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- COMPLETE guide to : 'DUNGEON MASTER'
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- provided by : Dr. DeatH
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- ------/------> ---+--- <------\------
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- CALL-- The /\/ewest and most ORIGINAL Amiga BBS:
-
-
-
- --+-- ' Dark City of FeaR ' --+--
-
- (215)~261~0893
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- 24oo/96oo 210 MEGS!
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-
-
- (___Elites OnlY!___)
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-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-
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- STARTING YOUR ADVENTURE
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- Now your quest begins. You must choose your champions, take up
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- the challenge to recover the Fire staff, and venture deep into the
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- forbidding dungeon. If your guidance is true, you may restore balance
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- to a ravaged world. If you fail, the all will surely succumb to Chaos.
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- To begin your adventure, remove the game disk from the box. Make
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- sure the disk is write protected! The game program will never need to
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- write to the master disk, so you should keep it write-
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- protected at all
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- times. You will also need to have a blank disk available on which to
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- save your inprogress game. This disk does not need to be formatted.
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- The game program can format it for you when you are ready to quit
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- playing.
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- To start the game, turn the computer off and then put the disk
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- into drive A. Adjust the volume control of your monitor to a little
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- above medium. Then, turn on your computer. Within a few seconds, the
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- FTL logo should flash across the screen and the game should begin
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- loading. After the game has finished loading you will be standing at
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- the entrance to the dungeon.
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- To begin a new game, move the mouse pointer until it points to the
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- word "ENTER" written on the stone wall of dungeon entrance. Then press
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- the left mouse button to open the doors to the dungeon.
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- CHOOSING YOUR CHAMPIONS
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- Beyond the entrance to the dungeon lies the Hall of Champions,
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- containing the souls of the champions who perished in the Dungeon.
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- Before you can begin your quest, you must choose a party of no more
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- than four of these champions to lead into the dungeon.
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- The champions are imprisoned in mirrors along with their clothing,
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- weapons, and other possessions. To free a champion from the mirror you
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- must move the mouse pointer to the mirror and press the left button.
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- This brings forth a menu which describes the champion's qualities and
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- shows his or her possessions.
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- Each champion is distinguished by the physical attributes of
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- health, stamina, and Mana (magical energy). The value of each of these
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- attributes is shown in the lower left corner of the menu as two numbers
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- separated by a / . The first number shows the current level of each
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- attribute. The second number is the maximum level. The current level
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- will rise to the maximum level as the champion rests and will fall as
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- the champion suffers injury, wields weapons, or casts spells. Each
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- champion also has three bar graphs at the top of the screen which show
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- the current values for health, stamina, and Mana as a percentage of the
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- maximum.
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-
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- The champion's possessions are shown as pictures inside light grey
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- boxes. The boxes represent space in the champion's backpack or sheath
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- or other places to keep an object. You may pick up an object when the
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- mouse pointer shows as an empty hand by moving the hand pointer over it
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- and pressing the left mouse button. Notice that the hand pointer
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- changes to resemble the object picked up. Now you can move this object
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- to another location and place it there by pressing the left mouse
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- button again. If the new location is already filled by another
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- object, pressing the left button will swap the object you are holding
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- with the object there. Some boxes represent places where only certain
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- objects will fit. For example: only shoes will fit on your champion's
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- feet.
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- There are two special locations shown as an eye and a mouth.
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- Objects may be examined by moving them over the eye and holding down
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- the left mouse button. Objects are eaten by moving them to the mouth
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- and pressing the left mouse button; however, only certain objects are
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- edible.
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- A champion may have developed skills as a Fighter, Wizard, Ninja,
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- or Priest. You can review these skills by touching the eye with an
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- empty hand and holding down the left mouse button. Fighters are
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- skilled users of heavy weapons and generally have a greater physical
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- strength than other champions. Ninjas are skilled users of precision
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- weapons and also noted for their thiefly abilities. Wizards can
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- marshall the forces of the magical realm for combat. And Priests are
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- masters of the healing arts, being able to use their magical energy to
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- create restoring potions and other remedies.
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- Champions also have the additional attributes of strength,
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- dexterity, wisdom, vitality, anti-magic, and anti-
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- fire. You may review
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- these by touching the eye with and empty hand and holding down the left
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- mouse button.
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- Strength increases the striking power of a weapon and also allows
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- the champion to carry greater loads (such as armour). Dexterity is
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- the precision with which a champion can wield a weapon or dodge blows.
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- Ninjas possess higher dexterity than other champions. wisdom affects a
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- champion's ability to learn spells and recover from wounds or resists
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- injury. Anti-magic helps resist magic attacks and anti-
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- fire helps
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- resist injury from fire.
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- If you resurrect a champion, he or she will return to life exactly
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- as they were before death. Resurrected champions remember all the
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- skills and abilities of their past memories and skills and take on a
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- new identity. If you re incarnate a champion, they will lose their past
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- memories and skills and take on a new identity. However, these skills
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- are converted to greater physical
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- attributes.
