Yendorian Tales Book I
-Player's Guide-

-Getting Started System Requirements "The Founding of Yendor" -Mouse and Keyboard Commands -Main Menu Create Characters View Characters Remove Characters Assemble a Party Open Book (Play) Bookmarker (Save/Restore) About the Authors Introduction Close the Book (Exit) -Icons View Party Pick up Use Drop Talk Look Attack/Battle Cast Mine Book | -The Shops of Yendor Alchemist Armory Blacksmith Cartographer Gamesmaster General Supplies Gravedigger Healers Inn Jailer Magic Shop Mine Shop Tavern Training Weaponry -Beasts of the Land Animals Devils Dragons Giants Humans Insects Mutants Undead -The Magical Arts Wizard's Spells Cleric's Spells -A Challenge from the Governors

-Getting Started

System Requirements:

Minimum Hardware:
IBM or 100% compatible
640K RAM (540K available)
10+ MB Hard Disk EGA\VGA\SVGA (VESA compatible)

SVGA Requirements:
You must have a [640x400x256] VESA (Video Electronics Standard Association) driver.
A VESA driver is usually included with the software that comes with your SVGA card.
A command line which loads the VESA driver needs to be in the AUTOEXEC.BAT file.
For instructions on installing the VESA driver, refer to the documentation that came with your SVGA video card.
To view the game in 256 colors, the VESA driver must be loaded prior to the installation or running of the game.

"The Founding of Yendor"

The first settlements of Yendor, established by the initial population, were Helsingor, Anatolay, and the
Port of Hope, which in later years would handle the bulk of commerce between Thaine and the island.

Once the magical reagent "Nuore" was discovered in the mountains, mining towns such as Saccate, Mantov,
and Devon soon sprang up. After much study, alchemists found that "Nuore" was the most potent reagent for
magical incantations ever discovered in the world. Because of this, the rulers of Thaine began to speak in a more
friendly voice to those who had flown from their tyrannical hold. With much trepidation, it was decided that
"Nuore" would be exported to Thaine in exchange for many goods that Yendor could not produce on its own.

At this time the leaders of Yendor, (Bysette, Flagell, Griffin, Paltivar, Paundor, Prezlin, Quai, Winze, and Zamora)
known now as "The Society of Wizards", decided to establish a center of learning where aspiring magic-users
could be properly trained in the use of the powerful reagent, "Nuore."

Soon after the construction of the school, however, an intense power struggle arose within "The Society of
Wizards". The people of Yendor quickly decided that the society should be abolished, and that elected town
governors should be appointed to the leadership position. Unfortunately, there were those among the populous
that had been swayed by the power of evil, and did not agree with this new form of government. A great battle
between the magic-users of Yendor ensued, and lasted for a number of years that would later be referred to as
"The Dark Times".

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-Mouse and Keyboard Commands

List & Icon Selection:
To select something from a list with the mouse, point and click on that option with the hand pointer.
The hand can also be used to select or cancel an icon. Right-clicking will repeat the last icon that was selected.

With the keyboard, use the cursor keys to select something from a list, then press [ENTER].
To select an icon, either [Tab] = right, [Shift+Tab] = left, and press [ENTER], or use the hot keys (e.g., "V" iew Party).

Movement:
The eight arrow pointers identify which direction your character will travel if you click, or click and hold, the left
mouse button.

To move your character around in the game with the keyboard, use the cursor keys, or the cursor pad for convenient
diagonal movement.

Targeting:
The gold diamond-shaped pointer is used to target a person, monster, or object on the screen. Each function that
uses this pointer has a different range. You will know you are out of the range when the pointer becomes a hand.

When the large white crosshairs appear, you will be able to use the cursor keys to adjust its location. To select
something that has been targeted press [ENTER]. The crosshairs will only move as far as the range that the current
function allows.

Symbols:
By clicking on these two symbols you will be able to go through a list, or choose the quantity of something.
A right click will move the quantity in 100's.

