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- Bard's Tale II:
- The Destiny Knight
-
- from Electronic Arts
-
- Bigger and better than The Bard's Tale!
-
- GREETINGS HERO!
-
- My name is Saradon, a wizard of some fame and little fortune. Though you
- know me not, and we have never met, I feel that I have known you all my
- life. For the story of your deeds, your entanglement with Mangar and his
- evil horde in Skara Brae, flows from the lips of every Bard throughout
- the Realm. For this reason, your courage and experience, I have
- contacted you above all others. For now we face an evil much greater
- than Mangar's. An evil that threatens not the safety and tranquillity of
- but one city, nae ... an evil that threatens the existence of the entire
- Realm and all the cities and citizens within!
-
- Recall now the lessons of your childhood. The story of Turin, the
- archmage who forged the Destiny Wand in the molten depths of the holy
- mountain Krontor. The Destiny Wand, the uniting force which has rallied
- armies to the aid of the Realm, and has maintained peace and prosperity
- for the last 700 years. But look around you now, where has the power of
- the Destiny Wand gone? Lawless mercenaries from the neighboring kingdom
- of Lestradae have invaded the Realm and now run rampant through the
- streets. Even in Tangramayne, our capital! It is they who have taken the
- Destiny Wand, with the guidance of an evil Archmage known as Lagoth
- Zanta.
-
- Although Lagoth has thwarted each of my attempts to gain knowledge of
- his powers and location, I have been able to discover that the Destiny
- Wand lies broken in seven pieces, at seven different locations. Lagoth
- has placed each fragment of the scepter within a Snare of Death - a
- puzzle room that will require all the wisdom and cunning at your
- disposal in order for you to survive.
-
- Do you believe in legends? Legend states that, "Unimaginable power is
- bestowed upon the one who reforges the Destiny Wand ..." Regardless of
- whether or not you hold faith in the stuff of legend, you must defeat
- Lagoth Zanta, regain the seven fragments, and reforge the Destiny Wand
- -- it is the only way to save the Realm.
-
- Now I must hurry, for in my attempts to glean knowledge of Lagoth, he
- must has discovered my prying magic and even how his mercenaries
- approach. I care not for my own safety, but I pray that my magic is
- still strong enough to deliver this letter and the accompanying booklet
- into your hands. The booklet contains powerful quest knowledge which I
- have gathered using magic and other, more physical, methods. Use it to
- help you during your quest. My only regret is that I cannot personally
- be there to counsel you during your quest. May fate smile upon you...
- and upon me.
-
- Saradon
-
-
- OBJECTIVE AND OVERVIEW
-
- This section contains a description of your objective while playing The
- Destiny Knight, and an overview of the game for players who want to get
- started quickly. The rest of the manual contains reference information
- on various game aspects such as buildings and developing characters,
- finding and mapping the many different locations within the game, and
- using the combat and magic systems.
-
- Objective
-
- As The Destiny Knight, you must assemble a band of adventurers, track
- down the seven pieces of the Destiny Wand, and defeat the evil Archmage,
- Lagoth Zanta. Once you have defeated the evil Archmage and have managed
- to collect all seven fragments of the Destiny Wand, you must reforge the
- scepter into a unified whole, thus reunifying the Realm (and winning the
- game).
-
- Beginning and Experienced Players
-
- If this is your first time in the Realm of the Bard, you should read the
- whole manual carefully, then keep it handy for reference during game
- play. If you're a Bard's Tale veteran, the Command Summary Card probably
- contains all the information you'll need to get started, but keep the
- manual nearby for reference. Because although The Destiny Knight
- software operates almost identically to the Bard's Tale, the game itself
- is more complex.
-
- Beginners: The adventurer starts at the Adventurer's Guild in the
- Realm's capital city, Tangramayne (see illustration below). If you are
- using first level characters (as new players probably will) proceed
- immediately to the starter dungeon. The starter dungeon gives your
- characters some initial experience points and helps them prepare for the
- more perilous adventurers that lie outside Tangramayne's walls. It's
- very important for beginning players to get to the starter dungeon as
- quickly as possible, because characters lower than level 14 aren't
- likely to survive for very long anywhere else in the game.
-
- Veterans: If you're an experienced player with a band of strong
- adventurers (higher than level 14) transferred from Bard's Tale,
- Wizardry, or Ultima III, you can set out in search of the Destiny Wand
- immediately. The first step for any player, however, is to start the
- game using the instructions on the Command Summary Card. Once you have
- entered the game and have left Tangramayne, locate the Sage in the
- wilderness and ask him about the Tombs. (See "The Sage" below for more
- information.)
-
- Map of Tangramayne
-
- #######I######## D = Starter Dungeon
- T # B = Bank
- # ##### #####T # C = Casino
- # # # # E = Energy Emporium
- # # ##B ## # # # G = Adventurer's Guild
- # # # # # # # I = Inn or Tavern
- # # # ## E # # # R = Review Board
- G # ## # I # D S = Shoppe
- # # # #C # # # # T = Temple
- # S # ## # # # #
- # # # # # # #
- # # ### ## R # C
- # # # #
- # ####T ###### #
- # #
- ########I#######
-
-
- Command Summary Card
-
- Follow the instructions on the Command Summary Card to start The Destiny
- Knight on your computer and to learn the keystroke commands for your
- machine. The Command Summary Card also contains instructions for using
- the disk utilities and for transferring characters from Bard's Tale,
- Ultima III, and Wizardry (see "Pre-Built Parties" below).
-
- Adventurer's Guild
-
- This is where you start each time you begin a new game; i.e., the first
- time you play or after all the characters in your party have "expired."
- The Adventurer's Guild is the only place in town where you can create
- characters, form a party, and save characters to disk.
-
- Pre-Built Parties
-
- When you enter the Adventurer's Guild the first time, you'll find an
- assembled band of Adventurers already waiting and ready to go. This is
- the *ATEAM. They're all first level characters and are equipped with
- only the bare essentials in the way of armor and weapons, but they're
- quite adequate for getting your feet wet in the "starter" dungeon. Use
- the instructions on the Command Summary Card to help you get the *ATEAM
- moving, and see the "Character Types" section for more information about
- characters and party selection.
-
- In addition to using the *ATEAM, advanced players can also transfer
- parties that have already been assembled in Bard's Tale, Ultima III or
- Wizardry. Many of the party's attributes, such as experience points,
- weapons, and so on, are transferred to The Destiny Knight. See the
- Command Summary Card for step-by-step instructions for transferring
- characters on your computer system.
-
- The Map
-
- The map that's included with The Destiny Knight will help you become
- familiar with the Realm and the important locations within, but you're
- on your own inside forests, buildings and dungeons. It's a good idea to
- keep plenty of graph paper handy while playing so you can create maps of
- the places you explore. This is especially important in the puzzle rooms
- because you may have to return to these over and over, making a little
- more progress each time before you make it all the way through. Keeping
- a detailed map of your wanderings makes this process easier. Here's a
- clue: the mazes are set up on a 22 by 22 grid. North is to the top of
- the screen, east is to the right, and so on. Some of the more important
- locations are:
-
- Cities -- there are six cities in the Realm: Tangramayne, Ephesus,
- Philippi, Colosse, Corinth, and Thessalonica.
-
- Castles -- there are a number of castles you'll need to visit,
- including: Fanskar's Castle, Dargoth's Tower, and Oscon's Fortress.
-
- Forests -- The forests of the Realm hide a variety of interesting
- buildings, huts and strongholds (as well as a host of evildoers). Crypts
- can also be found in the wilderness. The Gray Crypt dungeon is one, in
- particular, that you won't want to miss.
-
- Temples -- for healing wounded party members.
-
- Taverns -- for food, drink, and more importantly, information.
-
- Roscoe's -- for more spell energy.
-
- Casinos -- for gambling types. Be careful, the dealers have been
- reported to cheat...
-
- Bedder's Bank -- for storing your gold for indefinite periods. Bedder
- doesn't pay interest, but his banks are never robbed or go bankrupt. You
- can make withdrawals at any branch.
-
- The Review Board -- for increasing the level of your characters and
- learning new magic. This one's not on the map, you must find it on your
- own.
-
- For more about mapping and locations in the Realm, see the "Places"
- section below.
-
-
- Combat
-
- Only the first four characters and monsters within melee range can
- engage in hand-to-hand combat. The Destiny Knight uses the same combat
- modes as Bard's Tale, such as Party Attack, Bard Song, and Hide in
- Shadows, but distance now has an effect on combat. Enemies appear within
- a range of 10 to 90 feet from your party. Enemies 10 feet away are in
- melee range and can attack or be attacked with hand-held weapons. Melee
- range always begins at 10' unless you have any type of elongated weapon.
-
- Weapons that are thrown or shot, such as axes, spears, and arrows, are
- known as missile weapons and have a range in which they are effective.
