ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
3. PLAYING THE GAME
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3.1 OUTDOORS
When the game begins, you see a snow-covered landscape with a lonely
adventurer standing in the middle of nowhere. You are that lonely
adventurer. You can move around the landscape by pressing the arrows
on your keyboard. Your movement speed is determined by your Skiing-skill
(good skiers move faster). When moving up slopes, your speed will be
determined by your Climbing-skill (better climber, faster movement).
You will notice that the viewpoint is a bit tilted. When you press up,
your character moves towards the upper-left hand corner of your screen.
Pressing up goes north, down goes south, right goes east and left goes
west.
Everything in the outside world happens 'real-time'. The timescale is not
the same as in real life, but time still goes on. If you wait long enough,
you will die of starvation. Monsters can ambush you, so when you leave an
outpost, move fast.
You can pause the game by pressing the ESC-key. Continue the game by
selecting the CONTINUE-item. Other selections of this menu will be
discussed later.
Heavy loads, bleeding and wounds will slow you down, so keep an eye on
your encumbrance and health levels.
You can see the inventory by pressing the I-key. (see 'the inventory' later)
By pressing the Z-key you can view your stats, skills, health, money, food
and fatigue levels. You can select the screen (general, health, skills)
you want by arrow keys. When you are through checking your status, press
the space bar or the enter-key.
You can hunt (or at least try hunting) by pressing the H-key. Your
Hunting-skill will affect the result. If succesful, you will receive some
food. This can be really important on long journeys. Notice that some
food is used during the hunting, too. If you are out of food and trying
to hunt for long periods, you may die of starvation.
Note! The game may report that you catch game, but still there is no
more food in your inventory. Notice that your character uses food while
hunting.
An experienced traveller will survive long times with just the minimum
amount of rations. The amount of rations you will consume in a certain
time will be determined by your Survival-skill. If your Survival-skill
is high, you can travel long distances with small amounts of food.
When exploring the continent, you can find many places of intrest. Cities,
dungeons and other interesting places can be found scattered all over the
continent. As you move away from a city, the houses will disappear. That is
because you can't see them anymore. Your visual range is determined by your
Tracking-skill. A character with a high tracking skill can notice items,
cities and dungeons from far away.
You can enter cities and dungeons by walking "on top of them" and pressing
the E-key. (see the Cities and dungeons section later).
Defeated enemies (and you) will usually leave a pile of items behind. You
can collect the items from the outdoors terrain by moving on the item and
pressing the G-key.
If you own a map, you can view it with the M-key.
Magic can be used outside, with some exceptions. Only spells that heal or
remove hunger can be used. Spells like speed can be used, but they will
expire almost immediately (this is because of the larger timescale) and
are therefor useless.
Casting spells is easy when you can concentrate on the casting process.
Therefor all spells cast in the outside terrain are automatic successes.
3.2 Cities and dungeons
Moving around in the cities and dungeons is easy. You will advance to the
direction you are facing by pressing the up arrow. You can turn around by
pressing the left and right arrows. (Just like in Quake(tm)

Pressing the
down arrow will make you turn 180 degrees.
You can open doors by facing them and pressing the O-key. If the door is
locked and you do not have a key, you can press the P-key to pick the
lock (or at least try to). Closed doors can be attacked. If you are strong
enough, you can bash them open. You can also use keys to unlock doors.
If you try to pick locks or to bash doors, friendly people may turn
hostile.
You can talk to people by pressing the T-key. Move the cursor on the
top of the person you wish to talk to and press enter. You must be
near enough to the person to talk to him/her. You can end the
conversation by pressing entering a blank line or saying 'BYE'.
You can type in sentences or words. The parser will detect certain
words from your text and use them as keywords. The green words in
the person's answers are keywords. Typing in these keywords will
give more information. Note that as the story proceeds, some persons
will say different things about different subjects.
In cities you can buy weapons, armor, lodging, food and healing services.
You must find the supplier (i.e merchant, smith, innkeeper, healer) and
talk to him/her by pressing the T-key. Say 'BUY' or 'SELL' and a menu will
appear. Weaponsmiths and traders, unlike innkeepers and healers, do not
trade when they are off duty.
