PEGASUS PRODUCTIONS P.O. BOX 248, WAYNESVILLE, NC 28786 ALAMAZE =========================================================================== DATE: 01/02/2001 OPENING BALANCE: -312.50 GAME #: 4 ENDING BALANCE: -312.50 TURN #: 0 ACCT #: 2 Philip F. McDowell SO 223 Leatherwood Road Waynesville, NC 28786 YOUR TURN INPUT SHEET FOR THIS TURN MUST BE RECEIVED BY: 01/16/2001 STATUS UPDATE FOR ANTHONY SORCERER KING EARLY SPRING OF YEAR 101, 1ST CYCLE OF STEEL SECTION I. POLITICAL EVENTS AND STATUS: =========================================================================== ENTITY: RESULT: EMISSARY STATUS AND RESULTS: =========================================================================== RANK NAME BASE & ACTIVITY KING ANTHONY THE SORCERER TOWN AT JK IN AMBERLAND. RULING FROM THE ROYAL COUNCIL CHAMBERS DUKE TALONKAI THE SORCERER TOWN AT JK IN AMBERLAND. AWAITING FUTHER ORDERS BARON NERIKI THE SORCERER TOWN AT DR IN THE TALKING MOUNTAINS. AWAITING FUTHER ORDERS GOVERNOR SORJ THE SORCERER VILLAGE AT EB IN OAKENDELL. AWAITING FUTHER ORDERS AMBASSADOR REXLOR THE SORCERER VILLAGE AT CI IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS ENVOY CHANTALI THE SORCERER TOWN AT JK IN AMBERLAND. AWAITING FUTHER ORDERS AGENT 4 ZAPPER THE SORCERER TOWN AT JK IN AMBERLAND. AWAITING FUTHER ORDERS AGENT 2 STEALTH THE SORCERER TOWN AT JK IN AMBERLAND. AWAITING FUTHER ORDERS FANATIC 2 SAURA THE SORCERER TOWN AT DR IN THE TALKING MOUNTAINS. AWAITING FUTHER ORDERS $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KING'S INFLUENCE: OUR KING'S INFLUENCE IS CURRENTLY 12 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ SORCERER REGIONAL SUMMARY =========================================================================== EFFECTIVE CURRENT REACTION CONTROLLING REGION INFLUENCE LEVEL KINGDOM OAKENDELL (1) MINOR SUSPICIOUS NA THE NORTHERN MISTS (2) MINOR TOLERANT NA THE TALKING MOUNTAINS (3) MINOR SUSPICIOUS NA TORVALE (4) UNESTABLISHED SUSPICIOUS NA AMBERLAND (5) MINOR TOLERANT NA THE EASTERN STEPPES (6) UNESTABLISHED TOLERANT NA RUNNIMEDE (7) UNESTABLISHED SUSPICIOUS NA ARCANIA (8) UNESTABLISHED SUSPICIOUS NA SYNISVANIA (9) UNESTABLISHED TOLERANT NA THE SOUTHERN SANDS (10) UNESTABLISHED SUSPICIOUS NA =========================================================================== *************************************************************************** THE HIGH COUNCIL DWARVEN ABSTAIN NOMAD ABSTAIN PALADIN ABSTAIN URIK ABSTAIN WESTMEN ABSTAIN ALL OF ALAMAZE AWAITS THE FIRST ISSUE BEFORE THE HIGH COUNCIL *************************************************************************** ============================================================================= ENEMY AND ALLY DECLARATIONS THE FOLLOWING CHART SHOWS WHICH KINGDOMS HAVE DECLARED ALLIES AND ENEMIES.TO SEE THE DECLARATIONS A KINGDOM HAS MADE, READ ACROSS THE ROW STARTING WITH THEIR ABBREVIATION. TO SEE THE DECLARATIONS MADE FOR OR AGAINST A CERTAIN KINGDOM, READ DOWN THE COLUMN UNDERNEATH