RIPPED FROM THE IBM SCENE BY DR. WATSON! EDITTED AND RELEASED TO THE AMIGA SCENE BY OLLIE NORTH / SKID ROW! Death Knights of Krynn Adventurer's Journal Part I: The Players Manual Dox By: Repo Man Doc Notes: Parts of the manual will refer to certain tables. the tables are viewable and printable seperately from the Tables & Scans SubMenu. Other parts of the manual will refer to GIF pics. If you have the condensed version, you have no GIFs to view. If you have the complete version, and VPIC in your DOS PATH, you may view these GIFs from the Tables & Scans SubMenu. The last time we released a doc with scans, like a moron I included my own copy of VPIC which was configured to my own machine. This was really stupid of me, so I just want to apologize to whom ever experienced a problem because of this. In the future I will just rely on you having VPIC in your path rather than including a copy in the archive. -Genesis -=-=-=-=-=-=-=-=-=-=-=-=-=-WHAT HAS GONE BEFORE-=-=-=-=-=-=-=-=-=-=-=-=-=- One year ago, the forces of evil were united under the powerful aurak draconian, Myrtani. He had once again uncovered the method of corrupting dragon eggs into draconians. Aided by his Death Knight ally, Sir Lebaum, he was able to seize control of central Krynn and to field a dangerous army of draconians and undead. As the Solamnic forces converged upon the region, a small band of stalwart heroes uncovered Myrtani's secret plans: to suddenly generate a huge army, and ambush the Solamnic forces. Myrtani hoped to slay key leaders in one swift action, and then crush the remaining, disorganized resistance. Magic rituals discovered in a stolen tome would allow him to turn stolen dragon eggs into draconians en masse. The eggs were well hidden and Solamnic scouts had missed them after the War of the Lance. A small band of heroes were able to slip into Myrtani's stronghold in Kernen and slay this foul minion of the evil goddess, Takhisis, before the magic could be used. Without the draconian force, the Knights of Solamnia we able to rout the evil army and bring peace to the region again. ===================[IMPORTANT GEOGRAPHICAL FEATURES]========================= The major cities of the region are Kalaman and Vingaard Keep. They loosely administer the large number of small villages in the region. These include the dwarven village of Turef, the gnomish village of Quazle and the human towns of Cerberus and Cekos. Many wars have been fought in this region, leaving several ruined old castles and forts. Man have evil reputations and should be avoided. Perhaps the most famous of them is Dargaard Keep. Once the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned and decayed. ============================[CHARACTERS AND PARTIES]========================= Individual persons called characters make up your party of adventurers. They can be any one of several races and have any number of different skills. Some will be warriors, some priests, some mages and others may be thieves. Each brings his own skills and talents. -={The Player Races}=- There are seven races for player characters (PCs) in the world of Krynn. Each offers unique strengths and weaknesses. For example, humans can advance without limits in any class (profession), while only non-humans can have more than one class at a time. Kender have limits to their maximum strength, while elves receive bonuses to their dexterity. The following sections describe the races and several charts outline specific bonuses and limitations. HILL DWARVES are a stubborn and rough race of sturdy workers and craftsmen. They are especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking goblins or hobgoblins and are adept at dodging the attacks of ogres and giants. Dwarves can be fighters, thieves, rangers, clerics of Reorx or mixed classes. MOUNTAIN DWARVES are somewhat clannish and more refined than their Hill Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may be fighters, paladins, thieves, clerics of Reorx or mixed classes. SILVANESTI ELVES (HIGH ELVES) are a tall, arrogant and long-lived race. They are nearly immune to Sleep and Charm spells and are adept at finding hidden doors. During combat, elves receive bonuses when attacking with long or short swords and bows. They cannot be raised from the dead. Silvanesti elves can be fighters, paladins, mages, clerics, rangers and mixed classes. QUALINESTI ELVES are slightly smaller and friendlier than their Silvanesti brethren, but they have identical abilities and bonuses. Qualinesti elves can be fighters, rangers, mages, thieves, clerics and mixed classes. HALF-ELVES are hybrids, with many of the virtues of both humans and elves. They are resistant to Sleep and Charm spells are adept at finding hidden doors. Half-elves can be fighters, knights, paladins, mages, clerics, thieves, rangers and mixed classes. KENDER are a small people characterized by an absolute lack of fear and an insatiable curiosity. They are especially resistant to magic and poison and have the special ability to taunt intelligent opponents. When kender successfully taunt, an opponent will attack in a mindless rage, suffering a loss of combat effectiveness. The preferred weapon of the kender is the hoopak, part stall sling part metal shod staff, which only they can use. Kender receive bonuses to hit with hoopaks and are deadly accurate shots. They can be thieves, fighters, rangers, clerics or mixed classes. HUMANS are the most common player-race in the world of Krynn. They can be fighters, mages, clerics, thieves, paladins, rangers and Knights but not mixed classes. Only humans and half-elves can be Knights. -={Ability Scores}=- Every character has six randomly generated ability scored as explained below. These scores fall within a range determined by the race and class of the character. The basic values range from 3 (low) to 18 (high) and there are charts of limitations, modifiers and bonuses included in this SCD-Dox presentation. Depending on the character class, one or more of these abilities will be a prime requisite. A prime requisite is an ability especially valuable to a given class. For example, strength is key for fighters wisdom for clerics. Most characters receive bonus experience points when their prime requisite scores are 16 or greater. Non-human characters may receive modifiers to the basic ability scores to reflect differences between the races. Dwarves for instance, get a +1 constitution bonus and may have a maximum constitution of 19 instead of 18. When a character is generated with the CREATE NEW CHARACTER command, all racial modifiers are calculated automatically. STRENGTH (STR) is the measure of a character's physical power, muscle mass and stamina. Fighter-type characters may have exceptional strengths greater than 18 which are indicated by a percent value (01,02,03,...,98,99,00) following the base strength. High strength increases a character's combat ability with melee weapons. Strength also determines how much a character can carry without becoming encumbered and slowed in combat. INTELLIGENCE (INT) is the measure of how well a character can learn. Intelligence can limit how far mage characters can advance and what levels of spells they can cast. WISDOM (WIS) is the measure of a character's ability to understand the ways of the world and to interact with the world. Clerics receive bonus spells for high wisdom and it may limit what level spells they can cast. DEXTERITY (DEX) is the measure of a character's manual dexterity and agility. Thieves especially benefit from high dexterity. Dexterity affects how well a character can use ranged weapons (bows, dart, etc.) when he moves in a combat round and how difficult he is to hit combat. CONSTITUTION (CON) is the measure of a character's overall health. Fighters receive one extra hit point per hit die for each point of constitution above 14. Non-fighters receive similar benefits except they receive a maximum of two extra hit points per level (no benefits for constitutions above 15). These bonuses are only given until characters reach about 10th-level (depending on class). A character's constitution also determines the maximum number of times that character can be raised from the dead and the chance of a resurrection attempt being successful. Every time a character is successfully resurrected, he loses 1 point of constitution. CHARISMA (CHA) is the measure of how others react to a character. Charisma is sometimes a factor when encountering NPCS--the higher a character's charisma, the more that character can persuade others to do what he wants. The character with the highest charisma should be the active character when dealing NPCs. -={Character Classes}=- A