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o 1988 by STKATE(}IC SMUI,ATI LIMITED WARRAI{TY

Strategic Simulations, lnc. fSSl") warrants that fie diskette(s) on which he enclosed program is rccorded will be lree lrom defects in materials and workmanship lor a pedod of 30 days lrom tln date ol purchase. lf wi$in 30 days of purchase fie diskette(s) prorre defeclive in any way, you may retum the diskette(s) to Stntegic Simulations, lnc., 1046 N. Rengstorfl Avenue, Mountain View, CA 94043 and SSI will rcplace trc diskette(s) lree of charge. ln addition, if the diskette(s) prore delective at any tinn after he first 30 days, retum the diskette(s) to SSI and SSI will rcplace the diskette(s) lor a charge ol $1 0.00 (each disk) plus $3.00 for shipping and handling. Calilomia rcsidents, add applicable sales tar.

SSI MAKES NO WARMNTIES, EITHER EXPRESS OR IMPLIED, WiH RESPECT TO THE SOFMARE PRO GMM RECORDED ON THE D]SKETTE OR THE GAIvIE DESCRIBEO IN THIS RULEBOOK, THEIR OUALIil PERFORMANCE, MERCHANIABILITY OR FITNESS FOR ANY PARTICUIAR PURPOSE. THE PROGMM AND GAME ARE SOLD lAS IS,'THE ENIIRE RISK AS TO THEIR OUALIW AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WLL SSI BE LIABLE FOR DIRECI INDIRECT, INCIDENIAL, OR CONSEOUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGMM OR GAME EVEN IF SSI HAS BEEN ADVISED 0F THE PoSSIBILIW 0F SUCH DAMAGES. (SoME STATES D0 NoT ALLoW THE EXCLUSToN 0R LtMtTA- TION OF IMPLIED WARMNIIES OR LIABILITY FOR INCIDENTAL OR CONSEOUENTIAL DAMAGES, SO THE ABoVE LtMtTATtoN 0R EXCLUS|0N MAy NoTApplyT0 you.)

The endosed software program and this Rule Book are copydghted. All dghts am rcserved. This Rule Book may not be copied, photographed, rcproduced, or translated or reduce lo arry electdcal medium or machine readable form, in whole or in part, without prior writlen consent lrom SSl. The program accompanying fiis Rule Book may be copied, by the original purchaser only, as necessary lor use on lhe compuler lor which it was purchased.

@1988 By Strategic Simulations, lnc. All rights reserved.

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK

Each ol our garnes undergoes extensive playtesting pdor to its release. Through tris process we hope to uncover and correct any errors in programming. However, due lo the complex nature ol our simulations, solne program errors rnay go undetected until after publicatim. ln addition to enors in the program, therc are occasionally problems with the disk itself. We experience the industry standard ol approxinntely a 3 to 5% lailure rate of duplicated disks. Belorc assuming that a disk is delective, nnke surc to check your disk drive. Up to 95% ol the disks retumed lo us as defective will run fine on our conputer systems. Often he problem is with a disk drive that needs servicing lor alignrnent, speed, or cleaning.

Should you have a delective disk, please retum the disk only (keep all other pafts of the game) to our Customer Support Departnnnt, along with a note describing the problem you have encountercd. A rcplace ment disk will be provided upon our receipt ol he delective disk.

Should you uncrver an error in the program, retum both your game disk and any'save game'disks to our Custorner Support Departnrent. Please endose a description of what was taking place in the ganr when he enor occurred. Upon correction ol the program errol ure will rctum an updated diskto you.

Always nnke sure to indude your narne, address, and daytinn telephone number with any conespondence. We will do our best to see that any problems arc conected as soon as possible.

d TABTE OF CONTENTS

INTRODUCTIC{ How To Use This Manual GETTING STARTED Loading Instructions . Commands CREIITING CIIARACTERS ...... 3 Race o Traits o Class o Skills o Weapon Skills Other Combat Skills . Rune Magic o Chants Msionary Skills o Lore . Miscellaneous Skills F-xperience EXPTORING ...... 6 Ovenriew o Terrains o Lightand Ttme Hunting . Religion ' hiest Gods Sharnan Gods e Deity Calls . Turning Undead TElrlPLE:t A}ID CHT RCHFS ...... 9 cottEcEs ...... 9 TOWNS ...... 9 Patron Deity MARIGTPTACEIi ...... 9 Healers o Inns o Guilds o Colleges Taverns . Docks cAI{p ...... 11 MERCHAITTS ...... 12 Level of Merchants o Caveat Emptor T NDERGR(X,ND...... 13 Light . Traps . Detecting and Disarming Traps MewRoom ITEMS1.,...... 14 Secret Doors and Passages o Saving the Game SFAS...... 14 BuYing a ShiP o ShiP RePairs Boarding/Unboarding o SeaCombat coMBAT...... 15 How Encounters Are Chosen . The Battlefield Movement . Attacking o Dodging Casting a Spell . Tuming Undead . Deity Call Power Leech . Sound . End T[rn AFTER COIT|BAT ...... I8 Monster List MAGrc ...... 18 Runes . Fire Runes . Metal Runes Wind Runes . Ice Runes . Spirit Runes Chants o Lore. Msionary. Items HINTS ()N GAr{EPLAY ...... 23 APPFTDICES ...... 24 Skill Costs by Class . Racial Trait Maxima Magic Items . Spell Usting o Standard EquipmentList INTRODUCTTON flames of their homes through tearful eyes. As the sun set, the weary villagerc 'TWas seventh the day in the month of 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 peaceful arc of the orange and violet fathers'voices still rang in the ears ofthe hues of dusk, the small village of lldryn sons and daughters of lldryn: "lf I die this Iay in terror. Brave men, blacksmith and day, avenge me..avenge rne..avenge me...' barkeep, father and grandfather, stood shivering at the southem entrance of the HowTo Use TbIs Manuel village, hatchets and simple swords held This manual gives you all of the back- in whiteknuckled hands. Long, lonely ground irlformation you need to play shadows lent unnatural grandeur to a Demonb Winter. If you've already played makeshift army that sought to defend its" other role-playing games (especidly town from destruction. Three and twen- Shard Of Spring), many of the game ty parrs of eyes scanned the dark hori- mechanics will be familiar. If you want to zon for the first sign of the invaders. start playing right away, read the As the sun sank behind the hills, the "Getting Started" section. As you adven- 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 bled light thunder in the cool autumn to learn what commands are available. air. The inhuman army's blood-red ban- Finally, read the "Hints On Gameplay' ners flickered in the dying light like can- section for some tips on more successful dle flames guttering out. As they rode adventuring. closer, their forms became clearer: The best way to succeed al DemonS hideous, inhuman faces. Kobolds, most- Winteris to read through the entire 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 great as the villagers. The kobolds were and mysterious world. The canny adven- led by goblins, who rallied themwith turer arms himself with information cries of "Glory be to Xeresl" and "Praised before ven- turing forth into the danger- be our master Xeres!" ous reaches of Ymros. A few minutes Swords flashed in the dim light of spent browsing through the rest of the dusk and crimson blood stained the manwl before you start playing will give ground. The kobolds were driven back at you a little better idea of what to look for first by the fury of the villagers, but then in Demonb Winter. May your swords stay their numbers took their toll. One by sharp... one, the villagers fell, outrumbered and inexperienced in fighting. Blood gave way to flame as the kobolds set fire to GETTING STARTED the wooden houses and tore the stone buildings to the ground. Loadtng tnstructlons Apph As the last rays of the sun swept the IISerhs: plains, the battle was over. The sound of Put the Demonb Winter starter disk hooves faded into the distance, and only (side A) into the drive and turn on the the crackling of fire was heard. Night computer (or reboot). The title screen enveloped the village and a cold breeze will appear, giving you five options: Go fanned the embers of lldryn. Adventuring, Character Utilities, Disk Less than a league away, the women Drives, Make Disks, and Altemate and children of lldryn watched the Character Set. hess the CAPS LOCK key before choosing any of these options; the game recognizes capital letters only. Pressing the first letter of each option brings up that option.

