r BATM LORD AW LM TO ZU OFITI a -

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Y -e r J1 a COMPUTERPRODUCT DEATHK157GLflSOFKRYNN RULEBOOK 4 BATMLORD AW LMTOZUOFITI T hepeaceinAnsalonhas beenshattered .Unspeakable forceshaveagainrisenfromthe veryashesofdefeattochallenge theChampionsofKrynn!This time,themassedforcesofevil arereadyforyou - helpis needed. Helpishere! The DEAm KNIGHTSOFKRYIYr'CLUE BOON is theedgeyouneedtodefeat overwhelmingforces! Thisvaluableplayer'sguide provides : Detailedmaps forthe entiregame,including locationsofallmajorevents intheadventure . * ,' s Combattips thatallow youtodefeateventhe toughestopponents . Locationsand descriptions ofallmajor magicaltreasures . :* Checklists of encountersandtreasures - youwon'tmissany partoftheadventureor loot! TOORDER: Visityourretailerorcall :1-800-245-4525(U .S.A. ADVAnceD DU-10111 :DRAoons, DRAOONLANCC,andtheTSRlogoare &Canada)tochargeonVISAorMasterCard .ToreceiveSSI's *ss,mo- trademarksownedbyandusedunder completeproductcatalog,send$1 .00to : licensehorn TSR,Inc .11991TSR.Inc .01991 StategkSimulations,Inc.Allrights reserved . StrategicSimulations,Inc . 675AlmanorAve .,Suite201 Sunnyvale,CA94086 .u STRATEGICSIMULATIONS,INC :

Transcript of r BATM LORD AW LM TO ZU OFITI a -

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COMPUTER PRODUCT

DEATH K157GLflS OF KRYNN

RULE BOOK

4

BATM LORDAW LM TO ZU OFITIT he peace in Ansalon has

been shattered . Unspeakableforces have again risen from thevery ashes of defeat to challengethe Champions of Krynn! Thistime, the massed forces of evilare ready for you - help isneeded.

Help is here! The DEAmKNIGHTS OF KRYIYr' CLUE BOON isthe edge you need to defeatoverwhelming forces!This valuable player's guide

provides :Detailed maps for the

entire game, includinglocations of all major eventsin the adventure .*,'s Combat tips that allowyou to defeat even thetoughest opponents .

Locations anddescriptions of all majormagical treasures .

:* Checklists ofencounters and treasures- you won't miss anypart of the adventure orloot!

TO ORDER: Visit your retailer or call : 1-800-245-4525 (U .S.A.

ADVAnceD DU-1011 1: DRAoons,DRAOONLANCC, and the TSR logo are

& Canada) to charge on VISA or MasterCard . To receive SSI's

*ss,mo- trademarks owned by and used under

complete product catalog, send $1 .00 to :

license horn TSR, Inc . 11991 TSR. Inc . 01991Stategk Simulations, Inc. All rights reserved .

Strategic Simulations, Inc .675 Almanor Ave ., Suite 201Sunnyvale, CA 94086

.u

STRATEGIC SIMULATIONS, INC :

LIMITED WARRANTY

Strategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recordedwill be free from defects in materials and workmanship for a period of 30 days from the date of purchase . Ifwithin 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) toStrategic Simulations, Inc ., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replacethe diskette(s) free of charge . In addition, if the diskette(s) prove defective at any time after the first 30 days,return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10 .00 (each disk) plus$3 .00 for shipping and handling . California residents, add applicable sales tax.

SSI MAKES NO WARRANTIES EITHER EXPRESS OR IMPLIED WITH RESPECT TO THE SOFTWARE PRO-GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK AND ADVENTUR-ER'S JOURNAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICU-LAR PURPOSE . THE PROGRAM AND GAME ARE SOLD "AS IS ." THE ENTIRE RISK AS TO THEIR QUALITYAND PERFORMANCE IS WITH THE BUYER . I N NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT,INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM ORGAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES . (SOME STATES DONOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTALOR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .)

The enclosed software program, this Rule Book and the Adventurer's Journal are copyrighted . All rights arereserved . This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or trans-lated or reduced to any electrical medium or machine readable form, in whole or in part, without prior writ-ten consent from SSI . The program accompanying this Rule Book and Adventurer's Journal may be copied,by the original purchaser only, as necessary for use on the computer for which it was purchased .

ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and the TSR logo are trademarks owned byand used under license from TSR, Inc ., Lake Geneva, WI, USA.

€1991 Strategic Simulations, Inc . All rights reserved . €1991 TSR, Inc . All rights reserved .

