TheBardsTaleII-Manual

Index of /documentation/games/bards tale ii/

PDF preview unavailable. Download the PDF instead.

TheBardsTaleII-Manual
I

-r.=== I!~1IrI:MM=·IIXX=II=XX=IIKM=1I THE DESTINY KNIGHT ~ X·IIXXIIXXII~·~II!!X

IxI ;-X

~~..-,...t ~~~~~~~~~~~
. . . . . . .. . . . . . . . . - !. . . . . . . . . . . . . . . .

~

X

- ................. .~..........~.... . -- -I~e · ~ ~-
- III---XXX~~eee
III-X-e

· _

~

X-XJXC

--X~~~~---

-i IXe
I~e
-I-~~
-Ie

IX~----X~
X

- - X XX - -i I_ .."".,......................--

I I

0

I _

- -X
C58 -~ ~X Ie
i .. i- -Ie ~

;
ELECT RON IC A RTS

-~

Interplay

Productions

Productions

JC

- - -~========~~~========~ a.lXIMIXIMIKXIXIXIXIXIXIXIXIXIXIXIXIXIXIXIXla

NOTICE
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.
THIS MANUAL IS COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF THIS MANUAL MAY BE COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC ARTS, 1820 GATEWAY DRIVE, SAN MATEO, CALIFORNIA 94404.
ELECTRONIC ARTS MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE DESCRIBED IN THIS MANUAL, ITS QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAMS ARE PROVIDED "AS IS." ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO DEFECTIVE RECORDING MEDIA. PLEASE SEE THE ELECTRONIC ARTS LIMITED WARRANTY ENCLOSED WITH THIS PRODUCT.
SOFTWARE © 1986 INTERPLAY PRODUCTIONS
MANUUAALLBY DDAVID KK. SIMERLY
© 1986 ELECTRONIC ARTS

allXX IIXXIIXIKIIXXIIXIIKIIKIIXIIXIIKIIKIIKIIXIIXIIMMIMMIKKINKIKKIlBa

x...---------------------..x- -

- -- X-~
;

Contents

:Ie

X GREETINGS HERO! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
2 1- QUICK OVERVIEW...................................

i ~

Objective. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2

Beginning and Experienced Players . . . . . . . . . . . . . . . . . . . . . . . . 2

ii

-_

Command Summary Card . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 3 Adventurers' Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4

-,.
_

_

Pre-Built Parties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

_

~

The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

~_

~

Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5 Magic ....................... . .. . . . ... . ... . .... 5

X

M_

The Bard ............. . ...... .... .... . ........ . . 6

v_

A

The Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 6

,.

__

Special Members .... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

..

Time ......................... . .. . ... . ........ 6

~

CHARACTER TYPES ................................. 7

i...

_
~

Races ......................................... 7 Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7

X _

~

Special Members ................................... 9 View Character Attributes .............................. 9

X

iW

Character Acquisitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

A W

Onscreen Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Creating a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

iII'

Tips from the Adventurers' Guild: Characters . . . . . . . . . . . . . . . . .. 12 PLACES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 13

-X
-X
"

-_

Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Unmarked Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

"X-

X _

Adventurers' Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 13 Garth's Equipment Shoppe . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 14

X _

- -X ~ -_ -X ~ .............................................................

al.lIX.IlXXIlXXIIXXIIXXIIXXIIXXIIXXIIXXIIXXIIXXIIXXIIXIXIXIXIXIXlxla

al.XIMIXIXIKXIXIXIXIMXIIXXIIXXIIXIXIXKIXIXIXIMIXIXla

1
aDlIMMIIXXIIXXIIXXIIKKIIKKIIMMIIKKIIMMIIMMIIKKIIMKIKIKIKIMINIXIKla
GREETINGS HERO! My name is Saradon, a wizard of some fame and little fortune. Though you know me not, and we have never met, I feel that I have known you all my life. For the story of your deeds, your entanglement with Mangar and his evil horde in Skara Brae, flows from the lips of every Bard throughout the Realm. For this reason, for your courage and experience, I have contacted you above all others. For now we face an evil much greater than Mangar's. An evil that threatens not the safety and tranquility of but one city, nae... an evil that threatens the existence of the entire Realm and all the cities and citizens within!
Recall now the lessons of your childhood. The story of Turin, the archmage who forged the Destiny Wand in the molten depths of the holy mountain Krontor. The Destiny Wand, the uniting force which has rallied armies to the aid of the Realm, and has maintained peace and prosperity for the last 700 years. But look around you now, where has the power of the Destiny Wand gone? Lawless mercenaries from the neighboring kingdom of Lestradae have invaded the Realm and now run rampant through the streets. Even in Tangramayne, our capital! It is they who have taken the Destiny Wand, with the guidance of an evil Archmage known as Lagoth Zanta.
Although Lagoth has thwarted each of my attempts to gain knowledge of his powers and location, I have been able to discover that the Destiny Wand lies broken in seven pieces, at seven different locations. Lagotlh has placed each fragment of the scepter within a Snare of Death - a puzzle room that will require all the wisdom and cunning at your disposal in order for you to survive.
Do you believe in legends? Legend states that, "Unimaginable power is bestowed upon the one who reforges the Destiny Wand... " Regardless of whether or not you hold faith in the stuff of legend, you must defeat Lagoth Zanta, regain the seven fragments, and reforge the Destiny Wand - it is the only way to save the Realm.
Now I must hurry, for in my attempts to glean knowledge of Lagoth, he has discovered my prying magic and even now his mercenaries approach. I care not for my own safety, but I pray that my magic is still strong enough to deliver this letter and the accompanying booklet into your hands. The booklet contains powerful quest knowledge which I have gathered using magic and other, more physical, methods. Use it to help you during your quest. My only regret is that I cannot personally be there to counsel you during your quest. May fate smile upon you ... and upon me.
SSaarrcaui£oonn

2
alMIXIXIXIKIKIMIKIMIM MIIKKIIKKIIM MIIM KIKIMINIXIKID
OBJECTIVE AND OVERVIEW
This section contains a description of your objective while playing The Destiny Knight, and an overview of the game for players who want to get started quickly. The rest of the manual contains reference information on various game aspects such as building and developing characters, fimnding and mapping the many different locations within the game, and using the combat and magic systems.
Objective As The Destiny Knight, you must assemble a band of adventurers, track down the seven pieces of the Destiny Wand,
and defeat the evil Archmage, Lagoth Zanta. Once you have defeated the evil Archmage and have managed to collect all seven fragments of the Destiny Wand, you must reforge the scepter into a unified whole, thus reunifying the Realm (and winning the game).
Beginning and Experienced Players
If this is your first time in the Realm of the Bard, you should read the whole manual carefully, then keep it handy for reference during game play. If you're a Bard's Tale veteran, the Command Summary Card probably contains all the information you'll need to get started, but keep the manual nearby for reference. Because although The Destiny Knight software operates almost identically to the Bard's Tale, the game itself is more complex.
Beginners: The adventure starts at the Adventurers' Guild in the Realm's capital city, Tangramayne (see illustration below). If you are using fIrst level characters (as new players probably will) proceed imnumnediately to the starter dungeon. The starter dungeon gives your characters some initial experience points and helps them prepare for the more perilous adventures that lie outside Tangramayne's walls. It's very important for beginning players to get to the starter dungeon as quickly as possible, because characters lower than level 14 aren't likely to survive for very long anywhere else in the game.

3
alMIXXIIXXIIXXIIKKIIKKIIMMIIKKIIMXIIM MIIKKIIKKIIMMIIMKIIKKIIMMIINNIIXXIIKKIlDa

. 1
I
: :

: :

® . :

= Starter Dungeon

. .; :

B = Bank
C = Casino

: : E = Energy Emporium

G = Adventurers'' Guild
: : I = Inn or Taveerrn

R = Review Board

S = Shoppe

T == Temple

: .

Tangramayne
Veterans: If you're an experienced player with a band of strong adventurers (higher than level 14) transferred from Bard's Tale, WizardryTM*, or Ultima IlITM, you can set out in search of the Destiny Wand immediately. The first step for any player, however, iss to start the game using the instructions on the Command Summary Card. Once you have entered the game and have left Tangramayne, locate the Sage in the wilderness and ask him about the Tombs. (See "The Sage" below for more information.)
Command Summary Card
Follow the instructions on the Command Summary Card to start The Destiny Knight on your computer and to learn the keystroke commands for your machine. The Command Summary Card also contains instructions for using the disk utilities and for transferring characters from Bard's Tale, Ultima IlITM, and WizzaarrddrryyTMTM** (see "Pre-Built Parties" below).
NOTE: The option to transfer characters may not be available on all computers.
*Apple versions only.

