1454 lines
68 KiB
Plaintext
1454 lines
68 KiB
Plaintext
The Project 64 etext of the Bard's Tale III: Thief of Fate manual.
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Converted to GeoWrite format by anonymous, converted to etext by Steve
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Varner <stevevint@alt.net>. Page number references changed to section
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numbers, some chapter titles added to table of contents.
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BT310.TXT, January 1997, etext #157.
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*********
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Table of Contents
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[ INTRODUCTION - As I lay dying. . . . . . . . . . . 0.0 ]
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OBJECTIVES . . . . . . . . . . . . . . . . . . . . . 1.0
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GETTING STARTED - THE COMMAND SUMMARY CARD . . . . . 2.0
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PRE-BUILT PARTIES. . . . . . . . . . . . . . . . . . 3.0
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CREATING CHARACTERS. . . . . . . . . . . . . . . . . 4.0
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Sex. . . . . . . . . . . . . . . . . . . . . . 4.1
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Races. . . . . . . . . . . . . . . . . . . . . 4.2
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Character Attributes . . . . . . . . . . . . . 4.3
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Classes. . . . . . . . . . . . . . . . . . . . 4.4
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Tips from the Refugee Camp - Characters. . . . 4.5
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VIEWING YOUR CHARACTERS. . . . . . . . . . . . . . . 5.0
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ONSCREEN STATISTICS. . . . . . . . . . . . . . . . . 6.0
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SPECIAL CHARACTERS . . . . . . . . . . . . . . . . . 7.0
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MOVING UP IN LEVELS. . . . . . . . . . . . . . . . . 8.0
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PLACES . . . . . . . . . . . . . . . . . . . . . . . 9.0
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Refugee Camp . . . . . . . . . . . . . . . . . 9.1
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Scrapwood Tavern . . . . . . . . . . . . . . . 9.2
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Mapping. . . . . . . . . . . . . . . . . . . . 9.3
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Places No More . . . . . . . . . . . . . . . . 9.4
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Review Board . . . . . . . . . . . . . . . . . 9.5
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Tips from the Refugee Camp - Places. . . . . . 9.6
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COMBAT SYSTEM. . . . . . . . . . . . . . . . . . . .10.0
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Tips from the Refugee Camp - Combat. . . . . .10.1
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ITEMS AND EQUIPMENT. . . . . . . . . . . . . . . . .11.0
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Tips from the Refugee Camp - Items . . . . . .11.1
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MAGIC USERS. . . . . . . . . . . . . . . . . . . . .12.0
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Book of Spells . . . . . . . . . . . . . . . .12.1
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Conjurer Spells. . . . . . . . . . . . .12.1.1
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Magician Spells. . . . . . . . . . . . .12.1.2
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Sorcerer Spells. . . . . . . . . . . . .12.1.3
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Wizard Spells. . . . . . . . . . . . . .12.1.4
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Archmage Spells. . . . . . . . . . . . .12.1.5
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Chronomancer Spells. . . . . . . . . . .12.1.6
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Geomancer Spells . . . . . . . . . . . .12.1.7
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Miscellaneous Spells . . . . . . . . . .12.1.8
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The Bard Songs . . . . . . . . . . . . . . . .12.2
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Tips from the Refugee Camp - Magic . . . . . .12.3
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[ THANKS . . . . . . . . . . . . . . . . . . . . . . .13.0 ]
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[ NOTICE and COPYRIGHT . . . . . . . . . . . . . . . .14.0 ]
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[0.0 INTRODUCTION] 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
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before saved Skara Brae will find this accounting and act upon it. I
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leave this record so those who come after will know what horrors that
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the Mad God Tarjan has perpetrated, and so that they will not be
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lulled into believing that Skara Brae was his sole target.
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How can I describe that day. Nay, it did not begin like all others,
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for on that day we celebrated the victory over Mangar that had so
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recently liberated our city. Bards from the world over arrived in
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Skara Brae to play and herald the brave deeds of those heroes who
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saved us. The townspeople danced in the streets with happiness, and
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the great festival filled all with an overwhelming joy of life and
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renewed hope for the future.
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Then Mangar's Master, 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
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pitiless black oblivion. Foul creatures that had festered in his
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flesh like maggots burst forth to assault fair Skara Brae. People
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ran, but could not run swiftly enough to escape. Tarjan's minions
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left none untouched.
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Forgive the shakiness of my script, for life ebbs painfully from my
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body as I write. Tarjan, mocking my death curse, told me Skara Brae
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was merely one in a series of conquests he had long contemplated to
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complete his revenge. He laughed when I said heroes would come to
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destroy his mad plan, yet I sensed fear in his voice when I promised
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that the legendary Hawkslayer, and those who defeated Mangar, would
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return again to triumph. As payment for my threat, he gave a swift
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twist of his jewelled sword into my belly.
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Tarjan must be stopped. Whosoever reads this, you must get word to
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the heroes. This will be their greatest challenge, for upon their
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efforts rests the fate of more than Skara Brae, more than the Six
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Cities of the plains. Their failure will mean the extinction of all
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life - save for the wretched Tarjan and his servile parasites. Pray
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for success... and life renewed.
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[1.0] 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
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the way, you'll gather words, spells, and items that will help you in
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your final battle against the repugnant Evil One. If you successfully
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destroy the Evil One, Skara Brae will be released from the bond of
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ruin.
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Using logic is 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
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snow wolf steps into your path, bares its teeth, and then proceeds to
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chew off your ankle. You have a bag of spells to choose from, but one
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type of spell would be especially effective. (Hint: Trying to freeze
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the snow wolf in an ice storm is not the best choice.)
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Throughout the game, you'll need to make important decisions about how
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to accomplish certain tasks. You won't want to proceed in the usual
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"whatever works" method. It will pay to think it out.
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[2.0] GETTING STARTED - THE COMMAND SUMMARY CARD
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The first thing you need to do is read the Command Summary Card, which
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tells you how to get Thief of Fate running on your computer. It also
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tells you how to use the disk utilities and how to transfer characters
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from The Bard's Tale I, II, Ultima III, IV and Wizardry I, II, III
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(The option to transfer characters may not be available on all
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computers). In addition, it lists the keystroke commands you'll be
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using.
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Once you load Thief of Fate and start the game, the first place you'll
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be is in the Refugee Camp (See "Refugee Camp" for more details on this
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important place). From here, you'll create your characters and decide
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who you want in the party. After you select the party members, it's
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into the wilderness you go.
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[3.0] PRE-BUILT PARTIES
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When you enter the Refugee Camp, you'll find a group of adventures
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called *INTERPLAYERS ready to do your bidding. They're not the most
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seasoned of adventurers, but they're good enough for you to sample
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Thief of Fate with. Use these characters to find out how commands
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work, what different races and classes do, how it feels like to get
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repeatedly attacked, and, in general, what the Realm is like. When
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you're ready, you can create your own characters. Refer to the
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Command Summary Card to find out how to enlist their services.
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[4.0] CREATING CHARACTERS
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Creating characters who can effectively do their jobs is one key to
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your success. Use the following guidelines to create your character:
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1. Select a sex.
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2. Select a race.
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3. On the next screen, you'll see the attributes. If you're not
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satisfied with these attributes, press <ESC> and you'll return to the
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screen with the races. Start over again.
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4. If you're satisfied with the attributes, choose a class.
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5. Name the character, and he or she will be saved on your character
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disk.
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6. To use the character, you must add him or her to the party with the
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"Add a member" command.
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[4.1] Sex
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Choose between male or female. Sex doesn't affect your abilities to
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carry out your tasks; it only affects how you look on your Character
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Profile screen.
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[4.2] Races
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Humans: Their strength and inventiveness make them one of the best
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survivors. Never lacking in aggression, they can handle themselves in
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just about any adverse setting.
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Elf: Fair of hair and skin, the Elves are slightly taller, faster,
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and more agile than humans. Although weaker, they make up for this by
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being more skilled in magical arts and war strategies.
