Phantasie 1 manual
- Phantasie 1
- phantasie 1 manual
INSTRUCTIONS TO PHANTASIE I & II
PHANTASIE I : THOLIE'S TALE
Newly arrived on the island of Gelnor, an adventurer entered the
remote town of Pelnor. From the deteriorating condition of the
once-prosperous shops, it was clear that things were amiss - just the
place where a courageous person might seek a worthy quest.
The adventurer hailed a passing citizen. "Where might I find
information about your town and land ?"
Looking furtively over his shoulder, the man tersely replied, "Ask for
Tholie at the inn," before scurrying away.
Sure enough, the adventurer found the town's storyteller sitting at
the back of the smoky, dimly lit common room.
"Hail," greeted the adventurer, as he took a seat on the rough-hewn
bench, "I've come to Gelnor to seek my fortune. Can you tell me the
tales of this land ?"
"Why certainly," said the old gnome. He waited for the adventurer to
buy him a tankard of brew and a meat pie before commencing his tale in
a soft sing-song voice.
"In the beginning, there was a barren vastness, filled only with stars
and light, and it was called the Astral Plane.
"Within this vastness, a place was created wherin dwelt Zeus and his
followers. The magical river Styx flowed 'round it all, and it was
called the Olympic Plane.
"Next, the earth and all things on it, living and dead, were created,
and it was called the Material Pla-"
"I already know the legends of how the world began!" interrupted the
adventurer. A look of disgust and disbelief made its way across the
youthful face. "I want to know about Gelnor and what's happening now.
Are there adventures, fortunes, for the likes of me ?"
"Ha!" Tholie briskly retorted. "Ever heard of the evil ones, called
Black Knights? There are adventures a-plenty with them, forsooth!"
The adventurers face lit up, and he leaned toward the storyteller.
"Yes! Tell me about the Black Knights!"
Tholie continued, "The Isle of Gelnor is divided by a chain of
mountains into two regions. The west is the traditional domain of
human and humanoid beings - with a few renegade orcs and lizard men -
dedicated to order and goodness; the east is inhabited by more exotic
creatures - dragons, trolls, and giants. These regions have been
waging war throughout the history of this great land. Pelnor, the
town we are now in, lies in the northwest corner..."
"Black Knights! What about the Black Knights?" demanded the
adventurer, interrupting once again.
"Patience!" roared Tholie. His fist banged the table. "I'm getting
"Since the Great Invasion by the evil sorceror Nikademus, the Isle of
Gelnor has been terrorized by his merciless Black Knights. (The
citizens of this land hold such fear and emnity for these intruders
that it has even overshadowed their hatred for each other).
"To maintain their reign of terror, the Black Knights travel form town
to town, demanding sacrifices and homage. 'Though they travel in small
bands, no Gelnorian can yet claim to have defeated one.
"Any unfortunates who are espied by these evil ones must surrender all
their money or die. Worst still, the Black Knights may bring the wrath
of the gods upon those who oppose them. Few are willing to take the
"Defeating the Black Knights and destroying Nikademus is just the
quest I need to win my fame and fortune," exclaimed the adventurer.
"Where can I find them?"
"No one knows where Nikademus can be found, but you can start with the
Black Knights. You're bound to run into them if you travel in Gelnor."
Jumping up, the adventurer turned to leave. "I shall gather a band of
fellow seekers at the adventurer's Guild forthwith."
"A few words of advice," Tholie called out. "Whatever your success, it
is rumoured that new Black Knights are spawned in a fortress somewhere
in Gelnor. Godspeed, and may your sword be swift and the gods be with
PHANTASIE II - NIKADEMUS' REVENGE
Ferronrah, an island of great beauty and magic, lies just south of the
Isle of Gelnor. Once a metropolis with a thriving trade industry and
major naval power, it now appears to be under some grave calamity. A
mysterious cloud hangs over the island - and no one has left or
entered the island since the cloud first appeared, 40 years ago.
In a small fishing boat just off the coast of Gelnor, an adventurer
studies the dark cloud over ferronrah. His companion, an old man,
skilfully hauls in his net of fish. "On my mothers grave, that is the
work of Nikademus," he mutters.
"What? Nikademus?" the adventurer asks.
"Aye, an evil sorceror - the one that nearly destroyed my beloved
Gelnor. 'Tis a wicked, beastly time on Ferronrah, you can be sure o'
that. No one leaves the island, but rumours drift here. Ferronrah
once had the prettiest fleet of boats I ever saw - sleek and fast -
all gone now. The monsters destroyed them, the bloody, g-"
"Never mind the boats, man!" the adventurer exclaims. "What about the
people? Where are they?"
"No one knows for sure, but it seems Nikademus has acquired new
slaves. There was a message - now this has been passed through many
lips - that the slaves are being forced to produce weapons. They say
Nikademus is planning to invade other lands."
The adventurer leans forward. "How can you be so sure it's the work of
"I know a sorceror when I see one!" cries the old man. "One night a
few years back, I was fishing off the coast of Ferronrah near
Pippicott. A great sou'wester caught me and pulled me toward Pippicott
and nearly capsized my bonnie ship. After the storm quieted, I started
to sail home, but suddenly my legs buckled and my eyes misted over. I
could na' eat o' drink. And over my boat lay the cloud, the one you
see at Ferronrah now." The adventure studies the cloud again and feels
the hair raise on the back of his neck.
"I drifted for nearly a week, sure I would die. Then one morning, I
drifted clear of the cloud. I think I lived because of my time with
the Pippicott Monk brotherhood. They taught me a spell or two, and I
could handle a staff with the best of them. But some of the old
strength must have been with me - that and the fact that Nikademus had
other work to do," he said darkly.
The old man's rheumy eyes look hard at the adventurer. "I'm too old to
match swords with Nikademus. He'll only be conquered by a person of
great bravery, strength, and valour - not by some young milksop like
The adventurer leaps to his feet, nearly flipping the boat on his
indignation. "A milksop! Why, I'm the finest adventurer alive! My
sword is like lightning and my spells would wither even Nikademus! I
ought to cut your throat for that insult, old man. Instead, I'll
prove to you my cunning and skill. I shall free Ferronrah from
Nikademus's evil power."
"The way to Ferronrah is fraught with peril," warns the old man, his
eyes reflecting some inner amusement. "Are you sure?"
"I am ready."
Quietly, the old man turns the boat, its bow pointing to Ferronrah. He
begins to row. The black cloud looms ever nearer.
