PHANTASIE 3, THE WRATH OF NIKADEMUS

Typed in by CHUCKLES. Edited by PARASITE.

SPELL TABLE
SPELL MAGIC NAME TYPE*
# PTS

1 1 HEALING 1 E
2 2 HEALING 2 E
3 3 HEALING 3 E
4 4 HEALING 4 E
5 1 FIREFLASH 1 C/A
6 2 FIREFLASH 2 C/A
7 3 FIREFLASH 3 C/A
8 4 FIREFLASH 4 C/A
9 1 QUICKNESS 1 C/P
10 2 QUICKNESS 2 C/P
11 3 QUICKNESS 3 C/P
12 4 QUICKNESS 4 C/P
13 1 ARROW FLAME 1 C/P
14 2 PARTY ARROW FLAME 1 C/P
15 3 ARROW FLAME 2 C/P
16 4 PARTY ARROW FLAME 2 C/P
17 1 PROTECTION 1 C/P
18 2 PROTECTION 2 C/P
19 3 PROTECTION 3 C/P
20 4 PROTECTION 4 C/P
21 1 CONFUSION 1 C/A
22 2 CONFUSION 2 C/A
23 3 CONFUSION 3 C/A
24 4 CONFUSION 4 C/A
25 1 WEAKNESS 1 C/A
26 2 WEAKNESS 2 C/A
27 3 WEAKNESS 3 C/A
28 4 WEAKNESS 4 C/A
29 1 BINDING 1 C/A
30 2 BINDING 2 C/A
31 3 BINDING 3 C/A
32 4 BINDING 4 C/A
33 1 MINDBLAST 1 C/A
34 2 MINDBLAST 2 C/A
35 3 MINDBLAST 3 C/A
36 4 MINDBLAST 4 C/A
37 1 FLAMEBOLT 1 C/A
38 2 FLAMEBOLT 2 C/A
39 3 FLAMEBOLT 3 C/A
40 4 FLAMEBOLT 4 C/A
41 1 CHARM C/A
42 2 SLEEP C/A
43 3 TELEPORTATION C/A
44 4 RESURRECTION E
45 1 NINJA 2 C/P
46 2 FEAR C/A
47 3 DISSOLVE C/A
48 4 SUMMON ELEMENTAL C/P
49 1 DISPEL UNDEAD C/A
50 2 NINJA 1 C/P
51 3 AWAKEN C/A
52 4 MONSTER EVALUATION N/WD
54 2 TRANSPORTATION N/T
55 3 ACCURACY C/P
56 4 PARTY ACCURACY C/P

* SPELL TYPES INCLUDE:
E=Everywhere
W=Wilderness
D=Dungeon
T=Town
C=Combat
N=Non-combat
P=Passive (not cumulative)
A=Active (cumulative)

Spells Available at Different Levels by Class

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47
9 41 10 14 54 33 37 45 38 - 39 48 - 40 -
- 55 - - - 50 46 51 - - - - - - -
- - - - - - 56 - - - - - - - -

PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48
51 29 17 42 22 30 26 43 19 37 34 27 39 28 -
- - 49 - - - - - 44 - - - - - -

RANGER 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23
5 - 49 - 52 - 51 - 21 - 42 - 44 - -

MONK 5 50 6 45 56 7 13 8 33 9 34 14 35 10 36
55 - 54 - - - 48 - - - - - - - -

FIGHTER - - 52 55 - 9 - - 13 56 - 11 - - 15

THIEF - - - 41 - - 42 - - 18 - - 8 - -

INTRODUCTION
The adventurer strode in through the front gate, past the giant
cracked doors, and up to a merchant who leaned against an empty
pickle barrel. "Merchant, where am I, anyway?" he asked. The
merchant perked up at the question. "Why, you're in lovely
Pendragon," he cried, "Crossroads of Scandor, hub of commerce,
and jewel of civilization."
The adventurer looked around at the crumbling mortar on the
high towers and the slump-shouldered tread of the citizenry. "Is
this a jewel or a piece of glass?" he asked. "What has befallen
this metropolis?"
"You are sharp," the merchant replied. "Pendragon, nay all
of Scandor, is but a shadow of its former glory. Travel is
dangerous, the populace is fearful, and even the cows no longer
give milk. The monsters rise from the hills and the pounding
boots of the conqueror are not far from our ancient gates."
"Monsters? A conqueror?" questioned the adventurer. "Who is
it that threatens the entire continent of Scandor?"
The merchant glanced one way, then the other. In a
whispered voice he said, "The evil sorcerer Nikademus has finally
come to these shores."
"But Nikademus's plans on the islands of Gelnor and
Ferronrah were thwarted!" the adventurer cried, "and his crystal
on the Pookney Islands has been shattered!"
"Ah, a historian!" mused the merchant. "Those were but the
first two acts of Nikademus's foul play. The finale is to be
enacted here on Scandor. Nikademus has learned from these losses.
His power is now such that he can sway even the purest to evil.
His army has swelled to far larger than Scandor's disorganized
forces. If only there was a force to stop Nikademus. Even a small
group, with sufficient courage, might do it. But, alas, none of
sufficient calibre have appeared." The merchant sighed, "I
suppose Scandor is doomed!"
"Never!" roared the adventurer. "I myself have the courage
of a lion! With some stout fellows I am sure we could rout this
pretender Nikademus!"
"How bold you are," said the merchant, "perhaps you could
find other bold fellows at the Guild Hall."
"I shall go there at once!" cried the adventurer with
determination. He moved to stride off toward the Guild Hall but
then stopped and turned. "But Scandor is a great continent and I
am a newcomer here. How am I to find Nikademus?"
"The Pendragon Archives just to the south were once the
finest collection of scroll and knowledge in the civilized
world," said the merchant. "Though they say that the scribes have
gone mad and the archives overrun, perhaps you could find more
information there. Try to find a wise man named Filmon; he is
almost a legend in these parts."
"I thank you for your information, merchant," the
adventurer said. "I am off to gather a hearty band to free
Scandor!"

"Luck be with you!" the merchant yelled as the adventurer
squared his massive shoulders and strode away. The merchant
smiled to himself; another crazy soul off on the impossible
quest. But someone, someday, had to defeat Nikademus or all of
Scandor would fall. Who was to say that this adventurer wouldn't
be the one?


Welcome to PHANTASIE III, the third adventure in the epic battle
against the evil sorcerer Nikademus. You need not have played
either PHANTASIE I or II to get full enjoyment from PHANTASIE
III.

In PHANTASIE III you will control a party of six
adventurers. They will start as raw beginners, but as they
adventure through the wilderness and into the dungeons they will
grow in power, skill, and wealth. During the course of their
adventures the party will gather scrolls and meet beings who can
give clues to the source of the calamity befalling the continent
of Scandor. The adventurers can use their knowledge and power to
bring about a resolution to Scandor's plight.
This rule book will be your guide to using PHANTASIE III on
your computer. If you've already played a number of fantasy/quest
games in the past then you can turn to the Quick Start Section in
Appendix I. If you've already played PHANTASIE I or II then just
turn to the Differences Between PHANTASIE III and PHANTASIE I &
II Section in Appendix II to catch the changes that have been
made in the new game. If you haven't played any of these games
before, don't worry! This rule book will give you complete
instructions on how to play the game, and some hints on how to
win it!
The rules begin with the General Rules that apply to
PHANTASIE III on all computers. The Computer Specific
Instructions refer to changes in the game that help take best
advantage of each different computer. Finally, the Quick Start
and Differences Sections will help old hands get into playing the
game as quickly as possible. So let's get started - there are
quests to be completed and great deeds to be done!

ADVENTURERS
The basic unit in PHANTASIE III is a party of six adventurers.
The party will move together, fight together, and gain experience
and treasure together. Adventurers who have been badly injured
can be dropped from the party and new, inexperienced adventurers
added whenever the party is in a town. The capabilities of the
party will depend on the powers and skills of the adventurers it
contains.
Each adventurer is defined by his race, his class or
profession, his individual attributes, and his skill percentages.
These allow great individualization among the adventurers. Many
of these factors interact; high attributes lead to high skill
percentages and Dwarf Fighters tend to be stronger than Halfling
Wizards. The descriptions and effects of the different races,
classes, attributes, and skills follow.

RACES
An adventurer's race refers to his biological species.
Adventurers in PHANTASIE III can be selected from among the
following major races:

Humans: medium sized humanoids who look like you do in the
mirror. They tend to be equally good at all professions.

Dwarves: shorter than humans, but tougher. They make up for their
lack of speed and charm with muscle and grit.

Elves: lithe, thin, beautiful creatures who make up for their
lack of muscle with grace and intelligence.

Gnomes: like dwarves, only shorter. Not quite so clumsy, but not
quite so strong either.

Halflings: very short, fast, and tougher than they look.
Halflings are surprisingly intelligent and worthy adventurers.

Random Creatures
Some adventurers come from the less civilized humanoid races,
referred to here as random creatures. Nobody actually likes the
members of this motley crew so they must pay much larger training
fees and stay in the back rooms at the inn.

Random creatures tend to have low Charisma scores, and can only
be Fighters and Thieves. I f you select a random creature your
adventurer's race will be chosen from among the following:

Gnolls: dog faced humanoids, and proud of it. Gnolls are strong
and tough, but ugly and not very bright.

