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Death Knights of Krynn Rule Book

Table of Contents

Introduction                                            1
    Your Game Box Should Contain                        1
    Transferring Characters from Champions of Krynn     1
    Before You Play                                     1
    Getting Started Quickly                             1
Beginning to Play                                       2
    Modifying Characters and Parties                    3
    Character Summary Screen                            4
    Non-Player Characters (NPCs)                        5
    Viewing Characters                                  5
    Character Status                                    5
Adventuring                                             6
    Display Screens and Points of View                  6
    Adventuring Options                                 7
    Encamp                                              7
    Magic                                               8
Civilization                                            9
Encounters                                             10
    Combat                                             11
    After Combat                                       12


Death Knights of Krynn Rule Book

INTRODUCTION

Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product,
DEATH KNIGHTS OF KRYNN, A DRAGONLANCE fantasy role-playing epic.  This
game is based on the rules and background created by TSR, Inc. and a
story line created especially for this game.

DEATH KNIGHTS OF KRYNN begins a year after the defeat of Takhisis'
minions in CHAMPIONS OF KRYNN.  The Solamnic commander of Gargath
Outpost has asked your characters back to celebrate the victory--to
share memories and feasting with old comrades.  Your adventuring party
looks forward to a peaceful and uneventful celebration...

YOUR GAME SHOULD CONTAIN
* Disks
* Rule Book
* Adventurer's Journal
* Data Card

This rule book is designed to explain all your options and guide you
through playing the game.  If you are not familiar with the ADVANCED
DUNGEONS & DRAGONS game system, you will find helpful information
about how things work in the Adventurer's Journal.

The Adventurer's Journal contains a variety of information including
details about character classes, magic, combat and an introduction to
the adventure story.  The Journal also includes the maps, information,
rumors and stories that you will need to play the game.  As you play
the game you will discover for yourself which of the tales you hear
are fact and which are fiction.

The Data Card explains how to start the game and select items and menu
options with your specific computer.  It tells you how to transfer
characters to DEATH KNIGHTS OF KRYNN from the fantasy role-playing
game, CHAMPIONS OF KRYNN.  It also shows how to get right into the
game without having to read through the rules.

TRANSFERRING CHARACTERS FROM CHAMPIONS OF KRYNN

DEATH KNIGHTS OF KRYNN will accept characters which were created and
played in CHAMPIONS OF KRYNN.  There are two ways to get characters
from CHAMPIONS into DEATH KNIGHTS.  The first, and preferred way, is
to load a saved game and select CHAMPIONS on the LOAD FROM option.
The second is to remove the characters from their CHAMPIONS party,
copy them to your DEATH KNIGHTS save disk or directory and add them to
a new party.  See your Data Card for more details.

Note: If you transfer characters to DEATH KNIGHTS before they have
completed the CHAMPIONS adventure, they may lost some items.

BEFORE YOU PLAY

There is no copy protection on your DEATH KNIGHTS OF KRYNN disks, so
please make backup copies and put the originals away for safekeeping.
When you start the game, you will be asked to answer a verification
question from this rule book or the Adventurer's Journal before you
can play. turn to the page as indicated for either this rule book or
the Adventurer's Journal, find the indicated work, type it in and
press the  or  key.

GETTING STARTED QUICKLY

DEATH KNIGHTS OF KRYNN comes with a ready-made party in a saved game
that allows you to begin adventuring immediately.  Us the instructions
on the Data Card to load the saved game and begin playing.  Use this
rule book to answer any questions during play.


Using Menus
All commands are menu based, and the concept of the active character
is central to the game.  During combat the active character is chosen
automatically according to a character's initiative and random
factors.  Other times you select the active character.

If a command affects the whole party, just select the command.  If the
command affects one character, make that character active and then
chose the command.

Example: To look at a character's items, select that character, choose
the VIEW command, and then choose the ITEMS command.  The computer
displays al list of that character's items and their readied status.

Menus are displayed either vertically or horizontally.

Vertical menus select the character, item, or spell to be acted upon.
If there are more choices than will fit on the screen at one time, use
the NEXT and PREV commands to view the additional selections.

Example: When purchasing items, selections are made from a vertical
menu list of equipment.

Horizontal menus list what the active character can do, or what can be
done to him.  In the rules, menus are shown with all of their options,
although in some cases, options will not be available every time a
menu appears.

