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THE BARD'S TALE
Taken from an ST SEWER SOFTWARE docs disk. Edited by Parasite.
GETTING STARTED: Note: Make sure your shift lock is off,
and there are no joysticks or cartridges plugged into your
system. To leave the title page press the space bar.
MAKING A CHARACTER DISK: Before you begin playing, you
will need to create your own character disk, a disk the
computer can write as you play, to keep track of your
fortunes and misfortunes. Use the following steps to make
a character disk which contains a completely outfitted and
ready to go banned of adventures named "ATEAM"". Get a
blank disk or one that contains information you no longer
need. Select M)ake a disk and follow the instructions to
make a copy of your Character disk, which you will find on
the flip side of your boot disk. This process can be time
consuming. If you wish, you may use another copy utility
instead of M)ake a disk. After copying the character disk,
reboot the system following the steps outlined above.
When the prompt appears asking for your character disk,
insert the copy you made, then press any key. (Again, make
sure your joysticks are unplugged). The Utilities menu
which appears contains 3 choices. To enter the Adventure's
Guild so you can start playing, just press "S" for start
game. For information about the other two choices, see
utilities menu below.
The ATEAM: the character disk you made in step one already
contains a good beginning party of adventurers who are
equipt and ready to go. To use them, just type "A" to add
a character, and then type "*ATEAM" to load the entire
party. Type "E" to exit the Guild and enter the town of
Skara Brae. To learn how to create your own characters,
form your own parties, remove characters or rearrange their
order, see below. HINT: The first dungeon is the wine
cellar in the only tavern in town which serves wine. It's
on Rakhir Street.
SAFETY AND DEATH
Face it. The sort of streets where you run into wandering
Kobolds, Werewolves and Orcs are dangerous. And the
streets of Skara Brae are especially dangerous at night.
Beginning parties, therefore, should not be shy about
spending the night in the Adventures Guild. When you leave
the Adventures Guild the clock is always set ahead to the
next morning.
Don't dispair if you lose a favorite ATEAM member. First
delete him from your character disk (with the delete
command from the disk menu in the Adventurers Guild). Then
use the copy characters command in the Utilities menu
(described below) to copy the original from the back of the
boot disk or the most recently saved version from a backup
of your character disk. Finally, add him to your party.
MOVING`ABOUT
I or Return - move forward
K - Kick a door open
J or Left Arrow - turn left
L or Right Arrow - turn right
VIEWING CHARACTERS
Press the number (1-6) of the character whose statistics
you want to view. In the sub-menu, press:
E to E(quip) a character with an item. You will be
prompted for the item number (1-8). Press O to unequip all
of a character's items.
T to T(rade) an item. Type the item number at the prompt.
To trade gold, type G. Then type the number of the
character you want to give the item to.
D to D(rop) an item. Type the item number at the prompt.
P to P(ool) all gold. This gives all the party's gold to
the character being viewed.
Press the SPACEBAR to leave the View Character mode.
UTILITIES`MENU
To produce this menu, start you system with the Bard's Tale
Boot Disk and insert a Character Disk when prompted to do
so. When the menu appears, press:
S to S(tart) playing the game.
C to C(opy) characters from one character disk to another.
Just follow the prompts as they appear. The disk you are
copying from is the source disk, the one you are copying to
is the target disk.
M to M(ake) a new Character disk.
COMBAT`COMMANDS
If monsters attack, press F to F(ight) or R to R(un).
`(Note, you don't always get to run just because you want
to.) Or you can press P for Party attack at any time to
voluntarily enter intra-party combat. In combat, press:
A to Attack monsters in first 2 ranks, hand-to-hand.
Available to the first 3 party members.
D to Defend. This lessens the chance of damage from a
monster in that round.
U to Use a magical item. The character must have been
equipped with the item in advance.
B to sing on of the 6 Bard's tunes for one combat round.
Available only to Bards.
C to Cast a spell. Type in the code letters for the spell
at the prompt. Available to magic users only.
H to Hide in the shadows. Available only to rogues.
Left Arrow and Right Arrow to speed up or slow down the
combat message scrolling rate.
OTHER`ADVENTURING COMMANDS
C to Cast a spell when not in combat. At the prompt, type
the number of the character who will cast the spell, then
type the code letters for the spell.
P to start intra-party combat at any time with a Party
Attack.
B to sing one of the 6 Bard's tunes while wandering.
Available only to Bards.
E to go up a portal. The party must have a levitation
spell in operation. Works in dungeons only.
D to go down a portal. Works in dungeons only.
? to learn the name of the street your party is on, and the
time of day.
N to establish a New Order for the party members. At the
prompt, type the numbers of the members in the order you
want them to march.
U to Use an item. Some items, like torches, must be
activated with this command in order to work. Type the
character number who has the item at the prompt, then pick
the item (by typing its number) from the list which will
appear. Some items run out of power after only one use.
V to turn sound on/off.
ESC to pause/resume the game.
HOW TO FORM PARTIES AND CREATE NEW CHARACTERS
Characters can be created and parties formed only in the
Adventurer's Guild. When you're ready to leave the Guild,
type E for Exit. Here are the other commands available to
you there. Press:
C to Check the roster of characters and party names
contained on the Character disk. Party names are indicated
with an *. The characters that belong to a party may be
anywhere in the list.
A to load a party or Add a character to an already loaded
party. Type either a character name or a party name at the
prompt. Party names must begin with an * (e.g., *ATEAM).
A party can contain up to 6 adventurers and must contain at
least one adventurer to use the Exit command.
R to Remove a character from a party. This saves all
current character status information to disk.
N to establish a New marching order for a party.
D to bring up a set of additional Disk options so you can
create a new character, save a party name, delete a
character from the disk or leave the game, saving the
current character status to disk. After pressing D to
bring up the disk options, press:
C to create a new character. Select the race and class for
the character as prompted, then type in a character name up
to 15 letters and spaces. Press Return to enter the name.
A disk can hold up to 30 characters.
S to Save a party name. IMPORTANT: This command does not
save the characters themselves. It only saves a roster of
the currently loaded characters under the name you type in.
When you use this command, the program will automatically
add an asterisk to the name to mark it as the name of a
party. You must type the asterisk first when you want to
load the party again.
D to Delete a character from a character disk to make room
for another character.
L to Leave the game, saving all current character status
information to disk.
E to Exit the disk options menu and return to the Guild.
ADDENDA
The higher the intelligence of your magic user, the faster
the rate of increase in spell points through experience.
But the beginning number of spell points is randomly
bestowed at creation.
