










                               Ragnarok

                               Contents



Contents  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   2

The History of the World  . . . . . . . . . . . . . . . . . . . . . . . .   4
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   6

The World of Ragnarok . . . . . . . . . . . . . . . . . . . . . . . . . .   7
  Midgard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
  Asgard  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
  Niflheim  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
  Minor Planes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
How to Use Ragnarok . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
  Installing Ragnarok . . . . . . . . . . . . . . . . . . . . . . . . . .   8
  Starting Ragnarok . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
  Playing Ragnarok  . . . . . . . . . . . . . . . . . . . . . . . . . . .   8

Survival Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
The Screen  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11

Your Character's Characteristics  . . . . . . . . . . . . . . . . . . . .  12
  Status Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
  Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
  Powers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
  Resistances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
  Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Viking  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Sage  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Woodsman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Conjurer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
  Blacksmith  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  17

Movement  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
  Normal Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
  Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
  Aiming  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
Commands  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  19

Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
  Amulets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
  Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
    Basic Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
    Elven Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
  Food  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23
  Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23
  Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23
  Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24
  Tools and Miscellaneous Items . . . . . . . . . . . . . . . . . . . . .  24
  Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25
  Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25
    Wielded Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . .  25
    Thrown or Fired Weapons . . . . . . . . . . . . . . . . . . . . . . .  25
    Weapons of Legend . . . . . . . . . . . . . . . . . . . . . . . . . .  26
Races of the Northern Lands . . . . . . . . . . . . . . . . . . . . . . .  27

Ragnarok                                                                    2

  Midgard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
    The Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
    The Forest  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
    Underground . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
    Deep Underground  . . . . . . . . . . . . . . . . . . . . . . . . . .  28
    Depths of the World . . . . . . . . . . . . . . . . . . . . . . . . .  29
    Mimer's Realm, Jotenheim, Nidavellir, Slaeter's Sea, Bifrost and the
    Rivers Vid and Gioll  . . . . . . . . . . . . . . . . . . . . . . . .  29
  Niflheim  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  29

Norse Gods  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
  The Aesir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
  The Vanir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
  The Evil Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  32













































Ragnarok                                                                    3

                           The History of the World


For thousands of years, the gods have lived in their home, Asgard. Most of
the gods champion the human race, protecting them from greater evils that
would destroy their realm, Midgard, and all that lies within it. Few see the
gods or their work, as they are usually disguised as commonplace people and
lesser creatures. Despite their subtlety, the Asgardians are constantly at
war with those who would harm Midgard.

Threatening the gods themselves are greater evils that came with them from
the dawn of time. Fenrir and Garm, the two vile wolves, have killed many of
the Asgardians, and would have laid waste to everything in their path,
swallowing even the sun, moon, and stars had they not been captured and
bound by the gods.
Equal to Odin, the first of the gods and father of all living things, is
Surtr, the chaotic fire demon. His lust for evil is patient and brooding,
for he has sworn to destroy the Tree of Life by fire, destroying Asgard,
Midgard, and all the realms of the universe, leaving nothing but flames and
darkness. The Norns have prophesied that his success is unavoidable, for he
has merely to wait for the power of the Asgardians to wane while he grows
stronger in silence.

Lurking in the depths of the seas lies Jormungand, a serpent born of evil
during the chaos at the beginning of time. Coiled about the great Tree of
Life, he gnaws slowly at the roots, severing the lifeblood that holds the
worlds together. He hungers to destroy the world and return all to the
nothingness from whence it came.
Of all the evils confronting the gods, the most devious and wicked god,
Loki, lives with the Asgardians, spreading strife and contention. It was
Loki who brought about the death of Balder for the simple pleasure of
destroying the most loved of all the gods. Loki had promised not to harm
Balder himself, but later beguiled Balder's beloved half-brother into
hurling a mistletoe dart at him, the only living thing capable of harming
Balder. Balder's immortal soul was taken by Hela, goddess of the dead.

In a vain effort to recover Balder, the gods attempted to bargain with Hela.
Hela promised to release Balder if every living thing wept for him, knowing
full well that one solitary giantess, Thokk, had a heart so cold that she
would weep for none. All life wept for Balder but Thokk, leaving Balder
trapped in Niflheim as long as Thokk lives.

The gods have lost much of their might through various arcane evils and
misadventures. According to prophecy these handicaps will be their undoing.
Odin lost Gungnir, his powerful spear in a battle with the frost giants.
Without its deadly accuracy and magical powers, he will be helpless to fight
Surtr and his fire demons in armed combat, for no other weapon can withstand
the heat of Surtr's fiery form.
Freyr, on the other hand, traded his powerful sword, Mimming, for a bride.
In surrendering Mimming, Freyr surrendered his invulnerability as well.

During the chaining of Fenrir, Tyr suffered the loss of his right arm. While
holding Fenrir at bay, the foul wolf grabbed hold of his arm with his jaw,
and only by tearing it off was Tyr able to escape death.
Mighty Thor himself has suffered at the hands of darkness. In conspiracy
with the lord of the fire giants, Loki deceived Thor into leaving his
hammer, Mjollnir, in the halls of Grynr, the most impenetrable labyrinth of
caves known to exist.


Ragnarok                                                                    4

Loki likewise beguiled Heimdall, Asgard's guardian, into allowing Frekstn
Tyl to touch the outer shell of his great horn, Gjall. Disguised as a mute
messenger, Tyl approached Heimdall peacefully, but upon gaining his
confidence, Tyl cursed Gjall. The great horn turned into the writhing
serpent, Aspenth. Aspenth twisted free of Heimdall's grasp, plunging off of
the rainbow bridge, Bifrost, into the land of Mimer. Mimer bound the evil
serpent into a deep Well from which it could not escape. Unable to leave his
post, Heimdall cannot journey forth to reclaim his horn, and Aspenth
destroys all who come near. Without his horn, Heimdall has not the power to
warn the Asgardians of their impending doom.

















































Ragnarok                                                                    5

                                 Goals


Although many hold the prophecies of the Norns to be all-knowing, it is
whispered that the future is not set in stone. Although wise, the Norns
often overlook the potential of humans in their powerful webs. Many believe
that the prophecies can be foiled through human intervention, but it will
take a true hero and exceptional warrior to meddle in the realm of gods and
giants. With the dread day of Ragnarok approaching, many have quested forth
to recover the lost artifacts of the gods, or to find the rainbow bridge. No
one has ever returned.

It is 999 AD, and as a young Viking, you fear there is little time left
before the coming of Surtr and his hordes of fire demons. The nights have
been increasingly colder, the days shorter, and the sun and moon have been
growing steadily darker, indicating that the power of the gods is faltering.
You have decided to brave the unknown rather than wait to perish in flames.
You have chosen to leave your village to pursue the following quests:

News of Mimming (Freyr's sword), Mjollnir (Thor's hammer), or Gungnir
(Odin's spear).
Mimer's Well and the skill and magic needed to defeat Aspenth, releasing the
curse that forms him into a serpent.

Some manner of weapon or magic that can assist Tyr in battling with but one
arm.

Thokk's tears, or news of her death to bring to Hela in exchange for the
release of Balder's soul.
Even the Norns cannot predict the final outcome of Ragnarok, but you know in
your heart that the successful efforts of a true hero may save the world.





























Ragnarok                                                                    6

                          The World of Ragnarok


The world is divided into three main Planes of Existence: Midgard, the land
of mortals (including men, giants, and dwarfs), Asgard, land of the gods,
and Niflheim, land of the dead. In addition, five Minor Planes are known to
exist and there may be countless others outside the normal boundaries of
space and time.

