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- BARDS TALE 3 - THIEF OF FATE
-
- Typed by ALPHA OMEGA, Ammended by RYGAR. Edited by PARASITE.
- NOTE: These appear to be the PC docs, but have been ammended!
- I have removed all duplicate information!
-
-
- KEYBOARD COMMANDS
- B: Play Bard's song
- C: Cast a spell
- D: Drop a member
- P: Party attack
- V: Volume on/off
- ?: Location and time, map of dungeon
- 1-7: Examine member stats
-
- Left Arrow: Slower Display(combat)
- Right Arrow: Faster Display(combat)
-
- MOVEMENT
- I: Forward
- J: Turn left
- K: Kick door or forward
- Return: Kick door or forward
-
- UTILITIES
- While the Bard is playing on the title screen, hit U to load the utilities.
- From there, you can copy characters, make back ups of character disks, or
- transfer characters from Bard's Tale I & II.
-
- RUINS OF SKARA BRAE MAP
-
- 0 1 2 3 4 5 6 7 8 9 1 1 1 1 1 1 1
- 0 1 2 3 4 5 6
- ====================================
- 6 !**********************************!
- 5 !******** ************ ****! Key
- 4 !** ****** ** R***! ===
- 3 !** ** ****** ** ****! C = Weapons Cache
- 2 !**** **** 2 T***** ****! T = Temple of Mad God
- 1 !**** ** ** ****** ****! E = Entrance
- 0 !E 1 C*** ****** ****! R = Review Board
- 1 !**** ******************** ****!
- 2 !** ** ****!
- 3 !** ** ** ** **** **!
- 4 !**** ** ** **** **** **!
- 5 !**** ** ** ********** **!
- 6 !** 3 ** ** ** **********--**!
- 7 !******** ** ********** **!
- 8 !******** ** ** ********** **!
- 9 !******** ** ************ **!
- 10!**********************************!
- ====================================
-
- MESSAGES
- 1: Among the ruins of Skara Brae is an unnatural silence.
- As if death itself had come to stay.
- 2: There is a statue of the Mad God Tarjan here. It's strange
- that it is clean and shiny as if someone had been taking care of it.
- 3: The feeling of evil is foreboding.
-
- OUTDOOR MAP OF BARD'S TALE THREE
-
- 1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4
- 5 4 3 2 1 0 Key
- ======================================== ===
- 7 !2 + * * * + !7 * = Tree
- 6 ! + + * * * * * !6 + = Rock
- 5 ! + * * 5 * !5 C = Camp
- 4 ! *** + * * !4 T = Tavern
- 3 ! * *7 !3 S = Shrine
- 2 ! * * * * * * + * * * !2
- 1 ! * *** * * *!1 N
- 0 ! * * * C T !0 !
- 1 ! * * + * * !1 W --+-- E
- 2 ! * 1 + !2 !
- 3 ! * * * + 3!3 S
- 4 ! S * + * * + +!4
- 5 ! * + * * !5
- 6 ! * * * * !6
- 7 ! * 6 * * +!7
- 8 ! * * * !8
- 9 !+ 8 * * * * + + + +!9
- 10!+ + + * + + !10
- 11!+ + + 4 !11
- 12! * * + !12
- =========================================
- 1 1 1 1 1 1 9 8 7 6 5 4 3 2 1 0 1 2 3 4
- 5 4 3 2 1 0
-
- MESSAGES
- 1: The flat, grassy plain stretches peacefully out in all directions.
- This is the Vale of Lost Warriors.
- 2: Here, halfway up Earthdagger Mountain, winds swirl around and make this
- place earn its name: Cold Peak.
- 3: Stabbing up the sky like an obsidian dagger, Shadow Rock is utterly alien
- to the surrounding landscape.
- 4: Foul, noxious gases reaking of rotten eggs bubble up through the turgid,
- yellow, mud-laden waters.
- 5: Amid the bountiful trees you find a spring that almost glows with purity.
- 6: Deeply hidden in verdant shadows, this grove is quiet and feels very
- peaceful.
- 7: The Ruins of Skara Brae.
- 8: Old dwarf mines.
-
-
- PREFACE As I lay dying...
- I pray my body does not fail me before I am able to complete this most
- important missive. I pray as well that, somehow, the heroes who once before
- saved Skara Brae will find this accounting and act upon it. I leave this
- record so those who come after will know what horrors that the Mad God Tarjan
- has perpetrated, and so that they will not be lulled into believing that
- Skara Brae was his sole target.