4
alMIXIXIXIKKIIKKIIM MIIKKIIXXIIMMIIKKIIKKIIKKIIKKIIMKIIM MIINNIIXXIIMKID
Adveennttuurrerrs' Guild
This is where you start each time you begin a new game; i.e., the first time you play or after all the characters in your party have "expired." The Adventurers' Guild is the only place in town where you can create characters, fornmn a party, and save characters to disk.
Prree-Built Parttiies
When you enter the Adventurers' Guild the first time, you'll find an assembled band of Adventurers already waiting and ready to go. This is the *ATEAM. They're all first level characters and are equipped with only the bare essentials in the way of armor and weapons, but they're quite adequate for getting your feet wet in the "starter" dungeon. Use the instructions on the Command Summary Card to help you get the *ATEAM moving, and see the "Character Types" section for more infornmnation about characters and party selection.
In addition to using the *ATEAM, advanced players can also transfer parties that have already been assembled in Bard's Tale, Ultima I1/TM or WizardryTM*. Many of the party's attributes, such as experience points, weapons, and so on, are transferred to The Destiny Knight. See the Command Summary Card for step-by-step instructions for transferring characters on your computer system.
The Map
The map that's included with The Destiny Knight will help you become familiar with the Realm and the important locations within, but you're on your own inside forests, buildings, and dungeons. It's a good idea to keep plenty of graph paper handy while playing so you can create maps of the places you explore. This is especially important in the puzzle rooms because you may have to return to these over and over, making a little more progress each time before you make it all the way through. Keeping a detailed map of your wanderings makes this process easier. Here's a clue: the mazes are setup on a 22 by 22 grid. North is to the top of the screen, east is to the right, and so on. Some of the more important locations are:
· Cities - there are six cities in the Realm: Tangramayne, Ephesus, Philippi, Colosse, Corinth, and Thessalonica.
· Castles - there are a number of castles you'll need to visit, including: Fanskar's Castle, Dargoth's Tower, and Oscon's Fortress.
· Forests - the forests of the Realm hide a variety of interesting buildings, huts, and strongholds (as well as a host of evildoers). Crypts can also be found in the wilderness. The Grey Crypt dungeon is one, in particular, that you won't want to miss.
· Temples - for healing wounded party members. · Taverns - for food, drink, and more importantly, infornmnation. · Roscoe's - for more spell energy. · Casinos - for gambling types. Be careful, the dealers have been reported to cheat.. . · Bedder's Bank - for storing your gold for indefinite periods. Bedder doesn't pay interest, but his banks are
never robbed or go bankrupt. You can make withdrawals at any branch.
*Apple versions only.

5
aIMIXIXIXIKIKIMIKIMIMIKI~IMIK MIK MIMINIXIKla
· The Review Boarrd - for increasing the level of your characters and learning new magic. This one's not on the map, you must find it on your own.
For more about mapping and locations in the Realm, see the "Places" section below.
Com b at Only the first four characters and monsters within melee range can engage in hand-to-hand combat. The Destiny Knight uses the same combat modes as Bard's Tale, such as Party Attack, Bard Song, and Hide in Shadows, but distance now has an effect on combat. Enemies appear within a range of 10 to 90 feet from your party. Enemies 10 feet away are in melee range and can attack or be attacked with hand-held weapons. Melee range always begins at
10' unless you have any type of elongated weapon.
Weapons that are thrown or shot, such as axes, spears, and arrows, are known as missile weapons and have a range in which they are effective. These weapons are usually nonrecoverable; they can be used only once. There are, of course, exceptions to this rule. Some magical missile weapons (such as the Zen arrow) can be reused, and at least one nonmagical missile weapon (the boomerang) can be reused because it returns to the one who threw it. To throw or shoot a weapon, select the "Use" function during combat. And naturally, to use arrows you must have a bow ... . See the "Combat System" section for descriptions of more weapons and ranges.
Spells (including Dragon Breath) also have effectivity ranges. Shorter ranges will usually have normal efffecttiivv':~:nneessss,, while longer ranges will have decreased effectiveness; e.g. if a spell range is listed at 30' and you use it at 60', the spell will not be as effective at the longer range. See the "Magic System" section for descriptions of all spells and ranges.
Magic
There are five levels of magic user which are described below.
Connjjurers: Can create objects such as fireballs or magic compasses out of thin air, as well as heal wounded party members. Magicians: Can bestow magical effects on common items. They can make metal glow, or make the air around an adventurer as strong as a suit of armor. Sorcerers: Can create illusions, such as additional party members. Or they can heighten the party's awareness by giving the party members such abilities as better night vision.. Wizards: Can summon and control supernatural forces, such as summoning elementals or reanimating the dead. Archmage: These magic users have learned at least three levels for each of the previous four magic user classes. The Archrmnage is one of the most powerful and important characters in The Destiny Knight because an Archrmnage can do almost anything. Remember, Lagoth Zanta is an Archmage ... fight fire with fire.
The Conjurer and Magician levels are interchangeable; you start at either one. Sorcerer and Wizard classes aren't available to first level adventurers. To achieve these classes, a magic user must have achieved third level magic spells in the previous magic user class. This means that a Magician who can use third level Magician spells is eligible to become a Sorcerer. A Sorcerer who is using third level Sorcerer Spells is eligible to become a Wizard. But remember, if you skip a magic user class (e.g., starting at Sorcerer instead of Magician), you cannot go back and master the lower level. And if you are striving for Archmagedom, remember that a character can become an

6
aIMIXIXI IX XI IK KIIKKIIMMIIKKIIMMIIMMIIKKII~~II K KI IK KI IK KIMINIXIKla
Archmage only by mastering at least three spell levels for each of the magic user classes, and a true Archmage has mastered all seven spell levels for each class - Lagoth Zanta did.
The Bard
The Bard's music is his magic. With the proper instrument he can play while exploring or fighting (with different effects). The Bard has seven tunes to choose from, and can playas many songs as he or she possesses in experience levels. But the Bard can play only one tune at a time. Because the Bard makes a special kind of magic, he or she can often help when normal magic is ineffective. For instance, if all your light spells are out and you're in complete darkness because your party is in an anti-magic zone, try Bard song number seven, "The Watchwood Melody."
The Sage
The Sage lives alone in the wilderness and is a treasure trove of useful information. You should return to see the Sage after completing every dungeon, for he provides the clues that will guide you in each step of finding the fragments of the Destiny Wand and defeating Lagoth Zanta. But you'll find that the Sage's knowledge isn't given freely. In fact, it's not even cheap. To begin your first adventure, ask the Sage about The Tombs ...
Special Members
In addition to the regular characters you create and add to your party, there are also characters who you will meet, conjure, or summon, and who will join your party during the game. Some of these characters are beneficial to your party (they will help during combat, or while solving a puzzle), others are hostile to your party (they will join your party in order to start intra-party combat).
It is essential that you always have one or two empty character slots in your party so you can add special members. While this leaves the door wide open for creatures such as the Doppleganger monster to infiltrate your ranks, it also gives you the ability to enlist the aid of special characters who may bring you closer to winning the game (or just save your party from a horrendous death). See the "Character Types" section for more information on special characters.
Time
Time is definitely not on your side here. It moves inexorably onward whether or not you touch the computer. And nighttime is not the right time to be caught outside. Especially since you'll use up spell points faster at night they only regenerate in daylight. The Adventurers' Guild is a nice place to spend your first night in the Realm... it's always daytime when you leave the Guild.
Other places where time becomes an especially important factor are in the Snare of Death puzzle rooms. Once you enter a puzzle room, the game converts to real-time, not game-time. Each puzzle room has its own amount of time in which you must solve the puzzle and get out alive. And remember, your party cannot leave a puzzle room until the puzzle is solved. See the "Places" section for more information about puzzle rooms.

7
aDlIMMIIXXIIXXIIXXIIKKIIKKIIMMIIKKIIMMIIMMIIKKIIKKIIMMIIMKIIMKIMINIXIKla

CHARACTER TYPES
Humans are only one of many races that can be found in the Realm of the Bard. Half the fun of exploring the Realm is learning about and getting to know the non-human inhabitants. In this chapter we'll take a look at the different races, classes, and abilities.

Races
Including humans, there are a total of seven races that inhabit the Realm of the Bard. inhabit the Realm are described briefly in the following sections.

Each of the races that

Human: The people of this race are known for their inventiveness, hardiness, aggressiveness, and dowmight stubbornness in the face of adversity. A perfect set of traits for survival in the Realm of the Bard.

Elf: These fair-haired, fair-skinned people closely resemble humans but are usually taller, faster, and more agile. The Elven people are highly skilled in the arts - especially magic and war.

Dwarf: These short, stout people are amazingly strong and healthy, but not always very bright. All very good reasons to make sure you have the dwarves on your side in a fight.

Hobbit: These small people are wise, nimble, and usually very patient. It is said that, if need be, a hobbit can steal the gold-purse from a shadow.

Half-Elf: These people are living proof of the compatibility between humans and elves. They are fair-haired and light-skinned like elves, but gain some bulk and strength through their human ancestry.

Half-Ore: Orcs are large, semi-intelligent, pig-like creatures that can usually be found in the employ of evil wizards. Half-orcs, because they are 50% human, aren't quite as despicable as full orcs - but they're sometimes just as dangerous.

Gnome: These people resemble dwarves, but usually have less hair, shorter tempers, and are always better at using magic.

Classes
Each of the characters in your party of adventurers must belong to a particular class, or profession. There isn't a
single class that's the best, your characters must depend on each other and use teamwork to succeed on their quest.

