Dark Haven An Epic Role Playing Adventure by Gasgorf Software Jake Murakami and Geoff Hulten with additional character artwork by Erik Vee LIMITED WARRANTY Gasgorf Software warrants that any diskette(s) and manuals containing the enclosed program or information about said program will be free from defects in materials and workmanship for a period of 90 days from the date of purchase. If the diskettes or manuals are defective within the warranty period, you may return them to Gasgorf Software for replacement free of charge. Gasgorf Software makes no warranties, either express or implied, regarding the enclosed software package, its performance, merchantability or fitness for any particular purpose. The software package is sold 'as is' and any risk as to its quality and performance is with the buyer. In no event will Gasgorf Software be liable for direct, indirect, incidental or consequential damages resulting from any defect in the software package, even if Gasgorf Software has been advised of the possibility of such damages. The warranty provides you with specific legal rights. You may have other legal rights, which may vary from state to state, and the above limitations and exclusions may not apply to you. This software program and all the documents associated with it is Copyright ( 1998 by Gasgorf Software. All rights are reserved worldwide. No part of the documentation may be reproduced or translated into any language, in any form or by any means, without the prior written consent of Gasgorf Software. 1 INTRODUCTION 1 2 GETTING STARTED 1 2.1 Installation 1 2.2 Registered and Unregistered version 1 2.3 Character Creation 1 2.4 Saving and Loading 1 2.5 Quitting the Game 1 3 INTERACTING WITH THE WORLD 1 3.1 Moving 1 3.2 Character Information 2 3.2.1 Statistics 2 3.2.2 Hunger, Sleep and Fatigue 3 3.2.3 Experience 3 3.3 Items and Inventory 3 3.4 Spells 3 3.5 Combat 4 Orders 4 3.5.2 Victory 5 3.6 Other Things 5 3.6.1 The Arena 5 3.6.2 Inns 5 3.6.3 Guilds 5 3.6.4 Jobs 5 3.6.5 Messages and Choices 5 4 BASIC HINTS 6 5 APPENDIX A: ITEM STATISTICS 7 5.1 Boots 7 5.2 Shields 7 5.3 Gloves 7 5.4 Helms 8 5.5 Body Armor 8 5.6 Weapons 9 6 APPENDIX B: SPELL STATISTICS 10 6.1 Damage Spells 10 6.2 Healing Spells 12 6.3 Modifier Spells 14 Forward The arena has been around as long as anyone can remember. So has its champion, The Dark Slayer. Year in and year out, the city of Dark Haven acquires prisoners and slaves from around the world to be devoured as inexpensive gladiators by its cherished arena. All of the gladiators die. All of the fans cheer. Many die immediately, cowering and alone. Others race up the ranks, grow in power, and in the end are consumed by the Dark Slayer. A few of them manage to live in relative comfort, gaining a bit of prestige, a few fans, and a bit of money. They train hard, explore Dark Haven, choose their foes wisely, and just get plain lucky. Then they get old and slow; they too are dead. Escape is unheard of. It can't happen. The Arena has been here for hundreds of years and no gladiator has ever left... Yet... 1 Introduction Welcome to the city of Dark Haven, an epic role-playing world for the 3Com Palm Pilot( where you take control of a young hero and shape his or her destiny. Train, fight, explore, be good or be evil; the choices are all yours. 2 Getting Started There are some things you need to do before you can begin playing Dark Haven. 2.1 Installation The following three files need to be synced onto your Palm Pilot before entering Dark Haven. The first is called 'Dark Haven.prc', the second is called 'Dark Haven.pdb', and the third is called 'Haven Picture.pdb'. Sync the files onto your Pilot using the normal Pilot installation utilities, and then you are ready to play. 2.2 Registered and Unregistered version Your exploration will be limited to the arena complex if you are playing with the unregistered version of the game. For information on registering, click the 'Register' button on the About... menu item in the File menu. 2.3 Character Creation Character creation is a simple process in Dark Haven. The work of shaping your character takes place during the course of the game. Select the new button from the introduction screen; you will be able to select a name and let the adventure begin! 