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Anvil of Dawn - Manual

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Page 1: Anvil of Dawn - Manual
Page 2: Anvil of Dawn - Manual

WLO coMPumG,m.E H T E R T A I H M E H J S 0 E 1 W A H E

PMN-380-DS1

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tun™tuting, Inc.

irogrom and this manual are copy--eserved. This manual may not besproduced, or reduced to any elec-line readable form, in whole or in'ritten consent from New World; of the program accompanying thisthe original purchaser only, as nec-mputer for which it was purchased.

IInc., warrants the original CO onecorded to be free from defects inship under normal use and service0) days from the date of purchase.I occur during the 90-day period,: to New World Computing. Inc., forRfter 90 days, enclose $10.00 to

)lacement and snipping charges.

effective if you have previouslygistration Card for this product or;ceipt of the product.

Inc., makes no warranties, eitherth respect to this manual or withdescribed in this manual, its quality,bility, or fitness for any particular•>puting, Inc., shall not be liable for)r indirect [including but not limited;ervice, loss of business and antici-}uential damages) resulting from theproduct. (Some states do not allow

j may not apply to you).

ated by the Entertainment Softwarenation about the ESRB rating, or tojpropriateness of the noting, please800-771-3772.

Of Down

Published byNecu World Comporting, Inc.®

Developed byDreamForge™ In'tertainrnent

The DreomForge™ Team

Executive Producer

Hssociate Producer,Voice Direction, RuleBook Writer, Interaction&c Game Text

Lead Programmer

Programming

Design

flrt Director

Lead Rrtist

Rrtists

3D Coordinator

3D Rrtists

Rddrtional 3D Models

Rddrtional 3D Support

Music

Sound Effects

James Namestka

Scot Noel

Thomas Holmes

Vernon H Harmon IIChad Freeman

Christopher StrakaThomas Holmes

Jane Veager

Frank Schurter

Brian BusattiCraig MrusekC. Raron KreaderDavid KubalakGene KohlerMichael NicholsonTracy SmithDave Wells

Eric Ranier Rice

Gregory R. CunningharPaul J. Veso Jr.Doug CeccarelliKimberly R. HainesJason Johnson

Rmy FinkbeinerJeff Zehner

Randy Krakotvski

James C. McMenamy

Rnthony MollickJames C. McMenamy

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Voice Production

Voice TalentMale Player CharactersFemale Player CharactersEncountered Voices

Rule Book Illustrations

Rnthony Mollick

David J. Fieldingflmy J. HartmanKevin OelanyDavid J. FieldingNancy JandaStu JohnsonJennifer MarburgerScott PassaroGina PreciadoScott Theu»esTed RussellJohn ThiemDereck Walton

Gene KohlerFrank SchurterC. Raron KreaderCraig MrusekMichael NicholsonEric Ranier Rice

The Neu» World Team

Executive Producer

Producer, Rule Book

Installation Programming

Quality Rssurance Manager

Quality Rssurance Team

Packaging

Jon Van Caneghem

Deane Rettig

George Ruof

Peter Ryu

Walter JohnsonBryan FarinaDavid BotanJack NalanPavel Vesely

Scott McDanielRKR Studios

Table Of Cc

IntroductionBeginning QuicklyHelpInterfaceMaking the Interface Invisibl<Quitting

Enter the World of TempestThe History of the Rnvil Of D<

Basic PlayMovementEncounters u>(th the InhabrtaCombatSpells of Elemental Magic

Details, Details, DetailsModifying Vour Player Chara<Rdvanced Player Character ]The Character SheetThings You Can Do from theDungeon DevicesSave, Load, Pause, and Quit

flutomapping

SpellsEarth MagicWind MagicFire MagicWater MagicLightning MagicFlesh MagicVoid

Deadly Denizens

Index of Spells

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ersicters

>ns

Rnthony Mollick

David 3. Fieldingflmy J. HartmanKevin OelanyDavid J. FieldingNancy JandaStu JohnsonJennifer MarburgerScott PassaroGina PreciadoScott Theu/esTed RussellJohn ThiemOereck Walton

Gene KohlerFrank SchurterC. flaron KreaderCraig MrusekMichael NicholsonEric Ranier Rice

World Team

Jon Van Caneghem

Oeane Rettig

George Ruof

Peter Ryu

Walter JohnsonBryan FarinaDavid BotanJack NalanPavel Vesely

Scott McOanielRKR Studios

ing

3ger

n

Table Of Contents

Introduction 6Beginning Quickly 6Help 7Interface 7Making the Interface Invisible 9Quitting 9

Enter the World of Tempest 1DThe History of the Rnvil Of Dawn 10

Basic Play 13Movement 13Encounters u/rth the Inhabitants of Tempest 13Combat 14-Spells of Elemental Magic 16

Details, Details, Details 18Modifying Vour Player Character 18fldvanced Player Character Information 2OThe Character Sheet 26Things Vou Can Do from the Gaming Screen 33Dungeon Devices 36Save, Load, Pause, and Qurt 39

flatomapping HO

Spells 42Earth Magic 42Wind Magic 43Fire Magic 44Water Magic 45Lightning Magic 47Flesh Magic 48Void 49

JDeadly Denizens 51

Index of Spells 64

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gainst them. No army can defeat

;he head of his armies, absolute and

ds have gifted the Warlord with a/ell able to grant him victory against;s of Tempest. This source of thehe land of Desolation, far across themen have ever seen.

feu> adventurers have pledged theirdefeat the evil of the Warlord. Theyie of destroying the source of thejfeating the warlord himself. One of

12

BRSIC PLRV

Movement

On the Gaming Screen, when the mouse cursor is an arrow,a click moves the Player Character in the direction of thearrow, fls you move the cursor about the Gaming Screen,the cursor changes into whatever directional arrows areavailable. Holding the mouse button down continues move-ment in the chosen direction.

When the Player Character is outside, roaming the hills andplains of Tempest, movement takes place in steps, fromnode to node, flt some nodes, you have the choice of mov-ing forward or turning around to reverse direction. On someothers you will have a choice of three directions, and, on afew, four directions.

Encounters ivrtb "the Inhabitantsof Tempest

DialoguePlace the cursor over a Non-Player Character with whomyou can speak and the cursor becomes a dialogue bubble.Click and one or more Key Words appear below the PlayerCharacter's portrait [replacing the statistic bars, objectboxes, spell icons, etcj.

Click on a Key Word and a short exchange of dialogueoccurs, fill encounters share the Key Word Greet. ChoosingGreet often results in the appearance of another Key Word.Subsequent Key Words may activate the appearance ofmore Key Words.

flfter a Key Word has been chosen, it grays out. fl grayed-out Key Word can be picked a second time.

The dialogue activated by a Key Word may change dependingupon circumstances in the game. Certain Key Words them-selves may appear only if the Player Character has takenspecific actions or achieved specific goals.

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Choosing Good-bye ends the encounter; as does a R-clickduring the encounter: Clicking during an encounter skipsthrough dialogue you may have already experienced. (Note:not all encounters have a Good-bye keyword, but may endwith some dialogue or action taken by the NPC].

ObjectsChoosing certain Key Words, such as Trade, results in anobject being taken from or given to the Player Character: Inthe beginning of the game, during the encounters with theWeapon Smith and Court Magician, choosing the Key Wordsrepresenting various weapon and magic types results in thePlayer Character acquiring that type of weapon or magic.

Combort

fl host of dangerous creatures roam the dark corners ofTempest. Beasts such as the Cacofiend, Blood Spawn, MurkElemental, and the Devourer of Souls await any hero whosets out to defeat the Warlord.

To fight, the Player Character must have a weapon in-hand.In-hand weapons appear in the boxes below the Character

14

Portrait on the Gaming Screen. Cli<ing a weapon uses the weapon.

Weapons may also be used by pover the target creature. When than attack cursor; a click uses the(right hand) and an R-click uses a a

Weapons appear in various dungecto the Player Character by Non-lWhen the Player Character expbeginning of the game, he or sheSmith and is given a choice of wea\

Like any object, weapons may becursor over the object and clickiron the cursor: There are two waysinto Inventory.