- These weapons are usually nonrecoverable: they can be used only once.
- There are, of course, exceptions to this rule. Some magical missile
- weapons (such as Zen arrow) can be reused, and at least one non magical
- missile weapon (the boomerang) can be reused because it returns to the
- one who threw it. To throw or shoot a weapon, select the "Use" function
- during combat. And naturally, to use arrows you must have a bow... See
- the "Combat System" section for descriptions of more weapons and ranges.
-
- Spells (including Dragon Breath) also have effectiveness ranges. Shorter
- ranges will usually have normal effectiveness, while longer ranges will
- have decreased effectiveness; e.g. if a spell range is listed at 30' and
- you use it at 60', the spell will not be as effective at the longer
- range. See the "Magic System" section for descriptions of all spells and
- ranges.
-
- Magic
-
- There are five levels of magic user which are described below.
-
- Conjurers: Can create objects such as fireballs or magic compasses out
- of thin air, as well as heal wounded party members.
-
- Magicians: Can bestow magical effects on common items. They can make
- metal glow, or make the air around an adventurer as strong as a suit of
- armor.
-
- Sorcerers: Can create illusions, such as additional party members. Or
- they can heighten the party's awareness by giving the party members such
- abilities as better night vision.
-
- Wizards: Can summon and control supernatural forces, such as summoning
- elementals or reanimating the dead.
-
- Archmage: These magic users have learned at least three levels for each
- of the previous four magic user classes. The Archmage is one of the most
- powerful and important characters in The Destiny Knight because an
- Archmage can do almost anything. Remember, Lagoth Zanta is an
- Archmage... fight fire with fire.
-
- The Conjurer and Magician levels are interchangeable; you start at
- either one. Sorcerer and Wizard classes aren't available to first level
- adventurers. To achieve these classes, a magic user must have achieved
- third level magic spells in the previous magic user class. This means
- that a Magician who can use third level Magician spells is eligible to
- become a Sorcerer. A Sorcerer who is using third level Sorcerer Spells
- is eligible to become a Wizard. But remember, if you skip a magic user
- class (e.g., starting at Sorcerer instead of Magician), you cannot go
- back and master the lower level. And if you are striving for
- Archmagedom, remember that a character can become an Archmage only by
- mastering at least three spell levels for each of the magic user
- classes, and a true Archmage has mastered all seven spell levels for
- each class -- Lagoth Zanta did.
-
-
- The Bard
-
- The bard's music is his magic. With the proper instrument he can play
- while exploring or fighting (with different effects.) The Bard has seven
- tunes to choose from, and can play as many songs as experience levels.
- But the Bard can play only one tune at a time. Because the Bard makes a
- special kind of magic, he or she can often help when normal magic is
- ineffective. For instance, if all your light spells are out and you're
- in complete darkness because your party is in an anti-magic zone, by
- Bard song number seven, "The Watchwood Melody."
-
-
- The Sage
-
- The Sage lives alone in the wilderness and is a treasure trove of useful
- information. You should return to see the Sage after completing every
- dungeon, for he provides the clues that will guide you in each step of
- finding the fragments of the Destiny Wand and defeating Lagoth Zanta.
- But you'll find that the Sage's knowledge isn't given freely. In fact,
- it's not even cheap. To begin your first adventure, ask the Sage about
- The Tombs...
-
-
- Special Members
-
- In addition to the regular characters you create and add to your party,
- there are also characters who you will meet, conjure, or summon, and who
- will join your party during the game. Some of these characters are
- beneficial to your party (they will help during combat, or while solving
- a puzzle), others are hostile to your party (they will join your party
- in order to start intra-party combat).
-
- It is essential that you always have one or two empty character slots in
- your party so you can add special members. While this leaves the door
- wide open for creatures such as the Doppleganger monster to infiltrate
- your ranks, it also gives you the ability to enlist the aid of special
- characters who may bring you closer to winning the game (or just save
- your first from a horrendous death). See the "Character Types" section
- for more information on special characters.
-
-
- Time
-
- Time is definitely not on your side here. It moves inexorably onward
- whether or not you touch the computer. And nighttime is not the right
- time to be caught outside. Especially since you'll use up spell points
- faster at night -- they only regenerate in daylight. The Adventurer's
- Guild is a nice place to spend your first night in the Realm... it's
- always daytime when you leave the Guild.
-
- Other places where time becomes an especially important factor are in
- the Snare of Death puzzle rooms. Once you enter a puzzle room, the game
- converts to real-time, not game-time. Each puzzle room has its own
- amount of time in which you must solve the puzzle and get out alive. And
- remember, your party cannot leave a puzzle room until the puzzle is
- solved. See the "Places" section for more information about puzzle
- rooms.
-
-
- CHARACTER TYPES
-
- Humans are only one of many races that can be found in the Realm of the
- Bard. Half the fun of exploring the Realm is learning about and getting
- to know the non-human inhabitants. In this chapter we'll take a look at
- the different races, classes, and abilities.
-
- Races
-
- Including humans, there are a total of seven races that inhabit the
- Realm of the Bard. Each of the races that inhabit the Realm are
- described briefly in the following sections.
-
-
- Human: The people of this race are known for their inventiveness,
- hardiness, aggressiveness, and downright stubbornness in the face of
- adversity. A perfect set of traits for survival in the Realm of the
- Bard.
-
- Elf: These fair-haired, fair-skinned people closely resemble humans but
- are usually taller, faster, and more agile. The Elven people are highly
- skilled in the arts -- especially magic and war.
-
- Dwarf: These short, stout people are amazingly strong and healthy, but
- not always very bright. All very good reasons to make sure you have
- dwarves on your side in a fight.
-
- Hobbit: These small people are wise, nimble, and usually very patient.
- It is said, if need be, a hobbit can steal the gold-purse from a shadow.
-
- Half-Elf: These people are living proof of the compatibility between
- humans and elves. They are fair-haired and light-skinned like elves, but
- gain some bulk and strength through their human ancestry.
-
- Half-Orc: Orcs are large, semi-intelligent, pig-like creatures that can
- usually be found in the employ of evil wizards. Half-orcs, because they
- are 50% human, aren't quite as despicable as full orcs -- but they're
- sometimes just as dangerous.
-
- Gnome: These people resemble dwarves, but usually have less hair,
- shorter tempers, and are always better at using magic.
-
-
- Classes
-
- Each of the characters in your party of adventurers must belong to a
- particular class, or profession. There isn't a single class that's the
- best, your characters must depend on each other an use teamwork to
- succeed on their quest.
-
- Class selection is the most important aspect of creating a character in
- the Realm of the Bard. There are ten different classes, but only eight
- to choose from with a newly generated character. A character's class is
- shown in View Character mode, and onscreen at all times by an
- abbreviation in the CL (Class) column. Each class has its own set of
- strengths and limitations, which are described briefly in the following
- sections.
-
- Warrior (displayed onscreen as WA): Warriors can use nearly every weapon
- they come across. For every four levels of experience after the first,
- warriors get an extra attack capability during combat.
-
- Paladin (PA): Paladins are fighters who have sworn to fight all evil and
- uphold honor and purity in all places and situations. Paladins can use
- most weapons including many that other fighters can't. Paladins get
- multiple attacks at higher levels and also have greater resistance to
- evil magic.
-
- Rogue (RO): Rogues are professional thieves with mediocre combat skills.
- However, rogues are experts at skulking in the shadows, as well as
- searching for traps and disarming them. Without a rogue in your ranks,
- your party's booty will come at an unusually high price.
-
- Bards (BA): Bards are colorful characters. Most Bards are warriors who
- have given up the art of war for the art of magical music. This doesn't
- mean, however, that they've forgotten how to handle warrior weapons. But
- because they're not true warriors, Bards don't get the advantage of
- extra attacks during combat.
-
- Because of their unique form of musical magic, it's nearly impossible to
- survive in the Realm without a Bard in your party. Most Bards always
- have a repertoire of seven songs, but must also have an instrument in
- order to perform. A Bard song played while exploring is long lasting and
- will resume after combat mode; even if other tunes were played during
- the fight. Songs performed during combat are brief, lasting only one
- round, and their effects differ from the noncombat versions.
-
- Only one Bard tune can play at a time. If a second tune is started by
- the same or a different Bard, the first song will end. A Bard can play
- as many tunes as he has experience levels before his throat dries; e.g.,
- if your Bard has four experience levels, he'll be able to play four
- tunes from his repertoire. The only cure for a Bard's dry throat is a
- large tankard of ale from the nearest tavern. This is the source of one
- of the Realm's popular sayings, "When the going gets tough, the Bard
- goes drinking..."
-
- Hunter (HU): Hunters are often known by other titles; assassin,
- mercenary, ninja. Hunters can use most weapons and can often instantly
- kill an opponent by striking a nerve center or other vital area during
- an attack (A handy skill that increases in accuracy as the hunter
- accrues experience points).
