1910 lines
77 KiB
Plaintext
1910 lines
77 KiB
Plaintext
Bard's Tale II:
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The Destiny Knight
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from Electronic Arts
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Bigger and better than The Bard's Tale!
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GREETINGS HERO!
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My name is Saradon, a wizard of some fame and little fortune. Though you
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know me not, and we have never met, I feel that I have known you all my
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life. For the story of your deeds, your entanglement with Mangar and his
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evil horde in Skara Brae, flows from the lips of every Bard throughout
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the Realm. For this reason, your courage and experience, I have
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contacted you above all others. For now we face an evil much greater
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than Mangar's. An evil that threatens not the safety and tranquillity of
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but one city, nae ... an evil that threatens the existence of the entire
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Realm and all the cities and citizens within!
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Recall now the lessons of your childhood. The story of Turin, the
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archmage who forged the Destiny Wand in the molten depths of the holy
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mountain Krontor. The Destiny Wand, the uniting force which has rallied
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armies to the aid of the Realm, and has maintained peace and prosperity
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for the last 700 years. But look around you now, where has the power of
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the Destiny Wand gone? Lawless mercenaries from the neighboring kingdom
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of Lestradae have invaded the Realm and now run rampant through the
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streets. Even in Tangramayne, our capital! It is they who have taken the
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Destiny Wand, with the guidance of an evil Archmage known as Lagoth
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Zanta.
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Although Lagoth has thwarted each of my attempts to gain knowledge of
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his powers and location, I have been able to discover that the Destiny
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Wand lies broken in seven pieces, at seven different locations. Lagoth
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has placed each fragment of the scepter within a Snare of Death - a
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puzzle room that will require all the wisdom and cunning at your
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disposal in order for you to survive.
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Do you believe in legends? Legend states that, "Unimaginable power is
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bestowed upon the one who reforges the Destiny Wand ..." Regardless of
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whether or not you hold faith in the stuff of legend, you must defeat
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Lagoth Zanta, regain the seven fragments, and reforge the Destiny Wand
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-- it is the only way to save the Realm.
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Now I must hurry, for in my attempts to glean knowledge of Lagoth, he
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must has discovered my prying magic and even how his mercenaries
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approach. I care not for my own safety, but I pray that my magic is
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still strong enough to deliver this letter and the accompanying booklet
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into your hands. The booklet contains powerful quest knowledge which I
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have gathered using magic and other, more physical, methods. Use it to
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help you during your quest. My only regret is that I cannot personally
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be there to counsel you during your quest. May fate smile upon you...
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and upon me.
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Saradon
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OBJECTIVE AND OVERVIEW
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This section contains a description of your objective while playing The
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Destiny Knight, and an overview of the game for players who want to get
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started quickly. The rest of the manual contains reference information
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on various game aspects such as buildings and developing characters,
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finding and mapping the many different locations within the game, and
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using the combat and magic systems.
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Objective
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As The Destiny Knight, you must assemble a band of adventurers, track
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down the seven pieces of the Destiny Wand, and defeat the evil Archmage,
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Lagoth Zanta. Once you have defeated the evil Archmage and have managed
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to collect all seven fragments of the Destiny Wand, you must reforge the
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scepter into a unified whole, thus reunifying the Realm (and winning the
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game).
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Beginning and Experienced Players
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If this is your first time in the Realm of the Bard, you should read the
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whole manual carefully, then keep it handy for reference during game
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play. If you're a Bard's Tale veteran, the Command Summary Card probably
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contains all the information you'll need to get started, but keep the
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manual nearby for reference. Because although The Destiny Knight
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software operates almost identically to the Bard's Tale, the game itself
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is more complex.
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Beginners: The adventurer starts at the Adventurer's Guild in the
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Realm's capital city, Tangramayne (see illustration below). If you are
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using first level characters (as new players probably will) proceed
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immediately to the starter dungeon. The starter dungeon gives your
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characters some initial experience points and helps them prepare for the
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more perilous adventurers that lie outside Tangramayne's walls. It's
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very important for beginning players to get to the starter dungeon as
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quickly as possible, because characters lower than level 14 aren't
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likely to survive for very long anywhere else in the game.
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Veterans: If you're an experienced player with a band of strong
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adventurers (higher than level 14) transferred from Bard's Tale,
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Wizardry, or Ultima III, you can set out in search of the Destiny Wand
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immediately. The first step for any player, however, is to start the
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game using the instructions on the Command Summary Card. Once you have
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entered the game and have left Tangramayne, locate the Sage in the
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wilderness and ask him about the Tombs. (See "The Sage" below for more
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information.)
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Map of Tangramayne
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#######I######## D = Starter Dungeon
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T # B = Bank
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# ##### #####T # C = Casino
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# # # # E = Energy Emporium
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# # ##B ## # # # G = Adventurer's Guild
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# # # # # # # I = Inn or Tavern
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# # # ## E # # # R = Review Board
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G # ## # I # D S = Shoppe
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# # # #C # # # # T = Temple
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# S # ## # # # #
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# # # # # # #
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# # ### ## R # C
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# # # #
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# ####T ###### #
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# #
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########I#######
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Command Summary Card
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Follow the instructions on the Command Summary Card to start The Destiny
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Knight on your computer and to learn the keystroke commands for your
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machine. The Command Summary Card also contains instructions for using
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the disk utilities and for transferring characters from Bard's Tale,
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Ultima III, and Wizardry (see "Pre-Built Parties" below).
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Adventurer's Guild
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This is where you start each time you begin a new game; i.e., the first
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time you play or after all the characters in your party have "expired."
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The Adventurer's Guild is the only place in town where you can create
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characters, form a party, and save characters to disk.
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Pre-Built Parties
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When you enter the Adventurer's Guild the first time, you'll find an
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assembled band of Adventurers already waiting and ready to go. This is
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the *ATEAM. They're all first level characters and are equipped with
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only the bare essentials in the way of armor and weapons, but they're
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quite adequate for getting your feet wet in the "starter" dungeon. Use
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the instructions on the Command Summary Card to help you get the *ATEAM
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moving, and see the "Character Types" section for more information about
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characters and party selection.
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In addition to using the *ATEAM, advanced players can also transfer
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parties that have already been assembled in Bard's Tale, Ultima III or
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Wizardry. Many of the party's attributes, such as experience points,
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weapons, and so on, are transferred to The Destiny Knight. See the
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Command Summary Card for step-by-step instructions for transferring
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characters on your computer system.
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The Map
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The map that's included with The Destiny Knight will help you become
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familiar with the Realm and the important locations within, but you're
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on your own inside forests, buildings and dungeons. It's a good idea to
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keep plenty of graph paper handy while playing so you can create maps of
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the places you explore. This is especially important in the puzzle rooms
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because you may have to return to these over and over, making a little
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more progress each time before you make it all the way through. Keeping
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a detailed map of your wanderings makes this process easier. Here's a
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clue: the mazes are set up on a 22 by 22 grid. North is to the top of
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the screen, east is to the right, and so on. Some of the more important
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locations are:
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Cities -- there are six cities in the Realm: Tangramayne, Ephesus,
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Philippi, Colosse, Corinth, and Thessalonica.
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Castles -- there are a number of castles you'll need to visit,
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including: Fanskar's Castle, Dargoth's Tower, and Oscon's Fortress.
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Forests -- The forests of the Realm hide a variety of interesting
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buildings, huts and strongholds (as well as a host of evildoers). Crypts
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can also be found in the wilderness. The Gray Crypt dungeon is one, in
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particular, that you won't want to miss.
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Temples -- for healing wounded party members.
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Taverns -- for food, drink, and more importantly, information.
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Roscoe's -- for more spell energy.
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Casinos -- for gambling types. Be careful, the dealers have been
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reported to cheat...
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Bedder's Bank -- for storing your gold for indefinite periods. Bedder
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doesn't pay interest, but his banks are never robbed or go bankrupt. You
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can make withdrawals at any branch.
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The Review Board -- for increasing the level of your characters and
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learning new magic. This one's not on the map, you must find it on your
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own.
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For more about mapping and locations in the Realm, see the "Places"
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section below.
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Combat
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Only the first four characters and monsters within melee range can
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engage in hand-to-hand combat. The Destiny Knight uses the same combat
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modes as Bard's Tale, such as Party Attack, Bard Song, and Hide in
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Shadows, but distance now has an effect on combat. Enemies appear within
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a range of 10 to 90 feet from your party. Enemies 10 feet away are in
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melee range and can attack or be attacked with hand-held weapons. Melee
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range always begins at 10' unless you have any type of elongated weapon.
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Weapons that are thrown or shot, such as axes, spears, and arrows, are
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known as missile weapons and have a range in which they are effective.
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These weapons are usually nonrecoverable: they can be used only once.
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There are, of course, exceptions to this rule. Some magical missile
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weapons (such as Zen arrow) can be reused, and at least one non magical
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missile weapon (the boomerang) can be reused because it returns to the
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one who threw it. To throw or shoot a weapon, select the "Use" function
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during combat. And naturally, to use arrows you must have a bow... See
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the "Combat System" section for descriptions of more weapons and ranges.
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Spells (including Dragon Breath) also have effectiveness ranges. Shorter
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ranges will usually have normal effectiveness, while longer ranges will
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have decreased effectiveness; e.g. if a spell range is listed at 30' and
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you use it at 60', the spell will not be as effective at the longer
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range. See the "Magic System" section for descriptions of all spells and
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ranges.
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Magic
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There are five levels of magic user which are described below.
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Conjurers: Can create objects such as fireballs or magic compasses out
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of thin air, as well as heal wounded party members.
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Magicians: Can bestow magical effects on common items. They can make
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metal glow, or make the air around an adventurer as strong as a suit of
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armor.
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Sorcerers: Can create illusions, such as additional party members. Or
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they can heighten the party's awareness by giving the party members such
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abilities as better night vision.
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Wizards: Can summon and control supernatural forces, such as summoning
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elementals or reanimating the dead.
