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1. Mon pol iall IP is a e LLL I jtm inmnanspdyp j 9 9 am yaaa Adventure of the CRYSTAL KEEP T r M AAEN IPC SAPISSI T PESEL FPE Warranty International nc warrants that for ninety 90 days after purchase of Citadel customer Citadel shall esta conform vo the standards defined in the accompanying documentacion manuals and computer aided instructions The sole and exclusive remedy for a failure of Citadel to perform in accordance with the accomp documentation is for the customer to return Citadel to Postcraft International nc and to notify Postcraft International Inc in writing of the nonperformance within ninety 90 days of purchase Postcraft International Inc s sole obligation shall be that within a reasonable time after receiving notification of nonperformance to provide the customer with a performing copy of Citadel Citadel limited warranty set forth in the paragraph above is in lieu of any other warranties The implied warranty po vri digo ie Inc disclaims any implied warranty including but not limited implied warranty fitness particular se or merchantability Postcraft International Inc disclai te a ia EU end relier ol Ecol International nc software dl Some states do not allow limitations on implied warranties so the above limitation may not apply to every customer Customer is solely responsible for selection of Citadel to achieve the customer s intended results or for partic
2. The frog button will cause all the characters in the party to leap forward This button is useful for jumping over pits or other hazards ahead of the party The final button is used to switch parties as described below 2i Gray Mouse 4 4 The view window gives you a three dimensional view of what the current character sees within the Citadel Walls and doorways will appear as well as any objects or creatures in your way As you move through the catacombs using the movement window described below the view will change accordingly Splitting the Party This feature of Citadel can be useful but care must be taken as it is easily abused The party should be split up only when absolutely necessary such as when sending someone for help To split a character from the party select the character and choose Leave Behind from the menu whose title is the character s name The abandoned character s icon will appear in the view window The rest of the party may now leave and later to switch play between the party and the abandoned character click on the swap parties button in the movement window NOTE The game can only Keep track of two separate parties If you divide the original party into more than two groups you must physically search through the Citadel to find the third party To reunite the parties move one party through the Citadel until they are in the same position as the characters who were left behind As the
3. Attack spell reduces armour class of monsters is L YO making them easier to hit Area spell j Haelan Al All Heal light wounds Applies to entire party m NA E cYo JP d 4 Evi Zunes ds x Levitas al Special spell Efes entire portu off ground Ai Jia SE n a Allows a party to float over pits and carry ES it 19 8 si u any number of dead people ES i TIN fs A LY Accelerare Fight In a fight party icons can be moved farther i y US a n a once this magic has been cast i I Divine All Always successful form of regular divination A Level 3 y Name Where Notes Name Gestun Fight Attack spell blast of wind Light damage to grues EV all monsters Cural Cicatrize All Heal medium wounds Entire party affected 4 Sanctifis E yo P Slo Potionis AL Healing spell slows the rate of hit point loss E C dct of poisoned character Potency affected by caster s level Affects one person Spice AL Conjures up objects Item is selected randomly j from a list dependent upon caster s level i Sumos Castle Summon monster to join the party if there is room less than 6 party members Type of monster depends on caster s level Monsters will not leave dungeon return to tavern etc ame and will run off if left behind or if split parties are switched between Dispellere Level 4 Name Where Notes J A ne te E o a E ME Faer Fight Attack spell slows monsters making them Awake indecisive and less prone to mov
4. When you pull the menu down however and move the mouse outside of the menu rectangle the entire menu will tear off from the menu bar becoming a miniature window Trap is a mechanical or magical device which may be triggered by adventurers in the Citadel usually causing damage to them Traps may be defused by Thieves XP see Experience Points Final Notes Please be certain to select Save As from the File menu occasionally This will ensure that you can start again after a fatal mistake without losing too much You may Save As using the same name as an existing file you will be asked to confirm your decision in which case the old file will be replaced with the new one Citadel will not let you replace the file you started up with Keep a copy of the original Citadel Save file so that you may start from scratch at a later date or continue adventuring after completing Citadel a completed game no longer admits you into the castle Some keyboard shortcuts Shift Key pressed when selecting a character icon in Tavern will force the icon into the party and vice versa typing a number 1 through 6 will often though not always select a new active character throughout the game the Done button in the different Town venues can be selected by pressing Return Enter or Tab whenever it contains an inner ring hold the Command Apple key while dragging a character icon in Camp or Castle
5. allow you to map your progress through the catacombs Pages in the map book represent levels of the castle and you may flip through pages using the folded flap at the bottom right corner of the page It is up to whomever is mapping to maintain an accurate page number for the castle level the party is on Using the map book involves pointing the mouse which will appear as a pencil cursor and clicking to make a mark on the grid The type of mark depends on the setting of the Mapper menu wall torch wall door locked door pit stairs up stairs down hall special and note To change the pencil to a particular type of mark simply pull down the Mapper menu and select the desired option For convenience the Mapper menu is a tear off menu which will act as a miniature window if pulled off of the menu bar it is shown overlaying the Map Book window above The first seven types are simple clicking in the grid with that option selected in the menu will place a mark of that type on the grid When the menu is set to hall clicking the mouse will erase the grid block under the mouse Special may be used to indicate any special features on a level to whomever is reading the map ES LIII 1 delet CA gt 4 i H aa ey Lar H LLL METETE IA ALA LA LLL LLL ALLI LLL Torch Wall A Door EH Locked Door a Pit H Stairs Up Bi stairs Down 5 Special XXXIII wi
6. and a place to sleep are available at our excellent Hostel All manner of weapons clothing and sundry articles are available for a reasonable price at the village Shop The fine friars of the local Temple are always at your service and there is a Bank for your convenience The Tavern To put together a party select the characters you want to join by dragging them to the grey box in the top left corner of the screen You may select multiple characters to join your party by dragging a rectangle around all the icons you wish to join To get a brief description of a character in the tavern double click on their icon Some characters may currently be in the Citadel adventuring healing in the temple or training These characters will not appear in the tavern To find out who is not currently available for adventuring click on the central figure at the bar pictured above He will inform you as to the whereabouts of these characters Also in the tavern is an Idle button which will quickly cause one day of game time to pass This is useful if there are characters in your party currently healing or training No restoring of hit points or abilities occurs while waiting in the tavern use the Hostel for this instead The Hostel resting and training The hostel is for resting and rejuvenating your characters or for arranging training to higher levels To rest at the hostel select the Rest button on the lower eft o