-
- Monk (MO): Monk are inhuman fighting machines trained in all aspects of
- the martial arts. Monks can use traditional weapons, but usually
- (especially at the higher experience levels) are most effective using
- their bare hands.
-
- Conjurer (CO): Conjurers are the first of the five levels of magic
- users. They can heal the wounded and create physical phenomena such as
- fire and light.
-
- Magician (MA): Magicians are the second level of magic users and use
- their magic to change the properties of physical objects; i.e.,
- enchanting a sword, making armor stronger, or making a dungeon wall
- disappear.
-
- Sorcerer (SO): Sorcerers are the third level and deal with the creation
- and manipulation of illusions. This level is very powerful and isn't
- available to new characters.
-
- Wizard (WI): Wizards are the fourth level and can summon and bind
- supernatural creatures. These creatures don't like our plane of
- existence and aren't very friendly. Trying to control these creatures is
- extremely hazardous and therefore the Wizard level isn't available newly
- created characters.
-
- Archmage (AR): Archmages have mastered at least three levels of magic
- spells for the previous four magic user classes. Needless to say an
- Archmage can pretty much do as he pleases, and new characters cannot
- immediately proceed to the Archmage level. If you have an Archmage in
- your party, you probably don't need to read any further.
-
- For more information on the magic classes and using magic, see the
- "Magic System" section later in this manual.
-
-
- Special Members (MN or IL)
-
- Special members (generically called "monsters") are characters who meet
- and join your party during its travels. Special members can be either
- monster (MN) or illusion (IL). There are two ways for special members to
- join your party:
-
- 1. By being summoned, created as an illusion, or using some
- other magical artifice.
- 2. By introducing themselves to the party and offering their
- services as a comrade in arms.
-
- Your party can have up to six special members. They can even be renamed
- and saved to disk when you return to the Adventurer's Guild. However,
- you can't control special members during combat. Special members pick
- their own forms of attack and usually go after the first group of
- monsters your party is facing. Likewise, special members can carry items
- for your party, but cannot find or use items -- only characters you
- create can use the items they find or purchase in the game. Illusionary
- members disappear from the party ranks when they are killed. An
- illusionary party member is killed if any foes disbelieve in its
- existence. Any items that an illusionary special member is carrying
- (such as gold) are lost if the illusionary character is killed.
-
- If a nonillusionary special member is attacked by another party member
- for any reason, the special member immediately turns hostile and fights
- until defeated. Dead special members can be resurrected and healed just
- like your regular Destiny Knight characters. You can remove special
- members from your party with the "Drop Character" command (see your
- Command Summary Card).
-
-
- View Character Attributes
-
- Each character possesses six attributes that define the physical and
- mental abilities for the character, as well as the character's race,
- class, and possessions. Each of the character's attributes is randomly
- assigned a value from 1 to 18 -- the higher number, the greater the
- capability. The following five attributes are found in the View
- Character mode. (see the Command Summary Card for the key sequence that
- enters View Character mode.)
-
- Strength (displayed in View Character as ST): Pure, physical power that
- determines the amount of damage a character can inflict on an opponent
- in hand-to-hand combat. Make sure your fighting characters are strong.
-
- Intelligence (IQ): Mental power. A magic user gets bonus spell points
- for a high intelligence score.
-
- Dexterity (DX): Agility and nimbleness. A high score in this area makes
- your characters harder to hit and helps them land the first blow during
- combat.
-
- Constitution (CN): Healthiness and survivability. It takes more damage
- to kill a characters with strong constitution. Strong constitution is
- usually reflected with bonus hit points (See "Hit Points" below.)
-
- Luck (LK): As always, luck is ambiguous, unpredictable, and has a number
- of unforeseen effects on your characters' lives. Lucky characters are
- more likely to resist evil magic and avoid traps.
-
- Spell levels (SORC, MAGI, CONJ, WIZD): These four attributes in View
- Character mode show the spell level for the character. This rating
- determines the highest group of spells a magic user can use in their
- class. For instance, a Conjurer with a rating of 3 can only use Conjurer
- spells up to the third level -- higher levels can't be accessed without
- a higher rating. There are seven spell levels per magic user class. Like
- other attributes, the ability to learn new spell levels increases with
- experience points (but you must pay to learn new spells). The table
- below lists the progression.
-
- Experience Level Spell Level
- ---------------- -----------
- 1 1
- 2 1
- 3 2
- 4 2
- 5 3
- 6 3
- 7 4
- 8 4
- 9 5
- 10 5
- 11 6
- 12 6
- 13+ 7
-
-
- Character Acquisitions
-
- Also found in the View Character mode are skills or items that your
- characters acquire during the course of the adventure. There are four
- categories altogether.
-
- Experience Points (EXPER): Measures the character's abilities that have
- been gained by experience. The higher the experience points, the greater
- the character's abilities. Characters earn experience after every
- battle, relative to the success or failure of the battle (success or
- failure being determined by the number of survivors in your party).
-
- Gold: Gold is as precious in the Realm of the Bard as it is your own
- world. Your characters start with just enough gold to buy them the bare
- essentials in armor and weapons to start the quest. Your party can earn
- more gold from the monsters they defeat in battle, or by selling the
- things they find in dungeons -- the overall strength and armament of
- your party should determine which method you use in the beginning.
-
- Level (LVL): Reflects the level of achievement within a character's
- class. For example, Level 1 is a Novice, while Level 13 is needed to
- become a Master of a magic user class.
-
- Based on experience points, the Review Board promotes characters to
- higher levels within their class -- but only if the character requests
- promotion in-person; i.e. you must find the Review Board. Advancing
- level is important because it usually means increases in attribute
- scores such as hit points, spell points, and so on.
-
-
- Items (1-8): Up to eight can be carried at one time. Items fall into ten
- categories; weapons, shields, armor, helms, gloves, musical instruments,
- figurines, rings, wands, and miscellaneous. You must Equip the
- characters with the item in order to use it (see your Command Summary
- Card for the Equip command). Only one item from each type can be
- equipped at one time. This means that your characters can't use two
- shields at once, even though there may be two shown in the inventory.
-
- Certain items can be used only by specific characters. For example, only
- Bards can use musical instruments. An item that can't be used by a
- character is marked with a φ in View Character mode or the Equipment
- Shoppe. An item that has been equipped (so the character can use it) is
- marked with a * symbol.
-
-
- Onscreen Statistics
-
- In addition to the ten basic attributes shown in View Character mode,
- there are an additional five characteristics that determine your
- characters' attributes in other areas such as health, experience, armor
- class, and so on. The next five attributes are listed in onscreen
- columns at all times.
-
- Armor Class (AC): Reflects the level of protection a character has
- against physical attack. Armor class starts at 10 for a totally
- unprotected character with low dexterity. As the character's protection
- improves through armor, spells, and other means, the armor class drops
- to -10, and eventually all the way to L+ (the equivalent of a -21 armor
- class). Once your character's armor class reaches L+, the display
- doesn't change even though the armor class may continue to go lower than
- -21.
-
- Hit Points (HIT PTS): The two columns that show hit points reflect the
- amount of damage a character can take before dying and the character's
- current condition. The HIT column shows the character's total number of
- hit points, or the character's potential at full health. The PTS column
- shows the actual current condition of the character. For example, if a
- character has HIT column that contains 20 and a PTS column that contains
- 20, the character is at full health. If the character takes 3 points of
- damage during battle, however, the HIT column remains at 20 while the
- PTS column drops to 17; thus showing you the character's total potential
- hit points, and the current actual status.
-
- Spell Points (SPL PTS): These two columns show the total possible and
- current actual spell point status. Spell points are used with each spell
- the character casts. The amount of spell points used is determined by
- the spell itself. For instance, if a Conjurer's SPL and PTS columns both
- contain 18, he is at full power. If the Conjurer casts a Mage Flame
- spell that costs 2 spell points, the PTS column value drops to 16. The
- character's maximum spell points are listed in the SPL column, while the
- spell points remaining are shown in the PTS column.
-
- Class (CL): Shows the character's class in abbreviated form. See
- "Classes" to learn the onscreen abbreviation for each class.
-
-
- Creating a Character
-
- If you decide that you want to create your own characters for your
- quest, you can use the Create Character mode. Create Character mode only
- works in the Adventurer's Guild. Use the command shown on your Command
- Summary Card to enter Create Character mode, then use the following
- procedures to build your characters one-by-one:
-
-
-
- 1. Select a race for the character.
-
- 2. Next the computer displays a set of attribute values for the
- character which are like a combination of genes and luck. There
- is a lowest possible value for each attribute of each race --
- these are the genes. The computer then "rolls the dice" and
- adds the random number to each of the attributes -- this is the
- luck. The sum of the gene and luck values are then displayed as
- the attribute values for the character.
