1988by 5~ DEMON'S WINTER DATA CARD FOR VERSIONS Commands: The keyboard commands are keyed to the first letter of the item ATARI ST, IBM PC, AMIGA, C-64 being activated. For instance, in order to enter the "Marketplace· within a city, you use the "M" key. This is true throughout the game. ATARI ST VERSION Load.Ing Instructions: Before beginning play, please make a backup copy of AMIGA VERSION the disks for play use. The disks have no physical protection so you may use the Loading Instructions: Before beginning play, please make a backup copy of normal TOS c.opy program for making these backups. Once the copies have the disks for play use. The disks have no physical protection so you may use the been made , simply put your master disks away and use the copies for play.· normal Workbench copy program for making these backups. Once the copies have been made, simply put your master disks away and use the cop'ies for play. To load your game of Demon's Winter, turn on your computer and insert your backup copy of the Game Disk. Double-click on the disk A icon and a normal To load your game of Demon's Winter, turn on your computer and boot to Kick­ TOS window will appear. Double-click on the DEMON.PRG icon that appears in start v1 .2 or later. Insert your backup copy of the Game Disk and the game will the that window and the game will load. The next menu that you will see offers load automatically. The next menu that you will see otters three options: three options: Go Adventuring Go Adventuring Character Utilities Character Utilities Alternate Character Set Alternate Character Set These options are explained on pg . 2 of your manual. These options are explained on pg. 2 of your manual. Commands: The keyboard commands are keyed to the first letter of the item Commands: The keyboard commands are keyed to the first letter of the item being activated. For instance, in order to enter the "Marketplace• within a city, being activated. For instance, in order to enter the "Marketplace· within a city, you use the "M" key . However, due to the availability of a mouse on your sys­ you use the "M" key. However, due to the availability of a mouse on your sys­ tem, you may use the mouse to select any movement or menu option. In order tem, you may use the mouse to select any movement or menu option. In order to use the mouse instead of the keyboard commands, simply click on the desired to use the mouse instead of the keyboard commands, simply click on the desired menu option shown on the right of the screen during play. menu option shown on the right of the screen during play. Movement: Movement in dungeons and in the wilderness may be ac:x:omplished Movements: Movement in dungeons and in the wilderness may be accom­ by moving the mouse in the direction that you wish to move and clicking on the plished by moving the mouse in the direction that you wish to move and clicking mouse button. As you move the mouse, a movement arrow will appear on the on the mouse button. As you move the mouse, a movement arrow will appear on screen showing you which way you are going to move. If you are in tactical com ­ the screen showing you which way you are going to move. If you are in tactical bat and an enemy is adjacent to you in the direction you are trying to move, you combat and an enemy is adjacent to you in the direction you are trying to move, will attack it by moving that direction. you will attack it by moving that direction. C-64 VERSION IBM PC VERSION Movement: The C-64 has a joystick interface and supports all movement func­ Loading Instructions: Before beginning play, please make a backup copy of tions with the joystick. In order to use the joystick, simply attach the joystick to the disks for play use. The disks have no physical protection so you may use the port #1 before turning on your computer and then use the joystick for all move­ normal DOS copy utilities for making these backups. Once the copies have been ment in the game. Attacking in tactical combat may also be accomplished using made, simply put your master disks away and use the copies for play. the fire button.

To load your game of Demon's Winter, turn on your computer and boot to DOS version 2.1 or higher. Insert your backup copy of the Game Disk, type "Demon· and the game will load. The next menu that you will see offers three options:

Go Adventuring Character Utilities Alternate Character Set

These options are explained on pg . 2 of your manual. DEMON'S WINTER IBM DEMON'S WINTER C-64 VERSION Special Instructions for IBM Hard Disk Users: Loading Instructions: Belore beginning play , you MUST make a backup copy ol your game Because the files for Demon's Winter are stored in subdirectories on disks for play use. The disks have no physical protection so you may use any normal copy utility 10 make these backup disks. If you do not have access to the copy program that came your master floppies, special care must be taken when installing the with your disk drive, you may use any commercially available disk copy program to make game on to your hard disk. Assuming your hard disk is Drive C:, use backup disks lor play. Note that II you try to play olf the master disks. lhe game will not be the following instructions to install the game: able to save characters that you create so when you try to "Go Adventuring", you will be presented with the message, "'You must create some characters first•, even though you might have just made some. 1) Boot up your computer to DOS version 2.1 or later. At the C> prompt, type MD\DEMONS and hit Return. Then type Once you have made copies lor play, insert the copy ol side A into the disk drive and turn on MD\DEMONS\DEM_DATA and hit Return. the computer. When the computer prompts you wilh lhe READY response, lype LOAD'"",8,1 and hit the RETURN key. The disk drive will run for a moment and then game 2) Now that you have prepared your hard disk to receive the will load. The lilie screen will appear giving the following options: files from Demon's Winter, insert your Demon's Winter game disk in Go Adventuring the A drive and type COPY A:•.• C:\DEMONS and hit Return. Character Utilities After the program comes back to the C> prompt, type C 0 PY Alternate Character Set A:\DEM DATA\*.• C:\DEMONS\DEM DATA and hit Return. Once again, wait for the computer to return iO the C> prompt. These options are explained on pg . 2 of your manual. Commands : The commands in the game are lhe same for the C-64 version as lhey are for lhe 3) Remove your Demon's Winter game disk from your A drive Apple version. However, there are cerlam commands that may be duplicaled with lhe joystick. and insert your Demon's Winter data disk. Repeat the commands In order to use a joystick, plug it into joyport #2. The joys1ick then can be used for the listed in #2 above. After doing this, you will have completed your following: installation process. Remove your Demon's Winter data disk. - Pressing lhe lire bullon on lhe joystick when In movement will have the same elfect as pressing the ·1· key. 4) From this point on, all you need to do in order to play - Use of the arrow keys or the "IJKM" movement keys can be duplicated by movement of Demon's Winter is to boot up your computer to the C> prompt, type the joystick. Therefore. if you cast a spell in combat and wish to pul the targeting CD\DEMONS and then type DEMONS to start the game. cursor on an enemy, move lhe joystick instead of pressing the "WKM" keys to target the enemy. - Pressing Iha fire bullon on tho joys1ick is also usod to simulttlo lho prossin9 ol lho sp

A command was omitled from the original rulebook. This is the key to activate the "View Items• command. You do this by pressing the ·x· key.

