The Adventurers' Guild
http://www.bardstale.de

The Bard's Tale: Tales of the Unkown
Official Manual


 

THE BARD'S TALE
The Manual

About Fantasy Role Playing Games
The Bard's Tale is a fantasy role-playing game.
First in a series of Tales of the Unknown, this one is
set in the city of Skara Brae.

Like other fantasy role-playing games, there are
three objectives you will be trying to accomplish.
How you do this is up to you...

Your most important goal is to complete the quest
built into the game. In The Bard's Tale the city of
Skara Brae is threatened by an evil mage called
Mangar. You must find Mangar and "persuade"
him to release the once-harmonious city from his
evil control.

But Mangar is protected by layers of obstacles,
mazes and evil henchmen. Your second goal is to
develop characters capable of surviving these
barriers. These characters are your alter ego in
The Bard's Tale. They act according to your
commands, but over the course of the game they
change, much as real people do over a lifetime.
They improve their skills in magic, combat, stealth,
etc. They amass wealth and treasured objects.
And they worry about dying too soon.

Your third goal is to explore the entire world of
The Bard's Tale. There are numerous goodies,
puzzles, and special places in Skara Brae. Part of
the fun is finding them, and discovering the layout
of this fantasy world. How do you get into the
walled off towers? What's in the castle? Where are
the legendary catacombs of Skara Brae?
Table of Contents
A Quick Overview
Characters
Places
The Combat System
The Magic System
Conjurer Spells
Magician Spells
Sorceror Spells
Wizard Spells
Bard Songs
Spell Key Glossary
Tips from the Underground
Items
page 1
page 3
page 7
page 9
page 11
page 13
page 15
page 17
page 19
page 20
page 20
pp. 8,10,21,22
page 22

So turn the page and get started. Skara Brae
awaits.

A QUICK OVERVIEW
An orientation for beginners,
a quick start guide for experts.
How to Use This Manual
This manual has three parts. This overview is
designed to give first-time adventure gamers a
quick sense of the overall gameplay and give
experienced fantasy role-players all they need to
know to start quickly.

The rest of the manual is reference material about
how various parts of The Bard's Tale operate,
including character building and development,
places and mapping, the combat system and the
magic system. There is also a listing and
description of all the magic spells and the
beginning items available in The Bard's Tale.
Finally, there are hints and clues interspersed
throughout the manual.

1. Command Summary Card
Inside the front flap of your album cover is a
Command Summary Card, which lists keystroke
commands, disk utilities and step-by-step
instructions for starting up. If you are an
experienced adventurer, this card gives you most
of what you need to know; the rest is covered in
this section.

2. Adventurer's Guild
The ADVENTURER'S GUILD is where you start
each time. This is the ONLY spot a party can be
formed, characters created, or characters saved to
disk.
3. Use the Pre-Built Party
For your convenience, you will find a pre-built party
already waiting for you when you enter the Guild
for the first time. The party is called *A Team. They
are even outfitted with weapons and armor
affordable to characters of their humble stations.
For more about characters and party selection see
pages 3-6.


4 Use City Map on the Package
On the inside of your "album cover" is a map of
Skara Brae. You'll need it. Notice:
-2 walled-off towers (wonder what's in there?).
-A castle protected by Guardian Statues.
-Temples for healing, Equipment Shop
for purchasing more weapons, Taverns for drink
and gossip, Roscoe's for more spell energy.
-You'll have to find the Review Board (where levels
are awarded and magic is taught) on your own.

Mapping the dungeons and mazes is up to you.
You even have to figure out how to get into the
mazes on your own. One clue: each of the 16
mazes is set up on a 22 by 22 grid. North is the
top of the screen, East is to the right. Be sure to
go to every square; there are lots of specials.
For more about the City of Skara Brae see
"Places" on pages 7-8.


5. Combat
Only your first 3 characters and the first 2 rows of
monsters can attack in hand-to-hand combat.

There are several new combat commands,
including Party Attack, for fighting between
party members; Bard Song, for making magic by
playing music; Hide in Shadows, to avoid
combat.
1


For more information see "The Combat System"
on pages 9-10.

6. Magic
There are 4 classes of Magic Users, each with
unique magical capabilities:

Conjurers can create objects and heal
adventurers;
Magicians can bestow magical effects on
common items;
Sorcerors can create illusions and heighten
awareness;
Wizards can summon and control supernatural
creatures.

Sorceror and Wizard classes are not available to
first level adventurers. To create one of these, you
must change class of a Magic User who has
achieved 3rd level magic spells in one (for
Sorceror) or two (for Wizard) other magical arts.
Class change takes place in the Review Board. A
Magic User who successfully learns all 7 levels of
spells for each of the 4 Magic Classes is an
Archmage, one of the most powerful character in
The Bard's Tale. Once a Magic User leaves a
class, he can never return to it.

Magic Users qualify to learn next level spells based
on their experience levels, but it takes gold to
actually learn the new spells.

Casting spells uses spell points in different
amounts depending on the spell. Spell points are
regenerated automatically when a Magic User is in
the City in the daytime, and may also be
regenerated in Roscoe's Energy Emporium, or
special "Regen" squares in some dungeons.

For more information see "The Magic System on
page 11. Magic spells are listed on pages 13-20.


7. The Bard
The Bard makes magic by playing music. He
needs an instrument, of course. He can play in
combat or during exploration, with different effect.
Only one tune at a time. And one tune for every
experience level. Then he needs to get a drink
from any nearby tavern.

You can listen to his music or not. See the
COMMAND SUMMARY card for details.

By the way, the Bard is not too shabby as a fighter.

8. Time
Time waits for no one. Even without keystrokes,
time passes, from day to night and back again.

Nighttime is especially nasty. The really evil
monsters hit the city streets at night, looking for
characters just like you. And, what's worse, you
use up spell points faster, because spell points
only regenerate in daylight.

Now you know enough to get started, if you are an
experienced adventurer. By the way, the tavern
on Rakhir Street is the only tavern that serves
wine. And that wine "goes down" easily. You may
wish to drop by to wet the whistle of your Bard.
Good luck!

