Demon's Winter manual
- Demon's Winter
- demons winter manual
'Twas the seventh day in the month of the Ruby when the battle horns
cried out above the setting sun. Beneath the peaceful arc of the
orange and violet hues of dusk, the small village of Ildryn lay in
terror. Brave men, blacksmith and barkeep, father and grandfather,
stood shivering at the southern entrance of the village, hatchets and
simple swords held in white-knuckled hands. Long, lonely shadows lent
unnatural grandeur to a makeshift army that sought to defend its town
from destruction. Three and twenty pairs of eyes scanned the dark
horizon for the first sign of the invaders.
As the sun sank behind the hills, the sound of hooves was heard, a low
rumble at first, growing louder until it rumbled light thunder in the
cool autumn air. The inhuman army's blood-red banners flickered in
the dying light like candle flames guttering out. As they rode
closer, their forms became clearer: hideous, inhuman faces. Kobolds,
mostly, the small, sharp-toothed humanoids carrying axes, their
numbers twice as great as the villagers. The kobolds were led by
goblins, who rallied them with cries of "Glory be to Xeres!" and
"Praised be our master Xeres!"
Swords flashed in the dim light of dusk and crimson blood stained the
ground. The kobolds were driven back at first by the fury of the
villagers, but then their numbers took their toll. One by one, the
villagers fell, outnumbered and inexperienced in fighting. Blood gave
way to flame as the kobolds set fire to the wooden houses and tore the
stone buildings to the ground.
As the last rays of the sun swept the plains, the battle was over.
The sound of hooves faded into the distance, and only the crackling of
fire was heard. Night enveloped the village and a cold breeze fanned
the embers of Ildryn.
Less than a league away, the women and children of Ildryn watched the
flames of their homes through tearful eyes. As the sun set, the weary
villagers turned their backs on the tomb that was once their home and
set off north for the village of Seaside. The last words of their
fathers' voices still rang in the ears of the sons and daughters of
Ildryn: "If I die this day, avenge me...avenge me...avenge me..."
HOW TO USE THIS MANUAL
This manual gives you all of the background information you need to
play Demon's Winter. If you've already played other role-playing
games (especially Shard of Spring), many of the game mechanics will be
familiar. If you want to start playing right away, read the "Getting
Started" section. As you adventure in different areas, read the
particular section in the manual on those areas to learn what commands
are available. Finally, read the "Hints On Gameplay" section for some
tips on more successful adventuring.
The best way to succeed at Demon's Winter is to read through the
entire manual before you begin, for there are many things to know
about this strange and mysterious world. The canny adventurer arms
himself with information before venturing forth into the dangerous
reaches of Ymros. A few minutes spent browsing through the rest of the
manual before you start playing will give you a little better idea of
what to look for in Demon's Winter. May your swords stay sharp...
The Character Utilities are used to create individual characters and
to form parties of five of these characters. Only a party of
characters can adventure in the land of Ymros. The Character
Utilities are brought up from the title screen by pressing "C". Four
options appear: Create, Remove, List, and Initialize Party. Pressing
the key corresponding to the first letter of these options activates
that option. Create allows you to create a new character; Remove
allows you to remove an existing character from the party; List shows
you all the characters in the party; and Initialize Party removes all
of the characters in the party. Pressing ESC brings you back to the
Press "C" to bring up the Character Creation utility. The first
choice you have in character creation is choosing the race of your
character. Press the corresponding number to choose the character's
race. Characters can be one of five races: Human, Elf, Dwarf, Dark
Elf, or Troll. Each race has its advantages and disadvantages, as
shown on the following table.
RACE BONUS SKILL RACIAL MODIFIERS
HUMAN none none
ELF Sense magic -2 Str, +2 Int, -1 End
DWARF See in dark -1 Spd, +1 Str, -2 Int
DARK ELF Power Leech -2 Str, +2 Int, -1 End,
TROLL Regeneration -1 Str, -3 Int, +2 End
After you choose the character's race, you will generate your traits
for your character. Each character, regardless of race, is defined by
nine traits: speed, strength, intellect, endurance, skill in attack,
level of toughness, hit points, and spell points. Each trait is given
a numerical value.
SPEED: Determines how fast the character moves, how many times per
combat round the character can attack, and who gets to attack first.
STRENGTH: High strength values add more damage to attacks, while low
strength values reduce the damage done. Weapons have a certain
minimum strength requirement.
INTELLECT: Determines the number and complexity of skills that the
character can choose and determines the number of spell points the
ENDURANCE: Determines how much damage the character can take and how
many hit points are gained when the character gains a level.
SKILL: Determines the character's ability with weapons.
LEVEL: Determines the character's toughness. Each character starts
at level 1, and gains levels as the character adventures and gets
experience. Gaining a level adds to hit points, spell points, and
HIT POINTS: Determines how much damage a character can take before
death. Hit points may be regained by magic or by sleeping. When Hit
Points are 0, the character is dead.
SPELL POINTS: Each spell costs Spell Points to cast. Spell Points
may be regained by sleeping.
EXPERIENCE: Determines when a level is gained. Experience is
acquired by killing monsters.
The first five traits are determined randomly by the computer. You'll
see the five traits listed in the upper left hand corner of the
screen; the values are listed to the right of the traits. In a box on
the far right are the average values of the traits for that race.
You have three chances to affect the values. If a trait has a low
value, press the number of the trait (or traits) and then press ESC to
generate new numbers, replacing the values you selected. This can
only be done twice; the last numbers are used, no matter what they
are. You should "reroll" any value under 6.
Now that you know the race and the traits of the character, it's time
to choose the character's profession, which determines what skills the
character can have. There are 10 classes, which are available to
characters of all races.
RANGER: A fighter specially trained in outdoor survival. They are
skilled with all types of weapons and are experts at recognizing
monsters and hunting. Most magic is difficult for them, but they can
learn to understand Wind Runes, which can be a powerful advantage.
PALADIN: The classic knight in shining armor--a faithful do-gooder
and expert swordsman. Almost all are religious, preferring the
civilized Priestly gods. Their natural charisma makes them
persuasive, which is especially helpful while bargaining. They can
learn the Visionary's ability to view a merchant's mind and tell if he
is lying. Magic is evil to a Paladin, and therefore abhorrent, except
for the Spirit Runes containing the arts of healing and resurrection.
BARBARIAN: Powerful fighters with a tendency to go berserk in combat,
making them a deadly opponent. Barbarians prefer axes and maces,
though occasionally the sword. The only magic they will use are Ice
Runes. They rarely worship Priestly gods; some do worship the more
MONK: The violet-robed monks are experts at unarmed combat and
skilled with ancient books of lore. Their religious devotion is
strong. Many monks have left on long quests to learn kung-fu from the
last surviving master.
CLERIC: A priest of one of the many gods of Ymros (see the section on
Religion). The cleric never uses a bladed weapon, except for a small
dagger, often protecting themselves with maces or karate. Like the
paladin, clerics have natural charisma and are good at bargaining and
THIEF: These shady characters are very handy while adventureing,
being proficient at detecting and disarming traps as well as being
competent fighters. They will not wear heavy armor that might
interfere with the use of their skills.
WIZARD: A wielder of magic, specializing in the variety called Rune
Magic (see the section on Magic). They are masters of fire, metal,
wind, ice, and spirit. They are also good at identifying potions and
can learn to use a weapon (though at the cost of giving up some
magical power). Wizards are forbidden the use of all but the lightest
armor. Wizards tend to be down-to-earth folk, and are therefore more
respected than Sorcerers and have an easier time learning to hunt.
SORCERER: A master of the dark arts of Summoning and illusion. A
sorcerer is more violent than a wizard, and more apt to use weapons.
The sorcerer is the only class to have easy access to the art of
VISIONARY: The visionary is a strange character, able to learn the
unusual set of skills View Land, View Mind, View Room, and View Item.
They are also fighters who can wear armor as heavy as chain mail, and
they can learn the arts of the Sorcerer, including Possession.
SCHOLAR: A character specializing in knowledge, particularly of
potions, items, and monsters; such knowledge often comes in handy
while adventuring. They are expert tacticians, always knowing what a
monster will do next. With a little training, they can learn to use
smaller weapons or karate.
Press the key corresponding to the number next to the class you want
for your character. Next, you'll be shown a list of skills that you
character can learn.
Each skill allows the character to do something; without the sword
skill, for instance, a character cannot use a sword. Each skill has
an intellect point cost. Characters may choose skills as long as the
total Intellect point cost of the skills doesn't exceed the
character's intellect value. For example, a cleric with an intellect
of 11 could learn Priesthood (3), Mace (2), View Mind (4) and
Persuasiveness (2). Each class has its own point cost for each skill;
for instance, Disarm Trap costs a thief 3 points while it costs a
wizard 9 points.
