1.The party must have a warrior, a dwarf, and a magician(minimum)
2.First thing in Riva go find the house where you can buy the map
of Riva.
3.You can find the best bow-Extra Light Longbow-at the bower house.
4.1 gold ducat=10 silver coins=100 copper bits
5.In the Market Hall you can use pickpoket skill-but save first!
6.If someone in your party dies you can bring him back to life if
you pray at Tsa temple. Do the same with hurt characters and they
will be healed.
7.If one of your party members is dead try using the "Necropathia"
spell and the dead one will help you with some hints.
8.The Elexirs give few bonus to the skills so sell them because they
worth a lot.
9.STIPPEN`S QUEST--Blow the horn at this locations:
In the S-W of the forest where are a pair of willow trees.
In front of the painted dragon on the North town gate.
In fronts of the bots of the warrior from the mountain.
In front of the bridge boat.
10.THE DWARVEN MINE
You can pull the hand from the water and throw it away(sometimes
you get a sword).
In one of the rooms you will find a broken chest, save first and
then try openig the chest until you find the tenobaal bolts (You
have only one try if no bolts found try loading until you find 'em).
You can search the beads for goodies.
Pull the dead dwarf from the barrel, take his key, use the key on
the chest(one in the NW part), take the cross spaner, use the
cross spaner on the left library, go and take the 70 ducats from
the dwarf and read the scrool.
Where the dead dwarfs are- you can use "Banish Spirits" spell or
fight them. But first try fighting them they will not die but
you will gain experience so use it like a training room.
Answer the five questions of the statue in this order:NO,NO,YES,
YES,NO.
Answer to "What do you whant?" with "Remission".
Use "Ignifaxus" and "Fulmiticus" spells to kill the demon.
Use "Destructo" spell to destroy the demon book or you can leave
the book there.
11.THE TOWER
Open the three doors with:
The N door->red+yellow diamonds (fire)
The W door->green+blue diamonds (washes)
The 2nd N door->red+blue diamonds (blood, cleans)
The answer is "Blood washes fire cleans".
At the question "Who am I?" answer "Borbarad".
At the doors the aswer is "Flame".
Use "Motoricus" spell to open the chest in Borbarad`s chamber.
In the Magical Libray (the room with the Eye on the door)
some of the books may be taken. One of this books is:
The Codex Dimensions. If you are stuck in the library split
your party in six and give every one a book taken from the
library and try with every one to get out from the room. The
one who can't get out, have a cursed book so get rid of it.
The books you find in the Library worth a lot.
12.PIRATES SHIP
Answer this to the small boy (the magician who asks you riddles):
"Nose"
"Sponge"
"?" (I mean I don`t know, if you will find out contact us)
At the first floor try to find the Magic Waterbag and the
Magic Bread Bag. Try to hurry up. At the second floor try to
find the Born Thorn throwing knife.
13.GHOST TOWER
At midnight go to the small tower near the warehouse south of
the Efferd Temple in the harbour and talk to the ghost. Go talk
to the person (Charinje Elmsjen or something like that) next to
the bower. Go talk to the person (Dorian Zandor or something like that)
next to the graveyard doors.
The spells
----------
THE SPELLS
If your characters use magic, they can learn, depending on their
character class, a variety of different spells. The following is a brief
description of the various spells:
1. its origin (character class),
2. the corresponding checks,
3. an explanation of the spell and
4. the required astral points.
Dispell Spells
Domination
Druid
WD/IN/CH
This spell is used to counter spells cast on a party
character which impair his actions and thinking.
Required astral points: variable (8-20)
Magician
IN/CH/ST
Produces a protective dome against many magic attacks
(such as Fulminictus or Ignifactus). A useful spell
during combat.
Required astral points: selectable
Illusion
Magician
WD/IN/CH
Negates all illusions in a small area. Can be used in
combat as dispell against illusionary opponents.
Required astral points: (level of opponent - level of
magician)x2, at least 5
Transformation
Witch
CR/WD/CH
If one of your characters has been petrified or
transformed, let's say into a mushroom, this spell
reverses the transformation.
Required astral points: variable (5-50)
Domination Spells
Ball and Chain
Elf
WD/CH/ST
Keeps the victim from running away.