Goblins: loathsome little guys; short like gnomes but with few of
their advantages.

Kobolds: very short, quick, and tough little monsters. Kobolds
aren't very bright or beautiful, but they can be survivors.

Lizard Men: 7 foot, scaly hunks of muscle. Lizard men are
humanoid ... barely ... with great tails, claws, and a forked
tongue. They eat like pigs but swim like lizards.

Minotaurs: powerful humanoids with the head of a bull, or is that
powerful humanoids who are bull headed? Either way, Minotaurs are
tough, but not quick, strong, but not smart.
Ogres: huge, ugly humanoids who are very strong, but not as
strong as trolls, and tough, but not as tough as trolls. Of
course they are also smarter, more agile, and prettier than
trolls ... which isn't saying much.

Orcs: like a gnoll, but not as tough or strong but more
intelligent and prettier.

Pixies: small fairy creatures with pointed ears and transparent
wings. Pixies are physically puny, but they are very quick and
intelligent.

Sprites: fairy-like creatures who are even quicker than pixies.
Their high dexterity makes them effective thieves.

Trolls: just about the biggest, strongest, toughest, stupidest,
clumsiest, and ugliest creature around. What more can I say?

CLASSES
Each adventurer specializes into one of six classes or
professions. These classes define what the character is
especially good at and what he specializes in. The six classes
are:

Fighters: the sword and shield of the party. Fighters are the
masters of melee combat. Humans, Dwarves, Gnomes, and some random
creatures make the best fighters.

Monks: jacks of all trades and masters of none. Monks are average
fighters, know some thieving skills, and have a few combat
spells. Because of the low number of spells they can learn, they
must pick their spells carefully. Humans, elves, and halflings
make good monks.

Priests: medic! Priests are average in combat but have many
defensive and, most important, healing spells. Make sure the
party priest is on your side! Humans make the best priests.

Rangers: have sword, will travel. Rangers are almost as good in
combat as fighters, and know a number of priestly spells. Humans
and Dwarves make good Rangers.

Thieves: masters of the five-finger discount! Thieves are poor
melee fighters, but excellent bowmen and skilled professionals.
With their stealth they can sneak into the second rank and hit
monsters fighters can't easily get to. They are also great at
spotting and dealing with traps and treasure. Humans, Halflings,
Gnomes, and some of the random creatures make good thieves.

Wizards: "nothing up my sleeve ..." Wizards are the masters of
magic. They get the most spells and Magic Points. They are poor
in melee combat, but are masters of offensive spells and are very
important in encounters with monsters. Humans and elves make good
wizards.

ATTRIBUTES
Each adventurer has 5 main attributes that are based on his race
and class. The value of each attribute ranges from 3 to 22. Each
attribute determines a different capability. The attribute's
common abbreviation is listed after the attribute's name.

Strength (STR): physical strength, ability to use heavy weapons
and equipment, and damage in melee combat. Fighters need as much
Strength as they can get.

Intelligence (INT): mental prowess and the basis of the ability
to cast spells. Wizards, Priests, and Monks need a very high
Intelligence.

Dexterity (DEX): physical agility and a basis of hitting and,
more important, not getting hit by melee attacks. Dexterity also
helps determine what weapons an adventurer can use, how good some
of his skills are, and how well he can conjure a spell. Everybody
needs Dexterity.

Constitution (CON): endurance, physical toughness, and a modifier
on the number of Hit Points an adventurer has. The higher the
adventurer's Constitution, the more hit points he has, and the
longer that he might live!

Charisma (CHA): good looks, charm, and how to win friends and
influence people. Charisma affects the cost of a character's
training and learning new spells. Another reason why yucky random
creatures pay more for training.

HOW ATTRIBUTES ARE DETERMINED
When a new adventurer is created, his attributes are equal to a
random value modified by the adventurer's class and race. The
following charts give the Attribute Modifiers by Class and the
Maximum Attributes by Race.

Attribute Modifiers by Class

STR INT DEX CON CHA
Fighter +2 -2 +1 0 -1
Monk 0 0 +1 0 0
Priest 0 +2 0 0 0
Ranger 0 +1 0 0 +1
Thief -2 0 +2 0 -1
Wizard -4 +3 -2 0 +1

Maximum Attributes by Race

STR INT DEX CON CHA
Human 18 18 18 18 18
Dwarf 20 17 17 19 17
Elf 17 19 19 17 18
Gnome 19 17 18 19 17
Halfling 16 18 20 18 17
Gnoll 20 13 17 21 11
Goblin 17 14 18 17 11
Kobold 17 15 19 19 13
Lizard 19 14 17 18 13
Minotaur 20 14 16 19 12
Ogre 21 14 16 19 13
Orc 19 16 17 18 14
Pixie 16 18 21 16 17
Sprite 16 18 22 16 17
Troll 22 13 15 20 12

SKILLS
Each adventurer has nine skills, each rated with a percentage
chance. Situations and opponents can reduce these percentage
chances so that the actual probabilities can vary widely. Each
time an adventurer goes up a level he can increase his training
in three of his skills. The skills are:

Attack: the adventurer's chance to hit an opponent in melee. An
enemy may have a defence which subtracts from this and some
maneuvers may reduce the chance, so high-level adventurers will
often have Attack skill over 100.

Parry: the adventurer's chance to get his shield in the way when
he does a parry maneuver. It also makes the character harder to
hit even when not parrying.

Swim: the adventurer's chance to cross a water square without
taking damage from drowning.

Listen: the adventurer's chance to hear monsters coming. If the
party hears the monsters, it can attempt to flee or be fully
prepared when the encounter comes.

Spot Trap: the adventurer's chance to spot a trap that has been
set for the party. Once a trap has been spotted the party can do
something about it.

Disarm Trap: the adventurer's chance to disarm a trap once it has
been spotted. Only one adventurer will attempt the disarm at a
time.

Find Item: the adventurer's chance to spot treasure and goodies
after a battle. Monsters who surrender give their items over
freely, but dead monsters tell no tales.

Pick Lock: the adventurer's chance to pick the lock on a door in
the dungeon. The locks on some doors can not be picked and must
be opened in some other way.

Fire Bow: the adventurer's chance to hit his target when firing a
bow. Some monsters have defences that reduce this chance.

SOCIAL CLASS
Each adventurer has a social class which denotes his place in
society. The four social classes are: Peasant, Laborer,
Craftsman,and Noble. Humans, Elves and Dwarves tend to be in the
higher classes. The adventurer's class determines how much gold
he gets to start and how much he gets for going up a level; the
higher the social class the more gold the adventurer receives.

TOWNS

Starting and Ending
Each session of PHANTASIE III begins and ends in a town. The
party will begin in town number 1, Pendragon. Each town is
identified by a name and number. Towns provide a number of
facilities for the party and serve as havens from monsters.
Each town operates exactly the same way. In each the
adventurers will find the same facilities: a Guild where they can
train and find fellow adventurers; a Bank where they can keep
their money; an Armoury where they can buy equipment; a Mystic
from whom they can find out how far along on the quest they've
come; and an Inn where they can rest and heal. Adventurers can
also perform several maintenance functions in towns such as
Casting a spell, Using an item, Distributing items among the
party, Inspecting an adventurer in detail, or Saving the game.
Actions in town are controlled by the Town Menu. The Town
Menu is divided into two sections: places to go and things to do.

Town Menu: Go To
The top menu gives the commands that take the party to the
various locations in town: The Guild, The Bank, The Armoury, The
Mystic, The Inn, and Leave town. New players must go to The Guild
to gather the adventurers for a party.

The Guild
The Guild is where adventurers are generated and formed into
parties. Dozens of different adventurers can be recorded in the
guild, but only six will be in a party at a time.
The Guild Menu contains two kinds of commands: Guild
Commands and Party Commands. The Guild Commands provide the
following options:

Guild Commands
* Create a New member of the Guild
* List the members of the Guild
* Purge an adventurer from the Guild
* Add a member of the Guild to the party.

New Member: this option creates new members of the guild one at a
time. New members should be carefully chosen. You must find the
optimal mix of classes and races to survive and complete the
quest. A reasonable beginning party has been pre-generated and
pre-equipped and is listed as the first 6 members of the Guild.
You may choose to use these adventurers or create your own.
Once the race and class of the adventurer have been
selected his attributes will be displayed. If the attributes are
acceptable the adventurer will be assigned a name and listed on
the Guild roster. Then the adventurer's full list of statistics
will be shown along with his starting equipment (See Town Menu:
Inspect for a full explanation of the display).

List: this option shows all of the Guild members and the
following information: Their number in the Guild (Apple only),
their name, their class, and the number of the town where they
are now. The last three names on the list: Mud, Mist, and Air are
not adventurers at all. They are the ELEMENTALS that a wizard or
monk summons with the Summon Elemental Spell. Notice that they
are fighters, that they have guild numbers, and that they reside
in town 0 which is not found on the material plane. One Elemental
can be added to the party. It does not count as a member and
simply defines which elemental will come when the summoning spell
is cast.

Purge: this option drops an adventurer from the guild list, from
the party, and out of the game, never to be seen again. Use with
caution.