In cities and dungeons, time doesn't go on if you do nothing. You can
'wait' by pressing the space bar.
Spells can be cast by pressing the C-key. Notice that people are not
used to magic, and therefor they will consider you a threat. See
section 3.5, Magic.
3.3 The inventory
You can access the inventory at any time by pressing the I-key. A listing
of your belongings will appear along with some commands. After selecting
the command you must select the item you wish to use/equip/drop.
EQUIP will ready (or unready) an item. Only weapons and armor can
be readied. You can ready two weapons at a time, a melee and
a ranged weapon.
USE will use an item. If items such as keys, maps or sextant are
used, they will function in some way.
DROP will drop an item. It will be left where you stand.
INFO will display text describing an item, if applicable.
DONE will return from the inventory menu.
3.4 Combat
You can encounter hostile creatures during your travels. When you do,
the game will enter the combat mode. This is much like the city/dungeon
mode. Your objective is to evade or destroy your enemies. You can use
either melee weapons or long range weapons. Pressing the R-key will
select the ranged weapon, if you have one readied. Pressing the M-key
will ready your melee weapon, or prepare for barehanded combat. Your
character will use a melee weapon by default.
When you are using a melee weapon, you can attack enemies by just
trying to walk over them. You can also attack an enemy by pressing
the A-key and selecting the opponent you wish to hit.
If you use a ranged weapon, press the A-key and select the opponent
you wish to hit. You must be able to see your opponent. Your chances
of hitting are the smaller the further the enemy is from you.
3.41 Damage
When hit by weapons or magic, different body parts might get damaged.
If a body part reaches critical damage state, it will cease to function.
Enough damage will kill your enemy (or you). You can see your own
condition by pressing the Z-key and selecting the wounds screen.
Damaged legs will slow you down, damaged hands will make fighting
difficult and damaged head and torso will affect everything you do.
Your (or your enemies') wounds will bleed. Loss of blood will make you
feel weaker and thus add to fatigue. If character bleeds, he/she/it will
leave bloody trails. You can check your own bleeding status by pressing
the Z-key.
Bleeding can be stopped with bandages. You can bandage yourself by using
a bandage. This can be done from the inventory.
Herbs can be used to speed up healing.
You can buy both herbs and bandages from the local healer.
3.42 Weapons
Aleshar - the world of ice offers a wide variety of weapons. Swords,
clubs, maces, axes, spears, bows and others can be bought from the
local smith.
There is no such thing as "the best weapon". The accuracy of a weapon
depends on the character's skills and condition. Lighter weapons are
easier to use, but heavier weapons will inflict more damage.
Magic weapons look like ordinary weapons. They will work in the same
way as any other weapon, but their accuracy and damage might be greater
than that of the normal weapons.
3.43 Armor
As there is no "best weapon", there is no "best armor" either. Light
armor won't slow you down, but on the other hand, it won't protect you
that much. Armor can be bought from the local smith.
If you want to know precisely how the combat works, see section 3.7.
3.5 Magic
Magic is an important element in Aleshar - the World of Ice. In the
beginning you will not be able to use magic, but don't worry, you will
learn soon.
Casting spells is easy. Press the C-key anywhere in the cities, dungeons,
combat or outside. You will see a screen with runes. Each rune represents
an element. The elements and corresponding runes are:
Fire (a pyramid)
Water (an ellipse with a horizontal line)
Air (a three-pointed "star")
Earth (a hemisphere)
Spirit (a circle and a dot)
You can move the selector (blue glow) with the left and right arrow keys.
Pressing SPACE will activate or deactivate the currently highlighted rune.
Active runes will begin rotating. Pressing the up and down keys will
increase or decrease the power of the spell. The more power you direct to
the spell, the faster the runes will rotate. At extremely high power,
runes may begin to glow.
The spells are made up from elements, or flows. Spells are formed by
combinations of one, two or three runes. If three runes are used, one of
them must be the spirit rune.
There is one exception to this rule, but you must find it out by yourself.
