2001 lines
94 KiB
Plaintext
2001 lines
94 KiB
Plaintext
RIPPED FROM THE IBM SCENE BY DR. WATSON!
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EDITTED AND RELEASED TO THE AMIGA SCENE BY OLLIE NORTH / SKID ROW!
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Death Knights of Krynn
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Adventurer's Journal Part I:
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The Players Manual
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Dox By: Repo Man
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Doc Notes:
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Parts of the manual will refer to certain tables.
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the tables are viewable and printable seperately
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from the Tables & Scans SubMenu.
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Other parts of the manual will refer to GIF pics.
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If you have the condensed version, you have no
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GIFs to view. If you have the complete version,
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and VPIC in your DOS PATH, you may view these
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GIFs from the Tables & Scans SubMenu.
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The last time we released a doc with scans, like
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a moron I included my own copy of VPIC which was
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configured to my own machine. This was really
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stupid of me, so I just want to apologize to whom
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ever experienced a problem because of this. In
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the future I will just rely on you having VPIC
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in your path rather than including a copy in
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the archive.
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-Genesis
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-=-=-=-=-=-=-=-=-=-=-=-=-=-WHAT HAS GONE BEFORE-=-=-=-=-=-=-=-=-=-=-=-=-=-
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One year ago, the forces of evil were united under the powerful aurak
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draconian, Myrtani. He had once again uncovered the method of corrupting
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dragon eggs into draconians. Aided by his Death Knight ally, Sir Lebaum, he
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was able to seize control of central Krynn and to field a dangerous army of
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draconians and undead.
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As the Solamnic forces converged upon the region, a small band of stalwart
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heroes uncovered Myrtani's secret plans: to suddenly generate a huge army,
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and ambush the Solamnic forces. Myrtani hoped to slay key leaders in one
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swift action, and then crush the remaining, disorganized resistance. Magic
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rituals discovered in a stolen tome would allow him to turn stolen dragon
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eggs into draconians en masse. The eggs were well hidden and Solamnic scouts
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had missed them after the War of the Lance.
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A small band of heroes were able to slip into Myrtani's stronghold in Kernen
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and slay this foul minion of the evil goddess, Takhisis, before the magic
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could be used. Without the draconian force, the Knights of Solamnia we able
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to rout the evil army and bring peace to the region again.
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===================[IMPORTANT GEOGRAPHICAL FEATURES]=========================
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The major cities of the region are Kalaman and Vingaard Keep. They loosely
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administer the large number of small villages in the region. These include
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the dwarven village of Turef, the gnomish village of Quazle and the human
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towns of Cerberus and Cekos. Many wars have been fought in this region,
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leaving several ruined old castles and forts. Man have evil reputations and
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should be avoided. Perhaps the most famous of them is Dargaard Keep. Once
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the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned
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and decayed.
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============================[CHARACTERS AND PARTIES]=========================
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Individual persons called characters make up your party of adventurers. They
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can be any one of several races and have any number of different skills.
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Some will be warriors, some priests, some mages and others may be thieves.
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Each brings his own skills and talents.
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-={The Player Races}=-
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There are seven races for player characters (PCs) in the world of Krynn.
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Each offers unique strengths and weaknesses. For example, humans can
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advance without limits in any class (profession), while only non-humans can
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have more than one class at a time. Kender have limits to their maximum
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strength, while elves receive bonuses to their dexterity. The following
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sections describe the races and several charts outline specific bonuses and
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limitations.
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HILL DWARVES are a stubborn and rough race of sturdy workers and craftsmen.
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They are especially resistant to magic and poison. During combat, dwarves
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receive bonuses when attacking goblins or hobgoblins and are adept at
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dodging the attacks of ogres and giants. Dwarves can be fighters, thieves,
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rangers, clerics of Reorx or mixed classes.
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MOUNTAIN DWARVES are somewhat clannish and more refined than their Hill
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Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may
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be fighters, paladins, thieves, clerics of Reorx or mixed classes.
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SILVANESTI ELVES (HIGH ELVES) are a tall, arrogant and long-lived race.
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They are nearly immune to Sleep and Charm spells and are adept at finding
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hidden doors. During combat, elves receive bonuses when attacking with long
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or short swords and bows. They cannot be raised from the dead. Silvanesti
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elves can be fighters, paladins, mages, clerics, rangers and mixed classes.
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QUALINESTI ELVES are slightly smaller and friendlier than their Silvanesti
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brethren, but they have identical abilities and bonuses. Qualinesti elves
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can be fighters, rangers, mages, thieves, clerics and mixed classes.
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HALF-ELVES are hybrids, with many of the virtues of both humans and elves.
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They are resistant to Sleep and Charm spells are adept at finding hidden
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doors. Half-elves can be fighters, knights, paladins, mages, clerics,
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thieves, rangers and mixed classes.
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KENDER are a small people characterized by an absolute lack of fear and an
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insatiable curiosity. They are especially resistant to magic and poison
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and have the special ability to taunt intelligent opponents. When kender
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successfully taunt, an opponent will attack in a mindless rage, suffering a
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loss of combat effectiveness. The preferred weapon of the kender is the
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hoopak, part stall sling part metal shod staff, which only they can use.
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Kender receive bonuses to hit with hoopaks and are deadly accurate shots.
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They can be thieves, fighters, rangers, clerics or mixed classes.
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HUMANS are the most common player-race in the world of Krynn. They can be
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fighters, mages, clerics, thieves, paladins, rangers and Knights but not
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mixed classes. Only humans and half-elves can be Knights.
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-={Ability Scores}=-
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Every character has six randomly generated ability scored as explained
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below. These scores fall within a range determined by the race and class
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of the character. The basic values range from 3 (low) to 18 (high) and
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there are charts of limitations, modifiers and bonuses included in this
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SCD-Dox presentation.
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Depending on the character class, one or more of these abilities will be a
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prime requisite. A prime requisite is an ability especially valuable to a
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given class. For example, strength is key for fighters wisdom for clerics.
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Most characters receive bonus experience points when their prime requisite
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scores are 16 or greater.
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Non-human characters may receive modifiers to the basic ability scores to
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reflect differences between the races. Dwarves for instance, get a +1
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constitution bonus and may have a maximum constitution of 19 instead of 18.
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When a character is generated with the CREATE NEW CHARACTER command, all
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racial modifiers are calculated automatically.
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STRENGTH (STR) is the measure of a character's physical power, muscle mass
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and stamina. Fighter-type characters may have exceptional strengths
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greater than 18 which are indicated by a percent value
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(01,02,03,...,98,99,00) following the base strength. High strength
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increases a character's combat ability with melee weapons. Strength also
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determines how much a character can carry without becoming encumbered and
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slowed in combat.
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INTELLIGENCE (INT) is the measure of how well a character can learn.
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Intelligence can limit how far mage characters can advance and what levels
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of spells they can cast.
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WISDOM (WIS) is the measure of a character's ability to understand the ways
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of the world and to interact with the world. Clerics receive bonus spells
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for high wisdom and it may limit what level spells they can cast.
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DEXTERITY (DEX) is the measure of a character's manual dexterity and
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agility. Thieves especially benefit from high dexterity. Dexterity
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affects how well a character can use ranged weapons (bows, dart, etc.) when
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he moves in a combat round and how difficult he is to hit combat.
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CONSTITUTION (CON) is the measure of a character's overall health.
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Fighters receive one extra hit point per hit die for each point of
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constitution above 14. Non-fighters receive similar benefits except they
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receive a maximum of two extra hit points per level (no benefits for
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constitutions above 15). These bonuses are only given until characters
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reach about 10th-level (depending on class). A character's constitution
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also determines the maximum number of times that character can be raised
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from the dead and the chance of a resurrection attempt being successful.
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Every time a character is successfully resurrected, he loses 1 point of
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constitution.
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CHARISMA (CHA) is the measure of how others react to a character. Charisma
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is sometimes a factor when encountering NPCS--the higher a character's
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charisma, the more that character can persuade others to do what he wants.
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The character with the highest charisma should be the active character when
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dealing NPCs.
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-={Character Classes}=-
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A character must belong to at least one character class. Non-human
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characters can have more than one class at the same time. A non-human
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character with multiple classes has more playing options, but he increases
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in level more slowly because his experience points are divided evenly among
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all his classes.
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Characters receive HP, spells and abilities based on their class, level and
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(sometimes) ability scores. Refer to the tables to find the number and
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size of hit dice a character receives and the number of spells the
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character can memorize.
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Note: Dice is the term used to describe the range for randomly
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generated number. A d6 die has a range from 1 through 6,
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a d10 has a range from 1 through 10.
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CLERICS have spells bestowed on them by their deities and can fight wearing
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armor and using crushing (not edged or pointed) weapons. After selecting a
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deity, clerics may only choose alignments appropriate to their deity. Each
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of the deities extends special abilities to his followers. For more
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information, see the Deities section in this manual. Clerics have the
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ability to sometimes turn away or even destroy undead creatures such as
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skeletons or zombies. This power increases as the cleric increases in
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level. The prime requisite for clerics is wisdom.
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FIGHTERS can fight with any armor or weapons but they cannot cast magic
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spells. Fighters can have exceptional strength and gain additional HP
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bonuses if they have a Constitution of 17+. The prime requisite for
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fighters is strength.
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MAGES have powerful spells, but can use no armor and few weapons. They can
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only memorize those spells available in their magical spell books or use
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scrolls. In the world of Krynn, the power of mages is moderated by the
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three moons and mages are divided into three orders based on alignment. A
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mage's power fluctuates with the cycles of the moon that influences his
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order. For more information on the orders and moons see the Magic section.
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The prime requisite for mages is intelligence.
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PALADINS can fight with any armor or weapons, are totally immune to disease
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and can cast a few clerical spells once they reach ninth-level. Paladins
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can have exceptional strength and gain additional HP bonuses as fighters.
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They are somewhat resistant to spells and poison.
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Because of their special nature, certain magical abilities are conferred on
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them by deities. They can turn undead creatures as if they were a cleric
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two levels below their current level and are always surrounded by the
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equivalent of a Protection from Evil 10' Radius spell. Once a day paladins
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may heal two HP of damage per their level. They can also Cure Disease once
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a week at 1st-5th levels, twice a week a 6th to 10th and three times week
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at 11th to 14th level. At ninth-level, paladins gain the ability to cast
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clerical spells, but they cannot use clerical scrolls.
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Paladins must be of lawful good alignment and have ability scores of at
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least 9 in intelligence and constitution, at least 12 in strength, at least
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13 in wisdom and at least 17 in charisma. The prime requisites for
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paladins are strength and wisdom.
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RANGERS ca fight with any armor or weapons. Rangers can have exceptional
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strength and gain additional HP bonuses as fighters. They do additions
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damage in combat when fighting giant-class creatures. No more than three
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rangers can join one party.