When characters are first created, you can only choose two skills from
a shortened skill list (skills commonly practiced by that class).
Later on, while adventuring, you may find colleges where you can learn
additional skills (this is discussed in the section on Colleges). All
classes can learn all skills, but the costs will differ depending on
the class of the character.
Left over Intellect points can be used later when you visit colleges
to buy new skills. See Appendix A for a list of the Intellect point
costs for each skill, by class.
Each of these skills represents the training required to use a weapon
of that type. Characters without the appropriate skill for a weapon
may not use it. Daggers require no skill. See Appendix F for a
AXE: Use of the small axe and the dreaded battle axe.
KARATE: Use of the hands as a weapon. When a character has this
skill and "equips" (see the section on Camp) with his hands, he does
damage dependent on his Skill Trait. A skillful warrior with karate
can do as much damage as the mightiest sword.
MACE: Use of the mace and morningstar.
SWORD: Use of the short sword, broadsword, or the mighty two-handed
OTHER COMBAT SKILLS
ARMORED SKIN This skill will give you the tough skin of a veteran
warrior, adding the protection of leather armor to whatever armor you
may be wearing.
BERSERKING: The ability to go beserk in combat, giving the character
a 25% chance of doing critical damage instead of the normal 10%
FENCING: Advanced swordplay that gives the character an additional
10% bonus to hit and an additional 8% chance to do critical damage.
KUNG-FU: Advanced karate that gives the character a chance of
stunning his opponent when attacking with his hands. The stunned foe
is motionless for one round for each critical hit. In this state the
foe is easier to hit. Karate is not necessary to learn kung fu, but
it is helpful.
TACTICS: Allows the character to know who each monster is planning to
attack before it does, which is helpful in deciding what to do.
FIRE RUNES: Six spell dealing with fire, an element of destruction.
METAL RUNES: Seven spells dealing with metal, an element of weapons
WIND RUNES: Seven spells dealing with the wind, an element of speed,
movement, and subtle power.
ICE RUNES: Six spells dealing with ice, an element of confinement and
SPIRIT RUNES: Nine spells dealing with the spirit, an element of life
forces, mental powers, and resurrection.
ILLUSION: Allows the caster to conjure an illusionary ally who will
fight until killed or is disbelieved.
SUMMON: Allows the caster to conjure a true summoned being who will
follow the summoner's orders until killed. Costs twice as much as an
POSSESSION: A very powerful chant that allows the caster to take
control of one of his foes and command him. See "Possession".
VIEW LAND: allows the user to get a bird's eye view of his
surrounding outdoors, even at night.
VIEW ROOM: Allows the user to look forward into a room or passage and
see what's there without danger.
VIEW MIND: Used to detect if a merchant is lying about an item for
WEAPON LORE: Knowledge of various weapons and armaments.
POTION LORE: Knowledge of vials and salves.
ITEM LORE: Knowledge of miscellaneous magic items.
MONSTER LORE: Knowledge of wandering monsters and their abilities.
DETECT TRAPS: The ability to check the passage in front of you for
DISARM TRAPS: Allows you to disarm traps found with Detect Traps.
HUNTING: The ability to hunt for food while outdoors; if the party
is on a ship, this skill applies to fishing.
PERSUASIVENESS: Improves the party's ability to haggle with merchants
for a decent price.
PRIESTHOOD: Allows the character choose a deity from the Priestly
gods. See "Religion".
SHAMAN: Allows the character to choose a deity from the Shaman gods.
The following table shows the amount of experience needed to gain
Your party will start their adventure near the ruined village of
Ildryn. From there your party is free to wander wherever they like,
for most of the game will be spent exploring the land of Ymros and its
surrounding territory. Those who have played Shard of Spring may
recognize their initial surroundings, though much has changed in the
5,000 years since the events of Shard of Spring took place. Some of
the towns still remain, but the landscape has been subjected to subtle
changes over the long years.
Once you acquire a ship (see "Exploring the Seas"), you may go beyond
Ymros and explore new territories. The world of Demon's Winter is 32
times larger than Shard of spring, so take your time and try to draw a
rough map as you go along.
The world of Ymros has various terrain types where you can expect
different encounters and conditions. This section will describe the
various terrains and places in the world of Ymros, and explain any
special commands that may apply.
While you are wandering around, there are seven different types of
terrain that you will encounter:
PLAINS: The most common terrain on Ymros. Expect to find all sorts
of humanoids, adventurers, and thieves here, as well as wild dogs
(coyotes), snakes, and maybe dragons.
FOREST: Many kinds of forests exist, from light scrub to dense
forests. Forests are home to animals such as bears and timber wolves,
as well as humanoids. Undead also wander the woods along with snakes,
insects, and the mysterious stalkers. These dwellers of remote
forests are like a floating balloon with one eye on a stalk and have
the power to summon up illusions and actual monsters to do their
SWAMP: Swamps are rather nasty places to be. The humanoids, such as
kobolds, do not wander into the swamps, and neither should weak
adventurers. Insects and snakes are common, while undead are rare.
Beware of two special swamp dwellers: the Shambling Mounds and the
Will o' the Wisp. The Shamblers are large humanoids made of animated
vegetable matter that attack with ferocity. The Will o' Wisps are
seen as a number of glowing, floating spheres and are creatures of
great magical power.
HILLS: Hills are the home of many giants and, in more remote areas,
the dreaded Cave Bear. Walking through hills is quite tiring; double
the normal movement time passes while walking in the hills. Dragons
also make their lairs in the hills, and adventurers often come there
to slay the dragons and get their treasure.
TUNDRA: This icy wasteland is mostly inhabited by arctic bears and
winter wolves. An occasional Yeti (abominable snowman) has been seen
there. Undead also wander the icelands, immune to the cold. In
tougher areas, snow giants, ice dragons, ice demons, and even ice
elementals may be found.
KUDZU: A kudzu is a purple ground-vine that spreads rapidly. It
covers ground like a carpet but doesn't hamper movement. Its large
expanses of purple ground have inspired both awe and laughter.
Humanoids and adventurers are found there, along with insects and
DESERT: The desert is a lonely place. Humans, except for some
thieves, do not go there. Mostly dervishes and salamanders live
there. Dervishes appear as a kind of whirlstorm that attacks
fiercely. While salamanders appear as flaming snakes who can cast
spells dealing with fire. Dragons and snakes are occasionally found.
LIGHT AND TIME
Each day on Ymros is 26 hours long and each month on Ymros is 34 days
long. While you are wandering about, you will notice that the area
you can see grows smaller as the day wears on, telling you that
darkness is approaching and soon it will be too dark to see. If you
don't set up camp at this point, you will be forced into camp when
darkness falls. Note that torches and light spells do not help
against night in the wilderness.
If you press "P" while wandering, the time and other useful
information will appear.
You may find it helpful (not to mention cost effective) to have a
hunter in your party. Any time you are outside (or on a ship), each
hunter has a chance to go out and look for food once per day. The
amount he finds every day depends on luck. Having a hunter saves you
money, since you don't have to buy food in a pub unless food is scarce
in the area. Being less dependent on towns allows you to wander
Throughout the petty quests, trials, and tribulations of mortals,
Ymros is always watched over by two pantheons of gods. The civilized
people worship the Priestly gods, while the barbarians who live in the
wilderness find comfort in their Shaman deities. Each god presides
over its own realm of power, and its worshippers can call on their god
in times of great need. Each character may worship only one deity.
BALMUR: The God of Time. Balmur is often pictured as a large golden
eagle with stars for eyes. His power can cause his foes to wither
with age. His temples are often in secluded, peaceful places. The
town of Iris has long been the location of his largest following.
VEMARKN: The Goddess of Magic. Vemarkn, a remarkably tall woman
garbed in prismatic silk, presides over the magical arts of Runes and
Chants. If wizards or sorcerers are religious, they usually worship
Vemarkn. In times of dire need Vemarkn endows her priests with great
amounts of magical power.
MALDORATH: The God of Death. Seen only in nightmares as a genderless
skeleton garbed in tattered cloaks of black and gold. His temples are
few and hidden and no town claims him as its patron deity. A fiery
death awaits his foes.
ILLO: The God of LIfe. A young child holding a wine glass filled
with water, Illo is the patron deity of many towns on Ymros. He shuns
combat, but praying to him in camp may persuade him to bring life back
to a deceased character.
