----------------------------------------           THE BARD'S TALE
  A FIRST CLASS CRACK BY THE  TALISMAN
----------------------------------------

 DOCUMENTATION PART II: SPELLS

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 CONJURER SPELLS
 ---------------

 IN THE PARENTHESIS RESPECTIVELY:

(CODE, PT. COST, RANGE, DURATION)


 LEVEL 1

MAGE FLAME: A SMALL, MOBILE "TORCH" WILL APPEAR, AND FLOAT ABOVE THE SPELL CASTER AS HE TRAVELS (MAFL,2,VIEW,MEDIUM).

ARC FIRE:A FAN OF BLUE FLAMES WILL SHOOT FROM THE CASTERS FINGERS, DOING 1-4 HITS OF DAMAGE TO SELECT OPPONENT, TIMES CASTER'S LEVEL. (ARFI,3,VIEW,MEDIUM)

SORCERER SHIELD: THE MAGE IS PROTECTED BY AN INVISIBLE SHIELD OF MAGIC, THAT TURNS ASIDE MANY BLOWS THAT WOULD OTHERWISE HIT HIM. (SOSH,3,SELF,COMBAT)

TRAP ZAP: THIS SPELL WILL DISARM ANY TRAP WITHIN 30 FEET, IN THE DIRECTION THE PARTY IS FACING. IT WILL ALSO DISARM TRAPS ON CHESTS. (TRZP,2, 30', ...)

 LEVEL 2

FREEZE FOES: THIS SPEELL BINDS YOUR ENEMIES WITH MAGICAL FORCE, SLOWING THEIR MOVEMENTS AND MAKING THEM EASIER TO HIT. (FRFO, 3, GROUP, COMBAT)

KIELS MAGIC COMPOASS: A COMPASS OF SHIMMERING MAGELIGHT APPEARS ABOVE THE PARTY, TELLING THE DIRECTION THEY FACE. (MACO,3,...,MEDIUM)

BATTLESKILL: THIS SPELL INCREASES ONE OF YOUR PARTY MEMBER'S SKILL WITH WEAPONS, INCREASING THE ACCURACY AND FEROCITY OF HIS ATTACKS. (BASK, 4, CHAR, COMBAT)

WORD OF HEALING: WITH THE UTTERANCE OF A SINGLE WORD THE SPELL CASTER CAN CURE A PARTY MEMBER OF MINOR WOUNDS, HEALING 2-8 POINTS OF DAMAGE. (WOHL, 4, CHAR, ...)

 LEVEL 3

ARCYNED MAGESTAR: A BRIGHT FLARE WILL IGNITE IN FRONT OF A GROUP OF YOUR ENEMIES, TEMPORARILY BLINDING THEM AND CAUSING THEM TO MISS THE NEXT COMBAT ROUND. ( MAST, 5, GROUP, ...)

LESSER REVELATION: THIS IS AN EXTENDED MAGE FLAME SPELL WHICH ALSO REVEALS SECRET DOORS. (LERE, 5, VIEW, LONG)

LEVITATION: PARTIALLY NEGATES THE EFFECT OF GRAVITY ON THE PARTY, CAUSING THEM TO FLOAT OVER TRAPS OR UP THROUGH PORTALS. (LEVI, 4, PARTY, SHORT)

WARSTRIKE: CAUSES A SPRAY OF ENERGY TO SPRING FROM THE CASTER'S EXTENDED FINGER, SIZZLING A GROUP OF OPPONENTS FOR 4-16 HITS DAMAGE. (WAST, 5, GROUP, ...)

 LEVEL 4

ELIK'S INSTANT WOLF: WITH THIS SPELL THE CASTER CAN MAKE A REAL WOLF APPEAR AND JOIN THE PARTY, FIGHTING IN ITS DEFENSE. (INWO, 6, SPECIAL, ...)

FLESH RESTORE: THIS POWERFUL HEALING SPELL WILL RESTORE 6-24 HIT POINTS TO A PARTY MEMBER AND CURE POISONING AND INSANITY. (FLRE, 6, CHAR, ...)

POISON STRIKE: THIS SPELL HURLS PORCUPINE SHARP NEEDLES FROM THE MAGES FINGER INTO A SELECTED MONSTER, POISONING IT. (POST, 6, FOE, ...)

