Legend: Quick Reference & Installation Guide L E G E N D Quick Reference and Installation Guide Please read the following computer specific information carefully before installing or playing LEGEND. Playing Legend from floppy disk (Amiga/ST/PC) Before playing LEGEND you will need to format a blank disk and label it 'GAMESAVE'. You will use this disk to save your game during play. Consult the manual supplied with your computer if you need any information on this procedure. Playing Legend from hard disk (PC only) There is no need to format a disk as saved games will be stored on your hard disk in the default LEGEND directory. Amiga/Atari ST Loading instructions To load LEGEND put the disk labelled 'Boot disk' into the internal drive of your computer. Switch your machine on and the game will load automatically. During the introduction press any key to quit the introduction and start the game. If you are playing LEGEND for the first time press any key to start a new game. If you wish to restore a saved game press the Fl function key. Follow any on screen instructions and insert disks when prompted. LEGEND does not support a hard disk on the Amiga or Atari ST. Docs converted by Rygar! Saving a game During the quest you may wish to save your progress to disk. Select the 'Disk' Icon on the inventory screen which will display the disk menu. Insert your blank formatted disk before commencing the game save procedure. IBM PC and 100% compatibles Mouse users If you intend to use a mouse when playing LEGEND, you must install a Microsoft compatible mouse driver prior to loading the game. Please consult the information supplied with your mouse on how to do this. Installation instructions You must install LEGEND to play the game. The disks supplied in the box contain compressed files and will not function without running the installation program. If you are intending to install the game onto floppy disks you will need some blank formatted disks to complete the procedure. For example if you are intending to install on to 3.5'"1.44MB floppy disks you will need 2 disks. To install LEGEND, place the disk labelled 'Install disk' into your floppy drive. Log yourself to that drive ( for example A:) then type INSTALL and press the ENTER key. Follow any on screen instructions, changing disks when prompted. Users installing to floppy disk please note that they should label the installed disks when prompted by the install program. PC floppy disk starting a new game Place the disk labelled 'Play Disk #1' into the internal drive of your machine. At the DOS prompt ( for example A:) type LEGEND and press ENTER to start the game. Once the introduction has started press any key to start the game. Saving a game During the quest you may wish to save your progress to disk. Select the 'Disk' Icon within the inventory screen, this will display the save game menu. Insert your 'GAMESAVE' disk before commencing the save procedure. Loading a saved game To load a saved game choose the Restore Old Game option, by pressing the F1 function key, whilst on the title screen. Hard drive systems Starting a new game Log yourself to the directory which contains the LEGEND program (for example C: \LEGEND). Type LEGEND and press ENTER to start the program. During the introduction press any key to start a new game or restore an old game using the F1 function key. Saving a game During the quest you may wish to save your progress to hard disk. Select the 'Disk Icon' within the inventory screen to display the Save menu. Loading a saved game Log yourself to the directory which contains the LEGEND program. Type LEGEND to execute the program. Once the introduction has started press any key. You will get an option to restore a saved game, the F1 function key. Technical Support Should you experience loading difficulties with this product, please put the disks ONLY (retain the packaging and documentation) into sturdy packaging and send it to: Department LEGEND, PO BOX 51 BURGESS HlLL WEST SUSSEX RH15 9FH Please include details of your computer and a brief description of the problem. We will endeavour to provide you with a replacement within 28 days of receiving the disk. This in no way affects your statutory rights. Control summary Atari ST/Commodore Amiga/IBM PC Within the dungeons Keyboard controls Fl Select Berserker F2 Select Troubadour F3 Select Assassin F4 Select Runemaster F5 Push F6 Take F7 Lvok F8 Open F9 Shut F10 Special character ability or Spacebar Special character abi1ity 1 to O Cast Spell (Runemaster only) Enter Rally Numeric 2 On screen pointer DOWN (IBM PC) Numeric 4 On screen pointer LEFT (IBM PC) Numeric 6 On screen pointer RIGHT (IBM PC) Numeric 8 On screen pointer UP (IBM PC) Numeric 5 SelectButton (IBM PC) Control Select Button Escape Flee/Run away/Chicken mode! Numeric * PauseGame (ST/Amiga) Numeric - Pause Game (IBM PC) Any key Unpause Game Out of the dungeons S Display Spell screen (Runemaster MUST be leader) Mouse control Left button Select button Quick Start and Beginners' Tips Quick Start The term 'click on' is used throughout these instructions. To click on something you must move the on screen cursor (via either mouse or keyboard) over the object/item/option that you require and then press your select button to complete the move. We assume that you have loaded the game and are on the loading screen with the options 'F1 to load save game' or 'Press any key for new game'. You should press any key to start a new game. You will be presented with the character selection screen. You must first select your band of four characters. lust click on 'OK' to accept the four on offer. Having selected a New Game, you will first see a map showing the land of Trazere. In the middle of the map is a lightly coloured banner with five small crosses on it. This banner represents your party. Don't worry about any other banners that you might see appear on the map, although you should try to avoid crossing paths with a red (evil) banner when yourparty is on the move. Send your party of four adventurers to the town of Treihadwyl, (this town is immediately south from your banners starting position on the map. You will see its name appear in the scroll at the bottom of the screen as the cursor is positioned over it). Treihadwyl is where your first 'initiation' quest will be completed. To move to a town on the land map, position the on screen cursor over the town and click on the desired destination. The party banner will move to Treihadwyl. To complete the quest in Treihadwyl, you must explore the dungeon and locate the permit. This will allow your adventurers to visit Klng Necrlx 111 in his castle (which is NW from Trelhadwyl on the land map) You are now presented with a list of places to visit within Treihadwyl. Try visiting the Guild, (press 4 on your keyboard or move the on screen pointer over 4 and press the select button). Once in the Guild, you should enter the Cellar, (i.e select option 4). You are now in the Treihadwyl Dungeon. This is where most of the action takes place! Firstly, you should read the sign that is fixed to the pillar near the entrance that you just came through. Select LOOK from the menu bar displayed in the lower half of the screen, (the LOOK option will change colour to show you that it is ready and waiting for something to look at). Now select the floor tile that the pillar stands on. The sign will be displayed in the middle of the screen for you to read. When you're ready, click anywhere to remove it. Note that to manipulate any objects or furniture, you must select the relevant option from the menu, then click on the floor tile that the target stands on, not the target itself. Select OPEN from the menu then select the chest on the south-west side of the room. The Berserker will walk across and open the chest. Select LOOK and click on the chest again. If you find 'treasure' select TAKE from the menu then click on the chest again to take the item. A message in the lower half of the screen will tell you what you 've taken if anything was there. Repeat the process with the clock in the NW corner of the room, except that this time you don't need to open it first. Note that all of these actions have been performed by the Berserker as he is the current party leader. You can get each party member to do a different action by selecting a different character. To do this, click on the figurines in the bottom left hand corner of the screen. The base plinth of each character will highlight to show that they are now selected. You can get one to look at the sign, then another to open the chest and another to look at the clock if you wish. To leave the room, click on the dark floor tile on the very edge of the location to the W (behind the door). The whole party will attempt to march out of the room. Unfortunately this particular door won't open. Select OPEN then click on the dark exit tile behind the door. The message 'The door will not budge' will be displayed, and it will remain closed. Hopefully you have noticed a few strange symbols on the floor in this room. In the NW corner is the magical rune which represents DAMAGE, and in the NE corner opposite is the magical