Games PC MIGHT AND MAGIC-SWORDS OF XEEN User Manual

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©1995 New World Computing Inc. First Edition
The enclosed software program and this manual are copyrighted. All rights are reserved. This manual may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine readable form, in whole or in part, without prior written consent from New World Computing, Inc. Portions of the program accompanying this book may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased.
90-Day Limited Warranty
New World Computing, Inc., warrants the original compact disc on which this program is recorded to be free from defects in materials and workmanship under normal use and service for a period of ninety (90) days from the date of purchase. If such a defect should occur during this 90-day period, you may return the compact disc to New World Computing, Inc., for a free replacement disc. After 90 days, enclose $10.00 to cover costs of media replacement and shipping charges.
This warranty is only effective if you have previously returned the Product Registration Card for this product or include a copy of your receipt for the program.
New World Computing, Inc., makes no warranties, either expressed or implied, with respect to this manual or with respect to the software described in this manual, its quality, performance, merchantability, or fitness for any particular purpose. New World Computing, Inc. shall not be liable for any loss or damage, direct or indirect (including but not limited to any interruption of service, loss of business and anticipatory profits or consequential damages), resulting from the use or operation of this product. (Some states do not allow these exclusions, so they may not apply to you.)
Technical Support (818) 889-5650 9am-Noon 2pm-5pm PST New World Computing P.O. Box 4302 Hollywood, CA 90078
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SWORDS OF XEEN
Published by New World Computing, Inc.
Developed by CATware
Design and Direction
Bill Fawcett
Story Contributions
Ellen Guon of Illusion Machine
Programming and Ideas
Dave Potter Rod Retterath
Manual Illustrations
Todd Cameron Hamilton James Clouse
Sound Programming
Todd Hendrix
Quality Assurance Manager
Peter Ryu
Testers
Walter Johnson Bryan Farina David Botan Jack Nalls
Based upon the series created by
Jon Van Caneghem
Producer and Manual
Deane Rettig
Original Programming
Mark Caldwell Dave Hathaway
Graphic Artists
Jonathan P. Gwyn Bonnie Long-Hemsath Julia Ulano Ricardo Barrera
Music
Tim Tully
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TABLE OF CONTENTS
Introduction to Swords of Xeen ................................................. 5
A New Defender ...................................................................................7
A Beginner’s Guide to Computer Role-Playing ....................... 9
Creating Your Characters.........................................................13
Character Classes and Races.....................................................17
Reviewing and Assembling Your Party.................................... 23
Adventuring............................................................................ 25
Control Panel........................................................................... 29
Character Screen...................................................................... 31
Quests, Items, and Notes ..........................................................33
Inventory Screen...................................................................... 35
Secondary Skills....................................................................... 37
Combat ....................................................................................39
Spells .......................................................................................43
Cleric Spells............................................................................. 45
Sorcerer Spells ......................................................................... 52
Reaching New World Computing Customer Support..................60
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INTRODUCTION TO SWORDS OF XEEN
This game reprises the popular game system of World of Xeen with a new and challenging adventure. The structure of the world of Havec is a flat rectangle. It is connected to a small city actually in the world of Xeen, Greyhaven, by a recently discov­ered magical pyramid. Through it you will be able to return to the safe environment of Greyhaven to purchase items, get healed or trained, and learn spells. Nothing is known about Havec, the world on the other side of the pyramid, except that the evil Lord Xeen, who nearly destroyed two worlds, regu­larly travelled through the pyramid for unknown purposes.
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A NEW DEFENDER
The Dragon Pharoh looks tired. The scaled lids over his saddened eyes sag. Around the throne room stand the many of the greatest heroes in Xeen. It is impossible to not feel previliged to just stand among them. Nervously you notice that not one has been spared the cost of their deeds. Every man here sports a debilitating wound. Even magical healing can only do so much.
When the Dragon Pharoh speaks, his voice is as sad his expression. “My heroes, you have fought well to free our land. Look about you.
The greatest of us have suffered greviously and need time to heal. Yet the remanants of Lord Xeen’s creatures continue to want only to destroy our homes and must be dealt with immediately. I have already dispatched nearly every other hero able to bear arms on this mission.”
There is a pause and you realize how few heroes are present... and how few remain alive at all after the great conflict. Before you can think of a reply the Pharoh continues.
