DRAGONS BREATH USER GUIDE OBJECT OF THE GAME PLAYERS The Characters in the game Starting a new game Demo mode Restoring a saved game THE MAIN GAME SCREEN Proceeding into the game Moving the game to the next month Saving a game Aborting a game THE CASTLE SCREENS 1. THE LIBRARY THE ACCOUNTS BOOK THE CURRENT AFFAIRS BOOK THE STOCK BOOK 2. DRAGONS 3. EGG INCUBATION 4. TRADERS 5. CASTING SPELLS 6. MAPS AND DRAGON ASSIGNMENTS Maps Taxes Attacking or conquering villages Training missions Rewards and hostage missions Searching the countryside Recalling dragons Finding parts of the Talisman THE END OF THE GAME PLAYING a SAVED GAME Dragons Breath can take a very long time to play and, unfortunately. there may be other things that you have to do in life. It is therefore possible to save the game at certain points to resume at a later time. Game saves should be made onto a blank, formatted disk - so don't forget to format another disk before starting to play. If you are uncertain how to do this, refer to your computer's user manual. To resume a previously saved game you should click on the disk icon on he Player Choice screen. FUNCTION KEYS The following function keys may be used: F1 - toggles sound on/off F9 - toggles picture fade between normal and fast Far, far away lies the land of Anrea, a place governed by the Great Lords. Within the land of Anrea stands Dwarf Mountain and since the beginning of time the mountain has been the source of evil forces. While the most distant parts of Anrea have developed and prospered, the countryside surrounding the mountain has always been beset by war and famine. Legend has it that in the Throne Room of the Great Castle at the top of Dwarf Mountain lies the secret of immortality. Three people crave this secret and the Great Lords permit them to fight to win entry to the Great castle. THE OBJECT OF THE GAME The object of Dragons Breath is for a player to find (and keep) the parts of a talisman that allows entry to the Throne Room. The three parts of the Talisman are scattered throughout the land surrounding the mountain and may only be found by dragons. The parts cannot be moved until all three are guarded by one player's dragons, all at the same time. Therefore a player must have at least three dragons to win. The first objective of the game, therefore, is to breed dragons and to create an income to do this. PLAYERS There are three characters in Dragons Breath, each of which can be played by either a human player or by the computer. The three characters are Bachim the Alchemist, Quered the She-Vampire and Ametrin the Green Beast. Throughout the game, wherever one of the them) this is done by a color: blue for Bachim, green for Quered and red for Ametrin. THE PLAYER CHOICE SCREEN STARTING A NEW GAME The three Dragonmasters are displayed, showing their name and color. Each has a small human-figure icon: if you click on this you can toggle between the human and computer symbols. If less than three human players are participating the remaining characters should be set to computer control. DEMO MODE If you stay on the Player Choice Screen without continuing, the game will automatically go into demo mode. To escape from demo mode press the ESC key of your computer and the demo will abort shortly afterwards at the end of the next month. RESTORING A SAVED GAME Do not set the characters (as detailed above) but click on the disk icon at the bottom of the Player Choice screen and follow the instructions to restore your previous position. THE MAIN GAME SCREEN The game is divided into months, with nine months making an Ora (or game year). During each month the three characters must take a turn (which will happen automatically for any computer-controlled characters) to make decisions and carry out tasks. Once each player has taken their turn the computer will make all the necessary calculations and proceed to the next month. If more than one human player participates you may wish to agree before starting not to look at the screen while certain strategic decisions such as setting up dragon missions or casting spells are being made by opponents. At the start of the game and at the beginning of each month you will find yourself at the Main Game Screen. This shows a general map of the area of Anrea surrounding Dwarf Mountain, the current month and Ora, and six icons at the bottom of the screen. CHARACTER The three character icons, with human-controlled ICON characters shown lit up. Click on your character and you will proceed to a screen showing your castle and a new row of icons (see Castle Screens). When you have finished your tasks you will return to the Main Game screen on quitting the Castle Screen. Then the next human player can take their turn by clicking on their character icon. EGG TIMER Once each of the human players has taken their turn, ICON click on this icon and the computer will move the game on a month. The castles of the computer-controlled characters will each appear as their turns are completed. You will not be able to proceed unless each human character has taken a turn. The results of the month's activities are reported at the bottom of the screen and graphic sequences depict dragons (represented by colored balls) moving across the map of Anrea attacking villages and, perhaps, fighting each other. If you have set your dragon on a training mission this will take place at this point (for which you will need a joystick plugged in). (See Dragon Assignments.) Sometimes, before moving on to the next month you will be told that a village has offered you a reward in return for helping them. They may offer you more than one type of reward so click on your choice and then press the red arrow to accept. DISK Choose this icon if you wish to save a game to a blank, ICON formatted disk to resume at a later time. Notice that this icon will often flash to remind you to save. SKULL Choose this icon if you wish to abort a game. You must ICON confirm your decision - click on the red arrow if you agree to abort, the cross if you do not. THE CASTLE SCREENS Once you have clicked on your Character Icon from the Main Game Screen you will arrive at your character's Castle Screen. There are three such screens, one for each of the characters. From your lefty castle you will carry out your tasks using the icons at the bottom of the screen. The one on the far left shows icons at the bottom of the screen. The one on the far left shows your character. By clicking on the middle six icons you are able to do a number of things, after each time returning to the Castle Screen. (The cross icon takes you back to the Main Game Screen). You may access these areas in any order you choose (although we suggest you start by looking at them in the order that these instructions are written). There is no requirement to carry out all the tasks each month - although you must do at least one thing to be considered to have taken a turn! (Book Icon) THE LIBRARY At the start of the game and after each month it is advisable to take stock of the current situation and this is done by consulting your library. Clicking will reveal your monthly accounts (the green book). You may also study current affairs (red book) and magic stock (purple book). Clicking on the book/arrow icons allows you to turn pages of the books where relevant. BOOK Accounts. Monthly spending is crucial to your ICON success and you must budget carefully. Any visiting traders arriving at your castle are reported here as are the whereabouts of your dragons and, very importantly, if a part of the talisman exists in a village under your control. Throughout the game each character is being taxed by the Great Lords at a rate of 2 gelds per month. There is a further tax of 1 geld per month for each dragon you have and a further geld for each village in your possession. BOOK Current Affairs. Current battles, which influence events ICON and may help you supplement your income, are reported here. So are nexs of hostages (rescue of which will bring you a reward), the whereabouts of itinerant barbarians (be careful!) and villages that have been established or destroyed. Throughout the game the races of people that populate different villages battle with other races. Sometimes