2.4 Saving and Loading You can save your game at any time by using the Save Game... command from the File menu. There can be at most three different saved games at any one time. You can load a previously saved game at any time by using the Load Game... command from the File menu. When you synchronize your Pilot, your saved games will be backed up into a file called 'Haven_Save.PDB' in your Pilot backup folder. If your pilot ever loses its memory, simply install the 'Haven_Save.PDB' file back into your Pilot. 2.5 Quitting the Game Dark Haven uses the Pilot's hardware buttons for game control. In order to quit, you must tap the Applications silk screen button and launch another application. Once you've pressed the Applications button, the hardware buttons will regain their normal functions. Be sure you save your game before changing to another application! 3 Interacting With the World Dark Haven has some simple controls you will need to learn. 3.1 Moving You can move around Dark Haven using four of the Pilot's hardware buttons. The up and down buttons will move you up and down. The Address Book button will move you left and the To Do button will move you right. Some terrain is passable and some isn't. There are also many places you can't explore till you have completed some quests or gained some prestige. Don't get frustrated. 3.2 Character Information You explore the city of Dark Haven through the eyes and actions of a lone hero. At the beginning of the game, your hero will be weak, lost, and confused. However, as the game progresses, you will have many chances to improve your character, molding him or her into one of many different personalities, such as that of a mighty warrior, deadly sorcerer, pious cleric or an agile thief. 3.2.1 Statistics There are eight primary statistics, each of which you will be able to improve over the course of the game. Almost all of this improvement will come from training at guild facilities, but equipment will also modify the statistics. You can view your character's statistics by pressing the Character Information button (the button with a heart on it in Figure 1). * Strength (Str) A measure of your character's physical strength. Its most common benefit is increased damage in combat. It will also help if you ever need to move something heavy. * Intelligence (Int) Your character's mental ability. As intelligence improves your character will gain spell points, have access to more powerful spells, cast spells more quickly, have spells resisted less frequently, and be better able to put two and two together. * Offense (Off) Determines how well your character knows how to attack in combat. A high offense will allow you to score hits more often. * Defense (Def) Determines how well your character can avoid getting hit in combat. A high defense will let you dance between your opponents' clumsy attacks. * Agility (Agil) Speed and quickness. A high agility will allow your character to act more often in combat, and will also prove helpful if you ever need to balance on a ledge or tumble out of the way of a trap. * Endurance (End) Your character's durability. As endurance increases your character will gain hitpoints, recover fatigue more quickly in combat, and will be more likely to survive the many shocks and stresses found in Dark Haven. * Toughness (Tough) A measure of the thickness of your character's skin, and how well your character can roll with the punches. High values in this statistic will come almost exclusively from wearing armor, but a little skill never hurts. * Counter (Counter) This statistic is used to determine how good your character is at capitalizing on an opening left when your opponent misses in combat. It can be very potent when combined with a strong defense, but you may want to focus on other statistics early in the game. Look at the character screen picture above,. The numbers next to the statistic names are your character's base attributes. The numbers in parentheses are your character's current statistics after item, fatigue, and spell modifiers. 