Secret of the Silver Blades manual
- Secret of the Silver Blades
Secret of the Silver Blades Rule Book
SSI makes no warranties, either express or implied, with respect to
the software program recorded on the diskette or the game described in
this rule book, their quality, performance, merchantability or fitness
for any particular purpose. The program and game are sold "as is".
The entire risk as to their quality and performance is with the buyer.
In no event will SSI be liable for direct, indirect, incidental, or
consequential damages resulting from any defect in the program or game
even if SSI has been advised of the possibility of such damages. (Some
states do not allow the exclusion or limitation of implied warranties
or liability for incidental or consequential damages, so the above
limitation or exclusion may not apply to you.)
The enclosed software program and this Rule Book are copyrighted. All
rights are reserved. This Rule Book may not be copied, photographed,
reproduced, or translated or reduced to any electrical medium or
machine readable form, in whole or in part, without prior consent from
SSI. The program accompanying this Rule Book may be copied, by the
original purchaser only, as necessary for use on the computer for
which it was purchased.
Advanced Dungeons & Dragons, AD&D, Forgotten Realms, and the TSR logo
are trademarks owned by and used under license from TSR Inc., Lake
Geneva, WI. USA
(c) 1990 Strategic Simulations, Inc. All Rights Reserved. (c) 1990
TSR, Inc. All Rights Reserved.
TABLE OF CONTENTS
Your Game Box Should Contain 1
Transferring Characters from Curse of the Azure Bonds 1
Before You Play 1
Getting Started Quickly 1
Using Menus 2
Beginning to Play 2
From Where Menu 3
Modifying Characters and Parties
Party Creation/Hall Menu 4
Non-Player Characters (NPCs) 4
Viewing Characters 4
Character Status 4
View Menus 5
Items Menu 5
Display Screens and Points of View 6
Adventuring Options 7
Adventure Menu 7
Rest Menu 7
Alter Menu 8
Speed Menu 8
Pics Menu 8
Level Menu 8
Magic Menu 8
Memorize Menu 9
Scribe Menu 9
Armoury Menu 9
Temple Menu 10
Vault Menu 10
Sample Encounter Menu 10
Combat Menu 11
Aim Menu 11
Done Menu 12
Treasure Menu 12
Take Menu 12
Welcome to the official Advanced Dungeons & Dragons computer product,
Secret of the Silver Blades, a FORGOTTEN REALMS (TM) 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
The people of New Verdigris have uncovered an ancient evil that
threatens to close forever the mind that is their livelihood. In
desperation the miners gathered up the whole of their treasury and
sacrificed it to the Well of Knowledge, beseeching the ancient
artifact to send them heroes to combat the monsters -- your party of
adventurers are those heroes.
When you regain your senses after being brought to the Well of
Knowledge, the mayor of New Verdigris explains that the mining town is
desperate for heroes to save it from the evil that has been unearthed.
The mayor will give you several magical items and money to purchase
equipment. You should distribute the items to the members of your
party and then go into the town to finish outfitting your adventurers.
Outfit each character with appropriate weapons and armor. After
supplying your characters with weapons and armor, the party is ready
to begin adventuring.
Your Game Box Should Contain
* 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 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 SECRET OF THE SILVER BLADES from the fantasy
role-playing game, CURSE OF THE AZURE BONDS. It also shows how to get
right into the game without having to read through the rules.
Transferring Characters from Curse of the Azure Bonds
SECRET OF THE SILVER BLADES will accept characters which were created
and played in CURSE OF THE AZURE BONDS. To transfer characters, use
the REMOVE CHARACTER FROM PARTY command in the Party Creation Menu to
take characters from their adventuring parties, then use the ADD
CHARACTER TO PARTY command to put them in a SECRET OF THE SILVER
Before You Play
There is no copy protection on your SECRET OF THE SILVER BLADES disk,
so please make back-up copies and put the originals away for
safe-keeping. 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 word indicated, type
it in and press the Return or Enter key.
Getting Started Quickly
SECRET OF THE SILVER BLADES comes with a ready-made party that allows
you to begin adventuring immediately. Use the instructions on the
Data Card to load the saved game that has been provided and begin
playing. Use these rules to answer any questions during play.