Midgard

Midgard is the plane of the world where men live. It consists of a great
forest bounded by virtually impassable mountains. On the other sides of
these mountains lie the perilous river Vid, Mimer's Realm (which is host to
hordes of powerful creatures in addition to the Spring and Well of Mimer),
Jotenheim (the land of the fire and frost giants), Nidavellir (the caves of
the elusive dwarfs), the river Gioll (the entrance to Niflheim), Slaeter's
Sea (a land of great adventure and danger), and the base of the flaming
rainbow bridge, Bifrost, which leads to Asgard. Somewhere within the
boundaries of the great forest lies an entrance to a vast underground world.
The size of this complex is unknown but rumors have filtered back of the
existence of a large crypt, a temple, and even a strange bazaar. Few have
ever ventured past Midgard's protective mountains or into the world of
darkness below the forest. Nidavellir is said to be home to both the
mythical forges of the dwarfs and their gigantic mining operations which are
said to reach beyond the depths of the earth.

Asgard
Asgard exists on a plane above Midgard and is accessible to mortals only by
crossing the rainbow bridge. Here lie the homes of the gods and the Great
Plain Vigrid, the prophesied site of Ragnarok, the final battle for the
existence of the universe.

Niflheim

Niflheim is a plane of unimaginable cold located beneath Midgard. The souls
of those who have not died gloriously in battle are consigned to spend
eternity here where Hela and her legions of demons rule Niflheim with an
iron hand. It is here that Hela cruelly holds the soul of Balder.

Minor Planes
Not much is known about Azare's Plane; the greatest alchemist of all time
discovered and named it after himself. It is believed that the source of his
great power emanated from this plane.

The Crossroads are spoken of only in whispers by those who worship the great
gods of the knilbs. While the knilbs themselves barely understand the powers
that they have, it is said that a man who gains the knowledge of traveling
via the Crossroads will rule the world.

Limbo is a plane located parallel to Niflheim where the gods send those who
need to learn the lessons of humility.
Chaos is a strange world that Konr Rig created through sheer will. It exists
as a warning to those who tamper with his power without properly worship.

The Wasteland is an area that has slipped outside the normal flow of time.
It is an area which is as unstable as Midgard was in the early stages of its
existence.


Ragnarok                                                                    7

                           How to Use Ragnarok


Installing Ragnarok

Insert disk 1, type INSTALL and depress the ENTER key. Follow the
instructions given by the install program until all files have been copied
onto the hard drive.

Starting Ragnarok

1. Log onto the drive containing the RAGNAROK directory (e.g.: C: <ENTER>).
2. Log into the RAGNAROK directory (e.g.: CD \RAGNAROK <ENTER>).
3. Type in RAGNAROK and depress the <ENTER> key.
You are now ready to play Ragnarok.

Playing Ragnarok

The first screen contains the view from the base of Bifrost (the rainbow
bridge) which connects Midgard (earth) and Asgard (home of the gods). Press
any key to proceed.
The second screen asks for a basic description of your adventurer. You are
first asked to enter the name of your adventurer. You may choose a name
randomly by striking <F2> or you may enter your name by using the keyboard.
Names may be up to ten letters long. Press <ENTER> when your character's
name is complete. Select a gender for your adventurer by pressing  M  for
male or  F  for female.

The third screen asks you to choose your character's class. You may choose a
class by typing the first letter of the desired class or by placing the
mouse icon inside of the desired class's box and pressing either button on
the mouse. A description of the character classes appears later in the
manual.

If you have saved games, a special screen will appear before the second
screen. You may then choose to play a previously saved game by typing the
number of that game or by placing the mouse icon on that number and
depressing either mouse button. You may also erase old saved games by typing
 E  or placing the mouse on the erase game button and then choosing the
number of the game to be erased. Click the cancel button or press <ESC> to
cancel erasure. Games set to be erased will be marked with an  X . Should
you decide that you do not wish to erase a game marked for erasure, merely
repeat the erase procedure upon it. It will now be removed from the erasure
list and be no longer marked by an  X . If you wish to play a new game
merely type  N  or <ENTER> or depress the new game button using the mouse
icon.














Ragnarok                                                                    8

                              Survival Tips


The odds are against the survival of your character. Most creatures are
hostile and these hordes vastly outnumber you. Fortunately, humankind is
more intelligent than other races, and can develop strategies for survival.
Here are some strategies to aid in your quests:

   Use projectile weapons. Each hit you inflict on a monster from afar may
    be a fatal blow, thus saving you the risk of hand-to-hand combat.
   Flee when outnumbered or overwhelmed. If you manage to elude your
    pursuers, you can recuperate to reengage in combat when you are
    stronger.

   Take advantage of friendly creatures. The shopkeeper is the first of
    several friendly beings you will meet. If you are in need of aid,
    retreat into the shop where you can shut the doors or enlist the aid of
    the powerful trader. Friendly and neutral creatures are identifiable by
    their lack of interest in attacking you. If you move onto their square,
    they will move elsewhere rather than engage in combat.
   Map the entire level. Each square may contain an item which could
    prolong your life and aid you in your quest. Also, fight each hostile
    monster that you are capable of defeating. Only through successful
    battles will you be able to become a hero of mighty proportions.

   If one empty square separates you from a hostile creature, wait one turn
    for it to move next to you. In this manner, you can strike the first
    blow.

   Pay close attention to the messages which you receive in the message
    area. They will allow you to better understand cause and effect
    relationships of your actions.
   Do not neglect the use of diagonal movement. This will allow you to more
    efficiently map and escape from foes.

   Beware monsters whose speeds are greater than yours. Fleeing may not be
    particularly helpful.
   Do not be afraid to use up scrolls, potions, and wands. Dying with these
    objects still in your possession is of no use to you.

   Keep a notebook handy. You may wish to keep track of such things as
    effects of magical items, advice from sources such as the raven and
    diaries of other adventurers, and information about each race of
    monsters such as which attack strategies are successful and which have
    no effect.
   Do not battle a shopkeeper or attempt to steal from him unless you are
    assured of victory in your endeavor.

   If you can find no strategy that is successful against a certain race of
    creatures, you may wish to genocide them using a scroll of extinction.






Ragnarok                                                                    9

   Take your time. No game time will pass unless you press a key. Relax and
    think about your moves.
   Take chances. Try out new magic items that you have not before
    encountered. In order to ultimately be victorious you will have to
    sacrifice some adventurers first.

   Lastly, if you are still having trouble, play only the more powerful
    classes (Viking, woodsman) until you have more experience with the game.




























































Ragnarok                                                                   10

                               The Screen


The playing screen is broken into five areas. The first part is the upper
map. This map provides an overview of the entire level you are currently on.

The second is the status area. This area is located on the lower left
portion of the screen and contains the following information:
  1     LEVEL     the area currently being explored
  2     TURN      the current turn number
  3      HP       your character's current hit points
  4      STR      your character's strength
  5      MAG      your character's magic points
  6     FOOD      your character's hunger level
  7     LEVEL     your character's experience level
  8     CONS      your character's constitution
  9     LUCK      your character's degree of luck
 10      AC       your character's armor class value
 11     GOLD      your character's cash on hand

Items 3 through 6 have a status bar. The amount of green showing equals the
percentage remaining of the maximum of that category.
The third partition of the screen is the lower map. This zoom mode shows the
area near the character in more detail.