one village will conquer another and the victors will repopulate the latter with their own race of people. If one of the three characters in the game owns the victorious village they will now also own the vanquished one. The population of villages normally grows. As villages grow into towns they spawn new villages which have all the same characteristics (except location and population size) of their parent. Again, if a character owns the parent town they will also the new village. BOOK Magic Stock. This shows the current stock of ingredients ICON in your alchemy store, essential for the manufacture of spells. (Dragon Eye Icon) DRAGONS Entering this section allows you to monitor the attributes of your dragons - wisdom, eyesight, strength, age, health, disease and speed - and to cast spells to change them. Once into the dragon section you arrive at the part of your castle where the dragons' lairs are located. You start with one dragon sleeping in the top left-hand lair and, as the game progresses and you successfully breed more, they will occupy the other cells. To see which dragons you currently possess move your pointer across the lair doors and the dragons' names will be shown in the right-hand panel. To check the current state of your dragon's attributes click on its cell door. The screen will show the dragon and you can pass the pointer over its body to see its state. CRYSTAL If you wish to cast a spell on your dragons to change BALL their attributes click on the spell icon. For ICON information on how to cast spells see the Spell Book. THE CASTLE SCREENS continued (Egg incubation icon) EGG INCUBATION You will start the game with one dragon and twenty eggs. It is necessary for your character to have dragons to progress (and you need at least three to win) and dragons are often killed during the game. Therefore it is essential to start breeding dragons from your eggs immediately. This is done in the Egg Incubation room of your castle. EGG You are able to incubate up to four eggs at any one ICON time. To do this click on one of the egg icons at the bottom of the screen. Move your pointer to the center of the screen and click again so that the egg is placed in the incubator. Eggs require heat to incubate so don't forget to do this or they will not hatch. To set the temperature control, place the pointer on the small wheel at the right of the screen. Click on the left mouse button and at the same time move the pointer up over the right side of the wheel. (If you are using a joystick press fire and push up). The wheel should now turn and the gauge at the far right should indicate the heat level. By using this method in opposite directions on the wheel you are able to increase or reduce the heat. An egg will take a number of months before it hatches. The higher the heat the faster this will happen. However, heat costs money and the more you are using at one time the faster your financial resources are being depleted. You must therefore choose a balance between hatching eggs and running down your finances. If your money is depleted your egg will not hatch. An egg on a low heat will take many months to hatch but will eventually be stronger. Each time you return to the Egg Incubation room the hourglass in the top left will show the proportion of time taken so far in nurturing the egg. EGG If you wish to incubate another of the four eggs, or to ICON inspect a different one in incubation click on the relevant egg icon at the bottom of the screen. CRYSTAL On each egg incubation screen is a crystal ball icon. BALL Click to cast spells affecting the characteristics of ICON the dragon once it hatches. Read the Spell Book for more information. At the end of the relevant month you will be told that one of your eggs is hatching after which you will be asked to give the new dragon a name. This may be up to eight characters with no spaces and must not be the same as an existing name. When it happens, you will also see the other characters' eggs hatching (both human and computer players). (DOOR ICON) TRADERS Traders will often visit your castle and it is from them that you are able to buy further stocks of ingredients for spells. If a trader is outside your castle the door icon on your Castle Screen will be lit up. You are not obliged to buy anything. If you don't, the trader will leave and return later in the game. Once you have clicked on the door icon you will be presented with a screen showing you the trader, what he has to offer, the prices and how much money you have. If you now decide not to buy anything click on the cross to return to the Castle Screen. If you wish to buy something click on the up arrow next to the item. The down arrow allows you to reduce the amount you wish to buy. You can only buy items you can afford. Once you have set your transaction click on the arrow to confirm your purchase, after which you will return to the Castle Screen. THE CASTLE SCREENS continued (CRYSTAL BALL ICON) CASTING SPELLS To be successful in the game it is important that you become proficient in the use of alchemy. Although you may play Dragons Breath without the use of magic, your performance will be competing against computer players, they will most certainly use magic to improve their game. Clicking on the crystal ball icon on your Castle Screen takes you to your Spell Room and there you can cast spells to increase your money and egg supply. Also, on particular screens you will have a crystal ball icon and these allow you to direct spells at villages, dragons and eggs. To learn about casting spells you will need to read the Spell Book. THE CASTLE SCREENS CONTINUED (Scroll icon) MAPS AND DRAGON ASSIGNMENTS In this section of the game you are able to gain a view of the area of Anrea around the mountain and see where towns and villages are located; to know which of the three characters owns these settlements; and to search the land and gain control of parts of it. MAPS Having clicked on the scroll icon on the Castle Screen you are presented with a perspective view of Anrea. In the center stands your ultimate goal, Dwarf Mountain, and to the west, north-east and south the three castles of Bachim, Querod and Ametrim. Click on the magnifying glass icon and the map will show, in MAGNIFYING miniature, the settlements of the country. Each castle GLASS ICON flies the combatant's flag - red, green or blue - and, as each character gains control of the villages each will also show the relevant flag. NOw move your pointer over the map and, having chosen a section, press the fire or left cursor button. This next screen shows the Detail Map of Anrea. By clicking on the four points of the compass you can make the map scroll around the land. In many areas of the map you can see hut symbols which each represent a town or village with their colors representing the race of the inhabitants. As you move your pointer over the map, the panel on the right of the screen will show the type of land and the distance from your castle. When you move the pointer on to a hut symbol the panel will also show the name of the settlement, its race, population, and a grading of industry or yeomanry. Clicking on village symbol will produce a view of part of the village. Try clicking on different villages and notice how some villages have more advanced buildings than others. On this screen you can see a spell icon by which you cast a spell on the village. See the CRYSTAL Casting Spells section for further information. BALL ICON When you return to the Detail Map in subsequent months, a colored square surrounding a village indicates ownership by a player. A dragon symbol within the square indicates that the character's dragon is guarding that location. TAXES If the current player owns the village, two horizontal bars are shown above the village. The first is the tax rate which controls how much money you wish to take from the village. Click anywhere on this bar to change it. The lower bar shows the resistance of the people which will grow in proportion to the rate of tax. When this gets too gets too high they will revolt they can not revolt, however, if a dragon is guarding the village. DRAGON Returning to the Detail Map, at the bottom of the EYE screen are three