ADV.JOURNAL
FILE INFORMATION
FILENAME(S): ADV.JOURNAL
FILE TYPE(S): SEQ
FILE SIZE: 50.4K
FIRST SEEN: 2025-11-30 17:14:45
APPEARS ON: 1 disk(s)
FILE HASH
a54e382e19e340e35d6f920117becf5db93e42a69715266971e41544c27735a1
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| PRGMS | ADV.JOURNAL | SEQ | Jonathan | 11 | 10 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
00000000: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 20 20 20 20 20 20 |.......... | 00000010: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000020: C7 41 54 45 57 41 59 20 54 4F 20 54 48 45 20 D3 |.ATEWAY TO THE .| 00000030: 41 56 41 47 45 20 C6 52 4F 4E 54 49 45 52 0D 20 |AVAGE .RONTIER. | 00000040: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000050: 20 20 20 20 20 20 20 C1 44 56 45 4E 54 55 52 45 | .DVENTURE| 00000060: 52 27 53 20 CA 4F 55 52 4E 41 4C 20 D0 41 52 54 |R'S .OURNAL .ART| 00000070: 20 C9 3A 0D 20 20 20 20 20 20 20 20 20 20 20 20 | .:. | 00000080: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000090: D4 48 45 20 D0 4C 41 59 45 52 53 20 CD 41 4E 55 |.HE .LAYERS .ANU| 000000A0: 41 4C 0D 0D 0D 0D 20 20 20 20 20 20 20 20 20 20 |AL.... | 000000B0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 000000C0: 20 20 20 20 20 20 C4 4F 43 20 CE 4F 54 45 53 3A | .OC .OTES:| 000000D0: 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |.. | 000000E0: D0 41 52 54 53 20 4F 46 20 54 48 45 20 4D 41 4E |.ARTS OF THE MAN| 000000F0: 55 41 4C 20 57 49 4C 4C 20 52 45 46 45 52 20 54 |UAL WILL REFER T| 00000100: 4F 20 43 45 52 54 41 49 4E 20 54 41 42 4C 45 53 |O CERTAIN TABLES| 00000110: 2E 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |.. | 00000120: D4 48 45 20 54 41 42 4C 45 53 20 41 52 45 20 56 |.HE TABLES ARE V| 00000130: 49 45 57 41 42 4C 45 20 41 4E 44 20 50 52 49 4E |IEWABLE AND PRIN| 00000140: 54 41 42 4C 45 20 53 45 50 45 52 41 54 45 4C 59 |TABLE SEPERATELY| 00000150: 2E 0D 20 20 20 20 20 20 20 20 20 20 0D 20 20 20 |.. . | 00000160: 20 20 20 20 20 20 20 20 20 20 20 0D 20 20 20 20 | . | 00000170: 20 20 20 20 20 20 20 20 20 20 0D 20 20 20 20 20 | . | 00000180: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000190: 20 20 20 20 20 20 20 20 20 20 20 C9 CE D4 D2 CF | .....| 000001A0: C4 D5 C3 D4 C9 CF CE 0D 0D 20 20 2D 3D 2D 3D 2D |......... -=-=-| 000001B0: 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D |=-=-=-=-=-=-=-=-| 000001C0: 3D 2D 3D 2D D4 48 45 20 C6 49 52 53 54 20 CE 49 |=-=-.HE .IRST .I| 000001D0: 47 48 54 20 49 4E 20 D9 41 52 54 41 52 2D 3D 2D |GHT IN .ARTAR-=-| 000001E0: 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D 3D 2D |=-=-=-=-=-=-=-=-| 000001F0: 3D 2D 3D 2D 3D 2D 0D 0D 20 20 22 D7 45 20 48 41 |=-=-=-.. ".E HA| 00000200: 44 20 54 48 4F 55 47 48 54 20 54 48 49 53 20 57 |D THOUGHT THIS W| 00000210: 41 53 20 47 4F 49 4E 47 20 54 4F 20 42 45 20 41 |AS GOING TO BE A| 00000220: 20 52 4F 55 54 49 4E 45 20 4D 49 53 53 49 4F 4E | ROUTINE MISSION| 00000230: 2C 20 47 55 41 52 44 49 4E 47 20 41 20 43 41 52 |, GUARDING A CAR| 00000240: 41 56 41 4E 0D 20 20 4F 46 20 CD 49 54 48 52 49 |AVAN. OF .ITHRI| 00000250: 4C 20 54 52 41 56 45 4C 4C 49 4E 47 20 46 52 4F |L TRAVELLING FRO| 00000260: 4D 20 C3 49 54 41 44 45 4C 20 C1 42 44 41 52 20 |M .ITADEL .BDAR | 00000270: 49 4E 20 54 48 45 20 46 41 52 20 4E 4F 52 54 48 |IN THE FAR NORTH| 00000280: 2E 20 20 C2 55 54 20 4E 4F 20 53 4F 4F 4E 45 52 |. .UT NO SOONER| 00000290: 0D 20 20 44 49 44 20 57 45 20 53 49 47 4E 20 4F |. DID WE SIGN O| 000002A0: 4E 20 54 4F 20 50 52 4F 56 49 44 45 20 50 52 4F |N TO PROVIDE PRO| 000002B0: 54 45 43 54 49 4F 4E 20 54 48 41 4E 20 54 48 45 |TECTION THAN THE| 000002C0: 20 44 57 41 52 56 45 53 27 20 CB 49 4E 47 20 C8 | DWARVES' .ING .| 000002D0: 41 52 42 4F 52 4F 4D 4D 0D 20 20 48 49 4D 53 45 |ARBOROMM. HIMSE| 000002E0: 4C 46 20 43 41 4C 4C 45 44 20 55 53 20 54 4F 20 |LF CALLED US TO | 000002F0: 54 48 45 20 54 4F 50 20 4F 46 20 54 48 45 20 54 |THE TOP OF THE T| 00000300: 41 4C 4C 45 53 54 20 54 4F 57 45 52 20 49 4E 20 |ALLEST TOWER IN | 00000310: 54 48 45 20 46 4F 52 54 52 45 53 53 2E 0D 0D 20 |THE FORTRESS... | 00000320: 20 22 CE 4F 57 2C 20 C8 41 52 42 52 4F 4D 4D 2C | ".OW, .ARBROMM,| 00000330: 20 48 45 20 54 41 4C 4B 53 20 54 48 52 4F 55 47 | HE TALKS THROUG| 00000340: 48 20 48 49 53 20 47 52 45 41 54 20 57 49 53 4B |H HIS GREAT WISK| 00000350: 45 52 53 20 41 4E 44 20 49 54 20 53 4F 55 4E 44 |ERS AND IT SOUND| 00000360: 53 20 4C 49 4B 45 20 41 20 0D 20 20 42 45 4C 4C |S LIKE A . BELL| 00000370: 4F 57 53 20 42 4C 4F 57 49 4E 47 2C 20 42 55 54 |OWS BLOWING, BUT| 00000380: 20 54 48 49 53 20 50 41 52 54 49 43 55 4C 41 52 | THIS PARTICULAR| 00000390: 20 4D 4F 52 4E 49 4E 47 20 48 45 20 44 49 44 4E | MORNING HE DIDN| 000003A0: 27 54 20 48 41 56 45 20 54 4F 20 53 41 59 20 4D |'T HAVE TO SAY M| 000003B0: 55 43 48 20 54 4F 0D 20 20 47 45 54 20 4F 55 52 |UCH TO. GET OUR| 000003C0: 20 41 54 54 45 4E 54 49 4F 4E 2E 0D 0D 20 20 22 | ATTENTION... "| 000003D0: C8 45 20 50 4F 49 4E 54 45 44 20 54 4F 20 54 48 |.E POINTED TO TH| 000003E0: 45 20 4E 4F 52 54 48 45 41 53 54 2C 20 41 4E 44 |E NORTHEAST, AND| 000003F0: 20 57 45 20 4C 4F 4F 4B 45 44 20 54 4F 57 41 52 | WE LOOKED TOWAR| 00000400: 44 53 20 41 20 42 52 4F 57 4E 20 43 4C 4F 55 44 |DS A BROWN CLOUD| 00000410: 20 46 4C 4F 41 54 49 4E 47 0D 20 20 41 42 4F 56 | FLOATING. ABOV| 00000420: 45 20 4F 4E 45 20 4F 46 20 54 48 45 20 4D 4F 55 |E ONE OF THE MOU| 00000430: 4E 54 41 49 4E 20 56 41 4C 4C 45 59 53 2E 20 27 |NTAIN VALLEYS. '| 00000440: C4 4F 20 59 4F 55 20 53 45 45 20 54 48 41 54 3F |.O YOU SEE THAT?| 00000450: 20 C9 54 20 49 53 20 44 55 53 54 2C 27 20 48 45 | .T IS DUST,' HE| 00000460: 20 53 41 49 44 2C 0D 20 20 48 49 53 20 56 4F 49 | SAID,. HIS VOI| 00000470: 43 45 20 52 49 53 49 4E 47 2E 20 20 22 C9 54 20 |CE RISING. ".T | 00000480: 49 53 20 54 48 45 20 44 55 53 54 20 4F 46 20 54 |IS THE DUST OF T| 00000490: 45 4E 53 20 4F 46 20 54 48 4F 55 53 41 4E 44 53 |ENS OF THOUSANDS| 000004A0: 20 4F 46 20 C9 43 45 20 CD 4F 55 4E 54 41 49 4E | OF .CE .OUNTAIN| 000004B0: 20 CF 52 43 53 0D 20 20 41 53 20 54 48 45 59 20 | .RCS. AS THEY | 000004C0: 4D 41 52 43 48 20 46 52 4F 4D 20 54 48 45 49 52 |MARCH FROM THEIR| 000004D0: 20 43 41 56 45 53 20 54 4F 20 54 48 45 20 43 49 | CAVES TO THE CI| 000004E0: 54 49 45 53 20 4F 46 20 54 48 45 20 D3 4F 55 54 |TIES OF THE .OUT| 000004F0: 48 27 0D 0D 20 20 22 C2 55 54 20 54 48 41 54 20 |H'.. ".UT THAT | 00000500: 41 4C 57 41 59 53 20 48 41 50 50 45 4E 53 20 54 |ALWAYS HAPPENS T| 00000510: 48 49 53 20 54 49 4D 45 20 4F 46 20 59 45 41 52 |HIS TIME OF YEAR| 00000520: 2C 27 20 53 4F 4D 45 4F 4E 45 20 52 45 50 4C 49 |,' SOMEONE REPLI| 00000530: 45 44 2E 20 27 CF 52 43 20 52 41 49 44 49 4E 47 |ED. '.RC RAIDING| 00000540: 0D 20 20 50 41 52 54 49 45 53 20 41 52 45 20 41 |. PARTIES ARE A| 00000550: 4C 57 41 59 53 20 41 54 54 41 43 4B 49 4E 47 20 |LWAYS ATTACKING | 00000560: D3 55 4E 44 42 41 52 20 4F 52 20 41 4D 42 55 53 |.UNDBAR OR AMBUS| 00000570: 48 49 4E 47 20 43 41 52 41 56 41 4E 53 20 46 52 |HING CARAVANS FR| 00000580: 4F 4D 20 D3 49 4C 56 45 52 59 20 0D 20 20 CD 4F |OM .ILVERY . .O| 00000590: 4F 4E 2E 27 0D 20 0D 20 20 22 D4 48 45 20 4F 4C |ON.'. . ".HE OL| 000005A0: 44 20 44 57 41 52 46 20 4E 4F 44 44 45 44 2E 20 |D DWARF NODDED. | 000005B0: 27 C1 59 45 2C 20 54 48 41 54 27 53 20 54 52 55 |'.YE, THAT'S TRU| 000005C0: 45 2E 20 20 C2 55 54 20 54 55 52 4E 20 59 4F 55 |E. .UT TURN YOU| 000005D0: 52 20 45 59 45 53 20 54 4F 20 54 48 41 54 20 44 |R EYES TO THAT D| 000005E0: 41 52 4B 0D 20 20 43 4C 4F 55 44 20 4F 4E 43 45 |ARK. CLOUD ONCE| 000005F0: 20 4D 4F 52 45 2E 20 20 C9 53 20 54 48 41 54 20 | MORE. .S THAT | 00000600: 54 48 45 20 44 55 53 54 20 4F 46 20 41 20 54 48 |THE DUST OF A TH| 00000610: 4F 55 53 41 4E 44 20 52 41 49 44 45 52 53 3F 20 |OUSAND RAIDERS? | 00000620: 20 C9 20 54 48 49 4E 4B 20 4E 4F 54 2E 20 D4 57 | . THINK NOT. .W| 00000630: 4F 0D 20 20 54 48 4F 55 53 41 4E 44 3F 20 20 C2 |O. THOUSAND? .| 00000640: 59 20 4E 4F 20 4D 45 41 4E 53 2E 20 20 C9 46 20 |Y NO MEANS. .F | 00000650: 57 45 20 41 52 45 20 4C 55 43 4B 59 2C 20 50 45 |WE ARE LUCKY, PE| 00000660: 52 48 41 50 53 20 4F 4E 4C 59 20 20 54 57 4F 20 |RHAPS ONLY TWO | 00000670: 54 48 4F 55 53 41 4E 44 20 54 49 4D 45 53 20 0D |THOUSAND TIMES .| 00000680: 20 20 54 45 4E 2E 27 0D 0D 20 20 22 C7 55 41 52 | TEN.'.. ".UAR| 00000690: 44 20 57 45 4C 4C 20 54 48 49 53 20 43 41 52 41 |D WELL THIS CARA| 000006A0: 56 41 4E 2C 20 41 44 56 45 4E 54 55 52 45 52 53 |VAN, ADVENTURERS| 000006B0: 2C 27 20 48 45 20 54 4F 4C 44 20 55 53 2E 20 27 |,' HE TOLD US. '| 000006C0: C5 56 49 4C 20 49 53 20 41 47 41 49 4E 20 41 57 |.VIL IS AGAIN AW| 000006D0: 41 4B 45 4E 45 44 0D 20 20 49 4E 20 54 48 45 20 |AKENED. IN THE | 000006E0: D2 45 41 4C 4D 53 2C 20 41 4E 44 20 49 54 53 20 |.EALMS, AND ITS | 000006F0: 45 59 45 53 20 41 4E 44 20 48 41 4E 44 53 20 2D |EYES AND HANDS -| 00000700: 20 41 4E 44 20 44 41 47 47 45 52 53 20 2D 20 57 | AND DAGGERS - W| 00000710: 49 4C 4C 20 42 45 20 41 4C 4C 20 41 52 4F 55 4E |ILL BE ALL AROUN| 00000720: 44 20 59 4F 55 2E 0D 0D 20 20 22 D7 45 4C 4C 2C |D YOU... ".ELL,| 00000730: 20 41 46 54 45 52 20 54 48 41 54 20 53 50 45 45 | AFTER THAT SPEE| 00000740: 43 48 20 59 4F 55 20 43 41 4E 20 49 4D 41 47 49 |CH YOU CAN IMAGI| 00000750: 4E 45 20 48 4F 57 20 57 4F 52 52 49 45 44 20 57 |NE HOW WORRIED W| 00000760: 45 20 41 4C 4C 20 57 45 52 45 2E 20 20 C5 56 45 |E ALL WERE. .VE| 00000770: 52 59 20 53 54 45 50 0D 20 20 4F 46 20 54 48 45 |RY STEP. OF THE| 00000780: 20 57 41 59 20 57 45 20 53 43 41 4E 4E 45 44 20 | WAY WE SCANNED | 00000790: 54 48 45 20 48 4F 52 49 5A 4F 4E 2C 20 4C 4F 4F |THE HORIZON, LOO| 000007A0: 4B 49 4E 47 20 46 4F 52 20 54 48 4F 53 45 20 44 |KING FOR THOSE D| 000007B0: 41 52 4B 20 42 52 4F 57 4E 20 43 4C 4F 55 44 53 |ARK BROWN CLOUDS| 000007C0: 2E 20 20 D7 45 0D 20 20 44 49 44 4E 27 54 20 53 |. .E. DIDN'T S| 000007D0: 45 45 20 41 4E 59 2C 20 42 55 54 20 57 45 20 53 |EE ANY, BUT WE S| 000007E0: 55 52 45 20 48 45 41 52 44 20 41 20 4C 4F 54 20 |URE HEARD A LOT | 000007F0: 4F 46 20 53 54 4F 52 49 45 53 2E 20 20 D3 45 45 |OF STORIES. .EE| 00000800: 4D 53 20 4C 49 4B 45 20 45 56 45 52 59 4F 4E 45 |MS LIKE EVERYONE| 00000810: 20 49 4E 0D 20 20 54 48 45 20 4E 4F 52 54 48 45 | IN. THE NORTHE| 00000820: 52 4E 20 D2 45 41 4C 4D 53 20 4B 4E 4F 57 53 20 |RN .EALMS KNOWS | 00000830: 53 4F 4D 45 4F 4E 45 20 57 48 4F 27 53 20 53 45 |SOMEONE WHO'S SE| 00000840: 45 4E 20 41 54 20 4C 45 41 53 54 20 41 20 44 4F |EN AT LEAST A DO| 00000850: 5A 45 4E 20 54 52 4F 4C 4C 53 20 4F 52 20 41 20 |ZEN TROLLS OR A | 00000860: 0D 20 20 48 55 4E 44 52 45 44 20 4F 52 43 53 20 |. HUNDRED ORCS | 00000870: 53 4B 55 4C 4B 49 4E 47 20 41 43 52 4F 53 53 20 |SKULKING ACROSS | 00000880: 54 48 45 49 52 20 46 49 45 4C 44 53 2E 22 20 0D |THEIR FIELDS." .| 00000890: 20 20 0D 20 20 C1 20 42 55 52 4C 59 20 46 49 47 | . . BURLY FIG| 000008A0: 48 54 45 52 20 42 59 20 54 48 45 20 42 41 52 20 |HTER BY THE BAR | 000008B0: 43 41 4C 4C 45 44 20 4F 55 54 2C 20 22 D3 4F 20 |CALLED OUT, ".O | 000008C0: 59 4F 55 20 43 41 4D 45 20 41 4C 4C 20 54 48 49 |YOU CAME ALL THI| 000008D0: 53 20 57 41 59 20 57 49 54 48 20 53 55 43 48 20 |S WAY WITH SUCH | 000008E0: 41 0D 20 20 46 49 4E 45 20 4C 4F 4F 4B 49 4E 47 |A. FINE LOOKING| 000008F0: 20 53 57 4F 52 44 20 41 4E 44 20 4E 45 56 45 52 | SWORD AND NEVER| 00000900: 20 48 41 44 20 41 20 43 48 41 4E 43 45 20 54 4F | HAD A CHANCE TO| 00000910: 20 51 55 45 4E 43 48 20 49 54 20 57 49 54 48 20 | QUENCH IT WITH | 00000920: 4F 52 43 48 49 53 48 20 42 4C 4F 4F 44 3F 22 0D |ORCHISH BLOOD?".| 00000930: 20 20 C8 49 53 20 56 4F 49 43 45 20 44 52 49 50 | .IS VOICE DRIP| 00000940: 50 49 4E 47 20 57 49 54 48 20 53 41 52 43 41 53 |PING WITH SARCAS| 00000950: 4D 2C 20 48 45 20 4D 49 4D 49 43 4B 45 44 20 41 |M, HE MIMICKED A| 00000960: 20 44 41 4E 43 45 52 20 54 49 50 54 4F 45 49 4E | DANCER TIPTOEIN| 00000970: 47 20 41 43 52 4F 53 53 20 41 20 0D 20 20 53 54 |G ACROSS A . ST| 00000980: 41 47 45 2E 20 20 22 D0 45 52 48 41 50 53 20 59 |AGE. ".ERHAPS Y| 00000990: 4F 55 20 44 49 44 4E 27 54 20 57 41 4E 54 20 41 |OU DIDN'T WANT A| 000009A0: 20 46 49 47 48 54 2E 20 20 20 D0 45 52 48 41 50 | FIGHT. .ERHAP| 000009B0: 53 20 49 54 27 53 20 4A 55 53 54 20 41 20 43 48 |S IT'S JUST A CH| 000009C0: 49 4C 44 27 53 20 54 4F 59 0D 20 20 57 49 54 48 |ILD'S TOY. WITH| 000009D0: 20 41 20 46 49 4E 45 20 47 4F 4C 44 45 4E 20 48 | A FINE GOLDEN H| 000009E0: 41 4E 44 4C 45 20 41 54 54 41 43 48 45 44 20 54 |ANDLE ATTACHED T| 000009F0: 4F 20 49 54 20 46 4F 52 20 53 48 4F 57 21 22 0D |O IT FOR SHOW!".| 00000A00: 0D 20 20 C2 45 46 4F 52 45 20 48 49 53 20 57 4F |. .EFORE HIS WO| 00000A10: 52 44 53 20 48 41 44 20 45 56 45 4E 20 43 52 4F |RDS HAD EVEN CRO| 00000A20: 53 53 45 44 20 54 48 45 20 52 4F 4F 4D 20 54 48 |SSED THE ROOM TH| 00000A30: 45 20 53 57 4F 52 44 20 49 4E 20 51 55 45 53 54 |E SWORD IN QUEST| 00000A40: 49 4F 4E 20 57 41 53 20 44 52 41 57 4E 2C 0D 20 |ION WAS DRAWN,. | 00000A50: 20 49 54 53 20 47 4C 45 41 4D 49 4E 47 20 42 4C | ITS GLEAMING BL| 00000A60: 41 44 45 20 46 4C 41 53 48 49 4E 47 20 45 56 45 |ADE FLASHING EVE| 00000A70: 4E 20 49 4E 20 54 48 45 20 44 49 4D 20 4C 49 47 |N IN THE DIM LIG| 00000A80: 48 54 20 4F 46 20 54 48 45 20 54 41 56 45 52 4E |HT OF THE TAVERN| 00000A90: 2E 20 20 D4 48 45 20 52 4F 4F 4D 0D 20 20 57 45 |. .HE ROOM. WE| 00000AA0: 4E 54 20 53 49 4C 45 4E 54 20 41 53 20 54 48 45 |NT SILENT AS THE| 00000AB0: 59 20 57 41 49 54 45 44 20 54 4F 20 53 45 45 20 |Y WAITED TO SEE | 00000AC0: 49 46 20 57 45 27 44 20 41 54 54 41 43 4B 20 54 |IF WE'D ATTACK T| 00000AD0: 48 45 20 42 4C 55 53 54 45 52 49 4E 47 20 46 4F |HE BLUSTERING FO| 00000AE0: 4F 4C 2E 20 C1 46 54 45 52 0D 20 20 41 20 4D 4F |OL. .FTER. A MO| 00000AF0: 4D 45 4E 54 20 4F 46 20 48 45 53 49 54 41 54 49 |MENT OF HESITATI| 00000B00: 4F 4E 20 54 48 45 20 53 57 4F 52 44 20 57 41 53 |ON THE SWORD WAS| 00000B10: 20 53 48 45 41 54 48 45 44 20 41 47 41 49 4E 2E | SHEATHED AGAIN.| 00000B20: 20 20 22 D4 48 49 53 20 53 57 4F 52 44 20 49 53 | ".HIS SWORD IS| 00000B30: 20 53 41 56 45 44 0D 20 20 46 4F 52 20 4F 52 43 | SAVED. FOR ORC| 00000B40: 49 53 48 20 42 4C 4F 4F 44 2C 22 20 57 45 20 43 |ISH BLOOD," WE C| 00000B50: 41 4C 4C 45 44 20 42 41 43 4B 20 54 4F 20 54 48 |ALLED BACK TO TH| 00000B60: 45 20 44 52 55 4E 4B 45 4E 20 46 49 47 48 54 45 |E DRUNKEN FIGHTE| 00000B70: 52 2E 20 20 22 D7 45 20 44 4F 20 4E 4F 54 20 43 |R. ".E DO NOT C| 00000B80: 41 52 45 20 54 4F 20 0D 20 20 53 4F 49 4C 20 49 |ARE TO . SOIL I| 00000B90: 54 20 57 49 54 48 20 59 4F 55 52 53 2E 22 0D 0D |T WITH YOURS."..| 00000BA0: 20 20 22 D4 48 45 20 4D 41 4E 20 4C 4F 4F 4B 45 | ".HE MAN LOOKE| 00000BB0: 44 20 41 54 20 55 53 2C 20 54 48 4F 55 47 48 54 |D AT US, THOUGHT| 00000BC0: 20 46 4F 52 20 41 20 4D 4F 4D 45 4E 54 2C 20 52 | FOR A MOMENT, R| 00000BD0: 45 41 4C 49 5A 45 44 20 54 48 41 54 20 48 45 20 |EALIZED THAT HE | 00000BE0: 48 41 44 20 42 45 45 4E 0D 20 20 49 4E 53 55 4C |HAD BEEN. INSUL| 00000BF0: 54 45 44 20 41 4E 44 20 53 54 41 52 54 45 44 20 |TED AND STARTED | 00000C00: 43 52 4F 53 53 49 4E 47 20 54 48 45 20 52 4F 4F |CROSSING THE ROO| 00000C10: 4D 2E 20 20 C8 45 53 49 54 41 54 49 4E 47 2C 20 |M. .ESITATING, | 00000C20: 48 45 20 4C 4F 4F 4B 45 44 20 41 52 4F 55 4E 44 |HE LOOKED AROUND| 00000C30: 2E 20 20 D4 4F 0D 20 20 48 49 53 20 53 55 52 50 |. .O. HIS SURP| 00000C40: 52 49 53 45 2C 20 4E 4F 4E 45 20 4F 46 20 48 49 |RISE, NONE OF HI| 00000C50: 53 20 43 4F 4D 50 41 4E 49 4F 4E 53 20 57 45 52 |S COMPANIONS WER| 00000C60: 45 20 43 52 4F 53 53 49 4E 47 20 57 49 54 48 20 |E CROSSING WITH | 00000C70: 48 49 4D 2E 20 20 C8 45 20 53 54 41 52 54 45 44 |HIM. .E STARTED| 00000C80: 20 54 4F 0D 20 20 41 44 4D 4F 4E 49 53 48 20 54 | TO. ADMONISH T| 00000C90: 48 45 4D 2C 20 43 41 4C 4C 20 54 48 45 4D 20 54 |HEM, CALL THEM T| 00000CA0: 4F 20 42 41 54 54 4C 45 2C 20 42 55 54 20 54 48 |O BATTLE, BUT TH| 00000CB0: 45 20 57 4F 52 44 53 20 57 45 52 45 20 53 54 49 |E WORDS WERE STI| 00000CC0: 4C 4C 20 49 4E 20 48 49 53 20 54 48 52 4F 41 54 |LL IN HIS THROAT| 00000CD0: 2E 0D 0D 20 20 C1 20 54 41 4C 4C 2C 20 54 48 49 |... . TALL, THI| 00000CE0: 4E 2C 20 42 4C 41 43 4B 2D 43 41 50 45 44 20 4D |N, BLACK-CAPED M| 00000CF0: 41 4E 20 57 41 53 20 53 49 54 54 49 4E 47 20 49 |AN WAS SITTING I| 00000D00: 4E 20 54 48 45 20 43 4F 52 4E 45 52 2C 20 41 4E |N THE CORNER, AN| 00000D10: 44 20 48 45 20 53 48 4F 4F 4B 20 48 49 53 20 0D |D HE SHOOK HIS .