 LEVEL 5

GREATER REVELATION: THIS SPELL FUNCTIONS LIKE A LESSER REVELATION SPELL ONLY IT ILLUMINATES A WIDER AREA. (GRRE, 7, VIEW, LONG)

WRATH OF VALHALLA: MAKES A MEMBER OF YOUR PARTY FIGHT WITH THE STRENGTH AND ACCURACY OF ANCIENT NORSE HEROES FOR THE ENTIRE COMBAT. (WROV, 7, CHAR, COMBAT)

SHOCK-SPHERE: A LARGE GLOVE OF INTENSE ELECTRICAL ENERGY ENVELOPS A GROUP OF ENEMIES, DOING 8-32 HITS OF DAMAGE. (SHSP, 7, GTOUP, ...)

 LEVEL 6

ELIKS INSTANT OGRE: THIS INCANTATION WILL CAUSE A REAL OGRE TO APPEAR AND JOIN THE PARTY. (INOG, 9, SPECIAL, ...)

MAJOR LEVITATION: THIS WILL MAKE THE PARTY LEVITATE AS DOES THE LEVEL 3 SPELL, BUT ITS EFFECTS WILL LAST UNTIL DISPELLED. (MALE, 8, PARTY, INDEF.)

 LEVEL 7

FLESH ANEW: THIS SPELL BEHAVES LIKE THE FLESH RESTORE SPELL, EXCEPT THAT IT WILL AFFECT EVERY MEMBER OF THE PARTY. (FLAN, 12, PARTY, ...)

APPORT ARCANE: ALLOWS THE PARTY TO TELEPORT ANYWHERE WITHIN A DUNGEON , EXCEPT FOR PLACES PROTECTED BY TELEPORTATION SHIELDS. (APAR, 15, PARTY, ...)

----------------------------------------     [ MAGICIAN SPELLS ]
----------------------------------------

 LEVEL 1

VORPAL PLATING: THIS SPELL CAUSES THE WEAPON (OR HANDS) OF A PARTY MEMBER TO COVERED WITH A MAGICAL FIELD, WHICH CAUSES HIM TO DO AN ADDITIONAL 2-8 POINTS OF DAMAGE. (VOPL, 3, CHAR, COMBAT)

AIR ARMOR: THIS SPELL WILL MAKE THE AIR AROUND THE SPELL CASTER BIND ITSELF INTO A WEIGHTLESS SUIT OF "ARMOR". (AIAR, 3, SELF, COMBAT)

SABHAR'S STEELIGHT SPELL: CAUSES ALL METAL NEAR THE PARTY TO GLOW WITH A MAGICAL LIGHT, ILLUMINATING THE SURROUNDING AREA. (STLI, 2, VIEW, SHORT)

SCRY SITE: THE WALLS THEMSELVES WILL SPEAK, UNDER DIRECTION OF THIS SPELL, REVEALING TO THE SPELL CASTER HIS LOCATION IN THE LABYRINTH. (SCSI, 2, PARTY, ...)

 LEVEL 2

HOLY WATER: A SPRAY OF WATER WILL EMANATE FROM THE MAGE'S FINGERS, DOING 6-24 POINTS OF POINTS DAMAGE TO ANY UNDEAD FOE (E.G. SKELETON, ZOMBIE, VAMPIRE). ( HOWA, 4, 1 FOE, ...)

WITHER STRIKE: ANY FOE AT WHOM THE SPELL IS CAST IS LIKELY TO BE TURNED OLD, THUS REDUCING HIS ABILITY TO ATTACK AND DEFEND IN COMBAT. (WIST, 5, 1 FOE, ...)

MAGE GAUNTLETS: MAKES A PARTY MEMBERS HANDS OR WEAPONS MORE DEADLY, ADDING 4-16 POINTS OF DAMAGE TO EVERY WOUND HE INFLICTS. ( MAGA, 5 CHAR, COMBAT)

AREA ENCHANT: THIS SPELL WILL CAUSE THE DUNGEON WALLS WITHIN 30 FEET OF A STAIRWAY TO CALL OUT, IF THE PARTY IS TRAVELLING TOWARD IT. (AREN, 5, 30', SHORT) 

 LEVEL 3

YBARRAS MYSTIC SHIELD: THE AIR IN FRONT OF THE PARTY WILL BIND ITSELF INTO METALLIC HARDNESS, AND WILL ACCOMPANY THE PARTY WHEN IT MOVES, AS A SORT OF INVISIBLE "SHIELD". (MYSH, 6, PARTY, MEDIUM)

