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The Aethra Chronicles
Celystra's Bane
The Book of Magic's
Table of Contents
Clerical Spells 2
Book of Faith 2
Book of Invocation 3
Book of Redemption 3
The Realms of Magic 5
Displine of Universal Arcanum 6
Elemental Discipline 6
Discipline of Chronometry 7
Discipline of Transmogrification 8
Discipline of Sorcery 8
Discipline of Mental Acuity 9
Discipline of Conjuration 10
Sylvan Magick 11
Path of the Ashikari 11
The Sword of Righteousness 12
Songs of the Minstrel 12
Races 14
Attributes 14
Professions 15
Skills 16
Artifacts, Arms and Treasure 17
CLERICAL SPELLS
The Cleric through faith & devotion to His/her god draw upon the power of God to
Heal, Protect & Smite the enemies of Righteousness. Three spell books are available
to the Cleric character. The Book of Faith contains the healing which is vital to
keeping a party alive. The Book of Invocation contains the spell necessary to battle
the horrible evils brought into the world. The Book of Redemption contains the
knowledge needed to protect the party and smite down ones enemies.
Spell Level is the number of Points required to cast the spell. A Cleric may cast spells
up to two times his/her level (i.e. a 4th level Cleric may cast up to level 8 spell).
Book of Faith
1) Faith Heal Minor : a basic healing spell, heals 3-30 hit points.
2) Resist Disease: temporarily negates the effects of disease. (Duration is Level of
Caster in Hours)
3) Resist Poison : temporarily negates the effects of poison. This spell will allow the
victim time to get proper care. (Duration is Level of Caster in Hours)
4) Stun Relief: relieves all stun effects on 1 target.
5) Faith Heal : medium healing spell, heals 6-60 hit points.
8) Cure Disease: cures all disease in 1 target.
9) Cure Poison: cures all poison in 1 target.
10) Faith Heal Major : major healing spell, heals 10-100 hit points.
15) Faith Heal True: heals all damage/cures all diseases/cures all poisons in 1 target.
20) Faith Resurrection: restores life to 1 target character/npc- subject to target making
a successful constitution system shock die roll. Characters may suffer Constitution loss
from resurrection.
Book of Invocation
1) Repulsions I : effective vs. the lowest forms of the undead. Undead affected are
destroyed. (i.e. Zombies, Skeletons)
2) Exorcism I : effective vs. the lowest forms of demons. Demons affected are
banished.
5) Repulsions III : as Repulsions I, but affects mid level undead. (i.e. Ghouls, Wights,
Mummies, etc.)
6) Exorcism III : as Exorcism I, but affects mid level demons.
8) Fortitude : protects party from continual fear that higher forms of demons and
undead emanate.
9) Sunlight : a burst of holy fire in a circular area causing 5-50 points of damage to all
but especially destructive to all forms of Undead.
10) Spirit Whip : area effect causing 5-50 points of damage to Demons.
13) Repulsions X : as Repulsions I, but affects highest forms of undead. (i.e. Wraiths
& Vampires)
14) Exorcism X : as Exorcism I, but affects highest forms of demons.
20) Imprison : an invisible force field is placed around the demon preventing the
demon from taking any actions for the duration of the combat. The Demon may be
attacked normally but cannot attack back.
Book of Redemption
1) Divine Light : creates a magical light lasting ten minutes per level of the caster.
2) Divine Blessings : protection level I, on one target. (Protection spells give a bonus
to Targets' Defense Bonus each level is +10)
3) Divine Inspirations : offense bonus level I, on one target (Inspiration spells add to
targets' Offense Bonus each level is +10)
5) Discover Curse : reveals curse, if any on one item.
8) Divine Litany : protection level I, for the entire party.
9) Divine Awe : offense bonus level I, for the entire party.
11) Remove Curse : removes curse off one item. Curse is entitled to saving throw vs.
casters level.
15) Divine Wrath : an area effect spell centered on caster. Those opposed to the caster
suffer damage and stun effects.
16) Divine Intervention : protection level III, for the entire party.
20) Divine Channeling : a potent last ditch spell. Divine Channeling will double the
number of power points the casting cleric has, for no spell point cost. However, the
following day, the cleric will be deficient the number of power points he receives.
