This warranty is in place of all warranties, either expressed or implied. Commonwealth Software no longer warrants anything concerning this software which is provided "as is."
BRONZE DRAGON WAS COPYRIGHTED 1985 BY ADAM WEST AND DAN SCHNAKE, WHO ARE ALSO KNOWN AS "COMMONWEALTH SOFTWARE" Copying any of the Bronze Dragon programs was against the law, but it has now been placed into the public domain.
We're Adam West, Dan Schnake, and Dale King. People we owe thanks to include Ray West, Tim Young, Doug Rollison, Dan Graves, Mr. Robert Shaw, Tom Truden, David Hall, Gary Walker, our families, and everyone at the Game Preserve. Geez, this list sounds like an academy award acceptance speech....
Commonwealth Software no longer has an address, but we can be reached by email at adamw@iquest.net or KingD@rnd1.indy.tce.com
You've just entered another world. A world with fabulous riches, unbridled sorcery, and no end. Over 200 types of monsters are waiting for a chance to kill your characters in dozens of exotic ways. Even if the monsters don't get you, the traps lurking around every corner most certainly will.
You say you're a veteran of many types of role-playing games? You've seen it all? You'll find Bronze Dragon is an easy game to play, yet creates an infinite variety of situations. Even beginners can enjoy hours of adventuring without having the frustration of losing their characters every 5 minutes.
This manual is as short and simple as possible. If you find a term that you don't recognize, check the glossary. We strongly recommend that you read the entire manual at some time, although it isn't necessary to know everything about BD before beginning play. The information contained in the appendices will be a useful reference for a long time.
Every option in BD is represented by a number. Hit the number representing your choice, then hit the RETURN key. In some places, such as the provisioner's in Dragon Village, the SPACE bar will access another menu. If any other keys are needed, the screen will show them.
To abort most things, hit the RETURN key by itself (without typing a number first). While out on an adventure, the ESCAPE key will abort most commands.
Bronze Dragon consists of two disks that we provide and one that you must provide. Whenever you're prompted to insert a new disk, do so and press RETURN. To abort a procedure, press the SPACE bar at the disk prompt.
BD can be configured for two drives quite easily. Instead of switching disks and pressing RETURN when the program prompts you, just put the required disk in drive two and press "2".
From then on, the program will know to access drive two for that disk. The Character Disk should be put in drive two when you're in Dragon Village. The Castle Disk should be put in drive two when you're copying a module or creating a castle.
Boot the Bronze Side to begin playing Bronze Dragon. The first screen you'll see after the BD logo clears is the Main Menu. The choices on that menu are summarized below, then explained in detail later.
Before going on an adventure, you must create at least one character. It is best to create a full party of 5 characters with a variety of classes and races. Up to 40 characters may be created and stored on the Character Disk.
You may specify the name, race, class, and alignment of each character. Each character starts with 75 bronze pieces and five ability scores. These are a function of race and class. See ability scores in the glossary for details.
Name: Up to 16 letters. Enter "R" to see the roster.
Race: This determines the basic abilities and characteristics of each character.
Human | Elf | Dwarf | Halfling | |
Strength |
13 |
8 |
12 |
10 |
Agility |
10 |
13 |
9 |
12 |
Intelligence |
11 |
14 |
8 |
9 |
Constitution |
10 |
8 |
14 |
12 |
Endurance |
11 |
8 |
13 |
11 |
"+ To Hit" in light |
1 |
-2 |
0 |
-1 |
"+ To Hit" in darkness |
-1 |
2 |
0 |
1 |
Base Hit Point Modifier |
0 |
-3 |
6 |
3 |
Class: This is the profession of a character. Each class is beneficial to a party and has at least two special commands.
Knight | Assassin | Ninja | Elder | Wizard | |
Strength |
--- |
--- |
-1 |
--- |
-1 |
Agility |
--- |
+1 |
+2 |
--- |
--- |
Intelligence |
-1 |
--- |
-1 |
--- |
+1 |
Constitution |
+1 |
--- |
--- |
--- |
--- |
Hit Point Base |
45 |
42 |
40 |
35 |
31 |
Max # of Objects |
15 |
13 |
10 |
9 |
8 |
Skill Point Base |
2000 |
1850 |
1850 |
2150 |
2500 |
Alignment: Ah, "the shadow of one's soul." It can be virtuous, lawful, chaotic, or vile. Good characters are virtuous or lawful. Evil ones are chaotic or vile. Good characters will go to King Leopold to gain skill levels, while evil ones must meet with Lord Usul. See "The Crossroads."
During an adventure, a character's alignment will change according to the player's actions. Striking good monsters makes one vile. Attacking evil monsters makes one a little more virtuous. The trip down is much faster than up. If you're not sure about the alignment of a monster, have an elf detect evil.
It is worth mentioning that characters can change their alignments by attacking themselves! If a good character attacks himself, he'll become evil. By the same token, an evil character will become a little less evil by attacking himself. Sure, it's a radical way of doing things, but BD inspires such lunacy.
After creating a party of characters, they need to prepare themselves for the rigors of adventuring. To enter Dragon Village, enter the character's name at the prompt (Hit "R" for the roster).
"S" will save your character in Dragon Village. "B" will bring a new character in. Return by itself will return you to the Main Menu.
Copying a module should take about 2 minutes. After you've done so, you're ready to go adventuring.
The first module, Seekers of the Storm, is a complex adventure of tremendous scope. If you find it too difficult, try solving a castle or two to make your characters more powerful. If you get stuck in the module, just send for the hints (see page 1).
WARNING #1: As you've probably guessed, copying a module onto another disk destroys the data on that disk. Our monsters can eat your spreadsheets, so use a blank disk and the labels we provide.
WARNING #2: After your characters have cleaned out a castle, you can copy a new castle onto your Castle Disk. But before you do, make sure the characters have returned to Dragon Village. You can check this under Character Utilities on the Main Menu. If any characters are "away," do not overwrite the castle they are on.
Important: The two warnings under Copying a Module (page 7) also apply to Creating a Castle.
BD can generate adventure settings (castles) for each of its 12 plots. You can customize these castles to your liking. A few limitations apply: a castle must have 10-100 rooms. For a castle to contain an entire plot, it should have over 50 rooms. If the castle does not contain the entire plot, there will be a message telling you so.
Some inputs are limited by others. For example, if you choose 25 rooms per level, you cannot have over 3 levels below ground.
Your castle will be built from the bottom up. When the word "making" is in the upper left corner, the map is created. When "filling" is there, rooms are being jam packed with monsters, traps, and treasure. A 60 room castle takes about 15 minutes to generate.
We recommend that you construct a castle with 17-20 rooms per level, 0 levels below ground and 3 levels above ground.
An appropriate monster level is half the skill level of the most powerful character in your party (5th level characters should fight 2nd or 3rd level monsters).