HEALING rune. Runes are used extensively by the Runemaster whenever he wants to mix or cast a spell. These runes are clues to what you must do to be able to get out of this first room. Select the Runemaster (either click on the base plinth of the figurine in the bottom left hand corner, or press F4 on your keyboard). You will notice that he has a bowl on one of his plinths in the bottom right hand corner of the screen. Click on this bowl. A different screen will load in. This is the Runemasters spell mixing screen. In the top right hand side you can see sixteen icons. Three of them are occupied by runes. The top rune (shaped like a arrow) is the MISSILE rune. The next rune down is the DAMAGE rune (which looks a bit like a Z), and the last one (which looks like a lop sided X) is the HEALING rune. The top middle of the screen shows the Runemaster holding the bowl and a mixing implement in his hands. This is known as the mixing window. Beneath this you can see eight different ingredients, and the number of each displayed underneath. There are also a few icons on the left hand side (a scroll and an eye) and two bowl icons on the right. Don't worry about these for now. You need to mix a MISSILE DAMAGE and a MISSILE HEALING spell which the Runemaster can use in the first room to open the doors. To do this, follow these instructions: Select the MISSILE Rune. You will see the Rune appear in the left hand side of the mixing window and its name appear in the bottom left hand corner of the screen. Now select a WING OF BAT (the first ingredient in the ingredients). The ingredient will appear on the right hand side of the mixing window and the name will be displayed beneath the name of the rune in the bottom left hand corner of the screen. Click on the MISSILE Rune in the mixing window and the MISSILE Rune will now appear in the bottom left hand corner of the screen. You will see the hand mix the two together in the bowl. You have now made a MISSILE. This isn't a finished spell. You have only created the first component. The same process applies to making the HEALING component. Select the HEALINC Rune, then select the Hedjog Venom ingredient to go with it, (this is the fifth ingredient which looks like a bottle). Follow the same process as described for MISSILE. i.e select RUNE (will appear left hand side of window). Select INGREDENT (will appear on right hand side of window). Click on RUNE in window (Symbol now appears in bottom left-hand of screen). You now need to mix MISSILE and HEALING together. Select the top mixing bowl icon on the right of the screen to mix them. The spell has now been added to the 'Spells in Use' list. (You will notice that since spell 1 is now complete, the title in the mixing window now reads 'spell 2') (To make a MISSILE DAMAGE spell, just substitute the DAMAGE rune and its ingredient (Brimstone) in place of HEALING and its ingredient. This will be spell number 2.) How do you know which ingredient goes with which rune? Well, if you click on the eye on the left hand side of the screen another screen will be displayed which shows you what you need to know for the runes that your Runemaster currently possesses. (He can buy others from the Ancient in the mountains later on in the game). Click anywhere to return to the spell mixing screen. To see the MISSILE HEALING spell, click 011 the scroll 011 the left hand side of the screen. The 'Spells in Use' screen will be overlaid on the screen. The spell is in the number 1 slot. The number 2 slot should have the MISSILE DAMAGE spell. Click on the number 1 then on the little scroll icon on the right to see its name and a list of the ingredients you used. Click anywhere to remove this. Do the same with spell 2 if you wish. You will want to use these spells more than once, so click on the spell number then click on the little bowl icon on the right. This re-mixes that spell. You will see the number of casts increase each time you click. When you've got 3 casts of MISSILE HEALING, click on number 2 and do the same with MISSILE DAMAGE. Note that the ingredients are also automatically taken off for you. Now click outside of the 'Spells in Use' to make it disappear. To cast the spell, select the 'leave spell screen' icon. Select the Runemaster in the Dungeon and either select his special ability (i.e. CAST SPELL) by clicking on the Action menu or press F10. The 'Spells in Use' list will appear 011 screen. Now click on number 2 (the MISSILE DAMAGE spell) and the list will disappear. Note that the Runemaster has put his hands in the air, ready to cast the spell. Move the on screen cursor so that it points to the DAMAGE rune which is on the floor. Click on that floor tile and the Runemaster will fire a missile at the rune. If the path was clear, the missile will hit the name. The W door has now opened! Cast the MISSILE HEALING spell (number 1) at the heal rune in the NE corner and the E door will open too, if the path that the spell took was clear. If it wasn't, move the Runemaster closer and try again. Now you can click on the dark exit floor tile behind the now open W door. The party will march out of the room and enter a corridor. When in the corridor, click on the Dragon who sits in the top left hand comer of the screen. This will put up on screen a game map, showing you that you're now in a corridor. It will also tell you where you are and what Dungeon level you are on. Here you will be in Treihadwyl - Level 1. The game is also 'paused' whilst the map is on screen. Click anywhere on the map to make it disappear. Now click on the backpack which is next to the Dragon. This will bring up an Inventory screen showing you all of the objects that your current character has as well as all of his strengths and weaknesses. Click on the X shaped icon to leave this screen and return to the Dungeon view. Select the Assassin and get him to walk to just outside the W door. Now select the exit square behind the door to get the party to leave. You will find your party in a room with one solitary path leading around the middle of the room. There are also monsters here! (If you like, press Pause now, then read the following section so you are prepared for what you must do to survive the monsters here.) Immediately Press F1 to select your Berserker, press F10 or Spacebar to send him into 'Berserker Rage' then hit the Rally key (ENTER) to throw everyone into combat mode. With the Berserker at the Front of the party he ù Keep the Runemaster out of fights in the early stages until he has a few good damaging spells to use. Later on when he becomes more powerful, he could turn into the most important member of the party! * If anyone dies in the early stages, take the bones back to a Temple to resurrect them. Having died won't affect your adventurers performance once he's brought back to life! You should boost their Luck scores back up before you re-enter a Dungeon by praying at a Holy Temple. * After about a month has passed in the game, keep your eyes on the state of Keeps and how well they are defended. If they become lightly or barely defended then they are in need of a cash donation. * SAVE regularly. If you're particularly paranoid, save after every few battles. * There is a regeneration chamber in Treihadwyl if you can find it, where dead adventurers can be resurrected. The nearest Holy Temple to Treihadwyl is at Martindale if you can't! * If you find a Golden Helm in Treihadwyl, give it to the Berserker and get him to equip it. Every time a battle is in progress put him in Berserker Rage as normal and then select the helm on his arcane plinth for magical intervention! * Despite the fact that a map is drawn for you (by Elliott the Dragon), you will still need to make a note of where entrances and exits are and where you found particular keys etc. It is best to map the game on graph paper. Try and ensure that your party go up in levels at about the same rate. Don't let just one member do all of the fighting. Share the responsibility around else you will end up with an unbalanced party of very weak and very strong adventurers. Avoid banner encounters early on until your party has battled through a few dungeon levels. There are some banners who are easier to fight than others, (the hawk banner being the easiest and the skull being the hardest). You can get lots of experience points quickly if you win a banner encounter, but your party can also get massacred if they wade in without much battle experience! If a friend is also playing LEGEND on his computer, he may well have mixed some different spells from the ones you have. It is always a good idea to try out useful spells that other people have created and found useful in the game. End................ ======================================================================= Legend: Complete Game Manual Legend - User Manual It is a time of dread.. a time of woe The land of Trazere is in chaos. A strange and powerful entity as old as the world is stirring in its sleep. The peoples of the Ancient Realm are being transmuted into hideous beasts by some malevolent power and are roaming the land, slaying and despoiling all in their path. Why has the King forsaken his people? Why does he not send his legions to scourge the land of its foul pestilence? Only the stalwart men of the four Keeps can save the Kingdom from evil, but surely even their great walls cannot hold forever! Then came the four adventurers.. From the North came a mighty Berserker, a fearsome killing machine. From the South, a Runemaster armed with magical spells. A Troubadour with magical songs came from the West and from the East, an Assassin, master of agility and stealth. Could these be the heroes to save the land? Or will they, too, fall, as have so many before them? Now is the time of Legends.. The Character classes Berserkers In the forbidding wastes of the far North live the Berserkers. A race of warriors without equal who never tire of slaying the minions of Chaos. In the heat of battle some heroes of the Northern clans can enter a state of blood lust known as the 'Berserker rage'. This turns them into wild and furious killing machines who foam at the mouth and are completely unstoppable until all their foes are slain. These Docs was converted by Rygar! Troubadours A Troubadour is a class of warrior/musician who travels from place to place hiring himself out as either fighter or entertainer, whichever is the most lucrative. The songs sung in battle by a troubadour are ancient melodies steeped in magic that bolster characteristics like strength, speed or healing. This ability works on the whole party, not just the singer, (although he is more strongly affected). Some of the instruments found in the Ancient Realm have been boosted by the more traditional runic magic, making the Troubadour class extremely powerful at later levels. Assassins To the East of the Ancient Realm lies the Empire of the Moon. Comprising, as it does, numerous feuding provinces, it is not surprising that the way of the Assassin is a popular career choice for many young adventurers there. Assassins are highly trained fighters who specialise in the back attack, which can triple the damage they inflict. Heavy weapons such as swords or staves are too cumbersome for the Assassin to inflict critical damage with, but small weapons like daggers are ideal. In addition to this lethal ability, Assassins may also invoke moon magic to turn themselves invisible by hiding in shadows. Runemasters The most potent form of magic in the Ancient Realm entails the use of runes to cast spells. Arcane reagents are mixed into a bowl whilst invoking these runes to give them their power. All Runemasters must have served an apprenticeship under an older and more powerful mage known as a 'Mantric'. When they have served their apprenticeship, the Mantric usually grants the would-be Runemaster the knowledge of a few runes and then sends them into the world, never to return. Runemasters may learn of new runes and their reagents by finding another Mantric who will sell them the knowledge. It is rumoured that a powerful Mantric known only as 'the Ancient' lives in the mountains near the city of Treihadwyl. The Monsters awaken.. As the Chaos deity stirred in its sleep and dreamed its dreams of power, residual energies leaked into the material world and caused widespread mutations. These mutations took a wide variety of forms, from the great demonic shape of a Lord of Chaos to creatures which seemed at first glance to be entirely human. Only the pallid colour of their skin or wild eyes betrayed them... Any characters who are not members of the party are referred to as monsters. These monsters will (without exception) attack the party at every opportunity. There are many different monster races to be encountered, hence any battles with them are referred to as Monster Encounters, (See Combat Mode on how to fight monsters). A good general rule when encountering monsters is that the smaller they are, the easier they are to kill. For example, Kobolds are tiny humanoid creatures who like nothing better than to hang around the more powerful Orcs or Ratmen and can usually be killed with the minimum of effort. Chaos Knights on the other hand are tall. heavily armoured and exceedingly tough! On loading your LEGEND Disk I, you will be asked to load a Saved Game, or start a New Game. You should press any key if you wish to start at the beginning. Having selected a New Game, you will be presented with the Party Selection Screen. This allows you to select your own four party members. There are a few restrictions to who you may have in your party: You MUST have four members at the start of the quest, and you must have one of each character class. Who you have within these restrictions and what gender they are, is completely up to you. Current Character Class The character class currently selected is displayed here. This will change whenever 'Next Character' is selected. The Character Class Portrait A graphic portrait of the character class currently selected is displayed here. This will change whenever "Next Character" or the opposite Gender is selected. Ability Scores These values are unique to each character, and they determine their personal abilities. For example, a Berserker won 't last long as a fighter if his strength is the lowest in the party. The Runemaster won't be able to cast very strong spells if his intelligence is low. You can change the scores before you enter the game, but first you need to understand what they represent. (The following definitions can also be found in the Inventory section of this manual): Af = Attack Factor The Attack Factor shows how likely the character is to hit a monster during a fight. Df = Defence Factor The Defence Factor shows how likely the character is going to be able to block or dodge a blow from a monster. AC = Armour Class This is a measure of how well the character is able to withstand hits. Unlike other scores, the lower the number the better the character is protected; e.g. AC: -5 is better than AC: +2 Str = Strength Strength is a measure of muscle power. It has a direct effect on how much damage the character inflicts on a monster and is also used in calculating the Attack Factor value. Int = Intelligence Intelligence affects the strength of magic spells cast either by the Runemaster, or of any spells cast via magic items used by other characters. Spd = Speed Speed is a measure of how many attacks the character can make on a monster in a set period. It also affects the speed with which each character reacts to the commands given to him or her via the Action Menu in the 3D Dungeons. Dex = Dexterity Dexterity is the agility the character shows during a monster encounter. It is used in calculating the Attack and Defence Factors. Con = Constitution Constitution is a measure of how well the character can resist a magical attack. It is also used in calculating the increase in hitpoints that is awarded to adventurers when their experience level increases. Lck = Luck Luck saves a character from a killing blow. Each time this happens, one luck point will be deducted from the character's Luck total. Luck can be increased by praying at Holy Temples (at a cost) or by using certain items from within the Dungeons. Hits=Hit Points This is a measure of how many hit points of damage that characters can sustain in an encounter before they will die. The Beserker described below has the following scores: Ak 45 Df:39 AC:+0 Str: 15 Int:9 Dex: 14 Con:14 Spd: 13 Luck:6 Hits: 82/82 Changing the ability scores The scores that you choose here will be the ones that the characters begin the game with. They will live or die by your choice. To change the scores you can select some or all of the element icons displayed in the bottom left corner of the screen. The Elements When selected, these affect the ability scores. Some scores will increase whilst others will decrease. It is up to you which combination of elements you want to use. Element Boosts Depletes ======================================================= 1 Earth Str, Con, AC Int, Spd, Dex 2 Fire Dex, Spd, Int AC, Hits, Str, Con 3 Air Int, Spd, Dex Con, AC, Str 4 Water Con, AC, Hits, Str, Dex Int, Spd When changing the scores, you should keep in mind those scores which would best serve the class that you have selected. Berserkers need high scores in those abilities that would best serve them during an encounter with monsters. Troubadours require good scores in those abilities that would aid them in a fight. Assassins require good stealth and agility if they are to sneak up to a monster undetected. Runemasters require high scores in those abilities that enable them to be good at spell casting. Genderselect You can choose male or female characters for each character class by selecting the male or female icon. Rename You can change the names if you wish. Type in a first name, surname and home town. When you are happy with the ability scores, the name and the gender, select another character. When you've completed all four party members, click on 'OK' to enter the game. Before we enter the game properly, there are a few other concepts you should be familiar with. Objects and their importance OK' to enter the game. Before we enter the game properly, there are a few other concepts you should be familiar