2


CHARACTERS

RACES
Humans are not the only race in the world of The
Bard's Tale
. Others are more magically inclines,
stronger and smarter. Part of the fun of a fantasy
role-playing game is getting to know these
different races, and forming your party accordingly.
The races and their descriptions are:

HUMAN: While possibly being of hardier stock,
this character is nonetheless like you or me.

ELF: Patterned after the Tolkien elf, the elf is
slight of build, frequently taller than a human, and
very inclined to magic.

DWARF: The Dwarven people are short and stout,
extremely strong and healthy, but not amazingly
intelligent (i.e.,excellent fighters).

HOBBIT: Hobbits are slightly smaller than Dwarves
but are nimble and dexterous. Just the right
make-up for a rogue.

HALF-ELF: These crossbreeds are usually blond
and fair-skinned, like elves, and get some added
size and strength from their human ancestry.

HALF-ORC: An orc is a large, goblin-like creature
often found working for evil wizards. The Half-orc,
being half human, is not quite as despicable as his
orc parent, but you wouldn't want to date one.
GNOME: Gnomes closely resemble dwarves, but
have less hair and even shorter tempers. They are
also more magically inclined, as a rule.

CHARACTER CLASSES
In fantasy role-playing games, characters choose
different "Classes" or professions. There is no
single best class; each has its own strengths. Your
characters must use teamwork to succeed.

Class selection is the most important aspect of
creating a character in The Bard's Tale. There are
ten different classes of characters, but only 8 can
be selected for a newly generated character. Class
types carry with them different abilities and
limitations, as are roughly covered below:

WARRIOR: the base fighter-type in The Bard's
Tale
, warriors can use nearly every weapon there
is. For every 4 levels of experience after the 1st
Warriors get an extra attack ability in combat.

PALADIN: Paladins are fighters who have sworn to
abstain from all evil and to uphold honor and purity
in all places. They can use most weapons and
even some that no other fighters can. They get
multiple attacks at higher levels. They also have a
greatly increased resistance to evil magic.

ROGUE: a professional thief with so-so combat
ability, the rogue can hide in shadows, search for
traps and disarm them. Without a rogue your party
will pay very dearly for the booty it wins.




3


BARD: The bard is a wandering minstrel. You'll
see him with a tankard of ale in front of him in the
less reputable taverns--the rowdier the better.

Bards were once warriors, and can still use most
warrior weapons. But they turned to music instead
and now play songs with an almost magical effect
on other characters. Bards don't get the warrior's
advantage of extra attacks in combat anymore--but
their magic is so unique, it is almost impossible to
survive in Skara Brae without one.

Any true Bard has 6 tunes on his lips, though to
play them he must have an instrument equipped.
A song played as the party is exploring is
long-lasting and continues even after the party
returns from combat mode, even if other songs
were played during combat. Any songs played
during combat are abbreviated and so create
different magical effects than the full non-combat
versions. The shorter combat versions don't
endure as long either, only one round of fighting.

Only one Bard tune can be played at a time. If a
second one is played while the first is still playing
(by the same or a different Bard), the first will end.
A Bard can play as many tunes as he has
experience levels before his throat gets dry. Then
it's off to a tavern for a drink to rejuvenate his voice.
Tough duty, but someone has to do it.

Bard songs vary according to the difficulty of the
dungeon. When the going gets tough, the Bard
goes drinking.
HUNTER: an assassin, a mercenary, a ninja. The
hunter can use most weapons, and has the ability
(which grows with experience) to do critical hits in
combat (i.e.,to attack a nerve center or other vital
area and instantly kill an opponent). A good skill.

MONK: a martial artist, an almost inhuman fighting
machine trained to fight without weapons or armor.
The monk can use them, but, at higher levels
particularly, often does better without.

CONJURER: one of the 4 classes of Magic Users,
Conjurers deal in the physical creation and
manifestation of real things (like fire, light, healing).

MAGICIAN: another of the 4 classes of Magic
Users, Magicians deal with magic as it affects
physical objects (i.e., enchanting a sword, making
armor stronger, making a dungeon wall disappear).

SORCERER: Sorcerers are Magic Users who deal
with the creation and manipulation of illusion. Due
to the power of sorcerer spells, this class is not
available to newly created characters.

WIZARD: Wizards are Magic Users who are
dedicated to the summoning and binding of
various supernatural creatures. These creatures
are not friendly to humankind and trying to control
them is extremely hazardous. The Wizard-class is
not available to new characters either.
For more on magic classes, see page 11.



4


CHARACTER ATTRIBUTES
Each character you create has five basic attributes
which define his physical and mental prowess.
When you create a character each attribute is
randomly assigned a value from 1 to 18, with the
higher number reflecting higher capability.

STRENGTH (Shown as "ST" on the screen):
Strength is physical power and chiefly affects the
amount of damage a character can do to an
opponent in hand-to-hand combat. Make sure
your fighting characters are strong.

INTELLIGENCE ("IQ"): Intelligence is mental
power. A high intelligence rating will enable your
Magic Users to get bonus spell points.

DEXTERITY ("DX"): Measures agility & nimbleness.
A high score makes your characters harder to hit
and helps them strike the first blow in combat.

CONSTITUTION ("CN"): Measures healthiness. It
takes more damage to kill a character with a high
constitution score. This is reflected in bonus "hit
points," the character's life span.

LUCK ("LK"): Luck is an ambiguous attribute, as it
has a number of unseen effects on gameplay. For
example, lucky characters are more likely to resist
evil magic and avoid nasty traps.

OTHER CHARACTER STATISTICS
ARMOR CLASS ("AC"): This statistic reflects the
level of protection a character has from physical
attack. In classic fantasy role-playing style, the
armor class starts at 10 for a totally unprotected,
unarmored character with low dexterity, and goes
down to -10 (called LO) as his protection improves
by armor, spells, or other means.

HIT POINTS ("HITS"): Hit Points measure the
damage a character can take before he is killed.
The "Hits" statistic shows his potential at fullest
health, rather than current status.