Elf
IN/CH/CH
The spell target believes the caster is his friend. It
means in combat that the opponent stops attacking.
Required astral points: 8
Evil Eye
Druid
CR/CH/CH
Forces an opponent in combat to attack his own
companions.
Required astral points: 8
Great Need
Witch
WD/IN/CH
This spell causes such overwhelming desire for an object
or a person in the target that he attacks less
effectively in combat or even leaves the battlefield.
Required astral points: 8
Confusion
Druid
WD/WD/CH
This spell confuses the target so greatly that he
attacks less effectively in combat.
Required astral points: 8
Master of Animals
Druid
CR/CR/CH
This spell tames animals so that they stop attacking.
Required astral points: dependent upon the opponent
class
Horriphobus
Magician
CR/IN/CH
Instills a great fear in the opponent such that she
might panic and run away in combat.
Required astral points: 7
Astral Theft
Druid
CR/WD/ST
Steals astral points from a target and allows the caster
to use them himself for a spell.
Required astral points: 6
Respondami
Magician
WD/IN/CH
This spell forces a target to tell the truth. This is
extremely helpful for learning the true intention of a
NPC.
Required astral points: 5
Meekness
Witch
CR/CH/CH
This spell helps to tame wild animals in order to
prevent further attacks.
Required astral points: dependent upon the opponent
class
Somnigravis
Elf
WD/CH/CH
The spell's target is put into deep sleep. However, she
will awake right away again in case of an attack.
Required astral points: 8
Dance!
Druid
CR/WD/CH
Forces the target to dance so that he can't attack
effectively any more.
Required astral points: 6
Movement Spells
Acceleratus
Elf
WD/AG/ST
Doubles the caster's attacks and increases the number of
movement points.
Required astral points: 7
Foramen
Magician
WD/WD/DX
This spell magically opens locks of all kinds, e.g. on
doors or chests.
Required astral points: 6
Motoricus
Magician
WD/DX/ST
This spell allows the caster to move little objects
without touching them.
Required astral points: variable (5-20)
Without Trace
Elf
IN/AG/AG
The spell allows the caster to move without leaving
traces (important in caves and when close to opponents).
Required astral points: 7
Transversalis
Magician
WD/ST/ST
Allows the caster to teleport to a place he knows. A
spell that is difficult to learn. It is not effective in
every cave or town.
Required astral points: variable, depending on distance
(10-50)
Walk on Ice
Elf
WD/DX/ST
The caster can move on any frozen ground as securely as
on solid ground.
Required astral points: (game rounds x 3) + 5
Demonology Spells
Blood and Furor
Magician
CR/CR/CH
Conjures up lower demons to assist the party in combat.
However, the demon can also turn against the characters
during the course of the fight.
Required astral points: variable (13-33)
Banish Spirits
Druid
CR/CR/CH
This spell banishes lesser ghosts or spirits such as the
poltergeist.
Required astral points: 13
Conjure Spirits
Druid
CR/CR/CH
The caster can conjure lesser spirits to ask for small
favors.
Required astral points: 11
Heptagon
Magician
CR/CR/CH
Conjures horned (higher) demons. These then assist the
characters in combat. However, the demon can also turn
against the party in the course of the fight.
Required astral points: variable (13-37)
Summon Crows
Witch
CR/CH/CH
Calls an imaginary flock of crows which attack and
confuse the opponent.
Required astral points: 13
Skeletarius
Magician
CR/CR/CH
Turns killed opponents into zombies which assist the
characters in combat.
Required astral points: 15
Elements Spells
Conjure Elemental
Druid
CR/WD/CH
Conjures a lower elemental spirit (e.g. fire spirit) for
assistance in combat.
Required astral points: variable (13-18)
Nihilatio
Magician
WD/ST/ST
Negates gravity in the area around the caster.
Required astral points: radius x 5
Solidirid
Elf
IN/AG/ST
Creates a rainbow-colored bridge of up to 50 paces in
length.
Required astral points: length x 2
Healing Spells
Balm of Roond
Elf
CR/IN/CH
The astral points of the healer are turned into life
points of the patient. This spell can save a character's
life in combat.