icons. Choose the scroll when you want ICON to return to the previous perspective view of Anrea and the cross icon when you wish to return to the Castle Screen. Click on the dragon eye if you want to go raiding with a dragon. ATTACKING OR CONQUERING VILLAGES DRAGON Once you have clicked on the dragon eye you will be CELLS presented with a new icon that you click on to choose ICON which of your dragons you wish to use. You will start the game with only one dragon but if all goes well, as the game progresses, you will breed more. Click on the left or right groups of cells doors and you will cycle through your current dragons, details of which are shown in the top right panel. When you have a number of dragons you will be able to set each one of them different tasks each month. FLAG Now, if you wish to raid a town or village click on ICON your target on the map. Two icons will appear beside the map. The top icon, the door, allows you to go back one step if you change your mind. The lower icon, the flag, allows you to select either "Attack (village) Conquer and Keep" if you wish to own the settlement or "Attack (village) Return after Task" if you only want to raid it. It is possible for you to send your dragon to a location guarded or under attack by another character's dragon. When this happens there will be a fight between the two which the stronger will win, You cannot send your dragon to a location guarded by another of your owns dragons. Once you have given the dragon its orders there are two methods by which you can carry this out: either to let the computer do this automatically, or, if you prefer a spot of joystick action you can control the dragon yourself by clicking on the "Training" box. (Read about Training missions later in this section). If you decide to let the computer simulate the action you must first choose the amount of - "Zeal" - that is the amount of energy your dragon will expend - by clicking on one of the three boxes. Greater zeal means more chance of success but costs a lot of dragon health, thus exhausting, and, in extreme cases, killing it. (In the case of a training mission the level of zeal is in the hands of the player and therefore this will not need to be set). You must kill a certain percentage of the population to succeed. Your dragon's attributes and the ability of the inhabitants of your target will influence the outcome. Whether you guide your dragon on a Training mission or choose a computer simulation, there is no guarantee of success, which is dependent on many factors. During a mission your dragon may die, or if merely unsuccessfully in capturing the target, will return to its lair to sleep. The mission itself will not actually take place until you return to the Main Game screen, click on the hour glass icon and move the game on a month. Once you have returned to the Castle Screen, and carried out other tasks that you may wish to do, return to the Main Game Screen. Once each of the human players has taken their turn you can click on the hour glass icon and, as the computer moves the game on a month, the action you have set up will take place. You will see each of the three character's dragons fly out from the castles to carry out their missions. If you dragon was successful in conquering a village it will stay there until recalled in a subsequent month. (Read about recalling dragons later in this section). TRAINING MISSIONS If you have chosen a Training Mission for young dragon this will take place after you have clicked on the hour glass icon on the Main Game Screen. Have your joystick ready for some arcade-style action. You will control your dragon flying over the countryside, fighting the defenders and destroying enough of their settlement in order to capture it. As you destroy buildings the population of the village will decrease. Notice how different types of settlements defend themselves in varying ways depending on their level of technology. Note that, although you view your dragon from above, it is actually breathing its fire diagonally down. Therefore, if you aim to destroy something on the ground it must be some distance in front of you for the fire to be effective, whereas something that is in the air must be close to your dragon to be destroyed. The four abacus bars on the right of the screen show (from top to bottom) dragon health, breath power, village population, and advancement level of the village. Your playing ability will effect the wisdom of the dragon. The mission will automatically end when either you are successful in carrying out your task or your dragon is killed. You can abort the mission by pressing either the space bar or left mouse button. Any other key will pause the action. REWARDS AND HOSTAGE MISSIONS You will see by looking in the Current Affairs book that throughout the game the settlements of Anrea are continually fighting each other. If you successfully send a dragon to raid a village that is fighting another the second village will offer you a reward. You will receive the reward at the end of the month. (See the hour glass icon section of the Main Game screen for further details). You may hear news of a village holding a hostage from another and you may attempt a rescue mission by clicking on the settlement. If you are successful a reward will be given. SEARCHING THE COUNTRYSIDE As the game progresses and you have conquered a number of villages you may well have discovered the location of parts of the Talisman. However, it is quite possible you have been successful in outlasting the other characters yet have still not located all three parts. If you cannot locate them in the villages you will then have to search the countryside. To carry out a search you must start in the same way as when attacking or conquering villages: go to the Detail Map and choose attacking or conquering villages: go to the Detail Map and choose your dragon. Now, instead of clicking on a village, click on the piece of countryside you wish to search. By clicking on the flag you can cycle between "Search Return After Task" and "Search Conquer and Keep". In search missions there are no advesaries and therefore it is not relevant to set the level of Zeal, not is it possible to carry this out as a training mission. Normally it will be necessary for your dragon to land (in other words, conquer the piece of countryside) to find the Talisman. However, it you have a dragon with good eyesight it will probably be able to find it without landing. RECALLING DRAGONS If your dragon has been on a Conquer and Keep mission you may wish it to return to its lair. From the Detail Map screen click on the dragon eye icon. If you have more than one dragon you will, as usual be presented with the small dragon's lair icon. Using this, cycle through your dragons to choose the one you wish to return. If you only have one dragon and it is away from its lair this stage will be bypassed. Once the relevant dragon has been chosen its location will be shown on the map (note that the surrounding countryside is blanked out). By clicking on the door or flag icons you may toggle between "Stay On Guard" and "Return To Lair". The flight back to the lair will take a month so this particular dragon will not be able to carry out any further tasks until the following turn. You will see it return so the lair at the end of the month. FINDING PARTS OF THE TALISMAN It is possible that part of the Talisman may be in a village that you are attacking but unless your dragon has particular good eyesight it will only see it if it actually conquers and lands there. The only way to know that you have found it is by referring to the Accounts Book in your library. When a dragon finds a piece it will belong to whoever has possession of the area and a subsequent battle may mean that ownership is lost to another character. (CROSS ICON) END OF THE TURN Once you have completed all the tasks you wish to undertake in a particular month click on the cross to take you from your Castle Screen back to the Main Game Screen. If there are other human players they can take their turns and when each has had a turn the game can move on a month. This process continues until, eventually, either one player wins or each of the players has lost all their money and dragons. THE END OF THE GAME THE GAME WILL FINISH WHEN EITHER: 1. A character wins by having three dragons each guarding a part of the Talisman. When this occurs the player's character will be automatically taken to the Throne Room of the Great Castle at the top of Dwarf Mountain to learn the ultimate secret of immortality. 