943 lines
31 KiB
Plaintext
943 lines
31 KiB
Plaintext
WELCOME TO THE WONDERFUL WORLD OF EAMON
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by Donald Brown
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EAMON is a computerized version of
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what are called "Fantasy Role-Playing
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Games." When you enter the universe of
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one of these games, you are no longer
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John (or Jane) Smith, mild-mannered
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computer hobbyist. Instead, you become
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a character in a land of adventure,
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doing almost anything you want to.
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In the land of Eamon, you will be
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a member of the select Free Adventurers
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Guild, which is made up of hardy indi-
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viduals like yourself who want to live
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by your wits, defeating horrible mon-
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sters and finding glorious treasures.
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(For those of you who want a more calm
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life, you will have to wait for the
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game "ADVENTURERS IN THE LAND OF THE
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CERTIFIED PUBLIC ACCOUNTANTS".)
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Unlike most games, there is no
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single set goal for you to achieve, no
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way to 'win' the game. Instead, in
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Eamon, you have a lasting goal to both
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better yourself and also get rich. If
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you set for yourself another goal (do
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good to all princesses, kill all evil
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wizards, that sort of thing), you may
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also work towards it in your quests.
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To run the adventures of Eamon, you
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need an Apple II, one disk drive, and
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at least 32K of memory. (Some scenarios
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may require 48K.) You do not need this
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manual (although it does help keep you
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informed, and informed adventurers
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survive longer!). The one thing you
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must possess for Eamon is a large dose
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of imagination.
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ACKNOWLEDGEMENTS: The full list of
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people who deserve mentioning here is
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too long to give, but a few are--Bill
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Fesselmeyer, for introducing me to FRP
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games, my father for introducing me to
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the Apple, the many good friends who
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have play-tested this for me, to all
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the creators of the games I have played
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and to the writers such as Tolkein,
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Leiber, and Niven who have given me
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so many ideas. And, last but not least,
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to the talented people of Ann Arbor,
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Michigan who designed that lovely
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Dragon Picture.
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The basic system of EAMON was created
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and developed by Donald Brown. The
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individual adventures were created by
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various people. Non-commercial distrib-
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ution is encouraged.
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Far away, at the dead center of the
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Milky Way, is the planet of Eamon. It
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doesn't orbit any suns--all of the suns
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orbit it. The shifting pulls of all of
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these great bodies bring strange forces
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to bear upon this planet; twisting
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light, tides, even the laws of science
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itself! Strange things happen there,
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and the citizens of Eamon must always
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be adaptable, for things are rarely
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what they seem, and even more rarely
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what they were yesterday!
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You are a citizen of this weird
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world. You are a free man (or woman)
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out to seek your fortune in this world
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of shifting laws and time. You will
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usually find yourself fighting terrible
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monsters such as Orcs, Trolls, and
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Dragons to get their treasure. However,
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at times you may find yourself fighting
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such varied opponents as Billy the Kid
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and Darth Vader! Anything can happen,
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anything at all.
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EAMON is a fantasy role-playing
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game. This means that the computer
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will generate a character for you and
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you will pretend to be that person.
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You will command your character into
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fierce battle, where hopefully he/she
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will emerge victorious and wealthy.
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Obviously, not all characters are
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equal in ability. Three numbers (called
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attributes) describe various parts
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of your physical condition. You also
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will have various abilities with
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weapons, which will increase as you
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gain experience with them, and learn
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how to better use them. Additionally,
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you will be able to learn some powerful
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magic spells. (Of course, you will
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have to be taught these spells, and
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the teacher will charge you for the
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job!)
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EAMON is usually non-sexist--there
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is full room for both male and female
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adventurers. However, for simplicity's
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sake, an adventurer will usually be
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referred to as 'he'--please understand
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that it refers to 'she' adventurers
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also.
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CHARACTER ATTRIBUTES
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As mentioned earlier, three numbers
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describe the basic 'working material'
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of your character. They are all gotten
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by selecting three random numbers from
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one to eight and summing them, thus the
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numbers can range from three to twenty-
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four, with more numbers around twelve
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to fifteen. (By the way, this is called
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'three die eight' or written as '3D8'.
