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DUNGEON COMMANDS

COMMAND ACTION

<- ,- > Change active character facing


C Change active character
E Examine square that active character is facing
F Start a fight with whatever active character is facing
I Inspect a character
M Make camp
N Make next character active
o Attempt to open or close whatever active character is facing
S Have active character cast Foxfire or Night Vision
T Talk to whatever active character is facing
? Help Key

TACTICAL COMBAT COMMANDS

In the list of options given below, the maximum moves a


character can make before performing an action are shown in
parentheses. Where the action is not movement related, an
asterisk" is shown .
NOTE : Where an E appears in parentheses I ) next to one of the options,
choosing that option will end the character's turn .
COMMAND ACTION

<- TUrn left


-> TUrn right
A (I , E) Aimed attack
C (I) Cast a spell
D II , E) Defensive attack
G (I, E) Stand on guard
I" Inspect a character
K" Killing attack
L (0, E) Load a bow or crossbow
M" (E) Use magic
N II , E) Normal attack
0 (2 , E) Open / close door
P (0, E) Pray
a ll) Quick cast a magic spell
R" Ready an item
S" (E) Sneak
T (I , E) Throw weapon
U (0 , E) TUrn undead
V (2 , E) Look for enemy
W" View enemy
X" (E) Exit STRATEGIC SIJltULATIO.,S, I.,C.

Z" Dodge

.
.- 1987 by STRATEGIC SIMULATIONS, INC. Allnghtsreserved
LIMITED WARRANTY
Strategic Simulations, Inc . (" SS I") warrants that the diskette on which the enclosed
program is recorded will be free from defects in materials and workmanship for a
period of 30 days from the date of purchase. If within 30 days of purchase the disk-
ette proves defective in any way, you may return it to Strategic Simulations , Inc., 1046
N. Rengstorff Ave., Mountain View, CA 94043 and SSI will repla ce it free of cha rg e.
In addition , if the diskette proves defective at any time after the first 30 days , return
the diskette to SSI and SS I will replace it for a charge of $10.00 . Pl ease allow about
four weeks for delivery.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETIE OR THE GAME TABLE OF CONTENTS
DESCRIBED IN THIS RULE BOOK , THEIR QUALITY, PERFORMANCE , MER-
CHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM INTRODUCTION .... . ... ... .. . ... .. .... . ..... . .
AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND SSur's Tale
PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR
DIRE CT, INDIR ECT, IN CIDEN TAL, O R CONSEQU ENTI AL DAMAGES RE SU LTI NG GETTING STARTED . .......... . . . . . ..... .. ..... 2
FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN AD- CREATING AN ADVENTURER . ... . .............. 4
VISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW Equipping a Character
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR
IN CIDENTAL OR CONSEQUENT IAL DAMAGES, SO THE ABOVE LI MITATION OR
Character Appearance
EXCLUSION MAY NOT APP LY TO YOU.) Adventurer Skills
The Professions
The enclosed software program and this Rule Book are copyrighted. All rights are
reserved. This Rul e Book may not be copied, photographed, reproduced, or translated The Pointman
or redu ced to any electrical medium or machine-readable form , in whole or in part, MAGIC . ..... . .. . . .. ... ....................... II
without prior written consent from SSI. The progra m accompanying this Rule Book
may be copied, by the original purchaser only, as necessary for use on the comp uter INSPECTING A CHARACTER . . . . . . . . . . . . . . . . . .. 13
for which it was purchased . THE OUTDOORS . .. . . .. .. ............. . .. . .. . 15
© 1987 by Strategic Simulations, Inc. TURNS .......... . ... . . ... .. .. ............... 16
All Rights Reserved. ENCOUNTERS .. .... . ..... .. . . . . ... . .......... 16
Combat
After Combat
DUNGEONS . . . .. . ........ . .. .. . . .. . .. ... .. ... 22
If you are unable to make a backup copy of your disk (most of our games have some
form of copy-protection), you may purchase a backup disk from SSI for $10 plus TOWNS ... .. . .............. .. . ............... 23
$2 for shipping and handling . California residents, add applicable sales tax.
APPENDIX I: Summary of Charts and Tables . .. . 26

What to do if you have a defective disk


Each of our games undergoes extensive play testing prior to its re lease. Through thi s
process we hope to un cover, and co rrect , any errors in programming . However, due
to the co mplex nature of our simulations, some program errors may go undetected
until after publication. In addition to errors in the program , there are occasionally
problems with the d isk itself. We experience the industry standard of approximately
a 3 to 5% failu re rate of duplicated disks . Before assuming that a disk is defective,
make sure to check your disk drive. Up to 95% of the disks returned to us as defective
will run fine on our computer systems. Often the prob lem is with a disk drive that needs
servicing for alignment , speed , or clean in g.
Should you have a defective disk, please return the disk only (keep all other parts of
the game~ to our Customer Support Department, along with a note describing th e
problem you have encountered . A replacement disk will be provided upon our receipt
of the defective disk .
Should you uncover an error in the program, return both your game disk and any "save
game" disks to our Customer Support Depa rtment. Please enc lose a description of
what was taking place in the game when the error occurred . Upon correc tion of the
program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephon e number
with any correspondence. We will do our best to see that any problems are corrected
as soon as possible.
THE ETERNAL DAGGER PLAY OPTIONS appears on the screen, type RUN and press
You have three opt io ns at the start of the <RETURN> .
game. The first is to take the eight char- Commodore 128: Put the system into C64
acters who have been pregenerated and mode (hold down the Commodore key
play with them. The second is to generate when you turn on the system) and load as
new characters. The th ird is to transfer per the Commodore 64 instructions above.
INTRODUCTION all of their possessions. No weapon s, characters from the Wizard's Crown Atari (8-Bit machines) : Remove any cart-
The Eternal Dagger is a fantasy adven- armor, or other item s can make th e game (characters which have completed
journey. Only living (or undead) entities, ridges from your Atari. Insert the front side
ture game that closely follows the Wiz- the Wizard's Crown adventure will gener- of the Game Disk into Drive # I and boot
ard 's Crown adventure. With the defeat can cross, ally be more powerful than the pre- the disk. If you own an Atari 800XL, you
of Tarmon and the recovery of the Those who would cross are given generated or newly gener ated characters) . must hold down the OPTION key until
Emperor's Crown, Arghan began to re- one more warn in g. The Middle World is To transfer characters from Wizard's booting is complete.
build . Dreams of peace and prosperity different. Its natural laws are different. Crown to The Eternal Dagger, use the
were shattered , however, by the sudden Things don't work there as they work in (U)TILITIES function as expla ined below. Note: Like the Apple, the Nari supports two
Arghan. The travelers will have much to drives. '
attacks of groups of undead and demons NOTE: If you are transferring characters who
that seemed to appear from nowhere. learn and to unlearn before they can have successfully completely Wizard's Crown , we
fulfill their quest. IBM Make a copy of the Game Disk using
Fearing a new evil. Kaitar led a new recommend you set the Play Difficulty to I. the COpy *. * command. This will be the
Wizard's Fellowship in seeking the only disk needed to play the game. You will
source of the attacks. After great striving SSur's Tale
have no Disk I , Disk 2, etc. and you may
and costly failure, the Fellowship suc- Ssur's tower is on an island that has ignore references to those d isks elsewhere
ceeded in contacting a wizard from the been overrun by the undead armies of in these rules. To boot the game, load a
Middle World who offered a fearsome the Necromancer. The island fell after a GETTING STARTED DOS version 2.0 or higher into your system
warning. Arghan is about to become the special weapon, a Holy Morningstar, A. MAKING THE PLAY DISKS and boot your Play Disk by inserting it into
beachhead for an invasion, an invasion was stolen from the temple in Greenbay. The first step is to create the disks you will your disk drive and entering ED. You will
that will suck the life from the land and If you can recover the morningstar from use to actually play the game. To do this, only need to use the Game Disk (the one
leave it a bleached and empty shell of the dragon who took it. you will have a boot the disk that came with the game (this that came in the box with the game) to
noth i ngness. much better chance of defeating the procedure is expla in ed in Section B below). make more Play Disks for back-up pur-
Ssur, the Middle World wizard, is the Necromancer and his legions. A screen will appear that gives you poses or to Reset the Dungeons.
last of his kind. His world was taken The Necromancer has drained the severa l options. If you are using two disk
unaware by the invaders and his fellow- life from the island and turned its drives, press the D key. After pressing the Refer to the data card that came in the
ship lost in the surprise assault. With a people into undead monsters. If he is key, or if you are using only one drive, press game box for loading and other instruc-
few hardy souls, Ssur is fighting a slain, Ssur says, the island will regain its the C key to create disks for p lay. tions for other computer systems.
running battle against the invaders. life force and return to its former glory. To create the Play Disks, you need to
His warning is clear. If the invaders The dragon can be found hunting in have blank, writable (not wr ite protected) C. CONTROLLING THE GAME
gain undisputed control of Ssur's world. a large area that centers around a wood disks ready before you begin the Create The game is controlled through the key-
Arghan will be next. The evil attacks in the southeast section of the island. A procedure. board. Numeric keys are used to move your
Arghan has suffered so far have come rebel band that operates north of th e After you select the Create option, you party through the Outdoors and Dungeons
from small scouting parties - armies mountains has been given a Dragon- wil l see a screen that gives directions and to move individual characters and
are slated to fo llow. Slaying Sword. Ssur recommends that on how to make the game disks. Follow direct spells during Combat.
If Arghan is to avoid the fate of you build up your group's power, ask these instructions carefu Ily. When told Letter keys are used to give the game
Ssur's world, it must buy time to pre- the rebels for the sword, and then go to insert the GAME DISK (FRONTor BACK), special commands. In most instances, those
pare. And the price for that time, after the dragon. insert the disk that came in The Eternal commands which can be given are li sted
Tarmon 's Fellowship has concluded, The Necromancer is headquartered Dagger box. on the screen. The command letters are
must be paid with the blood of its on a small island off the northwest It may take some time to create the listed inside parentheses 0 at the bottom
heroes. coast. His forces always appear in the disks. You should make an extra copy of the of a display. To choose an option, press the
Ssur and the Fellowship together northwest section of the island. How first Play Disk and use it to periodically letter for that option that is in parentheses
are able to open a tiny gate through the Necromancer and his forces cross backup your game. O. EXAMPLES: When in the Outdoors, the option
which a small number of adventurers between the islands is a mystery. (M )AKE CAMP is given. To go into Camp mode,
may pass from Arghan to the Middle When Greenbay fell , communica- B. LOADING THE GAME
press the M key (the letter that was in the paren-
World Once there, they must hold back tion with the rest of Middle World was Apple 11+, lie, lie: Boot The Eternal Dagger theses). When in Combat, press the Z key to dodge
the invaders for as long as possible (or, lost. What is happening in other parts of Game Disk NOTE: You must play the game (Z is one of the letter commands inside the
impossibly, defeat them). the world is not known to Ssur. with the CAPS LOCK key set to on parentheses).
Only eight adventurers may be main- The island's only temple was located Commodore 64 : Boot The Eterna l Dagger
tained in the other world To pass in Greenbay. Ssur does not know if it Game Disk Type LOAD" * ",8 and press D. OPENING MENU
through the gate, they must leave behind continues to function. <RETURN> . When the message " READY" After the game is booted, the Opening

2
Menu will appear. It gives players the your party is saved in an Outdoor ca mp When one or more items or options appear
following choices: in the middle of the screen, use the arrow
E. TRANSFERRING FROM keys « or>). to highlightthe one you want
WIZARD'S CROWN before pressing the option letter key.
If some disaster should befall your
To transfer a party from Wizard's Crown , party, pull the disk without saving the
you will need to have the Game Di sk and game and restart from your last save. You
Disk I from both Wizard's Crown and The may have to do thi s often. For this reason,
Eternal Dagger. Press the U key and foll ow we recommend that you save the game
the instructions as they appear on th e (Tell Your Deeds) often.
screen to make the transfer. For a more detailed explanation of
Play Difficulty is initially set at 3 which
When transferring, you must transport game mechanics and adventurer abilities,
is middle difficulty. To change this setting,
an entire party at once. If you already have refer to the appropriate section o f the
press the P key until the desired difficulty Return key.
characters in The Eternal Dagger, they will Detailed Rules. Additional play hints and
level is reached (I is the hardest level and 5 You now see a screen with the adven-
be replaced by the transferred characters if background information are found in the
is the easiest). turer's starting attributes set to their mini-
they have the same letter designation. other booklet that came in your game box .
Press the C key to Create Disks For Play mum numbers. You have 58 points to
and make the game play disks as explained EXAMPLE: If you tral1sfer il1 a party of four
members (A - D), this party will replace characters spend to buy these attributes up.
above. NOTE: 111 order to backup your game, CREATING AN ADVENTURER Use the ADJUST CURSOR keys to high-
make al1 extra copy of Disk I. Periodically save the A - D 011 your Eterl1al Dagger disk. Characters
E - H would be ul1affected by this tral1sfer. light the attribute you want to buy up or
game by goil1g il1to camp (M), replacil1g your subtract from.
110rmal Play Disk with your Backup disk, al1d To add points to an attribute, use the
savil1g the game (Tell Your Deeds). After doil1g this, A key. To subtract points from an attribute,
replace the Backup disk with the 110rmal Play Disk F. QUICK START use the S key (attributes may not be
al1d col1til1ue play. brought below their starting value) .
Drives refers to the number of disk After making your Play Disk(s) and booting
InteUigence: This attribute starts at O.
drives your computer system uses. The the game, you will find yourself in Ssur's
game is set for a one disk drive system. If Intelligence is raised by selecting a PRO-
Tower. The first screen lists eight adven-
FESSION, which costs points, rather than
you are usfng a two disk drive system, press turers whom you may use to play the game.
by directly spending points on it. The point
D once (EXCEPTION: Commodore systems). You may also create new adventurers. If
costs for professions are: Sorcerer. 14;
Sounds are set to on. To turn the you have adventurers from the Wizard's
Priest, 4; Fighter, 3; Ranger, 2; and Thief, O.
sounds off, press the S key once. While Crown game. you may transfer them to The
Adventurers can only be created in Ssur's The points for selecting multiple Profes-
playing the game, CONTROL S may be Eternal Dagger.
Tower. This is the Wizard's Tower on the sions for an adventurer are not fixed and
used to toggle the sound off and on. You may never have more than eight
first island in which the game begins. will vary with the particular combination.
Utilities are used to transfer characters adventurers in the game at a time. Of these
The first step in creating a new adven- When selecting multiple Professions, watch
from Wizard's Crown and to reset the eight, no more than three can be Sorcerers
turer is to send an old one home. To do the screen for the costs.
Dungeon levels. and no more than three can be Priests
this. press the S key. The message: " SEND Please note that while the cost for Thief
To Reset the Dungeons, press the U key (EXCEPTION: Whel1 tral1sferril1g characters over
WHO HOME (A-H)?" will appear on the adventurers may make them seem attrac-
and then follow the instructions as they from Wizard's Crowl1 , the el1tire party may be
screen. Press the letter of the adventurer tive, an adventurer who is only a Thief is
appear on the screen. tral1sferred, regardless of the l1umber of Priests or
you want to eliminate (adventurers who are virtually worthless.
Resetting Dungeons will permit you to Sorcerers). Before you can create a new
recover from otherwise fatal mistakes such character, you will have to eliminate on e of sent home are gone for good). Strength: This attribute starts at 5. For
as dropping, selling, or otherwise losing the pre-existing adventurers. The message " DO YOU REALLY WANT every four points of Strength above 16, 1 is
items necessary for you to win the game. If To create a new adventurer, press th e TO SEND (name of adventurer) HOME added to the maximum damage an adven-
you alienate characters or groups whose S key to eliminate an existing adventurer (YI N)?" will appear. If the adventurer named turer can do in a physical attack.
cooperation is required for you to win, you and then follow the directions as they is the one you want to send home, press Y. Strength determines the ability to force
may have to reset the Dungeons. appear on the screen. Then press the G key If not, press N. locks, the rate of recovery from wounds,
Resetting the Dungeons will require and follow the directions as they appear. When you press y , you will see the first the rate of Power recovery for Sorcerers,
you to do a certain amount of replay, but After your group is ready, press the screen again, but the adventurer you sent what types of armor an adventurer can
this is generally more acceptable than X key to exit into the Middle World (we home will not be listed on it (if that wear, and partly determines what types
starting the whole game over again which recommend you first press the I key to adventurer is I is ted, something went wrong) . of weapons an adventurer can use. For
is your other option in these situations. inspect your party before you actu ally To create a new adventurer, press the G key. a beginning adventurer. 16 is the highest
IMPORTANT - NEVER reset the Dun- begin play). The message " WHAT IS THE NAME OF recommended strength (and this for fighter
geons if you last saved the game (Told Your The bottom of your screen will list your THE ADVENTURER?" will appear on the characters) . Refer to the Tables of Weap-
Deeds) while your party was in a Dungeon. play options. To choose an option, pre s screen. 'TYpe in the name you have chosen ons and of Armor for minimum Strength
Before resetting the Dungeons, make sure the letter that appears in the parenth eses. for the new adventurer and press the requirements.