The words Save and Exit in connections with the game were
meant as common verbs rather than command names. The save
command in the Guild disk menu only does one thing: It
saves a Roster of Currently loaded Characters under a Party
name. To write the current status of a single character to
disk, use the REMOVE command to remove him from the party.
To write the current status of all loaded characters to
disk, use the LEAVE GAME command in the Main Guild Menu.
If you turn off the power without using the Leave Command,
all currently loaded characters will lose all their gold
regardless of when they acquired it.
Documentation Compliments Of
KEYBOARD EXPRESS NETWORK
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
THE MANUAL
ABOUT FANTASY ROLE PLAYING:
The Bard's Tale is a fantasy role-playing game. First in a
series of TALES OF THE UNKNOWN, this one is set in the city
of Skara Brae.
Like Other fantasy role-playing games, there are three ob-
jectives you will be trying to accomplish. How you do this
is up to you...
Your most important goal is to complete the quest built into
the game. In Bard's Tale the city of Skara Brae is
threatened by an evil mage called 'MANGAR'. You must find
Mangar and Persuade him to release the once-harmonious city
from his evil control.
But Mangar is protected by layers of obstacles, mazes and
evil henchmen. Your second goal is to develop characters
capable of survoiving these barriers. These characters are
your alter ego in Bard's Tale. They act according to your
commands, but over the course of the game they change, much
as real people do over a lifetime. They improve their
skills in magic, combat, stealth, etc. They amass wealth
and treasured objects. And they worry about dying too
soon.
Your third goal is to explore the entire world of Bard's
Tale. There are numberous goodies, puzzles, and special
places in Skara Brae. Part of the fun is finding them, and
discovering the layout of this fantasy world. How do you
get into the walled off towers? What's in the castle?
Where are the legendary catacombs of Skara Brae? Skara
Brae awaits you!!!!!!
A QUICK OVERVIEW
An Orientation for beginners, a quick start guide for
experts!!!!
HOW TO USE THIS DOCUMENTATION:
This documentation has three parts. This overview is
designed to give first-time adventure gamers a quick sense
of the overall gameplay and give experienced fantasy
role-players all they need to know to start quickly.
The rest of the docs is reference material about how
various parts of Bard's Tale operates, including character
building and development, places and mapping, the combat
system and the magic system. There is also a listing and
description of all the magic spells and the beginning items
available in the Bard's Tale. Finally, there are hints and
clues interspersed throughout the manual.
1. Command Summary Docs
This is Part 1 of the Bard's Tale Documentation, which
lists keystroke commands, disk utilities and step-by-step
instructions for starting up. If you are an experienced
adventurer, part 1 gives you most of what you need to know;
the rest is covered in this section.
2. Adventurer's Guild
The Guild is where you start each time. This is the ONLY
spot a party can be formed, characters created, or
characters saved to disk.
3. Use The Pre-Built Party
For your convenience, you will find a pre-built party
already waiting for you when you enter the Guild for the
first time. The party is called '*ATEAM'. They are even
outfitted with weapons and armor affordable to characters
of their humble stations. For more about characters and
party selections see 'CHARACTERS' listed further on in this
socumentation.
4. Use City Map
Mapping the dungeons and mazes is up to you. You even have
to figure out how to get into the mazes on your own. One
clue: each of the 16 mazes is set up on a 22 by 22 grid.
North is to the top of the screen, East is to the right.
Be sure to go to every square; there are lots of specials.
For more about the City of Skara Brae see 'Places'.
5. Combat
Only your first 3 characters and the first 2 rows of
monsters can attack in hand-to-hand combat.
There are several new combat commands including PARTY
ATTACK, for gighting between party members; BARD SONG, for
making magic by playing music; HIDE IN SHADOWS, to avoid
combat. For more information see the 'Combat System'.
6. Magic
There are 4 classes of Magic Users, each with unique
magical capabilities:
CONJURERS: can create objects and head adventurers.
MAGICIANS: can bestow magical effects on comman items.
SORCERORS: can create illusions and heighten awareness.
WIZARDS: can summon and control supernatural creatures.
Sorceror and Wizard classes are not abailable to first
level adventurers. To create one of these, you must change
class of a Magic User who has achieved 3rd level magic
spells in one [for Sorceror] or two [for Wizard] other
magical arts. Class change takes place in the Review
Board. A Magic User who successfully learns all 7 levels
of spells for each of the 4 Magic Classes is an ARCHMAGE,
one of the most powerful characters in Bard's Tale. Once a
Magic User leaves a class, he can never return to it.
Magic Users qualify to learn next level spells based on
their experience levels, but it takes gold to actually
learn the new spells.
Casting spells uses SPELL POINTS in different amounts
depending on the spell. Spell points are regenerated
automatically when a Magic User is in the City in the
daytime, and may also be regenerated in ROSCOE'S ENERGY
EMPORIUM, or special 'REGEN' squares in some dungeons. For
more informations see 'THE MAGIC SYSTEM & MAGIC SPELLS'.
7. The Bard
The Bard makes magic by playing music. He needs an
instrument, of course. He can play in combat or during
exploration, with different effect. Only one tune at a
time. And one tune for every experience level. Then he
needs to get a drink from any nearby tavern.
You may listen to the music or not. See docs part 1.
8. Time
Time waits for no one. Even without keystrokes, time
passes, from day to night and back again.
Nighttime is especially nasty. The really evil monsters
hit the city streets at night, looking for characters just
like you! And, what's worse, you use up spell points
faster, because spell points only regenerate in daylight.
Now you know enough to get started, if you are an
experienced adventurer. By the way, the tavern on Rakhir
Street is the only tavern that serves wine. And that wine
'goes down' easily. You may wish to drop by to wet the
whistle of your Bard. Good Luck!!!
CHARACTERS
Races
Humans are not the only race in the world of the Bard's
Tale. Others are more magically inclined, stronger and
smarter. Part of the fun of a fantasy rol-playing game is
getting to know these different races, and forming your
party accordingly. The races and their descriptions are:
Human: While possibly being of hardier stock, this charact-
er is nonetheless like you or me.
Elf: Patterned after the Tolkien elf, the elf is slight of
build, frequently taller than a human, and very inclined to
magic.
Dwarf: The Dwarven people are short and stout, extremely
strong and healthy, but not amazingly intelligent [i.e.
excellent fighters].
Hobbit: Hobbits are slightly smaller than Dwarves but are
nimble and desterous. Just the right make-up for a rogue.
Half-Elf: These crossbreeds are usually blond and fair
skinned, like elves, and get some added size and strength
from their human ancestry.
