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- RIPPED FROM THE IBM SCENE BY DR. WATSON!
- EDITTED AND RELEASED TO THE AMIGA SCENE BY OLLIE NORTH / SKID ROW!
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- Death Knights of Krynn
- Adventurer's Journal Part I:
- The Players Manual
-
- Dox By: Repo Man
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- Doc Notes:
-
- Parts of the manual will refer to certain tables.
- the tables are viewable and printable seperately
- from the Tables & Scans SubMenu.
-
- Other parts of the manual will refer to GIF pics.
- If you have the condensed version, you have no
- GIFs to view. If you have the complete version,
- and VPIC in your DOS PATH, you may view these
- GIFs from the Tables & Scans SubMenu.
-
- The last time we released a doc with scans, like
- a moron I included my own copy of VPIC which was
- configured to my own machine. This was really
- stupid of me, so I just want to apologize to whom
- ever experienced a problem because of this. In
- the future I will just rely on you having VPIC
- in your path rather than including a copy in
- the archive.
-
- -Genesis
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-WHAT HAS GONE BEFORE-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
-
- One year ago, the forces of evil were united under the powerful aurak
- draconian, Myrtani. He had once again uncovered the method of corrupting
- dragon eggs into draconians. Aided by his Death Knight ally, Sir Lebaum, he
- was able to seize control of central Krynn and to field a dangerous army of
- draconians and undead.
-
- As the Solamnic forces converged upon the region, a small band of stalwart
- heroes uncovered Myrtani's secret plans: to suddenly generate a huge army,
- and ambush the Solamnic forces. Myrtani hoped to slay key leaders in one
- swift action, and then crush the remaining, disorganized resistance. Magic
- rituals discovered in a stolen tome would allow him to turn stolen dragon
- eggs into draconians en masse. The eggs were well hidden and Solamnic scouts
- had missed them after the War of the Lance.
-
- A small band of heroes were able to slip into Myrtani's stronghold in Kernen
- and slay this foul minion of the evil goddess, Takhisis, before the magic
- could be used. Without the draconian force, the Knights of Solamnia we able
- to rout the evil army and bring peace to the region again.
-
-
-
- ===================[IMPORTANT GEOGRAPHICAL FEATURES]=========================
-
- The major cities of the region are Kalaman and Vingaard Keep. They loosely
- administer the large number of small villages in the region. These include
- the dwarven village of Turef, the gnomish village of Quazle and the human
- towns of Cerberus and Cekos. Many wars have been fought in this region,
- leaving several ruined old castles and forts. Man have evil reputations and
- should be avoided. Perhaps the most famous of them is Dargaard Keep. Once
- the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned
- and decayed.
-
-
-
- ============================[CHARACTERS AND PARTIES]=========================
-
- Individual persons called characters make up your party of adventurers. They
- can be any one of several races and have any number of different skills.
- Some will be warriors, some priests, some mages and others may be thieves.
- Each brings his own skills and talents.
-
-
- -={The Player Races}=-
-
- There are seven races for player characters (PCs) in the world of Krynn.
- Each offers unique strengths and weaknesses. For example, humans can
- advance without limits in any class (profession), while only non-humans can
- have more than one class at a time. Kender have limits to their maximum
- strength, while elves receive bonuses to their dexterity. The following
- sections describe the races and several charts outline specific bonuses and
- limitations.
-
- HILL DWARVES are a stubborn and rough race of sturdy workers and craftsmen.
- They are especially resistant to magic and poison. During combat, dwarves
- receive bonuses when attacking goblins or hobgoblins and are adept at
- dodging the attacks of ogres and giants. Dwarves can be fighters, thieves,
- rangers, clerics of Reorx or mixed classes.
-
- MOUNTAIN DWARVES are somewhat clannish and more refined than their Hill
- Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may
- be fighters, paladins, thieves, clerics of Reorx or mixed classes.
-
- SILVANESTI ELVES (HIGH ELVES) are a tall, arrogant and long-lived race.
- They are nearly immune to Sleep and Charm spells and are adept at finding
- hidden doors. During combat, elves receive bonuses when attacking with long
- or short swords and bows. They cannot be raised from the dead. Silvanesti
- elves can be fighters, paladins, mages, clerics, rangers and mixed classes.
-
- QUALINESTI ELVES are slightly smaller and friendlier than their Silvanesti
- brethren, but they have identical abilities and bonuses. Qualinesti elves
- can be fighters, rangers, mages, thieves, clerics and mixed classes.
-
- HALF-ELVES are hybrids, with many of the virtues of both humans and elves.
- They are resistant to Sleep and Charm spells are adept at finding hidden
- doors. Half-elves can be fighters, knights, paladins, mages, clerics,
- thieves, rangers and mixed classes.
-
- KENDER are a small people characterized by an absolute lack of fear and an
- insatiable curiosity. They are especially resistant to magic and poison
- and have the special ability to taunt intelligent opponents. When kender
- successfully taunt, an opponent will attack in a mindless rage, suffering a
- loss of combat effectiveness. The preferred weapon of the kender is the
- hoopak, part stall sling part metal shod staff, which only they can use.
- Kender receive bonuses to hit with hoopaks and are deadly accurate shots.
- They can be thieves, fighters, rangers, clerics or mixed classes.
-
- HUMANS are the most common player-race in the world of Krynn. They can be
- fighters, mages, clerics, thieves, paladins, rangers and Knights but not
- mixed classes. Only humans and half-elves can be Knights.
-
-
- -={Ability Scores}=-
-
- Every character has six randomly generated ability scored as explained
- below. These scores fall within a range determined by the race and class
- of the character. The basic values range from 3 (low) to 18 (high) and
- there are charts of limitations, modifiers and bonuses included in this
- SCD-Dox presentation.
-
- Depending on the character class, one or more of these abilities will be a
- prime requisite. A prime requisite is an ability especially valuable to a
- given class. For example, strength is key for fighters wisdom for clerics.
- Most characters receive bonus experience points when their prime requisite
- scores are 16 or greater.
-
- Non-human characters may receive modifiers to the basic ability scores to
- reflect differences between the races. Dwarves for instance, get a +1
- constitution bonus and may have a maximum constitution of 19 instead of 18.
- When a character is generated with the CREATE NEW CHARACTER command, all
- racial modifiers are calculated automatically.
-
- STRENGTH (STR) is the measure of a character's physical power, muscle mass
- and stamina. Fighter-type characters may have exceptional strengths
- greater than 18 which are indicated by a percent value
- (01,02,03,...,98,99,00) following the base strength. High strength
- increases a character's combat ability with melee weapons. Strength also
- determines how much a character can carry without becoming encumbered and
- slowed in combat.
-
- INTELLIGENCE (INT) is the measure of how well a character can learn.
- Intelligence can limit how far mage characters can advance and what levels
- of spells they can cast.
-
- WISDOM (WIS) is the measure of a character's ability to understand the ways
- of the world and to interact with the world. Clerics receive bonus spells
- for high wisdom and it may limit what level spells they can cast.
-
- DEXTERITY (DEX) is the measure of a character's manual dexterity and
- agility. Thieves especially benefit from high dexterity. Dexterity
- affects how well a character can use ranged weapons (bows, dart, etc.) when
- he moves in a combat round and how difficult he is to hit combat.
-
- CONSTITUTION (CON) is the measure of a character's overall health.
- Fighters receive one extra hit point per hit die for each point of
- constitution above 14. Non-fighters receive similar benefits except they
- receive a maximum of two extra hit points per level (no benefits for
- constitutions above 15). These bonuses are only given until characters
- reach about 10th-level (depending on class). A character's constitution
- also determines the maximum number of times that character can be raised
- from the dead and the chance of a resurrection attempt being successful.
- Every time a character is successfully resurrected, he loses 1 point of
- constitution.
-
- CHARISMA (CHA) is the measure of how others react to a character. Charisma
- is sometimes a factor when encountering NPCS--the higher a character's
- charisma, the more that character can persuade others to do what he wants.
- The character with the highest charisma should be the active character when
- dealing NPCs.
-
-
- -={Character Classes}=-
-
- A character must belong to at least one character class. Non-human
- characters can have more than one class at the same time. A non-human
- character with multiple classes has more playing options, but he increases
- in level more slowly because his experience points are divided evenly among
- all his classes.
-
- Characters receive HP, spells and abilities based on their class, level and
- (sometimes) ability scores. Refer to the tables to find the number and
- size of hit dice a character receives and the number of spells the
- character can memorize.
-
- Note: Dice is the term used to describe the range for randomly
- generated number. A d6 die has a range from 1 through 6,
- a d10 has a range from 1 through 10.
-
- CLERICS have spells bestowed on them by their deities and can fight wearing
- armor and using crushing (not edged or pointed) weapons. After selecting a
- deity, clerics may only choose alignments appropriate to their deity. Each
- of the deities extends special abilities to his followers. For more
- information, see the Deities section in this manual. Clerics have the
- ability to sometimes turn away or even destroy undead creatures such as
- skeletons or zombies. This power increases as the cleric increases in
- level. The prime requisite for clerics is wisdom.
-
- FIGHTERS can fight with any armor or weapons but they cannot cast magic
- spells. Fighters can have exceptional strength and gain additional HP
- bonuses if they have a Constitution of 17+. The prime requisite for
- fighters is strength.
-
- MAGES have powerful spells, but can use no armor and few weapons. They can
- only memorize those spells available in their magical spell books or use
- scrolls. In the world of Krynn, the power of mages is moderated by the
- three moons and mages are divided into three orders based on alignment. A
- mage's power fluctuates with the cycles of the moon that influences his
- order. For more information on the orders and moons see the Magic section.
- The prime requisite for mages is intelligence.