The effect of a spell depends on the selected combination of runes and the
alignment of the target. When the flows of water and air are focused on
a friendly unit, he/she/it will move faster for a period of time depending
on the power of the spell. When the same flows are targeted on an enemy,
he/she/it will freeze (for a while).
Magic is a powerful weapon, but the power must come from somewhere. As you
cast spells, be aware of your exhaustion levels. If you push yourself too
far, you will eventually die of overexhaustion.
Some combinations are harder and thus more fatiguing to do than others.
Usually these combinations will result more powerful effects, too.
Here are a few general rules:
- The more runes you use, the more powerful the spell will be
- The more power you select, the more powerful the spell will be
- Spells directed against opponents will generally be more exhausting
Note that the spells have two modes: Hostile and friendly. When you aim
the spell against an enemy, it will be harmful. When you cast the same
combination over an ally or yourself, it will be helpful.
We encourage you to experiment with magic. ANY combination cast against
your enemies will harm them in some way. You will encounter some
situations that are very difficult to handle without magic, so it is
good to know how different combinations work.
Here are some combinations to get you started:
Flow(s) Effect on enemies Effect on friends
Fire Causes burning damage Boosts combat skills
Earth Causes physical damage Gives protection
Earth+Water Degeneration Regeneration
3.6 Enemies & other hazards
There are many creatures on Aleshar that will be glad to eat you for their
supper. Trolls, thieves and bloodthirsty snowgiants will try to kill you
whenever there's a chance. By knowing your enemies you can survive longer.
Thieves and raiding parties
These greedy people will try to kill you and take all of your money.
They are found everywhere on Aleshar. Thieves usually band up with
bountyhunters and warriors. Be very careful when you fight thieves!
They often have quite good equipment and even ranged weapons.
Trolls
These large humanoids have been trouble as long as there has been
life on Aleshar. Taller and stronger than any human, they should
be considered a threat. Trolls are very slow, though, and can be
easily avoided. Ranged weapons are good against trolls, but don't
let them get too near you!
Goblins
As the trolls are huge, muscular, ugly and green, the goblins are
short, skinny, ugly and green. They are usually found in dungeons
and caves, but some raiding parties will attack traders and
travellers in hope of finding food. Goblins are not much of a
threat by themselves, but they try to come at you in numbers.
Try to slay enough of them until they surround you.
Snowgiants
There are three words describing the snowgiants: big, deadly,
unfriendly. They are even larger than trolls, towering up to 3 meters
(10 ft.). They are hostile towards all other species. Deadly.
Undead
There are some stories about undead creatures guarding the greatest
secrets of Aleshar. Stories about guardian spirits may be stories,
but then, maybe not. If the legends and stories are true, one should
be really careful with these hostile spirits. But even spirits are
not immune to your magical powers.
3.7 The combat rules
This section tells you the consequences of your actions and will
give you a better chance to beat your opponents.
There are three important factors which affect your combat performance:
Speed
- Determined by the character's dexterity attribute
- Modified by weapon and armour encumbrance attributes
- Modified by inventory weight
- Modified by fatigue
- Modified by damage
- Modified by magical effects
Skill
- Determined by the character's dexterity and combat skills
- Modified by weapon accuracy attributes
- Modified by fatigue
- Modified by damage
- Modified by magical effects
Strength
- Determined by the character's strength attribute
- Modified by weapon weight
- Modified by fatigue
- Modified by damage
- Modified by magical effects
When attacking, the most important factors are in order: skill, speed
and strength.
Your fatigue increases whenever you do something like running or
fighting or casting spells. The armor you wear and the weapon you
wield will affect your fatigue along with the inventory weight.
Fatigue saps your strength and speed. You can rest by pressing the
space bar. The higher your constitution attribute is, the faster
you recover your stamina. Fighting constantly without resting will
eventually cause your defeat.
There are two kinds of damage modifications:
Overrall damage
Sum of all your wounds. It slightly affects all your actions.
Disabling damage
This kind of damage gives you heavy penalties in certain actions.
When your legs are broken, movement speed is affected by disabling
damage. When your arms are broken, attacking strength and speed
are dramatically reduced. You are assumed to use your right arm.