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Rangers are very in tune with nature and gain the ability to cast druidic
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spells when they reach eighth-level. At night-level they gain the ability
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to cast mage spells. Rangers can never use scrolls of any type.
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Rangers must be of good alignment and have ability scores of at least 13 in
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strength and intelligence and at least 14 in wisdom and constitution. The
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prime requisites for rangers are strength, intelligence and wisdom.
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SOLAMNIC KNIGHTS are the pride of the chivalric honor in the world of
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Krynn. The knights are divided into three orders: the Knights of the
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Crown, the Knights of the Sword and the prestigious Knights of the Rose.
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All are renowned for their bravery and skill at arms. Knights begin the
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game with the Solamnic Plate Mail, long sword +1 and a shield.
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Knights are valuable for their leadership ability in combat. Whenever a
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party with a Knight enters combat, he makes a leadership check. If the
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check is successful, all NPCs in the party come under your control like
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regular PCs. Chances of success increase dramatically as a Knight rises
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through the three orders.
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Knights must take a vow of poverty and so they tithe a large part of their
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monies and treasures back to the orders. Knights of the Crown will tithe
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10% to their order whenever they enter an outpost. Knights of the Sword
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and the Rose will give up everything except 20 steel pieces when they
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tithe. When Knights of the Sword or the Rose become sixth-level, they gain
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the ability to cast some clerical spells.
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If a Knight of either of the first two orders (Crown or Sword) is of
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sufficient level and has high enough ability scores, he may petition the
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next higher order for admission.
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Note: Knights receive experience bonuses for doing
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knightly deeds and not for meeting prime
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requisites minimums.
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To join the Knights of the Sword a knight must have the following minimum
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ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 15.
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To join the Knights of the Rose a knight must have the following minimum
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ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15.
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THIEVES can fight with swords, short bows and slings and wear leather
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armor. In combat they do additional damage 'back stabbing', which is
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described in the Combat section. Thieves also have special skills for
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opening locks and removing traps. The prime requisite for thieves is
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dexterity.
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MULTI-CLASS are non-human characters who belong to two or more classes at
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the same time. The character's experience points are divided among each of
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the classes, even after the character can no longer advance in one or more
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of those classes. The character's hit points per level are averaged among
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the classes. The multi-class character gains all the benefits of all
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classes with regard to weapons and equipment.
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-={Alignment}=-
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Alignment is the philosophy a character lives by and can affect how NPCs
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and some magic items in the game react to the character. The following
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alignments are available to Player Characters.
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LAWFUL GOOD characters believe in the rule of law for the good of all.
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LAWFUL NEUTRAL characters believe the rule of law is more important than
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any objective good or evil outcome.
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NEUTRAL GOOD characters believe that the triumph of good is more important
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than the rule of either law or chaos.
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TRUE NEUTRAL characters believe that there must be a balance between good
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and evil and law and chaos.
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CHAOTIC GOOD characters believe in creating good outcomes unfettered by the
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rule of law.
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CHAOTIC NEUTRAL characters believe that the freedom to act is more
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important than any objective good or evil outcome.
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Note: Due to the nature of this adventure, no evil Player
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Characters are permitted.
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-={Other Attributes}=-
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Each character also has three other important values that change as the
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game goes on: Hit Points, Experience Points and Levels.
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HIT POINTS (HP) represent the amount of damage a character can take before
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he goes unconscious. To calculate a character's maximum HP, the computer
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rolls the character's hit dice and adds any adjustments for level or
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constitution. A character gains a HP bonus to each hit die if his
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constitution is over 14. When a character takes enough damage that his HP
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reach 0, he is unconscious. If the character's HP drop to anything from -1
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to -9, he will lose 1 HP per turn from bleeding until he is bandaged or
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dies. A character is dead if he has -10 HP or less. When you view a
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character, his HP on the screen will never be displayed as less than 0.
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EXPERIENCE POINTS are a measure of what the character has learned on his
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adventures. Characters receive experience points for action such as
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fighting monsters, finding treasures and successfully completing quests.
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The computer keeps tract of experience and when characters earn enough they
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may advance in levels. See the Level Advancement Tables for each class's
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experience requirements.
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LEVELS are a measure of how much a character has learned in his class.
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Characters can go to a hall and receive the training required to increase
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in level when they have enough experience. Characters may only advance one
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level at a time. If a character has gained enough experience to go up two
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or more levels since the last time he has trained, he will go up one level
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and lose all experience in excess of one point below the next level.
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Example:
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An 11th level thief enters a training hall with 667,543
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experience points (enough for 13th-level). He will leave
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as a 12th-level thief with 660,000 experience points--
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one point below 13th level. Once characters have reached
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their maximum levels for this game, they cannot train.
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New characters start with 210,003 experience points and they will already
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have all levels and spells appropriate for that experience. Characters may
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advance to a maximum of 14th-level, except thieves who may advance to 18th-
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level.
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-={Building a Successful Party}=-
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Forming a strong and adaptable party is a key to success in Champions of
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Krynn. You may place up to six Player Characters on your party. It is
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recommended that you use all six characters. A smaller party is less
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powerful and more likely to be eliminated by your enemies.
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In choosing which characters to include in the party, it is wise to include
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a variety of classes: clerics, mages, thieves and fighters. At least one
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party member should be a kender, so you may taunt (yell) in combat. Some
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adventurers may only be completed if the part includes a Knight.
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Sample party .... type later....
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-={Why These Guys?}=-
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CLERIC/FIGHTER/MAGES are ultimate multi-purpose character. They can cast
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both mage and cleric spells while wielding the armor and weapons of a
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fighter. The main disadvantage of the cleric/fighter/mage is that, as a
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triple-class character, he advances in levels quite slowly.
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FIGHTER/MAGES may cast spells while wearing armor. This split class can
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fight as well as a fighter and receives more HP than a pure mage.
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CLERIC/THIEVES more HP and better armor class than pure thieves. As a
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cleric, the cleric/thief can cast healing and support spells, allowing the
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character to perform double duty as both the party thief and addition
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healer. The thief status permits the powerful back stab attack.
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CLERICS are essential for healing the party after engagements. The most
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efficient way to heal is the Encamp and select FIX (you can issue this
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command several times while encamped). FIX works as follows:
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If a cleric is in the party, all available cure spells are cast and
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automatically rememorized, until all characters are healed. If the party
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has taken more damage than clerics have cure spells, the FIX option may be
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used again. When FIX is used, characters at top of the list will be healed
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before the characters below them. If a cleric is not in the party, HP may
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be recovered through rest (1 HP per 24 hour period), potions or Temple
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services.
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RANGERS normally start the game with more HP than other fighter types.
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They do extra damage versus giant type monsters and receive mage and
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druidic spells at high level.
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KNIGHTS are powerful fighters and there are some items that may only be
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used by them. Knights have special leadership abilities and gain clerical
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spells at high levels.
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PALADINS are great warriors. In addition to their martial prowess, they
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have natural protection from evil, healing powers and they gain clerical
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spells.
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-={Preparation Tips}=-
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The makeup of your party affects your combat strategy throughout the game.
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Loading your party with clerics and mages increases the importance of spell
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casting both before and during a battle. AN emphasis on fighters, Knights,
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paladins or rangers makes your hand-to-hand combat skills that much more
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important.
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Ready the melee weapons (swords, maces, quarter staffs) at the start of the
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game instead of the missile weapons (bows, slings, dart). Be sure to keep
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arrows ready too.
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================================[COMBAT]===================================
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Adventurers must battle their way through many dangerous foes to complete
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the mission. Tales of bravery and heroes right with the sounds of combat.
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The following sections offer some more information and tips for combat.
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-={Combat Map}=-
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Battle takes place on a tactical combat map that is more detailed view of
|
|
the map terrain (3D or overland) that the party was on when the combat
|
|
began. This map is set up with an invisible square grid and you will
|
|
notice that everything moves on the grid from square to square. Moving
|
|
diagonally often costs more movement points than moving horizontally or
|
|
vertically.
|
|
|
|
-={Initiative}=-
|
|
|
|
Each round of combat is divided into 10 segments. Every character and foe
|
|
acts on a specific segment based on a random number. The random segment
|
|
number is generated at the start of each combat round and is modified by
|
|
dexterity and random factors such as surprise. In most cases a character
|
|
will move and/or aim an attack during his segment. Casting spells may take
|
|
extra segments to perform, so often a spell-caster will begin his spell on
|
|
his segment and have it go off a few segments later.
|
|
|
|
Sometimes a character will act in segment 10 of one round segment 1 in the
|
|
next, appearing to act twice in a row. This is especially common if you
|
|
use the DELAY command. When the DELAY command is giver, that character's
|
|
action is always delayed until segment 10.
|
|
|
|
|
|
-={Computer Control}=-
|
|
|
|
In Combat, the players controls the actions of PCs. The computer controls
|
|
the actions of monsters, NPCs and PCs set to computer control with the
|
|
QUICK command. If you have a Knight in your party, he may take control of
|
|
NPCs at the start of combat by making a successful leadership check. A
|
|
successful leadership check puts NPCs under normal control for that combat.
|
|
|
|
|
|
-={Combat Ability}=-
|
|
|
|
Each characters ability in combat is defined by his AC, THAC0 and damage.
|
|
|
|
AC
|
|
==
|
|
A character or monster's difficulty to be hit is represented by his armor
|
|
class or AC. The lower the AC, the harder it is to hit the target. AC is
|
|
based on armor and a dexterity bonus. Some magic items also help a
|
|
character's AC.
|
|
|
|
THAC0
|
|
=====
|
|
The character's THAC0 represents his ability to hit enemies in melee or
|
|
with missile fire. THAC0 stands for TO Hit Armor Class 0. This is the
|
|
number a character must 'roll' equal or greater than to do damage on a
|
|
target with an AC of 0. The lower the THAC0, the better the chance to hit
|
|
the target.
|
|
|
|
Note: The generation of a random number is often referred
|
|
to as a 'roll'. In determining if an attack hit, the
|
|
number generated is from 1 through 20.
|
|
|
|
|
|
An attack is successful if the random number is greater than or equal to
|
|
the attacker's THAC0 minus the target's AC. THAC0 may be modified by
|
|
range, attacking from the rear, magic weapons and magic spells among other
|
|
things.
|
|
|
|
DAMAGE
|
|
======
|
|
When a hit is scored, the attacker does damage. Damage is the range of HP
|
|
loss the attacker inflicts when he hits an opponent in combat and it
|
|
depends on the attacker's strength and weapon type. The damage each weapon
|
|
can do is summarized in the Weapon Table, refer to the tables.
|
|
|
|
Some monsters take only partial or no damage from certain weapon types.
|
|
Skeletons, e.g., take only half damage from sharp or edged weapons, while
|
|
some other monsters only take damage from magical weapons.
