Doors

LORE




















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           ú  ú ßßßßß  úßßß  ß  ú ßß ßßßßú  ù  ßß úßßßßßß ßß  ßßßú  ßß ú  ú


                      Fantasy Role-Playing in the Lands of Crusonia

                           A user's guide to LORE version 2.50



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     CONTENTS
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      SECTION I: General Information
        1. Introduction  . . . . . . . . . . . . . . . . . . . . . . . . .  1
        2. Crusonia: Geography . . . . . . . . . . . . . . . . . . . . . .  2
        3. Crusonia: A History . . . . . . . . . . . . . . . . . . . . . .  2
        4. Creating Your Character . . . . . . . . . . . . . . . . . . . .  6
        5. Getting Started . . . . . . . . . . . . . . . . . . . . . . . .  7
        6. Tips on Wilderness Travelling . . . . . . . . . . . . . . . . .  8
        7. Underground Adventuring . . . . . . . . . . . . . . . . . . . .  9

      SECTION II: Statistics & Tables
        1. Race Information  . . . . . . . . . . . . . . . . . . . . . . .  9
        2. Profession Descriptions . . . . . . . . . . . . . . . . . . . .  11
        3. Stat Descriptions . . . . . . . . . . . . . . . . . . . . . . .  14
        4. Skill Descriptions  . . . . . . . . . . . . . . . . . . . . . .  14
        5. Item Listings/Bonuses . . . . . . . . . . . . . . . . . . . . .  17




























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     SECTION I: General Information
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     1. Introduction
     -------------------------------------------------------------------------

     Hi there!  This document will help you get started with playing LORE.  It
     covers some basics of how the game works,  as well as some strategies and
     ideas to get you started.  It's a good idea to print a hard copy of  this
     document  before  you log in to a BBS and play.  Then you  can have it on
     hand so that you may try things out.


     LORE version 2.50              USER'S GUIDE                       Page 01


     2. Crusonia: Geography
     -------------------------------------------------------------------------

     Crusonia  is  a relatively small continent on the world of Avidus.  It is
     home to several races (described in detail later), similar in some  ways,
     radically different in others.   Each race lives in their own area of the
     continent; the humans live primarily in the northwest (Crusonia Province),
     Bird Men in the north-central Zhal Mountain range (Adnastras),  Elves  in  the  forests  of  the  north-east
     (Minoldain)  and  Dwarves in the central mountain/valley ranges (Naugrim).
     The Stone Men live underground, the entryway being along the east  coast;
     The  Spirit Folk live in two areas; in the templar city of Tealas not far
     south of the human city of Shaal, and on a large, segregated island known
     only  to outsiders as "Turovikan".  Nothing is known about this island as
     they do not allow anyone on or off the island.   The  island  is  located
     near the east coast.

     The observant reader would notice that nothing has been  mentioned  about
     the  southern  areas of Crusonia, and with good reason.  South of Naugrim
     (the province of the dwarves), is a  wild,  untamed  region  of  forests,
     plains  and  mountains.   Along  the western coast in this area, lies the
     port city of Taurion, a hotbed of activity for the more unscrupulous folk.
     As  the  trade  market increased over time, so did the prosperity of this
     area.  But further east, and southeast of this  area,  the  land  becomes
     very  unforgiving and is sparsely populated.  A wall of mountains divides
     the land from the east coast to the west, all but barring the way to  the
     vast  desert  regions beyond.  The desert itself is a lonely, empty place
     with the exception of the few lizard  men  who  travel  in  these  areas.

     Oh yes, the lizard men... a race about which very little  is  known.   By
     most accounts,  they are a race more advanced than any other on Crusonia,
     and it is said that they sailed here from a faraway land across the seas.
     The  first  sightings  of  lizard men was less than 500 years ago, when a
     small group  adventured near Taurion on a mission of exploration.   Until
     about  50  years ago,  the  lizard men made  regular  visits to cities in
     central Crusonia... since that time, not a  single  one  has  been  seen.


     3. Crusonia: A History
     -------------------------------------------------------------------------

     When a game of Lore begins on a BBS, is is year 2187 of the Second Age of
     Crusonia.   Much of what was known about the First Age was destroyed long
     ago, and only the final years of that time are known.  We will start  our
     chronology at that point:

     ~ = Circa (exact year unknown)

                        End of the First Age of Crusonia

     3440 - The  Council of the Five  begins construction of the  Libraries of
            Lore, which would  contain  vast  amounts  of  magical  knowledge.
            Ten  such libraries located on and around Crusonia each containing
            the most complete knowledge of different branches  of  magic  were
            built;   the  locations  of  many   of  the libraries are unknown.
     3447 - The Second, Fourth, Fifth  and  Ninth  Libraries  are   completed;
            it  is  assumed  that  the others are also completed at this time.
     3450 - The port city of J'evnaros is completed, located along the eastern
            coast of Crusonia.  Trade routes are established with the Elves of
            Valorien Isle not far to the south.