Add to Party: this option will add an adventurer from the Guild
list to the party. The adventurer will still be listed on the
Guild List.

Party Commands
* Spells
* Training
* Drop From Party
* Rename a Party Member

Spells: this option allows an adventurer to attempt to learn new
spells. The number of spells the adventurer can learn, the cost
of each attempt to learn the spell, and the specific spell
numbers the adventurer can choose from will be listed. The cost
of learning the spell comes from the party treasury, not the
adventurer's bank account. If there are no numbers after
"POSSIBLE SPELLS:", then the adventurer can learn no new spells
at this time.

Training: this option allows an adventurer who has gained enough
Experience Points to go up a level and increase his skill
percentages. When training the adventurer will be told how many
experience points he needs to go up a level; or, if he has enough
experience points, then how many gold pieces will be required to
pay for the training. Gold to pay for the training comes out of
the party treasury and not the adventurer's bank account.
When the adventurer has enough experience points and gold,
the training can begin. The adventurer will gain additional Hit
Points for going up a level. He will also get to train up three
of his skills. Each skill will be listed along with its current
value and its new value after training. The adventurer may train
in the same skill more than once, but the advantage gained is
decreased each time. After all training the party should get out
of the Guild and into the Inn to rest up their Hit Points to
their new maximum.

Drop From Party: this option takes the adventurer off of the
party roster. The adventurer is still on the Guild List and can
be put back into the party any time the party is in the same
town.

Rename: this option allows the player to change the name of a
member of the party.

Exit Guild: this option returns the Adventurers to the Town Menu.

THE BANK
The Bank has an account for each adventurer, and there are Bank
branches in every Scandorian town. Adventurers can withdraw or
deposit money at any branch.
When each adventurer is created he is given an amount of
gold in his account. Before an adventurer can buy equipment at
the Armoury or Spells at the Guild his gold needs to be withdrawn
from his account and put into the party treasury. A party in the
wilderness should carry enough gold to cover stays at independent
inns, bribes, or purchases in the dungeon. Each of these costs
about 250 gold. When adventurers first enter the Bank, the
amount of Gold the party is carrying is displayed along with the
following options:

* Withdraw Gold Pieces
* Deposit Carried Gold
* Exit Bank

Withdraw Gold Pieces: this option allows each adventurer to
withdraw gold from his account and put it into the party
treasury. From there on only the total gold carried by the party
will be shown. A party can carry up to 65,000 Gold Pieces.

Deposit Carried Gold: this option allows the adventurers to
divide the party's gold into shares and deposit it into their
bank accounts. Each adventurer will get either 1,2, or 3 shares
of the party's gold and the value of each share will be
displayed. An adventurer's bank account can hold a maximum of
65,000 Gold Pieces. A small banking fee will be charged at every
deposit.

Exit Bank: this option returns the adventurers to the Town Menu.

THE ARMOURY
The armoury is actually a general purpose store that stocks
weapons, armour, shields, scrolls, potions, and other treasures.
The armourer buys his inventory from crazy adventurers who come
into town to sell the treasures they found on their journeys.
Other adventurers can then purchase the treasures and equipment
from the armourer (at a profit to the armourer, of course).
The stocks of scrolls and other treasures in the armoury
remain for future visits. However, the stocks of weapons and
potions can change each time the party enters.
When the party enters the Armoury, one adventurer is
defined as the buyer. A list of the Armoury Commands will be
displayed. To make purchases list the Armoury inventory. The list
will show the item Number (used to buy the item), the item Name,
the Cost (in gold pieces), and the Point Value of Weapons and
Equipment. If the buyer does not have the necessary minimum
attributes to use an item, the item will be listed as Unusable.
The Equipment Section gives the description of the items
available in the Armoury. To complete a purchase, choose the Buy
Item option and the Item Number. The Item will be added to the
adventurer's inventory and the money will be subtracted from the
party treasury.
Remember that an adventurer can only use one weapon, one
shield, one suit of armour, and one bow. This equipment is never
lost, stolen, or destroyed. Armour and Shields have a minimum
Strength Requirement. Bows and Weapons have a minimum Combination
of Strength and Dexterity. Magic Armour and Weapons have lower
requirements.
A complete list of the options at the Armoury include:
* List Items * Another Shopper
* Continue List * Exit Armoury
* Buy Item

List Items: this option lists the first dozen items in the
Armoury's inventory.

Continue List: this option lists the next dozen items in the
Armoury's inventory. If the Armoury has a lot of items in its
inventory the adventurers may need to use the Continue List
option several times to see all of the items.
Buy Item: this option purchases the item and puts it in the
adventurer's inventory. If the adventurer gets a "You can't
Afford That" message, the price is higher than the amount of gold
in the party treasury.

Another Shopper: this option allows the party to change the
adventurer who is shopping.

Exit Armoury: this option takes the party to the Town Menu.

THE MYSTIC
The mystic will give the party an overall score that represents
how far they have proceeded on the quest and a rating of how
experienced the adventurers are.

THE INN
Adventurers who stay at the Inn have all of their Hit Points and
Magic Points restored to their maximum. Inns located in towns are
free, while independent inns in the wilderness cost 250 Gold per
stay. Characters who have cast spells while in the wilderness may
have their maximum number of Magic Points increased.

LEAVE TOWN
The Leave Town Option takes the party into the wilderness.

TOWN MENU: OTHER OPTIONS
Adventurers can perform a number of other actions in town. The
actions we can talk about include Casting a Spell, Using an Item,
Distributing Items among adventurers, Trading Items among
adventurers, Inspecting an adventurer, and Saving the Game.

Cast a Spell: this option allows an adventurer to throw those
spells that can be used in town such as healing or transportation
(see list of Magic Spells for details).

Use an Item: this option allows an adventurer to read a scroll,
quaff a potion, or find the unusual properties of an item. Some
items, like scrolls, can only be used in town. The adventurer
carrying the item to be used is specified. An inventory of the
items that the adventurer is carrying is displayed. Input the
number of the appropriate item to use it.

Distribute and Sell Items: this option allows the party to gather
all of its equipment into one big pile and distribute it among
the party. Anything the party doesn't want can be sold to the
Armoury.
The items carried by the party will be listed, along with
which adventurers have the necessary attributes to use the item.
Items are listed from best to worst in each category, first
magical items and then non-magical items.
It is a good idea to have all six of the party members
together before you redistribute items. It is also a good idea to
redistribute items to their proper owner before saving the game.
Remember that each adventurer can only carry nine items at a
time.

Trade Items: this option allows an adventurer to give one of his
items to someone else in the party, or to sell one of his items
to the Armoury. If only a few items are involved, it is faster to
trade items than to redistribute them.
First define the adventurer with the item to be traded. A
list of all of the items in his inventory will be listed. Then
specify the item number to be traded and the party number of who
the item will be traded to. An adventurer may sell the item to
the Armoury by trading it to adventurer 7.

Inspect Party Member: this option gives the statistics for an
adventurer in the party. Define the adventurer to be inspected
and his statistics will be displayed.
The display includes the adventurer's full name, his
continent of origin, his level, race, class, physical status, and
social class. The display also includes a list of the
adventurer's attributes, skill percentages, spells, general
statistics, and equipment. After the display of the adventurer's
statistics, a display of the state of the adventurer's body parts
is listed.

Attributes: these are listed in the first column along with a
LUCK score (randomly determined from 8 to 13). These attributes
are the basis of how many tasks are performed (See description
under Individual Attributes).

Skills: these are listed in two columns under the attributes. The
nine skills include: Attack, Parry, Swim, Listen, Spot Trap,
Disarm Trap, Find Item, Pick Lock, and Fire Bow. The numbers list
the percentage chance to perform a task based on the skill, such
as SWIM 45 means a 45% chance to swim without taking damage (see
description under Skills).

Spells: the number representing the spells the adventurer knows
are listed under the skills. SPELLS 1 5 means the adventurer
knows Healing 1 and Fireflash 1.

Age: the age of the adventurer in years. Age adversely affects
the adventurer's attributes after he reaches his declining years.
Each race has a different life span; elves live about 3000 years,
dwarves and gnomes live about 200 years, humans live about 80
years, and most others croak off after only 40 to 50 years.

Hit Points: two numbers: the adventurer's current hit points /
the adventurer's total hit points. The current hit points will
fall when the adventurer is damaged and rise again when the
adventurer is healed or completes a stay in the Inn (See
Mortality and Hit Points in the Encounters Section).
Magic: two numbers again: the adventurer's current Magic Points /
the adventurer's total Magic Points. The current Magic Points
will fall as the adventurer throws spells and rise again when the
adventurer takes a magic potion or completes a stay in the Inn.

Gold in Bank: the number of Gold Pieces the adventurer has in his
bank account. This does not include any Gold the party is
carrying.

Experience Points: the number of Experience Points the adventurer
has accumulated by killing monsters. The number of Experience
Points an adventurer needs to go up a level depends on his race,
attributes, and class. The adventurer's level determines his
maximum hit points, maximum number of spells that can be learned,
etc.

Score: how far the adventurer has progressed along the quest.

Equipment: this lists the weapon, armour, shield, bow and
equipment that an adventurer carries. The point value of the
combat equipment is listed in brackets - the higher the number,
the more effective the equipment. An adventurer can carry a total
of nine items.

