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- THE BARD'S TALE
-
- Taken from an ST SEWER SOFTWARE docs disk. Edited by Parasite.
-
-
- GETTING STARTED: Note: Make sure your shift lock is off,
- and there are no joysticks or cartridges plugged into your
- system. To leave the title page press the space bar.
-
- MAKING A CHARACTER DISK: Before you begin playing, you
- will need to create your own character disk, a disk the
- computer can write as you play, to keep track of your
- fortunes and misfortunes. Use the following steps to make
- a character disk which contains a completely outfitted and
- ready to go banned of adventures named "ATEAM"". Get a
- blank disk or one that contains information you no longer
- need. Select M)ake a disk and follow the instructions to
- make a copy of your Character disk, which you will find on
- the flip side of your boot disk. This process can be time
- consuming. If you wish, you may use another copy utility
- instead of M)ake a disk. After copying the character disk,
- reboot the system following the steps outlined above.
-
- When the prompt appears asking for your character disk,
- insert the copy you made, then press any key. (Again, make
- sure your joysticks are unplugged). The Utilities menu
- which appears contains 3 choices. To enter the Adventure's
- Guild so you can start playing, just press "S" for start
- game. For information about the other two choices, see
- utilities menu below.
-
- The ATEAM: the character disk you made in step one already
- contains a good beginning party of adventurers who are
- equipt and ready to go. To use them, just type "A" to add
- a character, and then type "*ATEAM" to load the entire
- party. Type "E" to exit the Guild and enter the town of
- Skara Brae. To learn how to create your own characters,
- form your own parties, remove characters or rearrange their
- order, see below. HINT: The first dungeon is the wine
- cellar in the only tavern in town which serves wine. It's
- on Rakhir Street.
-
- SAFETY AND DEATH
-
- Face it. The sort of streets where you run into wandering
- Kobolds, Werewolves and Orcs are dangerous. And the
- streets of Skara Brae are especially dangerous at night.
- Beginning parties, therefore, should not be shy about
- spending the night in the Adventures Guild. When you leave
- the Adventures Guild the clock is always set ahead to the
- next morning.
-
- Don't dispair if you lose a favorite ATEAM member. First
- delete him from your character disk (with the delete
- command from the disk menu in the Adventurers Guild). Then
- use the copy characters command in the Utilities menu
- (described below) to copy the original from the back of the
- boot disk or the most recently saved version from a backup
- of your character disk. Finally, add him to your party.
-
- MOVING`ABOUT
-
- I or Return - move forward
- K - Kick a door open
- J or Left Arrow - turn left
- L or Right Arrow - turn right
-
- VIEWING CHARACTERS
-
- Press the number (1-6) of the character whose statistics
- you want to view. In the sub-menu, press:
- E to E(quip) a character with an item. You will be
- prompted for the item number (1-8). Press O to unequip all
- of a character's items.
- T to T(rade) an item. Type the item number at the prompt.
- To trade gold, type G. Then type the number of the
- character you want to give the item to.
- D to D(rop) an item. Type the item number at the prompt.
- P to P(ool) all gold. This gives all the party's gold to
- the character being viewed.
- Press the SPACEBAR to leave the View Character mode.
-
- UTILITIES`MENU
-
- To produce this menu, start you system with the Bard's Tale
- Boot Disk and insert a Character Disk when prompted to do
- so. When the menu appears, press:
- S to S(tart) playing the game.
- C to C(opy) characters from one character disk to another.
- Just follow the prompts as they appear. The disk you are
- copying from is the source disk, the one you are copying to
- is the target disk.
- M to M(ake) a new Character disk.
-
- COMBAT`COMMANDS
-
- If monsters attack, press F to F(ight) or R to R(un).
- `(Note, you don't always get to run just because you want
- to.) Or you can press P for Party attack at any time to
- voluntarily enter intra-party combat. In combat, press:
- A to Attack monsters in first 2 ranks, hand-to-hand.
- Available to the first 3 party members.
- D to Defend. This lessens the chance of damage from a
- monster in that round.
- U to Use a magical item. The character must have been
- equipped with the item in advance.
- B to sing on of the 6 Bard's tunes for one combat round.
- Available only to Bards.
- C to Cast a spell. Type in the code letters for the spell
- at the prompt. Available to magic users only.
- H to Hide in the shadows. Available only to rogues.
- Left Arrow and Right Arrow to speed up or slow down the
- combat message scrolling rate.
-
- OTHER`ADVENTURING COMMANDS
-
- C to Cast a spell when not in combat. At the prompt, type
- the number of the character who will cast the spell, then
- type the code letters for the spell.
- P to start intra-party combat at any time with a Party
- Attack.
- B to sing one of the 6 Bard's tunes while wandering.
- Available only to Bards.
- E to go up a portal. The party must have a levitation
- spell in operation. Works in dungeons only.
- D to go down a portal. Works in dungeons only.
- ? to learn the name of the street your party is on, and the
- time of day.
- N to establish a New Order for the party members. At the
- prompt, type the numbers of the members in the order you
- want them to march.
- U to Use an item. Some items, like torches, must be
- activated with this command in order to work. Type the
- character number who has the item at the prompt, then pick
- the item (by typing its number) from the list which will
- appear. Some items run out of power after only one use.
- V to turn sound on/off.
- ESC to pause/resume the game.
-
- HOW TO FORM PARTIES AND CREATE NEW CHARACTERS
-
- Characters can be created and parties formed only in the
- Adventurer's Guild. When you're ready to leave the Guild,
- type E for Exit. Here are the other commands available to
- you there. Press:
- C to Check the roster of characters and party names
- contained on the Character disk. Party names are indicated
- with an *. The characters that belong to a party may be
- anywhere in the list.
- A to load a party or Add a character to an already loaded
- party. Type either a character name or a party name at the
- prompt. Party names must begin with an * (e.g., *ATEAM).
- A party can contain up to 6 adventurers and must contain at
- least one adventurer to use the Exit command.
- R to Remove a character from a party. This saves all
- current character status information to disk.
- N to establish a New marching order for a party.
- D to bring up a set of additional Disk options so you can
- create a new character, save a party name, delete a
- character from the disk or leave the game, saving the
- current character status to disk. After pressing D to
- bring up the disk options, press:
- C to create a new character. Select the race and class for
- the character as prompted, then type in a character name up
- to 15 letters and spaces. Press Return to enter the name.
- A disk can hold up to 30 characters.
- S to Save a party name. IMPORTANT: This command does not
- save the characters themselves. It only saves a roster of
- the currently loaded characters under the name you type in.
- When you use this command, the program will automatically
- add an asterisk to the name to mark it as the name of a
- party. You must type the asterisk first when you want to
- load the party again.
- D to Delete a character from a character disk to make room
- for another character.
- L to Leave the game, saving all current character status
- information to disk.
- E to Exit the disk options menu and return to the Guild.
-
- ADDENDA
-
- The higher the intelligence of your magic user, the faster
- the rate of increase in spell points through experience.
- But the beginning number of spell points is randomly
- bestowed at creation.