with. Throughout the land of Trazere you will come across many objects which have either been bought from an Apothecary, Artificer, Blacksmith, etc. or found within the Dungeons. Pay great attention to the way these objects affect each character's ability scores when they are 'equipped' for use, (see Inventory for further details on equipping objects). Many objects will boost certain scores for the character that has equipped the item. Others are magical items that can be used by any character for a limited number of uses, e.g rings, helms etc. You will learn to use these objects to your party's advantage during the quest. Ignore them at your peril! For example, the Berserker whose ability scores are listed above, would begin the quest with the following items in his inventory: Leather Boots Leather Buckler Chain Mail Leather Gloves Short Sword When equipped, the items affect the ability scores. (Items that don 't increase a character's scores when equipped will be magical items). All the items found in each character's inventory at the start of a New Game have been equipped for use already. e.g Leather Boots add -1 to the character's Armour Class. Short Sword adds +10 to the Attack factor and +20 to the Defence factor. Every adventurer has a restriction according to his character class (Berserker, Assassin, Runemaster, Troubadour) which prevents him from using (being equipped with) certain object types. Berserkers cannot use magic wands or magic staffs. Assassins can only use short bladed weapons (e.g daggers) and staffs in combat. They cannot use wands, full face helms or metallic armour of any kind. Troubadours cannot use magic wands, axes or wear plait armour. Runemasters are unable to use any normal weapons except for staffs and arcane blades) or wear armour of any kind. There are many different types of object in the game, including: Keys These are very important. There are many locked doors within the Dungeons which require a certain key to unlock them. You will not always find the key you need in the same Dungeon that you are currently exploring. When you try to open a locked door you will be told which key is required. Rings (worn) These are all magical and can be worm by anyone. The number of uses for a ring vary. The spell cast by a ring depends on the type of ring worn. For example, Cloud rings give the wearer magical teleportation, whilst Serpent Rings will restore some of the wearer's hitpoints. The strength of a spell invoked by using any magical object mainly depends on the character's intelligence score. Potions There are many different types of potion available. Potions can only be used once. They all have a magical effect. Scrolls These magical scrolls allow any character to cast their spell once only. The runes on the scroll indicate what the spell is. Helms (worn) There are many different helms available. The magical helms have a limited number of uses before they expire, and each have varying effects. Wands Another magical item that allows the user to cast the relevant spell for a limited number of uses. Other items to be found include staffs, swords, daggers, blades, The Land Map Whenever a New Game is selected the first thing you will see is the Land Map of Trazere. This map is also seen throughout the game whenever the party leaves one town, village or Keep to visit another. Banners At the start of the quest, your party will be in the very middle of the land map. It is represented by a light coloured banner with five small crosses. After a short while, other banners will appear. These are either good soldiers from the various Keeps trying to protect the land from evil (dark blue banners), or evil armies attempting to take over Trazere (red banners). (CGA PC owners should note that 'good' banners are displayed in red and yellow, whilst 'evil' banners are green, red and yellow). Non-party banners (good or evil) all have different symbols. In the case of 'good' banners this is so you can tell which Keep they have come from. The symbols on the 'evil' banners represent the strength of the monsters in that army. For e~ample, the symbol of the hawk represents the least powerful of the evil hordes. The mightiest army on the land map travels under the sign of the skull and comprises an army of undead champions. To help you identify the evil banners, their comparative strengths areas follows: Strength Banner symbol 1 Hawk 2 Writhing serpents 3 Evil eye 4 Thunder flash 5 Claw 6 Moon 7 Chaos helm 8 Skull Locations The map shows every visitable location in the game. By moving the on-screen pointer to a location, you will be informed of its name and how well it is defended, (this is displayed in the scroll at the bottom of the screen). If it is occupied by evil then you will be told that too. To move the party on the land map, simply position the cursor over the desired location and press the select button. The party banner will then set offalong a predetermined path to reach that location. Evil occupied locations cannot be visited. The speed at which the party moves around the map is determined by the type of Steeds it has. Faster steeds can be bought from Keeps. Banner encounters Whilst en-route to a new location, the members of your party might cross paths with a travelling enemy banner. If this happens, they will enter into a Banner Encounter. They will have the option to 'Hide' or face the evil hordes. If they fail to hide successfully, or choose to fight, then the party will enter an outdoor Dungeon view where they will have to face the monsters en masse. At this point, the game will behave in the same way as within Dungeons (see The Treihadwyl Dungeon for more details), except that combat will be much more intense! If the party is travelling the land map at midnight when new enemy banners arrive, there is a chance that it will be ambushed by the evil hordes. If you click onto the party banner as it moves across the land map, it will stop moving. When the banner is still, the party will automatically go into hiding. If a monster banner crosses the same path when this happens, a Banner encounter will be avoided. Escaping an encounter You can run away from a Banner encounter once into the fight. Simply click onto Elliot the Dragon (who usually draws the game map inside Dungeons). You will get away but at a cost - your steeds will be left behind to be consumed by the hungry monsters! Winning a Banner encounter Once all the monsters have been destroyed, simply click onto Elliot the Dragon to indicate that you want to leave the wilderness and continue your journey across the land map. You should note that when you leave the wilderness the party leader will automatically collect the bodies of any dead party members. If his inventory is full, then the bodies will be placed in any of the other remaining inventories. You will have a chance to resurrect them later. Beginners should try to avoid banner encounters until they have become reasonably proficient at fighting. Certain banners are easier to fight than others. Fighting banners is a good way of getting masses of experience points quickly, if you survive long enough! The time of day Time goes by quite quickly when you are on the land map screen. The sun and moon will pass overhead to indicate a new day or night cycle. If you place the cursor in the scroll at the bottom of the screen or anywhere else outside the map, then the actual day and date will be displayed (in the traditional Trazere Calendar format). Every midnight new enemy banners will stalk the land and every day the surviving 'good' banners will make their move. The battle between good and evil banners will rage on without your direct intervention. However, after a few weeks have passed the Keeps will begin to run out of soldiers. You should make donations of gold to them so that more soldiers can be recruited to continue the fight. Time will pass by very slowly inside the Dungeons. The day and night cycle only occurs on the Land map screen. Villages, Towns and Keeps Each one of these locations can have within them a number of other visitable areas. These are accessed via a menu system. Using the system is simple: Each menu will give you a list of options. These will either be places to visit or things to do. Each option will have a corresponding number next to it. To select an option either press the relevant number on your keyboard, or move the pointer over the option and press your select button. In answer to a question, select Y for Yes or N for No. To leave any menu and return to the previous one, press Escape on your keyboard. Below the main window area is a panel which shows your four party members as individual Face icons. The current leader is on the far left of the display. The inventory of the leader is displayed below this. There are a couple of new icons displayed here which are not used anywhere else in the game: This allows the total funds (gold) to be split evenly between the party. When selected this allows the leader to immediately collect ALL the gold from the entire party. This is most useful when the leader wishes to buy something but he doesn 't have enough gold in his possession