Copyright 1989 Strategic Simulalions, Inc. All righls reserved. INTRODUCTION flames of their homes through tearful eyes. As the sun set, the weary villagers 'Twas the seventh day in the month of TABLE OF CONTENTS turned their backs on the tomb that was the Ruby when the battle horns cried out once their home and set off north for the above the setting sun. Beneath the village of Seaside. The last words of their INTRODUCllON ...... peaceful arc of the orange and violet fathers' voices still rang in the ears of the How To Use This Manual hues of dusk, the small village of lldryn sons and daughters of lldryn: "If I die this GITTING STARTED ...... lay in terror. Brave men, blacksmith and day, avenge me .. .avenge me .. .avenge me .. ." Loading Instructions • Commands barkeep, father and grandfather, stood How To Use This Manual CREATING OIARACTE.RS ...... 3 shivering at the southern entrance of the Race •Traits • Class • Skills • Weapon Skills village, hatchets and simple swords held This manual gives you all of the back­ Other Combat Skills • Rune Magic • Chants in white-knuckled hands. Long, lonely ground information you need to play Visionary Skills • Lore • Miscellaneous Skills shadows Jent unnatural grandeur to a Demon'S Winter. If you've already played Experience makeshift army that sought to defend its other role-playing games (especially EXPWRING ...... 6 town from destruction. Three and twen­ Shard Of Spring), many of the game Overview • Terrains • Light and Time ty pairs of eyes scanned the dark hori­ mechanics will be familiar. If you want to Hunting • Religion • Priest Gods zon for the first sign of the invaders. start playing right away, read the Shaman Gods • Deity Calls •Turning Undead As the sun sank behind the hills , the "Getting Started" section. As you adven­ TEMPLES AND CHURCHES ...... 9 sound of hooves was heard, a low rum­ ture in different areas, read the particu­ ble at first, growing louder until it rum­ lar sections in the manual on those areas COLLEGES ...... 9 bled light thunder in the cool autumn to learn what commands are available. TOWNS ...... 9 air. The inhuman army's blood-red ban­ Finally, read the "Hints On Gameplay" Patron Deity ners flickered in the dying light li ke can­ section for some tips on more successful MARKETPIACES ...... 9 dle flames guttering out. As they rode adventuring. Healers • Inns • Guilds •Colleges closer, their forms became clearer: The best way to succeed at Demon'S Taverns • Docks hideous, inhuman faces. Kobolds, most­ Winter is to read through the entire CAMP ...... 11 ly, the small, sharp-toothed humanoids manual before you begin, for there are carrying axes, their numbers twice as many things to know about this strange MERCHANTS ...... 12 Level of Merchants • Caveat Emptor great as the villagers. The kobolds were and mysterious world. The canny adven­ led by goblins, who rallied them with turer arms himself with information UNDERGROUND ...... 13 cries of "Glory be to Xeresr and "Praised before ven- turing forth into the danger­ Light •Traps • Detecting and Disarming Traps be our master Xeresr ous reaches of Ymros. A few minutes View Room Swords flashed in the dim light of spent browsing through the rest of the ITEMS ...... 14 dusk and crimson blood stained the manual before you start playing will give Secret Doors and Passages • Saving the Game ground. The kobolds were driven back at you a Ii ttle better idea of what to look for SEAS ...... 14 firs t by the fury of the villagers, but then in Demon'S Winter. May your swords stay Buying a Ship • Ship Repairs their numbers took their toll. One by sharp ... Boarding/Unboarding • Sea Combat one, the villagers fell , outnumbered and COMBAT ...... 1 S inexperienced in fighting. Blood gave How Encounters Are Chosen • The Battlefield way to flame as the kobolds set fire to GETflNG STARTED Movement • Attacking •Dodging the wooden houses and tore the stone Loading Instructions buildings to the ground. Casting a Spell •Turning Undead • Deity Call Apple II Series: Power Leech • Sound • End Turn As the last rays of the sun swept the Put the Demons Winter starter disk AFTER COMBAT ...... 18 plains, the battle was over. The sound of Monster Li st hooves faded into the distance, and only (side A) into the drive and tum on the the crackling of fire was heard. Night computer (or reboot). The title screen MAGIC ...... 18 will appear, giving you five options: Go Runes • Fire Runes • Metal Runes enveloped the village and a cold breeze fanned the embers of lldryn. Adventuring, Character Utilities, Disk Wind Runes •Jee Runes• Spirit Runes Drives, Make Disks, and Alternate Chants • Lore • Visionary • Items Less than a league away, the women and children of lldryn watched the Character Set. Press the CAPS LOCK key HNTS ON GAMEPLAY ...... 23 before choosing any of these options: APPENDICES ...... 24 the game recognizes capital letters only. Skill Costs by Class • Racial Trait Maxima Pressing the first letter of each option Magic Items • Spell Listing • Standard Equipment List brings up that option. CREATING CHARACTERS Speed: Determines how fas t the char· The first thing you will have to do is &£TUIJf MOVE f Turn right ate individual characters and to form who gets to attack first. of backup disks. It is these backup disks I Turn around parties of one to five of these characters. that will be used to play the game. You Only a party of characters can adventure Strength: High strength values add P Party information (displays more damage to attacks, while low will not be able to play on your master party order and the time) in the land of Ymros. The Character strength values reduce the damage disks, so this procedure must be fol · S Save game (saves the charac­ Utilities are brought up from the title done. Weapons have a certai n minimum lowed before play can begin. For this ters and their position on disk) screen by pressing "C." Four options strength requirement. procedure, you will need four blank C Set up camp (puts the party in appear: Create, Remove, List, and disks. They need not be formatted as the camp, where you can equip Initialize Party. Pressing the key corre· Intellect: Determines the number and program will take care of this. After get· characters, see their statistics, sponding to the first Jetter of these complexity of skills that the character ting the four blank disks out, select this etc. [see the Camp section for options activates that option. Create can choose and determines the number option and just follow the screen details]) allows you to create a new character; of spell points the character gets. prompts to make a set of game disks to L Look for traps (examine the area Remove allows you to remove an exist· play on . for traps) ing character from the party; List shows Endurance: Determines how much T Take (pick up an item) you all the characters in the party; and damage the character can take and how Character Utilities brings up the char· D Drop (drop an item) Initialize Party removes all of the charac­ many hit points are gained when the acter creation section of the game which M Move (change the position of ters in the party. Pressing ESC brings you character gains a level. allows you to create, remove, or list the the characters in the party) back to the title screen. Skill: Determines the character's ability characters on the disk. Note that as there E Examine (a character or the area) Race with weapons. is no party of characters on the game ·u Use (an item) disk after it is created, you must create a I Inspect Surroundings (for items) Press "C" to bring up the Character Level: Determines the character's tough· new party of five characters before Creation utility. The first choice you have ness. Each character starts at Level 1, selecting the Go Adventuring option that When you visit different areas in the in character creation is choosing the race and gains levels as the character adven· will take you into the game. game, options may become available to of your character. Press the correspond· tures and gets experience. Gaining a level you. Each menu lists the options and the ing number to choose the character's adds to hit points, spell points, and traits. Disk Drives sets Demon~ Winter to use letter to press to activate the option; it's race. Characters can be one of five races: Hit Points: Determines how much dam· two disk drives, reducing the amount of usually the first letter of the word. Most Human, Elf. Dwarf, Dark Elf, or Troll. Each age a character can take before death. disk swapping you need to do. Follow of the time, pressing the letter is suffi­ race has its advantages and disadvan- . Hit points may be regained by magic or the directions to use a second drive, or cient to activate the option, but some· tages, as shown on the following table. by sleeping. When Hit Points are 0, the press ESC to return to the four options. times you'll need to follow the keystroke Alternate Character Set brings up a dif· ILAa IOH1.l5 SICJU llACIAL MODIFIDS character is dead. by pressing RETURN . The ESC key may Human -none-- -none-- ferent set of screen text, which may be be used to get out of a menu in most Spell Points: Each spell costs Spell easier to read on some monitors. cases. This option may be available even Elf Sense magic -2 Str, +2 lnt, Points to cast. Spell Points may be Go Adventuring is the option that if it's not noted on the screen or else­ ·l End regained by sleeping. See in dark ·l Spd, +l Str, takes you into the game itself, and into a where in this manual . Dwarf Experience: Determines when a level is ·2 Int new world of adventure ... gained. Experience is acquired by killing Movement in Demon's Winter is quite Dark Elf Power Leech -2 Str, +2 lnt, · monsters. C-64: simple. On the screen, the character that l End, ·l Skill represents the entire party is seen facing Put the Demon's Winter disk (side A) Troll Regeneration -1 Str, -3 lnt, The first five traits are determined away from you (north), towards you +2 End randomly by the computer. You'll see the into the drive and tum on the computer. (south), to the left (west) or to the right When the computer prompts you with Traits five traits listed in the upper left hand (east). The character holds his sword in comer of the screen; the values are list· the READY response, type LOAD" ..,8,1 his right hand , and the collar of his coat After you choose the character's race, and hit the RETURN key. The disk drive ed to the right of the traits. In a box the can be seen from the front. you will generate your traits for your far right are the average values of the will then run for a moment and the game character. Each character, regardless of When you enter combat, you should traits for that race. will load. The title screen will appear, read through the "Combat" section to race, is defined by nine traits: speed, giving the same options as the Apple ll, understand all of the options available strength, intellect, endurance, skill in You have three chances to affect the listed above. to you. attack, level of toughness, hit points, values. If a trait has a low value, press and spell points. Each trait is given a the number of the trait (or traits) and Commands numerical value. then press ESC to generate new num· The set of commands at the top of the bers, replacing the values you selected. next column are shown when you enter This can only be done twice; the last the game. 2 numbers are used, no matter what they are. You should "reroll" any value under 6. 3 Skills Sword: Use of the short sword, broad­ Class Thief: These shady characters are Each skill allows the character to do sword, or the mighty two-handed sword. Now that you know the race and the very handy while adventuring, being something; without the sword skill, for proficient at detecting and disarming Other Combat Skills traits of the character, it's time to choose instance, a character cannot use a sword. traps as well as being competent fight­ Armored Skin: This skill will give you the character's Class. The dass is the Each skill has an intellect point cost. ers. They will not wear heavy arrnor that the tough skin of a veteran warrior, character's profession, which determines Characters may choose skills as long as what skills the character can have. There might interfere with the use of their adding the protection of leather armor skills. the total Intellect point cost of the skills to whatever armor you may be wearing. are 10 classes, which are available to doesn't exceed the character's intellect characters of all races. : A wielder of magic, specializ­ value. For example, a cleric with an intel­ Berserking: The ability to go berserk in Ranger: A fighter specially trained in ing in the variety called Rune Magic (see lect of 11 could learn Priesthood (3), combat, giving the character a 25% outdoor survival. They are skilled with the section on Magic). They are masters Mace (2), View Mind (4) and Persuasive­ chance of doing critical damage instead all types of weapons and are experts at of fire, metal, wind, ice, and spirit. They ness (2). Each class has its own point of the normal 10% chance. recognizing monsters and hunting. Most are also good at identifying potions and cost for each skill; for instance, Disarm can learn to use a weapon (though at the Trap costs a thief 3 points while it costs Fencing: Advanced swordplay that magic is difficult for them, but they can gives the character an additional l 0% cost of giving up some magical power). a wizard 9 points. learn to understand Wind Runes, which bonus to hit and an additional 8% chance can be a powerful advantage. Wizards are forbidden the use of all but When characters are first created, you the lightest armor. Wizards tend to be can only choose two skills from a short­ to do critical damage. Paladin: The classic knight in shining down-to-earth folk, and are therefore ened skill list {skills commonly practiced Kung Fu: Advanced karate that gives armor -a faithful do-gooder and expert more respected than Sorcerers and have by that class). I.Ater on, while adventur­ the character a chance of stunning his swordsman. Almost all are religious, pre­ an easier time learning to hunt. ing, you may find colleges where you opponent when attacking with his hands. ferring the civilized Priestly gods. Their can learn additional skills (this is dis­ The stunned foe is motionless for one natural charisma makes them persua­ Sorcerer: A master of the dark arts of cussed in the section on Colleges). All Summoning and Illusion. A sorcerer is round for each critical hit. In this state sive, which is especially helpful while classes can learn all skills, but the costs the foe is easier to hit. Karate is not nec­ bargaining. They can learn the more violent than a wizard, and more will differ depending on the class of the apt to use weapons. The sorcerer is the essary to learn kung fu, but it is helpful. Visionary's ability to view a merchant's character. mind and tell if he is lying. Magic is evil only class to have easy access to the art Left over Intellect points can be used Tactics: Allows the character to know to a Paladin, and therefore abhorrent, of Possession. later when you visit Colleges to buy new who each monster is planning to attack except for the Spirit Runes containing Visionary: The visionary is a strange skills. See Appendix A for a list of the In· before it does, which is helpful in decid­ the arts of healing and resurrection. character, able to learn the unusual set tellect point costs for each skill, by class. ing what to do. Barbarian: Powerful fighters with a of skills View Land, View Mind, View Rune Magic Room, and View