The fourth area is the area of the mouse buttons (see Commands).

The fifth area is the message area. It is located on the bottom two rows of
the screen and will tell you the effects of many of the moves which you
initiate as well as actions which occur as the result of outside sources.






























Ragnarok                                                                   11

                    Your Character's Characteristics


Status Area

Hit points. Hit points represent the amount of physical damage a character
may take before dying. The higher the number of hit points, the more damage
a character may sustain. Hit points increase as a character gains experience
levels (see below) and through magical means such as the consumption of
certain foods and potions. Lost hit points do regenerate slowly over time.

Strength. Strength is a measure of the muscle strength of the character.
Strength influences the amount of weight which may be carried, the amount of
damage which may be inflicted, the ability to hit a target, the distance
objects may be thrown, the amount of hit points gained as new experience
levels are reached, and even the ability to wield or hurl certain magical
items.
Magic points. Magic points are necessary in order to cast spells. These
points regenerate over time (see Conjurer, under Character Classes for
descriptions of spells).

Hunger level. This represents the relative fullness of the character's
stomach. Eat whenever hungry to avoid miscasting spells, fainting, and
starvation.
Experience level. Initially, each character starts with no real-world
experience. Actual battle situations are what allow the character to become
a better fighter: hardier, and more able to adapt to new situations. After
set numbers of experience points are reached, the character will increase in
experience level. Increased experience also hones each class' special skills
(see Character Classes for a description of these abilities).

Constitution. Constitution represents a character's general health and
hardiness. A high constitution will bring a rise in the character's rate of
healing, resistance to toxins in foods, and lung capacity. Additionally, the
higher a character's constitution, the greater the rise in hit points as new
experience levels are reached.

Luck. Luck reflects the favor of the gods upon the character. Luck affects
such things as the number of items the character may encounter, the quality
of objects found, the infliction of damage by the character, the ability to
avoid traps, and the ability to use objects such as wands and orbs. The
scale of luck runs from -100 to 100, with 7 being the starting point for all
adventurers.
Armor Class. Armor class represents a combination of a character's ability
to dodge and parry attacks. The lower the armor class, the greater the
chance that the character will sustain no damage in an attack. Armor class
may be lowered by increasing the thickness and toughness of skin and by
wearing all available pieces of armor. An armor class of 10 is normal for an
unarmored human.

Gold. Gold is the coin of the realm and represents the character's wealth.

Abilities
Identification. A character with this ability is able to pick up an object
and immediately know both what it is and its quality.

Master of weaponry. Those who possess this mastery are among the most lethal
fighters in all the world.


Ragnarok                                                                   12

Telepathy. Telepathy is the ability to sense other minds, thus knowing the
positions of hostile creatures before they are inadvertently discovered.

Swimming. Those who wish to master Slaeter's Sea and plunge to the depths of
Mimer's Well must first learn how to swim.
Levitation. Levitation allows one to hover just slightly above the terrain,
thus avoiding most traps and obstacles.

Musical acuity. Those who have the ability to play music will find the
strange instruments of our lands to contain great power.
Increased visual range. Characters with increased visual range are able to
perceive parts of the spectrum not normally visible to the human eye.

Non-visual perception. This physical manifestation causes a secondary bundle
of nerves to grow parallel to the optic nerve. If the optic nerve is damaged
somehow, this alternate link-up will allow for limited  sight .

Throwing skills. Practice with each type of throwing or shooting weapon
increases accuracy and power.

Skills
Alchemy. Those skilled in alchemy can create nearly any potion known to
mankind.

Cartography. Adventurers with the skill of cartography intuitively know the
features of terrain surrounding them.
Diagnosis. With only the merest of glances, an adventurer with the skill of
diagnosis can take stock of a creature's state of mind, hit points, armor
class, speed, ability to hit, and ability to inflict damage.

Embalming. The possessor of this skill can preserve the bodies of the dead.
Fennling. Fennling is the ancient art of transfer of charge between similar
wands.

Golem Creation. Bodies of the recently slain may be brought back to life by
adventurers who possess this knowledge. However, not all golems can be kept
under control by their masters.

Husbandry. This skill, learnt from the breeder race, allows users to clone
most forms of life instantaneously.
Ironworking. The skill of the blacksmith is one of the most valued by
mankind. For without the weapons and armor he can create, there would be no
glorious adventures of conquest.

Fletching. When a character learns the art of the fletcher, he may carve
arrows and bolts from the wood of trees.
Origami. This decorative art of paper folding increases the value of
otherwise worthless paper.

Precognition. Characters with the skill of precognition can channel the
untapped power of the mind toward discovery of the unknown. They need merely
to concentrate upon an object and they will  feel  a sense of the quality of
that object.

Relocation. The ability to teleport at will has saved many an adventurer's
life. This skill may not be overused; the energy needed to move a body
through rifts in the dimensions to a new physical location must be slowly
recuperated.

Ragnarok                                                                   13

Taming. Those who possess the skill to tame lesser creatures are often seen
surrounded by a worshipping entourage.

Slave usage. The skill to use slaves is available to those who control
other's minds and those who control mindless golems.
Ventriloquism. This minor skill can sometimes confuse creatures as to the
whereabouts of the user.

Writing. Writing is one of the most powerful tools known to mankind. An
adventurer who can write and knows the specific runes can create any magical
scroll he wishes.

Powers
Animation. This power allows the user to breathe life into inanimate
objects.

Dimension travel. Adventurers who possess the power to travel to the
mysterious Crossroads can travel nearly anywhere in but an instant.

Fire vision. Those who possess this power can send out fiery beams of
destruction with a mere gaze.
Heat radiation. Adventurers who have attained this power may send out a
blaze of heat in a sphere surrounding their bodies.

Innate powers. Innate powers are available to adventurers who have shed
their human form and become another type of creature.
Mind control. Those who possess this power can force their will upon the
minds of lesser creatures and control their movements.

Psionics. Psionic ability is the power to engage in mental warfare. An
adventurer having this power can blast the minds of other sentient
creatures.
Spellcasting. The ability to cast spells (see Conjurer under Character
Classes for descriptions of spells available).

Terraforming. Terraforming is the ability to instantly transform one feature
of terrain into any other. Some powerful creatures can reflect or avoid this
power when it is used as a mode of attack.

Resistances

Cold. Provides the adventurer with resistance to any form of cold.
Heat. Provides the adventurer with protection from all heat and flame except
that which can boil the blood and damage the heart.

Acid. Makes the adventurer impervious to all forms of acidic attack.
Poison. Ensures the adventurer against all but the most powerful of toxins.

Death ray. Places the adventurer in a state similar to that of undead
creatures. That is, his or her physical body may be destroyed, but the heart
is immune to attack.

Ray. Causes all rays which strike the adventurer to harmlessly pass through
his physical body.
Petrification. Changes the physical structure of the skin of the adventurer
so that it resembles that of the dreaded cockatrice. This means that attacks
which would normally turn the adventurer to stone instead have no effect.


Ragnarok                                                                   14

Teleportation. Allows the adventurer to control the location of his or her
physical body.

Diagnostics

Race. Lists the race of the adventurer.
Sex. Lists the gender of the adventurer.

Eyes. Lists the current number of eyes which the adventurer has.
Fingers. Lists the current number of ring bearing fingers which the
adventurer has (thumbs are not included).

