champions of krynn - manual - pc

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MANYQ ., & ono MWFACTS? Q 0 Who'sbeendigging S upallthesegraves? Whyareallthesebroken dragoneggslyingaround? Whofrozeallthosedraco- niansoutinthecorridor? Andwheredidallthese dragonscomefrom? A :Clue the ClueBoll CHAMPIONS or KRYNN places youinatoughsituation- youneedanswersandyou needthemfast! Anindispensable player'sguide,the CHAMPIONSOFKRYNIYCLUE BooK providesdetailed mapstoalllocations,hints onhowtodefeateach monstertype(eventhe hugeRedDragons!),and includesachecklistofall majorevents,treasures andmagicitems,soyou don'tmissout! Getyourcluebook today - you'llbebetter preparedtodealwith themysteriousevents unfoldingonKrynn! TOORDER: Visityourretailerorcall :1-800-245-4525tocharge onVISAorMasterCard .ToreceiveSSI'scompleteproductcatalog, send$1 .00to: Sun, CA CA94086 . Sunnyvale, . STRATEGICSIMULATIONS,INC'"' ADVANCEDDUNGEONS&DRAGONS. AD&D,DRAGONLANCE,andtheTSR Tsn,In, logoaretrademarksownedbyand usedunderlicensefromTSR,Inc .01990TSR,Inc . 01990StrategicSimulations,Inc . Allrightsreserved. FantasyRok sic,Vol .I ©1990TSR,Inc . ©1990Strategic Simulations,Inc . Allrightsreserved OFFICIAL COMPUTERPRODUCT Mmw STRATEGICSIMULATIONS,INC : TSR,Inc .

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Page 1: Champions of Krynn - Manual - PC

MANYQ

. ,

& ono MW FACTS?Q0

Who's been diggingS up all these graves?

Why are all these brokendragon eggs lying around?Who froze all those draco-nians out in the corridor?And where did all thesedragons come from?

A:Cluethe

Clue BollCHAMPIONS or KRYNN placesyou in a tough situation-you need answers and youneed them fast!An indispensable

player's guide, theCHAMPIONS OF KRYNIY CLUE

BooK provides detailedmaps to all locations, hintson how to defeat eachmonster type (even thehuge Red Dragons!), andincludes a checklist of allmajor events, treasuresand magic items, so youdon't miss out!

Get your clue booktoday - you'll be betterprepared to deal withthe mysterious eventsunfolding on Krynn!

TO ORDER: Visit your retailer or call : 1-800-245-4525 to chargeon VISA or MasterCard . To receive SSI's complete product catalog,send $1.00 to:

Sun,

CACA 94086 .Sunnyvale,

.

STRATEGIC SIMULATIONS, INC'"'

ADVANCED DUNGEONS & DRAGONS.AD&D, DRAGONLANCE, and the TSR

Tsn, In, logo are trademarks owned by andused under license from TSR, Inc . 01990 TSR, Inc .01990 Strategic Simulations, Inc .All rights reserved .

Fantasy Rok

sic, Vol . I©1990 TSR, Inc .©1990 StrategicSimulations, Inc .All rights reserved

OFFICIAL

COMPUTER PRODUCT

Mmw

STRATEGIC SIMULATIONS, INC:

TSR, Inc .

casimps1
Page 2: Champions of Krynn - Manual - PC

LIMITED WARRANTY

Strategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recordedwill be free from defects in materials and workmanship for a period of 30 days from the date of purchase . Ifwithin 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) toStrategic Simulations, Inc ., 675 Almanor Avenue, Sunnyvale, CA 94086-2901 and SSI will replace thediskette(s) free of charge . In addition, if the diskette(s) prove defective at any time after the first 30 days,return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10 .00 (each disk) plus$3 .00 for shipping and handling . California residents, add applicable sales tax .

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO-GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY,PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE . THE PROGRAMAND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITHTHE BUYER . I N

NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN-

TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEENADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION ORLIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES,SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .)

The enclosed software program and this Rule Book are copyrighted . All rights are reserved . This Rule Bookmay not be copied, photographed, reproduced, or translated or reduced to any electrical medium ormachine readable form, in whole or in part, without prior written consent from SSI . The program accompa-nying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computerfor which it was purchased .

ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and the TSR logo are trademarks owned byand used under license from TSR Inc ., Lake Geneva, WI, USA

Copyright ©1990 Strategic Simulations, Inc . All Rights Reserved . Copyright ©1990 TSR, Inc . All Rights Reserved .

WHAT TO DO IF YOU HAVE A DEFECTIVE DISKEach of our games undergoes extensive playtesting prior to its release . Through this process we hope touncover and correct any errors in programming . However, due to the complex nature of our simulations,some program errors may go undetected until after publication . In addition to errors in the program, thereare occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your diskdrive. Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often theproblem is with a disk drive that needs servicing for alignment, speed, or cleaning .