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK

Each of our games undergoes extensive playtesting prior to its release . Through this process we hope touncover and correct any errors in programming . However, due to the complex nature of our simulations,some program errors may go undetected until after publication . In addition to errors in the program, thereare occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your diskdrive . Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often theproblem is with a disk drive that needs servicing for alignment, speed, or cleaning .

Should you have a defective disk, please return the disk only (keep all other parts of the game) to ourCustomer Support Department, along with a note describing the problem you have encountered . A replace-ment disk will be provided upon our receipt of the defective disk.

Should you uncover an error in the program, return both your game disk and any "save game" disks to ourCustomer Support Department . Please enclose a description of what was taking place in the game when theerror occurred . Upon correction of the program error, we will return an updated disk to you .

Always make sure to include your name, address, and daytime telephone number with any correspondence .We will do our best to see that any problems are corrected as soon as possible .

TABLE OF CONTENTSIntroduction 1Your Game Box Should Contain1Transferring Characters from CHAMPIONS OF KRYNN1

Before You Play 1Getting Started Quickly 1

Beginning to Play 2Modifying Characters and Parties3Character Summary Screen 4Non-Player Characters (NPCs) 5Viewing Characters 5Character Status 5

Adventuring 6Display Screens and Points of View6Adventuring Options 7Encamp 7Magic 8

Civilization 9Encounters 10Combat 11After Combat 12

QUESTIONS OR PROBLEMS?Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call ourTechnical Support Staff at (408) 737-6850 between 11 a .m. and 5 p .m ., Pacific Time, Monday through Friday,holidays excluded . NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. Ifyou need hints, call our Hint Line at (408) 737-6810 . Recorded hints are available 24 hours a day, 7 days aweek. If you don't hear the information you need, please write to us at Hints, Strategic Simulations, Inc ., 675Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply) .

INTRODUCTION

Welcome to the official ADVANCEDDUNGEONS & DRAGONS' computer product,DEATH KNIGHTS OF KRYNN, a DRAC0NLANCET"fantasy role-playing epic . This game is basedon the rules and background created by TSR,Inc . and a story line created especially for thisgame .DEATH KNIGHTS OF KRYNN begins a year

after the defeat of Takhisis' minions inCHAMPIONS OF KRYNN . The Solamnic com-mander of Gargath Outpost has asked yourcharacters back to celebrate the victory -toshare memories and feasting with old com-rades . Your adventuring party looks forward toa peaceful and uneventful celebration . . .

Your Game Box Should Contain

Disks € Rule Book€

Adventurer's Journal € Data Card

This rule book is designed to explain allyour options and guide you through playingthe game. If you are not familiar with theADVANCED DUNGEONS & DRAGONS'game sys-tem, you will find helpful information abouthow things work in the Adventurer's Journal .

The Adventurer's Journal contains a varietyof information including details aboutcharacter classes, magic, combat and anintroduction to the adventure story. TheJournal also includes the maps, information,rumors and stories that you will need to playthe game . As you play the game you willdiscover for yourself which of the tales youhear are fact and which are fiction .

The Data Card explains how to start thegame and select items and menu options withyour specific computer. It tells you how to

transfer characters to DEATH KNIGHTS OFKRYNN from the fantasy role-playing game,CHAMPIONS OF KRYNN. It also shows how toget right into the game without having to readthrough the rules .

Transferring Characters fromCHAMPIONS OF KRYNN

DEATH KNIGHTS OF KRYNN will acceptcharacters which were created and played inCHAMPIONS OF KRYNN . There are two ways toget characters from CHAMPIONS into DEATHKNIGHTS . The first, and preferred way, is toload a saved game and select CHAMPIONS onthe LOAD FROM option . The second is toremove the characters from their CHAMPIONS

party, copy them to your DEATH KNIGHTS savedisk or directory and add them to a new party .See your Data Card for more details .Note: If you transfer characters to DEATH

KNIGHTS before they have completed theCHAMPIONS adventure, they may lose someitems.

Before You Play

There is no copy protection on your DEATHKNIGHTS OF KRYNN disks, so please makebackup copies and put the originals away forsafekeeping. When you start the game, youwill be asked to answer a verification questionfrom this rule book or the Adventurer's Journalbefore you can play. Turn to the page as indi-cated for either this rule book or the Adven-turer's Journal, find the indicated word, type itin and press the <Return> or <Enter> key .