     LORE version 2.50              USER'S GUIDE                       Page 02


     3452 - (Early Spring)  A necromancer known only as  Zhal  appears outside
            J'evnaros, and within a minute the entire city was in ruins.  Many
            were  killed.  In the two weeks following, the cities of Nauguros,
            Ztharxas, Taurion, Bjinkar, and Castle Crusonia were all  in  near
            ruin.  (It  is quite fortunate that most of these cities had mages
            present to defend against the onslaught of  fire  and  lightning).
            (Late  Spring)  Zhal possesses the entire Bird Man race, and sends
            them on a spree of destruction, causing even greater damage to the
            Humans,   Dwarves,   and   Spirit   Folk   who   live around them.
            (Early Summer) Dragons appear from the Danar Mountains, and attack
            the city of Valorien, the ElvenHome.  The elves that survived flee
            far to the north and west;  some to join the Humans and Dwarves in
            their war with the Bird Men, others into hiding in the dark forest
            of   Minoldain.    Valorien   is   left   in    complete    ruins.
            (Mid-Summer) The Council of the Five appear to the war leaders and
            provide only enough guidance in  the  ways  of  magic  to  protect
            themselves from being enslaved by Zhal, just as the Bird Men were.
            At about the same time, during a skirmish with some Stone Men, one
            of  the Bird Men realized that he could control his instinct to do
            battle by inflicting (or receiving) great pain.  The only Bird Man
            to  survive  that  combat  took  this  news  back to their leader.
            (Late Summer) With Bird Men busy finding ways to inflict pain upon
            themselves,  the war fairly much ends.  Eventually enough Bird Men
            are able to totally free themselves from Zhal's spell of  control,
            that  they declare surrender and try to make amends with the other
            races.  A number of Bird Men disappear at this time,  using  their
            freedom  to  escape to somewhere far away from the conflicts.  The
            Dwarven Army travels south to the Danar Mountains in search of the
            dragons  who  destroyed Valorien.  Velas, a mighty Dwarven warrior
            and leader of the army, slays the massive  Bone  Dragon  that  all
            other  dragons  looked  upon  as  their leader.  The few remaining
            dragons flee in all directions.
            (Autumn)  Zhal, in a fit of rage, appeared before all the Bird Men
            and cursed them so that they could no longer fly.   Stricken,  the
            Bird Men flee in shame to the depths of the Zala mountains, not to
            be seen again for many years.
     3453 - (Winter) Zhal renews his attacks on several cities across Crusonia.
            Towards the end of Winter, Zhal attacks the  island  home  of  the
            Council  of the Five in an attempt to wipe out the only force that
            could possibly oppose him.  Unknown to Zhal, the Council had  been
            preparing  a  spell  of unimaginable power that would destroy Zhal
            forever.  The spell had not been completely stabilized,  but  when
            Zhal  attacked,  the  Council  had no choice but to cast it.   The
            effects were unexpected; Zhal was defeated, and  his  essence  was
            banished  from  this  plane  of existence, but the resulting chaos
            caused as a result  of  Zhal's  collective  spell casting  ability
            destroyed    the    island,   and   all   the   Council   members.
            (Spring) Upon learning of these events, the  leaders  of  the  now
            closely  allied  races (Humans,  Dwarves,  Stone Men,  and the few
            Elves that had assisted) declared the beginning of:

                          The Second Age of Crusonia

        1 - (continuation of F.A. 3453)
            (Autumn)  Velas,  the leader of the Dwarven army, dies as a result
            of his brother's  ambitions of  power.   Soon  afterwards,  Velas'
            brother    was    brought   before   the   king,   and   executed.
        2 - A shrine is built near  the  spot  where  Velas  killed  the  Bone
            Dragon.   Velas'  body  is  placed  in  a  tomb  under the shrine.


     LORE version 2.50              USER'S GUIDE                       Page 03


    ~ 129 - Taurion, after it's destruction by  Zhal,  was  not  inhabited  or
            rebuilt afterwards until this point;  when some merchants, looking
            to make a profit, rebuilt the shipyards  and  started  some  trade
            routes with province Crusonia.
      327 - Most of the elves living  in  Crusonia,  Adnastras,  and  Ztharxas
            disappear.   The  few that remained knew nothing of where the rest
            of their kind went.
    ~ 500 - A  new  port  city, Thistledale, is built  along  the northeastern
            shores of Crusonia, not far  north  of  the  Minol  forest.   This
            brought  sea  trading  a  lot closer to those living in Adnastras.
    ~ 570 - Taurion is now Crusonia's  largest  port  city,  with  established
            trade    routes   with   Crusonia,   Thistledale,   and  Ztharxas.
    ~ 640 - Humans begin populating Adnastras in larger numbers, many of  them
            are scouts and rangers by profession.
    ~ 670 - A small city called Adnastir is established, nestled into a valley
            along the edge of the Zala mountains.
      672 - The Nirhan Guild, the first organization for specific professions,
            forms in the newly built city of Adnastir.
    ~ 800 - A group of Magicians form a guild known  as  the  Paltiras  Guild.
            Their  leader,  unknown  to  non-members, is an Elf by the name of
            Gourasan.   A  few  Necromancers   join   the   guild   as   well.
    ~ 850 - A thieves guild is formed in the city of Taurion.
      904 - A solitary Bird Man visits Adnastir, bearing a  message  from  his
            leaders  that they want to again be a friend of  the allied races.
      936 - After years of work, a road from the Bird Men's home deep  in  the
            Zala  Mountains  is  connected  to Adnastir.  Many Bird Men spread
            through the northern areas of Crusonia,  making  new  friends  and
            learning  what  has happened since the war with Zhal.   (We should
            note that some Bird Men live for over 1000 years.   An  aged  Bird
            Man  by  the  name  of Sinta Burky who was one of the war generals
            actually met an old drinking friend of his, an  elven  warrior  by
            the  name  of  Elrond;  their  finding  each other was an event so
            joyous that friends, family, and many others  held  a  celebration
            that lasted for over two weeks.)
      997 - Elrond and Sinta Burky build a villa along the northern shores  of
            Crusonia.   Several  others  come  to  the villa  to live as well.
    ~1000 - About this time a faction of the thieves guild runs off  with  all
            the  money  the  guild had 'acquired', and escaped by ship to sea.
            This faction would eventually become known as the Pirates, a  band
            of  crafty  thieves  and scouts that attacked trade ships and took
            all the booty they could find.
     1018 - The Spirit Folk, a race of spiritualists and worshippers establish
            a city to the south of province Crusonia  known  as  Tealas.   All
            travellers  and traders were treated with the utmost kindness, but
            very little could be learned  about  their  race  other  than  the
            religions  they  followed.  What is known, is that the Spirit Folk
            originate on an island to the northeast of Crusonia, not  far  off
            the shores of Minoldain.
    ~1200 - The dwarves begin mining the Zala mountains for ores and  minerals
            (they have always been fond of making items of supreme beauty  and
            usability, so the search for raw materials took them underground.)
     1245 - The beginning of the Great Plague.  Famine and disease run rampant
            and soon sweeps across western and northern Crusonia, killing many.
     1247 - The Plague claims Sinta Burky's life. Elrond disappears a few days
            later, and is found standing on a precipice in the Zala, ready  to
            take his own life.  He was followed by Armen, a young elven maiden,
            who manages to bring him back to his senses and takes him back  to
            his  home.  Sinta Burky is buried in the gardens around the villa.