If it is broken, you will use your left arm with some penalty on
skill, speed and strength. If you use two-handed weapons and have
only one functional hand, your attributes are reduced further.
You have better chances of blocking your opponent's attacks if you
are engaged with him. You are engaged with someone if you attacked
him the last turn. Moving or doing something else than attacking
clears your engaged status. However, when you are engaged, you are
more vulnerable to ranged attacks.
When a hit is scored, there is a chance of wounding the target.
There are six different body parts that can be hit.
Body part Hits %
Head 10
Torso 40
Hands 10 each
Legs 15 each
Hits to head and torso can be deadly. Hits to limbs can be disabling.
Your head is the most vulnerable part.
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6. HINTS AND TIPS
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By following these hints you will survive longer:
- Always run if you are outnumbered or overpowered.
- If your character is too weak, go off adventuring.
There are many 'unnecessary' dungeons in the full
version. There are no time-critical missions in
Aleshar.
- Visit all the shrines between different missions.
You are going to be in a serious trouble without
decent magical skills!
- If you are faster than your opponent, hit and run is
a good tactic.
- Always equip yourself properly before setting off.
Unless you are a good hunter you can die when your
food runs out. Take sufficient amount of bandages
and herbs with you.
- When you loot, take only as much items as you can
carry without penalty. Weapons are good plunder -
the are quite light and fetch a good price.
- Use two-handed weapons only when your strenght is
good. High strenght allows you to don heavy armor
without penalty, which is necessary with 2h-weapons,
since it is relatively difficult to parry with them.
- If you are fast but not very strong, avoid heavy
armor. Encumbrancing armor can actually make
you more vulnerable!
- Do not fight many opponents at once if you can
avoid it. Parrying penalty occurs when you fight
more than one opponent at a time!
- Move fast. You will likely encounter fewer monsters
that way. This is true for both outdoors and indoors
movement.
- If you have low magical skills, cast only minimum-power
spells with one or two runes. Use magic only when your
fatigue level is not high. Using too much magic can result
in a heart attack.
- Experiment with the magic. Try out different combinations.
Remember that ANY combination aimed on an opponent is harmful -
and that ANY combination over yourself is helpful!
- Choose your weapons carefully. Use heavy weapons when you face
slow and tough opponents like trolls, and light weapons when
you face agile and weak opponents like goblins.
- If the townspeople turn hostile and attack you, try to escape
the town without killing people. People will forgive you sooner,
and you do not eliminate anyone who might have critical information
about the later stages of the game.
- Never kill anybody in a city or a town, unless you are absolutely
certain you won't be caught. If you kill someone and are detected,
the people won't forgive you even if you wait a lifetime! If you kill
someone in a honest combat (ie. you stole something and they attacked
you) townspeople will eventually forgive you. Just wait!
- When you wander the outdoors, know where you are going. Always write
down the sextant coordinates of the town where you left from, so
you know where to return. Also write down all the coordinates you
learn.
- Learn to use the sextant!
- Pay attention to what is being said. Never miss anything!
Write down all the keywords and ask about them from everyone.
- If you think you are stuck and can't proceed, you must be doing
something wrong. Try to think of something other than the obvious
solution (which usually is the brute force).
Also check these:
- Have you killed any characters? Some of them
are vital to the continuity of the game.
- Have you visited all of the towns you know?
- Have you talked to everyone?
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
7. QUICK START
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7.1 Summary of all the keys
7.11 Outdoors
Arrow keys will move your character.
Up North
Left West
Down South
Right East
Note that north is towars the upper-left hand corner
of your screen, not straight upwards!
Additional action keys:
Esc Menu/Pause
C Cast Spell
E Enter City/Dungeon
H Hunt for food
I Inventory
M View the Map.
Z View the status of your character.
Press right and left in the status
screen to select the page.
7.12 Cities and Dungeons
Arrow keys will function as follows:
Up Walk forwards
Left Turn left
Down Turn around
Right Turn right
North is upwards.
Additional keys:
Esc Menu, abort aiming
F1 Display the key list
A Attack
C Cast Spell
E Enter stairs
G Get Items
I Inventory
L Look at
M Select the melee weapon
O Open a door or a chest
R Select the ranged weapon
Z View the status
You can also attack enemies by facing them and pressing forwards.