3 4
Strength will increase by one for every vide you (which we think is balanced!. has Mace. The mace skill governs the use of Thrown Weapons. These are weapons
point spent on it. We recommend your three Fighters, two Fighter-Priests (Paladin). the Crowbar~ Mace, Morningstar, StaW, and which may be used for either hand-ta-hand
adventurers start with a minimum Strength one Fighter-Thief, one Sorcerer- Range r, Maul" . These weapons do Bash damage. (melee) combat or as missile weapons.
of 9. and one Sorcerer-Priest-Ranger (Druid) . Thrown weapons are Javelins. which do
Flails. Flails are flexible weapons with the
NOTE: The Ranger Profession is the least expen- Thrust damage, and Hammers, which do
ability to wrap around shields. For this
Dexterity: This attribute starts at 5. Dex- sive wail, in terms of points, to give an adventurer Bash damage. When a weapon is thrown, it
reason , flails are able to ignore shields
terity determines how many actions an some fighting abiliti/ when they attack. The two types of this will not be recovered until after the con-
adventurer can perform in a given period of clusion of combat. An exception to this are
weapon are Flail and Large Flail' . Flails do
time. In combat, for example, an adven- Equipping a Character Bash damage. the Dwarven Hammers which return to
turer with a Dexterity of 40 will have twice If you select a Fighter or Ranger profession , their owner each time they are thrown.
the opportunities to attack as an adventurer Spears. Spears are long weapons capable
you will see a screen which lists a number of attacking enemy characters up to two Shields. These do not do damage. They
with a dexterity of 20. of weapons and asks " WHICH IS YOUR
squares away and reaching over the heads make it harder for an opponent to hit you.
Dexterity will increase by one for every PRIMARY WEAPON? " The weapons li sted
of friends and enemies. The two types of Shields add to the armor defense of the
point spent on it. We recommend your are all of those which your Strength and spear are Spear and Heavy Spear' . Spears character using them for physical attacks
adventurers start with a minimum Dexterity Profession(s) permit.
do Thrust damage. which come through a shielded side (front
of 20. To select a weapon , type the letter that and left sides) The two types of shield are
appears just before it. Your adventurer will Buckler and Shield
Ufe: This attribute starts at 25. Life deter- be equipped with the weapon you chose
mines how much damage an adventurer and receive a skill bonus for it. Some of th e Certain weapons will do an additional
can sustain before dying (or becoming
unconscious). The higher the Life, the
weapons require two hands to use. If you
choose a twa-handed weapon, you will not
• • • magic attack. There are:
Flaming. Deliver Flame-Based attacks.
greater an adventurer's ability to withstand
punishment.
be given a sh ield. Refer to the Tables of
Armor and Weapons to find which weapon s
• • • • • Cold. Deliver Cold-Based attacks.
Storm. Deliver Storm-Based attacks (elec-
Life will increase by five for every point
spent on it. We recommend your adven-
require two hands.
All adventu rers will also be provided
• • /\ • • trical) .
turers start with a minimum Life of 55 . with the best. nonmagical armor their Ufe Draining. Deliver Life Drain-Based
Characters with a Life of over 100 have less strength permits them to use. NOTE: Nlof attacks.
of a chance of going unconscious and less the maqical items had been turned over to the rebels. Holy. Deliver Holy attacks.
of a chance that injuries will subtract from Transferring. Takes damage done to an
WEAPONS
their skill levels. opponent and uses it to cure the attacker's
There are eight different types of weapons
plus shields (and counting Close Combat The spear ( /\) facing up may attack any injuries or increase his life force.
Profession: Profession determines the square with a dot in it. Slaying. The specified victim has no defense
as a weapon type) . To use a weapon
types of skills an adventurer may possess. vs. attacks by these weapons (EXAMPLE:
effectively, a character must have some
Each Profession requires a minimum intel- Goblins have no defense vs. Goblin Slai/ing
skill with the weapon type. Refer to th e
ligence. When a Profession is selected for Bows. Bows are missile weapons with weapons) . In addition, the weapons will do
Weapon Table for the minimum strength
an adventurer, his intelligence will go up unlimited range capable of attacking any three times normal damage to the specified
required to use a weapon and maximum
and (except for the Thief only Profession) enemy the bowman can see and is facing. If victim.
physical damage each normal weapon
POINTS TO SPEND will go down. a bow is not readied at the beginning of
can do. Venomous. In addition to normal damage,
An asterisk" will appear next to the combat, it must be loaded (L) before it can
this weapon will poison the defender.
profession you have selected for your The main weapon skills are: be used Bows do Thrust damage. The two
adventurer. NOTE: It is possible for adventurers types of bows are Shortbow' and Long- Paralyzing. When this weapon does dam-
Close Combat This covers unarmed com- age, there is a I in 4 chance that it will also
to have more than one Profession. bat. which does Bash damage, and the use bow' . When using a bow. a character will
In forming a party, we recommend that defend in hand-ta-hand and missile com- paralyze the defender.
of Daggers, which do Thrust damage.
you have at least two Sorcerers, three bat with his Close Combat skill. It is generally more effective to use weapons
Priests, one Thief, and one Ranger. When Sword. The types of swords include: Short- Crossbow. These are missile weapons with which do both a physical attack and a
transferring a party from Wizard's Crown, sword, Scimitar. Broadsword. Longsword, unlimited range capable of attacking any magical attack than it is to use a weapon
keep in mind that magic is much more Claymore'. and Greatsword' . Swords do enemy character the crossbow man can see which does a higher physical attack only.
powerful in Middle World than it was in Cut damage. and is facing. Each time a crossbow fires, it
Arghan. If your party does not have two must be loaded (L) before it can fire again.
Axe. The three types of axes are: Hand Axe,
Sorcerers, we recommend you send one or The two types of crossbows are Light ARMOR
Battle Axe, and Great Axe' . Axes do Cut
more old party members home and gate in Crossbow' and Heavy Crossbow" . Cross- There are 7 basic armor types in the game.
damage and have the ability to breilk
one or more Sorcerers. To create a well- bows do Thrust damage. When using a These are: Leather, Cuirbolli, Ring, Brigan-
shields if the damage they do exceeds th e
balanced party, it will be necessary to give crossbow, a character will defend in hand- dine, Chain, Scale, and Plate. Refer to the
defense value of the shield.
some adventurers more than one Profes- ta-hand and missile combat with his Close Armor table for the defensive values and
sion. The pregenerated party that we pra- • Weapons identified by an asteri sk require two hand, Combat ski ll. minimum strength required for each. Cer-

5 6
tain types of items confer special arm o r Note th at you may also use Experience
WEAPON TABLE benefits as explai ned in t he table. Po ints to bu y up your adventurer's attri-
Arm or provides a defense ratin g aga in st butes. One po in t o f Strength o r Dexteri ty
MIN MIN a number o f types of attacks. Some items,
WEAPON DAM TYPESTR HANDS EPSKILL WEAPON DAM TYPE STR HANDS EPSKI LL
costs 100 Experi ence Point s. Five poi nts of
when rea di ed, also provide defensive Life cost 100 Exper ience Poi nts. NOTE : Ex-
Fist STR/4 B 3 CC Staff 8 B 7 3 Mace adva ntages. Wh ere more th an o ne item or perience Points will be earned fro m combat and
Dagger 4 T 3 CC Maul II B 13 3 Mace arm or provides a defensive ratin g, o nl y th e may be used to buy up attributes , skills, and abil-
Rapier 6 T 6 4 Sword Flail 8 B 12 6 Flail highest rat ing will be counting. Th ese ities when in camp.
Shortsword 7 T 8 4 Sword Large Flail 12 B 13 6 Flail ratin gs are no t cumul ati ve. An excepti on to
Sci mi ta r 8 C 10 4 Swo rd Spear 8 T 10 4 Spear thi s are th e Defense Po ti o ns wh ose defen-
Broadsword C 12 4 Swo rd Heavy Spear 10 T 8 4 Spea r sive benefits are added to a charact er's The Professions
Lo ngsword 10 C 16 4 Swo rd lavel in 6 T 10 4 Thrown no rm al defense ra t ings. NOTE: The benefits Each Profession has different skill s and
Clay more 12 C 12 4 Sword Hamm er 7 B 10 4 Thrown from these potions only last for one battle. When abilities. Th ese are explai ned below. An
Greatswo rd 14 C 15 4 Sword Dwarven Hammer 9 B 10 4 Thrown more than one potion is used, only the highest adventurer with more than o ne Pro fess io n
Hand Axe 7 C 8 6 Axe Shortbow 8 T 8 5 Bow defensive rating will be counted. Potion advantages will have th e skill s and abilities o f all his
Battl e Axe 9 C 12 6 Axe Lo ngbow 10 T 12 5 Bow are not cumulative among themselves. Pro fessions.
Grea t Axe 13 C n 6 Axe Light Crossbow II T 10 3 Crossbow Th e skill s o f Close Co mbat and Scan are
Crowba r B 10 3 Mace Heavy Crossbow 15 T 16 3 Crossbow IT EMS common to all Pro fessions. Close Combat
Mace B 10 3 Mace Buckler 4A 6 4 Shield A number of di fferent items appear in th e is an adventurer's abil ity in unarm ed com-
Mornin gstar 9 B 16 3 Mace Sh ield 6A 10 4 Shield ga me. Some o f t hese wil l ena ble th eir user bat (thi s includes use o f a dagger). Wh en an
to cast a spe ll. enhance a skill or ability, or adventu rer arm ed wi th a bow or crossbow
DAM = Da mage Rati ng. ' Shields do not do da mage. SKILL = Sk ill required to use weapo n. rece ive an increased defense aga in st o ne is attacked by hand-to- hand or mi ssi le
TYPE = Damage Type (TI HRUST, ((J UT, (BIASH, A is CC = Close Combat. or more types of attacks. In order to rece ive combat. he wi ll defend with his Close
the basic defense rating of t he shield type. any benefi t fro m an item, t hat item mu st be
NOTE: For each plus (+1 a weapon is enchanted, its da mage Co mbat skill. Sca n is th e abi l ity to spo t an
MIN STR = Minimum strengt h requ ired to use. read ied. Charac ters will o nly benefi t fro m
rating is increased by 2. enemy who is hidden o r sneaking. Scan
HANDS = Number o f hand s required to use. items whi ch increase a skill or ab il ity if they
NOTE: For each plus (+1 a shield is enchanted, its defense is also used by the Poi ntman to spot
EP = Basic Experi ence Po ints Cost to improve skil l. have t hat skill or abil ity in some form.
raling (AI is increased by 3 ambushes.
ST R = Character's strength .