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Archmage: These magic users have learned at least three levels for each
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of the previous four magic user classes. The Archmage is one of the most
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powerful and important characters in The Destiny Knight because an
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Archmage can do almost anything. Remember, Lagoth Zanta is an
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Archmage... fight fire with fire.
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The Conjurer and Magician levels are interchangeable; you start at
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either one. Sorcerer and Wizard classes aren't available to first level
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adventurers. To achieve these classes, a magic user must have achieved
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third level magic spells in the previous magic user class. This means
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that a Magician who can use third level Magician spells is eligible to
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become a Sorcerer. A Sorcerer who is using third level Sorcerer Spells
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is eligible to become a Wizard. But remember, if you skip a magic user
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class (e.g., starting at Sorcerer instead of Magician), you cannot go
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back and master the lower level. And if you are striving for
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Archmagedom, remember that a character can become an Archmage only by
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mastering at least three spell levels for each of the magic user
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classes, and a true Archmage has mastered all seven spell levels for
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each class -- Lagoth Zanta did.
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The Bard
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The bard's music is his magic. With the proper instrument he can play
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while exploring or fighting (with different effects.) The Bard has seven
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tunes to choose from, and can play as many songs as experience levels.
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But the Bard can play only one tune at a time. Because the Bard makes a
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special kind of magic, he or she can often help when normal magic is
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ineffective. For instance, if all your light spells are out and you're
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in complete darkness because your party is in an anti-magic zone, by
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Bard song number seven, "The Watchwood Melody."
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The Sage
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The Sage lives alone in the wilderness and is a treasure trove of useful
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information. You should return to see the Sage after completing every
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dungeon, for he provides the clues that will guide you in each step of
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finding the fragments of the Destiny Wand and defeating Lagoth Zanta.
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But you'll find that the Sage's knowledge isn't given freely. In fact,
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it's not even cheap. To begin your first adventure, ask the Sage about
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The Tombs...
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Special Members
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In addition to the regular characters you create and add to your party,
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there are also characters who you will meet, conjure, or summon, and who
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will join your party during the game. Some of these characters are
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beneficial to your party (they will help during combat, or while solving
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a puzzle), others are hostile to your party (they will join your party
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in order to start intra-party combat).
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It is essential that you always have one or two empty character slots in
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your party so you can add special members. While this leaves the door
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wide open for creatures such as the Doppleganger monster to infiltrate
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your ranks, it also gives you the ability to enlist the aid of special
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characters who may bring you closer to winning the game (or just save
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your first from a horrendous death). See the "Character Types" section
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for more information on special characters.
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Time
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Time is definitely not on your side here. It moves inexorably onward
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whether or not you touch the computer. And nighttime is not the right
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time to be caught outside. Especially since you'll use up spell points
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faster at night -- they only regenerate in daylight. The Adventurer's
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Guild is a nice place to spend your first night in the Realm... it's
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always daytime when you leave the Guild.
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Other places where time becomes an especially important factor are in
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the Snare of Death puzzle rooms. Once you enter a puzzle room, the game
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converts to real-time, not game-time. Each puzzle room has its own
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amount of time in which you must solve the puzzle and get out alive. And
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remember, your party cannot leave a puzzle room until the puzzle is
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solved. See the "Places" section for more information about puzzle
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rooms.
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CHARACTER TYPES
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Humans are only one of many races that can be found in the Realm of the
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Bard. Half the fun of exploring the Realm is learning about and getting
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to know the non-human inhabitants. In this chapter we'll take a look at
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the different races, classes, and abilities.
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Races
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Including humans, there are a total of seven races that inhabit the
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Realm of the Bard. Each of the races that inhabit the Realm are
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described briefly in the following sections.
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Human: The people of this race are known for their inventiveness,
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hardiness, aggressiveness, and downright stubbornness in the face of
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adversity. A perfect set of traits for survival in the Realm of the
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Bard.
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Elf: These fair-haired, fair-skinned people closely resemble humans but
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are usually taller, faster, and more agile. The Elven people are highly
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skilled in the arts -- especially magic and war.
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Dwarf: These short, stout people are amazingly strong and healthy, but
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not always very bright. All very good reasons to make sure you have
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dwarves on your side in a fight.
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Hobbit: These small people are wise, nimble, and usually very patient.
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It is said, if need be, a hobbit can steal the gold-purse from a shadow.
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Half-Elf: These people are living proof of the compatibility between
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humans and elves. They are fair-haired and light-skinned like elves, but
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gain some bulk and strength through their human ancestry.
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Half-Orc: Orcs are large, semi-intelligent, pig-like creatures that can
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usually be found in the employ of evil wizards. Half-orcs, because they
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are 50% human, aren't quite as despicable as full orcs -- but they're
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sometimes just as dangerous.
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Gnome: These people resemble dwarves, but usually have less hair,
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shorter tempers, and are always better at using magic.
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Classes
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Each of the characters in your party of adventurers must belong to a
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particular class, or profession. There isn't a single class that's the
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best, your characters must depend on each other an use teamwork to
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succeed on their quest.
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Class selection is the most important aspect of creating a character in
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the Realm of the Bard. There are ten different classes, but only eight
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to choose from with a newly generated character. A character's class is
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shown in View Character mode, and onscreen at all times by an
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abbreviation in the CL (Class) column. Each class has its own set of
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strengths and limitations, which are described briefly in the following
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sections.
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Warrior (displayed onscreen as WA): Warriors can use nearly every weapon
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they come across. For every four levels of experience after the first,
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warriors get an extra attack capability during combat.
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Paladin (PA): Paladins are fighters who have sworn to fight all evil and
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uphold honor and purity in all places and situations. Paladins can use
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most weapons including many that other fighters can't. Paladins get
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multiple attacks at higher levels and also have greater resistance to
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evil magic.
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Rogue (RO): Rogues are professional thieves with mediocre combat skills.
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However, rogues are experts at skulking in the shadows, as well as
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searching for traps and disarming them. Without a rogue in your ranks,
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your party's booty will come at an unusually high price.
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Bards (BA): Bards are colorful characters. Most Bards are warriors who
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have given up the art of war for the art of magical music. This doesn't
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mean, however, that they've forgotten how to handle warrior weapons. But
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because they're not true warriors, Bards don't get the advantage of
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extra attacks during combat.
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Because of their unique form of musical magic, it's nearly impossible to
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survive in the Realm without a Bard in your party. Most Bards always
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have a repertoire of seven songs, but must also have an instrument in
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order to perform. A Bard song played while exploring is long lasting and
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will resume after combat mode; even if other tunes were played during
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the fight. Songs performed during combat are brief, lasting only one
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round, and their effects differ from the noncombat versions.
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Only one Bard tune can play at a time. If a second tune is started by
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the same or a different Bard, the first song will end. A Bard can play
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as many tunes as he has experience levels before his throat dries; e.g.,
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if your Bard has four experience levels, he'll be able to play four
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tunes from his repertoire. The only cure for a Bard's dry throat is a
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large tankard of ale from the nearest tavern. This is the source of one
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of the Realm's popular sayings, "When the going gets tough, the Bard
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goes drinking..."
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Hunter (HU): Hunters are often known by other titles; assassin,
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mercenary, ninja. Hunters can use most weapons and can often instantly
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kill an opponent by striking a nerve center or other vital area during
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an attack (A handy skill that increases in accuracy as the hunter
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accrues experience points).
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Monk (MO): Monk are inhuman fighting machines trained in all aspects of
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the martial arts. Monks can use traditional weapons, but usually
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(especially at the higher experience levels) are most effective using
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their bare hands.
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Conjurer (CO): Conjurers are the first of the five levels of magic
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users. They can heal the wounded and create physical phenomena such as
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fire and light.
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Magician (MA): Magicians are the second level of magic users and use
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their magic to change the properties of physical objects; i.e.,
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enchanting a sword, making armor stronger, or making a dungeon wall
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disappear.
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Sorcerer (SO): Sorcerers are the third level and deal with the creation
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and manipulation of illusions. This level is very powerful and isn't
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available to new characters.
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Wizard (WI): Wizards are the fourth level and can summon and bind
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supernatural creatures. These creatures don't like our plane of
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existence and aren't very friendly. Trying to control these creatures is
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extremely hazardous and therefore the Wizard level isn't available newly
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created characters.
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Archmage (AR): Archmages have mastered at least three levels of magic
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spells for the previous four magic user classes. Needless to say an
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Archmage can pretty much do as he pleases, and new characters cannot
|
|
immediately proceed to the Archmage level. If you have an Archmage in
|
|
your party, you probably don't need to read any further.
|
|
|
|
For more information on the magic classes and using magic, see the
|
|
"Magic System" section later in this manual.
|
|
|
|
|
|
Special Members (MN or IL)
|
|
|
|
Special members (generically called "monsters") are characters who meet
|
|
and join your party during its travels. Special members can be either
|
|
monster (MN) or illusion (IL). There are two ways for special members to
|
|
join your party:
|
|
|
|
1. By being summoned, created as an illusion, or using some
|
|
other magical artifice.
|
|
2. By introducing themselves to the party and offering their
|
|
services as a comrade in arms.
|
|
|
|
Your party can have up to six special members. They can even be renamed
|
|
and saved to disk when you return to the Adventurer's Guild. However,
|
|
you can't control special members during combat. Special members pick
|
|
their own forms of attack and usually go after the first group of
|
|
monsters your party is facing. Likewise, special members can carry items
|
|
for your party, but cannot find or use items -- only characters you
|
|
create can use the items they find or purchase in the game. Illusionary
|
|
members disappear from the party ranks when they are killed. An
|
|
illusionary party member is killed if any foes disbelieve in its
|
|
existence. Any items that an illusionary special member is carrying
|
|
(such as gold) are lost if the illusionary character is killed.
|
|
|
|
If a nonillusionary special member is attacked by another party member
|
|
for any reason, the special member immediately turns hostile and fights
|
|
until defeated. Dead special members can be resurrected and healed just
|
|
like your regular Destiny Knight characters. You can remove special
|
|
members from your party with the "Drop Character" command (see your
|
|
Command Summary Card).