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- Regardless of whether you choose to re incarnate or resurrect a
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- champion, each champion will be able to learn new skills or improve on
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- existing ones. Fighters and Ninjas gain more fighting ability by
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- fighting. Priests and Wizards gain more skill by learning and casting
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- spells. Champions can specialize in one skill, or learn a mix of all
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- four skill areas.
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- If you re incarnate a champion, you must give that champion a new
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- name by using the menu or the keyboard. Press the down arrow or the
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- Enter key after entering your champion's name (no more than seven
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- letters) which will appear on all game menus. Your champion can also
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- have a title of up to nineteen letters which follows his or her first
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- name. The title is optional.
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- Press the ok button to finish.
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- CHOOSING THE PARTY LEADER
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- When you have selected at least one champion, the mouse pointer
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- will change from an arrow pointer into a hand pointer whenever it moves
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- into the dungeon view or is near an object box. The hand pointer
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- represents the hand of the party leader. The leader's name is always
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- shown in a different color at the top of the screen.
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- The leader is your direct link to the dungeon. The leader can
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- pick up things your party finds, open and close doors, or do other
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- direct actions in the dungeon. To select a new leader, move the mouse
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- pointer until it points to the name of the new leader and then press
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- the left mouse button.
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- To pick up or put down objects, point with the mouse and press the
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- left mouse button. You will not be able to pick up all the objects you
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- can see in the dungeon. Some objects are too far away.
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- The leader can also throw objects. To throw and object, pick it
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- up and move it to about eye level and then press the left button. The
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- object will travel as far as the leader can throw. Remember, it is the
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- leader who is throwing, and gains throwing practice.
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- The leader's hand can also move levers, press buttons, or operate
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- other controls found in the dungeon. To operate a control, the party
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- must stand directly in front of the wall that contains it. You will not
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- be able to reach the control from any other position. Some things,
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- such as locks, may require a special object, such as a key, to operate
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- them. For example, to open a lock you must pick up a key, move it over
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- the lock, and then press the left mouse button.
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- OPERATING THE GAME
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- The game screen is divided into three main areas. Information
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- about your champions is shown at the top. Menus for controlling the
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- game are shown on the right; and the large area at the left center
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- shows either a view into the dungeon or the inventory for a particular
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- champion.
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- The four champion's pictured in the upper right hand corner.
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- Each picture indicates the position and facing of a champion. The top
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- of the screen is the forward direction. Notice that the color of each
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- champion's picture matches the color of his or her bar graph.
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- It is important to pay attention to how champions are positioned.
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- champions using swords, or other swung weapons, must be adjacent to
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- threats they are attacking or their attacks will not reach.
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- To switch the position of two champions, move the mouse pointer
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- over one member of the party and press the left mouse button. The
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- mouse pointer changes to become the champion's picture. Now, move this
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- picture over the picture of the champion you wish to swap with. Press
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- the left mouse button again to make the change.
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- All champions normally face forward. However, when threatened,
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- champions will turn to face the threat.
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- TUNIC: Under the fourth champion's window; The name of any object held
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- by a champion shows here.
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- Arrows: The six movement buttons turn and move the party inside the
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- dungeon. The curved arrows turn the party by 90 degrees without moving
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- in any direction. The up and down arrows move the party forward or
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- backwards one step. The left and right arrows move the party left or
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- right by one step without changing the direction that they are facing.
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- The six keys under the HELP and UNDO keys on the keyboard are the same
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- as the six movement arrows (Insert being left rotate and Clr Home for
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- right rotate).
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- You may move or turn the party by placing the mouse arrow over one
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- of the screen buttons and pressing the left mouse button.
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- CONTROLLING YOUR CHAMPIONS
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- Each champion is represented by a box at the top of the screen
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-
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- which shows their name, their status and what they are holding in they
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- are holding in their hands.
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- The three bar graphs show, from left to right, the champion's
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- HEALTH, STAMINA, and MANA. When a champion is injured the health graph
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- will drop. When it reaches zero, the champion will die! When stamina
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- drops below half the champion's carrying capacity will drop. The Mana
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- graph will drop as the champion uses up magical energy to cast spells.
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- Each champion has two hands. The hand on the left is the "ready"
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- hand. It holds ammunition for range weapons such as bows or cross bows.
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- A range weapon will not work unless the ready hand holds the ammunition
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- it needs. After firing a range weapon, the ready hand will
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- automatically draw new ammunition from the quiver.
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- The hand on the right is the "action' hand in which the champion
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- normally holds a weapon or other "action" object. An action object has
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- special abilities. For example, a sword can thrust or a wand my cast
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- magical power. Note: some actions that a weapon or object can do may
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- be beyond the current abilities of a particular champion. For
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- example, a novice fighter may need to practice swinging a sword before
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- he or she can advance to a parrying or thrusting. Also, some objects,
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- such as a bow, may require the champion to have another object, such as
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- an arrow, in the ready hand.