Should you have a defective disk, please return the disk only (keep all other parts of the game) to ourCustomer Support Department, along with a note describing the problem you have encountered . A replace-ment disk will be provided upon our receipt of the defective disk .

Should you uncover an error in the program, return both your game disk and any "save game" disks to ourCustomer Support Department . Please enclose a description of what was taking place in the game when theerror occurred . Upon correction of the program error, we will return an updated disk to you .

Always make sure to include your name, address, and daytime telephone number with any correspondence .We will do our best to see that any problems are corrected as soon as possible .

u

TABLE OF CONTENTS

INTRODUCTION 1Your Game Box Should Contain IBefore You Play 1Getting Started Quickly 1Using Menus IBeginning to Play 2Modifying Characters and Parties 3Non-Player Characters 3Viewing Characters 4Character Status 4

ADVENTURING 5Display Screens and Points of View 5Magic 7

SPELLS 8

CIVILIZATION 8

ENCOUNTERS 9Combat 10

APPLE II AND IBM COMPATIBLE COMPITI'ER INFORMATION :Many of our games will work on Apple II and IBM compatible computers .

Most of our games will work on an Apple 11 GS in the Apple 11 emulation mode .If you own an Apple 11 GS, Apple compatible or IBM compatible computer we suggestthat you consult with our Technical Support Staff at (408) 737-6850 any workday

between the hours of 11 a .m. and 5 p.m., Pacific Time, to see if an SSI game you're con-sidering purchasing is compatible with your computer. If we have insuffcient data to

determine compatibility, you may wish to purchase the game and test for compatibilityyourself. If the game proves to be incompatible, you may return it within 14 days with

your dated receipt and we will refund your money . Or, if you return the gamewithin 30 days, you may exchange the game for another .

Page 3: Champions of Krynn - Manual - PC

INTRODUCTIOI

Welcome to the official ADVANCEDDUNGEONS & DRAGONS© computer product,Cnwioivs of KRmw, a DRAGON LANCE'"fantasy role-playing epic . This game is basedon the rules and background created by TSR,Inc . and a story line created especially forthis game.

ChAMPIOns oP KRnmr begins after the War ofthe Lance. The evil armies have been shat-tered and most of the forces of good havereturned to their homelands, leaving onlyoutposts to safeguard the recovered lands .Your goal is to assemble a party of adventur-ers to serve in these border outposts.

The newly created party appears at an out-post south of the former hobgoblin capital ofThrotl with orders to scour the area for anysign of lingering evil . After outfitting yourcharacters with weapons and armor, the partyis ready to begin adventuring.

Your Game Box Should ContainYou should get the following with this game :

-Disks

'Adventurer's Journal-Rule Book

'Data Card

These rules are designed to explain all youroptions and guide you through playing thegame. If you are not familiar with theADVANCED DUNGEONS & DRAGONS@ gamesystem, you will find helpful informationabout how things work in the Adventurer'sJournal that came with your game .

The Adventurer's Journal contains a varietyof information including details about charac-ter classes, magic, recent history and anintroduction to the DRAGON LANCE© gameworld . The Journal also includes the maps,rumors, and stories that you will need to playthe game . As you play the game you will dis-cover for yourself which of the tales you hearare fact and which are Fiction .

The Data Card explains how to start thegame and select items and menu optionswith your computer. It also shows how to getright into the game without having to readthrough the rules .

Before You PlayThere is no copy protection on yourCHAMPIONS of KRv m disk, so please makebackup copies and put the originals away forsafekeeping . When you start the game, youwill be asked to answer a verification ques-tion from this manual or the Adventurer'sJournal before you can play .

Turn to the page as indicated for either thisrule book or the Adventurer's Journal, findthe indicated word, type it in and press theReturn or Enter key .

Getting Started QuicklyUse the instructions on the Data Card andload the saved game provided to begin play-ing CHAMnoNs oP KRYNN. Use these rules toanswer questions during play .

Using MenusAll commands are menu based and the con-cept of the active character is central to thegame. Outside of combat, the active charac-ter's name is highlighted on the display .During combat the active character is sur-rounded with a cursor at the start of his phase .

In combat the active character is chosenautomatically according to the character'sinitiative and random factors . At other times,the active character may be selected by youbefore choosing any commands.

If a command affects the whole party, justselect the command. If the command affectsone character, make that character active andthen choose the command .

Example: To look at a character's items,select that character, choose the VIEWcommand, and then choose the ITEMScommand. The computer displays alist of that character's items and theirreadied status .

Menus are displayed either vertically orhorizontally .

Vertical menus select the character, item orspell to be acted upon . If there are morechoices than will fit on the screen at onetime, use the NEXT and PREV commands toview the additional selections.

Horizontal menus list what that character cando or what can be done to the character.

In the rules, menus are shown with all oftheir options . In some cases, options will notbe available every time a menu appears .