“Now an even greater threat has arisen. Amid the ruins near Greyhaven was found a ancient gate. Already terrible beasts have emerged from it.” A warrior in silver armor rubs three terrible scars that slice across his entire face and nods his agreement. Nothing short of a dragon could have made such wounds.
“I shudder to think what lies beyond that gate.” The Dragon Pharoh’s voice hardens as he adds, “Yet we must know. Some say it is the land where Lord Xeen was spawned. If so, it must be a truly evil place. One that threatens our badly weakened world.”
Now the great dragon’s voice fills the pyramid, yet beneath it remains an undercurrent of regret that warns you the Pharoh has little hope of your success.
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“You are the strongest and least wounded of all the heroes. I ask you to enter this gate and make sure what lies beyond can never threaten our fair land. Even if you can gain us a year’s respite, we will be once more storng enough to defend our world. I wish I could grant you more than a small purse to equip in Greyahven with, but you must complete this quest without further aide... for there is none.”
There is a pause ling enough to be uncomfortable. Then without even a glance at each other you and your companions step forward and accept the mission. Pledging your life once more in the defense of your world and to the destruction of evil in another.
The next morning you arrive in Greyhaven and warily examine the pyramid shaped portal.
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PAGE 8
A BEGINNERS GUIDE TO COMPUTER
ROLE-PLAYING
When you begin Swords of Xeen, you will be presented with a choice of playing the game in Warrior mode or Adventuring mode. The game will be less combat intensive in Adventuring mode. Once you make this decision you will be unable to change it until you start a completely new game.
If you are new to the world of computer role-playing games (CRPGs), you’ll want to read the rest of this section before you get started. If you just can’t wait, you can jump right into the game and use the reference card to help you along.
In Swords of Xeen, you (the player) will be represented by six characters in a party. You will begin the game with a set of default characters just outside of the Tavern. The Tavern is the place you go to when you want to rearrange your party, create new characters, get rumors and advice, and buy food. If you want to make your own characters, go to the Tavern.
Each character will have a name, profession, and statistics assigned to it that represent its capabilities, such as strength and intelligence. Perhaps the most important statistic for all characters is hit points. Hit points represent how much personal damage a character can withstand before falling unconscious. If your character’s hit points fall below zero, he will go unconscious. If the character is hit while unconscious, he will die. A character can start with anywhere from 1 to about 40 hit points. Since the average sword blow will do about 6 hit points, a weak character could fall with only one or two blows.
The next most important statistic is your character’s level. As you play the game, your characters will gain experience
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points through defeating monsters and completing quests. When you have enough experience points, you will become eligible to advance to the next level. When your level increases, your hit points and fighting ability will improve.
While you will spend a lot of time fighting monsters, you will also have time when you are free to explore the land of Havec. There are many different kinds of places to visit, but the places you will frequent the most will be the towns. In the towns you will be able to find shops and services where you can buy better equipment, learn spells, and get healed.
For the beginning player, computer role-playing games can seem confusing at first. We’ve done our best to make sure Swords of Xeen is easy to learn and play. Once you get the hang of it, we’re sure you will have a lot of fun.
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CREATING YOUR CHARACTERS
Swords of Xeen starts you off with a set of six pre-made characters. These characters have all the equipment and abilities necessary to begin the game, and are just fine to use if you don’t want to create your own characters.
Creating a character is easy. Whenever you want to make a character, just go to any Tavern and check in. Once you have checked in, select (C)reate a character to get to the character creation screen.
The character creation screen is where you will make your characters. There are seven numbers in a column next to some mysterious letters. These letters are the statistics for your character, and this is what they mean:
Mgt: Might is a prime statistic for Knights and Paladins.
Might affects the damage your character does when you hit a monster. Might also is used to break down doors and lift or destroy certain objects.
Int: Intellect is a prime statistic for Archers, Sorcerers,
Druids, and Rangers. This statistic helps deter­mine how many spell points your character will get if you are one of these classes.
Per: Personality is a prime statistic for Clerics, Druids,
Rangers, and Paladins. This statistic helps deter­mine how many spell points your character will get if you are one of these classes.
End: Endurance is a prime statistic for Paladins, Barbar-
ians, and Rangers. Endurance helps determine how many hit points your character has.
Spd: Speed is a prime statistic for Ninjas and Rangers.
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Everyone, including monsters, has a speed rating. If your character’s speed is higher than the mon­sters, you will get the first action in combat.