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- Each champion has an action button which shows a picture of the
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- action object the champion is holding in their action hand (shown above
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- the movement arrows). You press the action button to make the champion
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- do something, such as fight, with their action object. Note that not
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- all objects are action objects. The action button will be blank if the
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- champion is holding an object which is not an action object. Also, all
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- champions have actions they can perform with their bare hands. The
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- action button will show an empty hand when the champion's action hand
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- is empty. When you press a champion's action button you will see the
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- champion's action menu for that object.
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- A menu will appear in place of the action object. This menu shows
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- the actions your champion can currently do with his or her action
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- object. As champions get better at using an object they may be able to
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- do more actions with it.
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- The upper left corner of the action menu shows the name of the
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- champion who can perform the action.
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- The buttons below the name show what actions the champion can do.
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- Press one to perform the action. NOte that some actions have other
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- requirements. For example, a bow cannot shoot unless the champion also
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- has arrow in his or her ready hand.
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- Press the pass button to cancel an action menu and restore the
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- action buttons.
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- CASTING SPELLS
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- Every member of the dungeon party can learn to cast magical
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- spells. However, casting spells requires skill and practice.
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- Spell casting draws upon magical energy. or Mana, stored in the
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- champion's body. Beginning magic users can hold only limited
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- quantities of Mana and thus can only cast low level spells. But, with
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- practice, the novice spell caster can progress to higher levels.
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- To cast a spell, you must first select which champion will cast
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- it. The spell menu is just above the action menu. The top of this
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- menu is a series of selector buttons for each champion. The top of the
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- menu has four squares (well three and one rectangle) each square is in
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- the same order as the champions above the screen. Select a new
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- spell caster with the mouse pointer and press the left mouse button.
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- The name of the new spell caster will then show.
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- Below the champions selection square are symbols. These symbols
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- represent the basic magic syllables of a spell. To prepare a spell,
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- the magic user recites the syllables that make up the spell by moving
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- the mouse pointer, in turn, over each symbol buttons. Each symbol
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- recited drains the Mana level of the spell caster. Note that some
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- symbols require more Mana to recite than others. If the champion's Mana
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- drops too low, he or she may not be able to recite all symbols.
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- Pressing the recant arrow (back arrow on the screen) causes the
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- last syllable uttered to be called back and removed from the spell.
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- This may be used to correct mistakes. However, the Mana expended in
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- voicing the syllable is lost.
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- One a spell is formed (below the symbol box), pressing this button
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- will cast it forth. A champion may attempt any spell, but beginning
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- spell casters may not have enough Mana to cast more advanced spells.
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- Also, some spells only work if the champion casting it has attained the
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- proper experience level. Other spells may require the caster to hold a
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- special object in one of their hands. For example, a spell to create a
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- healing potion requires an empty flask.
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- INVENTORY
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- Each champion has an inventory of items that he or she carries.
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- To select the inventory of a particular champion, move the mouse
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- pointer to the name of the champion shown at the top of the screen and
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- press the right mouse button. Press the right button again to return
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- to the dungeon view. You can also go from one champion's inventory to
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- another by moving the mouse pointer to a new name and pressing the
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- right button again. This is an easy way to transfer objects between
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- champions. PRESSING F1-
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- F4 WILL ALSO SO THE INVENTORY OF THE
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- CORRESPONDING CHAMPION.
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- Party members may carry objects found in the dungeon. Places
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- which can hold an object are show as a box. Some of these boxes
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- represent things which a champion wears. For example, shoes or boots
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- may be placed on a champion's feet.
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- A champion's hands also show in the inventory. The action hand is
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- on the right and the ready hand is on the left.
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- The pouch is a handy spot for small objects.
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- The quiver carries arrows or thrown weapons. The champion's ready
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- hand can automatically draw objects from here to reload during combat.
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- Note that swords and some other weapons will only fit in the first
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- slot.
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- The backpack is a general-
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- purpose place for storing objects. It
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- has enough room for seventeen objects of an size.
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- Should a champion become injured, the box around the injured body
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- part will change to red. Injuries affect the champion's abilities in
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- ways that are related to the location of the wound. Injuries can be
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- cured by drinking healing potions.
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- Objects can be examined by moving them to the eye and pressing the
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- left mouse button. This will show the object's weight and can
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- sometimes reveal other things about it. What is revealed depends upon
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- the skills of the champion examining it. Touching the eye with an
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- empty hand shows the champion's current attributes and skill levels.
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- The eye works for as long as the left button is held down. A red box
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- around the eye indicates that one of the champion's attributes has
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- recently changed.
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- The champion can eat food or drink water or potions by moving them
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- to the mouth and pressing the left mouse button. Only edible objects
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- may be consumed.
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- Touching the mouth with an empty hand show food and water levels
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- for the champion and also reveals if the champion is poisoned. When
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- either bar turns yellow or red, that champion's abilities are impaired.
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- A champion can die from thirst or starvation, so check these levels
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- occasionally.
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- Health, Stamina and Mana: These levels show more precisely the
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- values indicated by a champion's bar graphs for Health, Stamina and
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- Mana. The left value indicates the current level and the right value
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- indicates that current maximum for that champion. Note: as champions
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- advance in level, the maximum value will increase. If the Mana maximum
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- level increases, for example, this would mean that the champion has
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- more Mana for spell casting.