Half Orc: An orc is a large, goblin-like creature often
found working for evil wizards. The Half Orc, being half
human, is not quite as despicable as his orc parent, but
you wouldn't want to date one.
Gnome: Gnomes closely resemble dwarves, but have less hair
and even shorter tempers. They are also more magically
inclined, as a rule.
Character Classes
In fantasy role-playing games, characters choose different
'Classes' or professions. There is no single best class;
each has its own strengths. Your characters must use
teamwork to succeed.
Class selection is the most important aspect of creating a
character in Bard's Tale. There are 10 different classes
of characters, but only 8 can be selected for a newly
generated character. Class types carry with them different
abilities and limitations, as are roughly covered below:
Warrior: The base fighter-type in Bard's Tale, warriors
can use nearly every weapon there is. For every 4 levels
of experience after the 1st Warriors get an extra attack
ability in combat.
Paladin: Paladins are fighters who have sworn to abstain
from all evil, and to uphold honor and purity in all places.
They can use most weapons and even some that no other
fighters can. They get multiple attacks at higher levels.
They also have a greatly increased resistance to evil magic.
Rogue: A professional thief with so-so combat ability, the
rogue can hide in shadows, search for traps and disarm them.
Without a rogue your party will pay very dearly for the
booty it wins.
Bard: The Bard is a wandering minstrel. You'll see him
with a tankard of ale in front of him in the less reputable
taverns-the rowdier the better.
Bards were once warriors, and can still use most warrior
weapons. But they turned to music instead and now play
songs with an almost magical effect on other characters.
Bards don't get the warrior's advantage of extra attacks in
combat anymore-but their magic is so unique, it is almost
impossible to survive in Skara Brae without one.
Any true Bard has 6 tunes on his lips, though to play them
he must have an instrument equipped. A song played as the
part is exploring is long-lasting and continues even after
the party returns from combat mode, even if other songs
were played during combat. Any songs played during combat
are abbreviated and so create different magical effects
than the full non-combat versions. The shorter combat
versions don't endure as long either, only one round of
fighting.
Only one Bard tune can be played at a time. If a second
one is played while the first is still playing (by the same
or a different Bard), the first will end. A bard can play
as many tunes as he has experience levels before his throat
gets dry. Then it's off to a tavern for a drink to
rejuvenate his voice. Tough duty, but someone has to do it!
Bard songs vary according to the difficulty of the dungeon.
When the going gets tough, the Bard goes drinking.
Hunter: An assassin, a mercenary, a ninja. The hunter can
use most weapons, and has the ability [which grows with
experience] to do critical hits in combat [i.e. to attack a
nerve center or other vital area and instantly kill an opp-
onent]. A good skill.
Monk: A martial artist, an almost inhuman fighting machine
trained to fight without weapons or armor. The monk can
use them, but, at higher levels particularly, often does
better without.
Conjurer: One of the 4 classes of Magic Users, Magicians
deal with magic as it affects physical objects [i.e
enchanting a sword, making armor stronger, making a dungeon
wall disappear].
Sorcerer: Sorcerers are Magic Users who deal with the
creation and manipulation of illusion. Due to the power of
sorcerer spells, this class is not available to newly
created characters.
Wizard: Wizards are Magic Users who are dedicated to the
summoning and binding of various supernatural creatures.
These creatures are not friendly to humankind and trying
tocontrol them is extremely hazardous. The Wizard-class is
not available to new characters either. For more on magic
classes see further below.
Character Attributes
Each character you create has 5 basic attributes which
define his physical and mental prowess. When you create a
character each attribute is randomly assigned a value from
1 to 18, with the higher number reflecting higher capabil-
ity.
Strength: [Shown as 'ST' on the screen] is a physical
power and chiefly affects the amount of damage a character
can do to an opponent in hand-to-hand combat. Make sure
your fighting characters are strong.
Intelligence [IQ]: Intelligence is mental power. A high
intelligence rating will enable your Magic Users to get
bonus spell points.
Dexterity [DX]: Measures agility & nimbleness. A high
score makes your characters harder to hit and helps them
strike the first blow in combat.
Constitution [CN]: Measures healthiness. It takes more
damage to kill a character with a high constitution score.
This is reflected in bonus 'hit points', the characters
life span.
Luck [LK]: Luck is an ambiguous attribute, as it has a
number of unseen effects on gameplay. For example, lucky
characters are more likely to resist evil magic and avoid
nasty traps.
Other Character Statistics
Armor Class [AC]: This statistic reflects the level of
protection a character has from physical attack. In
classic fantasy rol-playing style, the armor class starts
at 10 for a totally unprotected, unarmored character with
low dexterity, and goes down to '-10' [called LO] as his
protection improves by armor, spells or other means.
Hit Points [HITS]: Hit points measure the damage a
character can take before he is killed. The 'HITS'
statistic shows his potential at fullest helath, rather
than current status.
Condition [COND]: Condition shows the characters present
number of hit points. For example, if a character with 10
hit points is wounded for 7 hit points, his Condition will
drop to 3. Another wound of 3 or more hit points will kill
him. If he is fully healed, his Condition will return to
the full 10 again. [Even though his Condition score
changes, his Hit Points stay at 10].
Spell Points [SP PT]: This shows current spell point status
Points are used up with each cast of a magic spell. If a
Conjurer has 20 spell points and casts a Mage Flame spell
at a cost of 2 spell points, his new total would be 18. A
character's maximum spell points are listed in his
view-character mode.
Experience Points: This measures abilities gained by
experience, the higher the number, the better the
character. Characters get experience points for successful
combat, according to the difficulty of the fight and the
number of characters who survive. The amount is indicated
after every successful combat. A character's running total
of experience points is indicated in view-mode.
Gold: Gold is the unit of currency in this world. Your
characters start with just barely enough gold to buy the
armor and weapons they need to survive. There are two ways
to get rich enough to buy better equipment: taking gold
from the monsters you defeat in combat or selling items you
find in dungeons. The first way is more fun!!!
Level [LV 1]: Level is a general measure of achievement
within a character's class. Level 1 is a novice, Level 13,
for example, is required to become a Master of a Magic User
class.
The Review Board will promote a character to higher levels
based on his experience points, but only upon the
character's in-person request. An advance in level is very
important because it generally means an increase in
attribute scores, hit points, spell points and other abilit-
ies.
Spell Levels [e.g. MAGI 1]: This shows the highest group
of magic spells a character cna use in any of the 4 classes
of Magic Users. There are 7 groups of magic spells for
each different class.