CAMEAR: The God of Peace. Camear has many temples both in the
wilderness and in towns. A young man with a dove, Camear can lift his
worshippers out of combat and into safety.
OMIZEH: The God of Life. Like Illo, Omizeh can bring dead characters
back to life. She takes the form of a young woman, a swan, or a great
white bird. A few towns are known to contain temples to her.
GAMUR: The God of Death. A great feathered beast, Gamur is a
sickening eater of carrion. His worshippers stay away from towns.
Unlike Maldorath, Gamur kills from within by torturing the very souls
of his victims before carrying them away to his lair.
ACISC: The God of Combat. Appearing as either an enormous lion or
tiger, Acisc is the most common of the Shaman gods. He is often
worshipped in towns where weapon skills are taught. When he decides
to intervene, he endows mortals with heroic fighting skill for the
duration of the combat.
VOLOBEWS: The God of Air. Volobews travels with the wind, appearing
as a winged male. When prayed to in combat, he endows his worshippers
with godlike speed. His temples lie on cliffs or wide open spaces
that he can get to easily.
THERYNI: The God of Magic. Like Vemarkn, Theryni can bestow great
magical power upon his worshippers. Ynoth, a remote town in the
kudzu, is the last town to worship him. He often appears as a black
raven with violet eyes.
A character with Priesthood or Shaman Skill may call upon his deity
for aid. some gods may only be called upon while the character is in
combat or in camp; see the individual descriptions of the gods for
details. The first time a deity call is attempted, there is a 20%
chance of being heard. If the call is successful, the god comes to
your aid as described in the description of each god. After a
successful call, the chance of being heard the next time goes down 5%,
until finally the god will ignore all your calls. To restore your
standing with your god, you must pray at one of the god's temples (see
"Temples" and "Churches", below).
Besides an occasional deity call, priests and shaman have the power to
dispel undead creatures such as zombies, skeletons, ghosts, spectres,
and wraiths. Turning undead may be attempted once per encounter. The
chance for success depends on the power of the undead creature and the
priest or shaman's intellect.
TEMPLES AND CHURCHES
While wandering around Ymros you will find many temples to the gods.
Churches can be found in towns, if the town has a patron deity.
Temples and churches serve many functions.
When a worshipper wants to restore his chance of summoning his god, he
must find a temple or church of his god and pray. The temple requires
a fee based on the power of the character. After paying the required
amount of gold and praying, the character again has a 20% chance of
successful deity call.
If a character is not a priest or a shaman but wants to become one, a
temple or church is the place to do it. Simply inform the priests or
shaman that you wish to convert to their deity and they will be happy
to do it free of charge. Note that the priesthood or shaman skill
still requires intellect points; having everyone in your party be a
priest or shaman is a waste of intellect points that could be used on
All temples and churches accept donations, regardless of your faith.
For every gold piece you donate, the patron deity of that church will
reward you with one experience point for your kindness.
Along with temples, colleges may also be found while wandering. Many
towns also have colleges in them, often more than one.
Colleges are run by masters who will teach your characters a given
skill (for a fee, of course). Each college teaches only one skill,
and the fee depends on how difficult the skill is to learn for the
character. A Ranger, for example, will learn hunting quite easily, but
a Sorcerer will have a difficult time.
Common skills such a Sword and Disarm Traps may have many colleges,
both inside and outside of towns, but others may have only one college
in the world. Each Rune and Chant have only one college. Possession,
Fencing, and Kung fu all have unique colleges.
The first place you should visit when you go adventuring is a town so
that you can buy weapons and armor for your adventurers. Don't go
anywhere without weapons and armor, or the characters will have a very
Each town has different items for sale. While most carry simple items
such as short swords and torches, towns have a little bit of the
exotic, too. The more exotic the town, the more exotic the
merchandise. Looking at the location, the patron deity and the
colleges in a town will give you a hint as to what it has to offer. A
few words about the towns of Ymros:
PATRON DEITY: Many towns have a patron deity, which means that most
of the people in that town worship that deity. the option "C" for
"Church of xxx" will appear on the town menu. See "Religion" for an
explanation of Temples and Churches.
MARKETPLACES: All items for sale are found under the "Go to
Marketplace" option. All towns have a central marketplace where
merchants attempt to sell their wares. When you select "G" the main
screen will clear and present you with the first item for sale in the
marketplace. The asking price in gold is in a box below the item. The
following commands may be used while in the marketplace:
C Continue walking through the market place.
B Go back to the last item you looked at.
H Haggle with the merchant for a lower price. The merchant may
reduce the price, or may stand firm. If you continue to haggle and
the merchant feels he is already giving you a fair price, he may be
insulted and refuse to sell you the item at any price. If your party
has a character with Persuasiveness, this will automatically be taken
into account when haggling.
P Purchase the item. You are then asked what character to give the
item to. Remember that you must go to camp after leaving the town to
equip the items.
S After buying new equipment you may go back to town and sell your
old equipment or you may sell other items found while adventuring.
You will be asked which character wishes to sell something (enter
1-5). An item may not be sold if it is currently equipped. When
selling an unidentified item you are only paid for what the merchant
can see: for a mace you will get about half the price of a new mace,
for a silver mace about half the price of a silver mace. If that
silver mace actually had a Firestorm spell you didn't know about, you
won't be paid for it since the merchant didn't know about it either.
I Identifies an item for a set price of about 75 gold per item,
regardless of what the item is. You may also try to identify an item
if you have the proper Lore skill.
# Entering a number from 1 to 5 will let you inspect a character
without having to leave the marketplace.
HEALERS: Some towns have healers in them who can cure you of poison,
wounds, binding, or even death. Note that Spirit Runes allow you to
do these things for yourself, but you may want to use a town healer if
your wizard dies (or just to save spell points).
Healing cost depends on the character's injuries and usually isn't too
expensive. Curing poisoning is a flat fee. Unbinding, which removes
the effects of a Chain, Freeze, or Still Air spell, has a cost that
depends on the level of the binding spell. Resurrection cost is
dependent on the level of the character being resurrected. Unlike the
spell, resurrection in town automatically works and restores 1 hit
point to the character.
INNS: Provides a comfortable place to sleep after a long day of
slaying dragons. While you can also sleep by going into camp,
sleeping in the inn is more agreeable, giving characters twice the
recovery rate of sleeping outside (10 spell points and 2 hit points
per night). At an inn, characters may sleep for many days in a row
(helpful for fast healing). Meals are included in the price.
GUILDS: Some towns have a guild where characters can gain levels.
Gaining a level is the process of awarding characters extra hit
points, spell points, and increasing their traits. Gaining a level
can only be done when the character has enough experience points (see
"Character Creation"). Entering the guild tells you how much
experience each character needs to get to the next level, or, if the
character has earned it, the new level is awarded.
Spell points and hit points gained are random, but based on your
Intellect and Endurance, respectively. A total of three points are
distributed to the character's traits, though none of the traits can
exceed the maximum for the race. If you wish to buy new skills with
your Intellect points, you must find the appropriate college to teach
you the skill. Guilds are free of charge.
COLLEGES: Towns often have as many as three colleges in them. Typing
the number of the college you wish to enter will put you there. These
colleges work the same way as outdoor colleges (see "Colleges").
TAVERNS: A good place to buy provisions and pick up some gossip.
Note that provisions are for one person for one day. If you have five
characters you will use five provisions every night the characters
sleep in camp.
DOCKS: A ship can be purchased at the docks in most coastal towns.
Ship costs will differ from town to town. Damaged ships can also be
repaired at the docks.
Camp is a place to heal, regain spell points, change equipment, and
other useful tasks. You can set up camp any time the characters are
wandering outside, in a dungeon, or sailing, merely be pressing "C".
You cannot camp in town or in combat. If the party is out in the
wilderness and it gets dark, the party will be forced into camp
automatically. The following commands are available in camp:
# Typing the number of a character will let you examine the character
in detail. First you'll see a page showing the character's
attributes. If a plus sign and a number appear after an attribute, it
means that a magic item is magically increasing that trait. The
number shown INCLUDES the plus already added in. Press any key to go
to the next page, or press ESC to return to the menu.
The next page lists the character's skills. Press any key to go to
the next page, or press ESC to return to the menu.
The last page lists the items the character is carrying. The
following list of symbols may precede any item name:
/ Dungeon item
$ Valuable content (gold, jewels, well made)
? Unknown (not yet identified)
Once you have the list of items, you may press ESC to return to the
menu or type the letter of an item to see it in detail. If you see
"C)$*Short sword", you know the item is valuable and magical; typing
"C" will tell you more about it (for instance, "Jade short sword +3").