Getting Started Quickly

DEATH KNIGHTS OF KRYNN comes with aready-made party in a saved game that allowsyou to begin adventuring immediately. Usethe instructions on the Data Card to load thesaved game and begin playing . Use this rulebook to answer any questions during play.

Using MenusAll commands are menu based, and the

concept of the active character is central to thegame. During combat the active character ischosen automatically according to a character'sinitiative and random factors . Other times youselect the active character .

If a command affects the whole party, justselect the command . If the command affectsone character, make that character active andthen choose the command .Example : To look at a character's items,

select that character, choose the VIEW command,and then choose the ITEMS command. Thecomputer displays a list of that character'sitems and their readied status .

Menus are displayed either vertically orhorizontally

Vertical menus select the character, item,or spell to be acted upon . If there are morechoices than will fit on the screen at one time,use the NEXT and PREV commands to view theadditional selections.

Example : When purchasing items, selec-tions are made from a vertical menu list ofequipment .

Horizontal menus list what the activecharacter can do, or what can be done to him .In the rules, menus are shown with all of theiroptions, although in some cases, options willnot be available every time a menu appears .

Example:

Treasure MenuVIEW TAKE POOL SHARE DETECT EXIT

The options TAKE and SHARE will onlyappear if there is treasure to take . Theoption DETECT will only appear if there istreasure and the active character has aDetect Magic spell available .

The rule book only lists the general gamemenus. Special menus appear with manyencounters that indicate available options .

BEGINNING TO PLAY

You must load a saved game or generatecharacters and band them together into aparty. This first menu is displayed at the startof a game :CREATE NEW CHARACTERADD CHARACTER TO PARTYLOAD SAVED GAMEINITIALIZE MOUSE/JOYSTICK (Some computer systems)EXIT TO DOS (Some computer systems)

CREATE NEW CHARACTER is used to build acharacter. Detailed information aboutcharacters, races, classes and so on is availablein the Journal under Characters and Partiesbeginning on page 2 . This command displaysthe following menus to define the character .

PICK RACE lists the seven races you canchoose for a player-character.

PICK GENDER lists the sex the character canbe. Gender affects the character's maximumstrength .

PICK CLASS lists the class or classes thecharacter is qualified for based on race .

PICK DEITY (clerics only) lists all of thegods a cleric character can choose to worship .Each deity confers unique powers to its clericsand determines which alignments a charactercan be . See the Deities section in the Journalfor more details.

PICK ALIGNMENT lists all the possible align-ments for the character based on character class .

The computer randomly generates thecharacter's ability scores after you choosealignment . If you are not happy with thecharacter's scores you may roll them again .Remember that you can use the MODIFY

CHARACTER command on the PartyCreation/Hall Menu to change thecharacter's ability scores and hit points (HP)after the character has been generated.

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LOAD SAVED GAME permits you to resume apreviously saved game . The saved gameprovided with DEATH KNIGHTS OF KRYNN canalso be loaded, and on some systems you candirectly load saves from CHAMPIONS OF KRYNN .

See your Data Card for more information .INITIALIZE MOUSE/JOYSTICK sets up the

joystick or mouse. This option is only availableon some computer systems .

EXIT TO DOS ends play. This option is onlyavailable on some computer systems .

Modifying Characters and PartiesThe Party Creation/Hall Menu shows the

characters currently in your party and lists thecommands for creating and modifying theparty. Not all of the options are available atall times .CREATE NEW CHARACTER

DROP CHARACTER

MODIFY CHARACTER

TRAIN CHARACTER (Hall only)

KNIGHT CHANGE ORDER (Hall only)

VIEW CHARACTER

ADD CHARACTER TO PARTY

REMOVE CHARACTER FROM PARTY

LOAD SAVED GAME

SAVE CURRENT GAME

BEGIN ADVENTURING

EXIT TO DOS (Some computer systems)

DROP CHARACTER eliminates a characterfrom the party and erases him from the savedgame disk. A dropped character cannot berecovered .

MODIFY CHARACTER allows you to changethe character's ability scores and HP . UseMODIFY CHARACTER to change a charactergenerated in DEATH KNIGHTS OF KRYNN tomatch the ability scores of a favorite ADRD•game character. A character cannot bemodified once he has begun adventuring .

NAME CHARACTER provides a 15 letterspace to type in the character's name. Thisname will be automatically saved to disk .On some computer systems the character isnamed after the abilities scores are generated,on others the name is entered after the combaticon is selected .

