                            ENLIGHTENMENT: DRUID II
                            =======================

One hundred and three years pass...  

One hundred and three years after Acamantor's expulsion from Belorn, he has
returned. Hasrinaxx the Druid was in the forest of Argoth searching for a fresh
mistletoe which was to be used as a component for a new spell he was preparing.
In the distance he could just make out a blossoming bush and started towards
it. He flinched suddenly as he crossed the small patch of open grassland in of
it. Was he seeing things or did the bush really jolt suddenly? There it was
again.

All too late he saw the wild boar come rushing out towards him. He staggered
back and yelped in agony as the boar nuzzled its way under his robes and bit
into his now thrashing leg. Hasrinaxx quickly pointed a ringed finger at the
boar and uttered two short words of mystic druid chant. A small electricity
bolt shot from the Druid's finger and discharged itself into the boar's back.
The animal squealed in agony and disappeared into a maze of bushes.

"How stupid to be caught unaware, like that!" the druid thought. "I've spent
too much time living in the safety of my village. Gone are the days when I sent
Acamantor's demon princes back to the dark planes from whence they came. Over
one hundred years have passed since then and although my magic has grown
stronger, my spirit has grown weaker. I have been expelled from my Druid sect
for experimenting with dangerous magics. I have become separated from nature
and the elemental Gods of the Earth, Wind, Fire and Water. And now age is
slowing my wits. What is left in life for such a failed Druid?" If only
Hasrinaxx knew the adventures that were to follow.

Hasrinaxx cast his mind back to the wild boar. "Strange for an animal of the
forest to attack a man. And a Druid at that. A friend of all animals and indeed
of nature itself! Perhaps it was a sign from the Gods. Mother Earth herself was
trying to tell him that he was slacking as one of the few Great Druids left."

"No! That doesn't make sense," he thought. The Gods would never use animals to
do their fighting. That would be against the sacred laws of nature. He asked
himself again why should a wild boar attack him? It seemed to be frightened.
Running. But running from what? What could possibly scare a boar in the forest
of Argoth? Men?

No! Hasrinaxx could sense if there were men nearby. But he could sense
something else though. It seemed almost Ethereal. A Feeling he hadn't felt in a
long time. Not since he'd vanquished the demon princes from Acamantor's tower.
But that was many years ago. The wounds that opened the dark planes to this
world could never be opened again. The great Druid sects had closed them soon
after the demon princes had been expelled, with strong and mystic magic.

Hasrinaxx cast his mind aside and set out about tending to his wounded leg.
Nothing a small poultice of woundwort couldn't fix. It was as he stumbled along
the well beaten track to Ishmar that he saw Ederyn, his faithful young
apprentice. Like all apprentice Druids, Ederyn was too impatient in learning
his magic and would very often make mistakes. Most of the time he would use the
wrong herbs or speak the wrong Druid chant when casting a spell. But he would
learn, as all wisened Druids did, with age.

Something seemed strange though. Ederyn's face seemed almost expressionless,
his eyes bulging. Saliva dripped from his mouth and his skin seemed to have a
blue tinge to it. Hasrnaxx commanded him to halt. For a moment, he thought he
saw sign of recognition in his young apprentice's face, but this instantly
disappeared as the apprentice moaned deeply and continued to stagger forward.

As he grew nearer, a piercing stench came over Druid which seemed to instantly
draw him out of his trance. The stench was unmistakably that of death - or
rather the undead - of souls denied an existence in the afterworld, and
condemned forever to remain on the Earth, as the walking dead.

Hasrinaxx raised his finger, his hand shaking, and pointed it towards his
oncoming apprentice. "I'm sorry, Ederyn!" he said softly and then uttered two
words of mystical Druid chant. Strident long bolts of electricity shot from his
fingertips and discharged themselves into the apprentice's chest, sending him
reeling to the ground, his chest smouldering but his face still expressionless.
The body lay there, twitching and slowly sinking into the earth as if Mother
Nature herself were calling the body back into the ground. But Hasrinaxx knew
that the soul had not been vanquished to the afterworld and that it would rise
again from this temporary grave in only a few hours.

He suddenly shot up. His senses were now keened and he could see all around
him, coming from every direction through the bushes and between the trees. The
undead were everywhere. Once living people, the proud villagers of Ishmar, many
were friends of Hasrinaxx. Now they were reduced to the walking undead. Reduced
to attacking the living - jealous of those that still hold life. Hasrinaxx
pitied their poor souls.

He heard a thunderclap, and in the distance he could see that the clouds above
the once peaceful land of Belorn had formed into the face of a dark,
evil-looking mage. He knew this was the work of Acamantor and his demon
princes. He would return to Ishmar and from there, seek revenge and finally put
an end to this this evil - and destroy the Dark Mage himself!