-
- The words Save and Exit in connections with the game were
- meant as common verbs rather than command names. The save
- command in the Guild disk menu only does one thing: It
- saves a Roster of Currently loaded Characters under a Party
- name. To write the current status of a single character to
- disk, use the REMOVE command to remove him from the party.
- To write the current status of all loaded characters to
- disk, use the LEAVE GAME command in the Main Guild Menu.
- If you turn off the power without using the Leave Command,
- all currently loaded characters will lose all their gold
- regardless of when they acquired it.
-
- Documentation Compliments Of
-
- KEYBOARD EXPRESS NETWORK
-
- <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
-
- THE MANUAL
- ABOUT FANTASY ROLE PLAYING:
- The Bard's Tale is a fantasy role-playing game. First in a
- series of TALES OF THE UNKNOWN, this one is set in the city
- of Skara Brae.
- Like Other fantasy role-playing games, there are three ob-
- jectives you will be trying to accomplish. How you do this
- is up to you...
- Your most important goal is to complete the quest built into
- the game. In Bard's Tale the city of Skara Brae is
- threatened by an evil mage called 'MANGAR'. You must find
- Mangar and Persuade him to release the once-harmonious city
- from his evil control.
- But Mangar is protected by layers of obstacles, mazes and
- evil henchmen. Your second goal is to develop characters
- capable of survoiving these barriers. These characters are
- your alter ego in Bard's Tale. They act according to your
- commands, but over the course of the game they change, much
- as real people do over a lifetime. They improve their
- skills in magic, combat, stealth, etc. They amass wealth
- and treasured objects. And they worry about dying too
- soon.
- Your third goal is to explore the entire world of Bard's
- Tale. There are numberous goodies, puzzles, and special
- places in Skara Brae. Part of the fun is finding them, and
- discovering the layout of this fantasy world. How do you
- get into the walled off towers? What's in the castle?
- Where are the legendary catacombs of Skara Brae? Skara
- Brae awaits you!!!!!!
-
- A QUICK OVERVIEW
-
- An Orientation for beginners, a quick start guide for
- experts!!!!
- HOW TO USE THIS DOCUMENTATION:
- This documentation has three parts. This overview is
- designed to give first-time adventure gamers a quick sense
- of the overall gameplay and give experienced fantasy
- role-players all they need to know to start quickly.
- The rest of the docs is reference material about how
- various parts of Bard's Tale operates, including character
- building and development, places and mapping, the combat
- system and the magic system. There is also a listing and
- description of all the magic spells and the beginning items
- available in the Bard's Tale. Finally, there are hints and
- clues interspersed throughout the manual.
-
- 1. Command Summary Docs
- This is Part 1 of the Bard's Tale Documentation, which
- lists keystroke commands, disk utilities and step-by-step
- instructions for starting up. If you are an experienced
- adventurer, part 1 gives you most of what you need to know;
- the rest is covered in this section.
- 2. Adventurer's Guild
- The Guild is where you start each time. This is the ONLY
- spot a party can be formed, characters created, or
- characters saved to disk.
- 3. Use The Pre-Built Party
- For your convenience, you will find a pre-built party
- already waiting for you when you enter the Guild for the
- first time. The party is called '*ATEAM'. They are even
- outfitted with weapons and armor affordable to characters
- of their humble stations. For more about characters and
- party selections see 'CHARACTERS' listed further on in this
- socumentation.
- 4. Use City Map
- Mapping the dungeons and mazes is up to you. You even have
- to figure out how to get into the mazes on your own. One
- clue: each of the 16 mazes is set up on a 22 by 22 grid.
- North is to the top of the screen, East is to the right.
- Be sure to go to every square; there are lots of specials.
- For more about the City of Skara Brae see 'Places'.
- 5. Combat
- Only your first 3 characters and the first 2 rows of
- monsters can attack in hand-to-hand combat.
- There are several new combat commands including PARTY
- ATTACK, for gighting between party members; BARD SONG, for
- making magic by playing music; HIDE IN SHADOWS, to avoid
- combat. For more information see the 'Combat System'.
- 6. Magic
- There are 4 classes of Magic Users, each with unique
- magical capabilities:
- CONJURERS: can create objects and head adventurers.
- MAGICIANS: can bestow magical effects on comman items.
- SORCERORS: can create illusions and heighten awareness.
- WIZARDS: can summon and control supernatural creatures.
-
- Sorceror and Wizard classes are not abailable to first
- level adventurers. To create one of these, you must change
- class of a Magic User who has achieved 3rd level magic
- spells in one [for Sorceror] or two [for Wizard] other
- magical arts. Class change takes place in the Review
- Board. A Magic User who successfully learns all 7 levels
- of spells for each of the 4 Magic Classes is an ARCHMAGE,
- one of the most powerful characters in Bard's Tale. Once a
- Magic User leaves a class, he can never return to it.
- Magic Users qualify to learn next level spells based on
- their experience levels, but it takes gold to actually
- learn the new spells.
- Casting spells uses SPELL POINTS in different amounts
- depending on the spell. Spell points are regenerated
- automatically when a Magic User is in the City in the
- daytime, and may also be regenerated in ROSCOE'S ENERGY
- EMPORIUM, or special 'REGEN' squares in some dungeons. For
- more informations see 'THE MAGIC SYSTEM & MAGIC SPELLS'.
- 7. The Bard
- The Bard makes magic by playing music. He needs an
- instrument, of course. He can play in combat or during
- exploration, with different effect. Only one tune at a
- time. And one tune for every experience level. Then he
- needs to get a drink from any nearby tavern.
- You may listen to the music or not. See docs part 1.
- 8. Time
- Time waits for no one. Even without keystrokes, time
- passes, from day to night and back again.
- Nighttime is especially nasty. The really evil monsters
- hit the city streets at night, looking for characters just
- like you! And, what's worse, you use up spell points
- faster, because spell points only regenerate in daylight.
- Now you know enough to get started, if you are an
- experienced adventurer. By the way, the tavern on Rakhir
- Street is the only tavern that serves wine. And that wine
- 'goes down' easily. You may wish to drop by to wet the
- whistle of your Bard. Good Luck!!!
-
- CHARACTERS
-
- Races
- Humans are not the only race in the world of the Bard's
- Tale. Others are more magically inclined, stronger and
- smarter. Part of the fun of a fantasy rol-playing game is
- getting to know these different races, and forming your
- party accordingly. The races and their descriptions are:
- Human: While possibly being of hardier stock, this charact-
- er is nonetheless like you or me.
- Elf: Patterned after the Tolkien elf, the elf is slight of
- build, frequently taller than a human, and very inclined to
- magic.
- Dwarf: The Dwarven people are short and stout, extremely
- strong and healthy, but not amazingly intelligent [i.e.
- excellent fighters].
- Hobbit: Hobbits are slightly smaller than Dwarves but are
- nimble and desterous. Just the right make-up for a rogue.
- Half-Elf: These crossbreeds are usually blond and fair
- skinned, like elves, and get some added size and strength
- from their human ancestry.