-
- How can I describe that day. May, it did not begin like all others for on
- that day we celebrated the victory over Mangar that had so recently liberated
- our city. Bards from the world arrived in Skara Brae to play and herald the
- brave deeds of those heroes who saved us. The townspeople danced in the
- streets with happiness, and the great festival filled all with an
- overwhelming joy of life and renewed hope for the future.
-
- Then Mangar's Master, the The Mad God Tarjan, arrived to reduce our day of
- celebration into a day of mourning. His shadow sank the city into pitiless
- black oblivion. Foul creatures that had festered in his flesh like maggots
- burst forth to assault fair Skara Brae. People ran, but could not run swiftly
- enough to escape. Tarjan's minions left none untouched.
-
- Forgive the shakiness of my script, for life ebbs painfully from my body as I
- write. Tarjan, mocking my death curse, told me Skara Brae was barely one in a
- series of conquests he had long contemplated to complete his revenge. He
- laughed when I said heroes would come to destroy his mad plan, yet I sensed
- fear in his voice when I promised that the legendary Hawkslayer, and those
- who defeated Margar, would return again to triumph. As payment for my
- threat, he gave a swift twist of his jewelled sword into my belly.
-
- Tarjan must be stopped. Whosoever reads this, you must get word to the
- heroes. This will be their greatest challenge, for upon their efforts rests
- the fate of more than Skara Brae, more than the Six Cities of the plains.
- Their failure will mean the extinction of all life - save for the wretched
- Tarjan and his servile parasites. Pray for success...and life renewed.
-
- OBJECTIVES
- You must assemble a group of adventurers who will travel to the seven
- dimensions in search of the source of Skara Brae's destruction. Along the
- way, you'll gather words, spells, and items that will help you in your final
- battle against the repugnant Evil One. If you successfully destroy the Evil
- One, Skara Brae will be released from the bond of ruin.
-
- Using logic is he key to surviving in each of the dimensions. Let's say
- you're trekking around in some icy, arctic-like zone and a monstrous snow
- wolf steps onto your path, bares its teeth, and then proceeds to chew off
- your ankle. You have a bag of spells to chose from, but one type of spell
- would be 'especially' effective. (Hint: Trying to freeze the snow wolf in an
- ice storm is not the best choice.)
-
- Throughout the game, you'll need to make important decisions about how to
- accomplish certain tasks. You won't want to proceed in the usual 'Whatever
- Works' method. It will pay to think it out.
-
- PRE-BUILT PARTIES
- When you enter the Refugee Camp, you'll find a group of adventurers called
- INTERPLAYERS ready to do your bidding. They're not the most seasoned of
- adventurers, but they're good enough for you to sample Thief of rate with.
- Use these characters to find out how commands work, what different races and
- classes do, how it feels to get repeatedly attacked, in general, what the
- Realm is like. When you're ready, you can create your own characters.
-
- CREATING CHARACTERS
- I'm sure most of you know how to do this, so there's no need in the key
- pressing situation ... so listen up:
-
- RACES
-
- HUMANS: Their strength and inventiveness make them one of the best survivors.
- Never lacking agression , they can handle themselves in just about any adverse
- setting.
-
- ELF: Fair of hair and skin, the Elves are slightly taller,faster, and more
- agile than humans. Although weaker, they make up for this by being more
- skilled in magical arts and war strategies.
-
- DWARF: Stout and short, these people are amazingly strong and healthy.
- Brightness, however, isn't a shining attribute of theirs.
-
- HOBBIT: The Hobbit is deft and clever, which are ideal traits for thieving.
- Their favorite boast is 'A locked door is soon no more.'
-
- HALF-ELF: The result of an Elf and Human 'friendship', Half-Elves acquire
- their fair and light skin from Elves, and their physical bulk from Humans.
-
- HALF-ORC: Orcs are the henchman of evil wizards who are capable of little
- more than following orders for physical dirty work. Half-Orcs are tempered
- with Human blood, so while they're still dangerous, they aren't completely
- mindless drones forever in search of necks to wrench.
-
- GNOME: Gnomes are much like Dwarfs, but a little more anti-social due to a
- deficit in beauty. Because they've spent so much time studying alone, Gnomes
- have developed a certain flair for magic.
-
- CHARACTER ATTRIBUTES
- As you create your characters, these attributes appear above the race
- categories at the top of the screen. They're your character's vital
- statistics. These values will determine how successful your character
- performs in his or her class (or 'profession').
-
- STRENGTH (ST): Nobody really wishes to be light on might, but strength is
- especially important to fighters.
-
- INTELLIGENCE (IQ): If you won't have brawn, then you better have the brains.