to do so. These icons are used whenever the party is in a location where trading is involved. For example... The Apothecary This is a small shop that specialises in selling magical ingredients that are used only by the Runemaster. If the Runemaster is the selected leader, then pressing S in the Apothecary will display his spell screen so that you can see which magical ingredients he is short of. (The leader is the current character whose face is displayed in the lower half of the screen on the left hand side). Alternatively, once the Runemaster is the leader, select his face again to invoke his spell screen. (The spell screen is described in detail in The Magic Spell System section.) It does not matter who in the party does the actual buying, as the ingredients will be automatically transferred to the Runemaster's spell screen. The Artificer This shop buys and sells items that are not armour or weapon related. Upon entering, you are given the options to: (1) Buy Items (2) Sell items Buy Items Moving the pointer up and down the list of items for sale will display their cost price. To select an item to buy, press the relevant number on your keyboard or move the pointer over the option and press the select button. Sell Items Select an item that you want to sell from a character's inventory by moving the pointer over the object and pressing the select button. The object will be highlighted. Now select (2) to offer the item for sale. Use this icon to view additional objects if they are available simply by clicking on the required icon to go to the previous or next object screen. The Blacksmith This man will buy and sell armour and weaponry in a similar fashion to the Artificer. Prices will vary from location to location. You don't have to accept any offers made to you. By 'shopping around' you can save or make money. Holy Temples These are very important locations. Inside a temple you can choose to do one of the following (1) Resurrect (2) Offer Prayer (3) Buy Healing Potion Resurrect If any adventurers have been killed in a Dungeon, then you can bring their bones back here and have them resurrected. Simply have the bones in someone else's inventory and select (1) to resurrect. Offer Prayer Each prayer costs 25 gold pieces. It is best to buy prayers in bulk (i.e more than one at a time). Each prayer adds 1 to the adventurer's luck score. Buy Healing Potion You can buy Serpent potions which will restore character hit points when used. The Tavern Taverns are an important source of information and clues. When you enter a Tavern two options are displayed: (1) Talk with Barkeep (2) Talk to the Minstrel Talking with the Barkeep Barkeeps are good sources of gossip. Talking to them will cost you money, and they won't always have something useful to tell you. Don't worry - you'11 know when they are ripping you of fl You should always visit a Tavern if you're not sure what you've got to do next in the game. If you have started a New Game and are a beginner, you should visit the Treihadwyl Tavern to be told where to go next. Talking to the Minstrel The Minstrel travels around the land as he pleases. If he's in the Tavern, you can buy songs off him which the Troubadour can use within the Dungeons as Bardish Melodies. This icon will exit the screen you are currently on. If there are no other screens to go to, the game will go back to the Land map screen. Use it to leave any of the locations previously described. There are other locations to visit on the Land map: The King Seated on his throne in the castle, King Necrix III has become almost a recluse since the Chaos war started. He has instructed his guards to send anyone away who cannot show the correct documentation. The Ancient An old man who will sell Magic Runes to the Runemaster. He lives alone in a cave in the mountains near Treihadwyl. He can also identify any item/artefact/scroll that casts a magical spell if you ask him. He is the only source of new Runes in the game. The Unshrine Rumour has it that a mythical location called The Unshrine moves around the land of Trazere. Nobody knows exactly how to predict where or when it will appear next or what secrets lie within it. Moonhenge An area of great power and mystery... The Dark Tower Who lives within the evil tower and why? The Guild The Guild is found in Treihadwyl and is a very important location. The following options are available within: (1) Train Levels (2) Rename (3) Reclothe (4) Enter Cellar Train Levels Whenever a character wins a monster encounter, experience points are awarded. When a character amasses a particular number of points he can train up to a new level. It is here that each character is trained. If any character is short of the required total points, he will be told how many more points he needs. Characters do not have to go to the Guild as soon as their hit points total is equal or greater than that required for a new level break. They can amass enough points for multiple level breaks before going back to the Guild. Whenever a character goes up a level, they will also be awarded bonuses to add to particular ability scores. Their total hitpoints score will also increase each time a new level is achieved, therefore the higher the level they are, the stronger they will become. Training costs money. The higher the level, the higher the cost! Rename Each adventurer has a default name at the start of the game. You can rename each character if you wish. Select this option and type (from the keyboard) the name, surname and home town for each character in town. To select another character, click the portraits in the lower half of the screen. The selected portrait will appear in the left hand corner and is now the currently selected leader. Reclothe This option allows you to change the colour of your adventurers clothing to suit your own tastes. Enter Cellar Selecting this option will take you into the 3D isometric Dungeon environment. This part of the game is described in detail in The Treihadwyl Dungeon. It is the first of many such Dungeons that your party of adventurers will have to battle through if they are to complete the game and become Legendary. The Treihadwyl Dungeon (The 3D Dungeon Envoirment) To survive in the Dungeon environment you must know how to search rooms and corridors, take items, use items, unlock doors, cast spells, fight monsters and generally live long enough to reach the next Dungeon. Each room or corridor is displayed in isometric 3D. Within this display you will see your fully animated party of four adventurers as well as any monsters who are in the same location, and any objects or items of furniture. Moving around To move a character to a particular spot in the location, simply select the floor tile where you want them to move to by moving the pointer over it and pressing the select button) and they will make their own way to it. There are, however, a number of circumstances that would prevent a character from reaching the selected point: (i) The path to the area is blocked by a locked door The character will attempt to go as far as he can and then stop if a locked door prevents progress. A door that is not locked will open and let the character through. (ii) The character is blocked If any monsters are present they will probably try to stop the character by attacking or just getting in the way. (iii) The area is not reachable Some rooms or corridors have exits which are not reachable from the character's current position. Either the selected exit is reachable from another area within the location or the required path is only available once a puzzle or other function has been solved or performed first. Leaving locations To leave one room and move to another requires the player to select an exit tile. These are the dark floor tiles which are found on the edges of the location. Selecting an exit tile tells the entire party that you wish to leave that location and move to another. At this point, all four adventurers will attempt to head for the selected exit. Whoever gets there first will be the first character to enter the next location, and therefore will become the newly designated party leader, (see 'The Party' for more details on leaders). The same restrictions for moving characters as described in 'Moving around' applies to leaving a location. The Party The four characters in your party are shown here in figurine form. The character currently selected will have his base highlighted. He is also referred to as the party leader. There are two other points of note: (i) The skulls The stack of four skulls indicate the general state of each character's total remaining hit points. Each skull represents a quarter of that character's total hit points. Whenever a skull turns dark then the total hitpoints are in the bottom half of that quarter. Whenever a skull disappears altogether then the character's hitpoints have dropped below that mark. Their current luck score is also shown by the colour of the skulls. White - 5 luck points or above remaining Green - Below 5 luck points remaining Red - No luck points left (See 'Luck' for further details) When all the skulls have disappeared, that character