OSCONSS OGRESTRENGTH: ALLOWS A MEMBER OF YOUR PARTY TO DAMAGE MONSTERS AS IF HE WERE AS INCREDIBLY STRONG AS AN OGRE.(OGST, 6, CHAR, COMBAT)

MITHRIL MIGHT: INCREASES THE ARMORE PROTECTION OF EACH PARTY MEMBER BY ENHANCING THEIR ARMOR'S NATURAL STRENGTH BY MAGIC. (MIMI, 7, PARTY, COMBAT)

STARFLARE: THE AIR SURROUNDINGA GROUP OF YOUR ENEMIES WILL INSTANTLY IGNITE, CAUSING THEM TO BE BURNT FOR 6 TO 24 DAMAGE POINTS. (STFL, 6, GROUP, ...)

 LEVEL 4

SPECTRE TOUCH: THIS SPELL WILL DRAIN A SINGLE ENEMY OF 12 TO 48 POINTS OF DAMAGE, AS IF TOUCHED BY A SPECTRE. ( SPTO, 8, 1 FOE, ...)

DRAGON BREATH: ALLOWS THE MAGE TO BREATH FIRE AT A GROUP OF  FOES, DOING 8 TO 32 POINTS OF DAMAGE TO EACH. (DRBR, 7, GROUP)

SABHARS STONELIGHT SPELL: MAKES ALL STONE AND EATH WITHIN THE RANGE OF THE PARTY GLOW WITH MAGICAL LIGHT, REVEALING EVEN SECRET DOORS. (STSI, 7, VIEW, MEDIUM)

 LEVEL 5

ANTI-MAGIC: CAUSES THE GROUND TO ABSORB A PORTION OF THE MAGICAL ENERGIES CAST AT THE PARTY, FREQUENTLY ALLOWING THE MEMBERS TO ESCAPE ALL DAMAGE. ALSSO AIDS IN DISBELIEVING ILLUSIONS AND IN TURNING BACK MAGICAL FIRE, LIKE A DRAGON'S BREATH. (ANMA, 8, PARTY, COMBAT)

AKER'S ANIMATED SWORD: A MAGICAL SWORD WILL APPEAR AND FIGHT LIKE A SUMMONED MONSTER IN DEFENSE OF THE PARTY. (ANSW, 8, SPEC, COMBAT)

STONE TOUCH: THIS SPELL WILL OFTEN TURN AN ENEMY TO STONE, OR A STONE MONSTER FROM LIVING STONE TO DEAD STONE. BUT IT DOESN'T ALWAYS WORK. (STTO, 8, 1 FOE, ...)

 LEVEL 6

PHASE DOOR: THIS INCANTATION WILL ALTER THE STRUCTURE OF ALMOST ANY WALL DIRECTLY IN FRONT OF THE PARTY, TURNING IT TO AIR FOR EXACTLY 1 MOVE. (PHDO, 9, 1 WALL, 1 MOVE)

YBARRAS MAGICAL COAT OF ARMOR: CAUSES AN EFFECT LIKE "AIR ARMOR" TO COVER EVERY MEMBER OF THE PARTY, LASTING INDEFINITELY. (YMCA, 10, PARTY, INDEF)

 LEVEL 7

RESTORATION: MAKES ALL WOUNDS DISAPPEAR AS YOUR ENTIRE PARTY IS REFORGED INTO UNFLAWED BODIES. ALSO CURES POISONING AND INSANITY. (REST, 12, PARTY, ...)

DEATHSTRIKE: THIS INCANTATION IS VERY LIKELY TO INSTANTLY KILL ONE SELECTED ENEMY, BIG OR SMALL. (DEST, 14, 1 FOE)

----------------------------------------  [ SORCERER SPELLS ]
----------------------------------------

 LEVEL 1

MAGARS MIND JAB: THE MAGE CASTS A CONCENTRATED BLAST OF PPSYCHIC ENERGY AT ONE OPPONENT DOING 2-8 DAMAGE FOR EACH EXPERIENCE LEVEL OF THE MAGE. (MIJA, 3, 1 FOE, ...)