- Magicians get bonus spell points for high intelligence scores.
-
- DEXTERITY (DX): This helps determine how fleet of feed and nimble of hand
- you'll be. A high score makes you harder to hit, and helps you land the
- first blow. For Rogues, the higher this value, the less likely they'll get
- their fingers snapped off in traps.
-
- CONSTITUTION (CN): This represents your overall health. The higher this is,
- the more damage your opponent must inflict on you before you need to start
- thinking about death. Should you be blessed with strong constitution, you
- will get bonus hit points.
-
- LUCK (LK): Luck is ambiguous and unpredictable; you never know what alliance
- it has made with fate. One thing is known about luck: lucky souls are more
- likely to resist evil magic and avoid traps.
-
- CLASSES
- No one class, or profession, is nobler than the next. As the mix of strings
- on the Bard's mandolin makes for a richer sound, so will a mix of calls
- make for a richer journey. Create a party with no Rogues or Bards, and
- you'll have nobody to steal flowers for your grave and sing at your funeral.
- While there are 13 classes to put your choosing, only eight are available to
- the first-time adventurer.
-
- WARRIOR: It's a rare weapon that this king of fighters can't handle. Warriors
- gain an extra attack capability for every four levels of experience after the
- first; a reward for becoming more adept in battle.
-
- PALADIN: This fighter swears to battle all evil and uphold honor and purity.
- Due to their virtuous nature, the Paladin can handle some enchanted weapons
- that other can't and also have greater resistance to spells cast on them.
-
- HUNTER: These are the skilled assassins. Their combat approach is to aim for
- the vital organs or nerve center and do away with the opponent with as little
- swordplay as possible.
-
- MONK: These are no ordinary, somber, brown-robed, porridge eaters. Monks are
- actually adept fighters skilled in the ways of martial arts. While Monks with
- more experience prefer to fight with their bare hands, they can also use
- traditional weapons. A Monk's armor class improves as he or she gains levels.
-
- BARD: Any Bard will tell you that music can do more than sooth the savage
- beast. The Bard can do a number of things from creating light to
- regenerating spell points with a mere stroke of strings.
-
- ROGUE: This dexterous thief makes a living out of picking locks and
- neutralizing traps. If you plan on traveling without a Rogue, prepare to
- pay a high physical price for your spoils. A Rogue also has the ability to
- identify mysterious items. And perhaps most important, a Rogue can be an
- excellent killer due to his or her ability to sneak up close to an opponent
- before he or she attacks...and you'll soon find out just how important this
- thief is to your fate.
-
- CONJURER: Conjurers have the ability to heal wounds and create physical
- phenomena like fire and light.
-
- MAGICIAN: A Magician's specialty is to change the properties of physical
- objects, such as enchanting a sword, turning an enemy to stone, or making a
- dungeon wall vanish.
-
- SORCERER: These mages have weighty illusions, ones that a newly-made
- character surely couldn't handle. You must know at least three spell levels
- from the Magician and Conjurer classes.
-
- WIZARD: Rumor of the Real is that these mages have the power to summon and
- bind creatures of the supernatural, creatures who react foully to being
- dragged out of their worlds on someone else's whim.
-
- ARCHMAGE: Archmages must have mastered all the spells of any three magic
- classes. With this hefty experience requirement, Archmages are undoubtedly
- the most auspicious among those who cast spells for a living.
-
- GEOMANCER: Fighters who want to convert to a life of a magic can become
- Geomancers. Once they choose to change, they can still use the armor,
- weapons, and magic items that the fighter can use. Beware: Bards lose their
- songs, Warriors lose their multiple attacks, Hunters lose their critical hit
- ability, and Monks lose their armor class bonus and multiple attacks. It's
- part of the trade off.
-
- CHRONOMANCER: Chronomancers are the travel experts of the magic users.
- Before becoming one, a magic user must master all the spells of any three
- mage classes. An once you become a Chronomaster, you lose the power to use
- all the spells you previously learned. It may sound unfair, but the
- Chronomancer needs to focus all of his or her attention on the important
- dimensions teleport spells. Don't think you can get around without this
- spellcaster, because you can't.
-
- SPECIAL CHARACTER TIPS FROM THE REFUGEE CAMP
- * Don't worry about losing a level 1 character; just make another one if he
- or she dies. However, when your characters reach level 3, regularly back up
- your character disk with your favorite disk copy utility or prepare to shed
- tears over a lost character.
