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\-\                 Electronics Arts Presents: Deathlord                \-\
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 /-/    Docs Typed By: King Lear                       Date: 12/31/87    /-/
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- EMPEROR'S EXHORTATION

     Once my kingdom knew peace.  Now it only knows evil.  Renegade forces
have infested my realm, destroying Kodan's largest city.  Their provocations
continue unabated, threatening the safety of my people and making travel
unsafe in many part of my kingdom.

     They approach the seat of my power, lurking insolently in the catacombs
under my castle.  At the head of the devilry is an outcast wizard.  Plans to
dispatch him have failed, as he has set up magical barriers that have
befuddled even my most experienced scouting parties.

     As the ninth Emperor of the Kingdom of Kodan, I call upon you, brave
adventurers, to seek out the source of this living malice and restore calm
and civility to Kodan.  For your success, I promise these riches:  100,000
pieces of gold and choice southern lands for each member of your party.
Beyond these, you will bring honor to your family name, a name which will
be repeated through the centuries with great reverence.

     Whether you are driven by ancestral duty or adventurous desire, go forth
with fortune in your future.  Be diligent in your journey.  Gird yourself for
battle, recover from setbacks that me befall you, and above all, pleasure in
the nobility of your cause.  Remeber, he who fights and dies is honored, but
he who fights and lives is honrored AND rewarded.

Emperor Nakamoto

- GREETING FROM THE DEATHLORD

     Stupid adventurers!  Your weak party is not enough to stop even my most
slack-spined drone.  I would encourage you to stay in the security of your
little homes, but I thrive on misery and dread.  Your futile quest to stop me
is sure to yield just that.  Even if you defeat my lowly pawn, you must
answer to me, face to face.

Should you insist on pursuing the fatal course, I offer these clues:  seven
words, six items, and your ineptitude prevents us from meeting.

Go now.  And prepare to embrace your Emperor in hell.

- YOUR GOAL

     Your goal in Deathlord is to identify and defeat the source of evil
loose in the world of Lorn.  If you succeed, you'll learn the gratitude of
he Emperor of Kodan and his promised reward.  To do this, you need to collect
clues and articles.  You also need to build up your party, gathering strength
and knowledge to help you accomplish your aims.

- CREATING A PARTY

     Assembling an effective party of adventurers is crucial for success.
Each party can have from one to six adventurers.

-  CREATING NEW CHARACTERS

     (You can use the six guys that come with the original if you don't want
to create your own, or if you are an inexperienced player and want to get the
feel of the game.  These six come equiped with weapons and armor, so, you
don't have to buy it.)  When you create new characters, you choose such
things as race, class, alignment, and sex.  As you assemle your group, be
sure that each character complements the party.  A proper mix of warriors and
magic-bearers makes a well rounded party that has the option of using muscles
or magic.  Add a thief to pick a lock or two, and the party could have the
gratitude of the Emperor in no time.

   [Races]

/Human/             Humans are hardy and strong, which, incidentally, makes
                    them the predominant race in Lorn.  Of all races, only
                    humans can be a member of any class.

/Toshi/             Toshis are intelligent, which makes them good magic users
                    They may be physically weak, but they've got long lives.

/Nintoshi/          The Nintoshi is a hybrid of Human and Toshi, being
                    smarter than the stronger than the latter.  They excel in
                    almost any class.

/Kobito/            The dour, durable race has magnificent stamina.  Although
                    they aren't large, they are strong and tough.  Kobitos
                    prefer to avoid the magic arts since they have a tough
                    time casting spells.  They're best as fighters or thieves

/Gnome/             The Gnome is like the Kobito but has a greater respect
                    for nature and is more social.  Gnomes also like to use
                    magic, with Genkai high on class potential.

/Obake/             The Obake is a darker and dumber version of the Toshi.
                    Tiny and nimble, the make fine thieves and assassins.

/Troll/             The homely humanoids are strong but fairly slow-witted
                    for spell casting.  Senshi is the best class for them,
                    but if truly desired, you can make a Troll a Shisai.

/Ogre/              A hybrid of Human and Troll, the Ogre is stronger than
                    the Human, and brighter than the Troll.  They're usually
                    fighters and decent Shisais.