|
|
|
|
|
|
-={Attacking}=-
|
|
|
|
Characters generally engage in melee combat, which is face-to-face fighting
|
|
with weapons such as swords and maces. Characters also hove other options,
|
|
such as ranged combat, with bows and slings, and rear attack on engaged
|
|
foes. Different options and restrictions apply to each.
|
|
|
|
Ranged Weapons
|
|
==============
|
|
A character with a missile weapon (bow, sling, etc.) may not attack when
|
|
adjacent to na enemy. The exception to this is the kender hoopak. Kender
|
|
may attack adjacent targets with the metal shod end of their hoopaks or use
|
|
it as a ranged weapon.
|
|
|
|
Bows can be used twice per turn. 3 darts can be thrown per turn.
|
|
|
|
Multiple Attacks
|
|
================
|
|
After seventh level (eighth for rangers,) all fighter-type characters
|
|
increase the number of attacks they make with melee weapons. The first
|
|
increase is three attacks every two rounds, then two attacks every round.
|
|
See the Bonus Attacks for High Level Fighters (refer to the tables). All
|
|
of a character's attacks are taken against his first target. If the first
|
|
target goes down with the first attack, he can aim the remaining attack at
|
|
another target. Fighter-types may also sweep through several weak
|
|
opponents in one combat round. When a character sweeps, he automatically
|
|
attacks all of the weak opponents.
|
|
|
|
Back Stabbing
|
|
=============
|
|
A thief back stabs if he attacks a target from exactly opposite the first
|
|
character to attack the target. The thief may not back stab if he has
|
|
readied armor heavier than leather. A back stab has a better chance of
|
|
hitting the defender and does additional damage.
|
|
|
|
|
|
-={Combat Strategies}=-
|
|
|
|
To succeed in combat, a skilled player deploys his party well, casts
|
|
effective spells before and during combat, maneuvers his characters into
|
|
advantageous positions and attacks using his most powerful characters and
|
|
weapons.
|
|
|
|
Deploying the Party
|
|
===================
|
|
When a battle begins, your party is automatically positioned based on the
|
|
order list of the characters. Characters near the top of the order will be
|
|
in front lines and vulnerable to attack. To change the starting
|
|
deployment, change the order from the Alter menu while encamped. Shift the
|
|
heavily-armored fighters up the list and the vulnerable mages and thieves
|
|
towards the bottom of the list. Party order cannot be changed while in
|
|
combat, although they are free to move.
|
|
|
|
When battle begins, your party may be placed in a bad position. If you
|
|
wish to be defensive, move your characters to anchor your flanks on an
|
|
obstacle such as a wall or tree. Setting up behind a doorway that your
|
|
enemies have to move through makes for a very strong defensive position.
|
|
Also, keep mages safe behind the front line.
|
|
|
|
-WOUNDED CHARACTERS-
|
|
Characters who are seriously injured should be moved out of the front lines
|
|
if possible. Remember: if you move away from an adjacent enemy, he gets a
|
|
free attack at your back. Back attacks have an improved chance to hit.
|
|
|
|
-STOPPING RANGED ATTACKS-
|
|
Missile weapons cannot be fired if there is an adjacent opponent. If you
|
|
want to fire missiles, make sure you keep away from the enemy. Hoopaks are
|
|
the only exception, as they may be used either as a missile weapon or a
|
|
melee weapon. To stop enemy missile fire, move someone next to the
|
|
opponent.
|
|
|
|
-EXPLOITING ENEMIES' WEAKNESSES-
|
|
Exploit your opponents' weaknesses by directing attacks against helpless,
|
|
wounded or isolated foes. Concentrate your attacks to eliminate one
|
|
opponent rather than injure many (Exception: enemy spell casters). A foe
|
|
with one hit point remaining attacks as powerful as an uninjured one.
|
|
|
|
Spell casters cannot fire spells after they have taken damage in a round
|
|
and they will lose any spells they are in the process of casting when they
|
|
are hit. Try to keep enemy spell casters under attack every round while
|
|
protecting your own.
|
|
|
|
|
|
-={Combat Movement}=-
|
|
|
|
The number of squares a character can move is affected by the weight he's
|
|
carrying, his strength and the kind of armor he has readied. A character's
|
|
movement range is displayed on the view screen and when moving during
|
|
combat.
|
|
|
|
-RUNNING AWAY-
|
|
A character may flee from the battlefield if he can move faster than all
|
|
enemies, but not if he moves slower than any enemies. A character has a
|
|
50% chance to move off the battlefield if he can move as fast as the
|
|
fastest monster. Exception: if a monster or character can reach the edge
|
|
of the combat map without any of his opponents being able to see him, he
|
|
may then flee successfully even though he is slower than his opponents.
|
|
|
|
-RETURNING TO THE PARTY-
|
|
A character that moves off the battlefield returns to the party after the
|
|
fight is over. If all active characters flee combat, any dead or
|
|
unconscious characters are lost. If a whole party flees, it will not
|
|
receive any experience points for monsters killed before retreating.
|
|
|
|
|
|
-={After Combat}=-
|
|
|
|
If one or more characters survive on the battlefield at the end of combat,
|
|
the bodies of unconscious or dead party members stay with the party. If
|
|
the entire party flees from combat, all unconscious and dead party members
|
|
are permanently lost. If ALL the party members are slain, go back to your
|
|
last Saved Game and try again from that point.
|
|
|
|
|
|
|
|
=================================[MAGIC]===================================
|
|
|
|
Magic is integral to DEATH KNIGHTS OF KRYNN. Mages and clerics, as well as
|
|
high-level Knights, rangers and paladins can cast spells. A spell can
|
|
exist in one of four forms: in a character's memory, in a character's spell
|
|
book, in a scroll or in a wand. A spell-caster with a memorized spell can
|
|
cast it using the CAST command. Spells are memorized during rest while
|
|
encamped.
|
|
|
|
Memorizing a spell takes 15 minutes of game time per spell level, plus a
|
|
minimum period of preparation of four hours, plus two hours every two spell
|
|
levels. For example, first and second level spells take a minimum
|
|
preparation of four hours, while third and fourth level spells take six
|
|
hours.
|
|
|
|
Example:
|
|
To memorize (2) first-level spells, (1) second level
|
|
spell and (1) third-level spell would take:
|
|
(6 hours preparation) + (2*15min) + (1*30min) +
|
|
(1*45min) = 7 hours 45 min.
|
|
|
|
Spells do not automatically have their full effect on their target. Each
|
|
target of a spell may get a saving throw to avoid some or all of the effect
|
|
of the spell. As a character gains levels, his saving throws improve.
|
|
|
|
Note: Some monsters have magic resistance which decreases
|
|
the chance of them being affected by spells.
|
|
|
|
|
|
-={Mages}=-
|
|
|
|
There are two orders of mages you can play--White Robes and Red Robes. All
|
|
good alignment mages are White Robes and all neutral alignment mages are
|
|
Red Robes. Evil mages are of the Black Robe order. The few mages in the
|
|
world who do not enter an order are called "Rogues," and are attacked on
|
|
sight by all of the other orders. Mages keep spell information in their
|
|
personal spell books and may only memorize spell that are recorded there.
|
|
|
|
When a mage trains for a new level, he selects a new spell to scribe into
|
|
his spell book. A mage can also scribe spells from identified scrolls if
|
|
he is of high enough level to cast them and they are the correct type for
|
|
his order. Red Robe mages may only use or scribe Red Robe scrolls and
|
|
White Robe mages may only use or scribe White Robe scrolls. A mage must
|
|
cast the Read Magic spell in order to identify the spells on the scroll. A
|
|
spell disappears after it has been scribed or cast.
|
|
|
|
THE MOONS OF KRYNN
|
|
==================
|
|
Since the creation of the world, three moons have governed the powers of
|
|
magic in Krynn. As the moons wax and wane, so do the powers of magic
|
|
aligned to them. Each moon has a different cycle and affects a different
|
|
group of mages. Mages of the White Robes gain their power from Solinari
|
|
the white moon, Mages of the Red Robes are governed by Lunitari the red
|
|
moon. The evil Mages of the Black Robes are empowered by the dark moon
|
|
Nuitari. The current position of the moons is displayed at the top of your
|
|
computer screen and their effects are as follows:
|
|
|
|
--------REFER TO MOON.GIF-------
|
|
|
|
SPHERES OF MAGIC
|
|
================
|
|
The magic of Krynn operates in spheres, with the different schools of mages
|
|
only able to manipulate certain of them; spells castable by one order may
|
|
not necessarily be cast by another. The Spell Parameters Table and the Spell
|
|
Descriptions section detail which mage orders can cast each spell.
|
|
|
|
|
|
-={Clerics}=-
|
|
|
|
Clerical magic requires no spell books. All clerical spells of the
|
|
appropriate level are always available to a cleric, the character need only
|
|
memorize them. Unlike mages, clerics can cast spells from scrolls without
|
|
any preparation.
|
|
|
|
DEITIES
|
|
=======
|
|
Since the earliest days of Krynn, the wisdom of the deities has been
|
|
brought to all the races through the efforts of the clerics, the mortal
|
|
messengers of the will of heavens. As a sign of favor, deities bestow upon
|
|
their clerics special bonuses or additional spells. The following is a
|
|
list of deities of Krynn that are available to characters, their alignment
|
|
and clerical bonuses:
|
|
|
|
GOOD ALIGNED DEITIES:
|
|
|
|
Paladine
|
|
Powers: None
|
|
Extra Spells: Protection from evil 10' radius
|
|
|
|
Majere
|
|
Powers: Turn undead as if cleric is two levels higher
|
|
Extra Spells: Silence 15' radius
|
|
|
|
Kiri-Jolith
|
|
Powers: +1 THAC0
|
|
Extra Spells: Detect Magic
|
|
|
|
Mishakal
|
|
Powers: +1 die on all healing spells
|
|
Extra Spells: Charm Person, Remove Curse, Bless
|
|
|
|
NEUTRAL ALIGNED DEITIES
|
|
|
|
Sirrion
|
|
Powers: None
|
|
Extra Spells: Burning Hands
|
|
|
|
Reorx*
|
|
Powers: +1 THAC0 (dwarves only)
|
|
Extra Spells: None
|
|
|
|
Shinare
|
|
Powers: None
|
|
Extra Spells: Charm Person
|
|
|
|
* All dwarven clerics must select Reorx and therefore be neutral.
|
|
|
|
|
|
-={Knights and Paladins}=-
|
|
|
|
Knights and paladins use their clerical spells identically to clerics,
|
|
except that they can never use clerical scrolls, even if they may cast the
|
|
spells.
|
|
|
|
|
|
-={Rangers}=-
|
|
|
|
Rangers use mage and druidic spells. They use mage spells identically to
|
|
mages and the druidic spells as clerics use their magic. Rangers can never
|
|
cast spells from scrolls, even if they can memorize and cast the scroll
|
|
spell normally.