Item. They are also Weapon Skills tendency to go berserk in combat, mak­ Each of these skills represents the Fire Runes: Six spells dealing with fire, ing them a deadly opponent. Barbarians fighters who can wear armor as heavy as an element of destruction. chain mail, and they can learn the arts of training required to use a weapon of that prefer axes and maces, though occasion­ type. Characters without the appropriate ally an intelligent Barbarian will learn to the Sorcerer, including Possession. Metal Runes: Seven spells dealing with skill for a weapon may not use it. metal, an element of weapons and binding. use the sword. The only magic they will Scholar: A character specializing in Daggers require no skill. See Appendix F use are lee Runes. They rarely worship knowledge, particularly of potions, for a complete weapon list. Wind Runes: Seven spells dealing with Priestly gods; some do worship the more items, and monsters; such knowledge the wind, an element of speed, move­ Axe: Use of the small axe and the barbaric gods. often comes in handy while adventuring. ment, and subtle power. dreaded battle axe. Monk: The violet-robed monks are They are expert tacticians, always know­ ing what a monster will do next. With a Karate: Use of the hands as a weapon. Ice Runes: Six spells dealing with ice, experts at unarmed combat and skilled an element of confinement and damage. with ancient books of lore. Their reli ­ little training, they can learn to use When a character has this skill and gious devotion is strong. Many monks smaller weapons or karate. "equips" (see the section on Camp) with Spirit Runes: Nine spells dealing with have left on long quests to learn kung-fu his hands, he does damage dependent the spirit, an element of life forces, men­ Press the key corresponding to the on his Skill Trait. A skillful warrior with from the last surviving master. number next to the class you want for tal powers, and resurrection. karate can do as much damage as the your character. Next, you'll be shown a Cleric: A priest of one of the many mightiest sword. Chants gods of Ymros (see the section on list of skills that your character can Illusion: Allows the caster to conjure Mace: Use of the mace and morningstar. Religion). The cleric never uses a bladed learn. an illusionary ally who will fight until weapon, except for a small dagger, often killed or is disbelieved. protecting themselves with maces or karate. Like the paladin, clerics have nat­ Summon: Allows the caster to conjure ural charisma and are good at bargaining a true summoned being who will follow and detecting lies. 4 the summoner's orders until killed. Costs twice as much as an illusion. Terrains also wander the icelands, immune to the Possession: A very powerful chant that Level Experience While you are wandering around, cold. In tougher areas, snow giants, ice allows the caster to take control of one l 300 there are seven different types of terrain dragons, ice demons, and even ice ele­ of his foes and command him. See 2 700 that you will encounter: mentals may be found . "Possession." 3 1,100 Plains: The most common terrain on Kudzu: A kudzu is a purple ground· Visionary Skills 4 1,800 Ymros. Expect to fine! all sorts of vine that spreads rapidly. It covers the 5 2,800 View land: Allows the user to get a humanoids, adventurers, and thieves ground like a carpet but doesn't hamper 6 4,600 here, as well as wild dogs (coyotes), movement. Its large expanses of purple bird's eye view of his surroundings out­ 7 7,500 doors, even at night. snakes, and maybe dragons. ground have inspired both awe and 8 12,600 laughter. Humanoids and adventurers View Room: Allows the user to look 9 21,600 Forest: Many kinds of forests exist, are found there, along with insects and forward into a room or passage and see 10 37,700 from light scrub to dense forests. dragons. what's there without danger. 11 66,400 Forests are home to animals such as 12 118,000 bears and timber wolves, as well as Desert: The desert is a lonely place. View Items: Handy for beginning 13 210,800 humanoids. Undead also wander the Humans, except for some thieves, do not adventurers, this tells what an item may 14 377,600 woods along with snakes, insects, and go there. Mostly dervishes and salaman­ be used for in the future. 15 677,600 the mysterious stalkers. These dwellers ders live there. Dervishes appear as a View Mind: Used to detect if a mer· 16 1,217,500 of remote forests are like a floating bal­ kind of whirl storm that attacks fiercely, chant is lying about an item for sale. 17 2,189,300 loon with one eye on a stalk and have while salamanders appear as flaming 18 3,938,200 the power to summon up illusions and snakes who can cast spells dealing with Lore 19 7,086,100 actual monsters to do their fighting. fire. Dragons and snakes are occasionally found. Weapon Lore: Knowledge of various 20 12,752,200 Swamp: Swamps are rather nasty weapons and armaments. places to be. The humanoids, such as light and nme Potion lore: Knowledge of vials and EXPLORING kobolds, do not wander into the Each day on Ymros is 26 hours long salves. Your party will start their adventure swamps, and neither should weak and each month on Ymros is 34 days near the ruined village of lldryn. From adventurers. Insects and snakes are long. While you are wandering about, Item Lore: Knowledge of miscella­ common, while undead are rare. Beware neous magic items. there your party is free to wander wher­ you will notice that the area you can see ever they like, for most of the game will of two special swamp dwellers: the grows smaller as the day wears on, Monster lore: Knowledge of wandering be spent exploring the land of Ymros Shambling Mounds and the Will o' the telling you that darkness is approaching monsters and their abilities. and its surrounding territory. Those who Wisp. The Shamblers are large human· and soon it will be too dark to see. If you oids made of animated vegetable matter don't set up camp at this point, you will Miscellaneous SkWs have played Shard of Spring may recog· nize their initial surroundings, though that attack with ferocity. The Will o' the be forced into camp when darkness falls . Detect Traps: The ability to check the much has changed in the 5,000 years Wisps are seen as a number of glowing, Note that torches and light spells do not passage in front of you for traps. since the events of Shard of Spring took floating spheres and are creatures of help against night in the wilderness. great magical power. Disarm Traps: Allows you to disarm place. Some of the towns still remain, If you press "P" while wandering, the traps found with Detect Traps. but the landscape has been subjected to Hills: Hills are the home of many time and other useful information will subtle changes over the long years. giants and, in more remote areas. the appear. Hunring:The ability to hunt for food Once you acquire a ship (see "Explor· dreaded Cave Bear. Walking through hills Huntlng while outdoors; if the party is on a ship, ing the Seas"), you may go beyond Ymros is quite tiring. double the normal move· You may find it helpful (not to men­ this skill applies to fishing. and explore new territories. The world of ment time passes while walking in the tion cost effective) to have a hunter in Demon~ Winter is 32 times larger than Persuasiveness: Improves the party's hills. Dragons also make their lairs in the your party. Any time you are outside (or Shard of Spring, so take your time and ability to haggle with merchants for a hills, and adventurers often come there on a ship), each hunter has a chance to try to draw a rough map as you go along. decent price. to slay the dragons and get their trea­ go out and look for food once per day. Priesthood: Allows the character to overview sure. The amount he finds every day depends choose a deity from the Priestly gods. The world of Ymros has various ter· Tundra: This icy wasteland is mostly on luck. Having a hunter saves you See "Religion." rain types where you can expect differ­ inhabited by arctic bears and winter money, since you don't have to buy food in a pub unless food is scarce in the Shaman: Allows the character to ent encounters and conditions. This sec· wolves. An occasional Yeti (abominable area. Being less dependent on towns choose a deity from the Shaman gods. lion will describe the various terrains and snowman) has been seen there. Undead See "Religion." places in the world of Ymros, and explain allows you to wander farther. any special commands that may apply. Religion Experience 7 Throughout the petty quests, trials, The table at the top of the next col­ and tribulations of mortals, Ymros is umn shows the amount of experience needed to gain levels. 6 always watched over by two pantheons Gamur: The God of Death. A great of gods. The civilized people worship feathered beast, Gamur is a sickening Turning Undead Colleges are run by masters who will the Priestly gods, while the barbarians eater of carrion. His worshippers stay Besides an occasional deity call, teach your characters a given skill (for a who live in the wilderness find comfon away from towns. Unlike Maldorath, priests and shaman have the power to fee, of course). Each college teaches only in their Shaman deities. Each pre­ Gamur kills from within by torturing the dispel undead creatures such as zom­ one skill, and the fee depends on how sides over its own realm of power, and very souls of his victims before canying bies, skeletons, ghosts, spectres, and difficult the skill is to learn for the char­ its worshippers can call on their god in them away to his lair. wraiths. Turning undead may be acter. A Ranger, for example, will learn times of great need. Each character may attempted once per encounter. The hunting quite easily, but a Sorcerer will worship only one deity. Acisc: The God of Combat. Appearing chance for success depends on the have a difficult time. as either an enormous lion or tiger, Acisc power of the undead creature and the Common skills such as Sword and Prlest Gods is the most common of the Shaman priest or shaman's intellect. Disarm Traps may have many colleges, Balmur: The God of Time. Balmur is gods. He is often worshipped in towns both inside and outside of towns, but often pictured as a large golden eagle where weapon skills are taught. When he others may have only one college in the with stars for eyes. His power can cause decides to intervene, he endows monals TEMPLES AND CHURCHES world. Each Rune and Chant have only his foes to wither with age. His temples with heroic fighting skill for the duration While wandering around Ymros you one college. Possession, Fencing, and are often in secluded, peaceful places. of the combat. will find many temples to the gods. Kung fu all have unique colleges. The town of Iris has long been the loca­ Volobews: The God of Air. Yolobews Churches can be found in towns, if the tion of his largest following. travels with the wind, appearing as a town has a patron deity. Temples and TOWNS churches serve many functions. Vemarkn: The Goddess of Magic. winged male. When prayed to in combat, When a worshipper wants to restore The first place you should visit when Vemarkn, a remarkably tall woman he endows his worshippers with godlike you go adventuring is a town so that you speed. His temples lie on cliffs or wide his chance of summoning his god, he garbed in prismatic silk, presides over must find a temple or church of his god can buy weapons and armor for your the magical ans of Runes and Chants. If open spaces that he can get to easily. and pray. The temple requires a fee adventurers. Don't go anywhere without wizards or sorcerers are religious, they Theryni: The God of Magic. Like based on the power of the character. weapons and armor, or the characters usually worship Vemarkn. In times of Vemarkn, Theryni can bestow great mag­ After paying the required amount of gold will have a very short life. dire need Vemarkn endows her priests ical power upon his worshippers. Ynoth, and praying, the character again has a Each town has different items for sale. with great amounts of magical power. a remote town in the kudzu, is the last 20% chance of a successful deity call. While most carry simple items such as Maldorath: The God of Death. Seen town to worship him. He often appears If a character is not a priest or a short swords and torches, towns have a only in nightmares as a genderless skele­ as a black raven with violet eyes. shaman but wants to become one, a tem­ little bit of the exotic, too. The more ple or church is the place to do it. Simply exotic the town, the more exotic the ton garbed in tattered cloaks of black Deity calls and gold. His temples are few and hid­ inform the priests or shaman that you merchandise. Looking at the location, den and no town claims him as its A character with Priesthood or Shaman wish to convert to their deity and they the patron deity and the colleges in a patron deity. A fiery death awaits his Skill may call upon his deity for aid. Some will be happy to do it free of charge. town will give you a hint as "to what it foes. gods may only be called upon while the Note that the priesthood or shaman skill has to offer. A few words about the character is in combat or in camp; see still requires intellect points; having towns of Ymros: lllo: The God of Life. A young child the individual descriptions of the gods everyone in your pany be a priest or Patron Deity holding a wine glass filled with water, for details. The first time a deity.call is shaman is a waste of intellect points that lllo is the patron deity of many towns on attempted, there is a 20% chance of could be used on other skills. Many towns have a patron deity, Ymros . He shuns combat, but praying to being heard. If the call is successful, the All temples and churches accept dona­ which means that most of the people in him in camp may persuade him to bring god comes to your aid as described in tions, regardless of your faith . For every that town worship that deity. The option life back to a deceased character. the description of each god. After a suc­ gold piece you donate, the patron deity "C" for "Church of xxx" will appear on the cessful call, the chance of being heard town menu. See "Religion" for an expla­ Camear: The God of Peace. Camear of that church will reward you with one the next time goes down 5%, until finally nation of Temples and Churches. has many temples both in the wilder­ for your kindness. the god will ignore all your calls. To ness and in towns. A young man with a restore your standing with your god, you dove, Camear can lift his worshippers MARKITPLACES must pray at one of the god's temples COLLEGES out of combat and into safety. (see lemples" and "Churches," below). Along with temples, colleges may also All items for sale are found under the "Go to Marketplace" option. All towns Shaman Gods be found while wandering. Many towns have a central marketplace where mer­ Omizeh: The God of Life. Like Illo, also have colleges in them, often more than one. chants attempt to sell their wares. When Omizeh can bring dead characters back you select "G" the main screen will clear to life. She takes the form of a young and present you with the first item for woman, a swan, or a great white bird. A sale in the marketplace. The asking price few towns are known to contain temples in gold is in a box below the item. The to her. 8 following commands may be used while 9 in the marketplace: Taverns Once you have the list of items, you may C Continue walking through the mar­ Healing cost depends on the charac­ A good place to buy provisions and press ESC to return to the menu or type ket