-
- PALADINS can fight with any armor or weapons, are totally immune to disease
- and can cast a few clerical spells once they reach ninth-level. Paladins
- can have exceptional strength and gain additional HP bonuses as fighters.
- They are somewhat resistant to spells and poison.
-
- Because of their special nature, certain magical abilities are conferred on
- them by deities. They can turn undead creatures as if they were a cleric
- two levels below their current level and are always surrounded by the
- equivalent of a Protection from Evil 10' Radius spell. Once a day paladins
- may heal two HP of damage per their level. They can also Cure Disease once
- a week at 1st-5th levels, twice a week a 6th to 10th and three times week
- at 11th to 14th level. At ninth-level, paladins gain the ability to cast
- clerical spells, but they cannot use clerical scrolls.
-
- Paladins must be of lawful good alignment and have ability scores of at
- least 9 in intelligence and constitution, at least 12 in strength, at least
- 13 in wisdom and at least 17 in charisma. The prime requisites for
- paladins are strength and wisdom.
-
- RANGERS ca fight with any armor or weapons. Rangers can have exceptional
- strength and gain additional HP bonuses as fighters. They do additions
- damage in combat when fighting giant-class creatures. No more than three
- rangers can join one party.
-
- Rangers are very in tune with nature and gain the ability to cast druidic
- spells when they reach eighth-level. At night-level they gain the ability
- to cast mage spells. Rangers can never use scrolls of any type.
-
- Rangers must be of good alignment and have ability scores of at least 13 in
- strength and intelligence and at least 14 in wisdom and constitution. The
- prime requisites for rangers are strength, intelligence and wisdom.
-
- SOLAMNIC KNIGHTS are the pride of the chivalric honor in the world of
- Krynn. The knights are divided into three orders: the Knights of the
- Crown, the Knights of the Sword and the prestigious Knights of the Rose.
- All are renowned for their bravery and skill at arms. Knights begin the
- game with the Solamnic Plate Mail, long sword +1 and a shield.
-
- Knights are valuable for their leadership ability in combat. Whenever a
- party with a Knight enters combat, he makes a leadership check. If the
- check is successful, all NPCs in the party come under your control like
- regular PCs. Chances of success increase dramatically as a Knight rises
- through the three orders.
-
- Knights must take a vow of poverty and so they tithe a large part of their
- monies and treasures back to the orders. Knights of the Crown will tithe
- 10% to their order whenever they enter an outpost. Knights of the Sword
- and the Rose will give up everything except 20 steel pieces when they
- tithe. When Knights of the Sword or the Rose become sixth-level, they gain
- the ability to cast some clerical spells.
-
- If a Knight of either of the first two orders (Crown or Sword) is of
- sufficient level and has high enough ability scores, he may petition the
- next higher order for admission.
-
- Note: Knights receive experience bonuses for doing
- knightly deeds and not for meeting prime
- requisites minimums.
-
- To join the Knights of the Sword a knight must have the following minimum
- ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 15.
-
- To join the Knights of the Rose a knight must have the following minimum
- ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15.
-
- THIEVES can fight with swords, short bows and slings and wear leather
- armor. In combat they do additional damage 'back stabbing', which is
- described in the Combat section. Thieves also have special skills for
- opening locks and removing traps. The prime requisite for thieves is
- dexterity.
-
- MULTI-CLASS are non-human characters who belong to two or more classes at
- the same time. The character's experience points are divided among each of
- the classes, even after the character can no longer advance in one or more
- of those classes. The character's hit points per level are averaged among
- the classes. The multi-class character gains all the benefits of all
- classes with regard to weapons and equipment.
-
-
- -={Alignment}=-
-
- Alignment is the philosophy a character lives by and can affect how NPCs
- and some magic items in the game react to the character. The following
- alignments are available to Player Characters.
-
- LAWFUL GOOD characters believe in the rule of law for the good of all.
-
- LAWFUL NEUTRAL characters believe the rule of law is more important than
- any objective good or evil outcome.
-
- NEUTRAL GOOD characters believe that the triumph of good is more important
- than the rule of either law or chaos.
-
- TRUE NEUTRAL characters believe that there must be a balance between good
- and evil and law and chaos.
-
- CHAOTIC GOOD characters believe in creating good outcomes unfettered by the
- rule of law.
-
- CHAOTIC NEUTRAL characters believe that the freedom to act is more
- important than any objective good or evil outcome.
-
- Note: Due to the nature of this adventure, no evil Player
- Characters are permitted.
-
-
- -={Other Attributes}=-
-
- Each character also has three other important values that change as the
- game goes on: Hit Points, Experience Points and Levels.
-
- HIT POINTS (HP) represent the amount of damage a character can take before
- he goes unconscious. To calculate a character's maximum HP, the computer
- rolls the character's hit dice and adds any adjustments for level or
- constitution. A character gains a HP bonus to each hit die if his
- constitution is over 14. When a character takes enough damage that his HP
- reach 0, he is unconscious. If the character's HP drop to anything from -1
- to -9, he will lose 1 HP per turn from bleeding until he is bandaged or
- dies. A character is dead if he has -10 HP or less. When you view a
- character, his HP on the screen will never be displayed as less than 0.
-
- EXPERIENCE POINTS are a measure of what the character has learned on his
- adventures. Characters receive experience points for action such as
- fighting monsters, finding treasures and successfully completing quests.
- The computer keeps tract of experience and when characters earn enough they
- may advance in levels. See the Level Advancement Tables for each class's
- experience requirements.
-
- LEVELS are a measure of how much a character has learned in his class.
- Characters can go to a hall and receive the training required to increase
- in level when they have enough experience. Characters may only advance one
- level at a time. If a character has gained enough experience to go up two
- or more levels since the last time he has trained, he will go up one level
- and lose all experience in excess of one point below the next level.
-
- Example:
- An 11th level thief enters a training hall with 667,543
- experience points (enough for 13th-level). He will leave
- as a 12th-level thief with 660,000 experience points--
- one point below 13th level. Once characters have reached
- their maximum levels for this game, they cannot train.
-
- New characters start with 210,003 experience points and they will already
- have all levels and spells appropriate for that experience. Characters may
- advance to a maximum of 14th-level, except thieves who may advance to 18th-
- level.
-
-
- -={Building a Successful Party}=-
-
- Forming a strong and adaptable party is a key to success in Champions of
- Krynn. You may place up to six Player Characters on your party. It is
- recommended that you use all six characters. A smaller party is less
- powerful and more likely to be eliminated by your enemies.
-
- In choosing which characters to include in the party, it is wise to include
- a variety of classes: clerics, mages, thieves and fighters. At least one
- party member should be a kender, so you may taunt (yell) in combat. Some
- adventurers may only be completed if the part includes a Knight.
-
- Sample party .... type later....
-
-
- -={Why These Guys?}=-
-
- CLERIC/FIGHTER/MAGES are ultimate multi-purpose character. They can cast
- both mage and cleric spells while wielding the armor and weapons of a
- fighter. The main disadvantage of the cleric/fighter/mage is that, as a
- triple-class character, he advances in levels quite slowly.
-
- FIGHTER/MAGES may cast spells while wearing armor. This split class can
- fight as well as a fighter and receives more HP than a pure mage.
-
- CLERIC/THIEVES more HP and better armor class than pure thieves. As a
- cleric, the cleric/thief can cast healing and support spells, allowing the
- character to perform double duty as both the party thief and addition
- healer. The thief status permits the powerful back stab attack.
-
- CLERICS are essential for healing the party after engagements. The most
- efficient way to heal is the Encamp and select FIX (you can issue this
- command several times while encamped). FIX works as follows:
-
- If a cleric is in the party, all available cure spells are cast and
- automatically rememorized, until all characters are healed. If the party
- has taken more damage than clerics have cure spells, the FIX option may be
- used again. When FIX is used, characters at top of the list will be healed
- before the characters below them. If a cleric is not in the party, HP may
- be recovered through rest (1 HP per 24 hour period), potions or Temple
- services.
-
- RANGERS normally start the game with more HP than other fighter types.
- They do extra damage versus giant type monsters and receive mage and
- druidic spells at high level.
-
- KNIGHTS are powerful fighters and there are some items that may only be
- used by them. Knights have special leadership abilities and gain clerical
- spells at high levels.
-
- PALADINS are great warriors. In addition to their martial prowess, they
- have natural protection from evil, healing powers and they gain clerical
- spells.
-
-
- -={Preparation Tips}=-
-
- The makeup of your party affects your combat strategy throughout the game.
- Loading your party with clerics and mages increases the importance of spell
- casting both before and during a battle. AN emphasis on fighters, Knights,
- paladins or rangers makes your hand-to-hand combat skills that much more
- important.
-
- Ready the melee weapons (swords, maces, quarter staffs) at the start of the
- game instead of the missile weapons (bows, slings, dart). Be sure to keep
- arrows ready too.
-
-
-
- ================================[COMBAT]===================================
-
- Adventurers must battle their way through many dangerous foes to complete
- the mission. Tales of bravery and heroes right with the sounds of combat.
- The following sections offer some more information and tips for combat.
-
-
- -={Combat Map}=-
-
- Battle takes place on a tactical combat map that is more detailed view of
- the map terrain (3D or overland) that the party was on when the combat
- began. This map is set up with an invisible square grid and you will
- notice that everything moves on the grid from square to square. Moving
- diagonally often costs more movement points than moving horizontally or
- vertically.
-
- -={Initiative}=-
-
- Each round of combat is divided into 10 segments. Every character and foe
- acts on a specific segment based on a random number. The random segment
- number is generated at the start of each combat round and is modified by
- dexterity and random factors such as surprise. In most cases a character
- will move and/or aim an attack during his segment. Casting spells may take
- extra segments to perform, so often a spell-caster will begin his spell on
- his segment and have it go off a few segments later.