1. R-click while the object is onplaced in Inventory:

2. Move the cursor holding the o'Portrait in the top right hand conand click. The Character SheetGaming Screen. The large red box tCharacter figure is the inventory b<taining the object over this box cother object is now in Inventory.

Place weapons in hand from the Cweapon from the Gaming Screen orover the Player Character figure aobject) can be placed into the Playthe Gaming Screen by picking up tlthe in-hand box, and R-clicking. 1the in-hand box. If an object wabox, it will be traded out for the ne

Thrown and Ranged WeSome weapons can be thrown or fia greater distance between the Pl<

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Is the encounter; as does a R-clickClicking during an encounter skips>ay have already experienced. (Note:

a Good-bye keyu/ord, but may endction taken by the NPC).

/ords, such as Trade, results in anor given to the Player Character: Inime, during the encounters with the*t Magician, choosing the Key Wordsapon and magic types results in theing that type of weapon or magic.

reatures roam the dark corners ofrs the Cacofiend, Blood Spawn, Murkourer of Souls await any hero who/arlord.

-acter must have a weapon in-hand.»r in the boxes below the Character

Portrait on the Gaming Screen. Clicking on the box contain-ing a weapon uses the weapon.

Weapons may also be used by placing the mouse cursorover the target creature. When the mouse cursor becomesan attack cursor; a click uses the weapon in the left box(right hand] and an R-click uses a weapon in the other hand.

Weapons appear in various dungeon locations or are givento the Player Character by Non-Player Characters (NPCsJ.When the Player Character explores the Palace at thebeginning of the game, he or she encounters the WeaponSmith and is given a choice of weapons to start.

Like any object, weapons may be picked up by placing thecursor over the object and clicking. This places the objecton the cursor: There are two ways the object can be placedinto Inventory.

1. R-click while the object is on the cursor: The object isplaced in Inventory:

2. Move the cursor holding the object over the CharacterPortrait in the top right hand corner of the Gaming Screenand click. The Character Sheet appears, replacing theGaming Screen. The large red box to the right of the PlayerCharacter figure is the inventory box. Place the cursor con-taining the object over this box and click. The weapon orother object is now in Inventory.

Place weapons in hand from the Character Sheet. Taking aweapon from the Gaming Screen or from Inventory, place itover the Player Character figure and click. Weapons (or anyobject] can be placed into the Player Character's hand fromthe Gaming Screen by picking up the object, moving it overthe in-hand box, and R-clicking. The object will move intothe in-hand box. If an object was already in the in-handbox, it will be traded out for the new one.

Tnroum and Ranged WeaponsSome weapons can be thrown or fired at opponents, keepinga greater distance between the Player Character and dan-

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ger: Examples of these weapons are throwing knives andcrossbows.

When using ranged weapons, be careful of running out ofammunition. Throwing knives must be retrieved after eachuse. It is wise to retrieve any crossbow bolts fired againstattacking creatures.

flmmunition for ranged weapons is automatically drawnfrom inventory, even if the ammunition is contained in asack or chest.

flttacking OpponentsCharacters most often engage in "melee combat1,1 which isface-to-face battle using weapons such as swords and bat-tle axes. Other options include casting spells and rangedcombat using a crossbow.

Combart Strategiesfl Player Character who uses thrown weapons should carrythem in-hand. Be sure to recover your character's rangedweapons after each battle. It is best to collect all theranged weapons your character finds, for they are usedquickly in battle.

Prepare your Player Character for battle before openingdoors, climbing or descending stairs, or pushing any buttonthat might open a door or secret wall. Monsters often waitbehind closed doors and secret walls.

Pay attention to the compass on the screen to help withmapping.

Spells of Elemental Magic

Magic in flnuil of Dawn is steeped in the history of Tempest,drawn from a culture which emphasizes mystic forces, gods,the powers of light and dark, and relationships among spe-cific elemental forces.

16

There are twenty-four spells belonEarth, Flesh, Fire, Wind, Water; lightrWhen a spell is available for useappears below the Player Charactibars on the Gaming Screen. Clickirspell.

The Player Character must have ior the attempt to cast the spell nrestored over time or via special rr

During the game, the Player Charencountering the various Non-Plathe game or by finding scrolls whiof the spell.

For more information on spells, seof Tempest" starting on page H2.

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Details, De-tai(s, Details

Modifying Your Player Cbarac-ter

flfter the opening cinematic of flnyil of Dawn, when theCharacter Selection Screen appears, you will need to choosea Player Character Each Player Character has the sameabilities. However; each Player Character's proficiency inthese abilities is different.

Click over a Player Character and the character steps for-ward, fl wise sage speaks a short line of text related to thePlayer Character's abilities, and at the bottom of the screen,the following buttons appear:

Accept'

Choose an option by clicking over it. If flccept is chosen,the Player Character steps back in place and the gamebegins. If More Detail is chosen, a new screen is displayed.

More DetailWhen More Detail is chosen, a screen displaying the PlayerCharacter's name and a pre-assigned pool of attributepoints is displayed. The attributes are: Strength, Stamina,flgility, and Power, fit the bottom of this screen the follou/ingbuttons appear:

flccept and Reject are self-explanatory.

When Edit is chosen, a new screen appears on which someattribute points are pre-assigned, but others can be dis-tributed from an available pool as you wish. Placement ofattribute points is done by clicking over the attribute in

18

which you wish to place an availamistake when allocating attributeover the attribute to return thepool, fill attribute points must be cDone appears next to the Rejectthe screen.

Clicking on Done brings up the FPress ENTER/RETURN to keep thethe name of your choice. Whenentered, pressing ENTER/RETURN egeneration process.

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Details,

ir Player Character

;matic of flnvil of Dawn, when theeen appears, you u/ill need to choosech Player Character has the samei Player Character's proficiency int.

racter and the character steps for-ks a short line of text related to theies, and at the bottom of the screen,ipear:

• -

licking over it. If flccept is chosen,steps back in place and the gamechosen, a new screen is displayed.

osen, a screen displaying the Playera pre-assigned pool of attribute; attributes are: Strength, Stamina,e bottom of this screen the following

elf-explanatory.

new screen appears on which somee-assigned, but others can be dis-ible pool as you wish. Placement ofe by clicking over the attribute in

18

which you wish to place an available point. If you make amistake when allocating attribute points, you can R-clickover the attribute to return the point to your allocationpool, fill attribute points must be assigned before the choiceDone appears next to the Reject button at the bottom ofthe screen.

Reject1

Clicking on Done brings up the Player Character's name.Press ENTER/RETURN to keep the default name, or type inthe name of your choice. When the new name has beenentered, pressing ENTER/RETURN ends the Player Charactergeneration process.

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fldvonced Player CharacterI of o r m ati o n

flrmorIn flnwil of Down, the armor u/orn by the Player Characterreduces damage done by the opponent's attack wheneverthe opponent makes a hit.

Level of flrmor Protection Damage ReducedUnarmoredProtectedLightly flrmoredWell GuardedModerately flrmoredStalwartHeavily flrmoredFormidableImpervious

OX1-1 OX

11-30X31-HOZH1-60X61-70X71-90X91-99X

100X

flttri batesThe attributes chosen when selecting a Player Characterdetermine his or her fighting skill and magical abilities, so aclear understanding of each is valuable to game play. Whilethe rating of each is displayed simply as a number of pointsduring Character Generation, ranging from a potential 1 to10, the effect of these points can be complex.

Strengthfliong with Stamina, Strength determines the number of HitPoints with which the Player Character starts the game.Strength + Stamina X 10 determines the number of HitPoints, up to a maximum of 200.

Strength determines the amount of weight the PlayerCharacter can carry before he or she becomes encumbered.Strength X 10 = the weight in kilograms the PlayerCharacter can carry, up to a maximum weight of 100 Kg[slightly more than 200 Ibs).

Strength increases the amount of damage inflicted withhand-to-hand attacks, fldd +1 damage for every 2 points of

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Strength possessed by the Playermum of +5 damage for hand-to-hc

flmulets found along the way in flito permanently increase the Player

Staminafliong with Strength, Stamina deteiPoints with which the Player ChaStrength + Stamina X 10 deterrPoints, up to a maximum of 200.