Press any key to return to the item listing. Of course, unidentified
items will not have their abilities listed.
C CAST. Used to cast a spell in camp, such as Heal, Cure Poison, or
D DROP. Used to drop an item. Dungeon items must be dropped while
walking around, since they can be picked up later. Items dropped from
camp can not be retrieved. You can't drop armor or a weapon if it is
E EQUIP. You will be given a list of that character's items and asked
what weapon you want to use. Type the letter of the weapon to use or
press Return to equip with hands. Note that you cannot use a weapon
if your Strength is less than the minimum required or you don't have
the appropriate skill. Then you are asked what armor to wear. This
must be done every time you buy new armor or weapons. If your
character is using a cursed weapon or armor, he will not be able to
equip a different weapon or armor. Then you know you're in trouble.
H HUNT. In camp, each character with the Hunting skill may attempt to
find food. At sea, this is called Fishing, but you still use the "H"
key. If successful, some food will be added to your provisions.
Hunting may only be tried once per day per character with the skill.
I IDENTIFY. Used to reveal the proper ties of an item you found. The
character with the proper Lore must have the item to be identified.
Check under "Skills" to see which Lore (Weapon, Item, or Potion)
The chance of successful identification is dependent on the user's
intellect. A character may use one Lore skill per day.
P PRINT. If you have a printer, it is often handy to have a printout
of your characters in front of you. To get a printout, turn on the
printer, put it on line, press "P" for print, and then enter the slot
number your printer card is in. Then enter the number of the
character you wish to print, or press "A" to print them all. Also,
you may press "E" to get an extended character print.
R REORDER. When you are attacked, your characters are placed in the
order you have specified. Use Reorder to change this formation. You
may want to put weaker characters in the center, since the party can
be attacked from any side. The computer will go through each
character in your party and ask where to place them on a 3 x 3 grid
lettered from A to I. As you place them, their numbers appear on the
S SLEEP. At night you may sleep in order to regain hit points and
spell points. If it is too early in the day you will be informed that
your party is restless and not able to sleep yet. Sleeping restores 1
hit point and 5 spell points per day and consumes 1 provision per
T TRADE. When moving weapons around or identifying items you may wish
to trade items from one character to another. You cannot be equipped
with the armor or weapon you wish to trade.
U USE. To use an item such as a ring with a Heal spell, a potion, a
salve, etc., use this command.
V VIEW LAND. The Visionary skill. You will always see your
surroundings in bright daylight. Press I, J, K, and M to move around
and view your surroundings. You can only see a given distance from
your body's position. This is very handy for finding nearby towns or
where you left your ship. View Land is usable once per day. Press
ESC to return to camp.
W WORSHIP. Used to perform a deity call in camp. The only gods worth
calling in camp are the gods of Magic and Life.
X EXORCISE. A character with priest or shaman skill can attempt to
exorcise a cursed item that a character has equipped. If successful,
the item will be unequipped (it's wish to drop it at this point).
Exorcism may be attempted once per day.
L LEAVE CAMP. When you are ready to leave camp, press ESC.
Many travelling merchants wander the countryside selling their wares
to adventurers. Merchants can often offer good bargains or exotic
items that you cannot find in towns. Some items are overpriced and
some are great buys, so be a good shopper. Some items, such as empty
vials or rods with no spells on them, can be purchased only from
merchants and can later be enchanted (see "Enchantment"). When a
group of merchants approaches you, you may immediately ignore them and
continue adventuring, or greet them, in which case they set up shop.
LEVEL OF MERCHANTS
The level of the merchant reflects the quality of the merchandise (or
the quality he pretends to have). The level of merchants depends on
your location; initially you'll find poor and ragged merchants, but as
you travel you may find wealthier ones.
While most merchants are respectable businessmen, some are outright
crooks. When you buy a staff with a 22 point Flame Strike on it, you
have only the merchant's word that it actually does that. Something
like the content of the item (jade, gold) can be seen and you can't be
ripped off for that. A merchant who lies about one item will be more
likely to lie about another.
Your only recourse is the View Mind skill used by many Visionaries and
Paladins. This skill is usable only once per group of merchants,
regardless of how many characters have the talent. Pressing "V" for
View Mind will automatically scan the merchant's mind about all the
items for sale and detect which he is lying about. The skill is not
infallible and may not detect all lies. Items that were lied about
will be marked "LIE" when you look at them in the gold box.
Twisting catacombs, dark tunnels, and fabulous tombs are but a few of
the places you will encounter in your adventures. The wise adventurer
should know the special rules of the underworld--there's more to
dungeons than slaying a wizard and leaving.
While the light on the surface changes as the sun rises and sets, the
underground is always shrouded in darkness, concealing many tricks,
traps, and hidious monsters. Light can be provided in a number of
ways. The simplest and most inexpensive method is the torch. To light
a torch, set up camp and Use a torch. It will provide a little bit of
light. Sleeping puts it out. Lanterns cost a bit more, but the extra
light is comforting. Use a lantern the same way as a torch.
The underground is a natural setting for dwarves, who have the skill
of Dark Vision. Dwarves see in total darkness as if they had a torch,
and if they do have a torch their vision is even better. The best you
can see is with Dark Vision and a lantern.
Magical light can be created with Fire or Ice Runes. The spells Magic
Torch and Crystalight give off a magical light. The more spell points
put into a spell, the farther you can see. The Crystalight spell is
the more powerful of the two.
With a few exceptions, you are wandering the underground as an
intruder, and the designers of these dungeons have established many
ingenious devices to rid themselves of unwanted guests. While
monsters must be fed and cannot stay in one place forever, a trap is
always ready for a careless adventurer. This is why thieves are handy
to have in your party: they are experts at detecting and disarming
traps. Types of traps known to seasoned adventurers are:
POISON NEEDLE: Shoots out from the wall striking one character doing
1-4 damage (armor doesn't help) and has a slight chance of poisoning
PUNJI PIT: A pit with spikes of sharpened wood at the bottom. These
traps are often covered with rotting wood or other weak material and
then covered with dirt. Each character has a 50% chance of falling in
the pit, in which case they will take 1-6 points of damage. In more
dangerous areas the spikes are sometimes poisoned.
DARTS: A common trap consisting of 2-6 darts that shoot out at the
party when they hit a tripwire. Each dart has a chance of hitting a
character and doing 1-3 points of damage.
SPEARS: A nastier version of the dart trap that does 2-7 points of
POOL: Either a pit filled with water or a natural pool hidden like a
punji pit. One character falls into the pool, and that character has
a 33% chance to escape each round. Every round the character doesn't
escape, there's a chance he'll take some damage from water inhalation.
ACID POOL: A very dangerous version of the pool trap that does 2
points of damage per round.
ALARM: A tripwire which sets off a buzzer or gong, alerting a party
of monsters to come and see what's going on.
DETECTING AND DISARMING TRAPS
Traps are placed only in straight passages; press "L" while walking to
scan for traps. This will check all spaces in the walls or floor
directly in front of you, as far as your light allows. The chance of
finding a trap is 25%, so if you're very suspicious, look twice. If
your party has a character with Detect Traps skill, the chance is
100%, but you still have to press "L". A white box will indicate
where each trap lies; if no traps are found, a message will appear to
Once a trap is found, it will automatically be disarmed if you have
Disarm Traps skill. If you don't have this skill, the trap will be
"noticed" and it may not go off as you go past. Such traps are
remembered as long as the characters are alive, so if you leave the
dungeon and come back, the trap will still be "noticed".
Press "V" to use this Visionary skill while walking to allow the
character with this skill to see through doors into the next room.
This skill may be used once per day.
Dungeon items such as candles, fireplaces, altars, etc. may be
manipulated by these commands: Inspect Surroundings, Examine, Take,
Drop, Move, and Use. Dungeon items are different form normal items in
several ways. While normal items tend to be generic (swords, chain
mail, torches), dungeon items are singular and have a specific purpose
(anvil, flower, gold key). All dungeon items are preceded by a "/" in
a character listing. If you drop a normal item (such as a ring), it
cannot be retrieved again. If you drop a dungeon item, it may always
be picked up again exactly where you dropped it (in the forest,
desert, dungeon, or anywhere). Dungeon items have no value of their
own and cannot be sold. Finally, while normal items must be used in
camp, dungeon items must be used while moving around.
I Inspect Surroundings. Pressing "I" automatically scans all spaces
you can see for dungeon items. Normally a fireplace or something
wouldn't be seen while you are walking around, but pressing "I" will
display the dungeon item icon wherever one or more items of interest
E Examine Item. Press "E" to examine an item a character is holding
or an item in the room on the spot you are standing.
