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Ŀĳ #210 Ŀ Phone:       (095) 264-0247 ĿSysOp:   Jan Krivorutskyĺ
Ŀĳ      Ŀĳ FIDO:        2:5020/384     ĳ CoSysO: Gleb V. Aksenov 
Ŀĳ      Ŀĳ              2:5020/198.210 ĿCoSysOp:  Serg Emelyanovĺ
Ŀĳ      ĿE-Mail: Room210@mpgu.msk.suٿ
Ŀĳ      ĿĿĿĿĿĿĿĿĿĿĿĺ
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 Hi All!

 Now we present  Players Guide for  Realms of Arcania  ][.  This  is scanned
 and ocred documentation from Sir-Tech.  We have omitted some pictures  from
 the dox  (mainly screens  from game)  but if  they had  a some value We had
 tryed to represent their by  pseudographics. Also We had omitted  the Index
 from original  manual, Sir-Tech  products and  map of  Kvirasim (it was too
 complicate  to  represent  it  and  We  don't want use pseudographic).  All
 other info  was kept  without any  corrections. We  had tryed  to represent
 this  (electronic)  version  of  manual  as  close  to  "paper"  version as
 possible.

 		Now enjoy..
 			Good luck!

				  A&K Co.













				STAR TRAIL

			   REALMS  OF   ARCANIA




			      Player's Guide


		  A fantasy role-playing game based upon
			     Das Shwarze Auge

		 Germany's number-one role playing system



				   CREDITS

  Game Director  ..................................... Hans-Jurgen Brandle
  Executive Producer .........................................  Guy Henkel
  Producers ................................ Werner Fuchs and Jochen Hamma
  Storyboard ............................... Guido Holker, Michael Johann,
                                          Dietrich Limper and Thomas Romer
  Program ............................... Lothar Ahle, Hans-Jurgen Brandle
					       Guy Henkel and Horst Weidle
  3-D Engine  ............................................. Ulrich Walther
  Graphics .............. Vadim Pietrzynski, Bemd Karwath, Peter Heutling,
                                        Klaus Hoffmeister, Robert Jacquet,
                                    Sascha Jungnickel and Orlando Peterman
  Combat Scenarios  ............................................Jens Kupka
  Music and Sound Effects  ...................................  Guy Henkel
  Additional  Music  ............................  .......... Horst Weidle
  Tonebanks .................................................. The Fat Man
  Translation from German ...............................  Reinhold H. Mai
  Manual/Documentation/Editing ............................... Brenda Gamo
  Manual Illustrations  ..................................... Ugurcan Yuce
  German Playtesters..Wolfgang Bihler, Michael Grabowski, Dietgard Fricke,
                          Jochen Kastle, Udo Kreuz, Uwe Kurth, Jens Kupka,
                           Wolfgang Schulz, Hiep Tran-Trung, Ibrahim Uyar,
                             Claus Wagner, Norbert Weidle, Frank Witzemann
  English Playtesters ......... Quentin Spooner (lead tester), Joe Alessi,
                        Frank Altieri, Jr.,Dr. Ed Battaglia, Bill Beckham,
                             Nate Bruyere, Dennis Chandler, Ben Crosswell,
                         Bill Dedi, Pam Dreizen, Greg Duch, Barry Gelfand,
                Steven AI and Megan Hartzell, Nathan Koch, Franeis Keough,
                       Phil Lewis, Janet Mayer, Joan McKeown, Tom Needham,
                    Michael Percell, Robin Ramm, Jim Reagen, Marty Rhodes,
                     Greg Seaberg,Dan Sherry, John Williams, Bruce Wilson,
                                                       Five Points' Jimmy

 Attic  wants  to  thank...  everybody  at  Sir-tech  Software, namely Linda
 Sirotek;  everybody  at  U.S.  Gold,  namely  Bob Malin; John Miles; Jacqui
 Lyons; Larry  Elmore; Deane,  Craig and  Scott at  Creative Labs;  Jonathan
 Small; Blue Byte; Ian Currie; and FAST Electronics.

 Greetings to... Danielle "Woody" Woodyatt; the Sir-techguys, Lori,  Brenda,
 Shari,  Rob,  Norm  and  Linda;  Bruce  "The  Wizard of Oz" Wilson; Richard
 Garriott; Bridgett and Marie at U.S. Gold; Kristin Dodt; Bret Berry;  FASA,
 namely Morton Weisman;  Wolfram and Jrg  at Electronic Arts;  Michael Legg
 and Rick Gush; Computer Gaming World; and David Ashby.

 We  would  further  like  to  express  our  sincere thanks to everybody who
 helped  us  to  make  this  garne  come  true,  especially  our parents and
 families, and, of course, you for buying this garne. Enjoy it!



		      In fond memory of Pumpkin Man.
	       Lost in Memphis, Tennessee on March Z3, 1994.
		     Presumed with Elvis at Graceland.
		 $100.00 Reward Offered (or Free Garnes).
				  Really.



			      TABLE OF CONTENTS

  Selecting the Level of Play.............................................. 1
      Novice and Advanced Mode, To Create or Not to Create ................ 1

  Arriving at the Temple .................................................. 2
      Visiting Temples, Selecting the Icons, Address the Priest or
      Priestess ........................................................... 2
      Add Characters, Let Go Characters ................................... 2
      Disk Options, Generate a Character, Erase a Character,
      Ask for a Miracle ................................................... 3

  Main Play Screen ........................................................ 4
      Main Window & Moving, Character Portraits, NPC Player, Diary,
      Game Options ........................................................ 4
      Play Options ........................................................ 5
          Split Party, Unite Parties, Next Party, Automap,
          Cast Spell, Camp ................................................ 5

  Camp Options ............................................................ 6
      Execute Options ..................................................... 6
          Set Guard Duty, Replenish Supplies, Gather Herbs ................ 6
      Use Talent .......................................................... 6
          Treating Ailments, Alchemy ...................................... 6
      Use Magic ........................................................... 7
          Meditate, Wand Ritual, Cast Spell ............................... 7
      Party Options, Sleep, Travel On, Break Camp, Execute Former Options . 7

  Diary Options ........................................................... 8
      Write Entry, Print, Search, Previous & Next Page, Leave Diary ....... 8

  "Out and About" Options ................................................. 9
      General Options ..................................................... 9
          Talk, Next Character, Haggle, Previous & Next Page, Leave ....... 9
      Armourers, Herbalists and Merchants ................................. 9
          Buy  ............................................................ 9
          Sell, Pickpocket, Evaluate an Item ............................. 10
      Blacksmiths ........................................................ 10
      Healers ............................................................ 10
          Treat Wounds, Treat Illness, Treat Poison, Depetrify ........... 10
      Taverns and Inns ................................................... 11
      Taking a Seat, Buy a Round, Use Talent, Eat, Rent a Room,
      Use Magic, Sleep ................................................... 11
  Entertainment .......................................................... 12
      Have Fun, Stay the Night ........................................... 12
      Warehouses ......................................................... 12
      Leave and Take Items, Things to Keep in Mind ....................... 12

  Traveling Options....................................................... 13
      Packing Your Bags .................................................. 13
      Commence Marching & Route Planning, Map, Possible-Directions,
      Weather............................................................. 14
      Terrain, Traveling Speed, Review a Character, Travel Options ....... 15
          Interrupt Journey, Tum Back, Force March ....................... 15
          End Planned Route at Next Crossroads, Rope Up, Secure to Front . 16
      Scouting, Camping on Route, March On ............................... 16


			      TABLE OF CONTENTS

  Combat ................................................................. 17
	Hack Slashing Fun, Handling Combat, Who's on First? .............. 17
	Ouch. Quit it., Making Your Move, Parts of the Combat Screen ..... 18
	  Active Participants, Inactive Participants, Combat Area ........ 19
	  Targeted Opponent, Damage Inflicted ............................ 19
      Manual Combat Options .............................................. 20
          Move, Attack ................................................... 20
          Missile Attack, Cast Spell, Items, Character Options ........... 21
          Quit and Reload, Change Weapon, Guard, Repeat Options .......... 21
      Oooppps! The Fumble! ............................................... 22
      After the Fight .................................................... 22
          Gathering the Goodies, Getting Experience ...................... 22
      Return to Adventure ................................................ 22

  Arcane  Lore ........................................................... 23
      Casting Spells ..................................................... 23
      Spell Charts ....................................................... 24
           Dispell, Domination, Demonology, Elements, Movement, Healing .. 24
           Clairvoyance, Illusion, Combat, Communication, Transformation,
           Transmutation ................................................. 25
      Spell Descriptions ................................................. 26
	   Dispell, Domination, Demonology ............................... 26
           Elements, Movement, Healing, Clairvoyance ..................... 27
	   Illusion, Combat, Communication, Transformation ............... 28
           Transmutation ................................................. 29
      Wand Rituals ....................................................... 30
      Magicians, House Spells ............................................ 31
  Arkania's Residents .................................................... 3Z
      Talking with NPCs, Traveling with NPCs ............................. 32
  Appendices ............................................................. 33
      Appendix A: Generation ............................................. 33
      Appendix B: Character Review ....................................... 44
      Appendix C: Character Classes ...................................... 50
      Appendix D: Character Skills ....................................... 57
      Appencbx E: Arkania's Deities ...................................... 61
      Appendix F: Herbs & Poisons ........................................ 63
      Appendix G: Diseases................................................ 65
      Appendix H: Customer Service ....................................... 66
      Appendix I: Hints and Tips ......................................... 68
      Appendix J: Clue Book Preview ...................................... 70


			SELECTING THE LEVEL OF PLAY

 You've  installed  Star  Trail  on  your  computer  and are off to Arkania.
 Before you begin, though, you'll have  a choice of the level of  game you'd
 like to play.   Ranging from "sit back,  we'll take care of  everything" to
 "what program... weren't you calculating  that?", Star Trail allows you  to
 select a level of play most fitting with your role playing preference.


			    Novice And Advanced

 The two levels  of play are  Novice and Advanced.  You can switch  modes at
 any time during game play.


      * Novice:   The Novice  level is  designed for  gamers
        who want to  enjoy the game  play but don't  want to
	juggle all  the statistics  that are  common to role
	playing games.

      * Advanced:   The Advanced  level offers  you complete
	control  over  your  characters'  statistics, skills
	and  magic,  allowing  you  to  custom  tailor  your
	party.   While  this  process  of  fine tuning takes
	time, it allows you to craft a party to your  exact,
	personal tastes.

 Once you select the game mode, you'll  be off to the  Temple of  Peraine in
 Kvirasim.

			To Create Or Not To Create

 Some people like to create their  own parties.  Others prefer to  play with
 ready-made, pregenerated characters.  Whatever your preference, Star  Trail
 has it.   There are four  different methods, or  routes, you may  follow to
 get  your  party  together  and  off.   to  adventure.   Each is covered in
 Appendix A: Generation.

 You may also import characters from  Realms of Arkania:  Blade of  Destiny.
 Instructions are included on the reference card.


                                                                      Page 1


			  ARRIIVING AT THE TEMPLE

 Entering the world of Arkania, your first stop is the Temple of Peraine  in
 Kvirasim.  You'll see  a screen similar to  the one below.   From here, you
 can create characters,  run with the  pregenerated party or  perform any of
 the other temple options.  If this  is your first time playing a Realms  of
 Arkania scenario, we recommend you explore the basic world and its  options
 with the pregenerated  party just to  get a feel  for things.   When you're
 comfortable, you may decide to create your own party.


			     Visiting Temples

 Like temples throughout Arkania, the Temple of Peraine offers your party  a
 rest from its adventure, a chance to  kick back, have a word or two  with a
 deity, and if the stars are right, your characters might even benefit  from
 a miracle.


			    Selecting The Icons

 You can  select and  activate any  icon by  left clicking  on it.  All icon
 functions can NS also  be selected by right  clicking anywhere to bring  up
 the options menu.


		      Address The Priest Or Priestess

 Having been  around Arkania  for quite  some time,  keepers of  temples can
 offer your  party lots  of information  about the  surrounding area and the
 world you've arrived in. To  speak with them, select this  option. Complete
 information on non-player  character (NPC) encounters  is contained in  the
 Arkania's Residents section of this manual (page 32).


			      Add Characters

 If you've  created some  characters and  want to  add them  to your  party,
 select this  option.   At most,  a party  can have  six members, so you may
 need to remove some pregenerated  characters first.  As you're  playing the
 game, you  can also  use this  option to  add characters  that you may have
 left at other temples.   Of course, to add them,  you'll need to be in  the
 temple where you left them.


			     Let Go Characters

 To remove characters or NPCs  from your party, select this  option followed
 by a character.   If you wish to  play with characters you've  created, you
 may need to remove the pregenerated group to make room for your own.


                                                                     Page 2


			  ARRIVING AT THE TEMPLE

			       Disk Options

 To  save  your  game,  load  a  game  or  exit  to reality, select the Disk
 options.   To save  a game,  click on  an existing  save game name and then
 click on the  "S" disk. If  you haven't already  made a save  game, or just
 don't want to save over any existing files, select the "New" icon.   Before
 saving, you can add notes about the particular save by clicking and  typing
 in your information  in the gray  text box.   To load a  game, click on the
 game's name and  the "L" disk.   To head out  of Star Trail,  click on  the
 "Skull."

					  Save Info
         ͻ
          Ŀ    Ŀ   
                                                                    
                                                                    
                                                                    
                          
   Game             Ŀ  Ŀ   Ŀ Ŀ 
  Names               N                                       
                      E                                       
          Ĵ   W              L              S         
                  
         ͼ
		       Save a       Load          Save Existing   Exit
		         New                          Game         to
		        Game                                      DOS


			    Generate Character

 If  you  prefer  to  play  Arkania  with  your  own  characters, select the
 Generate Character  option.   Complete information  on character generation
 is in Appendix A: Generation.


			     Erase A Character
 To  make  room  in  your  roster  for  more  characters,  select  the Erase
 Character  option.  If  you  erase  a  character,  they're  gone  for  good
 (probably spending their days fishing on the Mississippi or something).


			     Ask For A Miracle

 While  the  temple  priests  and  Arkania's  gods  can't  help  you win the
 lottery, they may give your  characters some divine intervention every  now
 and  again.  Naturally,  parties  who,  uh,  return  the  favor in coin and
 characters who worship a temple's particular deity have the best chance  of
 success.  Overall, though, miracles are a fairly rare occurrence.


				  Donate

 Party members who wish to donate to cheir deity (or those hoping to  bribe,
 er, persuade a miracle or two) may select this option to do so.


			     Leave The Temple

 To leave the  temple, select this  option. If you've  just begun the  game,
 you'll soon find yourself on the streets of Kvirasim.

                                                                      Page 3


			     MAIN PLAY SCREEN

 Stepping out into the sunshine and  fresh air, your party looks around  and
 takes in  all they  have yet  to explore.   Welcome to  Kvirasim.   As  you
 travel this town, like  any other town, the  screen and options below  will
 be your guide.

						   Game Options,
			  Compass                 Diary & Credits
                                                       
       ͻ
                                          REALMS    
                                                   of      
                                                ARCANIA    
                                             Ķ
                                                             Time
                                                           
 MainĴ                                       Ķ Ŀ
Window                                                     
                                             Ķ  
                                                            Play
                                             Ķ   Options
                                                           
       ͹ 
                                                                 Info
         ˹
                                                NPC
                                                  Player
         ʼ
               ٳ
                                                  
        Team Leader        Party Members         Life Points (Green)
						 Astral Points (Red)


			   Main Window & Moving

 Through the  Main Window,  you'll see  everything around  you.   Moving the
 mouse pointer up,  down or to  the sides shows  you the directions  you may
 travel, and a left click will get you on your way.  Pressing HOME   or  END
 allows  you  to  look  up  and  down,  and the SPACEBAR tells Star Trail to
 "look" a  bit more  closely at  something.   SPACEBAR also  opens doors and
 allows you to perform logical tasks at certain locales.


			    Character Portraits

 All characters  in your  party have  their own  icons that  show their most
 important  attributes.  Besides  their  name,  life  and astral points, the
 icons also  allow you  to move  and review  characters.  (Information about
 characters is in Appendix A, B and C.)

      * Moving a character: Click and drag a character's portrait to
	another character's portrait. The two will change places.

      * Reviewing a character: Double click on their portrait.


				NPC Player

 Sometimes, for reasons of his or her own, a non-player character (NPC)  may
 wish to join your party for a  stretch of adventure. When you have such  an
 NPC along,  his or  her icon  will appear  here.   (For more information on
 NPC's see the Arkania's Residents section of the manual on page 32.)


				   Diary

 Star Trail's  diary tracks  your adventure,  and allows  you to insert your
 own  notes  as  well.  See  the  Diary  options  section of this manual for
 complete information.


			       Game Options

 Game options  may be  machine specific,  and are  covered on  the reference
 card.

                                                                      Page 4


			     MAlN PLAY SCREEN

			       Play Options

 The Play options allow you to get  at the nuts and bolts of the  Star Trail
 system.  Depending on your location and status in the game, you may or  may
 not have all the options available to you.


        			Split Party

 If a member of your  party is too ill to  travel or if a crawlspace  allows
 only one at a time, select Split Party followed by the characters who  will
 break off from the main group.   When you opt to split your group,  keep in
 mind:

    1.  You can control only one group at a time.
    2.  Characters in the non-active group have shaded portraits and names.
    3.  Time passes simultaneously for the separate teams.
    4.  You  can  join parties  only when  they are  both at the same, exact
        location.
    5.  In the  automap mode,  the team  you're not  with appears as a blue
        circle.


			       Join Parties

 To join together two  or more groups who  are at the same  location, select
 the Join Parties option.


				Next Party

 When your  party is  split, click  the Next  Party icon  to switch  to your
 other party.  If your party is split into three or more groups, Star  Trail
 lets you select the party of your choice.


				  Automap

 Forget the  reams of  paper. Star  Trail's advanced  Automap feature tracks
 your party as they move along. You  can also scroll up or down and  side to
 side using the mouse or the arrow keys.

        Highlight       Ŀ Notes & Info
     (Double click or      N    Ŀ         
     press RETURN to     WE                        
     move your party       S      
     to the location;                                  
    single click/arrow                          ()       Your Party
     key to move the              Ŀ                    (Red Circle)
        highlight)                                  
                                                       
                        



 By right clicking on the screen or pressing PGUP, the Automap options   are
 available.

        * Write Entry: Allows you to take notes about the events and  people
	  of the highlighted location. At most, you may have 100 entries  on
          a map.

        * Move  Party:  Automatically  moves  your party to the  highlight's
          location.


				Cast Spell

 While traveling in town,  it may be necessary  to cast a healing  or adven-
 turing  spell.   Select  this  option  and  a  character to cast the spell.
 Next, select its  group and the  spell name.   (For further information  on
 spells see the Arcane Lore section of this manual on page 23.)


				   Camp

 After  trekking  through  taverns  and  wilds,  a  bit of shut eye is often
 needed.  Select the  Camp option to bed  down. Camp options are  covered in
 the next section of the manual.

                                                                     Page 5


			       CAMP OPTIONS

 Your party can make camp at any time, whether in a city, town or  traveling
 by a  stream's edge.   Depending on  where you  elect to  make camp, you'll
 have numerous options available to you.


		     Execute options (Travelling Only)

 Before  hitting  the  sack,  your  party  typically  engages  in   numerous
 activities:   gathering herbs,  replenishing supplies  and assigning people
 to guard duty. Select Execute Options ("Die! You foul icon!") to do so.


			      Set Guard Duty

 Since sleeping characters are easy prey for looters and other creatures  of
 the night (or day, depending  on your sleeping habits), setting  guard duty
 is  an  important  task.  Typically,  characters with high Intuition skills
 make the best guards.  Star Trail will ask  you to assign guards  for three
 different shifts  (although the  late shift  gets no  overtime). Naturally,
 characters assigned to the varioiis  shifts will not get the  full benefits
 of sleep while guarding.


		    Replenish Supply (Travelling Only)

 As  your  party  travels  through  Arkania's  outback,  they  may use their
 rations and drain their waterskins dry. Whenever your characters make  camp
 and you're running low  on supplies, it's a  good idea to try  replenishing
 your stores. Select Replenish Supplies  and a character to do  the hunting.
 Generally,  characters  skilled  in  Nature  and  Perception  have the best
 chance of success. Keep in mind though, you can captain two expeditions  in
 a night, and each character may  hunt only once. If all goes  well, though,
 Star Trail will tell you about the grub you found; the food and water  will
 be used immediately  or stored for  future use, depending  on the needs  of
 the team.