Sorcerer: Sorcerers have t he unique abi lity


of Power and the uniq ue ski lls of Al chemy
Character Appearance and Cast Spel l.
ARMOR DEFENSE RATINGS You wi l l be show n a screen o n which a POWER is required for casting spell s.
UFE MIN
num ber o f d ifferent adventurer form s are Each time a Sorcerer attempts to cast a
ARMOR BASH CUT THRUST FLAME COLD STORM DRAIN STR d isp layed. Usi ng t he keys identified at th e spell, he mu st pay a Power cost (th ese
Leath er 0 0 0 0 botto m o f the screen, you are to move th e cost s are li st ed in the Spell Table). The
Cuirbo lli 4 0 0 0 0 6 cursor to silho uette th e form you want to amount o f Power a Sorcerer currently can
Ring 4 6 0 0 0 0 8 rep resent your adventurer and press th e have is hi s Maxi mum Power. The amo unt o f
Brigandine 6 8 0 0 0 0 9 S key. Power a So rcerer actu ally does have is his
Chain 10 6 0 0 0 0 12 Current Power. Th e Current Power rating
Sca le 6 10 0 0 0 0 15 drops as Po wer is used and goes up as
Pl ate 8 12 9 0 0 0 0 16 Adventurer Skills Power is regai ned through Rest. NOTE:
Reinforc ing +30 After you choose an adventurer for m, you Parties only rest in the inn , in the Outdoors when
Dwarven +30 are shown a screen whi ch gives your adven- the R key is pressed, or when they automatically
El ven +30 turer's startin g skill and ability ratin gs. You make camp at nigh t. Parties can never rest in
Wi zard·s + 30 +30 + 30 + 30 have 250 Experi ence Po ints whi ch you may Dungeons.
Flame Proof + 30 spend t o improve t hese skill s and abil it ies Max imum Power o nly increases when
Cold Proo f +30 (refer to th e Experi ence Cost Table). The Experi ence Po ints are used to purchase
Storm Proof +30 mea ning of each sk ill and ability is ex- Power.
Drain Proof + 30 plained under The Pro fess ions sect ion of ALCHEMY is th e skill to create magic
thi s rul e book. To improve a skill , highlight poti ons. Th ese po tio ns have th e same
it by using t he keys as indicat ed at th e affects as th e magic spells o f the same
MIN STR = Minimum strength required to use armor type. NOTE: For each plus (+ ) the armor o r item is
botto m of th e screen and th en press th e name. In additio n to poti o ns which dupli-
• = Normal ra ting fo r regu lar ar mor type and a m in imu m enchanted. its defense ratings increase by 3.
of 2 for magical defenses. S key unt il th e skill reaches the des ired cate the affects o f norm al spells, two
level o r you run out o f Experience Po ints additio nal po t ions may be created. Poti ons
to spend. of Rege nerati on w ill elimin ate all damage
7 8
to an adventurer and restore his life force not unpoisoned will suffer additional damage and attacks. HUNT is the skill of finding food in the
(but will not raise dead). Potions of Defense may die. Fighters share with Rangers the skills of wi Iderness. The higher the ski II. the greater
give protection against weapon and magic TREAT DISEASE is a skill th at permits Spear and Bow. the chance of a successful hunt.
attack. the Priest to cure adventurers who are Ranger: Rangers have the unique skills of TRACK is the ability to find and follow
Potions are created in the Alchemist's diseased. Adventurers who are diseased Hunt and lrack. They share with fighters the signs that indicate the passage of other
Lab in a town. will not recover from Fatigue. They will not the ski lis of Spear and Bow. They share with creatures. A high tracking skill will enable
CAST SPELL is a Sorcerer's magic skill. heal wounds through Rest. The higher the Thieves the skill of Stealth. They share with the Ranger to track a monster group back to
The higher the skill, the more powerful the skill level, the greater the chance of curing. Priests the skill of First Aid. its lair and recover more treasure. The
spells a Sorcerer may cast, the less likely Some diseases are cured only through Rest. higher the tracking skill . the more treasure
his spells will be miscast. and the more FIRST AID is a skill that permits the a party will find.
spells he can cast during a turn . binding of normal wounds and the stop- STEALTH is the skill of moving without
SKILLS & ABILITIES
Priest: Priests have the unique abilities of ping of minor bleeding through the use of being observed. The higher the stealth. the
Karma, Luck, and Turn Undead and the SKILL CLASS (I) EP 12)
bandages. Pri ests and Rangers both have CAIN 13)
greater the chance of successful sneaking.
unique skills of lreat Poison and lreat this skill. Close Combat Al l 1-8/ 1-4/ 1-2/ 1 A Pointman with a high Stealth has a better
Disease. They share with Rangers the skill Fighter: Fighters have the unique ability of Sword F 4 chance of spotting an enemy before the
of First Aid. Awareness and skill with shields and all Axe F 6 enemy spots the party.
KARMA is the priestly equivalent of weapon types. They share th e sk ills of Spear F, R Thief: Thieves have the unique skills of
Power. It costs Karma to pray for heal ing, Spear and Bow with Rangers. Mace F Search, Disarm lrap, and Pick Lock. They
food, or to bless a party. Maximum Karma AWARENESS is an ability that permits Flai l F 6 share with Rangers the skill of Stealth.
shows the highest amount of Karma to Fighters to sense t he presence of a nearby Th rown F
SEARCH is the skill of finding hidden
which an adventurer is currently entitled. enemy or to detect the direction from Bow F. R
objects. secret doors. traps, etc. The higher
Current Karma shows the amount of Karma which an attack came. It permits Fighters to Crossbow F
the skill. the greater the chance of finding
an adventurer currently has. The Current remain aware of what is happening around Shield F 4
hidden things and loot on enemy bodies.
Karma level is decreased by praying for them while they are fighting This permits Combat Awareness F 3
healing, food, and blessings. It is increased Sca n ALL
DISARM TRAP is the skill of rendering a
Fighters to operate with their full defensive trap harmless without being harmed in the
by praying in temples. Maximum Karma capabilities even when being attacked by Stea lth R T
may only be increased by spending Experi- Hunt R
process. The higher the skill . the better the
more than one opponent at a time. Non- chance of successfully disarming a trap.
ence Points. fighters suffer a defensive penalty when Track R
LUCK provides a special protection subjected to multiple attacks. Fi rst Aid R P PICK LOCK is the skill of opening locks
against physical attacks. In combat, any Search T without the benefit of a key. The higher the
SHIELD is a skill which perm its the skill . the greater the chance a lock can be
opponent who physically attacks a Priest Disarm Trap T
Fighter to use a shield as an aid in combat. opened. NOTE: To pick a lock, lock picks must be
(this excludes magical attacks), has a Pick Lock T
When using a shield. the Fighter gains readied.
greater chance of missing than if he attacked Treat Poison P
protection against physical attacks which Thieves share with Rangers the skill of
a non-priest. The higher the Luck rating, Treat Di sease P 4
come through the shielded sides. It also stealth. Because of their unique skills.
the greater the chance an enemy's attack Turn Undead P 4
adds to the fighter's basic defense for Thieves make the best Active characters in
will miss. Effective Luck may never exceed Alchemy S 5
attacks which come through the shielded Dungeons. With Rangers. they make the
Current Karma (excluding magical bonuses). Luck P 6
sides (front and left). best Pointmen.
In no event (Blesses and magical bonuses Cast Spell S 6
SWORD, AXE. SPEAR, MACE, FLAIL. Karm a P
included) will effective Luck ever exceed 200. BOW, CROSSBOW. and THROWN WEAPON Power S
TURN UNDEAD is a special ability A are weapon skills. The higher the skill
successful turn will dissolve undead mon- number, the greater the chance of hitting Tlie Pointman
sters (skeletons, ghosts, spirits, ghouls, an opponent when attacking with a weapon
zombies, etc.) into nothing. The higher the (11 Class indica tes which Profess ions possess the The Pointman is the adventurer chosen to
from the skill class. Daggers, Swords, Axes, skill or ability: F = Fighter, R = Ranger. T = Thief,
Turn Undead number, the better the chance lead the party in the Outdoors. When
Maces, Flails, and Spears are hand- to-hand P = Priest. S = Sorcerer.
to turn. However, the effective Turn Undead moving Outdoors. the chances of your
combat weapons. (21 EP indicates the amount of Experi ence Po ints
will never be higher than the Current required to improve the skill or ability. group being ambushed or ambushing
Axes have the ability to break shields
Karma rating (excluding magical bonuses). 131 GAIN: Each ti me yo u spend Experi ence Poi nts to depends on the skill of your Pointman. To
under some circumstances. Flail attacks increase a skill or ab ility. the skill or ability increases
Using the Turn Undead ability will also give select a Pointman, use the P key when in
ignore shields. The Spear is a ranged hand- by a random amount (until it rea ches 200) . Up to
the Priest ' additional protection against Camp or the Wizard's Tower. You will also
to-hand combat weapon (can attack from 100. th e in crea se is 1 - 8 po ints. Between 100 and
attacks by undead monsters. 150, th e increase is 1 - 4 points. Between 150 and have to select how far in front of the party
two spaces away) .
200. the increase is 1 - 2 po ints. Between 200 and you want the Pointman to lead. The further
TREAT POISON is a skill that enables Bows and Crossbows are m issi Ie weap- 250 . the in crea se is o nly 1 point. Over 250. th e out you place the Pointman. the smaller
the Priest to unpoison an adventurer. The ons which may be used to attack from a increase is 1 point and the Experi ence Point cos ts
are double.
the chance that your party will be am-
higherthe ski II level. the greater the chance distance. Thrown Weapons can be used for
bushed, but the further the Pointman will be
of unpoisoning. NOTE: Adventurers who are either hand-to-hand combat or missile caught from the group if you are ambushed.

9 10
MAGIC Missile Protection': This spell prevents Magic Blast: Does a powerfu I attack against CAMP
Magic covers all types of spells which can any of the caster's party from being hit by a the defender's weakest magical defense
be cast. Magic spells may be cast by missile attack for one battle or until it is (excluding Ho ly) . Affects all enemy charac-
Sorcerers using their inherent skills and dispelled. ters within th e blast area (see diagram) .
abilities or by any character who is using Change Terrain: In outdoor battles, per- Potion Defense (from potion only)' : Adds
a read ied, and enchanted, Wand. Scroll. mits the caster to change the terrain in o ne to the user's defensive rating for one battle.
Potion, or other item. square to either clear, fill (a solid wall). or
Enchanted items have the ability to rubble. Lasts for one battle. This spel l may • These spell s are elim inated when a Dispel Magic is
not be used in Dungeons or in squares cast by the enemy.
cast one or more spells. The exception to
this is Scrolls which can cast only one spell which contain characters or monsters. Other spells which can be cast are:
and which disappear after they are used. Fumble: When successful. causes the se l- Unlock: May be used to unlock a door,
For other items, there is never any indica- ected enemy to drop any readied item s in chest. etc. The probability of success is
tion of how many spells they can cast. his hands. The lower the dexterity of the determ ined by comparing the caster's skill
The spells which can be cast in com- target. the more likely the spell will suc- level with the lock's difficulty level. (Spells
bat are: ceed. Some or all of the items will be from items are always success ful providing You enter Camp by pressing M for Make
dropped. a special item is not required to unlock) . Camp when in the Outdoors on in a
Countermagic': Halves enemy spell cast Regeneration': This spell causes al l injury Traps can be activated through use of this Dungeon. You will be automatically put
ability for one battle or until dispelled. (except death) done to a character to be spell. Thi s spell is a noncombat spell for into Camp at the end of a combat. You may
Foxfire': In Dungeons provides light until healed. This spe ll acts slowly and it is use in Dungeons. not enter Camp when in a town.
exiting the Dungeon or until dispelled. In normally more effective to save Regener- When in Camp, you will see the Main
Outdoors, provides light for one battle or ation until after combat. Camp Menu which shows your party statu s
until dispelled. (CAMPING). the date, and the time of day
Ughtning: Does a powerful storm-based
SPELLS along the top line. Below this, your current
Night Vision': Allows the caster to see in attack against a deSignated enemy.
Pointman is identified along with the dis-
the dark for one day or until dispelled. Ufe Blast: Does a powerful life-based SPELL POWER COST DIFFICULTY
tance he is leading the party (0 - 9) .
Freeze: Does a minor cold-based attack. attack against a designated enemy. Countermagi c 11.41 10 The next section of the screen identifies
Invisibility": Turns the caster invisible for Dispel Magic: Eliminates any enemy com- Foxfire 14) 10 each of your party members with a letter (A
one battle or until a Dispel Magic is cast. bat spells that are currently in affect (ex- Night Vision 141 10 through H) that you will use in se lecting
Invisibility may not be cast while a Reveal cluding Bless). Unlock 12) Special options for that character.
Enemy is in affect. Invisible characters may Armor" : Increases the physical and magical Freeze I II 20 The options are listed at the bottom
be temporarily spotted while adjacent to armor defense of the caster's party by 6. Invi sibility 11.41 20 portion of the screen. They are:
an enemy or when making a physical attack. Lasts for one battle or until dispelled. Reveal Enemy I I , 41 30
Magic Pro tecti on II . 4) 20 (D)ELAY: N (where N will be represented by
Reveal Enemy': Reveals any enemy who Ufe Steal: Takes life force from the desig-
Paralyze II . 4) 100 a number that shows your current delay).
was sneaking or invisib le, prevents enemy nated enemy and adds it to the spe ll caster.
Disengage III 30 The possible DELAY ranges from I (the
from going invisible, and adds 20 to the Mass Invisibility": As per the Invisibility Fear 11 , 4) 50 shortest) to 9 (the longest). Selecting a short
Scan and 30 to the Combat Awareness of spell, but for all members of the caster's Miss ile Protection I I, 4) 40 DELAY will speed the game by shortening
all members of the caster's party. party. Change Terrain II , 31 20 the time that messages remain on the
Magic Protection': Increases the resist- Fire Ball: Does a powerful flame-based Fumble III 30 screen. To select a DELAY. press the D key.
ance to magic attacks by 6 points for all attack on all enemy characters within the Lightning Bo lt II) 4 60 The number by DELAY will increase by one
members of the caster's party for one blast area (see diagram). Li fe Blast II) 4 80 until 9 is reached when it will return to I
battle or until dispelled. Dispel Magic I I I 10
5 and count up again. Continue pressing the
Paralyze': Has a 1 in 8 chance of paralyz- Armor I I , 4) 70 D key until the DELAY is set at the number
ing all non-sorcerer members of the enemy
party. Has a 1 in 32 chance of paralyzing
• • • Life Stea l II)
Mass Invisibility II , 4)
5
8
140
100
you want.
enemy Sorcerers. Paralyzed enemy may not • • • • •

