RIPPED FROM THE IBM SCENE BY DR. WATSON!
EDITTED AND RELEASED TO THE AMIGA SCENE BY OLLIE NORTH / SKID ROW!





                           Death Knights of Krynn
                        Adventurer's Journal Part I:
                            The Players Manual

                             Dox By: Repo Man









                                Doc Notes:

              Parts of the manual will refer to certain tables.
              the tables are viewable and printable seperately
              from the Tables & Scans SubMenu.
              
              Other parts of the manual will refer to GIF pics.
              If you have the condensed version, you have no
              GIFs to view.  If you have the complete version,
              and VPIC in your DOS PATH, you may view these
              GIFs from the Tables & Scans SubMenu.

              The last time we released a doc with scans, like
              a moron I included my own copy of VPIC which was
              configured to my own machine.  This was really
              stupid of me, so I just want to apologize to whom
              ever experienced a problem because of this.  In
              the future I will just rely on you having VPIC
              in your path rather than including a copy in
              the archive.
              
                                -Genesis

  -=-=-=-=-=-=-=-=-=-=-=-=-=-WHAT HAS GONE BEFORE-=-=-=-=-=-=-=-=-=-=-=-=-=-


  One year ago, the forces of evil were united under the powerful aurak
  draconian, Myrtani.  He had once again uncovered the method of corrupting
  dragon eggs into draconians.  Aided by his Death Knight ally, Sir Lebaum, he
  was able to seize control of central Krynn and to field a dangerous army of
  draconians and undead.

  As the Solamnic forces converged upon the region, a small band of stalwart
  heroes uncovered Myrtani's secret plans: to suddenly generate a huge army,
  and ambush the Solamnic forces.  Myrtani hoped to slay key leaders in one
  swift action, and then crush the remaining, disorganized resistance.  Magic
  rituals discovered in a stolen tome would allow him to turn stolen dragon
  eggs into draconians en masse.  The eggs were well hidden and Solamnic scouts
  had missed them after the War of the Lance.

  A small band of heroes were able to slip into Myrtani's stronghold in Kernen
  and slay this foul minion of the evil goddess, Takhisis, before the magic
  could be used.  Without the draconian force, the Knights of Solamnia we able
  to rout the evil army and bring peace to the region again.



  ===================[IMPORTANT GEOGRAPHICAL FEATURES]=========================

  The major cities of the region are Kalaman and Vingaard Keep.  They loosely
  administer the large number of small villages in the region.  These include
  the dwarven village of Turef, the gnomish village of Quazle and the human
  towns of Cerberus and Cekos.  Many wars have been fought in this region,
  leaving several ruined old castles and forts.  Man have evil reputations and
  should be avoided.  Perhaps the most famous of them is Dargaard Keep.  Once
  the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned
  and decayed.



  ============================[CHARACTERS AND PARTIES]=========================

  Individual persons called characters make up your party of adventurers.  They
  can be any one of several races and have any number of different skills.
  Some will be warriors, some priests, some mages and others may be thieves.
  Each brings his own skills and talents.


  -={The Player Races}=-

  There are seven races for player characters (PCs) in the world of Krynn.
  Each offers unique strengths and weaknesses.  For example, humans can
  advance without limits in any class (profession), while only non-humans can
  have more than one class at a time.  Kender have limits to their maximum
  strength, while elves receive bonuses to their dexterity.  The following
  sections describe the races and several charts outline specific bonuses and
  limitations.

  HILL DWARVES are a stubborn and rough race of sturdy workers and craftsmen.
  They are especially resistant to magic and poison.  During combat, dwarves
  receive bonuses when attacking goblins or hobgoblins and are adept at
  dodging the attacks of ogres and giants.  Dwarves can be fighters, thieves,
  rangers, clerics of Reorx or mixed classes.

  MOUNTAIN DWARVES are somewhat clannish and more refined than their Hill
  Dwarf cousins, otherwise they are nearly identical.  Mountain dwarves may
  be fighters, paladins, thieves, clerics of Reorx or mixed classes.

  SILVANESTI ELVES (HIGH ELVES) are a tall, arrogant and long-lived race.
  They are nearly immune to Sleep and Charm spells and are adept at finding
  hidden doors. During combat, elves receive bonuses when attacking with long
  or short swords and bows.  They cannot be raised from the dead.  Silvanesti
  elves can be fighters, paladins, mages, clerics, rangers and mixed classes.

  QUALINESTI ELVES are slightly smaller and friendlier than their Silvanesti
  brethren, but they have identical abilities and bonuses.  Qualinesti elves
  can be fighters, rangers, mages, thieves, clerics and mixed classes.

  HALF-ELVES are hybrids, with many of the virtues of both humans and elves.
  They are resistant to Sleep and Charm spells are adept at finding hidden
  doors.  Half-elves can be fighters, knights, paladins, mages, clerics,
  thieves, rangers and mixed classes.

  KENDER are a small people characterized by an absolute lack of fear and an
  insatiable curiosity.  They are especially resistant to magic and poison
  and have the special ability to taunt intelligent opponents.  When kender
  successfully taunt, an opponent will attack in a mindless rage, suffering a
  loss of combat effectiveness.  The preferred weapon of the kender is the
  hoopak, part stall sling part metal shod staff, which only they can use.
  Kender receive bonuses to hit with hoopaks and are deadly accurate shots.
  They can be thieves, fighters, rangers, clerics or mixed classes.

  HUMANS are the most common player-race in the world of Krynn.  They can be
  fighters, mages, clerics, thieves, paladins, rangers and Knights but not
  mixed classes.  Only humans and half-elves can be Knights.


  -={Ability Scores}=-

  Every character has six randomly generated ability scored as explained
  below.  These scores fall within a range determined by the race and class
  of the character.  The basic values range from 3 (low) to 18 (high) and
  there are charts of limitations, modifiers and bonuses included in this
  SCD-Dox presentation.

  Depending on the character class, one or more of these abilities will be a
  prime requisite.  A prime requisite is an ability especially valuable to a
  given class.  For example, strength is key for fighters wisdom for clerics.
  Most characters receive bonus experience points when their prime requisite
  scores are 16 or greater.

  Non-human characters may receive modifiers to the basic ability scores to
  reflect differences between the races.  Dwarves for instance, get a +1
  constitution bonus and may have a maximum constitution of 19 instead of 18.
  When a character is generated with the CREATE NEW CHARACTER command, all
  racial modifiers are calculated automatically.

  STRENGTH (STR) is the measure of a character's physical power, muscle mass
  and stamina.  Fighter-type characters may have exceptional strengths
  greater than 18 which are indicated by a percent value
  (01,02,03,...,98,99,00) following the base strength.  High strength
  increases a character's combat ability with melee weapons.  Strength also
  determines how much a character can carry without becoming encumbered and
  slowed in combat.

  INTELLIGENCE (INT) is the measure of how well a character can learn.
  Intelligence can limit how far mage characters can advance and what levels
  of spells they can cast.

  WISDOM (WIS) is the measure of a character's ability to understand the ways
  of the world and to interact with the world.  Clerics receive bonus spells
  for high wisdom and it may limit what level spells they can cast.

  DEXTERITY (DEX) is the measure of a character's manual dexterity and
  agility.  Thieves especially benefit from high dexterity.  Dexterity
  affects how well a character can use ranged weapons (bows, dart, etc.) when
  he moves in a combat round and how difficult he is to hit combat.

  CONSTITUTION (CON) is the measure of a character's overall health.
  Fighters receive one extra hit point per hit die for each point of
  constitution above 14.  Non-fighters receive similar benefits except they
  receive a maximum of two extra hit points per level (no benefits for
  constitutions above 15).  These bonuses are only given until characters
  reach about 10th-level (depending on class).  A character's constitution
  also determines the maximum number of times that character can be raised
  from the dead and the chance of a resurrection attempt being successful.
  Every time a character is successfully resurrected, he loses 1 point of
  constitution.

  CHARISMA (CHA) is the measure of how others react to a character.  Charisma
  is sometimes a factor when encountering NPCS--the higher a character's
  charisma, the more that character can persuade others to do what he wants.
  The character with the highest charisma should be the active character when
  dealing NPCs.


  -={Character Classes}=-

  A character must belong to at least one character class.  Non-human
  characters can have more than one class at the same time.  A non-human
  character with multiple classes has more playing options, but he increases
  in level more slowly because his experience points are divided evenly among
  all his classes.

  Characters receive HP, spells and abilities based on their class, level and
  (sometimes) ability scores.  Refer to the tables to find the number and
  size of hit dice a character receives and the number of spells the
  character can memorize.

       Note: Dice is the term used to describe the range for randomly
             generated number. A d6 die has a range from 1 through 6,
             a d10 has a range from 1 through 10.

  CLERICS have spells bestowed on them by their deities and can fight wearing
  armor and using crushing (not edged or pointed) weapons.  After selecting a
  deity, clerics may only choose alignments appropriate to their deity.  Each
  of the deities extends special abilities to his followers.  For more
  information, see the Deities section in this manual.  Clerics have the
  ability to sometimes turn away or even destroy undead creatures such as
  skeletons or zombies.  This power increases as the cleric increases in
  level.  The prime requisite for clerics is wisdom.

  FIGHTERS can fight with any armor or weapons but they cannot cast magic
  spells.  Fighters can have exceptional strength and gain additional HP
  bonuses if they have a Constitution of 17+.  The prime requisite for
  fighters is strength.

  MAGES have powerful spells, but can use no armor and few weapons.  They can
  only memorize those spells available in their magical spell books or use
  scrolls.  In the world of Krynn, the power of mages is moderated by the
  three moons and mages are divided into three orders based on alignment.  A
  mage's power fluctuates with the cycles of the moon that influences his
  order.  For more information on the orders and moons see the Magic section.
  The prime requisite for mages is intelligence.