		      Gather Herbs (Travelling Only)

 Used in every alchemist's potion, herbs are a source of magical power  (and
 profit) and  are plentiful  in Arkania's  forests.   Selecting this option,
 pick  someone  to  search  and  send  him  or her off.  While a character's
 success depends  upon the  area searched,  those skilled  in Herb  Lore and
 Perception find herbs more quickly and are generally better at  identifying
 herbs  than  their  less  gifted  companions.  When  the character returns,
 you'll be told of his or her discoveries.


				Use Talent

 While sitting 'round the campfire, your characters survey their wounds  and
 hope for treatment.   By choosing the  Use Talent option,  a character  may
 treat others for poison,  disease or wounds or  practice a bit of  Alchemy.


			     Treating Ailments
 Just select a skill to perform,  and, if necessary, a person to  perform it
 on. Depending  on the  skill level  of the  character, life  points may  be
 restored to the wounded, and the poisoned and diseased may be cured.


				  Alchemy

 Characters wishing  to spend  their time  brewing magic  or healing potions
 may opt to use the Alchemy skill. To mix potions, the character must  have:
 an  alchemy  set,  all  necessary  containers,  all  necessary herbs and an
 appropriate  recipe.  Needless  to  say,  a  solid  skill  in Herb Lore and
 Alchemy helps.   When your character  mixes the brew,  Star Trail will  let
 you know the  outcome. Regrettably, if  the alchemist puts  together a brew
 that melts the  very jars in  which it was  concocted, he or  she will fail
 the attempt, and all ingredients and  containers used in the, uh, mix  will
 be lost (after all,  who wants a potion  that doesn't work or  a flask with
 residue of "eau de la attempt" on it?).

                                                                      Page 6


			       CAMP OPTIONS

				 Use Magic

 Magicians  just  aren't  known  for  kicking  back  during leisure times to
 gossip.  They are not, by the by, interested in PuckBoy the  Not-So-Brave's
 immense  struggle  with  small,  stuffed  Shoney  (R)  bear  or Sir John of
 Saranac's escapades  in one  of Arkania's  taverns. Instead,  Magicians use
 the quiet of camp to meditate or to empower their wands.


				 Meditate

 Generally  reserved  for  Magicians  and  Magiciennes, meditation focuses a
 character's energy on his or her magic power. Doing so, he or she  converts
 life points  (LP) to  astral points  (AP).   Other magic-using  classes who
 carry at least one dose of thonnys in their packs may meditate as well.


				Wand Ritual

 Available only to  Magicians or Magiciennes,  this option allows  the magic
 user  to  attempt  a  transfer  of  some  of  his or her astral points to a
 magical wand. Cloaked in darkness,  the Magician spends hours focusing  his
 mind, his magic  and his energy  over the wand  until it accepts  the spell
 itself. Taking a  lot of time,  the transfer of  energy also consumes  many
 astral points, but is permanent once charged. Should your character  choose
 to cast a wand spell, regardless of  success or failure, he or she will  be
 unable to perform any magic for  the remainder of the camp. (For  the exact
 method of transfer, refer to Arcane Lore on page 23.)


				Cast Spell

 During camp,  characters may  require healing  or the  aid of  other spells
 that may give your party an advantage over the elements.  To cast a  spell,
 select this  option, a  magically talented  character, the  spell group and
 the spell  itself.   (For further  information on  spells, refer  to Arcane
 Lore on page 23.)


		      Party Options (Travelling Only)

 While on route and in camp, your team  may split or drop an NPC off at  his
 or her desired location (or  on the side of the  road if they annoy you)  .
 Select Party  Options. Just  as with  Split Party,  pick the  characters to
 form the  other group.  When you  pass by  this way  again, your characters
 will be waiting.


				   Sleep

 Rolling out the bedrolls, your party settles in for the night to awaken  at
 8:00 a.m. (those  medieval alarm clocks,  you could count  on them). Before
 opting  to  Sleep,  complete  all  your  other  camp  business...  healing,
 meditation, setting guard,  etc. As your  characters sleep, they  replenish
 both astral and life points. Then again, they may not sleep so well.  While
 sleeping  often  has  certain  restorative  properties,  it can likewise do
 damage to unprepared adventurers.   There's nothing like sleeping  outdoors
 in the rain without a blanket or food.


			Travel On (Travelling Only)

 If you stopped your journey for one reason or another, selecting Travel  On
 will continue you  on your current  route or path.   When it's not  safe to
 travel, at night time for instance, this option is not available.


				Break Camp

 If you  weren't really  tired after  all, but  merely wanted  to check  the
 status of your pillows, this option will return you to your adventure.


			   Execute Former Option

 Hey,  just  like  us,  your  characters  get  into bedtime routines. Select
 Execute Former Options to repeat your last selections for gathering  herbs,
 replenishing supplies and guard duty.

                                                                      Page 7


			       DIARY OPTIONS

 Like  Star  Trail's  Automap  feature,  its  Diary allows you to track your
 adventures and even adds notes of its own for important quests and  events.
 For that reason alone, it's a good idea to check your diary each morning.


				Write Entry

 There's nothing quite like a  blank page to inspire the  imagination (well,
 I'm a  writer; of  course I'd  say that).  If the  urge to  write hits you,
 select Write Entry. Star Trail's  diary automatically moves to a  new page.
 There's no limit to  the number of pages  you can add, and  your creativity
 will obviously determine what you write.


				   Print

 Select the  Print option  to get  a hard  copy of  your entries. Star Trail
 allows you to select  the range of pages  you wish to print.  If you prefer
 to print to a  file, you may choose  that setting in the  Game Options (see
 the Reference Card for further information).


				  Search

 The diary's  powerful Search  feature allows  you to  scope out the entries
 for certain  persons, particular  travels, gods  and miscellaneous  topics.
 You can also  search from a  listing of all  topics or quickly  locate your
 personal entries.


			   Previous & Next Page

 Clicking one  direction or  another, you  can flip  the pages  to find  the
 entry that  you're looking  for or  to read  over the  diary's contents  in
 general.  You  can  also  move  to  a  specific  page  by pressing PGUP and
 selecting the # of Page option.


				Leave Diary

 To head back to the game, select Leave Diary.

                                                                      Page 8


			  "OUT AND ABOUT" OPTIONS

			      General Options

 As  you  travel  through  Arkania's  cities,  you'll  come  across numerous
 markets  with  a  collection  of  dealers  selling all sorts of wares. From
 blacksmiths to  healers, there's  typically something  for every discerning
 adventurer.


				   Talk

 Almost anywhere  you go  in Arkania,  you'll find  someone willing to shoot
 the breeze. Select  the "Hi" icon  to initiate conversation.  (Conversation
 is covered in the Arkania's Residents section of this manual on page 32.)


			      Next Character

 If more than one character  needs attention for any particular  reason, the
 Next  Character  icon  allows  you  to  scroll  through your party members,
 bringing each to the bargaining table separately.


			       Haggle (Buy)

 Once  you've  decided  to  a  purchase  an  item  or  a service from one of
 Arkania's merchants, you'll haggle about  the final price you'll pay.  When
 you select Haggle and a person  to do the haggling, your character  and the
 merchant hash out a  fair offer. Of course,  a character skilled in  Haggle
 has the best chance  of negotiating a good  discount. With the offer  made,
 the  vendor  mulls  it  over,  and,  depending  on your tact, diplomacy and
 haggling skill, he or she may accept your offer.


			   Previous & Next Page

 Some merchants  may have  gigantic inventories.  Use the  Next and Previous
 Page icons to move from shelf to shelf.


			     Leave Or Previous

 After you've  had your  fill of  a shop,  select Leave  to head back to the
 streets.  In sub-menus, this icon takes you back to the original menu.


		    Armourers, Herbalists And Merchants

 Gathering wares from  across Arkania, entrepreneurs  set up shop  in a city
 hoping to make a ducat or two  off passing adventurers.  Much like here  on
 Earth,  price  and  quality  varies  business  to business, and some shops,
 typically those that are more established, are often able to offer a  wider
 selection of goods.


				    Buy

 When  you  enter  a  shop,  select   Buy  to  view  and  select  from   the
 establishment's inventory. When you  select an item, Star  Trail highlights
 characters who can use it in green.

                                                                      Page 9



			  "OUT AND ABOUT" OPTIONS

				   Sell

 If  your  party's  carrying  around  some  extra  baggage, the merchants in
 Arkania  may  be  happy  to  take  it  off  your  hands. Sometimes, as with
 gathering and selling herbs, the  trade can even be quite  profitable. When
 you opt to  sell your items,  you'll see an  inventory of your  goods along
 with the price the  merchant's willing to pay  you. Like buying items,  you
 and the merchant can haggle your price once your offerings are complete.


				Pickpocket

 If you're low on  cash, you may be  able to Pickpocket the  merchant you're
 visiting! Choose Pickpocket to do so. If luck is with you, a few of his  or
 her coins may be yours. But if you get caught...


			     Evaluate An Item

 Before  you  sell  an  item,  you  might  want  to determine its value.  To
 Evaluate an item, review a character skilled in Evaluating and Use  Talent.
 Next, select Evaluate  followed by an  item. He or  she will present  their
 best educated guess.   Of course, some merchants  might offer more or  less
 depending on their own purse strings.


      Blacksmiths Repair Item

 That fine  two-handed sword  you're carrying...  the hilt  in one hand, the
 blade in  the other...  isn't going  to do  you or  your party  any good in
 combat.  Needless to say,  such unfortunate incidents are the  life's blood
 of the blacksmith.  To fix broken equipment, select Have an Item  Repaired,
 followed by the  character and the  item in question.  The smith will  look
 the item over and quote you a price. Just like other shops, you're free  to
 haggle over it.

 Click on the  Repair icon again  to retrieve your  item. Keep in  mind that
 metalwork, like any trade, is not exacting nor does it happen at the  speed
 of light. You  may have to  leave your weapon,  and there is  a chance that
 upon returning, you'll find  your sword or armor  is beyond repair -  or at
 least beyond the skills of the smith.


				  Healers

 Your Magician's astral points are  wiped out, and your most  skilled healer
 is  still  trying  to  shake  the  arrows  out  of  her pack.  It's a tough
 situation to be in. If a character lets a wound go for too long, he or  she
 will  likely  become  infected  or  diseased.  Thankfully, towns throughout
 Arkania offer the services of healers to help you.


			       Treat Wounds

 For  characters  who  have  light  battle  damage  (i.e.  all  limbs  still
 attached), select Treat Wounds, followed by the character.


			       Treat Illness

 There  are  numerous  maladies  in  Arkania.  Should one of your characters
 require an elixir for his or her condition, select Treat Illness.


			       Treat Poison

 Along with wounds  and illnesses, many  healers can treat  poison before it
 kills a character. Select Treat Poison to let them work their art.


				 Depetrify

 Statues are wonderful  to gaze upon  unless the statue  in question happens
 to be a member of your party.  Depetrify attempts to soften things a bit.


 When you select an option  followed by the afflicted character,  the healer
 will quote you a price and get to work.  Of course, the outcome depends  on
 his or her skill.

                                                                     Page 10


			  "OUT AND ABOUT" OPTIONS

			     Taverns And Inns

 Inns  and  taverns  offer  a  soothing  break for any adventurer. For those
 traveling through the wilderness, the comfort of a soft bed and a  prepared
 meal are worth twice the price of the ducats paid. For others, the  relaxed
 conversation flowing in a town's  tavern is welcome enough change  from the
 campfire  conversations  of  Orc  raids  and  catastrophic  battles.   Some
 adventures travel to a town's taverns and inns to collect information,  and
 those enterprising enough may even be  able to swindle a few silver  crowns
 from patrons.  When your  party enters  a tavern  or an  inn, you'll have a
 selection of the options below available to you.


			   Taking A Seat Taverns

 Sometimes you  want to  be alone,  other times  you'll welcome a stranger's
 company  (that's  if  they'll  have  yours,  of course).  Star Trail offers
 various "seating" options to suit your party.

    At the Bar
    At a Free Table
    At an Occupied Table
    Change Places


			    Buy A Round Taverns

 There's nothing quite like a good  stout to whet your whistle, and  there's
 nothing like buying  a round to  make some friends.  Click the Buy  a Round
 option,  and   the  tavernkeep   will  distribute   the  beer   about   the
 establishment  and  credit  your  account.  (Since this is Arkania, though,
 don't expect to order a Guinness (R) or a Pete's Wicked Ale (R).)


				Use Talent

 Along with "normal"  talents such as  Alchemy, Treat Wounds,  Treat Disease
 and Treat  Poison (covered  in the  Camp Options  section of  this manual),
 taverns  allow  your  party  to  perform  some other, well, skills that may
 benefit your party  and entertain the  customers as well.   While inside  a
 tavern,  characters  may  Cheat  (card   tricks  and  the  like),   perform
 Acrobatics or  Play an  Instrument.   Needless to  say, characters actually
 skilled in  the particular  field stand  the best  chance of  earning a few
 bits (instead of a one way ticket out the door).


				    Eat

 After  a  long  trip,  a  good,  home-cooked  meal  hits the spot. Inns and
 Taverns  offer  your  party  what  they're  looking for. Just click the Eat
 icon.


				Rent A Room

 If you're  looking to  stay the  night at  an inn,  select the  Rent a Room
 icon.  The  innkeep will let  you know what  rooms he has  available, their
 accoutrements and  their cost.  Select one  to book  your room. Your choice
 made, the innkeep will ask you how many days you wish to stay.


				 Use Magic

 Magicians  and  Magiciennes  can  uee  the  time  in  the inn to work their
 magical art. Use Magic is covered in Camp Options on page 7.


				   Sleep

 Once you've done all  you need to do,  select the Sleep icon.  Once you opt
 to bunk down,  though, no further  options are available.  However, you can
 always hit PGUP to interrupt your sleep.

                                                                     Page 11


			  "OUT AND ABOUT" OPTlONS

			       Entertainment

 Like Taverns, Arkania's brothels also offer your party entertainment of  a,
 well, different kind that was prevalent in medieval worlds.


				 Have Fun

 A rather self-explanatory  icon, select Have  Fun to enjoy  the services of
 the  establishment  (which  also  include  hair  cuts and manicures, by the
 way).


			      Stay The Night

 To get some rest  and also enjoy the  services of the brothel,  select Stay
 the Night.

 Whatever  your  choice,  the  madame  will  quote  you a price, and, if you
 accept, show you to your suite.


				 Warehouse

 Carrying around ten  tons of herbs,  fifteen alchemy sets,  twelve suits of
 armor  and  other  random   goodies  can  tend  to   wear  a  party   down.
 Enterprising  merchants  throughout  Arkania  have  taken advantage of this
 plight by offering storage space within their warehouses for a fee.


			   Leave And Take Items

 To  leave  items  in  or  to  take  your own items from a warehouse, select
 either  icon.   Keep  in  mind,  though,  that  warehouses,  like any other
 business, are subject to villains.  Keep your major valuables with you.


			  Things To Keep In Mind

 While  exploring  cities,  towns,  dungeons  and  other  byways, keep these
 things in mind.


   *  Put  characters with high  perception, strength   and agility   in the
      front of  your party.  They'll have  the best  chance to  notice traps
      before they're set off and will be able to open doors with a shove.

   *  Most dungeons  are not  lit. Be  certain you're  carrying torches   or
      lanterns with oil and  a tinder box to  light them.  Magically  gifted
      characters may also light the way  with a Fiat Lux spell or  Magicians
      may   magically   charge   their   wand   to   contain  an  automatic,
      inextinguishable light spell.   (See the Arcane  Lore section of  this
      manual for more information on Wand Spells).

						                     Page 12


			     TRAVELING OPTIONS

 It's time to break  out the adventuring gear  and head for the  road out of
 town.  As you  travel through Kvirasim, or  any of Arkania's towns,  you'll
 see sign posts pointing the  way to one destination or  another. Typically,
 there are  numerous posts  in a  single town,  each leading  to a different
 destination. Just step  up to the  signpost to discover  where the road  or
 path leads.

 Signposts follow the general layout of Arkania.  For example, signposts  to
 the east generally lead to eastern destinations. Occasionally, you'll  also
 be able to travel place  to place by water.   In either case, when you  opt
 to travel, you'll enter the Traveling Options and the travel map.


			     Packing Your Bags

 Before your characters head out of town, spend a few minutes with them.  It
 may be several hours (maybe even several days) before they see a town or  a
 merchant again. Make certain they're prepared for the trip:

           * Check the amount of  rations and water each  character carries.
	     If you  feel it's  not enough  for the  trip, buy  more from  a
	     merchant.   Pizza places  do not  deliver to  the middle of Orc
	     territory.

           * How are your characters' hunger and thirst levels holding  out.
	     Fill their bellies and  quench their thirst before  they leave.
	     Otherwise,  you  may  be  forced  to  stop  mid-route  when   a
	     character complains of hunger pangs.

           * Are all your  weapons and armor  whole?  If not,  visit a smith
	     to make the necessary repairs.

           * Are your characters well rested? If not, catch some shut eye.

           * Should  you  make  a  last-minute  trip  to  a healer to  treat
	     disease, wounds or poison!

           * Do you have a good selection of herbs, potions or other  things
	     that you might need? Also, don't ignore adventuring gear.

           * Put your  best character forward.   If you're traveling  in the
	     wilderness, characters  with strong  Nature skills  are best to
	     lead your party.  They  will notice tracks and other  landscape
	     features  that  lesser  skilled  companions might miss. Parties
	     traveling  by  boat  are  best  led  by  a character skilled in
	     Survival.   As the  party waits  in cramped  comers and  shares
	     day-to-day life with the  ship's denizens, such skills  come in
	     handy.

           * Did you remember your travelers' checks?

	                                                             Page 13


			     TRAVELING OPTIONS

 When your party  reaches such a  signpost, you'll see  a screen similar  to
 the one below:

   Compass
  ͻ
                                              REALMS    Game Options,
                                            of      Diary, Credits
                                              ARCANIA  
                                             Ķ
                                                         Time & Date
                                             Ķ
                                                         Weather
                                                         (Upper Portion)
                                                         Landscape
                                                         (Lower Portion)
                                             Ķ
                                                         Travel Speed
                                             Ķ
                                                      
  ͼ
                                                  
        Map                      Traveling Options Review a Character

         Compass Colors:
 Blue:   Direction you're traveling
 Orange: Directions you may travel
 Gray:   Not available


		    Commennce Marching & Route Planning

 Depending  on  your  gender,  you  may  want  to  map  your  route  to  its
 destination in  advance.   (Typically, male  characters do  not need  to do
 this because  they always  insist they  know where  they're going.)  Select
 Route Planning  to do  so.   Next, click  the compass  in a  direction your
 party wants to travel.  As you continue to plan your route, the  directions
 available change. You may  travel along your route  until its end or  until
 you feel like stopping  (for a garage sale  or something).  Of  course, you
 may  stop  at  any  time  by  interrupting  your journey (select the Travel
 Options).   If  you  prefer  to  just  amble along, though, select Commence
 Marching.  Star  Trail will notify  you of intersections  and allow you  to
 choose your route as you go along.


				    Map

 The map  tracks your  party's journey  across Arkania's  wilds.   Reviewing
 this map can  be very useful  in planning your  routes across Arkania,  or,
 for the  curious adventurer,  finding out  about Arkania's  many towns  and
 cities.  Sometimes,  though, dirt tracks  or wilderness routes  will not be
 so obvious.   It may  be necessary  to check  the possible  destinations by
 actually investigating  a settlement's  journey points  (signposts) to find
 these unexplored or undocumented routes.


			    Possible Directions

 To check  the possible  directions you  can travel,  click the  right mouse
 button when you reach the end  of a planned route and don't  know precisely
 where you want  to go. The  compass also highlights  possible directions in
 orange.


				  Weather

 Your warrior's limbs  will barely move,  and your elf's  ears have a  light
 coating of frost on them.  Welcome to the outdoors.  To check the  weather,
 click on the upper half of the "outdoor" image.  As your characters  travel
 through snow or scorching heat, the weather affects them and their rate  of
 travel.   Crossing through  the woods  in the  height of  winter dressed in
 your Miami finest  might cause frostbite,  not to mention  the extra effort
 required to traverse seven foot high snowbanks.  Make sure that your  party
 is  appropriately  equipped  for  the  weather  it maybe traveling through.
 Check your  characters often  to be  certain they're  not overly exposed to
 the  elements  (hit  PGUP  to  stop  traveling,  Interrupt Journey and make
 camp).