The Realms of Magic
The study of magic consist of four basic realms: Elementalism, Sorcery, Mentalism &
Conjuring. Each realm has a book of spells specific to that class. Additional books of
magic exist which are common to all classes of spell casters as well. The Universal
Arcanum, Transmogrification, & Chronometry are common spell books used by all
classes with equal ease. If a spell caster learns a book specific to another class he will
pay double the power points to cast the spell. An Elementalist who learns the
Conjuring list would pay eight spell points to cast a fourth level spell.
All spell casters may cast a level of spell two time greater than their level. A fifth
level spell caster would be able to caster tenth level and lower spells.
Elementalists- work closely with nature itself, drawing from the raw essence of nature
to create the desired effects. The Elementalist does not control nature, but rather
borrows small amounts of nature's energy to shape into a spell. Because of the
unpredictability of nature, most elemental spell effects are difficult to control, resulting
in larger area effects. Elementalist are much like nature in their temperament-calm and
cool one instant, and stormy the next.
Sorcerers- are the antithesis of Elementalist. The spells of a Sorcerer take nature's
energy and burn it, creating intensive and violent effects, while destroying the
borrowed energy. However, due to the high intensity of these spells, Sorcerers are
better able to localize the spell's effects. The very presence of a Sorcerer is chilling to
common folk, and unsettling at best even to other mages. Sorcerers are cold and
calculating, but even-tempered, even in the most dire circumstances.
Mentalists- rely entirely on the power of their own mind to create their spells. They
may extend this power over others, with mind numbing effects. Mentalist consider
themselves superior to other mages, for they rely on themselves, not nature, for their
abilities. As such, Mentalist tend to be haughty and generally disdainful of others.
Conjurers- make something from nothing. They create this effect by summoning items
or creatures from somewhere else to aid them. This ability to summon help at a
moment's notice makes the Conjurer the most self confident of all the mages. They are
flashy, with a flair for the dramatic. They are well liked, and are generally considered
the most entertaining of all mages.
Keys to Spell list
D is Duration
R is Range
Round is a combat round
DISCIPLINE of UNIVERSAL ARCANUM
1) Magelight Minor- brings forth bright, unwavering light. (D= 10 mins./level)
2) Spell Shield- protects caster from enemy magick (minor spell protection , D=2
Rounds)
2) Discover Magick- reveals magick on items carried by the party.
3) Magebow- "shoots" bolts of energy at the selected target. (light damage, number of
missiles determined by level of caster)
4) Magecypher- bonus to a mage's runereading ability. Bonus contingent on level.
6) Enchant- temporarily empowers targets weapons with magick abilities. (2% per
level of caster)(D=Combat)
9) Magelight Major- as Magelight Minor, only spell lasts for 24 hours.
10) Dispel Magick- dispels all magical effects on 1 target.
11) Cancel Magick- cancels all spells thrown at party mage for 2 rounds.
12) Cancel Attacks- cancels all attacks against the caster for 1 round.
ELEMENTAL DISCIPLINE
1) Assault of Stones- creates a shotgun effect with small stones. Affects 1 target, light
damage spell (amount of damage is based on level of caster).
2) Lothar's Sunscreen- protects 1 target from adverse effects of natural heat. (D= 1
day)
3) Lothar's Parka- protects 1 target from adverse effects of natural cold. (D= 1 day)
4) Essence Healing- heals 1 target for 3-30 points.
6) Iceshield- protects target from damaging fire effects.
7) Fireshield- protects target from damaging water/ice effects.
8) Pyrotechnics- causes intense fireworks within the radius of the spell.( medium
damage spell)
10) Gaanub's Englaciating Globe- causes intense sub zero temperatures within area
effect. (medium damage spell)
15) Pass Through Stone- allows party to pass through stone walls a short range
teleport spell.
20) Death Storm- Viscous area effect spell that affects all creatures (Damage= caster's
level*10) high damage spell.
DISCIPLINE of CHRONOMETRY
1) Aynstyne's Accelerated Action I- affects 1 target. Target's attacks and movement
are doubled. (D=level of caster/2)
2) Beacon- for use in conjunction with the teleport spell (q.v.). Teleported parties will
return to the spot where the Beacon was cast. Only one beacon may be in place at any
time.
3) Rapid Strides- this spell, used on the continent, increases the movement rate of the
party. Use of this spell over dangerous terrain (mountains, woods, etc.) may result in
damage to party members. In addition, there is an increased chance of random
encounters.