PHASE BLUR: THE ENTIRE PARTY WILL SEEM TO WAVER AND BLUR IN THE SIGHT OF THE MONSTERS, MAKING THE PARTY VERY DIFFICULT TO STRIKE. (PHBL, 2, PARTY, COMBAT)

LOCATE TRAPS: IN A STATE OF MAGICALLY-
HEIGHTENED AWARENESS, THE SPELL CASTER WILL BE ABLE TO SENSE A TRAP WITHIN 30 FEET, IF HE FACES IT. (LOTR, 2, 30', SHORT)

HYPNOTIC IMAGE: IF SUCCESSFULLY CAST, THIS SPELL WILL MAKE A GROUP OF YOUR ENEMIES MISS THE FOLLOWING ATTACK ROUND. (HYIM, 3, GROUP, ...)

 LEVEL 2

DISBELIEVE: THIS SPELL WILL REVEAL THE TRUE NATURE OF ANY ILLUSION ATTACKING THE PARTY, CAUSING IT TO INSTANTLY VANISH. (DISB, 4, PARTY, ...)

TARGET-DUMMY: A MAGICAL ILLUSION APPEARS IN THE PARTY'S SPECIAL SLOT. UNABLE TO ATTACK, IT WILL SERVE TO DRAW ENEMIES ATTACKS TO HIMSELF. (TADU, 4, SPEC, COMBAT)

MANGARS MIND FIST: A HIGHER POWER OF "MIND JAB", AND DOES 3-12 HITS OOF DAMAGE TO ONE FOE, TIMES THE EXPERIENCE LEVEL OF THE MAGE. (MIFI, 4, 1 FOE, ...)

WORD OF FEAR: THIS INCANTATION WILL MAKE A GROUP OF YOUR ENEMIES SHAKE IN FEAR, REDUCING THEIR ABILITY TO ATTACK AND DO DAMAGE. (FEAR, 4, GROUP, COMBAT)

 LEVEL 3

WIND WOLF: THIS SPELL CREATES AN ILLUSIONARY WOLF TO JOIN THE PARTY. THIS AND OTHER ILLUSIONS ARE ONLY EFFECTIVE AS LONG AS AN ENEMY "BELIEVES" THEM. DEPENDING ON THE POWER AND LOCATION, THE MONSTER MAY SEE THROUGH THE ILLUSION, AND CAUSE IT TO VANISH. (WIWO, 5, SPEC, ...)

KYLEARANS VANISHING SPELL: THE MAGE CASTING THIS SPELL WILL TURN NEARLY INVISIBLE IN THE EYES OF HIS ENEMIES, WHO WILL HAVE GREAT DIFFICULTY IN STRIKING HIM. (VANI, 6, SELF, COMBAT)

SECOND SIGHT: THE MAGE WILL EXPERIENCE HEIGHTENED AWARENESS AND BE ABLE TO SENSE STAIRWAYS, SPECIAL ENCOUNTERS, SPELL NEGATION ZONES, AND OTHER UNUSUAL OCCURENCES. (SESI, 6, 30', MEDIUM)

CURSE: CAUSES A GROUP OF YOUR ENEMIES TO FEAR YOU GREATLY, LESSENING THEIR MORALE AND THEIR ABILITY TO HIT AND DAMAGE YOU. (CURS, 5, GROUP, COMBAT)

 LEVEL 4

CAT EYES: THE MEMBERS OF THE MAGES PARTY WILL ALL RECEIVE PERFECT NIGHT VISION, WHICH WILL LAST INDEFINITELY. (CAEY, 7, VIEW, INDEF)

WIND WARRIOR: THIS SPELL WILL CREATE THE ILLUSION OF A BATTLE READY WARRIOR THAT JOINS YOUR PARTY. (WIWA, 6, SPEC, ...)

KYLEREANS INVISIBILTY SPELL: THIS INVOCATION WILL PERFORM A VANISHING SPELL ON THE ENTIRE PARTY. (INVI, 7, PARTY, COMBAT)

 LEVEL 5

WIND OGRE: THIS SPELL WILL CREATE THE ILLUSION OF AN OGRE, WHICH WILL ACCOMPANY AND FIGHT WITH YOUR PARTY. (WIOG, 7, PARTY, ...)

