Starting out in the guild
You start in the guild of Anroburg where the game greets you with this screen:
The game window comprises four primary areas:

1. Graphics area - Displays the current location, a group of monsters while in combat or the city or dungeon you are in.
2. Gumps / Spell icons - If you cast beneficial spells with long-lasting effects, a small icon will show up here.
3. Text area - Displays all the interactions like choosing options, fighting monsters and talking to NPCs.
4. Character info - Short information about the characters you control plus the optional Special NPC character that might travel with you. See the appendix for State, AC, Hits/Cond, SpPt and Cla

In the guild you have the following options:

- C - Create character: See next chapter
- A - Advance character: If your characters gained enough experience points, they may level up and gain some Hit Points, Spell Points and Skill Points.
- D - Delete character: Deletes a party member permanently. This cannot be undone - if you want to save some characters outside the party, you can use the Roster.
- R - Roster: Party members can be stored here for later use. The party, roster and game progress are stored together if you save the game.
- N - New order: Rearrange party members. Keep in mind that melee monsters can only attack the first three party members so you should put your fighters in the first three slots.
- S - Save game: Saves your progress in the game, your party and the roster to disk. You can only save in the guild!
- L - Load game: Restores a saved game.
- E - Enter city: If you put together your party you may step out of the guild and find out how you could save Eodora.
- Q - Quit game: Leave the game and return to your earthly tasks.

Character creation
Press ‘C’ in the guild to generate a new character. If there are 6 characters in your party, you have to delete one of them or move a character into the Roster. The character creation involves the following steps:

- Male/Female: Press 1 for a male character and 2 for a female character. There are no differences in gameplay besides the character picture for male and female characters.
- Race:
  - (1) Human: Humans are good (but not excellent) in all areas.
  - (2) Elf: Having developed high intelligence and dexterity, elves are a good fit for magic classes.
  - (3) Dwarf: These strong and enduring race is suited for fighter classes.
  - (4) Hobbit: The highly dextrous hobbits will make good Monks and Rogues.
  - (5) Centaur: This remarkable creature starts with the highest endurance of all races and will make an excellent fighter.
- Now the attributes are generated automatically, based on the race you have chosen. You may press (R) to generate them again as often as you like. If you are satisfied with the attributes, you may continue with the next step.
- Class: Depending on the attributes generated in the last step, you may choose from a subset of the following classes (Note: Only Druids, Conjurers, Wizards and Archmages can use magic spells)
  - (1) Warrior: High in strength and endurance, the warrior will hit hard in combat.
  - (2) Paladin: The strong and focused paladin will be an excellent addition to a warrior.
  - (3) Monk: Focused on its enemies, but also dextrous in parrying, the monk will be an excellent fighter in later stages of the game. The monk can hide in shadows.
  - (4) Rogue: The extremely dextrous rogue can hide in combat, making him almost invisible for enemies.
  - (5) Mentalist: As a highly skilled manipulator, the mentalist has the ability to pull a group of enemies towards the party.
  - (6) Druid: In unity with nature, druids can manipulate light, air, but also aid the party in combat as healers.
  - (7) Conjurer: Conjurers are more focused on offensive combat spells.
  - Wizard / Archmage: These classes will become available as you advance your magical users. You will be able to make all of your magic users learn all spells of the four magical classes.
- Name: In this last step you give your new character a name. To discard character creation, press ESC here.

Controlling the party
Outside the guild, you might control your party with the following keys:

- Cursor key up: move party forward.
- Cursor key down: move party backward.
- Cursor key left: turn party left
- Cursor key right: turn party right
  The party will turn around 90 degrees and move one map tile forward or backward.
- C - Cast a spell: After pressing C, the game asks who wants to cast a spell. Press the number of the magic user and you will be asked for the four letter code of the spell. Look them up under spells. Note that your new characters will start at level 1 of their mage class, so they can only cast level 1 spells. Later on, you will advance to higher spell levels.
- N - New order: This will ask you to enter the desired order of your party members by pressing the numbers 1..6. Move your fighters in the three front ranks while putting your magic users into the last three ranks. This will ensure the fighters can engage in melee combat and your mages can’t be hit by foes in melee.
- U - Use item: After choosing the character who will use an item, you will see the inventory of the character. Only equipped items are usable. This is intended for items like torches and lamps. Passive items like rings and armor parts or weapons cannot be "used" this way. The game automatically uses them in combat.
- M - Map: Toggle automap on/off