T Take item. Press "T" and select the item from the menu to take it
with you. Of course, items such as a fire place or fountain can't be
D Drop item. All items dropped by pressing "D" may be picked up
later. No more than 10 items will fit on one space. Items may be
dropped anywhere, including outside.
M Move item. This allows you to move a dungeon item to see what is
behind or beneath it.
U Use item. Use an item you are holding on another item. Select each
item from the menu and see what happens. Experimentation cannot hurt
SECRET DOORS AND PASSAGES
Many important rooms and passages are hidden by ingenious and magical
devices. Hidden passages and doors appear exactly like walls, but you
will be able to step through them like nothing is there. If you
suspect a secret door is somewhere, try walking into the walls.
SAVING THE GAME
Saving the game in the underground works just as it does outdoors:
press "S" to save the current status of the game. You will be asked
to switch disks since the game must be saved onto side B.
While much adventure can be found on the island where Ildryn is
located, that island accounts for less than one-twentieth of the
explorable world. Only be sailing can you find exotic places such as
deserts, tundra, and sweeping expanses of kudzu.
BUYING A SHIP
Ships can be bought in any town with a dock. Expect to pay around 600
gold pieces for a ship and its crew. When your ship has been
purchased it will be placed outside of town in the dock. Some larger
towns have two docks, each of which can hold one ship. If the dock is
full you will not be able to purchase a ship yet; first, move one of
the ships out of the dock.
A new ship has 75 hit points of its own and comes complete with crew.
You may own up to 10 ships.
As your ship gets damaged by sea creatures and pirates, you will need
to repair it. Repairs can be performed in the dock; the cost depends
on the amount of damage. Remember that if your ship is destroyed, you
go down with it!
When you get outside you'll see your ship along the coastline
somewhere. If you just purchased it, it will be in the dock outside
the town. To board the ship, simply step on to it; to leave it, just
step off onto the shore and your ship will be moored there until you
return. A ship may only be anchored in deep water, so you may not be
able to leave the ship on a curve of land. Find a straight section of
coastline to dock your ship. You may also go directly from a ship
into a town, college, or temple, all of which are assumed to have
docks if they're on the coast.
While sailing, you are generally safer than travelling on land, but
there are a few sea monsters and pirates. Ship combat is much like
normal combat (see "Combat"), with the following differences.
MOVEMENT POINTS: Since it's easier to keep going in one direction on
a ship than to turn, the following adjustments are made:
KEY ACTION MOVEMENT POINTS
Return Move forward 1
> Turn clockwise 2
< Turn counter-clockwise 2
/ Turn around 3
I,J,K,M Fire cannonball 3
ATTACKING: To fire a cannonball, use the I,J,K, or M keys to fire up,
left, right, and down, respectively. You will see the cannonball
fired and whether it veers off its path. Cannonballs inflict 1-10
points of damage. If you miss, it's possible you'll hit something you
didn't intend to. Some smart ship captains try staying off target and
hope their shots will veer into the target. The closer you are, the
better the chance of hitting your target. Pirates fire cannonballs
just like you do, but sea monster get next to your ship and try to
tear it to shreds.
DAMAGE: When your ship is hit, it loses hit points. The "?" command
tells you how many hit points your ship has remaining. If your ship
is reduced to zero hit points it sinks, and your party dies along with
RUNNING: Running is accomplished by touching any of the exit dots at
the border of the map. You may not dock on land during combat.
TREASURE: Any treasure a ship is carrying sinks along with it, but
you do get a good amount of experience for destroying pirate ships or
killing sea monsters.
Combat is an essential part of Demon's Winter, and to be successful
you should understand combat quite well. This section will describe
the combat screen and the various commands available to you in combat.
HOW ENCOUNTERS ARE CHOSEN
Encounters are chosen by the area you're in; each area has its own
difficulty level and each terrain type has its own variety of monsters
as described in "Exploring." If you find yourself in combats too
deadly for your party, go back to an easier area.
When your party is attacked, the party is placed on a magnified map of
the area. This battlefield is bordered by "exit dots," where your
characters can leave the battle. Your party is placed in the center
of the battlefield in the formation you set using the Reorder command.
The formation can be changed after the combat is over by going into
camp and using Reorder again.
Demon's Winter keeps track of the direction each character and monster
is facing. When it is a character's turn, and arrow is displayed in
the upper right corner of the information box to help you see the
direction you are facing. You can also tell the facing direction by
looking at the character icons on the battlefield.
Characters and monsters move in an order determined by their speed
ratings, from highest to lowest. Each character has movements points
equal to their speed, which they can spend on the following actions:
KEY ACTION MOVEMENT POINTS
Return Move forward 2
< Turn clockwise
< Turn counter-clockwise 1
/ Turn around 1
A Attack 3
C Cast a spell 3*
U Use an item 3*
T Turn undead 3*
D Dodge special
? Examine 0
S Sound 0
P Pray (deity call) 3*
L Power leech 3*
ESC End turn *
*Ends character's turn
In order to run, touch an exit dot or a door. After you have touched
the exit dot or the door it turns into an exit icon (four opposing
arrows). From then on, all remaining characters must run through the
same icon to escape.
? This command is used to examine all characters and monsters on the
battlefield. It helps you find out who is who, which mage is 8the
level, and so on. After pressing "?" the cursor will inverse video
your character and the text window will tell you the character's name,
strength, skill, speed, armor, and weapon. If you are bound or
poisoned, it will tell you. Press ">" or "<" to move forward or
backward through the characters and monsters or press ESC to return to
When you look at the monsters, you will not be told a monster's
attributes unless someone in the party has monster lore. If a
character in the party has Tactics, beneath each monster it will tell
you who the monster is likely to attack. If the monster you are
looking at is a summoned being or illusion controlled by you, you will
be told its remaining hit points and spell points.
ATTACKING: Pressing "A" will attack the monster directly in front of
you with your equipped weapon. Your chance of hitting depends on your
skill. You will be told if you hit or missed. If you hit, you will be
told how much damage you did (if any). On occasion the word "hits"
will be replaced with "hacks" to indicate an unusually good blow that
does double damage.
Modifiers to your chance to hit and damage are:
Position: A +3 bonus is awarded for attacking from behind.
Strength: bonus damage is awarded for strong characters and damage is
subtracted from unusually weak characters (Strength 6 or less).
Karate: Used automatically if the character has the skill and is
equipped with his hands. Damage depends on the character's skill and
Kung-fu: Like karate, kung fu requires that you attack with your
hands. When a critical hit is scored, the victim is stunned for a
round. The effects are cumulative.
Stunned: Monsters can be stunned by kung fu; the more stunned it is,
the easier it is to hit. Stunned characters cannot do anything for a
Fencing: A character with fencing skill using a sword has a 10% bonus
to hit and an 8% better chance to score a critical hit.
Armor: Armor absorbs damage, instead of affecting the chance to hit.
Thus, if a fighter in plate mail is hit for 7 points of damage, he
only takes 2 points because the armor absorbs 5. Therefore, it's
possible to hit some- one and do no damage. Monsters often have
natural armor in the form of thick hide or scales.
Plus Weapons: Weapons such as an axe +1 add to the chance to hit and
the damage done.
Flaming Weapons: Flaming weapons add only to the damage done, and
against ice creatures the damage is doubled. Ice elementals and ice
demons are not subject to this double damage.
Dormant powers: This is one kind of magical power that can be found in
a weapon. These powers only work on rare occasions when you hit a
monster. Such powers can wither a monster, hack it in two, freeze it
to death, or other things. Such weapons are naturally in great
DODGING: Pressing "D" at any time will automatically end the
character's turn and apply all remaining movement points to dodging.
For every 3 movement points, all attackers are at a -1 to hit you.
You may attack and dodge in the same round--in fact, it's a smart
thing to do. A player with 12 movement points could attack twice and
then dodge, being at -2 to be hit. This is very handy for weak
characters who are better off staying out of trouble until help
arrives. Even strong characters should dodge a little bit each turn
to help them out. Only when you're going for the kill should you
attack with every movement point you have. Combinations of attacking
and dodging determine how aggressive or defensive the character is
CASTING A SPELL: Press "C" to cast a spell. The Runes and Chants
your character knows are displayed at the bottom of the screen. Some
spells (such as Resurrection and Magic Torch) cannot be cast in
combat. After typing the name of the spell, you are asked how many
spell points you wish to put into the spell, then you are presented
with a cursor. Use I,J,K, or M to move the cursor over the monster,
character or space you wish to cast the spell and press the space bar
to cast the spell. For a listing of spells see "Magic."