Difficulty is a matter of preference, but difficulty 1 gives little treasure while difficulty 10 gives many mean monsters. Also, castles are always more difficult the farther above or below ground level.
The higher numbered plots are more complex, but offer greater rewards.
If you have created and equipped up to 5 characters, and either Copied a Module or Created a Castle, you are ready to gather your party.
Characters are gathered by entering the numbers next to their names. "R" will remove a character from the party and place him on the list of available characters. However, if you remove a character who is on an adventure, that character will be lost if you save the party. The only way to recover a lost character is resurrection in Dragon Village.
When the last character has joined, hit Return. Each is now listed as "away" under Character Utilities. Your party is now ready to Go on an Adventure. You will not have to regather your party again until you enter a new castle or module.
IMPORTANT: To abort Gather a Party, remove everyone from the party and hit Return. Everything is as before.
During play, there is a four line menu window at the top of the screen that contains a lot of information. The top line shows which character and which menu are up. The numbers represent the commands which are highlighted on the right. The bottom line shows the character's current hit points, armor rank, and endurance.
SIR LANCELITTLE %[REGULAR COMMANDS]%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 1 2 3 4 5 SEARCH 6 7 8 9 0 %(HP 100)%%(AR 4)%%%(END 12)%
Don't be put off by the complicated looks of this window. Before long, you'll be able to access any command with only a few keystrokes.
The arrow keys (or number keys) will move from number to number in the menu window. Return will then do what is shown in the window. For example, hitting Return while on number 4 will Look. Some commands will access a sub-menu such as Search, Use and Inventory. Other commands ask for more information. For example, Fight asks whom you wish to attack, Leave needs to know which exit, etc.
Space bar is used to access other menus or offer further choices. For example, while on Regular Commands, it will access Special Commands and vice versa. Commands affecting creatures will usually show monsters on one menu and characters on another. Space bar will switch between the two.
Bronze Dragon is a game of individuals. Each character has an opportunity to decide on a course of action. This is called a turn. After every party member has completed a turn, the first character in the party begins a new turn.
During each turn, a character chooses a command which is immediately executed. Some commands do not take a turn, such as New in Hand, Sneak and Detect Evil. The commands are explained on the following pages.
Castles and modules consist of many areas. An area can be a room, hallway, courtyard, narrow path, section of woods, etc. Each has a description and at least one exit. An area can be filled with objects, monsters, and traps.
An adventure always begins "outside." This is the only area from which your party can return to Dragon Village and is always free from monsters.
An exit is a door, path or archway which leads to another area. To move from area to area, a character Leaves through an exit. This is not to be confused with Advance and Retreat which allow movement within an area. See "Range."
Some exits may be hidden, but can be found by Searching for Secret Doors. Some exits may be blocked by a group of monsters.
Any creature that is not a character is a monster. Monsters attack in a variety of ways and can be found anywhere. Some monsters may be good. These you should bribe with objects or bronze pieces rather than kill. Like characters, monsters take turns and may have multiple attacks.
Wandering monsters are monsters that roam from area to area. Each castle or module has a unique wandering monster related to the story. In some plots, it may be possible to eliminate all of the wandering monsters.
Castles and modules often contain traps. Picture a sliding panel springing open, spraying toxic gas all over your favorite Knight. Not a pretty sight. Traps are usually triggered by attempting to take an object, but other blunders sometimes set them off. Traps are often avoided by searching for them.
The number, arrow, and letter keys all perform the same function, highlighting commands. Choose the method of input which suits you best.
0-9: | Pressing a number will highlight a command. |
Arrow Keys: | The arrow keys will highlight commands by moving from number to number |
Letter Keys: | While on the regular commands menu, you can highlight a command by pressing the first letter of the command. The two exceptions are "V" for Look and "Z" for retreat. |
Return: | Implements the highlighted command. |
Space bar: | Does one of two things:
|
Escape Key: | (or /) Aborts a command. |
Control-G: | Toggles group move on or off. Must be on in the module. |
Control-T: | Sets the time delay, the delay after something prints out. The lower the number, the shorter the delay. Zero delay is press a key mode. |
Control-Q: | Saves the game (on the 1st character's turn only). |
Control-R: | Reorders the party (on the 1st character's turn only). |
Control-D: | Toggles area descriptions on or off. This allows for faster play when leaving through several areas already mapped. |
Control-X: | Lists all characters in the party, their hit points, armor rank, and turns without food. This lets you know who to feed or heal. |
The following commands are available to any character. The numbers correspond to those in the menu window.
Hitting the SPACE bar on the Regular Commands menu will bring up a second menu, the Special Commands. These commands are different for each character, depending on one's class and race.
Knights have two special commands:
Assassins have two special commands:
Ninjas have three special commands:
Elders have 3 special commands:
Wizards have 2 special commands:
Humans have one special command:
Jeweler: With this command, a character can approximate the value of any object. Such knowledge comes in handy when bargaining with the merchants. Jeweler does not take a turn.
Elves have one special command:
Detect Evil: This enables a character to discern the actual alignment of a creature - whether evil or not evil. It does not take a turn.
Dwarves have one special command:
Know Level: This allows a character to determine the level he is on. "Level 1" is the ground level. This does not take a turn.
Halflings have one special command except for Halfing Knights who lose their hurling ability in favor of swordplay:
Hurling: This adds a +1 to hit for every two skill levels and maximizes the damage of the weapon. This command only works when the proper weapon is in hand and only allows one attack per turn. (See Appendix 4).
There are three ranges in Bronze Dragon: short (SR), medium (MR) and long (LR). Characters must be in the proper range to fight which depends on the weapon used (See Appendix 4). You can move into proper range with the Advance, Retreat, Sneak or Leap command. Example: Sir Lancelittle wants to stab a giant rat, but finds he is in long range. This leaves him with two choices. He may advance toward the helpless rodent or put a long range weapon in hand.
Before you fight, you should put a weapon in hand. This is done with the New in Hand command.
The next step is choosing the proper fight command (Fight, Swordplay, Hurling, Assassinate, etc.) and a victim. The Space bar will switch between monsters and characters. The Escape key aborts a fight command.
After selecting a victim, the screen will display the number needed to hit. Below this is a flickering number ranging from 1-20. To stop the number, press any key. Bonuses to hit will then be added to your roll. If the resulting number is equal to or greater than the number needed, you hit! If you roll twice the number needed to hit, you usually do double damage.
After 160 turns without food, your party will begin to complain of being famished. Characters are fed one at a time. To feed a character, you should put some food in hand with the New in Hand command. The next step is selecting the Use on Creature command and a character who needs to be fed. You can monitor turns without food with the Status command or Control-X.
Important: If you do not feed a character within 200 turns, he will drop unconscious. Unconsciousness can only be cured by a spell or elixir.