Stamina determines how quickly tlfrom continuous action. Each timmoveable block or ball is pushed, cis encumbered, Strength and flgilitStamina.

fl hidden counter measures contiiPlayer Character's Stamina, adjuswhen the Stamina level is exceeded.

Strength and flgility lost due to foplay (as long as the Player Charengaged in strenuous action).

flmulets found along the way in flito permanently increase the Player

Rgilrtyflgility determines the Player Charhit in battle. In combat, a Player (pared to that of his or her opponeapplied.

Opponents in flnvil of Dawn posseings. If an opponent has a higheCharacter; the bonus to hit goes to

PowerPower determines the number of SPlayer Character begins the gar

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Player Character's starting number of Spell Points.

Power determines the effectiveness of the Player Character'sspells. For every 2 Power Points, the damage caused by aspell cast by the Player Character increases by 20X.

Power determines the rate at which the Player Characterregenerates his or her Spell Points.

EncumbranceEncumbrance occurs whenever the Player Character carriesmore in weight of objects than his or her Strength allows.The result is that the Player Character tires in much thesame way as if engaged in continuous action, such asswinging a weapon or pushing against a moveable block. Ifthe weight being carried is reduced, the Player Characterbegins to recover For more information, see the section"Stamina" on page 21.

Experience PointsExperience is broken into two different types: weapon andmagic experience. Whenever the Player Character inflictsdamage with a weapon or a magic spell, a number ofExperience Points equal to the damage value is added to theappropriate Experience Point type.

Upon leaving a dungeon, if the Player Character hasacquired sufficient Experience Points to advance a level, anExperience Screen is displayed, showing a pool of ExperiencePoints which can be distributed among the various weaponand spell classes.

For weapons, distribute the available pool of ExperiencePoints among Hacking, Thrusting, Slashing, and RangedWeapons.

For spells, distribute the available pool of Experience Pointsamong the Elemental Disciplines of Magic, such as Earth,Wind, Fire, Water; Lightning, Flesh, and the Void.

Experience in a particular weapon or spell type indicates thePlayer Character's proficiency with that class of weapons or

22

spells. For example, a crossbow usstrong in Ranged Weapon skills do<used by a Player Character weeDeadly Spores of Earthen Rot ca;strong in Earth Magic does morespell cast by a Player Character w

Once the earned Experience Pointon the Done button in the lowerPoint screen returns you to gammust be assigned to Weapon andcan continue game play.

There are a maximum of ten lev<Magic Class.

Weapon Experienc

Level

123H5678910

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Mogic Experience Levels

Level Nome of Level

12345678910

InitiateNeophyteRpprenticeTalentTranscendentflccomplishedMarenfldeptMaestroflrchmaqe

Hit PointsThe Player Character's ability to withstand damage beforedying is measured in Hit Points. Together the attributes ofStamina and Strength determine the number of Hit Pointswith which the Player Character starts the game. Strength-»• Stamina X 10 equals the number of Hit Points, up to amaximum of 200.

The base Hit Points with which the Player Character startsthe game can be added to during play by acquiring potionscalled Draughts of Heightened Mortality. These potionsincrease the Player Character's permanent Hit Points duringplay.

Click over the Hit Point and Spell Point bars below theCharacter Portrait on the Gaming Screen to see the currentstatus of your Player Character's Hit Points and Spell Points.

Spell PointsSpell Points indicate the amount of magical energy availableto cast a spell. They are used each time a spell is cast andregenerate at a given rate over time. If sufficient SpellPoints are not available, the attempt to cast the spell fails.

Click over the Hit Point and Spell Point bars below theCharacter Portrait on the Gaming Screen to see the currentstatus of your Player Character's Hit Points and Spell Points.

24

The Spell Points available to thidetermined during Character SelecPower: Power X 100 equals the nurPoints can be permanently increasusing potions called Draughts of He

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Experience Levels

Nome of Level

InitiateNeophyteflpprenticeTalentTranscendentflccomplishedMarenRdeptMaestroflrchmoge

ability to withstand damage beforet Points. Together; the attributes ofdetermine the number of Hit PointsCharacter starts the game. Strengththe number of Hit Points, up to a

i which the Player Character startsto during play by acquiring potions

ightened Mortality. These potionsiracter's permanent Hit Points during

nt and Spell Point bars below the;he Gaming Screen to see the current;haracter's Hit Points and Spell Points.

= amount of magical energy availablere used each time a spell is cast and> rate over time. If sufficient Spell, the attempt to cast the spell fails.

nt and Spell Point bars below the:he Gaming Screen to see the currentharacter's Hit Points and Spell Points.

The Spell Points available to the Player Character aredetermined during Character Selection by the fittribute ofPower: Power X 100 equals the number of Spell Points. SpellPoints can be permanently increased during game play byusing potions called Draughts of Heightened Magic Power:

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The Character Sheet

From the Gaming Screen, click on the Player Character por-trait to bring up the Character Sheet. Items described inthis section are in the order they appear on the CharacterSheet, starting in the upper left-hand corner:

The Player Character portrait appears again on theCharacter Sheet, in the upper left-hand corner: Belou/ it arethe health and spell bars. Clicking with the cursor overthese bars displays health and spell statistics in the text barto the middle right of the screen.

Examine ObjectsTo the right of the Player Character portrait is the Eyeicon. This allou/s you to examine objects. Pick up an objectfrom Inventory by clicking over the object. With the objecton the cursor; place it over the Eye icon and click again,holding down the mouse button, fl description of the objectappears in the stone-colored box at the bottom center ofthe screen [where the flttributes of Strength, Stamina,flgility, and Power are normally displayed).

26

Use an ObjectThe Hands icon (to the right of thuse an object. Pick up an object bcursor over the object. With the iover the Hands icon. The object isobject is a suit of armor; it isCharacter figure on the lower left

Character FigureBelow the portrait of the Player CFigure, flrmor, weapons, and objecplaced directly on the figure by pifigure and clicking. Sacks and ch«figure's hands. Once a sack or cheleft hand, it is considered open <played in the box to the right of tl

Inventory BoxThe large red box to the right of 1Inventory box. Objects can be plac

On the Gaming Screen, objects orthe cursor over the object andobject on the cursor: The objecInventory two ways.

1. R-click while the object is onplaced in Inventory.

2. Move the cursor holding the cPortrait in the top right hand corand click. The Character SheetGaming Screen. Place the cursor ithe Inventory box and click. Thenow in Inventory.

Container BoxTo the right of the Inventory bo>image of a sack and a chest lie

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r Sheet

•), click on the Player Character por-Choracter Sheet. Items described inorder they appear on the Characterjper left-hand corner:

* portrait appears again on theupper left-hand corner: Below it arears. Clicking u»ith the cursor overth and spell statistics in the text bar>e screen.

ayer Character portrait is the Eye) examine objects. Pick up an object<ing over the object. With the objectover the Eye icon and click again,

; button, fl description of the objectDlored box at the bottom center offlttributes of Strength, Stamina,

Drmally displayed).

26

Use an ObjectThe Hands icon (to the right of the Eye icon) allows you touse an object. Pick up an object by clicking with the mousecursor over the object. With the object on the cursor; clickover the Hands icon. The object is used. If, for instance, theobject is a suit of armor; it is placed over the PlayerCharacter figure on the lower left of the Character Sheet.

Character FigureBelow the portrait of the Player Character is the CharacterFigure, firmer; weapons, and objects such as sacks can beplaced directly on the figure by placing the object over thefigure and clicking. Sacks and chests can be placed in thefigure's hands. Once a sack or chest is placed in the figure'sleft hand, it is considered open and its contents are dis-played in the box to the right of the Inventory box.

Inventory BoxThe large red box to the right of the Character Figure is theInventory box. Objects can be placed freely within this area.

On the Gaming Screen, objects are be picked up by placingthe cursor over the object and clicking. This places theobject on the cursor The object can now be placed inInventory two ways.

1. R-click while the object is on the cursor The object isplaced in Inventory.

2. Move the cursor holding the object over the CharacterPortrait in the top right hand corner of the Gaming Screenand click. The Character Sheet appears, replacing theGaming Screen. Place the cursor containing the object overthe Inventory box and click. The weapon or other object isnow in Inventory.

Container BoxTo the right of the Inventory box is the Container box. Theimage of a sack and a chest lie within the Container box.