4) Compelling Quiescence I- by slowing down time around the target, this spell
prevents 1 target from any action (D= level of caster/2)
7) Aynstyne's Instant Escape- allows the caster to automatically escape the current
combat. Once gone, however, the caster will not return to combat unless the combat
changes locations (i.e. the combat catches up to the mage!)
8) Superannuation- causes victim to age rapidly. ( medium damage spell)
9) Kinematics- causes the target to be moved (teleported) anywhere on the field of
battle. Note that targets will include enemies as well as friendlies.
10) Aynstyne's Accelerated Action II- as Minor spell, only entire party is affected.
(D=level of caster/2)
12) Compelling Quiescence Major- prevents all targets from any action for 1 combat
round.
15) Teleport- moves entire party to location where prior Beacon spell was cast.
DISCIPLINE of TRANSMOGRIFICATION
1) Dragonscales- causes the target to become covered in fine, lizardlike scales,
improving his defenses. Minor protection spell. (D= combat)
2) Bearclaws- causes target's hands to be transformed into bearclaws, thus increasing
his unarmed combat ability. This includes (to) hit% and damage.(D=level)
3) Eyes of the Feline- allows party to see in the dark. (D=Level*10 Min)
4) Tower of Strength- increases target's strength beyond human capabilities. This
increases the target's combat ability, both armed and unarmed, (to) hit% and damage.
(D= Combat)
6) Steplar's Galvanizing Invigoration- increases the target's hit points to twice normal
level. (D=Combat)
7) Changeling I A - used in conjunction with Changeling I B. When both spells are
cast on party member the party member is changed into a powerful demon form. This
will greatly increase the unarmed combat ability of the target. All other abilities will
be lost while changed however. (D = Combat)
8) Changeling I B - The second half of Changeling I A.
10) Changeling II A - As Changeling I but a more powerful form.
15) Succadaneum- causes 1 target to be toad-ified. Period.
20) Changeling II B - The second half of Changeling I B.
DISCIPLINE of SORCERY
1) Evil Eye- causes unreasoning fear in 1 target, forcing target to flee caster's sight.
2) Hephnash's Hex- causes severe reduction in coordination of target; combat
percentages, both offensive and defensive, suffer accordingly.
3) Pain- causes intense physical agony in 1 target as caster destroys small portions of
target's anatomy. (light damage spell combined with stun spell)
5) Recognize Curse- reveals curse on any 1 item.
6) Kazareen's Forced Entry- destroys any 1 door, allowing party to enter.
8) Numbing Fright- causes all targets within radius of caster to become paralyzed with
fright (R=level)(D=level/2).
9) Bonebreak- caster breaks bones in target's body (medium damage spell combined
with stun spell).
10) Revulsion- causes all targets within radius of caster to flee from caster's sight.
Note that this spell also affects undead and demons. Nothing wants to be anywhere
near this guy.
11) Repeal Curse- removes curse off any 1 item. Curse is entitled to saving throw.
20) Balthazar's Implosion- caster destroys air in radius of spell, causing targets within
area of effect to implode. (major damage at least, death at most)
DISCIPLINE of MENTAL ACUITY
1) Shazzubenal's Slumber- causes 1 target's brain to cease conscious effort, placing the
target in a deep sleep. Awakening the target can only be achieved by magical means,
or until the spell wears off. (D=level/2)
2) Mental Clarity- relieves the target of any accumulated mind altering spell effects
(fear, revulsion, etc.). This includes stun effects.
3) Subconscious Awakening- causes 1 target's subconscious mental "demons" to
"come to life ". Victim panics and flees.
4) Domination- caster controls the actions of any 1 target forcing the creature to fight
for the caster. (D=combat)
5) Bright Eyed and Bushy Tailed- relieves 1 target of any sleep spell effects.
8) Mental Shock- overloads 1 target's brain with electrical impulses. (medium damage
spell combined with stun)
9) Mass Domination- same as domination but affects all enemies. (D=Combat)
10) Mind Shadow- clouds the minds of enemies attacking the target so they cannot see
the target.
(protection II) (D=level)
12) Second Sight- allow caster to "see" ahead into the future. This enables the caster to
see through doors and walls and what is beyond them.
15) Shazzubenal's Coma-causes victim's brain to totally shut down, permanently
placing victim in a deep coma.
