===> BARD'S TALE III: Thief of Fate <=== [< PREFACE >] As I lay dying... I pray my body does not fail me before I am able to complete this most important missive. I pray as well that, somehow, the heroes who once before saved Skara Brae will find this accounting and act upon it. I leave this record so those who come after will know what horrors that the Mad God Tarjan has perpetrated, and so that they will not be lulled into believing that Skara Brae was his sole target. How can I describe that day. May, it did not begin like all others for on that day we celebrated the victory over Mangar that had so recently liberated our city. Bards from the world arrived in Skara Brae to play and herald the brave deeds of those heroes who saved us. The townspeople danced in the streets with happiness, and the great festival filled all with an overwhelming joy of life and renewed hope for the future. Then Mangar's Master, the The Mad God Tarjan, arrived to reduce our day of celebration into a day of mourning. His shadow sank the city into pitiless black oblivion. Foul creatures that had festered in his flesh like maggots burst forth to assault fair Skara Brae. People ran, but could not run swiftly enough to escape. Tarjan's minions left none untouched. Forgive the shakiness of my script, for life ebbs painfully from my body as I write. Tarjan, mocking my death curse, told me Skara Brae was barely one in a series of conquests he had long contemplated to complete his revenge. He laughed when I said heroes would come to destroy his mad plan, yet I sensed fear in his voice when I promised that the legendary Hawkslayer, and those who defeated Margar, would return again to triumph. As payment for my threat, he gave a swift twist of his jewelled sword into my belly. Tarjan must be stopped. Whosoever reads this, you must get word to the heroes. This will be their greatest challenge, for upon their efforts rests the fate of more than Skara Brae, more than the Six Cities of the plains. Their failure will mean the extinction of all life - save for the wretched Tarjan and his servile parasites. Pray for success...and life renewed. [< OBJECTIVES >] You must assemble a group of adventurers who will travel to the seven dimensions in search of the source of Skara Brae's destruction. Along the way, you'll gather words, spells, and items that will help you in your final battle against the repugnant Evil One. If you successfully destroy the Evil One, Skara Brae will be released from the bond of ruin. Using logic is he key to surviving in each of the dimensions. Let's say you're trekking around in some icy, arctic-like zone and a monstrous snow wolf steps onto your path, bares its teeth, and then proceeds to chew off your ankle. You have a bag of spells to chose from, but one type of spell would be 'especially' effective. (Hint: Trying to freeze the snow wolf in an ice storm is not the best choice.) Throughout the game, you'll need to make important decisions about how to accomplish certain tasks. You won't want to proceed in the usual 'Whatever Works' method. It will pay to think it out. [< PRE-BUILT PARTIES >] When you enter the Refugee Camp, you'll find a group of adventurers called INTERPLAYERS ready to do your bidding. They're not the most seasoned of adventurers, but they're good enough for you to sample Thief of rate with. Use these characters to find out how commands work, what different races and classes do, how it feels to get repeatedly attacked, in general, what the Realm is like. When you're ready, you can create your own characters. [< CREATING CHARACTERS >] I'm sure most of you know how to do this, so there's no need in the key pressing situation ... so listen up: RACES ----- HUMANS: Their strength and inventiveness make them one of the best survivors. Never lacking agression , they can handle themselves in just about any adverse setting. ELF: Fair of hair and skin, the Elves are slightly taller,faster, and more agile than humans. Although weaker, they make up for this by being more skilled in magical arts and war strategies. DWARF: Stout and short, these people are amazingly strong and healthy. Brightness, however, isn't a shining attribute of theirs. HOBBIT: The Hobbit is deft and clever, which are ideal traits for thieving. Their favorite boast is 'A locked door is soon no