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- Load: The value printed before the slash is the amount of weight
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- the champion is carrying, represented in kilograms. The second value
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- is the maximum weight that the champion can currently carry. If this
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- line is printed in red, then that champion is overloaded and will move
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- more slowly through the dungeon. Note that the party moves only as
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- fast as its slowest member.
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- Pressing the ZZZ's button will put the entire party to sleep.
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- Sleeping is a fast way to rest and recover lost Mana, health, and
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- stamina. The party will sleep until you press the "wake up" button or
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- they are roused by an attack.
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- You may exit the inventory by pressing the right mouse button, or
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- by moving the mouse pointer over the exit box ( the one with an X) and
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- pressing the left mouse button.
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- You can examine the contents of chests by bringing up a champion's
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- inventory menu and placing the chest into the champion's action hand.
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- This opens the chest and shows you what's inside. As long as the chest
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- remains in their action hand, you can add or remove objects.
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- Pressing the diskette button will freeze the game and bring up the
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- save-
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- game menu (Esc on the keyboard will also freeze the game and
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- Control S to save the game). If you can't finish the game in one
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- sitting, you may save the current game and resume play later.
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- Saving the game requires a blank formatted or unformatted disk.
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-
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- Unformatted disk must be formatted before the game can be saved on
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- them. There is a format button provided for this.
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- You may save a game to a disk and continue playing or you may save
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- the game and quit. There is button provided for each option. To
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- resume play later you should select the "reenter" option at the
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- entrance to the dungeon.
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- Game Hints
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- Unlike other dungeon adventure games you may have played, Dungeon
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- Master is a real- time game. This means that, just as in real
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- life,
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- the action doesn't stop while you figure out what to do.
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- Because of this, preparation is all important. Your champions
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- should have their weapons out and ready before they are surprised by
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- hostile creatures. Remember, weapons are only useful if placed in
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- your champion's action hand, and certain weapons, such as cross bows,
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- require another object, such as an arrow, to be held in the ready hand.
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- If you have extra arrows, they should be kept in your champion's
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- quiver. Your champion will then automatically reload after firing the
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- arrow in his or her hand.
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- Practice your spells when you have the chance, and learn to
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- prepare useful potions in advance. The more you practice your spells,
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- the faster your wizards and priests will grow in abilities. Don't be
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- discouraged if your spells don't work reliably at first. Start by
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- attempting spells with lower power symbols. These spells are easier
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- for novices to cast and work more reliably. However, even if your
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- champion's spells fail, the practice advances his or her level of
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- skill. Also, remember the division of skills for magic users: creating
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- potions and invoking magical defenses requires priestly skills, while
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- most other magical skills are the domain of the wizard.
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- Fighters and ninjas need practice, too, if they are to get better
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- at fighting. Try to choose your fights so that your champions have the
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- advantage. This lets your champions gain fighting experience with less
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- risk of dying. When facing danger, put your strongest champions in
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- front and give them the best weapons. If a champion is using a swung
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- weapon, such as a sword, he or she must be adjacent to the creature or
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- the attack will not reach. Watch out for attacks from the rear and
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- from the sides, and try to keep a retreat path open so you can fall
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- back and let your champions recover. Here is where a few potions or
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- spells prepared in advance can be real lifesavers! And, if the going
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- gets too rough, RUN AWAY!
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- Learn to be careful observer. Sometimes even the tiniest detail
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- can be important. Perhaps a small but useful object lies just under
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- your nose, or hidden beneath another object your ignored. Did you
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- detect the telltale click of a hidden trap you just stepped on? Or
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- did you hear the distant rattle of a door opening or closing?
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- Sometimes it may be helpful to compile an accurate map of your
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- surroundings. Maps can help you locate areas of the dungeon you
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- haven't explored yet, or avoid re exploring a place you have already
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-
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- been. Also, a well drawn map can be an invaluable aid to safe retreat
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- from danger. A map can also help locate traps or solve a tricky
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- puzzles; but be warned even maps can sometimes deceive.
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- Conserve your resources whenever possible. Torches only burn when
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- held in a hand, so keep extra torches in a champion's backpack until
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- they are needed. Remember to get fresh water whenever it is
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- available, and grab as much food as you can get your hands on.
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- Sometimes your only source of food may be the creatures you find and
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- kill, so learn where they hide so you can get them when you need them.
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- Mana is also an important resource. If you have available Mana, you
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- should use it to prepare potions, heal injured champions, or ready
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- attack spells in advance. And, as mentioned above, practice makes
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- perfect.
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- The Origins of Magick
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- by
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- the Grey Lord
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- What knowledge of Magick we have conforms not to the rules of
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- science, but to the arcane skills and unordered ways of art. Be
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- therefore warned that the path to knowledge is not an easy road.
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- It is said that once, long ago, there was no Magick in the world
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- save the ultimate Magick which giveth life. Later, mankind learned the
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- use of Magick through the control of Mana. This mystical energy is the
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- source of al Magickal power. Those skilled in the art draw its
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- essence from all things and feel its power as they would feel the wind
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- blow or see the sun shine. But to those unskilled it is unseen,
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- unfelt, unknown.