Speed. Lists the current speed of the adventurer on the Raud scale. 10 is
normal for humans.

Morality. Lists the relative morality of the adventurer. Great lapses in
morality may be severely punished by the gods.
Additional listings. The diagnostic screen will also inform the adventurer
if he, she, or it is blind, deaf, turning to stone (hardening), fading from
existence, lycanthropic (afflicted with the disease of one who is a
werewolf), confused, hallucinating, contaminated with fatal toxins, feverish
from the effects of a fatal disease, afflicted with rotting disease,
dyslexic or invulnerable.




































Ragnarok                                                                   15

                            Character Classes


Each character starts as an apprentice to a class. To reach mastery of one's
chosen class, one must read a scroll of knowledge. Below are descriptions of
the six apprentice classes. They include hit points (HP) and strength (STR).

Viking

The apprentice Viking is training to become a master of weaponry. As such,
he has the highest HP (high 30s) and STR (18) of the apprentice classes. As
the Viking becomes more experienced in the field of battle, he learns to
attack so quickly that occasionally he will get a second attack.

Alchemist
The alchemist is an average physical specimen (HP in mid 20s, STR 14). As an
apprentice, the alchemist sets out with an array of potions. These potions
may not be beneficial, nor may mixing them be so. Therefore, it is often
prudent to wait before experimenting. While it is possible for anyone to
learn the art of alchemy, an apprentice alchemist will learn the profession
faster, make fewer mistakes, and can create unique potions once he has
reached a level of mastery. The pride of the alchemist is the potion of
second life.

Sage

The sage is one of the physically weakest classes (HP low 20s, STR 12). What
he lacks in strength, he makes in intellect; the sage is the most learnt of
all the classes. While others are able to learn to write, their knowledge is
limited. Not so with the sage; once he learns to write with his stylus, it
will be just a matter of time until he can produce scrolls never before
seen. The most prized accomplishment of a sage is a scroll of switch bodies.

Woodsman
The woodsman is hardy (HP mid 30s, STR 16). He is adept with both the long
bow and the crossbow. He is equipped with both as well as the appropriate
projectiles. He easily learns to swim, quickly learns the art of fletching,
and can tame lesser creatures when he becomes a master woodsman.

Conjurer

The conjurer is not as strong or as healthy as other classes (HP high 20s,
STR 10). However, he makes up for his failings by learning the art of
spellcasting, the skill of fennling, and the ability to teleport. The spells
that are available to the conjurer are as follows (the level listed is the
level at which the spell is learnt, the cost is listed in magic points):

Spell NameLevelCost  Effect
Set recall  1    1   Casting this spell sets the level to which the
                     character will return upon reading a scroll of recall.
Illusory self    3   6Creates an illusion of the spell caster that will act
as an ally until dispelled.
Reflect     5   11   Reflects part of physical attacks directed upon user.
Entomb      7   13   Encloses each area of a level, causing those who have
                     no means of escape to slowly starve.
Draw life  10   11   Allows the caster to drain life from beings touched
                     bare-handed.



Ragnarok                                                                   16

Blacksmith

The blacksmith is a robust character (HP low 30s, STR 17) who is following
in the family trade. He is equipped with a silver sword, scale mail and an
ingot of fine metal to forge. The blacksmith is one of the most respected
members of his community due to ability to forge weapons and armor after his
apprenticeship ends. Although other characters may learn to forge weapons
and armor, adventurers who choose this profession will be able to master the
art of the smith faster and produce finished goods that other classes may
not.


















































Ragnarok                                                                   17

                               Movement


Normal Movement

Movement may be accomplished in three ways. The first method is to place the
mouse cursor on the lower map in a desired direction away from the character
symbol and press either button.

The second method of movement is to place the mouse cursor anywhere on the
upper map in a desired direction from the character symbol and press either
mouse button.
The third method is to use the number keypad by pressing the appropriate
number in the direction you wish to go.

   7   8   9
   4  you  6

   1   2   3

The character may rest one turn by clicking on the character symbol with the
mouse cursor or by pressing the  5  or  .  key.
To go up one depth level or down one depth level (on stairs or holes), the
player may either click the mouse cursor on the up arrow or down arrow
located in the far right row of mouse buttons, or may type  <  to go up and
 >  to proceed downward.

Attacking

To attack hostile creatures, the player needs merely to attempt to move
toward the hostile creature. To attack friendly or neutral creatures, the
attack friend command must first be used, followed by the desired direction
of attack.

Aiming
When a command prompts you for a desired direction to aim, the previously
mentioned movement instructions may be used to choose any of the eight
directions surrounding the character, with the two additional choices of up
and down.





















Ragnarok                                                                   18

                                  Commands


The following keys may be employed in addition to the buttons available to
the mouse:

  a   Again            This command repeats the previous action. This command
                       only functions with eat, throw, use skill, use power,
                       and zap.
  A   Attack friend    This command (in combination with a desired direction)
                       is used to attack friendly or neutral creatures.
                       Hostile creatures may be attacked by moving toward
                       their square.
  c   Call item        Calls all of one type of item by a certain name. Only
                       used for wands, rings, scrolls and potions (e.g., call
                       all laurel wands  fire ).
  C   Check self       This command lists the characters current physical
                       state, including skills, innate abilities and powers.
  d   Drop 1 item      Drop any one item.
  D  Drop many items  Drop one or more items.
  e   Eat food         Eat some food or corpse.
  f   Fill vial        This command allows the character to fill empty vials
                       with available liquid.
  F   Far move / Rest  The character will move in the desired direction until
                       blocked or disturbed. Allows the player to avoid
                       tedious key presses in long hallways etc. If rest
                       instead of travel is required, merely issue the  . 
                       key when the direction prompt appears. The setting of
                       autopilot determines the actions which will disturb
                       this function. If you desire to cease this action at
                       any time, type <ESC> or use the cancel mouse button.
  i   Inventory pack   Shows the items currently located in the character's
                       pack.
  l   Look             Allows the player to look at a pile of items, another
                       creature, or a terrain feature in order to determine
                       what it is.
  m   Mix potions      The character may combine any two potions.
  M   Map              Shows the world map, highlighting those areas that the
                       character has visited.
  n   Name item        This allows the player to name a specific item (e.g.,
                       the player may wish to name the mace that he is
                       wielding to discern it from other maces).
  N   Aid fellow Norseman
                       This command allows the character to give items to and
                       take items from fellow Norsemen. In addition, the
                       player may wish to equip these allies with weapons and
                       chest armor.
  o   List current debts
                       Shows how far in hock to the local shopkeeper the
                       character is.
  O   Options          Lists all toggle switches at once (see F1-F8 below).
  p   Pay              This command both pays off old debts and purchases all
                       unpaid merchandise currently in the character's pack
                       (provided the character has ample funds).
  P   Use power        The character may gain unusual powers as the game
                       progresses. Powers which may be gained are
                       spellcasting, animation, fire vision, mind control,
                       psi blast, terraforming, dimension travel, heat