-
- 3. If you're satisfied with the computer's "dice roll", choose a
- character class, then name the character. If you want to try
- for a better set of attributes, use the command listed on the
- Command Summary Card to make the computer "reroll the dice."
-
- 4. After the character's name is assigned, the character is
- saved to your character disk.
-
- 5. To use the character, you must add him or her to your party
- with the Add command shown on the Command Summary Card.
-
-
- Tips from the Adventurer's Guild: Characters
-
- 1. Don't be too concerned about losing a Level 1 character; just
- make another. When your characters reach level 3, however,
- backup your character disk regularly with your favorite disk
- copy utility.
-
- 2. You have several options if your favorite character is
- killed. You can spend spell points to resurrect the character
- with magic, or gold to resurrect the character in a temple. You
- can turn off the computer, reboot, and reload your party from
- the point where you last saved them to disk (meaning all the
- characters lose all the gold and experience points they may
- have earned since the last time they were saved). Or you can
- delete the dead character from your main character disk, and
- replace the character from your backup disk.
-
- 3. 16s, 17s and 18s can often make a big difference when
- "rolling" for a character's attributes. For example, Dexterity
- gives everyone bonus armor protection and first strike
- capabilities; Strength enables you to do extra damage in
- combat; Luck often allows you to survive even if you
- accidentally spring a trap; and Constitution provides all
- characters with extra hit points. Although it makes no
- difference in the first allotment, magic users with high
- intelligence ratings get bonus spell points in later turns
-
- 4. Many races have a specific attribute they excel in. Pay
- close attention to the starting attributes when designing your
- party.
-
- 5. Develop a Sorcerer fast -- they're quite useful in dungeons.
- Wizards are very important at advanced levels because they can
- summon extremely powerful special members. Work toward
- Archmagedom. You'll need at least one, and wish you had many more.
-
- 6. The *ATEAM, while excellent for the starter dungeon, may not
- last long at the advanced levels. Experiment with a hunter:
- because of their "critical hit" capability, a hunter can often
- vanquish superior monsters. And don't overlook monks -- after
- the sixth level they are probably the best fighters of all.
-
- 7. Warriors and other fighters are often less effective against
- the higher level, magic-using monsters, but without their
- protection, your Magic Users won't survive long enough to learn
- the higher level magic spells.
-
- 8. Keep a slot open for special members. There will be times
- when you need to temporarily enlist the services of a special
- member to help your party through certain portions of the game.
- If all the member slots in your party are filled, you won't be
- able to add a special member.
-
- 9. You can save special members with your party, but you must
- either rename the party, or save the special members separately.
-
- 10. Beware the Doppelganger monster. It enters your party and
- looks just like one of your characters. Dealing with one
- Doppelganger monster isn't so bad, but if you have a number of
- empty member slots and multiple Doppelgangers enter your party,
- things can get pretty confusing.
-
- 11. The first character in your party is the group leader.
- Having a high level, high luck character in that slot can help
- you avoid a lot of trouble. A Paladin is the most effective
- group leader.
-
- 12. Pay close attention to character statistics while
- exploring. If you see that your character's spell or hit points
- are draining for no apparent reason, you may be in a special
- square -- move immediately. There are many special squares in
- The Destiny Knight that can affect your party in various (and
- lethal) ways -- watch out for them.
-
- 13. Always leave open slots for new items in your inventory.
- Some puzzles require you to take or possess a certain item in
- order to solve the puzzle. Having no room in your inventory
- prevents you from solving these types of puzzles.
-
-
- PLACES
-
- With six cities, 25 dungeon levels, and wilderness that you can fully
- explore, there are a lot of places you can visit in your travels through
- the Realm. Even characters with high intelligence attributes are bound
- to get lost without some diligence on your part.
-
-
- Maps
-
- A map of the Realm, that shows main routes and general locations, is
- included with The Destiny Knight. Use this map to help find your way
- around the Realm, but beware, the Realm is a big place and not all
- places have been explored and mapped. If you find that your party is
- going where no man, or elf, has gone before, make a map. Also, if you
- ever become lost, press "?" and The Destiny Knight displays your
- location and the time of day.
-
-
-
- Unmarked Buildings
-
- Most of the buildings in the Realm are unmarked and can be entered by
- moving the party Forward (see the Command Summary Card for the Forward
- command) through the building's door. Often, however, an unmarked
- building will be inhabited by a group of the vicious invaders and your
- party will have to fight for their lives. Other times, an unmarked
- building may house the entrance to a dungeon.
-
- If you suspect that a building houses the enemy, a dungeon entrance, or
- if you're just out looking for a good fight, use the Kick command (see
- the Command Summary Card) to kick in the door and get the drop on the
- cretins. Remember: Fighting is good for your party -- it builds
- experience points.
-
- Adventurer's Guild
-
- An Adventurer's Guild is the "union hall" where unemployed characters
- hang out, hoping to join a quest party. The Adventurer's Guild is the
- only place you can create and add new characters to your party. There is
- an Adventurer's Guild in every city.
-
-
- Garth's Equipment Shoppe
-
- Garth is a retired hero whose deeds are recalled in many a Bard song, so
- his knowledge of weaponry and other artifacts is vast. You can buy,
- sell, or identify armor, weapons, and other items at Garth's chain of
- equipment shoppes in almost every city throughout the Realm. You can
- also pool all of the party's gold for purchasing those special (but
- expensive) items. Garth's success as a hero and businessman are known
- throughout the Realm and the blacksmiths of the Realm gladly provide his
- shoppes with an endless supply of basic armor and weapons.
-
- Unique items brought back from the dungeons can be sold to Garth, but
- they won't be resupplied if they're sold to other adventurers (other
- residents of the Realm do purchase equipment from Garth's shoppes).
- Occasionally you may find an object that you suspect is special.
- Although you may be able to identify the object's general purpose (i.e.
- ring, shield, sword), you may not be able to identify its specific type
- (i.e. Ring of Power, Dragon Shield, Sword of Zar). Garth can probably
- identify these objects you, but Garth doesn't work cheap.
-
-
- Review Board
-
- The Review Board is composed of representatives for the ten different
- classes from all over the Realm. Based upon your accumulated experience
- points, the Review Board will consider your in-person request for
- advancement to higher levels. The Review Board also teaches new spells
- (for a nominal fee) to magic users who qualify for advancement.
-
- There is a Review Board in almost every city of the Realm, but you'll
- need to do a bit of searching in order to find them -- and it's
- important that you find them. Your success in the Realm depends upon the
- ability to progress to higher character levels. By the way, the Review
- Board is closed at night and on all government proclaimed holidays.
-
-
- Casinos
-
- Casino gambling is a favorite way to relax after a hard day of battling
- orcs, and casinos are found in almost all of the Realm's cities. The
- casinos play a game whose closest equivalent is blackjack, and it's
- reported (but not substantiated) that many of the dealers cheat through
- their teeth when they're stiffed for a tip.
-
-
- Bedder's Bank for the Bold
-
- Bedder -- an old half-elf who reportedly sold his mother to a band of
- lonely orcs in order to finance his first branch -- will deposit your
- gold for safekeeping at any of his bank's branches throughout the Realm.
- Although stingy old Bedder doesn't pay interest on your deposits, his
- bank is never robbed and you can withdraw your gold at any time, at any
- branch. When you withdraw your gold, you must withdraw the entire
- amount. You can, however, make partial deposits. Another nice feature of
- Bedder's Bank is that the gold you deposited will still be there if you
- quit and restart the game (even if you're using a new set of
- characters).
-
- Taverns
-
- Taverns are favorite places to obtain refreshment and gossip. Watch out
- for your Bard in taverns -- he has a tendency to overtip the bartender
- and tip over the barmaid.
-
-
- Dungeons
-
- Dungeons take a variety of forms such as towers, catacombs, or tombs and
- each can have a varied number of levels. You can go up to higher or down
- to lower levels by using stairways, portals, or teleportation; whichever
- is more convenient or readily available.
-
- Stairways are not visible from afar, but you're asked whether you want
- to ascend or descend when your party steps onto one. Dungeons also
- contain plenty of special squares that may affect your party in varied,
- and sometimes deadly, ways. If you suddenly see that your character's
- spell or hit points are draining away, you may be in a special square.
- Move your party to safety as quickly as possible.
-
- Portals appear as holes in the floor or ceiling and are only visible
- from a distance. Your character won't go through a portal simply by
- standing on it, you must give the command to do so (see the Command
- Summary Card). If a character jumps down a portal, the character will be
- damaged by the fall unless a levitation spell is used. A levitation
- spell is the only way to travel up through a portal.
-
- The location of dungeon entrances are well-kept secrets, but there are
- plenty of clues throughout the Realm -- if you look hard enough.