3.2.2 Hunger, Sleep and Fatigue Exploring a dangerous city is hard work; if you aren't careful your character will get tired, fatigued, sleepy, hungry, and in a lot of trouble. Strong physical exertion (like combat) will fatigue your character, lowering the effectiveness of all statistics. When tired enough, the mightiest warrior will fight like a beginning character. Fatigue goes from 0 all the way up to 100. If you ever get to 100, your character passes out and will almost surely die. Dark Haven is a dangerous place; be careful! Sleep Deprivation and Hunger are directly related to fatigue. They are both added directly to your fatigue and no amount of casual resting will cure their effects. In order to cure Sleep Deprivation you need to spend a night in the inn. Only eating can cure Hunger. As an example, if your character has 20 Sleep Deprivation, 20 Hunger, and 20 points of Fatigue (perhaps from fighting in a combat) their effective fatigue will be 60, more than half way to total exhaustion. Regular fatigue (not Hunger or Sleep Depravation related) will be recovered relatively quickly as your character walks around, one point of fatigue for every minute or two. 3.2.3 Experience As your character explores he or she will gain experience from fighting, completing quests, and finding treasures. You will be able to spend this experience at guilds to increase statistics and learn spells. 3.3 Items and Inventory You will find many types of items in Dark Haven and you will need them all. There are weapons (both one handed and two handed), armor (helmets, shields, boots, gloves, body armor), items that cast spells (wands and potions), rings, and quest items (some common and some rare - you won't be able to drop the rare ones). You can examine your character's inventory by clicking the Inventory button (the button with the crossed sword and axe on it in Figure 1). By clicking on any item in your inventory, you might be able to use it, equip it, drop it, examine it, or any combination depending upon its type. Useable items have limited numbers of charges, so be sure you really want to expend a charge before clicking use. Further, some useable items only have combat effects; you won't be able to use them unless you are in combat. You can also rearrange the order that items appear in your character's inventory by selecting an item and using the up and down arrows to move it around. 3.4 Spells Spells are very powerful and are an important part of any successful character's arsenal. Even warriors will benefit from learning spells; don't neglect them! You can examine your character's spells by clicking on the Spells button (the button with the magical sparks on it in Figure 1). By clicking on any spell in the list you may be able to cast it or get information on it. Spells use spell point, some give you fatigue, and some can only be used in combat. If your character is short on spell points, is tired, or isn't in combat, they may not have the option to cast all their spells. You can also rearrange the order that spells appear in your character's inventory by selecting a spell and using the up and down arrows to move it around. 3.5 Combat Fighting is an unfortunate fact of life (and death) in Dark Haven. Each fight is a one on one contest between your hero and an opponent. Your character and your opponent act based on their orders, statistics and fatigue. By pressing the 'Go/Stop' button you can pause the fight at any time. This will give you a break to examine your hero's condition and change orders. Use the Orders popup menu to select a main order class. Then use the other menus beside it to make detail your orders more specifically. You can also view your character's statistics at any time by clicking on the Character icon. Finally, you can change the combat speed by using the up and down hardware buttons (up makes combat slower, down makes it faster). 3.5.1 Orders Here are the things you can do during a combat. 3.5.1.1 Run If things are looking bad, run! But be careful, running takes time (leaving you vulnerable to several unanswered attacks from your opponent) and doesn't always work (your chance of success is based on your agility versus your opponents'). 