Ragnarok                                                                   19

                       radiation, and many of the innate powers which
                       monsters have.
  q   Quaff potion     Quaff a magical potion.
  Q   Quit / Save      Allows the player the choice of quitting current game
                       permanently or saving it for future play.
  r   Read scroll      Read a magical scroll.
  s   Sell 1 item      Sell one item.
  S  Sell many items  Sell one or more items.
  t   Throw / Shoot    Projectiles may be hurled using this command. In
                       addition, bow weapons may be employed by first
                       wielding the desired weapon and then shooting the
                       appropriate projectile.
  T   Take off         Removes armor, rings, and amulets.
  u   Use skill        During his quest, your character may become proficient
                       in one of these skills: alchemy, cartography, diagnose
                       others, embalming, fennling, golem creation,
                       husbandry, ironworking, fletching, origami,
                       precognition, teleportation, taming, ventriloquism,
                       writing, and use slave.
  U   Use item         This key may be used to play instruments and employ
                       magical items such as bags and orbs.
  w   Wield weapon     The character may wield new weapon at no time cost.
  W   Wear             Your character may wear armor, rings, and an amulet.
  x   Examine / Describe
                       Gives the player descriptions of the possessions of
                       the gods.
  ,  Pick up          Allows your character to pick up items currently
                       located at his or her feet.
 AltD Dig              Digs in the desired direction, if a pick axe is
                       wielded. Digging takes several turns of concentration.
                       This concentration can be disturbed in a manner
                       similar to that of far move.
 AltQ Toggle mouse box
                       Allows the player to turn on or off the grey boxes
                       which appear on the upper map.
  ?   Help             Quick reference sheet.
  F1  Help             Quick reference sheet.
  F2  Toggle pickup    Turns on or off the auto pickup function. The on
                       position causes a character to automatically attempt
                       to pick up everything. The off position causes a
                       character to pick up nothing, unless the appropriate
                       commands are used. Default: on.
  F3  Toggle more      Turns on or off the auto more function. The on
                       position notifies the player of all messages; the more
                       message may be cleared with <SPACEBAR> or <ENTER>. The
                       off position notifies the player only of messages
                       which fit in message area. Default: on.
  F4  Playback         This feature lists up to the last ten messages
                       received by the player.
  F5  Toggle autopilot
                       This sets the warning level for extended moves such as
                       dig and far move. A low setting avoids most
                       disturbances, a high one avoids almost no
                       disturbances. Default: high.
  F7  Toggle eat       The on position allows a character to eat off of the
                       ground. Default: on.




Ragnarok                                                                   20

  F8  Toggle look      The on position automatically lists all items moved
                       onto; the off position returns  There are many objects
                       here . Default: on.
  F9  Show memory      Shows the free memory on the current level for the
                       creation of new items and monsters.
 F10  About Ragnarok   Information about the game.
 ESC  Cancel command   Most commands may be cancelled without time penalty
                       incurred.
  \   Discoveries      Lists all wands, potions, scrolls, and rings whose
                       functions have been discovered or described.
  <   Up               Employed to ascend stairs, surface from underwater, or
                       pass through holes in the ceiling.
  >   Down             Employed to descend stairs, dive underwater, pass
                       through holes in the floor, or trigger traps.

   These commands involve using an item. The item may be selected using the
   mouse or by choosing the corresponding letter of the item using the
   keyboard. The item may also be chosen from the screen by moving the cursor
   up, down, left, and right with the arrow keys and pressing spacebar when
   the cursor reaches the desired item. If you desire to view all items in
   the pack for a command rather than only those listed press  * . To drop
   gold, use the  $  key. To wield nothing, use the  -  key. To drop or sell
   part of a multiple quantity item, type in the desired number to be dropped
   before selecting the item. When done viewing a screen press enter or
   select OK with the mouse.

  These commands involve picking a list of items. The list may be selected
   as explained in the previous paragraph with the following additions:
   <ALT-A> selects all items, <ALT-U> selects unpaid items,  )  selects all
   weapons,  (  selects all tools,  =  selects all rings,  ?  selects all
   scrolls,  /  selects all wands,  %  selects all food,  [  selects all
   armor,  !  selects all potions,  "  selects all amulets. These additions
   are also available to the mouse by selecting the appropriate symbol box.
   These commands involve choosing a space on the screen. This may be done by
   moving the mouse to the desired square on either map and pressing a
   button, or by using the movement keys to direct the cursor to the desired
   square and selecting that square by typing  5  or  . .























Ragnarok                                                                   21

                                   Items


Herein follows an incomplete list of some of the items found in the Northern
Lands. These lists were made by Borak of Old and are said to be true and
reliable.

Amulets

These rare and magical gems are worn upon the forehead and may endow the
wearer with special skills.

Existence confirmed:
Infravision         Also called  eagle sight , this amulet extends the
                    visual range of the wearer.
Quickening          Enables the wearer to walk forward through the field of
                    time.
Eye of Sertrud      Undetermined powers when worn. An underground depository
                    honoring the god of thunder is rumored to exist, with a
                    great reward awaiting the bearer of the Eyes.
Holding             A worthless gem created by a bitter wizard.

Existence not confirmed:
Ethereality         Bestows the wearer with the ability to walk through any
                    substance.
Might               A mortal version of the belt of Thor, this amulet
                    increases the wearer's strength to unheard of
                    proportions.
Eternal Life        Cause its owner never to perish.

Armor

Including armor class value for each item.

Basic Armor


Torso protection                         Head
Leather armor                      1     Helmet                             1
Scale Mail                         3     
Chain Mail                         5     Neck or Throat
Banded Mail                        6     Gorget                             1
Plate Mail                         7
                                         Feet
Extremities                              Leather boots                      1
Gauntlets                          2     Other
Bracers                            1     Iron shield                        3
Greaves                            1     Grey cloak                         1

A cloak may be worn with or without other armor.

Elven Armor

Mithril mail    Rare, strong and weightless (10).
Holocaust cloak Made from fire dragon scales. Reflects heat (3).
Silver mantle   Created from a Sentinel hide, this cloak offers no physical
                protection, but will reflect magic (0).
Mirror shield   Highly polished iron shield capable of reflecting gaze
                attacks. expensive, but worth it (5).
Disperser helm  Carved from the skull of the Zardon. Protects against mental
                attacks (1).

Ragnarok                                                                   22

Other legendary items of armor are rumored to exist, but their whereabouts
have never been confirmed.

Food

Not withstanding edible animals.
Food ration     Explorer's mainstay. Bland but filling.
Urn             Foodstuff prepared by Shamans.
Clay lump       Said to stop the body from hardening.
Gnarled root    Prized for their medicinal value.
Magic cookie    Believed to increase height.
Bleached root   Native Greenland plant. May increase constitution.
Mushrooms       Many species of mushrooms exist in the Northern Lands. From
                of old, these magical plants have been used by the Shamans.
                Some are edible. Some are dangerous.
Spongy mass     Believed to affect non-visual perception.
Green lump      The thrall's main food source. High in nutrition, low in
                taste.

Potions

There are many potions rumored to exist in the Northern lands. Most of
Borak's records on potions have been lost or destroyed. Produced by
alchemists, these vials contain fluids which have a specific effect. A
potion may be drunk or mixed with another potion to produce even rarer
solutions. Mixing is dangerous, but can yield great reward. Potions can be
blessed and are safest when identified. Here follow the few remaining
records on potions:
Rejuvenation    Restores strength lost to the effects of poison. Also
                strengthens the liver.
Holy water      Bestows the favor of the gods on the drinker.
Translucence    Causes the drinker to temporarily become invisible. Improves
                stealth and armor class.
Phasing         Allows one to move through solid objects.
Depredation     Permits the drinker to temporarily visualize all items on a
                given level. Useful in finding treasure or magical items.
Lycanthropy     Drunk by the followers of Fenrir during a full moon.