-": i The first thing you will have to do is select the Make Disks option. This Turn left option will assist you in making a full set of backup disks. It is these backup disks / Tumaround that will be used to play the game. You P Party information (displays will not be able to play on your nurster party order and the time) disks, so this procedure must be fol- S Save game (saves the charac- lowed before play can begin. For this ters and their position on disk) procedure, you will need four blank C Set up camp (puts the party in disks. They need not be formatted as the camp, where you can equip program will take care of this. After get- characters, see their statistics, ting the four blank disks out, select this etc. [see the Camp section for option and just follow the screen deailsD prompts to make a set of game disks to L Look for traps (examine the area play on. for traps) T Take (pick up an item) Character Utilities brings up the char- D Drop (drop an item) acter creation section of the game which M Move (change the position of allows you to create, rernove, or list the the characters in the party) characters on the disk. Note that as there E Examine (a character or the area) is no party of characters on game the U Use (an item) disk after it is created, you must create a I lnspect Surroundings (for items) new party of five characters before selecting the ft Adventuring option that When you visit different areas in the will take you into the game. game, options may become available to you. Each menu lists the options and the Disk Drives sets DemonS Mnterto use letter to press to activate the option; it's two disk drives, reducing the amount of usually the first letter of the word. Most disk swapping you need to do. Follow of the time, pressing the letter is suffi- the directions to use a second drive, or cient to activate the option, but some- press ESC to retum to the options. four times you'll need to follow the keystroke Alternate Character Set brings up a dif- by pressing RETURN. The ESC key may ferent set of screen text, whidl may be be used to get out of a menu in most easier to read on some monitors. cases. This option may be available even Co Adventuring is the option that if it's not noted on the screen or else. takes you into the game itself, and into a where in this manual. new world of adventure... Movement in Demonl Wrnteris quite c-64: simple. On the screen, the character that represents the entire party is seen facing Put the Demonb Wrnter disk (side A) away from you (north), towards you into the drive and tum on the computer. (south), to the left (west) or to the right When the computer prompts you with (east). The character holds his sword in the READY response, type LOAD"*",8,1 his right hand, and the collar of his coat and hit the RETURN key. The disk drive can be seen from the front. will then run for a moment and game the When you enter combat, you should will load. The title screen will appear, read through the "Combat" section to giving the same options as the Apple II, understand all of the options available above. listed to you. C-omrnands The set of commands at the top of the next column are shown when you enter the game. CREITTING CHARACTERS Speed: Determines how fast the char- acter moves, how many times per com- The Character Utilities are used to cre- bat round the charactef can attack, and ate individual characters and to form who gets to attack first.\ parties of one to five of these characters. Only a party of characters can adventure Strength:High strength values add in the land of Ymros. The Character more damage to attacks, while low Utilities are brought up from the title strength values reduce the damage screen by pressing "C.' Four options done. Weapons have a certain minimum appear: Create, Remove, List, and strength requirement. Initialize Party. hessing the key corre- Intelleet: Determines the number and sponding to the first letter of these complexity of skills that the character options activates that option. Create can choose and determines the number allows you to create a new character; of spell points the character gets. Remove allows you to remove an exist- ing character from the party; List shows Endurance: Determines how much you all the characters in the party; and damage the character can take and how Initialize ParV removes all of the charac- many hit points are gained when the ters in the party. hessing ESC brings you character gains a level. back to the title screen. Skill: Determines the character's abiliV Race with weapons. Press "C" to bring up the Character Ier.rgt Determines the characte/s tough- Creation utiliry. The first choice you have ness. Each character starts at l*vel l, in character creation is choosing the race and gains levels as the character adven- ofyour character. hess the correspond- tures and gets experience. C,aining a level ing number to choose the character's adds to hit points, spell points, and taits. race. Characters can be one offive races: Hlt Points.' Determines how much dam- Human, , D'varf, DarkEl orTroll. Each age a character can take before death. race has its advantages and disadvan-. Hit points may be regained by magic or tages, as shown on the following table. by sleeping. When Hit Points are 0, the nrcE tDNtEsKu. rrcnl.xoo$Ens character is dead. Human -none- -none- SpeII Points: Fach spell costs Spell Elf Sense magic -2 Str, +2 Int, Points to cast. Spell Points may be -I End regained by sleeping. D'r,arf See in dark -t Spd, +I Str, -2lnt Fxpe.rience:Determines when a level is gained. is acquired by killing Dark Elf Power Leech -2 Str, +2 lnt, - E:

COLLEGFS MARIGTPI.ACES items for sale are found under the Along with temples, colleges rnay also All "Co to Marketplace'option. All towns be found while wandering. Many towns marketplace where mer- also have colleges in them, often more have a central chants attempt to sell their wares. When than one. you select "G" the main screen will clear and present you with the first item for sale in the marketplace. The asking price in gold is in a box below the item. The following commands may be used while in the marketplace: C Continue walking through the mar- Healing cost depends on the charac- ket place. ter's injuries and usually isn't too expen- B Go back to the last item you looked at. sive. Curing poisoning is a flat fee. Unbinding, which removes the effects of H Haggle with the merchant for a lower a Chain, Freeze, or Still Air spell, has a price. The merchant may reduce the cost that depends on the level of the price, or may stand firm. If you con- binding spell. Resurrection cost is tinue to haggle and the merchant dependent on the level of the character feels he is already giving you a fair being resurrected. Unlike the spell, res- price, he may be insulted and refuse urrection in town automatically works to sell you the item at any price. If and restores I hit point to the character. your party has a character with Persuasiveness, this will automati- Inns cally be taken into account when Provides a comfortable place to sleep haggling. after a long day of slaying dragons. P Purchase the item. You are then While you can also sleep by going into asked what character to give the camp, sleeping in the inn is more agree- item to. Remember that you must go able, giving characters twice the recov- to camp after leaving the town to ery rate of sleeping outside (10 spell equip the items. points and 2 hit points per night). At an S After buying new equipment you may inn, characters may sleep for many days (helpful go back to town and sell your old in a row for fast healing). Meals equipment oryou may sell other are induded in the price. items found while adventuring. You Guilds will be asked which character wishes Some towns have a guild where char- to sell something (enter l-5). An item acters can gain levels. Gaining a level is nuy not be sold if it is currently the process of awarding characters extra equipped. When selling an unidenti- hit points, spell points, and increasing fied item you are only paid for what their traits. Gaining a level can ohly be the merchant can seie: for a mace you done when the character has enough will get about half the price of a new e

t0 Thverns Once you have the list of items, you nury A good place to buy provisions and press ESC to return to the menu or type pick up some gossip. Note that provi- the letter of an item to see it in deail. lf sions are for one person for one day. lf you see "C) S*Short swohd," you know you have five characters you will use the item is valuable and magical; typing (for five provisions every night the charac- "C" will tell you more about it ters sleep in camp. instance,'Jade short sword +3"). Press any key to return to the item listing. Of Ilocks course, unidentified items will not have A ship can be purchased at the docks their abilities listed. in most coastal towns. Ship costs will C C-ast. Used to cast a spell in camp, differ from town to town. Damaged such as Heal, Cure Poison, or ships can also be repatred at the docks. Resurrect. D Drnp. Used to drop an item. Dungeon CA}IP items must be dropped while walking Camp is a place to heal, regain spell around, since they can be picked up points, change equipment, and other use- later. Items dropped from camp can ful asks. You can set up camp any time not be retrieved. You can't drop the characters are wandering outside, in armor or a weapon if it is equipped. a dungeon, or sailing, merely by press- E Equlp. You will be given a list of that ing "C." You cannot camp in town or in character's items and asked what combat. If the party is out in the wilder- weapon you want to use. Tlpe the ness and it gets dark, the party will be letter of the weapon to use or press forced into camp automatically. The fol- Retum to equip with hands. Note that lowing commands are available in camp: you cannot use a weapon if your # Typing the number of a character Strength is less than the minimum will let you examine the character in required or you don't have the you detail. First you'll see a page show appropriate skill. Then are asked ing the character's atuibutes. If a what armor to wear. This must be plus sign and a number appear after done every time you buy new armor an attribute, it means that a magic or weapons. If your character is item is magically increasing that using a cursed weapon or armor, he trait. The number shown INCLUDES will not be able to equip a different the plus already added in. hess any weapon or armor. Then you know key to go to the next page, or press you're in trouble. ESC to retum to the menu. H Hunt. ln camp, each character with may attempt to find The next page lists the character's skills. the Hunting skill sea, this is called Fishing, hess any key to go to the next page, or food. At you still use the "H" key. If suc- press ESC to retum to the menu. but added to The last page lists the items the char- cessful, some food will be your provisions. Hunting may onlY acter is carrying. The following list of per day per character symbols may precede any item name: be ried once with the skill. Dungeon item / ldentlfy. Used to reveal the proper Valuable content (gold, jewels, well I $ ties ofan item you found. The char- made) acter with the proper Lore must * Magic have the item to be identified. Check ? Unknown (not yet identified) under.Skills'to see which Lore (Weapon, Item, or Potion) aPPlies. The chance of successful identifica- tion is dependent on the user's Intellect. A character nl.ly use one Lore skill per day.