Fireball I I ) 8 100
move or defend themselves. They are out of (I)NSPECT A CHARACTER Pressing the
the battle unless one of their mages casts • • • • Magic Blast I I) 8 120
I key will display the Party Status Screen
which shows each character's Bleeding,
a Dispel Magic.
Disengage: Removes any engage restric- • • • • • Injury (Normal Bleeding and Injury are
shown to the left of the / and Serious
tions from members of the caster's party
that were in affect at the time it was cast.
• • • II) May be used in combat only.
12) May no t be used in combat.
13) Will not work in dungeo ns.
Bleeding and Injury are shown to the right).
Life (Current Life Level is shown to the left
Fear': Reduces the chosen enemy's dex- 14) Combat Spell that is di spelled by an enemy cast
of Dispel Magic. of the / , Normal Life Level is shown to the
terity to a maximum of 7 for one battle or Area Effect for
right). and Status (OK, Tired. Diseased.
until dispelled. Fire Bait and Magic Blast
Poisoned, Dead). Below this, the amount
II 12
and type of coins the party owns is dis- Lead (how far in front the Pointman goes). explained more fully below. the P key. To have a character take an item
played. At the bottom of the screen is the E(X) IT THE CAMP. Pressi'ng the X will exit from the pool, press the V key from the
message "INSPECT WHO (A-HI? " you from the camping mode and return yo u (I)NSPECT A CHARACTER Pressing the Main Camp Menu. The question " WHO
To inspect a particular character, press to regular play. Prior to exiting camp, be I key will return you to the Party Status SHALL VIEW THE ITEMS (A - H)?" will
the letter key (A - H) that is shown to the sure none of your character's are poi soned. Screen where you may choose to inspect appear. Enter the letter of the character
left of that character's name. Aher the Exiting camp with poisoned characters another character. you want to give items to. You will see a
letter key is pressed, you will be shown an could cause them to die. (LJOOK IN BACKPACK Pressing the L key screen which lists all items in the pool The
Information Screen for that character as will display the items which are carried in item which is highlighted is the one you
explained below. the current character's backpack. Items can give a character. NOTE: Nl items still in
(H)EAL A CHARACTER Pressing the H key
INSPECTING A CHARACTER the Pool when the system is turned off will be lost.
which are in the backpack may not be used.
will take you to the Heal Screen where a The Eternal Dagger permits a detailed To use an item, it must be transferred to a
inspect ion of any character at almost any Use the keys indicated at the bottom of
number of different character problems character who will carry and ready it. You
time. To inspect a character, press the I key the screen to change which item is high-
may be corrected. For a detailed explana- may carry up to 10 items, regardless of size,
lighted. To have a character carry an item,
tion of this procedure, refer to the After until the Party Status Screen is displayed in a backpack. press the T key while that item is high-
Combat section of this rulebook. and then proceed as explai ned above. Aher
calling up the screen for a particular char- lighted. To have a character put an item in
(V)IEW ITEMS IN THE POOL. Pressing the (E)XAMINE. Pressing the E key will provide his backpack, press the P key while that
V key will permit the designated character acter, pressing the N key will call up the information on the item that is currently
Current Skills and Abilities Screen as item is indicated. As with the othertypes of
to examine items in the pool and select highlighted. This information will include: transfer, if a character is unable to take an
items from the pool to either carry or place explained below. the value of the item (in copper pieces). the item, the message " YOU CAN'T CARRY
in his backpack. This option is typically CHARACTER INFORMATION SCREEN size of the item (S, M, or L for small. THAT MUCHI" will appear.
used when looting following a successful medium, or large). the number of hands
combat or when redistributing party items required to use the item, the minimum (U)SE. To activate a spell on a readied item,
by first transferring them to the pool strength (if any) required to use the item, press the U key. This is most com monly
(0) UTFIT A CHARACTER Pressing the 0 key the damage or defenses provided by the done with Regeneration items (by injured
permits you to select a new name and/ or item, and any skill or ability enhancements characters) or with spells of see ing and
symbol for qn existing character. NOTE: this and/ or magic spells provided. light (by characters in dark dungeons or in
is similar to part of the Creating An Adventurer (R)EADY Pressing the R key will affect the a fight at night) .
procedure. • currently highlighted item only If that item
(T)ELL THE MINSTREL YOUR DEEDS. is readied, pressing the R key will unready (D)ROP. To drop an item, press the D key.
Pressing the T key will cause the computer it. If that item is not readied, pressing the This is most commonly done in order to
to make a record of your party status at this R key will ready the item. Characters may make room for a more valuable item or to
time. If you should remove the game from only use items which are readied. Players be rid of a sudden ly useless item (a magic
the computer and turn your system off, you On this screen are shown the character's only have two hands. They may not ready wand which has exhausted all of its magic
will resume your game with the situation name, STR(engthl. DEX(terity), INT(elligencel. items which would require more than two for example) .
that existed at the time you last Told the MAX(imum magic) POWER, MAX(imum) hands. Characters may only ready items
AD)USTTHECURSOR«,>). Pressingthe<
Minstrel Your Deeds (saved the game). KARMA, MAX(imum) LIFE, CURRENT which they are strong enough to use. Only
or> keys will move the cursor up and down
When saving a game, be sure none of your (magic) POWER, CURRENT KARMA, one weapon may be readied at a time.
the screen. This enables you to select the
characters are poisoned. This could cause EXPERIENCE, and FATIGUE. item you want to Examine, Ready, Transfer,
(T)RANSFER Items may be transferred
them to die. NOTE: Should a disaster befall Below these is displayed a list of all Use, or Drop.
between characters and from backpack to
your party, it is a common practice to turn off the items, weapons, and armor the character is E(X) IT. Pressing the X key will exit you back
carried and vice versa. Items are transferred
game and resume from a save that occurred prior to carrying. Those that the character is ready to the Main Camp Menu.
in an unready state. Pressing the T key will
the disaster. For this reason it is wise to save the to use have the word YES to their far right.
bring up the question "TRANSFER TO
game immediately following the occurrence of Those which are not ready to be used have
(B)ACKPACK, (P)OOLOR(ClARRY? " If the B CURRENT SKILLS AND
something "GOOD". the word NO to their far right. NOTE: You
or C key is pressed, you will beasked " WHO ABILITIES SCREEN
When you save a game, items that were may carry a maximum of 10 items at one time. You
SHALL CARRY IT (A-H)?" Press the key for This screen shows all of a character's skills
in the pool will not be saved. In addition, if many carry no more that one large (L) and three
the character you want to have the item. If and abilities and his current rating in each.
you go into a Dungeon following a save and medium (M) items (or four medium items) plus
the message "YOU CAN'T CARRY THAT Pressing N from this screen will display the
later restart the game from that save, the several small items.
MUCH!" appears, the character either has Current Combat Abilities Screen. Pressing
Dungeon status will be as it was when you Below these are I isted the other options
no room for the item or is not allowed to E will permit the spending of Experience
last played and not as it was at the timeyou that can be exercised from this screen :
take another item of that size. In this case, Points to buy up Attributes, Skills, and
saved the game. (N)EXT DISPLAY. Pressing the N key will you will have to move other items around Abilities (Refer to the SKILLS & ABILITIES
SET THE (P)OINTMAN AND LEAD. Press- display the Current Skills and Abilities to make room. One way to do this is to Table) . Pressing I will return you to the
ing the P key will permit you to select a new Screen that gives additional information transfer items to the (P)OOL. Party Status Screen. Pressing X will return
Pointman for your party and/ or change the on the current character. This screen will be To transfer items to the POOL, press you to the Main Camp Screen.

13 14
CURRENT COMBAT ABILITIES SCREEN Search the square to which the tracks lead you. TIM E OF DAY talk and attack you when you attempt to
(Battle Display) The time of day is shown to the right of the speak to them. Neutral groups will react in
MAKE CAMP a variety of ways. They will not attack. They
time of year.
Pressing M causes your party to enter may offer to sell you information or they
CAMP mode as explained above. may refuse to talk to you at all.
REST TURNS
It is important to remember that there
Pressing R allows your party to rest. Rest How many turns you get in a day depend are differences between the groups. For
permits you to recover from fatigue, to on the time of year at)d what you do. example, on the Elven Island, some groups
regain los t magic power, and to hea l Moving through certai n types of terrain of Moving Trees are friendly and some are
wounps. Since fatigue subtracts from all of takes more time than moving through hostile. If you attack every group you meet,
your ~bilities , it is a good idea to rest often others. Searching and resting also take even if you had earlier been attacked by the
enough to avoid becoming TIRED. time. Each map square represents severa l sa me type of group, you may not be able to
For every hour spent Resting, you lose miles. get some of the information or help you
one Fatigue point. Sorcerers rega in Power By co ntrast. almost no time passes need to win the game. Of course some
equal to their Strength for every hour they when you are in a Dungeon. types of creatures, undead and demons for
This screen displays a character's current rest. Adventurers automatically rest when example, are inherently evil and it is never
combat abilities taking into account skill HUNT ING
Camp is made for the night. NOTE: Injury any use talking with them. You will have to
and ability ratings, items readied, fatigue, Each time you make camp for the night.
recovery from rest occurs at dawn only. your party will attempt to hunt for food. A use your own judgement on when to talk
magic, and blessings. It also shows a For every hour spent in movement or and when to attack. As a general rule, in a
character's defenses against different types very successfu l hunt means that you have
search, one fatigue point is gained (two are normal encounter you are never penalized
of attack and the maximum and types of enough food to met today's needs and
gained in winter months) When night falls, for attempting to talk.
damage the character's readied weapon some to carry along for later. A successful
your party will automatically make camp By pressing R. you attempt to run away
can inflect. NOTE: Injuries may subtract from hunt means you have enough food for
and rest. or hide from the group encountered. Friendly
skill ratings. today's needs only.
MOVEMENT When the hunt is not successful. you or neutral groups will never attempt to
THE OUTDOORS (Disk 1) Use the number keys, I - 8 (I - 9 o n the must either use food left over from very chase or find you. Hostile groups wi l l.
When in the Outdoors, you will see your IBM). to move your party about the map. A successful hunts (this happens automati- Whether or not you are caught or found is
party icon (two adventurers) on a large curso'r compass is shown to the right of the cally). pray for food (which costs Karma). or determined by the average dexterity of
map. Below this will be displayed your display. Press ing a number key will move go hungry. Wh en you go hungry, you do not your group vs. the average dexterity of the
options. your party in the direction that key lies recover from fatigue by resting and none of other group compared with a randomly
from, the center of the compass. NOTE: your wounds are healed through resting. generated number (a die roll if you will).
Some terrain, mountains and water fo r example, is By pressing S, you attempt to surrender
impassable. to the group encountered. When you sur-
ENCOUNTERS render to a friendly group, the group will
INSPECT A CHARACTER
Pressing the I key permits you to inspect a You will encounter a number of groups of leave you alone. When you surrender to a
character as expla ined above. monsters, people, creatures, etc. in the neutral group, the group will either leave
game. In the Outdoor world (Disk I). you or rob you. When you surrender to a
TERRAIN
encounters are announced with the mes- hostile group, you will either be robbed or
The type of terrai n your party currently
sage "YOU SEE (name of what you see) " killed. Sometimes your only hope of surviv-
occupies is explained at the bottom left of
followed by a list of your reaction options. ing an encounter with a fast (high dexterity)
the display. If you notice an unusual terrain
These are: (T)ALK, (R)UN OR HIDE, hostile group is to surrender and hope you
type here, it is a good idea to Search the
(S)URRENDER OR (FlIGHT. As always with are robbed rather than killed.
square. The type of terrain will determine
The Eternal Dagger, to select an option, By pressing F, you will go into combat
The letters inside the parentheses are your how many hours it takes to move through a
you type the letter inside the parentheses () with the group. When you choose to fight.
options. square. The rougher the terrain, the longer
for that option. you will be shown a list of your visible
NOTE: For the tBM, the 7 8 9 it takes to get through it.
NOTE: In night encounters, only the characters opponents '1invisible ones are not listed)
cursor compass is : 6 TIME OF YEAR
123 who were on watch at the time of the encounter will and asked to choose between (T)ACTICAL
Middle World passes through a normal and (Q)UICK combat.
SEARCH yearly cycle. As you enter the summer be wearing armor. If a fight should occur at night,
Pressing S will cause a search of the square months, the days become longer and it is remember to cast a Foxfire so !lour part!l can see
your group occupies. The chance of a easy to overtire your party by having them the enem!l. Combat
successfu l search is based on the search travel all day long. You will need to period- By pressing T, you will attempt to talk There are two types of combat in The
rating of your best character. Searching will ically take time out to rest you r party. to the group encountered. This is the best Eternal Dagger: Tactical and Ou ick.
permit you to enter towns and temples not The day of the year is shown to the right way to discover if a group is friendly, Tactical Combat is an involved and
in towns. It will enable you to find Dun- of the terrain type. The time of year will hostile, or neutral. Friendly groups will somewhat time consuming procedu re. It is
geons, lairs, and special encounters. NOTE: determine how many hours of day light attempt to provide you with some useful also considered t he best feature of t his
When you FOLLOW THE TRACKS, you should there are in a turn. information. Hostile groups will refuse to game system. In Tactical Combat, you see

15 16
each of your adventurers, the enemy, and Use the number keys I - 8 (1 - 9 on the When you have been ambu shed, you two or three squares may make a maximum
the terrain on which they fight. You get to IBM) to move your characters. The cursor will not be given the opportunity to posi- of one facing change. A character who
determine how each of your adventurers compass on the display's right will have tion your characters prior to the start of moves four or more squares may make no
moves, what weapons and items each uses, highlighted those directions in which you combat. facing changes. NOTE: When a moving char-
what types of attacks and defenses they may move. The arrow at the center of the When you ambush your opponents, you acter is attacked by an enemy, that character's
adopt, what spells they cast, and the tactics compass shows your character's current will be given the opportunity to position movement ends immediately.
and strategy for the fight. Generally speak- facing. your characters anywhere on the screen Those actions which the character can
ing. your group will perform best in Tactical Use the < key to change your character's (except in impassible terrain or in a take are listed inside the parentheses to the
Combat. facing with a 90 degree turn to the left. Use square occupied by an enemy or a friendly right of TYPE ORDER These options are:
Ouick Combat is a quick and simplifi ed the> key to change facing with a 90 degree character) . <-: TURN LEFT. Pressing this key will
procedure in which the computer runs the turn to the right. NOTE: Characters can only During Tactical Combat, a specia l dis- cause the character to make a 90 degree
combat for both sides. Unlike Tactical execute physical attacks or direct fire spells (Fear, play wi II appear at the bottom of the screen turn to the left.
Combat, your characters will not be using Lighting, Life Blast, etc.) to their front and sides. when one of your characters can perform
any magical items (exc!udingweapons and -> : TURN RIGHT. Pressing this key will
Use the P key to pu t the character down an action. This display appears as follows:
armor). You will be able to follow the cause the character to make a 90 degree
(stop controlling that character and enter
turn to the right.

··
progress of the combat by watching the ·the Pre-Battle Menu). NOTE: Characters may (Name 01 Character, 8 1 2
INJURY N BLEEDING N LIFE (Currenllevel) 7 3
number of enemy you face decrease and not be put down on top of other characters. TYPE ORDER «- -> A,C Q,G I K L M,N Q,P a R 6 5 4 front
the status of your characters change. Ouick Use the N key to advance control to the 5 T U.V.W.X.Z) ~
Combat gives your opponents a better

00
next character.
chance of winning than they usually enjoy Use the I key to inspect a character as On this display, the name of the character shielded { • /\ } unshielded
in Tactical Combat. Ouick Combat is nor- explained above. When inspecting a char- who can act is given in the upper left. When SIde SIde
mally used to quickly move through the acter prior to combat in the Outdoors, you a character is injured or is bleeding, the
walk-over fights that are neither challenging may ready and unready items (except amount of inju ry or bleeding will appear
nor interesting. armor) . You may not transfer items to or
from a backpack, between characters, or to
where the N is in the above display. '--v-----'
aUlCK COMBAT The directions in whi ch the character rear
When you choose Ouick Combat, you will the Pool. can move are highlighted in the cursor
be shown a screen that displays your The Pre- Battle Menu compass to the right of the display. The
current party status. Beneath this are listed You will see this menu when you use the character's facing is indicated by the arrow
the type and number of enemy you are P key as explained above to put a character in the center of the compass. When a
facing. At the bottom of the screen are your down. In this menu , your options are to use character moves, he will face the direction
th ree options: (P)AUSE, (F) LEE, OR the numeric keys to move the cursor over a in which he moved. Where this requires a
(M )AGIC. facing change, he will perform the mini-
character and then pick him up (control
To start combat. press P. P may also be him and return to the deployment options mum facing change required by the move.
pressed to halt combat and then pressed as explai ned above) by pressing the P key, The maximum a character can move is
shielded side
to start it again. or to use the X key to ex it to combat. six squares in a straight line. Diagonal
To attempt to run away from the enemy, When the cursor is over a character, the moves and moving over terrain features
press F. (bodies, slopes, rubble, etc.) will reduce the A (1 , E) : AIMED ATTACK. Aimed attacks hit
name of that character will be shown at the
To toggle magic on and off, press the maximum moves a character can make. much less often then other types of attacks,
bottom of the screen and the cursor com-
M key. The game is preset for your charac- In the list of options given below, the but when they hit, they do more damage.
pass will show that character's facing and
ters to not use magic. If you want them to maximum moves a character can make Aimed attacks are considered to be directed
the directions in which he could move.
cast spells, you must press the M key. before performing an action are shown in at small, vulnerable, and hard to hit areas
When you press th e X key to exit the of the enemy.
Pressing the M key will also cause combat comba t, the message " DO YOU REALLY parentheses. Where the action is not move-
to begin. This feature permits you to pre- WAN T TO PROCEED TO COMBAT (YI N)?" ment related, an asterisk • is shown. In C (1) : CAST A SPELL. Permits a Sorcerer to
serve your magic power for tough fights. will appear. To advance to combat press Y. some circumstances (Engaged, diagonal attempt to cast a spell. Normal cast spell
TACTICAL COMBAT To return to your deployment options, moves, terrain restrictions, etc). a character ability is used and normal power cost is paid
press N. may not be able to make the maximum whether or not the attempt is successful.
Setting Up for Combat moves and sti ll perform the action. Spells may be cast instantaneously, in
Tactical Combat begins with you setting up Ambushes which case the caster will be able to
(deploying) your adventurers. The bottom NOTE: Where an E appears in parentheses ( ) next
Normally, th e enemy will appear to the perform another action, or may require all
line of the display will show your setup to one of the options, choosing that option will end of one turn or two turns to be cast. Spells
right of your characters. In normal combat.
options as follows: the character's turn . may also be miscast (failJ . Whether or not a
you will not see how the enemy is posi-
tioned until after you have exited to com- Prior to moving or after moving only spell is successful and how long it takes to
(1 8) TO MOVE CHARACTER « » TO 8 1 2
ADJUST FACING (P)UT DOWN (NIEXT OR 7 3 bat. In the case of ambushes, the enemy one square, a character may make an cast is determined by the Sorcerer's ad-
(IINSPECT A CHARACTER 6 5 4
will appear to your party's left and you will unl imited number of facing changes in th e justed Cast Spell (halved when Counter
(N ame of Character You are CUHently Setting Up)
see them immediately. square he occupies. A character who moves Magic is in effect, doubled when Ouickcast