|
|
|
|
|
|
-={Tips on Magic Spells}=-
|
|
|
|
Both clerics and mages may cast spells which assist the party in combat.
|
|
Preparatory spells cast just before a battle can protect and strengthen
|
|
characters. Spells can be cast to damage foes during combat or to protect
|
|
or heal comrades.
|
|
|
|
Spells should be rememorized as soon as possible after they are used. This
|
|
is most likely to happen after combat. When in camp, have your spell-
|
|
casters memorize spells and select REST to allow them to imprint the spells
|
|
for later use. Selecting REST without choosing new spells has the spell-
|
|
casters rememorize the spells they have cast since last resting.
|
|
|
|
Note: Before resting, it is a good idea to save your game. We
|
|
recommend that you save your game after every tough
|
|
combat and that you keep at least two separate saved
|
|
games at all times and alternate between them. This will
|
|
allow you to go back to a save before that fatal
|
|
battle.
|
|
|
|
|
|
|
|
===========================[MAGICAL TREASURES]=============================
|
|
|
|
As you travel about and encounter the monsters and puzzles that stand
|
|
between you and finishing your various quests, you will also find magical
|
|
items to help you on your way. Here are some descriptions of items that
|
|
you may find. Not all of these items may be found in your adventure. You
|
|
can find out if there is a magic item in a treasure by doing a Detect Magic
|
|
spell using the DETECT command. To find out specifically what an item is,
|
|
you must take it to a shop and have it identified.
|
|
|
|
Some Magic items are in reality cursed and can do great harm. When a
|
|
character readies a cursed item, a Remove Curse spell must be cast before
|
|
the item can be dropped. Some magic items may only be used by certain
|
|
classes. Others may not work at all if certain other magic items are also
|
|
in use. You must select the READY command from the Items Menu to prepare
|
|
items for use. Items such as armor, weapons or adornments are simply
|
|
readied and you gain their benefit automatically. Items like scrolls or
|
|
potions must be readied before they can be used.
|
|
|
|
|
|
-={Wands}=-
|
|
|
|
Wands are the traditional objects of enchantment. Wands generally will
|
|
cast a set number of a given spell (Fireball or Ice Storm for instance).
|
|
Only experimentation or paying to have them identified will tell what a
|
|
wand does. Generally wands can only be used by mages, although a few can
|
|
be used by other classes.
|
|
|
|
|
|
-={Potions}=-
|
|
|
|
Potions are the most common sort of magical treasure. Potions may head
|
|
wounded characters, cause them to become hastened or invisible or cause any
|
|
number of other effects.
|
|
|
|
|
|
-={Scrolls}=-
|
|
|
|
Scrolls can be either for clerics or one of the mage orders. They offer
|
|
new spells for mages to scribe into their books, spells of a higher level
|
|
than the spell-casters can normally cast and extra spells for emergencies.
|
|
A mage may use SCRIBE to transfer a scroll into his spell book. Mages and
|
|
clerics can cast spells directly from scrolls with USE command.
|
|
|
|
|
|
-={Enchanted Armor and Shields}=-
|
|
|
|
Sometimes you may run across armor or shields that have been created by
|
|
skilled craftsmen and then enchanted by mages to imbue them with protective
|
|
spells. The power of the magic on these items may vary a great deal.
|
|
Enchanted armor has the great advantage of offering improved protection
|
|
with less encumbrance than the same type of mundane armor.
|
|
|
|
-={Solamnic Plate}=-
|
|
|
|
These suits of plate mail were originally crafted for some of the Knights
|
|
of Solamnia. The armor is of exceptionally high quality and is very
|
|
ornate. Only Knights may use Solamnic Plate.
|
|
|
|
|
|
-={Enchanted Weapons}=-
|
|
|
|
Enchanted weapons come in many sizes and shapes and potencies. Sometimes a
|
|
weapon will ad to you THAC0 and damage. Other weapons may have other
|
|
magical properties including extra bonuses against specific types of
|
|
creatures. Once a magic weapon has been readied from the Items Menu, the
|
|
character will have it for all combats.
|
|
|
|
|
|
-={Enchanted Adornments}=-
|
|
|
|
Bracers, necklaces, periapts and especially rings are favorite objects for
|
|
magical enchantment. These items may have any number of magical properties.
|
|
Some items will help you AC, others may fire Magic Missiles or be cursed.
|
|
Once one of these items has been readied from the Items Menu, a character
|
|
will automatically gain all effects. The exception to this rule is that
|
|
certain magical necklaces require the USE command to work.
|
|
|
|
|
|
-={Dragonlances}=-
|
|
|
|
These powerful enchanted weapons were created for the War of the Lance, to
|
|
combat the evil dragons. They have large bonuses against any foe, but are
|
|
deadly when attacking dragons, where they do the wielder's hit points in
|
|
damage to the beast.
|
|
|
|
|
|
-={Enchanted Clothing}=-
|
|
|
|
Wizards will sometimes cast enchantments on commonplace items of clothing
|
|
such as gauntlets or cloaks. A wide variety of these items are know to
|
|
exist.
|
|
|
|
|
|
|
|
===========================[SPELL DESCRIPTIONS]===========================
|
|
|
|
-={First Level Clerical Spells}=-
|
|
|
|
[Bless] improves the THAC0 of friendly characters by 1. The bless spell
|
|
does not affect characters who are adjacent to monsters when the spell is
|
|
cast. This is a good spell to cast before going into combat.
|
|
|
|
[Cure Light Wounds] heaps 1-8 HP (up to the target's normal maximum HP).
|
|
|
|
[Detect Magic] indicates which equipment or treasure is magical. View a
|
|
character's items or Take treasure items. Equipment or treasure preceded
|
|
by an '*' or a '+' is magical.
|
|
|
|
[Protection from Evil] improves the AC and saving throws of the target by 2
|
|
against evil attackers.
|
|
|
|
[Resist] Cold halves the damage and improves saving throws vs. cold attacks
|
|
by 3.
|
|
|
|
|
|
|
|
-={Second Level Clerical Spells}=-
|
|
|
|
[Find Traps] indicates the presence of traps in the character's path.
|
|
|
|
[Hold Person] may paralyze targets of character type (human, etc.), goblins
|
|
or hobgoblin. You may aim a hold person spell at up to 3 targets.
|
|
|
|
[Resist Fire] halves the damage and improves saving throws vs. fire attacks
|
|
by 3.
|
|
|
|
[Silence 15' Radius] must be cast on a character or a monster. That
|
|
character or monster and all adjacent to him, cannot cast spells for the
|
|
duration of the spell.
|
|
|
|
[Slow Poison] revives a poisoned person for the duration of the spell.
|
|
|
|
[Snake Charm] paralyzes as many HP of snakes as the cleric has HP.
|
|
|
|
[Spiritual Hammer] creates a temporary magic hammer. It can strike at
|
|
range and does normal hammer damage plus one point for every three levels
|
|
the caster has attained. The hammer appears in the clerics equipment list
|
|
and must be readied as any other weapon. The hammer will reconjure itself
|
|
on the cleric's person if it is thrown.
|
|
|
|
|
|
|
|
-={Third Level Clerical Spells}=-
|
|
|
|
[Cure Blindness] removes the effect of the Cause Blindness or Power Word,
|
|
Blind spells.
|
|
|
|
[Cure Disease] removes the effects of disease caused by some monsters or by
|
|
a Cause Disease spell.
|
|
|
|
[Dispel Magic] removes the effects of spells that do not have specific
|
|
counter spells. This is a recuperation spell for nay of the party that has
|
|
been held, slowed or made nauseous.
|
|
|
|
[Prayer] improves the THAC0 and saving throws of friendly characters by one
|
|
and reduces the THAC0 and saving throw of monsters by one. This is a good
|
|
spell to cast before going into combat.
|
|
|
|
[Remove Curse] removes the effects of a Bestow Curse spell and allows the
|
|
target to unready cursed magic items.
|
|
|
|
|
|
-={Fourth Level Clerical Spells}=-
|
|
|
|
[Cure Serious Wounds] heals 3-17 HP 9up to the target's normal maximum HP)
|
|
|
|
[Neutralize Poison] counteracts all toxins and revives a poisoned person.
|
|
|
|
[Protection from Evil 10' Radius] must be cast on a character or a monster.
|
|
It improves the AC and saving throws of the target and all adjacent
|
|
friendly characters by two against evil attackers.
|
|
|
|
[Sticks to Snakes] causes snakes to harass the target. The target is
|
|
unable to attack or cast spells for the duration of the spell. Large
|
|
creatures may ignore the created snakes.
|
|
|
|
|
|
-={Fifth Level Clerical Spells}=-
|
|
|
|
[Cure Critical Wounds] heals 6-27 HP 9up to the target's normal maximum
|
|
HP.
|
|
|
|
[Dispel Evil] improves the target's AC by seven versus summoned evil
|
|
creatures for the duration of the spell or until the target hits a summoned
|
|
creature. The creature must make a saving throw when it is hit or be
|
|
dispelled.
|
|
|
|
[Raise Dead] can bring back to life on non-elf character. The chances for
|
|
success are based on the target's constitution. The raised character
|
|
returns to life with one hit point.
|
|
|
|
|
|
-={Sixth Level Clerical Spells}=-
|
|
|
|
[Heal] cures all diseases, blindness, feeblemindedness and restores all
|
|
except one to four of a character's full hit points.
|
|
|
|
|
|
-={Seventh Level Clerical Spells}=-
|
|
|
|
[Restoration] returns experience levels to characters who have suffered the
|
|
draining attacks of undead monsters such as wights.
|
|
|
|
[Resurrection] is similar to the Raise Dead spell, except that the
|
|
resurrected character has full hit points returned.
|
|
|
|
|
|
-={First Level Druid Spells}=-
|
|
|
|
[Detect Magic] indicates which equipment or treasure is magical. View a
|
|
character's items or Take treasure items. Equipment or treasure preceded
|
|
by an '*' or a '+' is magical.
|
|
|
|
[Entangle] will cause plants in the area of effect to grow and entwine
|
|
around the feet of any creature in the area. Be careful not to catch
|
|
allies in the spell area. Entangle only works outdoors.
|
|
|
|
[Faerie Fire] will ring a targeted creature in magical light. This spell
|
|
will outline otherwise invisible creatures and give a +2 THAC0 bonus to
|
|
anyone attacking an affected creature.
|
|
|
|
[Invisibility to Animals] will make the target invisible to non-magical,
|
|
low or no-intelligent animals. This spell does not offer protection against
|
|
intelligent opponents or magical creatures.
|
|
|
|
|
|
-={Second Level Druid Spells}=-
|
|
|
|
[Barkskin] causes the target's skin to become tougher and harder to damage.