The cursor keys will allow you to go left or right through a list.

Clicking on these symbols will enable you to go through a multiple page list.
They can also allow you to change the marching order of your party.

By pressing [Pg. Up] or [Pg. Dn.] you will be able to go through a multiple page list, or change your party's marching order.

This button will allow you to keep what you are currently doing and go on to the next option.

Pressing [ENTER] will allow you to keep what you are doing and go on to the next option.

Clicking this symbol will enable you to abort an option and return something to its previous state.

Pressing [ESCAPE] will abort an option and return something to its previous state.

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-Main Menu

Create: (up to 18 Characters)

Sex - The sex of a character, either male or female, does not affect any of the attributes or abilities of that character,
only the graphics.

Class - Because of the miner's good strength and stamina, this class of character would be a welcome addition to a party of
adventurers who find themselves often in battle. (Miners become "fighters" at level four.) A miner comes equipped with a
knife and cloth armor.

When creating a rogue keep in mind that their dexterity becomes very important when picking the lock of a plundered chest.
(Rogues become "thieves" at level four.) A rogue comes equipped with a dagger as well as cloth armor.

Although still learning, the cleric/pupil's wisdom should be adequate to cast a variety of spells, most important of which is
healing. (Cleric/pupils become full "clerics" at level four.) All cleric/pupils begin equipped with a staff and cloth armor.

Even before level four, wizard/pupil's can effectively harm many a foe with magical incantations. (Wizard/pupils become
accomplished "wizards" at level four.) The wizard/pupil comes equipped with a sling shot and cloth armor.

Portrait - When selecting portraits for your characters, be sure to use a variety of different looking people so that one will
not be confused with another.

Name - If you do not wish to give a name to your characters, one containing their class will be assigned to them.

Attributes - A character's attributes will be randomly generated with numbers between30 and 60.
This button will enable you to "re-roll" your character's attributes.

By pressing [SPACE] you will be able to "re-roll" your character's attributes.

Strength determines which weapon and shields shields can be equipped on a character.

Dexterity affects which armors and weapons can be equipped by a character.

Stamina determines the number of Health points a character will have.

Intelligence establishes the number of Magic points for a wizard.

Wisdom, like intelligence for wizards, decides the number of Magic points that a cleric will have.

Charisma becomes important when communicating with the various trainers of Yendor.

Accuracy is determined by the Strength and Dexterity of a character.

Absorption is the amount of damage that is absorbed by your armor and shield.

Health Points are required to keep each individual character alive.

Magic Points are required for the casting of all magic spells.

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View:
Once you have selected a previously created character from the list, the character information screen will be displayed. If the character has already been assigned to your party "*" you may equip different weapons, armors, and shields by selecting the category and cycling through your inventory.

Remove:
To remove an unassigned character, select them from the list. Keep in mind that once a character is removed they are gone forever.

Assemble: (Up to six characters per party)
To add or discharge a character from your party, toggle the "check".

Open book (Play):
This selection will enter the game. (Your party will be represented by your lead character.)

Bookmarker (Save/Restore):
This will allow you to "save and continue to play", "save and return to DOS", or "restore from the last save".

About the Authors:
Within this selection is contained all of the names of those people who worked on the creation of this software.

Introduction:
This section gives the player five pages of background information that will aid in the beginning of the game.

Close the Book (DOS):
Selecting this will return you to DOS without saving your current game.

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-Icons

"V"iew Party:
This function contains a list of your party along with each member's status, health points, magic points, and a
flashing "T" for "training needed". The status is also represented by an outline on the character.

Status Blind Cursed Diseased Frozen Invisible Paralyzed Protected Poisoned Stoned | Color Cyan Red Orange Light Blue Flashing Blue Purple Gold Green Grey | Restrictions Leading, Training none none Leading, Magic, Training, Battle none Leading, Magic, Training, Battle none none Leading, Magic, Training, Battle

"P"ick up:
This function will allow you to retrieve certain items from the playing area. If you select a chest that has been
found you will be given a list of what is in that chest. From that list you will be able to select what you wish to
take from the chest. Once you close a chest it is gone forever.

