------------------------------------------------------------------------------ 0 FATE Gates of Dawn Manual ------------------------------------------------------------------------------ 1 INSTRUCTIONS ------------------------------------------------------------------------------ 2 TABLE OF CONTENTS Loading instructions 4 Amiga 4 Atari ST 4 IBM and compatibles 5 Other Computer Systems 6 FATE - GATES OF DAWN 7 THE STORY 9 ATTRIBUTES 23 Character Values 23 Magical Abilities 26 Battle Classes 26 THE RACES 28 THE WORLD OF FATE 33 In Cities and Villages 34 Dungeons 37 ENCOUNTER 39 Disengage 39 Action 41 Forward 41 Talk 41 Fight 44 ------------------------------------------------------------------------------ 3 MAIN MENU 51 THE MAGIC SYSTEM 54 ARMAMENT AND ITEMS 55 SCREEN LAYOUT 57 GENERAL OPERATING INSTRUCTIONS 60 Movement on Land 60 Ship Controls 61 Invoking the Main Menu 61 Additional Operating Instructions 62 THE FEATURES UNIQUE TO FATE 63 Party-Switching 63 Storyline 64 Reality Approximation 64 Surprises 65 A QUICK START 66 How to Proceed 66 General Tips 67 MEMORY MANAGEMENT 68 APPENDICES 1a The Development Team 2a Contents 3a Spells Overview 4a Magician Spells 6a Conjurer Spells 7a Sorcerer Spells 8a Wizard Spells 9a Archmage Spells 10a Fairy Spells 11a Witch Spells 12a Enchanter Spells 13a Valkyrie Spells 14a Cleric Spells 15a Priest Spells 16a Angel Spells 17a Warlock Spells 18a Nymph Spells 19a Druid Spells 20a Alchemist Spells 21a Monk Spells 22a Banshee Spells 23a Elementary Spells 24a Master Spells 25a Magic Potions 26a Item Overview 29a Index 31a ------------------------------------------------------------------------------ 4 Loading Instructions The game can be played either from a floppy or hard disk on any computer system. To avoid any danger from viruses it is recommended that you turn the computer off and on again before starting the game. ALWAYS make sure that your original disk is write protected! The program saves data only to a separate data disk, the original disk must therefore always be write protected. AMIGA As soon as the hand prompting you to insert the workbench disk appears insert the "FATE - Gates of Dawn 1" disk in the internal drive. The game will then automatically load and start. If you wish to install the game on your hard disk, first load the workbench as usual. Once it's loaded insert the "FATE - Gate of Dawn 1" disk in any drive. Click on the disk icon twice. A window will appear containing the program FATE INSTALL. Double click this icon. All further instructions will then be provided by the program itself. ATARI ST COLOR Insert the "FATE - Gates of Dawn 1" disk in the internal disk drive and press the reset button. The program will load and start automatically. If you wish to install the program on your hard disk, insert the "FATE - Gates of Dawn" disk from the Desktop. Click on the icon for drive A twice. A window will appear containing the ------------------------------------------------------------------------------ 5 program INSTALL. Doubleclick this icon. All further instructions will then be provided by the program itself. IBM PC AND COMPATIBLES The program must be run from the DOS command level interface. Insert the "FATE - Gates of Dawn 1" disk in drive A. Switch to this drive by typing A: and then type in "FATE". This can be done only if the program hasn't already been installed. You can install it on a formatted floppy disk (3.5", 5.25", DD, HD etc.) or on your hard disk. The following expansion cards are supported by the program: e EGA graphic card v VGA graphic card t TGA graphic card (Tandy) a Adlib sound card, Soundblaster sound card and compatibles s Tandy sound m Microsoft compatible mouse cards and drivers j analog joystick cards The program normally recognizes any installed expansion cards and uses them to the best of its ability. However, if something is still not quite right you can use the letters shown above to activate a particular piece of hardware (e.g. "e" for an EGA card). Example: You have a computer with a VGA card, adlib sound card and ------------------------------------------------------------------------------ 6 a mouse. For this configuration you would then use the following to run the program: "FATE v a m". Do note that the sound and mouse drivers must be activated before running the program. OTHER COMPUTER SYSTEMS The complete loading and installation instructions can be found on the label of the "FATE - Gates of Dawn 1" disk or on a separate instruction leaflet. ------------------------------------------------------------------------------ 7 Fate - Gates of Dawn Role playing games are currently very popular. Computer users like games which are not only exiting and imaginative but also challenging and real. The delectable mix of atmosphere, storyline, battles and presentation makes such a game a classic which continues to fascinate and is fill of spirit years after it is first published. However, popular role playing games are often only improvements and modifications which result in a game which is fun but contains no new ideas. I've missed these innovations in many of the "new" role playing games. So, the development of FATE - Gates of Dawn begun already in 1986. And here too, the classic programs were the spiritual forefathers, but the usage and complexity of common functions were improved and many new ideas not found in any other role playing games were released. First of all, the game is controlled by the computer in a systematic fashion. The player obtains important information during game play only by engaging the inhabitants and Mages in a conversation. In time, he encounters numerous puzzles which must be solved. FATE - Gates of Dawn does not employ the often abused question and answer trick - each puzzle must be solved step by step before a new adventure can begin. Since not only the graphics but also the program data need an immense amount of memory this sometimes caused problems in making the program run on computers without requiring additional memory. Because of this, especially during lower levels, additional data must be loaded but this loading is kept ------------------------------------------------------------------------------ 8 to a minimum by using an improved loading procedure. The total memory is available at all times without any of it being lost to the operating system. If you have a computer with a large amount of RAM, the complete game is loaded at the very start and no additional loading takes place after that. But enough about that - you are now invited to enter the fantastic world of FATE - Gates of Dawn and meet interesting people, mysterious creatures and encounter magical powers. O. Patzenhauer ------------------------------------------------------------------------------ 9 The Story Winwood, the main character in FATE - Gates of Dawn, is a man in the best years of his life and a proud owner of a small record shop on fifth street. His business can not exactly be described as a gold mine, so since Winwood can certainly use each cent he makes, he keeps his store open for as long as possible. However, one afternoon he felt particularly weak and tired. Barely able to keep his eyes open, he closed his store, laid down on his old sofa and wandered off into the dream land. As soon as he fell asleep, Winwood was drawn into a world of dark nightmares. Lightning and thunder went off around him, images flashed before his eyes only to disappear again just as fast. Suddenly, he was engulfed by a gaping emptiness. Slowly, he began drifting towards an old, peculiarly dressed man. An underground vault started materializing around him, and as Winwood approached he made out a weird drawing above the old man. Sweat dripped from the forehead of the ancient one as he performed magic gestures with his hands. He whispered strange words - and, all of a sudden, the drawing started to glow in a dark red color. It gloved ever brighter, with sparks flashes disappearing into the darkness. A blurred image of a man wandering helplessly ------------------------------------------------------------------------------ 10 through the nothingness appeared from the drawing. Winwood shuddered - this helpless man was himself! The old man uttered another magic word and disappeared in front of Winwood's eyes together with the underground vault. Once more Winwood was engulfed by darkness. Minutes became hours. Slowly, a paralysing cold started creeping all over his body. He could not feel his arms and legs anymore. The coldness reached his head. Winwood drifted into a deep, dreamless sleep. As he awoke he found himself, to his amazement, not on his sofa but in a sparsely furnished room. The wooden bed on which he lay was covered with a dirty sheet. Against one wall of the room was a richly decorated wardrobe, which looked like an expensive antique, yet it did not appear to be that old. On the other side of the room he saw a simple wooden chest, with a few pieces of clothing strewn over it.The clothes looked as if they were from some movie about middle ages. Since Winwood awoke in an old dirty nightshirt he had no choice but to put these clothes on. He had to draw in his stomach while putting on the trousers but the clothes seem to fit him perfectly. Winwood - not exactly prone to brooding - began immediately exploring the room more closely. It was a were dirty room which on top of everything seem to be flee infested (a few itchy spots on his body led him to this conclusion). His imaginative mind accounted very quickly for the circumstances of his peculiar surroundings. The notion that the room in which he stood was not only very far away from his record shop but ------------------------------------------------------------------------------ 11 was only apparently in the 16th century didn't come as a great surprise to him. As Winwood left the room and went down the corridor he arrived in the bar of an inn. He stood at the top of a protruding rustic staircase from which he was able to see every nook and cranny in the smoky bar. Winwood glanced at the scene below which resembled something from a cloak-and-dagger movie. The adventurous guests loafed around a rough table drinking heavily. Winwood, who in his new robe found a few coins - so-called Piasters - thought it would be the best to mingle among the people and try to find out where he was. He soon noticed a table which, as it seemed to him, wasn't filled with cutthroats alone so he joined the group. At first he only listened, but then carefully joined the conversation, and after a tasty round of beer Winwood knew approximately were he was. Indeed, he woke up in the same area where his record shop used to be. And the year was not sixteen-hundred-something as he suspected but 1932. The only problem was that the world that he found himself in was not the Earth he knew. Furthermore, this was a place very similar to his Earth but it's history technical development seem to have taken a very different turn. Even though this was 1932 cars and similar machines were nowhere to be seem. The electricity was not yet discovered and the alchemists and the Mages were all the rage since magic worked very well in this world. And just like chemistry, physics and mathematics use formulas and theorems, in that other world everything was done with magic. For example, the guild of Mages at the court of sultan ------------------------------------------------------------------------------ 12 Suleiman, who reigned over the Ottoman empire 300 years ago, rendered outstanding services to the science of magic. For it was they who discovered and recorded the basic laws of magic. This magic enabled Suleiman to first lay siege to and then take Vienna. In Winwood's world this conquest failed. But here Suleiman managed to hold on to the conquered city and his wise government made the Ottoman empire blossom in previously undreamt of way. The inhabitants of this other world were also different from the people on Earth. In addition to Humans it contained many other intelligent and civilized races that by and large lived in harmony with each other. Winwood thought that for now he learned enough, so he paid his bill and left the bar... He was only a couple of hundred of yards away when he saw a group of horsemen approaching in the distance. Somehow he had a bad feeling that it would be a good idea to hide from the horsemen so he jumped sideways into the bush and kept quiet. The horsemen galloped by and a short while afterwards he heard shots from the direction of the inn. A little later a thick, oily smoke cloud appeared above the hill and obscured the view of the inn. After making sure that the horsemen have gone Winwood ventured back to the inn. ------------------------------------------------------------------------------ 13 The horsemen committed a terrible bloodbath and slaughtered all guests -even those he just spoke with. He then heard a moan. A man was alive but badly hurt. The dying man told him that the horsemen were the bodyguards of a Mage called Thardan. They looked for someone they described as a "traveller between worlds". And as he uttered those last words the man died. A number of theories came to Winwood. If Thardan was old man he saw in his dream cowering over the magical drawing and, with hindsight, who abducted him from his own world, what was he up to? Winwood just had to find answers to these questions if he wanted to return to his own world. And he was very sure he wanted to return. Meanwhile, Winwood thought it would be wise to hide in the bushes, since he had no idea if the horsemen, after facing Thardan, were to return and look for him once more. So. out of branches and leaves Winwood built himself a hideout in a nearby oak tree. From there he could keep an eye on the inn without being observed. In his hiding place Winwood thought some more about strange circumstances which put him there. It appeared that there was at least one reason as to why he was here. It was something to do with this Thardan. The traveller between worlds must have been Winwood himself, although he did not come to this world willingly. Could it be that Thardan brought him here by using the magic powers he already demonstrated? If this was the case what did Thardan hope to achieve by Winwood's presence in this world? And while these thoughts were going through his head, the ------------------------------------------------------------------------------ 14 afternoon turned into evening and first signs of dusk appeared on the horizon. Even though Winwood's hideout was not very comfortable he fell asleep. When he woke up he could not tell how long was he asleep, nor could he say what was the reason for the scream that startled him and woke him up. By weak moonlight he thought he saw pale shapes crawling around among the ruins of the inn. Sniffing noises like those of a horde of rummaging animals reverberated through the darkness. The sniffing was accompanied by smacking and cracking finally climaxing in a shrill, triumphant cry. A cry seem to reflect the primeval terror of animal rage. A chill run down Winwood's back and he sure hoped that this screaming creature could not climb. The smacking, cracking and sniffing continued throughout the rest of the night and ended only with the first signs of dawn. But even in full daylight Winwood did not dare to leave his tree. Whatever happened in the ruins last night could still be going on in the surrounding area and he had no wish to face such a being. Out of his tree Winwood could also see the street leading to the inn and while the middle of this street was still enveloped in the last remnants of the early morning fog, a man rode into the