|
|
The effect of this spell is a -1 bonus to AC. This is a good spell to cast
|
|
before combat.
|
|
|
|
[Charm Person or Mammal] changes the target's allegiance in a combat. It
|
|
affects character types (human, etc.) and other mammals.
|
|
|
|
[Cure Light Wounds] heals 1-8 hitpoints 9up to the target's normal maximum
|
|
hitpoints).
|
|
|
|
|
|
-={First Level Mage Spells}=-
|
|
|
|
[Burning Hands] causes one HP of fire damage per level of the caster.
|
|
There is no saving throw. Usable by both Red and White Robes.
|
|
|
|
[Charm Person] changes the target's allegiance in a combat. It only
|
|
affects character types (human, etc.), goblins or hobgoblins. Usable by
|
|
both Red and White Robes.
|
|
|
|
[Detect Magic] indicates which equipment or treasure is magical. View a
|
|
character's items or Take treasure items. Equipment or treasure preceded
|
|
by an '*' or a'+' are magical. Usable by both Red and White Robes.
|
|
|
|
[Enlarge] makes the target larger and stronger. The higher the caster's
|
|
level, the larger and stronger the target gets. If the caster is sixth-
|
|
level or greater, the target becomes as strong as an Ogre. If the caster
|
|
is 10th-level or greater, the target becomes as strong as a Fire Giant. A
|
|
target can only be under the effect of one enlarge spell at a time.
|
|
Unwilling targets get a saving throw against this effect. The spell will
|
|
stay in effect for more than one combat and should be cast before combat.
|
|
Usable by both Red and White Robes.
|
|
|
|
[Friends] raises the caster's charisma 2-8 points. It is often cast just
|
|
before an encounter. Usable by both Red and White Robes.
|
|
|
|
[Magic Missile] does 2-5 HP per missile with no saving throw. A mage
|
|
throws one missile at first-second level, two missiles at third-fourth
|
|
level, three missiles at fifth-sixth level and four missiles at seventh-
|
|
eighth level. This spell will damage any target within its range unless
|
|
the target is magic resistant or has certain magical protection. Casts
|
|
instantaneously. Usable by both Red and White Robes.
|
|
|
|
[Protection from Evil] improves the AC and saving throws of the target by
|
|
two against evil attackers. Usable by both Red and White Robes.
|
|
|
|
[Read Magic] allows a mage to ready a scroll and read it. For scrolls,
|
|
this works as if they have been identified. A mage may scribe the spells
|
|
from the a scroll (if appropriate for his class and level) after it has
|
|
been read. Usable by both Red and White Robes.
|
|
|
|
[Shield] negates the magic missile spell, improves the mage's saving throw
|
|
and may increase his AC. Usable by both Red and White Robes.
|
|
|
|
[Shocking Grasp] does electrical damage of 1-8 HP, +1 HP per level of
|
|
caster. Usable by both Red and White Robes.
|
|
|
|
[Sleep] puts 1-9 targets to sleep with no saving throw. Up to 9 one hit-
|
|
die targets are affected. One 4 hit-die target is affected. Targets of
|
|
five or more hit-dice are unaffected. Usable by both Red and White Robes.
|
|
|
|
|
|
-={Second Level mage Spells}=-
|
|
|
|
[Detect Invisibility] allows the target to spot invisible targets. Usable
|
|
by both Red and White Robes.
|
|
|
|
[Invisibility] makes the target invisible. The THAC0 of melee attacks
|
|
against invisible targets is reduced by four. It is impossible to aim
|
|
ranged attacks at invisible targets. Invisibility is dispelled when the
|
|
target attacks or casts a spell. Usable by both Red and White Robes.
|
|
|
|
[Knock] is used to open locks. It can be cast from the door-opening menu
|
|
if the active character has a memorized knock spell. Usable by Red Robes
|
|
only.
|
|
|
|
[Mirror Image] creates a 1-4 illusionary duplicates of the mage. A
|
|
duplicate disappears when it is attacked. Usable by Red Robes Only.
|
|
|
|
[Ray of Enfeeblement] reduces the target's damage by 25% + 2% per level of
|
|
the caster. Usable by White Robes only.
|
|
|
|
[Stinking Cloud] paralyzes those in its area for 2-5 rounds. If the target
|
|
saves, it is not paralyzed, but is nauseous and has its AC reduced for two
|
|
rounds. This spell has a very short range and care should be taken to
|
|
avoid including party members in the cloud.
|
|
|
|
[Strength] raises the strength of the recipient one to eight points. The
|
|
effects of the spell are less if the target has 18 strength. Usable by Red
|
|
Robes Only.
|
|
|
|
|
|
-={Third Level Mage Spells}=-
|
|
|
|
[Blink] protects the mage. The mage 'blinks out' after he acts each round.
|
|
The mage may be physically attacked before he acts each round, but he may
|
|
not be physically attacked after he acts. Usable by Red Robes only.
|
|
|
|
[Dispel Magic] removes the effects of spells that do not have specific
|
|
counter spells. This is a recuperation spell for any of the party that has
|
|
been held, slowed or made nauseous. Usable by White Robes only.
|
|
|
|
[Fireball] does 1 d6 HP per level of the caster to all targets within its
|
|
area. If the target makes its saving throw, the damage is halved. A
|
|
fireball has a five square diameter outdoors and a seven square diameter
|
|
indoors. Fireballs is a slow-casting spell and the spell's power demands
|
|
that you target carefully. Otherwise, you may inadvertently destroy party
|
|
characters. If you target a fireball in the center of the screen indoors,
|
|
the only safe ares are the three square in each corner. Be sure to center
|
|
to determine who will be in the area of effect. Usable by both Red and
|
|
White Robes.
|
|
|
|
[Haste] double the target's movement and number of melee attacks per round.
|
|
Haste has a short duration and you should wait until a fight is imminent to
|
|
cast it. WARNING: each time a haste spell is cast on a character, that
|
|
character ages one year. Usable by Red Robes only.
|
|
|
|
[Hold Person] may paralyze targets of character type (human, etc.), goblin
|
|
or hobgoblin. You may aim a hold person spell at up to four targets (Exit
|
|
to target less). Usable by White Robes only.
|
|
|
|
[Invisibility, 10' Radius] makes all targets adjacent to the caster
|
|
invisible. The THAC0 of melee attacks against invisible targets is reduced
|
|
by four. It is impossible to aim ranged attacks at invisible targets. Use
|
|
this spell to set up a battle line while the bad guys seek you out.
|
|
Characters lose invisibility if they do anything but move. Some monsters
|
|
can see invisible creatures. Usable by Red Robes only.
|
|
|
|
[Lightning Bolt] does 1d6 HP per level of the caster to targets along its
|
|
path. If the target makes its saving throw, the damage is halved. A
|
|
lightning bold is four or eight squares long in a line away from the
|
|
caster. For best results, move the spell caster to send the bold down a
|
|
row of opponents. It will attack all opponents along the line within its
|
|
range. Target the first creature in the row (closes to caster). Lightning
|
|
bolts will reflect off walls back toward the spell caster. This permits
|
|
target adjacent or close to a wall be hit twice by the same bolt. Be
|
|
careful the caster isn't hit by the reflected bolt. Usable by both Red and
|
|
White Robes.
|
|
|
|
[Protection from Evil, 10' Radius] protects the target and all characters
|
|
adjacent to the target. The spell improves the AC and saving throws of
|
|
those it protects by two against evil attackers. Usable by White Robes
|
|
only.
|
|
|
|
[Slow] affects one target per level of caster. The spell halves the
|
|
target's movement and number of melee attacks per round. Slow can be used
|
|
to negate a haste spell. This spell is useful against any high-damage
|
|
creature. Only affects the side opposing the spell caster. Usable by Red
|
|
Robes only.
|
|
|
|
|
|
-={Fourth Level Mage Spells}=-
|
|
|
|
[Bestow Curse] reduces the targets THAC0 and saving throws by four. Usable
|
|
by White Robes only.
|
|
|
|
[Charm Monster] changes the target's allegiance in combat. It will work on
|
|
any living creature. The spell affects 2-8 first level targets 1-4 second
|
|
level targets, 1-2 third level targets or one target of fourth-level or
|
|
above. Usable by White Robes only.
|
|
|
|
[Confusion] affects 2-16 targets. Each target must make a saving throw
|
|
each round or stand confused, become enraged, flee in terror or go berserk.
|
|
Confusion is most effective when used against a large number of enemies.
|
|
Usable by White Robes only.
|
|
|
|
[Dimension Door] allows the mage to teleport himself to another point on
|
|
the battlefield within his line of sight and the range of the spell. Mages
|
|
can use it for quick escapes. Fighter/mages use the "Door" to reach the
|
|
opposition's rear area. Usable by Red Robes only.
|
|
|
|
[Fear] causes all within its area to flee. Usable by Red Robes only.
|
|
|
|
[Fire Shield] protects the mage so that any creature who hits the mage in
|
|
melee does normal damage, but takes twice that damage in return. The
|
|
shield may be attuned to heat attacks or cold attacks. The mage takes half
|
|
damage (no damage if he makes his saving throw) and has his saving throw
|
|
against the opposite form of attack improved by two. He takes double
|
|
damage from the form of attack the shield is attuned to. Usable by both
|
|
Red and White Robes.
|
|
|
|
[Fumble] causes the target to be unable to move or attack. IF the target
|
|
makes his saving throw, he is affected by a slow spell. Usable by White
|
|
Robes only.
|
|
|
|
[Ice Storm] does 3-30 HP to all targets within its area. There is no
|
|
saving throw. This spell will inflict damage on opponents protected by
|
|
Minor Globes of Invulnerability. Usable by both Red and White Robes.
|
|
|
|
[Minor Globe of Invulnerability] protects the caster from incoming first,
|
|
second or third-level spells. The Globe is very effective when used in
|
|
combination with Fire Shield. Usable by White Robes only.
|
|
|
|
[Remove Curse] removes the effects of a Bestow Curse removes the effects of
|
|
a Bestow Curse spell and allows the target to unready cursed magic items.
|
|
Usable by White Robes only.
|
|
|
|
|
|
-={Fifth Level Mage Spells}=-
|
|
|
|
[Cloudkill] is similar to the Stinking Cloud spell, except that its are of
|
|
effect is larger and it will kill weaker monsters. Stronger monsters may
|
|
be immune to the spell. Usable by both White and Red Robes.
|
|
|
|
[Cone of Cold] fires a withering cone shaped blast of cold. The spell's
|
|
range and damage increases with the caster's level. Usable by both White
|
|
and Red Robes.
|
|
|
|
[Feeblemind] causes targets who fail their saving throw to drop
|
|
dramatically in intelligence and wisdom and become unable to cast spells.