"U"se:
After selecting this icon you will be given a list of usable items only. You can then select which item you wish
to use.

"D"rop:
This list contains all items in your inventory excluding equipped weapons, armors, or shields. Once you have
chosen the item you wish to drop, you must then select the quantity. Because dropped items cannot be retrieved,
important ones become a permanent part of your inventory until you no longer need them.

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"T"alk:
After selecting the talk icon you can target and select the character you wish to talk to.

Conversation:
By selecting the character you want to speak with, you are effectively saying "HELLO" to that person. To begin
the conversation again without exiting, type "HELLO".

Keywords:
In this game characters will respond only to keywords that you type during conversation. When talking to
shopkeepers, keywords are usually in all capital letters. (Saying "BOOK" to an innkeeper will take you to the
Table of Contents.) With other townspeople you must enter words that are contained within that character's
conversation. By typing those words you are getting that person to tell you more about that subject.
Townspeople will also respond to "NAME", "JOB", and "BYE" to leave the conversation. There are also
keywords that other townspeople will give to you to say to another character.

(16 color version only) This icon will bring up the next set of icons.

(16 color version only) This icon will bring up the previous set of icons.

"L"ook:
Selecting this icon will allow you to identify any picture within the playing area. All of these descriptions will
appear in the lower right hand window.

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"A"ttack:
After selecting this icon you can target which monster you wish to battle. Like your character represents an
entire party, a monster could also represent a variety of other monsters that would travel together. Monsters
can also attack you, so watch your back.

Battle:
When combat begins, the characters or monsters with the highest dexterity will go first. When everyone has
taken their turn the "round" is complete. Each battle could consist of multiple rounds until either you or the
monsters have been defeated. Your character's turn is indicated by a white box around that character. During
your character's turn, they can do one of five things.

Move:
Each character can move in any one of the eight directions, providing there are no obstacles in their way. If
you wish to remove a character from the current fight, move them toward any edge of the playing area. Once
that character leaves the fight, they cannot return. In addition, those characters that leave a battle will not
receive any experience for monsters that are killed after the point that they have left. If all of your characters
leave the fight, you will not receive any treasure.
Use:
After selecting certain items (i.e., potions) from the use list, you could be prompted with a crosshairs. The
range of this pointer will be determined by that character's strength.
Attack:
When a character attacks in battle, they will be using whatever weapon they have equipped. You may also
change their weapon without using up your turn.
Cast:
When cast is selected during a magic-users turn, you will be given a list of only the spells that are valid at
that time.
Pass:
If you do not wish to take a turn, you may pass by pressing [SPACE].
Treasure:
Some monsters, when they have been destroyed, will leave a chest. Once the battle is complete, you can go
around opening the chests and collecting your rewards. If you do not wish to open the chests, simply move
your character off of the battle area. To take all items from a chest, open it then click the "ALL" button or
press [SPACE].

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"C"ast:
Once this icon has been chosen, a list of your magic-users will be displayed on the screen. After selecting
the character you want to cast a spell you will be prompted by a list of spells that the wizard or cleric can use.
When you select the spell, it will either be cast immediately, or you will be able to choose where, or on whom,
it should be performed. If someone is incapable of casting magic they will not appear on the list. If a spell is
not valid at the time you wish to use it, it will not show up on the spell list. When a spell that has previously
appeared on the list is no longer there, it is usually because that magic user doesn't have enough MP or
nuore, or that spell can only be used in battle.

"M"ine:
By selecting this icon you are effectively "using" your mining tools on the space directly in front of your
character. If you have enough mining tools, everyone in you party will mine. Mining tools come with a pick,
a shovel, and everything necessary to repair broken mine tracks. If you find something while mining it is
automatically added to your inventory.

