Shard of Spring - Manual - C64 PDF
Shard of Spring - Manual - C64 PDF
Shard of Spring - Manual - C64 PDF
com
https://www.replacementdo
1986 by
S T R A T E G I C SIMULATIONS, INC.
AH
ngms reserved
I. T H E SHARD O F S P R I N G
F o r t w o c e n t u r i e s , as t h e r e s t o f t h e
l a n d lay b a k i n g i n t h e d e s e r t s u n o r
freezing
in the winter wind, the small
island of Ymros enjoyed a n eternal s p r i n g
The enchanted Shard of Spring a
p i e c e o f t h e LifeStone, h a d e x e r t e d Its
m a g i c a l p o w e r s . C r e a t e d by t h e Red
Sorcerer, t h e S h a r d b r o u g h t s p r i n g t i m e
for as l o n g a s i t r e m a i n e d o n t h e i s l a n d .
T h e S h a r d was k e p t i n a s m a l l c r y s t a l
s h r i n e i n t h e forest. T h r e e y e a r s ago,
a cold wind blew across the land; in the
deepest darkness, a fearsome creature
visited the island. In the m o r n i n g a
h u n t e r passing the Qreen Shrine, f o u n d
t h e crystal s h a t t e r e d a n d t h e S h a r d g o n e .
T h e n e x t day, a t a l l m a n i n b e g g a r s '
rags gained entrance t o the palace; n o
o n e k n o w s how. He b r o u g h t t h i s g r i m
H.
INTRODUCTION
A. L O A D I N G T H E G A M E
A p p l e I I + . H e . l i e : B o o t t h e SHARD O F
S P R i r t Q s t a r t e r d i s k ( f r o n t side).
The title page of the starter disk includes two instructions: "Insert game disk
a n d h i t a key o r h i t A' t o a l t e r n a t e c h a r acter set (Gothic
n o r m a l ) " . Press A'
t o c h a n g e t h e t e x t style from G o t h i c t o
n o r m a l o r vice versa. I n s e r t t h e g a m e d i s k
( b a c k side) a n d p r e s s a n y key.
T h e n , if y o u have n o t m a d e y o u r
own g a m e disk, insert the original g a m e
d i s k ( b a c k side), a n d p r e s s M t o m a k e
your own g a m e disk. Follow the instruc-
III. T H E GAME B E G I N S
A. C O M M U N I C A T I N G W I T H T H E
COMPUTER
Each m e n u indicates the c o m m a n d s to
b e u s e d . Press t h e l e t t e r i n d i c a t e d ; m o s t
o f t e n it is t h e first l e t t e r o f t h e w o r d .
A o n e - k e y s t r o k e is u s u a l l y s u f f i c i e n t .
However, s o m e t i m e s it is n e c e s s a r y t o
f o l l o w t h e key s t r o k e w i t h < R E T U R n > . T h e
< E S C > key m a y b e u s e d t o e x i t a c o u r s e
1
of action in m o s t situations. R e m e m b e r
that this o p t i o n may be available to you
even if it is n o t n o t e d o n t h e s c r e e n o r i n
t h e i n s t r u c t i o n s t h a t follow.
Carefully n o t e t h e m e t h o d o f m o v e m e n t i n T H E SHARD O F S P R i n G . O n t h e
s c r e e n , t h e c h a r a c t e r is s e e n f a c i n g away
from y o u ( n o r t h ) , t o w a r d s y o u ( s o u t h ) , t o
t h e left (west), o r t o t h e r i g h t (east). T h e
f i g h t e r h o l d s h i s s w o r d i n h i s right h a n d ,
a n d the collar o f his coat can be seen
f r o m t h e front. W h i l e w a l k i n g o u t s i d e o r
w a l k i n g i n s i d e o f a d u n g e o n , u s e t h e following commands:
Turn counter-clockwise;
e g if y o u are f a c i n g away
( u p ) a n d w a n t t o face
t h e left, p r e s s t h i s lefta r r o w key.
Turn clockwise.
/
<RETUFy>l>
Oharacter utilities:
T h i s c o m m a n d is
used t o create the party o f adventurers.
See t h e n e x t s e c t i o n f o r a d e t a i l e d explanation.
R)estore dungeons:
Turn around.
Move f o r w a r d .
B . MAIN M E N U
T h e S h a r d o f S p r i n g c a n s t o r e u p t o five
p a r t i e s o f a d v e n t u r e r s a t o n e t i m e . After a
p a r t y is c r e a t e d a n d n u m b e r e d , n o a d d i t i o n a l c h a r a c t e r s m a y j o i n t h a t party. To
play with o t h e r characters, a new party
m u s t be created. When you insert the
g a m e d i s k a n d p r e s s a n y key, t h e m a i n
m e n u appears o n the title page.
