331 lines
10 KiB
Plaintext
331 lines
10 KiB
Plaintext
Bard Tales 2 :
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Moving about :
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==============
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I or return - move forward
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J or left arrow - turn left
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K or return - kick a door open
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L or right arrow - turn right
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Viewing characters :
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====================
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Press the number (0-6) of the character whose statistics you want to view.
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To make changes,
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E to equip a character with an item. At the prompt type item number (1-8),
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press 0 to unequip a character.
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T to trade an item. Type the item number at the prompt. To trade gold,
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type G, the amount of gold you want to trade, and the number of character
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you want to give the item to.
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D to drop an item.
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P to pool all gold to one character.
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Left arrow key moves you back to the first view character screen,
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which lists gold, xp and attributes. Press spacebar to leave the view
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character mode.
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Combat commands :
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=================
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A to attack all monsters within 10', using hand-to-hand weapons.
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(Available to party members in slots 0 through 3)
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B to sing one of seven bard tunes for one combat round, bard only.
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C to cast a spell.
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D to defend, lessen the chance of damage from an attacker.
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H to hide in the shadows, for rogue only.
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P to party attack, begins intra-party combat.
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U to use a magical item, or a missile weapon.
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Right arrow speeds up combat message, left arrow slows it down.
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Non-combat commands :
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=====================
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B to sing one of seven bard's tunes while wandering.
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C to cast a spell.
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D to drop a special member from your party.
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E to go up a portal. Must use in conjunction with a levitation spell.
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Dungeon only.
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N to establish new order for the party members.
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U to use an item; e.g. torch.
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V to turn sound on/off.
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W to go down a portal. Dungeon only.
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? to learn the name of the street your party is on, and the time of day.
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Use escape key to pause the game, and spacebar to continue.
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Bard Songs
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==========
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1. The archer's tune. Double the party's missile damage, and cuts
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the missile damage inflicted by foes in half.
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2. Spellsong. Bonus to saving roll. The party is less likely to be
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damaged by magic and traps.
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3. Sanctuary score. Lowers the armor class for all party members.
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4. The melee march. Increases the party's hit points for extra protection
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and also increase the damage points inflicted on enemies.
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5. Zanduvar Carack. Protection from traps when played under normal
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conditions, but heals during combat.
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6. Rhyme of duotime. Regenerates spell points at twice the normal
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speed when played under normal conditions, and provides extra
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attack during combat.
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7. The watchwood melody. Creates light. May work even in anti-magic
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zones.
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Conjurer Spells
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===============
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Level 1 : MAFL (2), ARFI (3), TRZP (2)
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MAFL, magic flame
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- a light spell with medium duration.
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ARFI, arc fire
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- inflicts 1-4 damage at a foe 10' away, multiplied by caster's level.
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TRZP, trap zap
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- disarms any trap within 30' in the direction the caster is facing.
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Also works on chest.
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Level 2 : FRFO (3), MACO (3), WOHL (4)
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FRFO, freeze foe
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- binds a group of enemies in magical force, slow them down and make
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them easier to hit.
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MACO, Kiel's magic compass
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- a magical compass which shows the facing direction, medium duration.
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WOHL, word of healing
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- heal a party member who suffers from 4 to 16 hp damage.
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Level 3 : LERE (5), LEVI (4), WAST (5)
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LERE, lesser revelation
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- an extended mage flame spell that reveals secret doors, long duration.
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LEVI, levitation
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- allow the party to float over traps, or up or down thru portals.
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WAST, warstrike
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- energy that sizzles a group of foes within 20', for 5-20 damage.
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Level 4 : INWO (6), FLRE (6)
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INWO, Elik's instant wolf
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- summon a fierce wolf to join your party.
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FLRE, flesh restore
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- heal 10-40 hp for a member, also heal insanity or poisoning.
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Level 5 : GRRE (7), SHSP (7)
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GRRE, greater revelation
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- like LERE, but illuminates a wider area, long duration.