"B"ook:
This icon will allow you to "save and continue to play", "save and return to DOS", "restore from the last
save", "return to DOS without saving", "make camp", or "rest at an inn".

Resting:
Uninterrupted rest will allow a party to recover health points and magic points. To rest outside of a town,
simply select the "make camp" option from the book icon, then select the number of hours you wish to
sleep (up to nine). To rest at an inn, you must have first purchased a room, then you must be in the proper
bed when selecting the "rest at an inn" option within the book icon. In addition to restoring points, resting
will also return any magically-enhanced attributes back to normal.

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-The Shops of Yendor

Entrances: You can enter a town, mine, or cave by standing in the opening. Friendly towns are marked with
a risen flag. Upon entering a town you may feel free to visit the many fine shops.

Gold: You can carry up to 50,000 loose gold coins. If you want to carry more you will need to purchase an
empty chest. (Use gold coins to move them into the chest)

Alchemist: This shopkeeper will buy or sell potions and processed Nuore, which is required for the casting
of magic spells.

Armory: This shop deals in the buying and selling of armor and shields. In Yendor you will find that there is
quite a variety of quality defensive equipment.

Blacksmith: The local blacksmith will be able to sell a horse (one per party) to any adventurer who is tired
of walking around. He can also help you out when your horse throws a shoe.

Cartographer: At this location you will be able to purchase maps of Yendor. Each map contains information
such as town names, ores in the nearby mines, and monsters known to live in the area.

Games Master: To sit back and just have a good time, visit Helsingor. When talking to the Games masters,
you can try your luck at their games of chance. You could walk away with more than you would expect.

General Supplies: There are many useful items to be found in this shop. Items such as torches, lockpicks,
and empty chests, as well as the occasional unique item.

Gravedigger: Should a member of your party happen to meet with an untimely demise, you can take their
remains to the gravedigger, who will give them a proper burial for a price. The gravediggers seem to always
show up just inside the town entrances when you need them most.

Healers: At this facility one can be healed in a variety of ways. From the simple curing of poison to the
resurrection of a fallen hero. The clerics here would also appreciate a donation upon your visit.

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Inn: At this establishment a weary group of adventurers may purchase a room to rest from a long day of
battling monsters. Keep in mind that if you purchase a room and leave the town without resting, your room will
be sold to someone else. Furthermore, the price of the room only covers one night of resting.

Jailer: If you unfortunately get arrested by one of the town guards, you will be placed in jail, where upon
talking to the jailer, you can either pay a fine or serve time.

Magic Shop: The shopkeeper of this establishment has the unique ability to magically enhance any weapon,
armor, or shield that is not currently equipped. Any of these items can be enhanced up to +5.

Mine Shop: This shop has the ability to sell you a mine cart, mining tools, and torches, purchase any ores that
you wish to sell, and pay you for any mine tracks that you have repaired.

Tavern: Inside the tavern you and your party can relax and join in a refreshing drink or two. You may also feel
free to enjoy the company of the town residents who frequent the tavern.

Training: Through the course of your journey across Yendor your party will amass quite a bit of experience.
The trainers will allow you to use that experience to improve your attributes and increase your level.

Experience- 750- 1,500- 3,000- 6,000- 12,000- 24,000- 48,000- 96,000- 192,000- 300,000- 450,000- 600,000- 750,000- 900,000- 1,050,000- | Level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Weaponry: Like the armory, this shop will buy and sell weapons ranging from a dagger, to a broad sword, to
a crossbow +5. (a "+" indicates that the item is magically enhanced)

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-Beasts of the Land

Animals

Alligator: This fierce monster can usually be found in the swampy areas of Yendor. They have also been known
to dwell around fresh water.

Bat: These nocturnal animals can always be found within the mines and caves in great numbers. There is also an
abundance of bats near the township of Port Hope.