THEIR ABBREVIATION, AS FOLLOWS: 'A' - DECLARED ALLY ' ' - NEUTRALITY 'E' - DECLARED ENEMY ³BA ³DA ³DW ³EL ³GI ³GN ³HA ³NO ³PA ³RA ³SO ³SW ³UR ³WA ³WE ³ BA ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ DA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ A ³ DW ³ ³ ³ ³ ³ ³ ³ A ³ ³ A ³ ³ ³ ³ ³ ³ ³ EL ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ A ³ ³ ³ ³ GI ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ A ³ ³ ³ ³ ³ GN ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ HA ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ NO ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ PA ³ ³ ³ A ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ RA ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ SO ³ ³ ³ ³ ³ A ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ SW ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ UR ³ A ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WA ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ WE ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³BA ³DA ³DW ³EL ³GI ³GN ³HA ³NO ³PA ³RA ³SO ³SW ³UR ³WA ³WE ³ SECTION II. MILITARY ENCOUNTERS AND REPORT ============================================================================= ============================================================================= ============================================================================= ENTITY: RESULT: ======================================== GROUP STATUS ======================================== *************************************************************************** GROUP: 1st SORCERER TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 800 CAPTAIN II INAROS CAVALRY 200 NA LOCATED: AREA JK INFANTRY 3000 NA REGION : AMBERLAND TERRAIN: PLAINS WIZARDS: THE TOWN OF MIDVILLE IS HERE. ZALKALZAR (POWER-3) BRIGADES TYPE & NO. CURINUR (POWER-1) MORALE: 100% SORCERER 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: -15% NA 0 VALUE VS. POPULATION CENTER: 3,705 EST. VALUE IN CURRENT TERRAIN: 3,698 *************************************************************************** GROUP: 2nd SORCERER TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 800 CAPTAIN I RAUROS CAVALRY 200 NA LOCATED: AREA DR INFANTRY 3000 NA REGION : THE TALKING MOUNTAINS TERRAIN: PLAINS WIZARDS: THE TOWN OF HILLSHIRE IS HERE. HELCORAX (POWER-1) BRIGADES TYPE & NO. PRENN (ADEPT) MORALE: 100% SORCERER 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: -15% NA 0 VALUE VS. POPULATION CENTER: 3,667 EST. VALUE IN CURRENT TERRAIN: 3,658 *************************************************************************** GROUP: 3rd SORCERER TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 CAPTAIN NEROX CAVALRY 100 NA LOCATED: AREA EB INFANTRY 1500 NA REGION : OAKENDELL TERRAIN: MARSH WIZARDS: THE VILLAGE OF BAM IS HERE. ANIZIKIA (POWER-1) BRIGADES TYPE & NO. YAGORIS (ADEPT) MORALE: 100% SORCERER 1 NA ATTRITION: 0% NA 0 TERRAIN MOD: 10% NA 0 VALUE VS. POPULATION CENTER: 1,815 EST. VALUE IN