place. ter's injuries and usually isn't too expen­ pick up some gossip. Note that provi­ the letter of an item to see it in detail. If B Go back to the last item you looked at. sive. Curing poisoning is a flat fee . sions are for one person for one day. If you see "C) s•short sword," you know Unbinding, which removes the effects of you have five characters you will use the item is valuable and magical , typing H Haggle with the merchant for a lower a Chain, Freeze, or Still Air spell, has a "C will tell you more about 1t (for pnce. The merchant may reduce the five provisions every night the charac­ cost that depends on the level of the ters sleep m camp. instance, "Jade short sword +3") . Press pnce, or may stand firm. If you con­ binding spell. Resurrection cost is any key to return to the item listing. Of tinue to haggle and the merchant dependent on the level of the character Docks course, unidentified items will not have feels he is already giving you a fair being resurrected. Unlike the spell, res­ A ship can be purchased at the docks their abilities listed. price, he may be insulted and refuse urrection in town automatically works in most coastal towns. Ship costs will to sell you the item at any price. If C cast. Used to cast a spell in camp, and restores 1 hit point to the character. differ from town to town. Damaged such as Heal, Cure Poison, or your party has a character with ships can also be repaired at the docks. Persuasiveness, this will automati­ Inns Resurrect. cally be taken into account when Provides a comfortable place to sleep D Drop. Used to drop an item. Dungeon haggling. after a long day of slaying dragons. CAMP items must be dropped while walking P Purchase the item. You are then While you can also sleep by going into Camp is a place to heal, regain spell around, since they can be picked up asked what character to give the camp, sleeping in the inn 1s more agree­ points, change equipment, and other use­ later. Items dropped from camp can item to. Remember that you must go able, giving characters twice the recov­ ful tasks. You can set up camp any time not be retrieved. You can't drop to camp after leaving the town to ery rate of sleeping outside ( 10 spell the characters are wandering outside, in armor or a weapon if It is equipped. equip the items. points and 2 hit points per night). At an a dungeon, or sailing, merely by press­ E Equip. You will be given a ilst of that inn, characters may sleep for many days S After buying new equipment you may ing "C." You cannot camp in town or in character's items and asked what in a row (helpful for fast healing). Meals go back to town and sell your old combat. If the party is out in the wilder­ weapon you want to use. Type the are included in the price. equipment or you may sell other ness and 1t gets dark, the party will be letter of the weapon to use or press forced into camp automatically. The fol­ items found while adventuring. You Guilds Return to equip with hands. Note that lowing commands are available in camp: you cannot use a weapon if your will be asked which character wishes Some towns have a guild where char­ to sell something (enter 1-5) . An item # Typing the number of a character Strength is less than the minimum acters can gain levels. Gaining a level 1s required or you don't have the may not be sold if it is currently the process of awarding characters extra will let you examine the character in equipped. When selling an unidenti­ detail. First you'll see a page show appropriate skill. Then you are asked hit points, spell points, and increasing what armor to wear. This must be fied item you are only paid for what their traits. Gaining a level can only be ing the character's attributes. If a the merchant can see: for a mace you plus sign and a number appear after done every time you buy new armor done when the character has enough or weapons. If your character is will get about half the price of a new experience points (see "Character Crea­ an attribute, it means that a magic mace, for a silver mace about half item is magically increasing that using a cursed weapon or armor, he tion"). Entering the guild tells you how will not be able to equip a different the price of a silver mace. If that much experience each character needs to trait. The number shown INCLUDES silver mace actually had a Firestorm the plus already added in. Press any weapon or armer. Then you know get to the next level, or, if the character you're in trouble. spell you didn't know about, you has earned it, the new level 1s awarded. key to go to the next page, or press won't be paid for it since the mer­ Spell points and hit points gained are ESC to return to the menu. H Hunt. In camp, each character with chant didn't know about it either. · random, but based on your Intellect and The next page lists the character's skills. the Hunting skill may attempt to find Identifies an item for a set price of Endurance, respectively. A total of three Press any key to go to the next page, or food. At sea, this is called Fishing, about 75 gold per item, regardless of points are distributed to the character's press ESC to return to the menu. but you still use the "H" key. If suc­ what the item is. You may also try to traits, though none of the traits can exceed The last page lists the items the char­ cessful, some food will be added to ·identify an item if you have the the maximum for the race. If you wish to acter is carrying. The following list of your provisions. Hunting may only proper Lore skill. buy new skills with your.Intellect points, symbols may precede any item name: be tried once per day per character with the skill. # Entering a number from 1 to 5 will you must find the appropriate college to I Dungeon item Identify. Used to reveal the proper let you inspect a character without teach you the skill. Gwlds are free of charge. S Valuable content (gold, jewels, well having to leave the marketplace. made) ties of an item you found. The char­ Colleges acter with the proper Lore must Magic Towns often have as many as three have the item to be identified. Check Healers ? Unknown (not yet identified) colleges in them. Typing the number of under "Skills" to see which Lore Some towns have healers in them who -> Equipped can cure you of poison, wounds, bind­ the college you wish to enter will put (Weapon, Item, or Potion) applies. you there. These colleges work the same ing, or even death. Note that Spirit Runes The chance of successful identifica­ way as outdoor colleges (see "Colleges"). allow you to do these things for your­ tion is dependent on the user's self, but you may w'ant to use a town II Intellect. A character may use one if your wizard dies (or just to save Lore skill per day. spell points)_ 10 P Print. If you have a printer, It is often X Exorcise. A character with priest or Your only recourse 1s the View Mind Traps handy to have a pnntout of your shaman skill can attempt to exor­ skill used by many Visionaries and With few exceptions, you are wander­ characters in front of you. To get a cise a cursed item that a character Paladins. This skill is usable only once ing the underground as an intruder, and printout, tum on the printer, put 1t on has equipped. If successful, the item per group of merchants, regardless of the designers of these dungeons have line, press "P'' for print, and then enter will be unequipped (it's wise to drop how many characters have the talent. established many ingenious devices to the slot number your printer card 1s it at this point). Exorcism may be Pressing "V for View Mind Wlll automati­ nd themselves of unwanted guests. in. Then enter the number of the char· attempted once per day. cally scan the merchant's mind about all While monsters must be fed and cannot acter you wish to print, or press "A" to l leave camp. When you are ready to the items for sale and detect which he 1s stay in one place forever, a trap is always print them all. Also, you may press "E" leave camp, press ESC. lying about. The skill is not infallible and ready for a careless adventurer. This 1s to get an extended character print. may not detect all lies. Items that were why thieves are handy to have in your lied about will be marked "LJE" when you R Reorder. When you are attacked, your MERCHANfS party: they are experts at detecting and characters are placed in the order you look at them in the gold box. disarming traps. Types of traps known have specified. Use Reorder to change Many travelling merchants wander to seasoned adventurers are this formation. You may want to put the countryside selling their wares to UNDERGROUND adventurers. Merchants can often offer Poison needle: Shoots out from the weaker characters m the center, since Twisting catacombs, 9ark tunnels, and good bargains or exotic items that you wall striking one character doing 1-4 the party can be attacked from any fabulous tombs are but a few of the cannot find in towns. Some items are damage (armor doesn't help) and has a side. The computer will go through places you will encounter in your adven­ overpriced and some are great buys, so slight chance of poisoning the victim. each character in your party and ask tures. The wise adventurer should know be a good shopper. Some Items, such as where to place them on a 3 x 3 grid the special rules of the underworld - Punji pit: A pit with spikes of sharp­ empty vials or rods with no spells on lettered from A to I. As you place them, there's more to dungeons than slaying a ened wood at the bottom. These traps their numbers appear on the grid. them, can be purchased only from mer· are often covered with rotting wood or chants and can later be enchanted (see wizard and leaving. S Sleep. At night you may sleep m other weak material and then covered "Enchantment"). When a group of mer­ order to regain hit points and spell Light with dirt. Each character has a 50% points. If it is too early in the day chants approaches you, you may imme· While the light on the surface changes chance of falling in the pit, 1n which case diately ignore them and continue adven­ you will be informed that your party as the sun rises and sets, the under­ they will take 1-6 points of damage. In turing, or greet them, in which case they is restless and not able to sleep yet. ground is always shrouded m darkness, more dangerous areas the spikes are set up shop. Sleeping restores l hit point and concealing many tncks, traps, and sometimes poisoned. 5 spell points per day and consumes level of Merchants hideous monsters. Light can be provided Darts: A common trap consisting of 2- in a number of ways. The simplest and l provision per character. The level of the merchant reflects the 6 darts that shoot out at the party when most inexpensive method is the torch. T Trade. When moving weapons quality of the merchandise (or the quali· they hit a tnpw1re. Each dart has a To light a torch, set up camp and Use a around or identifying items you may ty he pretends to have). The level of chance of hitting a character and doing torch. It will provide a little bit of light. wish to trade items from one char­ merchants depends on your location; 1-3 points of damage. Sleeping puts it out. Lanterns cost a bi! acter to another. You cannot be initially you'll find poor and ragged mer­ Spears: A nastier version of the dart equipped with the armor or weapon chants, but as you travel you may find more, but the extra light is comforting. Use a lantern the same way as a torch. trap that does 2-7 points of damage. you wish to trade. wealthier ones. The underground is a natural setong Pool: Either a pit filled with water or a U Use. To use an item such as a ring Caveat Emptor for dwarves, who have the skill of Dark with a Heal spell, a potion, a salve, natural pool hidden like a punji pit. One Vision. Dwarves see in total darkness as character falls into the pool, and that etc., use this command. While most merchants are respectable businessmen, some are outright crooks. if they had a torch, and if they do have a character has a 33% chance to escape V View Land. The Visionary skill. You When you buy a staff with a 22 point torch their vision is even better. The best each round . Every round the character will always see your surroundings Flame Strike on it, you have only the you can see is with Dark Vision and a doesn't escape, there's a chance he'll in bright daylight. Press I, J, K, and merchant's word that it actually does lantern. take some damage from water inhala­ M to move around and view your that. Something like the content of the Magical light can be created with Fire tion. surroundings. You can only see a item Uade, gold) can be seen and you or Ice Runes. The spells Magic Torch and Acid pool: A very dangerous version of given distance from your body's can't be ripped off for that. A merchant Crystalight give off a magical light. The the pool trap that does 2 points of dam­ position. This is very handy for who lies about one item will be more more spell points you put into a spell, age per round. finding nearby towns or where you likely to lie about another. the farther you can see. The Crystalight left your ship. View Land is usable spell is the more powerful of the two. Alarm: A tripwire which sets off a once per day. Press ESC to return to buzzer or gong, alerting a party of mon· camp. sters to come and see what's going on. W Worship. Used to perform a deity Detecting and Disarming Traps call in camp. The only gods worth 12 calling in camp are the gods of Magic 13 Traps are placed only in straight pas­ and Life. sages; press "L" while walking to scan for traps. This will check all spaces in Inspect Surroundings. Pressing "I" twentieth of the explorable world. Only Movement Points: Since it's easier to the walls or floor directly in front of you, automatically scans all spaces you by sailing can you find exotic places keep going in one direction on a ship as far as your light allows. The chance can see for dungeon items. Normally such as deserts, tundra, and sweeping than to turn, the following adjustments of finding a trap is 25%, so if you're very a fireplace or something wouldn't be expanses of kudzu. are made: suspicious, look twice. If your party has seen while you are walking around, MOVOClHT l'OO Turn clockwise 2 press "L." A white box will indicate where more items of interest are located. a dock. Expect to pay around 600 gold Turn counter- each trap lies; if no traps are found, a pieces for a ship and its crew. When your <· E Examine item. Press "E" to examine clockwise 2 message will appear to that effect. ship has been purchased it will be placed an item a character is holding or an Turn around 3 Once a trap is found, it will automati­ outside of town in the dock. Some larger I item in the room on the spot you are l,J,K,M Fire cannonball 3 cally be disarmed if you have Disarm standing. towns have two docks, each of which can Traps skill. If you don't have this skill, hold one ship. If the dock is full you will Attacking: To fire a cannonball, use the the trap will be "noticed" and it may not T Take item. Press ·rand select the not be able to purchase a ship yet; first, 1, J, K, or M keys to fire up, left, right, go off as you go past. Such traps are item from the menu to take it with move one of the ships out of the dock. and down, respectively. You will see the remembered as long as the characters you. Of course, items such as a fire A new ship has 75 hit points of its cannonball fired and whether it veers off place or fountain can't be carried. are alive, so if you leave the dungeon own and comes complete with crew. You its path. Cannonballs inflict l · 10 points and come back, the trap