character must belong to at least one character class. Non-human characters can have more than one class at the same time. A non-human character with multiple classes has more playing options, but he increases in level more slowly because his experience points are divided evenly among all his classes. Characters receive HP, spells and abilities based on their class, level and (sometimes) ability scores. Refer to the tables to find the number and size of hit dice a character receives and the number of spells the character can memorize. Note: Dice is the term used to describe the range for randomly generated number. A d6 die has a range from 1 through 6, a d10 has a range from 1 through 10. CLERICS have spells bestowed on them by their deities and can fight wearing armor and using crushing (not edged or pointed) weapons. After selecting a deity, clerics may only choose alignments appropriate to their deity. Each of the deities extends special abilities to his followers. For more information, see the Deities section in this manual. Clerics have the ability to sometimes turn away or even destroy undead creatures such as skeletons or zombies. This power increases as the cleric increases in level. The prime requisite for clerics is wisdom. FIGHTERS can fight with any armor or weapons but they cannot cast magic spells. Fighters can have exceptional strength and gain additional HP bonuses if they have a Constitution of 17+. The prime requisite for fighters is strength. MAGES have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their magical spell books or use scrolls. In the world of Krynn, the power of mages is moderated by the three moons and mages are divided into three orders based on alignment. A mage's power fluctuates with the cycles of the moon that influences his order. For more information on the orders and moons see the Magic section. The prime requisite for mages is intelligence. PALADINS can fight with any armor or weapons, are totally immune to disease and can cast a few clerical spells once they reach ninth-level. Paladins can have exceptional strength and gain additional HP bonuses as fighters. They are somewhat resistant to spells and poison. Because of their special nature, certain magical abilities are conferred on them by deities. They can turn undead creatures as if they were a cleric two levels below their current level and are always surrounded by the equivalent of a Protection from Evil 10' Radius spell. Once a day paladins may heal two HP of damage per their level. They can also Cure Disease once a week at 1st-5th levels, twice a week a 6th to 10th and three times week at 11th to 14th level. At ninth-level, paladins gain the ability to cast clerical spells, but they cannot use clerical scrolls. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and constitution, at least 12 in strength, at least 13 in wisdom and at least 17 in charisma. The prime requisites for paladins are strength and wisdom. RANGERS ca fight with any armor or weapons. Rangers can have exceptional strength and gain additional HP bonuses as fighters. They do additions damage in combat when fighting giant-class creatures. No more than three rangers can join one party. Rangers are very in tune with nature and gain the ability to cast druidic spells when they reach eighth-level. At night-level they gain the ability to cast mage spells. Rangers can never use scrolls of any type. Rangers must be of good alignment and have ability scores of at least 13 in strength and intelligence and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, intelligence and wisdom. SOLAMNIC KNIGHTS are the pride of the chivalric honor in the world of Krynn. The knights are divided into three orders: the Knights of the Crown, the Knights of the Sword and the prestigious Knights of the Rose. All are renowned for their bravery and skill at arms. Knights begin the game with the Solamnic Plate Mail, long sword +1 and a shield. Knights are valuable for their leadership ability in combat. Whenever a party with a Knight enters combat, he makes a leadership check. If the check is successful, all NPCs in the party come under your control like regular PCs. Chances of success increase dramatically as a Knight rises through the three orders. Knights must take a vow of poverty and so they tithe a large part of their monies and treasures back to the orders. Knights of the Crown will tithe 10% to their order whenever they enter an outpost. Knights of the Sword and the Rose will give up everything except 20 steel pieces when they tithe. When Knights of the Sword or the Rose become sixth-level, they gain the ability to cast some clerical spells. If a Knight of either of the first two orders (Crown or Sword) is of sufficient level and has high enough ability scores, he may petition the next higher order for admission. Note: Knights receive experience bonuses for doing knightly deeds and not for meeting prime requisites minimums. To join the Knights of the Sword a knight must have the following minimum ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 15. To join the Knights of the Rose a knight must have the following minimum ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15. THIEVES can fight with swords, short bows and slings and wear leather armor. In combat they do additional damage 'back stabbing', which is described in the Combat section. Thieves also have special skills for opening locks and removing traps. The prime requisite for thieves is dexterity. MULTI-CLASS are non-human characters who belong to two or more classes at the same time. The character's experience points are divided among each of the classes, even after the character can no longer advance in one or more of those classes. The character's hit points per level are averaged among the classes. The multi-class character gains all the benefits of all classes with regard to weapons and equipment. -={Alignment}=- Alignment is the philosophy a character lives by and can affect how NPCs and some magic items in the game react to the character. The following alignments are available to Player Characters. LAWFUL GOOD characters believe in the rule of law for the good of all. LAWFUL NEUTRAL characters believe the rule of law is more important than any objective good or evil outcome. NEUTRAL GOOD characters believe that the triumph of good is more important than the rule of either law or chaos. TRUE NEUTRAL characters believe that there must be a balance between good and evil and law and chaos. CHAOTIC GOOD characters believe in creating good outcomes unfettered by the rule of law. CHAOTIC NEUTRAL characters believe that the freedom to act is more important than any objective good or evil outcome. Note: Due to the nature of this adventure, no evil Player Characters are permitted. -={Other Attributes}=- Each character also has three other important values that change as the game goes on: Hit Points, Experience Points and Levels. HIT POINTS (HP) represent the amount of damage a character can take before he goes unconscious. To calculate a character's maximum HP, the computer rolls the character's hit dice and adds any adjustments for level or constitution. A character gains a HP bonus to each hit die if his constitution is over 14. When a character takes enough damage that his HP reach 0, he is unconscious. If the character's HP drop to anything from -1 to -9, he will lose 1 HP per turn from bleeding until he is bandaged or dies. A character is dead if he has -10 HP or less. When you view a character, his HP on the screen will never be displayed as less than 0. EXPERIENCE POINTS are a measure of what the character has learned on his adventures. Characters receive experience points for action such as fighting monsters, finding treasures and successfully completing quests. The computer keeps tract of experience and when characters earn enough they may advance in levels. See the Level Advancement Tables for each class's experience requirements. LEVELS are a measure of how much a character has learned in his class. Characters can go to a hall and receive the training required to increase in level when they have enough experience. Characters may only advance one level at a time. If a character has gained enough experience to go up two or more levels since the last time he has trained, he will go up one level and lose all experience in excess of one point below the next level. Example: An 11th level thief enters a training hall with 667,543 experience points (enough for 13th-level). He will leave as a 12th-level thief with 660,000 experience points-- one point below 13th level. Once characters have reached their maximum levels for this game, they cannot train. New characters start with 210,003 experience points and they will already have all levels and spells appropriate for that experience. Characters may advance to a maximum of 14th-level, except thieves who may advance to 18th- level. -={Building a Successful Party}=- Forming a strong and adaptable party is a key to success in Champions of Krynn. You may place up to six Player Characters on your party. It is recommended that you use all six characters. A smaller party is less powerful and more likely to be eliminated by your enemies. In choosing which characters to include in the party, it is wise to include a variety of classes: clerics, mages, thieves and fighters. At least one party member should be a kender, so you may taunt (yell) in combat. Some adventurers may only be completed if the part includes a Knight. Sample party .... type later.... -={Why These Guys?