|
|
A Heal spell must be cast on the victim to recover from the effect. Usable
|
|
by White Robes only.
|
|
|
|
[Fire Touch] creates a blazing aura around the recipient. This aura adds
|
|
2-12 points of extra fire damage to all of the recipient's attacks. Usable
|
|
by Red Robes only.
|
|
|
|
[Hold Monster] is similar to Hold Person, except it affects a wider variety
|
|
of creatures. Usable by White Robes only.
|
|
|
|
[Iron Skin] causes the mage's skin to become extremely tough and damage
|
|
resistant. The mage's AC is reduced by four. Usable by Red Robes Only.
|
|
|
|
|
|
-={Sixth Level Mage Spells}=-
|
|
|
|
[Death Spell] kills opponents instantly and irrevocably. The spell will
|
|
kill a greater number of weak opponents than strong. Powerful opponents
|
|
may be immune. Usable by both Red and White Robes.
|
|
|
|
[Disintegrate] destroys one target. Some creatures with an innate magic
|
|
resistance may avoid the effects of the spell, while most must make a
|
|
saving throw to survive. Usable by Red Robes only.
|
|
|
|
[Flesh to Stone] causes the target to make a saving throw or be turned into
|
|
stone. Usable by Red Robes only.
|
|
|
|
[Globe of Invulnerability] protects against first to fourth level spells.
|
|
Usable by White Robes only.
|
|
|
|
[Stone to Flesh] counters the effects of a Flesh to Stone spell.
|
|
Characters may not survive the shock of being restored to flesh. System
|
|
shock survival is based on a character's constitution. Usable by Red Robes
|
|
only.
|
|
|
|
|
|
-={Seventh Level Mage Spells}=-
|
|
|
|
[Delayed Blast Fireball] is a more powerful version of the third level
|
|
spell and will penetrate a Minor Globe of Invulnerability. Usable by both
|
|
White and Red Robes.
|
|
|
|
[Mass Invisibility] is identical to the Invisibility spell, except that it
|
|
affects several targets at once. This can be a valuable spell to cast
|
|
before a known encounter. Usable by Red Robes only.
|
|
|
|
[Power Word, Stun] causes one creature to be stunned--reeling and unable to
|
|
think or act effectively. The weaker the target, the longer it will be
|
|
stunned. This is a very powerful spell and it automatically affects any
|
|
creatures who do not have magical immunities. Usable by both White and Red
|
|
Robes.
|
|
|
|
-={Eighth Level Mage Spells}=-
|
|
|
|
[Mass Charm] is similar to the fourth-level spell, except it affects a much
|
|
larger number of targets. Usable by White Robes only.
|
|
|
|
[Mind Blank] is a powerful protective spell. The recipient of this spell
|
|
is totally protected from spells that attack a character's mind or will,
|
|
such as Charm or Feeblemind. Usable by White Robes only.
|
|
|
|
[Power Word, Blind] will strike some targets instantly blind. Usable by
|
|
both White and Red Robes.
|
|
|
|
|
|
|
|
=========================[CREATURES OF KRYNN]===========================
|
|
|
|
Refer to creature scans named creats*.gif '*' = 1 to 10
|
|
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-LEVEL ADVANCEMENT TABLES-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
The following charts show the number of experience points a
|
|
character must earn in order to gain a level in his character
|
|
class. The charts also list the number of spells that a
|
|
character can have memorized at one time. Fighters and Thieves
|
|
can never memorize spells.
|
|
|
|
Remember: All experience earned by multiple-class characters is
|
|
divided evenly among all characters, even after character has
|
|
reached maximum level in a class.
|
|
|
|
|
|
|
|
-={Cleric of Good}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4 5 6
|
|
===== ========== ==== ==========================
|
|
1 2,000-3,999 2d8 1 - - - - -
|
|
2 4,000-7,499 3d8 2 - - - - -
|
|
3 7,500-15,249 5d8 2 1 - - - -
|
|
4 15,250-24,999 5d8 2 2 - - - -
|
|
5 25,000-39,999 6d8 3 3 1 - - -
|
|
6 40,000-89,999 7d8 3 3 2 - - -
|
|
7 90,000-159,999 8d8 3 3 2 1 - -
|
|
8 160,000-249,999 9d8 3 3 3 2 -
|
|
9 250,000-499,999 9d8+1 4 4 3 2 1 -
|
|
10 500,000-749,999 9d8+2 4 4 3 3 2 -
|
|
11 750,000-999,999 9d8+3 5 4 4 3 2 1*
|
|
12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2
|
|
13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2
|
|
14 1,500,000+ 9d8+6 6 6 6 5 3 2
|
|
|
|
*Usable only by clerics of 17 or greater wisdom
|
|
|
|
|
|
|
|
-={Cleric Of Neutrality}=-
|
|
|
|
Hit Clerical Spells Per Level
|
|
Level Experience Dice 1 2 3 4 5 6 7
|
|
===== ========== ==== ===============================
|
|
1 1,500-2,999 1d8 2 - - - - - -
|
|
2 3,000-5,999 2d8 2 1 - - - - -
|
|
3 6,000-12,999 3d8 3 2 1 - - - -
|
|
4 13,000-27,499 4d8 4 2 2 - - - -
|
|
5 27,500-54,999 5d8 4 3 2 - - - -
|
|
6 55,000-109,999 6d8 4 3 2 1 - - -
|
|
7 110,000-224,999 7d8 4 4 3 1 - - -
|
|
8 225,000-449,999 8d8 4 4 3 2 - - -
|
|
9 450,000-674,999 9d8 5 4 3 2 1 - -
|
|
10 675,000-899,999 9d8+1 5 4 3 3 2 - -
|
|
11 900,000-1,124,999 9d8+2 5 5 3 3 2 1* -
|
|
12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1**
|
|
13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1
|
|
14 1,575,000+ 9d8+5 6 6 6 6 4 2 1
|
|
|
|
|
|
|
|
-={Cleric Wisdom Bonus}=-
|
|
|
|
Cleric's Bonus Spells
|
|
Wisdom 1 2 3 4 5
|
|
======== ======================
|
|
9-12 - - - - -
|
|
13 +1 - - - -
|
|
14 +2 - - - -
|
|
15 +2 +1 - - -
|
|
16 +2 +2 - - -
|
|
17 +2 +2 +1 - -
|
|
18 +2 +2 +1 +1 -
|
|
|
|
Note that these bonus spells are only availabe when the cleric is entitled to
|
|
spells of the applicable level. For example, an 6th-level cleric of Good
|
|
with Wisdom of 18 can memorize the following spells:
|
|
|
|
|
|
Number of Spells Per Level
|
|
1 2 3 4 5
|
|
======================
|
|
6th-Level Cleric of Good
|
|
with 18 wisdom 5 5 3 - -
|
|
|
|
|
|
-={Fighter}=-
|
|
|
|
Hit
|
|
Level Experience Dice
|
|
===== ========== ====
|
|
1 0-2000 1d10
|
|
2 2,001-4,000 2d10
|
|
3 4,001-8,000 3d10
|
|
4 8,001-18,000 4d10
|
|
5 18,001-35,000 5d10
|
|
6 35,001-70,000 6d10
|
|
7 70,001-125,000 7d10
|
|
8 125,001-250,000 8d10
|
|
9 250,001-500,000 9d10
|
|
10 500,001-750,000 9d10+3
|
|
11 750,001-1,000,000 9d10+6
|
|
12 1,000,001-1,250,000 9d10+9
|
|
13 1,250,001-1,500,000 9d10+12
|
|
14 1,500,001+ 9d10+15
|
|
|
|
|
|
|
|
-={Knight Of The Crown}=-
|
|
|
|
Level Experience Hit Dice
|
|
===== ========== ========
|
|
1 2,500-4,999 2d10
|
|
2 5,000-9,999 3d10
|
|
3 10,000-18,499 4d10
|
|
4 18,500-36,999 5d10
|
|
5 37,000-84,999 6d10
|
|
6 85,000-139,999 7d10
|
|
7 140,000-219,999 8d10
|
|
8 220,000-299,999 9d10
|
|
9 300,000-599,999 10d10
|
|
10 600,000-899,999 10d10+2
|
|
11 900,000-1,199,999 10d10+4
|
|
12 1,200,000-1,499,999 10d10+6
|
|
13 1,500,000-1,799,999 10d10+8
|
|
14 1,800,000+ 10d10+10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-={Knight of The Sword}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4 5 6
|
|
===== ========== ==== ===========================
|
|
3 12,000-23,999 4d10 - - - - - -
|
|
4 24,000-44,999 5d10 - - - - - -
|
|
5 45,000-94,999 6d10 - - - - - -
|
|
6 95,000-174,999 7d10 1 - - - - -
|
|
7 175,000-349,999 8d10 2 - - - - -
|
|
8 350,000-699,999 9d10 2 1 - - - -
|
|
9 700,000-1,049,000 10d10 3 2 - - - -
|
|
10 1,050,000-1,399,999 10d10+2 4 2 - - - -
|
|
11 1,400,000-1,749,999 10d10+4 4 2 1 - - -
|
|
12 1750,0000-2,099,999 10d10+6 5 3 1 1 - -
|
|
13 2,100,000-2,449,999 10d10+8 6 4 1 1 1 -
|
|
14 2,450,000+ 10d10+10 7 5 2 1 1 1
|
|
|
|
|
|
|
|
-={Knight of the Sword}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4 5 6
|
|
===== ========== ==== ===========================
|
|
4 27,000-59,999 5d10 - - - - - -
|
|
5 60,000-124,999 6d10 - - - - - -
|
|
6 125,000-199,999 7d10 1 - - - - -
|
|
7 200,000-424,999 8d10 2 - - - - -
|
|
8 425,000-799,999 9d10 2 1 - - - -
|
|
9 800,000-1,499,999 10d10 3 2 - - - -
|
|
10 1,500,000-1,999,999 10d10+2 4 2 - - - -
|
|
11 2,000,000-2,499,999 10d10+4 4 2 1 - - -
|
|
12 2,500,000-2,999,999 10d10+6 5 3 1 1 - -
|
|
13 3,000,000-3,499,999 10d10+8 6 4 1 1 1 -
|
|
14 3,500,000+ 10d10+10 7 5 2 1 1 1
|
|
|
|
|
|
|
|
|
|
-={White Robe Mage}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4 5 6 7 8
|
|
===== ========== ==== =====================================
|
|
1 2,500-4,999 1d4 1 - - - - - - -
|
|
2 5,000-9,999 2d4 2 - - - - - - -