ruins. Winwood was still suspicious that this horseman too could be in the service of Thardan but, nevertheless, his appearance exuded confidence. The horseman reacted the blackened ruins and disappeared among them. A short while later he reappeared, mounted his horse and was about to ride on. Winwood could not stand it any longer so he got out of his hideout as fast as he could and then climbed down the rugged ------------------------------------------------------------------------------ 15 branches of the oak tree. He ran towards the horseman with both arms waving. As he ran he caught a glance of the insides of the ruins. The image he got from this short glance will haunt him in his nightmares for a long time to come. The massacre performed by Thardan's henchmen was an invitation to something or someone. No corpse was left on the same spot where it was the day before. In the middle of the ruin was a mountain of bones, whose greasy surfaces reflected the morning sun and shimmered in a few red and moist places. The base of this heap of bones was a ring of skulls whose tops were shattered. Winwood shuddered and then ran on waving and shouting after the horseman who finally noticed him. He stopped his horse and turned half way around in his saddle. To his amazement, Winwood noticed that the man did not for the ominous rapier dangling from his hip. A bit out of breath Winwood about ten yards in front of the horseman, looked straight into his eyes and introduced himself. The man on the horse wasn't exactly in the prime of his life. The broad-brimmed dark-grey felt hat, decorated with a large white feather, was on a head of thick gray hair which extended down to his shoulders like a white loin's mane. The left eye was covered with a black eye patch. The stranger wore a brown cape under which Winwood saw a black leather suit with many small pockets. After Winwood told the horseman about the bloody attack on the inn, leaving out the amazing circumstances of how himself got there, the man run his gloved right hand through ------------------------------------------------------------------------------ 16 the big, gray, thick beard and nodded. Without a word the gray-haired one signaled Winwood to follow him, turned his horse and started riding slowly. Even when a little later they got of the road and on to a winding path fighting the undergrowth, Winwood did not utter a word. After a long stretch of road through the thick forest they arrived in a large valley which suddenly appeared in front of them. The valley was about three miles wide and had an almost perfect circular shape. The middle of the valley contained a forest which even from this distance looked very thick and dark. A steep rock shot out of this forest. Its eastern side was covered with lush woody plants almost all the way to the top. All of the other sides were a steep and smooth rock face. The top of this cliff, flat and wooded, did not rise above the forest or the rock face surrounding the valley. You could only find this place from air or if you knew the way. If you wanted a place to hide this was it. The climb down into the valley proved to be real hard, but in spite of the precipitous path the grey-haired-one did not get of his horse who seem to instinctively find each step. They travelled across the valley and reached the forest. As they approached, the rock in the middle of the ground started to ascend steadily. The old man beat a barely visible path in the easterly direction through the thick, ancient forest. The way lead to the east side of the rock. Ever more frequently the layer of soil thinned out exposing the white limestone underneath. ------------------------------------------------------------------------------ 17 The higher they climbed the smaller the tree tops were, and the last stretch to the rock plateau was over a small, steep and growth-free ridge. The plateau was not very big and not perfectly flat but this was hidden by the thick tree growth in its middle. The gray-haired-one lead Winwood straight to the thick forest which thinned out a little after only a few steps. Winwood could see that in the very middle of the plateau, hidden by the trees, was an old, fortified tower. It was obvious that the old man lived here. Indeed, he got of his horse and walked it to a stone stable up against the tower wall. he tied his horse to the stable wall, took his hat off, glanced at the outside of the tower and called out several times to someone named Jordrak. Another gray-haired man appeared. But even though the horseman was obviously older, he made an impression of being alert and strong while Jordrak walked with a stoop. He greeted both Winwood and the horseman in a friendly manner, walked by the grey-haired-one, loosened the rope with which the horse was tied to the moss covered stone wall and lead it into the stable. The grey-haired-one waved to Winwood to follow him and entered the tower ------------------------------------------------------------------------------ 18 through a small but portal. The inside was heated and lit up by a fire from a large stone fireplace. In the middle of the room, whose floor was made out of rough floor boards, was a big table. Around the table were wooden benches. The rest of the room was in the shade and Winwood, by and large, could not make out the items hanging on the walls. The most he could see was that right next to the fireplace was a stone staircase going along the tower wall up to the ceiling. The gray-haired-one indicated to Winwood, still without speaking, to sit down and then got a large round metal bowl out of one of the numerous cupboards. He filled it with soup from the boiling kettle above the fireplace and placed the ball together with a large piece of bread in front of Winwood. He then sat down at the table across from him and said: "My name is Naristos". And after a short pause: "And what shall i call you the traveller between worlds?" Winwood, who noticed how hungry he was only after seeing the hot, delicious smelling soup, almost choked then he heard these words. When he recovered he looked up at Naristos wide eyed and asked: "What do you know about it?" "More than i would like to. Today as i rode by the inn, or what was left of it, i was looking for you." "In that case you must have certainly heard of one Thardan?" As soon as this name was mentioned the expression on Naristo's face darkened. "If there is anyone in this world who can get you it's Thardan." "But why?", asked Winwood. "I believe it's time you learn more about certain strange ------------------------------------------------------------------------------ 19 events. You will surely think that a lot of what i am about to explain is nonsense, but i beg of you to suspend your disbelief and hear me out to the very end." "Well replied Winwood, "I have been transferred from an afternoon nap into a strange world, and that expanded my horizons tremendously." A bit bewildered by this spontaneous exchange with Winwood the gray-haired- one shook his head. But since Winwood did not say anything else, he run his hand through his beard and started to speak. "As you the traveller between two worlds can establish by yourself, there is more than one world which the people who live on it call Earth. All of these worlds exist side by side, in a way incomprehensible to us, some of them even in one and the same place, without approaching or interfering with each other. It's even impossible to see one world, for example your Earth, from the other. Even if one is to build a telescope which could see throughout the whole universe the search would be fruitless. And yet there are gates through which these other worlds can be reached. But one should not view these gates as simple doors which can be opened by anyone. Just as each single world is different from all other worlds, the methods for opening these world gates are different from world to world. There are worlds where the time flows slower than it does here, in others the history recorded the strangest of developments. But in some odd way all of these worlds are somehow related to each other. What is a fairytale, saga or legend here is history somewhere else. And many of our past heroes and ------------------------------------------------------------------------------ 20 demons are fairytales in other worlds. Each traveller who enters a new world brings along many things from his old home - not things which can be felt or seen but which are nevertheless real. He took a deep breath and continued. "People of all times used all means available to them to solve the riddles of the gates, the worlds and the traveller between worlds. The people from other Earths have been to this world several times already, but did not jump out of a tree dressed in rags like you did. They came in floating spheres shining as if they were lit up by a thousand of candles. They made notes, observed, recorded and then disappeared. Nobody was ever hurt or damaged by them in any way. But what happened to you could not have been their doing. That was the work of a resident of this world. Perhaps, the person who brought you here wants to use whatever you brought with you from your own world. This someone surely wanted to put you in chains as soon as he got you here. But it seems that fortunately something went wrong." It appeared that the old man finished his story because he folded his hands on the table and stared at Winwood. Winwood said: "Well, all this doesn't sound that implausible. Only, I don't quite understand the bit this invisible something that the traveller is supposed to carry with him between worlds?" "Well, in our world there are simple ghosts, trolls, fairies and many other things and beings which in your world exists only as legends and fairytales. The magic makes it possible to use all of these beings and powers to one's own advantage. For example, ------------------------------------------------------------------------------ 21 there is a railway in these here parts which is not powered by a steam engine. The locomotive contains a simple ghost whose power makes it move. If you were to attempt to build a locomotive you are familiar with and which is powered by a steam engine, it would not move an inch here. The water would become hot and turn into steam, but the steam would not built up any pressure. In the same way you can mix some gun powder in this world but even though it would hiss and explode you would not be able to shoot with it. Thardan can build many things with whatever it is you brought with you from your own world but it will never work here. "Who is this Thardan anyway?" asked Winwood somewhat uneasily. The expression on the old man's face darkened again as he considered Winwood's question. "That's a very difficult question you are asking me. Nobody has so far met this Mage face to face, at least nobody that's still alive. Yet, in a strange way, all residents of our world always feel his presence. He commands an unbelievable magical power with which he keeps all beings under his permanent control. And any creatures that dare to revolt against him regretted it bitterly. He never appears in person, but commands an enormous and inexhaustible army of henchmen which he created using his magical abilities." With a long look at Winwood, who still felt uneasy, he continued. "As you can see, you are in great danger. Sooner or later Thardan will find out where you are. And if he were to capture you here, that would have terrible consequences for both you and us." ------------------------------------------------------------------------------ 22 Winwood overcame the strong urge to hide somewhere and wait for this horrible nightmare to end. He pulled himself together and turned again to Naristos. "But what can I do to return back to my own world?" "Well, I don't believe there is a simple way back", replied Naristos in a sympathetic voice, "I'm sorry to say, but you have become a part of our world. And the only who can reverse this is Thardan. But I doubt he'll help, at least not willingly. The only thing left for you is to make the problems in our world your own. Perhaps with your help we'll finally manage to find a way to end Thardan's tyranny." "But what can I do", replied Winwood doubtfully, "I am a normal man who finds himself in a desperate situation. How can I assist you against such a superior Mage?" "Don't forget the secret power you bring with you into our world", retorted the old man cheerfully, "If Thardan went out of his way so much to obtain this power, maybe it can also help you to do something to him." "But it's time for you to leave", continued the old man. "You should not stay too long in one place. Don't forget that Thardan will do everything he can to capture you. His henchmen are everywhere and if you are not careful you'll meet them." "Go to Larvin first and make yourself scarce. Try to find a few companions since alone you will not get far. Good luck, Winwood!" With these words the old man said his goodbyes and left the room. Winwood looked around once more, then opened the ------------------------------------------------------------------------------ 23 Attributes Each character has a whole range of different attributes which are very important for their actions. They are character values, magical abilities and battle classes. CHARACTER VALUES Hitpoints The hitpoints are the most important strength of a character. They determine their vigour. Each time a character is wounded it looses a few hitpoints. When they reach zero the character dies. Magepoints The Magepoints determine how many spells a Mage can cast before having a rest. Each spell uses a certain amount of Magepoints. When all are used up the Mage is no longer able to cast spells. Strength This is demonstrated most clearly in battle and it determines, together with the weapon, what damage a blow can cause to an opponent. But it's also very important in special cases, for example when an obstacle is to be overcomed. In addition, it determines how much a character can carry. Stamina The stamina is the ability to resist. It determines how quickly the hitpoints of a character can regenerate, how he reacts to ------------------------------------------------------------------------------ 24 illness or poisoning and how quickly will he get tired if under strain. Skill This value determines the offensive capabilities of a character. The weapon proficiency, aim and the ability to take the opponent by surprise with clever tricks all belong to skill. Dexterity This value encompasses the defensive abilities. It determines the agility with which the character can evade the attacks of an opponent and how fast can he withdraw from battle. Both dexterity values also influence how quickly can a character get ready in a battle round. Intelligence The intelligence influences all actions of a character and is central to it. It's particularly important for Mages since the effectiveness of the spells depends on it. Wisdom This encompasses the attributes such as concentration, talking skills, ability to withstand mental stress, cunning and alertness. Wisdom too is of central importance to the way a character behaves; in particular it determines how quickly the Magepoints of a Mage are regenerated. ------------------------------------------------------------------------------ 25 Charisma This describes the personal charisma of a character, that is to say the impression he makes on his fellow men. This gift decides whether someone is sympathetic person or an unpleasant, unfriendly companion. The charisma is particularly important for communication and recruiting. Experience The experience