Hey You! Get a blank disk and Rename it "Destiny Knight Character Disk" -- exactly(except the quotes). Then copy the Items file from Bards Tale II:Destiny Knight (game disk) to your character disk. Put the game disk in df0: and character disk in df1: (for those unfortuantes with one drive you know what to do). 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 stroy 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, for 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 tranquility of but one city, nae...an evil that threaetens the existence of the entire Realm and all the cities and citizens within! (How Corny--Ed. comment). 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 power of teh Realm, and has maninteained 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 Lestradac have invaded teh Realm and now run rampant through the streets. Even in Tangramayne, our capital! It is they who have taken teh 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 (then a Michelob) -- it is the only way to save the Realm. Now I must hurry, for in my attempts to glean knowledge of Lagoth, he has discovered my prying magic and even now his mercenaries approach. I care not for my own safety (Oh boy!), but I pray that my magi cis still strong enough to delive this letter and the accompanying booklet into your hands. The booklet contains powerful quest knowledge which I have gathered wsing 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 conatins reference information on various game aspects such as building and developing characters, finding and mapping the many different locatins 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 Experience 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 conatains 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 adventure starts at the Adventurers' Guild in the Realm's capital city, Tangramayne. 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 adventures 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 are not 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, Wizardy, 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). Command Summary Card ~~~~~~~~~~~~~~~~~~~~ Follow the instructions on the Command Summary Card to start the DK on your computer and to learn the keysroke 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 or Wizardry. (see "Pre-Built Parties" below). Note: The option to transfer characters may not be available on all computers. Adventurers' Guild ~~~~~~~~~~~~~~~~~~ This is where you start each time you begin a new game; i.e., the fist 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 Adventurers' 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 CSC to help you get the *ATEAM moving, and see the "Character Types" section for more inforamtion about characters and party selection. In addition to using the *ATEAM advanced playrs 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 DK. See the CSC 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 (Hint:Buy the hint book). 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 throug. Keeping a detailed map of your wanderings makes this process easier. Here's a clue: the mazes are setup 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 evildoesrs). Crypts can also be fund int he wilderness. The Grey Crypt dungeon is one, in particular, that you won't want to miss. Temples for healing wounded party members Taverns for food, drink, and least importantly, information Roscoe's for more spell energy. Casinios For gambling types. Be careful, the dealers have been reproted to cheat... Bedder's Bank For storing your gold for indefinite periods. Bedder does not pay interest, but his banks are never robbed or go bankrupt. You can make withdrawls 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 rnage can engage in hand-to-hand combat. The DK uses the same combat mods as BT, such as Party Attack, Bard Song, and Hide in Shadows, but distance now has an effect on melee. 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(Hey Big Boy!). 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 the Zen arrow) can be reused, and at least one nonmagical missile weapon (the boomerang) can be reused because it returns to the one who threw it. To thorw or shoot a weapon, select the "use" funciton during combat. And naturally to use arrow you must have a bow... See the "combat system" section for descriptions of more weapons and ranges. Spells (including Dragon Breath) also have effectivity ranges. Shorter ranges will usually have normal effectiveness, while longer ranges will have decreased effectiveness; e.g. if a spell rnage 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" sectio for descriptions of all spells and ranges. Magic ~~~~~ There are five levels of magic users which are described below. Conjurer: 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 illustions such as additonal 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 important characters in the DK 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 are not 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 becme 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 he or she possesses in 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, try 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 shoul return to see the Sage after completing eveery dungeon, for he provides the clues that wil guide you in each step of finding the fragments of the Destyiny 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 (in Ephesus). 