7. hours we waited and when they returned they told us of black winged demons and other beasts too horrible to mention which had pursued them from the Citadel Terrified we fled into our homes and prayed The fortress is surrounded by a foul black smog my father whispered to me and from within come the sounds of a terrible battle I fear all is lost That night as the church clock struck midnight a monstrous noise roused us in terror from our beds The entire village shook and groaned as the ground heaved and rent We all ran into the streets clasping our ears to Keep out the savage sound Suddenly there was silence No sound of battle no sound at all The next morning one by one we moved up the hill to where the Citadel had once stood All that remained was a field strewn with rubble and one small stone shack The spired roof of the shack seemed familiar so cautiously we peered into one of the darkened windows Within barely visible in the murk was a sight that struck us all dumb with wonder A narrow winding staircase descended into the blackness below The tiny shack was actually the very top of the highest watch tower of the mighty structure We fled from whatever fearsome force had plunged our once proud fortress into the depths of the earth The fame of the Citadel quickly spread and brave adventurers came to search for wealth deep beneath the ground Once they entered the Citadel they were never seen or heard from
8. position Characters cannot move through other icons but must be maneuvered around the obstruction In addition the speed at which an icon moves is determined by a character s coordination level and status The icons will drag for only a few seconds at a time and slow characters may take several turns to move into position To engage a monster simply move a character icon next to a monster icon A thin fine of fire will Be drawn between the combatants The actual range at which the icons engage can be shown momentarily by selecting Show Ranges from the Options menu This command will display circles around aff icons representing the striking range of all characters and monsters and wait for a mouse click to continue To select a particular character simply click on their icon The pop up menu for each character is still available by clicking and holding on that character s status bar under the icon This menu lists the possible actions available to the character These actions are cast a spell or scroll change the wielded weapon confront attack parry and back stab Spells and Scrolls This menu option is only available if the character is clear has no monsters in their attack circle This is due to the fact that spell casting requires concentration and may involve physical movement to focus the spell Reading a scroll also demands a moment of uninterrupted action The hierarchical section of the menu will contain all the
9. spell to memory It appears in the Spells and Scrolls menu for future use The amount of time this process takes is dependent on the level of the spell being memorized Since the Wizard requires complete concentration during the memorization higher level spells should not be memorized in the Citadel because of the possibility of being discovered by monsters If the Wizard is interrupted before the memorization is complete the magic is lost To copy a scroll to the book select a scroll in the pop up Spells and Scrolls menu To create a scroll from a spell select the spell and press the Create button In order for the creation of the scroll to work the Wizard must be holding a sheet of vellum while wielding a special ink and quill all available from the shop in town at a premium price Danger Any time a Wizard or Magus deals with a spell of a higher level than themselves they risk destroying the spell erasing it from the book and probably injuring themselves in the bargain Memorizing Spells Clerics Shamen Cleric classes gain their magic through meditation and then commit the magic to a specific spell Any Cleric or Shaman has in their pop up menu selected by clicking and holding on the status bar beneath the character icon an item labeled Meditate This girare Air Fire Water Aaa IO AN Memarize E Meditate da E brings forth a window like the one above One of four Kinds or elementals of ma
10. to avoid selecting as the new active character double clicking an icon in the Items window in Camp or Castle will act as if selecting the center button usually marked Open If the object has no special function the Examine dialog will appear instead Option Key double click will always force the Examine dialog Shift key pressed with Mouse Arrows turned on under the Options menu in Castle gives the alternate set of movement arrows Space Bar pressed in Fight will speed the action along while it is held down Command Apple Key I will open the active character s information dialog except in Fight press Return when wishing to quickly exit a dialog window press Option while dragging any icon to toggle its name on and off press the Tab Key during a Fight to freeze the action CLick the mouse button to continue Some mouse shortcuts Double clicking a character icon will open the character s information dialog anywhere but in a Fight In Camp or Castle the Items window will open first if not visible dragging a gold sack from a character s information block in the Bank to the banKer himself is a quick way to deposit open doors by clicKing on the door handle Passing the cursor over the Keyhole of a locked door will quickly show if the active character carries the appropriate Key the cursor changes to a Key shape click and hold in the box beneath a character s ico
11. O A sy gt Personae Name Health Special RC Level Gold Free 10 m em me e we es es ue D an en an an en gt yy us m un es an m a 10 ey m o em a un an es an eo am da o ewww s 3 3 2 150 3i Wiz i 4 4 AA 4i Clair i 3 3 RS dig The Personae window shows statistics on all the characters in the party You may show the Personae window by choosing it from the Windows menu item under the Options menu Clicking on the button will switch the display at the right of the window between LEVEL GOLD FREE CLASS RACE ALIGNMENT and WIELDS to give a full description of the character Clicking on the buston changes the size of the text in this window Clicking on a name selects that character both here and in the party window Double clicking will present the character item window exactly like double clicking on the character s icon in the party window OG 9 De The movement window is used to control the party s travels through the Citadel The upward pointing arrow will move the characters forward while the bent arrows beside it will turn the characters to face either left or right while leaving them in the same place The two side pointing arrows will move the characters to the left or right without altering the direction in which they are facing The Key button will make the current character attempt to open the door which is directly in front of the party
12. TERNATIONAL INC as a member of the Software Publishers Association SPA supports the industry s effort to fight the illegal copying of personal computer software Report copyright violations to SPA 1101 Connecticut Avenue NW Suite 901 Washington DC 20036 Table of Contents ROTA UI zo TRIER ORNA i oe ek E es a a T9 AY EUM a NE RE LSD Ri NAR ONTO AT Y AA rmt E E AI E EEA EENEN VIT EEEO beinn Air Fo RI A ER 8 i BOC PARTIR S ORDERS ERGO SOLOMON OT iS OR 104 KEERA MESE ERE VIT St rittg from a Santd GOME ici rra VELL CA A e A a RSS EA INR IRI BR ll NS OS OO ME ela e a 9 e E AA A E e e olla dida quid of 6 TED eS ENAA TELA O A AL ADA O AA XIII y des o OA PEED EORR DER OT oe SA EE AIOE OE NUNN FL li LU QUT E AAA A Sasana ama IA y Ld ELIO RRA UE Re IERI CRIT NS DUE RT MARI BRIT IR SN UR y r S MARE GENUS NUS ARAN ERICO irish Faire REA DANS AlAs a HH HE d ra CEG RRA AAA AE IIA XVII Tinata C A AIN e cri tari A cloro tei ue XVII Ad si M Urs PANAM IA UNIS IR E IAS qt 3 Time in Maze XX cs iil en A RINT IE AO ps JL LO UAE XXI Ef CHE FUSE EA MONA IG A IET RUIN EE i EDEN d A a eer UAE G itig ind DAA AAA A O AACE E Cabin DLL tres id ail XXII J sr ANA MIB Ge Dol h ir aol PPD viene nies eie RON fede ERE EIN aid LP E c EQ 4 XT s RI EN AA IE E SR MSS ub Y I A A Bony BANE APA IS N Long Sue CONDAL LaSalle acit reped r AA Close as A TRETEN eee RCNH qi cid MOON BOOTE irr oret ipia ee
13. acinTalk system file provided by Apple must be in the System folder of the startup disk Party Icon Pop Up Menus This preference determines whether or not you can produce a pop up menu by clicking and holding on the status bar beneath the character icons as described above This pop up menu is identical to the menu which appears in the menu bar and Ras the name of the current character as its title If the Party Icon Pop Up Menus item is disabled the only method of seeing this menu is to use the one in the menu bar Icons in Menus With this preference turned on the Items menu will display the iconic representation for all the objects listed therein Drag Icons with Title Enables an item s or character s name being drawn beneath a dragging icon This may also be toggled while dragging icons by pressing the Option Key Utilities Finally Citadel provides some utilities which may come in handy during the game The Utilities item is available under the File menu Selecting this item will bring forth a window which contains four buttons Transfer Character This item will take a character in the current game and copy that character to another saved game file see Starting from a Saved Game in the Starting Citadel section This is done to facilitate moving characters between games Important items cannot be transported nor will the character s bank account be copied _ Print Character This option will print an exp