Choose:
L)oad party a n d go adventuring
O h a r a c t e r Utilities
R)estore d u n g e o n s
M)ake g a m e disk
IV. C H A R A C T E R S
A. C H A R A C T E R U T I L I T I E S
The character utilities are used to create
individual characters a n d to form parties
c o n s i s t i n g o f 1-5 o f t h e s e c h a r a c t e r s . O n l y
a party, n o t a n i n d i v i d u a l c h a r a c t e r , m a y
be sent o u t o n adventures i n t h e l a n d o f
Ymros.
You m a y list the characters already
c r e a t e d , create a n e w character, o r r e m o v e
a c h a r a c t e r . Y o u m a y d i s b a n d a party,
f o r m a p a r t y o r receive i n f o r m a t i o n a b o u t
a party. For t h o s e o f y o u w h o w i s h t o g o
directly to the game, a ready-to-go party
# 5 h a s b e e n p r e - c r e a t e d . S i m p l y p r e s s 'V
and then '5' in the m a i n m e n u .
T h e m e n u is d i v i d e d i n t o t h e " c h a r acter" a n d the "party" options.
Character
Utilities
*Cf1ARACTERS*
Create
Remove
List
* PARTIES*
Disband
Join
Information
Choice:
ESC t o e x i t
CHARACTERS
O r e a t e : C r e a t e a c h a r a c t e r . T h i s is described in detail in the next section.
Rjemove:
disk.
L ) i s t : O b t a i n a list o f a l l o f t h e c h a r a c t e r s
stored o n the disk ( m a x i m u m of 25).
PARTIES
D ) i s b a n d : Destroy a n e x i s t i n g party. When
a p a r t y is d i s b a n d e d , e a c h o f its m e m b e r s
l o s e s a l l o f h i s a c q u i r e d g o o d s , food,
blessings, a n d place in time, b u t n o t his
own possessions. This c o m m a n d d o e s
n o t delete the characters from the disk;
y o u m a y use t h e m i n a n e w party.
J ) o i n : T o r m a p a r t y o f f r o m o n e t o five o f
the created characters. A m a x i m u m o f
five p a r t i e s m a y b e c r e a t e d . Each character m u s t have been created p r i o r to
j o i n i n g a party. Mo c h a r a c t e r m a y be i n
m o r e t h a n o n e p a r t y a t a t i m e . Y o u are
a s k e d for t h e n u m b e r o f t h e p a r t y a n d t h e
n a m e s o f the characters to be i n c l u d e d in
i t Press < R E T U R r i > w h e n y o u h a v e entered as m a n y as y o u want i n c l u d e d in t h e
party.
I ) n f o : D i s p l a y a list o f t h e c h a r a c t e r s
c u r r e n t l y i n a party. Y o u a r e a s k e d for t h e
n u m b e r of the part>'you wish to examine.
< E S C > : Exit t h e C h a r a c t e r U t i l i t i e s a n d
return to the m a i n menu.
B. C R E A T i n C A CHARACTER
CLASSES
W a r r i o r : W a r r i o r s are fighters. Each d w a r f
a n d t r o l l is a w a r r i o r a n d m a y u s e a n y
w e a p o n for w h i c h i t h a s t h e s k i l l a s w e l l a s
a n y type o f a r m o r . W a r r i o r s u s u a l l y have
m o r e h i t p o i n t s t h a n w i z a r d s . S k i l l s refer
t o use o f w e a p o n s , t o h u n t i n g , a n d t o
other abilities helpful to wanderers
W i z a r d : W i z a r d s a r e s p e l l casters. Each
e l f a n d g n o m e is a w i z a r d a n d h a s S p e l l
P o i n t s w i t h w h i c h t o cast spells. A w i z a r d
may use no better weapon t h a n a dagger
a n d no better a r m o r than cloth. The skills
o f w i z a r d s a r e b a s e d o n S p e l l Runes a n d
v a r i o u s Lore.
TRAITS
A c h a r a c t e r is d e f i n e d b y t h e f o l l o w i n g s e t
of traits: speed, strength, intellect, endurance, s k i l l i n a t t a c k , level o f t o u g h n e s s , h i t
p o i n t s , s p e l l p o i n t s , a n d e x p e r i e n c e . Each
is g i v e n a s t a t i s t i c a l value.