- Half Orc: An orc is a large, goblin-like creature often
- found working for evil wizards. The Half Orc, being half
- human, is not quite as despicable as his orc parent, but
- you wouldn't want to date one.
- Gnome: Gnomes closely resemble dwarves, but have less hair
- and even shorter tempers. They are also more magically
- inclined, as a rule.
- Character Classes
- In fantasy role-playing games, characters choose different
- 'Classes' or professions. There is no single best class;
- each has its own strengths. Your characters must use
- teamwork to succeed.
- Class selection is the most important aspect of creating a
- character in Bard's Tale. There are 10 different classes
- of characters, but only 8 can be selected for a newly
- generated character. Class types carry with them different
- abilities and limitations, as are roughly covered below:
- Warrior: The base fighter-type in Bard's Tale, warriors
- can use nearly every weapon there is. For every 4 levels
- of experience after the 1st Warriors get an extra attack
- ability in combat.
- Paladin: Paladins are fighters who have sworn to abstain
- from all evil, and to uphold honor and purity in all places.
- They can use most weapons and even some that no other
- fighters can. They get multiple attacks at higher levels.
- They also have a greatly increased resistance to evil magic.
- Rogue: A professional thief with so-so combat ability, the
- rogue can hide in shadows, search for traps and disarm them.
- Without a rogue your party will pay very dearly for the
- booty it wins.
- Bard: The Bard is a wandering minstrel. You'll see him
- with a tankard of ale in front of him in the less reputable
- taverns-the rowdier the better.
- Bards were once warriors, and can still use most warrior
- weapons. But they turned to music instead and now play
- songs with an almost magical effect on other characters.
- Bards don't get the warrior's advantage of extra attacks in
- combat anymore-but their magic is so unique, it is almost
- impossible to survive in Skara Brae without one.
- Any true Bard has 6 tunes on his lips, though to play them
- he must have an instrument equipped. A song played as the
- part is exploring is long-lasting and continues even after
- the party returns from combat mode, even if other songs
- were played during combat. Any songs played during combat
- are abbreviated and so create different magical effects
- than the full non-combat versions. The shorter combat
- versions don't endure as long either, only one round of
- fighting.
- Only one Bard tune can be played at a time. If a second
- one is played while the first is still playing (by the same
- or a different Bard), the first will end. A bard can play
- as many tunes as he has experience levels before his throat
- gets dry. Then it's off to a tavern for a drink to
- rejuvenate his voice. Tough duty, but someone has to do it!
- Bard songs vary according to the difficulty of the dungeon.
- When the going gets tough, the Bard goes drinking.
- Hunter: An assassin, a mercenary, a ninja. The hunter can
- use most weapons, and has the ability [which grows with
- experience] to do critical hits in combat [i.e. to attack a
- nerve center or other vital area and instantly kill an opp-
- onent]. A good skill.
- Monk: A martial artist, an almost inhuman fighting machine
- trained to fight without weapons or armor. The monk can
- use them, but, at higher levels particularly, often does
- better without.
- Conjurer: One of the 4 classes of Magic Users, Magicians
- deal with magic as it affects physical objects [i.e
- enchanting a sword, making armor stronger, making a dungeon
- wall disappear].
- Sorcerer: Sorcerers are Magic Users who deal with the
- creation and manipulation of illusion. Due to the power of
- sorcerer spells, this class is not available to newly
- created characters.
- Wizard: Wizards are Magic Users who are dedicated to the
- summoning and binding of various supernatural creatures.
- These creatures are not friendly to humankind and trying
- tocontrol them is extremely hazardous. The Wizard-class is
- not available to new characters either. For more on magic
- classes see further below.
- Character Attributes
- Each character you create has 5 basic attributes which
- define his physical and mental prowess. When you create a
- character each attribute is randomly assigned a value from
- 1 to 18, with the higher number reflecting higher capabil-
- ity.
- Strength: [Shown as 'ST' on the screen] is a physical
- power and chiefly affects the amount of damage a character
- can do to an opponent in hand-to-hand combat. Make sure
- your fighting characters are strong.
- Intelligence [IQ]: Intelligence is mental power. A high
- intelligence rating will enable your Magic Users to get
- bonus spell points.
- Dexterity [DX]: Measures agility & nimbleness. A high
- score makes your characters harder to hit and helps them
- strike the first blow in combat.
- Constitution [CN]: Measures healthiness. It takes more
- damage to kill a character with a high constitution score.
- This is reflected in bonus 'hit points', the characters
- life span.
- Luck [LK]: Luck is an ambiguous attribute, as it has a
- number of unseen effects on gameplay. For example, lucky
- characters are more likely to resist evil magic and avoid
- nasty traps.
- Other Character Statistics
- Armor Class [AC]: This statistic reflects the level of
- protection a character has from physical attack. In
- classic fantasy rol-playing style, the armor class starts
- at 10 for a totally unprotected, unarmored character with
- low dexterity, and goes down to '-10' [called LO] as his
- protection improves by armor, spells or other means.
- Hit Points [HITS]: Hit points measure the damage a
- character can take before he is killed. The 'HITS'
- statistic shows his potential at fullest helath, rather
- than current status.
- Condition [COND]: Condition shows the characters present
- number of hit points. For example, if a character with 10
- hit points is wounded for 7 hit points, his Condition will
- drop to 3. Another wound of 3 or more hit points will kill
- him. If he is fully healed, his Condition will return to
- the full 10 again. [Even though his Condition score
- changes, his Hit Points stay at 10].
- Spell Points [SP PT]: This shows current spell point status
- Points are used up with each cast of a magic spell. If a
- Conjurer has 20 spell points and casts a Mage Flame spell
- at a cost of 2 spell points, his new total would be 18. A
- character's maximum spell points are listed in his
- view-character mode.
- Experience Points: This measures abilities gained by
- experience, the higher the number, the better the
- character. Characters get experience points for successful
- combat, according to the difficulty of the fight and the
- number of characters who survive. The amount is indicated
- after every successful combat. A character's running total
- of experience points is indicated in view-mode.
- Gold: Gold is the unit of currency in this world. Your
- characters start with just barely enough gold to buy the
- armor and weapons they need to survive. There are two ways
- to get rich enough to buy better equipment: taking gold
- from the monsters you defeat in combat or selling items you
- find in dungeons. The first way is more fun!!!
- Level [LV 1]: Level is a general measure of achievement
- within a character's class. Level 1 is a novice, Level 13,
- for example, is required to become a Master of a Magic User
- class.
- The Review Board will promote a character to higher levels
- based on his experience points, but only upon the
- character's in-person request. An advance in level is very
- important because it generally means an increase in
- attribute scores, hit points, spell points and other abilit-
- ies.
- Spell Levels [e.g. MAGI 1]: This shows the highest group
- of magic spells a character cna use in any of the 4 classes
- of Magic Users. There are 7 groups of magic spells for
- each different class.