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Placing a sack or a chest u/ithin this box both places it inthe Player Character's hand and opens it. Removing the sackor chest from the Player Character's hand closes it.

Magic Iconflbove the Container box is the Magic icon, a cauldron fromwhich colorful energies bubble forth. Clicking on the Magicicon takes you to the Spell Book, a journal containing ashort description of each spell acquired by the PlayerCharacter: Clicking opens the Spell Book. R click in the upperright corner of the Spell Book pages forward, fl click in theupper left corner of the Spell Book pages backward. Clickingon the lock (or R-clicking anywhere] closes the Spell Book.

Each page of the spell book also contains an image of thespell icon, so that the spell and its icon can be easily asso-ciated.

Relxirn to the Gaming ScreenClicking on the Gaming Screen icon in the upper right-handcorner of the Character Sheet returns you to the GamingScreen.

Information IconsThe six icons displayed below the text bar are:

Statistics

Experience Levels

firmer Class

fictiwe Magics

affliction

Encumbrance

Clicking on an information icon will display text regarding thechosen icon. The text appears in the area where PlayerCharacter flttributes are normally displayed.

28

Statistics shows the Ployflttributes, in terms of Strength, flThese are displayed as dots frorrflttributes is raised above 10, a l<resent the number 10, while smallsent increments of one beyond 10flttributes, see the "flttributes" sec

Experience levels shows the Iratings for all possible magic and iratings are expressed in terms <master in the case of weapon sarchmage in the case of magic sfor each type of weapon, from Hoand for each type of magic, from (Click with the mouse cursor overto scroll through all of the possibli

firmer Olass shows the Pl<armor rating from unarmored to i

fictive Magics shows whatev<may be currently active on the PIber of effects and their duration is

fiffliction shows whether orhas been poisoned or is sufferinexertion, such as moving heavy bing, cause exhaustion. If thEncumbered, carrying more weigMallows, the rate of exhaustionactivity increases. When the Playipoisoning, the Character PortraitH

Encumbrance shows whelCharacter is encumbered from c<items, or supplies.

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est within this box both places it inand and opens it. Removing the sockr Character's hand closes it.

x is the Magic icon, a cauldron frombubble forth. Clicking on the MagicSpell Book, a journal containing a:ach spell acguired by the Player; the Spell Book. fl click in the upperII Book pages forward, fl click in theSpell Book pages backward. Clicking

3 anywhere) closes the Spell Book.

book also contains an image of thepell and its icon can be easily asso-

Statistics shows the Player Character's currentflttributes, in terms of Strength, flgility, Stamina, and Power:These are displayed as dots from 1 to 10. If one of theflttributes is raised above 10, a large dot appears to rep-resent the number 10, while small dots continue to repre-sent increments of one beyond 10. For more information onflttributes, see the "flttributes" section on page 20.

Experience Levels shows the Player Character's currentratings for all possible magic and weapons experience. Theseratings are expressed in terms of levels, from novice tomaster in the case of weapon skills and from initiate toarchmage in the case of magic skills, fl skill level is shownfor each type of weapon, from Hacking to Ranged Weapons,and for each type of magic, from Earth magic to Void magic.Click with the mouse cursor over the Experience Levels areato scroll through all of the possible levels.

ScreenScreen icon in the upper right-handr Sheet returns you to the Gaming

>elow the text bar are:

flctive Magics

flffliction

Encumbrance

in icon will display text regarding theappears in the area where Player? normally displayed.

28

flrmor Class shows the Player Character's currentarmor rating from unarmored to impervious.

fictile Magics shows whatever spell effects or potionsmay be currently active on the Player Character. The num-ber of effects and their duration is also displayed.

flffliction shows whether or not the Player Characterhas been poisoned or is suffering from exhaustion. Greatexertion, such as moving heavy blocks and continual fight-ing, cause exhaustion. If the Player Character isEncumbered, carrying more weight than his or her Strengthallows, the rate of exhaustion in performing strenuousactivity increases. When the Player Character suffers frompoisoning, the Character Portrait turns green.

Encumbrance shows whether or not the PlayerCharacter is encumbered from carrying too many objects,items, or supplies.

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Quest GTournalThe book emblazoned with the <T is the Quest Journal.Entries to the Quest Journal are made automatically as youadventure, keeping a record of major quest objectives.Clicking opens the Quest Journal, fl click in the upper rightcorner of the Quest Journal pages forward. fl click in theupper left corner of the Quest Journal pages backward.Clicking on the lock closes the Quest Journal.

Options IconThe icon below the Quest Journal is the Options icon. Clickingon the Options icon brings up the Options Screen.

By selecting various options, the interface can be madeeither partially or completely invisible, adding to the fullscreen enjoyment of the game. On the left-hand side of theOptions Screen is a column of choices including Hands, Spells,flutomap, and Icons Visible, fln V in the box to the left ofthe choice indicates the choice will be visible on the GamingScreen during play. Clicking on the box to remove the•/removes the associated icon from the Gaming Screen. Seethe section "Making the Interface Invisible'} starting on page9.

Below the interface options on the Options Screen areoptions to send flutomap output to the printer or to disk.

In the middle column of the Options Screen are sound andvolume choices. Click and drag the appropriate slider up ordown to adjust volume, or balance music and sound. Byclicking on Voices and/or Subtitles, you choose whether youwant to hear the Characters speak, read their dialogue, orboth.

In the upper right hand column of the Options Screen areicons to return you to the Character Sheet or GamingScreen, fllso on the right is a brightness slider control toadjust the game palette brightness.

30

Save/RestoreThe disk icon below the Options iicon. Clicking on this icon takes <.Screen. (The F2 key also takes yScreenJ

Ten save game slots are available,to scroll through the save game sl<cursor and clicking, highlight theClick on the Save button and you red save game. Press the ENTER/Igame.

To restore a previously saved g<game you wish to restore. Press \restore the game, or click on the R

You can bring up the Main Menuscreen by clicking over the Main \Menu screen the choices are:

Restore on Old GameContinue Current GanStart a New GomeReturn to DOS

*appears only if Main Menu is accessed ck

You may also return to eitherCharacter Sheet by clicking on theupper right corner of the Save/Ret

Drop ObjectsThe open hand with the down orobjects on the Gaming Screen. Witlplace the cursor over the Drop Cobject is dropped on the Gaming S

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with the J is the Quest Journal,jrnal are made automatically as yourecord of major guest objectives,t Journal, fl click in the upper right>urnal pages forward, fl click in thehe Quest Journal pages backward.;s the Quest Journal.

t Journal is the Options icon. Clickinggs up the Options Screen.

ptions, the interface can be madeipletely invisible, adding to the fulli game. On the left-hand side of the•nn of choices including Hands, Spells,ible. fln y in the box to the left ofchoice will be visible on the Gaming

icking on the box to remove the;d icon from the Gaming Screen. SeeInterface Invisible1; starting on page

Dtions on the Options Screen arep output to the printer or to disk.

F the Options Screen are sound andd drag the appropriate slider up or<,, or balance music and sound. By- Subtitles, you choose whether youicters speak, read their dialogue, or

d column of the Options Screen areD the Character Sheet or Gaminght is a brightness slider control tobrightness.

30

Sac*e/Res"toreThe disk icon below the Options icon is the Save/Restoreicon. Clicking on this icon takes you to the Save/RestoreScreen. (The F2 key also takes you to the Save/RestoreScreenJ

Ten save game slots are available. Click on the scroll arrowsto scroll through the save game slots. By moving the mousecursor and clicking, highlight the save game slot desired.Click on the Save button and you may rename the highlight-ed save game. Press the ENTER/RETURN key to save thegame.

To restore a previously saved game, highlight the savedgame you wish to restore. Press the ENTER/RETURN key torestore the game, or click on the Restore button.

You can bring up the Main Menu from the Save/Restorescreen by clicking over the Main Menu button. On the MainMenu screen the choices are:

Restore on Old GomeContinue Current Gome*Stort o New GameReturn to DOS

*appears only if Main Menu is accessed during game play.

You may also return to either the Gaming Screen orCharacter Sheet by clicking on the appropriate button in theupper right corner of the Save/Restore Screen.

