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Bronze Dragon Manual - Public Domain 

Converted from html to text 

5/14/97

-------------------------------------

Non-Warranty

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."

Notice

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.

Ourselves

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


Table Of Contents

       Introduction 
              Overview 
              Mechanics 
              BD Expansion Stuff 
       The Disks 
              Disk One 
                    Bronze Side 
                    Dragon Side 
              Disk Two 
                    Character Disk 
                    Module Side 
              Disk Three 
                    Castle Disk 
              For Those With Two Drives 
       Beginning Play 
              Main Menu 
       How to Create a Character 
              Name 
              Race 
              Class 
              Alignment 
       Dragon Village 
              Dragon Village Menu 
       Copying Modules 
       Constructing Castles 
       Gathering a Party 
       Going on an Adventure 
              The Screen 
              Turns 
              Areas 
              Exits 
              Monsters 
              Traps 
              The Controls 
              Regular Commands 
              Special Commands 
              Range 
              How to Fight 
              How to Eat 
              Saving a Game 
              Mapping 
              Solving Plots 
       The Crossroads 
       Skill Levels and Skill Points 
       Glossary 
       Appendices 
           1.The Plots 
           2.Monster Attacks 
           3.Martial Arts 
           4.Weapons 
           5.Armor 
           6.Equipment 
           7.Spells Explained 
           8.Skill Levels 
           9.Three Formulas 
          10.Multiple Attacks 
       Tips 


Introduction

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.

Overview

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.

Mechanics

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.

BD Expansion Stuff

The Dragon's Tale: The Bronze Dragon newsletter was a free newsletter sent when
you sent in your warranty card. It had contests, info on new stuff, articles,
etc. Seekers of the Storm solution: Are you stuck on the first module? If you
want a hint or three check out the Seekers of the Storm solution manual for
complete maps and solution. Dragon Side II (The Twisted Speare): Available now.
Contains 10 new plots and a pub that sets new standards for intrigue and
complexity along with new types of characters and a new dungeon maker. The
Burning Storm: The second part of the Seekers of the Storm series. Enthralling.
Stupendous. Alas, it was never finished.


The Disks

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.

Disk One

Bronze Side - The Main Menu and Dragon Village are on this side. You must boot
the Bronze Side to begin play. 
Dragon Side - This side contains the monsters, the plots, and generates the castles.

Disk Two

Character Disk - This side contains up to 40 of your characters. Module Side -
Our first module, Seekers of the Storm, is contained in its magnificent entirety
on this side. The monsters and the dastardly plot are already there, waiting for
you. You must copy the module onto the Castle Disk before you can explore it. See
"Copying a Module"

Disk Three

Castle Disk - Use one of your blank disks for this. You'll copy the module and
castles onto it. Instructions on how to copy castles and modules are under
"Constructing Castles" and "Copying a Module"

For Those With Two Drives

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.

Beginning Play

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.

Main Menu

1.Create a CHARACTER: You can actually make a flesh and blood being! You can
determine the name, race, class and alignment of each character.

2.Enter DRAGON VILLAGE: Dragon Village is a mystical town where characters
resupply themselves. They can buy or sell goods, learn spells or Martial Arts,
mingle in the Boar's Head Pub, pay for healing, consult the Wizard, raise the
dead, or exchange money in the Bank.    

3.Copy a MODULE: Seekers of the Storm cannot be played on the original disk. This
will copy it onto your Castle Disk. 

4.Construct a CASTLE: BD can generate castles of immense complexity, full of
wonderful surprises. You can choose the size, difficulty and story.     

5.Gather a PARTY: This assigns a group of characters to an adventure. Up to 5
characters must be gathered before they can go on an adventure. 

6.Go on an ADVENTURE: Once you've equipped and gathered your party, it's time for
the thrill of adventure. This takes your party into a castle or module. 

7.Go to the CROSSROADS: After the adventure is over, your group of characters may
travel to the Kingdom of King Leopold or the Pit of Lord Usul to gain skill
points and skill levels. 

8.Use Character UTILITIES: There are two options here. You can either check a
character's status or delete a character. The status listing here is the most
complete - you may even print characters out on hardcopy if you have a printer
card in slot one. Also, this is the only place you can check a dead character's
status.