|
|
|
|
|
|
View Character Attributes
|
|
|
|
Each character possesses six attributes that define the physical and
|
|
mental abilities for the character, as well as the character's race,
|
|
class, and possessions. Each of the character's attributes is randomly
|
|
assigned a value from 1 to 18 -- the higher number, the greater the
|
|
capability. The following five attributes are found in the View
|
|
Character mode. (see the Command Summary Card for the key sequence that
|
|
enters View Character mode.)
|
|
|
|
Strength (displayed in View Character as ST): Pure, physical power that
|
|
determines the amount of damage a character can inflict on an opponent
|
|
in hand-to-hand combat. Make sure your fighting characters are strong.
|
|
|
|
Intelligence (IQ): Mental power. A magic user gets bonus spell points
|
|
for a high intelligence score.
|
|
|
|
Dexterity (DX): Agility and nimbleness. A high score in this area makes
|
|
your characters harder to hit and helps them land the first blow during
|
|
combat.
|
|
|
|
Constitution (CN): Healthiness and survivability. It takes more damage
|
|
to kill a characters with strong constitution. Strong constitution is
|
|
usually reflected with bonus hit points (See "Hit Points" below.)
|
|
|
|
Luck (LK): As always, luck is ambiguous, unpredictable, and has a number
|
|
of unforeseen effects on your characters' lives. Lucky characters are
|
|
more likely to resist evil magic and avoid traps.
|
|
|
|
Spell levels (SORC, MAGI, CONJ, WIZD): These four attributes in View
|
|
Character mode show the spell level for the character. This rating
|
|
determines the highest group of spells a magic user can use in their
|
|
class. For instance, a Conjurer with a rating of 3 can only use Conjurer
|
|
spells up to the third level -- higher levels can't be accessed without
|
|
a higher rating. There are seven spell levels per magic user class. Like
|
|
other attributes, the ability to learn new spell levels increases with
|
|
experience points (but you must pay to learn new spells). The table
|
|
below lists the progression.
|
|
|
|
Experience Level Spell Level
|
|
---------------- -----------
|
|
1 1
|
|
2 1
|
|
3 2
|
|
4 2
|
|
5 3
|
|
6 3
|
|
7 4
|
|
8 4
|
|
9 5
|
|
10 5
|
|
11 6
|
|
12 6
|
|
13+ 7
|
|
|
|
|
|
Character Acquisitions
|
|
|
|
Also found in the View Character mode are skills or items that your
|
|
characters acquire during the course of the adventure. There are four
|
|
categories altogether.
|
|
|
|
Experience Points (EXPER): Measures the character's abilities that have
|
|
been gained by experience. The higher the experience points, the greater
|
|
the character's abilities. Characters earn experience after every
|
|
battle, relative to the success or failure of the battle (success or
|
|
failure being determined by the number of survivors in your party).
|
|
|
|
Gold: Gold is as precious in the Realm of the Bard as it is your own
|
|
world. Your characters start with just enough gold to buy them the bare
|
|
essentials in armor and weapons to start the quest. Your party can earn
|
|
more gold from the monsters they defeat in battle, or by selling the
|
|
things they find in dungeons -- the overall strength and armament of
|
|
your party should determine which method you use in the beginning.
|
|
|
|
Level (LVL): Reflects the level of achievement within a character's
|
|
class. For example, Level 1 is a Novice, while Level 13 is needed to
|
|
become a Master of a magic user class.
|
|
|
|
Based on experience points, the Review Board promotes characters to
|
|
higher levels within their class -- but only if the character requests
|
|
promotion in-person; i.e. you must find the Review Board. Advancing
|
|
level is important because it usually means increases in attribute
|
|
scores such as hit points, spell points, and so on.
|
|
|
|
|
|
Items (1-8): Up to eight can be carried at one time. Items fall into ten
|
|
categories; weapons, shields, armor, helms, gloves, musical instruments,
|
|
figurines, rings, wands, and miscellaneous. You must Equip the
|
|
characters with the item in order to use it (see your Command Summary
|
|
Card for the Equip command). Only one item from each type can be
|
|
equipped at one time. This means that your characters can't use two
|
|
shields at once, even though there may be two shown in the inventory.
|
|
|
|
Certain items can be used only by specific characters. For example, only
|
|
Bards can use musical instruments. An item that can't be used by a
|
|
character is marked with a � in View Character mode or the Equipment
|
|
Shoppe. An item that has been equipped (so the character can use it) is
|
|
marked with a * symbol.
|
|
|
|
|
|
Onscreen Statistics
|
|
|
|
In addition to the ten basic attributes shown in View Character mode,
|
|
there are an additional five characteristics that determine your
|
|
characters' attributes in other areas such as health, experience, armor
|
|
class, and so on. The next five attributes are listed in onscreen
|
|
columns at all times.
|
|
|
|
Armor Class (AC): Reflects the level of protection a character has
|
|
against physical attack. Armor class starts at 10 for a totally
|
|
unprotected character with low dexterity. As the character's protection
|
|
improves through armor, spells, and other means, the armor class drops
|
|
to -10, and eventually all the way to L+ (the equivalent of a -21 armor
|
|
class). Once your character's armor class reaches L+, the display
|
|
doesn't change even though the armor class may continue to go lower than
|
|
-21.
|
|
|
|
Hit Points (HIT PTS): The two columns that show hit points reflect the
|
|
amount of damage a character can take before dying and the character's
|
|
current condition. The HIT column shows the character's total number of
|
|
hit points, or the character's potential at full health. The PTS column
|
|
shows the actual current condition of the character. For example, if a
|
|
character has HIT column that contains 20 and a PTS column that contains
|
|
20, the character is at full health. If the character takes 3 points of
|
|
damage during battle, however, the HIT column remains at 20 while the
|
|
PTS column drops to 17; thus showing you the character's total potential
|
|
hit points, and the current actual status.
|
|
|
|
Spell Points (SPL PTS): These two columns show the total possible and
|
|
current actual spell point status. Spell points are used with each spell
|
|
the character casts. The amount of spell points used is determined by
|
|
the spell itself. For instance, if a Conjurer's SPL and PTS columns both
|
|
contain 18, he is at full power. If the Conjurer casts a Mage Flame
|
|
spell that costs 2 spell points, the PTS column value drops to 16. The
|
|
character's maximum spell points are listed in the SPL column, while the
|
|
spell points remaining are shown in the PTS column.
|
|
|
|
Class (CL): Shows the character's class in abbreviated form. See
|
|
"Classes" to learn the onscreen abbreviation for each class.
|
|
|
|
|
|
Creating a Character
|
|
|
|
If you decide that you want to create your own characters for your
|
|
quest, you can use the Create Character mode. Create Character mode only
|
|
works in the Adventurer's Guild. Use the command shown on your Command
|
|
Summary Card to enter Create Character mode, then use the following
|
|
procedures to build your characters one-by-one:
|
|
|
|
|
|
|
|
1. Select a race for the character.
|
|
|
|
2. Next the computer displays a set of attribute values for the
|
|
character which are like a combination of genes and luck. There
|
|
is a lowest possible value for each attribute of each race --
|
|
these are the genes. The computer then "rolls the dice" and
|
|
adds the random number to each of the attributes -- this is the
|
|
luck. The sum of the gene and luck values are then displayed as
|
|
the attribute values for the character.
|
|
|
|
3. If you're satisfied with the computer's "dice roll", choose a
|
|
character class, then name the character. If you want to try
|
|
for a better set of attributes, use the command listed on the
|
|
Command Summary Card to make the computer "reroll the dice."
|
|
|
|
4. After the character's name is assigned, the character is
|
|
saved to your character disk.
|
|
|
|
5. To use the character, you must add him or her to your party
|
|
with the Add command shown on the Command Summary Card.
|
|
|
|
|
|
Tips from the Adventurer's Guild: Characters
|
|
|
|
1. Don't be too concerned about losing a Level 1 character; just
|
|
make another. When your characters reach level 3, however,
|
|
backup your character disk regularly with your favorite disk
|
|
copy utility.
|
|
|
|
2. You have several options if your favorite character is
|
|
killed. You can spend spell points to resurrect the character
|
|
with magic, or gold to resurrect the character in a temple. You
|
|
can turn off the computer, reboot, and reload your party from
|
|
the point where you last saved them to disk (meaning all the
|
|
characters lose all the gold and experience points they may
|
|
have earned since the last time they were saved). Or you can
|
|
delete the dead character from your main character disk, and
|
|
replace the character from your backup disk.
|
|
|
|
3. 16s, 17s and 18s can often make a big difference when
|
|
"rolling" for a character's attributes. For example, Dexterity
|
|
gives everyone bonus armor protection and first strike
|
|
capabilities; Strength enables you to do extra damage in
|
|
combat; Luck often allows you to survive even if you
|
|
accidentally spring a trap; and Constitution provides all
|
|
characters with extra hit points. Although it makes no
|
|
difference in the first allotment, magic users with high
|
|
intelligence ratings get bonus spell points in later turns
|
|
|
|
4. Many races have a specific attribute they excel in. Pay
|
|
close attention to the starting attributes when designing your
|
|
party.
|
|
|
|
5. Develop a Sorcerer fast -- they're quite useful in dungeons.
|
|
Wizards are very important at advanced levels because they can
|
|
summon extremely powerful special members. Work toward
|
|
Archmagedom. You'll need at least one, and wish you had many more.
|
|
|
|
6. The *ATEAM, while excellent for the starter dungeon, may not
|
|
last long at the advanced levels. Experiment with a hunter:
|
|
because of their "critical hit" capability, a hunter can often
|
|
vanquish superior monsters. And don't overlook monks -- after
|
|
the sixth level they are probably the best fighters of all.
|
|
|
|
7. Warriors and other fighters are often less effective against
|
|
the higher level, magic-using monsters, but without their
|
|
protection, your Magic Users won't survive long enough to learn
|
|
the higher level magic spells.