| 00000D20: 20 20 48 45 41 44 20 4F 4E 45 20 54 49 4D 45 2E | HEAD ONE TIME.| 00000D30: 20 20 D4 48 45 20 44 52 55 4E 4B 45 4E 20 46 49 | .HE DRUNKEN FI| 00000D40: 47 48 54 45 52 20 44 52 4F 50 50 45 44 20 48 49 |GHTER DROPPED HI| 00000D50: 53 20 45 59 45 53 20 54 4F 20 54 48 45 20 46 4C |S EYES TO THE FL| 00000D60: 4F 4F 52 2C 20 4D 55 54 54 45 52 45 44 0D 20 20 |OOR, MUTTERED. | 00000D70: 53 4F 4D 45 54 48 49 4E 47 2C 20 54 48 45 4E 20 |SOMETHING, THEN | 00000D80: 54 55 52 4E 45 44 20 41 4E 44 20 4C 45 46 54 20 |TURNED AND LEFT | 00000D90: 54 48 45 20 54 41 56 45 52 4E 2E 20 20 D3 45 56 |THE TAVERN. .EV| 00000DA0: 45 52 41 4C 20 4F 54 48 45 52 53 20 46 4F 4C 4C |ERAL OTHERS FOLL| 00000DB0: 4F 57 45 44 2E 0D 0D 20 20 D4 48 45 52 45 20 57 |OWED... .HERE W| 00000DC0: 41 53 20 41 4E 4F 54 48 45 52 20 4D 4F 4D 45 4E |AS ANOTHER MOMEN| 00000DD0: 54 20 4F 46 20 41 57 4B 57 41 52 44 20 53 49 4C |T OF AWKWARD SIL| 00000DE0: 45 4E 43 45 2E 20 20 D4 48 45 20 4D 41 4E 20 49 |ENCE. .HE MAN I| 00000DF0: 4E 20 54 48 45 20 43 4F 52 4E 45 52 20 4E 4F 44 |N THE CORNER NOD| 00000E00: 44 45 44 2C 0D 20 20 41 4E 44 20 54 48 45 20 57 |DED,. AND THE W| 00000E10: 41 49 54 52 45 53 53 20 41 50 50 45 41 52 45 44 |AITRESS APPEARED| 00000E20: 20 57 49 54 48 20 41 20 48 45 41 50 49 4E 47 20 | WITH A HEAPING | 00000E30: 54 52 41 59 2C 20 43 52 59 49 4E 47 20 22 CD 4F |TRAY, CRYING ".O| 00000E40: 52 45 20 46 4F 52 20 45 56 45 52 59 4F 4E 45 2C |RE FOR EVERYONE,| 00000E50: 0D 20 20 49 54 27 53 20 4F 4E 20 54 48 45 20 48 |. IT'S ON THE H| 00000E60: 4F 55 53 45 21 22 0D 0D 20 20 D7 45 20 41 4C 4C |OUSE!".. .E ALL| 00000E70: 20 53 55 52 47 45 44 20 46 4F 52 57 41 52 44 20 | SURGED FORWARD | 00000E80: 46 4F 52 20 4F 55 52 20 53 48 41 52 45 2C 20 41 |FOR OUR SHARE, A| 00000E90: 4E 44 20 54 48 45 20 52 45 53 54 20 4F 46 20 54 |ND THE REST OF T| 00000EA0: 48 45 20 45 56 45 4E 49 4E 47 20 57 41 53 20 46 |HE EVENING WAS F| 00000EB0: 55 4C 4C 20 4F 46 0D 20 20 47 52 45 41 54 20 46 |ULL OF. 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(..) REPR| 00005480: 45 53 45 4E 54 20 54 48 45 20 41 4D 4F 55 4E 54 |ESENT THE AMOUNT| 00005490: 20 4F 46 20 44 41 4D 41 47 45 20 41 20 43 48 41 | OF DAMAGE A CHA| 000054A0: 52 41 43 54 45 52 20 43 41 4E 20 54 41 4B 45 20 |RACTER CAN TAKE | 000054B0: 42 45 46 4F 52 45 0D 20 20 48 45 20 47 4F 45 53 |BEFORE. HE GOES| 000054C0: 20 55 4E 43 4F 4E 53 43 49 4F 55 53 2E 20 20 D4 | UNCONSCIOUS. .| 000054D0: 4F 20 43 41 4C 43 55 4C 41 54 45 20 41 20 43 48 |O CALCULATE A CH| 000054E0: 41 52 41 43 54 45 52 27 53 20 4D 41 58 49 4D 55 |ARACTER'S MAXIMU| 000054F0: 4D 20 C8 D0 2C 20 54 48 45 20 43 4F 4D 50 55 54 |M .., THE COMPUT| 00005500: 45 52 0D 20 20 52 4F 4C 4C 53 20 54 48 45 20 43 |ER. ROLLS THE C| 00005510: 48 41 52 41 43 54 45 52 27 53 20 48 49 54 20 44 |HARACTER'S HIT D| 00005520: 49 43 45 20 41 4E 44 20 41 44 44 53 20 41 4E 59 |ICE AND ADDS ANY| 00005530: 20 41 44 4A 55 53 54 4D 45 4E 54 53 20 46 4F 52 | ADJUSTMENTS FOR| 00005540: 20 4C 45 56 45 4C 20 4F 52 0D 20 20 43 4F 4E 53 | LEVEL OR. CONS| 00005550: 54 49 54 55 54 49 4F 4E 2E 20 20 C1 20 43 48 41 |TITUTION. . CHA| 00005560: 52 41 43 54 45 52 20 47 41 49 4E 53 20 41 20 C8 |RACTER GAINS A .| 00005570: D0 20 42 4F 4E 55 53 20 54 4F 20 45 41 43 48 20 |. BONUS TO EACH | 00005580: 48 49 54 20 44 49 45 20 49 46 20 48 49 53 0D 20 |HIT DIE IF HIS. | 00005590: 20 43 4F 4E 53 54 49 54 55 54 49 4F 4E 20 49 53 | CONSTITUTION IS| 000055A0: 20 4F 56 45 52 20 31 34 2E 20 20 D7 48 45 4E 20 | OVER 14. .HEN | 000055B0: 41 20 43 48 41 52 41 43 54 45 52 20 54 41 4B 45 |A CHARACTER TAKE| 000055C0: 53 20 45 4E 4F 55 47 48 20 44 41 4D 41 47 45 20 |S ENOUGH DAMAGE | 000055D0: 54 48 41 54 20 48 49 53 20 C8 D0 0D 20 20 52 45 |THAT HIS ... RE| 000055E0: 41 43 48 20 30 2C 20 48 45 20 49 53 20 55 4E 43 |ACH 0, HE IS UNC| 000055F0: 4F 4E 53 43 49 4F 55 53 2E 20 20 C9 46 20 54 48 |ONSCIOUS. .F TH| 00005600: 45 20 43 48 41 52 41 43 54 45 52 27 53 20 C8 D0 |E CHARACTER'S ..| 00005610: 20 44 52 4F 50 20 54 4F 20 41 4E 59 54 48 49 4E | DROP TO ANYTHIN| 00005620: 47 20 46 52 4F 4D 20 2D 31 0D 20 20 54 4F 20 2D |G FROM -1. TO -| 00005630: 39 2C 20 48 45 20 57 49 4C 4C 20 4C 4F 53 45 20 |9, HE WILL LOSE | 00005640: 31 20 C8 D0 20 50 45 52 20 54 55 52 4E 20 46 52 |1 .. PER TURN FR| 00005650: 4F 4D 20 42 4C 45 45 44 49 4E 47 20 55 4E 54 49 |OM BLEEDING UNTI| 00005660: 4C 20 48 45 20 49 53 20 42 41 4E 44 41 47 45 44 |L HE IS BANDAGED| 00005670: 20 4F 52 0D 20 20 44 49 45 53 2E 20 20 C1 20 43 | OR. DIES. . C| 00005680: 48 41 52 41 43 54 45 52 20 49 53 20 44 45 41 44 |HARACTER IS DEAD| 00005690: 20 49 46 20 48 45 20 48 41 53 20 2D 31 30 20 C8 | IF HE HAS -10 .| 000056A0: D0 20 4F 52 20 4C 45 53 53 2E 20 20 D7 48 45 4E |. OR LESS. .HEN| 000056B0: 20 59 4F 55 20 56 49 45 57 20 41 0D 20 20 43 48 | YOU VIEW A. CH| 000056C0: 41 52 41 43 54 45 52 2C 20 48 49 53 20 C8 D0 20 |ARACTER, HIS .. | 000056D0: 4F 4E 20 54 48 45 20 53 43 52 45 45 4E 20 57 49 |ON THE SCREEN WI| 000056E0: 4C 4C 20 4E 45 56 45 52 20 42 45 20 44 49 53 50 |LL NEVER BE DISP| 000056F0: 4C 41 59 45 44 20 41 53 20 4C 45 53 53 20 54 48 |LAYED AS LESS TH| 00005700: 41 4E 20 30 2E 0D 0D 20 20 C5 D8 D0 C5 D2 C9 C5 |AN 0... .......| 00005710: CE C3 C5 20 D0 CF C9 CE D4 D3 20 41 52 45 20 41 |... ...... ARE A| 00005720: 20 4D 45 41 53 55 52 45 20 4F 46 20 57 48 41 54 | MEASURE OF WHAT| 00005730: 20 54 48 45 20 43 48 41 52 41 43 54 45 52 20 48 | THE CHARACTER H| 00005740: 41 53 20 4C 45 41 52 4E 45 44 20 4F 4E 20 48 49 |AS LEARNED ON HI| 00005750: 53 0D 20 20 41 44 56 45 4E 54 55 52 45 53 2E 20 |S. ADVENTURES. | 00005760: 20 C3 48 41 52 41 43 54 45 52 53 20 52 45 43 45 | .HARACTERS RECE| 00005770: 49 56 45 20 45 58 50 45 52 49 45 4E 43 45 20 50 |IVE EXPERIENCE P| 00005780: 4F 49 4E 54 53 20 46 4F 52 20 41 43 54 49 4F 4E |OINTS FOR ACTION| 00005790: 20 53 55 43 48 20 41 53 0D 20 20 46 49 47 48 54 | SUCH AS. 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SMALL| 00005D60: 45 52 20 50 41 52 54 59 20 49 53 20 4C 45 53 53 |ER PARTY IS LESS| 00005D70: 0D 20 20 50 4F 57 45 52 46 55 4C 20 41 4E 44 20 |. POWERFUL AND | 00005D80: 4D 4F 52 45 20 4C 49 4B 45 4C 59 20 54 4F 20 42 |MORE LIKELY TO B| 00005D90: 45 20 45 4C 49 4D 49 4E 41 54 45 44 20 42 59 20 |E ELIMINATED BY | 00005DA0: 59 4F 55 52 20 45 4E 45 4D 49 45 53 2E 0D 0D 20 |YOUR ENEMIES... | 00005DB0: 20 C9 4E 20 43 48 4F 4F 53 49 4E 47 20 57 48 49 | .N CHOOSING WHI| 00005DC0: 43 48 20 43 48 41 52 41 43 54 45 52 53 20 54 4F |CH CHARACTERS TO| 00005DD0: 20 49 4E 43 4C 55 44 45 20 49 4E 20 54 48 45 20 | INCLUDE IN THE | 00005DE0: 50 41 52 54 59 2C 20 49 54 20 49 53 20 57 49 53 |PARTY, IT IS WIS| 00005DF0: 45 20 54 4F 20 49 4E 43 4C 55 44 45 0D 20 20 41 |E TO INCLUDE. A| 00005E00: 20 56 41 52 49 45 54 59 20 4F 46 20 43 4C 41 53 | VARIETY OF CLAS| 00005E10: 53 45 53 3A 20 43 4C 45 52 49 43 53 2C 20 4D 41 |SES: CLERICS, MA| 00005E20: 47 49 43 2D 55 53 45 52 53 2C 20 54 48 49 45 56 |GIC-USERS, THIEV| 00005E30: 45 53 20 41 4E 44 20 46 49 47 48 54 45 52 53 2E |ES AND FIGHTERS.| 00005E40: 0D 0D 20 20 D3 41 4D 50 4C 45 20 50 41 52 54 59 |.. .AMPLE PARTY| 00005E50: 20 31 20 2D 20 D3 49 4E 47 4C 45 20 C3 4C 41 53 | 1 - .INGLE .LAS| 00005E60: 53 20 C3 48 41 52 41 43 54 45 52 53 0D 0D 20 20 |S .HARACTERS.. | 00005E70: 20 20 31 20 C5 4C 46 20 CD 41 47 49 43 2D D5 53 | 1 .LF .AGIC-.S| 00005E80: 45 52 0D 20 20 20 20 31 20 C8 55 4D 41 4E 20 D0 |ER. 1 .UMAN .| 00005E90: 41 4C 41 44 49 4E 0D 20 20 20 20 31 20 C4 57 41 |ALADIN. 1 .WA| 00005EA0: 52 46 20 C6 49 47 48 54 45 52 2F D4 48 49 45 46 |RF .IGHTER/.HIEF| 00005EB0: 0D 20 20 20 20 31 20 C8 41 4C 46 2D 45 4C 46 20 |. 1 .ALF-ELF | 00005EC0: D2 41 4E 47 45 52 0D 20 20 20 20 32 20 C8 55 4D |.ANGER. 2 .UM| 00005ED0: 41 4E 20 C3 4C 45 52 49 43 53 0D 0D 20 20 20 D3 |AN .LERICS.. .| 00005EE0: 41 4D 50 4C 45 20 50 41 52 54 59 20 32 2D CD 55 |AMPLE PARTY 2-.U| 00005EF0: 4C 54 49 2D 43 4C 41 53 53 20 C3 48 41 52 41 43 |LTI-CLASS .HARAC| 00005F00: 54 45 52 53 0D 0D 20 20 20 20 32 20 C8 41 4C 46 |TERS.. 2 .ALF| 00005F10: 2D 45 4C 46 20 C3 4C 45 52 49 43 2F CD 41 47 49 |-ELF .LERIC/.AGI| 00005F20: 43 2D 55 53 45 52 53 0D 20 20 20 20 32 20 C5 4C |C-USERS. 2 .L| 00005F30: 46 20 C6 49 47 48 54 45 52 2F CD 41 47 49 43 2D |F .IGHTER/.AGIC-| 00005F40: 55 53 45 52 53 0D 20 20 20 20 31 20 C4 57 41 52 |USERS. 1 .WAR| 00005F50: 46 20 C6 49 47 48 54 45 52 2F D4 48 49 45 46 0D |F .IGHTER/.HIEF.| 00005F60: 20 20 20 20 31 20 C8 55 4D 41 4E 20 D0 41 4C 41 | 1 .UMAN .ALA| 00005F70: 44 49 4E 0D 0D 20 0D 0D 0D 20 20 20 20 20 20 20 |DIN.. ... | 00005F80: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00005F90: 20 20 20 20 20 20 2D 3D 5B D7 48 59 20 D4 48 45 | -=[.HY .HE| 00005FA0: 53 45 20 C7 55 59 53 3F 5D 3D 2D 0D 0D 0D 20 20 |SE .UYS?]=-... | 00005FB0: C6 C9 C7 C8 D4 C5 D2 2F CD C1 C7 C5 D3 20 4D 41 |......./..... MA| 00005FC0: 59 20 43 41 53 54 20 53 50 45 4C 4C 53 20 57 48 |Y CAST SPELLS WH| 00005FD0: 49 4C 45 20 57 45 41 52 49 4E 47 20 41 52 4D 4F |ILE WEARING ARMO| 00005FE0: 52 2E 20 20 D4 48 49 53 20 53 50 4C 49 54 20 43 |R. .HIS SPLIT C| 00005FF0: 4C 41 53 53 20 43 41 4E 0D 20 20 46 49 47 48 54 |LASS CAN. FIGHT| 00006000: 20 41 53 20 57 45 4C 4C 20 41 53 20 41 20 46 49 | AS WELL AS A FI| 00006010: 47 48 54 45 52 20 41 4E 44 20 52 45 43 45 49 56 |GHTER AND RECEIV| 00006020: 45 53 20 4D 4F 52 45 20 C8 D0 20 54 48 41 4E 20 |ES MORE .. THAN | 00006030: 41 20 50 55 52 45 20 4D 41 47 45 2E 0D 0D 20 20 |A PURE MAGE... | 00006040: C3 CC C5 D2 C9 C3 2F D4 C8 C9 C5 D6 C5 D3 20 4D |....../....... M| 00006050: 4F 52 45 20 C8 D0 20 41 4E 44 20 42 45 54 54 45 |ORE .. AND BETTE| 00006060: 52 20 41 52 4D 4F 52 20 43 4C 41 53 53 20 54 48 |R ARMOR CLASS TH| 00006070: 41 4E 20 50 55 52 45 20 54 48 49 45 56 45 53 2E |AN PURE THIEVES.| 00006080: 20 20 C1 53 20 41 0D 20 20 43 4C 45 52 49 43 2C | .S A. 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OF 0| 00007100: 2E 20 20 D4 48 45 20 4C 4F 57 45 52 20 54 48 45 |. .HE LOWER THE| 00007110: 20 D4 C8 C1 C3 30 2C 20 54 48 45 20 42 45 54 54 | ....0, THE BETT| 00007120: 45 52 20 54 48 45 20 43 48 41 4E 43 45 20 54 4F |ER THE CHANCE TO| 00007130: 20 48 49 54 0D 20 20 54 48 45 20 54 41 52 47 45 | HIT. THE TARGE| 00007140: 54 2E 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 |T... | 00007150: CE 4F 54 45 3A 20 D4 48 45 20 47 45 4E 45 52 41 |.OTE: .HE GENERA| 00007160: 54 49 4F 4E 20 4F 46 20 41 20 52 41 4E 44 4F 4D |TION OF A RANDOM| 00007170: 20 4E 55 4D 42 45 52 20 49 53 20 4F 46 54 45 4E | NUMBER IS OFTEN| 00007180: 20 52 45 46 45 52 52 45 44 0D 20 20 20 20 20 20 | REFERRED. | 00007190: 20 20 20 20 20 20 20 20 20 20 20 20 54 4F 20 41 | TO A| 000071A0: 53 20 41 20 27 52 4F 4C 4C 27 2E 20 20 C9 4E 20 |S A 'ROLL'. .N | 000071B0: 44 45 54 45 52 4D 49 4E 49 4E 47 20 49 46 20 41 |DETERMINING IF A| 000071C0: 4E 20 41 54 54 41 43 4B 20 48 49 54 2C 20 54 48 |N ATTACK HIT, TH| 000071D0: 45 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |E. | 000071E0: 20 20 20 20 4E 55 4D 42 45 52 20 47 45 4E 45 52 | NUMBER GENER| 000071F0: 41 54 45 44 20 49 53 20 46 52 4F 4D 20 31 20 54 |ATED IS FROM 1 T| 00007200: 48 52 4F 55 47 48 20 32 30 2E 0D 0D 0D 20 20 C1 |HROUGH 20.... .| 00007210: 4E 20 41 54 54 41 43 4B 20 49 53 20 53 55 43 43 |N ATTACK IS SUCC| 00007220: 45 53 53 46 55 4C 20 49 46 20 54 48 45 20 52 41 |ESSFUL IF THE RA| 00007230: 4E 44 4F 4D 20 4E 55 4D 42 45 52 20 49 53 20 47 |NDOM NUMBER IS G| 00007240: 52 45 41 54 45 52 20 54 48 41 4E 20 4F 52 20 45 |REATER THAN OR E| 00007250: 51 55 41 4C 20 54 4F 0D 20 20 54 48 45 20 41 54 |QUAL TO. THE AT| 00007260: 54 41 43 4B 45 52 27 53 20 D4 C8 C1 C3 30 20 4D |TACKER'S ....0 M| 00007270: 49 4E 55 53 20 54 48 45 20 54 41 52 47 45 54 27 |INUS THE TARGET'| 00007280: 53 20 C1 C3 2E 20 20 D4 C8 C1 C3 30 20 4D 41 59 |S ... ....0 MAY| 00007290: 20 42 45 20 4D 4F 44 49 46 49 45 44 20 42 59 0D | BE MODIFIED BY.| 000072A0: 20 20 52 41 4E 47 45 2C 20 41 54 54 41 43 4B 49 | RANGE, ATTACKI| 000072B0: 4E 47 20 46 52 4F 4D 20 54 48 45 20 52 45 41 52 |NG FROM THE REAR| 000072C0: 2C 20 4D 41 47 49 43 20 57 45 41 50 4F 4E 53 20 |, MAGIC WEAPONS | 000072D0: 41 4E 44 20 4D 41 47 49 43 20 53 50 45 4C 4C 53 |AND MAGIC SPELLS| 000072E0: 20 41 4D 4F 4E 47 20 4F 54 48 45 52 0D 20 20 54 | AMONG OTHER. T| 000072F0: 48 49 4E 47 53 2E 0D 0D 20 20 C4 C1 CD C1 C7 C5 |HINGS... ......| 00007300: 0D 20 20 3D 3D 3D 3D 3D 3D 0D 20 20 D7 48 45 4E |. ======. .HEN| 00007310: 20 41 20 48 49 54 20 49 53 20 53 43 4F 52 45 44 | A HIT IS SCORED| 00007320: 2C 20 54 48 45 20 41 54 54 41 43 4B 45 52 20 44 |, THE ATTACKER D| 00007330: 4F 45 53 20 44 41 4D 41 47 45 2E 20 20 C4 41 4D |OES DAMAGE. .AM| 00007340: 41 47 45 20 49 53 20 54 48 45 20 52 41 4E 47 45 |AGE IS THE RANGE| 00007350: 20 4F 46 20 C8 D0 0D 20 20 4C 4F 53 53 20 54 48 | OF ... LOSS TH| 00007360: 45 20 41 54 54 41 43 4B 45 52 20 49 4E 46 4C 49 |E ATTACKER INFLI| 00007370: 43 54 53 20 57 48 45 4E 20 48 45 20 48 49 54 53 |CTS WHEN HE HITS| 00007380: 20 41 4E 20 4F 50 50 4F 4E 45 4E 54 20 49 4E 20 | AN OPPONENT IN | 00007390: 43 4F 4D 42 41 54 20 41 4E 44 20 49 54 0D 20 20 |COMBAT AND IT. | 000073A0: 44 45 50 45 4E 44 53 20 4F 4E 20 54 48 45 20 41 |DEPENDS ON THE A| 000073B0: 54 54 41 43 4B 45 52 27 53 20 53 54 52 45 4E 47 |TTACKER'S STRENG| 000073C0: 54 48 20 41 4E 44 20 57 45 41 50 4F 4E 20 54 59 |TH AND WEAPON TY| 000073D0: 50 45 2E 20 20 D4 48 45 20 44 41 4D 41 47 45 20 |PE. .HE DAMAGE | 000073E0: 45 41 43 48 20 57 45 41 50 4F 4E 0D 20 20 43 41 |EACH WEAPON. CA| 000073F0: 4E 20 44 4F 20 49 53 20 53 55 4D 4D 41 52 49 5A |N DO IS SUMMARIZ| 00007400: 45 44 20 49 4E 20 54 48 45 20 D7 45 41 50 4F 4E |ED IN THE .EAPON| 00007410: 20 D4 41 42 4C 45 2C 20 52 45 46 45 52 20 54 4F | .ABLE, REFER TO| 00007420: 20 54 48 45 20 54 41 42 4C 45 53 2E 0D 0D 20 20 | THE TABLES... | 00007430: D3 4F 4D 45 20 4D 4F 4E 53 54 45 52 53 20 54 41 |.OME MONSTERS TA| 00007440: 4B 45 20 4F 4E 4C 59 20 50 41 52 54 49 41 4C 20 |KE ONLY PARTIAL | 00007450: 4F 52 20 4E 4F 20 44 41 4D 41 47 45 20 46 52 4F |OR NO DAMAGE FRO| 00007460: 4D 20 43 45 52 54 41 49 4E 20 57 45 41 50 4F 4E |M CERTAIN WEAPON| 00007470: 20 54 59 50 45 53 2E 0D 20 20 D3 4B 45 4C 45 54 | TYPES.. .KELET| 00007480: 4F 4E 53 2C 20 45 2E 47 2E 2C 20 54 41 4B 45 20 |ONS, E.G., TAKE | 00007490: 4F 4E 4C 59 20 48 41 4C 46 20 44 41 4D 41 47 45 |ONLY HALF DAMAGE| 000074A0: 20 46 52 4F 4D 20 53 48 41 52 50 20 4F 52 20 45 | FROM SHARP OR E| 000074B0: 44 47 45 44 20 57 45 41 50 4F 4E 53 2C 20 57 48 |DGED WEAPONS, WH| 000074C0: 49 4C 45 0D 20 20 53 4F 4D 45 20 4F 54 48 45 52 |ILE. SOME OTHER| 000074D0: 20 4D 4F 4E 53 54 45 52 53 20 4F 4E 4C 59 20 54 | MONSTERS ONLY T| 000074E0: 41 4B 45 20 44 41 4D 41 47 45 20 46 52 4F 4D 20 |AKE DAMAGE FROM | 000074F0: 4D 41 47 49 43 41 4C 20 57 45 41 50 4F 4E 53 2E |MAGICAL WEAPONS.| 00007500: 0D 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 |... | 00007510: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00007520: 20 20 20 2D 3D 5B C1 54 54 41 43 4B 49 4E 47 5D | -=[.TTACKING]| 00007530: 3D 2D 0D 0D 20 20 C3 48 41 52 41 43 54 45 52 53 |=-.. .HARACTERS| 00007540: 20 47 45 4E 45 52 41 4C 4C 59 20 45 4E 47 41 47 | GENERALLY ENGAG| 00007550: 45 20 49 4E 20 4D 45 4C 45 45 20 43 4F 4D 42 41 |E IN MELEE COMBA| 00007560: 54 2C 20 57 48 49 43 48 20 49 53 20 46 41 43 45 |T, WHICH IS FACE| 00007570: 2D 54 4F 2D 46 41 43 45 20 46 49 47 48 54 49 4E |-TO-FACE FIGHTIN| 00007580: 47 0D 20 20 57 49 54 48 20 57 45 41 50 4F 4E 53 |G. 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FOES| 00007620: 2E 20 20 C4 49 46 46 45 52 45 4E 54 20 4F 50 54 |. .IFFERENT OPT| 00007630: 49 4F 4E 53 20 41 4E 44 20 52 45 53 54 52 49 43 |IONS AND RESTRIC| 00007640: 54 49 4F 4E 53 20 41 50 50 4C 59 20 54 4F 20 45 |TIONS APPLY TO E| 00007650: 41 43 48 2E 0D 0D 20 20 D2 41 4E 47 45 44 20 D7 |ACH... .ANGED .| 00007660: 45 41 50 4F 4E 53 0D 20 20 3D 3D 3D 3D 3D 3D 3D |EAPONS. =======| 00007670: 3D 3D 3D 3D 3D 3D 3D 0D 20 20 C1 20 43 48 41 52 |=======. . CHAR| 00007680: 41 43 54 45 52 20 57 49 54 48 20 41 20 4D 49 53 |ACTER WITH A MIS| 00007690: 53 49 4C 45 20 57 45 41 50 4F 4E 20 28 42 4F 57 |SILE WEAPON (BOW| 000076A0: 2C 20 53 4C 49 4E 47 2C 20 45 54 43 2E 29 20 4D |, SLING, ETC.) M| 000076B0: 41 59 20 4E 4F 54 20 41 54 54 41 43 4B 20 57 48 |AY NOT ATTACK WH| 000076C0: 45 4E 0D 20 20 41 44 4A 41 43 45 4E 54 20 54 4F |EN. ADJACENT TO| 000076D0: 20 4E 41 20 45 4E 45 4D 59 2E 20 20 D4 48 45 20 | NA ENEMY. .HE | 000076E0: 45 58 43 45 50 54 49 4F 4E 20 54 4F 20 54 48 49 |EXCEPTION TO THI| 000076F0: 53 20 49 53 20 54 48 45 20 4B 45 4E 44 45 52 20 |S IS THE KENDER | 00007700: 48 4F 4F 50 41 4B 2E 20 20 CB 45 4E 44 45 52 0D |HOOPAK. .ENDER.