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This terminology comes from older role-
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playing games where you roll strange
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dice, and means roll three eight-sided
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dice and add). The three attributes are
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HARDINESS, AGILITY, and CHARISMA. Their
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descriptions and effects are given
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below--
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HARDINESS
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Your character's hardiness has two
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major effects. The most important is
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that your hardiness is the number of
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points of damage that your body can
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withstand before you die. In other
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words, assume Hedric the Horrible is
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fighting a Troll. Hedric has an HD
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(hardiness) of 13. The Troll swings
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his Battle axe (as described later in
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the COMBAT section of the manual) and
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hits Hedric for 10 points of damage.
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This brings Hedric down to three more
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points of damage before death--if the
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Troll can hit Hedric again and do more
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than two points of damage (before
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Hedric can go home and heal himself, or
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use some magic to heal), Hedric will
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die!
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The other effect of hardiness is
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the total weight that you can carry.
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The standard measure of weight on
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Eamon is the Grond, which can be split
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into ten Dos. You can carry up to
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ten times your hardiness. Therefore,
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Hedric can carry up to 130 Gronds (or
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1300 Dos). Note that weight-carrying
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ability is based on the characters base
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hardiness, not the number of hits he
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has left. In his unpleasant encounter
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with the Troll, Hedric can still carry
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130 Gronds, even though he only has
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three hits left before death.
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As with all three basic attributes,
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a character's hardiness is not normally
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changed. (Unusual magic items or spells
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might change them). Thus, a player who
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starts life as a 90-pound weakling will
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remain one until he dies.
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AGILITY
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The second basic ability is the
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player's agility (abbreviated 'AG').
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Agility's major effect is in combat--a
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player with high Agility is more likely
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to hit an opponent. Agility may also
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be useful for avoiding special traps
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(like falling down a mine shaft) or
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other special occurances.
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CHARISMA
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The last basic attribute for the
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player is his charisma (abbreviated
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'CH'). Charisma is mostly a measure of
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physical attractiveness, although it
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also includes such things as a forceful
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manner, pleasant speaking voice, and
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anything else that makes people look
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at you and say, "Gee, what a nice guy!"
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(or girl). In some ways, charisma may
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be the most important attribute, at
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least for the beginning character. The
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first major effect of charisma is on
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the prices you'll have to pay for goods
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and services (or the prices people will
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pay you). Obviously, if somebody likes
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you, he will give you a better price
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than if you disgust him.
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The second effect of charisma is on
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how citizens of Eamon (generically
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called monsters) will react to you. Not
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all monsters are bad--you can sometimes
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make friends with a few of them, and
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their assistance may make the differ-
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ence between life and death! Your
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charisma will affect the likeliness of
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their liking you--subtract 10 from your
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charisma, multiply the difference by 2,
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and the result adjusts the percentage
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chance of a favorable reaction from the
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monster--if there was any chance at
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all! EXAMPLE: The Mad Hermit of the
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Beginner's Cave has a 50% friendliness
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rating, which means that Joe Normal
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with a charisma of 10 will get make
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friends with the Hermit one-half of the
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time. However, old Hedric the Horrible
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with his charisma of 5 has only a 40%
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chance of making friends (5-10=-5, -5*2
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=-10). On the other hand, Lovable
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Linda with her charisma of 24 has a 78%
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chance of making friends. Unfortunately
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a rat with a friendliness rating of
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0 will never make friends, be it with
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Joe Normal, Hedic, or Lovable Linda.
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COMBAT
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Being a rough and violent world,
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combat is the most important aspect of
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Eamon. In most adventures, combat is
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taken care of on a blow-by-blow method
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--every player or monster in turn uses
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his weapon(s) on one enemy, the effects
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are calculated, and then applied.
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Every time that a player or monster
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attempts to strike someone else, there
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is a percentage chance of success. The
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computer will generate a number from 1
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to 100, and if the number is less than
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the chance to hit, the blow did strike.
