This file quickly covers a few concerns over Origin's hiney-kicking RPG (or disk swapping test of patience =^) Knights of Legend. 1. "I can't find the /CHARacter disk anywhere on asimov!" Of course you can't find any, maybe that'll teach 'ya to not copy the game. =^) no no no... KOL didn't come packaged with a /CHAR disk, you have to format your own. Grab Copy II+ or whatever other (ProDOS) disk utility and format a volume (disk) named /CHAR You now have a KOL character disk. 2. "Where can I find the other three modules?" You can't ('aint this fun?) "Analysis of market trends and software development demands" made the creation of the later modules infeasable at the time according to a letter I got from Origin. They did keep our names & addresses in a "confidential KOL file" should they change their minds about the modules, but after some six years, I've yet to hear anything. =^) 3. "Magic System? Spells? How?" You thought Ultima V was cool? Hold onto your shorts... (The following has been typed up from the manual without the permission of Origin Systems or KOL author Todd Mitchell Porter, hope they don't sue my ass.) ____________________ MAGIC (p71-76) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Elven is the language of Ashtalarean magic, and all mages must have at least a passing knowledge of this rich and beautiful tongue to practice their craft. For those who hope to achieve magical mastery, a detailed description of Elven can be found on pages 129. [maybe I'll type that up later -gtk] However, the information below will provide enough information to get you started as a spellcaster. CASTING SPELLS ~~~~~~~~~~~~~~ Spells are cast by speaking a word of power. Each magical word consists of five or six parts, with each part describing a portion of the spell's total effect. The parts of a spell are always presented in the following order: RACE + STAT + SEVERITY + RANGE (+ DURATION) + SUBCLASS The first syllable of the spell describes the RACE the mage wants to affect. In Elven, as in most languages, each race is referred to differently: Human = DAY Elemental = VON Elf = AR Giant = KUM Dwarf = TYA Legendary = VAR Kelder = KEL Undead = VOR After the race comes the STAT affected. There's no need to worry about wether a spell affects a stat positively or negatively -- when you cast a spell, you will be asked what effect you want it to have. Strength = DAN Fatigue = TWE Quickness = VA Offecsive skill = KUT Foresight = DA Defensive skill = AND Intelligence = VOR Body = NA Next, the mage specifies the SEVERITY of the spell, the amount of power he's putting into it: Insignificant = R Great = Y Moderate = L Trememdous = F Serious = W The RANGE of a spell can be either close or long. "Close" means the target is right beside the spellcaster -- close enough to touch. "Long" range is anything beyond arm's reach. Close = ON Long = YR The spell's DURATION -- how long it lasts -- comes next. A spell with the shortest duration possible may just last a single combat round; a spell with the longest duration may last through an entire combat encounter. Mages don't have to specify a duration for spells affecting the Body or Fatigue stats -- such spells automatically increase stats for an entire combat (or until the target is defeated!) Minimal = A Long = O Short = E Longest = U Medium = I Finally, the mage specifies which SUBCLASS -- which specific creature(s) -- he wants to affect. In the case of Humans, Elves, Dwarves, and Kelder, no subclass need be specified. For these races, simply end the spell with the suffix "TA." All creatures of the race specified at the beginning of the spell will be affected, regardless of subclasses. Spells aimed at creatures other than Humans, Elves, Dwarves, and Kelder must be more specific. ELEMENTALS Golem = MU Dijinn = TI Sylph = FE Salamander = MI GIANTS Goblin = MU Hill Giant = A Orc = FE Ettin = UA Hobgoblin = TI Ogre = KE Great Orc = MI Stone Ogre = AT Troll = KO Cyclops = LO Cliff Troll = RA Mist Giant = RI LEGENDARY CREATURES Minotaur = MU Binderak = KO Mock Thing = FE Sledge = RA Lizarion = TI Mist Grub = A Blom = MI Walbar = UA UNDEAD Gremlin = MU Zombie = TI Ghoul = FE Skeleton = MI Humans, Elves, Dwarves, Kelder = TA Once you've created a spell, give it a name you'll remember easily in the heat of battle. A spell designed to hurt Orcs might be called "Orc Killer." One designed to heal Elves could be named "Elf Restorer." Below, you'll find a few sample spells. Using the lists above, try to break these magical words down into their component parts. Once you can do this, you'll be a mage worthy of respect anywhere in Ashtalarea! [and attain new levels of geekiness. =^) -gtk] Examples: HURT ALL DWARVES SERIOUSLY AT CLOSE RANGE = TYANAWONTA HEAL AN ELF MODERATELY AT LONG RANGE = ARNALYRTA GREATLY INCREASE AN ORC'S FATIGUE AT LONG RANGE = KUMTWEYYRFE GREATLY INCREASE THE FORESIGHT OF A KELDEN AT LONG RANGE FOR MEDIUM DURATION = KELDAYYRITA GREATLY DECREASE THE INTELLIGENCE OF A SKELETON AT LONG RANGE FOR MINIMAL DURATION = VORVORWYRAMI TREMENDOUSLY HURT AN OGRE AT LONG RANGE = KUMNAFYRKE LEARNING SPELLS ~~~~~~~~~~~~~~~ Training in the arts of magic can be found in a Magic Tower or Shop. There you will be offered the opportunity to select a spell from the list known to the proprietor. You may also be asked if you wish to join the magical order to which he belongs. MAGICAL ORDERS ~~~~~~~~~~~~~~ Becoming a member of a magical order requires a substantial expenditure of gold, usually on the order of 500 gold. When you pay this initiation fee, you will be given a talisman as a symbol of your allegiance, which you must swear to wear at all times. If you do not wear this token, you wil not be recognized as a member of the order and your powers will be limited As a member of a magical order, you can modify any spell in your book of spells. Note that modification is a thing not easily done. You are essentially changing the basic formulae upon which the entire enchantment is based -- almost like recreating the spell from scratch. Once you join an order, the option to modify your spells will be made available to you at shops or towers whose proprietors belong to the same order. The various orders have different goals, different strengths and different weaknesses. For instance, some orders may be dedicated to eliminating reptilian races and creatures, and will specialize in spells that focus on this goal. Make sure you choose an order whose spells are in keeping with your objectives or you will find yourself at a loss later in the game. MODIFYING SPELLS ~~~~~~~~~~~~~~~~ If you choose to modify the effects of any spell in your book, a scroll will appear. On the scroll, the spell will be broken down into its individual components. By modifying these components, you chance what you spell can do. Once you have finished modifying the spell, select the U-TURN icon. A text message will ask if you want to save the modified spell to your spell book. The YES icon will save the spell -- if you have enough gold and Adventure Points. For more information on the language and structures of magic, see the appendix on the Elven language on page 129 of this book. SELECTING SPELLS ~~~~~~~~~~~~~~~~ When choosing your complement of spells, try to keep a few simple guidelines in mind and you will get the most out of your mages. Remember that magical power has its price -- fatigue. You may be tempted to go for ultra-powerful spells, but they will have limited utility. You will only be able to cast them once or twice before you are exhausted. Becaues the ability to use magic is limited in this way, mages may want to wear light armor. Heavy armor protects better, but increased encumberance results in still more fatigue. Try to pick attack spells effective against as many different creatures as you can. If you have accepted a quest to take on something that sound particularly nasty, it may be in your best interest to construct a special-purpose spell designed to soften it up for your fighters. [SCROLL icon] To see your lists of spells, select the SCROLL icon on the Character Profile Screen. In the long run, you may be better off concentrating on weapons mastery, but a little magic can go a long way in the early stages of the game. Get some magic as soon as you are able. ____________________ 1996.7.11 gkomatsu@hawaii.edu