TURNING UNDEAD: A character with priest or Shaman skill may attempt
to turn undead once per combat, during his turn. Each character with
the skill may try once. Each undead monster will be checked; if the
turning is successful, the undead monster will be eliminated. The
chance of successful turning depends on the level of the monster and
the intellect of the Priest or Shaman.
DEITY CALL: If your party needs help, your Priest or Shaman can
attempt to summon the help of his god by pressing "P" for Pray. See
"Religion" for a listing of the powers of the different gods.
POWER LEECH: Dark elves may attempt to Power Leech one monster each
turn, at a cost of 3 movement points. Press "L" to use Power Leech
and then move the resulting cursor over the target monster using the
I,J,K, or M keys and press the space bar to activate the Power Leech.
If successful, the victim will be drained of some spell points. The
chance of Power Leech succeeding depends on the dark Elf's intellect.
SOUND: To turn the sound on or off, press "S".
END TURN: Press ESC to end a character's turn at any time.
After the combat is over, each character is awarded experience and the
party gets a certain amount of gold, depending on the difficulty of
the encounter. Dead or bound characters do not get experience. If
any items are found, they are then printed at the bottom of the
screen. You are asked which character will take the item; press the
number of the character to take the item or press ESC to leave the
item. If anyone in your party is an elf with Detect Aura, you may be
told if an item is magical by the words "aura detected" below the
item. Detect Aura does not always work.
Here is an abridged list of monsters:
KOBOLD: Small, annoying creatures with 7 hit points, a small axe, and
a nasty disposition.
SKELETON: The weakest form of undead.
COBRA: Very fast snakes, but one hit usually kills them. They may
have speeds up to 14, and their fangs are poisonous.
BUGEM: Large bipedal bugs that carry small axes. their carapace acts
as a thin layer of armor and they often have 10 hit points or more.
TIMBER WOLF: Often found in the forest. they have been known to kill
a brown bear on occasion.
SWARM: A mass of insects that act as a unit. Instead of hit point,
Demon's Winter keeps track of how many insects are left in the swarm.
when all the insects are gone, the swarm is dead. Swarms consist of
20 to 30 large insects.
DRAGONS: Come in many sizes, form babies to the Great Dragon.
Dragons have the ability to use a breath weapon as well as striking
with their claws. Baby and small dragons have not yet developed a
breath weapon. Breath weapons move outward in a cone striking anything
in their path, so don't all stay on the same side of a dragon. Fire
dragons, the classic dragon, can breathe a cone of fire. Wind dragons
breathe a torrent of wind that can blow a party away. Ice dragons
breathe freezing hail. Great dragons can breathe any of these three
ELEMENTALS: Elementals are creatures made entirely of one of the five
elements: fire, metal, wind, ice, or spirit. each is incredibly
powerful and they are favorite objects of summoning by Sorcerers.
THIEVES: Thieves roam the countryside in many forms, from simple
thugs to deadly assassins.
DEMONS: Demons are very strict, hierarchical creatures. The lowest
form for demons are manes which are the soulless bodies of dead men
who have been put to work by more powerful demons. Slavers are demons
with morningstars who boss the manes around. Gargoyles are much more
powerful and have great amounts of natural armor. Fire and ice demons
are even more powerful than gargoyles, and the only thing more
powerful than they are devils and demon lords.
Ymros is a magical place, and magic takes many forms. This section
will explain how the different spells are cast, and the effects of
each spell. Magic items are also discussed in this section.
RUNES: Runes are most often used by Wizards, but are highly prized by
other classes as well. The Runes give the Wizard power over the five
elements of nature: fire, metal, wind, ice, and spirit. Knowing a
Rune allows you to cast all the spells associated with that Rune.
All Runic spells are of variable power. After casting the spell you
are asked how many spell points you wish to put into the spell; the
more spell points, the more powerful the spell.
In combat, spells can be cast anywhere on the battlefield. After
casting the spell, a cursor appears. Move this cursor over the
character, monster, or spot on the board where you want the spell to
take effect using I,J,K, or M, then press the space bar to activate
the spell. Make sure you don't cast a Heal spell on a monster by
All spells which change traits such as skill, speed, or strength, only
last for the duration of the combat. Binding spells are permanent and
must be removed by the appropriate unbinding spell. A summary of
these spells and their point costs is given in Appendix D.
COLUMN OF FIRE: Causes the victim to be engulfed in a column of
scorching fire. Anywhere from 1 to all of your spell points may be
put into it. Only one creature is affected by this spell. The spell
will always do a minimum of 1 point of damage for every spell point
you put into it. Armor does NOT help against this spell.
FIRE STORM: A mass damage spell that affects a 5 x 5 square area.
All monsters AND characters in this area will take damage. Place the
cursor on the spot you want to be the center of the fire storm. This
spell (and all mass damage spells) cannot be cast on the first round
FLAME SHIELD: Protects the recipient of the spell with magical flames
which do not burn the character they protect, but keep foes at bay.
The more power in the spell, the hotter the flames.
FLAME STRIKE: Attempts to conjure up a flaming bolt that will kill
the target outright. The spell is very costly and difficult to cast
successfully without great amounts of power. Of all death spells,
this is the most powerful.
MAGIC TORCH: A Camp spell used to provide light. The minimum cost of
3 will provide as much light as a torch for one day; more spell points
will make the light brighter.
MELT: Reverses the effects of a Freeze spell. Put 11 spell points
into the spell for each level of binding.
ARMOR: The person or monster this is cast on is clothed in magical
armor that protects from all physical attacks. The more power put
into the spell, the thicker the armor. The minimum 2 spell points
will yield the protection of cloth armor.
BREAK BONDS: Breaks the effects of a Chain spell. Automatically
works with the proper power (11 points per level of binding).
CHAINS: A binding spell. Attempts to create magical chains and
binding around the victim, making the victim immobile. Every 10 spell
points yields one level of binding. While 1 level of binding does as
good a job as 5, the higher the level, the greater the chance the
spell will work. The Chains can only be broken by a Break Bonds
DEATH BLADE: A magical sword appears and attempts to slice the victim
to death. If unsuccessful, no damage is done. The chance of it
working is not very great unless a very powerful Death Blade is cast.
RUST ARMOR: Rusts the victim'a armor or deteriorates his skin, making
him more vulnerable to taking damage. If the victim already has no
armor, its skin will become sensitive and actually increase the damage
STRENGTH: Gives its recipient improved Strength for the duration of
the combat. This results in increased damage with each attack.
SWORD: A damage spell similar to Column of Fire. An invisible blade
slices the victim, even through any armor they may be wearing. It is
powerful, but not as cost effective as Column of Fire.
BREATH OF LIFE: A healing spell, not nearly as powerful as Healing,
but useful in emergencies.
FREEDOM: Negates the effects of a Still Air spell (13 points per
level of binding must be put into this spell).
STILL AIR: Puts the victim in a state of suspended animation, like
the Chains spell. This spell can be broken by Freedom.
TEMPEST: A mass damage spell with a 5 x 5 area of effect. A powerful
storm does damage to all in the storm area. While not as powerful as
the Fire Storm, it requires only a minimum of 6 spell points.
WIND WALK: A spell that can magically teleport the caster and the
entire party to a place of safety. Can be used anywhere in camp.
WINGS: Makes the recipient move with increased speed. Rather
expensive, but each 3 speed points equals 1 extra attack per round, so
such spells are most useful when cast at the beginning of a battle.
The increased speed does not take effect until the next round.
WINGS OF VICTORY: Provides the recipient with magical courage and
greater skill in combat. Any amount of spell points can be put into
CHILL: Chills its victims, decreasing their fighting abilities. A
very useful spell to cast on powerful fighters or monsters who use
CRYSTALIGHT: An eerie blue light appears and lights the way for the
FREEZE: The most powerful binding spell, this attempts to freeze its
victim in a block of ice, rendering him immobile until a Melt spell is
cast. The cost of 9 spell points per binding level is the lowest of
any binding spell.
HAIL STORM: A mass damage spell that has a 5 x 5 area of effect.
Freezing hail rains down and strikes the victims.
ICE SHIELD: A layer of ice, flexible enough to move, but non-
yielding to weapons, surrounds the recipient. Three spell points adds
the protection of cloth armor, and more points yield more protection.
SLOW: Slows down the victim. Every 3 speed the victim is slowed, he
loses one attack per round. This spell does not take effect until the
next round of combat.
CLUMSINESS: Decreases the victim's skill, making it harder for him to
strike his opponents.