To learn a new group of magic spells [a 'spell level'] a
Magic User must advance two experience levels. [Note: spell
levels and experience levels are not the same thing]. For
any of the 4 magic classes, a Magic User advances as follows
Experience Level Spell Level
1 1
2 1
3 2
5 3
7 4
9 5
11 6
13 7
14 [and up] 7 [maximum]
To change class to Sorceror, a Magic User must first have
learned Spell Level 3 [or higher] in at least one magical
art. To change to Wizard, a Maic User must first have
learned Spell Level 3 [or higher] in two other magical arts.
Items: Items fall into 10 Categories: Weapons, shields,
armor, helms, gloves, musical instruments, figurines,
rings, wands, and miscellaneous. Only one item of each
type can be EQUIPPED for use at one time. For example, two
different shields cannot be used at once to protect a
character, though the spare shield could be toted around.
Some items can only be used by specific characters. For
example, only Bard's can use musical instruments. An item
which can never be used by a character is marked with an
zero with a line thru it when he examines it in his view
mode or in the Equipment Shoppe. An item which has been
equipped is marked with a half circle with a stem on top.
A character can carry up to 8 different items.
How To Create A Character
1. While i the Adventurer's Guild, select a race.
2. Character attribute numbers displayed are a combination
of genes and luck. For each different race there is a
lowest possible number for each attribute [the 'genes'].
The computer then adds a random number [the 'luck'] to each
attribute.
3. If you are satisified with the 'roll of the dice',
choose a character class, then name this character. If you
aren't satisified 'reroll the dice.'
4. After being named, the character will be saved to disk,
ready to adventure.
PLACES
If you ever get lost press the '?' key and the program will
tell you where you are and what time of day it is!!!!
Unmarked Buildings
Most buildings in Skara Brae are unmarked. But some of
them are inhabited by the corrupt creatures who have
skulked into Skara Brae. So kick in a few doors and find
them. Remember that fighting is good for you; its the only
way to build up enough experience to challenge Mangar. You
should be disappointed when you kick in a door, screaming a
battle cry, and find it empty. No fun.
When you exit a building and enter the street, the building
will be behind you, and you will be facing the building or
landmark across the street.
The Adventurer's Guild
The Guild is like a union hall where adventurers 'hang out'
hoping to join a party. This is where you form a party,
and where all adventures begin.
Garth's Equipment Shoppe
Garth is one of yesterday's almost forgotten heros, now
retired from active adventuring to supply tomorrow's would-
be greats. At Garth's Shoppe characters can buy armor and
weapons, sell items, have items identified, or pool all the
party's gold for buying expensive items. Due to a deal
with the city blacksmith, Garth has an infinite supply of
basic armor and supplies. But unique items found in
labyrinths, even if sold to Garth, remain in his inventory
only until they are sold.
Occasionally an item won in combat will remain unidentified,
this mean that its general type might be apparent [e.g.
shield, ring] but not which exact type [e.g. Dragon shield,
ring of power]. Garth can identify this item for you for a
price!!!!!!!!
The Review Board
The Review Board is a group of high level representatives
from all 10 different classes. Upon your request in
person, the Board will determine whether a character has
accumulated enough experience points for advancement to
higher levels. The Board teaches new spells to Magic Users
who qualify for higher spell levels, too, but charges for
this training. It pays to rent.
You may have todo a bit of exploring to locate the Review
Board. And it's closed at night.
Taverns
Taverns are the Bard's favorite places for gossip and
refreshment. There's even a tavern named after him. Watch
him carefully though, the Bard has a tendency to overtip the
bartender.
Dungeon Delving
The term 'dungeon' refers to any indoor labyrinth, designed
for mapping, combat and puzzle interaction. They take a
variety of forms, from lowers to catacombs, and have a
varied number of levels for each. You can go up or down to
levels higher and lower than the one you're on via
stairways, portals, and teleportation.
Stairways are not visible from a distance. But when you
move onto one you will be asked if you wish to ascent or
descend.
Portals are hole in the floors and ceilings, and are
visible from a distance. You will not go through a portal
merely by standing on it, you must first command your char-
acter to do so. If he jumps down through a portal, he will
be damaged from the fall unless he is using a levitation
spell. The only way to go up through a portal is by levit-
ation.
The locations of dungeon entrances are well-kept secrets,
but there are plenty of hints in Skara Brae.
Roscoe's Energy Emporium
If your spell points aren't rechargin fast enough, go see
Roscoe. But be prepared for electrifyingly high fees!!!
Temples
Temples are divine places of resurrection and complete
healing. In fact, this is the only place to cure
characters who have been withered or turned to stone. A
resurrected character retains all the items, gold and exper-
ience points he had before dying, but he comes to life with
only 1 hit point. When he finds out how much it costs to
be resurrected, he may turn over in his grave.
Tips from the Underground: Places
1. Your 1st 3 dungeons should be the sewers, the catacombs
and the castle [in that order]. Each is progressively
tougher. Don't attempt the catacombs with a party of level
9 or higher characters.
2. Esplore and map every square in every maze. There are
Magical Mouths that give hints. There are 1-of-a-kind
magic items and spell regeneration zones. Good maps will
show you the logical spots for secret doors and secret
rooms, too.
3. Avoid traps. Higher level rogues are excellent at
opening chests, but when in doubt use the 'TRAPZAP' spell.
TRZP is guaranteed to work with no harm to the party,
unless, of course, the trap is protected by even more power-
ful magic. In fact, you can use TRZP to disarm any traps
you encounter. Gas Cloud traps have doomed many brave but
foolish adventurers. If you set off a trap and nothing
happens, you were lucky not good. You could have been
killed.
4. Be sure that your party is fully healed before entering
a new dungeon.
5. When you are finding your bearings in a maze, remember
that each succeeding level goes UP in a tower or castle and
DOWN in a dungeon.
THE COMBAT SYSTEM
The Bard's Tale is a game of fighting. It's the only way
to build experience. Fortunately, Mangar and his gruesome
creatures are very evil, so don't worry about their feelings
kill them, if you can!!
Combat with 'monsters' [the generic term for all opponents]
occurs both randomly and at set locations. You can also
initate intra-party combat at almost any time, in case one
of your members is turned to the dark side. At th outset
of combat a list of foes will be given, broken down into
the number of foes in each group. The manimum is 99
monsters per group, with up to 4 groups.
Combat is divided into a series of 'rounds', like a boxing
match. At the start of each round, each of your characters
must decide what action he will undertake in the upcoming
melee, unless, of course, your party decides to run away.
A menu of possible selections will appear for each
character. These options are as follows:
Attack Foes: The physically assault foes in the first or
second group of monsters.
Party Attack: To assault another member of the party,
including special members.