DISRUPT ILLUSION: THIS SPELL WILL DESTROY ANY ILLUSION FIGHTING THE PARTY, AND ANY NEW ILLUSIONS CREATED LATER IN THE COMBAT. IT WILL ALSO POINT OUT ANY DOPPLEGANGERS IN THE PARTY. (DIIL, 8, PARTY, COMBAT)

MANGARS MIND BLADE: A SHARP EXPLOSION EXPLOSION OF PSYCHIC ENERGY THAT INFLICTS 10-40 HITS TO EACH AND EVERY ENEMY YOU FACE. (MIBL, 8, ALL FOES, ...)

 LEVEL 6

WIND DRAGON: THIS INCANTATION WILL CREATE AN ILLUSIONARY RED DRAGON TO FIGHT WITH YOUR PARTY. (WIDR, 10, SPEC, ...)

MIND WARP: THIS WILL AMKE A MEMBER OF YOUR PARTY GO TOTALLY INSANE. USEFUL FOR POSSESSIONS. (MIWP, 9, CHAR, ...)

 LEVEL 7

WIND GIANT: THIS SPELL WILL CREATE AN ILLUSIONARY STORM GIANT, TO JOIN WITH, AND FIGHT FOR, YOUR PARTY. (WIGI, 12, SPEC, ...)

SORCERER SIGHT: THIS SPELL FUNCTIONS THE SAME AS THE SECOND SIGHT SPELLL, BUT IT WILL LAST INDEFINITELY. (SOSI, 11, 30 FEET, INDEF)

----------------------------------------    [ WIZARD SPELLS ]
----------------------------------------
 LEVEL 1

SUMMON DEAD: THIS SPELL WILL GATE INTO OUR UNIVERSE A ZOMBIE OR SKELETON TO FIGHT FOR THE PARTY. (SUDE, 6, SPEC, ...)

REPEL DEAD: THIS SPELL WILL DO 16 TO 80 POINTS OF DAMAGE TO A GROUP OF UNDEAD CREATURES. (REDE, 4, GROUP, ...)

 LEVEL 2

LESSER SUMMONING: THIS SPELL WILL GATE INTO OUR UNIVERSE A LOWER POWER ELEMENTAL OR DEMON, WHO WILL (UNDER PROTEST) JOIN THE PARTY. (LESU, 8, SPEC, ...)

DEMON BANE: THIS SPELL WILL DO 32 TO 128 POINTS OF DAMAGE TO A SINGLE DEMON. THE POWER TO SUMMON IS THE POWER TO DESTROY. (DEBA, 8, ONE FOE, ...)

 LEVEL 3

SUMMON PHANTOM: THIS SPELL WILL BRING A MEDIUM LEVEL UNDEAD CREATURE INTO THE PARTY. (SUPH, 10, SPEC, ...)

DISPOSSES: THIS SPELL WILL MAKE ANY POSSESSED PARTY MEMBER RETURN TO HIS NORMAL STATE. (DISP, 10, CHAR, ...)

 LEVEL 4

PRIME SUMMONING: THIS SPELL GATES IN A MEDIUM LEVEL ELEMENTAL OR DEMON, TO FIGHT WITH THE PARTY. (PRSU, 12, SPEC, ...)

ANIMATE DEAD: GIVES A DEAD CHARACTER UNDEAD STRENGTH, MAKING HIM ATTACK YOUR ENEMIES AS THOUGH HE WERE TRULY ALIVE. (ANDE, 11, CHAR, ...)

 LEVEL 5

BAYLORS SPELL BIND: THIS SPELL IF SUCCESSFUL POSSESSES THE MIND OF ANY ENEMY, FORCING HIM TO JOIN YOUR PARTY AND FIGHT IN ITS DEFENSE. (SPBI, 14, 1 FOE, ...)

DEMON STRIKE: THIS SPELL WORKS LIKE DEMON BANE, BUT IT WILL AFFECT AN ENTIRE GROUP OF DEMONS. (DMST, 14, GROU]P, ...)

 LEVEL 6

SPELL SPIRIT: THIS SPELL WILL GATE IN A HIGHER LEVEL UNDEAD CREATURE TO FIGHT FOR THE PARTY. (SPSP, 15, SPEC, ...)

BEYOND DEATH: THIS SPELL WILL RESTORE LIFE AND ONE HIT POINR TO A CHARACTER. (BEDE, 18, CHAR, ...)

 LEVEL 7

GREATER SUMMONING: THIS SPELL WILL GATE A GREATER DEMON INTO OUR UNIVERSE AND BIND HIM TO THE PARTY. (GRSU, 22, SPEC, ...)