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Several factors determine just what
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that chance to hit is. If a player has
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no armour on, there are three factors--
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the player's agility, his ability with
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that weapon, and the quality of the
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weapon (also called the complexity).
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Roughly speaking, all weapons in
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the world of Eamon can be divided into
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five types--axes, bows (this includes
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all thrown weapons and guns), clubs (or
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any blunt weapons), spears (or other
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pole weapons), and swords. Every player
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has what are called 'weapon expertises'
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for each class. All players start at
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the same levels: 5% for axes, -10%
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for bows, 20% for clubs, 10% for spears
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and 0% for swords. (These numbers are
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to reflect the fact that somebody who
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doesn't know what he's doing is more
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likely to hit with a club than with an
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arrow.) Your chance of hitting your
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target is equal to twice your agility
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plus your ability for the weapon you
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are using, plus the complexity of the
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weapon you are using. For example, our
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old friend Hedric has an agility of 20
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and is using a fair quality sword (with
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a complexity of 0%). Since he is a
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starting character, he has a sword
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ability of 0%. Thus his chance of
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hitting is 40+0+0 or 40%.
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Weapon expertises can be increased
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through use in combat. The scheme goes
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as follows: Assume Hedric is fighting
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his troll and scores a successful hit.
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The question now is, did Hedric learn
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anything about how to use his weapon
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better? Well, it just so happens that
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his chance to learn is his chance to
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have missed. Thus, 60% of the time
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Hedric will learn from his blow. If
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he does, his sword expertise will go
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up by 2%. Thus, next time his chance
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of hitting will be 42%. (Notice that
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his chance of learning on the next
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successful blow is only 58%.)
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Well, Hedric somehow made it out
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alive from his Troll battle, and has
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brought his sword expertise up to 12%.
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He then wants to take his booty and new
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knowledge and get a better weapon. If
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Hedric goes and buys a new sword-like
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weapon, such as a rapier which has a
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weapon complexity of 15%, his chance of
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hitting with it will be 40+12+15 or
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67%. However, if he decides to switch
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weapons and get a Battle axe with a
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complexity of 15%, his chance with that
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will be 40+5+15 or 60%--his experience
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with swords will not help him with his
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axe.
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If an attacker is wearing armour,
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his chance of hitting may be reduced.
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After all, one just isn't as agile when
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one is fighting from within a tin can!
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A player may carry a shield, which will
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lower the chance to hit by 5%, and may
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also wear either leather armour (lowers
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chance by 10%), chain mail (20%), or
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plate armour (60%!). However, these
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numbers are "worst cases". A player
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becomes used to the constricting effect
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of wearing armour, and builds an armour
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expertise (called AE). It is built the
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same way that weapon expertise is
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increased--every time a successful blow
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is landed and the effect of armour is
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bigger than the player's AE, a check is
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made on the chance to miss and that is
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the chance of the armour expertise
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going up by 2%. Thus a successful blow
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may increase the chance to hit by 4%.
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Armour expertise is carried over from
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each type of armour. Thus if you've
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brought your AE up to 10% while in
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leather armour and you go to chain,
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your chance to hit will only drop by
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10%, not 20%. However, the effect of
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armour expertise can never increase the
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chance to hit--if the AE is 32% and you
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go to leather armour, the net effect
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will be 0, not adding 22%.
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In addition to agility, weapon
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expertise, weapon complexity, and
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armour, there may be magical or other
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extraordinary forces at work that will
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affect the chance of hitting.
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When a blow hits, a random amount
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of damage is done to the target. This
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amount of damage is based on the weapon
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and will be given in 'N D N' format.
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(Remember 3D8 for the three basic
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attributes?) This base number of damage
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is usually lowered by the armour worn
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by the defender--leather armour and
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shield each take one point of damage,
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chain takes 2, and plate armour takes 5
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points of damage away from that taken
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on the body (all effects are cumulative
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and magical devices may act as armour).
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That, of course, is what usually
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happens. However, due to flashes of
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good luck or clumbsiness weird things
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can happen. About 5% of the time an
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attacker will get what is called a
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'critical hit'. That will get one of
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the following results (each result is
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followed by the percentage chance of
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its occurance): Ignore armour (50%),
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three-halves normal damage (35%), twice
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normal damage (10%), triple normal
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damage (4%), or automatic kill (1%).
