ryan@ucla-cs.UUCP (10/05/85)
# Pts. Name Type Effect
- ---- ---- ---- ------
1 1 Healing E 1-9 hp.
2 2 Healing E 1-27 hp.
3 3 Healing E 1-57 hp.
4 4 Healing E 1-99 hp.
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5 1 Fireflash C/A 1-10 dmg.
6 2 Fireflash C/A 1-30 dmg.
7 3 Fireflash C/A 1-60 dmg.
8 4 Fireflash C/A 1-100 dmg.
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9 1 Quickness C/P 10% inc.
10 2 Quickness C/P 25% inc.
11 3 Quickness C/P 45% inc.
12 4 Quickness C/P 70% inc.
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13 1 Strength C/P 1-2 extra dmg.
14 2 Strength C/P 1-4 extra dmg.
15 3 Strength C/P 1-7 extra dmg.
16 4 Strength C/P 1-11 extra dmg.
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17 1 Protection C/P +1 pt.
18 2 Protection C/P +3 pt.
19 3 Protection C/P +6 pt.
20 4 Protection C/P +10 pts.
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21 1 Confusion C/A See Below
22 2 Confusion C/A See Below
23 3 Confusion C/A See Below
24 4 Confusion C/A See Below
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25 1 Weakness C/A Weaken Monsters
26 2 Weakness C/A Weaken Monsters
27 3 Weakness C/A Weaken Monsters
28 4 Weakness C/A Weaken Monsters
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29 1 Binding C/A See Below
30 2 Binding C/A See Below
31 3 Binding C/A See Below
32 4 Binding C/A See Below
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33 1 Mindblast C/A Ouch!!
34 2 Mindblast C/A Ouch!! Ouch!!
35 3 Mindblast C/A That Hurts!!
36 4 Mindblast C/A Kill me Now!
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37 1 Flamebolt C/A Magic Arrow
38 2 Flamebolt C/A Magic Arrow
39 3 Flamebolt C/A Magic Arrow
40 4 Flamebolt C/A Magic Arrow
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41 1 Charm C/A See Below
42 2 Sleep C/A Put a monster to sleep
43 3 Teleportation C/A Teleport
44 4 Ressurrection E Bring back the Dead
45 1 Ninja 2 C/P See Below
46 2 Fear C/A Scare a Monster
47 3 Dissolve C/A ?????
48 4 Summon Elemental C/P See Below
49 1 Dispell Undead C/A Kill Undead Monsters
50 2 Ninja 1 C/P See Below
51 3 Awaken C/A See Below
52 4 Monster Eval. N/WD What Level are monsters
53 1 Vision N/W See Below
54 2 Tranportation N/T See Below
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E Everywhere
C/P Combat, Passive (not cumulative)
C/A Combat, Active (cumulative)
N/WD Non Combat, Wilderness or dungeon
N/W Non Combat, Wilderness only!
N/T Non Combat, Towne Only!
Awaken (#51) rouses all sleeping Party members.
Binding (#29-#32) Inhibits the movements of opponets. Progressive
(binding 3 more powerfull than binding 2). Effective against
flying creatures and difficult to see monsters.
Charm (#41) makes monsters forget they are in combat.
Confusion (#21-#24) makes it difficult for monsters to use magic.
Progressive. Confusion 4 is so effective it's victims can't
cast spells at all.
Ninja (#45 & #30) transforms the spellcaster into a fighter of
superhuman ability. Ninja 2 is more powerful.
Summon Elemental (#48) calls up Earth, Fire, or Water to fight for
the party. It will only serve a party of six adventureers.
What's more, elementals must bee added to your party while
you are at the adventurers Guild in of of the towns.
Transportation (#54) transports the party from one town to another.
Vision (#53) gives the spellcaster the ability to see in all
directions for hundereds of miles. It is particulary usefull
for mapping vast unknown areas.
--
Ryan Ramsey
UCLA Computer Science Department
ryan@ucla-locus.arpa
..!{sdcrdcf,ihnp4,trwspp,ucbvax}!ucla-cs!ryan
Home Phone- (213) 391-2888