     LORE version 2.50              USER'S GUIDE                       Page 04


     1248 - The plague ends.  Almost 45% of the  population  of  northern  and
            western Crusonia was killed.
     1299 - A large band of pirates invade Taurion, stealing much of the gold,
            weapons,  armour,  and  young  women  for their own use.. (uhh...)
     1451 - (Spring) Strange  happenings  begin  in  Ztharxas  City;  children
            disappear, large footprints are seen on the ground not far outside
            the city, and some even swear they  could  hear  the  flapping  of
            wings  at night.  It is soon discovered that a Red Dragon lives in
            the forests near the city.
            (Summer)   An adventurer by the name of Halder succeeds in killing
            the Red Dragon; he becomes a most revered warrior  across  Eastern
            Crusonia,  and his story is told by  able-minded bards everywhere.
     1453 - Halder marries a barmaid, and has children....
              (Ok, this LORD analogy has gone far enough...   ;-)
     1502 - Crusonia province sends several ships equipped  with  cannons  and
            archers  in an effort to end the continual pirate threat.  None of
            the ships come back, but there are no more pirate attacks for many
            years to come.
    ~1650 - A small travelling party of Lizard Men arrive in  Taurion.   Their
            story  tells of their travels across the vast oceans in an attempt
            to find a new place to live.  When asked how many  make  up  their
            kind, the Lizard Men looked at each other, and after a moment, and
            said "many thousands".  This was an  utter  surprise  to  everyone
            listening to their story.  "A new race of lizard folk have arrived
            on Crusonia from somewhere far across the oceans!" was the message
            sent  to  the  rulers  of  all the races.  Although the lizard men
            didn't seem too interested in an alliance of any sort, they  would
            make   frequent   visits  to  Taurion  for  many  years  to  come.
     1685 - An outpost city, Soeswev, is established to the south of  Taurion,
            the southern-most known establishment.   The Lizard Men apparently
            came through a pass through the mountains  that  separate  central
            Crusonia  from the desert lands to the south.  No one ventured any
            further south than this.
    ~1750 - Trade  ships starting coming from  the Lizard Men,  but only a few
            times a year; they brought many exotic goods not  found  elsewhere
            on  Crusonia.   In  exchange, the Lizard Men were given goods they
            found to be 'exotic',  in   particular,  many  Dwarven  creations.
     1886 - Heavy rain in northern Crusonia turns much of the coast-lines into
            dense swap.  Elrond's villa was ruined as a  result,  and  another
            villa was built.
    ~1950 - Since the early 1700's, the Libraries of Lore were being used less
            often;  by  the  1950's,  the paths leading to the known libraries
            became overgrown and untravelled. Eventually, the Libraries (other
            than  the  Second  Library situated close to Castle Crusonia) were
            considered to be no more than a myth.
    ~2000 - The  Paltiras Guild  ceases to exist  around this time.   The few
            publicly known Guild members didn't offer any sort of explanation.
            Some speculate that the requirements for joining the guild were far
            beyond the capabilities of most people,  and  the  lack  of  fresh
            members  caused  the  Guild  to  stagnate and eventually  die out.
     2004 - An earthquake strikes in southern Adnastras.  Most  of  the  mines
            throughout  the  Zala  mountains caved in, killing many people and
            severely  affecting  the  Dwarves'  supply   of   raw   materials.
     2077 - A group of adventurers heading northeast from  Ztharxas City  have
            a most interesting encounter; three Bird Men drop  down  from  the
            sky!   They  are  quite dead upon impact with the ground.  Looking
            upwards, the  adventurers  could  see  nothing  but  clear  skies.
    ~2120 - No Lizard Men are seen after this point; nobody seems to knows why.



     LORE version 2.50              USER'S GUIDE                       Page 05


     2166 - Pirates raze a fishing city near Taurion; those few  that  escaped
            told terrifying tales of the weapons that the pirates used; swords
            that danced with fire, and crossbows that shot bolts of lightning.
     2170 - The first Crusonian Olympics is held  near Adnastir.   Many people
            from cities around Crusonia came to compete  in  tests  of  skill,
            strength, and stamina.
     2172 - Ships sent from Crusonia Province in an attempt to find the source
            of the pirate threat don't return.
     2180 - The  ability  to  resurrect  one  who  has  died  unnaturally  is
            discovered by Savoir, a prominent healer who lives near J'evnaros.
     2186 - Brigands invade the  areas  around  Kharte,  Kharanate,  Adnastir,
            Thistledale and Ztharxas; the Nirhan Guild becomes very active and
            begins regular watches across all of Adnastras.
     2187 - Now.


     4. Creating Your Character
     -------------------------------------------------------------------------

     Upon entering Lore for the first time, you will create a character  which
     you will take into the world of Crusonia.  This is where you will need to
     make the big decisions about what kind of game you want to play.  Do  you
     want to become the greatest swordsman of all time?  How about a prominent
     minstrel?  Does the idea of blowing your opponents away with  fire  bolts
     interest  you?   What  about  fading  into  the  darkness, and attacking,
     unbeknownst to your opponent, from behind?

     You probably have some idea of what kind of character interests you most.
     Lore  will let you design that character from the ground up.  If you have
     not done so already, read about the six races and the  seven  professions
     that you may choose from.  Make note of the modifiers that apply to both,
     and try to find a good balance for the  character  you  want  to  create.

     After selecting which Race and Profession you  wish  to  play,  you  will
     need  to  "roll"  your  stats.   The  seven  stats are Strength, Agility,
     Constitution, Intelligence, Intuition, Presence, and Appearance. Each stat
     is a number between 20-95, modified by racial and professional bonuses, as
     well as a 're-roll' modifier (see next paragraph).  Stone Men, for example
     get large positive modifiers to their strength and constitution, but large
     negative modifiers to their agility and presence.

     If you do not like your stats, you may re-roll them as many times as  you
     wish.   Beware!  Every time you re-roll, you are penalized by a reduction
     of this modifier to all stats.  For the first roll, you get a modifier of
     +3.   Each  subsequent  roll  will decrease that modifier by 1.  After 20
     re-rolls, you will see that your stats will become quite  unsatisfactory,
     so remember this when deciding to re-roll.

     After you have selected your stats, you will be prompted for your name,
     nick-name, and a gender.

