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- ____________________________
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- GLADIATOR
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- Barn Yard
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- Entertainment
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- ____________
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- ____________________
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- ____________________________
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- Thursday December 31, 1992
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- Copyright (c) 1992 Barney Blankenship.
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- All rights reserved.
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- PAGE 1
-
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- Table of Contents
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- Introduction..............................................2
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- Player Characters
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- Attributes..........................................3
- Weapons.............................................4
- Armor...............................................7
- Facing..............................................7
- Race................................................9
- Experience.........................................11
- Spells.............................................12
- Fighter Spells.....................................17
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- Robot Characters.........................................18
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- Terrain..................................................22
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- Playing
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- Starting...........................................24
- Menus..............................................25
- Game Turn Phases...................................27
- Incentive Phase....................................27
- Movement Phase.....................................28
- Action Phase.......................................30
- Wounds.............................................35
- Rolls/Dice Odds....................................35
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- Strategy
-
- Who Moves First....................................37
- Who Attacks First..................................37
- Evading............................................37
- Missiles...........................................37
- Hand Combat........................................38
- Pole Arms..........................................40
- Shield Attacks.....................................40
- Dual Attacks.......................................41
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- Example Characters.......................................41
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- Hi-Scores................................................44
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- Cheats!..................................................44
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- PAGE 2
-
- Introduction
-
- The setting of Gladiator is personal combat in an ancient Rome arena.
- In addition, some science fantasy elements will be recognized (such as
- magic, Elves, and Dwarves). Medieval weapons such as swords are used
- to destroy the enemy. The level of detail is high such as choosing
- which character attacks with what weapon. Enemies start at opposing
- ends of the arena and combat continues until only one side
- remains. Experience is attributed to the survivors and the defeated
- lose any experience. Experience allows a successful player character
- to become more strong, more agile, and able to withstand more damage.
- Gladiator is a simulation of a boardgame or war game. A war game can
- work well using simple text graphics and does not require animation.
- Gladiator allows each character a turn one at a time while everyone
- else waits. Therefore gladiator is not a "real time" hand-eye
- coordination game but a turn-by-turn strategy game. Simulated
- six-sided dice contribute the random factor needed to determine the
- outcome of events (just like a boardgame, but automated). Here are
- some estimates on the time involved for learning and excelling at
- Gladiator.
-
- Game time for a learning game: 5-20 minutes
- To learn the game: play 10 games (and read the manual)
- To excel at the game: play 100 games or more
- Games to make a "super hero": about 250 games
- Game time for an advanced game: about 1-3 hours
-
- A "super hero" is a player character that has achieved an experience
- level that gives him or her the ability to use the most powerful
- weapons, armor, and spells. Since the game is balanced automatically,
- playing a game with a "super hero" requires killing many more monsters
- (or more advanced monsters) and extends the time required to finish a
- game.
-
- Disclaimer
-
- I will not be responsible for any damage incurred to your computer
- hardware or software while using my software.
-
- The Manual
-
- This user's manual is intended to be used solely for the Gladiator
- game and may not be modified. Permission is given to copy or
- distribute hard copies of the user's manual (use the original
- compressed Gladiator1.lzh if you wish to distribute the software
- package). It is recommended you print out this manual as it is fairly
- large (40+ pages).
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- PAGE 3
-
- Player Characters
-
- Attributes
-
- Player characters are made up of what they carry (armor and weapons)
- their race (such as Human, Elf, Dwarf, Orc, or Mage) and their
- attributes. The attributes SH and AG are adjustable when creating a
- character to achieve a certain mix of weapons carrying ability (SH)
- versus accuracy (AG) for a particular strategy (such as the "human
- tank" character who has high AG to offset massive amounts of armor, or
- the "Hulk" character who has high SH to carry the biggest weapons and
- is too clumsy for armor).
-
- SH = Strength / Health
-
- SH determines which weapons can be carried. Higher SH allows
- the heavier and deadlier weapons to be used. Enemy damage is
- accrued directly to SH. When SH is zero, the character dies.
-
- AG = Agility
-
- AG determines what the basic odds are for successfully
- damaging an opponent. The higher the AG the better. The AG
- number must be equaled or less on three dice in the normal
- instance for a successful attack.
-
- IQ = Intelligence Quotient
-
- This is the last of three "skill" attributes. Skill
- attributes can change as the character gains skill in combat
- whereas movement speed and armor are constant regardless of
- experience. IQ is only applicable in combat that deals with
- magic. IQ determines what spells a Mage can use and
- determines how easily a character can "see through" a magical
- illusion.
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- MP = Movement Points
-
- Maximum number of squares moved per turn. Armor and possibly
- race have an effect on MP (usually 10 squares).
-
- AR = Armor
-
- The number of points subtracted from each incoming hit before
- applying damage to SH. Armor typically consists of a suit of
- armor and possibly a shield. Some creatures have natural
- armor that is always applied in addition to worn armor.
- Shields are only effective on the side they are on. If a
- shield is ready it applies to frontal armor, if it is slung it
- applies to rear armor. AR 6/4 means the player has a front
- armor that absorbs 6 damage points and a side and rear armor
- that absorbs 4 damage points.
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- PAGE 4
- Weapons
-
- Weapon SH Pole Slash Bow Throw Hammer/Axe 2H No Shield Damage
- ------ --- ---- ----- --- ----- ---------- --- --------- --------
- Buckler 10 . . . . . . . 1d - 3
- Shield 11 . . . . . . . 1d - 2
- Spike Shield 12 . . . . . . . 1d
- Large Shield 13 . . . . . . . 1d - 1
- War Shield 14 . . . . . . . 1d + 1
- Small Bow 8 . . B . . 2 . 1d - 2
- Horse Bow 9 . . B . . 2 . 1d - 1
- Short Bow 10 . . B . . 2 . 1d
- Long Bow 11 . . B . . 2 . 1d + 1
- War Bow 12 . . B . . 2 . 1d + 2
- Horn Bow 14 . . B . . 2 . 1d + 3
- Steel Bow 15 . . B . . 2 . 1d + 4
- Crossbow 11 . . B1 . . 2 . 2d
- Heavy Crossbow 13 . . B2 . . 2 . 3d
- Giant Bow 18 . . B . . 2 . 2d + 2
- Giant Crossbow 18 . . B1 . . 2 . 4d
- Hammer 9 . . . T H . . 1d + 1
- Axe 10 . . . T H . . 1d + 2
- War Hammer 11 . . . T H . . 1d + 3
- War Axe 12 . . . T H . . 1d + 4
- Battle Hammer 13 . . . T H . . 2d + 1
- Battle Axe 14 . S . T H . . 2d + 2
- Great Axe 15 . S . T H 2 . 3d + 2
- Giant Hammer 18 . . . T H . . 2d + 3
- Giant Axe 20 . S . T H . . 3d + 2
- Dagger 8 . . . T . . . 1d - 1
- Staff 9 . . . . . . . 2d - 3
- Short Sword 10 . . . . . . . 2d - 2
- Caltrops 11 . . . T . . . 1d - 2(*)
- Mace 11 . . . T . . . 2d - 1
- Broadsword 12 . . . . . . . 2d
- Flail 12 . . . . . 2 N 2d
- Morning Star 13 . . . . . . N 2d
- Longsword 13 . S . . . . . 3d - 2
- War Sword 14 . S . . . 2 . 4d - 1
- Great Sword 15 . S . . . 2 . 4d
- Giant Saber 18 . S . . . . . 4d - 3
- Great Cutlass 20 . S . . . . . 4d - 1
- Great Glaive 22 . S . . . . . 4d + 1
- Javelin 9 P . . T . . . 1d - 1
- Trident 10 P . . T . . . 1d
- Spear 11 P . . T . 2 . 1d + 1
- War Spear 12 P! . . . . 2 . 1d + 2
- Halberd 13 P! . . . . 2 . 1d + 3
- Bardiche 14 P! . . . . 2 . 2d + 1
- Pike 15 P! . . . . 2 . 2d + 2
- War Pike 16 P! . . . . 2 . 2d + 3
- Giant Spear 18 P! . . . . 2 . 3d + 1
- Giant Halberd 20 P! . . . . 2 . 3d + 3
- Giant Pike 22 P! . . . . 2 . 4d + 1
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- PAGE 5
-
- Weapons Table Legend
-
- SH : Minimum Strength/Health to carry or use a weapon.
- The Goblin race SH is 4 points higher in strength
- than health. The Goblin ability to carry weapons is
- 4 points greater than their recorded SH value. The
- displayed Goblin SH reflects their ability to
- receive wounds.
-
- Pole Arm : If the item is allowed pole arm bonuses. Pole arms
- get double damage when giving or receiving a charge.
- Receiving a charge also gives a +2 "to hit" bonus to
- the charging player. To give a charge the charger
- must have moved 2 or more squares. To receive a
- charge the receiver must have moved 1 square or less
- and his opponent must have moved 2 or more squares.
- Pole arms that cannot be thrown are denoted with a
- "P!" and are especially long. These weapons can
- attack the square behind the direct front square if
- an enemy is not in the direct front. See Strategy.
-
- Slash : Large bladed weapons such as axes and swords are
- allowed a special type of attack called a "slashing"
- attack. This attack targets everyone in the front
- squares of the attacker in clockwise order. The
- first target is -2 to hit and following targets are
- -4 to hit.
-
- Bow : If the item is a long range weapon. Some bows have
- to be reloaded. "B1" takes a turn to reload. "B2"
- takes two turns to reload. Elves get a +1 bonus to
- hit and damage with bow weapons.
-
- Throw : If the weapon can be thrown. Elves get a +1 bonus
- to hit and damage with thrown weapons. Dwarves get a
- +1 bonus to hit and damage for thrown hammers and
- axes.
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- Hammer/Axe : If the weapon is a hammer or axe. Dwarves get a +1
- bonus to hit and damage with hammers and axes.
-
- 2H : A two-handed weapon. A secondary weapon or shield
- may not be held when this weapon is being used.
-
- No Shield : This weapon is not affected by an enemy's shield.
- Damage against a foe caused by a morning star for
- example will not be reduced by the foe's shield.
- The morning star has a chain which carries a spiked
- ball over and around a shield to hit the opponent
- directly. The scorpion sting and flail weapon also
- work this way.
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- PAGE 6
-
- Damage : The number of dice and modifier that will be accrued
- to the target if a successful hit is achieved.
- After the target's armor is applied the remaining
- damage is applied to the target's strength. The
- damage taken by a shield hitting a foe with leather
- armor is determined by rolling one die and
- subtracting 4 points (1d - 2 for the shield damage
- and -2 for the leather armor). Thus the attack
- would do from 0 to 2 points of damage.
-
- (*) Caltrops become a form of terrain when dropped. These are
- four spike anti-personnel obstacles about the size of a
- softball. A single "Caltrops" weapon is actually made up of
- two or more of the devilish devices. See Terrain.
-
- As wounds are accrued to a character's SH his AG is affected but
- his weapons carrying ability remains the same. When your strength
- is reduced it reflects ill health (not weakness) and does not mean
- you will have to drop your current weapon.
-
- Weapon Capacity
-
- Each character can carry four items which may be any combination of
- weapons and shields. If a two handed weapon is readied then the
- second hand will drop or sling (if possible) whatever was secondary.
- In other words, if you wish to start the game with a bow ready (a two
- handed weapon) then you will only be able to bring a total of three
- weapons into the game.
-
- Armor
-
- Each player character may wear one suit of armor. Armor absorbs
- incoming weapon damage so it does not hurt the character. The amount
- of damage absorbed is determined by the type of armor worn. Some
- blows are too great for armor to completely absorb and some damage is
- applied to the character. Armor reduces the wearer's agility due to
- the armor's bulk and weight. Suits of heavy armor are a dubious
- proposition usually left to those who have accumulated mounds of
- experience (and therefore have lots of AG). Start out with a suit of
- plate and you will be spending a lot of time swinging at air. In
- addition, armor limits your movement.