DISCIPLINE of CONJURATION
1) Conjure Swarm- summons swarm of insects to plague 1 target. Target can take no
action for duration of spell. (D=level/2)
2) Summon Forcestaff- summons a shimmering quarterstaff of pure energy for use by
the caster in combat. (bonus (to) hit%, counts as magic weapon)
3) Zemelstyne's Hauberk- summons a suit of "energy armor" that protects the target in
combat. (Armor type = chain)
4) Summon Lesser Golem I - By casting both Lesser Golem spells in sequence the
caster will summon a powerful monster to come to his/her aid.
5) Summon Lesser Golem II - Second half of Lesser Golem Spell.
7) Conjure Causeway- summons a mystical bridge, enabling party to traverse small
bodies of water (rivers, streams) without getting their feet wet.
8) Zemelstyne's Fantastic Fetters- spell conjures shackles, manacles, tentacles, hands,
etc. from the ground in a radius. Anything caught within the radius may not move. If in
contact, victims may still fight, use missile weapons or items, and cast spells.(D=level)
10) Summon Greater Golem I - As lesser golem spell but a more powerful monster.
11) Summon Greater Golem II - As lesser golem spell but a more powerful monster.
15) Summon Shadow Guardian- with this spell, caster summons a shadow to guard his
body. This spell can only be used if there is an open NPC slot in the party's
configuration. The Shadow Guardian fills 1 (one) of these slots. The Shadow
Guardian is immune to mind/body attack spells (Mind Shock, Sleep, Bonebreak, etc.)
Energy type spells (Fireball, Energy Bolt, etc.) will damage as normal, as will normal
weapons The Shadow Guardian can healed by the use of healing spells but they will
be less effective. Only one Shadow Guardian can exist at a time. This spell cannot be
cast during combat, as the incantations take too much time to do during combat.
The following spell books are for the specific classes and are only available to those
classes. These are also the only spells the character classes of Ranger, Paladin, Bard
& Ashikari may learn.
SYLVAN MAGICK
1) Nature's Shade - protects 1 target from adverse effects of natural heat. (D=1 day)
2) Nature's Warmth - protects 1 target from adverse effects of natural cold. (D=1 day)
3) Woodslore - allows party to move normally through the woodlands, as well as
reducing the chance for random encounters. (D= 1 day)
4) Oakskin- provides the ranger with toughened skin, resulting in increased protection.
(minor protection spell)
5) Nature's Healing Minor- heals die 10 times level of caster.
6) Identify Beast- bonus to Monster Lore skill. (Bonus= +05%/level)
7) Snare- this spell entangles 1 target, preventing action. (D=level)
8) Assume Wolfform- transforms caster into a wolf, increasing speed, initiative.
(D=combat)
9) Assume Bearform- transforms caster into a bear, decreasing speed and initiative, but
increasing hit points, and damage. (D=combat)
10) Nature's Healing Major- heals die 10 times 2 times level of caster
PATH OF THE ASHIKARI
NOTE: these spells affect the Ashikari only and are not cumulative.
1) Way of the Scorpion- increases Ashikari's offensive bonus and defensive bonus
(D=level) (light)
2) Way of the Zephyr- increases Ashikari's speed, both movement and initiative.
(D=level)
3) Regeneration Minor- heals 3-30 hit points.
4) Mystic Bolt- Ashikari concentrates mystical energy into an intense bolt of light (as
Magebow spell).
5) Way of the Bull- this spell allows the Ashikari's to regenerate hit points during the
combat.(rate of regeneration is level of spell caster)
6) Way of the Tyger- increases Ashikari's offensive and defensive bonuses. (D=level)
(medium)
7) Regeneration Major- heals 6-60 hit points
8) Way of the Oak- increases Ashikari's hit points for the duration of the combat
9) Dragon's Fire- creates a ball of mystical fire, burning anything within its radius.
(medium damage) note that this spell creates mystical fire as opposed to natural fire,
and so will damage ALL targets, but does no extra damage to inflammable targets.)
10) Way of the Dragon- increases the Ashikari's offensive and defensive bonuses.
(heavy)
THE SWORD OF RIGHTEOUSNESS
1) Salvation's Light- creates a bright, unwavering light (D=10 mins./level)
2) Celestial Safeguard- summons a "guardian angel" who protects the Paladin from
physical and magical attacks. (Shield spell)
3) Power of the Almighty- increase's Paladin's strength, increasing offensive bonus and
damage. (as Tower of Strength)
4) Fortitude- protects party from fear created by some forms of undead and most
Demons.