How to Create a Character

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.

Humans are an odd race, one that isn't very well liked by more advanced beings.
They stand about 6 feet in height and seem to regard this mutation as an
advantage somehow. Special Command: Humans can approximate the value of any
object. Elves are the fairest of all races and never hesitate to point this out
to others. "Arrogance" and "Vanity" are currently the two most popular elven
children's names. Special Command: Elves can detect evil in characters or
monsters. Dwarves are generally sullen and ill-tempered. Many scholars attribute
this to their incredible ugliness. In fact, most female dwarves possess beards,
which is why so many males go on adventures. Special Command: Dwarves are always
aware of their position above or below ground. Halflings are short. Reeeaaally
short. They even look up to Dwarves. To be fair, they're humble about their deeds
of valor. Well, they would be if they had any valor. Special Command: Halflings
hurl weapons with startling accuracy. However, Halfling Knights (a strange
combination) lose their hurling ability in favor of swordplay. It is replaced
with Detect Evil. Check Appendix 6 to see which weapons may be hurled.

                     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

           Ability Scores and Racial Modifiers



Class: This is the profession of a character. Each class is beneficial to a party
and has at least two special commands.

Knights are fightin' strong, blood 'n guts, here's mud in yer eye type
characters. They can wear any armor and use any weapon. Special Commands:
Swordplay and Rage. Assassins are shifty, underhanded, and incredibly dangerous.
They can use almost as much armor and weaponry as Knights. Special Commands:
Assassinate and Sneak. Ninjas are mysterious masters of the oriental fighting
arts. They can wear very little armor, but may wield most weapons. Special
Commands: Martial Arts, Imitate Dead, and Leap.        

Elders are spell-casters especially adept at healing and conjuring. They can wear
average armor and use few weapons. Special Commands: Sorcery, Destroy, and Innate
Heal. Wizards are spell-casters who can dish out massive amounts of damage or
alter reality at whim. They use almost no armor or weapons. Special Commands:
Sorcery, Cast Energy.

                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

                     Class Modifiers



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.


Dragon Village

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).

Dragon Village Menu:

1.Purchase Equipment: The provisioner brings out objects in 4 groups: weapons,
armor, equipment, and magic items. To purchase an object, enter the number of the
object. SPACE bar brings the next group up. RETURN brings back the Dragon Village
Menu. Appendices 4, 5, and 6 have details.    

2.Haggle with Merchants: Want to sell something? Johan, Bernard and Herbert will
buy anything except cursed objects. First, pick a merchant. To sell an object,
enter the number of the object. They haggle, so don't accept their first offer or
you'll be ripped off. To cut short a bargaining session, press 1Return 2 instead
of making a counter-offer.

3.Learn Spells: Elders and Wizards must learn a spell before they can cast it.
The number of spells a Wizard or Elder may learn is limited by their spell
points. A level 2 spell requires 2 spell points, a level 6 spell requires 6 spell
points, etc. To learn a spell, enter the number of the spell. To forget a spell
and regain the spell points, press "F" and enter the number of the spell. For
characters above 2nd level, SPACE bar will access the next available spell
level. Elders can learn up to 6 spells; Wizards can learn 7. See Appendix 7.     

4.Learn Martial Arts: Ninjas can learn Martial Arts if they have enough money for
training. To learn a certain move, just enter its number. A Ninja can learn a
maximum of 6 moves. As Ninjas gain access to more Martial Arts, they can replace
old moves with more powerful ones. SPACE bar accesses new Martial Arts for higher
level Ninjas. See Appendix 3 and Ninja Special Commands. 

5.Mingle in the Pub: You'll probably need help to solve the plots, and who better
to turn to than the drunkards of Boarshead Pub? Some ask for money, some don't.
Some tell the truth, some don't. Nobody said an adventurer's life would be easy.

6.Visit Healers: The Healers can cure anybody of anything except death (for
death, see option 8). If you pay less than the amount asked for, they won't work
quite so hard. Paying 25 BP will cure illusion, berserk, poison, etc.
     