  PALADINS can fight with any armor or weapons, are totally immune to disease
  and can cast a few clerical spells once they reach ninth-level.  Paladins
  can have exceptional strength and gain additional HP bonuses as fighters.
  They are somewhat resistant to spells and poison.

  Because of their special nature, certain magical abilities are conferred on
  them by deities.  They can turn undead creatures as if they were a cleric
  two levels below their current level and are always surrounded by the
  equivalent of a Protection from Evil 10' Radius spell.  Once a day paladins
  may heal two HP of damage per their level.  They can also Cure Disease once
  a week at 1st-5th levels, twice a week a 6th to 10th and three times week
  at 11th to 14th level.  At ninth-level, paladins gain the ability to cast
  clerical spells, but they cannot use clerical scrolls.

  Paladins must be of lawful good alignment and have ability scores of at
  least 9 in intelligence and constitution, at least 12 in strength, at least
  13 in wisdom and at least 17 in charisma.  The prime requisites for
  paladins are strength and wisdom.

  RANGERS ca fight with any armor or weapons.  Rangers can have exceptional
  strength and gain additional HP bonuses as fighters.  They do additions
  damage in combat when fighting giant-class creatures.  No more than three
  rangers can join one party.

  Rangers are very in tune with nature and gain the ability to cast druidic
  spells when they reach eighth-level.  At night-level they gain the ability
  to cast mage spells.  Rangers can never use scrolls of any type.

  Rangers must be of good alignment and have ability scores of at least 13 in
  strength and intelligence and at least 14 in wisdom and constitution.  The
  prime requisites for rangers are strength, intelligence and wisdom.

  SOLAMNIC KNIGHTS are the pride of the chivalric honor in the world of
  Krynn.  The knights are divided into three orders: the Knights of the
  Crown, the Knights of the Sword and the prestigious Knights of the Rose.
  All are renowned for their bravery and skill at arms.  Knights begin the
  game with the Solamnic Plate Mail, long sword +1 and a shield.

  Knights are valuable for their leadership ability in combat.  Whenever a
  party with a Knight enters combat, he makes a leadership check.  If the
  check is successful, all NPCs in the party come under your control like
  regular PCs.  Chances of success increase dramatically as a Knight rises
  through the three orders.

  Knights must take a vow of poverty and so they tithe a large part of their
  monies and treasures back to the orders.  Knights of the Crown will tithe
  10% to their order whenever they enter an outpost.  Knights of the Sword
  and the Rose will give up everything except 20 steel pieces when they
  tithe.  When Knights of the Sword or the Rose become sixth-level, they gain
  the ability to cast some clerical spells.

  If a Knight of either of the first two orders (Crown or Sword) is of
  sufficient level and has high enough ability scores,  he may petition the
  next higher order for admission.

            Note: Knights receive experience bonuses for doing
                  knightly deeds and not for meeting prime
                  requisites minimums.

  To join the Knights of the Sword a knight must have the following minimum
  ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 15.

  To join the Knights of the Rose a knight must have the following minimum
  ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15.

  THIEVES can fight with swords, short bows and slings and wear leather
  armor.  In combat they do additional damage 'back stabbing', which is
  described in the Combat section.  Thieves also have special skills for
  opening locks and removing traps.  The prime requisite for thieves is
  dexterity.

  MULTI-CLASS are non-human characters who belong to two or more classes at
  the same time.  The character's experience points are divided among each of
  the classes, even after the character can no longer advance in one or more
  of those classes.  The character's hit points per level are averaged among
  the classes.  The multi-class character gains all the benefits of all
  classes with regard to weapons and equipment.


                                -={Alignment}=-

  Alignment is the philosophy a character lives by and can affect how NPCs
  and some magic items in the game react to the character.  The following
  alignments are available to Player Characters.

  LAWFUL GOOD characters believe in the rule of law for the good of all.

  LAWFUL NEUTRAL characters believe the rule of law is more important than
  any objective good or evil outcome.

  NEUTRAL GOOD characters believe that the triumph of good is more important
  than the rule of either law or chaos.

  TRUE NEUTRAL characters believe that there must be a balance between good
  and evil and law and chaos.

  CHAOTIC GOOD characters believe in creating good outcomes unfettered by the
  rule of law.

  CHAOTIC NEUTRAL characters believe that the freedom to act is more
  important than any objective good or evil outcome.

            Note: Due to the nature of this adventure, no evil Player
                  Characters are permitted.


                            -={Other Attributes}=-

  Each character also has three other important values that change as the
  game goes on: Hit Points, Experience Points and Levels.

  HIT POINTS (HP) represent the amount of damage a character can take before
  he goes unconscious.  To calculate a character's maximum HP, the computer
  rolls the character's hit dice and adds any adjustments for level or
  constitution.  A character gains a HP bonus to each hit die if his
  constitution is over 14.  When a character takes enough damage that his HP
  reach 0, he is unconscious.  If the character's HP drop to anything from -1
  to -9, he will lose 1 HP per turn from bleeding until he is bandaged or
  dies.  A character is dead if he has -10 HP or less.  When you view a
  character, his HP on the screen will never be displayed as less than 0.

  EXPERIENCE POINTS are a measure of what the character has learned on his
  adventures.  Characters receive experience points for action such as
  fighting monsters, finding treasures and successfully completing quests.
  The computer keeps tract of experience and when characters earn enough they
  may advance in levels.  See the Level Advancement Tables for each class's
  experience requirements.

  LEVELS are a measure of how much a character has learned in his class.
  Characters can go to a hall and receive the training required to increase
  in level when they have enough experience.  Characters may only advance one
  level at a time.  If a character has gained enough experience to go up two
  or more levels since the last time he has trained, he will go up one level
  and lose all experience in excess of one point below the next level.

            Example:
            An 11th level thief enters a training hall with 667,543
            experience points (enough for 13th-level).  He will leave
            as a 12th-level thief with 660,000 experience points--
            one point below 13th level.  Once characters have reached
            their maximum levels for this game, they cannot train.

  New characters start with 210,003 experience points and they will already
  have all levels and spells appropriate for that experience.  Characters may
  advance to a maximum of 14th-level, except thieves who may advance to 18th-
  level.


                       -={Building a Successful Party}=-

  Forming a strong and adaptable party is a key to success in Champions of
  Krynn.  You may place up to six Player Characters on your party.  It is
  recommended that you use all six characters.  A smaller party is less
  powerful and more likely to be eliminated by your enemies.

  In choosing which characters to include in the party, it is wise to include
  a variety of classes: clerics, mages, thieves and fighters.  At least one
  party member should be a kender, so you may taunt (yell) in combat.  Some
  adventurers may only be completed if the part includes a Knight.

  Sample party .... type later....


                             -={Why These Guys?}=-

  CLERIC/FIGHTER/MAGES are ultimate multi-purpose character.  They can cast
  both mage and cleric spells while wielding the armor and weapons of a
  fighter.  The main disadvantage of the cleric/fighter/mage is that, as a
  triple-class character, he advances in levels quite slowly.

  FIGHTER/MAGES may cast spells while wearing armor.  This split class can
  fight as well as a fighter and receives more HP than a pure mage.

  CLERIC/THIEVES more HP and better armor class than pure thieves.  As a
  cleric, the cleric/thief can cast healing and support spells, allowing the
  character to perform double duty as both the party thief and addition
  healer.  The thief status permits the powerful back stab attack.

  CLERICS are essential for healing the party after engagements.  The most
  efficient way to heal is the Encamp and select FIX (you can issue this
  command several times while encamped).  FIX works as follows:

  If a cleric is in the party, all available cure spells are cast and
  automatically rememorized, until all characters are healed.  If the party
  has taken more damage than clerics have cure spells, the FIX option may be
  used again.  When FIX is used, characters at top of the list will be healed
  before the characters below them.  If a cleric is not in the party, HP may
  be recovered through rest (1 HP per 24 hour period), potions or Temple
  services.

  RANGERS normally start the game with more HP than other fighter types.
  They do extra damage versus giant type monsters and receive mage and
  druidic spells at high level.

  KNIGHTS are powerful fighters and there are some items that may only be
  used by them.  Knights have special leadership abilities and gain clerical
  spells at high levels.

  PALADINS are great warriors.  In addition to their martial prowess, they
  have natural protection from evil, healing powers and they gain clerical
  spells.


                            -={Preparation Tips}=-

  The makeup of your party affects your combat strategy throughout the game.
  Loading your party with clerics and mages increases the importance of spell
  casting both before and during a battle.  AN emphasis on fighters, Knights,
  paladins or rangers makes your hand-to-hand combat skills that much more
  important.

  Ready the melee weapons (swords, maces, quarter staffs) at the start of the
  game instead of the missile weapons (bows, slings, dart).  Be sure to keep
  arrows ready too.



  ================================[COMBAT]===================================

  Adventurers must battle their way through many dangerous foes to complete
  the mission.  Tales of bravery and heroes right with the sounds of combat.
  The following sections offer some more information and tips for combat.


                               -={Combat Map}=-

  Battle takes place on a tactical combat map that is more detailed view of
  the map terrain (3D or overland) that the party was on when the combat
  began.  This map is set up with an invisible square grid and you will
  notice that everything moves on the grid from square to square.  Moving
  diagonally often costs more movement points than moving horizontally or
  vertically.

                               -={Initiative}=-

  Each round of combat is divided into 10 segments.  Every character and foe
  acts on a specific segment based on a random number.  The random segment
  number is generated at the start of each combat round and is modified by
  dexterity and random factors such as surprise.  In most cases a character
  will move and/or aim an attack during his segment.  Casting spells may take
  extra segments to perform, so often a spell-caster will begin his spell on
  his segment and have it go off a few segments later.

  Sometimes a character will act in segment 10 of one round segment 1 in the
  next, appearing to act twice in a row.  This is especially common if you
  use the DELAY command.  When the DELAY command is giver, that character's
  action is always delayed until segment 10.