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About 4% of the time the attacker
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will fumble with his weapon. It will
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have one of the following effects:
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Recover from fumble without any other
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effect (35%), Drop weapon (40%, if the
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attacker is using built-in weapons such
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as claws, the attacker simply recovers
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instead), Break weapon (20%, with a 10%
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chance of hitting oneself at the same
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time), Hit self normally (4%), and Hit
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self with double damage, ignoring
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armour (1%).
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MAGIC
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The strange shifting forces around
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Eamon sometimes give results that can
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only be called 'Magical'. However,
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most of these effects are extremely
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localized, and will not be consistent
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from one adventure to the next. Most
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often these strange things will be the
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special results by carrying magical
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items, however, some citizens of Eamon
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who have lived all of their lives in
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one location may have learned how to
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control the forces around them.
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There are, however, four spells
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that work almost everywhere. Anyone
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can be taught these spells without too
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much difficulty (if you can find a
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wizard who will teach them to you!).
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When you learn a spell, you will start
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with a random ability in it from 25 to
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75% (you will not know what your
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ability is). As with combat experience,
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this can be increased every time you
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successful cast the spell--If a random
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percentage roll is less than your
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chance to not have cast it, your
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ability will go up by 2%. However,
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there is a catch in casting spells--
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due to the tiring effects of sending
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all this power through your body, every
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time that you attempt to cast a spell
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REGARDLESS OF WHETHER OR NOT THE
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ATTEMPT WAS SUCCESSFUL your chance for
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the rest of the adventure is halved.
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Thus, old Hedric who knows a spell with
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a 200% ability will always cast it the
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first time. His second try will also
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always work (100% of the time). His
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third try will only work half (50%) of
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the time. On the fourth try the chance
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is down to 25%, fifth try 12%, and
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sixth only 6%. Fortunately for Hedric,
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however, if you know a spell your
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chance of successfully casting it can
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never be less than 5%, so Hedric can
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use his spell for the rest of the
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adventure at the same odds.
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The four basic spells are:
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BLAST
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This spell sends a magical burning
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arrow at your opponent. Armour will
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absorb damage from it, but if the spell
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is successfully cast it will always hit
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its target, regardless of the range.
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However, the Blast spell only works
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on living (or at least animate) objects
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and the targets must be seen by the
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person casting it. The arrow will do
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1 D 6 of damage (a random number from
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one to six).
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HEAL
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The Heal spell removes hits from
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the body of the person casting. It will
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cure 1 D 10 hits, but never past 0.
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(Hedric, having taken five hits, casts
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a Heal spell on himself successfully.
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He got a good casting this time--would
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have cured 8 hits normally, however it
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only cures five hits one him, bringing
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Hedric back up to perfect condition).
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SPEED
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This powerful spell will double
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the caster's agility for from 10 to
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34 turns. You will know when you have
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cast the spell successfully, however
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you will not be told when it wears off.
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If you successfully cast a Speed spell
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while one is already in effect on you,
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the new spell will reset the time for
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you--it will not have the effect of
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quadrupling your agility. Obviously,
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when you cast the Speed spell your
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chance of hitting goes up accordingly
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(Hedric had a 56% chance of hitting
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with some weapon before casting the
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spell, with 40% of that because of
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his 20 agility. When he casts the
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Speed spell on himself, his chance
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will increase by 40% again, giving him
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a 96% chance of hitting).
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POWER
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The Power spell may well be the
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most powerful spell available to you,
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and certainly the most uncertain. It
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has no set effect, it's a call to the
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Gods saying "Hey, do something!". What
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they do will certainly differ from
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place to place, and may even differ
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from one moment to the next! It could
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kill all of your enemies, teleport you
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randomly somewhere else in the place
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you are exploring, cause an earthquake
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that buries you and your opponents
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alive, or anything else you can and
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cannot think of.