Defend: Do not interact this round - reduces chance of
being hit.
Use An Item: Make use of a magical item held in the charact
er's inventory and currently equipped. This may require
specifying a target for the effect.
Bard Song: Bards can play a short tune to affect the party
or the foremost group of monsters in some fashion.
Cast A Spell: Cast a spell at the party or a group of
foes. The spell code must be entered, and a target ident-
ified.
Hide In Shadows: A rogue can try to avoid combat altogether
by hiding and, if successful, will be skipped as a target
of attack in the upcoming combat round.
The first 3 characters in your party can be attacked
physically by monsters, and can attack back. The last 3
characters can only be struck by magical attacks, and can
only attack back with magic. This simulates your first 3
characters being up on the front line of attack, with the
last 3 characters acting as backup in case one of the first
3 is killed. The first two groups of monsters are in a
similar position; they are the only monsters who can attack
or be attacked physically.
Once all the choices for your characters have been entered,
the round begins. The most dexterous characters or monsters
usually make the first strike, but luck, character level
and character class also affect this. In evenly matched
fights, the outcome often depends on which side gets in the
first blow.
The rate of scrolling of the combat messages can be speeded
or slowed. See the Command Summary list of keystrokes for
details.
At the end of a combat round, dead monsters will be removed
from the ranks of your foes, and dead characters will be
shuffled back to the end of your party. A fresh group of
monsters may also advance into the first two ranks to give
their fellow monsters a breather.
At the end of combat, treasure and experience points will
be split amoung the battle's survivors.
SPECIAL MEMBERS
The 'special slot' [marked 's'] is for monsters who can
become part of your party. They can join by:
1. Being summoned or created as an illusion, or some other
artifice related to a cast spell.
2. Introducing themselves to the party and offering their
services as a comrade.
Specials cannot be controlled in battle, they choose their
own attack mode and generally go after the primary group of
monsters the party is facing. Specials are cleared out of
the S slot when killed. Illusionary specials [created by a
sorcerer] are cleared out if any foes disbelieve them.
If a non-illusionary special is attacked by another member
of the party for any reason, it will turn immediately
hostile and fight until defeated!!!!
Tips From The Underground: Combat
1. Usually the highest desterity character attacks first.
For particularly nasty monsters [like blue dragons] attack
with your highest desterity characters first. Your less
dexterous characters may not survive long enough to get in
a first strike.
2. Use your spells and Bard songs to lower the armor class
of your entire party. The lower the better.
3. If you are attacked by more than 2 groups of monsters,
concentrate on Magic Users first. If you cannot kill off
all the magic-using monsters, you may want to cast
anti-magic spells to protect against illusions, possissions
and other spells.
4. You can minimize damage by killing off all but one mon-
ster in either of the first two attacking groups. As a
general rule, attack groups with only one monster last,
unless it is a deadly monster.
5. Many of the undead monsters are capable of draingin
experience levels, turning characters old and gray or even
turning characters to stone. Treat the undead with respect.
In other words, kill them quickly!
6. Be prepared to die a lot with level 1 and 2 characters.
Especially at night. Especially when you don't have any
weapons and are just walking to Garth's Shoppe. It might
even be a good idea to stay close to a Temple at night, so
you can quickly heal any wounds.
7. Fill the special slot quickly. Conjure or summon a
monster or create an illusion, if necessary. The special
member will take a lot of heat off your fighters. Monsters
tend to attack special members first.
8. Monsters are smart. They usually attack your most vul-
nerable characters first, unless one of your members repre-
sents a significant threat.
THE MAGIC SYSTEM
Magic is power. It can make the difference between success
and failure in the Bard's Tale.
It is not necessary or wise to rely on magic, though,
because magic is by no means foolproof. There are some
places where magic never functions, and some monsters who
are highly resistant to spells. Sometimes you just have to
wade in with fists flying and get dirty.
The Best way to tell that your party has wandered into an
anti-magic zone is that all residual spells except light
spells are cancelled.
Residual spells are magic spells that keep working for more
than just an instant. Light spells, trap detection, secret
door detection and magical armor are some examples. Most
residual spells cause a graphic symbol to appear in the
central blank strip on the screen, to keep the player aware
that the duration hasn't yet expired.
All spells have a point cost. In other words, al spells
cost the mage casting them a bit of his internal energy.
This energy is returned automatically in direct sunlight,
and may be regenerated at Roscoe's Energy Emporium or in
special regeneration zones you have to discover.
There are magical items hidden in the dungeons and carried
by the monsters of Bard's Tale. Magical weapons do extra
damage. Magical armor gives extra protection. Other
magical items radiate special energies. There are even
magic keys and talismans necessary to get into certain im-
portant parts of the game. The most powerful magic items
are secreted in the most challenging dungeons and are guard-
ed by ferocious monsters. When you win one, you should be
very proud and very happy. They can be the key to success
against the wickedest opponents.
To cast a spell, you type in 4-letter codes which are a
rough abbreviation of the spell name. The entire list of
spells, codes and spell points required are listed below.
All Magic Users, even level 1 novices, start the game with
knowledge of all level 1 spells in their magical art.
Rather than learning one spell at a time, Magic Users
always learn whole groups [spell levels] of spells at once.
Its the closest thing to mass production in Skara Brae.
Here is a description of the 4 magical arts:
Conjuring
Conjuring deals with the instantaneous creation of objects
and effects through the channeling of a mage's power. Con-
jurer spells are potent, but not unlimited in effect, since
the exercise of creation takes a large amount of energy
toproduce even a moderate effect.
A conjurer can also produce effects that distort non-solid
things to produce new effects, like the distortion of space
and time required to teleport human bodies toa new location.
Magic
Magic [meaning the art practiced by a magician] deals with
bestowing magical effects on common objects. The items do
not become magical, but radiate fields of power for the
duration of a spell [which is usually the length of
combat].
The gist of Magic is that it can increase an item's capabil-
ity, or change its form to something totally different.
Some examples: making a sword do greater damage, making
dungeon walls glow with a magical light, or causing a wall
to totally vanish for 1 move.
Sorcery
The byword of sorcery is 'seeing is believing'. Sorcery
does not deal with a physical manifestation, but rather a
creation of illusion and a tapping into a heightened sense
of awareness.
An illusion is an image envisioned by the spell caster,
which he then lays over the retinas of all who watch,
augmenting this with appropriate stimulation of nerve
endings to fool the other 4 senses. The human mind,
believing an illusionary creation to be real, can be hurt
or even killed by it, unless it is somehow disbelieved.
A sorcerer, with the aid of his art, can also perceeive
certain special things hidden from view.