Example:

Treasure MenuVIEW TAKE POOL SHARE DETECT EXIT

The options TAKE and SHARE will onlyappear if there is treasure to take . Theoption DETECT will only appear if there istreasure and the active character has aDetect Magic spell available.

The rule book only lists the general menus .With many encounters special menus willappear.

Beginning to PlayTo begin playing the game you must load asaved game or generate characters and bandthem together into a party . This first menugives you the initial options:

CREATE NEW CHARACTERADD CHARACTER TO PARTY

t

LOAD SAVED GAMEINITIALIZE MOUSE/JOYSTICK (some computer systems)EXIT TO DOS (some computer systems)

CREATE NEW CHARACTER is used to builda character. This command displays thefollowing menus to define the character .Detailed information about characters, races,classes and so on is available in the Journal .

4• PICK RACE lists seven races a player-char-acter can be on the world of Krynn .

PICK GENDER lists the sex the charactercan be. Gender affects the character'smaximum strength .

4• PICK CLASS lists the class or classes thecharacter is qualified for based on his race .

4• CHOOSE GOD (Clerics only) lists all of thegods available . Each deity will confer spe-cial powers to clerics. The god chosen willdetermine which alignment options will beavailable to a cleric. See the Journal fordetails .

PICK ALIGNMENT lists all the possiblealignments for the character based oncharacter class .

The computer randomly generates thecharacter's ability scores . If you are nothappy with the character's score you mayopt to roll them again . Remember that youcan use the MODIFY CHARACTER com-mand on the Party Creation/Hall Menu tochange the character's ability scores andhit points after the character has been gen-erated. On some computer systems youwill be asked to name your character afteryou have decided to keep a set of abilityscores. The name may be up to 15 letterslong and it will be automatically saved todisk .

f• NAME CHARACTER provides a 15 letterspace to type in the character's name . Onsome computer systems the character willbe named after the abilities scores aregenerated .

SELECT COMBAT ICON allows you todesign the shape that will represent thecharacter in combat. Customize this icon torepresent the character's favorite weapon,armor, and colors. Different computers andgraphic adapters have different capabilities ;experiment to create the best icon for eachcharacter. The combat icon may be alteredduring the game to reflect new armor orweapons using the ALTER command fromthe Encampment Menu. On some computersystems the character will be saved afterthe combat icon is finished .

Page 4: Champions of Krynn - Manual - PC

4© EXIT from any of the character creationmenus will display the Party Creation Menu.

ADD CHARACTER TO PARTY allows you toadd characters to the party from the savegame disk. A party is a group of characterscomposed of up to six player characters(called PCs) and up to two non-playercharacters (called NPCs.) A party should havea balanced mix of characters with differentclasses and races. For more informationabout building parties see the Journal.

LOAD SAVED GAME permits you to resumea game where you had previously saved it orpermits the loading of the party we providedwith the game.

INITIALIZE MOUSE/JOYSTICK sets up thejoystick or mouse. Only available on somecomputer systems.

EXIT TO DOS ends play. Only available onsome computer systems.

Modifying Characters and PartiesThe Party Creation/Hall Menu shows the char-acters currently in your party and lists thecommands for creating and modifying theparty . Not all of the options will be availableat all times.

PARTY CREATION/HALL MENUCREATE NEW CHARACTER

DROP CHARACTER

MODIFY CHARACTER

TRAIN CHARACTER (Hall only)

KNIGHT CHANGE ORDER (Hall only)

VIEW CHARACTER

ADD CHARACTER TO PARTY

REMOVE CHARACTER FROM PARTY

LOAD SAVED GAME

SAVE CURRENT GAME

BEGIN ADVENTURING

EXIT TO DOS (some computer systems)

DROP CHARACTER eliminates a characterfrom the party and erases him from thesaved game disk. A dropped character maynot be recovered.

P

MODIFY CHARACTER can change the char-acter's ability scores and hit points. UseMODIFY CHARACTER to change a charactergenerated inCHAMPloNsofKRymto match afavorite AD&D• game character. A charactercannot be modified once he has begunadventuring.

TRAIN CHARACTER (from Hall Menu only)increases a character's level when he hasgained enough experience points(XP) .Training is free to all characters. Choose thecharacter to train and if he has sufficient XPhe will be able to advance one level. If a char-acter has gained enough XP to advance morethan one level, he will advance one level andthen lose all XP in excess of one point belowthat required for advancement to the nextlevel. See the section on Experience Points inthe Journal for an example. Advancing in lev-els takes no game time. When magesadvance, they may be able to add a spell totheir grimoire (spell book). See the MaximumLevel Limits by Race, Class, and PrimeRequisite chart in the Journal for level limits.

KNIGHT CHANGE ORDER (from Hall Menuonly) will allow a knight of sufficient experi-ence and abilities to petition for admissioninto the next higher order. See the section onthe Knight Class in the Journal for details.

VIEW CHARACTER displays a character. Formore information see the Viewing Characterssection.