14. active party approaches the inactive one the character icons for the inactive party will appear in the view window To rejoin the inactive characters to the active party simply pick up their icons from the view window Their icons will appear in the party window as you pick them up XIX Time in Maze 5 minutes The time window is available to indicate how much time the party has spent adventuring within the Citadel A actions which the characters perform take some time and the amount will be registered in the time window Objects in Citadel All the objects a character currently possesses are shown in the Item Window associated with the character To see the item window while in the Citadel double click on the character s icon Gray Mouse s Items The icons for all the items carried by the character are shown Ihe miniature icons beneath the items show the positioning of the items on the character s person The shield signifies that the item is being worn by the character the armour quiver and dagger above The hand e indicates that the item is being carried in the character s free non fighting hand The sword J means that the character is wielding the item as a weapon A miniature bag icon AT above an item means that the item has pockets which may themselves carry items One item at a time can be selected by clicking upon it the armour in the above picture The row of buttons across the
15. again But I was a headstrong brash youth and I accompanied a band of 20 strong soldiers hoping to make my mark on history Some of what we saw within those subterranean walls I still cannot bear to recount But you should Know this if you insist upon going there are creatures there to haunt your most hideous nightmares We ost our way in the measureless catacombs but we did discover Lady Synd sealed in a shimmering crystal entombed forever I am sure by the evil stranger who must now dwell in that rotting darkness Go now I can talk no further I count you a supreme fool for going but I will pray for you and hope against hope that you can free Lady Synd and restore peace to our land Starting Citadel Citadel is contained on two 3 5 inch floppy diskettes The first diskette contains the Citadel program a system folder the help file save file and map file and is labeled Citadel Disk 1 The second diskette contains only the file Citadel Data and is labeled Citadel Disk 2 Important Before beginning to play Citadel a copy MUST be made of both diskettes Since Citadel is not copy protected you may use the Finder to create the copies Consult your Macintosh manual if you are unsure of how to copy files Keep the originals in a safe place and play the game using the copied diskettes This is because the castle changes as you explore it overwriting the existing information on the disk ettes If you play usi
16. anded version of the character information window showing icons of carried items and contents of pockets in small icons Print Map Page This button will print the page to which the mapper is currently turned complete with the map legend This is only available when the map book has been opened Reset Windows This button will move all Citadel windows to a default position on the screen This is most useful when the program has been run on a Mac II with a large screen possibly resulting in some windows being located out of reach on a normal screen Transfer Characters Print Character Print Map Page Reset Windows Citade O Utilities XXXV Appendix A Spells The pages that follow contain a list of the spells available to Wizards Magi Clerics and Shamen in Citadel The first 3 levels also contain the elemental magic symbols required by Clerics and Shamen to construct the spell certain of these spells are not available at all to Clerics These are listed as n a Level 1 Name Where Notes Haelen AL Heal light wounds Affects one person pc Fortis All Defense spell lowers recipient s armour class ED Affects one person Bless Maze Special spell casts a shield of protection over EQ objects at the location the spell is cast Protects from wandering monsters for 1 hour E times the spell caster s level Returning to the 4 objects nullifies the spell Level 2 Name Where Notes Percer Fight
17. bottom of the window show options available for the selected item The scroll icon at the far right when double clicked will bring up a list of the scrolls carried by all members of the party This is useful for transferring scrolls between characters Using Objects Within the Citadel objects may perform a wide variety of functions In the items window shown above the Open button will cause the selected object to be opened revealing what is in its pockets Often selecting an object will change the name of this button selecting the bow will change the button to Shoot for example Depressing the button may cause special things to happen Double clicking is a short cut for selecting an item and clicking on this button The uses of objects within Citadel is almost limitless and discovering what certain objects do is part of the adventure Transferring Objects It is often desirable to have one character give an object to another There are two methods of doing this The first is to open the items window for the giving character by double clicking on their icon and select the desired object The Transfer button in the items window will become available Clicking on it produces a window which displays all the party chazacters and their items You may then select to whom the item is to be transferred The second method also involves opening the items window for the giving character Click and drag the object you wish to
18. ded into several types at the right of the screen When you click on an item type a window containing all items of that type will pop up To see information about an item click on it You will then be asked if you want to purchase the item If you do the shopkeeper will deduct the cost of the item from your bank account and have it delivered to the camp Sell will display any items the character is currently carrying Select an item and the shopkeeper will offer you a price for it If you accept his offer your bank balance will be updated and the object will leave your possession You may barter with him for a better price by refusing his offer Identify is used to get information about unknown objects in the characters possession The shopKeeper will give a complete description of the object for a price The Temple The friars of the temple can perform three services for a character for a fee Cure will restore a character s hit points or cure them of any ailment which may be affecting them poison Blindness etc The cost and time required is dependent on the type of ailment Simply restoring hit points will take place immediately but other cures will require a stay in the temple during which the character will be unavailable Raise will bring a character back from the dead Each time a character is raised they lose 1 point of Health If they have a health score of 3 or less they cannot be raised The character is removed from the
19. e indicates your agreement to the following terms and conditions To further confirm your agreement before such acceptance or use you should sign the enclosed product registration card or send written notice to Postcraft International Inc If you do not agree with such terms and conditions you should promptly return this package before using it to your place of purchase and your money will be refunded Postcraft International Inc grants to you the licensee a non exclusive license to use the software in this package Software under the terms and conditions stated in this Agreement Postcraft International Inc retains title to and owns this copy and all backup copies and any proprietary rights to the Software you have only the limited rights granted by this Agreement You may 1 Use the software on a single machine for personal and business use 2 Make one 1 copy of the Software solely for backup purposes 3 Transfer this license together with the original and all copies of the Soft ware and its documentation all in their entirety to another party if the other party agrees to be legally bound by the terms You may not 1 Make copies of the User Manual or the Software or any copy in whole or part except as expressly provided for in this Agreement 2 Make alterations or modifications to the Software or any copy or dis assemble or decompile the Software or any copy or otherwise attempt to discover the source code to the So