CONDITION ("COND"): Condition shows the
character's present number of hit points. For
example, if a character with 10 Hit Points is
wounded for 7 hit points, his Condition will drop to
3. Another wound of 3 or more hit points will kill
him. If he is fully healed, his Condition will return to
the full 10 again. (Even though his Condition
score changes, his Hit Points stay at 10.)

SPELL POINTS ("SP PT"): This shows current
spell point status. Points are used up with each
cast of a magic spell. If a Conjurer has 20 spell
points and casts a Mage Flame spell at a cost of 2
spell points, his new total would be 18. A
character's maximum spell points are listed in his
view-character mode.

EXPERIENCE POINTS: This measures abilities
gained by experience, the higher the number, the
better the character. Characters get experience
points for successful combat, according to the
difficulty of the fight and the number of characters
who survive. The amount is indicated after every
successful combat. A character's running total of
experience points is indicated in view-mode.



5


GOLD: Gold is the unit of currency in this world.
Your characters start with just barely enough gold
to buy the armor and weapons they need to
survive. There are two ways to get rich enough to
buy better equipment: taking gold from the
monsters you defeat in combat or selling items
you find in dungeons. The first way is more fun.

LEVEL ("LV 1"): Level is a general measure of
achievement within a character's class. Level 1 is a
novice, Level 13, for example, is required to
become a Master of a Magic User class.

The Review Board will promote a character to
higher levels based on his experience points, but
only upon the character's in-person request. An
advance in level is very important because it
generally means an increase in attribute scores, hit
points, spell points and other abilities.

SPELL LEVELS (e.g., "MAGI 1"): This shows the
highest group of magic spells a character can use
in any of the 4 classes of Magic Users. There are 7
groups of magic spells for each different class.

To learn a new group of magic spells (a "spell
level"), a Magic User must advance two experience
levels. (NOTE: spell levels and experience levels
are not the same thing!) For any of the four magic
classes, a Magic User advances as follows:
Experience Level
1
2
3
5
7
9
11
13
14 and up
Spell Level
1
1
2
3
4
5
6
7
7 maximum
To change class to Sorceror, a Magic User must
first have learned Spell Level 3 (or higher) in at
least one magical art. To change to Wizard, a Magic
User must first have learned Spell Level 3 (or
higher) in two other magical arts.

ITEMS: Items fall into 10 categories: Weapons,
shields, armor, helms, gloves, musical instruments,
figurines, rings, wands, and miscellaneous. Only
one item of each type can be equipped for use
at any one time. For example, two different shields
cannot be used at once to protect a character,
though the spare shield could be toted around.

Some items can only be used by specific
characters. For example, only Bards can use
musical instruments. An item which can never be
used by a character is marked with a Ø when he
examines it in his view mode or in the Equipment
Shoppe. An item which has been equipped is
marked with a ô.

A character can carry up to 8 different items.

How To Create a Character
1. While in the Adventurer's Guild, select a race.
2. Character attribute numbers displayed are a
combination of genes and luck. For each different
race there is a lowest possible number for each
attribute (the "genes"). The computer then adds a
random number (the "luck") to each attribute.
3. If you are satisfied with the "roll of the dice",
choose a character class, then name this
character. If you aren't satisfied "reroll the dice."
3. After being named, the character will be saved
to disk, ready to adventure.
6


PLACES

THE CITY MAP
There is a map of Skara Brae on the inside of the
album cover your program disk came in. Notice
that there are several important looking places that
are blocked off. Like the castle, and the two
towers protected by locked games. There must be
a way to get in there, wouldn't you think?

Use your map to guide you in Skara Brae. If you
ever get lost just press the "?" key and the program
will tell you where you are and what time of day it is.

UNMARKED BUILDINGS
Most buildings in Skara Brae are unmarked. But
some of them are inhabited by the corrupt
creatures who have skulked into Skara Brae. So
kick in a few doors and find them. Remember that
fighting is good for you; it's the only way to build up
enough experience to challenge Mangar. You
should be disappointed when you kick in a door,
screaming a battle cry, and find it empty. No fun.

When you exit a building and enter the street, the
building will be behind you, and you will be facing
the building or landmark across the street.

THE ADVENTURER'S GUILD
The Guild is like a union hall where adventurers
"hang out" hoping to join a party. This is where
you form a party, and where all adventures begin.
GARTH'S EQUIPMENT SHOPPE
Garth is one of yesterday's almost forgotten
heroes, now retired from active adventuring to
supply tomorrow's would-be greats. At Garth's
Shoppe characters can buy armor and weapons,
sell items, have items identified, or pool all the
party's gold for buying expensive items. Due to a
deal with the city blacksmith, Garth has an infinite
supply of basic armor and supplies. But unique
items found in labyrinths, even if sold to Garth,
remain in his inventory only until they are sold.

Occasionally an item won in combat will remain
unidentified. This means that its general type
might be apparent (e.g.,shield, ring), but not which
exact type (e.g.,Dragon shield, Ring of Power).
Garth can identify this item for you...for a price.

THE REVIEW BOARD
The Review Board is a group of high level
representatives from all ten different classes.
Upon your request in person, the Board will
determine whether a character has accumulated
enough experiences point for advancement to
higher levels. The Board teaches new spells to
Magic Users who qualify for higher spell levels,too,
but charges for this training. It pays the rent.

You may have to do a bit of exploring to locate the
Review Board. And it's closed at night.





7


TAVERNS
Taverns are the Bard's favorite places for gossip
and refreshment. There's even a tavern named
after him. Watch him carefully though; the Bard
has a tendency to overtip the bartender.

DUNGEON DELVING
The term "dungeon" refers to any indoor labyrinth,
designed for mapping, combat and puzzle
interaction. They take a variety of forms, from
towers to catacombs, and have a varied number of
levels for each. You can go up or down to levels
higher and lower than the one you're on via
stairways, portals, and teleportation.

Stairways are not visible from a distance. But when
you move onto one you will be asked if you wish to
ascend or descend.