- To learn a new group of magic spells [a 'spell level'] a
- Magic User must advance two experience levels. [Note: spell
- levels and experience levels are not the same thing]. For
- any of the 4 magic classes, a Magic User advances as follows
-
- Experience Level Spell Level
- 1 1
- 2 1
- 3 2
- 5 3
- 7 4
- 9 5
- 11 6
- 13 7
- 14 [and up] 7 [maximum]
-
- To change class to Sorceror, a Magic User must first have
- learned Spell Level 3 [or higher] in at least one magical
- art. To change to Wizard, a Maic User must first have
- learned Spell Level 3 [or higher] in two other magical arts.
- Items: Items fall into 10 Categories: Weapons, shields,
- armor, helms, gloves, musical instruments, figurines,
- rings, wands, and miscellaneous. Only one item of each
- type can be EQUIPPED for use at one time. For example, two
- different shields cannot be used at once to protect a
- character, though the spare shield could be toted around.
- Some items can only be used by specific characters. For
- example, only Bard's can use musical instruments. An item
- which can never be used by a character is marked with an
- zero with a line thru it when he examines it in his view
- mode or in the Equipment Shoppe. An item which has been
- equipped is marked with a half circle with a stem on top.
- A character can carry up to 8 different items.
- How To Create A Character
- 1. While i the Adventurer's Guild, select a race.
- 2. Character attribute numbers displayed are a combination
- of genes and luck. For each different race there is a
- lowest possible number for each attribute [the 'genes'].
- The computer then adds a random number [the 'luck'] to each
- attribute.
- 3. If you are satisified with the 'roll of the dice',
- choose a character class, then name this character. If you
- aren't satisified 'reroll the dice.'
- 4. After being named, the character will be saved to disk,
- ready to adventure.
-
- PLACES
-
- If you ever get lost press the '?' key and the program will
- tell you where you are and what time of day it is!!!!
-
- Unmarked Buildings
- Most buildings in Skara Brae are unmarked. But some of
- them are inhabited by the corrupt creatures who have
- skulked into Skara Brae. So kick in a few doors and find
- them. Remember that fighting is good for you; its the only
- way to build up enough experience to challenge Mangar. You
- should be disappointed when you kick in a door, screaming a
- battle cry, and find it empty. No fun.
- When you exit a building and enter the street, the building
- will be behind you, and you will be facing the building or
- landmark across the street.
- The Adventurer's Guild
- The Guild is like a union hall where adventurers 'hang out'
- hoping to join a party. This is where you form a party,
- and where all adventures begin.
- Garth's Equipment Shoppe
- Garth is one of yesterday's almost forgotten heros, now
- retired from active adventuring to supply tomorrow's would-
- be greats. At Garth's Shoppe characters can buy armor and
- weapons, sell items, have items identified, or pool all the
- party's gold for buying expensive items. Due to a deal
- with the city blacksmith, Garth has an infinite supply of
- basic armor and supplies. But unique items found in
- labyrinths, even if sold to Garth, remain in his inventory
- only until they are sold.
- Occasionally an item won in combat will remain unidentified,
- this mean that its general type might be apparent [e.g.
- shield, ring] but not which exact type [e.g. Dragon shield,
- ring of power]. Garth can identify this item for you for a
- price!!!!!!!!
- The Review Board
- The Review Board is a group of high level representatives
- from all 10 different classes. Upon your request in
- person, the Board will determine whether a character has
- accumulated enough experience points for advancement to
- higher levels. The Board teaches new spells to Magic Users
- who qualify for higher spell levels, too, but charges for
- this training. It pays to rent.
- You may have todo a bit of exploring to locate the Review
- Board. And it's closed at night.
- Taverns
- Taverns are the Bard's favorite places for gossip and
- refreshment. There's even a tavern named after him. Watch
- him carefully though, the Bard has a tendency to overtip the
- bartender.
- Dungeon Delving
- The term 'dungeon' refers to any indoor labyrinth, designed
- for mapping, combat and puzzle interaction. They take a
- variety of forms, from lowers to catacombs, and have a
- varied number of levels for each. You can go up or down to
- levels higher and lower than the one you're on via
- stairways, portals, and teleportation.
- Stairways are not visible from a distance. But when you
- move onto one you will be asked if you wish to ascent or
- descend.
- Portals are hole in the floors and ceilings, and are
- visible from a distance. You will not go through a portal
- merely by standing on it, you must first command your char-
- acter to do so. If he jumps down through a portal, he will
- be damaged from the fall unless he is using a levitation
- spell. The only way to go up through a portal is by levit-
- ation.
- The locations of dungeon entrances are well-kept secrets,
- but there are plenty of hints in Skara Brae.
- Roscoe's Energy Emporium
- If your spell points aren't rechargin fast enough, go see
- Roscoe. But be prepared for electrifyingly high fees!!!
- Temples
- Temples are divine places of resurrection and complete
- healing. In fact, this is the only place to cure
- characters who have been withered or turned to stone. A
- resurrected character retains all the items, gold and exper-
- ience points he had before dying, but he comes to life with
- only 1 hit point. When he finds out how much it costs to
- be resurrected, he may turn over in his grave.
-
- Tips from the Underground: Places
- 1. Your 1st 3 dungeons should be the sewers, the catacombs
- and the castle [in that order]. Each is progressively
- tougher. Don't attempt the catacombs with a party of level
- 9 or higher characters.
- 2. Esplore and map every square in every maze. There are
- Magical Mouths that give hints. There are 1-of-a-kind
- magic items and spell regeneration zones. Good maps will
- show you the logical spots for secret doors and secret
- rooms, too.
- 3. Avoid traps. Higher level rogues are excellent at
- opening chests, but when in doubt use the 'TRAPZAP' spell.
- TRZP is guaranteed to work with no harm to the party,
- unless, of course, the trap is protected by even more power-
- ful magic. In fact, you can use TRZP to disarm any traps
- you encounter. Gas Cloud traps have doomed many brave but
- foolish adventurers. If you set off a trap and nothing
- happens, you were lucky not good. You could have been
- killed.
- 4. Be sure that your party is fully healed before entering
- a new dungeon.
- 5. When you are finding your bearings in a maze, remember
- that each succeeding level goes UP in a tower or castle and
- DOWN in a dungeon.
-
- THE COMBAT SYSTEM
-
- The Bard's Tale is a game of fighting. It's the only way
- to build experience. Fortunately, Mangar and his gruesome
- creatures are very evil, so don't worry about their feelings
- kill them, if you can!!
- Combat with 'monsters' [the generic term for all opponents]
- occurs both randomly and at set locations. You can also
- initate intra-party combat at almost any time, in case one
- of your members is turned to the dark side. At th outset
- of combat a list of foes will be given, broken down into
- the number of foes in each group. The manimum is 99
- monsters per group, with up to 4 groups.
- Combat is divided into a series of 'rounds', like a boxing
- match. At the start of each round, each of your characters
- must decide what action he will undertake in the upcoming
- melee, unless, of course, your party decides to run away.
- A menu of possible selections will appear for each
- character. These options are as follows:
- Attack Foes: The physically assault foes in the first or
- second group of monsters.
- Party Attack: To assault another member of the party,
- including special members.
- Defend: Do not interact this round - reduces chance of
- being hit.