                                                                     Page 14


			     TRAVELING OPTIONS

				  Terrain

 Walking through one of Arkania's many fjords, your Magician suddenly  drops
 from sight leaving only a  wafting "yelp!" and a sliding  footprint behind.
 Arkania's crash  course in  "An Up  Close Look  at Geography"  can hit your
 party at any time during its  adventure. Whether it be a gaping  cliff that
 your party  failed to  discover in  all its  merry making  or a simple step
 that  triggers  an  avalanche  of  snow,  such geographic disasters are not
 uncommon.  When  your  party  experiences  such  an  event, Star Trail will
 report the damage.   Of course, your party  can defend itself against  such
 happenings by appointing a  nature lover to head  the party.  He  or she is
 more  likely  to  notice  such  things,  given  their  appreciation for and
 understanding of the out of  doors. Also, check the landscape  regularly by
 clicking on the lower portion of the "outdoor" image.


			     Travelling Speed

 Under normal circumstances and decent traveling conditions, your party  can
 cover about 30 miles per day. Depending on the season and road  conditions,
 this  distance  could  be  reduced.   Wilderness  travel  along  hidden and
 overgrown routes  can be  tremendously difficult,  decreasing your  maximum
 traveling distance to approximately 15 miles per day.


        		    Review A Character

 Life on the road is tough. Aside from exposure to the elements, your
 characters may frequently face hunger and thirst if you're not properly
 prepared.  While on the trail, your characters use energy, and naturally,
 they need food and water to continue their pace.  When your characters are
 hungry or thirsty, they eat and drink what's available. Once that's gone,
 though, your characters may starve, forcing you to stop your journey and
 hunt for food and water. To do so, right click, Interrupt Journey and make
 camp.


			      Travel Options

 Traveling options allow your party to change the course of its route,  stop
 it altogether or  force it to go on in spite of better judgement. Selecting
 the Travel Options icon,  your party stops for  a moment and considers  its
 direction.


			     Interrupt Journey

 If one of your  characters is on his  knees begging for water,  it's a good
 time to interrupt your  journey and make camp.   When you select  Interrupt
 Journey, for  whatever reason,  your characters  stop by  the roadside  and
 make camp, allowing you to attend to their needs. (For further  information
 on camp, see the Camp Options section of the manual.)


				 Turn Back

 If you think you left  a town a bit too  early or missed a critical  locale
 ("I told you we should have used  the map, Norm."), select Turn Back.   The
 party does an about face and heads in the direction from which it came.


        			Force March

 If you're in a hurry  to get places and have  had enough of the "Oh,  look!
 What a  nice line  of shrubbery"  jazz, select  Force March  to pick up the
 pace.  All your characters begin  to march faster, though you risk  sapping
 their strength.

                                                                     Page 15


			     TRAVELING OPTIONS

		   End Planned Route At Next Crossroads

 Even if you've planned a route meticulously, you may choose to stop at  the
 next  crossroads  to  investigate.  Select  End  Planned  Route at the Next
 Crossroads option (also known as  "Potentially the Option with the  Longest
 Name in the History of Computer Games" option) to do so.


				  Rope Up

 When the  terrain is  unfriendly, parties  who take  extra precautions  are
 often rewarded.  By "roping  up," characters  use a  single rope to loosely
 tie all members together. That  way, should your stumbling Magician  walk a
 bit too close to the edge of a ravine, the other members' weight and  quick
 thinking will likely save his life.   Naturally, to rope up, a party  needs
 to possess a rope.


			      Secure To Front

 You're not in the mountains anymore,  and the meadow in front of  you seems
 to welcome  your party.   However, a  huge pit,  formerly used  to  capture
 animals, lies in wait. By securing your party to the front, members in  the
 upper  ranks  keep  their  eyes  peeled  for  potential  disaster,  falling
 boulders, endless pits and the like.


				 Scouting

 As your party travels along, the  lead character keeps a careful watch  for
 any interesting features... a neat  trove of herbs, a collection  of animal
 tracks or perhaps your  party heard a rumor  in town about a  wild magician
 who roams these parts.   Should your character notice  anything out of  the
 ordinary that might help  your party, or if  rumors begin turning to  fact,
 Star Trail will let you know.


			     Camping On Route

 As the night falls, so too  do your characters' eyelids. 'Round about  8:00
 p.m., your adventurers will make camp for the night. Although they may  not
 be  tired,  hungry  or  otherwise  in  need  of rest, they do know well the
 dangers  of  traversing  Arkania  in  the  dark,  and so, being intelligent
 characters,  they  make  camp  for  the  night  automatically  at 8:00 p.m.
 Characters may also "force" a Camp  at any time midroute, should they  need
 to gather supplies, heal a wounded  comrade or dazzle off a magic  spell or
 two. To force a Camp, click  the right mouse button and Interrupt  Journey.
 When your party forces a camp or settles in at 8:00 p.m., the  marshmallows
 come out,  and campfire  chatter begins.   While here,  your characters may
 perform various activities,  all of which  are covered in  the Camp Options
 section of this manual.


				 March On

 Sometimes, a tempting camping spot may  not be enough to get your  party to
 stop.  If you go on just a bit longer, you think you might just make it  to
 your destination before nightfall. Select March On when the day is done  or
 your  route  is  finished.   Keep  in  mind,  however,  that  there  are no
 guarantees  your  party  will  reach  its  destination  before nightfall or
 before  everyone  is  tripping  on  everyone  else  from  sheer exhaustion.
 Camping will then be necessary.  Your party, wiped from the day's  efforts,
 will likely require more  sleep than a simple  night's rest can offer,  and
 won't be able to exert the extra energy two nights in a row.

                                                                     Page 16

				  COMBAT

			     Hack Slashing Fun

 On their  journeys through  Arkania, your  characters will  meet more  than
 friendly fellow travelers.  Brigands, robbers and starving wolf packs  will
 conspire  to  deprive  them  of  their  cash,  and  possibly  their  lives.
 Occasionally,  your  characters  will  be  passing  time  comfy  in   their
 bedrolls, when they are summarily ripped  out from under them (no doubt  an
 embarrassing event for some characters).  When action is required, and  the
 time for polite  diplomacy has passed,  their weapons are  forced to speak.
 So begins combat.   For the hack-slasher,  this is the  ultimate event  and
 sport.


			      Handling Combat

 Star  Trail  offers  four  different  "modes"  of  combat that allow you to
 control as little  or as much  of the action  as you desire.   These combat
 modes  may  be  selected  from  the  Combat  Options menu.  Since, however,
 they'll dictate pretty much the whole show, they're covered first.

         *  Computer  Fight/Computer  Fight:   Star  Trail handles the whole
           ball  of  wax  based  upon  the  statistics  and  skills  of your
	   characters  versus  those  of  the  monsters,  and  shows you the
	   outcome.   Of course,  all elements  of Star  Trail's engine come
	   into play as well.

         * Computer  Fight/Whole Party:  Star Trail  handles everything, but
	   lets you watch each move as it unfolds.

         * Computer Fight/Just  This One: Star  Trail handles the  moves for
	   the current character, and allows you to control the others.

         * Manual  Combat: You  run the  show by  selecting from the options
	   that are covered in this section.


			      Who's On First?

 Combat moves forward in rounds - allowing each member of each group,  yours
 and your opponents, a maneuver, whether it be a spell, a thrust of a  sword
 or a  parry.   When your  party and  a group  of monsters  square off, Star
 Trail  determines  who  has  initiative  -  the  first shot. A character or
 monster  with  "initiative"  is  allowed  to  attack  or  move  first,  and
 initiative goes down the line until the last character or monster has  made
 a move.  Star Trail determines  who has initiative by checking out  several
 factors:

         * Were  the  characters  or  the  monsters  surprised?    Surprised
	   combatants are  usually re-attaching  their dropped  jaw when the
	   first blade strikes.

							             Page 17

				  COMBAT

         * How courageous  (CR) are your  characters in comparison  to their
	   foes? Courageous characters leap to  the call of danger and  have
	   no fear of  encountering a dangerous  beast. Those who  aren't so
	   brave,  however,  tend  to  hang  in the background, anxious that
	   they'll break a nail.

         * Every  character and  monster is  allowed to  act once per combat
	   round.   He or  she may  attempt more  than one  action, but they
	   must all be performed back  to back, without any other  character
	   acting in between.

         * Your character also automatically parrys once per round.   Things
	   can  get  hairy,  however,  if  two  monsters  are attacking your
	   character... and he or she can defend against only one.

         * A few monsters of extreme  stature can attack more than once  per
	   round, but they cannot parry more than once.


			       Ouch. Quit It

 The sword swings, cuts your  shirt in half, slices through  both suspenders
 and leaves  a crimson  trail across  your body.  As your  pants fall to the
 ground, you discover you've been hit... a common occurrence in Star Trail.

 When  a  monster  attacks  a  character,  it  may  land  a  successful  hit
 (hopefully your character will block it, though), and it may cause  damage.
 Naturally, a giant Ogre fighting with a  club the size of a Buick is  going
 to do a lot more damage than a measly dwarf with a walking stick. If a  hit
 is  successful,  though,  it  may  do  from  1  to 20 hit points of damage.
 However, depending on the armor worn, the actual amount of damage done  may
 be lower.   Any damage taken  by the character  is removed from  his or her
 life points.  If his  or her  life points  reach 5  or lower, the character
 will  slip  into  unconsciousness  and  become  a ridiculously easy target;
 sometimes, though, the opponent may just leave your character for dead.  If
 life points fall to zero, the character will die.


			     Making Your Move

 Before the combat begins or  its options are shown, a  character's movement
 points (MP)  are determined.  Since movement  takes time  (a rapid  transit
 system is  not yet  available in  Arkania) there  is a  limit to how much a
 character can  do.   Each character  may move  up to  eight squares  in the
 combat area during  each round of  combat.  Some  characters may have  less
 than eight points  if they are  encumbered. It's a  tad hard to  zip across
 the ground when you're wearing 300 pounds of armor.

 Movement points are used for both movement, like stepping to the side,  and
 for actions.  Each action  you take,  whether it  be to  move your  feet to
 approach a monster or to lift your  arms to fire a bow, requires time,  and
 thus  requires  a  certain  amount  of  points. Throughout the combat, Star
 Trail  tells  you  the  MP  cost  of  certain  actions while displaying the
 character's remaining points.


			Parts Of The Combat Screen

 As  the  peaceful  night  passes,  your characters suddenly find themselves
 face to  face with  creatures whose  idea of  a good  time is  "moshing" to
 Lawrence Welk music.   When your party enters  combat, you'll see a  screen
 similar to the  one on the  next page.   The combat screen  is made of many
 different parts that combine to show a "realistic" view of the action.

                                                                     Page 18

				  COMBAT

			Parts Of The Combat Screen

                                                   Active Character
    Active           Inactive Participants         Options
  Participant                                            
          ͻ
           Ŀ                               Ŀ 
                                                           
                                                         
                                                        
                                                              
                                                              
                                                              
 Targeted                                         
 Opponent   Ŀ                                              
 or                                                         
 Damage                                                       
 Indicator                                                
           ͼ
                 Combat Area     Active Participant Position


			    Active Participant

 Star Trail shows you  who's currently acting out  a particular move, be  it
 your  character  or  a  monster.  Everyone  has  a  chance  based  on their
 initiative.  Sleeping  characters,  however,  haven't  a  chance until they
 wake.  The active character stands in a highlighted square.


			   Inactive Participant

 All  other  characters  are  inactive  while  waiting  their  turn.   These
 characters may  be  potential targets for a  knife or a spell,  or they may
 be party members you'll need to protect. They will automatically parry  the
 first attack against them, but, since  they can parry only once per  round,
 they become sitting ducks afterward (so don't let them get surrounded).


				Combat Area

 Star  Trail's  combat  area  is  representative  of  the  terrain where the
 encounter occurred. It is laid out  in a grid, allowing characters to  move
 north, south, east or west.  Characters may not move diagonally.  At  least
 one side of the combat area  will always be "open," allowing party  members
 and monsters a route of escape.


			     Targeted Opponent

 A picture of the  targeted opponent appears when  you select it for  attack
 from the combat area.


			     Damage Inflicted

 Sharing the same space as  Targeted Opponent, the damage inflicted  reveals
 the  results  of  your  character's  or  a monster's actions.  Appearing as
 different  colored  "stars,"  the  colors  and  numbers  show  you   what's
 happened:

             Red & number:   Character was hit for # damage.
             Green & number: Monster was hit for 4 damage.
             Blue:           Character fumbled attack or parry.
             Orange:         Opponent fumbled attack or parry.
             Light Red:      Hit was absorbed by armor, no damage.
             Yellow:         Attack was parried.
             Brown:          Character's weapon has broken.
             Pink:           Character has lost consciousness.
             Dark Blue:      Failed attack.

		                                                     Page 19

				  COMBAT

			   Manual Combat Options

 As  your  party  prepares  to  face  off  against its foes, your magicians,
 fighters  and  cutthroats  contemplate  their  potential actions. Will they
 fight the  creatures before  them? Perhaps  your Warrior  will move  into a
 better position. Your  Magicienne, on the  other hand, prepares  to unleash
 an awesome blast of fire.

 As your  characters move  through combat,  Star Trail  offers each  of your
 characters these choices and more.  Next to each combat option, Star  Trail
 lists  the  amount  of  movement  points  that are required to complete the
 action.


				   Move

 The monster's just out of reach, but dangerously close to your Warlock who
 appears to be down for the count. To get your Warrior's blade within range
 of the creature's body, select Move.  Unless encumbered, a character may
 move up to eight squares per round.  Should you move your character, keep
 the following things in mind:

         * A character can  only move forward, back,  to the left or  to the
	   right, with a cost of 1 MP per square entered.

         * A character cannot pass through squares already occupied.

         * Squares containing  walls or certain  objects cannot be  entered.
	   It's a bit tough to pass through solid rock.

         * If a character  crosses the edge of  the combat area, Star  Trail
	   will ask you if  the character is trying  to flee. If you  answer
	   yes, the character is out of  the fight for good. This can  split
	   your team.


				  Attack

 The Attack option  engages your characters  in the art  of physical combat.
 To attack a creature,  a character must be  standing in a square  adjoining
 the  creature's  square  to  the  north,  south,  east  or  west.  The only
 exception to this is for missile weapons which may be fired from up to  ten
 squares away at a creature in a direct line with no obstructions.  Missiles
 may also be fired diagonally.

 Any  form  of  attack  costs  three  movement  points.  It  also  ends  the
 character's  actions  for  the  present  combat  round,  no matter how many
 movement points he or  she may have left.  An attack takes place  in one of
 three modes  (you may  choose these  modes by  selecting Character  Options
 covered in this section):

         * Aggressively:   An aggressive attack  takes the character's  full
	   concentration. Since characters are entirely consumed with  their
	   targets, they may not be  able to parry a counterattack  aimed at
	   them. However, the attack's momentum will be great and will  have
	   a better chance of success.

         *  Carefully:    A  careful  attack   takes  all  the   character's
	   concentration, but  devotes most  of it  to protection, bettering
	   the chances of successfully parrying a counterattack.  Since  the
	   character is concentrating  on his or  her own safety  as well as
	   the monster, the momentum of the strike is reduced.

         * Normally:   A normal attack  gives equal consideration  to attack
	   and parry.
								     Page 20

				  COMBAT

			      Missile Attack

 Characters may  also perform  a missile  or throwing  attack. This  type of
 attack allows characters to hurl or fire a missile at an opponent up to  10
 squares away.  The character  must have  the missile  weapon in  his or her
 right hand and any necessary missiles  in the left hand, and must  have the
 target in  a direct  line of  sight, unblocked  by high  obstacles or other
 persons.


				Cast Spell

 Raising his hands, your magic user sends a divine blue aura heading  toward
 a monster, enveloping  him in magical  power.  When  your character selects
 Cast Spell, he  or she can  do just that.  To cast a  spell at an opponent,
 the character must have a direct  line of sight to the opponent,  unblocked
 by high obstacles or other persons.   Not all spells are usable in  combat,
 and spell ranges vary. Casting a spell costs five movement points and  ends
 the character's actions  for the present  combat round, no  matter how many
 movement points he or she may have left.


				   Items

 A character can use  any item held in  his or her left  hand. During combat
 it's a good idea  to have an elixir  or other artifact ready  just in case.
 Using an item costs three movement points and ends the character's  actions
 for the present  combat round, no  matter how many  movement points he  may
 have  left.   You  may  also  drop  an  item  or  change  the  item  in the
 character's left hand.


			     Character Options

 Selecting  Character  Options,  you  check  out  all the important hack and
 slash statistics  of the  active character  or change  their default combat
 mode, aggressive,  normal or  careful (see  Attack on  the previous  page).
 When you select Check Values, you'll  see his or her current attack  value,
 parry  value,  armor  class,  type  of  weapon,  hit points of weapon, life
 points and  astral points.  You are  also shown  any poison  or enchantment
 affecting  the  character.  This  option  is  very useful if your character
 seems to be acting strangely, or if you're concerned for his or her life.


			      Quit And Reload

 Should things go bad  for your party or  if it looks like  there's a bloody
 end in  sight, select  Quit and  Reload. Star  Trail will  bring you to the
 Disk options.


			       Change Weapon

 That's a  fine piece  of blade  you have  there. Who  knows where the other
 piece  went  to,  but  it's  clear  that  if  you hope to live through this
 encounter, a new  weapon is necessary.   Selecting this option,  he or  she
 puts  the  weapon  into  the  backpack  and equips a different one instead.
 This  action  costs  two  movement  points.   Actions  may  continue if the
 character has remaining movement points.


				   Guard

 Standing his  ground, a  character prepares  to attack  anything that moves
 into range  adjacent to  their square.   Like a  careful mode  attack,  the
 character's parry is strengthened when he or she opts to guard (after  all,
 they're  standing  at  ground  zero  with  that  blood lust in their eyes).
 Securing an area costs no points, and ends the character's actions for  the
 present combat round, no matter how many movement points may be left.


			      Repeat Options

 Offered  after  a  round  of  combat  has passed, Repeat Options tells Star
 Trail that you want a character  to perform exactly the same actions  he or
 she performed during the previous combat round.
								     Page 21

				  COMBAT

			   Oooppps! The Fumble!

 During  combat,  there's  always  a  chance  of a fumble, resulting in some
 serious consequences  for the  character or  monster involved.   When  your
 character juggles his weapon, there are three possible results:

       * The fumbling combatant is  struck for 1 to  6 hit points by  his or
	 her own weapon.

       * The fumbling combatant's opponent gets a free strike.

       * The fumbling combatant's weapon breaks.


			      After The Fight

 When all is said and done, your characters wipe their brows of the heat  of
 combat and prepare to continue with  their adventure.  Before they move  on
 their way, however,  they'll have a  chance to do  various things and  will
 receive others.


			   Gathering The Goodies

 If your party won the fight, Star Trail shows you any loot lying about  the
 combat  area  -  including  all  weapons  and  items  your  opponents  were
 carrying. If  there is  any loot  available, you  can select  the items you
 want. Just choose  any item, and  it's deposited into  your party's bunker.
 When you've taken all the goodies  you want, press the right mouse  button,
 ESC or PGDN to return to normal game mode.


			    Getting Experience

 When your party wins an  encounter with monsters, all surviving  characters
 receive experience points for their efforts. The first time they  encounter
 a particular monster, however, they  will receive extra points for  braving
 unknown forces.


			    Return To Adventure

 Everyone looks  around.   The Rogue  checks out  the Magicienne;  she looks
 back.   The Warlock  nods to  the Warrior  in appreciation  of his efforts.
 And then, the Silvan Elf grows concerned. Someone is missing.

 So it happens when your party returns to adventure and gets their  bearings
 about them.  Following combat,  characters may find themselves in  numerous
 positions:

       * The  team  was  split  when  one  or  more  characters ran from the
	 encounter.   Bring them  to the  same location  and reunite them as
	 one team.

       * One or more characters were wounded or poisoned.  Have someone  use
	 Treat Wounds or Treat Poison on  them.  This reduces the danger  of
	 subsequent damage. In case of  a fast-acting poison, you will  need
	 the spell Pure And Clear.

       * One  or  more  characters  have  died.   Try to leave the scene  of
	 combat as fast as possible and go  look for a temple to pray for  a
	 resurrection.

	                                                             Page 22

				ARCANE LORE

 A well-honed  blade is  not the  only way  to face  the powers of a fantasy
 world like Arkania.  A well-crafted magic spell can work miracles as  well.
 Your team  can use  the arcane  powers of  the cosmos  for their benefit or
 another's demise.


			      Casting Spells

 Your characters may cast spells  almost anytime and nearly everywhere.   In
 combat, characters simply choose Cast  Spell.  Clicking the Use  Magic icon
 while adventuring  will provide  the same  enchantment.   Remember, though,
 that a character  can only cast  a spell if  his or her  spell value is  at
 least -5 and preferably better than that.