Body Parts: the state of the adventurer's Head, Torso, Arms, and
legs is listed. Each area can be Okay, Injured, Broken, or Gone.
Injured Body Areas can be cured with rest in the Inn. More
drastic problems can be cured with high level Healing Spells or
powerful Healing Potions.

SAVE GAME
The Save Game option can only be accomplished in a town. Every
time the party leaves a town the game is saved automatically. If
you're playing on an Apple, make sure you remember the Guild
Number of the adventurers in your party; you'll need them to
restart a saved game.

BEGINNING THE ADVENTURE
Once the adventurers leave town they will embark upon their
quest. They will wander through the untamed wilderness, inside
horrid dungeons, and even into alternate planes of good and evil.
When not in town the adventurers will be shown on a
complete display that is split into several different areas. The
upper area shows the adventurers themselves. This area includes
the adventurer's name, class, current: maximum number of Magic
Points, current: maximum number of Hit Points, and a stick figure
representation of the adventurer showing the status of his Head,
Torso, Arms, and Legs.
Each body area can be: Okay (O), Injured (I), Broken (B), or Gone
(G)(See Melee for a full description of the effects of injuries
on body areas). The adventurer's status is also listed; the
adventurer can be: Okay, Down, Sleeping, Dead, or Out
(unconscious).
The center of the screen is split into two different
windows. The left window includes messages and terrain
descriptions. The right window will show the Rank and Status of
monsters when the adventurers are in combat.
The lower part of the screen is split into three different
windows. The left window shows a map of the area of wilderness or
dungeon the adventurers are in. The adventurers are assumed to
have maps of the wilderness, so all terrain in the area is shown.
The map of the dungeon will be blank until the adventurers
explore it. The center window shows the menu of options the
adventurers have at this time. The right window shows the figures
of the adventurers and the monsters that they encounter (See
Melee for more information on Combat).

THE WILDERNESS
The area outside of towns and dungeons is called the wilderness.
The Wilderness display always shows a map of the area the
adventurers are in along with the regular party information. The
Wilderness menu includes the following options:

Wilderness Menu
* Cast
* Inspect
* Use
* Time Lag
* Move North
* Move South
* Move East
* Move West

Cast: this option allows an adventurer to cast non-combat or
wilderness spells (See Magic section for details).

Inspect: this option displays the time the party has been out of
town, the Experience Points earned since the last time in town,
the number of Gold Pieces the party is carrying, and the items
the party has acquired since the last time in town. It will also
display an individual adventurer's basic stats, including Hit and
Magic Points, Spells known, usable Potions carried, and Attack,
Parry, Swim, Listen, and Fire percentages.

Use: this option allows an adventurer to use a potion he is
carrying, either on himself or on another party member. The
adventurer with the item is specified and then a list of his
potions is displayed. The adventurer selects the appropriate
potion from his list and then selects the recipient (See the
items section for the effects of potions).

Time Lag: this option changes the speed of melee action: 0 speeds
it up and 9 slows it down. The sound may also be turned on and
off at this time.

Move North, South, East, West: Moves the party one square. North
is at the top of the map.
The map of Scandor is divided into 25 sections that are
identified by A-E (West to East) and I-V (North to South). As the
party moves off the map, a new map will be displayed.
The adventurers must attempt to swim any water obstacles on
the map, be they lakes, seas, or rivers. If any adventurer fails
his swimming percentage, then he flounders and takes damage.
Adventurers with few hit points are in real danger of drowning
when crossing water.
Independent Inns are scattered about Scandor. These provide
the same rest and healing as the Inns in towns, but they charge
250 Gold Pieces (plus tax).

DUNGEONS
When the party enters the square with a dungeon, the dungeon will
be identified and the party asked if it wants to enter. A Yes
answer puts the party in the dungeon. You will have to put in the
dungeon disk if you are playing an 8-bit version of PHANTASIE
III. Once in the dungeon the party is given a chance to leave. A
No answer keeps the party in the dungeon.
In the dungeon the Wilderness map is replaced by a blank
dungeon map. Only those areas that the party has previously
explored will be shown on the map. As the party explores, the
layout of the dungeon will be revealed.

Dungeon Menu
The dungeon menu has the same features as the wilderness menu
plus a new option: Look. All of the options function just as they
do in the wilderness menu.

Look: this option reveals the layout of the dungeon for several
squares in each direction. It will not see through walls. Some
rooms are so big that a Look option will not reveal the entire
area.

SKILLS IN THE DUNGEON
Listen: adventurers automatically listen at doors in the dungeon.
If the adventurers hear anything they will give the option to
turn back.

Pick Lock, Spot Item, and Spot Trap: these skills are
automatically attempted at the appropriate times. Success depends
on the adventurer's percentages in these skills.

Disarm Trap: whenever a trap is spotted, the party is given the
option of trying to disarm the trap or leave. Only one adventurer
will get the chance to disarm a trap (normally a Thief or Monk
who has a high Disarm percentage).

Leaving the Dungeon: the party may only leave the dungeon at an
exit.Whenever the party gets to an exit, it will be given the
opportunity to leave. A Yes answer puts the party back in the
wilderness. When the party leaves the dungeon, you will be given
the choice of saving the dungeon status or not.
When adventurers enter a dungeon for the second time, the
monsters may be ready for them; new traps may be set, new locks
on the doors, and new monsters may be in the dungeon. Monsters
can only do so much redecorating in a short time, however, and if
the party returns shortly after it left, then the monsters it has
killed might still be dead.

ENCOUNTERS
Your party will inevitably encounter monsters in the wilderness
or in the dungeon. While some monsters may not be hostile, they
will never be helpful. The risk is high -- death to the
unprepared and inexperienced.
When the party encounters monsters you will see: MONSTERS
APPROACH on the screen. Then the picture of the monsters, their
name, rank, and status will appear. Monsters in rank 1 are
closest to the party. Finally the Encounter Menu will appear. The
Encounter Menu includes the following options:

Encounter Menu
* Fight
* Accept Monster's Surrender
* Greet Monsters
* Beg for Mercy from Monsters
* Flee

Fight: this option takes the adventurers directly into melee, no
quarter is asked for or given (See Melee rules).

Accept Surrender: this option demands surrender from a depleted
group of the enemy. If the enemy surrenders, the party gets all
of their items and gold.

Greet: this option greets the monsters in the hopes of avoiding
combat. If the monsters don't respond, then the battle is on!

Beg for Mercy: this option puts the adventurers down on their
knees, begging the monsters not to hurt them (not a bad idea when
a party of first levelers run into a hoard of Vampires or Devils
or ...). If the monsters accept the party's surrender they take
all of the party's gold, some of its new items, and then leave.

Flee: this option puts "Fleet" in the adventurer's feet. If the
adventurers are successful in fleeing, they will avoid combat; if
they are unsuccessful the monsters get free shots.

MELEE
If the party or the monsters decide to fight, each adventurer
will choose his tactics from the combat menu. Each adventurer has
the following options:

Combat Menu
* Thrust
* Attack
* Slash
* Lunge
* Aim
* Spell
* Parry
* Fire
* Other
* Front
* Middle
* Back
* Time Lag
* Redo

Thrust: this option lets the adventurer take one hard, accurate
swing at a monster. It has the greatest chance of hitting and
does 1-2 points more damage than normal.

Attack: this option lets the adventurer take two normal swings at
the monsters. If an adventurer does not have a high enough
percentage to Attack, he will Thrust instead.

Slash: this option lets the adventurer take three or four quick
swings at the monsters. Each individual blow is less likely to
hit and does 1-2 points less damage than normal. If an adventurer
does not have a high enough attack percentage to Slash he will
Attack instead.

Lunge: this option is only for fighters; it lets a fighter take
one normal swing at a monster in the second rank. If a non-
fighter attempts a Lunge he will Thrust instead.

Aim: this option lets the adventurer take one swing aimed at the
monster's head or torso. An aimed blow has less chance of hitting
than a normal attack. If the adventurer does not have a high
enough attack percentage to Aim his blow, he will Thrust instead.

Spell: this option allows an adventurer to cast any of his
everywhere or combat spells. The adventurer will have to specify
the spell number, and target when necessary.

Parry: this option lets the adventurer attempt to parry with his
shield. A successful parry will be displayed by the adventurer
raising his shield on screen. A successful parry makes the
adventurer harder to hit and reduces the effects of enemy
attacks.

Fire: this option lets the adventurer fire his bow. If there is
more than one rank of monsters, then the rank to be attacked must
be specified.

Other: this option opens up a mini-menu of movement and utility
options. After moving the adventurer may still assign a combat
option from the Combat Menu. These options include:

Back: this option puts the adventurer at the back of the party
where he is the least likely to hit with, or be hit by, melee
attacks. Being at the back does not affect spells or bows.

Middle: this option puts the adventurer in the middle of the
party's fighting ranks where his chances to hit and be hit are
normal.

Front: this option puts the adventurer at the front of the
party's ranks where he has the greatest chance to hit or be hit
by melee weapons.

Time Lag: this utility function defines how long combat messages
will remain on screen. The time lag can range from 0 (the
fastest) to 9 (the slowest). The sound may also be toggled on and
off at this point.