5) Omnipotent Glory- increase's Paladin's offensive bonus and defensive bonus. (as
Way of the Tyger) (medium)
6) Divine Awe- increases party's offensive bonus.
7) Divine Unity- increases Paladin's hit points. (D=combat)
8) Lay On Hands- heals 5-50 hits and cures disease.
9) Holy Strike- empowers Paladin's weapon with the ability to strike evil creatures
dead upon successful hit. Evil creatures get a saving throw, of course. (Evil creatures:
undead, demons, etc.) (D=level/2)
20) Touch of The Divine - by unleashing the power of his god the paladin blast an area
with holy energies. The holy energy is damaging to all evil creatures but is extremely
destructive to Demons.
SONGS OF THE MINSTREL
1) Silver Tongue- with the aid of magical wit and charm, NPC's become more
responsive to the Bard. (bonus to trade skill, also other possible NPC dealings.)
2) Hum of Distraction- by humming this spell, the Bard annoys any attackers, throwing
off their aim. (light protection spell)
3) Canticle of Beasts- this magical tune has all the beasts, both fanciful and natural,
within its words. By chanting it, the Bard quickly can recognize any creature and its
abilities. Bonus to monster lore skill.
4) Ballad of the Ages- by crooning this ballad, which contains in it vast knowledge,
both current and ancient, the Bard is able to recognize important artifacts and items.
Bonus to item lore skill.
5) Curse Chant- by chanting these lyrics, the Bard exposes any an all curses on any 1
item.
6) Soothing the Savagye Beastye- while performing this beautiful music on his
instrument, his voice lilting softly over the battlefield, the Bard is able to quiet all
beasts and creatures into serenity and peacefulness, allowing the party to automatically
escape any encounter.
7) Anthem of Inaudibility- by shouting this Anthem off key, at the top of his voice, the
Bard prevents anyone, especially spell casters, to get a word in edgewise. This
prevents ALL spell casting for the duration of the Anthem. (D=level/2) (other spell
components include a beer in the left hand, right hand over the heart, whilst standing.)
8) Hymn of Inspiration- these soaring lyrics will inspire the entire party on to glory!
Increases entire party's offensive bonus.
9) Charm Savagye Beastye- using this tune, the Bard is able to change the loyalties of
1 creature for the duration of battle, so that the affected creature will fight for the Bard.
10) Bromb's Lullaby- this quiet melody will have even the most evil of creatures
sleeping like a baby, allowing fellow party members to kill them. (D=level/2)
Races
Only through each of the five may the quest be won.
The worthy which you summon forth may be one of the five races currently dwelling
upon Aethra: human, elven, half-elven, dwarven or hobbit. You must therefore chose
which race you shall be.
Human, by far the most common of races, said to be slightly resistant to magic,
humans are generally strong and hearty.
Elf, though not so rare on Aethra as Half-elves, Elves too are said to be slightly
susceptible to magic, elves are generally agile and intelligent.
Half-Elf, a rarity on Aethra, said to be slightly susceptible to magic, half-elves are
generally strong and agile.
Dwarf, this diminutive race is one of the hardiest upon Aethra and is said to be very
resistant to magic, dwarves are generally strong but clumsy.
Hobbit, the most diminutive, but the hardiest of races, Hobbits are said to be extremely
resistant to magic and are generally agile but weak.
Attributes
To each profession its own.
The worthy which you summon forth will have the following attributes; note them well
for they bear on his skills and his chosen profession:
Str: Strength is a combat stat. A high strength gives a bonus to hit and increases
damage done.
Agi: Agility affects the Bow skill, Unarmed Combat, Defense and all Thieving skills.
Con: Constitution, which is the general hardiness of a creature, a hardy creature will be
more resistant to diseases and poisons as well as possess more hit points.
Int: Intelligence determines spell points for Mages, Bards and Ashikari. It is best to
have 100 for this attribute if you are one of these classes.
Wis: Wisdom is similar to Intelligence but is used by Clerics, Rangers and Paladins.
Pre: Presence is how you interact with others, it affects the Trading skill.
Mem: Memory is the ability to recall information, it affects Mythic Lore and Read
Runes.
Rea: Reasoning is the ability to solve problems, it affects Woods lore, Mountaineering
and Training.