- Numbers 1..6: The characters you control are numbered 1 to 6 (the number left of their name). If you press the number while walking around in the city or a dungeon (here, 1 for Ironmark) you will see the character overview:

First there are race and class, followed by state and attributes.
Experience: The experience points the character has earned in combat or by completing quests. If the character gained enough experience points, he or she might advance a level in the guild.
Level: Every time you advance your characters, their level increases by one.
Gold: Your hard earned cash.
Spell Points: Only for magical classes: This is the maximum number of spell points your character can have. Spell Points will go up every level the character advances.
Finally, there is an overview showing the maximum level of spells for each magic class the character can cast. If a character has a level of 7 at all four classes, this will be a true archmage, knowing every spell in the game.
Press P to give all the gold in the party to the selected character. You may select any other character by pressing 1..6. Pressing Space brings up the inventory for this character:
Every character may hold up to 10 items. Notice the colors:
- Ironmark has equipped and used the torch, so it is now burning. Items in use are displayed in blue.
- The wooden shield and helm are equipped, meaning they will be used in combat and actively decreasing Ironmarks AC. Equipped items show up in green.
- Ironmarks pair of leather gloves is not equipped. He is just holding them, so they are displayed in black.
- Finally, Ironmark holds a thieves amulet which he cannot equip or use because he is a warrior, not a thief. Unusable items are shown in red.
In the inventory screen of the character, you have these options: (Note: When asked for an item number use keys 1..9 and 0 for item number 10!)

- E - Equip: The game asks for an item to equip. Enter the number of the item. Only equipped armor and weapons will be used in combat!
- U - Use: This will ignite items like torches and lamps. Note they won't last forever - clear them when leaving dark areas by using them again.
- T - Trade: You might want to give unusable items to a character that can use the item. Enter the item number, then the character number you want to give the item to.
- D - Drop: The specified item will be dropped and lost forever! Use this with care!
- Numbers 1..6: Changes the character shown.
- ESC or Space: Leave the inventory screen and go back to the game.

All items are classified by type. Individual characters can hold multiple items of a type but they may equip only one item of each type.
Item types include Armor, Weapons, Shields, Helmets, Gloves, Rings, Boots, Amulets, Wands, Quest Items and Light Sources.
Finding your way
Every time you leave the guild it will be early morning. This will help your party when you just created it as in the nighttime you will encounter more evil creatures in the city of Anroburg.
Your first step should be to map the city. Take note where the buildings are. You will find some special places:

- Shrine Of Bran: In the heart of Anroburg opposite the guild, this shrine will be an important location for your party. You may:
  - P - Pool your gold: Select the party member to receive all the gold the party holds.
  - H - Heal a character: Heals a party member of all diseases. Be prepared to pay a high price for curing diseases.
  - C - Cure the whole party: If you can pay the price, the monks will cure all wounds and diseases of the party.
  - R - Resurrect a fallen one: Brings one character back from the realm of the dead.
  - B - Buy spell points: Your magic users might fill up their spell points here. Note that you can recharge spell points in daylight for free.
  - L - Load up magical wand: In later dungeons you might find some magical wands capable of casting combat spells. If the wands are out of uses, you can recharge them here.
  - M - Mage class change: This option lets you change the class of your magic users (Druid, Conjurer, Wizard, Archmage). The character must have reached level 3 in their current class. All spells of the current class learnt so far will still be available, but be aware you cannot change back to an old class so you cannot learn new spell levels of old classes.
  - T - Talk about the gates: Ask the priests what they know about the gates. Depending on your progress, they may have found something new!
  - E - Exit the shrine: Leave the shrine and go back to Anroburg.