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Dwarf: Stout and short, these people are amazingly strong and
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healthy. Brightness, however, is not a shining attribute of theirs.
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Hobbit: The Hobbit is deft and clever, which are ideal traits for
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thieving. 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
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acquire their fair hair and light skin from Elves, and their physical
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bulk from Humans.
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Half-Orc: Orcs are the henchmen of evil wizards who are capable of
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little more than following orders for physical dirty work. Half-Orcs
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are tempered with Human blood, so while they're still dangerous, they
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aren't completely mindless drones forever in search of necks to
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wrench.
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Gnome: Gnomes are much like Dwarfs, but a little more anti-social due
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to a deficit in beauty. Because they've spent so much time studying
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alone, Gnomes have developed a certain flair for magic.
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[4.3] Character Attributes
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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
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strength is especially important to fighters.
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Intelligence (IQ): If you don't have brawn, then you better have
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brains. Magicians get bonus spell points for high intelligence
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scores.
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Dexterity (DX): This helps determine how fleet of feet and nimble of
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hand you'll be. A high score makes you harder to hit and helps you
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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
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this is, the more damage your opponent must inflict on you before you
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need to start thinking about death. Should you be blessed with strong
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constitution, you will get bonus hit points.
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Luck (LK): Luck is ambiguous and unpredictable; you never know what
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alliance it has made with fate. One thing is known about luck: lucky
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souls are more likely to resist evil magic and avoid traps.
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[4.4] Classes
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No one class, or profession, is nobler than the next. As the mix of
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strings on the Bard's mandolin makes for a richer sound, so will a mix
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of classes make for a richer journey. Create a party with no Rogues
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or Bards, and you'll have nobody to steal flowers for your grave and
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sing at your funeral. While there are 13 classes to your choosing,
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only eight are available to the first-time adventurer.
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Warrior: It's a rare weapon that this king of fighters can't handle.
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Warriors gain an extra attack capability for every four levels of
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experience after the first; a reward for becoming more adept in
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battle.
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Paladin: This fighter swears to battle all evil and uphold honor and
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purity. Due to their virtuous nature, the Paladin can handle some
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||
enchanted weapons that others can't and also have greater resistance
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to spells cast on them.
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Hunter: These are the skilled assassins. Their combat approach is to
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aim for the vital organs or nerve center and do away with an opponent
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with as little swordplay as possible.
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Monk: These are no ordinary, somber, brown-robed, porridge eaters.
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||
Monks are actually adept fighters skilled in the ways of martial arts.
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While Monks with more experience prefer to fight with their bare
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hands, they can also use traditional weapons. A Monk's armor class
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improves as he or she gains levels.
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Bard: Any Bard will tell you that music can do more than soothe the
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savage beast. The Bard can do a number of things from creating light
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to regenerating spell points with a mere stroke of the 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
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to pay a high physical price for your spoils. A Rogue also has the
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ability to identify mysterious items. And perhaps most important, a
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Rogue can be an excellent killer due to his or her ability to sneak up
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close to an opponent before he or she attacks... and you'll soon find
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out just how important this thief is to your fate.
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Conjurer: Conjurers have the ability to heal wounds and create
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physical phenomena like fire and light.
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Magician: A Magician's specialty is to change the properties of
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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 weave weighty illusions, ones that a newly-made
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character surely couldn't handle. You must know at least three spell
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levels from the Magician and Conjurer classes.
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Wizard: Rumor of the Realm is that these mages have the power to
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summon and bind creatures of the supernatural, creatures who react
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foully to being 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
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magic classes. With this hefty experience requirement, Archmages are
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undoubtedly the most auspicious among those who cast spells for a
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living.
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Geomancer: Fighters who want to convert to a life of a magic can
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become Geomancers. Once they choose to change, they can still use the
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armor, weapons, and magic items that the fighter classes use. Beware:
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Bards lose their songs, Warriors lose their multiple attacks, Hunters
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lose their critical hit ability, and Monks lose their armor class
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bonus and multiple attacks. It's part of the trade off. To become a
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Geomancer, you must find the one special location that performs the
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rite of passage to this mage class.
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Chronomancer: Chronomancers are the travel experts of the magic
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users. Before becoming one, a magic user must master all the spells
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of any three mage classes. And once you become a Chronomancer, you
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lose the power to use all the spells you previously learned. It may
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sound unfair, but the Chronomancer needs to focus all of his or her
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attention on the important dimension teleport spells. Don't think you
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can get around without this spellcaster, because you just can't.
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[4.5] Tips from the Refugee Camp - Characters
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* Don't worry about losing a level 1 character; just make another one
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if he or she dies. However, when your characters reach level 3,
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||
regularly back up your character disk with your favorite disk copy
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utility or prepare to shed tears over a lost character.
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* If your favorite character is killed, you can resurrect him or her
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with magic, or with gold if you can find a shrine that raises the
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dead. You can also turn off the computer, reboot, and reload your
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||
party from the point where you last saved them to disk (which means
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all the characters lose any gold or experience points they may have
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earned since the last time you saved them). Or, you can delete the
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||
dead character from your main character disk and replace that
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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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||
you 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 than a
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mage who is intelligent but weak.
|
||
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* Develop a Sorcerer quickly to use in dungeons. Wizards, too, are
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||
important because they can summon extremely powerful special members.
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||
Work toward Archmagedom. You'll also need to prepare at least one
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character for the role of Chronomancer.
|
||
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||
* Experiment with Hunters. They can often kill superior monsters
|
||
quickly because of their critical hit capabilities. Rogues also have
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||
excellent critical hit abilities, but only when they hide in the
|
||
shadows. And don't dismiss the Monk as a lightweight best left
|
||
chanting in the monastery; after 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 party.
|
||
|
||
* Beware of certain magic squares. Keep an eye on your character's
|
||
statistics while exploring. If you see that your character's spell or
|
||
hit points are dropping for no apparent reason, your character is
|
||
probably on a magic square that drains power - jump off the square
|
||
before he or she is sapped of all strength.
|
||
|
||
|
||
[5.0] VIEWING YOUR CHARACTERS
|
||
At almost any time during the game, you can call up a character to see
|
||
what his or her status is and what he or she possesses. To do this,
|
||
enter the character's number. (To view a character's status without
|
||
bringing up his or her picture, press <Shift> and the character's
|
||
number.) On the first screen, you'll see the following:
|
||
|
||
Level: The higher the value, the better your character will perform
|
||
in his or her role. All newly-made characters start out as level 1.
|
||
As you gain more experience, you can advance in levels (see "Moving Up
|
||
in Levels").
|
||
|
||
Sex, Race, Class, Attribute Values: You learned all about these when
|
||
you created your characters.
|
||
|
||
Spell Points: This category only pertains to those who cast spells.
|
||
It shows the most spell points you can ever have, or your spell point
|
||
potential. Compare the SpPt value on the Onscreen Statistics against
|
||
this to see how you're doing. For instance, if you have 20 spell
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||
points, and the SpPt value is 18, then you have almost all of your
|
||
maximum spell points. If, however, you're down to 3 SpPt, then you're
|
||
almost out of power to cast spells. You'll have to wait until they
|
||
regenerate. To regenerate spell points, you have to be under the
|
||
healing rays of the sun. They don't regenerate at night, so cut back
|
||
on unnecessary spell activity during this time. They also won't
|
||
regenerate in dungeons unless you stand on a magic square, use a
|
||
spell-regenerating magic item, or play a spell-regenerating Bard's
|
||
song.
|
||
|
||
Experience: The more fights you get into (and live through) the more
|
||
experience you'll gain. When you acquire enough experience points,
|
||
you can move up a level. How many experience points you need depends
|
||
on your class. The Old Man in the Review Board will let you know if
|
||
you have enough, and if not, how much more you need.