     Once this is done, you will be put into Apprenticeship Skill development.
     This  is where you begin your development of the various skills that your
     character will be using for the rest of their life.  Skills  are  divided
     into  four  groups:  Weapon Skills, General Skills, Subterfuge Skills and
     Armour Skills.  Based on your profession, you  will  receive  development
     points  (every level) to allocate to your skills.  For example,  fighters
     will receive many development points in Weapon Skills and Armour  Skills,
     but  very  few in Subterfuge.  On the other hand, Necromancers receive NO
     points in Weapon Skills, but they  receive  lots  in  spell-casting  (see
     below) and in other areas.

     LORE version 2.50              USER'S GUIDE                       Page 06


     Every time you allocate a development point to a skill,  you increase the
     points for that skill.  As you become more proficient  with  that  skill,
     the number of skill points you receive will decrease.  Generally you will
     receive +5 for the first 10 development points allocated, +3 for the next
     5  development  points, and +2 afterwards.  (Note:  This is a change from
     pre-1.30  versions   of   LORE,   where   the   values   were   +5/+2/+1)

     You will be allocated development points every time you advance a level.
     You can use these development points when you next visit a training hall.

     Although  spells  are  in  many ways like skills (you receive development
     points every level to expend on learning/improving spells), they will  be
     explained  separately.  For professions that are able to cast spells, you
     will need to select some spells to start off with.  Each  profession  can
     learn  certain  spells  at the start of the game, and afterwards you will
     need to find libraries which will teach you new (or higher level) spells.
     Levels of power are represented in roman numerals: I, II, III, IV, V etc.
     In order to learn a new spell, you allocate one development  point  which
     will bring you to the first level of power with that spell.   To increase
     your skill in that spell, you must allocate a number of development points
     equal  to the level which you wish to learn to.  For example, if you wish
     to advance a spell from level 1 to level 2, it will cost two  development
     points.   To  advance  another  level  (to  level 3), it will cost 3 MORE
     development points.

     Some libraries can only teach up to a certain level of a spell; you  must
     seek  out  the  ancient Libraries of Lore, each of which contain texts on
     casting spells up to very high levels.

     After you have finished your skill and spell development, you are given a
     final opportunity to look at your  character sheet before confirming that
     you wish to keep this character.  If it isn't to your  satisfaction,  you
     may  recreate  your  character from scratch as many times as is necessary
     to get the character you want.


     5. Getting Started
     -------------------------------------------------------------------------

     When you begin play, you are placed outside Castle Crusonia, the home  of
     King  Daltorak  and  capital  of the united human-controlled provinces of
     Crusonia Province, Adnastras and Taurion.  A short distance to the south-
     west is the town of Bartanus.

      In the Castle, you will find the following stores:
        Weapons Shoppe, Armour Shoppe, Adventurer's Guild, Arena, Library,
        Inn & Tavern, Healer's Sanctuary, and a Treasury.
      In Bartanus, you will find:
        Travel Supplies & Items, an Inn, Bows and Bolts (a missile weapons
        shop), Treasury, and the Training Grounds.

     You will want to take some time to explore the Castle and  Bartanus,  and
     get used to how the game works.  Be sure to READ everything that is shown
     to you, as most of it is important information that you will need to know
     down the road.  Also, take the time to TALK to those around you. Many can
     help direct you to where you want to go.






     LORE version 2.50              USER'S GUIDE                       Page 07


     To get you started, we have included the following section.  This is your
     reward for reading this file.  :-)

     1) Enter the Castle, and buy a weapon and some armour  from  the  shoppes
        just  north  of  the  fountains  in  the courtyard.  Try to save about
        250-300 gold, you'll need it a bit later.    If  you  plan  to  buy  a
        missile    weapon   allow   at   least   an   additional   550   gold.
     2) Find King Daltorak in his throne room.  To get to the throne room,  go
        through the triple doors in the northwest corner of the courtyard, and
        follow the hallway north until you reach an intersection.   Go  north,
        and enter the triple doors to the west.
     3) Talk to King Daltorak, and ask him for a "QUEST".  You may  also  want
        to  ask  him about CRUSONIA.  Try to pick out some key words from what
        he  says,  to   find   other   things   you   can   ask   him   about.
     4) Leave the Castle, and go to Bartanus (the city to the southwest of the
        castle).  Enter the city, and go to the Travel Supplies Shoppe.  Buy a
        "Map  of  Province Crusonia", and check it out.   This will explain to
        you how you can get to various places in the province.  This might  be
        a good time to purchase a torch or two as well.
     5) As directed by King Daltorak, head over to Shaal (it's a trip of about
        2-game-days).  See the next section for some tips on travelling in the
        wilderness.
     6) Find T'revor. His house is far to the southwest of the entrance of the
        city.  Tell him the  "secret  word"  as  directed  by  King  Daltorak.
     7) By now you've probably obtained some cash.  Check out the Fine Weapons
        shoppe in Shaal.  If you want to put your money in a safe place, there
        is a Treasury here as well.
     8) Head back to Castle Crusonia.  Return to the King and tell him "QUEST"
        again to complete the task. He will then send you on your next quest...


     6. Tips on Wilderness Travelling
     -------------------------------------------------------------------------

     Stay  on  the roads!  There are much more dangerous and numerous monsters
     in the forests and brushlands.  When you've gotten used to  combat,  then
     go adventuring further off the path.

     Don't  be  afraid to run from combat!  The bane of many a fine adventurer
     is the false impression that they are better than anything they will ever
     face...  by Grond, that's not true at all!  If you are badly outnumbered,
     you should retreat.  You will find that you get to  know  which  monsters
     are  easy  to  kill,  and  which  ones  should  be  avoided at all costs.

     You  will  get tired, so don't forget to "S"et-up camp when the 'Status:'
     indicator shows "Tired", "Very Tired", or  "EXHAUSTED!".   You  can  also
     rest at Inns in the cities.

     As  time goes by, you will notice that your field of vision will 'shrink'
     to the point where you will only be able to see one or two squares around
     you.   It's  night-time!  Either take this chance to rest up for the next
     day, or light a torch and carry on.   Spell casters can  use  Light Lore.

     After you receive enough experience points, the game will  announce  that
     you  have advanced a level.  Head to a training area as soon as possible,
     and expend your development points.   The  monsters  are  always  getting
     harder,  and you have to keep up with the pace.  If you advance more than
     one level before visiting a training area, don't worry.  Your development
     points  will  accumulate until you expend them.   If your profession is a
     spell casting one you should visit a library to advance your spells  too.