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 you r party duing the game. Some of these characters are beneficial to your party (they will help during combat, or while solving a puzzle), athers are hostile to your party (they will join you party in order to start intra- party ocmbat). It is essential that you always have one or two empty character slots in your part 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 speical characters who may bring you closer to winning the game (or just save your party 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 regernerate in daylight. The Adventurers' 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 learnin about and getting to know the non-human inhabitants. In this chapter we will 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 the dwarves on your side in a fight. Hobbit: These small people are wise, nimble, and usually bery patient. It is said that, if need be, a hobbit can steal the gold-purse from a shadow. Half-Elf: These people are living proof of the compatibility between human 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, are not quite as despicable as full orcs -- but they are soemtimes 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 is not a single class that's the best, your characters must depend on each other and use teamwork to succeed on thier quest. Class selection is the most important aspect of creating a character in the Realm of the Bard. There are ten differnt classes, but only eight to chose from with a newly genrated character. A character's class is shown in View Character mode, and onscreen at all time by an abbreviation in the CL (class) column. Each class has its own set of strengths and limitation which are described briefly in the following sections. Warrior (displayed onscreen as WA): Warriors can use nearly every wepaon 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.(liar,liar) Bard(BA): Bards are colorful characters. Most bards are warriors who have given up the art of war for the art of magical music. This does not mean, however, that they have forgotten how to handle warrior weapons. But because they are not true warriors, Bards do not get the advantage of extra attacks during combat. Because of their unique form of misical magic, its nearly impossible to survive in the Realm without a Bard in your party. Bmost bards always have a repertoire of seven song, but must also have an instrument in order to perform. A Bard song played while exploring is long lasting and will resume after combat; even if other tunes were played during the fith. Songs performed during combat are brief -- lating only one round -- and their effects differ from the noncombat versions. Only one Bard tune can play at a time, and the tunes vary according to the difficulty of the dungeon. If a second tuen is started by the same or a different Bard, the first song will end. A Bard can play as man tyens as he has experience levels before his throat dies; e.g., if your Bard has four experience levels, he'll be able to play four tuens form his repertoire. The only cure ofr a Bard's dry thorat is a large tankard of ale form the nearest tavern. This is the source of one of the Realm's popular saying, "When the going gets tough, the Bard goes drinking..." Hunter(HU): Huntes 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): Monks 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 more 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 phenomna such as fire and light. Magician(MA): Magicians are the second level of magic users and use their maigc 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 in the creation and manipulation of illusions. The level is very powerful and isn't available to new characters. Wizard(WI): Wizards are the fourth level and can summon and bind superantural creatures. These creatures don't like our plane of existence and are not very friendly. Trying to control these creatures is extrememly hazardous and therefore the Wizard level is not available to newly created characters. Archmage(AR): Archmages have mastered at least threelevels of magic spells for the previour four magic user classes. Needles to say an Archmage can pretty much do as he pleases, and new character cannot immediately proceed to the Archmage level. If you have an Archmage in your party, you probably do not 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 (generally called "monsters") are charcters who meet and join your party duing its travels. Special members can be either monster (MN) or illusion (IL). There are two ways for special members to join your party: By being summoned, created as an illusion, or using some other magical artifice. 