Portals are holes in the floors and ceilings, and are
visible from a distance. You will not go through a
portal merely by standing on it; you must first
command your character to do so. If he jumps
down through a portal, he will be damaged from
the fall unless he is using a levitation spell. The
only way to go up through a portal is by levitation.

The locations of dungeon entrances are well-kept
secrets, but there are plenty of hints in Skara Brae.

ROSCOE'S ENERGY EMPORIUM
If your spell points aren't recharging fast enough,
go see Roscoe. But be prepared for electrifyingly
high fees.
TEMPLES
Temples are divine places of resurrection and
complete healing. In fact, this is the only place to
cure characters who have been withered or turned
to stone. A resurrected character retains all the
items, gold and experience points he had before
dying, but he comes to life with only 1 hit point.
When he finds out how much it costs to be
resurrected, he may turn over in his grave.

Tips from the Underground: Places
1. Your first three dungeons should be the
sewers, the catacombs, and the castle (in that
order). Each is progressively tougher. Don't
attempt the catacombs without a party of level 9 or
higher characters.
2. Explore and map every square in every maze.
There are "Magic Mouths" that give hints. There
are 1-of-a-kind magic items and spell regeneration
zones. Good maps will show you the logical spots
for secret doors and secret rooms, too.
3. Avoid traps. Higher level rogues are excellent
at opening chests, but when in doubt use the
"Trapzap" spell. TRZP is guaranteed to work with
no harm to the party, unless, of course, the trap is
protected by an even more powerful magic. In fact,
you can use TRZP to disarm any traps you
encounter. Gas Cloud traps have doomed many
brave but foolish adventurers. If you set off a trap
and nothing happens, you were lucky not good.
You could have been killed.
4. Be sure that your party is fully healed before
entering a new dungeon.
5. When you are finding your bearings in a maze,
remember that each succeeding level goes UP in a
tower or castle and DOWN in a dungeon.


8


THE COMBAT SYSTEM

The Bard's Tale is a game of fighting. It's the only
way to build experience. Fortunately, Mangar and
his gruesome creatures are very evil, so don't
worry about their feelings. Kill them, if you can.

Combat with "monsters" (the generic term for all
opponents) occurs both randomly and at set
locations. You can also initiate intra-party combat at
almost any time, in case one of your members is
turned to the dark side. At the outset of combat a
list of foes will be given, broken down into the
number of foes in each group. The maximum is 99
monsters per group, with up to four groups.

Combat is divided into a series of "rounds," like a
boxing match. At the start of each round, each of
your characters must decide what action he will
undertake in the upcoming melee, unless, of
course, your party decides to run away. A menu of
possible selections will appear for each character.
These options are as follows.

Attack foes: To physically assault foes in the
first or second group of monsters.

Party attack: To assault another member of the
party, including special members.
Defend: Do not interact this round - reduces
chance of being hit.

Use an item: Make use of a magical item held in
the character's inventory and currently equipped.
This may require specifying a target for the effect.

Bard Song: Bards can play a short tune to
affect the party or the foremost group of monsters
in some fashion.

Cast a spell: Cast a spell at the party or group
of foes. The spell code must be entered, and a
target identified.

Hide in shadows: A rogue can try to avoid
combat altogether by hiding and, if successful, will
be skipped as a target of attack in the upcoming
combat round.

The first three characters in your party can be
attacked physically by monsters, and can attack
back. The last three characters can only be struck
by magical attacks, and can only attack back with
magic. This simulates your first three characters
being up on the front line of attack, with the last
three characters acting as backup in case one of
the first three is killed. The first two groups of
monsters are in a similar position; they are the only
monsters who can attack or be attacked physically.

Once all the choices for your characters have been
entered, the round begins. The most dexterous
characters or monsters usually make the first strike,
but lick, character level and character class also
affect this. In evenly matched fights, the outcome
often depends on which side gets the first blow.


9


The rate of scrolling of the combat messages can
be speeded or slowed. See the Command
Summary list of keystrokes for details.

At the end of a combat round, dead monsters will
be removed from the ranks of your foes, and dead
characters will be shuffled back to the end of your
party. A fresh group of monsters may also advance
into the first two ranks to give their fellow monsters
a breather.

At the end of combat, treasure and experience
points will be split among the battle's survivors.

SPECIAL MEMBERS
The special slot (marked "S") is for monsters
who can become part of your party. They can join
by:
1) Being summoned or created as an illusion, or
some other artifice related to a cast spell, or
2) Introducing themselves to the party and
offering their services as a comrade.

Specials cannot be controlled in battle; they
choose their own attack mode and generally go
after the primary group of monsters the party is
facing. Specials are cleared out of the S slot when
killed. Illusionary specials (created by a sorcerer)
are cleared out if any foes disbelieve them.

If a non-illusionary special is attacked by another
member of the party for any reason, it will turn
immediately hostile and fight until defeated!
Tips from the Underground: Combat
1. Usually the highest dexterity character attacks
first. For particularly nasty monsters (like blue
dragons) attack with your highest dexterity
character first. Your less dexterous characters
may not survive long enough to get in a first strike.
2. Use your spells and Bard songs to lower the
armor class of your entire party. The lower the
better.
3.If you are attacked by more than 2 groups of
monsters, concentrate on Magic Users first. If you
cannot kill off all the magic-using monsters, you
may want to cast anti-magic spells to protect
against illusions, possessions and other spells.
4. You can minimize damage by killing off all but
one monster in either of the first two attacking
groups. As a general rule, attack groups with only
one monster last, unless it is a deadly monster.
5. Many of the undead monsters are capable of
draining experience levels, turning characters old
and gray or even turning characters to stone. Treat
the undead with respect. In other words, kill them
quickly.
6. Be prepared to die a lot with level 1 and 2
characters. Especially at night. Especially when
you don't have any weapons and are just walking
to Garth's Shoppe. It might even be a good idea to
stay close to a Temple at night, so you can quickly
heal any wounds.
7. Fill the special slot quickly. Conjure or summon
a monster or create an illusion, if necessary. The
special member will take a lot of heat off your
fighters. Monsters tend to attack special members
first.
8. Monsters are smart. They usually attack your
most vulnerable characters first, unless one of your
members represents a significant threat.