PHANTASIE I & II GENERAL RULES
The following information pertains to both Phantasie I & II, with a
few small exceptions which will be noted in the relevant sections.
Adventurers, who can be created in the Guilds of each town, come in a
variety of races and classes (professions). In addition, each
adventurer has a set of attributes. Race, class and attributes combine
to make each character a unique individual.
Race refers to a character's biological species. In the worlds of
PHANTASIE (I & II), adventurers can be selected from the following
HUMANS stand between 5.5 to 6 feet tall and tend to be equally
good at most professions.
DWARVES are shorter and stouter than humans. They have great
strength and constitution (their brawn makes up for their lack of
ELVES are an attractive race, with lithe, slightly smaller-than-
human bodies. They have higher-than-average dexterity and
intelligence, but less strength.
GNOMES are like dwarves, only shorter. While not quite as strong,
they do demonstrate greater dexterity.
HALFLINGS are small, like dwarves, but not as stout; they have
greater mental power and less physical power.
RANDOM CREATURES are generally disliked by humans, so they must
pay hefty training fees. They can only be thieves or fighters.
When you select 'Random Creature', your character will be chosen
form one of the following :
- Gnolls are very strong, tall, dog-faced humanoids covered with
fuzzy yellow-brown hair.
- Goblins, very dexterous and ugly creatures, stand about 4 feet
tall. They have large fangs, pointed ears, and foul breath.
- Kobolds are small, old, dwarvish types, about 2 feet tall with
gnarled faces. They have low strength but high dexterity and
- Lizard Men stand about 7 feet tall. Though humanoid, they are
reptilian in appearance with scales along their bodies, a heavy
tail (useful in fighting), claws and a forked tongue. They are as
strong as gnomes but not as bright, and they have good swimming
- Minotaurs look like humans with a bull's head and tail. They
have great strength.
- Ogres are large (8 feet), ugly humanoids, with squashed noses
and protruding jaws. They are one of the strongest, but dimmest
witted, of the races.
- Orcs are uglygoblin-types, and they are strong, with good
- Pixies are tiny creatures (2 feet tall), with pointed ears and
transparent wings. Their dexterity and intelligence run high.
- Sprites are charming, sociable, fairy-like creatures. Because
of their great dexterity and lack of strength, they make better
thieves than fighters.
- Trolls - with their thick, green, leathery skin - are renowned
for their height (7 feet), strength, clumsiness, and stupidity.
Class refers to an adventurer's profession or occupation. You can
choose from among six classes :
FIGHTERS perform best in combat. Humans, dwarves, and random
creatures make good fighters.
MONKS are average in combat, but they know combat spells and have
some thieving skills. Humans, elves, and hobbits do well.
PRIESTS are fair in combat, but they have many defensive and
healing speels. The better priests are human.
RANGERS are very good in combat, and they know some priestly
spells. Humans and dwarves make good rangers.
THIEVES are good with traps, locks, and hidden items; but they
perform poorly in combat. Their fighting skills are helped by the
fact that they can hit a monster no matter where it is, due to
their stealth. Hobbits, gnomes, and some of the random creatures
make excellent thieves.
WIZARDS are chiefly spellcasters. While poor in hand-to-hand
combat, they know many offensive spells and are extremely
important in encounters with monsters. Humans and elves do the job
Five attributes are generated by the program after a new
adventurer's race and class have been chosen. The value of each
attribute ranges from 3 to 22, and the average depends on the
character's race and class. Each attribute determines a different
STRENGTH (STR) refers to physical strength, and it is crucial for
hand-to-hand combat. Fighters need a lot of strength to wield
high-level combat equipment.
INTELLIGENCE (INT) is the mental prowess necessary for learning
and casting spells. Wizards, priests, and monks must have a high
DEXTERITY (DEX) means physical agility in handling weapons and
conjuring spells, and especially in dodging attacks from monsters.
Each profession needs good dexterity, especially fighters and
CONSTITUTION (CON) refers to a character's endurance and it
affects the number of hit points a character can have (see
Mortality and Hit Points in the ENCOUNTERS section).
CHARISMA (CHA) means having a charming personality and good looks.
A character's charisma affects the price of training and spells
(one further reason that many low-charisma random creatures must
Interaction of Characteristics
A character's race and class affect the individual attributes. The
following charts show, to some degree, how these characteristics
interact with each other.
Attribute Modifiers by Class (i.e initial values before computer
STR INT DEX CON CHA
Fighter 12 8 11 10 9
Monk 10 10 11 10 10
Priest 10 12 10 10 10
Ranger 10 11 10 10 11
Thief 8 10 12 10 9
Wizard 6 13 8 10 11
Maximum value for attributes by Race
STR INT DEX CON CHA
Human 18 18 18 18 18
Dwarf 20 17 17 19 17
Elf 17 19 19 17 18
Gnome 19 17 18 19 17
Halfling 16 18 20 18 17
Gnoll 20 13 17 21 11
Goblin 17 14 18 17 11
Kobold 17 15 19 19 13
Lizard Man 19 14 17 18 13
Minotaur 20 14 16 19 12
Ogre 21 14 16 19 13
Orc 19 16 17 18 14
Pixie 16 18 21 16 17
Sprite 16 18 22 16 17
Troll 22 13 15 20 12
Note : In the above section on attributes, etc., references are
made to a race called hobbit.These instructions have been typed
exactly as they were written, but it doesn't appear as though
there is a 'hobbit' race. Instead, I think that these references
should have been to the 'halfling' race which does exist, so bear
that in mind whilst reading these instructions (Sewer Rat!)
TOWNS : Starting (and Ending)
After choosing 'START IN PELNOR' on the initial menu, you will be
in Pelnor, one of the 11 towns of Gelnor. It is in these towns
that you will gather a band of noble, stout-hearted adventurers to
take exploring; buy equipment. training and spells; rest and
refresh yourself; take care of money matters - all those concerns
of daily life. Every town in Gelnor offers safety from monsters
and provides the same amenities.
Each Gelnorian town operates in exactly the same manner, and
they are identified by their name and number. Pelnor is town #1.
The town menu shows two types of commands : places to go and
things to do.
TOWN MENU : GO TO
The top menu gives the commands that will take you to the
various locations within the town walls : Armory, Guild, Mystic,
Inn, Bank, and Road out of town.
