Courbevoie, Nov.1986
DOC 'THE SHARD OF SPRING'
_________________________
Tap{e Par CAMSY
For two centuries, as the rest of the land lay baking in the desert sun
or
freezing in the winter wind, the small island of Ymros enjoyed an
eternal
spring.
The enchanted Shard of Spring, a piece of the LifeStone, had exerted
its
magical powers. Created by the Red Sorcerer, the Shard brought
springtime for
as long as it remained on the island.
The Shard was kept in a small crystal shrine in the forest. Three years
ago, a
cold wind blew across the land; in the deepest darkness, a fearsome
creature
visited the island. In the morning, a hunter passing the Green Shrine
found the
crystal shattered an the Shard gone.
The next day, a tall man in beggars'rags gained entrance to the palace;
no one
knows how. He brought this grim message to the King : "Siriadne, my
master, has
token possession of the Shard of Spring. She demands that the people of
your
land pay tribute to her at the Tower of Ralith. If you refuse, the
Shard will
be destroyed and Ymros will become an icy wasteland."
From that time until now, the people of Ymros have paid the tribute to
Siriadne, offering gold, food, and sacrifices. They lack wealth and
grow
hungry; despair paint the beautiful landscape with a blackness that can
come
only from the heart.
Arise, adventurers; save the land of Ymros from utter desolation.
Anyone who
can rescue the Shard of Spring from its evil captor will be a hero for
all time
to come.
I. INTRODUCTION
A. LOADING THE GAME
Apple II+, //e, //c : Boot the SHARD OF SPRING starter disk (front
side).
The title page of the starter disk includes two instructions : "Insert
game
disk and hit a key or hit 'A' to alternate character set (Gothic -
Normal)".
Press 'A' to change the text style from Gothic to Normal or vice versa.
Insert
the game disk (back side) and press any key.
Then, if you have not made your own game disk, insert the original game
disk
(back side), and press M to make your own game disk. Follow the
instructions on
the screen. Remember to press <Return> each time you insert a
disk.
The computer will format a blank disk and then read and write until you
have a
completed game disk. As the game proceeds, you may make a backup of
your game
disk by using the (M)ake game disk command; insert your own game disk
to be
duplicated instead the original game disk.
B. SAVING THE GAME
The command "S" saves the game to the game disk. You may use this
command exept
when in camp,town or combat.
II. THE GAME BEGINS
A. COMMUNICATING WITH THE COMPUTER
Each menu indicates the command to be used. Press the letter indicated;
most
often it is the first letter of the word. A one-key stoke is usually
sufficient. Howewer, sometimes it is necessary to follow the key stoke
with
<Return>. The <Esc> key may be used to exit a course of
action in most
situations. Remember that this option may be available to you even if
it is not
noted on the screen or in the instructions that follow.
Carefully note the method of movement in the SHARD OF SPRING. On the
screen,
the character is seen facing away from you (north), towards you
(south), to the
left (west), or to the rignt (east). The fighter holds his sword in his
right
hand, and the collar of his coat can be seen from the front. While
walking
outside or walking inside of a dungeon, use the following commands :
<- (left-arrow key) : Turn counter-clockwise; e.g. if you
are
facing away (up) and want to face
the
left, press this left-arrow key.
-> (right-arrow key): Turn clockwise.
/
: Turn around.
<Return>
: Move forward.
B. MAIN MENU
The Shard of Spring can store up to five parties of adventurers at one
time.
After a party is created and numbered, no additional character may join
that
party. To play with other characters, a new party must be created. When
you
insert the game disk and press any key, the main menu appears on the
title
page.
Choose :
L)oad party and go adventuring
C)haracter Utilities
R)estore dungeons
M)ake game disk
L)oad party and go adventuring : You are asked to type the number (1-5)
of the
party you choose to send out on adventures. There is a pre-created
party nr5
available if you wish to bypass character creation and go directly to
the game.
C)haracter Utilities : This command is used to create to party of
adventurers.
See the next section for a detailed explanation.
R)estore dungeons : Many special encounters are found only one during
the
course of the game. To reset these encounters when starting a new game,
this
command must be used. Instructions are given when this command is
chosen.
M)ake game disk : Follow the instructions on the screen to make a new
game
disk. You may also make a backup disk containing your characters just
in case
you damage you original game disk. Insert your game disk instead of the
master
game disk to be duplicated.
III. CHARACTERS
A. CHARACTERS UTILITIES
The character utilities are used to create individual characters and to
form
parties consisting of 1-5 of these characters. Only a party, not an
individual
character, may be sent out on adventures in the land of Ymros.