2. If a game is being played with human players, each human will lose when they no longer have money nor dragons. In this case the game will end when the last human has finished their play. (In the case of a game with no human players the game will continue until either a character wins or all three have lost). SPELL BOOK INTRODUCTION Throughout Dragons Breath you are able to cast spells to improve your game. You can, for instance cast spells to improve your financial position and egg supplies, to improve the performance of your dragons, to increase the population of villages under your control or to decrease the population of villages under the control of others. It is not absolutely necessary to cast spells but remember, even if you don't the other players (especially computer-controlled characters) probably will and thus have an advantage. However, we suggest that you master the basic game before attempting spells. Spells are cast by mixing together ingredients in your Spell Room from your magic stock. Each ingredients has a certain effect. There are also a number of methods of adding an individual ingredient, each method having its own effect. Thus, the combination of ingredients and methods gives an almost endless variation of effects. There are so many combinations - and often concoctions using different ingredients will have similar results - that it would be senseless to suggest certain the basics of casting spells and to give a guide as to the results. As you gradually become familiar with casting spells and see the effects they have you can build up your own 'recipe book' of spells. YOUR MAGIC STOCK You will begin the game with a magic stock made from a variety of plants, minerals, and liquids native to the land of Anrea. You can see a written record in your Stock Book throughout the game (see the Library section of the User Guide). Within the Spell Book there are descriptions of the most common ingredients as well as a summary of the main effects of each. Sometimes during the game, you will be visited by a trader offering a selection of items; at a price, of course. Some items are rarer than others so you may have to experiment to find substitutes. However, the new player will need to quickly learn to prepare standard spells for population growth or curing disease, examples of which are listed later. Your spells will only be as good as your ingredients. You won't have been playing the game very long before you realize the importance of raising cash to buy as many elements as you can . Initially you have a good stock of items to experiment with, but a few months on, you may find yourself having to find substitutes. CHOOSING YOUR TARGET You choose the target your spell is aimed at before you enter the Spell Room. At the bottom of the screen where you view your individual dragons is a crystal ball icon allowing you to cast spells on that dragon. Similarly, the crystal ball at the bottom of an egg incubation screen allows you to cast spells on that egg. To cast a spell on a village click on your target on the Detail Map then, once on the village screen, click on the crystal ball. In order to cast spells on your character to increase your money and egg supplies click on the crystal ball on thee Castle Screen. Once you have chosen the particular target and clicked on the crystal ball icon you will enter the Spell Room. THE SPELL ROOM In the Spell Room the shelves are lined with magic stock. Move your pointer over a bottle on the shelves at the top and you will be shown the name and quantity of the contents. The various apparatus of the alchemy set are, from left to right, for cutting, grinding, mixing, and for adding as normal. At the bottom is a bunsen burner. To turn this on click on the ring just above the base and increase the flame by moving your pointer upwards. To adjust the condenser click on the spherical bowl and move your pointer up to increase and down to decrease; notice the change in the horizontal pipe. Having set the bunsen burner and condenser at the required levels, click on the bottle or jar you wish to select and you can move it around the screen. Place it above one of the apparatus and click again to insert a measure. Click anywhere on the shelves to return the bottle. You will need to reconsider your use of the bunsen burner and condenser for every ingredient. Don't forget to reset as necessary. Be careful when mixing spells. If your mixture is too potent it will explode. In this case you will have lost those ingredients used and will not be able to mix another spell until the following month while your equipment is being repaired. Use the arrow icon to proceed and cast the spell, or the cross to quit. Quitting will lose any used ingredients. SOME BASIC SPELL THEORY All ingredients are divided into one of two categories - Directors or Affectors - and you must have both for a spell to work. 1) Directors. These are ingredients that "direct" power at your target, either a human (usually your character), egg, dragon or a village. 2) Affectors. These are ingredients that "affect" an attribute of a human, egg, dragon or a village. This could be disease, wisdom, combat ability, growth (either physical as in the case of dragons, or population in the case of villages), senses, or speed. Each element has often more than one effect depending on the method of preparation. You may add in to your spell any number of ingredients in any quantities, although if the spell becomes too potent it will explode. However, every ingredient is going to have an effect, and probably side-effects so try not to make a spell too complex. To get the best effects you will discover that it is often best to use differing quantities of each ingredient. Many ingredients have more than one effect. One may have a very strong effect but may also have other lesser effects. Thus, using the strong effect for a particular purpose may give you additional side-effects which may or may not be beneficial. It may in turn be possible to counter-act or increase these side-effects by the addition of yet another ingredient or method of inclusion. All ingredients have a power effect when mixed in a spell and the level of power will vary depending on the method used (mixing, grinding, etc.). A particular ingredient used in a certain way will probably boost or reduce the power of the spell. You may wish to use certain ingredients specifically to increase or decrease the power of your spell. As an example, you may have mixed a Director and an Affector together aimed at increasing the population of a village. By adding a third ingredient with a strong positive power you can increase the population by a much larger amount and thus have a more effective spell. Sometimes you may use several ingredients that, together, are too potent. You can therefore use a further ingredient with a strong negative power to decrease the effect of the spell. Be careful when using ingredients to affect power. Most ingredients have certain effects of their own and thus unwanted side-effects may begin to occur. THE SPELL EFFECT SUMMARY SHEET The Summary Sheet is intended as a quick and simple guide to familiarize you with the magic properties of all the elements. However, this does not tell the full story and the precise effect of mixing different ingredients by different methods is detailed in the following Spell Effect Tables. The left hand side of the Summary Sheet refers to the elements one by one and, at the top, the effect of each. The effects are sub-divided into Directors and Affectors. In the body of the Summary Sheet arrows indicate a plus or minus effect (both have their uses), depending on your preparation method. This indicates the strongest effects the ingredient is known to have, but does not show the relative power of each item, how to use it, or indicate any subtle side effect, details of which are in