}=- CLERIC/FIGHTER/MAGES are ultimate multi-purpose character. They can cast both mage and cleric spells while wielding the armor and weapons of a fighter. The main disadvantage of the cleric/fighter/mage is that, as a triple-class character, he advances in levels quite slowly. FIGHTER/MAGES may cast spells while wearing armor. This split class can fight as well as a fighter and receives more HP than a pure mage. CLERIC/THIEVES more HP and better armor class than pure thieves. As a cleric, the cleric/thief can cast healing and support spells, allowing the character to perform double duty as both the party thief and addition healer. The thief status permits the powerful back stab attack. CLERICS are essential for healing the party after engagements. The most efficient way to heal is the Encamp and select FIX (you can issue this command several times while encamped). FIX works as follows: If a cleric is in the party, all available cure spells are cast and automatically rememorized, until all characters are healed. If the party has taken more damage than clerics have cure spells, the FIX option may be used again. When FIX is used, characters at top of the list will be healed before the characters below them. If a cleric is not in the party, HP may be recovered through rest (1 HP per 24 hour period), potions or Temple services. RANGERS normally start the game with more HP than other fighter types. They do extra damage versus giant type monsters and receive mage and druidic spells at high level. KNIGHTS are powerful fighters and there are some items that may only be used by them. Knights have special leadership abilities and gain clerical spells at high levels. PALADINS are great warriors. In addition to their martial prowess, they have natural protection from evil, healing powers and they gain clerical spells. -={Preparation Tips}=- The makeup of your party affects your combat strategy throughout the game. Loading your party with clerics and mages increases the importance of spell casting both before and during a battle. AN emphasis on fighters, Knights, paladins or rangers makes your hand-to-hand combat skills that much more important. Ready the melee weapons (swords, maces, quarter staffs) at the start of the game instead of the missile weapons (bows, slings, dart). Be sure to keep arrows ready too. ================================[COMBAT]=================================== Adventurers must battle their way through many dangerous foes to complete the mission. Tales of bravery and heroes right with the sounds of combat. The following sections offer some more information and tips for combat. -={Combat Map}=- Battle takes place on a tactical combat map that is more detailed view of the map terrain (3D or overland) that the party was on when the combat began. This map is set up with an invisible square grid and you will notice that everything moves on the grid from square to square. Moving diagonally often costs more movement points than moving horizontally or vertically. -={Initiative}=- Each round of combat is divided into 10 segments. Every character and foe acts on a specific segment based on a random number. The random segment number is generated at the start of each combat round and is modified by dexterity and random factors such as surprise. In most cases a character will move and/or aim an attack during his segment. Casting spells may take extra segments to perform, so often a spell-caster will begin his spell on his segment and have it go off a few segments later. Sometimes a character will act in segment 10 of one round segment 1 in the next, appearing to act twice in a row. This is especially common if you use the DELAY command. When the DELAY command is giver, that character's action is always delayed until segment 10. -={Computer Control}=- In Combat, the players controls the actions of PCs. The computer controls the actions of monsters, NPCs and PCs set to computer control with the QUICK command. If you have a Knight in your party, he may take control of NPCs at the start of combat by making a successful leadership check. A successful leadership check puts NPCs under normal control for that combat. -={Combat Ability}=- Each characters ability in combat is defined by his AC, THAC0 and damage. AC == A character or monster's difficulty to be hit is represented by his armor class or AC. The lower the AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items also help a character's AC. THAC0 ===== The character's THAC0 represents his ability to hit enemies in melee or with missile fire. THAC0 stands for TO Hit Armor Class 0. This is the number a character must 'roll' equal or greater than to do damage on a target with an AC of 0. The lower the THAC0, the better the chance to hit the target. Note: The generation of a random number is often referred to as a 'roll'. In determining if an attack hit, the number generated is from 1 through 20. An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by range, attacking from the rear, magic weapons and magic spells among other things. DAMAGE ====== When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapon Table, refer to the tables. Some monsters take only partial or no damage from certain weapon types. Skeletons, e.g., take only half damage from sharp or edged weapons, while some other monsters only take damage from magical weapons. -={Attacking}=- Characters generally engage in melee combat, which is face-to-face fighting with weapons such as swords and maces. Characters also hove other options, such as ranged combat, with bows and slings, and rear attack on engaged foes. Different options and restrictions apply to each. Ranged Weapons ============== A character with a missile weapon (bow, sling, etc.) may not attack when adjacent to na enemy. The exception to this is the kender hoopak. Kender may attack adjacent targets with the metal shod end of their hoopaks or use it as a ranged weapon. Bows can be used twice per turn. 3 darts can be thrown per turn. Multiple Attacks ================ After seventh level (eighth for rangers,) all fighter-type characters increase the number of attacks they make with melee weapons. The first increase is three attacks every two rounds, then two attacks every round. See the Bonus Attacks for High Level Fighters (refer to the tables). All of a character's attacks are taken against his first target. If the first target goes down with the first attack, he can aim the remaining attack at another target. Fighter-types may also sweep through several weak opponents in one combat round. When a character sweeps, he automatically attacks all of the weak opponents. Back Stabbing ============= A thief back stabs if he attacks a target from exactly opposite the first character to attack the target. The thief may not back stab if he has readied armor heavier than leather. A back stab has a better chance of hitting the defender and does additional damage. -={Combat Strategies}=- To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneuvers his characters into advantageous positions and attacks using his most powerful characters and weapons. Deploying the Party =================== When a battle begins, your party is automatically positioned based on the order list of the characters. Characters near the top of the order will be in front lines and vulnerable to attack. To change the starting deployment, change the order from the Alter menu while encamped. Shift the heavily-armored fighters up the list and the vulnerable mages and thieves towards the bottom of the list. Party order cannot be changed while in combat, although they are free to move. When battle begins, your party may be placed in a bad position. If you wish to be defensive, move your characters to anchor your flanks on an obstacle such as a wall or