Example:
Treasure Menu
View Take Pool Share Detect Exit

The options TAKE and SHARE will only appear if there is treasure to
take.  The option DETECT will only appear if there is treasure and the
active character has a Detect Magic spell available.

The rule book only lists the general game menus. special menus appear
with many encounters that indicate available options.

BEGINNING TO PLAY

You must load a saved game or generate characters and band them
together into a party.  This first menu is displayed at the start of a
game:

CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICK (Some computer systems)
EXIT TO DOS (Some computer systems)

CREATE NEW CHARACTER is used to build a character.  Detailed
information about characters, races, classes and so on is available in
the Journal under Characters and Parties beginning on page 2.  This
command displays the following menus to define the character.

PICK RACE lists the seven races you can choose for a player-character.

PICK GENDER lists the sex the character can be.  Gender affects the
character's maximum strength.

PICK CLASS  lists the class or classes the character is qualified for
based on race.

PICK DEITY (clerics only) lists all of the gods a cleric character can
choose to worship.  Each deity confers unique powers to its clerics
and determines which alignments a character can be.  See the Deities
section in the Journal for more details.

PICK ALIGNMENT lists all the possible alignments for the character
based on character class.

The computer randomly generates the character's ability scores after
you choose alignment.  If you are not happy with the character's
scores you may roll them again.  Remember that you can use the MODIFY
CHARACTER command on the Party Creation/Hall Menu to change the
character's ability scores and hit points (HP) after the character has
been generated.


NAME CHARACTER provides a15 letter space to type in the character's
name.  This name will be automatically saved to disk.  On some
computer systems the character is named after the abilities scores are
generated, on others the name is entered after the combat icon is
selected.

SELECT COMBAT ICON allows you to design the shape that will represent
the character in combat.  Customize this icon to represent the
character's favorite weapon, armor and colors.  Different computers
and graphic adapters have different capabilities; experiment to create
the best icon for each character.  The combat icon may be altered
during the game using the ALTER command from the Encampment Menu.

EXIT from any of the character creation menus returns you to the Party
Creation Menu.

ADD CHARACTER TO PARTY allows you to add individual characters to the
party from the saved game disk or directory.  A party is a group of
characters composed of up to six player characters (called PCs) and up
to two non-player characters (called NPCs).  A party should have a
balanced mix of characters with different classes.  For more
information about building parties see Building a Successful Party on
page 9 of the Journal.  You will also need to indicate the last game
the character adventured in with the From Where Menu.

FROM WHERE MENU

ADD FROM WHERE: DEATH CHAMPIONS EXIT

DEATH adds a character that was generated in DEATH KNIGHTS OF KRYNN or
last adventured there.

CHAMPIONS adds a character that last adventured CHAMPIONS OF KRYNN.

EXIT quits the ADD CHARACTER option.

LOAD SAVED GAME permits you to resume a previously saved game.  The
saved game provided with DEATH KNIGHTS OF KRYNN can also be loaded,
and on some systems you can directly load saves from CHAMPIONS OF
KRYNN.  See your Data Card for more information.

INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse.  This option
is only available on some computer systems.

EXIT TO DOS ends play.  This option is only available on some computer
systems.

MODIFYING CHARACTERS AND PARTIES

The Party Creation/Hall Menu shows the characters currently in your
party and lists the commands for creating and modifying the party.
Not all of the options are available at all times.

CREATE NEW CHARACTER
DROP CHARACTER
MODIFY CHARACTER
TRAIN CHARACTER (Hall only)
KNIGHT CHANGE ORDER (Hall only)
VIEW CHARACTER
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
BEGIN ADVENTURING
EXIT TO DOS (Some computer systems)

DROP CHARACTER eliminates a character from the party and erases him
from the saved game disk.  A dropped character cannot be recovered.

MODIFY CHARACTER allows you to change the character's ability scores
and HP.  Use MODIFY CHARACTER to change a character generated in DEATH
KNIGHTS OF KRYNN to match the ability scores of a favorite AD&D game
character.  A character cannot be modified once he has begun
adventuring.