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- PAGE 7
-
- Armor MP Min SH AG Modifier Damage Taken
- ----- ---- ------ ----------- ------------
- Buckler - 10 - 1 (Except scorpion,
- flail, morning star)
- Shield - 11 -1 2 (ditto)
- Spike Shield - 12 -1 2 (ditto)
- Large Shield - 13 -1 3 (ditto)
- War Shield - 14 -1 3 (ditto)
- Leather Tunic - - -1 1
- Leather 8 - -2 2
- Chain Mail 8 - -3 3
- Splint Mail 8 - -4 4
- Plate Mail 6 - -6 6
- Full Plate 6 14 -9 8
- Heavy Plate 4 16 -14 12
- Helmet - - -1 1
- War Helmet - 18 -2 2
- Heavy Helmet - 20 -3 3
-
- MP : This is the base movement points for a human wearing the
- armor. A "-" is a "no effect." Race can enhance or reduce MP in
- addition to armor.
-
- Min SH : The minimum SH needed to use or wear.
-
- AG Modifier : Applied to the wearer's AG this penalty effects all
- agility tasks including action turn order. Shield AG penalties
- only apply if the shield is "ready."
-
- Damage Taken : Amount subtracted from incoming damage before
- applied to the character's SH. Shield damage taken applies to the
- side the shield is worn on. A shield may be in front (ready) or
- in back (slung).
-
- Facing
-
- For the purposes of explaining the character positioning in this
- manual, characters are shown here as a letter and a pointer
- (indicating their facing, instead of a graphic representation that
- points in the appropriate direction as in the game). The letter is
- the first letter of the player character's name (a "C" is used for the
- character "Conan"). The pointer denotes which way the character is
- facing:
-
- Facing North Facing East Facing South Facing West
- . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . .
- . . C^. . . . . C>. . . . . vC. . . . . <C. . .
- . . . . . . . . . . . . . . . . . . . . . . . .
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- PAGE 8
-
- The player is marked with a "C" and is facing towards the East. The
- squares marked with "f" are front squares. The player can engage and
- attack opponents in the front squares. The squares marked "s" are
- side squares. Opponents attacking the player from the side are have a
- +2 "to hit" bonus. The square marked "r" is the rear square. An
- opponent attacking the player from the rear has a +3 "to hit" bonus.
- Prone players are +4 to hit. Missile and thrown weapons do not get
- facing "to hit" bonuses. In addition, missile and thrown weapons can
- be used to attack distant opponents in the frontal area of the player.
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- . . . . . . s f f . . . . . .
- Rear Area . . . . . . r C>f . . . . . . Frontal Area
- (no shooting . . . . . . s f f . . . . . . (Bow or Throw targets
- back here) . . . . . . . . . . . . . . . in this area)
- . . . . . . . . . . . . . . .
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- If a player is in the front square of a standing enemy he is engaged.
- Engaged players must remain adjacent or next to all engaging enemy
- characters during movement. In addition, players may attack only
- those enemies which are in their adjacent front squares (they may
- attack targets farther away if they are using a bow or thrown weapon).
-
- Example: Conan and Draco are fighting Tarna and Garth. Conan "C" is
- in Tarna's "T" front area and Draco "D" is in Tarna's side square.
- Draco can attack Tarna at +2 AG without Tarna being able to attack
- Draco back. In addition, Draco is in Garth's "G" front area and Conan
- is in Garth's side square. Conan can attack Garth at +2 AG without
- Garth being able to attack Conan back. Conan decides to attack Garth
- instead of Tarna and Draco decides to attack Tarna instead of Garth.
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- . . . . . . . . . . . . . . .
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- . . . . . . C>T^. . . . . . .
- . . . . . . D>vG. . . . . . .
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- PAGE 9
-
- Race
-
- Character race can have an effect on many facets of the Gladiator
- game. Some effects of the race modifiers are subtle. The minimum SH
- and AG only come into play when creating the character. The maximum
- SH, AG, and IQ only come into play when the character reaches
- super-hero experience.
-
- SH/AG/IQ SH/AG SH/AG/IQ
- Race Base Min Max AR/MP Notes
- ------- ----- ---- ------- ----- ---------------------------
- Human 12/12/8 8/8 40/40/14 -/10
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- Dwarf 12/11/8 9/7 38/35/13 -/8 A) MP is usually 8, even with
- plate mail.
- B) +1 to hit, +1 damage with
- axes and hammers.
- C) Daze at 6 SH damage.
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- Elf 11/12/9 7/12 35/38/15 -/12 A) MP is armor MP + 2 except
- for heavy armors.
- B) +1 to hit, +1 damage with
- missile or thrown weapons.
-
- Orc 11/12/7 8/8 35/35/12 1/10 A) Light hyde natural armor.
- B) Daze at 6, knock down at 9.
- C) Disengage 2 squares
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- Goblin 6/13/8 4/10 31/34/14 -/10 A) Have a +4 weapon strength.
-
- Mage 9/12/11 8/8 40/40/40 -/10 A) Cast spells
- B) Regenerate 1 SH every 3 turns.
-
- Snake 4/13/6 Creature 1/10 A) Snake fangs: 1d-1
- B) Hard to hit... -2 AG to hit
-
- Giant Beetle 7/12/6 Creature 4/6 A) Two pincers: 1d each
-
- Wolf 9/14/6 Creature 2/14 A) Wolf byte: 1d+1
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- Giant Scorpion 8/13/6 Creature 2/16 A) Sting: 1d+3
- B) Sting strikes around shields
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- Troll 17/11/7 Creature 1/10 A) Two fists: 1d+2 each
- B) Regenerate 1 SH every turn
- C) Invisible in Pits
- D) Moves through pits, no damage
- E) Daze at 6, knock down at 10.
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- Gargoyle 20/12/6 Creature 3/14 A) Gargoyle Claws: 2d
- B) Daze at 7, knock down at 12
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- Bear 30/11/6 Creature 2/8 A) Bear Paws: 3d
- B) Daze at 10, knock down at 15
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- PAGE 10
-
- SH/AG/IQ Base Attributes given to a new character. In the case of
- the fighter types (Human, Dwarf, Elf, Orc, and
- Goblin) the SH and AG may be adjusted (by trading
- points between them). In the case of the Mage race
- all three may be adjusted.
-
- SH/AG Min The minimum allowed during adjustment. This keeps
- Dwarves strong and Elves agile.
-
- SH/AG/IQ Max The maximum limits encountered by experienced
- characters. The attributes may increase only so far.
-
- AR/MP AR: Any "skin" natural armor the race may have. MP:
- the base movement for the race. Elves and Dwarves
- have unusual movement changes in that Elves are
- quick except in plate mail and Dwarves are always
- the same moderate speed regardless of armor worn.
-
- Creatures Non-intelligent beings. Cannot carry or use weapons
- or armor. Do not accrue experience points.
-
- Character races other than Humans (Orcs, Dwarves, Elves, and Goblins)
- have a variety of advantages and disadvantages that include improved
- combat prowess to natural armor. All non-human races pay for their
- advantages initially in terms of a modified attribute total (Agility +
- Strength/Health + IQ is different).
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- PAGE 11
-
- Experience
-
- Humanoids (not creatures) may accrue experience. Experience points
- (EXPs) reflect skill in combat. Experience is awarded for damage
- inflicted on the enemy and winning battles. One half experience point
- is awarded to the attacking humanoid for each point of damage he
- inflicts on an enemy. A bonus of half the total of the enemy's AG and
- IQ is awarded to the attacker that deals the death blow. One
- experience point is awarded for each SH spent casting successful
- spells. In addition, 20 experience points are awarded to each
- character that is on the team that wins. Killed characters loose any
- experience they have acquired (exception: see Altar Of Life).
- Experience can increase a humanoid's SH and AG. Every 50 EXPs is
- worth one SH or AG point experience bonus (Humans). The extra points
- are alternately awarded to the SH and AG (fighters). When a Human
- accrues 50 EXPs his SH will increase by one. When a Human accrues 50
- more points to a 100 EXP total his AG will increase by one also. The
- point increases alternate in this manner. Race has an effect on the
- advancement rate. This helps to balance the races. Especially gifted
- races are penalized with high experience point bonus levels to limit
- their dominance of the game. On the other hand, Goblins have a
- reduced level to encourage their advancement.
-
- Race Experience Points Advancement Bonus Level
- (How many EXP points per SH or AG increase)
- ----------- -------------------------------------------
- Goblin 30 ( 60% )
- Human or Mage 50 ( 100% )
- Orc 55 ( 110% )
- Dwarf 65 ( 130% )
- Elf 70 ( 140% )
-
- Magi increase slightly differently than the other races. Fighters
- (Orcs, Goblins, Dwarves, Elves, and Humans) increase one IQ point in
- lieu of a SH or AG increase every 5 increases. Magi alternately
- increase between all three attributes equally, starting with AG.
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- PAGE 12
-
- Mage Weapons
-
- Magi may only pick up or obtain certain weapons. This reflects the
- Mage discipline. Magi can only use the following weapons:
-
- Dagger
- Staff
- Caltrops
- Mace
- Flail
-
- Spells
-
- Spell casting is achieved by expending a predetermined amount of SH
- points and making a successful AG roll (similar to an attack). The
- caster "uses" his strength as "mana" to give the spell power and
- effect. The more powerful the spell, the more strength is required.
- The "to hit" roll becomes a "to succeed" roll. When rolling to
- succeed, a roll of 4 results in only half the SH cost being applied,
- and a roll of 3 results in no SH cost being applied (a free spell).
-
- Magi have the ability to regenerate one SH point every three turns. A
- Mage will heal up to his full SH if possible.
-
- There are three types of spells... 1) missile spells, 2) thrown
- spells, and 3) special spells. Missile spells are long range spells,
- thrown spells are short range spells, and special spells are weird.
-
- Missile Spells
-
- Missile Spells are long-range high-cost spells. The SH cost for
- missile spells can be adjusted by the casting Mage. The Mage may
- choose to "pump up" the spell with a lot of SH to make it more
- effective. Missile spells do the number of dice damage per increase
- in allotted SH. This is risky because all allotted SH points are
- spent even if the spell misses. Missile spells are subject to terrain
- modifiers just like bows. In contrast, missile spells may be cast at
- invisible targets, unlike normal bow or thrown weapons. All missile
- spells have a maximum SH spending limit.
-
- Missile Spell IQ SH Cost Max SH Effect or Damage Per
- ---------------- -- ------ ------ --------------------
- Magic Bolt 8 1+ 7 1d-2
- Magic Missile 10 1+ 6 1d-1
- Fireball 12 1+ 5 1d
- Drain Life 13 2+ 4 1d no armor, Heals(+)
- Drain Life II 20 2+ 6 1d no armor, Heals(+)
- Lightning 14 1+ 4 1d+1
- Lightning II 16 1+ 5 1d+1
- Lightning III 18 1+ 6 1d+1
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- PAGE 13
-
- (+) Drain Life is unusual in three ways. The first is that the damage
- accrued to the target is not affected by armor. The second is that
- the casting mage will receive in return the amount of damage he does
- to the enemy as Healing SH points. Healing spells are limited so that
- a character can only heal above his normal SH by two points (Drain
- Life and Heal-Strength). The third is that the cost per die damage is
- 2 SH. The SH cost is applied before the healing SH from the target,
- and could leave the mage prone if he visits 1 SH left.
-
- Thrown Spells
-
- Most thrown spells come in two flavors... "bulk" and "per turn" SH
- cost. "Bulk" spells cost a large amount up front and "per turn"
- spells cost a little but have to be paid for on a turn by turn basis
- to keep the spell in effect. Some thrown spells are similar to
- missile spells in that the spell may be "pumped up" at the time of
- casting. A "nice" spell may only be cast on friends of the Mage.