CURRENT TERRAIN: 2,197 *************************************************************************** GROUP: 4th SORCERER TROOP COMPOSITION: LEADERS: SIZE: INACTIVE ARCHERS 0 NA CAVALRY 0 NA LOCATED: AREA JK INFANTRY 0 NA REGION : AMBERLAND TERRAIN: PLAINS WIZARDS: THE TOWN OF MIDVILLE IS HERE. NA BRIGADES TYPE & NO. NA MORALE: 100% NA 0 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 0 EST. VALUE IN CURRENT TERRAIN: 0 *************************************************************************** wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww OUR SEAPOWER IS CURRENTLY AT THE FOLLOWING LEVELS: 10 IS THE MAX. # OF FLEETS PER SEA; NAVAL QUALITY RANGES FROM 8 TO A MAX. OF 16 SEA # OF FLEETS NAVAL QUALITY DROWNING 1 10.0 FOREBODING 0 10.0 MYSTERY 0 10.0 TERROR 2 10.0 wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww **** ENCOUNTERS **** ==================== THE FOLLOWING DESCRIBES ALL SITUATIONS INVOLVING AN ENCOUNTER OF WHICH YOUR FORCES ARE AWARE AS OF THE END OF THE TURN. YOU SHOULD GIVE SPECIAL CONSIDERATION TO THESE ENCOUNTERS WHEN PLANNING YOUR NEW ACTIONS. YOUR GROUPS ENCOUNTERED THE FOLLOWING POPULATION CENTERS: REGION AREA BANNER TYPE NAME DEFENSE AMBERLAND JK SORCERER TOWN MIDVILLE 10040 TALKING MTNS. DR SORCERER TOWN HILLSHIRE 7420 OAKENDELL EB SORCERER VILLAGE BAM 2750 YOUR GROUPS ENCOUNTERED THE FOLLOWING GROUPS THIS TURN: REGION AREA GROUP I.D. SIZE LEADER YOUR POPULATION CENTERS REPORTED THE PRESENCE OF THE FOLLOWING GROUPS: PC NAME AREA SIZE GROUP I.D. LEADER MIDVILLE JK BRIGADE 1SO CAPTAIN II INAROS HILLSHIRE DR BRIGADE 2SO CAPTAIN I RAUROS BAM EB BRIGADE 3SO CAPTAIN NEROX REGIONAL INTELLIGENCE THE FOLLOWING REPORTS CAME IN FROM PEASANTS IN REGIONS THROUGHOUT OUR REALM CONCERNING THE SIGHTING OF FORIEGN MILITARY GROUPS: REGION GROUP NAME GROUP SIZE SECTION III. ECONOMIC REPORT AND KINGDOM STATUS: =========================================================================== ENTITY: RESULT: PRODUCTION RECEIVED THIS TURN ============================= CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER PROJECTED PRODUCTION FOR NEXT TURN ================================== CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER 5 JK MIDVILLE TOWN 10,040 36,750 4,290 10,184 NA 3 DR HILLSHIRE TOWN 7,420 31,750 3,480 6,080 NA 2 CI HARPOON VILL 2,925 13,680 8,316 2,790 NA 1 EB BAM VILL 2,750 10,680 8,932 2,700 NA ------ ------- ------- 92,860 25,018 21,754 ====== ======= ======== ===================================================================== X X OUR CAPITAL IS THE TOWN OF MIDVILLE. ===================================================================== KINGDOM ECONOMIC REPORT ___________________________________________________________________________ DESCRIPTION FOOD GOLD BEGINNING AMOUNT 20,000 30,000 ADD THIS PERIOD'S PRODUCTION 0 0 RESULTS OF TRADE AND OTHER SOURCES 0 0 ----------- ----------- AMOUNTS AVAILABLE AFTER TRADING 20,000 30,000 ----------- ----------- LESS MILITARY GROUP CONSUMPTION 