II P Hnt. If you have a printer, it is often X Eprclse. A character with priest or handy to have a printout of your shaman skill can attempt to exor- characters in front of you. To get a cise a cursed item that a character printout, tum on the printer, put it on has equipped. If successful, the item line, press "P'for print, and then enter will be unequipped (it's wise to drop the slot number your printer card is it at this point). Exorcism may be in. Then enter the number of the char- attempted once per day. you print, press "A' acter wish to or to L Leave camp. When you are ready to print you press "E' them all. Also, may leave camp, press ESC. to get an extended character print. R Rcorden When you are attacked, your MERCHAI{TS characters are placed in the order you have specified. Use Reorder to change Many travelling merchants wander this formation. You may want to put the countryside selling their wares to weaker characters in the center, since adventurers. Merchants can often offer the party can be attacked from any good bargains or exotic itenis that you side. The computer will go through clnnot find in towns. Some items are each character in your party and ask overpriced and some are great buys, so where to place them on a 3 x 3 grid be a good shopper. Some items, such as lettered from A to I. As you place them, empty vials or rods with no spells on their numbers appear on the grid. them, can be purchased only from mer- chants and can later be enchanted (see S Sleep. At night you may sleep in "Enchantment"). When a group of mer- order to regain hit points and spell chants approaches you, you may imme- points. lf it is too early in the day diately ignore them and continue adven- you will be informed that your party turing, or greet them, in which case they is restless and not able to sleep yet. set up shop. Sleeping restores I hit point and 5 spell points per day and consumes Level ofMerchants I provision per character. The level of the merchant reflects the T Tlade. When movingweapons quality of the merchandise (or the quali- around or identifying items you may ty he pretends to have). The level of wish to trade items from one char- merchants depends on your location; acter to another. You cannot be initially you'll find poor and ragged mer- equipped with the armor or weapon chants, but as you travel you may find you wish to Uade. wealthier ones. U Use. To use an item such as a ring Caveat Emptor with a Heal spell, a potion, a salve, While most merchants are respectable etc., use this command. businessmen, some are outright crooks. V Vtew land. The Msionary skill. You When you buy a saff with a 22 point will always see your surroundings Flame Strike on it, you have only the in bright daylight. hess I, J, K, and merchant's word that it actually does M to move around and view your that. Something like the content of the surroundings. You can only see a item (iade, gold) can be seen and you given disance from your body's can't be ripped off for that. A merchant position. This is very handy for who lies about one item will be more finding nearby towns or where you likely to lie about another. left your ship. Mew land is usable once per day. Press ESC to return to camp. W Worcblp. Used to perform a deity call in camp. The only gods worth calling in camp are the gods of Magic and Life.

T2 Your only recourse is the Mew Mind nnps skill used by many Vtsionaries and Wth few exceptions, you are wander- Paladins. This skill is usable only once ing the underground as an intruder, and per group of merchants, regardless of the designers of these dqngeons have how many characters have the talent. established many ingenious devices to Pressing "V' for Mew Mind will automati- rid themselves of unwanted guests. cally scan the merchant's mind about dl While monsters must be fed and cannot the items for sale and detect which he is stay in one place forever, a trap is always lying about. The skill is not infallible and ready fora careless adventurer. This is may not detect all lies. Items that were why thieves are handy to have in your lied about will be marked "LIE" when you party: they ar€ experts at detecting and look at them in the . disarming'traps. Types of traps known to seasoned adventurers are: UNDERGROUND Poison : Shoots out from the Twisting catacombs, dark tunnels, and wall striking one character doing 14 fabulous tombs are but a few of the darnage (armor doesn't help) and has a places you will encounter in your adven- slight chance of poisoning the victim. tures. The wise adventurer should know Apit with spikes of sharp- the special rules of the underworld Punjipit: ened wood at the bottom. These traps there's more to dungeons than slaying- a are often covered with rotting wood or wizard and leaving. other weak material and then covered LJght with dirt. Each character has a 5096 While the light on the surface changes chance of falling in the pit, in which case as the sun rises and sets, the under- they will take I-6 points of damage. In ground is always shrouded in darkness, more dangerous aneas the spikes are concealing many tricks, traps, and sometimes poisoned. hideous monsters. Light can be provided Darts: A common trap consisting of 2- in a number of ways. The simplest and 6 darts that shoot out at the party when most inexpensive method is the torch. they hit a tripwire. Each dart has a To light a torch, set up Glmp and Use a chance of hitting a character and doing torch. It will provide a little bit of light. l-3 points of damage. Sleeping puts it out. Lantems cost a bit more, but the extra light is comforting. Spears: Anastier version of the dart Use a lantern the same way:rs a torch. trap that does 2-7 points of damage. The underground is a natural setting Pool Ether a pit filled with water or a for dwarves, who have the skill of Dark natural pool hidden like a punji pit. One Msion. Dwarves see in total darkness as character falls into the pool, and that if they had a torch, and if they do have a character has a 33% chance to escape torch their vision is even better. The best each round. Every round the character you can see is with Dark Vision and a doesn't escape, there's a chance he'll lantem. take some damage fromwater inhala- Magical light can be created with Fire tion. or lce Runes. The spells Magic Torch and Crystalight give off a magical light. The Acid pool: Avery dangerous version of more spell points you put into a spell, the pool trap that does 2 points of dam- the farther you can see. The Crystalight age per round. spell is the more powerful of the two. Alarm: A tripwire which sets off a buzzer or gong, alerting a party of mon- sters to come and see what's going on. Dctectlng and Dlsarmlng Traps Traps are placed only in sraight pas- sages; press "L" while walking to scan