20. e or attack i Area spell Invidere Fortis AL All Defense spell affects whole party see Fortis E Locatus A Special Spell allows the caster to determine the current level within the Citadel and how many blocks the party is from the entrance as an x y position appropriate for use with Terror Mapper Open Portal Veikr Fight Attack spell reduces monster strength and i ability to hit Range spell Cista Castle Special spell conjures a magic chest This chest has four pockets which accumulate no encumbrance i e putting items in the chest does not add to its weight There is only one of these chests so casting the spell a second time will remove the chest from wherever it was and cause it to appear at the feet of the spell caster with all contents still intact Where Fight Fight Fight Where Learned in Castle or Camp Cast in Fight Fight Fight Castle Level 5 Notes Weakness spell see Veikr Area Spell Healing spell strong curing spell affects whole party Special Spell see Bless Time multiplier is one day Attack spell freezes monsters to one Location so they cannot move to attack Area Spell Attack spell creates missiles which may be aimed at monsters Range Spell Level 6 Notes Dispel Monster When leamed displays list of monster types of which 1 can be selected Places a spell in Spells er Scrolls menu which when cast in fight will dissolve al monsters of
21. e over its icon in the view window and the cursor will become a hand Clicking the mouse at this point will cause the current character to pick up the object and place it in the first available space free hand fighting hand or worn as described above in Transferring Objects Optionally clicking and dragging the mouse will cause the object s icon to follow the mouse whereupon you can drop it into any party member s icon As when transferring objects between characters the receiving party member s icon will highlight as the object is dragged over it if they can carry the new object Combining Objects Placing objects within other objects is achieved using the same principle Click on an object and drag it over the icon of another object both objects must be visible in the items window If the receiving object has pockets its icon will become highlighted Releasing the mouse button will place the first object into a pocket of the second In the same manner gold sacks will combine into bigger sacks containing up to 100 gold pieces Doors Many places deep within the Citadel are blocked by doors some of which may be difficult to open or locked Locked doors appear in the view window with a Keyhole in them while other doors have only a door Knob or handle To attempt to open a door use the Key button in the movement window as described above Alternatively you may move the mouse into the view window When positioned over the do
22. e party To place an item into the cache simply drag its icon into the cache window To remove an item from the cache drag its icon out and place the item into a character icon as described in the Objects in Citadel chapter XV Into the Citadel Once you have accumulated a party of foolhardy adventurers it is time to enter the Citadel and attempt to rescue Lady Synd From the forest double clicking on the stone archway will allow you to descend into the Citadel Using the Code Wheel The wheel is a relic needed to gain entry to the buried Keep Immediately upon entering you will be confronted by a wall which contains upon it pictures of two objects Match the picture on the outer rim of the code wheel with the lower picture on the wall Rotate the inner part of the wheel to align this with the upper picture Now locate the indicated box number and read the letter in view Type the letter that appears there and you will be permitted to enter Once through this several windows will be presented to you The party window displays the characters who are currently adventuring The positioning of the characters within the window reflects their actual positioning in the Citadel as though viewed from above In this way characters may be protected by being surrounded by other party members or carried when unconscious by placing other player icons directly beside them Below each of the character icons is a status bar contain
23. f the screen until your characters have regained their lost abilities and hit points The hostel will bill each character s bank account each day The purpose of training is to increase a character s class level and abilities This results in a more capable character and one more able to exploit their class talents fighting magic use healing etc To train one of your characters select the character and choose Petition Guild from the Town menu If the character is ready to move up a level the cost and time requirements will be displayed and you may begin your training If you choose to train the character is unavailable until the period indicated has passed see Tavern and their bank account is adjusted downward As you move up in levels the guild when petitioned may offer you the opportunity to change the class of your character from Fighter to Knight or Wizard to Magus etc If you do so you will gain the advantages of the new class gaining extra abilities but will be forced to begin at level 1 of the new class h tel i en eeeeneee The Shop At the shop you may purchase weapons armour clothing and various other articles the party may need in the Citadel Once in the shop select a character There are three options available to them Browse Sell and Identify Browse allows the character to purchase items from the shopkeeper The items for sale are divi
24. ftware 3 Sublicense lease lend rent or grant other rights in all or any portion of the Software or any copy to others except as expressly provided for in this Agreement 4 Make verbal or media translations of the User Manual 5 Make telecommunication data transmissions of the Software or any copy thereof Term This Agreement is effective until terminated You may terminate it at any time by destroying the Software together with all copies in any form It will also terminate if you fail to comply with any term or condition of this Agreement You agree upon such termination to destroy the Software and all copies in any form Director David Pavan Producer Dennis Zahorchak Associate Producer Tesseract Distributing Inc f Creative Assistants Dennis Zahorchak Kenneth Ralph Bob McInerny Manual Written And Designed By Steve Sauder Arlon Dorman Roy Schramm David Pavan Artwork Glenn Zandboer Carl Mazur Justine Whitehead David Pavan De IT IS ILLEGAL TO MAKE UNAUTHORIZED COPIES OF THIS SOFTWARE This software is protected under federal copyright law It is Illegal to make or distribute coples of this software except to make a backup copy for archival purposes only Duplication of this software for any other reason including for sale loan rental or gift is a federal crime Penalties include fines of as much as 50 000 and jail terms of up to five years POSTCRAFT IN
25. gic may be prayed for at one time earth wind fire or water These are represented by the four symbols across the top of the window Select a button within the Meditate box corresponding to the desired symbol and the meditation process will begin After a delay of some time the symbol for that elemental will be added to the stack of elementals along the top of the window Depending on the elemental being prayed for this may take anywhere from 1 to 4 hours To create actual spells select one or more elementals from one or more of the four types The elementals will move from the stacks to form a word within the text box Once the desired word of elementals is formed click upon the Memorize button to commit the spell to memory and make it appear on the Spells and Scrolls menu item If the combination of elementals that form the word is incorrect then no magic can be formed from them and they will simply vanish Some of the earlier level combinations which can be used to create Clerical magic are listed in Appendix A which describes all the spells available in Citadel Clerical magic has an advantage over Wizard magic in that elementals can be stockpiled for use while in camp or a safe part of the Citadel and then quickly converted into particular spells desired at a later time h Ir Utilities Within the Citadel there is one and only one map book Finding and opening this will