more.' HALF-ELF: The result of an Elf and Human 'friendship', Half-Elves acquire their fair and light skin from Elves, and their physical bulk from Humans. HALF-ORC: Orcs are the henchman of evil wizards who are capable of little more than following orders for physical dirty work. Half-Orcs are tempered with Human blood, so while they're still dangerous, they aren't completely mindless drones forever in search of necks to wrench. GNOME: Gnomes are much like Dwarfs, but a little more anti-social due to a deficit in beauty. Because they've spent so much time studying alone, Gnomes have developed a certain flair for magic. CHARACTER ATTRIBUTES --------- ---------- As you create your characters, these attributes appear above the race categories at the top of the screen. They're your character's vital statistics. These values will determine how successful your character performs in his or her class (or 'profession'). STRENGTH (ST): Nobody really wishes to be light on might, but strength is especially important to fighters. INTELLIGENCE (IQ): If you won't have brawn, then you better have the brains. Magicians get bonus spell points for high intelligence scores. DEXTERITY (DX): This helps determine how fleet of feed and nimble of hand you'll be. A high score makes you harder to hit, and helps you land the first blow. For Rogues, the higher this value, the less likely they'll get their fingers snapped off in traps. CONSTITUTION (CN): This represents your overall health. The higher this is, the more damage your opponent must inflict on you before you need to start thinking about death. Should you be blessed with strong constitution, you will get bonus hit points. LUCK (LK): Luck is ambiguous and unpredictable; you never know what alliance it has made with fate. One thing is known about luck: lucky souls are more likely to resist evil magic and avoid traps. CLASSES ------- No one class, or profession, is nobler than the next. As the mix of strings on the Bard's mandolin makes for a richer sound, so will a mix of calls make for a richer journey. Create a party with no Rogues or Bards, and you'll have nobody to steal flowers for your grave and sing at your funeral. While there are 13 classes to put your choosing, only eight are available to the first-time adventurer. WARRIOR: It's a rare weapon that this king of fighters can't handle. Warriors gain an extra attack capability for every four levels of experience after the first; a reward for becoming more adept in battle. PALADIN: This fighter swears to battle all evil and uphold honor and purity. Due to their virtuous nature, the Paladin can handle some enchanted weapons that other can't and also have greater resistance to spells cast on them. HUNTER: These are the skilled assassins. Their combat approach is to aim for the vital organs or nerve center and do away with the opponent with as little swordplay as possible. MONK: These are no ordinary, somber, brown-robed, porridge eaters. Monks are actually adept fighters skilled in the ways of martial arts. While Monks with more experience prefer to fight with their bare hands, they can also use traditional weapons. A Monk's armor class improves as he or she gains levels. BARD: Any Bard will tell you that music can do more than sooth the savage beast. The Bard can do a number of things from creating light to regenerating spell points with a mere stroke of strings. ROGUE: This dexterous thief makes a living out of picking locks and neutralizing traps. If you plan on traveling without a Rogue, prepare to pay a high physical price for your spoils. A Rogue also has the ability to identify mysterious items. And perhaps most important, a Rogue can be an excellent killer due to his or her ability to sneak up close to an opponent before he or she attacks...and you'll soon find out just how important this thief is to your fate. CONJURER: Conjurers have the ability to heal wounds and create physical phenomena like fire and light. MAGICIAN: A Magician's specialty is to change the properties of physical objects, such as enchanting a sword, turning an enemy to stone, or making a dungeon wall vanish. SORCERER: These mages have weighty illusions, ones that a newly-made character surely couldn't handle. You must know at least three spell levels from the Magician and Conjurer classes. WIZARD: Rumor of the Real is that these mages have the power to summon and bind creatures of the supernatural, creatures who react foully to being dragged out of their worlds on someone else's whim. ARCHMAGE: Archmages must have mastered all the spells of any three magic classes. With this hefty experience requirement, Archmages are undoubtedly the most auspicious among those who cast spells for a living. GEOMANCER: Fighters who want to convert to a life of a magic can become Geomancers. Once they choose to change, they can still use the armor, weapons, and magic items that the fighter can use. Beware: Bards lose their songs, Warriors lose their multiple attacks, Hunters lose their critical hit ability, and Monks lose their armor class bonus and multiple attacks. It's part of the trade off. CHRONOMANCER: Chronomancers are the travel experts of the magic users. Before becoming one, a magic user must master all the spells of any three mage classes. An once you become a Chronomaster, you lose the power to use all the spells you previously learned. It may sound unfair, but the Chronomancer needs to focus all of his or her attention on the important dimensions teleport spells. Don't think you can get around without this spellcaster, because you can't. SPECIAL CHARACTER TIPS FROM THE REFUGEE CAMP ------- --------- ---- ---- --- ------- ---- * Don't worry about losing a level 1 character; just make another one if he or she dies. However, when your characters reach level 3, regularly back up your character disk with your favorite disk copy utility or prepare to shed tears over a lost character. * If your favorite character is killed, you can resurrect him or her with magic, or with gold if you can find a shrine that raises the dead. You can also turn off the computer, reboot, and reload your party from the point where you last saved them to disk (which means all of the characters lose any gold or experience points they may have earned since the last time you saved them.) Or, you can delete the dead character from your main character disk, and replace that character from your backup disk. * When you roll for attributes, shoot for 16's, 17's, and 18's since they can make a big difference. For example, high dexterity gives you bonus armor protection and first strike capabilities; luck often lets your survive if you accidentally spring a trap; constitution provides all characters with extra hit points; and high intelligence gives mages bonus spell points in later turns. * Certain races rely on certain attributes being strong. A mage who is strong but not intelligent is at a far greater disadvantage at an opposite attribute... being weak but with high intelligence. * Develop a Sorcerer quickly to use in the dungeons. Wizards, too, are important because they can summon extremely powerful special members . Work toward Archmagedom. You'll also need to prepare at least one character for the role of Chronomancer. * Experiment with Hunters. They can often kill superior monsters quickly because of their critical hit capabilities. Rogues also have excellent critical hit abilities, but only when they hide in the shadows. And don't dismiss the Monk as lightweights best left chanting in the monastery; after the sixth level, they're probably the best fighters of all the classes. * You can always enlist the services of special members and save them to your party. * Beware of certain magic squares. Keep an eye on your character's statistics while exploring. If you see that your character's spell or hit points are dropping for no apparent reason, your character is probably on a magic square that drains power - jump off the square before he or she is sapped of all strength. [< SPECIAL CHARACTERS >] You may meet special characters during your travels, or summon them with a spell or magic article (the summoned characters are also known as illusionary characters). You can invite as many of these special characters to join your party-granted you have the space in your party. You can save special characters to disk once you return to the Refugee Camp. Special characters choose their own method of attack and usually go after the first group of monsters that you party if facing. Illusionary characters disappear from the party ranks when they are killed or when a foe disbelieves its existence. If