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I. T H E SHARD O F S P R I N G
F o r t w o c e n t u r i e s , as t h e r e s t o f t h e l a n d lay b a k i n g i n t h e d e s e r t s u n o r freezing in the winter wind, the small island of Ymros enjoyed a n eternal s p r i n g The enchanted Shard of Spring a p i e c e o f t h e LifeStone, h a d e x e r t e d Its m a g i c a l p o w e r s . C r e a t e d by t h e Red Sorcerer, t h e S h a r d b r o u g h t s p r i n g t i m e for as l o n g a s i t r e m a i n e d o n t h e i s l a n d . T h e S h a r d was k e p t i n a s m a l l c r y s t a l s h r i n e i n t h e forest. T h r e e y e a r s ago, a cold wind blew across the land; in the deepest darkness, a fearsome creature visited the island. In the m o r n i n g a h u n t e r passing the Qreen Shrine, f o u n d t h e crystal s h a t t e r e d a n d t h e S h a r d g o n e . T h e n e x t day, a t a l l m a n i n b e g g a r s ' rags gained entrance t o the palace; n o o n e k n o w s how. He b r o u g h t t h i s g r i m message to the King: "Siriadne, m y master, has t a k e n possession of the S h a r d o f S p r i n g . She d e m a n d s t h a t t h e p e o p l e o f y o u r l a n d pay t r i b u t e t o h e r a t t h e T o w e r o f Ralith. I f y o u refuse, t h e Shard will be destroyed a n d Ymros will b e c o m e a n icy w a s t e l a n d . " F r o m t h a t t i m e u n t i l now, t h e p e o p l e of Y m r o s have p a i d t r i b u t e to Siriadne, o f f e r i n g g o l d , food, a n d sacrifices. T h e y lack wealth a n d grow hungry; despair paints the beautiful landscape with a b l a c k n e s s t h a t c a n c o m e o n l y from the heart. Arise, a d v e n t u r e r s ; save t h e l a n d o f Y m r o s from u t t e r d e s o l a t i o n . A n y o n e w h o can rescue the Shard of Spring from its evil c a p t o r w i l l b e a h e r o for a l l time to c o m e ...

H.
A. L O A D I N G T H E G A M E

INTRODUCTION
tions o n the screen. R e m e m b e r to press <RETURn> each t i m e you insert a disk. The c o m p u t e r will format a b l a n k disk a n d t h e n r e a d a n d w r i t e u n t i l y o u have a c o m p l e t e d g a m e disk. As the g a m e proceeds, u o u m a y m a k e a b a c k u p of your g a m e d i s k by u s i n g t h e ( M ) a k e g a m e d i s k c o m m a n d ; insert your own g a m e disk to be d u p l i c a t e d instead of the original g a m e disk. B. S A V I N G T H E G A M E T h e c o m m a n d " S " saves t h e g a m e t o t h e g a m e d i s k . You m a y u s e t h i s c o m m a n d except when in camp, town, or combat.

A p p l e I I + . H e . l i e : B o o t t h e SHARD O F S P R i r t Q s t a r t e r d i s k ( f r o n t side). The title page of the starter disk includes two instructions: "Insert game disk a n d h i t a key o r h i t A' t o a l t e r n a t e c h a r acter set (Gothic n o r m a l ) " . Press A' t o c h a n g e t h e t e x t style from G o t h i c t o n o r m a l o r vice versa. I n s e r t t h e g a m e d i s k ( b a c k side) a n d p r e s s a n y key. T h e n , if y o u have n o t m a d e y o u r own g a m e disk, insert the original g a m e d i s k ( b a c k side), a n d p r e s s M t o m a k e your own g a m e disk. Follow the instruc-

III. T H E GAME B E G I N S
A. C O M M U N I C A T I N G W I T H T H E COMPUTER Each m e n u indicates the c o m m a n d s to b e u s e d . Press t h e l e t t e r i n d i c a t e d ; m o s t o f t e n it is t h e first l e t t e r o f t h e w o r d . A o n e - k e y s t r o k e is u s u a l l y s u f f i c i e n t . However, s o m e t i m e s it is n e c e s s a r y t o f o l l o w t h e key s t r o k e w i t h < R E T U R n > . T h e < E S C > key m a y b e u s e d t o e x i t a c o u r s e 1 of action in m o s t situations. R e m e m b e r that this o p t i o n may be available to you even if it is n o t n o t e d o n t h e s c r e e n o r i n t h e i n s t r u c t i o n s t h a t follow. Carefully n o t e t h e m e t h o d o f m o v e m e n t i n T H E SHARD O F S P R i n G . O n t h e s c r e e n , t h e c h a r a c t e r is s e e n f a c i n g away from y o u ( n o r t h ) , t o w a r d s y o u ( s o u t h ) , t o t h e left (west), o r t o t h e r i g h t (east). T h e

f i g h t e r h o l d s h i s s w o r d i n h i s right h a n d , a n d the collar o f his coat can be seen f r o m t h e front. W h i l e w a l k i n g o u t s i d e o r w a l k i n g i n s i d e o f a d u n g e o n , u s e t h e following commands: Turn counter-clockwise; e g if y o u are f a c i n g away ( u p ) a n d w a n t t o face t h e left, p r e s s t h i s lefta r r o w key. Turn clockwise.

Doad party and go adventuring: Y o u


are asked t o type t h e n u m b e r (1-5) o f t h e party y o u choose t o send o u t o n advent u r e s . T h e r e is a p r e - c r e a t e d p a r t y # 5 available if y o u wish t o bypass character creation a n d go directly to the game.

Oharacter utilities:

T h i s c o m m a n d is used t o create the party o f adventurers. See t h e n e x t s e c t i o n f o r a d e t a i l e d explanation.

/
<RETUFy>l>

Turn around. Move f o r w a r d .