26. hit is successful and strength and level combined with the wielded weapon s hitting ability determine the amount of damage inflicted All items will inflict damage though they may prove to be poor weapons A character without any wielded weapon will still fight if engaged but at a severe disadvantage The exception is a Ninja who strikes easily with bare wielding hand Picking Up Items While in battle characters may pick up an item near themselves by moving the mouse over the item If the cursor becomes a hand clicking the mouse button will pick up the object A character has a limited reach and must be close to an object to be able to retrieve it Throwing Items If a character icon s status bar is visible below the icon clicking in the miniature wielded weapon icon and dragging will draw out a dashed line with the miniature icon on the leading end as the mouse pointer Depending on the throwing character s level and skill the line may be difficult to aim Releasing the mouse will throw the wielded item along that line The item will travel the length of the line and stop unless it strikes an intervening icon Any icon struck will suffer damage and stop the item including other party members The item will then remain lying on the screen where it dropped until a character picks it up Throwing is always dangerous because it temporarily leaves the character without a wielded weapon Shooting Arrows If a character is wielding a bow
27. ibute Areas Affected Notes Strength Higher damage in combat can carry 10 Bs of weight per point and has load carrying ability of strength Health Endurance hit points being raised from death in Temple reduces this score by 1 Once health drops below 4 the character cannot be raised again Intelligence IQ ability to learn affects Wizard Magus spell powers and reason Knowledge Willpower judgment affects Cleric Shamen spell powers Mien Appearance Bargaining acharacter with a high Mien score will fare better when dealing with the shopkeeper and other characters After naming the character depress the AGE button to continue You will now be allowed to select what will occupy your childhood You will be presented with 4 activities and a clock as shown below By selecting an activity and using the scroll bar you can choose the number of hours per day your character will spend on each activity Different activities will affect the character s abilities EJ Labour ES Study a rd a Pla Labour Strength and Health Study Intelligence Prayer Wisdom Play Coordination and Health The effect of the activities you perform will be reflected in the graph of your abilities You may now choose your character s class There are nine classes Serf Fighter Thief Wizard Cleric Shaman Knight Magus and Ninja These are listed under the class menu Each class requires that the character have certain minim
28. idual monster s level and magic resistance Each monster may therefore be affected differently by the same spell Some spells may affect only one person If a spell of this type is cast during a fight the person to be affected must be within the spell caster s range circle Some spells will only perform an action when in a certain venue camp castle or fight These spells will usually have a small mark preceding the name in the Spells and Scrolls menu ist Memorizing Spells Wizards Magi A Wizard or Magus may inherit some scrolls at birth and may buy some at an exorbitant price from the shop The only source of new scrolls however is in the Citadel Once in possession of a scroll the Wizard may cast it at any time just like any other character class More use can be gained from the magic however by copying the contents of the scroll into a spell book which destroys the scroll Once there the Wizard may memorize and cast it over and over again Spell books must be found or won within the Citadel there is no other way of getting one Opening a spell book displays a complex screen which allows the Wizard to memorize spells from the book or copy new scrolls into the book Also spells from within the book may be copied back onto scrolls so any class of character can use them Note that this does not destroy the spell in the book Select a spell and the usable buttons will be enabled Memorize will commit the
29. ill take you to that location and double clicking on the stone archway will allow you to enter the Citadel If ou are just beginni rst the nu The Nursery Here in the nursery you will create your own characters to adventure within the passages of the Citadel You will be presented with a blank birth certificate Under the Heritage menu you will find options which allow you to choose the child s mother and father gender race and alignment The underlined fields of the birth will fill in as you select each item eventually completing the birth certificate like The boy Elain born Sunday September 11 1088 of human Amazon mother and Soldier father raised ha the c course of a neutral Each combination affects basic attributes of the future character such as strength or intelligence in a different manner Hints Alignment MUST be Good or Evil not Neutral for a Cleric Shaman or Knight Only Elven and Hobbit races have the Far Sight ability Dwarf and Gnome races have excellent night vision Hobbits have better than average night vision Neuter characters sexless are better users of magic fewer distractions When you are finished a button entitled BIRTH will appear and begin to flash Click on it and your character is born The graph in the top left corner shows the levels between 1 and 18 of the six character attributes the new child has These attributes are fisted in the table below Attr
30. indicated by the miniature bow icon in the status bar beneath the character s icon clicking in the miniature icon and dragging will produce a dotted line which ends in an arrow When the mouse button is released the character will attempt to fire an arrow This will only be successful if the character is actually in possession of any arrows and again the line may be difficult to aim depending on the character s level and skill Armour Class A character s AC Armour Class is a value determined from their natural coordination quickness and any armour and magical clothing they are wearing The lower the armour class the better This value is used to determine whether or not a monster succeeds in hitting the character when it attacks Ending the Battle If a party member is Knocked unconscious their icon will become immovable If all party members are Killed or rendered unconscious during a fight they will be placed in the current position in the Citadel and you will be returned to town to recover the party somehow or form a new one Should all the monsters be destroyed however congratulations A Spoils and Bounty screen will appear detailing the damage sustained by each party member the experience points gained and any items found on the monsters These will be left lying on the ground in the view window when the game returns to the castle screen RA i g a 2p Using Magic Magic plays a very importa
31. ing the current maximum health score for the character Clicking and holding the mouse button down on this status bar will cause a menu to pop up This menu is identical to the one available under the character name in the menu bar This can be an effective short cut Also in the status bar is a miniature icon of the weapon the character is currently wielding ph E T wt Jm gt One character in the party is the current character and is indicated in the character window highlighted the top right character in the window above The three dimensional view of the Citadel see below is shown as though through the eyes of the current character Dwarf and Gnome characters have excellent night vision so using them as the current character in dark areas of the Citadel will improve the visibility through the view window i gt Sie T 3 wr Ce Y 3 ESTE UM gt 4 im d ei s 1 y be mi baic NUNC o VAY VARS RS Ves o w i Y w WE E ee r 7 E M gt a d 5 oy DPA t i 1 i T gt E 4 OBL o a w y ORE my v E z um AS vol 9 ES y 5 A A i a gt e ES a s UC E Aum Pape As x by i GM CIN A avs AA 1 dU S EMEN p Y i LY a Ba t Mie e gt 57 eS gt 2 E Pr me e RY Was AN A E D er A 4 Y y 8 TRES ANC S len EM Tt amd 4 oe sd TN A EA VT SUNT wi ath S