a nonillusionary special characters is attacked by another party member for any reason, the special character immediately turns hostile and fights until defeated. Dead special characters can be resurrected and healed just like your regular characters. Special characters can carry items for your party, but they can't find them or use them. Only the characters you made are capable of this. When special members are killed, anything they were carrying disappears, so don't have them carry your favorite family heirloom. [< MOVING UP IN LEVELS >] All newly-made characters start out as level one. As you adventure, fight, and gain experience, you can go up in levels. The higher your level, the better you'll perform in the profession you choose: magic users cast more spells, fighters fight more skillfully, thieves steal more successfully, and so on. To advance, you must go to the Review Board where the Old Man will review your accomplishments and let you know if you are fit for advancement... [Art possibly?] Spellcasters need to advance in levels to acquire more spells. What spellcasters would wish to dedicate years of study only to dabble in the same handful of tepid spells all of their lives? The following tables shows at what level spellcasters can use certain level spells. For instance, a Wizard with an experience level of 3 can only use spells up to the second level. Spellcasters have seven spell levels that they can acquire. EXPERIENCE LEVEL/SPELL LEVEL 1/1 8/4 2/1 9/5 3/2 10/5 4/2 11/6 5/3 12/6 6/3 13+/7 7/4 You can advance to a new, more powerful mage class once you learn enough spells from enough mage classes. Just how many spells and just which mage classes you must learn depend on which mage class you want to advance to. When you go to the Review Board, you'll find out exactly which classes you can advance to at that time. For those seeking to change classes, your experience points will reset to zero, but your other attributes such as hit points, spell points, and gold remain unaffected. A warning to magic users: once you advance to a new mage spells, you don't get the chance to learn the magic classes and spell levels that you skipped. For instance, if you become an Archmage without having studied the Sorcerer spells, you cannot go back to learn those Sorcerer spells. [< PLACES >] Despite the fact that much of the Realm was crushed, some places still do stand. The Scrapwood Tavern, for one, still does good business. [< REFUGEE CAMP >] Once, there was a home to travelers called the Adventurer's Guild. Wayfarers stopped there when they wanted to slake a thirst, engage in merriment, or just rest their weary feet. Now that the plague has descended and Skara Brae has been shattered, the Refugee Camp serves as the gathering points for travelers. Although lacking the niceties of the Adventurer's Guild (tables, heating, vermin free bedding), you can still do the same things in the Refugee Camp. Come here to create characters, form a party, and save characters to disk. This is where you will begin every game and where you will be returned should all your party perish during the quest. [< SCRAPWOOD TAVERN >] Drink up! This is the only tavern in the vicinity. You may want to fill up with a wineskin here so your Bard will not have to go thirsty in some of the more inhospitable, tavernless areas. While you're here, ask the barkeep how things are going... [< PLACES NO MORE >] In the previous scenarios of Bard's Tale, you may of found places like Roscoe's Energy Emporium, temples, casinos, but... here, you may not be so fortunate. So you may have to search out for alternatives, if there are any. [< REVIEW BOARD >] Once, this housed the representatives from each of the ten different classes from all over the Realm. They were responsible for advancing adventurers with enough experience points to higher levels. During the dark days, all fled or perished in the attempt. Now, the Old Man sits on the Board, and he alone will answer to your call for advancement [Art, again in aid.] [< MORE TIPS FROM THE REFUGEE CAMP - PLACES >] * Your first adventure should be in the Mad God's dungeon in Skara Brae. Here you'll build your savvy for fighting, spellcasting, and adventuring. * Avoid potential traps. Use the Trap Zap spell when in doubt. It will disarm any trap, including the Gas