Redo: the "Woops" option. This option allows the whole party's
combat options to be reset. When the entire party's combat
options have been assigned, the Redo option will be given again.
Thieves, because of their stealth and trickery, have an
advantage in melee; they can thrust, attack, or slash at monsters
in any rank, not just the first.
After all of the adventurers' options have been recorded,
this round of combat begins. Each figure will act as his turn
comes around. The effects of the adventurer's and monster's
actions will be displayed in the center-right hand window. The
effects on the character's hit points and body areas will be
displayed at the top of the screen.
At the end of every combat round the monsters will
reorganize. If they are losing badly, they may attempt to flee.
If the fight continues, the Encounter Menu will be displayed
again and an additional round of combat may occur. Combat will
continue until all the monsters are dead, the party is dead, the
party accepts the monsters surrender successfully, the party
flees successfully, or the party begs for mercy successfully.

AFTER THE BATTLE
After each battle, the amount of experience points and gold the
adventurers earned is displayed. The gold is put into the party
treasury and the experience will be divided among the adventurers
when they reach a town.
If the fight took place in the wilderness, the monsters
surrendered, or the adventurers make their Spot Item percentages,
the party might find some treasure (monsters defeated in the
wilderness or who surrendered in the dungeon automatically give
up all of their treasure). A general description of each item
found is displayed and the party may decide to keep or discard
the item. Items can not be used until they are distributed in a
town. The party can carry up to 90 items that they find while
exploring.
Some fights occur at night while the party is asleep. The
party is assumed to mount a watch. If the character on watch
makes his Listen percentage, then he can wake the party before
the monsters attack. Otherwise the sleeping adventurers will have
to wake up during the melee. A priest or high level ranger can
speed up the process by casting spell 51, Awaken (See Magic).

MORTALITY: HIT POINTS AND BODY AREAS
Everything can die; it's a part of the adventuring business.
Whenever a monster or adventurer sustains damage, he loses some
of his hit points. When his hit points reach 0 he is dead (though
a high level Priest might bring him back to life with spell 44,
Resurrection).
The number of hit points an adventurer has is based on his
level, class, and constitution. The hit point chart shows the
number of Hit Points an adventurer with a constitution of 10
would have at any given class and level.

Hit Points by Class and Level for Adventurers with 10 Constitution
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

FIGHTER 10 20 32 44 56 70 82 94 106 120 130 140 150 160 170
RANGER 8 18 28 40 50 60 72 84 96 110 120 130 140 150 160
PRIEST 8 12 20 30 40 50 60 70 80 90 98 106 114 122 130
MONK 8 10 18 22 32 44 54 62 70 80 88 96 104 112 120
THIEF 6 10 18 22 32 40 48 54 60 70 78 86 94 102 110
WIZARD 6 8 12 16 22 28 34 38 44 50 56 62 68 74 80

An adventurer's hit points can be restored to maximum in several
different ways. First, any stay at an Inn in town or an indepen-
dent Inn in the wilderness will heal all of an adventurer's hit
points. Second, spells 1-4, Healing 1-4, can be cast by a Priest
or Ranger. Each spell heals a random number of points with the
higher numbered spells healing many more points than the lower
numbered versions. Finally, a Healing Potion (rated from strength
1-10) will restore a given number of hit points per dose. Any of
these methods may be used in combination.
Each character and monster has 6 Body Locations: Head,
Torso, Left and Right Arm, and Left and Right Leg. These Locations
may be Okay (O), Injured (I), Broken (B), or Gone (G). In the
wilderness, the condition of each part of the body is shown in a
stick figure diagram under the character's status.
Healing spells and potions can Heal Body Areas as well as
Hit Points. Each healing spell or Potion will heal the most vital
area it can. Each area Gone counts as 1 Broken and 1 Injured area
or 3 Injured areas. Each broken area counts as 2 Injured areas.
The following chart lists the effects of different strength
Healing spells and potions.

HEALING POTION HEALING SPELL AREAS INJURED
1-3 I 1 Injury
4-6 II 1 Break or 2 Injuries
7-9 III 1 Gone, 1 Break & 1 Injury etc
10 IV More than 1 Gone

Hit Points are used separately from Body Areas. A character
can die from having his Head or Torso removed, or from enough hit
points to an arm to kill him. It is possible for an adventurer to
have all of his hit points, but have a limb Gone. It's also
possible to have no damaged limbs, but be low on hit points.
Staying at an Inn cures all of an adventurer's hit points,
and will cure 1 Break or 2 Injuries. A visit to the Inn of a town
is still free. A visit to an independent Inn costs 250 Gold.
Spells 5-8 (Fireflash) and 37-40 (Flamebolt) attack a
specific body area. Spells 33-36 (Mindblast) only affect the
monster's hit points.
Different weapons have different chances to hit different
body areas. Bows have the best chance to hit the vital Head or
Torso areas. Spells have an equal chance to hit all body areas.
Hand held weapons have the worst chance to hit a vital area,
especially against very tall monsters. The Aim Blow combat option
allows an adventurer with a hand weapon to aim at a vital location
at the cost of only taking one blow and a reduced chance to hit.
When a body area is Broken, it restricts an adventurer's
choice of actions. An adventurer may not fire a bow if any of his
Arms or Legs are Broken. An adventurer may not cast a spell or
swing a weapon if his Right Arm is Broken or Gone. Parry is the
only combat option for an adventurer with a broken right arm.

MONSTERS
The land of Scandor is filled with monsters of all types. Most
would happily lunch on ground Wizard any day! Each monster has its
own unique personality and set of characteristics. These
characteristics include how big a pack the monsters run around in,
their attack, damage, defence, armour, hit points, and any special
powers and spells the monsters know. Also, each monster can carry
different amounts of gold and treasure and is worth different
amounts of experience. Finally, different monsters will have
different reactions when interacting with adventurers.
Beginning adventurers should be careful of very powerful
monsters. But, don't worry, there are a number of creatures that
your party can take on with a reasonable chance of survival.
Monsters are the stuff of legend and rumour so a Monster
Reputation Table is included to represent knowledge the
adventurers have before the quest. Of course, not all monsters
have been mentioned in the legends, and not all rumours are true!

Monster Reputation Table
MONSTER NAME FIGHTING SKILL REPUTATION

Skeleton Low Bad
Barbarian Med Neutral
Drip Slime Med Bad
Giant Bee Med Bad
Kobold Med Neutral
Lesser Wizard Med Good
Orcs Med Neutral
Scribe Med Good
Sniverling Med Neutral
Troll Baby Med Good
Any Undead High Bad
Baby Dragon High Good
Cobra High Neutral
Constrictor High Bad
Dwarf High Good
Ghoul High Bad
Goblin High Bad
Gremlin High Neutral
Illusionist High Neutral
Killer Bee High Neutral
Panther High Good
Priest High Good
Ranger High Neutral
Small Devil High Bad
Sting Beetle High Neutral
Viper High Neutral
Viper Moth High Neutral
Wight High Bad
Wild Cat High Neutral
Wild Dog High Neutral
Zombie High Bad
Gnome Mage High Neutral
All Beasts V High Bad
All Dark Things V High Neutral
All Dragons V High Neutral
All Giants V High Neutral
All Lords V High Neutral
Asp V High Neutral
Death Fly V High Neutral
Demon V High Bad
Devil V High Bad
Forest Elf V High Neutral
Giant Wasp V High Neutral
Great Troll V High Neutral
High Demon V High Bad
High Devil V High Bad
High Ranger V High Good
King Cobra V High Neutral
Leopard V High Neutral
Spirit V High Bad
Vampire V High Bad
Wizard V High Good
Wolf V High Neutral
Wraith V High Bad

The fighting proficiency ratings relate to low level adventurers
(it doesn't actually matter if beginners run into a Demon or a
High Demon, they're chutney either way)! A beginning party can
take on low and medium (Med) quality monsters in about even
numbers and expect to win. A party can only expect to win against
high proficiency monsters if the party heavily outnumbers them. A
beginning party should do everything in their power to not fight
the very high (V High) proficiency monsters. When the adventurers
have all gained several levels, they can come back and try to mop
up a gaggle of giants (fat chance)!

MAGIC
Magic is the fertilizer that makes PHANTASIE III bloom. It is an
important weapon against monsters and the basis of the
heroes'power in the latter parts of the game. There are deeds to
be done and battles to be won that can only be achieved with
magic. The proper combination of melee, bowfire, and spells in
combat is the basis of success in PHANTASIE III.
Every class of adventurers has some capacity to throw
spells. Spells can be thrown in town, in the wilderness, in
dungeons, and in combat. Magic spells are identified by their
Spell Number, Magic Point Cost, Name, and Type. Each time an
adventurer casts a spell, it costs him between one and four Magic
Points depending on the spell. The adventurer's Magic Points are
restored by resting in an Inn or by drinking a Magic Potion.
Each adventurer gets a number of Magic Points based on his
class and attributes. Whenever an adventurer rests in an Inn after
using Magic Points, he has a chance for his Magic Points to
increase. The maximum number of Magic Points an adventurer can
have depends on his class and level and is given in the Maximum
Magic Points Chart.