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 renamved and saved to disk when you return to the Adventurers' Guild. However, you can not contol special members during combat. Special memebers pick their own forms of attack and usually go after the first group of monsters your part is facing >L Likewise, special members can carry items for your party, but cannot find ou use items -- only charcters you create cna use the items they find or purchase in the game. Illusionary members disappear from the part ranks when they are killed. An illusionary special member is killed if a foe disbelieves in its existence. Any items that an illustionary special member is carrying (such as gold) are lost if the illusionary charcter iskilled. If a nonillusionary special member is attakced by antther party member for andny reason, the special member immediatedly turns hostile and fights unitl defeated. Dead special members can be resurrected and healed just like your regular DK charctes. You cna remove speicla members from your parth with the "Drop Character" command (Press R). View Character Attributes ~~~~~~~~~~~~~~~~~~~~~~~~~ Each character possesses six attributes that define the physical and mental abilites 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 the number, the greater the capability. The following five attributes are found in the view character mode. (See the CSC for the key sequence that enters View Character mode). Strength(ST): Pure physical power that determines the amount of damage a character can inflic on an opponent in hand to hand combat. 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 character harder to hit and helps them land the first blow during combat. Constitution(CN): Healthiness and survivability. It takes more damage to kill characters with stron constitution. Strong constituiton is usually reflected with bonus hit points. Luck(LK): As always, luck is ambiguous, unpredictable, and has a number of unforseen 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 hightes group of spells a magic user can use in their classs. There are seven spell levels per magic user class. Like other attributes, the abiltiy to learn new spell levels increases with experience points. 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 duing the course of the adventure. There are four categories altogether. Experience Points(EXPER): Measures the character's abilities that have been gained by experience. Characters earn experience after every battle, relative to the success or failure of the battle (determined by number of party members surving and winning battle). Gold: Your charcters strt out with just enough god 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. Level(LVL): Reflects the level of achievement within a character's class. Based on experienc epoints, the Review Board promotes characters to higher level within their class -- but only if the character request promotion in-person; i.e., you must find the Review Board (one is in each city). Items(1-8): Up to eight items 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 character with the item in order to use it. Certain items cna be used only by specific characters. For example, only Paladins can use Pure Blades. An item that has been equipped 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 character's attributes in other areas such as health, experience, armor class, and so on. Armor Class(AC): Reflects the level of protection a character has against physical attack. As the character's protection improve 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 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 poijnts reflect the amount of damage a character can take before dying (Maximum) and the character's current total. The HIT column shows the character's potential at full health. The PTS column shows the actual current condition of the character. 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. Class(CL): Shows the character's class in abbreviated from. Creating a Character ~~~~~~~~~~~~~~~~~~~~ If you decide that you want to create your own characters for your quest party, you can use the Create Character mode. Create Character mode only works in teh Adventurers' Guild. Use the mouse. Select a race for the character Next the computer displays a set of attribute values for the character which are combination of a basic(genetic) values and random die rolls. If you're satisfied with the attributes choose a character class (do not make a mistake here), then name the character. After the character's name is assigned, the character is saved to your character disk. To use the character, you must add him or her to your party with the Add command. Places ~~~~~~ With six cities, 25 dungeon levels, and wilderness that you can fully explore, there a lot of places you can visit in your travels. Maps ~~~~ A map of the realm, that shows main routes and general location, is included with the DK. 