10


THE MAGIC SYSTEM

Magic is power. It can make the difference
between success and failure in The Bard's Tale.

It is not always necessary or wise to rely on magic,
though, because magic is by no means foolproof.
There are some places where magic never
functions, and some monsters who are highly
resistant to spells. Sometimes you just have to
wade in with fists flying and get dirty.

The best way to tell that your party has wandered
into an anti-magic zone is that all residual spells
except light spells are cancelled.

Residual spells are magic spells that keep working
for more than just an instant. Light spells, trap
detection, secret door detection, and magical armor
are some examples. Most residual spells cause a
graphic symbol to appear in the central blank strip
on the screen, to keep the player aware that the
duration hasn't yet expired.

All spells have a point cost. In other words, all
spells cost the mage casting them a bit of his
internal energy. This energy is returned
automatically in direct sunlight, and may be
regenerated at Roscoe's Energy Emporium or in
special regeneration zones you have to discover.
There are magical items hidden in the dungeons
and carried by the monsters of The Bard's Tale.
Magical weapons do extra damage. Magical armor
gives extra protection. Other magical items radiate
special energies. There are even magic keys and
talismans necessary to get into certain important
parts of the game. The most powerful magic items
are secreted in the most challenging dungeons
and are guarded by ferocious monsters. When
you win one, you should be very proud and very
happy. They can be the key to success against
the wickedest opponents.

To cast a spell, you type in 4-letter codes which
are a rough abbreviation of the spell name. The
entire list of spells, codes and spell points required
begins on page 13.

All Magic Users, even Level 1 novices, start the
game with knowledge of all level 1 spells in their
magical art. Rather than learning one spell at a
time, Magic Users always learn whole groups
("spell levels") of spells at once. It's the closest
thing to mass production in Skara Brae. Here is a
description of the four magical arts.

CONJURING

Conjuring deals with the instantaneous creation of
objects and effects through the channeling of a
mage's power. Conjurer spells are potent, but not
unlimited in effect, since the exercise of creation
takes a large amount of energy to produce even a
moderate effect.



11


A conjurer can also produce effects that distort
non-solid things to produce new effects, like the
distortion of space and time required to teleport
human bodies to a new location.

MAGIC

Magic (meaning the art practiced by a magician)
deals with bestowing magical effects on common
objects. The items do not become magical, but
radiate fields of power for the duration of a spell
(which is usually the length of combat).

The gist of Magic is that it can increase an item's
capability, give it a totally new capability, or change
its form to something totally different.

Some examples: making a sword do greater
damage, making dungeon walls glow with a magical
light, or causing a wall to totally vanish for 1 move.

SORCERY

The byword of sorcery is, "seeing is believing."
Sorcery does not deal with a physical
manifestation, but rather a creation of illusion and a
tapping into a heightened sense of awareness.

An illusion is an image envisioned by the spell
caster, which he then lays over the retinas of all
who watch, augmenting this with appropriate
stimulation of nerve endings to fool the other four
senses. The human mind, believing an illusionary
creation is real, can be hurt or even killed by it,
unless it is somehow disbelieved.
A sorcerer, with the aid of his art, can also perceive
certain special things hidden from view.

WIZARDRY

Wizardry deals with the summoning and control of
supernatural creatures. The wizard has fewer
spells than the other three classes, but his are by
far the most potent.

The creatures he can summon come from another
plane of existence, called the Negative plane.
They join the special slot in the party, and will fight
until defeated.

The wizard has some ability to trap and control
normal monsters, as well.

Mages who have learned at least 3 spell levels in
an art may elect to change to another mage class at
any time. Thus, a level 5 conjurer could choose to
become a level 1 magician. His experience points
would be reset to 0, but he would retain his
previous attributes, hit points, spell points, and all
knowledge of his conjurer spells. He would be
unable to learn any higher conjurer spells,
however; once a mage leaves a magic art, he
cannot return to it.

A mage can become a conjurer, magician, or
sorcerer as a second class. A mage can become a
conjurer, magician, sorcerer, or wizard as a third
class. A mage who has knowledge of all 7 levels of
spells in all 4 classes is called an Archmage, and is
one of the most powerful personages in the world
of The Bard's Tale.


12


CONJURER SPELLS

KEY (see page 20 for glossary)
________________________
|SPELL NAME/Description__ _|
|________________________|
|________________________|

CONJURER SPELLS
Level 1

MAGE FLAME A small, mobile
"torch" will appear, and float above
the spell caster as he travels.


ARC FIRE A fan of blue flames will
shoot from the caster's fingers,
doing 1-4 hits of damage to a select
opponent, times caster's level.

SORCERER SHIELD The mage is
protected by an invisible "shield"
of magic, that turns aside many
blows that would otherwise hit him.

TRAP ZAP This spell will disarm
any trap within 30 feet, in the
direction the party is facing. It
will also disarm traps on chests.

Level 2

FREEZE FOES This spell binds
your enemies with a magical force,
slowing their movements and
making them easier to hit.
CODE
Pt. Cost
Range
Duration




MAFL
2
View
Medium

ARFI
3
1 Foe
---

SOSH
3
Self
Combat

TRZP
2
30'
---



FRFO
3
Group
Combat
KIEL'S MAGIC COMPASS A
Compass of shimmering magelight
appears above the party, telling
the direction they face.

BATTLESKILL This spell increases
one of your party member's skill
with weapons, increasing the
accuracy and ferocity of his attacks.

WORD OF HEALING With the
utterance of a single word the
spell caster can cure a party
member of minor wounds,
healing 2-8 points of damage.

Level 3

ARCYNE'S MAGESTAR A bright
flare will ignite in front of a group
of your enemies, temporarily
blinding them and causing them
to miss the next combat round.


MACO
3
---
Medium

BASK
4
Char
Combat

WOHL
4
Char
---




MAST
5
Group
---



13


LESSER REVELATION This is an
extended "Mage Flame" spell
which also reveals secret doors.