 Star  Trail  allows  you  to  cast  any  spell  you  choose.   Perhaps your
 eccentric Warlock likes to throw  off little sparklers just to  impress the
 Witch  in  the  group.  Whatever   the  case,  your  characters  have   the
 opportunity to use nearly any spell they please.

 While  in  combat,  though,  characters  have  the option to cast a limited
 number of spells.   As all combat  actions are, by  necessity, spontaneous,
 characters can only use  spells that require little  or no time to  prepare
 and cast in a fight.

 Your magic-using characters learn a variety of different spells,  according
 to their classes.  Spells are  grouped by Arcane Lore, the ancient  magical
 beliefs which formed them and guided their schools of thought.

 Every spell in Arkania  has an origin... a  group that long ago  sought the
 knowledge of  the gods  to produce  a divine  effect. In  this list, you'll
 learn about spells, and their origins.

 Magicians/Magiciennes, Elves,  Warlocks/Witches and  Druids/Druidesses know
 a tremendous  number of  spells grouped  into various  areas of  magic. The
 following  list  contains  all  spells  included  in  this  game  with  the
 attribute checks involved. The letter in the Lore column gives the  spell's
 origin:

    M .......... Magician/Magicienne          D ......... Druid/Druidess
    E .......... Elf                          W ......... Warlock/Witch

 Although  any  character  may  learn  and  cast almost any spell, the sheer
 number of spells available encourages characters to specialize.


		    Spell Chart Legend (Next Two Pages)

                 * ......... Equals damage caused
                 ** ........ Level of illusion x 2
                 *** ....... Until end of combat or until attacked by player
                 **** ...... And the appropriate attribute
                 V ......... Varies
                 S ......... Special
                 P* ........ Permanent in effect
                 AC ........ Armor class raised equal to astral points used.
                 F* ........ Magic resistence  of target times 3  multiplied
                             by astral points used.

                                                                     Page 23


ͻ
             Spell Name         Lore  Attributes   AP   Duration   
Ķ
 DISPELL     Domination          D     WD/IN/CH   8-20  Permanent  
             Destruction         M     WD/WD/DX      V  Special    
             Guardian            M     IN/CH/ST      V  Combat End 
             Illusion            M     WD/IN/CH     **  One Use/P* 
             Transformation      W     CR/WD/CH   5-50  P*         
                                                                   
 DOMINATION  Ball and Chain      E     WD/CH/ST     12  Combat End 
             Bambaladam          E     IN/CH/CH      8  Combat End 
             Evil Eye            D     CR/CH/CH      8  ***        
             Great Need          W     WD/IN/CH      8  Combat End 
             Confusion           D     WD/WD/CH      8  Combat End 
             Master of Animals   D     CR/CR/CH      8  Combat End 
             Horriphobus         M     CR/IN/CH      7  Combat End 
             Astral Theft        D     CR/WD/ST      6  Special    
             Respondami          M     WD/IN/CH      5  Special    
             Meekness            W     CR/CH/CH      5  Combat End 
             Somnigravis         E     WD/CH/CH      8  Combat End 
             Dance!              D     CR/WD/CH      6  Combat End 
                                                                   
 DEMONOLOGY  Blood and Furor     M     CR/CR/CH     13  Combat End 
             Banish Spirits      D     CR/CR/CH     13  One Use/P* 
             Conjure Spirits     D     CR/CR/CH      V  Special    
             Heptagon            M     CR/CR/CH     26  Combat End 
             Summon Crows        W     CR/CH/CH     13  One Use/P* 
             Skeletarius         M     CR/CR/CH     15  Combat End 
                                                                   
 ELEMENTS    Conjure Elemental   D     CR/WD/CH      V  Combat End 
             Nihilatio           M     WD/ST/ST     10  1 Turn     
             Solidirid           E     IN/AG/ST     14  10 Rounds  
                                                                   
 MOVEMENT    Acceleratus         E     WD/AG/ST      7  10 Rounds  
             Foramen             M     WD/WD/DX      V  One Use/P* 
             Motoricus           M     WD/DX/ST      V  Special    
             Without Trace       E     IN/AG/AG      V  Special    
             Trans versalis      M     WD/ST/ST     15  Immediate  
             Walk On Ice         E     WD/AG/ST      V  Special    
                                                                   
 HEALING     Balm of Roond       E     CR/IN/CH   7-up  P*         
             Witch's Spit        W     IN/CH/ST      V  P*         
             Pure and Clear      M     WD/WD/CH      V  P*         
             Rest the Body       E     WD/CH/ST      7  1 Sleep    
             Heal Animal         W     CR/IN/CH      V  P*         
                                                                   
ͼ

                                                                     Page 24

				ARCANE LORE

ͻ
             Spell Name         Lore  Attributes   AP   Duration   
Ķ
 CLAIR-      Eagle's Eye         E     WD/IN/DX      5  Short      
 VOYANCE     Analyze             M     WD/WD/IN     10  One Use    
             Attributes          E     WD/IN/CH      7  One Use    
             Exposami            E     WD/WD/IN      5  One Use    
             Odem Arcanum        E     WD/IN/CH      5  One Use    
             Penetrating         M     WD/WD/ST      5  One Use    
             Sensible            E     WD/IN/CH      5  One Use    
                                                                   
 ILLUSION    Chameleony          E     IN/CH/AG      5  Combat End 
             Duplication         M     WD/CH/AG      8  Combat End 
             Camouflage          W     WD/CH/AG      6  Short      
             Witch's Knot        W     WD/IN/CH      4  Combat End 
                                                                   
 COMBAT      Lightning           E     WD/IN/AG      5  3 Rounds   
             Darkness' Power     M     CR/WD/ST     10  Combat End 
             Iron Rust           M     WD/CH/AG      5  One Use/P* 
             Fulminictus         E     WD/AG/ST      *  One Use/P* 
             Ignifaxus           M     Unknown       *  One Use/P* 
             Plumbumbarum        M     CH/AG/ST      5  Combat End 
             Terror Broom        W     CR/IN/CH      4  One Use/P* 
             Terror Power        M     CR/IN/CH      V  1-20 Round 
             Accurate Eye        E     IN/AG/DX      5  3 Rounds   
                                                                   
 COMMUNI-    Witch's Eye         W     IN/IN/CH      2  Special    
 CATION      Necropathia         M     CR/WD/CH      S  Special    
                                                                   
 TRANS-      Eagle, Wolf         E     CR/IN/AG      7  1 Hour     
 FORMATION   Arcano              M     CR/WD/CH      7  1 Hour     
             Magic Armor         E     IN/AG/ST    AC*  5 Minutes  
             Fire's Bane         W     CR/CR/ST      7  Lvl x Hour 
             Increase CR,WD etc  V     WD/CH/****    7  2 Hours    
             Mutabili            M     WD/AG/ST      ?  3-4 Days   
             Paralyze            M     IN/CH/ST     13  V          
             Salother            M     WD/IN/CH     F*  V          
             Ocean's Floor       E     CR/WD/ST      V  Special    
             Visibili            E     WD/WD/AG      5  Variable   
                                                                   
 TRANS-      Abvenenum           E     WD/WD/DX      5  P*         
 MUTATION    Aeolitus            E     WD/CH/ST      5  Special    
             Burn!               M     CR/WD/ST   1-20  One Use    
             Claudibus           M     WD/DX/ST      V  1 Hour     
             Darkness            D     WD/WD/DX      3  Lvl+3 hours
             Freeze Soft         M     CR/WD/ST   1-20  Special    
             Fiat Lux            E     WD/WD/DX      1  Lvl+3 hours
             Melt Solid          M     CR/WD/ST   1-20  Special    
             Silentium           E     WD/WD/CH      5  1          
             Calm the Storm      E     WD/CH/ST      V  Special    
ͼ

                                                                     Page 25

				ARCANE LORE

        DISPELL SPELL                   HORRIPHOBUS:   All You  See And  All
				        You Hear.   Causes a blind  panic in
 DOMINATION:  Removes a spell  which    the  caster's  opponent  that  makes
 takes control of your character.       him or her likely to run away.

 DESTRUCTION:   Magic  Powers,  Hide    ASTRAL THEFT:   Withdraws     astral
 Away.   Draws  all  astral   energy    points from  the spell's  target and
 from  a   magical  artifact,   thus    allow  the  caster  to  use these to
 turning   it    into   a    mundane    power a spell
 (non-magical) item.
					RESPONDAMI:  Tell  Me Now And  Tell.
 GUARDIAN:   From  Magic  Harm  Thou    Me True. Forces the target to  speak
 Protect   Me.     Conjures   up   a    tht truth.
 protective  dome  resistant against
 a great  number of  magical attacks    MEEKNESS: Allows the caster to  tame
 (such  as   Fulminictus  or   demon    wild animals.
 attacks).
					SOMNIGRAVIS:   Fall  doom,  be   fat
 ILLUSION:   Dispells all  illusions    asleep. Puts the target to sleep.
 in  a  small  area.   Used  against
 Duplication.                           DANCE!: Forces  the target  to dance
					until exhausted.
 TRANSFORMATION:       Removes    an
 enchantment   that   transforms   a
 character into another "thing."


   DOMINATION SPELLS                               DEMONOLOGY SPELL

 BALL AND CHAIN:  Keeps the  spell's    BLOOD AND FUROR: In This Combat,  Be
 target from wandering away.            My  Aide.    Conjures  up  a   Lower
					Demon.
 BAMBALADAM:   Your  Friend  I   Am.
 The  spell's   target  thinks   the    BANISH SPIRITS: Banishes ghosts  and
 caster  a  friend.  In combat, this    spirits,   removing   the    magical
 means an end to all attacks on  him    energy that allows their presence.
 or her.
        				CONJURE SPIRITS: Conjures up  ghosts
 EVIL EYE:     Turns   an   opponentand spirits.
 against  his  or  her companions in
 combat.   Character  must  be   one    HEPTAGON:     Horned-Head    Demons,
 square away to cast.                   Cross  The  Moat.   Conjures  up   a
                                        Horned (i.e. High) Demon.
 GREAT NEED: Causes an  overwhelming
 unspecified desire  in the  spell's    SUMMON  CROWS:  Conjures  up a flock
 target,  causing  him  or  her   to    of  crows  that  attack the caster's
 ignore anything else.                  opponents.

 CONFUSION:   This spell  results in    SKELETARIUS: Rise Up Now From  Grave
 its  target  being  quite confused,    And  Tomb.   Allows  the  caster  to
 reducing his  or her  effectiveness    turn  killed  opponents  to   undead
 in combat.                             doing his bidding in combat.

 MASTER OF ANIMALS:  Same effect  as
 Bambaladam, but only on animals.

					                             Page 26

				ARCANE LORE

    ELEMENTS SPELLS                     WITCH'S SPIT:   Used as a  Balm, but
					with different results depending  on
 CONJURE ELEMENTAL:  Conjures up  an    whether  it  is   used  on   poison,
 elemental  creature  to  fight  for    illness or wounds.
 the party.
					PURE AND  CLEAR:   Free From  Poison
 NIHILATIO:   Of  All  Things  Heavy    Thou Shalt Be.  Removes poison  from
 I'll  Be  Free.   Nullifies gravity    the target's organism.
 for a while in the area around  the
 caster.                                REST  THE  BODY,REST  THE  MIND:  In
					Healing  Sleep  New  Strength You'll
 SOLIDIRID:  Carry To My Goal  True.Find.   Enhances  the   regeneration
 Creates a  magic rainbow  bridge of    attained during the following  sleep
 up to 50 paces in length.              period.

					HEAL  ANIMAL:  Works  the  same   as
   MOVEMENT SPELLS                      Balm, but only on animals.

 ACCELERATUS:     Fly   Away    With
 Lightning   Speed.    Doubles   the          CLAIRVOYANCE SPELLS
 caster's  speed,  improving  his or
 her combat values.                     EAGLE'S EYE:  Sharpened Senses  Tell
                                        Me  Clear.  Raises  the   perception
 FORAMEN:  Open  Up,  Lock And Door.value by 7 points.
 Opens the lock on a chest or door.
        				ANALYZE:  Tell Me What Their  Nature
 MOTORICUS:    Lifeless  Item,   Get    Brings.    Allows  the   caster   to
 Thee  Hence.  Allows  the caster toanalyze  the  nature  of  a  magical
 move small  items without  touching    artifact.
 them.
					ATTRIBUTES:   Thy Inner  Self Reveal
 WITHOUT  TRACE:   Be  My  Step   On    To Me. Reveals an opponent's  combat
 Sand.   Allows the  caster to  move    values.
 without  leaving  any  trace of his
 or her passing.                        EXPOSAMI.  Show To Me The Tracks  Of
					Life.   Reveals   the   presence  of
 TRANSVERSALIS:   Get  Me  Where   I    living beings nearby.
 Want To Be.  A teleport spell  that
 can carry the  caster to any  place    ODEM ARCANUM:  Do I Sense The  Magic
 he  or  she  knows.  Difficult   to    Touch?  Shows  whether  an  item  or
 learn.                                 person has a magical aura.

 WALK ON ICE:  Just  As  I  Walk  On    PENETRATING:   Through  The  Walls I
 Ground  I  Know.   The  Caster  canLook  Alone.   Allows  the  caster's
 move across  any frozen  surface asgaze  to   penetrate  solid   walls.
 if it were solid ground.               This  reveals  a   larger  area   on
					automapping.
    HEALlNG SPELLS
					SENSIBLE:  All Feelings I Can  Tell.
 BALM OF ROOND:   Heal  This  Wound. Allows  the   caster  to   read   an
 Turns   astral   points   of    the    opponent's feelings.
 caster's  into  life  points of the
 patient's.

					                             Page 27

				ARCANE LORE

     ILLUSION SPELLS                    PLUMBUMBARUM:  Arms and Armament  Be
					As Lead.   The arms of  the caster's
 CHAMELEONY:   To  My  Foe Disguised    opponent turn heavy as lead,  making
 I'll Be.   This  spell  allows  the    attacks and parries difficult.
 caster  to   blend  in   with   the
 surrounding  area,  becoming almost    TERROR BROOM:  Lets a witch's  broom
 invisible,  as  long  as  he or she    or warlock's  staff move  and attack
 does not move.                         by itself.

 DUPLICATION:   Accursed  The  Foe's    TERROR POWER:   Hit The Foe  As None
 Eye Shall Be.  The caster  conjures    Can.   Pushes  the  spell's   target
 up  a  ghostly  double  of  himself    into    a    berserker-like    rage,
 (herself)  which  makes  him or her    allowing  him  or,  her  to  do more
 much harder to hit in combat.          damage to the opposition.

 CAMOUFLAGE:  The caster appears  to    ACCURATE EYE: To The Target,  Strike
 any   observer   in   some    quite    it, Do. Forms a magic line from  the
 harmless  guise,  for  example as a    bow  to  its  target,  guiding   the
 child or an old woman.                 arrow and  helping it  hit the  spot
					it is aimed for.
 WITCH'S KNOT:   This spell  creates
 an   illusionary barrier   that
 is impassable for anyopponents.           COMMUNICATIONS SPELLS

					WITCH'S  EYE:   This  spell   allows
      COMBAT SPELLS                     warlocks  and  witches  to recognize
					each  other  by  looking  at   their
 LIGHTNING:   Lightning Blind  Thee.    eyes.
 Blinds  an  opponent  with a harsh,
 blinding  magic  light  making  the    NECROPATHIA:   Tell  Me  From  Among
 opponent   unable   to   attack  or    The  Dead.   Allows  the  caster  to
 parry.                                 contact   the    spirits   of    the
					deceased.
 DARKNESS' POWER:  Fighting  Comrade
 From  The   Night.   The   caster's
 shadow   turns   substantial    and       TRANSFORMATlON SPELLS
 fights at his or her side.
					EAGLE, WOLF:  Like An Animal In  The
 IRON  RUST  AND  ROTTED  WOOD:  The    Dark.  Allows the caster to take  on
 Teeth Of  Time Do  Blades No  Good.    animal shape.
 Makes  an  opponent's  weapon   rot
 away.  The  caster has to  touch it    ARCANO:  That Spell I Shall  Resist.
 first, though.                         Raises  the  spell  target's   magic
					resistance, Cannot be cast at self.

 FULMINICTUS:  Hit  My Foe And  Kill    MAGIC ARMOR:  Creates a magic  armor
 Him.   A  magic  lightning   strike    of  variable  strength  around   the
 causing tremendous damage.             caster.

					INCREASE CR, WD etc.: Increases  the
 IGNIFAXUS: Although much is unknown    stated attribute  value by  a number
 about  this  spell and its origins,    of points.  Cannot be cast at self.
 witnesses say  it conjures  a lance
 of  fire  that  burns  the opponent
 targeted.

                                                                     Page 28

				ARCANE LORE

 FIRE'S BANE:   Makes the  caster  a    DARKNESS:  Creates a magic  darkness
 lot  less   susceptible  to   fire,    that  is  penetrable  for  no  one's
 dragon  breath  and  the  Ignifaxus    eyes but  the caster's,  on whom  it
 spell.                                 is centered.   In combat this  spell
					reduces  the  attack  chances of the
 MUTABILI:   The  spell  lasts   3-4    caster's opponents -  unfortunately,
 days   and    requires   lots    of    it  does  the  same  for  his or her
 different  ingredients  which   can    companions.
 only  be  found  in  well- equipped
 laboratories.  Pity there are  none    FREEZE SOFT:  Turns any  fluids into
 in the Northlands of Arkania.          solid material.

 PARALYZE:   Be   Still  as   Stone.    FIAT  LUX:   This  spell  creates  a
 Petrifies the spell's target for  a    magic  source  of  light  resting on
 long time.                             the caster's  hand and  shining with
					the  approximate  brightness  of   a
 SALOTHER:  Be  Another.  Turns  the    torch.
 spell target  into a  toadstool for
 a bit.                                 MELT  SOLID:   Turns  any   lifeless
					materials soft and easy to shape.
 OCEAN'S FLOOR:   Breathe The  Water
 As In  A Dream.   Allows  breathing    SILENTIUM SILENTILL:  All Is  Still.
 under water.                           Suppresses  all  sound  around   the
					caster.
 VISIBILI:   Magic  Turn  Me Unseen.
 Turns  the  entire  team invisible,    CALM STORM:  Creates a zone of  calm
 allowing them to explore a  dungeon    around  the  caster,  protecting him
 without constant attack by  various    or  her  and  any  within  that zone
 monsters.                              from being harmed by a gale.


   TRANSMUTATION SPELLS

 ABVENENUM:     Leave   This    Food
 Without A Spot.  Purifies  poisoned
 or spoiled food.

 AEOLITUS: Blow  The Dust  And Smoke
 From Here. Creates a small breeze.

 BURN!:  Can   be  used   to   light
 flammables,  for  example,  torches
 without benefit of a tinder box.

 CLAUDIBUS:   Locked  And  Bolted Is
 My  Door.   Magically  locks doors,
 chests etc. for a certain time.

				                                     Page 29

				ARCANE LORE

			       Wand Rituals

 These powerful rituals allow a Magician or a Magicienne to "charge" a  wand
 with certain spells.  Although  the effort takes immense amounts  of astral
 points,  the  charge  is  permanent.   It's  assumed  that an appropriately
 charged wand is used automatically if the situation calls for it.  Further,
 the wand may hold more than one spell at a time.

 There are four different rituals, or charges, that wands may hold:

         #1      Makes  a  magic  wand  unbreakable  and  prepares  it to be
		 charged  with  further  spells.   Any   Magician/Magicienne
		 starts  the  game,  with  a  wand  already  containing this
		 charge.

         #2      After successful completion  of this ritual  (at a cost  of
		 23 astral, points)  the wand can  be used at  anytime as an
		 undousible torch.   Star Trail  assumes any  Magician  with
		 charge #2 uses it  automatically in dungeons and  caves, so
		 no other characters need carry a light.

         #3      This allows  the caster  to turn  his wand  into a  rope 10
		 paces  long  whenever  he  or  she  wants to. The rope will
		 attach  itself  to  any  protruding  rock, ledge, hook etc.
		 when thrown.   The ritual has  a cost of  19 astral points.
		 Star  Trail  assumes  any  Magician  with  charge  #3  will
		 automatically  use  the   wand  as  a   rope  when  in   an
		 appropriate situation, like climbing for example.

         #4      This  ritual  allows  the  Magician/Magicienne  to cast any
		 spell  at  a  cost  reduced  by  2 AP (minimum cost for any
		 spell: 1 AP).  This ritual costs 27 astral points.