|
|
3 10,000-19,999 3d4 2 1 - - - - - -
|
|
4 20,000-37,999 4d4 3 2 1 - - - - -
|
|
5 38,000-54,999 5d4 4 3 1 - - - - -
|
|
6 55,000-99,999 6d4 4 3 2 - - - - -
|
|
7 100,000-199,999 7d4 4 3 2 1 - - - -
|
|
8 200,000-399,999 8d4 4 3 3 2 - - - -
|
|
9 400,000-599,999 9d4 4 3 3 2 1 - - -
|
|
10 600,000-799,999 10d4 5 4 3 2 2 1 - -
|
|
11 800,000-999,999 10d4+1 5 4 4 3 3 2 - -
|
|
12 1,000,000-1,249,999 10d4+2 5 4 4 4 4 2 1 -
|
|
13 1,250,000-1,499,999 10d4+3 5 5 5 4 4 2 1 1
|
|
14 1,500,000+ 10d4+4 5 5 5 4 4 2 2 1
|
|
|
|
|
|
|
|
|
|
|
|
-={Red Robe}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4 5 6 7 8
|
|
===== ========== ==== =====================================
|
|
1 2,500-4,999 1d4 1 - - - - - - -
|
|
2 5,000-9,999 2d4 2 - - - - - - -
|
|
3 10,000-17,999 3d4 2 1 - - - - - -
|
|
4 18,000-35,999 4d4 3 2 1 - - - - -
|
|
5 36,000-49,999 5d4 4 3 1 - - - - -
|
|
6 50,000-89,999 6d4 4 3 2 - - - - -
|
|
7 90,000-179,999 7d4 4 3 2 1 - - - -
|
|
8 180,000-349,999 8d4 4 3 3 2 - - - -
|
|
9 350,000-499,999 9d4 4 3 3 2 1 - - -
|
|
10 500,000-699,999 10d4 5 4 3 2 2 1 - -
|
|
11 700,000-899,999 10d4+1 5 4 4 3 3 2 - -
|
|
12 900,000-1,099,999 10d4+2 5 4 4 4 4 2 1 -
|
|
13 1,100,000-1,299,999 10d4+3 5 5 5 4 4 2 1 1
|
|
14 1,300,000+ 10d4+4 5 5 5 4 4 2 2 1
|
|
|
|
|
|
|
|
|
|
-={Paladin}=-
|
|
|
|
Hit Clerical Spells per Level
|
|
Level Experience Dice 1 2 3 4
|
|
===== ========== ==== =================
|
|
1 0-2,750 1d10 - - - -
|
|
2 2,751-5,500 2d10 - - - -
|
|
3 5,501-12,000 3d10 - - - -
|
|
4 12,001-24,000 4d10 - - - -
|
|
5 24,001-45,000 5d10 - - - -
|
|
6 45,001-95,000 6d10 - - - -
|
|
7 95,001-175,000 7d10 - - - -
|
|
8 175,001-350,000 8d10 - - - -
|
|
9 350,001-700,000 9d10 1 - - -
|
|
10 700,001-1,050,001 9d10+3 2 - - -
|
|
11 1,050,000-1,400,000 9d10+6 2 1 - -
|
|
12 1,400,001-1,750,000 9d10+9 2 2 - -
|
|
13 1,750,001-2,100,000 9d10+12 2 2 1 -
|
|
14 2,100,001+ 9d10+15 3 2 1 -
|
|
|
|
|
|
|
|
|
|
-={Ranger}=-
|
|
Spells per Level
|
|
Hit Druidic Magic-User
|
|
Level Experience Dice 1 2 1 2
|
|
===== ========== ==== ===================
|
|
1 0-2,250 2d8 - - - -
|
|
2 2,251-4,500 3d8 - - - -
|
|
3 4,501-10,000 4d8 - - - -
|
|
4 10,001-20,000 5d8 - - - -
|
|
5 20,001-40,000 6d8 - - - -
|
|
6 40,001-90,000 7d8 - - - -
|
|
7 90,001-150,000 8d8 - - - -
|
|
8 150,001-225,000 9d8 1 - - -
|
|
9 225,001-325,000 10d8 1 - 1 -
|
|
10 325,001-650,000 11d8 2 - 1 -
|
|
11 650,001-975,000 11d8+2 2 - 2 -
|
|
12 975,001-1,300,000 11d8+4 2 1 2 -
|
|
13 1,300,001-1,625,000 11d8+6 2 1 2 1
|
|
14 1,625,001+ 11d8+8 2 2 2 1
|
|
|
|
|
|
|
|
|
|
-={Thief}=-
|
|
|
|
Hit
|
|
Level Experience Dice
|
|
===== ========== =====
|
|
1 0-1,250 1d6
|
|
2 1,251-2,500 2d6
|
|
3 2,501-5,000 3d6
|
|
4 5,001-10,000 4d6
|
|
5 10,001-20,000 5d6
|
|
6 20,001-42,500 6d6
|
|
7 42,501-70,000 7d6
|
|
8 70,001-110,000 8d6
|
|
9 110,001-160,000 9d6
|
|
10 160,001-220,000 10d6
|
|
11 220,001-440,000 10d6+2
|
|
12 440,001-660,000 10d6+4
|
|
13 660,001-880,000 10d6+6
|
|
14 880,001-1,100,000 10d6+8
|
|
15 1,100,001-1,320,000 10d6+10
|
|
16 1,320,001-1,540,000 10d6+12
|
|
17 1,540,001-1,760,000 10d6+14
|
|
18 1,760,001+ 10d6+16
|
|
|
|
Here is the key to the Map Pic
|
|
1) High Clerish Tower
|
|
2) Quazle
|
|
3) Graveyard
|
|
4) Dargaard
|
|
5) Kalaman
|
|
6) Cerberus
|
|
7) Dulcimer
|
|
8) Cekos
|
|
9) Vingaard
|
|
10) Throtl
|
|
11) Turet
|
|
12) Gargath Outpost
|
|
|
|
|
|
-=-=-=-=-=-=Spell Charts for The Death Knights of Krynn-=-=-=-=-=-
|
|
|
|
|
|
|
|
|
|
|
|
-={Spell Parameters Table}=-
|
|
|
|
When: Duration:
|
|
Cmbt=Combat only spell r=combat rounds
|
|
Camp=Camp only spell t=turns
|
|
Both=Camp or Combat spell /lvl=per level of caster
|
|
Rng: targets=aim at each target.
|
|
T=Touch Range Robe (Mages spell only)
|
|
dia=diameter White=Can only be cast by White Robes
|
|
rad=radius Red=Can only be cast by Red Robes
|
|
All=All characters in combat Both=Can be cast by both
|
|
#=Number of targets
|
|
#s=Number of squares
|
|
|
|
|
|
-={1st-level Clerical Spells}=-
|
|
|
|
Spell Name When Rng Area Duration
|
|
========== ==== === ==== ========
|
|
Bless Both 6 5 dia 6r
|
|
Cure Light Wounds Both T 1 -
|
|
Detect magc Both 3 1 1t
|
|
Protection from Evil Both T 1 3r/lvl
|
|
Resist Cold Both T 1 1t/lvl
|
|
|
|
|
|
-={2nd-Level Clerical Spells}=-
|
|
|
|
|
|
Find Traps Camp 3 1 3t
|
|
Hold Person Cmbt 6 1-3 4r+1/lvl
|
|
Resist Fire Both T 1 1t/lvl
|
|
Silence 15'Radius Cmbt 12 3 dia 2r/lvl
|
|
Slow Poison Camp T 1 1 hour/lvl
|
|
Snake Charm Cmbt 3 All 5-8r
|
|
Spiritual Hammer Cmbt 3 1 1r/lvl
|
|
|
|
|
|
-={3rd-Level Clerical Spells}=-
|
|
|
|
Cure Blindness Both T 1 -
|
|
Cure Disease Camp T 1 -
|
|
Dispel Magic Both 6 3x3 s -
|
|
Prayer Both 0 All 1t/lvl
|
|
Remove Curse Both T 1 2r/lvl
|
|
|
|
|
|
-={4th Level Clerical Spells}=-
|
|
|
|
Cure Serious Wounds Both T 1 -
|
|
Neutralize Poison Both T 1 -
|
|
Poison Cmbt T 1 -
|
|
Protect from Evil 15' Both T 2 dia 1t/lvl
|
|
Sticks to Snakes Cmbt 3 1 2r/lvl
|
|
|
|
|
|
|
|
-={5th Level Clerical Spells}=-
|
|
|
|
Cure Critical Wounds Both T 1 -
|
|
Dispel Evil Cmbt T 1 1r/lvl
|
|
Flame Strike Cmbt 6 1 -
|
|
Raise Dead Camp 3 1 -
|
|
|
|
|
|
|
|
-={6th Level Clerical Spells}=-
|
|
|
|
Heal Both T 1 Permanent
|
|
|
|
|
|
|
|
-={7th-Level Clerical Spells}=-
|
|
|
|
Restoration Camp T 1 Permanent
|
|
Resuraction Camp T 1 Permanent
|
|
|
|
|
|
|
|
-={1st-Level Druidical Spells (For High-Level Rangers)}=-
|
|
|
|
Cure Light Wounds Both T 1 -
|
|
Detect Magic Both 4 1 12r
|
|
Entangle Cmbt 8 4 dia 1t
|
|
Faerie Fire Cmbt 8 8 dia 4r/lvl
|
|
Invisibility to Animals Both T 1 1t+1r/lvl
|
|
|
|
|
|
|
|
-={2nd-Level Druidical Spells (For High-Level Rangers)}=-
|
|
|
|
Barkskin Both T 1 4r+1/lvl
|
|
Charm Person/Mammal Cmbt 12 1 -
|
|
|
|
|
|
|
|
Spell Name When Rng Area Duration Robe
|
|
============================================================================
|
|
|
|
-={1st-Level Mage Spells}=-
|
|
|
|
Burning Hands Cmbt T 3 s - Both
|
|
Charm Person Cmbt 12 1 - Both
|
|
Detect Magic Both 6 1 2r/lvl Both
|
|
Enlarge Both .5/lvl 1 1t/lvl Both
|
|
Friends Cmbt 0 All 1r/lvl Both
|
|
Magic Missile Cmbt 6+lvl 1 - Both
|
|
Protect from Evil Both T 1 2r/lvl Both
|
|
Read Magic Camp 0 1 2r/lvl Both
|
|
Shield Cmbt 0 1 5r/lvl Both
|
|
Shocking Grasp Cmbt T 1 - Both
|
|
Sleep Cmbt 3+lvl 1-16 5r/lvl Both
|
|
|
|
|
|
|
|
-={2nd-Level Mage Spells}=-
|
|
|
|
Detect Invisibility Both 1/lvl 1 5r/lvl Both
|
|
Invisibility Both T 1 - Red
|
|
Knock Camp 6 1 s/lvl - Red
|
|
Mirror Image Both 0 1 2r/lvl Red
|
|
Ray of Enfeeblement Cmbt T 1+.25s/lvl 1r/lvl White
|
|
Stinking Cloud Cmbt 3 2x2 s 1r/lvl Both
|
|
Strength Camp T 1 6t/lvl Red
|
|
|
|
|
|
|
|
-={3rd-Level Mage Spells}=-
|
|
|
|
Blink Both 0 1 1r/lvl Red
|
|
Dispel Magic Both 12 3x3 s - White
|
|
Fireball Cmbt 10+lvl 2/3 rad - Both
|
|
Haste Both 6 4x4 s 3r+1/lvl Red
|
|
Hold Person Cmbt 12 1-4 2r/lvl White
|
|
Invisibility 10'Radius Both T 2 dia - Red
|
|
Lightning Bold Cmbt 4+lvl 4,8 - Both
|
|
Protect from Evil 10'Rad Both T 2 dia 2r/lvl White
|
|
Protect from Nrml Misl. Both T 1 1t/lvl White
|
|
Slow Cmbt 9+lvl 4x4 s 3r+1/lvl Red
|
|
|
|
|
|
|
|
-={4th-Level Mage Spells}=-
|
|
|
|
Bestow Curse Cmbt T 1 1t/lvl White
|
|
Charm Monster Cmbt 6 1 - White
|
|
Confusion Cmbt 12 2-16 2r+1/lvl White
|
|
Dimension Door Cmbt 0 1 - Red
|
|
Fear Cmbt 0 6x3 cone 1r/lvl Red
|
|
Fire Shield (2 Types) Both 0 1 2r+1/lvl Both
|
|
Fumbe Cmbt 1/lvl 1 1r/lvl White
|
|
Ice Storm (Dmg only) Cmbt 1/lvl 4 dia - Both
|
|
Min Globe of Invlnrblty. Both 0 1 1r/lvl White
|
|
Remove Curse Both T 1 - White
|
|
|
|
|
|
-={5th-level mage spells}=-
|
|
|
|
Cloudkill Cmbt 1 3x3 s 1r/lvl White
|
|
Cone of Cold Cmbt 0 .5 s/lvl cone - Both
|
|
Feeblemind Cmbt 1/lvl 1 - White
|
|
Fire Touch Both T Special 1r/lvl Red
|
|
Hold Monster Cmbt .5/lvl 1-4 1r/lvl White
|
|
Iron Skin Both 0 Special 1r/lvl Red
|
|
|
|
|
|
|
|
-={6th-Level Mage Spells}=-
|
|
|
|
Death Spell Cmbt 1 .5 s/lvl Instant Both
|
|
Disintegrate Cmbt .5/lvl Special Instant Red
|
|
Globe of Invlnrblty. Both 0 1 1r/lvl White
|
|
Stone to Flesh Both 1/lvl 1 Permanent Red
|
|
Flesh to Stone Cmbt 1/lvl 1 Permanent Red
|
|
|
|
|
|
|
|
-={7th-Level Mage Spells}=-
|
|
|
|