| 00007710: 20 20 4D 41 59 20 41 54 54 41 43 4B 20 41 44 4A | MAY ATTACK ADJ| 00007720: 41 43 45 4E 54 20 54 41 52 47 45 54 53 20 57 49 |ACENT TARGETS WI| 00007730: 54 48 20 54 48 45 20 4D 45 54 41 4C 20 53 48 4F |TH THE METAL SHO| 00007740: 44 20 45 4E 44 20 4F 46 20 54 48 45 49 52 20 48 |D END OF THEIR H| 00007750: 4F 4F 50 41 4B 53 20 4F 52 20 55 53 45 0D 20 20 |OOPAKS OR USE. | 00007760: 49 54 20 41 53 20 41 20 52 41 4E 47 45 44 20 57 |IT AS A RANGED W| 00007770: 45 41 50 4F 4E 2E 0D 0D 20 20 C2 4F 57 53 20 43 |EAPON... .OWS C| 00007780: 41 4E 20 42 45 20 55 53 45 44 20 54 57 49 43 45 |AN BE USED TWICE| 00007790: 20 50 45 52 20 54 55 52 4E 2E 20 20 33 20 44 41 | PER TURN. 3 DA| 000077A0: 52 54 53 20 43 41 4E 20 42 45 20 54 48 52 4F 57 |RTS CAN BE THROW| 000077B0: 4E 20 50 45 52 20 54 55 52 4E 2E 0D 0D 20 20 CD |N PER TURN... .| 000077C0: 55 4C 54 49 50 4C 45 20 C1 54 54 41 43 4B 53 0D |ULTIPLE .TTACKS.| 000077D0: 20 20 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D | ==============| 000077E0: 3D 3D 0D 20 20 C1 46 54 45 52 20 53 45 56 45 4E |==. .FTER SEVEN| 000077F0: 54 48 20 4C 45 56 45 4C 20 28 45 49 47 48 54 48 |TH LEVEL (EIGHTH| 00007800: 20 46 4F 52 20 52 41 4E 47 45 52 53 2C 29 20 41 | FOR RANGERS,) A| 00007810: 4C 4C 20 46 49 47 48 54 45 52 2D 54 59 50 45 20 |LL FIGHTER-TYPE | 00007820: 43 48 41 52 41 43 54 45 52 53 0D 20 20 49 4E 43 |CHARACTERS. INC| 00007830: 52 45 41 53 45 20 54 48 45 20 4E 55 4D 42 45 52 |REASE THE NUMBER| 00007840: 20 4F 46 20 41 54 54 41 43 4B 53 20 54 48 45 59 | OF ATTACKS THEY| 00007850: 20 4D 41 4B 45 20 57 49 54 48 20 4D 45 4C 45 45 | MAKE WITH MELEE| 00007860: 20 57 45 41 50 4F 4E 53 2E 20 20 D4 48 45 20 46 | WEAPONS. .HE F| 00007870: 49 52 53 54 0D 20 20 49 4E 43 52 45 41 53 45 20 |IRST. INCREASE | 00007880: 49 53 20 54 48 52 45 45 20 41 54 54 41 43 4B 53 |IS THREE ATTACKS| 00007890: 20 45 56 45 52 59 20 54 57 4F 20 52 4F 55 4E 44 | EVERY TWO ROUND| 000078A0: 53 2C 20 54 48 45 4E 20 54 57 4F 20 41 54 54 41 |S, THEN TWO ATTA| 000078B0: 43 4B 53 20 45 56 45 52 59 20 52 4F 55 4E 44 2E |CKS EVERY ROUND.| 000078C0: 0D 20 20 D3 45 45 20 54 48 45 20 C2 4F 4E 55 53 |. .EE THE .ONUS| 000078D0: 20 C1 54 54 41 43 4B 53 20 46 4F 52 20 C8 49 47 | .TTACKS FOR .IG| 000078E0: 48 20 CC 45 56 45 4C 20 C6 49 47 48 54 45 52 53 |H .EVEL .IGHTERS| 000078F0: 20 28 52 45 46 45 52 20 54 4F 20 54 48 45 20 54 | (REFER TO THE T| 00007900: 41 42 4C 45 53 29 2E 20 20 C1 4C 4C 0D 20 20 4F |ABLES). .LL. O| 00007910: 46 20 41 20 43 48 41 52 41 43 54 45 52 27 53 20 |F A CHARACTER'S | 00007920: 41 54 54 41 43 4B 53 20 41 52 45 20 54 41 4B 45 |ATTACKS ARE TAKE| 00007930: 4E 20 41 47 41 49 4E 53 54 20 48 49 53 20 46 49 |N AGAINST HIS FI| 00007940: 52 53 54 20 54 41 52 47 45 54 2E 20 20 C9 46 20 |RST TARGET. .F | 00007950: 54 48 45 20 46 49 52 53 54 0D 20 20 54 41 52 47 |THE FIRST. TARG| 00007960: 45 54 20 47 4F 45 53 20 44 4F 57 4E 20 57 49 54 |ET GOES DOWN WIT| 00007970: 48 20 54 48 45 20 46 49 52 53 54 20 41 54 54 41 |H THE FIRST ATTA| 00007980: 43 4B 2C 20 48 45 20 43 41 4E 20 41 49 4D 20 54 |CK, HE CAN AIM T| 00007990: 48 45 20 52 45 4D 41 49 4E 49 4E 47 20 41 54 54 |HE REMAINING ATT| 000079A0: 41 43 4B 20 41 54 0D 20 20 41 4E 4F 54 48 45 52 |ACK AT. ANOTHER| 000079B0: 20 54 41 52 47 45 54 2E 20 20 C6 49 47 48 54 45 | TARGET. .IGHTE| 000079C0: 52 2D 54 59 50 45 53 20 4D 41 59 20 41 4C 53 4F |R-TYPES MAY ALSO| 000079D0: 20 53 57 45 45 50 20 54 48 52 4F 55 47 48 20 53 | SWEEP THROUGH S| 000079E0: 45 56 45 52 41 4C 20 57 45 41 4B 0D 20 20 4F 50 |EVERAL WEAK. OP| 000079F0: 50 4F 4E 45 4E 54 53 20 49 4E 20 4F 4E 45 20 43 |PONENTS IN ONE C| 00007A00: 4F 4D 42 41 54 20 52 4F 55 4E 44 2E 20 20 D7 48 |OMBAT ROUND. .H| 00007A10: 45 4E 20 41 20 43 48 41 52 41 43 54 45 52 20 53 |EN A CHARACTER S| 00007A20: 57 45 45 50 53 2C 20 48 45 20 41 55 54 4F 4D 41 |WEEPS, HE AUTOMA| 00007A30: 54 49 43 41 4C 4C 59 0D 20 20 41 54 54 41 43 4B |TICALLY. ATTACK| 00007A40: 53 20 41 4C 4C 20 4F 46 20 54 48 45 20 57 45 41 |S ALL OF THE WEA| 00007A50: 4B 20 4F 50 50 4F 4E 45 4E 54 53 2E 0D 0D 20 20 |K OPPONENTS... | 00007A60: C2 41 43 4B 20 D3 54 41 42 42 49 4E 47 0D 20 20 |.ACK .TABBING. | 00007A70: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 0D 20 20 |=============. | 00007A80: C1 20 54 48 49 45 46 20 42 41 43 4B 20 53 54 41 |. THIEF BACK STA| 00007A90: 42 53 20 49 46 20 48 45 20 41 54 54 41 43 4B 53 |BS IF HE ATTACKS| 00007AA0: 20 41 20 54 41 52 47 45 54 20 46 52 4F 4D 20 45 | A TARGET FROM E| 00007AB0: 58 41 43 54 4C 59 20 4F 50 50 4F 53 49 54 45 20 |XACTLY OPPOSITE | 00007AC0: 54 48 45 20 46 49 52 53 54 0D 20 20 43 48 41 52 |THE FIRST. CHAR| 00007AD0: 41 43 54 45 52 20 54 4F 20 41 54 54 41 43 4B 20 |ACTER TO ATTACK | 00007AE0: 54 48 45 20 54 41 52 47 45 54 2E 20 20 D4 48 45 |THE TARGET. .HE| 00007AF0: 20 54 48 49 45 46 20 4D 41 59 20 4E 4F 54 20 42 | THIEF MAY NOT B| 00007B00: 41 43 4B 20 53 54 41 42 20 49 46 20 48 45 20 48 |ACK STAB IF HE H| 00007B10: 41 53 0D 20 20 52 45 41 44 49 45 44 20 41 52 4D |AS. READIED ARM| 00007B20: 4F 52 20 48 45 41 56 49 45 52 20 54 48 41 4E 20 |OR HEAVIER THAN | 00007B30: 4C 45 41 54 48 45 52 2E 20 20 C1 20 42 41 43 4B |LEATHER. . BACK| 00007B40: 20 53 54 41 42 20 48 41 53 20 41 20 42 45 54 54 | STAB HAS A BETT| 00007B50: 45 52 20 43 48 41 4E 43 45 20 4F 46 0D 20 20 48 |ER CHANCE OF. 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ADVAN| 00007C60: 54 41 47 45 4F 55 53 20 50 4F 53 49 54 49 4F 4E |TAGEOUS POSITION| 00007C70: 53 20 41 4E 44 20 41 54 54 41 43 4B 53 20 55 53 |S AND ATTACKS US| 00007C80: 49 4E 47 20 48 49 53 20 4D 4F 53 54 20 50 4F 57 |ING HIS MOST POW| 00007C90: 45 52 46 55 4C 20 43 48 41 52 41 43 54 45 52 53 |ERFUL CHARACTERS| 00007CA0: 20 41 4E 44 0D 20 20 57 45 41 50 4F 4E 53 2E 0D | AND. WEAPONS..| 00007CB0: 0D 20 20 C4 45 50 4C 4F 59 49 4E 47 20 54 48 45 |. .EPLOYING THE| 00007CC0: 20 D0 41 52 54 59 0D 20 20 3D 3D 3D 3D 3D 3D 3D | .ARTY. =======| 00007CD0: 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 3D 0D 20 20 D7 |============. .| 00007CE0: 48 45 4E 20 41 20 42 41 54 54 4C 45 20 42 45 47 |HEN A BATTLE BEG| 00007CF0: 49 4E 53 2C 20 59 4F 55 52 20 50 41 52 54 59 20 |INS, YOUR PARTY | 00007D00: 49 53 20 41 55 54 4F 4D 41 54 49 43 41 4C 4C 59 |IS AUTOMATICALLY| 00007D10: 20 50 4F 53 49 54 49 4F 4E 45 44 20 42 41 53 45 | POSITIONED BASE| 00007D20: 44 20 4F 4E 20 54 48 45 0D 20 20 4F 52 44 45 52 |D ON THE. 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[.LESS| 0000A6F0: 5D 20 49 4D 50 52 4F 56 45 53 20 54 48 45 20 D4 |] IMPROVES THE .| 0000A700: C8 C1 C3 30 20 4F 46 20 46 52 49 45 4E 44 4C 59 |...0 OF FRIENDLY| 0000A710: 20 43 48 41 52 41 43 54 45 52 53 20 42 59 20 31 | CHARACTERS BY 1| 0000A720: 2E 20 20 D4 48 45 20 42 4C 45 53 53 20 53 50 45 |. .HE BLESS SPE| 0000A730: 4C 4C 0D 20 20 44 4F 45 53 20 4E 4F 54 20 41 46 |LL. DOES NOT AF| 0000A740: 46 45 43 54 20 43 48 41 52 41 43 54 45 52 53 20 |FECT CHARACTERS | 0000A750: 57 48 4F 20 41 52 45 20 41 44 4A 41 43 45 4E 54 |WHO ARE ADJACENT| 0000A760: 20 54 4F 20 4D 4F 4E 53 54 45 52 53 20 57 48 45 | TO MONSTERS WHE| 0000A770: 4E 20 54 48 45 20 53 50 45 4C 4C 20 49 53 0D 20 |N THE SPELL IS. | 0000A780: 20 43 41 53 54 2E 20 20 D4 48 49 53 20 49 53 20 | CAST. .HIS IS | 0000A790: 41 20 47 4F 4F 44 20 53 50 45 4C 4C 20 54 4F 20 |A GOOD SPELL TO | 0000A7A0: 43 41 53 54 20 42 45 46 4F 52 45 20 47 4F 49 4E |CAST BEFORE GOIN| 0000A7B0: 47 20 49 4E 54 4F 20 43 4F 4D 42 41 54 2E 0D 0D |G INTO COMBAT...| 0000A7C0: 20 20 5B C3 55 52 45 20 CC 49 47 48 54 20 D7 4F | [.URE .IGHT .O| 0000A7D0: 55 4E 44 53 5D 20 48 45 41 4C 53 20 31 2D 38 20 |UNDS] HEALS 1-8 | 0000A7E0: C8 D0 20 28 55 50 20 54 4F 20 54 48 45 20 54 41 |.. (UP TO THE TA| 0000A7F0: 52 47 45 54 27 53 20 4E 4F 52 4D 41 4C 20 4D 41 |RGET'S NORMAL MA| 0000A800: 58 49 4D 55 4D 20 C8 D0 29 2E 0D 20 20 0D 20 20 |XIMUM ..).. . | 0000A810: 5B C3 41 55 53 45 20 CC 49 47 48 54 20 D7 4F 55 |[.AUSE .IGHT .OU| 0000A820: 4E 44 53 5D 20 49 4E 46 4C 49 43 54 53 20 31 2D |NDS] INFLICTS 1-| 0000A830: 38 20 C8 D0 53 20 4F 46 20 44 41 4D 41 47 45 20 |8 ..S OF DAMAGE | 0000A840: 4F 4E 20 20 54 41 52 47 45 54 2E 0D 20 0D 20 20 |ON TARGET.. . | 0000A850: 5B C4 45 54 45 43 54 20 CD 41 47 49 43 5D 20 49 |[.ETECT .AGIC] I| 0000A860: 4E 44 49 43 41 54 45 53 20 57 48 49 43 48 20 45 |NDICATES WHICH E| 0000A870: 51 55 49 50 4D 45 4E 54 20 4F 52 20 54 52 45 41 |QUIPMENT OR TREA| 0000A880: 53 55 52 45 20 49 53 20 4D 41 47 49 43 41 4C 2E |SURE IS MAGICAL.| 0000A890: 20 20 D6 49 45 57 20 41 0D 20 20 43 48 41 52 41 | .IEW A. CHARA| 0000A8A0: 43 54 45 52 27 53 20 49 54 45 4D 53 20 4F 52 20 |CTER'S ITEMS OR | 0000A8B0: D4 41 4B 45 20 54 52 45 41 53 55 52 45 20 49 54 |.AKE TREASURE IT| 0000A8C0: 45 4D 53 2E 20 20 C5 51 55 49 50 4D 45 4E 54 20 |EMS. .QUIPMENT | 0000A8D0: 4F 52 20 54 52 45 41 53 55 52 45 20 50 52 45 43 |OR TREASURE PREC| 0000A8E0: 45 44 45 44 0D 20 20 42 59 20 41 4E 20 27 2A 27 |EDED. BY AN '*'| 0000A8F0: 20 4F 52 20 41 20 27 2B 27 20 49 53 20 4D 41 47 | OR A '+' IS MAG| 0000A900: 49 43 41 4C 2E 0D 0D 20 20 5B D0 52 4F 54 45 43 |ICAL... [.ROTEC| 0000A910: 54 49 4F 4E 20 46 52 4F 4D 20 C5 56 49 4C 5D 20 |TION FROM .VIL] | 0000A920: 49 4D 50 52 4F 56 45 53 20 54 48 45 20 C1 C3 20 |IMPROVES THE .. | 0000A930: 41 4E 44 20 53 41 56 49 4E 47 20 54 48 52 4F 57 |AND SAVING THROW| 0000A940: 53 20 4F 46 20 54 48 45 20 54 41 52 47 45 54 20 |S OF THE TARGET | 0000A950: 42 59 20 32 0D 20 20 41 47 41 49 4E 53 54 20 45 |BY 2. AGAINST E| 0000A960: 56 49 4C 20 41 54 54 41 43 4B 45 52 53 2E 0D 0D |VIL ATTACKERS...| 0000A970: 20 20 5B D0 52 4F 54 45 43 54 49 4F 4E 20 46 52 | [.ROTECTION FR| 0000A980: 4F 4D 20 C7 4F 4F 44 5D 20 49 4D 50 52 4F 56 45 |OM .OOD] IMPROVE| 0000A990: 53 20 54 48 45 20 C1 C3 20 41 4E 44 20 53 41 56 |S THE .. AND SAV| 0000A9A0: 49 4E 47 20 54 48 52 4F 57 53 20 4F 46 20 54 48 |ING THROWS OF TH| 0000A9B0: 45 20 54 41 52 47 45 54 20 42 59 20 32 0D 20 20 |E TARGET BY 2. | 0000A9C0: 41 47 41 49 4E 53 54 20 41 54 54 41 43 4B 45 52 |AGAINST ATTACKER| 0000A9D0: 53 20 4F 46 20 47 4F 4F 44 20 41 4C 49 47 4E 4D |S OF GOOD ALIGNM| 0000A9E0: 45 4E 54 2E 0D 0D 20 20 5B D2 45 53 49 53 54 5D |ENT... [.ESIST]| 0000A9F0: 20 C3 4F 4C 44 20 48 41 4C 56 45 53 20 54 48 45 | .OLD HALVES THE| 0000AA00: 20 44 41 4D 41 47 45 20 41 4E 44 20 49 4D 50 52 | DAMAGE AND IMPR| 0000AA10: 4F 56 45 53 20 53 41 56 49 4E 47 20 54 48 52 4F |OVES SAVING THRO| 0000AA20: 57 53 20 56 53 2E 20 43 4F 4C 44 20 41 54 54 41 |WS VS. COLD ATTA| 0000AA30: 43 4B 53 0D 20 20 42 59 20 33 2E 0D 0D 0D 0D 20 |CKS. BY 3..... | 0000AA40: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000AA50: 20 20 20 20 20 2D 3D 5B D3 45 43 4F 4E 44 20 CC | -=[.ECOND .| 0000AA60: 45 56 45 4C 20 C3 4C 45 52 49 43 41 4C 20 D3 50 |EVEL .LERICAL .P| 0000AA70: 45 4C 4C 53 5D 3D 2D 0D 0D 20 20 5B C6 49 4E 44 |ELLS]=-.. [.IND| 0000AA80: 20 D4 52 41 50 53 5D 20 49 4E 44 49 43 41 54 45 | .RAPS] INDICATE| 0000AA90: 53 20 54 48 45 20 50 52 45 53 45 4E 43 45 20 4F |S THE PRESENCE O| 0000AAA0: 46 20 54 52 41 50 53 20 49 4E 20 54 48 45 20 43 |F TRAPS IN THE C| 0000AAB0: 48 41 52 41 43 54 45 52 27 53 20 50 41 54 48 2E |HARACTER'S PATH.| 0000AAC0: 0D 0D 20 20 5B C8 4F 4C 44 20 D0 45 52 53 4F 4E |.. [.OLD .ERSON| 0000AAD0: 5D 20 4D 41 59 20 50 41 52 41 4C 59 5A 45 20 54 |] MAY PARALYZE T| 0000AAE0: 41 52 47 45 54 53 20 4F 46 20 43 48 41 52 41 43 |ARGETS OF CHARAC| 0000AAF0: 54 45 52 20 54 59 50 45 20 28 48 55 4D 41 4E 2C |TER TYPE (HUMAN,| 0000AB00: 20 45 54 43 2E 29 2C 20 47 4F 42 4C 49 4E 53 0D | ETC.), GOBLINS.| 0000AB10: 20 20 4F 52 20 48 4F 42 47 4F 42 4C 49 4E 2E 20 | OR HOBGOBLIN. | 0000AB20: 20 D9 4F 55 20 4D 41 59 20 41 49 4D 20 41 20 48 | .OU MAY AIM A H| 0000AB30: 4F 4C 44 20 50 45 52 53 4F 4E 20 53 50 45 4C 4C |OLD PERSON SPELL| 0000AB40: 20 41 54 20 55 50 20 54 4F 20 33 20 54 41 52 47 | AT UP TO 3 TARG| 0000AB50: 45 54 53 20 28 55 53 45 20 54 48 45 20 0D 20 20 |ETS (USE THE . | 0000AB60: C5 D8 C9 D4 20 43 4F 4D 4D 41 4E 44 20 54 4F 20 |.... COMMAND TO | 0000AB70: 54 41 52 47 45 54 20 46 45 57 45 52 29 2E 0D 0D |TARGET FEWER)...| 0000AB80: 20 20 5B D2 45 53 49 53 54 20 C6 49 52 45 5D 20 | [.ESIST .IRE] | 0000AB90: 48 41 4C 56 45 53 20 54 48 45 20 44 41 4D 41 47 |HALVES THE DAMAG| 0000ABA0: 45 20 41 4E 44 20 49 4D 50 52 4F 56 45 53 20 53 |E AND IMPROVES S| 0000ABB0: 41 56 49 4E 47 20 54 48 52 4F 57 53 20 56 53 2E |AVING THROWS VS.| 0000ABC0: 20 46 49 52 45 20 41 54 54 41 43 4B 53 0D 20 20 | FIRE ATTACKS. | 0000ABD0: 42 59 20 33 2E 0D 0D 20 20 5B D3 49 4C 45 4E 43 |BY 3... [.ILENC| 0000ABE0: 45 20 31 35 27 20 D2 41 44 49 55 53 5D 20 4D 55 |E 15' .ADIUS] MU| 0000ABF0: 53 54 20 42 45 20 43 41 53 54 20 4F 4E 20 41 20 |ST BE CAST ON A | 0000AC00: 43 48 41 52 41 43 54 45 52 20 4F 52 20 41 20 4D |CHARACTER OR A M| 0000AC10: 4F 4E 53 54 45 52 2E 20 20 D4 48 41 54 0D 20 20 |ONSTER. .HAT. | 0000AC20: 43 48 41 52 41 43 54 45 52 20 4F 52 20 4D 4F 4E |CHARACTER OR MON| 0000AC30: 53 54 45 52 20 41 4E 44 20 41 4C 4C 20 41 44 4A |STER AND ALL ADJ| 0000AC40: 41 43 45 4E 54 20 54 4F 20 48 49 4D 2C 20 43 41 |ACENT TO HIM, CA| 0000AC50: 4E 4E 4F 54 20 43 41 53 54 20 53 50 45 4C 4C 53 |NNOT CAST SPELLS| 0000AC60: 20 46 4F 52 20 54 48 45 0D 20 20 44 55 52 41 54 | FOR THE. DURAT| 0000AC70: 49 4F 4E 20 4F 46 20 54 48 45 20 53 50 45 4C 4C |ION OF THE SPELL| 0000AC80: 2E 0D 0D 20 20 5B D3 4C 4F 57 20 D0 4F 49 53 4F |... [.LOW .OISO| 0000AC90: 4E 5D 20 52 45 56 49 56 45 53 20 41 20 50 4F 49 |N] REVIVES A POI| 0000ACA0: 53 4F 4E 45 44 20 50 45 52 53 4F 4E 20 46 4F 52 |SONED PERSON FOR| 0000ACB0: 20 54 48 45 20 44 55 52 41 54 49 4F 4E 20 4F 46 | THE DURATION OF| 0000ACC0: 20 54 48 45 20 53 50 45 4C 4C 2E 0D 0D 20 20 5B | THE SPELL... [| 0000ACD0: D3 4E 41 4B 45 20 C3 48 41 52 4D 5D 20 50 41 52 |.NAKE .HARM] PAR| 0000ACE0: 41 4C 59 5A 45 53 20 41 53 20 4D 41 4E 59 20 C8 |ALYZES AS MANY .| 0000ACF0: D0 20 4F 46 20 53 4E 41 4B 45 53 20 41 53 20 54 |. OF SNAKES AS T| 0000AD00: 48 45 20 43 4C 45 52 49 43 20 48 41 53 20 C8 D0 |HE CLERIC HAS ..| 0000AD10: 2E 0D 0D 20 20 5B D3 50 49 52 49 54 55 41 4C 20 |... [.PIRITUAL | 0000AD20: C8 41 4D 4D 45 52 5D 20 43 52 45 41 54 45 53 20 |.AMMER] CREATES | 0000AD30: 41 20 54 45 4D 50 4F 52 41 52 59 20 4D 41 47 49 |A TEMPORARY MAGI| 0000AD40: 43 20 48 41 4D 4D 45 52 2E 20 20 C9 54 20 43 41 |C HAMMER. .T CA| 0000AD50: 4E 20 53 54 52 49 4B 45 20 41 54 0D 20 20 52 41 |N STRIKE AT. RA| 0000AD60: 4E 47 45 20 41 4E 44 20 44 4F 45 53 20 4E 4F 52 |NGE AND DOES NOR| 0000AD70: 4D 41 4C 20 48 41 4D 4D 45 52 20 44 41 4D 41 47 |MAL HAMMER DAMAG| 0000AD80: 45 2E 20 D3 50 49 52 49 54 55 41 4C 20 C8 41 4D |E. .PIRITUAL .AM| 0000AD90: 4D 45 52 53 20 43 41 4E 20 48 49 54 20 4D 4F 4E |MERS CAN HIT MON| 0000ADA0: 53 54 45 52 53 0D 20 20 54 48 41 54 20 4D 41 59 |STERS. THAT MAY| 0000ADB0: 20 4F 4E 4C 59 20 42 45 20 53 54 52 55 43 4B 20 | ONLY BE STRUCK | 0000ADC0: 42 59 20 4D 41 47 49 43 20 57 45 41 50 4F 4E 53 |BY MAGIC WEAPONS| 0000ADD0: 2E 0D 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 |.... | 0000ADE0: 20 20 20 20 20 20 20 20 20 20 20 2D 3D 5B D4 48 | -=[.H| 0000ADF0: 49 52 44 20 CC 45 56 45 4C 20 C3 4C 45 52 49 43 |IRD .EVEL .LERIC| 0000AE00: 41 4C 20 D3 50 45 4C 4C 53 5D 3D 2D 0D 0D 20 5B |AL .PELLS]=-.. [| 0000AE10: C3 41 55 53 45 20 C2 4C 49 4E 44 4E 45 53 53 5D |.AUSE .LINDNESS]| 0000AE20: 20 57 49 4C 4C 20 42 4C 49 4E 44 20 4F 4E 45 20 | WILL BLIND ONE | 0000AE30: 54 41 52 47 45 54 2E 20 D4 48 49 53 20 43 41 4E |TARGET. .HIS CAN| 0000AE40: 20 4F 4E 4C 59 20 42 45 20 43 55 52 45 44 20 42 | ONLY BE CURED B| 0000AE50: 59 20 41 20 C3 55 52 45 20 0D 20 20 C2 4C 49 4E |Y A .URE . .LIN| 0000AE60: 44 4E 45 53 53 20 53 50 45 4C 4C 2E 0D 20 0D 20 |DNESS SPELL.. . | 0000AE70: 5B C3 55 52 45 20 C2 4C 49 4E 44 4E 45 53 53 5D |[.URE .LINDNESS]| 0000AE80: 20 52 45 4D 4F 56 45 53 20 54 48 45 20 45 46 46 | REMOVES THE EFF| 0000AE90: 45 43 54 20 4F 46 20 54 48 45 20 C3 41 55 53 45 |ECT OF THE .AUSE| 0000AEA0: 20 C2 4C 49 4E 44 4E 45 53 53 20 4F 52 20 D0 4F | .LINDNESS OR .O| 0000AEB0: 57 45 52 20 D7 4F 52 44 2C 0D 20 20 C2 4C 49 4E |WER .ORD,. .LIN| 0000AEC0: 44 20 53 50 45 4C 4C 53 2E 0D 0D 20 5B C3 41 55 |D SPELLS... [.AU| 0000AED0: 53 45 20 C4 49 53 45 41 53 45 5D 20 49 4E 46 45 |SE .ISEASE] INFE| 0000AEE0: 43 54 53 20 54 48 45 20 54 41 52 47 45 54 20 57 |CTS THE TARGET W| 0000AEF0: 49 54 48 20 41 20 44 45 42 49 4C 49 54 41 54 49 |ITH A DEBILITATI| 0000AF00: 4E 47 20 41 49 4C 4D 45 4E 54 20 54 48 41 54 20 |NG AILMENT THAT | 0000AF10: 53 41 50 53 0D 20 20 53 54 52 45 4E 47 54 48 20 |SAPS. STRENGTH | 0000AF20: 41 4E 44 20 48 49 54 20 50 4F 49 4E 54 53 2E 0D |AND HIT POINTS..