Widardry
Wizardry deals with the summoning and control of supernatura
l creatures. The wizard has fewer spells than the other
three classes, but his are by far the most potent.
The creatures he can summon come from another plane of
existance, called the 'negative plane'. They join the
special slot in the party, and will fight until defeated.
The wizard has some ability to trap and control normal
monsters, as well
Mages who have learned at least 3 spell levels in an art may
elect to change to another mage class at any time. Thus, a
level 5 conjurer could choose to become a level 1 magician.
His experience points would be reset to 0, but he would re-
tain his previous attributes, hit points, spell points, and
all knowledge of his conjurer spells. He would be unable
to learn any higher conjurer spells, however, once a mage
leaves a magic art, he cannot return to it.
A mage can become a conjurer, magician, or corcerer as a
second class. A mage can become a conjurer, magician, sorc-
erer, or wizard as a third class. A mage who has knowledge
of all 7 levels of spells in all 4 classes is called an
Archmage, and is one of the most powerful personages in the
world of the Bard's Tale.
SPELL KEY GLOSSARY
Range Terms
View: spell affects line of sight
1 Foe: spell affects a single monster
All Foes: spell affects all monsters you face
Group: spell affects 1 of 4 monster groups
Self: spell affects spellcaster only
30': 3 squares in the direction you fact
Char: one of 6 party members or special
Party: spell affects all 6 party members and special=
Special: spell affects 'S' slot only; summoned creature
enters combat next round.
Duration Terms
Combat: spell lasts until all monsters or all party mem-
bers are killed or until party runs away.
Short: spell lasts only a few minutes.
Medium: spell lasts a little longer than short.
Long: spell lasts twice as long as 'short'
Indef.: spell lasts until party enters the Adventurer's
Guild or an anti-magic zone.
CONJURER SPELLS
Spell Name/Description Code, Pt. Cost,Range,Duration
Conjurer Spells - Level 1
MAGE FLAME, a small, mobile to MAFL, 2, View, Medium
rch will appear & float above
the spell caster as he travels
ARC FIRE, a fan of blue flames ARFI, 3, 1 Foe,...
will shoot from the caster's
fingers, doing 1-4 hits of dam-
age to a select opponent, times
caster's level.
SORCERER SHIELD, the mage is SOSH, 3, Self, Combat
protected by an invisible sh-
ield of magic that turns aside
many blows that would otherwise
kill him.
TRAP ZAP, this spell will dis- TRZP, 2, 30',...
arm any trap within 20 feet, in
the direction the party is fac-
ing. It will also disarm traps
on chests.
Level 2
FREEZE FOES, binds your enemies FRFO, 3, Group, Combat
with a magical force, slowing
their movements & making them
easier to hit.
KIEL'S`MAGIC`COMPASS, compass MACO, 3,...,Medium
of shimmering magelight appears
above the party, telling the
direction they face.
BATTLESKILL, increases one of BASK, 4, Char, Combat
your party memeber's skill with
weapons, increasing the accur-
acy and ferocity of his attacks
WORD OF HEALING, with the utt- WOHL, 4, Char,...
erance of a single word the
spell caster can cure a party
member of minor wounds, healing
2-8 points of damage.
Level 3
ARCYNES MAGESTAR, a bright MAST, 5, Group,...
flare will ignite in front of a
group of your enemies, tempor-
arily blinding them & causing
them to miss the next combat
round.
LESSER REVELATION, this is an LERE, 5, View, Long
extended Mage Flame spell which
also reveals secret doors.
LEVITATION, partially negates LEVI, 4, Party, Short
the effect of gravity on the
party, causing them to float
over traps or up through port-
als.
WARSTRIKE, causes a spray of WAST, 5, Group, ...
energy to spring from the cast-
er's ginger, sizzling a group
of opponents for 4-16 hits dam-
age.
Level 4
ELIK'S INSTANT WOLF, caster can INWO, 6, Special, ...
make a real wolf appear & join
the party, fighting in its de-
fense.
FLESH RESTORE, powerful healing FLRE, 6, Char, ...
spell will restore 6-24 hit
points to a party member & cure
poisoning & insanity.
POISON STRIKE, hurls porcupine POST, 6, Foe, ...
sharp needles from the mages
finger into a selected monster
poisoning it.
Level 5
GREATER REVELATION, functions GRRE, 7, View, Long
like a lesser revelation spell
only it illuminates a wider area
WRATH FO VALHALLA, makes a mem- WROV, 7, Char, Combat
ber of your party fight with the
strength and accuracy of ancient
Norse heroes for the entire com-
bat.
SHOCK - SPHERE, a large glove of SHSP, 7, Group,...
intense wlectrical energy envel-
opes a group of enemies doing
8-32 hits of damage.
Level 6
ELIK'S INSTANT OGRE, this incan- INOG, 9, Special, ...
tation will cause a real ogre
to appear and join the party.
MAJOR LEVITATION, will make the MALE, 8, Party, Indef.
party levitate as does the level
3 spell, but its effects will
last until dispelled.
Level 7
FLESH ANEW, behaves like the FLAN, 12, party, ...
flesh restore spell, except that
it will affect every member of
the party.
APPORT ARCANE, allows the party APAR, 15, Party, ...
to teleport anywhere within a
dungeon, except for places pro-
tected by teleportation shields.
Magician Spells
Level 1
VORPAL PLATING, causes the wea- VOPL, 3, Char, Combat
pon [or hands] of a party mem-
ber to be covered with a magical
field, which causes him to do
an additional 2-8 points of dam-
age.
AIR ARMOR, will make the air AIAR, 3, Self, Combat
around the spell caster bind it-
self into a weightless suit of
armor.
SABHARS STEELLIGHT SPELL, causes STLI, 2, View, Short
all metal near the party to glow
with a magical light, illuminat-
ing the surrounding area.
SCRY SITE, the walls will speak SCSI, 2, Party, ...
under direction of the spell,
revealing to the spell caster
his location in the labyrinth.
Level 2
HOLY WATER, a spray of water HOWA, 4, 1 Foe, ...
will emanate from the mage's
fingers, doing 6-24 points of
damage to any undead foe. [e.g.
skeleton, zombie, vampire].
WITHER STRIKE, any foe at whom WIST, 5, 1 Foe, ...
this spell is cast is likely to
be turned old, thus reducing
his ability to attack and def-
end in combat.
MAGE GAUNTLETS, makes a party MAGA, 5, Char, Combat
member's hands [or weapons] more
deadly, adding 4-16 points of
damage to every wound he inflicts
AREA ENCHANT, will cause the AREN, 5, 30', Short
dungeon walls within 30' of a
stairway to call out, if the
party is travelling toward it.