-
- * If your favorite character is killed, you can resurrect him or her with
- magic, or with gold if you can find a shrine that raises the dead. You can
- also turn off the computer, reboot, and reload your party from the point
- where you last saved them to disk (which means all of the characters lose any
- gold or experience points they may have earned since the last time you saved
- them.) Or, you can delete the dead character from your main character disk,
- and replace that character from your backup disk.
-
- * When you roll for attributes, shoot for 16's, 17's, and 18's since they can
- make a big difference. For example, high dexterity gives you bonus armor
- protection and first strike capabilities; luck often lets your survive if
- you accidentally spring a trap; constitution provides all characters with
- extra hit points; and high intelligence gives mages bonus spell points in
- later turns.
-
- * Certain races rely on certain attributes being strong. A mage who is
- strong but not intelligent is at a far greater disadvantage at an opposite
- attribute... being weak but with high intelligence.
-
- * Develop a Sorcerer quickly to use in the dungeons. Wizards, too, are
- important because they can summon extremely powerful special members . Work
- toward Archmagedom. You'll also need to prepare at least one character for
- the role of Chronomancer.
-
- * Experiment with Hunters. They can often kill superior monsters quickly
- because of their critical hit capabilities. Rogues also have excellent
- critical hit abilities, but only when they hide in the shadows. And don't
- dismiss the Monk as lightweights best left chanting in the monastery; after
- the sixth level, they're probably the best fighters of all the classes.
-
- * You can always enlist the services of special members and save them to your
- party.
-
- * Beware of certain magic squares. Keep an eye on your character's
- statistics while exploring. If you see that your character's spell or hit
- points are dropping for no apparent reason, your character is probably on a
- magic square that drains power - jump off the square before he or she is
- sapped of all strength.
-
- SPECIAL CHARACTERS
- You may meet special characters during your travels, or summon them with a
- spell or magic article (the summoned characters are also known as illusionary
- characters). You can invite as many of these special characters to join your
- party-granted you have the space in your party. You can save special
- characters to disk once you return to the Refugee Camp.
-
- Special characters choose their own method of attack and usually go after the
- first group of monsters that you party if facing. Illusionary characters
- disappear from the party ranks when they are killed or when a foe disbelieves
- its existence. If a nonillusionary special characters is attacked by another
- party member for any reason, the special character immediately turns hostile
- and fights until defeated. Dead special characters can be resurrected and
- healed just like your regular characters.
-
- Special characters can carry items for your party, but they can't find them
- or use them. Only the characters you made are capable of this. When special
- members are killed, anything they were carrying disappears, so don't have
- them carry your favorite family heirloom.
-
- MOVING UP IN LEVELS
- All newly-made characters start out as level one. As you adventure, fight,
- and gain experience, you can go up in levels. The higher your level, the
- better you'll perform in the profession you choose: magic users cast more
- spells, fighters fight more skillfully, thieves steal more successfully, and
- so on. To advance, you must go to the Review Board where the Old Man will
- review your accomplishments and let you know if you are fit for
- advancement... [Art possibly?]
-
- Spellcasters need to advance in levels to acquire more spells. What
- spellcasters would wish to dedicate years of study only to dabble in the same
- handful of tepid spells all of their lives? The following tables shows at
- what level spellcasters can use certain level spells. For instance, a Wizard
- with an experience level of 3 can only use spells up to the second level.
- Spellcasters have seven spell levels that they can acquire.
-
- EXPERIENCE LEVEL/SPELL LEVEL
- 1/1 8/4
- 2/1 9/5
- 3/2 10/5
- 4/2 11/6
- 5/3 12/6
- 6/3 13+/7
- 7/4
-
- You can advance to a new, more powerful mage class once you learn enough
- spells from enough mage classes. Just how many spells and just which mage
- classes you must learn depend on which mage class you want to advance to.
- When you go to the Review Board, you'll find out exactly which classes you
- can advance to at that time.
-
- For those seeking to change classes, your experience points will reset to
- zero, but your other attributes such as hit points, spell points, and gold
- remain unaffected. A warning to magic users: once you advance to a new mage
- spells, you don't get the chance to learn the magic classes and spell levels
- that you skipped. For instance, if you become an Archmage without having
- studied the Sorcerer spells, you cannot go back to learn those Sorcerer
- spells.
-
- PLACES
- Despite the fact that much of the Realm was crushed, some places still do
- stand. The Scrapwood Tavern, for one, still does good business.
-
- REFUGEE CAMP
- Once, there was a home to travelers called the Adventurer's Guild. Wayfarers
- stopped there when they wanted to slake a thirst, engage in merriment, or
- just rest their weary feet. Now that the plague has descended and Skara Brae
- has been shattered, the Refugee Camp serves as the gathering points for
- travelers.
