TABLE OF CONTENTS WELCOME TO THE REALM OF THE STONE PROPHET............. i What Comes with This Game? ................................................... 1 Using the Mouse......................................................................... 1 Getting Started Quickly .............................................................. 1 WELCOME BACK TO RAVENLOFT............................................... 2 HOW TO PLAY.................................................................................
i 1 WELCOME TO THE REALM OF THE STONE PROPHET The desert of Har’Akir is ancient beyond belief. Not all of its past is marked by noble deeds and great kings. In ancient days, the evil pharaoh Anhktepot ruled a great and powerful nation. His downfall stemmed from his desire for immortality. Cursed by Ra, the sun god, Anhktepot’s soul still remains in his mummified form and brings death to those it touches at night.
2 3 WELCOME BACK TO RAVENLOFT On the Terror of Har’Akir The heat of the day invades the shadows. Beneath a relentless sun, exposed flesh withers brown, and beasts the like of which are unknown beyond Har’Akir prowl the wasteland. It is a desert filled with fierce storms and ruined temples. Only the frightened survive, those wise enough to cower within the tents and hovels they call their homes.
5 HOW TO PLAY The Adventure Screen COMPASS GAME OPTIONS QUICK SAVE A HOLY SYMBOL OR SPELLBOOK CAN APPEAR HERE AUTO MAP AN IN-HAND ITEM QUICK RESTORE A CHARACTER PORTRAIT REAR RANK CHARACTER A HIT POINT BAR WATER SUPPLY FRONT RANK CHARACTER MAIN MENU BUTTON MESSAGE AREA HEIGHT CONTROL BAR Basic Training for Combat Desert trolls and stone golems roam the sandy wastes. Fierce desert storms appear from nowhere to cause chaos and destruction.
6 7 Apprentice Instructions for Spellcasting You know your party is about to encounter certain dangers; another sand mephit, or perhaps a serpent of Set intent upon attacking your party with its venomous bite. If the area is safe and fate has given the characters time enough to prepare, spells can be prayed for or memorized. To spellcast, first determine if a mage or a cleric accompanies the party. A mage has a golden spellbook displayed, centered above his or her portrait on the Adventure Screen.
8 9 Once used, spells must be regained by resting. Different spells may be chosen by praying for or memorizing them, then resting once again. Mages pick up more spells as they journey through the various caverns and labyrinths of this forsaken world. These are found in the form of scrolls which can then be added to the mage’s spellbook. A character who is both a cleric and a mage has his or her spell lists displayed in two different colors, allowing you to differentiate between the types.
10 11 FLYING NPC DIALOGUE At certain points in the game your party gains the ability to fly. When this ability is present, a height control bar appears to the right of the movement arrows on the bottom of the Adventure Screen. This control allows your party to rise from one level to the next. You should note that this ability exists only when activated by a special spell, scroll, or potion.
12 13 sworn quest. Should you decide to allow another character into the party, his or her portrait is placed in one of the empty character slots at the bottom of the Adventure Screen. From then on, the new character is handled in the same way as the original characters. Among the NPCs which may join your party in STONE PROPHET are a desert troll, a jackalwere, and a wemic adventurer.
14 15 ADD SPELLS TO A MAGE’S SPELLBOOK CHECK CHARACTER STATUS When the party comes across hidden scrolls (parchments bearing the inscriptions of powerful magic), you can add these to your mage’s repertoire by scribing the scrolls into the mage’s spellbook. This is done by picking up the scroll and moving it to the Inventory Screen as described in the “Pick Up and Drop Objects/Add Items to Inventory” section on page 17.
16 17 MEMORIZE SPELLS PICK UP With this option, mage characters select the spells they wish to memorize. A menu, including the selection MEMORIZE appears when the mouse cursor is left-clicked over the Eye of Ra icon. By left-clicking on MEMORIZE, a screen of available mage spells is displayed. If more than one mage is in the party, their individual names appear on icons at the top of the screen. Choose which mage is to memorize spells by clicking on the appropriate icon.
18 19 In the same way that there are special tables from which objects can be picked up, special urns exist in which objects have been placed. To acquire an object from a special urn, right-click on the image of the urn and any object within appears on the mouse cursor. PLACE AN OBJECT IN A CHARACTER’S HAND After picking up an object on the Adventure Screen, double right-click over the character’s hand in which you wish to place it.
20 21 USE OBJECT CHARACTER’S HAND To use an object in a character’s hand, left-click on the object or weapon where it appears above the character’s portrait. The game is also paused when the Inventory Screen is displayed. This is done by left-clicking the mouse cursor over any character portrait. Right-clicking on the Inventory Screen returns you to the Adventure Screen and the game. Save, Load, Pause, and Quit SAVE GAME You may also pause the game by pressing P on your keyboard.