| 0000AF30: 0D 20 5B C3 55 52 45 20 C4 49 53 45 41 53 45 5D |. [.URE .ISEASE]| 0000AF40: 20 52 45 4D 4F 56 45 53 20 54 48 45 20 45 46 46 | REMOVES THE EFF| 0000AF50: 45 43 54 53 20 4F 46 20 44 49 53 45 41 53 45 20 |ECTS OF DISEASE | 0000AF60: 43 41 55 53 45 44 20 42 59 20 53 4F 4D 45 20 4D |CAUSED BY SOME M| 0000AF70: 4F 4E 53 54 45 52 53 20 4F 52 20 42 59 0D 20 20 |ONSTERS OR BY. | 0000AF80: 41 20 C3 41 55 53 45 20 C4 49 53 45 41 53 45 20 |A .AUSE .ISEASE | 0000AF90: 53 50 45 4C 4C 2E 0D 0D 20 5B C4 49 53 50 45 4C |SPELL... [.ISPEL| 0000AFA0: 20 CD 41 47 49 43 5D 20 52 45 4D 4F 56 45 53 20 | .AGIC] REMOVES | 0000AFB0: 54 48 45 20 45 46 46 45 43 54 53 20 4F 46 20 53 |THE EFFECTS OF S| 0000AFC0: 50 45 4C 4C 53 20 54 48 41 54 20 44 4F 20 4E 4F |PELLS THAT DO NO| 0000AFD0: 54 20 48 41 56 45 20 53 50 45 43 49 46 49 43 0D |T HAVE SPECIFIC.| 0000AFE0: 20 20 43 4F 55 4E 54 45 52 20 53 50 45 4C 4C 53 | COUNTER SPELLS| 0000AFF0: 2E 20 20 D4 48 49 53 20 49 53 20 41 20 52 45 43 |. .HIS IS A REC| 0000B000: 55 50 45 52 41 54 49 4F 4E 20 53 50 45 4C 4C 20 |UPERATION SPELL | 0000B010: 46 4F 52 20 41 4E 59 20 4F 46 20 54 48 45 20 50 |FOR ANY OF THE P| 0000B020: 41 52 54 59 20 54 48 41 54 20 48 41 53 0D 20 20 |ARTY THAT HAS. | 0000B030: 42 45 45 4E 20 48 45 4C 44 2C 20 53 4C 4F 57 45 |BEEN HELD, SLOWE| 0000B040: 44 20 4F 52 20 4D 41 44 45 20 4E 41 55 53 45 4F |D OR MADE NAUSEO| 0000B050: 55 53 2E 0D 0D 20 5B D0 52 41 59 45 52 5D 20 49 |US... [.RAYER] I| 0000B060: 4D 50 52 4F 56 45 53 20 54 48 45 20 D4 C8 C1 C3 |MPROVES THE ....| 0000B070: 30 20 41 4E 44 20 53 41 56 49 4E 47 20 54 48 52 |0 AND SAVING THR| 0000B080: 4F 57 53 20 4F 46 20 46 52 49 45 4E 44 4C 59 20 |OWS OF FRIENDLY | 0000B090: 43 48 41 52 41 43 54 45 52 53 20 42 59 20 4F 4E |CHARACTERS BY ON| 0000B0A0: 45 0D 20 20 41 4E 44 20 52 45 44 55 43 45 53 20 |E. AND REDUCES | 0000B0B0: 54 48 45 20 D4 C8 C1 C3 30 20 41 4E 44 20 53 41 |THE ....0 AND SA| 0000B0C0: 56 49 4E 47 20 54 48 52 4F 57 20 4F 46 20 4D 4F |VING THROW OF MO| 0000B0D0: 4E 53 54 45 52 53 20 42 59 20 4F 4E 45 2E 20 20 |NSTERS BY ONE. | 0000B0E0: D4 48 49 53 20 49 53 20 41 20 47 4F 4F 44 0D 20 |.HIS IS A GOOD. | 0000B0F0: 20 53 50 45 4C 4C 20 54 4F 20 43 41 53 54 20 42 | SPELL TO CAST B| 0000B100: 45 46 4F 52 45 20 47 4F 49 4E 47 20 49 4E 54 4F |EFORE GOING INTO| 0000B110: 20 43 4F 4D 42 41 54 2E 20 D0 52 41 59 45 52 20 | COMBAT. .RAYER | 0000B120: 49 53 20 4E 4F 54 20 43 55 4D 55 4C 41 54 49 56 |IS NOT CUMULATIV| 0000B130: 45 20 57 49 54 48 20 C2 CC C5 D3 D3 0D 20 20 4F |E WITH ...... O| 0000B140: 52 20 4F 54 48 45 52 20 D0 52 41 59 45 52 20 53 |R OTHER .RAYER S| 0000B150: 50 45 4C 4C 53 2E 0D 0D 20 20 5B D2 45 4D 4F 56 |PELLS... [.EMOV| 0000B160: 45 20 C3 55 52 53 45 5D 20 52 45 4D 4F 56 45 53 |E .URSE] REMOVES| 0000B170: 20 54 48 45 20 45 46 46 45 43 54 53 20 4F 46 20 | THE EFFECTS OF | 0000B180: 41 20 C2 45 53 54 4F 57 20 C3 55 52 53 45 20 53 |A .ESTOW .URSE S| 0000B190: 50 45 4C 4C 20 41 4E 44 20 41 4C 4C 4F 57 53 20 |PELL AND ALLOWS | 0000B1A0: 54 48 45 0D 20 20 54 41 52 47 45 54 20 54 4F 20 |THE. TARGET TO | 0000B1B0: 55 4E 52 45 41 44 59 20 43 55 52 53 45 44 20 4D |UNREADY CURSED M| 0000B1C0: 41 47 49 43 20 49 54 45 4D 53 2E 0D 0D 0D 0D 20 |AGIC ITEMS..... | 0000B1D0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000B1E0: 20 20 20 20 20 20 20 2D 3D 5B C6 49 52 53 54 20 | -=[.IRST | 0000B1F0: CC 45 56 45 4C 20 CD 41 47 45 20 D3 50 45 4C 4C |.EVEL .AGE .PELL| 0000B200: 53 5D 3D 2D 0D 20 0D 20 20 5B C2 55 52 4E 49 4E |S]=-. . [.URNIN| 0000B210: 47 20 C8 41 4E 44 53 5D 20 43 41 55 53 45 53 20 |G .ANDS] CAUSES | 0000B220: 31 20 C8 D0 20 4F 46 20 46 49 52 45 20 44 41 4D |1 .. OF FIRE DAM| 0000B230: 41 47 45 20 50 45 52 20 4C 45 56 45 4C 20 4F 46 |AGE PER LEVEL OF| 0000B240: 20 54 48 45 20 43 41 53 54 45 52 2E 20 D4 48 45 | THE CASTER. .HE| 0000B250: 52 45 20 49 53 20 0D 20 20 4E 4F 20 53 41 56 49 |RE IS . NO SAVI| 0000B260: 4E 47 20 54 48 52 4F 57 2E 0D 0D 20 20 5B C3 48 |NG THROW... [.H| 0000B270: 41 52 4D 20 D0 45 52 53 4F 4E 5D 20 43 48 41 4E |ARM .ERSON] CHAN| 0000B280: 47 45 53 20 54 48 45 20 54 41 52 47 45 54 53 20 |GES THE TARGETS | 0000B290: 41 4C 4C 45 47 49 41 4E 43 45 20 49 4E 20 41 20 |ALLEGIANCE IN A | 0000B2A0: 43 4F 4D 42 41 54 2E 20 C9 54 20 4F 4E 4C 59 20 |COMBAT. .T ONLY | 0000B2B0: 41 46 46 45 43 54 53 0D 20 20 43 48 41 52 41 43 |AFFECTS. CHARAC| 0000B2C0: 54 45 52 20 54 59 50 45 53 20 28 48 55 4D 41 4E |TER TYPES (HUMAN| 0000B2D0: 2C 20 45 54 43 2E 29 2C 20 47 4F 42 4C 49 4E 53 |, ETC.), GOBLINS| 0000B2E0: 20 4F 52 20 48 4F 42 47 4F 42 4C 49 4E 53 2E 0D | OR HOBGOBLINS..| 0000B2F0: 0D 20 20 5B C4 45 54 45 43 54 20 CD 41 47 49 43 |. [.ETECT .AGIC| 0000B300: 5D 20 49 4E 44 49 43 41 54 45 53 20 57 48 49 43 |] INDICATES WHIC| 0000B310: 48 20 45 51 55 49 50 4D 45 4E 54 20 4F 52 20 54 |H EQUIPMENT OR T| 0000B320: 52 45 41 53 55 52 45 20 49 54 45 4D 53 20 41 52 |REASURE ITEMS AR| 0000B330: 45 20 4D 41 47 49 43 41 4C 2E 20 C1 46 54 45 52 |E MAGICAL. .FTER| 0000B340: 0D 20 20 43 41 53 54 49 4E 47 20 54 48 45 20 53 |. CASTING THE S| 0000B350: 50 45 4C 4C 2C 20 56 49 45 57 20 41 20 43 48 41 |PELL, VIEW A CHA| 0000B360: 52 41 43 54 45 52 27 53 20 49 54 45 4D 53 20 4F |RACTER'S ITEMS O| 0000B370: 52 20 D4 41 4B 45 20 54 52 45 41 53 55 52 45 20 |R .AKE TREASURE | 0000B380: 49 54 45 4D 53 2D 20 45 51 55 49 50 4D 45 4E 54 |ITEMS- EQUIPMENT| 0000B390: 0D 20 20 4F 52 20 54 52 45 41 53 55 52 45 20 50 |. OR TREASURE P| 0000B3A0: 52 45 43 45 44 45 44 20 42 59 20 41 4E 20 27 2A |RECEDED BY AN '*| 0000B3B0: 27 20 4F 52 20 41 20 27 2B 27 20 49 53 20 4D 41 |' OR A '+' IS MA| 0000B3C0: 47 49 43 41 4C 2E 0D 0D 20 20 5B C5 4E 4C 41 52 |GICAL... [.NLAR| 0000B3D0: 47 45 5D 20 4D 41 4B 45 53 20 54 48 45 20 54 41 |GE] MAKES THE TA| 0000B3E0: 52 47 45 54 20 4C 41 52 47 45 52 20 41 4E 44 20 |RGET LARGER AND | 0000B3F0: 53 54 52 4F 4E 47 45 52 2E 20 D4 48 45 20 48 49 |STRONGER. .HE HI| 0000B400: 47 48 45 52 20 54 48 45 20 43 41 53 54 45 52 27 |GHER THE CASTER'| 0000B410: 53 20 0D 20 20 4C 45 56 45 4C 2C 20 54 48 45 20 |S . LEVEL, THE | 0000B420: 4C 41 52 47 45 52 20 41 4E 44 20 53 54 52 4F 4E |LARGER AND STRON| 0000B430: 47 45 52 20 54 48 45 20 54 41 52 47 45 54 20 47 |GER THE TARGET G| 0000B440: 45 54 53 2E 0D 20 0D 20 20 5B C6 52 49 45 4E 44 |ETS.. . [.RIEND| 0000B450: 53 5D 20 52 41 49 53 45 53 20 54 48 45 20 43 41 |S] RAISES THE CA| 0000B460: 53 54 45 52 53 20 43 48 41 52 49 53 4D 41 20 32 |STERS CHARISMA 2| 0000B470: 2D 38 20 50 4F 49 4E 54 53 2E 20 C9 54 20 49 53 |-8 POINTS. .T IS| 0000B480: 20 4F 46 54 45 4E 20 43 41 53 54 20 4A 55 53 54 | OFTEN CAST JUST| 0000B490: 20 42 45 46 4F 52 45 0D 20 20 41 4E 20 45 4E 43 | BEFORE. AN ENC| 0000B4A0: 4F 55 4E 54 45 52 20 57 49 54 48 20 CE D0 C3 53 |OUNTER WITH ...S| 0000B4B0: 2E 0D 0D 20 20 5B CD 41 47 49 43 20 CD 49 53 53 |... [.AGIC .ISS| 0000B4C0: 49 4C 45 5D 20 44 4F 45 53 20 32 2D 35 20 C8 D0 |ILE] DOES 2-5 ..| 0000B4D0: 20 50 45 52 20 4D 49 53 53 49 4C 45 20 57 49 54 | PER MISSILE WIT| 0000B4E0: 48 20 4E 4F 20 53 41 56 49 4E 47 20 54 48 52 4F |H NO SAVING THRO| 0000B4F0: 57 2E 20 C1 20 4D 41 47 45 20 54 48 52 4F 57 53 |W. . MAGE THROWS| 0000B500: 20 31 20 0D 20 20 4D 49 53 53 49 4C 45 20 41 54 | 1 . MISSILE AT| 0000B510: 20 31 53 54 2D 32 4E 44 20 4C 45 56 45 4C 2E 20 | 1ST-2ND LEVEL. | 0000B520: 20 32 20 4D 49 53 53 49 4C 45 53 20 41 54 20 33 | 2 MISSILES AT 3| 0000B530: 2D 34 54 48 20 4C 45 56 45 4C 2C 20 33 20 4D 49 |-4TH LEVEL, 3 MI| 0000B540: 53 53 49 4C 45 53 20 41 54 20 35 2D 36 54 48 20 |SSILES AT 5-6TH | 0000B550: 0D 20 20 4C 45 56 45 4C 2C 20 41 4E 44 20 34 20 |. LEVEL, AND 4 | 0000B560: 4D 49 53 53 49 4C 45 53 20 41 54 20 54 48 45 20 |MISSILES AT THE | 0000B570: 37 54 48 2D 38 54 48 20 4C 45 56 45 4C 2E 20 D4 |7TH-8TH LEVEL. .| 0000B580: 48 49 53 20 53 50 45 4C 4C 20 57 49 4C 4C 20 44 |HIS SPELL WILL D| 0000B590: 41 4D 41 47 45 20 41 4E 59 20 54 41 52 47 45 54 |AMAGE ANY TARGET| 0000B5A0: 0D 20 20 57 49 54 48 49 4E 20 49 54 53 20 52 41 |. WITHIN ITS RA| 0000B5B0: 4E 47 45 20 55 4E 4C 45 53 53 20 54 48 45 20 54 |NGE UNLESS THE T| 0000B5C0: 41 52 47 45 54 20 49 53 20 4D 41 47 49 43 20 52 |ARGET IS MAGIC R| 0000B5D0: 45 53 49 53 54 41 4E 54 20 4F 52 20 48 41 53 20 |ESISTANT OR HAS | 0000B5E0: 43 45 52 54 41 49 4E 20 4D 41 47 49 43 41 4C 0D |CERTAIN MAGICAL.| 0000B5F0: 20 20 50 52 4F 54 45 43 54 49 4F 4E 2E 20 C3 41 | PROTECTION. .A| 0000B600: 53 54 53 20 49 4E 53 54 41 4E 54 41 4E 45 4F 55 |STS INSTANTANEOU| 0000B610: 53 4C 59 2E 0D 0D 20 20 5B D0 52 4F 54 45 43 54 |SLY... [.ROTECT| 0000B620: 49 4F 4E 20 46 52 4F 4D 20 C5 56 49 4C 5D 20 49 |ION FROM .VIL] I| 0000B630: 4D 50 52 4F 56 45 53 20 54 48 45 20 C1 C3 20 41 |MPROVES THE .. A| 0000B640: 4E 44 20 53 41 56 49 4E 47 20 54 48 52 4F 57 53 |ND SAVING THROWS| 0000B650: 20 4F 46 20 54 48 45 20 54 41 52 47 45 54 20 42 | OF THE TARGET B| 0000B660: 59 20 32 0D 20 20 41 47 41 49 4E 53 54 20 45 56 |Y 2. AGAINST EV| 0000B670: 49 4C 20 41 54 54 41 43 4B 45 52 53 2E 0D 20 0D |IL ATTACKERS.. .| 0000B680: 20 20 5B D2 45 41 44 20 CD 41 47 49 43 5D 20 41 | [.EAD .AGIC] A| 0000B690: 4C 4C 4F 57 53 20 41 20 4D 41 47 45 20 54 4F 20 |LLOWS A MAGE TO | 0000B6A0: 52 45 41 44 59 20 41 20 53 43 52 4F 4C 4C 20 41 |READY A SCROLL A| 0000B6B0: 4E 44 20 52 45 41 44 20 49 54 2E 20 C6 4F 52 20 |ND READ IT. .OR | 0000B6C0: 53 43 52 4F 4C 4C 53 2C 20 54 48 49 53 0D 20 20 |SCROLLS, THIS. | 0000B6D0: 57 4F 52 4B 53 20 41 53 20 49 46 20 54 48 45 59 |WORKS AS IF THEY| 0000B6E0: 20 48 41 56 45 20 42 45 45 4E 20 49 44 45 4E 54 | HAVE BEEN IDENT| 0000B6F0: 49 46 49 45 44 2E 20 C1 20 4D 41 47 45 20 4D 41 |IFIED. . MAGE MA| 0000B700: 59 20 53 43 52 49 42 45 20 54 48 45 20 53 50 45 |Y SCRIBE THE SPE| 0000B710: 4C 4C 53 20 46 52 4F 4D 20 41 20 0D 20 20 53 43 |LLS FROM A . SC| 0000B720: 52 4F 4C 4C 20 28 49 46 20 41 50 50 52 4F 50 52 |ROLL (IF APPROPR| 0000B730: 49 41 54 45 20 46 4F 52 20 48 49 53 20 43 4C 41 |IATE FOR HIS CLA| 0000B740: 53 53 20 41 4E 44 20 4C 45 56 45 4C 29 20 41 46 |SS AND LEVEL) AF| 0000B750: 54 45 52 20 49 54 20 48 41 53 20 42 45 45 4E 20 |TER IT HAS BEEN | 0000B760: 52 45 41 44 2E 0D 0D 20 20 5B D3 48 49 45 4C 44 |READ... [.HIELD| 0000B770: 5D 20 4E 45 47 41 54 45 53 20 54 48 45 20 4D 41 |] NEGATES THE MA| 0000B780: 47 49 43 20 4D 49 53 53 49 4C 45 20 53 50 45 4C |GIC MISSILE SPEL| 0000B790: 4C 2C 20 49 4D 50 52 4F 56 45 53 20 54 48 45 20 |L, IMPROVES THE | 0000B7A0: 4D 41 47 45 27 53 20 53 41 56 49 4E 47 20 54 48 |MAGE'S SAVING TH| 0000B7B0: 52 4F 57 2C 0D 20 20 41 4E 44 20 4D 41 59 20 49 |ROW,. AND MAY I| 0000B7C0: 4E 43 52 45 41 53 45 20 48 49 53 20 C1 C3 2E 0D |NCREASE HIS ....| 0000B7D0: 0D 20 20 5B D3 48 4F 43 4B 49 4E 47 20 C7 52 41 |. [.HOCKING .RA| 0000B7E0: 53 50 5D 20 44 4F 45 53 20 45 4C 45 43 54 52 49 |SP] DOES ELECTRI| 0000B7F0: 43 41 4C 20 44 41 4D 41 47 45 20 4F 46 20 31 2D |CAL DAMAGE OF 1-| 0000B800: 38 20 C8 D0 2C 20 2B 20 31 20 C8 D0 20 50 45 52 |8 .., + 1 .. PER| 0000B810: 20 4C 45 56 45 4C 20 4F 46 20 43 41 53 54 45 52 | LEVEL OF CASTER| 0000B820: 2E 0D 0D 20 20 5B D3 4C 45 45 50 5D 20 50 55 54 |... [.LEEP] PUT| 0000B830: 53 20 31 2D 31 36 20 54 41 52 47 45 54 53 20 54 |S 1-16 TARGETS T| 0000B840: 4F 20 53 4C 45 45 50 20 57 49 54 48 20 4E 4F 20 |O SLEEP WITH NO | 0000B850: 53 41 56 49 4E 47 20 54 48 52 4F 57 2E 20 D5 50 |SAVING THROW. .P| 0000B860: 20 54 4F 20 31 36 20 4F 4E 45 20 48 49 54 2D 44 | TO 16 ONE HIT-D| 0000B870: 49 45 0D 20 20 54 41 52 47 45 54 53 20 41 52 45 |IE. TARGETS ARE| 0000B880: 20 41 46 46 45 43 54 45 44 2E 20 CF 4E 45 20 34 | AFFECTED. .NE 4| 0000B890: 20 48 49 54 2D 44 49 45 20 54 41 52 47 45 54 20 | HIT-DIE TARGET | 0000B8A0: 49 53 20 41 46 46 45 43 54 45 44 2E 20 D4 41 52 |IS AFFECTED. .AR| 0000B8B0: 47 45 54 53 20 4F 46 20 35 20 4F 52 20 4D 4F 52 |GETS OF 5 OR MOR| 0000B8C0: 45 0D 20 20 48 49 54 20 44 49 43 45 20 41 52 45 |E. HIT DICE ARE| 0000B8D0: 20 55 4E 41 46 46 45 43 54 45 44 2E 0D 0D 0D 20 | UNAFFECTED.... | 0000B8E0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 0000B8F0: 20 20 20 20 20 20 20 20 2D 3D D3 45 43 4F 4E 44 | -=.ECOND| 0000B900: 20 CC 45 56 45 4C 20 CD 41 47 45 20 D3 50 45 4C | .EVEL .AGE .PEL| 0000B910: 4C 53 3D 2D 0D 0D 20 20 5B C4 45 54 45 43 54 20 |LS=-.. [.ETECT | 0000B920: C9 4E 56 49 53 49 42 49 4C 49 54 59 5D 20 41 4C |.NVISIBILITY] AL| 0000B930: 4C 4F 57 53 20 54 48 45 20 54 41 52 47 45 54 20 |LOWS THE TARGET | 0000B940: 54 4F 20 53 50 4F 54 20 49 4E 56 49 53 49 42 4C |TO SPOT INVISIBL| 0000B950: 45 20 54 41 52 47 45 54 53 2E 0D 20 0D 20 20 5B |E TARGETS.. . [| 0000B960: C9 4E 56 49 53 49 42 49 54 59 5D 20 4D 41 4B 45 |.NVISIBITY] MAKE| 0000B970: 53 20 54 48 45 20 54 41 52 47 45 54 20 49 4E 56 |S THE TARGET INV| 0000B980: 49 53 49 42 4C 45 2E 20 D4 48 45 20 D4 C8 C1 C3 |ISIBLE. .HE ....| 0000B990: 30 20 4F 46 20 4D 45 4C 45 45 20 41 54 54 41 43 |0 OF MELEE ATTAC| 0000B9A0: 4B 53 20 41 47 41 49 4E 53 54 20 0D 20 20 49 4E |KS AGAINST . IN| 0000B9B0: 56 49 53 49 42 4C 45 20 54 41 52 47 45 54 53 20 |VISIBLE TARGETS | 0000B9C0: 49 53 20 52 45 44 55 43 45 44 20 42 59 20 34 2E |IS REDUCED BY 4.| 0000B9D0: 20 C9 54 20 49 53 20 49 4D 50 4F 53 53 49 42 4C | .T IS IMPOSSIBL| 0000B9E0: 45 20 54 4F 20 41 49 4D 20 52 41 4E 47 45 44 20 |E TO AIM RANGED | 0000B9F0: 41 54 54 41 43 4B 53 20 41 54 0D 20 20 49 4E 56 |ATTACKS AT. INV| 0000BA00: 49 53 49 42 4C 45 20 54 41 52 47 45 54 53 2E 20 |ISIBLE TARGETS. | 0000BA10: 20 C9 4E 56 49 53 49 42 49 4C 49 54 59 20 49 53 | .NVISIBILITY IS| 0000BA20: 20 44 49 53 50 45 4C 4C 45 44 20 57 48 45 4E 20 | DISPELLED WHEN | 0000BA30: 54 48 45 20 54 41 52 47 45 54 20 41 54 54 41 43 |THE TARGET ATTAC| 0000BA40: 4B 53 20 4F 52 20 43 41 53 54 53 0D 20 20 41 20 |KS OR CASTS. A | 0000BA50: 53 50 45 4C 4C 2E 0D 0D 20 20 5B CB 4E 4F 43 4B |SPELL... [.NOCK| 0000BA60: 5D 20 49 53 20 55 53 45 44 20 54 4F 20 4F 50 45 |] IS USED TO OPE| 0000BA70: 4E 20 4C 4F 43 4B 53 2E 20 C9 54 20 43 41 4E 20 |N LOCKS. .T CAN | 0000BA80: 42 45 20 43 41 53 54 20 46 52 4F 4D 20 54 48 45 |BE CAST FROM THE| 0000BA90: 20 44 4F 4F 52 20 4F 50 45 4E 49 4E 47 20 4D 45 | DOOR OPENING ME| 0000BAA0: 4E 55 20 49 46 20 0D 20 20 54 48 45 20 41 43 54 |NU IF . THE ACT| 0000BAB0: 49 56 45 20 43 48 41 52 41 43 54 45 52 20 48 41 |IVE CHARACTER HA| 0000BAC0: 53 20 4D 45 4D 4F 52 49 5A 45 44 20 4B 4E 4F 43 |S MEMORIZED KNOC| 0000BAD0: 4B 20 53 50 45 4C 4C 2E 0D 0D 20 20 5B CD 49 52 |K SPELL... [.IR| 0000BAE0: 52 4F 52 20 C9 4D 41 47 45 5D 20 43 52 45 41 54 |ROR .MAGE] CREAT| 0000BAF0: 45 53 20 31 2D 34 20 49 4C 4C 55 53 49 4F 4E 41 |ES 1-4 ILLUSIONA| 0000BB00: 52 59 20 44 55 50 4C 49 43 41 54 45 53 20 4F 46 |RY DUPLICATES OF| 0000BB10: 20 54 48 45 20 4D 41 47 45 2E 20 C1 20 44 55 50 | THE MAGE. . DUP| 0000BB20: 4C 49 43 41 54 45 20 0D 20 20 44 49 53 41 50 50 |LICATE . DISAPP| 0000BB30: 45 41 52 53 20 57 48 45 4E 20 49 54 20 49 53 20 |EARS WHEN IT IS | 0000BB40: 41 54 54 41 43 4B 45 44 2E 0D 0D 20 20 5B D2 41 |ATTACKED... [.A| 0000BB50: 59 20 4F 46 20 C5 4E 46 45 45 42 4C 45 4D 45 4E |Y OF .NFEEBLEMEN| 0000BB60: 54 5D 20 52 45 44 55 43 45 53 20 54 48 45 20 54 |T] REDUCES THE T| 0000BB70: 41 52 47 45 54 27 53 20 53 54 52 45 4E 47 54 48 |ARGET'S STRENGTH| 0000BB80: 20 42 59 20 32 35 25 20 2B 20 32 25 20 50 45 52 | BY 25% + 2% PER| 0000BB90: 20 4C 45 56 45 4C 20 4F 46 20 0D 20 20 54 48 45 | LEVEL OF . THE| 0000BBA0: 20 43 41 53 54 45 52 2E 0D 0D 20 20 5B D3 54 49 | CASTER... [.TI| 0000BBB0: 4E 4B 49 4E 47 20 C3 4C 4F 55 44 5D 20 50 41 52 |NKING .LOUD] PAR| 0000BBC0: 41 4C 59 5A 45 53 20 54 48 4F 53 45 20 49 4E 20 |ALYZES THOSE IN | 0000BBD0: 49 54 53 20 41 52 45 41 20 46 4F 52 20 32 2D 35 |ITS AREA FOR 2-5| 0000BBE0: 20 52 4F 55 4E 44 53 2E 20 C9 46 20 54 48 45 20 | ROUNDS. .F THE | 0000BBF0: 54 41 52 47 45 54 20 0D 20 20 53 41 56 45 53 2C |TARGET . SAVES,| 0000BC00: 20 49 54 20 49 53 20 4E 4F 54 20 50 41 52 41 4C | IT IS NOT PARAL| 0000BC10: 59 5A 45 44 2C 20 42 55 54 20 49 53 20 4E 41 55 |YZED, BUT IS NAU| 0000BC20: 53 45 4F 55 53 20 41 4E 44 20 48 41 53 20 49 54 |SEOUS AND HAS IT| 0000BC30: 53 20 C1 C3 20 52 45 44 55 43 45 44 20 46 4F 52 |S .. REDUCED FOR| 0000BC40: 20 54 57 4F 20 0D 20 20 52 4F 55 4E 44 53 2E 20 | TWO . ROUNDS. | 0000BC50: D4 48 49 53 20 53 50 45 4C 4C 20 48 41 53 20 41 |.HIS SPELL HAS A| 0000BC60: 20 56 45 52 59 20 53 48 4F 52 54 20 52 41 4E 47 | VERY SHORT RANG| 0000BC70: 45 20 41 4E 44 20 43 41 52 45 20 53 48 4F 55 4C |E AND CARE SHOUL| 0000BC80: 44 20 42 45 20 54 41 4B 45 4E 20 54 4F 20 41 56 |D BE TAKEN TO AV| 0000BC90: 4F 49 44 20 0D 20 20 49 4E 43 4C 55 44 49 4E 47 |OID . INCLUDING| 0000BCA0: 20 50 41 52 54 59 20 4D 45 4D 42 45 52 53 2E 0D | PARTY MEMBERS..