|
||
|
||
Gold: The more the merrier. You acquire gold by killing your enemies
|
||
and cleaning out their pockets. Gold lets you pay the Old Man his fee
|
||
for giving you spells, bribe folks for clues, buy drinks, and do a
|
||
number of other useful things. Don't worry about buying equipment -
|
||
you can't. (Tarjan doesn't believe in free enterprise so he put
|
||
Garth's Equipment Shoppe out of business with an awesome incendiary
|
||
spell.) You'll start out with the weapon and armor that you need.
|
||
Whatever else you want, you'll have to find.
|
||
|
||
Pool Gold: Press P to pool gold, and all the other characters will
|
||
give this character their gold.
|
||
|
||
Trade Gold: Trade gold lets you trade gold to any other character on
|
||
the roster. Press T, enter the roster number of whom you will give
|
||
the gold to, and then enter how much.
|
||
|
||
Inventory: On the next screen, you'll see the character's inventory
|
||
(the items he or she is carrying). See the "Items and Equipment"
|
||
section for more details.
|
||
|
||
Special Information: On the third screen, you'll see any special
|
||
information pertaining to your character. Rogues can view their
|
||
ability percentages for things like disarming traps, identifying
|
||
chests, hiding in shadows, etc. Bards can view the number of tunes
|
||
they have left. Magic users can view a list of their spells. Hunters
|
||
show critical hit percentages. Not all characters will have this
|
||
third screen of information.
|
||
|
||
|
||
[6.0] ONSCREEN STATISTICS
|
||
The following information always shows on the screen next to your
|
||
character's name:
|
||
|
||
Armor Class (AC): This is the level of protection that a character
|
||
has against physical attack. For a totally unprotected character
|
||
whose dexterity is low - which is about as bad as it gets - armor
|
||
class is about ten. As a character's armor class improves, the number
|
||
gets lower. There are also spells, songs, and items that you can use
|
||
to lower armor class.
|
||
|
||
Hit Points (Hits): Hit points represent the amount of damage a
|
||
character can take before dying. This number represents the
|
||
character's potential at full health.
|
||
|
||
Condition (Cond): This is the character's total points for his or her
|
||
current condition. Compare this value to hit points to determine what
|
||
condition your character is in. For instance, if hit points is 20,
|
||
and condition is 17, then you're in good shape because your actual
|
||
health is close to your potential health. However, if your condition
|
||
is 5, then you're much closer to death than to life.
|
||
|
||
Spell Points (SpPt): This is the number of spell points that a magic
|
||
user has left. When it's down to zero, the magic user can't cast any
|
||
more spells. Pray no monsters come your way...
|
||
|
||
|
||
[7.0] SPECIAL CHARACTERS
|
||
You may meet special characters during your travels, or summon them
|
||
with a spell or magic article (the summoned characters are also known
|
||
as illusionary characters). You can invite as many of these special
|
||
characters to join your party - granted you have the space in your
|
||
party. You can save special characters to disk once you return to the
|
||
Refugee Camp.
|
||
|
||
Special characters choose their own method of attack and usually go
|
||
after the first group of monsters. Illusionary characters disappear
|
||
from the party ranks when they are killed or when a foe disbelieves
|
||
its existence. If a nonillusionary special character is attacked by
|
||
another party member for any reason, the special character immediately
|
||
turns hostile and fights until defeated. Dead special characters can
|
||
be resurrected and healed just like your regular characters.
|
||
|
||
Special characters can carry items for your party, but they can't find
|
||
them or use them. Only the characters you made are capable of this.
|
||
|
||
|
||
[8.0] MOVING UP IN LEVELS
|
||
All newly-made characters start out as level one. As you adventure,
|
||
fight, and gain experience, you can go up in levels. The higher your
|
||
level, the better you'll perform in the profession you choose: magic
|
||
users cast more spells, fighters fight more skillfully, thieves steal
|
||
more successfully, and so on. To advance, you must go to the Review
|
||
Board where the Old Man will review your accomplishments and let you
|
||
know if you are fit for advancement. Or you can go to any of the
|
||
Wizard Guilds.
|
||
|
||
Spellcasters need to advance in levels to acquire more spells. What
|
||
spellcasters would wish to dedicate years of study only to dabble in
|
||
the same handful of tepid spells all of their lives? The following
|
||
table shows at what level spellcasters can use certain level spells.
|
||
For instance, a Wizard with an experience level of 3 can only use
|
||
spells up to the second level. Spellcasters can reach up to seven
|
||
spell levels.
|
||
|
||
Experience Spell Level
|
||
1 1
|
||
2 1
|
||
3 2
|
||
4 2
|
||
5 3
|
||
6 3
|
||
7 4
|
||
8 4
|
||
9 5
|
||
10 5
|
||
11 6
|
||
12 6
|
||
13+ 7
|
||
|
||
You can advance to a new, more powerful mage class once you learn
|
||
enough spells from enough mage classes. Just how many spells and just
|
||
which mage classes you must learn depend on which mage class you want
|
||
to advance to. When you go to the Review Board, you'll find out
|
||
exactly which classes you can advance to at that time.
|
||
|
||
For those seeking to change classes, your experience points will reset
|
||
to zero, but your other attributes such as hit points, spell points,
|
||
and gold remain unaffected. A warning to magic users: once you
|
||
advance to a new mage class, you don't get the chance to learn the
|
||
magic classes and spell levels that you skipped. For instance, if you
|
||
become an Archmage without having studied the Sorcerer spells, you
|
||
can't go back to learn those Sorcerer spells.
|
||
|
||
|
||
[9.0] PLACES
|
||
Despite the fact that much of the Realm was crushed, some places still
|
||
stand. The Scrapwood Tavern, for one, still does good business.
|
||
|
||
[9.1] Refugee Camp
|
||
Once, there was a home to travelers called the Adventurer's Guild.
|
||
Wayfarers stopped there when they wanted to slake a thirst, engage in
|
||
merriment, or just rest their weary feet. Now that the plague has
|
||
descended and Skara Brae has been shattered, the Refugee Camp serves
|
||
as the gathering point for travelers.
|
||
|
||
Although lacking the niceties of the Adventurer's Guild (tables,
|
||
heating, vermin-free bedding), you can still do the same things in the
|
||
Refugee Camp. Come here to create characters, form a party, and save
|
||
characters to disk. This is where you will begin every game and where
|
||
you will be returned should all your party perish during the quest.
|
||
|
||
[9.2] Scrapwood Tavern
|
||
Drink up! This is the only tavern in the vicinity. You may want to
|
||
fill up a wineskin here so your Bard will not have to go thirsty in
|
||
some of the more inhospitable, tavernless areas. While you're here,
|
||
ask the barkeep how things are going...
|
||
|
||
[9.3] Mapping
|
||
So your exploring efforts aren't wasted, or unnecessarily repeated,
|
||
you should map your moves. Each "step" you take equals a graph box
|
||
(which is ten feet from a character's point of view). To aid your
|
||
mapping, Thief of Fate has an automap feature (refer to the Command
|
||
Summary Card for the command). If you're outdoors, you'll see a
|
||
description of where you are and the general time of day.. If you're
|
||
in a dungeon, you'll see a sketch of the corridors.
|
||
|
||
Explore and map every square in every maze. There are "Magic Mouths"
|
||
that will give you hints. Mazes also contain one-of-a-kind magic
|
||
items and spell regeneration zones. In addition to keeping you alive,
|
||
carefully drawn maps will show the logical places for secret doors and
|
||
rooms.
|
||
|
||
[9.4] Places No More
|
||
If you've traveled the roads of the Realm before in The Bard's Tale I
|
||
or II, you'll remember casinos, Roscoe's Energy Emporium, Garth's
|
||
Equipment Shoppe, and Bedder's Bank for the Bold. During the
|
||
destruction, all these places were put out of business, and remain
|
||
closed to date. This means that you'll have to find alternatives to
|
||
each institution. In some cases, there are no alternatives, so find
|
||
what you can and prepare to live without.