- Tavern: In the southern part of Anroburg you will find the tavern, source of rumors and vital for the adventurer. Your options are:
  - P - Pool your gold: Select the party member to receive all the gold of the party.
  - O - Order a drink: For 150, gold pieces the barkeep will give you your favorite poison. Don't lose yourself there.
  - T - Tip the barkeep: You may loosen the tongue of the barkeep with some gold...
  - A - Ask for rumors: Some guests will babble secrets.
  - E - Exit the tavern: If you heard and drunk enough, go back into the city.
- Kendricks Equipment Shop: Kendrick built his armor shop in the northern plains of Anroburg.
  - B - Buy an item: First, select the character who wants to buy an item.You may scroll up and down with U and D, pool gold with P and buy an item with the numbers 1..0. Press Esc to go back to the main menu of the shop.
  - S - Sell an item: This will present you the same menu as when you are buying items. Kendrick will give you half the value of the item back. Look out, you can sell vital quest items to Kendrick!
  - E - Exit the store: Go back to Anroburg.

- Empty building: When you enter these buildings, you may be confronted with some monsters. This will give you good opportunities to collect some gold and experience points. Press E to leave the building. You may encounter another group of monsters of you go right back into the building.

Combat
While walking around in the city of Anroburg or in dungeons you will meet some unpleasant residents of Eodora: The products of evil magery, left to the harsh nature of these lands.
The battles are turn-based. In each round you select an option of every character that isn't dead, paralyzed or stones:

- A - Attack an enemy: Only the first three party members might use this option. If you face more than one group of enemies, you can choose between the first two groups. The character will try to hit a monster of the selected group with his/her weapon or with bare hands if no weapon is equipped.
- D - Defend: Increases the chance to successfully parry attacks.
- C - Cast a spell: This option is available for any spell caster. You need to enter the 4 letter code of the spell.
- L - Last combat spell: Use the last combat spell for this character again.
- U - Use an item: Magical wands are usable by any class, even fighters. Depending on the spell the wand casts, you are asked at what group it should be aimed.
- P - Pull a group towards the party: Mentalists are able to pull a group closer to the party, so your fighters may attack it.
- H - Hide in shadows: A special ability gained in many years of training, Monks and Rogues can hide in a combat, minimizing the chance of being hit.

Menu

- F1: Help
- F2: If you easily understand Middle English you can choose to display all inscriptions in dungeons in Middle English.
- F4: When selected, skips intro every time while loading the game.
- F5: Decrease message speed.
- F6: Increase message speed. Speed 9 is fastest.
- F7: Type-in of the four-letter codes for spellcasting.
- F8: Spell list 1, short list of spells.
- F9: Spell list 2, long, scrolling list of spells.

Appendix

Attributes:

- Strength (Str): In armed and unarmed combat, high strength gives a damage bonus.
- Intelligence (Int): Intelligence improves magic resistance against combat spells.
- Dexterity (Dex): Like intelligence, important for magic resistance, but also for parrying in melee combat.
- Endurance (End): High endurance will make fighters hit harder in combat.
- Battle Focus (Foc): With a higher focus, the chance for hitting a monster in combat is increased.

State:

- Normal: The character is healthy and ready for combat.
- Poisoned: You may experience three levels of poison: Slow, Fast and Deadly. The higher the level of the poison, the more Hit Points the characters will lose in a given time.
- Paralyzed: Beaten by a monster or knocked out by a trap, the character is unconscious. You will need some magic or help from the shrine.
- Stoned: The unlucky adventurer is not only unconscious, but converted to stone completely. Only a strong magic spell or the monks in the shrine can save his or her life!
- Dead: Not all is lost if a character dies. A powerful Archmage in your party can resurrect the character. And as always, the shrine is waiting to make some money…

AC: Armor class. By finding and equipping armor parts or using high level spells, you can decrease the AC of your characters. A lower AC makes it more difficult to hit the character. But beware: High level monsters in later dungeons can easily smash through low ACs, so always be sure to look for better armor. New characters start with an AC of 10.

Hits/Cond: "Hits" reflects the maximum condition the character can have. "Cond" shows the number of damage points the character can take before he or she dies. There are some ways to regenerate lost condition. First, you can visit the shrine and heal your character for some gold coins. Then, if your mages are powerful enough, you might heal party members with magic. And maybe you will find some others ways in your travels...

SpPt: Spell Points. All spells your characters are casting, will cost some amount of Spell Points. If the number of Spell Points needed is greater than the required points for the spell you want to cast, you cannot cast the spell. But again, you might visit the shrine to fill them up for some hard-earned gold. If you are patient enough, you might also wander around in the city at daytime. This will recharge Spell Points very slowly. The maximum number of Spell Points a character might get can be seen in the character overview.

Cla: This shows the class you have chosen for this character.