatures. These
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creatures are not friendly to humankind and trying to control
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them is extremely hazardous. The Wizard-class is not available
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to new characters either.
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CHARACTER ATTRIBUTES
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Each character you create has five basic attributes which
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define his physical and mental prowess. When you create a
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character each attribute is assigned a value from 1 to 18, with
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the higher number reflecting higher capability.
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STRENGTH (Shown as "ST" on the screen): Strength is physical
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power and chiefly affects the amount of damage a character can
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do to an opponent in hand-to-hand combat. Make sure your
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fighting characters are strong.
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INTELLIGENCE ("IQ"): Intelligence is mental power. A high
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intelligence will enable your Magic Users to get bonus spell
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points.
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DEXTERITY ("DX"): Measures agility & nimbleness. A high score
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makes your characters harder to hit and helps them strike the
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first blow in combat.
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CONSTITUTION ("CN"): Measures healthiness. It takes more damage
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to kill a character with a high constitution score. This is
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reflected in bonus "hit points," the character's life span.
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LUCK ("LK"): Luck is an ambiguous attribute, as it has a number
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of unseen effects on gameplay. For example, lucky characters
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are more likely to resist evil magic and avoid nasty traps.
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OTHER CHARACTER STATISTICS
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ARMOR CLASS ("AC"): This statistic reflects the level of
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protection a character has from physical attack. In classic
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fantasy role-playing style, the armor class starts at 10 for a
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totally unprotected, unarmored character with low dexterity,
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and goes down to -10 (called LO) as his protection improves by
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armor, spells, or other means.
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HIT POINTS ("HITS"): Hit Points measure the damage a character
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can take before he is killed. The "Hits" statistic shows his
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potential at fullest health, rather than current status.
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CONDITION ("COND"): Condition shows the character's present
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number of hit points. For example, if a character with 10 Hit
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Points is wounded for 7 hit points, his Condition will drop to
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3. Another wound of 3 or more hit points will kill him. If he
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is fully healed, his Condition will return to the full 10
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again. (Even though his Condition score changes, his Hit Points
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stay at 10.)
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SPELL POINTS ("SP PT"): This shows current spell point status.
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Points are used up with each cast of a magic spell. If a
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Conjurer has 20 spell points and casts a Mage Flame spell at a
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cost of 2 spell points, his new total would be 18. A
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character's maximum spell points are listed in his
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view-character mode.
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EXPERIENCE POINTS: This measures abilities gained by
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experience, the higher the number, the better the character.
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Characters get experience points for successful combat,
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according to the difficulty of the fight and the number of
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characters who survive. The amount is indicated after every
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successful combat. A character's running total of experience
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points is indicated in view-mode.
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GOLD: Gold is the unit of currency in this world. Your
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characters start with just barely enough gold to buy the armor
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and weapons they need to survive. There are two ways to get
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rich enough to buy better equipment: taking gold from the
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monsters you defeat in combat or selling items you find in
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dungeons. The first way is more fun.
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LEVEL ("LV 1"): Level is a general measure of achievement within
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a character's class. Level 1 is a novice, Level 13, for
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example, is required to become a Master of a Magic User class.
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The Review Board will promote a character to higher levels
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based on his experience points, but only upon the character's
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in-person request. An advance in level is very important
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because it generally means an increase in attribute scores, hit
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points, spell points and other abilities.
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SPELL LEVELS (e.g., "MAGI 1"): This shows the highest group of
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magic spells a character can use in any of the 4 classes of
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Magic Users. There are 7 groups of magic spells for each
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different class.
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To learn a new group of magic spells (a "spell level"), a Magic
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User must advance two experience levels. (NOTE: spell levels
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and experience levels are not the same thing!) For any of the
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four magic classes, a Magic User advances as follows:
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Experience Level Spell Level
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---------------- -----------
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1 1
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2 1
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3 2
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5 3
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7 4
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9 5
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11 6
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13 7
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14 and up 7 maximum
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To change class to Sorcerer, a Magic User must first have
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learned Spell Level 3 (or higher) in at least one magical art.
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To change to Wizard, a Magic User must first have learned Spell
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Level 3 (or higher) in two other magical arts.
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ITEMS: Items fall into 10 categories: Weapons, shields, armor,
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helms, gloves, musical instruments, figurines, rings, wands, and
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miscellaneous. Only one item of each type can be equipped for
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use at any one time. For example, two different shields cannot
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be used at once to protect a character, though the spare shield
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could be toted around.
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Some items can only be used by specific characters. For
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example, only Bards can use musical instruments. An item which
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can never be used by a character is marked with a <20> when he
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examines it in his view mode or in the Equipment Shoppe. An
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item which has been equipped is marked with a <20>.
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A character may carry up to 8 different items.
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How To Create a Character
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1. While in the Adventurer's Guild, select a race.
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2. Character attribute numbers displayed are a combination
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of genes and luck. For each different race there is a lowest
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possible number for each attribute (the "genes"). The computer
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then adds a random number (the "luck") to each attribute.
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3. If you are satisfied with the "roll of the dice", choose a
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character class, then name this character. If you aren't
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satisfied "reroll the dice."
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4. After being named, the character will be saved to disk,
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ready to adventure.
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PLACES
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THE CITY MAP
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There is a map of Skara Brae on the inside of the album
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cover your program disk came in. Notice that there are
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several important looking places that are blocked off. Like the
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castle, and the two towers protected by locked gates. There
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must be a way to get in there, wouldn't you think?
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Use your map to guide you in Skara Brae. If you ever get lost
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just press the "?" key and the program will tell you where you
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are and what time of day it is.
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UNMARKED BUILDINGS
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Most buildings in Skara Brae are unmarked. But some of them are
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inhabited by the corrupt creatures who have skulked into
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Skara Brae. So kick in a few doors and find them. Remember that
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fighting is good for you; it's the only way to build up enough
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experience to challenge Mangar. You should be disappointed when
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you kick in a door, screaming a battle cry, and find it empty.
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No fun.
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When you exit a building and enter the street, the building
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will be behind you, and you will be facing the building or
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landmark across the street.