7.Consult Wizard: The Tower Wizard loves to examine rare and wonderful goodies.
Ask him about any object which seems magical or unusual. For no charge, he will
tell you all he can. The Wizard can also uncurse objects, but he charges a fee
for this service.

8.Resurrect a Character: Aw... did a monster snuff one of your characters? Well,
who said death was permanent? The Tower Wizard can resurrect any character whose
constitution is above 3. If you give him the recommended fee, he has a 50-50
chance. Giving more or less money will adjust the chances accordingly. Characters
lose 3 points of constitution if the process is successful.

9.Look at Status: This shows the current status of the character in Dragon
Village.

10.Visit the Bank: First Federal Dragon is the world's only socialistic bank.
Characters may leave bronze pieces here for other characters to pick up. Alas, an
ancient enchantment on the vault prevents characters with no skill points from
entering the bank. WARNING: When you turn your computer off, the merchants will
snaffle up any leftover change in the bank (capitalistic greed, that's what it
is)! It's a good idea to have a character remove the money before going on an
adventure.

"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 Modules

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.


Constructing Castles

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.

1.Rooms Per Level: (10-30) This is the number of areas on each level of the
castle. "Areas" include hallways, chambers, etc.

2.Levels Below Ground: (0-10) The number of floors below ground level.
  
3.Levels Above Ground: (1-10) The number of levels above ground. Level 1 is where
you enter.
 
4.Starting Monster Level: (1-10) High level monsters are nastier than low level
ones. On your first adventure, choose 1. Some plots have a minimum starting
monster level.

5.Difficulty: (1-10) The higher the difficulty, the more monsters, traps, and
treasure the castle contains. On your first adventure, choose 3 or less.

6.Plot Number: (1-12) Refer to Appendix 1 to choose the appropriate plot. Do not
choose a sequel unless you've successfully completed the preceding plot.

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.


Gathering a Party

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.


Go on an Adventure

The Screen

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.

Turns

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.

Areas

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.

Exits

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.

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.

Traps

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 Controls

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: 

1.If you haven't hit Return, Space will switch between Regular and
Special Commands. 

2.If you've chosen a command that affects a monster or character, Space
will switch between the name groups. 

 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 Regular Commands

The following commands are available to any character. 
The numbers correspond to those in the
menu window.

1.Rest: The pause that refreshes and regains endurance.
 
2.Fight: Fighting is attempting to hit a monster or character with a weapon. You
must be in the proper range to have a chance at success. High level characters
will have multiple attacks. See "How to Fight" and "Range."    

 3.Search: There are 4 ways to search.
  
           1.Search for Objects: You can pick up an object with this command. It is also
              used to read a scroll, flip a switch or just fiddle with an object on the ground. You
              cannot do this in the dark. 
           2.Search Creature: This allows you to take an object from a dead character or
              monster. 
           3.Search for Secret Doors: You can attempt to locate a secret door with this
              command. You will not find any in the dark. Repeated searches and high
              intelligence will help. 
           4.Search for Traps: Paranoid? You may check for traps, but the search itself may
              set one off. Again, several attempts and intelligent characters will help.
               
    4.Look: If there's enough light, this will show the dimensions, a description, all visible
       door locations, an object, and any monsters in the area. This is automatically done when
       you enter a room, unless description is turned off. 
       
    5.Diversion: This gives every character in the area a +1 on their next to hit roll. It also
       allows low-level Assassins to assassinate. IMPORTANT: The diverter draws attention
       from monsters. 
       
    6.Advance: Advance is moving within an area toward a certain character or monster. It's
       usually used to get in the proper range for combat. See "Range." 
       