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- Before you gain knowledge of Magick you must gain knowledge of
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- Mana. However, this talent can only be a gift gained from another
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- skilled in the arts. For it is a truth of Magick that you must know
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- Mana to gain Mana. Once gained, the knowledge lasts forever. Thus I
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- and others likewise passed the knowledge through generations. With
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- practice and time your own skills can become as great as any who have
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- lived.
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- Know ye that the power of Mana is a power of nature harnessed by
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- the mind. What the mind can conjure, the power of Magick will carry
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- out. Yet, this power is not gained by mere imagining. It requires a
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- knowledge of the true order of things. Our mind must do more than
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- imagine fire to summon it. It must look beyond and see instead the
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- true nature of fire. From this need was born to the art of
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- spell casting.
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- A spell is a visualization and recitation that focuses the mind on
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- a specific task and channels Mana to carry it out. A spell is make of
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- symbols which have both a form and a name. The beginning spell caster
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- learns to pronounce the names as the symbol is seen in the mind. Each
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- symbol must be recited in the proper order to produce the intended
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- effect. However, Magick is not commanded easily. Even with sufficient
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- Mana and proper recitation, a spell may fizzle if the spell caster lacks
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- the experience to cast it. To gain experience, the spell caster should
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- first master the spells before attempting those more difficult.
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- The symbols of Magick are divided into the four known influences
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- of power, element, form, and alignment. It is said that other
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- influences were once known, but only these four are remembered today.
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- Each influence is controlled by six symbols which represent the six
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- basic orders of all things. the six orders can also be visualized as
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- combining the four orders of the material plane with the two orders of
-
- the ethereal realm. Each order of each influence is represented by a
-
- specific spell-sound and symbol.
-
- Lest you be too quick to overstep your abilities, know that each
-
- symbol recited draws from and depletes the store of Mana carried in
-
- your body. The amount of Mana required depends upon the syllables that
-
- make up the spell. The six orders of each influence require differing
-
- amounts of Mana to invoke. For the influence of power, the weakest
-
- order is the syllable LO, and the most powerful is MONDAY. Thus,
-
- LO
-
- requires the least Mana to cast, and MONDAY the most.
-
- In time, your body restores Mana expended in casting a spell by
-
- drawing new Mana from the world around you. As you gain experience in
-
- your craft your body will learn to store more and more Mana. With
-
- patience and practice, a skilled user can command enough Mana to
-
- attempt the most powerful spells.
-
- All spells commence with the invocation of power. The influence
-
- of power determines the strength of a spell. Choosing a higher power
-
- symbol increases the power of the final spell, but also increases the
-
- amount of Mana required to invoke other symbols.
-
- After power, the influence of element is called upon to give
-
- substance to the spell. Element is called upon to give substance to
-
- the spell. Many useful spells require only power and element. The
-
- Magick torch spell, usually an apprentice's first, invokes first power
-
- and then calls upon the element FUL to bring light from fire. As the
-
- novice gains experience with this spell, he can attempt higher and
-
- higher power symbols giving greater and more steady illumination.
-
- Adding the influence of form to a spell channels the spell into a
-
- specific direction. The invocation of the form KATH, as an example,
-
- imparts explosive force to the selected element. Form is not required
-
- for all spells, but its influence greatly increases the versatility of
-
- a spell.
-
- The influence of alignment connects nature with the world of man:
-
- his professions and his concepts of good and evil. Thus, these
-
- influences are less predictable and require a great deal of Mana to
-
- control. The novice would be well advised to leave this influence to
-
- the master and the master would be well advised to avoid this influence
-
- whenever possible.
-
- As with all skills, only practice will guide the practitioner to
-
- higher levels of proficiency. And, only caution will spare him form
-
- foolish mistakes.
-
-
-
-
-
- SPELL SYMBOLS
-
-
-
- POWER
-
-
-
-
-
- Note: The following have symbols which I could not include here
-
- so I have drawn them as best I can and included the names in a degas
-
- file so look and copy the symbols from the degas file DMMSYMB.PI2.
-
-
-
-
-
- The power symbols are the starting point for all spells. Where
-
- the other symbols give substance to spells, these symbols impart
-
- strength. Starting from the weakest symbol, LO up to the most
-
- powerful, MONDAY, the spell caster may control the power of a spell to
-
- suit
-
- the situation. Each step on the scale is equal, so the additional Mana
-
- needed for a specific spell of the next level should always be the
-
- same.
-
- LO
-
- The shrinking pattern of LO elicits an effect opposite to MONDAY
-
- by drawing power away from the other syllables in the spell. The
-
- resulting spell is weaker, but easier for the neophyte magic-user to
-
- control.
-
- UM
-
- controls and directs the forces of stupidity and
-
- lethargy. Its weakening effect on other syllables is less drastic than
-
- LO, so spells of this power require more experience to cast safely.
-
- ON
-
- The effect of syllable ON is that of equality. The natural
-
- strength of the other syllables in the spell determines the power of
-
- the finished incantation.