3.5.1.2 Attack Attempt to hit your opponent, avoid their blows, and counter when they make mistakes. You have a couple of options when you attack. * Aggressiveness Allows you to decide how aggressively you want to attack. When you charge, you hit more often, and attack more often, but you also leave yourself open to enemy blows. When you defend the effects are opposite. * Power You can decide to use more or less power. Strong attacks let you do more damage, but have a fatigue penalty. Weak attacks have the opposite effect. 3.5.1.3 Rest Sometimes you will get too tired to fight effectively; it might make sense to catch a quick breather. If your opponent is in good fighting shape this may be counter-productive, as getting hit will fatigue you almost as much as attacking. 3.5.1.4 Cast When you select the cast order, a small label will appear and the combat will pause. Click on the label and you will be able to select a spell for your character to cast. Dark Haven will default to the top spell in your character's spell list that can currently be cast. Combat will not continue with the cast order selected if your character has no valid spells. The time it takes to cast a spell varies from spell to spell (more advanced spells generally take longer to cast) and is modified by the caster's intelligence. 3.5.1.5 Use When you select the use order, a small label will appear and the combat will pause. Click on the label and you will be able to select an item for your character to use. Dark Haven will default to the top useable item in your character's inventory. Combat cannot resume with the use order selected if the character has no useable items. 3.5.2 Victory To win the opponent must either run away, be killed, or pass out from exhaustion. 3.6 Other Things As you explore Dark Haven you will find many strange and wonderful things. The following sections will help prepare you for dealing with them. 3.6.1 The Arena As a slave, your character will have to spend a lot of time in and around the Arena, fighting for the enjoyment of others. On the bright side, you will be given some choice as to which type of opponent your character will meet. When you enter the arena, you will be able to select which class of opponent to challenge. Different choices will be available based on your character's prestige and current arena rank. Easier challenges will always be closer to the top of the screen. If you can survive and acquire enough prestige, you will be allowed to challenge for ranks in the arena. Who knows, one day you may even be able to challenge the arena champion...Ha! 3.6.2 Inns It's a good idea to get some sleep every night, so you should always know where the nearest inn is located. If you rent a room in an inn you will be able to pick how many hours to sleep. Ideally, your character should sleep about eight hours a day (enough to recover a days worth of sleep deprivation). Don't be alarmed if you wake up with some fatigue; just go get some breakfast and you will be ready for the day. 3.6.3 Guilds Guilds contain the facilities where you can spend experience and gold to improve character statistics and learn spells. Don't get too excited; before you gain access to the facilities you need to join the guild. That isn't always easy. To start you off, the Mercenary guild is in the arena complex. Entrance can be bought with a simple fee, and any character can join. Throughout the remainder of Dark Haven you will find a Paladin's guild, a Wizard's guild, a Cleric's guild, and the Shadow guild. There is no love lost between members of these four guilds, and with the exception of the Mercenary Guild it is very unlikely that you will ever be able to join more than one of them at the same time. Furthermore, if you quit a guild don't expect to ever be let back in to it; choose carefully! 3.6.4 Jobs You may want to consider working if you ever run low on money. Not all jobs are easy though, and many employers will require some minimum abilities before accepting you. If a store won't hire you on one day, try going back the next- they may be offering different positions then. Remember, working for a living will tire you out. Plan on getting some rest when the job is done. You could also make money in the arena, by completing quests, or by exploring, but jobs are safer. 