The first place a new game player should visit is the Guild,
where you can gather together a band of adventurers (see
ADVENTURERS' CHARACTERISTICS section).
GUILD is where the characters are generated and then formed
into parties. As many as 37 characters can be generated, but a
party can have no more than 6 adventurers.
GUILD MEMBERS commands are used to create new adventurers and
add them to a party. Members may also be deleted from a party or
- List all guild members in Gelnor
- Purge a Guild member
- Create a new guild member
- Rename a guild member
- Add a guild member to a party
NEW MEMBERS are created one at a time, and they should be
carefully chosen. You must find the optimal mix of classes and
races (see ADVENTURERS' CHARACTERISTICS section).
First, select the race of the new member, then choose the
PLAYING HINT : The following roster is recommended for a first-
time party :
2 Spellcasters (wizards, monks) - humans or elves
1 Healer (priest, ranger) - human or dwarf
1 Thiefy type (thief, monk) - gnome, halfling, or random creature
2 Combatants (fighters, rangers) - humans, dwarves, or random creature
Once you have selected the race and class for the character,
the program will assign number values to the individual
attributes. If you find the attributes acceptable, you will type
in the character's name.
Next, the full list of statistics for the new character will
be shown (see Inspect, under TOWN MENU : OTHER OPTIONS, for a full
explanation). When you have finished studying the display, you may
go back to the Guild Menu.
PLAYING HINT : Once generated, adventurers cannot get training in
combat or spellcasting, nor can they leave the Guild for other
parts of town, until AFTER they have joined a party.
LIST MEMBERS shows all the Guild members of Gelnor, including each
character's Guild number, name, class, and current residence
(Pelnor is town #1). The last three characters - FIRE, WATER and
EARTH - are the elementals that spellcasters may call into combat,
using the SUMMON ELEMENTAL spell. Notice that they are fighters,
that they also have Guild numbers, and that they live in town #0
(not found in the Material Plane).
When you have finished with the list, return to the Guild
ADD MEMBERS to a party by giving the Guild number (not name - see
LIST MEMBERS) of the character you want to add to the party.A
party can have up to 6 adventurers. When characters join a party,
a new PARTY number is assigned to each one. As long as the
character is in a party, the party number will be used to answer
prompts by the program.
PLAYING HINT : If you plan to use the SUMMON ELEMENTAL spell
during your next adventure, you should add the elementals to the
party while you're still at the Guild.
RENAME MEMBERS lets you give a Guild member a new name. Characters
cannot be renamed while they are members of a party.
PARTY MEMBERS options can only be used by characters that have
been added to a party. Members may learn new spells, train for the
next level, or be dropped off at the Guild.
SPELLS tells you which new spells can be learned by the character
and how much they will cost. The spell will be identified by its
number, not its name (see MAGIC section). If there are no numbers
after POSSIBLE SPELLS, then no new spells can be learned at this
TRAINING is the most effective way for a character to go up a
level. When you enter the training arena, you will be told how
many experience points are required and how much the training will
PLAYING HINT : Characters must be carrying gold pieces (GP) to pay
for learning new spells and training. With new party members, this
means going to the Bank (see BANK), making a withdrawal, then
returning to the Guild.
DROP FROM PARTY allows you to eliminate a character from the party
and send him or her back to the Guild.
EXIT GUILD takes you back to the town menu.
BANK has an account for each adventurer, and there are bank
branches in every Gelnorian town. Money transactions can be made
in any of these locations.
All the gold assigned to characters when they were generated
was automatically deposited in their accounts. Before buying
equipment and items at the Armory or buying spellcasting lessons
and training at the Guild, gold needs to be withdrawn from the
bank. Characters should take enough to cover wilderness expenses,
too - stays at inns, bribes, or purchases in the dungeons. Each of
these costs about 250 GPs.
When entering a bank, the amount of gold pieces the party is
carrying will be displayed (which will be 0, if a party has just
been formed).The following options will be given :
- Withdraw money
- Deposit money
WITHDRAW GOLD PIECES allows each party member to withdraw gold
from his or her account. Once withdrawn, the gold is pooled and
carried by the party. Only the party's total number of GPs will be
shown after withdrawals. A party can carry up to 65,000 GPs.
DEPOSIT CARRIED GOLD allows you to split the party's gold among
the individual members, then deposit each share into the
appropriate person's account. First you will be asked how many
shares each party member gets (1,2, or 3).Then the number of GPs
deposited into each account is displayed. A bank account for a
single character can hold a maximum of 65,000 GPs (unlimited on
the ST, as is the amount a party can carry - Sewer Rat!)
EXIT BANK takes you back to the Town Menu.
ARMORY stocks weapons, armor, shields, scrolls, magic potions, and
healing potions - depending upon what is in the inventory at any
The Armorer buys his inventory from adventurers who enter
town and sell the treasures they found during their journeys. The
items are placed in the store and resold at a slightly higher
price. Armories should be checked for changes in their stock.
PLAYING HINT : Rings, scrolls, and other treasures found in the
Armory stay there for future visits. Combat weapons and potions,
however, may appear and disappear between visits.
When you enter the Armory, you will be asked who is shopping.
Select the appropriate character, then list the inventory. You
will see a display listing the commands and the items available
The number in the first column is the item number, to be used
when you BUY ITEM; the third column shows the price; and the
fourth column shows the point value of combat equipment (see
TREASURES section for an explanation of what the items can do).
The following actions may be taken in the Armory :
- List the items currently in stock
- Continue the listing or repeat the list again
- Let the current shopping character buy an item
- Allow another party member to shop
- Take the party back to the Town Menu
If you get the message, YOU CAN'T PURCHASE THAT, it means
that you don't have enough money or that item has sold out, even
though it's still listed (did someone just buy it?).
PLAYING HINT : A character can only use one weapon, armor, and
shield at a time, and they are never lost or stolen. If the
character buys or finds new equipment, it should have a higher
point value than the one already owned. Whatever the equipment is,
make sure that the character has enough strength (STR) to use it -
even the club (point value is 4) may be too strong for a weaker
character (see Combat Equipment in the TREASURES section). If the
equipment is too strong for the current shopper, the item will be
MYSTIC gives an overall score for the party, so you can determine
its progress in the adventure.
INN is where characters can have their hit points and magic
restored to their maximum limit. Inns located in towns are free,
and each stay lasts about two weeks. In addition, independent inns
are located throughout the Isle of Gelnor, and they cost 250 GPs
(plus tax) per stay.