                            -={Computer Control}=-

  In Combat, the players controls the actions of PCs.  The computer controls
  the actions of monsters, NPCs and PCs set to computer control with the
  QUICK command.  If you have a Knight in your party, he may take control of
  NPCs at the start of combat by making a successful leadership check.  A
  successful leadership check puts NPCs under normal control for that combat.


                             -={Combat Ability}=-

  Each characters ability in combat is defined by his AC, THAC0 and damage.

  AC
  ==
  A character or monster's difficulty to be hit is represented by his armor
  class or AC.  The lower the AC, the harder it is to hit the target.  AC is
  based on armor and a dexterity bonus.  Some magic items also help a
  character's AC.

  THAC0
  =====
  The character's THAC0 represents his ability to hit enemies in melee or
  with missile fire.  THAC0 stands for TO Hit Armor Class 0.  This is the
  number a character must 'roll' equal or greater than to do damage on a
  target with an AC of 0.  The lower the THAC0, the better the chance to hit
  the target.

            Note: The generation of a random number is often referred
                  to as a 'roll'.  In determining if an attack hit, the
                  number generated is from 1 through 20.


  An attack is successful if the random number is greater than or equal to
  the attacker's THAC0 minus the target's AC.  THAC0 may be modified by
  range, attacking from the rear, magic weapons and magic spells among other
  things.

  DAMAGE
  ======
  When a hit is scored, the attacker does damage.  Damage is the range of HP
  loss the attacker inflicts when he hits an opponent in combat and it
  depends on the attacker's strength and weapon type.  The damage each weapon
  can do is summarized in the Weapon Table, refer to the tables.

  Some monsters take only partial or no damage from certain weapon types.
  Skeletons, e.g., take only half damage from sharp or edged weapons, while
  some other monsters only take damage from magical weapons.


                                -={Attacking}=-

  Characters generally engage in melee combat, which is face-to-face fighting
  with weapons such as swords and maces.  Characters also hove other options,
  such as ranged combat, with bows and slings, and rear attack on engaged
  foes.  Different options and restrictions apply to each.

  Ranged Weapons
  ==============
  A character with a missile weapon (bow, sling, etc.) may not attack when
  adjacent to na enemy.  The exception to this is the kender hoopak.  Kender
  may attack adjacent targets with the metal shod end of their hoopaks or use
  it as a ranged weapon.

  Bows can be used twice per turn.  3 darts can be thrown per turn.

  Multiple Attacks
  ================
  After seventh level (eighth for rangers,) all fighter-type characters
  increase the number of attacks they make with melee weapons.  The first
  increase is three attacks every two rounds, then two attacks every round.
  See the Bonus Attacks for High Level Fighters (refer to the tables).  All
  of a character's attacks are taken against his first target.  If the first
  target goes down with the first attack, he can aim the remaining attack at
  another target.  Fighter-types may also sweep through several weak
  opponents in one combat round.  When a character sweeps, he automatically
  attacks all of the weak opponents.

  Back Stabbing
  =============
  A thief back stabs if he attacks a target from exactly opposite the first
  character to attack the target.  The thief may not back stab if he has
  readied armor heavier than leather.  A back stab has a better chance of
  hitting the defender and does additional damage.


                            -={Combat Strategies}=-

  To succeed in combat, a skilled player deploys his party well, casts
  effective spells before and during combat, maneuvers his characters into
  advantageous positions and attacks using his most powerful characters and
  weapons.

  Deploying the Party
  ===================
  When a battle begins, your party is automatically positioned based on the
  order list of the characters. Characters near the top of the order will be
  in front lines and vulnerable to attack.  To change the starting
  deployment, change the order from the Alter menu while encamped.  Shift the
  heavily-armored fighters up the list and the vulnerable mages and thieves
  towards the bottom of the list.  Party order cannot be changed while in
  combat, although they are free to move.

  When battle begins, your party may be placed in a bad position.  If you
  wish to be defensive, move your characters to anchor your flanks on an
  obstacle such as a wall or tree.  Setting up behind a doorway that your
  enemies have to move through makes for a very strong defensive position.
  Also, keep mages safe behind the front line.

  -WOUNDED CHARACTERS-
  Characters who are seriously injured should be moved out of the front lines
  if possible.  Remember: if you move away from an adjacent enemy, he gets a
  free attack at your back.  Back attacks have an improved chance to hit.

  -STOPPING RANGED ATTACKS-
  Missile weapons cannot be fired if there is an adjacent opponent.  If you
  want to fire missiles, make sure you keep away from the enemy.  Hoopaks are
  the only exception, as they may be used either as a missile weapon or a
  melee weapon.  To stop enemy missile fire, move someone next to the
  opponent.

  -EXPLOITING ENEMIES' WEAKNESSES-
  Exploit your opponents' weaknesses by directing attacks against helpless,
  wounded or isolated foes.  Concentrate your attacks to eliminate one
  opponent rather than injure many (Exception: enemy spell casters).  A foe
  with one hit point remaining attacks as powerful as an uninjured one.

  Spell casters cannot fire spells after they have taken damage in a round
  and they will lose any spells they are in the process of casting when they
  are hit.  Try to keep enemy spell casters under attack every round while
  protecting your own.


                             -={Combat Movement}=-

  The number of squares a character can move is affected by the weight he's
  carrying, his strength and the kind of armor he has readied.  A character's
  movement range is displayed on the view screen and when moving during
  combat.

  -RUNNING AWAY-
  A character may flee from the battlefield if he can move faster than all
  enemies, but not if he moves slower than any enemies.  A character has a
  50% chance to move off the battlefield if he can move as fast as the
  fastest monster.  Exception: if a monster or character can reach the edge
  of the combat map without any of his opponents being able to see him, he
  may then flee successfully even though he is slower than his opponents.

  -RETURNING TO THE PARTY-
  A character that moves off the battlefield returns to the party after the
  fight is over.  If all active characters flee combat, any dead or
  unconscious characters are lost.  If a whole party flees, it will not
  receive any experience points for monsters killed before retreating.


                              -={After Combat}=-

  If one or more characters survive on the battlefield at the end of combat,
  the bodies of unconscious or dead party members stay with the party.  If
  the entire party flees from combat, all unconscious and dead party members
  are permanently lost.  If ALL the party members are slain, go back to your
  last Saved Game and try again from that point.



  =================================[MAGIC]===================================

  Magic is integral to DEATH KNIGHTS OF KRYNN.  Mages and clerics, as well as
  high-level Knights, rangers and paladins can cast spells.  A spell can
  exist in one of four forms: in a character's memory, in a character's spell
  book, in a scroll or in a wand.  A spell-caster with a memorized spell can
  cast it using the CAST command.  Spells are memorized during rest while
  encamped.

  Memorizing a spell takes 15 minutes of game time per spell level, plus a
  minimum period of preparation of four hours, plus two hours every two spell
  levels.  For example, first and second level spells take a minimum
  preparation of four hours, while third and fourth level spells take six
  hours.

            Example:
            To memorize (2) first-level spells, (1) second level
  spell and (1) third-level spell would take:
            (6 hours preparation) + (2*15min) + (1*30min) +
            (1*45min) = 7 hours 45 min.

  Spells do not automatically have their full effect on their target.  Each
  target of a spell may get a saving throw to avoid some or all of the effect
  of the spell.  As a character gains levels, his saving throws improve.

            Note: Some monsters have magic resistance which decreases
                  the chance of them being affected by spells.


                                  -={Mages}=-

  There are two orders of mages you can play--White Robes and Red Robes.  All
  good alignment mages are White Robes and all neutral alignment mages are
  Red Robes.  Evil mages are of the Black Robe order.  The few mages in the
  world who do not enter an order are called "Rogues," and are attacked on
  sight by all of the other orders.  Mages keep spell information in their
  personal spell books and may only memorize spell that are recorded there.

  When a mage trains for a new level, he selects a new spell to scribe into
  his spell book.  A mage can also scribe spells from identified scrolls if
  he is of high enough level to cast them and they are the correct type for
  his order.  Red Robe mages may only use or scribe Red Robe scrolls and
  White Robe mages may only use or scribe White Robe scrolls.  A mage must
  cast the Read Magic spell in order to identify the spells on the scroll.  A
  spell disappears after it has been scribed or cast.

  THE MOONS OF KRYNN
  ==================
  Since the creation of the world, three moons have governed the powers of
  magic in Krynn.  As the moons wax and wane, so do the powers of magic
  aligned to them.  Each moon has a different cycle and affects a different
  group of mages.  Mages of the White Robes gain their power from Solinari
  the white moon, Mages of the Red Robes are governed by Lunitari the red
  moon.  The evil Mages of the Black Robes are empowered by the dark moon
  Nuitari.  The current position of the moons is displayed at the top of your
  computer screen and their effects are as follows:

                      --------REFER TO MOON.GIF-------

  SPHERES OF MAGIC
  ================
  The magic of Krynn operates in spheres, with the different schools of mages
  only able to manipulate certain of them; spells castable by one order may
  not necessarily be cast by another.  The Spell Parameters Table and the Spell
  Descriptions section detail which mage orders can cast each spell.

               
                                 -={Clerics}=-

  Clerical magic requires no spell books.  All clerical spells of the
  appropriate level are always available to a cleric, the character need only
  memorize them.  Unlike mages, clerics can cast spells from scrolls without
  any preparation.