- Use An Item: Make use of a magical item held in the charact
- er's inventory and currently equipped. This may require
- specifying a target for the effect.
- Bard Song: Bards can play a short tune to affect the party
- or the foremost group of monsters in some fashion.
- Cast A Spell: Cast a spell at the party or a group of
- foes. The spell code must be entered, and a target ident-
- ified.
- Hide In Shadows: A rogue can try to avoid combat altogether
- by hiding and, if successful, will be skipped as a target
- of attack in the upcoming combat round.
-
- The first 3 characters in your party can be attacked
- physically by monsters, and can attack back. The last 3
- characters can only be struck by magical attacks, and can
- only attack back with magic. This simulates your first 3
- characters being up on the front line of attack, with the
- last 3 characters acting as backup in case one of the first
- 3 is killed. The first two groups of monsters are in a
- similar position; they are the only monsters who can attack
- or be attacked physically.
- Once all the choices for your characters have been entered,
- the round begins. The most dexterous characters or monsters
- usually make the first strike, but luck, character level
- and character class also affect this. In evenly matched
- fights, the outcome often depends on which side gets in the
- first blow.
- The rate of scrolling of the combat messages can be speeded
- or slowed. See the Command Summary list of keystrokes for
- details.
- At the end of a combat round, dead monsters will be removed
- from the ranks of your foes, and dead characters will be
- shuffled back to the end of your party. A fresh group of
- monsters may also advance into the first two ranks to give
- their fellow monsters a breather.
- At the end of combat, treasure and experience points will
- be split amoung the battle's survivors.
- SPECIAL MEMBERS
- The 'special slot' [marked 's'] is for monsters who can
- become part of your party. They can join by:
- 1. Being summoned or created as an illusion, or some other
- artifice related to a cast spell.
- 2. Introducing themselves to the party and offering their
- services as a comrade.
- Specials cannot be controlled in battle, they choose their
- own attack mode and generally go after the primary group of
- monsters the party is facing. Specials are cleared out of
- the S slot when killed. Illusionary specials [created by a
- sorcerer] are cleared out if any foes disbelieve them.
- If a non-illusionary special is attacked by another member
- of the party for any reason, it will turn immediately
- hostile and fight until defeated!!!!
- Tips From The Underground: Combat
- 1. Usually the highest desterity character attacks first.
- For particularly nasty monsters [like blue dragons] attack
- with your highest desterity characters first. Your less
- dexterous characters may not survive long enough to get in
- a first strike.
- 2. Use your spells and Bard songs to lower the armor class
- of your entire party. The lower the better.
- 3. If you are attacked by more than 2 groups of monsters,
- concentrate on Magic Users first. If you cannot kill off
- all the magic-using monsters, you may want to cast
- anti-magic spells to protect against illusions, possissions
- and other spells.
- 4. You can minimize damage by killing off all but one mon-
- ster in either of the first two attacking groups. As a
- general rule, attack groups with only one monster last,
- unless it is a deadly monster.
- 5. Many of the undead monsters are capable of draingin
- experience levels, turning characters old and gray or even
- turning characters to stone. Treat the undead with respect.
- In other words, kill them quickly!
- 6. Be prepared to die a lot with level 1 and 2 characters.
- Especially at night. Especially when you don't have any
- weapons and are just walking to Garth's Shoppe. It might
- even be a good idea to stay close to a Temple at night, so
- you can quickly heal any wounds.
- 7. Fill the special slot quickly. Conjure or summon a
- monster or create an illusion, if necessary. The special
- member will take a lot of heat off your fighters. Monsters
- tend to attack special members first.
- 8. Monsters are smart. They usually attack your most vul-
- nerable characters first, unless one of your members repre-
- sents a significant threat.
-
- THE MAGIC SYSTEM
-
- Magic is power. It can make the difference between success
- and failure in the Bard's Tale.
- It is not necessary or wise to rely on magic, though,
- because magic is by no means foolproof. There are some
- places where magic never functions, and some monsters who
- are highly resistant to spells. Sometimes you just have to
- wade in with fists flying and get dirty.
- The Best way to tell that your party has wandered into an
- anti-magic zone is that all residual spells except light
- spells are cancelled.
- Residual spells are magic spells that keep working for more
- than just an instant. Light spells, trap detection, secret
- door detection and magical armor are some examples. Most
- residual spells cause a graphic symbol to appear in the
- central blank strip on the screen, to keep the player aware
- that the duration hasn't yet expired.
- All spells have a point cost. In other words, al spells
- cost the mage casting them a bit of his internal energy.
- This energy is returned automatically in direct sunlight,
- and may be regenerated at Roscoe's Energy Emporium or in
- special regeneration zones you have to discover.
- There are magical items hidden in the dungeons and carried
- by the monsters of Bard's Tale. Magical weapons do extra
- damage. Magical armor gives extra protection. Other
- magical items radiate special energies. There are even
- magic keys and talismans necessary to get into certain im-
- portant parts of the game. The most powerful magic items
- are secreted in the most challenging dungeons and are guard-
- ed by ferocious monsters. When you win one, you should be
- very proud and very happy. They can be the key to success
- against the wickedest opponents.
- To cast a spell, you type in 4-letter codes which are a
- rough abbreviation of the spell name. The entire list of
- spells, codes and spell points required are listed below.
- All Magic Users, even level 1 novices, start the game with
- knowledge of all level 1 spells in their magical art.
- Rather than learning one spell at a time, Magic Users
- always learn whole groups [spell levels] of spells at once.
- Its the closest thing to mass production in Skara Brae.
- Here is a description of the 4 magical arts:
-
- Conjuring
- Conjuring deals with the instantaneous creation of objects
- and effects through the channeling of a mage's power. Con-
- jurer spells are potent, but not unlimited in effect, since
- the exercise of creation takes a large amount of energy
- toproduce even a moderate effect.
- A conjurer can also produce effects that distort non-solid
- things to produce new effects, like the distortion of space
- and time required to teleport human bodies toa new location.
- Magic
- Magic [meaning the art practiced by a magician] deals with
- bestowing magical effects on common objects. The items do
- not become magical, but radiate fields of power for the
- duration of a spell [which is usually the length of
- combat].
- The gist of Magic is that it can increase an item's capabil-
- ity, or change its form to something totally different.
- Some examples: making a sword do greater damage, making
- dungeon walls glow with a magical light, or causing a wall
- to totally vanish for 1 move.
- Sorcery
- The byword of sorcery is 'seeing is believing'. Sorcery
- does not deal with a physical manifestation, but rather a
- creation of illusion and a tapping into a heightened sense
- of awareness.
- An illusion is an image envisioned by the spell caster,
- which he then lays over the retinas of all who watch,
- augmenting this with appropriate stimulation of nerve
- endings to fool the other 4 senses. The human mind,
- believing an illusionary creation to be real, can be hurt
- or even killed by it, unless it is somehow disbelieved.
- A sorcerer, with the aid of his art, can also perceeive
- certain special things hidden from view.
- Widardry
- Wizardry deals with the summoning and control of supernatura
- l creatures. The wizard has fewer spells than the other
- three classes, but his are by far the most potent.