LEVITATION Partially negates the
effect of gravity on the party,
causing them to float over traps
or up through portals.

WARSTRIKE Causes a spray of
energy to spring from the caster's
extended finger, sizzling a group
of opponents for 4-16 hits damage.

Level 4

ELIK'S INSTANT WOLF With this
spell the caster can make a real wolf
appear and join the party, fighting
in its defense.

FLESH RESTORE This powerful
healing spell will restore 6-24 hit
points to a party member and cure
poisoning and insanity.

POISON STRIKE This spell hurls
porcupine-sharp needles from the
mages finger into a selected
monster, poisoning it.

Level 5

GREATER REVELATION This
spell functions like a "Lesser
Revelation" spell, only it
illuminates a wider area.
LERE
5
View
Long

LEVI
4
Party
Short

WAST
5
Group
---



INWO
6
Special
---

FLRE
6
Char
---

POST
6
Foe
---



GRRE
7
View
Long
WRATH OF VALHALLA Makes a
member of your party fight with the
strength and accuracy of ancient
Norse heroes for the entire combat.

SHOCK-SPHERE A large glove
of intense electrical energy
envelops a group of enemies,
doing 8-32 hits of damage.

Level 6

ELIK'S INSTANT OGRE This
incantation will cause a real ogre
to appear and join the party.


MAJOR LEVITATION This will
make the party levitate as does
the level 3 spell, but its effects
will last until dispelled.

Level 7

FLESH ANEW This spell behaves
like the "Flesh Restore" spell,
except that it will affect every
member of the party.

APPORT ARCANE Allows the
party to teleport anywhere within a
dungeon, except for places
protected by teleportation shields.
WROV
7
Char
Combat

SHSP
7
Group
---



INOG
9
Special
---

MALE
8
Party
Indef.



FLAN
12
Party
---

APAR
15
Party
---

14


MAGICIAN SPELLS

Level 1

VORPAL PLATING This spell
causes the weapon (or hands) of a
party member to be covered with a
magical field, which causes him to
do an additional 2-8 points of damage

AIR ARMOR This spell will make
the air around the spell caster
bind itself into a weightless suit
of "armor."

SABHAR'S STEELIGHT SPELL
Causes all metal near the party
to glow with a magical light, illum-
inating the surrounding area.

SCRY SITE The walls themselves
will speak, under direction of this
spell, revealing to the spell caster
his location in the labyrinth.

Level 2

HOLY WATER A spray of water
will emanate from the mage's
fingers, doing 6-24 points of
damage to any undead foe
( e.g. skeleton, zombie, vampire)

WITHER STRIKE Any foe at whom
this spell is cast is likely to be turned
old, thus reducing his ability to
attack and defend in combat.


VOPL
3
Char
Combat


AIAR
3
Self
Combat

STLI
2
View
Short

SCSI
2
Party
---



HOWA
4
1 Foe
---


WIST
5
1 Foe
---
MAGE GAUNTLETS Makes a party
member's hands (or weapon) more
deadly, adding 4-16 points of
damage to every wound he inflicts.

AREA ENCHANT This spell will
cause the dungeon walls within
30 feet of a stairway to call out,
if the party is travelling toward it.

Level 3

YBARRA'S MYSTIC SHIELD
The air in front of the party will
bind itself into metallic hardness,
and will accompany the party when
it moves, as a sort of invisible "shield."

OSCON'S OGRESTRENGTH
Allows a member of your party to
damage monsters as if he were
as incredibly strong as an ogre.


MAGA
5
Char
Combat

AREN
5
30'
Short



MYSH
6
Party
Medium


OGST
6
Char
Combat
15


MITHRIL MIGHT Increases the
armor protection of each party
member by enhancing their armor's
natural strength by magic.

STARFLARE The air surrounding
a group of your enemies will
instantly ignite, causing them to
be burnt for 6 to 24 damage points.

Level 4

SPECTRE TOUCH This spell will
drain a single enemy of 12 to 48
points of damage, as if touched
by a spectre.

DRAGON BREATH Allows the
mage to breathe fire at a group of
foes, doing 8 to 32 points of
damage to each.

SABHAR'S STONELIGHT SPELL
Makes all stone and earth within
range of the party glow with magical
light, revealing even secret doors.

Level 5

ANTI-MAGIC Causes the
ground to absorb a portion of the
magical energies cast at the
party, frequently allowing the
members to escape all damage.
Also aids in disbelieving illusions and in turning
back magical fire, like a dragon's breath.
MIMI
7
Party
Combat

STFL
6
Group
---



SPTO
8
1 Foe
---

DRBR
7
Group
---

STSI
7
View
Medium



ANMA
8
Party
Combat
AKER'S ANIMATED SWORD
A magical sword will appear and
fight like a summoned monster
in defense of the party.

STONE TOUCH This spell will often
turn an enemy to stone, or a stone
monster from living stone to dead
stone. But it doesn't always work.

Level 6

PHASE DOOR This incantation
will alter the structure of almost any
wall directly in front of the party,
turning it to air for exactly 1 move.

YBARRA'S MYSTICAL COAT OF
ARMOR Causes an effect like
"Air Armor" to cover every member
of the party, lasting indefinitely.

Level 7

RESTORATION Makes all wounds
disappear as your entire party is
reforged into unflawed bodies.
Also cures poisoning and insanity.

DEATHSTRIKE This incantation
is very likely to instantly kill one
selected enemy, big or small.
ANSW
8
Spec
Combat

STTO
8
1 Foe
---



PHDO
9
1 Wall
1 Move

YMCA
10
Party
Indef.



REST
12
Party
---

DEST
14
1 Foe
---
16


SORCEROR SPELLS

Level 1

MANGAR'S MIND JAB The mage
casts a concentrated blast of
psychic energy at one opponent
doing 2-8 hits of damage for each
experience level of the mage.

PHASE BLUR The entire party
will seem to waver and blur in the
sight of the monsters, making the
party very difficult to strike.

LOCATE TRAPS In a state of
magically-heightened awareness,
the spell caster will be able to sense
a trap within 30 feet, if he faces it.