Level 3
YBARRA'S MYSTIC SHIELD, the air MYSH, 6, Party, Medium
in front of the party will bind
itself into metallic hardness
and will accompany the party
when it mpoves, as a sort of
invisible shield.
OSCON'S OGRESTRENGTH, allows a OGST, 6, Char, Combat
member of your party to damage
monsters as if he were as in-
credibly strong as on ogre.
MITHRIL MIGHT, increases the MIMI, 7, Party, Combat
armor protection of each party
member by enhancing their armors
natural strength by magic.
STARFLARE, the air surrounding STFL, 6, Group, ...
a group of your enemies will
instantly ignite, causing them
to be burnt for 6-24 damage
points.
Level 4
SPECTRE TOUCH, will drain a SPTO, 8, 1 Foe, ...
single enemy of 12-48 points
of damage, as if touched by a
spectre.
DRAGON BREATH, allows the mage DRBR, 7, Group, ...
to breathe fire at a group of
foes, doing 8-32 points of dam-
age to each.
SABHAR'S STONELIGHT SPELL, makes STSI, 7, View, Medium
all stone and earth within range
of the party glow with magical
light, revealing even secret
doors.
Level 5
ANTI-MAGIC, causes the ground ANMA, 8, Party, Combat
to absorb a portion of the mag-
ical energies cast at the party,
frequently allowing the members
to escape all damage. Also aids
in disblieving illusions and in
turning back magical fire, like
dragon's breath.
AKERS ANIMATED SWORD, a magical ANSW, 8, Spec, Combat
sword will apear and fight like
a summonded monster in defense
of the party.
STONE TOUCH, will often turn an STTO, 8, 1 Foe, ...
enemy to stone, or a stone mon-
ster from living stone to dead
stone, but it doesn't always
work.
Level 6
PHASE DOOR, will alter the str- PHDO, 9, 1 Wall, 1 Move
ucture of almost any wall dir-
ectly in front of the party,
turning it to air for exactly
1 move.
YBARRAS MYSTICAL COAT OF ARMOR, YMCA, 10, Party, Indef.
causes an effect like 'air armor'
to cover every member of the
party, lasting indefinitely.
Level 7
RESTORATION, makes all wounds REST, 12, Party, ...
disappear as your entire party
is reforged into unflawed bod-
ies. Also cures poisoning &
insanity.
DEATHSTRIKE, is very likely to DEST, 14, 1 Foe, ...
instantly kill 1 selected enemy
big or small.
SORCEROR SPELLS
Level 1
MANGARS MIND JAB, the mage casts MIJA, 3, 1 Foe, ...
a concentrated blast of psychic
energy at 1 opponent doing 2-8
hits of damage for each exper-
ience level of the mage.
PHASE BLUR, the entire party PHBL, 2, Party, Combat
will seem to waver and blue in
the sight of the monsters, mak-
ing the party very difficult
to strike.
LOCATE TRAPS, the spell caster LOTR, 2, 30', Short
will be able to sense a trap
within 30', if he faces it.
HYPNOTIC IMAGE, if successfully HYIM, 3, Group, ...
cast, will make a group of your
enemies miss the following
attack round.
Level 2
DISBELIEVE, will reveal the true DISB, 4, Party, ...
nature of any illusion attacking
the party, causing it to inst-
antly vanish.
TARGET-DUMMY, a magical illusion TADU, 4, Spec, Combat
appears in the party's special
slot. Unable to attack, it will
serve to draw enemy attacks to
himself.
MANGAR'S MIND FIST, a higher MIFI, 4, 1 Foe, ...
power 'mind jab' does 3-12 hits
of damage to 1 foe, times the
experience level of the maga.
WORD OF FEAR, will make a group FEAR, 4, Group, Combat
of your enemies shake in fear
reducing their ability to attack
and do damage.
Level 3
WIND WOLF, creates an illusion- WIWO, 5, Spec, ...
ary wolf to join the party. This
& other illusions are only eff-
ective as long as an enemy bel-
ieves them. Depending on power
& location, the monster may see
through the illusion & cause it
to vanish.
KYLEARNANS VANISHING SPELL, the VANI, 6, self, Combat
mage casting this spell will turn
nearly invisible in the eyes of
his enemies, who will have great
difficulty in striking him.
SECOND SIGHT, the mage will ex- SESI, 6, 30', Medium
perience heightened awareness
and be able to sense stairways,
special encounters, spell neg-
ation zones, & other unusual
occurrences.
CURSE, causes a group of your CURS, 5, Group, Combat
enemies to fear you greatly,
lessening their morale and their
ability to hit and damage you.
Level 4
CAT EYES, members of the mages CAEY, 7, View, Indef
party will all receive perfect
night-vision, which will last
indefinitely.
WIND WARRIOR, will create the WIWA, 6, Spec, ...
illusion of a battle-ready war-
rior that joins your party.
KYLEARNANS INVISIBILITY SPELL, INVI, 7, Party, Combat
will perform a vanishing spell
on the entire party
Level 5
WIND OGRE, will create the ill- WIOG, 7, Party, ...
usion of an ogre which will
accompany fight with your party.
DISRUPT ILLUSION, will destroy DIIL, 8, Party, Combat
any illusion fighting the party
and any new illusions created
later in the combat. It will
also point out any dopplegangers
in the party.
MANGARS MIND BLADE, a sharp ex- MIBL, 8, All Foes, ...
plosion of psychic energy that
inflicts 10-40 hits to each &
every enemy you face.
Level 6
WIND DRAGON, will create an ill- WIDR, 10, Spec, ...
usionary red dragon to fight
with your party.
MIND WARP, will make a member of MIWP, 8, Char, ...
your party go totally insane.
Useful for possessions.
Level 7
WIND GIANT, will create an ill- WIGI, 12, Spec, ...
usionary storm giant, to join
with and fight for your party.
SORCERER SIGHT, functions the SOSI, 11, 30', Indef
same as the Second Sight Spell
but it will last indefinitely.
WIZARD SPELLS
Level 1
SUMMON DEAD, will gate into our SUDE, 6, Spec, lll
universe a zombie or skeleton
to fight for the party.
REPEL DEAD, will do 16-80 points REDE, 4, Group, ...
of damage to a group of undead
creatures.
Level 2
LESSER SUMMONING, will gate into LESU, 8, Spec, ...
our universe a lower power ele-
mental or demon, who will [under
protest] join the party.
DEMON BANE, will do 32-128 DEBA, 8, 1 Foe, ...
points of damage to a single
demon. The power to summon is
the power to destroy.