|
||
|
||
[9.5] Review Board
|
||
Once, this housed the representatives from each of the ten different
|
||
classes from all over the Realm. They were responsible for advancing
|
||
adventurers with enough experience points to higher levels. During
|
||
the dark days, all fled or perished in the attempt. Now, the Old Man
|
||
sits on the Board, and he alone will answer to your call for
|
||
advancement.
|
||
|
||
[9.6] Tips from the Refugee Camp - Places
|
||
|
||
* Your first adventure should be in the Mad God's dungeon in Skara
|
||
Brae. Here you'll build your savvy for fighting, spellcasting, and
|
||
adventuring.
|
||
|
||
* Avoid Potential traps. Use the Trap Zap spell when in doubt. It
|
||
will disarm any trap, including the Gas Cloud trap, famous for its
|
||
toxic fumes.
|
||
|
||
* Make sure all members of your party are fully healed before entering
|
||
a new dungeon. You'll need all your strength for the next onslaught.
|
||
|
||
|
||
[10.0] COMBAT SYSTEM
|
||
Whether or not fighting is your fare, prepare to partake in much of
|
||
it. It offers the primary means by which you can build experience
|
||
points. And without experience points, you won't advance far.
|
||
Without advancement, you are little more than a hapless bunch, doomed
|
||
to wander the world with a purpose forever unfulfilled.
|
||
|
||
You can't physically attack enemies more than 10 feet (10') away. If
|
||
you feel compelled to fight, you'll have to advance. However, you
|
||
can't advance on them if there is another group already within the 10'
|
||
melee range. Whoever is closest in the 10' melee range are the lucky
|
||
monsters who will get to do battle with your party first.
|
||
|
||
Combat is broken down into rounds. In each round, you need to enter a
|
||
battle action for each party member.
|
||
|
||
Attack Foes: This sends you headlong into battle with weapons drown.
|
||
This is only available to the first four characters on the roster.
|
||
Attacking a foe doesn't equip a character with a weapon; that must be
|
||
done before combat.
|
||
|
||
Defend: This lets you defend yourself during the round. You'll pass
|
||
on the opportunity to perform any action, which may be a wise move if
|
||
you're injured.
|
||
|
||
Party Attack: You will turn on a member in your party, including
|
||
special members. Useful if one of your characters has been possessed
|
||
and needs a good beating or if somebody who has joined your party is
|
||
giving you trouble.
|
||
|
||
Cast a Spell: This lets the magic users cast a spell. Enter the
|
||
spell code and, if necessary, specify your target.
|
||
|
||
Use an Item: You will use a magic item or missile weapon that you've
|
||
prepared for use.
|
||
|
||
Bard Song: Instructs a Bard to play a tune.
|
||
|
||
Hide in Shadows: Rogues will slip into the shadows to avoid combat.
|
||
Your presence might go undetected as the combat round commences and
|
||
you'll get to advance 10 feet. If you attack an enemy in the next
|
||
round who is at your range or less, you have a good chance of getting
|
||
a critical hit (one that kills) because you'll be striking at the
|
||
monster from behind.
|
||
|
||
The first four characters in your party can be physically attacked by
|
||
monsters and can also retaliate. The last three characters can only
|
||
be attacked with magic, and can retaliate only with magic. The most
|
||
powerful and dexterous characters and monsters usually strike first.
|
||
In evenly matched battles, the outcome often depends on who lands the
|
||
first blow (hope you have good dexterity). The monsters that you kill
|
||
during combat are removed from your foe's ranks so their bodies don't
|
||
pile up and interfere with battle. If anybody dies in your ranks,
|
||
they are moved to the end of your party list. When combat ends,
|
||
treasure and experience points are distributed among the survivors.
|
||
|
||
You can increase or decrease the scrolling speed of the combat
|
||
messages. See the Command Summary Card for details on how to do this
|
||
on your computer.
|
||
|
||
[10.1] Tips from the Refugee Camp - Combat
|
||
|
||
* Don't underestimate the value of dexterity. Use high dexterity and
|
||
high level characters to attack especially fearsome monsters. Less
|
||
dexterous characters may not survive long enough to get in the first
|
||
strike.
|
||
|
||
* Remember, lower is better when it comes to armor class. Use spells
|
||
or Bard songs to lower it further and give you an advantage during
|
||
combat.
|
||
|
||
* If you're attacked by more than two groups of monsters, focus on the
|
||
magic users first. If you can't kill all the magic-using monsters,
|
||
cast magic-repellent spells to protect your party from illusions,
|
||
possessions, and other spells.
|
||
|
||
* As a general rule, attack groups containing only one monster last,
|
||
unless it contains a particularly deadly monster. In that case, get
|
||
rid of it while your party has the strength to.
|
||
|
||
* Undead monsters such as zombies are especially troublesome. They can
|
||
drain experience points, rapidly age characters, critically hit, or
|
||
even turn characters to stone. Kill them quickly or be killed
|
||
quickly.
|
||
|
||
* Keep a well-stocked supply of missile weapons (arrow, spears, etc.)
|
||
so you're prepared to attack monsters who hide behind other monsters.
|
||
|
||
|
||
[11.0] ITEMS AND EQUIPMENT
|
||
A character can carry up to 12 items. There's a variety of items you
|
||
can use, including weapons, shields, armor, helms, gloves, musical
|
||
instruments, figurines, rings, and wands. With a few exceptions, you
|
||
must equip the character with the item in order for him or her to use
|
||
it (see your Command Summary card for the Equip command). You can
|
||
equip more than one item from each type, unless they're identical.
|
||
For instance, you could equip a bow and a knife (two different items)
|
||
at once, but you can't equip two bows (the same item) at once. Refer
|
||
to the Command Summary Card to find out what the symbols in front of
|
||
certain items mean.
|
||
|
||
There are hundreds of items you can find, and you just won't be able
|
||
to carry them all. Some items you have to carry to progress in your
|
||
quest; if everybody is shouldering a maximum load, be prepared to make
|
||
critical choices about who will drop what.
|
||
|
||
About magic items. You'll find many - and need many - of these items
|
||
during your quest. Some, like the magical weapons, will inflict extra
|
||
damage on the opponent. Others, like magic keys, will permit passage
|
||
into a special area. Many are necessary for you to complete the game
|
||
with. Certain items can only be used by specific characters. For
|
||
instance, only Bards can use magical musical instruments. Someone
|
||
else can carry it, but only the Bard will be able to use it.
|
||
|
||
[11.1] Tips from the Refugee Camp - Items
|
||
|
||
* There are no cursed or bad items, but some may be useless.
|
||
|
||
* Experiment with anything you find to determine its capabilities. An
|
||
item may only work with a certain class, so be sure to trade something
|
||
that doesn't seem to work for a certain character. Some items will
|
||
work only in certain areas or under certain conditions.
|
||
|
||
* If you can't pick something up, it may be because you're carrying a
|
||
full load. Make your choice and drop something.
|
||
|
||
* Save your party to disk when they find something interesting or
|
||
powerful. If disaster strikes, you can always reboot with your saved
|
||
goodies.
|
||
|
||
* If you find an item and you can't figure out what it is, give it to
|
||
the Rogue in your party to identify, or a mage who has a spell that
|
||
identifies items.
|
||
|
||
|
||
[12.0] MAGIC USERS
|
||
Without magic, the end of your quest will remain forever elusive.
|
||
However, magic is not the adventurer's panacea. There are some places
|
||
where magic won't work or you may meet monsters who will, in response
|
||
to a spell, laugh and then spit fire in your face. In such cases,
|
||
only the simple act of knife-to-belly will work. But, when you do
|
||
need a magic user, you have several who can answer your call.
|
||
|
||
[12.1] Book of Spells
|
||
This section lists and describes the spells known to exist for each of
|
||
the six mage classes. The section is organized as follows:
|
||
|
||
Mage Class
|
||
LEVEL #: CODE PT. COST RANGE DURATION
|
||
Spell Name - A description of what the spell does and any
|
||
special instructions for use.