-
- Although lacking the niceties of the Adventurer's Guild (tables, heating,
- vermin free bedding), you can still do the same things in the Refugee Camp.
- Come here to create characters, form a party, and save characters to disk.
- This is where you will begin every game and where you will be returned should
- all your party perish during the quest.
-
- SCRAPWOOD TAVERN
- Drink up! This is the only tavern in the vicinity. You may want to fill up
- with a wineskin here so your Bard will not have to go thirsty in some of the
- more inhospitable, tavernless areas. While you're here, ask the barkeep how
- things are going.
-
- PLACES NO MORE
- In the previous scenarios of Bard's Tale, you may of found places like
- Roscoe's Energy Emporium, temples, casinos, but... here, you may not be so
- fortunate. So you may have to search out for alternatives, if there are any.
-
- REVIEW BOARD
- Once, this housed the representatives from each of the ten different classes
- from all over the Realm. They were responsible for advancing adventurers with
- enough experience points to higher levels. During the dark days, all fled or
- perished in the attempt. Now, the Old Man sits on the Board, and he alone
- will answer to your call for advancement [Art, again in aid.]
-
- MORE TIPS FROM THE REFUGEE CAMP - PLACES
- * Your first adventure should be in the Mad God's dungeon in Skara Brae.
- Here you'll build your savvy for fighting, spellcasting, and adventuring.
-
- * Avoid potential traps. Use the Trap Zap spell when in doubt. It will
- disarm any trap, including the Gas Cloud trap, famous for its toxic fumes.
-
- ITEMS
- Torch: Lights your way in dungeons. Not nearly as precious as spell points.
- Lamp: Longer duration than a torch, but more expensive too.
- Broadsword: Most damaging nonmagic sword.
- Short Sword: A lighter sword that can be used by all but regular mages.
- Dagger: Usable by all, but not too effective.
- War Axe: A heavy, damaging weapon.
- Halbard: Most damaging nonmagical weapon.
- Staff: A short, heavy club.
- Spear: A javeline like weapon that must be thrown.
- Buckler: A Small round sheild.
- Tower Sheild: A Larger sheild.
- Leather Armor: The lightest armor.
- Chain Mail: Light, metal-mesh armor. Protection against light weapons.
- Scale Armor: Stronger than chain mail, hard to pierce.
- Plate Armor: Strongest nonmagical armor.
- Robes: Nice around the house, but no protection in a dungeon.
- Helm: Head protection from all but the fericest attack.
- Leather Gloves: Light protections for the hands.
- Gauntlets: Metal gloves.
- Mandolin: The bards instrument of war.
- Long Bow: Used to launch arrows at your oppenents.
- Arrows: Missile weapons that must be launched with the long bow.
-
- SPELLS
-
- CONJURER SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: MAFL 3 View Medium Mage Flame: Torch that floats.
- Level 1: ARFI 3 1 Foe 10' N/A Arc Fire: Shoots flame. Hits for 1
- to 4 points of damage, multiplied
- by the spell casters level.
- Level 1: TRZP 2 30' N/A Trap Zap: Disarms traps.
- Level 2: FRFO 3 Group Combat Freeze Foes: Slows oponents down,
- makes them easier to hit.
- Level 2: MACO 3 N/A Medium Magic Compas: Makes a compas
- Level 2: WOHL 4 Character N/A Word of Healing: Fixes a guy who is
- hurt for 4 to 16 points to damage.
- Level 3: LERE 5 View Long Lesser Revelation: A Mage Flam that
- reveals secret doors.
- Level 3: LEVI 4 Party Long Levitation: Makes characters float
- over traps or up and down portals.
- Level 3: WAST 5 Group 20' N/A Warstrike: Burns foes for 5 to 1
- points of damage.
- Level 4: INWO 6 Party Short Instant Wolf: Makes a wolf.
- Level 4: FLRE 6 Character N/A Flesh Restorer: Heals for 10 to 40
- points of damage, poisoning, and
- insanity.
- Level 5: GRRE 7 View Long Greater Revelation: Like LERE, but
- longer and lights a lighter Area.
- Level 5: SHSP 7 Group 30' N/A Shock-Sheree: Shocks the enemy for
- 10 to 40 points of damage.
- Level 6: MALE 8 Party Indef Major Levitation: Like LEVI, but
- lasts longer.
- Level 6: REGN 12 Character N/A Regenerate: Heals one character
- replacing all hit points.
- Level 7: FLAN 12 Party N/A Flesh Anew: Like FLRE, But Effects
- all characters.