PLAYING HINT : Characters who have cast peels during their
adventures may find their maximum limit fir magic has been raised
after resting at an inn.
LEAVE TOWN puts you on the road outside town (see ADVENTURES
TOWN MENU : OTHER OPTIONS
Besides visiting the various merchants in a town, characters
can perform certain activities shown on the lower portion of the
Town Menu :
- Cast a spell
- Use an item that a character is carrying
- Distribute and sell items (after an adventure)
- Inspect the statistics of a party member
- Save game
INSPECT PARTY MEMBERS gives the statistics for a character in the
party. You will be asked for the character you wish to inspect,
and then you will see the display shown at the bottom of the
The display includes the character's name, level, class,
race, and health status.
INDIVIDUAL ATTRIBUTES are listed in the first column, along with
LUCK (a randomly assigned value from 8 to 13). These figures
determine how certain tasks are performed (see ADVENTURERS'
CHARACTERISTICS section for a full explanation).
AGE starts affecting the characters attributes as they reach their
'declining years'. Each race has a different lifespan : elves live
about 3000 years; dwarves and gnomes about 200 years; humans, about
80 years; and the others, about 40 to 50 years.
HIT POINTS indicate the amount of damage a character can sustain
before dying. The number after the "/" shows the total number of
hit points the character has; the number before the "/" shows the
current status (it will go down whenever the character gets
damaged and will go back up when rested or healed). When the
character's hit points reach o, he or she is dead (see Mortality
nd Hit Points in the ENCOUNTERS section).
MAGIC shows the number of points that can be used for spellcasting
and different spells use up differing amounts of magic points (see
MAGIC section). The number after the "/" shows the total allowed
the character; the number before the "/" shows the number left (it
will go down each time the character casts a spell and go back up
when rested or after taking a MAGIC potion).
GOLD IN BANK is the amount of gold the character has, which has
been deposited in the bank. It does not include any of the
character's gold that is currently being carried by the party. All
characters start with 256 gold pieces (GP).
EXPERIENCE POINTS refers to the amount of experience the character
has. Experience points are earned by killing monsters, and they
determine the character's level, which in turn determines maximum
hit points, maximum magic points, number of spells that can be
SCORE shows the character's general playing strength.
SKILLS include attack (striking foe in combat), parry (defending
yourself in combat), swimming ability, listening for monsters,
spotting traps in dungeons, disarming traps, finding treasure, and
picking locks. The numbers show the percentage chance of being
successful in these activities - ATTACK 48 means a 48% chance of
being successful in hitting (attacking) a monster.
EQUIPMENT lists the weapon (club), armor (robes), and shield. The
numbers after combat items show their point values - the higher
the number the more effective the item. As other items are
collected or bought at the armory, they will be listed here.
Players can carry only 9 items at a time.
SPELLS gives the spell number of those spells the character has
learned. Spell 1, for example, is Healing 1 (see MAGIC section).
When you have finished studying the character's statistics,
hit the SPACE BAR to go back to the Town Menu.
CAST SPELL can only be done with those spells allowed in town,
such as transportation and heal (see MAGIC section).
USE ITEM lets an adventurer use one of the items that he or she is
carrying - read a scroll, take a magic or healing potion, and find
the unusual properties of an item. After giving the character's
number (not name), a list of his or her items will be shown. You
then choose the one to be used.
PLAYING HINT : Scrolls can only be used (read) in a town.
DISTRIBUTE AND SELL ITEMS lets the members of the party gather up
all their equipment - old items the party started out with and new
items found or bought during their adventures - and distribute
them to party members or sell them to the Armory.
The items carried by the party will be listed, along with the
characters who can use each one. Items are listed from best to
worst - first magical, then non-magical.
PLAYING HINT : Make sure all party members are present before you
distribute and sell items. Do this before you save a game.
Remember that each party member can only carry up to 9 items
at a time.
SAVE GAME is always accomplished in a town. Make sure you have the
Guild number of the characters you are saving, because you will
need to use them when you begin again (see ENCORE : Continuing
Your adventures are now beginning. You will travel across the
fair Isle of Gelnor and perhaps explore a dungeon or two ... maybe
more. Good luck in your quest.
Messages will be displayed from time to time. The first one
reads, A TOWN. ENTER? It requires a yes/no answer. For other
messages that need a different respons, hit the appropriate
option. For example, this message might be displayed :
THIEF SPOTS A TRAP
DISARM OR LEAVE?
Choose DISARM or LEAVE (If you choose to disarm it, you will
be asked who will do it. Respons with the appropriate character).
If no response is required for a message, hit RETURN to erase it.
When your party leaves town and enters the wilderness, a map
of the area you are in will be displayed (see specific computer
instructions at end), along with pictures of the party members and
a list of command options. The area near your starting point is
known to you and visible. When you travel to unknown lands, the
map is blank. When you pass through, it becomes visible. Options
available are as follows :
- Cast a spell
- Display health of each party member
- Inspect the party and each member
- Allow a party member to use a potion
- Alter melee speed and toggle sound
- Move north one square
- Move south one square
- Move east one square
- Move west one square
CAST SPELL only works for non-combat/wilderness spells and
everywhere spells (see MAGIC section).
HEALTH displays the hit points and magic points for each party
INSPECT displays the party's statistics, the statistics and items
carried by each party member, and any newly acquired items.
USE POTION allows a character to use a magic or healing potion on
himself or any other member of the party. When asked who is using
the potion, select the appropriate character. Then a list of the
character's potions will be displayed. Pick the potion, then
select the character to receive it.
TIME LAG allows you to speed up or slow down melee action. Choose
a number between 0 and 9 (0 is the fastest, 9 the slowest). You
will also be asked if you want sound.
MAP of Gelnor is divided into 16 sections. If your party moves off
the edge of the map, the next section will be displayed.
CROSSING WATER, either rivers or lakes, means the party members
must swim or cross a bridge. Characters with poor swimming
abilities may sustain damage (thereby reducing their hit points).
INNS are scattered over the Isle of Gelnor, in addition to being
found in each town. These independent inns, though, cost 250 GP
plus tax for a single stay of two weeks. Like the inns in town,
they restore each characters magic and hit points to their maximum
limits. Sometimes they increase spellcasters' maximum magic
When the party nears a dungeon, you will be asked if you want
to enter, Answer Y or N. If you enter, you will be asked to turn
your disk over, so the dungeon program can be loaded into the
computer (not necessary on the ST). Once loaded, the program will
ask you if you want to leave. Answer Y or N.