Rat, Giant: Over the years this creature has become more of a nuisance than a threat. The rats are very effective,
however, at slowing the progress of the miners.

Snakes: Although not extremely dangerous, the occasional poisonous bite from one of these creatures could
prove to be quite lethal if one goes uncured. Snakes can be found just about anywhere in Yendor, but are mostly
seen near the swamp.

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Devils

Demon: This purely evil being will stop at nothing to destroy any human who dares enter the underworld. Magic
weapons will be your only hope of survival if you choose to challenge this beast.

Devil: These inhuman creatures are even more intimidating than their demon cousins. Once again, any explorer
who ventures into the underworld without magical weapons will surely perish.

Gargoyle: Intelligence, which is not at all the strong point of this devil, has proven to be the downfall of his race.
By traveling out of the underworld and into some remote mines, gargoyles have found themselves in a weak
position when approached by a group of adventurers.

Lava Beast: This relatively harmless blob has been known to propel chunks of molten rock toward its victim. The
high absorption of these devils make them difficult to destroy.

Prince of Evil: These more intelligent creatures certainly live up to there name. Using magical incantations to
destroy their victims, a prince of evil has only one desire, to devour the flesh of their prey.

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Dragons

Green: The green dragons, as well as others, are always the aggressor. As they fly overhead you are stopped in
your tracks until they decide whether to attack you or not. The green dragon has the ability to breath a deadly
mist of poison upon your party.

Red: The most ferocious and feared of all creatures in Yendor is the great red dragon. This flying lizard can tear
your flesh with one slice of his sharp talons, or exhale a blinding ball of flame with enough force to wipe out an
entire party.

Wyvern: This ancient flying creature has the ability to freeze any member of your party. This rare breed of reptile
can be found along the mountainous areas.

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Giants

Cyclops: Though the appearance of this giant is almost laughable, his strong bashes upon your head are not.
Cyclops can be found with all other giants in the eastern forest.

Forest: The forest giants, which have been seen brandishing large wooden clubs, like nothing better than to
terrorize and pulverize there tiny human victims around the town of New Devon.

Ogre: This over-sized bully need nothing more than to be taught a lesson by a two-handed sword. This giant
admires and travels with all other types of giants.

Stone: Towering over his victims, the stone giant has become the most feared of all gargantuan creatures. The
stone giants dwell in and around their mountain home to the north.

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Humans

Thieves: All levels of thieves, ranging from pickpockets to harriers, can be encountered almost anywhere in the
land. Beware of these cunning individuals, for some would rather steal your loose gold coins than try to kill
you. The rarely encountered assassin should be of particular concern because of their ability to land a single
deadly blow.

Magic-Users: Though not much of a threat in hand-to-hand combat, ranging from a magician to an arch-mage
they can use a variety of magic spells with deadly accuracy against their opponents.

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Insects (all giant)

Ant: This relatively harmless creature is the most often seen in Yendor. For the strong party the ant causes
more of a problem at a picnic than in battle.

Centipede: Like the ant, the centipede is a basically weak insect that uses its hundreds of tiny legs only to fool
an adventurer into believing that it has great agility and strength.

Scorpion: The most dangerous of all insects is indeed the scorpion. With its whip-like tail this creature is
capable of injecting his lethal venom into the mightiest of fighters.

Spider: The dark-colored spider is sometimes hard to notice in the poorly lit mines. Without a torch, one could
be caught off guard by the spider's poisonous bite.

Wasp: If your party encounters one of these large insects you will soon discover that retreat is pointless. A
fight with the wasp is inevitable as he simply flies over every obstacle in his path toward you.

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Mutants

Bridge Troll: Clinging to the underside of bridges, these trolls seem to gain a certain level of excitement by
springing forth and attacking their victims by surprise.

Gnoll: No adventurer is quite sure what the halberd bearing gnolls mutated from. But they are sure that they are
a tough obstacle in the mines and caves of the world.