SELECT COMBAT ICON allows you to designthe shape that will represent the character incombat . Customize this icon to represent thecharacter's favorite weapon, armor and colors .Different computers and graphic adapters havedifferent capabilities; experiment to create thebest icon for each character. The combat iconmay be altered during the game using theALTER command from the Encampment Menu .

EXIT from any of the character creationmenus returns you to the Party Creation Menu .

ADD CHARACTER TO PARTY allows you toadd individual characters to the party from thesaved game disk or directory. A party is agroup of characters composed of up to sixplayer characters (called PCs) and up to twonon-player characters (called NPCs) . A partyshould have a balanced mix of characters withdifferent classes . For more information aboutbuilding parties see Building a Successful Partyon page 9 of the Journal. You will also need toindicate the last game the character adventuredin with the From Where Menu .

From Where MenuADD FROM WHERE : DEATH CHAMPIONS EXIT

DEATH adds a character that wasgenerated in DEATH KNIGHTS OF KRYNN Orlast adventured there .

CHAMPIONS adds a character that lastadventured in CHAMPIONS OF KRYNN .

EXIT quits the ADD CHARACTER option .

I Moons of Krynn I

I CHARACTER SUMMARY SCREEN ~

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TRAIN CHARACTER (from Hall Menu only)increases a character's level when he hasgained enough experience points . Charactersmay only advance one level per class pertraining session . See the Experience Points andLevel sections in the Journal under AbilityScores and Other Attributes for more informa-tion . Training takes no game time . Whenmages advance, they may add a spell to theirspell books . There is no charge for trainingcharacters .

KNIGHT CHANGE ORDER (from Hall Menuonly) allows a knight of sufficient experienceand abilities to petition for admission into thenext higher order. Look under SolamnicKnights on page 7 of the journal .

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VIEW CHARACTER displays a CharacterSummary Screen for the active character. Formore information see the Viewing Characterssection .

REMOVE CHARACTER FROM PARTY transfers acharacter from the party to the saved gamedisk or directory.

SAVE CURRENT GAME stores the current gameto the saved game disk or directory.

BEGIN ADVENTURING starts the game .

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Non-Player Characters (NPCs)During the game the party will encounter

non-player characters (NPCs) . They may talkto the party attack or even offer to join . Thereare two kinds of NPCs : those who volunteerto join the party and those who will only giveinformation or fight . NPCs that join the partyare treated like player characters with a fewdifferences .

The computer commands NPCs in battle,and they have morale . If things are goingbadly for the party NPCs may run . If youhave a Knight in the party, his leadershipability may place NPCs under your control(on some systems only - see your DataCard) . Items can be traded to some NPCs, butthey cannot be traded from conscious NPCsto other characters . If an NPC dies or isunconscious you can use the TRADE commandon the Items Menu to take his items . Onlytwo NPCs at a time may join the party.

Viewing CharactersThe VIEW command displays the character

summary screen .The moons of Krynn affect the magical

powers of all mages . For more information onthe moons see the Moons of Magic on page16 of the Journal.

Characters accumulate wealth, in the formof steel pieces, gems and jewelry as they go .The value of gems and jewelry varies and canonly be determined by having the itemsappraised in a shop.

Encumbrance is the total weight thecharacter is carrying.

Combat Movement is how many squares acharacter can move during a combat segment .This is based on his readied armor, strengthand total encumbrance.

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Character StatusOKAY status means that the character has

positive HP and can move and fight normally .UNCONSCIOUS status means that the

character has exactly 0 HP . He cannot moveor fight but is in no danger of dying .

DEAD status means that the character hasdied . Non-elf characters have a chance ofbeing resurrected with magic . The character'schance of being resurrected is influenced by hisconstitution . See the Constitution Chart in theJournal .

DYING (combat only) status indicates thecharacter has between -1 and -9 HP and isbleeding to death . Use the BANDAGE commandto have another character stop the bleedingbefore the character dies .

STONED status means that the character hasbeen turned to stone. The character can bereturned to normal with a Stone to Flesh spellwhich is available at any temple . Red Robemages may also learn the spell when theyreach 10th-level .

FLED (combat only) status means that thecharacter fled from the battle . After the battlehe will rejoin the party.

GONE status means that the character hasbeen killed and the body lost . Nothing canbring the character back to life .

From the View Menu several options areavailable to inspect the active character . Not allof these commands are available at all times .

View MenuITEMS SPELLS TRADE DROP CURE HEAL EXIT

ITEMS shows all the equipment thecharacter is carrying . Items preceded by a YESare ready for use . Not all commands in theItems Menu are always available .