tree. Setting up behind a doorway that your enemies have to move through makes for a very strong defensive position. Also, keep mages safe behind the front line. -WOUNDED CHARACTERS- Characters who are seriously injured should be moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back. Back attacks have an improved chance to hit. -STOPPING RANGED ATTACKS- Missile weapons cannot be fired if there is an adjacent opponent. If you want to fire missiles, make sure you keep away from the enemy. Hoopaks are the only exception, as they may be used either as a missile weapon or a melee weapon. To stop enemy missile fire, move someone next to the opponent. -EXPLOITING ENEMIES' WEAKNESSES- Exploit your opponents' weaknesses by directing attacks against helpless, wounded or isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (Exception: enemy spell casters). A foe with one hit point remaining attacks as powerful as an uninjured one. Spell casters cannot fire spells after they have taken damage in a round and they will lose any spells they are in the process of casting when they are hit. Try to keep enemy spell casters under attack every round while protecting your own. -={Combat Movement}=- The number of squares a character can move is affected by the weight he's carrying, his strength and the kind of armor he has readied. A character's movement range is displayed on the view screen and when moving during combat. -RUNNING AWAY- A character may flee from the battlefield if he can move faster than all enemies, but not if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he can move as fast as the fastest monster. Exception: if a monster or character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he is slower than his opponents. -RETURNING TO THE PARTY- A character that moves off the battlefield returns to the party after the fight is over. If all active characters flee combat, any dead or unconscious characters are lost. If a whole party flees, it will not receive any experience points for monsters killed before retreating. -={After Combat}=- If one or more characters survive on the battlefield at the end of combat, the bodies of unconscious or dead party members stay with the party. If the entire party flees from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last Saved Game and try again from that point. =================================[MAGIC]=================================== Magic is integral to DEATH KNIGHTS OF KRYNN. Mages and clerics, as well as high-level Knights, rangers and paladins can cast spells. A spell can exist in one of four forms: in a character's memory, in a character's spell book, in a scroll or in a wand. A spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Memorizing a spell takes 15 minutes of game time per spell level, plus a minimum period of preparation of four hours, plus two hours every two spell levels. For example, first and second level spells take a minimum preparation of four hours, while third and fourth level spells take six hours. Example: To memorize (2) first-level spells, (1) second level spell and (1) third-level spell would take: (6 hours preparation) + (2*15min) + (1*30min) + (1*45min) = 7 hours 45 min. Spells do not automatically have their full effect on their target. Each target of a spell may get a saving throw to avoid some or all of the effect of the spell. As a character gains levels, his saving throws improve. Note: Some monsters have magic resistance which decreases the chance of them being affected by spells. -={Mages}=- There are two orders of mages you can play--White Robes and Red Robes. All good alignment mages are White Robes and all neutral alignment mages are Red Robes. Evil mages are of the Black Robe order. The few mages in the world who do not enter an order are called "Rogues," and are attacked on sight by all of the other orders. Mages keep spell information in their personal spell books and may only memorize spell that are recorded there. When a mage trains for a new level, he selects a new spell to scribe into his spell book. A mage can also scribe spells from identified scrolls if he is of high enough level to cast them and they are the correct type for his order. Red Robe mages may only use or scribe Red Robe scrolls and White Robe mages may only use or scribe White Robe scrolls. A mage must cast the Read Magic spell in order to identify the spells on the scroll. A spell disappears after it has been scribed or cast. THE MOONS OF KRYNN ================== Since the creation of the world, three moons have governed the powers of magic in Krynn. As the moons wax and wane, so do the powers of magic aligned to them. Each moon has a different cycle and affects a different group of mages. Mages of the White Robes gain their power from Solinari the white moon, Mages of the Red Robes are governed by Lunitari the red moon. The evil Mages of the Black Robes are empowered by the dark moon Nuitari. The current position of the moons is displayed at the top of your computer screen and their effects are as follows: --------REFER TO MOON.GIF------- SPHERES OF MAGIC ================ The magic of Krynn operates in spheres, with the different schools of mages only able to manipulate certain of them; spells castable by one order may not necessarily be cast by another. The Spell Parameters Table and the Spell Descriptions section detail which mage orders can cast each spell. -={Clerics}=- Clerical magic requires no spell books. All clerical spells of the appropriate level are always available to a cleric, the character need only memorize them. Unlike mages, clerics can cast spells from scrolls without any preparation. DEITIES ======= Since the earliest days of Krynn, the wisdom of the deities has been brought to all the races through the efforts of the clerics, the mortal messengers of the will of heavens. As a sign of favor, deities bestow upon their clerics special bonuses or additional spells. The following is a list of deities of Krynn that are available to characters, their alignment and clerical bonuses: GOOD ALIGNED DEITIES: Paladine Powers: None Extra Spells: Protection from evil 10' radius Majere Powers: Turn undead as if cleric is two levels higher Extra Spells: Silence 15' radius Kiri-Jolith Powers: +1 THAC0 Extra Spells: Detect Magic Mishakal Powers: +1 die on all healing spells Extra Spells: Charm Person, Remove Curse, Bless NEUTRAL ALIGNED DEITIES Sirrion Powers: None Extra Spells: Burning Hands Reorx* Powers: +1 THAC0 (dwarves only) Extra Spells: None Shinare Powers: None Extra Spells: Charm Person * All dwarven clerics must select Reorx and therefore be neutral. -={Knights and Paladins}=- Knights and paladins use their clerical spells identically to clerics, except that they can never use clerical scrolls, even if they may cast the spells. -={Rangers}=- Rangers use mage and druidic spells. They use mage spells identically to mages and the druidic spells as clerics use their magic. Rangers can never cast spells from scrolls, even if they can memorize and cast the scroll spell normally. -={Tips on Magic Spells}=- Both clerics and mages may cast spells which assist the party in combat. Preparatory spells cast just before a battle can protect and strengthen characters. Spells can be cast to damage foes during combat or to protect or heal comrades. Spells should be rememorized as soon as possible after they are used. This is most likely to happen after combat. When in camp, have your spell- casters memorize spells and select REST to allow them to imprint the spells for later use. Selecting REST without choosing new spells has the spell- casters rememorize the spells they have cast since last resting. Note: Before resting, it is a good idea to save your game. We recommend that you save your game after every tough combat and that you keep at least two separate saved games at all times and alternate between them. This will allow you to go back to a save before that fatal battle. ===========================[MAGICAL TREASURES]============================= As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you will also find magical items to help you on your way. Here are some descriptions of items that you may find. Not all of these items may be found in your adventure. You can find out if there is a magic item in a treasure by doing a Detect Magic spell using the DETECT command. To find out specifically what an item is, you must take it to a shop and have it identified. Some Magic items are in reality cursed and can do great harm. When a character readies a cursed item, a Remove Curse spell must be cast before the item can be dropped. Some magic items may only be used by certain classes. Others