   [Attributes]

All character have seven mental and physical attributes, each ranging from a
value of 3 to 21.  While values are distributed randomly, you have a measure
of control over each character's values when you create your party.  During
the course of play, a character's attributes will rise and fall as events
occur.


/Strength/          The amount of damage your character can inflict on an
  (STR)             opponent during combat.  You'll want to make your fight-
                    ing character strong.

/Constitution/      Your character's health and, ultimately, his or her
    (CON)           ability to survive.  A character with a higher const-
                    itution is tougher to kill.

/Size/              Fighters tend to be large while magic-users are small.
 (SIZ)              Big characters are better at smashing down doors and
                    doing other things where greater mass is an advantage.

/Intellgence/       A character's mental capacity.  High Intelligence for
    (INT)           magic-users improves their spellcasting abilities and
                    lets them recover Power faster.

/Dexterity/         Agility and nimbleness.  High dexterity helps your char-
   (DEX)            acter avoid hits and land the first blow during combat.
                    Dexterity is also important to thieves for success in
                    picking locks, avoiding traps, and stealing merchandise.

/Charisma/          Your character's physical beauty and persuasive abilities
  (CHA)             which can affect transactions or negotiations.

/Power/             A character's magical aptitude.  It's important to spell-
 (POW)              casters since Power determines the number of spells that
                    they can cast.  Power is consumed on a one-to-one ratio
                    (i.e. a 4th level spell costs 4 power points).

   [Classes]


/Ansatsusha/        These assassins are better fighters than the Yakuza and
                    also have a greater selection of weapons.  They possess
                    limited thieving abilities.

/Senshi/            The ultimate mercenaries, Senshi hire out to any mission
                    that pays well.  The combat-hungry Senshi can wear any
                    armor and use any weapon.

/Genkai/            The Genkai confuses and befuddles opponents with a
                    variety of illusions.  Their numbers are fewer than the
                    Mahotsukai.

/Kichigai/          Come battle time, Kichigais go into a frenzy which gives
                    them great strength, but leaves them prone to attacks
                    from opponents.  Like the Yabanjin, they avoid heavy,
                    restrictive armor.

/Kishi/             The noble warriors are dedicated to the principls of
                    honor, justice, and order.  They also enjoy casting a
                    Shisai spell or two.

/Kosaku/            The peasent Kosakus aer the untouchables of the realm --
                    mainly because nobody would care to touch them.

/Mahotsukia/        This rare class is highly respected.  They may be weak
                    fighters, but they have a variety of potent spells to
                    neutralize and slay opponents.

/Ninja/             The Ninja are specialists in hand-to-hand comabt, as
                    befits a secret order.  They also aren't too bad with
                    conventional weapons.

/Ronin/             Ronins are corrupt brutes who look out ony for themselves
                    They enjoy kicking , gouging fight where they can employ
                    dirty tricks.  A patron deity supplies the evil Ronin w/
                    a few Shisai spells.

/Ryoshi/            This solitary class of scouts and trackers is skilled
                    with al types of weapons, although they favor bows and
                    axes.  For maximum mobility, they should wear light
                    armor.  Ryoshi enjoy working with Shizen orders.

/Samurai/           Another honorable oredr, the Samuria takes pride in his
                    or her fighting technique.  Samurais reach their skill
                    peak with special weapons of honor.

/Shisai/            Shisai of different lands share common rituals and
                    spells.  They use medium-weight armor an smooth weapons,
                    and can cast many curative and protective spells.

/Shukenja/          The disciples of holiness resemble Ninjas in makeup, but
                    train for enlightment and not assassination.  Less
                    skilled than the Ninja in combat, the Shukenja
                    compensates with some spell casting ability.

/Shizen/            A secretive class, Shizens like the outdoors, drawing
                    from nature to cast spells.  Metal armor cuts their
                    casting power, so they usually don leather armor.

/Yabanjin/          Northern and primitive to the core, Yabanjin are instinc-
                    tive survivalists and tough in a fight.  What they lack
                    in technique, they make up for in sheer meanness.  They
                    don heavy armor.

/Yakuza/            The cunning Yakuza is best at lockpicking and trap neut-
                    ralizing and not so good at fighting.  For extra-
                    curricular activites, the Yakuza enjoys stealing from
                    merchants.


   [Alignment]

In most cases, there are three alignments to choose from:  good, nuetral, or
evil.  Alignment has some bearing on what characters can be put together in a
group.  Characters who are innately good or eveil will have their alignment
assigned automatically.


