Frequently you will have to do combat with enemies of various types. Sometimes you will have allies to aid you in your fight.
Sometimes you will be able to avoid battle if you wish to do so. In these cases, you will be asked if you wish to engage in battle. If you do, every PC in your party will move and attack before any of the enemies. Of course, from time to time, you will be surprised, and the entire enemy force will move before any member of your party.
Combat Map
Combat takes place on a tactical scale that allows you to control each PC individually. The combat screen is similar to the adventure screen in that it shows the status of your party members in the upper right of the screen. However, in combat, only one PC or monster may take action at any one time.
The order of combat is determined at the beginning of the battle. When it is a PC's turn, the screen will center on that PC, and display vital information in the combat information block. The combat information block (CIB) is in the lower left of the screen.
Using weapons
Using most weapons in battle is automatic. To attack an enemy, you simply attempt to move onto them. Missile weapons such as bows, throwing stars, darts etc... are different. These weapons require you to target an enemy. To select a target, click the weapon (No. 2 below) on the Combat Control Panel. This will allow you to select targets in the same way as spell casting.
Fumbling your weapon in combat
From time to time your PC may make a poor move which causes them to fumble (drop) their weapon. In this case, you will need to ready a new weapon, or fight with your bare hands. The weapon you fumble will not be available to the PC until the end of combat. At the end of combat, all fumbled weapons will be returned to the party in the treasure collection screen.
The higher the experience level of your PC, the less often they will fumble their weapon. Start juggling those knives for practice.
Note: Several buttons do not appear in the diagram above.
The first is a small button between the 2 and 6. It has a small sword and bow on it. This button will allow a character to toggle between a missile weapon and a melee weapon, provided they have both equipped.
The other two buttons appear near 17 and are labeled: Weapon and Target.
The Weapon button acts the same as the small button described above, but can also be activated by typing W on the keyboard.
The Target button acts the same as No. 2 and can be triggered by typing T on the keyboard.
1) PC or Monster icon. (Click to display information sheet)
2) Weapon wielded. (If your weapon is capable of casting a spell or is a
missile weapon, this button will be raised)
3) Current Stamina.
4) Movement Points Remaining.
5) Spell Points Remaining.
6) Attack Type. (Click to display a monsters attacks and damage).
7) Weapons Charge (If Applicable)
8) Condition of PC or Monster.
9) PC or Monster's Armor Category
10) Click to show conditions affecting current PC.
íÌ¥ Indicates permanent condition.
íÙÊ Indicates temporary condition.
11) Click to show items possessed by PC or Monster.
Note: No. 11 above displays a popup menu. You may wear or remove items by selecting them in the popup menu, thus avoiding having to go to the items screen. This holds true whenever you see a popup menu of items possessed by a PC. You may also hold the command key (íÌÚ) as well to display the items possessed by all the PCs in your party. You may not wear or remove items if all the PCs are displayed however.
Combat Control Panel (CCP)
During combat, the CCP will be displayed in the lower right hand of the screen. The CCP will allow the PC to do various things during combat.
12) The AUTO button turns control of the PC over to the computer FOR THAT ROUND ONLY. PCs on AUTO will not cast spells, but will use missile and melee weapons as is appropriate for attack. (NOTE: PCs under auto control tend to be pretty dumb when it comes to strategy.)
13) The ITEMS button will bring up the items screen. You may ready or remove items, or USE some items such as wands or other magic items. You may also equip or remove items from within the popup menu that appears when you select the ITEMS button.
14) The SPELL button will allow the PC to cast a spell.
15) The SCROLL button will allow the PC to use a scroll from their scroll case.
16) The number of enemies left to defeat.
17) The Turn button allows clerics and paladins to attempt to turn undead. This button will only appear if the active PC has the ability to turn undead.
18) The icon of the PC or Monster that is being acted upon is displayed here.
By clicking Next or Previous (or 'N' or 'P' on the keyboard), you may scan forward or back through the order of combat. The CIB of that individual will be displayed.
The Center button (or 'C' on the keyboard) will center the combat map on the current PC.
The Finish button (or 'F' on the keyboard) will end a PC's turn for that combat round. (NOTE: The PC will not guard against attacks.)
The Guard button (or 'G' on the keyboard) will end a PC's turn for that combat round and cause him to guard against attacks. The first hostile that approaches the guarding PC will be first attacked by that PC before they can attack the PC.
The Delay button (or 'D' on the keyboard) will delay that PC's turn to the end of the combat order. That PC will remain in his new position in the combat order for following rounds.
The Move button (or 'M' on the keyboard - this used to be the SHIFT command with the 'S' key) centers the map on the cursor. This is a convenient way of looking around the combat map.
The Bandage button (or 'B' on the keyboard) will allow the current PC to bandage another PC. This will stop the wounded PC from bleeding to death. It takes a FULL round to bandage a PC. You cannot be involved in ANY combat prior to bandaging a PC that round.
The Reveal Friends button (or 'R' on the keyboard) will reveal who is hostile and who is friendly towards the party.
The Escape button (or 'E' on the keyboard) will allow your PC to break away from combat. Your PC must be at least 10 paces away from the nearest enemy and cannot be affected by Slow, Tangle, Confusion or Helpless. PCs that escape from combat will not be awarded any experience at the end of combat. (Gutless cowards!)
The Undo button (or 'U' on the keyboard) will allow you to revert your PC's position to the beginning of that combat round. Your PC must not have been involved in any combat attacks, either offensive or defensive. For example, if your PC moves away from an enemy who then takes a swing at your PC's back, that PC cannot UNDO their movements.