When the party enters the dungeon, the wilderness map is
replaced by the dungeon map, which is revealed as the party passes
through each area.
The command line has a new option : Look at a larger area.
LOOK lets you 'see' a larger area than you could otherwise. Some
rooms, though, may be even larger than the area you can see with
LISTEN skills are automatically employed by party members when
they approach a door. If they hear monsters, a message is shown,
and you have the option of turning back.
PICK LOCK, FIND ITEM, SPOT TRAP are also automatically attempted
at the appropriate times. Success depends upon the party members'
skill levels for these tasks.
DISARM TRAP is an option available when traps are spotted. If you
want the trap disarmed, you will be asked who will do it. Select
the appropriate character (usually a thief who has good disarm-
LEAVING THE DUNGEON is done through the same door used when the
party entered. On leaving, you will be asked if you want to save
its current status.
PLAYING HINT : When you enter a dungeon for the second time, the
monsters may be prepared for you - new locks installed and new
monsters recruited. There is a limit, however, to what can be done
with short notice; if you return soon after you left, the monsters
you killed might still be dead.
Your party will inevitably encounter monsters, whether in the
wilderness or a dungeon. While they may not be hostile, they will
never be helpful. The risk is high - death to the unprepared and
When the party and the monsters come face to face, a message
will flash on the screen : AN ENCOUNTER. Next, you will see a
The top of the screen lists the party members, how many
strikes each character can get into a single attack, each person's
magic status, hit-point status, and general health.
The middle section lists the monsters and how many are in
each rank or row. Rank 1 is the row closest to the party members,
and most attacks will only be on these monsters.
The bottom section of the screen lists the options for the
party as a whole :
- Fight the monsters
- Accept the monsters' surrender
- Greet the monsters
- Beg mercy from the monsters
- Run away
FIGHT starts combat between party members and the monsters.
ACCEPT SURRENDER (if the monsters do surrender) allows you to take
the monsters gold and items.
GREETINGS (if they are accepted by the monsters) allows the party
to pass unharmed without combat.
BEG FOR MERCY lets the party surrender its gold and some newfound
items, then go free.
FLEE (if successful) allows the party to avoid combat. If
unsuccessful, the monsters get a 'free' attack on the party.
Combat takes place in melee rounds. In a single round, each
party member will have individual options :
- Thrust with weapon
- Attack with weapon
- Slash with weapon
- Lunge with weapon
- Cast combat spell
- Parry with shield
- Redo options
ATTACK means taking two normal swings at a nearby monster (in Rank
THRUST means taking one hard, solid swing, which is more likely to
hit and does 1 to 2 more points of damage than an attack.
SLASH means taking 3 or 4 quick swings, each of which is less
likely to hit than an attack, and does 1 to 2 points less damage.
LUNGE allows fighters to take one swing at a monster in Rank 2.
CAST prompts you for the spell number you want.
PARRY is a defensive move, where the character uses a shield.
REDO lets you give a new command to a party member. You are given
this option again, when all party members have been assigned a
PLAYING HINT : The best strategy is to thrust or lunge at monsters
who are hard to hit, and attack or slash at those who are easily
Due to their stealth, thieves can attack, thrust or slash at
monsters in any rank.
You will see each melee round enacted on the left section of
the screen, with each action recorded.
At the end of melee, you will make your choices for the party
members' next melee round. The action continues until the monsters
are all dead, have run away, or surrendered - or until the party
has begged for mercy,fled or been killed.
EXPERIENCE POINTS AND GOLD are displayed at the end of combat -
the number of experience points earned from the encounter and any
gold retrieved form the monsters. These will be divided among
individual party members when they enter a town.
TREASURE might be found, if the monsters had any and if a party
member has good find-item skills for locating them in dungeons.
(Monsters defeated in the wilderness and who surrender in the
dungeons automatically give away their treasure). You will be
asked if you want to keep the treasure item (see TREASURES
section). Items can be distributed and used when you enter a town.
The party can carry up to 90 items they find while exploring
(again, as far as I can remember, the ST version allows an
unlimited number of items - Sewer Rat!).
NIGHT ENCOUNTERS periodically occur in the wilderness. At that
time, whoever is on watch will hopefully hear the monsters and
awaken the other party members. Otherwise, party members will wake
up in the middle of combat. A priest or high-level ranger can
speed up the process by casting an Awaken spell (see MAGIC
Mortality and Hit Points
Each time a monster hits a character or other damage is
sustained, the hit points will go down. When they reach 0, the
character is dead (although he or she might be brought back to
life by a high-level wizard using a RESURRECT spell).
Hit points can be restored by taking a HEALING POTION (see
TREASURES section), a HEALING spell cast by a priest or ranger
(see MAGIC section), or by resting in an inn. Depending on the
amount of damage the adventurer has taken, a combination of
methods might be necessary to restore full health.
The maximum number of hit points allowed depends on the
character's constitution, class, and experience level. The chart
below shows averages for each profession by level.
Hit Points by Class and Level for Adventurers with 10 Constitution
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Fighter 10 20 32 44 56 70 82 94 106 120 130 140 150 160 170
Ranger 8 18 28 40 50 60 72 84 96 110 120 130 140 150 160
Priest 8 12 20 30 40 50 60 70 80 90 98 106 114 122 130
Monk 8 10 18 22 32 44 54 62 70 80 88 96 104 112 120
Thief 6 10 18 22 32 40 48 54 60 70 78 86 94 102 110
Wizard 6 8 12 16 22 28 34 38 44 50 56 62 68 74 80
The Isle of Gelnor has its share of monsters - 80 different
types, all willing and able to do battle with adventurers. Each
type of monster has its own unique personality and set of
attributes. These include how many are likely to appear at one
time, attack and defense skills, amount of damage that can be
inflicted on victims, experience points and levels, magic power,
hit points, size, 'niceness' and amount of gold and treasure
Some of these monsters will not have good attack skills but
will defend very well, come in large packs, and be able to inflict
much damage with the few attacks they accomplish. Others will have
great attack skills but poor defense skills, yet the damage done
to the victim by each hit will be low. High-level monsters, of
course, will have good attack and defense skills, lots of magic to
throw at adventurers, and enough hit points to fend off
adventurers for many melee rounds.