-
- UM
-
- A subtle opposite to UM, the tilted square
-
- appears balanced on a point, poised for movement in any direction.
-
- UM's dull corners have become the sharp points of the symbol EE. Speed
-
- and intelligence are the forces that combine to make spells of this
-
- symbol more powerful (and costly) than normal.
-
- PA
-
- The basis for the symbol PA is still being debated by
-
- scholars, but the effect of the spell syllable is much better known.
-
- Its ability to increase the power of a spell is second only to MONDAY.
-
- MON
-
- Tapping the strength that builds mountains is the greatest
-
- of the power symbols, MON. Only a well practiced magic-
-
- user can control spells of this size and power.
-
-
-
-
-
- ELEMENTAL INFLUENCE
-
-
-
-
-
- YA
-
- Solidity and structure are the main
-
- components of the symbol YA, used to represent the elemental influence
-
- of earth. A useful syllable, YA is the basis of many protection
-
- spells.
-
- VI
-
- Water is the most precious of the elemental influences, for ,
-
- more than a thirst quencher, water can both restore health and give
-
- life. The syllable VI petitions the aid of this least abundant
-
- element.
-
- OH
-
- The elemental influence of air is conjured with the spell syllable
-
- OH,
-
- and the properties of gases are often imparted to the result. In
-
- knowledgeable
-
- hands, this symbol can be used to temporarily alter solid objects so
-
- they no longer
-
- block vision.
-
- FUL
-
- The syllable FUL invokes the elemental power of fire. It extracts
-
- the
-
- essence of heat and flame from the air and all nearby substances and
-
- temporarily concentrates them under the control of the magic user.
-
- Further syllables can bottle this power or send it flying, before the
-
- inherent instability of the concentrated energy explodes into a
-
- devastating fire ball.
-
- DES
-
- The sun burns the desolate plain of the symbol DES. Like the barren
-
- desert
-
- it represents, this syllable invokes destitution, desolation, absence,
-
- the void. The power of the void is one of the few that can damage
-
- creatures of vapor and denizens of the ethereal plane.
-
- ZO
-
- The most dangerous of the elemental
-
- influences is not fire, but the negative material ZO. However, a great
-
- deal of Mana must be expended to keep this essence under control, for
-
- negative material can absorb the matter from any material object or
-
- being in an instant.
-
- VEN The queen of venom, the black-
-
- widow spider brandishes a single
-
- spot of color on her otherwise jet-black form. Hourglass-
-
- shaped, she
-
- seems to warn that time will soon run out for the unfortunate soul she
-
- bites. In the symbology of magic, the hourglass represents the
-
- syllable VEN, which encompasses and conducts all things poisonous.
-
- EW
-
- depicts the head and arm of a
-
- beast. This syllable is used to fashion the elemental component into
-
- the form of a creature. Though the conjugation of elementals is still
-
- useful to "sculpt" a spell to effect only the monsters targeted.
-
- KATH
-
- The expanding lines of the symbol KATH characterize the
-
- shock waves
-
- emanating from a single source. This follows, for the syllable KATH
-
- imparts explosive force to spells which already involve energetic
-
- elements suck a light or air.
-
- IR
-
- abstracts the arc of a wing, and , appropriately, imparts
-
- the ability to float or fly to a cast spell. By giving motion to the
-
- completed incantation, the spell can be sent traveling through the air.
-
- BRO
-
- The reciprocal arms of the symbol BRO represent the mutual support
-
- and honesty of true friendship. However, recently usage of this
-
- construct has drawn upon its power for the creation of beneficial
-
- potions.
-
- GOR
-
- Constructed from components of fire, lightning and the spear, the
-
- jagged line of the symbol GOR
-
- combines to invoke the attributes of an enemy. Like its opposite, BRO,
-
- recent usage has broadened the power of GOR to the creation of
-
- dangerous potions.
-
-
-
-
-
- CLASS / ALIGNMENT
-
-
-
- KU The sword of the fighter is clearly symbolized by KU, the
-
- evoker of all things martial.
-
- ROS The symbol for ROS depicts a hand reaching for an object of
-
- value, and as such, is the abstraction for a syllable that involves all
-
- aspects of the thief and his art.
-
- DAIN
-
- depicts the spell leaving the magician's raised staff, and
-
- in turn conjures the realm of the wizard and draws around the sills and
-
- power of their art.
-
- NETA
-
- The cross is unmistakable in the priestly character NETA.
-
- But, unlike the syllables for the other classes, NETA is influenced far
-
- less by the natural forces. Instead, the power of this symbol is
-
- related to the magic-user's standing with his or her god. But the
-
- favor of a deity is not easily bottled, so potions having this
-
- intent are rarely effective.
-
- RA
-
- is the most energetic and powerful of the spell syllables.
-
- The light and heat of the sun and stars are the sources tapped with
-
- this syllable. Fortunately, it happens to be a somewhat cooperative
-
- form of energy and is relatively easy to channel once the magic-
-
- user has learned how to draw it forth.