|
|
|
|
8. Keep a slot open for special members. There will be times
|
|
when you need to temporarily enlist the services of a special
|
|
member to help your party through certain portions of the game.
|
|
If all the member slots in your party are filled, you won't be
|
|
able to add a special member.
|
|
|
|
9. You can save special members with your party, but you must
|
|
either rename the party, or save the special members separately.
|
|
|
|
10. Beware the Doppelganger monster. It enters your party and
|
|
looks just like one of your characters. Dealing with one
|
|
Doppelganger monster isn't so bad, but if you have a number of
|
|
empty member slots and multiple Doppelgangers enter your party,
|
|
things can get pretty confusing.
|
|
|
|
11. The first character in your party is the group leader.
|
|
Having a high level, high luck character in that slot can help
|
|
you avoid a lot of trouble. A Paladin is the most effective
|
|
group leader.
|
|
|
|
12. Pay close attention to character statistics while
|
|
exploring. If you see that your character's spell or hit points
|
|
are draining for no apparent reason, you may be in a special
|
|
square -- move immediately. There are many special squares in
|
|
The Destiny Knight that can affect your party in various (and
|
|
lethal) ways -- watch out for them.
|
|
|
|
13. Always leave open slots for new items in your inventory.
|
|
Some puzzles require you to take or possess a certain item in
|
|
order to solve the puzzle. Having no room in your inventory
|
|
prevents you from solving these types of puzzles.
|
|
|
|
|
|
PLACES
|
|
|
|
With six cities, 25 dungeon levels, and wilderness that you can fully
|
|
explore, there are a lot of places you can visit in your travels through
|
|
the Realm. Even characters with high intelligence attributes are bound
|
|
to get lost without some diligence on your part.
|
|
|
|
|
|
Maps
|
|
|
|
A map of the Realm, that shows main routes and general locations, is
|
|
included with The Destiny Knight. Use this map to help find your way
|
|
around the Realm, but beware, the Realm is a big place and not all
|
|
places have been explored and mapped. If you find that your party is
|
|
going where no man, or elf, has gone before, make a map. Also, if you
|
|
ever become lost, press "?" and The Destiny Knight displays your
|
|
location and the time of day.
|
|
|
|
|
|
|
|
Unmarked Buildings
|
|
|
|
Most of the buildings in the Realm are unmarked and can be entered by
|
|
moving the party Forward (see the Command Summary Card for the Forward
|
|
command) through the building's door. Often, however, an unmarked
|
|
building will be inhabited by a group of the vicious invaders and your
|
|
party will have to fight for their lives. Other times, an unmarked
|
|
building may house the entrance to a dungeon.
|
|
|
|
If you suspect that a building houses the enemy, a dungeon entrance, or
|
|
if you're just out looking for a good fight, use the Kick command (see
|
|
the Command Summary Card) to kick in the door and get the drop on the
|
|
cretins. Remember: Fighting is good for your party -- it builds
|
|
experience points.
|
|
|
|
Adventurer's Guild
|
|
|
|
An Adventurer's Guild is the "union hall" where unemployed characters
|
|
hang out, hoping to join a quest party. The Adventurer's Guild is the
|
|
only place you can create and add new characters to your party. There is
|
|
an Adventurer's Guild in every city.
|
|
|
|
|
|
Garth's Equipment Shoppe
|
|
|
|
Garth is a retired hero whose deeds are recalled in many a Bard song, so
|
|
his knowledge of weaponry and other artifacts is vast. You can buy,
|
|
sell, or identify armor, weapons, and other items at Garth's chain of
|
|
equipment shoppes in almost every city throughout the Realm. You can
|
|
also pool all of the party's gold for purchasing those special (but
|
|
expensive) items. Garth's success as a hero and businessman are known
|
|
throughout the Realm and the blacksmiths of the Realm gladly provide his
|
|
shoppes with an endless supply of basic armor and weapons.
|
|
|
|
Unique items brought back from the dungeons can be sold to Garth, but
|
|
they won't be resupplied if they're sold to other adventurers (other
|
|
residents of the Realm do purchase equipment from Garth's shoppes).
|
|
Occasionally you may find an object that you suspect is special.
|
|
Although you may be able to identify the object's general purpose (i.e.
|
|
ring, shield, sword), you may not be able to identify its specific type
|
|
(i.e. Ring of Power, Dragon Shield, Sword of Zar). Garth can probably
|
|
identify these objects you, but Garth doesn't work cheap.
|
|
|
|
|
|
Review Board
|
|
|
|
The Review Board is composed of representatives for the ten different
|
|
classes from all over the Realm. Based upon your accumulated experience
|
|
points, the Review Board will consider your in-person request for
|
|
advancement to higher levels. The Review Board also teaches new spells
|
|
(for a nominal fee) to magic users who qualify for advancement.
|
|
|
|
There is a Review Board in almost every city of the Realm, but you'll
|
|
need to do a bit of searching in order to find them -- and it's
|
|
important that you find them. Your success in the Realm depends upon the
|
|
ability to progress to higher character levels. By the way, the Review
|
|
Board is closed at night and on all government proclaimed holidays.
|
|
|
|
|
|
Casinos
|
|
|
|
Casino gambling is a favorite way to relax after a hard day of battling
|
|
orcs, and casinos are found in almost all of the Realm's cities. The
|
|
casinos play a game whose closest equivalent is blackjack, and it's
|
|
reported (but not substantiated) that many of the dealers cheat through
|
|
their teeth when they're stiffed for a tip.
|
|
|
|
|
|
Bedder's Bank for the Bold
|
|
|
|
Bedder -- an old half-elf who reportedly sold his mother to a band of
|
|
lonely orcs in order to finance his first branch -- will deposit your
|
|
gold for safekeeping at any of his bank's branches throughout the Realm.
|
|
Although stingy old Bedder doesn't pay interest on your deposits, his
|
|
bank is never robbed and you can withdraw your gold at any time, at any
|
|
branch. When you withdraw your gold, you must withdraw the entire
|
|
amount. You can, however, make partial deposits. Another nice feature of
|
|
Bedder's Bank is that the gold you deposited will still be there if you
|
|
quit and restart the game (even if you're using a new set of
|
|
characters).
|
|
|
|
Taverns
|
|
|
|
Taverns are favorite places to obtain refreshment and gossip. Watch out
|
|
for your Bard in taverns -- he has a tendency to overtip the bartender
|
|
and tip over the barmaid.
|
|
|
|
|
|
Dungeons
|
|
|
|
Dungeons take a variety of forms such as towers, catacombs, or tombs and
|
|
each can have a varied number of levels. You can go up to higher or down
|
|
to lower levels by using stairways, portals, or teleportation; whichever
|
|
is more convenient or readily available.
|
|
|
|
Stairways are not visible from afar, but you're asked whether you want
|
|
to ascend or descend when your party steps onto one. Dungeons also
|
|
contain plenty of special squares that may affect your party in varied,
|
|
and sometimes deadly, ways. If you suddenly see that your character's
|
|
spell or hit points are draining away, you may be in a special square.
|
|
Move your party to safety as quickly as possible.
|
|
|
|
Portals appear as holes in the floor or ceiling and are only visible
|
|
from a distance. Your character won't go through a portal simply by
|
|
standing on it, you must give the command to do so (see the Command
|
|
Summary Card). If a character jumps down a portal, the character will be
|
|
damaged by the fall unless a levitation spell is used. A levitation
|
|
spell is the only way to travel up through a portal.
|
|
|
|
The location of dungeon entrances are well-kept secrets, but there are
|
|
plenty of clues throughout the Realm -- if you look hard enough.
|
|
|
|
|
|
Roscoe's Energy Emporium
|
|
|
|
Roscoe's a cagey old mage who opened his chain of Energy Emporiums
|
|
hoping to cash in on the sorceral energy crisis of '27. Even after the
|
|
evil archdemon was destroyed and the sorceral energy continuum was
|
|
restored, Roscoe found that his Energy Emporiums could still turn a
|
|
healthy profit. They're still around today, serving the energy needs of
|
|
all magic users. Spell points aren't recharging fast enough? Go see
|
|
Roscoe... but be sure to bring plenty of gold.
|
|
|
|
|
|
Temples
|
|
|
|
As divine institutions of resurrection and complete healing, temples are
|
|
the only places that can cure characters who have been withered or
|
|
turned to stone. A resurrected character still has all the same item,
|
|
gold and experience points, but is resurrected with only one hit point.
|
|
Although a dead character can be brought back to life, he may have to
|
|
sell his soul in order to do it.
|
|
|
|
|
|
Tips from the Adventurer's Guild: Places
|
|
|
|
1. Your first adventure should be in the starter dungeon in
|
|
Tangramayne. The starter dungeon is at the opposite end of town
|
|
from the Adventurer's Guild. Instructions and details about
|
|
this dungeon are presented when your party enters. Any party is
|
|
allowed in the starter dungeon, but only characters less than
|
|
level 12 receive the maximum reward for completing the starter
|
|
dungeon.
|
|
|
|
2. Explore and map every square in every maze. There are "Magic
|
|
Mouths" that give hints. Mazes also contain one-of-a-kind magic
|
|
items and spell regeneration zones. In addition to keeping you
|
|
alive, carefully drawn maps will show the logical places for
|
|
secret doors and rooms.
|
|
|
|
3. Avoid potential traps. High level rogues can easily open
|
|
chests, but use the "Trapzap" spell when in doubt. TRZP is
|
|
guaranteed to protect the party from harm. TRZP will disarm any
|
|
trap you encounter, including the innocuous Gas Cloud traps --
|
|
which have doomed many a brave (but foolish) hero.
|
|
|
|
4. Make sure all members of your party are fully healed before
|
|
entering a new dungeon.
|
|
|
|
5. When finding your bearings in a labyrinth, remember that
|
|
each successive level goes up in a tower or castle, and down in
|
|
a dungeon or tomb.