He searched his small canvas bag and found the object that he required. He
lifted the small silver crucifix high in his right hand. The sun gleamed from
it. Instantly the undead backed into the bushes and the trees from whence they
had come. Into the safety of the darkness and away from the gleaming holy
symbol the druid held in his hand, Hasrinaxx spoke a deep Druid chant and
started to walk forwards, along the beaten track to Ishmar...


Playing the Game
================ 

Command Keys
Spell Selection - 1, 2, 3, 4, 5, 6, 7, 8
Take Spell - CLR
Cast Spell - SPACE
Command Elemental - A
Pause/Unpause Game - ESC

Controlling the Druid
Use a joystick or the following keys:
Up - P
Down - L
Left - Z
Right - X
Fire - M

Controlling the Elemental 
Whenever you create an Elemental to help you, he can be commanded with the
'Command Elemental' key to toggle between Wait, Follow (the druid) and Send
(the Elemental in the direction the Druid is facing). Alternatively, a second
player can control your Elemental using the joystick. To switch between manual
and automatic Elemental mode, pause the game, press the 'Command Elemental' key
and unpause the game.
 
The Display
The Constitution indicator displays the current constitution of your Druid.
This will run whenever you are attacked or when you walk through fire or water.
The game will end and you will die if your constitution runs out.

The Spell windows indicate the spell currently selected. Whenever your Druid
walks over a spell, you will be told what the spell is in the message window.
If you want to take it, you can store it in your Spellbook which can hold up to
eight spells. The spell will always be placed above the spell indicator unless
the currently selected spell position is already full, in which case, the spell
will be placed in the next vacant spell position. 

The Elemental display, shows the status of your Elemental (if you have one).
Firstly, you are shown what type of Elemental you have and what direction it is
moving (useful if he is off screen). Above this, you are shown what command the
the Elemental is currently obeying or that the elemental is in manual mode. The
red bar on the right indicates your Elemental's strength.

The Electrical Bolt indicator, shows the current change of the Druid's
electrical bolts. The more quickly you fire, the faster this runs down. As your
electrical charge runs down, the firing rate will decrease until you can fire
no more. You will then have to wait to recharge your electrical energy.

The Green rating bar will grow as you progress through the game to give you an
idea of how well you are doing.
 
Great Druid Ratings 
As your Druid progresses through his adventures toAcamantor's domain, the
green rating bar will grow in length. This shows how well you have done in the
game. When you die (or win!), you will be given a rating which describes the
title best suited to your Druid. Of course, the best title is that of Overlord
but only the best Great Druids will ever becomeso honoured. The ratings in
order of worst to best performance are:

Orc Breath
Earth Shaman
Air Shaman
Water Shaman
Fire Shaman
Earth Lord
Air Lord
Water Lord
Fire Lord
Keeper of Order
Druid of Realm
High Adept
A-Sanach
Overlord


Druid Spellbook 
=============== 

Spell: Conjure Earth Elemental
Type: Summoning/Protective
Duration: Special
Area of Effect: Around Elemental
This spell is the first of the four major Elemental spells. When cast on open
ground, a clay golem is summoned from the Earth Elemental Plane and will remain
as the Druid's servant until its strength is depleted. He can only understand
the three simple commands Wait, Follow and Send. The Golem is resistant to all
forms of natural attack and is very strong. However he is slow and cumbersome
and on occasions may prove a hindrance.

Spell: Conjure Air Elemental
Type: Summoning/Protective
Duration: Special
Area of Effect: Around Elemental
As the 'Conjure Earth Elemental' spell except an air wispe is summoned from the
Air Elemental Plane and will remain as the Druid's servant until its strength
is depleted. The wispe is very fast but also very weak. The great Druid
Runewort was well known for using Wispes in fast sweeping attacks on large
amounts of weak foes.

Spell: Conjure Fire Elemental
Type: Summoning/Protective
Duration: Special
Area of Effect: Around Elemental
As the 'Conjure Earth Elemental' spell except a fiery phoenix is summoned from
the Fire Elemental Plane and will remain as the Druid's servant until its
strength is depleted. The Phoenix is reasonably fast but loses his strength
fast when in wet or moist areas.

Spell: Conjure Water Elemental
Type: Summoning/Protective
Duration: Special
Area of Effect: Around Elemental
As the Conjure Earth Elemental' spell except a water krakenis summoned from
the Water Elemental Plane and will remain as the Druid's servant until its
strength is depleted. The Kraken is reasonably fast but loses his strength fast
when in hot or arid areas.

Spell: Wall of Fire
Type: Obstructive
Duration: Semi-permanent
Area of Effect: 40' in direction cast
When cast, deep red flames erupt from the ground in the direction the caster is
facing. The flames will continue for forty feet, unless hitting some solid
obstacle or significant feature of the landscape (see 'Kaled's Book of
Universal Constants' for more on this). The wall will only destroy fire-fearing
foes and remains a permanent feature of the landscape until the Druid leaves
the present land. 