Cloud trap, famous for its toxic fumes. ================================================================================= The Bard's Tale III - The Thief of Fate Book of Spells Declarations ------------ Range of effectiveness View........Line of sight. ##'.........Anything in the direction the spellcaster is facing for the number of feet specified by '##'. Wall........A wall in the direction the spellcaster faces. Level.......The entire level your party is on. 1 Object....A single object 1 Foe.......A single monster, regardless of the numberyour party faces. Group.......One of up to four monster groups. All Foes....All the monsters your party faces. Char........The party member (character) you designate. Special.....The special character you designate. °°..........Hits with full effectivness up to the listed range, and at reduced effectiveness when it hits at double the listed range. N/A.........Not applicable; used where range is not a factor in the spell. Duration Combat......Until combat ends. 1 Move......Exactly one move. 1 Round.....The entire round of combat. Short.......A few minutes only. Medium......Several minutes. Long........Twice as long as short spells. Indef.......Until the party enters the Refugee Camp or an anti magic zone. Misc........Has multiple or variable ranges. N/A.........Not applicable. Mage Class Level #: CODE COST RANGE DURATION Spell Name - Description ----------------------------------------------------------------------------- Conjurer -------- Level 1: MAFL 2 View Medium Mage Flame - A small flame, illuminating the immediate area. ARFI 3 1 Foe/10' N/A Arc Fire - Fiery blue flames from the spellcasters hands inflict 1 to 4 damage points depending on the Conjurer's level. TRZP 2 30' N/A Trap Zap - Disarms any trap within 30'. Level 2: FRFO 3 Group Combat Freeze Foes - Binds your enemies in a magical force making them an easy target. MACO 3 N/A Medium Kiel's Magic Compass. WOHL 3 Char N/A Word of Healing - Heals a member from 4 to 16 points of damage. Level 3: LERE 5 View Long Lesser Revelation - An extended Mage Flame that also reveals secrte doors. LEVI 4 Party Short Levitation - Partially nullifies gravity, letting your paty float over traps, or up and down through portals. WAST 5 Group/20' N/A Warstrike - An electric spell where a stream of energy shhots from the spellcaster's hands inflicting 5 to 20 damage points. Level 4: INWO 6 Party N/A Elik's Instant Wolf - Summons a giant and extremely fierce wolf to join your party. FLRE 6 Char N/A Flesh Restore - A Healing spell that restores 10 to 40 damage points. Level 5: GRRE 7 View Long Greater Revelation - Operates like Lesser Revelation but illuminates a wider range for a longer period of time. SHSP 7 Group/30'/°° N/A Shock Sphere - Creates a large Globe of intense electrical energy that envelopes a group of enemies and inflicts 10 to 40 damge points. Level 6: FLAN 9 Group N/A Flesh Anew - Works like Flesh Restore, but affects every member of the party. MALE 8 Party Indef Operates like Levitation but lasts infinite. Level 7: REGN 12 Char N/A Regeneratin - A health spell that revives all the hit points for one lucky party member. APAR 15 Party N/A Aport Arcane - Teleports the party within a dungeon to any location that's not protected by a teleport shield. FAFO 18 Group N/A Far Foe - Pushes a group of foes 40 feet further away from your party, up to a total distance of 90 feet. INSL 12 Party N/A Elik's Instant Slayer - Materializes a slayer who joins your party. Magician -------- Level 1: VOPL 3 Char Combat Vorpal Plating - Causes the weapon (or hands) of a party member to emit a magical field that inflicts 2 to 8 points of additional damage. QUFI 3 Char N/A Quick Fix - Regenerates 8 hit points for a character, up to the character's max. hit point level. SCSI 2 Party N/A Scry Site - Causes a dungeon wall or wilderness pathway to reveal the party's location. Level 2: HOWA 4 1 Foe/10' N/A Holy Water - Holy Water sprays from the spellcaster's fingers inflicting 6 to 24 points of damage on any foe of evil or supernatural origin. MAGA 5 Char Combat Mage Gauntlets - Makes the hands (or weapon) of a party member more deadly inflicting 4 to 16 points of additional damage. AREN 5 30' Short Area Enchant - Causes the dungeon walls within 30 feet (3 squares) to call out if the party is