		                                                     Page 30

			  ARCANE LORE: MAGICIANS

			       House Spells

 Every  Magician  or  Magicienne  must  decide  which  Arcane Lore he or she
 favors,  be  it  Demonology,  Transformation  or  another.   Based  on this
 specialization,  he  or  she  gains  a  "bonus"  with certain spell values.
 These spells are called "house spells" and their value can be increased  by
 up to three points each when the character reaches a new experience  level.
 Magicians or Magiciennes  may specialize in  only one Arcane  Lore grouping
 and  will  receive  the  spell  value  bonus  for  that group only.  In the
 following list, you'll  see the spell  value starting bonus  for each group
 of "house" spells.


	  Dispell Spells                	Clairvoyance Spells

 Domination ................... +3      Eagle's Eye .................. +1
 Destruction .................. +1      Analyze ...................... +2
 Guardian ..................... +2      Attributes ................... +1
 Illusion ..................... +2      Exposami ..................... +2
 Transformation ............... +3      Odem Arcanum ................. +2
 Odem Arcanum ................. +1      Penetrating .................. +1
					Sensible ..................... +2

	 Domination Spells
						   Combat Spells
 Bambaladam ................... +3
 Horriphobus .................. +4      Lightning .................... +2
 Respondami ................... +2      Iron Rust .................... +1
 Sensible ..................... +1      Fulminictus .................. +2
 Somnigravis .................. +2      Ignifaxus .................... +2
					Plumbumbarum ................. +2
					Accurate Eye ................. +2
	 Demonology Spells              Magic Armor .................. +1

 Banish Spirits ............... +2
 Blood and Furor .............. +3             Transformation Spells
 Conjure Elemental ............ +2
 Heptagon ..................... +2      Eagle, Wolf .................. +3
 Necropathia .................. +1      Magic Armor .................. +2
 Skeletarius .................. +2      Paralyze ..................... +2
					Salother ..................... +3
					Visibili ..................... +2
	  Movement Spells

 Acceleratus .................. +3             Transmutation Spells
 Foramen  ..................... +3
 Motoricus .................... +2      Abvenenum .................... +2
 Without Trace ................ +2      Burn! ........................ +1
 Transversalis ................ +2      Claudibus .................... +1
					Darkness   ................... +2
					Fiat Lux   ................... +2
	  Healing Spells                Melt Solid ................... +2
					Silentium .................... +2
 Balm of Roond ................ +3
 Pure and Clear ............... +3
 Rest the Body ................ +3
 Increase CR .................. +1
 Arcano ....................... +2

					                             Page 31

			    ARKANIA'S RESIDENTS

 The residents  of Arkania  possess much  information that  may be useful to
 your party.  Sometimes,  they can be persuaded  to send a few  tidbits your
 way, that is, of course, if you strike the right note with them.  Some  may
 prefer flowery small talk while others would rather get to the point.


			     Talking With NPCs

 When  conversing  with  Arkania's  residents,  you  will  be presented with
 several possible  topics your  party may  discuss. Often,  you may progress
 through  several  rounds  of  conversation  before  the  two of you reach a
 mutual accord... or the person i offers a good lead.


			   Travelling With NPCs

 Non-player characters may  be convinced that  joining your party  is a good
 idea if  you hit  it well.  Get on  their good  side, and they'll put their
 lives at stake for  you and your party.  Tick them off, and  well... you'll
 likely find yourself at the end of their blade.

 When you  meet an  NPC who's  inclined to  join your  party, he or she will
 typically suggest  it. Just  like your  own characters,  you may review the
 NPC, study  his or  her skills  and swap  items if  you like.  You may not,
 however, control the NPCs in combat.

 Just as  they freely  joined your  party, NPCs  may leave  at anytime.   It
 could  be  you'll  wake  up  one  morning  to  discover the NPC has left...
 leaving only fond memories.

			                                             Page 32

			  APPENDIX A: GENERATION

			 Creating Your Characters

 Creating  your  own  characters  is  an  important part of any fantasy-role
 playing experience.   Nursing them from  level-one tots to  mighty warriors
 provides a feeling and  a challenge unlike any  other.  In Star  Trail, you
 may  create  your  party  in  any  one  of  four  different ways and on two
 different levels.   The Advanced  Mode allows  you full  control over  each
 character's  statistics,  while  the  Novice  Mode  provides  you  with the
 fastest and easiest way to create a character.

 Each method, its limitations and its advantages is described below.


	       The Four Methods of Getting a Party Together

ͻ
 Mode      Party    You Handle       Star Trail Handles                
Ķ
  Novice   Pregen   Fun              Character creation, skills        
                                     (suggests best character to do an 
                                     action) and magic/skill increases 
Ķ
 To get there: select Novice. Your party will be waiting for you in the   
 Temple.                                                                  
Ķ
 Advanced  Pregen   Skills, magic/   Character creation                
                    skill increases                                    
Ķ
 To get there: select Advanced. Your party will be waiting for you in the 
 Temple.                                                                  
Ķ
 Novice    Created  Character        Skills (suggests best character   
                    Creation         to do  an action), magic/skill    
                                     increases                         
Ķ
 To get there: select Novice and Create Character (the "baby" icon) from  
 the Temple and follow the directions in Appendix A: Character Creation.  
 Exit the generation, remove the pregenerated party members and add your  
 own.                                                                     
Ķ
 Advanced  Created  Character        Number crunching                  
                    Creation                                           
                    Skills, magic/                                     
                    skill increases                                    
Ķ
 To get there: select Advanced and Create Character (the "baby" icon) from
 the Temple and follow the directions in Appendix A: Character Creation.  
 Exit the generation, remove the pregenerated party members and add your  
 own.                                                                     
ͼ
			   Pregen = Pregenerated

                                                                     Page 33

			  APPENDIX A: GENERATION

			  The New Character Icon

 Once you begin Star Trail select Generation (the "baby" icon in the  Temple
 of Peraine) to create  your own characters.   Soon you'll see a  generation
 screen similar to the  one below. Here, you  see all the attributes:   that
 make up each Arkanian woman and man.

 Character generation  in Star  Trail allows  you to  control all  facets of
 your   character's   development.    You   may   define   their  statistics
 individually, placing  each roll  strategically... where  you feel  it will
 make a difference.  Or, if you prefer the more casual approach, Star  Trail
 will do most of it for  you. Although Star Trail's character generation  is
 "open," meaning you can select  the available options in almost  any order,
 it's recommended  you follow  the order  of the  manual, at  least for your
 first time through.


		  Deciding On A Class For Your Character

 Before you begin rolling your characters, it's important to determine  what
 types of characters you  hope to create.   Just as on Earth,  characters in
 Arkania have  professions and  fields of  knowledge they  follow, learn and
 perfect.  Everything from  a character's strength to  his or her skills  is
 influenced by their  profession. A character's  profession is known  as his
 or her class. In Star Trail,  your characters may pursue any one  of twelve
 classes (detailed in Appendix C):

         Dwarf/Dwarvess * Rogue/She-Rogue * Jester/She-Jester
         Warrior/She-Warrior * Male/Female Thorwalian * Warlock/Witch
         Druid/Druidess * Magician/Magicienne * Male/Female Green Elf
         Hunter/Huntress * Male/Female Silvan Elf * Male/Female Ice Elf

								     Page 34

			  APPENDIX A: GENERATION

 Once you've reviewed  the classes available  and have ideas  for your party
 make up, the actual character creation begins.


			     Selecting A Name

 Like most good adventurers, Arkanian  characters don't like to be  referred
 to as "Hey, You."  To give characters a  name (even before you  decide what
 they're  going  to  be),  select  the  menu  option  or click "Name" on the
 character screen.  You may name  your character anything you like, but  his
 or her  name will  be abbreviated  on the  main screen  if it's  over seven
 letters.


			    Selecting A Gender

 Next, select  your character's  gender by  choosing the  menu option  or by
 clicking  on  the  gender  symbol  (the  upper right-hand corner).  Men and
 women are equally  skilled, talented, trained  and rewarded in  Utopia, er,
 Arkania.   You  may  change  their  gender  anytime  prior  to  saving  the
 character.


				Which Way?

 Depending  on  which  generation  method  you  prefer,  you may select Free
 Selection of Class or New Basic Values.


			  Free Selection Of Class

 Selecting this option, Star Trail allows you to choose the profession  your
 character will follow from any of the twelve classes available and  assigns
 the  minimum  attribute  values  for  that  class  to the character. If you
 select Free Selection of Class, move on to the next section.


			     New Basic Values

 Selecting this option, you take the dice into your hands. First, decide  on
 an  class  for  your  character...  but  keep  it in your head for the time
 being.  Then,  following the minimum  entrance requirements for  your class
 as listed in  Appendix C, you  manually distribute the  attribute values to
 qualify for the class. Characters who are hand crafted in this manner  have
 higher overall  attributes than  those created  in Free  Selection. If  you
 select this option, skip to that section on page 36.

                                                                     Page 35

			  APPENDIX A: GENERATION

			  Free Selection Of Class

 If  you  prefer  to  select  your  class  without rolling all the attribute
 values  yourself,  Star  Trail  will  do  it  for  you.   By selecting Free
 Selection of Class, Star  Trail shows you a  list of all available  classes
 in Arkania, and allows you to  select the profession of your choice.   Once
 you have  selected a  class, Star  Trail automatically  gives the character
 his or her attribute values.

 While  Free  Selection  is  quick,  characters  created by this method have
 certain drawbacks:

      * The characters attribute values will be the minimum amount  required
        for entrance into  the class you've  selected. Characters created
	manually tend to benefit from the "roll of the dice."

      * Their  positive  attributes  will  not  be  above 12, versus  13 for
	manually created characters.

      * Their  negative  attributes  will  not  be  below  3,  versus 2  for
	manually create characters.

 After you've selected your character's  class, you may skip to  Choosing an
 Arcane Lore on page 38.  It's a good idea to read through the pages on  the
 way, though,  so you'll  have an  understanding of  character's attributes,
 their benefits and their drawbacks.


			     New Basic Values

 Characters earn their  mettle when you  define their attributes.   When you
 select  this  option,  Star  Trail  "rolls"  values  for  their   positive,
 attributes (the left hand column) and their negative attributes (the  right
 hand column).  This is as true to role playing as a game can get.


			    Positive Attributes

 Like you,  your characters  have certain  levels of  wisdom, dexterity  and
 strength,  among  other   attributes.  In  Arkania,   the  seven   positive
 attributes are tracks numerically and, for newly created characters,  range
 from 8 to 13.

      * Courage (CR):   A  high  courage  influences  quick  decisions   and
	provident a high  amount of willpower.   This can be  of value in  a
	fight, when trying to resist a spell or when conversing.

      * Wisdom (WD):  This attribute measures  the theoretical or  "bookish"
	knowledge a  character has,  memory, ability  to plan  ahead and  to
	think in abstract terms. This makes it the basis of most magic.

      * Charisma (CH): A character with  a high charisma value will find  it
	easier to influence others. Also, his or her teammates will be  more
	open to the character's suggestions.

      * Dexterity (DX):   This  attribute  is  needed  to  manipulate  small
	objects.   It  affects  disarming  traps,  opening  locks  and other
	maneuvers  which  require:   slight  of  hand.   It  also  affects a
	magician's ability to weave a magic spell.

      * Agility (AG);  This measures the  ability to move  skillfully and to
	avoid sudden obstacles. It also  helps characters to avoid blows  in
	combat.

      * Strength (ST): More than just  brute muscle power, this is also  the
	knowledge of how to  use it to the  tullest. A necessity for  moving
	heavy objects and  using heavy weapons,  strength also determines  a
	character's maximum load.

		                                                     Page 36

			  APPENDIX A: GENERATION

 Intuition (IN):  It's not  necessarily anything  you heard  or anything you
 saw,  but  something  just  tells  you  that  something's up. A character's
 intuition  affects  his  or  her  ability  to  perform many skills and also
 influences a magic user's ability.

 ͻ   You'll see  Star Trail's  initial roll  on your
  Use roll 11 for which    screen.  This  roll,  an  11  let's say, can be
  attribute?               used  for  any  of  the  seven  attributes; you
  * Courage                select which one depending on the class  you're
  * Wisdom                 hoping  to  create.   After  placing  the first
  * Charisma               value,  Star  Trail  will  roll again until you
  * Dexterity              have  placed   each  roll   with  a    positive
  * Agilty                 statistic.
  * Intuition           
  * Strength            
 ͼ


			    Negative Attributes

 Next, you'll assign  values for the  negative attributes just  like you did
 for  the  positive  attributes.   Keep  in  mind that classes have negative
 attribute  requirements  as  well.   The  seven  negative attributes, which
 range from 2 to 8 for new characters are:

      * Superstition (SN):   Characters   with   high  superstition   notice
	certain things, black  cats and the  like, and instantly  understand
	their  meaning.   A  high  superstition  often  makes  a   character
	particularly susceptible to magic.

      * Acrophobia (AC): A  fear of heights,  leading to a  distinct feeling
	of vertigo. A large acrophobia  value can be a severe  handicap when
	a character is  forced to cross  a suspension bridge  or stand at  a
	cliff's edge.

      * Claustrophobia (CL):   The  fear  of  being  buried alive which  can
	close in when traveling through narrow halls and low corridors.

      * Avarice (AV): The  urge to gather  gold, jewelry and  other precious
	items.  A  character gripped by  avarice will often  forget all else
	happening around him or her  just to loot something that  has caught
	his or her eye.

      * Necrophobia (NE):   A  particularly  terrifying  fear  of death  and
	anything  connected  with  it,  especially  the  undead  -  mummies,
	zombies and  skeletons. A  character with  a high  necrophobia value
	will  sometimes  refuse  to  fight  against  undead and may run away
	instead.

      * Curiosity (CU):  A healthy  amount of  curiosity is  something of  a
	prerequisite for a true hero, but  too much of anything is a  curse,
	and  so  it  is  with  curiosity.  Magicians  especially  are  often
	overcome with  curiosity upon  discovering old  scrolls and  magical
	artifacts.

      * Violent Temper (VT):   A character with a  violent temper is  easily
	insulted and quick to draw a weapon to right any perceived wrong.


			       Choose Class

 After assigning  your character's  attribute values,  select Choose  Class.
 Star Trail will show  you a list of  classes your character qualifies  for.
 Just select one to make it official.   At times, however, you may see  that
 the character  you've created  doesn't qualify  for any  class at  all.  In
 this case, Star Trail will tell you that you've failed to meet the  minimum
 entrance requirements for any class. Perhaps, he or she is just a point  or
 two shy  where it  counts. You  don't need  to start  over... just roll the
 dice a bit  more!  Select  the Change Basic  Values option, covered  in the
 next section, to modify  his or her current  values.  If you  find yourself
 miles away from your desired class,  though, you may also select New  Basic
 Values and re-roll.


                                                                     Page 37

			  APPENDIX A: GENERATION

			    Change Basic Values

 When you've  placed all  of your  rolls and  are still  just one point away
 from creating that Silvan Elf  that you've been trying for,  don't worry...
 you still have another option open  to you. Change Basic Values allows  you
 to  alter  both  positive  and  negative  attributes  by trading off points
 between the two.

 For example, a  Silvan Elf requires  an agility of  13, but, let's  say, in
 your attempt to create this class, your agility is only 12. Otherwise,  you
 qualify for the class.   It's just too close  for a re-roll, so  you select
 Change  Basic  Values.   Star  Trail  shows  you  a  men listing all of the
 positive attributes. Select  the attribute, agility  in this case,  and you
 have the  option to  increase or  decrease the  attribute value.  Selecting
 increase, agility jumps to 13.

     But there is a price... for every one point change you make to a
	    positive attribute, you will be required to make a
		 two point change to a negative attribute.

 After you increase the positive attribute,  Star Trail shows you a menu  of
 negativ attributes... and asks you  to trade off for the  positive increase
 in agility by increasing your negative  attributes by two points.  You  may
 put both  increases in  one attribute  or split  them between two different
 attributes.  Just be  careful not to alter  a negative attribute above  (or
 below) the  minimum entrance  requirement for  the class  you're hoping  to
 create.

 Change Basic Values also allows you to decrease negative attribute  values.
 For example,  say that  same Silvan  Elf has  a 5  for avarice but needs 3.
 You  can  use  this  option  to  decrease  two  points  from  your negative
 attributes by choosing to remove one point from a positive attribute.

 Regardless of which way you  do your point trading, remember  that positive
 attributes cannot  be decreased  below 8  or above  13. Negative attributes
 cannot go below 2  or above 8.   Additionally, once you begin  to change an
 attribute,  you  may  not  turn  in  the  other direction.  Values that are
 lowered may not be raised later  on.  Likewise, values that are  raised may
 not be lowered. You may, however, continue heading in the same direction.

 When  you  have  completed  the  adjustment  to  your  character's negative
 attributes Star Trail will return  you to the character screen.  Just right
 click or  hit PGUP  and return  to the  menu options.   If you have further
 changes, though, select Change Basic Values again.


			  Choosing An Arcane Lore

 If you created a Magician or Magicienne, Star Trail will ask you to  choose
 the  character's  preferred  Arcane  Lore.   Arcane  Lore  influences   the
 character's magical  focus and  affects his  or her  spell casting  for the
 selected category. The differen lores  as well as their magical  spells are
 covered in the Arcane Lore section of this manual. In the Advanced Mode,  a
 Magician or Magicienne also has  the option to transfer increase  attempts.
 You may choose  to trade either  spell increase attempt  for skill attempts
 or  visa  versa.  Additionally,  this  class  can give up 10 spell increase
 attempts for an  additional 10 astral  points (AP). (For  more information,
 see page 42).

                                                                     Page 38

			  APPENDIX A: GENERATION

				Appearance

 After  you've  selected  your  class,  Star  Trail shows you a selection of
 portraits appropriate for your character. Just click on your preference.


		   Additional Character Class Attributes

 With your character's class in place, you'll see several new attributes.

      * Money: As in any world, money is an important commodity in Arkania.
        Luck determines how much money he or she receives.

            * Gold  Ducats:  Are  the  highest  form  of  currency  and  are
	      displayed as "D."

            * Silver Crowns:  10 Silver  Crowns equal  a Gold  Ducat. Silver
	      Crowns are displayed as "S."

            * Copper Bits: 10 Copper Bits equal a Silver Crown. Copper  Bits
	      are displayed as "B."

      * Height and  Weight:   Help to  define the  physical aspects  of your
	character  and  are  based  on  the  class  you  selected  for  your
	character.

      * Deity: A character's deity is very important in Arkania. Based  upon
	the  month  the  character  is   born,  the  deity  determines   the
	character's general way of life  and may offer bonuses to  attribute
	or skill values (then again, they may not... deities are funny  that
	way) .

      * Life Points  (LP): Represent  the amount  of damage  a character can
	take before it  dies. A character's  life points are  based upon his
	or  her  statistics  and  increase  with experience. Should the life
	points reach five or  fewer, the character will  lose consciousness;
	he or  she will  die at  zero. Life  points can  be regained through
	sleep, potions or magical intervention.

      * Astral Points (AP): All kinds of magic are powered by astral  energy
	which  is  measured  in  astral  points.  These points represent the
	amount of magical  power your character  has and also  the amount of
	points available to cast spells.  Astral points are also based  upon
	your  character's  class.  They  increase  with  experience  and are
	replenished through sleep, potions or meditation.

      * Endurance: Reflects  your character's  ability to withstand  strain,
	is a key factor in  the movement points the character  has available
	and determines how much burden he or she can tolerate before  losing
	movement points.   Endurance is based  on a character's  life points
	(LP) and strength (ST).

      * Magic Resistance (MR): Represents a character's ability to ward  off
	the effects  of magical  spells. A  character's magic  resistance is
	based upon  his or  her courage  (CR), wisdom  (WD) and superstition
	(SN).


			    For Novice Mode...

 If you're  creating a  character in  the Novice  Mode, you're  nearly done.
 Skip to page 43 to save your  character. He or she has all the  same values
 as advanced  characters, but  Star Trail  automatically handles  skills and
 spell increases, assigning and tracking all of their calculations for you.


			    For Advanced Mode...

 If  you  created  your  characters  in  the  Advanced Mode, you may further
 customize your characters in three  areas: skills, attack and parry  values
 and, for magic users, magic.  These changes are explained in  the following
 sections.

								     Page 39

			  APPENDIX A: GENERATION

		  Increasing Skill Values (Advanced Only)

 Arkanian characters  have lots  of skills  that are  needed in their world.
 When you first  create your character  in the Advanced  Mode, he or  she is
 given a set of  statistic values that reflect  the standard training for  a
 character  of  that  class.  To  review  your  character's skills, click on
 either arrow at  the bottom of  the generation screen  until you reach  any
 one of  the character's  skill screens.   Press the  arrow again  to review
 more skills. (Skills are fully explained in Appendix D: Character Skills.)

