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            The Bard's Tale ][:  The Destiny Knight - [Part Four]
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                          Typed up by: The Vandal...

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-(Page 16)-


{COMBAT SYSTEM}

You're going to have to fight to become [The Destiny Knight].  There's no
avoiding it (except temporarily); it's the only way to build experience points
and win the game.  But don't worry, most of the monsters you'll meet during
the game will give you plenty of incentive to fight -- and you won't [always]
be able to run.

Combating "monsters" (a generic term for all opponents) occurs randomly and at
set locations.  You can also use intra-party combat should one of your
characters turn to the dark side.  A list of foes (broken down by the number
of foes in each group) is given at the beginning of the battle.  The maximum
number of foes is up to four groups of monsters.  Any group of monsters within
10' of your party is within melee range and can physically attack your party.
Some monsters, however, begin attacking far away and may throw illusionary or
summoned foes into your path to keep your party from advancing.  This tactic
is difficult to defeat, but with the right combination of magic and missile
weapons, your party can fight back.


{Combat Actions}

Like a boxing match, combat is divided into a series of rounds.  You must
decide what action each of your characters will take in the upcoming melee at
the beginning of each round -- unless you decide you want your party to run
away or advance.  A menu of battle options appears for each member of your
party at the beginning of the round.  Each menu option is described below.


{(A)ttack Foes:}  Tells the character to physically assault members of any
group of monsters within 10'.

{(P)arty Attack:}  Tells the character to physically assault another member of
the party, including special members.  (See "Special Members" in the
"Character Types" section above.)

{(D)efend:}  Tells the character to simply defend during the round, thus
reducing the chance of being hit.

{(U)se an Item:}  Tells the character to use a magic item or missile weapon
from the inventory that's currently equipped for use.  You may be required to
specify a target for the effect.

{(B)ard Song:}  Tells the Bard to play a short tune that will affect the party
in some fashion.

{(C)ast a Spell:}  Tells a magic user to cast a spell at the party or a group
of foes.  You must enter the spell code and specify a target.

{(H)ide in Shadows:}  Tells a rogue to try and avoid combat by hiding in the
shadows.  If successful, the rogue is skipped as a target when the combat
round begins.


Your first four party members (0-3) can be physically attacked by monsters and
can also retaliate.  The last three characters can be attacked with magic
only, and can retaliate with magic only.  Using this method puts your first
four characters on the front line of attack, and holds the others in reserve
in case the front four don't fare too well.  Monsters within melee range
operate similarly; they're the only groups that can attack or be attacked
physically.

When the battle commands for all your party members have been entered, the
round begins.  The most dexterous and powerful characters and monsters usually
strike first, but luck, character level, and character class also play a role
in the combat.  The outcome of evenly matched battles, however, often depends
on getting in the first blow.


-(Page 17)-


The scrolling speed of the combat messages can be increased or decreased
according to your taste.  See the Command Summary Card for details on this
option.

Dead monsters are removed from the ranks of your foes, and dead characters
(including nonillusionary special members) are moved to the end of your party
list at the end of every combat round.  When combat ends -- when either your
party or the monsters are destroyed -- treasure and experience points are
distributed among the survivors.


{Tips from the Adventurers' Guild:  Combat}


1.  The character with the highest dexterity rating and level number usually
attacks first.  Use the character with the highest dexterity rating to attack
especially fearsome creatures such as Dragons.  Less dexterous characters
might not survive long enough to get in the first strike.

2.  Use spells and Bard songs to lower the armor class of your entire party.
Remember, the lower the armor class rating the better.

3.  If attacked by more than two groups of monsters, concentrate your efforts
on the magic users first.  If you can't kill all the magic-using monsters,
cast magic-repellent spells to protect your party from illusions, possessions,
and other spells.

4.  As a general rule, attack groups containing only one monster last, unless
it contains a particularly deadly monster, then attack it while your party is
strong.

5.  Many [undead] monsters (monsters who have returned from the dead; i.e.,
zombies) can drain experience levels, rapidly age characters, critically hit,
or even turn characters to stone.  Treat the undead with respect -- kill them
quickly.

6.  Be prepared to lose a lot of level one and two characters; especially at
night and when you're walking unarmed to Garth's Equipment Shoppe.  In fact,
it's a good idea to stay close to temples at night so you can heal wounds
quickly.

7.  Remember that you cannot physically attack a group of monsters that are
more than 20' away.  You can't advance up to them either, if there is another
group already within melee range.  For this reason, keep a well-stocked supply
of missile weapons (i.e., arrows, spears, axes, etc.) -- they will allow you
to attack monsters who hide behind others.


-<END OF PART IV>-


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