Required astral points: adjustable (at least 7)
Witch's Spit
Witch
IN/CH/DX
Similar to Balm of Roond but with different results
depending whether it is used on poison, diseases or
wounds. Witch's Spit has the same life-saving
characteristics as Balm of Roond in combat. The spell
can't be used on the caster himself.
Required astral points (2 x LP)
Pure and Clear
Magician
WD/WD/CH
Used to remove poison. A character poisoned during a
fight can be healed in the turmoil with Pure and Clear.
However, it does not return life points to him.
Required astral points: dependent upon the poison.
Rest the Body, Rest the Mind
Elf
WD/CH/ST
Provides the target with a deep and restful sleep for
the next night. It supports the regeneration over night.
Required astral points: 7
Heal Animals
Witch
CR/IN/CH
The spell helps wounded animals. It turns the caster's
astral points into life points for the animal.
Required astral points: (AP = LP)
Clairvoyance Spells
Eagle's Eye
Elf
WD/IN/DX
The use of this spell raises the perception skill and
its corresponding combat values.
Required astral points: 5
Analyze
Magician
WD/WD/IN
This spell lets the caster analyze the nature of a magic
artifact.
Required astral points: 10
Attributes
Elf
WD/IN/CH
The spell reveals the opponent's inner values. It is
particularly useful in combat when the character wants
to know what he is facing.
Required astral points: 7
Exposami
Elf
WD/WD/IN
When the caster wants to know which monsters or
opponents are still going to face him during combat. The
spell can reveal the presence of hidden opponents.
Required astral points: 5
Odem Arcanum
Elf
WD/IN/CH
Shows whether an object has a magic aura.
Required astral points: 5
Penetrating
Magician
WD/WD/WD
The spell is used to find one's way in unknown rooms.
After the use of this spell the caster can look through
walls in order to gain an overview of unknown territory.
Required astral points: 5
Sensible
Elf
WD/IN/CH
Enables the user of the spell to read the true thoughts
of his counterpart.
Required astral points: 5
Illusion Spells
Chameleony
Elf
IN/CH/AG
With this spell the caster can disguise herself so well
that she won't be recognized by most opponents. The
spell is effective as long as the caster does not move.
Required astral points: 5
Duplication
Magician
WD/CH/AG
The caster creates a ghosty double of himself which
makes him much harder to hit in combat.
Required astral points: 8
Camouflage
Witch
WD/CH/AG
The caster appears to any observer as a child, which
allows him to disguise his true nature.
Required astral points: 6
Witch's Knot
Witch
WD/IN/CH
The spell creates an illusionary barrier that is
impassable for the opponents. However, it does not block
arrows, bolds and spears, etc.
Required astral points: 4
Combat Spells
Lightning
Elf
WD/IN/AG
Blinds the opponent with a magical lightning. Blinded,
the opponent loses his sense of orientation and can't
therefore attack any more.
Required astral points: 5
Darkness' Power
Magician
CR/WD/ST
The magician's shadow separates from the caster and
fights at her side.
Required astral points: (2 x level) + 5
Iron Rust and Rotted Wood
Magician
WD/CH/AG
Causes the immediate rusting of the opponent's weapon.
The caster has to touch the weapon in combat first,
though.
Required astral points: 5
Fulminictus
Elf
WD/AG/ST
A magic missile that can cause severe damage to an
opponent without being intercepted by his armor.
Required astral points: AP = Damage Points
Ignifaxus
Magician
WD/AG/DX
Conjures a lance of fire of enormous energy. The power
of the flame varies dependent upon the experience level
of the caster and can be controlled by him.
Required astral points: AP = Hit Points
Plumbumbarum
Magician
CH/AG/ST
The arms of the opponent turn heavy as lead, making
attacks and parries difficult.
Required astral points: 5
Terror Broom
Witch
CR/IN/CH
The broom of a witch becomes independent and starts
attacking the opponents.
Required astral points: 4
Terror Power
Magician
CR/IN/CH
Pushes the spell's target into a berserker-like rage
whereby body strength and attack are increased but the
parry decreases.
Required astral points: variable (3-22)
Accurate Eye
Elf
IN/AG/DX
Spins a magic string from the caster to his target which
makes it easier to hit the spot targeted.