 At  the  bottom  of  the  skill  screens, between the arrows, you'll notice
 REMAINING  ATTEMPTS:   20.    This  number  may   vary  depending  on   the
 character's class.

 Your character's "remaining  attempts" chances for  you to increase  skills
 you consider  important for  the character  and your  adventure in Arkania.
 To attempt a skill increase:

      * Move  to  the  skill  screen  that  contains  the skill you want  to
	increase.

      * Press the right mouse button to open the Skill Increase Menu.

      *Next, select a skill group.

      * From the group you have selected, choose a skill to increase.   Star
	Trail rolls  a die  to determine  your success  or failure and tells
	you of the outcome.

      * Repeat these steps until all of your skill attempts are used.

 While increasing your skills, keep the following things in mind:

      * Combat  and Intuitive  skills cannot  be increased  by more than one
	point when creating characters or when gaining levels.

      * Knowledge skills cannot be increased by more than three points  when
	creating characters or when gaining levels.

      * All other skills areas cannot  be increased by more than  two points
	per level.  If  you increase a Combat  skill, you will increase  the
	skill's  attack  and  parry  value  as  well. You may further adjust
	these values, though. This is covered in the following section.

      * You  have  three  attempts  available  to  increase  any  one skill.
	Should ypu  not succeed  in increasing  a skill  within those  three
	attempts, you will  need to wait  until the character  gains a level
	of experience to try again.

      * The highest skill value possible is +18. The lowest value is a -20.

								     Page 40

			  APPENDIX A: GENERATION

		      Changing Attack & Parry Values

 A character's  attack and  parry values  reflect his  or her  defensive and
 offensive combat skills. In general,  there are two different parts  to the
 attack and parry values.


			 Understanding The Values

     1. Basic  Values:   Overall reflections  of the  character's ability to
	fight offensively (ATtack) and to protect defensively (PArry).

                * AT:   The  basic  value  for  Attack  is  based upon  your
		  character's courage (CR), agility (AG) and strength (ST).

                * PA:  The  basic  value  for  Parry  is  based  upon   your
		  character's  intuition  (IN),  agility  (AG)  and strength
		  (ST).

    2.  Mode  Values:  Mode  values are based  upon the combination  of your
	character's actual combat skill value (SV, from the skill list)  and
	the Basic Values. Like the Basic Values, Mode Values are split  into
	two categories, attack (AT) and parry (PA).

		    How the Mode Values are Determined

		     Basic Values                 Mode Values
          BASIC VALUES  AT:6 PA:6     EDGED WEAP. AT:7 PA:7 SV:2 Ŀ
                                                                          
          Step 1: Add the Basic Values together. Here, they equal 12.    
                                                                           
            Step 2: Add the SV (Skill  Value), in this case it is  2, to 
		    the total of the  Basic Values. Here, the  new total
		    is 14.

            Step 3: This total can  be divided any way you  like between
		    the  individual  AT  (Attack)  and PA (Parry) values
		    For each  mode, but  cannot be  less than  the Basic
		    Value. Here, Edged Weapons has  7 AT and 7 PA.  This
		    totals 14.


			   Modifying The Values

 While Star  Trail initially  determines your  character's Mode  Values, you
 may change the individual  AT (attack) and PA  (parry) values to suit  your
 own  taste.   If  you  prefer  an  offensive  hack-slashing type character,
 increase their AT values.  If, on the other hand, you prefer someone  who's
 better at protecting him or herself from a blow, increase their PA values.

 Increasing values  is easy.  Just remember  the total  from Step  2 in  the
 above  example.   (Naturally,  this   total  may  be  different  for   your
 characters and  varies from  Mode to  Mode.) To  get this  total, add  both
 Basic Values together, and  then add the SV  (skill value) . You  may split
 this number between the  Mode's AT and PA  values any way you  like so long
 as they do  not fall below  the AT or  PA Basic Values.   For instance,  if
 your total  is 14  and your  Basic Values  are both  6, like above, you can
 have an AT value of 8 and a PA value of 6 (or 7 AT and 7 PA and so on).  As
 you  distribute  the  values,  consider  where  you  want  the  character's
 proficiency to lie:  defensive moves or  offensive moves.   Though they are
 calculated the same way, the values for missile weapons and thrown  weapons
 may not be changed.

                                                                     Page 41

			  APPENDIX A: GENERATION

				 What If?

 What happens if a character has  a negative combat skill value?   You won't
 be  able  to  do  any  adjustments  for  starters.   The  negative value is
 subtracted,  more  or  less  evenly,  from  the character's Basic Values to
 produce the  AT and  PA values.  If the  character's skill  level is so low
 that it exceeds the  total of the Basic  Values, he or she  would have zero
 AT and zero PA.  He or she  will not be able to protect the body  from such
 a weapon's attack, and can't attack very well with it either.


			  Increasing Spell Values

 Magic users  in the  Advanced Mode  may also  increase their  current spell
 values.  Just  like increasing skills,  Star Trail allows  your character a
 certain number  of attempts,  magical bonus  points of  a sort, to increase
 spell values.   Obviously, characters  who are  not magically  gifted won't
 have this option. To attempt a spell increase:

      * Move  to  the  spell  screen  that  contains  the spell you want  to
	increase.  There  are  seven  screens  of  spells  and each is fully
	explained in the Arcane Lore section of this manual.

      * Press the right mouse button to open the Spell Increase menu.

      * Next, select a spell group.

      * From the group you have selected, choose a spell to increase.   Star
	Trail rolls a  die to determine  your success or  failure, and tells
	you  of  the  outcome.  Repeat  these  steps until all of your spell
	increase attempts are used.

 While trying to create a super spell caster, keep these things in mind:

      * Depending on your character's class,  he or she will have  a varying
	number of  increase attempts.   Magicians and  Magiciennes have  40,
	Druids, Druidesses, Warlocks and Witches have 25. All Elves have  20
	attempts.

      * Certain spells have increase limits. After all, a level 1  character
	who can blow up Kvirasim and most of the surrounding fauna does  not
	a balanced game make. The limits depend on your character's class.

                * Spells  that  are  part  of  a  character's  class  can be
		  increased by two points.  (See the Arcane Lore  section of
		  this manual for further information.)

                * Spells not in a character's class can be increased only  1
		  point.

                * Magicians  and   Magiciennes  can   increase  all   spells
		  belonging to their Arcane Lore by 2 points.

                * Magicians  and  Magiciennes  also  possess certain  "house
		  spells" they can increase up to 3 points.

      * You have,  at most,  three attempts  available to  increase any  one
	spell.

      * Should  you  not  succeed  in  increasing  a  spell with those three
	attempts, wait until the character gains a level to try again.

      * Characters cannot use any spell with a value below -5. (In fact,  it
	might be downright dangerous if they could.)

      * The highest spell value possible is +18.

					                             Page 42

			  APPENDIX A: GENERATION

			   Saving Your Character

 Once you're happy  with your character,  select Save Character  to add your
 character to  the ranks  of the  elite, albeit  inexperienced, adventurers,
 awaiting  you.   If  your  character  profile  is incomplete, or if another
 character by the same name already exists, Star Trail will let you know.


			      A New Character

 Once you've saved  your character, select  New Character to  create another
 character. New Character  is also helpful  if your current  character isn't
 cutting it, and you'd like to begin anew with a fresh slate of  attributes.
 You may  create as  many characters  as you  like, and  select up to six to
 join  you  in  your  adventure.   Star  Trail  comes  with  six  pre-rolled
 characters that  you may  use as  well.   Newly created  characters may  be
 added to your party at the Temple of Peraine in Kvirasim.


			      Gaining Levels

 As  your  characters  travel  through  Arkania,  they  will gain experience
 points as  they face  numerous foes,  perform Herculian  tasks and overcome
 other perils common to daily life.  When your characters accumulate  enough
 experience  points,  they  become  eligible  for  new experience levels. To
 reach the next level of experience, characters need to gain:

             EP ...... Lvl          EP ...... Lvl          EP ..... Lvl
              0 ...... 1        15,000 ...... 3        50,000 ..... 5
          5,000 ...... 2        30,000 ...... 4        75,000 ..... 6

 When your character gains a level, they will enjoy its numerous benefits:

      * You may  choose to  increase any  positive attribute,  followed by a
	decrease of two points to your negative attributes.

      * Life  points  (LP)  will  increase  by  up  to six points. For magic
	users, these points may increase by up to eight points.

      * Magic users may divide these eight points between LP and AP.

 If you are playing in the  Advanced Mode, you will have the  opportunity to
 use  skill  and  spell  increase  attempts  to  continue to shape the ideal
 character,  much  as  you  may  have  or  would  have  done in the Advanced
 Character Generation.  Additionally, other factors come into play:

      * All classes get 20 skill  increase attempts except for the  Magician
	and Magicienne who receive 15.

      * When  increasing  combat  skills,  you  will have the opportunity to
	adjust AT and PA values.

      * Spell increase attempts depend on class.  Magicians and  Magiciennes
	receive 40, Druids, Druidesses, Warlocks and Witches receive 25  and
	Elves receive 20.

      * With the exception of Elves, magic users may convert skill  increase
	attempts into spell increase attempts and vice versa.

      * Magicians and Magiciennes may forgo some spell increase attempts  in
	return for astral points.

						                     Page 43

		       APPENDIX B: CHARACTER REVIEW

			     The Review Screen

 After you've rounded up your party and  take a minute or two to review  one
 of your  characters (just  double click  on their  protrait), you'll notice
 that he  or she  has several  new attributes  that weren't  apparent during
 character  generation.   Additionally,  when  you  review  your characters,
 you'll also have new options available to you.

 The character  review screen  shows you  everything you  need to know about
 your character  and also  allows for  his or  her feeding  and care. Nearly
 every section the review screen offers some kind of information.

    Portrait. Arrows to
    the side allow       Body. Click here
    you to scroll to      to "pull down"
    another member.       body icon.                      Name & Class
                                                              
                                                              
 ͻ   
  Ŀ                                                 
 <     >           
            Ŀ      Ŀ   
                                                
  Ŀ     *                       
  Ĵ     Ŀ                        Ŀ
  Ĵ                                                    
  Ĵ                                      
  Ĵ                             Ŀ         
  Ĵ                                                    
  Ĵ                                                    
  Ĵ                                                    
                                        
 ͼ      
                                                                
 Character's    General Information      Secondary Statistics      
 backpack                                                          
 holds up to                                                       
 16 iterms                               Character Statistics. 
			      (Attack & Parry Values also appear here)


			      New Statistics

 Once characters  are generated  and have  joined your  party, they  acquire
 three new  secondary statistics,  each of  which are  seen in the character
 review.

				Encumbrance

 Encumbrance (ENC):  A character  can only  carry so  much before  his knees
 start to buckle and his back  gives out.  Encumbrance tracks this  load and
 tells  you  how  many  ounces  of  armor,  weapons and supplies a character
 carries.  At  most,  a  character  can  carry  100  x strength (ST) ounces.
 However, characters who push  the limit or exceed  it are not able  to move
 as quickly or as much and lose movem points.

						                     Page 44

		       APPENDIX B: CHARACTER REVIEW

			     Movement  Points

 Movement Points  (MP):   A character's  movements points  determine how far
 they can  travel and  how many  actions they  can perform  in one  round of
 combat. The  higher the  movement points  the better.   Characters with low
 movement points may be carrying too much around.


				Armor Class

 Armor Class (AC):  A character's armor  class shows you how well he or  she
 is protected  against a  creature's attack.  Armor class  ranges from  zero
 (stark naked)  to eleven  (scale male  over chain  mail covered  with plate
 armor and a bullet-proof vest).


			  The Value Of Statistics

 When you review your characters,  you'll notice that their statistics  have
 two values:  a base value and the current value.

         * Base  value  (right):  the  statistic's  normal level. This value
	   changes  only  when  characters  gain  a  level.  It  serves as a
	   reminder of the actual value's peak level.

         * Current value  (left): the  current level  of the  statistic that
	   changes  as  characters  become  hurt  or  suffer a malady or are
	   influenced by magic, potions or herbs.

 As characters  travel through  Arkania, the  values for  certain attributes
 may change.   When a  character is  hurt by  a monster,  for instance,  the
 actual  value  of  LP  (life  points)  will  decrease.   Other  times,  the
 attributes are affected.  Charisma, for example, goes down when  characters
 become intoxicated.


			    Eating And Drinking

 After a hard  day's travel, your  characters are hungry,  their throats are
 parched and they're  all looking forward  to a good  meal.  Characters  eat
 "rations," picnic  style meals  with good  helpings from  each food  group.
 Nearly  every  chandler's   shop  offers  rations,   and  your  party   may
 occasionally find  several left  behind by  wandering groups  or hunt  down
 dinner in the wild.   Along with rations, characters  take water to  soothe
 their palates. Carrying their waterskins everywhere, characters may  refill
 them at the many streams and rivers that weave through Arkania.

 Characters will nourish themselves so  long as they have rations  and water
 available.   If characters  are unconscious,  however, you'll  need to feed
 them. To  serve up  dinner, review  the character.  Pick up  an appropriate
 item (a waterskin for  example) from the inventory  by clicking on it  with
 the left mouse  button. Next, click  on the "mouth"  icon, and it  hits the
 spot. The  character's hunger  or thirst  lines, depending  on what you fed
 them, will reflect  the satisfaction of  these basic needs.  This method is
 also used should you wish to consume a herb or a potion.

 Unlike Earth, characters in Arkania  can eat all they like  without gaining
 weight.   However, if  you try  to feed  a character  something that's  not
 normally eaten (Thanks, but I'll pass  on the filet of leather boot),  Star
 Trail will let you know.

				                                     Page 45

		       APPENDIX B: CHARACTER REVIEW

			      Examining Items

 To look at an item in your character's possession, click on it followed  by
 the "eye"  icon. Star  Trail will  tell you  what it  is and what condition
 it's in.


			   Items In The Backpack

 Every Arkanian character has a backpack, a place where they store up to  16
 items.   By  left  clicking  on  an  item  to select it, it highlights red.
 Characters can drop it, give it to  another player or use it in some  other
 way.  Handling items,  in all different ways,  is covered later on  in this
 section under Review Options.


		       Itmes On The Body - Equipping

 In addition to their backpacks,  characters may carry seven items  on their
 body, These items are considered "equipped" and at the ready. Obviously,  a
 sword in your backpack  won't be nearly as  useful in combat as  a sword in
 the hand (unless you fall backward onto a monster, that is). Items such  as
 swords affect your character's performance in combat.

                     ͻ
    Head Cover        Ŀ      Ŀ        Necklace
                                       
     Arm Armor   Ŀ               Ŀ    Coats
                                       
                                         Ŀ    Body Armor
                               Ŀ        
         Wrist   Ŀ         Ŀ      Wrist
                                      
Primary Weapon     Ŀ        Ŀ        Secondary Item/
                                             Weapon
          Ring     Ŀ  Belt   Ŀ        Ring
     	                               
         Pants   Ŀ                     
                                           
     Leg Armor   Ŀ           Ŀ        Footwear
                                       
                     ͼ

 Items that cover parts  of the body work  to lower their armor  class (AR).
 Each of the carrying  slots represents a part  of the body.   To equip your
 character,  just  select  an  item  from  inventory  and  drag  it  to  the
 appropriate body icon. Boots, for  example, would go in the  Footwear icon.
 Should you try to equip something your character can't wear, like pants  on
 his head, Star Trail will let you know.


			  The Left & Right Hands

 While most of the body icons  are used for armor and clothing,  the primary
 and secondary hand icons have a special significance.  Only items in  those
 two boxes can be used instantly.

         * Primary Hand: The primary hand  is the weapon hand.   This weapon
	   will be  at the  ready should  a monster  approach. If characters
	   don't have a weapon here and are attacked, they will have to  arm
	   themselves in  the first  round, losing  precious time,  or fight
	   unarmed.

         * Secondary Hand:  The secondary hand  is the potion,  herb, shield
	   or  missile  hand.  The  items  in  the  secondary  hand are held
	   readied for  use at  a moment's  notice during  combat (for  more
	   information, see Use Item in the Combat section).

							             Page 46

		       APPENDIX B: CHARACTER REVIEW

			      Review Options

 While  reviewing  your  character,  you  have  numerous  options aside from
 equipping them or investigating their basis statistics. To see the  options
 available  to  you,  click  the  right  mouse  button.  You'll  see  a menu
 containing the different review options.   To select any option,  highlight
 it and press the left mouse key.

      * View Character: Pulls down the "Body" panel.

      * Change  Name:  Just  as  it  implies,  you may rename your character
	selecting this option.

      * Change Appearance:  For super  cheap and  efficient plastic surgery,
	select Change Appearance.

      * Next Level  At ...: To  see how many  experience points a  character
	requires before  he or  she achieves  the next  level of experience,
	select this option.

      * Use Item: Some items can be used, like using a tinderbox to light  a
	torch or using a scroll by  reading it. Select the item followed  by
	Use Item. If  you select an  item that can't  be used, like  leather
	leggings, Star Trail will let you know.

      * Drop Item: If  you're hoping to lower  your encumbrance, or if  your
	character is  pack-ratting a  lot of  junk, you  can get  rid of  it
	using Drop Item.  First, select the object you wish to drop.   Then,
	select Drop Item. Items that are dropped are gone forever.  Just  in
	case you made a mistake, Star Trail will ask you if you really  want
	to drop the item before it disappear.

      * Use  Skill:  Certain  skills  may  be  used  while  reviewing   your
	character.   Generally,  these  skills  are  of the healing variety,
	like Treat Wounds for example.  To use one of the  skills available,
	just select it.

      * Cast Spell:  To have  your character  whip off  a spell, select Cast
	Spell. Star Trail will ask  you to choose the spell  group, followed
	by the actual spell.   In general, healing or adventure  type spells
	(like a light  spell) are the  type that you  would cast in  review.
	Detonating  a  fire  ball  into  empty  air,  after all, could prove
	rather hazardous, not to mention a waste of time.

      * Attack/Parry Values: To toggle between the character's basic  values
	and his  or her  Attack and  Parry values,  select this option. This
	option is only available in the Advanced Mode.

      * Skill  Values:  To  review  a  character's  skills, select the Skill
	Value option.  This option is only available in the Advanced Mode.

      * Spell Values:  Spell Values  allows you  to review  your character's
	magical proficiency. This option  is only available in  the Advanced
	Mode.

      * Print Character Sheet:  If you have  a standard dot-matrix  printer,
	Star Trail  will print  a character  sheet for  you when  you select
	this option.   Should you  have problems  printing on  your printer,
	try  printing  it  to  an  ASCII  file  instead.  You can change the
	default in the Game Options menu.

      * Exit: Selecting this option,  you leave your character's  review and
	return to the Main Window.

                                                                     Page 47

		       APPENDIX B: CHARACTER REVIEW

			       Trading Items

 That wand your Warrior  found would certainly be  better used in the  hands
 of your  Magicienne.   So, naturally,  he hands  it over.   To trade  items
 between characters  click on  the item  to select  it as  your cursor.  The
 inventory square  will be  highlighted in  red. Next,  click on  the arrows
 next to the character's portrait until you reach the character you  desire.
 Once there, just deposit  the item in his  or her inventory by  clicking on
 an empty backpack icon.  If you place the  item over a full  inventory spot
 however, the items will swap.


			       Merging Items

 Items that are alike and can be grouped may be merged in Arkania. To  merge
 two items, like two  rations for example, click  on one item to  select it.
 The cursor will  shape itself as  the item, and  its inventory box  will be
 highlighted in red. Next,  click on another item  to merge the two.  If the
 items can be  merged, they will  join together occupying  only one spot  in
 your character's  inventory. If  the items  cannot be  merged, you'll  just
 swap one for the other.


			    Managing Your Funds

 Arkania is an equal  opportunity world. All members  of the party, man  and
 woman alike, make an  equal amount of money  for their efforts. This  money
 goes into  the party's  coffer with  each character  having an equal share.
 When your party visits a merchant,  this money goes into a community  slush
 fund, allowing  the party  to pool  their money  for goods  that need to be
 purchased.

							             Page 48






	   Shall we pause for a moment to remember Pumpkin Man?








        			Thank you.


		    Reward offered for his safe return.


