RECORDING SPELLS
The spells in the Book are written as follows:
FEAR 4 GROUP BATTLE
Here "FEAR" is the 4 letter code for the spell. "4" - price
spells in magic points. "GROUP" - object or area
spell actions. "Group" always means a group
enemies. "BATTLE" - the duration of the spell (that is, it
will work until the battle ends).
Further in the Book the full name of the spell is written and
a brief description of its action.
CONJURER MAGIC
Level 1. MAFL 2 REVIEW AVERAGE
MAGE FLAME (magic flame) - small movable
a “torch” appears and hovers above the one who cast the spell,
accompanying him.
ARFI 3 1 ENEMY ---
ARC FIRE (fiery arc) - a fan of blue flame shoots out from
fingers of the magician, causing damage to the chosen enemy in the amount of
1-4 HP multiplied by mage level.
SOSH 3 YOURSELF BATTLE
SORCERER SHIELD (magic shield) - invisible "shield"
protects the magician, reflecting most attacks.
TRZP 2 30 FEET ---
TRAP ZAP (destroy traps) - discharges all traps,
including traps in chests, within 30 feet of the specified
magician direction.
Level 2. FRFO 3 GROUP BATTLE
FREEZE FOES (freezeenemies) - imprisons your enemies
into a magical field that slows down their movements so that they
become more vulnerable.
MACO 3 --- AVERAGE
KIELS MAGIC COMPASS (Kila's magic compass) - shining
The compass appears above the heads of the squad and shows the direction in
which they are watching.
BASK 4 HERO BATTLE
BATTLESKILL (combat skill) - increases art
one of your heroes in handling weapons, which increases
the precision and fury of his attacks.
WOHL 4 HERO ---
WORD OF HEALING (word of healing) - pronouncing just one
word, the magician heals one of the group members from minor wounds,
healing 2-8 points of damage.
Level 3. MAST 5 GROUP ---
ARCYNES MAGESTAR (Arkain's magic star) - bright
a flash in front of a group of your enemies blinds them for a while,
causing you to miss the next round of combat.
LERE 5 REVIEW LONG
LESSER REVELATION (small opening) - improved
the "Mage Flame" spell, which also reveals secret
doors.
LEVI 4 SQUAD SHORT
LEVITATION - resets to zero for a short time
gravity, so that the party can fly over the trap or
soar up or down through a portal.
WAST 5 GROUP ---
WARSTRIKE (combat strike) -a hissing jet of energy hits
from the magician's outstretched finger, causing damage to a group of enemies
size 4-16 HP.
Level 4. INWO 6 SPECIAL ---
ELIKS INSTANT WOLF (Elikov's call of the wolf) - causes
a giant, unusually furious wolf joining
To your squad.
FLRE 6 HERO ---
FLESH RESTORE (flesh restoration) is
a powerful healing spell restores one
party member 6-24 HP and cures poisoning and madness.
POST 6 1 ENEMY ---
POISON STRIKE (poisonous arrow) - poisonous arrow
flies out of the magician's finger and hits the chosen monster,
poisoning him.
Level 5. GRRE 7 REVIEW LONG
GREATER REVELATION (big opening) - acts as
"Lesser Revelation" only illuminates a larger area.
WROV 7 HERO BATTLE
WRATH OF VALHALLA (ghost from Valhalla) - one of the members
Your squad fights with the strength and skill of the ancient Scandinavians
heroes throughout the battle.
SHSP 7 GROUP ---
SHOCK-SPHERE (ball shock) - a large ball of powerful
electrical energy surrounds a group of your enemies, taking away
they have 8-32 HP.
Level 6. INOG 9 SPECIAL ---
ELIKS INSTANT OGRE (Eliks Challenge of the Giant) -
materializes the enormous andthe most evil cannibal giant from
everyone you've ever met, who
joins your squad.
MALE 8 SQUAD PERMANENTLY
MAJOR LEVITATION (higher levitation) - levitates your
unit, like a 3rd level spell, but the effect lasts as long as
the spell has not been lifted.
Level 7. FLAN 12 SQUAD ---
FLESH ANEW (flesh renewal) - acts like Flesh
Restore, but heals all party members.
APAR 15 SQUAD ---
APPORT ARCANE (divided potion) - allows the squad
teleport anywhere within the castle, except
places protected by a teleportation shield.