    7.Retreat: The opposite of advance, retreat is often used when a short range weapon isn't
       available. See "Range." 
    8.Use Object: There are 5 ways to use an object. 
           1.Unlock Item: This command is used to try to unlock an object on the floor such
              as a chest or coffer with the object in hand (thieve's tools work best). This
              command won't unlock doors. 
           2.Use on Creature: Using the object in hand on a monster or character is done
              with this command. Food, elixir, and many magic items are used this way. While
              food and elixir are beneficial, most characters don't appreciate a "Rod of Death"
              being used on them. 
           3.Examine Object: You can look closely at any object you're carrying by
              examining it. It is a good idea to check out anything suspicious, confusing or
              interesting. 
           4.Use on your Possessions: This is using the object in hand on another object.
              You can connect two rods together, put poison on a dagger and complete many
              plots and modules with this command. 
           5.Use in Room: This is using the object in hand in a way other than on a creature
              or your possessions. Unlocking doors with keys, waving wands, tying ropes to
              windows and all sorts of magical feats are covered here. 
    9.Inventory: There are 5 commands under Inventory. 
           1.New in Hand: This puts an object you're carrying in hand so you can use it or
              fight with it. Putting a candle or lantern in hand will immediately light up the area.
              New in Hand does not take a turn. 
           2.Status: Here's where you can see a detailed status of the character. It does not
              take a turn. 
           3.Get Rid Of: This is used to erase the object of your choice. This does not affect
              the object in hand, unless you choose it for disposal. Get Rid of does not take a
              turn. Warning: Get Rid Of works as advertised. It's permanent, so be careful. 
           4.Give Object: Give Object transfers an object from one character to another
              character or monster. It often bribes non-vile creatures into leaving peacefully. 
           5.Give Money: This works like Give Object, except bronze pieces are exchanged. 
   10.Leave: After conquering one piece of turf, it's time to move on to another. This command
       will take your party to the next frontier. Characters travel in a pack unless you turn group
       move off. Exits appear at numbers 1-4. If you're outside a castle, "Return to Dragon
       Village" will be at 5. 


Special Commands

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:

       Swordplay: This adds +1 to hit for every two skill levels and maximizes the sword's
       damage. This command only works when a sword is in hand and only allows one attack
       per turn. See Appendix 4 for a list of swords. 
       Rage: This doubles the number of attacks in one round, but reduces endurance to 0. 

Assassins have two special commands:

       Assassinate: This instantly kills most monsters or characters if the Assassin hits.
       However, a dagger or garrote must be in hand and until the Assassin reaches 10th level,
       the area must be dark or someone must divert. 
       Sneak: This works like the regular command Advance, but it does not take your turn.
       Assassins sneak better at higher skill levels. 

Ninjas have three special commands:

       Martial Arts: There are 10 disciplines of Martial Arts. Each discipline has 3 moves:
       Attack, Strike, and Defense. A Ninja can learn up to 6 moves. See Appendix 3 for details
       on disciplines. 
              Attacks: An Attack is a special method of fighting creatures in short range. It will
              do double the maximum damage if the creature is affected by that discipline.
              Example: A Yeti Attack will do 1-10 damage against most monsters, but against
              monsters with a freeze attack it does 20 damage. 
              Strikes: Unlike Attacks, a Strike only affects monsters under that discipline and
              may affect more than one monster simultaneously. The actual effect depends on
              the discipline (Yeti Strike freezes for 2 turns). Example: Tiger Strike, which only
              affects monsters that claw or bite, is useless against ghosts, but can severely
              cripple tigers or goblins. 
              Defenses: Defenses improve your armor rank and make you immune to attacks
              under that discipline. The effects are cumulative. Example: Having both Bear
              Defense (-1) and Eagle Defense (-2) would lower your armor rank by three and
              make you immune to encircle and drain level attacks. 
       Leap: This works like the regular command Advance, but doesn't take your turn. Ninjas
       must leap toward a creature, but only a martial arts Attack or Strike is allowed following
       the leap. First level Ninjas have a 25% chance of leaping with bonuses for agility and skill
       level. 
       Imitate Dead: Imitate Dead regains hit points; cures illusion, berserk, and poison; and
       prevents creatures from attacking the Ninja for 3-6 turns. Attempting to enter this
       trance-like state is a risky maneuver. If unsuccessful, the Ninja will suffer damage. 