Items MenuREADY USE TRADE DROP HALVE JOIN SELL ID EXIT

READY changes the status of a weapon,armor or other item . Only readied items can

be used in combat. Arrows are assumed to bein a quiver and can be readied at all times .Some items will take both hands whenreadied (bows, quarter staffs, etc .), some takeonly one (long swords, wands, etc .) and otherstake no hands (rings, armor, etc) . On somesystems there are items that can only bereadied or unreadied while in either camp orcombat .

USE activates an item . If you are using anitem in combat, the Aim Menu will appear ifthe item can be targeted . See the Combatsection for details about the Aim Menu .

TRADE transfers an item from the activecharacter to another. Choose the item to tradeand then select which character is to receive it .Remember: a conscious NPC will not giveup items .

DROP permanently removes items from acharacter. Dropped items cannot be recovered .

€ HALVE divides a bundle of some item intotwo bundles. For example, HALVE would turnone bundle of 42 arrows into two bundles of21 arrows each . This is handy for dividingitems to distribute among party members .

JOIN combines all similar items into oneline. No more than 255 similar items can bejoined on one line . Many items, such aspotions, cannot be joined .

SELL is described under the Shops Menu .€

ID is described under the Shops Menu .SPELLS lists all of the spells a character has

memorized.TRADE is used to transfer money, gems and

jewelry from the active character to another.Select which character is to receive, and thenchoose what, and how much, is traded .

DROP permanently removes money froma character. Dropped money may not berecovered .

CURE (Paladin only) is another ability ofpaladins identical to the clerical spell CureDisease . A paladin may cure once per week at

levels 1-5, twice at levels 6-10 and three timesat levels 11-14 . This option is only displayed ifthe paladin has a cure available.

HEAL (Paladin only) is an ability of paladins .Paladins may heal two HP (per level) ofdamage each day. Select the HEAL command,then the character to be healed . Thiscommand is only displayed when a paladinhas healing available.

ADVENTURING

After setting up your party and reading thebackground information in the Adventurer'sJournal, it is time to head for adventure, fame,and glory. Your adventuring party will engagein fierce battles and find treasures . Sometimesthey have to stop, heal wounds and memorizespells for future encounters .

Display Screens andPoints of View

DEATH KNIGHTS OF KRYNN uses four differentpoints of view: 3-D, Area, Overland andCombat.

To the right of the point of view window,in either 3-D or Area, are the map coordinates,facing direction (N, S, W, E), current timeand what the party is doing (searching,camping, etc) .

3-D appears in towns and underground.3-D is a first-person perspective view thatappears in the point of view window andshows the surrounding area from the party'sperspective. Rotate the party's facing and moveusing the directional controls . The directioncontrols for your computer are described on theData Card .

Area provides an overhead view of theparty's surroundings, replacing the 3-D view.Choose the AREA command from theAdventure Menu . This view is not availablein all regions.

In the area display a cursor shows theparty's position . On some computer systemsthe cursor is an arrow that indicates currentparty facing and allows movement as in the3-D view. On other systems you cannot movewhile in this view .

Overland displays a map of the area wherethe game takes place while the party istraveling cross-country. A cursor indicates theparty's current location . Move around on theoverland map with the directional controls .The map in the Journal shows the gameregion with several major locations identified .

Combat view occurs automatically when-ever the party engages in battle . The combatscreen is a detailed view of the area the partyis in when the encounter begins .

Adventuring OptionsAll adventuring options are displayed in

horizontal menus . The main AdventureMenu offers access to normal options .

Adventure MenuMOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE places you in a mode where you usethe direction controls to move and turn yourparty; Normally, each move forward takes oneminute of game time . If the party has Searchon, each move takes ten minutes . Refer to theData Card for computer-specific movementinformation . Select EXIT to return to theAdventure Menu from movement.

AREA toggles between the area and 3-Dview. In many regions this command is notavailable .

CAST displays the Cast Menu if the activecharacter is a spell-caster. See the Magicsection for more information . Some spells onlyhave an effect in combat.

VIEW displays the Character SummaryScreen and the View Menu .

ENCAMP displays the Encamp Menu . Seethe Encamp section for a description of theavailable commands .

SEARCH indicates the party is to moveslowly and examine their surroundings,searching for secret doors, traps and so on .

LOOK is used to search an individual squareand takes ten minutes of game time (likemoving while searching) .

EncampThe Encamp Menu includes options such as

saving the game, resting to heal and memorizespells and altering items such as game speed orparty order.