|
||
|
||
The range of effectiveness is measured in number of game squares, with each
|
||
square equivalent to 10 feet (10'). The following explains what each range
|
||
affects:
|
||
|
||
View Line of sight.
|
||
##' Anything in the direction the spellcaster is facing for the
|
||
number of feet specified by "##".
|
||
Wall A wall in the direction the spellcaster faces.
|
||
Level The entire level that your party is on.
|
||
1 Object A single object.
|
||
1 Foe A single monster, regardless of the number your party faces.
|
||
Group One of up to four monster groups.
|
||
All Foes All the monsters your party faces.
|
||
Self The spellcaster only.
|
||
Party Your party.
|
||
Char The party member (character) you designate.
|
||
Special The special character you designate.
|
||
* Hits with full effectiveness up to the listed range, and at
|
||
reduced effectiveness when it hits at double the listed
|
||
range. For instance, if your spell has a range of 30', and
|
||
you use it against foes 60' away, the spell will hit with
|
||
reduced effectiveness.
|
||
N/A Not applicable; used where range is not a factor in the
|
||
spell.
|
||
|
||
In addition to range, many spells have a duration. The following explains
|
||
how long each duration lasts:
|
||
|
||
Combat Until combat ends (when either you run away, you win, or the
|
||
monster wins).
|
||
1 Move Exactly one move.
|
||
1 Round The entire round of combat.
|
||
Short A few minutes only.
|
||
Medium Several minutes.
|
||
Long Twice as long as short spells.
|
||
Indef Until the party enters the Refugee Camp or an anti-magic
|
||
zone.
|
||
Misc Has multiple or variable ranges.
|
||
N/A Not applicable; the result of the spell is immediate.
|
||
|
||
[12.1.1] Conjurer Spells
|
||
From fireballs to magic compasses, Conjurers can create objects and
|
||
effects out of thin air. Conjurer spells take up a lot of energy to
|
||
create even moderate effects; that's why these magic users don't
|
||
involve themselves with huge magical productions.
|
||
|
||
Level 1: MAFL 2 View Medium
|
||
Mage flame - A small flame floats above the spellcaster as
|
||
he moves about, illuminating the immediate area.
|
||
|
||
ARFI 3 1 Foe/10' N/A
|
||
Arc Fire - Fiery blue flames spray from the spellcaster's
|
||
fingers, inflicting 1 to 4 damage points, depending on the
|
||
Conjurer's level.
|
||
|
||
TRZP 2 30' N/A
|
||
Trap Zap - Disarms any trap within 30 feet in the direction
|
||
that the spellcaster is facing. Trap Zap also works on
|
||
chests for the same amount of spell points.
|
||
|
||
Level 2: FRFO 3 Group Combat
|
||
Freeze Foes - Binds your enemies in a magical force, slowing
|
||
them down and making them an easier target for your itching
|
||
sword.
|
||
|
||
MACO 3 N/A Medium
|
||
Kiel's Magic Compass - A compass of shimmering magelight
|
||
appears above the party and shows the direction they face.
|
||
|
||
WOHL 4 Char N/A
|
||
Word of Healing - With the uttering of a single word, this
|
||
heals a party member from 4 to 16 points of damage.
|
||
|
||
Level 3: LERE 5 View Long
|
||
Lesser Revelation - An extended Mage Flame spell that also
|
||
reveals secret doors.
|
||
|
||
LEVI 4 Party Short
|
||
Levitation - Partially nullifies gravity, letting the party
|
||
float over traps, or up and down through portals.
|
||
|
||
WAST 5 Group/20' N/A
|
||
Warstrike - An electric spell where a stream of energy
|
||
shoots from the spellcaster's finger, frying a group of foes
|
||
for 5 to 20 damage points.
|
||
|
||
Level 4: INWO 6 Party N/A
|
||
Elik's Instant Wolf - Summons a giant and extremely fierce
|
||
wolf to join your party.
|
||
|
||
FLRE 6 Char N/A
|
||
Flesh Restore - A powerful healing spell that restores 10 to
|
||
40 points to a party member, curing those stricken with
|
||
insanity or poisoning.
|
||
|
||
Level 5: GRRE 7 View Long
|
||
Greater Revelation - Operates like Lesser Revelation, but
|
||
illuminates a wider area for a longer period of time.
|
||
|
||
SHSP 7 Group/30'/<2F> N/A
|
||
Shock Sphere - Creates a large globe of intense electrical
|
||
energy that envelops a group of enemies and inflicts 10 to
|
||
40 damage points.
|
||
|
||
Level 6: FLAN 9 Group N/A
|
||
Flesh Anew - Works like Flesh Restore, but affects every
|
||
member of the party.
|
||
|
||
MALE 8 Party Indef
|
||
Major Levitation - Operates like Levitation, but it lasts
|
||
until the spell is terminated by some event like the
|
||
activation of an anti-magic square.
|
||
|
||
Level 7: REGN 12 Char N/A
|
||
Regeneration - A health spell that revives all the hit
|
||
points for one lucky member of the party.
|
||
|
||
APAR 15 Party N/A
|
||
Apport Arcane - Teleports the party within a dungeon to any
|
||
location that's not protected by a teleportation shield.
|
||
|
||
FAFO 18 Group N/A
|
||
Far Foe - Pushes a group of foes 40 feet further away from
|
||
your party, up to a total distance of 90 feet.
|
||
|
||
INSL 12 Party N/A
|
||
Elik's Instant Slayer - Materializes a slayer who joins your
|
||
party. What's a slayer? The name speaks for itself...
|
||
|
||
[12.1.2] Magician Spells
|
||
Magicians can bestow magical effects on common objects. This,
|
||
however, doesn't mean that the item becomes magical. It only takes on
|
||
the magical effects for the duration of the spell.
|
||
|
||
Level 1: VOPL 3 Char Combat
|
||
Vorpal Plating - Causes the weapon (or hands) of a party
|
||
member to emit a magical field that inflicts 2 to 8 points
|
||
of additional damage.
|
||
|
||
QUFI 3 Char N/A
|
||
Quick Fix - Regenerates 8 hit points for a character, up to
|
||
the character's maximum hit point level.
|
||
|
||
SCSI 2 Party N/A
|
||
Scry Site - Causes a dungeon wall or wilderness pathway to
|
||
reveal the party's location.
|
||
|
||
Level 2: HOWA 4 1 Foe/10' N/A
|
||
Holy Water - Holy water sprays from the spellcaster's
|
||
fingers, inflicting 6 to 24 points of damage on any foe of
|
||
evil or supernatural origin.
|
||
|
||
MAGA 5 Char Combat
|
||
Mage Gauntlets - Makes the hands (or weapon) of a party
|
||
member more deadly by adding 4 to 16 points of damage to
|
||
every wound it inflicts on a foe.
|
||
|
||
AREN 5 30' Short
|
||
Area Enchant - Causes the dungeon walls within 30 feet (3
|
||
squares) of a stairway to call out if the party is headed
|
||
towards the stairs.
|
||
|
||
Level 3: MYSH 6 Party Medium
|
||
Ybarra's Mystic Shield - Causes the air in front of the
|
||
party to form an invisible shield that's as hard as metal.
|
||
The shield moves with the party.
|
||
|
||
OGST 6 Char Combat
|
||
Oscon's Ogre Strength - Endows a specific party member with
|
||
the strength of Elik's Ogre for the duration of the battle.
|
||
|
||
STFL 6 Group/40'/<2F> N/A
|
||
Star Flare - An electrical spell that ignites the air around
|
||
your enemies, scorching them for 10 to 40 damage points.
|
||
A real hair curler.
|
||
|
||
Level 4: SPTO 8 1 Foe/70' N/A
|
||
Spectre Touch - Drains a single enemy of 15 to 60 hit points
|
||
as if it were touched lightly by death.
|
||
|
||
DRBR 7 Group/30' N/A
|
||
Dragon Breath - Lets the spellcaster belch a breath of fire
|
||
at a group of monsters, inflicting 8 to 64 points of damage
|
||
on each monster.
