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- ENCHANT WEAPON LEVEL 1:
- TURN NORMAL WEAPON INTO
- PLUS 1 MAGICAL WEAPON.~
- EXTRA HEALTH POINT:
- PERMANENTLY INCREASES
- CASTER'S MAXIMUM HEALTH
- POINTS BY 1.~
- WRITE SCROLL TO LEVEL 3:
- CREATE A SCROLL FOR ANY
- SPELL UP TO THIRD LEVEL.~
- ENCHANT ARMOR LEVEL 1:
- TURN NORMAL ARMOR INTO
- PLUS 1 MAGICAL ARMOR.~
- EXTRA 3 HEALTH POINTS:
- PERMANENTLY INCREASES
- CASTER'S MAXIMUM HEALTH
- POINTS BY 3.~
- ENCHANT WAND LEVEL 3:
- PUT FIVE CHARGES OF ANY
- SPELL UP TO THIRD LEVEL
- INTO A WAND.~
- ENCHANT WEAPON LEVEL 2:
- TURN NORMAL WEAPON INTO
- PLUS 2 MAGICAL WEAPON.~
- EXTRA 5 HEALTH POINTS:
- PERMANENTLY INCREASES
- CASTER'S MAXIMUM HEALTH
- POINTS BY 5.~
- ENCHANT RING LEVEL 1:
- IMPROVES RESISTANCE TO
- PHYSICAL ATTACKS BY 1
- POINT.~
- ENCHANT ARMOR LEVEL 2:
- TURNS NORMAL ARMOR INTO
- PLUS 2 MAGICAL ARMOR.~
- ANTI MAGIC RING LEVEL 1:
- CREATES PLUS 1 RING TO
- DEFEND WEARER AGAINST
- MAGICAL ATTACKS.~
- WRITE SCROLL TO LEVEL 10:
- CREATE A SCROLL FOR ANY
- SPELL UP TO TENTH LEVEL.~
- ENCHANT WEAPON LEVEL 3:
- TURN NORMAL WEAPON INTO
- PLUS 3 MAGICAL WEAPON.~
- ENCHANT RING LEVEL 2:
- IMPROVES RESISTANCE TO
- PHYSICAL ATTACKS BY 2
- POINTS.~
- BODY ARMOR LEVEL 1:
- TURNS CASTER'S SKIN
- INTO MAGICAL ARMOR THAT
- IS EQUIVALENT TO PLUS 1
- MAGICAL LEATHER ARMOR.~
- ENCHANT ARMOR LEVEL 3:
- TURNS NORMAL ARMOR INTO
- PLUS 3 MAGICAL ARMOR.~
- ANTI-MAGIC RING LEVEL 2:
- CREATES PLUS 2 RING TO
- DEFEND WEARER AGAINST
- MAGICAL ATTACKS.~
- ENCHANT WAND LEVEL 8:
- PUT FIVE CHARGES OF ANY
- SPELL UP TO EIGHTH LEVEL
- INTO A WAND.~
- ENCHANT RING LEVEL 3:
- IMPROVES RESISTANCE TO
- PHYSICAL ATTACKS BY 3
- POINTS.~
- ANTI-MAGIC RING LEVEL 3:
- CREATES PLUS 3 RING TO
- DEFEND WEARER AGAINST
- MAGICAL ATTACKS.~
- BODY ARMOR LEVEL 2:
- TURNS CASTER'S SKIN
- INTO MAGICAL ARMOR THAT
- IS EQUIVALENT TO PLUS 2
- MAGICAL LEATHER ARMOR.~
- ENCHANT WEAPON LEVEL 4:
- TURN NORMAL WEAPON INTO
- PLUS 4 MAGICAL WEAPON.~
- ENCHANT ARMOR LEVEL 4:
- TURNS NORMAL ARMOR INTO
- PLUS 4 MAGICAL ARMOR.~
- ENCHANT WAND ANY LEVEL:
- PUT FIVE CHARGES OF ANY
- SPELL INTO A WAND.~
- PERMANENT FEATHER:
- RENDERS CASTER PERM-
- ANENTLY WEIGHTLESS.~
- ANTI-MAGIC RING LEVEL 5:
- CREATES PLUS 5 RING TO
- DEFEND WEARER AGAINST
- MAGICAL ATTACKS.~