First time adventurers may take comfort; easily conquered
monsters are around. Skeletons, giant ants, and giant bees, for
example, have medium attack skills (45% to 50%), inflict damage on
their victims of 1 to 7 points, and only have a few hit points.
Attack these monsters with alacrity.
On the other hand, low-level adventurers might want to avoid
the vipers. These 10-foot snakes are quite agile, making their
attacks successful 80% of the time. Their thick skins give them 20
hit points, and their treacherous fangs can inflict from 1 to 14
points of damage.
Magic users appear harmless, since their scrawny bodies
afford them a mere 7 hit points and their attack skills are only
50%. Beware, however. Their magic is strong; and if they get off
one or two combat spells, your party could be depleted of several
As you explore more and more of Gelnor with stronger and
stronger parties of adventurers, you will encounter monsters of
increasing strength and power. Some have hit points in the
hundreds, attack skills of 100% or more, and extremely high
defense skills. Needless to state, one does not wrangle with Black
Knights, gods, or other high-level beings carelessly. Be warned!
Magic is an integral part of the PHANTASIE experience, and it
is especially useful in fighting monsters. The dexterous use of
hand-to-hand combat and offensive combat spells may be the only
way to defeat the foe.
When spells are conjured and cast, they use up the
spellcaster's magic points. Spells can cost from 1 to 4 magic
points for each use, depending upon the spell. Magic points can be
restored by drinking MAGIC potions and resting at inns.
COMBAT SPELLS can only be used during encounters with monsters.
They last only for the duration of combat. There are two types of
combat spells :
- Passive magic always works and, whenever possible, counteracts
any previously cast spells. For example, if an evil wizard throws
a WEAKNESS 4 spell at the party, a STRENGTH 3 spell will cancel
it. If na additional STRENGTH spell of any kind is cast, it will
cancel the STRENGTH 3 spell.
- Active magic's effectiveness depends upon the spellcaster's
magic power and experience level, as well as the strength of the
target. Active spells may have a cumulative effect. A second FEAR
speel, for example, can cause the victim to be even more afraid
(but a second SLEEP spell will not deepen a trance).
NON-COMBAT SPELLS are used when no monsters are being encountered.
There are three types :
- Town spells can only be cast in one of Gelnor's towns.
- Wilderness magic must be worked in the wilderness.
- Dungeon spells can be cast in dungeons.
EVERYWHERE SPELLS can be cast at any time and in any place - in
combat or non-combat situations, and in town, dungeons, or in the
The following spells are available in PHANTASIE I & II
Spell Magic Name Type
1 1 HEALING 1 E
2 2 HEALING 2 E
3 3 HEALING 3 E
4 4 HEALING 4 E
5 1 FIREFLASH 1 C/A
6 2 FIREFLASH 2 C/A
7 3 FIREFLASH 3 C/A
8 4 FIREFLASH 4 C/A
9 1 QUICKNESS 1 C/P
10 2 QUICKNESS 2 C/P
11 3 QUICKNESS 3 C/P
12 4 QUICKNESS 4 C/P
13 1 STRENGTH 1 C/P
14 2 STRENGTH 2 C/P
15 3 STRENGTH 3 C/P
16 4 STRENGTH 4 C/P
17 1 PROTECTION 1 C/P
18 2 PROTECTION 2 C/P
19 3 PROTECTION 3 C/P
20 4 PROTECTION 4 C/P
21 1 CONFUSION 1 C/A
22 2 CONFUSION 2 C/A
23 3 CONFUSION 3 C/A
24 4 CONFUSION 4 C/A
25 1 WEAKNESS 1 C/A
26 2 WEAKNESS 2 C/A
27 3 WEAKNESS 3 C/A
28 4 WEAKNESS 4 C/A
29 1 BINDING 1 C/A
30 2 BINDING 2 C/A
31 3 BINDING 3 C/A
32 4 BINDING 4 C/A
33 1 MINDBLAST 1 C/A
34 2 MINDBLAST 2 C/A
35 3 MINDBLAST 3 C/A
36 4 MINDBLAST 4 C/A
37 1 FLAMEBOLT 1 C/A
38 2 FLAMEBOLT 2 C/A
39 3 FLAMEBOLT 3 C/A
40 4 FLAMEBOLT 4 C/A
41 1 CHARM C/A
42 2 SLEEP C/A
43 3 TELEPORTATION C/A
44 4 RESURRECTION E
45 1 NINJA 2 C/P
46 2 FEAR C/A
47 3 DISSOLVE C/A
48 4 SUMMON ELEMENTAL C/P
49 1 DISPELL UNDEAD C/A
50 2 NINJA 1 C/P
51 3 AWAKEN C/A
52 4 MONSTER EVALUATION N/WD
53 1 VISION N/W
54 2 TRANSPORTATION N/T
Spell types are as follows :
- E = Everywhere
- C/P = Combat/passive (not cumulative)
- C/A = Combat/active (cumulative)
- N/WD = Non-combat, wilderness or dungeon only
- N/W = Non-combat, wilderness only
- N/T = Non-combat, town only
Description of Spells (in alphabetical order) :
AWAKEN (#51) rouses all sleeping party members or neutralizes a
BINDING (#29-#32) inhibits the movement of opponents, so those
affected are easier to hit. These spells are progressive, so
Binding 3 is more powerful than Binding 2 and Binding 1 combined.
They are particularly effective against flying creatures and
monsters that are difficult to hit.
CHARM (#41) makes monsters so friendly, the forget they are in
CONFUSION (#21-#24) makes it difficult for monsters to use their
magic. The spells are progressive, so Confusion 3 is more powerful
than Confusion 2 and Confusion 1 combined. Confusion 4 is so
effective that its victims will be completely unable to do any
DISPELL UNDEAD (#49) affects skeletons, zombies, ghosts, and other
creatures who have returned from the grave. They may flee or
DISSOLVE (#47) causes monsters to slowly dissolve away into
FEAR (#46) frightens the monsters into running away in terror.
FIREFLASH (#5-#8) shoots a powerful blast of flame at one monster
close to the spellcaster, causing the following damage :
Fireflash 1 - 1-10 points of damage
Fireflash 2 - 1-30 points of damage
Fireflash 3 - 1-60 points of damage
Fireflash 4 - 1-100 points of damage
FLAMEBOLT (#37-#40) delivers one bolt of magical flame at each
monster and does damage to its hit points (although some of the
effect is absorbed by its armor).
