Getting Started To play Trial By Magic, place the CD in your CD Drive and type X:[Return] where X is the letter of your CD Drive. Before you begin play, you must configure the game to use your sound card. Type SETUP[Return] to begin the setup program. Here, you may select the soundcard you wish to use, and which video mode you wish to see the cinematic animations in. Once you are happy with your selections, choose the Save and Exit Option. To play Trial By Magic, type START[Return] The introduction will now run. Pressing Escape at any time to skip this introduction. You will now be presented with a menu containing these choices: Run Introduction Start New Game Continue Saved Game Exit To select an option, simply click the left mouse button (LMB) upon it. Starting Your First Adventure Select Start New Game to enter the Trial. Before you begin play however, you must generate a character. This is your persona for the quest you are about to face. Generating a character is divided into four phases - selecting a speciality, choosing a name, generating attributes and selecting a portrait. At each phase (with the exception of choosing a name), click the LMB on an option to select. Specialities Adventurers are split into two different categories: Warriors and Spellcasters. Warriors are trained in the use of weapons of all kinds. Such a person is usually strong and dexterous. Spellcasters are versed in the arcane magic arts. Spellcasters are usually very intelligent. This does not mean that a Warrior cannot cast spells or a Spellcaster use weapons. It simply reflects the skills a person is more adept at using. Choosing a Name Type the name by which you wish to be known throughout the adventure. Generating Attributes This is the most critical part of character generation. All attributes are scored from 1 to 20. There are four main attributes: Strength This measures physical strength, and effects the amount of damage you will inflict in combat. Toughness This measures how resistant you are to physical damage. A character with a high Toughness will suffer less damage from blow inflicted in combat. Dexterity This measures your physical agility. It is used to determine if you hit - or get hit by - opponents in combat. Intellect This measures your mental abilities, and determines the effectiveness of magic spells. As well as the four main attributes, there are a few other important characteristics you should be aware of: Health This is a measure of your life force. A player with full health has no wounds. If your health reaches zero, you will die. Health is regained by resting, or by magical spells. Spell Energy This is a measure of the magical energy you have in reserve. Spell energy is vital for casting spells. Spell Energy is replenished over time, and the best way to recover it is by resting. Experience Experience reflects how much you have done in your adventuring career. As you gain Experience, your level will rise, and so too will your statistics. Selecting a Portrait Choose the face you wish your character to have. There are four faces to choose from. You are now ready to enter the Trial... How To Play The Basics All functions in Trial By Magic are mouse controlled. However, most functions have a keyboard "short-cut." To move your character around, position the mouse so that the cursor arrow points in the direction you wish to travel and hold down the LMB. Alternatively, you can use the arrow keys or the numeric keypad. Actions To interact with the Trial By Magic game world, you use the buttons located under the Main View Area. To access a button's function, click the LMB upon it. In some cases you will need to select items to manipulate. The Actions Buttons are: Get Used to pick up objects and place them in your inventory. When you click upon this Action, your inventory will appear. Click the LMB upon an object to pick it up or drop it (if you are carrying it). You may carry 30 items at a time. However, only 15 are displayed at a time. To display the other 15, click upon the red gem at the bottom right of the Inventory display. Use This button causes an object in your inventory or locale to perform its task eg. to read a signpost, Use it; to eat a loaf, Use it; to go down a ladder, Use it etc. To Use an object, click the LMB upon it. Search Use this button to search for secret doors. All walls immediately next to you are searched, and if a door is found, you will be asked if you wish to open it. Options This displays a menu of options. You may save a game to hard disk, restore a previously saved game, adjust the music/sfx volume, view animation sequences or abort the game completely. Action Modes The Action Mode shows the current action that will be performed when you click the RMB. The Action Modes are: Attack Clicking the RMB will throw a punch or swing/fire the current weapon. Cast Clicking the RMB in this mode will display a menu of spells. See Spellcasting for more information. Jump Clicking the RMB allows your character to leap. The Buttons Bar will change to a Jump Power Bar. As the bar grows, so does the length of your jump. Release the RMB when the bar is at the desired level. Status Bars At the bottom right of the screen are your status bars. The uppermost shows your health. The fuller the bar, the healthier you are. This bar is normally red. However, it will change to green if you are poisoned, or brown if you are diseased. The bottom bar is your Spell Energy Bar. This is always blue. The fuller the bar, the more energy you have. Clicking the LMB upon the Health Bar will display your current hunger and health statistics. Clicking the LMB upon your Spell Energy Bar will show how many Spell Energy points you have. Character Portrait At the bottom centre of the screen, you will see your character's portrait. Clicking the LMB upon this will open the Portrait Screen. This allows you to view the items you are carrying, your attributes, to change your weapon and wear special items. In the centre of the display, you will see 15 items you are carrying. Click the red gem to see the other 15. If an item may be worn or used (eg. a shield, a ring, a weapon), click the LMB upon it, and it will automatically be placed