may not work at all if certain other magic items are also in use. You must select the READY command from the Items Menu to prepare items for use. Items such as armor, weapons or adornments are simply readied and you gain their benefit automatically. Items like scrolls or potions must be readied before they can be used. -={Wands}=- Wands are the traditional objects of enchantment. Wands generally will cast a set number of a given spell (Fireball or Ice Storm for instance). Only experimentation or paying to have them identified will tell what a wand does. Generally wands can only be used by mages, although a few can be used by other classes. -={Potions}=- Potions are the most common sort of magical treasure. Potions may head wounded characters, cause them to become hastened or invisible or cause any number of other effects. -={Scrolls}=- Scrolls can be either for clerics or one of the mage orders. They offer new spells for mages to scribe into their books, spells of a higher level than the spell-casters can normally cast and extra spells for emergencies. A mage may use SCRIBE to transfer a scroll into his spell book. Mages and clerics can cast spells directly from scrolls with USE command. -={Enchanted Armor and Shields}=- Sometimes you may run across armor or shields that have been created by skilled craftsmen and then enchanted by mages to imbue them with protective spells. The power of the magic on these items may vary a great deal. Enchanted armor has the great advantage of offering improved protection with less encumbrance than the same type of mundane armor. -={Solamnic Plate}=- These suits of plate mail were originally crafted for some of the Knights of Solamnia. The armor is of exceptionally high quality and is very ornate. Only Knights may use Solamnic Plate. -={Enchanted Weapons}=- Enchanted weapons come in many sizes and shapes and potencies. Sometimes a weapon will ad to you THAC0 and damage. Other weapons may have other magical properties including extra bonuses against specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character will have it for all combats. -={Enchanted Adornments}=- Bracers, necklaces, periapts and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items will help you AC, others may fire Magic Missiles or be cursed. Once one of these items has been readied from the Items Menu, a character will automatically gain all effects. The exception to this rule is that certain magical necklaces require the USE command to work. -={Dragonlances}=- These powerful enchanted weapons were created for the War of the Lance, to combat the evil dragons. They have large bonuses against any foe, but are deadly when attacking dragons, where they do the wielder's hit points in damage to the beast. -={Enchanted Clothing}=- Wizards will sometimes cast enchantments on commonplace items of clothing such as gauntlets or cloaks. A wide variety of these items are know to exist. ===========================[SPELL DESCRIPTIONS]=========================== -={First Level Clerical Spells}=- [Bless] improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat. [Cure Light Wounds] heaps 1-8 HP (up to the target's normal maximum HP). [Detect Magic] indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. [Protection from Evil] improves the AC and saving throws of the target by 2 against evil attackers. [Resist] Cold halves the damage and improves saving throws vs. cold attacks by 3. -={Second Level Clerical Spells}=- [Find Traps] indicates the presence of traps in the character's path. [Hold Person] may paralyze targets of character type (human, etc.), goblins or hobgoblin. You may aim a hold person spell at up to 3 targets. [Resist Fire] halves the damage and improves saving throws vs. fire attacks by 3. [Silence 15' Radius] must be cast on a character or a monster. That character or monster and all adjacent to him, cannot cast spells for the duration of the spell. [Slow Poison] revives a poisoned person for the duration of the spell. [Snake Charm] paralyzes as many HP of snakes as the cleric has HP. [Spiritual Hammer] creates a temporary magic hammer. It can strike at range and does normal hammer damage plus one point for every three levels the caster has attained. The hammer appears in the clerics equipment list and must be readied as any other weapon. The hammer will reconjure itself on the cleric's person if it is thrown. -={Third Level Clerical Spells}=- [Cure Blindness] removes the effect of the Cause Blindness or Power Word, Blind spells. [Cure Disease] removes the effects of disease caused by some monsters or by a Cause Disease spell. [Dispel Magic] removes the effects of spells that do not have specific counter spells. This is a recuperation spell for nay of the party that has been held, slowed or made nauseous. [Prayer] improves the THAC0 and saving throws of friendly characters by one and reduces the THAC0 and saving throw of monsters by one. This is a good spell to cast before going into combat. [Remove Curse] removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. -={Fourth Level Clerical Spells}=- [Cure Serious Wounds] heals 3-17 HP 9up to the target's normal maximum HP) [Neutralize Poison] counteracts all toxins and revives a poisoned person. [Protection from Evil 10' Radius] must be cast on a character or a monster. It improves the AC and saving throws of the target and all adjacent friendly characters by two against evil attackers. [Sticks to Snakes] causes snakes to harass the target. The target is unable to attack or cast spells for the duration of the spell. Large creatures may ignore the created snakes. -={Fifth Level Clerical Spells}=- [Cure Critical Wounds] heals 6-27 HP 9up to the target's normal maximum HP. [Dispel Evil] improves the target's AC by seven versus summoned evil creatures for the duration of the spell or until the target hits a summoned creature. The creature must make a saving throw when it is hit or be dispelled. [Raise Dead] can bring back to life on non-elf character. The chances for success are based on the target's constitution. The raised character returns to life with one hit point. -={Sixth Level Clerical Spells}=- [Heal] cures all diseases, blindness, feeblemindedness and restores all except one to four of a character's full hit points. -={Seventh Level Clerical Spells}=- [Restoration] returns experience levels to characters who have suffered the draining attacks of undead monsters such as wights. [Resurrection] is similar to the Raise Dead spell, except that the resurrected character has full hit points returned. -={First Level Druid Spells}=- [Detect Magic] indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. [Entangle] will cause plants in the area of effect to grow and entwine around the feet of any creature in the area. Be careful not to catch allies in the spell area. Entangle only works outdoors. [Faerie Fire] will ring a targeted creature in magical light. This spell will outline otherwise invisible creatures and give a +2 THAC0 bonus to anyone attacking an affected creature. [Invisibility to Animals] will make the target invisible to non-magical, low or no-intelligent animals. This spell does not offer protection against intelligent opponents or magical creatures. -={Second Level Druid Spells}=- [Barkskin] causes the target's skin to become tougher and harder to damage. The effect of this spell is a -1 bonus to AC. This is a good spell to cast before combat. [Charm Person or Mammal] changes the target's allegiance in a combat. It affects character types (human, etc.) and other mammals. [Cure Light Wounds] heals 1-8 hitpoints 9up to the target's normal maximum hitpoints). -={First Level Mage Spells}=- [Burning Hands] causes one HP of fire damage per level of the caster. There is no saving throw. Usable by both Red and White Robes. [Charm Person] changes the target's allegiance in a combat. It only affects character types (human, etc.), goblins or hobgoblins. Usable by both Red and White Robes. [Detect Magic] indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a'+' are magical. Usable by both Red and White Robes. [Enlarge] makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. If the caster is sixth- level or greater, the target becomes as strong as an Ogre. If the caster is 10th-level or greater, the target becomes as strong as a Fire Giant. A target can only be under the effect of one enlarge spell at a time. Unwilling targets get a saving throw against this effect. The spell will stay in effect for more than one combat and should be cast before combat. Usable by both Red and White Robes. [Friends] raises the caster's charisma 2-8 points. It is often cast just before an