- EXTRA 25 HEALTH POINTS:
- PERMANENTLY INCREASES
- CASTER'S MAXIMUM HEALTH
- POINTS BY 25.~
- PERMANENT INVISIBILITY:
- CREATES A FIELD THAT
- PERMANENTLY BENDS ALL
- LIGHT RAYS AROUND CASTER.~
- YOUTH:
- REDUCES CASTER'S AGE BY
- 10 YEARS. DOES NOT RETURN
- CHARACTERISTICS TO THEIR
- HIGHER LEVELS, BUT IT DOES
- HELP PREVENT THEM FROM
- CONTINUING TO DECLINE.~
- BODY ARMOR LEVEL 4:
- TURNS CASTER'S SKIN
- INTO MAGICAL ARMOR THAT
- IS EQUIVALENT TO PLUS 4
- MAGICAL LEATHER ARMOR.~
- ENCHANT ARMOR LEVEL 1:
- IMPROVES ARMOR OF CASTER
- BY 1 POINT.~
- ENCHANT WEAPON LEVEL 1:
- IMPROVES ALL OF THE
- CASTER'S WEAPONS BY 1
- POINT.~
- LITTLE CURE:
- CURES 1-20 HEALTH POINTS,
- DEPENDING UPON THE CASTER'S
- WISDOM.~
- ENCHANT WEAPON LEVEL 2:
- IMPROVES ALL OF THE
- CASTER'S WEAPONS BY 2
- POINTS.~
- RELOCATE:
- TELEPORTS CASTER RANDOMLY
- TO ANOTHER POSITION ON THE
- SAME LEVEL. LEAVING THE
- MONSTER BEHIND.~
- DETECT LEVEL:
- TELLS CASTER WHAT LEVEL
- HE IS ON.~
- CURE:
- CURES 10-40 HEALTH POINTS,
- DEPENDING UPON THE CASTER'S
- WISDOM.~
- ENCHANT ARMOR LEVEL 2:
- IMPROVES ARMOR OF CASTER
- BY 2 POINTS.~
- STRENGTH:
- INCREASES THE CASTER'S
- STRENGTH BY FIVE POINTS.~
- ENCHANT WEAPON LEVEL 3:
- IMPROVES ALL OF THE
- CASTER'S WEAPONS BY 3
- POINTS.~
- AGILITY:
- INCREASES THE CASTER'S
- AGILITY BY FIVE POINTS.~
- DESCEND:
- DROP DOWN TO THE NEXT
- LEVEL WITH OPEN SPACE
- DIRECTLY BENEATH THE
- CASTER.~
- ASCEND:
- PASS UP TO THE NEXT
- LEVEL WITH OPEN SPACE
- DIRECTLY ABOVE THE CASTER.~
- DETECT POSITION:
- REVEALS POSITION OF CASTER
- IN TERMS OF X AND Y.~
- FEATHER:
- MAKES CASTER COMPLETELY
- WEIGHTLESS, MAKING IT EASIER
- TO RUN FROM MONSTERS.~
- BIG CURE:
- CURES 20-90 HEALTH POINTS,
- DEPENDING UPON THE CASTER'S
- WISDOM.~
- DOUBLE ASCEND:
- RISE TWICE AS FAR AS THE
- REGULAR ASCEND SPELL.~
- ENCHANT WEAPON LEVEL 4:
- IMPROVES ALL OF THE
- CASTER'S WEAPONS BY 4
- POINTS.~
- INVISIBILITY:
- RENDERS CASTER INVISIBLE,
- MAKING IT MORE DIFFICULT FOR
- MONSTERS TO PURSUE AND
- ATTACK.~
- ENCHANT ARMOR LEVEL 3:
- IMPROVES ARMOR OF CASTER
- BY 3 POINTS.~
- FAST MOVE:
- INCREASES THE CASTER'S
- RUNNING SPEED, ENABLING HIM
- TO ESCAPE MORE EASILY FROM
- DANGEROUS MONSTERS.~
- SUPER STRENGTH:
- INCREASES THE CASTER'S
- STRENGTH BY TEN POINTS.~
- ENCHANT WEAPON LEVEL 5:
- IMPROVES ALL OF THE
- CASTER'S WEAPONS BY 5
- POINTS.~
- MAJOR DESCEND:
- DROP DOWN AT LEAST 25
- LEVELS INTO THE DUNGEON.~
- SUPER AGILITY:
- INCREASES THE CASTER'S
- AGILITY BY TEN POINTS.~
- CURE POISON:
- CURES POISON IF THE CASTER
- HAS BEEN POISONED BY ANY
- MEANS.~
- HEAL ALL WOUNDS:
- CURES ALL WOUNDS INSTANTLY.~
- MAJOR ASCEND:
- RISE UP AT LEAST 25 LEVELS. ~
- CURE DISEASE:
- CURES ANY FORM OF DISEASE.~
- ENCHANT ARMOR LEVEL 4:
- IMPROVES ARMOR OF CASTER
- BY 4 POINTS.~
- SLEEP: PUTS LOW LEVEL
- MONSTERS TO SLEEP, ALLOWING
- YOU TO ATTACK THEM AT WILL~
- MAGIC ZAP: ZAPS ANY
- MONSTER FOR 2 POINTS PER
- LEVEL OF THE CASTER.~
- MINOR PROTECTION: REDUCES
- THE LIKELIHOOD THAT THE
- CASTER WILL BE HIT BY ANY
- MONSTER.~
- SLOW ENEMIES: REDUCES THE
- NUMBER OF ATTACKS WHICH
- MONSTERS MAY MAKE UPON THE
- CASTER.~
- STRENGTH: INCREASES THE
- CASTER'S STRENGTH BY 7
- POINTS.~
- MINOR SHOCK: DOES 25
- POINTS OF TO DAMAGE TO
- MONSTER.~
- LIGHTNING BOLT: BURNS MOST
- MONSTERS FOR 4 POINTS PER
- LEVEL OF THE CASTER.~
- MAGIC MISSILE: POWERFUL
- MISSILE DOES 50 POINTS OF
- DAMAGE TO MONSTER.~
- SPEED: INCREASES CASTER'S
- STRIKING SPEED, ALLOWING
- EXTRA ATTACKS.~
- GO AWAY: TELEPORTS MONSTER
- AWAY, ALLOWING YOUR EASY
- ESCAPE. SUCCESS IS DECIDED
- BY THE RATIO BETWEEN THE
- PLAYER AND MONSTER LEVELS.
- WILL NOT WORK AT ALL IF
- THE RATIO IS WORSE THAN
- 1:4. 1:2 IS RECOMMENDED.~
- RELOCATE: TELEPORTS
- CASTER RANDOMLY TO
- ANOTHER POSITION ON THE
- SAME LEVEL. LEAVING THE
- MONSTER BEHIND.~
- POWER WEAPON I: CREATES A
- SHIMMERING MAGICAL WEAPON
- OF SUBSTANTIAL POWER AND
- PLUS 3 STRIKING CAPABILITY.~
- MINOR EXPLOSION: CREATES
- A SMALL EXPLOSION AT THE
- FEET OF THE MONSTER. DOES
- BETWEEN 75 AND 175 POINTS
- OF DAMAGE AT RANDOM TO THE
- MONSTER.~
- PROTECTION: GREATLY
- REDUCES THE LIKELIHOOD OF
- THE CASTER BEING HIT BY
- ANY MONSTER.~
- RESIST POISON: PROTECTS
- CASTER AGAINST POISON 95
- PERCENT OF THE TIME.~
- MAGIC ZOT: GIVES MONSTER
- AN ELECTRIC ENERGY JOLT,
- CAUSING 4-8 POINTS OF
- DAMAGE PER LEVEL OF THE
- CASTER.~
- SHOCK: DOES 125 POINTS OF
- DAMAGE TO MONSTER.~
- ANTI-COLD: PREVENTS DAMAGE
- TO CASTER FROM DAMAGING
- COLD-RELATED ATTACKS LIKE
- THAT OF THE WHITE DRAGON.~
- EXPLOSION: CREATES A LARGE
- EXPLOSION AT THE FEET OF