CHARACTER SUMMARY SCREEN
TRAIN CHARACTER (from Hall Menu only) increases a character's level
when he has gained enough experience points.  Characters may only
advance one level per class per training session.  See the Experience
Points and level sections in the Journal under Ability Scores and
Other Attributers for more information.  Training takes no game time.
When mages advance, they may add a spell to their spell books.  There
is no charge for training characters.

KNIGHT CHANGE ORDER (from Hall Menu only) allows a knight of a
sufficient experience and abilities to petition for admission into the
next higher order.  Look under Soamnic Knights on page 7 of the
Journal.

VIEW CHARACTER displays a Character Summary Screen for the active
character.  For more information see the Viewing Characters section.

REMOVE CHARACTER FROM PARTY transfer a character from the party to the
saved game disk or director.

SAVE CURRENT GAME stores the current game to the saved game disk or
directory.

BEGIN ADVENTURING starts the game.


NON-PLAYER CHARACTERS (NPCs)

During the game the party will encounter non-player characters (NPCs).
They may talk to the party, attack or even offer to join.  There re
two kinds of NPCs: those who volunteer to join the party and those who
will only give information or fight.  NPCs that join the party are
treated like player characters with a few differences.

The computer commands NPCs in battle, and they have morale.  If things
are going badly for the party, NPCs may run.  If you have a Knight in
the party, his leadership ability may place NPCs under your control
(on some systems only -- see your Data Card).  Items can be traded to,
but they cannot be traded from conscious NPCs to other characters.  If
an NPC dies or is unconscious you can use the TRADE command on the
Items Menu to take his items.  Only two NPCs at a time may join the
party.

VIEWING CHARACTERS

The VIEW command displays the character summary screen.

The moons affect the magical powers of all mages.  For more
information on the moons see the Moons of Magic on page `6 of the
Journal.

Characters accumulate wealth, in the form of steel pieces, gems, and
jewelry as they go.  The value of gems and jewelry varies and can only
be determined by having the items appraised in a shop.

Encumbrance is the total weight the character is carrying.

Combat Movement is how many squares a character can move during a
combat segment.  This is based on his readied armor, strength and
total encumbrance.

CHARACTER STATUS

OKAY status means that the character has positive HP and can move and
fight normally.

UNCONSCIOUS status means that the character has exactly o HP.  He
cannot move or fight but is in no danger of dying.

DEAD status means that the character has died.  Non-elf characters
have a chance of being resurrected with magic.  The character's chance
of being resurrected is influenced by his constitution.  See the
Constitution Chart in the Journal.

DYING (combat only) status indicates the character has between -1 and
-9 HP and is bleeding to death.  Use the BANDAGE command to have
another character stop the bleeding before the character dies.

STONED status means that the character has been turned to stone.  The
character can be returned to normal with a Stone to Flesh spell which
is available at any temple.  Red Robe mages may also learn the spell
when they reach 10th-level.

FLED (combat only) status means that the character has fled from the
battle.  After the battle he will rejoin the party.

GONE status means that the character has been killed and the body
lost.  Nothing can bring the character back to life.

From the View Menu several options are available to inspect the active
character.  Not all of these commands are available at all times.

View Menu
Items Spells Trade Drop Cure Heal Exit

ITEMS shows all the equipment the character is carrying.  Items
preceded by a YES are ready for use.  Not all commands in the Items
Menu are always available.

Items Menu
Ready Use Trade Drop Halve Join Sell Id Exit

READY changes the status of a weapon, armor or other item.  Only
readied items can be used in combat.  Arrows are assumed to be in a
quiver and can be readied at all times.  Some items will take both
hands when readied (bows, quarter staffs, etc.), some take only one
(long swords, wands, etc.).  On some systems there are items that can
only be readied or unreadied while in either camp or combat.

USE activates an item.  If you are using an item in combat, the Aim
Menu will appear if the item can be targeted.  See the Combat section
for details about the Aim Menu.

TRADE transfer an item from the active character to another.  Choose
the item to trade and then select which character is to receive it.
Remember: a conscious NPC will not give up items.

DROP permanently removes items from a character.  Dropped items cannot
be recovered.

HALVE divides a bundle of some item into two bundles.  For example,
HALVE would turn one bundle of 42 arrows into two bundles of 21 arrows
each.  This is handy for diving items to distribute among party
members.