S p e e d : D e t e r m i n e s h o w fast t h e chara c t e r m o v e s a n d h o w o f t e n it c a n m o v e
a n d attack in one r o u n d o f c o m b a t
Strengtli: Determines the a m o u n t of
d a m a g e the character can do.
Intellect: Determines the n u m b e r and
c o m p l e x i t y o f s k i l l s t h a t m a y be c h o s e n
for t h e c h a r a c t e r a n d t h e n u m b e r o f S p e l l
P o i n t s h a d by a w i z a r d .
E n d u r a n c e : Determines how m u c h damage t h e c h a r a c t e r c a n s u s t a i n a n d h o w
m a n y h i t p o i n t s will b e g a i n e d w h e n a
level is m a d e .
T h e r e a r e five races: H u m a a D w a r f T r o l l
Elf a n d Q n o m e . Each r a c e h a s b o t h a d v a n t a g e s a n d d i s a d v a n t a g e s as i n d i c a t e d
i n t h e c h a r t below.
S k i l l : D e t e r m i n e s h o w well t h e c h a r a c t e r
can attack with weapons and when unarmed.
Each c h a r a c t e r h a s i n d i v i d u a l TRAITS a n d
S K I L L S as w e l l as t h e a t t r i b u t e s o f h i s
RACE a n d CLASS. T h e s e a r e g i v e n i n
statistical ratings.
RACES
Wizard
Qnome
Warrior
Wizard
Troll
Elf
Choice
Warrior
Human
Dwarf
CLASS
RACE
B o n u s SKILLS
none
Berserking
Axe
Armored Skin
I t e m Lore
Weapon Lore
Spirit Runes
RACIAL nODIFIERS
+ 2 Spd, + 2 I n t + 2 S k
+ 1 Str, - 3 I n t + 3 E n d
- 3 Spd, -1-5 Str, - 5 I n t + 5 E n d
S p d , - 3 Str, -1-3 I n t - 3 E n d , - 2 Sk
-1-5
+2 S p d , - 2 Str, + 5 I n t - 2 S k
As t h e s t a t i s t i c a l v a l u e s a r e b e i n g
r o l l e d , y o u are given t h r e e " t u r n s " i n w h i c h
you may choose to reroll none, some, or
all o f t h e c u r r e n t v a l u e s . You s h o u l d r e r o l l
a n y w i t h v a l u e s u n d e r 6.
Enter the n u m b e r s o f the traits you
choose to reroll (1-5) a n d press <ESC>.
T h e t h i r d r e r o l l i n g is final, a n d t h e n t h e
racial m o d i f i e r s s h o w n in the c h a r t o n
p a g e 3 are a p p l i e d .
In a d d i t i o n t o t h e a b o v e r a t i n g s , e a c h
character has the following traits:
Level: Determines the toughness of the
character. Each c h a r a c t e r b e g i n s at level 1.
Experience may result in a character movi n g u p a level, g a i n i n g H i t Points, S p e l l
Points, a n d skills, a n d h a v i n g h i s s t a t i s t i c s
change.
Hit P o i n t s : Determines the a m o u n t of
d a m a g e a character may sustain before
d e a t h . Each h i t r e d u c e s H i t Points, b u t
m a y b e h e a l e d by m a g i c o r s l e e p i n g .
W h e n H i t P o i n t s a r e d o w n t o 0, y o u are
dead. The Hit Point value c a n n o t exceed a
m a x i m u m , w h i c h i n i t i a l l y is e q u a l t o endurance.
S p e l l P o i n t s : Determines the magical
power. A n u m b e r o f S p e l l P o i n t s are u s e d
e a c h t i m e a s p e l l is cast. S p e l l P o i n t s m a y
be r e g a i n e d by s l e e p i n g .
E x p e r i e n c e : D e t e r m i n e s w h e n a level is
g a i n e d . E x p e r i e n c e is a c q u i r e d by k i l l i n g
monsters.
WARRIOR S K I L L S
S w o r d ( 2 ) : A l l s o r t s o f s w o r d s m a y be
used. D a g g e r s m a y be u s e d by a n y o n e ,
b u t a sword c a n n o t be used w i t h o u t this
skill.
A x e ( 2 ) : . ^ e s m a y be u s e d .
n a c e ( 1 ) : Maces a n d m o r n i n g s t a r s m a y
be u s e d .
K a r a t e (2): Using only his hands may
inflict g r e a t d a m a g e ; t h i s b e c o m e s q u i t e
s i g n i f i c a n t as t h e c h a r a c t e r g a i n s i n s k i l l .