17 18
is used) compared with the spell's difficulty P (0, E) : PRAY. Characters with Karma W * : VIEW ENEMY. Using this key will fatigue, minus any movement penalties
level and adjusted by a randomly generated
number from ° to 99 ( If Difficulty is >
adjusted Skill, spell fails. If Difficulty is
available may pray. Prayers which may be
used in combat are Bless and various
heal s. Raise Dead may not be used in
permit the character to examine all enemy
he can see. Information provided is the
type of enemy and the direction in which
(and minus hi s injuries in some instances).
plus any benefits for attacking the side or
rea r of his target, adjusted by the type of
> 1/ 2 Skill, spell takes two turns. If Difficulty combat. he is facing. Pressing the S key also gives attack (A D, N, or K) he chooses.
is> 1/ 5 Skill, spell takes entire turn. If Diffi- Bless gives all members of the party a the enemy's status, dexterity and facing The defender's adjusted defense is one-
culty is::;' 1/5 Skill, spell is instantaneous). Luck advantage. This adva ntage lasts for and. where the enemy is using weapons or half his readied weapon skill as adjusted by
D (I. E) : DEFENSIVE AITACK This type of one battle and ca nnot be dispelled. For wearing armor, th e type of weapon, armor, any bonuses conferred by items or spells,
attack adds to the attacker's defense while every BleSSing cast. the party receives t he and shield in use. The N is pressed to move minu s his fatigue (and sometimes minus
it lessens the chance that he will hit his eqU ivalent of 40 in Luck. The maximum from enemy to enemy. The X key is used to his injuries). plus his shield skill if the
target. Defensive attacks are often used by benefits of combined Luck and Blessing is exit the option. attack is through a shielded side, plus
attackers with enemy on their sides (flanks) 200. Bless, Stop Normal Bleeding, and X * (E) : EXIT. This key is used to end a char- benefits if his last attack was a D attack,
and/ or rear. Heal Normal Injuri es are cast in one turn. acter's phase a'1d permit the game to ad- and minus penalties if h is last attack was a
G (I, E) : STAND ON GUARD. The character Stop Serious Bleeding, Heal All Injury, and vance to the next character's phase. K attack. If the defending character moved
will stand ready and wait for an enemy to Restore Life Forces require two turns to over half his total movement allowance
Z * : DODGE. Pressing the Z key causes the
move next to him (on one of his three front cast. NOTE: Bleeding reduces a character's life. character to dodge which makes him harder
during his previous turn, his defense is
sides). When this occurs, the character wi II When Life is 0, the character is dead. to hit. further halved vs. hand-to-hand attacks but
attack before the enemy gets a chance to Q (I) QUICK CAST A MAGIC SPELL This doubled vs. missile attacks.
attack. option is simi lar to a normal Cast except Engaged Damage From Physical Attacks
I * : INSPECT A CHARACTER Pressing I the caster operates with twice his normal When an enemy's last act io n was to direct a After a hit is scored. the Weapon Damage
once will display the character's Informa- Spell Cast ability and pays twice the normal hand-to-hand attack against a character, rating(s) of the attacking weapon is com-
tion Screen. Pressing I again will display Power costs for spel ls. This opt ion gener- that character is Engaged. Engaged charac- pared with the Armor Defense of the
the Party Status Screen. ally permits Sorcerers to get off twi ce as ters may only move one square and may defender for that type of attack(s) and a
many spells within a g iven period of time. not Sneak. Characters may place the sa me random number is generated to determine
K* (E) KILLING AITACK. The chara cter
R * : READY AN ITEM. Pressing R permits restrictions on most enemy characters by how much damage is done. It is possible
launches an all-out attack. This increases
the cha racter to change the items he has engaging them in hand-to- hand combat. for a successful hit to do no damage to a
the maximum damage of a hit, but decreases
readied (except for armor) . An item may be defender because it failed to effectively get
the character's defense vs. future enemy Physical Attacks
readied and used in the same combat through the defender's armor.
attacks. When an attack is attempted, a message
round. Wh en a defender is damaged by an
L (0, E) LOAD A BOW OR CROSSBOW. will appear telling you who is attacking and attack, a message will appear which gives
These weapons must be loaded before they S* (E) : SNEAK. Pressing the S key will
whether the attack hits or misses. If the the type of injury the defender sustained.
can be used. If a character starts combat permit characters with Stea lth skills to
message " THE DEFENDER'S SHIELD Magical Attacks
with one of these weapon s read ied, that attempt to hide from the enemy. You will
DEFLECTS THE BLOW" appears, it indi- When a spell is cast (whether by a Sorcerer
weapon is loaded. If a bow or crossbow is not know when this attempt has been
ca tes the defender was successful in or an item). a message will appear which
readied during combat. it must be loaded successfu l. Characters who are Engaged
maneuvering his shield to block the attack. describes the type of injury inflicted on
before it can be used. Once loaded, a bow and Sorcerers who have cast a spell that
round will not be able to Sneak. NOTE: Some attacks will break through sh ields. It a defender. If no message appears, no
will not have to be loaded again during
is possible for a character to take damage from an damage was inflicted. NOTE: If an injury
a battle. A crossbow must be loaded each T (I. E) : THROW. This option is used to
attack that has been defiected by a shield. message is already on the screen, a spell attack
time it fires in order for it to be able to fire launch a thrown weapon at an enemy. It
which does no injury will not cause it to disappear.
again. permits thrown weapons to be used as
Whether or not an attack results in a hit This may make it appear that damage was done
missile weapons. Once a weapon is thrown,
M* (E) : USE MAGIC. The character may cast is determ ined by comparing the attacker's when, in fact, it was not. If injury is done by the
it may not be recovered until after combat
a magic spell from one of the items he has adjusted attack rating with the defender's magic attack, there will be a pause before the
is concluded. The one exception to this is
ready. Pressing M will show a screen which adjusted defense modified by a randomly computer advances to the next attack.
Dwarven Hammers which return to their
displays those readied items which may be generated number (think of it as a die roll) . In determining if a magical attack does
owners after t hey are thrown.
used to cast a spell. To exa mine what spells Where Luck and/ or Bless are present, damage, the spell's attack strength is com-
are available, highlight each item and press U(O, E) TURN UNDEAD. Useofthisoption the defending character will get a " Sav- pared with the defender's Armor Defense
the E key. To cast a spell. highlight the de- permits characters with the Thrn Undead ing Throw" which can turn an o therwi se vs. that type of attack and a random
sired item and press the S key. ability to attempt to destroy a visible successful hit into a miss. Attacks by number is generated to determine how
undead. The option may also be used when undead against characters who have used much, if any, damage is done. NOTE: When
N (I , E) : NORMAL AITACK Pressing the there are no undead in the character's sight. the Thrn Undead (U ) option in that battle the message " THE DEFENDER FEELS A
N key will launch a normal attack. N may be When used in this manner, it increases the are also subject to a saving throw vs. a SUDDEN DIZZINESS" appears, the defender has
used for hand-to-hand and missile weapons. user's defense against undead attacks. successful hit. been subjected to a Life Drain type of attack which
o (2 , E) : OPEN. Character may open a V (2 , E) : LOOK FOR ENEMY. Press ing the V The attacker's adjusted attack rating is has reduced his current Life Level.
closed. unlocked door he is faci ng or close key uses the character's Scan abi lity to his readi ed weapon ski ll as adjusted by any NOTE: Some magic attacks (Paralyze, Fire
an open door he is facing. search for hidden enemy. bonuses conferred by items, minus his Ball and Magic Blast) are area effect attacks. The
19 20
caster does 110t have to see the defel1ders il1 order to FIRST AID LOOTING The op ti o ns which you ca n execute in a
use these spells agail1st them. The F key is used to administer First Aid. After defeating an enemy, be sure to use Dungeon are:
The affect of First Aid ranges from healing the V opti on from the Main Camp Menu to
After Combat all normal bleeding and injuries to healing view the loot. Most of the valuable items <-: Pressing this arrow key causes your
When the party has successfully defeated you will find in the game will come through
no injuries or bleeding. Only one First Aid Active Character to make a 90 degree turn
a group, a screen will be displayed showing loot ing your fallen foes.
dttempt per adventurer may be made per to the left.
which party members found money. This
encampment. NOTE: To use First Aid, the healer -> : Pressing this arrow key causes your
screen will be blank in instances where
must have bandages in his possessiol1. DUNGEONS Active Character to make a 90 degree turn
the defeated foe had no money Following
this, the game will immed iately go into PRAY FOR HEALING to the right.
Dungeons is the generic name given to all
Camp mode. The P key is used to pray for healing. A C: Pressing the C key permits you to change
situations which occur on Play Disks other
screen will appear which lists the healing the Active Character. When in normal
HEALTH than Disk 1 (EXCEPTION : IBM). The game
options avai lable. The further down the Dungeon mode, all commands you give
mechanics for Dungeons are sl ightly dif-
screen the options appear, the more Karma will be carried out by the Active Character.
ferent from those for the outdoors.
required for the prayer. Only those prayers In most instan ces you will want a Th iefwith
for which the Priest has sufficient Current OPTIONS a good Search rating to be the Active
Karma are shown. Wh en in a Dungeon, your party will be Character. You may want to change char-
The possible prayers are: represented by the figure for your Active acters to have a spell cast, a trap disarmed,
STOP NORMAL BLEEDING. Will heal nor- Character. You will see a map of that or if you know you are going into a fight.
mal bleeding. Normal Bleed ing is indicated port ion of the Dungeon your Active Char-
E: Pressing the E key causes the Active
on the Party Status Screen by numbers to acter ca n currently see or whi ch you have
Character to examine (Search) the adjacent
the left of the / on the B: line. previously exp lo red. Below th is is you r
square that he is facing.
option d isp lay as follows:
HEAL NORMAL INJURIES. Will heal nor- F: Pressing the F key starts a fight with
mal injuries (those indi cated by numbers (NAME OF ACTIVE CHARACTER) whatever is in the adjacent square the
VISIBILITY (GOOD OR POOR) 8 1 2
to the left of the / on the I line) as well as TYPE ORDER «--> C E F I M NOS T 7 3 Active Character is facing.
The first thing that should be done is to Normal Bleeding. ? FOR HELP) 6 5 4
I: Pressing the I key permits you to inspect
check the party's health status by pressi ng STOP SER IOUS BLEEDING. Will heal all
NOTE : For tfle IBM. tfle 7 8 9 a character as explai ned above.
the H key (NOTE: !Iou rna!! wal1t to View the loot Serious and Normal Bl eed ing. cursor compass is : 4 6 M : Pressing the M key causes th e party to
first to check for bal1dages or Regel1eratiol1 items). I 2 3
HEAL ALL INJURIES Will heal all Serious make camp as explained above.
This will display the Party Status Screen.
and Normal Injuries and all Serious and N: Pressing the N key causes the next
Where characters are suffering from Injuries
Normal Bleed ing Only those options which your current
(I:), Bleeding (B:)' or Life Level Loss, these character (in order) to become the Active
problems will be highlighted on the screen. RESTORE LIFE FORCES. Will restore LIFE Active Character can do will be shown in Character.
NOTE: B[eedil1g reduces a character's Life. Whel1 to its MAX(imum) level and cure all Serious this display. For this reason, it is very 0 : Pressing the 0 key causes t he Active
Life is 0, the character is dead. and Normal Bleeding and Injuries. important to keep an eye o n thi s disp lay. Character to attempt to open whatever is in
Normal Bleeding and Injuries wnich RAISE DEAD. Will bring 3 dead character When a new option appears, something the adjacent square that he is facing.
may be cured with First Aid have an back to life, restoring LIFE to its MAX(imum) has changed. Whether or not the attempt is successfu l
asterisk • by them. Adventurers wh ich have level and curing all Serious and Normal In Dungeons, the cursor compass pro- depends on the open d ifficulty level and
the skills of Treat Disease, Treat Poison, Bleeding and Injuries. vides more information than it does o ut- the method the Active Character is using.
and First Aid may use them to help party NOTE: A healer's abilit!l to use the Treat doors. In the center of the compass is an
Sorcerers and characters with enchanted
members. Poison, Treat Disease, al1d First Aid skills rna!! be arrow that points in the direction the active items may use Unlock Spells. Thieves with
decreased as a result of il1juries. For this reason, it is character is facing. The numbers for the read ied lock picks may attempt to pick the
DISEASE directions in which the Active Character
The C key is used to cure disease. It should
a good idea to heal a healer's injuries before he lock. Regular characters may attempt to
attempts to use these skills. can move are highlighted. Be sure to keep force the lock (using a crowbar multiplies
be noted that some diseases are incurable an eye o n this. It will somet imes give you
by this method and may be cured only the character's strength by 4) .
KARMA AND PRAYER clues as to when you can pass through
through rest. what appears to be impassable terrain. S: Pressing the S key gives the Active
NOTE: While diseased, an advel1turer will be PRAYER KARMA COST
Note your visibility status. Many Dun- Character the option to cast a Foxfire or
ul1ab[e to recover from Fatigue and willl10t be able Stop Normal Bleeding 4 Night Vi sion spell.
geons are dark and visibi lity will be poor
to recover from Il1juries through the passage of time. Heal Normal Injuri es 8 until a Foxfire or Night Vision spell is cast. T: Pressing the T key permits the Active
POISON Bless 10 After combat in which the enemy cast s Character to talk to whatever is in the
The U key is used to eliminate poison. Stop Serious Bleeding 15 Dispe l Magi c, it may be necessary to aga in adjacent square that he is facing. NOTE:
NOTE: Savil1g a game or exitil1g camp with an Heal All Injuri es 20 cast a spell to improve you r vision. When Whel1 this optiOI1 appears, it is a clue that there is
advel1turer still poisol1ed will cause that advel1turer Create Food and Water 20 vi sion is poor, your party's range of vision something here !!OU cal1 talk to.
to take additiol1a[ damage from poison up to al1d Restore Life Forces 30 is reduced. It is also harder to find traps, ?: Press ing the ? key provides an explan-
il1cludil1g death. Raise Dead 45 secret doors, and other hidden things. ation of your current options. This ex-