Elders have 3 special commands:

       Sorcery: Sorcery is the act of casting a spell. Spells work at any range. Each spell has a
       certain number of charges or times it may be used. If the charges are used up, the spell is
       gone and the caster regains the spell points used to learn the spell. See Appendix 7 for all
       the details. 
       Destroy: Undead creatures less powerful than the Elder using this will be turned to dust.
       Undead creatures are those who have lived and died, yet still walk the earth. Typical
       undead include ghosts, demons, zombies, lethal deadlies, etc. Alas, characters gain no
       skill points for disposing of monsters in this way. 
       Innate Heal: This will heal characters whose hit points now have fallen below half their
       hit points max, but will also lower their hit points max. Example: Sir Lancelittle, a
       Knight, begins an adventure with 100 hit points now and 100 hit points max. His hit
       points now were reduced to 40 by a group of tempermental fire beetles. Guinevere, an
       Elder, uses Innate Heal on Sir Lancelittle, which puts both his hit points now and hit
       points max at 90.

       Sir Lancelittle's hit points aren't permanently lowered. The Healers will restore them for a
       price and King Leopold will do it for the return of an unusual plot object. 

Wizards have 2 special commands:

       Sorcery: See Sorcery under the Elder's special commands. 
       Cast Energy: This is a special method of fighting which works at any range. The
       damage is 10 times the Wizard's level with a +1 to hit for every 2 skill levels, but reduces
       endurance to 0. 

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).


Range

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.


How to Fight

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.


How to Eat

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.


Saving a Game

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.


Mapping

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.


Example 1: The party has just
climbed a staircase and is now on
level 2 according to the dwarf. In the
menu window it says: 40 NS 50
EW. This means the room is 4
blocks high (north-south) and 5
wide (east-west).

 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:



                                                 Example 2: The party leaves
                                                 through the green door and enters a
                                                 room which is 30 NS 40 EW.

                                                  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:



Example 3: In a module, many
areas do not have exact dimensions.
The party leaves through the double
door and enters a place described
only as a small, circular chamber.
There is a set of double doors on the
north wall and a sliding screen on
the south. It should look something
like the map on the right: 



Mazes

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.





Solving Plots

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:

    1.Study the Legends: To discover what to look for and how to recover it, you should
       visit the pub before setting off on an adventure. Pay attention to what's going on, who
       says what and write down anything that seems important. After visiting the pub several
       times, you'll know exactly who to listen to and who not to. At the beginning of an
       adventure, more legends will be told in the opening story. Again, write down important
       information. 
    2.Find the Objects: You'll encounter hundreds of objects while adventuring; some will be
       plot objects. Inaccessible objects are almost always plot objects. Examining objects and
       asking the Tower Wizard will also help in determining if an object is a plot object.
       Examples: Twine, rags, and broken dishes are garbage. Pots of glue and crimson rods
       are probably important. A golden helm affixed to a statue is almost certain to be a plot
       object. 
    3.Use the Objects: To solve a plot, you will need to use plot objects. If something is
       inaccessible, think about what you might use to recover it. Example: You find a glowing
       iron crown. Sure sounds important, but it's too hot to touch. Maybe that bucket of ice
       water will work! (Use in Room)

       You may even have to assemble certain objects yourself. Example: You find an axe
       handle. You already have an axe blade. If you use the blade on the handle or vice versa,
       you'll get an axe of giant slaying! (Use on Possessions) 

    1.Take It Back: After obtaining the final object, you can take it back to King Leopold or
       Lord Usul at the Crossroads. The two rulers treat characters differently and reward
       different amounts of skill points to characters. It is generally a good idea to take back all
       plot objects, just in case. Some plot objects are valuable magic items and can be sold in
       Dragon Village or kept for another adventure. 


The Crossroads

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's Bronze Castle 

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's Demonic Fortress 

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.


Skill Levels and Skill Points

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.


The Glossary 

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.


Appendix 1: The Plots

 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 




Appendix 2: Monster Attacks

 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.



Appendix 3: Martial Arts

      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


Appendix 4: Weapons

                       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

                     Knight Weapons


                      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

                   Assassin Weapons


                       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

                     Ninja Weapons


                      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

                     Elder Weapons


                      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

                    Wizard Weapons



1Can be used for Swordplay

2Can be used for Assassination

3Can be used for Hurling

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.