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For all of these spells, it should
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be pointed out that this is the way
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they >> USUALLY << work out. In some
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obscoure sections of the world spells
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may not drop in ability every time you
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use them, in other places spells may
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not work at all!
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RELATING WITH CITIZENS
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There are two places you will be
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encountering other people of Eamon,
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on your adventures and at the Main
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Hall of the Guild of Free Adventurers.
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At the Main Hall, you will be able
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to communicate with the various people
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there and do business. However, they
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will not do you any real favors (except
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possibly giving you good prices on
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things if they like you), and you will
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not be permitted to fight with anybody
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there. Essentially, they will be
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businessmen and women, out to relieve
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you of some of your gold while helping
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outfit you to go get more.
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On the other hand, during your
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adventures outside of the Main Hall,
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you will not be able to communicate
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with most of the people you find.
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Additionally, they will usually be
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rather simple-minded--when meeting you
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they will decide if they like you. If
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they do like you, they will follow you
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around and fight on your side during
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any battles. If they don't like you,
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they will try to kill you. These people
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are rather set in their ways--once they
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make up their mind about you they will
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usually keep with their decisions,
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unless you do something nasty such as
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attack a friend, or you do something
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especially nice, such as healing an
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enemy.
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However, just because they do or
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do not like you does not mean that they
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will always fight to the bitter end.
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Some people or things you encounter
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will be less courageous (or smarter)
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than others and will run from what they
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view as a losing battle--both your
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enemies and your friends. When someone
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retreats they usually kick up a cloud
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of dust so you cannot see which way
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they ran, although they will always
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only run out of exits that are really
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there, and you can usually follow them.
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Once again, though, note that all
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of the statements above were prefaced
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by the word 'usually'. In some parts
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of the world you may be able to work
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quite well with others, give orders,
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get ideas, even play games with them.
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As always, the key word is flexibility.
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HOW TO REALLY AND ACTUALLY PLAY EAMON
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(Never thought we'd get here, did you?)
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To actually run EAMON on the Apple
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II, you must first 'bootup' on the
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diskette marked "THE WONDERFUL WORLD OF
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EAMON" or simply "EAMON MASTER DISK."
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It must be in slot six, drive one--
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Eamon doesn't know how to handle any
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others yet.
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After you are shown the title page
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(which you can break out of early by
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hitting the "ESC" key), you will be
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almost ready to enter the Main Hall.
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Simply follow directions (for the sake
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of your mothers, if nothing else!). If
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you are new to Eamon (or your character
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was killed the last time he went out),
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you will be directed to the man in
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charge of new adventurers. He will show
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you what the attributes of your new
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character are, and let you read some
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instructions that are stored on the
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disk. If you have this manual, you
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don't need to read his instructions.
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Finally, you will be sent to the Main
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Hall, where all old adventurers go
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immediately from the Irishman.
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The Main Hall will serve as your
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headquarters. You can buy spells there,
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as well as weaponry and armour, you can
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'check out' yourself and all your
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attributes and abilities. You can also
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keep some money with the banker there.
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He gives no interest, but money in the
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bank is safe if you're robbed on an
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adventurer. (Of course, you can't use
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it to ransom yourself out of a sticky
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situation, either!).
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GOING ON AN ADVENTURE
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Of course, the main purpose of the
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Main Hall is as a place to leave from
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to go on adventures. Most of your
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exploits will be exploring caves and
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old ruins, doing similar things as in
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the popular Adventure games. However,
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Eamon is wide enough to also have you
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go to casinos and gamble your money
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away, raise an army to fight invaders
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(both from other countries and from
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space!), or do just about any other
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activity you can think of.
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Only one Eamon adventure will be
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stored on a diskette. To go on an
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adventure, work from the Main Hall as
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directed, inserting the diskette with
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the new adventure into the disk drive
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at slot six, drive one at the proper
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time. From then on, you're on your
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own. (Notice: characters who do not
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return from adventures are considered
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dead. Thus, turning off the computer
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in the midst of an adventure or halting
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it by Ctrl-C or 'RESET' merely commits
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suicide).