Drop ObjectsThe open hand with the down arrow allows you to dropobjects on the Gaming Screen. With an object on the cursor;place the cursor over the Drop Objects icon and click. Theobject is dropped on the Gaming Screen. Objects dropped on

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the gaming screen appear in the square directly in front ofthe Player Character; unless that square is occupied by awall, exit, or other mass which might prevent the objectfrom being dropped. If the square directly in front of thecharacter is occupied, the object is dropped in the samesquare in which the Player Character is standing.

flatomapThe icon in the bottom right-hand corner is the Rutomapicon. Clicking here brings up the flutomap. See the"flutomapping" section on page HO for more information.

Things Voa Can Oo fGaming Screen

fill combat, spellcasting, and expl<takes place from the Gaming Screeractivated, they overlay the GamingCharacter Sheet and the flutomop.

Recess the Character Sheet by cliiPortrait.

Requiring New SpellsThroughout the game, spells arencounters with various NPCs or fthe knowledge of the spell. ScrollPlayer Character's hand. Clicking cplays a blow up of the scroll, flftscroll disappears and a descriptionthe spell book.

fittack OpponentRefer to the instructions in the "0on page 13.

Cast Spells of ElementalTo cast a spell, you must click on adisplayed below the Character Poside of the Gaming Screen. When mibeen acquired, left and right arrothe spell icons, allowing you to sidisplayed spells by clicking on the a

Drink a PotionPick up the potion place the poticboxes and click, fl potion canCharacter Sheet by clicking with tricon.

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ear in the square directly in front ofjnless that square is occupied by aoss which might prevent the objectF the square directly in front of thethe object is dropped in the same

jer Character is standing.

o right-hand corner is the Flutomap• rings up the flutomap. See theDn page HO for more information.

Things Vou Can Do from "theGaming Screen

fill combat, spellcasting, and exploration in flnvil of Dawntakes place from the Gaming Screen. When other screens areactivated, they overlay the Gaming Screen. Examples are theCharacter Sheet and the flutomap.

Recess the Character Sheet by clicking over the CharacterPortrait.

Requiring Neu< SpellsThroughout the game, spells are acquired either fromencounters with various NPCs or from scrolls which conveythe knowledge of the spell. Scrolls must be placed in thePlayer Character's hand. Clicking on an in-hand scroll dis-plays a blow up of the scroll, flfter it has been read, thescroll disappears and a description of the spell is added tothe spell book.

flttack OpponentRefer to the instructions in the "Combat" section, beginningon page 13.

Cast Spells of Elemental MagicTo cast a spell, you must click on a spell icon. Spell icons aredisplayed below the Character Portrait on the right-handside of the Gaming Screen. When more than eight spells havebeen acquired, left and right arrow buttons appear belowthe spell icons, allowing you to scroll between columns ofdisplayed spells by clicking on the appropriate button.

Drink a PotionPick up the potion place the potion in one of the in-handboxes and click. Fl potion can also be used from theCharacter Sheet by clicking with the potion over the Handsicon.

r yi jpI" « V

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Fire o Ranged Weapon CCrossbouOThe crossbow must be placed in one of the PlayerCharacter's hands. Clicking on the in-hand weapon from theGaming Screen fires the weapon. Bolts for the crossbowmust be in the Player Character's inventory. It is a goodidea to recover expended ammunition after using the cross-bow.

Read a ScrollScrolls can be read from the Gaming Screen by placing themin-hand and clicking on them. They can also be read fromthe Character Sheet. With the scroll on the mouse cursor;place it over the Examine Icon (the eye) and click, flnotherclick returns you to the Gaming Screen or Character Sheet.

NavigateWatch the local flutomap in the lower right-hand corner ofthe Gaming Screen to maintain your orientation and use thefull flutomap selection to view your progress throughout thegame, flutomap can be selected by clicking over the localRutomap icon at the bottom right of the Gaming Screen.More information on the flutomap is available in the sectionon "flutomapping',' starting on page HO.

Open DoorsDoors open by the use of various buttons and levers, aswell as by pressure plates (both visible and invisible). Somedoors may require a key or the use of special puzzle piecesto open, while others open after the correct object is placedin a nearby object hole.

Open ChestsIn various locations throughout flnyil of Dawn, the PlayerCharacter comes across chests. These chests are immov-able, but may contain valuable objects. Clicking on the chestwill open the chest. The presence of an object within thechest causes the mouse cursor to take on the form of agreen gauntlet, flnother click places the object on the mousecursor; to be placed in inventory as described in the section"Inventory Box" on page 27.

Some chests contain multiple objectssome none.

Pick Up and Drop Object?InventoryWhen the mouse cursor is moved o«.be picked up, the cursor takes on thegauntlet. By clicking when the gauntleobject is picked up. flnother click dro|and add it your character's inventcand R-click. fls an alternative, mo<«object on it over the Character Porthe Character Sheet and clicking agthe Inventory Box will place the item

Each object in flnwil of Dawn has itsone or more objects can be used toplate. The weight of objects also ciCharacter's encumbrance. Some objeikeys, are considered light weight amencumbrance nor can they be used 1plates. For more information on enc<tion "Encumbrance" on page 22.

Using KeysPlace the appropriate key over a IScreen and click to open the lock. Keare found on pedestals which are adoors they activate.

Use an Object in a CharaClick on the object or weapon wherCharacter Portrait on the Gaming Sci

35

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Dungeon Devices

Dungeons in flnwil of Down contain various traps anddevices, such as spikes and teleporters, the natures of whichare explained below:

BallsWhen encountered, some balls are mowing while othersremain stationary. The Player Character takes damage if hitby a moving ball. Stationary balls can be moved to weighdown pressure plates, providing a clear path exists for theball to move. Stationary balls can be pushed by attemptingto have the Player Character walk through them.

BlocksBlocks can be moved to weigh down pressure plates, provid-ed a clear path exists for the block to move. Blocks can bepushed by attempting to have the Player Character walkthrough them.

Blocks can be destroyed by inflicting weapon or spell dam-age upon them, fill blocks do not have the same number ofHit Points, making some blocks harder to destroy than oth-ers.

ButtonsButtons are often used to open doors or perform someother action, such as activating a teleporter or a slider:Buttons themselves can be active or inactive. Inactive but-tons can be toggled to active by the use of another nearbybutton, lever; or pressure plate.

Illasionary WallsIllusionary Walls look like regular walls. They are not trig-gered by any action, but, by their very nature, the PlayerCharacter can walk through them without difficulty.

PitsThe Player Character can be injured by falling down a pit.Pits can be open or closed when encountered and can betoggled open or closed by using nearby buttons, levers, orpressure plates.

36

Pressure PlatesPressure plates perform a variety ofdoors to launching spell traps. Pressuor invisible. They may be active ortoggled on or off by using a nearby h

Pressure plates have both an up orexample, the down action of a givento open a door; while the up action cl<

Pressure plates may be weighed dmeans, including moveable blocks or cry items whose combined weight ispressure plate down.

Secret DoorsSecret doors look like walls, but thsome action. Secret doors may be opton, lever; or pressure plate.

SlidersWhen the Player Character steps intcslider; it moves the Player Characterfor a certain distance. Sliders can bemay be toggled on and off by nearpressure plates.

Spell ReflectorsSpell Reflectors are permanent and sers which operate in the same u/ay <of the Lake, fl rippling barrier hurlsback in the direction from which it cai

SpikesSpikes are positioned as traps in thflnvil of Dawn. The Player Character 1ping on or even attempting to turn wing spikes.

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ices

* Doum contain various traps andand teleporters, the natures of which

ome balls are moving while othersPlayer Character takes damage if hit

:ionary balls can be moved to u/eighproviding a clear path exists for thery balls can be pushed by attemptingiracter walk through them.

D u/eigh down pressure plates, provid-for the block to move. Blocks can beto have the Player Character walk

;d by inflicting weapon or spell dam-cks do not have the same number ofe blocks harder to destroy than oth-

;d to open doors or perform someactivating a teleporter or a slider.