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 explore and mapped. Press "?" if you become lost (not inside dungeons) and DK displays your current location and time of day. +------------------------------------------------------------------------+ | | | IMPORTANT NOTE FROM BIG R: | | | | The map of the Realm is on this disk (Big R's Docs 13) in two | | parts. There are maps of each city and its dungeons on Big R's | | Docs Disk 12. | | | | (All together they were too big to fit on one disk, it could | | have been done, but this would result in many memory and | | time-consuming crunching techniques). | | | +------------------------------------------------------------------------+ Unmarked Buildings ~~~~~~~~~~~~~~~~~~ Most of the buildings in the Realm are unmarked and can be entered by moving the party Forward through the building's door. An unmarked building may house the entrance to a dungeon, bank, Review Board, or Casino. 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 (press K) to kick in the door and get the drop on the cretins. Adventurers' Guild ~~~~~~~~~~~~~~~~~~ The adventurers' Guild is the "union hall" where unemployed characters hang out, hopin to join a quest party. The Adventurers' Guild is the only place you can create and add new characters to your party. There is an AG in every city. Garth's Equipment Shoppe ~~~~~~~~~~~~~~~~~~~~~~~~ You can buy, sell, or identify armor, weapons, and other items at Garth's chain of equipment shoppes in every city in hte Realm. You can also pool all of the party's gold for purchasing those special items. Review Board ~~~~~~~~~~~~ Based upon your accumulated experience points, the Review Board will consider your in-person reques for advancement to higher levels. The Review Board also teaches new spells to magic users who qualify for advancement. There is a RB is almost every city of the Realm, but you will need to search for them. The RB is closed at night and on all government proclaimed holidays. Casinos ~~~~~~~ Casino gambling is a favorite way ot relax after a hard day of battling orcs, and casinos are found in almost all of the Realm's cities. Bedder's Bank for the Bold ~~~~~~~~~~~~~~~~~~~~~~~~~~ Bedder does not pay interest on your deposits, but his bank is never robbed and you can withdray your gold at any time, at any branch. When you withdray your gold, you must withdraw the entire amount. You can make partial deposits. Taverns ~~~~~~~ For bards to refresh their voice. Dungeons ~~~~~~~~ Dungeons take a variety of fors such as towers, catacombs, or tombs and each can have a varied number of levels. You can up to higher or down to lower levels by using stairways, portals, or teleportation. Portals appear as holes in the floor or ceiling and are only visible from a distance. Your character will not go through a portal simply by standing on it, you must give the command (A for ascend, D for descend). You need levitation to ascend. Roscoe's Energy Emporium ~~~~~~~~~~~~~~~~~~~~~~~~ Roscoe recharges all of your spell points, but bring money. These are in marked buildings. 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 characted still has the same items, gold, and experience points, but is resurrected with only one hit point. COMBAT SYSTEM ~~~~~~~~~~~~~ Combating "monsters" occurs randomly and at set locations. You can also use intra-party combat should one of your characters turn to the dark side. The maximum number of foes is up to four groups of monsters (max 99 in a group). Any group of monsters within 10' of your party is within melee range and can physically attack your party. Combat Actions ~~~~~~~~~~~~~~ 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 your party to run away or advance. A menu of battle options appear for each member of your party. (A)ttack Foes: Physically assault foes within 10' (P)arty Attack: Assault another member of the party, including special monsters. (D)efend: Defend this round, reducing the chance of being hit. (U)se an Item: Use a magic item or missile weapon from the inverntory that's currently equipped for use. You may be required to specify a target. (B)ard Song: The bard can sing one of seven songs. (C)ast a Spell: A magic user casts a spell. Enter the spell code or use the mouse, may need to specify target. (H)ide in Shadows: Tells a rogue to try and avoid combat by hiding in shadows. 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. When all of your commands are entered, the combat round begins. The most dextrous and powerful characters and monsters usually strike first. The scrolling speed of the combat messages can also be increased or decreased to your desire. Press < or >. Dead characters are moved to the end of your party list at the end of every combat round. MAGIC SYSTEM ~~~~~~~~~~~~ Magic is power. But althoug magic often means the difference between success and failure in the Realm of the Bard, it isn not always necessary or wise to rely on magic. There are places in the Realm where magic does not work, and certain monsters who are highly restraint to magic. Residual Spells ~~~~~~~~~~~~~~~ The best way to tell if your party is in an anti-magic zone is to watch your residual spells. Residual spells re magic spells that work for long periods of time, such as light spells, trap detection, secred door detection, and magical armor. Symbols above the main message obx 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. 