   [Sex]

The character's sex has little bearing on his or her capabilities to carry
out a task. Female fighters are just as capable of handing a dragon its head
as male fighters are.


   [Option Charts]
The following charts contain info. that will help you create your characters.

 *Character Classes*

Class        Type      Armor      Max # of weapons      Hit Points
------------------------------------------------------------------
Senshi       Fighter     3              3                   10
Kishi        Fighter     3              3                   08
Ryoshi       Fighter     2              3                   09
Yabanjin     Fighter     1              3                   12
Kichigai     Fighter     2              3                   11
Samurai      Fighter     3              3                   09
Ronin        Fighter     3              3                   08
Yakuza       Thief       1              2                   06
Ansatsusha   Thief       1              3                   06
Ninja        Thief       0              2                   07
Shukenja     Theif       0              2                   05
Shisai       Priest      2              1                   08
Shizen       Priest      2              1                   08
Mahotsukai   Wizard      0              0                   04
Genkai       Wizard      0              0                   04
Kosaku       Peasent     1              2                   06

 (Note) Max of 3 weapons means: 1 missle, a hand, or open hands.


 *Minimum Statistics Required*

Class          STR       CON       SIZ       INT       DEX       CHA      POW
-----------------------------------------------------------------------------
Senshi         11         -         -         -         -         9        -
Kishi          11        13         -        11         -        11       13
Ryoshi         11        13         -        11         -        11        -
Yabanjin       13        13         -         -         -         -        -
Kichigai       13         -         -         -         -        11        -
Samurai        11        11         -         -         -        13        -
Ronin          13        11         -        11         -        11        -
Yakuza          -         -         -         -         -        13        -
Ansatsusha     11         -         -         -         -        13        -
Ninja          11        13         -         -         -        15        -
Shukenja       11        13         -        11         -        13        -
Shisai          -         -         -        11         -         9        -
Shizen          -         -         -        11         -         9       11
Mahotsukai      -         -         -        11         -         9        -
Genkai          -         -         -        11         -         9        -
Kosaku          -         -         -         -         -         -        -


 *Class Availability*

Class        Human  Toshi  Nintoshi  Kobito  Gnome  Obake  Troll  Ogre
----------------------------------------------------------------------
Senshi         Y      Y       Y        Y       Y      Y      Y     Y
Kishi          Y      Y       Y        N       N      N      N     N
Ryoshi         Y      Y       Y        N       N      N      N     N
Yabanjin       Y      N       Y        Y       Y      Y      Y     Y
Kichigai       Y      N       Y        Y       Y      Y      Y     Y
Samurai        Y      Y       Y        N       N      Y      N     Y
Ronin          Y      Y       Y        Y       Y      Y      Y     Y
Yakuza         Y      Y       Y        Y       Y      Y      Y     Y
Ansatsusha     Y      Y       Y        Y       Y      Y      Y     Y
Ninja          Y      Y       Y        N       N      Y      N     N
Shukenja       Y      Y       Y        N       N      N      N     N
Shisai         Y      Y       Y        Y       Y      Y      Y     Y
Shizen         Y      Y       Y        Y       Y      Y      N     Y
Mahotsukai     Y      Y       Y        N       N      N      N     N
Genkai         Y      Y       Y        N       Y      N      N     N
Kosaku         Y      Y       Y        Y       Y      Y      Y     Y


 *Racial Statistic Ranges*

Race      STR       CON       SIZ       INT       POW       DEX       CHA
-------------------------------------------------------------------------
Human     3-18      3-18      8-18      3-18      3-18      3-18      3-18
Toshi     3-13      3-13      3-12      8-19      8-19      7-18      8-19
Nintoshi  3-15      3-15      5-14      6-18      6-18      5-18      5-18
Kobito    8-19      8-19      3-8       3-16      3-16      3-16      3-16
Gnome     5-18      8-18      3-6       3-17      6-18      3-16      3-17
Obake     3-15      3-16      3-7       3-14      8-20      3-14      3-18
Troll     11-21     11-20     13-21     3-11      3-13      3-10      3-12
Ogre      8-19      8-19      11-19     3-13      3-13      3-12      3-14