These attributes will be generated by and presented to you in the form of a number
from 1 to 100 across from an abbreviation of the attribute. The greater the number, the
greater the corresponding attribute. You may add to one or more of these attributes
according to the number shown to you at the bottom of the attribute list. This
additional number will vary according to the race and the individual. The number in ()
is the number which is added to the skill which the stat influences. For Example if a
char had a Str of 100 (35), then 35 would be added to the combat skills. Therefore a
higher stat gives a better modifier.
You may add to the currently highlighted attribute by pressing the plus key. You may
subtract added points by pressing the minus key. You may advance to the next
attribute by pressing The up and down ARROW keys. The prudent adventurer will
call forth group members whose attributes for their professions are high.
After all points are awarded press Done <D> to proceed to the next step. You may
proceed only when you have added all the points available.
Professions
Only by the skills of all may one succeed.
The worthy you summon may follow any one of the ten professions on Aethra: fighter,
rogue, thief, ranger, bard, cleric, elementalist, sorcerer, mentalist, conjurers, paladin,
ashikari. You must therefore chose one of these professions for yourself and
companions.
Fighter, one who works his way through life by might of arms and the martial arts.
Fighters may use any armor, up to and including full plate armor.
Rogue, one whose primary endeavors lie in discovery and disarming traps, opening
locks, and recovering items for use or sale, but who also has studied the use of arms.
Rogues may wear full chain mail and a great helm for armor.
Thief, one who may work with mage spells which alter the elements of Aethra, to an
extent, but whose primary endeavors lie in discovery and disarming traps, opening
locks, and recovering items for use or sale. Thieves may wear chain shirts and bracers
for armor.
Ranger, one who works with nature spells. Rangers may wear armor up to and
including full chain mail.
Bard, one who works with lore and combat avoidance spell. Bards may train in the
martial arts and wear a chain vest and bracers for armor while retaining the ability to
cast spells.
Cleric, one who works with cleric spells from a god, usually offering protection and
healing in times of need. Those who follow the magical way of the gods must have the
greatest wisdom to use their powers for good. Clerics are sometimes schooled in the
martial arts and may wear armor as a fighter does, up to and including full plate armor.
Elementalist, one who works with mage spells altering the very elements of Aethra.
Those who practice Magery must have the intelligence to understand the magic they
cast. Magicians are not adept at the use of arms or the wearing of armor, which tends
to interfere with their spell casting abilities. Consequently, Magicians may only wear
cloaks or leather vests as protection.
Sorcerer, as an elementalist but who works with a darker more wicked side of magic.
Mentalist, as an elementalist but who manipulates the mind and the will.
Conjurers, as an elementalist but who can summon creatures and effects to aid him.
Paladin, the holy warrior, granted special powers by the gods. A paladin is capable of
casting spells to augment his combat abilities and to strike down his foes. The paladin
can wear armor as a fighter.
Ashikari, one who combines the practice of the martial arts with the arcane. The
ashikari's spells are used to augment the combat abilities and are usable while in
combat. The penalty the ashikari suffers is the lack of armor. The ashikari may wear
up to chain shirts but nothing heavier.
Skills
To each individual his own skills shared amongst all.
The worthy which you summon forth will develop certain skills according to their
profession, additionally they may specialize in certain skills or develop skills not
available to their profession. The number of additional skills you may choose for him is
shown to you in parenthesis, this number will vary according to the individual and his
race. You may choose:
Picking Locks, which is the skill to open the locked door or chest. The agile and
intelligent adventurer will excel at the skill of picking locks.
Disarming Traps, which is the skill to disarm the traps that one may find on treasure
chests. The agile and intelligent adventurer will excel at the skill disarming traps.
Deadly Strike, which is the skill to determine an enemies weak spot and strike a fatal
blow.
Trading, which is the skill to bargain over a purchase or sale. The adventurer with a
fine presence will excel at trading.
Fighting unarmed, which is the skill to fight with one's bare hands. The strong
adventurer and agile will excel at fighting unarmed. Transformation spells enhance
this skill.
Fighting with handheld arms, which is the skill to fight armed with sword, ax, dagger,
staff or mace. The strong adventurer will excel at fighting with handheld arms.
Shooting bows, which is the skill to shoot the bow. The agile adventurer will excel at
shooting a bow.
Identifying items, which is the skill of deducing the type of potion, scroll or item one
has found. The wise and intelligent adventurer will excel at identifying items.
Reading Runes, which is the skill of translating a scroll into a usable spell. The
intelligent and retentive adventurer will excel at reading runes.