Attack Forms
There are three forms of attack: Melee Combat, Missile Fire, and Spell Casting.
Melee Combat: consists of using physical attacks such as biting and clawing, or weapons such as swords and maces, at close quarters with an enemy. To use a melee weapon in combat, you must be adjacent to the enemy you wish to attack. To attack, simply attempt to move onto the foe you wish to attack. The result of your attack will flash in the lower right of the screen.
Missile Fire: consists of attacks using bows, slings, darts and hurled objects such as rocks and boulders. Targeting is handled exactly the same as spell casting, which is described in detail below. Some missile weapons require a certain distance to use. Items such as bows and throwing stars can only be used when there are no enemies adjacent to the user.
Spell casting: Spell casting consists of three phases. A PC selects a spell to cast, selects targets, then actually casts the spell. Only PCs capable of casting magic and who have not taken damage in the current combat round, can cast spells. In addition, some spells cast on the PC may prevent them from casting spells. Example - A PC suffering from the effects of a dumb struck spell or sleep spell is not capable of casting, even though they may not have taken damage in the current round. To cast a spell, click on the spell cast button. This will display the spell cast window. After you have selected a spell to cast you must target the recipient. The only exception to this is if the spell automatically affects specific targets. During target selection, the targeting control panel will be displayed instead of the combat control panel.
To move the screen around so you may see enemies that are far away simply click the mouse button to center the screen on the cursor. You may move around the screen very quickly using this method.
" T "arget - Hitting the " T " key selects targets for spells or missile weapons. If the cursor is over a current target this will remove the target.
Abort - will cause the spell to be canceled.
Space - will cause the spell to be cast. If you wish to cast the spell before targeting the maximum number allowed, this will cause the spell to be launched immediately.
Next - Prev - Center - work in an identical fashion as in the combat control panel described above.
Clicking on any PC or Monster while holding the command key down will display their combat information block.
Turning Undead/Demons/Devils
In addition to melee, missile and spell combat, there is a special event that can be performed by Clerics and Paladins. (Paladins do not gain this ability until the 4th level of experience). It is known as TURNING. If there are undead, demons or devils involved in combat, Clerics and Paladins can attempt to turn them. If they succeed in TURNING such a creature, it will join the Cleric's or Paladin's side in combat. Each Cleric or Paladin can attempt TURNING only once per combat.
If the current PC is capable of TURNING, a button will appear in the combat control panel (pictured as No. 17 in the CCP above). By clicking on this button, the Cleric or Paladin will attempt TURNING. There are three possible results:
1) the Undead/Demon/Devil will be unaffected
2) the Undead/Demon/Devil will be destroyed
3) the Undead/Demon/Devil will be TURNED, and will fight on the side of the Cleric or Paladin. Successful turning is based on a comparison of the PC's level VS. the level of the Undead/Demon/Devil. See the chart "Turning Probability for Clerics and Paladins" in the chapter "Appendix of Tables" for a more detailed description of the chance for success.
Running Away
If a PC wishes to flee from battle, they may do so by reaching the edge of the combat map. Any PC that flees from battle, or is unconscious or killed at the conclusion of battle, will receive NO experience for that battle. If an enemy flees from battle, the party WILL receive full experience for that enemy as if they had defeated it in battle.
If all PCs become unconscious or are killed in battle, you have failed and the adventure will end. Sometimes the edge of the battle map cannot be reached due to mountains or walls. In this case, you will not be able to flee from battle in that direction.
Attacking a friendly PC or monster
To attack a friendly PC or monster move into them as in a normal attack. You will be asked if you wish to attack your friend or not.
Experiance Gained By Defeating Enemies
To determin the experience value of an enemy you kill, destroy, slaughter or blow to pieces in general:
Value of monster = Base Value + (Per Stamina x Actual Stamina Of Enemy) + (Exceptional Bonuses)
Special Attacks: Drain experience, Paralyze, Poison, Heat Damage, Cold Damage, Electric Damage, Chemical Damage, Mental Damage, Curse, Cause Fear, Entangle, Confuse, Drain Spell Points or Charm.
Any Perminent Condition (1/2 Exceptional Bonus Each): Regeneration, Protection From 1st Level Spells, Bless etc....
Capable Of Using Missile Weapons + 100 Exp
Magic Resistance Greater Than 15% + Exceptional
Magic Resistance Greater Than 35% + 2 x Exceptional
Capable Of Casting Magic + 500 Exp
Armor Catagory Less Than 0 + 500 Exp
More Than 3 Attacks/Round + 500 Exp
Magical Weapon To Hit + 500 x Needed Plus
Bonus To Hit Enemy/Damage + 350 x Bonus
A couple of examples:
A 6th level master thief with 46 stamina, 5% magic resistance, armed with throwing daggers and has a 0 plus to hit/damage:
Base for 6th level monster = 150
Base per stamina = 21 Therefore 21 x 46 = 966
Capable of missle Weapons = + 100
Total Exp = 150 + 966 + 100 = 1216 exp
A 9th level demon with 74 stamina, 20% magic resistance, regenerates 3 stamina/round, pPerminantly protected against 1st level spells, mental attacks and absorbs energy, can cast magic and has 4 attacks/round, requires +2 weapon or better to hit and has a +4 to hit and to damage on attacks: (Tough guy!)
Base for 9th level monster = 600
Base per stamina = 30 Therefore 30 x 74 = 2220
Capable of casting magic + 500 exp
Perminent conditions = 0.5 x exceptional x 3 conditions = 1500