You may list the characters already created, create a new character, or
remove
a character. You may disband a party, form a party or receive
information about
a party. For those of you who wish to go directly to the game, a
ready-to-go
party nr5 has been pre-created. Simply press 'L' and then '5' in the
main menu.
The menu is divided into the "character" and "party" options.
-------------------------------------------------------------------------
Character
Utilities
* CHARACTER *
Create
Remove
List
* PARTIES *
Disband
Join
Information
Choice :
ESC to exit
--------------------------------------------------------------------------
CHARACTERS
C)reate : Create a character. This is described in detail in the next
section.
R)emove : Delete a character from the disk.
L)ist : Obtain a list of the characters stored on the disk
(maximum of 25).
PARTIES
D)isband : Destroy an existing party. When a party is disbanded, each
of its
members loses all of his acquired goods, food, blessings, and place in
time,
but not his own possessions. This command does not delete the
characters from
the disk; you may use them in a new party.
J)oin : Form a party of from one to five of the
created characters. A
maximum of five parties may be created. Each character must have been
created
prior to joining a party. No character may be in more than one party at
a time.
You are asked for the number of the party and the names of the
characters to be
included in it. Press <Return> when you have entered as many as
you want
included in the party.
I)nfo : Display a list of the characters currently in
a party. You are asked
for the number of the party you wish to examine.
<ESC> : Exit the Character Utilities and return
to the main menu.
B. CREATING A CHARACTER
Each character has individual TRAITS and SKILLS as well as the
attributes of
his RACE and CLASS. These are given in statistical ratings.
RACES
There are five races : Human, Dwarf, Troll, Elf and Gnome. Each race
has both
advantages and disadvantages as indicated in the chart below.
CLASSES
Warriors : Warriors are fighters. Each dwarf and troll is a warrior and
may use
any weapon for which it has tha skill as well as any type of armor.
Warriors
usually have more hit points than wizards. Skills refer to use of
weapons, to
hunting, and to go to other abilities helpful to wanderers.
Wizards : Wizards are spell casters. Each elf and gnome is a
wizard and has
Spell Points with which to cast spells. Awizard may use no better
weapon than a
dagger and no better armor than cloth. The skills of wizards are based
on Spell
Runes and various Lore.
TRAITS
A character is defined by the following set of traits : speed,
strength,
intellect, endurance, skill in attack, level of toughness, hit points,
spell
points, and experience. Each is given a statistical value.
Speed : Determines how fast the character moves
and how often it can move
and attack in one round of combat.
Strength : Determines the amount of damage the character can do.
Intellect : Determines the number and complexity of skills that may bo
chosen
for the character and the number of Spell Points had by a wizard.
Endurance : Determines how much damage the character can sustain and
how many
hit points will be gained when a level is made.
Skill : Determines how well the character can
attack with weapons and when
unarmed.
Each of the statistics indicating a characteristic has an initial value
of 12,
with 7 understood to be about average. Each value cannot go above 20
without
magical aid, and it can never go below 3.
--------------------------------------------------------------------------
RACE CLASS
BONUS SKILL RACIAL MODIFIERS
Human Choice
None
+2 Spd, +2 Int, +2 Sk
Dwarf Warrior
Berserking +1 Str, -3 Int, +3 End
Axe
Troll Warrior Armored
Skin -3 Spd, +5 Str, -5 Int, +5 End
Elf Wizard
Item Lore +5 Spd, -3 Str, +3
Int, -3 End, -2 Sk
Weapon Lore
Gnome Wizard Spirit
Runes +2 Spd, -2 Str, +5 Int, -2 Sk
---------------------------------------------------------------------------
As the statistical values are being rolled, you are given three "turns"
in
which you may choose to reroll none, some, or all of the current
values. You
should reroll any with values under 6.
Enter the numbers of the traits you choose to reroll (1-5) and press
<ESC>. The
third rerolling is final, and then the racial modifiers shown in the
chart are
applied.
In addition to the above ratings, each character has the following
traits :
Level : Determines the
toughness of the character. Each character begins
at level 1. Experience may result in a character moving up a level,
gaining Hit
Points, Spell Points, and skills, and having his statistics change.
Hit Points : Determines the amount of damage a character
may sustain before
death. Each hit reduce Hit Points, but may be healed by magic or
sleeping. When
Hit Points are down to 0, you are dead. The Hit Point value cannot
exceed a
maximum, which initially is equal to endurance.