Flamebolt 1 - 1-7 points damage
Flamebolt 2 - 1-15 points damage
Flamebolt 3 - 1-31 points damage
Flamebolt 4 - 1-66 points damage
HEALING (#1-#4) restores hit points to one party member :
Healing 1 - 1-9 hit points
Healing 2 - 1-27 hit points
Healing 3 - 1-57 hit points
Healing 4 - 1-99 hit points
MINDBLAST (#33-#36) transmits a powerful blast of psychic energy
to the monsters and causes damage to their hit points :
Mindblast 1 - 1-5 points damage
Mindblast 2 - 1-11 points damage
Mindblast 3 - 1-41 points damage
Mindblast 4 - 1-81 points damage
MONSTER EVALUATION (#52) determines the approximate experience
level of nearby monsters. Although it occasionally yields
inaccurate results, it is a good spell to cast immediately upon
entering a dungeon and at regular intervals in the wilderness.
NINJA (#45 & #50) transforms the spellcaster into a fighter of
superhuman ability. Although Ninja 1 costs more magic points, it
is not as powerful as Ninja 2.
PROTECTION (#17-#20) increases the effectiveness of each party
member's armor by putting a magic aura around it :
Protection 1 - +1 point
Protection 2 - +3 points
Protection 3 - +6 points
Protection 4 - +10 points
QUICKNESS (#9-#12) makes all party members move faster, so they
can swing more times during an attack :
Quickness 1 - 10% increase
Quickness 2 - 25% increase
Quickness 3 - 45% increase
Quickness 4 - 70% increase
RESURRECTION (#44) attempts to raise one party member from death.
The shock of dying, however, will permanently lower the
constitution of the victim by one or two points.
SLEEP (#42) causes the opponents to fall into a daze, and they
cannot attack, parry, or cast spells.
STRENGTH (#13-#16) makes the party members stronger, increasing
the amount of damage opponents take when they get hit :
Strength 1 - 1-2 extra points of damage
Strength 2 - 1-4 extra points of damage
Strength 3 - 1-7 extra points of damage
Strength 4 - 1-11 extra points of damage
SUMMON ELEMENTAL (#48) calls up Earth, Fire or Water (one spell
summons one elemental) to fight for the party. The elemental will
only serve a party of six adventurers. What's more, elementals
must be added to your party while you are at the adventurer's
Guild on one of the towns.
TELEPORTATION (#43) teleports the party safely away from combat.
TRANSPORTATION (#54) inter-dimensionally transports the party from
one town to another.
VISION (#53) gives the spellcaster the ability to see in all
directions for hundreds of miles. It is particularly useful for
mapping vast unknown areas.
WEAKNESS (#25-#28) causes monsters to lose strength so they do
less damage when they hit party members. The strength of the spell
depends on how powerful the monsters are and which spell was used
(1,2,3, or 4).
DIVINE SPELLS (#58+) may only be acquired in the course of the
game for special purposes.
Spells by Class and Level
Each class of adventurer can learn spells, though for some
classes, a high level of experience is required. The following
chart shows which spells (designated by their number) are
available to be learned at which level, arranged by class.
Although spells may be available for learning, how many spells a
character can actually learn depends on his or her intelligence,
as well as class and level.
Spells Available at Different Levels by Class
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
Wizard 05 13 06 07 21 25 08 34 11 35 15 36 12 16 47
09 41 10 14 54 33 37 45 38 -- 39 48 -- 40 --
-- -- -- -- -- 50 46 51 -- -- -- -- -- -- --
Priest 01 21 02 25 03 18 23 04 07 08 31 24 32 20 48
51 29 17 42 22 30 26 43 19 37 34 27 39 28 --
53 -- 49 -- -- -- -- -- 44 -- -- -- -- -- --
Ranger 01 17 25 02 29 03 18 04 06 30 26 22 33 37 23
05 -- 49 -- 52 -- 51 -- 21 -- 42 -- 44 -- --
Monk 05 50 06 45 53 07 13 08 33 09 34 14 35 10 36
-- -- 54 -- -- -- 48 -- -- -- -- -- -- -- --
Fighter -- -- 52 -- -- 09 -- -- 13 -- -- 11 -- -- 15
Thief -- -- -- 41 -- -- 42 -- -- 18 -- -- 08 -- --
Maximum Magic Points at Different Levels by Class
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
Wizard 10 11 11 12 13 14 14 15 16 16 17 17 18 19 20
Priest 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
Ranger 08 09 10 11 12 13 14 15 16 17 18 18 18 18 19
Monk 10 10 10 11 11 11 12 12 12 13 13 14 16 18 20
Fighter 07 07 08 08 09 09 10 10 11 12 13 14 15 16 18
Thief 06 06 07 07 08 08 09 10 11 12 13 13 14 14 15
Treasures are held by monsters and retrieved by adventurers. Some
items can be found in the armory, since adventurers are allowed to
DISTRIBUTE AND SELL their captured treasures whenever they enter a
town. Needless to state, Armories in different towns may carry
different inventories (see TOWN section).
Treasures fall into four general categories, classified by their
1. COMBAT EQUIPMENT
Combat equipment includes shields, armor, and weapons. Each of these
items requires the owner to have a minimum strength level for that
item : Higher level equipment can only be used by higher strength
characters. The charts below list the items, their point values, and
the strength requirements of the adventurer using them.
Potions are liquid substances, carried in vials, and taken by mouth
(that is, you drink them). There are two types in PHANTASIE (I & II) :
- HEALING POTIONS (Items #101 - #110) restore a character's hit
points. They come in ten different strengths; the higher the number,
the more points are restored.
Healing 1 - 1 pt. Healing 6 - 35 pts.
Healing 2 - 4 pts. Healing 7 - 49 pts.
Healing 3 - 9 pts. Healing 8 - 64 pts.
Healing 4 - 16 pts. Healing 9 - 81 pts.
Healing 5 - 25 pts. Healing 10 - 100 pts.
- MAGIC POTIONS (Items #111 - #120) restore a character's magic
points. They also come in ten different strengths, and work like
healing potions :
Magic 1 - 3 pts. Magic 6 - 18 pts.
Magic 2 - 6 pts. Magic 7 - 21 pts.
Magic 3 - 9 pts. Magic 8 - 24 pts.
Magic 4 - 12 pts. Magic 9 - 27 pts.
Magic 5 - 15 pts. Magic 10 - 30 pts.