22 23 CHARACTER RANKING IN PARTY Characters whose portraits appear on the left and right sides of the screen are considered to be in the rear rank of the party. Characters whose portraits appear near the center of the screen are considered to be in the front rank. This front and rear ranking applies only to interior locations. When the characters are outside they are considered to have formed a less-ordered group and all react as if they have positions in the front rank.
24 25 Though male, female, short, and tall figurines are displayed, any clothing found fits any character. Two exceptions to this rule exist: the wemic wears only wemic armor and the desert troll wears only desert troll armor. Note: The desert troll NPC cannot wield any weapons or carry any objects in his hands. The only item of use to the desert troll is his special armor. RINGS To the right and left of each character mannequin is a representation of the character’s hands.
26 27 MAP SCROLLING PRINT At the top, bottom, and sides of the automapping window are small arrows, icons which can be used to scroll to the north, south, east, and west of the map. This becomes useful when the map grows larger than can be displayed all at once. The fifth icon is a computer printer, and clicking on this button sends the automap to print. This unique feature allows you to print the layout of the map your characters are currently exploring.
28 29 Adventuring Strategy COMBAT STRATEGIES ATTACKING OPPONENTS Thrown Weapons Characters who use thrown weapons should carry them in-hand. Be sure to recover your character’s ranged weapons after each battle. It is best to collect all the ranged weapons your character finds, for they are used up quickly in battle. Characters most often engage in “melee combat,” which is face-toface battle with weapons such as swords and maces.
30 31 Keep Your Eye on the Compass Watch the compass as your characters explore Har’Akir. There are a number of traps that can change the party’s facing. Magic portals and teleporters may reveal themselves in this way. Slider traps move the party in a quick “slide” from one position to another. When to Save the Game Save the game any time you believe something might happen to hurt your characters. Use the quick save option by pressing S on your keyboard. Save the game at the beginning of each new level.
32 33 CREATING YOUR PARTY OF CHARACTERS RACE After you select the gender of your character, the card chosen moves to the lower left of the screen, while six new cards are dealt across the table. These represent the six races available to your character: human, half-elf, halfling, gnome, dwarf, and elf. Left-click over the appropriate card for the race of your choice. Should you wish to move back one step before making a choice, left-click on the “Review Sex” card in the lower right hand corner.
34 35 CHARACTER PORTRAIT When the character’s class has been decided, that card joins your other selections of sex, race, class, and alignment at the bottom of the screen. The next cards dealt are character portraits, six faces from which you may choose. As you move the mouse cursor over the character faces, they change from black-and-white to color portraits. Click on the “More” card at the bottom of the screen to review additional portraits. Left-click over a portrait to choose it for your character.
36 37 Left-clicking on a directory or sub-directory takes you into that directory or sub-directory. To move back a step, left-click on the drive letter followed by two dots (for example, D>..) which is located on the line above the directory listings. This moves you back one step to the previous directory or sub-directory. Character Basics At any point, a right-click takes you back to the main menu. RACES After locating the saved game of your choice, left-click on the “SAVE.
38 39 ♦ Elves ♦ Half-Elves Elves spend much of their time in the carefree company of nature, as far from cities and towns as possible. Because of this they are often thought to be haughty and cold, especially when forced into the company of others. At their best with a bow or a song, elves may spend more years in playful wandering than most other creatures live; their life span can exceed 1,200 years.
40 41 ♦ Humans ♦ Clerics Humans often risk their short, 70–year life span in quests for immediate, personal gain. Yet it proves difficult to say any one thing about them. Though often impatient and short-sighted, humans live in the most diverse societies and frequently strive to meet high ideals. Clerics, also called priests, may be the most favored class of the gods, for they receive their power directly from them and cast spells through their holy symbols.
42 43 ♦ Mages ♦ Rangers Mages control powerful spells by memorizing their arcane words and ancient symbols. Knowledge of this art is their treasure and the secret to their mysterious power. Rangers follow the tracks of their quarry across hard lands, or beneath the dim light of a forest canopy, yet never lose the trail. They are trained trackers, hunters, and woodsmen, succeeding by their wits as much as by their skills with the bow and sword.
44 45 SINGLE-CLASS VS. MULTI-CLASS Single-class characters have more hit points than multi-class characters with the same amount of experience. They do more damage to their opponents in battle. Single-class clerics and mages gain higher level spells sooner than their multi-class counterparts. Non-human characters may choose to belong to one or more classes, and in so doing reap a few rewards for their trouble.
46 47 ABILITY SCORES Ability scores are a summary of a character’s natural faculties and abilities. The higher the score, the better their ability in that area. A character’s summary includes the following abilities: ♦ Strength (STR) ♦ Dexterity (DEX) ♦ Constitution (CON) ♦ Intelligence (INT) ♦ Wisdom (WIS) ♦ Charisma (CHA) The Edit and Keep commands allow you to make changes to these scores and then save them. Each ability score is at a value between 3 and 18.