- Spells that are not "nice" may only be cast on enemies of the Mage
- (exception: "teleport away" and "ESP stats" can be cast on anyone).
- Thrown spells are subject to range and obstacle "to hit" penalties the
- same as thrown weapons. Missing a thrown spell only costs 1 SH point
- no matter how much SH had been allotted.
-
- Turn Duration
- | Adjustable
- Name IQ Cost | | Nice Notes
- ----------- -- ---- ---- ---- ---- --------------------------------------
- Drop Weapon 8 1 - - - Enemy drops his ready weapon
- Magic Speed 8 1+ 2+ Yes Nice Friend MP becomes 16
- Clumsiness 8 1+ 4 Yes - Enemy AG -1 per SH put into spell
- Stone Flesh 9 1+ 2+ Yes Nice Friend Armor + 3
- Lose Weapon 9 1 - - - Enemy drops weapon 4 to 8 squares away
- Heal-Strength 9 1+ - Yes Nice Friend SH +1
- Invisibility 9 2 1+ - Nice Friend is invisible. 1 SH Per turn
- Agility Magic 10 2+ - Yes Nice Friend AG +1 (*)
- Iron Flesh 11 1+ 2+ Yes Nice Friend Armor + 4
- Missile Return 12 2 4 - Nice Friend is missile repellent (+)
- Curse Armor 12 1+ 4 Yes - Enemy armor is -1 AR
- Steel Flesh 13 1+ 2+ Yes Nice Friend Armor + 5
- Teleport Away 13 2 - - - Enemy teleported randomly 15+ squares
- Teleport 14 2 - - Nice Friend is teleported as mage wishes
- Ring of Fire 15 4 - - Nice Creates ring of fire around friend (-)
-
- (*) Agility Magic's effect lasts the entire game.
- (+) Missile Return causes a friend to become missile repellent. All
- missile or thrown attacks (including spells) are sent back to the
- caster. This doubles the range to hit. If the enemy rolls a 5 or
- less the missile weapon hits the missile repellent friend anyway
- but the weapon will not do double or triple damage. If the enemy
- rolls 6 or greater and hits, he hits himself.
- (-) Ring of Fire will not create fire squares on friends but will
- create fire squares on enemies. Magic fire lasts the entire game.
-
-
-
- PAGE 14
-
- Adjustable Spells
- Spells with a "+" modifier in Cost are adjustable and increase in the
- Cost increment. For example, "pumping up" an Iron Flesh spell is in
- increments of 1 SH but "pumping up" an Agility Magic spell is in
- increments of 2 SH.
-
- Spell Duration
- Spells with a "+" modifier in Turn Duration last a number of turns in
- this increment determined by the number of times the spell is "pumped
- up".
-
- Special Spells
-
- All other spells fall into this category. These spells are quite
- varied and are broken down here by functional groups. All special
- spells cost the spell cost -1 point when they fail. Special spells
- that have a cost of 1 SH or zero SH and fail do not cost anything.
-
- Summon Spells
- These spells summon a creature to be controlled by the Mage. The
- spell has to be renewed (costing 1 SH point) or cancelled at the
- beginning of the Mage's action every so many turns. Summoned
- creatures are real in all regards but will vanish when the Mage dies
- or cancels the summon. The creature will appear at a random location
- around the Mage facing the direction the mage is facing.
-
- Name IQ Cost Renew Every How Many Turns
- ----------- -- ---- --------------------------
- Summon Beetle 8 2 4
- Summon Goblin 8 2 3
- Summon Wolf 9 2 3
- Summon Scorp 10 2 3
- Summon Orc 10 2 3
- Summon Elf 11 2 2
- Summon Dwarf 11 2 2
- Summon Human 11 2 2
- Summon Mage 12 3 2
- Summon Troll 12 3 2
- Summon Gargoyle 13 4 2
- Summon Bear 14 4 1
-
- Illusion Spells
- Illusions are identical to summon spells except that the illusion
- creature may be "disbelieved" and that the illusion does not have to
- be renewed (they do not require any SH to maintain).
-
-
-
-
-
-
-
-
-
-
- PAGE 15
-
- Name IQ Cost
- ----------- -- ----
- Illus. Beetle 10 2
- Illus. Goblin 10 2
- Illus. Wolf 10 2
- Illus. Scorp 12 3
- Illus. Orc 12 3
- Illus. Human 13 3
- Illus. Dwarf 13 3
- Illus. Elf 13 3
- Illus. Mage 14 3
- Illus. Troll 14 3
- Illus. Gargoyle 15 4
- Illus. Bear 16 4
-
- Terrain Spells
- The following terrain spells create one terrain item in a location on
- or around the mage. The target location is chosen by the mage and may
- be in any unoccupied square (friendly squares are permitted when
- creating Shadow or Exit). Spell cost for terrain is a fixed cost up
- front like illusion spells.
-
- Name IQ Cost
- ----------- -- ----
- Create Fire 8 1
- Create Pit 10 1
- Create Shadow 11 2
- Create Exit 11 2
- Create Wall 12 2
-
- The following terrain spells create an area of terrain. The area and
- orientation of the terrain depends on the particular spell.
-
- Name IQ Cost Size Shape Location
- ----------- -- ---- ---- ----- ---------------------------------
- Pit Trench 14 4 7 row Trench in front of mage
- Shadow Wall 15 4 3 row On top of mage, to left and right
- Wall of Fire 16 4 7 row Wall in front of mage
- Wall Line 16 4 7 row Wall in front of mage
- Pit Fortress 17 5 10 L Angle between mage and map center
- Wall Fortress 18 5 10 L Angle between mage and map center
-
- Row or Trench L or Angle L or Angle
- (Wall) (Fortress) (Fortress)
- South West North West
- . . . . . . . . . . . . . . . . . ] . . .
- . . . ] . . . . . . . . . . . . . ] . . .
- . . . ] . . . . . . . . . . . . M>] . . .
- . . . ] . . . ] ] ] ] . . . ] ] ] ] . . .
- . . M>] . . . . . M>] . . . . . . . . . .
- . . . ] . . . . . . ] . . . . . . . . . .
- . . . ] . . . . . . ] . . . . . . . . . .
- . . . ] . . . . . . ] . . . . . . . . . .
- . . . . . . . . . . ] . . . . . . . . . .
-
- PAGE 16
-
-
- Terrain blocked by walls or off the map will not be created. The size
- shown is the absolute maximum. The spell will tend to fit the area it
- is in and "flow" out to create the size shown. Fire and shadow will
- pile on top of themselves making dense terrain. Fire terrain will not
- be created on friends.
-
- Other Special Spells
-
- Dazzle IQ: 11 Cost: 3 Duration: 3 turns
-
- This spell is a bright flash emanating from the mage. All enemies
- able to see the Mage are -3 AG for 3 turns after this spell goes into
- effect. Characters able to see the mage are characters that are not
- prone, have the mage in their front side, and are not behind a wall.
-
- Psychic Blast IQ: 11 Cost: 3
-
- This spell does 1d damage to all enemies within 5 squares (inclusive)
- of the mage. The mage and his friends are not hurt. The psychic
- quality of the spell causes the damage to be imparted without any
- armor effect (like terrain and Drain Life damage).
-
- Snake Staff IQ: 8 Cost: 1xN Duration: 5 turns
-
- This spell requires a ready staff to work. The staff may be turned
- into 1 to 3 snakes depending on the SH put into the spell. The snakes
- are controlled by the mage and last five turns.
-
- Image IQ: 9 Cost: 2 Duration: 4 turns
-
- This spell creates two duplicates of the Mage around the Mage and
- moves the mage in one random square. The two images are insubstantial
- and will vanish when a successful attack or spell is carried out on
- them. This spell is purely defensive and works like the "shell game"
- if played well. Images last four turns.
-
- ESP Stats IQ: 8 Cost: 0
-
- ESP Stats is unlike any other spell. ESP Stats can be used to
- determine the location of an invisible enemy, or to determine the
- actual attributes or wounds of an enemy. ESP Stats is rolled for like
- a Special Spell. If successful, the casting mage will be able to view
- his choice of up to three enemies. The number of enemies to view is a
- random number between one and three. Because the cost is 0 SH, ESP
- Stats may not be aborted by adjusting spell cost to 0 (the spell cost
- adjustment step is skipped).
-
-
-
-
-
-
-
-
- PAGE 17
-
- Fighter Spells
-
- After attaining an IQ of 10 or higher fighters may use spells. The
- mix of spells is random and provided when fighting starts. A fighter
- will have roughly half of the spells available to his IQ. The odds of
- getting any one spell is 50%. In addition, when a fighter casts a
- spell he has a reduced agility as a penalty. The agility of a fighter
- casting a spell is the average of his AG and IQ. Keep in mind that
- fighters DO NOT REGENERATE and each SH point lost to spell casting is
- permanent for the duration of the game. These are the spells fighters
- can use:
-
- Name---------------------IQ---Type------Race Limitation-----
- ESP Stats................8....Special | | |
- Create Fire..............8....Special | | |
- Lose Weapon..............9....Thrown Orc | |
- Heal-Strength............9....Thrown | Dwarf |
- Create Pit...............10...Special | Goblin |
- Agility Magic............10...Thrown | Human |
- Create Exit..............11...Special | | Elf
- Create Shadow............11...Special | | |
- Create Wall..............12...Special --' | |
- Teleport Away............13...Thrown -------' |
- Ring of Fire.............15...Thrown ---------------'
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
-
- PAGE 18
-
- Robot Characters
-
- Certain races cannot be controlled by the players and are played
- solely by the computer. These are the robots. These characters are
- added to even the East and West sides arbitrarily when the game
- starts. Robots will tend to out number the player controlled
- counterparts as they are not as flexible in strategy, weapons, or
- spells.
-
- Race SH/AG/IQ AR MP Notes
- ------- -------- -- -- ------------------------------
- Needler Bush 8/13/4 1 8 A) Thrown needles 1d-1
- B) Can throw after charge
-
- Giant Amoeba 10/12/4 - 10 A) Amoeba Acid 1d+1
- B) Can attempt hand combat
-
- Fire Spirit 15/13/5 - 10 A) Fire attack 3 points
- B) Makes fire terrain during attack
- C) Can attempt hand combat
-
- Phase Spider 11/14/7 - 10* A) Spider bite 1d
- B) Thrown spider web 1d-2
- C) Can dual attack
- D) Phase shifts (teleports)
-
- Imp 13/15/9 - 10 A) Two fists 1d-2 each
- B) Permanently invisible
- C) Can dual attack
- D) Can steal your ready weapon
- E) Can disbelieve illusions
- F) Regenerates 1 SH per turn
-
- Slayer 12/13/10 2 12 A) Krill Pole Arm 1d+3
- B) Krill missile weapon 2d
- C) Can disbelieve illusions
- D) Can dual attack
- E) SH 14 Fist (1d-1)
-
- Behemoth 35/12/6 2 8 A) Cavenous Craw 2d+4
- B) Crush 3d+1
- C) Can dual attack
- D) Can attempt hand combat
-
- Evil Mage 20/18/15 - 6* A) Casts spells
- B) Has permanent "Missile Return"
- C) Regenerates 1 SH per turn
-
- (*) Phase Spider and Evil Mage movement is a teleport of limited range.
- The teleport or phase shift may be done at any time (when engaged,
- for example).
-
-
-
-
- PAGE 19
-
- Needler Bush Tactics
-
- Basically, these bushes are stupid. They will come at you and pelt
- you with their needles until they are killed. Once they get within
- firing range they will slow down their movement (no more running).
- They will always avoid fire terrain, and will avoid caltrops if
- wounded. They will first shoot at whoever engages them, or failing
- that, the closest target (even if it is evading). They do not evade
- unless they have nothing to attack. Occasionally they will become
- wounded badly enough where they will start charging for the exit to
- escape (unless they are engaged).