32. ion based on caster s level Scrincan Fight Defense spell reduces range the monsters can strike within Area Spell Name Level 9 Where Notes Percer Magic Fight Attack spell range version of Anti Magic Fur Striken Fight Attack spell fire storm Heavy reduction of all monsters hit points Blast Portal Castle Special Spell attempts to permanent y blow open door Very noisy and attracts 1 wandering monsters Bricg Pytt Castle Special Spell permanently fills most pits Pit to be filled must be directly in front of party Level 10 Name Where Notes Merc Touch A gt feel Hoien Invidere AL Fight Defense spell makes entire party invisible for duration of the battle Wish all Special Spell allows the caster to modify almost any characteristic or attribute of any member of the party Glossary i AC see Armour Class Alignment describes to a degree how a character will tend to act There are three _ alignments Good Neutral and Evil If a character acts against their alignment if a good character Kills in cold blood for example they may be punished Armour Class is an indication of how difficult the character is to hit A character s _ armour class is dependent upon several factors such as their coordination or what armour they are wearing The lower the armour class the better ie the more difficult to hit Class refers to the profession of a character Fighter Shaman Cle
33. l and generally lithe and graceful They are full of life and love humour and practical jokes Although suspicious Of strangers they are very loyal to their friends Encumbrance is a measure of the bulkiness of an object This value takes into _ consideration both how heavy an object is and how unwieldy or awkward it is to carry Experience Points are rewards given for exceptional performance of the activities for which a character s class specialize A Fighter will gain experience points for slaying monsters while a Cleric will gain experience for healing the party A character must achieve a certain number of experience points before they can graduate to the next level _ GP Gold Pieces see Gold Gnomes while they look similar to Dwarves share the Elves wit and sense of humour _ Gnomes are quite loyal but are always slightly distrustful of even friendly humans they tall them big folk XLIII Gold is the system of currency used in Citadel It is measured in pieces ie an item will be worth a certain amount of Gold Pieces Hierarchical Menu is a menu which has a subordinate menu attached to one of its items The item which has the submenu attached to it will be marked with a triangle at the right side of the menu Selecting that item from the menu will cause the submenu to pop out from the side Hit Points are a representation of how much punishment a character can take before dying Hit points are usual
34. ly given in the following form current hit points maximum available hit points Hobbits are a small race distinguishable by the tufts of hair that 7 grow from the their feet om a trifle lazy a hobbit would prefer to talk his way det situation rather t t They are exceedi al however if called display astonishing bravery E as NPC non player character is a character pre designed in the game to act independent of player control in some situations NPCs may be encountered at any time and act in a hostile or friendly manner towards the party Most can be selected to join the party and will present an Inquire item in their name menu for communication Party is a group of adventurers who band together for fortune and fame as well as for increased protection within the Citadel Often lone adventurers will wait at the Tavern to join a party Pop Up Menu is a menu which does not appear in the menu bar but exists within a rectangle usually containing its title elsewhere on the screen Clicking in this rectangle will cause the pop up menu to appear Raising a character in Citadel involves bringing a character back from the dead This feat can only be performed by the Clerics in the Temple or by using a magic spell characters are raised their health score will drop by 1 point If at any time this score falls below 3 raising them once they are dead will become impossible Tear Off Menu appears as a normal menu on the menu bar
35. n in Camp Maze or Fight to pop up their name menu Click and drag the small icon in this same box as a shortcut to dragging the wielded item from the Items window Some objects allow their name to Be changed or their icon to be customized Use this feature to personalize important items for yourself Finally Keep in mind that this is a place of magic and wonder not all will appear as it truly is Experiment Try things Allow NPCs you may meet to join your party if they so choose you may wish to travel with only five in your party to facilitate this and use Inquire often Overlook no source of Knowledge or power Take some chances Use the mouse to manipulate item icons pictures on the screen or anything you see in the View window You just might be pleasantly surprised Or in BIG trouble Either way we wish you luck r d I T b rf il i I p e 0 i i4 i 7 g 65 I 2 al i v P a mi l Am i p Iu M H od T pe t i d F e t I IL J il o AMI I i Ld iia 9 Toi i 1 d ig eae T 1 a D E 1 B ox Y n 1 14 TAN Ma A IR A Mt I EA 28 1 AGS i 4 ET s i A hu T E TS hs 45 Ji a e Y A y BL 4 L i i i whe I EPSE SE PASZY IN PEND SPSL 27811 Avenue Hopkins Suite 6 Valencia CA 91355 805 257 1797
36. ndow above The first seven types are simple clicking in the grid with that option selected in the menu will place a mark of that type on the grid When the menu is set to hall clicking the mouse will erase the grid block under the mouse Special may be used to indicate any special features on a level to whomever is reading the map The final type of mark Note deserves special mention When a note mark is placed on the grid a text box appears and you may type up to 64 characters worth of information into it Two buttons allow the note to be saved Permanent to file Temporary until the page is changed or the game ended You may also use the Delete button to remove a note When the Mapper menu is in the note mode any locations which have notes attached to them will appear with a small N at the location Customizing Citadel Under the File menu there is a Preferences item This item displays a screen which allows you to change several of Citadel s parameters Dx Sound C Speech X Party Icon Popup Menus C Drag Icons With Titles IX Icons in Menus Clicking in one of the checkboxes enables or disables a particular preference Sound When enabled all sounds in the game will be heard at the current speaker volume set in the Control Panel under the Apple menu Speech When enabled certain messages to the characters will be spoken by Citadel In order for this to function the M
37. ng the original disks restarting the game from the beginning will be impossible Minimum Requirements Citadel requires at least a Macintosh Plus with 1 Megabyte of RAM Citadel will work only with version 6 0 or later of the System software and is compatible with MultiFinder Installing on a Hard Disk Since the Citadel diskettes are not copy protected installing the game on your hard disk is simple First create a new folder on your hard drive by choosing the New Folder command under the File Menu Then insert the Citadel Disk 1 diskette into the floppy drive and double click on the disk icon to bring forward its window Drag all of the files except the System Folder into the new folder on your hard drive Repeat this process for the Citadel Disk 42 diskette You will now be able to begin the game in the standard fashion see below from your hard drive NOTE It is important that all the files reside in the same folder on your hard drive Starting Citadel To begin a Citadel game simply double click on the Citadel icon Citadel will look for the file Citadel Save which must be in the same folder as the Citadel Game and begin the game from where you last left off EM s Starting from a Saved Game While playing Citadel you may save a game in progress using the Save As menu item under the File Menu The icon Citadel assigns to a saved game is shown at the beginning of this section La
38. nja they gain the abilities of the Fighter class the ability to wear armour increased fighting ability etc When a Fighter graduates into a Knight he gains the abilities of the Cleric class specifically the ability to cast spells Once you have chosen a class for your character you choose the number of years to apprentice The time you spend will affect the primary characteristics of your character The amount of gold you inherit upon your birth is displayed at the top left corner of the screen The cost to apprentice is given at the bottom left To apprentice you may spend more than you have as the bank will advance you the money but you will then have nothing left to purchase supplies You will then be prompted for a password for the character If you wish you may enter one but the password cannot be changed or removed later and it must be entered to use the character in a party Finally you may choose an icon which will represent your character throughout the game There are 18 standard icons to choose from or by clicking on the Roster Icons button you may see ones that are currently in use for other characters Once you have chosen an icon you may alter it to customize your character The Village Within our village several establishments are available for you and your party In the tavern brave and hardy adventurers gather to spin tales of heroism and possibly to embark upon a quest into the Citadel Hearty fare