MAGIC OF THE SORCERER (MAGICIAN)
Level 1. VOPL 3 HERO BATTLE
VORPAL PLATING (vortex sheet) - weapon (or hands) of a member
unit becomes the source of a magical field, which causes 2-8
HP of additional damage to the enemy.
AIAR 3 YOURSELF BATTLE
AIR ARMOR (air armor) - air around the magician
compacts, forming weightless armor.
STLI 2 REVIEW SHORT
SABHARS STEELIGHT (Sabhara glowing steel) - all
metal near the squad begins to shine with magical light,
illuminating the surroundings.
SCSI 2 SQUAD ---
SCRY SIGHT (magic crystal) - the magician finds out hislocations in the castle.
Level 2. HOWA 4 1 ENEMY ---
HOLY WATER (Holy Water) - Holy Water splashes from
magician's fingers, causing 6-24 HP of damage to an undead enemy.
WIST 5 1 ENEMY ---
WITHER STRIKE (withering strike) - one enemy ages, his
attack and defense abilities are reduced.
MAGA 5 HERO BATTLE
MAGE GAUNTLETS (magician's gauntlets) - hands (or weapons) of a member
units become more dangerous for every attack they make
4-16 HP is added to damage.
AREN 5 30 FEET SHORT
AREA ENCHANT (area spell) - castle walls within
30 feet from the stairs will report it if your unit is facing
her side.
Level 3. MYSH 6 SQUAD AVERAGE
YBARRAS MYSTIC SHIELD (secret shield of Ibarr) - air in front
squad forms a shield strong as steel, protecting the group during
movement.
OGST 6 HERO BATTLE
OSCONS OGRESTRENGTH (Oskon's giant strength) -
the chosen party member gains the strength of a giant.
MIMI 7 SQUAD BATTLE
MITHRIL MIGHT (mithril power) - increases natural
the strength of the armor of all squad members.
STFL 6 GROUP ---
STARFLARE (star flare) - air in front of the group
Enemies burst into flames, burning them for 6-24 HP.
Level 4. SPTO 8 1 ENEMY---
SPECTER TOUCH (ghost touch) - one enemy loses
12-48 HP, as if from the touch of death itself.
DRBR 7 GROUP ---
DRAGON BREATH (dragon breath) - the magician breathes fire at
a group of enemies, inflicting 8-32 HP damage to each.
STSI 7 REVIEW AVERAGE
SABHARS STONELIGHT SPELL
Sabhara) - all the stones and earth around the squad shine with magic
with light, so that even secret doors become visible.
Level 5. ANMA 8 SQUAD BATTLE
ANTI-MAGIC (anti-magic) - the earth absorbs energy
spells aimed at the squad. Often allows the squad
escape unharmed. Also helps disperse enemy
illusions and turn his own magical fire on the enemy, for example,
breath of dragons.
ANSW 8 SPECIAL BATTLE
AKERS ANIMATED SWORD (Aker's animated sword) - protecting
squad, a magic sword appears and fights, similar to the one summoned
monster.
STTO 8 1 ENEMY ---
STONE TOUCH (stone touch) - usually turns
turns one enemy into stone, or makes a stone monster out of a living one
stone - dead.
Level 6. PHDO 9 1 WALL 1 MOVE
PHASE DOOR (temporary door) - turns almost any
wall into the air for one turn.
YMCA 10 SQUAD PERMANENTLYYBARRAS MYSTICAL COAT OF ARMOR (secret armor of Ibarra) -
works like Air Armor, but protects the entire squad and remains
indefinitely.
Level 7. REST 12 SQUAD ---
RESTORATION (restoration) - restores the bodies of all
squad members to perfect condition, heals even the damned,
poisoned or insane.
DEST 14 1 ENEMY ---
DEATH STRIKE (deadly blow) - with very high
has a chance to instantly kill one enemy.
MAGIC OF THE SORCERER
Level 1. MIJA 3 1 ENEMY ---
MANGARS MIND JAB (Mangar's mental blow) - guides
concentrated stream of energy on one enemy, causing him
damage in the amount of 2-8 HP for each level of experience of the magician.