48 49 Armor Class (AC) Armor Class reflects both a character’s Dexterity bonuses and whatever new armor or shield he or she may be wearing. As a score, it measures how difficult your character is to hit and damage. The lower the AC, the harder it is for him or her to be hit. But remember, low AC values are relative. While your character may wear the best, dwarven-tooled armor, that beast waiting around the next corner may boast the same Armor Class because it is both fast and small.
50 51 ♦ Speak with Animals (Rangers) Character Powers RANGE: 0 CLASS-RELATED POWERS ♦ Turn Undead (Clerics and Paladins) RANGE: Close DURATION: Instantaneous AREA OF EFFECT: Special One important and potentially life-saving power of clerics and paladins is the ability to turn undead. This special power is granted by the character’s deity.
52 53 ♦ Hide in Shadows (Thieves) RANGE: 0 DURATION: Special Cleric Spells AREA OF EFFECT: Special The temples and dungeons of Har’Akir present many opportunities for a thief to hide in shadows. This power works much like an invisibility spell, concealing the thief from the attention of his or her opponents. Unfortunately, once the thief makes an attack the concealment ends. This power is represented on the Adventure Screen by the shading down of the thief’s portrait.
54 55 ♦ Detect Magic RANGE: 0 ♦ Magical Stone DURATION: Long AREA OF EFFECT: Carried items This spell allows the caster to determine if any of the items being carried are magically enchanted. All magic items are indicated for a short period of time. High-level paladins can cast detect magic spells.
56 57 ♦ Draw Upon Holy Might — STR RANGE: 0 DURATION: Medium ♦ Speak with Animals AREA OF EFFECT: Caster Similar to draw upon holy might — DEX, invoking this spell causes the cleric’s body to act as a vessel for the energy of his or her god. Upon invoking this spell, his or her body shudders with newfound energy. As a result, the caster’s Strength increases by +1 for every three levels of experience. The effect lasts for the duration of the spell. It cannot increase Strength beyond a value of 18.
58 59 ♦ Magical Vestment RANGE: 0 DURATION: Medium ♦ Summon Insects AREA OF EFFECT: Caster This spell enchants the caster’s clothing, providing him or her armor protection that is at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels beyond 5th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness.
60 61 ♦ Neutralize Poison RANGE: Touch DURATION: Permanent ♦ Raise Dead AREA OF EFFECT: Creature or character touched This spell detoxifies any sort of poison or venom, whether it exists in a poisonous creature or in a poisoned party member. It cannot, however, bring a character back to life if he or she has already died. ♦ Protection from Evil, 10’ radius RANGE: Touch DURATION: Medium AREA OF EFFECT: 10’ radius sphere The effect of this spell is centered on and moves with the character touched.
62 63 ♦ Feather Fall Mage Spells RANGE: Long FIRST-LEVEL MAGE SPELLS ♦ Armor RANGE: Touch DURATION: Special AREA OF EFFECT: Character touched When casting this spell, a mage surrounds himself or another character with a magical field that protects as scale mail (AC 6). The spell has no effect on characters who already have AC 6 or better and it does not have a cumulative effect with the shield spell.
64 65 ♦ Protection from Evil RANGE: Touch DURATION: Medium SECOND-LEVEL MAGE SPELLS AREA OF EFFECT: Character touched When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and all attacks made by evil creatures against the protected creature receive a -2 penalty to each attack roll.
66 67 ♦ Ice Knife RANGE: Special ♦ Melf’s Acid Arrow DURATION: Instantaneous AREA OF EFFECT: Special By casting the ice knife spell, a mage fires a dagger of ice at his target. A successful hit causes 2–8 hit points of damage. Should the dagger miss its target, it shatters, releasing a wave of numbing cold. Creatures within the range of this wave may suffer cold damage, moving slowly as if paralyzed. A thrown ice knife cannot be picked up and used again.
68 69 THIRD-LEVEL MAGE SPELLS RANGE: Long ♦ Dispel Magic RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 30’ cube When a mage casts this spell, he or she has a chance to neutralize magic. It removes spells and spell-like effects from characters, creatures, and objects. Dispel does not counter cure spells, but it dispels hold person, bless, and similar spells. It cannot permanently affect enchanted items, such as magical rings, wands, or weapons.
70 71 ♦ Slow ♦ Detect Scrying RANGE: Long DURATION: Long AREA OF EFFECT: 2 squares This spell makes enemies move and attack at half their normal rate. Slowed creatures have a penalty of +4 on their Armor Class and they attack with penalties. All Dexterity combat bonuses are negated. ♦ Vampiric Touch RANGE: Close DURATION: 1 attack AREA OF EFFECT: Caster When this spell is cast, a glowing hand appears. A mage may attack with this hand like any other melee weapon.