Maximum Magic Points at Different Levels by Class
LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

WIZARD 10 11 11 12 13 14 14 15 16 16 17 17 18 19 20
PRIEST 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
RANGER 8 9 10 11 12 13 14 15 16 17 18 18 18 18 19
MONK 10 10 10 11 11 11 12 12 12 13 13 14 16 18 20
FIGHTER 7 7 8 8 9 9 10 10 11 12 13 14 15 16 18
THIEF 6 6 7 7 8 8 9 10 11 12 13 13 14 14 15

All adventurers can eventually learn some spells, but some classes
require a high level before any spells are available. The total
number of spells an adventurer can learn is limited by his class,
level and intelligence. Thus, classes that may have many possible
spells but who can only learn a few, such as Rangers and Monks,
should be very choosy about which spells they learn.
Spells are divided into a number of different categories
depending on whether the spells can be used and how they interact.
The different types of spells are:

Combat Spells: these spells can only be used during melee with
monsters. They last only for the duration of the combat. There are
two types of combat spells:
Passive: these spells always work, and whenever possible they
counter act any previously cast spells. Thus if an enemy
wizard casts a Slow spell at the party then a party wizard
could override it with a Quickness spell.

Active: the effectiveness of active spells depends upon the
spellcaster's magic power and experience level as well as the
strength of the target. Active spells may have a cumulative
effect. A second Fear spell, for example, can cause the victim
to be more afraid than the first spell. A second Sleep spell
will not deepen a sleeping target's trance, however.

Non-Combat Spells: these spells can be used only out of combat.
There are four types of non-combat spells:

Town: these spells can only be cast in a town.

Wilderness: these spells can only be cast in the wilderness.

Dungeon: these spells can only be cast in the dungeon.

Everywhere Spells: these spells can be cast anywhere at
anytime.

The Spells Available Table lists the spell numbers an adventurer
can learn at each level. The Spell Table lists the spells and
their details in spell number order. Finally, the Spell List is
organized alphabetically and describes each spell in detail.

Spells Available at Different Levels by Class
LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47
9 41 10 14 54 33 37 45 38 -- 39 48 -- 40 --
-- 55 -- -- -- 50 46 51 -- -- -- -- -- -- --
-- -- -- -- -- -- 56 -- -- -- -- -- -- -- --

PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48
51 29 17 42 22 30 26 43 19 37 34 27 39 28 --
-- -- 49 -- -- -- -- -- 44 -- -- -- -- -- --

RANGER 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23
5 -- 49 -- 52 -- 51 -- 21 -- 42 -- 44 -- --

MONK 5 50 6 45 56 7 13 8 33 9 34 14 35 10 36
55 -- 54 -- -- -- 48 -- -- -- -- -- -- -- --

FIGHTER -- -- 52 55 -- 9 -- -- 13 56 -- 11 -- -- 15

THIEF -- -- -- 41 -- -- 42 -- -- 18 -- -- 8 -- --

SPELL TABLE

SPELL MAGIC NAME TYPE*
# PTS

1 1 HEALING 1 E
2 2 HEALING 2 E
3 3 HEALING 3 E
4 4 HEALING 4 E
5 1 FIREFLASH 1 C/A
6 2 FIREFLASH 2 C/A
7 3 FIREFLASH 3 C/A
8 4 FIREFLASH 4 C/A
9 1 QUICKNESS 1 C/P
10 2 QUICKNESS 2 C/P
11 3 QUICKNESS 3 C/P
12 4 QUICKNESS 4 C/P
13 1 ARROW FLAME 1 C/P
14 2 PARTY ARROW FLAME 1 C/P
15 3 ARROW FLAME 2 C/P
16 4 PARTY ARROW FLAME 2 C/P
17 1 PROTECTION 1 C/P
18 2 PROTECTION 2 C/P
19 3 PROTECTION 3 C/P
20 4 PROTECTION 4 C/P
21 1 CONFUSION 1 C/A
22 2 CONFUSION 2 C/A
23 3 CONFUSION 3 C/A
24 4 CONFUSION 4 C/A
25 1 WEAKNESS 1 C/A
26 2 WEAKNESS 2 C/A
27 3 WEAKNESS 3 C/A
28 4 WEAKNESS 4 C/A
29 1 BINDING 1 C/A
30 2 BINDING 2 C/A
31 3 BINDING 3 C/A
32 4 BINDING 4 C/A
33 1 MINDBLAST 1 C/A
34 2 MINDBLAST 2 C/A
35 3 MINDBLAST 3 C/A
36 4 MINDBLAST 4 C/A
37 1 FLAMEBOLT 1 C/A
38 2 FLAMEBOLT 2 C/A
39 3 FLAMEBOLT 3 C/A
40 4 FLAMEBOLT 4 C/A
41 1 CHARM C/A
42 2 SLEEP C/A
43 3 TELEPORTATION C/A
44 4 RESURRECTION E
45 1 NINJA 2 C/P
46 2 FEAR C/A
47 3 DISSOLVE C/A
48 4 SUMMON ELEMENTAL C/P
49 1 DISPEL UNDEAD C/A
50 2 NINJA 1 C/P
51 3 AWAKEN C/A
52 4 MONSTER EVALUATION N/WD
54 2 TRANSPORTATION N/T
55 3 ACCURACY C/P
56 4 PARTY ACCURACY C/P

* SPELL TYPES INCLUDE: E = EVERYWHERE, W = WILDERNESS, D=DUNGEON,
T = TOWN, C = COMBAT, N = NON-COMBAT, P = PASSIVE (NON-
CUMULATIVE), A = ACTIVE (CUMULATIVE).

SPELL LIST
Accuracy and Party Accuracy (#55,56): these spells raise one
adventurer's, or the whole party's Fire Bow percentage to 250.

Arrow Flame and Party Arrow Flame (#13-16): these spells increase
the accuracy and damage of bow fire for one adventurer, or the
whole party. Arrow Flame 1 increases accuracy by +50 percent and
Bow Point Values by +15. Arrow Flame 2 increases accuracy by +100
percent and Bow Point values by +25.

Awaken (#51): this spell rouses all sleeping adventurers or
neutralizes a sleep spell.

Binding (#29-32): these spells inhibit the movement of monsters,
making them easier to hit. The spells are progressive so that a
Binding 3 is stronger than a Binding 1 and Binding 2 combined.
Binding spells are particularly effective against flying creatures
and monsters that are difficult to see.

Charm (#41): this spell makes monsters so friendly that they
forget that they are in combat, until they are attacked.

Confusion (#21-24): these spells make it difficult for monsters to
use their magic. The spells are progressive so that a Confusion 3
is stronger than a Confusion 1 and a Confusion 2 combined.

Dispel Undead (#49): this spell causes skeletons, zombies, ghosts,
and other creatures back from the dead to flee or simply dissolve.

Dissolve (#47): this spell causes monsters to simply dissolve away
to nothing.

Fear (#46): this spell frightens monsters into running away in
terror.

Fireflash (#5-8):these spells shoot a blast of flame at one
monster. The spell causes the following damage according to the
level of the spell:

Fireflash 1 1-10 points of damage
Fireflash 2 1-30 points of damage
Fireflash 3 1-60 points of damage
Fireflash 4 1-100 points of damage

Flamebolt (#37-40): these spells shoot a sheet of flame that
attacks every monster in the combat. The attack is reduced by the
monster's armor, however. The spell causes the following damage
according to the level of the spell:

Flamebolt 1 1-7 points of damage
Flamebolt 2 1-15 points of damage
Flamebolt 3 1-31 points of damage
Flamebolt 4 1-66 points of damage

Healing (#1-4): this spell restores hit points and cures Body
areas for one adventurer. The spell restores the hit points and
cures body areas according to the level of the spell:

Healing 1 1-9 hit points Cure 1 injury
Healing 2 1-27 hit points Cure 1 break or 2 injuries
Healing 3 1-57 hit points Cure 1 gone, 1 Break & Injury
Healing 4 1-99 hit points Cure more than 1 Gone

Mindblast (#33-36): this spell transmits a powerful blast of
psychic energy at the monsters. The spell causes the following
damage according to the level of the spell:

Mindblast 1 1-5 points of damage
Mindblast 2 1-11 points of damage
Mindblast 3 1-41 points of damage
Mindblast 4 1-81 points of damage

Monster Evaluation (#52): this spell determines the approximate
experience level of nearby monsters. Although it occasionally
yields inaccurate results, it is a good idea to cast this spell
immediately upon entering a dungeon and occasionally in the
wilderness.

Ninja (#45 & 50): this spell transforms the spellcaster into a
fighter of super-human ability. The spell gives the caster high
attack, defense, and damage abilities regardless of his actual
armor or weapons. Ninja 2 is more powerful than Ninja 1, even
though Ninja 1 costs more magic points.

Protection (#17-20): this spell increases the effectiveness of
each party member's armor. The amount of additional armor depends
on the level of the spell:

Protection 1 +1 point of armor
Protection 2 +3 points of armor
Protection 3 +6 points of armor
Protection 4 +10 points of armor

Quickness (#9-12): this spell makes the party members move faster
so that they can swing more times during an attack. The speed
increase depends on the level of the spell:

Quickness 1 +10% speed increase
Quickness 2 +25% speed increase
Quickness 3 +45% speed increase
Quickness 4 +70% speed increase

Resurrection (#44): this spell attempts to raise an adventurer
from the dead. The shock of dying will permanently lower the
victim's Constitution one or two points, however.