0 0 ----------- ----------- AVAILABLE AFTER GROUP CONSUMPTION 20,000 30,000 ----------- ----------- AMOUNTS USED EXECUTING ORDERS 0 0 FOOD SPOILAGE 0 0 ----------- ----------- ENDING AMOUNTS 20,000 30,000 =========== =========== SECTION IV. MATTERS COVERT, ESOTERIC AND GENERAL =========================================================================== ENTITY: RESULT: *** SKELETONS *** The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions. TYPE CODE DESCRIPTION Minor 7588 THE KING HAS A BAD HEART WHICH ACTS UP IN PERIODS OF CRISIS. Major 8363 THE KING HAS RECENTLY SUFFERED ACUTE AMNESIA. HE IS NOT CERTAIN OF ANY OF HIS PAST. Minor 8942 THE KING HAS HEMATOPHOBIA: HE IS AFRAID OF BLOOD. * PEGASUS * 9/25/00 TO ALL PLAYERS: SHOULD THERE BE A QUESTION OR POSSIBLE PROBLEM CONCERNING YOUR RESULTS PLEASE INCLUDED YOUR GAME NUMBER, YOUR KINGDOM, THE RESULT NUMBER, AND YOUR ACCOUNT NUMBER WITH THE INQUIRY. ALL SUCH INQUIRES NEED TO REACH US ASAP AS THERE MAY BE OTHER KINGDOMS AFFECTED. EFFECTIVE 9/25/00 THERE ARE NO LONGER "MINOR ARTIFACTS"; ALL THAT WERE CONSIDERED MINOR ARTIFACTS ARE NOW INCLUDED IN "KING ARTIFACTS". A KINGDOM MUST HAVE ENOUGH SHIPS IN A SEA TO SUPPORT EXISTING GROUPS AND TO RECEIVE REINFORCEMENTS. EXAMPLE: IF A KINGDOM HAS ONE SHIP IN A SEA WITH AN ACTIVE GROUP (PATROL OR A BRIGADE) AN ADDITIONAL SHIP WILL BE REQUIRED TO RECEIVE REINFORCEMENTS EVEN IF THE REINFORCEMENTS WILL GO INTO AN INACTIVE GROUP. WHILE EXISTING SHIPS CAN BE USED TO TRANSPORT MORE THAN ON GROUP IN A TURN (REFLECTING THE MONTH A TURN REPRESENTS) IT CANNOT BE IN TWO PLACES AT ONE TIME. 7/19/00 TO ALL PLAYERS: WE ARE AGAIN SUGGESTING THAT WIZARD AND LEADER INITIALS ARE USED FOR ALL APPLICABLE ENTRIES. THIS IS TO THE PLAYER'S ADVANTAGE AND AT SOME TIME IN THE FUTURE WILL BE REQUIRED. WE POSSESS THE FOLLOWING ARTIFACTS: SHORT STATUS FULL NAME NAME POSSESSOR TYPE PTS PALANTIR CRELIA 24924 ANTHONY COVERT 300 SPIES ON RECONNAISSANCE DISCOVERED THE FOLLOWING: WE ISSUED THE FOLLOWING COMMANDS FOR THE TURN JUST COMPLETED: ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- WE ALSO EXECUTED THE FOLLOWING STANDING ORDERS ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- POWER-1 SPELLS FOR SORCERER WIZARDS: ALL SPELL LISTS ARE KINGDOM-SPECIFIC. EACH SPELLCASTER MAY CAST ONE SPELL PER TURN. SPELLS CAST COUNT AS ORDERS USED AGAINST THE KING'S INFLUENCE ORDER LIMITATION. EACH SPELL REQUIRES THE SPELL # TO BE PLACED IN THE ORDER # COLUMN OF THE TURN INPUT SHEET, THE GROUP I.D. OF THE WIZARD'S GROUP TO BE PLACED IN COLUMN 'A', AND THE WIZARD'S POWER- LEVEL (EG:'2') OR THE SPECIFIC CASTING WIZARD'S INITIALS TO BE PLACED IN COLUMN 'B'. OTHER COLUMNS MAY NEED TO BE COMPLETED AS DICTATED BY THE SPECIFIC SPELL DESCRIPTION. SPELLS NOT PROPERLY COMPLETED ARE MISCAST AND HAVE NO EFFECT. NAME: STUN LEADER SPELL #: 95 THE WIZARD CASTING THIS SPELL SEEKS TO RENDER THE OPPOSING COMMANDER INEFFECTIVE FOR THE DURATION OF A BATTLE. YOUR GROUP MUST ENGAGE THE TARGET GROUP IN COMBAT FOR THIS SPELL TO BE EFFECTIVE. BASE CHANCE OF SUCCESS IS 100%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 33% {100%*(1/3)} OF STUNNING A MARSHAL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LIGHTNING ATTACK SPELL #: 102 THE LIGHTNING ATTACK IS THE MOST COMMONLY KNOWN OFFENSIVE BATTLE SPELL. THE SPELL SENDS DOZENS OF LIGHTNING BOLTS SCREAMING THROUGH ENEMY FORMATIONS. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 500 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: FIRESTRIKE SPELL #: 103 THE FIRESTRIKE IS A POWERFUL OFFENSIVE BATTLE SPELL. THE SPELL SENDS ROLLING WAVES OF MAGICALLY HOT FLAMES SIZZLING INTO ENEMY LINES. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 700 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: FEAR SPELL #: 107 BY CASTING THIS SPELL THE WIZARD CREATES ILLUSIONARY SIGHTS, SOUNDS AND POWER-1 SPELLS FOR SORCERER WIZARDS: SMELLS INTENDED TO TERRIFY ENEMY SOLDIERS. THE EFFECT IS A DROP OF 10% IN THE MORALE, AND SO FIGHTING ABILITY, OF THE ENEMY TROOPS FOR THE DURATION OF THE BATTLE (NOT A PERMANENT EFFECT). YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". NOT EFFECTIVE AGAINST POPULATION CENTERS. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CREATE FOOD SPELL #: 208 WIZARDS IN ALAMAZE CAN CREATE BOUNTIFUL QUANTITIES OF FOOD OUT OF ALMOST ANY ORGANIC SUBSTANCE. IN GAME TERMS, A WIZARD CAN CREATE FOOD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 FOOD) BY CASTING THIS SPELL. FOOD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LEARN ARTIFACT POWER SPELL #: 796 BY USING THIS SPELL, A WIZARD CAN LEARN WHAT POWERS ARE STORED WITHIN AN ARTIFACT IN HIS KINGDOM'S POSSESSION. INFORMATION LEARNED MAY BE OF A GENERAL NATURE, BUT IT WILL BE SUFFICIENT TO ENABLE THE KING TO KNOW BEST HOW TO UTILIZE THE ARTIFACT. ARTIFACT MUST BE IN THE SAME AREA AS THE WIZARD. PUT THE SHORT NAME OF THE ARTIFACT IN COLUMN "C". ONLY VERY BASIC INFORMATION WILL BE LEARNED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MAGIC RESEARCH SPELL #: 799 THIS IS THE MEANS BY WHICH A SPELLCASTER ADVANCES HIS POWER. THE WIZARD MUST BE LOCATED IN A KINGDOM CONTROLLED POPULATION CENTER IN ORDER TO PERFORM HIS RESEARCH. THE COST TO THE CONTROLLING KING IS SHOWN ON THE SETUP SHEET DATA (EG: IF COST SHOWN IS 10,000 GOLD PER LEVEL, IT WOULD COST 20,000 GOLD TO ADVANCE FROM POWER-1 TO POWER-2). NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MASK IN BEST TERRAIN SPELL #: 820 BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSIONARY CAMOUFLAGE OF SURROUNDING TERRAIN OBSCURES THE SIZE OF HIS GROUP TO FOREIGN POWERS IF IT ENDS ITS MOVEMENT IN THE TERRAIN TYPE MOST FAVORABLE TO HIS KINGDOM'S TROOP TYPE (BEST TERRAIN COMBAT MODIFIER SHOWN IN SETUP DATA). IT HAS NO EFFECT IN OTHER TERRAIN TYPES. NO COLUMNS BEYOND COLUMN POWER-1 SPELLS FOR SORCERER WIZARDS: "B" NEED BE COMPLETED. NAME: RAVEN FAMILIAR SPELL #: 888 BY USING THIS SPELL A WIZARD MAY ORDER HIS