     LORE version 2.50              USER'S GUIDE                       Page 08


     As you get more money, you will want to purchase better weapons and armor.
     You  can  also  buy shields and helmets which provide a lot of additional
     protection.  Other cities sell different weapons and armor which  may  be
     better than the stuff at Crusonia Castle.

     If you die, you will be resurrected at the nearest healer.  You will also
     lose about half of all the gold you had on you at  the  time.   So  don't
     carry around lots of money with you; use the treasury!

     Lastly,  you  get  a total of 7 game days (one game week) every real day.
     You lose about 2 game days when you die, meaning that you  can  die  more
     than  once  a  day without being kicked out of the game.  If you do well,
     you  will  end  up  using  your  7  game  days   fully   without   dying.


     7. Underground Adventuring
     -------------------------------------------------------------------------

     During the course of the game, you may find yourself heading  underground
     into  caves and labyrinths.  Take plenty of torches, as there is NO light
     down there.  And, be sure to draw out a map as you go  along.   Even  the
     hardiest  of adventurers can't possibly remember which paths they need to
     take  to  get   back   from   a   long   expedition   deep   underground.



     =========================================================================
     SECTION II: Statistics & Tables
     =========================================================================

     1. Race Descriptions
     -------------------------------------------------------------------------

       Bird Men

     A race of humanoid creatures that were born and raised in the mountainous
     areas of northern Crusonia. They closely resemble a human with very sharp,
     hawk-like  facial  features.  Feathers cover their body in place of hair;
     however, these feathers are no help when it comes to flight. All Bird Men
     have been cursed with the inability to fly by a long-gone archmage.  This
     race has been bred mainly for combat, but many have also dabbled  in  the
     mystical  arts.   The  Bird  Men are are very honour-bound race; you will
     never encounter an Bird Man thief.

     Possible Professions: Fighter, Magician, Ranger, Scout.

     Stat Bonuses : Strength +4           Constitution -2
                    Intelligence -5       Intuition -5

     Skill Bonuses: Missile Weapon +5     Pole-Arm +5
                    Track +5              Perception +10











     LORE version 2.50              USER'S GUIDE                       Page 09


       Elves

     Many of the few remaining Elves on Crusonia will tell you great stories of
     times long past when Elves were everywhere... and of the great wars  that
     nearly  brought an end to this most noble of inhabitants.  Harkening from
     the great forests of eastern and northern Crusonia,  they  are  excellent
     scholars, and do very well for themselves when pursuing the mystical arts.
     In fact, they are the most adept race to magic  that  Crusonia  contains.
     The  Elves,  like the Bird Men, are a very noble race thus one will never
     find a thief among them.  A faction of this race, known as the Dark Elves,
     lives  in  the  far south of Crusonia, and has remained separate from the
     rest of the world for many generations.

     Possible Professions: Bard, Fighter, Magician, Ranger, Scout.

     Stat Bonuses : Agility +10           Intelligence +10       Presence +5
                    Constitution -5       Intuition +5           Appearance +5

     Skill Bonuses: Ride +4               Swim +4                Track +5                 Stalk/Hide +5
                    Read Runes +5         Identify Item +5       Perception +5


       Humans

     Humans are the most common inhabitants of  Crusonia  today,  and  can  be
     found  in  most  regions.  They are a very neutral and diverse people who
     don't have any restrictions on professions due to  religious  beliefs  or
     other circumstances.   Being a rather plain race, they are not especially
     skilled in any profession; the epitome of balance.

     Possible Professions: Bard, Fighter, Magician, Warrior Monk, Necromancer
                           Ranger, Scout, Thief.

     Stat Bonuses : Constitution +3       Intelligence -2        Presence +1

     Skill Bonuses: 1-Hand Edged +3       Swim +4                Climb +3
                    1-Hand Concussion +3  Disarm Trap +3         Track +1
                    2-Hand +3             Identify Item +1       Pick Lock +3
                    Missile +3

       Stone Men

     Stone  Men  are quite possibly the most different race in Crusonia.  They
     are living stone.  Due to their makeup, Stone Men  are  the  most  feared
     warriors in the lands because their constitution and strength rivals that
     of giants.  This makes them ideal Fighters and Rangers; in fact, that  is
     all they can be! Being men of stone, they are one of the slowest races in
     Crusonia.  Stone Men are a fairly intellectually limited race  thus  they
     cannot  practice  mystical  arts,  bardism,  or  thievery.  Despite their
     individual strengths, Stone  Men  are  rather  solitary,  and  they  only
     congregate in large groups when necessary.

     Possible Professions: Fighter, Ranger.

     Stat Bonuses : Strength +10          Constitution +15       Intuition -5
                    Agility -20           Intelligence -5        Presence +5

     Skill Bonuses: Soft Leather -10      1-Hand Edged +5        Pole-Arm +5
                    Rigid Leather -20     1-Hand Concussion +5   Ride -10
                    Chain -30             2-Hand +5              Swim -10
                    Plate -40             Missile +5             Track -10.

     LORE version 2.50              USER'S GUIDE                       Page 10


       Spirit Folk

     Spirit  Folk are quite similar to humans in appearance, with some notable
     differences.  They have much darker skin  and  body  hair,  and  have  an
     eye-shaped  scar  on  their  foreheads  that  was  placed  there at birth
     representing their 'third eye', the eye that sees things not perceived by
     other  races.   Spirit  Folk are highly religious, and are firm believers
     and worshippers of various god-figures representing different aspects  of
     their  way  of  life.   Spirit Folk are almost solely magic users, though
     Warrior Monks, excel in unarmed combat where they use special hand-to-hand
     techniques  to  inflict damage.  Otherwise, Magicians and Rangers are the
     most common professions.

     Possible Professions: Bard, Magician, Warrior Monk, Necromancer, Ranger.

     Stat Bonuses : Strength -3           Intelligence +5        Presence +4
                    Constitution +4       Intuition +5           Appearance -7

     Skill Bonuses: No Armour +5          Missile -5             Ride +5
                    Soft Leather +5       Pole-Arm -5            Perception +5
                    Identify Item +5

       Dwarves

     Dwarves are the shortest of the races of Crusonia; the largest  being  up
     to  a mere 5 feet high.  They are skilled craftsmen and miners, and their
     abilities as a warrior class are second only to Stone Men.  Hailing  from
     the  mountainous  areas  of  central Crusonia, the Dwarves have their own
     kingdom surrounded by mountains and water.  Dwarves are  also  well-known
     for  their fierce loyalty and make most excellent comrades and companions
     on journeys.  No dwarves take up magic as a  primary  profession,  though
     some  will  learn  some  utility  spells during the course of their life.