Goblin: These familiar creatures seem to have always dwelled within the world. They often travel in large
numbers with other mutants and like taking on a strong party.

Hobgoblin: The well-armored hobgoblin is quite a foe to contend with if he feels you are after his treasure.
Hobgoblins are usually seen with goblins, mine trolls, and sometimes even devils.

Mine Troll: These unique individuals are quite aggressive but not very strong. Of course these hairy beasts can
be found in almost any mine.

Swamp Troll: Indigenous to marshy areas, these slimy creatures can be quite a threat to a party of adventurers
who find themselves in the swamp troll's mossy territory.

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Undead

Ghost: Throughout history the use of silver and magic weapons has always proven to be the most effective
against ghosts and other undead. When fighting a ghost an adventurer should keep in mind that this spirit has
the ability to pass through any solid object that may bar his path.

Mummy: The heavily wrapped body of this once living warrior is nearly impenetrable and contains the mind of a
tortured spirit bent on your destruction.

Skeleton: Though lacking skin and muscle tissue, these haunting undead often travel in large groups and can
take some time to get rid of.

Vampire: This highly intelligent creature, who has been condemned to darkness, is considered to be the
strongest and most challenging undead to battle.

Zombie: These recently dead and partially decomposed flesh-eaters have the ability to give you any disease that
might have killed them.

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-The Magical Arts

The most important of all fundamental lessons that an aspiring spellcaster should remember is that both Nuore
and magic points are required for the casting of all incantations. You must also keep in mind that any attributes
that are enhanced by magic will return to normal after resting.

Wizard's Spells

-Level I- Magic Missile (2 mp, 2 Nuore) Sends a magic projectile at one monster doing 2 to 6 points of damage. Miner's Light I (1 mp, 1 Nuore) Illuminates a small area with light. (bigger than a torch for a shorter period of time.) Open Chest (1 mp, 1 Nuore) Unlocks and opens a chest safely. Thin Skin (3 mp, 3 Nuore) Decreases each monster's absorption by 4 | -Level II- Distract Monsters (6 mp, 6 Nuore) Could cause monsters to skip one turn. Finger of Flame (4 mp, 4 Nuore) Extends a line of fire doing 2 to 10 points of damage to the monster that is struck. Flying Rocks (8 mp, 8 Nuore) Loose rocks arise and strike monsters, doing 2 to 6 points of damage. Hold Monster (2 mp, 2 Nuore) This spell will hold one monster until it is attacked. Thick Skin (4 mp, 4 Nuore) Increases each person's absorption by 4. | -Level III- Arms of Giants (6 mp, 6 Nuore) Increases the strength of one party member by 8. Arms of Nymphs (9 mp, 9 Nuore) Decreases the monster's effectiveness in battle. Fireball (9 mp, 9 Nuore) Hurls an exploding ball of fire at a group of monsters. Deep Sleep (9 mp, 9 Nuore) Attempts to put all monsters in the vicinity to sleep. Feet of Lead (9 mp, 9 Nuore) .Decreases by 2 the dexterity of one monster. Icy Stare (6 mp, 6 Nuore) Ice will form in the veins of a monster, causing 4 to 18 points of damage.