-
-
- Roscoe's Energy Emporium
-
- Roscoe's a cagey old mage who opened his chain of Energy Emporiums
- hoping to cash in on the sorceral energy crisis of '27. Even after the
- evil archdemon was destroyed and the sorceral energy continuum was
- restored, Roscoe found that his Energy Emporiums could still turn a
- healthy profit. They're still around today, serving the energy needs of
- all magic users. Spell points aren't recharging fast enough? Go see
- Roscoe... but be sure to bring plenty of gold.
-
-
- Temples
-
- As divine institutions of resurrection and complete healing, temples are
- the only places that can cure characters who have been withered or
- turned to stone. A resurrected character still has all the same item,
- gold and experience points, but is resurrected with only one hit point.
- Although a dead character can be brought back to life, he may have to
- sell his soul in order to do it.
-
-
- Tips from the Adventurer's Guild: Places
-
- 1. Your first adventure should be in the starter dungeon in
- Tangramayne. The starter dungeon is at the opposite end of town
- from the Adventurer's Guild. Instructions and details about
- this dungeon are presented when your party enters. Any party is
- allowed in the starter dungeon, but only characters less than
- level 12 receive the maximum reward for completing the starter
- dungeon.
-
- 2. Explore and map every square in every maze. There are "Magic
- Mouths" that give hints. Mazes also contain one-of-a-kind magic
- items and spell regeneration zones. In addition to keeping you
- alive, carefully drawn maps will show the logical places for
- secret doors and rooms.
-
- 3. Avoid potential traps. High level rogues can easily open
- chests, but use the "Trapzap" spell when in doubt. TRZP is
- guaranteed to protect the party from harm. TRZP will disarm any
- trap you encounter, including the innocuous Gas Cloud traps --
- which have doomed many a brave (but foolish) hero.
-
- 4. Make sure all members of your party are fully healed before
- entering a new dungeon.
-
- 5. When finding your bearings in a labyrinth, remember that
- each successive level goes up in a tower or castle, and down in
- a dungeon or tomb.
-
- 6. The segments of the Destiny Wand are hidden within real-time
- puzzle rooms known as Snares of Death. The game will alert you
- when your party has entered one. Once inside, you have a
- limited amount of time to complete the various tasks, puzzles,
- and riddles within the room and retrieve the segment. In some
- rooms the tasks must be completed in a specific order, in other
- rooms the order isn't important. In any case, if you take too
- long in a puzzle room, your entire party will instantly perish.
- There is a Snare of Death in every dungeon with the exception
- of the starter.
-
-
- COMBAT SYSTEM
-
- You're going to have to fight to become The Destiny Knight. There's no
- avoiding it (except temporarily); it's the only way to build experience
- points and win the game. But don't worry, most of the monsters you'll
- meet during the game will give you plenty of incentive to fight -- and
- you won't always be able to run.
-
- Combating "monsters" (a generic term for all opponents) occur randomly
- and at set locations. You can also use intra-party combat should one of
- your members turn to the dark side. A list of foes (broken down by the
- number of foes in each group) is given at the beginning of the battle.
- The maximum number of foes is up to four groups of monsters. Any groups
- of monsters within 10' of your party is within melee range and can
- physically attack your party. Some monsters, however, begin attacking
- far away and may throw illusionary or summoned foes into your path to
- keep your party from advancing. This tactic is difficult to defeat, but
- with the right combination of magic and missile weapons, your party can
- fight back.
-
-
- Combat Actions
-
- Like a boxing match, combat is divided into a series of rounds. You must
- decide what action each of your characters will take in the upcoming
- melee at the beginning of each round -- unless you decide you want to
- run away. A menu of battle options appears for each member of your party
- at the beginning of the round. Each menu option is described below.
-
- (A)ttack Foes: Tells the character to physically assault members of any
- group of monsters within 10'.
-
- (P)arty Attack: Tells the character to physically assault another member
- of the party, including special members. (See "Special Members" in the
- "Character Types" section above.)
-
- (D)efend: Tells the character to simply defend during the round, thus
- reducing the chance of being hit.
-
- (U)se an Item: Tells the character to use a magic item or missile weapon
- from the inventory that's currently equipped for use. You may be
- required to specify a target for the effect.
-
- (B)ard Song: Tells the Bard to play a short tune to affect the party in
- some fashion
-
- (C)ast a Spell: Tells a magic user to cast a spell at the party or a
- group of foes. You must enter the spell code and specify a target.
-
- (H)ide in Shadows: Tells a rogue to try and avoid combat by hiding in
- the shadows. If successful, the rogue is skipped as a target when the
- combat round begins.
-
- Your first four party members (0-3) can be physically attacked by
- monsters and can also retaliate. The last three characters can be
- attacked with magic only, and can retaliate with magic only. Using this
- method puts your first four characters on the front line of attack, and
- holds the others in reserve in case the front four don't fare to well.
- Monsters within melee range operate similarly; they're the only group
- that can attack or be attacked physically.
-
- When the battle commands for all your party members have been entered,
- the round begins. The most dexterous and powerful characters and
- monsters usually strike first, but luck, character level, and character
- class also play a role in the combat. The outcome of evenly matched
- battles, however, often depends on getting in the first blow.
-
- The scrolling speed of the combat messages can be increased or decreased
- according to your taste. See the Command Summary Card for details on
- this option.
-
- Dead monsters are removed from the ranks of your foes, and dead
- characters (including non illusionary special members) are moved to the
- end of your party list at the end of every combat round. When combat
- ends -- when either your party or the monsters are destroyed -- treasure
- and experience points are distributed among the survivors.
-
-
- Tips from the Adventurer's Guild: Combat
-
- 1. The character with the highest dexterity rating and level
- number usually attacks first. Use the character with the
- highest dexterity rating to attack especially fearsome
- creatures such as Dragons. Less dexterous characters might not
- survive long enough to get in the first strike.
-
- 2. Use spells and Bard song to lower the armor class of your
- entire party. Remember, the lower the armor class rating the
- better.
-
- 3. If attacked by more than two groups of monsters, concentrate
- your efforts on the magic users first. If you can't kill all
- the magic-using monsters, cast magic-repellant spells to
- protect your party from illusions, possessions, and other
- spells.
-
- 4. As a general rule, attack groups containing only one
- monster last, unless it contains a particularly deadly monster,
- then attack it while your party is strong.
-
- 5. Many undead monsters (monsters who have returned from the
- dead; i.e., zombies) can drain experience levels, rapidly age
- characters, critically hit, or even turn characters to stone.
- Treat the undead with respect -- kill them quickly.
-
- 6. Be prepared to lose a lot with level one and two characters;
- especially at night and when you're walking unarmed to Garth's
- Equipment Shoppe. In fact, it's a good idea to stay close to
- Temples at night so you can heal wounds quickly.
-
- 7. Remember that you cannot physically attack a group of
- monsters that are more than 20' away. You can't advance up to
- them either, if there is another group already within melee
- range. For this reason, keep a well-stocked supply of missile
- weapons (i.e., arrows, spears, axes, etc.) -- they allow you to
- attack monsters who hide behind others.
-
-
- MAGIC SYSTEM
-
- Magic is power. But although magic often means the difference between
- success and failure in the Realm of the Bard, it isn't always necessary
- or wise to rely on magic. There are places in the Realm where magic
- doesn't work, and certain monsters who are highly resistant to magic.
- Sometimes your characters will just have to work up a sweat using good
- old brute force.
-
- Residual Spells
-
- The best way to tell if your party is in an anti-magic zone is to watch
- your residual spells. Residual spells are magic spells that work for
- long periods of time, such as light spells, trap detection, secret door
- detection, and magical armor. Most residual spells display a symbol
- above the main message box onscreen to tell you that the spell is still
- active. If one symbol disappears, the spell has expired. If all but a
- magic light spell disappears, you are probably in an anti-magic zone.
- All spells except magic light are canceled in anti-magic zones.
-
- Spells have a point cost. Each spell costs the casting mage a small
- amount of sorceral energy. A mage can recharge his sorceral energy in
- three ways:
-
- 1. Enter direct sunlight. Sorceral energy recharges
- automatically in direct sunlight.
-
- 2. Regenerate at Roscoe's Energy Emporium. Roscoe has prices
- that would make OPEC blush.
-
- 3. Find one of the special regeneration zones scattered
- throughout the Realm. Regeneration zones can be anywhere in
- dungeons.
-
-
- Magic Items
-
- Inanimate objects can possess magical power also. Magical weapons, for
- instance, inflict extra damage, while magical armor provides extra
- protection. Other magical items radiate special energy that is
- beneficial to your party. You may even need to find magic keys or
- talismans necessary that will give you access to secret or protected
- areas in the Realm. Magical items are often hidden in dungeons or
- carried by monsters.
-
- The general rule is: the more powerful the item, the harder it is to
- obtain. The most powerful magic items are usually found in the most
- challenging dungeons, guarded by the fiercest monster. When you obtain
- one of these important items, be sure to guard it well -- it may be the
- key to becoming The Destiny Knight.