Elixir will also feed a character as well as cure illusion, berserk, freeze, etc. Food purchased in Dragon Village will have more than one meal. Example: Merchant's Meal has 15 meals which can feed a party of 5 three times.
There are several different types of food that can be found on an adventure. Poison and spoiled food will severely weaken a character, while magic food will enhance armor rank or hit points. The Tower Wizard will be able to tell which is beneficial and which is harmful.
Since it takes hours to complete an adventure, you will probably wish to save the game. You can save the game in progress at any area in the castle or module; you do not have to go back to Dragon Village. Simply press Control-Q during the first character's turn. After the game is saved, you can continue play by entering "Y." Entering "N" will take you back to the Main Menu, but your characters will remain on the adventure.
You may also save the game by having your party return to Dragon Village for supplies, healing, etc. The party will remain gathered.
If a character dies, do not leave him alone and save the game. Hungry monsters will come in, find the body, and... Well, we shan't go into the grisly aspects of adventuring here. If a character has a Raise Dead spell, cast it. If not, the Tower Wizard can recover dead characters (even gobbled ones). See Appendix 7, Raise Dead spells.
To restart the game later, boot the Bronze Side and select Go on an Adventure. You'll be back exactly where you left off.
You'll need graph paper and a pencil. In a castle, each level will have exactly the number of rooms you specified. Also, each level's dimensions are based off the number of rooms it has. Example: If you made 15 rooms per level, the level would be 150x150 beters (15 blocks high and 15 blocks wide).
The dimensions of each room will be displayed in the menu window. A 30 NS 50 EW room would be 3 blocks high and 5 wide. Door locations are indicated by the number in brackets - you must count over that number of blocks from the north or west wall.
The exit description says: | Leading down, there is a huge staircase. |
[3] North, there is a blue door. | |
[1] East, there is a green door. |
Count 3 blocks from the left along the north wall and mark the 1st door. Count 1 block down from the top along the east wall for the 2nd door. The staircase would be denoted with (D) for down. The room should look like the map on the right:
The exit description shows: | [2] West, there is a green door. |
[3] South, there is a double door. | |
There is a stairway leading up. |
The room should look like the map on the left:
Mazes are confusing places; the exits are right, left, forward, and backward instead of "wooden door" or "beaded tapestry." A description might read: You're in a misty, disorienting section of the marsh.
Even mazes are mappable. One maze area has three sections: the entrance, the center, and the far side. Each section has the four directions: right, left, forward, and backward. The party starts at the entrance, but each character moves individually until someone finds a way out.
Example 4: The party has just entered a twisty, disorienting maze.
The Knight moves right and moves to the far side. (Now you know that going right at the entrance will take you to the far side) |
|
The Assassin goes forward and moves to the center |
|
The Ninja goes left and moves to the entrance. |
|
The Knight, who's at the farside, goes forward and moves to the entrance. |
|
The Assassin, who's in the center, goes backward and finds a way out. |
|
A plot is a series of puzzles connected to a specific story. Several objects are needed to solve a plot. These are called plot objects. Most plots lead to the recovery of an unusual object which is worth several thousand skill points if returned to King Leopold or Lord Usul. If the final object is needed to begin a sequel plot, they will not take it, but will award skill points for some other plot object. See Appendix 1 for a listing of plots and final objects.
The four steps to solving a plot are:
After you've completed a plot, your characters should go to the Crossroads. Good characters should visit King Leopold, while evil characters should go to Lord Usul. Characters are rewarded with skill points and bonuses to ability scores for the return of unusual plot objects.
King Leopold is a benevolent ruler, a champion of truth and justice everywhere. He is an extremely pleasant man to deal with, although the same cannot be said for his wife, Queen Putrid. He'll look over a character's possessions in hopes of finding unusual plot objects which he'll naturally want for himself. He desires the final plot object most of all. In return, King Leopold will grant each character in the party skill points and, if anyone has enough skill points, skill levels. If he's in a good mood, the King may even grant bonuses to the ability scores of favored characters. Incidentally, Leopold also heals party members after they give him an unusual plot object.
Lord Usul is the evil counterpart to King Leopold. If a character brings anything to Lord Usul that interests him, he'll just take it - no arguments allowed. He may give more skill points than Leopold, but he's been known to take skill points away if he's in a really foul mood. Unsubstantiated rumors have it that Usul becomes very friendly to high level servants, giving many bonuses to ability scores. Lord Usul does not heal characters.
A skill level is a measure of a character's ability in fighting, spell casting, etc. All characters begin at 1st skill level. Skill points are a measure of how experienced a character is and are gained through slaying monsters and recovering plot objects. Having the correct number of skill points does not instantly result in increasing a character's skill level. Skill levels are awarded by King Leopold or Lord Usul. They can also be gained upon entering Dragon Village at a skill point base of 2,700. See Appendix 8.
Example: Sir Lancelittle, a 3rd level human Knight with 7,500 skill points, brings the wonderous Lore Stone of Acalon to King Leopold. Leopold rewards him with 5,700 skill points (for a total of 13,200) and increases his skill level to 4th. The King also grants an additional strength point and increases Lancelittle's hit points now and hit points max to 180.
Ability Scores - Ability scores are numbers which represent how strong, smart, agile and hardy an individual character is. An average ability score is 10. High ability scores will add bonuses in fighting, searching, spell points, etc. Low scores can penalize a character. Each character has five ability scores: Strength, Agility, Intelligence, Constitution and Endurance.
Adventure - Any castle or module in which characters find monsters, treasure and surprises.
Agility - Agility is an ability score measuring how quick and nimble a character is. Special traits such as Leap and Sneak are affected by agility. High agility can give bonuses to hit and added protection from attacks.
Armor - Objects which protect characters from damage are called armor. Any armor carried is automatically worn. Armor is classified by types such as body, shield, boot, belt, etc. Characters can wear more than one piece of armor, but no more than one of each type. Not all armor may be worn by all character classes. See Appendix 5.
Armor Rank - Armor rank or AR is a measure of how vulnerable a creature is to physical attacks. Low numbers are better than high ones. A creature with no armor has an armor rank of 10, which means an unlucky dart-throwing blind man could strike him at 500 beters.
Attack - This is a special method of fighting without weapons. It is short range and available only to Ninjas. See "Martial Arts" (page 14). Attack also refers to the method a creature uses to damage another creature.
Base Hit Points - A number of hit points from which hit points are calculated. Base hit points are determined by race and class.
Base Skill Points - A number of skill points from which skill levels are determined. See Appendix 8.
Berserk - An insane state in which a character lashes out at fellow party members in an unthinking rage. The effects will eventually subside or can be cured with spells or elixir.
Beter - The standard unit of length in Bronze Dragon. It's the length between the tip of King Leopold's nose and his outstretched hand (approximately 2.92 feet).