-
- Sometimes a character will act in segment 10 of one round segment 1 in the
- next, appearing to act twice in a row. This is especially common if you
- use the DELAY command. When the DELAY command is giver, that character's
- action is always delayed until segment 10.
-
-
- -={Computer Control}=-
-
- In Combat, the players controls the actions of PCs. The computer controls
- the actions of monsters, NPCs and PCs set to computer control with the
- QUICK command. If you have a Knight in your party, he may take control of
- NPCs at the start of combat by making a successful leadership check. A
- successful leadership check puts NPCs under normal control for that combat.
-
-
- -={Combat Ability}=-
-
- Each characters ability in combat is defined by his AC, THAC0 and damage.
-
- AC
- ==
- A character or monster's difficulty to be hit is represented by his armor
- class or AC. The lower the AC, the harder it is to hit the target. AC is
- based on armor and a dexterity bonus. Some magic items also help a
- character's AC.
-
- THAC0
- =====
- The character's THAC0 represents his ability to hit enemies in melee or
- with missile fire. THAC0 stands for TO Hit Armor Class 0. This is the
- number a character must 'roll' equal or greater than to do damage on a
- target with an AC of 0. The lower the THAC0, the better the chance to hit
- the target.
-
- Note: The generation of a random number is often referred
- to as a 'roll'. In determining if an attack hit, the
- number generated is from 1 through 20.
-
-
- An attack is successful if the random number is greater than or equal to
- the attacker's THAC0 minus the target's AC. THAC0 may be modified by
- range, attacking from the rear, magic weapons and magic spells among other
- things.
-
- DAMAGE
- ======
- When a hit is scored, the attacker does damage. Damage is the range of HP
- loss the attacker inflicts when he hits an opponent in combat and it
- depends on the attacker's strength and weapon type. The damage each weapon
- can do is summarized in the Weapon Table, refer to the tables.
-
- Some monsters take only partial or no damage from certain weapon types.
- Skeletons, e.g., take only half damage from sharp or edged weapons, while
- some other monsters only take damage from magical weapons.
-
-
- -={Attacking}=-
-
- Characters generally engage in melee combat, which is face-to-face fighting
- with weapons such as swords and maces. Characters also hove other options,
- such as ranged combat, with bows and slings, and rear attack on engaged
- foes. Different options and restrictions apply to each.
-
- Ranged Weapons
- ==============
- A character with a missile weapon (bow, sling, etc.) may not attack when
- adjacent to na enemy. The exception to this is the kender hoopak. Kender
- may attack adjacent targets with the metal shod end of their hoopaks or use
- it as a ranged weapon.
-
- Bows can be used twice per turn. 3 darts can be thrown per turn.
-
- Multiple Attacks
- ================
- After seventh level (eighth for rangers,) all fighter-type characters
- increase the number of attacks they make with melee weapons. The first
- increase is three attacks every two rounds, then two attacks every round.
- See the Bonus Attacks for High Level Fighters (refer to the tables). All
- of a character's attacks are taken against his first target. If the first
- target goes down with the first attack, he can aim the remaining attack at
- another target. Fighter-types may also sweep through several weak
- opponents in one combat round. When a character sweeps, he automatically
- attacks all of the weak opponents.
-
- Back Stabbing
- =============
- A thief back stabs if he attacks a target from exactly opposite the first
- character to attack the target. The thief may not back stab if he has
- readied armor heavier than leather. A back stab has a better chance of
- hitting the defender and does additional damage.
-
-
- -={Combat Strategies}=-
-
- To succeed in combat, a skilled player deploys his party well, casts
- effective spells before and during combat, maneuvers his characters into
- advantageous positions and attacks using his most powerful characters and
- weapons.
-
- Deploying the Party
- ===================
- When a battle begins, your party is automatically positioned based on the
- order list of the characters. Characters near the top of the order will be
- in front lines and vulnerable to attack. To change the starting
- deployment, change the order from the Alter menu while encamped. Shift the
- heavily-armored fighters up the list and the vulnerable mages and thieves
- towards the bottom of the list. Party order cannot be changed while in
- combat, although they are free to move.
-
- When battle begins, your party may be placed in a bad position. If you
- wish to be defensive, move your characters to anchor your flanks on an
- obstacle such as a wall or tree. Setting up behind a doorway that your
- enemies have to move through makes for a very strong defensive position.
- Also, keep mages safe behind the front line.
-
- -WOUNDED CHARACTERS-
- Characters who are seriously injured should be moved out of the front lines
- if possible. Remember: if you move away from an adjacent enemy, he gets a
- free attack at your back. Back attacks have an improved chance to hit.
-
- -STOPPING RANGED ATTACKS-
- Missile weapons cannot be fired if there is an adjacent opponent. If you
- want to fire missiles, make sure you keep away from the enemy. Hoopaks are
- the only exception, as they may be used either as a missile weapon or a
- melee weapon. To stop enemy missile fire, move someone next to the
- opponent.
-
- -EXPLOITING ENEMIES' WEAKNESSES-
- Exploit your opponents' weaknesses by directing attacks against helpless,
- wounded or isolated foes. Concentrate your attacks to eliminate one
- opponent rather than injure many (Exception: enemy spell casters). A foe
- with one hit point remaining attacks as powerful as an uninjured one.
-
- Spell casters cannot fire spells after they have taken damage in a round
- and they will lose any spells they are in the process of casting when they
- are hit. Try to keep enemy spell casters under attack every round while
- protecting your own.
-
-
- -={Combat Movement}=-
-
- The number of squares a character can move is affected by the weight he's
- carrying, his strength and the kind of armor he has readied. A character's
- movement range is displayed on the view screen and when moving during
- combat.
-
- -RUNNING AWAY-
- A character may flee from the battlefield if he can move faster than all
- enemies, but not if he moves slower than any enemies. A character has a
- 50% chance to move off the battlefield if he can move as fast as the
- fastest monster. Exception: if a monster or character can reach the edge
- of the combat map without any of his opponents being able to see him, he
- may then flee successfully even though he is slower than his opponents.
-
- -RETURNING TO THE PARTY-
- A character that moves off the battlefield returns to the party after the
- fight is over. If all active characters flee combat, any dead or
- unconscious characters are lost. If a whole party flees, it will not
- receive any experience points for monsters killed before retreating.
-
-
- -={After Combat}=-
-
- If one or more characters survive on the battlefield at the end of combat,
- the bodies of unconscious or dead party members stay with the party. If
- the entire party flees from combat, all unconscious and dead party members
- are permanently lost. If ALL the party members are slain, go back to your
- last Saved Game and try again from that point.
-
-
-
- =================================[MAGIC]===================================
-
- Magic is integral to DEATH KNIGHTS OF KRYNN. Mages and clerics, as well as
- high-level Knights, rangers and paladins can cast spells. A spell can
- exist in one of four forms: in a character's memory, in a character's spell
- book, in a scroll or in a wand. A spell-caster with a memorized spell can
- cast it using the CAST command. Spells are memorized during rest while
- encamped.
-
- Memorizing a spell takes 15 minutes of game time per spell level, plus a
- minimum period of preparation of four hours, plus two hours every two spell
- levels. For example, first and second level spells take a minimum
- preparation of four hours, while third and fourth level spells take six
- hours.
-
- Example:
- To memorize (2) first-level spells, (1) second level
- spell and (1) third-level spell would take:
- (6 hours preparation) + (2*15min) + (1*30min) +
- (1*45min) = 7 hours 45 min.
-
- Spells do not automatically have their full effect on their target. Each
- target of a spell may get a saving throw to avoid some or all of the effect
- of the spell. As a character gains levels, his saving throws improve.
-
- Note: Some monsters have magic resistance which decreases
- the chance of them being affected by spells.
-
-
- -={Mages}=-
-
- There are two orders of mages you can play--White Robes and Red Robes. All
- good alignment mages are White Robes and all neutral alignment mages are
- Red Robes. Evil mages are of the Black Robe order. The few mages in the
- world who do not enter an order are called "Rogues," and are attacked on
- sight by all of the other orders. Mages keep spell information in their
- personal spell books and may only memorize spell that are recorded there.
-
- When a mage trains for a new level, he selects a new spell to scribe into
- his spell book. A mage can also scribe spells from identified scrolls if
- he is of high enough level to cast them and they are the correct type for
- his order. Red Robe mages may only use or scribe Red Robe scrolls and
- White Robe mages may only use or scribe White Robe scrolls. A mage must
- cast the Read Magic spell in order to identify the spells on the scroll. A
- spell disappears after it has been scribed or cast.
-
- THE MOONS OF KRYNN
- ==================
- Since the creation of the world, three moons have governed the powers of
- magic in Krynn. As the moons wax and wane, so do the powers of magic
- aligned to them. Each moon has a different cycle and affects a different
- group of mages. Mages of the White Robes gain their power from Solinari
- the white moon, Mages of the Red Robes are governed by Lunitari the red
- moon. The evil Mages of the Black Robes are empowered by the dark moon
- Nuitari. The current position of the moons is displayed at the top of your
- computer screen and their effects are as follows:
-
- --------REFER TO MOON.GIF-------
-
- SPHERES OF MAGIC
- ================
- The magic of Krynn operates in spheres, with the different schools of mages
- only able to manipulate certain of them; spells castable by one order may
- not necessarily be cast by another. The Spell Parameters Table and the Spell
- Descriptions section detail which mage orders can cast each spell.
-
-
- -={Clerics}=-
-
- Clerical magic requires no spell books. All clerical spells of the
- appropriate level are always available to a cleric, the character need only
- memorize them. Unlike mages, clerics can cast spells from scrolls without
- any preparation.