  DEITIES
  =======
  Since the earliest days of Krynn, the wisdom of the deities has been
  brought to all the races through the efforts of the clerics, the mortal
  messengers of the will of heavens.  As a sign of favor, deities bestow upon
  their clerics special bonuses or additional spells.  The following is a
  list of deities of Krynn that are available to characters, their alignment
  and clerical bonuses:

  GOOD ALIGNED DEITIES:

       Paladine
       Powers: None
       Extra Spells: Protection from evil 10' radius

       Majere
       Powers: Turn undead as if cleric is two levels higher
       Extra Spells: Silence 15' radius

       Kiri-Jolith
       Powers: +1 THAC0
       Extra Spells: Detect Magic

       Mishakal
       Powers: +1 die on all healing spells
       Extra Spells: Charm Person, Remove Curse, Bless

  NEUTRAL ALIGNED DEITIES

       Sirrion
       Powers: None
       Extra Spells: Burning Hands

       Reorx*
       Powers: +1 THAC0 (dwarves only)
       Extra Spells: None

       Shinare
       Powers: None
       Extra Spells: Charm Person

     * All dwarven clerics must select Reorx and therefore be neutral.


                          -={Knights and Paladins}=-

  Knights and paladins use their clerical spells identically to clerics,
  except that they can never use clerical scrolls, even if they may cast the
  spells.


                               -={Rangers}=-

  Rangers use mage and druidic spells.  They use mage spells identically to
  mages and the druidic spells as clerics use their magic.  Rangers can never
  cast spells from scrolls, even if they can memorize and cast the scroll
  spell normally.


                        -={Tips on Magic Spells}=-

  Both clerics and mages may cast spells which assist the party in combat.
  Preparatory spells cast just before a battle can protect and strengthen
  characters.  Spells can be cast to damage foes during combat or to protect
  or heal comrades.

  Spells should be rememorized as soon as possible after they are used.  This
  is most likely to happen after combat.  When in camp, have your spell-
  casters memorize spells and select REST to allow them to imprint the spells
  for later use.  Selecting REST without choosing new spells has the spell-
  casters rememorize the spells they have cast since last resting.

       Note: Before resting, it is a good idea to save your game. We
             recommend that you save your game after every tough
             combat and that you keep at least two separate saved
             games at all times and alternate between them.  This will
             allow you to go back to a save before that fatal
             battle.



  ===========================[MAGICAL TREASURES]=============================

  As you travel about and encounter the monsters and puzzles that stand
  between you and finishing your various quests, you will also find magical
  items to help you on your way.  Here are some descriptions of items that
  you may find.  Not all of these items may be found in your adventure.  You
  can find out if there is a magic item in a treasure by doing a Detect Magic
  spell using the DETECT command.  To find out specifically what an item is,
  you must take it to a shop and have it identified.

  Some Magic items are in reality cursed and can do great harm.  When a
  character readies a cursed item, a Remove Curse spell must be cast before
  the item can be dropped.  Some magic items may only be used by certain
  classes.  Others may not work at all if certain other magic items are also
  in use.  You must select the READY command from the Items Menu to prepare
  items for use.  Items such as armor, weapons or adornments are simply
  readied and you gain their benefit automatically.  Items like scrolls or
  potions must be readied before they can be used.


                                  -={Wands}=-

  Wands are the traditional objects of enchantment.  Wands generally will
  cast a set number of a given spell (Fireball or Ice Storm for instance).
  Only experimentation or paying to have them identified will tell what a
  wand does.  Generally wands can only be used by mages, although a few can
  be used by other classes.


                                 -={Potions}=-

  Potions are the most common sort of magical treasure.  Potions may head
  wounded characters, cause them to become hastened or invisible or cause any
  number of other effects.


                                 -={Scrolls}=-

  Scrolls can be either for clerics or one of the mage orders.  They offer
  new spells for mages to scribe into their books, spells of a higher level
  than the spell-casters can normally cast and extra spells for emergencies.
  A mage may use SCRIBE to transfer a scroll into his spell book.  Mages and
  clerics can cast spells directly from scrolls with USE command.


                       -={Enchanted Armor and Shields}=-

  Sometimes you may run across armor or shields that have been created by
  skilled craftsmen and then enchanted by mages to imbue them with protective
  spells.  The power of the magic on these items may vary a great deal.
  Enchanted armor has the great advantage of offering improved protection
  with less encumbrance than the same type of mundane armor.

                             -={Solamnic Plate}=-

  These suits of plate mail were originally crafted for some of the Knights
  of Solamnia.  The armor is of exceptionally high quality and is very
  ornate.  Only Knights may use Solamnic Plate.


                            -={Enchanted Weapons}=-

  Enchanted weapons come in many sizes and shapes and potencies.  Sometimes a
  weapon will ad to you THAC0 and damage.  Other weapons may have other
  magical properties including extra bonuses against specific types of
  creatures.  Once a magic weapon has been readied from the Items Menu, the
  character will have it for all combats.


                          -={Enchanted Adornments}=-

  Bracers, necklaces, periapts and especially rings are favorite objects for
  magical enchantment. These items may have any number of magical properties.
  Some items will help you AC, others may fire Magic Missiles or be cursed.
  Once one of these items has been readied from the Items Menu, a character
  will automatically gain all effects.  The exception to this rule is that
  certain magical necklaces require the USE command to work.


                             -={Dragonlances}=-

  These powerful enchanted weapons were created for the War of the Lance, to
  combat the evil dragons.  They have large bonuses against any foe, but are
  deadly when attacking dragons, where they do the wielder's hit points in
  damage to the beast.


                           -={Enchanted Clothing}=-

  Wizards will sometimes cast enchantments on commonplace items of clothing
  such as gauntlets or cloaks.  A wide variety of these items are know to
  exist.



  ===========================[SPELL DESCRIPTIONS]===========================

                       -={First Level Clerical Spells}=-

  [Bless] improves the THAC0 of friendly characters by 1.  The bless spell
  does not affect characters who are adjacent to monsters when the spell is
  cast.  This is a good spell to cast before going into combat.

  [Cure Light Wounds] heaps 1-8 HP (up to the target's normal maximum HP).

  [Detect Magic] indicates which equipment or treasure is magical.  View a
  character's items or Take treasure items.  Equipment or treasure preceded
  by an '*' or a '+' is magical.

  [Protection from Evil] improves the AC and saving throws of the target by 2
  against evil attackers.

  [Resist] Cold halves the damage and improves saving throws vs. cold attacks
  by 3.



                      -={Second Level Clerical Spells}=-

  [Find Traps] indicates the presence of traps in the character's path.

  [Hold Person] may paralyze targets of character type (human, etc.), goblins
  or hobgoblin.  You may aim a hold person spell at up to 3 targets.

  [Resist Fire] halves the damage and improves saving throws vs. fire attacks
  by 3.

  [Silence 15' Radius] must be cast on a character or a monster.  That
  character or monster and all adjacent to him, cannot cast spells for the
  duration of the spell.

  [Slow Poison] revives a poisoned person for the duration of the spell.

  [Snake Charm] paralyzes as many HP of snakes as the cleric has HP.

  [Spiritual Hammer] creates a temporary magic hammer.  It can strike at
  range and does normal hammer damage plus one point for every three levels
  the caster has attained.  The hammer appears in the clerics equipment list
  and must be readied as any other weapon.  The hammer will reconjure itself
  on the cleric's person if it is thrown.



                       -={Third Level Clerical Spells}=-

  [Cure Blindness] removes the effect of the Cause Blindness or Power Word,
  Blind spells.

  [Cure Disease] removes the effects of disease caused by some monsters or by
  a Cause Disease spell.

  [Dispel Magic] removes the effects of spells that do not have specific
  counter spells.  This is a recuperation spell for nay of the party that has
  been held, slowed or made nauseous.

  [Prayer] improves the THAC0 and saving throws of friendly characters by one
  and reduces the THAC0 and saving throw of monsters by one.  This is a good
  spell to cast before going into combat.

  [Remove Curse] removes the effects of a Bestow Curse spell and allows the
  target to unready cursed magic items.


                      -={Fourth Level Clerical Spells}=-

  [Cure Serious Wounds] heals 3-17 HP 9up to the target's normal maximum HP)

  [Neutralize Poison] counteracts all toxins and revives a poisoned person.

  [Protection from Evil 10' Radius] must be cast on a character or a monster.
  It improves the AC and saving throws of the target and all adjacent
  friendly characters by two against evil attackers.

  [Sticks to Snakes] causes snakes to harass the target.  The target is
  unable to attack or cast spells for the duration of the spell.  Large
  creatures may ignore the created snakes.


                       -={Fifth Level Clerical Spells}=-

  [Cure Critical Wounds] heals 6-27 HP 9up to the target's normal maximum
  HP.

  [Dispel Evil] improves the target's AC by seven versus summoned evil
  creatures for the duration of the spell or until the target hits a summoned
  creature.  The creature must make a saving throw when it is hit or be
  dispelled.

  [Raise Dead] can bring back to life on non-elf character.  The chances for
  success are based on the target's constitution.  The raised character
  returns to life with one hit point.


                       -={Sixth Level Clerical Spells}=-

  [Heal] cures all diseases, blindness, feeblemindedness and restores all
  except one to four of a character's full hit points.


                      -={Seventh Level Clerical Spells}=-

  [Restoration] returns experience levels to characters who have suffered the
  draining attacks of undead monsters such as wights.

  [Resurrection] is similar to the Raise Dead spell, except that the
  resurrected character has full hit points returned.


                        -={First Level Druid Spells}=-

  [Detect Magic] indicates which equipment or treasure is magical.  View a
  character's items or Take treasure items.  Equipment or treasure preceded
  by an '*' or a '+' is magical.

  [Entangle] will cause plants in the area of effect to grow and entwine
  around the feet of any creature in the area.  Be careful not to catch
  allies in the spell area.  Entangle only works outdoors.

  [Faerie Fire] will ring a targeted creature in magical light.  This spell
  will outline otherwise invisible creatures and give a +2 THAC0 bonus to
  anyone attacking an affected creature.

  [Invisibility to Animals] will make the target invisible to non-magical,
  low or no-intelligent animals. This spell does not offer protection against
  intelligent opponents or magical creatures.