39. nt role in Citadel Every character has the opportunity to cast I magic using scrolls Scrolls can be found throughout the Citadel The ability to memorize magic spells is what sets Wizards and Clerics apart from the other character classes Wizards may copy the contents of scrolls into a spell book once they have located one from where they may read and memorize it many times over Clerics receive their spell casting ability through meditation and prayer Casting Spells The method for casting a spell is simple After selecting a character to cast the spell either pull down the menu which has the character s name as its title or click and hold the mouse button down over the status bar below the character s icon until the pop up menu appears On either menu the item Spells and Scrolls will appear Dragging down to this will reveal a hierarchical menu which contains all the scrolls the character has and also al the spells they have memorized Selecting one of these will read the scroll or cast the spell There are two types of attack spells Area and Range Area spells apply over an area determined by the spell caster s level Range spells are focused in a beam the range and strength of this is determined by the spell caster s level Range spells are quite capable of injuring other party members Avoid casting range spells through party icons Hints All fight attack spells compare the spell caster s level to the indiv
40. or knob or Keyhole the cursor will become either a hand or a key Clicking it in this state will attempt to open the door If the cursor is a Key at the time the current character has possession of the key which will unlock the door and the door will always open If it is a hand then there is no guarantee that the current character can open the door Thieves have a better chance of opening doors due to their lock picking abilities Torches The main sources of light within the Citadel are torches In the early stages of the game the party will find fit torches in holders on the walls doubtless left there by other unfortunate adventurers To remove torches from their holders click and drag them from the view window Torches may also be placed into holders in the view window There is a limit to the amount of time a torch will burn during which it will become shorter and begin to flicker They are too large to be lit using flint so they must be ignited using other torches It is recommended that you light your torches only when needed as you may quickly run out of them To extinguish a burning torch shake it vigorously os Doing Battle The Citadel is not a deserted hulk there are many creatures who inhabit its underground pathways Sooner or later as your party travels through the Citadel you will stumble across some of them Most groups of creatures will move toward your party once they know of your pre
41. party and Kept in the temple until the process is complete the cost and time of which depends on the charatter s level and age Uncurse removes a curse from an object for a fixed price The priests will not indicate which objects are cursed if any You must Know this for they will charge you whether the object is actually cursed or not Cursed items will cling to a character when being worn or wielded and cannot be removed until uncursed here The Bank Because your character can only carry so much weight you must store your excess gold at the bank In addition it is a safe place to pool gold so that a party can pay for training or purchases which they could not individually afford There are three activities available in the bank Deposit Withdraw and Transfer x Guardian f Sting mm d Guardian Defender 4 Wavy Dagger f Sting 4 Wavy Dagger Rapier a Party O Hard Staff The Camp Just outside of the village the camp serves as a repository for the party s items outside the Citadel As you are adventuring you may pick up more than you can carry If you place these items in the cache at the campsite they will be safe The shopkeeper also delivers any items purchased in the shop to the camp cache Each character has a private cache viewable by clicking on a character and then on the characters name in the cache window There is also a shared cache available to all members of th
42. ric Thief etc Damage refers to the number of hit points which have been inflicted upon a character Death occurs when a character s hit points reach zero 0 The character may of course _ be raised from the dead once this happens subject to certain conditions see Raising Divine is the ability of Clerics to determine the presence of good or evil objects traps and _ other interesting things The Divine command appears in the pop up menu from the 7 character s icon D icking involves pressing the mouse button twice in rapid succession over an object In Citadel double clicking on an object or character is often a shortcut for _ selecting by single clicking and choosing a menu item Dragging involves depressing the mouse button over an object and holding the button down while moving the mouse to another position on the screen The usual response in Citadel when something is dragged is for the object to appear to float off the screen while following the mouse around Dwarves are a strong squat race who make their dwellings underground often in large cavern cities They are excellent miners and hard workers though they tend to by dour with little sense of humour Always bearded even the women dwarves are suspicious and often gruff to strangers but are loyal and brave when befriended Dweomer is the presence of magic in an item or person lves are a happy nature loving race of people They are smal
43. rte A A SN XXV SOUS RE ADIE aaie air oaa a iaa O E Changi Melirik WEAN aoaiga inca aes E XXVI A PEI AIM A MENO ER IAS oF ry A i qa A ARA IU O E co H LA TREN ED IRRADIA E ESTI AE AEREA PP ALIVIA Sr co J CA E A OND E G g A SA A a cdd d A A E OT RR ECO DORA EMITE al sed ETT 17 22 O MINT ROMINA od EE RI XXVIII T N ERI LAN A EREIN EI ES LE E PA EE AE AVE E EL LE ers ir VES AE E PANT PERE a P XXIX Casting Spells tnt Memorizing Spells Wizards Magil XXIX Danger R XXX Memorizing Spells Clerics Shamen XXX Utilities XXXIII Mapping XXXIII Customizing Citadel XXXIV t T ERU ci i ar TURNER MEC t tmp tse mu vs di dd Appendix A XXXVII di RC ALIAS C ee as XXXVII Glossary XLIII Introduction I was but a young man when the Citadel was destroyed and this became a place of evil Before that as long as I can remember the mighty sorceress Lady Synd and her Blood Guard had resided there bringing peace and harmony to our land from their fortress high above our village I can still remember the fine spring day when the mysterious cloaKed figure arrived and asked for directions to the Citadel Foolishly we showed him the way Not long after that strange events began to occur The animals and birds fled the hills the sky became dark and the air stale Some of the braver men of the village my father among them crept up through the forest to request help from Lady Synd Agonizing
44. scrolls a character has and all the spells a Wizard or Cleric has memorized Simply choosing one will cast the spell or scroll Change Wielded Weapon This option is also only available if the character is clear You will be able to select which item in the character s possession will be transferred to the wielding hand Attack If you do not select another course of action for a character during the fight they will default to this action Attack causes the character to fight the nearest engaged monster as well as possible accounting for their strength coordination and wielded item Parry This option causes the character to defend exclusively greatly reducing the amount of damage they take from physical attack but voiding any hitting of their own Back Stab This is available only to a Thief or a Ninja and can be a highly effective form of secretive attack However if the attempt to back stab is discovered the character is in no position to defend well and can be struck easily by the monster a f wet A Confront This is a dangerous option It causes the character to attract attention to themselves thus drawing attack away from others This is only wise for good fighters to try A confronter is struck by monsters at an advantage but also strikes them at an advantage Physical fighting skill is determined by class strength coordination and level Coordination class and level determine whether a