|
||
|
||
Level 5: ANMA 8 Party Combat
|
||
Anti-Magic - Causes the ground to absorb a portion of the
|
||
spells cast at the party by monsters, giving the party a
|
||
chance to escape unharmed. This spell also aids in
|
||
disbelieving illusions and shielding against magical fires
|
||
such as Dragon Breath.
|
||
|
||
GIST 10 Party Combat
|
||
Giant Strength - Instills tremendous power in your party,
|
||
increasing their strike ability by 10.
|
||
|
||
Level 6: PHDO 10 Wall 1 Move
|
||
Phase Door - Vaporizes any wall that's not protected by an
|
||
Anti-Phase Door aura or spell into air.
|
||
|
||
YMCA 10 Party Indef
|
||
Ybarra's Mystical Coat of Armor - Works just like Ybarra's
|
||
Mystic Shield, but lasts indefinitely.
|
||
|
||
Level 7: REST 25 Party N/A
|
||
Restoration - Regenerates the body of every party member to
|
||
perfect condition; even cures insanity or poisoning.
|
||
|
||
DEST 16 1 Foe/10' N/A
|
||
Death Strike - Instantly kills a selected enemy, which
|
||
certainly categorizes this spell as one that doesn't fool
|
||
around.
|
||
|
||
ICES 11 Group/50' N/A
|
||
Ice Storm - Pummels a group of monsters with chunks of ice,
|
||
causing 20 to 80 points of damage.
|
||
|
||
STON 20 Char N/A
|
||
Stone to Flesh - Takes a character who has been turned to
|
||
stone and restores him to his natural flesh state.
|
||
|
||
[12.1.3] Sorcerer Spells
|
||
Sorcerers rely on illusions in their magical repertoire. A neat and
|
||
tidy mage class, Sorcerers prefer to work on peoples' minds than with
|
||
tangible (and dirty) objects or monsters.
|
||
|
||
Level 1: MIJA 3 1 Foe/40'/<2F> N/A
|
||
Mangar's Mind Jab - Casts a concentrated blast of electrical
|
||
energy at one opponent, inflicting 2 to 8 points of damage
|
||
for each experience level of the spellcaster.
|
||
|
||
PHBL 2 Party Combat
|
||
Phase Blur - Causes the entire party to become blurry in the
|
||
eyes of the enemy, making your party tougher to strike.
|
||
|
||
LOTR 2 30' Short
|
||
Locate Traps - Heightens the spellcaster's awareness for
|
||
trap detecting. Works for 30' in the direction that the
|
||
spellcaster is facing.
|
||
|
||
Level 2: DISB 4 Party N/A
|
||
Disbelieve - Reveals an attacking illusion for the true
|
||
nonphysical object that it is, causing it to vanish.
|
||
|
||
WIWA 5 Party N/A
|
||
Wind Warrior - Creates the illusion of a battle-ready ninja
|
||
in the ranks of your party. The illusionary ninja will
|
||
fight until defeated or disbelieved.
|
||
|
||
FEAR 4 Group Combat
|
||
Word of Fear - An incantation that causes a group of enemies
|
||
to quake in fear, thus reducing their ability to attack and
|
||
inflict damage.
|
||
|
||
Level 3: WIOG 6 Party N/A
|
||
Wind Ogre - Like Elik's Instant Ogre, it summons a mean,
|
||
illusionary ogre to join your party.
|
||
|
||
INVI 6 Party Combat
|
||
Kylearan's Invisibility Spell - Invoke this spell to render
|
||
the entire party nearly invisible to the enemy.
|
||
|
||
SESI 6 30' Medium
|
||
Second Sight - Heightens awareness so the spellcaster can
|
||
detect all traps and tricks that lie directly ahead.
|
||
|
||
Level 4: CAEY 7 View Indef
|
||
Cat Eyes - Endows the entire party with perfect night vision
|
||
for an indefinite period of time.
|
||
|
||
WIDR 12 Party N/A
|
||
Wind Dragon - Creates an illusionary red dragon to join the
|
||
ranks of your party.
|
||
|
||
Level 5: DIIL 8 All Foes Combat
|
||
Disrupt Illusion - Destroys any illusions among the ranks of
|
||
the enemy and prevents new illusions from appearing.
|
||
|
||
MIBL 10 All Foes/30'/<2F> N/A
|
||
Mangar's Mind Blade - An electric spell that strikes every
|
||
opposing group within range with an explosion of energy
|
||
capable of inflicting 25 to 100 points of damage.
|
||
|
||
Level 6: WIGI 11 Party N/A
|
||
Wind Giant - Creates an illusionary elemental giant that
|
||
joins your party and fights up a storm.
|
||
|
||
SOSI 11 30' Indef
|
||
Sorcerer Sight - Operates like the trap-detecting Second
|
||
Sight spell, but lasts indefinitely.
|
||
|
||
Level 7: RIME 20 All Foes/40' N/A
|
||
Rimefang - Rakes enemies with shards of ice, inflicting 50
|
||
to 200 points of damage.
|
||
|
||
WIHE 16 Party N/A
|
||
Wind Hero - Creates an illusionary hero with the power of
|
||
hurricane winds to join your party.
|
||
|
||
MAGM 40 Group N/A
|
||
Mage Maelstrom - Assaults a group of opposing spellcasters
|
||
and may do one of the following: inflict 60 to 240 points of
|
||
damage, turn them to stone, or kill them outright. However,
|
||
because the maelstrom is illusionary in nature, a
|
||
disbelieving enemy can totally nullify it.
|
||
|
||
PREC 50 All Foes N/A
|
||
Preclusion - Keeps the enemy from being able to summon any
|
||
creatures.
|
||
|
||
[12.1.4] Wizard Spells
|
||
Wizards can summon and control supernatural creatures and energies.
|
||
The Wizard has fewer spells to choose from than the other classes, but
|
||
their potency makes up for it.
|
||
|
||
Level 1: SUEL 10 Party N/A
|
||
Summon Elemental - Creates a fire-being from the raw
|
||
elements of the universe to join and fight for your party.
|
||
|
||
FOFO 11 Group/10' N/A
|
||
Fanskar's Force Focus - Lands a cone of gravitational energy
|
||
on a group of your foes, inflicting 25 to 100 points of
|
||
damage.
|
||
|
||
Level 2: PRSU 14 Party N/A
|
||
Prime Summoning - Coerces a powerful undead creature to
|
||
unwillingly join your party.
|
||
|
||
DEBA 11 1 Foe/30' N/A
|
||
Demon Bane - Inflicts 100 to 400 points of damage on a
|
||
single creature of evil or supernatural origin.
|
||
|
||
Level 3: FLCO 14 Group/30' N/A
|
||
Flame Column - Creates a cyclone of flame that lashes out
|
||
and delivers 22 to 88 points of damage to a group of your
|
||
foes.
|
||
|
||
DISP 12 Char N/A
|
||
Dispossess - Returns a possessed party member to the normal
|
||
state of consciousness.
|
||
|
||
Level 4: HERB 13 Party N/A
|
||
Summon Herb - Summons Herb to join your party. Herb is
|
||
pretty busy, but he'll hang out with your party for a while
|
||
if you need him.
|
||
|
||
ANDE 14 Char Combat
|
||
Animate Dead - Reanimates a dead character with living
|
||
strength so he or she attacks enemies as if truly alive.
|
||
|
||
Level 5: SPBI 16 1 Foe N/A
|
||
Baylor's Spell Bind - If successful, this spell possesses
|
||
the mind of an enemy and forces him or her to join and fight
|
||
for your party.
|
||
|
||
SOWH 13 1 Foe/70' N/A
|
||
Storal's Soul Whip - Whips out a tendril of psionic (mind)
|
||
power to strike a selected foe, inflicting 50 to 200 damage
|
||
points.
