                         RUNES OF POWER

Some of the most common magical items that your character comes
across are the rune stones.  There are 24 of these powerful runes,
each with a unique magical trait.


Rune           Magical Trait

URAZ           Temporarily increases your character's Strength 2
               points.

OTHILA         Casts a Zap Away spell.

ANSUZ          Casts a Lightning Shield upon your character.

GEBO           Teleports your character to the Gebo rune floor
               space on the level in which the rune was invoked.

MANNAZ         Randomly increments by 1 a random weapon
               proficiency.

ALGIT          Cures your character of poison.

EIHWAZ         Temporally increases your character's Accuracy 2
               points.

INGUZ          Temporarily increases your character's Talent 2
               points.

NAUTHIZ        Casts a Freeze spell.

PERTH          Randomly increments a magic skill class by 1.

TEIWAZ         Temporarily increments your character's Endurance 2
               points.

KANO           Casts a Kano spell.

JERA           Heals damage.

WUNJO          Casts a Fire Shield upon your character.

FEHU           Randomly creates an object.

RAIDO          Teleports your character to the Raido rune floor 
               space on the level in which the rune was invoked.

HAGALAZ        Casts a Spellfire spell.

EHWAZ          Temporarily increases your character's Agility 2
               points.


BERKANA        Completely restores all of your character's spent
               spell power points.

ODIN           Permanently increases or decreases a randomly chosen
               attribute.  A side effect is that sometimes this
               rune causes a sex reversal.

SOWELU         Cures both Poison and Confusion.

ISA            Casts a Poison Globe.

DAGAZ          Casts a Spell of Slaying.

THURISAZ       Teleports your character to the Thurisaz rune floor
               space on the level in which the rune was invoked.





                          MAGIC SPELLS

               Wizardry 

Flame Arrow

Flame Arrow is the most basic offensive spell.  By casting this
spell, the wizard gives life to a single flaming projectile that
shoots forth from his fingertips.  The Flame Arrow is not as
powerful as some of the later fire-based spells, but it is easy to
channel and can do considerable damage when cast by a master
wizard.


Poison Gas

This spell allows the wizard to create globes of poisonous gas that
can be hurled at an opponent.  Poison Gas may not inflict as much
damage as some of the other wizardry spells, but is still most
effective for it poisons anything that it strikes.


Fireball

A Large ball of explosive fire is created and hurled when this
spell is used.  A most powerful spell, save for when it is used
against a creature or opponent that has a resistance to firebased
spells.
As a wizard becomes more skilled in the art, fireballs that he or
she creates become more powerful.


Four-direction Fireball

This spell is similar to the regular Fireball.  However, when this
spell is cat, four Fireballs are created simultaneously and hurled
in four directions from the caster.

This spell is more useful than the normal Fireball when the wizard
finds himself surrounded on all sides by multiple opponents.


Bounce Fireball

Another variant of the Fireball spell.  When a Bounce Fireball is
cast, it rebounds off of the walls instead of exploding upon
impact.


Lighting Bolt

This is the most powerful offensive spell.  When cast, the wizard
harnesses electrical energy, forms it into a bolt, and hurls it at
any chosen opponent.  

Like the Fireball, The damage of the Lightning Bolt is based upon
the skill of the wizard casting the spell.


Battle Rage

This spell is highly valued by those skilled in the art of war. 
When cast, this spell imbues the individual with a savage battle
rage.  In combat, a battle-raged warrior does more damage when
attacking and pays little heed to the damage he is sustaining.

The spell does, however, have its drawbacks.  Once the effects of
the spell wear off, the individual is often exhausted and bears
wounds that need immediate attention.




                    Sorcery 


Kano

This is perhaps the most commonly used spell.  When this spell is
cast, it allows the caster to magically open locked doors.

This spell is very simple, and does not work on doors that are
locked.  It is often necessary to find the proper key or object to
open doors that the Kano spell cannot open.


Sight

Many sorcerers use this spell to augment their natural vision.  It
is useful when looking for small objects on the ground that would
normally be hard to see.

Note:  This spell increases the size of the objects on the map, so
the look out of proportion.  A game option called Magnify is
provided that allows you to set the game so that objects are always
displayed in their larger form.

If the Magnify option is set on, the Sight spell is not needed.


Magic Wall

This spell empowers the caster with the ability to create large
square walls of great weight.  They are most useful for weighing
things down, such as pressure plates, and blocking narrow
corridors.

Be warned, the magic used to create these Magic Walls is temporary. 
The life of a wall is based on the skill of the Sorcerer creating
the wall.


Swiftness

Many have found this spell useful when speed is of necessity.  When
cast upon an individual, this spell bestows upon him the ability to
move and run quicker than he normally could.


Zap Away

This spell teleports away any creature that it strikes.  The
distance a creature is teleported by this spell is based upon one's
skill in the art of sorcery.