                        -={Second Level Druid Spells}=-

  [Barkskin] causes the target's skin to become tougher and harder to damage.
  The effect of this spell is a -1 bonus to AC.  This is a good spell to cast
  before combat.

  [Charm Person or Mammal] changes the target's allegiance in a combat.  It
  affects character types (human, etc.) and other mammals.

  [Cure Light Wounds] heals 1-8 hitpoints 9up to the target's normal maximum
  hitpoints).


                         -={First Level Mage Spells}=-

  [Burning Hands] causes one HP of fire damage per level of the caster.
  There is no saving throw.  Usable by both Red and White Robes.

  [Charm Person] changes the target's allegiance in a combat.  It only
  affects character types (human, etc.), goblins or hobgoblins.  Usable by
  both Red and White Robes.

  [Detect Magic] indicates which equipment or treasure is magical.  View a
  character's items or Take treasure items.  Equipment or treasure preceded
  by an '*' or a'+' are magical.  Usable by both Red and White Robes.

  [Enlarge] makes the target larger and stronger.  The higher the caster's
  level, the larger and stronger the target gets.  If the caster is sixth-
  level or greater, the target becomes as strong as an Ogre.  If the caster
  is 10th-level or greater, the target becomes as strong as a Fire Giant.  A
  target can only be under the effect of one enlarge spell at a time.
  Unwilling targets get a saving throw against this effect.  The spell will
  stay in effect for more than one combat and should be cast before combat.
  Usable by both Red and White Robes.

  [Friends] raises the caster's charisma 2-8 points.  It is often cast just
  before an encounter.  Usable by both Red and White Robes.

  [Magic Missile] does 2-5 HP per missile with no saving throw.  A mage
  throws one missile at first-second level, two missiles at third-fourth
  level, three missiles at fifth-sixth level and four missiles at seventh-
  eighth level.  This spell will damage any target within its range unless
  the target is magic resistant or has certain magical protection.  Casts
  instantaneously.  Usable by both Red and White Robes.

  [Protection from Evil] improves the AC and saving throws of the target by
  two against evil attackers.  Usable by both Red and White Robes.

  [Read Magic] allows a mage to ready a scroll and read it.  For scrolls,
  this works as if they have been identified.  A mage may scribe the spells
  from the a scroll (if appropriate for his class and level) after it has
  been read.  Usable by both Red and White Robes.

  [Shield] negates the magic missile spell, improves the mage's saving throw
  and may increase his AC.  Usable by both Red and White Robes.

  [Shocking Grasp] does electrical damage of 1-8 HP, +1 HP per level of
  caster.  Usable by both Red and White Robes.

  [Sleep] puts 1-9 targets to sleep with no saving throw.  Up to 9 one hit-
  die targets are affected.  One 4 hit-die target is affected.  Targets of
  five or more hit-dice are unaffected.  Usable by both Red and White Robes.


                        -={Second Level mage Spells}=-

  [Detect Invisibility] allows the target to spot invisible targets.  Usable
  by both Red and White Robes.

  [Invisibility] makes the target invisible.  The THAC0 of melee attacks
  against invisible targets is reduced by four.  It is impossible to aim
  ranged attacks at invisible targets.  Invisibility is dispelled when the
  target attacks or casts a spell.  Usable by both Red and White Robes.

  [Knock] is used to open locks.  It can be cast from the door-opening menu
  if the active character has a memorized knock spell. Usable by Red Robes
  only.

  [Mirror Image] creates a 1-4 illusionary duplicates of the mage.  A
  duplicate disappears when it is attacked. Usable by Red Robes Only.

  [Ray of Enfeeblement] reduces the target's damage by 25% + 2% per level of
  the caster.  Usable by White Robes only.

  [Stinking Cloud] paralyzes those in its area for 2-5 rounds.  If the target
  saves, it is not paralyzed, but is nauseous and has its AC reduced for two
  rounds.  This spell has a very short range and care should be taken to
  avoid including party members in the cloud.

  [Strength] raises the strength of the recipient one to eight points.  The
  effects of the spell are less if the target has 18 strength.  Usable by Red
  Robes Only.


                         -={Third Level Mage Spells}=-

  [Blink] protects the mage.  The mage 'blinks out' after he acts each round.
  The mage may be physically attacked before he acts each round, but he may
  not be physically attacked after he acts.  Usable by Red Robes only.

  [Dispel Magic] removes the effects of spells that do not have specific
  counter spells.  This is a recuperation spell for any of the party that has
  been held, slowed or made nauseous.  Usable by White Robes only.

  [Fireball] does 1 d6 HP per level of the caster to all targets within its
  area.  If the target makes its saving throw, the damage is halved.  A
  fireball has a five square diameter outdoors and a seven square diameter
  indoors.  Fireballs is a slow-casting spell and the spell's power demands
  that you target carefully.  Otherwise, you may inadvertently destroy party
  characters.  If you target a fireball in the center of the screen indoors,
  the only safe ares are the three square in each corner.  Be sure to center
  to determine who will be in the area of effect.  Usable by both Red and
  White Robes.

  [Haste] double the target's movement and number of melee attacks per round.
  Haste has a short duration and you should wait until a fight is imminent to
  cast it.  WARNING: each time a haste spell is cast on a character, that
  character ages one year.  Usable by Red Robes only.

  [Hold Person] may paralyze targets of character type (human, etc.), goblin
  or hobgoblin.  You may aim a hold person spell at up to four targets (Exit
  to target less).  Usable by White Robes only.

  [Invisibility, 10' Radius] makes all targets adjacent to the caster
  invisible.  The THAC0 of melee attacks against invisible targets is reduced
  by four.  It is impossible to aim ranged attacks at invisible targets.  Use
  this spell to set up a battle line while the bad guys seek you out.
  Characters lose invisibility if they do anything but move.  Some monsters
  can see invisible creatures.  Usable by Red Robes only.

  [Lightning Bolt] does 1d6 HP per level of the caster to targets along its
  path.  If the target makes its saving throw, the damage is halved.  A
  lightning bold is four or eight squares long in a line away from the
  caster.  For best results, move the spell caster to send the bold down a
  row of opponents.  It will attack all opponents along the line within its
  range.  Target the first creature in the row (closes to caster).  Lightning
  bolts will reflect off walls back toward the spell caster.  This permits
  target adjacent or close to a wall be hit twice by the same bolt.  Be
  careful the caster isn't hit by the reflected bolt.  Usable by both Red and
  White Robes.

  [Protection from Evil, 10' Radius] protects the target and all characters
  adjacent to the target.  The spell improves the AC and saving throws of
  those it protects by two against evil attackers.  Usable by White Robes
  only.

  [Slow] affects one target per level of caster.  The spell halves the
  target's movement and number of melee attacks per round.  Slow can be used
  to negate a haste spell.  This spell is useful against any high-damage
  creature.  Only affects the side opposing the spell caster.  Usable by Red
  Robes only.


                        -={Fourth Level Mage Spells}=-

  [Bestow Curse] reduces the targets THAC0 and saving throws by four.  Usable
  by White Robes only.

  [Charm Monster] changes the target's allegiance in combat.  It will work on
  any living creature.  The spell affects 2-8 first level targets 1-4 second
  level targets, 1-2 third level targets or one target of fourth-level or
  above.  Usable by White Robes only.

  [Confusion] affects 2-16 targets.  Each target must make a saving throw
  each round or stand confused, become enraged, flee in terror or go berserk.
  Confusion is most effective when used against a large number of enemies.
  Usable by White Robes only.

  [Dimension Door] allows the mage to teleport himself to another point on
  the battlefield within his line of sight and the range of the spell.  Mages
  can use it for quick escapes.  Fighter/mages use the "Door" to reach the
  opposition's rear area.  Usable by Red Robes only.

  [Fear] causes all within its area to flee.  Usable by Red Robes only.

  [Fire Shield] protects the mage so that any creature who hits the mage in
  melee does normal damage, but takes twice that damage in return.  The
  shield may be attuned to heat attacks or cold attacks.  The mage takes half
  damage (no damage if he makes his saving throw) and has his saving throw
  against the opposite form of attack improved by two.  He takes double
  damage from the form of attack the shield is attuned to.  Usable by both
  Red and White Robes.

  [Fumble] causes the target to be unable to move or attack.  IF the target
  makes his saving throw, he is affected by a slow spell. Usable by White
  Robes only.

  [Ice Storm] does 3-30 HP to all targets within its area.  There is no
  saving throw.  This spell will inflict damage on opponents protected by
  Minor Globes of Invulnerability.  Usable by both Red and White Robes.

  [Minor Globe of Invulnerability] protects the caster from incoming first,
  second or third-level spells.  The Globe is very effective when used in
  combination with Fire Shield.  Usable by White Robes only.

  [Remove Curse] removes the effects of a Bestow Curse removes the effects of
  a Bestow Curse spell and allows the target to unready cursed magic items.
  Usable by White Robes only.


                         -={Fifth Level Mage Spells}=-

  [Cloudkill] is similar to the Stinking Cloud spell, except that its are of
  effect is larger and it will kill weaker monsters.  Stronger monsters may
  be immune to the spell.  Usable by both White and Red Robes.

  [Cone of Cold] fires a withering cone shaped blast of cold.  The spell's
  range and damage increases with the caster's level.  Usable by both White
  and Red Robes.

  [Feeblemind] causes targets who fail their saving throw to drop
  dramatically in intelligence and wisdom and become unable to cast spells.
  A Heal spell must be cast on the victim to recover from the effect.  Usable
  by White Robes only.

  [Fire Touch] creates a blazing aura around the recipient.  This aura adds
  2-12 points of extra fire damage to all of the recipient's attacks.  Usable
  by Red Robes only.

  [Hold Monster] is similar to Hold Person, except it affects a wider variety
  of creatures.  Usable by White Robes only.