Bilo - The standard unit of weight in Bronze Dragon. It's the weight of one bronze coin (approximately 1.55 ounces).
Bronze Pieces - Otherwise known as BP or bronpies, bronze pieces are the standard unit of money in Bronze Dragon. Fifty-five BP is a good day's wage. Castle - Castle is a general term used for a place to adventure. Every castle is filled with monsters and treasures.
Character - The role played by an individual is called a character. Up to five characters may adventure together in a castle or module.
Charges - This number measures the amount of times a spell can be cast or an object can be used. When all charges are gone, a spell will be forgotten and an object will lose its power or disappear completely.
Class - This is the profession of a character. There are currently five classes: Knight, Assassin, Ninja, Elder and Wizard.
Constitution - This is an ability score measuring the hardiness of a character. Constitution determines maximum endurance and how quickly endurance is regained by resting. Three points of constitution are taken away if a character is resurrected in Dragon Village.
Creature - This generally refers to a monster or character.
Cursed Object - This is any object which cannot be dropped, given away or sold. The Tower Wizard or the remove curse spell can remove a curse from any object.
Damage - Anytime hit points are taken away from a creature, damage has occurred. Damage also refers to the present condition of an object such as a lantern after it has been used to hit a troll.
Death - This is the condition of a creature when they lose all their hit points or skill levels. A dead creature will no longer have a turn.
Defense - A Defense improves a character's armor rank and gives immunity to certain monster attacks. See "Martial Arts" (page 14).
Difficulty - Difficulty is a measure of how tough a castle is. High difficulty also means greater treasure.
Discipline - A level of martial arts which affects a certain type of monster attack. There are 3 moves in each of the 10 disciplines.
Double Damage - This means twice normal damage.
Elixir - A special substance which is used to feed and cure a character of berserk, illusion, freeze, etc.
Endurance - This is the ability score which measures how tired a character is. Fighting and Sorcery lower endurance and Resting will regain endurance. If a character fights or casts a spell while at zero endurance, he will suffer damage. Maximum endurance is the average of a character's strength and constitution.
Familiar - This is a conjured or created creature that defends and fights for the spell caster.
Fight - A command used to damage a creature.
Food - Any object which is edible is food. Food can be poisonous, spoiled, magical, or typical.
Frozen - A state of immobility in which a creature cannot do anything. This will eventually wear off or can be cured by elixir.
Group Move - This is a command which determines if a party moves together or separately.
Haggling - The merchants in Dragon Village will bargain for your treasures. You will ask for a high price, they will offer a low price. This process is called haggling.
Heal - Raising hit points is called healing.
Hit Points - A measure of how much life a creature has. When a creature is damaged, hit points are lost. When hit points fall below 1, the creature is dead.
Hit Points Max - Hit points max is the maximum number of hit points a character should have at their present skill level. Hit points max is lowered when an Elder uses Innate Heal on a character.
Hit Points Now - This is the number of hit points a character currently has.
Illusion - A confused state in which a character flops on the floor, smashes objects, goes beserk, etc. The effects will eventually wear off or can be cured by elixir.
Intelligence - This is the ability score which measures how smart a character is. High intelligence helps in detecting secret doors and detecting traps. Intelligence also determines the number of spell points a character has and the chance for spell failure.
Level - This is the term used for the floor of a castle. Level 1 is ground level, -1 is one level below ground, etc.
Light - Light affects how well a character can see in an area. Objects, secret doors, and creatures not in short range are impossible to see in the dark.
Magic Item - An item with a special power is a magic item. Magic items usually have a limited number of charges and can be used a number of different ways.
Martial Arts - These are special forms of open hand combat and defense available to Ninjas. There a 10 disciplines and 3 moves per discipline.
Maze - An area with exits leading left, right, forward and backward. Mazes are always found at the bottom of castles and are normally very difficult to map.
Menu Window - This is the four line information box at the top of the screen which is used to select commands while a party is on an adventure. The top line shows which character and menu are currently up.
Module - This is a complete adventure designed by Commonwealth Software. It contains new monsters and magic items, several puzzles, and an immensely entertaining story.
Monster Level - This indicates how mean and nasty a monster is. There are currently 10 levels of monsters. Level 1 monsters are geared toward low level characters; Level 10 is geared toward level 20 characters.
Monster - Any creature which is not a character is a monster. They can be good or evil.
Move - There are 3 types of moves in each martial arts discipline: attack, strike and defense. A Ninja can know up to 6 moves at one time.
Multiple Attacks - High level creatures can attack more than one time per turn. See Appendix 2 and 10.
Object - Any item or thing which can be taken or purchased by a character is called an object.
Party - A group of up to 5 characters who adventure together is called a party.
Plot - A series of puzzles and objects related to a specific story.
Plot Object - Any object used to solve a plot is called a plot object. Each plot has a final plot object which is usually worth several thousand skill points. See Appendix 1.
Poison - Poison normally refers to the weakening condition of a character. Each turn a character remains poisoned, he will suffer damage. The effects of poison will eventually wear off or kill the character, but can be diluted by using elixir. Poison can also be purchased in Dragon Village and used on weapons to increase the damage they do when fighting. However, doing this will negate the magical ability of some weapons. Poison on a weapon will eventually wear off.
Race - The race is the type of creature a character can be. Race determines ability scores and the number of hit points a character has. The four available races are: Human, Elf, Dwarf and Halfling.
Range - The distance between two creatures is the range. Short range is close enough for hand to hand combat, medium range is about 2 - 4 beters away and long range is over 4 beters away.
Regular Commands - These are the commands available to any character.
Room - A general term used to describe an area within a castle.
Roster - The roster is a list of up to 40 characters saved on the Character Disk.
Skill Level - This is a number representing the measure of a character's ability in fighting, spell casting, and general adventuring. Higher skill levels mean greater hit points, better ability scores, bonuses in fighting, multiple attacks, more martial arts disciplines and more spell levels. See Appendix 10.
Skill Points - This is a number representing how experienced a character is in his class. Skill points are awarded for slaying monsters and recovering unusual plot objects. See Appendix 10.
Special Commands - These are the commands available only to certain classes and races. Some special commands are Detect Evil, Swordplay, Assassinate, Know Level, Sorcery, etc.
Spell - A spell is a method of harnessing and directing magical energies. Spells are learned in Dragon Village and cast using the Sorcery command.
Spell Level - A measure of spell difficulty and power. There are 10 levels of spells for Elders and Wizards. High spell levels are only available to high level characters.
Spell Points - Spell points limit the number of spells a Wizard or Elder may learn. Spell points are expended by learning a spell and regained by forgetting or dispelling it. Two spell points are gained for every skill level and extra points are gained for intelligence greater than 14. See "Dragon Village" (page 6).