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. 2. Regenerate at Roscoe's Energy Empire. 3. Find one of the especial regeneration zones scattered throughout the Realm. Magic Items ~~~~~~~~~~~ Inanimate objects can possess magical powers also. Magical items are often hidden in dungeons or carried by monsters. The most powerufl magic items are usually found in the most challenging dungeons, guarded by the fiercest monsters. Casting Spells ~~~~~~~~~~~~~~ You cast spells by typing a four-letter abbreviation of the spell name when the ocmputer prompts you to do so. The entire list of spells, codes, and spell points requried for each is below. THE BOOK OF SPELLS ~~~~~~~~~~~~~~~~~~ The following sections list and describe all of the spells known to the Realm magic for each of the the five mage classes. The sections are organized as follows: Mage Class Level #: Code Pt. Cost Range Duration Spell Name -- description The range of effectiveness is measured in number of game squares, with each square equivalent to 10 feet. The range twrms are defined below: View affects line of sight 1 foe affects a single monster 1 wall affects a single dungeon wall in direction caster faces All Foes affects all the monsters you face Group affect 1 of up to 4 groups of monsters Self affects the spellcaster only ##' affects anything in direction of caster for range spec. Char affects the party member you designate Special affects the special member you designate Infin signifies a spell that hits wiht full effectiveness up to the listed range, and at reduced effectiveness when it hits at double the listed range. N/A Not Applicable In addition to a range, spells also have a duration or lifetime. The duration terms are defined below. Combat lasts until combat ends 1 Move lasts for exactly one move 1 round lasts for exactly one round Short lasts for a few minutes Medium Lasts several minutes Long lasts twice as long as short spells Indef lasts until party enters anti-magic zone or AG Misc has multiple or variable ranges Conjurer Spells ~~~~~~~~~~~~~~~ Level 1: MAFL 2 view medium Mage Flame: a small self-propelled "torch" appears and floats above the spellcaster as the travels. ARFI 3 1 foe(10') N/A Arc Fire -- a fan of flame jets from the spellcaster's fingers, inflicting 1 to 4 HPs of damage multiplied by the spellcaster's level on selected opponent. TRZP 2 30' N/A Trap Zap -- disarms any trap within 30' in the direction the spellcaster is facing. Works on chests. 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 above the party, shows direction you face WOHL 4 Char N/A Word of Healing -- heal a party member from 4 to 16 HPs 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 and down portals WAST 5 Group(20') N/A War Strike -- does 5 to 20 HPs to a group of foes Level 4: INWO 6 Party N/A Instant Wolf -- Summons a giant wolf to join your party FLRE 6 CHAR N/A Flesh Renew -- restores 10 to 40 HPs to one party member, also helps insanity and poisoning. Level 5: GRRE 7 View Long Greater Revelation -- bigger and better LERE SHSP 7 Group(30')Inf N/A Shock Sphere -- does 10 to 40 HPs to group of foes Level 6: INOG 9 Party N/A Instant Ogre -- mean ogre joins your party MALE 8 Party Indef Major Levitation -- as LEVI, but lasts until dispelled 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 party within 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. FAFO 18 Group N/A Far Foe -- moves a group of foes 40 feet away INSL 12 Party N/A Instant Slayer -- summons a slayer to join the party Magician Spells ~~~~~~~~~~~~~~~ Level 1: VOPL 3 CHar Combat Vorpal Plating -- causes weapon of character to inflict 2 to 8 points of additional damage (wow!) QUFI 3 char N/A Quick Fix -- regenerates 8 HPs to one character SCSI 2 Party N/A Scry Site -- causes a dungeon or wilderness pathway to reveal the party's location (most used spell). Level 2: HOWA 4 1 foe(10') N/A Holy Water -- does 6 to 24 HPs to any foe of evil or supernatural origin. MAGA 5 Char Combat Mage Gauntlets -- causes weapon of one character to do 4 to 16 additional points of damage AREN 5 30' Short Area enchant -- causes the dungeon walls within 30' of a stairway to call out if the party is headed towards the stairs. Level 3: MYSH 6 Party Medium Mystical Shield -- causes air to harden as invisible shield in front of party. OGST 6 Char Combat Ogre Strength -- endows a specific member with strength of ogre for duration of battle STFL 6 Group(40')Inf N/A StarFlare -- does 10 to 40 HPs to group of enemies Level 4: SPTO 8 1 foe(70') N/A Spectre Touch -- drains 15 to 60 HPs from one enemy DRBR 7 Group(30')Inf N/A