|
||
|
||
Level 6: GRSU 22 Party N/A
|
||
Greater Summoning - Operates like Prime Summoning but causes
|
||
a powerful elemental creature to appear and fight for the
|
||
party.
|
||
|
||
BEDE 18 Char N/A
|
||
Beyond Death - Brings a dead character back to life and
|
||
gives him or her one hit point as a welcome back gift.
|
||
|
||
Level 7: WIZW 16 Group/50' N/A
|
||
Wacum's Wizard War - An electric spell that creates a
|
||
pyrotechnical storm over a group of monsters, inflicting 50
|
||
to 200 damage points.
|
||
|
||
DMST 25 Group/50' N/A
|
||
Demon Strike - Unleashes the terrorizing power of demons
|
||
into the enemy ranks, causing 200 to 400 points of damage.
|
||
|
||
[12.1.5] Archmage Spells
|
||
Archmages are the wise ones who have learned at least all the spells
|
||
for three of the previous mage classes. This gives the Archmage the
|
||
ability to pick and choose from a huge batch of spells.
|
||
|
||
Level 1: HAFO 15 All Foes 1 Round
|
||
Oscon's Haltfoe - If successful, this spell causes every
|
||
attacking group to miss all their attacks during the next
|
||
round.
|
||
|
||
MEME 20 Group N/A
|
||
Melee Men - Pull an attacking group into melee range (10')
|
||
regardless of how far they were when they began attacking.
|
||
|
||
Level 2: BASP 28 Party Misc
|
||
Batch Spell - Executes the following batch of spells:
|
||
Greater Revelation, Ybarra's Mystical Coat of Armor,
|
||
Sorcerer Sight, Major Levitation, and Kiel's Magic Compass.
|
||
|
||
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/60' N/A
|
||
Fanskar's Night Lance - Launches a chilling ice missile
|
||
against a group of foes, inflicting 100 to 400 damage points.
|
||
|
||
Level 5: HEAL 50 Party N/A
|
||
Heal All - A Beyond Death spell that resurrects every dead
|
||
party member (except those turned to stone), and heals all
|
||
wounds, paralysis, and insanity.
|
||
|
||
Level 6: BRKR 60 Party N/A
|
||
The Brothers Kringle - The brothers are always ready to help
|
||
friends in trouble. Enough brothers appear to fill the
|
||
empty slots in your party.
|
||
|
||
Level 7: MAMA 80 All Foes/90' N/A
|
||
Mangar's Mallet - Inflicts 200 to 800 bone-crushing damage
|
||
points against every monster group you face.
|
||
|
||
[12.1.6] Chronomancer Spells
|
||
The key to distant lands, Chronomancers help the party move from
|
||
dimension to dimension with their special teleport spells. They also
|
||
have a number of vicious offensive spells.
|
||
|
||
Level 1: VITL 12 Char N/A
|
||
Vitality - Invigorates a character by healing 4 to 8 hit
|
||
points times the spellcaster's level.
|
||
|
||
Level 2: WIFI 20 Group/20' N/A
|
||
Witherfist - Crushes a group of enemies under a huge fist of
|
||
power for 300 to 600 points of damage.
|
||
|
||
COLD 20 Group/80' N/A
|
||
Frost Force - Blasts the enemy with a deadly frost for 50 to
|
||
400 points of damage.
|
||
|
||
Level 3: GOFI 25 Group/80' N/A
|
||
God Fire - A holy spell where blazing red fires are sent
|
||
from the angry gods to roast the enemy for 60 to 240 damage
|
||
points.
|
||
|
||
STUN 30 All Foes N/A
|
||
Stun - An electric spell that gives the enemy a high-voltage
|
||
zap for 50 to 200 damage points.
|
||
|
||
Level 4: LUCK 45 Party Combat
|
||
Luck Chant - Increases your chances of hitting or defending
|
||
by eight points.
|
||
|
||
FADE 50 1 Foe/30' N/A
|
||
Far Death - A long-range spell that drops a distant foe dead
|
||
in its tracks.
|
||
|
||
Level 5: WHAT 60 1 Object N/A
|
||
Identify - Cast this spell on something to find out just
|
||
what the heck it is.
|
||
|
||
OLAY 60 1 Char N/A
|
||
Youth - Coats a character with a light, fragrant lotion to
|
||
cure oldness.
|
||
|
||
Level 6: GRRO 65 1 Char Misc
|
||
Grave Robber - Casts Beyond Death and Regeneration for a
|
||
life-giving combination of spells.
|
||
|
||
FOTA 70 Group Misc
|
||
Force of Tarjan - Casts Witherfist and Sandstorm for a
|
||
double offensive punch.
|
||
|
||
Level 7: SHSH 60 Party Indef
|
||
Shadow Shield - Casts a gray shadow around the party, and
|
||
lowers their armor class by 4
|
||
|
||
FAFI 100 All Foes N/A
|
||
Fatal Fist - Crushes the enemy under an unearthly
|
||
gravitational force for 400 to 1500 points of damage.
|
||
|
||
[12.1.7] Geomancer Spells
|
||
The most physically adept of all the spell casters, Geomancers can
|
||
handle most weapons that fighters can. Their combative nature shows
|
||
in their repertoire of predominantly offensive spells. To become a
|
||
Geomancer, you must find the one special location that performs the
|
||
rite of passage to this mage class.
|
||
|
||
Level 1: EADA 5 Group/40' N/A
|
||
Earth Dagger - Cuts down the enemy with holy daggers for 200
|
||
to 800 points of damage.
|
||
|
||
EASO 5 Level N/A
|
||
Earth Song - Reveals all booby-trapped areas that can injure
|
||
the party.
|
||
|
||
EAWA 8 Level N/A
|
||
Earth Ward - Casts the Trap Zap spell on the entire level.
|
||
|
||
Level 2: TREB 10 All Foes N/A
|
||
Trebuchet - Fries all foes with wickedly hot flames for 150
|
||
to 600 points.
|
||
|
||
EAEL 15 Party N/A
|
||
Earth Elemental - Summons an Earth Elemental, which is a
|
||
creature created from the raw elements of the earth.
|
||
|
||
WAWA 15 Wall Misc
|
||
Wall Warp - Works like Phase Door until the party leaves.
|
||
|
||
Level 3: ROCK 18 1 Foe/60' N/A
|
||
Petrify - Turns an enemy up to 60 feet away into the hardest
|
||
stone.
|
||
|
||
ROAL 20 Level N/A
|
||
Roscoe's Alert - Reveals to the party where the anti-magic
|
||
areas are.
|
||
|
||
Level 4: SUSO 20 Level N/A
|
||
Succor Song - Shows all heal-party squares, so your party
|
||
can put an end to their weakness and pain.
|
||
|
||
SAST 25 Group N/A
|
||
Sandstorm - With a violent swirl of sand, all foes are
|
||
whipped back 60 feet.
|
||
|
||
Level 5: SANT 30 Level N/A
|
||
Sanctuary - Shows all mage regeneration squares, so your
|
||
spellcasters can be refreshed.
|
||
|
||
GLST 40 1 Foe/90' N/A
|
||
Glacier Strike - Impales the enemy with an icy stalagmite,
|
||
causing 400 to 1600 points of damage.
|
||
|
||
Level 6: PATH 40 Level N/A
|
||
Pathfinder - An instant map, this shows the entire maze that
|
||
the party's in.
|
||
|
||
MABA 50 Group/50' N/A
|
||
Magma Blast - Burns a group of foes with a blast of hot,
|
||
fiery magma for 300 to 1200 points of damage.
|
||
|
||
Level 7: JOBO 60 All Foes N/A
|
||
Jolt Bolt - Wrenches the earth below the enemy, smashing
|
||
them to the ground and gives them a jolting electrical shock
|
||
to cause 400 to 1600 points of damage.
|
||
|
||
EAMA 80 Group/50' N/A
|
||
Earth Maw - Commands the ground beneath the enemy's feet to
|
||
open wide and drop the foes in, so they're never seen again.