D a r k V i s i o n (2): This allows the party to
see a g r e a t e r d i s t a n c e t h a n t h e i r l i g h t
s o u r c e n o r m a l l y w o u l d a l l o w w h i l e traveli n g t h r o u g h d u n g e o n s . T h e p a r t y sees
w i t h a t o r c h a n d even in t o t a l d a r k n e s s .
T a c t i c s (2): The character can identify
which m e m b e r of the party each m o n s t e r
is g o i n g after.
A r m o r e d S k i n ( 4 ) : T h i s p r o v i d e s a very
t h i c k layer o f s k i n t h a t a d d s a n a u t o m a t i c
2 points to the character's a r m o r (bare
s k i n is a s g o o d a s l e a t h e r a r m o r ) .
B e r s e r k i n g (3): This greatly increases
the chance of m a k i n g a critical hit in
combat.
H u n t i n g (2): This allows a character,
w h i l e t r a v e l l i n g o u t s i d e , t o leave c a m p t o
h u n t for f o o d . T h i s c a n a l l o w l o n g excursions into the land without dependence
o n t h e n e a r e s t t o w n for f o o d .
O n l y a wise w a r r i o r m a y be p r o f i c i e n t
w i t h a l l k i n d s o f w e a p o n s . You m a y save
i n t e l l e c t p o i n t s for l a t e r use. T h e n , as y o u
gain Intellect, c h o o s e a d d i t i o n a l skills.
Each o f t h e t w o c l a s s e s (WARRIORS
a n d WIZARDS) h a s its o w n set o f s k i l l s .
The n u m b e r in parentheses indicates the
cost o f the skill.
The c o m p u t e r displays a n u m b e r e d
list o f s k i l l s . Press t h e n u m b e r o f t h e s k i l l
y o u w a n t . (To r e m o v e it, p r e s s t h e n u m b e r
again.) Be s u r e t o p r e s s t h e s p a c e b a r t o
look at b o t h pages of skills. Skills with a
" + " b e f o r e t h e m are g i v e n a u t o m a t i c a l l y
w i t h t h e race c h o s e n . S k i l l s w i t h a n " * "
before t h e m are t h o s e y o u have s e l e c t e d .
WIZARDLY S K I L L S
SKILLS
T H E SHARD O F SPRlFiQ a l l o w s y o u t o fully
define y o u r character t h r o u g h the use o f
s k i l l s . Each s k i l l c o s t s a n u m b e r o f p o i n t s .
You m a y a s s i g n o n l y s k i l l s w h o s e t o t a l
point cost does n o t exceed your intellect.
I c e R u n e s ( 5 ) : T h e a r t o f s u m m o n i n g Ice.
A character m a y use t h e following spells:
liail Storm, Chill Slow, Freeze, Ice Shield,
a n d Crystalight
T h e Freeze s p e l l is t h e
m o s t p o w e r f u l b i n d i n g s p e l l w h i l e t h e Hail
S t o r m is a powerful m a s s d a m a g e spell.
P r i e s t l i o o d ( 3 ) : T h e d i v i n e a r t o f disp e l l i n g v a r i o u s f o r m s o f u n d e a d s u c h as
skeletons, zombies, a n d wraiths.
rtAMES
After s e l e c t i n g t h e t r a i t s , y o u a r e a s k e d t o
n a m e t h e character. T h e n a m e m u s t be
i n c a p i t a l l e t t e r s , b e g i n w i t h a letter, a n d
contain n o m o r e t h a n t e n letters.
V. T H E GAME E L E M E N T S
A. SFELIvS
S p e l l s d e p e n d o n t h e five E l e m e n t s o f
M a t u r e : Fire, M e t a l , W i n d , Ice, a n d S p i r i t .
Each o f these is associated w i t h a b o d y o f
magical knowledge.
Spells m a y be cast o n a creature o r
c h a r a c t e r r e g a r d l e s s o f its p o s i t i o n o n t h e
battlefield.
W h e n y o u c a s t y o u r w i z a r d ' s spell, y o u
a r e a s k e d for t h e n u m b e r o f S p e l l P o i n t s
y o u w i s h t o p u t i n t o t h e spell. T h e power
o f a l l s p e l l s c a s t b y a w i z a r d varies. M a n y
s p e l l s h a v e a m i n i m u m S p e l l P o i n t req u i r e m e n t , b u t e a c h o f these, t o o , h a s a
greater chance o f success if m o r e power
is p u t i n t o i t .