							             Page 49

		       APPENDIX C: CHARACTER CLASSES

 All  characters  in  Star  Trail  have certain backgrounds, specialties and
 physical  attributes  that  make  them  different  from  each  other.  This
 diversity  provides  for  12  different  peoples,  or  classes, within Star
 Trail.   When you  create your  characters, you  may select  their class by
 placing your own attribute values using New Basic Values and Choose  Class.
 You may also select  Free Selection of Class  to have Star Trail  place all
 the  attribute  values  for  you.  This  section  contains  the low down on
 classes, from  their specialties  and their  attribute requirements  to the
 characteristics and  peculiarities of  each. A  space is  also provided for
 your notes within each class.


			    Jester & She-Jester

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                                      
	   CR   11         SN   7       Survival Techniques   
	   WD              AC                                 
	   CH              CL       Ĵ
	   DX   12         AV                  Magic          
	   AG   13         NE       Ĵ
	   IN              CU                  None           
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 These men and women  of the road are  well-versed in all kinds  of survival
 techniques. Having a fair share of experience with rogues and  pickpockets,
 they well know how to protect themselves and the party.


							             Page 50

		       APPENDIX C: CHARACTER CLASSES

			     Hunter & Huntress

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                 Missile Weapons      
	   CR              SN                Hunting          
	   WD              AC                                 
	   CH              CL   7   Ĵ
	   DX              AV                  Magic          
	   AG   12         NE       Ĵ
	   IN   12         CU                  None           
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 These remote loners possess  a thorough knowledge of  Arkania's wilderness,
 its game and  its dangers, and,  through years of  training, are incredibly
 proficient with many kinds of missile weapons.



			   Warrior & She-Warrior

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                      Combat          
	   CR   12         SN                 Survival        
	   WD              AC                                 
	   CH              CL       Ĵ
	   DX              AV                  Magic          
	   AG   11         NE       Ĵ
	   IN              CU                  None           
	   ST   12         VT   <=5                           
	 Ĵ
	   Notes:                                              
	                                                       
	 

 Warriors  are  masters  of  armed  combat,  and  are often sorely needed to
 ensure a party's  survival in these  violent times. Due  to their training,
 they are a  strong and hardy  people with the  ability to don  the heaviest
 armor and to carry  two-handed swords.  Members  of this classes are  known
 to  be  fairly  laid  back  (drinking  only  decaf)  to  keep their awesome
 fighting skills in check.

			                                             Page 51

		       APPENDIX C: CHARACTER CLASSES

			     Rogue & She-Rogue

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                Thievery, Trickery    
	   CR   13         SN               City Skills       
	   WD              AC                                 
	   CH              CL       Ĵ
	   DX   12         AV   7              Magic          
	   AG   11         NE       Ĵ
	   IN              CU                  None           
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 Whether pickpockets or tricksters, Rogues are at home in crowded towns  and
 cities where they have ample opportunity to prove their particular  skills.
 In the wilderness however, Rogues are lost, often preferring to stay  close
 to the party.



				Thorwalian

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                                      
	   CR   11         SN   6             Combat          
	   WD              AC                                 
	   CH              CL   4   Ĵ
	   DX              AV                  Magic          
	   AG   11         NE       Ĵ
	   IN              CU                  None           
	   ST   12         VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 The  hulking  Thorwalians,  equally  honored  and  feared  as  sailors  and
 fighters,  are  particularly  well  known  for  good  living and a lust for
 battle (be it against others or the forces of nature).

							             Page 52

		       APPENDIX C: CHARACTER CLASSES

			     Dwarf & Dwarvess

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                     Smithing         
	   CR              SN               Axe/Combat        
	   WD              AC                                 
	   CH              CL       Ĵ
	   DX   12         AV   7              Magic          
	   AG              NE       Ĵ
	   IN              CU                  None           
	   ST   12         VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 The Little People  of Arkania are  excellent smiths, and  can value jewelry
 and other precious  items with great  accuracy.  Their  hands and eyes  are
 also accurate with an axe.



			      Warlock & Witch

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                  Nature, Social      
	   CR              SN                Intuition        
	   WD              AC   <=4                           
	   CH   13         CL       Ĵ
	   DX              AV                  Magic          
	   AG              NE       Ĵ
	   IN   12         CU                Non-book         
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 In contrast to magicians, Witches  and Warlocks do not derive  their powers
 from the accumulated bookish knowledge of centuries, but from an  intuitive
 understanding of human and animal nature.

							             Page 53

		       APPENDIX C: CHARACTER CLASSES

			     Druid & Druidess

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                                      
	   CR   13         SN                 Nature          
	   WD   12         AC                                 
	   CH              CL       Ĵ
	   DX              AV                  Magic          
	   AG              NE   <=4 Ĵ
	   IN              CU              "Dark" Spells      
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 The secretive Druids are distinguished  as much by their knowledge  of dark
 spells of  control as  by their  love of  nature in  all its aspects. Their
 love of life may contribute to their reputation as skilled healers.   Their
 beliefs  forbid  them  from  using  metal  armor  and  weapons  for fear of
 destroying their divine power.



			   Magician & Magicienne

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                      Survival        
	   CR              SN   <=4        Science, Lore      
	   WD   13         AC                                 
	   CH   12         CL       Ĵ
	   DX              AV                  Magic          
	   AG              NE       Ĵ
	   IN              CU   6             Formula         
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 The adepts of the magical  arts consider themselves scientists and  delight
 in the  discovery of  spell formulas  and other  arcane mysteries.   Still,
 their  sorcerous  skills  allow  them  to  survive under distinctly hostile
 circumstances, even if their mundane  skills would not suggest anything  of
 the sort.

							             Page 54

		       APPENDIX C: CHARACTER CLASSES

				Green Elves

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                               Nature, Social, Body   
	   CR              SN            Missile Weapons      
	   WD              AC                                 
	   CH   12         CL       Ĵ
	   DX              AV   <=4            Magic          
	   AG   12         NE       Ĵ
	   IN   13         CU                 Natural         
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 Of all  the elven  folk in  Arkania, the  Green Elves  have had the closest
 contact  with  humans.  They  are  not  adverse to sitting 'round campfires
 discussing  a  day's  events,  and  are  occasionally  spotted in Thorwal's
 taverns.   While slight  of stature,  Green Elves  possess a  great deal of
 magic and skill  with missile weapons  and have much  in common with  Human
 mages, who  are rumored  to receive  training on  occasion from their Elven
 counterparts. They are also very self-disciplined.



				 Ice Elves

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                Nature, Endurance     
	   CR              SN   <=4        Perception         
	   WD              AC                                 
	   CH   12         CL       Ĵ
	   DX              AV   <=4            Magic          
	   AG   13         NE       Ĵ
	   IN   13         CU              Yes. Unknown       
	   ST              VT                                 
	 Ĵ
	   Notes:                                              
	                                                       
	 

 Very few members of  the Ice Elf family  have ventured beyond their  native
 grounds, and they are seldom seen  in southern areas of Arkania. They  seem
 to possess an almost unknown  magical sense, and their spells  often puzzle
 magic users  of a  more traditional  bent. Also  a puzzle  to outsiders  is
 their remarkable endurance and keen  sense of perception. They're also  not
 too shabby when it comes to using missile weapons.

						                     Page 55

		       APPENDIX C: CHARACTER CLASSES

			       Silvan Elves

	 Ŀ
	        Requirements             Special Training     
	 Ĵ
	                                 Nature/Survival      
	   CR              SN   <=4      Bow, Intuition       
	   WD              AC                                 
	   CH   13         CL       Ĵ
	   DX              AV   <=4            Magic          
	   AG   13         NE       Ĵ
	   IN   13         CU                   Yes           
	   ST              VT   <=4                           
	 Ĵ
	   Notes:                                              
	                                                       
	 

 Silvan Elves live a secluded life in the dense forest of northern  Arkania.
 There,   they   provide   for   themselves   and   are   almost    entirely
 self-sufficient.   Needless to  say, they  have developed  great nature and
 survival skills. They are also acknowledged masters of the bow and  possess
 a well-rounded understanding of the magical elements.

							             Page 56

		       APPENDlX D: CHARACTER SKlLLS

 All Arkanian characters need certain  skills to survive in their  sometimes
 friendly, often  times hostile,  environment. In  Star Trail,  these skills
 are broken down  into seven groups  which all classes  have the ability  to
 develop: Combat, Body, Social, Nature, Lore, Craftsmanship and Intuition.

 Skills range from -20 to a +18.  Those on the lower end of the scale  would
 have trouble  pickpocketing an  empty pair  of trousers  while those on the
 high side could steal money from a man counting it.  Some skills, too,  are
 harder to increase than others.

 When your characters attempt to perform certain actions, Star Trail  checks
 the action against your character's  skill level to determine the  action's
 success.  A highly skilled character  (+ 18) will likely perform an  action
 with ease.  His inept  companion (-20)  will likely  fail. Regardless  of a
 character's proficiency in a skill, he or she may attempt to use it.


			       Combat Skills

 A character's Combat  skills determine how  well he or  she holds up,  both
 offensively  and  defensively,  against  foes.   These  values  are used to
 calculate a character's attack (AT) and  parry (PA) values.  On reaching  a
 new level, Combat skills can be raised by 1 point.

       * UNARMED:   This skill  encompasses boxing,  wrestling and  kicking.
	 It  is  a  skill  to  fall  back  on in case the character's weapon
	 breaks.

       * EDGED WEAPONS:  This skill governs  the use of all weapons used  in
	 a striking fashion,  which includes the  majority of edged  weapons
	 (sabre, cutlass,  etc.), and  also some  blunt weapons  such as the
	 mace and morning star.

       * POINTED WEAPONS:  Epee, rapier and foil, as well as all knives  and
	 daggers, are included in this category.

       * SWORDS:  Swords are  used as striking weapons,  but can be used  to
	 pierce as well. They are handled easily and are readily available.

       * AXES:   Axes  and  hatchets  are  favored  weapons of the  northern
	 Arkanians and are  easy to find.   Axes, like the  ore hook or  the
	 barbarian war axe, do a lot  of damage, but require a lot  of skill
	 to handle.

       * POLE ARMS:  This skill is  used not only for spears and pole  arms,
	 but also for quarterstaves and double fleurs.

       * TWO-HANDED WEAPONS:  This skill governs all two-handed swords  such
	 as the tuzakian or the  rondracomb.  Normally, only warriors  learn
	 to handle these awkward weapons.

       * MISSILE WEAPONS:  The most common types of missile weapons are  the
	 various types of bows and the crossbow.

       * THROWING WEAPONS:  Throwing weapons include all javelins,  throwing
	 knives,  throwing  stars   and  throwing  hatchets   such  as   the
	 francesca.
                                                                                            5T
							             Page 57

		       APPENDlX D: CHARACTER SKlLLS

				Body Skills

 Body skills  are used  to regulate  all athletic  actions such as climbing,
 hiding or riding For  a character to succeed  in an action that  requires a
 Body skill, good values for strength and agility are a must.  Depending  on
 the skill,  other attributes  may play  a part  in an  action's success  as
 well.   These statistics  are listed  in parentheses  following the skill's
 name.   When  characters  gain  an  experience  level,  Body  skills may be
 increased by up to 2 points.

      * ACROBATICS (CR/AG/ST):  Somersaults and cartwheels are a useful  way
	of earning money by performing for an audience. Acrobatic  reactions
	to unexpected situations rely more on Physical Control skill.

      * CLIMB  (CR/AG/ST):  Climbing  is  always risky, especially at  great
	heights where the smallest  slip can have grave  consequences. Along
	with the skill level, success also depends on whether the  character
	is using any specialized equipment.

      * PHYSICAL CONTROL (CR/IN/AG):  A successful check against this  skill
	allows a character to reduce  the consequences of a fall,  to escape
	an opponent's grip or to squeeze through a narrow crack.

      * RIDE  (CH/AG/ST):   This  is  the  ability  to ride horseback during
	daring maneuvers without falling flat on one's face.

      * STEALTH  (CR/IN/AG):   The  ability  to  move  without a sound.  The
	probability of success also depends  on the ground walked on  and on
	the type of  armor worn. Little  clangs, jingling and  creaking, and
	the crunch  of dried  leaves underfoot  have a  tendency to  alert a
	potential target.

      * SWIM (CR/AG/ST):   Determines how long  a character can  keep his or
	her head above  water.  Any  kind of armor  is a large  hindrance to
	the swimmer.

      * SELF CONTROL (CR/ST/ST): The ability to take damage without  letting
	the  pain  get  the  better  of  you.   With  a  high  self control,
	characters feel the wound - note its presence - but do not react  to
	it, allowing them to continue an action with accuracy and skill.

      * DANCE (CH/AG/AG):  Like Acrobatics,  dancing offers many a crown  to
	a  sufficiently  skilled  dancer  performing  for  an   appreciative
	audience.

      * HIDE (CR/IN/AG):   The ability  to find  a hiding  place quickly and
	quietly.

      * CAROUSE  (WD/IN/ST):  The  ability  to  hold oneself in check  while
	visiting taverns. It affects the  amount of beer, brandy and  wine a
	character can drink before he or she becomes intoxicated.


			     Intuitive Skills

 Intuitive  skills  are  not  trained  but  are  improved  primarily through
 practice.   They are,  somewhat, the  character's sixth  sense.  Because of
 this, they can only be improved by 1 point when characters gain a level.

      * DANGER  SENSE  (WD/IN/IN):  This   skill  provides  a   warning   to
	characters of immediate danger posed, for instance, by an ambush  or
	a trap.

      * PERCEPTION  (WD/IN/IN):  This  skill  allows  you  to  notice hidden
	signs, secret  doors, movement  on the  horizon or  sounds behind  a
	locked door.

							             Page 58

		       APPENDlX D: CHARACTER SKlLLS

			       Social Skills

 Social skills  help (or  hinder) characters  in the  social situations they
 encounter  in  towns  and  cities.  Attributes  in  parentheses  affect the
 skill's chances of  success.  Social  skills aren't much  use in the  wild,
 unless you encounter a particularly talkative rabbit. When characters  gain
 a level, Social skills may be increased by up to 2 points.

      * CONVERT (WD/IN/CH):  The ability to convince others that your  point
	of  view  is  the  correct  one,  especially  in regard to religious
	matters. ("No,  really, Norm,  Ifirn said  that if  you gave me your
	sword, half your  rations and dove  headfirst into that  stable over
	there, you'd be granted a miracle.")

      * SEDUCE (IN/CH/CH):   An ability to  attract members of  the opposite
	sex.   When  looking  for  assistance,  it  helps  if your target is
	attracted to you.

      * HAGGLE (CR/WD/CH):   A good haggler  knows how to  smooth talk.   In
	markets, the best  hagglers can get  discounts of up  to 50% from  a
	merchant (tax, title and registration are extra).

      * STREETWISE  (WD/IN/CH):   Helps  a  character  to  find his way in a
	strange town. It also helps him or her find unguarded shortcuts,  to
	avoid the city guards and where to beg for the highest take.

      * LIE (CR/IN/CH):  The ability to make your opponent believe  anything
	you tell  him.   (Ah,no.   That wasn't  me who  took your money.  It
	was, ah,  it evaporated.  Yeah. That's  been happening  to me a lot,
	too.)

      * HUMAN NATURE (WD/IN/CH):  Allows you to judge the probable  reaction
	of non-player characters to your party.

      * EVALUATE (WD/IN/IN):   This skill  helps to  estimate the  value  of
	artifacts and other useful items.


			       Nature Skills

 Nature  skills  are  a  must  for  survival  in  the  wilderness. They help
 characters to feel at home with  the land, and are generally used  whenever
 a  party  ventures  outside  of  town.  Following each skill's name are the
 attributes  that  influence  a  character's  success.  When characters gain
 levels, these skills maybe increased by up to 2 points.

      * TRACK (WD/IN/AG):   This skill  is used  to find  animal tracks  and
	judge the species that left them (wild pig, lion... maybe a human).

      * BIND (DX/AG/ST):   Knowledge of  ropes and  knots helps  when  tying
	game  and  in  freeing  oneself  should  you  be bound and gagged by
	someone else.

      * ORIENTATION  (WD/IN/IN):   A  well-honed  sense  of direction can be
	very  useful,  not  just  in  the  wilderness,  but also down in the
	dungeons.

      * HERB  LORE  (WD/IN/DX):   Not  just  the  knowledge of where to find
	herbs, but also the ability to correctly identify and prepare them.

      * ANIMAL  LORE  (CR/WD/IN):    Knowledge  of  animals  is   especially
	important in combat,  when knowing where  to find a  vulnerable spot
	can mean the difference between life and death.

      * SURVIVAL (IN/DX/AG):  Just  the skill you need  to Find a good  spot
	for setting up camp, a source of water or rich hunting grounds.

								     Page 59

		       APPENDlX D: CHARACTER SKlLLS

				Lore Skills

 Almost all knowledge  can be covered  by a Lore  skill, and in  many cases,
 Lore skills define a character's  art.  Attributes that affect  the skill's
 performance follow  the skill's  name.   When characters  gain new  levels,
 Lore skills may be increased by up to 3 points.

     * ALCHEMY (CR/WD/DX):   This skill  governs the  recognition and,  most
       importantly, the preparation of potions and elixirs.

     * ANCIENT TONGUES (WD/WD/IN):  This skill will allow your character  to
       identify ancient scrolls.

     * GEOGRAPHY (WD/WD/IN): The lore of far-off countries.

     * HISTORY (WD/WD/IN): Knowledge of oral and written history.

     * RITUAL (WD/IN/CH)  Knowledge of  the various  rituals connected  with
       the Twelve Gods.

     * TACTICS (CR/WD/CH):  Knowledge of successful combat movement.

     * READ/WRITE (WD/WD/DX):   The ability  to read  and write  your native
       tongue. Quite a rare skill in Arkania.

     * ARCANE LORE (WD/WD/DX):   This skill allows  characters to  recognize
       an artifact or judge  a spell's effect.   An absolute must for  magic
       users.

     * TONGUES  (WD/IN/CH):    This  skill  determines   how  many   foreign
       languages a character speaks, and how well he or she speaks it.


			   Craftsmanship Skills

 Craftsmanship  skills  are  based  on  a  character's  ability to influence
 situation or  people with  his or  her hands  and mind.   All Craftsmanship
 skills are honed by constant  use and practice. Following the  skill's name
 are attributes affecting the skill.  On reaching a new level,  these skills
 may be increased by up to 2 points.

     * TRAIN ANIMALS  (CR/IN/CH):  Used  to tame and  train animals such  as
       horses, hounds or falcons.

     * DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.

     * CHEAT (CR/CH/DX): A skill that promises substantial monetary  rewards
       as long  as no  one notices  you are  playing with  a marked  deck or
       loaded  dice.  Should  that  happen  though,  expect  precious little
       mercy.

     * TREAT DISEASE (CR/WD/CH); TREAT POISON (CR/WD);
       TREAT  WOUNDS  (WD/CH/DX):   A  number  of  team  members  should  be
       proficient with  these healing  skills, especially  treat wounds... a
       very  commonly  used  skill  for  adventurers  in Arkania.  Untreated
       wounds often lead to infection and disease.

     * INSTRUMENT  (WD/IN/DX):   Using  this  talent  and  the   appropriate
       instrument, a character can make  some crowns at a tavern  provide he
       or she hits the right note and the mood of the audience.

     * LOCKS  (IN/DX/DX):  An  essential  skill  for  survival  in towns and
       dungeons, it includes the picking of locks on doors and chests.

     * PICKPOCKET (CR/IN/DX)  Using this  skill is  a risky  endeavor with a
       lot of promise for either silver crowns or gold... or a pummeling  if
       you're caught.


								     Page 60

		       APPENDlX E: ARCANIA'S DEITIES

			   The Twelve Major Gods

 An ancient world like Arkania would not be complete without a multitude  of
 deities.   The  most  important  among  these  are  the  Twelve  Gods - the
 pantheon  worshiped  by  the  vast  majority  of  Arkanians.  There is also
 another  god,  a  shadowy  creature  who  inspires  such  fear in Arkania's
 residents that his  name is never  spoken and has  all but been  forgotten.
 Only in passing is he referred to as the God Without A Name.

 Characters  "meet"  the  individual  divine  providences  when visiting the
 temples found  in nearly  every settlement.   Entering temples,  characters
 may make offerings to  the deities out of  reverence and in hopes  that the
 temple's cleric, and perhaps even the god, will smile on them. Needless  to
 say, the  higher the  donation, the  larger the  smile it  tends to  bring.
 While in temples,  characters may also  ask for miracles  from the deities.
 As you  might expect,  however, miracles  are a  relatively rare occurrence
 and  do  not  happen  with  predictable  ease.   Of  course, miracles, like
 wishes, might come true, so be careful what it is you ask for.