Strength - Strength is an ability score measuring the physical power of a character. High strength adds bonuses to hit and damage. It also determines maximum endurance and how many bilos a character can carry.
Strike - A strike is a special martial arts move which only affects monsters in its discipline. See "Martial Arts" (page 14).
Time Delay - This determines the speed at which the game plays and ranges from 0 to 50. More specifically, it is the amount of time text remains on the screen. A time delay of zero will wait until a key is pressed.
To Hit - This is the number needed to successfully hit a creature. An average to hit value is 10. Lower to hit numbers mean an easy hit, while higher numbers are more difficult.
Treasure - An object of great value.
Turns Without Food - This number represents the total turns a character has not eaten. After 200 turns without food, the character will drop unconscious.
Unconscious - A character in this state will continually lose hit points until death occurs. Elixir and some spells may revive an unconscious character.
Uncurse - This simply means removing the curse an object may have. A cursed object must be uncursed before dropping, giving, or selling it.
Undead - Any monster which has died, but doesn't quite accept that fact is an undead. Undead can be destroyed instantly by a powerful Elder.
Weapon - An object used in combat is a weapon.
Weight - This is a measurement of how heavy an object is in bilos. Each character can carry a number of bilos equal to their base hit points times their strength. Carrying a heavy load does not inhibit a character at all.
Castle |
Final Object |
Skill Level |
Seekers of the Storm |
Who knows? |
1st-3rd |
Dungeon of the Undead |
Parchment of Power |
1st only |
The Philosopher's Stone |
Philosopher's Stone |
1st-2nd |
Shadowland (Part 1) |
Talisman |
3rd-4th |
Shadowland (Part 2) |
Walking Stick |
4th-5th |
Shadowland (Part 3) |
Crown of Everlasting Evil |
5th-7th |
The Wedding Present |
White Fleece |
7th-9th |
BEWARE the Drek! |
Silver and Gold Rings |
9th-12th |
Tul'Shar (Part 1) |
Half Complete Statue |
12th-15th |
Tul'Shar (Part 2) |
Statue of Tul'Shar |
15th-18th |
Storm Raven (Part 1) |
Steel Shaft or Iron Shaft |
15th-20th |
Storm Raven (Part 2) |
Ebony Raven or Storm Bow |
18th-24th |
The Alchemist's Legacy |
Beautiful Emerald |
20th-25th |
Name of Attack | Explanation |
Claw & Bite | Just a straight damage attack. |
Poison | This will severely weaken a character for a period of time. Elixir can dilute the poison. |
Breath Weapon | This attack never misses. If the monster fails its to hit roll, the character only suffers half damage. Most dragons use this attack. |
Normal Weapon | This attack means the monster is using some type of weapon. Weapons carried by higher level monsters might be worth taking. |
Drain Level | This attack removes one or more skill levels from a character. If a character's level is reduced below 1, death occurs. This attack does not drain skill points, only levels. If King Leopold or Lord Usul reward you later, they will raise you to the proper level. |
Drain Anything | This could be constitution, intelligence, bronze pieces, or just about anything a character can possess. |
Freeze | Immobilizes characters for a few turns. |
Berserk | This makes a character attack his fellow party members in an unthinking rage. |
Encircle | Many gooey monsters use this attack. They immobilize characters by wrapping themselves around the character. |
Flying | This is a defensive tactic, allowing a monster to get in long range by flying above the characters. |
Disappear | This is also a defensive tactic, often used to regain endurance and sneak up on unsuspecting characters. |
Mutate | Some monsters can divide and become two. Each new monster has half the hit points of the original. |
Explode | Some monsters will actually kill themselves in an effort to damage characters. |
Immunity to Weapons | Immunity to weapons and martial arts. |
Immunity to Spells | Immunity to spells, but not necessarily to magic items. |
Illusion | This attack could make a character berserk, paralyzed, imitate dead, or have many other strange results. |
Special | The infinite variety of attacks not covered by the previous attacks. |
Style |
Cost |
Damage1 |
+ to AR2 |
Type of Monster Attack |
Yeti |
20 |
1-10 |
1 |
Freeze |
Volcano |
40 |
1-20 |
1 |
Explode |
Tiger |
70 |
1-30 |
1 |
Claw & Bite |
Bear |
90 |
1-40 |
1 |
Encircle |
Snake |
200 |
1-50 |
2 |
Poison |
Hawk |
250 |
1-60 |
2 |
Berserk |
Magi |
300 |
1-70 |
2 |
Illusion |
Eagle |
340 |
1-80 |
2 |
Drain Level |
Iron |
500 |
1-90 |
3 |
Short Range Weapons |
Dragon |
900 |
1-100 |
4 |
Breath Weapon |
1Only for Attacks
2Only for Defenses
Cost |
+ to Hit |
Damage |
Range |
|
10 Arrows & Bow |
20 |
0 |
1-8 |
Medium-Long |
Battle Axe |
15 |
0 |
1-10 |
Short-Medium |
Throwing Axe3 |
11 |
6 |
6-10 |
Medium-Long |
Club |
5 |
0 |
1-5 |
Short |
Dagger2 |
5 |
0 |
1-6 |
Short |
Dart3 |
2 |
0 |
1-5 |
Medium-Long |
Flail |
13 |
0 |
1-9 |
Medium |
Halberd |
17 |
0 |
1-11 |
Medium |
Hammer |
10 |
0 |
1-8 |
Short |
Javelin3 |
10 |
7 |
5-11 |
Medium-Long |
Mace |
11 |
0 |
1-9 |
Short |
Morning Star |
14 |
0 |
1-10 |
Medium |
10 Shaft & Bow |
35 |
4 |
6-10 |
Medium-Long |
10 Bolt & Bow |
43 |
4 |
6-12 |