REMOVE CHARACTER FROM PARTY trans-fers a character from the party to the savedgame disk.

SAVE CURRENT GAME writes the currentgame to the save game disk.

BEGIN ADVENTURING starts the game.

Non-Player Characters (IYPCs)During the game the party will encounterNPCs. They may talk to the party, attack oreven offer to join the party. There are twokinds of NPCs: those who volunteer to jointhe party and those who will only give infor-mation or fight the party.

NPCs that join the party are treated like play-er characters with a few differences. Thecomputer commands NPCs in battle. They

have morale. If things are going badly for theparty, NPCs may run . Items can be traded tosome NPCs, but they cannot be traded fromconscious NPCs to other characters. If anNPC dies, however, you can use the TRADEcommand on the Item Menu to take hisitems. Only two NPCs at a time may join theparty and they may take a share of all trea-sures found.

Viewing CharactersThe VIEW command displays the characterscreen from several places in the game andtells you everything you need to know aboutthe character.

Across the top of most of the game screensare the three moons of Krynn. Each mooneffects the magical powers of a differentgroup of mages. For more information, seeThe Moons of Magic in the Journal.

Below the three moons is the character'sbasic information: name, sex, race, and age,alignment, and character class or classes. Acharacter with more than one class has hislevels listed in the same order as his classes.For example, if a character is a Fighter/Thiefwith 25,000 XP, his levels are listed as 5/6.

The character's current hitpoints (HP) andmaximum total HP (current HP/maximum HP)are also listed here. At the bottom of this sec-tion is the character's level or levels and cur-rent XP. Across from the character's name,his current status is displayed.

The next portion of the display shows thecharacter's ability scores and wealth.

Each character begins the game with a smallamount of money with which to purchaseequipment. Later, as the character accumu-lates wealth, the character screen shows howmany coins, gems, and jewelry the characteris carrying. The value of each gem or piece ofjewelry varies and is found when the item isappraised. Steel coins are the most valuable,but the relative value of each kind of coin is:

1 steel = 2 platinum= 2 iron= 5 bronze= 10 copper= 50 silver

Below the ability scores and wealth, the char-acter's Armor Class, THACO, and damage are

4

shown. For more information about these,see the Journal section on Combat.

The encumbrance, or total weight the charac-ter is carrying, is listed above the character'scombat move. How far a character can movein combat is based on his readied armor,strength, and total encumbrance.

The screen then lists the character's readiedweapon and armor.

Character StatusOKAY status means that the character haspositive HP and can move and fight normally.

UNCONSCIOUS status means that the charac-ter has exactly0 HE He cannot move orfight, but is in no danger of dying.

DEAD status means that the character hasdied. Non-elf characters have a chance ofbeing resurrected with a Raise Dead spell.The character's chance of being resurrectedis influenced by his constitution. See theConstitution Chart in the Journal

FLED status means that the character fledfrom the previous battle. After the battle hewill rejoin the party and regain his previousstatus .

GONE status means that the character hasbeen totally destroyed. Nothing can bring thecharacter back to life.

From the View Menu several options are avail-able to inspect the active character. Not all ofthese commands are available at all times.

View Menu

ITEMS SPELLS TRADE DROP EXIT

ITEMS will show all the equipment the char-acter is carrying. Items preceded by a YES areready for use. Not all commands in the ItemMenu are always available.

Page 5: Champions of Krynn - Manual - PC

5

Items MenuREADY USE TRADE DROP HALVE JOIN SELL ID EXIT

:© READY is used to change the status of aweapon, armor, or other item . Only read-ied items can be used in combat. A charac-ter cannot ready more than two hand-helditems at once . Arrows and crossbow quar-rels are assumed to be in a quiver and canbe readied at all times . Some items willtake both hands when readied (bows,quarter staffs, etc), some take only one(long swords, wands, etc) and others takeno hands (rings, armor, etc) . On some sys-tems there are items that can only be read-ied or unreadied while in either camp orcombat.

:© USE activates an item . If you are using anitem in combat, the Aim Menu will appearif the item can be targeted . See theCombat section for details .

:© TRADE is used to transfer an item fromone character to another. Choose the char-acter to trade to and then choose the itemor items to trade . Remember that a con-scious NPC will not give up an item oncehe has it.

:© DROP permanently removes items from acharacter. Dropped items may not berecovered .

:© HALVE will divide a bundle of some iteminto two bundles . For example, halvewould turn one bundle of 42 Arrows intotwo groups of 21 Arrows each . This ishandy for dividing items to distributeamong party members .

:© JOIN combines all similar items into oneline. No more than 255 similar items canbe joined on one line . Some items cannotbe joined .

& SELL is available under the Armoury Menuand is described there .

+ ID is available under the Armoury Menuand is described there .

SPELLS is a listing of the spells a characterhas memorized and can cast .