- THE MONSTER. DOES BETWEEN
- 125 AND 225 POINTS OF
- DAMAGE AT RANDOM TO THE
- ENEMY MONSTER.~
- PASS WALL: MOVES CASTER
- TO A SAFE PLACE ON THE
- OTHER SIDE OF A NEARBY
- WALL.~
- ANTI-FIRE: PREVENTS DAMAGE
- TO CASTER FROM DAMAGING
- FIRE-RELATED ATTACKS LIKE
- THAT OF THE ORANGE DRAGON.~
- MAGIC BOLT: GIVES MONSTER
- AN ELECTRIC ENERGY JOLT,
- CAUSING 7-11 POINTS OF
- DAMAGE PER LEVEL OF THE
- CASTER.~
- MAJOR PROTECTION: GREATLY
- REDUCES THE LIKELIHOOD OF
- THE CASTER BEING HIT BY
- ANY MONSTER.~
- POWER WEAPON II: CREATES
- A POWERFUL SHIMMERING
- MAGICAL WEAPON OF GREAT
- POWER AND PLUS 9 STRIKING
- CAPABILITY.~
- HOLD MONSTER-STOPS MONSTER
- FROM MAKING ANY ACTIONS.~
- DRAIN MONSTER: REDUCES THE
- MONSTER'S LEVEL BY THE AMOUNT
- OF THE CASTER'S WISDOM.~
- MAJOR SHOCK: DOES 300
- POINTS OF DAMAGE TO THE
- ENEMY MONSTER.~
- MAJOR EXPLOSION: CREATES
- A HUGE EXPLOSION AT THE
- FEET OF THE MONSTER. DOES
- BETWEEN 200 AND 500 POINTS
- OF DAMAGE AT RANDOM TO THE
- ENEMY MONSTER.~
- AUTOKILL: KILLS MONSTER.
- SUCCESS IS DETERMINED BY A
- RATIO BETWEEN THE PLAYER
- AND MONSTER LEVELS, WISDOM,
- AND INTELLIGENCE. THIS IS
- NOT TERRIBLY RELIABLE, BUT
- IT IS VERY EFFECTIVE!~
- POWER WEAPON III: CREATES
- A HIGHLY POWERFUL MAGICAL
- WEAPON OF GREAT STRENGTH
- AND PLUS 21 STRIKING AND
- DAMAGE CAPABILITY.~
- SLEEP: PUTS LOW LEVEL
- MONSTERS TO SLEEP, ALLOWING
- YOU TO ATTACK THEM AT WILL~
- MINOR PROTECTION: REDUCES
- THE LIKELIHOOD OF THE
- CASTER WILL BE HIT BY ANY
- MONSTER.~
- STRENGTH: INCREASES THE
- CASTER'S STRENGTH BY 7
- POINTS.~
- RESIST POISON: PROTECTS
- CASTER AGAINST POISON 95
- PERCENT OF THE TIME.~
- SPEED: INCREASES CASTER'S
- STRIKING SPEED, ALLOWING
- EXTRA ATTACKS.~
- FAST CURE: EASY TO CAST
- CURE FOR USE IN BATTLE.~
- RESIST DISEASE: PROTECTS
- CASTER AGAINST DISEASE 95
- PERCENT OF THE TIME.~
- RELOCATE: TELEPORTS
- CASTER RANDOMLY TO
- ANOTHER POSITION ON THE
- SAME LEVEL. LEAVING THE
- MONSTER BEHIND.~
- SLOW ENEMIES: REDUCES THE
- NUMBER OF ATTACKS WHICH
- MONSTERS MAY MAKE UPON THE
- CASTER.~
- ANTI-COLD: PREVENTS DAMAGE
- TO CASTER FROM DAMAGING
- COLD-RELATED ATTACKS LIKE
- THAT OF THE WHITE DRAGON.~
- GO AWAY: TELEPORTS MONSTER
- AWAY, ALLOWING YOUR EASY
- ESCAPE. SUCCESS IS DECIDED
- BY THE RATIO BETWEEN THE
- PLAYER AND MONSTER LEVELS.