|
||
|
||
[12.1.8] Miscellaneous Spells
|
||
These spells are available to all magic users. The catch is that
|
||
you've got to find them before you can use them.
|
||
|
||
GILL 10 Party Medium
|
||
Gilles Gills - This survival spell lets your party breathe
|
||
under water. It is cumulative in effect; casting it more
|
||
than once will extend the amount of time you can spend
|
||
underwater.
|
||
|
||
DIVA 250 All Foes/Party Misc
|
||
Divine Intervention - This powerful spell earns its name by
|
||
doing the following: 1) Turns illusionary characters into
|
||
real characters; 2) Cures characters of all illnesses but
|
||
age; and 3) Restores all hit points to the party. If you're
|
||
in combat, it also does the following: 1) Lowers your armor
|
||
class, saving throw, to hit, and damage by 20 points;
|
||
2) Increases your attack by eight points; and 3) Casts
|
||
Mangar's Mallet.
|
||
|
||
NUKE 150 All Foes N/A
|
||
Gotterdamurung - The finest in offensive obliteration, this
|
||
spell annihilates the opponent for 2000 damage points.
|
||
|
||
[12.2] The Bard Songs
|
||
The Bard has eight songs to sing. He or she starts the journey
|
||
knowing six, and must find the other two. Since Bards can't make
|
||
music without an instrument, and since whistling doesn't count, make
|
||
sure they don't drop or trade away their livelihood.
|
||
|
||
There are two categories of songs: those played during exploration and
|
||
those played during combat. Songs played during exploration are
|
||
long-playing while those played during combat last only one round.
|
||
Only one song can play at a time. If you're playing an exploration
|
||
song, but suddenly need to play a battle tune, the exploration tune
|
||
will stop playing for the duration of the battle, and start once
|
||
battle is over. On the other hand, if you're playing an exploration
|
||
song and start another one, the first song will end and the second
|
||
will start.
|
||
|
||
A Bard can play as many tunes as he has experience levels before his
|
||
throat dries and fingers stiffen. For instance, if your Bard has five
|
||
experience levels, he can play up to five tunes. To rejuvenate your
|
||
Bard, give him or her a drink, be it water from a wineskin or ale from
|
||
a tankard. Never forget, "When the going gets tough, the Bard goes
|
||
drinking..."
|
||
|
||
1. Sir Robin's Tune: This lets you run away from attackers as long as
|
||
the combat has not yet begun. During combat, this keeps the monsters
|
||
from calling for additional help.
|
||
|
||
2. Safety Song: Sets up an an anti-monster aura, so foes won't
|
||
randomly attack you.
|
||
|
||
3. Sanctuary Score: Lowers the party's armor class level up to a
|
||
maximum of 15 points.
|
||
|
||
4. Bringaround Ballad: In non-combat situations, this rejuvenates the
|
||
Bard's hit points. During combat, this song will affect everyone in
|
||
your party, including the Bard.
|
||
|
||
5. Rhyme of Duotime: In non-combat situations, this regenerates the
|
||
mage's spell points. During combat, it gives the party an extra
|
||
attack.
|
||
|
||
6. Watchwood Melody: This creates light so you can find your way
|
||
around. May even work in anti-magic zones.
|
||
|
||
7. Kiel's Overture: In non-combat situations, this calls up a compass
|
||
so you can get your bearings. During combat, this casts the
|
||
monster-frying Trebuchet spell for one round.
|
||
|
||
8. Minstrel Shield: In non-combat situations, this lowers your armor
|
||
class. During combat, it also partially shields your party so they
|
||
only take half damage from monster attacks.
|
||
|
||
|
||
[12.3] Tips from the Refugee Camp - Magic
|
||
|
||
* Spell points are the life blood of the magic user. Don't venture
|
||
too far into dungeons without full spell points. When you're down to
|
||
a quarter of your maximum spell points, you should leave the dungeon
|
||
before you're bled dry of your remaining spell points.
|
||
|
||
* Spell points don't regenerate that fast, so don't squander them away.
|
||
Don't use a magic light spell when lighting a torch will do. Use your
|
||
spells when you need them, like when that bad-breathed miasmal cur takes
|
||
an interest in clawing your face off.
|
||
|
||
* Find those nasty traps. Second Sight and other Sorcerer sight
|
||
spells can identify traps within 30 feet (3 squares). The Trap Zap
|
||
spell disarms all traps within 30 feet.
|
||
|
||
* Play a long-lasting Bard's song before entering a tavern. It's like
|
||
getting a free spell.
|
||
|
||
* In darkness zones, try using a light spell or the Bard's Watchwood
|
||
Melody song. Though the spells won't last, it gives a brief flash of
|
||
light which helps you get your bearings. This trick occasionally
|
||
works with ordinary torches and lanterns.
|
||
|
||
* The screen flashes when your party gets teleported. Keep this in
|
||
mind, because many dungeon corridors look alike and unless you catch
|
||
the flash, you'll never know you were teleported.
|
||
|
||
|
||
O O
|
||
O O O O O O O
|
||
O O O O O O O O O O O O
|
||
O O
|
||
O
|
||
|
||
[13.0] Thanks
|
||
|
||
I , Bill Heineman, wish to acknowledge that Thief of Fate couldn't
|
||
have been done without the help and the long hours of work from many
|
||
people. Thanks to these people for helping me bring this game to
|
||
life:
|
||
|
||
Brian Fargo for having the vision to let me begin this project.
|
||
|
||
Michael A. Stackpole for coming up with the basic storyline, the maps
|
||
and the text found throughout the game.
|
||
|
||
Todd J. Camasta, whose artistic talent knows no bounds.
|
||
|
||
Kurt Heiden who spent many days composing the music that the famous
|
||
Bards now sing.
|
||
|
||
Bruce Schlickbernd for composing additional text, for the songs sung
|
||
in the Bard's Halls, and also for finding all those nasty little bugs
|
||
that seem to create themselves.
|
||
|
||
Dave Albert, Chris Wilson, James Bailey, and Jennifer King for playing
|
||
the game until their fingers fell off...
|
||
|
||
These people helped make Thief of Fate into a masterpiece of role-
|
||
playing fantasy. I hope you will enjoy our work.
|
||
|
||
|
||
|
||
[14.0] NOTICE
|
||
|
||
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
|
||
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.
|
||
|
||
THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, ARE
|
||
COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF THIS MANUAL OR THE
|
||
DESCRIBED SOFTWARE MAY BE COPIED, REPRODUCED, TRANSLATED, OR REDUCED
|
||
TO ANY ELECTRONIC MEDIUM OR MACHINE-READABLE FORM WITHOUT THE PRIOR
|
||
WRITTEN CONSENT OF ELECTRONIC ARTS, 1820 GATEWAY DRIVE, SAN MATEO,
|
||
CALIFORNIA 94404-2497
|
||
|
||
ELECTRONIC ARTS MAKES NO WARRANTIES, EXPRESS OR IMPLIED, WITH RESPECT
|
||
TO THIS MANUAL, ITS QUALITY, MERCHANTABILITY OR FITNESS FOR ANY
|
||
PARTICULAR PURPOSE. THIS MANUAL IS PROVIDED "AS IS". ELECTRONIC ARTS
|
||
MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO THE SOFTWARE AND THE
|
||
MEDIA FOR THE SOFTWARE. PLEASE SEE THE ELECTRONIC ARTS LIMITED
|
||
WARRANTY ENCLOSED WITH THIS PRODUCT.
|
||
|
||
SOFTWARE (C) 1988 INTERPLAY PRODUCTIONS, INC.
|
||
ALL RIGHTS RESERVED.
|
||
|
||
MANUAL BY ZINA J. YEE
|
||
|
||
(C) 1988 ELECTRONIC ARTS. ALL RIGHTS RESERVED.
|
||
|
||
*********
|
||
|
||
End of the Project 64 etext of the Bard's Tale III: Thief of Fate
|
||
manual.
|
||
|
||
*********
|