B . MAIN M E N U T h e S h a r d o f S p r i n g c a n s t o r e u p t o five p a r t i e s o f a d v e n t u r e r s a t o n e t i m e . After a p a r t y is c r e a t e d a n d n u m b e r e d , n o a d d i t i o n a l c h a r a c t e r s m a y j o i n t h a t party. To play with o t h e r characters, a new party m u s t be created. When you insert the g a m e d i s k a n d p r e s s a n y key, t h e m a i n m e n u appears o n the title page. Choose: L)oad party a n d go adventuring O h a r a c t e r Utilities R)estore d u n g e o n s M)ake g a m e disk

Many special enc o u n t e r s are f o u n d only once d u r i n g the course o f a game. To reset these encounters w h e n starting a new game, this c o m m a n d m u s t be used. Instructions are g i v e n w h e n t h e c o m m a n d is c h o s e n . Follow the instructions o n the screen to m a k e a new g a m e disk. You may also create a b a c k u p g a m e disk containing your characters j u s t in case y o u d a m a g e y o u r o r i g i n a l g a m e d i s k . Insert your g a m e disk instead of the master game disk to be duplicated.

R)estore dungeons:

M)ake game disk:

IV. C H A R A C T E R S
A. C H A R A C T E R U T I L I T I E S The character utilities are used to create individual characters a n d to form parties c o n s i s t i n g o f 1-5 o f t h e s e c h a r a c t e r s . O n l y a party, n o t a n i n d i v i d u a l c h a r a c t e r , m a y be sent o u t o n adventures i n t h e l a n d o f Ymros. You m a y list the characters already c r e a t e d , create a n e w character, o r r e m o v e a c h a r a c t e r . Y o u m a y d i s b a n d a party, f o r m a p a r t y o r receive i n f o r m a t i o n a b o u t a party. For t h o s e o f y o u w h o w i s h t o g o directly to the game, a ready-to-go party # 5 h a s b e e n p r e - c r e a t e d . S i m p l y p r e s s 'V and then '5' in the m a i n m e n u . T h e m e n u is d i v i d e d i n t o t h e " c h a r acter" a n d the "party" options. Character Utilities *Cf1ARACTERS* Create Remove List * PARTIES* Disband Join Information Choice: ESC t o e x i t

CHARACTERS O r e a t e : C r e a t e a c h a r a c t e r . T h i s is described in detail in the next section. Rjemove: disk. Delete a character f r o m the

CLASSES

L ) i s t : O b t a i n a list o f a l l o f t h e c h a r a c t e r s stored o n the disk ( m a x i m u m of 25). PARTIES D ) i s b a n d : Destroy a n e x i s t i n g party. When a p a r t y is d i s b a n d e d , e a c h o f its m e m b e r s l o s e s a l l o f h i s a c q u i r e d g o o d s , food, blessings, a n d place in time, b u t n o t his own possessions. This c o m m a n d d o e s n o t delete the characters from the disk; y o u m a y use t h e m i n a n e w party.

W a r r i o r : W a r r i o r s are fighters. Each d w a r f a n d t r o l l is a w a r r i o r a n d m a y u s e a n y w e a p o n for w h i c h i t h a s t h e s k i l l a s w e l l a s a n y type o f a r m o r . W a r r i o r s u s u a l l y have m o r e h i t p o i n t s t h a n w i z a r d s . S k i l l s refer t o use o f w e a p o n s , t o h u n t i n g , a n d t o other abilities helpful to wanderers W i z a r d : W i z a r d s a r e s p e l l casters. Each e l f a n d g n o m e is a w i z a r d a n d h a s S p e l l P o i n t s w i t h w h i c h t o cast spells. A w i z a r d may use no better weapon t h a n a dagger a n d no better a r m o r than cloth. The skills o f w i z a r d s a r e b a s e d o n S p e l l Runes a n d v a r i o u s Lore. TRAITS A c h a r a c t e r is d e f i n e d b y t h e f o l l o w i n g s e t of traits: speed, strength, intellect, endurance, s k i l l i n a t t a c k , level o f t o u g h n e s s , h i t p o i n t s , s p e l l p o i n t s , a n d e x p e r i e n c e . Each is g i v e n a s t a t i s t i c a l value. S p e e d : D e t e r m i n e s h o w fast t h e chara c t e r m o v e s a n d h o w o f t e n it c a n m o v e a n d attack in one r o u n d o f c o m b a t Strengtli: Determines the a m o u n t of d a m a g e the character can do. Intellect: Determines the n u m b e r and c o m p l e x i t y o f s k i l l s t h a t m a y be c h o s e n for t h e c h a r a c t e r a n d t h e n u m b e r o f S p e l l P o i n t s h a d by a w i z a r d .

J ) o i n : T o r m a p a r t y o f f r o m o n e t o five o f the created characters. A m a x i m u m o f five p a r t i e s m a y b e c r e a t e d . Each character m u s t have been created p r i o r to j o i n i n g a party. Mo c h a r a c t e r m a y be i n m o r e t h a n o n e p a r t y a t a t i m e . Y o u are a s k e d for t h e n u m b e r o f t h e p a r t y a n d t h e n a m e s o f the characters to be i n c l u d e d in i t Press < R E T U R r i > w h e n y o u h a v e entered as m a n y as y o u want i n c l u d e d in t h e party. I ) n f o : D i s p l a y a list o f t h e c h a r a c t e r s c u r r e n t l y i n a party. Y o u a r e a s k e d for t h e n u m b e r of the part>'you wish to examine. < E S C > : Exit t h e C h a r a c t e r U t i l i t i e s a n d return to the m a i n menu.

B. C R E A T i n C A CHARACTER
Each c h a r a c t e r h a s i n d i v i d u a l TRAITS a n d S K I L L S as w e l l as t h e a t t r i b u t e s o f h i s RACE a n d CLASS. T h e s e a r e g i v e n i n statistical ratings.

E n d u r a n c e : Determines how m u c h damage t h e c h a r a c t e r c a n s u s t a i n a n d h o w m a n y h i t p o i n t s will b e g a i n e d w h e n a level is m a d e . S k i l l : D e t e r m i n e s h o w well t h e c h a r a c t e r can attack with weapons and when unarmed. Each o f t h e s t a t i s t i c s i n d i c a t i n g a characteristic has a n initial value of 12, with 7 u n d e r s t o o d t o be a b o u t average. Each value c a n n o t go a b o v e 2 0 w i t h o u t m a g i c a l aid, a n d it c a n never go b e l o w 3.