Spell Points : Determines the magical power. A number of Spell Points
are used
each time a spell is cast. Spell Points may be regained by sleeping.
Experience : Determines when a level is gained. Experience
is aquired by
killing monsters.
SKILLS
The Shard Of Spring allows you to fully define your character though
the use of
skills. Each skill costs a number of points. You may assign only skills
whose
total point cost does not exceed your intellect.
The computer display a numbered list of skills. Press the number of the
skill
you want. (To remove it, press the number again.) Be sure to press the
space
bar to look at both pages of skills. Skills with a "+" before them are
given
automatically with the race chosen. Skills with an "*" before them are
those
you have selected.
Only a wise warrior may be proficient with all kinds of weapons. You
may save
intellect points for later use. Then, as you gain Intellect, choose
additional
skills.
Each of the two classes (Warriors and Wizards) has its own set of
skills. The
number in parentheses indicates the cost of the skill.
WARRIOR SKILLS
Sword (2) : All sorts of swords may
be used. Daggers may be used by
anyone, but a sword cannot be used without this skill.
Axe (2) : Axes may be
used.
Mace (1) : Maces and morning
stars may be used.
Karate (2) : Using only his handsmay
inflict great damage; this become
quite significant as the character gains in skill.
Dark Vision (2) : This allows the party to see a greater distance than
their
light source normally would allow while travelling through dungeons.
The party
sees with a torch and even in total darkness.
Tactics (2) : The character can indentify which
member of the party each
monster is going after.
Armored Skin (4): This provides a very thick layer of skin that adds an
automatic 2 points to the character's armor (bare skin is a good as
leather
armor).
Berserking (3) : This greatly increases the chance of making a
critical hit in
combat.
Hunting (2) : This allows a character, while
travelling outside, to leave
camp to hunt for food. This can allow long excursions into the land
without
dependence on the nearest town for food.
Persuasiveness (2) : This lowers the cost of items bought by the party,
but
does not affect healing costs.
WIZARDS SKILLS
Fire Runes (5) : The art of summoning and manipulating fire. With
this skill,
a character may use any of the following spells : Column of Fire, Flame
Strike,
Fire Storm, Melt, Flame Shield, and Magic Torch. The Rune of Fire is
the most
powerful for damage and offensive purposes, but is weak for defense.
Metal Runes (5) : The art of creating and using metal. You may use the
following spells : Swords, Chains, Death Blade, Break Bonds, Strength,
and
Armor. This provides power both in offense and defense. The Chains
spell is
rivaled only by the Freeze spell in binding lore.
Wind Runes (?) : ??????????of manipulating the wind. The
character may use the
following spells : Tempest, Still Air, Wings of Victory, Wings,
Freedom, Wind
Walk, and Breath of Life. These are multi-purpose spells. This covers
healing,
mass damage, and the only teleport spell.
Ice Runes (5) : The art of summoning ice. A character may
use the following
spells : Hail Storm, Chill, Slow, Freeze, Ice Shield, and Crystalight.
The
Freeze spell is the most powerful binding spell, while the Hail Storm
is a
powerful mass damage spell.
Spirit Runes (4): The art of controlling the spirit. The character may
use the
following spells : Spirit Wrack, Weaken, Clumsiness, Heal, Resurrect,
Cure
Poison, Transference, and Sanctuary. This deals with what we would call
healing
and morale. The Wind Runes also contain a bit of this knowledge.
??????????(?) : This provides knowledge of various weapons
and armaments. The
character may identify items of this sort that you find on your
adventures.
Potion Lore (2) : This provides knowledge of miscellaneous magical
items and
items found in dungeons.
Monster Lore (2): This provides knowledge of the strenghts and
weaknesses of
the monsters found in Ymros. The character may determine each monster's
strenght, intellect, skill, armor, and weapon in combat.
Priesthood (3) : The divine art of dispelling various forms of
undeadsuch as
skeletons, zombies, and wraiths.
NAMES
After selecting the traits, you are asked to name the character. The
name must
be in capital letters, begin with a letter, and contain no more than
ten
letters.
IV. THE GAME ELEMENT
A. SPELLS
Spells depend on the five elements of nature : fire, metal, wind, ice,
and
spirit. Each of these is associated with a body of magical knowledge.
Spells may be cast on a creature or character regardless of its
position on the
batterfield.