CURE POISON: Halts the effects of poison from venomous bites and
poison needles. The damage a poison has done up to the time this
spell is cast is not affected. This spell usually works, but to be
sure, put a few more spell points into it. When a character is
poisoned he will continue to lose hit points at a constant rate while
walking around until he is cured or dies. Sleeping gives the poison
many hours to do its work and usually kills the poisoned character.
HEAL: Heals damage done to the character. Any number of spell points
may be used; at least as many hit points will be healed as spell
points used in the spell. The subject may not be healed over his
maximum hit points. This spell may be used in combat or in camp.
RESURRECT: Used to bring a dead character to life. This spell is
only usable in camp. The minimum cost of 25 spell points will only
give a 25% chance of a successful casting. To be sure of success,
find a healer in town to cast this spell. If the spell fails it has
no adverse effects (other than wasting 25 spell points!). If the
character is raised, all ailments such as poison or binding are cured
and the character will have 1 hit point.
SANCTUARY: A spirit of peace surrounds the recipient of this spell,
taking some of the power out of attacks aimed at him.
SPIRIT WRACK: Attempts to torment the very soul of the victim and
bring about a horrible death. It is very costly, but quite powerful.
TRANSFERENCE: With this spell, the caster can transfer some of his
magical energy (at least 3 spell points) to another character. Often,
some of this magical energy is lost in transit. The recipient of the
spell points can be "supercharged" and possess spell points ABOVE his
normal maximum capability. At night, any spell points above maximum
wears off. The spell is handy to channel a great amount of energy
into one spell caster for a big spell such as Resurrection or a big
WEAKEN: Weakens the victim, decreasing the damage he can do with a
WITHER STRIKE: A dangerous spell that causes the victim to wither
with age. Strength, skill, and speed are reduced. The effect lasts
for the duration of the combat. The more spell points used, the
greater the chance the spell will work.
Chants are most often used by sorcerers. Two of the spells deal with
conjuring, and the third is perhaps the most powerful spell of all:
ILLUSION: Both Illusion and Summon allow the Sorcerers to conjure up
beings to fight for the party. Illusory beings have two
disadvantages: they are temporary and they have no magical power.
Illusions can disappear at any time and, since conjured beings don't
get to act until the next round of combat, they can even disappear
before they get to do anything. They also have no spell points.
Simple creatures like coyotes don't have any magic to begin with, so
this restriction doesn't matter, but when summoning an Evil Spirit or
an Elemental, this is a disadvantage. Of course, Illusions are much
easier to summon, costing half the spell points a similar Summoned
being would cost.
Illusion may only be cast in combat and the creature only lasts for
the duration of the combat (sometimes not even that long). When
casting Illusion you are presented with a menu of the creatures you
can summon. Enter the letter next to the creature to be summoned,
place the cursor where you want the monster to appear (using the
I,J,K, and M keys), and press the space bar. You control the Illusion
as though it were one of your characters. Illusions have hit points
and other traits of their own.
No more than three conjured beings can be in any one combat. Conjured
beings continue to exist even after their summoner has been killed,
but if everyone in the party has been killed, they disappear too.
Remember: conjured beings don't need to be killed to end the combat.
No experience is given for killing conjured beings.
SUMMON: Summoning is a more sophisticated and more costly version of
Illusion. Summoned beings last until the end of the combat or until
they are killed. They also possess one half the spell points of their
real-life counterparts, so they can cast spells. True summoned Demons
and elementals are very powerful.
POSSESSION: This powerful spell, if successful, places the victim
under the caster's control. The caster can make the victim cast any
spells desired or attack his friends. Warning: this spell can also
be cast on characters by powerful monsters who know Chants. It can be
removed by Possessing the victim back, waiting for him to snap out of
it, or waiting until combat ends.
Lore is special knowledge usually studied by scholars. Lore, except
for Monster Lore, can be used once per day in camp to attempt to
identify an unknown item. The chance of this working depends on the
intellect of the user. This knowledge can be used for many purposes:
WEAPON LORE: Required to identify weapons and armor.
POTION LORE: Required to identify vials and salves.
ITEM LORE: Identify miscellaneous items such as staves, rings, and
MONSTER LORE: Constantly in effect, this allows the party to see a
monster's traits during combat by pressing "?".
VIEW LAND: Allows the user to see great distances in order to find
the nearest town, find a ship, etc. Usable only in camp (see "View
Land" in the "Camp" section).
VIEW ROOM: Allows the user to see what lies on the other side of a
door or what lies a few spaces ahead of him in a corridor. Used while
walking around (see "Underground").
VIEW ITEM: Lets you determine how one item could be used with
another. It works better on stationary objects such as statues than on
easily mobile ones such as keys.
VIEW MIND: Used to determine if a merchant is lying to you. Usable
once per group of merchants (see "Merchants").
There are many kinds of magical items on Ymros, and there are a very
large variety possible. See Appendix C for a list of the items that
can have spells on them.
PLUS: The simplest form of magic item are "plus" armor or weapons. A
"+1" weapon has +1 chance to hit and +1 damage, while "+1" armor
protects a little better.
INVOKED POWERS: Invoked powers are called up by the Use command.
These are spells such as Column of Fire or Weakness that are cast by
the item instead of you. If an item has an Invoked Power, it will be
shown like this when you list the item:
Usable 1x per day
Once a day you may Use the ring in combat and it will be just as if
you had cast a 12 pt. Flame Shield spell. Besides items that are
usable 1,2, or 3 times a day, some items (such as wands, staves, and
rods) have charges. For example, a wand may have 10 uses before it
runs out of power. Charges may not be restored, and the price of an
item goes down as the charges are used.
Some items are also breakable and have a certain chance each time they
are used that the object will break. The item will have a listing of
"Breakable (%)" with a percentage chance after it. Any percentage is
CONSTANT POWERS: These powers can only be put on weapons or armor.
These include skills an item gives you (berserking, hunting, etc.) or
an increased attribute (+2 Speed) or flaming. Unlike Invoked Powers,
these powers are constantly in effect as long as you are equipped with
that weapon or armor.
DORMANT POWERS: The most powerful kind of magic found on weapons are
spells that the weapon occasionally casts on its own. The power to
cast the spell is taken from the life force of the creature you are
attacking. For example, a dagger with a dormant 6 pt. Weaken spell on
it will (at random times) cast a 6 pt. Weaken spell on the monster you
just hit, weakening it. Some dormant powers cast a spell on you
instead of on the target; such weapons are marked with an asterisk.
There are nine common kinds of dormant powers, although many others
MITHRIL: These weapons, a favorite of the ancient dwarves, cover you
in an ever thickening layer of magical protection.
UNHOLY: Often used by Paladins of the Death Gods, these dark weapon
have the power to torment the soul of the creature they hit, bringing
automatic death. These weapons are rare, powerful, and expensive.
LIFE STEALING: The favorite weapon of wizards and sorcerers, a weapon
of Life Stealing will take the enemy's life force and transfer it to
the wielder in the form of Spell Points.
VORPAL: Very rare and powerful weapons that appear as incredibly
shiny metal, gold, or jade. The weapon on rare occasions will slice
through a foe and kill it with a single blow.
DWARVEN: Another weapon of the dwarven smiths, these weapons tend to
increase the wielder's courage, thereby increasing his Skill.
SHARPNESS: Appearing as very sharp weapons, they occasionally do more
damage due to their sharp edges.
BLOODSTONE: This fearsome weapon causes the victims blood to flame on
BERSERKER: These weapons increase the wielder's strength during
battle for the duration of the combat.
STASIS: These weapons occasionally put their victims in a state of
suspended animation with the Still Air spell.
Note that these powers do not take effect every time a foe is hit, but
about 1 in 10 times damage is done. Items such as vorpal or stasis
weapons may attempt to slay or freeze their victims, but fail.
CURSED: It is a good idea to identify any weapon or armor before you
put it on because it may be cursed. Cursed weapons and armor may have
any number of ill effects, like decreasing your traits, lowering your
chance to hit, or even have dormant powers that affect you instead of
your target. The worst thing about cursed weapons and armor is that
once you equip with them, you cannot get rid of them unless a Priest
or Shaman can exorcise it.
ENCHANTMENT: Legend tells of the workshop of Brolor, where the
dwarves still work on fabulous weapons. It is rumored to be somewhere
in the vast expanse of kudzu. Here, for a price, weapons can be
custom made and enchanted to your specifications. Enchantment is by
no means cheap, but you will find it cheaper if your weapon is better
made or made of precious materials like gold or jade.