D be active or inactive. Inactive but-active by the use of another nearby

re plate.

ike regular walls. They are not trig-3ut, by their very nature, the Playerough them without difficulty.

can be injured by falling down a pit.:losed when encountered and can be\ by using nearby buttons, levers, or

Pressure PlatesPressure plates perform a variety of actions, from openingdoors to launching spell traps. Pressure plates can be visibleor invisible. They may be active or inactive, and may betoggled on or off by using a nearby button or levee

Pressure plates have both an up and a down action. Forexample, the down action of a given pressure plate may beto open a door; while the up action closes the door.

Pressure plates may be weighed down by a variety ofmeans, including moveable blocks or any number of invento-ry items whose combined weight is sufficient to keep thepressure plate down.

Secret DoorsSecret doors look like walls, but they open and close bysome action. Secret doors may be opened by a nearby but-ton, lever, or pressure plate.

SlidersWhen the Player Character steps into a square containing aslider; it moves the Player Character in a certain directionfor a certain distance. Sliders can be active or inactive, andmay be toggled on and off by nearby buttons, levers, orpressure plates.

Spell ReflectorsSpell Reflectors are permanent and stationary magic barri-ers which operate in the same way as the spell Reflectionsof the Lake, fl rippling barrier hurls any spell cast its wayback in the direction from which it came.

SpikesSpikes are positioned as traps in the various dungeons offlnwil of Dawn. The Player Character takes damage by step-ping on or even attempting to turn within a square contain-ing spikes.

36 37

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Rcrtomappiogfls you explore the exterior locations of Tempest, clickingon the flutomap icon in the lower right-hand side of theGaming Screen brings up a map of Tempest. By clicking andholding down the mouse button, you may drag the mapacross the screen. Rs play progresses, the progress of yourPlayer Character across the map is displayed. R-clickreturns you to the Gaming Screen.

When exploring an interior dungeon, the flutomap displaysthe dungeon map.

In the upper right-hand corner of the dungeon flutomap,clicking on the Player Character icon or the Gaming Screenicon returns you to the Character Sheet and the GamingScreen, respectively.

Line of SightThe area map is based on your Player Character's line-of-sight, so only parts of a dungeon that have been exploredare shown. Everything on the map reflects the current sta-tus of the items shown. Doors are displayed open or closed.This makes automapping a very useful tool. Walls, insets,doors, floors, trap doors, rugs, pressure plates, illusionarywalls, your Player Character; trees, creatures, NPCs, and fur-niture are all displayed on the map. Note, however; that

HO

items and creatures of which your PIyet aware are not shown.

Write/EraseClicking on the quill icon enables yoflutomap. To erase text, select the cthe text you would like to erase.

Display TextClicking on the fl. .flutomap.

icon toggles th<

OptionsClicking on the Options icon displayssection "Options Icon" on page 30.

VieM/ing Multiple MapsThe Multiple Maps icon allows you tomaps.

Sawing and Printing the tClick on the Disk icon to print andChoose whether to send flutomap oto disk from the Options Screen (siIcon" on page 30). When sent to dis(in a directory called flutomaps as a t

Global flutomapThe Global flutomap icon displays duprevious games that go beyond 1experience in the current game. Mapin the current game are shown asinformation missing.

Returning to the GamingCharacter SheetIn the upper right-hand corner of \two buttons. The button on the ri<Gaming Screen, whereas the buttonto the Character Sheet

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The Spells of Tempest

Eor-bb Mogic

Iron Fist of Chaos "**

By the magic gestures of Iron Fist of Chaos, globules of liq-uid iron arise. They coalesce into the shape of a gauntletedfist which speeds forward toward its target. Some Earth-based creatures possess the ability to cast this spell, and itis known to be used in spell traps laid by powerful mages.

fls the caster's experience in Earth-based spells increases,so does the damage inflicted by this spell.

Granite Ward of Tempered Skin

By means of this spell, the caster's body grows hard asstone while maintaining the flexibility of flesh. This hardenedshell reduces the effectiveness of most normal weapons. Italso offers protection against some spells.

fls the caster's experience in Earth-based spells increases,so does the effectiveness and duration of the spell.

Deadly Spores of Earthen Rot

Deadly Spores of Earthen Rot summons large, mushroom-like puff balls. By this spell, they grow and swell, bursting tospew forth clouds of harmful spores. Lingering in the ait;these spores inflict damage to any living creature thatpasses through them, though it is sometimes possible to runthrough such an afflicted area with minimal problems.

fls the caster's experience in Earth-based spells increases,so does the duration, and damage done by this spell. DeadlySpores of Earthen Rot is used in a variety of spell traps.

42

Certain creatures of Tempest are krthis spell.

Wind Magic

Dance Upon the Ston

This spell allows the caster to avoid sand pressure plates. It forms a bbeneath the feet, which acts as a banand the ground. When in effect, the ccarry him or her safely over trapplates.

fls the caster's experience in Wind-badoes the duration of this spell. Depeiexperience, Dance Upon the Stones (passage over a pressure plate, but rtion of another type of floor-based 1

Shrouded Gale of V/er

fl defensive magic, Shrouded Gale ofa powerful current of aii; blowing an*path backwards. It's an effective sptures from getting close enough forfor this spell is often used in settingtiveness of some spells can be bluntin response. If Shrouded Gale of (

through an area where Unholy CcCinders, or Deadly Spores of Earthforce subdues and extinguishes the pr

fls the caster's experience in Wind-bodoes the range of the Shrouded Gale

H3

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Ghastly Houof of Mortal flnguisb

By means of this spell, a high-pitched, ghost-like wail is gen-erated, injuring any creature standing before you. Creaturesthat do not have living bodies suffer no damage from theGhostly Howl of Mortal flnguisb.

fls the caster's experience in Wind-based spells increases, sodoes the damage inflicted by this spell.

F>re Magic

Unholy Conflagration

By the magic gestures of Unholy Conflagration, blue-huedflames erupt from the floor raging in volatile and unnaturalflares. Burning in place, these flames inflict damage to anyliving creature that passes through them, though it is some-times possible to run through such an afflicted area withminimal problems. The spell itself can be affected by othermagics, such as the Shrouded Gale of Vengeful Winds.

fls the caster's experience in Fire-based spells increases, sodoes the range, damage, and duration of this spell.

flsb and Cinders

fish and Cinders brings into being hot, burning cinders. Theyform above and float to the ground, flny living thing withinthe afflicted area suffers damage from the burning pres-ence. It is know that certain Wind-based spells may cool theeffect long enough to allow safe passage, while it is alsosometimes possible to run through such an afflicted areawith minimal problems.

fls the caster's experience in Fire-based spells increases, sodoes the damage and duration of this spell. This spell isoften used in spell traps, and powerful mages have beenknown to set never-ending barriers of flsh and Cinders in

HH

place to protect their treasures.

Fire Haven

This spell offers partial protection fr<surrounds its caster in a protective cthe amount of damage caused by ma

fls the caster's experience in Fire-bo;does the duration and effectivenessduration of this spell, the Character Iorange glow.

Wcrter Magic

Shackles of Ice

By means of this spell, you can holifor a limited time. When cast, a su/irliair circles before you, then rushes fcget. fl creature struck by Shacklesand is immobilized for a time. Fire-baother powerful beasts prove impenthis spell.

fls the caster's experience in Water-so does the duration and effectivene;

Reflections of the La

Reflections of the Lake offers protattacks. By this magic, you shall be ebarrier well able to hurl back andirection from which it came. Some cuse Reflections of the Lake as an effknow to be used in keeps to preventemploying their magics.

45

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fls the coster's experience in Water-based magic increases,so does the duration of this spell. For the duration of thisspell, the Character Portrait is circled by a blue glow/.

LJgb"tr><r>g Magic

Vampiric Mist of Innate Weakness

With both offensive and defensive qualities, this spell createsa wall of rolling, green-blue gas which drains life from anycreature standing in it's path, transferring that life forceback to the spell's caster While wounds and other energiescan be regenerated in this way, the spell cannot grant thecaster a life force greater than his or her natural energies.

fls the caster's experience in Water-based spells increases,so does the duration and effectiveness of this spell.Creatures which possess no natural life force of their ownare unaffected by this spell.

Laughing Skull of Thu

By the magic gestures, Laughing Skuforms into a great skull forged of licjspeeds away, generating a thunderctoward it's target. When the skull stril<aging explosion.

fls the caster's experience in Lightninces, so does the damage inflicted by tlused in spell traps as a means toadventurers.