Class selection is the most important aspect of creating a character in the Realm of the Bard. There are ten different classes, but only eight to choose from with a newly generated character. A character's class is shown in View Character mode, and onscreen at all times by an abbreviation in the CL (Class) column. Each class has its own set of strengths and limitations which are described briefly in the following sections.

Warrior (displayed onscereen as WA): Warriors can use nearly every weapon they come across. For every four levels of experience after the first, warriors get an extra attack capability during combat.

8
alMIXIXIXIKIKIMIKIXIMIKIKIKIKIMIMINIXIKIDB
Paladin (PA): Paladins are fighters who have sworn to fight all evil and uphold honor and purity iInI. all places and situations. Paladins can use most weapons including many that other fighters can't. Paladins get multiple attacks at higher levels and also have greater resistance to evil magic.
Rogue (RO): Rogues are professional thieves with mediocre combat skills. However, rogues are experts at skulking in the shadows, as well as searching for traps and disarming them. Without a rogue in your ranks, your party's booty will come at an unusually high price.
Bard (BA): Bards are colorful characters.. Most Bards are warriors who have given up the art of war for the art of magical music. This doesn't mean, however, that they've forgotten how to handle warrior weapons. But because they're not true warriors, Bards don't the advantage of extra attacks during combat.
Because of their unique form of musical magic, it's nearly impossible to survive in the Realm without a Bard in your party. Most Bards always have a repertoire of seven songs, but must also have an instrument in order to perform. A Bard song played while exploring is long lasting and will resume after combat; even if other tunes were played during the fight. Songs performed during combat are brief - lasting only one round - and their effects differ from the noncombat versions.
Only one Bard tune can play at a time, and the tunes vary according to the difficulty of the dungeon.. If a second tune is started by the same or a different Bard, the first song will end. A Bard can playas many tunes as he has experience levels before his throat dries; e.g., if your Bard has four experience levels, he'll be able to play four tunes from his repertoire. The only cure for a Bard's dry throat is a large tankard of ale from the nearest tavern. This is the source of one of the Realm's popular sayings, "When the going gets tough, the Bard goes drinking ... "
Hunter (HU): Hunters are often known by other titles; assassin, mercenary, ninja. Hunters can use most weapons and can often instantly kill an opponent by striking a nerve center or other vital area during an attack (a handy skill that increases in accuracy as the hunter accrues experience points).
Monk (MO): Monks are inhuman fighting machines trained in all aspects of the martial arts. Monks can use traditional weapons, but usually (especially at the higher experience levels) are more effective using their bare hands.
Conjurer (CO): Conjurers are the first of the five levels of magic users. They can heal the wounded and create physical phenomena such as fire and light..
Magician (MA): Magicians are the second level of magic users and use their magic to change the properties of physical objects; i.e., enchanting a sword, making armor stronger, or making a dungeon wall disappear.
Sorcerer (SO): Sorcerers are the third level and deal in the creation and manipulation of illusions. The level is very powerful and isn't available to new characters.
Wizard (WI): Wizards are the fourth level and can summon and bind supernatural creatures. These creatures don't like our plane of existence and aren't very friendly. Trying to control these creatures is extremely hazardous and therefore the Wizard level isn't available to newly created characters.

9
aDlIMMIIXXIIXXI'XXIIKKIIKKIIMMIIMKIIXXIIMMIIKKIIKKIIMKIKIKIMINIXIKIB
Archmage (AR): Archmages have mastered at least three levels of magic spells for the previous four magic user classes. Needless to saayyaan Archmage can pretty much do as he pleases, and new characters cannot immediately proceed to the Archmage level. If you have an Archmage in your party, you probably don't need to read any further.
For more information on the magic classes and using magic, see the "Magic System" section later in this manual.
Special Members (MN or IL)
Special members (generically called "monsters") are characters who meet and join your party during its travels. Special members can be either monster (MN) or illusion (IL). There are two ways for special members to join your party:
1. By being summoned, created as an illusion, or using some other magical artifice. 2. By introducing themselves to the party and offering their services as a comrade in arms.
Your party can have up to six special members. They can even be renamed and saved to disk when you return to the Adventurers' Guild. However, you can't control special members during combat. Special members pick their own forms of attack and usually go after the fIirst group of monsters your party is facing. Likewise, special members can carry items for your party, but cannot fmd or use items - only characters you create can use the items they find or purchase in the game. Illusionary members disappear from the party ranks when they are killed. An illusionary special member is killed if a foe disbelieves in its existence. Any items that an illusionary special member is carrying (such as gold) are lost if the illusionary character is killed.
If a nonillusionary special member is attacked by another party member for any reason, the special member immediately turns hostile and fIights until defeated. Dead special members can be resurrected and healed just like your regular Destiny Knight characters. You can remove special members from your party with the "Drop Character" command (see your Command Summary Card).
View Character Attributes
Each character possesses six attributes that define the physical and mental abilities for the character, as well as the character's race, class, and possessions. Each of the character's attributes is randomly assigned a value from 1 to 18 - the higher the number, the greater the capability. The following fIive attributes are found in the View Character mode. (See the Command Summary Card for the key sequence that enters View Character mode.)
Strength (displayed iIn View Character as ST): Pure, physical power that determines the amount of damage a character can inflict on an opponent in hand-to-hand combat. Make sure your fighting characters are strong.
Intelligence (IQ): Mental power. A magic user gets bonus spell points for a high intelligence score.
~~nn\\etTi-ilt\-yY \l'1D)X): Agility and nimbleness. A high score in this area makes your characters harder to hit and helps them land the firrst blow during combat.
Constitution (CN): Healthiness and survivability. It takes more damage to kill characters with strong constitution. Strong constitution is usually reflected with bonus hit points (see "Hit Points" below).

10
alMIXIXIXIIKKIIKKIIM MIIKKIIMXIMIKIKIKIKIM KIIM MINIXIKIB

Luck (LK): As always, luck is ambiguous, unpredictable, and has a number of unforeseen effects on your characters' lives. Lucky characters are more likely to resist evil magic and avoid traps.

Spell Levels (SORC, MAGI, CONJ, WIZD): These four attributes in View Character mode show the spell level for the character. This rating deternmnines the highest group of spells a magic user can use in their class. For instance, a Conjurer with a rating of 3 can only use Conjurer spells up to the third level - higher levels can't be accessed without a higher rating. There are seven spell levels per magic user class. Like other attributes, the ability to learn new spell levels increases with experience points (but you must pay to learn new spells). The table below lists the progression.

Experience Level 1 2 3 4 5 6 7 8 9 10 11 12 13+

Spell Level
1 1 2 2 3
3 4 4 5
5 6 6 7

Character Acquisitions
Also found in the View Character mode are skills or items that your characters acquire during the courtse of the adventure. There are four categories altogether.

Experience Points (EXPER): Measures the character's abilities that have been gained by experience. The higher the experience points, the greater the character's abilities. Characters earn experience after every battle, relative to the success or failure of the battle (success or failure being determined by the number of survivors in your party).

Gold: Gold is as precious in the Realm of the Bard as it is in your own world. Your characters start out with just enough gold to buy them the bare essentials in armor and weapons to start the quest. Your party can earn more gold from the monsters they defeat in battle, or by selling the things they fimnd in dungeons - the overall strength and armament of your party should determine which method you use in the beginning.

Level (LVL): Reflects the level of achievement within a character's class. For example, Level 1 is a Novice, while Level 13 is needed to become a Master of a magic user class.

11
alMIXIXXIIXXIIKKIIKKIIMMIIMMIIMXIMIKKIIM KIKMIIMMIIMMIIM MIINNIXIKIB
Based on experience points, the Review Board promotes characters to higher levels within their class - but only if the character requests promotion in-person; i.e., you must find the Review Board. Advancing levels is important because it usually means increases in attribute scores such as hit points, spell points, and so on.
Items (1-8): Up to eight items can be carried at one time. Items fall into ten categories; weapons, shields, armor, helms, gloves, musical instruments, figurines, rings, wands, and miscellaneous. You must Equip the character with the item in order to use it (see your Command Summary Card for the Equip command). Only one item from each type can be equipped at one time. This means that your character can't use two shields at once, even though there may be two shown in the inventory.
Certain items can be used only by specific characters. For example, only Bards can use musical instruments. An
e item that can't be used by a character is marked with a in View Character mode or the Equipment Shoppe. An item
that has been equipped (so the character can use it) is marked with a * symbol.
Onscreen Statistics
In addition to the ten basic attributes shown in View Character mode, there are an additional five characteristics that determine your characters' attributes in other areas such as health, experience, armor class, and so on. The next five attributes are listed in onscreen columns at all times.
Armor Class (AC): Reflects the level of protection a character has against physical attack. Armor class starts at 10 for a totally unprotected character with low dexterity. As the character's protection improves through armor, spells, and other means, the armor class drops to -10, and eventually all the way to L+ (the equivalent of a -21 armor class). Once your character's armor class reaches L+, the display doesn't change even thought the armor class may continue to go lower than -21.
Hit Points (HIT PTS): The two columns that show hit points reflect the amount of damage a character can take before dying and the character's current condition. The HIT column shows the character's total number of hit points, or the character's potential at full health. The PTS column shows the actual current condition of the character. For example, if a character has an HT column that contains 20 and a PTS column that contains 20, the character is at full health. If the character takes 3 points of damage during battle, however, the HIT column remains at 20 while the PTS column drops to 17; thus showing you the character's total potential hit points, and the current actual status.
Spell Points (SPL PTS): These two columns show the total possible and current actual spell point status. Spell points are used with each spell the character casts. The amount of spell points used is determined by the spell itself. For instance, if a Conjurer's SPL and PTS columns both contain 18, he is at full power. If the Conjurer casts a Mage Flame spell that costs 2 spell points, the PTS column value drops to 16. The character's maximum spell points are listed in the SPL column, while the spell point remaining are shown in the PTS column.
Class (CL): Shows the character's class in abbreviated form. See "Classes" to learn the onscreen abbreviation for each class.