will still be D Drop item. All items dropped by may own up to 10 ships. of damage. If you miss, it's possible "noticed." pressing "D" may be picked up later. you'll hit something you didn't intend to. Ship Repairs Traps can also be spotted with View No more than 10 items will fit on Some smart ship captains try staying off Room skill, but they will not be marked one space. Items may be dropped As your ship gets damaged by sea target and hope their shots will veer into as "noticed." anywhere, including outside. creatures and pirates, you will need to the target. The closer you are, the better repair it. Repairs can be performed in M Move item. This allows you to move the chance of hitting your target. Pirates View Room the dock; the cost depends on the fire cannonballs just iike you do, but sea a dungeon item to see what is behind amount of damage. Remember that if Press V to use this Visionary skill or beneath it. monsters get next to your ship and try while walking to allow the character with your ship is destroyed, you go down U Use item. Use an item you are hold to tear it to shreds. this skill to see through doors into the with it! ing on another item. Select each item Damage: When your ship is hit, it may be used once next room. This skill from the menu and see what happens. Boarding/Unboarding loses hit points. The "7 command tells per day. Experimentation cannot hurt you. When you get outside you'll see your you how many hit points your ship has ship along the coastline somewhere. If remaining. If your ship is reduced to Secret Doors and Passages ITEMS you just purchased it, it will be in the zero hit points it sinks, and your party Many important rooms and passages dock outside the town. To board the dies along with it. Dungeon items such as candles, fire­ are hidden by ingenious and magical ship, simply step on to it; to leave it, just places, altars, etc. may be manipulated devices. Hidden passages and doors step off onto the shore and your ship Running: Running is accomplished by by these commands: Inspect Surround­ appear exactly like walls, but you will be will be moored there until you return. A touching any of the exit dots at the bor­ ings, Examine, Take, Drop, Move, and able to step through them like nothing is ship may only be anchored in deep der of the map. You may not dock on Use. Dungeon items are different from there. If you suspect a secret door is water, so you may not be able to leave land during combat. normal items in several ways. While nor­ somewhere, try walking into the walls. the ship on a curve of land. Find a Treasure: Any treasure a ship is carry­ mal items tend to be generic (swords, straight section of coastline to dock your ing sinks along with it, but you do get a chain mail, torches), dungeon items are Saving the Game ship. You may also go directly from a good amount of experience for destroy­ singular and have a specific purpose Saving the game in the underground ship into a town, college, or temple, all ing pirate ships or killing sea monsters. (anvil, flower, gold key). All dungeon works just as it does outdoors: press ·s· of which are assumed to have docks if items are preceded by a"/" in a charac­ to save the current status of the game. they're on the coast. ter listing. If you drop a normal item You will be asked to switch disks since COMBAT (such as a ring), it cannot be retrieved the game must be saved onto side B. Sea Combat Combat is an essential part of Demon's again. If you drop a dungeon item, it While sailing, you are generally safer Winter, and to be successful you should may always be picked up again exactly SEAS than travelling on land, but there are a understand combat quite well. This sec­ where you dropped it (in the forest, While much adventure can be found few sea monsters and pirates. Ship com­ tion will describe the combat screen and desert, dungeon, or anywhere). Dungeon on the island where lldryn is located, bat is much like normal combat (see the various commands available to you items have no value of their own and that island accounts for less than one- "Combat"), with the following differences. in combat. cannot be sold . Finally, while normal items must be used in camp, dungeon How Encounters Are Chosen items must be used while moving Encounters are chosen by the area around. 14 you're in; each area has its own difficulty 15 level and each terrain type has its own Stunned: Monsters can be stunned by twice and then dodge, being at -2 to be vanety of monsters as described in ? This command 1s used to examine all kung fu ; the more stunned it is, the easi­ hit. This is very handy for weak charac­ "Exploring." If you find yourself in com­ characters and monsters on the bat­ er it is to hit. Stunned characters cannot ters who are better off staying out of bats too deadly for your party, go back tlefield. It helps you find out who is do anything for a round. trouble until help arrives. Even strong to an easier area. who, which mage is Bth level, and so characters should dodge a little bit each Fencing: A character with fencing skill on. After pressing"?" the cursor will turn to help them out. Only when you're The Battlefield using a sword has a 10%. bonus to hit and inverse video your character and the going for the kill should you attack with When your party is attacked, the party an 8% better chance to score a critical hit text window will tell you the charac every movement point you have. Com­ is placed on a magnified map of the area. (" hack"). ter's name, strength, skill, speed, binations of attacking and dodging This battlefield is bordered by "exit dots." armor , and weapon. If you are bound Berserking: Characters with berserking determine how aggressive or defensive where your characters can leave the bat­ or poisoned, it will tell you. Press"->" skill have a greatly increased chance of the character is fighting. tle. Your party is placed in the center of the or"<-" to move forward or backward hacking for double damage. When com­ battlefield in the formation you set using through the characters and monsters bined with fencing, they make a deadly CastlQg a Spell the Reorder command. The formation can or press ESC to return to combat. combination. Press "C" to cast a spell. The Runes be changed after the combat is over by and Chants your character knows are going into camp and using Reorder again. When you look at the monsters, you Armor: Armor ahsorbs damage, will not be told a monster's attributes displayed at the bottom of the screen. Demon's Winter keeps track of the instead of affecting the chance to hit. Some spells (such as Resurrection and direction each character and monster is unless someone in the party has mon­ Thus, if a fighter in plate mail is hit for 7 ster lore. If a character in the party has Magic Torch) cannot be cast in combat. facing . When it is a character's tum, an points of damage, he only takes 2 points After typing the name of the spell, you arrow is displayed in the upper right cor­ Tactics, beneath each monster it will tell because the armor absorbs 5. Therefore, you who the monster is likely to attack. are asked how many spell points you ner of the information box to help you it's possible to hit someone and do no wish to put into the spell, then you are see the direction you are facing. You can If the monster you are looking at is a damage. Monsters often have natural summoned being or illusion controlled presented with a cursor. Use I, J. K, or M also tell the facing direction by looking armor in the form of thick hide or scales. to move the cursor over the monster, at the character icons on the battlefield. by you, you will be told its remaining hit points and spell points. Plus Weapons: Weapons such as an axe character or space you wish to cast the Movement +l add to the chance to hit and the dam­ spell and press the space bar to cast the Characters and monsters move in an Attacking age done. spell . For a listing of spells see "Magic ." order determined by their speed ratings, Pressing· A" will attack the monster Flaming Weapons: Flaming weapons Turning Undead from highest to lowest. Each character directly in front of you with your add only to the damage done, and has movement points equal to their equipped weapon. Your chance of hitting against ice creatures the damage is dou­ A character with Priest or Shaman skill speed, which they can spend on the fol­ depends on your skill . You will be told if bled. Ice elementals and ice demons are may attempt to tum undead once per lowing actions: you hit or missed. If you hit, you will be not subject to this double damage. combat, during his turn. Each character told how much damage you did (if any). with the skill may try once. Each undead KEY ACTIOH MOVDCEHT POIHn On occasion the word "hits" will be re­ Dormant powers: This is one kind of monster will be checked; if the turning is Move forward 2 Return placed with "hacks" to indicate an unusu­ magical power that can be found in a successful, the undead monster will be Tum clockwise l -> ally good blow that does double damage. weapon. These powers only work on eliminated. The chance of successful <- Turn counter· Modifiers to your chance to hit and rare occasions when you hit a monster. turning depends on the level of the mon­ clockwise l damage are: Such powers can wither a monster, hack ster and the intellect of the Priest or I Turnaround 1 it in two, freeze it to death, or other Shaman. A Attack 3 Position: A +3 bonus is awarded for things . Such weapons are naturally in c Cast a spell 3• attacking from behind. great demand. Detty can u Use an item 3• Strength: Bonus damage is awarded Dodging If your party needs help, your Priest or T Turn undead 3• for strong characters and damage is sub­ Shaman can attempt to summon the D Dodge special tracted from unusually weak characters Pressing "D" at any time will automati­ help of his god by pressing "P" for Pray. Examine 0 (Strength 6 or less). cally end the character's turn and apply See "Religion" for a listing of the powers s Sound 0 all remaining movement points to dodg­ of the different gods. p Pray (deity call) 3• Karate: Used automatically if the char­ ing. For every 3 movement points, all acter has this skill and is equipped with L Power leech 3• attackers are at a -1 to hit you. You may Power Leech ESC End tum his hands. Damage depends on the char­ attack and dodge in the same round - acter's skill and strength. Dark elves may attempt to Power • Ends character's tum in fact, it's a smart thing to do. A player Leech one monster each tum at a cost of Kung-fu: Like karate, kung fu requires with 12 movement points could attack 3 movement points. Press "L" to use In order to run, touch an exit dot or a that you attack with your hands. When a Power Leech and then move the result­ door. After you have touched the exit critical hit is scored, the victim is stunned ing cursor over the target monster using dot or the door it turns into an exit icon for a round. The effects are cumulative. the I, J, K, or M keys and press the space (four opposing arrows). From then on, all I 7 bar to activate the Power Leech. If sue- remaining characters must run through the same icon to escape. 16 cessful, the victim will be drained of Dragons: Come in many sizes, from somt spell points. Tht chanct of Power babies to the Great Dragon. Dragons Runes Flame Shield: Protects the recipient of Leech succeeding depends on the dark have the ability to use a breath weapon the spell with magical flames which do as well as striking with their claws. Baby Runes are most often used by Elfs intellect. not burn the character they protect, but and small dragons have not yet devel­ Wizards, but are highly prized by other keep foes at bay. The more power in the Sound oped a breath weapon. Breath weapons classes as well. The Runes give the spell, the hotter the flames. To tum the sound on or off, press ·s: move outward in a cone striking any­ Wizard power over the five elements of thing in their path, so don't all stay on nature: fire, metal, wind, ice, and spirit. Flame Strike: Attempts to conjure up a End Turn the same side of a dragon. Fire dragons, Knowing a Rune allows you to cast all flaming bolt that will kill the target out­ Press ESC to end a character's tum at the classic dragon, can breathe a cone of the spells associated with that Rune. right. The spell is very costly and diffi­ any time. fire. Wind dragons breathe a torrent of All Runic spells are of variable power. cult to cast successfully without great wind that can blow a party away. Ice After casting the spell you are asked amounts of power. Of all death spells, dragons breathe freezing hail. Great how many spell points you wish to put this is the most powerful. AFTER COMBAT into the spell; the more spell points, the dragons can breathe any of these three Magic Torch: A Camp spell used to After the combat is over, each charac­ weapons. more powerful the spell. In combat, spells can be cast any­ provide light. The minimum cost of 3 ter is awarded experience and the party will provide as much light as a torch for gets a certain amount of gold, depend­ Elementals: Elementals are creatures where on the battlefield. After casting made entirely of one of the five elements: the spell, a cursor appears. Move this one day; more spell points will make the ing on the difficulty of the encounter. light brighter. Dead or bound characters do not get fire, metal, wind, ice, or spirit. Each is cursor over the character, monster, or experience. If any items are found, they incredibly powerful and they are favorite spot on the board where you want the Melt: Reverses the effects of a Freeze are then printed at the bottom of the objects of summoning by Sorcerers. spell to take effect using I, J, K, or M, spell. Put 11 spell points into the spell then press the space bar to activate the screen. You are asked which character Thieves: Thieves roam the countryside for each level of binding. will take the item; press the number of spell. Make sure you don't cast a Heal in many forms, from simple thugs to spell on a monster by accidentt Metal Runes the character to take the item or press deadly assassins. ESC to leave the item. If anyone in your All spells which change traits such as Armor: The person or monster this is party is an elf with Detect Aura, you may Demons: Demons are very strict, hier­ skill, speed, or strength, only last for the cast on is clothed in magical arrnor that be told if an item is magical by the archical creatures. The lowest form of duration of the combat. Binding spells protects from all physical attacks. The words "aura detected" below the item. demons are manes, which are the soul­ are permanent and must be removed by more power put into the spell, the thick­ Detect Aura does not always work. less bodies of dead men who have been the appropriate unbinding spell. A sum­ er the annor. The minimum 2 spell points put to work by more powerful demons. mary of these spells and their point will yield the protection of cloth arrnor. MonsterUst costs is given in Appendix D. Slavers are demons with morningstars Break Bonds: Breaks the effects of a Here is an abridged list of monsters: who boss the manes around. Gargoyles Fire Runes Chain spell. Automatically works with Kobold: Small, annoying creatures with are much more powerful and have great the proper power (11 points per level of amounts of natural armor. Fire and ice Column of Fire: Causes the victim to 7 hit points, a small axe, and a nasty dis­ be engulfed in a column of scorching binding). position. demons are even more powerful than gargoyles, and the only thing more pow­ fire. Anywhere