  [Iron Skin] causes the mage's skin to become extremely tough and damage
  resistant.  The mage's AC is reduced by four.  Usable by Red Robes Only.


                         -={Sixth Level Mage Spells}=-

  [Death Spell] kills opponents instantly and irrevocably.  The spell will
  kill a greater number of weak opponents than strong.  Powerful opponents
  may be immune.  Usable by both Red and White Robes.

  [Disintegrate] destroys one target.  Some creatures with an innate magic
  resistance may avoid the effects of the spell, while most must make a
  saving throw to survive.  Usable by Red Robes only.

  [Flesh to Stone] causes the target to make a saving throw or be turned into
  stone.  Usable by Red Robes only.

  [Globe of Invulnerability] protects against first to fourth level spells.
  Usable by White Robes only.

  [Stone to Flesh] counters the effects of a Flesh to Stone spell.
  Characters may not survive the shock of being restored to flesh.  System
  shock survival is based on a character's constitution.  Usable by Red Robes
  only.


                        -={Seventh Level Mage Spells}=-

  [Delayed Blast Fireball] is a more powerful version of the third level
  spell and will penetrate a Minor Globe of Invulnerability.  Usable by both
  White and Red Robes.

  [Mass Invisibility] is identical to the Invisibility spell, except that it
  affects several targets at once.  This can be a valuable spell to cast
  before a known encounter.  Usable by Red Robes only.

  [Power Word, Stun] causes one creature to be stunned--reeling and unable to
  think or act effectively.  The weaker the target, the longer it will be
  stunned.  This is a very powerful spell and it automatically affects any
  creatures who do not have magical immunities.  Usable by both White and Red
  Robes.

                    -={Eighth Level Mage Spells}=-

  [Mass Charm] is similar to the fourth-level spell, except it affects a much
  larger number of targets.  Usable by White Robes only.

  [Mind Blank] is a powerful protective spell.  The recipient of this spell
  is totally protected from spells that attack a character's mind or will,
  such as Charm or Feeblemind.  Usable by White Robes only.

  [Power Word, Blind] will strike some targets instantly blind.  Usable by
  both White and Red Robes.



  =========================[CREATURES OF KRYNN]===========================

         Refer to creature scans named creats*.gif '*' = 1 to 10


-=-=-=-=-=-=-=-=-=-=-=-=-LEVEL ADVANCEMENT TABLES-=-=-=-=-=-=-=-=-=-=-=-=-=-

     The following charts show the number of experience points a 
     character must earn in order to gain a level in his character
     class.  The charts also list the number of spells that a 
     character can have memorized at one time.  Fighters and Thieves
     can never memorize spells.

     Remember: All experience earned by multiple-class characters is
     divided evenly among all characters, even after character has
     reached maximum level in a class.



                           -={Cleric of Good}=-

Hit                                          Clerical Spells per Level
Level     Experience               Dice      1    2    3    4    5    6
=====     ==========               ====      ==========================
  1       2,000-3,999              2d8       1    -    -    -    -    -    
  2       4,000-7,499              3d8       2    -    -    -    -    -    
  3       7,500-15,249             5d8       2    1    -    -    -    -    
  4       15,250-24,999            5d8       2    2    -    -    -    -    
  5       25,000-39,999            6d8       3    3    1    -    -    -    
  6       40,000-89,999            7d8       3    3    2    -    -    -    
  7       90,000-159,999           8d8       3    3    2    1    -    -    
  8       160,000-249,999          9d8       3    3    3    2         -    
  9       250,000-499,999          9d8+1     4    4    3    2    1    -    
  10      500,000-749,999          9d8+2     4    4    3    3    2    -
  11      750,000-999,999          9d8+3     5    4    4    3    2    1*
  12      1,000,000-1,249,999      9d8+4     6    5    5    3    2    2
  13      1,250,000-1,499,999      9d8+5     6    6    6    4    2    2
  14      1,500,000+               9d8+6     6    6    6    5    3    2

*Usable only by clerics of 17 or greater wisdom



                        -={Cleric Of Neutrality}=-

                                   Hit       Clerical Spells Per Level
Level     Experience               Dice      1    2    3    4    5    6    7
=====     ==========               ====      ===============================
  1       1,500-2,999              1d8       2    -    -    -    -    -    -
  2       3,000-5,999              2d8       2    1    -    -    -    -    -
  3       6,000-12,999             3d8       3    2    1    -    -    -    -
  4       13,000-27,499            4d8       4    2    2    -    -    -    -
  5       27,500-54,999            5d8       4    3    2    -    -    -    -
  6       55,000-109,999           6d8       4    3    2    1    -    -    -
  7       110,000-224,999          7d8       4    4    3    1    -    -    -
  8       225,000-449,999          8d8       4    4    3    2    -    -    -
  9       450,000-674,999          9d8       5    4    3    2    1    -    -
  10      675,000-899,999          9d8+1     5    4    3    3    2    -    -
  11      900,000-1,124,999        9d8+2     5    5    3    3    2    1*   -
  12      1,125,000-1,349,999      9d8+3     5    5    4    4    3    2   1**
  13      1,350,000-1,574,999      9d8+4     6    5    5    4    3    2    1
  14      1,575,000+               9d8+5     6    6    6    6    4    2    1



                         -={Cleric Wisdom Bonus}=-

Cleric's                           Bonus Spells
Wisdom                        1    2    3    4    5
========                      ======================
9-12                          -    -    -    -    -    
13                            +1   -    -    -    -
14                            +2   -    -    -    -
15                            +2   +1   -    -    -
16                            +2   +2   -    -    -
17                            +2   +2   +1   -    -
18                            +2   +2   +1   +1   -

Note that these bonus spells are only availabe when the cleric is entitled to
spells of the applicable level.  For example, an 6th-level cleric of Good
with Wisdom of 18 can memorize the following spells:

                              
                            Number of Spells Per Level
                              1    2    3    4    5
                              ======================
6th-Level Cleric of Good
with 18 wisdom                5    5    3    -    -


                               -={Fighter}=-
                                        
                                        Hit
Level     Experience                    Dice
=====     ==========                    ====
1         0-2000                        1d10
2         2,001-4,000                   2d10
3         4,001-8,000                   3d10
4         8,001-18,000                  4d10
5         18,001-35,000                 5d10
6         35,001-70,000                 6d10
7         70,001-125,000                7d10
8         125,001-250,000               8d10
9         250,001-500,000               9d10
10        500,001-750,000               9d10+3
11        750,001-1,000,000             9d10+6
12        1,000,001-1,250,000           9d10+9
13        1,250,001-1,500,000           9d10+12
14        1,500,001+                    9d10+15        



                         -={Knight Of The Crown}=-

Level               Experience               Hit Dice
=====               ==========               ========
1                   2,500-4,999              2d10 
2                   5,000-9,999              3d10
3                   10,000-18,499            4d10
4                   18,500-36,999            5d10
5                   37,000-84,999            6d10
6                   85,000-139,999           7d10
7                   140,000-219,999          8d10
8                   220,000-299,999          9d10
9                   300,000-599,999          10d10
10                  600,000-899,999          10d10+2
11                  900,000-1,199,999        10d10+4
12                  1,200,000-1,499,999      10d10+6
13                  1,500,000-1,799,999      10d10+8
14                  1,800,000+               10d10+10







                         -={Knight of The Sword}=-

                                   Hit       Clerical Spells per Level
Level     Experience               Dice      1    2    3    4    5    6
=====     ==========               ====      ===========================
3         12,000-23,999            4d10      -    -    -    -    -    -
4         24,000-44,999            5d10      -    -    -    -    -    -
5         45,000-94,999            6d10      -    -    -    -    -    -
6         95,000-174,999           7d10      1    -    -    -    -    -
7         175,000-349,999          8d10      2    -    -    -    -    -
8         350,000-699,999          9d10      2    1    -    -    -    -
9         700,000-1,049,000        10d10     3    2    -    -    -    -
10        1,050,000-1,399,999      10d10+2   4    2    -    -    -    -
11        1,400,000-1,749,999      10d10+4   4    2    1    -    -    -
12        1750,0000-2,099,999      10d10+6   5    3    1    1    -    -
13        2,100,000-2,449,999      10d10+8   6    4    1    1    1    -
14        2,450,000+               10d10+10  7    5    2    1    1    1



                         -={Knight of the Sword}=-

                                   Hit       Clerical Spells per Level
Level     Experience               Dice      1    2    3    4    5    6
=====     ==========               ====      ===========================
4         27,000-59,999            5d10      -    -    -    -    -    -
5         60,000-124,999           6d10      -    -    -    -    -    -
6         125,000-199,999          7d10      1    -    -    -    -    -
7         200,000-424,999          8d10      2    -    -    -    -    -    
8         425,000-799,999          9d10      2    1    -    -    -    -
9         800,000-1,499,999        10d10     3    2    -    -    -    -
10        1,500,000-1,999,999      10d10+2   4    2    -    -    -    -
11        2,000,000-2,499,999      10d10+4   4    2    1    -    -    -
12        2,500,000-2,999,999      10d10+6   5    3    1    1    -    -
13        3,000,000-3,499,999      10d10+8   6    4    1    1    1    -
14        3,500,000+               10d10+10  7    5    2    1    1    1