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SHSP, shock sphere
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- large globe of energy that inflicts 10-40 damage on a group of foe
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within 30'.
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Level 6 : INOG (9), MALE (8)
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INOG, Elik's instant ogre
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- summon an ogre.
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MALE, major levitation
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- Levitation spell with indefinite duration until dispelled.
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Level 7 : FLAN (12), APAR (15), FAFO (18), INSL (12)
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FLAN, flesh anew
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- like FLRE, affects every member of the party.
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APAR, apport arcane
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- teleports the party within a dungeon to any location that is not
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protection by a teleportation shield. Also teleports the party
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between cities that are in the range of +1 to 6.
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FAFO, far foe
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- moves a group of foes 40 feet further away from the party.
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INSL, Elik's instant slayer
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- summon a slayer.
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Magician spells
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===============
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Level 1 : VOPL (3), QUFI (3), SCSI (2)
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VOPL, vorpal plating
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- causes the weapon or hands of a party member to inflict 2 to 8 points
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of additional damage.
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QUFI, quick fix
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- heals a char for exactly 8 hp.
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SCSI, scry site
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- reveal a party's location
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Level 2 : HOWA (4), MAGA (5), AREN (5)
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HOWA, holy water
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- inflict 6-24 hp damage to an evil or supernatural foe, within 10'.
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MAGA, mage gauntlets
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- add 4-16 points of additional damage to a party member.
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AREN, area enchant
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- causes the dungeon wall within 30' of a stairway to call out
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if the party is headed towards the stairs.
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Level 3 : MYSH (6), OGST (6), STFL (6)
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MYSH, Ybarra's mystic shield
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- lowers the party AC, medium duration
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OGST, Oscon's ogre strength
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- endows a member with the strength of Elik's ogre for the duration of
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the battle.
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STFL, star flare
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- inflicts 10-40 damage to a group of foes, within 40'.
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Level 4 : SPTO (8), DRBR (7)
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SPTO, spectre touch
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- drains a single foe of 15-60 hp, within 70'.
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DRBR, dragon breath
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- inflicts 11-44 hp on a group of foe within 30'.
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Level 5 : ANMA (8), STTO (8)
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ANMA, anti-magic
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- absorb spells or magical fire casted by monster. Also help in
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disbelieving illusions.
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STTO, stone touch
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- turns an enemy within 10' to stone.
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Level 6 : PHDO (9), YMCA (10)
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PHDO, phase door
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- turns almost any wall to air for exactly one move.
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YMCA, Ybarra's mystical coat of armor
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- MYSH spell that lasts indefinitely.
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Level 7 : REST (12), DEST (14), WZWA (11), SASP (30)
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REST, restoration
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- heal the party completely, also cures insanity or poisoning.
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DEST, death strike
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- very likely to kill one enemy within 10'.
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WZWA, wizard wall
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- create a wall of force that can absorbs many of the enemy's attacks.
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SASP, safety spell
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- teleports party back to adventurer's guild in Tangramayne. Party
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lose all gold and the spell is not 100% reliable.
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Sorcerer Spells
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===============
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Level 1 : MIJA (3), PHBL (2), LOTR (2)
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MIJA, Mangar's mind jab
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- blast a foe within 40' for 2-8 point of damage, multiplied by caster's
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level.
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PHBL, phase blur
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- lower party AC, combat only.
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LOTR, locate traps
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- heightens the spellcaster's awareness in order to detect traps
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within 30' along the direction the spellcaster is facing, short duration.
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Level 2 : DISB (4), WIWA (5), FEAR (4)
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DISB, disbelieve
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- reveal the nature of attacking illusion and cause it to vanish.
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WIWA, wind warrior
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- create an illusion of a battle-ready ninja.
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FEAR, word of feat
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- cause a group of foes to quake in fear, reducing their ability to attack
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and inflict damage.
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Level 3 : WIOG (6), INVI (6), SESI (6)
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WIOG, wind ogre
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- create an illusion of an ogre.
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INVI, Kylearan's invisibility spell
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- make the party almost invisible and hence lowers their AC.