A secret society has recorded important events concerning the Isle of
Gelnor and its demise. The 20 scrolls have been scattered throughout
the land - some hidden, some left in the care of trusted citizens
(many of whom, unfortunately, have met with foul play). To the wise
and knowledgeable, their contents hold the keys to restoring Gelnor to
its former glory.
PLAYING HINT : Scrolls can only be read (used) in town (see Use Items
in TOWN section).
4. MORE TREASURES
OBJETS D'ART AND OTHER VALUABLES of vast wealth are said to be hoarded
by Black Knights and monsters alike - gems, precious minerals, and
glorious works of art - in addition to gold. One hears of magnificent
sapphires, a golden ring of incredible workmanship, a large gold
statue fashioned after an ox and encrusted with jewels ....
RINGS AND WAND, according to rumours, are described in several
scrolls, and they are significant to the plight of Gelnor.
TABLES OF COMBAT EQUIPMENT
Item Point Att. Type Item Point Att. Type
No. value Req'd* No. value Req'd*
41 0 2 Stick 71 3 2 Small mace +1
42 1 4 Knife 72 4 4 Dagger +1
43 1 6 Small club 73 4 4 Small mace +2
44 2 8 Small staff 74 5 8 Dagger +2
45 2 10 Small mace 75 6 10 Dagger +3
46 3 12 Dagger 76 7 12 Staff +1
47 3 14 Small flail 77 7 14 Dagger +4
48 4 16 Club 78 8 16 Flail +1
49 4 18 Mace 79 9 18 Spear +1
50 5 20 Small hammer 80 10 20 Axe +1
51 5 22 Small axe 81 10 22 Sword +1
52 6 24 Staff 82 11 24 Sword +2
53 6 26 Short sword 83 12 26 Sword +3
54 7 28 Flail 84 13 28 Large axe +1
55 7 30 Hammer 85 13 30 Sword +4
56 8 32 Pitch fork 86 14 32 Sword +5
57 8 34 Spear 87 15 34 Sword +6
58 9 36 Axe 88 16 36 Halberd +1
59 9 38 Sword 89 16 38 Sword +7
60 10 40 Heavy mace 90 17 40 Halberd +2
61 10 42 Maul 91 18 42 Halberd +3
62 11 44 Trident 92 19 44 Sword +10
63 11 46 Large spear 93 19 46 Halberd +4
64 12 48 Large axe 94 20 48 Halberd +5
65 12 50 Morning Star 95 21 50 Halberd +6
66 13 52 Pike 96 22 52 Halberd +7
67 13 54 Long sword 97 22 54 God knife
68 14 56 Spetum 98 23 56 God mace
69 14 58 Bardiche 99 24 58 God axe
70 15 60 Halberd 100 25 60 God sword
Note : Items 97 to 100 (i.e. God weapons are all apecial magical
* Att. Req'd (Attributes Required), refers to the values for strength
and dexterity needed to effectively yield the weapon. The number is
derived from STRENGTH (STR) MULTIPLIED BY 2, PLUS DEXTERITY (DEX),
i.e. STR * 2 + DEX.
Item Point STR Type Item Point STR Type
No. value Req'd No. value Req'd
1 1 1 Glove 21 1 2 Clothing
2 2 2 Wooden shield 22 2 4 Robes
3 3 3 Wooden shield +1 23 3 6 Leather
4 4 4 Small shield 24 4 8 Hard leather
5 5 5 Small shield +1 25 5 10 Ring mail
6 6 6 Small shield +2 26 6 12 Scale mail
7 7 7 Small shield +3 27 7 14 Chain mail
8 8 8 Medium shield 28 8 16 Splint mail
9 9 9 Medium shield +1 29 9 18 Banded mail
10 10 10 Medium shield +2 30 10 20 Plate mail
11 11 11 Medium shield +3 31 2 0 Cloth +1
12 12 12 Large shield 32 3 0 Robes +1
13 13 13 Large shield +1 33 4 2 Leather +1
14 14 14 Large shield +2 34 5 4 Leather +2
15 15 15 Large shield +3 35 6 6 Ring mail +1
16 16 16 Giant shield 36 7 8 Ring mail +2
17 17 17 Giant shield +1 37 8 10 Chain mail +1
18 18 18 Giant shield +2 38 9 12 Chain mail +2
19 19 19 Giant shield +3 39 10 14 God robes
20 20 20 God shield 40 11 16 God armor
Note : God Robes, God Armor and God shield are all special magical
items of great value.
PHANTASIE II UPDATED RULES
Phantasie I & II both share the same rules that have been set out in
the previous text, with the following exceptions and changes for
Phantasie II :
- SCROLLS. In Gelnor (Phantasie I), there were 20 scrolls scattered
about the land. In Ferronrah (Phantasie II), there are approximately
- RINGS AND WAND. In Phantasie I, 9 rings and a wand played an
important role. In Phantasie II, amulets and an enchanted orb are the
- COMBAT/ROCK TOSSING. The combat menu of Phantasie II contains a new
feature : ' 7) Toss Rock '. Rocks may be thrown at any enemy rank.
Each character has an unlimited supply of rocks. Accuracy with this
new weapon upon the Toss Rock skill level of each individual
NEW TERRAIN FEATURES
- MOLTEN LAVA; appears as an orange wave pattern. Extremely dangerous
to travel through the intense heat; almost always causes damage to
your characters. No encounters
- MIST; appears as an area of blue dots. A fine mist shrouds these
areas, making travel difficult. Undead and insect encounters abound.
- DARK VOIDS; are considered dangerous to travel through. Again,
undead and insects flourish in these areas.
TRANSFERRING CHARACTERS FROM PHANTASIE I TO PHANTASIE II
Those of you who have played PHANTASIE I and still have your
characters saved may use them in PHANTASIE II by selecting the
Utilities function of the game (see UTILITY COMMANDS) and choosing
Transfer characters from Phantasie I to Phantasie II".
Warning : This process will have the following adverse effects.
Your characters must pay all items except the wand of Nikademus. They
must also pay the majority of their money and will lose most of the
experience they have accumulated and all spells except for any divine
spells (#55 and above). Wizards will keep spell #5 and priests spell
#1. If you decide to use your old characters in PHANTASIE II then
"transfer characters" should be the first thing you do. At this point,
you may wish to train the characters at the Guild as they will be at
level 0, but have enough experience to improve. Any characters you
have created beforehand on the Phantasie II disk will be erased by the