Level 3
SUMMON PHANTOM, will bring a SUPH, 10, Spec, ...
medium level undead creature
into the party.
DISPOSSESS, will make any poss- DISP, 10, Char, ...
essed party member return to his
normal state.
Level 4
PRIME SUMMONING, gates in a med- PRSU, 12, Spec, ...
ium level elemental or demon
to fight with the party.
ANIMATE DEAD, gives a dead char- ANDE, 11, Char, ...
acter undead strength, making
him attack your enemies as
though he was alive.
Level 5
BAYLORS SPELL BIND, if success- SPBI, 14, 1 Foe, ...
ful, possesses the mind of an
enemy, forcing him to join your
party & fight in its defense.
DEMON STRIKE, works like Demon DMST, 14, Group, ...
Bane, but it will affect an en-
tire group of demons.
Level 6
SPELL SPIRIT, will gate in a SPSP, 15, Spec, ...
higher-level undead creature
to fight for the party.
BEYOND DEATH, will restore life BEDE, 18, Char, ...
and 1 hit point to a character.
Level 7
GREATER SUMMONING, will gate a GRSU, 22, Spec, ...
greater demon into our universe
and bind him to the party.
BARD'S SONGS
1. FALKENTYNES FURY: this tune increases the damage your
party will do in combat, by driving
them into a berserk rage.
2. THE SEEKERS BALLAD: will produce light when exploring &
during combat it will increase the
party's chance of hitting a foe with
a weapon.
3. WAYLANDS WATCH: will sooth you savage foes, making
them do less damage in combat.
4. BADH'R KILNFEST: an ancient Elven melody, will heal
the Bard's wounds during traveling
& heal the party's wounds during
combat.
5. TRAVELLERS TUNE: makes the members of your party more
desterous and agile, thus more diff-
icult to hit.
6. LUCKLARAN: sets up a partial 'anti magic' field
which gives party members some incr-
eased protection against spell cast-
ing.
TIPS FROM THE UNDERGROUND
Characters
1. Don't be concerned about losing a Level 1 character.
Just make another one. But when your characters reach the
3rd level, back them up regularly using your favorite disk
copy program.
2. If your favorite character gets killed, there are several
things you can do. You can resurrect him by magic or in a
temple by spending spell points or gold. You can turn off
the computer and reboot, and your entire party will be
restored, but without the experience, gold and magic items
they have won since the last time you saved the game. You
can load the character from your back-up disk onto the main
disk. NOTE: you can only restore a character by rebooting
if you have previously saved your party by exiting the game
when in the Adventurers Guild.
3. In 'rolling' a characters attribute numbers, 17s and 18s
can often make a big difference, as follows: Intelligence
give Magic Users bonus spell points; Dexterity gives
fighters [not Bard's] bonus armor protection and first
strike capabilty; Strength allows fighters to do an extra
damage in combat. Luck allows Rogues to survive even if
they accidentally set off a trap; and Constitution gives
all characters bonus hit points.
4. Most character races have at least one attribute they
are particularly high in. Pay close attention to starting
attributes when designing your party.
5. Develope a Sorceror fast. They are very useful in
dungeons. Wizards are extremely important in advanced
levels; they can summon demons extremely powerful specials.
Develope an Archmage, too. You'll need one; you'll want
more.
6. Your pre-built party, excellent for beginning levels,
may not be the best group for advanced levels. You may
want to experiment with a hunter, because his 'critical
hit' capability can vanquish superior monsters, and the
monk, who is perhaps the best fighter of all after he
reaches the 6th level.
7. Warriors and other fighters often play less of a role
against higher level, magic-using monsters. But without
the protection of their armor and strong arms, your Magic
Users would not survive long enough to learn the higher
level magic spells.
8. Beware the Doppelganger monster. It enters your party &
looks just like one of your members.
Magic
1. Don't venture too far into any dungeon without your
maximum spell points. A good rule is to leave a dungeon
when you are down to one quarter of your maximum spell
points.
2. Manage your spell points carefully. Don't waste a spell
if you can accomplish the same thing without magic.
Torches, for example, often work as well as magic light
spells. On the other hand, don't be shy about using magic
in combat. When in doubt, blast them with magic!!!
3. Locate traps, second sight and sorceror sight spells all
identify traps within 30'. Trapzap spell disarms all traps
within 30'.
4. Cast a long-lasting Bard spell right before entering a
tavern. It's like getting a free spell.
ITEMS
These are the basic items found in Garth's Equipment Shoppe
in unlimited quantity:
Torch: for light in dungeons
Lamp: longer duration than a torch
Broadsword: most damaging non-mag sword, usable only
fighters
Short Sword: a lighter sword, usable by all but mages
Dagger: usable by all, but not too effective
War Axe: a heavy, damaging weapon, not usable by
bards, rogues or magic users
Halbard: a combination battle axe & pike, the
most damaging non-magical weapon
Mace: most powerful weapon a rogue can use,
an armor crusher
Staff: simple, non-magical cudgel
Buckler: small round shield
Tower Shield: a larger shield
Leather Armor: the lightest armor, wearable by all but
magicians and conjurers
Chain Mail: light metal mesh armor, best against
light weapons
Scale Armor: better still, difficult to pierce
Plate Armor: strongest non-magical armor
Robes: will dull old knives, but thats it.
Helm: covers the head & saves the adventurers
good looks
Leather Gloves: some protection for the hands
Gauntlets: metal gloves
Mandolin, Harp, &
Flute: musical instruments used by Bards
Item Abbreviations
FGN: Figurine, a magical statuette which can come to life
MTHR: Mithril, an elven metal with magical qualities.
ADMT: Adamant, another magical metal
DMND: Diamond, one of the hardest substances know to man or
monster
Tips From the Underground: Items
1. Generally, the more expensive the item is the better it
works. Almost like real life.
2. There are no cursed or bad items, unlike real life.
3. Don't be stingy. Equip you fighters with the best armor,
weapon, shield, helmet and gauntlets money can buy. After
all, he can't take it with him.
4. Experiment with all items you find to determine their
capabilities. Magical items are key to success. Remember
that an item may only be magical for certain characters and
classes, so trade items around if you have to.
5. Make sure some of your characters carry less than 8
items, or else the party will never be able to pick up new
magical items in the dungeons.
6. Whenever your party captures an especially interesting
or powerful magic item, save the party as soon as possible.
That way, even if disaster strikes, you will never lose
that powerful armor, weapon, talisman or whatever.
7. This documentation is not protected by magic shields or
air armor. Don't let your dog eat it!!!!!