-
- DEITIES
- =======
- Since the earliest days of Krynn, the wisdom of the deities has been
- brought to all the races through the efforts of the clerics, the mortal
- messengers of the will of heavens. As a sign of favor, deities bestow upon
- their clerics special bonuses or additional spells. The following is a
- list of deities of Krynn that are available to characters, their alignment
- and clerical bonuses:
-
- GOOD ALIGNED DEITIES:
-
- Paladine
- Powers: None
- Extra Spells: Protection from evil 10' radius
-
- Majere
- Powers: Turn undead as if cleric is two levels higher
- Extra Spells: Silence 15' radius
-
- Kiri-Jolith
- Powers: +1 THAC0
- Extra Spells: Detect Magic
-
- Mishakal
- Powers: +1 die on all healing spells
- Extra Spells: Charm Person, Remove Curse, Bless
-
- NEUTRAL ALIGNED DEITIES
-
- Sirrion
- Powers: None
- Extra Spells: Burning Hands
-
- Reorx*
- Powers: +1 THAC0 (dwarves only)
- Extra Spells: None
-
- Shinare
- Powers: None
- Extra Spells: Charm Person
-
- * All dwarven clerics must select Reorx and therefore be neutral.
-
-
- -={Knights and Paladins}=-
-
- Knights and paladins use their clerical spells identically to clerics,
- except that they can never use clerical scrolls, even if they may cast the
- spells.
-
-
- -={Rangers}=-
-
- Rangers use mage and druidic spells. They use mage spells identically to
- mages and the druidic spells as clerics use their magic. Rangers can never
- cast spells from scrolls, even if they can memorize and cast the scroll
- spell normally.
-
-
- -={Tips on Magic Spells}=-
-
- Both clerics and mages may cast spells which assist the party in combat.
- Preparatory spells cast just before a battle can protect and strengthen
- characters. Spells can be cast to damage foes during combat or to protect
- or heal comrades.
-
- Spells should be rememorized as soon as possible after they are used. This
- is most likely to happen after combat. When in camp, have your spell-
- casters memorize spells and select REST to allow them to imprint the spells
- for later use. Selecting REST without choosing new spells has the spell-
- casters rememorize the spells they have cast since last resting.
-
- Note: Before resting, it is a good idea to save your game. We
- recommend that you save your game after every tough
- combat and that you keep at least two separate saved
- games at all times and alternate between them. This will
- allow you to go back to a save before that fatal
- battle.
-
-
-
- ===========================[MAGICAL TREASURES]=============================
-
- As you travel about and encounter the monsters and puzzles that stand
- between you and finishing your various quests, you will also find magical
- items to help you on your way. Here are some descriptions of items that
- you may find. Not all of these items may be found in your adventure. You
- can find out if there is a magic item in a treasure by doing a Detect Magic
- spell using the DETECT command. To find out specifically what an item is,
- you must take it to a shop and have it identified.
-
- Some Magic items are in reality cursed and can do great harm. When a
- character readies a cursed item, a Remove Curse spell must be cast before
- the item can be dropped. Some magic items may only be used by certain
- classes. Others may not work at all if certain other magic items are also
- in use. You must select the READY command from the Items Menu to prepare
- items for use. Items such as armor, weapons or adornments are simply
- readied and you gain their benefit automatically. Items like scrolls or
- potions must be readied before they can be used.
-
-
- -={Wands}=-
-
- Wands are the traditional objects of enchantment. Wands generally will
- cast a set number of a given spell (Fireball or Ice Storm for instance).
- Only experimentation or paying to have them identified will tell what a
- wand does. Generally wands can only be used by mages, although a few can
- be used by other classes.
-
-
- -={Potions}=-
-
- Potions are the most common sort of magical treasure. Potions may head
- wounded characters, cause them to become hastened or invisible or cause any
- number of other effects.
-
-
- -={Scrolls}=-
-
- Scrolls can be either for clerics or one of the mage orders. They offer
- new spells for mages to scribe into their books, spells of a higher level
- than the spell-casters can normally cast and extra spells for emergencies.
- A mage may use SCRIBE to transfer a scroll into his spell book. Mages and
- clerics can cast spells directly from scrolls with USE command.
-
-
- -={Enchanted Armor and Shields}=-
-
- Sometimes you may run across armor or shields that have been created by
- skilled craftsmen and then enchanted by mages to imbue them with protective
- spells. The power of the magic on these items may vary a great deal.
- Enchanted armor has the great advantage of offering improved protection
- with less encumbrance than the same type of mundane armor.
-
- -={Solamnic Plate}=-
-
- These suits of plate mail were originally crafted for some of the Knights
- of Solamnia. The armor is of exceptionally high quality and is very
- ornate. Only Knights may use Solamnic Plate.
-
-
- -={Enchanted Weapons}=-
-
- Enchanted weapons come in many sizes and shapes and potencies. Sometimes a
- weapon will ad to you THAC0 and damage. Other weapons may have other
- magical properties including extra bonuses against specific types of
- creatures. Once a magic weapon has been readied from the Items Menu, the
- character will have it for all combats.
-
-
- -={Enchanted Adornments}=-
-
- Bracers, necklaces, periapts and especially rings are favorite objects for
- magical enchantment. These items may have any number of magical properties.
- Some items will help you AC, others may fire Magic Missiles or be cursed.
- Once one of these items has been readied from the Items Menu, a character
- will automatically gain all effects. The exception to this rule is that
- certain magical necklaces require the USE command to work.
-
-
- -={Dragonlances}=-
-
- These powerful enchanted weapons were created for the War of the Lance, to
- combat the evil dragons. They have large bonuses against any foe, but are
- deadly when attacking dragons, where they do the wielder's hit points in
- damage to the beast.
-
-
- -={Enchanted Clothing}=-
-
- Wizards will sometimes cast enchantments on commonplace items of clothing
- such as gauntlets or cloaks. A wide variety of these items are know to
- exist.
-
-
-
- ===========================[SPELL DESCRIPTIONS]===========================
-
- -={First Level Clerical Spells}=-
-
- [Bless] improves the THAC0 of friendly characters by 1. The bless spell
- does not affect characters who are adjacent to monsters when the spell is
- cast. This is a good spell to cast before going into combat.
-
- [Cure Light Wounds] heaps 1-8 HP (up to the target's normal maximum HP).
-
- [Detect Magic] indicates which equipment or treasure is magical. View a
- character's items or Take treasure items. Equipment or treasure preceded
- by an '*' or a '+' is magical.
-
- [Protection from Evil] improves the AC and saving throws of the target by 2
- against evil attackers.
-
- [Resist] Cold halves the damage and improves saving throws vs. cold attacks
- by 3.
-
-
-
- -={Second Level Clerical Spells}=-
-
- [Find Traps] indicates the presence of traps in the character's path.
-
- [Hold Person] may paralyze targets of character type (human, etc.), goblins
- or hobgoblin. You may aim a hold person spell at up to 3 targets.
-
- [Resist Fire] halves the damage and improves saving throws vs. fire attacks
- by 3.
-
- [Silence 15' Radius] must be cast on a character or a monster. That
- character or monster and all adjacent to him, cannot cast spells for the
- duration of the spell.
-
- [Slow Poison] revives a poisoned person for the duration of the spell.
-
- [Snake Charm] paralyzes as many HP of snakes as the cleric has HP.
-
- [Spiritual Hammer] creates a temporary magic hammer. It can strike at
- range and does normal hammer damage plus one point for every three levels
- the caster has attained. The hammer appears in the clerics equipment list
- and must be readied as any other weapon. The hammer will reconjure itself
- on the cleric's person if it is thrown.
-
-
-
- -={Third Level Clerical Spells}=-
-
- [Cure Blindness] removes the effect of the Cause Blindness or Power Word,
- Blind spells.
-
- [Cure Disease] removes the effects of disease caused by some monsters or by
- a Cause Disease spell.
-
- [Dispel Magic] removes the effects of spells that do not have specific
- counter spells. This is a recuperation spell for nay of the party that has
- been held, slowed or made nauseous.
-
- [Prayer] improves the THAC0 and saving throws of friendly characters by one
- and reduces the THAC0 and saving throw of monsters by one. This is a good
- spell to cast before going into combat.
-
- [Remove Curse] removes the effects of a Bestow Curse spell and allows the
- target to unready cursed magic items.
-
-
- -={Fourth Level Clerical Spells}=-
-
- [Cure Serious Wounds] heals 3-17 HP 9up to the target's normal maximum HP)
-
- [Neutralize Poison] counteracts all toxins and revives a poisoned person.
-
- [Protection from Evil 10' Radius] must be cast on a character or a monster.
- It improves the AC and saving throws of the target and all adjacent
- friendly characters by two against evil attackers.
-
- [Sticks to Snakes] causes snakes to harass the target. The target is
- unable to attack or cast spells for the duration of the spell. Large
- creatures may ignore the created snakes.
-
-
- -={Fifth Level Clerical Spells}=-
-
- [Cure Critical Wounds] heals 6-27 HP 9up to the target's normal maximum
- HP.
-
- [Dispel Evil] improves the target's AC by seven versus summoned evil
- creatures for the duration of the spell or until the target hits a summoned
- creature. The creature must make a saving throw when it is hit or be
- dispelled.
-
- [Raise Dead] can bring back to life on non-elf character. The chances for
- success are based on the target's constitution. The raised character
- returns to life with one hit point.
-
-
- -={Sixth Level Clerical Spells}=-
-
- [Heal] cures all diseases, blindness, feeblemindedness and restores all
- except one to four of a character's full hit points.
-
-
- -={Seventh Level Clerical Spells}=-
-
- [Restoration] returns experience levels to characters who have suffered the
- draining attacks of undead monsters such as wights.