21 22
planation temporarily replaces the normal THE (Name of the Local Inn). Where you lights the type of potion desired and Potions which may be made are:
display. may rest, have a good time (and overhear presses the S key. The cost of the potion, in NIGHT VISION'
DIFFERENCES FROM OUTDOORS clues which may aid you in your quest). copper pieces, is subtracted from the party's FREEZE
Resting, Hunting, and Ambushes do not or Tell the Minstrel Your Deeds (save money. Whether or not a potion is actually INVISIBILITY'
occur in Dungeons. The (T)ALK option is not the game). made is determined by comparing the PARALYZE
available for most encounters. Fatigue and TH E ENCHANTER'S SHOP. Where you may Sorcerer's ALCHEMY rating against the FEAR
time passage occur at a much reduced rate. buy magi c items or pay to have items difficulty rating of the potion as modified CHANGE TERRAIN
enchanted (up to a maximum of +6) . Each by a random number. If the final skill FUMBLE
COMBAT time a weapon is enchanted, its maximum number is less than the final difficulty LIGHTNING
Combat in Dungeons is similar to combat damage will increase by 2 (in all its attack rating, no potion is made. LIFE BLAST
Outdoors with the following exceptions. categories) . Each time a shield, armor, or DISPEL MAGIC
For single disk drive systems (EXCEP- other item is enchanted, its defense will FIRE BALL
TION: IBM). to enter combat, you will have increase by 3 (in all its defensive categories). Potions may be used by any character who MAGIC BLAST
to pull your Dungeon disk and replace it has them readied and by pressing the REGENERATION'
with Disk I. Whichever character was Active THE MONEY CHANGER'S. Where your less M key (when it is that character's turn in DEFENSE POTION'
when the combat was encountered will not valuable coins will be exchanged br gold. Combat) or the U key (when viewing the • These potions may receive an added bonus from a
be able to move in the setup phase (although Normal cost for this service is one silver character's Information Screen in Camp) . particularly high skill roll.
facing changes are permitted). piece.
Characters may not ready or unready THE ALCHEMIST'S LAB. Where your Sor-
items when setting up for combat in cerers may pay a fee in copper pieces to
Dungeons. attempt to create magic potions.
The Change Terrain spell may not be THE DOCKS. Where your party may catch a
used in Dungeon combat. ship to another island.
There is no default formation. Char- LEAVE (Name of the Town). Which exits you
acters will have to be deployed for each from the town menu and returns you to
combat. normal play, but in the same square as
When combat is concluded in single the town.
disk drive systems (EXCEPTION: IBM), you
will have to remove Disk I and reinsert the MONEY
Dungeon disk as prompted. The party's money is listed at the bottom of
Refer to the COMBAT section above for the Party Status Screen. The exchange rate
more details. is as follows: 10 copper pieces equal one
silver piece, 10 silver pieces equal I elec-
trum piece, and 10 electrum pieces equal
TOWNS I gold piece. Except where otherwise
stated, prices in The Eternal Dagger are
Towns are represented by a special menu . always given in copper pieces.
To enter a town, you must go to a town Money is most useful in town where it
square and press the S key. You will be is used to buy items, rest in the inn, have
asked if you want to enter the (name) town. a good time (and gather information).
To enter press Y. An exception to this are attempt to make potions, purchase pas-
the towns on the Elven Isle where you enter sage on ships, enchant items, and buy
by accepting the young elf's offer to tour magic items. Money can also be used to
his town. bribe characters met in encounters for
When in a town you have several op- information.
tions. These are displayed on the town Money is extremely important in the
men u. To choose an option, use the keys as game. Most money comes from selling in
explained at the bottom of the screen to the town market items looted from defeated
highlight the desired option and press the opponents.
S key.
Town menus are always shown in the POTIONS
following order: Potions permit any character to cast spells
THE MARKET PLACE. Where items may be like a Sorcerer. Potions may be either
bought and sold. found through looting o r made by a Sor-
THE TEMPLE. Where your characters may cerer in the ALCHEMIST'S LAB in a town.
pray to restore their Karma. To make a potion, the Sorcerer high-

23 24
CREDITS
Game Design
Paul Murray & Victor Penman
Programming
Paul Murray
Story Line APPENDIX I:
Victor Penman & Paul Murray
Game Development
Summary of
Victor Penman & Keith Brors
Play testers
Charts and Tables
Jeff Johnson, ArIon Harris, Chuck Kroegel,
George Kucera, Eric Nickelson, Russ Smith,
Ken Humphries & James Kucera
Computer Graphics
Keith Brors, Paul Murray & Dave Shelley
Additional Puzzles
Geoffrey Chaucer
Art & Graphic Design
Louis Hsu Saekow, David Boudreau & Meg Pelta
'TYpesetting
Abra Type & Kathryn Lee
Printing
A&a Printers and Uthographers

25 26
WEAPON TABLE SKILLS & ABILITIES SPELLS
MIN MIN SKILL CLASS II I EP 121 CAIN III SPEL L POWER COST DIFFICULTY
WEAPON DAM TYPESTR HANDS EPSKILL WEAPON DAM TYPE STR HANDS EPSKILL
Close Combat All 1-8/ 1-4/ 1-2 / 1 Cou nterrnagi c IIAI 10
Fist STR/4 B 3 CC Staff 8 B 3 Mace Swo rd F 4 Foxfire 141 10
Dagger 4 T 3 CC Maul II B 13 3 Mace Axe F 6 Night Vis io n 141 10
Rapier 6 T 6 4 Sword Flail 8 B 12 6 Flail Specia l
Spedr F. R Unl ock 121
Shortsword 7 T 8 4 Sword Large Flail 12 B 13 6 Flai l Mace F Freeze III 20
Sci mitar 8 C 10 4 Sword Spear 8 T 10 4 Spear Flat! F 6 Invisibility IIAI 20
Broadsword C 12 4 Sword Heavy Spear 10 T 8 4 Spear Thro wn F Reveal Enemy II . 41 30
Longsword 10 C 16 4 Swo rd lavelin 6 T 10 4 Th row n
Bow F. R Magic Protection II . 41 20
Claymore 12 C 12 4 Sword Hammer 7 B 10 4 Thrown
Crossbow F Paralyze 11. 41 100
Greatsword 14 C 15 4 Sword Dwarven Hammer 9 B 10 4 Thrown Sh ield F 4 Disengage III 30
Hand Axe 7 C 8 6 Axe Shortbow 8 T 8 5 Bow 50
Combat Awareness F 3 Fear 11 . 41
Battle Axe 9 C 12 6 Axe Longbow 10 T 12 5 Bow Sca n Mi ssile Protection II . 41 40
ALL
Great Axe 13 C 13 6 Axe Light Crossbow II T 10 3 Crossbow Stealth 20
RT Change Terrain I I . 31
Crowbar 7 B 10 3 Mace Heavy Crossbow 15 T 16 3 Crossbow Hunt R Fumb le III 30
Mace 7 B 10 3 Mace Buckler 4A 6 4 Shield Track R Lightn ing Bo lt III 60
Morn i ngstar 9 B 16 3 Mace Shie ld 6A 10 4 Shield
First Aid RP Life Blast I I I 80
Search T Dispel Magi c II I 10
DAM = Damage Rating. · Shields do not do damage. SKILL = Skill required to use weapon .
Disarm Trap T Armor I I . 41 70
TYPE = Damage Type ITIHRUST. (CIUT. (BIASH. A is CC = Close Combat.
Pick Lock T Life Steal II I 140
the basic defense rating of the shield type.
NOTE: For each plus (+1 a weapon is enchan ted. its damage Treat Poison P Mass In vis ibility II . 41 8 100
MIN ST R = Minimum strength required to use.
rating is increased by 2. Treat Disease P Fireba ll I I I 8 100
HANDS = Number of hands requ ired to use.
NOTE: For each plus (+1 a shield is enchanted. its defense Turn Undead P Magic Blast II I 8 120
EP = Basic Experience Points Cost to improve skill.
rating (AI is increased by 3. Alchem y S
ST R = Character's strength .
Luck P 6
Cast Spell S 6 II I May be used in combat o nly.
Karma 121 May not be used in combat.
P
131 Will not wo rk in du ngeons.
Power S 141 Co mba t Spell th at is dispelled by an enemy cas t
ARMOR DEFENSE RATINGS of Dispel Magic.

LIFE MIN
ARMOR BASH CUT THRUST FLAME COLD STORM DRAIN STR III Class indicates wh ich Professions possess the
skill or ability: F = Fighter. R = Ranger. T = Th ief.
Leather o o o o P = Priest. S = Sorcerer. KARMA AND PRAYER
Cuirbolli 4 o o o o 6 121 EP indicates th e amount of Experience Poi nts
Ring 4 6 o o o o 8 req uired to improve th e skill or ability. PRAYER KARMA COST

Brigandine 6 8 o o o o 9 131 GAIN : Each tim e you spend Experience Points to Stop Normal Bleeding 4
in crease a skill or ab ility. the skill or ability increases
Chain 10 6 o o o o 12
by a rando m amo unt l until it reaches 2001. Up to
Hea l Normal Injuries 8
Sca le 6 10 7 o o o o 15 100. th e in crease is I - 8 points. Between 100 and Bless 10
Plate 8 12 9 o o o o 16 150. the increase is I - 4 poi nts. Between 150 and Stop Serious Bl eeding 15
Reinforcing +30 200 . the increase is I - 2 points. Between 200 and Heal All Injuries 20
250 . the increase is o nl y I point. Over 250 . th e
Dwarven +30
increase is I point and the Experie nce Point costs
Create Food and Water 20
Elven +30 are do uble. Restore Life Forces 30
Wizard 's +30 +30 +30 +30 Raise Dead 45
Flame Proof + 30
Cold Proof +30
Storm Proo f +30
Drain Proof +30 QUESTIONS OR PROBLEMS? ca n ca ll if you have problems with your
Our ma in busin ess telephone number disk or need a clari fica tion of the ga me
is (415) 964- 1353 . and/ or rules.
MIN STR = Minimum strength required to use armor type. NOTE: For each plus (+1 th e armor or item is
• = Normal rating for regular arm o r type and a minimum enchanted. its defense ratings increase by 3.
We also have a Tec hn ical Support Hot- Both numbers ca n be ca ll ed every
of 2 for magica l d efenses.
line number (4 15) 964- 1200 . which you weekday. 9 to 5 Pacific Ti me.
THE ART OF ADVENTURING
IN MIDDLE WORLD
Being a Compendium of
Strategy, Tactics, Tips, and Sly Maneuvers

DUNGEONS your Priests so each has enough Karma


When exploring Dungeons, be suspicious remaining for a Raise Dead. It is a sad
of large areas with no apparent access. situation when the only Priest to survive
Such areas can usually be entered a fight doesn 't have the Karma to Raise
through secret doors or some other the two who were killed.
device.
EQUIPPING THE CHARACTERS
Always examine Dungeons as thor-
Arm your characters with weapons that
oughly as possible. Examine all tables, do more than one type of damage. This
bookshelves, beds, fireplaces, etc. Talk to
will virtually double your chance of
anything you are given a chance to talk
taking out your opponents. lTain your
to. Leave no stone unturned and trust
fighters to use more than one type of
no one.
weapon. When in combat, ready the
Keep an eye on your command weapon that will do the most damage to
options at the bottom of the screen, the enemy you are fighting.
when a new option suddenly appears, The well-equipped fighter has armor,
give serious consideration to using it. three different weapons, a buckler (a
Check your cursor compass ; this will
small item ; shields are medium and
show where you can move. Some
reduce the number of weapons carried),
Dungeon areas are only entered through
items which increase his defense (handy
unusual routes.
when attacked at night and not wearing
HEALING armor). and some items with offensive
Hoard your Karma. Unlike Power, it magic spells.
cannot be regained through Rest. You Ideally, all of these items are
may not always have a temple nearby enchanted. Enchantments which increase
when you need 9ne. weapon skills can go a long way toward
Use Regeneration items judiciously. It offsetting the skill penalty that comes
may be worthwhile to make a Regenera- from training with a range of weapons
tion Potion or two when in town. When instead of specializing in one.
a character is injured, use First Aid to Use your money to enchant your
cure Normal Bleeding and Injuries Any armor and other defensive items first.
such damage left over after First Aid A living character with a moderately
should be left for time to cure. Don't powerful weapon is a more effective
waste Karma or Regeneration items fighter than a dead character with an
on it. extremely potent weapon.
Use Karma to cure Serious Bleeding Remember that unlike items which
2nd Injuries. Serious Bleeding can kill give defensive bonuses, items which give
a character. One charge from a Regener- skill bonuses have a cumulative effect.
ation item can do, anything from Stop Unlike weapons, more than one item can
Normal Bleeding to Restore Life Levels. be readied at a time. Many Sorcerers
Since there is a BIG difference in the operate with a wand in each hand that
Karma cost for these heals, save the increases their Cast Spell skill. This
Regeneration items for Restoring Life
Levels and treat the lesser problems as
outlined above.
The only way to bring back a dead
character is to use Karma for a Raise
Dead. Spread the prayer activity among
increased· skill level and the Quick Cast appear exactly the same to you. Until make the enemy come to you. Use the In really tough attacks, have your
option multiplies the combat value of the fighting starts, the differences Guard option to give your side the first fighters ready a wand or other item with
Sorcerers. between regular wolves and werewolves hit. Your opponents will have their an area effect spell and use them as
ECONOMICS wil l not be apparent to you. defenses reduced if they use half substitute Sorcerers. It can often be very
When you begin to fill up with loot. Be certain you are ready for combat or more of their movement points to useful to have an item that permits the
head back to town, sell the loot. and use at all times. Have your defensive ,items reach you . casting of Dispel Magic.
the money to enchant your items or buy and weapons readied. It can be embar- Keep your magic users behind the If a fight gets to be too tough, don't
magic items. It is much cheaper to buy a rassing to find out you 've been attempt- battle line. If the enemy is using spears, forget that you can run away from
+6 item than to pay the local wizards to ing to beat a dragon over the head with keep them at least two squares behind. Tactical Combat by moving your char-
enchant an item up for you. the wand of regeneration you had If the enemy is accommodating acter out of the area of play.
Don't stay out adventuring so long readied after your last fight. Check your enough to gather in a tight group, drop
GENERAL TIPS
that you can't bring back all the goodies characters before going into combat and a Magic Blast or Fire Bailon the group. One of the most commonly made
you find. It can be a real heart-breaker see they ready their most effective On the other hand, if the enemy is mistakes is to let fatigue build up.
to leave a particularly nasty weapon weapon and defensive items (vs. these dropping these area effect spells, spread Remember that fatigue subtracts directly
behind because you just don't have monsters) as soon as possible. your people out. from most of your characters' abilities
room for it. Watch out for enemy magic users. When your Sorcerers don't have a and it can make them fairly useless in
When on the Dwarven Island, never Magic is very potent in this game. You tight group to aim at. use the less a short period of time. Keep an eye on
buy anything you don't have to, never may have to send your fighters on a expensive spells. Paralyze can affect your characters' fatigue and rest them as
believe anything you hear, and only bold charge through the enemy lines to several members of the opposing group.
needed.
believe half of what you see. Keep your take them out. In general. you want to Because of their low costs, most magic When you see the FOLLOW THE
hand on your wallet at all times. take out the opposing magic users as users can cast several Freeze or Lighting TRACKS option in your display, there is
Money is used in this game to buy soon as possible. Once an enemy's spells in a turn. Against some monsters, something at the end worth finding. The
information and to make your characters magic capability is gone, it is just a it is more effective to take them out problem is that the tracks frequently
more powerful. matter of time until you defeat him. individually with a series of lighting
lead through many monster groups
The same can generally be sa id of bolts than it is to drop a couple of before they take you to the good stuff. If
ENCOUNTERS you, so protect your magic users as Magic Blasts on a group.
Always start out being nice. Nothing you don't feel strong enough to take on
much as possible. You will find that your opponents
really bad ever happens to you for the monsters at the time, remember
Generally speaking, the first magic prefer to attack unshielded characters where you found the tracks and return
attempting to talk with someone rather spells you cast should be defensive in over shielded characters and flank and
than attempting to kill him. There are a later. The monsters and the good stuff
nature. Cast the least difficult spells rear facings over front facings, will still be there. If you follow the tracks
limited number of living (and undead) before going to the harder ones to get When forming a line of battle, put
creatures in this world. Anything you and the message disappears before you
up as much protection as soon as your fighters up front. Use a fighter with are led to something, search the area.
don't kill the first time around you can possible. a shield to anchor your left side.
always come back to later. But once you There is something worth finding nearby
When facing enemy magic users, put Characters with spears can be placed
kill something, it is gone for good up Counter Magic and Magic Protection. immediately behind this line and still be
(although it can take a while to go If you face an opponent who is good at able to reach the enemy. Characters with
through some of the larger groups). sneaking, or who can turn invisible, cast missile weapons can be placed even
It is usually a mistake to attack Reveal Enemy. If you face an enemy who further back.
creatures who are not hostile toward you uses missile weapons, cast Mi ss ile When fighting opponents with good
even if this is not apparent at the time. Protection. physical attacks, have your Priests bless
The innocent creature you slaughter If you want to form a battle I in e, but the party. With an effective blessing
today may possess the vital clue you 'll can't anchor both your flanks on an equal to Luck of 200, 80 percent of the
wish you had tomorrow. impassible terrain feature, use the attacks that would otherwise hit you
COMBAT Change Terrain spell to create the will miss.
Use Tactical Combat when you fight a terrain you need. The enemy has an uncanny way of
new opponent for the first time. You Use the Dispel Magic spell if an finding you when you use mass invisi-
have a much better chance of winning in enemy Sorcerer puts up a spell you bility. It is sometimes a good idea for
T-dctical Combat than in Quick Combat. don't like. If the enemy casts a Paralyze Sorcerers and Priests who aren't going
Be careful. Many monster groups will or Fear spell. Inspect your party mem- to do any physical attacking (the Priest
bers to see if they were affected, If they can bless and heal) to turn themselves
were, use the Dispel quickly. Paralyzed invisible and find a safe, out of the way
characters are helpless and Afraid char- place to watch the battle.
acters are nearly useless.
Unless you are facing powerful magic
using opponents, form a battle line and