from 1 to all of your spell Chains: A binding spell. Attempts to Skeleton: The weakest form of undead. erful than they are devils and demon points may be put into it. Only one crea­ create magical chains and bindings Cobra: Very fast snakes, but one hit lords. ture is affected by this spell. The spell around the victim, making the victim usually kills them. They may have speeds will always do a minimum of 1 point of immobile. Every 10 spell points yields up to 14, and their fangs are poisonous. damage for every spell point you put into one level of binding. While 1 level of MAGIC it. Armor does NOT help against this spell. binding does as good a job as 5, the Bugem: Large bipedal bugs that carry Ymros is a magical place, and magic higher the level, the greater the chance small axes. Their carapace acts as a thin Fire Storm: A mass damage spell that takes many forms. This section will affects a 5 x 5 square area. All monsters the spell will work. The Chains can only layer of armor and they often have 10 explain how the different spells are cast, be broken by a Break Bonds spell. hit points or more. AND characters in this area will take and the effects of each spell. Magic i terns damage. Place the cursor on the spot Death Blade: A magical sword appears Timber Wolf" Often found in the forest. are also discussed in this section. you want to be the center of the fire and attempts to slice the victim to death. They have been known to kill a brown storm. This spell (and all mass damage If unsuccessful, no damage is done. The bear on occasion. spells) cannot be cast on the first round chance of it working is not very great un­ Swarm: A mass of insects that acts as of combat. less a very powerful Death Blade is cast. a unit. Instead of hit points, Demon's Ruse Armor: Rusts the victim's annor Winter keeps track of how many insects or deteriorates his skin, making him are left in the swann. When all the insects more vulnerable to taking damage. If the are gone, the swarm is dead. Swarms 18 victim already has no annor, its skin will consist of 20 to 30 large insects. become sensitive and actually increase 19 the damage inflicted. Strength: Gives its recipient improved Fruze: The most powerful binding find a healer in town to cast this spell. If jured beings don't get to act until the next Strength for the duration of the combat. spell, this attempts to freeze its victim in the spell fails it has no adverse effects round of combat, they can even disap­ This results in increased damage with a block of ice, rendering him immobile (other than wasting 25 spell points!). If pear before they get to do anything. They each attack. until a Melt spell is cast. The cost of 9 the character is raised, all ailments such also have no spell points. Simple crea­ spell points per binding level is the low­ as poison or binding are cured and the tures like coyotes don't have any magic Sword: A damage spell similar to est of any binding spell. character will have 1 hit point. to begin with, so this restriction doesn't Column of Fire. An invisible blade slices matter, but when summoning an Evil Sanctuary: A spirit of peace surrounds the victim, even through any armor they Hail Storm: A mass damage spell that Spirit or an Elemental, this is a disadvan­ may be wearing. It is powerful, but not has a 5 x 5 area of effect. Freezing hail the recipient of this spell, taking some of tage. Of course, Illusions are much easier as cost effective as Column of Fire. rains down and strikes the victims. the power out of attacks aimed at him. to summon, costing half the spell points Wind Runes Ice Shield: A layer of ice, flexible enough Spirit Wrack: Attempts to torment the a similar Summoned being would cost. lllusion may only be cast in combat Breath of Life: A healing spell, not to move, but non-yielding to weapons, very soul of the victim and bring about a and the creature only lasts for the dura­ nearly as powerful as Healing, but useful surrounds the recipient. Three spell honible death. It is very costly, but quite tion of the combat (sometimes not even in emergencies. points adds the protection of cloth armor, powerful. and more points yield more protection. that long). When casting Jllusion you are Freedom: Negates the effects of a Still Transference: With this spell, the cast­ presented with a menu of the creatures Air spell (13 points per level of binding Slow: Slows down the victim. Every 3 er can transfer some of his magical ener­ you can summon. Enter the letter next to must be put into this spell). speed the victim is slowed, he loses one gy (at least 3 spell points) to another the creature to be summoned, place the attack per round. This spell does not take character. Often, some of this magical cursor where you want the monster to Still Air: Puts the victim in a state of effect until the next round of combat. energy is Jost in transit. The recipient of appear (using the I, J, K, and M keys), suspended animation, like the Chains the spell points can be "supercharged" Spirit Runes and press the space bar. You control the spell. This spell can be broken by and possess spell points ABOVE his nor­ Illusion as though it were one of your Clumsiness: Decreases the victim's Freedom. mal maximum capability. At night, any characters. Illusions have hit points and skill, making it harder for him to strike Tempest: A mass damage spell with a spell points above maximum wear off. other traits of their own. his opponents. 5 x 5 area of effect. A powerful storm The spell is handy to channel a great No more than three conjured beings does damage to all in the storm area. Cure Poison: Halts the effects of poi­ amount of energy into one spell caster can be in any one combat. Conjured While not as powerful as the Fire Storm, son from venomous bites and poison for a big spell such as Resurrection or a beings continue to exist even after their it requires only a minimum of 6 spell needles. The damage a poison has done big Fire Storm. summoner has been killed, but if every­ points. up to the time this spell is cast is not Weaken: Weakens the victim, decreas­ one in the party has been killed, they affected. This spell usually works, but to disappear too. Remember: conjured Wind Walk: A spell that can magically ing the damage he can do with a weapon. be sure, put a few more spell points into beings don't need to be killed to end the teleport the caster and the entire party Wither Strike: A dangerous spell that it. When a character is poisoned he will combat. No experience is given for to a place of safety. Can be used any­ continue to lose hit points at a constant causes the victim to wither with age. killing conjured beings. where in camp. rate while walking around until he is Strength, skill, and speed are reduced. Wings: Makes the recipient move with cured or dies. Sleeping gives the poison The effect lasts for the duration of the Summon: Summoning is a more combat. The more spell points used, the increased speed. Rather expensive, but many hours to do its work and usually sophisticated and more costly version of greater the chance the spell will work. each 3 speed points equals l extra attack kills the poisoned character. Illusion. Summoned beings last until the per round, so such spells are most use­ end of the combat or until they are Heal: Heals damage done to the char­ Chants ful when cast at the beginning of a bat­ killed. They also possess one half the acter. Any number of spell points may Chants are most often used by sorcer­ spell points of their real-life counter­ tle. The increased speed does not take be used; at least as many hit points will ers. Two of the spells deal with conjur­ effect until the next round. parts, so they can cast spells. True be healed as spell points used in the ing, and the third is perhaps the most Summoned Demons and Elementals are Wings of Victory: Provides the recipient spell. The subject may not be healed powerful spell of all: Possession. very powerful. with magical courage and greater skill in over his maximum hit points. This spell ll/usion: Both Illusion and Summon Possession: This powerful spell, if suc­ combat. Any amount of spell points can may be used in combat or in camp. allow the Sorcerers to conjure up beings cessful, places the victim under the cast­ be put into it. to fight for the party. Illusory beings have Resurrect: Used to bring a dead char­ er's control. The caster can make the vic­ two disadvantages: they are temporary Ice Runes acter to life. This spell is only usable in tim cast any spells desired or attack his and they have no magical power. Illusions camp. The minimum cost of 25 spell friends. Warning· this spell can also be Chi/I: Chills its victims, decreasing can disappear at any time and, since con- their fighting abilities. A very useful spell points will only give a 25% chance of a cast on characters by powerful monsters to cast on powerful fighters or monsters successful casting. To be sure of success, who know Chants. It can be removed by who use physical attacks. Possessing the victim back, waiting for him to snap out of it, or waiting until Crystalight: An eerie blue light appears combat ends. and lights the way for the party. 20 21 Lore are spells such as Column of Fire or There are nine common kinds of dor· weapons and armor may have any num­ Weakness that are cast by the item mant powers, al though many others are ber of ill effects, like decreasing your Lore is special knowledge usually possible: traits, lowering your chance to hit, or studied by scholars. Lore, except for Mon­ instead of you. If an item has an Invoked Power, it will be shown like this when Mithril: These weapons, a favorite of even have dormant powers that affect ster Lore, can be used once per day in you instead of your target. The worst camp to attempt to identify an unknown you list the item: the ancient dwarves, cover you in an ever­ thickening layer of magical protection. thing about cursed weapons and armor item. The chance of this working depends Ring is that once you equip with them, you on the intellect of the user. This knowl­ Invoked: Unholy: Often used by Paladins of the cannot get rid of them unless a Priest or edge can be used for many purposes: 12 pt. Death Gods, these dark weapons have Shaman can exorcise it. the power to torment the soul of the Weapon Lore: Required to identify Flame Shield Enchantment: Legend tells of the work· weapons and armor. Usable lx per day creature they hit, bringing automatic death. These weapons are rare, power· shop of Brolor, where the dwarves still Potion Lore: Required to identify vials Once a day you may Use the ring in fut, and expensive. work on fabulous weapons. It is rumored and salves. combat and it will be just as if you had to be somewhere in the vast expanse of cast a 12 pt. Flame Shield spell. Besides Life Stealing: The favorite weapon of kudzu. Here, for a price, weapons can be Item Lore: Identify miscellaneous items that are usable l, 2, or 3 times a wizards and sorcerers, a weapon of Life custom made and enchanted to your items such as staves, rings, and amulets. day, some items (such as wands, staves, Stealing will take the enemy's life force specifications. Enchantment is by no Monster Lore: Constantly in effect, this and rods) have charges. For example, a and transfer it to the wielder in the form means cheap, but you will find it cheap· allows the party to see a monster's traits wand my have 10 uses before it runs out of Spell Points. er if your weapon is better made or made during combat by pressing"?". of power. Charges may not be restored, Vorpal: Very rare and powerful wea· of precious materials like gold or jade. and the price of an item goes down as pons that appear as incredibly shiny Visionary the charges are used. metal, gold, or jade. The weapon on rare HINTS ON GAMEPlAY View Land: Allows the user to see great Some items are also breakable and occasions will slice through a foe and A few things to remember when start· distances in order to find the nearest kill it with a single blow. have a certain chance each time they are ing out: town, find a ship, etc. Usable only in camp used that the object will break. The item Dwarven: Another weapon of the Creating characters: Make sure you (see "View Land" in the "Camp" section). will have a listing of "Breakable (%)" with dwarven smiths, these weapons tend to a percentage chance after it. Any per­ create at least one wizard and give him View Room: Allows the user to see increase the wielder's courage, thereby centage is possible. Spirit Runes. Otherwise you won't be what lies on the other side of a door or increasing his ~kill . able to heal people at first. what lies a few spaces ahead of him in Constant Powers: These powers can Sharpness: Appearing as very sharp Don't accept a speed of less than 5. a corridor. Used while walking around only be put on weapons or amior. These weapons, they occasionally do more It will slow down the party. (see "Underground"). include skills an item gives you (berserk­ damage due to their sharp edges. Characters start with only two skills, ing, hunting, etc.) or an increased View Item: Lets you determine how Bloodstone: This fearsome weapon and even then you must have enough one item could be used with another. It attribute (+2 Speed) or flaming. Unlike intellect for them. The skills you can Invoked Powers, these powers are con­ causes the victims blood to flame on works better on stationary objects such contact. start with depend on your class. If you as statues than on easily mobile ones stantly in effect as long as you are can, be sure to pick at least one Weapon such as keys. equipped with that weapon or armor. Berserker: These weapons increase the skill. wielder's strength during battle for the Dormant Powers: The most powerful Buying equipment: View Mind: Used to determine if a mer­ duration of the combat. Haggle once, chant is lying to you. Usable once per kind of magic found on weapons are maybe twice, before buying anything. Stasis: These weapons occasionally group of merchants (see "Merchants"). spells that the weapon occasionally casts Why pay more than you have to? on its own. The power to cast the spell is put their victims in a state of suspended Look at the strength requirements for Items taken from the life force of the creature animation with the Still Air spell. the weapons you are about to buy There are many kinds of magical you are attacking. For example, a dagger Note that these powers do not take (Appendix E). lfyou only have a 10 items on Ymros, and there are a very with a dormant 6 pt. Weaken spell on it effect every time a foe is hit, but about l strength and try equipping with a morn· large variety possible. See Appendix C will (at random times) cast a 6 pt. Weaken in 10 times damage is done. Items such ing star, you won't succeed. for a list of the items that can have spell on the monster you just hit, weak­ as vorpal or stasis weapons may attempt Go to camp and equip immediately spells on them. ening it. Some dormant powers cast a to slay or freeze their victims, but fail. after buying equipment. spell on you instead of on the target; such Plus: The simplest form of magic item weapons are marked with an asterisk. Cursed: It is a good idea to identify During adventuring, write down All. are "plus· armor or weapons. A ·+1· wea­ any weapon or armor before you put it clues and save the game often. This will pon has +l chance to hit and +l damage, on because it may be cursed. Cursed help you complete the game. while·+ l" armor protects a little better. Invoked Powers: Invoked powers are called up by the Use command. These 22 23 APPENDICES