Encamp MenuSAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE stores the characters and current gameto the saved game disk or directory . Save often- especially after surviving really toughencounters . It is also a good idea to maintainmore than one save. See your Data Card forcomputer-specific instructions .

VIEW displays Character Summary Screenfor the active character .

MAGIC is a very important part of DEATHKNIGHTS OF KRYNN and is described under itsown heading .

REST allows characters to memorize spellsand to heal naturally. Characters catch theirnormal sleep without having to encamp .Spell-casters can automatically re-memorize any spellsthey have cast simply by selecting REST. To choosenew spells for memorizing, or make initialselections, use the MAGIC and then MEMORIZE

options. When spells are being memorized,the initial rest time is established by thenumber and level of spells selected to memo-rize . For every 24 uninterrupted hours of restin camp, each wounded character regains oneHP. Rest can be interrupted by encounters .If possible, find safe places to take long restsduring the game .

Rest MenuREST DAYS HOURS MINUTES ADD SUBTRACT EXIT

REST begins the resting process. Unlessinterrupted, the party will rest for the indicatedtime .

DAYS, HOURS, MINUTES selects the unit oftime to be changed by the ADD and SUBTRACT

options. This option is not available on allcomputer systems .

ADD, SUBTRACT increases or decreases thetime that the party will attempt to rest .Decreasing the time may not allow spell-casters to memorize all of their spells .

ALTER is used to change the characters in theparty and the parameters of the game .

Alter MenuORDER DROP SPEED ICON LEVEL EXIT

ORDER changes how the characters arelisted on the screen and how they are deployedin combat. Characters at the top of the listtend to be at the front line in combat.

DROP eliminates a character from the partyand erases him from the saved game disk .A dropped character is gone forever andcannot be recovered .

SPEED controls the rate at which messagesare printed on the screen . If the game messagesare displayed too slow, use the FASTER com-mand. If messages are displayed too fast, usethe SLOWER command .

ICON is used to change a character's combaticon .

LEVEL permits you to adjust combatdifficulty. After choosing LEVEL, you will seethe following menu :

Level MenuNOVICE SQUIRE VETERAN ADEPT CHAMPION

The game is preset at the Veteran level.This is the level at which we consider thegame to be "balanced ." To make the combatencounters easier, choose either the Novice(easiest) or Squire level . To make the combat

8

more difficult, choose either the Adept orChampion (hardest) level .

When you choose to make the game moredifficult, you are rewarded by receivingmore experience points from your combatencounters . When you choose to make thegame easier, you are penalized by receivingfewer experience points from your combatencounters .

Receiving fewer experience points will slowthe rate at which your characters advancelevels. Advancing at a slower rate will giveyou less powerful characters which, in thelong run, may more than offset the benefitsof playing at an "easy" level .

FIX is used to heal many wounded characterswith a single command. All characters withcure spells will memorize as many as they can,cast them on the party and then rememorizetheir previous spells automatically. FIX takesgame time and may be interrupted by anencounter. FIX will not return HP to diseasedcharacters ; a Cure Disease spell must first becast upon them .

MagicTo get the Magic Menu options, the active

character must be able to cast spells . Spell-casters can get a list of their memorized spellsfrom the CAST option of the Magic Menu orfrom the SPELLS option of the View Menu .They can get a list of their spells on scrollsfrom the SCRIBE option of the Magic Menu .

Magic MenuCAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu and the char-acter's list of memorized spells . Select the spellto cast and then indicate the target of the spell .

Once a spell is cast it is gone from memoryuntil it is memorized again . Some spells onlywork during combat and others only whileencamped .

MEMORIZE displays the Memorize Menu,the character's book of spells or clerical spelllist and how many spells of each level thespell-caster may memorize. Once all charactershave selected the spells they want to memo-rize, choose the REST command to actuallymemorize the spells . Remember: Spell-casterscan automatically re-memorize any spells theyhave cast simply by selecting REST from theEncamp Menu .

Remember that a spell-caster can have thesame spell memorized multiple times .

Memorize MenuMEMORIZE NEXT PREV EXIT

€ MEMORIZE selects a spell to be memorized .A spell is not actually memorized until thecharacter has rested long enough to imprintthe spelhon his mind, The computer will askto verify your choices when you are done .

NEXT/PREV cycles through available spellsif they do not fit on one screen .

SCRIBE displays the Scribe Menu and a listof all of the spells available on mage scrolls .Before spells can be scribed, they must eitherbe identified in a shop or temple, or the magemust have cast Read Magic on them . Selectany spells to be scribed into the character'sspell book. Once all characters have indicatedthe spells they want to scribe, choose the REST

command to actually scribe the spells . Scribinga spell takes the same amount of time as mem-orizing the same spell . Mages cannot scribe aspell of higher level than they can memorize .