When you cast your wizard's spell, you are asked for the number of
Spell Points
you wish to put into the spell. The power of all spells cast by a
wizard
varies. Many spells have a minimum Spell Point requirement, but each of
these,
too, has a greater chance of success if more power is put into it.
MASS DAMAGE SPELLS, e.g. Hail, Storm, and Tempest, affect a 5 X 5 area.
When
you move the pointer in combat, place it on the center of the storm.
Any
monster or character in the area affected will take damage. Because of
the
lengthly incantation of these spells, they may not be cast in the first
round
of battle. Damage spells work randomly.
BINDING SPELLS, e.g. Chains, Freeze, and Still Air, keep a monster or
character
from taking any action until the magic binding is broken. This occurs
in a
Healer's Shoppe or when the appropriate spell is cast. The more power
used in
the binding, the harder it is to break. The measure of this power is
called the
binding level. Binding spells does not work randomly; they are based on
multiples of the minimum cost requirements.
For example, consider Chains. The minimum cost requirement for Chains
is 10. If
the wizard puts 10 to 19 points into the spell, the victim will have a
level 1
Chains effect on him (Chain I). If instead the wizard puts in 40, the
victim
has a Chain IV. In breaking the binding with Break Bonds, Melt, or
Freedom, an
equal amount of power must be used. Therefore, in this case, a Chain IV
spell
requires a Break Bond IV to be effective. If a character has been
bound, the
level of binding is given when you Inspect in Camp.
The chance of attaining a successful binding depends on the strength of
the
victim and the level of the binding spell. It is futile to cast a
binding spell
on a strong creature without using a substantial amount of power.
Spells that increase strength or speed only last for the duration of
combat.
Healing and binding spells are permanent.
THE SPELLS
The number in parentheses after each spell name in the following list
indicates
a minimum Spell Point cost.
FIRE RUNES
Column of Fire (1) : The most powerful of the single damage spells.
Flame Strike (16) : The most powerful death spell, but has a
greater minimum
requirement than Death Blade.
Fire Storm (10) : A potent damage spell.
Melt (11) :
Breaks the binding power of a Freeze spell.
Flame Shield (4) : A relatively weak protection spell that
protects from
physical attacks.
Magic Torch (2) : Provides light while adventuring in
the dungeon. The
amount of light is determined by the power the wizards puts into it.
METAL RUNES
Sword (2) : A
powerful damage spell.
Chains (10) : A binding
spell. The easiest of these to break.
Death Blade (15) : Death spell.
Strength (1) : Increase the
strength of the recipient.
Break Bonds (11) : Frees a character bound in Chains.
Armor (2) : A
very powerful protection spell.
WIND RUNES
Tempest (6) : An easy-to-cast
mass damage spell.
Still Air (11) : A binding spell.
Wings of Victory(1): Increases the morale of the recipient, thus
raising his
skill in combat.
Wings (4) :
Increases speed. Does not take effect until the next round
of combat.
Freedom (13) : Negates the effects
of a Still Air spell.
Wind Walk (10) : Teleports the party to a place
of safety. This is the only
spell with a constant Spell Point cost.
Breath of Life (5) : A healing spell not as powerful as the one found
in the
Spirit Runes.
ICE RUNES
Hail Storm (7) : A mass damage spell.
Chill (1) :
Chills the enemy, decreasing its chance to hit.
Slow (3) :
Slows the enemy down.
Freeze (9) : The most
powerful binding spell.
Ice Shield (3) : A protection spell.
Cristalight (2) : A light spell more efficient than
its counterpart, Magic
Torch.
SPIRIT RUNES
Spirit Wrack (20) : Potent death spell.
Weaken (1) : Decreases
strength.
Clumsiness (2) : Decreases skill.
Heal (1) :
Common healing spell.
Resurrect (25) : Brings a dead character back
to life. Cannot be used in
combat. Chance of success depends on power put into it.
Cure Poison (9) : Chance of success depends on the
power put into it; but
this spell usually works, even with only nine Spell Points.
Transference (3) : Transfers Spell Points from one wizard
to another.
Sanctuary (3) : An aura of peace works as
a protective spell.
B. MAGICAL ITEMS
Many magical items, in such forms as rings, staves, and potions, can be
found
on Ymros.These use magical power when used and eventually break.
Potions may be
used only once.
Magical items provide all the magical power necessary for the spells.
Magical items may be used by warriors as well as wizards.
C. OTHER ITEMS
There are many items to be fount in the Shard of Spring. This rulebook
does not
provide a list of all of them.
Cost of the item may vary from town to town and from shop to shop
within the
same town.