JOIN combines all similar items into one line.  No more that 255
similar items can be joined on one line.  Many items, such as potions,
cannot be joined.

SELL is described under the Shops Menu.

ID is described under the Shops Menu.
SPELLS lists all of the spells a character has memorized.

TRADE is used to transfer money, gems and jewelry from the active
character to another.  Select which character is to receive, and then
choose what, and how much, is traded.

DROP permanently removes money from a character.  Dropped money may
not be recovered.

CUREE (Paladin only) is another ability of paladins identical to the
clerical spell Cure Disease.  A paladin may cure once per week at
levels 1-5, twice at levels 6-10 and three times at levels 11-14.
This option is only displayed if the paladin has a cure available.

HEAL (Paladin only) is an ability of paladins.  Paladins may heal two
HP (per level) of damage each day.  Select the HEAL command, then the
character to be healed.  This command is only displayed when a paladin
has healing available.

ADVENTURING

After setting up your party and reading the background information in
the Adventurer's Journal, it is time to head for adventure, fame, and
glory.  Your adventuring party will engage in fierce battles and final
treasures.  Sometimes they have to stop, heal wounds and memorize
spells for future encounters.

DISPLAY SCREENS AND POINTS OF VIEW

DEATH KNIGHTS of Krynn uses four different points of view: 3-D, Area,
Overland and Combat.

To the right of the point of view window, in either 3-D or Area, are
the map coordinates, facing direction (N, S, W, E), current time and
what the party is doing (searching, camping, etc.).

3-D appears in towns and underground. 3-D is a first-person
perspective view that appears in the point of view window and shows
the surrounding area from the party's perspective.  Rotate the party's
facing and move using the directional controls.  The direction
controls for your computer are described on the Data Card.

Area provides an overhead view of the party's surroundings, replacing
the 3-D view.  Choose the AREA command from the Adventure Menu.  This
view is not available in all regions.

In the area display a cursor shows the party's position.  On some
computer systems the cursor is an arrow that indicates current party
facing and allows movement as in the 3-D view.  On other systems you
cannot move while in this view.

Overland displays a map of the area where the game takes place while
the party is traveling cross-country.  A cursor indicates the party's
current location.  Move around on the overland map with the
directional controls.  The map in the Journal shows the game region
with several major locations identified.

Combat view occurs automatically whenever the party engages in battle.
The combat screen is a detailed view of the area the party is in when
the encounter begins.

ADVENTURING OPTIONS

All adventuring options are displayed in horizontal menus.  The main
Adventure Menu offers access to normal options.

Adventure Menu
Move Area Cast View Encamp Search Look

MOVE places ;you in a mode where you use the direction controls to
move and turn your party.  Normally, each move forward takes one
minute of game time.  If the party has Search on, each move takes ten
minutes.  Refer to the Data Card for computer-specific movement
information.  Select EXIT to return to the Adventure Menu from
movement.

AREA toggles between the area and 3-D view.  In many regions this
command is not available.

CAST displays the Cast Menu if the active character is a spell-caster.
See the Magic section for more information.  Some spells only have an
effect in combat.

VIEW displays the Character Summary Screen and the View Menu.

ENCAMP displays the Encamp Menu.  See the Encamp section for a
description of the available commands.

SEARCH indicates the party is to move slowly and examine their
surroundings, searching for secret doors, traps, and so on.

LOOK is used to search an individual square and takes ten minutes of
game time (like moving while searching).

ENCAMP

The Encamp menu includes options such as saving the game, resting to
heal and memorize spells and altering items such as game speed or
party order.

Encamp Menu

Save View Magic Rest Alter Fix Exit

SAVE stores the characters and current game to be saved game disc or
directory.  Save often -- especially after surviving rally tough
encounters.  It is also a good idea to maintain more than one save.
See your Data Card for computer-specific instructions.

VIEW displays Character Summary Screen for the active character.

MAGIC is a very important part of DEATH KNIGHTS OF KRYNN and is
described under its own heading.

REST allows characters to memorize spells and to heal naturally.
Characters catch their normal sleep without having to encamp.
Spell-casters can automatically re memorize any spells they have cast
simply by selecting REST.  To choose new spells for memorizing, or
make initial selections, use the MAGIC and then MEMORIZE options.
When spells re being memorized, the initial rest time is established
by the number and level of spells selected to memorize.  For every 24
uninterrupted hours of rest in camp, each wounded character regains
one HP.  Rest can be interrupted by encounters.  If possible, find
safe places to take long rests during the game.