in the correct position (eg on your arm, you finger, in your hand etc). To remove an item, click the LMB upon it. Click the RMB upon an item to identify it. To the right of the screen are your character attributes. Bonuses appear beside these attributes, depending upon the items you are using. For example, a Strength bonus will appear for the weapon you are carrying. Combat More than once in your quest, you will find yourself engaged in combat. To do so, select a weapon from the Portrait Screen. Set the Action Mode to Attack. To swing at your foe, click the RMB. Your target must be standing directly in front of you. Whenever an opponent strikes you, the screen will flash red and your health will decrease. When this reaches zero, you die, and you will be returned to the main menu. Sleeping To sleep, Use your bedroll (from your inventory), or find a bed. Note: you cannot sleep in water, or when monsters are near. You will be asked how many hours you wish to sleep for. Note that the longer you sleep, the hungrier you will become. When you are asleep, your Spell Energy and Health levels are restored at an accelerated rate. Eating You will need to eat occasionally to avoid becoming too hungry. If you become too hungry, you will lose Health points, and your Spellcasting ability will become impaired. Chests In your travels, you will come across a treasure chest or two. Be warned that some may be booby-trapped. When you Use a chest, the Chest Screen will appear. If a chest is locked, you will have a chance to unlock it with your lockpick set. To attempt to do so, click the LMB upon the Open Button. Depending upon your Dexterity, you may or may not succeed. You may also search for traps. To do so, click the LMB upon the Search button. If you find a trap, the Search Button becomes the Disarm Button. If you attempt to open the chest without disabling the trap, it will explode. Failure to successfully disarm the trap will also cause it to explode. To leave this screen, click the Cancel Button at any point. Once the Chest is open, you are presented with the Chest Contents Screen. To take an item from the chest, click the LMB upon it. To drop an item into the chest from your inventory, click the LMB upon it. Click the RMB on an item to identify it. Click the LMB upon the Close Button to exit. AutoMap You are given a magical map by the Trialmaster, which will automatically draw itself as you explore the dungeon. Click the LMB upon Use, then upon the map to view it. To exit the map, click upon the RETURN option. Keys Most of the Trial By Magic functions have short-cut keys. Here is a list of supported keys: SPACE Display Character Portrait Screen U Use G Get I Identify S Search . Centre the screen around current position O or Esc Options A Set Mode to Attack C Set Mode to Cast J Set Mode to Jump CTRL X Abort current game (Note: your game is not saved) R Rune Memorization (See below) M Display Map H Shows current Health, Hunger and Spell Energy levels. Options The Options button gives you access to a wide range of options that control the way the game is played. Saving Games You can save your position at any time. Click the LMB upon the Options button, then on Save Game. Click upon one of the game slots, then enter the name you wish to save this game under. Restoring Games You can load a previously saved game at any time. Click the LMB upon the Options button, then on the Restore Game button. A list of previously saved games will appear. Click upon the one you wish to restore. Sound Here you may adjust the sound and music featured during the game. When you click upon the Sound option, a sub-menu will appear: Music Volume Change the current volume from 0 (no music) to 10 (maximum). Digital FX Volume Change the current volume from 0 (no sound fx) to 10 (maximum). Sequence Speech Allows you to enable or disable digital speech for the animated sequences. Sequence Text Allows you to enable or disable the accompanying text on the animated sequences. View Animations This option allows you to review animated sequences you have seen up to the point you are at. To view an animation, click the LMB upon the desired animation. Pressing Escape during the animation will return you to the game. Spellcasting Spellcasting is an essential part of Trial By Magic. Only through the correct use of spells can you hope to complete the Trialmaster's challenge. Runes To cast spells, you need the correct Runes. Runes are small, specially crafted stone tablets bearing gold letters upon them. There are 26 Runes, one for each letter of the alphabet. Each Rune has a meaning (eg. X is death). By grouping Runes together, the three letters arranged will perform a function eg. the combination XOD (Death, Strong Power, Foe) will instantly slay a single enemy. Memorizing Spells Before a spell can be cast, it must be memorized. This does not require Spell Energy, but does require the Runes that make up that spell. To Memorize a spell, click upon the Rune Bag at the bottom right of the screen. If no monsters are present, you will open the Rune Screen. In the Rune Section, you will see the Runes currently in your possession. Click the LMB upon a Rune to place it in the Spell Window. Once you have placed three Runes, click upon the Spell Window. If it is a valid spell, and you are of a high enough level, the spell will be memorized. If your spell is not valid, or you wish to create a different spell, click the LMB upon the Clear button. When you are finished, click upon the Return button, or press Escape. Note: depending upon the level of the caster, you may only memorize a limited number of each type of spell. Casting To cast a spell, you must ensure three things. Firstly, you must memorize the spell. Second, you must have sufficient Spell Energy to cast the spell. This table shows the amounts required: Level of Spell: Spell Energy Required: 1 3 2 5 3 8 4 10 5 14 6 19 Finally, you must be in Cast mode. You are now ready to cast your spell. Click the RMB, and the Spell Parchment will appear, listing the levels of spells you may cast. Select a spell level, then a spell. Once the spell has been selected, the parchment disappears, and the spell is now cast. You may