All commands are menu based, and the concept of the active character
is central to the game. Outside of combat the active character s name
is highlighted on the display. During combat the active character is
surrounded with a cursor at the start of his combat segment.
During combat the active character is chose automatically according to
a character s initiative and random factors. Other times the active
character may be selected by you before choosing any commands.
If a command affects the whole party, just select the command. If the
command affects one character, make that character active and then
choose 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 a 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 times, selections are made from a vertical
menu list of equipment.
Horizontal menus list what that character can do or what can be done
to the character. In the rules, menus are shown with all of their
options. In some cases, options will not be available every time a
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 Detect Magic spell available.
The rule book only lists the general menus. With many encounters
special menus will appear that indicate available options.
Beginning to Play
To begin playing the game you must load a saved game or generate
characters and band them together into a party. This first menu gives
you the initial options:
CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICKS (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. This command displays the following menus to define the
* PICK RACE lists six races a player-character can be in the Forgotten
* 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 ALIGNMENT lists all the possible alignments for the character
based on character class.
The computer randomly generates the character s ability scores. 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
hitpoints (HP) after the character has been generated.
* NAME CHARACTER provides a 15 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
* 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 to reflect new armor or weapons using the
ALTER command from the Encampment Menu. On some computer systems the
character will be saved after the combat icon is finished.
* EXIT from any of the character creation menus will display the Party
ADD CHARACTER TO PARTY allows you to add characters to the party from
the saved game disk. A party is a group of characters composed of up
to six player characters composed of 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
the Journal. You will also need to indicate the last game the
character adventured in.
From Where Menu
FROM WHERE: SECRET CURSE EXIT
SECRET adds a character that was generated in SECRET OF THE SILVER
BLADES or last adventured there.
CURSE adds a character that last adventured in CURSE OF THE AZURE
LOAD SAVED GAME permits you to resume a game that has been previously
saved. The saved game provided with SECRET OF THE SILVER BLADES can
also be loaded.
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
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 will be available at all times.
PARTY CREATION/HALL MENU
CREATE NEW CHARACTER
TRAIN CHARACTER (Hall only)
HUMAN CHANGE CLASS (Hall only)
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
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 may not be recovered.
MODIFY CHARACTER can change the character s ability scores and HP.
Use MODIFY CHARACTER to change a character generated in SECRET OF THE
SILVER BLADES to match a favorite AD&D game character. A character
cannot be modified once he has begun adventuring.
TRAIN CHARACTER (from Hall Menu only) increases a character s level
when he has gained enough experience points (XP). Choose the
character to train and if he has sufficient XP he will be able to
advance one level. If a character has gained enough XP to advance
more than one level, he will advance one level and then lose all XP in
excess of one point below that required for advancement to the next
level. See the section on Experience Points in the Journal for an
Advancing in levels takes no game time. When magic-users advance,
they may add a spell to their grimoire (spell book). See the Maximum
Level Limits by Race, Class, and Prime Requisite chart in the Journal
for level limits. There is no charge for training characters.
HUMAN CHANGE CLASS allows human characters to become a dual class
character. Dual class characters lose the advantages of their first
class until they exceed that level in the new class. For more
information about dual class characters, look under Character Classes
in the Adventurer s Journal.
VIEW CHARACTER displays a character. For more information see the
Viewing Characters section.
REMOVE CHARACTER FROM PARTY transfers a character from the party to
the saved game disk.
SAVE CURRENT GAME stores the current game to the saved game disk or
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 the party.
There are two kinds of NPCs: those who volunteer to join the party and
those who will only give information or fight the party. NPCs that
join the party are treated like player characters with a few
differences. The computer commands NPCs in battle. They have morale.
If things are going badly for the party, NPCs may run. Items can be
traded to some NPCs, but they cannot be traded from conscious NPCs to
other characters. If an NPC dies, however, you can use the TRADE
command on the Items Menu to take his items. Only tow NPCs at a time
may join the party and they may take a share of all treasures found.
The VIEW command displays the character summary screen.
Characters have no money at the start of the adventure, although the
Mayor of New Verdigris will give the party some to help outfit them.