-
- Giant Amoeba Tactics
-
- Another simple, brainless race. The Amoeba will come at you full
- steam and attack you until it is killed. Like the Needler, they will
- always avoid fire terrain and will avoid caltrops if wounded.
- Occasionally it will try to jump you (attempt hand combat). They
- usually do not repel anyone that attempts hand combat with them. They
- do not evade unless they have nothing to attack. These too will make
- for the exit if severely wounded (unless they are engaged).
-
- Fire Spirit Tactics
-
- Similar to Amoebas, Fire Spirits will come at you full steam. They
- will never avoid fire terrain (they are immune to it) and will only
- avoid caltrops if they are worse than half dead. They have but one
- thought: envelope you with flame. It's a barbecue, and you're the
- meat. When they get up to you they will continually try to get you
- into hand combat. Once in hand combat, you will be in for a hot time
- as the Fire Spirit's attack becomes 6 points damage and the fire
- terrain he creates will do an additional 3 points of damage, for a
- total of 9 points per turn. If they charge up to you, they will
- attack that turn with fire as they cannot attempt hand combat unless
- they shift (like everyone else). If you are strong enough to
- consistently repel their hand combat attempts, you can ignore them and
- the fire terrain they create (one per turn, where they are standing)
- can help you toast other foes. They are smart enough to evade when
- threatened with a death blow, and will make for the exit when severely
- damaged (unless they are engaged).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 20
-
- Phase Spider Tactics
-
- Things get tougher when you start seeing the Phase Spiders. They move
- quite differently from virtually all other robots. They have a
- limited range teleport they use to move (a "phase shift") and they do
- not have to stay engaged when they move. The exception to this is
- when they are in hand combat during which they cannot "phase shift".
- The "phase shift" movement makes them hard to corner, and they have a
- tendency to get behind you. They will generally avoid caltrops and
- fire terrain. Once suffering from heavy wounds they will make a "bee
- line" for the exit (although they will only be able to move 4 squares
- per turn). If they have no adjacent enemy, they will throw a caustic
- stream of web material at the closest target (even if it is evading).
- If they have an adjacent enemy they will generally attack it with
- their deadlier weapon (the bite), but will occasionally attack using
- only the web, or attack with both the web and the bite. They are
- smart enough to evade when threatened with a death blow, and will
- evade if they have no targets within range.
-
- Imp Tactics
-
- Imps can be deadly, but are generally a nuisance. The Imp's
- invisibility coupled with its regeneration makes it fairly difficult
- to kill (nearly an impossible task for a low experience character).
- The Imp will come at you full steam, and will not avoid fire terrain
- or caltrops unless it is suffering from wounds. The Imp has an
- annoying habit of stealing weapons. If you have enough armor (where
- the Imp's fists won't do much) or are just plain unlucky (about 1 turn
- out of 3) the Imp will try and swipe your ready weapon. If he
- succeeds in his attack, he will take your weapon and sling it (he
- won't be able to use it on you). If he has a weapon and is engaged,
- he will disengage if he can get out of all enemy front squares. He
- will attempt to take the weapon away (generally toward the exit)
- during movement and he will drop it as soon as he has an attack turn
- in which he is disengaged. If he does not try and take a weapon or
- get away with one, he will dual attack an adjacent target with both
- fists. The Imp is smart enough to evade when threatened with a death
- blow, and it will head for the exit when severely damaged (although it
- may regenerate and return to the fight). For Magi, the Imp may
- disbelieve illusions depending on how many there are present (1
- illusion will be ignored, more illusions increase the chances of
- disbelief).
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 21
-
- Slayer Tactics
-
- The Slayer can be very deadly, as he has a pole arm and knows how to
- charge and receive charge for double damage. The Slayer will come at
- you full steam until he is within shooting distance (about 25
- squares), then slow down. He will then generally charge or shift. If
- he shifts and is disengaged he will use his Krill as a missile weapon
- and shoot the nearest target (even if it is evading). If he shifts
- and has a foe who charged up to him in his front, he will receive
- charge. If he charges up to a foe, he will impale the foe. If he
- shifts and does not have a charging foe, he will generally attack with
- either the Krill Bolt or Krill Stab (50% chance of either). The
- Slayer may dual attack if the conditions are favorable (the target is
- neither invisible, evasive, or a snake). The slayer will head for the
- exit if heavily damaged, and is smart enough to disengage if necessary
- to get there. The Krill weapon can be dropped, and if the Slayer
- losses his Krill he will make an effort to recover it (including
- disengaging if necessary). If he has no Krill and cannot disengage or
- pick one up, the Slayer will attack with a right cross (his fist).
- Like Imps, the Slayer may disbelieve illusions depending on how many
- there are present (1 illusion will be ignored, more illusions increase
- the chances of disbelief).
-
- Behemoth Tactics
-
- Behemoths are simple but effective. They always come at you full
- steam, and plan on eating you for lunch. They only evade if they have
- no enemy to attack. They only avoid fire terrain or caltrops if they
- are mostly dead. They will usually attack with their craw, but will
- occasionally (1 out of 3) attack with their crush. Behemoths will
- sometimes (1 out of 6) dual attack using the craw and crush provided
- the target is not hard to hit. In addition, Behemoths will sometimes
- attempt hand combat with their target. If severely wounded, a
- Behemoth will make for the exit, although they have been known to
- wander around it without exiting, serving as a guard.
-
-
-
-
-
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-
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-
- PAGE 22
-
- Evil Mage Tactics
-
- The Evil Mage is the most deadly and most cunning of the robots. As
- such, his tactics are far more varied than the other robots.
- Therefore, this paragraph will attempt to define only the basics, and
- not the total package as it would become too complicated (and detract
- from the challenge of the game). The Evil Mage moves in a manner
- similar to the Phase Spider, but instead of heading for you the Evil
- Mage heads for the nearest strongest robot (typically a Behemoth).
- The Evil Mage's primary function is to boost the Behemoths capability.
- It can do this by (1) giving the Behemoth additional agility points
- (see Agility Magic spell), (2) speeding the Behemoth (see Magic Speed
- spell), and (3) give the Behemoth a Death Sword (a SH:30 5d+5 slashing
- weapon which you can have provided you can get it away from the
- Behemoth). Secondary to boosting the Behemoth is killing you. This
- can be accomplished by a couple of ways: Psychic Blast and Drain Life
- (which is limited to 2d damage). Which one the Evil Mage chooses will
- depend on how many are close to death and how close they are. In
- addition, the Evil Mage will attempt to thwart you. He does this by
- using Dazzle, Lose Weapon, Clumsiness, or Curse Armor spells. He will
- dazzle if three or more of your party can see him and are not already
- dazzled. Lastly, he will attempt to keep himself alive. This will
- sometimes require a Drain Life to boost his SH back up. For self
- preservation he can (1) armor himself with Steel Flesh, (2) Teleport,
- or (3) Teleport you Away (remember that he has constant Missile Return
- which makes him immune to being targeted by spells, missile weapons,
- and thrown weapons, and he regenerates 1 SH every turn). He is smart
- enough to evade when threatened with a death blow, and will head for
- the exit when severely wounded. In addition, the Evil Mage has much
- better target selection than the other robots. The Evil Mage will
- target someone he can kill AND hit and will generally NOT target the
- closest enemy, or an enemy that is evading.
-
- Terrain
-
- Eight types of terrain exist: open, fire, pit, caltrops, wall,
- shadow, exit, and the Altar Of Life. Open terrain is shown as a patch
- of dots. Fire terrain is shown as spiked waves. Pit terrain is shown
- as a rounded box with lines in one corner. Caltrops are shown as
- three spiked stars. Wall terrain is shown as brick. Shadow terrain
- is shown as a sponge. The exit is shown as a door. The Altar Of Life
- is shown as a box with a cross on it. Some types of terrain make you
- harder to see or can hurt you. All terrain damage and "to hit"
- penalties are cumulative. A character standing in two fires will be
- harder to shoot at and will take twice the normal fire damage at the
- end of the turn. Armor does not protect against terrain damage.
-
- Fire : Fires may be crossed or entered. A character ending the turn
- standing on a fire will take 3 points of damage. In addition, missile
- attacks obstructed by fire are penalized for the lack of visibility...
- -1 to hit per fire.
-
-
-
-
- PAGE 23
-
- Pit : May not be crossed or entered. The exception to this is the
- troll, who may move freely in and out of pits without falling down.
- Another exception is the shield rush which may be used to force an
- enemy to fall into a pit. Falling down in a pit causes 4 points of
- damage. Going into hand combat with a troll causes pit damage also,
- as both parties will be going "prone" or falling down.
-
- Caltrops : Like fire, the caltrops terrain can be crossed or entered.
- A character ending the turn on caltrops takes damage (2 points).
- Caltrops do not obstruct missile attacks (bow shots).
-
- Wall : Walls are impervious... they cannot be entered, passed
- through, or shot through. Walls are not a natural form of terrain and
- are created by magic users. If a Wall is created on a square with a
- pit the Wall and Pit cancel each other, leaving open terrain.
-
- Shadow : This form of terrain is a magical enchantment. The purpose
- of Shadow is purely defensive. Shadow may be entered or passed
- through. Anyone standing in Shadow is invisible and may not be
- targeted by bow or thrown weapons. In addition, attacks against a
- person in Shadow are -2 to hit. Shooting through Shadow receives a -4
- to hit penalty per shadow. Shadow does not cause damage.
-
- Exit : Using the exit can allow you to escape death (and keep your
- accumulated experience). Ending the turn standing on an exit will get
- the character out of the game. The game starts with one exit along
- the center North or South wall of the map. Being forced onto an exit
- will also cause the character to leave the game.
-
- Altar Of Life :
- When a player character is killed he becomes a pile of bones. The
- bones may be picked up by another player character and dropped on the
- Altar Of Life to resurrect the dead character. To drop the bones on
- the Altar, get adjacent to the Altar with a shift or shuffle move
- holding the "bones" in your ready hand and use the "throw" option.
- Respond with a "n" to the query to throw the bones at a target until
- all targets are exhausted and the query "Do you wish to drop the
- bones..." appears. Answer "y" to start the selection of the adjacent
- square to drop the bones in. Answer "y" when the bones are shown over
- the Altar. The resurrected player will have a 20% penalty applied to
- his experience points for having died (the resurrection process is
- imperfect). The resurrected character will appear in a random
- location near the Altar with no weapons, no armor, and little strength
- (SH 3). Also note that you do not have to resurrect the dead
- character the game he or she is killed: the bones will keep returning
- to the arena in future games until they are resurrected.
-
-
-
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-
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-
-
- PAGE 24
-
- Starting
-
- The following is a representation of the Gladiator display just after
- hitting a key to get past the welcome message.
-
- -------------------------------------------------------------------------------
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
- Make character Load character switch to East View hi-scores view mY scores
-
-
-
- Your choice?
- -------------------------------------------------------------------------------
- The area with dots in it is the arena and the bottom five lines are
- used for menus (as above), messages, and simulated dice throwing. The
- arena area is a top view: you are looking down onto the arena from a
- vantage point in the sky. The arena consists of a grid of squares
- (denoted with one dot per square above, but in the game each square is
- a patch of dots). Each square holds one character or item of terrain.
-
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-
- PAGE 25
-
- Menus
-
- The primary Gladiator user interface is by multiple-choice menus in
- the message area (the area below the arena). Each menu choice has a
- single capitalized letter which selects it. This letter is
- high-lighted for easy reading. A menu choice is confirmed with an
- "enter" or "return" key press. To negate a selection during "Confirm"
- any keys but the menu letter for that selection and return will result
- in the selection being aborted. In this way you can type the menu
- letter (such as V for View hi-scores) many times and then confirm with
- a return key press. Here is the initial menu once again:
-
- ------------------------------------------------------------------------------.
- Make character Load character View hi-scores Restore game Quit |
- - - - - - |
- |
- |
- Your choice? |
- ------------------------------------------------------------------------------'
-
- The player then presses the "m" key...