Appendix A: Skill Costs by Class Appendix C: Magic Items SKILL POINT COSTS BY CLASS Skill 1 2 3 4 5 6 7 8 9 10 Weapons: May be enchanted with possess death spells, damage spells, Invoked, Dormant, and Constant Powers. annor spells, and occasionally healing Axe 3 5 1 6 10 3 9 8 8 8 For Invoked powers, they may have a spells. Armored Skin 5 6 4 6 10 10 10 10 10 10 wide variety of spells such as damage Berserking 4 6 2 4 5 4 9 9 8 8 spells, stonn spells, healing, light spells, Rod: Rods possess freezing and Detect Traps 3 4 3 3 4 1 6 6 5 6 death spells, and chants. Invoked spells unfreezing spells, damage, healing spells, and Cure Poison. They also use Disarm Traps 6 7 7 7 8 3 9 9 9 8 must be of the "usable x times per day" charges. Fencing 4 3 5 10 8 6 10 10 7 7 type; no charges or breakable weapons. Fire Runes 10 10 10 9 8 10 5 10 10 9 Armor: May contain Invoked or Gem: Magical gems can use charges, Hunting 1 4 2 4 5 4 7 9 7 6 Constant powers. The only invoked pow- be usable x times per day, or be break- Ice Runes 10 10 6 9 8 10 4 10 9 9 ers found on annor are such spells as able. Different gems are used to gain Illusion 9 9 10 8 7 8 10 3 5 9 Flame Shield and Ice Shield. Like strength, magical power, light, and con- juring. Item Lore 9 10 10 6 10 10 6 7 7 4 weapons, Invoked spells must be of the Karate 3 6 5 1 3 2 6 6 4 4 "usable x times per day" type; no charges Amulet: Amulets may have any type of Kung Fu 6 8 8 3 5 5 8 8 7 7 or breakable weapons. power, including armor spells, cure poi- Mace 2 4 1 4 2 1 6 6 5 5 Crown: Not found in breakable form son, and rarely Resurrection. Metal Runes 10 10 10 9 8 10 4 10 9 9 or with charges. Crowns possess powers Medallion: Medallions only exist in the Monster Lore 2 4 5 4 5 5 5 5 4 2 dealing with death, summoning, illu- "x times per day· form. They can contain Persuasiveness 4 2 7 5 2 4 5 7 6 7 sions, magic power transference, and damage and mass damage spells as well Possession 10 10 10 9 8 10 10 5 7 10 armor spells such as sanctuary. as Heal, Wings of Victory, Chill, and Potion Lore 8 10 10 4 8 10 3 4 8 2 Vial: All vials are breakable (100% Clumsiness. Priesthood 9 5 2 4 3 9 5 7 4 8 chance), yielding only one use. They Talisman: A talisman will always work Shaman 5 8 5 4 3 9 7 5 4 8 contain useful spells like Heal, Wings, on the charge system. They are very Spirit Runes 10 7 10 9 6 10 4 10 7 9 Strength, Cure Poison, or Transference. powerful and often contain spells such Summoning 10 10 10 10 9 10 10 5 8 10 Don't drink them without knowing their as Flame Strike, Spirit Wrack, Freeze, Sword 3 2 4 6 10 3 8 7 6 6 contents, because vials of Weakness, Strength, Weaken, and Possession. Tactics 3 2 5 4 4 4 6 6 4 1 Slow, Clumsiness, and Withering exist. View Items 10 10 10 10 8 10 10 10 2 8 Figurine: Figurines may be of any form Ring: Can have any form of power of power (charges, breakable, etc.). They View Land 10 10 10 10 10 10 10 10 3 7 (breakable, charges, etc.). They can cast appear in the shape of an animal or crea- 10 View Mind 9 2 10 8 4 5 8 8 2 just about any spell except Resurrection ture, and this is the creature they con- and Wind Walking. View Room 10 10 10 9 10 9 10 10 4 10 jure. They are only used for summoning Weapon Lore 7 7 7 8 10 7 9 9 8 3 Wand: All wands work on the charge or illusions. Wind Runes 6 10 10 9 8 8 5 10 10 9 system. They can possess spells for Salve: Salves are like vials, but have 1 =Ranger, 2 =Paladin, 3 =Barbarian, 4 =Monk, 5 =Cleric, 6 =Thief, 7 =Wizard, increasing and decreasing traits (Strength, Slow) and conjuring. more than one use. They work with 8 =Sorcerer, 9 =Visionary, 10 =Scholar. charges. While salves can heal, be careful Staff: Also has charges. Staves are to identify them first, for they may also much more powerful than wands, and Wither, Flame, or even slice up the victim. Appendix B: Racial Trait Maxima Tritt Human Elf Dwarf Dari! Ell Troll Speed 20 20 15 22 14 Strength 24 15 30 14 24 Intellect 32 40 24 40 20 Endurance 22 15 25 15 30 Skill 21 20 22 17 18 25 24 Appendix E: Standard Equipment List Appendix D: Spell Listing WEAPONS: RUNES Minimum Wnpon D1m1g1 Strength Skill Minimum Spell Point Costs Dagger 1-3 N/A N/A Fire Runes: Spirit Runes : Small axe 1-4 NIA Ax.e Column of Fire 1 Clumsiness 2 Short Sword 1-6 6 Sword Fire Storm 10 Cure Poison 9 Mace 1-6 7 Mace Flame Shield 4 Heal 1 Morning star 1-7 11 Mace Flame Strike 16 Resurrect 25 Broad sword 1-8 13 Sword Magic Torch 3 Sanctuary 3 Battle axe 1-10 16 Ax.e Melt 11 Spirit Wrack 20 2-handed sword 1-12 18 Sword Transference 3 Weaken 1 Metal Runes : Wither Strike 15 ARMOR: Armor 2 Break Bonds 11 Armor Pro1ection R1n Pal Bar Mon Cle Thi Wiz Sor Vis Sch Chains 10 Wind Runes : Cloth 1 x x x x x x x x x x Death Blade 15 Breath of Life 5 Leather 2 x x x x x x x x Rust Armor 3 Freedom 13 Chain 3 x x x x x x Strength 1 Still Air 11 Scale 4 x x x Sword 2 Tempest 6 Plate 5 x x Wind Walk 10 Wings 4 Ice Runes : Wings of Victory 1 Chill 1 Crystalight 2 Freeze 9 Hail Storm 7 Ice Shield 3 Slow 3