Fountain of Scorching Vapors

When this spell is cast, the earth rumbles, splitting torelease multiple clouds of searing steam, flny creature oropponent standing where the spell erupts takes damage,flfter angrily billowing out of the earth, the steam fades,leaving no trace of its damaging eruption behind.

fls the caster's experience in Water-based spells increases,so does the damage of this spell. The nature of some crea-tures renders them impervious or less susceptible to thedamage caused by the Fountain of Scorching Vapors.

Roaring Column of LM

Roaring column of Lightning Wild s<,raging thunder and light. Rising fromfury as tendrils of lightning strikeenergized column. The motion of theward, inflicting heavy damage to any

fls the caster's experience in Lightninces, so does the damage inflicted btbased creatures possess the ability timakes a deadly spell trap.

Heavenly Mend of Un«

By means of this spell, collapsed strwhole, damaged monuments restored,rebuilt. The effect is specific to dametures and is not useful in treating nottens. Though of limited use, this speci<able where it can be employed.

Unlike many spells, the Heavenly Me

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works to its maximum effect, regardless of the caster'sexperience in Lightning-based magic.

Flesh Magic

Blessed Weave of Healing Wounds -**

The effect of this magic is simple and straightforward; itheals wounds.

fls the caster's experience in Flesh-based spells increases, sodoes the amount of damage healed. It is known that somecreatures are capable of casting this spell, adding to theirendurance as they battle for their own lives.

Heightened Flesh of Strength and Hale

This protective spell allows wounds to heal naturally at apace faster than would normally occur.

fls the caster's experience in Flesh-based magic increases, sodoes the amount of damage healed, the rate of healing, andthe duration of the spell. For the duration of the spell, theCharacter Portrait is surrounded by a flesh-colored glow.

Bane's Boiling Blood

By means of this magic, the blood of the target begins toboil, delivering terrible damage to the unfortunate creatureunder attack. Some of the creatures of Tempest havedeveloped a natural resistance to this dangerous magic.

fls the caster's experience in Flesh-based magic increases, sodoes the amount of damage inflicted by the spell.

The Strength of Titai

When cast, this spell temporarily ennatural ability has been reduced by aStrength of Titans can temporarilyneeded to survive the battle.

fls the caster's experience in Flesh-bo:does the duration and effectivenessduration of the spell, the Characterby a green glow.

Rage of Fallen Heroes

Rage of Fallen Heroes is of the Oisciftemporarily enhances the fighting abimproves the caster's proficiency uFallen Heroes increases the likelihoodsolid hit against his or her opponentage of blows received by the castecsteadily decreases and it is impoattacks under the influence of this sp

fls the caster's experience in Flesh-bedoes the spell's duration and effectivof this spell, the Character Portrait t

Void

Ritual of Unmaking

The Ritual of Unmaking proves itselfineffective. If a creature proves vulnthis spell, it dissolves. The target betarget is immune to the spell, no1creature remains undamaged. Choosthe Ritual of Unmaking is costly to u;

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The Dork Cloak of Shadow

The Dark Cloak of Shadows is of the Discipline of the Void.When used, the caster takes on the form and essence ofshadow. This spell provides some defense against physicalattacks, and can prevent death from falling into pits andtraps. It cannot protect against magical attacks.

fls the caster's experience in void-based magic increases, sodoes the duration and effectiveness of the spell.

Soul Link

Soul Link is of the Discipline of the Void. It creates a magicalbuffer of life force, one which is automatically drawn uponby the caster at the moment of defeat and death. Whenkilled by an opponent, the caster finds him or herself resur-rected in the same place, but greatly weakened.

fls the caster's experience in Void-based magic increases, sodoes the duration and effectiveness of this spell. If thecaster is poisoned, diseased, or suffering some other afflic-tion at the time of death, the affliction remains upon resur-rection. For the duration of this spell, the Character Portraitis surrounded by a gray glow.

50

OEROLV DEN

flracinfarrt

Like many otherwere created bythe Dark Slag. Cothe youngest vie"

of a deadly spider, flracinfants are cfront of dungeon battles in order toforces of Tempest.

With their heightened sense of smesearch out their prey and attack u,Their wailing cry has been known to cest adventurer In combat, crossbouthe flracinfants tongue at a safe disti

Beast, of Trang

fl natural inhatareas of Tempencountered in tlous, though notcan surprise theattack proceed

mouth, but springs up out of the weits back. Here lurk dangerous paclawed arms. Fortunately, killing thresults in the deaths of its parasites.

fl direct assault with spear and aeffective remedy for an encounter wr

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Blood Spawn

fls warriors and creatures fall in battle,the power of the Dark Slag drains theblood from their bodies and gives birth tothese foul creatures.

Blood Thorns

Blood Thorns have a reputation as dun-geon weeds, underground lurkers likely toblock the progress of an adventurerthrough what may already be a dangerouslabyrinth. They are rumored to be resis-tant to magic, and their razor-sharpthorns can tear an unwary adventurer topieces.

In combat, a Blood Thorn lashes out with its tentacles, andits weed-like nature makes it resistant to attacks fromspear and crossbow. f\ direct assault on the beast oftenproves best.

Braid Stone

This elemental beast of stone is encoun-tered in rocky areas, where it delivers anhorrific biting attack on unsuspectingtravelers. One of the living elementalcreatures of Tempest, the Braid Stonecannot be said to be inherently evil, butits territorial instincts prove so strong

that avoiding its home areas is the only way to keep out ofa fight with this terrifying creature. Hacking weapons areknown to be effective against the braid stone.

52

Cacofiend

fl demon of sorts,lightning, as the not

THence is strong in ththat powerful magiand beings from otrof Tempest, but itthe Warlord control

or if they have joined his evil fight or

Fortunately, the wings of the Cacofiethe confined spaces of a dungeon ora clumsy fashion. Its nature makes ibased magic.

Castellan

Known as the Warlord's most trusteerior; the Castellan has been chargethe defense of the Warlord's stronghcin this evil keep rests the Dark Slag,by the Warlord with a special, maendowed armor; it is said the Cast*unbeatable in battle, impervious to al

In combat the Castellan attacks withed, bronze battle-axe with a pike bl<the haft.

Clansman

The Clansmen are a warrior race thin the once wooded area near GorgeKnown to trade across the Scar wievil races who inhabit Desolatioiclansmen allied with the Warlord,respect for the strength of his cgreater than their hesitation regardirnature.

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Colossal Baboon

Huge and powerful beasts, they are nativeto Tempest . Though they fight for theWarlord, they do so only because their Lordand King has been imprisoned by the darkforces of Tempest. The price of his life istheir unquestioned obedience to theWarlord.

In combat, Colossal Baboons attack by a straight-forwardcharge and pummeling of their victims.

De^oarer of Souls

This creature is a blend of the Void and ele-ments of the Flesh. When a victim is slain bythe Devourer of Souls, its flesh is absorbedinto the creature's form and the soul of thevictim becomes trapped within the monsteruntil the beast dies or is destroyed.

In combat, the Oevourer reaches out withits massive array of mouths, seeking to

suck the soul from its opponent. The Devourer has a naturalresistance to magical attacks.

Drocwned Sailor

These evil abominations inhabit a sunkenship, the masts of which are visible abovethe water, off shore near the Dark Lantern.Pirates by nature, their cargoes are knownto be of even greater worth than gold andjewels, for they often trade in slaves, crea-tures, and it i,s rumored demons. Thoughdrowned, their stubborn, greedy natures willnot allow them to admit their deaths, and

so they continue to protect whatever unlucky cargo wentdown with their ship.

51

In combat they lunge forward fearlefor terror and pain are no longer a pThe great, sweeping blows of a hackinagainst these creatures, while their a»idampen the effect of Fire-basedLightning-based magics.

Ear-tnbile

The Dark Slag corn,produce this rancidment of Earth. Earttglobes of rock and <

ble of poisoning its victim, and in clospitting attack. Though risky, a qEarthbile is with a well-honed battle a

Fungas Man

These creatures l<Tempest. CreatedDark Slag, the Funightmare of humorous pieces of forest

In combat, these cwooden claws. The battle axe and sieffective weapons against the Funguscrossbow, and throwing knives prove I

Hagborn

These half-serpent,have lurked in thregions of Tempesinhabitants of Temptory. Though not irattack anyone or ctheir lairs.