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THE ADVENTURER'S GUILD
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The Guild is like a union hall where adventurers "hang out"
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hoping to join a party. This is where you form a party, and
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where all adventures begin.
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GARTH'S EQUIPMENT SHOPPE
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Garth is one of yesterday's almost forgotten heroes, now
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retired from active adventuring to supply tomorrow's would-be
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greats. At Garth's Shoppe characters can buy armor and weapons,
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sell items, have items identified, or pool all the party's gold
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for buying expensive items. Due to a deal with the city
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blacksmith, Garth has an infinite supply of basic armor and
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supplies. But unique items found in labyrinths, even if sold to
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Garth, remain in his inventory only until they are sold.
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Occasionally an item won in combat will remain unidentified.
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This means that its general type might be apparent (e.g.,
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shield, ring), but not which exact type (e.g., Dragon shield,
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Ring of Power). Garth can identify this item for you... for a
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price.
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THE REVIEW BOARD
|
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The Review Board is a group of high level representatives from
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||
all ten different classes. Upon your request in person, the
|
||
Board will determine whether a character has accumulated enough
|
||
experience points for advancement to higher levels. The Board
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||
teaches new spells to Magic Users who qualify for higher spell
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levels, too, but charges for this training. It pays the rent.
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||
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||
You may have to do a bit of exploring to locate the Review
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Board. And it's closed at night.
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|
||
TAVERNS
|
||
Taverns are the Bard's favorite places for gossip and
|
||
refreshment. There's even a tavern named after him. Watch him
|
||
carefully though; the Bard has a tendency to overtip the
|
||
bartender.
|
||
|
||
DUNGEON DELVING
|
||
The term "dungeon" refers to any indoor labyrinth, designed for
|
||
mapping, combat and puzzle interaction. They take a variety of
|
||
forms, from towers to catacombs, and have a varied number of
|
||
levels for each. You can go up or down to levels higher and
|
||
lower than the one you're on via stairways, portal, and
|
||
teleportation.
|
||
|
||
Stairways are not visible from a distance. But when you move
|
||
onto one you will be asked if you wish to ascend or descend.
|
||
|
||
Portals are holes in the floors and ceilings, and are visible
|
||
from a distance. You will not go through a portal merely by
|
||
standing on it; you must first command your character to do so.
|
||
If he jumps down through a portal, he will be damaged from the
|
||
fall unless he is using a levitation spell. The only way to go
|
||
up through a portal is by levitation.
|
||
|
||
The locations of dungeon entrances are well-kept secrets, but
|
||
there are plenty of hints in Skara Brae.
|
||
|
||
ROSCOE'S ENERGY EMPORIUM
|
||
If your spell points aren't recharging fast enough, go see
|
||
Roscoe. But be prepared for electrifyingly high fees.
|
||
|
||
TEMPLES
|
||
Temples are divine places of resurrection and complete healing.
|
||
In fact, this is the only place to cure characters who have
|
||
been withered or turned to stone. A resurrected character
|
||
retains all the items, gold and experience points he had before
|
||
dying, but he comes to life with only 1 hit point. When he
|
||
finds out how much it costs to be resurrected, he may turn over
|
||
in his grave.
|
||
|
||
Tips from the Underground: Places
|
||
1. Your first three dungeons should be the sewers, the
|
||
catacombs and the castle (in that order). Each is progressively
|
||
tougher. Don't attempt the catacombs without a party of level
|
||
9 or higher characters.
|
||
|
||
2. Explore and map every square in every maze. There are "Magic
|
||
Mouths" that give hints. There are 1-of-a-kind magic items and
|
||
spell regeneration zones. Good maps will show you the logical
|
||
spots for secret doors and secret rooms, too.
|
||
|
||
3. Avoid traps. Higher level rogues are excellent at opening
|
||
chests, but when in doubt use the "Trapzap" spell. TRZP is
|
||
guaranteed to work with no harm to the party, unless, of
|
||
course, the trap is protected by even more powerful magic. In
|
||
fact, you can use TRZP to disarm any traps you encounter. Gas
|
||
Cloud traps have doomed many brave but foolish adventurers. If
|
||
you set off a trap and nothing happens, you were lucky not
|
||
good. You could have been killed.
|
||
|
||
4. Be sure that your party is fully healed before entering a
|
||
new dungeon.
|
||
|
||
5. When you are finding your bearings in a maze, remember that
|
||
each succeeding level goes UP in a tower or castle and DOWN in
|
||
a dungeon.
|
||
|
||
|
||
THE COMBAT SYSTEM
|
||
|
||
The Bard's Tale is a game of fighting. It's the only way to
|
||
build experience. Fortunately, Mangar and his gruesome
|
||
creatures are very evil, so don't worry about their feelings.
|
||
Kill them, if you can.
|
||
|
||
Combat with "monsters" (the generic term for all opponents)
|
||
occur both randomly and at set locations. You can also initiate
|
||
intra-party combat at almost any time, in case one of your
|
||
members is turned to the dark side. At the outset of combat a
|
||
list of foes will be given, broken down into the number of foes
|
||
in each group. The maximum is 99 monsters per group, with up to
|
||
four groups.
|
||
|
||
Combat is divided into a series of "rounds," like a boxing
|
||
match. At the start of each round, each of your characters must
|
||
decide what action he will undertake in the upcoming melee,
|
||
unless, of course, your party decides to run away. A menu of
|
||
possible selections will appear for each character. These
|
||
options are as follows.
|
||
|
||
Attack foes: To physically assault foes in the first or second
|
||
group of monsters.
|
||
|
||
Party attack: To assault another member of the party, including
|
||
special members.
|
||
|
||
Defend: Do not interact this round -- reduces chance of being
|
||
hit.
|
||
|
||
Use an item: Make use of a magical item held in the character's
|
||
inventory and currently equipped. This may require specifying a
|
||
target for the effect.
|
||
|
||
Bard Song: Bards can play a short tune to affect the party or
|
||
the foremost group of monsters in some fashion
|
||
|
||
Cast a spell: Cast a spell at the party or a group of foes. The
|
||
spell code must be entered, and a target identified.