3.6.5 Messages and Choices Throughout the game, your character will be forced to gather information and make decisions. Read the messages closely and make your choices carefully, for they will both have large effects on your chances for survival in Dark Haven. When presented with a choice, pressing the Calendar button will select the option on the left of the screen, and pressing the Notebook button will select the option on the right. When presented with a message, the Notebook button is equivalent to pressing the 'Done' button. 4 Basic Hints * Get some good equipment. Every player needs armor, gloves, boots, a helmet, and a solid weapon. Potions that heal hitpoints, spellpoints, and fatigue are also very useful. * Experiment with the user interface. Almost every command in the game can be performed by pressing an onscreen button or by using the hardware buttons. * Combat outside the arena is lethal, so don't be afraid to run from a fight (he who runs away lives to fight another day - or something like that). On the other hand, losing an unranked fight in the arena is not fatal so sticking it out till the end may not be so bad. * You will be in good shape if your offense is higher than your opponent's defense and your defense is higher than their offense. Try to figure out which opponents are good at attacking and which are good at defending and choose a combat order that will capitalize on this. * Learn where the important people are and talk to them. Some people don't like dealing with unknown arena slaves so if they ignore you the first time, get some more prestige or rank and try talking to them again later. * There are many things to do in Dark Haven, but you don't need to do them all to win the game. If you enjoy fighting, spend your time in The Arena. If you enjoy exploring, look around for quests. * Make sure you are rested before getting into any serious fights; 20 points of fatigue can mean the difference between life and death. 5 Appendix A: Item Statistics 5.1 Boots Name Leather Boots Description Soft leather boots. Damage - Effects 1 toughness bonus Name Steel Boots Description Strong steel boots. They are a bit awkward, you may have a hard time finding your footing. Damage - Effects 2 toughness bonus 1 agility reduction Fine adds one toughness, and one agility. Magical adds two toughness, and two agility. 5.2 Shields Name Buckler Description A small steel shield. Damage - Effects 1 defense bonus Name Wooden Shield Description A large wooden shield. It will help you defend and will free up your weapon to counter. Damage - Effects 1 defense bonus 1 counter bonus Name Large Shield Description A large steel shield. It will provide a lot of defense and will let your weapon concentrate on offense. Damage - Effects 2 defense bonus 2 counter bonus 1 offense bonus Fine adds one defense, and one counter. Magical adds two defense, two counter, and one agility. 5.3 Gloves Name Leather Gloves Description Hard leather gauntlets. Damage - Effects 1 toughness bonus Name Chain Gloves Description Leather gauntlets strengthened by linked chain. Damage - Effects 2 toughness bonus Name Steel Gloves Description Strong steel gauntlets. They will make you tougher, and also help you divert blows in a pinch. Damage - Effects 3 toughness bonus 1 defense bonus Fine adds one toughness, one defense, and one counter. Magical adds two toughness, two defense, two counter, and one agility. 