- Level 7: APAR 15 Party N/A Apport Arcane: Teleports to other
- dungeons and cities.
- Level 7: FAFO 18 Group N/A Far Foe: Moves a group of foes 40'
- further away, up to a max of 90'.
- Level 7: INSL 12 Party N/A Instant Slayer: Creates a mean
- dude. The name speaks for itself.
-
- MAGICIAN SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: VOPL 3 Character Combat Vorpal Plating: Increases damage
- points of a character by 2 to 8
- points per hit.
- Level 1: QUFI 3 Character N/A Quick Fix: Heals a character for
- precisely 8 points up to the max.
- Level 1: SCSI 2 Party N/A Scry Sitee: Causes dungeon or other
- places to reveal the location.
- Level 2: HOWA 4 1 Foe 10' N/A Holy Water: Hurts a foe of evil or
- supernatural origin for 6 to 24
- points of damage.
- Level 2: MAGA 5 Character Combat Mage Gaunlets: Like VOPL, but makes
- 4 to 16 points per hit.
- Level 2: AREN 5 30' Short Area Enchant: Makes dungeon walls
- call out if you are within 30'
- (3 Squares) of stairs.
- Level 3: MYSH 6 Party Medium Mystic Shield: Makes air in front
- of the party a sheild that is as
- hard as metal and procedes the
- party as they move.
- Level 3: OGST 6 Character Combat Oscon's Ogrestrength: Makes a
- member strong as eliks ogre for the
- duration of the battle.
- Level 3: STFL 6 Group 40'+ N/A Starflare:Ignites air around enemy,
- burns them for 10 to 40 points of
- damage.
- Level 4: SPTO 8 1 Foe 70' N/A Spectre Touch: Touch of death, hits
- for 15 to 60 points of damage.
- Level 4: DRBR 7 Group 30'+ N/A Dragon Breath: Breathes fire. Burns
- for 11 to 44 points of damage.
- Level 5: ANMA 8 Party Combat Anti-Magic: Makes ground absorb
- some of the spells cast at party
- and aids in disbeleiving illusions.
- Level 5: GIST 10 Party Combat Giant Strike: Increased party's
- damage by 10 points per hit.
- Level 6: PHDO 9 1 Wall 1 Move Phase Door: Turns almost any wall
- to air for one move.
- Level 6: YMCA 10 Party Indef Mystic Coat of Armor: Like MYSH,
- but lasts longer.
- Level 7: REST 12 Party N/A Restoration: Fixes every member in
- the party. Cures posioning and
- insanity.
- Level 7: DEST 14 1 Foe 10' N/A Deathstrike: Likely to instantly
- kill an enemy.
- Level 7: ICES 11 Group 50' N/A Ice Storm: Freezes a group of foes
- for 20 to 80 points of damage.
- Level 7: STON 20 Character N/A Stone Heal: Turns a stoned party
- member into flesh.
-
- SORCEROR SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: MIJA 3 1 Foe 40' N/A Mind Jab: Jabs foe for 2 to 8 times
- the spell caster's level.
- Level 1: PHBL 2 Party Combat Phase Blur: Makes party dodge
- attacks easier.
- Level 1: LOTR 2 30' Short Locate Trap: Locates traps.
- Level 2: DISB 4 Illusions Combat Disbelieve: Makes party disbelieve
- illusions.
- Level 2: WIWA 4 Party N/A Wind Warrior: Makes a ninja dude.
- Level 2: FEAR 4 1 Group Combat Fear: Reduces attack ability.
- Level 3: WIOG 6 Party N/A Wind Ogre: Makes a wind ogre.
- Level 3: INVI 6 Party Combat Invisible: Makes party invisble.
- Level 3: SESI 6 30' Medium Locate Trap: Longer than LOTR.
- Level 4: CAEY 7 Party N/A Cat's Eye: Perfect night vision.
- Level 4: WIDR 12 Party N/A Wind Dragon: Makes a red dragon.
- Level 5: DIIL 8 Illusions Combat Disrupt Illusion: Disrupts all
- illusions and prevents others from
- appearing.
- Level 5: MIBL 10 All foes 30'+ Combat Mind Blade: Shocks foes for 25 to
- 100 points of damage.
- Level 6: WIGI 11 Party N/A Wind Giant: Makes a wind giant.
- Level 6: SOSI 11 Party Long Locate Trap: Longer than SESI.
- Level 7: RIME 20 All foes 40'+ N/A Freezes or burns for 50 to 200
- points of damage.