|
||
|
||
Hide in Shadows: A rogue can try to avoid combat altogether by
|
||
hiding and, if successful, will be skipped as a target of
|
||
attack in the upcoming combat round.
|
||
|
||
The first three characters in your party can be attacked
|
||
physically by monsters, and can attack back. The last three
|
||
characters can only be struck by magical attacks, and can only
|
||
attack back with magic. This simulates your first three
|
||
characters being up on the front line of attack, with the last
|
||
three characters acting as backup in case one of the first
|
||
three is killed. The first two groups of monsters are in a
|
||
similar position; they are the only monsters who can attack or
|
||
be attacked physically.
|
||
|
||
Once all the choices for your characters have been entered, the
|
||
round begins. The most dexterous characters or monsters usually
|
||
make the first strike, but luck, character level and character
|
||
class also affect this. In evenly matched fights, the outcome
|
||
often depends on which side gets in the first blow.
|
||
|
||
The rate of scrolling of the combat messages can be speeded or
|
||
slowed. See the Command Summary list of keystrokes for details.
|
||
|
||
At the end of a combat round, dead monsters will be removed
|
||
from the ranks of your foes, and dead characters will be
|
||
shuffled back to the end of your party. A fresh group of
|
||
monsters may also advance into the first two ranks to give
|
||
their fellow members a breather.
|
||
|
||
At the end of combat, treasure and experience points will be
|
||
split among the battle's survivors.
|
||
|
||
SPECIAL MEMBERS
|
||
The special slot (marked "S") is for monsters who can become
|
||
part of your party. They can join by:
|
||
1) Being summoned or created as an illusion, or some other
|
||
artifice related to a cast spell, or
|
||
2) Introducing themselves to the party and offering their
|
||
services as a comrade.
|
||
|
||
Specials cannot be controlled in battle; they choose their own
|
||
attack mode and generally go after the primary group of
|
||
monsters the party is facing. Specials are cleared out of the S
|
||
slot when killed. Illusionary specials (created by a sorcerer)
|
||
are cleared out if any foes disbelieve them.
|
||
|
||
If a non-illusionary special is attacked by another member of
|
||
the party for any reason, it will turn immediately hostile and
|
||
fight until defeated.
|
||
|
||
Tips from the Underground: Combat
|
||
1. Usually the highest dexterity character attacks first. For
|
||
particularly nasty monsters (like blue dragons) attack with
|
||
your highest dexterity characters first. Your less dexterous
|
||
characters may not survive long enough to get in a first strike.
|
||
|
||
2. Use your spells and Bard songs to lower the armor class of
|
||
your entire party. The lower the better.
|
||
|
||
3. If you are attacked by more than 2 groups of monsters,
|
||
concentrate on Magic Users first. If you cannot kill off all
|
||
the magic-using monsters, you may want to cast anti-magic
|
||
spells to protect you against illusions, possessions and other
|
||
spells.
|
||
|
||
4. You can minimize damage by killing off all but one monster
|
||
in either of the first two attacking groups. As a general rule,
|
||
attack groups with only one member last, unless it is a deadly
|
||
monster.
|
||
|
||
5. Many of the undead monsters are capable of draining
|
||
experience levels, turning characters old and gray or even
|
||
turning characters to stone. Treat the undead with respect. In
|
||
other words, kill them quickly.
|
||
|
||
6. Be prepared to die a lot with level 1 and 2 characters.
|
||
Especially at night. Especially when you don't have any weapons
|
||
and are just walking to Garth's Shoppe. It might even be a good
|
||
idea to stay close to a Temple at night, so you can quickly
|
||
heal any wounds.
|
||
|
||
7. Fill the special slot quickly. Conjure or summon a monster or
|
||
create an illusion, if necessary. The special member will take
|
||
a lot of heat off your fighters. Monsters tend to attack
|
||
special members first.
|
||
|
||
8. Monsters are smart. They usually attack your most vulnerable
|
||
characters first, unless one of your members represents a
|
||
significant threat.
|
||
|
||
THE MAGIC SYSTEM
|
||
|
||
Magic is power. It can make the difference between success and
|
||
failure in The Bard's Tale.
|
||
|
||
It is not always necessary or wise to rely on magic, though,
|
||
because magic is by no means foolproof. There are some places
|
||
where magic never functions, and some monsters who are highly
|
||
resistant to spells. Sometimes you just have to wade in with
|
||
fists flying and get dirty.
|
||
|
||
The best way to tell that your party has wandered into an
|
||
anti-magic zone is that all residual spells except light spells
|
||
are canceled.
|
||
|
||
Residual spells are magic spells that keep working for more
|
||
than just an instant. Light spells, trap detection, secret door
|
||
detection and magical armor are some examples. Most residual
|
||
spells cause a graphic symbol to appear in the central blank
|
||
strip on the screen, to keep the player aware that the duration
|
||
hasn't yet expired.
|
||
|
||
All spells have a point cost. In other words, all spells cost
|
||
the mage casting them a bit of his internal energy. This energy
|
||
is return automatically in direct sun light, and may be
|
||
regenerated at Roscoe's Energy Emporium or in special
|
||
regeneration zones you have to discover
|
||
|
||
There are magical items hidden in the dungeons and carried by
|
||
the monsters of The Bard's Tale. Magical weapons do extra
|
||
protection. Other magical items radiate special energies. There
|
||
are even magic keys and talismans necessary to get into certain
|
||
important parts of the game. The most powerful magic items are
|
||
secreted in the most challenging dungeons and are guarded by
|
||
ferocious monsters. When you win one, you should be very proud
|
||
and very happy. They can be the key to success against the
|
||
wickedest opponents.
|
||
|
||
To cast a spell, you type in 4-letter codes which are a rough
|
||
abbreviation of the spell name.
|
||
|
||
All Magic Users, even Level 1 novices, start the game with
|
||
knowledge of all level 1 spells in their magical art. Rather
|
||
than learning one spell at a time, Magic Users always learn
|
||
whole groups ("spell levels") of spells at once. It's the
|
||
closest thing to mass production in Skara Brae. Here is a
|
||
description of the four magical arts.