Scribe MenuSCRIBE NEXT PREV EXIT

SCRIBE selects a spell to scribe from a scrollto a spell book .

NEXT/PREV cycles through available spellsif they do not fit on one screen .

DISPLAY lists the magic that currently affectsthe party. This includes spells like Bless orInvisibility plus effects like disease . This isan important command because diseasedcharacters will not regain HP until they havea Cure Disease spell cast on them .

REST displays the Rest Menu referred to inthe Encamp section . Remember: A character's spellsare not memorized until he has rested the necessary time .

SPELLS are defined by their type (clerical,mage or druidic), when they can be cast(combat, camp or both) and their parameters(range, duration, and area of effect), and actualeffect . The Spell Parameters List in the Journalsummarizes all of the available spells . Whenusing spells from the Encamp Menu or theAdventure Menu (such as Find Traps),remember that one round equals one minute ofgame time (one normal move) and one turnequals ten minutes of game time (ten normalmoves). For more information about magicand the effects of spells look iri the Journal .

CIVILIZATIONCivilization provides many valuable ser-

vices and goods for adventurers . Shops sellitems the party will need to survive . Templesoffer healing spells . Banks will store moneyand (on some systems) items .

Shops of various sorts sell goods such asarmor and weapons or magical items . Allshops use the following menus to maketransactions .Shops MenuBUY VIEW TAKE POOL SHARE APP EXIT

BUY displays the items available in the shop .Select the item that the active character willbuy.

VIEW displays the Character SummaryScreen with the SELL and ID commands avail-able in the Items Menu .

SELL indicates you wish the shopkeeper tomake an offer on the highlighted item . Solditems may not be recovered .

ID is used to identify an item . Shops charge100 steel pieces for the service .

TAKE is used to pick up steel pieces, gems orjewelry from the party's money pool . Indicatewhat and how much the character will take .

POOL places all of the party members' steelpieces, gems and jewelry into a pool fromwhich any member may make purchases . Usethe TAKE or SHARE commands to pick up thepool . Caems and jewelry must be sold for steelpieces to make purchases .

SHARE picks up everything from the pooland distributes even shares among the party .

APP (Appraise) is available in temples orshops to find the monetary value of gems orjewelry. Choose a gem or item of jewelry andan appraisal and purchase offer will be made .Accept the offer and the item is sold. Rejectthe offer and the gem or piece of jewelrybecomes an item on the character's item list . Ifyou wait to sell items later, you will onlyreceive 1/2 the appraised value.

Temples offer healing spells and performother clerical services. The commands onthe Temple Menu are the same as those onthe Shop Menu with the HEAL commandreplacing BUY.Temple MenuHEAL VIEW TAKE POOL SHARE APP EXIT

HEAL displays a list of the temple's healingspells . Select the character on whom to castthe spell and then the spell to be cast . There isno cost for any of the temple services .

C,argath Outpost Bank is a place wherecharacters can store money and (on somesystems) items .

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Bank MenuSee your data card for details .

ENCOUNTERSWhen a party comes across monsters or

NPCs, an encounter occurs . If the partyattacks immediately, it may receive a bonus toits initiative in combat . If foes surprise theparty, they can attack immediately and get abonus to their initiative . If the foes do notattack immediately, the party can react bychoosing from an Encounter Menu. Encountermenus vary and list options for each situation .

Sample Encounter MenuATTACK WAIT FLEE TALK

In this menu you have opportunities tofight immediately, wait and see, run away ortry to talk.

CombatIn combat the computer chooses the active

character. Characters with higher dexteritywill tend to go before characters with lowerdexterity. A character may hold his actionuntil later with the DELAY command . There ismore information about combat in the Journal .

The active character is centered on thescreen at the start of his combat segment . Theactive character's name, HP, AC and readiedweapon are displayed. The Combat Menulists the character's options .

The following menus may vary on somecomputers, although the functions are the same .Combat MenuMOVE AIM USE CAST TURN GUARD QUICK

DELAY BANDAGE YELL VIEW SPEED END

MOVE allows a character to move . Attack bymoving the character into an enemy's square .If the character moves away from an adjacent

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enemy, the enemy gets a free attack at thecharacter's back .AIM allows weapons or spells to be targeted .