|
|
|
|
6. The segments of the Destiny Wand are hidden within real-time
|
|
puzzle rooms known as Snares of Death. The game will alert you
|
|
when your party has entered one. Once inside, you have a
|
|
limited amount of time to complete the various tasks, puzzles,
|
|
and riddles within the room and retrieve the segment. In some
|
|
rooms the tasks must be completed in a specific order, in other
|
|
rooms the order isn't important. In any case, if you take too
|
|
long in a puzzle room, your entire party will instantly perish.
|
|
There is a Snare of Death in every dungeon with the exception
|
|
of the starter.
|
|
|
|
|
|
COMBAT SYSTEM
|
|
|
|
You're going to have to fight to become The Destiny Knight. There's no
|
|
avoiding it (except temporarily); it's the only way to build experience
|
|
points and win the game. But don't worry, most of the monsters you'll
|
|
meet during the game will give you plenty of incentive to fight -- and
|
|
you won't always be able to run.
|
|
|
|
Combating "monsters" (a generic term for all opponents) occur randomly
|
|
and at set locations. You can also use intra-party combat should one of
|
|
your members turn to the dark side. A list of foes (broken down by the
|
|
number of foes in each group) is given at the beginning of the battle.
|
|
The maximum number of foes is up to four groups of monsters. Any groups
|
|
of monsters within 10' of your party is within melee range and can
|
|
physically attack your party. Some monsters, however, begin attacking
|
|
far away and may throw illusionary or summoned foes into your path to
|
|
keep your party from advancing. This tactic is difficult to defeat, but
|
|
with the right combination of magic and missile weapons, your party can
|
|
fight back.
|
|
|
|
|
|
Combat Actions
|
|
|
|
Like a boxing match, combat is divided into a series of rounds. You must
|
|
decide what action each of your characters will take in the upcoming
|
|
melee at the beginning of each round -- unless you decide you want to
|
|
run away. A menu of battle options appears for each member of your party
|
|
at the beginning of the round. Each menu option is described below.
|
|
|
|
(A)ttack Foes: Tells the character to physically assault members of any
|
|
group of monsters within 10'.
|
|
|
|
(P)arty Attack: Tells the character to physically assault another member
|
|
of the party, including special members. (See "Special Members" in the
|
|
"Character Types" section above.)
|
|
|
|
(D)efend: Tells the character to simply defend during the round, thus
|
|
reducing the chance of being hit.
|
|
|
|
(U)se an Item: Tells the character to use a magic item or missile weapon
|
|
from the inventory that's currently equipped for use. You may be
|
|
required to specify a target for the effect.
|
|
|
|
(B)ard Song: Tells the Bard to play a short tune to affect the party in
|
|
some fashion
|
|
|
|
(C)ast a Spell: Tells a magic user to cast a spell at the party or a
|
|
group of foes. You must enter the spell code and specify a target.
|
|
|
|
(H)ide in Shadows: Tells a rogue to try and avoid combat by hiding in
|
|
the shadows. If successful, the rogue is skipped as a target when the
|
|
combat round begins.
|
|
|
|
Your first four party members (0-3) can be physically attacked by
|
|
monsters and can also retaliate. The last three characters can be
|
|
attacked with magic only, and can retaliate with magic only. Using this
|
|
method puts your first four characters on the front line of attack, and
|
|
holds the others in reserve in case the front four don't fare to well.
|
|
Monsters within melee range operate similarly; they're the only group
|
|
that can attack or be attacked physically.
|
|
|
|
When the battle commands for all your party members have been entered,
|
|
the round begins. The most dexterous and powerful characters and
|
|
monsters usually strike first, but luck, character level, and character
|
|
class also play a role in the combat. The outcome of evenly matched
|
|
battles, however, often depends on getting in the first blow.
|
|
|
|
The scrolling speed of the combat messages can be increased or decreased
|
|
according to your taste. See the Command Summary Card for details on
|
|
this option.
|
|
|
|
Dead monsters are removed from the ranks of your foes, and dead
|
|
characters (including non illusionary special members) are moved to the
|
|
end of your party list at the end of every combat round. When combat
|
|
ends -- when either your party or the monsters are destroyed -- treasure
|
|
and experience points are distributed among the survivors.
|
|
|
|
|
|
Tips from the Adventurer's Guild: Combat
|
|
|
|
1. The character with the highest dexterity rating and level
|
|
number usually attacks first. Use the character with the
|
|
highest dexterity rating to attack especially fearsome
|
|
creatures such as Dragons. Less dexterous characters might not
|
|
survive long enough to get in the first strike.
|
|
|
|
2. Use spells and Bard song to lower the armor class of your
|
|
entire party. Remember, the lower the armor class rating the
|
|
better.
|
|
|
|
3. If attacked by more than two groups of monsters, concentrate
|
|
your efforts on the magic users first. If you can't kill all
|
|
the magic-using monsters, cast magic-repellant spells to
|
|
protect your party from illusions, possessions, and other
|
|
spells.
|
|
|
|
4. As a general rule, attack groups containing only one
|
|
monster last, unless it contains a particularly deadly monster,
|
|
then attack it while your party is strong.
|
|
|
|
5. Many undead monsters (monsters who have returned from the
|
|
dead; i.e., zombies) can drain experience levels, rapidly age
|
|
characters, critically hit, or even turn characters to stone.
|
|
Treat the undead with respect -- kill them quickly.
|
|
|
|
6. Be prepared to lose a lot with level one and two characters;
|
|
especially at night and when you're walking unarmed to Garth's
|
|
Equipment Shoppe. In fact, it's a good idea to stay close to
|
|
Temples at night so you can heal wounds quickly.
|
|
|
|
7. Remember that you cannot physically attack a group of
|
|
monsters that are more than 20' away. You can't advance up to
|
|
them either, if there is another group already within melee
|
|
range. For this reason, keep a well-stocked supply of missile
|
|
weapons (i.e., arrows, spears, axes, etc.) -- they allow you to
|
|
attack monsters who hide behind others.
|
|
|
|
|
|
MAGIC SYSTEM
|
|
|
|
Magic is power. But although magic often means the difference between
|
|
success and failure in the Realm of the Bard, it isn't always necessary
|
|
or wise to rely on magic. There are places in the Realm where magic
|
|
doesn't work, and certain monsters who are highly resistant to magic.
|
|
Sometimes your characters will just have to work up a sweat using good
|
|
old brute force.
|
|
|
|
Residual Spells
|
|
|
|
The best way to tell if your party is in an anti-magic zone is to watch
|
|
your residual spells. Residual spells are magic spells that work for
|
|
long periods of time, such as light spells, trap detection, secret door
|
|
detection, and magical armor. Most residual spells display a symbol
|
|
above the main message box onscreen to tell you that the spell is still
|
|
active. If one symbol disappears, the spell has expired. If all but a
|
|
magic light spell disappears, you are probably in an anti-magic zone.
|
|
All spells except magic light are canceled in anti-magic zones.
|
|
|
|
Spells have a point cost. Each spell costs the casting mage a small
|
|
amount of sorceral energy. A mage can recharge his sorceral energy in
|
|
three ways:
|
|
|
|
1. Enter direct sunlight. Sorceral energy recharges
|
|
automatically in direct sunlight.
|
|
|
|
2. Regenerate at Roscoe's Energy Emporium. Roscoe has prices
|
|
that would make OPEC blush.
|
|
|
|
3. Find one of the special regeneration zones scattered
|
|
throughout the Realm. Regeneration zones can be anywhere in
|
|
dungeons.
|
|
|
|
|
|
Magic Items
|
|
|
|
Inanimate objects can possess magical power also. Magical weapons, for
|
|
instance, inflict extra damage, while magical armor provides extra
|
|
protection. Other magical items radiate special energy that is
|
|
beneficial to your party. You may even need to find magic keys or
|
|
talismans necessary that will give you access to secret or protected
|
|
areas in the Realm. Magical items are often hidden in dungeons or
|
|
carried by monsters.
|
|
|
|
The general rule is: the more powerful the item, the harder it is to
|
|
obtain. The most powerful magic items are usually found in the most
|
|
challenging dungeons, guarded by the fiercest monster. When you obtain
|
|
one of these important items, be sure to guard it well -- it may be the
|
|
key to becoming The Destiny Knight.
|
|
|
|
Casting Spells
|
|
|
|
You cast spells by typing a four-letter abbreviation of the spell name
|
|
when the computer prompts you to do so. The entire list of spells,
|
|
codes, and spell points required for each begins in the "Conjurer
|
|
Spells" section later in the manual.
|
|
|
|
|
|
Magic Users
|
|
|
|
Magic users begin the game with the knowledge of all the spells for
|
|
their magic user class and level. Magic users learn new spells by level
|
|
(in groups), rather than one spell at a time. Each level can contain
|
|
from 2 to 4 spells. For instance, a first level Conjurer will
|
|
automatically know all the Conjurer spells for the first level (a total
|
|
of 3 spells.) A third level Conjurer will know the first, second, and
|
|
third level Conjurer spells (a total of 9 spells.)
|
|
|
|
Conjuring: Conjurers perform the instantaneous creation of objects and
|
|
effects by channeling their sorceral energy. Conjurer spells are potent,
|
|
but not omnipotent because of the enormous amount of energy required to
|
|
create even a moderate effect.
|
|
|
|
Conjurers can also affect natural phenomena to produce new effects. One
|
|
example would be distorting the space-time continuum in order to
|
|
teleport living creatures to new locations.
|
|
|
|
Magic: Magicians can bestow magical effects on common objects. This is
|
|
not to say that the item becomes magical, it doesn't. But it does
|
|
radiate magical energy for the duration of the spell. Spells usually
|
|
last as long as the combat continues.
|
|
|
|
The main purpose of the magic practiced by Magicians are to increase an
|
|
item's capabilities, give the item new capabilities, or to transform the
|
|
item into something completely different. For example, a magician might
|
|
cast a spell that makes a sword inflict more damage, makes dungeon walls
|
|
glow, or causes a wall to totally vanish for one move.