RACES
T h e r e a r e five races: H u m a a D w a r f T r o l l Elf a n d Q n o m e . Each r a c e h a s b o t h a d v a n t a g e s a n d d i s a d v a n t a g e s as i n d i c a t e d i n t h e c h a r t below.

RACE

CLASS

B o n u s SKILLS

RACIAL nODIFIERS

Human Dwarf

Choice Warrior

+ 2 Spd, + 2 I n t + 2 S k + 1 Str, - 3 I n t + 3 E n d

Troll Elf Qnome

Warrior Wizard Wizard

-1-5

- 3 Spd, -1-5 Str, - 5 I n t + 5 E n d S p d , - 3 Str, -1-3 I n t - 3 E n d , - 2 Sk

none Berserking Axe Armored Skin I t e m Lore Weapon Lore Spirit Runes

+2 S p d , - 2 Str, + 5 I n t - 2 S k

WARRIOR S K I L L S S w o r d ( 2 ) : A l l s o r t s o f s w o r d s m a y be used. D a g g e r s m a y be u s e d by a n y o n e , b u t a sword c a n n o t be used w i t h o u t this skill. A x e ( 2 ) : . ^ e s m a y be u s e d . n a c e ( 1 ) : Maces a n d m o r n i n g s t a r s m a y be u s e d . K a r a t e (2): Using only his hands may inflict g r e a t d a m a g e ; t h i s b e c o m e s q u i t e s i g n i f i c a n t as t h e c h a r a c t e r g a i n s i n s k i l l . D a r k V i s i o n (2): This allows the party to see a g r e a t e r d i s t a n c e t h a n t h e i r l i g h t s o u r c e n o r m a l l y w o u l d a l l o w w h i l e traveli n g t h r o u g h d u n g e o n s . T h e p a r t y sees w i t h a t o r c h a n d even in t o t a l d a r k n e s s . T a c t i c s (2): The character can identify which m e m b e r of the party each m o n s t e r is g o i n g after. A r m o r e d S k i n ( 4 ) : T h i s p r o v i d e s a very t h i c k layer o f s k i n t h a t a d d s a n a u t o m a t i c 2 points to the character's a r m o r (bare s k i n is a s g o o d a s l e a t h e r a r m o r ) . B e r s e r k i n g (3): This greatly increases the chance of m a k i n g a critical hit in combat. H u n t i n g (2): This allows a character, w h i l e t r a v e l l i n g o u t s i d e , t o leave c a m p t o h u n t for f o o d . T h i s c a n a l l o w l o n g excursions into the land without dependence o n t h e n e a r e s t t o w n for f o o d . P e r s u a s i v e n e s s (2): This lowers the cost o f i t e m s b o u g h t by t h e party, b u t d o e s n o t affect h e a l i n g c o s t s . WIZARDLY S K I L L S Fire R u n e s (5): The art of s u m m o n i n g a n d m a n i p u l a t i n g Fire. W i t h t h i s s k i l l , a character may use any o f the following s p e l l s : Column of Fire, Flame Strike, Fire Storm, Melt, Flame Shield, and Magic Torch. T h e Rune o f Fire is t h e m o s t powerful for d a m a g e a n d offensive p u r p o s e s , b u t is w e a k for defense. Netal R u n e s ( 5 ) : The art of creating a n d u s i n g Metal. You m a y use t h e f o l l o w i n g s p e l l s : Sword, Chains, Death Blade, Break Bonds, Strength, a n d Armor. This prov i d e s p o w e r b o t h i n offense a n d d e f e n s e . T h e C h a i n s s p e l l is r i v a l e d o n l y by t h e Freeze s p e l l in b i n d i n g lore.
4

As t h e s t a t i s t i c a l v a l u e s a r e b e i n g r o l l e d , y o u are given t h r e e " t u r n s " i n w h i c h you may choose to reroll none, some, or all o f t h e c u r r e n t v a l u e s . You s h o u l d r e r o l l a n y w i t h v a l u e s u n d e r 6. Enter the n u m b e r s o f the traits you choose to reroll (1-5) a n d press <ESC>. T h e t h i r d r e r o l l i n g is final, a n d t h e n t h e racial m o d i f i e r s s h o w n in the c h a r t o n p a g e 3 are a p p l i e d . In a d d i t i o n t o t h e a b o v e r a t i n g s , e a c h character has the following traits: Level: Determines the toughness of the character. Each c h a r a c t e r b e g i n s at level 1. Experience may result in a character movi n g u p a level, g a i n i n g H i t Points, S p e l l Points, a n d skills, a n d h a v i n g h i s s t a t i s t i c s change. Hit P o i n t s : Determines the a m o u n t of d a m a g e a character may sustain before d e a t h . Each h i t r e d u c e s H i t Points, b u t m a y b e h e a l e d by m a g i c o r s l e e p i n g . W h e n H i t P o i n t s a r e d o w n t o 0, y o u are dead. The Hit Point value c a n n o t exceed a m a x i m u m , w h i c h i n i t i a l l y is e q u a l t o endurance. S p e l l P o i n t s : Determines the magical power. A n u m b e r o f S p e l l P o i n t s are u s e d e a c h t i m e a s p e l l is cast. S p e l l P o i n t s m a y be r e g a i n e d by s l e e p i n g . E x p e r i e n c e : D e t e r m i n e s w h e n a level is g a i n e d . E x p e r i e n c e is a c q u i r e d by k i l l i n g monsters. SKILLS T H E SHARD O F SPRlFiQ a l l o w s y o u t o fully define y o u r character t h r o u g h the use o f s k i l l s . Each s k i l l c o s t s a n u m b e r o f p o i n t s . You m a y a s s i g n o n l y s k i l l s w h o s e t o t a l point cost does n o t exceed your intellect. The c o m p u t e r displays a n u m b e r e d list o f s k i l l s . Press t h e n u m b e r o f t h e s k i l l y o u w a n t . (To r e m o v e it, p r e s s t h e n u m b e r again.) Be s u r e t o p r e s s t h e s p a c e b a r t o look at b o t h pages of skills. Skills with a " + " b e f o r e t h e m are g i v e n a u t o m a t i c a l l y w i t h t h e race c h o s e n . S k i l l s w i t h a n " * " before t h e m are t h o s e y o u have s e l e c t e d . O n l y a wise w a r r i o r m a y be p r o f i c i e n t w i t h a l l k i n d s o f w e a p o n s . You m a y save i n t e l l e c t p o i n t s for l a t e r use. T h e n , as y o u gain Intellect, c h o o s e a d d i t i o n a l skills. Each o f t h e t w o c l a s s e s (WARRIORS a n d WIZARDS) h a s its o w n set o f s k i l l s . The n u m b e r in parentheses indicates the cost o f the skill.

