E4EXODUS COMMANDSF4 BROUGHT BY JARROD BELL 3-29-84 {A} Attack-must be followed by the direction of attack. {B} Board a frigate or mount a horse. {C} Cast-Must be followed by spell type. {D} Decend-Climb down a ladder. {E} Enter-Go into places such as town, castles and dungeons. {F} Fire-fire a ship's cannons in direction of foe. {G} Get chest. {H} Hand equipment-trades equipment between two players. {I} Ignite a torch. {J} Join gold-gives all gold to one player. {K} Klimb-Climb up a ladder. {L} Look-identifies objects. {M} Modify order-exchanges the position between two players. {N} Negate time-stops time for all outside of thy party. Thou needeth a certain object to use this one. {O} Other command-allows player to enter a command not given. {P} Peer at a gem-players with certain special items may see a magical map of current terrain. {Q} Quit and Save-saves current game to disk. {R} Ready weapon-equips a player with the weapon of thy choice. {S} Steal-attempts to steal chests from behind store counter. {T} Transact-allows a player to trade with shops or talk to townspeople.(Hint-talk to priests in towns) {U} Unlock-Opens doors if you have a key. {V} Volume-toggles sound of computer. {W} Wear armour-outfits a player with the armor of his choice. {X} Xit-dismount horse or leave frigate. {Y} Yell-allows player to yell any one word he feels. [may be useful] {Z} Zstatus-displays a player status,attributes,and possessions. EDirection of movementF or down arrow for ][e - North or Forward "/" or down arrow for ][e - South or Retreat "->" - East or Turn Right "<-" - West or Turn Left E MAGIC SPELLSF Wizard Spell/Cost Cleric REPOND A:0pts PONTORI MITTAR B:5pts APPAR UNEM LORUM C:10pts SANCTU DOR ACRON D:15pts LUMINAE SUR ACRON E:20pts REC SU FULGAR F:25pts REC DU DAG ACRON G:30pts LIB REC MENTAR H:35pts ALCORT DAG LORUM I:40pts SEQUITU FAL DIVI J:45pts SOMINAE ADVANCED SPELLS NOXUM K:50pts SANCTU MANI DECORP L:55pts VIEDA ALTAIR M:60pts EXCUUN DAG MENTAR N:65pts SURMANDUM DECORP O:70pts ZXKUQYB ( ) P:75pts ANJU SERMANI SPELL SUMMARY MAGES A. REPOND Raise thy Ankh and if thou mind is pure, Orcs, Goblins, or Trolls shall perish before you. B. MITTAR Depending upon your skill as a mage, a ball of irredescent light shall spring from your hand and hitting your apponent with a mighty blow. C. LORUM When faced with darkness cast this spell and you shall have a temporary light. D. DOR ACRON When in a vial dungeon and you want to free yourself from a certain level, cast this spell and you will be transported up one level. E. SUR ACRON When wanting to go up in a dungeon cast this spell and you will be transported up one level. F. FULGAR This spell should be used on a strong opponent. The ball of fire emmiting from your staff will hit your enemy with the force of many suns. G. DAG ACRON This spell should be used only in a moment of peril. It can only be cast on the surface of Sosario and it randomly teleports you somewhere else. H. MENTAR This spell attacks the mind of your enemy. His own mind can destroy himself and the more intelligent your opponent is the greater the damage. I. DAG LORUM This spell is similar in effect, but more endur- ing then Lorum. J. FAL DIVI This spell gives you the power to cast any of spells in the Cleric's book. K. NOXUM From your hand will leap a hellfire flame ,destroying your foe. The fire is deadly. L. DECORP Upon whoever you shall indicate, their life will extinguished. M. TRANSMISSION ERROR DURING COPY N. TRANSMISSION ERROR DURING COPY O. utterence of this spell you are calling upon the most powerful entity. Your foe shall be rotted before your eyes being turned into loathsome vistiges of their former beings. P. The name of this spell shall never be uttered till the end of all Sosario. It calls upon destruction of the opposing party. CLERICS A. PONTORI Raise thy ankh and you attempt to dispel any undead creatures in your presence. B. APPAR UNEM Uppon divine utterence of your words a chest which you wished opened shall be so. C. SANCTU The healing of minor wounds can be accomplished by the drawing of ones own blood and uttering a few words. D. LUMINAE This spell carries the same affect as LORUM. E. REC SU Uppon tapping your cross upon your chest you shall be sent to the next upper level in a dungeon. F. REC DU Uppon tapping your cross uppon the floor you shall be sent to the next lower level in a dungeon. G. LIB REC This spell carries you from place to place. Stop when you will but beware. H. ALCORT Poison shall be drained from the blood upon utterance of this spell. I. SEQUITI Upon utterance of these powerful words you and your companions shall be drawn from the dungeon and put upon the surface of Sosario. J. SOMINAE This giveth light of an enduring nature. K. SANCTU MANI The power of life is now in your hands. The awsome power of this spell can bring to life your friend of fortune. L. VIEDA A vision of your surface shall spring forth from your great mind. You see as if you were from above. M. EXCUUN This spell of death can drain the life of one of the opponents you face. N. SURMANDUM If your companion has been turned to ashes you can yet bring him back to life with this spell. O. ZXKUQYB This spell is like EXCUUN but affects many more. P. ANJU SERMANI If your companion has turned from ashes to a lost entity and you are willing to sacrifice five wisdom points in his name then use this spell. EMaximum atributes for each raceF Strength Dexterity Intelligence Wisdom Human 75 75 75 75 Elf 75 99 75 50 Dwarf 99 75 50 75 Bobbit 75 50 75 99 Fuzzy 25 99 99 75 Characteristics of each Profession Weapons Armor Spell Type Spell Attribute/special Fighter All All None None Cleric Mace Chain Prayers Wisdom Wizard Dagger Cloth Sorcery Intelligence Thief Sword Leather None Steal and Disarm Traps Paladin All Plate Prayers Half Wisdom Barbarian All Leather None Some Steal and Disarm Lark All Cloth Sorcery Half Intelligence Illusion. Mace Leather Prayers Half Wisdom, Some S&D Druid Mace Cloth Both Greater of Both Halfs * Alchemist Dagger Cloth Sorcery Half Int., some S&D Ranger +2 Sword +2 Plate Both Lesser of Both Halfs, Some Steal and Disarm. *Druids regain their magic points faster than other characters.