12
alMIXIXIXIKKIIKKIIM MIIKKIIXXIIMMIIKKIIKKIIMKIM KIIKKIMINIXIKIB
Creating a Character
If you decide that you want to create your own characters for your quest party, you can use the Create Character mode. Create Character mode only works in the Adventurers' Guild. Use the command shown on your Command Summary Card to enter Create Character mode, then use the following procedures to build your characters one-by-one:
1. Select a race for the character. 2. Next the computer displays a set of attribute values for the character which are like a combination of genes and luck. There is a lowest possible value for each attribute of each race - these are the genes. The computer then "rolls the dice" and adds the random number to each of the attributes - this is the luck. The sum of the gene and luck values are then displayed as the attribute values for the character. 3. If you're satisfied with the computer's "dice roll," choose a character class, then name the character. If you want to try for a better set of attributes, use the command listed on the Command Summary Card to make the computer "reroll the dice." 4. After the character's name is assigned, the character is saved to your character disk. 5S. To use the character, you must add him or her to your party with the Add command shown on the Command Summary Card.
Tips from the Adventurers' Guild: Characters
1. Don't be too concerned about losing a level 1 character; just make another. When your characters reach level 3, however, backup your character disk regularly with your favorite disk copy utility. 2. You have several options if your favorite character is killed. You can spend spell points to resurrect the character with magic, or gold to resurrect the character in a temple. You can tum off the computer, reboot, and reload your party from the point where you last saved them to disk (meaning all the characters lose all the gold and experience points they may have earned since the last time they were saved). Or you can delete the dead character from your main character disk, and replace the character from your backup disk. 3. 16's, 17's, and 18's can often make a big difference when "rolling" for a character's attributes. For example, Dexterity gives everyone bonus armor protection and first strike capabilities; Strength enables you to do extra damage in combat; Luck often allows you to survive even if you accidentally spring a trap; and Constitution provides all characters with extra hit points. Although it makes no difference in the first allotment, magic users with high intelligence ratings get bonus spell points in later turns. 4. Many races have a specific attribute they excel in. Pay close attention to the starting attributes when designing your party. 5S. Develop a Sorcerer fast - they're quite useful in dungeons. Wizards are very important at advanced levels because they can summon extremely powerful special members. Work toward Archmagedom. You'll need at least one, and wish you had many more.
6.. The **ATEAM, while excellent for the starter dungeon, may not last long at the advanced levels. Experiment with
a hunter: because of their "critical hit" capability, a hunter can often vanquish superior monsters. And don't overlook monks - after the sixth level they are probably the best fighters of all. 7. Warriors and other fighters are often less effective against the higher level, magic-using monsters, but without their protection your magic users won't survive long enough to learn the higher level magic spells.

13
DIMIXIXIXIKIKIMIMIX MIMIKI~IMIK MIKIMINIXIKla
8. Keep a slot open for special members. There will be times when you need to temporarily enlist tUhle services of a special member to help your party through certain portions of itlhie game. If all itlhie member slots in your party are filled, you won't be able to add a special member. 9. You can save special members wiitlhi your party, but you must eiitlhier rename itlhie party, or save itlhie special members separately. 10. Beware of tilhie Doppleganger monster. It enters your party and looks just like one of your characters. Dealing wiitlhi one Doppleganger isn't so bad, but if you have a number of empty member slots and mUullttiiple Dopplegangers enter your party, itlhiings can get pretty confusing. 11. The fitrst character in your party is itlhie group leader. Having a high level, high luck character in that slot ecan help you avoid a lot of trouble. A Paladin is itlhie most effective group leader. 12. Pay close attention to character statistics while exploring. If you see that your character's spell or hit points are draining for no apparent reason, you may be in a special square - move immediately. There are many special squares in The Destiny Knight tilhiat can affect your party in various (and lethal) ways - watch out for them. 13. Always leave open slots for new items in your inventory. Some puzzles require you to take or possess a certain item in order to solve itlhie puzzle. Having no room in your inventory prevents you from solving itlhiese types of puzzles.
PLACES
Wiitlhi six cities, 25 dungeon levels, and wilderness itlhiat you can fully explore, tihliere are a lot of places you can visit in your travels through itlhie Realm. Even characters wiitlhi really high intelligence attributes are bound to get lost wiitlhiout some diligence on your part.
Maps
A map of itlhie Realm, itlhiat shows main routes and general locations, is included wiitlhi The Destiny Knight. Use tihliis map to help find your way around itlhie Realm, but beware, itlhie Realm is a big place and not all places have been explored and mapped. If you find tihliat your party is going where no man, or elf, has gone before, make a map. Also, if you ever become lost, press "?" and The Destiny Knight displays your location and itlhie time of day.
Unmarked Buildings
Most of itlhie buildings in itlhie Realm are urntmarked and can be entered by moving itlhie party Forward (see itlhie Command Summary Card for itlhie Forward command) through itlhie building's door. Often, however, an unmarked building will be inhabited by group of itlhie vicious invaders and your party will have to fight for itlhieir lives. Oitlhier times, an unmarked building may house itlhie entrance to a dungeon.
If you suspect itlhiat a building houses itlhie enemy, a dungeon entrance, or if you're just out looking for a good fight, use itlhie Kick ecommand (see tilhie Command Summary Card) to kieck in itlhie door and get tilhie drop on itlhie cretins. Remember: Fighting is good for your party - it builds experience points.
Adventurers' Guild
The Adventurers' Guild is itlhie "union hall" where unemployed characters hang out, hoping to join a quest party. The Adventurers' Guild is itlhie only place you can create and add new characters to your party. There is an Adventurers' Guild in every city.

14
alMIXXIIXXIIXXIIKKIIKKIIMMIIMKIIMMIIMMIIKKIIMMIIMKIIMKIIMKIM MIINNIIXXIINKIlDa
Garth's Equipment Shoppe
Garth is a retired hero whose deeds are recalled in many a Bard song, so his knowledge of weaponry and other artifacts is vast. You can buy, sell1l, or identify armor, weapons, and other items at Garth's chain of equipment shoppes in almost every city throughout the Realm. You can also pool all of the party's gold for purchasing those special (but expensive) items. Garth's success as a hero and businessman are known throughout the Realm and the blacksmiths of the Realm gladly provide his shoppes with an endless supply of basic armor and weapons.
Unique items brought back from the dungeons can be sold to Garth, but they won't be resupplied if they're sold to other adventurers (other residents of the Realm do purchase equipment from Garth's shoppes). Occasionally you may find an object that you suspect is special. Although you may be able to identify the object's general purpose (i.e., ring, shield, sword), you may not be able to identify its specific type (i.e., Ring of Power, Dragon Shield, Sword of Zar). Garth can probably identify these objects for you, but Garth doesn't work cheap.
Review Board
The Review Board is composed of representatives for the ten different classes from allover the Realm. Based upon your accumulated experience points, the Review Board will consider your in-person request for advancement to higher levels. The Review Board also teaches new spells (for a nominal fee) to magic users who qualify for advancement.
There is a Review Board in almost every city of the Realm, but youu''ll1l need to do a bit of searching in order to [fmd them - and it's important that you find them. Your success in the Realm depends upon the ability to progress to higher character levels. By the way, the Review Board is closed at night and on all government proclaimed holidays.
Casinos
Casino gambling is a favorite way to relax after a hard day of battling orcs, and casinos are found in almost all1l of the Realm's cities. The casinos playa game whose closest equivalent is blackjack, and it's reported (but not substantiated) that many of the dealers cheat through their teeth when they're stiffed for a tip.
Bedder's Bank for the Bold
Bedder - an old half-elf who reportedly sold his mother to a band of lonely orcs in order to fimnance his fIirst branch - will deposit your gold for safekeeping at any of his bank's branches throughout the Realm. Although stingy old Bedder doesn't pay interest on your deposits, his bank is never robbed and you can withdraw your gold at any time, at any branch. When you withdraw your gold, you must withdraw the entire amount.. You can, however, make partial deposits. Another nice feature of Bedder's Bank is that the gold you deposited will still be there if you quit and restart the game (even if you're using a new set of characters).
Taverns
Taverns are favorite places to obtain refreshment and gossip. Watch out for your Bard in taverns - he has a tendency to overtip the bartender and tip over the barmaid.
Dungeons
Dungeons take a variety of forms such as towers, catacombs, or tombs and each can have a varied number of levels. You can go up to higher or down to lower levels by using stairways, portals, or teleportation; whichever is more convenient or readily available.