- ONSCREEN ACTIVITY

I've decided not to go over this part of the manual becuase if you have
played ANY other Ultima type fantasy adventure you know what goes on during
game play.  (parts not coverered:  Statisticsa and Combat)


 *Weapons Table*

Class               Armor          Shield         Misc. Armor         Weapons
-----------------------------------------------------------------------------
Senshi               Any            Any               Any                1
Kishi                Any            Any               Any                1
Ryoshi            Haramakido        Any               Any                1
Yabanjin          Harame-do         Any               Any                1
Kichigai          Haramakido        Any               Any                1
Samurai           Harame-do         Any               Any                2
Ronin                Any            Any               Any                1
Yakuza            Harame-do         None             Gloves              3
Ansatsusha        Harame-do         None             Gloves              3
Ninja              Cloak            None             Gloves              4
Shukenja           Cloak            None             Gloves              3
Shisai            Ring-Mail         Medium           Jingasa             5
Shizen            Harame-do         Medium           Jingasa             5
Mahotsukai         Cloak            None             Gloves              6
Genkai             Cloak            None             Gloves              6
Kosaku            Harame-do         None             Gloves              3

 >> Weapons <<

1)  Tanto, bo staff, jo stick, sai, masakari, glaive, naginata, sling, light
    bow, crossbow, heavy bow, great bow
2)  Tanto, bo staff, jo stick, sai, makakari, glaive, naginata, wakizashi,
    katana, sling, light bow, crossbow, heavy bow, great bow
3)  Tanto, bo staff, sai, light bow, crossbow
4)  Tanto, bo staff, sai, nanchaku, light now, crossbow, shuriken
5)  Jo stick, sling
6)  Tanta, bo staff

The shields come in small, medium, or large.  Miscellaneous armore includes
gloves, jingasa, gaunlets, and kabuto.


 <> Weapons and Armor Glossary <>

Item                     Description
----                     -----------
Bo staff                 Walking staff
Do-Maru                  Full body armor
Glaive                   Staff with long, curved blade
Hara-ate                 Chest plate
Haramakido               Near full body armor
Harame-do                Studded leather
Jingasa                  Open helm
Jo Stick                 Short fighting staff
Kabuto                   Great Helm
Katana                   Long samurai sword
Masakari                 Heavy battle axe
Naginata                 Staff with cleaver
Nanchaku                 Two chain-connected blunt clubs
Sai                      Long prong flanked by two shorter prongs (a pair)
Shuriken                 Throwing stars
Tanto                    Dagger
Wakizashi                Short samurai sword
Yoroi                    Full body armor over chain mail

  [Experience]

The more combats you enter, the more experience you get.  Sorry, fleeing from
combat or negotiating with monsters won't give you experience.  Another
aspect is if you see a (+) next to your character name it is time to find a
training academy and for a fee he/she can go up a level or how ever many it
says you've earned.

  [Time]

Time passes at about one Deathlord hour for every five real minutes.  The
more actions you perform, the faster time moves.  Holding the space-bar down
expedites matter for you.  At about 6:00 p.m. the sun beings to set, when the
sun goes down you can either camp or light or torch and keep going.  Sunrise
beings at about 4:00 a.m.

  [Maps]

As your party moves through many dungeons, caverns, and labyrinths, you can
map their movements so your characters don't have this nagging sense of deja-
vu.  Dungeons are laid out one screen per one graph paper block, with each
dungeon layer fitting on a single sheet of standard 11x8 sheet of graph
paper.  Look at your maps with a critical adventurers eye.  You may notice an
unmarked are in and otherwise packed map.  Could that be the stairs to a
lower level?  Or you'll notice something unusual about a corridor.  A hidden
room, perhaps?

A word about teleporters.  A quick blink of the screen combined with the fact
that you are somewhere entirely different or not getting anywhere at all
suggests that you've been teleported.

  [Areas]

The world of Lorn possesses a variety of climatic zones.  The temperate
regions have forests, plains, and swamps.  The arid reqions are made up of
desert sand and scrub.  The frozen regions to the north have tundra, frozen
marshes, and some forests.

To travel between these varied continents, you'll need to sail the great
seas.  You'll find ports where you can engage the services of a friendly ship
in exchange for some gold.  An alternative is to forcibly engage the services
or an unfriendly ship by attacking it.  Seafarers be warned -- oceans are
especially dangerous places.