points determine what a character achieved while belonging to a party. Each person gets a certain number of experience points for each successful action. When a specific value is reached the player is promoted to next level. Together with this promotion he gets particular number of Hit- and Magepoints as well as the permission to improve his abilities and learn new spells. ------------------------------------------------------------------------------ 26 MAGICAL ABILITIES Each character is surrounded by a number of invisible magical spheres which protect and aid him in his actions. Anti-magic sphere protects the character against opponent's spells. Anti-shot sphere blocks arrows and thrown weapons. Anti-fire sphere protects against burns of all types. Anti-infection sphere prevents illness. Sphere of magical powers strengthens the spells of a Mage. Invulnerability sphere protects against injuries and limits the damage. Anti-critical sphere can protect the character so that his weak points are not hit. Anti-charisma sphere protects the person against the enchantments. Magic Eye prevents the character from falling into traps. Anti-poison sphere protects against poisoning. BATTLE CLASSES The fighting power of a character is composed of many values: character value, magic spheres, weapons, the effectiveness of spells and magic potions and many other values. To give the player a good overview of all these values they are combined in 4 battle classes which are permanently shown in the status display. ------------------------------------------------------------------------------ 27 The Weapon Class (WC) WC describes the effectiveness of weapons belonging to a character. It's mainly composed of weapon and character values. The Armor Class (AC) This is determined from the values for the armaments (suit of armor, the helmet, gloves and shoes) and character stamina. The Skill Class (SC) SC is basically calculated from the armament values and skill. The Dexterity Class (DC) It shows the defensive strength which is obtained from the values for armor and dexterity. All classes include the active magic (spells and potions) and the character level. In addition, certain races and character classes get particular bonus which is added in during battle class calculation. To score a hit in battle the character must first overcome the opponent's DC with his SC or he will miss. Second, he must surpass the opponent's AC with his WC. Only when both of these conditions are met the opponent is hurt. When the opponent attacks he tries to achieve the opposite. There is a number of other values which influence the actions of a character such as his bravery and loyalty. However, these values are not displayed; they are only demonstrated in actions a character remarks. ------------------------------------------------------------------------------ 28 The Races In the beginning the development of the human race on the parallel Earth occurred exactly the same as on our world. However, once the magic was discovered the changes were very sudden. Since there was a big dependence, on slaves the ancient Mages attempted at a very early stage to change the genetic makeup of many people. They wanted to create a race of ideal work slaves. These were to be as strong as possible, so they could perform the hardest of chores, but not be very intelligent so as not to realize that their situation really is. So the Mages experimented and experimented. However, most of their creatures were not able to survive and died very quickly. But there were a few successes too. The most peculiar beings were created in this way. But the Mages did not stop with humanoid beings, they also formed all of the animals according to their own wishes. However, all those manipulations upset the balance of nature and strong laws were promptly created to ban the experiments. But the interventions could not be reserved anymore. Numerous new races of humans and species of animals were already in existence, many of them possessing many abilities which until then were totally unknown. A list of most important human races which dominate the world of FATE follows next. ------------------------------------------------------------------------------ 29 Humans These are the humans which were spared from the experiments and have not mixed with other races. Humans can be found in all available professions in this world. They don't possess any special abilities but they don't have any great disadvantages either. Zaraks The Zaraks emerges from the original slave race. They are mostly quite large, strong and of low intelligence. They are persistent warriors and workers, and can be influenced easily. Only a few Zaraks are able to go to school. Most of them refuse to indulge in magic because they trust their strength. Since, in most cases, Zaraks are not very good company, are unfriendly and unpredictable most races get out of their way. Bes Zaraks The Bes Zaraks are half-breeds between Humans and Zaraks. In the beginning they were outcasts, accepted neither by Humans nor Zaraks. But in time they created their own race with their own culture. Judging by appearance they can barely be distinguished from Zaraks. However, they are more intelligent. Bes Zaraks are ideal warriors willing to be hired by anyone. Giants Giants were created, like the Zaraks, to be a slave race. They are enormous in stature and very heavy. They are ideal workers ------------------------------------------------------------------------------ 30 since they have immense body strength. Giants are often slow and stout so they are in most cases not suitable as warriors. In contrast to Zaraks they are really friendly and good-natured and can be seen everywhere. Morons The Morons are the result of an experiment to create a mental super race. Morons spend all of their lives trying to improve themselves. They refuse all physical labor without exception. They are mostly delicate and tend to be fragile. But you should not be fooled by their appearance. Due to their outstanding intelligence almost all of them posses magical powers. Morons are a highly ethical race and refuse to use weapons. Ter Morons Like Bes Zaraks before them Ter Morons are also a half-breed this time between Humans and Morons. They also created their own culture and distance themselves from their originating races. In their appearance they resemble Humans but their mental abilities resemble the Morons. They are able to defend themselves and are sometimes warriors. Pheyds The Pheyds emerged from the Morons. They are a highly spiritual race which consider their own bodies only as a hindrance. They strive a complete division between the body and the soul. Pheyds are all Mastermages who use their powers only ------------------------------------------------------------------------------ 31 for good. They roam the world and help those who are in need of their help. They are mostly encountered in the shape of Fairies and Druids. Dwarfs and Gnomes These races are a result of failed experiments. They often have weird shapes and peculiar abilities. They are very hard to describe or figure out. Most of them are constantly furious and see as their only goal in life is to anger or harm others. What's worse they command strong magical powers and use whenever they can. If you have them as comrades in arms they can be very useful. Otherwise, you should keep out of their way. Errins The race of demon ridden Errins was created with black magic. On the outside they appear like Humans but looking into their eyes sends a chill down one's back. They are excellent warriors, master of war spells and have very fast reflexes. In this they are clearly superior to all other races. They are totally unable to relate to other people since every normal person feels very uncomfortable in their presence. Errins are therefore loners who roam around at night looking for victims. But if you have an Errin as a comrade in arms he is valuable. Laurins Laurins are also creatures of black magic. With them one never knows if they are real or imaginary. Laurins can change their appearance at will and they use this to deceive. Sometimes they ------------------------------------------------------------------------------ 32 are simply invisible. Laurins can have any profession and in most cases cannot be recognized as Laurins since they always try to hide it. Laurins are, like Errins, perfect warriors since they can deceive the opponents at will. Mutants Mutants are not a race as such, they are a hotchpotch of all beings that don't belong anywhere else. They have most peculiar abilities and the strangest of shapes. Most of them are not very intelligent and often very ugly. They don't usually have any profession and they are only rarely versed in the art of magic. ------------------------------------------------------------------------------ 33 The World Of Fate THE WILDERNESS The world of the game Fate, in which the player takes on the personality of Winwood, is composed of a great wilderness which is surrounded by an impenetrable mountain range in the north and west and by a great sea in the south and east. In the wilderness the player will find 4 big cities (Larvin, Valvice, Cassida and the mysterious Katloch) as well as 5 small villages (Laronnes, Fainvil, Perdida, Pirate Rock and Mernoc). The cities are interconnected by a wide network of roads. Numerous signposts serve to guide the traveller so he is not hopelessly lost in these foreign parts. A more comfortable way of travel is by an underground railway, the Cavetrain, which connects almost all cities with each other as well as with a few locations in the wilderness. However, it's not always safe to use this railway. The wilderness is full of ominous dangers which await the lonely traveller. One should always be on the lookout there and be prepared for anything. At the beginning of the game it's a good idea to seek out the protection of a city as fast as possible and leave it only after finding a few companion and gaining some experience. But even then the dangerous swamps and thick forests should be avoided for some time to come and travel only on relatively safe roads. ------------------------------------------------------------------------------ 34 IN CITIES AND VILLAGES Most cities are relatively safe. But one should nevertheless be careful since even there treacherous thieves hide behind corners and vicious murderers lurk in the shadows. But one should also be careful with his own actions. You should not simply slaughter every person you meet. The city guards will severely punish such behavior. While exploring the cities one will come across various public buildings whose services are essential to the adventurer: Pubs and Taverns The destitute traveller can satisfy his hunger quench his thirst here. He can also stock up supplies of nourishment and drink and so be prepared for a long journey. After a long trip one should treat his character now and then to the cozy atmosphere of a noisy pub so that the character does not get bored. Furthermore, the pubs always offer the opportunity of eavesdropping on this or that conversation and so obtain valuable information. Drunk guys are often very talkative. You can also find many adventures which are willing to join your party. Inns and Hotels After a long and exhausting trip the tired traveller can rest here. One should spend the night in one of the numerous inns whenever possible. Admittedly, you can rest almost anywhere, even in the wilderness or in the dungeons, but the character will not like it very much in the long run. ------------------------------------------------------------------------------ 35 The Blacksmiths Each town has several blacksmith shops that offer a wide range of weapons and armor to the mobile adventurer. Here, one can find everything required to survive in the wilderness: gleaming swords, comfortable armor, gloves and shoes of all types, but also spells for the Mage and arrows for the archer. Each blacksmith shop has a different assortment of items in stock. But just as diverse as the wares are also the prices. While most blacksmith shops can be described as fair, there are also black sheep in the guild. And they're out to get the unsuspecting adventurers. As a greenhorn one should never reveal that he's not very familiar with the prices. The Shops Beside blacksmiths the towns also have a whole range of other traders which specialize exclusively in magical items. The adventurer will find many useful things there to make his life easier. The selection range from magic potions and magic lamps to all imaginable magic wands for all purposes. But watch out, some traders hiding behind fancy sounding names will also try to sell you garbage at outrageous prices. Otherwise, everything else is the same as in blacksmith shops. Careful window shopping can save the adventurer a lot of money and frustration. The Banks The banks found in cities are just as helpful. Since the number of thieves and robbers is always on the rise it's a good ------------------------------------------------------------------------------ 36 idea not to carry too much cash around. A common thief can be hiding behind any corner poised to relieve the adventurer of his hard earned Piasters. There is a whole range of various accounts which the adventurer can open. But keep in mind that the deposits and withdrawals can only be made at one's own bank. The only exception to this is a general account to which all characters have access and which allows transfers between cities. There are also savings and investment accounts. The interest on saving accounts is higher but the money must be deposited for a longer period of time. You can speculate with the investment accounts but you should be extremely careful. Some adventures have already lost all their fortune in dubious speculations. The Temples Since certain areas can be quite dangerous and one can get caught up in bloody battles, there are temples almost around every other corner where the wounded and dead adventurers can be taken care of for a fee. This has turned into a profitable undertaking for the clerics and healers particularly since Thardans henchmen started making even the cities unsafe. The inexperienced adventurer will surely be a frequent visitor to the temples. The Indulgence Traders Another type of cleric specialize in confession business. Since in certain cities one can be severely punished for his ------------------------------------------------------------------------------ 37 sins, these so-called clergymen can make a pretty profitable business out of it. Such cleric can become one of richest inhabitants in the city since he charges the adventurers who went astray horrendous amounts of money for penance. But for inexperienced adventurers his services can make a difference between life and death. The Guilds Various groups of Mages have formed guilds to help educate their younger members. The Mages who advance a level can learn new spells here and get recognition for new Spellclasses. The Mages in the guild will also, for a fee, regenerate the magical and bodily strengths of an exhausted traveller. Furthermore, all characters who have the permission can improve their personal abilities here. DUNGEONS The dungeons in Fate are all huge and full of nooks and crannies. One can very easy get lost in there. It is therefore advisable to either draw one's own map or take along a large supply of magic Jewels which can be used to create a map of their surrounding area. For those who wish to draw their own map do note that all levels (cities and dungeons) are always 56 by 56 fields and are directly one on top