encounter. Usable by both Red and White Robes. [Magic Missile] does 2-5 HP per missile with no saving throw. A mage throws one missile at first-second level, two missiles at third-fourth level, three missiles at fifth-sixth level and four missiles at seventh- eighth level. This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously. Usable by both Red and White Robes. [Protection from Evil] improves the AC and saving throws of the target by two against evil attackers. Usable by both Red and White Robes. [Read Magic] allows a mage to ready a scroll and read it. For scrolls, this works as if they have been identified. A mage may scribe the spells from the a scroll (if appropriate for his class and level) after it has been read. Usable by both Red and White Robes. [Shield] negates the magic missile spell, improves the mage's saving throw and may increase his AC. Usable by both Red and White Robes. [Shocking Grasp] does electrical damage of 1-8 HP, +1 HP per level of caster. Usable by both Red and White Robes. [Sleep] puts 1-9 targets to sleep with no saving throw. Up to 9 one hit- die targets are affected. One 4 hit-die target is affected. Targets of five or more hit-dice are unaffected. Usable by both Red and White Robes. -={Second Level mage Spells}=- [Detect Invisibility] allows the target to spot invisible targets. Usable by both Red and White Robes. [Invisibility] makes the target invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell. Usable by both Red and White Robes. [Knock] is used to open locks. It can be cast from the door-opening menu if the active character has a memorized knock spell. Usable by Red Robes only. [Mirror Image] creates a 1-4 illusionary duplicates of the mage. A duplicate disappears when it is attacked. Usable by Red Robes Only. [Ray of Enfeeblement] reduces the target's damage by 25% + 2% per level of the caster. Usable by White Robes only. [Stinking Cloud] paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for two rounds. This spell has a very short range and care should be taken to avoid including party members in the cloud. [Strength] raises the strength of the recipient one to eight points. The effects of the spell are less if the target has 18 strength. Usable by Red Robes Only. -={Third Level Mage Spells}=- [Blink] protects the mage. The mage 'blinks out' after he acts each round. The mage may be physically attacked before he acts each round, but he may not be physically attacked after he acts. Usable by Red Robes only. [Dispel Magic] removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of the party that has been held, slowed or made nauseous. Usable by White Robes only. [Fireball] does 1 d6 HP per level of the caster to all targets within its area. If the target makes its saving throw, the damage is halved. A fireball has a five square diameter outdoors and a seven square diameter indoors. Fireballs is a slow-casting spell and the spell's power demands that you target carefully. Otherwise, you may inadvertently destroy party characters. If you target a fireball in the center of the screen indoors, the only safe ares are the three square in each corner. Be sure to center to determine who will be in the area of effect. Usable by both Red and White Robes. [Haste] double the target's movement and number of melee attacks per round. Haste has a short duration and you should wait until a fight is imminent to cast it. WARNING: each time a haste spell is cast on a character, that character ages one year. Usable by Red Robes only. [Hold Person] may paralyze targets of character type (human, etc.), goblin or hobgoblin. You may aim a hold person spell at up to four targets (Exit to target less). Usable by White Robes only. [Invisibility, 10' Radius] makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while the bad guys seek you out. Characters lose invisibility if they do anything but move. Some monsters can see invisible creatures. Usable by Red Robes only. [Lightning Bolt] does 1d6 HP per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bold is four or eight squares long in a line away from the caster. For best results, move the spell caster to send the bold down a row of opponents. It will attack all opponents along the line within its range. Target the first creature in the row (closes to caster). Lightning bolts will reflect off walls back toward the spell caster. This permits target adjacent or close to a wall be hit twice by the same bolt. Be careful the caster isn't hit by the reflected bolt. Usable by both Red and White Robes. [Protection from Evil, 10' Radius] protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by two against evil attackers. Usable by White Robes only. [Slow] affects one target per level of caster. The spell halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell. This spell is useful against any high-damage creature. Only affects the side opposing the spell caster. Usable by Red Robes only. -={Fourth Level Mage Spells}=- [Bestow Curse] reduces the targets THAC0 and saving throws by four. Usable by White Robes only. [Charm Monster] changes the target's allegiance in combat. It will work on any living creature. The spell affects 2-8 first level targets 1-4 second level targets, 1-2 third level targets or one target of fourth-level or above. Usable by White Robes only. [Confusion] affects 2-16 targets. Each target must make a saving throw each round or stand confused, become enraged, flee in terror or go berserk. Confusion is most effective when used against a large number of enemies. Usable by White Robes only. [Dimension Door] allows the mage to teleport himself to another point on the battlefield within his line of sight and the range of the spell. Mages can use it for quick escapes. Fighter/mages use the "Door" to reach the opposition's rear area. Usable by Red Robes only. [Fear] causes all within its area to flee. Usable by Red Robes only. [Fire Shield] protects the mage so that any creature who hits the mage in melee does normal damage, but takes twice that damage in return. The shield may be attuned to heat attacks or cold attacks. The mage takes half damage (no damage if he makes his saving throw) and has his saving throw against the opposite form of attack improved by two. He takes double damage from the form of attack the shield is attuned to. Usable by both Red and White Robes. [Fumble] causes the target to be unable to move or attack. IF the target makes his saving throw, he is affected by a slow spell. Usable by White Robes only. [Ice Storm] does 3-30 HP to all targets within its area. There is no saving throw. This spell will inflict damage on opponents protected by Minor Globes of Invulnerability. Usable by both Red and White Robes. [Minor Globe of Invulnerability] protects the caster from incoming first, second or third-level spells. The Globe is very effective when used in combination with Fire Shield. Usable by White Robes only. [Remove Curse] removes the effects of a Bestow Curse removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. Usable by White Robes only. -={Fifth Level Mage Spells}=- [Cloudkill] is similar to the Stinking Cloud spell, except that its are of effect is larger and it will kill weaker monsters. Stronger monsters may be immune to the spell. Usable by both White and Red Robes. [Cone of Cold] fires a withering cone shaped blast of cold. The spell's range and damage increases with the caster's level. Usable by both White and Red Robes. [Feeblemind] causes targets who fail their saving throw to drop dramatically in intelligence and wisdom and become unable to cast spells. A Heal spell must be cast on the victim to recover from the effect. Usable by White Robes only. [Fire Touch] creates a blazing aura around the recipient. This aura adds 2-12 points of extra fire damage to all of the recipient's attacks. Usable by Red Robes only. [Hold Monster] is similar to Hold Person, except it affects a wider variety of creatures. Usable by White Robes only. [Iron Skin] causes the mage's skin to become extremely tough and damage resistant. The mage's AC is reduced by four. Usable by Red Robes Only. -={Sixth Level Mage Spells}=- [Death Spell] kills opponents instantly and irrevocably. The spell will kill a greater number of weak opponents than strong. Powerful opponents may be immune. Usable by both Red and White Robes. [Disintegrate] destroys one target. Some creatures with an innate magic resistance may avoid the effects of the spell, while most must make a saving throw to survive. Usable by Red Robes only. [Flesh to Stone] causes the target to make a saving throw or be turned into stone. Usable by Red Robes only. [Globe of Invulnerability] protects