the Spell Effect Tables. THE SPELL EFFECT TABLES You will be surprised at the power and versatility of the spells once you understand the Spell Effect Tables. The first page - the Key to Spell Effect Tables - is a template and every circle represents an ingredient. The other sheets are comprised of four Director sheets and seven Affector sheets including a Power sheet. Use the template to find the corresponding circle on the sheet that you wish to study. If a circle is blank on the Director and Effector tables there is no known effect. Having chosen your desired effect you should seek the best Director, then Affector, from your stock of ingredients. The circle will instruct you on the most powerful method of preparation and you must then check the ingredient on all the other tables to spot any side effects. FIG.1 ____ ____ normal | _|_ | cutting | | | | | |--+-|-+--| | |_|_| | grinding |____|____| mixing The circle is divided into four quadrants: - Top left shows the effects of adding your ingredient as normal - Bottom left shows the effect of grinding your ingredient - Top right shows the effect of cutting - Bottom right shows the effect of mixing The area inside the inner circle is the negative area. The area between the inner circle and the circumference is the positive area. FIG.2 ____ ____ |, _|_ | | | | |, | |--+-|,+--| | |,|_| | |____|____| A square in a quadrant shows the degree of effect that will be achieved by that method of preparation. If no square is shown then there would be no effect. The closer a square is to the center of the circle the more negative the effect, the closer to the circumference the more positive the effect. In this example, adding this ingredient as normal would achieve a positive effect. Grinding the ingredient would give a slightly negative effect. Cutting gives a slightly positive effect. Mixing gives a very negative effect. FIG.3 ____ ____ |, _^_ | | | | | | |--+-|-+--| | |_|_| | |____^____| Triangles on the vertical axis show the degree of effect using the bunsen burner to heat your ingredient. The closer the triangles to the circumference the more positive the effect. For example, adding the ingredient to the spell as normal will give a positive effect. Additionally, using the bunsen burner will increase the positive effect. FIG.4 ____ ____ | _|_ | | | | | | |--+*|*+--| | |_|,| | |____|____| Small circles on the horizontal axis show the degree of effect using the condenser to cool the ingredient. The closer the circles to the circumference the more positive the effect. In this example, mixing the ingredient into the spell will give a negative effect. Additionally, using the condenser will make the effect even more negative. It is possible to use both the bunsen burner and condenser at the same time. One may have a greater effect than the other or, if both have equal strength they may neutralize the effect. However, their use may have side-effects. To give an example of how you use negative and positive influences, you may wish to use a spell to increase the growth of the population on one of your villages. To do this you prepare the ingredient as recommended in the quadrant where the square symbol is nearest the circumference (positive effect). If, on the other hand, you want to reduce the population of a town owned by an enemy, you would prepare the 'growth' ingredient in the way suggested that illustrates the square nearest the center of the circle (negative effect). AN EXAMPLE SPELL Here is a step-by-step example of mixing a spell, in this case for curing your dragon of disease. STEP 1 To cast a spell on one of your dragons, choose the relevant dragon (see the Dragon section of the User Guide) and click on the crystal ball icon. You will now be in the Spell Room and, provided you successfully direct your spell it will affect the dragon you have chosen. On the shelves at the top are your current stock of ingredients from which you may mix your spell. STEP 2 Examine the Dragon Director Effect Table for the most effective ingredient you have in stock. Rasgon is the ingredient with a square nearest the circumference and therefore the most powerful positive effect. (If you do not have this in stock, alternatives would be Tius, Sals, Magian, Jaluem, Ayhe or Yasin, all of which contain squares nearer the center - yet still within the positive boundary - but are therefore weaker than Rasgon and may have unwanted side-effects). In the case of Rasgon, the square nearest the circumference (giving the most positive effect) is in the grinding quadrant. The triangle in the positive area shows that heating should further maximize the effect. Check the grinding quadrant of the Rasgon circles in all the tables and note any side effects. For example, on the Disease Affector table you will see that Rasgon has an effect (the square is in the positive section). This disease side effect will be minimized by heating (shown by the triangle being just within the negative area). No other effects of significance are indicated on any of the other tables. Now check in the grinding quadrant of the Power Affector Effect Table and you will see that the spell will be increased by using the bunsen burner (indicated by the triangles on the vertical axis being in the positive sector of the circle). STEP 3 Next, from the Disease Effect Table, find an ingredient with a strong negative effect. (choosing a positive effect would increase your dragon's disease!). Fanveer would be best but Mionacal is more readily available, so we will use this for our example. The most effective quadrant for Mionacal is normal - where the square is closest to the center and thus most negative - although grinding is a possibility. We can also see that there are a pair of small circles on the horizontal axis in the negative sector indicating that turning on the condenser makes the effect even more negative, which is desirable in this case. By looking at the Mionacal circles in the other Effect tables we find that there are no major side-effects but useful gains in growth and combat can be made if, instead of adding Mionacal to out spell as normal, as we had previously decided, we grind and condense. Having decided to grind and condense, check the Power Affector table to see what the power effect will be. The square shows slightly positive and condensing shows slightly negative, so overall the power effect will be virtually neutral. STEP 4 We can boost the spell further by mixing in Acrus and heating to give a positive power effect - the square in the mixing quadrant is nearest the circumference and therefore more positive. You can see by checking through all the Effect Tables that this ingredient is one of the few that has no use other than having a power effect and thus has no side effects when used for this purpose. STEP 5 Now go ahead and carry out what we have decided. After some experimentation you will find that it is best to use a differing amount of each ingredient to get the best effects from your spells. Don't forget to reset the bunsen burner and condenser between ingredients as necessary. Here is a summary and suggested quantities: 2 x RASGON grind & heat 3 x MIONACAL grind & condenser 1 x ACRUS mix & heat Here is a useful spell to increase the population of a village. Choose your village from the Map section of the game (see Maps and Dragon Assignments in the User Guide). 