of the other, i.e. your position is not changed when using the stairs. Most dungeons are divided into several large sections which are not connected to each other - i.e. they can be composed of parties in different dungeons. ------------------------------------------------------------------------------ 38 Many traps and riddles await the adventurer. But valuable treasures and useful items can also be found in certain corners and recesses. One should therefore examine the labyrinths very carefully. Do not despair if you get lost and can't find the exit anymore. At least in the first two dungeons there are emergency stairs which can be used to exit the dungeons. Each level has numerous clearly marked teleports which lead to these emergency stairs. A general note: As a rule a dungeon should be entered before the party knows exactly why. Otherwise, one goes in and out of dungeons endless and nothing happens. ----------------- | MAP 1 picture | ----------------- ------------------------------------------------------------------------------ 39 Encounter The worlds of Fate is swarming with various life forms, so it is only to be expected that one constantly comes across them during these encounters an abundance of different positions is available to the player. For best results one should know these options very well so as to be able to always choose the right move. At the start of an encounter one is in the so-called encounter mode, i.e. it's not yet clear whether this is friendly or a hostile encounter. In most cases the player himself has the control over this. The "Fight" option should be selected only in the last resort since it's always better to have a peaceful encounter. The "Talk" option is particulary recommended. If an opponent refuse to respond but you, nevertheless, wish to avoid a confrontation select "Disengage". DISENGAGE Converts a hostile encounter into a peaceful one. If the opponent is a peaceful person or being using this option does not make much sense. The following explanations apply only to adversaries with hostile intentions. RUN AWAY Not exactly a heroic solution. Running away in panic should only be done in utmost emergencies since in the mayhem of the withdrawal the party can often loose items or have them stolen. If running away fails the opponent starts fighting right away. ------------------------------------------------------------------------------ 40 IGNORE Wait and see what happens. Sometimes the opponent will reconsider whether it would be better to avoid fighting. HIDE An attempt to avoid battle by hiding quickly. The assumption is that the members of a party are highly skilled. As a rule, running away is preferable because if it fails the opponents may not start fighting right away. PRAY An extremely likely cause of getting away without a scratch. However, sometimes the prayer are heard and the party can escape unseen and unhurt, But this require a very strong priest or cleric in the party. BRIBE A relatively sure way of avoiding battles. The rule is: the more you give the better the chance of the bribe being accepted. A sizeable offer will make even the cutthroat henchman ready to talk. However, there are also a number of beings to whom the money doesn't mean anything. CHANT Recommended only for musically gifted characters. Trying to get a horde of barbarians and warriors to chant will only make even the most peaceful opponent start fight. But if there is a Fairy or a Nymph in the party the chanting can be successful and lull the opponent to sleep so that the party can leave unnoticed. JOKE Requires a lot of intelligence and wisdom but is often rewarded by achieving success. If it doesn't work right away you should try this option several times. If you have a Jester in your party almost all hostile can be calmed down so that they agree to peaceful solution. ------------------------------------------------------------------------------ 41 ACTION Can sometimes end an encounter quickly. MOCK A double edged sword. If you're lucky and mock the opponent in a right way it can happen that he gets so confused he taken leave of his senses. But if you're unlucky, the opponent can get even more mad and hostile than before. Here too a professional jester is very valuable. WARCRY Scream loudly and the battle is half won. But this works only if you have loud warriors in your party who can let out a fearsome battle cry. SCROLL A holy Scroll can always be read but you must get one first. It performs the same as a Holy Handgranade only it's fatal. All other actions require no further explanation. FORWARD If the opponents maintain a distance from the party, the party will advance 2 yards forward. TALK An attempt to engage in a conversation is normally the best solution for everything. Most information is obtained this way. During a conversation you don't have to type things in. Everything can be chosen quite comfortably by using the mouse. You only need to choose between a question and a remark. A remark relevant to the situation or a question based on the knowledge of the party is automatically selected. ------------------------------------------------------------------------------ 42 WAIT This will make the opponent take the initiative. You just simply wait and see if he says anything by himself. JOIN An attempt to convince the person you're talking to, to join the party. But before this happens you must, as a rule first negotiate a little and try to befriend the opponent. Since this is a very important option, which is also used very often, a few tips to help recognize at an early stage if the person you're talking to can at all join your party: * the characters who can join usually travel alone * at the start of an encounter they are always immediately in front of the party * monsters can never join a party BYE Ends a conversation. An encounter should always be terminated using the option and not just by clicking away since the character will then not get experience points. GIVE ALMS A quick, although expensive, method to make friends with the opponent. But be careful, there are people who might be offended by it. TRADE An attempt to buy something from the people you talk with. THREATEN Not very nice but lucrative if you have a strong party. You face your opponent with: "Your money or your life!". ----------------- | MAP 2 picture | ----------------- ------------------------------------------------------------------------------ 43 SPECIAL QUESTIONS (Ask for): PROFESSION The opponent is asked about his occupation. HELP The opponent is asked for help. The help which is eventually given can be quite varied. Sometimes the help can only be obtained after giving alms. HINT General hints are requested here, that is to say, the party already has some incomplete information. An appropriate question is then formulated. For example, if the party has a hint about an island a more detailed question about the island is then asked. ITEMS Either a general question about weapon or a specific question depending on that you already know. PERSON Asking about a person. BEINGS Asking about one or more beings. NAME Asking the person you're talking with for his name. SELF The opponent is asked to say something about himself. If he responds positively to this question, the probability that he wants to join the party is greater. MORE Appears only after the person you're talking with has already answered to the question "Self". Normally, the opponent is asked about his special abilities. GENERAL CONVERSATION (Chat): INSULT If the conversation does not lead anywhere this menu item can be used to force a fight. ADULATE You shower the opponent with praise trying to get on his good side. Not very honorable but it works. ENCHANT Trying to flirt. This option can only succeed if the ------------------------------------------------------------------------------ 44 character has a high charisma value. CURSE As with insults there are beings who consider swearing a friendly greeting. JOKE A good joke sometimes works wonders in loosening up a conversation. But you should be careful not to select a character who tells stale jokes. BRAG It's well known that immodesty stinks, but if a character can really proclaim his enormous abilities, an accomplished boaster can thoroughly impress the opponent. TELL FIBS Invent totally wild stories to empress the opponent. But you should be careful to whom you tell these fairytales. A highly intelligent Mage will notice right away that you're putting him on. INTRODUCE You say a greeting and introduce yourself. FIGHT You should familiarize yourself with the complex battle system in case a fight can't be avoided. The fighting runs in rounds. In each round everyone involved gets one turn. This applies every character and every opponent. Everyone then takes only one action. The order is based on character values, experience and on the race and class of the character. It should be the best if a character were to face the opponent in one line but at the start of the game and in most other cases this occurs only rarely. If it does and he's strong enough, the character who is first in line then has the opportunity to eliminate the fastest or the most dangerous opponent. ------------------------------------------------------------------------------ 45 The commands are issued only when the character is next in line. This has the advantage that you can adapt to the current state of affairs. In older role playing games there are always a problem in that all actions must be specified in advance so by the time the character attacks the opponent - they may not longer exist. When a character is ready for action one can see his picture and the main battle menu. In addition, the current opponent is also shown on the scroll. ATTACK A direct blow with a primary weapon. If a character has no weapon in hand he tries to punch or kick. The range for this attack is determined by the weapon used. Most weapons or a punch or kick have a range of zero, i.e. they can only be used against opponents immediately in front of the party. In most cases only one opponent is hit. If there are more groups they must be selected for attack separately. The following also goes for all other options. If a character has a so-called Melee Weapon a whole group or in case of a Greater Melee Weapon all opponents are attacked. SPELL The most important battle option there is. When casting a spell the Spellclass is determined first and only then the ------------------------------------------------------------------------------ 46 desired spell. As in case of attack, the spell as for all of the following options, the target groups is chosen next. When all this is done the effect of the spell is displayed on the scroll. You shouldn't only limit yourself to destructive spells. Often it makes much more sense or make even be necessary to weaken the opponent first and only then attack in earnest. Since the enemy Mages have the same spells as the party you should normally fight them first. ITEM Using items is another indispensable martial art. Since some character classes may not use effective weapons and have only few or no battle spells at all, the items are a good alternative. Each item can be used by all characters without limitations. For example, a Fairy with a Masterwand can become an extremely strong warrior. But compared to weapons the items have a big drawback. Since they are all magical in nature, they often disappear in thin air after being used. Whether they do disappear depends first of all on the item themselves; a magical Pearl disappears almost always after usage, while a Lightwand can sometimes be used more than 100 times. On the other hand it also depends on the character who uses the item. A Barbarian given a Flamewand makes it disappear every time, sometimes even before he uses it. SHOOT An effective way to do battle at a distance. Although it requires that a weapon (bow or crossbow) be placed as the 2nd weapon of the character who is about to shoot. Of course, ------------------------------------------------------------------------------ 47 one also needs arrows which can be purchased from any blacksmith. Do pay attention to their quality though. Simple wooden arrows can at best be used to shoot a rat. A giant would surely use such an arrow as a toothpick. But there is a sufficient variety of arrows to kill even the strongest of opponents. The professional archers are a special case. If an archer has enough experience he can sometimes shoot two arrows in the same round. THROW If you have no shooting weapons but still wish to attack an opponent from a distance, the only thing you can do is hurl at him the weapon you have in your hands. The big drawback here is that the weapon which is thrown is then lost for the duration of this battle. There are certain magic weapons which return after being thrown. The primary weapon is thrown first and the secondary weapon is thrown after that. If one is victorious in battle the characters automatically gather all their thrown weapons. This does not apply to any arrows that were shot. Throwing at sea from a ship is definitely not advisable. WEAPON When this option is selected you can change the weapons in your hands during battle. This is very useful when you've already thrown your primary and secondary weapons. DEFEND In principle this means you wish to do nothing. It should only be selected when there are no useful alternatives or if you engage in battle by mistake. ------------------------------------------------------------------------------ 48 SPECIAL ENCHANT An attempt to distract or confuse the opponent. It should only be used when charisma value of a character is well above 20. If an attempt to enchant is successful the opponent becomes very confused. This can be used mercilessly by the next character in line. Not very honorable but extremely effective. When enchanting you can choose between attacking all opponents or concentrating on a single group. The effect is stronger in the second case. ----------------- | MAP 3 picture | ----------------- WARCRY A battle cry by a Warrior or a Barbarian can be very effective. An opponent who until then appears fearless can easily wet his pants in panic. His attack is then considerably weakened. Sometimes he can even be scared out of damage points. A battle cry is basically directed at all opponents. Steal Trying to steal gold pieces out of opponent's pockets. It should only be attempted by experienced thieves since if the ------------------------------------------------------------------------------ 49 opponent catches the thief he will become considerably more aggressive and will attack more forcefully. If stealing goes unnoticed you get a bonus of extra cash. MOCK It does require a bit of courage to ridicule an opponent during battle, but it can be very effective. However, you should be very careful in choosing which opponents you mock. An irritated opponent will as a rule become exposed somewhat in order to attack more forcefully. In addition he will not attack carefully but will allow himself to be carried away be instinct. Also, it makes no sense to ridicule a barbarian since his actions are already influenced by his feelings. Mocking can be used very successfully on Mages and other equally intelligent people since they will then loose their concentration. GROPE Grabbing an opponent is a special type of fighting which only a few very experienced characters can perform. Some creatures, mainly Errins and Laurins, over time get so powerful in magic that they can hurt an opponent badly by simply touching. This can paralyse, age or even turn him to stone. DUPE A very sneaky trick. The