Detect Traps, a specialized skill used specifically to locate traps. The intelligent, agile
and reasonable character will excel at detecting traps.
Fortification, choosing this skill will increase the characters Hit Points. A high
constitution will increase ones hit points. Fortification cannot be unselected once
chosen.
Spell Points, by selecting this skill will increase spell points. The higher the
intelligence and wisdom the more spell points per pick one will receive. A 100 will
give the most.
Perception, the skill applied to discover secret doors. The intelligent adventurer will
excel at perception.
Mythic Lore, by using this skill the character can gain useful information about
monsters. The intelligent and retentive character will excel at mythic lore.
Attack Evasion, by choosing this skill one will enhance ones defense bonus. No stat
affects this skill.
Spell List, spell casters must learn their new spell lists. Each pick of this lists increase
the chance of learning a new spell list by 5%. If a spell list is not gained the
accumulated total is carried over to the next level.
Woods Lore, the higher this skill the quicker one will move through woods. The wise
and reasoning character will excel at woods lore.
Mountaineering, the higher this skill the quicker one will move through hills and
mountains. The agile and reasoning character will excel at woods lore.
The Book of Artifact, Arms, Armor and Treasure
Weapons & Armor come in 3 basic grades Plain, + and ++. A + weapon is +10, a ++
weapon is +20. These modifiers are easily identified by keeping an eye on your skills
as you equip with items. Some items are -- which means they are cursed and are -20.
Most items are easily figured out by keeping an eye on Hitpoints, Spellpoints & Skills
while equipping. The amount of damage done is shown in () on the status board while
you are in combat. The low number is the min damage done & the high number is the
maximum damage done. Every blow with that weapon will do damage in that range.
i. Artifacts
In all of Aethra there are many Ancient Artifacts of Power. Made in time immemorial,
these artifacts embody the very magical essence of Aethra. It is said that only those
who reach the height of their profession have the power to use them. Each item
confers great power upon the holder. Some of the items are,
Crown of Lore
The priests of Sunne created this artifact to increase
their closeness to the god Sunne.
Sword of Right
Weapons created by the paladin smiths to battle
evil.
Shield of Right
The companion defender for the sword of right.
Hammer of Death
This ancient weapons is supposed to slay all that it
strikes.
Joshua's Bridge
A magical device created by the wizard Joshua who
was afraid of water. It allowed him to cross small
bodies of water.
Hammer of Dwarve
An ancient dwarven weapon created by the
dwarven smiths of long ago. It is rumored to only
be usable by a dwarf.
The Grey Swords
Magical swords created during the demon war to
battle the demons.
Dwarf King Sword
The fabled sword of dwarven kings lost many years
ago during the Demon War. The dwarves have
been without a king ever since.
Sword of Virtue
A magical sword of a long dead paladin hero. It is
said to have been blessed by Sunne to do battle
with Demons.
Bow of Truth
The elves created this weapon to strike down all
those who are not true of heart.
Star of Sunne
This amulet is said to be able to call forth the power
of the sun to smite down the enemies of right.
ii. arms
A shield may not be used with a two handed weapon.
Flail
One Hand weapon, 4-10 Damage Range
Morning Star
One Hand weapon, 4-10 Damage Range
Quarter Staff
Two Hand weapon, 2-8 Damage Range
2 Hand Sword
Two Hand weapon, 6-15 Damage Range
2 Hand Axe
Two Hand weapon, 6-14 Damage Range
2 Hand Hammer
Two Hand weapon, 6-16 Damage Range
Warhammer
One Hand weapon, 4-10 Damage Range
BroadSword
One Hand weapon, 2-8 Damage Range
Mace
One Hand weapon, 1-8 Damage Range
Hand Axe
One Hand weapon, 1-6 Damage Range
Dagger
One Hand weapon, 1-4 Damage Range
Short Bow
Missile weapon, 1-6 Damage Range
Normal Bow
Missile weapon, 1-8 Damage Range
Long Bow
Missile weapon, 2-8 Damage Range
Crossbow
Missile weapon, 2-10 Damage Range
Sling
Missile weapon, 1-5 Damage Range
iii. Armor
You are only permitted one piece of armor per area of the body except for the head.
For example if you are wearing a Sleeved mail shirt you could not equip with anymore
items which covered the Torso or Arms.