5.4 Helms Name Leather Helm Description A hard leather helm. Damage - Effects 1 toughness bonus Name Chain Helm Description A leather helm strengthened by linked chain. It will provide good protection. Damage - Effects 2 toughness bonus Name Steel Helm Description A strong steel helm. It will probably save your life, but will be awkward to wear. Damage - Effects 3 toughness bonus 1 offense reduction Fine adds one toughness and one defense Magical adds two toughness, two defense, and one agility 5.5 Body Armor Name Cloth Armor Description Cloth jacket and pants. They provide little protection but are better than nothing. Damage - Effects 1 toughness bonus Name Padded Armor Description A padded jacket and pants, they will be slightly restricting. Damage - Effects 3 toughness bonus 1 defense reduction Name Leather Armor Description Hard leather armor. Will provide good protection, but will slow you down a bit. Damage - Effects 5 toughness bonus 1 defense reduction 1 agility reduction Name Chain Mail Description Armor made of tightly linked chain. Will provide excellent protection, but will slow you down. Damage - Effects 7 toughness bonus 1 defense reduction 2 agility reduction Name Plate Mail Description Large steel plates fashioned into a suit of armor. This armor will keep you safe, but will make movement very difficult. Damage - Effects 9 toughness bonus 2 defense reduction 3 agility reduction Fine adds one toughness, one defense, and one counter Magical adds two toughness, two defense, two counter, and one agility 5.6 Weapons Name Dagger Description A small, sharp dagger. Damage 1 - 2 Effects - Name Club Description A crude, awkward looking weapon made from a big stick. Damage 1 - 3 Effects 1 offense reduction Name Staff Description A long stout staff. While it requires two hands, it will help you defend and counter. Damage 1 - 5 Effects 1 defense bonus 1 counter bonus Name Spear Description A long staff topped with a blade. While it requires two hands, it will help you defend, counter and its length will help you hit. Damage 2 - 6 Effects 1 defense bonus 1 counter bonus 1 offense bonus Name Short Sword Description While this weapon is small, it looks very vicious. It will also help you fend off blows. Damage 2 - 4 Effects 1 defense bonus 1 counter bonus 1 offense bonus Name Mace Description A bashing weapon that may also help you defend. Damage 2 - 5 Effects 1 defense bonus Name Axe Description A good offensive weapon that looks like it could do some serious damage. Damage 3 - 6 Effects 1 offense bonus Name Broad Sword Description A strong looking sword. Its length will help you attack, and defend. Damage 2 - 7 Effects 1 offense bonus 1 defense bonus Name Flail Description A ball and chain attached to a handle. It looks like it would be hard to defend against this weapon. Damage 4 - 8 Effects 2 offense bonus Name Long Sword Description A long powerful sword. One of the most coveted weapons, it will help you attack, defend, and dispatch your foes. Damage 4 - 9 Effects 1 offense bonus 1 defense bonus Name Great Axe Description A deadly weapon. It requires two hands, and will slow you down, but woe to those who it hits. Damage 6 - 14 Effects 2 offense bonus 1 defense bonus 2 agility reduction Name Great Sword Description A deadly weapon. It requires two hands, and will slow you down, but woe to those who it hits. Damage 4 - 12 Effects 3 offense bonus 1 defense bonus 2 agility reduction Fine adds one offense, one defense, and one counter. Magical adds two offense, two defense, two counter, two strength, and one agility. 6 Appendix B: Spell Statistics 6.1 Damage Spells Name Fire Bolt Description Shoots a small burst of flame at your opponent. Intelligence 1 Guilds Mercenary Target Opponent Resistance Agility Spell Points 4 Fatigue 4 Cast Time 50 Duration - Effects 3 - 5 hitpoints damage Name Lightning Blast Description A bolt of electricity will strike your foe causing moderate damage and stunning them for a moment. Intelligence 5 Guilds Mercenary Target Opponent Resistance Agility Spell Points 10 Fatigue 6 Cast Time 60 Duration 24 Effects 5 - 15 hitpoints damage 1 - 3 agility reduction Name Smite Description A bolt of holy light will wound your foe Intelligence 7 Guilds Cleric, Paladin Target Opponent Resistance Agility Spell Points 13 Fatigue 7 Cast Time 70 Duration - Effects 10 - 20 hitpoints damage Name Fire Ball Description A large ball of fire with bathe your opponent in flame. Intelligence 8 Guilds Wizard, Shadow Target Opponent Resistance Agility Spell Points 12 Fatigue 8 Cast Time 60 Duration - Effects 10 - 20 hitpoints damage Name Poison Description Turns a small portion of your opponent's blood into a deadly poison. Intelligence 10 Guilds Shadow Target Opponent Resistance Endurance