2 3
enemies. Their claws can strike to punishment before falling over. For-
A TRAVELER'S GUIDE TO poison or disease an enemy. tunately they are rather slow.
MIDDLE WORLD AND ENVIRONS Spirits are insubstantial and often Uzardmen are new to the island and
invisible creatures who drain the life are believed to be part of the Necro-
force of their victims. They are virtually mancer's forces. They are excellent
immune to all types of physical attacks fighters and use both weapons and
This section will provide the gamer with Mo'st of the islanders disappeared (Bash, Cut, and Thrust). armor. Some of them are said to have
much of the information he could expect after the conquest. Ssur believes the Undead Warriors are skilled fighters magic powers.
to find readily available on Middle Necromancer has turned them into who wield normal weapons. They wear
World. It does not provide the gamer undead monsters. The island itself has armor and have normal protection ANIMAlS
with all needed infor.mation. The infor- changed. Much farmland has been against physical attacks. Giant Spiders are native to the island.
mation provided herein is more general turned into dismal swamps. Travel is They are very fast and good at ambushes.
Ghosts are perhaps the deadliest of all
in nature than that discovered by difficult and dangerous. Hordes of undead the undead. They are mighty sorcerers of They bite with a powerful poison.
playing the game. The information given roam the land. The dragon has taken up Wolves are native to the island. They
insubstantial form with the power of
here is background-type information the residence in a wood in the southeastern invisibility. They drain the Life Force of generally run in large packs, but are not
gamer could reasonably expect to get by section of the island. From here he ' particularly to be feared.
their opponents. Their magic powers
questioning, for example, Ssur in his hunts in a wide circle, robbing or killing Giant Scorpions appeared when the
have given them good defense against
tower or people met in a town. everyone he comes across. Necromancer conquered the island. They
both Holy attacks and Turn Undead
In keeping with spirit of the game, Except for Ssur in his magically- are heavily armored and attack with
attempts.
the book is divided into sections. Each protected tower and a small band of
Uches are undead magic users of great poisonous stingers.
of the sections is identified with the rebels who operate just north of the
name of the location at which the gamer mountains which divide the island, all of power. They have good protection against PLANTS
could expect to gather this information. the island is under the control of the all types of attacks and are hard to turn. Swamp Things are particularly vile
The gamer should not read any section Necromancer. HUMANOIDS creatures which lurk in the muck. They
of the booklet until he has reached, in The monsters the party can expect to Most of the humanoid monsters were resemble loose mounds of putrid vege-
the game, the location which identifies it. encounter on the island are: present on the island prior to the tation and are very skilled at ambush.
Necromancer's invasion. Since the inva- Swamp Things are feared because they
Ssur's Tower THE UNDEAD
sion, they have increased in both are hard to kill and inflict a serious
Undead include Skeletons, Zombies,
Prior to the disaster, the island around Ghouls, Spirits, Undead Warriors, Ghosts, number and viciousness. Many of the disease on those of their victims who
the tower was devoted to small farms. Liches, and others. All undead are evil humanoid bands are led by evil human survive their other attacks.
The island boasted one town, Greenbay, and all can be turned using the Priestly sorcerers. Most humanoid groups operate Moving Trees are extremely strong tree-
which was located on the eastern edge ability of Turn Undead. The more out of a lair. These lairs are believed to like creatures w.lich live in the forest.
of the southern bay. The northwestern powerful the undead monster, the harder contain the wealth of their victims. They do great damage, swinging their
area of the island had come under it will be to turn it. Trolls are very strong with a thick skin limbs like clubs. They have good all-
attack by armies of undead. Using the Having no Life, the undead are that provides great protection against around armor (excellent vs. Thrust
Holy Morning Star that was normally virtually immune to Life Blasts, Life Bash attacks. They attack with their attacks) and are difficult to kill.
kept in the temple at Greenbay, the -Drains, and similar attacks. As a general claws.
islanders had been able to defeat these THE DRAGON
rule, undead are very resistent to Cold Gobllns are the weakest monsters on The dragon is a ~ pE'cial monster believed
armies which were directed by an evil
attacks but less resistant to Flame the island. They wear armor and attack to be the Necromancer's ally if not his
sorcerer known as the Necromancer. attacks. with weapons. servant. The dragon is a potent magic
One night. without warning, a fierce
dragon attacked Greenbay. It trampled Skeletons are the easiest undead to Ogres are very strong monsters who user with excellent physical attack and
and burned the town and carried off the defeat. They have limited combat ability. attack with their fists. Their tough hide fiery breath.
Holy Morning Star from the temple. Their lack of flesh gives them a good gives them a reasonable defense against The dragon has very good all around
Immediately following this, the Necro- defense against Thrust type attacks. all physical attacks. defense. The dragon typically hunts
mancer launched a new attack. Without Skeletons fight with weapons. Giants are huge creatures who pound around a large woods in the southeast
the Holy item, the islanders were quickly Zombies are a little tougher than with their fists or throw rocks at their section of the island. When it confronts
overrun. skeletons. Their soft, puffy flesh provides enemies. Their long reach permits them a party, it frequently offers the choice of
them with good protection against Bash to hit from a distance. They are strong
and Thrust attacks. Zombies fight with enough to break shields. They have
weapons. excellent defense against all physical
Ghouls are nasty little monsters that attacks and will withstand a lot of
fight with their filthy claws. Ghouls have
the ability to cause fear in their

4 5
paying tribute or fighting. Weak parties EJven Isle The following creatures are known to are found in rivers, lakes, stream·s, and
are generally better off paying the inhabit the island: swamps.
The Elven Isle is the primary home of
tribute. Undead are found in the Haunted Giant Mountain Goats are large dumb
Middle World's Elven population. They
The rebels on the northern side of Woods and near Avlis Tower. They are animals found in the company of Hill
are a polite, if somewhat aloof, race of
the mountains have a special Dragon occaSionally reported in other areas. Folk. In fights, they butt for powerful
great natural magic powers. Elves are
Slaying sword which should be a great bash attacks.
longed lived and know much of the HUMANOIDS
help in defeating the dragon. The dragon
history of Middle World. The island is Giants are similar to the normal ones Wolves are also found on the island.
is believed to have a lair in the forest.
covered"'by large expanses of grasslands from the previous island except that Giant Spiders are also found on the
The lair is believed to contain the Holy
and great forests. Elven cities are built some have magic powers. island.
Morning Star and many other valuable
among stands of large beautiful trees. flits are rarely encountered creatures
items. Hili Folk are powerful and very clannish
There are three towns on the island, from the island's distant past. They are
the largest of which is Koruy. All of the sorcerers who don't cotton to strangers.
THE NECROMANCER They are always found in the company of extremely quick and are reported to be
cities are built around natural harbors. able to draw life out of their opponents
The Necromancer "lives" on a small isle Ships go from Koruy to all parts of Giant Mountain Goats. Hill Folk live in
off the northwest coast of the island. the hills. from a distance. They are susceptible to
Middle World. Koruy is located in the Bash and magic attacks. According to
This isle had been a peninsula before center of the northern tip of the island. Trolls, Goblins, and Ogres are also
the Necromancer's conquest. In the known to live on the island. legend, Flits live in colonies which are
The smaller town of Sea Haven is ruled by even more powerful versions of
upheaval that followed his victory, the located on the northwest of the island's Elves typically are met while they are on
land was changed and the peninsula themselves.
southern section. Ships from here trade patro!. Patrols consists of bowmen,
broken off into an island. Since no one regularly with Greenbay. The town of spearmen, and magic users. Elves are PLANTS
has ever made a trip to the Necro- Lotharia is located on the southwest excellent fighters with good magic Swamp Things are found in the swamps.
mancer's Isle and lived to tell of it, coast of the island's southern section. A resistance. They are virtually immune to
virtually nothing is known about it. Razor Grass is particularly annoying
brisk trade with the dwarves passes Thrust attacks. Elven patrols will often vegetation that will strike without warn-
Ssur believes that when the Necro- through here. be the source of valuable information. ing and for no apparent reason. There is
mancer is defeated, the island will return There are many animals on the Demons are the most evil and powerful no record of anyone ever dying from a
to its former state and its people will be island who are intelligent and who have creatures which exist in any appreciable Razor Grass attack but much Karma has
freed from their undead slavery. Once lived a peaceful existence with the elves. number on the island. Demons often been spent on healing their victims. For
this is done, it should be possible to Chief among these are the eagles, travel in packs and have both great some reason, such attacks only result in
find a ship at Greenbay to take the party turtles, and foxes. In addition, the elves magic and physical combat abilities. injuries to the victims. There is never
to the Elven Isle. have been able to make friends with Demons are vulnerab.le to Holy weapons. any bleeding or Life Level lost. Razor
Knowledge of ancient times was some of the moving trees on the island. A demon attack will often poison the Grass has been known to permit
stored on the Elven Isle and Ssur Many a first time visitor to the island is victim. Demons are most common in the unsuspecting parties to pitch camp in its
believes this may provide a clue to the startled to witness an elf engaged in a area around Avlis Tower. midst prior to attacking.
otherworld invaders. friendly conversation with a turtle or
Moving Trees are as those on the first
walking with a tree.
Greenba!l ANIMAlS island except that some are f£iendly. The
The elves are largely inclined to leave friendly ones keep away from the
Prior to its total ruin, this city boasted a their neighbors alone and there are · Werewolves are evil shapechangers that
thriving market, a temple, a fine inn, an Haunted Woods.
some areas of the island which have are vulnerable to holy fire and silver
enchanter's shop, a money changer's, an never been tamed. The chief among weapons. They are generally indistin- Black Trees use magic and are faster
alchemist's lab, and a busy wharf area. these are: guishable from normal wolves. Their and stronger than Moving 'Trees. They
Ships visited the docks on a regular bites cause disease. cannot take as much punishment.
The Haunted Woods, located along the Although they possess good defense in
basis as part of an on-going trade with southern shoreline, east of Lotharia. Eagles are large, intelligent birds who
the Elven Isle. Through this trade, tidbits all categories, they are most vulnerable
These woods are the home of the dark can greatly aid travellers. They tend to
of information about the Elven Isle to Cut and Flame attacks.
trees who operate under the fell leader- have little to do with any humanoids
could often be overheard while having a ship of Magoomba, the vampire tree. except for elves. They are led by the Magoomba is known as "The 'Tree Who
good time at The Lonely Mermaid. Just great sage, Gray Eagle. Eagles live in the Walks Like A Man and in Search - of
The area around AvUs' Tower to the
prior to the city's fall. rumors of sudden hills near the mountains. Human - Blood'" It is believed to be
west of Sea Haven is also quite
war on the Elven Isle had reached the spirit of an ancient medicineman
dangerous. Avlis is known as an evil. Turtles are slow, but remarkably tough
Greenbay. projected into a tree to prolong its life.
insane, and extraordinarily mean creature animals. They are intelligent and can In the years that passed before its magic
who likes to torment its victims in a talk, but it takes them a long time to
could animate the tree, the spirit grew in
number of creative ways. work through a conversation. They are
evil and hatred. It possesses powerful
virtually immune to all physical attacks.
1Urtles enjoy the special protection of
the medicineman Waddling 1\Jrtle. 1\Jrtles