against first to fourth level spells. Usable by White Robes only. [Stone to Flesh] counters the effects of a Flesh to Stone spell. Characters may not survive the shock of being restored to flesh. System shock survival is based on a character's constitution. Usable by Red Robes only. -={Seventh Level Mage Spells}=- [Delayed Blast Fireball] is a more powerful version of the third level spell and will penetrate a Minor Globe of Invulnerability. Usable by both White and Red Robes. [Mass Invisibility] is identical to the Invisibility spell, except that it affects several targets at once. This can be a valuable spell to cast before a known encounter. Usable by Red Robes only. [Power Word, Stun] causes one creature to be stunned--reeling and unable to think or act effectively. The weaker the target, the longer it will be stunned. This is a very powerful spell and it automatically affects any creatures who do not have magical immunities. Usable by both White and Red Robes. -={Eighth Level Mage Spells}=- [Mass Charm] is similar to the fourth-level spell, except it affects a much larger number of targets. Usable by White Robes only. [Mind Blank] is a powerful protective spell. The recipient of this spell is totally protected from spells that attack a character's mind or will, such as Charm or Feeblemind. Usable by White Robes only. [Power Word, Blind] will strike some targets instantly blind. Usable by both White and Red Robes. =========================[CREATURES OF KRYNN]=========================== Refer to creature scans named creats*.gif '*' = 1 to 10 -=-=-=-=-=-=-=-=-=-=-=-=-LEVEL ADVANCEMENT TABLES-=-=-=-=-=-=-=-=-=-=-=-=-=- The following charts show the number of experience points a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and Thieves can never memorize spells. Remember: All experience earned by multiple-class characters is divided evenly among all characters, even after character has reached maximum level in a class. -={Cleric of Good}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 5 6 ===== ========== ==== ========================== 1 2,000-3,999 2d8 1 - - - - - 2 4,000-7,499 3d8 2 - - - - - 3 7,500-15,249 5d8 2 1 - - - - 4 15,250-24,999 5d8 2 2 - - - - 5 25,000-39,999 6d8 3 3 1 - - - 6 40,000-89,999 7d8 3 3 2 - - - 7 90,000-159,999 8d8 3 3 2 1 - - 8 160,000-249,999 9d8 3 3 3 2 - 9 250,000-499,999 9d8+1 4 4 3 2 1 - 10 500,000-749,999 9d8+2 4 4 3 3 2 - 11 750,000-999,999 9d8+3 5 4 4 3 2 1* 12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2 13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2 14 1,500,000+ 9d8+6 6 6 6 5 3 2 *Usable only by clerics of 17 or greater wisdom -={Cleric Of Neutrality}=- Hit Clerical Spells Per Level Level Experience Dice 1 2 3 4 5 6 7 ===== ========== ==== =============================== 1 1,500-2,999 1d8 2 - - - - - - 2 3,000-5,999 2d8 2 1 - - - - - 3 6,000-12,999 3d8 3 2 1 - - - - 4 13,000-27,499 4d8 4 2 2 - - - - 5 27,500-54,999 5d8 4 3 2 - - - - 6 55,000-109,999 6d8 4 3 2 1 - - - 7 110,000-224,999 7d8 4 4 3 1 - - - 8 225,000-449,999 8d8 4 4 3 2 - - - 9 450,000-674,999 9d8 5 4 3 2 1 - - 10 675,000-899,999 9d8+1 5 4 3 3 2 - - 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1* - 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1** 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1 14 1,575,000+ 9d8+5 6 6 6 6 4 2 1 -={Cleric Wisdom Bonus}=- Cleric's Bonus Spells Wisdom 1 2 3 4 5 ======== ====================== 9-12 - - - - - 13 +1 - - - - 14 +2 - - - - 15 +2 +1 - - - 16 +2 +2 - - - 17 +2 +2 +1 - - 18 +2 +2 +1 +1 - Note that these bonus spells are only availabe when the cleric is entitled to spells of the applicable level. For example, an 6th-level cleric of Good with Wisdom of 18 can memorize the following spells: Number of Spells Per Level 1 2 3 4 5 ====================== 6th-Level Cleric of Good with 18 wisdom 5 5 3 - - -={Fighter}=- Hit Level Experience Dice ===== ========== ==== 1 0-2000 1d10 2 2,001-4,000 2d10 3 4,001-8,000 3d10 4 8,001-18,000 4d10 5 18,001-35,000 5d10 6 35,001-70,000 6d10 7 70,001-125,000 7d10 8 125,001-250,000 8d10 9 250,001-500,000 9d10 10 500,001-750,000 9d10+3 11 750,001-1,000,000 9d10+6 12 1,000,001-1,250,000 9d10+9 13 1,250,001-1,500,000 9d10+12 14 1,500,001+ 9d10+15 -={Knight Of The Crown}=- Level Experience Hit Dice ===== ========== ======== 1 2,500-4,999 2d10 2 5,000-9,999 3d10 3 10,000-18,499 4d10 4 18,500-36,999 5d10 5 37,000-84,999 6d10 6 85,000-139,999 7d10 7 140,000-219,999 8d10 8 220,000-299,999 9d10 9 300,000-599,999 10d10 10 600,000-899,999 10d10+2 11 900,000-1,199,999 10d10+4 12 1,200,000-1,499,999 10d10+6 13 1,500,000-1,799,999 10d10+8 14 1,800,000+ 10d10+10 -={Knight of The Sword}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 5 6 ===== ========== ==== =========================== 3 12,000-23,999 4d10 - - - - - - 4 24,000-44,999 5d10 - - - - - - 5 45,000-94,999 6d10 - - - - - - 6 95,000-174,999 7d10 1 - - - - - 7 175,000-349,999 8d10 2 - - - - - 8 350,000-699,999 9d10 2 1 - - - - 9 700,000-1,049,000 10d10 3 2 - - - - 10 1,050,000-1,399,999 10d10+2 4 2 - - - - 11 1,400,000-1,749,999 10d10+4 4 2 1 - - - 12 1750,0000-2,099,999 10d10+6 5 3 1 1 - - 13 2,100,000-2,449,999 10d10+8 6 4 1 1 1 - 14 2,450,000+ 10d10+10 7 5 2 1 1 1 -={Knight of the Sword}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 5 6 ===== ========== ==== =========================== 4 27,000-59,999 5d10 - - - - - - 5 60,000-124,999 6d10 - - - - - - 6 125,000-199,999 7d10 1 - - - - - 7 200,000-424,999 8d10 2 - - - - - 8 425,000-799,999 9d10 2 1 - - - - 9 800,000-1,499,999 10d10 3 2 - - - - 10 1,500,000-1,999,999 10d10+2 4 2 - - - - 11 2,000,000-2,499,999 10d10+4 4 2 1 - - - 12 2,500,000-2,999,999 10d10+6 5 3 1 1 - - 13 3,000,000-3,499,999 10d10+8 6 4 1 1 1 - 14 3,500,000+ 10d10+10 7 5 2 1 1 1 -={White Robe Mage}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 5 6 7 8 ===== ========== ==== ===================================== 1 2,500-4,999 1d4 1 - - - - - - - 2 5,000-9,999 2d4 2 - - - - - - - 3 10,000-19,999 3d4 2 1 - - - - - - 4 20,000-37,999 4d4 3 2 1 - - - - - 5 38,000-54,999 5d4 4 3 1 - - - - - 6 55,000-99,999 6d4 4 3 2 - - - - - 7 100,000-199,999 7d4 4 3 2 1 - - - - 8 200,000-399,999 8d4 4 3 3 2 - - - - 9 400,000-599,999 9d4 4 3 3 2 1 - - - 10 600,000-799,999 10d4 5 4 3 2 2 1 - - 11 800,000-999,999 10d4+1 5 4 4 3 3 2 - - 12 1,000,000-1,249,999 10d4+2 5 4 4 4 4 2 1 - 13 1,250,000-1,499,999 10d4+3 5 5 5 4 4 2 1 1 14 1,500,000+ 10d4+4 5 5 5 4 4 2 2 1 -={Red Robe}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 5 6 7 8 ===== ========== ==== ===================================== 1 2,500-4,999 1d4 1 - - - - - - - 2 5,000-9,999 2d4 2 - - - - - - - 3 10,000-17,999 3d4 2 1 - - - - - - 4 18,000-35,999 4d4 3 2 1 - - - - - 5 36,000-49,999 5d4 4 3 1 - - - - - 6 50,000-89,999 6d4 4 3 2 - - - - - 7 90,000-179,999 7d4 4 3 2 1 - - - - 8 180,000-349,999 8d4 4 3 3 2 - - - - 9 350,000-499,999 9d4 4 3 3 2 1 - - - 10 500,000-699,999 10d4 5 4 3 2 2 1 - - 11 700,000-899,999 10d4+1 5 4 4 3 3 2 - - 12 900,000-1,099,999 10d4+2 5 4 4 4 4 2 1 - 13 1,100,000-1,299,999 10d4+3 5 5 5 4 4 2 1 1 14 1,300,000+ 10d4+4 5 5 5 4 4 2 2 1 -={Paladin}=- Hit Clerical Spells per Level Level Experience Dice 1 2 3 4 ===== ========== ==== ================= 1 0-2,750 1d10 - - - - 2 2,751-5,500 2d10 - - - - 3 5,501-12,000 3d10 - - - - 4 12,001-24,000 4d10 - - - - 5 24,001-45,000 5d10 - - - - 6 45,001-95,000 6d10 - - - - 7 95,001-175,000 7d10 - - - - 8 175,001-350,000 8d10 - - - - 9 350,001-700,000 9d10 1 - - - 10 700,001-1,050,001 9d10+3 2 - - - 11 1,050,000-1,400,000 9d10+6 2 1 - - 12 1,400,001-1,750,000 9d10+9 2 2 - - 13 1,750,001-2,100,000 9d10+12 2 2 1 - 14 2,100,001+ 9d10+15 3 2 1 - -={Ranger}=- Spells per Level Hit Druidic Magic-User Level Experience Dice 1 2 1 2 ===== ========== ==== =================== 1 0-2,250 2d8 - - - - 2 2,251-4,500 3d8 - - - - 3 4,501-10,000 4d8 - - - - 4 10,001-20,000 5d8 - - - - 5 20,001-40,000 6d8 - - - - 6 40,001-90,000 7d8 - - - - 7 90,001-150,000 8d8 - - - - 8 150,001-225,000 9d8 1 - - - 9 225,001-325,000 10d8 1 - 1 - 10 325,001-650,000 11d8 2 - 1 - 11 650,001-975,000 11d8+2 2 - 2 - 12 975,001-1,300,000 11d8+4 2 1 2 - 13 1,300,001-1,625,000 11d8+6 2 1 2 1 14 1,625,001+ 11d8+8 2 2 2 1 -={Thief}=- Hit Level Experience Dice ===== ========== ===== 1 0-1,250 1d6 2 1,251-2,500 2d6 3 2,501-5,000 3d6 4 5,001-10,000 4d6 5 10,001-20,000 5d6 6 20,001-42,500 6d6 7 42,501-70,000 7d6 8 70,001-110,000 8d6 9 110,001-160,000 9d6 10 160,001-220,000 10d6 11 220,001-440,000 10d6+2 12 440,001-660,000 10d6+4 13 660,001-880,000 10d6+6 14 880,001-1,100,000 10d6+8 15 1,100,001-1,320,000 10d6+10 16 1,320,001-1,540,000 10d6+12 17 1,540,001-1,760,000 10d6+14 18 1,760,001+ 10d6+16 Here is the key to the Map