The brief lists below are suggestive, not comprehensive.
---------------------------------------------------------------------------
WEAPONS
!
ARMOR
ITEM
MAXIMUM COST
! ITEM
PROTECTION COST
DAMAGE
!
Dagger
3
2 !
Cloth
1
5
Small
axe
4
6 !
Leather
2 10
Short sword
6
15 !
Chain
3 20
Mace
6
13 !
Scale
4 75
Morning Star
7
20 !
Plate
5 200
Broad sword
8
30 !-----------------------------------
Battle axe
10
65 !
MISCELLANEOUS ITEMS
2-handed sword
12
100 !
ITEM
COST
!
Torch
2
! Oil
lantern
10
---------------------------------------------------------------------------
V. OUTSIDE
Time is an important element. While walking outside, your field of
vision
expands or narrows as the suns rises and sets. At night, you are forced
to
sleep if you have not already done so. The calendar consists of 26-hour
days,
34-day months, and 22-month years. The year begins with the Month of
Spirit and
ends with the Month of Comet.
While outside, yous character may be facing away from you (north),
towards you
(south), to the left (west), or to the right (east). The fighter's
sword is in
his right hand. From the front, the collar of his coat can be seen.
The following commands are to be used :
-------------------------------------------------------------------------------
<- (left-arrow key) : Turn counter-clockwise; e.g., if you are
facing away
(north or up) and choose to face left, press
this
left-arrow key.
-> (right-arrow key): Turn clockwise.
/
: Turn around.
<Return>
: Move forward. Movement through hills is at
double
movement rate. To pass through some doors, you need keys
which can be found in the dungeons.
C
: Go to camp. When in camp, you can equip characters, see
their statistics, etc (See IX CAMP for details.)
P
: Display the party order and the time.
S
: Save the game. You may save the game except when in camp,
town or combat. After saving game, you may continue
to
play. It is wise to save the game often.
-------------------------------------------------------------------------------
VI. COMBAT
While wandering outside or in dungeons, you may be attacked by randoms
bands of
monsters. If attacked, you are placed on a battlefield that is a blowup
of the
area you where when you were attacked.
The field is bordered by exit dots. Touching one of these dots allows
you to
run and turns it into an exit font (four opposing arrows). You, also,
may run
through a door. From then on, all remaining characters must run through
the
same exit font. This is to keep the party from the splitting up.
In the Shard of Spring, armor realistically absorbs damage done to its
wearer
instead of decreasing his chance of being hit. For example, if a
fighter
wearing plate mail is hit for 7 damage, he only takes 2. Therefore, it
is
possible to hit someone and yet do no damage, the armor itself having
absorbed
all of the damage.
In combat, monsters and characters move in the orderof their speed
ratings,
from the highest first to the lower last.
Each action in combat takes a certain number of Movement Points. A
character
has Movement Points equal to his speed. The actions and their movement
point
costs are shown in the following chart.
-------------------------------------------------------------------------------
KEY
COST ACTION
<RETURN>
2 Move forward in whatever direction the
character is
facing. An arrow at the upper-right of the
display
window also indicates the direction.
<-
1 Turn counter-clockwise.
->
1 Turn clockwise.
/
1 Turn around.
A
3 Attack objet in front of your character
with readied
weapon. A +3 to hit is awarded when attacking
from
behind. An attacker has a slight chance of
doing
damage, indicated by the word "hacks" instead
of
"hits". If this happens, it means struck an unusually
well-aimed shot and are being awarded double damage.
(Berserkers are good at this).
C
3* Cast a spell. (See V. A.SPELLS for the
descriptions).
You asked for the number of spell points to be put into
the spell. Then, a cursor appears. Move the
cursor
(I,J,K,M) to where you wish to cast the spell and press
the <Space Bar>.
U
3* Use an item. (See V. B.MAGICAL ITEMS and
C.OTHER ITEMS
for information.) This command allows you to use
an
item or drink a potion. Note : A potion may be drunk by
the character holding it "tossing" it to
another
character, who drinks it.
D
3* This allows a priest to attempt to dispel
undead.
?
N/A This allows you to locate everyone on the
board and
check the statistics. Pressing "?" inverse
the
character whose turn it is and prints his
name,
strength, intellect, skill, speed, armor and weapon,
and tells whether he is bound or poisoned. Press "<-"
and "->" to move through the list of characters
and
monsters, and press <Return> to exit. You are told the
monster's statistics only if the examining character
has Monster Lore. If he has Tactics, he is told
who
each monster is likely to go after.