Sleep (#42): this spell causes opponents to fall into a daze where
they cannot attack, parry, or cast spells.

Summon Elemental (#48): this spell summons up an elemental that
the party has previously loaded in at a guild. The elementals are
listed on the guild roster and one of them must be loaded in at a
guild before he can be summoned in combat.

Teleportation (#43): this spell will teleport the party out of a
combat.

Transportation (#54): this spell will transport the party inter-
dimensionally from one town to another.

Weakness (#25-28): these spells cause monsters to lose strength
and so do less damage when they hit adventurers. The spell is
progressive so that Weakness 3 is more powerful than Weakness 1
and Weakness 2.

Divine Spells (#57+): these spells may only be acquired during the
course of the game for special purposes.

TREASURE
Treasure is one of the great rewards for the hearty adventurer in
PHANTASIE III. Treasures such as magic weapons, precious gems, and
ancient scrolls with clues to Scandor's plight abound in the
wilderness and dungeons. Unfortunately, the party will have to
fight for treasure, as almost all of these items are guarded by
monsters. There are four types of treasure in PHANTASIE III:
Combat Equipment, Potions, Scrolls, and Other Valuables. Some
items will help the adventurers on their quest. Other items will
be sold at Armories in towns for gold. Each type of treasure is
its own reward.

COMBAT EQUIPMENT
Combat equipment in PHANTASIE III includes shields, armor, melee
weapons, and bows. Each item has a set of attribute requirements,
normally based on Strength. Only adventurers with high attributes
can use heavy equipment. Note that magical equipment has lower
attribute requirements than normal equipment of equal point value.
Each type of equipment is listed with its item number, its point
value, its attribute requirements, and its name.

Shields
Item Point Strength Type
# Value Required

1 1 1 Glove
2 2 2 Wooden Shield
3 3 3 Wooden Shield +1
4 4 4 Small Shield
5 5 5 Small Shield +1
6 6 6 Small Shield +2
7 7 7 Small Shield +3
8 8 8 Medium Shield
9 9 9 Medium Shield +1
10 10 10 Medium Shield +2
11 11 11 Medium Shield +3
12 12 12 Large Shield
13 13 13 Large Shield +1
14 14 14 Large Shield +2
15 15 15 Large Shield +3
16 16 16 Giant Shield
17 17 17 Giant Shield +1
18 18 18 Giant Shield +2
19 19 19 Giant Shield +3
20 20 20 God Shield (Magic)

Armor
Item Point Strength Type
# Value Required

21 1 2 Clothing
22 2 4 Robes
23 3 6 Leather
24 4 8 Hard Leather
25 5 10 Ring Mail
26 6 12 Scale Mail
27 7 14 Chain Mail
28 8 16 Splint Mail
29 9 18 Banded Mail
30 10 20 Plate Mail
31 2 0 Cloth +1
32 3 0 Robes +1
33 4 2 Leather +1
34 5 4 Leather +2
35 6 6 Ring Mail +1
36 7 8 Ring Mail +2
37 8 10 Chain Mail +1
38 9 12 Chain Mail +2
39 10 14 God Robes (Magic)
40 11 16 God Armor (Magic)

Bows
41 1 0 Self Bow
42 2 2 Self Bow +1
43 3 4 Self Bow +2
44 4 6 Short Bow
45 5 8 Short Bow +1
46 6 10 Short Bow +2
47 7 12 Medium Bow
48 8 14 Medium Bow +1
49 9 16 Medium Bow +2
50 10 18 Compound Bow
51 11 20 Compound Bow +1
52 12 22 Compound Bow +2
53 13 24 Gnome Bow
54 14 26 Long Bow
55 15 28 Long Bow +1
56 16 30 Long Bow +2
57 17 32 Crossbow
58 18 34 Old Bow
59 19 36 Crossbow +2
60 20 38 God Bow
*Attributes required is based on Strength + Dexterity.

Melee Weapons
61 1 3 Knife
62 2 6 Dagger
63 3 9 Club
64 4 12 Mace
65 4 15 Small Axe
66 5 18 Staff
67 6 21 Short Sword
68 6 24 Flail
69 7 27 Hammer
70 8 30 Spear
71 9 33 Axe
72 9 36 Sword
73 10 39 Heavy Mace
74 11 42 Trident
75 12 45 Large Spear
76 12 48 Large Axe
77 13 51 Pike
78 14 54 Long Sword
79 15 57 Bardiche
80 15 60 Halbred
81 2 3 Knife +1
82 3 6 Knife +2
83 4 9 Club +1
84 5 12 Club +2
85 7 15 Flail +1
86 8 18 Flail +2
87 9 21 Spear +1
88 10 24 Sword +1
89 11 27 Sword +2
90 13 30 Sword +4
91 14 33 Sword +5
92 15 36 Sword +6
93 16 39 Halbred +1
94 17 42 Halbred +2
95 19 45 Sword +10
96 20 48 Halbred +5
97 21 51 Halbred +6
98 22 54 God Knife (Magic)
99 23 57 God Mace (Magic)
100 25 60 God Sword (Magic)
*Attributes required is based on 2 x Strength + Dexterity.

POTIONS
Potions are magic concoctions that adventurers drink to restore
hit points, damaged body areas, or spent magic points. There are
two different kinds of potions: Healing Potions & Magic Potions.

Healing Potions (#101-110): these potions will restore a number of
hit points to an adventurer and help heal damaged body areas.
Healing Potions come in ten different strengths; the higher the
level the greater the power of the healing:

Healing 1 1 pt. healed 1 injury healed
Healing 2 4 pts. healed 1 injury healed
Healing 3 9 pts. healed 1 injury healed
Healing 4 16 pts. healed 1 break or 2 injuries healed
Healing 5 25 pts. healed 1 break or 2 injuries healed
Healing 6 36 pts. healed 1 break or 2 injuries healed
Healing 7 49 pts. healed 1 gone, 1 break & injury, etc.
Healing 8 64 pts. healed 1 gone, 1 break & injury, etc.
Healing 9 81 pts. healed 1 gone, 1 break & injury, etc.
Healing 10 100 pts. healed More than 1 gone healed

Magic Potions (#111-120): these potions will restore a spell
caster's magic points. They also come in ten different strengths;
the higher the level the greater the number of magic points
restored.

Magic 1 3 pts. restored
Magic 2 6 pts. restored
Magic 3 9 pts. restored
Magic 4 12 pts. restored
Magic 5 15 pts. restored
Magic 6 18 pts. restored
Magic 7 21 pts. restored
Magic 8 24 pts. restored
Magic 9 27 pts. restored
Magic 10 30 pts. restored

SCROLLS
A number of people have recorded important information on scrolls
that are scattered throughout Scandor. Some of the scrolls are
available at Armories in towns; others are closely guarded by
monsters. All together these scrolls hold many of the secrets of
the enemy and how he may be defeated. Remember that adventurers
may only read scrolls by using the Use Item command in a city.

OTHER VALUABLES
Many other valuable treasures exist in the PHANTASIE III universe.
These treasures include gems, objects d'art, and one-of-a-kind
masterpieces.

APPENDIX I: QUICK START
For those that want to jump right in and "Test Drive" PHANTASIE
III you can use these quick start instructions.

1) Before you can begin play you must create 2 disks: a Player
disk and a Dungeon disk. Check the machine specific instructions
for your computer for information on creating the disks. (Use
Utilities Menu from PHANTASIE III game to create disks)

2) After you have made the disks, get back to the Starting Menu.
Choose "Start in Pendragon" to begin the game.

3) Once in the town go to the Guild to get adventurers to form a
party. In the Guild the List Members command will show you six
adventurers that are already in the guild. These adventurers are
beginning characters, but are already pre-generated and pre-
equipped. They also form a reasonably balanced party to start. Hit
the space bar to return to the Guild Menu. Use the Add Members
command to add the Adventurers from the Guild to your party. Now
exit the Guild.

4) Go to the bank and withdraw about 500 gold to cover expenses
while you travel. Exit the bank.

5) Next go to the Armory. Choose a character to be the buyer and
then List the items available. Continue the list until the scrolls
appear. Buy a couple of scrolls. Exit the Armory. Choose the Use
Item command and the character who bought the scrolls. Then choose
the scrolls from the list. The information on the scrolls should
give you an idea on what is going on in Scandor and a clue as to
where you might want to go. You are now ready to begin your
adventure. Leave the town and good luck.

HOW TO ANSWER QUESTIONS
Many questions in the game have a menu of different options. If
the menu is numbered, then input the number to make your choice.
If the names on the menu include a ")" then input the letter to
the left of the bracket to make your choice. If a question gives
you a choice such as "Disarm or Leave" then input the first letter
of your choice. Many questions want a Yes or No answer; simply hit
"Y" or "N" to make a choice. If a screen does not ask a question,
but leaves a blinking cursor, hit RETURN to continue.
Whenever you refer to an adventurer outside of the Guild lists,
you use the adventurer's number in the party. So, after you say
you want to disarm the trap you will specify the adventurer (1-6)
that attempts the disarm.
When you are outside a town you can you can move four different
directions on the map. Use the mouse to select.
This should be enough to get you started into the world with
the sample party. When you run into a situation you don't
understand look up the rule covering that specific situation. When
you feel you understand the game and how it works you can go back,
make up your own party, and go for the gusto.