Acy: Accuracy is a prime statistic for Archers and Nin-
jas. Accuracy helps determine whether or not you hit a monster with a weapon or spell when you attack.
Lck: Luck is the prime statistic for Robbers. Luck im-
proves your chances of surviving a hostile spell or avoiding a trap.
In the bottom left corner of the screen you will see a portrait of your character. If you want a different portrait, use the UP/DOWN arrow keys to change it. The portrait you choose determines the race and sex of your character.
To the right of the numbers is a list of the ten classes of characters. If the prime statistic(s) for one of the classes is high enough, that class will be highlighted, meaning that you could pick that class if you wanted.
If the class you want to be isn’t highlighted, you can either reroll the character or move the statistics around until you get the class you want. To reroll, type R or click on the reroll icon. To swap statistics, type the first letters of the statistics you want to exchange or click on their icons.
Once you are satisfied with your statistics and the class you want is highlighted, use the LEFT/RIGHT arrows and press ENTER, or click on your choice to select your class. Now click on the create icon, or press C on your keyboard. The computer will now ask you to name your character. Press the ESCAPE key if you don’t want to make this character, otherwise get creative and type in a name. That’s all there is to making a character.
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Character Creation Screen
Character Portrait: Shows the character’s portrait, race, sex, and class. The two arrow buttons scroll through the list of available portraits.
Character Statistics: Displays statistics. To change them, press R or click the Roll icon. To swap statistics, select the icon of the statistics you want to exchange.
Character Classes: Displays the ten character classes. If your statistics permit your character to be a particular class, that class will be highlighted.
Skill List: Displays a list of skills that this character would start with if you created it.
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CHARACTER CLASSES AND RACES
All characters have a class and a race. Here is an explanation of the ten classes:
Knight: Prime statistic (15 or greater): Might
The Knight is the best fighter in the game. Able to use any kind of weapon or armor, the Knight will dish out more damage than any other character. The Knight starts with the Arms Master skill and gets more hit points than all classes but the Barbarian. The Knight cannot cast any spells.
Paladin: Prime statistic (13 or greater): Might, Personality, Endurance
The Paladin is a good fighter, but not as good as the Knight. The Paladin can use any kind of weapon or armor, but his hit points tend to be lower than the Knight’s. The Paladin starts with the Crusader skill and the ability to cast Cleric spells.
Archer: Prime statistic (13 or greater): Intellect, Accuracy
The Archer is as good a fighter as the Paladin. The Archer starts with the ability to cast Sorcerer spells, but is unable to wear armor heavier than chain mail or use a shield. The Archer starts with no secondary skills.
Cleric: Prime statistic (13 or greater): Personality
The Cleric is a fair fighter, but is not allowed to use edged weapons or missile weapons. On the bright side, the Cleric can use splint mail armor or lighter and has twice as many spell points available for casting Cleric spells as the Paladin. The Cleric starts with no secondary skills.
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Sorcerer: Prime statistic (13 or greater): Intellect
The Sorcerer is a poor fighter. Sorcerers are only able to wear robes and use staves and daggers. Sorcerer spells are the most destructive in the game, and they have twice as many spell points as the Archer. The Sorcerer starts with the Cartography skill.
Robber: Prime statistic (13 or greater): Luck
The Robber is a fair fighter, but is unable to use any armor heavier than chain mail. Robbers can use any one-handed weapon and shield, but cannot cast spells. The Robber begins the game with the Thievery skill.
Ninja: Prime statistic (13 or greater): Speed, Accuracy
The Ninja is a good fighter, but is limited to ring mail or lighter armor and cannot use a shield. Ninjas can use most, but not all, weapons. Two handed weapons are limited to staff and naginata. The Ninja starts with the Thievery skill and is unable to cast spells.
Barbarian: Prime statistic (15 or greater): Endurance
The Barbarian is almost as good a fighter as the Knight, but is unable to wear armor heavier than scale mail. Barbarians can use most shields and all weapons. The Barbarian cannot cast spells and starts with no secondary skills.
Druid: Prime statistic (15 or greater): Intellect, Personality
The Druid is a poor fighter. Druids are only able to use light armor and weapons, but they can cast both Cleric and Sorcerer spells to a limited degree. Druids start the game with the Direction Sense skill and twice as many spell points as Rangers.
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