sometimes be prompted to select a foe to cast at. Click the LMB upon the enemy you wish to perform the spell upon. Cancelling Spells Some spells that you cast have an effect over a period of time. If you wish to cancel an active spell, bring up the Spell Parchment and ensure that you are at the Spell Level menu. Select Cancel a Spell, and a list of active spells will be displayed. Click the LMB upon the spell you wish to cancel. Spell Descriptions Level One Shock Runes: AEH Area: Visible Screen Description: This spell causes all monsters in view to be mildly damaged. Light Heal Runes: BNT Area: Self Description: This spell replenishes a small amount of Health. However, it does not cure poison or disease. Identify Magic Runes: CHR Area: N/A Description: This spell allows you to see the true nature of a magic item. Candle Flame Runes: CNR Area: Self Description: This spell causes a small light source to appear above the caster's head, eliminating the need for a torch. Magic Arrow Runes: AHQ Area: In front of caster Description: When this spell is cast, a ball of pure magical energy shoots from the hand of the caster. The ball will cause damage to any creature it hits, exploding upon impact. Level Two Fireball Runes: AFQ Area: In front of caster Description: This is a more powerful version of the Magic Arrow spell. Hold Runes: DJM Area: One Monster Description: This spell causes a single monster to be paralysed for a short period. The duration is longer the more experienced the character. Luck Runes: KYT Area: Self Description: This spell increases a characters fortune, making him harder to hit in combat and more likely to strike his opponent with greater accuracy and force. Slow Disease Runes: VNT Area: Self Description: This spell slows the effect of disease should the caster be infected. Note it is not a complete cure. The effect of multiple Slow Disease spells is NOT cumulative. Burning Hand Runes: AFP Area: Caster's hand Description: This spell causes the caster's hand to become a small, searing fireball. When a monster is stuck, it takes damage equivalent to that inflicted by a sword. Level Three Lightning Bolt Runes: AGQ Area: In front of caster Description: This spell creates a bolt of arcing electricity that shoots in the direction the caster is facing. This is the most powerful magic missile, as it passes through an opponent, and is ideal for destroying multiple enemies. Fear Runes: CUD Area: One monster Description: The victim of this spell will be overcome with fear and will flee. The spell lasts for several minutes, after which time the victim will return to normal. See Reality Runes: JWE Area: Visible screen Description: When cast, this spell allows the caster to see things normally hidden, including secret doors and invisible monsters. Shifting Image Runes: WTM Area: Self Description: The Shifting Image spell makes the caster appear to be moving, even when he is not. It is used to confuse enemies whilst in combat. Torch Light Runes: COR Area: Self Description: This is a more powerful version of the Candle Flame spell, providing greater luminosity. Level Four Death Door Runes: XND Area: One monster Description: This spell reduces a single foe's Health to 6, regardless of what it previously was. Great Heal Runes: BOT Area: Self Description: This spell is a more powerful version of the Heal Light Wound spell. Remove Curse Runes: JYT Area: Self Description: This spell will cancel a spell from a cursed item, thus making it normal. Unlock Runes: CJM Area: One door or chest Description: This spell will unlock a single door. It has no effect on doors operated by pressure pads or levers. Summon Servant Runes: DNH Area: Adjacent to caster Description: This spell summons a Servant into being. The creature is loyal to the caster, and will follow him where ever he goes, until the caster is threatened by attack., when it will go into action, attacking the foe. However, Servants will not attack the undead, devils or demons. Once the foe is defeated, the Servant will return to the Astral Plane. They may only exist in our realm for a few minutes at a time. Level Five Firewall Runes: FSQ Area: Eight directions around the caster Description: This spell produces eight fireballs to fly in eight directions from the caster. Casting in a confined space can be lethal. Hold Time Runes: KLE Area: Visible Screen Description: This spell causes time to stand still for all creatures within visible range of the caster, and lasts for several minutes. Revitalize Runes: BVT Area: Self Description: This is the most powerful healing spell, restoring health to maximum and curing poison and hunger. Turn to Stone Runes: DJI Area: One monster Description: This spell petrifies a single target. The victim is immune to physical attack, but may be slain using magical attacks. Daylight Runes: CSR Area: Self Description: This is the most powerful light spell. Level Six Lightning Storm Runes: GSQ Area: Eight directions around caster Description: This spell causes eight lightning bolts to shoot out from the caster in eight directions, and is similar to the Firewall Spell. Magic Wall Runes: HZT Area: Self Description: This spell creates a movable force barrier around the caster, making him immune to attack for several minutes. Invisible Runes: WJT Area: Self Description: This spell renders the caster invisible to all foes for several minutes. However, it will be broken if the player attacks an enemy. Horde Runes: DHO Area: Adjacent to caster Description: This spell opens the portal to the Astral Plane, allowing a horde of Servants to appear. There is no reason why this spell cannot be cast many times in succession, creating a whole army of Servants. Death Runes: XOD Area: One monster Description: This spell instantly slays a single foe. However, demons and devils are immune to this spell. Cheat At the DOS prompt, type CD\GAMEDAT. Then type Trial HELLSPAWN (exactly as is). The introduction will then run as normal, but at the end, the program will ask you which level you wish to start at. You can play all of the levels except Level One. During the game, pressing F1 will render the player invisible, and F3 will give the player all of the spells.