-
- ------------------------------------------------------------------------------.
- Make character Load character View hi-scores Restore game Quit |
- - - - - - |
- |
- |
- Confirm "Make character"? (return) |
- ------------------------------------------------------------------------------'
-
- The player then presses the enter or return key...
-
- ------------------------------------------------------------------------------.
- Name: 000 SH: (12) 12 Ready: Broadsword ___On Ground___ |
- Race: Human AG: (12) 11 Also : Spike Shield |
- Team: West 0> IQ: 8 Slung: Crossbow |
- Exp : 0 MP: 10 - Slung: |
- AR: 2 / 0 Armor: Clothes <more>|
- ------------------------------------------------------------------------------'
-
- At this point, a new character has been created. The starting
- character created is a Human with average attributes, weapons, and
- armor. In addition, the character will have to be named as the
- default name (the 000 above) will not be accepted.
-
-
-
-
-
-
-
-
-
-
-
- PAGE 26
-
- More Interface
-
- In most gladiator messages the information on the screen will be
- displayed until the player is done looking at it. In this case the
- "<more>" box will appear in the bottom right corner indicating that
- Gladiator is waiting for you to finish reading. When you have
- finished reading press a key. In some instances, special keys may be
- used to determine what is displayed next (like the "weapon info",
- "spell info", and "look around" menu choices). In these cases the
- space bar causes the information to cycle. The return key or 'q' will
- usually terminate a cycling set of messages. Plus, minus, or tab will
- usually work, with the minus key going backwards, the plus key going
- one forwards, and the tab key advancing five ahead.
-
- View Stats Display
-
- This message display is shown when you use the "show character" or
- "view stats" menu options. Unless you use magic, you may only view
- your own characters. The cursor is placed on the character being
- featured.
-
- --------------------------------------------------------------------.
- Name: Grim SH: (11) 9 Ready: Mace ___On Ground___|
- Race: Human AG: (13) 12 Also : Shield Shadow |
- Team: West G> IQ: 8 Slung: Dagger ... |
- Exp : 0 MP: 10 - Slung: Short Bow |
- AR: 0 / 0 Armor: Clothes Spear |
- --------------------------------------------------------------------'
-
- This display is private because it shows exact status which would not
- be apparent from just looking at the character. The numbers in
- parenthesis are the normal values and the numbers to the right are the
- current adjusted values. The current values reflect the effects of
- wounds, armor, and magic. In the example Grim has taken 2 SH
- (strength/health) points of wound damage. Grim's AG (agility) is
- reduced by one because he is wearing his shield.
-
- Set up
-
- One character at a time is created or loaded and is to be set up for
- combat. A choice of available weapons and armor is given and the
- player may arrange those to prepare for the start of combat. Any time
- a character is not being created or loaded the characters currently
- set up may be viewed or removed from the team (using the "dump
- character" option).
-
-
-
-
-
-
-
-
-
-
- PAGE 27
-
- Phases
-
- Once you select "Begin Game" the game will start. The computer will
- lay out random fire terrain, pit terrain, and locate an exit. The
- computer will create a group of robots for you to fight. Each game
- turn consists of three phases:
-
- Incentive Phase : Someone gets to decide who moves first
- Movement Phase : First team moves, Second team moves
- Actions Phase : Each character takes action in AG order
-
- The first phase is skipped if one team (East or West) cannot move
- (either prone or unconscious). In addition, terrain effects are
- applied immediately after the last phase (actions).
-
- Incentive Phase
-
- You and the computer will each "roll" a die for incentive. Whichever
- team gets the higher number gets to choose who moves their players
- first. If the numbers are equal Gladiator arbitrates which team gets
- the incentive. Gladiator gives the incentive to West on even turns,
- East on odd turns (when the rolls tie). The computer always chooses
- to move last (provided it wins the incentive).
-
- Dice
-
- Simulated six-sided die throwing is common in Gladiator. Gladiator
- "rolls" the die on the screen and the user presses a key to stop the
- rolling. The die is actually rolled one last time after a key is
- pressed so the outcome cannot be anticipated.
-
- ------------------------------------------------------------------.
- Roll WEST team incentive <space bar> .-----. |
- |* *| |
- | * | |
- |* *| |
- `-----' |
- ------------------------------------------------------------------'
-
- Looking Around
-
- This message display is shown when you select the "look around" menu
- option. Looking Around is available in both the Movement and Action
- phases and can help you plan your moves and actions. The cursor is
- placed on the character being featured. Hitting the space bar or plus
- key will cycle through all the characters in the arena (or you can
- select the one you want by left mouse button clicking it). Press the
- enter or return key when done.
-
-
-
-
-
-
-
- PAGE 28
-
- --------------------------------------------------------------------.
- Grim Ready: Mace Slung: #Crossbow Shadow |
- West Also : Shield Slung: Dagger ... |
- Human Armor: Clothes Short Bow |
- Charged Spear |
- Space, +, -, Tab, Return: done |
- --------------------------------------------------------------------'
-
- Ready refers to the weapon that the character has ready to use.
- Also refers to a weapon that the character has in addition to his
- primary or Ready weapon that may be used in some special cases.
- Slung weapons are two weapon holsters that are used to hold weapons
- not ready for use. The option to change weapons allows the
- character to switch from a long bow for attacking at a distance to
- a sword for close-in hacking. The numbers 1 and 2 for the "Slung"
- items are used to distinguish between the slung items when changing
- weapons. The top "Slung" is number 1, and the bottom is number 2.
-
- #Crossbow shows that the crossbow has been fired and needs to be
- reloaded. Crossbows must be loaded to be fired and take a turn or
- more to reload. The "#" in front of the crossbow shows that the
- crossbow is unloaded and may not be used to attack.
-
- The stuff along the right margin indicates that the player is standing
- in a square that has items or terrain in it. The terrain or top
- weapon is shown on the arena in the event there is more than a single
- item in the square. When a character is standing on a square with
- terrain or weapons the items will show up in the "looking around"
- display. A maximum of three items are shown on the display although
- more may be in the square. The top item in the square is shown on the
- top. The bottom item is shown on the bottom. If more than three
- items are in the square the items between the top and bottom items are
- represented by dots in the middle. In the example above, the
- character is standing in shadow terrain and a Short Bow and Spear are
- on the bottom of the pile. Three unknown items are between the Short
- Bow and the Shadow (the three dots).
-
- In addition to the above displayed items, the words "Prone," "HandC,"
- or "Dazed" may be displayed. These indicate the following:
- Prone : the character is flat on the ground or otherwise disabled.
- HandC : the character is in Hand Combat with an enemy or enemies.
- Dazed : the character is suffering a reduced agility due to wounds.
-
- Movement Phase
-
- Each player character is moved one at a time in the order of the
- fastest player to the slowest player (highest MP to lowest MP). All
- of one team is moved before the other team moves (which team moves
- first is based on who won the incentive). A player is given movement
- choices based on whether or not he is prone, engaged with an enemy, or
- out in the open. The distance a character moves will determine which
- options are open... the shorter distance a character moves the more
- he will be able to do during the actions phase.
-
-
- PAGE 29
-
- Movement Interface
-
- -----------------------------------------------------------------.
- Moves Left[10] ^C < Conan > |
- Arrows = Move Player 'R' = Rotate (change facing) |
- 'J' = Jump Esc = Start Over Return = Finished |
- |
- -----------------------------------------------------------------'
-
- As an arrow key is pressed the player is moved on the arena and the
- number of moves is reduced. When the number of moves is zero the
- arrow keys will have no effect. At this point the player may 'R'
- rotate, 'ESC' escape (start over), or 'Return'. Rotate and escape may
- be used at any time. Rotate will change the character's facing. If
- the character is invisible or prone the character's facing may be
- determined by looking at the character graphic shown between the
- "moves left" and the character's name. Hitting the escape key will
- put the character back in his original position and facing so the move
- can be started again. Pressing the return or enter key confirms the
- move and ends the character's movement. Every square is counted as it
- is entered. Stepping forward and then back will reduce the moves left
- by 2 (as opposed to not reducing the moves left at all). Moves left
- will also be affected by entering an enemy's front square (becoming
- "engaged"). In this case, moves left is reduced immediately to zero
- indicating the character's attention is riveted on the enemy at this
- point. In this case, the player may wish to start the move over and
- side-step the enemy to get around his front squares. It is generally
- a good idea to use the escape key and try-out several moves.
-
- Jump Movement Option
-
- Movement has the option 'J' for jumping (theoretically to be used to
- jump over pits or jump over people but any square may be jumped). The
- Jump can be useful for bypassing obstacles. The jump moves the
- character the direction he is facing two squares costing three
- movement points. The first square is jumped over and may contain
- "unenterable" terrain such as a wall or another player. The option
- works provided you have at least 3 moves left to expend and the
- landing square is enterable. The direction jumped is the direction
- the character is currently facing. The next or adjacent square is
- "jumped over" and the character lands in the second square away.
- Moves left is decremented by 3 for every jump. Jumping a pit will
- save one movement point compared to running around a pit (the "#"
- character):
-
- . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . .
- . . 1 2 3 . . . . . . . . . . . . . .
- Going . . C># 4 . . . . . Jumping . . C># 3 . . . .
- Around . . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . . .
-
-
-
-
- PAGE 30
-
- Action Phase
- Actions are done in current agility order regardless of side. Current
- or adjusted agility means the AG after the effects of wounds, armor,
- and magic. Agile characters get to act first, and slow characters act
- last. What action can be taken is determined by how little time was
- used moving. If the player moved a great distance (running) then no
- time is left for an action. If the player waits then all actions are
- available (unless prone). Keeping this in mind the player will only
- go as far as a charge when he wants to attack with a hand weapon, as
- far as a shuffle when he wants to change weapons or throw a weapon,
- and up to a shift when he wants to shoot a bow or cast a spell.
-
- .--------. .----------------------.
- |TYPE OF | |Maximum Number of | AVAILABLE ACTION OPTIONS
- |MOVEMENT| | Squares Moved | ______________________________
- `--------' `----------------------' / \
- WAIT No movement. | STAND |(*)
- | ___________________________
- SHIFT 1 square and 1 Facing(+) | / \
- | | CAST MAGIC SPELL |
- | | DISENGAGE |
- | | SHOOT BOW |
- | | SHOOT CROSSBOW |(*)
- | | RECEIVE CHARGE |(=)
- | | TRY HAND COMBAT |
- | | _________________________
- SHUFFLE 2 squares | | / \
- | | | THROW WEAPON/DROP NEARBY|
- | | | IMPALE |(=)
- | | | SHIELD RUSH |
- | | | CHANGE WEAPON/SHIELD |
- | | | RELOAD CROSSBOW |(*)
- | | | _______________________
- CHARGE 1/2 MP squares | | | / \
- | | | | ATTACK |($)
- | | | | EVADE |(~)
- | | | | DROP/PICKUP WEAPON |
- | | | |DISBELIEVE/ZAP ILLUSION|
- | | | | GO PRONE |
- | | | | _____________________
- | | | | / \
- RUN MP squares | | | | | DO NOTHING |(*)
- \___\__\__\__\_____________________/
-
- (*) When you are prone this is all you can do.
- (+) Changing your facing is limited on a SHIFT when you are engaged.
- ($) Attack also includes the options of Slash, Shield Attack, Dual
- Attack, Impale, and Shield Rush.
- (~) Evasion causes all incoming attacks to be rolled on four dice
- instead of three (making it more difficult to be hit).
- (=) Receiving a charge or impale only applies to those players that
- have a ready pole arm. With Impale the player must move 2+
- squares. With Receive the player must Shift or less. These
- options do double damage. Receive is +2 to hit a charging enemy.
-
- PAGE 31
-
- Movement Explained
-
- WAIT or
- SHIFT (Always)
- During this turn the player did not move at all or moved one square
- during movement phase. During a SHIFT an engaged player will not be
- allowed to "about face" his facing. During actions phase the player
- has the full range of options open. This does not mean he may do any
- option he chooses. The player will be presented with only those
- options that make sense for his given situation (for example: no
- shooting unless you have a loaded bow of some kind). This is true at
- all times.