-
- Casting Spells
-
- You cast spells by typing a four-letter abbreviation of the spell name
- when the computer prompts you to do so. The entire list of spells,
- codes, and spell points required for each begins in the "Conjurer
- Spells" section later in the manual.
-
-
- Magic Users
-
- Magic users begin the game with the knowledge of all the spells for
- their magic user class and level. Magic users learn new spells by level
- (in groups), rather than one spell at a time. Each level can contain
- from 2 to 4 spells. For instance, a first level Conjurer will
- automatically know all the Conjurer spells for the first level (a total
- of 3 spells.) A third level Conjurer will know the first, second, and
- third level Conjurer spells (a total of 9 spells.)
-
- Conjuring: Conjurers perform the instantaneous creation of objects and
- effects by channeling their sorceral energy. Conjurer spells are potent,
- but not omnipotent because of the enormous amount of energy required to
- create even a moderate effect.
-
- Conjurers can also affect natural phenomena to produce new effects. One
- example would be distorting the space-time continuum in order to
- teleport living creatures to new locations.
-
- Magic: Magicians can bestow magical effects on common objects. This is
- not to say that the item becomes magical, it doesn't. But it does
- radiate magical energy for the duration of the spell. Spells usually
- last as long as the combat continues.
-
- The main purpose of the magic practiced by Magicians are to increase an
- item's capabilities, give the item new capabilities, or to transform the
- item into something completely different. For example, a magician might
- cast a spell that makes a sword inflict more damage, makes dungeon walls
- glow, or causes a wall to totally vanish for one move.
-
- Sorcery: Sorcerers can cast illusions and possess a heightened sense of
- awareness. The Sorcerer's motto is, "Seeing is believing." Sorcerers
- create illusions by first envisioning an image, then magically
- projecting that vision onto the retinas of all who watch.
-
- When supplemented with the appropriate stimulus to the victim's other
- senses, the illusion is so real it can hurt, even kill, the victim.
- Naturally, the illusions are only effective as long as the victim
- believes them to be real. As soon as the victim stops believing in the
- illusion, the spell is broken. Because of their heightened senses and
- precise control of the mind, Sorcerers can often see things that aren't
- readily apparent.
-
- Wizardry: Wizards can summon and control supernatural creatures and
- energies. The Wizard has fewer spells to choose from than the other
- classes, but Wizard spells are by far the most powerful.
-
- The creatures a Wizard summons come from the Negative Plane. As a
- special member controlled by your Wizard, these otherworldly creatures
- will stay in your party and fight until defeated.
-
- In addition to summoning Negative Plane creatures, the Wizard can often
- trap and control normal monsters, and can harness incredible energy
- sources as well.
-
- Archmagedom: Archmages are the wise ones who have progressed through at
- least three levels for each of the four mage classes. This gives the
- Archmage the ability to pick and choose from up to 75 of the known
- spells. The Archmage is one of the most powerful and well-respected
- characters in the Realm of the Bard.
-
- Moving Up In Rank
-
- Mages who know at least three spell levels in an art (a magic user
- class), can move up to a new mage class with the blessing of the Review
- Board. This means a level 5 Conjurer can become a level 1 Magician.
-
- Moving to the new class resets the character's experience points to 0,
- but leaves the other attributes such as hit points, spell points, and
- gold as they were. The character also retains knowledge, and can use all
- the Conjurer spells -- but only through spell level 3.
-
- Once a character moves to a new magic user class, he or she cannot go
- back and learn the skipped spell levels.
-
-
- THE BOOK OF SPELLS
-
- The following sections list and describe all of the spells known to
- Realm magic for each of the four mage classes. The sections are
- organized as follows:
-
- CODE Pt. Cost Range Duration
- SPELL NAME -- a brief description of the spell's effect and any
- special instructions for use.
-
-
- The range of effectiveness is measured in number of game
- squares, with each square equivalent to 10 feet (10'). The
- range terms are defined below:
-
-
- View affects line of sight
- 1 Foe affects a single monster, regardless of the number
- your party faces.
- 1 Wall affects a wall in the direction the spellcaster faces.
- All Foes affects all the monsters your party faces.
- Group affects 1 of up to 4 monster groups.
- Self affects the spellcaster only.
- ##' affects anything in the direction the spellcaster
- is facing for the number of feet specified with ##.
- Char affects the party member you designate.
- Special affects the special member you designate.
- ½ signifies a spell that hits with full effectiveness
- up to the listed range, and at reduced effectiveness
- when it hits at double the listed range.
- N/A provides information, knowledge, or some other
- effect that renders a range measurement Not Applicable.
-
-
- In addition to a range, spells have a duration or lifetime. The
- duration terms are defined below:
-
-
- Combat lasts until combat ends through party victory,
- monster victory, or running away.
- 1 Move lasts for exactly one move.
- 1 Round lasts for the entire round of combat.
- Short lasts a few minutes only.
- Medium lasts several minutes.
- Long lasts twice as long as Short spells.
- Indefinite lasts until the party enters the Adventurer's Guild or
- an anti-magic zone.
- Misc has multiple or variable ranges.
- N/A is so short, assigning a duration is Not
- Applicable. The result of the spell is immediate.
-
-
-
- CONJURER SPELLS
-
- Level 1
-
- MAFL 2 VIEW MEDIUM
- MAGE FLAME: a small self-propelled "torch" appears and floats
- above the spellcaster as he travels.
-
- ARFI 3 1 FOE (10') N/A
- ARC FIRE: a fan of blue flames jets from the spellcaster's
- fingers, inflicting 1 to 4 hits of damage, which are multiplied
- by the spellcaster's level, on the selected opponent.
-
- TRZP 2 30' N/A
- TRAP ZAP: disarms any trap within 30 feet (3 squares), in the
- direction the spellcaster is facing. TRZP also works on chests,
- but still costs the same amount of spell points.
-
-
- Level 2
-
- FRFO 3 GROUP COMBAT
- FREEZE FOES: binds your enemies in magical force, slowing them
- down and making them easier to hit.
-
- MACO 3 N/A MEDIUM
- KIEL'S MAGIC COMPASS: a compass of shimmering magelight appears
- above the party and shows the direction they face.
-
- WOHL 4 CHAR N/A
- WORD OF HEALING: lets a spellcaster heal a party member who
- suffers from 4 to 16 points of damage by uttering a single word.
-
-
- Level 3
-
- LERE 5 VIEW LONG
- LESSER REVELATION: an extended MAGE FLAME spell that also
- reveals secret doors.
-
- LEVI 4 PARTY SHORT
- LEVITATION: partially nullifies gravity, causing the party to
- float over traps, or up or down through portals.
-
- WAST 5 GROUP (20') N/A
- WARSTRIKE: an energy stream shot from the spellcaster's finger
- that sizzles a group of foes for 5 to 20 hits of damage.
-
-
- Level 4
-
- INWO 6 PARTY N/A
- ELIK'S INSTANT WOLF: summons a giant, extremely fierce wolf to
- join your party.
-
- FLRE 6 CHAR N/A
- FLESH RESTORE: a powerful healing spell that restores 10 to 40
- hit points to a party member, including those stricken with
- insanity or poisoning.
-
-
- Level 5
-
- GRRE 7 VIEW LONG
- GREATER REVELATION: operates like LESSER REVELATION, but
- illuminates a wider area for a longer period of time.
-
- SHSP 7 GROUP (20') ∞ N/A
- SHOCK-SPHERE: creates a large globe of intense electrical
- energy that envelops a group of enemies and inflicts 10 to 40
- hits of damage.
-
-
- Level 6
-
- INOG 9 PARTY N/A
- ELIK'S INSTANT OGRE: materialize the biggest, meanest ogre
- you've ever met to ally with your party.
-
- MALE 8 PARTY INDEF
- MAJOR LEVITATION: operates like LEVI from level 3, but it lasts
- dispelled (i.e., until the spell is terminated by some event
- such as activating an anti-magic square).
-
-
- Level 7
-
- FLAN 12 PARTY N/A
- FLESH ANEW: operates like FLRE, but affects every member of the
- party.
-
- APAR 15 PARTY N/A
- APPORT ARCANE: teleports the party within a dungeon to any
- location that's not protected by a teleportation shield. Also
- teleports the party between cities that are in the range of +1
- to 6. Your party always arrives in the city's Adventurer's
- Guild.
-
- FAFO 18 GROUP N/A
- FAR FOE: moves a group of foes 40 feet further away from your
- party, up to a maximum distance of 90 feet.
-
- INSL 12 PARTY N/A
- ELIK'S INSTANT SLAYER: materializes a slayer that joins your
- party. What's a slayer? The name speaks for itself...
-
-
- MAGICIAN SPELLS
-
- Level 1
-
- VOPL 3 CHAR COMBAT
- VORPAL PLATING: causes the weapon (or hands) of a party member
- to emit a magical field that inflicts, which causes 2 to 8
- points of additional damage.