- The creatures he can summon come from another plane of
- existance, called the 'negative plane'. They join the
- special slot in the party, and will fight until defeated.
- The wizard has some ability to trap and control normal
- monsters, as well
- Mages who have learned at least 3 spell levels in an art may
- elect to change to another mage class at any time. Thus, a
- level 5 conjurer could choose to become a level 1 magician.
- His experience points would be reset to 0, but he would re-
- tain his previous attributes, hit points, spell points, and
- all knowledge of his conjurer spells. He would be unable
- to learn any higher conjurer spells, however, once a mage
- leaves a magic art, he cannot return to it.
- A mage can become a conjurer, magician, or corcerer as a
- second class. A mage can become a conjurer, magician, sorc-
- erer, or wizard as a third class. A mage who has knowledge
- of all 7 levels of spells in all 4 classes is called an
- Archmage, and is one of the most powerful personages in the
- world of the Bard's Tale.
-
- SPELL KEY GLOSSARY
-
- Range Terms
- View: spell affects line of sight
- 1 Foe: spell affects a single monster
- All Foes: spell affects all monsters you face
- Group: spell affects 1 of 4 monster groups
- Self: spell affects spellcaster only
- 30': 3 squares in the direction you fact
- Char: one of 6 party members or special
- Party: spell affects all 6 party members and special=
- Special: spell affects 'S' slot only; summoned creature
- enters combat next round.
- Duration Terms
- Combat: spell lasts until all monsters or all party mem-
- bers are killed or until party runs away.
- Short: spell lasts only a few minutes.
- Medium: spell lasts a little longer than short.
- Long: spell lasts twice as long as 'short'
- Indef.: spell lasts until party enters the Adventurer's
- Guild or an anti-magic zone.
-
- CONJURER SPELLS
-
- Spell Name/Description Code, Pt. Cost,Range,Duration
- Conjurer Spells - Level 1
- MAGE FLAME, a small, mobile to MAFL, 2, View, Medium
- rch will appear & float above
- the spell caster as he travels
- ARC FIRE, a fan of blue flames ARFI, 3, 1 Foe,...
- will shoot from the caster's
- fingers, doing 1-4 hits of dam-
- age to a select opponent, times
- caster's level.
- SORCERER SHIELD, the mage is SOSH, 3, Self, Combat
- protected by an invisible sh-
- ield of magic that turns aside
- many blows that would otherwise
- kill him.
- TRAP ZAP, this spell will dis- TRZP, 2, 30',...
- arm any trap within 20 feet, in
- the direction the party is fac-
- ing. It will also disarm traps
- on chests.
- Level 2
- FREEZE FOES, binds your enemies FRFO, 3, Group, Combat
- with a magical force, slowing
- their movements & making them
- easier to hit.
- KIEL'S`MAGIC`COMPASS, compass MACO, 3,...,Medium
- of shimmering magelight appears
- above the party, telling the
- direction they face.
- BATTLESKILL, increases one of BASK, 4, Char, Combat
- your party memeber's skill with
- weapons, increasing the accur-
- acy and ferocity of his attacks
- WORD OF HEALING, with the utt- WOHL, 4, Char,...
- erance of a single word the
- spell caster can cure a party
- member of minor wounds, healing
- 2-8 points of damage.
- Level 3
- ARCYNES MAGESTAR, a bright MAST, 5, Group,...
- flare will ignite in front of a
- group of your enemies, tempor-
- arily blinding them & causing
- them to miss the next combat
- round.
- LESSER REVELATION, this is an LERE, 5, View, Long
- extended Mage Flame spell which
- also reveals secret doors.
- LEVITATION, partially negates LEVI, 4, Party, Short
- the effect of gravity on the
- party, causing them to float
- over traps or up through port-
- als.
- WARSTRIKE, causes a spray of WAST, 5, Group, ...
- energy to spring from the cast-
- er's ginger, sizzling a group
- of opponents for 4-16 hits dam-
- age.
- Level 4
- ELIK'S INSTANT WOLF, caster can INWO, 6, Special, ...
- make a real wolf appear & join
- the party, fighting in its de-
- fense.
- FLESH RESTORE, powerful healing FLRE, 6, Char, ...
- spell will restore 6-24 hit
- points to a party member & cure
- poisoning & insanity.
- POISON STRIKE, hurls porcupine POST, 6, Foe, ...
- sharp needles from the mages
- finger into a selected monster
- poisoning it.
- Level 5
- GREATER REVELATION, functions GRRE, 7, View, Long
- like a lesser revelation spell
- only it illuminates a wider area
- WRATH FO VALHALLA, makes a mem- WROV, 7, Char, Combat
- ber of your party fight with the
- strength and accuracy of ancient
- Norse heroes for the entire com-
- bat.
- SHOCK - SPHERE, a large glove of SHSP, 7, Group,...
- intense wlectrical energy envel-
- opes a group of enemies doing
- 8-32 hits of damage.
- Level 6
- ELIK'S INSTANT OGRE, this incan- INOG, 9, Special, ...
- tation will cause a real ogre
- to appear and join the party.
- MAJOR LEVITATION, will make the MALE, 8, Party, Indef.
- party levitate as does the level
- 3 spell, but its effects will
- last until dispelled.
- Level 7
- FLESH ANEW, behaves like the FLAN, 12, party, ...
- flesh restore spell, except that
- it will affect every member of
- the party.
- APPORT ARCANE, allows the party APAR, 15, Party, ...
- to teleport anywhere within a
- dungeon, except for places pro-
- tected by teleportation shields.
-
- Magician Spells
- Level 1
- VORPAL PLATING, causes the wea- VOPL, 3, Char, Combat
- pon [or hands] of a party mem-
- ber to be covered with a magical
- field, which causes him to do
- an additional 2-8 points of dam-
- age.
- AIR ARMOR, will make the air AIAR, 3, Self, Combat
- around the spell caster bind it-
- self into a weightless suit of
- armor.
- SABHARS STEELLIGHT SPELL, causes STLI, 2, View, Short
- all metal near the party to glow
- with a magical light, illuminat-
- ing the surrounding area.
- SCRY SITE, the walls will speak SCSI, 2, Party, ...
- under direction of the spell,
- revealing to the spell caster
- his location in the labyrinth.
- Level 2
- HOLY WATER, a spray of water HOWA, 4, 1 Foe, ...
- will emanate from the mage's
- fingers, doing 6-24 points of
- damage to any undead foe. [e.g.
- skeleton, zombie, vampire].
- WITHER STRIKE, any foe at whom WIST, 5, 1 Foe, ...
- this spell is cast is likely to
- be turned old, thus reducing
- his ability to attack and def-
- end in combat.
- MAGE GAUNTLETS, makes a party MAGA, 5, Char, Combat
- member's hands [or weapons] more
- deadly, adding 4-16 points of
- damage to every wound he inflicts
- AREA ENCHANT, will cause the AREN, 5, 30', Short
- dungeon walls within 30' of a
- stairway to call out, if the
- party is travelling toward it.