Wind R u n e s (5): The art of manipulating t h e W i n d . T h e c h a r a c t e r m a y u s e t h e foll o w i n g s p e l l s : Tempest, Still Air, Wings of Victory, Wings, Freedom, Wind WalK a n d Breath of Life. T h e s e a r e m u l t i - p u r p o s e spella T h i s covers healing, mass damage, a n d t h e only teleport spell. I c e R u n e s ( 5 ) : T h e a r t o f s u m m o n i n g Ice. A character m a y use t h e following spells: liail Storm, Chill Slow, Freeze, Ice Shield, a n d Crystalight T h e Freeze s p e l l is t h e m o s t p o w e r f u l b i n d i n g s p e l l w h i l e t h e Hail S t o r m is a powerful m a s s d a m a g e spell. Spirit R u n e s (4): The art of controlling the Spirit. T h e character m a y use t h e f o l l o w i n g s p e l l s : Spirit Wrack, Weaken, Clumsiness, Heal, Resurrect, Cure Poison, Transference, a n d Sanctuary. This deals with what we w o u l d call h e a l i n g a n d morale. T h e W i n d R u n e s a l s o c o n t a i n a b i t o f this knowledge.

W e a p o n L o r e (2): This provides knowledge of various weapons a n d a r m a m e n t s . The character m a y identify i t e m s o f this sort that you find o n your adventures. Potion L o r e (2): This provides knowledge o f miscellaneous magical items a n d items found in dungeons. Monster L o r e (2): This provides knowledge o f t h e strengths a n d weaknesses of the monsters found i n Ymros. T h e character m a y determine each monster's s t r e n g t h , i n t e l l e c t , s k i l l , a r m o r , a n d weapon in combat. P r i e s t l i o o d ( 3 ) : T h e d i v i n e a r t o f disp e l l i n g v a r i o u s f o r m s o f u n d e a d s u c h as skeletons, zombies, a n d wraiths. rtAMES After s e l e c t i n g t h e t r a i t s , y o u a r e a s k e d t o n a m e t h e character. T h e n a m e m u s t be i n c a p i t a l l e t t e r s , b e g i n w i t h a letter, a n d contain n o m o r e t h a n t e n letters.

V. T H E GAME E L E M E N T S
A. SFELIvS
S p e l l s d e p e n d o n t h e five E l e m e n t s o f M a t u r e : Fire, M e t a l , W i n d , Ice, a n d S p i r i t . Each o f these is associated w i t h a b o d y o f magical knowledge. Spells m a y be cast o n a creature o r c h a r a c t e r r e g a r d l e s s o f its p o s i t i o n o n t h e battlefield. W h e n y o u c a s t y o u r w i z a r d ' s spell, y o u a r e a s k e d for t h e n u m b e r o f S p e l l P o i n t s y o u w i s h t o p u t i n t o t h e spell. T h e power o f a l l s p e l l s c a s t b y a w i z a r d varies. M a n y s p e l l s h a v e a m i n i m u m S p e l l P o i n t req u i r e m e n t , b u t e a c h o f these, t o o , h a s a greater chance o f success if m o r e power is p u t i n t o i t . MASS DAMAGE S P E L L S , e.g HaiL S t o r m , a n d T e m p e s t , affect a 5 X 5 area. W h e n y o u m o v e t h e p o i n t e r i n c o m b a t , place it on the center o f the s t o r m . Any m o n s t e r o r c h a r a c t e r i n t h e a r e a affected w i l l t a k e damage. Because o f the lengthy incantat i o n o f t h e s e s p e l l s , t h e y m a y n o t b e cast in t h e first r o u n d o f b a t t l e . D a m a g e s p e l l s work randomly. BINDING S P E L L S , e.g. C h a i n s , Freeze, a n d S t i l l Air, k e e p a m o n s t e r o r c h a r a c t e r from t a k i n g a n y a c t i o n u n t i l t h e m a g i c b i n d i n g is b r o k e n . T h i s o c c u r s i n a Healer's S h o p p e o r w h e n t h e a p p r o p r i a t e s p e l l is c a s t T h e m o r e p o w e r u s e d i n t h e b i n d i n g t h e harder it is t o break. T h e m e a s u r e o f t h i s p o w e r is c a l l e d t h e B i n d i n g Level. Binding spells d o n o t w o r k randomly; they are based o n m u l t i p l e s o f t h e m i n i m u m cost r e q u i r e m e n t For e x a m p l e , c o n s i d e r C h a i n s . T h e m i n i m u m c o s t r e q u i r e m e n t for C h a i n s i s 10. If the wizard p u t s 1 0 t o 1 9 p o i n t s into t h e s p e l t t h e v i c t i m w i l l h a v e a level 1 C h a i n s effect o n h i m ( C h a i n 1). I f i n s t e a d the wizard puts i n 40, t h e victim has a C h a i n IV. I n b r e a k i n g t h e b i n d i n g w i t h Break Bonds, Melt or F r e e d o m a n equal a m o u n t o f power m u s t b e used. Therefore, i n t h i s case, a C h a i n IV s p e l l r e q u i r e s a B r e a k B o n d s IV t o b e effective. If a character h a s b e e n b o u n d , t h e level o f b i n d i n g is g i v e n w h e n y o u I n s p e c t i n C a m p . T h e chance o f a t t a i n i n g a successful binding depends o n the strength of the v i c t i m a n d t h e level o f t h e b i n d i n g s p e l l . It is f u t i l e t o c a s t a b i n d i n g s p e l l o n a strong creature without using a substantial a m o u n t o f power.