PHBL 2 SQUAD BATTLE
PHASE BLUR (temporary darkening) - the entire squad
hesitates and blurs in the eyes of the enemy, so that they are more difficult
hit.
LOTR 2 30 FEET SHORT
LOCATE TRAPS - able to
With magically enhanced sensitivity, the magician is able to detect a trap
within 30 feet if he is facing her.
HYIM 3 GROUP ---
HYPNOTIC IMAGE (hypnotic image) - forces the group
enemies will skip the next round of combat.
Level 2. DISB 4 SQUAD ---
DISBELIEVE(to lose faith) - reveals the true nature
attacking illusion, and it dissipates.
TADU 4 SPECIAL BATTLE
TARGET DUMMY - among special members
a magical illusion appears. She herself cannot attack, but
delays enemy attacks.
MIFI 4 1 ENEMY ---
MANGARS MIND FIST (Mangar's mental fist) - more
powerful form of Mind Jab, taking away 3-12 HP for each magical
caster level.
FEAR 4 GROUP BATTLE
WORD OF FEAR (word of fear) - makes a group of your
Enemies shake with fear, so their attacks weaken.
Level 3. WIWO 5 SPECIAL ---
WIND WOLF (wind wolf) - creates an illusory wolf,
joining the squad. The wolf will fight for you until he is gone
killed or scattered.
VANI 6 TAKE YOURSELF BATTLE
KYLEARANS VANISHING SPELL
Kilearana) - makes the magician almost invisible in the eyes of enemies,
therefore it is very difficult to hit.
SESI 6 30 FEET AVERAGE
SECOND SIGHT (second sight) - the magician receives increased
sensitivity and can sense hidden stairs,
special objects, magic suppression zones and other unusual
things.
CURS 5 GROUP BATTLE
CURSE (curse) - curses a group of yoursenemies
reducing their morale and fighting ability.
Level 4. CAEY 7 REVIEW CONTINUALLY
CAT EYES (cat's eyes) - the entire squad receives
superior night vision abilities that last indefinitely
long.
WIWA 6 SPECIAL ---
WIND WARRIOR (wind warrior) - an illusory warrior ready to
battle, joins your squad.
INVI 7 SQUAD BATTLE
KYLEARANS INVISIBILITY SPELL (invisibility spell
Kilearana) - casts an invisibility spell on the entire squad.
Level 5.
WIOG 7 SPECIAL ---
WIND OGRE (wind giant) - illusory giant
joins your squad.
DIIL 8 SQUAD BATTLE
DISRUPT ILLUSION (remove illusion) - destroys everything
illusions that fight the squad and prevent the appearance of new ones.
Can also help identify dopplegangers among members
squad.
MIBL 8 ALL ENEMIES ---
MANGARS MIND BLADE (Mangar's mental blade) -
an energy blast that takes away 10-40 HP from everyone
enemies opposing you.
Level 6. WIDR 10 SPECIAL ---
WIND DRAGON (wind dragon) - illusory red dragon
joins your squad.
MIWP 9 HERO ---
MIND WARP (mind warp) - invades your member
squad in fullmadness. Useful for those possessed.
Level 7. WIGI 12 SPECIAL ---
WIND GIANT (wind giant) - illusory thunder giant
joins your squad.
SOSI 11 30 FEET CONTINUOUS
SORCERER SIGHT (witchcraft vision) - acts as
Second Sight, but lasts indefinitely.
WIZARD'S MAGIC
Level 1. SUDE 6 SPECIAL ---
SUMMON DEAD (summon the dead) - is in our world
zombie or skeleton to fight for your squad.
REDE 4 GROUP ---
REPEL DEAD (hit the dead) - inflicts on a group of undead
damage of 16-80 HP.
Level 2. LESU 8 SPECIAL ---
LESSER SUMMONING (small call) - is the lowest
an elemental or demon who obeys your will and
joins the squad.
DEBA 8 1 ENEMY ---
DEMON BANE (death of demons) - causes damage
32-128 HP for one demon.
Level 3. SUPH 10 SPECIAL ---
SUMMON PHANTOM (summon a phantom) - summons undead
mid-level who joins the squad.
DISP 10 HERO ---
DISPOSSESS (dispossibility) - returns the possessed
member of the squad to a normal state.