HINTS ON GAMEPLAY
A few things to remember when starting out:
CREATING CHARACTERS: Make sure you create at least one wizard and
give him Spirit Runes. Otherwise you won't be able to heal people at
Don't accept a speed of less than 5. It will slow down the party.
Characters start with only two skills, and even then you must have
enough intellect for them. The skills you can start with depend on
your class. If you can, be sure to pick at least one Weapon skill.
BUYING EQUIPMENT: Haggle once, maybe twice, before buying anything.
Why pay more than you have to?
Look at the strength requirements for the weapons you are about to buy
(Appendix E). If you only have a 10 strength and try equipping with a
morning star, you won't succeed.
Go to camp and equip immediately after buying equipment.
During adventuring, write down ALL clues and save the game often.
This will help you complete the game.
APPENDIX A: SKILL COSTS BY CLASS
SKILL POINT COSTS BY CLASS
SKILL 1 2 3 4 5 6 7 8 9 10
Axe 3 5 1 6 10 3 9 8 8 8
Armored Skin 5 6 4 6 10 10 10 10 10 10
Berserking 4 6 2 4 5 4 9 9 8 8
Detect Traps 3 4 3 3 4 1 6 6 5 6
Disarm Traps 6 7 7 7 8 3 9 9 9 8
Fencing 4 3 5 10 8 6 10 10 7 7
Fire Ruins 10 10 10 9 8 10 5 10 10 9
Hunting 1 4 2 4 5 4 7 9 7 6
Ice Runes 10 10 6 9 8 10 4 10 9 9
Illusion 9 9 10 8 7 8 10 3 5 9
Item Lore 9 10 10 6 10 10 6 7 7 4
Karate 3 6 5 1 3 2 6 6 4 4
Kung Fu 6 8 8 3 5 5 8 8 7 7
Mace 2 4 1 4 2 1 6 6 5 5
Metal Runes 10 10 10 9 8 10 4 10 9 9
Monster Lore 2 4 5 4 5 5 5 5 4 2
Persuasiveness 4 2 7 5 2 4 5 7 6 7
Possession 10 10 10 9 8 10 10 5 7 10
Potion Lore 8 10 10 4 8 10 3 4 8 2
Priesthood 5 2 9 4 3 9 5 7 4 8
Shaman 5 8 5 4 3 9 7 5 4 8
Spirit Runes 10 7 10 9 6 10 4 10 7 9
Summoning 10 10 10 10 9 10 10 5 8 10
Sword 3 2 4 6 10 3 8 7 6 6
Tactics 3 2 5 4 4 4 6 6 4 1
View Items 10 10 10 10 8 10 10 10 2 8
View Land 10 10 10 10 10 10 10 10 3 7
View Mind 9 2 10 8 4 5 8 8 2 10
View Room 10 10 10 9 10 9 10 10 4 10
Weapon Lore 7 7 7 8 10 7 9 9 8 3
Wind Runes 6 10 10 9 8 8 5 10 10 9
1=Ranger, 2=Paladin, 3=Barbarian, 4=Monk, 5=Cleric, 6=Thief,
7=Wizard, 8=Sorcerer, 9=Visionary, 10=Scholar
APPENDIX B: RACIAL TRAIT MAXIMA
TRAIT HUMAN ELF DWARF DARK ELF TROLL
Speed 20 20 15 22 14
Strength 24 15 30 14 24
Intellect 32 40 24 40 20
Endurance 22 15 25 15 30
Skill 21 20 22 17 18
APPENDIX C: MAGIC ITEMS
WEAPONS: May be enchanted with Invoked, Dormant, and Constant powers.
For Invoked powers, they may have a wide variety of spells such as
damage spells, storm spells, healing, light spells, death spells, and
chants. Invoked spells must be of the "usable x times per day" type;
no charges or breakable weapons.
ARMOR: May contain Invoked or Constant powers. The only invoked
powers found on armor are such spells as Flame Shield and Ice Shield.
Like weapons, Invoked spells must be of the "usable x times per day"
type; no charges or breakable weapons.
CROWN: Not found in breakable form or with charges. Crowns possess
powers dealing with death, summoning, illusions, magic power
transference, and armor spells such as sanctuary.
VIAL: All vials are breakable (100% chance), yielding only one use.
They contain useful spells like Heal, Wings, Strength, Cure Poison, or
Transference. Don't drink them without knowing their contents,
because vials of Weakness, Slow, Clumsiness, and Withering exist.
RING: Can have any form of power (breakable, charges, etc.). They
can cast just about any spell except Resurrection and Wind Walking.
WAND: All wands work on the charge system. They can possess spells
for increasing and decreasing traits (Strength, Slow) and conjuring.
STAFF: Also has charges. Staves are much more powerful than wands,
and possess death spells, damage spells, armor spells, and
occasionally healing spells.
ROD: Rods possess freezing and unfreezing spells, damage, healing
spells, and Cure POison. They also use charges.
GEM: Magical gems can use charges, be usable x times per day, or be
breakable. Different gems are used to gain strength, magical power,
light, and conjuring.
AMULET: Amulets may have any type of power, including armor spells,
cure poison, and rarely Resurrection.
MEDALLION: Medallions only exist in the "x times per day" form. They
can contain damage and mass damage spells as well as Heal, Wings of
Victory, Chill, and Clumsiness.
TALISMAN: A talisman will always work on the charge system. They are
very powerful and often contain spells such as Flame Strike, Spirit
Wrack, Freeze, Strength, Weaken, and Possession.
FIGURINE: Figurines may be of any form of power (charges, breakable,
etc.). They appear in the shape of an animal or creature, and this is
the creature they conjure. They are only used for summoning or
SALVE: Salves are like vials, but have more than one use. They work
with charges. While salves can heal, be careful to identify them
first, for they may also Wither, Flame, or even slice up the victim.
MINIMUM SPELL POINT COSTS
FIRE RUNES: METAL RUNES:
Column of Fire 1 Armor 2
Fire Storm 10 Break Bonds 11
Flame Shield 4 Chains 10
Flame Strike 16 Death Blade 15
Magic Torch 3 Rust Armor 3
Melt 11 Strength 1
ICE RUNES: WIND RUNES:
Chill 1 Breath of Life 5
Crystalight 2 Freedom 13
Freeze 9 Still Air 11
Hail Storm 7 Tempest 6
Ice Shield 3 Wind Walk 10
Slow 3 Wings 4
Wings of Victory 1
Cure Poison 9
Spirit Wrack 20
Wither Strike 15
CREATURE ILLUSION SP COST SUMMONED SP COST
Coyote 2 4
Zombie 4 8
Brown Bear 6 12
Small Dragon 8 16
Ogre 10 20
Evil Spirit 14 28
Fire Demon 18 36
Fire Elemental 20 40
Metal Elemental 20 40
Wind Elemental 20 40
Ice Elemental 20 40
Spirit Elemental 20 40
APPENDIX E: STANDARD EQUIPMENT LIST
WEAPON MINIMUM DAMAGE STRENGTH SKILL
Dagger 1-3 N/A N/A
Small Axe 1-4 N/A Axe
Short Sword 1-6 6 Sword
Mace 1-6 7 Mace
Morning Star 1-7 11 Mace
Broad Sword 1-8 13 Sword
Battle Axe 1-10 16 Axe
2-Handed Sword 1-12 18 Sword
ARMOR PROTECTION RAN PAL BAR MON CLE THF WIZ SOR VIS SCH
Cloth 1 X X X X X X X X X X
Leather 2 X X X X X X X X
Chain 3 X X X X X X
Scale 4 X X X
Plate 5 X X
ATARI ST VERSION
Before beginning play, please make a backup copy of the disks for play
use. The disks have no physical protection so you may use the normal
TOS copy program for making these backups. Once the copies have been
made, simply put your master disks away and use the copies for play.
To load your game of Demon's Winter, turn on your computer and insert
your backup copy of the Game Disk. Double-click on the DEMON.PRG icon
that appears in the window and the game will load. The next menu that
you will see offers three options:
Alternate Character Set
The keyboard commands are keyed to the first letter of the item being
activated. For instance, in order to enter the "Marketplace" within a
city, you use the "M" key. However, due to the availability of a
mouse on your system, you may use the mouse to select any movement or
menu option. In order to use the mouse instead of the keyboard
commands, simply click on the desired menu option shown on the right
of the screen during play.
Movement in dungeons and in the wilderness may be accomplished by
moving the mouse in the direction that you wish to move and clicking
on the mouse button. As you move the mouse, a movement arrow will
appear on the screen showing you which way you are going to move. If
you are in tactical combat and an enemy is adjacent to you in the
direction you are trying to move, you will attack it by moving that