  [Buildings and Places]

/Castles/           The only know castle belongs to the Emperor of Kodan.
                    Rumor has it that another stongly fortified castle exists
                    on an uncharted island east of Kodan.

/Cities/            Most commerce happens in the cities and the prices are
                    usually lower here than in other areas.

/Dungeons/          These labyrinthed caverns and natural catacombs can be
                    found in any region.  Look for a cave mouth or grotto,
                    take a deep breath, and enter.

/Fortresses/        These fortified strongholds guard mountain passes from
                    invasion.

/Pyramids/          These buildings in the great southern deserts house long-
                    dead kings and are protected by powerful curses on the
                    living.

/Ruins/             These remnants of a town, city or village may house fer-
                    ocious monsters or precious treasures and valuable clues.

/Temples/           Found in remote areas, these places are set up by non
                    human cults.  Caution is advised around temples.

/Towers/            Inhabited by wizards and necromancers of ill repute who
                    choose to remove themselves from society in order to
                    ghastly experiments and rituals.

/Towns/             These are small settlements than cities.  While mostly
                    residential, there are shops for the wandering traveler
                    to restock his or her dwindling supplies.  Be sure to
                    talk to the townsfolk for the latest kingdom gossip.

/Village/           These peasant communities can offer food and lodging to
                    the weary adventurer.  Some are rumored to offer much
                    more...


  [Objects]
Knowing the following common items can help you in your quest.

Object                        Quailities
------                        ----------
Acid                          Burns living characters
Arkhan's Wall                 Saps strength from those who try to pass
Boat                          Water transportation
Bush/Tree                     Hides party
Chest                         Stores coins and equipment
Chute                         Drops characters into a lower dungeon level
Coffer                        Holds valuable treasures
Coffin/Sarcophagus            Holds rare treasures and undead terrors
Darkness                      Light consuming void
Door                          Must open or smash to pass through
False Door                    Does not open
Fire                          Provides light or deters intruders
Illusory Wall                 Looks like a wall, but can be passed through
Illusory Object               Deveives characters
Mausoleum                     Houses the dead (and maybe undead)
Pit Trap                      Concealed trip, maybe spiked; can climb out of
Pool                          May contain good or bad magic
Portcullis                    Iron gates preventing passage; can be raised
Rakhammon's Curtain           Magic curtain of force that gives powerful
                              electric jolt to those who pass through.  May
                              be passed through only with a special item.
Secret Door                   Hides doorways
Sign                          Warns adventurers or offers a clue
Signpost                      Advertises something
Sinkhole                      Dumps adventures to lower dungeon level
Stairway                      Allows ascent and descent
Swamp                         Contains unsavory predators; may be harmful
Teleporter                    Transports adventurers to somewhere in dungeon
Urn                           Hold money and treasures
Water                         Most safe to drink


- COMMANDS

A  /Attack/      Press this key to fight or initiat a fight.  During
                 combat, just press "A" to attack.

B  /Board-       This command helps the party enter or leave a ship, folow it
    Disembark/   up with a direction.

B  /Break Camp/  This removes party from a pitched camp.

C  /Cast/        Puts character in cast mode.  Type in a spell name, or hit
                 <Shift> ? for a list of possible spells he/she can cast.

D  /Drop/        Enter "D" then enter "E" for equipment, "F" for food, "G"
                 for gold, and "T" for torches.  Once you drop something, it
                 is gone for good.

E  /Enter/       Press "E" and then a direction to execute.

F  /Search/      Press "F" and then a direction to execute.

F  /Flee/        (Combat Only) The sooner you use this in combat, the better
                 the chance is that you'll excape.

G  /Get Item/    This command opens chests, coffins, and coffers, removes
                 money from urns, and steals from a merchant's counter.  Use
                 a direction key after hitting "G".

H  /Hide/        Hide may or may not successfully hide you.  while hiding,
                 any new actions will reveal the party.

I-J-K-M /Move/   Movement Keys.

L  /Light Torch/ Type "L" and then the characters number.  If the character
                 you chose has a torch, he/she will light it.

N  /New Leader/  Type "N" followed by a roster number to establish a new
                 party leader.  His/Her shape now represents the party.

N  /Negotiate/   (Combat Only) The monsters may leave, ask for money and then
                 leave, or ask for money and still attack.