Spells t h a t increase strength or speed o n l y l a s t for t h e d u r a t i o n o f c o m b a t Healing a n d b i n d i n g spells are p e r m a n e n t

B r e a t h o f L i f e ( 5 ) : A h e a l i n g s p e l l n o t as p o w e r f u l as t h e o n e f o u n d i n t h e S p i r i t Runes. ICE RUNES Hail S t o r m (7): A mass d a m a g e spell. C h i l l (1): Chills t h e enemy, decreasing its chance to hit. S l o w (3): Slows the e n e m y d o w n . F r e e z e (9): The m o s t powerful b i n d i n g spell. I c e S h i e l d (3): A protection spell. C i y s t a L i g h t ( 2 ) : A l i g h t s p e l l m o r e efficient t h a n its c o u n t e r p a r t . Magic Torch. SPIRIT RUNES S p i r i t W r a c k ( 2 0 ) : Potent death spell. W e a k e n (1): Decreases strength. C l u m s i n e s s (2): Decreases skill. H e a l (1): C o m m o n healing spell. R e s u r r e c t (25): Brings a dead character b a c k t o life. C a n n o t b e u s e d i n c o m b a t . Chance o f success d e p e n d s o n power p u t into it.

THE SPELLS T h e n u m b e r i n p a r e n t h e s e s after e a c h spell n a m e in the following list indicates a m i n i m u m Spell Point cost. FIRE RUNES C o l u m n of F i r e (1): The m o s t powerful of the single d a m a g e spells. F l a m e S t r i k e (16): The m o s t powerful death spell, b u t has a greater m i n i m u m r e q u i r e m e n t than Death Blade. F i r e S t o r m (10): A potent d a m a g e spell. Melt ( 1 1 ) : Breaks t h e b i n d i n g power o f a Freeze s p e l l . F l a m e S h i e l d (4): A relatively weak protection spell that protects f r o m physical attacks. Magic T o r c h (2): Provides light while adventuring in the dungeon. The a m o u n t o f l i g h t is d e t e r m i n e d by t h e p o w e r t h e wizard puts into it. METAL RUNES S w o r d (2): A powerful d a m a g e spell. C h a i n s (10): A b i n d i n g spell. The easiest of these to break. D e a t h B l a d e (15): Death spell. S t r e n g t h (1): Increases the strength of the recipient. Break B o n d s (11): b o u n d in Chains. Armor spell. (2): Frees a character protection

C u r e P o i s o n (9): Chance of success depends on the power put into it; b u t this spell usually works, even with o n l y nine Spell Points. T r a n s f e r e n c e (3): Transfers Spell Points fi-om o n e w i z a r d t o a n o t h e r . S a n c t u a r y (3): A n aura of peace works as a p r o t e c t i v e s p e l l . B. M A G I C A L I T E M S

A very p o w e r f u l

WIND R U N E S T e m p e s t (6): An easy-to-cast mass d a m age s p e l l . Still A i r (11): A b i n d i n g spell. W i n g s of Victory (1): Increases the morale o f t h e r e c i p i e n t t h u s r a i s i n g h i s s k i l l in c o m b a t . Wings (4): Increases speed. Does not t a k e effect u n t i l t h e n e x t r o u n d o f c o m b a t F r e e d o m ( 1 3 ) : N e g a t e s t h e effects o f a Still A i r s p e l l . W i n d Walk (10): Teleports the party to a p l a c e o f safety. T h i s is t h e o n l y s p e l l w i t h a constant Spell Point c o s t

M a n y m a g i c a l i t e m s , i n s u c h f o r m s as r i n g s , staves, a n d p o t i o n s , c a n b e f o u n d o n Ymros. These use magical power w h e n used a n d eventually break. Potions may be used only once. Magical items provide all the magical p o w e r n e c e s s a r y for t h e s p e l l s . Magical i t e m s m a y b e used by warriors as w e l l as w i z a r d s . C. OTHER ITEMS T h e r e are m a n y i t e m s t o b e f o u n d i n T H E SHARD OF SPRiriQ; t h i s r u l e b o o k d o e s n o t p r o v i d e a list o f a l l o f t h e m . C o s t s o f t h e i t e m s m a y vary f r o m t o w n to town a n d from shop t o s ho p within the same town. The brief lists o n the next page are suggestive, n o t c o m p r e h e n s i v e . 6

WEAPONS
ITEM ITEM MAXIMUM DAMAGE COST

ARMOR
PROTECTION COST

Cloth Leather Chain Scale Plate

1 2 3 4 5

5 10 20 75 200

MISCELLANEOUS ITEMS
ITEM COST

Dagger S m a l l axe Short sword Mace M o r n i n g star Broad sword B a t t l e axe 2-handed sword