|
||
|
||
CONJURING
|
||
|
||
Conjuring deals with the instantaneous creation of objects and
|
||
effects through the channeling of a mage's power. Conjurer
|
||
spells are potent, but not unlimited in effect, since the
|
||
exercise of creation takes a large amount of energy to produce
|
||
even a moderate effect.
|
||
|
||
A conjurer can also produce effects that distort non-solid
|
||
things to produce new effects, like the distortion of space and
|
||
time required to teleport human bodies to a new location.
|
||
|
||
MAGIC
|
||
|
||
Magic (meaning the art practiced by a magician) deals with
|
||
bestowing magical effects on common objects. The items do not
|
||
become magical, but radiate fields of power for the duration of
|
||
a spell (which is usually the length of combat).
|
||
|
||
The gist of Magic is that it can increase an item's capability,
|
||
give it a totally new capability, or change its form to
|
||
something totally different.
|
||
|
||
Some examples: making a sword do greater damage, making dungeon
|
||
walls glow with a magical light, or causing a wall to totally
|
||
vanish for 1 move.
|
||
|
||
SORCERY
|
||
|
||
The byword of sorcery is, "seeing is believing." Sorcery does
|
||
not deal with a physical manifestation, but rather a creation
|
||
of illusion and a tapping into a heightened sense of awareness.
|
||
|
||
An illusion is an image envisioned by the spell caster, which
|
||
he then lays over the retinas of all who watch augmenting this
|
||
with appropriate stimulation of nerve endings to fool the other
|
||
four senses. The human mind, believing an illusionary creation
|
||
to be real, can be hurt or even killed by it, unless it is
|
||
somehow disbelieved.
|
||
|
||
A sorcerer, with the aid of his art, can also perceive certain
|
||
special things hidden from view.
|
||
|
||
WIZARDRY
|
||
|
||
Wizardry deals with the summoning and control of supernatural
|
||
creatures. The wizard has fewer spells than the other three
|
||
classes, but his are by far the most potent.
|
||
|
||
The creatures he can summon come from another plane of
|
||
existence, called the Negative plane. They join the special
|
||
slot in the party, and will fight until defeated.
|
||
|
||
The wizard has some ability to trap and control normal
|
||
monsters, as well.
|
||
|
||
|
||
Mages who have learned at least 3 spell levels in an art may
|
||
elect to change to another mage class at any time. Thus, a level
|
||
5 conjurer could choose to become a level 1 magician. His
|
||
experience points would be reset to 0, but he would retain his
|
||
previous attributes, hit points, spell points, and all
|
||
knowledge of his conjurer spells, however; once a mage leaves a
|
||
magic art, he cannot return to it.
|
||
|
||
A mage can become a conjurer, magician, or sorcerer as a second
|
||
class. A mage can become a conjurer, magician, sorcerer, or
|
||
wizard as a third class. A mage who has knowledge of all 7 levels
|
||
of spells in all 4 classes is called an Archmage, and is one of the
|
||
most powerful personages in the world of The Bard's Tale.
|
||
|
||
|
||
|
||
|
||
|
||
CONJURER SPELLS
|
||
|
||
CODE, Pt. Cost, Range, Duration
|
||
SPELL NAME Description
|
||
|
||
CONJURER SPELLS
|
||
Level 1
|
||
|
||
MAFL, 2, View, Medium
|
||
MAGE FLAME a small, mobile "torch" will appear, and float
|
||
above the spell caster as he travels.
|
||
|
||
ARFI, 3, 1 Foe, ---
|
||
ARC FIRE A fan of blue flames will shoot from the caster's
|
||
fingers, doing hits of damage to a select opponent, times caster's
|
||
level.
|
||
|
||
SOSH, 3, Self, Combat
|
||
SORCERER SHIELD The mage is protected by an invisible "shield"
|
||
of magic, that turns aside many blows that would otherwise hit
|
||
him.
|
||
|
||
TRZP, 2, 30 feet, ---
|
||
TRAP ZAP This spell will disarm any trap within 30 feet, in the
|
||
direction the party is facing. It will also disarm traps on chests.
|
||
|
||
|
||
Level 2
|
||
FRFO, 3, Group, Combat
|
||
FREEZE FOES This spell binds your enemies with magical force,
|
||
slowing there movements and making them easier to hit.
|
||
|
||
MACO, 3, ---, Medium
|
||
KIEL'S MAGIC COMPASS a compass of shimmering magelight appears
|
||
above the party, telling the direction they face.
|
||
|
||
BASK, 4, Character, Combat
|
||
BATTLESKILL This spell increases one of your party member's
|
||
skill with weapons, increasing the accuracy and ferocity of his
|
||
attacks.
|
||
|
||
WOHL, 4, Character, ---
|
||
WORD OF HEALING With the utterance of a single word the spell
|
||
caster can cure a party member of minor wounds, healing 2-8
|
||
points of damage.
|
||
|
||
|
||
Level 3
|
||
MAST, 5, Group, ---
|
||
ARCYNE'S MAGESTAR A bright flare will ignite in front of a
|
||
group of your enemies, temporarily blinding them and causing
|
||
them to miss the next combat round.
|
||
|
||
LERE, 5, View, Long
|
||
LESSER REVELATION This is an extended "Mage Flame" spell which
|
||
also reveals secret doors.
|
||
|
||
LEVI, 4, Party, Short
|
||
LEVITATION Partially negates the effect of gravity on the
|
||
party, causing them to float over traps or up through portals.
|
||
|
||
WAST, 5, Group, ---
|
||
WARSTRIKE Causes a spray of energy to spring from the caster's
|
||
extended finger, sizzling a group of opponents for 4-16 hits damage.
|
||
|
||
|
||
Level 4
|
||
INWO, 6, Special, ---
|
||
ELIK'S INSTANT WOLF With this spell the caster can make a real
|
||
wolf appear and join the party, fighting in its defense.
|
||
|
||
FLRE, 6, Character, ---
|
||
FLESH RESTORE This powerful healing spell will restore 6-24 hit
|
||
points to a party member and cure poisoning and insanity.