Spell Points 14 Fatigue 9 Cast Time 85 Duration - Effects 20 - 25 hitpoints damage Name Mind Blast Description Attempts to warp your opponent's mind, causing great pain and confusion. Intelligence 13 Guilds Wizard, Cleric Target Opponent Resistance Intelligence Spell Points 17 Fatigue 10 Cast Time 95 Duration 40 Effects 20 - 30 hitpoints damage 5 - 7 intelligence reduction Name Acid Burst Description Summons a highly corrosive blob of acid and propels it at your foe. Intelligence 16 Guilds Wizard Target Opponent Resistance Agility Spell Points 22 Fatigue 11 Cast Time 110 Duration - Effects 30 - 55 hitpoints damage Name Disintegrate Description Attempts to break your opponent into thousands of tiny pieces. This spell is very deadly, but is also very hard to target accurately. Intelligence 18 Guilds Wizard Target Opponent Resistance Agility Spell Points 30 Fatigue 9 Cast Time 125 Duration - Effects 10 - 100 hitpoints damage Name Tongue of Death Description With a single word you can bring the mightiest opponent to their knees. Intelligence 20 Guilds Wizard Target Opponent Resistance Intelligence Spell Points 32 Fatigue 10 Cast Time 60 Duration 60 Effects 40 - 70 hitpoints damage 2 - 4 intelligence reduction 2 - 4 agility reduction 2 - 4 offense reduction 2 - 4 defense reduction 5 - 10 fatigue damage 6.2 Healing Spells Name Minor Heal Description This spell will heal small wounds. Intelligence 2 Guilds Mercenary Target Self Resistance - Spell Points 3 Fatigue 5 Cast Time 60 Duration - Effects 3 - 6 hitpoints restored Name Second Wind Description Gives you a temporary burst of energy, but will have a long-term price. Intelligence 3 Guilds Mercenary Target Self Resistance - Spell Points 5 Fatigue 0 Cast Time 50 Duration - Effects 20 - 30 fatigue restored 2 - 4 sleepiness added Name Cat Nap Description Gives you a bit of rest but will fatigue you. Be careful not to exhaust yourself! Intelligence 4 Guilds Mercenary Target Self Resistance - Spell Points 6 Fatigue 15 Cast Time 100 Duration - Effects 2 - 4 sleepiness restored Name Heal Description This spell will heal wounds. Intelligence 5 Guilds Mercenary Target Self Resistance - Spell Points 7 Fatigue 7 Cast Time 70 Duration - Effects 10 - 20 hitpoints restored Name Feed Description This spell will reduce your hunger. Intelligence 6 Guilds Shadow, Cleric, Wizard Target Self Resistance - Spell Points 9 Fatigue 12 Cast Time 200 Duration - Effects 5 - 10 hunger restored Name Major Heal Description This spell will heal severe wounds. Intelligence 8 Guilds Cleric, Paladin Target Self Resistance - Spell Points 11 Fatigue 10 Cast Time 80 Duration - Effects 20 - 40 hitpoints restored Name Rest Description Gives you a night's sleep, but will fatigue you; be careful! Intelligence 8 Guilds Shadow, Paladin Target Self Resistance - Spell Points 12 Fatigue 25 Cast Time 200 Duration - Effects 14 - 20 sleepiness restored Name Power Heal Description This spell will heal severe wounds and some fatigue. Intelligence 10 Guilds Wizard, Shadow, Paladin Target Self Resistance - Spell Points 15 Fatigue 0 Cast Time 170 Duration - Effects 25 - 50 hitpoints restored 10 - 20 fatigue restored Name Mana Description This spell will greatly reduce your hunger. Intelligence 10 Guilds Paladin Target Self Resistance - Spell Points 15 Fatigue 14 Cast Time 200 Duration - Effects 25 - 35 hunger restored Name Minor Restore Description Sustains your body by magical force alone. Intelligence 12 Guilds Wizard Target Self Resistance - Spell Points 18 Fatigue 17 Cast Time 250 Duration - Effects 15 - 25 hunger restored 10 - 16 sleepiness restored Name Minor Rejuvenation Description This spell will heal severe wounds, some fatigue, and some hunger. Intelligence 14 Guilds Cleric Target Self Resistance - Spell Points 22 Fatigue 0 Cast Time 180 Duration - Effects 50 - 75 hitpoints restored 20 - 30 fatigue restored 3 - 7 hunger restored Name Restore Description Sustains your body by magical force alone. Intelligence 14 Guilds Cleric Target Self Resistance - Spell Points 22 Fatigue 20 Cast Time 254 Duration - Effects 25 - 40 hunger restored 25 - 40 sleepiness restored Name Rejuvenation Description This spell will