-
- SHUFFLE (when not engaged)
- During this turn the player could have changed facing and moved up to
- two squares. During actions phase the player will have a reduced
- range of options if he moved the full two squares. On the other hand
- he must move the full two squares if he wishes to establish "charging"
- status. Charging is required for the "shield rush" and "impale"
- options. Moving two squares (the minimum for "charging" status) will
- also entitle an enemy to the "receive charge" option (provided they
- choose to face you, have done no more than a shift, and have a ready
- pole arm). If the two squares are moved, the player will not be able
- to shoot, disengage, cast, or attempt hand combat.
-
- CHARGE (when not engaged)
- During this turn the player could have moved up to one-half his MP in
- squares. During actions phase the player will have a reduced range of
- options depending on how many squares he travels. If he travels none
- or one square, the move is considered a SHIFT (see above). If he
- travels two squares the move is considered a SHUFFLE (see above). If
- he travels more than two squares, he will have the reduced options of
- a SHUFFLE plus he may no longer reload, get a slung weapon, or throw a
- weapon. He is able to swap "ready" and "also" weapons and or pickup
- or drop weapons with the DROP/PICKUP WEAPON option.
-
- RUN (when not engaged)
- During this turn the player could have moved up to his full MP in
- squares. During actions phase the player will have a reduced range of
- options depending on how far he actually moved. If he moves less than
- or equal to half his movement see CHARGE above. Moving more than half
- of your MP allowance consumes your turn completely and no options will
- be available in the actions phase.
-
- Engaged : A player is engaged when he is standing in an enemy's front
- square. When engaged, a player must remain adjacent to all engaging
- enemies and may only use Shift or Wait moves.
-
-
-
-
-
-
-
-
- PAGE 32
-
- Actions Explained
-
- STAND (Always)
- This action is a "do nothing" provided the character is not "prone."
- If he is prone, he will "stand up" by taking this option. If he is
- not prone he "waits" with this option. Standing up from a prone
- position will allow the character to change his facing with the
- restrictions of a SHIFT (if engaged, no "about face").
-
- CAST MAGIC SPELL (shift or less)
- This action requires a shift or wait move. A spell is successful if
- you roll your AG or less on the dice with any "to hit" modifications
- applied. In addition, a spell cannot be attempted without sacrificing
- some strength points. See Spells.
-
- DISENGAGE (shift or less)
- This option is open to those that have shifted or waited. This option
- is used to retreat (and stand up if prone) from combat. For a
- successful disengage from hand combat the player must make a roll of
- his AG or less. If successful the player is allowed to move one
- square (exception: Orcs can disengage 2 squares).
-
- SHOOT BOW or
- SHOOT CROSSBOW (shift or less)
- This action is open to those characters that have moved one square or
- no squares and have a ready bow weapon. A crossbow must be loaded to
- shoot (no "#" in front of the name "Crossbow"). In addition, an enemy
- target must be to the front of the firing character. Crossbows may be
- fired and loaded while prone. Firing a crossbow prone gives a +2 to
- hit bonus for added accuracy. When selecting a bow target, you will
- be given a message "shoot at ..." for each possible target on the map.
- Enter "y" for your desired target. Enter "n" or hit the space bar to
- go to the next target. You may also select your target by clicking it
- with the left mouse button. If you enter "n" to the last target (the
- bottom right one) then the shot will be aborted and the action menu
- will be redisplayed.
-
- RECEIVE CHARGE (shift or less)
- This option is open to players that have an enemy that charges them
- and the player is holding a pole arm. This option reflects bracing
- the pole arm butt against the ground and receiving the enemy charge
- with the pole arm blade. If the enemy moves 2+ squares he is
- considered to be going fast enough. Receive charge gives the player
- +2 to hit bonus and does double damage on a hit.
-
- TRY HAND COMBAT (shift or less)
- Hand combat (a deadly form of wrestling) is initiated by this option
- and is successful if the defender chooses to be in hand combat or
- fails a roll to repel the attacker. The roll made to repel a hand
- combat attempt is against the defender's AG modified by the difference
- in strengths of the attacker and defender. When hand combat is
- initiated any weapons in "ready" or "also" are dropped. See Hand
- Combat.
-
-
- PAGE 33
-
- THROW WEAPON/DROP NEARBY (shuffle or less)
- This option allows the player to throw his ready weapon at a target he
- is facing. Range affects the ability to hit by -1 to hit per square.
- Another single handed weapon will automatically be readied after a
- throw. The new weapon will be the first found in the order of "slung"
- (top), "slung" (bottom), and "also". If you do not throw (say "n" to
- all targets) you can place the ready item on an adjacent square (see
- Caltrops).
-
- IMPALE (shuffle or more)
- This option is open is to players with a ready pole arm that move 2 or
- more squares. Similar to Receive Charge, the attack does double
- damage if it hits. This reflects the ability of a piercing weapon to
- do great damage when enough momentum is applied.
-
- SHIELD RUSH (shuffle or more)
- This option is open to players that have a ready shield. The Shield
- Rush is just like a Shield Attack except the player has a +2 to hit
- bonus and the defender has a -2 fall down penalty. If the player
- hits, the defender must roll to keep from falling down. The roll is
- his agility or less modified by the difference of the attacker and
- defender's strength. If the defender falls down the attacker is
- allowed to choose the adjacent square the defender falls in (possibly
- a pit or fire terrain).
-
- CHANGE WEAPON/SHIELD (shuffle or less)
- This option allows the player to move his weapons around, pick weapons
- up, or drop weapons. Shields are treated as weapons.
-
- RELOAD CROSSBOW (shuffle or less)
- This options allows the player to reload a unloaded crossbow. This
- may be done while prone.
-
- ATTACK (charge or less)
- This option is open to a player with a ready hand weapon (or natural
- weapon such as Fists). An attack will hit if the total of three dice
- equals to or is less than the attacker's agility. This "to hit" roll
- may be adjusted by a variety of modifiers such as facing (attacking
- from the rear or a prone opponent), being dazed, attacking an
- invisible target, or attacking in hand combat. The purpose of Attack
- is to damage or kill the enemy. If the to hit roll is successful, the
- attacking weapon damage is applied to the enemy's SH minus enemy armor
- (see Wounds).
-
- Slash Attack (charge or less)
- Slashing is a form of attack in which the attacker can attack all
- enemies in his front squares. The attacker must have a slashing type
- weapon (sword or axe) ready. The defenders are attacked in clockwise
- order. The first defender is attacked at -2 to hit. The following
- defenders (up to five total targets) are attacked at -4 to hit.
-
- Shield Attack (shift or less)
- This is identical to a Shield Rush but is less effective (no +2 to hit
- bonus and no -2 fall down penalty). When moving more than a square
- this option becomes the Shield Rush.
- PAGE 34
-
- Dual Attack (charge or less)
- This option is open to players that are not holding a two handed
- weapon. Any two opponents in the frontal area can be attacked (or an
- opponent can be attacked twice). The attacker chooses which enemy is
- attacked in what order. The first attack is with the ready weapon and
- is -2 to hit. The second attack uses the "also" weapon at -3 to hit.
-
- EVADE (charge or less)
- This option makes the player harder to hit by causing incoming attacks
- to roll "to hit" on four dice instead of three. This option reflects
- a defensive posture such as parrying or dodging.
-
- DROP/PICK UP WEAPON (charge or less)
- This becomes the Change Weapon option if the player moves 2 squares or
- less. Moving more than two squares limits the change weapon ability
- so that weapons cannot be slung. Any unslung weapon must be readied
- or left on the ground. Items can still be picked up or dropped. You
- must empty both hands (drop everything) before you will be able to
- unsling a weapon.
-
- DISBELIEVE/ZAP ILLUSION (charge or less)
- If a magical illusion is present and the "disbelieving" character
- successfully rolls his IQ or less on three dice the illusion is
- dispelled (removed from play). When multiple illusions are present
- the closest illusion is dispelled. If no illusions are present this
- action has no effect.
-
- GO PRONE (charge or less)
- This option is generally reserved for players with crossbows that want
- the prone +2 to hit bonus with a crossbow. Being prone is a
- disadvantage as it limits your options and makes you easy to hit.
-
- VIEW STATS (Always)
- This option costs nothing in terms of time or options. The stats
- display can be used to see how your weapons are situated or what your
- wounds are.
-
- LOOK AROUND (Always)
- Like "view-stats" this is free and may be used repeatedly before
- making your action. Looking around can tell you if someone has moved,
- has attacked, or when someone is going to move or attack. The order
- people are shown is the order they will take their turn in. See
- Looking Around.
-
- Gladiator will only offer the options available to the player at the
- time so it is not possible to break the rules. This makes Gladiator
- easier to play but does not relieve the need for written rules.
- Gladiator has many subtle strategies which become apparent only after
- careful observation. This is especially true in the actions phase
- when the options available are based on what has gone before.
-
-
-
-
-
- PAGE 35
-
- Missile Obstacles
-
- Currently obstacles for missile weapons (bow shot or thrown objects)
- are characters, shadow squares, fires, walls, and the Altar Of Life.
- Each character or fire in the missile track is a -1 to hit penalty.
- Each shadow in the missile track is a -4 to hit penalty. Walls and
- the Altar Of Life block missile shots completely. Remember, you can
- only shoot at enemies you are facing.
-
- Wounds
-
- The following describes the effects of wounds. These effects are for
- most races (such as Humans). Other races can withstand more damage
- before being effected. Some races are immune to these effects. All
- the wound effects are cumulative but not additive. In other words a
- knocked down player will be dazed but additional 5 point or greater
- hits will not make the humanoid "dazed dazed" and will not further
- reduce his AG.
-
- Knocked Down : A single blow of 8 or more SH points will knock down
- a character. Prone characters may only WAIT, SHOOT CROSSBOW, or
- RELOAD. Some creatures cannot be knocked down (such as Amoebas).
-
- Dazed : A single blow of 5 or more SH points will "daze" a
- character. A dazed character will have a -2 AG penalty for his
- next action (be it this turn if he has not acted yet, or next turn
- if he has already acted).
-
- Permanently Dazed : A character that has his SH reduced to 3 or
- less is always dazed. In addition, the character will not be able
- to RUN.
-
- Unconscious : A character that has his SH reduced to 1 is virtually
- dead. He will collapse every turn until killed or the game ends.
- Some races regenerate SH points and will be able to return to play.
-
- Dead : A character that has his SH reduced to 0 or less is dead and
- is removed from play. This character loses any gained experience.
-
- Agility Rolls
-
- All agility rolls are limited so any attack may hit and may miss.
- This is done to avoid "automatic kills" and "automatic misses." A roll
- of 5 or less always hits. A roll of 16 or better always misses. In
- addition, a roll of 4 does double damage, a roll of 3 does triple
- damage, and a roll of 17 or 18 causes the attacker to drop his weapon
- (if the ready weapon is a hand weapon).
-
-
-
-
-
-
-
-
- PAGE 36
-
- Dice Odds
-
- A test was done that involved duplicating the Gladiator die rolling
- for 10,000 rolls and recording the results to see the odds of making
- various agility rolls. The totals of each number was kept and the
- number of rolls required to make a certain AG "or less" roll
- calculated. The numbers reflect the number of rolls needed on average
- to make a specific AG roll. For example, a 5 or less is typically
- rolled once every 21 throws (3 dice). A 7 or less is rolled once
- every 6 rolls (3 dice). The exception to the reading method are the
- values above 15 which are numbers to miss due to the fact 16 or
- greater always misses. For example, a 16 or greater is rolled every
- 23 rolls and an 18 is rolled every 250 rolls causing the attacker to
- drop his weapon (3 dice).