S
N/A Toggles the sound on/off.
<ESC>
* Ends the turn of the individual
character.
* : Automatically ends turn after action regardless of how many
movement Points
remain.
-------------------------------------------------------------------------------
VII. TOWN
While in town, you may perform various activities in the buildings :
shoppes,
healers, taverns, inns, guilds. If your party includes a character with
Persuasiveness, the cost to you is decreased slightly.
A description of the buildings, activities, procedures, and costs
follows :
Shoppes : Shoppes sell weapons, armor, magic, or torches. Enter the
letter of
the item you wish to buy and then the number of the character to whom
it is to
be given. The word "more" appears if there is more in the shop than can
be
listed on the screen at one time. Use the "<-" and "->" keys to
page through
long lists. Various shops may carry a given item. Shop around within a
town and
in other towns for the best bargain.
Healers : Here you may heal damage, poison, unbind, and resurrect
characters.
Healing costs are determined per point. Poison has a straight fee.
Unbinding
depends on the level of binding.Resurrection depends on the level of
the
character. These costs are not affected by Persuasiveness.
Taverns : Here you may buy provisions and talk to other adventurers.
Each
tavern has clues essential to the game.
Inns : You may sleep here. To sleep at the Inns costs
money, in contrast to
setting up camps somewhere in the plains. However, you gains 2 hit
points and
10 spell points per day of sleep and may sleep many days in a row,
which is
helpful after completing a hazardous quest. The price includes meals.
Guilds : There are a few wizard's and fighter's guilds scattered
about. A
character with the required amount of experience may be trained for his
next
level, but only in a guild of the appropriate class. There is no cost
for the
training. To exit the town and return to the outside, press
<Return>.
VIII. CAMP
While moving through the outside, you may be set up camp whenever you
choose by
pressing "C". There you may print a hard copy of yours characters,
sleep,
inspect a character, cast a healing speel, reorder your party, trade
items,
drop items, equip a character, hunt, identify items, or use items.
Use the following commands :
P)rint characters : Make a hard copy of one or all of your characters.
The date
and the current time in Ymros are given on the printout.
S)leep
: Sleep is required each day. As you sleep, each character
eats one point of provisions, gain 1 hit point, and 5 spell points.
Since you
cannot sleep in bright daylight, you wake at dawn. Warning! A poisoned
character loses 1 point per hour; sleeping 8 hours could be fatal. A
character
who does not eat because of lack of food loses 1 hit point.
I)nspect :
Inspect a character. There are three pages of information
-the character's 1) statistics and hit points, 2) skills, and 3)
inventory (an
arrow points to each equipped item). To return to the camp menu after
any page,
press <ESC>. To bypass the skills list, press any key. To get a
printout, press
"P".
C)ast a spell : A wizard may cast a camp spell,
such as Heal, Wind Walk, or
Magic Torch.
R)eorder : Change
the order in which the members of your party are
walking. Your characters are seen on a 3 X 3 grid.
T)rade
: Trade items from one character to another. Equipped weapons
and armor must be unequipped before being traded. Each character may
hold to 10
items.
D)rop
: Get rid of an unwanted item. Once dropped, an item cannot
be recovered.
E)quip
: Ready a character with armor and weapon. Daggers may be
used by anyone. A character may be readied with any other weapon only
if he has
the required skill. To equip with nothing, enter "0". Be sure to equip
after
purchasing new weapons and armor.
H)unt
: A character with the Hunting skill may attempt to hunt once
per day. If the hunt is successful, you are told and you gain some
provisions.
I)dentify : A wizard
with the proper skill may identify items once per
day. The wizard must have the item; trade it to him first. Differents
items may
require different areas of knowledge.
U)se item : Use any
item, such as a torch, lantern, magical item, or
potion.
<ESC>
: Exit camp. If you are too tired, you may not leave camp.
The computer notifies you. Use the sleep option to overcome the
tiredness.
IX. HINTS ON GAME PLAY
* A party of 4 or 5 characters is probably the optimum. Two wizards and
two
fighters are a minimum.
* You begin play on the west half of Ymros.Since the encounters on the
east
half are much tougher, wait until you gain a level or so before moving
too faar
to the easr.
* When casting spells, try to play on a monster's weaknesses. Casting a
Weakness spell on an ogre only may put him in the realm of human
strengh, but
casting a Chill spell on the already clumsy monster is very effective.