15
aDIIKMIIXXIIXXIIXXIIKKIIKKIIMIKIXIM MIIKKIIK.,M IMIIMKIIKKIIM MIINIXIM KIIDB
Stairways are not visible from afar, but you're asked whether you want to ascend or descend when your party steps onto one. Dungeons also contain plenty of special squares that may affect your party in varied, and sometimes deadly, ways. If you suddenly see that your characters' spell or hit points are draining away, you may be in a special square. Move your party to safety as quickly as possible.
Portals appear as holes in the floor or ceiling and are only visible from a distance. Your character won't go through a portal simply by standing on it, you must give the command to do so (see the Command Summary Card). If a character jumps down a portal, the character will be damaged by the fall unless a levitation spell is used. A levitation spell is the only way to travel up through a portal.
The location of dungeon entrances are well-kept secrets, but there are plenty of clues throughout the Realm - if you look hard enough.
Roscoe's Energy Emporium
Roscoe's a cagey old mage who opened his chain of Energy Emporiums hoping to cash in on the sorceral energy crisis of '27. Even after the evil archdemon was destroyed and the sorceral energy continuum was restored, Roscoe found that his Energy Emporiums could still turn a healthy profit. They're still around today, serving the energy needs of all magic users. Spell points aren't recharging fast enough? Go see Roscoe ... but be sure to bring plenty of gold.
Temples
As divine institutions of resurrection and complete healing, temples are the only places that can cure characters who have been withered or turned to stone. A resurrected character still has the same item, gold, and experience points, but is resurrected with only one hit point. Although a dead character can be brought back to life, he may have to sell his soul in order to do it.
Tips from the Adveennttuurrerrs' Guild: Places
1. Your fIirst adventure should be in the starter dungeon in Tangramayne. The starter dungeon is at the opposite end of town from the Adventurers' Guild. Instructions and details about this dungeon are presented when your party enters. Any party is allowed in the starter dungeon, but only characters less than level 12 receive the maximum reward for completing the starter dungeon. 2. Explore and map every square in every maze. There are "Magic Mouths" that give hints. Mazes also contain oneof-a-kind magic items and spell regeneration zones. In addition to keeping you alive, carefully drawn maps will show the logical places for secret doors and rooms. 3. Avoid potential traps. High level rogues can easily open chests, but use the "Trapzap" spell when in doubt. TRZP is guaranteed to protect the party from harm. TRZP will disarm any trap you encounter, including the innocuous Gas Cloud traps - which have doomed many brave (but foolish) heroes. 4. Make sure all members of your party are fully healed before entering a new dungeon. 5S. When finding your bearings in a labyrinth, remember that each successive level goes up in a tower or castle, and down in a dungeon or tomb. 6. The segments of the Destiny Wand are hidden within real-time puzzle rooms known as Snares of Death. The game will alert you when your party has entered one. Once inside, you have a limited amount of time to complete the various tasks, puzzles, and riddles within the room and retrieve the segment. In some rooms the tasks must be

16
alMIXIXIXIKIKIMIKIM XIIMMIIKKIIKKIIKKIIKKIIKKIIMMIINNIIXXIIMKla
completed in a specific order, in other rooms the order isn't important. In any case, if you take too long in a puzzle room, your entire party will instantly perish. There is a Snare of Death in every dungeon with the exception of the starter.
COMBAT SYSTEM
You're going to have to fight to become The Destiny Knight. There's no avoiding it (except temporarily); it's the only way to build experience points and win the game. But don't worry, most of the monsters you'll meet during the game will give you plenty of incentive to fight - and you won't always be able to run.
Combating "monsters" (a generic term for all opponents) occurs randomly and at set locations. You can also use intra-party combat should one of your characters tum to the dark side. A list of foes (broken down by the number of foes in each group) is given at the beginning of the battle. The maximum number of foes is up to four groups of monsters. Any group of monsters within 10' of your party is within melee range and can physically attack your party. Some monsters, however, begin attacking far away and may throw illusionary or summoned foes into your path to keep your party from advancing. This tactic is difficult to defeat, but with the right combination of magic and missile weapons, your party can fight back.
Combat Actions
Like a boxing match, combat is divided into a series of rounds. You must decide what action each of your characters will take in the upcoming melee at the beginning of each round - unless you decide you want your party to run away or advance. A menu of battle options appears for each member of your party at the beginning of the round. Each menu option is described below.
(A)ttack Foes: Tells the character to physically assault members of any group of monsters within 10'. (P)arty Attack: Tells the character to physically assault another member of the party, including special members. (See "Special Members" in the "Character Types" section above.) (D)efend: Tells the character to simply defend during the round, thus reducing the chance of being hit. (U)se an Item: Tells the character to use a magic item or missile weapon from the invcp"n1ttoory that's cu:rcenttly equipped for use. You may be required to specify a target for the effect. (B)ard Song: Tells the Bard to playa short tune that will affect the party in some r~~shh;;oo:n1. (C)ast a Spell: Tells a magic user to cast a spell at the party or a group of foes. You must enter the spell code and specify a target. (H) iIde iIn Shadows: Tells a rogue to try and avoid combat by hiding in the shadows. If successful, the rogue is skipped as a target when the combat round begins.
Your first four party members (0-3) can be physically attacked by monsters and can also retaliate. The last three characters can be attacked with magic only, and can retaliate with magic only. Using this method puts your first four characters on the front line of attack, and holds the others in reserve in case the front four don't fare too well. Monsters within melee range operate similarly; they're the only groups that can attack or be attacked physically.
When the battle commands for all your party members have been entered, the round begins. The most dexterous and powerful characters and monsters usually strike first, but luck, character level, and character class also playa role in the combat. The outcome of evenly matched battles, however, often depends on getting in the first blow.

17
DIMIXIXIXIKIKIMIKIMIMIKIKIMIMIMIMINIXIKIB
The scrolling speed of the combat messages can be increased or decreased according to your taste. See the Command Summary Card for details on this option.
Dead monsters are removed from the ranks of your foes, and dead characters (including nonillusionary special members) are moved to the end of your party list at the end of every combat round. When combat ends - when either your party or the monsters are destroyed - treasure and experience points are distributed among the survivors.
Tips from the Adventurers' Guild: Combat
1. The character with the highest dexterity rating and level number usually attacks first. Use the character with the highest dexterity rating to attack especially fearsome creatures such as Dragons. Less dexterous characters might not survive long enough to get in the first strike. 2. Use spells and Bard song to lower the armor class of your entire party. Remember, the lower the armor class rating the better. 3. If attacked by more than two groups of monsters, concentrate your efforts on the magic users first. If you can't kill all the magic-using monsters, cast magic-repellent spells to protect your party from illusions, possessions, and other spells. 4. As a general rule, attack groups containing only one monster last, unless it contains a particularly deadly monster, then attack it while your party is strong. S5. Many undead monsters (monsters who have returned from the dead; i.e., zombies) can drain experience levels, rapidly age characters, critically hit, or even tum characters to stone. Treat the undead with respect - kill them quickly. 6. Be prepared to lose a lot of level one and two characters; especially at night and when you're walking unarmed to Garth's Equipment Shoppe. In fact, it's a good idea to stay close to temples at night so you can heal wounds quickly. 7. Remember that you cannot physically attack a group of monsters that are more than 20' away. You can't advance up to them either, if there is another group already within melee range. For this reason, keep a well-stocked supply of missile weapons (i.e., arrows, spears, axes, etc.) - they allow you to attack monsters who hide behind others.
MAGIC SYSTEM
Magic is power. But although magic often means the difference between success and failure in the Realm of the Bard, it isn't always necessary or wise to rely on magic. There are places in the Realm where magic doesn't work,. and certain monsters who are highly resistant to magic. Sometimes your characters will just have to work up a sweat using good old brute force.
Residual Spells
The best way to tell if your party is in an anti-magic zone is to watch your residual spells. Residual spells are magic spells that work for long periods of time, such as light spells, trap detection, secret door detection, and magical armor. Most residual spells display a symbol above the main message box onscreen to tell you that the spell is still active. If one symbol disappears,. the spell has expired. If all but a magic light spell disappears., you are probably in an anti-magic zone. All spells except magic light are cancelled in anti-magic zones.