HYPNOTIC IMAGE If successfully
cast, this spell will make a group of
your enemies miss the following
attack round.

Level 2

DISBELIEVE This spell will reveal
the true nature of any illusion
attacking the party, causing it to
instantly vanish.

TARGET-DUMMY A magical illusion
appears in the party's special slot.
Unable to attack, it will serve to
draw enemy attacks to himself.




MIJA
3
1 Foe
---


PHBL
2
Party
Combat

LOTR
2
30'
Short

HYIM
3
Group
---



DISB
4
Party
---

TADU
4
Spec
Combat
MANGAR'S MIND FIST A higher
power "Mind Jab," does 3-12 hits
of damage to one foe, times the
experience level of the mage.

WORD OF FEAR This incantation
will make a group of your enemies
shake in fear, reducing their ability
to attack and do damage.

Level 3

WIND WOLF This spell creates an
illusionary wolf to join the party.
This and other illusions are only
effective as long as an enemy
"believes" them. Depending on
power and location, the monster may
see through the illusion, and cause it
to vanish.

KYLEARAN'S VANISHING SPELL
The mage casting this spell will turn
nearly invisible in the eyes of his
enemies, who will have great
difficulty in striking him.
MIFI
4
1 Foe
---

FEAR
4
Group
Combat



WIWO
5
Spec
---





VANI
6
Self
Combat

17


SECOND SIGHT The mage will
experience heightened awareness
and be able to sense stairways,
special encounters, spell negation
zones, and other unusual occurrences.

CURSE Causes a group of your
enemies to fear you greatly,
lessening their morale and their
ability to hit and damage you.

Level 4

CAT EYES The members of the
mage's party will all receive perfect
night-vision, which will last
indefinitely.

WIND WARRIOR This spell will
create the illusion of a battle-
ready warrior that joins your party.

KYLEARAN'S INVISIBILITY SPELL
This invocation will perform a
Vanishing Spell on the entire
party.

Level 5

WIND OGRE This spell will create
the illusion of an ogre, which will
accompany and fight with your
party.
SESI
6
30'
Medium


CURS
5
Group
Combat



CAEY
7
View
Indef

WIWA
6
Spec
---
INVI
7
Party
Combat



WIOG
7
Party
---
DISRUPT ILLUSION This spell will
destroy any illusion fighting the
party, and any new illusions created
later in the combat. It will also point
out any dopplegangers in the party.

MANGAR'S MIND BLADE A sharp
explosion of psychic energy that
inflicts10 - 40 hits to each and
every enemy you face.

Level 6

WIND DRAGON This incantation
will create an illusionary red dragon
to fight with your party.

MIND WARP This spell will make a
member of your party go totally
insane. Useful for possessions.

Level 7

WIND GIANT This spell will create
an illusionary storm giant, to join
with, and fight for, your party.


SORCERER SIGHT This spell
functions the same as the Second
Sight spell, but it will last
indefinitely.
DIIL
8
Party
Combat


MIBL
8
All Foes
---



WIDR
10
Spec
---
MIWP
9
Char.
---


WIGI
12
Spec
---

SOSI
11
30'
Indef




18


WIZARD SPELLS

Level 1

SUMMON DEAD This spell will
gate into our universe a zombie
or skeleton to fight for the party.

REPEL DEAD This spell will do
16 to 80 points of damage to a
group of undead creatures.

Level 2

LESSER SUMMONING This spell
will gate into our universe a lower
power elemental or demon, who
will (under protest) join the party.

DEMON BANE This spell will do
32 to 128 points of damage to a
single demon. The power to
summon is the power to destroy.

Level 3

SUMMON PHANTOM This spell
will bring a medium level undead
creature into the party.

DISPOSSESS This spell will make
any possessed party member
return to his normal state.



SUDE
6
Spec
---
REDE
4
Group
---


LESU
8
Spec
---

DEBA
8
1 Foe
---



SUPH
10
Spec
---
DISP
10
Char
---
Level 4

PRIME SUMMONING This spell
gates in a medium level elemental
or demon, to fight with the party.

ANIMATE DEAD Gives a dead
character undead strength, making
him attack your enemies as though
he were truly alive.

Level 5

BAYLOR'S SPELL BIND This spell
if successful possesses the mind of
an enemy, forcing him to join your
party and fight in its defense.

DEMON STRIKE This spell works
like Demon Bane, but it will affect
an entire group of demons

PRSU
12
Spec
---
ANDE
11
Char
---



SPBI
14
1 Foe
---

DMST
14
Group
---



19


Level 6

SPELL SPIRIT This spell will gate
in a higher-level undead creature
to fight for the party.

BEYOND DEATH This spell will
restore life and one hit point to a
character.

Level 7

GREATER SUMMONING This
spell will gate a greater demon into
our universe and bind him to the
party.
SPSP
15
Spec
---
BEDE
18
Char
---


GRSU
22
Spec
---


BARD SONGS

1. FALKENTYNE'S FURY
This tune increases the damage your party will do
in combat, by driving them into a berserker rage.

2. THE SEEKER'S BALLAD
This song will produce light when exploring,
and during combat it will increase the party's
chance of hitting a foe with a weapon.

3. WAYLAND'S WATCH
This song will sooth your savage foes, making
them do less damage in combat.

4. BADH'R KILNFEST
This is an ancient Elven melody, which will heal the
Bard's wounds during traveling, and heal the
party's wounds during combat.
5. THE TRAVELLER'S TUNE
This melody makes the members of your party
more dexterous and agile, and thus more difficult
to hit.

6. LUCKLARAN
This song sets up a partial "anti-magic" field, which
gives party members some increased protection
against spell casting.

SPELL KEY GLOSSARY

Range Terms
View
1 Foe

All Foes
Group
Self
30'
Char
Party

Special


--spell affects line of sight.
--spell affects a single monster,
regardless of how many you face
--spell affects all monsters you face
--spell affects 1 of 4 monster groups
--spell affects spellcaster only
--3 squares in the direction you face
--one of 6 party members or special
--spell affects all 6 party members
and special
--spell affects "S" slot only;
summoned creature enters combat
next round

Duration Terms
Combat


Short
Medium
Long
Indef.