MASS DAMAGE S P E L L S , e.g HaiL S t o r m ,
a n d T e m p e s t , affect a 5 X 5 area. W h e n
y o u m o v e t h e p o i n t e r i n c o m b a t , place it
on the center o f the s t o r m . Any m o n s t e r
o r c h a r a c t e r i n t h e a r e a affected w i l l t a k e
damage. Because o f the lengthy incantat i o n o f t h e s e s p e l l s , t h e y m a y n o t b e cast
in t h e first r o u n d o f b a t t l e . D a m a g e s p e l l s
work randomly.
BINDING S P E L L S , e.g. C h a i n s , Freeze,
a n d S t i l l Air, k e e p a m o n s t e r o r c h a r a c t e r
from t a k i n g a n y a c t i o n u n t i l t h e m a g i c
b i n d i n g is b r o k e n . T h i s o c c u r s i n a Healer's S h o p p e o r w h e n t h e a p p r o p r i a t e s p e l l
is c a s t T h e m o r e p o w e r u s e d i n t h e b i n d i n g t h e harder it is t o break. T h e m e a s u r e
o f t h i s p o w e r is c a l l e d t h e B i n d i n g Level.
Binding spells d o n o t w o r k randomly;
they are based o n m u l t i p l e s o f t h e m i n i m u m cost r e q u i r e m e n t
For e x a m p l e , c o n s i d e r C h a i n s . T h e
m i n i m u m c o s t r e q u i r e m e n t for C h a i n s i s
10. If the wizard p u t s 1 0 t o 1 9 p o i n t s into
t h e s p e l t t h e v i c t i m w i l l h a v e a level 1
C h a i n s effect o n h i m ( C h a i n 1). I f i n s t e a d
the wizard puts i n 40, t h e victim has a
C h a i n IV. I n b r e a k i n g t h e b i n d i n g w i t h
Break Bonds, Melt or F r e e d o m a n equal
a m o u n t o f power m u s t b e used. Therefore, i n t h i s case, a C h a i n IV s p e l l r e q u i r e s
a B r e a k B o n d s IV t o b e effective. If a character h a s b e e n b o u n d , t h e level o f b i n d i n g
is g i v e n w h e n y o u I n s p e c t i n C a m p .
T h e chance o f a t t a i n i n g a successful
binding depends o n the strength of the
v i c t i m a n d t h e level o f t h e b i n d i n g s p e l l .
It is f u t i l e t o c a s t a b i n d i n g s p e l l o n a
strong creature without using a substantial a m o u n t o f power.
B r e a t h o f L i f e ( 5 ) : A h e a l i n g s p e l l n o t as
p o w e r f u l as t h e o n e f o u n d i n t h e S p i r i t
Runes.
ICE RUNES
Hail S t o r m (7): A mass d a m a g e spell.
C h i l l (1): Chills t h e enemy, decreasing its
chance to hit.
S l o w (3): Slows the e n e m y d o w n .
spell.
FIRE RUNES
SPIRIT RUNES
(2):
Frees a
A very p o w e r f u l
character
protection
WIND R U N E S
T e m p e s t (6): An easy-to-cast mass d a m age s p e l l .
Still A i r (11): A b i n d i n g spell.
W i n g s of Victory (1): Increases the morale o f t h e r e c i p i e n t t h u s r a i s i n g h i s s k i l l
in c o m b a t .
Wings (4):
t a k e effect u n t i l t h e n e x t r o u n d o f c o m b a t
F r e e d o m ( 1 3 ) : N e g a t e s t h e effects o f a
Still A i r s p e l l .
W i n d Walk (10): Teleports the party to a
p l a c e o f safety. T h i s is t h e o n l y s p e l l w i t h
a constant Spell Point c o s t
C i y s t a L i g h t ( 2 ) : A l i g h t s p e l l m o r e effi-
ITEM
WEAPONS
ITEM
MAXIMUM
DAMAGE
Dagger
S m a l l axe
Short sword
Mace
M o r n i n g star
Broad sword
B a t t l e axe
2-handed sword
3
4
6
6
7
8
10
12
COST
2
6
15
13
20
30
65
100
Cloth
Leather
Chain
Scale
Plate
ARMOR
PROTECTION
1
2
3
4
5
COST
5
10
20
75
200
MISCELLANEOUS ITEMS
ITEM
COST
Torch
OH L a n t e r n
2
10
VI. O U T S I D E
T i m e is a n i m p o r t a n t e l e m e n t . While walki n g o u t s i d e , y o u r field o f v i s i o n e x p a n d s
o r n a r r o w s as t h e s u n s rises a n d sets. At
n i g h t y o u are f o r c e d t o s l e e p If y o u h a v e
n o t a l r e a d y d o n e so. T h e c a l e n d a r c o n sists o f 2 6 - h o u r days, 3 4 - d a y m o n t h s ,
a n d 2 2 - m o n t h years. T h e year b e g i n s w i t h
the Month of the Spirit a n d ends with the
Month of the Comet.