Pic 1) High Clerish Tower 2) Quazle 3) Graveyard 4) Dargaard 5) Kalaman 6) Cerberus 7) Dulcimer 8) Cekos 9) Vingaard 10) Throtl 11) Turet 12) Gargath Outpost -=-=-=-=-=-=Spell Charts for The Death Knights of Krynn-=-=-=-=-=- -={Spell Parameters Table}=- When: Duration: Cmbt=Combat only spell r=combat rounds Camp=Camp only spell t=turns Both=Camp or Combat spell /lvl=per level of caster Rng: targets=aim at each target. T=Touch Range Robe (Mages spell only) dia=diameter White=Can only be cast by White Robes rad=radius Red=Can only be cast by Red Robes All=All characters in combat Both=Can be cast by both #=Number of targets #s=Number of squares -={1st-level Clerical Spells}=- Spell Name When Rng Area Duration ========== ==== === ==== ======== Bless Both 6 5 dia 6r Cure Light Wounds Both T 1 - Detect magc Both 3 1 1t Protection from Evil Both T 1 3r/lvl Resist Cold Both T 1 1t/lvl -={2nd-Level Clerical Spells}=- Find Traps Camp 3 1 3t Hold Person Cmbt 6 1-3 4r+1/lvl Resist Fire Both T 1 1t/lvl Silence 15'Radius Cmbt 12 3 dia 2r/lvl Slow Poison Camp T 1 1 hour/lvl Snake Charm Cmbt 3 All 5-8r Spiritual Hammer Cmbt 3 1 1r/lvl -={3rd-Level Clerical Spells}=- Cure Blindness Both T 1 - Cure Disease Camp T 1 - Dispel Magic Both 6 3x3 s - Prayer Both 0 All 1t/lvl Remove Curse Both T 1 2r/lvl -={4th Level Clerical Spells}=- Cure Serious Wounds Both T 1 - Neutralize Poison Both T 1 - Poison Cmbt T 1 - Protect from Evil 15' Both T 2 dia 1t/lvl Sticks to Snakes Cmbt 3 1 2r/lvl -={5th Level Clerical Spells}=- Cure Critical Wounds Both T 1 - Dispel Evil Cmbt T 1 1r/lvl Flame Strike Cmbt 6 1 - Raise Dead Camp 3 1 - -={6th Level Clerical Spells}=- Heal Both T 1 Permanent -={7th-Level Clerical Spells}=- Restoration Camp T 1 Permanent Resuraction Camp T 1 Permanent -={1st-Level Druidical Spells (For High-Level Rangers)}=- Cure Light Wounds Both T 1 - Detect Magic Both 4 1 12r Entangle Cmbt 8 4 dia 1t Faerie Fire Cmbt 8 8 dia 4r/lvl Invisibility to Animals Both T 1 1t+1r/lvl -={2nd-Level Druidical Spells (For High-Level Rangers)}=- Barkskin Both T 1 4r+1/lvl Charm Person/Mammal Cmbt 12 1 - Spell Name When Rng Area Duration Robe ============================================================================ -={1st-Level Mage Spells}=- Burning Hands Cmbt T 3 s - Both Charm Person Cmbt 12 1 - Both Detect Magic Both 6 1 2r/lvl Both Enlarge Both .5/lvl 1 1t/lvl Both Friends Cmbt 0 All 1r/lvl Both Magic Missile Cmbt 6+lvl 1 - Both Protect from Evil Both T 1 2r/lvl Both Read Magic Camp 0 1 2r/lvl Both Shield Cmbt 0 1 5r/lvl Both Shocking Grasp Cmbt T 1 - Both Sleep Cmbt 3+lvl 1-16 5r/lvl Both -={2nd-Level Mage Spells}=- Detect Invisibility Both 1/lvl 1 5r/lvl Both Invisibility Both T 1 - Red Knock Camp 6 1 s/lvl - Red Mirror Image Both 0 1 2r/lvl Red Ray of Enfeeblement Cmbt T 1+.25s/lvl 1r/lvl White Stinking Cloud Cmbt 3 2x2 s 1r/lvl Both Strength Camp T 1 6t/lvl Red -={3rd-Level Mage Spells}=- Blink Both 0 1 1r/lvl Red Dispel Magic Both 12 3x3 s - White Fireball Cmbt 10+lvl 2/3 rad - Both Haste Both 6 4x4 s 3r+1/lvl Red Hold Person Cmbt 12 1-4 2r/lvl White Invisibility 10'Radius Both T 2 dia - Red Lightning Bold Cmbt 4+lvl 4,8 - Both Protect from Evil 10'Rad Both T 2 dia 2r/lvl White Protect from Nrml Misl. Both T 1 1t/lvl White Slow Cmbt 9+lvl 4x4 s 3r+1/lvl Red -={4th-Level Mage Spells}=- Bestow Curse Cmbt T 1 1t/lvl White Charm Monster Cmbt 6 1 - White Confusion Cmbt 12 2-16 2r+1/lvl White Dimension Door Cmbt 0 1 - Red Fear Cmbt 0 6x3 cone 1r/lvl Red Fire Shield (2 Types) Both 0 1 2r+1/lvl Both Fumbe Cmbt 1/lvl 1 1r/lvl White Ice Storm (Dmg only) Cmbt 1/lvl 4 dia - Both Min Globe of Invlnrblty. Both 0 1 1r/lvl White Remove Curse Both T 1 - White -={5th-level mage spells}=- Cloudkill Cmbt 1 3x3 s 1r/lvl White Cone of Cold Cmbt 0 .5 s/lvl cone - Both Feeblemind Cmbt 1/lvl 1 - White Fire Touch Both T Special 1r/lvl Red Hold Monster Cmbt .5/lvl 1-4 1r/lvl White Iron Skin Both 0 Special 1r/lvl Red -={6th-Level Mage Spells}=- Death Spell Cmbt 1 .5 s/lvl Instant Both Disintegrate Cmbt .5/lvl Special Instant Red Globe of Invlnrblty. Both 0 1 1r/lvl White Stone to Flesh Both 1/lvl 1 Permanent Red Flesh to Stone Cmbt 1/lvl 1 Permanent Red -={7th-Level Mage Spells}=- Delayed Blast Fire Ball Cmbt 10+1/lvl 2 rad Special White Mass Invisibility Both 1/lvl Special Special Red Power Word, Stun Cmbt .5/lvl 1 Special Both -={8th-Level Mage Spells}=- Mass charm Cmbt .5/lvl Special Special White Mind Blank Both 3 1 1 day White Otto's Irresistble Dance Cmbt 1t 1 2-5 r White Power Word, Blind Cmbt .5/lvl 3 dia Special Both **STRENGTH TABLE: ABILITY ADJUSTMENTS** Ability THAC0 Damage Weight Allowance Score Bonus Adjustment (in steel pieces) 3 -3 -1 -350 4-5 -2 -4 -250 6-7 -1 none -150 8-9 normal none normal 10-11 normal none normal 12-13 normal none +100 14-15 normal none +200 16 normal +1 +350 17 +1 +1 +500 18 +1 +2 +750 *18/01-50 +1 +3 +1,000 *18/51-75 +2 +3 +1,250 *18/76-90 +2 +4 +1,500 *18/91-99 +2 +5 +2,000 *18/100 +3 +6 +3,000 *Bonuses available to figher classes only (Fighter, Paladin, Knight, Ranger). **DEXTERITY TABLE:** **CONSTITUTION TABLE: ABILITY** ABILITY ADJUSTMENTS Reaction/ Ability Missile AC Ability Hit Point Resurrection Score Bonus Bonus Score Adj. Survival(%) ------------------------- -------------------------------- 3 -3 +4 3 -2 40 4 -2 +3 4 -1 45 5 -1 +2 5 -1 50 6 0 +1 6 -1 55 7 0 0 7 0 60 8 0 0 8 0 67 9 0 0 9 0 70 10 0 0 10 0 76 12 0 0 11 0 80 13 0 0 12 0 85 14 0 0 13 0 90 15 0 -1 14 0 92 16 +1 -2 15 +1 94 17 +2 -3 16 +2 96 18 +3 -4 17 +2(+3)* 98 18 +2(+4)* 100 *Bonus applies only to fighters; all other classes may be given a max HP bonus adj. from constitution +2. **BONUS ATTACKS FOR HIGH LEVEL FIGHTERS** Class Level Attack/Round ------------------------------------- Fighter 1-6 1/1 Kinght 1-6 1/1 Paladin 1-6 1/1 Ranger 1-7 1/1 Fighter 7-12 3/2 Knight 7-12 3/2 Paladin 7-12 3/2 Ranger 8-14 3/2 Fighter 13+ 2/1 Knight 13+ 2/1 Paladin 13+ 2/1 **RANGE OF ABILITY SCORES BY RACE TABLE** Ability Score STR* INT WIS DEX CON CHA ------------------------------------------------------------------------- Humans 3-18(00) 3-18 3-18 3-18 3-18 3-18 [females] 3-18(50) 3-18 3-18 3-18 3-18 3-18 Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18 [females] 3-16 10-18 6-18 7-19 6-18 12-18 Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18 [females] 3-16 8-18 6-18 7-19 7-18 8-18 Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12 [females] 3-17 3-18 3-18 3-17 14-19 3-12 Mtn. Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 [females] 3-17 3-18 3-18 3-17 12-19 3-16 Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18 [females] 3-17 4-18 3-18 6-18 6-18 3-18 Kender [both] 6-16 6-18 3-16 8-19 10-18 6-18 **MAXIMUM LEVEL LIMITS BY RACE, CLASS, & PRIME REQUISITE** SILV. QUAL. HALF HILL MTN. CLASS ABILITY HUMAN ELVES ELVES ELVES DWARVES DWARVES KENDER ----------------------------------------------------------------------- Cleric Any 14 14 14 14 10 10 8 Fighter str 16- 14 10 14 9 14 14 5 str 17 14 10 14 9 14 14 - str 18+ 14 10 14 9 14 14 - Ranger str 16- 14 14 14 11 8 no 5 str 17 14 14 14 11 8 no - str 18+ 14 14 14 11 8 no - Knight Any 14 No No 10 no no no Paladin Any 14 12 No No no 8 no Mage Int 16- 14 14 14 10 no no no Int 17 14 14 14 10 no no no Int 18+ 14 14 14 10 no no no Thief Any 18 No 18 18 20 8 18 ********WEAPON TABLE******* Name Damage vs. Damage vs. Larger Number Class Man Sized Than Man Sized of Hands Axe, Battle 1-8 1-8 1 f Axe, Hand 1-6 1-4 1 f Bow, Long* 1-6 1-6 2 f Bow, Short* 1-6 1-6 2 f Bow, Comp. Long 1-6 1-6 2 f Bow, Comp. Short 1-6 1-6 2 f Club 1-6 1-3 1 f,cl,th Dagger 1-4 1-3 1 f,mu,th Dart 1-3 1-2 1 f,mu,th Flail 2-7 2-8 1 f,cl Halberd 1-10 2-12 2 f Hammer 2-5 1-4 1 f,cl Hoopak (melee) 3-8 3-6 2 ** special Hoopak (missle) 2-5 2-7 2 ** special Javelin 1-6 1-6 1 f Lght Crssbw 1-4 1-4 2 f Mace 2-7 1-6 1 f,cl Morning Star 2-8 2-7 1 f Pick, Military 2-5 1-4 1 f Pick, Awl 1-6 1-12 1 f Quarterstaff 1-6 1-6 2 f,cl,mu Scimitar 1-8 1-8 1 f,th Sling 1-4 1-4 1 f,th Sling, Staff 2-8 3-9 2 f,cl Spear 1-6 1-8 1 f Sword, bastard 2-8 2-16 2 f Sword, broad 2-8 2-7 1 f,th Sword, long 1-8 1-12 1 f,th Sword, short 1-6 1-8 1 f,th Sword, 2-handed 1-10 3-18 2 f Trident 2-7 3-12 1 f +Polearm *Must have rfeady arrows to fire. Two attacks per round #Must have ready quarrels to fire. One attack per round **Only Usable by kender characters. f=fighter (inclueds knights, ranger, paladin) cl=cleric, th=thief, mu=magic-user *****************ARMOR TABLE************************* ARMOR TYPE WT in SP. AC MAXIMUM MOVEMENT None 0 10 - Shield 50 ** - Leather 150 8 12 squares Ring 250 7 9 squares Scale 400 6 6 Chain 300 5 9 Banded 350 4 9 Plate 450 3 6 X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X