3 4 6 6 7 8 10 12

2 6 15 13 20 30 65 100

Torch OH L a n t e r n

2 10

VI. O U T S I D E
/
<RETURr>l> Turn around. Move f o r w a r d . M o v e m e n t t h r o u g h h i l l s is a t d o u b l e m o v e m e n t rate. To p a s s through s o m e doors, you n e e d keys w h i c h c a n be f o u n d In t h e d u n g e o n s . Q o t o c a m p . W h e n in camp, you can e q u i p c h a r a c t e r s , see t h e i r statistics, etc. (See IX. CAMP for details.) Display the party order and the time. Save g a m e . You m a y save t h e g a m e e x c e p t w h e n In camp, town, or combat. After s a v i n g t h e g a m e , y o u m a y c o n t i n u e t o play. It Is w i s e t o save t h e g a m e often. T i m e is a n i m p o r t a n t e l e m e n t . While walki n g o u t s i d e , y o u r field o f v i s i o n e x p a n d s o r n a r r o w s as t h e s u n s rises a n d sets. At n i g h t y o u are f o r c e d t o s l e e p If y o u h a v e n o t a l r e a d y d o n e so. T h e c a l e n d a r c o n sists o f 2 6 - h o u r days, 3 4 - d a y m o n t h s , a n d 2 2 - m o n t h years. T h e year b e g i n s w i t h the Month of the Spirit a n d ends with the Month of the Comet. While o u t s i d e , y o u r c h a r a c t e r m a y be f a c i n g away f r o m y o u ( n o r t h ) , t o w a r d s y o u ( s o u t h ) , t o t h e left (west), o r t o t h e r i g h t (east). T h e fighter's s w o r d is In h i s r i g h t h a n d . F r o m t h e ft-ont t h e c o l l a r o f h i s c o a t can be seen. The following c o m m a n d s are to be used. Turn counter-clockwise; e.g. if y o u are f a c i n g away ( n o r t h o r up) a n d c h o o s e t o face left, p r e s s t h i s l e f t - a r r o w key. Turn clockwise. S

VII. COMBAT
While w a n d e r i n g o u t s i d e o r i n d u n g e o n s , y o u m a y be a t t a c k e d by r a n d o m b a n d s o f m o n s t e r s . If a t t a c k e d , y o u a r e p l a c e d o n a b a t t l e f i e l d t h a t Is a b l o w u p o f t h e a r e a y o u w e r e In w h e n y o u w e r e a t t a c k e d . T h e field is b o r d e r e d by e x i t d o t s . Touching one of these dots allows you t o r u n a n d t u r n s It i n t o a n e x i t f o n t ( f o u r
7

o p p o s i n g a r r o w s ) . You, also, m a y r u n t h r o u g h a door. F r o m t h e n on, all remaining characters m u s t run through the same e x i t font. T h i s is t o k e e p t h e p a r t y f r o m s p l i t t i n g up. I n T H E SHARD OF SPRIMQ, a r m o r r e a l i s t i c a l l y a b s o r b s d a m a g e d o n e t o Its wearer instead of decreasing his chance

COST

ACTION

o f b e i n g h i t . For e x a m p l e , i f a fighter w e a r i n g p l a t e m a i l is h i t f o r ? d a m a g e , h e o n l y t a k e s 2. T h e r e f o r e , it is p o s s i b l e t o hit s o m e o n e a n d yet d o n o d a m a g e , the a r m o r itself having absorbed all of the damage. In combat, m o n s t e r s a n d characters m o v e in t h e o r d e r o f t h e i r s p e e d r a t i n g s , fi-om t h e h i g h e s t first t o t h e l o w e s t last. Each a c t i o n i n c o m b a t t a k e s a c e r t a i n n u m b e r o f M o v e m e n t Points. A c h a r a c t e r has Movement Points equal to his Speed. The actions and their m o v e m e n t point costs are shown in the following chart.
KEY C O S T ACTION

Use a n i t e m . (See V. B. MAGICAL ITEMS a n d C O T H E R ITEMS for information.) This c o m m a n d allows you t o use a n i t e m o r d r i n k a p o t i o n . Mote: A p o tion may be d r u n k by the character h o l d ing it "tossing" it to a n o t h e r character, w h o d r i n k s it. 3*

<RETURn>

Move f o r w a r d i n w h a t ever d i r e c t i o n t h e c h a r a c t e r is facing. A n arrow at the upperright of the display window also indicates the direction. T u r n counter-clockwise Turn clockwise. Turn around. Attack object in front of your character with r e a d i e d w e a p o n . A +5 t o h i t is a w a r d e d w h e n a t t a c k i n g from b e h i n d . An attacker has a slight chance of d o i n g damage, indicated by t h e w o r d " h a c k s " i n s t e a d o f " h i t s " . If t h i s h a p p e n s , it m e a n s struck an unusually well-aimed shot and are b e i n g a w a r d e d double damage. (Berserkers are g o o d at this.)

This allows a priest to attempt to dispel undead.

1 1

n/A T h i s a l l o w s y o u t o locate everyone o n the b o a r d a n d check t h e statistics. Pressing '?" inverses the chara c t e r w h o s e t u r n i t is and prints his name, strength, intellect, skill, speed, a r m o r and weapon, a n d tells w h e t h e r h e is b o u n d o r p o i s o n e d . Press " " and ' - " to move t h r o u g h the list of characters a n d monsters, a n d press < R E T U R r i > t o exit. You a r e t o l d t h e m o n s t e r s statistics only if the e x a m i n i n g character has Monster Lore. If he h a s Tactics, h e is t o l d w h o e a c h m o n s t e r is m o s t l i k e l y t o g o after. ri/A T o g g l e s t h e s o u n d on/off <ESC> * Ends the turn of the individual character

3*

C a s t a s p e l l . (SeeV. A. SPELLS for t h e des c r i p t i o n . ) Y o u are asked the n u m b e r of s p e l l p o i n t s t o be p u t into the spell. Then, a c u r s o r a p p e a r s Move thecursor(l,J,K,M)to w h e r e y o u w i s h t o cast the spell a n d press t h e < SPACE BAR>.

* A u t o m a t i c a l l y e n d s t u r n after a c t i o n regardless of how m a n y Movement Points remain.