2 x TIUS normal & temperate (directs the spell at a village) 2 x CHURL normal & heat (affects population) 1 x ACRUS mix & temperate (makes the spell more effective) Note: the inclusion of Churl gives a side effect of a slight loss of combat skill. DESCRIPTION OF VARIOUS INGREDIENTS USED IN MAKING SPELLS ACRUS A power magnifier found mainly in the rockier regions of Anrea. In its raw form acrus is a yellow, foul-smelling liquid. AROLIG This has a strong effect, when used on a dragon's wing, to increase its flying strength. However, an overall muscle weakening takes place and, it over-used, could cause severe wasting. AROLIG plants grow at the edges of cultivated land. AYHE A raw form of rasgon (Dragon Wish) washed down in mountain streams. It has a weak director power. CADOAM Found under rotting vegetation in shaded woods, this mushroom grows rapidly and traps its prey by hallucinatory sprays. When used in casting it can produce remarkable behavior changes in all animals. CALOTIS A rare mineral found as small green stones, mildly poisonous if swallowed but increases body and mind functions. CEEOCOR If you go into the woods you will see large bushes growing from any wall or tree trunk, colored white all year because they have the power of Aalen within. The red berries can be picked and used for directing spells on dragons eggs. CEITER Found in oily pools near water or in swampy woodland, it rapidly disintegrates if exposed to the air and must be stored with care. Useful to decrease power. CHURL Black crystals found in the northern regions of Anrea, they have considerable control over the mind when properly directed. DLEGA A type of saw grass growing in the lighter woodland which has a poison content to help it fight off grazing animals, this causes severe disorientation and often accelerates the mind so much that the poor animal literally 'thinks' itself to death. Has uses, but is a very unstable material when used in casting. FANVEER This has been grown by farming families for many Ora alongside their crops to help prevent blight. When harvested and milled, it is made into a white powder of exceptional purity and used for curing most diseases and pains. It gives the patient a slight drowsiness. HALORES Legend says this is the blood used by the Circle of the Mountain - the gathering of Magic users who created the castle of Dwarf Mountain - spread by the Power about the land at the time of its formation. It is found as a liquid in remote places and is a very powerful mind controller. IGELE Found around the entrances to mine shafts as slurry. When evaporated down to a powder the slurry has very negative mind and sense properties. Irin A reddish crumbly powder found along the edges of the mountain streams in the north, it has been used for many Ora to make tools and is now quite rare. It has an ability when used in casting spells to give or take away strength. JALUEM A low-power liquid that floats on still water, it can be used to direct a spell on dragons. Be careful because it can only just manage this and is unstable when other more powerful agents are present. MAGIAN These slightly mobile plants grow near abundant water supplies because during courtship they burst into flames to attract a mate! The water prevents mass devastation of the remaining crop and leaves the exposed roots free to breed again. In this state they are ideal for casting speed-spells on dragons. MAGOEM A powdered clay from the sticky highland marshes, it has many effects, which reflect its complicated make-up. Chiefly used to direct a spell on dragon eggs, it has to be used correctly to prevent dangerous side-effects occurring. MIONACAL These are a decomposed form of early plants that have been deposited as an earthy layer, hardened and sapped of some of its strength by rain water. A little unstable in some conditions but still very weak. OREGANSE This is the sap from a common farmland herb having a strong growth aspects when used as a director. RASGON Dragon Wish, as it is called, is the perfect director for casting dragon spells that has ever existed. Found as a bulbous root hiding beneath farm crops, it feeds on them as a parasite but never reveals itself. It has a slight poison content. SADIEL A sludge found at the water's edge and possibly the result of the workings of the population of Anrea, it is not at all useful. However, if you wish to do some harm, spread some of this around - after all, everyone else does! SNIR A similar root to rasgon, found in woodland areas, it affects dragon eggs more than dragons but has a negative growth aspect. THOFT A completely black and lifeless material found scattered throughout the Anrean woodlands, it absorbs power and is useful in reducing the power of an overactive spell, without any side- effects. THIUS A shade-stone that directs spells at humans and villages. It has some inherent power and poison properties and can be a little unstable. ULIN Similar to irin in most respects but is found in streams as a small pebble because it is much harder to erode or dissolve. It has not been used to make tools because it will not melt in furnaces and even dragon fire only makes it glow. YASIN A nasty little nettle found in most open areas of grassland or crops. It has a very active poison but only causes paralysis. It is normally used for directing disease at humans and villages. SPELL EFFECT SUMMARY SHORT POSITIVE EFFECT - > NEGATIVE EFFECT - < EFFECT BOTH WAYS - >< Exact results depend on how items are mixed DIRECTOR AFFECTOR _________/\_______ _______________/\_______________ | || | V D D I C I G R H L O S R P S S A U L M E O M O E P G E M A B A W I W N E O G A G A S T N E S E N G N E T E H D R E D | | | | | | | | | | | | ACRUS | | | | | | | | | >< | | | | | | | | | | | | | | | CALOTIS | | | | > | | > | > | | > | > | | | | | | | | | | | | | | CHURL | | | | | >< | | >< | >< | >< | | | | | | | | | | | | | | | TIUS | | | >< | > | | >< | | | > | | | | | | | | | | | | | | | SALE | | | > | > | | >< | | | >< | | | | | | | | | | | | | | | MAGIAN | | < | | | | | | | >< | | >< | | | | | | | | | | | | | RASGON | > | | | | | > | | | >< | | | | | | | | | | | | | | | CEEOCOR | | > | | | | | < | | >< | | | | | | | | | | | | | | | DLEGA | | | | | < | >< | | | >< | > | | | | | | | | | | | | | | MAGOEM | | >< | | | | >< | < | < | >< | | < | | | | | | | | | | | | | KAIRMENDE | | | | | | | | | > | | | | | | | | | | | | | | | IGELE | | | | | | | | < | >< | >< | < | | | | | | | | | | | | | ULIN | | | | | >< | | < | < | > | | >< | | | | | | | | | | | | | Irin | | | | | >< | | | | >< | | >< | | | | | | | | | | | | | PFOSS | | | | | | | | | > | | | | | | | | | | | | | | | JALUEM | >< | | | | | > | | | >< | | | | | | | | | | | | | | | HALOROS | | | | | | | | >< | >< | < | | | | | | | | | | | | | | MIONACAL | | | | | | < | | | >< | | | | | | | | | | | | | | | CEITER | | | | | | | | | >< | | | | | | | | | | | | | | | SNIR | | > | | | | | < | | >< | | | | | | | | | | | | | | | SGAEL | | | > | | | | | | > | | | | | | | | | | | | | | | FANVEER | | | | | | < | | < | >< | | | | | | | | | | | | | | | MOLMAR | | | | | | | | | >< | > | | | | | | | | | | | | | | THOFT | | | | | | | | | < | | | | | | | | | | | | | | | CADOAM | | | | | | | | >< | >< | | | | | | | | | | | | | | | SMYTE | | | | | | | | | >< | | | | | | | | | | | | | | | AROLIG | | | | | | | < | | > | | >< | | | | | | | | | | | | | YASIM | | | > | > | | > | | | > | | | | | | | | | | | | | | | AYHE | >< | | | | | | | | > | | | | | | | | | | | | | | | CHIFE | | | | | | | | | >< | | | | | | | | | | | | | | | OREGANSE | | | | | | | >< | | >< | | | | | | | | | | | | | | | SADIEL | | | | | | > | | | >< | | | ALL THESE RECTANGLES WERE ORIGINALLY DRAWN AS CIRCLES, BUT HERE WE HAVE TURNED THEM INTO RECTANGLES IN ORDER TO SHOW IT TO YOU IN ASCII FORMAT. KEY TO EFFECT TABLE _________ _________ _________ _________ | | | | | | | | | | | | | | | | | ACRUS | | CALOTIS | | CHURL | | TIUS | | | | | | | | | ____ ____ |_________| |_________| |_________| |_________| | _| | | | | | |--+-+----| _________ _________ _________ _________ | | | | | | | | | | | |____|____| | | | | | | | | | SALE | | MAGIAN | | RASGON | | CEEOCOR | NORMAL | | | | | | | | |_________| |_________| |_________| |_________| , means TEMPERATE _________ _________ _________ _________ | | | | | | | | | | | | | | | | | DLEGA | | MAGOEM | |KAIRMENDE| | IGELE | | | | | | | | | ____ ____ |_________| |_________| |_________| |_________| | | | | | | |--+-|----| _________ _________ _________ _________ | |_| | | | | | | | | | |____|____| | | | | | | | | | ULIN | | Irin | | PFOSS | | JALUEM | GRINDING | | | | | | | | |_________| |_________| |_________| |_________| ^ means BUNSEN _________ _________ _________ _________ | | | | | | | | | | | | | | | | | HALOROS | |MIONACAL | | CEITER | | SNIR | | | | | | | | | ____ ____ |_________| |_________| |_________| |_________| | | | | | | |----|-+--| _________ _________ _________ _________ | |_| | | | | | | | | | |____|____| | | | | | | | | | SGAEL | | FANVEER | | MOLMAR | | THOFT | MIXING | | | | | | | | |_________| |_________| |_________| |_________| * means