Appendix 5: Armor

 Name
               Cost (BP)

                         Weight

                                 Armor Rank
                                Improvement

                                              Who Can
                                               Wear It

                                                       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.


Appendix 6: Equipment

 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 



Appendix 7: Spells

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:

    1.Familiars are conjured or summoned creatures that will defend and fight for the spell
       caster. You cannot cast a long-term spell or another familiar spell while your familiar is
       still alive. Familiar spells always have two charges, one to summon the familiar and one to
       dispell (forget) it.

       Once a familiar is summoned, it can either fight (choose a creature) or rest (hit ESCAPE)
       if there are monsters in the area. It can attack creatures at any range and will automatically
       rest if there are no monsters to attack.

       A familiar will also intercept blows aimed at the spell caster, taking the damage itself.
       However, if a familiar dies, the caster suffers triple damage from the killing blow. It is
       wise to dispell a familiar if its hit points become low. You can monitor a familiar's hit
       points in the menu window when monsters are in the area or with the Sorcery command. 
    2.Multiple Damage spells can damage more than one monster simultaneously. However,
       characters receive no skill points if a monster is killed this way. To use a multiple damage
       spell effectively, it should be cast on the first monster appearing in the menu window. 
    3.Raise Dead spells bring a character back from the dead. If successful, the resurrected
       character will have 1 hit point. If Raise Dead V doesn't work, the best resort is to go back
       to Dragon Village and pay the Tower Wizard.

       Important: If a character dies, it is a good idea to leave someone in the room to guard the
       body if the Elder needs to return to Dragon Village for a Raise Dead spell. See "Saving a
       Game." 
    4.Long-Term spells last 1 turn for each charge. You cannot cast a familiar spell or another
       long-term spell while a long-term spell is still active. Like familiars, long-term spells can
       be dispelled (forgotten) at any time. 

                               Elder Spells

               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.


                              Wizard Spells

               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.




Appendix 8: Skill Levels

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.


Appendix 9: Three Formulas

Maximum Hit Points

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 of Spell Failure

% 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.

Skill Level

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


Appendix 10: Multiple Attacks

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.


Tips

       Bargaining: Start with a price that's nearly double the object's true value. 
       Boarshead Pub: Talk to everyone. Remember their personalities and take into account
       what's going on when you enter. 
       Sorcery: Conserve your spells, but not at the cost of a character's life. Recommended
       spells are: Find Traps, Energize, Dimension Door and Orb of Healing. 
       Equipment: Everyone should buy a weapon. Wizards usually have extra BP so have them
       buy the equipment. Recommended equipment is a torch, merchant's meal, flask of elixir,
       and thieve's tools. 
       The Tower Wizard: Consult the Wizard about every object you bring back. After all, it is
       free. 
       The Module: Read every description carefully taking note of changes and unusual
       happenings. 
       Dead Characters: If a character dies and is beyond resurrecting, don't be afraid to strip him
       clean. 
       Parties: Create a party of characters with a variety of special commands - one of each class
       and race. 
       Diversion: Have the character with the lowest armor rank or an Elder with a long-term
       spell divert in difficult fights. 
       Fighting: Concentrate on killing one monster at a time. Less monsters do less damage. 
       Reorder Party: The first character in a party always suffers the most damage. Reorder and
       give the rear guard a chance to experience pain. 
       Where?: If you still can't find the final plot object, search for secret doors, map every
       staircase and come in through different outside exits. 
       Monsters: Learn how monsters attack and how to best counter attack. Remember
       alignments. Ninjas have a special way of dealing with certain monsters. 
       Special Commands: Use your special commands for they are your ultimate advantage. 
       Resting: Go back to Dragon Village when you run low on hit points and supplies. Never
       fight with zero endurance. 
       Valor: Who needs it? Be a coward - those who fight and run away live to fight another
       day. 
       What is It?: Examine anything which may be a plot object. And why not appraise it, too? 
       How?: Where you use an object is just as important as how. Some objects can be used in
       more than one way. And most plot objects are actually useful too. 
       Traps: Search for them. 
       While you're standing there: Try putting objects together. Feed the hungry. Heal the sick.
       Rest the weary. Examine objects. Comb the sheep.