8

VIII. TOWTJ
While in town, you may perform various activities in the buildings: shoppes, healers, taverns, inns, guilds. If your party includes a character with Persuasiveness, the cost to you is decreased slightly. A description of the buildings, activities, procedures, and costs follows: S h o p p e s : Shoppes sell weapons, armor, magic, or torches. Enter the letter of the item you wish to buy and then the number of the character to whom it is to be given. The word " m o r e " appears if there is more in the shop than can be listed on the screen at one time. Use the - and keys to page through long lists. Various shops may carry a given item. Shop around within a town and in other towns for the best bargain. Healers: Here you may heal damage, poison, unbind, and resurrect characters. Healing costs are determined per point. Poison has a straight fee. Unbinding depends on the level of binding. Resurrection depends on the level of the character. These costs are not affected by Persuasiveness. Taverns: Here you may buy provisions and talk to other adventurers. Each tavern has clues essential to the game. i n n s : You may sleep here. To sleep at the Inn costs money, in contrast to setting up camps somewhere in the plains. However, you gain 2 hit points and 10 spell points per day of sleep and may sleep many days in a row, which is helpful after completing a hazardous quest. The price includes meals. G u i l d s : There are a few wizards' and fighters' guilds scattered about. A character with the required amount of experience may be trained for his next level, but only in a guild of the appropriate class. There is no cost for the training. To exit the town and return to the outside, press <ESC>.

IX. CAMP
While moving through the outside, you may set up camp whenever you choose by pressing "C". There you may print a hard copy of your characters, sleep, inspect a character, cast a healing spell, reorder your party, trade items, drop items, equip a character, hunt, identify items, or use items. Use the following commands: P)rint characters: Make a hardcopy of one or all of your characters. The date and the current time in Ymros are given on the printout. S)leep: Sleep is required each day. As you sleep, each character eats one point of Provisions, gains 1 Hit Point, and 5 Spell Points. Since you cannot sleep in bright daylight, you wake at dawn. Warning! A poisoned character loses 1 point per hour; sleeping 8 hours could be fatal. A character who does not eat because of lack of food loses 1 hit point. 9 Inspect: Inspect a character. There are three pages of information the character's 1) statistics and hit points, 2) skills, and 3) inventory (an arrow points to each equipped item). To return to the camp menu after any page, press <ESC>. To bypass the skills list, press any key. To get a printout, press "P". O a s t a s p e l l : A wizard may cast a camp spell, such as Heal, Wind Walk, or Magic Torch. R)eorder: Change the order in which the members of your party are walking. Your characters are seen on a 3 X 3 grid. T)rade: Trade items from one character to another. Equipped weapons and armor must be unequipped before being traded. Each character may hold up to 10 items. D) rop: Get rid of an unwanted item. Once dropped, an item cannot be recovered. E) quip: Ready a character with armor and weapon. Daggers may be used by

anyone. A character may be readied with any other weapon only if he has the required skill. To equip with nothing, enter "0". Be sure to equip after purchasing new weapons and armor. H)unt: A character with the Hunting skill may attempt to hunt once per day. If the hunt is successful, you are told and you gain some provisions. Ddentiiy: A wnzard with the proper skill

may identify items once per day. The wizard must have the item; trade it to h i m first. Different items may require different areas of knowledge. U)se item: Use any item, such as a torch, lantern, magical item, or potion. < E S C > : Exit camp. If you are too tired, you may not leave camp. The computer notifies you. Use the Sleep option to overcome the tiredness.

X. HINTS ON GAME PLAY


A party of 4 or 5 characters is probably the o p t i m u m . Two wizards and two fighters are a m i n i m u m . You begin play on the west half of Ymros. Since the encounters on the east half are much tougher, wait until you gain a level or so before moving too far to the east. When casting spells, try to play on a monster's weaknesses. Casting a Weakness spell on an ogre only may put him in the realm of human strength, but casting a Chill spell on the already clumsy monster is very effective. Don't restrict your spell casting to storm spells and Column of Fire. Wise use of the other spells can be much more effective. Start looking for a guild after completing your first dungeon. Fighters' guilds are fairly common, but don't plan to find a wizards' guild too soon. Save your gold to help pay for future resurrections. Make sure that you always have gold remaining after buying new items. Keep a good record of the clues you find on your adventures. Forgetting a clue could cause trouble later. Don't be afraid to let your wizards fight. They are especially effective against other wizards. Like your wizards, the enemy wizards have daggers only. Fighting should not be too risky, and it can be helpful when your fighters are busy with the tougher monsters. If you have an Apple He, keep your CAPS LXDCK on. Many game functions do not recognize lower case characters as commands. Save the game often. That way, if anything goes wrong, you can continue from a recent point. Keep away from places where the monsters are too tough for you. If your party members are falling right and left, leave immediately. Either search for an adventure that isn't as demanding or j u s t wander the island a bit longer.

CREDITS
Qame Design: C r a i g Roth and David Starlt Qame Development: C h u c k Kroegel and Keith Brors Playtesters: Arlon Harris, Mike Musser, J i m McPherson, R u s Smith, Paul Murray, a n d Brian L a u Rulebook Editing: L e o n a Billings Customized Disk Operating System (Apple version): Roland Gustafsson Art & Graphic Design: L o u i s H s u Saekow, Kathiyn Lee. and David Boudreau Typesetting: Abra l y p e and Kathryn L e e Printing: A&a Printers and Lithographers

10

APPENDIX
EXPERIENCE LEVELS Experience Needed For Next Level
LEVEL ABSOLUTE INCREASE FROM LAST L E V E L

MINIMUM S P E L L POINTS Fire R u n e s Column of Tire 1 Flame Strike 16 10 Fire Storm Melt 11 4 Flame Shield 3 Magic Torch Wind R u n e s Tempest 6 11 Still Air Wings of Victory 1 4 Wings Freedom 13 10 Wind Walk Breath of Life 5 Metal R u n e s Sword Chains Death Blade Strength Break Bonds Armor 2 10 15 1 11 2

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

300 700 1,100 1,800 2,800 4,600 7,500 12,600 21,600 37,700 66,400 118,000 210,800 377,600 677,600 1,217,500 2,189,300 3,938,200 7,086,100 12,752,200

200 400 400 700 1,000 1,800 2,900 5,100 9,000 16,100 28,700 51,600 92,800 166,800 300,000 539,900 971,800 1,748,900 3,147,900 5,666,100

Ice Runes Hail Storm Chill Slow Freeze ice Shield CrystaLight 7 1 3 9 3 2

Spirit R u n e s Spirit Wrack Weaken Clumsiness Heal 20 1 2 1 Resurrect Cure Poison Transference Sanctuary 25 9 3 3