45. sence Some are faster than others Long Range Combat If you cannot avoid a group it is possible to attack them from a distance Many but not all attack spells are effective at long range Cast the spell normally as described in the following chapter A hand will rise and either lob the magic or wait for you to aim the hand and project the magic simply point with the mouse in the view window Provided a character has a bow arrows may also be fired into a group of advancing creatures To do so open the item window for the character who has the bow and double click on the bow icon The cursor will begin to track your mouse movements at which point you may aim the shot at the creatures in the view window Depending on the character s coordination and skill the shot may be difficult to aim accurately Close Combat Soon the creatures are upon you When the Prepare to Defend Yourself message appears you Know a fight is about to commence A single large window will be displayed with your party arrayed on it as they were in the party window The attacking creatures appear as other icons arranged about you and begin to close in Some creatures prefer to attack from different positions some may even drop into the middle of the party from above They vary in their intelligence and fighting technique and they may concentrate on certain characters Moving into Battle To move characters around click and drag them to a new
46. ter if you wish to start from this file double click on its icon and Citadel will begin to play the game at the point where you saved it Hint You must start a saved game from the Finder in this manner otherwise Citadel will use the file named Citadel Save by default As a shortcut change the name of the file Citadel Save by clicking on its icon and typing the new name In this way every time Citadel is started it will ask you which game file you wish to play from Code Wheel Accompanying your game disks is a code wheel used to allow your adventurers into the Citadel The code wheel consists of three parts 1 A large stationary wheel the outer rim of which has pictures of objects printed around it 2 An inner wheel attached at the center to the stationary wheel More object pictures are printed on the rim of the inner wheel 3 Five holes numbered 1 to 5 are on the inner wheel As you rotate the inner wheel letters printed on the larger wheel will appear through the holes E A XL XL The program begins with an animated introduction Press and hold the mouse button to continue The game begins in the forest which now surrounds the Citadel On screen you will see a stone archway which was once the highest window in the watch tower To ease the way for new adventurers there are signs attached to some of the trees giving directions to the various locations in the village Double clicking on one of these signs w
47. that type Curing Spell awakens a person who has been rendered unconscious Defense spell makes a party member invisible for a duration of time based on caster s level Monsters who have Keen senses may still be able to detect their presence by smell sound etc Attack spell Range spell version of Faer Special Spell causes caster to make one attempt to open a door at a bonus skill level like a high level Thief or Ninja Failure does not indicate that succeeding attempts will fail but does generate noise which might attract monsters XXXIX Level 7 Name Where Notes Gifan Shift All Cure spell cures blindness Anti Magic Fight Attack spell reduces monsters resistance to magical attacks Area Spell Attack spell creates duplicate of one party member for a duration of time based upon the caster level Only one doppleganger may exist at one time Any damage or injury done to one is simultaneously inflicted on the twin Doppleganger disappears when fight ends Dopplegang Fight Schatern Fight Attack spell reduces a monster s ability to defend against attack see Percer Range Spell Hold Portal Castle Conjures a locked door in a doorway or archway Level 8 Name Where Notes No Potionis All Cure spell cures poison Striken Fight Attack spell lightning strike on monster Range Spell Morale Fight Defense spell boosts morale of party As a result characters will do more damage while fighting Durat
48. transfer The object icon will raise up off the screen and follow the mouse Move the object over the icon of the character to whom it will be transferred If that character is able to receive the object Le if they have room and can carry another item their icon will highlight Release the object icon and the transfer is complete When the game transfers an object it attempts to place the object into the receiving character s free non fighting hand If that hand already has something in it it will place it in the wielding fighting hand or finally make the receiving character wear the item If the game cannot place the item into the free hand it will signify this by placing a miniature icon similar to those in the items window near the object being transferred while it is suspended over the receiving character For example if Citadel is going to cause the receiving character to wear the object being transferred it will display a miniature shield Y icon near the floating object Not all objects can be worn however and if a character cannot receive an object because they have no room or cannot hold any more their icon will not highlight when you drag the item over it Getting and Dropping Objects Most of the objects you find in Citadel will appear in the view window when you approach it The item may be lying on the floor attached to the wall or placed anywhere within the view window To pick up an object move the mous
49. ular Disclaimer In no event shall Postcraft ER Ere ee HIA on Fe pt consequential damages in any way relating to the use or rising out of the use of Ci Postcraft International Inc s liability shall in no event exceed the total amount of the purchase price license fee actually paid by the customer for the use of Citadel Apple Disclaimer Apple Computer Inc makes no warranties either express or implied regarding the enclosed computer software packages its merchantability or its fitness for any purpose The exclusion of implied warranties is not permitted by some states The above exclusion may not apply to you This warranty provides you with specific legal rights that you may have which vary from state to state Copyright This manualis copyrighted All rights are reserved This document may not in whole orin part be copied photocopied reproduced translated or converted to any electronic or machine readable form without the prior written consent of Postcraft International Inc Trademark Information Citadel is a registered trademark of Postcraft International Inc Macintosh Plus Macintosh SE Macintosh II Macintosh Finder and System are all registered trademarks of Apple Computer Inc License Agreement To persons that acquire or use this package You should carefully read all the terms and conditions of this license agreement prior to accepting or using this package Acceptance or use of all or any portion of this packag
50. um ability scores If you obtain these minimums the class will become available on the class menu The various classes are described below along with their minimum scores Class Str Hhh Int Kno Mien Cord Fighter 11 9 5 5 3 5 Thief 7 4 5 3 3 11 Wizard 3 5 11 5 3 9 Cleric 5 5 5 11 5 3 Knight 11 y 7 11 7 7 Ninja 11 8 7 7 7 11 Shaman 7 7 9 11 7 9 Magus 9 3 11 7 5 9 X Fighter Fighters are useful in battle The use of weapons and armour are the fighter s strong points but scrolls are the only magic they can use Fighters may graduate into Knights after a time Thief Thieves are expert at picking locks and defusing traps and can be useful in battle due to their ability to back stab They may wear only leather armour and are not permitted boots gloves or shields In time they may graduate into Ninjas Wizard The use of magic is the wizard s main strength They can create magic scrolls and can put themselves into a trance They are poor fighters however and can wear no armour Wizards graduate into Magi Cleric Clerics can also use magic but cannot create scrolls They also have the ability to divine the presence of evil or good monsters or objects Clerics can have armour but cannot wear helms gloves or shields They may graduate to become Shamen The higher classes Knight Ninja Magus and Shaman are simply improved versions of the regular classes When a Wizard becomes a Shaman a Cleric a Magus or a Thief a Ni
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