/
<RETURr>l>
While o u t s i d e , y o u r c h a r a c t e r m a y be
f a c i n g away f r o m y o u ( n o r t h ) , t o w a r d s y o u
( s o u t h ) , t o t h e left (west), o r t o t h e r i g h t
(east). T h e fighter's s w o r d is In h i s r i g h t
h a n d . F r o m t h e ft-ont t h e c o l l a r o f h i s c o a t
can be seen.
Turn around.
Move f o r w a r d . M o v e m e n t
t h r o u g h h i l l s is a t d o u b l e
m o v e m e n t rate. To p a s s
through s o m e doors, you
n e e d keys w h i c h c a n be
f o u n d In t h e d u n g e o n s .
Q o t o c a m p . W h e n in
camp, you can e q u i p
c h a r a c t e r s , see t h e i r statistics, etc. (See IX. CAMP
for details.)
Turn counter-clockwise;
e.g. if y o u are f a c i n g away
( n o r t h o r up) a n d c h o o s e
t o face left, p r e s s t h i s
l e f t - a r r o w key.
Turn clockwise.
VII. COMBAT
While w a n d e r i n g o u t s i d e o r i n d u n g e o n s ,
y o u m a y be a t t a c k e d by r a n d o m b a n d s o f
m o n s t e r s . If a t t a c k e d , y o u a r e p l a c e d o n a
b a t t l e f i e l d t h a t Is a b l o w u p o f t h e a r e a y o u
w e r e In w h e n y o u w e r e a t t a c k e d .
T h e field is b o r d e r e d by e x i t d o t s .
Touching one of these dots allows you
t o r u n a n d t u r n s It i n t o a n e x i t f o n t ( f o u r
o p p o s i n g a r r o w s ) . You, also, m a y r u n
t h r o u g h a door. F r o m t h e n on, all remaining characters m u s t run through the same
e x i t font. T h i s is t o k e e p t h e p a r t y f r o m
s p l i t t i n g up.
I n T H E SHARD OF SPRIMQ, a r m o r
r e a l i s t i c a l l y a b s o r b s d a m a g e d o n e t o Its
wearer instead of decreasing his chance
o f b e i n g h i t . For e x a m p l e , i f a
fighter
w e a r i n g p l a t e m a i l is h i t f o r ? d a m a g e , h e
o n l y t a k e s 2. T h e r e f o r e , it is p o s s i b l e t o
hit s o m e o n e a n d yet d o n o d a m a g e , the
a r m o r itself having absorbed all of the
damage.
In combat, m o n s t e r s a n d characters
m o v e in t h e o r d e r o f t h e i r s p e e d r a t i n g s ,
fi-om t h e h i g h e s t first t o t h e l o w e s t last.
Each a c t i o n i n c o m b a t t a k e s a c e r t a i n
n u m b e r o f M o v e m e n t Points. A c h a r a c t e r
has Movement Points equal to his Speed.
The actions and their m o v e m e n t point
costs are shown in the following chart.
KEY
COST
<RETURn>
Move f o r w a r d i n w h a t ever d i r e c t i o n t h e
c h a r a c t e r is facing. A n
arrow at the upperright of the display
window also indicates
the direction.
T u r n counter-clockwise
Turn clockwise.
Turn around.
<ESC>
ACTION
Use a n i t e m . (See V. B.
MAGICAL ITEMS a n d
C O T H E R ITEMS for
information.) This
c o m m a n d allows you
t o use a n i t e m o r d r i n k
a p o t i o n . Mote: A p o tion may be d r u n k by
the character h o l d ing it "tossing" it to
a n o t h e r character,
w h o d r i n k s it.
3*
C O S T ACTION
C a s t a s p e l l . (SeeV. A.