headed towards stairs. Level 3: MYSH 6 Party Medium Ybarra's Mystic Shield - Causes the air in front of the party to form an invisible shield that's as hard as metal. The shield moves with the party. OGST 6 Char Combat Oscon's Ogre Strength - Endows a specific party member with the strength of Elik's Ogre for the duartion of the battle. STFL 6 Group/40'/°° N/A Star Flare - An electrical spell that ignites the air around your enemies, scorching them for 10 to 40 damage points. Level 4: SPTO 8 1 Foe/70' N/A Spectre Touch - Drains a single creature of 15 to 60 damage points. DRBR 7 Group/30' N/A Dragon Breath - Lets the spellcaster belch a breath fire at a group of monsters, inflicting 8 to 64 damage points on each monster. Level 5: ANMA 8 Party Combat Anti-Magic - Causes the ground to absorb a portion of the spells cast at the party by monsters, giving the party a chance to escape unharmed. This spell also aids in disbelieving illusions and shielding against magical fires such as Dragon Breath GIST 10 Party Combat Giant Strength - Instills tremendous power in your party, increasing their strike ability by 10. Level 6: PHDO 10 Wall 1 Move Phase Door - Vaporizes any wall that's not protected by an Anti-Phase Door aura or spell into air. YMCA 10 Party Indef Ybarra's Mystical Coat of Armor - Works like MYSH but lasts indefinitely. Level 7: REST 25 Party N/A Restoration - Regenerates the body of every party member to perfect condition; even cures poison or insanity. DEST 16 1 Foe/10' N/A Death Strike - Instantly kills a selected enemy, wich certainly categorizes this spell as one that doesn't fool around. ICES 11 Group/50' N/A Ice Storm - Pummels a group of monsters with chunks of ice, causing 20 to 80 points of damage. STON 20 Char N/A Stone to Flesh - Takes a character who has been turned to stone and restores him to his natural flesh state. Sorcerer -------- Level 1: MIJA 3 1 Foe/40'/°° N/A Mangar's Mind Jab - Casts a concentrated blast of electrical energy at one opponent, inflicting 2 to 8 points of damage for each experience level of the caster. PHBL 2 Party Combat Phase Blur - Causes the entire party to become blurry in the eyes of the enemy, making your party tougher to strike. LOTR 2 30' Short Locate Traps - Heightens the spellcaster's awareness for trap detecting. Works for 30' in the direction that the spellcaster is facing. Level 2: DISB 4 Party N/A Disbelieve - Reveals an attacking illusion for the true nonphysical object that it is, causing it to vanish. WIWA 5 Party N/A Wind Warrior - Creates the illusion of a battle-ready ninja in the ranks of your party. The illusionary ninja will fight until defeated or disbelieved. FEAR 4 Group Combat Word of Fear - An incantation that causes a group of enemies to quake in fear, thus reducing their ability to attack and inflict damage. Level 3: WIOG 6 Party N/A Wind Ogre - Like Elik's Instant Ogre, it summons a mean illusionary ogre to join the fray. INVI 6 Party Combat Kylearan's Invisibility Spell - Invoke this spell to render the entire party nearly invisible to the enemy. SESI 6 30' Medium Second Sight - Heightens awareness so the spellcaster can detect all traps and tricks that lie directly ahead. Level 4: CAEY 7 View Indef Cat Eyes - Endows the entire Party with perfect night vision for an indefinite period of time. WIDR 12 Party N/A Wind Dragon - Creates the illusion of a Red Dragon to join the ranks of your party. Level 5: DIIL 8 All Foes Combat Disrupt Illusion - Destroys any illusions among the ranks of the enemy and prevents new illusionsfrom appearing. MIBL 10 All Foes/30/°° N/A Mangar's Mind Blade - An electric spell that strikes every opposing group within the range with an explosion of energy capable of inflicting 25 to 100 damage points. Level 6: WIGI 11 Party N/A Wind Giant - Creates an illusionary elemental giant that joins your party and fights up a storm. SOSI 11 30' Indef Sorcerer Sight - Operates like Second Sight but lasts indefinitely. Level 7: RIME 20 All Foes/40' N/A Rimefang - Rakes the enemies with shards of ice, inflicting 50 to 200 points of damage. WIHE 16 Party N/A Wind Hero - Creates an illusionary hero with the power of hurricane winds to join the party. MAGM 40 Group N/A Mage Maelstorm - Assaults a group of opposing spellcasters and may do one of the following: inflict 60 to 240 