13 for taps. This will check all spaces in I Inspect Surroundings. Pressing "l" the walls or floor directly in front of you, autornatically scans all spaces you as far as your light allows. The chance c:rn see for dungeon items. Normally of finding a trap is 25%, so if you're very a fireplace or something wouldn't be suspicious, look twice. lf your party has seen while you are walking around, a character with Detect Tiaps skill, the but pressing "l'will display the dun- chance is l(X)%, but you still have to geon item icon wherever one or press'L." A white box will indicate where more items of interest are located. each trap lies; if no traps are found, a E Examine item. hess'E'to examine message will appear to that effect. an item a character is holding or an Once a trap is found, it will autornati- item in the room on the spot you are cally be disarmed if you have Disarm standing. Tiaps skill. If you don't have this skill, Tl.rke item. hess T" and select the the trap will be "noticed" and it may not T item from the menu to take it with go offas you go past. Such traps are you. Of course, items such as a fire remembered as long as the characters place or fountain can't be carried. are alive, so if you leave the dungeon and come back, the trap will still be D Drop item. All items dropped by 'noticed.' pressing "D rnay be picked up later. Traps can also be spotted with View No more than I0 items will fit on Room skill, but they will not be nnrked one space. ltems may be dropped as "noticed." anywhere, including outside. M Move item. This allows you to move Vlew Room a dungeon item to see what is behind Press \f to use this Msionary skill or beneath it. while walking to allow the character with U Use item. Use an item you are hold this skill to see through doors into the ing on another item. Select each item ns(t room. This skill may be used once from the menu and see what happens. per day. Experimentation cannot hurt you. Secret Dors ard Passages ITEMS Many imporant rooms and passages Dungeon items such as candles, fire are hidden by ingenious and magical places, altars, etc. may be manipulated devices. Hidden passages and doors by these commands: Inspect Surround- appear exactly like walls, but you will be ings, F-ramine, Take, Drop, Move, and able to step through them like nothing is Use. Dungeon items are different from there. lfyou suspect a secret door is normal items in several ways. While nor- somewhere, try walking into the walls. mal items tend to be generic (swords, chain mail, torches), dungeon items are Savl4gth€ Gam singular and have a specific purpose Saving the game in the underground (anvil, flower, gold key). All dungeon works just as it does outdoors: press 'S' items are preceded by a'/'in a charac- to save the current status of the game. ter listing. If you drop a normal item You will be asked to switch disks since (such as a ring), it cannot be retrieved the game must be saved onto side B. again. lf you drop a dungeon item, it may always be picked up again o

T4 twendeth of the o

15 variety of monsters as described in ? This command is used to et" tle. Your party is placed in the center of the or "<-" to move fonrlrard or backward battlefield in the formation you set using through the characters and monsters the Reorder command. The forrnation can or pness ESC to return to combat. be changed after the combat is over by you look at the monsters, going into camp and using Reorder again. When You will not be told a monster's attributes Demonb Winter keeps track of the unless someone in the party has mon- dircction each character and monster is lore. If a character in the party has facing. When it is a charactey's turn, an ster beneath each monster it will tell arrow is displayed in the upper right cor- Thctics, you who the monster is likely to attack. ner of the information box to help you If the monster you are looking at is a see the direction you are facing. You can being or illusion controlled also tell the facing direction by looking summoned by you, you will be told its remaining hit at the character icons on the battlefield. points and spell points. Movement Characters and monsters move in an Attacktng order determined by their speed ratings, hessing "A'will attack the monster from highest to lowest. Each character directly in front of you with Your has movement points equal to their equipped weapon. Your chance of hitting speed, which they can spend on the fol- depends on your skill. You will be told if lowing actions: you hit or missed. If you hit, you will be told how much damage you did (if any). IEI lcTl(x i(wEXEIIT l(xilTs On occasion the word "hits" will be re- 2 Retum Move forward placed with "hacks" to indicate an unusu- clockwise I Turn ally good blow ttrat does double damage. counter- Turn Modifiers to your chance to hit and clockwise I damage are: / Turn around I A Attack 3 Positionr A +3 bonus is awarded for c Cast a spell 3* attacking from behind. U Use an item 3* Strength:Bonus damage is awarded T Turn undead 3* for strong characters and damage is sub- D Dodge special tracted from unusually weak characters ? Examine 0 (Strength 6 or less). s Sound 0 Karate: Used automatically if the char- P Pray (deity call) 3* and is equipped with L Power leech 3* acter has this skill * his hands. Damage depends on the char- ESC End turn acter's skill and strength. * Ends charactefs turn Kung-fu: Uke karate, kung fu requires In order to run, touch an exit dot ora that you attack with your hands. When a door. After you have touched the exit critical hit is scored, the victim is stunned dot or the door it turns into an o

F b m in g s Weapon : Flaring weapon s Ttrrnlng Undead add only to the damage done, and against ice creatures the damage is dou- A character with Priest or Shannn skill bled. Ice elementals and ice demons are may attempt to tum undead once per not subject to this double damage. combat, during his turn. Each character with the skill may W once. Eadr undead Dormantpowers; This is one kind of monster will be checked; if the tuming is magical power that can be found in a successful, the undead monster will be weapon. These powers only work on eliminated. The chance of successful rare occasions when you hit a monster. turning depends on the level of the mon- Such powers can wither a monster, hack ster and the intellect of the Priest or it in two, freeze it to death, or other Shaman. things. Such weapons are naturally in great demand. Dctty Call Dodgfrg If your party needs help, your Priest or Shaman can attempt to summon the hessing "D" at any time will automati- help of his god by pressing "F for Pray. cally end the character's turn and apply See "Religion'for a listing of the powers all remaining movement points to dodg- of the different gods. ing. For every 3 movement points, all attackers ane at a -l to hit you. You may Power fnech attack and dodge in the same round Dark elves rnay attempt to Power in fact, it's a smart thing to do. A player- Leech one monster each tum at a cost of with 12 movement points could attack 3 movement points. Press "f to use Power Leech and then move the result- ing cursor over the target monster using the I, J, K, or M keys and press the space bar to activate the Power Leech. If suc-

