UNDOCUMENTED CHANGES:
1)  During the process of testing Challenge of the Five Realms, we came to
the realization that there were several improvements we could make that
would enhance game play.  Though it was too late to include these changes
in the manual, we have included them here.  They are as follows:

	a) Two options were added under the first menu icon (PARTY ICON).
	   Horses and Ship's Passage.  These options will allow
	   you to view how many horses or ship's passages you have.

	b) Under the second icon (GAME OPTIONS) the 'Delete Intro'
	   option was added.  Although the game's animated introduction
	   is fun to watch (and has some pertinent information about
	   the game), you probably won't want it hanging around hogging
	   up your valuable hard disc space.  By deleting it, you can
	   recover about 4.5M of space.  If you want to watch the intro
	   after you've deleted it, you must re-install the game.

	c) Four changes were made under the third icon (WORLD ICON).
	   1) 'Zoom In' allows you to reverse the effect of Zoom Out.  
	   2) 'Examine' lets you inspect objects outside of the character
	   sheets.  3) 'Use' lets you use objects outside of the character
	   sheets.  4) 'Look' has been re-named 'Location'.

	d) Under the last icon (COMMUNICATE), the 'Give' option has
	   been removed.  Now, when an NPC wants a particular item, he'll
	   just ask you for it.  If you're willing to give it to him, 
	   he'll take it himself.  Also, in order to make 'Hail-ing' 
	   easier, you can also hail with the mouse by right clicking
	   anywhere.


NOTES ON NON-COMBAT SKILLS:
1) The 'Search' skill is very useful for finding both traps and concealed
objects.  The better the skill level, the better the chances of finding
what you're looking for.  Also, higher 'Search' skills allow for a greater
search radius.


HINTS ON GENERAL GAME PLAY:
1)  If you're the immoral type, it's best to be on your toes.  Grimnoth is
watching, and he preys on those without virtue.  Only men of good
character can long resist the mesmerizing lure of his evil power.


HINTS ON COMBAT:
1.)  When you elect to enter into combat, be careful.  Often, NPCs are not
alone.  You may click on a single NPC that you want to beat up on, and
discover that he has a half dozen friends, all of whom will come running
to protect their comrade.  Also realize that not everyone is as
defenseless as they look.  There are some warriors and wizards lingering
about the kingdoms who could lay waste to an entire party of inexperienced
adventurers.

2)  During combat, it is a good idea to set your wizards and archers as
far from the action as possible.  Give them a good field of view to work
with and they're often invaluable (it is worthwhile to note that a wizard
or archer will not always attack targets that are behind buildings or
other obstructions.) 
 
3) Also, since NPCs will normally choose to attack whoever is closest 
to them.  If you have any warriors to spare, it might be worthwhile to 
station one or two near the wizards as a defender.

4) Archers work best if you set them at a discreet distance from the melee
and select the 'Free Combat' option for them.  Under Free Combat, they
will attack targets at random, continuing to fire until they run out of
targets or missiles.

5) The 'Rain of Fire' spell has an area of effect.  It will not only cause
damage to the enemy who has been targeted, but also to anyone adjacent to
him (this includes your own party members.)  This spell is extremely
effective if targeted into the middle of a crowd.

6) Wizards can be used defensively as well as offensively.  On any combat
round where a wizard does not cast a spell, he is eligible to defend
against incoming enemy magic by means of the 'Warding Spell'.  If the
defending wizard has enough magic points (and has learned the 'Warding
Spell'), he will automatically cast it when he sees an opponent direct
magic against his allies.  When the warding spell meets the offending
magic, the stronger spell will cancel out the weaker one.  (Spell strength
is determined by the magic strength of the wizard at the time of casting.)

7) In addition to 'Warding Spells', defending wizards may instead elect to
cast spells of 'Curing' on their party members, thus sustaining them
through difficult battles.




HINTS ON USING MAGIC:
1)  When attempting to learn new spells, it is often a good idea to learn
the simpler ones first, especially if one's 'Learn Spell' skill is low. 
Each time the prince successfully learns a new spell, his 'Learn Spell'
skill increases.  The simpler spells are easier to learn, thus there is a
bonus to their skill check when learning them.  For extremely difficult
spells, there is a penalty to the skill check.  Attempting to learn
extremely difficult spells with a low skill can be problematic, since
failure to learn a given spell can result in the destruction of one or
more of the spell's components.  (And some spells have unique components
that cannot be replaced)

2)  There are two ways to look at bound spells: 1) They are useful,
because they can be stored in a ring and used at a later time without the
loss of valuable magic points, and 2) They can be wasteful, because
whether the attempt to bind the spell into the ring is successful or not,
the components are destroyed in the attempt. (Casting memorized spells
costs the wizard magic points, but NEVER destroys the components.)  A good
strategy might be to bind the simpler spells into a ring, and only cast
the extremely difficult ones from memory. 

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