-
- [Resurrection] is similar to the Raise Dead spell, except that the
- resurrected character has full hit points returned.
-
-
- -={First Level Druid Spells}=-
-
- [Detect Magic] indicates which equipment or treasure is magical. View a
- character's items or Take treasure items. Equipment or treasure preceded
- by an '*' or a '+' is magical.
-
- [Entangle] will cause plants in the area of effect to grow and entwine
- around the feet of any creature in the area. Be careful not to catch
- allies in the spell area. Entangle only works outdoors.
-
- [Faerie Fire] will ring a targeted creature in magical light. This spell
- will outline otherwise invisible creatures and give a +2 THAC0 bonus to
- anyone attacking an affected creature.
-
- [Invisibility to Animals] will make the target invisible to non-magical,
- low or no-intelligent animals. This spell does not offer protection against
- intelligent opponents or magical creatures.
-
-
- -={Second Level Druid Spells}=-
-
- [Barkskin] causes the target's skin to become tougher and harder to damage.
- The effect of this spell is a -1 bonus to AC. This is a good spell to cast
- before combat.
-
- [Charm Person or Mammal] changes the target's allegiance in a combat. It
- affects character types (human, etc.) and other mammals.
-
- [Cure Light Wounds] heals 1-8 hitpoints 9up to the target's normal maximum
- hitpoints).
-
-
- -={First Level Mage Spells}=-
-
- [Burning Hands] causes one HP of fire damage per level of the caster.
- There is no saving throw. Usable by both Red and White Robes.
-
- [Charm Person] changes the target's allegiance in a combat. It only
- affects character types (human, etc.), goblins or hobgoblins. Usable by
- both Red and White Robes.
-
- [Detect Magic] indicates which equipment or treasure is magical. View a
- character's items or Take treasure items. Equipment or treasure preceded
- by an '*' or a'+' are magical. Usable by both Red and White Robes.
-
- [Enlarge] makes the target larger and stronger. The higher the caster's
- level, the larger and stronger the target gets. If the caster is sixth-
- level or greater, the target becomes as strong as an Ogre. If the caster
- is 10th-level or greater, the target becomes as strong as a Fire Giant. A
- target can only be under the effect of one enlarge spell at a time.
- Unwilling targets get a saving throw against this effect. The spell will
- stay in effect for more than one combat and should be cast before combat.
- Usable by both Red and White Robes.
-
- [Friends] raises the caster's charisma 2-8 points. It is often cast just
- before an encounter. Usable by both Red and White Robes.
-
- [Magic Missile] does 2-5 HP per missile with no saving throw. A mage
- throws one missile at first-second level, two missiles at third-fourth
- level, three missiles at fifth-sixth level and four missiles at seventh-
- eighth level. This spell will damage any target within its range unless
- the target is magic resistant or has certain magical protection. Casts
- instantaneously. Usable by both Red and White Robes.
-
- [Protection from Evil] improves the AC and saving throws of the target by
- two against evil attackers. Usable by both Red and White Robes.
-
- [Read Magic] allows a mage to ready a scroll and read it. For scrolls,
- this works as if they have been identified. A mage may scribe the spells
- from the a scroll (if appropriate for his class and level) after it has
- been read. Usable by both Red and White Robes.
-
- [Shield] negates the magic missile spell, improves the mage's saving throw
- and may increase his AC. Usable by both Red and White Robes.
-
- [Shocking Grasp] does electrical damage of 1-8 HP, +1 HP per level of
- caster. Usable by both Red and White Robes.
-
- [Sleep] puts 1-9 targets to sleep with no saving throw. Up to 9 one hit-
- die targets are affected. One 4 hit-die target is affected. Targets of
- five or more hit-dice are unaffected. Usable by both Red and White Robes.
-
-
- -={Second Level mage Spells}=-
-
- [Detect Invisibility] allows the target to spot invisible targets. Usable
- by both Red and White Robes.
-
- [Invisibility] makes the target invisible. The THAC0 of melee attacks
- against invisible targets is reduced by four. It is impossible to aim
- ranged attacks at invisible targets. Invisibility is dispelled when the
- target attacks or casts a spell. Usable by both Red and White Robes.
-
- [Knock] is used to open locks. It can be cast from the door-opening menu
- if the active character has a memorized knock spell. Usable by Red Robes
- only.
-
- [Mirror Image] creates a 1-4 illusionary duplicates of the mage. A
- duplicate disappears when it is attacked. Usable by Red Robes Only.
-
- [Ray of Enfeeblement] reduces the target's damage by 25% + 2% per level of
- the caster. Usable by White Robes only.
-
- [Stinking Cloud] paralyzes those in its area for 2-5 rounds. If the target
- saves, it is not paralyzed, but is nauseous and has its AC reduced for two
- rounds. This spell has a very short range and care should be taken to
- avoid including party members in the cloud.
-
- [Strength] raises the strength of the recipient one to eight points. The
- effects of the spell are less if the target has 18 strength. Usable by Red
- Robes Only.
-
-
- -={Third Level Mage Spells}=-
-
- [Blink] protects the mage. The mage 'blinks out' after he acts each round.
- The mage may be physically attacked before he acts each round, but he may
- not be physically attacked after he acts. Usable by Red Robes only.
-
- [Dispel Magic] removes the effects of spells that do not have specific
- counter spells. This is a recuperation spell for any of the party that has
- been held, slowed or made nauseous. Usable by White Robes only.
-
- [Fireball] does 1 d6 HP per level of the caster to all targets within its
- area. If the target makes its saving throw, the damage is halved. A
- fireball has a five square diameter outdoors and a seven square diameter
- indoors. Fireballs is a slow-casting spell and the spell's power demands
- that you target carefully. Otherwise, you may inadvertently destroy party
- characters. If you target a fireball in the center of the screen indoors,
- the only safe ares are the three square in each corner. Be sure to center
- to determine who will be in the area of effect. Usable by both Red and
- White Robes.
-
- [Haste] double the target's movement and number of melee attacks per round.
- Haste has a short duration and you should wait until a fight is imminent to
- cast it. WARNING: each time a haste spell is cast on a character, that
- character ages one year. Usable by Red Robes only.
-
- [Hold Person] may paralyze targets of character type (human, etc.), goblin
- or hobgoblin. You may aim a hold person spell at up to four targets (Exit
- to target less). Usable by White Robes only.
-
- [Invisibility, 10' Radius] makes all targets adjacent to the caster
- invisible. The THAC0 of melee attacks against invisible targets is reduced
- by four. It is impossible to aim ranged attacks at invisible targets. Use
- this spell to set up a battle line while the bad guys seek you out.
- Characters lose invisibility if they do anything but move. Some monsters
- can see invisible creatures. Usable by Red Robes only.
-
- [Lightning Bolt] does 1d6 HP per level of the caster to targets along its
- path. If the target makes its saving throw, the damage is halved. A
- lightning bold is four or eight squares long in a line away from the
- caster. For best results, move the spell caster to send the bold down a
- row of opponents. It will attack all opponents along the line within its
- range. Target the first creature in the row (closes to caster). Lightning
- bolts will reflect off walls back toward the spell caster. This permits
- target adjacent or close to a wall be hit twice by the same bolt. Be
- careful the caster isn't hit by the reflected bolt. Usable by both Red and
- White Robes.
-
- [Protection from Evil, 10' Radius] protects the target and all characters
- adjacent to the target. The spell improves the AC and saving throws of
- those it protects by two against evil attackers. Usable by White Robes
- only.
-
- [Slow] affects one target per level of caster. The spell halves the
- target's movement and number of melee attacks per round. Slow can be used
- to negate a haste spell. This spell is useful against any high-damage
- creature. Only affects the side opposing the spell caster. Usable by Red
- Robes only.
-
-
- -={Fourth Level Mage Spells}=-
-
- [Bestow Curse] reduces the targets THAC0 and saving throws by four. Usable
- by White Robes only.
-
- [Charm Monster] changes the target's allegiance in combat. It will work on
- any living creature. The spell affects 2-8 first level targets 1-4 second
- level targets, 1-2 third level targets or one target of fourth-level or
- above. Usable by White Robes only.
-
- [Confusion] affects 2-16 targets. Each target must make a saving throw
- each round or stand confused, become enraged, flee in terror or go berserk.
- Confusion is most effective when used against a large number of enemies.
- Usable by White Robes only.
-
- [Dimension Door] allows the mage to teleport himself to another point on
- the battlefield within his line of sight and the range of the spell. Mages
- can use it for quick escapes. Fighter/mages use the "Door" to reach the
- opposition's rear area. Usable by Red Robes only.
-
- [Fear] causes all within its area to flee. Usable by Red Robes only.
-
- [Fire Shield] protects the mage so that any creature who hits the mage in
- melee does normal damage, but takes twice that damage in return. The
- shield may be attuned to heat attacks or cold attacks. The mage takes half
- damage (no damage if he makes his saving throw) and has his saving throw
- against the opposite form of attack improved by two. He takes double
- damage from the form of attack the shield is attuned to. Usable by both
- Red and White Robes.
-
- [Fumble] causes the target to be unable to move or attack. IF the target
- makes his saving throw, he is affected by a slow spell. Usable by White
- Robes only.
-
- [Ice Storm] does 3-30 HP to all targets within its area. There is no
- saving throw. This spell will inflict damage on opponents protected by
- Minor Globes of Invulnerability. Usable by both Red and White Robes.
-
- [Minor Globe of Invulnerability] protects the caster from incoming first,
- second or third-level spells. The Globe is very effective when used in
- combination with Fire Shield. Usable by White Robes only.
-
- [Remove Curse] removes the effects of a Bestow Curse removes the effects of
- a Bestow Curse spell and allows the target to unready cursed magic items.