A beginner or novice may find this spell a little disheartening at
first, for he or she will only be able to teleport creatures a few
feet.  As a sorcerer grows in power, this spell proves to be
extremely useful.  Many times in the midst of combat, with death
very near, a sorcerer has saved his or her life by Zapping Away the
enemy.


Teleport

Like the Kano spell, this is another spell that is designed to make
the Sorcerer's life much easier.  Scattered throughout many
important locations there are magic floor spaces engraved with the
symbol of a Gebo rune.  When cast, this spell whisks the caster
away to the location of the nearest Gebo rune.


Dispel

Some sorcerers find this spell rarely useful, but a select few
argue its value.  When this spell is cast, all other spells within
an area surrounding the caster are magically dispelled.


Invisibility

The Invisibility spell magically distorts the character's
appearance, so that others cannot see him.  This spell has often
been used by those wishing to sneak past groups of enemies.  

In combat, if an invisible character attacks someone, the victim
can often strike back.  Attacks made against one who is invisible
are awkward and not as effective, but a sorcerer is far from
invincible when invisible.

Also, a sorcerer must be careful and keep in mind the duration of
the spell.  It could be disastrous to suddenly become visible in a
situation where the spell was the difference between life and
death.


Gateway

This is one of the four special spells in the game.  This spell is
channeled with eight hand movements and is very complex.

More information on this spell is discovered while playing the
game.


Mending

This spell is extremely powerful.  It can repair broken items
flawlessly, leaving no trace that they were ever broken.

More information on this spell is discovered while playing the
game.




                 Enchantment 

Freeze

When this spell is cast, those very near to the caster's location
temporarily freeze in place. There have been many times when a
warrior thought he had defeated an enchanter and then suddenly
found himself frozen in place.


Fire Shield

This spell is a must when fighting creatures that rely on fire-
based attacks.  When this spell is cast, your character becomes
surrounded by an invisible barrier that offers him a great deal of
protection from heat and fire.

It should be known that this magic does not render the caster
completely impervious to fire.

As with many magic spells, the Fire Shield's duration is dependent
upon the caster's skill.

Lighting Shield

This spell is very similar to the Fire Shield.  Instead of offering
protection against heat and fire-based attacks, it turns aside
Lightning.


Weapon Skill

Before battle, commander often have an Enchanter cast this spell
upon their men.  when cast, the enchanter temporarily increases the
recipient's skill in the use of all weapons.  

The greater the enchanter's skill, the longer the duration of the
spell.


Magic Skill

A variant of the Weapon Skill spell, this magic temporarily
increases one's magic skill in all classes of magic.


Shape Change

This is a very special spell.  More details of this spell become
apparent throughout the course of the game.

Alteration

This is another powerful spell.  More details of this spell become
apparent throughout the course of the game.




                   Healing 

Liquify

The most basic of the healing spells.  By holding an empty flask in
hand and invoking this spell, the healer creates the everprecious
Jera Potion.  The amount of damage a Jera potion can heal is
dependent upon the skill of the Healer at the time of the potion's
creation.

The Liquify spell can also be used to liquify gems into various
portions.  This is done by holding an empty flask in one hand, a
gem in the other, and casting the Liquify spell.


Cure Poison

Gee, take a wild guess.  


Restore

This spell restores your character's Endurance attribute if it has
been lowered by fatigue.  The number of Endurance points restored
depends on the skill of the healer.


Heal

A most powerful spell, indeed!  When it is cast, it completely
heals your character.  It is the most complex healing spell,
requiring the channeling of six hand movements.

The only drawback to this spell is the large amount of spell power
a healer must expend in casting the spell.







                      Skill Level Stuff...

 Weapon Proficiency           Magic Skill


 Beginner                     Initiate
 Neophyte                     Neophyte
 Novice                       Novice
 Average                      Average
 Skilled                      Skilled
 Stalwart                     Accomplished
 Adept                        Adept
 Savant                       Sage
 Expert                       Maren
 Master                       Master




Experience Points/Titles

0-499               Level 1: Wayfarer
500-999             Level 2: Freebooter
1,000-1,999         Level 3: Campaigner
2,000-3,999         Level 4: Partisan
4,000-7,999         Level 5: Keeper
8,000-15,999        Level 6: Sentinel
16,000-31,999       Level 7: Gallant
32,000-63,999       Level 8: Cavalier
64,000-127,999      Level 9: Warder
128,000-255,999     Level 10: Hero
256,000-599,999     Level 11: Champion
600,000+            Level 12: Vanquisher



                        Teleportaion Maze



This was a map, it won't scan at all so here's what to do... when
you find the guy that gives you a strange map you'll need this... 

Take Entrance Teleporter; then take teleporter to the southwest;
then east; then north; east; west; west; east; west; east; and
west.

You'll know when you'll need this, trust me... its in the Ebon
Knight area....


Thats it!  Have fun...  I'll probably make a list of the hand
movements for the spells when I get all of them...