REST MENU
Rest Days Hours Minutes Add Subtract Exit

REST begins the resting process.  Unless interrupted, the party will
rest for the indicated time.

DAYS, HOURS, MINUTES selects the unit of time to be changed by the ADD
and SUBTRACT options.  This option is not available on all computer
systems.

ADD, SUBTRACT increases or decrease the time that the party will
attempt to rest.  Decreasing the time may not allow spell-casters to
memorize all of their spells.

ALTER is used to change the characters in the party and the parameters
of the game.

ALTER MENU
Order Drop Speed Icon Level Exit

ORDER changes how the characters are listed on the screen and how they
are deployed in combat.  Characters at the tope of the list lend to be
at the front line in combat.

DROP eliminates a character from the party and erases him from the
saved game disk.  A dropped character is gone forever and cannot be
recovered.

SPEED controls the rate at which messages are printed on the screen.
If the game messages are displayed too slow, use the FASTER command.
If messages are displayed too fast, use the SLOWER command.

ICON is used to change a character's combat icon.

LEVEL permits you to adjust combat difficulty.  After choosing LEVEL,
you will see the following menu:

LEVEL MENU
Novice Squire Veteran Adept Champion

The game is present at the Veteran level, This is the level at which
we consider the game to be "balanced," To make the combat encounters
easier, choose either the Novice (easiest) or Squire level.  To make
the combat more difficult, choose either the Adept or Champion
(hardest) level.

When you choose to make the game more difficult, you are rewarded by
receiving more experience points from your combat encounters.  When
you choose to make the game easier, you are penalized by receiving
fewer experience points from your combat encounters.

Receiving fewer experience points will slow the rate at which your
characters advance levels.  Advancing at a slower rate will give you
less powerful characters which, in the long run, may more than offset
the benefits of playing at an "easy" level.

FIX is used to heal many wounded characters with a single command.
All characters with cure spells will memorize as many as they can,
cast them on the party and then rememorize their previous spells
automatically.  FIX takes game time and may be interrupted by an
encounter.  FIX will not return HP to diseased characters; a Cure
Disease spell must first be cast upon them.

MAGIC
To get the Magic Menu options, the active character must be able to
cast spells, Spell-casters can get a list of their memorized spells
from the CAST option of the Magic Menu or from the SPELLS option of
the View Menu.  They can get a list of their spells on scrolls from
the SCRIBE option of the Magic Menu.

Magic Menu
Cast Memorize Scribe Display Rest Exit

CAST displays the Cast Menu and the character's list of memorized
spells.  Select the spell to cast and then indicate the target of the
spell.

Once a spell is cast it is gone from memory until it is memorized
again.  some spells only work during combat and others only while
encamped.

MEMORIZE displays the Memorize Menu, the character's book of spells or
clerical spell list and how many spells of each level the spell-caster
may memorize.  Once all characters have selected the spells they want
to memorize, choose the REST command to actually memorize the spells.
Remember:  Spell-casters can automatically re-memorize any spells they
have cast simply by selecting REST from the Encamp Menu.

Remember that a spell-caster can have the same spell memorized multiple
times.

MEMORIZE MENU
Memorize Next Prev Exit

MEMORIZE selects s spell to be memorized.  A spell is not actually
memorized until the character has rested long enough t imprint the
spell on is mind.  The computer will ask to verify your choices when
you a re done.

NEXT/PREV cycles through available spells if they do not fit on one
screen.

SCRIBE displays the Scribe Menu and a list of all of the spells
available on mage scrolls.  Before spells can be scribed, they must
either be identified in a shop or temple, or the mage must have cast
Read Magic on them.  Select any spells to be scribed into the
character's spell book.  Once all characters have indicated the spells
they want to scribe, choose the REST command to actually scribe the
spells.  Scribing a spell takes the same amount of time as memorizing
the same spell.  Mages cannot scribe a spell of higher level than they
can memorize.

SCRIBE MENU
Scribe Next Prev Exit

SCRIBE selects a spell to scribe from a scroll to a spell book.

NEXT/PREV cycles through available spells if they do not fit on one
screen.