-
- SAR
-
- is the effective opposite of RA. The symbol depicts the head
-
- of a demon. The demon stands for darkness and evil and the guardian of
-
- night, the moon. The power of darkness is great, but unruly, so magic-
-
- users must expend more of their own Mana energy when attempting to
-
- control it. Evil owes no allegiance, and is therefore an inherently
-
- dangerous element to include in a spell.
-
-
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
-
-
- <SOME IDEAS ON SELECTION OF CHARACTERS>
-
-
-
- Whether or not you resurrect or reincarnate your characters is a
-
- choice you must make at the beginning of the game. The benifit of
-
- resurrection is that you get the skills of a character
-
- immediately. The benefit of reincarnation is that you get to
-
- evolve your characters the way you want them. Reincarnation also
-
- allows you to name them.
-
-
-
- It is more important to gather a "blend" of characters. You
-
- will need two good fighters in front and a priest and a wizard at
-
- the beginning. Later, all characters can be made to be multiple
-
- characters having both fighter, wizard and priestly spell
-
- abilities.
-
-
-
- It is best to have multiple skilled characters. Strength is fine
-
- in the upper levels, but the lower levels require more and more
-
- magic. Use characters which have both capabilities.
-
-
-
- If, after a while, you don't like the characters you have, try
-
- again with a new set of characters.
-
-
-
-
-
-
-
- <SOME ITEMS OF INTEREST>
-
-
-
- Inquisitor sword: mana +3, swing, thrust, berzerk attacks
-
-
-
- Vorpal Blade Sword: mana +4, jab, cleave, disrupt attacks
-
- Good against non material beings.
-
-
-
- Diamond Edge Sword: stab, chop, cleave attacks
-
- Good against armor and hard shell monsters.
-
-
-
- Falchion Sword: swing, parry, chop attacks
-
-
-
- Hardcleve Axe: chop, cleave, berzerker attacks
-
- Good against armor and hard shell monsters.
-
-
-
- Flamit Gauntlet: swing, fireball attacks.
-
-
-
- Hellion Amulet: Unknown
-
-
-
- Shield of Darc: Block, hit attacks when in right hand.
-
-
-
- Ullumulet Amulet: Unknown
-
-
-
- Boots of Speed: Increase carrying ability
-
-
-
- Calista Head Band: Unknown
-
-
-
- Jewel Symal Amulet: Unknown
-
-
-
- Ekhardt Cross: Helps priests learn spells.
-
-
-
- Shield of Lyte: Light in weight armor.
-
-
-
- Gems : Unknown except where specificaly needed for puzzles.
-
-
-
- Stone Club: Throw, club attacks
-
-
-
- Bow: shoots arrows and slayer arrows.
-
-
-
- Speedbow: same as above with more damage and reload speed.
-
-
-
- Rapier Sword: jab, parry and thrust attacks
-
-
-
- Sabre Sword: jab, parry, melee attacks
-
-
-
- Tech Wand: mana +4, calm, spellshield, fireshield abilities.
-
-
-
- Yew Staff: mana +4, parry, light maker, dispell attacks
-
-
-
- Delta sword: Mana +1, chop, melee, thrust attacks
-
-
-
- Fury Sword: chop, melee, fireball attacks
-
-
-
- Bolt Blade: jab, chop, lightning attacks
-
-
-
- Axe: swing, chop, melee attacks
-
-
-
- Mace of Order: swing, bash, stun attacks
-
-
-
- Rabbits foot: none
-
-
-
- Mirror of Dawn: Unknown
-
-
-
- Moonstone: mana +3
-
-
-
- Gem of Ages: Helps non mana characters start casting spells.
-
-
-
- Storm Ring: lightening attacks
-
-
-
- Eye of Time Ring: freeze monster attacks
-
-
-
- Horn of Fear: Sometimes it works and sometimes it doesn't.
-
-
-
- Staff of Manar: Mana +3, fireshield and dispell elementals
-
-
-
-
-
-
-
- <SPELLS:>
-
-
-
- Using magic in this game is like exercising your muscles. The more
-
- you use it the bigger and more efficient it becomes. Use magic in
-
- this game anytime you can. If done properly, you can get all four
-
- characters using magic. It will be of immense assistance in the
-
- lower levels of the dungeon.
-
-
-
- NOTE: Some items increase the "Mana" of your magic users and will
-
- allow non-magic users to begin casting spells. Place these items
-
- in their hands and start casting easy spells like "light or heal".
-
- They will begin to gain mana (casting ability) more and more.
-
-
-
- "Light" spells should be used by all members and allow you to save
-
- up on using the torches. Besides, the practice of casting this
-
- spell will help your characters move up in levels and their
-
- casting abilitys.
-
-
-
- If you are running out of food, don't fret, a "stamina" spell will
-
- allow your characters to continue to exist till food is found.
-
- Don't be afraid to "back-up" to where there was food to get more.
-
- Screamers and Worms tend to regenerate.
-
-
-
- Sometimes it is best to save a game, then try different spells or
-
- weapons at a particular monster (like the rock creatures) to see
-
- what has the best effect against them. Try everything on the
-
- "right hand" to see what it is capable of doing.