O  /Orate/       To communicate with another character outside the party.
                 Follow this command with a direction key.  At the prompt
                 "Type" enter one of the following options.

                 B) Buy merchandise from a shop.
                 S) Sell unwanted merchandise to a shop.
                 C) Stimulates casual conversation.
                 T) Attempts to aquuire info. from someone.
                 I) Causes "Re" to appear, type in the subject of interest.
                 OG) Offer a sum of money to someone that says "Pay up!"
                 OI) Offer an items to someone.

P  /Pick Lock/   Enter "P" then a direction to have a character with the
                 right tools to try and pick a lock.  Lockpicks DO break.

CTRL-P  /Camp/   Lets you camp from 1 to 24 hours.  Time goes faster when you
                 camp enabling you to recover from wounds and POW drains.
                 You can still be attacked while sleeping.

Q  /Save Game/   Use this to save the game at any time except during combat.

R  /Read/        Press "R" followed by a direction key to read a sign.

R  /Retreat/     (Combat Only) Moves the character whose turn it is to the
                 back of the party in the next round.

S  /Smash/       Follow with a direction key to smash open a surface.

S  /Skip/        (Combat Only) Causes current character and those after him
                 or her to skip tha combat round.

T  /Give/        Lets you pass an item.  Uses same keys as "Drop" command.

U  /Use/         Use an item.  ** after the item means it's use in unlimited.

V  /View/        Followed by a direction key gives info. on adjacent object.

W  /Ready        Press "W" then O for open hands, H for hand weapon, or M for
    Weapons/     missile weapon.

X  /Exchange/    Lets Character swamp equipment with each other.

Y  /Yell/        Then type in soemthing you want the character to say.

Z  /Drink/       Followed by a direction key drinks for a dungeon waterhole.

1-6  /Stats/     Press Roster # to display character stats.

ESC              Aborts any action started but not completed.

CTRL-S           Toggles the sound on and off.

#  /Reorder/     Use this to change the order of the party.

$  /Pool Gold/   Follow by roster # to pool all gold to one character.

:  /Time Lag/    Sets delay from 0-255 (the higher the slower)

<SPACE BAR>      This key causes the party to wait for one move.

^                This helps a character climb out of a pit if they fall in.


- SPELLS

Each of the four characters classes of magic users has a large repertoire of
spells.  The spells that a magic user can cast depend on his or her level.
The following chart shows what level a magic user must be in order to cast
any spells at the level or lower.


               MAGIC USER'S LEVEL     HIGHEST ACCESSIBLE SPELL LEVEL
               ------------------     ------------------------------
                       1                            1
                       3                            2
                       6                            3
                      10                            4
                      14                            5
                      19                            6
                      24                            7


  [Shisai Spells]
These spells are mostly protective and curative in nature.


Level     Spell          Description
-----     -----          ---------------------------------
    1     Nasu           Calls on power of patron diety to repair 1 to 8 hit
                         points of damage on a character, including the
                         caster.  Does not cure the dead or petrified, nor
                         will it cure disease.

          Akari          Causes the air around the caster to give off a pale
                         blue glow.  Allows players to see more more than a
                         torch would show.  Only effective in the still air
                         of dungeons.

          Katai          Provides selected characters with protective aura
                         during combat, making him or her harder to hit.
                         Effects are cumulative.

    2     Motu           Paralyzes 1 to 3 opponents for a time dependant on
                         the caster.  Each monster gets a chance to resist
                         the spell.

          Dosoi          Slows effects of poison.  Halves hit point loss
                         until poison is neutralized or character dies.

          Tsiuho         Causes undead (ghouls, zombies, skeletons, etc...)
                         in the vicinity to flee.  Creatures may try to
                         resist the spell's influence.

    3     Moakari        Lights up a larger are than an Akari spell.  Works
                         only in still air of dungeons.

          Motunasu       Helps paralysis victims recover limb use.  A Shisai
                         who is paralyzed will not be able to cast this spell

          Onkei          Blesses entire party during combat and endows adven-
                         turers with better fighting ability.

    4     Donasu         Eradicates toxins from recipients body.  Subdues
                         strongest poisons but doesn't restore hit points.

          Monasu         Restores from 17 to 32 hit points of damage.  Works
                         like Nasu, but only better.

          Makatai        Casts a globe of defensive auro around the party,
                         affording them some protection from attack for the
                         duration of the melee.