They party will accumulate wealth, in the form of gems, jewelry, and
coins as they go. The value of gems and jewelry varies, and can only
be determined by having the items appraised. Coins always have the
same values. Platinum coins are the most valuable while gold and
copper are more common. The relative value of each kind of coin is:
1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) =
100 silver pieces (sp) = 1000 copper pieces (cp)
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
OKAY status means that the character has positive HP and can move and
UNCONSCIOUS status means that the character has exactly 0 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 change of being resurrected with a Raise Dead spell. The
character s chance of being resurrected is influenced by his
constitution. See the Constitution Chart in the Journal.
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 the temple in New Verdigris. Magic-users may also get
Stone to Flesh spells if they are of high enough level.
CHARACTER STATUS SCREEN
FLED status means that the character fled from the previous battle.
After the battle he will rejoin the party.
GONE status means that the character has been totally destroyed.
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.
ITEMS SPELLS TRADE DROP HEAL CURE EXIT
ITEMS will show 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.
READY USE TRADE DROP HALVE JOIN SELL ID EXIT
* READY is used to change the status of a weapon, armor, or other
item. Only readied items can be used in combat. A character cannot
ready more than two hand-held items at once. Arrows and crossbow
quarrels 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.) and
others take no hands (rings, armor, etc.). On some systems there are
items that can only be readied or unreadied while in either camp or
* 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 is used to transfer an item from one character to another.
Choose the character to trade and then choose the item or items to
trade. Remember that a conscious NPC will not give up an item once he
* DROP permanently removes items from a character. Dropped items may
not be recovered.
* HALVE will divide a bundle of some item into two bundles. For
example, halve would turn one bundle of 42 Arrows into two groups of
21 Arrows each. This is handy for dividing items to distribute among
* JOIN combines all similar items into one line. No more than 255
similar items can be joined on one line. Some items, such as potions,
cannot be joined.
* SELL is described under the Armoury Menu.
* ID is described under the Armoury Menu.
* SPELLS is a listing of the spells a character has memorized and can
* TRADE is used to transfer money, gems, and jewelry from one
character to another. Indicate which character is to receive, and
then indicate what and how much is traded to the other character.
* DROP permanently removes money from a character. Dropped money may
not be recovered.
HEAL is an ability of paladins. Paladins may heal two HP (per level)
of damage a day. Select the HEAL command and then select the
character to be healed. This command is only displayed when a paladin
has a heal available.
CURE is another ability of paladins. A paladin may perform one Cure
Disease per week at levels 1-5, two cures a week at levels 6-10, and
three cures a week at levels 11-15. This option is only displayed if
the paladin has a cure available.
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. During your adventuring the party will engage in fierce
battles, find treasures and sometimes have to stop, recuperate, and
memorize spells for future use.
Display Screens and Points of View
SECRET OF THE SILVER BLADES uses three different points of view: 3-D,
area, and combat.
3-D appears in town, underground and so on. This view appears at the
top left of your screen 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. On some computer systems you may move around while in the
area view, on others this view is only to help you get your bearings.
To the right of the point of view window, in either 3-D or Area, are
the map coordinates, current time, facing direction (N, S, W, E) and
what the party is doing (searching, camping, etc.).
COMBAT view occurs automatically whenever the party engages in battle.
The combat screen is a detailed view of the area the party was in when
the encounter began.
The following menus control most adventuring options:
MOVE AREA CAST VIEW ENCAMP SEARCH LOOK
MOVE is used to change the party s facing or to move forward. The
party can turn right or left, turn around, or move forward. 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
AREA toggles between the area and 3-D view. In many regions this
command may not be 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 screen and the View Menu.
ENCAMP displays the Encamp Menu. See the Encamp section for a
description of the available commands.
SEARCH toggles searching on and off. A party moving with Search off
is moving at a normal rate of one minute per move. With Search on the
party takes 10 minutes per move because they are checking for secret
doors, traps, etc. When a party has Search on, SEARCH will be
displayed on the screen to the right of the point of view window.
Because the party is moving very slowly with Search on, the chance for
random encounters is greatly increased.
LOOK is used to search an individual square. A LOOK command acts as
if the party moved into the current square with Search on.
The Encamp Menu includes options like saving the game, resting to heal
and memorize spells, and changing items such as game speed or party
SAVE VIEW MAGIC REST ALTER FIX EXIT
SAVE stores the characters and current game to the saved game disk or
directory. Saved games may be loaded either from the first menu or
from the Party Creation/Hall Menu. Save often -- especially after
surviving really tough encounters. See your Data Card for
computer-specific saving instructions.