18
aDlIMMIIXXIIXXIIXXIIKKIIKMIM IMIKIKIXIXIM IMIKIKIKIKIKIKIM IKIIKKIIMMIINNIIXXIIKKIlDa
Spells have a point cost. Each spell costs the casting mage a small amount of sorceral energy. A mage can recharge his sorceral energy in three ways:
1. Enter direct sunlight. Sorceral energy recharges automatically in direct sunlight. 2. Regenerate at Roscoe's Energy Emporium. Roscoe has prices that would make OPEC blush. 3. Find one of the special regeneration zones scattered throughout the Realm. Regeneration zones can be anywhere in dungeons.
Magic Items
Inanimate objects can possess magical powers also. Magical weapons, for instance, inflict extra damage, while magical armor provides extra protection. Other magical items radiate special energy that is beneficial to your party. You may even need to find magic keys or talismans that will give you access to secret or protected areas in the Realm. Magical items are often hidden in dungeons or carried by monsters.
The general rule is: the more powerful the item, the harder it is to obtain. The most powerful magic items are usually found in the most challenging dungeons, guarded by the fiercest monsters. When you obtain one of these important items, be sure to guard it well - it may be the key to becoming The Destiny Knight.
Casting Spells
You cast spells by typing a four-letter abbreviation of the spell name when the computer prompts you to do so. The entire list of spells, codes, and spell points required for each begins in the "Conjurer Spells" section later in the manual.
Magic Users
Magic users begin the game with the knowledge of all the spells for their magic user class and level. Magic users learn new spells by level (in groups), rather than one spell at a time. Each level can contain from 2 to 4 spells. For instance, a first level Conjurer will automatically know alll the Conjurer spells for the first level (a total of 3 spells). A third level Conjurer will know the first, second, and third level Conjurer spells (a total of 9 spells.)
ConjurIing: Conjurers perform the instantaneous creation of objects and effects by channeling their sorceral energy. Conjurer spells are potent, but not omnipotent because of the enormous amount of energy required to create even a moderate effect.
Conjurers can also affect natural phenomena to produce new effects. One example would be distorting the space-time continuum in order to teleport living creatures to new locations.
Magic: Magicians can bestow magical effects on common objects. This is not to say that the item becomes magical, it doesn't. But it does radiate magical energy for the duration of the spell. Spells usually last as long as the combat continues.
The main purposes of the magic practiced by Magicians are to increase an item's capabilities, give the item new capabilities, or to transform the item into something completely different. For example, a magician might cast a spell that makes a sword inflict more damage, makes dungeon walls glow, or causes a wall to totally vanish for one move.

19
alMIXIXIXIKIKXIMIKIXIMIKIKIKIKIKIMINIXIKIB

Sorcery: Sorcerers can cast illusions and possess a heightened sense of awareness. The Sorcerer's motto is, "Seeing is believing." Sorcerers create illusions by first envisioning an image, then magically projecting that vision onto the retinas of all who watch.

When supplemented with the appropriate stimulus to the victim's other senses, the illusion is so real it can hurt, even kill, the victim. Naturally, the illusions are only effective as long as the victim believes them to be real. As soon as the victim stops believing in the illusion, the spell is broken. Because of their heightened senses and precise control of the mind, Sorcerers can often see things that aren't readily apparent.

Wizardry: Wizards can summon and control supernatural creatures and energies. The Wizard has fewer spells to choose from than the other classes, but Wizard spells are by far the most powerful.

The creatures a Wizard summons come from the Negative Plane. As a special member controlled by your Wizard, these otherworldly creatures will stay in your party and fight until defeated.

In addition to summoning Negative Plane creatures, the Wizard can often trap and control normal monsters, and can harness incredible energy sources as well.

Archmagedom: Archmages are the wise ones who have progressed through at least three spell levels for each of the four mage classes. This gives the Archmage the ability to pick and choose from up to 75 of the known spells. The Archmage is one of the most powerful and well-respected characters in the Realm of the Bard.

Moving Up in Rank
Mages who know at least three spell levels in an art (a magic user class), can move up to a new mage class with the blessing of the Review Board. This means a level 5 Conjurer can become a level 1 Magician.

Moving to the new class resets the character's experience points to 0, but leaves the other attributes such as hit
points, spell points, and gold as they were. The character also retains knowledge, and can use all the Conjurer spells - but only through spell level 3.

Once a character moves to a new magic user class, he or she cannot go back and learn the skipped spell levels.

THE BOOK OF SPELLS
The following sections list and describe all of the spells known to Realm magic for each of the four mage classes. The sections are organized as follows:

Mage Class Level #:

CODE

PT. COST

RANGE

DURATION

Spell Name - a brief description of the spell's effect and any special instructions for use.

20
alMIXIM XIIXXIIKKIIKKIIM MIKMIIMMIIMMIIKKIIMMIIKMIIMKIIMMIIMINIXIKIB

The range of effectiveness is measured in number of game squares, with each square equivalent to 10 feet (10'). The range terms are defmed below:

View 1 Foe 1 Wall All Foes Group Self ##' Char Special
N/A

affects line o0 f sight. affects a single monster regardless of the number your party faces.. affects a wall in the direction the spellcaster faces. affects all the monsters your party faces. affects 1 of up to 4 monster groups. affects spellcaster only. affects anything in the direction the spellcaster is facing for the number of feet specified with ##. affects the party member you designate. affects the special member you designate. signifies a spell that hits with full effectiveness up to the listed range, and at reduced effectiveness when it hits at double the listed range. For instance, if you use a spell with a listed range of 30' against a foe who is 60' feet away, the spell will hit your foe with reduced effectiveness. provides infornmnation, knowledge, or some other effect that renders a range measurement Not Applicable.

In addition to a range, spells also have a duration or lifetime. The duration terms are defined below:

Combat 1 Move 1 Round Short Medium Long Innddedf Mise N/A

lasts until combat ends through party victory, monster victory, or running away. lasts for exactly one move. lasts for the entire round of combat. lasts a few minutes only. lasts several minutes. lasts twice as long as Short spells. lasts until the party enters the Adventurers' Guild or an anti-magic zone. has multiple or variable ranges. is so short, assigning a duration is Not Applicable. The result of the spell is immediate.

Conjurer Spells

Levell:

MAFL

MAGE FLAME -

travels.

2

VIEW

MEDIUM

a small self-propelled "torch" appears and floats above the spellcaster as he

ARFI

3

1 FOE (10')

N/A

ARC FIRE - a fan of blue flame jets from the spellcaster's fimngers, inflicting 1 to 4 hits of

damage, which are multiplied by the spellcaster's level, on the selected opponent.

TRZP

2

30'

N/A

TRAP ZAP - disarms any trap within 30 feet (3 squares), in the direction the spellcaster is

facing. TRZP also works on chests, but still costs the same amount of spell points.

Level 2:

FRFO

3

GROUP

COMBAT

FREEZE FOES - binds your enemies in magical force, slowing them down and making them

easier to hit.

21
alMIXIXIXIKIKIMIIKKIIXXIIM MIIKKIIM KIKIKIKIMINIXIKIDB

Level 3:
Level 4: LLeevveel lS5: Level 6: Level 7:

MACO

3

N/A

MEDIUM

KIEL'S MAGIC COMPASS - a compass of shimmering magelight appears above the party

and shows the direction they face..

WOHL

4

CHAR

N/A

WORD OF HEALING - lets the spellcaster heal a party member who suffers from 4 to 16

points of damage by uttering a single word.

LERE

5

VIEW

LONG

LESSER REVELATION - an extended MAGE FLAME spell that also reveals secret doors.

LEVI

4

PARTY

SHORT

LEVITATION - partially nullifies gravity causing the party to float over traps, or up or down

through portals.

WAST

5

GROUP (20')

N/A

W ARSTRIKE - an energy stream shot from the spellcaster's finger that sizzles a group of foes

for 5 to 20 hits of damage.

INWO

6

PARTY

N/A

ELIK'S INSTANT WOLF - summons a giant, extremely fierce wolf to join your party.

FLRE

6

CHAR

N/A

FLESH RESTORE - a powerful healing spell that restores 10 to 40 hit points to a party

member, including those stricken with insanity or poisoning.

GRRE

7

VIEW

LONG

GREATER REVELATION - operates like LESSER REVELATION, but illuminates a wider area

for a longer period of time.

SHSP

7

GROUP (30') 00

N/A

SHOCK·SPHERE - creates a large globe of intense electrical energy that envelops a group of

enemies and inflicts 10 to 40 hits of damage.

INOG

9

PARTY

N/A

ELIK'S INSTANT OGRE - materializes the biggest, meanest ogre you've ever met to ally

with your party.

MALE

8

PARTY

INDEF

MAJOR LEVITATION - operates like LEVI from level 3, but it lasts until dispelled (i.e., until

the spell is terminated by some event such as activating an anti-magic square).

FLAN

12

PARTY

N/A

FLESH ANEW - operates like FLRE, but affects every member of the party.

22
DIMIXIXIXIKIKIMIMIXIM MIIKKIIM MIIMKIKIKIMINIXIKla

APAR

15

PARTY

N/A

APPORT ARCANE - teleports the party within a dungeon to any location that's not protected

by a teleportation shield. Also teleports the party between cities that are in the range of +1 to 6.

Your party always arrives in the city's Adventurers' Guild.

FAFO

18

GROUP

N/A

FAR FOE - moves a group of foes 40 feet further away from your party, up to a maximum

distance of 90 feet.

INSL

12

PARTY

N/A

ELlK'S INSTANT SLAYER - materializes a slayer that joins your party. What's a slayer?

The name speaks for itself. ..

Magician
Levell:

Spells

VOPL

3

CHAR

COMBAT

VORPAL PLATING - causes the weapon (or hands) of a party member to emit a magical field

that inflicts 2 to 8 points of additional damage.