|
|
|
|
Sorcery: Sorcerers can cast illusions and possess a heightened sense of
|
|
awareness. The Sorcerer's motto is, "Seeing is believing." Sorcerers
|
|
create illusions by first envisioning an image, then magically
|
|
projecting that vision onto the retinas of all who watch.
|
|
|
|
When supplemented with the appropriate stimulus to the victim's other
|
|
senses, the illusion is so real it can hurt, even kill, the victim.
|
|
Naturally, the illusions are only effective as long as the victim
|
|
believes them to be real. As soon as the victim stops believing in the
|
|
illusion, the spell is broken. Because of their heightened senses and
|
|
precise control of the mind, Sorcerers can often see things that aren't
|
|
readily apparent.
|
|
|
|
Wizardry: Wizards can summon and control supernatural creatures and
|
|
energies. The Wizard has fewer spells to choose from than the other
|
|
classes, but Wizard spells are by far the most powerful.
|
|
|
|
The creatures a Wizard summons come from the Negative Plane. As a
|
|
special member controlled by your Wizard, these otherworldly creatures
|
|
will stay in your party and fight until defeated.
|
|
|
|
In addition to summoning Negative Plane creatures, the Wizard can often
|
|
trap and control normal monsters, and can harness incredible energy
|
|
sources as well.
|
|
|
|
Archmagedom: Archmages are the wise ones who have progressed through at
|
|
least three levels for each of the four mage classes. This gives the
|
|
Archmage the ability to pick and choose from up to 75 of the known
|
|
spells. The Archmage is one of the most powerful and well-respected
|
|
characters in the Realm of the Bard.
|
|
|
|
Moving Up In Rank
|
|
|
|
Mages who know at least three spell levels in an art (a magic user
|
|
class), can move up to a new mage class with the blessing of the Review
|
|
Board. This means a level 5 Conjurer can become a level 1 Magician.
|
|
|
|
Moving to the new class resets the character's experience points to 0,
|
|
but leaves the other attributes such as hit points, spell points, and
|
|
gold as they were. The character also retains knowledge, and can use all
|
|
the Conjurer spells -- but only through spell level 3.
|
|
|
|
Once a character moves to a new magic user class, he or she cannot go
|
|
back and learn the skipped spell levels.
|
|
|
|
|
|
THE BOOK OF SPELLS
|
|
|
|
The following sections list and describe all of the spells known to
|
|
Realm magic for each of the four mage classes. The sections are
|
|
organized as follows:
|
|
|
|
CODE Pt. Cost Range Duration
|
|
SPELL NAME -- a brief description of the spell's effect and any
|
|
special instructions for use.
|
|
|
|
|
|
The range of effectiveness is measured in number of game
|
|
squares, with each square equivalent to 10 feet (10'). The
|
|
range terms are defined below:
|
|
|
|
|
|
View affects line of sight
|
|
1 Foe affects a single monster, regardless of the number
|
|
your party faces.
|
|
1 Wall affects a wall in the direction the spellcaster faces.
|
|
All Foes affects all the monsters your party faces.
|
|
Group affects 1 of up to 4 monster groups.
|
|
Self affects the spellcaster only.
|
|
##' affects anything in the direction the spellcaster
|
|
is facing for the number of feet specified with ##.
|
|
Char affects the party member you designate.
|
|
Special affects the special member you designate.
|
|
� signifies a spell that hits with full effectiveness
|
|
up to the listed range, and at reduced effectiveness
|
|
when it hits at double the listed range.
|
|
N/A provides information, knowledge, or some other
|
|
effect that renders a range measurement Not Applicable.
|
|
|
|
|
|
In addition to a range, spells have a duration or lifetime. The
|
|
duration terms are defined below:
|
|
|
|
|
|
Combat lasts until combat ends through party victory,
|
|
monster victory, or running away.
|
|
1 Move lasts for exactly one move.
|
|
1 Round lasts for the entire round of combat.
|
|
Short lasts a few minutes only.
|
|
Medium lasts several minutes.
|
|
Long lasts twice as long as Short spells.
|
|
Indefinite lasts until the party enters the Adventurer's Guild or
|
|
an anti-magic zone.
|
|
Misc has multiple or variable ranges.
|
|
N/A is so short, assigning a duration is Not
|
|
Applicable. The result of the spell is immediate.
|
|
|
|
|
|
|
|
CONJURER SPELLS
|
|
|
|
Level 1
|
|
|
|
MAFL 2 VIEW MEDIUM
|
|
MAGE FLAME: a small self-propelled "torch" appears and floats
|
|
above the spellcaster as he travels.
|
|
|
|
ARFI 3 1 FOE (10') N/A
|
|
ARC FIRE: a fan of blue flames jets from the spellcaster's
|
|
fingers, inflicting 1 to 4 hits of damage, which are multiplied
|
|
by the spellcaster's level, on the selected opponent.
|
|
|
|
TRZP 2 30' N/A
|
|
TRAP ZAP: disarms any trap within 30 feet (3 squares), in the
|
|
direction the spellcaster is facing. TRZP also works on chests,
|
|
but still costs the same amount of spell points.
|
|
|
|
|
|
Level 2
|
|
|
|
FRFO 3 GROUP COMBAT
|
|
FREEZE FOES: binds your enemies in magical force, slowing them
|
|
down and making them easier to hit.
|
|
|
|
MACO 3 N/A MEDIUM
|
|
KIEL'S MAGIC COMPASS: a compass of shimmering magelight appears
|
|
above the party and shows the direction they face.
|
|
|
|
WOHL 4 CHAR N/A
|
|
WORD OF HEALING: lets a spellcaster heal a party member who
|
|
suffers from 4 to 16 points of damage by uttering a single word.
|
|
|
|
|
|
Level 3
|
|
|
|
LERE 5 VIEW LONG
|
|
LESSER REVELATION: an extended MAGE FLAME spell that also
|
|
reveals secret doors.
|
|
|
|
LEVI 4 PARTY SHORT
|
|
LEVITATION: partially nullifies gravity, causing the party to
|
|
float over traps, or up or down through portals.
|
|
|
|
WAST 5 GROUP (20') N/A
|
|
WARSTRIKE: an energy stream shot from the spellcaster's finger
|
|
that sizzles a group of foes for 5 to 20 hits of damage.
|
|
|
|
|
|
Level 4
|
|
|
|
INWO 6 PARTY N/A
|
|
ELIK'S INSTANT WOLF: summons a giant, extremely fierce wolf to
|
|
join your party.
|
|
|
|
FLRE 6 CHAR N/A
|
|
FLESH RESTORE: a powerful healing spell that restores 10 to 40
|
|
hit points to a party member, including those stricken with
|
|
insanity or poisoning.
|
|
|
|
|
|
Level 5
|
|
|
|
GRRE 7 VIEW LONG
|
|
GREATER REVELATION: operates like LESSER REVELATION, but
|
|
illuminates a wider area for a longer period of time.
|
|
|
|
SHSP 7 GROUP (20') � N/A
|
|
SHOCK-SPHERE: creates a large globe of intense electrical
|
|
energy that envelops a group of enemies and inflicts 10 to 40
|
|
hits of damage.
|
|
|
|
|
|
Level 6
|
|
|
|
INOG 9 PARTY N/A
|
|
ELIK'S INSTANT OGRE: materialize the biggest, meanest ogre
|
|
you've ever met to ally with your party.
|
|
|
|
MALE 8 PARTY INDEF
|
|
MAJOR LEVITATION: operates like LEVI from level 3, but it lasts
|
|
dispelled (i.e., until the spell is terminated by some event
|
|
such as activating an anti-magic square).
|
|
|
|
|
|
Level 7
|
|
|
|
FLAN 12 PARTY N/A
|
|
FLESH ANEW: operates like FLRE, but affects every member of the
|
|
party.
|
|
|
|
APAR 15 PARTY N/A
|
|
APPORT ARCANE: teleports the party within a dungeon to any
|
|
location that's not protected by a teleportation shield. Also
|
|
teleports the party between cities that are in the range of +1
|
|
to 6. Your party always arrives in the city's Adventurer's
|
|
Guild.
|
|
|
|
FAFO 18 GROUP N/A
|
|
FAR FOE: moves a group of foes 40 feet further away from your
|
|
party, up to a maximum distance of 90 feet.
|
|
|
|
INSL 12 PARTY N/A
|
|
ELIK'S INSTANT SLAYER: materializes a slayer that joins your
|
|
party. What's a slayer? The name speaks for itself...
|
|
|
|
|
|
MAGICIAN SPELLS
|
|
|
|
Level 1
|
|
|
|
VOPL 3 CHAR COMBAT
|
|
VORPAL PLATING: causes the weapon (or hands) of a party member
|
|
to emit a magical field that inflicts, which causes 2 to 8
|
|
points of additional damage.
|
|
|
|
QUFI 3 CHAR N/A
|
|
QUICK FIX: regenerates a character for precisely 8 hit points
|
|
up to the character's maximum hit point level.
|
|
|
|
SCSI 2 PARTY N/A
|
|
SCRY SITE: causes a dungeon or wilderness pathway to reveal the
|
|
party's location.
|
|
|
|
|
|
Level 2
|
|
|
|
HOWA 4 1 FOE (10') N/A
|
|
HOLY WATER: holy water sprays from the spellcaster's fingers,
|
|
inflicting 6 to 24 points of damage on any foe of evil or
|
|
supernatural origin.
|
|
|
|
MAGA 5 CHAR COMBAT
|
|
MAGE GAUNTLETS: makes the hands (or weapon) of a party member
|
|
more deadly by adding 4 to 16 points of damage to every wound
|
|
it inflicts on a foe.
|
|
|
|
AREN 5 30' SHORT
|
|
AREA ENCHANT: causes the dungeon walls within 30 feet (3
|
|
squares) of a stairway to call out if the party is headed
|
|
toward the stairs.