- Level 7: WIHE 16 Party N/A Hurricane: Creates an illusionary
- hurricane to join your party.
- Level 7: MAGM 40 1 Group N/A Shocks for 60 to 240 points of
- damage, turns them to stone, or
- kills them.
- Level 7: PREC 50 All foes Combat Pre-Eclusion: Keeps foes from
- summoning more foes.
-
- WIZARD SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: SUEL 10 Party N/A Summon Elemental: Makes a fire
- being from the raw elements of the
- universe to join and fight for your
- party.
- Level 1: FOFO 11 Group 10' N/A Force Focus: Lands a cone of force
- on your foes, inflicting 25 to 100
- points of damage.
- Level 2: PRSU 15 Party N/A Prime Summoning: Forces a powerfull
- undead creature to join and fight
- for your party.
- Level 2: DEBA 11 1 Foe 30' N/A Demon Bane: Inflicts 100 to 400
- points of Damage to a creature of
- evil or supernatural origin.
- Level 3: FLCO 14 Group 40' N/A Flame Column: Makes a cyclone of
- flame that lashes out and delivers
- 22 to 88 points of damage to a
- group of your foes.
- Level 3: DISP 12 Character N/A Dispossess: Returns a possessed
- party member to a normal state of
- mind.
- Level 4: HERB 25 Party N/A Summon Herb: Summons Herb to fight
- for your party.
- Level 4: ANDE 14 Character Combat Animate Dead: Reanimates a dead
- character so that he/she fights as
- if truly alive. Combat only spell.
- Level 5: SPBI 16 1 Foe N/A Spell Bind: If successful, forces 1
- of your foes to join and fight for
- your party.
- Level 5: SOWH 13 1 Foe 70' N/A Soul Whip: Whips out a tendril of
- psionic (mind) power to strike a
- chosen foe, inflicting 50 to 200
- points of damage.
- Level 6: GRSU 22 Party N/A Greater Summoning: Like PRSU, but
- forces a powerful elemental to join
- and fight for you.
- Level 6: BEDE 18 Character N/A Beyond Death: Resores life and one
- hit point to a dead character.
- Level 7: WIZW 16 Group 50' N/A Wizard War: Creates a pyrotechnical
- storm over a group of foes
- inflicting 50 to 200 points of
- damage.
- Level 7: DMST 25 Group 50' N/A Demon Strike: Releases a group of
- demons that attack for 200 to 400
- points of damage.
-
- ARCHMAGE SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: HAFO 15 All foes 1 Round Haltfoe: If successfull, this spell
- causes every attacking group to do
- nothing during the next round of
- fighting.
- Level 1: MEME 20 Group N/A Melee Men: Pulls an attacking group
- into melle range (10') regardless
- of how far away they were to begin
- with.
- Level 2: BASP 28 Party Misc. Batchspell: Performs all of the
- following spells: Greater
- Revelation, Mystical Coat of Armor,
- Sorcerer Sight, Major Levitation,
- and Magic Compas.
- Level 3: CAMR 26 Party N/A Camaraderie: Has a 50% chance of
- calming all monsters in your party
- that have turned hostile.
- Level 4: NILA 30 Group 90' N/A Night Lance: Launches a chilling
- missile against your foes,
- inflicting 100 to 400 points of
- damage.
- Level 5: HEAL 50 Party N/A Heal All: A beyond death spell that
- resurrects every dead party member
- (including those turned to stone),
- and heals all wounds, paralysis,
- and insanity.
- Level 6: BRKR 60 Party N/A Brothers Kringle: The brothers are
- always ready to help freinds in
- trouble. Enough brothers appear to
- fill the empty slots in your party.
- Level 7: MAMA 80 All foes 90' N/A Mangars Mallet: Inflicts 200 to 800
- bone crushing damage points against
- every monster your group faces.
- CHRONOMANCER SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: ARBO 10 Party N/A Teleport to Arboria. Must be in
- quite grove outside of Skara Brae.
- Level 1: ENIK 10 Party N/A Teleport to wilderness outside of
- Skara Brae. Must be at well worn
- area in Arboria.
- Level 1: VITL 12 1 Character N/A Vitality: Heals a character 4 to 8
- points times spell caster's level.
- Level 2: WIFI 20 Group 20' N/A Wizard's Fist: Burns foes for 300
- to 600 points of damage.
- Level 2: COLD 20 Group 80' N/A Coldspell: Freezez foes for 50 to
- 400 points of damage.
- Level 3: GOFI 25 Group 80' N/A God Fire: Burns a foes for 60 to
- 240 points of damage.