character makes the skilful manoeuvre and tries to strike the opponent from behind with a decisive blow. It should only be attempted by characters who are very swift and experienced in battle. If the attempt fails the ------------------------------------------------------------------------------ 50 character is momentarily exposed and is then very vulnerable. You should therefore think carefully before trying this manoeuvre. HIDE This is an option for characters in grave danger who have no great battle strength, such as magic beings like Fairies or Nymphs which have been struck more than once. To avoid a fight by hiding a character most possess necessary amount of hiding skill as well as be intelligent. SPECIAL This is only available to characters who possesses special abilities. The player must find out for himself how this works. BLUE-----RED-----BLACK YELLOW WHITE---BROWN----GREEN ------------------------------------------------------------------------------ 51 Main Menu Certain actions and functions can be performed even when a party is not in a confrontation. To do this click on the picture of a character (see "Operating Instructions"). ARMAMENT All objects can be made ready, dropped, examined, used or transferred to another member of the party. If the clicked character has a magic jewel you can use this function to create a map of the surrounding area. CONSUME Using this submenu a character can eat, drink or take a magic potion. The whole party can eat/drink together or the nourishment can be divided among all members of the party. SPELL If a character has magic powers (Magepoints) a spell can be cast here. STATISTICS What would a role playing game be without statistics? In FATE - Gates of Dawn you can practically invoke all information about the party and its members. PARTY The numerous party functions and so-called party-switching are the icing on the cake. The following functions are available: SPLIT Given that there are no more than 3 parties a party can be divided here. TRANSFER If two parties are on the same playing field one or more characters can be transferred to the other party. RELEASE A member of the party is let go. INFO Using this function general party information such as level, statistics, position, tickets and abilities can be invoked. SWITCH TO If one wishes to continue playing in another party the player can change over. The party (or parties) ------------------------------------------------------------------------------ 52 remain at their current position(s). The name of the first character is always given as the party name. EXCHANGE This is similar to the Transfer command; two characters from different parties are swapped. Here too, both parties must be located on the same playing field. REST Even the strongest parties need to rest from time to time. Invoking this function creates a place to rest and the player decides how long the party will rest. BOARD If a party is near a ship this command can be used embark the ship. ASHORE If a party is already on board a ship this function can be used to disembark. GAME The functions listed here relate to somewhat "technical" settings and options: SAVE The current state of the game including all data and settings are saved. You can only save to a separate floppy disk or to a hard disk. On Amiga you can even use unformatted disks (in any case the previous contents of the disk are destroyed!!!). On other systems the disks must be formatted before the game starts. Up to eight games can be saved on one disk. NEW GAME If everything has gone wrong for you the game can be restarted. QUIT This will also save the game. However, the game will then be terminated. FREEZE There are no ridges in FATE - Gates of Dawn. The game normally operates in real time. This option here is the only possibility to stop the time (this is particularly ------------------------------------------------------------------------------ 53 handy for coffee breaks). LOAD Reloads a previously saved game. The current game state is thereby destroyed. DELAYS To guarantee a comfortable game operation you can set a variable pause after each text output. The CLICKS parameter is particularly handy for beginners because it waits for a mouse click after each text output. PIC / NO PIC On computers with very little RAM this option is selectable. Frequently used graphics such as room interiors can be activated and deactivated. ACTIONS You can invoke the general actions like touch, dig, search or - well, this is a reLINE game - kiss, at any time. TIME No, not the current time of your internal clock but the time and date in the world of FATE. ------------------------------------------------------------------------------ 54 The Magic System In contrast to other worlds, the magic in Fate is something quite normal. Admittedly, not everyone can use it but it belongs to the normal everyday life just as much as various physical items. Due to the constant presence of magic, several new unique races have been developed such as the eerie Laurins and Errins. Some classes of Mages can use magic already from birth (Witches and Fairies, for example), while others must first acquire these abilities by studying (such as Sorcerers and Wizards). In theory, any being can learn the art of magic but some professions have decided to renounce it. All in all, there are 15 non-Mage and 17 Mage classes. The 200 known spells are divided into 20 Spellclasses. Each Spellclass has its own unique properties. There are for example purely defensive Spellclasses such as Elementary or Enchanter, healing Spellclasses such as Clerics or Fairies and naturally the fighting Spellclasses such as Banshee or Warlock. At the start of his career each Mage has only one Spellclass. Later, as he advances he can require additional Spellclasses. But the order of this advancement is fixed for each profession. A healing Mage must first get all of the healing Spellclasses before he can require a fighting Spellclass. The actual spells are explained in detail in the "Spell Overview" appendix. ------------------------------------------------------------------------------ 55 Armament And Items The number of armament items is considerably greater than even the number of spells. In all options they are divided into 7 groups. 1. Weapons Swords, daggers, shields etc. 2. Armor Robes, breastplates, capes etc. 3. Headgear Caps, helmets, bandannas etc. 4. Gloves Gloves of all sorts 5. Footwear Shoes, boots etc. 6. Arrows Arrows and projectiles of all sorts 7. Items Magic wands, magic pearls etc. In each category the player can experiment with numerous items. A detailed description can be found in the appendix. How much a character can carry is limited to prevent one from lugging about an infinite number of things. Even the number of items of the same kind cannot exceed a certain value regardless of weight. For example Weapons, Armor, Headgear, Gloves and Footwear are always limited to 9, while items and potions are limited to 20 items per character. An archer can carry a maximum of five different quivers with up to 99 arrows. --------------------------------------------------- | Note: A character must make his weapon or armor | | ready before he can use it. | --------------------------------------------------- ------------------------------------------------------------------------------ 56 As is common in role playing games not every character class can pick up every weapon. There are set rules as to who can use what. Mages cannot, as a rule, use heavy armor or weapons, while most warriors cannot use magic equipment. An exception are magic items which can be used by all characters. In the equipment menus or prohibited items are shown in red and all allowed items in white. The most important items are listed and explained in the chapter "Overview Of Important Items". ----------------- ----------------- | MAP 4 picture | | MAP 5 picture | ----------------- ----------------- ------------------------------------------------------------------------------ 57 Screen Layout The screen is divided into four independent areas. ------------------------------------------------------------- | | | | | | | | Character display | | | | | | | | | | | | | | |-----------|-----------------------------------------------| | | | | | | | | | | | Menu | | | View window | field | |-----------| | | | | | | | | | | | | | | | | | | |-----------------------------------------------------------| | | | Output scroll | ------------------------------------------------------------- The view window All events occur in this window. The window shows exactly what the party sees at a given moment. For example when it's dark this window can also become completely black. The menu field This shows all current options available to a character or a party. The output scroll All events and actions are documented on the scroll. After each text output there is a pause of variable length. There are 5 possible settings for this pause and its length can be ------------------------------------------------------------------------------ 58 changed in the game menu (see DELAYS). In the beginning you should choose a longer pause. But after you familiarize yourself with the text it's a good idea to change to a shorter pause or the encounters will take too long. However, in case of important texts, such as the story information, the game waits for a mouse click so no information is lost. This occurs even when the pause is completely turned off. The character display The 7 characters in the party are shown here. As a rule you can see the status display of the character. The bars and lights have the following meaning: _______________________________ | _________________________ | A: Name | |A | | B: Hitpoints | |_________________________| | C: Weapon class | _____ | D: Armor class | _ _ |B | _ _ | E: Dexterity class | |C| |D| |_____| |E| |F| | F: Skill class | | | | | | | | | | G: Magicpoints | | | | | _____ | | | | | H: Hunger | | | | | |G | | | | | | I: Thirst | |_| |_| |_____| |_| |_| | J: Tiredness | _ _ _ _ _ _ _ | K: Burden | |H| |I| |J| |K| |L| |M| |N| | L: Illness |_______________________________| M: Poisoning N: Drunkenness The top number shows the Hitpoints, the bottom number the Magepoints. The four bars indicate the battle classes and the 7 lights at the bottom the condition of the character. If the values are satisfactory or good the lights and the bars are yellow. ------------------------------------------------------------------------------ 59 A gray bar indicates that the corresponding value is only adequate or bad. If a condition light are gray something is wrong with the character. You must then take measures to repair the damage. If you click on a character you can see their picture. The menu structure All menus are consistent. They are always composed out of a heading and up to 8 menu items. In some cases there are also additional icons to click on such as arrows or plus/minus fields. How to use Clicking on one of the 8 menu items performs the relevant function or invokes the relevant submenu. (Keyboard: (1) to (8)) Clicking on a menu heading from a submenu goes one up in the menu hierarchy. If you're already on the first level clicking on a heading terminates the action. (Keyboard: (Return)) Clicking outside of the menu cancels the action if possible. (Keyboard: (ESC)) If you need to select a character simply click on the field with the desired character. (Keyboard: function keys (F1) to (F7)) In some cases the menu items must be scrolled up or down. The arrow fields are intended for this purpose. (Keyboard: cursor keys (up) (down)) If you need to set numeric values use the 3 fields [+] [-] and [=]. (Keyboard: cursor keys (up) (down) and (space bar)) ------------------------------------------------------------------------------ 60 General Operating Instructions MOVEMENT ON LAND The simplest way to move a party is by using the mouse and the movement menu. The following options are available: - step forward (cursor key up) (numeric keypad 5) - turn left (cursor key left) (numeric keypad 4) - turn right (cursor key right) (numeric keypad 6) - step left (numeric keypad 1) - step right (numeric keypad 3) - turn around (cursor key down) (numeric keypad 2) - step back mouse only SHIP CONTROLS Once on board of a ship you can change its Course and View as well as roll the sails up or down. The arrows underneath the relevant compass are always used for this purpose. The Course can be changed in 45 degree steps, while the View can only be changed in 90 degree steps, as in the case of land. ------------------------------------------------------------------------------ 61 Keyboard commands: - starboard (cursor key right) - port (cursor key left) - turn right (numeric keypad 6) - turn left (numeric keypad 4) - role sails up/down (Taste (S)) To find out the wind strength and direction click on the compass. (Keyboard: (W)) INVOKING THE MAIN MENU To invoke the main menu you must first select a character. This is done by clicking on the relevant character field. (Keyboard: function keys (F1) to (F7)) If the character is able to do something their picture will appear. You can then see all currently possible action in the menu field. Since there are many different options they are divided into several submenus. Please refer to the chapter "Main Menu" which lists all available functions. ------------------------------------------------------------------------------ 62 ADDITIONAL OPERATING INSTRUCTIONS When writing the documentation one never know on which computer the program will be run. To avoid potential problems any possible changes to the instruction are to be found on a separate sheet or a "READ ME" file on FATE 1 disk. A READ ME file can be viewed with any standard editor. Important modifications are displayed as a page of text when the program starts. ----------------- | MAP 6 picture | ----------------- ------------------------------------------------------------------------------ 63 The Features Unique To FATE This chapter should be of particular interest to role playing game fans since FATE - Gates of Dawn has a whole range of completely new game elements. PARTY SWITCHING Party Switching is the biggest difference between Fate and other older role playing games. The player can form up to 4 parties each with 7 characters and switch between them at will. Of course, the other parties will not move. But even for inactive parties the life goes on. So these characters will also get hungry and tired. The inactive parties, though, do not participate in the game directly, i.e. they will not attack and do not move even when there is an opponent on their own playing field. They will react only when you switch. This simplification could not be avoided for technical reasons. As far as experience and crimes are concerned all parties are treated as one big unit - if the player engages one party in battle all other parties share in the experience points. If a party obtain certain information the other characters become immediately aware of it. When one party commits a crime all other must suffer because of it. This collective nature of things goes for both good and bad. In case of certain tasks the player MUST react with several parties simultaneously, for example when one character holds the door open while others search the area. ------------------------------------------------------------------------------ 64 STORYLINE At the beginning the player only knows what has happened in the past. Everything else is obtained by communicating with persons he meets during his adventures. The subjects of the questions during a dialogue are chosen depending on the current amount