TRADE is used to transfer money, gems, andjewelry from one character to another.Indicate which character to trade with, andthen indicate what and how much is tradedto the other character .

DROP permanently removes money from acharacter. Dropped money may not berecovered .

ADVENTURING

After setting up your party and reading thebackground information in the Adventurer'sJournal, it is time to head for adventure,fame and glory. During your adventuring theparty will engage in fierce battles, find trea-sures, and sometimes have to stop to recu-perate and memorize spells for future use .

Display Screens andPoints of ViewC,Anrrors or KRym uses four different pointsof view: 3-D, area, overland, and combat .

3-D appears in towns, underground and soon. This view appears at the top, left of yourscreen and shows the surrounding area fromthe party's perspective . Rotate the party's fac-ing and move using the directional controls.The direction controls for your computer aredescribed on the Data Card .

Area provides an overhead view of the party'ssurroundings, replacing the 3-D view. Choosethe AREA command from the AdventureMenu to see the position of major obstruc-tions such as walls, trees and water. A cursorshows the party's position . On some comput-er systems, the cursor is an arrow that indi-cates current party facing. The area view canonly be accessed while in 3-D . On some com-puter systems you may move around while inthe area view, on others this view is onlythere to help you get your bearings .

Overland displays a map of the area of theworld of Krynn where Crumrrwvs or KRrnwtakes place . This view appears while the partyis moving outside of the outposts or towns. Acursor shows the party's current location . Tomove on the overland map, move the cursor

with the directional controls along the paththe party is to follow . A map in the Journalshows the same map with the major loca-tions named .

When in either the 3-D or area view thescreen just to the right of the point of viewwindow will display the current time, facingdirection (N, S, W, E) and what the party isdoing (moving, camping, etc) .

The following menus control mostadventuring options :

Adventure MenuMOVE AREA CAST VIEW ENCAMP SEARCH LOOK

MOVE is used to change the party's facing orto move forward . The party can turn right orleft, turn around, or move forward . Normally,each move forward takes I minute of gametime. If the party has search on, each moveforward takes 10 minutes . Refer to the DataCard for computer-specific details on how tomove without choosing the command . SelectEXIT to get back to the Adventure Menu .

AREA toggles between the area and 3-Dview . If the party is lost or in unfamiliar terri-tory this command may not be available .

CAST displays the Cast Menu so the activecharacter can throw a magic spell . See thesection on Magic in the Journal for a descrip-tion of how to cast spells and their effect .Some spells only have an effect in combat .

VIEW displays the character screen and theView Menu.

ENCAMP displays the Encamp Menu . See theEncamp section for a description of the avail-able commands.

SEARCH toggles searching on and off. Aparty moving with search off is moving at anormal rate and takes 1 minute per move .With search on the party takes 10 minutesper move because they are checking forsecret doors, traps, etc . When a party hassearch on, SEARCH will be displayed on thescreen to the right of the point of view win-dow. Because the party is moving very slowlywith search on, the chance for randomencounters is greatly increased .

6

LOOK is used to search an individual square .Executing a LOOK command acts as if theparty moved into the current square withsearch on .

EncampThe commands on the Encamp Menu includeday-to-day functions such as saving the game,resting to heal, memorizing spells and chang-ing game items such as game speed or partyorder.

Encamp MenuSAVE VIEW MAGIC REST ALTER FIX EXIT

SAVE writes the characters and current gameto the save game disk so that you mayresume the game at that point in the future .Saved games may be loaded either at thefirst menu or from Party Creation/Hall menu.Saving often is a good idea, especially aftersurviving really tough encounters . Prepare asave game disk according to the instructionson the Data Card .

VIEW displays the View Menu and the charac-ter screen of the active character.

MAGIC is a very important part of ClAmrIoiisor Krrrnm and is described under its ownheading . Magical spells can only be memo-rized while the party is encamped .

REST allows characters to memorize spellsand to heal naturally . Characters catch theirnormal sleep without having to encamp .When spells are being memorized, the initialrest time is established by the time necessaryto memorize any spells selected from theMEMORIZE command in the Magic Menu. Forevery 24 uninterrupted hours of rest in camp,each wounded character regains one hitpoint . Rest can be interrupted . If possibleonly take long rests in safe places, such asinns or places messages describe as safe .

Rest MenuREST DAYS HOURS MINUTES ADD SUBTRACT EXIT

+ REST begins the resting process . Unlessinterrupted, the party will rest for the timeindicated .

Page 6: Champions of Krynn - Manual - PC

DAYS, HOURS, MINUTES selects the unitof time to be changed by the ADD andSUBTRACT options . This option is not avail-able on all computer systems .

4© ADD, SUBTRACT increases or decreasesthe time that the party will attempt to rest .Decreasing the time may not allow spell-casters to memorize all of their spells .

ALTER is used to change the characters inthe party and the parameters of the game .The Alter Menu includes :

Alter MenuORDER DROP SPEED ICON PICS LEVEL EXIT

*e ORDER changes how the characters arelisted on the screen and how they aredeployed in combat . Characters at the topof the list tend to be in the front line incombat.