|
||
|
||
POST, 6, Foe, ---
|
||
POISON STRIKE This spell hurls porcupine-sharp needles from the
|
||
mage's finger into a selected monster, poisoning it.
|
||
|
||
|
||
Level 5
|
||
GRRE, 7, View, Long
|
||
GREATER REVELATION This spell functions like "Lesser
|
||
Revelation" spell, only it illuminates a wider area.
|
||
|
||
WROV, 7, Character, Combat
|
||
WRATH OF VALHALLA Makes a member of your party fight with the
|
||
strength and accuracy of ancient Norse heroes for the entire
|
||
combat.
|
||
|
||
SHSP, 7, Group, ---
|
||
SHOCK SPHERE a large globe of intense electrical energy
|
||
envelops a group of enemies, doing 8-32 hits of damage.
|
||
|
||
|
||
Level 6
|
||
INOG, 9, Special, ---
|
||
ELIK'S INSTANT OGRE This incantation will cause a real ogre to
|
||
appear and join the party.
|
||
|
||
MALE, 8, Party, Indefinite
|
||
MAJOR LEVITATION This will make the party levitate as does the
|
||
level 3 spell, but its effects will last until dispelled.
|
||
|
||
|
||
Level 7
|
||
FLAN, 12, Party, ---
|
||
FLESH ANEW This spell behaves like the "Flesh Restore" spell,
|
||
except that it will affect every member of the party.
|
||
|
||
APAR, 15, Party, --
|
||
APPORT ARCANE Allows the party to teleport anywhere within a
|
||
dungeon, except for places protected by teleportation shields.
|
||
|
||
|
||
MAGICIAN SPELLS
|
||
|
||
KEY
|
||
CODE, Pt. Cost, Range, Duration
|
||
SPELL NAME Description
|
||
|
||
Level 1
|
||
|
||
VOPL, 3, Character, Combat
|
||
VORPAL PLATING This spell causes the weapon (or hands) of a
|
||
party member to be covered with a magical field, which causes
|
||
him to do an additional 2-8 points of damage.
|
||
|
||
AIAR, 3, Self, Combat
|
||
AIR ARMOR This spell will make the air around the spell caster
|
||
to bind itself into a weightless suit of "armor."
|
||
|
||
STLI, 2, View, Short
|
||
SABHAR'S STEELIGHT SPELL Causes all metal near the party to
|
||
glow with magical light, illuminating the surrounding area.
|
||
|
||
SCSI, 2, Party, ---
|
||
SCRY SITE The walls themselves will speak, under direction of
|
||
this spell, revealing to the spell caster his location in the
|
||
labyrinth.
|
||
|
||
Level 2
|
||
|
||
HOWA, 4, 1 Foe, ---
|
||
HOLY WATER A spray of water will emanate from the mage's
|
||
fingers, doing 6-24 points of damage to any undead foe (e.g.
|
||
skeleton, zombie, vampire)
|
||
|
||
WIST, 5, 1 Foe, ---
|
||
WITHER STRIKE Any foe at whom this spell is cast is likely to
|
||
be turned old, thus reducing his ability to attack and defend
|
||
in combat.
|
||
|
||
MAGA, 5, Character, Combat
|
||
MAGE GAUNTLETS Makes a party member's hands (or weapons) more
|
||
deadly, adding 4-16 points of damage to every wound he inflicts.
|
||
|
||
AREN, 5, 30 Feet, Short
|
||
AREA ENCHANT This spell will cause the dungeon walls within 30
|
||
feet of a stairway to call out, if the party is traveling
|
||
toward it.
|
||
|
||
Level 3
|
||
|
||
MYSH, 6, Party, Medium
|
||
YBARRA'S MYSTIC SHIELD The air in front of the party will bind
|
||
itself into metallic hardness and will accompany the party when
|
||
it moves, as a sort of invisible "shield."
|
||
|
||
OGST, 6, Character, Combat
|
||
OSCON'S OGRESTRENGTH Allows a member of your party to damage
|
||
monsters as if he were as incredibly strong as an ogre.
|
||
|
||
MIMI, 7, Party, Combat
|
||
MITHRIL MIGHT Increases the armor protection of each party
|
||
member by enhancing their armor's natural strength by magic.
|
||
|
||
STFL, 6, Group, ---
|
||
STARFLARE The air surrounding a group of your enemies will
|
||
instantly ignite, causing them to be burnt for 6 to 24 damage
|
||
points.
|
||
|
||
Level 4
|
||
|
||
SPTO, 8, 1 Foe, ---
|
||
SPECTRE TOUCH This spell will drain a single enemy of 12 to 48
|
||
points of damage, as if touched by a spectre.
|
||
|
||
DRBR, 7, Group, ---
|
||
DRAGON BREATH Allows the mage to breathe fire at a group of
|
||
foes, doing 8 to 32 points of damage to each.
|
||
|
||
STSI, 7, View, Medium
|
||
SABHAR'S STONELIGHT SPELL Makes all stone and earth within
|
||
range of the party glow with magical light, revealing even
|
||
secret doors.
|
||
|
||
Level 5
|
||
|
||
ANMA, 8, Party, Combat
|
||
ANTI-MAGIC Causes the ground to absorb a portion of the magical
|
||
energies cast at the party, frequently allowing the members to
|
||
escape all damage. Also aids in disbelieving illusions and in
|
||
turning back magical fire, like a dragon's breath.
|
||
|
||
ANSW, 8, Special, Combat
|
||
AKER'S ANIMATED SWORD A magical sword will appear and fight
|
||
like a summoned monster in defense of the party.
|
||
|
||
STTO, 8, 1 Foe
|
||
STONE TOUCH This spell will often turn an enemy to stone, or a
|
||
stone monster from living stone to dead stone. But it doesn't
|
||
always work.
|
||
|
||
Level 6
|
||
|
||
PHDO, 9, 1 Wall, 1 Move
|
||
PHASE DOOR This incantation will alter the structure of almost
|
||
any wall directly in front of the party, turning it to air for
|
||
exactly 1 move.