Coif & Helmet
Covering and protection for ones head. A helmet
may be worn over a coif for added protection. May
come in leather or chain.
Jacket, Jerkin &
Shirts
Protection for the Torso. These may come in
leather or chain.
Mail Coat
Chain armor covering the Torso and Legs
Sleeved Mail Coat
Chain armor covering the Torso, Legs and Arms.
Sleeved Mail Shirt
Chain armor covering the Torso and Arms
Mail Leggings
Chain armor covering the Legs
Mail Sleeves
Chain armor covering the Arms
Greaves
Chain and plates of metal covering the Legs. Better
than leggings
Gauntlets
Chain and plates of metal covering the Arms.
Better than sleeves.
Breast Plate
Metal plate and accompanying armor for the Torso.
The best available protection for the torso.
Small Shield
Provides limited protection
Full Shield
A larger shield providing better protection.
iii. Treasure
The hardy and successful adventurer may upon a time encounter chests of treasure.
Although many of these chests are evilly trapped, many contain treasure beyond the
adventurer's wildest imaginings. Among the other things such treasure chests contain
are:
Gold, the common currency of Aethra, good in any of the great and magical cities of
Aethra to buy equipment, magical items or healing.
In addition to gold, the adventurer may find many other items, some of which can
magically protect by increasing one's defensive powers, protecting partially or wholly
against magical attacks. Sometimes these items may be arms or armor, scrolls or
potions. Beware the items the evilly cursed items among those that protect.
Scrolls are the written forms of magic which can be used by any adventurer, regardless
of his class. Before a scroll can be used by anyone it must first be translated by one
who is skilled at Reading Runes. Only those who possess a scroll may translate it. A
failure can mean the destruction of the scroll. After the magic of a scroll is used up it
is destroyed.
A scroll, and any other item may only be identified while reviewing a character.
Potions are the liquid forms of magic. When a potion is found it is known only as a
'potion' until identified. A potion must be identified to discover what type of potion it
is such as Red, Clear, or Smelly. Identifying a potion will not reveal what a potion
does, the brave explorer must discover this by trial and error.
Potions:
Healing Potions:
Red Heals 3-30.
Blue Heals 10-100.
Silver Heals 10-100.
Copper Heals 6-60.
Healing Heals 6-60.
Resurrection Potion: Gold
Restore Spell Points (Restores 10 Spell Points): Green
Haste (As Accelerated Action ): Orange
Transformation Potion (changes user into Demon): Clear then Black
Poison & Disease: Mauve & Smelly
Rings, Wands, some Weapons and special items will protect the character from the
elements. A Fire Sword for instance will reduce damage taken from fire sources. A
Ring of Elements will provide protection from all forms of the elements. Wearing
Parkas, Coats, etc. will protect from extreme heat & cold.
The Aethra Chronicles
Installation Guide:
My intent was to make this program as easy to install as possible so here goes.
First system requirements:
You must have 7.5 Meg of free Harddrive space.
You must have a 286 or better preferably a 486.
You must have an EGA/VGA cards capable of supporting 640X350 with 16
Colors.
You must have MSDOS 3.3 or greater preferably 5.0.
You must have approx. 550K free to play with sound you will need 590K
The program will use up to 400K of EMS to load the overlay file.
A sound card is nice as well as a mouse but not necessary. The program
supports
Soundblaster compatible sound cards for music and sound effects.
A mouse is highly recommended. The Logitech mouse driver seems to not be
compatible
the EGA graphics mode. Logitech mouse users should try a different mouse
drive. The one
that comes with windows works just fine.
A disk cache program is nice & will speed things up but be sure the write cache
is disabled.
Write caching at best is risky but with the sound library it is dangerous, so
please disable it.
Installing Aethra
The install program does Three things.
Creates a directory for the game on your hard drive.
Unpacks and copies the necessary files from the floppies.
Configures the sound system.
You can rerun the install program later to change the sound configuration.
To install
1. Insert disk One and switch to that floppy drive by typing A: or B: for the A or B
drives.
2. Type Install & hit enter. The Installation screen will appear.
3. Follow the install programs step by step instructions until the installation is
complete.
To Run the program.
1. Switch to the game directory.
2. Type GAME and hit enter.
That is all there is to it. Instruction are found on-line in the program by hitting F1 at
any time or selecting Instructions on the main menu.
Have fun and good luck Mike Lawrence
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Copyright 1994 Michael W. Lawrence
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