Level 4. PRSU 12 SPECIALIST ---
PRIME SUMMONING (primary call) -calls to the squad
mid-level elemental or demon.
ANDE 11 HERO ---
ANIMATE DEAD (revive the dead) - reanimates the dead
squad member with undead energy, and he attacks your enemies like
if he were really alive.
Level 5. SPBI 14 1 ENEMY ---
BAYLORS SPELL BIND (Baylor's binding spell) -
usually subjugates the mind of any enemy, causing him to join
Your squad and fight for it.
DMST 14 GROUP ---
DEMON STRIKE (strike on demons) - works like Demon
Bane, but affects a whole group of demons.
Level 6. SPSP 15 SPECIAL ---
SPELL SPRITE (spell of a ghost) - calls to the squad
high level undead.
BEDE 18 HERO ---
BEYOND DEATH (from beyond death) - brings back life
and one HP to the dead hero.
Level 7. GRSU 22 SPECIAL ---
GREATER SUMMONING (great challenge) - summons the greatest
demon and subjugates him to your squad.
ITEMS
Torch - for lighting in castles.
Lamp - burns longer than a torch.
Broadsword is the best non-magical sword.
Short sword is a light sword.
Dagger - everyone can fight with it, but it’s not very
effective.
A war ax is a heavy, dangerous weapon.
Halberd (halberd) - the mostdangerous non-magical weapon.
Mace is the best weapon for Burglar.
Staff - an ordinary club.
Buckler - a small round shield.
Roman shield (tower shield) - a large shield.
Leather armor is the lightest of all armors.
Chainmail (mail) - light ringed armor.
Baidana (scale) - medium weight scale armor.
Armor (plate) is the strongest non-magical armor.
Robes - can slightly dull old knives.
Helm - when worn, protects the head.
Leather gloves - provide some protection for your hands.
Gauntlets are metal gloves.
Mandolin (mandoline), Harp (harp) and Flute (flute) -
musical instruments. Only Bards use them!
ABBREVIATIONS
FGN = Figurine (figurine), a magical statue that can
come to life.
MTHR = Mithril, an elven metal possessing
magical properties.
ADMT = Adamant, another magical metal.
DMND = Diamond, the strongest material known
elves.
TIPS FROM THE DUNGEON
* Each of the 16 labyrinths consists of 22x22 squares.
* Carefully examine each square - there may be
hiding many special items.
* Explore the sewers, Catacombs and Castle -
exactly in this sequence! You shouldn't meddle in the Catacombs,
ifYour level is less than nine.
* It is especially dangerous in the city at night. Beginners should sit
home!
* Keep damage to your heroes to a minimum by killing in
the first two attacking groups of all monsters except one.
* Accept special members into the squad - they will take
heat from the others.
* Monsters usually attack your closest ones first.
vulnerable heroes. The exception is the case when someone from the squad
poses a particularly significant threat to the enemy.
* Parameters 17 and 18 can dramatically change the properties of the hero.
* Train the Sorcerer, Wizard and
Archmage.
* Beware of Doppelgangers. They infiltrate your squad
and look like one of the heroes.
* Try to have several squad members always carry
less than 8 items, otherwise you will not be able to pick up new ones
magical items in castles.
* Don't worry - cursed items don't exist. And
The more an item costs, the better (usually) its effect.
* Use Locate Trap, Second Sight and
Sorcerer Sight. All of them help to spot a trap within 30
ft. The Trap Zap spell discharges a trap on the same
distance.
* Before entering the tavern, the Bard can sing
long version of the song. The effect remains.
* * *
A few words aboutcontrol keys:
J - turn left
L - turn right
K - go forward/enter
I - log in
Any two keys - pause.
After selecting the following keys, you will be prompted
indicate the squad member to whom the command is addressed:
P (PARTY) - fight between squad members;
C (CAST SPELL) - cast a spell;
V (VIEW) - inspect;
B (BARDS SONG) - bard's song;
N (NEW ORDER) - new squad order.
1-6,S - keys for selecting a squad member (entering
information menu and submenu for working with objects):
E (EQUIP) - equipment of a squad member;
T (TRADE) - transfer an item;
D (DROP) - drop;
P (PULL GOLD) - collect all the gold in one hand.
EXT.MODE - cancel the command/exit the menu.
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