Rings

Ancient devices of great magic. One ring may be worn per finger. Effects of
some rings may be additive. One must check self whenever a new ring is worn.
Some are cursed and can only be removed by destruction or a scroll of dispel
hex. Some rings confer protection from the elements. Some give the wearer
extra senses. The history of the rings is a secret closely guarded by the
Shamans. Borak's scanty records on rings are as follows:

Agility         Improves wearer's agility and armor class.
Locus Mastery   Allows the wearer to chose a relocation site when
                teleported.
Protection      Detects hidden traps and dangers.
Regeneration    Accelerates healing.
Third sight     Permits visualization of invisible monsters.
Soul trapping   Created by Hela, this unique ring has passed through many
                generations to you. Legend holds that this ring can possess
                the soul of Thokk if removed immediately after killing the
                giantess in combat.


Ragnarok                                                                   23

Scrolls

The ancient Norse scrolls contain specific spells woven together in rune
writing. In reading a scroll, the power of the spell is released and the
scroll is vaporized.

Blessing        This coveted scroll improves the power of many items in your
                world.
Destruction     Disposes of unwanted or cursed items.
Dispel hex      Removes curses from found items.
Traveling       Immediately teleports the reader elsewhere.
Extinction      This powerful scroll gives the user the ability to destroy
                an entire race. Not to be used lightly.
Knowledge       Coveted scroll that bestows powerful abilities on the
                reader.
Cartography     Allows one to visualize an entire level.
Transport       A unique scroll that sends the reader to a land of plenty
                near Valhalla.
Enchantment     This rare scroll greatly enhances the power of some items
                and transforms other commonplace instruments.
Recharging      Restores power to wands and a few rare magical items.
Recall          Sends the reader back to a chosen safe haven.
Wonder          Amazing scroll. Unpredictable. Often beneficial. Sometimes
                dangerous.
Alliance        Charms those around the reader.
Summoning       Summons powerful, mystic creatures to your defense.

Tools and Miscellaneous Items
Ocarina         Hand-held musical instrument. Rumored to have unusual powers
                when enchanted.
Orb of Imprisoning
                Powerful, magical weapon used to trap one's enemies in
                Limbo. Rumor has it that on occasion, the orb's owner has
                also been known to vanish, never to be seen again.
Wooden flute    Charming instrument   particularly when enchanted.
Anvil, tongs, Wand of fire, Ingot
                Tools of a blacksmith.
Pick axe, Grappling hook
                Essential tools to pull and dig an explorer out of trouble.
Red bag         A highly prized, magical sack with seemingly unlimited
                holding capacity.
Skidbladnir     Freyr's magical ship. Folds up to fit in a pocket. Large
                enough to carry a crew.
Disruption horn This powerful horn, when blown underground or in a room can
                cause the roof to collapse.
Green stone     Linked in legend to Scyld.
Diamond needle
                Said to increase one's psychic powers.
Stylus          The common writing instrument of a sage.
Cube            Mystical shape said to transport one over space and time.
                Can be enchanted.
Black gem       Renowned for their energy conducting properties, these
                potent stones are said to draw the strength from an enemy
                and deposit it to the holder of the stone.
Lazlul's rope   Created by a powerful wizard, this magical rope can be used
                to climb up sheer objects.




Ragnarok                                                                   24

Wands

Wrought in secret from gnarled boughs of ancient trees, these magical
devices draw their strength from the earth itself. Their lives are limited
and are eventually drawn back to the earth from whence they came. Each wand
has a specific power. Most wands are directional.

Fire            Produces a ray of searing heat.
Ice             Issues a deadly beam of freezing cold.
Armoring        Toughens the skin of anyone struck by its beam (including
                the user). Limited power.
Displacement    A being struck by this ray is teleported elsewhere.
Healing         Beings struck by this soothing beam experience rejuvenation.
Deanimation     Drains and destroys undead beings.
Sleep           Induces a temporary trance on an opponent.
Cancellation    Neutralizes magical abilities of affected beings.
Polymorph       A being struck by this beam is transformed into another
                creature.
Restoration     Restores the user back to his or her original form.
Stoning         Immediately petrifies anything in its path.
Light           Illuminates any area in which it is used.
Wishing         Said to be the most powerful wand in existence. Allows the
                user to wish for desired items. Not for the greedy.

Weapons
Three known categories of weapons exist: those which are wielded, those
which are hurled or fired and legendary weapons of great power.

Wielded Weapons

The following weapons are listed in order of desirability and ability to
inflict damage. Some are even more lethal when wielded by a weaponmaster.
Runesword       Most revered weapon in the Northern lands. Forged only by
                master blacksmiths. Rare and deadly.
Katana          Razor-sharp and highly prized. Preferred by weaponmasters.
                More available than runeswords.
War hammer      Designed to smash. Heavy weapon wielded by strong fighters.
Battle axe      Double-edged and honed to slice   even through metal.
Ivory staff     Formidable weapon   especially against the undead.
Barbed whip     Brutal, many-tailed lash designed to quickly quell dissent.
Trident         Lethal, three-pronged thrusting weapon.
Phase blade     Strange, many-edged weapon from the Ethereal Planes. Very
                deadly when phasing.
Silver sword    Finely honed silver alloy. Werewolves' bane.
Mace            Heavy club prized for its ability to smash armor.
Sai             Short, pronged weapon used to maim victims. Valued by
                weaponmasters.

Thrown or Fired Weapons

Repeated use of the following weapons brings greater skill and increased
ability to hit and damage.

Longbow / Arrow
                Long range weapon favored by woodsmen.
Crossbow / Bolt
                Greater strength makes it superior to the longbow. Long
                range weapon.


Ragnarok                                                                   25

Shurikin        Lightweight throwing stars imported from the East. Produces
                high damage. Preferred by weaponmasters.
Boomerang       Magical weapon which returns when thrown.
Spear           Heavy and finely crafted. Produces high damage.
Net             Used to ensnare enemies. Short range weapon.
Flask           Ceramic flask of liquid fire. Explosive and deadly.
Knife           Last resort defense. Not very effective.

Weapons of Legend

Knowledge of these sacred weapons exists only in Norse lore. Some say that
if they exist at all, they can only be wielded by the gods themselves.
















































Ragnarok                                                                   26

                       Races of the Northern Lands


Herein follows an incomplete list of some of the races of man and beast in
the Northern Lands. These lists were chronicled by Borak of old as told to
him by the great hero Throm-Inui. Many races are mortal enemies of man. A
few noble races remain as allies of mankind. Be wary and live.

Midgard

The Village

Anssk       Floating, non-aggressive creature whose main defense is
            hypnosis.
Bear        Large, aggressive and dangerous.
Dreg        Slow, nasty creature. Spews acid when struck.
Gnome       Small, nocturnal humanoid who hates mankind. Adept tool-user.
            Travels in groups.
Kobold      Malevolent race of underground dwellers. Adept with knives.
Wild boar   Vicious and quick. Beware its tusks.