Medium-Long |
Scimitar |
7 |
0 |
1-6 |
Short |
20 Pellets & Sling3 |
15 |
2 |
3-7 |
Medium-Long |
20 Stones & Sling3 |
10 |
0 |
1-6 |
Medium-Long |
Pole-Arm |
15 |
0 |
1-9 |
Short-Medium |
Bastard Sword1 |
15 |
0 |
3-10 |
Short |
Broad Sword1 |
10 |
0 |
2-8 |
Short |
Long Sword1 |
20 |
0 |
2-12 |
Short |
Short Sword1 |
5 |
0 |
1-5 |
Short |
Two-Handed Sword1 |
17 |
0 |
5-10 |
Short |
Iron Gloves |
9 |
2 |
1-6 |
Short |
Throwing Knife3 |
8 |
5 |
6-10 |
Medium-Long |
Quarter Staff |
6 |
0 |
2-5 |
Short-Medium |
Cost |
+ to Hit |
Damage |
Range |
|
Curved Sabre |
13 |
0 |
2-11 |
Short |
Rapier |
10 |
0 |
2-9 |
Short |
Bastard Sword1 |
15 |
0 |
3-10 |
Short |
Broad Sword1 |
10 |
0 |
2-8 |
Short |
Short Sword1 |
5 |
0 |
1-5 |
Short |
Throwing Knife3 |
8 |
5 |
6-10 |
Medium-Long |
Dagger2 |
5 |
0 |
1-6 |
Short |
Long Dagger2 |
8 |
0 |
1-7 |
Short |
Dart3 |
2 |
0 |
1-5 |
Medium-Long |
Hand Axe |
6 |
0 |
1-6 |
Short |
Quarter Staff |
6 |
0 |
2-5 |
Short-Medium |
20 Pellets & Sling3 |
15 |
2 |
3-7 |
Medium-Long |
20 Stones & Sling3 |
10 |
0 |
1-6 |
Medium-Long |
Garrote2 |
11 |
0 |
5-8 |
Short |
Bullwhip |
12 |
0 |
4-8 |
Medium |
Cost |
+ to Hit |
Damage |
Range |
|
10 Darts & Blowgun |
32 |
2 |
5-8 |
Medium-Long |
Blackjack |
10 |
0 |
2-7 |
Short |
Bola3 |
10 |
7 |
8-11 |
Medium-Long |
Spiked Bola3 |
15 |
8 |
11-14 |
Medium-Long |
Bullwhip |
12 |
0 |
4-8 |
Medium |
5 Throwing Stars3 |
25 |
3 |
9-12 |
Medium-Long |
Garrote2 |
11 |
0 |
5-8 |
Short |
Iron Fan |
10 |
0 |
2-5 |
Short |
Spearwhip |
10 |
0 |
3-6 |
Medium |
Nunchakus |
20 |
2 |
5-9 |
Short |
Battle Scythe |
11 |
0 |
4-7 |
Medium |
Tri-Staff |
15 |
0 |
5-9 |
Short-Medium |
Throwing Knife3 |
8 |
5 |
6-10 |
Medium-Long |
Cost |
+ to Hit |
Damage |
Range |
|
Club |
5 |
0 |
1-5 |
Short |
Lucern Hammer |
10 |
0 |
4-7 |
Short |
20 Pellets & Sling3 |
15 |
2 |
3-7 |
Medium-Long |
20 Stones & Sling3 |
10 |
0 |
1-6 |
Medium-Long |
Flail |
13 |
0 |
1-9 |
Medium |
Knotted Whip |
10 |
0 |
1-8 |
Medium |
Quarter Staff |
6 |
0 |
2-5 |
Short-Medium |
Cost |
+ to Hit |
Damage |
Range |
|
5 Orbs3 |
50 |
2 |
11-25 |
Medium-Long |
Dagger2 |
5 |
0 |
1-6 |
Short |
Crooked Staff |
12 |
1 |
2-5 |
Short-Medium |
Gnarled Staff |
15 |
1 |
3-7 |
Short-Medium |
2Can be used for Assassination
Note: Weapons that work in Medium-Long Range have a limited number of uses. Example: 5 Orbs have 5 uses, but a Bola can only be used once.
These lists are a result of the Provisioner's prejudice regarding which weapons are proper for each class. Your characters should not feel constrained by this list. Feel free to exchange weapons and experiment with new ones found on adventures.
Name |
Cost (BP) |
Weight |
Armor Rank |
Who Can |
Type1 |
Belt |
5 |
2 |
0.2 |
K A E N W |
Belt |
Low Boots |
5 |
2 |
0.1 |
K A E N W |
Boot |
High Boots |
15 |
2 |
0.2 |
K A E N W |
Boot |
Cape |
20 |
6 |
0.6 |
K A E N W |
Cape |
Cloak |
25 |
7 |
0.7 |
K A E N W |
Cloak |
Hooded Cloak |
35 |
8 |
0.8 |
K A E N W |
Cloak |
Robe |
45 |
9 |
0.9 |
K A E N W |
Cloak |
Wristlets |
10 |
3 |
0.3 |
K A E N - |
Arm |
Copper Wristlets |
20 |
4 |
0.5 |
K A E N - |
Arm |
Padded Armor |
10 |
40 |
1 |
K A E - - |
Body |
Ringed Armor |
30 |
100 |
2 |
K A E - - |
Body |
Leather Armor |
50 |
70 |
3 |
K A E - - |
Body |
Studded Armor |
100 |
90 |
4 |
K A E - - |
Body |
Wooden Shield |
25 |
50 |
0.3 |
K A - - - |
Shield |
Small Shield |
40 |
20 |
0.4 |
K A - - - |
Shield |
Round Shield |
55 |
18 |
0.8 |
K A - - - |
Shield |
Large Shield |
75 |
50 |
1 |
K A - - - |
Shield |
Face Plate |
20 |
10 |
0.3 |
K - - - - |
Face |
Light Helm |
35 |
40 |
0.4 |
K - - - - |
Head |
Great Helm |
75 |
80 |
0.7 |
K - - - - |
Head |
Chain Armor |
300 |
160 |
5 |
K - - - - |
Body |
Plate Armor |
1000 |
190 |
6 |
K - - - - |
Body |
Field Armor |
2500 |
250 |
7 |
K - - - - |
Body |
1Characters may only wear one from each type.
Name |
Cost (BP) |
Notes |
Candle |
5 |
2 charges, lights the area when put in hand |
Torch |
15 |
6 charges, lights the area when put in hand |
Lantern |
40 |
20 charges, lights the area when put in hand |
Rope |
17 |
1 use, allows party to escape through windows |
Thieve's Tools |
14 |
+75% chance to open chests |
Oxalic Poison |
15 |
+10% damage (see poison in glossary) |
Vitriol Poison |
60 |
+50% damage (see poison in glossary) |
Aconite Poison |
150 |
+100% damage (see poison in glossary) |
Flask of Elixir |
20 |
2 drinks; cures illusion, freeze, berserk etc. |
Skin of Elixir |
50 |
6 drinks; cures illusion, freeze, berserk etc. |
Standard Rations |
15 |
food, 5 meals |
Iron Rations |
20 |
food, 10 meals |
Merchant's Meal |
25 |
food, 15 meals |
Rod of Detection |
30 |
3 charges; finds and removes traps |
Healing Potion |
50 |
3 charges; +50% to hit points now |
Healing Amulet |
150 |
4 charges; +100% to hit points now |
Spells are learned in Dragon Village and cast using the Sorcery command on the special commands menu. Spells have a limited number of charges or times they can be cast. Each time a spell is cast, a charge is removed and when there are no charges left, the spell is forgotten or dispelled.
There is a chance to fail casting a spell. If this happens, the caster's endurance will be reduced to 0, but a charge will not be removed. Character Utilities will display the exact chance of failing. The formula is listed in Appendix 9.