| 0000BCB0: 0D 20 20 5B D3 54 52 45 4E 47 54 48 5D 20 52 41 |. [.TRENGTH] RA| 0000BCC0: 49 53 45 53 20 54 48 45 20 54 41 52 47 45 54 27 |ISES THE TARGET'| 0000BCD0: 53 20 53 54 52 45 4E 47 54 48 20 42 59 20 31 2D |S STRENGTH BY 1-| 0000BCE0: 38 20 50 4F 49 4E 54 53 2C 20 44 45 50 45 4E 44 |8 POINTS, DEPEND| 0000BCF0: 49 4E 47 20 4F 4E 20 54 48 45 20 43 4C 41 53 53 |ING ON THE CLASS| 0000BD00: 0D 20 20 4F 46 20 54 48 45 20 54 41 52 47 45 54 |. OF THE TARGET| 0000BD10: 2E 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 |... | 0000BD20: 20 20 20 20 20 20 20 20 20 20 20 20 2D 3D D4 48 | -=.H| 0000BD30: 49 52 44 20 CC 45 56 45 4C 20 CD 41 47 45 20 D3 |IRD .EVEL .AGE .| 0000BD40: 50 45 4C 4C 53 3D 2D 0D 0D 20 20 5B C2 4C 49 4E |PELLS=-.. [.LIN| 0000BD50: 4B 5D 20 50 52 4F 54 45 43 54 53 20 54 48 45 20 |K] PROTECTS THE | 0000BD60: 4D 41 47 45 2E 20 D4 48 45 20 4D 41 47 45 20 27 |MAGE. .HE MAGE '| 0000BD70: 42 4C 49 4E 4B 53 20 4F 55 54 27 20 41 46 54 45 |BLINKS OUT' AFTE| 0000BD80: 52 20 48 45 20 41 43 54 53 20 45 41 43 48 20 52 |R HE ACTS EACH R| 0000BD90: 4F 55 4E 44 2E 20 D4 48 45 0D 20 20 4D 41 47 45 |OUND. .HE. MAGE| 0000BDA0: 20 4D 41 59 20 42 45 20 50 48 59 53 49 43 41 4C | MAY BE PHYSICAL| 0000BDB0: 4C 59 20 41 54 54 41 43 4B 45 44 20 42 45 46 4F |LY ATTACKED BEFO| 0000BDC0: 52 45 20 48 45 20 41 43 54 53 20 45 41 43 48 20 |RE HE ACTS EACH | 0000BDD0: 52 4F 55 4E 44 2C 20 42 55 54 20 48 45 20 4D 41 |ROUND, BUT HE MA| 0000BDE0: 59 20 4E 4F 54 20 42 45 20 0D 20 20 50 48 59 53 |Y NOT BE . PHYS| 0000BDF0: 49 43 41 4C 4C 59 20 41 54 54 41 43 4B 45 44 20 |ICALLY ATTACKED | 0000BE00: 41 46 54 45 52 20 48 45 20 41 43 54 53 2E 0D 0D |AFTER HE ACTS...| 0000BE10: 20 20 5B C4 49 53 50 45 4C 20 CD 41 47 49 43 5D | [.ISPEL .AGIC]| 0000BE20: 20 52 45 4D 4F 56 45 53 20 54 48 45 20 45 46 46 | REMOVES THE EFF| 0000BE30: 45 43 54 53 20 4F 46 20 53 50 45 4C 4C 53 20 54 |ECTS OF SPELLS T| 0000BE40: 48 41 54 20 44 4F 20 4E 4F 54 20 48 41 56 45 20 |HAT DO NOT HAVE | 0000BE50: 53 50 45 43 49 46 49 43 20 43 4F 55 4E 54 45 52 |SPECIFIC COUNTER| 0000BE60: 0D 20 20 53 50 45 4C 4C 53 2E 0D 20 20 20 0D 20 |. SPELLS.. . | 0000BE70: 20 5B C6 49 52 45 42 41 4C 4C 5D 20 44 4F 45 53 | [.IREBALL] DOES| 0000BE80: 20 31 2D 36 20 C8 D0 20 50 45 52 20 4C 45 56 45 | 1-6 .. PER LEVE| 0000BE90: 4C 20 4F 46 20 54 48 45 20 43 41 53 54 45 52 20 |L OF THE CASTER | 0000BEA0: 54 4F 20 41 4C 4C 20 54 41 52 47 45 54 53 20 57 |TO ALL TARGETS W| 0000BEB0: 49 54 48 49 4E 20 49 54 53 20 41 52 45 41 2E 0D |ITHIN ITS AREA..| 0000BEC0: 20 20 C9 46 20 54 48 45 20 54 41 52 47 45 54 20 | .F THE TARGET | 0000BED0: 4D 41 4B 45 53 20 49 54 53 20 53 41 56 49 4E 47 |MAKES ITS SAVING| 0000BEE0: 20 54 48 52 4F 57 2C 20 54 48 45 20 44 41 4D 41 | THROW, THE DAMA| 0000BEF0: 47 45 20 49 53 20 48 41 4C 56 45 44 2E 20 C1 20 |GE IS HALVED. . | 0000BF00: 46 49 52 45 42 41 4C 4C 20 48 41 53 20 41 20 0D |FIREBALL HAS A .| 0000BF10: 20 20 32 20 53 51 55 41 52 45 20 52 41 44 49 55 | 2 SQUARE RADIU| 0000BF20: 53 20 4F 55 54 44 4F 4F 52 53 20 41 4E 44 20 41 |S OUTDOORS AND A| 0000BF30: 20 33 20 53 51 55 41 52 45 20 52 41 44 49 55 53 | 3 SQUARE RADIUS| 0000BF40: 20 49 4E 44 4F 4F 52 53 2E 20 C6 49 52 45 42 41 | INDOORS. .IREBA| 0000BF50: 4C 4C 20 49 53 20 41 20 53 4C 4F 57 2D 0D 20 20 |LL IS A SLOW-. | 0000BF60: 43 41 53 54 49 4E 47 20 53 50 45 4C 4C 20 41 4E |CASTING SPELL AN| 0000BF70: 44 20 54 48 45 20 53 50 45 4C 4C 27 53 20 50 4F |D THE SPELL'S PO| 0000BF80: 57 45 52 20 44 45 4D 41 4E 44 53 20 54 48 41 54 |WER DEMANDS THAT| 0000BF90: 20 59 4F 55 20 54 41 52 47 45 54 20 43 41 52 45 | YOU TARGET CARE| 0000BFA0: 46 55 4C 4C 59 2E 20 CF 54 48 45 52 2D 0D 20 20 |FULLY. .THER-. | 0000BFB0: 57 49 53 45 2C 20 59 4F 55 20 4D 41 59 20 49 4E |WISE, YOU MAY IN| 0000BFC0: 41 44 56 45 52 54 45 4E 54 4C 59 20 44 45 53 54 |ADVERTENTLY DEST| 0000BFD0: 52 4F 59 20 50 41 52 54 59 20 4D 45 4D 42 45 52 |ROY PARTY MEMBER| 0000BFE0: 53 2E 20 D7 48 45 4E 20 49 4E 44 4F 4F 52 53 2C |S. .HEN INDOORS,| 0000BFF0: 20 54 48 45 20 4F 4E 4C 59 20 53 41 46 45 0D 20 | THE ONLY SAFE. | 0000C000: 20 41 52 45 41 20 4F 4E 20 54 48 45 20 53 43 52 | AREA ON THE SCR| 0000C010: 45 45 4E 20 41 54 20 54 48 45 20 54 49 4D 45 20 |EEN AT THE TIME | 0000C020: 59 4F 55 20 54 41 52 47 45 54 20 54 48 45 20 53 |YOU TARGET THE S| 0000C030: 50 45 4C 4C 53 20 41 52 45 20 54 48 45 20 53 51 |PELLS ARE THE SQ| 0000C040: 55 41 52 45 53 20 49 4E 20 45 41 43 48 0D 20 20 |UARES IN EACH. | 0000C050: 43 4F 52 4E 45 52 20 4F 46 20 54 48 45 20 53 43 |CORNER OF THE SC| 0000C060: 52 45 45 4E 20 41 4E 44 20 54 48 45 20 53 51 55 |REEN AND THE SQU| 0000C070: 41 52 45 53 20 44 49 52 45 43 54 4C 59 20 41 42 |ARES DIRECTLY AB| 0000C080: 4F 56 45 20 41 4E 44 20 42 45 4C 4F 57 20 54 48 |OVE AND BELOW TH| 0000C090: 45 53 45 20 43 4F 52 4E 45 52 20 0D 20 20 53 51 |ESE CORNER . SQ| 0000C0A0: 55 41 52 45 53 2E 20 C2 45 20 53 55 52 45 20 54 |UARES. .E SURE T| 0000C0B0: 4F 20 43 45 4E 54 45 52 20 54 4F 20 44 45 54 45 |O CENTER TO DETE| 0000C0C0: 52 4D 49 4E 45 20 57 48 4F 20 57 49 4C 4C 20 42 |RMINE WHO WILL B| 0000C0D0: 45 20 49 4E 20 54 48 45 20 41 52 45 41 20 4F 46 |E IN THE AREA OF| 0000C0E0: 20 45 46 46 45 43 54 2E 0D 0D 20 20 5B C8 41 53 | EFFECT... [.AS| 0000C0F0: 54 45 5D 20 44 4F 55 42 4C 45 53 20 54 48 45 20 |TE] DOUBLES THE | 0000C100: 54 41 52 47 45 54 27 53 20 4D 4F 56 45 4D 45 4E |TARGET'S MOVEMEN| 0000C110: 54 20 41 4E 44 20 4E 55 4D 42 45 52 20 4F 46 20 |T AND NUMBER OF | 0000C120: 4D 45 4C 45 45 20 41 54 54 41 43 4B 53 20 50 45 |MELEE ATTACKS PE| 0000C130: 52 20 52 4F 55 4E 44 2E 20 0D 20 20 C8 41 53 54 |R ROUND. . .AST| 0000C140: 45 20 48 41 53 20 41 20 53 48 4F 52 54 2D 44 55 |E HAS A SHORT-DU| 0000C150: 52 41 54 49 4F 4E 20 41 4E 44 20 59 4F 55 20 53 |RATION AND YOU S| 0000C160: 48 4F 55 4C 44 20 57 41 49 54 20 55 4E 54 49 4C |HOULD WAIT UNTIL| 0000C170: 20 41 20 46 49 47 48 54 20 49 53 20 49 4D 4D 49 | A FIGHT IS IMMI| 0000C180: 4E 45 4E 54 20 54 4F 20 0D 20 20 43 41 53 54 20 |NENT TO . CAST | 0000C190: 49 54 2E 20 D7 41 52 4E 49 4E 47 3A 20 45 41 43 |IT. .ARNING: EAC| 0000C1A0: 48 20 54 49 4D 45 20 41 20 48 41 53 54 45 20 53 |H TIME A HASTE S| 0000C1B0: 50 45 4C 4C 20 49 53 20 43 41 53 54 20 4F 4E 20 |PELL IS CAST ON | 0000C1C0: 41 20 43 48 41 52 41 43 54 45 52 2C 20 54 48 41 |A CHARACTER, THA| 0000C1D0: 54 20 43 48 41 52 41 43 2D 0D 20 20 54 45 52 20 |T CHARAC-. TER | 0000C1E0: 41 47 45 53 20 4F 4E 45 20 59 45 41 52 2E 0D 20 |AGES ONE YEAR.. | 0000C1F0: 0D 20 20 5B C8 4F 4C 44 20 D0 45 52 53 4F 4E 5D |. [.OLD .ERSON]| 0000C200: 20 4D 41 59 20 50 41 52 41 4C 59 5A 45 20 54 41 | MAY PARALYZE TA| 0000C210: 52 47 45 54 53 20 4F 46 20 43 48 41 52 41 43 54 |RGETS OF CHARACT| 0000C220: 45 52 53 20 54 59 50 45 20 28 48 55 4D 41 4E 2C |ERS TYPE (HUMAN,| 0000C230: 20 45 54 43 29 2C 20 47 4F 42 4C 49 4E 53 20 4F | ETC), GOBLINS O| 0000C240: 52 0D 20 20 48 4F 42 47 4F 42 4C 49 4E 2E 20 D9 |R. 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[.N| 0000C2A0: 56 49 53 49 42 49 4C 49 54 59 2C 20 31 30 27 20 |VISIBILITY, 10' | 0000C2B0: D2 41 44 49 55 53 5D 20 4D 41 4B 45 53 20 41 4C |.ADIUS] MAKES AL| 0000C2C0: 4C 20 54 41 52 47 45 54 53 20 41 44 4A 41 43 45 |L TARGETS ADJACE| 0000C2D0: 4E 54 20 54 4F 20 54 48 45 20 43 41 53 54 45 52 |NT TO THE CASTER| 0000C2E0: 20 49 4E 56 49 53 49 42 4C 45 2E 0D 20 20 D4 48 | INVISIBLE.. .H| 0000C2F0: 45 20 D4 C8 C1 C3 30 20 4F 46 20 4D 45 4C 45 45 |E ....0 OF MELEE| 0000C300: 20 41 54 54 41 43 4B 53 20 41 47 41 49 4E 53 54 | ATTACKS AGAINST| 0000C310: 20 49 4E 56 49 53 49 42 4C 45 20 54 41 52 47 45 | INVISIBLE TARGE| 0000C320: 54 53 20 49 53 20 52 45 44 55 43 45 44 20 42 59 |TS IS REDUCED BY| 0000C330: 20 34 2E 20 C9 54 20 49 53 20 0D 20 20 49 4D 50 | 4. .T IS . IMP| 0000C340: 4F 53 53 49 42 4C 45 20 54 4F 20 41 49 4D 20 52 |OSSIBLE TO AIM R| 0000C350: 41 4E 47 45 44 20 41 54 54 41 43 4B 53 20 41 54 |ANGED ATTACKS AT| 0000C360: 20 49 4E 56 49 53 49 42 4C 45 20 54 41 52 47 45 | INVISIBLE TARGE| 0000C370: 54 53 2E 20 D5 53 45 20 54 48 49 53 20 53 50 45 |TS. .SE THIS SPE| 0000C380: 4C 4C 20 54 4F 20 53 45 54 20 0D 20 20 55 50 20 |LL TO SET . UP | 0000C390: 41 20 42 41 54 54 4C 45 20 4C 49 4E 45 20 57 48 |A BATTLE LINE WH| 0000C3A0: 49 4C 45 20 54 48 45 20 42 41 44 20 47 55 59 53 |ILE THE BAD GUYS| 0000C3B0: 20 53 45 45 4B 20 59 4F 55 20 4F 55 54 2E 20 C3 | SEEK YOU OUT. .| 0000C3C0: 48 41 52 41 43 54 45 52 53 20 4C 4F 53 45 20 49 |HARACTERS LOSE I| 0000C3D0: 4E 56 49 53 49 42 49 4C 49 54 59 0D 20 20 49 46 |NVISIBILITY. IF| 0000C3E0: 20 54 48 45 59 20 54 52 59 20 54 4F 20 44 4F 20 | THEY TRY TO DO | 0000C3F0: 41 4E 59 54 48 49 4E 47 20 42 55 54 20 4D 4F 56 |ANYTHING BUT MOV| 0000C400: 45 2E 20 D3 4F 4D 45 20 4D 4F 4E 53 54 45 52 53 |E. .OME MONSTERS| 0000C410: 20 43 41 4E 20 53 45 45 20 49 4E 56 49 53 49 42 | CAN SEE INVISIB| 0000C420: 4C 45 20 43 52 45 41 54 55 52 45 53 0D 0D 20 20 |LE CREATURES.. | 0000C430: 5B CC 49 47 48 54 4E 49 4E 47 20 C2 4F 4C 54 5D |[.IGHTNING .OLT]| 0000C440: 20 44 4F 45 53 20 31 2D 36 20 C8 D0 20 50 45 52 | DOES 1-6 .. PER| 0000C450: 20 4C 45 56 45 4C 20 4F 46 20 54 48 45 20 43 41 | LEVEL OF THE CA| 0000C460: 53 54 45 52 20 54 4F 20 54 41 52 47 45 54 53 20 |STER TO TARGETS | 0000C470: 41 4C 4F 4E 47 20 49 54 53 20 20 20 0D 20 20 50 |ALONG ITS . P| 0000C480: 41 54 48 2E 20 C9 46 20 54 48 45 20 54 41 52 47 |ATH. .F THE TARG| 0000C490: 45 54 20 4D 41 4B 45 53 20 49 54 53 20 53 41 56 |ET MAKES ITS SAV| 0000C4A0: 49 4E 47 20 54 48 52 4F 57 2C 20 54 48 45 20 44 |ING THROW, THE D| 0000C4B0: 41 4D 41 47 45 20 49 53 20 48 41 4C 56 45 44 2E |AMAGE IS HALVED.| 0000C4C0: 20 C1 20 4C 49 47 48 54 4E 49 4E 47 0D 20 20 42 | . LIGHTNING. B| 0000C4D0: 4F 4C 54 20 49 53 20 34 20 4F 52 20 38 20 53 51 |OLT IS 4 OR 8 SQ| 0000C4E0: 55 41 52 45 53 20 4C 4F 4E 47 20 49 4E 20 41 20 |UARES LONG IN A | 0000C4F0: 4C 49 4E 45 20 41 57 41 59 20 46 52 4F 4D 20 54 |LINE AWAY FROM T| 0000C500: 48 45 20 43 41 53 54 45 52 2E 20 C6 4F 52 20 42 |HE CASTER. .OR B| 0000C510: 45 53 54 20 52 45 53 55 4C 54 53 2C 0D 20 20 4D |EST RESULTS,. M| 0000C520: 4F 56 45 20 54 48 45 20 53 50 45 4C 4C 20 43 41 |OVE THE SPELL CA| 0000C530: 53 54 45 52 20 54 4F 20 53 45 4E 44 20 54 48 45 |STER TO SEND THE| 0000C540: 20 42 4F 4C 54 20 44 4F 57 4E 20 41 20 52 4F 57 | BOLT DOWN A ROW| 0000C550: 20 4F 46 20 4F 50 50 4F 4E 45 4E 54 53 2E 20 C9 | OF OPPONENTS. .| 0000C560: 54 20 57 49 4C 4C 20 41 54 54 41 43 4B 0D 20 20 |T WILL ATTACK. | 0000C570: 41 4C 4C 20 4F 50 50 4F 4E 45 4E 54 53 20 41 4C |ALL OPPONENTS AL| 0000C580: 4F 4E 47 20 54 48 45 20 4C 49 4E 45 20 57 49 54 |ONG THE LINE WIT| 0000C590: 48 49 4E 20 49 54 27 53 20 52 41 4E 47 45 2E 20 |HIN IT'S RANGE. | 0000C5A0: D4 41 52 47 45 54 20 54 48 45 20 46 49 52 53 54 |.ARGET THE FIRST| 0000C5B0: 20 43 52 45 41 54 55 52 45 20 49 4E 20 0D 20 20 | CREATURE IN . | 0000C5C0: 54 48 45 20 52 4F 57 20 28 43 4C 4F 53 45 53 54 |THE ROW (CLOSEST| 0000C5D0: 20 54 4F 20 54 48 45 20 43 41 53 54 45 52 29 2E | TO THE CASTER).| 0000C5E0: 20 CC 49 47 48 54 4E 49 4E 47 20 42 4F 4C 54 53 | .IGHTNING BOLTS| 0000C5F0: 20 57 49 4C 4C 20 52 45 46 4C 45 43 54 20 4F 46 | WILL REFLECT OF| 0000C600: 46 20 57 41 4C 4C 53 20 42 41 43 4B 20 0D 20 20 |F WALLS BACK . | 0000C610: 54 4F 57 41 52 44 53 20 54 48 45 20 43 41 53 54 |TOWARDS THE CAST| 0000C620: 45 52 2E 20 D4 48 49 53 20 50 45 52 4D 49 54 53 |ER. .HIS PERMITS| 0000C630: 20 54 41 52 47 45 54 53 20 41 44 4A 41 43 45 4E | TARGETS ADJACEN| 0000C640: 54 20 4F 52 20 43 4C 4F 53 45 20 54 4F 20 41 20 |T OR CLOSE TO A | 0000C650: 57 41 4C 4C 20 54 4F 20 42 45 20 0D 20 20 48 49 |WALL TO BE . HI| 0000C660: 54 20 54 57 49 43 45 20 42 59 20 54 48 45 20 53 |T TWICE BY THE S| 0000C670: 41 4D 45 20 42 4F 4C 54 2E 20 C2 45 20 43 41 52 |AME BOLT. .E CAR| 0000C680: 45 46 55 4C 20 54 48 41 54 20 54 48 45 20 43 41 |EFUL THAT THE CA| 0000C690: 53 54 45 52 20 49 53 4E 27 54 20 48 49 54 20 42 |STER ISN'T HIT B| 0000C6A0: 59 20 54 48 45 20 0D 20 20 52 45 46 4C 45 43 54 |Y THE . REFLECT| 0000C6B0: 45 44 20 42 4F 4C 54 2E 0D 0D 20 20 5B D0 52 4F |ED BOLT... [.RO| 0000C6C0: 54 45 43 54 49 4F 4E 20 46 52 4F 4D 20 C5 56 49 |TECTION FROM .VI| 0000C6D0: 4C 2C 20 31 30 27 20 D2 41 44 49 55 53 5D 20 50 |L, 10' .ADIUS] P| 0000C6E0: 52 4F 54 45 43 54 53 20 54 48 45 20 54 41 52 47 |ROTECTS THE TARG| 0000C6F0: 45 54 20 41 4E 44 20 41 4C 4C 20 43 48 41 52 41 |ET AND ALL CHARA| 0000C700: 43 54 45 52 53 20 0D 20 20 41 44 4A 41 43 45 4E |CTERS . ADJACEN| 0000C710: 54 20 54 4F 20 54 48 45 20 54 41 52 47 45 54 2E |T TO THE TARGET.| 0000C720: 20 D4 48 45 20 53 50 45 4C 4C 20 49 4D 50 52 4F | .HE SPELL IMPRO| 0000C730: 56 45 53 20 54 48 45 20 C1 C3 20 41 4E 44 20 53 |VES THE .. AND S| 0000C740: 41 56 49 4E 47 20 54 48 52 4F 57 53 20 4F 46 20 |AVING THROWS OF | 0000C750: 54 48 4F 53 45 0D 20 20 49 54 20 50 52 4F 54 45 |THOSE. IT PROTE| 0000C760: 43 54 53 20 42 59 20 32 20 41 47 41 49 4E 53 54 |CTS BY 2 AGAINST| 0000C770: 20 45 56 49 4C 20 41 54 54 41 43 4B 45 52 53 2E | EVIL ATTACKERS.| 0000C780: 0D 0D 20 20 5B D0 52 4F 54 45 43 54 49 4F 4E 20 |.. [.ROTECTION | 0000C790: 46 52 4F 4D 20 C7 4F 4F 44 2C 20 31 30 27 20 D2 |FROM .OOD, 10' .| 0000C7A0: 41 44 49 55 53 5D 20 50 52 4F 54 45 43 54 53 20 |ADIUS] PROTECTS | 0000C7B0: 54 48 45 20 54 41 52 47 45 54 20 41 4E 44 20 41 |THE TARGET AND A| 0000C7C0: 4C 4C 20 43 48 41 52 41 43 54 45 52 53 20 0D 20 |LL CHARACTERS . | 0000C7D0: 20 41 44 4A 41 43 45 4E 54 20 54 4F 20 54 48 45 | ADJACENT TO THE| 0000C7E0: 20 54 41 52 47 45 54 2E 20 20 D4 48 45 20 53 50 | TARGET. .HE SP| 0000C7F0: 45 4C 4C 20 49 4D 50 52 4F 56 45 53 20 54 48 45 |ELL IMPROVES THE| 0000C800: 20 C1 C3 20 41 4E 44 20 53 41 56 49 4E 47 20 54 | .. AND SAVING T| 0000C810: 48 52 4F 57 53 20 4F 46 0D 20 20 54 48 4F 53 45 |HROWS OF. THOSE| 0000C820: 20 49 54 20 50 52 4F 54 45 43 54 53 20 42 59 20 | IT PROTECTS BY | 0000C830: 32 20 41 47 41 49 4E 53 54 20 41 54 54 41 43 4B |2 AGAINST ATTACK| 0000C840: 45 52 53 20 4F 46 20 47 4F 4F 44 20 41 4C 49 47 |ERS OF GOOD ALIG| 0000C850: 4E 4D 45 4E 54 2E 0D 0D 20 20 5B D0 52 4F 54 45 |NMENT... [.ROTE| 0000C860: 43 54 49 4F 4E 20 46 52 4F 4D 20 CE 4F 52 4D 41 |CTION FROM .ORMA| 0000C870: 4C 20 CD 49 53 53 49 4C 45 53 5D 20 4D 41 4B 45 |L .ISSILES] MAKE| 0000C880: 53 20 54 48 45 20 54 41 52 47 45 54 20 49 4D 4D |S THE TARGET IMM| 0000C890: 55 4E 45 20 54 4F 20 4E 4F 4E 2D 4D 41 47 49 43 |UNE TO NON-MAGIC| 0000C8A0: 41 4C 0D 20 20 4D 49 53 53 49 4C 45 53 2E 0D 0D |AL. MISSILES...| 0000C8B0: 20 20 5B D3 4C 4F 57 5D 20 41 46 46 45 43 54 53 | [.LOW] AFFECTS| 0000C8C0: 20 31 20 54 41 52 47 45 54 20 50 45 52 20 4C 45 | 1 TARGET PER LE| 0000C8D0: 56 45 4C 20 4F 46 20 43 41 53 54 45 52 2E 20 D4 |VEL OF CASTER. .| 0000C8E0: 48 45 20 53 50 45 4C 4C 20 48 41 4C 56 45 53 20 |HE SPELL HALVES | 0000C8F0: 54 48 45 20 54 41 52 47 45 54 27 53 0D 20 20 4D |THE TARGET'S. M| 0000C900: 4F 56 45 4D 45 4E 54 20 41 4E 44 20 4E 55 4D 42 |OVEMENT AND NUMB| 0000C910: 45 52 20 4F 46 20 4D 45 4C 45 45 20 41 54 54 41 |ER OF MELEE ATTA| 0000C920: 43 4B 53 20 50 45 52 20 52 4F 55 4E 44 2E 20 D3 |CKS PER ROUND. .| 0000C930: 4C 4F 57 20 43 41 4E 20 42 45 20 55 53 45 44 20 |LOW CAN BE USED | 0000C940: 54 4F 20 4E 45 47 41 54 45 0D 20 20 41 20 48 41 |TO NEGATE. A HA| 0000C950: 53 54 45 20 53 50 45 4C 4C 2E 20 D4 48 49 53 20 |STE SPELL. .HIS | 0000C960: 53 50 45 4C 4C 20 49 53 20 55 53 45 46 55 4C 20 |SPELL IS USEFUL | 0000C970: 41 47 41 49 4E 53 54 20 41 4E 59 20 48 49 47 48 |AGAINST ANY HIGH| 0000C980: 2D 44 41 4D 41 47 45 20 43 52 45 41 54 55 52 45 |-DAMAGE CREATURE| 0000C990: 2E 20 CF 4E 4C 59 0D 20 20 41 46 46 45 43 54 53 |. .NLY. AFFECTS| 0000C9A0: 20 54 48 45 20 53 49 44 45 20 4F 50 50 4F 53 49 | THE SIDE OPPOSI| 0000C9B0: 4E 47 20 54 48 45 20 53 50 45 4C 4C 20 43 41 53 |NG THE SPELL CAS| 0000C9C0: 54 45 52 2E 0D 0D |TER... |
.......... GATEWAY
TO THE SAVAGE FRONTIER.