The Forest
Bandit      Swarthy of human plunderers, often found in groups, who might
            have items of interest.
Berserker   Crazed warrior who has eaten mind-altering mushrooms. Will
            readily attack anything.
Bloodslug   Giant leech, addicted to warm blood.
Chameleon   A deceptive and deadly carnivore.
Corpse      Rotting, undead body. Disease ridden.
Dwarf       Hardy worker who has befriended mankind.
Elgar       Mysterious race of birdmen who look kindly upon men of the
            North.
Ghost       Lingering spirit of a deceased adventurer. Terrifying to behold.
Homunculus  This small animal's bite can cause unconsciousness. Aggressive
            and nasty.
Hrygar      Very fast, flying creature. Attacks without provocation.
Knilb       Small doglike creature which can teleport.
Lacunar     Mermen of legend, these beings have adapted to land and have
            become friends of man.
Nymph       Thief and seducer of man. Can teleport.
Ranger      Neutral, selfappointed dispenser of justice.
Raven       Magical bird sent by Odin to help travelers.
Secitt      Small creature which rapidly multiplies when near its next meal.
Shadow dog  Stealthy carnivore, adept at hiding.
Spirit      Undead soul whose touch can freeze the blood.
Stalker     Invisible hunter and foe of mankind.
Thokk       A giantess. The only creature which did not weep at the death of
            Balder. It is said that Hela will exchange Thokk's soul for
            Balder's.
Weird fume  A strange, vaporous creature capable of physically changing an
            adventurer. Dangerous.
Womera      Cannibalistic ancestor of mankind. Skilled group hunter. Adept
            with spears.

Underground

Archer      Skilled Eastern bow-hunter. Hostile to man.
Blur        Fastest creature in Midgard. Shape unknown.
Breeder     Secretive race created to repopulate Midgard.

Ragnarok                                                                   27

Cockatrice  Dreaded creature. Can petrify with its gaze.
Fire dragon Powerful, flame-breathing reptile. Deadly.
Gibberer    Vile, multi-mouthed mass. Voracious.
Glard       Large, venomous flying creature. Lives in nests.
Ivy creeper Carnivorous, rapidly growing plant. Has poisonous spores and
            powerful tendrils.
Magician    Skilled spellcaster. If disturbed, can summon powerful beings to
            his defense.
Migdnart    Devil-spawned being from Niflheim. Beware.
Morph       Ancient, magical being which can become any creature.
            Potentially very deadly.
Ogre        Cave-dwelling giant. Slow, but very strong.
Pale moss   Also called  memory moss . This dense, harmful organism can
            affect memory.
Pelgrat     An ethereal creature which feeds on the power of wands. Breathes
            dangerous rays.
Phausq      Brooding, eyeless creature which attacks in darkness. Shuns
            light.
Rock giant  A particularly evil race of giants which seeks to destroy man
            and reclaim Midgard.
Ruxicon     This strange and aggressive creature destroys and erodes all it
            touches.
Shadow      Invisible, undead, life-draining creature.
Vampire     Undead being that preys on adventurers.
Werewolf    Once dismissed as folklore, this fell creature has entered the
            land. Its bite can be fatal and can induce lycanthropy. It is
            deceptively fast.
Wier        Strange creature which can induce an urgent sense of greed on
            the adventurer.
Wraith      Undead, life-draining being. Lowers life levels of humans.
Wyvern      Small, fire-breathing, winged reptile.
Yapok       Solitary, aggressive creature. Capable of summoning other
            Yapoks.

Deep Underground

Archmage    Powerful mage with deadly and destructive spells. Can create
            horrible new races.
Hill giant  Incredibly strong. Can crush with its grasp.
Ice dragon  This fur-bearing reptile can freeze with its breath. Known to
            hoard treasure.
Minion      Evil inhabitant of Niflheim which has crept into Midgard. Known
            to swarm its prey.
Phantom asp Imported from Arabia, this beautiful snake's bite is almost
            always fatal.
Preden      Small, flying creature whose bite spreads a feverish disease.
            Fatal if not treated.
Ramapith    Formidable foe whose touch can boil the blood.
Red ooze    Voracious, slow moving mass. This creature can consume anything
            and is always hungry.
Sentinel    A terrible, floating five-eyed creature. Beware its gaze. Hard
            to kill.
Shade       An undead being which feeds on magical energy.
Slinn       An abomination of a creature escaped from Niflheim. Spews an
            unholy liquid on its victims when attacked.
Swordsman   Invader from the East. Deadly master of combat. Fast and adept
            with any weapon.
Vanisher    Elusive creature whose mere touch may cause one to slowly fade
            away.

Ragnarok                                                                   28

Warrior     Barbarian from the South. Armed with deadly flasks of bottled
            fire. Aggressive.

Depths of the World

Basilisk    Largest of the land-bound reptiles. Its gaze can petrify and its
            breath is poisonous. Few survive an encounter with this beast.
Fire giant  This flaming horror of Muspelheim radiates a blazing sphere of
            death. Adventurers who stray to close are usually cremated.
Fyleisch    This undead creature has depopulated many a hamlet. Its body is
            surrounded by a lethal mist which can tear the soul from the
            living.
Knell bird  A strange bird that can kill without contact.
Sandiff     Aggressive beast which sprays a corrosive acid on a potential
            meal. Beware.
Wight       Powerful, undead creature which feeds off the energy of the
            living. Its touch ages and weakens opponents.
Zardon      A spindly creature with vast mental powers. Very capable of
            killing from a distance.

Mimer's Realm, Jotenheim, Nidavellir, Slaeter's Sea, Bifrost and the Rivers
Vid and Gioll

Air ghola   Undead creature which incubates in its victims bodies.
Aspenth     Guardian of Mimer's Well. Delights in drowning trespassers with
            his vicious bite and crushing tentacles.
Borgon vile Deadly creature which lives in a whirlwind of swirling stone.
Eitri       Reclusive master dwarven smith who can construct anything. His
            creations include Mjollnir and artificial hair for Thor's wife.
Gorm        Biped with a strong exoskeleton and acidic blood. The gorm seeks
            a living host for its offspring.
Gymir       Powerful king of the mountain giants. In ancient times he gave
            his daughter's hand to Freyr in exchange for the legendary
            sword, Mimming.
Harbard     Guardian of Gioll. Powerless on the mortal side of the river
            Gioll, he incites the living into crossing into his domain to
            die.
Iridorn     An intelligent being, the Iridorn is an avid collector... of
            heads.
Lorkesth    The only creature that can survive the waters of the river
            Gioll.
Quivit      The largest of all the Northern sharks. Crafty and quick.
Uorik       Powerful being created by the dwarves to protect their realm.
            Said to currently stand guard over the inner sanctum of the
            dwarves.

Niflheim
Anxarcule   This awesome demon is probably the strongest of all known
            creatures. It kills its victims by rending them apart.
Breleor     A shambling plant-like creature which feeds on living flesh. A
            dazzling combination of shapes and colors hypnotizes its prey.
Draugr      The most powerful of the undead. Able to spring back from any
            attack. The best strategy with a draugr is retreat.
Emanon      Lesser demon. Master of the draugr and the red ooze.
Hela        Ruler of Niflheim. Has power over the dead and all that lies
            within her realm.




Ragnarok                                                                   29

Hel dragon  This most lethal of all carnivores has keen long distance smell
            which enables it to instantly teleport next to its prey. Very
            deadly.
Gulveig     Tentacled demon lord of the ramapiths whose touch turns to
            stone.
Konr Rig    Lord of the insane, surrounded by those who worship chaos.
Nidhogg     Demonking of the dragons. Able to control other's minds and
            absorb spells. Master spellcaster.
Nidslacr    Related to dragons, the nidslacr prefers a quicksand
            environment. The female preserves the bodies of its victims to
            lay her eggs. This creature's touch affects memory and
            dexterity.
Plog        Minor demon worshipped by minions and migdnarts. Draws energy
            from wands and magical items.
Vanseril    Powerful psionic demon capable of draining the strength of
            others.












































Ragnarok                                                                   30

                                Norse Gods


Aid them, and be rewarded...