Spell: Wall of Water
Type: Obstructive
Duration: Semi-permanent
Area of Effect: 40' in direction cast
When cast, deep blue water spurts from the ground in the direction the caster
is facing. The spell is much the same as the 'Wall of Fire' spell except that
it will only destroy water-fearing foes.

Spell: Slow 
Type: Obstructive 
Duration: Short 
Area of Effect: 40' in radius about druid
This curious magic causes all normal creatures within a forty foot radius of
the druid to become lethargic and slow, thus letting any nimble Druid pass
between them quickly.

Spell: Finger of Lightning 
Type: Offensive 
Duration: Short 
Area of Effect: 40' in direction cast
When cast, bolts of lightning shoot forth from the druid's fingertips. These
bolts are ten times more powerful than the normal electrical bolts that Druids
usually fire.

Spell: Doorblast 
Type: Destructive 
Duration: Immediate 
Area of Effect: 5' in radius about druid
When the druid casts this spell, a mighty explosion can be heard about the
druid and all doors within a five foot radius of the druid will shatter into a
thousand pieces. Any foolish creatures within forty feet of the druid will
collapse in agony at the sound of the explosion.

Spell: Death Touch 
Type: Offensive 
Duration: Short 
Area of Effect: Creature touched 
When this spell is cast, any creature touched by the druid will instantly die.
However, a few, more powerful creatures cannot be harmed by this form of magic.

Spell: Deathlight
Type: Destructive
Duration: Short
Area of Effect: 40' in radius about druid
This spell will destroy all creatures within a forty foot radius around the
Druid for a short duration, thus giving him time to gather his wits or pass
through dark and eerie lands. There are some powerful creatures who are immune
to this form of magic.

Spell: Deathland
Type: Destructive
Duration: Medium
Area of Effect: 40' in radius about druid
This spell is exactly the same as 'Deathlight' except that is lasts much
longer. Great Druids always warn their unenlightened inferiors to use this form
of magic sparingly.

Spell: Recharge
Type: Replenishment
Duration: Immediate
Area of Effect: Druid
The spell replenishes the druid's electrical bolts so that he can fire at the
maximum rate possible.

Spell: Strengthen
Type: Replenishment
Duration: Immediate
Area of Effect: Elemental up to 160' from druid
This spell will make you Elemental stronger and thus prolong its return to the
Elemental Planes.

Spell: Armour 
Type: Protective 
Duration: Short 
Area of Effect: Druid 
When cast, this spell turns the druid's robes to strong steel for a short
while, thus rendering the druid less vulnerable to attack.

Spell: Fireshield 
Type: Protective 
Duration: Short 
Area of Effect: Druid 
When confronted with pillars of flame, a wary Druid need only cast this spell.
It will make his robes and sandals like tough dragonscale for short while and
thus he will become impervious to all forms of natural heat.

Spell: Invisibility
Type: Concealment
Duration: Short
Area of Effect: Druid
This well used spell is still one of the most useful that a Druid can carry in
his spellbook. the druid will be rendered invisible to all creatures of normal
sight. However, some creatures do not see with their eyes but instead use heat
or magic as a source of seeing.

Spell: Turn Away
Type: Repellent/Illusion
Duration: Short
Area of Effect: 40' in radius about druid
This spell makes the druid appear to be an abhorrent, powerful creature. This
is of course, an illusion, but any unintelligent creatures in close vicinity to
the druid will immediately panic and try to run away. In time, the spell will
end and the illusion will crumble away.

Spell: Teleport 
Type: Ethereal travel 
Duration: Immediate 
Area of Effect: Druid 
This spell is fairly mystical. Great Druids have only managed to discover that
when this spell is cast within a magic symbol, the caster is sent to another
plane (the type of plane is decided by the magic symbol).

Spell: Infra-vision
Type: Visionary 
Duration: Short 
Area of Effect: Druid 
This magic is useful in darkness. It makes the druid's eyes sensitive to heat
as well as light. However, this power will only last a short time and then you
will be left back in the dark.

Spell: The Seeing Eye
Type: Visionary
Duration: Short
Area of Effect: 80' in direction cast
This spell enables the druid to see what is ahead of him. When cast, the
druid's mind is allowed to follow the land in front and see what dangers await.

Spell: Resurrection
Type: Resurrection
Duration: Special
Area of Effect: Special
This spell was originally created by the necromancer Grobblar in a clever
attempt to cheat death. Of course, Druids everywhere realised the value of such
a spell and soon it was circulating amongst the higher ranks of the Druid
sects. When cast, a grave is created. Should the Druid now bear the misfortune
to die, he will gain new life and full strength and rise from the very same
grave that he created. But be warned, you can only create one grave. If you
cast another resurrection later, the grave created by the first resurrection
will be destroyed.

Spell: Sage 
Type: Legend Lore 
Duration: Immediate 
Area of Effect: None 
When this spell is cast, the Grand Druid Klaven Marr will give you a short clue
depending on where you are. This should aid your Druid in his quest for
enlightenment.