- Usable by White Robes only.
-
-
- -={Fifth Level Mage Spells}=-
-
- [Cloudkill] is similar to the Stinking Cloud spell, except that its are of
- effect is larger and it will kill weaker monsters. Stronger monsters may
- be immune to the spell. Usable by both White and Red Robes.
-
- [Cone of Cold] fires a withering cone shaped blast of cold. The spell's
- range and damage increases with the caster's level. Usable by both White
- and Red Robes.
-
- [Feeblemind] causes targets who fail their saving throw to drop
- dramatically in intelligence and wisdom and become unable to cast spells.
- A Heal spell must be cast on the victim to recover from the effect. Usable
- by White Robes only.
-
- [Fire Touch] creates a blazing aura around the recipient. This aura adds
- 2-12 points of extra fire damage to all of the recipient's attacks. Usable
- by Red Robes only.
-
- [Hold Monster] is similar to Hold Person, except it affects a wider variety
- of creatures. Usable by White Robes only.
-
- [Iron Skin] causes the mage's skin to become extremely tough and damage
- resistant. The mage's AC is reduced by four. Usable by Red Robes Only.
-
-
- -={Sixth Level Mage Spells}=-
-
- [Death Spell] kills opponents instantly and irrevocably. The spell will
- kill a greater number of weak opponents than strong. Powerful opponents
- may be immune. Usable by both Red and White Robes.
-
- [Disintegrate] destroys one target. Some creatures with an innate magic
- resistance may avoid the effects of the spell, while most must make a
- saving throw to survive. Usable by Red Robes only.
-
- [Flesh to Stone] causes the target to make a saving throw or be turned into
- stone. Usable by Red Robes only.
-
- [Globe of Invulnerability] protects against first to fourth level spells.
- Usable by White Robes only.
-
- [Stone to Flesh] counters the effects of a Flesh to Stone spell.
- Characters may not survive the shock of being restored to flesh. System
- shock survival is based on a character's constitution. Usable by Red Robes
- only.
-
-
- -={Seventh Level Mage Spells}=-
-
- [Delayed Blast Fireball] is a more powerful version of the third level
- spell and will penetrate a Minor Globe of Invulnerability. Usable by both
- White and Red Robes.
-
- [Mass Invisibility] is identical to the Invisibility spell, except that it
- affects several targets at once. This can be a valuable spell to cast
- before a known encounter. Usable by Red Robes only.
-
- [Power Word, Stun] causes one creature to be stunned--reeling and unable to
- think or act effectively. The weaker the target, the longer it will be
- stunned. This is a very powerful spell and it automatically affects any
- creatures who do not have magical immunities. Usable by both White and Red
- Robes.
-
- -={Eighth Level Mage Spells}=-
-
- [Mass Charm] is similar to the fourth-level spell, except it affects a much
- larger number of targets. Usable by White Robes only.
-
- [Mind Blank] is a powerful protective spell. The recipient of this spell
- is totally protected from spells that attack a character's mind or will,
- such as Charm or Feeblemind. Usable by White Robes only.
-
- [Power Word, Blind] will strike some targets instantly blind. Usable by
- both White and Red Robes.
-
-
-
- =========================[CREATURES OF KRYNN]===========================
-
- Refer to creature scans named creats*.gif '*' = 1 to 10
-
-
- -=-=-=-=-=-=-=-=-=-=-=-=-LEVEL ADVANCEMENT TABLES-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- The following charts show the number of experience points a
- character must earn in order to gain a level in his character
- class. The charts also list the number of spells that a
- character can have memorized at one time. Fighters and Thieves
- can never memorize spells.
-
- Remember: All experience earned by multiple-class characters is
- divided evenly among all characters, even after character has
- reached maximum level in a class.
-
-
-
- -={Cleric of Good}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4 5 6
- ===== ========== ==== ==========================
- 1 2,000-3,999 2d8 1 - - - - -
- 2 4,000-7,499 3d8 2 - - - - -
- 3 7,500-15,249 5d8 2 1 - - - -
- 4 15,250-24,999 5d8 2 2 - - - -
- 5 25,000-39,999 6d8 3 3 1 - - -
- 6 40,000-89,999 7d8 3 3 2 - - -
- 7 90,000-159,999 8d8 3 3 2 1 - -
- 8 160,000-249,999 9d8 3 3 3 2 -
- 9 250,000-499,999 9d8+1 4 4 3 2 1 -
- 10 500,000-749,999 9d8+2 4 4 3 3 2 -
- 11 750,000-999,999 9d8+3 5 4 4 3 2 1*
- 12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2
- 13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2
- 14 1,500,000+ 9d8+6 6 6 6 5 3 2
-
- *Usable only by clerics of 17 or greater wisdom
-
-
-
- -={Cleric Of Neutrality}=-
-
- Hit Clerical Spells Per Level
- Level Experience Dice 1 2 3 4 5 6 7
- ===== ========== ==== ===============================
- 1 1,500-2,999 1d8 2 - - - - - -
- 2 3,000-5,999 2d8 2 1 - - - - -
- 3 6,000-12,999 3d8 3 2 1 - - - -
- 4 13,000-27,499 4d8 4 2 2 - - - -
- 5 27,500-54,999 5d8 4 3 2 - - - -
- 6 55,000-109,999 6d8 4 3 2 1 - - -
- 7 110,000-224,999 7d8 4 4 3 1 - - -
- 8 225,000-449,999 8d8 4 4 3 2 - - -
- 9 450,000-674,999 9d8 5 4 3 2 1 - -
- 10 675,000-899,999 9d8+1 5 4 3 3 2 - -
- 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1* -
- 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1**
- 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1
- 14 1,575,000+ 9d8+5 6 6 6 6 4 2 1
-
-
-
- -={Cleric Wisdom Bonus}=-
-
- Cleric's Bonus Spells
- Wisdom 1 2 3 4 5
- ======== ======================
- 9-12 - - - - -
- 13 +1 - - - -
- 14 +2 - - - -
- 15 +2 +1 - - -
- 16 +2 +2 - - -
- 17 +2 +2 +1 - -
- 18 +2 +2 +1 +1 -
-
- Note that these bonus spells are only availabe when the cleric is entitled to
- spells of the applicable level. For example, an 6th-level cleric of Good
- with Wisdom of 18 can memorize the following spells:
-
-
- Number of Spells Per Level
- 1 2 3 4 5
- ======================
- 6th-Level Cleric of Good
- with 18 wisdom 5 5 3 - -
-
-
- -={Fighter}=-
-
- Hit
- Level Experience Dice
- ===== ========== ====
- 1 0-2000 1d10
- 2 2,001-4,000 2d10
- 3 4,001-8,000 3d10
- 4 8,001-18,000 4d10
- 5 18,001-35,000 5d10
- 6 35,001-70,000 6d10
- 7 70,001-125,000 7d10
- 8 125,001-250,000 8d10
- 9 250,001-500,000 9d10
- 10 500,001-750,000 9d10+3
- 11 750,001-1,000,000 9d10+6
- 12 1,000,001-1,250,000 9d10+9
- 13 1,250,001-1,500,000 9d10+12
- 14 1,500,001+ 9d10+15
-
-
-
- -={Knight Of The Crown}=-
-
- Level Experience Hit Dice
- ===== ========== ========
- 1 2,500-4,999 2d10
- 2 5,000-9,999 3d10
- 3 10,000-18,499 4d10
- 4 18,500-36,999 5d10
- 5 37,000-84,999 6d10
- 6 85,000-139,999 7d10
- 7 140,000-219,999 8d10
- 8 220,000-299,999 9d10
- 9 300,000-599,999 10d10
- 10 600,000-899,999 10d10+2
- 11 900,000-1,199,999 10d10+4
- 12 1,200,000-1,499,999 10d10+6
- 13 1,500,000-1,799,999 10d10+8
- 14 1,800,000+ 10d10+10
-
-
-
-
-
-
-