72 73 ♦ Stoneskin ♦ Teleport RANGE: Touch DURATION: Special AREA OF EFFECT: 1 character With this defensive spell, a mage may endow himself or a member of his party with virtual immunity to any attack by cut, blow, or projectile. Nevertheless, magical attacks have their usual effects. The spell blocks up to four attacks, plus one attack for every two levels of the caster.
74 75 ♦ Dragon Scales RANGE: Touch Strategies for Using Spells DURATION: Long AREA OF EFFECT: 1 character This spell causes the body of the caster, or any character touched by the caster, to become armored in dragon scales, effectively improving the character’s Armor Class by 2 for the duration of the spell. Spells that are available to clerics are marked with a caret sign (^).
76 77 ♦ DEFENSIVE SPELLS Armor, Blur, ^Magical Vestment, ^Protection from Evil, ^Protection from Evil 10’ Radius, Shield, Stoneskin, Dragon Scales These spells provide protection from physical attacks. Cast them on a character before battles that involve physical attacks. ^Bless, ^Negative Plane Protection, ^Prayer, ^Protection from Evil, ^Protection from Evil 10’ Radius These spells provide protection from magical attacks. Cast them on a character before battles that involve magical attacks.
78 79 BESTIARY Dark Naga Caterwauls, dust devils, and mimics are but a few of the dangers to be encountered in Har’Akir. This section contains descriptions of the creatures awaiting any traveller who dares to journey through the land ruled by Anhktepot. A snake-like creature, the dark naga possesses a somewhat human face endowed with sharp fangs. Although it is known to bite and to launch a poisonous tail sting, the most feared ability of the dark naga is its power to wield magic.
80 81 Desert Zombie Fire Beetle Desert zombies are animated corpses controlled by their creator, the evil mummy Senmet. Dried-out human corpses, desert zombies march along in the tatters of whatever clothing they last wore in life, wielding whatever weapon last filled their hand when Senmet took away their wills. In combat, these zombies do 1–8 points of damage, regardless of the type of weapon used. Like most undead, desert zombies prove immune to death and ordinary hold spells.
82 83 Giant Vulture Hierophant Vultures are scavengers that search for injured or dead creatures to feed upon. Giant vultures measure 3–5 feet, about twice the size of their ordinary cousins. Greasy, blue-black feathers cover the torso and wings, while their pink heads are bald. Generally seen as cowards, giant vultures attack after their injured prey has stopped moving.
84 85 Minotaur Senmet Minotaurs can be either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for in these surroundings they gain an advantage over their prey. With the head of a bull and the body of a human male, these creatures grow to over seven feet in height and are formidable opponents in physical combat. Minotaurs fearlessly attack any creature, and gain +2 to the normal damage inflicted by their weapons (usually an axe or flail).
86 87 Spitting Snake Spitting snakes are long, slender reptiles that can be found anywhere in the world, even in the extremes of both arctic and desert conditions. It is therefore not surprising that a variety of snake can be found inhabiting the desert sands of Har’Akir. Spitting snakes are capable of both biting their target and shooting poisonous spittle at a single target within 30 feet. The spitting snake’s biting attack does 1–3 points of damage.
88 89 MAGE SPELL PROGRESSION CLERIC SPELL PROGRESSION MAGE LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 SPELL LEVEL 1 2 3 4 5 6 7 8 9 CLERIC LEVEL 1 2 2 3 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 1 2 2 2 3 4 4 4 5 5 5 5 5 5 1 2 3 4 4 4 5 5 5 5 5 5 1 2 2 2 3 3 3 3 4 1 1 2 3 3 3 3 1 2 2 3 3 1 1 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 2 2 2 3 3 3 4 4 4 5 5 5 5 5 5 5 5 1 2 2 3 3 3 4 4 5 5 5 5 5 5 5 5 PALADIN AND RANGER EXPERIENCE LEVELS LEVEL 1 2 3 4 5 6 7 8 9 10 11 12
90 91 DAMAGE VS. SMALL & MEDIUM WISDOM This Wisdom table lists the bonus spells received for high Wisdom values. Bonus spells are cumulative, so a cleric with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell. WISDOM TABLE ABILITY SCORE BONUS SPELLS 3–8 9–12 13 14 15 16 17 18 19 0 1st 1st 2nd 2nd 3rd 4th 1st, 4th Weapons Weapons are divided into three classes: melee, thrown, and fired.
92 INDEX OF SPELLS AND POWERS Acid Bolt .................................................................... 70 Agannazar’s Scorcher................................................. 65 Aid.............................................................................. 55 Armor ......................................................................... 62 Backstab (Thief) ......................................................... 51 Bless ..........................................................................
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