-
- 1 in how 1 in how
- many rolls many rolls
- AG or less with 3 Dice with 4 Dice
- ----------- ----------- ------------
- 3 200.00
- 4 49.26 1250.00
- 5 21.46 263.16
- 6 10.54 90.09
- 7 5.98 34.48
- 8 3.81 18.42
- 9 2.62 10.18
- 10 1.99 6.26
- 11 1.59 4.15
- 12 1.34 2.97
- 13 1.19 2.26
- 14 1.10 1.81
- 15 1.05 1.51
-
- Miss or more 3 Dice 4 Dice
- ------------ -------- --------
- 16 23.09 2.95
- 17 61.35 4.12
- 18 250.00 6.14
- 19 10.14
- 20 17.89
- 21 35.97
- 22 90.91
- 23 243.90
- 24 909.09
-
-
-
-
-
-
-
-
-
-
-
- PAGE 37
-
-
- Strategy
-
- Who Moves First
-
- Wining the choice of who moves first with the movement incentive roll
- can be significant. In most cases it is a good idea to let the enemy
- move first. This allows you to 1) see their final position before you
- make your move and 2) possibly run around behind them. Choosing to
- move first is generally reserved for catching enemies that are running
- away, running away, or charging attacks.
-
- Who Attacks First
-
- Attacks are in agility order but you can DECLINE and wait for the
- remaining characters to take an action. The last character in the
- "turn" is not allowed to decline. When the action turn is over the
- "declined" characters get to take actions in agility order. This is
- sometimes desirable to see what the other characters do, or to ensure
- that a possible daze or knock down will carry over into next turn.
-
- Evading
-
- Each character may act only once each turn and will typically act in
- adjusted AG order as stated above. The exception to this is the evade
- action. A character that is attacked may make a preemptive action to
- evade. In other words, any character that has not yet acted will be
- able to evade if he is capable of evading (movement and prone
- restrictions) at any time he is attacked and he wishes to do so. If
- he chooses to evade his action is "spent" and he will not be able to
- take other action. Evading is a good idea when you are the target of
- a pole arm double damage attack (impale or receive charge enemy
- actions). Evading can also be used to charge through enemy bow shots.
-
- Missiles
-
- Higher AG types are more effective with missiles as range and evasion
- can have a dramatic effect on the success of a missile attack. The
- range penalty for bows is -1 per 5 squares. The range penalty for
- thrown weapons is -1 per square. In addition thrown weapon range is
- limited to your SH in squares.
-
- Using a arrow type bow weapon is simple... stand and shoot as long as
- possible. Shuffle and switch weapons to a hand weapon that does your
- maximum SH bracket damage when the enemy is within charging distance.
- Arrows can be used against an enemy at any distance effectively but do
- less damage than hand weapons in the same SH bracket.
-
-
-
-
-
-
-
-
- PAGE 38
-
- Crossbows do reasonable damage but have to be reloaded and can leave
- the user foolishly reloading or changing weapons when the enemy
- attacks. Careful planning and luck are needed to use a crossbow
- effectively. Generally, a character will only have time for one shot
- with a crossbow and will not take the time to reload it. If this is
- true the character will probably want to charge and go prone the first
- turn to close with the enemy and get the +2 "to hit" AG bonus for
- firing a crossbow prone. The character will then spend the next two
- turns after firing standing and changing weapons. When the character
- is ready to attack with his hand weapon the enemy has had a total of
- four turns to close the distance and attack. Crossbows cannot be
- relied on and will only occasionally hit. That hit however can
- deliver a telling blow and will help decide the fate of the combat.
-
- Thrown weapons are a dubious proposition indeed. These are generally
- reserved for disengaging enemies who keep stepping back before we can
- get a swing in. Two squares is about as far away as you want to get
- with a thrown weapon. In addition, throwing a weapon can leave you in
- a bad way if you have no secondary or slung one-handed weapons.
- Throwing will automatically ready a one-handed non-shield weapon from
- top "slung", bottom "slung", and the "also" weapon, in that order of
- precedence. If no weapons are left then the attacker will have to go
- pick something up. If only two-handed weapons or shields are left the
- attacker will have to take a turn to change weapons or pick something
- up. The attacker of course can always duke it out with fists but this
- is only effective for very high SH types (SH=17 fist does 1d+2, SH=11
- or less does 1d-4).
-
- Hand Combat
-
- When an enemy can be attacked and the character moved none or one
- square (WAIT or SHIFT) then "try hand combat" is an option. Hand
- Combat is when two or more enemy characters are battling it out on the
- ground with fists or daggers. The prone bonus of +4 to hit is gained
- so all attacks are likely to hit (except in extremely poor AG cases).
- In addition, all damage inflicted is +3 points of damage. Hand Combat
- tends to do more damage in less time to both parties than in regular
- combat. Getting into hand combat with a creature is generally a
- mistake, especially with a bear. The bear will miss often swinging
- from a distance but he will likely tear your face off the first time
- he attacks in Hand Combat.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 39
-
- Hand Combat Attempt
-
- This option will always check to see if the opponent will repel you.
- The enemy may also choose not to repel you (in which case you may have
- made a mistake). If he does attempt to repel you, he will have to
- roll his AG or less on three dice with the additional modifier of the
- difference of his and your strengths. For example, "Thor" SH:16 AG:8
- "June" SH:10 AG:14. Thor trys Hand Combat with June. June chooses to
- repel and has to roll a 14-(16-10) or 14-6 or 8 or less. If June
- attempted Hand Combat with Thor then Thor would have to roll an
- 8-(10-16) or 8+6 or 14 or less. The ability to enter or repel Hand
- Combat is heavily biased toward the strong. Bears often prefer Hand
- Combat and there is little humans can do to keep them off. The repel
- check does not cost the enemy his action and the enemy may attack,
- evade, or disengage in the same turn Hand Combat was started. In the
- event that you come on the opponent from the side or the rear, the
- facing bonus to hit is applied (+2 from the side and +3 from the
- rear). The bonus is applied as a penalty to the opponents repel roll.
- A hand combat attempt is automatic if the defender is already prone.
-
- Hand Combat Weapons
-
- When Hand Combat is successful the attacker as well as the defender
- drop any weapons they have in their ready or secondary hands. The
- exception to this is the dagger, which is kept. In addition, if a
- dagger is slung it will be readied. It is important then to remember
- if your strength gives you greater damage when using a fist than a
- dagger, DO NOT carry a dagger. It will jump into your hand
- irritatingly whenever someone enters Hand Combat with you.
-
- SH Fist Damage Dagger Damage Use
- ---- ------------- --------------- ------
- 11 or less 1d-4 . dagger
- 12 1d-3 . dagger
- 13 1d-2 . dagger
- 14 ----- 1d-1 ----- 1d-1 either
- 15 1d . fist
- 16 1d+1 . fist
- 17 or more 1d+2 . fist
-
- Remember that damage in Hand Combat has 3 added to the above values.
-
- Hand Combat Disengage
-
- This option is available during Hand Combat when the character has
- not moved or evaded. The character will successfully disengage on
- a roll of his AG or less. If successful, the disengaging player
- will be able to stand up in an adjacent square.
-
-
-
-
-
-
-
- PAGE 40
-
- Pole Arms
-
- These do less apparent damage than other weapons if you consider the
- weapons chart alone. In actuality the pole arms allow a character to
- do more damage in a single hit than any other type of weapon in the
- same SH bracket. This is possible with the IMPALE and RECEIVE_CHARGE
- actions which do double damage. On the other hand, the character will
- have to be particularly sly to take advantage of the double damage
- attacks on a regular basis. He will have to disengage often to get
- charging room or disengage and run so the enemy charges after him.
- The latter is more desirable as standing to receive a charge (a shift
- move) not only does double damage but gets a +2 "to hit" AG bonus.
- Note also that the larger pole arms can attack an opponent from a
- distance of two squares. This aids the "hit and run" pole arm
- strategy, making a very potent combination.
-
- Shield Attacks
-
- Shields can be used to damage an opponent and/or knock him down. If a
- shield hits it does damage to the defender (see the weapons table) and
- the defender has to roll to keep from falling down. The roll is
- against the defender's AG just like an attack roll but is adjusted by
- the difference in strengths of the attacker and defender. If the
- attacker is 2 SH stronger than the defender then the defender has a -2
- AG penalty. If the attacker is 1 SH weaker than the defender the
- defender has a +1 AG bonus when rolling to keep standing. In
- addition, a shield rush (a shield only attack from a charge) gets a +2
- AG "to hit" bonus for the attacker to hit with the shield and the
- defender gets a -2 AG penalty when rolling to keep standing. The
- attacker gets to move the defender one square (like a shift move)
- indicating the direction of the desired push. If the defender falls
- down he will fall down in that square. If not, the defender stays in
- his original square. Knocking down an opponent is useful in two cases
- in particular. 1) Gang attack scenario... one attacker knocks the
- defender down and other attackers pummel the prone defender at +4 AG
- "to hit". 2) Forced retreat scenario... the attacker uses the shield
- push to land the defender on inhospitable terrain... a fire or a pit.
- This is the only way someone can get into a pit (see Terrain for pit
- damage).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 41
-
- Dual Attacks
-
- The "Dual Attack" option is available when you do not have a
- two-handed weapon ready and you can attack. The second weapon attack
- is the "also ready" weapon which is a weapon, a shield, or a fist (no
- weapon in hand). This is generally the only way to use a shield to
- attack besides doing a shield rush. This is a way for a high AG type
- "black belt" to do a good bit of damage in a single turn. The first
- attack of a dual attack (which is the main weapon "ready") has a -2 AG
- penalty to hit. The second attack of a dual attack (which is the
- second weapon "also ready") has a -3 AG penalty to hit. This method
- is not to be used by low AG type "barbarians" unless they are getting
- a facing bonus such as attacking the defender from the rear. Also to
- be avoided against creatures that do not have enough SH left to
- warrant both weapons. Of course, this is only an issue provided the
- difference between a single attack and a dual attack is the difference
- between maybe hitting (10 or less) and missing twice (7 and 6 or
- less). If the AG is reduced to 5 or less the attacker may as well
- dual attack due to the fact the AG penalties are nullified by the "5
- or less always hits" limit.
-
- Example Characters
- .--------------------------.
- | KHAN the HUN |
- `--------------------------'
- Human SH: 11 AR: - / - Long Bow 1d+1
- AG: 13 Spear 1d+1
- MP: 10 Dagger 1d-1
-
- Hit and run tactics. Shoot from afar as long as possible, switch
- to spear when the enemy closes. Stand and receive enemy charge
- or charge enemy for double damage with spear. Disengage enemy to
- get distance for another charge. Continue spear charge and
- disengage in alternating turns. Moving first after disengaging
- is the key to success because Khan must move at least 2 squares
- (back up then charge forward) to get the double damage pole arm
- bonus. This will not be possible if the enemy moves first and
- steps forward one to engage Khan again.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 42
-
- Khan as an Orc...
- SH: 11 AR: 1 / 1 Spear 1d+1
- AG: 12 Long Bow 1d+1
- MP: 10 Dagger 1d-1
-
- Emphasize the spear attack as the reduced agility will make the
- bow tactic suffer. Natural armor supports this also.
-
- Khan as an Elf...
- SH: 11 AR: - / - Long Bow 1d+1+1
- AG: 12(13) Spear 1d+1
- MP: 12 Dagger 1d-1
-
- Emphasize bow attack. If the enemy is slow enough consider
- running from arena side to arena side to keep out of engagement.
- If the enemy is in plate mail and his MP is 6, running across the
- arena will leave Khan two turns to fire before the enemy catches
- up. In addition, avoiding the spear will make an Elven Khan as
- good as a Human one as far as AG and better in terms of damage.
-
- Khan as a Goblin...