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SESI, second sight
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- detect all manner of traps and tricks that lie 30' directly ahead.
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Level 4 : CAEY (7), WIDR (12)
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CAEY, cat eyes
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- endows the party with perfect night vission indefinitely.
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WIDR, wind dragon
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- create an illusion of a dragon.
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Level 5 : DIIL (8), MIBL (10)
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DIIL, disrupt illusion
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- destroy existing illusionary foes and prevent new illusions from
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appearing. Also exposes dopplegangers within the party.
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MIBL, mangar's mind blade
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- strike all enemies within 30' for 25-100 damage.
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Level 6 : WIGI (13), SOSI (11)
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WIGI, wind giant
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- create an illusion of a giant.
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SOSI, sorcerer sight
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- a second sight spell that lasts indefinitely.
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Level 7 : WIMA (14), WIHE (16), MAGM (40), ???? (100)
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WIMA, wind mage
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- create an illusion of an archmage.
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WIHE, wind hero
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- create an illusion of a hero.
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MAGM, mage maelstrom
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- attack a group within 90' with one of the following effect :
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60-240 damage, turn them to stone, or kill them outright.
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A disbelieving monster can totally disarm it, though.
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????, dream spell
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- the most powerful spell in the game which you need to find out yourself.
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Wizard Spells
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=============
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Level 1 : SUEL (10), FOFO (11)
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SUEL, summon elemental
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- summon a fire-breathing raw elementals of the universe.
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FOFO, Fanskar's force focus
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- inflicts 25-100 damage on a group within 10'.
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Level 2 : GATE (12), DEBA (11)
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GATE, gate
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- gate in a wraith to fight for your party
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DEBA, demon bane
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- inflicts 100-400 damage on an evil or supernatural foe within 30'.
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Level 3 : FLCO (14), DISP (12)
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FLCO, flame column
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- Inflicts 22-88 damage on a group of foes within 30'.
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DISP, dispossess
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- returns a possessed member to normal state.
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Level 4 : PRSU (15), ANDE (14)
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PRSU, prime summoning
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- summon a powerful undead creature.
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ANDE, animate dead
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- reanimates a dead character with living strength as if truly alive,
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combat only.
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Level 5 : SPBI (16), SOWH (13)
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SPBI, Baylor's spell bind
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- possess the mind of an enemy and force him to fight for party.
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SOWH, Storal's soul whip
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- inflict 50-200 damage on a single foe at 70' away.
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Level 6 : GRSU (22), BEDE (18)
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GRSU, greater summoning
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- summon a powerful elemental creature
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BEDE, beyond death
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- restore life and 1 hp to a dead member.
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Level 7 : WIZW (16), HERB (25)
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WIZW, Wacum's wizard war
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- inflicts 50-200 damage on a group of foe within 50'.
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HERB, summon Herb
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- summon Herb.
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Archmage Spells
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===============
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Level 1 : HAFO (15), MEME (20)
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HAFO, Oscon's halt foe
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- if successful, all enemies will do nothing during the next round.
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MEME, melee men
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- pulls an attack group into melee (10') range.
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Level 2 : BASP (28)
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BASP, batch spell
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- performs the following multiple spells : greater revelation,
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Ybarra's mystical coat of armor, sorcerer sight, major levitation,
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and Kiel's magic compass.
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Level 3 : CAMR (26)
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CAMR, camaraderie
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- 50% chance of calming any or all monsters in your party that have
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turned hostile.
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Level 4 : NILA (30)
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NILA, Fanskar's night lance
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- inflicts 100-400 damage to a group of foe within 60'.
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Level 5 : HEAL (50)
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HEAL, heal all
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- resurrects every dead member and heals all wounds, paralysis and
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insanity.
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Level 6 : BRKR (60)
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BRKR, the Brothers Kringle
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- summon enough brothers to fill all the empty slots in the party.
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Level 7 : MAMA (80)
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MAMA, Mangar's mallet
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- inflicts 200-800 damage to all foes.
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