heal severe wounds, some fatigue, and some hunger. Intelligence 18 Guilds Cleric Target Self Resistance - Spell Points 30 Fatigue 0 Cast Time 220 Duration - Effects 75 - 100 hitpoints restored 40 - 60 fatigue restored 5- 10 hunger restored 6.3 Modifier Spells Name Curse Description Causes your opponent to have bad luck for a short time. Intelligence 1 Guilds Mercenary Target Opponent Resistance Intelligence Spell Points 3 Fatigue 4 Cast Time 65 Duration 130 Effects 1 strength reduction 1 - 2 offense reduction 1 - 2 defense reduction 1 counter reduction Name Bless Description Things will go your way for a while. Intelligence 3 Guilds Mercenary Target Self Resistance - Spell Points 5 Fatigue 4 Cast Time 65 Duration 130 Effects 1 - 2 offense bonus 1 - 2 defense bonus 1 - 2 counter bonus Name Power Description This spell will give you a temporary burst of strength and endurance. Intelligence 4 Guilds Mercenary Target Self Resistance - Spell Points 6 Fatigue 5 Cast Time 60 Duration 120 Effects 1 - 4 strength bonus 1 - 3 endurance bonus Name Slow Description Causes your opponent to become sluggish and clumsy. Intelligence 4 Guilds Mercenary Target Opponent Resistance Endurance Spell Points 6 Fatigue 5 Cast Time 70 Duration 150 Effects 1 offense reduction 1 - 2 defense reduction 1 - 3 agility reduction Name Shrink Description Reduces your opponent's size, reducing their strength. Intelligence 5 Guilds Mercenary Target Opponent Resistance Strength Spell Points 7 Fatigue 6 Cast Time 80 Duration 160 Effects 3 - 4 strength reduction 1 - 2 toughness reduction Name Haste Description Makes you move faster and react more quickly. Intelligence 6 Guilds Shadow, Paladin, Wizard Target Self Resistance - Spell Points 8 Fatigue 6 Cast Time 75 Duration 150 Effects 2 - 4 agility bonus 1 - 3 counter bonus Name Blind Description Blinds your opponent, reducing many of their abilities. Intelligence 7 Guilds Shadow, Wizards Target Opponent Resistance Intelligence Spell Points 8 Fatigue 7 Cast Time 90 Duration 180 Effects 2 - 4 offense reduction 2 - 4 defense reduction 2 - 4 counter reduction 1 - 2 toughness reduction 1 - 2 intelligence reduction Name Stealth Description Makes you hard to see, giving you definite combat advantages. Intelligence 8 Guilds Shadow Target Self Resistance - Spell Points 9 Fatigue 7 Cast Time 80 Duration 160 Effects 2 - 3 offense bonus 2 - 3 defense bonus 2 - 3 counter bonus 1 - 2 toughness bonus Name Fear Description Paralyzes your opponent with terror. Intelligence 9 Guilds Shadow, Wizards, Paladin Target Opponent Resistance Intelligence Spell Points 10 Fatigue 9 Cast Time 100 Duration 200 Effects 1 - 4 offense reduction 1 - 4 defense reduction 1 - 4 counter reduction 4 - 7 agility reduction Name Valor Description Honor will guide you to victory. Intelligence 10 Guilds Paladin, Cleric Target Self Resistance - Spell Points 12 Fatigue 8 Cast Time 95 Duration 190 Effects 3 - 4 strength bonus 3 - 4 offense bonus 3 - 4 defense bonus 3 - 4 counter bonus 3 - 4 toughness bonus Name Feeble Mind Description Befuddles your opponent, making their spells easier to resist and their actions more erratic. Intelligence 12 Guilds Cleric, Wizard Target Opponent Resistance Intelligence Spell Points 15 Fatigue 9 Cast Time 110 Duration 220 Effects 7 - 12 intelligence reduction Name Stone Skin Description Slows you down a bit, but makes your skin as tough as rocks. Intelligence 14 Guilds Wizard, Cleric Target Self Resistance - Spell Points 15 Fatigue 9 Cast Time 110 Duration 220 Effects 0 - 2 offense reduction 0 - 2 defense reduction 5 - 10 toughness bonus Name Holy Shackle Description Holy force opposes your foe's every move. Intelligence 15 Guilds Cleric Target Opponent Resistance Strength Spell Points 18 Fatigue 10 Cast Time 115 Duration 220 Effects 3 - 5 offense reduction 3 - 5 defense reduction 3 - 5 counter reduction 3 - 5 agility reduction Name Divine Spirit Description Holy force aids your every movement. Intelligence 17 Guilds Cleric Target Self Resistance - Spell Points 19 Fatigue 8 Cast Time 115 Duration 230 Effects 4 - 6 strength bonus 4 - 6 offense bonus 4 - 6 defense bonus 4 - 6 counter bonus 2 - 4 toughness bonus 17