- SH: 7 AR: - / - Long Bow 1d+1
- AG: 12 Spear 1d+1
- MP: 10 Dagger 1d-1
-
- Stick with the bow and don't risk closing with the enemy (in
- other words, don't get hit). Evade when attacked. Winning your
- first combat will likely advance the Goblin Khan a point of SH
- and AG at once. At this point he could have a variety of
- options...
-
- 1. Get a flail instead of the spear. No x2 pole arm damage
- but it negates an opponents shield. Wear a leather
- tunic to help fend off the opponents blows.
- 2. Get a crossbow in place of the dagger. Fire once then
- switch back to the long bow.
-
- .--------------------------.
- | SLAYER the GLADIATOR |
- `--------------------------'
- Human SH: 10 AR: 1 / - Trident 1d
- AG: 14 Buckler 1d-3
- MP: 10 Dagger 1d-1
-
- In and out charge attacks. Similar to Khan when he uses his
- spear but able to make up for the lack of double damage on turns
- when the enemy gets to move first by making a dual attack. In
- addition, the shield attack will occasionally knock an opponent
- down and possibly into a fire or a pit (see SHIELD RUSH). Slayer
- is better equipped to handle close fighting as the shield's
- protection will make Slayer's SH look inflated by one point
- every hit when compared to Khan in the same situation.
-
-
-
- PAGE 43
-
- Slayer as an Orc...
- SH: 10 AR: 2 / 1 Trident 1d
- AG: 13 Buckler 1d-3
- MP: 10 Dagger 1d-1
-
- The Orc's natural armor will make the Orc Slayer better than a
- Human one if the incoming attacks are many and light damage (such
- as another Slayer character as an enemy).
-
- .--------------------------.
- | GIMLI the DWARF |
- `--------------------------'
- Dwarf SH: 14 AR: - / - Battle Axe 2d+2+1
- AG: 9 (10) Battle Axe 2d+2+1
- MP: 8 Battle Axe 2d+2+1
-
- Three Battle Axes? That's because a dwarf gets +1 to hit and +1
- damage with hammers and axes even if they are thrown. So don't
- be afraid to SHUFFLE / THROW one turn and SHIFT / TRY-HAND-COMBAT
- the next. With a SH of 14 Gimli's fists are as good as daggers.
- He can dual attack in Hand Combat with AG: 11 and AG: 10 for
- 1d-1+3 or 1d+2 per fist (2d+4 per turn if he gets lucky).
-
- .--------------------------.
- | THUNDAR the BARBARIAN |
- `--------------------------'
- Human SH: 13 AR: 3 / - Morning Star 2d
- AG: 11(10) Large Shield
- MP: 10 Dagger 1d-1
-
- Thundar is a gladiator killer. He likes to close with weak
- shield carrying types. The morning star negates the effect of
- the enemy shield and the resulting damage can knock the enemy
- down spelling his doom. He also likes to shield rush weak
- enemies or weak creatures into pits and fire. Thundar CHARGEs
- Slayer and does a SHIELD-RUSH... AG: 12 or less to hit, if he
- hits Slayer has to roll an 8 or less to stay upright and out of
- the pit.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- PAGE 44
-
- Hi-Scores
-
- The high scores listing shows the characters in order of highest
- experience points. The character name and current attributes are
- shown. Additional columns show if the character has been killed (RIP)
- or how long the character has been without playing a game (relative to
- the other characters that played last). The high scores list will
- drop characters who have a "games rested" count of 50 or more. This
- allows characters that go into retirement to fade from the picture.
- In addition, characters that have "break outs" are exempt from being
- included in the high scores list. A "break out" happens when a player
- does not complete a game (such as quitting). This could also happen
- if you save a game and start another with the character who is in the
- saved game. Be sure and finish any saved games before starting new
- ones unless you are absolutely sure the characters you will use in the
- new game are not in the saved game. The break out status shows as a
- "B#" in the right margin of a character's stats. If you wish to reset
- the break out status on a character, look for an extra text file in
- the "Gladiator!" directory for instructions.
-
- Cheats!
-
- With a little experience with Gladiator, you will certainly learn how
- to succeed. If you are not patient, then read the following for
- a recipe that will ensure victory (sounds like cheating, doesn't it?).
-
- For starters:
-
- Make a Goblin with Agility 13 and the biggest single handed weapons he
- can carry (four Axes would be perfect). Make a couple of snakes. Use
- the snakes to tie up the enemy while you charge around behind them and
- dual attack. Stay safe and disengage to keep from getting hit if an
- enemy manages to face you. When starting the turn adjacent to the
- enemy, move first to back away. When starting the turn away from the
- enemy, let the enemy move first and charge in behind them. Have any
- snake that is attacked evade. Goblins advance so quickly that you
- will be able to carry bigger axes and have a greater agility after
- winning your first battle. Repeat this strategy for one more battle.
-
- To get ready for bigger things:
-
- You will need a Mage to help your Goblin do battle with the truly
- nasty things (Evil Magi). Make a mage, set his SH to 9, his agility
- to 13, and his IQ to 10. Load him up with staffs. Get the spells
- "Illus. Wolf" and "Snake Staff" in addition to any others you want.
- Keep using "Illus. Wolf" until you run out of SH for the spell. By
- this time you should have a pack of wolves. Beware of Imps and
- Slayers, as they can disbelieve. If this happens, either wait until
- they are close (they rather fight than disbelieve, usually), or make
- snakes to cover a retreat to the exit. Repeat this strategy until
- Slayers and Imps keep showing up.
-
-
-
-
- PAGE 45
-
- Teaming up:
-
- When you team up your Goblin and Mage you will probably be seeing one
- or more Behemoths. These you treat with respect. Load up the Goblin
- with a big slashing weapon, a big pole arm, and a bow. Start the game
- with the Goblin shooting the bow and the Mage making wolves or snakes.
- If a Behemoth shows, have the Goblin switch to the pole arm when the
- Behemoth gets half way to you. If not, have the Goblin switch to the
- slashing weapon when they get close. Have your Mage put magic armor
- on the Goblin if the Goblin is going to be slashing. Do not engage a
- Behemoth: use the pole arm to impale him from two squares distance.
-
- Want more hints? Questions? Suggestions? Send me some GEnie mail, I
- am addressed as BLANKENSHI (internet mail: blankenshi@genie.geis.com).
- PAGE 46
-
- APPENDIX
-
- #Crossbow.........................................28
- 2H................................................5
- AG................................................3
- AG Modifier.......................................7
- AR................................................3
- AR/MP.............................................10
- ATTACK............................................33
- Action Phase......................................30
- Actions Explained.................................32
- Adjustable Spells.................................14
- Agility Magic.....................................13
- Agility Rolls.....................................35
- Also..............................................28
- Altar Of Life.....................................23
- Armor.............................................6
- Attributes........................................3
- Bear..............................................9
- Behemoth..........................................18,21
- Bow...............................................5
- CAST MAGIC SPELL..................................32
- CHANGE WEAPON/SHIELD..............................33
- CHARGE............................................30,31
- Caltrops..........................................23
- Cheats!...........................................44
- Clumsiness........................................13
- Create Exit.......................................15
- Create Fire.......................................15
- Create Pit........................................15
- Create Shadow.....................................15
- Create Wall.......................................15
- Creatures.........................................10
- Curse Armor.......................................13
- DISBELIEVE/ZAP ILLUSION...........................34
- DISENGAGE.........................................32
- DROP/PICK UP WEAPON...............................34
- Damage............................................6
- Damage Taken......................................7
- Dazed.............................................28,35
- Dazzle............................................16
- Dead..............................................35
- Dice..............................................27
- Dice Odds.........................................36
- Disclaimer........................................2
- Drain Life........................................12
- Drain Life II.....................................12
- Drop Weapon.......................................13
- Dual Attack.......................................34
- Dual Attacks......................................41
- Dwarf.............................................9
- ESP Stats.........................................16
-
-
-
-
-
- PAGE 47
- EVADE.............................................34
- Elf...............................................9
- Engaged...........................................31
- Evading...........................................37
- Evil Mage.........................................18,22
- Example Characters................................41
- Exit..............................................23
- Experience........................................11
- Facing............................................7
- Fighter Spells....................................17
- Fire..............................................22
- Fire Spirit.......................................18,19
- Fireball..........................................12
- GO PRONE..........................................34
- Gargoyle..........................................9
- Giant Amoeba......................................18,19
- Giant Beetle......................................9
- Giant Scorpion....................................9
- Goblin............................................9
- Hammer/Axe........................................5
- Hand Combat.......................................38
- Hand Combat Attempt...............................39
- Hand Combat Disengage.............................39
- Hand Combat Weapons...............................39
- HandC.............................................28
- Heal-Strength.....................................13
- Hi-Scores.........................................44
- Human.............................................9
- IMPALE............................................33
- IQ................................................3
- Illusion Spells...................................14
- Image.............................................16
- Imp...............................................20,18
- Incentive Phase...................................27
- Introduction......................................2
- Invisibility......................................13
- Iron Flesh........................................13
- Jump..............................................29
- Knocked Down......................................35
- LOOK AROUND.......................................34
- Lightning.........................................12
- Lightning II......................................12
- Lightning III.....................................12
- Looking Around....................................27
- Lose Weapon.......................................13
- MP................................................7,3
- Mage..............................................9
- Mage Weapons......................................12
- Magic Bolt........................................12
- Magic Missile.....................................12
- Magic Speed.......................................13
- Menus.............................................25
- Min SH............................................7
-
-
-
- PAGE 48
- Missile Obstacles.................................35
- Missile Return....................................13
- Missile Spells....................................12
- Missiles..........................................37
- More Interface....................................26
- Movement Explained................................31
- Movement Interface................................29
- Movement Phase....................................28
- Needler Bush......................................18,19
- No Shield.........................................5
- Orc...............................................9
- Other Special Spells..............................16
- Permanently Dazed.................................35
- Phase Spider......................................20,18
- Phases............................................27
- Pit...............................................23
- Pit Fortress......................................15
- Pit Trench........................................15
- Player Characters.................................3
- Pole Arm..........................................5
- Pole Arms.........................................40
- Prone.............................................28
- Psychic Blast.....................................16
- RECEIVE CHARGE....................................32
- RELOAD CROSSBOW...................................33
- RUN...............................................31,30
- Race..............................................9
- Ready.............................................28
- Ring of Fire......................................13
- Robot Characters..................................18
- SH................................................3,5
- SH/AG Min.........................................10
- SH/AG/IQ Base.....................................10
- SH/AG/IQ Max......................................10
- SHIELD RUSH.......................................33
- SHIFT.............................................30,31
- SHOOT BOW.........................................32
- SHOOT CROSSBOW....................................32
- SHUFFLE...........................................31,30
- STAND.............................................32
- Set up............................................26
- Shadow............................................23
- Shadow Wall.......................................15
- Shield Attack.....................................33
- Shield Attacks....................................40
- Slash.............................................5
- Slash Attack......................................33
- Slayer............................................21,18
- Slung.............................................28
- Snake.............................................9
- Snake Staff.......................................16
- Special Spells....................................14
- Spell Duration....................................14
-
-
-
- PAGE 49
- Spells............................................12
- Starting..........................................24
- Steel Flesh.......................................13
- Stone Flesh.......................................13
- Strategy..........................................37
- Summon Spells.....................................14
- THROW WEAPON/DROP NEARBY..........................33
- TRY HAND COMBAT...................................32
- Teleport..........................................13
- Teleport Away.....................................13
- Terrain...........................................22
- Terrain Spells....................................15
- The Manual........................................2
- Throw.............................................5
- Thrown Spells.....................................13
- Troll.............................................9
- Unconscious.......................................35
- VIEW STATS........................................34
- View Stats........................................26
- WAIT..............................................30,31
- Wall..............................................23
- Wall Fortress.....................................15
- Wall Line.........................................15
- Wall of Fire......................................15
- Weapon Capacity...................................6
- Weapons...........................................4
- Who Attacks First.................................37
- Who Moves First...................................37
- Wolf..............................................9
- Wounds............................................35
-