    5     Hinagu         Shoots towers of flames into the air and burns off-
                         ending monsters.  Potency depends on casters level.

          Inochi         Restores Life -- but not vitality -- in a slain
                         character.  Those restored permanently lose a point
                         of constitution.  If this fails, try Moinochi.

          Honasu         Restores from 33 to 64 points to a character.

    6     Alnasu         Heals all damage a character has sustained.

          Kurenza        Blasts all ememies to littly peices at the very
                         intonation of the word.  Damage depends upon casters
                         level.

          Kaeru          Choose a place that the party can later be trans-
                         ported to in case of danger.  Cast the spell and
                         enter any secret word.  At any time, use the "Yell"
                         command, type in the secret word, and the party will
                         immediately be transported to the location you prev-
                         iously staked out.

    7     Shinseigo      Causes enemies to be swallowed by the ground and
                         delivered to hell's chambers in an envelope.

          Moinochi       Restores life and vitality to a character, except in
                         the case of petrification.  Can be repeated if fails
                         at first.

          Yawarishi      Last chance for a character turned to stone to be
                         turned back to flesh.


   [Shizen Spells]
Like those of the Shisai, the spells available to the Shizen are mainly of a
curative or protective nature, but they tend towards the outdoors.  The
Shizen also have a few more offensive spells they like to use.



Level     Spell          Description
---------------------------------------------------------
    1     Kusamotsu      Uses plant life to entwine enemy, holding 1 to 4 ]
                         monsters fast for warriors to thrash on.  Works only
                         on grass, bushes, or trees.

          Hikakomu       Bathes the opponent in flickering flames for the
                         duration of the melee and gives the character a
                         bonus on his chance to strike the monster.

          Ichihan        Lets Shizen question the stones of the dungeon to
                         determine how far underground the party it.

    2     Kino           Causes the skin of the recipient to stiffen and
                         become hard as tree root.  This cumulative spell can
                         be cast on anyone.

          Dunasu         Cures 1 to 8 hit points of damage, including the
                         character.  Does not cure dead, petrified, or dis-
                         eased players.

          Moya           Raises a thick mist around the party, shielding them
                         while they try to escape combat unscathed.  Chance
                         depends on opposing monsters level.

    3     Byokinasu      Cures most illnesses and diseases, including the
                         foul touch of the dreaded mummy.  Does not restore
                         lost hit points.

          Konpasu        Helps you find land when you're at sea.  "Below" is
                         used only when the land is very /close/ or if the
                         water below is extremely shallow.

          Yobuzuma       Bolt of lightning streaks down from the heavens and
                         smites enemies.  Nasty offensive spell.

    4     Hitate         Causes the group to become impervious to regular
                         fire and heat.  Does not work on magic fire.

          Santate        Protects party from most common types of corrosive
                         liquids.  While it doesn't protect against all types
                         of acids, it will reduce damage inflicted.

          Tabemono       Changes vegatation into edible food (a synthetic
                         bread that lasts and lasts).  Amount depends upon
                         the type of vegetation the spell is cast upon.

    5     Hikabe         Creates a will of indigo flames around offending
                         monsters.  Damage depends on casters level.

          Drunasu        Heals from 17 to 32 hit points.

          Jishin         Causes the ground beneath the evil ones to split
                         open, dropping the less agile one into the earth
                         where they will perish.

    6     Hiarashi       Rolls a giant, billowing cloud of flames from the
                         hands of the caster, scorching any monsters in its
                         path.

          Kyoki          Causes monsterso to go insane.  Most of them will
                         wander around and die, but others will fight with
                         madness and greater ferocity.

          Tsukakusu      Lets the party take on the form of the terrain
                         around them so they can walk unseen through the
                         wilds.

    7     Konran         Monsters who fail to resist this spell will stand
                         still and gape stupidly until they are cut down.

          Komaru         Point at foe, intone spell, and foe dies instantly.

          Druinochi      Restores life -- and possibly vitality -- to a slain
                         character.  Those raised will have one hit point and
                         will permanently lose on point of constitution.


  [Mahotsukai Spells]
Mahotsukai are the fighters of the spellcasting bunch.  Their spells are
wickedly offensive.


Level     Spell          Description
----------------------------------------------------------
    1     Todo           Pelts one opponent with small, fiery, red bolts.