ADVENTURER'S JOURNAL PART I:.
THE PLAYERS MANU
AL.... DO
C NOTES:.. PARTS OF THE MAN
UAL WILL REFER TO CERTAIN TABLES..
THE TABLES ARE VIEWABLE AND PRIN
TABLE SEPERATELY.. .
. .
INTRODUCTION.. -=-=-=-=-=-=-
=-=-=-=-=-=-THE FIRST NIGHT IN YARTAR-=-
=-=-=-=-=-=-=-=-=-=-=-.. "WE HAD THOUGH
T THIS WAS GOING TO BE A ROUTINE MISSION
, GUARDING A CARAVAN. OF MITHRIL TRAVEL
LING FROM CITADEL ABDAR IN THE FAR NORTH
. BUT NO SOONER. DID WE SIGN ON TO PRO
VIDE PROTECTION THAN THE DWARVES' KING H
ARBOROMM. HIMSELF CALLED US TO THE TOP
OF THE TALLEST TOWER IN THE FORTRESS...
"NOW, HARBROMM, HE TALKS THROUGH HIS GR
EAT WISKERS AND IT SOUNDS LIKE A . BELL
OWS BLOWING, BUT THIS PARTICULAR MORNING
HE DIDN'T HAVE TO SAY MUCH TO. GET OUR
ATTENTION... "HE POINTED TO THE NORTHE
AST, AND WE LOOKED TOWARDS A BROWN CLOUD
FLOATING. ABOVE ONE OF THE MOUNTAIN VA
LLEYS. 'DO YOU SEE THAT? IT IS DUST,' HE
SAID,. HIS VOICE RISING. "IT IS THE D
UST OF TENS OF THOUSANDS OF ICE MOUNTAIN
ORCS. AS THEY MARCH FROM THEIR CAVES T
O THE CITIES OF THE SOUTH'.. "BUT THAT
ALWAYS HAPPENS THIS TIME OF YEAR,' SOMEO
NE REPLIED. 'ORC RAIDING. PARTIES ARE A
LWAYS ATTACKING SUNDBAR OR AMBUSHING CAR
AVANS FROM SILVERY . MOON.'. . "THE OL
D DWARF NODDED. 'AYE, THAT'S TRUE. BUT
TURN YOUR EYES TO THAT DARK. CLOUD ONCE
MORE. IS THAT THE DUST OF A THOUSAND R
AIDERS? I THINK NOT. TWO. THOUSAND? B
Y NO MEANS. IF WE ARE LUCKY, PERHAPS ON
LY TWO THOUSAND TIMES . TEN.'.. "GUAR
D WELL THIS CARAVAN, ADVENTURERS,' HE TO
LD US. 'EVIL IS AGAIN AWAKENED. IN THE
REALMS, AND ITS EYES AND HANDS - AND DAG
GERS - WILL BE ALL AROUND YOU... "WELL,
AFTER THAT SPEECH YOU CAN IMAGINE HOW W
ORRIED WE ALL WERE. EVERY STEP. OF THE
WAY WE SCANNED THE HORIZON, LOOKING FOR
THOSE DARK BROWN CLOUDS. WE. DIDN'T S
EE ANY, BUT WE SURE HEARD A LOT OF STORI
ES. SEEMS LIKE EVERYONE IN. THE NORTHE
RN REALMS KNOWS SOMEONE WHO'S SEEN AT LE
AST A DOZEN TROLLS OR A . HUNDRED ORCS
SKULKING ACROSS THEIR FIELDS." . . A B
URLY FIGHTER BY THE BAR CALLED OUT, "SO
YOU CAME ALL THIS WAY WITH SUCH A. FINE
LOOKING SWORD AND NEVER HAD A CHANCE TO
QUENCH IT WITH ORCHISH BLOOD?". HIS VO
ICE DRIPPING WITH SARCASM, HE MIMICKED A
DANCER TIPTOEING ACROSS A . STAGE. "P
ERHAPS YOU DIDN'T WANT A FIGHT. PERHAP
S IT'S JUST A CHILD'S TOY. WITH A FINE
GOLDEN HANDLE ATTACHED TO IT FOR SHOW!".
. BEFORE HIS WORDS HAD EVEN CROSSED THE
ROOM THE SWORD IN QUESTION WAS DRAWN,.
ITS GLEAMING BLADE FLASHING EVEN IN THE
DIM LIGHT OF THE TAVERN. THE ROOM. WE
NT SILENT AS THEY WAITED TO SEE IF WE'D
ATTACK THE BLUSTERING FOOL. AFTER. A MO
MENT OF HESITATION THE SWORD WAS SHEATHE
D AGAIN. "THIS SWORD IS SAVED. FOR ORC
ISH BLOOD," WE CALLED BACK TO THE DRUNKE
N FIGHTER. "WE DO NOT CARE TO . SOIL I
T WITH YOURS.".. "THE MAN LOOKED AT US,
THOUGHT FOR A MOMENT, REALIZED THAT HE
HAD BEEN. INSULTED AND STARTED CROSSING
THE ROOM. HESITATING, HE LOOKED AROUND
. TO. HIS SURPRISE, NONE OF HIS COMPAN
IONS WERE CROSSING WITH HIM. HE STARTED
TO. ADMONISH THEM, CALL THEM TO BATTLE
, BUT THE WORDS WERE STILL IN HIS THROAT
... A TALL, THIN, BLACK-CAPED MAN WAS S
ITTING IN THE CORNER, AND HE SHOOK HIS .
HEAD ONE TIME. THE DRUNKEN FIGHTER DR
OPPED HIS EYES TO THE FLOOR, MUTTERED.
SOMETHING, THEN TURNED AND LEFT THE TAVE
RN. SEVERAL OTHERS FOLLOWED... THERE W
AS ANOTHER MOMENT OF AWKWARD SILENCE. T
HE MAN IN THE CORNER NODDED,. AND THE W
AITRESS APPEARED WITH A HEAPING TRAY, CR
YING "MORE FOR EVERYONE,. IT'S ON THE H
OUSE!".. WE ALL SURGED FORWARD FOR OUR
SHARE, AND THE REST OF THE EVENING WAS F
ULL OF. GREAT FUN AND STORYTELLING....
=====================[IMPORTANT GEOGRAP
HICAL FEATURES]=======================.
OF THE SAVAGE
FRONTIER .. GATEWAY TO THE SAVAGE FRON
TIER COVERS A WIDE GEOGRAPHICAL AREA, RA
NGING FROM. THE COAST OF THE TRACLESS S
EA IN THE WEST TO THE EDGE OF THE GREAT
DESERT IN. THE EAST. MOST OF THE POPUL
ATION OF THIS AREA LIVES IN THE TOWNS AN
D CITIES,. WITH FARMING COMMUNITIES CLU
STERED AROUND THE BUILT-UP AREAS....
TOWNS AND CI
TIES. ---
-------------.. YARTAR IS WHERE YOU STA
RT THE GAME AND WILL SERVE AS A CONVENIE
NT HOME BASE.. A TRADING TOWN LOCATED O
N THE RIVER SURBRIN JUST NORTH OF WHERE
IT JOINS THE. DESSARIN, IT LIES AT THE
JUNCTION OF THE RIVER AND THE EVERMOOR W
AY, ONE OF. THE TWO PRIMARY EAST-WEST T
RADING ROUTES IN THE REGION... ASCORE I
S NO LONGER A CITY AT ALL. ONCE A THRIV
ING DWARVEN SEAPORT WHEN THE. GREAT DES
ERT WAS THE NARROW SEA, IT SHRANK TO NOT
HINGNESS WHEN THE WATERS. RECEDED AND T
HE LAND DRIED AND TURNED TO DUST. TRAVE
L HERE IS VERY PERILOUS. AND NOT RECOMM
ENDED FOR ANY BUT THE MOST EXPERIENCED P
ARTIES... EVERLUND IS LOCATED ON THE OV
ERLAND ROUTE BETWEEN SILVERYMOON AND YAR
TAR AND. PROSPERS AS A TRADING TOWN DUE
TO ITS LOCATION... LLORKH LIES ON THE
ANCIENT TRADE ROUTES THAT FOLLOW THE LON
G PATH AROUND THE. SOUTHERN EDGE OF THE
GREAT DESERT. LONG A DWARVEN STRONGHOL
D, THE TOWN HAS. RECENTLY COME UNDER TH
E RULE OF A HUMAN MAGIC-USER, LORD GEILD
ARR. THE. STORIES OF WHAT'S GOING ON I
N THIS MINING AND TRADING CENTER ARE JUM
BLED. AND CONTRADICTORY, BUT NONE OF TH
EM ARE GOOD. .. LOUDWATER, WITH A POPU
LATION THAT INCLUDES MANY HALF-ELVES, LI
ES IN THE . SOUTHERN PART OF THE REGION
. ITS FIELDS ARE SO GREEN AND ITS WALLS
SO . OVERGROWN WITH VINES THAT IT ALMO
ST SEEMS TO BE PART OF THE HIGH FOREST,.
WHICH LIES JUST TO THE NORTH... LUSKI
N, LOCATED ON THE NORTHWEST COAST, IS A
CITY RULED BY NORTHMAN SEA. CAPTAINS WH
O RETIRED HERE YEARS AGO. THERE ARE STO
RIES THAT IT'S LEADERS. ARE ACTUALLY FO
RMER PIRATES WHO CONTINUE TO SPONSOR ATT
ACKS ON SHIPPING. AND THAT OTHER EVIL F
ORCES HAVE ALLIED WITH THEM TO ENFORCE T
HEIR RULE IN. THE CITY. LUSKIN IS HOST
ILE TO MANY OF THE OTHER CITIES IN THE R
EGION. -- ESPECIALLY NEVERWINTER-- AND
RUMORS OF IMPENDING WAR SURFACE PERIODIC
ALLY... NESME, ON THE RIVER SURBAN AT T
HE WESTERN EDGE OF THE TROLLMOORS, IS A
. TRADING TOWN. ITS OLD WOODEN STOCKAD
E HAS SEEN MORE THAN ONE TROLL ASSAULT,.
AND NESME RIDERS PATROL TO KEEP THE AR
EA NEAR THE CITY CLEAR OF MONSTERS... N
EVERWINTER LIES TO THE WEST OF NEVERWINT
ER WOOD, AND IS FAMED FOR ITS INDOOR. G
ARDENS AND FINE CRAFTSMEN WHO CAN EVEN C
RAFT MAGICAL WEAPONS. ITS PEOPLE. ARE
FRIENDLY TO OUTSIDERS. THE NEVERWINTER
RIVER, WHICH RUNS THROUGH THE. AREA, IS
WARM EVEN IN THE SNOWS OF WINTER, AND N
O ONE KNOWS WHY. A MAGIC. SHOP- A RARI
TY IN THE SAVAGE FRONTIER- IS ALSO LOCAT
ED HERE... PORT LLAST IS A SMALL TOWN O
N THE CENTRAL COAST. ONCE A MAJOR SEAPO
RT, THE. CENTURIES HAVE SEEN ITS DECLIN
E UNTIL NOW STONECUTTING IS ITS MOST IMP
ORTANT. TRADE... SECOMBER, A QUIET TOW
N IN THE SOUTHWEST, IS SAID TO BE HOME T
O AN ECCENTRIC. MAGIC-USER WHO CONTINUA
LLY CREATES CLEVER NEW ITEMS AND DEVICES
... SILVERYMOON, IN THE NORTHEAST AREA
OT THE REGION, IS A LARGE CITY KNOWN FOR
. ITS MAGICIANS. AN INVISIBLE MAGIC BR
IDGE SPANS THE RIVER RAUVIN AS IT FLOWS.
THROUGH THE CITY. A MAGIC COLLEGE AND
ITEMS SHOP ARE LOCATED HERE AS WELL...
SUNDABAR, IN THE FAR NORTHEASTERN AREA,
IS A FORMER DWARVEN STRONGHOLD NOW. RE
BUILT BY HUMANS INTO ONE OF THE LARGEST
TOWNS IN THE NORTHERN REALMS.. IT TRADE
S WITH DWARVEN MINERS TO THE NORTH AND W
ITH SILERYMOON AND EVERLUND. TO THE WES
T... FO
RESTS.
-------.. THE HIGH FOREST DOMINATES THE
CENTER OTF THE REGION. ALTHOUGH ITS VA
ST . EXPANSE IS KNOW TO HARBOR PEACEFUL
AS WELL AS HOSTILE CREATURES, TRAVERSIN
G. IT IS DANGEROUS AND SHOULD BE AVOIDE
D UNTIL YOUR PARTY HAS GROWN VERY STRONG
... NEVERWINTER WOOD IS LIKEWISE DANGER
OUS FOR TRAVEL. LOCAL LEGEND HAS IT THA
T . EVEN RAIDING ORC PARTIES CHOOSE TO
GO AROUND THE WOOD RATHER THAN THROUGH I
T... .
THE TROLLMOORS.
---------------.. THE
TROLL MOORS, LOCATED IN THE NORTH CENTRA
L AREA OF THE REGION, ARE . A DANGEROUS
EXPANSE OF LOW, WINDSWEPT, BLIGHTED HIL
LS. AS THEIR NAME . INDICATES, THE LOC
AL INHABITANTS ARE BOTH UNFRIENDLY AND D
ANGEROUS...
THE GREAT DESERT.
----------------. . THE GREA
T DESERT OF ANAUROCH IS A HOSTILE AREA F
ILLED WITH VILE MONSTERS. AND WEATHER T
HAT SWINGS FROM BITTER HEAT TO BITING CO
LD IN MOMENTS AND IS A . PLACE TO AVOID
AT ALL COSTS...
ISLANDS.
-------.. GUDARLUN, AND I
TS CAPITOL GUNDBARG, ARE INHABITED BY NO
RTHMEN. THE ISLAND . LIES ALMOST WEST
OF NEVERWINTER, TWO DAYS AWAY BY BOAT.
THEIR STATUS AS AN. IMPORTANT SHIPPING
AND RESUPPLY PORT, HOWEVER, HAS MADE THE
INHABITANTS FAR. MORE TOLERANT OF OTHE
R PEOPLES, AND YOU WILL USUALLY FIND A W
ARM WELCOME. WHEN YOU VISIT... THE PUR
PLE ROCKS ARE A GROUP OF SMALL, ROCKY IS
LANDS TO THE WEST OF GUNDARLUN.. LITTLE
IS KNOW ABOUT THEM, BUT OUTSIDERS ARE N
OT WELCOME HERE... TUERN IS ALSO INHABI
TED BY NORTHMEN. ITS CAPITOL OF UTTERSE
A IS BUILT INTO . THE SIDE OF A COLLAPS
ED, EXTINCT VOLCANO. OTHER VOLCANOES ON
THE ISLAND STILL. SPEW OUT MOLTEN LAVA
. ITS PEOPLE TOLERATE OUTSIDERS BUT ARE
BY NO MEANS GLAD. TO SEE THEM. THERE
ARE REPORTS OF A RECENT METEORITE STRIKE
ON TUERN, AND. METEORITE ORE IS A KEY
INGREDIENT IN SOME KINDS OF MAGICAL WEAP
ONS....
NOTE. --
-- . MANY TOWNS IN THE SAVAGE FRONTIER
ARE BUILT WHERE RIVERS CROSS IMPORTANT.
OVERLAND ROUTES. THESE TOWNS ALL HAVE
BOAT RENTAL SHOPS WHERE YOU CAN. RENT A
BOAT THAT WILL TAKE YOU TO ANOTHER TOWN
. UPON ARRIVAL IN A NEW TOWN. YOU WILL
LAND IN ANOTHER RENTAL SHOP WHERE THEY
WILL REFUND YOUR DEPOSIT... WHEN TRAVEL
ING THROUGH THE WILDERNESS ON A BOAT, YO
U MUST STAY ON THE RIVER.. THE COMPUTER
WILL ASK YOU IF YOU WANT TO ABANDON YOU
R BOAT IF YOU TRY TO MOVE. OFF THE RIVE
R. UNATTENDED BOATS ARE QUICKLY STOLEN
AND LOST FOREVER... THE COMPANY OF THE
BRAZEN PENNANT OFFERS PASSENGER SERVICE
BETWEEN LUSKAN AND. ISLANDS IN THE TRAC
KLESS SEA, INCLUDING GUNDERLUN AND TUERN
. THEIR DOCK IS . LOCATED IN THE NORTH
WEST AREA OF LUSKAN AND THEY CHARGE FOR
THEIR SERVICES... ON SOME OF THE ISLAND
S, YOU MAY ALSO BE ABLE TO FIND OTHER BO
ATS THAT WILL. TAKE THE PARTY TO DIFFER
ENT DESTINATIONS IN THE TRACKLESS SEA...
. ============================[CHARACTE
RS AND PARTIES]=========================
.. INDIVIDUAL PERSONS CALLED CHARACTERS
MAKE UP YOUR PARTY OF ADVENTURERS. THE
Y. CAN BE ANY ONE OF SEVERAL RACES AND
HAVE ANY NUMBER OF DIFFERENT SKILLS.. S
OME WILL BE WARRIORS, SOME PRIESTS, SOME
MAGES AND OTHERS MAY BE THIEVES.. EACH
BRINGS HIS OWN SKILLS AND TALENTS....
-=[THE PLAYER RACES]=-.. THERE ARE SIX
RACES FOR PLAYER CHARACTERS (PCS). EACH
OFFERS UNIQUE STRENGTHS AND WEAKNESSES.
FOR EXAMPLE, HUMANS CAN. ADVANCE WITH
OUT LIMITS IN ANY CLASS (PROFESSION), WH
ILE ONLY NON-HUMANS CAN. HAVE MORE THAN
ONE CLASS AT A TIME. . WHILE ELVES RE
CEIVE BONUSES TO THEIR DEXTERITY. THE F
OLLOWING. SECTIONS DESCRIBE THE RACES A
ND SEVERAL CHARTS OUTLINE SPECIFIC BONUS
ES AND. LIMITATIONS... DWARVES ARE A S
TUBBORN AND ROUGH RACE OF STURDY WORKERS
AND CRAFTSMEN.. THEY ARE ESPECIALLY RE
SISTANT TO MAGIC AND POISON. DURING COM
BAT, DWARVES. RECEIVE BONUSES WHEN ATTA
CKING GOBLINS OR HOBGOBLINS AND ARE ADEP
T AT. DODGING THE ATTACKS OF OGRES AND
GIANTS. DWARVES CAN BE FIGHTERS, THIEVE
S,. RANGERS, CLERICS OF REORX OR MIXED
CLASSES... ELVES ARE A TALL, ARROGANT A
ND LONG-LIVED RACE.. THEY ARE NEARLY IM
MUNE TO SLEEP AND CHARM SPELLS AND ARE A
DEPT AT FINDING. HIDDEN DOORS. DURING C
OMBAT, ELVES RECEIVE BONUSES WHEN ATTACK
ING WITH LONG. OR SHORT SWORDS AND BOWS
. THEY CANNOT BE RAISED FROM THE DEAD.
. ELVES CAN BE FIGHTERS, MAGES, THIEVES
, AND MIXED CLASSES... HALF-ELVES ARE H
YBRIDS, WITH MANY OF THE VIRTUES OF BOTH
HUMANS AND ELVES.. THEY ARE RESISTANT
TO SLEEP AND CHARM SPELLS ARE ADEPT AT F
INDING HIDDEN. DOORS. HALF-ELVES CAN B
E FIGHTERS,MAGES, CLERICS, THIEVES, AND
MIXED CLASSES.. . GNOMES ARE SHORTER A
ND SLIMMER THAN THEIR DWARF COUSINS. THE
Y ARE ESPECIALLY. RESISTANT TO MAGIC.
GNOMES RECEIVE BONUSES WHEN ATTACKING MA
N-SIZED GIANT. -CLASS CREATURES AND ARE
ADEPT AT DODGING THE ATTACKS OF LARGER
GIANT-CLASS. CREATURES. GNOMES CAN BE
FIGHTERS, THIEVES, AND FIGHTER/THIEVES..
. HALFLINGS ARE ABOUT HALF THE SIZE OF
A HUMAN, HENCE THEIR NAME. THEY ARE. ES
PECIALLY RESISTANT TO MAGIC AND POISON.
THEY CAN BE FIGHTERS, THIEVES,. AND FI
GHTER/THIEVES... HUMANS ARE THE MOST CO
MMON PLAYER-RACE IN THE FORGOTTEN REALMS
. THEY SUFFER. NO LEVEL RACIAL LIMITATI
ONS OR ABILITY SCORE MODIFIERS. HUMANS
DO HAVE THE. DISABILITY OF SHORTER LIFE
-SPANS THAN THE OTHER RACES. THIS MAY B
E A PROBLEM . IF THEY ARE SUBJECT TO MA
NY HASTE SPELLS, WHICH AGE THEM ONE YEAR
. THEY CAN. BE FIGHTERS, MAGES, CLERIC
S, THIEVES, PALADINS, RANGERS AND DUAL-C
LASS. CHARACTERS.... -=[ABILITY SCORES
]=-.. EVERY CHARACTER HAS SIX RANDOMLY
GENERATED ABILITY SCORES AS EXPLAINED.
BELOW. THESE SCORES FALL WITHIN A RANGE
DETERMINED BY THE RACE AND CLASS. OF T
HE CHARACTER. THE BASIC VALUES RANGE FR
OM 3 (LOW) TO 18 (HIGH) AND. THERE ARE
TABLES OF LIMITATIONS, MODIFIERS AND BON
USES INCLUDED IN THIS. DOX PRESENTATION
... DEPENDING ON THE CHARACTER CLASS, O
NE OR MORE OF THESE ABILITIES WILL BE A.