|
|
|
|
|
|
Level 3
|
|
|
|
MYSH 6 PARTY MEDIUM
|
|
YBARRA'S MYSTIC SHIELD: causes the air in front of the party to
|
|
form an invisible shield that's as hard as metal and precedes
|
|
the party as they move.
|
|
|
|
OGST 6 CHAR COMBAT
|
|
OSCON'S OGRESTRENGTH: endows a specific party member with the
|
|
strength of Elik's ogre for the duration of the battle.
|
|
|
|
STFL 6 GROUP (40') � N/A
|
|
STARFLARE: ignites the air around your enemies, scorching them
|
|
for 10 to 40 damage points.
|
|
|
|
|
|
Level 4
|
|
|
|
SPTO 8 1 FOE (70') N/A
|
|
SPECTRE TOUCH: drain a single enemy of 15 to 60 points of
|
|
damage; like a touch from death itself.
|
|
|
|
DRBR 7 GROUP (30') � N/A
|
|
DRAGON BREATH: let's the spellcaster breathe fire at a group of
|
|
monsters, inflicting 11 to 44 points of damage on each monster.
|
|
|
|
|
|
Level 5
|
|
|
|
ANMA 8 PARTY COMBAT
|
|
ANTI-MAGIC: causes the ground to absorb a portion of the spells
|
|
cast at the party by monsters. Often allows the party to escape
|
|
unharmed. This spell also aids in disbelieving illusions and
|
|
shielding against magical fire such as Dragon Breath.
|
|
|
|
STTO 8 1 FOE (10') N/A
|
|
STONE TOUCH: usually turns an enemy to stone (except those
|
|
already made of stone).
|
|
|
|
|
|
Level 6
|
|
|
|
PHDO 9 1 WALL 1 MOVE
|
|
PHASE DOOR: turns almost any wall to air for exactly one move.
|
|
|
|
YMCA 10 PARTY INDEF
|
|
YBARRA'S MYSTICAL COAT OF ARMOR: operates like YBARRA'S MYSTIC
|
|
SHIELD, but lasts indefinitely.
|
|
|
|
|
|
Level 7
|
|
|
|
REST 12 PARTY N/A
|
|
RESTORATION: regenerates the body of every party members to
|
|
perfect condition; it even cures insanity or poisoning.
|
|
|
|
DEST 14 1 FOE (10') N/A
|
|
DEATHSTRIKE: very likely to kill one selected enemy.
|
|
|
|
WZWA 11 PARTY N/A
|
|
WIZARD WALL: create a wall of force that travels with the party
|
|
and absorbs many of the enemy's attacks.
|
|
|
|
SASP 30 PARTY N/A
|
|
SAFETY SPELL: teleports your entire party to the Adventurer's
|
|
Guild in Tangramayne, minus all gold. Use this spell only in
|
|
dire emergencies because it is not 100% reliable.
|
|
|
|
|
|
SORCERER SPELLS
|
|
|
|
Level 1
|
|
|
|
MIJA 3 1 FOE (40') � N/A
|
|
MANGAR'S MIND JAB: casts a concentrated blast of energy at one
|
|
opponent, inflicting 2 to 8 points of damage for each
|
|
experience level of the spellcaster.
|
|
|
|
PHBL 2 PARTY COMBAT
|
|
PHASE BLUR: causes the entire party to waver and blur in the
|
|
sight of the enemy, rendering your party difficult to strike.
|
|
|
|
LOTR 2 30' SHORT
|
|
LOCATE TRAPS: heightens the spellcaster's awareness in order to
|
|
detect traps within 30' along the direction the spellcaster is
|
|
facing.
|
|
|
|
|
|
Level 2
|
|
|
|
DISB 4 PARTY N/A
|
|
DISBELIEVE: reveals the nature of any attacking illusion,
|
|
causing it to vanish.
|
|
|
|
WIWA 5 PARTY N/A
|
|
WIND WARRIOR: creates the illusion of a battle-ready ninja
|
|
among the ranks of your party. The ninja will fight until
|
|
defeated or disbelieved.
|
|
|
|
FEAR 4 GROUP COMBAT
|
|
WORD OF FEAR: an incantation that causes a group of enemies to
|
|
quake in fear, thus reducing their ability to attack and
|
|
inflict damage.
|
|
|
|
|
|
Level 3
|
|
|
|
|
|
WIOG 6 PARTY N/A
|
|
WIND OGRE: similar to ELIK'S OGRE, but the WIOG is an illusion.
|
|
|
|
INVI 6 PARTY N/A
|
|
KYLEARAN'S INVISIBILITY SPELL: an invocation that renders the
|
|
party nearly invisible to the enemy.
|
|
|
|
SESI 6 30' MEDIUM
|
|
SECOND SIGHT: heightens the spellcaster's awareness in order to
|
|
detect all manner of traps and tricks that lie directly ahead.
|
|
|
|
|
|
|
|
Level 4
|
|
|
|
CAEY 7 VIEW INDEF
|
|
CAT EYES: endows the entire party with perfect night vision for
|
|
an indefinite periods of time.
|
|
|
|
WIDR 12 PARTY N/A
|
|
WIND DRAGON: creates an illusionary red dragon to join the
|
|
ranks of your party.
|
|
|
|
|
|
Level 5
|
|
|
|
DIIL 8 ALL FOES COMBAT
|
|
DISRUPT ILLUSION: destroys any illusions among the ranks of the
|
|
enemy and prevents new illusions from appearing. This spell
|
|
also exposes any Dopplegangers within the party.
|
|
|
|
MIBL 10 ALL FOES (30') � COMBAT
|
|
MANGAR'S MIND BLADE: strikes every opposing group within range
|
|
with an explosion of energy capable of inflicting 25 to 100
|
|
points of damage.
|
|
|
|
|
|
Level 6
|
|
|
|
WIGI 13 PARTY N/A
|
|
WIND GIANT: creates an illusionary storm giant that joins and
|
|
fights for the party.
|
|
|
|
SOSI 11 30' INDEF
|
|
SORCERER SIGHT: operates like the SECOND SIGHT spell, but lasts
|
|
indefinitely.
|
|
|
|
|
|
Level 7
|
|
|
|
WIMA 14 PARTY N/A
|
|
WIND MAGE: creates an illusionary Archmage to join your party.
|
|
|
|
WIHE 16 PARTY N/A
|
|
WIND HERO: creates an illusionary hero to join your party.
|
|
|
|
MAGM 40 ALL FOES (90') N/A
|
|
MAGE MAELSTROM: assaults a group of spellcasters and may do one
|
|
of the follow: inflict 60 to 240 points of damage, turn them to
|
|
stone, or kill them outright. However, because the maelstrom is
|
|
illusionary in nature, a disbelieving monster can totally
|
|
disarm it.
|
|
|
|
???? 100 UNKNOWN UNKNOWN
|
|
????: Known only as "The Dreamspell," it is the subject of myth
|
|
and speculation and no one knows this spell's code. Legend has
|
|
it that this is a spell of such magnitude that it can actually
|
|
rip the fabric of reality in half.
|
|
|
|
|
|
WIZARD SPELLS
|
|
|
|
Level 1
|
|
|
|
SUEL 10 PARTY N/A
|
|
SUMMON ELEMENTAL: creates a fire-being from the raw elements of
|
|
the universe to join and fight for your party.
|
|
|
|
FOFO 11 GROUP (10') N/A
|
|
FANSKAR'S FORCE FOCUS: lands a cone of gravitational energy on
|
|
a group of your foes, inflicting 25 to 100 points of damage.
|
|
|
|
|
|
Level 2
|
|
|
|
GATE 12 PARTY N/A
|
|
GATE: bids a shadowy wraith to unwillingly join your party.
|
|
|
|
DEBA 11 1 FOE (30') N/A
|
|
DEMON BANE: inflicts 100 to 400 points of damage on a single
|
|
creature of evil or supernatural origin.
|
|
|
|
|
|
Level 3
|
|
|
|
FLCO 14 GROUP (30') N/A
|
|
FLAME COLUMN: creates a cyclone of flame that lashes out and
|
|
delivers 22 to 88 points of damage to a group of your foes.
|
|
|
|
DISP 12 CHAR N/A
|
|
DISPOSSESS: returns a possessed party member to the normal
|
|
state of consciousness.
|
|
|
|
|
|
Level 4
|
|
|
|
PRSU 15 PARTY N/A
|
|
PRIME SUMMONING: forces a powerful undead creature to join and
|
|
fight for your party.
|
|
|
|
ANDE 14 CHAR COMBAT
|
|
ANIMATE DEAD: reanimates a dead character with living strength
|
|
so he or she attacks enemies as if truly alive -- combat only
|
|
spell.
|
|
|
|
|
|
Level 5
|
|
|
|
SPBI 16 1 FOE N/A
|
|
BAYLOR'S SPELL BIND: If successful, this spell possesses the
|
|
mind of an enemy and forces him to join and fight for your
|
|
party.
|
|
|
|
SOWH 13 1 FOE (70') N/A
|
|
STORAL'S SOUL WHIP: whips out a tendril of psionic (mind) power
|
|
to strike a selected foe, inflicting 50 to 200 damage points.
|
|
|
|
|
|
Level 6
|
|
|
|
GRSU 22 PARTY N/A
|
|
GREATER SUMMONING: operates like PRIME SUMMONING but causes a
|
|
powerful elemental creature to appear and fight for the party.
|
|
|
|
BEDE 18 CHAR N/A
|
|
BEYOND DEATH: restores life and one hit point to a deceased
|
|
character.
|
|
|
|
|
|
Level 7
|
|
|
|
WIZW 16 GROUP (50') N/A
|
|
WACUM'S WIZARD WAR: creates a pyrotechnical storm over a group
|
|
of monsters, inflicting 50 to 200 damage points.
|
|
|
|
HERB 25 PARTY N/A
|
|
SUMMON HERB: summons Herb to join your party. Herb is really
|
|
busy, but he'll hang out with your party for a while if you
|
|
need him.