:© DROP eliminates a character from theparty and erases him from the saved gamedisk. A dropped character is gone foreverand may not be recovered .

SPEED controls the rate at which messagesare printed on screen . If the game is run-ning too slowly, use the FASTER commandto speed up the displays .

Speed MenuSLOWER FASTER EXIT

:© ICON is used to change a character's com-bat icon .

:© PICS governs encounter pictures .

Pics MenuMONSTERS ON/OFF ANIMATIONS ON/OFF EXIT

:© MONSTERS ON/OFF toggles the close-uppictures of encounters on and off . Turningthe pictures off speeds up the game .This command may vary a little on somesystems .

:© ANIMATIONS ON/OFF toggles the animationof the close-up pictures on and off . Turningthe animation off speeds up the game .This command is not available on somecomputers .

I)

LEVEL permits you to affect combat diffi-culty . The difficulty of the various combatsin the game may be adjusted by using theALTER command in the Encamp Menu .After choosing ALTER and then LEVEL, youwill see the following menu :

Level MenuNOVICE SQUIRE VETERAN ADEPT CHAMPION

The game is preset at the Veteran level .This is the level at which we consider thegame to be balanced . To make the com-bats easier, choose either the Novice(easiest) or Squire level . To make thecombats more difficult, choose either theAdept or Champion (hardest) level .

When you choose to make the game moredifficult, you are rewarded by receivingmore experience points from your combats .When you choose to make the game easier,you are penalized by receiving less experi-ence points from your combats .

Receiving less experience points will slowthe rate at which your characters advancelevels . Advancing at a slower rate will giveyou less powerful characters which, in thelong run, may more than offset the benefitsof playing at an "easy" level.

FIX is used to heal many wounded characterswith a single command . All characters withfirst level clerical spells will memorize asmany Cure Light Wounds as they can, castthem on the party, and then rememorizetheir previously memorized spells automati-cally . FIX takes game time and may be inter-rupted by an encounter. FIX will not return HPto diseased characters, a Cure Disease spellmust first be cast upon them .

MagicTo get the Magic Menu options, the activecharacter must be able to cast spells . Spellcasters can get a list of their memorizedspells from the CAST option of the MagicMenu or from the SPELLS option of the ViewMenu. They can get a list of their spells onscrolls from the SCRIBE option of the MagicMenu .

Magic MenuCAST MEMORIZE SCRIBE DISPLAY REST EXIT

CAST displays the Cast Menu and the charac-ter's list of memorized spells. Select the spellto cast and then indicate the target of thespell . Once a spell is cast it is gone frommemory until it is memorized again . Somespells only have effect when cast during com-bat and others may only be cast whileencamped .

MEMORIZE displays the Memorize Menu,character's grimoire of spells or clerical spelllist, and how many spells of each level thespell-caster may memorize . Once all charac-ters have selected the spells they want tomemorize, choose the REST command totake the time to actually memorize the spells .Remember that a spell-caster can have thesame spell memorized multiple times andthat the moons may increase the number ofspells a mage may cast. When mages havebonus spells they may be of any level, butclerical specials may only be those listedunder special .

Memorize MenuMEMORIZE NEXT PREV EXIT

:© MEMORIZE selects a spell for memoriza-tion . A spell is not actually memorizeduntil it has been chosen from theMemorize Menu and the character has rest-ed long enough to imprint the spell on hismind. After selecting the spells to memo-rize, the computer will verify your choices .

SCRIBE displays the Scribe Menu and a listof all of the spells on mage scrolls. Beforespells can be scribed, they must either beidentified in a shop (such as the Armoury) orthe mage must have cast Read Magic onthem. Indicate the spells to be scribed intothe character's spell book . Once all charac-ters have indicated the spells they want toscribe, choose the REST command to takethe time to actually scribe the spells . Scribinga spell takes the same amount of time asmemorizing the spell .

Scribe MenuSCRIBE NEXT PREV EXIT

S© DISPLAY lists the magic that currentlyaffects the party. This includes spells likeBless or Invisibility plus effects like dis-ease. This is an important commandbecause diseased characters will notregain HP until they have a Cure Diseasespell cast on them .

4© REST displays the Rest Menu referred to inthe Encamp section . A character's spellsare not memorized until he has rested thenecessary time .

SPELLS

Spells are defined by who can cast them(cleric, white mage, red mage), when theycan be cast, and their range, duration, area ofeffect, and of course their actual effect . TheSpell Parameters List in the Journal summa-rizes all of the available spells . When usingspells from the Encamp Menu or theAdventure Menu (such as Find Traps),remember that one round equals one minuteof game time and one turn equals 10 min-utes of game time . For more informationabout magic and the effects of spells look inthe Journal

CIVILIZATION

Civilization provides many valuable servicesfor the adventurer. Generally only Outpostswill have Inns, Armouries, Halls, Temples andBars, but some may be found in towns andelsewhere. When you are in an Outpost amenu like the following may appear, allowingyou to select where you would like to go :

Outpost MenuHALL TEMPLE BAR NEXT PREV LEAVE

PLACE OPTIONS (Hall, Temple, etc) will takeyou to the selected establishment and giveyou all appropriate options . There is a descrip-tion of these places following this menu .