     Possible Professions: Fighter, Ranger, Scout, Thief.

     Stat Bonuses : Strength +5              Constitution +10

     Skill Bonuses: No-Armour +5          1-Hand Edged +5        Pick Lock +5
                    Soft Leather +5       1-Hand Concussion +5   Track +5
                    Rigid Leather+5       2-Hand +15             Stalk/Hide +5
                    Chain +5              Missile +5
                    Plate +10             Disarm Trap +5


     2. Profession Descriptions
     -------------------------------------------------------------------------

       Bards

     A bard is someone who knows something about everything. The are excellent
     public speakers, and can be found entertaining bar-rooms  with  music  or
     storytelling.   Their ability in all the general skills is augmented by a
     fairly solid grasp on weapon skills, as well as  minor  magical  ability.
     A jack-of-all trades.

     Primary Stat   : Presence.

     Stat Modifiers : Intelligence +5     Presence +15
                      Intuition +5        Appearance +2

     Skill Modifiers: Read Runes +5       Identify Item +5

     LORE version 2.50              USER'S GUIDE                       Page 11

       Fighters

     These  are the strongmen, the warriors, and the 'doers' of society.  They
     focus on development of weapon skills, and spend an inordinate amount  of
     time  working  on  increasing  their stamina (resulting in a greater pain
     tolerance level).  They have no magical ability.

     Primary Stat   : Strength.

     Stat Modifiers : Strength +15        Intelligence -5
                      Agility +5          Intuition -10
                      Constitution +10    Appearance +3

     Skill Modifiers: Soft Leather +10    1-Hand Edged +10
                      Rigid Leather +10   1-Hand Concussion +10
                      Chain +10           Missile Weapon +10
                      Plate +10           2-Hand +10
                      Identify Items -10  Pole Arm +10
                      Read Runes -10

       Magicians

     These are spell casters that focus more  on  spells  that  are  'useful'.
     They  also  learn some offensive spells but not as many as a Necromancer.
     Poor in the use of weapons, armour,  and  subterfuge  skills,  they  must
     rely   on   more   spell   casting   abilities   in   order  to  survive.

     Primary Stat   : Intuition.

     Stat Modifiers : Strength -10        Intelligence +5
                      Constitution -5     Intuition +10

     Skill Modifiers: Rigid Leather -10   1-Hand Edged -10
                      Chain -30           1-Hand Concussion -10
                      Plate -50           2-Hand -15
                      Identify Items +10  Missile Weapon -20
                      Read Runes +10      Pole Arm -15
                      Perception +5

       Necromancers

     Necromancers are rather the opposite of  Magicians,  concentrating  their
     extensive  spell  casting  abilities  on spells of destruction and little
     else.  This devotion tends not to go over well  with  the  populace,  but
     hey...  if  you  can  blow  'em  away  with  a lightning bolt, who cares?
     Necromancers, despite their vast knowledge, could not hold  a  broadsword
     properly if their life depended on it.

     Primary Stat   : Intelligence.

     Stat Modifiers : Strength -10        Intelligence +10
                      Agility +5          Intuition +5
                      Constitution -10    Presence -5

     Skill Modifiers: Soft Leather -15    1-Hand Edged -10
                      Rigid Leather -30   1-Hand Concussion -10
                      Chain -50           2-Hand -20
                      Plate -80           Missile -25
                      Climb -5            Pole Arm -15
                      Stalk/Hide +5       Read Runes +15
                      Disarm Traps +5     Identify Items +20
                                          Perception +15

     LORE version 2.50              USER'S GUIDE                       Page 12

       Warrior Monks

     Of sorts, these are kind of a combination of Clerics and Martial Artists.
     They  are  of  about average skill in all areas, and also have some spell
     casting abilities.  They excel in unarmed combat.

     Primary Stats  : Intelligence and Intuition.

     Stat Modifiers : Strength -5         Intelligence +8
                      Agility +5          Intuition +8
                      Constitution +5     Presence -2

     Skill Modifiers: No-Armour +10       2-Hand Weapon -5
                      Soft Leather +5     Missile -5
                      Chain -20           Pole Arm -5
                      Plate -40           Identify Items +5
                      Disarm Traps +5     Read Runes +5
                      Stalk/Hide +5       Perception +5

       Rangers

     Rangers  are  a  mixture  of  talents,  ranging from above average combat
     skills, to spell casting,  to  subterfuge  skills.   They  are  the  most
     "durable"  profession,  able to survive alone in the wilderness for weeks
     or months at a time.  However, their near-segregation  from  society  has
     taken  it's  toll  in  the  form of below-average public-speaking skills.

     Primary Stat   : Constitution.

     Stat Modifiers : Strength +5         Intelligence +4
                      Agility +5          Intuition +4
                      Constitution +15    Presence -10

     Skill Modifiers: Rigid Leather +5    1-Hand Edged +5
                      Ride +5             1-Hand Concussion +5
                      Climb +5            2-Hand +5
                      Swim +5             Missile +10
                      Track +5            Pole Arm +5
                      Stalk/Hide +5       Read Runes +5
                      Pick Lock +5        Identify Items +5
                      Disarm Traps +5     Perception +5

       Scouts

     Scouts  are  most  commonly  seen as messengers or explorers.  They excel
     in general/utility skills, especially horseback riding.  While they  have
     no  magical  capabilities,  their  great  speed (being the fastest of all
     professions) serves them well.

     Primary Stat   : Agility.

     Stat Modifiers : Strength +5         Intuition +4
                      Agility +15         Presence -5

     Skill Modifiers: No-Armour +10       Chain -5
                      Soft Leather +5     Plate -15
                      Rigid Leather +5    Missile +5
                      Ride +15            Stalk/Hide +15
                      Climb +10           Pick Lock +5
                      Swim +10            Disarm Traps +5
                      Track +10           Perception +10

     LORE version 2.50              USER'S GUIDE                       Page 13


     3. Stat Descriptions
     -------------------------------------------------------------------------

     Strength     - A measure of your brute physical power.  A  high  Strength
                    will  yield  bonuses  to all weapon skills (except Missile
                    weapons),  and  usage   of   Chain   or   Plate   armours.
                    This is the primary stat of Fighters.