PRIME REQUISITE. A PRIME REQUISITE IS
AN ABILITY ESPECIALLY VALUABLE TO A. G
IVEN CLASS. FOR EXAMPLE, STRENGTH IS KE
Y FOR FIGHTERS WISDOM FOR CLERICS.. MOS
T CHARACTERS RECEIVE BONUS EXPERIENCE PO
INTS WHEN THEIR PRIME REQUISITE. SCORES
ARE 16 OR GREATER... NON-HUMAN CHARACT
ERS MAY RECEIVE MODIFIERS TO THE BASIC A
BILITY SCORES TO. REFLECT DIFFERENCES B
ETWEEN THE RACES. DWARVES FOR INSTANCE,
GET A +1. CONSTITUTION BONUS AND MAY H
AVE A MAXIMUM CONSTITUTION OF 19 INSTEAD
OF 18.. WHEN A CHARACTER IS GENERATED
WITH THE CREATE NEW CHARACTER COMMAND, A
LL. RACIAL MODIFIERS ARE CALCULATED AUT
OMATICALLY... STRENGTH (STR) IS THE MEA
SURE OF A CHARACTER'S PHYSICAL POWER, MU
SCLE MASS. AND STAMINA. FIGHTER-TYPE C
HARACTERS MAY HAVE EXCEPTIONAL STRENGTHS
. GREATER THAN 18 WHICH ARE INDICATED B
Y A PERCENT VALUE. (01,02,03,...,98,99,
00) FOLLOWING THE BASE STRENGTH. HIGH S
TRENGTH. INCREASES A CHARACTER'S COMBAT
ABILITY WITH MELEE WEAPONS. STRENGTH A
LSO. DETERMINES HOW MUCH A CHARACTER CA
N 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 WHA
T LEVELS. OF SPELLS THEY CAN CAST... W
ISDOM (WIS) IS THE MEASURE OF A CHARACTE
R'S ABILITY TO UNDERSTAND THE WAYS. OF
THE WORLD AND TO INTERACT WITH THE WORLD
. CLERICS RECEIVE BONUS SPELLS. FOR HI
GH WISDOM AND IT MAY LIMIT WHAT LEVEL SP
ELLS THEY CAN CAST... DEXTERITY (DEX) I
S THE MEASURE OF A CHARACTER'S MANUAL DE
XTERITY AND. AGILITY. THIEVES ESPECIAL
LY BENEFIT FROM HIGH DEXTERITY. DEXTERI
TY. AFFECTS HOW WELL A CHARACTER CAN US
E RANGED WEAPONS (BOWS, DART, ETC.) WHEN
. HE MOVES IN A COMBAT ROUND AND HOW DI
FFICULT HE IS TO HIT COMBAT... CONSTITU
TION (CON) IS THE MEASURE OF A CHARACTER
'S OVERALL HEALTH.. CHARACTERS RECEIVE
ONE EXTRA HIT POINT IF THEIR CONSTITUTIO
N IS 15 OR TWO. POINTS IF IT IS 16. FI
GHTER-TYPES (FIGHTERS, RANGERS, AND PALA
DINS). RECEIVE ADDITIONAL BONUSES FOR C
ONSTITUTIONS OF 17 OR 18. A CHARACTER'S.
CONSTITUTION ALSO DETERMINES THE MAXIM
UM NUMBER OF TIMES THAT CHARACTER. CAN
BE RAISED FROM THE DEAD AND THE CHANCE O
F A RESURRECTION ATTEMPT. BEING SUCCESS
FUL. EVERY TIME A CHARACTER IS SUCCESSF
ULLY RESURRECTED, HE. LOSES 1 POINT OF
CONSTITUTION... CHARISMA (CHA/ IS THE M
EASURE OF HOW OTHERS REACT TO A CHARACTE
R. ... -=[CHARACTE
R CLASSES]=-.. A CHARACTER MUST BELONG
TO AT LEAST ONE CHARACTER CLASS. NON-HU
MAN. CHARACTERS CAN HAVE MORE THAN ONE
CLASS AT THE SAME TIME. A NON-HUMAN. C
HARACTER WITH MULTIPLE CLASSES HAS MORE
PLAYING OPTIONS, BUT HE INCREASES. IN L
EVEL MORE SLOWLY BECAUSE HIS EXPERIENCE
POINTS ARE DIVIDED EVENLY AMONG. ALL HI
S CLASSES... CHARACTERS RECEIVE HP, SPE
LLS 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 RECEI
VES AND THE NUMBER OF SPELLS THE. CHARA
CTER 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 TH
ROUGH 10... CLERICS HAVE SPELLS BESTOWE
D ON THEM BY THEIR DEITY AND CAN FIGHT W
EARING. ARMOR AND USING CRUSHING (NOT E
DGED OR POINTED) WEAPONS. CLERICS MUST.
MEMORIZE THEIR SPELLS, JUST AS MAGIC-U
SERS, BUT THEY DO NOT USE SPELL BOOKS..
WHEN CLERICS GAIN A NEW LEVEL, THEY CAN
AUTOMATICALLY USE ANY OF THE NEW. SPEL
LS FOR THE NEW LEVEL. THE PRIME REQUISI
TE FOR CLERICS IS WISDOM... FIGHTERS CA
N FIGHT WITH ANY ARMOR OR WEAPONS BUT TH
EY CANNOT CAST MAGIC. SPELLS. FIGHTERS
CAN HAVE EXCEPTIONAL STRENGTH AND GAIN
ADDITIONAL HP. BONUSES IF THEY HAVE A C
ONSTITUTION OF 17+. THE PRIME REQUISITE
FOR. FIGHTERS IS STRENGTH... MAGES HA
VE POWERFUL SPELLS, BUT CAN USE NO ARMOR
AND FEW WEAPONS. THEY CAN. ONLY MEMOR
IZE THOSE SPELLS AVAILABLE IN THEIR PERS
ONAL SPELL BOOKS OR ON. SCROLLS. MAGIC-
USERS MAY ADD ENTRIES TO THEIR SPELL BOO
KS WHENEVER THEY GO. UP IN LEVEL OR FIN
D SCROLLS WITH SPELLS THEY CAN SCRIBE..
THE PRIME REQUISITE FOR MAGES IS INTELL
IGENCE... PALADINS CAN FIGHT WITH ANY A
RMOR OR WEAPONS, ARE TOTALLY IMMUNE TO D
ISEASE.. PALADINS CAN HAVE EXCEPTIONAL
STRENGTH AND GAIN ADDITIONAL HP BONUSES
AS. FIGHTERS. THEY ARE RESISTANT TO SPE
LLS AND POISON... BECAUSE OF THEIR SPEC
IAL NATURE, CERTAIN MAGICAL ABILITIES AR
E CONFERRED ON. THEM BY DEITIES. THEY
ARE ALWAYS SURROUNDED BY THE. EQUIVALEN
T OF A PROTECTION FROM EVIL 10' RADIUS S
PELL. ONCE A DAY PALADINS. MAY HEAL TW
O HP OF DAMAGE PER THEIR LEVEL. THEY CA
N 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 L
EVEL. AT NINTH-LEVEL, PALADINS GAIN THE
ABILITY TO CAST. CLERICAL SPELLS, BUT
THEY CANNOT USE CLERICAL SCROLLS... PAL
ADINS MUST BE OF LAWFUL GOOD ALIGNMENT A
ND HAVE ABILITY SCORES OF AT. LEAST 9 I
N INTELLIGENCE AND CONSTITUTION, AT LEAS
T 12 IN STRENGTH, AT LEAST. 13 IN WISDO
M AND AT LEAST 17 IN CHARISMA. THE PRIM
E REQUISITES FOR. PALADINS ARE STRENGTH
AND WISDOM... RANGERS CA FIGHT WITH AN
Y ARMOR OR WEAPONS. RANGERS CAN HAVE EX
CEPTIONAL. STRENGTH AND GAIN ADDITIONAL
HP BONUSES AS FIGHTERS. THEY DO ADDITI
ONS. DAMAGE IN COMBAT WHEN FIGHTING GIA
NT-CLASS CREATURES. .. RANGERS MUST BE
OF GOOD ALIGNMENT AND HAVE ABILITY SCORE
S OF AT LEAST 13 IN. STRENGTH AND INTEL
LIGENCE AND AT LEAST 14 IN WISDOM AND CO
NSTITUTION. THE. PRIME REQUISITES FOR
RANGERS ARE STRENGTH, INTELLIGENCE AND W
ISDOM... THIEVES CAN FIGHT WITH SWORDS,
SHORT BOWS AND SLINGS AND WEAR LEATHER.
ARMOR. IN COMBAT THEY DO ADDITIONAL D
AMAGE 'BACK STABBING', WHICH IS. DESCRI
BED IN THE COMBAT SECTION. THIEVES ALSO
HAVE SPECIAL SKILLS FOR. OPENING LOCKS
AND REMOVING TRAPS. THE PRIME REQUISIT
E FOR THIEVES IS. DEXTERITY... MULTI-C
LASS ARE NON-HUMAN CHARACTERS WHO BELONG
TO TWO OR MORE CLASSES AT. THE SAME TI
ME. THE CHARACTER'S EXPERIENCE POINTS A
RE DIVIDED AMONG EACH OF. THE CLASSES,
EVEN AFTER THE CHARACTER CAN NO LONGER A
DVANCE IN ONE OR MORE. OF THOSE CLASSES
. THE CHARACTER'S HIT POINTS PER LEVEL
ARE AVERAGED AMONG. THE CLASSES. THE M
ULTI-CLASS CHARACTER GAINS ALL THE BENEF
ITS OF ALL. CLASSES WITH REGARD TO WEAP
ONS AND EQUIPMENT... DUAL-CLASS ARE HUM
AN CHARACTERS WHO HAD ONE CLASS FOR THE
FIRST PART OF . THEIR CAREER, AND THAN
CHANGED TO A NEW CLASS FOR THE REMAINDER
. ONCE. A CHARACTER CHANGES CLASSES, HE
CANNOT ADVANCE IN HIS OLD CLASS.. DUAL
-CLASS CHARACTERS DO NOT GAIN HIT POINTS
AND CANNOT USE THE ABILITIES OF. THE O
LD CLASS WHILE THEIR NEW CLASS LEVEL IS
LESS THAN OR EQUAL TO THE OLD. CLASS LE
VEL. ONCE THE CHARACTER'S LEVEL IN HIS
NEW CLASS IS GREATER THAN HIS . LEVEL I
N HIS OLD CLASS, HE GAINS HIT POINTS ACC
ORDING TO HIS NEW CLASSES.. HUMAN DUAL-
CLASS MAGIC USERS MAY NOT CAST MAGIC-USE
R SPELLS WHILE THEY ARE. WEARING ARMOR.
.. -=[ALI
GNMENT]=-.. 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 POSSIBILITI
ES. RANGE FROM BELIEVING STRONGLY IN SO
CIETY AND ALTRUISM (LAWFUL GOOD) TO . B
EING ANARCHISTIC AND ACTIVELY UNPLEASANT
(CHAOTIC EVIL).. ALIGNMENT IS PRESENTE
D IN TWO PARTS: WORLD VIEW AND ETHICS...
WORLD VIEW.. LAWFUL- INDICATES THAT T
HE CHARACTER VALUES THE STRUCTURE AND RU
LES OF. SOCIETY.. . NEUTRAL- INDICATE
S THAT THE CHARACTER VALUES BOTH THE IND
IVIDUAL AND SOCIETY... CHAOTIC- INDICAT
ES THAT THE CHARACTER VALUES THE INDIVID
UAL OVER SOCIETY... ETHICS. . GOOD- I
NDICATES THAT THE CHARACTER TRIES TO ACT
IN A MORAL AND UPSTANDING. MANNER...
NEUTRAL- INDICATES THAT THE CHARACTER LE
ANS TOWARDS "SITUATIONAL ETHICS," . EVA
LUATING EACH SET OF CIRCUMSTANCES... EV
IL- INDICATES THAT THE CHARACTER ACTS WI
THOUT REGUARD TO OTHERS, OR IN AN. OVER
TLY MALIGNANT MANNER. ...
-=[OTHER ATTRIBUTES]=-.. E
ACH CHARACTER ALSO HAS THREE OTHER IMPOR
TANT VALUES THAT CHANGE AS THE. GAME GO
ES ON: HIT POINTS, EXPERIENCE POINTS AND
LEVELS... HIT POINTS (HP) REPRESENT TH
E AMOUNT OF DAMAGE A CHARACTER CAN TAKE
BEFORE. HE GOES UNCONSCIOUS. TO CALCUL
ATE A CHARACTER'S MAXIMUM HP, THE COMPUT
ER. ROLLS THE CHARACTER'S HIT DICE AND
ADDS ANY ADJUSTMENTS FOR LEVEL OR. CONS
TITUTION. 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 UNC
ONSCIOUS. 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 VIE
W A. CHARACTER, HIS HP ON THE SCREEN WI
LL NEVER BE DISPLAYED AS LESS THAN 0...
EXPERIENCE POINTS ARE A MEASURE OF WHAT
THE CHARACTER HAS LEARNED ON HIS. ADVE
NTURES. CHARACTERS RECEIVE EXPERIENCE P
OINTS FOR ACTION SUCH AS. FIGHTING MONS
TERS, FINDING TREASURES AND SUCCESSFULLY
COMPLETING QUESTS.. THE COMPUTER KEEPS
TRACK OF EXPERIENCE AND WHEN CHARACTERS
EARN ENOUGH THEY. MAY ADVANCE IN LEVEL
S. SEE THE LEVEL ADVANCEMENT TABLES FOR
EACH CLASS'S. EXPERIENCE REQUIREMENTS.
.. LEVELS ARE A MEASURE OF HOW MUCH A C
HARACTER HAS LEARNED IN HIS CLASS.. CHA
RACTERS CAN GO TO A HALL AND RECEIVE THE
TRAINING REQUIRED TO INCREASE. IN LEVE
L WHEN THEY HAVE ENOUGH EXPERIENCE. CHA
RACTERS MAY ONLY ADVANCE ONE. LEVEL AT
A TIME. IF A CHARACTER HAS GAINED ENOUG
H EXPERIENCE TO GO UP TWO. OR MORE LEVE
LS SINCE THE LAST TIME HE HAS TRAINED, H
E WILL GO UP ONE LEVEL. AND LOSE ALL EX
PERIENCE IN EXCESS OF ONE POINT BELOW TH
E NEXT LEVEL... EXAMPLE:.
A 4TH LEVEL THIEF ENTERS A TRAIN
ING HALL WITH 20,521. EXPERIE
NCE POINTS (ENOUGH FOR 6TH-LEVEL). HE W
ILL LEAVE. AS A 5TH-LEVEL THI
EF WITH 20,000 EXPERIENCE POINTS--.
ONE POINT BELOW 6TH LEVEL. ONCE
CHARACTERS HAVE REACHED. THEI
R MAXIMUM LEVELS FOR THIS GAME, THEY CAN
NOT TRAIN... NEW CHARACTERS START WITH
3,000 EXPERIENCE POINTS AND THEY WILL AL
READY. HAVE ALL LEVELS AND SPELLS APPRO
PRIATE FOR THAT EXPERIENCE. ...
-=[BUILDING A SUCCESSFUL P
ARTY]=-.. FORMING A STRONG AND ADAPTABL
E PARTY IS A KEY TO SUCCESS IN GATEWAY T
O THE. SAVAGE FRONTIER. YOU MAY PLACE
UP TO SIX PLAYER CHARACTERS ON YOUR PART
Y.. IT IS RECOMMENDED THAT YOU USE ALL
SIX CHARACTERS. A SMALLER PARTY IS LESS
. POWERFUL AND MORE LIKELY TO BE ELIMIN
ATED BY YOUR ENEMIES... IN CHOOSING WHI
CH CHARACTERS TO INCLUDE IN THE PARTY, I
T IS WISE TO INCLUDE. A VARIETY OF CLAS
SES: CLERICS, MAGIC-USERS, THIEVES AND F
IGHTERS... SAMPLE PARTY 1 - SINGLE CLAS
S CHARACTERS.. 1 ELF MAGIC-USER. 1
HUMAN PALADIN. 1 DWARF FIGHTER/THIEF
. 1 HALF-ELF RANGER. 2 HUMAN CLERI
CS.. SAMPLE PARTY 2-MULTI-CLASS CHARAC
TERS.. 2 HALF-ELF CLERIC/MAGIC-USERS.
2 ELF FIGHTER/MAGIC-USERS. 1 DWAR
F FIGHTER/THIEF. 1 HUMAN PALADIN.. ..
. -=[WHY THE
SE GUYS?]=-... FIGHTER/MAGES MAY CAST S
PELLS WHILE WEARING ARMOR. THIS SPLIT C
LASS CAN. FIGHT AS WELL AS A FIGHTER AN
D 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 S
UPPORT SPELLS, ALLOWING THE. CHARACTER
TO PERFORM DOUBLE DUTY AS BOTH THE PARTY
THIEF AND ADDITION. HEALER. THE THIEF
STATUS PERMITS THE POWERFUL BACK STAB A
TTACK... CLERICS ARE ESSENTIAL FOR HEAL
ING THE PARTY AFTER ENGAGEMENTS. THE MO
ST. EFFICIENT WAY TO HEAL IS THE ENCAMP
AND SELECT FIX (YOU CAN ISSUE THIS. CO
MMAND SEVERAL TIMES WHILE ENCAMPED). FI
X WORKS AS FOLLOWS:.. IF A CLERIC IS IN
THE PARTY, ALL AVAILABLE CURE SPELLS AR
E CAST AND. AUTOMATICALLY REMEMORIZED,
UNTIL ALL CHARACTERS ARE HEALED. IF THE
PARTY. HAS TAKEN MORE DAMAGE THAN CLER
ICS HAVE CURE SPELLS, THE FIX OPTION MAY
BE. USED AGAIN. WHEN FIX IS USED, CHA
RACTERS AT TOP OF THE LIST WILL BE HEALE
D. BEFORE THE CHARACTERS BELOW THEM. I
F A CLERIC IS NOT IN THE PARTY, HP MAY.
BE RECOVERED THROUGH REST (1 HP PER 24
HOUR PERIOD), POTIONS OR TEMPLE. SERVIC
ES... RANGERS NORMALLY START THE GAME W
ITH MORE HP THAN OTHER FIGHTER TYPES..
THEY DO EXTRA DAMAGE VERSUS GIANT TYPE M
ONSTERS AND RECEIVE MAGE AND. DRUIDIC S
PELLS AT HIGH LEVEL... PALADINS ARE GRE
AT WARRIORS. IN ADDITION TO THEIR MARTI
AL PROWESS, THEY. HAVE NATURAL PROTECTI
ON FROM EVIL, HEALING POWERS AND THEY GA
IN CLERICAL. SPELLS....
-=[PREPARATION TIPS]=-.. TH
E MAKEUP OF YOUR PARTY AFFECTS YOUR COMB
AT STRATEGY THROUGHOUT THE GAME.. LOADI
NG YOUR PARTY WITH CLERICS AND MAGES INC
REASES THE IMPORTANCE OF SPELL. CASTING
BOTH BEFORE AND DURING A BATTLE. AN EM
PHASIS ON FIGHTERS,. PALADINS OR RANGER
S MAKES YOUR HAND-TO-HAND COMBAT SKILLS
THAT MUCH MORE. IMPORTANT... READY THE
MELEE WEAPONS (SWORDS, MACES, QUARTER S
TAFFS) AT THE START OF THE. GAME INSTEA
D OF THE MISSILE WEAPONS (BOWS, SLINGS,
DART). BE SURE TO KEEP. ARROWS READY T
OO..... ===============================
=[COMBAT]===============================
====.. ADVENTURERS MUST BATTLE THEIR WA
Y THROUGH MANY DANGEROUS FOES TO COMPLET
E. THE MISSION. TALES OF BRAVERY AND H
EROES 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 C
OMBAT 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 E
VERYTHING MOVES ON THE GRID FROM SQUARE
TO SQUARE. MOVING. DIAGONALLY OFTEN CO
STS MORE MOVEMENT POINTS THAN MOVING HOR
IZONTALLY OR. VERTICALLY...
-=[INITIATIVE]=-.. E
ACH ROUND OF COMBAT IS DIVIDED INTO 10 S
EGMENTS. 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 R
OUND AND IS MODIFIED BY. DEXTERITY AND
RANDOM FACTORS SUCH AS SURPRISE. IN MOS
T CASES A CHARACTER. WILL MOVE AND/OR A
IM AN ATTACK DURING HIS SEGMENT. CASTIN
G SPELLS MAY TAKE. EXTRA SEGMENTS TO PE
RFORM, SO OFTEN A SPELL-CASTER WILL BEGI
N HIS SPELL ON. HIS SEGMENT AND HAVE IT
GO OFF A FEW SEGMENTS LATER... SOMETIM
ES A CHARACTER WILL ACT IN SEGMENT 10 OF
ONE ROUND SEGMENT 1 IN THE. NEXT, APPE
ARING TO ACT TWICE IN A ROW. THIS IS ES
PECIALLY COMMON IF YOU. USE THE DELAY C
OMMAND. WHEN THE DELAY COMMAND IS GIVER
, THAT CHARACTER'S. ACTION IS ALWAYS DE
LAYED UNTIL SEGMENT 10....
-=[COMPUTER CONTROL]=-..
IN COMBAT, THE PLAYERS CONTROLS THE ACTI
ONS OF PCS. THE COMPUTER CONTROLS. THE
ACTIONS OF MONSTERS, NPCS AND PCS SET T
O COMPUTER CONTROL WITH THE. QUICK COMM
AND. .. -=[C
OMBAT ABILITY]=-.. EACH CHARACTERS ABIL
ITY IN COMBAT IS DEFINED BY HIS AC, THAC
0 AND DAMAGE... AC. ==. A CHARACTER O
R MONSTER'S DIFFICULTY TO BE HIT IS REPR
ESENTED BY HIS ARMOR. CLASS OR AC. THE
LOWER THE AC, THE HARDER IT IS TO HIT T
HE 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 HI
S ABILITY TO HIT ENEMIES IN MELEE OR. W
ITH MISSILE FIRE. THAC0 STANDS FOR TO H
IT 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 BETT
ER THE CHANCE TO HIT. THE TARGET...
NOTE: THE GENERATION OF A RANDOM
NUMBER IS OFTEN REFERRED.
TO AS A 'ROLL'. IN DETERMINING IF A
N ATTACK HIT, THE. NUMB
ER GENERATED IS FROM 1 THROUGH 20.... A
N ATTACK IS SUCCESSFUL IF THE RANDOM NUM
BER IS GREATER THAN OR EQUAL TO. THE AT
TACKER'S THAC0 MINUS THE TARGET'S AC. T
HAC0 MAY BE MODIFIED BY. RANGE, ATTACKI
NG FROM THE REAR, MAGIC WEAPONS AND MAGI
C SPELLS AMONG OTHER. THINGS... DAMAGE
. ======. WHEN A HIT IS SCORED, THE AT
TACKER 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 W
EAPON TYPE. THE DAMAGE EACH WEAPON. CA
N DO IS SUMMARIZED IN THE WEAPON TABLE,
REFER TO THE TABLES... SOME MONSTERS TA
KE ONLY PARTIAL OR NO DAMAGE FROM CERTAI
N WEAPON TYPES.. SKELETONS, E.G., TAKE
ONLY HALF DAMAGE FROM SHARP OR EDGED WEA
PONS, WHILE. SOME OTHER MONSTERS ONLY T
AKE DAMAGE FROM MAGICAL WEAPONS....
-=[ATTACKING]
=-.. CHARACTERS GENERALLY ENGAGE IN MEL
EE COMBAT, WHICH IS FACE-TO-FACE FIGHTIN
G. WITH WEAPONS SUCH AS SWORDS AND MACE
S. CHARACTERS ALSO HOVE OTHER OPTIONS,.
SUCH AS RANGED COMBAT, WITH BOWS AND S
LINGS, AND REAR ATTACK ON ENGAGED. FOES
. DIFFERENT OPTIONS AND RESTRICTIONS AP
PLY TO EACH... RANGED WEAPONS. =======
=======. A CHARACTER WITH A MISSILE WEA
PON (BOW, SLING, ETC.) MAY NOT ATTACK WH
EN. ADJACENT TO NA ENEMY. THE EXCEPTIO
N TO THIS IS THE KENDER HOOPAK. KENDER.
MAY ATTACK ADJACENT TARGETS WITH THE M
ETAL SHOD END OF THEIR HOOPAKS OR USE.
IT AS A RANGED WEAPON... BOWS CAN BE US
ED TWICE PER TURN. 3 DARTS CAN BE THROW
N PER TURN... MULTIPLE ATTACKS. ======
==========. AFTER SEVENTH LEVEL (EIGHTH
FOR RANGERS,) ALL FIGHTER-TYPE CHARACTE
RS. INCREASE THE NUMBER OF ATTACKS THEY
MAKE WITH MELEE WEAPONS. THE FIRST. I
NCREASE IS THREE ATTACKS EVERY TWO ROUND
S, THEN TWO ATTACKS EVERY ROUND.. SEE T
HE BONUS ATTACKS FOR HIGH LEVEL FIGHTERS
(REFER TO THE TABLES). ALL. OF A CHAR
ACTER'S ATTACKS ARE TAKEN AGAINST HIS FI
RST TARGET. IF THE FIRST. TARGET GOES
DOWN WITH THE FIRST ATTACK, HE CAN AIM T
HE REMAINING ATTACK AT. ANOTHER TARGET.
FIGHTER-TYPES MAY ALSO SWEEP THROUGH S
EVERAL WEAK. OPPONENTS IN ONE COMBAT RO
UND. WHEN A CHARACTER SWEEPS, HE AUTOMA
TICALLY. ATTACKS ALL OF THE WEAK OPPONE
NTS... BACK STABBING. =============.
A THIEF BACK STABS IF HE ATTACKS A TARGE
T FROM EXACTLY OPPOSITE THE FIRST. CHAR
ACTER TO ATTACK THE TARGET. THE THIEF M
AY NOT BACK STAB IF HE HAS. READIED ARM
OR HEAVIER THAN LEATHER. A BACK STAB HA
S A BETTER CHANCE OF. HITTING THE DEFEN
DER AND DOES ADDITIONAL DAMAGE....
-=[COMBAT STRATEGI
ES]=-.. TO SUCCEED IN COMBAT, A SKILLED
PLAYER DEPLOYS HIS PARTY WELL, CASTS.
EFFECTIVE SPELLS BEFORE AND DURING COMBA
T, MANEUVERS HIS CHARACTERS INTO. ADVAN
TAGEOUS 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. CHARACT
ERS NEAR THE TOP OF THE ORDER WILL BE.
IN FRONT LINES AND VULNERABLE TO ATTACK.
TO CHANGE THE STARTING. DEPLOYMENT, C
HANGE THE ORDER FROM THE ALTER MENU WHIL
E 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 CHAN
GED WHILE IN. COMBAT, ALTHOUGH THEY ARE
FREE TO MOVE... WHEN BATTLE BEGINS, YO
UR PARTY MAY BE PLACED IN A BAD POSITION
. IF YOU. WISH TO BE DEFENSIVE, MOVE Y
OUR CHARACTERS TO ANCHOR YOUR FLANKS ON
AN. OBSTACLE SUCH AS A WALL OR TREE. S
ETTING UP BEHIND A DOORWAY THAT YOUR. E
NEMIES 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 OU
T OF THE FRONT LINES. IF POSSIBLE. REM
EMBER: IF YOU MOVE AWAY FROM AN ADJACENT
ENEMY, HE GETS A. FREE ATTACK AT YOUR
BACK. BACK ATTACKS HAVE AN IMPROVED CHA
NCE TO HIT... -STOPPING RANGED ATTACKS-
. MISSILE WEAPONS CANNOT BE FIRED IF TH
ERE IS AN ADJACENT OPPONENT. IF YOU. W
ANT TO FIRE MISSILES, MAKE SURE YOU KEEP
AWAY FROM THE ENEMY. HOOPAKS ARE. THE
ONLY EXCEPTION, AS THEY MAY BE USED EIT
HER AS A MISSILE WEAPON OR A. MELEE WEA
PON. TO STOP ENEMY MISSILE FIRE, MOVE S
OMEONE NEXT TO THE. OPPONENT... -EXPLO
ITING ENEMIES' WEAKNESSES-. EXPLOIT YOU
R OPPONENTS' WEAKNESSES BY DIRECTING ATT
ACKS AGAINST HELPLESS,. WOUNDED OR ISOL
ATED FOES. CONCENTRATE YOUR ATTACKS TO
ELIMINATE ONE. OPPONENT RATHER THAN INJ
URE MANY (EXCEPTION: ENEMY SPELL CASTERS
). A FOE. WITH ONE HIT POINT REMAINING
ATTACKS AS POWERFUL AS AN UNINJURED ONE
... SPELL CASTERS CANNOT FIRE SPELLS AF
TER THEY HAVE TAKEN DAMAGE IN A ROUND.