will have 0 hitpoints and will therefore be dead. He should be resurrected either by magic or by taking the bones back to a Holy Temple. (ii) Damage Whenever a monster makes a hit on a character then the total hit points damage inflicted on that character will be briefly displayed over the figurine. Elliot the Dragon Elliot's main role in life is to map out each level for the partvy. Selecting Elliot will bring the game map onto the screen. Rooms are displayed as boxes, and corridors as lines connecting them together. The 'X' marks the spot where your party are currently located. The name of the location and the Dungeon level you are in is displayed at the top of the game map. (Do not confuse the Dungeon level with each Character's level of experience. They are totally separate and unrelated. Whenever the game map is on-screen, the game is effectively 'paused'. You can also pause the game by bringing up the inventory screen, the Runemasters spell screens or by pressing the pause key for your machine (as described in the control summary). Elliot has another function to perform. For further information, please refer to 'Banner Encounters '. The Inventory Selecting the knapsack displays the Inventory screen. This screen shows the following information: (i) The objects in possession Each character has a quarter share in a total inventory which can carry 64 objects. Therefore, each character can have up to 16 objects in their possession at any one time. (ii) The Characters' Ability Scores Each adventurer has an individual set of statistics (referred to as ability scores) which must be paid close attention to during the quest if they are to survive. These scores will change throughout the game as they are affected by objects, magic or other influences. Af= Attack Factor The Attack Factor determines how likely a character is to hit a monster during an encounter. Df = Defence Factor The Defence Factor determines how likely a character is going to be able to block or dodge a blow from a monster during an encounter. AC = Armour Class This is a measure of how well your character is able to withstand hits. Unlike other scores, the lower the number the better your character is protected, e.g AC: -5 is better than AC: +2 Str = Strength Strength is a measure of muscle power. It has a direct effect on how much damage you can inflict on a monster and it is also used in calculating the Attack Factor value. Int = Intelligence Intelligence affects the strength of magic spells cast either by the Runemaster, or the strength of any magic spells cast via magic items used by other characters. Spd = Speed Speed is a measure of how many attacks a character can make within a set period of time. It also affects the speed at which each character reacts to the commands given to them via the Action Menu in the Dungeons. Dex = Dexterity Dexterity measures a character's agility during a monster encounter. It is used to calculate the Attack and Defence Factor. Con = Constitution Constitution is a measure of how well a character will resist a magical attack. With a strong constitution, he will suffer less damage, or the effects of a paralysing spell will not last as long as it otherwise would. It is also used in calculating the hitpoints increase that is awarded to adventurers when their experience level increases. Lck = Luck Luck is bestowed on each character by the Gods. It saves the character from a killing blow. Each time this happens, a message referring to a lucky dodge or lucky ward will be displayed and one luck point will be deducted from the character's Luck total. Luck is also indicated by the colour of the skulls: White - 5 or more luck points. Green - Below 5 luck points. Red - No luck points left! Luck can be increased by praying at Holy Temples (at a cost) or by the use of certain items from within the Dungeons. Steeds The speed at which your party can move around the land map is determined by the type of steed each adventurer has. At the start of the quest, each character has a Nag which is the slowest available. Steeds can be bought from Keeps. Levels and Experience For every encounter that a character wins against monsters, he will gain experience points. Once the character has amassed a certain total of experience points, then he is ready to be trained up to a new level. To reach a new level, the character must visit the Guild in Treihadwyl and 'Train Levels '. The first few level 'breaks ' are achieved by reaching the following totals: Level 1 - Level 2 2,000 experience points Level 2 - Level 3 5,000 experience points Level 3 - Level 4 12,000 experience points Hits = Hit Points This is a measure of how many hit points of damage your character can sustain in an encounter before he will die. Each adventurer's maximum hitpoints total will increase when he gains an additional level of experience. Gold Gold is used for buying items and information from various locations inf Trazere. Whenever a monster is killed during an encounter in a Dungeon there is a chance that it might leave behind a bag of gold that can be collected. Whoever takes the gold will automatically collect all the gold in that location. The amount of gold to be found in each bag varies from monster to monster. There are a couple of icons that you need to use on the Inventory, screen: Equipping To use an object in your inventory you need to equip it first. If you are just carrying an object then it is not ready for use. It must be equipped: e.g Mithril Mail To use this armour (i.e wear it) you would select the object then select the Equip icon. The highlight colour around the object will change to indicate that it is now being used. If you want to wear anything, be it rings, armour, helms, shields etc. you must equip them first. If you wish to have a particular key ready for use, then you must equip it so that it will appear on the carry plinth. This also applies to wands, staffs, weapons, scrolls etc. Some objects behave differently when equipped. For example, magical ingredients found within Dungeons should be given to the Runemaster. When equipped, they will disappear from the inventory and will have been added to the Runemaster's spell ingredients totals on his spell screen. A few more magical items behave in a similar fashion. Note that selecting an item in a character's inventory will display its name on screen. To stop using an item, simply select it and click on the equip icon again. It is now just being carried and not being used. Dropping If you have an object in your inventory that you want to drop onto the floor in a Dungeon, then select the item and then click on the Drop icon. This will deposit the object at the feet of the character who has dropped it. The only reason why you would want to drop an object is if you have no further use (or room) for it. You don 't have to drop an item to be able to give it to another character in your party. Players should note that objects can only be dropped when in the Dungeon environment. To get rid of objects outside the Dungeons you must sell them to a willing purchaser. Giving objects to other characters On the right hand side of the inventory screen you can see all four adventurers. The selected character is shown in full colour and the others in monochrome. To give an object to another character, select the object once then select the character you wish to give it to, from the portraits on the right of the screen. The object will disappear from the selected character's inventor~ If you then switch to the other character, you will find the object is now in their inventory. If the character you are giving the object to has no spare room in his inventory then you will not be able to give it to him. Load and Save Select this icon if you want to save your current game position to disk, or load in a previously saved game file. To save you will need to have pre-prepared a blank formatted disk. You can have up to ten different save game files on a disk. You will be asked for a save or load game file number. Simply select 0 - 9. At this point you should remove your Legend Game Disk and insert your Save Disk, then press a key to start loading or saving. PC Hard disk users - if the game is running from a hard disk then it will save back to the hard disk. You will find the save files in the same directory as your LEGEND game files. Exit Screen This icon will take you off the Inventory screen and back to the Dungeon environment. It also appears on many other screens and serves a similar function. The Item Plinths Three item plinths are displayed. Equipped items appear on these plinths. Carry plinth This plinth is the character's left hand. Equipped items that appear in this hand include: scrolls, wands, potions, staffs and keys. Weapon plinth This is the character's right hand. As all available adventurers are right handed, the equipped weapon will always appear on this plinth. Arcane plinth Magical items will appear here if they are items that can be worn, e.g rings, certain helms, particular shields. Please note that normal non-magical clothing will not appear on any of the plinths when equipped, e.g plait mail, winged