-
- QUFI 3 CHAR N/A
- QUICK FIX: regenerates a character for precisely 8 hit points
- up to the character's maximum hit point level.
-
- SCSI 2 PARTY N/A
- SCRY SITE: causes a dungeon or wilderness pathway to reveal the
- party's location.
-
-
- Level 2
-
- HOWA 4 1 FOE (10') N/A
- HOLY WATER: holy water sprays from the spellcaster's fingers,
- inflicting 6 to 24 points of damage on any foe of evil or
- supernatural origin.
-
- MAGA 5 CHAR COMBAT
- MAGE GAUNTLETS: makes the hands (or weapon) of a party member
- more deadly by adding 4 to 16 points of damage to every wound
- it inflicts on a foe.
-
- AREN 5 30' SHORT
- AREA ENCHANT: causes the dungeon walls within 30 feet (3
- squares) of a stairway to call out if the party is headed
- toward the stairs.
-
-
- Level 3
-
- MYSH 6 PARTY MEDIUM
- YBARRA'S MYSTIC SHIELD: causes the air in front of the party to
- form an invisible shield that's as hard as metal and precedes
- the party as they move.
-
- OGST 6 CHAR COMBAT
- OSCON'S OGRESTRENGTH: endows a specific party member with the
- strength of Elik's ogre for the duration of the battle.
-
- STFL 6 GROUP (40') ∞ N/A
- STARFLARE: ignites the air around your enemies, scorching them
- for 10 to 40 damage points.
-
-
- Level 4
-
- SPTO 8 1 FOE (70') N/A
- SPECTRE TOUCH: drain a single enemy of 15 to 60 points of
- damage; like a touch from death itself.
-
- DRBR 7 GROUP (30') ∞ N/A
- DRAGON BREATH: let's the spellcaster breathe fire at a group of
- monsters, inflicting 11 to 44 points of damage on each monster.
-
-
- Level 5
-
- ANMA 8 PARTY COMBAT
- ANTI-MAGIC: causes the ground to absorb a portion of the spells
- cast at the party by monsters. Often allows the party to escape
- unharmed. This spell also aids in disbelieving illusions and
- shielding against magical fire such as Dragon Breath.
-
- STTO 8 1 FOE (10') N/A
- STONE TOUCH: usually turns an enemy to stone (except those
- already made of stone).
-
-
- Level 6
-
- PHDO 9 1 WALL 1 MOVE
- PHASE DOOR: turns almost any wall to air for exactly one move.
-
- YMCA 10 PARTY INDEF
- YBARRA'S MYSTICAL COAT OF ARMOR: operates like YBARRA'S MYSTIC
- SHIELD, but lasts indefinitely.
-
-
- Level 7
-
- REST 12 PARTY N/A
- RESTORATION: regenerates the body of every party members to
- perfect condition; it even cures insanity or poisoning.
-
- DEST 14 1 FOE (10') N/A
- DEATHSTRIKE: very likely to kill one selected enemy.
-
- WZWA 11 PARTY N/A
- WIZARD WALL: create a wall of force that travels with the party
- and absorbs many of the enemy's attacks.
-
- SASP 30 PARTY N/A
- SAFETY SPELL: teleports your entire party to the Adventurer's
- Guild in Tangramayne, minus all gold. Use this spell only in
- dire emergencies because it is not 100% reliable.
-
-
- SORCERER SPELLS
-
- Level 1
-
- MIJA 3 1 FOE (40') ∞ N/A
- MANGAR'S MIND JAB: casts a concentrated blast of energy at one
- opponent, inflicting 2 to 8 points of damage for each
- experience level of the spellcaster.
-
- PHBL 2 PARTY COMBAT
- PHASE BLUR: causes the entire party to waver and blur in the
- sight of the enemy, rendering your party difficult to strike.
-
- LOTR 2 30' SHORT
- LOCATE TRAPS: heightens the spellcaster's awareness in order to
- detect traps within 30' along the direction the spellcaster is
- facing.
-
-
- Level 2
-
- DISB 4 PARTY N/A
- DISBELIEVE: reveals the nature of any attacking illusion,
- causing it to vanish.
-
- WIWA 5 PARTY N/A
- WIND WARRIOR: creates the illusion of a battle-ready ninja
- among the ranks of your party. The ninja will fight until
- defeated or disbelieved.
-
- FEAR 4 GROUP COMBAT
- WORD OF FEAR: an incantation that causes a group of enemies to
- quake in fear, thus reducing their ability to attack and
- inflict damage.
-
-
- Level 3
-
-
- WIOG 6 PARTY N/A
- WIND OGRE: similar to ELIK'S OGRE, but the WIOG is an illusion.
-
- INVI 6 PARTY N/A
- KYLEARAN'S INVISIBILITY SPELL: an invocation that renders the
- party nearly invisible to the enemy.
-
- SESI 6 30' MEDIUM
- SECOND SIGHT: heightens the spellcaster's awareness in order to
- detect all manner of traps and tricks that lie directly ahead.
-
-
-
- Level 4
-
- CAEY 7 VIEW INDEF
- CAT EYES: endows the entire party with perfect night vision for
- an indefinite periods of time.
-
- WIDR 12 PARTY N/A
- WIND DRAGON: creates an illusionary red dragon to join the
- ranks of your party.
-
-
- Level 5
-
- DIIL 8 ALL FOES COMBAT
- DISRUPT ILLUSION: destroys any illusions among the ranks of the
- enemy and prevents new illusions from appearing. This spell
- also exposes any Dopplegangers within the party.
-
- MIBL 10 ALL FOES (30') ∞ COMBAT
- MANGAR'S MIND BLADE: strikes every opposing group within range
- with an explosion of energy capable of inflicting 25 to 100
- points of damage.
-
-
- Level 6
-
- WIGI 13 PARTY N/A
- WIND GIANT: creates an illusionary storm giant that joins and
- fights for the party.
-
- SOSI 11 30' INDEF
- SORCERER SIGHT: operates like the SECOND SIGHT spell, but lasts
- indefinitely.
-
-
- Level 7
-
- WIMA 14 PARTY N/A
- WIND MAGE: creates an illusionary Archmage to join your party.
-
- WIHE 16 PARTY N/A
- WIND HERO: creates an illusionary hero to join your party.
-
- MAGM 40 ALL FOES (90') N/A
- MAGE MAELSTROM: assaults a group of spellcasters and may do one
- of the follow: inflict 60 to 240 points of damage, turn them to
- stone, or kill them outright. However, because the maelstrom is
- illusionary in nature, a disbelieving monster can totally
- disarm it.
-
- ???? 100 UNKNOWN UNKNOWN
- ????: Known only as "The Dreamspell," it is the subject of myth
- and speculation and no one knows this spell's code. Legend has
- it that this is a spell of such magnitude that it can actually
- rip the fabric of reality in half.
-
-
- WIZARD SPELLS
-
- Level 1
-
- SUEL 10 PARTY N/A
- SUMMON ELEMENTAL: creates a fire-being from the raw elements of
- the universe to join and fight for your party.
-
- FOFO 11 GROUP (10') N/A
- FANSKAR'S FORCE FOCUS: lands a cone of gravitational energy on
- a group of your foes, inflicting 25 to 100 points of damage.
-
-
- Level 2
-
- GATE 12 PARTY N/A
- GATE: bids a shadowy wraith to unwillingly join your party.
-
- DEBA 11 1 FOE (30') N/A
- DEMON BANE: inflicts 100 to 400 points of damage on a single
- creature of evil or supernatural origin.
-
-
- Level 3
-
- FLCO 14 GROUP (30') N/A
- FLAME COLUMN: creates a cyclone of flame that lashes out and
- delivers 22 to 88 points of damage to a group of your foes.
-
- DISP 12 CHAR N/A
- DISPOSSESS: returns a possessed party member to the normal
- state of consciousness.
-
-
- Level 4
-
- PRSU 15 PARTY N/A
- PRIME SUMMONING: forces a powerful undead creature to join and
- fight for your party.
-
- ANDE 14 CHAR COMBAT
- ANIMATE DEAD: reanimates a dead character with living strength
- so he or she attacks enemies as if truly alive -- combat only
- spell.
-
-
- Level 5
-
- SPBI 16 1 FOE N/A
- BAYLOR'S SPELL BIND: If successful, this spell possesses the
- mind of an enemy and forces him to join and fight for your
- party.
-
- SOWH 13 1 FOE (70') N/A
- STORAL'S SOUL WHIP: whips out a tendril of psionic (mind) power
- to strike a selected foe, inflicting 50 to 200 damage points.
-
-
- Level 6
-
- GRSU 22 PARTY N/A
- GREATER SUMMONING: operates like PRIME SUMMONING but causes a
- powerful elemental creature to appear and fight for the party.
-
- BEDE 18 CHAR N/A
- BEYOND DEATH: restores life and one hit point to a deceased
- character.