     Agility      - The ability to move swiftly  and efficiently.   Those with
                    high Agility will  receive  bonuses  to  Missile  Weapons,
                    Leather   Armour   Movements,   Climbing,   and  Swimming.
                    This is the primary stat of Scouts.

     Constitution - Generally, Constitution measures a person's endurance  and
                    capability  of  withstanding physical pain.  Having a high
                    Constitution  value  will  result  in  more  hit   points.
                    This is the primary stat of Rangers.

     Intelligence - The  ability to think and learn.   For  Warrior Monks  and
                    Necromancers, this also reflects the number of power points
                    available to cast spells.  A high Intelligence will result
                    in better Tracking, Lock-Picking, and Rune-Reading skills.
                    This is the primary stat of Warrior Monks and Necromancers.

     Intuition    - Intuition (aka "gut-feeling" or sixth-sense) gives insight
                    that may not come automatically  to  others.   It  affects
                    Riding, Disarming Traps, Identifying Items, and Perception.
                    Magicians and Rangers derive their power points  from  it.
                    This is the primary stat of Magicians and Thieves.

     Presence     - This  skill represents a person's ability  to  communicate
                    with others effectively.  Those with high Presence  values
                    will    also    receive    bonuses   to   Stalking/Hiding.
                    This is the primary stat of Bards.

     Appearance   - A number reflecting one's physical attractiveness.

     Notes: - All stats range from 20-100+.  It is not possible to  achieve  a
              stat over 95 without some assistance from Racial or Professional
              stat-bonuses.  You cannot have a total stat value of under 90 in
              your   primary  stat,  no  matter  how  bad  the  modifiers are.


     4. Skill Descriptions
     -------------------------------------------------------------------------

                                    Armour Movement

     This group of skills represents your ability to use armour.  You can only
     use a certain armour type if your total skill in it's  movement  category
     is  at  least zero.  You cannot ride a horse or skiff until your skill is
     at least 25.  You cannot "fly" until your skill is  at  least  60.   This
     also has an effect on how well you are able to run from your opponents in
     combat.  Note that some races or professions are dead-set against certain
     armour types, and it would take a LOT of training to bring yourself to use
     that armour type. (eg. A Spirit Man Necromancer  would  require  over  50
     development  points  just  to  get  to  +0  skill  in Plate Mail armour!)
     Note: When "No Armour" is referred to, this simply means  your  skill  in
     the  above  when you are not wearing any protective armour (ie clothing).


     LORE version 2.50              USER'S GUIDE                       Page 14


     You automatically start with the following bonuses in armour, regardless
     of Race or Profession (those bonuses get added/subtracted afterwards):
         +5 to No Armour
        -15 to Soft Leather
        -30 to Rigid Leather
        -45 to Chain and
        -60 to Plate


                                    General Skills

     Climbing - Represents your ability in climbing mountains,  scaling  sheer
                cliffs,  and  generally  being  able  to  navigate mountainous
                terrain.  This translates  into  better   movement  time  when
                moving  through  hilly areas.  Untrained climbers will find it
                very difficult to get anywhere in a reasonable  amount of time.

     Riding   - Represents your ability to ride horses,  mules,  camels,  etc.
                Those with good riding skills can make better time when riding
                than those without riding skills.

     Swimming - Represents your ability to swim.  While swimming is  naturally
                limited  to  the shallow waters, it can come in useful if you,
                say, fell off of a bridge into a  fast-moving  river  current.
                Not like this will ever happen, right?  Well...

     Tracking - A good tracking skill will be of great help during combat.  If
                your opponent tries to flee, you can use your tracking skill to
                try to catch up with your opponent and continue combat.  People
                with poor tracking can expect their opponents to frequently get
                away  from  them,  resulting  in  lost  experience  and money.

     Read     - For the practitioners of the mystic arts, necessary for anyone
     Runes      who plans on studying magic at one of the Libraries  of  Lore.
                The  tomes  at  the  libraries  are in many different, ancient
                languages  and  this  skill  will  aid   in   reading   these.

     Identify - Proficiency in this skill allows you to identify  items  which
      Items     you  have  found.  Skilled adventurers can pick up an item and
                literally know right away whether  it  is  better  than  their
                existing  equipment  or not.  It can also help determine if an
                item is cursed.


                                     Weapon Skills

     1-Hand Edged - These  are  "sharp" weapons such as swords, scimitars,
       (1HE)        daggers, etc.  These weapons cut your opponent,  resulting
                    in  additional  damage  compared  to  other  weapon types.
                    They also allow a shield to be used.

     1-Hand Concussion - These are "blunt"  weapons  such  as  clubs,  staves,
       (1HC)             hammers, etc.  These weapons deliver concussion-style
                         hits, causing  frequent  stuns,  but  generally  less
                         damage than 1-Hand Edged weapons.  Of course, if your
                         opponent is stunned.. who cares!  As one-hand weapons,
                         they allow a shield to be used.




     LORE version 2.50              USER'S GUIDE                       Page 15


     2-Hand - These  weapons  are  both  "blunt" and "sharp" weapons  such  as
       (2HC)  battle-axes, flails, large swords, etc.  These weapons are  more
              powerful  than 1HE or 1HC weapons, and can deliver a good amount
              of both damage and concussion to opponents.  The only problem is
              that  you cannot use a shield in conjunction with these weapons.
              Oh   well.    You'll   just   have   to   kill   them    faster!

     Missile - These weapons are "long-range" weapons  such  as  bows,  bolas,
      (Mis)    slings,  etc.   They  deliver puncturing blows, which are quite
               damaging and sometime stun your opponent.  Ideal  for  ambushes
               when    your    opponent    doesn't   know   you   are   there!

     Pole-Arm - These weapons are "speared" weapons, such as spears, javelins,
      (PA)      etc.  Ideal for those who like to  puncture  their  opponents,
                they can be quite damaging in the hands of a skilled spearman.
                These weapons can be used with a shield.


                                    Subterfuge Skills

     Stalk & Hide - Represents your ability to both ambush your opponent,  and
                    flee from your opponent.  Those planning on using  missile
                    weapons as a solid first offensive should have a good Stalk
                    & Hide skill, so that they can more often get a couple  of
                    good  solid  shots  in  before  going  into  melee combat.