STATISTICS TABLES
EFFECTS OF SPEED
SPEED MAX. MOVES MAX. MAX. rco. o r ATTACKS

BONUS DAMAGE BY STRENGTH 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
11

1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6

% CHANCE O F P R I E S T D I S P E L L I N G
MONSTER L E V E L INT 1 2 3 4

MAX. S. P. GAIN P E R L E V E L FOR WIZARDS


INTELLECT MAX. S . P . G A I N

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

3 7 10 14 18 21 25 28 32 36 39 43 46 50 54 57 61 64 68 72

10

3 7 10 14 18 21 25 28 32 36 39 43 46 50 54 57 61 64 68

3 7 10 14 18 21 25 28 32 36 39 43 46 50 54 57 61 64

3 7 10 14 18 21 25 28 32 36 39 43 46 50 54 57 61

-3
7 10 14 18 21 25 28 32 36 39 43 46 50 54 57 3 7 10 14 18 21 25 28 32 36 39 43 46 50 54

14 18 21 25 28 32 36 39 43 46 50

3 7 3 10 7 3
10 14 18 21 25 28 32 36 39 43 46 7 10 14 18 21 25 28 32 36 39 43 3 7 10 14 18 21 25 28 32 36 39

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

3 4 4 5 5 6 6 7 8 8 9 9 10 10 11 11 12

MAX. H. P. GAIN P E R L E V E L
ENDURANCE MAX-FIQHTER MAX-WIZARD

% CHANCE TO HIT B Y S K I L L
SKILL % T O HIT % FROM BEHIND

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

3 3 4 5 5 6 7 7 8 9 9 10 11 11 12 13 13 14

2 2 3 3 4 4 4 5 5 6 6 7 7 7 8 8 9 9

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80

24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92

RACE ADVANTAGES/DISADVANTAGES
RACE CLASS BONUS S K I L L S RACIAL MODIFIERS

Human Dwarf Troll Elf Qnome

Choice Warrior Warrior Wizard Wizard

Mone Berserking Axe Armored Skin Item Lore Weapon Lore Spirit Runes

+2 Spd, +2 I n t +2 Sk +1 Str, - 3 Int, +3 End - 3 Spd, +5 Str, - 5 Int, +5 End +5 Spd, - 3 Str, +3 Int, - 3 End, - 2 Sk +2 Spd, - 2 Str, +5 Int, - 2 Sk
12

KEY

COST

ACTION

COMBAT OPTIONS
C O S T ACTIOn

M/A T h i s a l l o w s y o u to locate everyone o n the board a n d c h e c k the statistics. P r e s s i n g " ? ' inverses the character w h o s e t u r n it is a n d prints his name. s t r e n g t h , intellect, skill. speed, a r m o r a n d weapon, a n d tells whether h e is b o u n d o r p o i soned. Press " and " - - " to m o v e t h r o u g h t h e list o f c h a r a c t e r s and monsters, and p r e s s < R E T U R r ( > to exit. Y o u a r e told t h e m o n s t e r ' s statistics only if the e x a m i n i n g c h a r acter h a s Monster Lore. If h e h a s T a c t i c s , h e i s told w h o e a c h m o n s t e r is m o s t likely to g o after

<RETUm>

Move forward in whate v e r d i r e c t i o n the c h a r a c t e r is facing. A n a r r o w a t the u p p e r - r i g h t of the d i s p l a y w i n d o w a l s o i n d i c a t e s the d i r e c t i o n . Turn counter-clockwise. Turn clockwise. Turn around. A t t a c k o b j e c t in front o f y o u r c h a r a c t e r with r e a d i e d w e a p o n . A -h3 to hit Is a w a r d e d w h e n a t t a c k i n g from b e h i n d . An attacker h a s a slight c h a n c e of doing d a m age, i n d i c a t e d by t h e word " h a c k s " instead of " h i t s " . If t h i s h a p p e n s , it m e a n s s t r u c k a n u n usually well-aimed shot and are being awarded double d a m a g e . (Bers e r k e r s are good at this.)

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n/A T o g g l e s t h e s o u n d on/off. * E n d s t h e t u r n of t h e individual c h a r a c t e r

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C a s t a s p e l l . ( S e e V. A. S P E L L S for t h e d e s c r i p tion.) You a r e a s k e d t h e n u m b e r of spell points to b e p u t into t h e s p e l l . Then a cursor appears. Move the c u r s o r (I, J , K, M) to w h e r e y o u y o u w i s h to c a s t t h e s p e l l and p r e s s the < S P A C E BAE^. U s e a n i t e m . ( S e e V. B. MAQICAL I T E M S a n d C. O T H E R I T E M S for information.) T h i s c o m m a n d a l l o w s y o u to u s e a n item o r drink a potion, riote: A p o t i o n m a y b e d r u n k by t h e c h a r a c t e r h o l d i n g it " t o s s e d " it to a n o t h e r c h a r a c t e r , w h o d r i n k s it. T h i s a l l o w s a p r i e s t to a t t e m p t to d i s p e l undead.

O U T S I D E OPTIONS
KEY ACTION

Ttirn c o u n t e r - c l o c k w i s e ; e.g. if y o u a r e f a c i n g a w a y ( n o r t h o r up) a n d c h o o s e to face left, p r e s s t h i s lefta r r o w key. Turn clockwise. Turn around. Move forward. M o v e m e n t t h r o u g h h i l l s is a t d o u b l e m o v e m e n t rate. T o p a s s through s o m e doors, you need keys which can be f o u n d in t h e d u n g e o n s . Q o to c a m p . W h e n in c a m p , you can equip characters, s e e their statistics, etc. ( S e e IX. C A M P for details.) Display the party order a n d the time. Save game. You may save t h e g a m e e x c e p t w h e n in c a m p , town, o r c o m b a t . After s a v i n g t h e g a m e , y o u m a y c o n t i n u e to play. It i s w i s e to s a v e the g a m e often.

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* A u t o m a t i c a l l y e n d s t u r n after a c t i o n regardless of how m a n y Movement Points remain.

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