NEXT, PREY display other place options .

LEAVE will take the party out of the outpost,into the overland map .

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Inns provide a safe place to rest using theEncamp Menu . While the characters rest theycan memorize spells and regain hit points .

Armouries provide a place to buy and sellequipment using the Armoury Menu .

Armoury MenuBUY VIEW TAKE POOL SHARE APPRAISE EXIT

BUY displays the items available in thearmoury. Select the items that the activecharacter will buy.

VIEW displays the character screen with theSELL and ID commands available in theItems Menu .

SELL causes the armourer to make anoffer on the highlighted item . Sold itemsmay not be recovered .

ID is used to identify an item . The armourycharges 100 steel pieces for the service .

TAKE is used to pick up coins from theparty's money pool. Indicate the type andamount of coins, gems, or jewelry to take .

POOL places all of the party members' coins,gems, and jewelry into a pool which anymember may use to make purchases. Use theTAKE or SHARE commands to pick up coins,gems and jewelry from the money pool .

SHARE picks up everything from the pooland distributes even shares among the party .

APPRAISE is used in armouries to place amonetary value on gems and jewelry the char-acter has . Choose the item to be appraisedand the armourer will make an offer. Acceptthe offer and the item is sold . Reject the offerand the gem or piece of jewelry becomes anitem on the character's item list .

Halls are where the characters can advancelevels and modify the party using the PartyCreation/Hall Menu . Halls are also whereknight characters may petition for admissioninto a higher knight order. For more aboutthe Solamnic Knights, see the character class-es section in the Journal .

Temples can cast healing spells and performother clerical services. The commands on theTemple Menu are the same as those on theArmoury Menu with the addition of the HEALcommand .

Temple MenuHEAL VIEW TAKE POOL SHARE APPRAISE EXIT

HEAL displays a list of the temple's healingspells. Indicate the spell to cast and confirmthat the character is willing to pay the cost .The cost may vary depending on the recipientand circumstances.

Bars are rowdy places full of gossip, stories,and information. Buy a round of drinks andlisten to the stories.

Vaults are a service of the Solamnic Knightorders. They will safeguard money in depositsof 100 steel pieces for adventurers . Carefulrecords are kept by the orders, so if youdeposit money at one outpost, they will allowyou to withdraw at another. There is a small(20 steel piece) fee for this service .

Commandant's office is where to go to getorders and current information . This is a veryimportant place to visit during the course ofyour adventures.

ENCOUNTERS

When a party comes across monsters orNPCs, an encounter occurs . If the partyattacks immediately it may receive a bonusto its initiative in combat . If the monsters sur-prise the party, the monsters can attackimmediately and get a bonus to their initia-tive in combat . If the monsters do not attackimmediately, the party can react by choosingfrom an Encounter Menu . Encounter Menusvary between situations and give you a list ofyour options for that moment. This is onepossible example of such a menu :

Encounter MenuCOMBAT WAIT FLEE ADVANCE/PARLAY

COMBAT causes the party to attack the mon-sters. Fighting is explained in the Combatsection .

WAIT allows the monsters to decide what to

do. They may attack, wait, flee, advance(if they are far away) or parlay (if they areadjacent.)

FLEE causes the party to run away . If themonsters try to attack, and are faster than theparty, combat will occur. If the party is fasterit may successfully flee .

ADVANCE reduces the range to the mon-sters . When the monsters are adjacent to theparty the ADVANCE command is replaced bythe PARLAY command .

PARLAY allows the party to speak with mon-sters . Select the active character and thenchoose a conversation tactic from the ParlayMenu .

Parlay MenuHAUGHTY SLY MEEK NICE ABUSIVE

HAUGHTY means that the speaker is tryingto demonstrate his superiority over themonsters .

4© SLY means that the speaker is trying to getinformation out of the monsters withouttheir realizing .

:© MEEK means that the speaker is trying toconvince the monsters that the party is notworth attacking .

4© NICE means that the speaker is trying to benice to the monsters .

4© ABUSIVE means that the speaker is tryingto browbeat or threaten information out ofthe monsters .

CombatIn combat the computer chooses the activecharacter. Characters with higher dexteritywill tend to go before characters with lowerdexterity. A character may hold his actionuntil later with the DELAY command . There isa more detailed description of combat in theJournal .

The screen begins a character's combatphase centered on that character. The charac-ter's name, HP, AC, and current weapon aredisplayed . The Combat Menu lists the charac-ter's options.