Spells are explained on the following pages. If a spell has a number by its name, it belongs to one of the following categories:
Level 1 |
Level 2 |
---|---|
Zombie1 (2 charges) This creates a familiar that has 20 hit points and does about 9 damage. |
Stave Off Evil4 (8 charges) Evil monsters cannot attack the caster at all |
Heal Wounds (5 charges) Heals 10 hit points when cast on a wounded character. |
Scintillating Lights (5 charges) Lights the room in a way that slightly baffles monsters. |
Sanctuary4 (17 charges) This confuses monsters so they don't know whom to attack and probably will not attack the caster. |
Tomb Acid (5 charges) This will only affect monsters that use short range weapons. It will cripple one and take all but 1 of its hit points. |
Inflict Wounds (5 charges) Does about 5 damage to a monster or character. |
Thunder Storm2 (1 charge) Does about 40 damage to 1-3 monsters. |
Create Food (5 charges) Will turn an object carried by the caster into food. |
Mending Touch (3 charges) Heals 35 hit points when cast on a character who has lost at least 35 hit points. |
Level 3 |
Level 4 |
Wolverine1 (2 charges) This creates a familiar that has 100 hit points and does about 18 damage. |
Trip4 (11 charges) This causes any monster that attacks the caster to trip and injure itself. |
Protection (3 charges) Makes the caster's armor rank 0 for a number of turns equal to his current endurance. |
Flying Fist (3 charges) Does about 50 damage to a monster or character. |
Undead Acid (5 charges) This removes all but 1 hit point and cripples a monster that claws or bites. |
Fire Acid (4 charges) Will cripple a monster using a breath weapon and leave it with only 1 hit point. |
Hurricane2 (1 charge) This will do about 80 damage to to 1-3 monsters. |
Earthquake2 (1 charge) Does around 120 in damage to to 1-3 monsters. |
Exorcise (7 charges) Will instantly kill any undead in the area. |
Paralyzation (3 charges) Freezes a monster or character for 5 turns. |
Level 5 |
Level 6 |
Blade Barrier4 (7 charges) Monsters who attack the caster from short range suffer 50 damage. |
Stone Golem1 (2 charges) This creates a familiar that has 700 hit points and does about 90 damage. |
Restore (5 charges) Heals 250 hit points when cast on a wounded character. |
Blight (4 charges) Does about 85 damage to a monster or character. |
Necro Acid (5 charges) Reduces a drain level monster to 1 hit point and cripples it. |
Raise Dead3 (3 charges) This will resurrect a dead character that still has at least -50 hit points. |
Push (6 charges) Puts a monster in long range and stuns it for 1 turn. |
Orb of Healing4 (10 charges) Heals 35 hit points each turn for every character in the area. |
Elderblast (5 charges) Does about 60 damage to a monster or character. |
Spirit Wrack (2 charges) Does about 150 damage to a monster or character. |
Level 7 |
Level 8 |
Reflection4 (9 charges) A monster suffers the damage it would have inflicted on the caster. The caster suffers half damage. |
Neutralize (5 charges) This cures every character in the the area of illusion, berserk, poison, etc. |
Flamestrike (6 charges) Does about 100 damage to a monster or character. |
Fire Fiend1 (2 charges) This creates a familiar that has 1000 hit points and does about 150 damage. |
Raise Dead II3 (3 charges) This will resurrect a dead character that still has at least -100 hit points. |
Raise Dead III3 (3 charges) This will resurrect a dead character that still has at least -150 hit points. |
Vitalize (5 charges) This heals 400 hit points when cast on a wounded character. |
Insect Horde (4 charges) Does around 175 in damage to a monster or character. |
Enslave1 (2 charges) This will turn a monster into your familiar with its hit points and damage. |
Regeneration (2 charges) Completely heals a character's hit points. |
Level 9 |
Level 10 |
Thunderstrike2 (2 charges) Does about 200 damage to 1-3 monsters. |
Earth Dragon1 (2 charges) This creates a familiar that has 2000 hit points and does about 200 damage. |
Creeping Plague4 (10 charges) Any monster that attacks the caster is engulfed. All others suffer 5 damage. |
Elemental Wrath2 (3 charges) Does about 300 damage to 1-3 monsters. |
Raise Dead IV3 (3 charges) This will resurrect a dead character that still has at least -200 hit points. |
Raise Dead V3 (3 charges) This will resurrect a dead character that still has at least -300 hit points. |
Haste (5 charges) Gives every character in the area an extra turn. |
Power Kill (4 charges) This will severely weaken or possibly kill a monster |
Crystalize (5 charges) Freezes a monster or character for 10 turns. |
Phantom Force (3 charges) This removes two attacks from a monster. |
Level 1 |
Level 2 |
---|---|
Find Traps (25 charges) This spell locates and removes traps. |
Energize (10 charges) This gives everyone in the party their maximum endurance. |
Shatterglass (4 charges) Does about 12 damage to a monster or character. |
Double Image (4 charges) Improves the caster's armor rank by 4 for a number of turns equal to his level. |
Snare (4 charges) Freezes a monster or character for 2 turns. |
Wizard Shock (2 charges) Does about 50 damage to a character or monster. |
Attraction (15 charges) Pulls a monster into short range of the caster. |
Bright Light (25 charges) Lights the area. |
Protect (5 charges) Improves a creature's armor rank by 3 for 4 turns. |
True Seeing (15 charges) This will automatically detect one secret door. |
Level 3 |
Level 4 |
Gelity (5 charges) This raises a creature's armor rank by 4 for 3 turns. Usually used to weaken a monster. |
Black Cat1 (2 charges) This creates a familiar that has 150 hit points and does about 25 damage. |
Remove Curse (5 charges) This will uncurse the object in any character's hand. |
Screen (5 charges) This improves a creature's armor rank by 6 for 5 turns. |
Imminent Doom (12 charges) This will prevent a monster from using multiple attacks. |