-
-
-
- The following is a partial list of spells used in this game, It is
-
- by no means total or completely accurate. Play with the different
-
- spell combinations, you may find something you can use.
-
-
-
- All spells start with a "power" symbol. At first all you will be
-
- able to use is "lo", but as your character becomes more proficient
-
- he will be able to incease the power of the spell. This means that
-
- the spell will be stronger and last longer.
-
-
-
- PRIEST SPELLS: (prefix with a power symbol)
-
-
-
- ya Stamina Potion. Great when you run low on food, or a
-
- character becomes overburdened and loses a lot of
-
- stamina.
-
-
-
- ya bro Magic shield potion. Cast into a empty flask to place a
-
- shield around an individual character. Useful when one
-
- character cannot handle another blow. (I did not use
-
- this spell at all.)
-
-
-
- ya bro dain Wisdom potion. Cast into an empty flask and given to
-
- a character inceases his wisdom for a while. (Another
-
- spell I never found a use for.)
-
-
-
- ya bro neta Vitality Potion. Cast into an empty flask and given
-
- to a character increases his "vitality". (I never found
-
- a use for this spell.)
-
-
-
- vi Heal potion. Cast into an empty flask and given to a
-
- character restores lost hit points. (I had one character
-
- who only carried these flasks. They are used a lot.)
-
-
-
- vi bro Cure Poison potion. Cast into an empty flask and given
-
- to a "poisoned" character stops the loss of hit points.
-
- (Use the lowest power setting for this spell. Higher
-
- power levels do not increase its abilities.) Carry at
-
- least one for each character when in the upper levels.
-
-
-
- oh ven Poison Cloud. Cast into a monster party causes continual
-
- damage to take place as long as the cloud is evident and
-
- they do not move from the square it was cast on.
-
-
-
- oh ew ra See through walls. Allows you to see through one square
-
- of wall. Higher power settings only make the spell last
-
- longer.
-
-
-
- oh kath sar Monster confusion. (Never needed by my characters.)
-
-
-
- oh bro ros Dexterity potion. Cast into an empty flask and given
-
- to a character increases his dexterity. Good for giving
-
- your fighters the "edge" when fighting monsters. (They
-
- get more attacks per turn.)
-
-
-
- ful bro ku Strength potion. Cast into an empty flask and given
-
- to a character increases his strength. Good for fighters
-
- when attacking creatures of high hit points. (A potion
-
- I never used much.)
-
-
-
- ful bro neta Fire shield. Protects the party from minor fire
-
- spells like the ones the Beholders cast. (Forget using
-
- it for the Dragon. It won't help if you hits you with
-
- one of his breaths.
-
-
-
- zo bro ra Mana potion. Cast into an empty flask and given to a
-
- character replenishes his mana (ability to cast spells).
-
- (Priest has nothing to do and lots of mana? Empty a
-
- flask and cast this. You can always use this to cast
-
- heal potions, if needed. Nothing increases mana except
-
- time and this.)
-
-
-
- WIZARD SPELLS:
-
-
-
- ya ir Shield whole party. Good for the upper levels. Usualy
-
- not needed in lower levels if your characters have lots
-
- of hit points.
-
-
-
- ya bro ros Leave footprints. Useful in finding "spinner" plates
-
- but why use it when you have our maps?
-
-
-
- oh ew sar Invisibility. Obvious use. (Never thought of trying
-
- it. How dumb of me.)
-
-
-
- oh kath ra Lightening bolt. Good killing power.
-
-
-
- oh ir ra Light spell. Not worth the mana it costs.
-
-
-
- ful Torch spell. The first and most used spell in the game.
-
-
-
- ful ir Fireball. Good general kill-all spell. (But, some
-
- monsters are not effected or require several hits.)
-
-
-
- des ven Poison ball. Great for the stand and fight technique. It
-
- does continual damage until the cloud dispells. NOTE:
-
- don't walk into it or you will take damage also.
-
-
-
- des ew Weaken Non-Material beings. This is useful against the
-
- strange see-through monsters you encounter and the floor
-
- monsters. (You'll know them when you see them.)
-
-
-
- des ir sar Darkness spell. (Never needed this spell.)
-
-
-
- zo Open button doors. (Needed at one puzzle. This opens
-
- only doors with buttons. Only used once.)
-
-
-
- zo ven Poison potion. Cast into an empty flask and thrown at a
-
- creature creates a poison cloud (green looking) that
-
- does continual damage as long as the creature doesn't
-
- move from that spot.
-
-
-
- zo kath ra Zokathra spell is used to remove the gem from the
-
- wall on the lowest level. Leave alone until needed.
-
-
-
- I do hope you enjoy using this disk and hope it makes your
-
- enjoyment of Dungeon Master even better.
-
-
-
-
-
- End.... Dont forget:
-
- 'Dark City of FeaR' (215)-261-0893
-
- 24oo/96oo 210 MEGS!
-
-
-
- Dr. DeatH
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- [40;34mIMMMMMMMMMMMMMMMM;
-