     Pick Locks   - Represents your ability to get through locked doors.   The
                    success of any lock-picking attempt is based on  both  the
                    difficulty and complexity of the door in question. Picking
                    store locks is quite easy compared to treasury vaults, for
                    example.

     Disarm Traps - Represents your ability to both  detect  and  disarm traps
                    before they affect the character.  Like   Picking   Locks,
                    the  success  depends  on  the  complexity  of  the  trap.


























     LORE version 2.50              USER'S GUIDE                       Page 16


     5. Item Listings/Bonuses
     -------------------------------------------------------------------------

     This  is  not  a  complete list of all the items in the game, but you can
     compare items you find in your adventures with the items listed  here  to
     see if the item is useful or not.

     This  table is separated into groups of items, listed in increasing order
     of "effectiveness".  Full descriptions of  each  item  can  be  found  by
     viewing the item while in the game.

     Item Name                        Type              Attack+ Defense+
     -------------------------------- ----------------- ------- --------
     Whip                             1-Hand Edged        -5      +0
     Dagger                           1-Hand Edged        +5      +0
     Short Sword                      1-Hand Edged        +10     +5
     Handaxe                          1-Hand Edged        +20     +0
     Scimitar                         1-Hand Edged        +30     +0
     Broadsword                       1-Hand Edged        +40     +0
     Stone Man's Broadsword           1-Hand Edged        +50     +10
     -------------------------------- ----------------- ------- --------
     Club                             1-Hand Concussion   +0      +0
     Mace                             1-Hand Concussion   +10     +5
     Morning Star                     1-Hand Concussion   +20     +0
     War Hammer                       1-Hand Concussion   +30     +0
     Stone Man's Morning Star         1-Hand Concussion   +30     +7
     Stone Man's War Hammer           1-Hand Concussion   +40     +10
     Staff of Flames                  1-Hand Concussion   +40     +20
     -------------------------------- ----------------- ------- --------
     QuarterStaff                     2-Handed            +5      +0
     Trollbane                        2-Handed            +14     +14
     Flail                            2-Handed            +15     +0
     Two-Hand Sword                   2-Handed            +30     +0
     Battle-Axe                       2-Handed            +45     +0
     Stone Man's Battle Axe           2-Handed            +60     +15
     -------------------------------- ----------------- ------- --------
     Spear                            Pole-Arm            +5      +0
     Javelin                          Pole-Arm            +15     +0
     Halberd                          Pole-Arm            +30     +0
     Stone Man's Halberd              Pole-Arm            +45     +9
     Flaming Halberd                  Pole-Arm            +60     +0
     -------------------------------- ----------------- ------- --------
     Sling                            Missile             +0      +0
     Bola                             Missile             +5      +0
     Composite Bow                    Missile             +15     +0
     Short Bow                        Missile             +25     +0
     Long Bow                         Missile             +40     +0
     Shortbow of Flame                Missile             +50     +0
     Crossbow                         Missile             +60     +0
     Mithril Longbow                  Missile             +60     +4
     Longbow of Flame                 Missile             +80     +0
     Crossbow of Flame                Missile             +120    +0
     -------------------------------- ----------------- ------- --------
     Leather Jerkin                   Soft Leather        +0      +10
     Reinforced Leather Jerkin        Soft Leather        +0      +20
     Leather Coat                     Soft Leather        +0      +30
     Reinforced Leather Coat          Soft Leather        +0      +40
     Elven Softleather Breastplate    Soft Leather        +0      +60
     Cloak of Defense                 Soft Leather        +0      +75
     -------------------------------- ----------------- ------- --------

     LORE version 2.50              USER'S GUIDE                       Page 17


     -------------------------------- ----------------- ------- --------
     Leather Breastplate              Rigid Leather       +0      +40
     Full-Length Leather Plate        Rigid Leather       +0      +60
     Elven Splinted Leather           Rigid Leather       +0      +120
     -------------------------------- ----------------- ------- --------
     Chain Shirt                      Chain Mail          +0      +50
     Chain Hauberk                    Chain Mail          +0      +65
     Armour of the Rangers            Chain Mail          +5      +70
     Full Chain                       Chain Mail          +0      +75
     Mithril Chainmail                Chain Mail          +0      +100
     Dragonskin Breastplate           Chain Mail          +2      +160
     Adamantine Chainmail             Chain Mail          +0      +250
     -------------------------------- ----------------- ------- --------
     Breastplate                      Plate Mail          +0      +40
     Half Plate                       Plate Mail          +0      +70
     Full Plate                       Plate Mail          +0      +110
     Mithril Plate                    Plate Mail          +0      +140
     Adamantine Plate                 Plate Mail          +0      +350
     -------------------------------- ----------------- ------- --------
     Small Shield                     Shield              +0      +10
     Normal Shield                    Shield              +0      +20
     Kite Shield                      Shield              +0      +25
     Full Shield                      Shield              +0      +30
     Stone Man's Fullshield           Shield              +5      +40
     Wall Shield                      Shield              +0      +45
     Shield of Protection             Shield              +0      +60
     Mithril Fullshield               Shield              +0      +60
     Mithril Wallshield               Shield              +0      +90
     Adamantine Fullshield            Shield              +0      +150
     Adamantine Wallshield            Shield              +0      +225
     -------------------------------- ----------------- ------- --------
     Leather Helmet                   Helmet              +0      +5
     Superior Leather Helmet          Helmet              +0      +15
     Plate Helm                       Helmet              +0      +20
     Pot Helm                         Helmet              +0      +30
     Full Helm                        Helmet              +0      +40
     Visored Helm                     Helmet              +0      +45
     Helm of Sight                    Helmet              +10     +45
     Helm of Protection               Helmet              +0      +60
     -------------------------------- ----------------- ------- --------





















     LORE version 2.50              USER'S GUIDE                       Page 18


















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────────∙∙∙∙∙∙∙∙∙∙···LoreCurrent Player Rankings  ···∙∙∙∙∙∙∙∙∙∙────────││
│·▪█Current Players█▪·│

││
▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾▴▾ │

│ Jebus the Necromancer  Level: 1  Exp: 3,754 

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────────∙∙∙∙∙∙∙···                                        ···∙∙∙∙∙∙∙────────