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- Potions:
-
- *Strength: Adds 5 to ATTADV for 5 rounds.
- *Protection: Adds 5 to ATTDEF for 5 rounds.
- *Magic Res.: Adds 5 to SPLDEF for 5 rounds.
- Healing: Heals 10 points of health upto Max. Health.
- Restoration: Adds 5 more movements.
- !Detect Traps: Allows a character to disarm any traps while moving
- into a new room and not take damage.
- Teleport: Takes a character to the merchant.
- Locate Well: Displays the location of that day's well.
-
- *: These potions last for 5 movements.
- !: This potion lasts for 10 movements.
-
- * Randomly a Wizard appears and neutralizes some enhanced abilitys!
-
- Spells:
- Each spell costs 2 spell points per level of that spell. As a
- character advances, the option to add more spell points is avail-
- able. When a character reaches 5th level of experience, they gain
- the capability to cast 2nd level spells. Every 5 levels of exper-
- ience, a new set of spells becomes available.
-
- 1st Level:
- 1:Magic Missle: Does 2 points of damage per Level of the castor.
- 2:Cure Light Wounds: Heals 5 points of health.
- 3:Protection: As per the potion.
- 4:Sleep: Allows the character to move out of a room that has a mon-
- ster.
- 5:Damage Resistance: Reduces the damage recieved from a monster by
- 1/2.
- 2nd Level:
- 1:Shield: Protects a character from Magic Missles.
- 2:Detect Traps: As per the potion.
- 3:Charm: Allows a character to get a monster's treasure without a
- fight.
- 4:Strength: As per the potion.
- 5:Locate Well: As per the potion.
- 6:Detect Monsters: Shows the occupant of the ajoining rooms.
-
- 3rd Level:
- 1:Lightning Bolt: Does 4 points of damage per Level of the castor,
- but the receipiant may save for 1/2 based upon their SPLDEF.
- 2:Cure Serious Wounds: Heals 20 points of health.
- 3:Invisibility: Allows a character to aviod monsters while moving
- thru their rooms.
- 4:Hit!: Makes each attack by a character hit.
- 5:Magic Resistance: As per the potion.
-
- 4th Level:
- 1:Passwall: Allows a character to move in any direction.
- 2:Fireball: Does 6 points of damage per Level of the castor, but again
- the receipiant may save for 1/2 based upon their SPLDEF.
- 3:Save!: Character automatically makes all saving throws.
- 4:Mend: Fixes 20 points of damage to armor.
- 5:Fireshield: Monster takes 1/2 of all damage he inflicts upon the
- character.
- 5th Level:
- 1:Telepot: Allows a character to move to any room, on any level.
- 2:Asteral Walk: Like PASSWALL, but lasts for 5 movements.
- 3:Icestorm: Does 8 points of damage per Level of the castor, but again
- the receipiant may save for 1/2 based upon their SPLDEF.
- 4:Word of Recall: Upon dying, the character is returned to the mer-
- chant will all posessions and has 1 point of health.
- 5:Max Damage: Character does max possible damage, if he hits with
- a physical attack.
- 6th Level:
- 1:Regeneration: Returns 2 health per movement and keeps the charac-
- ter from death, even with a negative health!
- 2:Restoration: Adds 15 movements.
- 3:Heal: Returns health to maximum.
- 4:Lifestealing: Upon a success full attack, this gives 1/2 the
- damage inflicted to the castor.
- 5:Power Word KILL: Monster saves or DIES!
-
- * Randomly a Wizard appears and neutralizes some enhanced abilitys!
-