damage points, turn them to stone, or kill them outright. However, because the Maelstorm is illusionary in nature, a disbelieving enemy can totally nullify it. PREC 50 All Foes N/A Preclusion - Keeps the enemy from being able to summon any creatures. Wizard ------ Level 1: SUEL 10 Party N/A Summon Elemental - Creates a fire elemental to join your party. FOFO 11 Group/10' N/A Fanskar's Force Focus - Lands a cone of gravitational energy on a group of your foes, inflicting 25 to 100 points of damage. Level 2: PRSU 14 Party N/A Prime Summoning - Coerces a powerful undead creature to unwillingly join your party. DEBA 11 1 Foe/30' N/A Demon Bane - Inflicts 100 to 400 points of damage on a single creature of evil or supernatural origin. Level 3: FLCO 14 Group/30' N/A Flame Column - Creates a cyclone of flame that lashes out and delivers 22 to 88 points of damage to a group of foes. DISP 12 Char N/A Dispossess - Returns a possessed party member to the normal state of consciousness. Level 4: HERB 13 Party N/A Summon Herb - Summons Herb to join your party. Herb is pretty busy, but he'll hang out with your party for a while if you need him. ANDE 14 Char Combat Animate Dead - Reanimates a dead character with living strength so he or she attacks enemies as if truly alive. Level 5: SPBI 16 1 Foe N/A Baylor's Spell Bind - If successful, this spell possesses the mind of an enemy and forces him or her to join and fight for your party. SOWH 13 1 Foe/70' N/A Storal's Soul Whip - Whips out a tendril of psionic power to strike a selected foe, inflicting 50 to 200 damage points. Level 6: GRSU 22 Party N/A Greater Summoning - Operates like PRSU but causes a powerful elemental creature to appear and fight for the party. BEDE 18 Char N/A Beyond Death - Brings a dead character back to life and gives him or her one hit point as a welcome back gift. Level 7: WIZW 16 Group/50' N/A Wacum's Wizard War - An electric spell that creates a pyrotechnical storm over agroup of monsters, inflicting 50 to 200 dmage points. DMST 25 Group/50' N/A Demon Strike - Unleashes the terrorizing power of demons unto the enemy ranks, causing 200 to 400 points of damage. Archmage -------- Level 1: HAFO 15 All Foes 1 Round Oscon's Haltfoe - If successful, this spell causes every attacking group to miss all their attacks during the next round. MEME 20 Group N/A Melee Men - Pull an attacking group into melee range (10') regardless of how far they were when they began attacking. Level 2: BASP 28 Party Misc Batch Spell - Executes the following batch of spells: Greater Revelation, Ybarra's Mystical Coat of Armor, Sorcerer Sight, Major Levitation and Kiel's Magic Compass. Level 3: CAMR 26 Party N/A Camaraderie - Has a 50% chance of calming all monsters in your party that have turned hostile. Level 4: NILA 30 Group/60' N/A Fanskar's Night Lance - Launches a chilling ice missile against a group of foes, inflicting 100 to 400 points of damage. Level 5: HEAL 50 Party N/A Heal All - A Beyond Death spell that resurrects every dead party member (except those turned to stone) and heals all wounds, paralysis and insanity. Level 6: BRKR 60 Party N/A The Brother's Kringle - The Brothers are always willing to help friends in trouble. Enough brothers appear to fill the empty slots in your party. Level 7: MAMA 80 All Foes/90' N/A Mangar's Mallet - Inflicts 200 to 800 bone-crushing damage points against every monster group you face. Chronomancer ------------ Level 1: VITL 12 Char N/A Vitality - Invigorates a character by healing 4 to 8 hit points per level of the caster. Level 2: WIFI 20 Group/20' N/A Witherfist - Crushes a group of enemies under a huge fist of power for 300 to 600 points of damage. COLD 20 Group/80' N/A Frost Force - Blasts the enemy with a deadly frost for 50 to 400 points of damage. Level 3: GOFI 25 Group/80' N/A God Fire - A holy spell where balzing fires are sent from the angry god to roast the enemy for 60 to 240 damage points. STUN 30 All Foes N/A Stun - An electric spell that gives the enemy a high-voltage zap for 50 to 200 points of damage. Level 4: LUCK 45 Party Combat Luck Chant - Increases your chances of hitting or defending by 8 points. FADE 50 Foe/30' N/A Far Death - A long range spell that drops a distant foe dead in its tracks. Level 5: WHAT 60 1 Object N/A Identify - Cast this spell on something