Preface to the Story Welcome to the world of the Enchanter saga - a world where magic is commonplace, a world where guilds of professional magic-users spend their lifetimes mastering the intricacies of thaumaturgy, a world where great forces of evil must constantly be held at bay. In your late youth you left home to join the Guild of Enchanters. After years of schooling, you achieved the rank of Apprentice Enchanter. In fulfillment of an ancient prophecy, you were sent to find Krill, an evil warlock who had loosed a pestilence upon the land, and who threatened the very existence of the Circle of Enchanters. Only some guileless and inexperienced in the ways of magic could slip into Krill's realm unnoticed. By defeating Krill, you earned a seat on the Cricle of Enchanters, sitting at the right hand of your mentor, the leader of the guild, Belboz the Necromancer. Several years have passed, and you have grown very close to Belboz as you studied under his tutelage, learning the ways of magic from one of the world's most learned practitioners. But lately, Belboz has seemed troubled, preoccupied, withdrawn... small things only a friend would notice. You have even heard frightening noises coming from his chamber, and the voices of conversation when Belboz was supposedly alone. His temper has seemed short the last few days, and the look in his eyes sends cold shivers down your back. Could some evil spirit be at work here? You are sleepless from worry - Belboz is possibly the most powerful Enchanter in the kingdom. If his powers were used by the forces of darkness instead of the forces of light, who knows what would result? And now, unbeknownst to you, Belboz has vanished. Note: Before using a spell, you'll have to learn it. Before learning a spell, it must be written into your spell book via GNUSTO spell. For example CAST GNUSTO SPELL ON REZROV SPELL or GNUSTO REZROV will write the REZROV spell into your spell book. Now you can LEARN REZROV and REZROV [SOMETHING]. There is yet another way of casting a spell. You'll find most spells on scrolls. Holding the scroll, you can cast a spell without writing it into your spell book (for some powerful spells this is the only method). But be careful, the spell will be lost after a single use! FIELD GUIDE TO THE CREATURES OF FROBOZZ (This is your Infotater) ---------------------------------------------------------- | Infotater | 1 | 2 | 3 | 4 | 5 | ---------------------------------------------------------- | Dorn | Gray | Purple | Black | Gray | White | | Grue | Black | Black | Red | Black | Purple | | Brogmoid | Red | Purple | Red | Black | Purple | | Orc | Red | Gray | Purple | Gray | Red | | Hellhound | Purple | White | Gray | Red | Gray | | Dryad | Black | Gray | White | Red | Red | | Bloodworm | White | Gray | Black | Red | Black | | Ratgrub | Gray | Red | Gray | Purple | Red | | Yipple | Gray | Purple | White | Purple | Black | | Surmin | Black | Black | Purple | Red | Black | | Nabiz | Purple | Black | Black | Black | Red | | Kobold | Red | Purple | Black | Purple | Red | ---------------------------------------------------------- BLOODWORM: Bloodworms live in shallow underground pools of water and are often mistaken for mossy boulders. Their pointy, retractable fangs can extend up to 32 inches during attack. They are repelled by the smell of boiled chives: always carry some if venturing near known bloodworm spawning grounds. Bloodworms are usually white and gray and black and red and black. BROGMOID: In rare cases, these squat creatures can achieve the intelligence level of a three-year.old human. Domesticated brogmoids are tame and can be even taught to perform simple tasks. In the wild, they can be seen in huge packs sorting through rock piles for edible rocks. Brogmoids (which live considerably longer in captivity) are red and purple and red and black and purple. DORN: The deadly dorn beast should be avoided at all costs - it can paralyze its victim with a single glare from its powerful eyes. (Range: about three feet for young beastlings to about 20 feet for full-grown dorns.) Dorns usually live in crags and shadows near cliff bases. According to the last words of dying explorers, dorns are gray and purple and black and gray and white. DRYAD: Dryads, also known as tree spirits, are beautiful and shy. Many never leave the shade of the tree they were born under. If coaxed, dryads can reveal the location of forest treasures. They are only dangerous in large numbers, and then only if threatened. (Angered dryads have been known to crush attackers under tons of rose petals.) When awake, dryads are black and gray and white and red and red. GRUE: The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is Enchanters, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of days, and few have survived its fearsome jaws to tell the tale. Toxicologists believe that grues are black and black and red and black and purple. HELLHOUND: When you spot a hellhound, run in the other direction as fast as you can! Hellhounds are fast, fierce and capable of devouring a human 12 times their size in 3 1/2 seconds. They normally inhabit burnt-out or enchanted woods and rarely venture beyond their turf, even in pursuit of prey. Hellhounds are purple and white and gray and red and gray. KOBOLD: Kobolds are very capcble fighters. If attacked, they will fight back; if not attacked, they will fight back anyway. The look very similar to the less aggressive paskalds, but can be easily identified because their middle toe is slightly shorter than the toes that flank it. Kobolds live in small tribes in caverns or in dark forests and are red and purple and black and purple and red. NABIZ: Nabiz are mostly mouth, which is mostly teeth. They instinctively sense their enemy's weakest point when attacking. Contrary to folklore, they cannot fly, but they can leap tremendous distances. Nabiz are repulsed by the color blue, which explains that color's popularity in adventurer's garb. Nabiz are purple and black and black and black and red. ORC: Once a fearsome race of warriors, the Orcs were civilized by their fondness for computerized adventure games. Altough a small segment (the Hi-Res Orcs) enjoy graphic adventures, the vast majority (the Orcs of Zork) prefer interactive fiction. In the reflected light of a CRT screen, Orcs appear to be red and gray and purple and gray and red. ROTGRUB: Less than an inch long, the rotgrub lies waiting in food. Once ingested, the rotgrub heads straight for its victim's brain and begins feeding. Rotgrub death is excruciatingly painful and lasts years before a welcome demise. They are totally impervious to all forms of magic, and, even worse, smell like very old cheese. A common house rotgrub is gray and red and gray and purple and red. SURMIN: From their malodorous breath to their lice-ridden fur, surmins are utterly repulsive creatures. If they get close enough, they can bore their victim to death by reciting Greater Borphee County Penal Codes. A newly shaved surmin is black and black and purple and red and black. YIPPLE: The yipple is a master of disguise, able to alter form to match its surroundings. If disturbed in the wild, some yipples may bite. They make wonderful pets, but should never be allowed to rest in the cookie jar if guests are expected. Yipples are violently allergic to many kinds of animal wastes. When placed on a plain white tablecloth, yipples become gray and purple and white and purple and black.