Required astral points: 5
Communications Skills
Witch's Eye
Witch
IN/IN/CH
With the help of this spell witches can recognize each
other by looking at their eyes. However, any other
caster using this spell can spot witches as well.
Required astral points: 2
Necropathia
Magician
CR/WD/CH
Enables the caster to contact the spirits of dead
characters. This is a way for the rest of the party to
gain information.
Required astral points: 11
Transformation Spells
Eagle, Wolf
Elf
CR/IN/AG
Allows the caster to take on animal shape. However, the
animal can't be smaller than a rat nor larger than a
horse.
Required astral points: 7
Arcano
Magician
CR/WD/CH
Raises the magic resistance of the caster and is of
advantage when fighting against magic-using opponents.
Required astral points: 7
Magic Armor
Elf
IN/AG/ST
Creates a magic armor of a strength of up to 9
additional points.
Required astral points: AP = (AC - points) x (AC -
points)
Increase Courage
Magician
WD/CH/CH
Increases the courage by a few points.
Required astral points: 7
Increase Wisdom
Witch
CR/CR/ST
Increases the wisdom by a few points.
Required astral points: 7
Increase Charisma
Elf
WD/CH/DX
Increases the charisma by a few points.
Required astral points: 7
Increase Dexterity
Elf
WD/CH/AG
Increases the dexterity by a few points.
Required astral points: 7
Increase Agility
Elf
WD/IN/CH
Increases the agility by a few points.
Required astral points: 7
Increase intuition
Elf
WD/CH/ST
Increases the intuition by a few points.
Required astral points: 7
Increase Strength
Magician
WD/WD/CH
Increases the strength by a few points.
Required astral points: 7
Fire's Bane
Witch
CR/CR/ST
Makes the caster a lot less susceptible to fire, dragon
breath and the Ignifaxus spell.
Required astral points: 7
Ocean's Floor
Elf
CR/WD/CH
Enables the caster and his companions to breath under
water for a limited time.
Required astral points: AP = (GR x 7 x number in party)
/ 2
Mutabili
Magician
WD/AG/ST
This spell creates chimary beings. The required alchimic
ingredients are currently not available in the
northlands of Arcania.
Required astral points: 50
Paralyze
Magician
IN/CH/ST
Petrifies the target of this spell. Such enchanted
opponent is no longer dangerous during the entire
duration of combat.
Required astral points: 13
Salother
Magician
WD/IN/CH
Turns the spell's target into a mushroom.
Required astral points: AP - (MR of opponent) x 3, at
least 25
Visibility
Elf
WD/WD/AG
Turns a character invisible so he can explore a cave
without being molested by some opponents.
Required astral points: AP = (GR x 5)
Transmutation Spells
Abvenenum
Elf
WD/WD/DX
This spell purifies poisoned or spoiled food.
Required astral points: 5
Aeolitus
Elf
WD/CH/ST
Creates a small breeze.
Required astral points: 5
Burn!
Magician
CR/WD/ST
Burns inflammable material. E.g., torches can be lit
without the use of a fire stone, steel and tinder.
Required astral points: variable (1-20)
Claudibus
Magician
WD/DX/ST
Magically locks doors and other lock mechanisms for a
certain time.
Required astral points: AE = (spell level + level) x 2
Darkness
Druid
WD/WD/DX
Creates a magic darkness around the caster. In combat,
this spell reduces the attack chances of the opponents
but unfortunately also the ones of the party.
Required astral points: 3
Fiat Lux
Elf
WD/WD/DX
This spell creates a magic source of light in the
caster's hand which shines as bright as a torch.
Required astral points: 1
Melt Solid
Magician
CR/WD/ST
Turns any dead materials soft and easy to shape.
Required astral points: 1
Silentium
Elf
WD/WD/CH
Supresses all sounds around the caster.
Required astral points: 5
Calm Storm
Elf
WD/CH/ST
Creates a zone around the caster to protect her from the
effects of a hurricane.
Required astral points: 5
Freeze Soft
Magician
CR/WD/ST
This spell turns any fluids into solid material.