helm, gloves, bucklers, etc. Using equipped objects To use any of the items on the plinths you must move the pointer over the relevant plinth and press the select button to select it. Some objects only have one use (e.g scrolls) and will disappear from the plinth as soon as they've been used. Others have a limited number of uses and then they too will disappear. Note that the plinth will highlight (i.e change colour) when the object on it is being used. Rally (ENTER key) This icon has a number of uses, but the principle remains the same. Selecting the Rally icon gives the remaining characters an order to rally around the party leader. There are a number of reasons why you would want to select Rally: (i) During battle If, in a monster encounter, one of the party is being severely beaton by the monsters, by selecting Rally (when that character is the party leader), the remaining adventurers will attempt to gather around him and help fight off the monsters. (ii) Surround Spells A Runemaster may have a surround spell that he wants to cast on the entire party. By getting the party to Rally around him, the spell can hit everyone at once. (See the Spell System for further details on magic). (iii) To stop running away When in Chicken mode, selecting Rally when all members of the party are in the same location will stop them running away. The Compass This always points to the North to avoid any confusion when leaving a room or corridor and entering a new location. The Chicken If the party leaves a room which contains monsters, then they are deemed to be running away. This means that the entire party will flee in a blind panic and run to any exit. They will keep going until one of the following occurs: (i) They reach a dead end. (ii) Monsters block all the available exits. (iii) The Rally icon is selected when all remaining adventurers are in the same location. (iv) They all die! (a worst case situation) When in running away mode, the chicken will flap his wings to indicate that the party is fleeing. You can induce running away mode either by clicking onto an exit square whilst monsters are still present, by clicking on the chicken, or by pressing Escape on the keyboard. Note that if You run away from monsters, they will give chase until they catch up with you. Anyone who enters a location with opposing forces already present will be at a slight disadvantage. They can be 'ambushed' under these circumstances. This means that a slight tactical advantage can be made by running away if you re-group (i.e RALLY) in a nearby room, ready for the monsters who will enter the location after you. The Action Menu This menu has five basic options that any of the characters can perform. There is a sixth and final option, which is unique to each character. There is a basic principle that should be understood when using the options found in the Action menu. Whenever a character attempts to manipulate or examine any items within a Dungeon, whether they are signs, levers, chests, etc. it should be noted that the action must be aimed at the base floor tile that the target is standing on, and not at the target itself. Push (F5) This option is used for pushing buttons and levers. Take (F6) To take an object from the floor or from inside a container. Look (F7) Use this option for reading signs or for looking inside open containers to see what they contain. (All objects are referred to as 'treasure' when you use the look option.) Open (F8) This option is used for opening containers or doors. If the door is locked and you don 't have the correct key equipped, then you will be told which type of key you need. Shut (F9) Special abilities (F10) or SPACE BAR The final option on the Action menu is different for each character as it is their own special abilitY: Berserker 'Rage' The Berserker will enter an attacking frenzy. When he is in this state, he can do untold damage to monsters. Troubadour's 'Bardish Melody' The Troubadour can sing from a selection of up to 8 different songs. Each song has a lasting magical effect on the party. When a song is sung, a small musical note will appear in the far right of the message window below the Action menu. To deselect a song, select another song or select the current song to stop it playing. Melody Effect The Thief of Dolik Pass Boosts Party Dexterity Warriors Awakening Boosts Party Strength Ballad of Elanor Boosts Party Defence Factor Kijam Litany Boosts Party Constitution Smithy Song Boosts Party Armour Class Adieu Sweet Dullard Boosts Party Intelligence! Dance of the Faerie Queen Boosts Party Speed March of the Bold Ones A Weak Regenaration Spell Assasin 'Hide in Shadows' Using this option will turn the Assasin invisible. This means that he should be able to sneak up on monsters unawares. The Assasin specialises in stabbing people in the back, so he will inflict much more damage if he attacks from behind rather than from the front. Runemaster 'Cast a spell' The Runemaster is the only official magic user in the party. He can ore-prePare up to 10 different spells in advance, which will appear on the spell list screen. The Magic spell system is described in a separate section. The Message window Whenever a character does something it will be confirmed in this window with a message. During a monster encounter, the amount of damage each character has inflicted on a monster will be reported here. Messages will be more selective if lots of actions are performed at once, e.g during battle, some other actions like TAKE or PUSH might not be reported if a lot of fighting is in progress. If you've taken an object but did not see a message confirming this during a battle, simply look in the relevant character's inventory to check if they have it or not. The right hand side of the message window is used for displaying runes indicating any continuous spell effects that are affecting that character, eg. Antimage, Bardish Melodies. Combatmode To survive a Monster Encounter, you need to put the adventurers into combat mode. If a suitable weapon has been equipped beforehand, then you simply choose the relevant character and select their weapon plinth, (the right hand). The plinth will highlight and the character will enter combat mode. You can perform the same action on the remaining adventurers to get them to join in, or you can select the Rally icon which will automatically put everyone else into combat mode. Combat mode is automatically deselected when all the monsters in the location have been defeated. You can deselect combat mode manually during a fight by simply selecting the highlighted weapon plinth again. Some options on the Action menu will also deselect combat mode. Bare knuckle fighting Note that a character will enter combat mode, even when he has no equipped weapon. He will just use his bare fists to fight the monsters! (This isn't recommended .l) The Magic Spell System Magic is a very important element in the land of Trazere. The Runemaster will use it extensively during the quest, and the other adventurers also have access to magic via arcane (magical) items. Many monsters can use magic too, so beware! The principles of arcane power Note that the availability of spells is NOT restricted in any way to the Runemaster's Level, or his total experience. The only restriction is the party's ability to buy the runes from the Ancient or find ingredients from other sources. The Runemaster can mix spells if he has the following components in his possession: An Equipped Mixing Bowl Magical Runes Magical ingredients The Mixing bowl On its own, this is just an ordinary mixing bowl, complete with its mixing implement. The Runemaster begins the game with one already equipped in this inventory. (This will appear on his arcane plinth). Without a bowl, the Runemaster will be unable to mix any spells in the Dungeon environment. Mixing Bowls can be bought from any Artificer if the Runemaster loses or sells the one he has. Magical Runes There are 16 Runes available in the game, which are broken down into two different types: Director Runes These indicate the direction that the spell should travel in. There are four of these available: Rune _ |/ | Forward - The spell's effects are targeted at the floor tile immediately ahead. Rune /\ \/ Surround - The spell's effects are aimed at the eight floor tiles immediately surrounding the caster. Rune /|\ | Missile - The spell 's effects are placed in a missile and are aimed at a particular location. Rune | | | | Continuous - The spell's effects continue to act on the target location until it is dispelled or the party leaves the room. The spell is recast on that location approximately every four seconds. (ii) Effecter Runes These indicate the effect of the spell on the target. There are twelve available: Damage /_ / Will inflict damage. Healing \| |\ Will Heal. Dispel |\ \| Will stop any continuous spells and remove magical protection from a character. Paralyse |\/| |/\| Will paralyse. Antimage |\ | | Protects from magic. Speed \|/ | Will increase speed. Thrall |\/| | | Your willing servant! Make Weapon / \ \ / Creates a mystic weapon. Teleport _ | / |\ | \ Gives teleport capabilities. Regeneration /\ \/ / \ Will