AND THEY WILL LOSE ANY SPELLS THEY ARE I
N THE PROCESS OF CASTING WHEN THEY. ARE
HIT. TRY TO KEEP ENEMY SPELL CASTERS U
NDER ATTACK EVERY ROUND WHILE. PROTECTI
NG YOUR OWN....
-=[COMBAT MOVEMENT]=-.. THE NUMBER
OF SQUARES A CHARACTER CAN MOVE IS AFFEC
TED BY THE WEIGHT HE'S. CARRYING, HIS S
TRENGTH AND THE KIND OF ARMOR HE HAS REA
DIED. A CHARACTER'S. MOVEMENT RANGE IS
DISPLAYED ON THE VIEW SCREEN AND WHEN M
OVING DURING. COMBAT... -RUNNING AWAY-
. A CHARACTER MAY FLEE FROM THE BATTLEF
IELD IF HE CAN MOVE FASTER THAN ALL. EN
EMIES, BUT NOT IF HE MOVES SLOWER THAN A
NY ENEMIES. A CHARACTER HAS A. 50% CHA
NCE TO MOVE OFF THE BATTLEFIELD IF HE CA
N MOVE AS FAST AS THE. FASTEST MONSTER.
EXCEPTION: IF A MONSTER OR CHARACTER C
AN REACH THE EDGE. OF THE COMBAT MAP WI
THOUT ANY OF HIS OPPONENTS BEING ABLE TO
SEE HIM, HE. MAY THEN FLEE SUCCESSFULL
Y EVEN THOUGH HE IS SLOWER THAN HIS OPPO
NENTS... -RETURNING TO THE PARTY-. A C
HARACTER THAT MOVES OFF THE BATTLEFIELD
RETURNS TO THE PARTY AFTER THE. FIGHT I
S OVER. IF ALL ACTIVE CHARACTERS FLEE C
OMBAT, ANY DEAD OR. UNCONSCIOUS CHARACT
ERS ARE LOST. IF A WHOLE PARTY FLEES, I
T WILL NOT. RECEIVE ANY EXPERIENCE POIN
TS FOR MONSTERS KILLED BEFORE RETREATING
.... -=[AFT
ER COMBAT]=-.. IF ONE OR MORE CHARACTER
S SURVIVE ON THE BATTLEFIELD AT THE END
OF COMBAT,. THE BODIES OF UNCONSCIOUS O
R DEAD PARTY MEMBERS STAY WITH THE PARTY
. IF. THE ENTIRE PARTY FLEES FROM COMB
AT, ALL UNCONSCIOUS AND DEAD PARTY MEMBE
RS. ARE PERMANENTLY LOST. IF ALL THE P
ARTY MEMBERS ARE SLAIN, GO BACK TO YOUR.
LAST SAVED GAME AND TRY AGAIN FROM THA
T POINT..... ==========================
=======[MAGIC]==========================
=========.. MAGIC IS INTEGRAL TO THE SA
VAGE FRONTIER. MAGES AND CLERICS CAN CA
ST SPELLS.. A SPELL CAN EXIST IN ONE O
F FOUR FORMS: IN A CHARACTER'S MEMORY, I
N A. CHARACTER'S SPELL BOOK, IN A SCRO
LL OR IN A WAND. A SPELL-CASTER WITH A.
MEMORIZED SPELL CAN CAST IT USING THE
CAST COMMAND. SPELLS ARE MEMORIZED. D
URING REST WHILE ENCAMPED... MEMORIZING
A SPELL TAKES 15 MINUTES OF GAME TIME P
ER SPELL LEVEL, PLUS A. MINIMUM PERIOD
OF PREPARATION OF FOUR HOURS, PLUS TWO H
OURS EVERY TWO SPELL. LEVELS. FOR EXAM
PLE, FIRST AND SECOND LEVEL SPELLS TAKE
A MINIMUM. PREPARATION OF FOUR HOURS, W
HILE THIRD AND FOURTH LEVEL SPELLS TAKE
SIX. HOURS... EXAMPLE:.
TO MEMORIZE (2) FIRST-LEVEL SPELL
S, (1) SECOND LEVEL. SPELL AND (1) THIR
D-LEVEL SPELL WOULD TAKE:. (6
HOURS PREPARATION) + (2*15MIN) + (1*30M
IN) +. (1*45MIN) = 7 HOURS 45
MIN... SPELLS DO NOT AUTOMATICALLY HAV
E THEIR FULL EFFECT ON THEIR TARGET. EA
CH. TARGET OF A SPELL MAY GET A SAVING
THROW TO AVOID SOME OR ALL OF THE EFFECT
. OF THE SPELL. AS A CHARACTER GAINS L
EVELS, HIS SAVING THROWS IMPROVE...
NOTE: SOME MONSTERS HAVE MAGIC RE
SISTANCE WHICH DECREASES.
THE CHANCE OF THEM BEING AFFECTED BY
SPELLS....
-=[MAGIC-USERS]=-.. WHEN A MAGE TRAINS
FOR A NEW LEVEL, HE SELECTS A NEW SPELL
TO SCRIBE INTO. HIS SPELL BOOK. A MAG
E CAN ALSO SCRIBE SPELLS FROM IDENTIFIED
SCROLLS IF. HE IS OF HIGH ENOUGH LEVEL
TO CAST THEM. A MAGIC-USER MUST CAST T
HE READ. MAGIC SPELL OR HAVE A SCROLL I
DENTIFIED IN A SHOP BEFORE HE CAN SCRIBE
. (OR CAST) FROM IT. THE SCROLL DISAPP
EARS AFTER IT HAS BEEN SCRIBED OR CAST..
. .
-=[CLERICS]=-.. CLERICAL MAGI
C REQUIRES NO SPELL BOOKS. ALL CLERICAL
SPELLS OF THE. APPROPRIATE LEVEL ARE A
LWAYS AVAILABLE TO A CLERIC, THE CHARACT
ER NEED ONLY. MEMORIZE THEM. UNLIKE MA
GES, CLERICS CAN CAST SPELLS FROM SCROLL
S WITHOUT. ANY PREPARATION, BUT CLERICA
L SCROLLS ALSO DISAPPEAR AFTER BEING CAS
T... -=[TIPS ON M
AGIC SPELLS]=-.. BOTH CLERICS AND MAGES
MAY CAST SPELLS WHICH ASSIST THE PARTY
IN COMBAT.. PREPARATORY SPELLS CAST JUS
T BEFORE A BATTLE CAN PROTECT AND STRENG
THEN. CHARACTERS. SPELLS CAN BE CAST T
O DAMAGE FOES DURING COMBAT OR TO PROTEC
T. OR HEAL COMRADES... SPELLS SHOULD B
E REMEMORIZED AS SOON AS POSSIBLE AFTER
THEY ARE USED. THIS. IS MOST LIKELY TO
HAPPEN AFTER COMBAT. WHEN IN CAMP, HAV
E 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 ID
EA TO SAVE YOUR GAME. WE. RE
COMMEND THAT YOU SAVE YOUR GAME AFTER EV
ERY TOUGH. COMBAT AND THAT Y
OU KEEP AT LEAST TWO SEPARATE SAVED.
GAMES AT ALL TIMES AND ALTERNAT
E BETWEEN THEM. THIS WILL.
ALLOW YOU TO GO BACK TO A SAVE BEFORE TH
AT FATAL. BATTLE..... =====
======================[MAGICAL TREASURES
]=============================.. AS YOU
TRAVEL ABOUT AND ENCOUNTER THE MONSTERS
AND PUZZLES THAT STAND. BETWEEN YOU AN
D FINISHING YOUR VARIOUS QUESTS, YOU WIL
L 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 ADVE
NTURE. YOU. CAN FIND OUT IF THERE IS A
MAGIC ITEM IN A TREASURE BY DOING A DET
ECT MAGIC. SPELL USING THE DETECT COMMA
ND. TO FIND OUT SPECIFICALLY WHAT AN IT
EM IS,. YOU MUST TAKE IT TO A SHOP AND
HAVE IT IDENTIFIED... SOME MAGIC ITEMS
ARE IN REALITY CURSED AND CAN DO GREAT H
ARM. WHEN A. CHARACTER READIES A CURSE
D ITEM, A REMOVE CURSE SPELL MUST BE CAS
T BEFORE. THE ITEM CAN BE DROPPED. SOM
E MAGIC ITEMS MAY ONLY BE USED BY CERTAI
N. CLASSES. OTHERS MAY NOT WORK AT ALL
IF CERTAIN OTHER MAGIC ITEMS ARE ALSO.
IN USE. YOU MUST SELECT THE READY COMM
AND FROM THE ITEMS MENU TO PREPARE. ITE
MS FOR USE. ITEMS SUCH AS ARMOR, WEAPON
S 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. CA
ST A SET NUMBER OF A GIVEN SPELL (10 FIR
EBALLS OR 15 MAGIC MISSLES FOR. INSTANC
E).. 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 U
SED BY OTHER CLASSES. THE USE COMMAND AL
LOWS A A CHARACTER TO CAST . SPELLS WIT
H A READIED WAND....
-=[POTIONS]=-.. POTIONS AR
E THE MOST COMMON SORT OF MAGICAL TREASU
RE. POTIONS MAY HEAD. WOUNDED CHARACTE
RS, CAUSE THEM TO BECOME HASTENED OR INV
ISIBLE OR CAUSE ANY. NUMBER OF OTHER EF
FECTS. THE USE COMMAND ALLOWS A CHARACTE
R TO DRINK A . READIED POTION....
-=[SCROLLS]=-
.. SCROLLS CARRY EITHER CLERICAL OR MAG
IC-USER SPELLS. THEY OFFER. NEW SPELLS
FOR MAGES TO SCRIBE INTO THEIR BOOKS, S
PELLS OF A HIGHER LEVEL. THAN THE SPELL
-CASTERS CAN NORMALLY CAST AND EXTRA SPE
LLS FOR EMERGENCIES.. A MAGE MAY USE SC
RIBE TO TRANSFER A SCROLL INTO HIS SPELL
BOOK. MAGES AND. CLERICS CAN CAST SPE
LLS DIRECTLY FROM SCROLLS WITH USE COMMA
ND.... -=[ENCHANTE
D ARMOR AND SHIELDS]=-.. SOMETIMES YOU
MAY RUN ACROSS ARMOR OR SHIELDS THAT HAV
E BEEN CREATED BY. SKILLED CRAFTSMEN AN
D THEN ENCHANTED BY MAGES TO IMBUE THEM
WITH PROTECTIVE. SPELLS. THE POWER OF
THE MAGIC ON THESE ITEMS MAY VARY A GREA
T DEAL.. ENCHANTED ARMOR HAS THE GREAT
ADVANTAGE OF OFFERING IMPROVED PROTECTIO
N. WITH LESS ENCUMBRANCE THAN THE SAME
TYPE OF MUNDANE ARMOR. TO USE THESE . I
TEMS, READY THEM FROM THE ITEMS MENU....
-=[ENCHANTED
WEAPONS]=-.. ENCHANTED WEAPONS COME IN
MANY SIZES AND SHAPES AND POTENCIES. S
OMETIMES A. WEAPON WILL AD TO YOU THAC0
AND DAMAGE. OTHER WEAPONS MAY HAVE OTH
ER. MAGICAL PROPERTIES INCLUDING EXTRA
BONUSES AGAINST SPECIFIC TYPES OF. CREA
TURES. ONCE A MAGIC WEAPON HAS BEEN REA
DIED FROM THE ITEMS MENU, THE. CHARACTE
R WILL HAVE IT FOR ALL COMBATS....
-=[ENCHANTED ADORNME
NTS]=-.. BRACERS, NECKLACES, PERIAPTS A
ND ESPECIALLY RINGS ARE FAVORITE OBJECTS
FOR. MAGICAL ENCHANTMENT. THESE ITEMS
MAY HAVE ANY NUMBER OF MAGICAL PROPERTIE
S.. SOME ITEMS WILL HELP YOU AC, OTHERS
MAY FIRE MAGIC MISSILES OR OFFER. PROT
ECTION FROM FIRE BASED ATTACKS.. ONCE O
NE OF THESE ITEMS HAS BEEN READIED FROM
THE ITEMS MENU, A CHARACTER. WILL AUTOM
ATICALLY GAIN ALL EFFECTS. THE EXCEPTIO
N TO THIS RULE IS THAT. CERTAIN MAGICAL
NECKLACES REQUIRE THE USE COMMAND TO WO
RK.... -=[ENCH
ANTED CLOTHING]=-.. WIZARDS WILL SOMETI
MES CAST ENCHANTMENTS ON COMMONPLACE ITE
MS OF CLOTHING. SUCH AS GAUNTLETS OR CL
OAKS. A WIDE VARIETY OF THESE ITEMS ARE
KNOW TO. EXIST. TO USE THESE ITEMS REA
DY THEM FROM THE ITEMS MENU..... ======
=====================[SPELL DESCRIPTIONS
]===========================..
-=[FIRST LEVEL CLERICAL SPE
LLS]=-.. [BLESS] IMPROVES THE THAC0 OF
FRIENDLY CHARACTERS BY 1. THE BLESS SPE
LL. DOES NOT AFFECT CHARACTERS WHO ARE
ADJACENT TO MONSTERS WHEN THE SPELL IS.
CAST. THIS IS A GOOD SPELL TO CAST BEF
ORE GOING INTO COMBAT... [CURE LIGHT WO
UNDS] HEALS 1-8 HP (UP TO THE TARGET'S N
ORMAL MAXIMUM HP).. . [CAUSE LIGHT WOU
NDS] INFLICTS 1-8 HPS OF DAMAGE ON TARG
ET.. . [DETECT MAGIC] INDICATES WHICH E
QUIPMENT OR TREASURE IS MAGICAL. VIEW A
. CHARACTER'S ITEMS OR TAKE TREASURE IT
EMS. EQUIPMENT OR TREASURE PRECEDED. B
Y AN '*' OR A '+' IS MAGICAL... [PROTEC
TION FROM EVIL] IMPROVES THE AC AND SAVI
NG THROWS OF THE TARGET BY 2. AGAINST E
VIL ATTACKERS... [PROTECTION FROM GOOD]
IMPROVES THE AC AND SAVING THROWS OF TH
E TARGET BY 2. AGAINST ATTACKERS OF GOO
D ALIGNMENT... [RESIST] COLD HALVES THE
DAMAGE AND IMPROVES SAVING THROWS VS. C
OLD ATTACKS. BY 3.....
-=[SECOND LEVEL CLERICAL SPELLS]=-.
. [FIND TRAPS] INDICATES THE PRESENCE O
F TRAPS IN THE CHARACTER'S PATH... [HOL
D PERSON] MAY PARALYZE TARGETS OF CHARAC
TER TYPE (HUMAN, ETC.), GOBLINS. OR HOB
GOBLIN. YOU MAY AIM A HOLD PERSON SPELL
AT UP TO 3 TARGETS (USE THE . EXIT COM
MAND TO TARGET FEWER)... [RESIST FIRE]
HALVES THE DAMAGE AND IMPROVES SAVING TH
ROWS VS. FIRE ATTACKS. BY 3... [SILENC
E 15' RADIUS] MUST BE CAST ON A CHARACTE
R OR A MONSTER. THAT. CHARACTER OR MON
STER AND ALL ADJACENT TO HIM, CANNOT CAS
T SPELLS FOR THE. DURATION OF THE SPELL
... [SLOW POISON] REVIVES A POISONED PE
RSON FOR THE DURATION OF THE SPELL... [
SNAKE CHARM] PARALYZES AS MANY HP OF SNA
KES AS THE CLERIC HAS HP... [SPIRITUAL
HAMMER] CREATES A TEMPORARY MAGIC HAMMER
. IT CAN STRIKE AT. RANGE AND DOES NOR
MAL HAMMER DAMAGE. SPIRITUAL HAMMERS CAN
HIT MONSTERS. THAT MAY ONLY BE STRUCK
BY MAGIC WEAPONS....
-=[THIRD LEVEL CLERICAL SPELLS]=-.. [
CAUSE BLINDNESS] WILL BLIND ONE TARGET.
THIS CAN ONLY BE CURED BY A CURE . BLIN
DNESS SPELL.. . [CURE BLINDNESS] REMOVES
THE EFFECT OF THE CAUSE BLINDNESS OR PO
WER WORD,. BLIND SPELLS... [CAUSE DISEA
SE] INFECTS THE TARGET WITH A DEBILITATI
NG AILMENT THAT SAPS. STRENGTH AND HIT
POINTS... [CURE DISEASE] REMOVES THE EFF
ECTS OF DISEASE CAUSED BY SOME MONSTERS
OR BY. A CAUSE DISEASE SPELL... [DISPEL
MAGIC] REMOVES THE EFFECTS OF SPELLS TH
AT DO NOT HAVE SPECIFIC. COUNTER SPELLS
. THIS IS A RECUPERATION SPELL FOR ANY
OF THE PARTY THAT HAS. BEEN HELD, SLOWE
D OR MADE NAUSEOUS... [PRAYER] IMPROVES
THE THAC0 AND SAVING THROWS OF FRIENDLY
CHARACTERS BY ONE. AND REDUCES THE THAC
0 AND SAVING THROW OF MONSTERS BY ONE.
THIS IS A GOOD. SPELL TO CAST BEFORE GO
ING INTO COMBAT. PRAYER IS NOT CUMULATIV
E WITH BLESS. OR OTHER PRAYER SPELLS...
[REMOVE CURSE] REMOVES THE EFFECTS OF
A BESTOW CURSE SPELL AND ALLOWS THE. TA
RGET TO UNREADY CURSED MAGIC ITEMS.....
-=[FIRST LEVEL MA
GE SPELLS]=-. . [BURNING HANDS] CAUSES
1 HP OF FIRE DAMAGE PER LEVEL OF THE CAS
TER. THERE IS . NO SAVING THROW... [CH
ARM PERSON] CHANGES THE TARGETS ALLEGIAN
CE IN A COMBAT. IT ONLY AFFECTS. CHARAC
TER TYPES (HUMAN, ETC.), GOBLINS OR HOBG
OBLINS... [DETECT MAGIC] INDICATES WHIC
H EQUIPMENT OR TREASURE ITEMS ARE MAGICA
L. AFTER. CASTING THE SPELL, VIEW A CHA
RACTER'S ITEMS OR TAKE TREASURE ITEMS- E
QUIPMENT. OR TREASURE PRECEDED BY AN '*
' OR A '+' IS MAGICAL... [ENLARGE] MAKE
S THE TARGET LARGER AND STRONGER. THE HI
GHER THE CASTER'S . LEVEL, THE LARGER A
ND STRONGER THE TARGET GETS.. . [FRIEND
S] RAISES THE CASTERS CHARISMA 2-8 POINT
S. IT IS OFTEN CAST JUST BEFORE. AN ENC
OUNTER WITH NPCS... [MAGIC MISSILE] DOE
S 2-5 HP PER MISSILE WITH NO SAVING THRO
W. A MAGE THROWS 1 . MISSILE AT 1ST-2ND
LEVEL. 2 MISSILES AT 3-4TH LEVEL, 3 MI
SSILES AT 5-6TH . LEVEL, AND 4 MISSILES
AT THE 7TH-8TH LEVEL. THIS SPELL WILL D
AMAGE ANY TARGET. WITHIN ITS RANGE UNLE
SS THE TARGET IS MAGIC RESISTANT OR HAS
CERTAIN MAGICAL. PROTECTION. CASTS INST
ANTANEOUSLY... [PROTECTION FROM EVIL] I
MPROVES THE AC AND SAVING THROWS OF THE
TARGET BY 2. AGAINST EVIL ATTACKERS.. .
[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 A . SC
ROLL (IF APPROPRIATE FOR HIS CLASS AND L
EVEL) AFTER IT HAS BEEN READ... [SHIELD
] NEGATES THE MAGIC MISSILE SPELL, IMPRO
VES THE MAGE'S SAVING THROW,. AND MAY I
NCREASE HIS AC... [SHOCKING GRASP] DOES
ELECTRICAL DAMAGE OF 1-8 HP, + 1 HP PER
LEVEL OF CASTER... [SLEEP] PUTS 1-16 T
ARGETS TO SLEEP WITH NO SAVING THROW. UP
TO 16 ONE HIT-DIE. TARGETS ARE AFFECTE
D. ONE 4 HIT-DIE TARGET IS AFFECTED. TAR
GETS OF 5 OR MORE. HIT DICE ARE UNAFFEC
TED.... -=SECOND
LEVEL MAGE SPELLS=-.. [DETECT INVISIBI
LITY] ALLOWS THE TARGET TO SPOT INVISIBL
E TARGETS.. . [INVISIBITY] MAKES THE TA
RGET INVISIBLE. THE THAC0 OF MELEE ATTAC
KS AGAINST . INVISIBLE TARGETS IS REDUC
ED BY 4. IT IS IMPOSSIBLE TO AIM RANGED
ATTACKS AT. INVISIBLE TARGETS. INVISIB
ILITY IS DISPELLED WHEN THE TARGET ATTAC
KS OR CASTS. A SPELL... [KNOCK] IS USE
D TO OPEN LOCKS. IT CAN BE CAST FROM THE
DOOR OPENING MENU IF . THE ACTIVE CHAR
ACTER HAS MEMORIZED KNOCK SPELL... [MIR
ROR IMAGE] CREATES 1-4 ILLUSIONARY DUPLI
CATES OF THE MAGE. A DUPLICATE . DISAPP
EARS WHEN IT IS ATTACKED... [RAY OF ENF
EEBLEMENT] REDUCES THE TARGET'S STRENGTH
BY 25% + 2% PER LEVEL OF . THE CASTER.
.. [STINKING CLOUD] PARALYZES THOSE IN
ITS AREA FOR 2-5 ROUNDS. IF THE TARGET .
SAVES, IT IS NOT PARALYZED, BUT IS NAU
SEOUS AND HAS ITS AC REDUCED FOR TWO .
ROUNDS. THIS SPELL HAS A VERY SHORT RANG
E AND CARE SHOULD BE TAKEN TO AVOID . I
NCLUDING PARTY MEMBERS... [STRENGTH] RA
ISES THE TARGET'S STRENGTH BY 1-8 POINTS
, DEPENDING ON THE CLASS. OF THE TARGET
... -=THIRD LEVE
L MAGE SPELLS=-.. [BLINK] PROTECTS THE
MAGE. THE MAGE 'BLINKS OUT' AFTER HE ACT
S EACH ROUND. THE. MAGE MAY BE PHYSICAL
LY ATTACKED BEFORE HE ACTS EACH ROUND, B
UT HE MAY NOT BE . PHYSICALLY ATTACKED
AFTER HE ACTS... [DISPEL MAGIC] REMOVES
THE EFFECTS OF SPELLS THAT DO NOT HAVE
SPECIFIC COUNTER. SPELLS.. . [FIREBA
LL] DOES 1-6 HP PER LEVEL OF THE CASTER
TO ALL TARGETS WITHIN ITS AREA.. IF THE
TARGET MAKES ITS SAVING THROW, THE DAMA
GE IS HALVED. A FIREBALL HAS A . 2 SQUA
RE RADIUS OUTDOORS AND A 3 SQUARE RADIUS
INDOORS. FIREBALL IS A SLOW-. CASTING
SPELL AND THE SPELL'S POWER DEMANDS THAT
YOU TARGET CAREFULLY. OTHER-. WISE, YO
U MAY INADVERTENTLY DESTROY PARTY MEMBER
S. WHEN INDOORS, THE ONLY SAFE. AREA ON
THE SCREEN AT THE TIME YOU TARGET THE S
PELLS ARE THE SQUARES IN EACH. CORNER O
F THE SCREEN AND THE SQUARES DIRECTLY AB
OVE AND BELOW THESE CORNER . SQUARES. B
E SURE TO CENTER TO DETERMINE WHO WILL B
E IN THE AREA OF EFFECT... [HASTE] DOUB
LES 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. WARN
ING: EACH TIME A HASTE SPELL IS CAST ON
A CHARACTER, THAT CHARAC-. TER AGES ONE
YEAR.. . [HOLD PERSON] MAY PARALYZE TA
RGETS OF CHARACTERS TYPE (HUMAN, ETC), G
OBLINS OR. HOBGOBLIN. YOU MAY AIM A HOL
D PERSON SPELL AT UP TO 4 TARGETS (EXIT
TO TARGET. LESS).. [INVISIBILITY, 10'
RADIUS] MAKES ALL TARGETS ADJACENT TO TH
E CASTER INVISIBLE.. THE THAC0 OF MELEE
ATTACKS AGAINST INVISIBLE TARGETS IS RE
DUCED BY 4. IT IS . IMPOSSIBLE TO AIM R
ANGED ATTACKS AT INVISIBLE TARGETS. USE
THIS SPELL TO SET . UP A BATTLE LINE WH
ILE THE BAD GUYS SEEK YOU OUT. CHARACTER
S LOSE INVISIBILITY. IF THEY TRY TO DO
ANYTHING BUT MOVE. SOME MONSTERS CAN SEE
INVISIBLE CREATURES.. [LIGHTNING BOLT]
DOES 1-6 HP PER LEVEL OF THE CASTER TO
TARGETS ALONG ITS . PATH. IF THE TARG
ET MAKES ITS SAVING THROW, THE DAMAGE IS
HALVED. A LIGHTNING. BOLT IS 4 OR 8 SQ
UARES LONG IN A LINE AWAY FROM THE CASTE
R. FOR BEST RESULTS,. MOVE THE SPELL CA
STER TO SEND THE BOLT DOWN A ROW OF OPPO
NENTS. IT WILL ATTACK. ALL OPPONENTS AL
ONG THE LINE WITHIN IT'S RANGE. TARGET T
HE FIRST CREATURE IN . THE ROW (CLOSEST
TO THE CASTER). LIGHTNING BOLTS WILL RE
FLECT OFF WALLS BACK . TOWARDS THE CAST
ER. THIS PERMITS TARGETS ADJACENT OR CLO
SE TO A WALL TO BE . HIT TWICE BY THE S
AME BOLT. BE CAREFUL THAT THE CASTER ISN
'T HIT BY THE . REFLECTED BOLT... [PRO
TECTION FROM EVIL, 10' RADIUS] PROTECTS
THE TARGET AND ALL CHARACTERS . ADJACEN
T TO THE TARGET. THE SPELL IMPROVES THE
AC AND SAVING THROWS OF THOSE. IT PROTE
CTS BY 2 AGAINST EVIL ATTACKERS... [PRO
TECTION FROM GOOD, 10' RADIUS] PROTECTS
THE TARGET AND ALL CHARACTERS . ADJACEN
T TO THE TARGET. THE SPELL IMPROVES THE
AC AND SAVING THROWS OF. THOSE IT PROT
ECTS BY 2 AGAINST ATTACKERS OF GOOD ALIG
NMENT... [PROTECTION FROM NORMAL MISSIL
ES] MAKES THE TARGET IMMUNE TO NON-MAGIC
AL. MISSILES... [SLOW] AFFECTS 1 TARGE
T PER LEVEL OF CASTER. THE SPELL HALVES
THE TARGET'S. MOVEMENT AND NUMBER OF ME
LEE 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 S
PELL CASTER...
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