VIEW displays the View Menu and the character screen of the active
MAGIC is a very important part of SECRET OF THE SILVER BLADES 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. When
spells are being memorized, the initial rest time is established by
the time necessary to memorize any spells selected from MEMORIZE
command in the Magic Menu. For every 24 uninterrupted hours of rest
in camp, each wounded character regains on HP. Rest can be
interrupted by encounters. If possible find safe places to take long
rests, such as the Mayor s residence in New Verdigris or places that
you are told are safe during the game.
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
* ADD, SUBTRACT increases or decreases 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. The Alter Menu includes:
ORDER DROP SPEED ICON PICS LEVEL EXIT
ORDER changes how the characters are listed on the screen and how they
are deployed in combat. Characters at the top of the list tend 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 may not be
SPEED controls the rate at which messages are printed on the screen.
If the game is running too slowly, use the FASTER command to speed up
SLOWER FASTER EXIT
* ICON is used to change a character s combat icon.
ANIMATIONS ON/OFF EXIT
* ANIMATIONS ON/OFF toggles the animation of the close-up pictures on
and off. Turning the animation off speeds up the game. This command
is not available on some computers.
LEVEL permits your to adjust combat difficulty. After choosing LEVEL,
you will see the following menu:
NOVICE SQUIRE VETERAN ADEPT CHAMPION EXIT
The game is preset at 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
combat more difficult, choose either the Adept or Champion (hardest)
When you choose to make the game more difficult, you are rewarded by
receiving more experience points from your combat encounter. When you
choose to make your game easier, you are penalized by receiving fewer
experience points from your combat encounter.
Receiving less 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 first level clerical spells will memorize as many
Cure Light Wounds 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
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 have an effect when cast during
combat and others may only be cast while encamped.
MEMORIZE displays the Memorize Menu, the character s grimoire 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 that a spell-caster can have the same spell memorized
MEMORIZE NEXT PREV EXIT
* MEMORIZE selects a spell to be memorized. A spell is not actually
memorized until it has been chosen from the Memorize Menu and the
character has rested long enough to imprint the spell on his mind.
After selecting the spells to memorize, the computer will verify your
SCRIBE displays the Scribe Menu and a list of all of the spells on
magic-user scrolls. Before spells can be scribed, they must either be
identified at the armoury or temple, or the magic-user must have cast
Read Magic on them. Indicate 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.
SCRIBE NEXT PREV EXIT
DISPLAY lists the magic that currently affects the party. This
includes spells like Bless or Invisibility plus effects like disease.
This is an important command because diseased characters will not
regain HP until the 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 who can cast them (cleric, magic-user, or
ranger), when they can be cast, and their range, duration, area of
effect, and, of course, their 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.
The mining town of New Verdigris will provide many valuable services
and supplies for the adventurer. In the town you will find: an
armoury, hall, temple, bar, and the mayor's and mage's residences.
The Mayor's residence is a good place to rest and gather information.
He will inform you of anything the people of New Verdigris have
learned since your last visit. Whenever the party is in town, the
mayor will provide a safe place to rest and memorize spells. While
staying with the mayor, the party may safely encamp to memorize spells
and regain HP.
The Armoury provides a place to buy and sell equipment using the
BUY VIEW TAKE POOL SHARE APPRAISE EXIT
BUY displays the items available in the armoury. Select the items
that the active character will buy.
VIEW displays the character screen with the SELL and ID commands
available in the Items Menu.
* SELL causes the armourer to make an offer on the highlighted item.
Sold items may not be recovered.
* ID is used to identify an item. The armoury charges 100 gold pieces
for the service.
TAKE is used to pick up coins from the party s money pool. Indicate
the type and amount of coins, gems, or jewelry to take.
POOL places all of the party members coins, gems, and jewelry into a
pool which any member may use to make purchases. Use the TAKE or
SHARE commands to pick up coins, gems and jewelry from the money pool.
SHARE picks up everything from the pool and distributes even shares
among the party.
APPRAISE is available at the armoury, temple, or mage's house to find
the monetary value of any gems 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.
The Mage's house is where you go to purchase magic items. The options
that appear are similar to those in the Armoury Menu.
The Hall is where the characters can advance levels. Here you can
modify the party using the Party Creation/Hall Menu.