DISPLAY lists the magic that currently affects the party.  This
includes spells like Bless or Invisibility plus effects likes disease.
This is an important command because diseased characters will not
regain HP until they have a Cure Disease spell cast on them.

REST displays the REST Menu referred to in the Encamp section.
Remember: A character's spells are not memorized until he has rested
the necessary time.

SPELLS are defined by their type (clerical, mage or druidic), when
they can be cast (combat, camp or both) and their parameters (range,
duration, and area of effect), and actual effect.  The spell
Parameters List in the Journal summarizes all of the available spells.
When using spells from the Encamp Menu or the Adventure Menu (such as
Find Traps), remember that one round equals one minute of game time
(one normal move) and one turn equals ten minutes of game time (ten
normal moves).  For more information about magic and the effects of
spells look in the Journal.

CIVILIZATION

Civilization provides many valuable services and goods for adventures.
Shops sell items the party will need to survive.  Temples offer
healing spells.  Banks will store money and(on some systems) items.

Shops of various sorts sell good such as armor and weapons or magical
items.  All shops use the following menus to make transactions.

SHOPS MENU
Buy View Take Pool Share App Exit

BUY displays the items available in the shop.  Select the item that
the active character will buy.

VIEW displays the Character Summary Screen with the SELL and ID
commands available in the Items Menu.

SELL indicates you wish the shopkeeper to make an offer on the
highlighted item.  Sold items may not be recovered.

ID is used to identify an item.  Shops charge 100 steel pieces for the
service.

TAKE is used to pick up steel pieces, gems or jewelry from the party's
money pool.  Indicate what and how much the character will take.

POOL places all of the party members' steel pieces, gems and jewelry
into a pool from which any member may make purchases.  Use the TAKE or
SHARE commands to pick up the pool.  Gems and jewelry must be sold for
steel pieces to make purchases.

SHARE picks up everything from the pool and distributes even shares
among the party.

APP(Appraise) is available in temples or shops to find the monetary
value of gems or jewelry.  Choose a gem or item of jewelry and an
appraisal and purchase offer will be made.  Accept the offer and the
item is sold.  Reject the offer and the gem or piece of jewelry
becomes an item on the character's item list.  If you wait to sell
items later, you will only receive 1/2 the appraised value.

Temples offer healing spells and perform other clerical services.  The
commands on the Temple Menu are the same as those on the Shop Menu
with the HEAL command replacing BUY.

TEMPLE MENU
Heal View Take Pool Share App Exit

HEAL displays a list of the temple's healing spells.  Select the
character on whom to cast the spell and then the spell to be cast.
There is no cost for any of the temple services.

GARGATH OUTPOST BANK is a place where characters can store money and
(on some systems) items.

BANK MENU
See your Data Card for details.

ENCOUNTERS

When a party comes across monsters or NPCs, an encounter occurs.  If
the party attacks immediately, it may receive a bonus to its
initiative in combat.  If foes surprise the party, they can attack
immediately and get a bonus to their initiative.  If the foes do not
attack immediately, the party can react by choosing from an Encounter
Menu.  Encounter menus vary and list options for each situation.

SAMPLE ENCOUNTER MENU
Attack Wait Flee Talk

In this menu you have opportunities to fight immediately, wait and
see, run away or try to talk.

COMBAT

In combat the computer chooses the active character.  Characters with
higher dexterity will tend to go before characters with lower
dexterity.  A character may hold his action until later with the DELAY
command.  There is more information about combat in the Journal.

The active character is centered on the screen at the start of his
combat segment.  The active character's name, HP, AC and readied
weapon are displayed.  The Combat menu lists the character's options.

The following menus may vary on some computers, although the functions
are the same.

COMBAT MENU
Move Aim Use Cast Turn Guard Quick Delay Bandage Yell View Speed End

MOVE allows a character to move.  Attack by moving the character into
an enemy's square.  If the character moves away from an adjacent
enemy, the enemy gets a free attack at the character's back.

AIM allows weapons or spells to be targeted.  When aiming a ranged
weapon, the range to the target will be displayed above the menu bar
on some systems.  If a character moves adjacent to an enemy, and has
no more movement remaining, the AIM command can be used to attack with
a melee weapon (sword, mace, etc.).  The AIM command can also be used
to survey the condition of your party and enemies.  As you move the
aim cursor over a character or foe, information about him will be
displayed on the right of your screen.