- Level 3
- YBARRA'S MYSTIC SHIELD, the air MYSH, 6, Party, Medium
- in front of the party will bind
- itself into metallic hardness
- and will accompany the party
- when it mpoves, as a sort of
- invisible shield.
- OSCON'S OGRESTRENGTH, allows a OGST, 6, Char, Combat
- member of your party to damage
- monsters as if he were as in-
- credibly strong as on ogre.
- MITHRIL MIGHT, increases the MIMI, 7, Party, Combat
- armor protection of each party
- member by enhancing their armors
- natural strength by magic.
- STARFLARE, the air surrounding STFL, 6, Group, ...
- a group of your enemies will
- instantly ignite, causing them
- to be burnt for 6-24 damage
- points.
- Level 4
- SPECTRE TOUCH, will drain a SPTO, 8, 1 Foe, ...
- single enemy of 12-48 points
- of damage, as if touched by a
- spectre.
- DRAGON BREATH, allows the mage DRBR, 7, Group, ...
- to breathe fire at a group of
- foes, doing 8-32 points of dam-
- age to each.
- SABHAR'S STONELIGHT SPELL, makes STSI, 7, View, Medium
- all stone and earth within range
- of the party glow with magical
- light, revealing even secret
- doors.
- Level 5
- ANTI-MAGIC, causes the ground ANMA, 8, Party, Combat
- to absorb a portion of the mag-
- ical energies cast at the party,
- frequently allowing the members
- to escape all damage. Also aids
- in disblieving illusions and in
- turning back magical fire, like
- dragon's breath.
- AKERS ANIMATED SWORD, a magical ANSW, 8, Spec, Combat
- sword will apear and fight like
- a summonded monster in defense
- of the party.
- STONE TOUCH, will often turn an STTO, 8, 1 Foe, ...
- enemy to stone, or a stone mon-
- ster from living stone to dead
- stone, but it doesn't always
- work.
- Level 6
- PHASE DOOR, will alter the str- PHDO, 9, 1 Wall, 1 Move
- ucture of almost any wall dir-
- ectly in front of the party,
- turning it to air for exactly
- 1 move.
- YBARRAS MYSTICAL COAT OF ARMOR, YMCA, 10, Party, Indef.
- causes an effect like 'air armor'
- to cover every member of the
- party, lasting indefinitely.
- Level 7
- RESTORATION, makes all wounds REST, 12, Party, ...
- disappear as your entire party
- is reforged into unflawed bod-
- ies. Also cures poisoning &
- insanity.
- DEATHSTRIKE, is very likely to DEST, 14, 1 Foe, ...
- instantly kill 1 selected enemy
- big or small.
-
- SORCEROR SPELLS
-
- Level 1
- MANGARS MIND JAB, the mage casts MIJA, 3, 1 Foe, ...
- a concentrated blast of psychic
- energy at 1 opponent doing 2-8
- hits of damage for each exper-
- ience level of the mage.
- PHASE BLUR, the entire party PHBL, 2, Party, Combat
- will seem to waver and blue in
- the sight of the monsters, mak-
- ing the party very difficult
- to strike.
- LOCATE TRAPS, the spell caster LOTR, 2, 30', Short
- will be able to sense a trap
- within 30', if he faces it.
- HYPNOTIC IMAGE, if successfully HYIM, 3, Group, ...
- cast, will make a group of your
- enemies miss the following
- attack round.
- Level 2
- DISBELIEVE, will reveal the true DISB, 4, Party, ...
- nature of any illusion attacking
- the party, causing it to inst-
- antly vanish.
- TARGET-DUMMY, a magical illusion TADU, 4, Spec, Combat
- appears in the party's special
- slot. Unable to attack, it will
- serve to draw enemy attacks to
- himself.
-
- MANGAR'S MIND FIST, a higher MIFI, 4, 1 Foe, ...
- power 'mind jab' does 3-12 hits
- of damage to 1 foe, times the
- experience level of the maga.
- WORD OF FEAR, will make a group FEAR, 4, Group, Combat
- of your enemies shake in fear
- reducing their ability to attack
- and do damage.
- Level 3
- WIND WOLF, creates an illusion- WIWO, 5, Spec, ...
- ary wolf to join the party. This
- & other illusions are only eff-
- ective as long as an enemy bel-
- ieves them. Depending on power
- & location, the monster may see
- through the illusion & cause it
- to vanish.
- KYLEARNANS VANISHING SPELL, the VANI, 6, self, Combat
- mage casting this spell will turn
- nearly invisible in the eyes of
- his enemies, who will have great
- difficulty in striking him.
- SECOND SIGHT, the mage will ex- SESI, 6, 30', Medium
- perience heightened awareness
- and be able to sense stairways,
- special encounters, spell neg-
- ation zones, & other unusual
- occurrences.
- CURSE, causes a group of your CURS, 5, Group, Combat
- enemies to fear you greatly,
- lessening their morale and their
- ability to hit and damage you.
- Level 4
- CAT EYES, members of the mages CAEY, 7, View, Indef
- party will all receive perfect
- night-vision, which will last
- indefinitely.
- WIND WARRIOR, will create the WIWA, 6, Spec, ...
- illusion of a battle-ready war-
- rior that joins your party.
- KYLEARNANS INVISIBILITY SPELL, INVI, 7, Party, Combat
- will perform a vanishing spell
- on the entire party
- Level 5
- WIND OGRE, will create the ill- WIOG, 7, Party, ...
- usion of an ogre which will
- accompany fight with your party.
- DISRUPT ILLUSION, will destroy DIIL, 8, Party, Combat
- any illusion fighting the party
- and any new illusions created
- later in the combat. It will
- also point out any dopplegangers
- in the party.
- MANGARS MIND BLADE, a sharp ex- MIBL, 8, All Foes, ...
- plosion of psychic energy that
- inflicts 10-40 hits to each &
- every enemy you face.
- Level 6
- WIND DRAGON, will create an ill- WIDR, 10, Spec, ...
- usionary red dragon to fight
- with your party.
- MIND WARP, will make a member of MIWP, 8, Char, ...
- your party go totally insane.
- Useful for possessions.
- Level 7
- WIND GIANT, will create an ill- WIGI, 12, Spec, ...
- usionary storm giant, to join
- with and fight for your party.
- SORCERER SIGHT, functions the SOSI, 11, 30', Indef
- same as the Second Sight Spell
- but it will last indefinitely.
-
- WIZARD SPELLS
-
- Level 1
- SUMMON DEAD, will gate into our SUDE, 6, Spec, lll
- universe a zombie or skeleton
- to fight for the party.
- REPEL DEAD, will do 16-80 points REDE, 4, Group, ...
- of damage to a group of undead
- creatures.
- Level 2
- LESSER SUMMONING, will gate into LESU, 8, Spec, ...
- our universe a lower power ele-
- mental or demon, who will [under
- protest] join the party.
- DEMON BANE, will do 32-128 DEBA, 8, 1 Foe, ...
- points of damage to a single
- demon. The power to summon is
- the power to destroy.