|
|
|
|
|
|
Archmage Spells
|
|
|
|
Level 1
|
|
|
|
HAFO 15 ALL FOES 1 ROUND
|
|
OSCON'S HALT FOE: if successful, this spell causes every
|
|
attacking group to do nothing during the next round.
|
|
|
|
MEME 20 GROUP (50') N/A
|
|
MELEE MEN: pulls an attacking group into melee range (10')
|
|
regardless of how far they were when they began attacking.
|
|
|
|
Level 2
|
|
|
|
BASP 28 PARTY MISC
|
|
BATCH SPELL: performs the following multiple spells: GREATER
|
|
REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT,
|
|
MAJOR LEVITATION, and KIEL'S MAGIC COMPASS.
|
|
|
|
Level 3
|
|
|
|
CAMR 26 PARTY N/A
|
|
CAMARADERIE: has a 50% chance of calming any or all monsters in
|
|
your party that have turned hostile.
|
|
|
|
Level 4
|
|
|
|
NILA 30 GROUP (90') N/A
|
|
FANSKAR'S NIGHT LANCE: launches a chilling missile against a
|
|
group of foes, inflicting 100 to 400 damage points.
|
|
|
|
Level 5
|
|
|
|
HEAL 50 PARTY N/A
|
|
HEAL ALL: a BEYOND DEATH spell that resurrects every dead
|
|
member (including those turned to stone), and heals all wounds,
|
|
paralysis and insanity.
|
|
|
|
Level 6
|
|
|
|
BRKR 60 PARTY N/A
|
|
THE BROTHERS KRINGLE: the brothers are always ready to help
|
|
friends in trouble. Enough brothers appear to fill the empty
|
|
slots in your party.
|
|
|
|
Level 7
|
|
|
|
MAMA 80 ALL FOES (90') N/A
|
|
MANGAR'S MALLET: inflicts 200 to 800 bone-crushing damage
|
|
points against every monster group you face.
|
|
|
|
|
|
|
|
|
|
Bard Songs
|
|
|
|
The Bard has seven tunes that he can sing one at a time while
|
|
exploring or during combat.
|
|
|
|
1. The Archer's Tune: Double the party's missile damage, and
|
|
cuts the missile damage inflicted by a foe in half. Missile
|
|
weapons are those weapons that are thrown or shot such as
|
|
arrows, spears, and axes.
|
|
|
|
2. Spellsong: Bonus to saving roll. This means the party is
|
|
less likely to be damaged by magic and traps.
|
|
|
|
3. Sanctuary Score: Lowers the Armor Class for all party members.
|
|
|
|
4. The Melee March: Increases the party's hit points for extra
|
|
protection and also increase the damage points inflicted on
|
|
enemies.
|
|
|
|
5. Zanduvar Carack: Protection from traps when played under normal
|
|
conditions, but heals during combat.
|
|
|
|
6. Rhyme of Duotime: Regenerates spell points at twice the normal
|
|
speed when played under normal conditions, and provides extra
|
|
attacks during combat.
|
|
|
|
7. The Watchwood Melody: Creates light. May work even in anti-magic
|
|
zones.
|
|
|
|
|
|
Tips from the Adventurer's Guild: Magic
|
|
|
|
1. Don't venture too far into dungeons without your maximum
|
|
spell points. It's a good rule is to leave a dungeon when
|
|
you're down to one quarter of your maximum spell points.
|
|
|
|
2. Carefully manage your spell points. Don't use a magic light
|
|
spell when a torch will work just as well. But don't be shy
|
|
about using magic in combat. If you've got it, flaunt it...
|
|
rock 'n' roll.
|
|
|
|
3. Locate traps. Second Sight and other sorcerer sight spells
|
|
can identify traps within 30 feet (3 squares). The Trapzap
|
|
spell disarms all traps within 30 feet.
|
|
|
|
4. Play a long-lasting Bard song right before entering a
|
|
tavern -- it's like getting a free spell.
|
|
|
|
5. Try using a light spell or singing bard tune number 7 even
|
|
in anti-magic zones. Though the spell won't last, it will
|
|
provide a brief flash of light that may help you get your
|
|
bearings. This trick occasionally works with ordinary torches
|
|
and lanterns.
|
|
|
|
6. The screen flashes when your party is teleported. This is
|
|
handy to know because many dungeon corridors look alike, and
|
|
it's sometimes hard to tell when your party has been teleported
|
|
to a new location.
|
|
|
|
|
|
|
|
|
|
ITEMS
|
|
|
|
The following items are found in Garth's Equipment Shoppe in unlimited
|
|
quantities:
|
|
|
|
Torch lights your way in dungeons. Not nearly as
|
|
precious as spell points.
|
|
Lamp longer duration than a torch, but more
|
|
expensive too.
|
|
Broadsword most damaging nonmagic sword
|
|
Short Sword a lighter sword that can be used by all mages.
|
|
Dagger usable by all, not too effective
|
|
War Axe a heavy, damaging weapon that can' be used by
|
|
rogues or magic users.
|
|
Halbard a combination battle axe and pike. The most damaging
|
|
nonmagical weapon.
|
|
Staff a short, heavy club.
|
|
Spear a javeline-like weapon that must be thrown.
|
|
Buckler a small round shield.
|
|
Tower Shield a larger shield.
|
|
Leather Armor the lightest armor.
|
|
Chain Mail light, metal-mesh armor. Protects best against
|
|
light weapons.
|
|
Scale Armor stronger than chain mail and difficult to
|
|
pierce.
|
|
Plate Armor strongest nonmagical armor.
|
|
Robes nice around the house but no protection in a
|
|
dungeon.
|
|
Helm head protection from all but the fiercest
|
|
attack.
|
|
Leather Gloves light protection for the hands.
|
|
Gauntlets metal gloves.
|
|
Mandolin the Bard's instrument of war...
|
|
Long Bow used to launch arrows at your opponents.
|
|
Arrows missile weapons that must be launched with the
|
|
long bow.
|
|
|
|
Item Abbreviations
|
|
|
|
FGN the abbreviation for figurine; a magical statuette that
|
|
can come to life.
|
|
MTHR an abbreviation for Mithril, an elven metal with magical
|
|
qualities.
|
|
ADMT abbreviation for Adamant, another magical metal.
|
|
DMND abbreviation for Diamond; the hardest substances in this
|
|
world or the Realm.
|
|
SGMT a segment of the Destiny Wand.
|
|
|
|
|
|
Tips from the Adventurer's Guild: Items
|
|
|
|
1. Generally, the more expensive an item is, the better it
|
|
works. Just like in your own world.
|
|
|
|
2. There are no cursed or bad items, but some may be useless.
|
|
|
|
3. Don't be stingy. Buy the best equipment you can afford --
|
|
spend the whole bank roll. After all, if your party is well
|
|
equipped they'll get more gold from the monsters they defeat,
|
|
and if your party is killed, the saved gold won't do you any
|
|
good anyway.
|
|
|
|
4. Experiment with the items you find to determine their
|
|
capabilities. Magical items are often the key to success, and
|
|
remember, an item may be magical for only certain characters or
|
|
classes, so trade the item between your characters.
|
|
|
|
5. Make sure that some characters have open space in their
|
|
inventory, or your party won't be able to pick up new magical
|
|
items in their travels.
|
|
|
|
6. Save your party to disk as soon as they capture a
|
|
particularly interesting or powerful magic item. This way, even
|
|
if disaster strikes, you'll still have the item.
|
|
|
|
7. The Sage can answer questions about the purpose behind some
|
|
of the items you'll find in the higher level dungeons, but be
|
|
prepared to pay a steep price.
|
|
|
|
8. Destiny Wand segments contain powerful magic. Each segment
|
|
contains magic that creates its own specific effect. You will
|
|
have to experiment with the segment to learn how to use the
|
|
magic.
|
|
|
|
9. The Destiny Knight game disks and manual aren't protected by
|
|
magic shields or quick fixes. Don't leave them where little
|
|
monsters can eat them.
|
|
|
|
10. Here's a final clue that may (or may not) help you:
|
|
|
|
{arrows}
|
|
|
|
1. D D D L U L L L L U R R R R U L U
|
|
2. D D D L L L L L L U U L U R R D D R R U L U R R U
|
|
3. L D R D D L L L L L L L L U U U U R R R D D R R R U U
|
|
4. L D L L U R U
|
|
5. D D D L L L L L U R R R R U L L L L U R R R U
|
|
6. D D D L U U L D D L L L L U R R R U U R U
|
|
7. D L L L L L L D D L L U U U R R R R R R U
|
|
|
|
|
|
Beyond the Bard's Tale, as was told,
|
|
An epic great will now unfold
|
|
And in the quest, before thy sight,
|
|
A mortal man becomes the Knight.
|
|
|
|
Of wounds this many can never die;
|
|
His lips will never, voice the cry
|
|
Which doomed another, ages gone
|
|
Who now is trapped as evil's pawn.
|
|
|
|
Of puissant might and matchless brawn
|
|
The knight's fierce fate is plainly drawn
|
|
Upon the tome of life, in fact
|
|
And in this power lies the pact.
|
|
|
|
So seek the wand, and face the snare
|
|
Yet in no way can you prepare
|
|
For Zanta's wrath and endless guile --
|
|
Now try the quest, friend... for a while.
|
|
|
|
|
|
|
|
|
|
The Bard's Tale, Destiny Knight, and Electronic Arts are
|
|
trademarks of Electronic Arts.
|
|
|
|
Software (C) 1986 Interplay Productions
|
|
|
|
LIMITATIONS ON DAMAGES
|
|
|
|
EA SHALL NOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL OR
|
|
OTHER INDIRECT DAMAGES ARISING FROM ANY CLAIMS UNDER THIS AGREEMENT,
|
|
EVEN IF EA OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
|
DAMAGES.
|
|
|
|
Unless indicated otherwise, all software and documentation is
|
|
(C) 1987 Electronic Arts. All rights reserved.
|
|
|
|
|
|
|