Delayed Blast Fire Ball Cmbt 10+1/lvl 2 rad Special White
|
|
Mass Invisibility Both 1/lvl Special Special Red
|
|
Power Word, Stun Cmbt .5/lvl 1 Special Both
|
|
|
|
|
|
|
|
-={8th-Level Mage Spells}=-
|
|
|
|
Mass charm Cmbt .5/lvl Special Special White
|
|
Mind Blank Both 3 1 1 day White
|
|
Otto's Irresistble Dance Cmbt 1t 1 2-5 r White
|
|
Power Word, Blind Cmbt .5/lvl 3 dia Special Both
|
|
|
|
|
|
**STRENGTH TABLE: ABILITY ADJUSTMENTS**
|
|
|
|
|
|
|
|
Ability THAC0 Damage Weight Allowance
|
|
Score Bonus Adjustment (in steel pieces)
|
|
3 -3 -1 -350
|
|
4-5 -2 -4 -250
|
|
6-7 -1 none -150
|
|
8-9 normal none normal
|
|
10-11 normal none normal
|
|
12-13 normal none +100
|
|
14-15 normal none +200
|
|
16 normal +1 +350
|
|
17 +1 +1 +500
|
|
18 +1 +2 +750
|
|
*18/01-50 +1 +3 +1,000
|
|
*18/51-75 +2 +3 +1,250
|
|
*18/76-90 +2 +4 +1,500
|
|
*18/91-99 +2 +5 +2,000
|
|
*18/100 +3 +6 +3,000
|
|
|
|
*Bonuses available to figher classes only
|
|
(Fighter, Paladin, Knight, Ranger).
|
|
|
|
|
|
**DEXTERITY TABLE:** **CONSTITUTION TABLE: ABILITY**
|
|
ABILITY ADJUSTMENTS
|
|
Reaction/
|
|
Ability Missile AC Ability Hit Point Resurrection
|
|
Score Bonus Bonus Score Adj. Survival(%)
|
|
------------------------- --------------------------------
|
|
3 -3 +4 3 -2 40
|
|
4 -2 +3 4 -1 45
|
|
5 -1 +2 5 -1 50
|
|
6 0 +1 6 -1 55
|
|
7 0 0 7 0 60
|
|
8 0 0 8 0 67
|
|
9 0 0 9 0 70
|
|
10 0 0 10 0 76
|
|
12 0 0 11 0 80
|
|
13 0 0 12 0 85
|
|
14 0 0 13 0 90
|
|
15 0 -1 14 0 92
|
|
16 +1 -2 15 +1 94
|
|
17 +2 -3 16 +2 96
|
|
18 +3 -4 17 +2(+3)* 98
|
|
18 +2(+4)* 100
|
|
|
|
*Bonus applies only to fighters; all
|
|
other classes may be given a max HP
|
|
bonus adj. from constitution +2.
|
|
|
|
|
|
|
|
**BONUS ATTACKS FOR HIGH LEVEL FIGHTERS**
|
|
|
|
Class Level Attack/Round
|
|
-------------------------------------
|
|
Fighter 1-6 1/1
|
|
Kinght 1-6 1/1
|
|
Paladin 1-6 1/1
|
|
Ranger 1-7 1/1
|
|
Fighter 7-12 3/2
|
|
Knight 7-12 3/2
|
|
Paladin 7-12 3/2
|
|
Ranger 8-14 3/2
|
|
Fighter 13+ 2/1
|
|
Knight 13+ 2/1
|
|
Paladin 13+ 2/1
|
|
|
|
|
|
|
|
**RANGE OF ABILITY SCORES BY RACE TABLE**
|
|
|
|
Ability Score STR* INT WIS DEX CON CHA
|
|
-------------------------------------------------------------------------
|
|
Humans 3-18(00) 3-18 3-18 3-18 3-18 3-18
|
|
[females] 3-18(50) 3-18 3-18 3-18 3-18 3-18
|
|
Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18
|
|
[females] 3-16 10-18 6-18 7-19 6-18 12-18
|
|
Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18
|
|
[females] 3-16 8-18 6-18 7-19 7-18 8-18
|
|
Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12
|
|
[females] 3-17 3-18 3-18 3-17 14-19 3-12
|
|
Mtn. Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16
|
|
[females] 3-17 3-18 3-18 3-17 12-19 3-16
|
|
Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18
|
|
[females] 3-17 4-18 3-18 6-18 6-18 3-18
|
|
Kender [both] 6-16 6-18 3-16 8-19 10-18 6-18
|
|
|
|
|
|
**MAXIMUM LEVEL LIMITS BY RACE, CLASS, & PRIME REQUISITE**
|
|
SILV. QUAL. HALF HILL MTN.
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CLASS ABILITY HUMAN ELVES ELVES ELVES DWARVES DWARVES KENDER
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-----------------------------------------------------------------------
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Cleric Any 14 14 14 14 10 10 8
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Fighter str 16- 14 10 14 9 14 14 5
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str 17 14 10 14 9 14 14 -
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str 18+ 14 10 14 9 14 14 -
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Ranger str 16- 14 14 14 11 8 no 5
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str 17 14 14 14 11 8 no -
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str 18+ 14 14 14 11 8 no -
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Knight Any 14 No No 10 no no no
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Paladin Any 14 12 No No no 8 no
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Mage Int 16- 14 14 14 10 no no no
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Int 17 14 14 14 10 no no no
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Int 18+ 14 14 14 10 no no no
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Thief Any 18 No 18 18 20 8 18
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********WEAPON TABLE*******
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Name Damage vs. Damage vs. Larger Number Class
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Man Sized Than Man Sized of Hands
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Axe, Battle 1-8 1-8 1 f
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Axe, Hand 1-6 1-4 1 f
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Bow, Long* 1-6 1-6 2 f
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Bow, Short* 1-6 1-6 2 f
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Bow, Comp. Long 1-6 1-6 2 f
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Bow, Comp. Short 1-6 1-6 2 f
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Club 1-6 1-3 1 f,cl,th
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Dagger 1-4 1-3 1 f,mu,th
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Dart 1-3 1-2 1 f,mu,th
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Flail 2-7 2-8 1 f,cl
|
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Halberd 1-10 2-12 2 f
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Hammer 2-5 1-4 1 f,cl
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Hoopak (melee) 3-8 3-6 2 **
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special
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Hoopak (missle) 2-5 2-7 2 **
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special
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Javelin 1-6 1-6 1 f
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Lght Crssbw 1-4 1-4 2 f
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Mace 2-7 1-6 1 f,cl
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Morning Star 2-8 2-7 1 f
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Pick, Military 2-5 1-4 1 f
|
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Pick, Awl 1-6 1-12 1 f
|
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Quarterstaff 1-6 1-6 2 f,cl,mu
|
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Scimitar 1-8 1-8 1 f,th
|
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Sling 1-4 1-4 1 f,th
|
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Sling, Staff 2-8 3-9 2 f,cl
|
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Spear 1-6 1-8 1 f
|
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Sword, bastard 2-8 2-16 2 f
|
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Sword, broad 2-8 2-7 1 f,th
|
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Sword, long 1-8 1-12 1 f,th
|
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Sword, short 1-6 1-8 1 f,th
|
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Sword, 2-handed 1-10 3-18 2 f
|
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Trident 2-7 3-12 1 f
|
|
|
|
+Polearm
|
|
*Must have rfeady arrows to fire. Two attacks per round
|
|
#Must have ready quarrels to fire. One attack per round
|
|
**Only Usable by kender characters.
|
|
f=fighter (inclueds knights, ranger, paladin) cl=cleric, th=thief,
|
|
mu=magic-user
|
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*****************ARMOR TABLE*************************
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|
|
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ARMOR TYPE WT in SP. AC MAXIMUM MOVEMENT
|
|
None 0 10 -
|
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Shield 50 ** -
|
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Leather 150 8 12 squares
|
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Ring 250 7 9 squares
|
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Scale 400 6 6
|
|
Chain 300 5 9
|
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Banded 350 4 9
|
|
Plate 450 3 6
|
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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