of available knowledge. If the player deviates from the storyline too much he is given tips which put him back on the right track. This prevents the player from getting totally lost. The newcomers to role playing games will particularly treasure this help. REALITY APPROXIMATION All persons in FATE react like living beings. They can become tired or hungry, dissatisfied with their situation and some have a manifest sense of justice. Each character has its own peculiarities and preferences; some persons are very inobedient while others do things even before being asked to. The player has totally unlimited control only over Winwood. The others he must also control - but with a lot of forethought and treating them with kid gloves. Even the weather plays a part in what goes on. When it rains the respectable citizens stay at home and one meets mostly beggars and vagabonds. During the night the murderers and thieves are up to their mischief. When it gets cold the characters need better clothing so that they don't freeze. ------------------------------------------------------------------------------ 65 SURPRISES Obviously even the citizens of FATE - Gates of Dawn are familiar with the famous reLINE games. There are rumors that, due to a technical error by a graphic artist during digitalization, a model from the Hollywood Poker PRO vanished into this parallel world. Her clothing has also disappeared during this process. Who knows, maybe you'll meet her and help her out... To keep the evil software pirates at bay the reLINE team employed a Password Nymph who constantly checks to see whether Winwood is only a cheep copy of the original. She too, seems to have already met the model from Hollywood Poker PRO several times - but see for yourself! Normally, we don't want to reveal all of the surprises (we wouldn't like to spoil your fun). But we will say so much: even when you've completed the game - and enjoyed the lavishly animated final credits - it certainly pays to play again. Allusions to any current or old games are purely coincidental. ------------------------------------------------------------------------------ 66 A Quick Start The beginning of a role playing game is always the most difficult part (also the most beautiful!). In order to make it easier for role playing game newcomers, in the beginning one meets only very weak persons who do not pose a very big danger for Winwood. This protective mode is active until a small party is assembled. HOW TO PROCEED Very close to the starting point is a path with the destroyed inn. Explore this area carefully since there are some weapons and armaments to be found here. Pick up armaments and weapons by using the main menu (the main menu appears as soon as the Winwood character image is clicked on). In order to orient yourself it's recommended that you have a look at the map of the surrounding area (select ARMAMENTS from the main menu and then in the submenu go to Jewel). Then, go along the path to the city of Larvin (in the north-westerly direction). Watch for signs and avoid any fights with opponents if you can. Once in the city assemble a party as quickly as possible. Talking with people can frequently provide additional help. After a bit of tittle-tattle and pointed questions select the function JOIN. Many adventurous characters eager to join can be found particularly in pubs. Senseless killing of opponents is far less helpful than a diplomatic approach. Mages in particular provide a party with valuable information about what happens next. Do keep in mind that ------------------------------------------------------------------------------ 67 without helpful information you don't really know what to do next! Many shady creatures crawl around in the night. A safe place to stay protects the party from uninvited guests. GENERAL TIPS A magic Jewel can only create one map of the surrounding area. To be on the safe side and to limit the use of magic Jewels you should also draw your own maps of cities and dungeons. An old favorite is to save the current game and then try out several different approaches from that point. Don't bother trying this with FATE - the program will notice frequent game loading and will as a result make the game more difficult. Do not crack or copy the game under any circumstances! The citizens of FATE are very touchy about this; the Password Nymph in particular is not amused by it. Now, we don't really want anything to happen to you (or your disk drive)... ------------------------------------------------------------------------------ 68 Memory Management The program uses all available memory. Any installed memory expansion are used to the last byte. Due to cache memory management the loading times at the beginning of the game can differ considerably since the complete free RAM is first filled with data. This avoids having to later load the required program segments or data. The program and data altogether about 6 megabyte in size (this varies across different computer systems). If you have that much RAM all data is loaded at the beginning of the game. In theory, you could then take the disk out of the drive since, barring any password checks, nothing else needs to be loaded. On the computers with very little RAM some things such as sound or graphics are somewhat limited (otherwise the program itself will not have enough memory). ------------------------------------------------------------------------------ 1a APPENDICES ------------------------------------------------------------------------------ 2a The Development Team Program by: Olaf Patzenhauer Graphics: Frank Knust Matthias Kæstner Ingo La Tendresse Rydiger Skwarczynski Andreas Gehrke Thomas Langhanki Thomas Andrae Michael Pløger Olaf Patzenhauer Game concept and storyline: Olaf Patzenhauer Heinrich Stiller SoundTrack: Matthias Steinwachs Karsten Obarski Sound effects: Olaf Patzenhauer Game tested: Kalle Teichmann Jens Busse Oliver Assel Frank Fenske Oliver Kuhlemann Tobias Basse Michael Wolff Jørg Kopmann Andre Negerski Timo Lomatzsch Disk system: reDOS 5 Holger Gehrmann Datasearch filesystem: Holger Heinrich Compacting algorithms: Holger P. Krekel Holger Heinrich Technical advisers: Holger Heinrich Rydiger Skwarczynski Holger Gehrmann Project Leaders: Olaf Patzenhauer Holger Gehrmann Handbook text: Holger Gehrmann Olaf Patzenhauer Timo Lomatzsch Translation: Donald M. Maple Cover picture: Celal Kandemiroglu Coordinator: Holger Gehrmann Special thanks to: Dominik Tonn Uwe Gramschuh Antje Thoene Heike Nixdorf Jørg Heitmyller Softgold GmbH Herrn Blymel Familie Poppenhæger Karl-Ernst von Hallmackenreuter Copyrights 1991 by: reLINE Software GmbH - Germany reLINE Hotline (service): Tel:+49 511-315834,Mo to Fr, 15-16 PM Any written inquiries about the game or tips as well as telephone calls outside of the hotline hours (see above) will NOT be answered. In case of a defective disk or incomplete enclosures please contact your dealer. ------------------------------------------------------------------------------ 3a CONTENTS Spells Overview 4a Magician Spells 6a Conjurer Spells 7a Sorcerer Spells 8a Wizard Spells 9a Archmage Spells 10a Fairy Spells 11a Witch Spells 12a Enchanter Spells 13a Valkyrie Spells 14a Cleric Spells 15a Priest Spells 16a Angel Spells 17a Warlock Spells 18a Nymph Spells 19a Druid Spells 20a Alchemist Spells 21a Monk Spells 22a Banshee Spells 23a Elementary Spells 24a Master Spells 25a Magic Potions 26a Item Overview 29a Index 31a ------------------------------------------------------------------------------ 4a Spells Overview In order to best explain the spell functions they are sorted by magic classes. In addition, each spell is also explained in more detail on a small function template: Name The name of the spell as it appears in the spell menu. MPt The number of required Magepoints before a spell can be cast. Range The range of a battle spell in yards or "long" for long range spells. * Specifies who the spell can be used against. The characters mean the following: PM The member of a party P The whole party O An opponent OG A group of opponents AO All groups of opponents A All (universal) Power This is the magic power of all spell. For the total effectives add this value to the magical power of a Mage. ------------------------------------------------------------------------------ 5a o Specifies the duration of a spell. The characters mean the following: vs very short s short m medium l long vl very long p permanent a one-time action ! In case of destructive spells this indicates the approximate damage caused. For extremely strong or weak opponents this may vary. Type The type of spell is specified here. The characters mean the following: B a spell which is only available in battle A a spell which can always be cast E can only be cast without a threat ------------------------------------------------------------------------------ 6a Magician Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | entangles an opponent | | | | | | | ENTANGLE | 2 | 14 yds | O | 30 | p | - | B | | | | | | | | | | | | | | strengthens the armor | | | | | | | ARMOR | 3 | - | PM | - | s | - | A | | | | | | | | | | | | | | paralyses an opponent | | | | | | | PARALYSE | 4 | 12 yds | O | 35 | vs | - | B | | | | | | | confuses and injures | | | | | | | an opponent | | | | | | | FOG | 4 | 12 yds | O | 25 | p | 3-6 | B | | | | | | | | | | | | | | slows down an opponent | | | | | | | LAME | 5 | 12 yds | OG | 65 | p | - | B | | | | | | | increases the strength | | | | | | | of a character | | | | | | | STRENGTH | 4 | - | PM | - | m | - | A | | | | | | | | | | | | | | blinds an opponent | | | | | | | LIGHTBALL | 7 | 12 yds | OG | 22 | a | 4-11 | B | | | | | | | | | | | | | | removes opponent's armor | | | | | | | ARMORZOT | 6 | 10 yds | O | 63 | p | - | B | | | | | | | creates a hate field | | | | | | | around an opponent | | | | | | | HATE | 4 | 14 yds | AO | 55 | p | - | B | | | | | | | | | | | | | | beats up an opponent | | | | | | | JABFIST | 10 | 14 yds | OG | 19 | a | 23-54 | B ------------------------------------------------------------------------------ 7a Conjurer Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | creates a very short | | | | | | | magic light | | | | | | | LIGHT (very short) | 3 | - | - | - | vs | - | A | | | | | | | | | | | | | | makes ugly and stupid | | | | | | | NUTS | 3 | long | O | 65 | p | - | B | | | | | | | makes very greedy | | | | | | | for money | | | | | | | GREED | 4 | long | OG | 86 | p | - | B | | | | | | | weakens the abilities | | | | | | | of a Mage | | | | | | | MAGEWEAK | 6 | 12 yds | O | 125 | p | - | B | | | | | | | causes an attack | | | | | | | of weakness | | | | | | | WEAKEN | 3 | long | O | 155 | p | - | B | | | | | | | creates a short | | | | | | | magic light | | | | | | | LIGHT (s) | 4 | - | - | - | s | - | A | | | | | | | | | | | | | | creates magic vortex | | | | | | | VORTEX | 7 | 8 yds | O | 20 | a | 7-14 | B | | | | | | | entangles a group | | | | | | | of opponents | | | | | | | ENTANGLE! | 9 | 9 yds | OG | 70 | p | - | B | | | | | | | causes an overpowering | | | | | | | feeling of fear | | | | | | | SCARE | 12 | 10 yds | OG | 85 | p | - | B | | | | | | | weakens the abilities | | | | | | | of a Mage | | | | | | | MAGEWEAK! | 14 | 16 yds | OG | 185 | p | - | B ------------------------------------------------------------------------------ 8a Sorcerer Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | strengthens the weapons | | | | | | | of a character | | | | | | | WEAPON | 4 | - | PM | - | s | - | A | | | | | | | creates a cold field | | | | | | | around an opponent | | | | | | | FREEZE | 5 | 14 yds | O | 50 | a | 50-81 | B | | | | | | | forces an opponent to | | | | | | | jump around like mad | | | | | | | TICKLE | 7 | long | O | 85 | vs | - | B | | | | | | | makes a tired | | | | | | | character alert | | | | | | | AWAKE | 8 | - | PM | - | a | - | E | | | | | | | speeds up the movement | | | | | | | of a character | | | | | | | FASTER | 7 | - | PM | - | m | - | A | | | | | | | causes an opponent to | | | | | | | have a sneeze attack | | | | | | | SNEEZE | 9 | long | O | 80 | vs | - | B | | | | | | | | | | | | | | starts a vortex of stones | | | | | | | STONEFALL | 11 | 12 yds | OG | 31 | a | 40-83 | B | | | | | | | strengthens the throwing | | | | | | | power of a character | | | | | | | THROW | 16 | - | PM | - | m | - | A | | | | | | | turns an opponent | | | | | | | into stone | | | | | | | STONING | 13 | 18 yds | O | 60 | p | - | B | | | | | | | increases the magic | | | | | | | powers of a party | | | | | | | MAGEPOWER | 22 | - | P | - | s | - | A ------------------------------------------------------------------------------ 9a Wizard Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | poisons an opponent | | | | | | | POISON | 6 | 16 yds | O | 87 | a | 15-48 | B | | | | | | | causes an attack | | | | | | | of weakness | | | | | | | FAINT | 8 | 14 yds | OG | 75 | p | - | B | | | | | | | turns an opponent | | | | | | | into ice | | | | | | | ICECLOUD | 7 | long | O | 70 | vs | - | B | | | | | | | | | | | | | | throws an magical iceball | | | | | | | ICEBALL | 9 | 12 yds | OG | 59 | a | 15-64 | B | | | | | | | makes the opponent's | | | | | | | armor disappear | | | | | | | ARMORWHAM | 11 | 10 yds | OG | 83 | p | - | B | | | | | | | turns an opponent | | | | | | | into ice | | | | | | | ICEFIST | 11 | long | O | 120 | m | - | B makes a group of | | | | | | | opponents fall into | | | | | | | a deep sleep | | | | | | | SLEEP | 11 | 10 yds | OG | 75 | s | - | B | | | | | | | sets off anxiety | | | | | | | and fear | | | | | | | HORROR | 17 | 14 yds | AO | 65 | p | 7-15 | B | | | | | | | | | | | | | | sets off a brain shock | | | | | | | SHOCK | 15 | 10 yds | O | 355 | a | - | B | | | | | | | being very cruel to | | | | | | | an opponent | | | | | | | EVILSONG | 30 | 8 yds | AO | 120 | p | 39-70 | B ------------------------------------------------------------------------------ 10a Archmage Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | burns an opponent | | | | | | | ACID | 6 | 10 yds | O | 86 | a | 40-150 | B | | | | | | | prevents an opponent | | | | | | | from casting spells | | | | | | | SPELLZAP | 9 | long | O | 125 | p | - | B | | | | | | | | | | | | | | makes an opponent age | | | | | | | WITHER | 12 | 12 yds | OG | 110 | p | 15-30 | B | | | | | | | speeds up the movements | | | | | | | of a party | | | | | | | SPEED | 11 | - | P | - | m | - | A | | | | | | | blows an opponent | | | | | | | 12 yards away | | | | | | | BLOWAWAY | 8 | 2 yds | OG | 240 | a | - | B | | | | | | | sometimes turns an | | | | | | | opponent into stone | | | | | | | STONEFIST | 15 | long | O | 62 | a | 90-200 | B | | | | | | | makes an opponent | | | | | | | ugly and stupid | | | | | | | NUTS | 8 | long | AO | 115 | p | - | B | | | | | | | | | | | | | | poisons an opponent | | | | | | | POISON! | 25 | 16 yds | AO | 135 | a | 400-800 | B | | | | | | | enormously increases the | | | | | | | battle power of a party | | | | | | | POWER | 22 | - | P | - | m | - | A | | | | | | | hits an opponent | | | | | | | very critically | | | | | | | EVILHAMMER | 45 | long | AO | 110 | a | 3000-5000 | B ------------------------------------------------------------------------------ 11a Fairy Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | returns up to 6 Hitpoints | | | | | | | of a character | | | | | | | HEAL 6 | 3 | - | PM | - | a | - | A | | | | | | | calms down and makes | | | | | | | less aggressive | | | | | | | CALM 1 | 4 | 8 yds | O | 155 | p | - | B | | | | | | | weakens opponent's | | | | | | | attacks | | | | | | | PROTECT | 5 | - | PM | - | s | - | A | | | | | | | returns up to 6 Hitpoints | | | | | | | to all characters | | | | | | | HEALALL 6 | 13 | - | P | - | a | - | A | | | | | | | calms down and makes | | | | | | | less aggressive | | | | | | | CALM 2 | 9 | 8 yds | OG | 145 | p | - | B returns up to 15 | | | | | | | Hitpoints to all | | | | | | | characters | | | | | | | HEAL 15 | 6 | - | PM | - | a | - | A | | | | | | | creates a calming field | | | | | | | around all opponents | | | | | | | CALM 3 | 14 | 10 yds | AO | 190 | p | - | B | | | | | | | makes a character immune | | | | | | | to poison attacks | | | | | | | ANTIDOTE | 7 | - | PM | - | m | - | A | | | | | | | protects from | | | | | | | opponent's spells | | | | | | | ANTIMAGIC | 12 | - | PM | - | m | - | A | | | | | | | makes a dead character | | | | | | | come to life again | | | | | | | REVIVE | 40 | - | PM | - | a | - | E ------------------------------------------------------------------------------ 12a Witch Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | throws a storm punch | | | | | | | STORMFIST | 4 | 16 yds | O | 45 | a | 75-100 | B | | | | | | | | | | | | | | creates the potion | | | | | | | "STRGHT 1" | 5 | - | A | - | a | - | E | | | | | | | prevents a battle | | | | | | | at a distance | | | | | | | ANTIHURL | 6 | long | O | 179 | p | - | B | | | | | | | | | | | | | | makes an opponent insane | | | | | | | INSANITY | 8 | 18 yds | O | 155 | p | 50-60 | B | | | | | | | causes an attack | | | | | | | of weakness | | | | | | | FAINT! | 14 | long | AO | 85 | p | - | B | | | | | | | | | | | | | | creates the potion | | | | | | | "WC PLUS 1" | 12 | - | A | - | a | - | E | | | | | | | | | | | | | | incinerates an opponent | | | | | | | FIREBALL | 14 | 12 yds | OG | 70 | a | 50-180 | B | | | | | | | | | | | | | | guides arrows to a target | | | | | | | NEVERMISS | 10 | - | P | - | m | - | A | | | | | | | draws an opponent close | | | | | | | to the party | | | | | | | PULLNEAR | 14 | long | OG | 555 | a | - | B | | | | | | | turns unprotected | | | | | | | opponents into stone | | | | | | | STONEFIRE | 22 | 14 yds | OG | 97 | a | 110-175 | B ------------------------------------------------------------------------------ 13a Enchanter Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | sets off anxiety and | | | | | | | fear in an opponent | | | | | | | FEARWORD | 4 | long | O | 155 | p | - | B | | | | | | | creates a strong | | | | | | | magical light | | | | | | | LIGHT (medium) | 10 | - | A | - | m | - | A | | | | | | | shows the current | | | | | | | position of a party | | | | | | | LOCATION | 1 | - | A | - | a | - | E | | | | | | | causes a strong greed | | | | | | | for money | | | | | | | GREED! | 13 | long | AO | 166 | p | - | B | | | | | | | reduces the power | | | | | | | of weapons | | | | | | | WEAKEN | 10 | 12 yds | OG | 153 | p | - | B | | | | | | | sucks the opponents | | | | | | | into a vortex | | | | | | | TORNADO | 10 | 8 yds | OG | 68 | vs | - | B | | | | | | | exposes opponent's | | | | | | | treasure | | | | | | | REVEAL | 30 | long | AO | 60 | p | - | B | | | | | | | | | | | | | | shows hidden doors | | | | | | | FLARE | 40 | - | A | - | l | - | A creates an illusion of a | | | | | | | map of the surrounding | | | | | | | area | | | | | | | SHOWMAP | 23 | - | A | - | a | - | E | | | | | | | | | | | | | | blocks various attacks | | | | | | | BLOCK | 20 | - | P | - | m | - | A ------------------------------------------------------------------------------ 14a Valkyrie Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | creates a strong | | | | | | | shock wave | | | | | | | BLAST | 6 | 12 yds | O | 145 | a | 100-220 | B | | | | | | | destroys armor and | | | | | | | defensive powers | | | | | | | DEPROTECT | 8 | 10 yds | OG | 138 | p | - | B | | | | | | | enhances the throwing | | | | | | | power of a character | | | | | | | LONGTHROW | 8 | - | PM | - | s | - | A | | | | | | | guides direct attacks | | | | | | | always to their targets | | | | | | | SUREHIT | 8 | - | PM | - | s | - | A | | | | | | | | | | | | | | creates a fear sphere | | | | | | | FEAR | 11 | 14 yds | OG | 151 | p | 40-160 | B | | | | | | | | | | | | | | returns thrown weapons | | | | | | | RETURN | 9 | - | PM | - | s | - | A | | | | | | | prevents a battle at | | | | | | | a distance | | | | | | | ANTIHURL! | 12 | long | AO | 149 | p | - | B | | | | | | | weakens an opponent | | | | | | | in every regard | | | | | | | WEAKSPERE | 24 | long | AO | 136 | p | 5-40 | B | | | | | | | strengthens the power | | | | | | | of a character | | | | | | | WEAPON! | 29 | - | P | - | m | - | A | | | | | | | reverts magic and strikes | | | | | | | all Mages critically | | | | | | | REVMAGIC | 65 | long | AO | 185 | a | - | B ------------------------------------------------------------------------------ 15a Cleric Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | heals wounds of up | | | | | | | to 7 Hitpoints | | | | | | | HEAL 7 | 3 | - | PM | - | a | - | A | | | | | | | zaps a small sin | | | | | | | committed by a character | | | | | | | ZAPSIN | 13 | - | PM | - | a | - | E | | | | | | | removes all poison from | | | | | | | a character | | | | | | | CLEANSE | 11 | - | PM | - | a | - | A | | | | | | | zaps several small sins | | | | | | | committed by a character | | | | | | | ZAPSIN! | 24 | - | PM | - | a | - | E | | | | | | | cures vitamin deficiency | | | | | | | of a character | | | | | | | VITAMINS | 16 | - | PM | - | a | - | E | | | | | | | heals wounds of up | | | | | | | to 100 Hitpoints | | | | | | | HEAL 100 | 16 | - | PM | - | a | - | A | | | | | | | zaps a mortal sin | | | | | | | committed by a character | | | | | | | ZAPSIN!! | 31 | - | PM | - | a | - | E | | | | | | | | | | | | | | return youth and power | | | | | | | REJUVENATE | 21 | - | PM | - | a | - | A | | | | | | | heals all wounds | | | | | | | of a party | | | | | | | HEALALL | 36 | - | P | - | a | - | A | | | | | | | increases the loyalty | | | | | | | of a character | | | | | | | SOULBIND | 75 | - | PM | - | p | - | E ------------------------------------------------------------------------------ 16a Priest Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | heals wounds of up | | | | | | | to 5 Hitpoints | | | | | | | HEAL 5 | 3 | - | PM | - | a | - | A | | | | | | | alleviates the poisoning | | | | | | | somewhat | | | | | | | CLEANSE | 6 | - | PM | - | a | - | A | | | | | | | alleviates the illness | | | | | | | somewhat | | | | | | | CURE | 9 | - | PM | - | a | - | A | | | | | | | sobers up a drunk | | | | | | | character | | | | | | | SOBER | 7 | - | PM | - | a | - | A | | | | | | | makes a character content | | | | | | | and satisfied | | | | | | | ZAPHUNGER | 6 | - | PM | - | a | - | A | | | | | | | heals wounds of up | | | | | | | to 5 Hitpoints | | | | | | | HEALALL 5 | 12 | - | P | - | a | - | A | | | | | | | | | | | | | | puts an opponent to sleep | | | | | | | SLEEP | 10 | 10 yds | O | 145 | s | - | B | | | | | | | heals wounds of up | | | | | | | to 80 Hitpoints | | | | | | | HEAL 80 | 15 | - | PM | - | a | - | A | | | | | | | petrifies an opponent | | | | | | | with fear | | | | | | | PETRIFY | 22 | 14 yds | O | 52 | s | - | B | | | | | | | | | | | | | | creates the potion | | | | | | | "CURE" | 30 | - | A | - | a | - | E ------------------------------------------------------------------------------ 17a Angel Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | heals wounds of up | | | | | | | to 8 Hitpoints | | | | | | | HEAL 8 | 4 | - | PM | - | a | - | A | | | | | | | heals the illness | | | | | | | of a character | | | | | | | CURE | 10 | - | PM | - | a | - | A | | | | | | | weakens opponent's | | | | | | | attacks | | | | | | | PROTECT | 14 | - | P | - | s | - | A | | | | | | | heals all wounds | | | | | | | of a character | | | | | | | HEAL A | 14 | - | PM | - | a | - | A | | | | | | | creates a strong magical | | | | | | | protection wall | | | | | | | MAGICWALL | 13 | - | PM | - | s | - | B | | | | | | | heals all wounds and | | | | | | | mental illness | | | | | | | RESTORE | 22 | - | PM | - | a | - | A | | | | | | | makes immune to poison | | | | | | | attacks | | | | | | | ANTIDOTE | 20 | - | P | - | m | - | A | | | | | | | heals all wounds of up | | | | | | | to 100 Hitpoints | | | | | | | HEALALL 100 | 21 | - | P | - | a | - | A | | | | | | | creates a strong magical | | | | | | | protection wall | | | | | | | MAGEWALL | 28 | - | P | - | s | - | B | | | | | | | heals all wounds and | | | | | | | mental illness | | | | | | | RESTORE! | 45 | - | P | - | a | - | A ------------------------------------------------------------------------------ 18a Warlock Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | hurls a magic club | | | | | | | MAGECLUB | 6 | 12 yds | O | 135 | a | 55-180 | B | | | | | | | | | | | | | | enhances the battle power | | | | | | | WARPOWER | 6 | - | PM | - | s | - | A | | | | | | | | | | | | | | returns thrown weapons | | | | | | | GETBACK | 13 | - | PM | - | l | - | A | | | | | | | make an opponent loose | | | | | | | all reason | | | | | | | MINDFIRE | 12 | 14 yds | OG | 85 | p | 12-140 | B | | | | | | | | | | | | | | incinerates an opponent | | | | | | | FIREWALL | 18 | 6 yds | AO | 83 | a | 70-130 | B | | | | | | | destroys the magical | | | | | | | defense power | | | | | | | ZAPPOWER | 23 | long | AO | 135 | p | - | B | | | | | | | | | | | | | | hurls a stone club | | | | | | | STONECLOUD | 21 | long | O | 76 | a | 2000-4000 | B | | | | | | | creates a critical | | | | | | | shock field | | | | | | | BRAINSHOCK | 29 | 14 yds | OG | 116 | a | - | B | | | | | | | | | | | | | | changes a berserker back | | | | | | | CANDOR | 34 | - | PM | - | a | - | A | | | | | | | turns a character into | | | | | | | a berserker | | | | | | | BERSERKER | 41 | - | PM | - | a | - | A ------------------------------------------------------------------------------ 19a Nymph Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | heals wounds of up | | | | | | | to 5 Hitpoints | | | | | | | HEAL 5 | 2 | - | PM | - | a | - | A | | | | | | | | | | | | | | calms down an opponent | | | | | | | CALM 1 | 6 | 8 yds | O | 175 | p | - | B | | | | | | | heals wounds of up | | | | | | | to 24 Hitpoints | | | | | | | HEAL 24 | 6 | - | PM | - | a | - | A | | | | | | | returns the youth | | | | | | | to a character | | | | | | | YOUTH | 9 | - | PM | - | a | - | A | | | | | | | calms down a group | | | | | | | of opponents | | | | | | | CALM 2 | 11 | 8 yds | OG | 175 | p | - | B | | | | | | | creates a regeneration | | | | | | | sphere | | | | | | | R-SPHERE | 28 | - | P | - | s | - | A | | | | | | | | | | | | | | makes a tired party alert | | | | | | | AWAKE | 11 | - | P | - | a | - | A | | | | | | | heals wounds of up | | | | | | | to 24 Hitpoints | | | | | | | HEALALL 24 | 16 | - | P | - | a | - | A | | | | | | | removes disease and | | | | | | | poisons | | | | | | | CURE! | 30 | - | PM | - | a | - | A | | | | | | | creates an | | | | | | | invulnerability sphere | | | | | | | R-SPHERE! | 50 | - | P | - | l | - | A ------------------------------------------------------------------------------ 20a Druid Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | creates the potion | | | | | | | "DXRTY 1" | 4 | - | A | - | a | - | E creates a protection | | | | | | | field against poison | | | | | | | attacks | | | | | | | POISONWALL | 7 | - | P | - | s | - | A | | | | | | | makes all opponents | | | | | | | unable to speak | | | | | | | SILENCE | 11 | long | AO | 145 | p | - | B | | | | | | | makes an opponent | | | | | | | pass out | | | | | | | PASSOUT | 10 | 8 yds | OG | 45 | s | - | B | | | | | | | | | | | | | | creates the potion | | | | | | | "HEAL 15" | 11 | - | A | - | a | - | E | | | | | | | increases defense | | | | | | | against magic | | | | | | | ANTIMAGIC! | 15 | - | P | - | m | - | A | | | | | | | | | | | | | | creates the potion | | | | | | | "REFRESH" | 17 | - | A | - | a | - | E | | | | | | | turns an opponent | | | | | | | into ice | | | | | | | FREEZE | 21 | 8 yds | OG | 95 | s | - | B | | | | | | | prevents a corpse from | | | | | | | decomposing | | | | | | | MUMMY | 22 | - | PM | - | m | - | A | | | | | | | | | | | | | | creates the potion | | | | | | | "HEALALL" | 31 | - | A | - | a | - | E ------------------------------------------------------------------------------ 21a Alchemist Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | creates the potion | | | | | | | "HEAL 4" | 2 | - | A | - | a | - | E | | | | | | | | | | | | | | creates the potion | | | | | | | "SKILL 2" | 6 | - | A | - | a | - | E | | | | | | | envelops an opponent in a | | | | | | | cloud of itching powder | | | | | | | ITCH 1 | 7 | long | O | 160 | s | - | B | | | | | | | | | | | | | | creates the potion | | | | | | | "DC PLUS 1" | 14 | - | A | - | a | - | E | | | | | | | | | | | | | | creates the potion | | | | | | | "SC PLUS 1" | 17 | - | A | - | a | - | E | | | | | | | makes gold coins rain | | | | | | | from heaven | | | | | | | GOLDRAIN | 12 | - | A | - | a | - | E | | | | | | | | | | | | | | causes a coughing fit | | | | | | | COUGH | 14 | 10 yds | OG | 150 | s | - | B | | | | | | | | | | | | | | creates the potion | | | | | | | "AC PLUS 1" | 16 | - | A | - | a | - | E | | | | | | | | | | | | | | creates the potion | | | | | | | "INVUL" | 21 | - | A | - | a | - | E | | | | | | | envelops all opponents in | | | | | | | a cloud of itching powder | | | | | | | ITCH 2 | 29 | 14 yds | AO | 155 | s | - | B ------------------------------------------------------------------------------ 22a Monk Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | heals wounds of up | | | | | | | to 6 Hitpoints | | | | | | | HEAL 6 | 2 | - | PM | - | a | - | A | | | | | | | envelops an opponent in a | | | | | | | cloud of heat | | | | | | | BURN | 4 | 8 yds | O | 130 | a | 2-17 | B | | | | | | | protects from "turn to | | | | | | | stone" attacks | | | | | | | ANTISTONE | 6 | - | PM | - | s | - | A | | | | | | | increases the strength | | | | | | | and the battle power | | | | | | | WARPOWER | 10 | - | PM | - | s | - | A | | | | | | | weakens and ages | | | | | | | an opponent | | | | | | | WITHER | 8 | 16 yds | O | 160 | p | - | B | | | | | | | heals wounds of up | | | | | | | to 3 Hitpoints | | | | | | | HEALALL 3 | 14 | - | P | - | a | - | A | | | | | | | protects from thrown | | | | | | | weapons and arrows | | | | | | | HURLSHIELD | 10 | - | PM | - | s | - | A | | | | | | | makes an opponent | | | | | | | go crazy | | | | | | | CURSE | 14 | 16 yds | O | 150 | p | - | B | | | | | | | alleviates illness | | | | | | | and poisoning | | | | | | | SOOTHE | 20 | - | PM | - | a | - | A | | | | | | | | | | | | | | slimes the opponents | | | | | | | SLIMEFIST | 15 | 8 yds | OG | 135 | a | 5-20 | B ------------------------------------------------------------------------------ 23a Banshee Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | makes the brain of an | | | | | | | opponent explode | | | | | | | MINDZAP | 6 | 4 yds | O | 112 | a | - | B | | | | | | | | | | | | | | deteriorates the defense | | | | | | | WEAKEN | 8 | 10 yds | OG | 138 | p | - | B | | | | | | | | | | | | | | creates a nerve shock | | | | | | | MADNESS | 11 | 18 yds | OG | 155 | p | 20-80 | B | | | | | | | leaves an opponent | | | | | | | totally unprotected | | | | | | | ZAPSHIELD | 9 | 14 yds | O | 192 | p | - | B | | | | | | | | | | | | | | kills an opponent | | | | | | | HAMMER | 17 | long | O | 180 | a | - | B | | | | | | | | | | | | | | unleashes a firestorm | | | | | | | FIRESTORM | 19 | 10 yds | OG | 46 | a | 150-320 | B | | | | | | | makes the defense | | | | | | | collapse | | | | | | | UNPROTECT | 22 | 10 yds | AO | 138 | p | - | B | | | | | | | turns an opponent | | | | | | | into ice | | | | | | | FREEZE! | 31 | 10 yds | AO | 