- -={Knight of The Sword}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4 5 6
- ===== ========== ==== ===========================
- 3 12,000-23,999 4d10 - - - - - -
- 4 24,000-44,999 5d10 - - - - - -
- 5 45,000-94,999 6d10 - - - - - -
- 6 95,000-174,999 7d10 1 - - - - -
- 7 175,000-349,999 8d10 2 - - - - -
- 8 350,000-699,999 9d10 2 1 - - - -
- 9 700,000-1,049,000 10d10 3 2 - - - -
- 10 1,050,000-1,399,999 10d10+2 4 2 - - - -
- 11 1,400,000-1,749,999 10d10+4 4 2 1 - - -
- 12 1750,0000-2,099,999 10d10+6 5 3 1 1 - -
- 13 2,100,000-2,449,999 10d10+8 6 4 1 1 1 -
- 14 2,450,000+ 10d10+10 7 5 2 1 1 1
-
-
-
- -={Knight of the Sword}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4 5 6
- ===== ========== ==== ===========================
- 4 27,000-59,999 5d10 - - - - - -
- 5 60,000-124,999 6d10 - - - - - -
- 6 125,000-199,999 7d10 1 - - - - -
- 7 200,000-424,999 8d10 2 - - - - -
- 8 425,000-799,999 9d10 2 1 - - - -
- 9 800,000-1,499,999 10d10 3 2 - - - -
- 10 1,500,000-1,999,999 10d10+2 4 2 - - - -
- 11 2,000,000-2,499,999 10d10+4 4 2 1 - - -
- 12 2,500,000-2,999,999 10d10+6 5 3 1 1 - -
- 13 3,000,000-3,499,999 10d10+8 6 4 1 1 1 -
- 14 3,500,000+ 10d10+10 7 5 2 1 1 1
-
-
-
-
- -={White Robe Mage}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4 5 6 7 8
- ===== ========== ==== =====================================
- 1 2,500-4,999 1d4 1 - - - - - - -
- 2 5,000-9,999 2d4 2 - - - - - - -
- 3 10,000-19,999 3d4 2 1 - - - - - -
- 4 20,000-37,999 4d4 3 2 1 - - - - -
- 5 38,000-54,999 5d4 4 3 1 - - - - -
- 6 55,000-99,999 6d4 4 3 2 - - - - -
- 7 100,000-199,999 7d4 4 3 2 1 - - - -
- 8 200,000-399,999 8d4 4 3 3 2 - - - -
- 9 400,000-599,999 9d4 4 3 3 2 1 - - -
- 10 600,000-799,999 10d4 5 4 3 2 2 1 - -
- 11 800,000-999,999 10d4+1 5 4 4 3 3 2 - -
- 12 1,000,000-1,249,999 10d4+2 5 4 4 4 4 2 1 -
- 13 1,250,000-1,499,999 10d4+3 5 5 5 4 4 2 1 1
- 14 1,500,000+ 10d4+4 5 5 5 4 4 2 2 1
-
-
-
-
-
- -={Red Robe}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4 5 6 7 8
- ===== ========== ==== =====================================
- 1 2,500-4,999 1d4 1 - - - - - - -
- 2 5,000-9,999 2d4 2 - - - - - - -
- 3 10,000-17,999 3d4 2 1 - - - - - -
- 4 18,000-35,999 4d4 3 2 1 - - - - -
- 5 36,000-49,999 5d4 4 3 1 - - - - -
- 6 50,000-89,999 6d4 4 3 2 - - - - -
- 7 90,000-179,999 7d4 4 3 2 1 - - - -
- 8 180,000-349,999 8d4 4 3 3 2 - - - -
- 9 350,000-499,999 9d4 4 3 3 2 1 - - -
- 10 500,000-699,999 10d4 5 4 3 2 2 1 - -
- 11 700,000-899,999 10d4+1 5 4 4 3 3 2 - -
- 12 900,000-1,099,999 10d4+2 5 4 4 4 4 2 1 -
- 13 1,100,000-1,299,999 10d4+3 5 5 5 4 4 2 1 1
- 14 1,300,000+ 10d4+4 5 5 5 4 4 2 2 1
-
-
-
-
- -={Paladin}=-
-
- Hit Clerical Spells per Level
- Level Experience Dice 1 2 3 4
- ===== ========== ==== =================
- 1 0-2,750 1d10 - - - -
- 2 2,751-5,500 2d10 - - - -
- 3 5,501-12,000 3d10 - - - -
- 4 12,001-24,000 4d10 - - - -
- 5 24,001-45,000 5d10 - - - -
- 6 45,001-95,000 6d10 - - - -
- 7 95,001-175,000 7d10 - - - -
- 8 175,001-350,000 8d10 - - - -
- 9 350,001-700,000 9d10 1 - - -
- 10 700,001-1,050,001 9d10+3 2 - - -
- 11 1,050,000-1,400,000 9d10+6 2 1 - -
- 12 1,400,001-1,750,000 9d10+9 2 2 - -
- 13 1,750,001-2,100,000 9d10+12 2 2 1 -
- 14 2,100,001+ 9d10+15 3 2 1 -
-
-
-
-
- -={Ranger}=-
- Spells per Level
- Hit Druidic Magic-User
- Level Experience Dice 1 2 1 2
- ===== ========== ==== ===================
- 1 0-2,250 2d8 - - - -
- 2 2,251-4,500 3d8 - - - -
- 3 4,501-10,000 4d8 - - - -
- 4 10,001-20,000 5d8 - - - -
- 5 20,001-40,000 6d8 - - - -
- 6 40,001-90,000 7d8 - - - -
- 7 90,001-150,000 8d8 - - - -
- 8 150,001-225,000 9d8 1 - - -
- 9 225,001-325,000 10d8 1 - 1 -
- 10 325,001-650,000 11d8 2 - 1 -
- 11 650,001-975,000 11d8+2 2 - 2 -
- 12 975,001-1,300,000 11d8+4 2 1 2 -
- 13 1,300,001-1,625,000 11d8+6 2 1 2 1
- 14 1,625,001+ 11d8+8 2 2 2 1
-
-
-
-
- -={Thief}=-
-
- Hit
- Level Experience Dice
- ===== ========== =====
- 1 0-1,250 1d6
- 2 1,251-2,500 2d6
- 3 2,501-5,000 3d6
- 4 5,001-10,000 4d6
- 5 10,001-20,000 5d6
- 6 20,001-42,500 6d6
- 7 42,501-70,000 7d6
- 8 70,001-110,000 8d6
- 9 110,001-160,000 9d6
- 10 160,001-220,000 10d6
- 11 220,001-440,000 10d6+2
- 12 440,001-660,000 10d6+4
- 13 660,001-880,000 10d6+6
- 14 880,001-1,100,000 10d6+8
- 15 1,100,001-1,320,000 10d6+10
- 16 1,320,001-1,540,000 10d6+12
- 17 1,540,001-1,760,000 10d6+14
- 18 1,760,001+ 10d6+16
-
- Here is the key to the Map Pic
- 1) High Clerish Tower
- 2) Quazle
- 3) Graveyard
- 4) Dargaard
- 5) Kalaman
- 6) Cerberus
- 7) Dulcimer
- 8) Cekos
- 9) Vingaard
- 10) Throtl
- 11) Turet
- 12) Gargath Outpost
-
-
- -=-=-=-=-=-=Spell Charts for The Death Knights of Krynn-=-=-=-=-=-
-
-
-
-
-
- -={Spell Parameters Table}=-
-
- When: Duration:
- Cmbt=Combat only spell r=combat rounds
- Camp=Camp only spell t=turns
- Both=Camp or Combat spell /lvl=per level of caster
- Rng: targets=aim at each target.
- T=Touch Range Robe (Mages spell only)
- dia=diameter White=Can only be cast by White Robes
- rad=radius Red=Can only be cast by Red Robes
- All=All characters in combat Both=Can be cast by both
- #=Number of targets
- #s=Number of squares
-
-
- -={1st-level Clerical Spells}=-
-
- Spell Name When Rng Area Duration
- ========== ==== === ==== ========
- Bless Both 6 5 dia 6r
- Cure Light Wounds Both T 1 -
- Detect magc Both 3 1 1t
- Protection from Evil Both T 1 3r/lvl
- Resist Cold Both T 1 1t/lvl
-
-
- -={2nd-Level Clerical Spells}=-
-
-
- Find Traps Camp 3 1 3t
- Hold Person Cmbt 6 1-3 4r+1/lvl
- Resist Fire Both T 1 1t/lvl
- Silence 15'Radius Cmbt 12 3 dia 2r/lvl
- Slow Poison Camp T 1 1 hour/lvl
- Snake Charm Cmbt 3 All 5-8r
- Spiritual Hammer Cmbt 3 1 1r/lvl
-
-
- -={3rd-Level Clerical Spells}=-
-
- Cure Blindness Both T 1 -
- Cure Disease Camp T 1 -
- Dispel Magic Both 6 3x3 s -
- Prayer Both 0 All 1t/lvl
- Remove Curse Both T 1 2r/lvl
-
-
- -={4th Level Clerical Spells}=-
-
- Cure Serious Wounds Both T 1 -
- Neutralize Poison Both T 1 -
- Poison Cmbt T 1 -
- Protect from Evil 15' Both T 2 dia 1t/lvl
- Sticks to Snakes Cmbt 3 1 2r/lvl
-
-
-
- -={5th Level Clerical Spells}=-
-
- Cure Critical Wounds Both T 1 -
- Dispel Evil Cmbt T 1 1r/lvl
- Flame Strike Cmbt 6 1 -
- Raise Dead Camp 3 1 -
-
-
-
- -={6th Level Clerical Spells}=-
-
- Heal Both T 1 Permanent
-
-
-
- -={7th-Level Clerical Spells}=-
-
- Restoration Camp T 1 Permanent
- Resuraction Camp T 1 Permanent
-
-
-
- -={1st-Level Druidical Spells (For High-Level Rangers)}=-
-
- Cure Light Wounds Both T 1 -
- Detect Magic Both 4 1 12r
- Entangle Cmbt 8 4 dia 1t
- Faerie Fire Cmbt 8 8 dia 4r/lvl
- Invisibility to Animals Both T 1 1t+1r/lvl
-
-
-
- -={2nd-Level Druidical Spells (For High-Level Rangers)}=-
-
- Barkskin Both T 1 4r+1/lvl
- Charm Person/Mammal Cmbt 12 1 -
-
-
-
- Spell Name When Rng Area Duration Robe
- ============================================================================
-
- -={1st-Level Mage Spells}=-
-
- Burning Hands Cmbt T 3 s - Both