to find out what the heck it is. OLAY 60 1 Char N/A Youth - Coats a character with a light, fragrant lotion to cure oldness. Level 6: GRRO 65 1 Char Misc Grave Robber - Casts Beyond Death and Regeneratin for a life- giving combination of spells. FOTA 70 Group Misc Force of Tarjan - Casts Witherfist and Snadstorm for a double offensive punch. Level 7: SHSH 60 Party Indef Shadow Shield - Casts a gray shadow around the party and lowers their Armor Class by 4. FAFI 100 All Foes N/A Fatal Fist - Crushes the enemy under an unearthly gravitational force for 400 to 1500 points of damage. Geomancer --------- Level 1: EADA 5 Group/40' N/A Earth Dagger - Cuts down the enemy with holy daggers for 200 to 800 points of damage. EASO 5 Level N/A Earth Song - Reveals all booby-trapped areas that can injure the party. EAWA 8 Level N/A Earth Ward - Casts the Trap Zap spell on the entire level. Level 2: TREB 10 All Foes N/A Trebuchet - Fries all foes witch wickedly hot flames for 150 to 600 points of damage. EAEL 15 Party N/A Earth Elemental - Summons an Earth Elemental, which is a creature created from the raw elements of the earth. WAWA 15 Wall Misc Wall Warp - Works like Phase Door until the party leaves. Level 3: ROCK 18 1 Foe/60' N/A Petrify - Turns an enemy up to 60 feet away into the hardest stone. ROAL 20 Level N/A Roscoe's Alert - Reveals to the party where the anti-magic areas are. Level 4: SUSO 20 Level N/A Succor Song - Shows all heal-party squares. SAST 25 Group N/A Sandstorm - With a violent swirl of sand, all foes are whipped back 60 feet. Level 5: SANT 30 Level N/A Sanctuary - Shows all mage regeneration squares. GLST 40 1 Foe/90' N/A Glacier Strike - Impales the enemy with an icy stalagmite, causing 400 to 1600 points of damage. Level 6: PATH 40 Level N/A Pathfinder - An instant map that shows the entire maze the party is in. MABA 50 Group/50' N/A Magma Blast - Burns a group of foes with a blast of hot, fiery magma for 300 to 1200 points of damage. Level 7: JOBO 60 All Foes N/A Jolt Bolt - Wrenches the earth below the enemy, smashing them to the ground and gives them a jolting electrical shock to cause 400 to 1600 points of damage. EAMA 80 Group/50' N/A Earth Maw - Commands the ground beneath the enemy's feet to open wide and drop the foes in, so they're never seen again. Misc. Spells ------------ GILL 10 Party Medium Gilles Gills - This survival spell lets your party breath under water. It is cumulative in effect; casting it more than once will extend the amount of time you can spend underwater. DIVA 250 All Foes/Party Misc Divine Intervention - This powerful spell earns its name by doing the following: 1) Turns illusionary characters into real characters; 2) Cures characters of all illnesses but age; 3) restores all hit points to the party. If you are in combat, it also does the folllwing 1) lowers your Armor Class, saving throw to hit and damage by 20 points; 2) Increases your attack by eight points; 3) Casts Mangar's Mallet. NUKE 150 All Foes N/A Gotterdamurung - The finest in offensive obliteration, this spell annihilates the opponents for 2000 damage points. The Bard's Tunes 1. Sir Robin's Tune : This lets you run away from attackers as long as the combat has not yet begun. During combat, this keeps the monsters from calling additional help. 2. Safety Song : Sets up an anti-monster aura, so foes won't randomly attack you. 3. Sanctuary Score : Lowers the party's armor class level up to a max. of 15 points. 4. Bringaround Ballad : In non-combat situations, this rejuvenates the Bard's hit points. During combat this song will affect everyone in your party, including the bard. 5. Rhyme of Duotime : In non-combat situations this regenerates the mage's spell points. During combat, it gives the party an extra attack. 6. Watchwood Melody : This creates light, so you can find your way around. May even work in anti-magic-zones. 7. Kiel's Overture : In non-combat situations this calls up a compass, so you can get your bearings. During combat, this casts the monster-frying Trebuchet spell for one round. 8. Minstrel Shield : In non-combat situations this lowers your armor class. During combat, it also partially shields your party so they only take half damage from monster attacks. This extract from the Bard's Tale III manual was brought to you by - BLOCKHEAD - 03-27-91