          Neru           Puts opposing low level creatures into a deep sleep.

          Tate           Sheilds recipient of spell against enemy blows
                         during combat.

    2     Chikara        Fills party with a surge of strength to better
                         inflict damage on foes.

          Yowameru       Weakens monsters and reduces the damages they can
                         inflict on your party during combat.

          Kowa           Strikes fear into the heart of one opponent.  It may
                         try to resist.

    3     Zuma           Intone spell to cause a sheet of lightning to spread
                         from the caster's outstretched hands, cutting down
                         the opposing ranks.

          Isogu          Living members of the party will have their move-
                         ments accelerated, enabling them get get an extra
                         attack in every round.

          Kumo           Creates strands of thick, stick webs from the air
                         and entangles monsters in area.  Holds them until
                         they manage to break free.

    4     Hitama         Ball of rosy flames rise upon casting and then
                         explodes among the monsters.

          Ugoku          Sends adventurers fleeing randomly from danger,
                         moving them 1 to 8 squares away.  Fails if something
                         is in the way.

          Mokowa         Wave of fear sweeps the ranks of the opposing crea-
                         tures.  Those who fail to resist, drop their shit,
                         and run like hell.

    5     Dokumo         Thick, black smoke forms a suffocating cloud around
                         the enemy, kills all but the strongest.

          Koori          Pummels monsters with fist-sized chunks of ice.  The
                         severity depends on casters level.

          Hohyo          Causes the caster and those with him to become
                         transparent for the duration of the melee, making
                         them harder to hit.

    6     Korosu         When this spell is intoned, those of an unfriendly
                         disposition must resist or are slain without mercy.

          Unmei          Lets a caster point a finger at an opponent and
                         speak a word of power to destroy the enemy.

          Arashi         Sweeps the monsters with sheets of blazing blue fire
                         that burns like the fires of hell.  Provides a
                         thorough roasting.

    7     Toki           Freezes opponents in time, rendering them helpless
                         while you escape or move around unhindered.

          Unpan          Escape spell that teleports the party directly up
                         or down in a dungeon, up to four levels.

          Taiyohi        Opens a gate between the sun and the monsters,
                         raking them with mortifying flames.  Most dammning.


  [Genkai Spells]
Genkai have a batch of spells that create illusions and are predominately
offensive.


Level     Spell          Description
----------------------------------------------------------
    1     Kiri           Places a sphere of darkness around the party, help-
                         ing them to escape unnoticed from enemies.

          Hibana         Showers of scintillating sparks shoot forth from the
                         caster's hand, damaging all those in it's path.

          Shoten         Enhances a charaters vision during combat, making it
                         easier for the fighter to hit opponents.

    2     Nikko          Creates brilliany silvery light about a caster so
                         the party can see better in DUNGEONS.

          Nijin          Makes a character blurry and translucent, and harder
                         to hit during combat.

          Mekuraz        Fills opponents mind with garbage and other bullshit
                         making them ineffective in combat.

    3     Kawa           Strikes terror into 1 to 3 monsters causing them to
                         flee.

          Nigeru         Pours thick fog around party, thus giving the party
                         a chance to escape.

          Mamotu         Paralyzes and number of creatures and offers a good
                         target for a fighter's solid thrust.

    4     Manijin        Makes all living members in the party invisible.

          Kakusu         Blends party with area so they become undetectable.

          Geneitodo      Pelts opponents with sheets of phantom missiles.

    5     Meiro          Mesmerizes a group of monsters making the stand
                         their and pick their asses while you rip them to
                         little itty bitty pieces.

          Manigeru       Gives monsters gas and makes them not want to fight
                         enabling you to escape.

          Yujo           Beguiles creatures into seeing party as their
                         friends.  Instant ememy impotence.

    6     Uku            Allows party to pass over water as if it was solid
                         ground.

          Makawa         A refined version of Kawa, but stronger.

          Kotoba         Intone this word of power to blast the life from
                         creatures that you appose.  Some may suffer very
                         little from this spell.

    7     Honigeru       Creates a illusionary duplicate of the party so the
                         real party can escape.

          Yurei          Makes creatures see party as acquaintances.

          Tsukihi        Creates a cascade of blinding silvery fire that
                         engulfs the nemeses with its hungry flames.

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