This applies only to melee weapons.
7.13 The Beginning of an Adventure
You will start the game outdoors. You are a short way northeast
from your destination, the town of Cyan Bay. Press down and left
to reach the cluster of houses. The lone hut you left behind is
the burned hut of your trainer.
Press the E-key to enter the town of Cyan Bay once you stand in
it. The screen will change, and you are in a town.
In the intro sequence, your trainer told you to find out Master
Greymire, who is the innkeeper. The inn is straight to north
from you. Open the door with the O-key and walk into the inn.
There are usually more or less people in the Inn. One of them is
Master Greymire. You can use the L-key to look at different persons.
Once you have located Master Greymire, walk next to him. He is
usually in the common room, but when he is not, you will find him
in his study adjacent to the common room.
Press the T-key to begin conversation with Erik Greymire. Type in
the hotword 'trainer' to tell Erik all that has happened. Erik
will tell you about the resistance and will give you a key. He
also gives you the coordinates of a city called Snowhold. Write
them down!
Go to Erik's study and press the I-key to bring up the inventory.
Select the USE-item and move the highlight on the PLAIN KEY. Press
ENTER and move the cursor on the locked door. It will be unlocked.
Go down in Erik's basement and take some weapons, armor and food
he has stored there. Also pick up the sextant!
You can now leave the town. You might want to buy some additional
supplies from Master Greymire. Talk to him and type in 'buy' or
'sell'.
Once you are outdoors, experiment with the sextant until you know
how it works. Then set out for the Snowhold. Good luck!
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
A. WEAPON STATISTICS
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Small slashing Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Knife Cutting 1 * 20 20
Dagger Cutting 1 * 35 40
Shortsword Cutting 4 ** 60 50
Main Gauche Cutting 2 * 70 15
Dirk Cutting 1 * 5 15
Jagged Dagger Cutting 2 * 40 40
Fist Dagger Cutting 0 * 0 20
Handaxe Cutting 4 ** 45 50
Small Spear Cutting 5 ** 50 40
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Big slashing Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Broadsword Cutting 6 *** 70 60
Longsword Cutting 6 *** 75 66
Falchion Cutting 5 ** 80 66
Greataxe Two-handed 7 *** 50 60
Jagged Sword Two-handed 7 **** 55 55
2-H Sword Two-handed 10 **** 40 45
Claymore Two-handed 11 ***** 33 40
2-H Axe Two-handed 10 **** 33 30
Battleaxe Two-handed 11 **** 40 35
Pike Two-handed 11 *** 66 40
Halberd Two-handed 10 *** 60 50
Naginata Two-handed 9 *** 86 50
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Small crushing Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Small Club Crushing 5 ** 35 40
Mace Crushing 5 ** 40 40
Spiked Mace Crushing 5 ** 40 45
Hammer Crushing 4 * 30 35
Small Morningstar Crushing 9 **** 5 5
Club Crushing 8 *** 45 40
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Big crushing Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Flail Two-handed 10 ***** 25 33
Morning Star Two-handed 18 ******15 22
Great Mace Two-handed 9 **** 30 40
Warhammer Two-handed 9 **** 30 35
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Bow Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Horn Bow Bow 5 ** - 50
Longbow Bow 8 **** - 60
Ash Bow Bow 9 **** - 80
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Throwing Type Wgt Pow Par % Acc %
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Throwing Dagger Throwing 1 * - 40
Dirk Throwing 1 * - 50
Javelin Throwing 1 ** - 50
Wgt = Weight
Pow = Power
Par % = Parrying
Acc % = Accuracy
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
B. ARMOR STATISTICS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Armor Weight Con Pen Enc
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Padded Cloth 5 ** * *
Banded Mail 7 ** ** *
Leather Vest 10 ** *** **
Tanned Leather 12 ** *** **
Chain Shirt 30 ** **** ***
Chain Hauberk 40 *** **** ****
Plate Mail 50 **** **** *****
Scale Plate 50 ***** **** ****
Con = Protection against concussion
Pen = Protection against penetration
Enc = Encumbrance