- Charm Person Cmbt 12 1 - Both
- Detect Magic Both 6 1 2r/lvl Both
- Enlarge Both .5/lvl 1 1t/lvl Both
- Friends Cmbt 0 All 1r/lvl Both
- Magic Missile Cmbt 6+lvl 1 - Both
- Protect from Evil Both T 1 2r/lvl Both
- Read Magic Camp 0 1 2r/lvl Both
- Shield Cmbt 0 1 5r/lvl Both
- Shocking Grasp Cmbt T 1 - Both
- Sleep Cmbt 3+lvl 1-16 5r/lvl Both
-
-
-
- -={2nd-Level Mage Spells}=-
-
- Detect Invisibility Both 1/lvl 1 5r/lvl Both
- Invisibility Both T 1 - Red
- Knock Camp 6 1 s/lvl - Red
- Mirror Image Both 0 1 2r/lvl Red
- Ray of Enfeeblement Cmbt T 1+.25s/lvl 1r/lvl White
- Stinking Cloud Cmbt 3 2x2 s 1r/lvl Both
- Strength Camp T 1 6t/lvl Red
-
-
-
- -={3rd-Level Mage Spells}=-
-
- Blink Both 0 1 1r/lvl Red
- Dispel Magic Both 12 3x3 s - White
- Fireball Cmbt 10+lvl 2/3 rad - Both
- Haste Both 6 4x4 s 3r+1/lvl Red
- Hold Person Cmbt 12 1-4 2r/lvl White
- Invisibility 10'Radius Both T 2 dia - Red
- Lightning Bold Cmbt 4+lvl 4,8 - Both
- Protect from Evil 10'Rad Both T 2 dia 2r/lvl White
- Protect from Nrml Misl. Both T 1 1t/lvl White
- Slow Cmbt 9+lvl 4x4 s 3r+1/lvl Red
-
-
-
- -={4th-Level Mage Spells}=-
-
- Bestow Curse Cmbt T 1 1t/lvl White
- Charm Monster Cmbt 6 1 - White
- Confusion Cmbt 12 2-16 2r+1/lvl White
- Dimension Door Cmbt 0 1 - Red
- Fear Cmbt 0 6x3 cone 1r/lvl Red
- Fire Shield (2 Types) Both 0 1 2r+1/lvl Both
- Fumbe Cmbt 1/lvl 1 1r/lvl White
- Ice Storm (Dmg only) Cmbt 1/lvl 4 dia - Both
- Min Globe of Invlnrblty. Both 0 1 1r/lvl White
- Remove Curse Both T 1 - White
-
-
- -={5th-level mage spells}=-
-
- Cloudkill Cmbt 1 3x3 s 1r/lvl White
- Cone of Cold Cmbt 0 .5 s/lvl cone - Both
- Feeblemind Cmbt 1/lvl 1 - White
- Fire Touch Both T Special 1r/lvl Red
- Hold Monster Cmbt .5/lvl 1-4 1r/lvl White
- Iron Skin Both 0 Special 1r/lvl Red
-
-
-
- -={6th-Level Mage Spells}=-
-
- Death Spell Cmbt 1 .5 s/lvl Instant Both
- Disintegrate Cmbt .5/lvl Special Instant Red
- Globe of Invlnrblty. Both 0 1 1r/lvl White
- Stone to Flesh Both 1/lvl 1 Permanent Red
- Flesh to Stone Cmbt 1/lvl 1 Permanent Red
-
-
-
- -={7th-Level Mage Spells}=-
-
- Delayed Blast Fire Ball Cmbt 10+1/lvl 2 rad Special White
- Mass Invisibility Both 1/lvl Special Special Red
- Power Word, Stun Cmbt .5/lvl 1 Special Both
-
-
-
- -={8th-Level Mage Spells}=-
-
- Mass charm Cmbt .5/lvl Special Special White
- Mind Blank Both 3 1 1 day White
- Otto's Irresistble Dance Cmbt 1t 1 2-5 r White
- Power Word, Blind Cmbt .5/lvl 3 dia Special Both
-
-
- **STRENGTH TABLE: ABILITY ADJUSTMENTS**
-
-
-
- Ability THAC0 Damage Weight Allowance
- Score Bonus Adjustment (in steel pieces)
- 3 -3 -1 -350
- 4-5 -2 -4 -250
- 6-7 -1 none -150
- 8-9 normal none normal
- 10-11 normal none normal
- 12-13 normal none +100
- 14-15 normal none +200
- 16 normal +1 +350
- 17 +1 +1 +500
- 18 +1 +2 +750
- *18/01-50 +1 +3 +1,000
- *18/51-75 +2 +3 +1,250
- *18/76-90 +2 +4 +1,500
- *18/91-99 +2 +5 +2,000
- *18/100 +3 +6 +3,000
-
- *Bonuses available to figher classes only
- (Fighter, Paladin, Knight, Ranger).
-
-
- **DEXTERITY TABLE:** **CONSTITUTION TABLE: ABILITY**
- ABILITY ADJUSTMENTS
- Reaction/
- Ability Missile AC Ability Hit Point Resurrection
- Score Bonus Bonus Score Adj. Survival(%)
- ------------------------- --------------------------------
- 3 -3 +4 3 -2 40
- 4 -2 +3 4 -1 45
- 5 -1 +2 5 -1 50
- 6 0 +1 6 -1 55
- 7 0 0 7 0 60
- 8 0 0 8 0 67
- 9 0 0 9 0 70
- 10 0 0 10 0 76
- 12 0 0 11 0 80
- 13 0 0 12 0 85
- 14 0 0 13 0 90
- 15 0 -1 14 0 92
- 16 +1 -2 15 +1 94
- 17 +2 -3 16 +2 96
- 18 +3 -4 17 +2(+3)* 98
- 18 +2(+4)* 100
-
- *Bonus applies only to fighters; all
- other classes may be given a max HP
- bonus adj. from constitution +2.
-
-
-
- **BONUS ATTACKS FOR HIGH LEVEL FIGHTERS**
-
- Class Level Attack/Round
- -------------------------------------
- Fighter 1-6 1/1
- Kinght 1-6 1/1
- Paladin 1-6 1/1
- Ranger 1-7 1/1
- Fighter 7-12 3/2
- Knight 7-12 3/2
- Paladin 7-12 3/2
- Ranger 8-14 3/2
- Fighter 13+ 2/1
- Knight 13+ 2/1
- Paladin 13+ 2/1
-
-
-
- **RANGE OF ABILITY SCORES BY RACE TABLE**
-
- Ability Score STR* INT WIS DEX CON CHA
- -------------------------------------------------------------------------
- Humans 3-18(00) 3-18 3-18 3-18 3-18 3-18
- [females] 3-18(50) 3-18 3-18 3-18 3-18 3-18
- Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18
- [females] 3-16 10-18 6-18 7-19 6-18 12-18
- Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18
- [females] 3-16 8-18 6-18 7-19 7-18 8-18
- Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12
- [females] 3-17 3-18 3-18 3-17 14-19 3-12
- Mtn. Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16
- [females] 3-17 3-18 3-18 3-17 12-19 3-16
- Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18
- [females] 3-17 4-18 3-18 6-18 6-18 3-18
- Kender [both] 6-16 6-18 3-16 8-19 10-18 6-18
-
-
- **MAXIMUM LEVEL LIMITS BY RACE, CLASS, & PRIME REQUISITE**
- SILV. QUAL. HALF HILL MTN.
- CLASS ABILITY HUMAN ELVES ELVES ELVES DWARVES DWARVES KENDER
- -----------------------------------------------------------------------
- Cleric Any 14 14 14 14 10 10 8
- Fighter str 16- 14 10 14 9 14 14 5
- str 17 14 10 14 9 14 14 -
- str 18+ 14 10 14 9 14 14 -
- Ranger str 16- 14 14 14 11 8 no 5
- str 17 14 14 14 11 8 no -
- str 18+ 14 14 14 11 8 no -
- Knight Any 14 No No 10 no no no
- Paladin Any 14 12 No No no 8 no
- Mage Int 16- 14 14 14 10 no no no
- Int 17 14 14 14 10 no no no
- Int 18+ 14 14 14 10 no no no
- Thief Any 18 No 18 18 20 8 18
-
-
- ********WEAPON TABLE*******
- Name Damage vs. Damage vs. Larger Number Class
- Man Sized Than Man Sized of Hands
- Axe, Battle 1-8 1-8 1 f
- Axe, Hand 1-6 1-4 1 f
- Bow, Long* 1-6 1-6 2 f
- Bow, Short* 1-6 1-6 2 f
- Bow, Comp. Long 1-6 1-6 2 f
- Bow, Comp. Short 1-6 1-6 2 f
- Club 1-6 1-3 1 f,cl,th
- Dagger 1-4 1-3 1 f,mu,th
- Dart 1-3 1-2 1 f,mu,th
- Flail 2-7 2-8 1 f,cl
- Halberd 1-10 2-12 2 f
- Hammer 2-5 1-4 1 f,cl
- Hoopak (melee) 3-8 3-6 2 **
- special
- Hoopak (missle) 2-5 2-7 2 **
- special
- Javelin 1-6 1-6 1 f
- Lght Crssbw 1-4 1-4 2 f
- Mace 2-7 1-6 1 f,cl
- Morning Star 2-8 2-7 1 f
- Pick, Military 2-5 1-4 1 f
- Pick, Awl 1-6 1-12 1 f
- Quarterstaff 1-6 1-6 2 f,cl,mu
- Scimitar 1-8 1-8 1 f,th
- Sling 1-4 1-4 1 f,th
- Sling, Staff 2-8 3-9 2 f,cl
- Spear 1-6 1-8 1 f
- Sword, bastard 2-8 2-16 2 f
- Sword, broad 2-8 2-7 1 f,th
- Sword, long 1-8 1-12 1 f,th
- Sword, short 1-6 1-8 1 f,th
- Sword, 2-handed 1-10 3-18 2 f
- Trident 2-7 3-12 1 f
-
- +Polearm
- *Must have rfeady arrows to fire. Two attacks per round
- #Must have ready quarrels to fire. One attack per round
- **Only Usable by kender characters.
- f=fighter (inclueds knights, ranger, paladin) cl=cleric, th=thief,
- mu=magic-user
-
-
- *****************ARMOR TABLE*************************
-
- ARMOR TYPE WT in SP. AC MAXIMUM MOVEMENT
- None 0 10 -
- Shield 50 ** -
- Leather 150 8 12 squares
- Ring 250 7 9 squares
- Scale 400 6 6
- Chain 300 5 9
- Banded 350 4 9
- Plate 450 3 6
-
-
-