Required astral points: 5
THE CLASS REQUIREMENTS
The Warrior
Warriors are masters of
armed combat techniques
and are sorely needed to
ensure a party's
survival in these dark
times.
They have the right to
wear the heaviest armor
and to carry two-handed
swords. Their code of
honor prevents them from
using poisons.
Whether as a pick-pocket
or swindler, the rogue
feels at home in cities
and among people to whom
he or she can prove his
or her skills. While he
is lost in the
wilderness, the rogue is
a man-about-town in
matters of money.
Equipment:
Dagger
lockpicks
rapier
Minimum requirements for
generation: CR: 12DX:12
AG: 11
AV: 7
Skill increase attempts:
(per level) 20
The Jester
Jesters are men and
women of the road. They
are well-versed in all
kinds of survival
techniques.
Equipment:
2 throwing knives
dagger
Minimum requirements for
generation: CR: 11DX:12
AG: 13
SN: 7
Skill increase attempts:
(per level) 20
The Thorwalian
Good living and a lust
for battle -- be it
against others or the
forces of nature -- are
the characteristics of
the hulking Thorwalians,
who are equally honored
and feared as fighters
and sailors.
These remote loners
possess a thorough
knowledge of the
wilderness and its
dangers.
They are experienced in
the use of all kinds of
missile weapons. Because
of their isolation, they
don't think about money
much.
Equipment:
dagger
longbow
20 arrows
Minimum requirements for
generation: AG: 12IN:12
CL: 7
Skill increase attempts:
(per level) 20
The Dwarf
The little people are
excellent smiths and
excel at estimating the
value of precious items.
Furthermore, they are
feared axe fighters.
Dwarves typically have a
bit of money.
Equipment:
crowbar
hammer
mace
Minimum requirements for
generation: DX: 12ST:12
AV: 7
Skill increase attempts:
(per level) 20
The Magician
The adepts of the
magical arts consider
themselves to be
scientists and delight
in the discovery of new
spell formulas and other
arcane mysteries. Their
sorcery skills allow
them to survive in
hostile surroundings.
Their weapons are either
a magic wand or a
dagger.
In contrast to
magicians, the source of
witchcraft is not the
knowledge of the
centuries, but rather
the intuitive knowledge
of human and animal
nature. Unfortunately
these character types
can only fight with
selected weapons.
Equipment:
two loneberries
witch's broom
Minimum requirements for
generation: CH: 13IN:12
AC: below 5
Skill increase attempts: 20
Spell increase attempts:
(per level) 25
The Druid
Typical characteristics
of the secretive druids
are the knowledge of
dark spells of control,
as well as their love of
nature. Their beliefs
forbid them use of metal
weapons or armor.
Equipment:
whirlweed
joruga root
obsidian dagger
Minimum requirement for
generation: CR: 13WD:12
NE: less than 5
Skill increase attempts: 20
Spell increase attempts:
(per level) 25
The Green Elf
These elven folk are the
ones which have the
closest contact to the
people in Arkania. Many
magicians received magic
training from the Green
Elves early in their
careers.
Equipment:
rapier
harp
long bow
20 arrows
Minimum requirements for
generation: CH: 12AG:12
IN: 13
AV: less than 5
Skill increase attempts: 20
Spell increase attempts:
(per level) 20
The Silvan Elf
Silvan elves live
secluded life in the
dense forests of
northern Arkania. They
are rumored to be
masters of the bow, and
to possess many survival
skills needed for
wilderness life.
Equipment:
knife
flute
long bow
20 arrows
Minimum requirements for
generation: CH: 13AG:13
IN: 13
AV: less than 5
SN: less than 5
VT: less than 5
Skill increase attempts: 20
Spell increase attempts:
(per level 20
The Ice Elf
Only a few members of
their population have
ventured forth to the
southern parts of
Arkania. Ice elves
possess many magics
unknown to other
creatures.
Equipment:
flute
spear
seal slayer
Minimum requirements for
generation: CH: 12AG:13
IN: 13
AV: less than 5
SN: less than 5
Written by The Guardian (14.01.2000)
Phone Number (004)039-611614 Braila/Romania
Distributed by The Avatar (15.01.2000)
Phone Number (004)039-636740 Braila/Romania
E-Mail antonm@flex.ro