When aiming a ranged weapon, the range tothe target will be displayed above the menubar on some systems . If a character movesadjacent to an enemy, and has no moremovement remaining, the AIM command canbe used to attack with a melee weapon(sword, mace, etc) . The AIM command can alsobe used to survey the condition of your partyand enemies . As you move the aim cursorover a character or foe, information about himwill be displayed on the right of your screen .

Aim MenuNEXT PREV MANUAL TARGET CENTER EXIT

€ NEXT is used to look at all possible targets,starting with the closest target and then goingto the next farthest and so on . NEXT and PREVonly indicate targets in the character's line ofsight.

€ PREY (Previous) is the opposite of the NEXTcommand. Use this command to look at thepossible targets starting with the farthest targetand working back toward the character. Thiscommand is most often used to select a targetfor a missile or magic attack .

MANUAL permits the player to aim any-where on the map . Only targets in thecharacter's line of sight can actually be fired at .

€ TARGET is used to fire a missile or spell atthe cursor square . This command can also beused to attack an adjacent enemy with a meleeweapon (sword, mace, etc) . This option is notdisplayed if the target is out of range, not inline of sight, invisible or under the effect of aBlink spell.

CENTER centers the screen around thecursor. This is helpful when targeting manual-ly. This option is not available on all computersystems .

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USE allows a character to activate an itemwithout having to go through the ViewMenu. Items such as scrolls and wands maythen be targeted with the Aim Menu .

CAST is only available to spell-casters withspells available . The spell-caster selects fromthe list of available spells and then targets withthe Aim Menu. If the character has been hit,his concentration may be broken and the CASToption will not appear .

TURN is a clerical power that attempts todestroy undead monsters or drive them awayfrom the party. This will not affect the morepowerful undead types and has no effect onany other kind of monster. In some places thepower of evil is so great that turning is moredifficult .GUARD sets a character to stand and attack

the first enemy that moves adjacent. GUARD isonly an option if a character is armed with amelee weapon .

QUICK turns control of the character over tothe computer. See the Data Card forinstructions on how to regain manual controlof a character. Under computer control, afighting character with a readied missileweapon will tend to hang back and attackfrom a distance . If the character has no readiedmissile weapon, he will ready a meleeweapon and charge. Single class mages willfire missile weapons and cast spells if magic isturned on (see your Data Card for details) .They will never rush into close combat, evenif all of their missile attacks are expended .

Characters remain under computer controlfor all subsequent combats until manual controlis again selected . When a spell-caster characteris on quick, you may toggle his spell casting onand off- consult your Data Card for instruc-tions on how to do this on your computer.

DELAY causes the character to hold his turnuntil after the other characters and monstershave acted .

BANDAGE only appears if a party member isbleeding to death . Use this option to stop thebleeding and keep the character from dying .

YELL (Kender only) orders an active Kendercharacter to taunt opponents . If the taunt issuccessful all opponents will become enraged,suffer a combat penalty and direct as manyattacks as possible at the yelling character.

VIEW displays the Character SummaryScreen for the active character. The USEcommand appears on the Items Menu to usemagic items such as wands in combat .

SPEED changes the game speed and isdescribed under the ALTER command in theEncamp Menu .

END quits a character's turn .

After CombatWhen combat is over you will see how

many experience points each character receivesand then the Treasure Menu is displayed if thefoes had treasure . Most of the Treasure Menucommands work like the commands in theTemple and Shops Menus .

Treasure MenuVIEW TAKE POOL SHARE DETECT EXIT

VIEW displays the Character SummaryScreen and View Menu .

TAKE permits the active character to pick uptreasure from defeated opponents . This willonly appear if the foes had a treasure or the

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party pooled its funds. Remember : a charactercarrying a large number of steel pieces andheavy equipment can be slowed in combat .

Take MenuITEMS MONEY EXIT

€ ITEMS lists the equipment in the treasure .Frequently, the weapons and armor used bymonsters are not listed because they are poorquality and not worth taking .

MONEY displays the number of steel pieces,gems and jewelry in the treasure . Indicate thetype then amount of money the activecharacter takes .

POOL drops all of the party members' steelpieces, gems and jewelry into the treasure.Use the TAKE or SHARE command to pick up thepooled money.

SHARE picks up everything from the treasurepool and distributes even shares among theparty.

DETECT casts a Detect Magic spell from thecurrent active character. Magic items in thetreasure will be marked with a '+' or anThis option will only appear if the activecharacter has a Detect Magic spell available .

EXIT leaves the scene of the battle . If anytreasure remains, the option to return to theTreasure Menu is displayed .