- Level 3
- SUMMON PHANTOM, will bring a SUPH, 10, Spec, ...
- medium level undead creature
- into the party.
- DISPOSSESS, will make any poss- DISP, 10, Char, ...
- essed party member return to his
- normal state.
- Level 4
- PRIME SUMMONING, gates in a med- PRSU, 12, Spec, ...
- ium level elemental or demon
- to fight with the party.
- ANIMATE DEAD, gives a dead char- ANDE, 11, Char, ...
- acter undead strength, making
- him attack your enemies as
- though he was alive.
- Level 5
- BAYLORS SPELL BIND, if success- SPBI, 14, 1 Foe, ...
- ful, possesses the mind of an
- enemy, forcing him to join your
- party & fight in its defense.
- DEMON STRIKE, works like Demon DMST, 14, Group, ...
- Bane, but it will affect an en-
- tire group of demons.
- Level 6
- SPELL SPIRIT, will gate in a SPSP, 15, Spec, ...
- higher-level undead creature
- to fight for the party.
- BEYOND DEATH, will restore life BEDE, 18, Char, ...
- and 1 hit point to a character.
- Level 7
- GREATER SUMMONING, will gate a GRSU, 22, Spec, ...
- greater demon into our universe
- and bind him to the party.
-
- BARD'S SONGS
-
- 1. FALKENTYNES FURY: this tune increases the damage your
- party will do in combat, by driving
- them into a berserk rage.
- 2. THE SEEKERS BALLAD: will produce light when exploring &
- during combat it will increase the
- party's chance of hitting a foe with
- a weapon.
- 3. WAYLANDS WATCH: will sooth you savage foes, making
- them do less damage in combat.
- 4. BADH'R KILNFEST: an ancient Elven melody, will heal
- the Bard's wounds during traveling
- & heal the party's wounds during
- combat.
- 5. TRAVELLERS TUNE: makes the members of your party more
- desterous and agile, thus more diff-
- icult to hit.
- 6. LUCKLARAN: sets up a partial 'anti magic' field
- which gives party members some incr-
- eased protection against spell cast-
- ing.
-
- TIPS FROM THE UNDERGROUND
-
- Characters
- 1. Don't be concerned about losing a Level 1 character.
- Just make another one. But when your characters reach the
- 3rd level, back them up regularly using your favorite disk
- copy program.
- 2. If your favorite character gets killed, there are several
- things you can do. You can resurrect him by magic or in a
- temple by spending spell points or gold. You can turn off
- the computer and reboot, and your entire party will be
- restored, but without the experience, gold and magic items
- they have won since the last time you saved the game. You
- can load the character from your back-up disk onto the main
- disk. NOTE: you can only restore a character by rebooting
- if you have previously saved your party by exiting the game
- when in the Adventurers Guild.
- 3. In 'rolling' a characters attribute numbers, 17s and 18s
- can often make a big difference, as follows: Intelligence
- give Magic Users bonus spell points; Dexterity gives
- fighters [not Bard's] bonus armor protection and first
- strike capabilty; Strength allows fighters to do an extra
- damage in combat. Luck allows Rogues to survive even if
- they accidentally set off a trap; and Constitution gives
- all characters bonus hit points.
- 4. Most character races have at least one attribute they
- are particularly high in. Pay close attention to starting
- attributes when designing your party.
- 5. Develope a Sorceror fast. They are very useful in
- dungeons. Wizards are extremely important in advanced
- levels; they can summon demons extremely powerful specials.
- Develope an Archmage, too. You'll need one; you'll want
- more.
- 6. Your pre-built party, excellent for beginning levels,
- may not be the best group for advanced levels. You may
- want to experiment with a hunter, because his 'critical
- hit' capability can vanquish superior monsters, and the
- monk, who is perhaps the best fighter of all after he
- reaches the 6th level.
- 7. Warriors and other fighters often play less of a role
- against higher level, magic-using monsters. But without
- the protection of their armor and strong arms, your Magic
- Users would not survive long enough to learn the higher
- level magic spells.
- 8. Beware the Doppelganger monster. It enters your party &
- looks just like one of your members.
- Magic
- 1. Don't venture too far into any dungeon without your
- maximum spell points. A good rule is to leave a dungeon
- when you are down to one quarter of your maximum spell
- points.
- 2. Manage your spell points carefully. Don't waste a spell
- if you can accomplish the same thing without magic.
- Torches, for example, often work as well as magic light
- spells. On the other hand, don't be shy about using magic
- in combat. When in doubt, blast them with magic!!!
- 3. Locate traps, second sight and sorceror sight spells all
- identify traps within 30'. Trapzap spell disarms all traps
- within 30'.
- 4. Cast a long-lasting Bard spell right before entering a
- tavern. It's like getting a free spell.
-
- ITEMS
-
- These are the basic items found in Garth's Equipment Shoppe
- in unlimited quantity:
-
- Torch: for light in dungeons
- Lamp: longer duration than a torch
- Broadsword: most damaging non-mag sword, usable only
- fighters
- Short Sword: a lighter sword, usable by all but mages
- Dagger: usable by all, but not too effective
- War Axe: a heavy, damaging weapon, not usable by
- bards, rogues or magic users
- Halbard: a combination battle axe & pike, the
- most damaging non-magical weapon
- Mace: most powerful weapon a rogue can use,
- an armor crusher
- Staff: simple, non-magical cudgel
- Buckler: small round shield
- Tower Shield: a larger shield
- Leather Armor: the lightest armor, wearable by all but
- magicians and conjurers
- Chain Mail: light metal mesh armor, best against
- light weapons
- Scale Armor: better still, difficult to pierce
- Plate Armor: strongest non-magical armor
- Robes: will dull old knives, but thats it.
- Helm: covers the head & saves the adventurers
- good looks
- Leather Gloves: some protection for the hands
- Gauntlets: metal gloves
- Mandolin, Harp, &
- Flute: musical instruments used by Bards
-
- Item Abbreviations
- FGN: Figurine, a magical statuette which can come to life
- MTHR: Mithril, an elven metal with magical qualities.
- ADMT: Adamant, another magical metal
- DMND: Diamond, one of the hardest substances know to man or
- monster
-
- Tips From the Underground: Items
-
- 1. Generally, the more expensive the item is the better it
- works. Almost like real life.
- 2. There are no cursed or bad items, unlike real life.
- 3. Don't be stingy. Equip you fighters with the best armor,
- weapon, shield, helmet and gauntlets money can buy. After
- all, he can't take it with him.
- 4. Experiment with all items you find to determine their
- capabilities. Magical items are key to success. Remember
- that an item may only be magical for certain characters and
- classes, so trade items around if you have to.
- 5. Make sure some of your characters carry less than 8
- items, or else the party will never be able to pick up new
- magical items in the dungeons.
- 6. Whenever your party captures an especially interesting
- or powerful magic item, save the party as soon as possible.
- That way, even if disaster strikes, you will never lose
- that powerful armor, weapon, talisman or whatever.
- 7. This documentation is not protected by magic shields or
- air armor. Don't let your dog eat it!!!!!