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To help your character get some
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gold to equip himself properly and
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gather a little bit of experience, one
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adventure is included on the diskette--
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The Beginners Cave. It's a gentle
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little romp through a set of caves
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underground. I strongly advise that
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you do send your new character through
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this first. If he can't survive this,
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there's no point in going out to the
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dangerous places. (For more information
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on The Beginners Cave, see the enclosed
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sheet).
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BUYING WEAPONS AND ARMOUR
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You will have 200 gold pieces when
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you start a character, and hopefully
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more after your adventures. One of
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the most important things for you to
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do with this gold is to buy weapons and
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armour. Additionally, you may sometimes
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want to sell a weapon, be it because
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you have no need of it or because you
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have reached the legal limit on weapon
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ownership of four.
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Well, Marcos Cavelli owns a small
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weaponry store in the Main Hall that
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will do this for you. Marcos carries
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five standard weapons--an axe, which
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does 1D6 of damage and has a base price
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of 25 gold pieces, a bow which does 1D6
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and has a base price of 40, a mace
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which does 1D4 and has a base price of
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20, a spear which does 1D5 and has a
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base price of 25, and a sword which
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does 1D8 and has a base price of 50.
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For each weapon Marcos sells three
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grades of quality--poor (with a weapon
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complexity of -10%, but only half the
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base price), medium (with a weapon
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complexity of 0, at normal price), and
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good (with a weapon complexity of 10%,
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at double the base price). Furthermore,
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the price you are given can vary from
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one-third to three times the normal
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price, depending upon how your charisma
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and how Marcos feels about you.
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Marcos will also buy old weapons.
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If it's of a type that he doesn't sell,
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Marcos will pay an average of 100 gold
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pieces for a weapon. If it is a weapon
|
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from his stock, he will pay around 1/4
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the normal price.
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Marcos's base prices for armour are
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50 gold pieces for a shield, 100 for
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leather, 200 for chain mail, and 500
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for plate armour. He will also give
|
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you a trade-in of your old armour at
|
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its old price, subject to adjustment
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for the way he feels about you.
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Marcos's credit terms, like all
|
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of the businesses in the Hall, are very
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simple--none.
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BUYING SPELLS
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Hokas Tokas, the local wizard in
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the Main Hall, is willing to teach
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anybody spells for a price. His base
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prices for spells are: Power (100 gold
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pieces), Heal (1000 gold pieces), Blast
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(3000 gold pieces), and Speed (5000
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gold pieces). As with Marcos, Hokas
|
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will adjust his prices for how much he
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likes you, but he will never give
|
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credit. But, however he may grumble,
|
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he is a nice fellow and will never do
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anything to you if you try to buy a
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spell you can't afford, or try to buy
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a spell twice.
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THE BANKER
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Shylock McFenney, the local banker,
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will open up an account with anybody.
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He is absolutely trustworthy with the
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funds you leave in his care, although
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he does not give interest, nor does he
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make loans. (He makes enough money
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from adventurers who deposit money with
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him and never come back.)
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EXAMINING YOURSELF
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Unlike most things at the Hall, it
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does not cost you anything to examine
|
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your attributes. It is generally a
|
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good idea to examine your attributes
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last thing before leaving to go on an
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adventure, and write them down--you
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cannot examine yourself in the midst of
|
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an adventure!
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LEAVING THE UNIVERSE
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This is simply ending the game.
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However, your character is stored on
|
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the diskette, so he or she can be
|
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called up again the next time you play.
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You should only leave the system this
|
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way--otherwise some disk files may be
|
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destroyed, and your character will be
|
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trapped forever in the horrible bit
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bucket!
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That's really about all there is to
|
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say about playing Eamon. Of course, the
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best way to learn is by starting up a
|
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character and running him through a few
|
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adventures. One thing I would warn you
|
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about--do not get too attached to any
|
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character. Unfortunately, while wealth
|
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and expertise come rather quickly in
|
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this world, so does death.
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I am very interested in any and all
|
|
comments and suggestions on Eamon. I
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am particularly interested in getting
|
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copies of adventures that other people
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create for Eamon. If you want to build
|
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your own adventures, all of the tools I
|
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used in creating the Beginner's Cave
|
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should be on the master diskette. Feel
|
|
free to list and examine them to help
|
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build your own. However, do not at all
|
|
be constrained by them, the theme of
|
|
Eamon is do what you want to with it.