ESP (3 charges) This spell might tell you what object is need to recover an inaccessible plot object. |
Flame Sphere2 (2 charges) Does about 60 damage to 1-3 monsters. |
Smite (4 charges) Does about 75 damage to a monster or character. |
Detect Magic (25 charges) This will detect if an object in the room is cursed, has a + to hit, or is a magic item. |
Death Gaze2 (2 charges) Caster's intelligence and hit points determine damage and number of monsters affected. |
Level 5 |
Level 6 |
Raven1 (2 charges) This creates a familiar that has 200 hit points and does about 30 damage. |
Absorption Wall (3 charges) This improves a creature's armor rank by 7 for 9 turns. |
Fighter's Hold (6 charges) This immobilizes a character or monster for 3 turns. |
Scare (2 charges) This causes all monsters in an area to flee for their lives. |
Sorcerer's Blade (6 charges) Creates a magical sword the caster can wield for 1 turn. |
Nerve Shock (2 charges) Does about 120 damage to a character or monster. |
Heatshot2 (1 charge) Does about 150 damage to 1-5 monsters. |
Stop (9 charges) This will freeze a monster or character for 4 turns. |
Dimension Door (2 charges) Teleports all characters outside the castle or module to allow a quick trip to Dragon Village. |
Transmute to Bronze (3 charges) Turns an object carried by the caster into a number of bronze pieces equal to its weight. |
Level 7 |
Level 8 |
Time Stop (3 charges) Freezes all creatures except the caster for a number of turns equal to the caster's skill level divided by 4. |
Fireblast (7 charges) Does about 200 damage to a monster or character. |
Force Once2 (1 charge) This does about 350 damage to 1-3 monsters. |
Force Twice2 (2 charges) Does about 350 damage to 1-6 monsters. |
Djinni1 (2 charges) This creates a familiar that has 500 hit points and does about 80 damage. |
Ethereal Keep (13 charges) Freezes a monster or character for 5 turns. |
Repel4 (15 charges) This will toss any monster attacking the caster across the area doing 100 damage. |
Illusory Army (10 charges) When cast on a monster that attacks with a weapon, it reduces its damage to 5. |
Cripple (4 charges) Takes away 2 of the ways a monster can attack |
Interchange (5 charges) Exchanges the caster's armor rank and endurance with a monster temporarily. |
Level 9 |
Level 10 |
Random (6 charges) 75% chance it kills a monster, 25% chance it doubles its hit points. |
Imprison (7 charges) Freezes a monster forever. |
Force Thrice2 (3 charges) Does about 350 damage to 1-9 monsters. |
Starfall (3 charges) Does about 900 damage to a monster or character. |
Apprentice1 (2 charges) This creates a familiar that has 950 hit points and does about 140 damage. |
Summon Chaos (5 charges) Kills all monsters in the area but there is a 10% chance that the caster is also killed. |
Eradicate (1 charge) Does 2000 damage to a monster or character. |
Thought Fortress (3 charges) Improves the armor rank of all characters in the area by 12 for 4 turns. |
Polymorph (3 charges) Turns a monster into a newt. |
Armornil (8 charges) Adds 20 to a creature's armor rank for 5 turns. Makes a monster almost defenseless. |
This table shows the number of skill points necessary to obtain a given skill level. The formula is in Appendix 9.
Level |
Knights |
Assassins |
Ninjas |
Elders |
Wizards |
In DV1 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
2 |
2,000 |
1,850 |
1,850 |
2,150 |
2,500 |
2,700 |
3 |
6,000 |
5,550 |
5,550 |
6,450 |
7,500 |
8,100 |
4 |
12,000 |
11,100 |
11,100 |
12,900 |
15,000 |
16,200 |
5 |
20,000 |
18,500 |
18,500 |
21,500 |
25,000 |
27,000 |
6 |
30,000 |
27,750 |
27,750 |
32,250 |
37,500 |
40,500 |
7 |
42,000 |
38,850 |
38,850 |
45,150 |
52,500 |
56,700 |
8 |
56,000 |
51,800 |
51,800 |
60,200 |
70,000 |
75,600 |
9 |
72,000 |
66,600 |
66,600 |
77,400 |
90,000 |
97,200 |
10 |
90,000 |
83,250 |
83,250 |
96,750 |
112,500 |
121,500 |
11 |
110,000 |
101,750 |
101,750 |
118,250 |
137,500 |
148,500 |
12 |
132,000 |
122,100 |
122,100 |
141,900 |
165,000 |
178,200 |
13 |
156,000 |
144,300 |
144,300 |
167,700 |
195,000 |
210,600 |
14 |
182,000 |
168,350 |
168,350 |
195,650 |
227,500 |
245,700 |
15 |
210,000 |
194,250 |
194,250 |
225,750 |
262,500 |
283,500 |
16 |
240,000 |
222,000 |
222,000 |
258,000 |
300,000 |
324,000 |
17 |
272,000 |
251,600 |
251,600 |
292,400 |
340,000 |
367,200 |
18 |
306,000 |
283,050 |
283,050 |
328,950 |
382,500 |
413,100 |
19 |
342,000 |
316,350 |
316,350 |
367,650 |
427,500 |
461,700 |
20 |
380,000 |
351,500 |
351,500 |
408,500 |
475,000 |
513,000 |
1Skill points necessary when entering Dragon Village.
Level 1-5: Max hit pts. = (Skill level X Base Hit Pts.)
Level 6-10: Max hit pts. = ((Skill level X 2)-5) X Base Hit Pts.
Level 11-15: Max hit pts. = ((Skill level X 3)-15) X Base Hit Pts.
Level 16-20: Max hit pts. = ((Skill level X 4)-30) X Base Hit Pts.
Example: Fafnir Gudrun is a 9th level elven Knight. ((9 X 2)-5) X 5) X 42 = 546 Hit Points Max.
% Chance = (Spell level X 10)-(Skill level X 2)-Intelligence+10
Example: Guinevere is a 12th level Elder with 21 intelligence casting the 6th level spell, Orb of Healing. (6 X 10)-(12 X 2)-21+10 = 25% chance of failure.
This is the number of skill points necessary for a given skill level. It is tabulated in Appendix 8.
Skill points = Level X (Level-1) X Base Skill Points ÷ 2
This represents the number of times a character can attack when using the Fight command or Martial Arts unless endurance reaches 0.
Level | Knight | Assassin | Ninja | Elder | Wizard |
1 |
1 |
1 |
1 |
1 |
1 |
2 |
1 |
1 |
1 |
1 |
1 |
3 |
1 |
1 |
1 |
1 |
1 |
4 |
1 |
1 |
1 |
1 |
1 |
5 |
1 |
1 |
2 |
1 |
1 |
6 |
2 |
2 |
2 |
1 |
1 |
7 |
2 |
2 |
3 |
1 |
1 |
8 |
2 |
2 |
3 |
1 |
1 |
9 |
3 |
3 |
3 |
1 |
1 |
10 |
3 |
3 |
4 |
1 |
1 |
11 |
3 |
3 |
4 |
1 |
1 |
12 |
4 |
4 |
5 |
1 |
1 |
13 |
4 |
4 |
5 |
1 |
1 |
14 |
4 |
4 |
5 |
1 |
1 |
15 |
5 |
4 |
6 |
1 |
1 |
16 |
5 |
4 |
6 |
1 |
2 |
17 |
5 |
4 |
7 |
1 |
2 |
18 |
5 |
4 |
7 |
1 |
2 |
19 |
5 |
4 |
7 |
1 |
2 |
20 |
5 |
4 |
8 |
2 |
2 |
No more attacks are gained after 20th level.