----------------------------------------   [ BARD SONGS ]
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1) FALKENSTYNE'S FURY
THIS TUNE INCREASES THE DAMAGE YOUR PARTY WILL DO IN COMBAT, BY DRIVING THEM INTO A BERSERKER RAGE.

2) THE SEEKER'S BALLAD
THIS SONG WILL PRODUCE LIGHT WHEN EXPLORING, AND DURING COMBAT IT WILL INCREASE THE PARTY'S CHANCE OF HITTING A FOE WITH A WEAPON.

3) WAYLANDS WATCH
THIS SONG WILL SOOTH YOUR SAVAGE FOES, MAKING THEM DO LESS DAMAGE IN COMBAT.

4) BADH'R KILNFEST
THIS IS AN ANCIENT ELVEN MELODY, WHICH WILL HEAL THE BARD'S WOUNDS DURING TRAVELING, AND HEAL THE PARTY'S WOUNDS DURING COMBAT.

5) THE TRAVELLER'S TUNE
THIS MELODY MAKES THE MEMBERS OF YOUR PARTY MORE DEXTROUS AND AGILE, AND THUS MORE DIFFICULT TO HIT.

6) LUCKLARAN
THIS SONG SETS UP A PARTIAL "ANTI-MAGIC" FIELD, WHICH GIVES PARTY MEMBERS SOME INCREASED PROTECTION AGAINST SPELL CASTING.


 SPELL KEY GLOSSARY
 ------------------

RANGE TERMS
(VIEW) SPELL AFFECTS LINE OF SIGHT
(1 FOE) SPELL AFFECTS A SINGLE MONSTER REGARDLESS OF HOW MANY YOU FACE.
(ALL FOES) SPELL AFFECTS ALL MONSTERS YOU FACE.
(GROUP) SPELL AFFECTS 1 OF 4 MONSTER GROUPS.
(SELF) SPELL AFFECTS SPELLCASTER ONLY
(30') 3 SQUARES IN THE DIRECTION YOU FACE.
(CHAR) ONE OF 6 PARTY MEMBERS OR SPECIAL.
(PARTY) SPELL AFFECTS ALL 6 PARTY MEMBERS AND SPECIAL.
(SPECIAL) SPELL AFFECTS "S" SLOT ONLY; SUMMONED CREATURE ENTERS COMBAT NEXT ROUND.

 DURATION TERMS
 --------------

(COMBAT) SPELL LASTS UNTIL ALL MONSTERS OR ALL PARTY MEMBERS ARE KILLED, OR UNTIL PARTY RUNS AWAY.
(SHORT) SPELL LASTS ONLY A FEW MINUTES.
(MEDIUM) SPELL LASTS A LITTLE LONGER
(LONG) SPELL LASTS TWICE AS LONG AS "SHORT"
(INDEF) SPELL LASTS UNTIL PARTY ENTERS THE ADVENTURER'S GUILD, OR AN ANTI-MAGIC ZONE.

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 TIPS FROM THE UNDERGROUND

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CHARACTERS:

1) DON'T BE CONCERNED ABOUT LOSING A LEVEL 1 CHARACER. JUST MAKE ANOTHER ONE. BUT WHEN YOUR CHARACTERS REACH 3RD LEVEL, BACK THEM UP REGULARLY USING YOUR FAVORITE DISK COPY PROGRAM.
2) IF YOUR FAVORITE CHARACTER GETS KILLED, THERE ARE SEVERAL THINGS YOU CAN DO. YOU CAN RESURRECT HIM BY MAGIC OR IN A TEMPLE BY SPENDING SPELL POINTS OR GOLD. YOU CAN TURN OFF THE COMPUTER AND REBOOT, AND YOUR ENTIRE PARTY WILL BE RESTORED, BUT WITHOUT THE EXPERIENCE, GOLD AND MAGIC ITEMS THEY HAVE WON SINCE THE LAST TIME YOU SAVED THE GAME. OR YOU CAN LOAD THE CHARACTER FROM YOUR BACK-UP DISK ONTO THE MAIN DISK, AFTER FIRST DELETING THE DEAD CHARACTER FROM YOUR MAIN DISK. [NOTE]: YOU CAN ONLY RESTORE A CHARACTER BY REBOOTING IF YOU HAVE PREVIOUSLY SAVED YOUR PARTY BY EXITING THE GAME WHEN IN THE ADVENTURERS GUILD.
3) IN "ROLLING" A CHARACTERS ATTRIBUTE NUMBERS, 17S AND 18S CAN OFTEN MAKE A BIG DIFFERENCE, AS FOLLOWS: INTELLIGENCE GIVES MAGIC USERS BONUS SPELL POINTS; DEXTERITY GIVES FIGHTERS (BUT NOT BARDS) BONUS ARMOR PROTECTION AND FIRST STRIKE CAPABILITY; STRENGTH ALLOWS FIGHTERS TO DO EXTRA DAMAGE IN COMBAT' LUCK ALLOWS ROGUES TO SURVIVE EVEN IF THEY ACCIDENTALLY SET OFF A TRAP; AND CONSTITUTION GIVES ALL CHARACTERS BONUS HIT POINTS.
4) MOST CHARACTER RACES HAVE AT LEAST ONE ATTRIBUTE THEY ARE PARTICULARLY HIGH IN. PAY CLOSE ATTENTION TO STARTING ATTRIBUTES WHEN DESIGNING YOUR PARTY.
5) DEVELOP A SORCERER FAST. THEY ARE EXTREMELY USEFUL IN DUNGEONS. WIZARDS ARE EXTREMELY IMPORTANT IN ADVANCED LEVELS; THEY CAN SUMMON DEMONS, EXTREMELY POWERFUL SPECIALS. DEVELOP AN ARCHMAGE TOO. YOU'LL NEED ONE. YOU'LL WANT MORE.
6) YOUR PRE-BUILT PARTY, EXCELLENT FOR BEGINNING LEVELS, MAY NOT BE THE BEST GROUP FOR ADVANCED LEVELS. YOU MAY WANT TO EXPERIMENT WITH A HUNTER, BECAUSE HIS "CRITICAL HIT" CAPABILITY CAN VANQUISH SUPERIOR MONSTERS, AND THE MONK, WHO IS PERHAPS THE BEST FIGHTER OF ALL AFTER HE REACHES 6TH LEVEL.
7) WARRIORS AND OTHER FIGHTERS OFTEN PLAY LESS OF A ROLE AGAINST HIGHER LEVEL, MAGIC USING MONSTERS. BUT WITHOUGH PROTECTION OF THEIR ARMOR AND STRONG ARMS, YOUR MAGIC USERS WOULD NOT SURVIVE LONG ENOUGH TO LEARN HIGHER LEVEL MAGIC SPELLS.
8) BEWARE THE DOPPLEGANGER MONSTER. IT ENTERS YOUR PARTY AND LOOKS JUST LIKE ONE OF YOUR MEMBERS.

 MAGIC
 -----

1) DON'T VENTURE TOO FAR INTO ANY DUNGEON WITHOUGH YOUR MAXIMUM SPELL POINTS. A GOOD RULE IS TO LEAVE A DUNGEON WHEN YOU ARE DOWN TO ONE QUARTER OF YOUR MAXIMUM SPELL POINTS.
2) MANAGE YOUR SPELL POINTS CAREFULLY. DON'T WASTE A SPELL IF YOU CAN ACCOMPLISH THE SAME THING WITHOUGH MAGIC. TORCHES, FOR EXAMPLE, OFTEN WORK AS WELL AS MAGIC LIGHT SPELLS. ON THE OTHER HAND, DON'T BE SHY ABOUT USING MAGIC IN COMBAT. WHEN IN DOUBT, BLAST'EM WITH MAGIC.
3) LOCATE TRAPS, SECOND SIGHT AND SORCERER SIGHT SPELLS IDENTIFY TRAPS WITHIN 30 FEET. TRAPZAP SPELL DISARMS ALL TRAPS WITHING 30 FEET.
4) CAST A LONG LASTING BARD SPELL RIGHT BEFORE ENTERING A TAVERN. IT'S LIKE GETTING A FREE SPELL.

----------------------------------------     [ ITEMS ]
----------------------------------------

THESE ARE THE BASIC ITEMS FOUND IN GARTH'S EQUIPEMENT SHOPPE IN UNLIMITED QUANTITY.