Dragon Breath -- inflicts 11 to 44 HPs to group of foes Level 5: ANMA 8 Party Combat Anti-Magic -- causes the ground to absorb a potion of the spells cast at the party, including dragon breath. STTO 8 1 foe(10') N/A Stone Touch -- usually turns to stone one foe killing the enemy (except those made of stone). Level 6: PHDO 9 1 wall 1 move Phase door -- turns almost any wall into air for 1 move YMCA 10 Party Indef Mystical Coat of Armor -- operates like Ybarra's mystic shield, but lasts indefinitely. Level 7: REST 12 Party N/A Restoration -- cures all party members to perfect condition, including insanity and poisoning DEST 14 1 foe(10') N/A Death Strike -- very likely to kill one selected foe WZWA 11 Party N/A Wizard Wall -- creates a wall of force that travels with party and absorbs many enemy attacks. SASP 30 Party N/A Safety Spell -- teleports entire party to AG in Tangr. minus all gold. Not 100% reliable. Sorcerer Spells ~~~~~~~~~~~~~~~ Level 1: MIJA 3 1 foe(40') N/A Mangar's Mind Jab -- does 2 to 8 HPs to one foe times casters level PHBL 2 Party Combat Phase Blur -- reduces party armor class LOTR 2 30' Short Locate Trap -- heightens the spellcaster's awareness to detect traps within 30' of direction facing Level 2: DISB 4 Party N/A Disbelieve -- reveals the true nature of any attacking illusion, causing it to vanish. WIWAWIWA 5 Party N/A Wind Warrior -- illusory ninja joins party FEAR 4 Group Combat Word of Fear -- reduces attack capability of group of foes Level 3: WIOG 6 Party N/A Wind Ogre -- illusory ogre joins party INVI 6 Party N/A Kylearan's Invis. Spell -- renders entire party nearly invisible to enemy SESI 6 30' medium Second Sight -- detect all traps and tricks that lie ahead. Level 4: CAEY 7 View Indef Cat's Eyes -- perfect night vision for party indef. WIDR 12 Party N/A Wind Dragon -- illusory dragon joins party Level 5: DIIL 8 All Foes Combat Disrupt Illusion -- destroys all illusions in the ranks of the enemy. Exposes any dopplegangers within party. Extraordinarily useful spell. MIBl 10 All foes(30')Inf N/A Mind Blade -- does 25 to 100 HPs to all foes Level 6: WIGI 13 Party N/A Wind Giant -- giant joins SOSI 11 30' Indef Sorcerer Sight -- operates like SESI but indefinitely Level 7: WIMA 14 Party N/A Wind Mage -- illusory Archmage joins party WIHE 16 Party N/A Wind Hero -- illusory hero joins party (great for the Tombs). MAGM 40 Group(90') N/A Mage Maelstorm -- assaults a group of spellcasters and may do one of the following: inflict 60 to 240 HPs, turn them to stone, or kill them outright. A disbelieving monster can totally diarm it. ???? 100 Unknown unknown ???? Known only as the "Dreamspell" it is the subject of myth. Rips fabric of reality in half. Wizard Spells ~~~~~~~~~~~~~ Level 1: SUEL 10 Party N/A Summon Elemental -- fire-being joins party FOFO 11 group(10') N/A Fanskar's Force Focus -- does 25 to 100 HPs to group Level 2: GATE 12 Party N/A Gate -- shadowy wraith joins party DEBA 11 1 foe(30') N/A Demon Bane -- inflicts 100 to 400 HPs to single creature of evil or supernatural origin. Level 3: FLCO 14 Group(30') N/A Flame Column -- 22 to 88 HPs to group of foes DISP 12 Char N/A Disposess -- returns possessed character to normal Level 4: PRSU 15 Party N/A Prime Summoning -- powerful undead joins party ANDE 14 Char Combat Animate Dead -- reanimates dead character with living strength. Level 5: SPBI 16 1 foe N/A Baylor's Spell Bind -- spell possesses the mind of one enemy and forces him to join the party SOWH 13 1 foe(70') N/A Soul Whip -- does 50 to 200 HPs to one foe Level 6: GRSU 22 Party N/A Greater Summoning -- powerful elemental joins party BEDE 18 Char N/A Beyond Death -- resurrects one party member Level 7: WIZW 16 Group(50') N/A Wacum's Wizard War -- does 50 to 200 HPs to group HERB 25 Party N/A Summon HERB -- summons Herb to join your party. Archmage Spells ~~~~~~~~~~~~~~~ Level 1: HAFO 15 All foes 1 round Oscon's Haltfoe -- if successful, this spell causes every attacking group to do nothing next round MEME 20 Group N/A Melee Men -- pulls an entire attacking group into melee rane regardless of how far away they are Level 2: BASP 28 Party Misc. Batchspell -- casts the following:GRRE,YMCA,SOSI,MALE and MACO Level 3: CAMR 26 Party N/A Camraderie -- has 50% chance of calming any or all monsters in your party that have turned hostile Level 4: NILA 30 Group(60') N/A Fanskar's night Lance -- does 100 to 400 HPs to group Level 5: HEAL 50 Party N/A Heal All -- a BEDE and REST spell in one. Level 6: BRKR 60 Party N/A Brother's Kringle -- the brothers are always ready to help friend in trouble. Fill all empty slots. Level 7: MAMA 80 All foes(90') N/A Mangar's Mallet -- inflicts 200 to 800 bonecrushing 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: Doubles the party's missile damage, and cuts the missile damage inflicted by a foe in half. 2. Spell Song: Bonus to saving throw. 3. Sanctuary Score: Lowers the AC for all party members 4. The Melee March: Increases the party's hit points ofr 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.