I7 ccssful, the victim will be drained of Dragons: Come in many sizes, from come spell points. The chance of Power babies to the Great Dragon. Dragons Leech succeeding depends on the dark have the ability to use a breath weapon Elfs intellect. as well as striking with their claws. Baby and small dragons have not yet devel- Sound oped a breath weapon. Breath weapons To tum the sound on or off, press "S." move outward in a cone striking any- thing in their path, so don't all stay on End Tlrrn the same side of a dragon. Fire dragons, Press ESC to end a charactet's turn at the classic dragon, can breathe a cone of any time. fire. Wind dragons breathe a torrent of wind that can blow a party away. lce AFTER COMBAT dragons breathe freezing hail. Great dragons can breathe any of these three After the combat is over, each charac- weapons. ter is awarded experience and the party gets a certain amount of gold, depend- Elementals : E)ementals are creatures ing on the difficulty of the encounter. nnde entirely of one of the five elements: Dead or bound characters do not get fire, metal, wind, ice, or spirit. Each is experience. If any items are found, they incredibly powerful and they are favorite arc then printed at the bottom of the objects of summoning by Sorcerers. screen. You are asked which character Threves: Thieves roarn the countryside will take the item; press the number of in many forms, from simple thugs to press the character to take the item or deadly assassins. ESC to leave the item. If anyone in your party is an elf with Detect Aura, you may Demons:Demons are very strict, hier- be told if an item is magical by the archical creatures. The lowest forrn of words'hura detected" below the item. demons are m€mes, which are the soul- Detect Aura does not always work. less bodies of dead men who have been put to work by more powerful demons. Monster Llst Slavers are demons with morningstars Here is an abridged list of monsters: who boss the manes around. Gargoyles Kobold: Small, annoying creatures with are much more powerful and have great 7 hit points, a small axe, and a nasty dis- amounts of natural armor. Fire and ice position. demons are even more powerful than gargoyles, and the only thing more pow- Skeleton; The weakest form of undead. erful than they are devils and demon Cobra:Yery fast snakes, but one hit lords. usually kills them. They may have speeds up to 14, and their fangs are poisonous. MAGIC Bugem:largebipedal bugs that carry Ymros is a magical place, and magic small a:

I8 Runes Hame Shield: Protects the recipient of Runes are most often used by the spell with magical flames which do Wizards, but are highly prized by other not burn the character they protect, but classes as well. The Runes give the keep foes at bay. The mbre power in the Wizard power over the five elements of spell, the hotter the flames. nature: fire, metal, wind, ice, and spirit. Flame Strike: Attempts to conjure up a Knowing a Rune allows you to cast all flaming bolt that will kill the target out- the spells associated with that Rune. right. The spell is very costly and diffi- All Runic spells are of variable power. cult to cast successfi.llly without great After casting the spell you are asked amounts of power. Of all death spells, how many spell points you wish to put this is themost powerful. into the spell; the more spell points, the more powerful the spell. MagkTorch: ACamp spell used to provide In combat, spells can be cast any- light. The minimum cost of 3 provide where on the battlefield. After casting will as much light as a torch for points the spell, a cursor appears. Move this one day; more spell will make the cursor over the character, monster, or light brighter. spot on the board where you want the MeIt'Reverses the effects ofa Freeze spell to take effect using l, J, K, or M, spell. Rrt ll spell points into the spell then press the space bar to activate the for each level of binding. spell. Make sune you don't cast a Heal spell on a monster by accident! Metal Runes All spells which change traits such as Armor:The person or monster this is skill, speed, or strength, only last for the cast on is clothed in magical armor that duration of the combat. Binding spells protects from all physical attacks. The ane perrnanent and must be removed by more power put into the spell, the thick- the appropriate unbinding spell. A sum- er the armor. The minimum 2 spell points mary of these spells and their point will yield the protection of cloth armor. costs is given in Appendix D. Break bnds: Breaks the effects of a Flre Runes Chain spell. Automatically works with Column of Fire: Causes the victim to the proper power (Il points per level of be engulfed in a column of scorching binding). fire. Anywhere from I to all of your spell Chains: A binding spell. Attempts to points may be put into it. Only one crea- create magical chains and bindings ture is affected by this spell. The spell around the victim, making the victim will always do a minimum of I point of immobile. Every I0 spell points yields damage for every spell point you put into one level of binding. While I level of it. Armor does NOT help against this spell. binding does as good ajob as 5, the Fire Storm: Amass damage spell that higher the level, the greater the chance affects a 5 x 5 squarle area. All monsters the spell will work. The Chains can only AND characters in this area will take be broken by a Break Bonds spell. damage. Place the cursor on the spot Death Blade: A magical sword appears you want to be the center of the fire and attempts to slice the victim to death. storm. This spell (and all mass damage lf unsuccessful, no damage is done. The spells) cannot be cast on the first round chance of it working is not very great un- of combat. less a very powerful Death Blade is cast. Rust Armor: Rusts the victim's armor or deteriorates his skin, making him more vulnerable to taking damage. If the victim already has no armor, its skin will become sensitive and actually increase the damage inflicted. t9 Sarcngth: Gives its recipient improved Freeze:'I"he most powerful binding Strength for the duration of the combat. spell, this attempts to freeze its victim in Thls rrsults in increased damage with a block of ice, rendering him immobile cach atack. until a Melt spell is cast. The cost of 9 spell points per binding level is the low- Stwrd: Adamage spell similar to est of any binding spell. Column of Fire. An invisible blade slices the victim, even through any armor they Hail Storm: Amass damage spell that rnay be wearing. It is powerful, but not has a 5 x 5 area of effect. Freezing hail as cost effective as Column of Fire. rains down and strikes the victims. WlrdRums Ice *tield: Alayer of ice, flexible enough Bruth of Life: A healing spell, not to move, but non-yielding to weapons, nearly as powerful as Healing, but useful sunounds the recipient. Three spell protecdon ln emergencies. points adds the of cloth :unror, and more points yield more protection. Freedom:Negates the effects of a Still Alr spell (13 points per level of binding Slow: Slows down the victim. Every 3 must b€ put into this spell). speed the victim is slowed, he loses one attack per round. This spell does not take StillAir: Rlts the victim in a state of effect until the next round of combat. euepended animation, like the Chains cpcll. This spell can be broken by Splrft Runes Frccdom. Clumsiness: Decreases the victim's skill, making it harder for him to strike Tbmryst: Amass damage spell with a his opponents. 5 x 5 area of effect. A powerful storm doec damage to all in the storm area. Cure Poison:Hralts the effects of poi- Whllc not as powerful as the Fire Storm, son from venomous bites and poison It rcquires only a minimum of 6 spell needles. The damage a poison has done polnts. up to the time this spell is cast is not affected. This spell usually works, but to WndWalk: A spell that can magically be sure, put a few more spell points into tclcport the caster and the entire party it. When a character is poisoned he will to a place of safety. Can be used any- continue to lose hit points at a constant where in camp. rate while walking around until he is Mngs; Makes the recipient move with cured or dies. Sleeping gives the poison lncreased speed. Rather expensive, but many hours to do its work and usually cach 3 speed points equals I extra attack kills the poisoned character. per round, so such spells are most use Heal: Heals damage done to the char- ful when cast at the beginning of a bat- acter. Any number of spell points may tlc. The increased speed does not take be used; at least as many hit points will cffect until the next round. be healed as spell points used in the Wlngs of VbtorT: Provides the recipient spell. The subject may not be healed wlth rnagical courage and greater skill in over his maximum hit points. This spell combat. Any arnount of spell points can may be used in combat or in camp. bc put into it. Resuwect:Used to bring a dead char- lcc Runes acter to life. This spell is only usable in Chilf Chills its victims, decreasing camp. The minimum cost of 25 spell their fighting abilities. Avery usetul spell points will only give a 25% chance of a to cast on powerful fighters or monsteF successful casting. To be sure of success, who use physical attacks. Crystalight: An eerie blue light appears and lights the way for the party.