(TORCH) FOR LIGHT IN DUNGEONS
(LAMP) LONGER DURATION THAN A TORCH
(BROADSWORD) MOST DAMAGING NON-MAGIC SWORD, ONLY USABLE BY FIGHTERS
(SHORT SWORD) A LIGHTER SWORD, USABLE BY ALL BUT MAGES
(DAGGER) USABLE BY ALL, NOT TOO EFFECTIVE.
(WAR AXE) A HEAVY, DAMAGING WEAPON, NOT USABLE BY BARDS, ROGUES, OR MAGIC USERS
(HALBERD) A COMBINATION BATTLE AXE AND PIKE, THE MOST DAMAGING NO MAGICAL WEAPON
(MACE) THE MOST POWERFUL WEAPON A ROGUE CAN USE; AN ARMOR CRUSHER.
(STAFF) A SIMPLE, NON-MAGICAL CUDGEL
(BUCKLER) A SMALL ROUND SHIELD
(TOWER SHIELD) A LARGER SHIELD
(LEATHER ARMOR) THE LIGHTEST ARMOR, WEARABLE BY ALL BUT MAGICIANS AND CONJURERS
(CHAIN MAIL) LIGHT METAL MESH ARMOR, BEST AGAINST LIGHT WEAPONS
(SCALE ARMOR) BETTER STILL, DIFFICULT TO PIERCE
(PLATE ARMOR) STRONGEST NON-MAGICAL ARMOR
(ROBES) WILL DULL OLD KNIVES, BUT THAT'S IT
(HELM) COVERS THE HEAD AND SAVES THE ADVENTURERS GOOD LOOKS
(LEATHER GLOVES) SOME PROTECTION FOR THE HANDS
(GAUNTLETS) METAL GLOVES
(MANDOLIN, HARP, FLUTE) MUSICAL INSTRUMENTS FOR USE BY BARDS

 ITEM ABBREVIATION
 -----------------

(FGN) IS AN ABBREVIATION FOR FIGURINE, A MAGICAL ATATUETTE WHICH CAN COME TO LIFE.
(MTHR) IS AN ABBREVIATION FOR MITHRIL, AN ELVEN METAL WITH MAGICAL QUALITIES.
(ADMT) IS AN ABBREVIATION FOR DIAMOND, ONE OF THE HARDEST SUBSTANCES KNOWN TO MAN OR MONSTER.
(DMND) IS AN ABBREVIATION FOR DIAMOND, ONE OF THE HARDEST SUBSTANCES KNOWN TO MAN OR MONSTER. 


----------------------------------------
 TIPS FROM THE UNDERGROUND: ITEMS

----------------------------------------

1) GENERALLY, THE MORE EXPENSIVE THE ITEM IS, THE BETTER IT WORKS. ALMOST LIKE REAL LIFE.
2) THERE ARE NO CURSED OR BAD ITEMS, UNLIKE REAL LIFE.
3) DON'T BE STINGY. EQUIP YOUR FIGHTERS WITH THE BEST ARMOR, WEAPON, SHIELD, HELMET, AND GAUNTLETS MONEY CAN BUYY. AFTER ALL, HE CAN'T TAKE IT WITH HIM. 
4) EXPERIMENT WITH ALL THE ITEMS YOU FIND TO DETERMINE THEIR CAPABILITIES. MAGICAL ITEMS ARE THE KEY TO SUCCESS. REMEMBER THAT AN ITEM MAY ONLY BE MAGICAL FOR CERTAIN CHARACTERS AND CLASSES, SO TRADE ITEMS AROUND IF YOU HAVE TO.
5) MAKE SURE SOME OF YOUR CHARACTERS CARRY LESS THAN 8 ITEMS, OR ELSE THE PARTY WILL NEVER BE ABLE TO PICK UP NEW MAGICAL ITEMS IN THE DUNGEONS.
6) WHENEVER YOUR PARTY CAPTURES AN ESPECIALLY INTERESTING OR POWERFUL MAGIC ITEM, SAVE THE PARTY AS SOON AS POSSIBLE. THAT WAY, EVEN IF DISASTER STRIKES, YOU WILL NEVER LOSE THAT POWERFUL ARMOR, WEAPON, [TALISMAN], OR WHATEVER (HE HE)...


 (THAT'S TWICE THAT THIS HAS HAD MY NAME IN THESE DOCS! WOW... HEY, I'D LIKE TO THANK THE CLONER ALOT, AND ALL OF FIRST CLASS... TOO TIRED TO SAY IT ALL, LATER...)

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 HAVE FUN WITH BARD'S TALE!