|
||
|
||
YMCA, 10, Party, Indefinite
|
||
YBARRA'S MYSTICAL COAT OF ARMOR causes an effect like "Air
|
||
Armor" to cover every member of the party, lasting indefinitely.
|
||
|
||
Level 7
|
||
|
||
REST, 12, Party, ---
|
||
RESTORATION Makes all wounds disappear as your entire party is
|
||
reforged into unflawed bodies. Also cures poisoning and insanity.
|
||
|
||
DEST, 14, 1 Foe, ---
|
||
DEATHSTRIKE This incantation is very likely to kill one
|
||
selected enemy, big or small.
|
||
|
||
|
||
SORCERER SPELLS
|
||
|
||
KEY
|
||
CODE, Pt. Cost, Range, Duration
|
||
SPELL NAME Description
|
||
|
||
Level 1
|
||
MIJA, 3, 1 Foe, ---
|
||
MANGAR'S MIND JAB The mage casts a concentrated blast of
|
||
psychic energy at one opponent doing 2-8 hits of damage for
|
||
each experience level of the mage.
|
||
|
||
PHBL, 2, Party, Combat
|
||
PHASE BLUR The entire party will seem to waver and blur in the
|
||
sight of the monsters, making the party very difficult to
|
||
strike.
|
||
|
||
LOTR, 2, 30 Feet, Short
|
||
LOCATE TRAPS In a state of magically-heightened awareness, the
|
||
spell caster will be able to sense a trap within 30 feet, if he
|
||
faces it.
|
||
|
||
HYIM, 3, Group, ---
|
||
HYPNOTIC IMAGE If successfully cast, this spell will make a
|
||
group of your enemies miss the following attack round.
|
||
|
||
Level 2
|
||
|
||
DISB, 4, Party, ---
|
||
DISBELIEVE This spell will reveal the true of any illusion
|
||
attacking the party, causing it to instantly vanish.
|
||
|
||
TADU, 4, Special, Combat
|
||
TARGET-DUMMY A magical illusion appears in the party's special
|
||
slot. Unable too attack, it will serve to draw enemy attacks to
|
||
himself.
|
||
|
||
MIFI, 4, 1 Foe, ---
|
||
MANGAR'S MIND FIST A higher power "Mind Jab," does 3-12 hits of
|
||
damage to one foe, times the experience level of the mage.
|
||
|
||
FEAR, 4, Group, Combat
|
||
WORD OF FEAR This incantation will make a group of your enemies
|
||
shake in fear, reducing their ability to attack and do damage.
|
||
|
||
|
||
Level 3
|
||
|
||
WIWO, 5, Special, ---
|
||
WIND WOLF This spell creates an illusionary wolf to join the
|
||
party. This and other illusions are only effective as long as
|
||
an enemy "believes" them. Depending on power and location, the
|
||
monster may see through the illusion, and cause it to vanish.
|
||
|
||
VANI, 6, Self, Combat
|
||
KYLEARAN'S VANISHING SPELL The mage casting this spell will
|
||
turn nearly invisible in the eyes of his enemies, who will have
|
||
great difficulty in striking him.
|
||
|
||
SESI, 6, 30 Feet, Medium
|
||
SECOND SIGHT The mage will experience heightened awareness and
|
||
be able to sense stairways, special encounters, spell negation
|
||
zones, and other unusual occurrences.
|
||
|
||
CURS, 5, Group, Combat
|
||
CURSE Causes a group of your enemies to fear you greatly,
|
||
lessening their morale and their ability to hit and damage you.
|
||
|
||
|
||
Level 4
|
||
|
||
CAEY, 7, View, Indefinite
|
||
CAT EYES The member's of the mage's party will all receive
|
||
perfect night-vision, which will last indefinitely.
|
||
|
||
WIWA, 6, Special, ---
|
||
WIND WARRIOR This spell will create the illusion of a
|
||
battle-ready warrior that joins your party.
|
||
|
||
INVI, 7, Party, Combat
|
||
KYLEARAN'S INVISIBILITY SPELL This invocation will perform a
|
||
Vanishing Spell on the entire party.
|
||
|
||
|
||
Level 5
|
||
|
||
WIOG, 7, Party, ---
|
||
WIND OGRE This spell will create the illusion of an ogre, which
|
||
will accompany and fight with your party.
|
||
|
||
DIIL, 8, Party, Combat
|
||
DISRUPT ILLUSION This spell will destroy any illusion fighting
|
||
the party, and any new illusions created later in the combat.
|
||
It will also point out any dopplegangers in the party.
|
||
|
||
MIBL, 8, All Foes, ---
|
||
MANGAR'S MIND BLADE A sharp explosion of psychic energy that
|
||
inflicts 10-40 hits to each and every enemy you face
|
||
|
||
|
||
Level 6
|
||
|
||
WIDR, 10, Special, ---
|
||
WIND DRAGON This incantation will create an illusionary red
|
||
dragon to fight with your party.
|
||
|
||
MIWP, 9, Character, ---
|
||
MIND WARP This spell will make a member of your party go
|
||
totally insane. Useful for possessions.
|
||
|
||
|
||
Level 7
|
||
|
||
WIGI, 12, Special, ---
|
||
WIND GIANT This spell will create an illusionary storm giant,
|
||
to join with, and fight for, your party.
|
||
|
||
SOSI, 11, 30 Feet, Indefinite
|
||
SORCERER SIGHT This spell functions the same as the "second
|
||
sight", but it will last indefinitely.
|
||
|
||
|
||
WIZARD SPELLS
|
||
|
||
KEY
|
||
CODE, Pt. Cost, Range, Duration
|
||
SPELL NAME Description
|
||
|
||
Level 1
|
||
|
||
SUDE, 6, Special, ---
|
||
SUMMON DEAD This will gate into our universe a zombie or
|
||
skeleton to fight for the party.
|
||
|
||
REDE, 4, Group, ---
|
||
REPEL DEAD This spell will do 16 to 80 points of damage to a
|
||
group of undead creatures.
|
||
|
||
Level 2
|
||
|
||
LESU, 8, Special, ---
|
||
LESSER SUMMONING This spell will gate into our universe a lower
|
||
power elemental or demon, who will (under protest) join the
|
||
party.