95 | s | - | B | | | | | | | creates a critical | | | | | | | wall of fire | | | | | | | HELLFIRE | 29 | long | OG | 157 | a | 400-900 | B | | | | | | | destroys the brains of | | | | | | | all opponents | | | | | | | MINDCRACK | 40 | 12 yds | AO | 142 | a | - | B ------------------------------------------------------------------------------ 24a Elementary Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | creates a long and strong | | | | | | | magical light | | | | | | | LIGHT (long) | 15 | - | A | - | l | - | A | | | | | | | | | | | | | | makes it rain for a while | | | | | | | RAIN | 15 | - | A | - | m | - | E | | | | | | | | | | | | | | deactivates all traps | | | | | | | ZAPTRAPS | 15 | - | A | - | m | - | E | | | | | | | | | | | | | | makes the sun shine | | | | | | | ZAPRAIN | 22 | - | A | - | m | - | E | | | | | | | | | | | | | | stops the time, short | | | | | | | TIME (short) | 20 | - | A | - | s | - | A | | | | | | | | | | | | | | makes a party invisible | | | | | | | INVISIBLE | 18 | - | P | - | m | - | E | | | | | | | | | | | | | | speeds up the movements | | | | | | | DOUBLEHIT | 22 | - | P | - | m | - | A | | | | | | | deactivates all | | | | | | | teleport fields | | | | | | | TELEPORTS | 39 | - | A | - | m | - | E | | | | | | | | | | | | | | stops the time, long | | | | | | | TIME (long) | 45 | - | A | - | l | - | A | | | | | | | | | | | | | | unleashes a storm | | | | | | | STORM | 50 | - | A | - | l | - | E ------------------------------------------------------------------------------ 25a Master Spells Name | MPt| Range | * | Power | o | ! | Type --------------------------|----|--------|----|-------|----|-----------|----- | | | | | | | | | | | | | | destroys all protection | | | | | | | DEARMOR | 30 | long | AO | 199 | p | - | | | | | | | | | | | | | | | creates a life-stone | | | | | | | LIFESTONE | 35 | - | A | - | a | - | | | | | | | | | | | | | | | creates a magical light | | | | | | | PRIMEFLARE | 40 | - | A | - | vl | - | | | | | | | | | | | | | | | makes an opponent go mad | | | | | | | MINDWARP | 45 | long | AO | 199 | p | 400-900 | | | | | | | | heals wounds, disease | | | | | | | and poisoning | | | | | | | GREATHEAL | 45 | - | P | - | a | - | | | | | | | | | | | | | | | improve characters values | | | | | | | IMPROVE | 50 | - | PM | - | m | - | | | | | | | | increases the | | | | | | | battle class | | | | | | | SKILL | 60 | - | P | - | m | - | | | | | | | | strengthens the | | | | | | | magical spheres | | | | | | | SPHERES | 60 | - | P | - | m | - | | | | | | | | | | | | | | | unleashes hell fire | | | | | | | PURGATORY | 70 | long | AO | 199 | a | 5000-9000 | | | | | | | | | | | | | | | heals all | | | | | | | MASTERHEAL | 85 | - | P | - | a | - | ------------------------------------------------------------------------------ 26a Magic Potions There is an abundance of various magic potions which can make the life of an adventurer easier. Magic potions are sort of like spells that even the non-Mages can use. You can either bye them in stores, create them using spells or quite simply find them. Due to space constrains we cannot list all the potions. A few remarks first to make the abbreviations and information easier to understand As a rule, the names of potions are composed of a description which indicates what the potion does, and a number which specifies how strong the effect is 1 weak for a short time 2 strong for a short time 3 permanent improvement by 1 point 4 permanent improvement by 2 points 5 permanent improvement by 4 points ---------------------------------------------------- | A few examples | | | | WC PLUS 2 enhances the weapon class briefly | | | | DXRTY 3 performs a permanent improvement of | | defensive fate by 1 point. | | | | ASHOT 1 will briefly enhance the Anti-shot | | sphere (by about 4 points.) | ---------------------------------------------------- ------------------------------------------------------------------------------ 27a The healing potions are the exception since the number of hitpoints to regenerate is specified explicitly e.g., "Heal 15" heals by 15 hitpoints. The HP PLUS... potion increases the hitpoints permanently. Here are a few examples: HP PLUS 1 increase by 1 point HP PLUS 2 increase by 13 points HP PLUS 3 increase by 25 points Furthermore, there are some potions with special effects. Here are a short selection: YOUTH heals an artificially aged character REFRESH relieves a character from hunger, thirst or exhaustion SPELL enables a Mage to learn a new spell HP PLUS 1 increase by 1 point BERSERKER see the Warlock Spell of the same name CANDOR see the Warlock Spell of the same name RESTORE restores the character's values and Magepoints ------------------------------------------------------------------------------ 28a POTION ABBREVIATIONS A lot of abbreviations, sometimes not very obvious, are used in potion names. The most important ones are as follows: DXRTY Dexterity SKILL Skill AMAGIC Anti-magic spheres ASTON Anti-stone sphere ASHOT Anti-shot sphere AFIRE Anti-fire sphere AINFCT Anti-infection sphere MPOWER A sphere of magical power INVUL Invulnerability sphere ACRIT Anti-critical sphere ACHARM Anti-charm sphere MEYE Magic eyes APOISN Anti-poison sphere ------------------------------------------------------------------------------ 29a Item Overview Since the exact effect and meaning of some items are not immediate apparent, here's a brief summary of the most important ones: Pearls gives the coordinate position of the party. Whistle deteriorates many of opponent's values. Clover eliminates hunger, thirst, tiredness and vitamin deficiency, heals some things and improves the defenses. Oakleaf improves the defenses and heals by up to 3 Hitpoints. Lifestone makes a dead character come to life again. Deathstone releases a character who was turned into stone. Crystalwand permanently increases the strength by 1 point and the Hitpoints by 3. It also heals poisoning and illness. Curestaff cures disease and returns 3 Hitpoints. Grailwand permanently increases the wisdom by 1 point and the Hitpoints by 3. Plunger A plunger with a piece of string attached. Draws a group of opponents to the party. Repowand cures poisoning. Starwand heals poisoning and illness. Goldeye creates a magical light that makes the secret doors visible. Lockstaff gives the position of a party. Fracwand stops the time briefly. Stonering protects against being turned into stone. ------------------------------------------------------------------------------ 30a The following items are simply weapons. Their effects manifest themselves on the opponent to whom they're applied: Mirror causes damage Sling causes damage Fluff makes an opponent possessed Holy Mortar causes damage Eviltowel makes insane Magic Sack causes damage Warpipe causes damage Flamewand causes damage Dragonwand turns into stone Jaggalak poisons Stonewand turns into stone Masterwand strikes a decisive blow Bogwand makes mad Deathwand strikes a decisive blow Froststaff lames Witherwand makes old ------------------------------------------------------------------------------ 31a Index ANTI-CHARM SPHERE The Anti-charm sphere protects the character from being enchanted. ANTI-CRITICAL SPHERE The Anti-critical sphere can protect the weak points from being hit in battle. ANTI-FIRE SPHERE The Anti-fire sphere protects against burns of all types. ANTI-INFECTION SPHERE The Anti-infection sphere can prevent a character from getting sick. ANTI-MAGIC SPHERE The Anti-magic sphere protects the character against opponent's spells. ANTI-POISON SPHERE The Anti-poison sphere protects the characters from being poisoned. ANTI-SHOT SPHERE The Anti-shot sphere blocks arrows and thrown weapons. ANTI-STONE SPHERE The Anti-stone sphere protects the character from being turned into stone. ARMOR CLASS (AC) The armor class specifies how well a character is protected against attacks. It is composed of the clothing and armor the character wears as well as the physical constitution of the character. ATTRIBUTES see character values. BROADSIDE WEAPON A weapon which can be used to attack a whole group of opponents or even all opponents simultaneously. CHARACTER A character is a figure controlled by the player during a role playing game. A character has particular character values and various characteristics and abilities. CHARACTER VALUE A character value determines the abilities of a character. It can be improved during the game. CLASS Each character has a predefined class. This is similar to a profession ------------------------------------------------------------------------------ 32a but cannot be changed during a game. The class determines the development of a character. CONJURER, Conjures magicians. CRIMES The crimes are killing or injuring of friendly persons. Friendly persons are decent citizens in the towns as well as fairies and nymphs in the wilderness. CRITICAL HIT A critical hit is always fatal. It hits the miracle spot of the opponent. DAMAGE POINTS Damage points indicate the amount of injury caused by a blow or spell. They are subtracted from the Hitpoints. DEATH As in role playing games the death is not final. Dead people can be brought back to life at any time using proper measures. Only when a character remains dead for too long he cannot be revived. DEXTERITY CLASS (DC) The dexterity class indicates how well a character can deflect opponent's attacks. It is composed of defence abilities, battle experience (level) as well as the armor in its possession. DISEASE The effect of disease are similar, but stronger, to those of poisons. DOOR There are many different types of doors. Some are visible, others are not. A few are only passable in one direction. DUNGEON A dungeon or a vault, usually underground, swarming with dangerous monsters and valuable treasures. ENCHANTER, Enchantress magicians. EXPERIENCE POINT Each character gets experience points for each successful action. When a certain number of points is reached the character is promoted to a higher level. FIGURE See character. FORTY-TWO A very famous number which, in contrast to many other computer ------------------------------------------------------------------------------ 33a games, has absolutely no meaning in FATE. GROUP OF OPPONENTS Opponents basically attack in an orderly formation. They can be organized in up to 5 groups each with up to 8 members. GUILDS In contrast to other buildings guilds have a completely different meaning to the one in reality. In role playing games guilds are magical places where new abilities are negotiated and the art of magic is learned. HITPOINTS The Hitpoints indicate the health of a character. A few Hitpoints are lost with each hostile encounter. Once they are down to zero the character dies. INCANTATIONS Invoking of demons to support the party. INDULGENCE Get a pardon for one's sins. INVULNERABILITY SPHERE The invulnerability sphere protects the characters from injury or limits the damage. JEWEL By using a jewel a map of the surrounding area can be looked at. LAW The law in FATE is set and maintained by druids and guards. LEGEND OF FAERGHAIL Another neat role playing game by reLINE. LEVEL A level is an experience plane which a character reaches during game play. The higher the level the easier it is for the character to master difficult situations. Level also describes the floors in a dungeon. The various levels are on top of each other and are connected by stairs. MAGEPOINTS Each Mage has a certain number of Magepoints. After each spell a fixed number of points is subtracted. When all Magepoints have been used up the Mage must rest before being able to cast spells again. MAGIC CLASSES The spells are divided into various magic classes. When a Mage learns all spells in a magic class he can be granted a new magic class in a guild. ------------------------------------------------------------------------------ 34a MAGIC EYE The magic eye protects the character from falling into traps. MENU All options available to a player at any given time are listed in a menu. NON-PLAYER CHARACTER (NPC) An NPC is a character figure which cannot be controlled by the player. They proceed at their own discretion. OLD Old is a special condition of a character. This does not mean the natural process of aging but an artificially caused condition. The character is robbed of all of his abilities. OPTION Options are all possible courses of action available to the character in a certain situation. OUTLAWS If a character commits more than 9 crimes he is considered an outlaw and may be killed by the custodians of the law without warning. PARTY A party is a group of characters which have joined forces and roam the world together. PARTY SWITCHING Party Switching is changing from one party to another. PERMIT The character can get a permit to learn spells and to increase their character value. They are educated in the guilds. PIASTER The monetary unit in the world of FATE. PLAYER A strange being sitting in front of a computer in a tense posture and with a strained expression on his face. POISON If a character is poisoned his defensive powers decrease considerably. If this condition persists he starts loosing Hitpoints and eventually character values. POSSESSED A possessed character cannot be controlled by the player anymore. He's neither dead nor alive and is dominated by a diabolical power. PROMOTION From time to time the characters are rewarded for their efforts. They are promoted to a higher level and receive a number of bonus points ------------------------------------------------------------------------------ 35a for special abilities. RACE Each character has a predefined race to which he belongs and which affects his abilities. reLINE The legendary software company which basically only produces exquisite software. RESTAUR., RESTAURANT Restores bodily and mental capabilities. SCROLL Reading a holy scroll can kill all opponents in one go. SINS See crimes. SKILL CLASS (SC) The skill class indicates how skilful a character is at administering blows. It is composed of its attack skill, battle experience (level) as well as the weapons in its possession. SORCERER, SORCERESS Magicians. SPELLS Each Mage has a certain number of spells available to him. Once a spell has been learned it can be used at will. New spells can be learned in the guilds. SPHERE OF MAGICAL POWER The sphere of magical power enhances the magical power of a spell cast by a Mage and increases its punch. STATUS The status of a character determines its general condition. Normally, he's OK but he can also be insane, turned into a stone or dead. STONING A character condition similar to death. A character who was turned into stone does not decompose and can be brought back to life at any time. TELEPORT FIELD Teleport fields transport the party in trouble to a different, safer place. UNDEAD See possessed. WARLOCK A magician. WATER You cannot normally go across water surfaces on foot or by swimming. ------------------------------------------------------------------------------ 36a You can reach the other side only by ship. WEAPON CLASS (WC) The weapon class indicates the damage a character can inflict in an attack. It is composed of all weapons a character carries, the strength and various other factors. WIZARD A magician. W.PIPE War-pipe. Also available: LEGEND OF FAERGHAIL Amiga, Atari ST (color + mono), IBM PC A group of, still uninjured, warriors are sent to a neighboring country to get help in war against fairies. Impressive graphics and numerous sound effects make for a perfect atmosphere. An international hit! ------------------------------------------------------------------------------ Typed by FastBrain, Dennis the Menace and Allan TNT 1994