CHANTS

Illusion Summoned Creature SP Cost SP Cost Coyote 2 4· Zombie 4 8 Brown Bear 6 12 Small Dragon 8 16 Ogre 10 20 Evil Spirit 14 28 Fire Demon 18 36 Fire Elemental 20 40 Metal Elemental 20 40 Wind Elemental 20 40 27 Ice Elemental 20 40 Spirit Elemental 20 40 26 CREDITS

Game Programming & Design Craig Roth David Stark

Game Development Graeme Bayless David Shelley

Rules Craig Roth Steve Peterson

Playtes ters Mike Gray, Russ Smith, Jordan Roth, Becky Willis, Graeme Bayless, James Kucera, Cyrus Harris, Rachel Pevtzow, David Shelley, Zane Wolters

Art & Graphic Design Louis Saekow Design

Desktop Publishing Kathryn Lee, Peter Gascoyne

Printer A&a Printers and Lithographers Spell Listing Minimum Spell Point Costs

RUNES

Fire Runes: Spirit Runes: Column of Fire 1 Clumsiness 2 Fire Storm 10 Cure Poison 9 Flame Shield 4 Heal 1 Flame Strike 16 Resurrect 25 Magic Torch 3 Sanctuary 3 Melt 11 Spirit Wrack 20 Transference 3 Weaken 1 Metal Run8$: Wither Strike 15 Armor 2 Break Bonds 11 Wind Runes: Chains 10 Death Blade 15 Breath of Life 5 Rust Armor 3 Freedom 13 Strength 1 Still Air 11 Sword 2 Tempest 6 Wind Walk 10 Wings 4 Ice Runes: Wings of Victory 1 Chill 1 Crystalight 2 Freeze 9 Hail Storm 7 Ice Shield 3 Slow 3

CHANTS Illusion Summoned Creature SP Cod SP COil Coyote 2 4 Zombie 4 8 Brown Bear 6 12 Small Dragon 8 16 Ogre 10 20 Evil Spirit 14 28 Fire Demon 18 36 Fire Elemental 20 40 Metal Elemental 20 40 Wind Elemental 20 40 Ice Elemental 20 40 Spirit Elemental 20 40