SPELLS for t h e des c r i p t i o n . ) Y o u are
asked the n u m b e r of
s p e l l p o i n t s t o be p u t
into the spell. Then,
a c u r s o r a p p e a r s Move
thecursor(l,J,K,M)to
w h e r e y o u w i s h t o cast
the spell a n d press
t h e < SPACE BAR>.
n/A T h i s a l l o w s y o u t o
locate everyone o n
the b o a r d a n d check
t h e statistics. Pressing
'?" inverses the chara c t e r w h o s e t u r n i t is
and prints his name,
strength, intellect,
skill, speed, a r m o r
and weapon, a n d tells
w h e t h e r h e is b o u n d
o r p o i s o n e d . Press
"
" and ' - " to
move t h r o u g h the list
of characters a n d
monsters, a n d press
< R E T U R r i > t o exit.
You a r e t o l d t h e m o n s t e r s statistics only if
the e x a m i n i n g character has Monster
Lore. If he h a s Tactics,
h e is t o l d w h o e a c h
m o n s t e r is m o s t l i k e l y
t o g o after.
ri/A T o g g l e s t h e s o u n d
on/off
*
VIII. TOWTJ
While in town, you may perform various
activities in the buildings: shoppes, healers, taverns, inns, guilds. If your party
includes a character with Persuasiveness,
the cost to you is decreased slightly.
A description of the buildings, activities, procedures, and costs follows:
S h o p p e s : Shoppes sell weapons, armor,
magic, or torches. Enter the letter of the
item you wish to buy and then the number
of the character to whom it is to be given.
The word " m o r e " appears if there is more
in the shop than can be listed on the
screen at one time. Use the - and
keys to page through long lists. Various
shops may carry a given item. Shop
around within a town and in other towns
for the best bargain.
Healers: Here you may heal damage,
poison, unbind, and resurrect characters.
Healing costs are determined per point.
Poison has a straight fee. Unbinding depends on the level of binding.
IX. CAMP
While moving through the outside, you
may set up camp whenever you choose
by pressing "C". There you may print a
hard copy of your characters, sleep, inspect a character, cast a healing spell,
reorder your party, trade items, drop
items, equip a character, hunt, identify
items, or use items.
CREDITS
Qame Design: C r a i g Roth and David Starlt
Qame Development: C h u c k Kroegel and Keith Brors
Playtesters: Arlon Harris, Mike Musser, J i m McPherson,
R u s Smith, Paul Murray, a n d Brian L a u
Rulebook Editing: L e o n a Billings
Customized Disk Operating System (Apple version): Roland Gustafsson
Art & Graphic Design: L o u i s H s u Saekow, Kathiyn Lee. and David Boudreau
Typesetting: Abra l y p e and Kathryn L e e
Printing: A&a Printers and Lithographers
10
APPENDIX
EXPERIENCE LEVELS
Experience Needed For Next Level
ABSOLUTE
INCREASE
FROM LAST L E V E L
300
700
1,100
1,800
2,800
4,600
7,500
12,600
21,600
37,700
66,400
118,000
210,800
377,600
677,600
1,217,500
2,189,300
3,938,200
7,086,100
12,752,200
200
400
400
700
1,000
1,800
2,900
5,100
9,000
16,100
28,700
51,600
92,800
166,800
300,000
539,900
971,800
1,748,900
3,147,900
5,666,100
LEVEL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
MINIMUM S P E L L POINTS
Fire R u n e s
Metal R u n e s
Column of Tire 1
Flame Strike
16
10
Fire Storm
Melt
11
4
Flame Shield
3
Magic Torch
Sword
Chains
Death Blade
Strength
Break Bonds
Armor
Ice Runes
Wind R u n e s
Tempest
6
11
Still Air
Wings of Victory 1
4
Wings
Freedom
13
10
Wind Walk
Breath of Life
5
Hail Storm
Chill
Slow
Freeze
ice Shield
CrystaLight
EFFECTS OF SPEED
11
MOVES
MAX.
MAX. rco. o r
ATTACKS
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
7
1
3
9
3
2
Spirit R u n e s
Spirit Wrack
Weaken
Clumsiness
Heal
20
1
2
1
Resurrect
Cure Poison
Transference
Sanctuary
STATISTICS TABLES
SPEED
MAX.
