User Guide

Fighters need 11 strength.
Mages need 11 I.Q.
Priests need 11 piety and may not be of neutral alignment.
Thieves need 11 agility and may not be good.
Bishops need 12 I.Q. and 12 piety and may not be neutral.
Samurai need 15 strength, 11 I.Q., 10 piety, 14 vitality and 10 agility and may
not be evil.
Lords need 15 strength, 12 I.Q., 12 piety, 15 vitality, 14 agility and 15 luck. They
must be good.
Ninjas need 17 in all their statistics, and can only be evil.
The four basic classes are:
Fighter: The basic person-at-arms. Fighters have high hit points, can use almost
any armor and weapon, and relish their role as shock-troops. They may be of any
alignment, but can cast no spells.
Mage: The sorcerer. Mages have poor hit points, can only use a dreadfully
limited amount of weapons, and can wear no armor except for robes! They can
cast Mage spells, including the dreaded Tiltowait, the summoning Socordi and the
unlocking Desto. They may be of any alignment.
Priest: The holy one. Priests have fairly high hit points, but cannot fight as well
as Fighters, and must use specially consecrated weapons, such as maces and flails,
and can wear only light body armor. They can cast Priest spells including the life-
saving Kadorto, the wishful Ihalon and the monster-banishing Mogato. Priests
may not be of neutral alignment.
Thief: The artful-dodger. Thieves have average hit points. Their weapons are
limited to daggers, short swords, and bows; they can wear leather armor and use a
shield. Thieves are very good at circumventing the noxious treasure chest traps
which often lie between a party of adventurers and their hard-earned loot, and
have a knack for opening the many locked doors found in the Maze. Additionally,
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Heart of the Maelstrom