-Level IV- Deadly Archer (4 mp, 8 Nuore) Adds 8 to the accuracy and 4 to the damage of a character equipped with a bow. Deadly Swordsman (4 mp, 8 Nuore) Adds 8 to the accuracy and 4 to the damage of a character equipped with a sword. Feet of Feathers (8 mp, 8 Nuore) Increases the dexterity of one party member by 8. Fire Storm (16 mp, 16 Nuore) Creates a fire storm causing 2 to 8 points of damage to all monsters. Lightning Bolt (8 mp, 8 Nuore) Shoots a lightning bolt that will take up to 24 points. Miner's Light II (4 mp, 4 Nuore) Is slightly bigger, but lasts a shorter amount of time than Miner's Light I. | -Level V- Ball of Ice (15 mp, 15 Nuore) Throws an iceball that will do 6 to 16 points of damage to a group of monsters. Blast of Power (10 mp, 10 Nuore) Projects a blast that could cause 6 to 32 points of damage. Eagle Eyes (10 mp, 10 Nuore) Increases one party member's accuracy by 8. Impaired Vision (15 mp, 15 Nuore) Decreases the accuracy of all monsters by 8. Life Force I (15 mp, 15 Nuore) Takes 6 to 20 points from a monster and gives you 2 to 10 extra health points. There is a 5% chance that the opposite will happen. Linked Lightning (20 mp, 20 Nuore) Creates a lightning storm causing 4 to 12 points of damage to all monsters. | -Level VI- Ball of Lightning (18 mp, 18 Nuore) Hurls a ball of lightning causing damage to a group of monsters. Change Mind (6 mp, 6 Nuore) Causes a monster to attack itself instead of you. Erase Monster (12 mp, 18 Nuore) If successful this spell will erase a monster, leaving no chest or experience. Ice Storm (24 mp, 24 Nuore) This storm will cause all monsters to lose 3 to 16 points. Mass Confusion (12 mp, 12 Nuore) Hysteria runs rampant and all effected monsters skip one turn.

-Level VII- Bull's Eye (14 mp, 14 Nuore) Increases the accuracy of the entire party by 10. Life Force II (21 mp, 21 Nuore) A targeted monster takes 9 to 36 points of damage, and you receive 3 to 14 extra health points. There is a 10% chance that the opposite will occur. Organ Distortion (14 mp, 14 Nuore) Rearranges a monster's insides causing 9 to 54 points of damage. Reveal (8 mp, 8 Nuore) Reveals the location of all hidden doors on the screen. Super Warrior (7 mp, 7 Nuore) Adds 15 to the strength and dexterity of one character. | -Level VIII- Ball of Power (24 mp, 24 Nuore) Projects an exploding ball of power causing damage to a group of monsters. Beam of Death (16 mp, 16 Nuore) Sends a deadly beam that will take 9 to 72 points of damage. Party Invisibility (24 mp, 32 Nuore) Makes all party members invisible, thereby increasing their absorption. Spontaneous Combustion (32 mp, 32 Nuore) All monsters will burst into flames taking 20 points of damage. | -Level IX- Earthquake (36 mp,36 Nuore) The ground will tremble violently causing 20 to 50points of damage to all monsters. Life Force III (27 mp, 27 Nuore) A monster will take 10 to 60 points of damage, and you will receive 4 to 26 extra health points. There is a 15% chance that the opposite will happen.