2
10
15
1
11
2
-2
-2
-1
-1
0
0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
25
9
3
3
% CHANCE O F P R I E S T D I S P E L L I N G
MONSTER L E V E L
INT
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64
68
72
3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64
68
3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
64
3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
61
MAX. S. P. GAIN P E R L E V E L
FOR WIZARDS
10
-3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
57
3
7
10
14
18
21
25
28
32
36
39
43
46
50
54
3
7 3
10 7 3
14
18
21
25
28
32
36
39
43
46
50
10
14
18
21
25
28
32
36
39
43
46
7
10
14
18
21
25
28
32
36
39
43
3
7
10
14
18
21
25
28
32
36
39
MAX. H. P. GAIN P E R L E V E L
ENDURANCE
MAX-FIQHTER
MAX-WIZARD
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
3
3
4
5
5
6
7
7
8
9
9
10
11
11
12
13
13
14
2
2
3
3
4
4
4
5
5
6
6
7
7
7
8
8
9
9
INTELLECT
MAX. S . P . G A I N
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
3
4
4
5
5
6
6
7
8
8
9
9
10
10
11
11
12
% CHANCE TO HIT B Y S K I L L
SKILL
% T O HIT
% FROM BEHIND
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
12
16
20
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
84
88
92
RACE ADVANTAGES/DISADVANTAGES
RACE
CLASS
BONUS S K I L L S
RACIAL MODIFIERS
Human
Dwarf
Choice
Warrior
+2 Spd, +2 I n t +2 Sk
+1 Str, - 3 Int, +3 End
Troll
Elf
Warrior
Wizard
Qnome
Wizard
Mone
Berserking
Axe
Armored Skin
Item Lore
Weapon Lore
Spirit Runes
KEY
COMBAT OPTIONS
COST
M/A T h i s a l l o w s y o u to
locate everyone o n the
board a n d c h e c k the
statistics. P r e s s i n g " ? '
inverses the character
C O S T ACTIOn
<RETUm>
Turn counter-clockwise.
Turn clockwise.
Turn around.
A t t a c k o b j e c t in front o f
y o u r c h a r a c t e r with
r e a d i e d w e a p o n . A -h3
to hit Is a w a r d e d w h e n
a t t a c k i n g from b e h i n d .
An attacker h a s a slight
c h a n c e of doing d a m age, i n d i c a t e d by t h e
word " h a c k s " instead of
" h i t s " . If t h i s h a p p e n s ,
it m e a n s s t r u c k a n u n usually well-aimed shot
and are being awarded
double d a m a g e . (Bers e r k e r s are good at
this.)
3*
3*
3'
C a s t a s p e l l . ( S e e V. A.
S P E L L S for t h e d e s c r i p tion.) You a r e a s k e d t h e
n u m b e r of spell points
to b e p u t into t h e s p e l l .
Then a cursor appears.
Move the c u r s o r (I, J , K,
M) to w h e r e y o u y o u
w i s h to c a s t t h e s p e l l
and p r e s s the < S P A C E
BAE^.
U s e a n i t e m . ( S e e V. B.
MAQICAL I T E M S a n d C.
O T H E R I T E M S for information.) T h i s c o m m a n d
a l l o w s y o u to u s e a n
item o r drink a potion,
riote: A p o t i o n m a y b e
d r u n k by t h e c h a r a c t e r
h o l d i n g it " t o s s e d " it
to a n o t h e r c h a r a c t e r ,
w h o d r i n k s it.
T h i s a l l o w s a p r i e s t to
a t t e m p t to d i s p e l
undead.
* A u t o m a t i c a l l y e n d s t u r n after a c t i o n
regardless of how m a n y Movement Points
remain.
ACTION
w h o s e t u r n it is a n d
prints his name.
s t r e n g t h , intellect, skill.
speed, a r m o r a n d weapon, a n d tells whether
h e is b o u n d o r p o i soned. Press " and
" - - " to m o v e t h r o u g h
t h e list o f c h a r a c t e r s
and monsters, and
p r e s s < R E T U R r ( > to
exit. Y o u a r e told t h e
m o n s t e r ' s statistics only
if the e x a m i n i n g c h a r acter h a s Monster Lore.
If h e h a s T a c t i c s , h e i s
told w h o e a c h m o n s t e r
is m o s t likely to g o after
n/A T o g g l e s t h e s o u n d
on/off.
<ESO
E n d s t h e t u r n of t h e
individual c h a r a c t e r
O U T S I D E OPTIONS
KEY
ACTION
Ttirn c o u n t e r - c l o c k w i s e ;
e.g. if y o u a r e f a c i n g a w a y
( n o r t h o r up) a n d c h o o s e
to face left, p r e s s t h i s lefta r r o w key.
-
/
<RETURri>
Turn clockwise.
Turn around.
Move forward. M o v e m e n t
t h r o u g h h i l l s is a t d o u b l e
m o v e m e n t rate. T o p a s s
through s o m e doors, you
need keys which can be
f o u n d in t h e d u n g e o n s .
Q o to c a m p . W h e n in c a m p ,
you can equip characters,
s e e their statistics, etc.
( S e e IX. C A M P for details.)