20 find a healer in town to cast this spell. If jured beings don't get to act until the next the spell fails it has no adverse effects round of combat, they can even disap- (other than wasting 25 spell points!).lf pear before they get to do anything. They the character is raised, all ailments such also have no spell pointi. Simple crea- as poison or binding ane cured and the tures like coyotes don't have any magic character will have I hit point. to begin with, so this restriction doesn't matter, but when summoning an Evil hnctuary: A spirit of peace surrounds Spirit or an Elemental, this is a disadvan- the recipient of this spell, taking some of tage. Of course, Illusions are much easier the power out of attacks aimed at him. to summon, costing half the spell points SpiritWrack: Attempts to torment the a similar Srrmmoned being would cost. very soul of the victim and bring about a Illusionimay only be cast in combat horrible death. It is very costly, but quite . and the creature only lasts for the dura- powerful. tion of the combat (sometimes not even that long). When casting Illusion you are Tiansference: With this spell, the cast- presented with a menu of the creatures er can transfer some of his magical ener- you can summon. Enter the letter next to gy (at least 3 spell points) to another the creature to be summoned, place the character. Often, some of this magical cursor where you want the monster to energy is lost in transit. The recipient Of appear (using the l, J, K, and M keys), the spell points can be "supercharged" and press the space bar. You control the and possess spell points ABOVE his nor- Illusion as though it were one of your mal maximum capability. At night, any characters. lllusions have hit points and spell points above maximum wear off. other traits of their own. The spell is handy to channel a great No more than three conjured beings amount of energy into one spell caster can be in any one combat. Conjured for a big spell such as Resunection or a beings continue to exist even after their big Fire Storm. summoner has been killed, but if every- Wuken: Weakens the victim, decreas- one in the pafty has been killed, they / ing the darnage he can do with a weapon. disappear too. Remember: conjured beings don't need to be kiUed to end the Wither Strike: A dangerous spell that combat. No experience is given for causes the victim to wither age. with killing conjured beings. Strength, skill, and speed are reduced. The effect lasts for the duration of the Summon:Summoning is a more combat. The more spell points used, the sophisticated and more costly version of greater the chance the spell will work. lllusion. Summoned beings last until the end of the combat or until they are Chants killed. They also possess one half the Chants are most often used by sorcer- spell points of their real-life counter- ers. TWo of the spells deal with conjur- parts, so they can cast spells. True ing, and the third is perhaps the most Summoned Demons and Elementals are powerful spell of all: Possession. very powerful. Illusion: Both Illusion and Summon Possesslbn: This powerful spell, if suc- allow the Sorcerers to conjure up beings cessful, places the victim under the cast- to fight for the party. Illusory beings have er's control. The caster can make the vic- two disadvantages: they are temporary tim cast any spells desired or attack his and they have no rnaglel power. Illusions friends. Waming: this spell can also be can disappear at any time and, since con- cast on characters by powerful monsters who know Chants. It can be removed by Possessing the victim back, waiting for him to snap out of it, or waiting until combat ends.

2L lorr are spells such as Column of Fire or lore is special knowledge usually Weakness that are cast by the item rtudled by scholars. Lore, except for Mon- instead ofyou. Ifan item has an Invoked rtcr Lore, can be used once per day in Power, it will be shown like this when camp to attempt to identify an unknown you list the item: Itcm. The chance of this working depends Ring on the intellect of the user. This knowl- lnvoked: cdge can be used for many purposes: 12 pt. Wupon lore.'Required to identify Flame Shield weapons and armor. Usable lx per day futbn Lore:Required to identify vials Once a day you nray Use the ring in and salves. combat and it will be just as if you had cast a 12 pt. Flame Shield spell. Besides Item Lore: Identi fy miscellaneous items that are usable I, 2, or 3 times a Itemg such as staves, rings, and amulets. day, some items (such as wands, staves, Monster Lore: Constantly in effect, this and rods) have charges. For example, a allowe the party to see a monstet's traits wand my have l0 uses before it runs out durlng combat by pressing "7'. of power. Charges may not be restored, and the price of an item goes down as Ybbnrry the charges are used. VlewLand: Nlows the user to see great Some items are also breakable and dlrtances in order to find the nearest have a cerain chance each time they are town, ffnd a ship, etc. Us$le only in camp used that the object will break. The item (rcc \y'iew l:nd" in the "Camp' section). will have a listing of "Breakable (%I'with a percentage chance after it. Any per- Vlew Room: Nlows the user to see centage is possible. what lies on the other side of a door or what lies a few spaces ahead of him in Constant Povyers.' These powers can e corridof. Used while walking around only be put on weapons or armor. These (rec "Underground"). include skills an item gives you (berserk- Vlewltem:Lets you determine how ing, hunting, etc.) or an increased (+2 onc ltem could be used with another. It attribute Speed) or flaming. Unlike powers works better on stationary objects such Invoked Powers, these are con- you Er statues than on easily mobile ones stantly in effect as long as are weapon armor. ruch as keys. equipped with that or powerful Vlew Mind: Used to determine if a mer- Dormant Powers.'The most chant is lying to you. Usable once per kind of magic found on weapons are group of merchants (see "Merchants"). spells that the weapon occasionally casts on its own. The power to cast the spell is Itrmr taken from the life force of the creature There are many kinds of magical you are attacking. For example, a dagger Itcms on Ymros, and there.ue a very with a dormant 6 pt. Weaken spell on it lrrge variety possible. See Appendix C will (at random times) cact a 6 pt. V/eaken for a list of the items that can have spell on the monster you just hit, weak- rpells on them. ening it. Some dormant powens cast a spell on you instead of on the target; such Plus:The simplest form of magic item weapons are marked with an asterisk. atE 'plus" armor or weapons. A "+ln wea- pon has +I chance to hit and +l damage, while "+I" armor protects a little better. lnwked Powens.'Invoked powers are called up by the Use command. These