CONDENSER _________ _________ _________ _________ | | | | | | | | | | | | | | | | | CADOAM | | SMYTE | | AROLIG | | YASIM | | | | | | | | | ____ ____ |_________| |_________| |_________| |_________| | |_ | | | | | |----|-+--| _________ _________ _________ _________ | | | | | | | | | | | |____|____| | | | | | | | | | AYHE | | CHIFE | |OREGANSE | | SADIEL | CUTTING | | | | | | | | |_________| |_________| |_________| |_________| DRAGON DIRECTOR EFFECT TABLE _________ _________ _________ ____ ____ | | | | | | | _|_, | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | |_________| |_________| |_________| |____|____| ____ ____ ____ ____ ____ ____ _________ | _|_, | | _|_ | | ,_^_ | | | | | | | | | | | | | | | | | | | | |--+-|-+--| |--+-|-+--| |--+*|*+--| | | | |_|_| | | |_|_* | |, |_|_| | | | |____|____| |____|____| |____^____| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| ____ ____ _________ _________ ____ ____ | _|_ | | | | | | , _^_, | | | | | | | | | | | | | | | |--+*|*+--| | | | | |-*+-|-+*-| | |_|_| | | | | | | |_|_, | |____|____| |_________| |_________| |____^____| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| _________ _________ _________ ____ ____ | | | | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | ,_|_| | |_________| |_________| |_________| |____|____| ____ ____ _________ _________ _________ | ,_^_, | | | | | | | | | | | | | | | | | | |--*-|-+*-| | | | | | | | ,_|_| | | | | | | | |____^____| |_________| |_________| |_________| EGG DIRECTOR EFFECT TABLE _________ _________ ____ ____ ____ ____ | | | | | _|_ | | _|_ | | | | | | | | | | | | | | | | | | | |--+-|-+--| |-*+-|-+*-| | | | | | ,_|_| | | |_|_, | |_________| |_________| |____|____| |____|____| ____ ____ ____ ____ ____ ____ ____ ____ | _|_ | | _|_ | | _|_ | |, _^_, | | | | | | | | | | | | | | | | | | | | | |--+-|-+--| |--+-|,+--| |--+-|-+--| |-*+-|-+*-| | |_|_| | | |_|_| | | ,_|_| | | ,_|_, | |____|____| |____|____| |____|____| |____^____| _________ ____ ____ _________ _________ | | | , _|_, | | | | | | | | | | | | | | | | | | |-*+-|-+*-| | | | | | | | ,|_|_, | | | | | |_________| |____|____| |_________| |_________| ____ ____ _________ _________ _________ | _|_ | | | | | | | | | | | | | | | | | | |--+*|*+--| | | | | | | | |_|_| | | | | | | | |____|____| |_________| |_________| |_________| _________ _________ _________ ____ ____ | | | | | | | ,_^_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_|, | |_________| |_________| |_________| |____^____| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| _________ _________ _________ ____ ____ | | | | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_|, | |_________| |_________| |_________| |____|____| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| HUMAN DIRECTOR EFFECT TABLE _________ _________ _________ ____ ____ | | | | | | | ,_^_ | | | | | | | | | |,| | | | | | | | |--+-|,+--| | | | | | | | ,|_|_| | |_________| |_________| |_________| |____^____| ____ ____ _________ _________ _________ | , _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_|, | | | | | | | |____|____| |_________| |_________| |_________| _________ ____ ____ _________ _________ | | | _|_, | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | | | |_________| |____|_'__| |_________| |_________| ____ ____ _________ _________ _________ | _|_ | | | | | | | | | | | | | | | | | | |--*-|-*--| | | | | | | | |_|_| | | | | | | | |____|____| |_________| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| ____ ____ _________ _________ _________ | ,_^_, | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | ,|_|_| | | | | | | | |____^____| |_________| |_________| |_________| _________ _________ _________ ____ ____ | | | | | | | _|_ , | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | |_________| |_________| |_________| |____|____| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| VILLAGE DIRECTOR EFFECT TABLE _________ ____ ____ _________ ____ ____ | | | , _^_, | | | |, _|_ | | | | | | | | | | | | | | | | | |-*+-|-+*-| | | |--+-|-+--| | | | ,|_|_| | | | | |_|_| | |_________| |____^_'__| |_________| |__'_|____| ____ ____ _________ _________ _________ | , _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | | | | | |____|_'__| |_________| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| ____ ____ _________ _________ _________ | ,_|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | | | | | |____|____| |_________| |_________| |_________| _________ _________ _________ ____ ____ | | | | | | | _^_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | |_________| |_________| |_________| |____^____| _________ _________ _________ _________ | | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | |_________| |_________| |____|_'__| |_________| COMBAT AFFECTOR EFFECT TABLE _________ _________ ____ ____ _________ | | | | | ,_^_, | | | | | | | | | | | | | | | | | | |-*+-|-+*-| | | | | | | | ,|_|_|, | | | |_________| |_________| |____|____| |_________| ____ ____ ____ ____ ____ ____ _________ | _|_ | | _|_, | | _^_ | | | | | | | | | | | | | | | | | | | | |--*-|-*--| |--+-|-+--| |--+-|-+--| | | | |_|_| | | |_|_| | | |_|_| | | | |____|_'__| |____|____| |____^____| |_________| ____ ____ ____ ____ _________ _________ | _|_ | | _|_ | | | | | | | | | | | | | | | | | | | |--+,|-+--| |--+-|-+--| | | | | | |_|_| | | |_|_| | | | | | |____|____| |__'_|____| |_________| |_________| ____ ____ ____ ____ _________ _________ |' _|_ | | , _|_ , | | | | | | | | | | | | | | | | | | | |-*+-|-+*-| |-*+-|-+*-| | | | | | |_|_|, | | |_|'| | | | | | |____|____| |__'_|____| |_________| |_________| _________ ____ ____ _________ _________ | | | _^_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | ,|_|_| | | | | | |_________| |____^____| |_________| |_________| ____ ____ _________ ____ ____ _________ | _|_, | | | | _|_ | | | | | | | | | | | | | | | | | |--+-|-+--| | | |--+-|-+--| | | | |_|_| | | | | |_|_| | | | |____|____| |_________| |__'_|____| |_________| _________ _________ ____ ____ _________ | | | | | _|_, | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | |_________| |_________| |____|____| |_________| ____ ____ _________ ____ ____ _________ | _|_ | | | | _|_ | | | | | | | | | | | | | | | | | |--+-|-+--| | | |--+-|-+--| | | | |_|_| | | | | |_|_| | | | |__'_|____| |_________| |__'_|____| |_________| DISEASE AFFECTOR EFFECT TABLE _________ ____ ____ _________ ____ ____ | | | _|_ | | | | ,_|_, | | | | | | | | | | | | | | | | | |--*-|-*--| | | |-*+-|-+*-| | | | |_|_| | | | | |_|_| | |_________| |____|_'__| |_________| |____|_'__| ____ ____ _________ ____ ____ _________ | , _|_, | | | | _|_ | | | | | | | | | | | | | | | | | |--+-|-+--| | | |--+-|-+--| | | | |_|'| | | | | |_|_| | | | |____|____| |_________| |_'__|____| |_________| ____ ____ ____ ____ _________ _________ | ,_|_, | | , _|_ | | | | | | | | | | | | | | | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |,|_| | | | | | |____|____| |____|____| |_________| |_________| ____ ____ _________ _________ ____ ____ | _|_, | | | | | | _|_, | | | | | | | | | | | | | | | |--+-|-+--| | | | | |-*+-|-+*-| | |_|_| | | | | | | |_|_| | |____|____| |_________| |_________| |__'_|__'_| _________ ____ ____ _________ ____ ____ | | | _^_ | | | | _^_ | | | | |,| | | | | | | | | | | | |--*-|-*--| | | |--*-|-*--| | | | |'|_| | | | | |_|_| | |_________| |____^____| |_________| |____^____| ____ ____ ____ ____ _________ _________ | _|_ | | _|_ | | | | | | | | | | | | | | | | | | | |--+-|-+--| |--+'|-+--| | | | | | |_|_| | | |,|_| | | | | | |____|_'__| |____|____| |_________| |_________| ____ ____ ____ ____ _________ ____ ____ | _|_ | | ,_|_, | | | | , _^_ | | | | | | | | | | | | | | | | | | |-*+-|-+*-| |--+-|-+--| | | |--+*|*+--| | |_|_| | | |,|_| | | | | |_|_| | |____|____| |____|____| |_________| |____^____| _________ _________ ____ ____ ____ ____ | | | | | _|_ | |, _^_ | | | | | | | | | | | | | | | | | | | |--+-|-+--| |-*+-|-+*-| | | | | | |_|_| | | ,|_|_|, | |_________| |_________| |____|____| |____^____| GROWTH AFFECTOR EFFECT TABLE _________ ____ ____ ____ ____ _________ | | | _|_ , | | , _^_, | | | | | | | | | | | | | | | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |'|'| | | | |_________| |____|____| |____^____| |_________| ____ ____ _________ _________ ____ ____ | _|_ | | | | | | _|_ | | | | | | | | | | | | | | | |--*-|-*--| | | | | |--*-|-*--| | |_|_| | | | | | | |'|_| | |____|____| |_________| |_________| |____|____| ____ ____ ____ ____ _________ _________ | _|_ | | _|_ | | | | | | | | | | | | | ' | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |_|'| | | | | | |__'_|____| |____|____| |_________| |_________| ____ ____ _________ _________ _________ | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |,|_| | | | | | | | |____|____| |_________| |_________| |_________| ____ ____ ____ ____ _________ ____ ____ | _|_ | | _|_ | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| |--*-|-*--| | | |--+-|-+--| | |_|_| | | |_|_| | | | | |_|_| | |__'_|____| |__'_|____| |_________| |____|____| ____ ____ ____ ____ _________ _________ | ,_|_ | | ,_|_ | | | | | | | | | | | | | | | | | | | |--*-|-*--| |--+-|-+--| | | | | | |_|_| | | |_|_| | | | | | |____|____| |__'_|_'__| |_________| |_________| ____ ____ _________ ____ ____ _________ | ,_|_ | | | | ,_|_ | | | | | | | | | | | | | | | | | |--+-|-+--| | | |--+-|-+--| | | | |_|_| | | | | |,|_| | | | |____|____| |_________| |____|____| |_________| _________ _________ ____ ____ _________ | | | | |, _^_ | | | | | | | | | | ' | | | | | | | |--+*|*+--| | | | | | | | |_|_| | | | |_________| |_________| |__'_^____| |_________| MIND AFFECTOR EFFECT TABLE _________ _________ ____ ____ _________ | | | | | _|_, | | | | | | | | | ^ | | | | | | | | |-*+-|-+*-| | | | | | | | |_^_, | | | |_________| |_________| |____|____| |_________| _________ ____ ____ ____ ____ _________ | | | _|_ | | _|_ | | | | | | | | | | | | | | | | | | | |--+*|*+--| |--+-|-+--| | | | | | |_|_| | | |_|_| | | | |_________| |__'_|____| |____|_'__| |_________| ____ ____ ____ ____ _________ ____ ____ | _|_ | | _|_ | | | | _|_ | | | | | | | | |'| | | | | | |'| | |--+-*-+--| |-*+-|-+*-| | | |-*+-|-+*-| | |_|_| | | |_|_, | | | | |_|_| | |____|____| |____|____| |_________| |____|_'__| ____ ____ ____ ____ _________ _________ | _^_ | | _^_, | | | | | | |'| | | | | | | | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |_|_| | | | | | |____^____| |____^____| |_________| |_________| ____ ____ _________ _________ _________ | _|_ ,| | | | | | | | | ^ | | | | | | | | |--+-|-+--| | | | | | | | |,^_| | | | | | | | |____|____| |_________| |_________| |_________| ____ ____ ____ ____ ____ ____ _________ | _|_ | | _|_ | | _|_ | | | | | | | | | |'| | | | |'| | | | | |--+-|-+--| |--+-|-+--| |-*+-|-+*-| | | | |_|_| | | |'|_| | | |_|_|, | | | |__'_|____| |____|____| |____|____| |_________| ____ ____ _________ ____ ____ _________ | , _^_ | | | | ,_|_ | | | | | | ' | | | | | | | | | | |-*+-|-+*-| | | |--+-|-+--| | | | |_|_| | | | | |_|_| | | | |____^_'__| |_________| |____|____| |_________| _________ _________ ____ ____ _________ | | | | | _|_ | | | | | | | | | | | | | | | | | | |-*+-|-+*-| | | | | | | | |_|_| | | | |_________| |_________| |____|____| |_________| POWER AFFECTOR EFFECT TABLE ____ ____ ____ ____ ____ ____ ____ ____ | ,_^_ | | ,_|_ , | | , _^_ | | , _|_ | | | | | | | | ^ | | | | | ' | | | | | | |--+-|'+--| |-*+-|-+*-| |--+*|*+--| |--+-|-+--| | |_|_|, | | ,|_^_|, | | |_|_| | | |_|_| | |__'_^____| |____|____| |____^_'__| |__'_|____| ____ ____ ____ ____ ____ ____ ____ ____ | ,_^_ | | , _^_ | | , _^_ | | , _|_, | | | | | | | | | ' | | | | ' | | | | | | |--+*|*+--| |--*-|-*--| |-*+-|-+*-| |-*+-|-+*-| | |_|_, | | |'|_|, | | |_|_, | | ,_|'| | |__'_^____| |____^____| |_'__^____| |____|____| ____ ____ ____ ____ ____ ____ ____ ____ | ,_|_, | | , _^_ | |' _|_ | | , _^_ | | | ^ | | | | | | | | | | | | | | | ' | |-*+-|-+*-| |-*+-|-+*-| |--+-|-+--| |--*-|-*--| | |_^_, | | |_|_' | | |_|_| | | |_|_| | |__'_|____| |__'_^____| |____|____| |____^_'__| ____ ____ ____ ____ ____ ____ ____ ____ | , _^_, | | , _|_, | | , _^_ , | | , _|_ | | | | | | | | ^ | | | | | | | | | ^ ' | |--+-|-+--| |--+*|*+--| |--+-*-+--| |-*+-|-+*-| | |,|_' | | |,^_| | | ,|_|_| | | |_^_, | |____^____| |____|_'__| |____^_'__| |__'_|____| ____ ____ ____ ____ ____ ____ ____ ____ | , _^_ | | , _^_ | | _^_ | | ,_^_ | | | | ' | | | | ' | | | | ' | | | | ' | |--+*|*+--| |--+*|*+--| |--+-*-+--| |--+*|*+--| | |,|'| | | |_|'| | | |_|_| | | |,|_| | |____^____| |_'__^____| |__'_^_'__| |____^_'__| ____ ____ ____ ____ ____ ____ ____ ____ | ,_|_ | | , _^_ | | , _|_ | | _|_ | | | | | | | | | ' | | | | ' | | | | | | |--+-|-+--| |-*+-|-+*-| |-*+-|-+*-| |--+-*-+--| | |_|_|, | | |_|_, | | |_|_' | | |_|_| | |__'_|____| |____^____| |__'_|____| |____|____| ____ ____ ____ ____ ____ ____ ____ ____ | , _^_ | | , _^_, | | , _|_, | | , _|_, | | | | ' | | | | | | | | | | | | | | | | |--+-|-+--| |--+-|-+--| |--+*|*+--| |-*+-|-+*-| | |,|_' | | |,|_| | | |_|_| | | |_|_| | |____^____| |____^____| |__'_|__'_| |__'_|_'__| ____ ____ ____ ____ ____ ____ ____ ____ | _|_ | | _|_ | | _|_ | | , _^_ | | | | | | | | | | | | | | | | | | |,| | |--+-|-+--| |--+-|-+--| |--+-|-+--| |--*-|-*--| | |_|_| | | |_|_| | | |_|_| | | |_|'| | |____|____| |____|____| |____|____| |__'_^____| SENSE AFFECTOR EFFECT TABLE _________ ____ ____ _________ _________ | | | _^_, | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | | | |_________| |____^____| |_________| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| ____ ____ _________ _________ ____ ____ | ,_|_, | | | | | | , _^_ | | | ^ | | | | | | | | | | | |--*-|-*--| | | | | |--+-|-+--| | |_^_| | | | | | | |'|_|, | |____|_'__| |_________| |_________| |____^____| _________ _________ _________ ____ ____ | | | | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | |_________| |_________| |_________| |__'_|____| ____ ____ _________ _________ _________ | _^_ | | | | | | | | | | | | | | | | | | |--*-|-*--| | | | | | | | |_|'| | | | | | | | |____^____| |_________| |_________| |_________| _________ ____ ____ ____ ____ _________ | | | _|_ | |, _|_ | | | | | | | | | | | | | | | | | | | |--+-|-+--| |-*+-|-+*-| | | | | | |_|_| | | |_|_| | | | |_________| |__'_|____| |____|____| |_________| ____ ____ _________ ____ ____ _________ | ,_|_ | | | | _|_ | | | | | | | | | | | | | | | | | |--+-|-+--| | | |--*-|-*--| | | | |_|_| | | | | |_|_| | | | |____|____| |_________| |____|____| |_________| _________ _________ _________ _________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_________| |_________| |_________| |_________| SPEED AFFECTOR EFFECT TABLE _________ _________ ____ ____ _________ | | | | | _|_ | | | | | | | | | | | | | | | | | | |--*-|-*--| | | | | | | | |_|_| | | | |_________| |_________| |____|____| |_________| _________ ____ ____ _________ _________ | | |, _^_ | | | | | | | | | | ' | | | | | | | |-*+-|-+*-| | | | | | | | |'|_| | | | | | |_________| |____^_'__| |_________| |_________| _________ ____ ____ _________ ____ ____ | | | _^_ | | | | _|_ | | | | | | | | | | | |'| | | | | |--+-|-+--| | | |--+-|-+--| | | | |_|_, | | | | |_|_| | |_________| |____^____| |_________| |____|____| ____ ____ ____ ____ _________ _________ | _^_ | | _|_ | | | | | | |,| | | | | |'| | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |_|_| | | | | | |____^_'__| |__'_|____| |_________| |_________| ____ ____ _________ _________ ____ ____ | _|_ | | | | | | ,_|_ | | | | | | | | | | | | | | | |--*-|-*--| | | | | |--+-|-+--| | |_|_| | | | | | | |_|_| | |____|____| |_________| |_________| |____|____| _________ ____ ____ ____ ____ _________ | | | _|_ | | _|_ | | | | | | | | | | | |'|'| | | | | | |--+-|-+--| |--+-|-+--| | | | | | |_|_| | | |,|_| | | | |_________| |____|____| |____|____| |_________| _________ ____ ____ ____ ____ _________ | | | _|_ | | , _^_ | | | | | | | | | | | | | | | | | | | |-*+-|-+*-| |-*+-*-+*-| | | | | | |_|_| | | |_|_| | | | |_________| |____|____| |__'_^____| |_________| _________ _________ ____ ____ _________ | | | | | _|_ | | | | | | | | | | | | | | | | | | |--+-|-+--| | | | | | | | |_|_| | | | |_________| |_________| |____|____| |_________| NOW I DON'T KNOW IF YOU UNDERSTOOD ANY OF THIS ABOUT 'THE EFFECT TABLES', BUT ANYWAY I WOULD ADVISE YOU TO LOOK AT 'THE SPELL EFFECT TABLES' IT MIGHT HELP YOU. AN ADVISE WOULD BE TO LOOK AT THE RECTANGLE (CIRCLE) AS A BIG BOWL WHERE YOU MIX A LOT OF THINGS TOGETHER AND ALL THOSE SYMBOLS LIKE ', OR * OR ^ ARE JUST INGREDIENTS AS IT IS SAID IN THE BEGINNING OF THE MANUAL. End.