- Level 3: STUN 30 All foes N/A Stun: Stuns all foes for 50 to 200
- points of damage.
- Level 4: LUCK 45 Party Combat Luck: Increases party's hitting and
- defending by 8 points.
- Level 4: FADE 50 1 Foe 30' N/A Far Death: Kills foe.
- Level 5: WHAT 60 1 Object N/A Identifies an item.
- Level 5: OLAY 60 1 Character N/A Youth Potion: Coats one character
- to rid of oldness.
- Level 6: GRRO 65 1 Character N/A Fixes character even if dead.
- Level 6: FOTA 70 Group N/A Casts a Sandstorm, WIFI, and moves
- back any survivors.
- Level 7: SHSH 60 Party N/A Shadow Shield: Lowers party's armor
- class by 4.
- Level 7: FAFI 100 All foes N/A Devistates all foes for 400 to 1500
- points of damage.
-
- GEOMANCER SPELLS
- LEVEL #: CODE COST RANGE DURATION DESCRIPTION
-
- Level 1: EADA 5 Group 40' N/A Earth Dagger: Stabs a group of foes
- for 200 to 800 points of damage.
- Level 1: EASO 5 Level On level Earth Source: Reveals all booby
- traps that you pass over while on
- a dungeon level.
- Level 1: EAWA 8 Level On level Earth Warp: Trap Zaps the entire
- level.
- Level 2: TREB 10 All foes N/A Trebulation: Burns all foes with a
- hot flame for 150 to 600 points of
- damage.
- Level 2: EAEL 15 Party N/A Earth Elemental: Summons an Earth
- Elemental to join and fight your
- party.
- Level 2: WAWA 15 Wall N/A Wall Warp: Like PHDO, but last
- until you leave the dungeon level.
- Level 3: ROCK 18 1 foe 60' N/A Rock: Stones a foe.
- Level 3: ROAL 20 Level On level Roscoe's Alert: Reveals anti-magic
- areas.
- Level 4: SUSO 20 Level On level Susore's Song: Reveals all heal
- party squares.
- Level 4: SAST 25 Group N/A Sand Storm: Moves foes back 60'.
- Level 5: SANT 30 Level On level Sanctuary: Shows squares that raise
- spell points.
- Level 5: GLST 40 1 foe 90' N/A Glacier Strike: Sends a stalagmite
- up through the ground to pin a foe
- to the ceiling for 400 to 1600
- points of damage.
- Level 6: PATH 40 Level On level Path Finder: Makes an instant map
- of any dungeon level.
- Level 6: MABA 50 Group 50' N/A Magma Blast: Burns foes with firey
- hot magma for 300 to 1200 points of
- damage.
- Level 7: JOBO 60 All foes N/A Jolt Bolt: Smashes all foes to the
- ground and shocks them for 400 to
- 1600 points of damage.
- Level 7: EAMA 80 Group 50' N/A Earth Mama: Opens the Earth's
- surface below a group of foes,
- drops them in, and closes over them
- so that they are never heard from
- again.
-
- MISCELLANEOUS SPELLS
- CODE COST RANGE DURATION DESCRIPTION
-
- GILL 10 Party Short Gill: Let's party breathe under water.
- DIVA 250 Party N/A Divine Intervention: During non combat: Makes
- all illusionary characters into real ones,
- cures of all illnesses except age, restores
- all hit points to the party. During combat:
- Lowers party's armor class by 20, increases
- attacks by 8 hits, casts Mangar's Mallet.
- NUKE 150 All foes N/A Goderdammerrung: Nukes all foes for about 2000
- points of damage.
-
-
- BARD SONGS
- The bard has seven tunes he/she can play one at a time while exploring or
- during combat. The last two songs must be found.
-
- 1. Sir Robin's Tune: Lets party run from foes easier, and prevents foes from
- calling for help.
-
- 2. Safety Song: Bonus to saving roll. This means that the party is less likely
- to be damaged by magic and traps.
-
- 3. Sanctuary Score: Lowers the armor class for all members.
-
- 4. Bringaround Ballad: Increases the party's hit points for extra protection
- also increase the damage points inflicted on the enemy.
-
- 5. Rhyme of Duotime: Makes party regain spell points twice as fast, and makes
- fighters hit one extra time.
-
- 6. Watchwood Meledoy: Casts a mage flame.
-
- 7. Minstel Shield: Cast magic compas during non combat. Burns all foes for
- 150 to 600 points of damage during combat.
-
- 8. Kiel's Overture: Lowers armor class during non combat. Absorbs half of
- damage inflicted upon the party during combat.
-
- End.
-