QUFI

3

CHAR

N/A

QUICK FIX - regenerates a character for precisely 8 hit points up to the character's maximum

hit point level.

SCSI

2

PARTY

N/A

SCRY SITE - causes a dungeon or wilderness pathway to reveal the party's location.

Level 2:

HOWA

4

1 FOE (10')

N/A

HOLY WATER - holy water sprays from the spellcaster's fingers, inflicting 6 to 24 points of

damage on any foe of evil or supernatural origin.

MAGA

5

CHAR

COMBAT

MAGE GAUNTLETS - makes the hands (or weapon) of a party member more deadly by adding

4 to 16 points of damage to every wound it inflicts on a foe.

AREN

5

30'

SHORT

AREA ENCHANT - causes the dungeon walls within 30 feet (3 squares) of a stairway to call

out if the party is headed toward the stairs.

Level 3:

MYSH

6

PARTY

MEDIUM

YBARRA'S MYSTIC SHIELD - causes the air in front of the party to form an invisible

shield that's as hard as metal and precedes the party as they move.

OGST

6

CHAR

COMBAT

OSCON'S OGRESTRENGTH - endows a specific party member with the strength of Elilke's

ogre for the duration of the battle.

23
aalIKKIIXXIIXXI XIXI KIKI KIK I MIMI M IMIIMMIIMMIIKKIIM~I I MMII M MIIK KIIM MIINNIIXXII KKlI Da

Level 4: LLeevveel lS5: Level 6: Level 7:

STFL

6

GROUP (40') 00

N/A

ST ARFLARE - ignites the air around your enemies, scorching them for 10 to 40 damage

points.

SPTO

8

1 FOE (70')

N I/A

SPECTRE TOUCH - drains a single enemy of 15 to 60 hit points; like a touch from death

itself.

DRBR

7

GROUP (30') 00

N/A

DRAGON BREATH - lets the spellcaster breathe fire at a group of monsters, inflicting 11 to

44 points of damage on each monster.

ANMA

8

PARTY

COMBAT

ANTI-MAGIC - causes the ground to absorb a portion of the spells cast at the party by

monsters. Often allows the party to escape unharmed. This spell also aids in disbelieving

illusions and shielding against magical fire such as Dragon Breath.

STTO

8

1 FOE (10')

N/A

STONE TOUCH - usually turns an enemy to stone (except those already made of stone),

instantly killing the enemy.

PHDO

9

1 WALL

1 MOVE

PHASE DOOR - turns almost any wall to air for exactly one move.

YMCA

10

PARTY

INDEF

YBARRA'S MYSTICAL COAT OF ARMOR - operates like YBARRA'S MYSTIC SImDEELLD,

but lasts indefinitely.

REST

12

PARTY

N/A

RESTORATION - regenerates the body of every party member to perfect condition; it even

cures insanity or poisoning.

DEST

14

1 FOE (10')

N/A

DEATHSTRIKE - very likely to instantly kill one selected enemy.

WZWA

11

PARTY

N/A

WIZARD WALL - creates a wall of force that travels with the party and absorbs many of the

enemy's attacks.

SASP

30

PARTY

N/A

SAFETY SPELL - teleports your entire party to the Adventurers' Guild in Tangramayne, minus

all gold. Use this spell only in dire emergencies because it is not 100% reliable.

24
DIMIXIXIXIKIKIMIKIXIM MIIKKIIKKIIM KIKIM KIIMMIINNIIXXIIMKID

Sorcerer
Levell:

Spells

MIJA

3

1 FOE (40') 00

N/A

MANGAR'S MIND JAB - casts a concentrated blast of energy at one opponent, inflicting 2

to 8 points of damage for each experience level of the spellcaster.

PHBL

2

PARTY

COMBAT

PHASE BLUR - causes the entire party to waver and blur in the sight of the enemy, rendering

your party difficult to strike.

LOTR

2

30'

SHORT

LOCATE TRAPS - heightens the spellcaster's awareness in order to detect traps within 30'

along the direction the spellcaster is facing.

Level 2:

DISB

4

PARTY

N/A

DISBELIEVE - reveals the true nature of any attacking illusion, causing it to vanish.

WIWA

5

PARTY

N/A

WIND WARRIOR - creates the illusion of a battle-ready ninja among the ranks of your party.

The illusionary ninja will fight until defeated or disbelieved.

FEAR

4

GROUP

COMBAT

WORD OF FEAR - an incantation that causes a group of enemies to quake in fear, thus

reducing their ability to attack and inflict damage.

Level 3:

WIOG

6

PARTY

N/A

WIND OGRE - similar to ELIK'S OGRE, but the WIOG is an illusion.

IN VI

6

PARTY

N/A

KYLEARAN'S INVISIBILITY SPELL - an invocation that renders the entire party nearly

invisible to the enemy.

SESI

6

30'

MEDIUM

SECOND SIGHT - heightens the awareness of the spellcaster in order to detect all manner of

traps and tricks that lie directly ahead.

Level 4:

CAEY

7

VIEW

INDEF

CAT EYES - endows the entire party with perfect night vision for an indefinite period of time.

WIDR 12

PARTY N/A

WIND DRAGON - creates an illusionary red dragon to join the ranks of your party.

Level 5:

DIlL

8

ALL FOES

COMBAT

DISRUPT ILLUSION - destroys any illusions among the ranks of the enemy and prevents new

illusions from appearing. This spell also exposes any DoppJlegangers within the party.

25
alMIXIXIXIKKIIKKIIM MIIKKIIMMIIMMIIKKIIKKIIMKIM KIIKKIMINIXIKID

MIBL

10

ALL FOES (30') 00

N/A

MANGAR'S MIND BLADE - strikes every opposing group within range with an explosion

of energy capable of inflicting 25 to 100 points of damage.

Level 6:

WIGI

13

PARTY

N/A

WIND GIANT - creates an illusionary stornmn giant that joins and fights for your party.

SOSI

11

30'

INDEF

SORCERER SIGHT - operates like the SECOND SIGHT spell,. but lasts indefinitely.

Level 7:

WIMA

14

PARTY

N/A

WIND MAGE - creates an illusionary Arcbhmage to join your party.

WIHE

16

PARTY

N/A

WIND HERO - creates an illusionary hero to join your party.

MAGM

40

GROUP (90')

N/A

MAGE MAELSTROM - assaults a group of spellcasters and may do one of the following:

inflict 60 to 240 points of damage, turn them to stone, or kill them outright. However, because

the maelstrom iss illusionary in nature, a disbelieving monster can totally disarnmn it.

????

100

UNKNOWN

UNKNOW,.N

???? - known only as "The Dreamspell," it is the subject of myth and specUulation and no one

knows this spell's code. Legend has it that this is a spell of such magnitude that it can actually

rip the fabric of reality in half.

Wizard Spells

Levell:

SUEL

10

PARTY

N/A

SUMMON ELEMENTAL - creates a fire-being from the raw elements of the universe to join

and fight for your party.

FOFO

11

GROUP (10')

N/A

FANSKAR'S FORCE FOCUS - lands a cone of gravitational energy on a group of your foes,

inflicting 25 to 100 points of damage.

Level 2:

GATE

12

PARTY

N/A

GATE - bids a shadowy wraith to unwillingly join your party.

DEBA

11

1 FOE (30')

N/A

DEMON BANE - inflicts 100 to 400 points of damage on a single creature of evil or

supernatural origin.

26
alMIXIXXIIXXIIKKIIKKIIMMIIKKIIMMIIMMIIKKIIMNIIKKIIKKIIKKIIMMIINNIIXXIIKKIlBa

Level 3:

FLCO

14

GROUP (30')

N/A

FLAME COLUMN - creates a cyclone of flame that lashes out and delivers 22 to 88 points of

damage to a group of your foes..

DISP

12

CHAR

N/A

DISPOSSESS - returns a possessed party member to the normal state of consciousness.

Level 4:

PRSU

15

PARTY

N/A

PRIME SUMMONING - forces a powerful undead creature to join and fight for your party.

ANDE

14

CHAR

COMBAT

ANIMATE DEAD - reanimates a dead character with living strength so he or she attacks

enemies as if truly alive - combat only spell.

LevelS:

SPBI

16

1 FOE

N/A

SBAAYLOR'S SPELL BIND - if successful, this spell possesses the mind of an enemy and

forces him to join and fight for your party.

SOWH

13

1 FOE (70')

N/A

STORAL'S SOUL WHIP - whips out a tendril of psionic (mind) power to strike a selected foe,,

inflicting 50 to 200 damage points.

Level 6:

GRSU

22

PARTY

N/A

GREATER SUMMONING - operates like PRIME SUMMONING but causes a powerful

elemental creature to appear and fight for the party.

BEDE

18

CHAR

N/A

BEYOND DEATH - restores life and one hit point to a deceased character.

Level 7:

WIZW

16

GROUP (S5O0')

N/A

WACUM'S WIZARD WAR - creates a pyrotechnical storm over a group of monsters,

inflicting 50 to 200 damage points.

HERB

2S5

PARTY

N/A

SUMMON HERB - summons Herb to join your party. Herb is really busy, but he'll hang out

with your party for a while if you need him.