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Cleric's Spells

-Level I- Heal (1 mp, 1 Nuore) Restores 2 to 8 health points to one party member. Miner's Light I (1 mp, 1 Nuore) Illuminates a small area with light. (bigger than a torch for a shorter period of time.) Open Chest (1 mp, 1 Nuore) Unlocks and opens a chest safely. Sleep (3 mp, 3Nuore) Attempts to put low level monsters to sleep. | -Level II- Cure Poison (2 mp, 2 Nuore) Removes the poisoned condition from a character. Hold Monster (2 mp, 2 Nuore) This spell will hold one monster until it is attacked. Minor Wounds (8 mp, 8 Nuore) Causes 2 to 6 points of damage to all monsters. Thick Skin (4 mp, 4 Nuore) Increases each person's absorption by 4. Undead Assault (8 mp, 8 Nuore) Causes severe damage to all low-level undead. | -Level III- Arms of Giants (6 mp, 6 Nuore) Increases the strength of one party member by 8. Bolt of fire (6 mp, 6 Nuore) Shoots a bolt of fire at a monster causing 4 to 12 points of damage. Deep Sleep (9 mp, 9 Nuore) Attempts to put all monsters in the vicinity to sleep. Improve Health (3 mp, 3 Nuore) Restores 5 to 20 health points to one character. Read Scroll (3 mp, 3 Nuore) Allows a cleric to use a scroll for its magical purpose. Poison (6 mp, 6 Nuore) Attempts to poison a group of monsters, taking 2 points of damage per round.
-Level IV- Block of Fire (8 mp, 8 Nuore) Attempts to encase a creature in a block of flames taking 8 points per round. Bolt of Ice (8 mp, 8 Nuore) Shoots a bolt of ice at a monster causing 4 to 16 points of damage. Cure Disease (4 mp, 4 Nuore) Removes the diseased condition from a character. Feet of Feathers (8 mp, 8 Nuore) Increases the dexterity of one party member by 8. Miner's Light II (4 mp, 4 Nuore) Is slightly bigger, but lasts a shorter amount of time than Miner's Light I. Severe Wounds (16 mp, 16 Nuore) Causes 4 to 12 points of damage on all monsters. | -Level V- Block of Ice (10 mp, 10 Nuore) Attempts to encase a monster in a block of ice taking 12 points per round. Cure Blindness (5 mp, 5 Nuore) Removes the blind condition from a character. Impaired Vision (15mp, 15 Nuore) Decreases the accuracy of all monsters by 8. Party Heal (10 mp, 10 Nuore) Restores 5 to 15 health points to all members of your party. Shield of Mist (10 mp, 10 Nuore) Raises your party's absorption by 12. | -Level VI- Block of Lightning (12 mp, 12 Nuore) Attempts to encase a monster in a block of lightning, taking 15 points per round. Bolt of Power (12 mp, 12 Nuore) Propels a mass of power at a monster causing 8 to 30 points of damage. Cure Paralysis (6 mp, 6 Nuore) Removes the paralyzed condition from a character. Disease (12 mp, 12 Nuore) Attempts to disease a group of monsters, taking 5 points of damage per round. Vanquish Undead (24 mp, 24 Nuore) Attempts to utterly destroy low level undead and damage high level ones.
-Level VII- Blind (21 mp, 21 Nuore) Will attempt to blind all monsters. Block of Power (14 mp, 14 Nuore) Attempts to encase a monster in a block of pure power, taking 20 points per round. Cure Stone (7 mp, 7 Nuore) Removes the stoned condition from a character. Great Heal (14 mp, 21 Nuore) Restores 15 to 50 health points to a member of your party. | -Level VIII- Critical Wounds (32 mp, 40 Nuore) Causes 8 to 24 points of damage to all monsters. Paralyze (16 mp, 16 Nuore) Attempts to paralyze a group of monsters. Perfect Health (16 mp, 24 Nuore) Restores all health points and all conditions of a character. [Will not resurrect the dead] | -Level IX- Remove Life (18 mp, 27 Nuore) Attempts to utterly destroy to a monster. Resurrect (18 mp, 27 Nuore) Restores life to a dead character and gives them one health point.

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-A Challenge from the Governors

By order of the governors, this proclamation is to be posted, in plain view, at the entrance to each
and every town on the island.

Attention: To all men and women of Yendor.

Now is the time for the mightiest among you to gather yourselves, with strength and courage, and
come before us.

It is certainly a well known fact that since the early beginnings of this land there have always
existed those beings who lack the intelligence and discipline to form their own civilized societies,
and prefer to mindlessly take the lives of our good citizens.

Until now these creatures have always appeared in numbers that could be delt with by the town
guards. However, we now feel that if help is not received soon, the quantity of monsters could
become so great that we will eventually be completely over run by these evil-doers.

Because of what would now appear to be certain doom, we implore you, the people of Yendor,
amass your gold, arm yourselves, and proceed into the darkest mines and the deepest forests. Seek
out that which is destroying our dignity. Please, accept our challenge. Not just for your own safety,
but for the future of all Yendor.

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