Don't
restrict your spell casting to storm spells and Column of Fire. Wise
use of the
other spells can be much more effective.
* Start looking for a guild after completing your first dungeon.
Fighter's
guilds are fairly common, but don't plan to find a wizard's guild too
soon.
* Save your gold to help pay for future resurrections. Make sure that
you
always have gold remaining after buying new items.
* Keep a good record of the clues you find on your adventures.
Forgetting a
clue could cause trouble later.
* Don't be afraid to let your wizard fight. They are especially
effective
against other wizards. Like your wizards, the enemy wizards have
daggers only.
Fighting should not be too risky, and it can be helpful when your
fighters are
busy with the tougher monsters.
* If you have an Apple //e, keep your CAPS LOCK on. Many game functions
do not
recognize lower case characters as commands.
* Save the game often. That way, if anything goes wrong, you can
continue from
a recent point.
* Keep away from places where the monsters are too tough for you. If
your party
members are failing right and left, leave immediately. Either search
for an
adventure that isn't as demanding or just wander the island a bit
longer.
APPENDIX
-------------------------------------------------------------------------------
EXPERIENCE
LEVELS
! MINIMUM SPELL POINTS
Experience needed for next level
! Fire
Runes
Metal Runes
Increase !
Level Absolute from last
level ! Column of fire 1
Sword 2
1
300
200 ! Flame Strike 16
Chains 10
2
700
400 ! Fire Storm
10 Death Blade 15
3
1100
400 !
Melt
11 Strength 1
4
1800
700 ! Flame Shield 4
Break Bonds 11
5
2800
1000 ! Magic Torch
3
Armor 2
6
4600
1800 !--------------------------------------
7
7500
2900 ! Wind
Runes
Ice Runes
8
12600
5100 !
9
21600
9000 !
Tempest
6 Hail Storm 7
10
37700
16100 ! Still Air
11 Chill 1
11
66400
28700 ! Wings of victory 1
Slow 3
12
118000
51600 !
Wings
4 Freeze 9
13
210800
92800 ! Freedom
13 Ice Shield 3
14
377600
166800 ! Wind walk
10 Crystalight 2
15
677600
300000 ! Breath of life 5
16
1217500
539900 !--------------------------------------
17
2189300
971800
!
Spirit Runes
18
3938200
1748900 ! Spirit Wrack 20
Resurrect 25
19
7086100
3147900 !
Weaken
1 Cure Poison 9
20
12752200
5666100 ! Clumsiness
2 Transference 3
!
Heal
1 Sanctuary 3
-------------------------------------------------------------------------------
STATISTICS TABLES
-------------------------------------------------------------------------------
EFFECT OF
SPEED
! BONUS DAMAGE BY STRENGTH
Speed max. Moves max. Max. no of
attacks !
3
1
1
!
3 -2
4
2
1
!
4 -2
5
2
1
!
5 -1
6
3
2
!
6 -1
7
3
2
!
7 0
8
4
2
!
8 0
9
4
3
!
9 +1
10
5
3
!
10 +1
11
5
3
!
11 +2
12
6
4
!
12 +2
13
6
4
!
13 +3
14
7
5
!
14 +3
15
7
5
!
15 +4
16
8
5
!
16 +4
17
8
5
!
17 +5
18
9
6
!
18 +5
19
9
6
!
19 +6
20
10
6
!
20 +6
-------------------------------------------------------------------------------
% CHANCE OF PRIEST
DISPELLING
! MAX. S.P. GAIN PER LEVEL
MONSTER
LEVEL
! FOR WIZARDS
INT 1 2 3 4
5 6 7 8 9
10 !
1 3 - -
- - - - -
- - !
Intellect Max. S.P. Gain
2 7 3 -
- - - - -
- - !
3 10 7 3 -
- - - -
- -
!
3
3
4 14 10 7 3
- - - -
- -
!
4
4
5 18 14 10 7
3 - - -
- -
!
5
4
6 21 18 14 10 7
3 - - -
- !
6
5
7 25 21 18 14 10
7 3 - -
- !
7
5
8 28 25 21 18 14
10 7 3 -
- !
8
6
9 32 28 25 21 18 14
10 7 3 -
!
9
6
10 36 32 28 25 21 18
14 10 7 3
!
10
7
11 39 36 32 28 25 21
18 14 10 7
!
11
8
12 43 39 36 32 28 25
21 18 14 10
!
12
8
13 46 43 39 36 32 28
25 21 18 14
!
13
9
14 50 46 43 39 36 32
28 25 21 18
!