                           -={White Robe Mage}=-

                              Hit       Clerical Spells per Level
Level     Experience          Dice      1    2    3    4    5    6    7    8
=====     ==========          ====      =====================================
1         2,500-4,999         1d4       1    -    -    -    -    -    -    -
2         5,000-9,999         2d4       2    -    -    -    -    -    -    -
3         10,000-19,999       3d4       2    1    -    -    -    -    -    -
4         20,000-37,999       4d4       3    2    1    -    -    -    -    -
5         38,000-54,999       5d4       4    3    1    -    -    -    -    -
6         55,000-99,999       6d4       4    3    2    -    -    -    -    -
7         100,000-199,999     7d4       4    3    2    1    -    -    -    -
8         200,000-399,999     8d4       4    3    3    2    -    -    -    -
9         400,000-599,999     9d4       4    3    3    2    1    -    -    -
10        600,000-799,999     10d4      5    4    3    2    2    1    -    -
11        800,000-999,999     10d4+1    5    4    4    3    3    2    -    -
12        1,000,000-1,249,999 10d4+2    5    4    4    4    4    2    1    -
13        1,250,000-1,499,999 10d4+3    5    5    5    4    4    2    1    1
14        1,500,000+          10d4+4    5    5    5    4    4    2    2    1





                              -={Red Robe}=-

                              Hit       Clerical Spells per Level
Level     Experience          Dice      1    2    3    4    5    6    7    8
=====     ==========          ====      =====================================
1         2,500-4,999         1d4       1    -    -    -    -    -    -    -
2         5,000-9,999         2d4       2    -    -    -    -    -    -    -
3         10,000-17,999       3d4       2    1    -    -    -    -    -    -
4         18,000-35,999       4d4       3    2    1    -    -    -    -    -
5         36,000-49,999       5d4       4    3    1    -    -    -    -    -
6         50,000-89,999       6d4       4    3    2    -    -    -    -    -
7         90,000-179,999      7d4       4    3    2    1    -    -    -    -
8         180,000-349,999     8d4       4    3    3    2    -    -    -    -
9         350,000-499,999     9d4       4    3    3    2    1    -    -    -
10        500,000-699,999     10d4      5    4    3    2    2    1    -    -
11        700,000-899,999     10d4+1    5    4    4    3    3    2    -    -
12        900,000-1,099,999   10d4+2    5    4    4    4    4    2    1    -
13        1,100,000-1,299,999 10d4+3    5    5    5    4    4    2    1    1
14        1,300,000+          10d4+4    5    5    5    4    4    2    2    1




                               -={Paladin}=-

                              Hit       Clerical Spells per Level
Level     Experience          Dice      1    2    3    4
=====     ==========          ====      =================
1         0-2,750             1d10      -    -    -    -
2         2,751-5,500         2d10      -    -    -    -
3         5,501-12,000        3d10      -    -    -    -
4         12,001-24,000       4d10      -    -    -    -
5         24,001-45,000       5d10      -    -    -    -
6         45,001-95,000       6d10      -    -    -    -
7         95,001-175,000      7d10      -    -    -    -
8         175,001-350,000     8d10      -    -    -    -
9         350,001-700,000     9d10      1    -    -    -
10        700,001-1,050,001   9d10+3    2    -    -    -
11        1,050,000-1,400,000 9d10+6    2    1    -    -
12        1,400,001-1,750,000 9d10+9    2    2    -    -
13        1,750,001-2,100,000 9d10+12   2    2    1    -
14        2,100,001+          9d10+15   3    2    1    -




                               -={Ranger}=-
                                             Spells per Level
                              Hit       Druidic      Magic-User
Level     Experience          Dice      1  2         1  2
=====     ==========          ====      ===================
1         0-2,250             2d8       -  -         -  -
2         2,251-4,500         3d8       -  -         -  -
3         4,501-10,000        4d8       -  -         -  -
4         10,001-20,000       5d8       -  -         -  -
5         20,001-40,000       6d8       -  -         -  -
6         40,001-90,000       7d8       -  -         -  -
7         90,001-150,000      8d8       -  -         -  -
8         150,001-225,000     9d8       1  -         -  -
9         225,001-325,000     10d8      1  -         1  -
10        325,001-650,000     11d8      2  -         1  -
11        650,001-975,000     11d8+2    2  -         2  -
12        975,001-1,300,000   11d8+4    2  1         2  -
13        1,300,001-1,625,000 11d8+6    2  1         2  1
14        1,625,001+          11d8+8    2  2         2  1




                                -={Thief}=-

                                        Hit
Level          Experience               Dice
=====          ==========               =====
1              0-1,250                  1d6
2              1,251-2,500              2d6
3              2,501-5,000              3d6
4              5,001-10,000             4d6
5              10,001-20,000            5d6
6              20,001-42,500            6d6
7              42,501-70,000            7d6
8              70,001-110,000           8d6
9              110,001-160,000          9d6
10             160,001-220,000          10d6
11             220,001-440,000          10d6+2
12             440,001-660,000          10d6+4
13             660,001-880,000          10d6+6
14             880,001-1,100,000        10d6+8
15             1,100,001-1,320,000      10d6+10
16             1,320,001-1,540,000      10d6+12
17             1,540,001-1,760,000      10d6+14
18             1,760,001+               10d6+16

               Here is the key to the Map Pic                                     
                          1)  High Clerish Tower
                          2)  Quazle
                          3)  Graveyard
                          4)  Dargaard
                          5)  Kalaman
                          6)  Cerberus
                          7)  Dulcimer
                          8)  Cekos
                          9)  Vingaard
                          10) Throtl
                          11) Turet
                          12) Gargath Outpost


    -=-=-=-=-=-=Spell Charts for The Death Knights of Krynn-=-=-=-=-=-
                    
                         



                       -={Spell Parameters Table}=-

When:                              Duration:
Cmbt=Combat only spell             r=combat rounds
Camp=Camp only spell               t=turns
Both=Camp or Combat spell          /lvl=per level of caster
Rng:                               targets=aim at each target.
T=Touch Range                      Robe (Mages spell only)
dia=diameter                       White=Can only be cast by White Robes
rad=radius                         Red=Can only be cast by Red Robes
All=All characters in combat       Both=Can be cast by both
#=Number of targets           
#s=Number of squares     


                      -={1st-level Clerical Spells}=-

Spell Name               When      Rng       Area           Duration
==========               ====      ===       ====           ========
Bless                    Both      6         5 dia          6r
Cure Light Wounds        Both      T         1              -
Detect magc              Both      3         1              1t
Protection from Evil     Both      T         1              3r/lvl
Resist Cold              Both      T         1              1t/lvl
                                                       
     
                      -={2nd-Level Clerical Spells}=-                      
     
                                                            
Find Traps               Camp      3         1              3t
Hold Person              Cmbt      6         1-3            4r+1/lvl
Resist Fire              Both      T         1              1t/lvl
Silence 15'Radius        Cmbt      12        3 dia          2r/lvl
Slow Poison              Camp      T         1              1 hour/lvl
Snake Charm              Cmbt      3         All            5-8r
Spiritual Hammer         Cmbt      3         1              1r/lvl


                      -={3rd-Level Clerical Spells}=-                      
     
Cure Blindness           Both      T         1              -
Cure Disease             Camp      T         1              -
Dispel Magic             Both      6         3x3 s          -
Prayer                   Both      0         All            1t/lvl
Remove Curse             Both      T         1              2r/lvl
                                                            

                      -={4th Level Clerical Spells}=-                      
     
Cure Serious Wounds      Both      T         1              -
Neutralize Poison        Both      T         1              -
Poison                   Cmbt      T         1              -
Protect from Evil 15'    Both      T         2 dia          1t/lvl
Sticks to Snakes         Cmbt      3         1              2r/lvl
                                                            


                      -={5th Level Clerical Spells}=-                      

Cure Critical Wounds     Both      T         1              -
Dispel Evil              Cmbt      T         1              1r/lvl
Flame Strike             Cmbt      6         1              -
Raise Dead               Camp      3         1              -
                                                            


                      -={6th Level Clerical Spells}=-                      
     
Heal                     Both      T         1              Permanent
                                                            


                      -={7th-Level Clerical Spells}=-                      

Restoration              Camp      T         1              Permanent
Resuraction              Camp      T         1              Permanent
                                                            
                                     

         -={1st-Level Druidical Spells (For High-Level Rangers)}=-    
     
Cure Light Wounds        Both      T         1              -
Detect Magic             Both      4         1              12r
Entangle                 Cmbt      8         4 dia          1t
Faerie Fire              Cmbt      8         8 dia          4r/lvl
Invisibility to Animals  Both      T         1              1t+1r/lvl
               

                    
         -={2nd-Level Druidical Spells (For High-Level Rangers)}=-
          
Barkskin                 Both      T         1              4r+1/lvl
Charm Person/Mammal      Cmbt      12        1              -
               


Spell Name               When      Rng       Area           Duration  Robe
============================================================================

                        -={1st-Level Mage Spells}=-                        
                    
Burning Hands            Cmbt      T         3 s            -         Both
Charm Person             Cmbt      12        1              -         Both
Detect Magic             Both      6         1              2r/lvl    Both
Enlarge                  Both      .5/lvl    1              1t/lvl    Both
Friends                  Cmbt      0         All            1r/lvl    Both
Magic Missile            Cmbt      6+lvl     1              -         Both
Protect from Evil        Both      T         1              2r/lvl    Both
Read Magic               Camp      0         1              2r/lvl    Both
Shield                   Cmbt      0         1              5r/lvl    Both
Shocking Grasp           Cmbt      T         1              -         Both
Sleep                    Cmbt      3+lvl     1-16           5r/lvl    Both
                                        


                        -={2nd-Level Mage Spells}=-

Detect Invisibility      Both      1/lvl     1              5r/lvl    Both
Invisibility             Both      T         1              -         Red
Knock                    Camp      6         1 s/lvl        -         Red
Mirror Image             Both      0         1              2r/lvl    Red
Ray of Enfeeblement      Cmbt      T         1+.25s/lvl     1r/lvl    White
Stinking Cloud           Cmbt      3         2x2 s          1r/lvl    Both
Strength                 Camp      T         1              6t/lvl    Red
                                                                      
                                     

