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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.