				  Praios

 The Sun God is also the God of Justice and the patron deity of the  Central
 Empire, the largest Arkanian state.  He favors courage and truth  and shows
 no mercy.


				  Rondra

 The Goddess of War,  of Storms and of  Honorable Duels.  Guile  and cunning
 are  foreign  to  her.  Instead,  courage  and the willingness to sacrifice
 yourself for your companions are held in the highest regard.


				  Efferd

 The God of  Water, Lord of  the Ocean's Waves  and Provider of  Rain in the
 deserts.  He is considered moody and unpredictable.


				  Travia

 The Goddess of the  Hearth and Protectress of  the Home is also  the patron
 deity  of  marriage  and  fidelity.  The  Temples  to  Travia  are used for
 sanctuary by all kinds  of fugitives, and no  one - not even  city guards -
 dares draw a weapon on her hallowed ground.


				   Boron

 The Lord  of the  Dead and  one who's  not likely  to part  with any of the
 souls in his care. He is also the god of Sleep and Provider of Dreams.  His
 symbol is the broken wheel, used to mark graves all over Arkania.


				  Hesinde

 The Goddess of Wisdom and Mistress  of All Magic. Her temples often  harbor
 huge libraries and treasure troves of magic artifacts.


				   Firun

 Lord of Winter, Master of the Eternal Frost and God of Hunting.  He is  the
 patron deity of hunters, testing  their strength against the most  powerful
 of animals.   Prayers and  requests by  mere humans  have a  slim chance of
 swaying him. Many prefer  to pray to his  daughter, Ifirn, to intervene  on
 their behalf.


				    Tsa

 The  Goddess  of  Life,  Eternal  Creator  and  Lady  of  Ressurection. Her
 servants  are  forbidden  to  take  any  life, and she herself occasionally
 grants the return of life to  the deceased, wrestling a soul from  the grip
 of Boron.

							             Page 61

		       APPENDlX E: ARCANIA'S DEITIES

				   Phex

 God of Merchants  and Thieves and  Lord of the  Night. Nothing Arkanian  is
 foreign to  Phex, which  explains why  a heavy  purse can  go a long way to
 help a miracle al in one of his temples.


				  Peraine

 The Goddess of  Fertility and Mistress  of the Healing  Arts is famous  for
 her mercy and love for all living creatures.  Clerics of Peraine provide  a
 large and rather divine influence on Arkanian healers.


				 Ingerimm

 This God of Creating  and Destroying Fire and  Lord of Smiths is  worshiped
 most fervently by dwarves - often enough, he is the only God they worship.


				   Rahja

 The  Goddess  of  Physical  Love,  Wine  and  Inebriation is famous for the
 reverly habitually staged in any temple dedicated to her worship.


			      Lesser Deities

 Lesser  deities,  for  reasons  of   their  worshippers,  have  come   into
 importance in Arkania. They are:


				  Swafnir

 The patron deity  of Thorwalians (he's  a half god),  known to be  a son of
 Efferd's by Rondra.  He is the Protector of Dragonships and a moody God  of
 Gales. According to his followers, he travels the oceans in the shape of  a
 giant whale.


				   Ifirn

 The daughter of  Firun and perhaps  one of the  very few who  can influence
 him in  matters concerning  Arkanians. Although  she is  not a god, temples
 have been build for her in hopes that it will increase the likelihood of  a
 response from Firun.


			     The Nameless God

 Very little is known  about this creature.   Your characters will not  find
 him clerics in  any temple, but  they might come  across these servants  of
 the somewhere along the way.

							             Page 62

			APPENDlX F: HERBS & POISONS

 Traveling through Arkania's wilds, your characters will likely come  across
 a vast  array of  herbs that  may prove  useful in  their adventures.  Some
 herbs can  be used  without any  prior preparation,  while others require a
 skilled and knowledgable character before their use becomes apparent.

 Herbs can  be purchased  from Arkania's  many herbalists.   Your party  may
 also find herbs throughout Arkania's wild.  Naturally, a character  skilled
 in Herb  Lore will  have a  much better  chance to  find herbs.   Extremely
 skilled characters may  even be able  to gather extra  herbs as a  means to
 make money for the party, selling  his or her reserves to one  of Arkania's
 herbalists.  And for those unlucky  enough to have no party member  skilled
 in  Herb  Lore,  ready-made  potions  are  available  at  Arkania's  better
 herbalists.

 Mixed together with recipe in  hand, these herbs can form  wondrous healing
 agents and deadly poisons.   Without a recipe, however, your  character may
 end up making "Vaporize Party  Immediately" instead of that helpful  elixir
 you had in mind.

	      POISONS

 ARAX:    Concentrated   cave-spider    KUKRIS:  A  deadly poison of  almost
 poison.   Does  only  light damage,    immediate  effect.  It  is extracted
 but  reduces  an  opponent's combat    from  a  southern  clinging root and
 values.                                is extremely expensive.


 BANE DUST:  A powerful poison  that    MIASTHMATICUM:    A  strong   poison
 slowly   robs   magically    gifted    that  clouds  its  vitim  in a green
 characters of their astral energy.     fog and does severe damage.


 BLACK  LOTUS:   The  pollen  of the    SHURIN  BULB:    The  shurin   bulb,
 black   lotus   is   used   in  the    which is found  in the Orcish  Lands
 preparation of an extremely  potent    and in  the wilds,  offers a  strong
 inhaled poison.                        but very slow poison.


 FEAR POISON:   A magical poison  of    SLEEPING  POISON:   A  mild, magical
 immediate  effect  identical  to  a    poison that  makes an  opponent fall
 successful Horriphobus spell.          asleep   immediately.     A   strike
					against  the  afflicted  suffices to
					wake him (or her) up again.
 GOLDEN  GLUE:   This  is  an acidic
 contact  poison   often  found   on
 doorknobs    and    the     opening    TOADSTOOL  POISON:    A  poison   of
 mechanisms of treasure chests.         reddish  yellow  hue  extracted from
					the  fly  agaric,  it  sees frequent
					use as a weapon poison.  It is  also
 HYAILIAN  FIRE:   Not  a  poison in    quite   often   mixed   with   food.
 the strict sense  of the word,  but    Victims  will  suffer  stomach,  ah,
 it  still  belongs  in  this  list.    turmoil.
 Anyone this  brew is  used on  will
 start  thrashing  about  in   pain.
 This  fluid  will  explode  with  a
 bang and go up in flames.

								     Page 63

			APPENDlX F: HERBS & POISONS

	       HERBS                    KAIRAN:  This fern plant only  grows
					under water.   It is extremely  rare
 ATMON:   This   hardy  flower,   or    and  is  collected  mostly along the
 rather,  the  salve  made  from it,    shores of Nine Eyes Lake, though  it
 has to be  imported from the  Khorn    can  on  occasion  be  found  around
 Desert.  Atmon salve increases  all    other lakes and ponds.
 Body skills.

					MANDRAKE:   This  common  root often
 BELMART:  The dark green leaves  of    grows in man-like  shape and is  the
 the  belmart  bush  can  be used to    base of many magic potions.  It  can
 concoct   a   preventive   medicine    be found mostly in forest areas  and
 against disease and poisons.           wet grasslands.


 DONF:   Donf sprigs  are a  favored    MENCHAL:  This cactus from the  edge
 remedy of  healers, prescribed  for    of the Arkanian deserts is a  potent
 just  about  any  affliction.  They    antidote to various poisons.
 work  best  against  paralysis  and
 swamp fever, though.
					OLGIN ROOT:  The roots of this  moss
					species   build   up   a  resistance
 FINAGE:   An  mix  made  from young    against  all  kinds  of  poison  and
 finage    tree    sprigs     raises    disease.  Unfortunately, olgin  root
 attributes  lowered  by  magic   or    is  very  rare  and  thus  extremely
 disease to the former value.           expensive.


 FOUR-LEAF LONEBERRY:   The  berries    TARNELE:  This plant, which is  very
 of  this  bush  are  among the most    similar in appearance to  dandelion,
 common  medicinal   herbs  of   all    can  be  found  almost  anywhere  in
 Arkania.  They can be eaten raw  or    Arcania  and  is  one  of  the  most
 used  to   prepare  a   concoction.    basic supplies  any healer  carries.
 They  also  figure  in many recipes    An   ointment   made   from  crushed
 for healing potions.                   tarnele   leaves   speeds   up   the
					nightly   regeneration    of    life
					energy.
 GULMOND:    The   leaves   of   the
 gulmond bush,  found mostly  in the
 Svellt Valley  to the  east of  the    THONNYS:   This  homely  herb allows
 Orcish   Lands,   are   famous  for    elves,  witches  and  druids  to use
 increasing strength and  endurance.    astral   meditation,   a    practice
 The preferred  way to  take gulmond    normally open only to magicians.
 is  as  a  tea,  but  it  is   also
 possible to chew the fresh leaves.
					WHIRLWEED:  Anything said about  the
					four-leaf loneberry applies  equally
 ILMEN  LEAF:    This   is  a   weak    to whirlweed. This,  too, is in  use
 hallucinogen  imported   from   the    all over Arkania, but its effect  is
 south.   The  leaves  are   usually    stronger than  the loneberry's.   It
 smoked  and  their  vapors are said    should be  present in  every well  -
 to calm even berserkers.               supplied adventurer's backpack.


 JORUGA:  This yellow root of  about
 finger  length  is  the  only known
 cure   for   rabies   and    valued
 accordingly.  In northern  Arkania,
 the  joruga  root   can  be   found
 mostly within Nostria.

					                            Page  64

			   APPENDlX G: DISEASES

 Disease and infection are no strangers to Arkania.  Anything from the  bite
 of an infected animal  to a virulent strain  of bacteria can bring  any one
 of a number of ailments your  way.  Characters may suffer many  afflictions
 from merely  being drunk  to sweating  out a  raging bout  of Swamp  Fever.
 Contracting some illnesses may simply  be a matter of carelessness;  others
 may possess  such ramifications  that a  speedy treatment  is critical lest
 your entire party become  infected by a particularly  contagious condition.
 Before a condition can be treated, however, it must first be diagnosed.   A
 character requires some  amount of Treat  Disease skill just  to figure out
 what the problem is...  much less do anything  about it.  A  poorly skilled
 character may have difficulty recognizing a common cold.

 Certain diseases may  require a specific  herbal treatment for  any healing
 efforts to be effective. Some may  be so serious that trying anything  less
 than the most skilled healer in  Arkania will be a futile waste  of effort.
 A selection follows:

 BATTLEFIELD  FEVER:    Ghouls   and    in cold water  for too long  without
 undead  are  the  carriers  of this    drying  off  properly  and   getting
 insidious    disease    which    is    warm again  afterwards.   Almost any
 especially  dangerous  for   elves.    healing herb  can be  used to  treat
 The infection  spreads rapidly  and    numskull.
 with  serious  consequences,   made
 worse  by  a  debilitating  loss of
 strength  and  life  energy.    The    PARALYSITIS:       This    dangerous
 only   known   treatment   is   the    disease,  which  can  lead  to total
 combined  application   of   joruga    paralysis, is mainly transmitted  by
 root and gulmond leaves.               undead.     The   only   chance    a
					character   with   paralysitis   has
					ofbeing   cured    lies   in    fast
 BLUE  COUGH:   Blue  cough  is only    treatment  and  application  of donf
 possible   as   a   consequence  of    sprigs.
 numskull.   The  patient  must   be
 confined  to  bed  to  prevent  the
 disease  from  worsening.   If this    RABIES:   Rabies  is  transmitted by
 regimen  is  kept  up,  the disease    bites  of  wild  animals.   It  is a
 will  likely  pass.  It  may take a    rare,  but  often  deadly   disease.
 long time, but rest and waiting  is    Also,   there   is   a   danger  the
 the  only  way  to  get rid of blue    infected  character  may  attack his
 cough once it develops.                or her own  companions as he  or she
					is  driven  mad  by  the  pain.  For
					treatment, the patient must stay  in
 FROSTBITE:    There  is   no   real    bed.  The  only known herb  with any
 treatment for frostbite.  The  best    effect  against  rabies  is   joruga
 thing  to  do  is  to prevent it by    root.
 wearing   good   shoes   and   warm
 clothes.     In   extreme   weather
 conditions,  especially  in winter,    TETANUS:  It is almost certain  that
 characters   should   avoid    long    the  characters  will  have  to deal
 marches.                               with  this  dangerous  disease  some
					time   during   their    adventures.
					Tetanus   develops   from   infected
 NUMSKULL:   A  character  suffering    wounds  made  by  monster  bites  or
 from   numskull   feels   weak  and    rusty weapons.  If not treated,  the
 listless,  and  also  suffers  some    infection can cause the  character's
 damage.     The   biggest    danger    death.     The   characters   should
 connected    with    a     numskull    therefore make  a habit  of cleaning
 infection  is  the  possibility  of    and   dressing   all   wounds  after
 blue cough.   The usual  cause  for    battle.
 numskull is staying


					                             Page 65

		       APPENDlX  H: CUSTOMER SERVICE

			In United States and Canada

	     See inside front cover for support phone numbers
			  and hours of operation


        		We Appreciate Your Comments

 As you play Star Trail  and read its manual, you  may think of ways we  can
 improve our products. If you do, we  want to hear from you. It's no  secret
 that we're out to beat the fur leggings off other computer games, and  with
 your help and ideas, can.  Send your comments, compliments, criticisms  and
 suggestions to:

			    Product Development
			  Sir-tech Software, Inc.
			       P.O. Box 245
			   Ogdensburg, NY 13669


		 Technical Support Available 5 Days A Week

 If your game isn't working as you would expect it to, feel free to call  us
 at (315) 393-6644 (sorry, no  game hints... tech support people  don't play
 the game, so they'd just be making it up anyway).  Technical Support  lines
 are open Monday throwgh  Friday, 9 a.m. to  5 p.m. (except holidays).   You
 may also write to us.


			     Technical Support
			  Sir-tech Software, Inc.
				P.O.Box245

			   Ogdensburg, NY 13669

 When you call  or write, please  have ready your  computer make, amount  of
 memory and extended or expanded memory.  Additionally, please inform us  if
 your  computer  has  any  special  start-up  programs  or  memory  resident
 programs.   For the  fastest service,  be at  your computer  and have  your
 computer on.


			  Contacting The Hotline

 Getting a  busy signal  when you  dial us?  When a  game is first released,
 that's not uncommon  - lots of  people are trying  to get through.  You may
 call (315) 393-6633 during the hours  printed on the inside front cover  of
 the manual, or you may write to us. We have someone waiting to answer  your
 letter.

			       Hints Hotline
			  Sir-tech Software, Inc.
			       P.O. Box 245
			   Ogdensburg, NY 13669


			   For The Best Service

 Please return  your warranty  registration card.   Doing so  will guarantee
 you  the  fastest  possible  repair  or  replacement of a damaged diskette.
 We'll  also  be  able  to  let  you  know about upcoming and newly released
 Sir-tech products... so you can share in the fun.


							             Page 66

		       APPENDlX  H: CUSTOMER SERVICE

			In United States and Canada


			Contacting Us On Compuserve

 For  on-line  support  of  Star  Trail  and  other  Sir-tech  Products  via
 CompuServe, contact us in  the Game Publishers B  Forum (GO GAMBPUB).   Our
 CompuServe ID number is  767 11,33. You may  also join your fellow  garners
 in the  Garners Forum  (GO GAMERS)  . By  joining CompuServe  and the  Game
 Publishers  Forums,  you  can  get  the  latest  product  updates, read new
 product announcements and  download demos of  upcoming Sir-tech games.   If
 you are not  already a member  of CompuServe, call  (800) 524-3388 and  ask
 for representative 451 to get your free introductory membership and  $15.00
 on-line  usage   credit.   Sir-tech   neither  endorses   nor  implies   an
 endorsement of any on-line information service.


		       Repairs 24-Hours Turn Around

 If your disk has  become unreadable within 30  days of purchase, return  it
 with  a  dated,  original  receipt  to  Sir-tech  Software, Inc. for a free
 replacement.   After  30  days,  enclose  $10.00  to  cover  costs of media
 restoration or replacement plus $2.50  to cover shipping and handling.  (NY
 residents, please add 7%  sales tax to the  total of repair and  shipping.)
 Prices are subject to change  without notice. Please include the  following
 information in your package. Failure to do so could delay processing time:

   - Original master diskettes
   - Warranty card (if not already sent to us)
   - Letter explaining problem and computer configuration
   - For free replacements within 30 days, original and dated sales  receipt
     (it will be returned to you)
   - For  replacements  after  30  days,  $10.00  repair  charge  plus $2.50
     shipping handling fee and tax if applicable


		Please call ahead to determine availability

			Updates 24-Hour Turn-Around

 Product updates  from Sir-tech  are available  for $15.00  for media update
 plus $2.50  to cover  shipping and  handling (NY  residents, please  add 7%
 sales tax to total of update  and shipping).  Prices are subject  to change
 without notice.   Updates are frequently  available on CompuServe  as well.
 Please include the following in your package. Failure to do so could  delay
 processing time:

   - Original master diskettes
   - Warranty card (if not already sent to us)
   - Letter requesting the update including computer configuration  required
     $15.00  update  fee  plus  $2.50  shipping  handling  fee  and  tax  if
     applicable


								     Page 67

			APPENDlX  I: HINTS AND TIPS

    1. Pay close attention to all that the people of Arkania tell you.

    2. When  creating your  party, as  in most  fantasy role-playing games,
       strive for balance and diversity.

       You will  want at  least a  couple of  characters with  good fighting
       skills  and  a  couple  different  types  of  magic  users to cover a
       broader range of  spells.  Magicians  and Magiciennes offer  a couple
       unique  abilities,  making  them  very  desirable (don't forget about
       their wands).   Another really useful  character is one  that can use
       missile  weapons;  Hunters  are  the  most  obvious choice, but don't
       ignore the  Elves.   Dwarves provide  good fighting  talent (and also
       tend to bring funds with them when they join your party).

       Plan ahead so  that you have  characters proficient in  the key skill
       categories;  Survival  in  wilderness,  Perception  in dungeons, Herb
       Lore and  Alchemy, and  Haggle in  shops, just  to name  a few.  And,
       make sure the leader of  your party possesses the appropriate  skills
       for the area you're traveling in.

    3. The first thing on your  agenda should be to gain some  experience to
       build your characters.

    4. Outfit your  characters to the  best of your  ability. Don't holdback
       when  buying  armor  and  weapons,  but  do  try  to  outfit  as many
       characters  as  possible.   Try  to  cover  as  many  "body parts" as
       possible.   (A bullet-proof  vest is  great, but  your bare  feet may
       give the opponent the opening he needs.)

    5. It's also a really good  idea to focus some attention on  potions and
       herbs. Read carefully what some of the herbs can do and whether  they
       can be eaten raw.  Healing potions are a virtual requirement for  any
       well-supplied adventurer. If you  have them ready in  your characters
       left hand, they can be used in instant, even in the thick of battle.

    6. Poison and a magician's wand is a marriage made in heaven.

    7. When traveling,  be brave and  try everything.   Take options to  try
       things when given  the chance to  do so.   It may not  always work to
       your  favor,  but  you  never  know  what  you  may  find  (you   are
       adventurers after all). If you  save your game as often  as possible,
       this curiosity may not kill the cat.

    8. Explore the towns, even the "residences" where possible.  If you  get
       caught breaking  into people's  houses though,  you're going  to jail
       (do not pass Go, do not collect $200) .

    9. Talk to people,  get on their good  side and get the  inside scoop on
       Arkania.

   10. Plan out  your combat approach.   Where you position  your characters
       can mean life or death. A useful tactic can be to tie up an  opponent
       in hand-to-hand.

								     Page 68

			APPENDlX  I: HINTS AND TIPS

 combat with a strong fighting character (Thorwalian, Warrior, Dwarf)  while
 you pelt him  from afar with  a character using  missiles. Try to  take the
 opponent out  of the  action with  a Lightning  or Somnigravis  spell which
 eliminates their ability to attack.


			     The Inside Story
		 For The Novice Player or Seasoned Veteran

				Star Trail
				 Clue Book

    Everything you ever wanted to know about Star Trail is detailed in
      this comprehensive Clue Book written by the lead tester on the
 project. Strategies to get you started, hits and tips to keep you going,
  and inside info to help you in your travels through the mysterious land
				of Arkania.

				   Maps
			   Monster Descriptions
			       Item Listing
		       Non-Player Character Profiles
			       Walk Through
				 And More!

				  $19.95

		      Call (800) 447-1230 to order or
			Visit your local retailer!

                                                                                       I

		 (price subject to change without notice)

							             Page 69

--->> END <<----------------------------------------------------------------