The Temple offers healing spells and performs other clerical services.
The commands on the Temple Menu are the same as those on the Armoury
Menu with the addition of the HEAL command.
HEAL VIEW TAKE POOL SHARE APPRAISE 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.
The Bar is a rowdy place full of gossip, stories and information. Buy
a round of drinks and listen to the stories.
The Vault will story money and equipment for you. You may also
convert platinum pieces into gems. One hundred platinum pieces will
buy you one gem. There is no charge for this service.
DEPOSIT WITHDREW TRADE EXIT
DEPOSIT will enable you to deposit money and items. See your data
card for details.
WITHDRAW will enable you to withdraw money and items from the vault.
See your data card for details.
TRADE asks how many platinum pieces you wish to trade for gems. You
may only select multiples of 100 platinum pieces.
EXIT returns you to the street outside the vault.
The Old Man in New Verdigris is a valuable source of information and
clues. All you have to do is find him.
The Well of Knowledge is another valuable resource to the player.
This powerful magic place is where the people of New Verdigris wished
for warriors (you) to combat the menace of evil. The well will also
answer queries you may have about your adventure. To gain information
from the well you will need to feed it with 100 gems before gaining
The location of the Well is on the map of the New Verdigris area found
in the Journal.
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 the monsters surprise the party, the monsters can
attack immediately and get a bonus to their initiative in combat. If
the monsters do not attack immediately, the party can react by
choosing from an Encounter Menu. Encounter menus vary and the list
options for new situations.
Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE/PARLAY
In this menu you have opportunities to fight immediately, wait and
see, run away, or try and talk.
In combat the computer choose 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 a more detailed description of combat in the
The active character will be centered on the screen at the start of
his combat segment. The active character's name, HP, AC and current
weapon are displayed. The Combat Menu lists the character s options.
MOVE VIEW AIM USE CAST TURN QUICK DONE
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.
VIEW displays the character screen and View Menu. The USE command
appears on the Items Menu to permit items such as a wand to be used in
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 also be used to survey
the condition of your party and enemies. As you move the aim cursor
over a character or monster, information about him will be displayed
on the right of your screen.
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 enemy where the
cursor is currently located. This command can also be used to attack
an adjacent enemy with a melee weapon (sword, mace, etc.). If this
option is not displayed the target is out of range, not in line of
sight, invisible or under the effect of a Blink spell.
* CENTER will center the screen around the cursor. This is helpful
when targeting manually. This option is not available on all computer
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 when they have spells
available. The spell-caster selects from the list of available spells
and then targets with the Aim Menu. If the character has been hit
recently his concentration may be broken and the CAST option will not
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.
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 hang back and attack from a
distance. If the character has no readied missile weapon, he will
ready a melee weapon and charge. Single class magic-users 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 will remain under computer control for all subsequent
combats until manual 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
DONE brings up the following menu.
GUARD DELAY QUIT BANDAGE AUTO SPEED EXIT
* 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.
* DELAY causes the character to hold his turn until after the other
characters and monsters have acted.
* QUIT ends a character s turn.
* BANDAGE only appears if a party member is bleeding to death. The
BANDAGE command will stop the bleeding and keep the character from
* SPEED changes the game speed and is described under the ALTER
command in the Encamp Menu.
When combat is over you will see how much XP each character receives
and then the Treasure Menu is displayed. Most of the Treasure Menu
commands work like the commands in the Temple and Armoury Menus.
VIEW TAKE POOL SHARE DETECT EXIT
VIEW displays the character screen and View Menu
TAKE permits the active character to pick up treasure from defeated
monsters. This will only appear if the monsters had a treasure or the
party has pooled its funds. A character carrying a large number of
coins and heavy equipment can be slowed in combat.
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 and type of coins, gems, and jewelry in
the treasure. Indicate the type then number of items the active
POOL drops all of the party members' coins into the treasure. Use the
TAKE or SHARE command to pick up coins from the treasure.
SHARE picks up the money treasure, divides it into shares, and
distributes it among the party.
DETECT casts a Detect Magic spell from the current active character.
Magic items in the treasure will be marked with a + or an * . This
option will only appear if the active character has a Detect Magic
EXIT leaves the scene of the battle. If any treasure remains, the
option to return to the Treasure Menu is displayed.