|
||
|
||
DEBA, 8, 1 Foe, ---
|
||
DEMON BANE This spell will do 32 to 128 points of damage to a
|
||
single demon. The power to summon is the power to destroy.
|
||
|
||
Level 3
|
||
|
||
SUPH, 10, Special, ---
|
||
SUMMON PHANTOM This spell will bring a medium level undead
|
||
creature into the party.
|
||
|
||
DISP, 10, Character, ---
|
||
DISPOSSESS This spell will make any possessed party member to
|
||
his normal state.
|
||
|
||
|
||
Level 4
|
||
|
||
PRSU, 12, Special, ---
|
||
PRIME SUMMONING This spell gates in a medium level elemental or
|
||
demon, to fight with the party.
|
||
|
||
ANDE, 11, Character, ---
|
||
ANIMATE DEAD Gives a dead character undead strength, making him
|
||
attack your enemies as though he were truly alive.
|
||
|
||
Level 5
|
||
|
||
SPBI, 14, 1 Foe, ---
|
||
BAYLOR'S SPELL BIND This spell if successful possesses the mind
|
||
of any enemy, forcing him to join your party and fight in its
|
||
defense.
|
||
|
||
DMST, 14, Group, ---
|
||
DEMON STRIKE This spell works like Demon Bane, but it will
|
||
affect an entire group of demons.
|
||
|
||
Level 6
|
||
|
||
SPSP, 15, Special, ---
|
||
SPELL SPIRIT This spell will gate in a higher-level undead
|
||
creature to fight for the party.
|
||
|
||
BEDE, 18, Character, ---
|
||
BEYOND DEATH This spell will restore life and one hit point to
|
||
a character.
|
||
|
||
Level 7
|
||
|
||
GRSU, 22, Special, ---
|
||
GREATER SUMMONING This spell will gate a greater demon into our
|
||
universe and bind him to the party.
|
||
|
||
|
||
|
||
BARD SONGS
|
||
|
||
1. FALKENTYNE'S FURY
|
||
This tune increases the damage your party will do in combat, by
|
||
driving them into a berserker rag.
|
||
|
||
2. THE SEEKER'S BALLAD
|
||
This song will produce light when exploring, and during combat
|
||
it will increase the party's chance of hitting a foe with a
|
||
weapon.
|
||
|
||
3. WAYLAND'S WATCH
|
||
This song will soothe your savage foes, making them do less
|
||
damage in combat.
|
||
|
||
4. BADH'R KILNFEST
|
||
This is an ancient Elven melody, which will heal the Bard's
|
||
wounds during traveling, and heal the party's wounds during
|
||
combat.
|
||
|
||
5. THE TRAVELLER'S TUNE
|
||
This melody makes the members of your party more dexterous and
|
||
agile, and thus more difficult to hit.
|
||
|
||
6. LUCKLARAN
|
||
This song sets up a partial "anti-magic" field, which gives
|
||
party members some increased protection against spell casting.
|
||
|
||
|
||
SPELL KEY GLOSSARY
|
||
|
||
Range Terms
|
||
View spell affects line of sight
|
||
1 Foe spell affects a single monster, regardless of how many
|
||
you face.
|
||
Group spell affects 1 of 4 monster groups
|
||
Self spell affects spellcaster only
|
||
30 Feet 3 squares in the direction you face
|
||
Character one of 6 party members or special
|
||
Party spell affects all 6 party members
|
||
Special spell affects "S" slot only; summoned creature enters
|
||
combat next round
|
||
|
||
Duration Terms
|
||
Combat spell lasts until all monsters or all party members are
|
||
killed, or until party runs away.
|
||
Short spell lasts only a few minutes
|
||
Medium spell lasts a little longer
|
||
Long spell lasts twice as long as "Short"
|
||
Indefinite spell lasts until party enters the Adventurer's Guild or
|
||
an anti-magic zone
|
||
|
||
|
||
TIPS FROM THE UNDERGROUND
|
||
|
||
Characters
|
||
|
||
1. Don't be concerned about losing a Level 1 character. Just
|
||
make another one. But when your characters reach the 3rd level,
|
||
back them up regularly using your favorite disk copy program.
|
||
|
||
2. If your favorite character gets killed, there are several
|
||
things you can do. You can resurrect him by magic or in a
|
||
temple by spending spell points or gold. You can turn off the
|
||
computer and reboot, and your entire party will be restored,
|
||
but without the experience, gold and magic items they have won
|
||
since the last time you saved game. Or you can load the
|
||
character from your back-up disk onto the main disk, after
|
||
first deleting the dead character from your main disk. NOTE:
|
||
you can only restore a character by rebooting if you have
|
||
previously saved your party by exiting the game when in the
|
||
Adventurer's Guild.
|
||
|
||
3. In "rolling" a character's attribute numbers, 17s and 18s
|
||
can often make a big difference, as follows: Intelligence gives
|
||
Magic Users bonus spell points; Dexterity gives fighters (but
|
||
not Bards) bonus armor protection and first strike capability;
|
||
Strength allows fighters to do extra damage in combat; Luck
|
||
allows Rogues to survive even if they accidentally set off a
|
||
trap; and Constitution gives all characters bonus hit points.
|
||
|
||
4. Most character races have at least one attribute they are
|
||
particularly high in. Pay close attention to starting
|
||
attributes when designing your party.
|
||
|
||
5. Develop a Sorcerer fast. They are very useful in dungeons.
|
||
Wizards are extremely important in advanced levels; they can
|
||
summon demons, extremely powerful specials. Develop an
|
||
Archmage, too. You'll need one; you'll want more.
|
||
|
||
6. Your pre-built party, excellent for beginning levels, may
|
||
not be the best group for advanced levels. You may want to
|
||
experiment with a hunter, because his "critical hit" capability
|
||
can vanquish superior monsters, and the monk, who is perhaps
|
||
the best fighter of all after he reaches the 6th level.
|
||
|
||
7. Warriors and other fighters often play less of a role
|
||
against higher level, magic-using monsters. But without the
|
||
protection of their armor and strong arms, your Magic Users
|
||
would not survive long enough to learn the higher level magic
|
||
spells.