The Aesir

Thor        God of the sky and strongest of the gods. Protector of mankind.
            Preferred weapon is Mjollnir, his magic hammer.
Heimdall    Protects Asgard from invasion by the evil forces with his
            renowned eyesight. Resides on Bifrost and will signal the coming
            of Ragnarok by blowing his horn, Gjall.
Balder      The purest and most loved of the gods, Balder was slain by
            Loki's treachery. His soul now suffers the unbearable cold of
            Niflheim. His absence probably ensures the failure of the gods
            at Ragnarok.
Odin        Leader of the gods, Odin is missing an eye which he sacrificed
            to gain knowledge of the world during the short time that he did
            not exist. Occasionally sends his ravens to Midgard to share his
            vast knowledge with mankind. Preferred weapon is Gungnir, his
            spear.

The Vanir
Tyr         Tyr's appearance identifies him from afar. He is missing an arm
            which was sacrificed so that Fenrir could be safely chained up.
Freyr       The most powerful of the Aesir, Freyr was once invincible. He
            has given up his powerful sword Mimming to marry a giantess.

The Evil Gods

Attract their wrath, and be destroyed...
Fenrir      Offspring of Loki, this giant wolf seeks to devour the sun and
            moon and to finally destroy Odin himself. Imprisoned deep inside
            the earth, Fenrir was bound by the magical chains of the dwarven
            smiths and the courage of Tyr.
Jormungand  Named  the world-serpent , this gigantic beast encircles the
            entire world. Prophesy says that Thor and Jormungand will
            destroy each other at Ragnarok.
Surtr       The most powerful inhabitant of Muspelheim, this fiery titan
            seeks to consume the entire universe with his sword.
Garm        This wolf-like being guards the entrance to Niflheim. Prophesy
            says he will aid his kinsman, Fenrir in destroying Tyr.
Loki        Once a welcome member of Asgard, this evil god is now an
            outcast. Bound to earth and tortured by the gods, his great
            sufferings are the cause of earthquakes. It is said he will
            someday unfetter himself and lead the ice giants across the
            water to destroy Asgard.













Ragnarok                                                                   31

                                    Index



abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
acid resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
adventurer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
Aesir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
aiming  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
amulets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
armor class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
armor class values  . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
Asgard  . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 5, 7, 8, 31
Aspenth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5, 6, 29
attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
Azare's Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
Balder  . . . . . . . . . . . . . . . . . . . . . . . . . .   4, 6, 7, 27, 31
basic armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
Bifrost . . . . . . . . . . . . . . . . . . . . . . . . . .   5, 7, 8, 29, 31
blacksmith  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  17
blindness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
cartography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
Chaos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
character class . . . . . . . . . . . . . . . . . . . . . . . . . . .   8, 16
cold resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
commands  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  19
confusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
conjurer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
constitution  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
contamination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
Crossroads  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 14
deafness  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
death ray resistance  . . . . . . . . . . . . . . . . . . . . . . . . . .  14
Deep Underground  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  28
Depths of the World . . . . . . . . . . . . . . . . . . . . . . . . . . .  29
diagnosis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
dimension travel  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
dyslexia  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
elven armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
embalming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
erase old saved games . . . . . . . . . . . . . . . . . . . . . . . . . .   8
Evil Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
experience level  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
eyes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
fading from existence . . . . . . . . . . . . . . . . . . . . . . . . . .  15
fennling  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
Fenrir  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   4, 23, 31
fever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
fingers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
fire vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
fired weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25
fletching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
food  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23

Ragnarok                                                                   32

Frekstn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5
Freyr . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 24, 29, 31
Freyr's sword . . . . . . . . . . . . . . . . . . . . . . . . . .   6, 29, 31
friendly creatures  . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
Garm  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   4, 31
gender  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
Gjall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5, 31
gold  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
golem creation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
Grynr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   4
Gungnir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 31
hallucination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
hand-to-hand combat . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
hardening . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
heat radiation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
heat resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
Heimdall  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5, 31
Hela  . . . . . . . . . . . . . . . . . . . . . . . . .   4, 6, 7, 23, 27, 29
History of the World  . . . . . . . . . . . . . . . . . . . . . . . . . .   4
hit points  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
hostile creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
hunger level  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
husbandry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
identification  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
increased visual range  . . . . . . . . . . . . . . . . . . . . . . . . .  13
innate powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
invulnerability . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
ironworking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  22
Jormungand  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   4, 31
Jotenheim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 29
keys  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18, 19
Land of Mimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5
Land of mortals . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
Land of plenty  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24
Land of the dead  . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
Land of the fire and frost giants . . . . . . . . . . . . . . . . . . . .   7
Land of the gods  . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
levitation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
Limbo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 24
Loki  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 5, 31
lower map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11
luck  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
lycanthropy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
magic points  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
master of weaponry  . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
message area  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11
Midgard . . . . . . . . . . . . . . . . . . . . . . . .   4, 7, 8, 27, 28, 31
Mimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5-7, 13, 29
Mimer's Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 29
Mimer's Well  . . . . . . . . . . . . . . . . . . . . . . . . .   5-7, 13, 29
Mimming . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 29, 31
mind control  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
Minor Planes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
miscellaneous items . . . . . . . . . . . . . . . . . . . . . . . . . . .  24
Mjollnir  . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 29, 31
morality  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
mouse buttons . . . . . . . . . . . . . . . . . . . . . . . . . .  11, 18, 19


Ragnarok                                                                   33

movement  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
musical acuity  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
name  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
Nidavellir  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 29
Niflheim  . . . . . . . . . . . . . . . . . . . . . . . . .  4, 7, 28, 29, 31
non-visual perception . . . . . . . . . . . . . . . . . . . . . . . . . .  13
normal movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
Norns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6
Norse Gods  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  31
Odin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 27, 31
Odin's spear  . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 31
origami . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
overview of the level . . . . . . . . . . . . . . . . . . . . . . . . . .  11
petrification resistance  . . . . . . . . . . . . . . . . . . . . . . . .  14
Planes of Existence . . . . . . . . . . . . . . . . . . . . . . . . . . .   7
play a new game . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
playing screen  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11
poison resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23
powers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
precognition  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
projectile weapons  . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
psionics  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
race  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
races of the Northern Lands . . . . . . . . . . . . . . . . . . . . . . .  27
Ragnarok  . . . . . . . . . . . . . . . . . . . . . . . . . . .   6-8, 21, 31
Rainbow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   5-8
ray resistance  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
relocation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
resistances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
resting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  18
rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  23
River Gioll . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 29
River Vid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 29
rotting disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
sage  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
saved games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   8
scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  24
sex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
shopkeeper  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
Slaeter's Sea . . . . . . . . . . . . . . . . . . . . . . . . . .   7, 13, 29
slave usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  15
spellcasting  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
spells  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  16
status area . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  11, 12
strength  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
Surtr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  4, 6, 31
survival  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   9
swimming  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13
taming  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
telepathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12
teleportation control . . . . . . . . . . . . . . . . . . . . . . . . . .  15
terraforming  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14
the Forest  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  27
the Great Plain . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   7


Ragnarok                                                                   34

the Village . . . . . . . . . 