APPENDIX II: DIFFERENCES BETWEEN PHANTASIE III & PHANTASIE I & II
Players who have already gone through PHANTASIE I or PHANTASIE II
will recognize most of the rules for PHANTASIE III. But, several
new rules have been added to PHANTASIE III, including an expanded
combat system, additional spells, and revised screen layouts. What
follows is a summary of these changes.

Going Up Levels: each time a character goes up a level he can
receive training in three skills. A chart lists the character's
current level in each skill, and the effect of training in that
skill. The character will also receive an amount of Gold that
depends on his social class.

Social Class: each character has a social class: Peasant,
Labourer, Craftsman, or Noble. Humans, Elves, Dwarves, Gnomes, and
Halflings tend to be of the higher classes. Social Class affects
starting money and money received for advancing a level.

Trading: while in town adventurers may trade items without having
to redistribute them using the Trading option.

Bows: bows have replaced thrown rocks as every man's ranged
weapon. It is easier to hit an opponent with a bow, and Armor is
less effective vs. them. Thieves get a free +30 to their Fire Bow
Skill, Elves receive a +15 to Fire Bow Skill.

Body Locations: each character and monster has 6 Body Locations:
Head, Torso, Left and Right Arm, and Left and Right Leg. These
locations may be Okay (O), Injured (I), Broken (B), or Gone (G).
In the Wilderness the condition of each part of the body is shown
in a stick figure diagram under the character's status.

Healing: healing spells and potions can Heal Body Areas as well as
Hit Points. Each Healing Spell or Potion will heal the most vital
area it can. Each area Gone counts as 1 Broken and 1 Injured area
or 3 Injured areas. Each Broken area counts as 2 Injured areas.
The following chart lists the effects of different strength
Healing spells and potions.

Healing Healing Areas Healed
Potion Spell
1-3 I 1 Injury
4-6 II 1 Break or 2 Injuries
7-9 III 1 Gone, 1 Break & 1 Injury, etc.
10 IV More than 1 Gone

Hit points are used separately from Body Areas. A character can
die from having his Head or Torso removed, or from enough hit
points to an arm to kill him. It is possible for an adventurer to
have all of his Hit Points, but have a limb Gone. It's also
possible to have no damaged limbs, but be low on Hit Points.
Staying at an Inn cures all of an adventurer's Hit Points, and
will cure 1 Break or 2 Injuries. A visit to the Inn of a town is
still free. A visit to an independant Inn costs 250 Gold.
Spells 5-8 (Fireflash) and 37-40 (Flamebolt) attack a specific
Body Area. Spells 33-36 (Mindblast) only affect the monster's Hit
Points.
Different weapons have different chances to hit different Body
Areas. Bows have the best chance to hit the vital Head or Torso
Areas. Spells have an equal chance to hit all Body Areas. Hand
Held weapons have the worst chance to hit a vital area, especially
against very tall monsters. The Aim Bow combat option allows an
adventurer with a hand weapon to aim at a vital location at the
cost of only taking one blow and a reduced chance to hit.
When a body area is Broken, it restricts an adventurer's choice
of actions. An adventurer may not fire a bow if any of his Arms or
Legs are Broken. An adventurer may not cast a spell or swing a
weapon if his Right Arm is Broken or Gone. Parry is the only
combat option for an adventurer with a Broken Right Arm.

Monster Status: during combat three things will be listed about
enemy monsters: their Rank, their Name, and their Status. The
Status of a monster can be: Unconscious (U), Sleeping (S), Down
(D), and Okay (K). As an example 3 Gnomes in the 2nd rank who are
Sleeping, Unconscious, and Down would be listed as:
2 Gnome(S) S U D

Sleeping adventurers and monsters are automatically hit in combat.
Down adventurers and monsters are much easier to hit than Okay
targets, but can still dodge.

Adventurer Positions in Combat: during combat an adventurer can
assume one of three positions: Back, Middle, or Foreward. A
character who is Foreward has an increased chance to hit with hand
weapons, but an even greater chance to be hit by the monsters. A
character who is Back is harder for the monsters to hit, but has
an even harder time hitting the monsters with a hand weapon.
An adventurer's position has no effect on his chances to hit
with a bow. An adventurer's combat modifiers for position are
calculated relative to the rest of the party. If all of the
adventurers are Back, then none of them get any bonuses or
penalties.

Mapping: Scandor is divided into a 5x5 area referenced by a grid
labeled A - E West to East and I to V North to South. Other
planes, dimensions, have their own labels. All areas are already
mapped so spell 53 (Vision) is unnecessary.

APPENDIX III: TIPS & HINTS
Playing PHANTASIE III is a big job; there are hundreds of details
to keep track of. This section includes a few hints on "good" ways
to handle some of those details. You'll have to experiment to find
your own personal "best" solution to the game.

FORMING A PARTY
The right combination of adventurers is half the battle in
PHANTASIE III. When you choose an adventurer's race and class you
define the chance of getting particular attributes, not the
attributes themselves. High attributes make surviving and
advancing levels much easier.

Strength: fighting types need every point they can get. Often the
only advantage of random creatures is a chance for high STR. Don't
take a random creature though unless its other Attributes are okay
too.

Intelligence: all spellcasters need INT; limited spellcasters like
Monks and Rangers need every point they can get. Limited spell-
casters receive very few Spells Available, they shouldn't waste
them on middle level junk like FIREFLASH 2 or HEALING 2 when very
powerful 3 and 4 point spells are just a couple of levels away.

Dexterity: great for everyone but especially for low Hit Point
types like Thieves and Wizards. Try high DEX wizards with no armor
in the back rank. They are very difficult for the enemy to hit.

Constitution: again everybody needs CON, but low Hit Point types
need it the most. Don't get seduced by a high INT and a low CON.

Charisma: random creatures with very low Charisma can get
prohibitively expensive to train; watch out! High CHA is a secret
advantage of Humans, Elves, and Wizards.

The next thing you have to worry about is equipping the party.
You always want the biggest weapons your fighting types can
handle. Grab any bow of 4 points or better for Thieves and Monks
who are out of magic points. Buy the heaviest armor you can get
for fighters in the front ranks, none for Wizards in the back
ranks.

Buy all the low point healing potions you can find. After a couple
of levels you'll need all the medium power Magic Potions you can
grab. Magic Weapons are normally too expensive to buy; find them
instead. Finally, buy, read, and keep track of every scroll you
can get your hands on; they're the key to the whole puzzle in
Scandor.

FIGHTING
Your party will be doing lots of fighting in PHANTASIE III, so you
had better find good strategies from the start. There are three
things to worry about when fighting: Encounter Strategy,
Adventurer Position, and Melee Tactics.
At the Encounter Menu you have to figure out your Encounter
Strategy. Use the Monster Reputation Table to decide if you want
to fight or not. Trying to greet possibly friendly monsters
doesn't cost you anything, even if they decide to fight. Don't try
to Accept Surrender right away, it only works after you've killed
a percentage of the enemy. And don't be afraid to Beg for Mercy,
especially if you're not currently carrying much gold. The party
should only try to flee if it is out-matched and heavily loaded
with gold and goodies.
Remember, if you flee and fail the monsters get free shots at
your characters. If you're going to fight, then you need to worry
about everyone's position. Fighters should be placed in the
foreward rank where they have the highest chance of striking.
Spell casters and bowmen can be in the back rank, where they are
less likely to be hit. Note that the ranks are relative positions.
If everyone occupies the back rank, then no one gains any
protection.
When battle starts, each adventurer has a choice of tactics.
Fighters can choose between 1 and 3 swings. Against normal
monsters take as many swings as you can. Against flying monsters
or ones that are hard to see take only a few. Thieves with good
bows (4+ points) can do as much damage as they can in melee; keep
them in the back rank with the Wizards. Wizards should be careful
not to overkill the enemy and waste Magic Points; sometimes it's
best to parry and let the Fighters take care of a few monsters.

THE QUEST
No matter where the party goes on its quest it always comes back
to its base, Pendragon. Begin by going into the Pendragon Archives
just south of the town. Work your way through the archives until
you find the wise man Filmon. He will direct you on how to begin
your quest. After each adventure go back and consult Filmon again
for directions to the next part of the quest.
While you're on your quest be careful about exploring the
dungeons you find. Be ready to retreat if your party gets too beat
up, but explore enough so that you're sure you didn't miss
anything. Try to go through the adventure in something resembling
the proper sequence; if you try to take low level adventurers
through some of the later dungeons they'll get eaten alive!
Finally, don't take the program too literally. A limb that's
"Gone" is probably just so broken that normal rest won't fix it.
Monsters that are "Unconscious" are just so groggy that they can't
fight. PHANTASIE III is packed with flavorful details; enjoy them
for the color they add and don't pick too many nits. And remember:
The race is not always to the swift, or the battle to the
strong...but God fights on the side with the most artillery.