-
-
- Level 7
-
- WIZW 16 GROUP (50') N/A
- WACUM'S WIZARD WAR: creates a pyrotechnical storm over a group
- of monsters, inflicting 50 to 200 damage points.
-
- HERB 25 PARTY N/A
- SUMMON HERB: summons Herb to join your party. Herb is really
- busy, but he'll hang out with your party for a while if you
- need him.
-
-
- Archmage Spells
-
- Level 1
-
- HAFO 15 ALL FOES 1 ROUND
- OSCON'S HALT FOE: if successful, this spell causes every
- attacking group to do nothing during the next round.
-
- MEME 20 GROUP (50') N/A
- MELEE MEN: pulls an attacking group into melee range (10')
- regardless of how far they were when they began attacking.
-
- Level 2
-
- BASP 28 PARTY MISC
- BATCH SPELL: performs the following multiple spells: GREATER
- REVELATION, YBARRA'S MYSTICAL COAT OF ARMOR, SORCERER SIGHT,
- MAJOR LEVITATION, and KIEL'S MAGIC COMPASS.
-
- Level 3
-
- CAMR 26 PARTY N/A
- CAMARADERIE: has a 50% chance of calming any or all monsters in
- your party that have turned hostile.
-
- Level 4
-
- NILA 30 GROUP (90') N/A
- FANSKAR'S NIGHT LANCE: launches a chilling missile against a
- group of foes, inflicting 100 to 400 damage points.
-
- Level 5
-
- HEAL 50 PARTY N/A
- HEAL ALL: a BEYOND DEATH spell that resurrects every dead
- member (including those turned to stone), and heals all wounds,
- paralysis and insanity.
-
- Level 6
-
- BRKR 60 PARTY N/A
- THE BROTHERS KRINGLE: the brothers are always ready to help
- friends in trouble. Enough brothers appear to fill the empty
- slots in your party.
-
- Level 7
-
- MAMA 80 ALL FOES (90') N/A
- MANGAR'S MALLET: inflicts 200 to 800 bone-crushing damage
- points against every monster group you face.
-
-
-
-
- Bard Songs
-
- The Bard has seven tunes that he can sing one at a time while
- exploring or during combat.
-
- 1. The Archer's Tune: Double the party's missile damage, and
- cuts the missile damage inflicted by a foe in half. Missile
- weapons are those weapons that are thrown or shot such as
- arrows, spears, and axes.
-
- 2. Spellsong: Bonus to saving roll. This means the party is
- less likely to be damaged by magic and traps.
-
- 3. Sanctuary Score: Lowers the Armor Class for all party members.
-
- 4. The Melee March: Increases the party's hit points for extra
- protection and also increase the damage points inflicted on
- enemies.
-
- 5. Zanduvar Carack: Protection from traps when played under normal
- conditions, but heals during combat.
-
- 6. Rhyme of Duotime: Regenerates spell points at twice the normal
- speed when played under normal conditions, and provides extra
- attacks during combat.
-
- 7. The Watchwood Melody: Creates light. May work even in anti-magic
- zones.
-
-
- Tips from the Adventurer's Guild: Magic
-
- 1. Don't venture too far into dungeons without your maximum
- spell points. It's a good rule is to leave a dungeon when
- you're down to one quarter of your maximum spell points.
-
- 2. Carefully manage your spell points. Don't use a magic light
- spell when a torch will work just as well. But don't be shy
- about using magic in combat. If you've got it, flaunt it...
- rock 'n' roll.
-
- 3. Locate traps. Second Sight and other sorcerer sight spells
- can identify traps within 30 feet (3 squares). The Trapzap
- spell disarms all traps within 30 feet.
-
- 4. Play a long-lasting Bard song right before entering a
- tavern -- it's like getting a free spell.
-
- 5. Try using a light spell or singing bard tune number 7 even
- in anti-magic zones. Though the spell won't last, it will
- provide a brief flash of light that may help you get your
- bearings. This trick occasionally works with ordinary torches
- and lanterns.
-
- 6. The screen flashes when your party is teleported. This is
- handy to know because many dungeon corridors look alike, and
- it's sometimes hard to tell when your party has been teleported
- to a new location.
-
-
-
-
- ITEMS
-
- The following items are found in Garth's Equipment Shoppe in unlimited
- quantities:
-
- Torch lights your way in dungeons. Not nearly as
- precious as spell points.
- Lamp longer duration than a torch, but more
- expensive too.
- Broadsword most damaging nonmagic sword
- Short Sword a lighter sword that can be used by all mages.
- Dagger usable by all, not too effective
- War Axe a heavy, damaging weapon that can' be used by
- rogues or magic users.
- Halbard a combination battle axe and pike. The most damaging
- nonmagical weapon.
- Staff a short, heavy club.
- Spear a javeline-like weapon that must be thrown.
- Buckler a small round shield.
- Tower Shield a larger shield.
- Leather Armor the lightest armor.
- Chain Mail light, metal-mesh armor. Protects best against
- light weapons.
- Scale Armor stronger than chain mail and difficult to
- pierce.
- Plate Armor strongest nonmagical armor.
- Robes nice around the house but no protection in a
- dungeon.
- Helm head protection from all but the fiercest
- attack.
- Leather Gloves light protection for the hands.
- Gauntlets metal gloves.
- Mandolin the Bard's instrument of war...
- Long Bow used to launch arrows at your opponents.
- Arrows missile weapons that must be launched with the
- long bow.
-
- Item Abbreviations
-
- FGN the abbreviation for figurine; a magical statuette that
- can come to life.
- MTHR an abbreviation for Mithril, an elven metal with magical
- qualities.
- ADMT abbreviation for Adamant, another magical metal.
- DMND abbreviation for Diamond; the hardest substances in this
- world or the Realm.
- SGMT a segment of the Destiny Wand.
-
-
- Tips from the Adventurer's Guild: Items
-
- 1. Generally, the more expensive an item is, the better it
- works. Just like in your own world.
-
- 2. There are no cursed or bad items, but some may be useless.
-
- 3. Don't be stingy. Buy the best equipment you can afford --
- spend the whole bank roll. After all, if your party is well
- equipped they'll get more gold from the monsters they defeat,
- and if your party is killed, the saved gold won't do you any
- good anyway.
-
- 4. Experiment with the items you find to determine their
- capabilities. Magical items are often the key to success, and
- remember, an item may be magical for only certain characters or
- classes, so trade the item between your characters.
-
- 5. Make sure that some characters have open space in their
- inventory, or your party won't be able to pick up new magical
- items in their travels.
-
- 6. Save your party to disk as soon as they capture a
- particularly interesting or powerful magic item. This way, even
- if disaster strikes, you'll still have the item.
-
- 7. The Sage can answer questions about the purpose behind some
- of the items you'll find in the higher level dungeons, but be
- prepared to pay a steep price.
-
- 8. Destiny Wand segments contain powerful magic. Each segment
- contains magic that creates its own specific effect. You will
- have to experiment with the segment to learn how to use the
- magic.
-
- 9. The Destiny Knight game disks and manual aren't protected by
- magic shields or quick fixes. Don't leave them where little
- monsters can eat them.
-
- 10. Here's a final clue that may (or may not) help you:
-
- {arrows}
-
- 1. D D D L U L L L L U R R R R U L U
- 2. D D D L L L L L L U U L U R R D D R R U L U R R U
- 3. L D R D D L L L L L L L L U U U U R R R D D R R R U U
- 4. L D L L U R U
- 5. D D D L L L L L U R R R R U L L L L U R R R U
- 6. D D D L U U L D D L L L L U R R R U U R U
- 7. D L L L L L L D D L L U U U R R R R R R U
-
-
- Beyond the Bard's Tale, as was told,
- An epic great will now unfold
- And in the quest, before thy sight,
- A mortal man becomes the Knight.
-
- Of wounds this many can never die;
- His lips will never, voice the cry
- Which doomed another, ages gone
- Who now is trapped as evil's pawn.
-
- Of puissant might and matchless brawn
- The knight's fierce fate is plainly drawn
- Upon the tome of life, in fact
- And in this power lies the pact.
-
- So seek the wand, and face the snare
- Yet in no way can you prepare
- For Zanta's wrath and endless guile --
- Now try the quest, friend... for a while.
-
-
-
-
- The Bard's Tale, Destiny Knight, and Electronic Arts are
- trademarks of Electronic Arts.
-
- Software (C) 1986 Interplay Productions
-
- LIMITATIONS ON DAMAGES
-
- EA SHALL NOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL OR
- OTHER INDIRECT DAMAGES ARISING FROM ANY CLAIMS UNDER THIS AGREEMENT,
- EVEN IF EA OR ITS AGENTS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH
- DAMAGES.
-
- Unless indicated otherwise, all software and documentation is
- (C) 1987 Electronic Arts. All rights reserved.
-
-
-
-