In combat, Hagborns hurl deadly sp

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prove resistant to any Lightning-based magic used againstthem.

Ice Worm

Monsters immune to the magics of Wind andWater; impervious to cold, the nature of theIce Worm is to burrow/ deep. Though huge insize, they are most often found in the lowerlevels of dungeon.

In combat, the Ice Worm lunges forward,attempting to inflict damage with its razor-sharp fangs. Spells from the discipline of Fire

and the use of thrusting weapons can be used against theIce Worm to good effect.

Infernal Bones

fllthough Infernal Bones take the shape ofskeletons, they are comprised entirely of theelement of Fire. Because of their nature,these creatures prove immune to Fire-basedmagic. These apparitions are not natural toTempest, but are summoned into being byforces loyal to the Warlord and empoweredby the evil of the Dark Slag.

When encountered, Infernal Bones are known to summonflaming swords and shields for their use in battle, as ifdrawing them out of the very air:

vTester

Reflections of the Warlord's warped sense ofhumor; the Jester would seem a whimsicalcreature were it not capable of wielding magi-cal attacks that can take a man's life in aninstant. In combat, the Jester juggles flamingskulls, launching them at its opponents.

56

^Juggernaut *

These monstrous fordo not move, yet u>hithey more than makemental strength andIt is rumored amongthat Juggernauts weisacrifices, perhapsNow they are used b

the movement of scouts and even u<h

In combat, the Juggernaut lashes ota dangerous tongue of fire. Spellsupon damaging a living target (suchhave little or no effect against Juggiattacks, especially with hacking we<effective result.

Lurking Clou/ *-*"

fl creature of theLurking Claw is saicmost Wind and Watiits nature has few cbased spells.

In combat, the Lurlits opponent with tfrom which it takes

shell easily blunts the effects of anagainst it.

Lurking Stench

This creature is often found in the Cthe Dead, where the fallen litteground. The Lurking Stench is yet arabomination created by the power <

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Dork Slog. Striking fear into the hearts of the enemy, theDark Slag brings to life the stench and disease surroundinga rotting corpse, allowing it to take on the form of the sol-dier from which it arose.

In combat, the Lurking Stench makes a sword attack. Thecreature proves susceptible to a return attack of the samesort and a powerful spell is not wasted in trying to destroythe beast.

Messengers

The primary task of the Messenger isto relay information, especially battleorders, from the Warlord to hisarmies in the field. Sometimes theyare known to carry spell scrolls,delivering powerful magics to the leadelements of the Horde. Though quick

and agile, the fighting ability of the Messenger is not to beunderestimated, for they are tough and well-seasoned battleveterans.

In combat, the Messenger fights with a staff and provesquite adept in the deadly use of such a light weapon.

Mirelurk

Mirelurks belong toof Tempest and n<to join the forcesrace, they supportconquest, though ;a small number ofhave devoted theijustice and the u/a<

They are most often encountered in a

Mark Elemental

The Murk Elemen"Water Elemental fand especially in tregion of Tern/Quagmire. Taking chuman female, it <with its shapeless <

Because of its nature, physical weopoas effective against a murk elementcmagic. However; of the magics, Fire-be

Miner<^an Harpy

fln owl-like flying creature, the harpyis legendary in its ability to guardsacred temples. In combat, itmaneuvers easily within the confinesof a dungeon and attacks with itsrazored talons. Harpys act asguardians of the Temple of the Moon

and fiercely defend the mysterious and divine Oracle.

Packrat

While the Packraldanger; it threatenof its propensitysteal supplies, wethat catches its fteleports to a laiiits ill-gotten go

across Tempest have been delayedPackrat's lair and retrieve their missir

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In combat, the Packrat employs a clawing and swipingattack designed to acquire any items carried by its oppo-nent. Though no adventurer has recorded a clear reason forit, the Packrat is said to be immune to the spell Shackles ofIce.

Quivering Pool

The Quivering Pool stretches outacross the dungeon floor; a pool

-/«r^. of melted flesh created by the,„,. powers of the Dark Slag. Like

every manifestation of the Dark Slag's power, the one andonly purpose of the Quivering Pool is to aid the Warlord'sarmies in their destruction of Tempest, which it can bestaccomplish by gushing from the floor to attack any unwaryscouts of Tempest looking for a weakness in the enemy line.

In combat, the Quivering Pool attacks by unsheathing theremains of a bone from its flesh and using it as a blunt,striking weapon.

Slither

fl direct result of theSlither Fist exists onl<gift's ability to unmaments. They are notattack with knives in

generally be found in forests and undei

The agility of the Slither Fist makesranged and thrusting weapons.

Su/arm Maiden

Masses of swarminctures get their nameof a human female. Iuse various forms oare capable of hurlinsects at their oppcpossess a weakness 1elemental magics of \

Slog Rider

Gis

Shunned by many of the human races ofTempest, the Slogs reside in remotelands. Dark and animal-like, large num-

f* bers of these creatures have rallied tothe call of the Warlord. Skilled cavalry,they are put to good use by the Warlordas scouts and shock troops.

In combat, Slogs ride savage, saber-toothed wolves bred for battle, flgainstcavalry, the only hope of the warrior on

the ground is to use crossbows, spears, and powerful mag-ics.

Stuord Thane

Thanes provide the heart and backthe Warlord's army, and can be thoughis elite guard. They are often fcguards of specific sites, posted asguard, or in areas where the Warlorassurance that neither enemy scopatrols will break through the flanmoving Horde.

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Thunder Demon

Summoned from the elemental plane ofLightning, Thunder Demon attacks by hurlingspells from the elemental discipline of lightningat its foes. Because of its nature, Lightning-based spells are less effective against thiscreature.

WHI-O-Wisp

Known to inTempest knowthese creaturesfiery flare th<

target. If approached the Will-o-Wisretreat, stopping only when its pursu*tinue its own assault.

Tormerrted Soul

fl creation of the Dark Slag, the TormentedSoul is the spirit of a victim slain by the Hordebut prevented from rejoining the Void. In beingbound to Tempest by evil, such souls becomethe puppets of the Warlord. Because of theirethereal state, they have an assortment ofmagical resistances and prove immune toweapons forged of normal steel.

The ghostly nature of the Tormented Soul makes it slightlymore susceptible to magical attacks than to a direct assaultwith physical weapons.

Void Monk

Void Monks are special and powerful creatures.They are beings of the Void, summoned toTempest as assassins. Quick and powerful, theyhave a number of spells at their disposal, flsagents of the Warlord, their cruel attentionhas but one purpose now, to destroy thosechampions out to steal away the power of theWarlord..

In combat, the Void Monk attacks with a leaping kick, dis-playing its amazing agility. Known to be resistant to magic,the Void Monk's assault is best met with direct action.

62

Wither Priest

These henchmcrenowned forand greatly fdefending Temf.elemental forcehave used theaid the dark 1

from Desolation, and once across thnthe green and fertile lands of Tempes'i

Wyoern

Magical in naH

small flying drgreenish toriopponents. Rscombating aspells from th(Fire have littcreature.

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Index Of Spells

Spell Poge

Rsh and Cinders

Bane's Boiling Blood

Blessed Weave of Healing Wounds H8

Dance Upon the Stones of Wind H3

The Dark Cloak of Shadow/ SO

Deadly Spores of Earthen Rot H2

Fire Haven 45

Fountain of Scorching Vapors 4-6

Ghastly Hou>l of Mortal Rnguish HH^

Granite Ward of Tempered Skin H2

Heavenly Mend of Unseen Rrtisans 4-7

Heightened Flesh of Strength and Hale H8

Iron Fist of Chaos 42

Laughing Skull of Thunderous Might 4-7

Rage of Fallen Heroes H9

Reflections of the Lake H5

Ritual of Unmaking 4^9

Roaring Column of Lightning Wild H7

Shackles of Ice H5

Shrouded Gale of Vengeful Winds 4^3

Soul Link SO

The Strength of Titans H9

Unholy Conflagration 4-4-

Vampiric Mist of Innate Weakness 4-6

6H

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