Archmage Spells

Levell:

HAFO

15

ALL FOES

1 ROUND

OSCON'S HALTFOE - if successful, this spell causes every attacking group to do nothing

during the next round.

MEME

20

GROUP

N/A

MELEE MEN - pulls an attacking group into melee range (10') regardless of how far they were

when they began attacking.

27
DIMIXIXIXIKIKIMIKIXIMIKKIIM KIKIKIMIMINIXIKID

Level 2: Level 3: Level 4: LLeevveel lS5:

BASP

28

PARTY

MISC.

BATCHSPELL - perfonns the following multiple spells: GREATER REVELATION, YBARRA'S

MYSTICAL COAT OF ARMOR, SORCERER SIGHT, MAJOR LEVITATION, and KIEL'S MAGIC

COMPASS.

CAMR

26

PARTY

N/A

CAMARADERIE - has a 50% chance of calming any or all monsters in your party that have

turned hostile.

NILA

30

GROUP (60')

N/A

FANSKAR'S NIGHT LANCE - launches a chilling missile against a group of foes, inflicting

100 to 400 damage points.

HEAL

S5O0

PARTY

N/A

HEAL ALL - a Beyond Death spell that resurrects every dead party member and heals all

wounds, paralysis, and insanity.

Level 6: Level 7:

BRKR

60

PARTY

N/A

THE BROTHERS KRINGLE - the brothers are always ready to help friends in trouble.

Enough brothers appear to fill the empty slots in your party.

MAMA

80

ALL FOES (90')

N/A

MANGAR'S MALLET - inflicts 200 to 800 bone-crushing damage points against every

monster group you face.

Bard Songs
The Bard has seven tunes that he can sing one at a time while exploring or during combat.

1. The Archer's Tune: Doubles the party's missile damage, and cuts the missile damage inflicted by a foe in half. Missile weapons are those weapons that are thrown or shot such as arrows, spears, and axes. 2. Spellsong: Bonus to saving roll. This means the party is less likely to be damaged by magic and traps. 3. Sanctuary Score: Lowers the Armor Class for all party members. 4. The Melee March: Increases the party's hit points for extra protection and also increase the damage points inflicted on enemies. 5. Zanduvar Carack: Protection from traps when played under normal conditions, but heals during combat. 6. Rhyme of Duotime: Regenerates spell points at twice the normal speed when played under normal conditions, and provides extra attacks during combat. 7. The Watchwood Melody: Creates light. May work even in anti-magic zones.

28
alMIXIXIXIKIKIMIKMIIMMIIMMIIKKIIMKIIMKIMIKIMINIXIKID

Tips from the Adventurers' Guild: Magic

1. Don't venture too far into dungeons without your maximum spell points. It's a good rule to leave a dungeon when you're down to one quarter of your maximum spell points. 2. Carefully manage your spell points. Don't use a magic light spell when a torch will work just as well. But don't be shy about using magic in combat. If you've got it, flaunt it. .. rock 'n' roll. 3. Locate traps. Second Sight and other sorcerer sight spells can identify traps within 30 feet (3 squares). The Trapzap spell disarms all traps within 30 feet. 4.. Playa long-lasting Bard song right before entering a tavern - it's like getting a free spell. 5S. Try using a light spell or singing bard tune number 7 even in anti-magic zones. Though the spell won't last, it will provide a brief flash of light that may help you get your bearings. This trick occasionally works with ordinary torches and lanterns. 6. The screen flashes when your party is teleported. This is handy to know because many dungeon corridors look alike, and it's sometimes hard to tell when your party has been teleported to a new location.

ITEMS
The following items are found in Garth's Equipment Shoppe in unlimited quantities:

Torch

-

Lamp

-

Broadsword

-

Short Sword -

Dagger

-

War Axe

-

Halbard

-

Staff

-

Spear

-

Buckler

-

Tower Shield -

Leather Armor -

Chain Mail

-

Scale Armor -

Plate Armor -

Rob e s

-

Helm

-

Leather Gloves -

Gauntlets

-

Mandolin

-

Long Bow

-

Arrows

-

lights your way in dungeons. Not nearly as precious as spell points. longer duration than a torch, but more expensive too. most damaging nonmagic sword. a lighter sword that can be used by all by mages. usable by all, but not too effective. a heavy, damaging weapon that can't be used by rogues or magic users. a combination battle axe and pike. The most damaging nonmagical weapon. a short, heavy club. a javelin-like weapon that must be thrown. a small round shield. a larger shield. the lightest armor. light, metal-mesh armor. Protects best against light weapons. stronger than chain mail and difficult to pierce. strongest nonmagical armor. nice around the house but no protection in a dungeon. head protection from all but the fiercest attack. light protection for the hands. metal gloves. the Bard's instrument of war... used to launch arrows at your opponents. missile weapons that must be launched with the long bow.

29
alMIXIXIXIKIKIMIMIMIMIKIMIKIKIKIMINIXIKla

Item Abbreviations

FGN

- the abbreviation for figurine; a magical statuette that can come to life.

MTHR

- an abbreviation for Mithril, an elven metal with magical qualities.

ADMT

- abbreviation for Adamant, another magical metal.

DMND

- abbreviation for diamond; the hardest substance in this world or the Realm.

SGMT

- a segment of the Destiny Wand.

Tips from the Adveennttuurrerrs' Guild: Items

1. Generally, the more expensive an item is, the better it works. Just like in your own world.

2. There are no cursed or bad items, but some may be useless.

3. Don't be stingy. Buy the best equipment you can afford - spend the whole bank roll. After all, if your party is

well-equipped they'll get more gold from the monsters they defeat, and if your party is killed, the saved gold won't

do you any good anyway.

4. Experiment with the items you find to determine their capabilities. Magic items are often the key to success, and

remember, an item may be magical for only certain characters or classes, so trade the item between your characters..

5. Make sure that some characters have open space in their inventory, or your party won't be able to pick up new

magical items in their travels.

6. Save your party to disk as soon as they capture a particularly interesting or powerful magic item. This way, even

if disaster strikes, you'll still have the item.

7.. The Sage can answer questions about the purpose behind some of the items you'll find in the higher level

dungeons, but be prepared to pay a steep price.

8. Destiny Wand segments contain powerful magic. Each segment contains magic that creates its own specific

effect. You will have to experiment with the segment to learn how to use the magic.

9.The Destiny Knight game disks and manual aren't protected by magic shields or quick fixes. Don't leave them

where little monsters can eat them.

10. Here's a final clue that may (or may not) help you:

1.

~~~~~ .~~~~~ .~~~~~ .~~ .

.. 2.

~~~~~~~~~~~~ ~~ .~ ~~ ~~ ~~ ~~ ~~ ~~ .~~ .~~~ .

.... .. 3.

~~~~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~~~~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~~

4..

~~~~~ .~~ .

5.

~~~~~~~~~ .~~~~~ .~~~~~ .~~~~ .

.. ... .. 6.

~ ~~ ~~ ~~~~~~ ~~ ~~ ~~~~~. ~~~~~~~~~ .

7.

~~~~~~~~~~~~~~~~~~~~~ .

Beyond the Bard's Tale, as was told, An epic great will now unfold And in the quest, before thy sight, A mortal man becomes the Knight.
Of wounds this many can never die; His lips will never, voice the cry Which doomed another, ages gone

Who now is trapped as evil's pawn.

Of puissant might and matchless brawn The knight's fierce fate is plainly drawn Upon the tome of life, in fact And in this power lies the pact.

So seek the wand, and face the snare Yet in no way can you prepare For Zanta's wrath and endless guile Now try the quest, friend ... for a while.

Michael Cranford of Interplay Productions has an elegant programmer's touch. You can't see it in this picture of him, but you can see it in the Bard's Tale and Destiny Knight He previously programmed the Apple version of Donkey Kong and the Commodore 64 version of Super Zaxxon.

Game Concept, Design, and Program Design: Michael Cranford Scenario Design: Michael Cranford, Brian Fargo Graphics: Todd Camasta Music: Dave Warhol Producer: Joe Ybarra Technical Support: David Maynard Assistant Producer: Chris Wilson Product Manager: Chris Garske Art Director: Nancy L. Fong Package Design: Michael LaBash Cover Painting: Jonny C. Kwan Map Art: Don Carson Playtesters: Philip Ybarra, Caren Edelstein, Tom Norwood Lagoth Zanta's Name by: Scott Smith
The Bard's Tale, Destiny Knight, and Electronic Arts are trademarks of Electronic Arts. Package Design © 1986 Electronic Arts Software © 1986 Interplay Productions Simultaneously published in Canada and the U.S.A.
About our company: We're an association of electronic artists who share a common goal. We want to fulfill the potential of personal computing. That's a tall order. But with enough imagination and enthusiasm, we think there's a good chance for success. Our products, like this one, are evidence of our intent If you'd like a product brochure, please send 50¢ and a stamped, self-addressed # 10 envelope to: Electronic Arts, 1820 Gateway Drive, San Mateo, CA 94404.

118615

--- .

ELECTRO

RT nNo

1820 Gateway Drive, SanMateo, CA 94404