|
||
|
||
8. Beware the Doppelganger monster. It enters your party and
|
||
looks just like one of your members.
|
||
|
||
Magic
|
||
|
||
1. Don't venture too far into any dungeon without your maximum
|
||
spell points. A good rule is to leave a dungeon when you are
|
||
down to one quarter of your maximum spell points.
|
||
|
||
2. Manage your spell points carefully. Don't waste a spell if
|
||
you can accomplish the same thing without magic. Torches, for
|
||
example, often work as well as magic light spells. On the other
|
||
hand, don't be shy about using magic in combat. When in doubt,
|
||
blast 'em with magic.
|
||
|
||
3. Locate traps, second sight and sorcerer sight spells all
|
||
identify traps within 30 feet. Trapzap spell disarms all traps
|
||
within 30 feet.
|
||
|
||
4. Cast a long-lasting Bard spell right before entering a
|
||
tavern. It's like getting a free spell.
|
||
|
||
|
||
ITEMS
|
||
|
||
These are the basic items found in Garth's Equipment Shoppe in
|
||
unlimited quantity:
|
||
|
||
Torch for light in dungeons
|
||
Lamp longer duration than a torch
|
||
Broadsword most damaging non-magic sword, only usable by fighters
|
||
Short Sword a lighter sword, usable by all but mages
|
||
Dagger usable by all, not too effective
|
||
War Axe a heavy, damaging weapon, not usable by bards, rogues,
|
||
or magic users
|
||
Halbard a combination battle axe and pike, the most damaging
|
||
non-magical weapon
|
||
Mace the most powerful weapon a rogue can use; an armor crusher
|
||
Staff a simple, non-magical cudgel
|
||
Buckler a small round shield
|
||
Tower Shield a larger shield
|
||
Leather Armor the lightest armor, wearable by all but magicians and
|
||
conjurers
|
||
Chain Mail light metal mesh armor, best against light weapons
|
||
Scale Armor better still, difficult to pierce
|
||
Plate Armor strongest non-magical armor
|
||
Robes will dull old knives, but that's it
|
||
Helm covers the head and saves the adventurer's good looks.
|
||
Leather Gloves some protection for the hands
|
||
Gauntlets metal gloves
|
||
Mandolin, Harp, Flute musical instruments for use by Bards
|
||
|
||
|
||
Item Abbreviations
|
||
FGN is an abbreviation for Figurine, a magical statuette which
|
||
can come to life.
|
||
MTHR is an abbreviation for Mithril, an elven metal with
|
||
magical qualities.
|
||
ADMT is an abbreviation for Adamant, another magical metal.
|
||
DMND is an abbreviation for Diamond, one of the hardest
|
||
substances known to man or monster.
|
||
|
||
|
||
Tips From the Underground: Items
|
||
|
||
1. Generally, the more expensive the item is, the better it
|
||
works. Almost like real life.
|
||
|
||
2. There are no cursed or bad items, unlike real life.
|
||
|
||
3. Don't be stingy. Equip your fighters with the best armor,
|
||
weapon, shield, helmet and gauntlets money can buy. After all,
|
||
he can't take it with him.
|
||
|
||
4. Experiment with all items you find to determine their
|
||
capabilities. Magical items are key to success. Remember that
|
||
an item may only be magical for certain characters and classes,
|
||
so trade items around if you have to.
|
||
|
||
5. Make sure some of your characters carry less than 8 items,
|
||
or else the party will never be able to pick up new magical
|
||
items in the dungeons.
|
||
|
||
6. Whenever your party captures an especially interesting or
|
||
powerful magic item, save the party as soon as possible. That
|
||
way, even if disaster strikes, you will never lose that
|
||
powerful armor, weapon, talisman or whatever.
|
||
|
||
7. This manual is not protected by magic shields or air armor.
|
||
Don't let your dog eat it.
|
||
|
||
|
||
NOTICE
|
||
|
||
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
|
||
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.
|
||
|
||
THIS MANUAL IS COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF THIS
|
||
MANUAL MAY BE COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY
|
||
ELECTRONIC MEDIUM OR MACHINE READABLE FORM WITHOUT THE PRIOR WRITTEN
|
||
CONSENT OF ELECTRONIC ARTS, 2755 CAMPUS DRIVE, SAN MATEO, CALIFORNIA
|
||
94403.
|
||
|
||
ELECTRONIC ARTS MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH
|
||
RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE DESCRIBED IN
|
||
THIS MANUAL, ITS QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR
|
||
ANY PARTICULAR PURPOSE. THE PROGRAMS ARE PROVIDED "AS IS". ELECTRONIC
|
||
ARTS MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO DEFECTIVE
|
||
RECORDING MEDIA. PLEASE SEE THE ELECTRONIC ARTS LIMITED WARRANTY
|
||
ENCLOSED WITH THIS PRODUCT.
|
||
|
||
SOFTWARE (C) 1985 INTERPLAY PRODUCTIONS.
|
||
|
||
MANUAL BY MICHAEL CRANFORD AND BING GORDON, (C) 1985 ELECTRONIC ARTS.
|
||
|
||
MANUAL ILLUSTRATIONS BY AVRIL HARRISON.
|
||
|
||
Michael Cranford wishes to acknowledge:
|
||
|
||
the great illustrator David Lowery, for fantastic monster pictures,
|
||
city buildings and dungeon walls; my buddy Lawrence Holland, for such
|
||
great music; the devious Brian Fargo, for the treacherous design of
|
||
Harkyn's Castle and Mangar's worst two levels; Bill Heineman, for data
|
||
compression routines that allowed me to pack so much graphics and
|
||
animation; and the following play-testers who helped this program be
|
||
its very best: Caren Edelstein, Jay Patel, Philip Ybarra, Ayman Adham,
|
||
Carl Ybarra, Mike Easting.
|
||
|
||
|
||
ELECTRONIC ARTS (TM)
|
||
2755 CAMPUS DRIVE SAN MATEO, CA 94403 (415) 571-7171
|
||
|
||
109705
|
||
|