Combat MenuMOVE VIEW AIM USE CAST TURN YELL DONE

MOVE is used to allow a character to move .Attack by moving the character into anenemy's square . If the character moves awayfrom an adjacent enemy, the enemy gets afree attack at the character's back.

VIEW displays the character screen and ViewMenu. The USE command appears on theItem Menu and permits the use of an item,such as a wand, in combat .

AIM is used to aim a weapon or spell . Whenaiming a ranged weapon, the range to the tar-get will be displayed above the menu bar onsome systems . If a character moves adjacentto an enemy, and has no more movementleft, the AIM command can be used to attackwith a melee weapon (sword, mace, etc) . TheAIM command can also be used to survey thecondition of your party and your enemies. Asyou move the aim cursor over a character,information about him will be displayed onthe right of your screen .

Aim MenuNEXT PREV MANUAL TARGET CENTER EXIT

+ NEXT is used to look at all possible targets,starting with the closest target and thengoing to the next closest. NEXT and PREVonly indicate targets in the character's lineof sight .

:© PREV (Previous) is the opposite of theNEXT command. Use this command tolook at the possible targets starting withthe farthest target and working backtoward the character. This command ismost often used to select a target for amissile or magic attack .

MANUAL permits the player to aim any-where on the map . Only targets in thecharacter's line of sight can actually befired at .

4© TARGET is used to fire a missile or spell atthe enemy where the cursor is currentlylocated . This command can also do a

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melee attack on an adjacent enemy . If thisoption is not displayed the target is out ofrange, not in line of sight, invisible orunder the effect of a Blink spell .

4© CENTER will center the screen around thecursor. This is helpful when manually tar-geting ranged weapons and spells. Thisoption is not available on all computer sys-tems .

USE allows a character to activate an itemwithout having to go through the View Menu .Items like scrolls and wands may then be tar-geted with the Aim Menu .

CAST is only available to spell-casters whenthey have spells available . The spell-casterselects from the list of available spells andthen targets with the Aim Menu . If the charac-ter has been hit recently his concentrationmay be broken and the CAST option will notappear.

TURN allows clerics to attempt to destroyundead monsters or turn them away from theparty . This has no effect on any other kind ofmonster.

YELL will allow an active Kender character totaunt enemy troops . The taunt will only workagainst intelligent opponents and they mustsave against magic or attack in a berserkerrage. Opponents that fail their save will directmost of their efforts against the Kender andsuffer a -2 THACQ and +2 AC for the durationof the combat .

DONE is used to bring up the secondary com-bat menu .

Done MenuGUARD DELAY QUIT BANDAGE AUTO SPEED EXIT

4© GUARD sets a character to stand andattack the first enemy that moves adja-cent . GUARD is only an option if a charac-ter is armed with a melee weapon .

4© DELAY causes the character to hold histurn until after the other characters andmonsters have acted .

4© QUIT ends a character's turn .

:© BANDAGE only appears if a party memberis bleeding to death . The BANDAGE com-mand will stop the bleeding and keep thecharacter from dying.

4© AUTO turns control of the character overto the computer. See the Data Card forinstructions on how to regain manual con-trol of a character. Under computer con-trol, a fighting character with a readiedmissile weapon will tend to hang back andattack from a distance . If the character hasno readied missile weapon, he will ready amelee weapon and charge . Characters willremain under computer control for all sub-sequent combats until manual control isagain selected . When a spell-caster charac-ter is on auto, you may toggle his spellcasting on and off. To see how to do thison your computer consult your Data Card .

4© SPEED changes the game speed and isdescribed under the ALTER command inthe Encamp Menu .

When combat is over you will see how muchXP each character receives and then theTreasure Menu is displayed . Most of theTreasure Menu commands work like thecommands in the Temple and ArmouryMenus.

Treasure MenuVIEW TAKE POOL SHARE DETECT EXIT

VIEW displays the character screen and ViewMenu .

TAKE permits the active character to pick uptreasure from defeated monsters . This willonly appear if the monsters had a treasure orthe party has pooled its funds. A charactercarrying a large number of coins and heavyequipment can be slowed in combat .

Take MenuITEMS MONEY EXIT

:© ITEMS lists the equipment in the treasure .Frequently, the weapons and armor usedby monsters are not listed because theyare substandard and not worth taking .

MONEY displays the number and type ofcoins, gems, and jewelry in the treasure .Indicate the type then number of items theactive character takes .

POOL drops all of the party members' coinsinto the treasure. Use the TAKE or SHAREcommand to pick up coins from the treasure .

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SHARE picks up the money treasure, dividesit into shares, and distributes it among theparty .

DETECT casts a Detect Magic spell from thecurrent active character. Magic items in thetreasure will be marked with a '+' or an '"' .This option will only appear if the active char-acter has a Detect Magic spell available .

EXIT leaves the scene of the battle . If trea-sure remains, then the option to return to theTreasure Menu is displayed .