14
9
15 54 50 46 43 39 36
32 28 25 21
!
15
10
16 57 54 50 46 43 39
36 32 28 25
!
16
10
17 61 57 54 50 46 43
39 36 32 28
!
17
11
18 64 61 57 54 50 46
43 39 36 32
!
18
11
19 68 64 61 57 54 50
46 43 39 36
!
19
12
20 72 68 64 61 57 54
50 46 43 39 !
-------------------------------------------------------------------------------
MAX. H.P. GAIN PER
LEVEL
! % CHANCE TO HIT BY SKILL
Endurance Max-Fighter
Max-Wizard ! Skill % to
hit % from behind
3
3
2
!
3
12
24
4
3
2
!
4
16
28
5
4
3
!
5
20
32
6
5
3
!
6
24
36
7
5
4
!
7
28
40
8
6
4
!
8
32
44
9
7
4
!
9
36
48
10
7
5 !
10
40
52
11
8
5 !
11
44
56
12
9
6 !
12
48
60
13
9
6 !
13
52
64
14
10
7 !
14
56
68
15
11
7 !
15
60
72
16
11
7 !
16
64
76
17
12
8 !
17
68
80
18
13
8 !
18
72
84
19
13
9 !
19
76
88
20
14
9 !
20
80
92
-------------------------------------------------------------------------------
RACE ADVANTAGES / DISADVANTAGES
RACE CLASS
BONUS SKILL RACIAL MODIFIERS
Human Choice
None
+2 Spd, +2 Int, +2 Sk
Dwarf Warrior
Berserking +1 Str, -3 Int, +3 End
Axe
Troll Warrior Armored
Skin -3 Spd, +5 Str, -5 Int, +5 End
Elf Wizard
Item Lore +5 Spd, -3 Str, +3
Int, -3 End, -2 Sk
Weapon Lore
Gnome Wizard Spirit
Runes +2 Spd, -2 Str, +5 Int, -2 Sk
-------------------------------------------------------------------------------
COMBAT OPTIONS
KEY
COST ACTION
<RETURN>
2 Move forward in whatever direction the
character is
facing. An arrow at the upper-right of the
display
window also indicates the direction.
<-
1 Turn counter-clockwise.
->
1 Turn clockwise.
/
1 Turn around.
A
3 Attack objet in front of your character
with readied
weapon. A +3 to hit is awarded when attacking
from
behind. An attacker has a slight chance of
doing
damage, indicated by the word "hacks" instead
of
"hits". If this happens, it means struck an unusually
well-aimed shot and are being awarded double damage.
(Berserkers are good at this).
C
3* Cast a spell. (See V. A.SPELLS for the
descriptions).
You asked for the number of spell points to be put into
the spell. Then, a cursor appears. Move the
cursor
(I,J,K,M) to where you wish to cast the spell and press
the <Space Bar>.
U
3* Use an item. (See V. B.MAGICAL ITEMS and
C.OTHER ITEMS
for information.) This command allows you to use
an
item or drink a potion. Note : A potion may be drunk by
the character holding it "tossing" it to
another
character, who drinks it.
D
3* This allows a priest to attempt to dispel
undead.
?
N/A This allows you to locate everyone on the
board and
check the statistics. Pressing "?" inverse
the
character whose turn it is and prints his
name,
strength, intellect, skill, speed, armor and weapon,
and tells whether he is bound or poisoned. Press "<-"
and "->" to move through the list of characters
and
monsters, and press <Return> to exit. You are told the
monster's statistics only if the examining character
has Monster Lore. If he has Tactics, he is told
who
each monster is likely to go after.
S
N/A Toggles the sound on/off.
<ESC>
* Ends the turn of the individual
character.
* : Automatically ends turn after action regardless of how many
movement Points
remain.
-------------------------------------------------------------------------------
OUTSIDE OPTIONS
<- (left-arrow key) : Turn counter-clockwise; e.g., if you are
facing away
(north or up) and choose to face left, press
this
left-arrow key.
-> (right-arrow key): Turn clockwise.
/
: Turn around.
<Return>
: Move forward. Movement through hills is at
double
movement rate. To pass through some doors, you need keys
which can be found in the dungeons.
C
: Go to camp. When in camp, you can equip characters, see
their statistics, etc (See IX CAMP for details.)
P
: Display the party order and the time.
S
: Save the game. You may save the game except when in camp,
town or combat. After saving game, you may continue
to
play. It is wise to save the game often.
-------------------------------------------------------------------------------