6 7
magic and is guarded by a number of temples. and their irreplaceable tomes. The dragonmen are said to be led by a distance. The elves report that casting
Black Trees at all times. A great treasure have managed to hold out. a queen from the Demon World. Shocked missile protection provides some defense
is believed to have fallen into its grasp. The enemy has managed to steal all survivors of the fall of Koruy have against this.
Magoomba has no weaknesses. as such. moisture from the eastern section of the reported she can conjure up dragonman The Flitters are reported to use
and is known to drain the life of its island and turn it into a deep desert. warriors at will. A great army is said to magic themselves and to possess a
victims. Fierce creatures are said to move be preparing in the desert for the greater life force and stronger defenses
beneath the sands as ocean predators overthrow of the rest of the island. than do the Flits. Flitters are among the
WADDLING TURTLE
Waddling 1Urtle is a powerful medicine- swim beneath the waves. Many elves Travelers from the Dwarven Island quickest creatures on the island.
man. He originally appeared on the have been sucked beneath the desert report the dwarves are openly trading All of the desert creatures are
Elven Isle in its distant past. A very long surface never to reappear. with the demons. Many of the invaders reported to have high resistance to
time ago. Waddling 1Urtle married the Dragonmen are said to have armies have been armed with fine dwarven flame-based attacks. Most are vulnerable
daughter of the Elven hero Elharra. In of skilled fighters which are led by magic weapons and armor. The natural dislike to Cold-based attacks. Reports are
the ancient Demon wars. Elharra and his users. They are said to be masters of of the elves for the dwarves has been available on the following:
daughter disappeared. illusion and able to walk through walls. fanned by these reports.
All the conquering armies are said to UNDEAD
Waddling 1Urtle now lives deep in a There is speculation that the invaders The ruins of Koruy are said to be
mountain valley. The elves believe he share an affection for fire. They are are arriving somewhere on the dwarven
thought to be vulnerable to cold based patrolled by bands of the most powerful
sends his will to walk the Otherworlds in island and it using as a base to take undead. These patrols are most often
search of his lost bride. Waddling 1Urtle attacks. Many of the invaders use fire as over the world. The dwarves are said to
a weapon. found on the side of the ruins nearest
and his elven wife had two children: the have suddenly acquired an abundance of the Abbot's temple.
Princess Rainbow and the shapeshifter Rescue sorties have returned with money which has inflamed their natural
tales of giant. moving cacti that shoot Weaker undead patrols are some-
Swift Eagle. avarice. times encountered in the desert and
Rainbow is a powerful magic user in poison needles. Giant fire ants. led by All prices are said to have doubled
magic using antmen are also reported. along the coast below it.
her own right. She is totally devoted to and high fees are being charged any
her elven ancestry. Tall and golden Some sightings of actual dragons nondwarf for the most trivial of services. HUMANOIDS
haired. she has spent most of her life have been reported. Lizardmen have Demons are said to openly walk the Dragonmen appear in large numbers
studying ancient lore in the Temples. been seen on the island for the first streets of Dwarf Hold. within in the ruined city. They travel in
Before he retired to his valley. Waddling time. military formations. 'TYpically two or
1Urtle created great magic which prevents In the western section of the island. The Temples three magic users will be accompanied
Rainbow from coming to any harm in Dark Trees are reported to have spread The temples are located in the northern by a dozen or so fighters. The patrols are
Middle World. out from the Haunted Woods. Large section of the island. They are the the most active around the northeastern
Swift Eagle turned his back on the numbers of evil creatures are rumored to traditional centers of learning and the section of the ruins and it is thought
elves and they on him. They do not be pouring from Avlis Tower. Some depository of much knowledge about their main base is located in this area.
count him as kin. Swift Eagle prefers to bent and broken former prisoners of ancient times. Possessing a highly Some dragon men mages have been
soar on the winds with the birds that are Avlis have been released so others can trained fighting force. the temples have found directing the attack'S of Great
his namesake. He spends much time at view the torment in store for them. been able to temporarily fend off the Wyrms which swim through the desert
the feet of the great teacher. Gray Eagle. Runners have been sent into the attackers. Their patrols have gained sands. It appears that these regu lariy
learning wisdom. Waddling 1Urtle has mountains to find Waddling 1Urtle and much information about the new mon- patrol the sections of desert which lie
granted his son a special gift. Anytime beg for his help. He has not been found sters the hunt in the newly created just outside of the ruins.
Swift Eagle falls in battle. he is turned and many of the runners have failed to desert. Dragonman patrols are often encoun-
into an indestructible statue of an eagle return. A major problem for the temples has tered in the desert itself.
until his life force is magically restored. The elves are being attacked from all been the Flit and Flitter lairs which have Uzardmen are operating closely with
sides and it is all they can do to keep been placed to isolate the temples from the dragon men. The lizardmen Shaman
Sea Haven the lands between Sea Haven and all contact with the outside. Flits have have been found to possess a life drain
Lotharia free from the most vile already been discussed. but the Flitters attack they launched from a distance.
Sea Haven is in a near state of panic.
monsters. are much more powerful. The elves think Many elves died from such attacks
The east has fallen! An army of vile
creatures. led by reptilian dragon men of them as spirits that can't be turned. before it was discovered that the Missile
have conquered Koruy and razed it to LJtharia Their power of flight allows them to Protection spell limited their effectiv~ness.
the ground. There is some hope that the The survivors of a rescue troop sent to move in three dimensions and avoid the Lizardmen are encountered in both the
the desert area has reported that the normal penalties of engagement. They desert and the ruins.
Princess Rainbow was in Koruy when it often appear behind the most carefully
fell to the enemy. Great wyrms. capable drawn battle lines. The most insidious
of swallowing entire buildings are said power of Flits and Flitters is their ability
to patrol the desert. Some report that to drain their opponent' s life force from
dragon men have been seen riding the
wyrms.

8 9
Antmen are the sorcerer leaders of the are filthy creatures which are almost magic users always went unarmed and invasion gate. The Princess Rainbow was
Fire Ants which have appeared in some impossible to kill. Those who survive unarmored through them. In the Demons, studying here before the invasion. She
sections of the desert. Antmen always their attacks often find themselves the elves found evil creatures at least had made a trip to Koruy just before it
appear in the company of Warrior Ants infected with a variety of dreadful their equal in magic, but possessing fell to the invaders. The Abbess believes
and direct their attacks. diseases. natural arms and armor that made them she is a prisoner somewhere inside the
It is thought the Antmen operate out The Giant Cockroaches are most superior to the best elven fighters. ruins.
of colonies ruled by Oueen Ants. Items common at night when they often The Demons cruelly slew the first The Abbess believes the invaders can
carried by those defeated by the ants ambush parties that have been foolish elven travelers and seized control of the only be stopped with the help of the
should be found in and around their enough to make camp in the ruins. They gate. They passed through the gate in one dagger Elharra left behind. The
colonies. have no known weaknesses. great numbers and wreaked havoc temple research has revealed that the
Demons have been reported along the Wynns are the gigantic steeds of
throughout Middle World. Victims of work on this dagger was incomplete and
southern coastline in the area below the powerful Dragonman sorcerers. Their Demon attack were often carried alive further enchantment will be required
desert. enormous mouths are filled with huge through the gates only to return as before it is rendered capable of closing
teeth which do tremendous damage undead monsters under their masters' off the invaders portal.
ANIMAlS control. This enchantment can only be done
when they bite.
Flre Ants have appeared in some parts The gate to the Demon World was by a magic user of Elharra's line. The
of the desert. They are not particularly Like the Sand Eels and Sand Sharks,
the Wyrms swim beneath the sand and kept open by a source of power that the only such magic user is the Princess
aggressive but they have a flame based first elven travelers took with them. With Rainbow.
attack that can cause a great deal of can break off engagement at will. Entire
elven patrols have been swallowed at this source located in the Demon World, The Abbess fears the closing of the
damage. it seemed there was no way to stop the invasion route will prove to be an
one time by the Wyrms which have
Warrior Ants are the tougher version of invaders. impossible task. Even if the dagger is
suddenly appeared from beneath the
Fire Ants. They are aggressive and very desert. The elves were led in the fight by the found and enchanted, it would have to
capab le fighters. They also breathe fire. The Wyrms' scaly body gives them great hero Elharra. To defeat the be taken through the portal which is
Flreflles have been found both in and Demons, Elharra created two special thought to lie far beneath the sea.
excellent defense against all types of
around the desert. Relatively easy to kill, daggers which were actually living Since the portals will only pass living
physical attacks. Magic resistance is also
these insects are very fast and have a creatures. Elharra and his companions creatures, any who would cross through
high although Cold based attacks have
natural flame attack. fought their way to the portal. Taking would have to rid themselves off all
been successful.
Sand Eels appear to be a magically-
one of the daggers with him, Elharra arms, armor, and other items and brave
PLANTS passed through the portal and from the the dangers of the Demon World
mutated relative of electric eels. They
Giant Cacti have been found to roam elves forever. virtually defenseless.
swim beneath the sand and surface to
deliver storm-based attacks. Because the desert. They often join other creatures Shortly after Elharra entered the
in attacking a party. The Giant Cacti portal, a great blast of energy shot from Dwarven Island
they can disappear beneath the sand at
will, they are not subject to normal attack by either shooting their poison- it. This energy destroyed the very DWARF HOLD
engagement restrictions. tipped needles or swinging their massive foundations of Enolho and the city sank The dwarves are sullen and unfriendly.
Sand Eels have good protection limbs in a club-like manner. beneath the seas. The Demon invasion They do not care to talk to strangers and
against Storm and Bash attacks. The They are vulnerable to Cut attacks. was stopped. particularly do not care for nondwarven
THE ABBOT
Elharra is believed to have perished strangers. It takes many bribes and
elves have been very successful using
The abbot is a revered scholar who has in battle with the Demon Overlord much ale bought at the local 'inn to
Thrust attacks against them.
charge of the temple on the west coast. Anawt. For centuries, the elves had loosen their tongues to any degree. Even
Sand Sharks are often found accom- thought themselves safe from further
He believes the current invasion is an here, much of the information gathered
panying Sand Eels. The sand sharks also attacks from the Demon World. It now
extension of the Demon Wars which is suspect. The dwarves are though t to
appear to have been magically mutated appears such thoughts were in error.
devastated the elves centuries before. delight in making people pay for false
from the water variety. They attack with The Abbot believes Anawt has been
a powerful bite. Their tough skin gives At that time, the great city of Enolho information.
was the center of elven life. Great magic able to reactivate the portal and has The Dwarven Island is cold, hard, and
them good protection against all physical resumed his conquest. The mightiest
attacks. Their wea~est physical defense users study there, seeking to unlock rocky. Many monsters dwell here who
the secrets of this and other worlds. It elven magic users were slain in the first use cold based attacks and who are
is against Thrust attacks. battles. Elven heroes of Elharra's power
The magic attacks which have been was these magic users who discovered immune to the effects of cold.
the secrets of the gates and travel have not been seen in centuries. On the island there are reported
the most successful against them are For these reasons, the Abbot believes
Lightning and Life Blast. between the worlds. At first all elves to be:
were delighted by the marvels discovered that his world is doomed.
Giant Cockroaches appear in great THE HUMANOIDS
in ' such travel. Then a gate was opened THE ABBESS Dwarves are short, stocky, largely humor-
numbers within the ruins of Koruy. They
into the Demon World. The Abbess is a renowned teacher who less creatures who don't like anyone but
One of the properties of the gates is has charge of the temple in the eastern themselves and are believed to be
that they permit the passage of only mounta in valley. The temple staff has
living things. For this reason, the elven been seeking for a way to close the

10
II
willing to sell anything if the price is deliver fierce icy blasts. She will teleport SRI The creatures it confronts will be skilled
right. They are extremely tough and wear out of a fight at the first sign of a Flame SRI is a monster from the Before Times. in moving in three dimensions. The
armor which makes them practically based attack. It lives deep inside the mountains. SRI is party will be clumsy. The effect of this
invulnerable to Cut attacks. known to be both vicious and greedy. should be to increase the relative speed
ANIMAlS SRI seeks to gather to it all the world's of the party's opponents.
Dwarves exhibit great skill in throwing
hammers and have developed magical Winter Wolves are fierce versions of the wealth. It often sends out special raiding Underwater, the party may be attacked
hammers which return to them when regular wolves found on the other parties to seize items of special value. by Sharks, Electric Eels, Sea Serpents,
thrown. When fighting Dwarves, a Missile islands. They are known to be particu- If SRI is unable to take a valuab le Scorpion Fish, Sea Weed, Killer Whales,
Protection spell should be put up larly vulnerab le to Flame based attacks. item for itself, it will seek to arrange and Leviathan.
immediately. Polar Bears are perhaps the most things so that no one else will be able
feared animals in all of Middle World. A to have it either. The Demon World
Demons exist on the island in great
Polar Bear attack will typically do more SRI is known to use powerful Life Nothing is known of this world. An
numbers.
damage than the physical attack of a Drain attacks. examination of the Demons and Undead
High Demons are much tougher and dragon. Polar Bear attacks are cold who have come from it make it appear
more powerful versions of Demons. They
based. Polar Bears are often found in Underwater that it will be extremely inhospitable to
are better fighters and magic users and the company of Demons and there are Little is known about the underwater normal life forms.
have better defenses against all types of
rumors of a Great Demon Bear. world because no one living has ever The party should expect to encounter
attacks. They are much harder to kill
Polar Bears have good physical journeyed there. Speculation is that the very tough creatures with strong natural
than regular Demons.
defenses but are vulnerable to a variety water itself will prove to be a major magic and weaponry. 'If the inhabitants
Yeti are large, hairy humanoids who live of magic attacks. obstacle to any party. It is believed that of this world have a weakness, it will
in the frozen hills. They strike with water will serve to cushion all physical probably be to Holy attacks.
Werewolves exist on the island in great
frozen claws which often leave their attacks. This cushioning effect shou ld be There is some speculation that the
numbers. Demons will often ride were-
victims diseased. Yeti are very strong greatest for Bash attacks and least for party will be able to survive only a short
wolves into battle.
and their Cold based attacks do great Thrust attacks. time in the Demon world. lust being
damage. Their pelt gives them reasonable Giant Spiders are sometimes encoun-
tered in the forested areas of the island. The effects that water will have on there may prove deadly, regardless of
defense against physical attacks, but magic attacks is also unknown. It is what else happens.
they are known to fear fire. Ice Dragons are similar to their fiery
believed it will modify Cold, Flame, and
Ice Men are skilled magic users who cousi ns, but breathe frost instead of fire.
Storm based attacks. Holy and Life Drain
often accompany the Yeti. They are able Ice Dragons are often found with giants.
Attacks shou ld not b.e affected.
to cause frost blast damage from a They have excellent physical defenses,
It is expected that the party will be
distance. They have excellent defense but are vulnerable to Flame based
at ~ disadvantage in moving underwater.
against all types of attacks except for fire. attacks. Ice Dragons deliver powerful
Cold based attacks and are skilled magic
Ice Giants are slow, clumsy creatures users.
who live in the hills. They are similar to
regular giants except that their attacks Snow Bunnies are cudd ly-looking crea-
are Cold based. They are very tough, but tures possessed of a totally evil nature.
easily harmed by fire. Snow Bunnies have the ability to bl.(:!.nd
in perfectly with the snow and are very
Giant Mages often accompany the Ice
skilled at ambushing the unwary. Snow
Giants.
Bunnies attack with sharp, frozen teeth.
Ice Queen is the name given to a They are very quick and do both Cut and
powerful female magic user who dwells Cold based attacks.
in an invisible castle in the hills. She Snow Bunnies are unusual in that
frequently appears to travellers as an they are immune to Flame based attacks.
innocent woman in distress. She will
often lure heroes to her castle with tales PLANTS
of great wrongs that need righting. None Ice Plants are long, creeping vines that
who have visited the castle have resemble ribbons of frost. They are
returned. believed to be planted by Ice Giants and
She is known to have possession of a will often join the giants in attacking a
teleportation item that is believed to party. Ice Plants do fierce Cold based
allow interworld travel. She is known to attacks. They have good defense against
physical attacks, but are vulnerable to a
variety of magic attacks. They have the
ability to move quickly.

12

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