- WILL NOT WORK AT ALL IF
- THE RATIO IS WORSE THAN
- 1:4. 1:2 IS RECOMMENDED.~
- POWER WEAPON I: CREATES A
- SHIMMERING MAGICAL WEAPON
- OF SUBSTANTIAL POWER AND
- PLUS 3 STRIKING CAPABILITY.~
- PROTECTION: GREATLY
- REDUCES THE LIKELIHOOD OF
- THE CASTER BEING HIT BY
- ANY MONSTER.~
- ANTI-FIRE: PREVENTS DAMAGE
- TO CASTER FROM DAMAGING
- FIRE-RELATED ATTACKS LIKE
- THAT OF THE ORANGE DRAGON.~
- PASS WALL: MOVES CASTER TO
- A SAFE PLACE ON THE OTHER
- SIDE OF A NEARBY WALL.~
- RESIST LEVEL DRAIN: ALLOWS
- CASTER 90 PERCENT CHANCE
- OF RESISTING A LEVEL DRAIN.~
- DRAIN MONSTER: REDUCES THE
- MONSTER'S LEVEL BY THE AMOUNT
- OF THE CASTER'S WISDOM.~
- FAST BIG CURE: EASY TO
- CAST CURE FOR USE IN
- BATTLE.~
- HOLD MONSTER: STOPS MONSTER
- FROM MAKING ANY ACTIONS.~
- POWER WEAPON II: CREATES
- A POWERFUL SHIMMERING
- MAGICAL WEAPON OF GREAT
- POWER AND PLUS 9 STRIKING
- CAPABILITY.~
- SHOCK: DOES 125 POINTS OF
- DAMAGE TO MONSTER.~
- MAJOR PROTECTION: GREATLY
- REDUCES THE LIKELIHOOD OF
- THE CASTER BEING HIT BY
- ANY MONSTER.~
- EXPLOSION: CREATES A LARGE
- EXPLOSION AT THE FEET OF
- THE MONSTER. DOES BETWEEN
- 125 AND 225 POINTS OF
- DAMAGE AT RANDOM TO THE
- ENEMY MONSTER.~
- MAGIC ZOT: GIVES MONSTER
- AN ELECTRIC ENERGY JOLT,
- CAUSING 4-8 POINTS OF
- DAMAGE PER LEVEL OF THE
- CASTER.~
- AUTOKILL: KILLS MONSTER.
- SUCCESS IS DETERMINED BY A
- RATIO BETWEEN THE PLAYER
- AND MONSTER LEVELS, WISDOM,
- AND INTELLIGENCE. THIS IS
- NOT TERRIBLY RELIABLE, BUT
- IT IS VERY EFFECTIVE!~
- POWER WEAPON III: CREATES
- A HIGHLY POWERFUL MAGICAL
- WEAPON OF GREAT STRENGTH
- AND PLUS 21 STRIKING AND
- DAMAGE CAPABILITY.~
- STRENGTH AND SPEED: HELPS
- BOTH STRENGTH AND AGILITY
- OF THE SPELL CASTER.~
- ULTRA PROTECTION: GREATLY
- REDUCES THE LIKELIHOOD OF
- THE CASTER BEING HIT BY
- ANY MONSTER.~
- FAST HEAL: COMPLETELY
- HEALS CASTER INSTANTLY,
- EVEN DURING BATTLE.~
- MAJOR SHOCK: DOES 300
- POINTS OF DAMAGE TO THE
- ENEMY MONSTER.~
-