AIM Menu
Next Prev Manual Target Center Exit

NEXT is used to look at all possible targets, starting with the
closest target and then going to the next farthest and so on.  NEXT
and PREV only indicate targets in the character's line of sight.

PREV (Previous) is the opposite of the NEXT command.  Use this command
to look at the possible targets starting with the farthest target and
working back toward the character.  This command is most often used to
select a target for a missile or magic attack.

MANUAL permits the player to aim anywhere on the map.  Only targets in
the character's line of sight can actually be fired at.

TARGET is used to fire a missile or spell at the cursor square.  This
command can also be used to attack an adjacent enemy with a melee
weapon (sword, mace, etc.).  This option is not displayed if the
target is out of range, not in line of sight, invisible or under the
effect of a Blink spell.

CENTER centers the screen around the cursor.  This is helpful when
targeting manually.  This option is not available on all computer
systems.

USE allows a character to activate an item without having to go
through the View Menu.  Items such as scrolls and wands may then be
targeted with the Aim Menu.

CAST is only available to spell-casters with spells available.  The
spell-caster selects from the list available spells and then targets
with the Aim Menu. if the character has been hit, his concentration
may be broken and the CAST option will not appear.

TURN is a clerical power that attempts to destroy undead monsters or
drive them away from the party.  This will not affect the more
powerful undead types and has no effect on any other kind of monster.
In some places the power of evil is so great that turning is more
difficult.

GUARD sets a character to stand and attack the first enemy that moves
adjacent.  GUARD is only an option if a character is armed with a
melee weapon.

QUICK turns control of the character over to the computer.  See The
Data Card for instructions on how to regain manual control of a
character.  Under computer control, a fighting character with a
readied missile weapon will tend to hand back and attack from a
distance.  If the character has no readied missile weapon, he will
ready a melee weapon and charge.  Single class mages will fire missile
weapons and cast spells if magic is turned on (see your Data Card for
details).  They will never rush into close combat, even if all of
their missile attacks are expended.

Characters remain under computer control is again selected.  When a
spell-caster character is on quick, you may toggle his spell casting
on and off -- consult your Data Card for instructions on how to do
this on your computer.

DELAY causes the character to hold his turn until after the characters
and monsters have acted.

BANDAGE only appears if a party member is bleeding to death.  Use this
option to stop the bleeding and keep the character from dying.

YELL (Kender only) orders an active Kender character to taunt
opponents.  If the taunt is successful all opponents will become
enraged, suffer a combat penalty and direct as many attacks as
possible at the yelling character.

VIEW displays the Character Summary Screen for the active character.
The USE command appears on the Items Menu to use magic items such as
wands in combat.

SPEED changes the game speed and is described under the ALTER command
in the Encamp Menu.

END quits a character's turn.


AFTER COMBAT

When combat is over you will see how many experience points each
character receives and then the Treasure Menu is displayed if the foes
had treasure.  Most of the Treasure Menu commands work like the
commands in the Temple and Shops Menus.

TREASURE MENU
View Take Pool Share Detect Exit

VIEW displays the Character Summary Screen and View Menu.

TAKE permits the active character to pick up treasure from defeated
opponents.  This will only appear if the foes had a treasure or the
party pooled its funds.  Remember: a character carrying a large number
of steel pieces and heavy equipment can be slowed in combat.

TAKE MENU
Items Money Exit

ITEMS lists the equipment in the treasure.  Frequently, the weapons
and armor used by monsters are not listed because they are poor
quality and not worth taking.

MONEY displays the number of steel pieces, gems and jewelry in the
treasure.  Indicate the type then amount of money the active character
takes.

POOL drops all of the party members' steel pieces, gems and jewelry
into the treasure.  Use the TAKE or SHARE command to pick up the
pooled money.

SHARE picks up everything from the treasure pool and distributes even
shares among the party.

DETECT casts a Detect Magic spell from the current active character.
Magic items in the treasure will be marked with an '+' or an '*'.
This option will only appear if the active character has a Detect
Magic spell available.

EXIT leaves the scene of the battle.  If any treasure remains, the
option to return to the Treasure Menu is displayed.
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