--spell lasts until all monsters or all
party members are killed, or until
party runs away
--spell lasts only a few minutes
--spell lasts a little longer
--spell lasts twice as long as "Short"
--spell lasts until party enters the
Adventurer's Guild or an anti-magic
zone

20


TIPS FROM THE
UNDERGROUND


Characters
1. Don't be concerned about losing a Level 1
character. Just make another one. But when your
characters reach the 3rd level, back them up
regularly using your favorite disk copy program.
2. If your favorite character gets killed, there are
several things you can do. You can resurrect him
by magic or in a temple by spending spell points or
gold. You can turn off the computer and reboot,
and your entire party will be restored, but without
the experience, gold and magic items they have
won since the last time you save game. Or you
can load the character from your back-up disk onto
the main disk, after first deleting the dead character
from your main disk. NOTE: you can only restore a
character by rebooting if you have previously
saved your party by exiting the game when in the
Adventurer's Guild.
3. In "rolling" a character's attribute numbers, 17s
and 18s can often make a big difference, as
follows: Intelligence gives Magic Users bonus
spell points; Dexterity gives fighters (but not
Bards) bonus armor protection and first strike
capability; Strength allows fighters to do extra
damage in combat; Luck allows Rogues to survive
even if they accidentally set off a trap; and
Constitution gives all characters bonus hit points.
4. Most character races have at least one attribute
they are particularly high in. Pay close attention to
starting attributes when designing your party.
5. Develop a Sorceror fast. They are very useful in
dungeons. Wizards are extremely important in
advanced levels; they can summon demons,
extremely powerful specials. Develop an
Archmage, too. You'll need one; you'll want more.
6. Your pre-built party, excellent for beginning
levels, may not be the best group for advanced
levels. You may want to experiment with a hunter,
because his "critical hit" capability can vanquish
superior monsters, and the monk, who is perhaps
the best fighter of all after he reaches the 6th level.
7. Warriors and other fighters often play less of a
role against higher level, magic-using monsters.
But without the protection of their armor and
strong arms, your Magic Users would not survive
long enough to learn the higher level magic spells.
8. Beware the Doppelganger monster. It enters
your party and looks just like one of your members.

Magic
1. Don't venture too far into any dungeon without
your maximum spell points. A good rule is to leave
a dungeon when you are down to one quarter of
your maximum spell points.
2. Manage your spell points carefully. Don't waste
a spell if you can accomplish the same thing
without magic. Torches, for example, often work
as well as magic light spells. On the other hand,
don't be shy about using magic in combat. When
in doubt, blast 'em with magic.
3. Locate traps, second sight and sorceror sight
spells all identify traps within 30 feet. Trapzap spell
disarms all traps within 30 feet.
4. Cast a long lasting Bard spell right before
entering a tavern. It's like getting a free spell.



21


ITEMS
These are the basic items found in Garth's
Equipment Shoppe in unlimited quantity:

Torch
Lamp
Broadsword

Short Sword

Dagger
War Axe


Halbard


Mace

Staff
Buckler
Tower Shield
Leather Armor

Chain Mail

Scale Armor
Plate Armor
Robes
Helm

Leather Gloves
Gauntlets
Mandolin, Harp, Flute

--for light in dungeons
--longer duration than a torch
--most damaging non-magic
sword, only usable by fighters
--lighter sword, usable by all but
mages
--usable by all, not too effective
--a heavy, damaging weapon, not
usable by bards, rogues, or
magic users
--a combination battle axe and
pike, the most damaging
non-magical weapon
--the most powerful weapon a
rogue can use; an armor crusher
--a simple, non-magical cudgel
--a small round shield
--a larger shield
--the lightest armor, wearable by
all but magicians and conjurers
--light metal mesh armor, best
against light weapons
--better still, difficult to pierce
--strongest non-magical armor
--will dull old knives, but that's it
--covers the head and saves the
adventurer's good looks
--some protection for the hands
--metal gloves
--musical instruments for use
by Bards
Item Abbreviations
FGN is an abbreviation for Figurine, a magical
statuette which can come to life.
MTHR is an abbreviation for Mithril, an elven metal
with magical qualities.
ADMT is an abbreviation for Adamant, another
magical metal.
DMND is an abbreviation for Diamond, one of the
hardest substances known to man or monster.


Tips from the Underground: Items
1. Generally, the more expensive the item is, the
better it works. Almost like real life.
2. There are no cursed or bad items, unlike real life.
3. Don't be stingy. Equip your fighters with the
best armor, weapon, shield, helmet and gauntlets
money can buy. After all, he can't take it with him.
4. Experiment with all items you find to determine
their capabilities. Magical items are key to success.
Remember that an item may only be magical for
certain characters and classes, so trade items
around if you have to.
5. Make sure some of your characters carry less
than 8 items, or else the party will never be able to
pick up new magical items in the dungeons.
6. Whenever your party captures an especially
interesting or powerful magic item, save the party as
soon as possible. That way, even if disaster strikes,
you will never lose that powerful armor, weapon,
talisman or whatever.
7. This manual is not protected by magic shields or
air armor. Don't let your dog eat it.



22





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SOFTWARE © 1985 INTERPLAY PRODUCTIONS.

MANUAL BY MICHAEL CRANFORD AND BING GORDON, © 1985 ELECTRONIC ARTS.

MANUAL ILLUSTRATIONS BY AVRIL HARRISON.

Michael Cranford wishes to acknowledge:
the great illustrator David Lowery, for fantastic monster pictures, city buildings and
dungeon walls; my buddy Lawrence Holland, for such great music; the devious Brian
Fargo, for the treacherous design of Harkyn's Castle and Mangar's worst two levels; Bill
Heineman, for data compression routines that allowed me to pack so much graphics and
animation; and the following play-testers who helped this program be its very best: Caren
Edelstein, Jay Patel, Philip Ybarra, Ayman Adham, Carl Ybarra, Mike Easting.







ELECTRONIC ARTSTM

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