                        -={3rd-Level Mage Spells}=-                        
                                                                           
Blink                    Both      0         1              1r/lvl    Red
Dispel Magic             Both      12        3x3 s          -         White
Fireball                 Cmbt      10+lvl    2/3 rad        -         Both
Haste                    Both      6         4x4 s          3r+1/lvl  Red
Hold Person              Cmbt      12        1-4            2r/lvl    White
Invisibility 10'Radius   Both      T         2 dia          -         Red
Lightning Bold           Cmbt      4+lvl     4,8            -         Both
Protect from Evil 10'Rad Both      T         2 dia          2r/lvl    White 
Protect from Nrml Misl.  Both      T         1              1t/lvl    White
Slow                     Cmbt      9+lvl     4x4 s          3r+1/lvl  Red
                                                                      


                        -={4th-Level Mage Spells}=-                        
                    
Bestow Curse             Cmbt      T         1              1t/lvl    White
Charm Monster            Cmbt      6         1              -         White
Confusion                Cmbt      12        2-16           2r+1/lvl  White
Dimension Door           Cmbt      0         1              -         Red
Fear                     Cmbt      0         6x3 cone       1r/lvl    Red
Fire Shield (2 Types)    Both      0         1              2r+1/lvl  Both
Fumbe                    Cmbt      1/lvl     1              1r/lvl    White
Ice Storm (Dmg only)     Cmbt      1/lvl     4 dia          -         Both
Min Globe of Invlnrblty. Both      0         1              1r/lvl    White
Remove Curse             Both      T         1              -         White
                                                                      

                        -={5th-level mage spells}=-                        
                    
Cloudkill                Cmbt      1         3x3 s          1r/lvl    White
Cone of Cold             Cmbt      0         .5 s/lvl cone  -         Both
Feeblemind               Cmbt      1/lvl     1              -         White
Fire Touch               Both      T         Special        1r/lvl    Red
Hold Monster             Cmbt      .5/lvl    1-4            1r/lvl    White
Iron Skin                Both      0         Special        1r/lvl    Red
                                                                      


                        -={6th-Level Mage Spells}=-                        
                    
Death Spell              Cmbt      1         .5 s/lvl       Instant   Both
Disintegrate             Cmbt      .5/lvl    Special        Instant   Red
Globe of Invlnrblty.     Both      0         1              1r/lvl    White
Stone to Flesh           Both      1/lvl     1              Permanent Red
Flesh to Stone           Cmbt      1/lvl     1              Permanent Red
                                                            

          
                        -={7th-Level Mage Spells}=-                        
                    
Delayed Blast Fire Ball  Cmbt      10+1/lvl  2 rad          Special   White
Mass Invisibility        Both      1/lvl     Special        Special   Red
Power Word, Stun         Cmbt      .5/lvl    1              Special   Both



                        -={8th-Level Mage Spells}=-
                                                                      
Mass charm               Cmbt      .5/lvl    Special        Special   White
Mind Blank               Both      3         1              1 day     White
Otto's Irresistble Dance Cmbt      1t        1              2-5 r     White
Power Word, Blind        Cmbt      .5/lvl    3 dia          Special   Both

                
          **STRENGTH TABLE: ABILITY ADJUSTMENTS**



Ability        THAC0          Damage         Weight Allowance
Score          Bonus          Adjustment     (in steel pieces)
3              -3             -1             -350
4-5            -2             -4             -250
6-7            -1             none           -150
8-9            normal         none           normal
10-11          normal         none           normal
12-13          normal         none           +100
14-15          normal         none           +200
16             normal         +1             +350
17             +1             +1             +500
18             +1             +2             +750
*18/01-50      +1             +3             +1,000
*18/51-75      +2             +3             +1,250
*18/76-90      +2             +4             +1,500
*18/91-99      +2             +5             +2,000
*18/100        +3             +6             +3,000

          *Bonuses available to figher classes only
           (Fighter, Paladin, Knight, Ranger).


**DEXTERITY TABLE:**          **CONSTITUTION TABLE: ABILITY**
ABILITY ADJUSTMENTS
          Reaction/           
Ability   Missile   AC        Ability   Hit Point Resurrection
Score     Bonus     Bonus     Score     Adj.      Survival(%)
-------------------------     --------------------------------
3         -3        +4        3         -2        40
4         -2        +3        4         -1        45
5         -1        +2        5         -1        50
6          0        +1        6         -1        55
7          0         0        7          0        60
8          0         0        8          0        67
9          0         0        9          0        70
10         0         0        10         0        76
12         0         0        11         0        80
13         0         0        12         0        85
14         0         0        13         0        90
15         0        -1        14         0        92
16        +1        -2        15        +1        94
17        +2        -3        16        +2        96
18        +3        -4        17        +2(+3)*   98
                              18        +2(+4)*   100

                              *Bonus applies only to fighters; all
                               other classes may be given a max HP
                               bonus adj. from constitution +2.



**BONUS ATTACKS FOR HIGH LEVEL FIGHTERS**

Class          Level     Attack/Round
-------------------------------------
Fighter        1-6       1/1
Kinght         1-6       1/1
Paladin        1-6       1/1
Ranger         1-7       1/1
Fighter        7-12      3/2
Knight         7-12      3/2
Paladin        7-12      3/2
Ranger         8-14      3/2
Fighter        13+       2/1
Knight         13+       2/1
Paladin        13+       2/1



**RANGE OF ABILITY SCORES BY RACE TABLE**

Ability Score       STR*      INT       WIS       DEX       CON       CHA
-------------------------------------------------------------------------
Humans              3-18(00)  3-18      3-18      3-18      3-18      3-18
 [females]          3-18(50)  3-18      3-18      3-18      3-18      3-18
Silvanesti Elves    3-18(75)  10-18     6-18      7-19      6-18      12-18
 [females]          3-16      10-18     6-18      7-19      6-18      12-18
Qualinesti Elves    7-18(75)  8-18      6-18      7-19      7-18      8-18
 [females]          3-16      8-18      6-18      7-19      7-18      8-18
Hill Dwarves        9-18(99)  3-18      3-18      3-17      14-19     3-12
 [females]          3-17      3-18      3-18      3-17      14-19     3-12
Mtn. Dwarves        8-18(99)  3-18      3-18      3-17      12-19     3-16
 [females]          3-17      3-18      3-18      3-17      12-19     3-16
Half-Elves          3-18(90)  4-18      3-18      6-18      6-18      3-18
 [females]          3-17      4-18      3-18      6-18      6-18      3-18
Kender [both]       6-16      6-18      3-16      8-19      10-18     6-18


**MAXIMUM LEVEL LIMITS BY RACE, CLASS, & PRIME REQUISITE**
                         SILV.  QUAL.  HALF   HILL     MTN.
CLASS     ABILITY HUMAN  ELVES  ELVES  ELVES  DWARVES  DWARVES  KENDER
-----------------------------------------------------------------------
Cleric    Any      14     14     14     14      10      10        8
Fighter   str 16-  14     10     14      9      14      14        5
          str 17   14     10     14      9      14      14        -
          str 18+  14     10     14      9      14      14        -
Ranger    str 16-  14     14     14     11      8       no        5
          str 17   14     14     14     11      8       no        -
          str 18+  14     14     14     11      8       no        -
Knight    Any      14     No     No     10      no      no        no
Paladin   Any      14     12     No     No      no      8         no
Mage      Int 16-  14     14     14     10      no      no        no
          Int 17   14     14     14     10      no      no        no
          Int 18+  14     14     14     10      no      no        no
Thief     Any      18     No     18     18      20      8         18


********WEAPON TABLE*******
Name                Damage vs.     Damage vs. Larger   Number    Class
                    Man Sized      Than Man Sized      of Hands
Axe, Battle         1-8            1-8                 1         f
Axe, Hand           1-6            1-4                 1         f
Bow, Long*          1-6            1-6                 2         f
Bow, Short*         1-6            1-6                 2         f
Bow, Comp. Long     1-6            1-6                 2         f
Bow, Comp. Short    1-6            1-6                 2         f
Club                1-6            1-3                 1         f,cl,th
Dagger              1-4            1-3                 1         f,mu,th
Dart                1-3            1-2                 1         f,mu,th
Flail               2-7            2-8                 1         f,cl
Halberd             1-10           2-12                2         f
Hammer              2-5            1-4                 1         f,cl
Hoopak (melee)      3-8            3-6                 2         **
  special                                                        
Hoopak (missle)     2-5            2-7                 2         **
  special                                                        
Javelin             1-6            1-6                 1         f
Lght Crssbw         1-4            1-4                 2         f
Mace                2-7            1-6                 1         f,cl
Morning Star        2-8            2-7                 1         f
Pick, Military      2-5            1-4                 1         f
Pick, Awl           1-6            1-12                1         f
Quarterstaff        1-6            1-6                 2         f,cl,mu
Scimitar            1-8            1-8                 1         f,th
Sling               1-4            1-4                 1         f,th
Sling, Staff        2-8            3-9                 2         f,cl
Spear               1-6            1-8                 1         f
Sword, bastard      2-8            2-16                2         f
Sword, broad        2-8            2-7                 1         f,th
Sword, long         1-8            1-12                1         f,th
Sword, short        1-6            1-8                 1         f,th
Sword, 2-handed     1-10           3-18                2         f
Trident             2-7            3-12                1         f
          
+Polearm
*Must have rfeady arrows to fire.  Two attacks per round
#Must have ready quarrels to fire. One attack per round
**Only Usable by kender characters.
f=fighter (inclueds knights, ranger, paladin) cl=cleric, th=thief,
mu=magic-user                           


*****************ARMOR TABLE*************************

ARMOR TYPE     WT in SP.      AC        MAXIMUM MOVEMENT
None           0              10        -
Shield         50             **        -
Leather        150            8         12 squares
Ring           250            7         9 squares
Scale          400            6         6
Chain          300            5         9
Banded         350            4         9
Plate          450            3         6


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