22 There are nine common kinds of dor- weapons and armor may have any num- rnant powers, although many others are ber of ill effects, like decreasing your possible: traits, lowering your chance to hit, or poqers MithntThese weapons, a favorite of even have dormant that affect you instead target. The worst the ancient dwarves, cover you in an ever- ofyour thickening layer of magical protection. thing about cursed weapons and armor is that once you equip with them, you Unholy: Often used by Paladins of the cannot get rid of them unless a kiest or Death Gods, these dark weapons have Shaman can exorcise it. the power to torment the soul of the creature they hit, bringing automatic Enchantment: Legend tells of the work- Bpolor, where dwarves death. These weapons are rare, power- shop of the still on weapons. It is ful, and e:

23 APPENDICES

Appendix A: Skill Costs by Class

SKILL POINT COSTS BY CI.ASS 123rs67 8010 Axe351 6 10 3 I I 8 8 fumoredSkin 5 6 4 6101010101010 Bereerking 4 6 2 49988 t.,'5 :,r',rE DrtoctTraps 3 4 ' ,3,, S ,4 I,": , ',S 6 DlearmTraps 6 7 7 7 8 3 I I I I :, Frnolng435.':10 8, . 6.' 10 :,.10,7 ", ;:7 Flro Runes 1 0 10 10 I 810s10109 Huntlng1424 4,,ri ,7: .,i.,,$..,r,,,, 1.,, ,:$ lce Runee 10 10 6 I 81041099 lllurlon99l08 7810359 llcm Lore I 10 10 6 10 10 6774 . .:6,., Krntc $ .'0 ',5, : I 5 :,:4':,':.. ' { KungFu 6 8 8 3 558877 ilroc2414 216655 Metal Runes 10 10 10 I 8't041099

Porauaeiveness4 2 7 5 2 4 5 7 6 7 ::f0 . , , ,:7:, .:jtg Porroaslon 1$;' '10 s g 10,: i0, :, ,, .9 ;., PotlonLore 8 10 10 4 8 10 3 4 8 2 Prluthood '5, , ,2 , ,,,9 4' $l ,9l ,":,,5:,,,,r,' J -:: 11i['1,. :'.;t,:S Shaman 5 8 5 4397548 Splrlt Runee l0 7 10 961041079 Summoning 10 10 10 10 9 10 10 5 8 10 Sword 3" '4, 6' X0 g ,8,,. ,,,? , .:$,r,,S Tactlcs3254446641 Vlcw ltems 10 10 10 10 I 10 10 10 2 I Vlew Land 10 10 10 10 10 10 10 1 0 3 7 VlcwMlnd I 2 10 8 4 5 8 I 2 io Vlew Room 10 10 10 91091010410 '7 Wraponlore 7 7 7 8 ":J:0' 0,,,, ;'.,,,..9.,..:,.;,.: $,.,': ,$ Wlnd Runes 6 10 10 I 8 8 510109

1' Ranger, 2 = Paladin, 3 = Barbarian, 4 = Monk, 5 = Cleric, 6=Thief, 7 =Wizard, 8 " Sorcerer, I =Visionary 10 =Scholar.

Appendix B: Racial Trait Maxima Dwarl Dart Ell Speed 20 20 15 22 14 $trength ?4 15. 30 1{ 2.{ lntellect 32 40 24 40 20 Enduranco 22 ,15 25 i5 s0 skiil 21 20 22 17 18

24 Spell Listing Minimum Spell Point Costs

Firs Runec: $pldt Runec:

Column ol Fire 1 Clumsiness 2 Fire Storm 10 Cure Poison I Fhme Shield 4 Heal 1 Fhme Strike 16 Resurrect 25 Magic Torch 3 Sanctuary 3 Melt 11 SpiritWrack 20 Transference 3 Weaken 1 Melal Runec: Wither Strike 15 Armor 2 Break 11 Bonds Wind Runs: Chains 10 Death Blade 15 Brmth of Life 5 RustArmor 3 Freedom 13 StillAir 11 Strength 1 Sword Tempest 6 Wind Walk 10 Wings 4 lce Runss: Wings ol Viclory 1 chiil Crystalight Freeze HailStorm lce Shield Slow

CHAI{TS

lllusion Summoned Greature SP Gosl SP Gml

Coyote 2 4 Zombie 4 I Brown Bear 6 't2 SmallDragon I 16 0gre 10 20 EvilSpirit 14 28 Fire Oemon 18 36 Fire Elemental 20 40 MetalElemental 20 40 Wind Elemental 20 40 lce Elemental 20 40 Spirit Elemental 20 40