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Eamon hereby officially belongs to the
|
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people who play games on computers, all
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I ask is that you enjoy it.
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For comments, questions, new
|
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adventures, or suggestions please write
|
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to:
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Donald Brown
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407 Peery Parkway
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Golden, CO 80401
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THE BEGINNER'S CAVE
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The Beginner's Cave has been set up
|
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by the Warlord as a service to all Free
|
|
Adventurers, giving them a chance to
|
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try their skills in a not-too-dangerous
|
|
setting. Let us all toast the Warlord
|
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for restocking the cave daily!
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Only beginners are permitted in the
|
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Cave. A beginner is someone who has no
|
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armour expertise and who still has all
|
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of the starting levels of weapon exper-
|
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tise. You are permitted to carry in
|
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only one weapon and any armour you
|
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wish. You will not need torches as
|
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there is sufficient light in all parts
|
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of the Cave. A Knight Marshall (William
|
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Misslefire) is on duty to be sure that
|
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you do not break the rules (and to keep
|
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you from doing something really stupid,
|
|
like entering the cave without any
|
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weapon at all!).
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Once you are in the Cave, you will
|
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give commands by entering verbs and
|
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subjects, such as "GET STONE". If you
|
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use a verb that the computer doesn't
|
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understand, all verbs will be listed.
|
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You must be very exact and use the
|
|
words that the computer knows. For
|
|
example, if you are carrying a DEAD
|
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MONKEY and you say DROP MONKEY the
|
|
computer will not understand.(Sometimes
|
|
the computer does recognize more than
|
|
one word for an object, though). If you
|
|
want to repeat the last command given,
|
|
simply hit 'return' when asked for your
|
|
next command.
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A few commands you should know
|
|
about:
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N, S, E, W, U, D, NORTH, SOUTH,
|
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EAST, WEST, UP, and DOWN all will move
|
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you in the direction given.
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INVENTORY or "I" will list all of
|
|
the items you are currently carrying.
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READY brings a weapon into 'ready'
|
|
mode,meaning that it will be the weapon
|
|
used in an ATTACK command.
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GET picks up an object (not a mon-
|
|
ster!) from the floor. GET ALL gets all
|
|
objects there. If you get a weapon and
|
|
you have no weapon ready, it will ready
|
|
that weapon automatically.
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Other commands are either self-
|
|
explanatory or they are designed to
|
|
make you experiment.
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To return to the main hall, you
|
|
must leave the cave (getting to the
|
|
Cave Entrance) and move North. Once you
|
|
have done so, Sam Slicker (the local
|
|
dealer for treasures and booty) will
|
|
pay you what they are worth (with the
|
|
price adjusted by your Charisma). You
|
|
will then be returned to the Main Hall.
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Of course, that is only if you
|
|
survive. If you died, remember that it
|
|
probably wasn't that great of a char-
|
|
acter anyway!
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NOTE: If you accidentally stop the
|
|
program while it is running, (such as
|
|
accidentally hitting 'reset'), you may
|
|
be able to continue by first getting
|
|
back into BASIC and then entering:
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]POKE 51,0:GOTO 1000
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THE MINOTAUR'S LAIR
|
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|
|
The method of running the Minotaurs
|
|
Lair is roughly the same as it was in
|
|
the Beginners Cave. Of course, the mon-
|
|
sters and treasures and rooms are not
|
|
the same, and some of the verbs that
|
|
the computer recognizes are different,
|
|
and the Power spell may have different
|
|
results, but why quibble?
|
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|
A major difference now is the fact
|
|
that you will not know the way out. A
|
|
hint to adventurers:In cases like this,
|
|
your top priority should be finding a
|
|
way out and mapping the dungeon. Also,
|
|
only a real louse would not at least
|
|
try to find a good friend if he/she
|
|
knows one is in here. (Remember, louses
|
|
do not have high charisma!)
|