automatically regenerate lost hit points. Vivify |\ |\ | Reserrect the Dead! Disrupt |\ |/ A very powerful Damage spell that can result in immediate death Magical ingredients On its own, a Rune will do nothing. Each rune needs to be paired with the correct spell ingredient(s), (e.g Missile requires one Wing of Bat) for it to work. To know which ingredients go with which runes. see the Magic eye for further details. The Eight ingredients There are eight different ingredients in the game. Some can only be bought from an Apothecary, whilst others can be found within Dungeons. To add ingredients to the Runemaster's ingredients store, select the bag of ingredients which should be in the Runemaster's inventory and equip it. The bag will disappear and the ingredients will now have been added to the Runemaster's personal store. Note that when you pick up ingredients in Dungeons they are NOT referred to by the same name, e.g Dragon tooth will be described as a Bag of Ugly Teeth. The names are cryptic clues to the real ingredient's identity. The ingredients available are: Wing of Bat Mandrake Brimstone Crystal Dragon Tooth Nightshade Hedjog Venom Phoenix Claw You will find that the Runemaster will run out of particular ingredients. When this happens, any spells that require those ingredients will not be able to be mixed. A message saying 'Ingredients ' Low will warn you of this (on the spells in use list) when you attempt to mix them. The Magic Eye Select this eye with the pointer. A separate screen will be displayed which will show the Runes and which ingredients they require. To return to the Spell mixing screen, press the select button. The Spell Scroll Selecting this scroll will bring up the spells in use screen, but with extra icons on the right hand side. To use any of the icons, a pre-prepared spell must have already been selected for the icon to refer to. e.g click on a spell number which has a spell on it, (it will change colour to indicate that it is selected). (i) Information scroll This will tell you what the spell is and what ingredients are used in it. (ii) Re-mix Once you've mixed a spell once, you don 't want to go through the same process every time. Simply select the spell and click remix to mix more casts of that spell. The relevant ingredients will be automatically removed from the Runemaster's inventory each time a spell is re-mixed. (iii) Delete a spell Select a spell then select this icon to delete that spell from the spells in use list. You can change the order of spells by selecting the spell you wish to move and then selecting the new number you want to assign it to. Mix Spell Empty Bowl When you're happy with all the elements that you wish to put in the spell, you should select this icon to mix the spell. If you've mixed a spell that you're not happy with, then selecting this icon will ditch the ingredients from the bowl. Note that once you've ditched a spell you cannot retrieve the ingredients. They are lost forever. The Mixing Window This is where you make your spells. To do this you need to know: How to mix a simple spell Please note that for the purposes of this section, spells have been divided into 'simple' and 'complex' types. In a New Game, The Runemaster only has three Runes in his possession: MISSILE, DAMAGE and HEAL With these Runes, he is able to mix a few simple spells together ready for use. How to make a Missile Healing spell Please note that if you have been through the Beginners tips, you will already know how to mix a simple spell. Select the MISSILE Rune (the rune that looks like an Arrow). You will see the Rune appear in the left hand side of the mixing window and its name appear in the bottom left hand comer of Click onto the Missile Rune in the mixing window which will now appear in the bottom left hand corner of the screen. You will see the hand mix the two together in the bowl. You have now made a MISSILE. This isn't a finished spell. You have only created the first component. The same process applies to making the HEALING component. Select the HEALING Rune, then select the Hedjog Venom ingredient to go with it. Follow the same process as described for Select the Runemaster in the Dungeon and either select his special ability (i.e CAST SPELL) by clicking on the Action menu or press F10. The Spells in use list will appear on screen. Move the pointer over the number of the spell you wish to cast and press the select button. For this MISSILE spell, a floor tile needs to be selected where it is to be aimed, before the spell will be cast. Alternatively, whenever in the Dungeon simply press the correct spell number by pressing the number keys 1 - 0. The Runemaster will be automatically selected and will be ready to cast the spell. INGREDIENT (will appear on right hand side of window). Click on RUNE in window (Symbol now appears in bottom left hand of screen). You now need to mix MISSILE and HEALING together. Select the mixing bowl to mix them. The spell has now been added to the Spells in Use list. To see it there, click on the Spell Scroll. (To make a MISSILE DAMAGE spell, just substitute the DAMAGE rune and its ingredient in place of HEALING and its ingredient) Any spells that don 't make any sense (i.e those that don 't follow the rules of spell mixing) will be tipped out of the mixing bowl in the mixing window on the spell mixing screen. To cast the spell, select the leave spell screen icon: How to mix a complex spell Complex spells contain more than one Director Rune and more than one Effecter Rune, as opposed to the simple spells that only have one of each. e.g Heal, Antimage, Surround, Paralyse, Continuous, Damage, Missile, Damage. All the spell components are effective in the order in which they are arranged in the spell. The above spell would do the following: (a) Heal - The caster heals himself (regains some of his lost hit points). (b) Antimage - The caster gives himself temporary immunity from magic. This will stop working if a dispel is cast on the caster. (c) Surround - the area of influence for the remainder of the spell is transferred from the caster to the eight surrounding floor locations. (d) Paralyse - A paralysis spell is cast on each of the surrounding eight locations. (e) Continuous - Any further effects from the remainder of the spell will have a continuing effect on the eight locations unless dispelled or the party leaves the room then returns. (f) Damage - The caster is now surrounded by continuous damage spells. They will be able to walk through them due to the earlier Antimage effect. (g) Missile - Further components of the spell are f red away from each of the eight locations in directions directly away from the caster's location. (h) Damage - The missiles will cause damage on explosion. The Rules of Spell Mixing There are only a couple of restrictions on the components that a runemaster can include in any spell. (i) The combination of FORWARD, SURROUND and SURROUND, FORWARD are not permissible unless separated by a MISSILE rune. (ii) No more than two MISSILE runes can exist in any one spell. (iii) The sequence of runes SURROUND, MISSILE, CONTINUOUS is not allowed, even if padded out with other runes. You will need to cast a few spells in the first room in Treihadwyl, so it is the ideal opportunity to practice mixing and casting. It is important to note that arcane monsters have exactly the same magical capabilities as a Runemaster. This means that they won 't always cast damaging spells. At times, they will cast spells that are beneficial to other monsters in the room (healing, teleportation, etc). It is possible for your party members to be affected by these spells if they manage to get in the way, just as it is possible for your damage spells to affect your own characters if they are not adequately protected. Example Spells To get you started, a few very handy spells are listed below which you will find useful during the game. Note that to mix these spells you will need more ingredients than you start off with so that a number of Runes will have to be bought from the Ancient. Missile, Dispel, Paralyse This is useful against monsters. It will remove any magical protection and then paralyse the monster, giving your character the luxury of being able to attack it without fear of retaliation. Missile, Speed, Teleport This will double a character's combat reaction speed and then enable him to teleport into the thick of combat. Missile, Surround, Vivify, Healing This will literally save a few lives! Vivify allows the caster to resurrect dead party members. It will also heal them. Spells that begin with the Missile component have to be aimed by the caster. If Missile is included in the spell but is not the first component, then you don't need to aim. So there you are. The land of Trazere is in your hands. It will need all your wit, all your endurance, your bravery too, if you will succeed in your quest. But you have four loyal companions to help you, as well as a host of magic spells. Success will bring great reward. You will, in effect join those select few who become a Legend in their own lifetime. We wish you well. 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