RAVEN FAMILIAR TO PERFORM A RECONNAISANCE OF AN AREA EXACTLY AS A FIRST LEVEL AGENT WOULD. THE TARGET AREA MUST BE WITHIN A TEN AREA RANGE OF THE SPELLCASTER'S GROUP. THE RESULTS WILL BE REPORTED IN THE "AGENTS ON RECONNAISANCE" SECTION OF THE STATUS UPDATE. PUT TARGET AREA IN COLUMN "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ POWER-2 SPELLS FOR SORCERER WIZARDS: ALL SPELL LISTS ARE KINGDOM-SPECIFIC. EACH SPELLCASTER MAY CAST ONE SPELL PER TURN. SPELLS CAST COUNT AS ORDERS USED AGAINST THE KING'S INFLUENCE ORDER LIMITATION. EACH SPELL REQUIRES THE SPELL # TO BE PLACED IN THE ORDER # COLUMN OF THE TURN INPUT SHEET, THE GROUP I.D. OF THE WIZARD'S GROUP TO BE PLACED IN COLUMN 'A', AND THE WIZARD'S POWER- LEVEL (EG:'2') OR THE SPECIFIC CASTING WIZARD'S INITIALS TO BE PLACED IN COLUMN 'B'. OTHER COLUMNS MAY NEED TO BE COMPLETED AS DICTATED BY THE SPECIFIC SPELL DESCRIPTION. SPELLS NOT PROPERLY COMPLETED ARE MISCAST AND HAVE NO EFFECT. NAME: PROTECT HEROES AND WIZARDS SPELL #: 94 BY CASTING THIS SPELL, THE WIZARD SEEKS TO PROTECT ALL HEROES AND WIZARDS OF HIS GROUP FROM THE BLACK MAGICS OF A PARTICULAR OPPOSING GROUP'S SPELLCASTERS. THIS SPELL IS ALWAYS SUCCESSFUL, BUT IS ONLY EFFECTIVE AGAINST ONE GROUP AND MAY ONLY BE CAST UPON THE GROUP IN WHICH THE WIZARD IS LOCATED. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: KILL LEADER/WIZARD SPELL #: 96 THE WIZARD CASTING THIS SPELL SEEKS TO SLAY A PARTICULAR OPPOSING HERO OR SPELLCASTER. THE BASE CHANCE OF SUCCESS IS 50%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO A POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 16.3% {50%*(1/3)} OF SLAYING A MARSHAL. PUT THE GROUP I.D. OF THE TARGET GROUP IN COL "C", PLACE "W" OR "L" (WIZ OR LDR.) IN COLUMN "D", PLACE "H" OR "L" (HIGH OR LOW) IN COL. "E". YOUR GROUP NEED NOT HAVE COMBAT FOR THIS SPELL; BUT MUST BE IN THE SAME LOCATION AS THE GROUP CONTAINING THE FIGURE YOU DESIRE TO SLAY. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: SHIELD SPELL #: 100 THIS SPELL CAUSES A GLIMMERING SHIELD OF MAGIC TO PROTECT THE FORCE, AND INCREASES THE DEFENSIVE VALUES OF THE WIZARD'S GROUP, EFFECTIVELY REDUCING THE CASUALTIES IT WILL SUFFER FROM BATTLE WITH A SPECIFIC OPPOSING GROUP OR A POPULATION CENTER. THE AMOUNT OF BENEFIT RECEIVED INCREASES WITH THE POWER LEVEL OF THE SPELLCASTER. PUT THE GROUP I.D. OF THE OPPOSING TARGET GROUP IN COLUMN "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: GUARDED ATTACK SPELL #: 101 THIS IS A SOPHISTICATED SPELL IN WHICH THE SPELLCASTER BECOMES INVISIBLE, POWER-2 SPELLS FOR SORCERER WIZARDS: THEREBY PROTECTING HIMSELF FROM THE HAZARDS OF BATTLE, AND SENDS FORTH POWERFUL SONIC BLASTS INTO THE ENEMY LINES, INFLICTING CASUALTIES IN PROPORTION TO THE SPELLCASTERS POWER: 300 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER OR IN AN UNUSUAL SIGHTING, LEAVE COLUMN "C" BLANK. WHEN USED IN AN UNUSUAL SIGHTING IT REDUCES THE WIZARD'S EFFECTIVENESS BY 50%. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CHAOS SPELL #: 106 THE WIZARD CASTS A SPELL WHICH CREATES DISTRACTING, HYPNOTIC PATTERNS, ILLUSIONS AND CONFUSING SOUNDS WHICH CAUSE ENEMY TROOPS TO IGNORE MANY COMMANDS OF THEIR LEADERS. THE EFFECT IS THAT THE ENEMY WILL BE UNABLE TO EFFECTIVELY WITHDRAW: RESULTING IN THEIR CONTINUING TO FIGHT TO THE LAST "MAN". YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE AND LASTS FOR THE DURATION OF THIS SINGLE BATTLE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: VALOR SPELL #: 108 THE WIZARD CASTS THIS SPELL AS BATTLE IS ABOUT TO BEGIN. INVIGORATING AROMAS SPREAD THROUGH THE RANKS, FILLING THE MINDS OF THE TROOPS WITH THOUGHTS OF HEROISM, COURAGE AND DETERMINATION. MORALE IS INCREASED BY 10% FOR THE DURATION OF THE COMBAT. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: DIPLOMACY SPELL #: 171 A WIZARD MAY CAST THIS SPELL WHEN HIS GROUP INTENDS TO PARLEY WITH A POPULATION CENTER. THE GROUP'S EFFECTIVENESS WILL BE INCREASED IN PROPORTION TO HIS POWER LEVEL. USE THIS SPELL INSTEAD OF ORDER #170 (NOT IN ADDITION TO IT). BY USING THIS SPELL THE GROUPS LEADERS APPEAR MORE CHARISMATIC TO THE CENTER'S LEADERS THAN THEY OTHERWISE WOULD. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. THIS SPELL HAS NO EFFECT IF THE POPULATION CENTER IS A CAPITAL. REGIONAL REACTION, ENEMY STATUS, PREVIOUS MONTH'S STATUS QUO, AND THE POPULATION CENTER'S DEFENSES IMPACT UPON THE CHANCE OF SUCCESS. * IN SECOND CYCLE THIS SPELL, WHEN USED IN AN EFFORT TO GAIN A CITY MUST OVERCOME THE SAME PERCENTAGE NEGITIVE MODIFIER AS POLITICAL ACTIONS. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CREATE GOLD SPELL #: 209 WIZARDS CAN CREATE GOLD FROM LESSER METALS IN SIZEABLE QUANTITIES, ALTHOUGH POWER-2 SPELLS FOR SORCERER WIZARDS: THE PROCEDURE CAN TAKE SEVERAL WEEKS. IN GAME TERMS, A WIZARD CAN CREATE GOLD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 GOLD) BY CASTING THIS SPELL. GOLD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: WARD SPELL #: 301 THIS SPELL PROTECTS A SPECIFIC EMISSARY OF ANY KINGDOM FROM THE BLACK MAGIC OF AN OPPOSING SPELLCASTER, AND HELPS GUARD AGAINST FOUL PLAY OF THE MORE EARTHLY VARIETY. SPELLS DIRECTED AGAINST THE WARDED EMISSARY WILL BE INEFFECTIVE, AND OTHER ATTACKS AGAINST HIM WILL HAVE A 20% DIMINISHED CHANCE OF WORKING. PLACE THE KINGDOM ABBREVIATION TO WHICH THE EMISSARY BELONGS IN COLUMN "C", AND THE EMISSARY ABBREVIATION IN COL. "D". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: SLEEP SPELL #: 305 THIS SPELL PLACES THE TARGET EMISSARY IN A MAGICALLY DEEP SLEEP, SIMILAR TO A COMA. THE EMISSARY REMAINS IN SUCH A STATE FOR ONE MONTH (THE GAME TURN) DURING WHICH TIME HE OBVIOUSLY CAN PERFORM NO ACTIVITY. A SLEPT EMISSARY IS MORE SUSCEPTIBLE TO KIDNAPPING AND ASSASSINATION ATTEMPTS. THERE ARE VARIOUS TYPES OF MAGIC THAT CAN EFFECT THE SUCCESS OF THIS SPELL. THIS SPELL REQUIRES THE CASTER TO KNOW THE TARGET'S NAME (AND SO EMISSARY ABB.), HIS KINGDOM, AND HIS LOCATION. PLACE THE KINGDOM ABBREVIATION TO WHICH THE EMISSARY BELONGS IN "C", THE EMISSARY ABBREVIATION IN "D", AND THE LOCATION IN "E". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: SHIP OF MIST SPELL #: 708 BY CASTING THIS SPELL, THE WIZARD CREATES A FLEET OF MIST-MADE SHIPS, ENOUGH TO TRANSPORT ONE BRIGADE PER POWER-LEVEL MAGICALLY OVER ANY SEA. MOVEMENT IS AT THE NORMAL RATE FOR THE KINGDOM. IN ADDITION, THE GROUP IS NOT SUBJECT TO INTERDICTION BY SEA PATROL OR THE SPELL "STORM AT SEA". HOWEVER, THE GROUP MAY NOT END ITS MOVEMENT IN A SEA AREA. MOVEMENT CAN NOT BE INCREASED BY ANY METHOD. USE IN PLACE OF A NORMAL MOVEMENT ORDER, NOT IN ADDITION TO. COMPLETE COLUMNS "C" ON TO INDICATE INTENDED MOVEMENT AREA BY AREA. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: SPEED SPELL #: 718 THE WIZARD CREATES AN INVIGORATING AROMA WHICH GREATLY AIDS THE GROUPS POWER-2 SPELLS FOR SORCERER WIZARDS: MOVEMENT CAPABILITIES. MOVEMENT ALLOWANCE IS INCREASED 2.5 PTS. PER LEVEL OF THE SPELLCASTER. (POWER-2 CASTER'S GROUP COULD MOVE 25 POINTS.) USE IN PLACE OF NORMAL MOVEMENT ORDER. LIMIT OF 8 AREAS MAXIMUM MOVEMENT. THIS SPELL WILL NOT INCREASE SEA MOVEMENT AND CAN NOT BE USED WITH A FORCED MARCH. COMPLETE COLUMNS "C" ON TO INDICATE INTENDED MOVEMENT AREA BY AREA. USE 2ND LINE OF INPUT SHEET IF NEEDED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MASK SPELL #: 821 BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSION OBSCURES THE SIZE OF HIS GROUP. FOREIGN GROUPS (AND POSSIBLY AGENTS) WILL BE UNABLE TO DETERMINE THE GROUP SIZE OR STRENGTH. GROUP SIZE WILL BE REPORTED AS "MASKED". NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: TELEPORT SELF SPELL #: 830 BY USING THIS SPELL THE WIZARD CAN TELEPORT HIMSELF IN TO ANOTHER ACTIVE GROUP OF HIS KINGDOM, REGARDLESS OF DISTANCE FROM HIS PRESENT LOCATION. THE "RECEIVING" GROUP MUST BE OF HIS OWN KINGDOM, CURRENTLY ACTIVE, AND CANNOT ALREADY CONTAIN THREE WIZARDS. PLACE THE RECEIVING GROUP'S I.D. IN COLUMN "C". THERE ARE NO DISTANCE OR AREA RESTRICTIONS WITH THIS SPELL. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LOCATE CHARACTER OR GROUP SPELL #: 855 THIS SPELL ALLOWS THE SPELLCASTER TO LEARN, THROUGH DEEP TRANCE-INDUCED MEDITATIONS, THE LOCATION OF A SPECIFIC GROUP OR EMISSARY OF ANY KINGDOM. CERTAIN MAGIC MAY INTERFERE WITH THIS PROCESS (SUCH AS A "WARD" SPELL) BUT NORMALLY IT IS QUITE EFFECTIVE. PLACE "G" OR "E" (GROUP OR EMISSARY) IN COLUMN "C", THE GROUP I.D. OR EMISSARY ABB. IN COLUMN "D", AND THE KINGDOM ABB.OF THE GROUP OR EMISSARY IN COLUMN "E". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ POWER-3 SPELLS FOR SORCERER WIZARDS: ALL SPELL LISTS ARE KINGDOM-SPECIFIC. EACH SPELLCASTER MAY CAST ONE SPELL PER TURN. SPELLS CAST COUNT AS ORDERS USED AGAINST THE KING'S INFLUENCE ORDER LIMITATION. EACH SPELL REQUIRES THE SPELL # TO BE PLACED IN THE ORDER # COLUMN OF THE TURN INPUT SHEET, THE GROUP I.D. OF THE WIZARD'S GROUP TO BE PLACED IN COLUMN 'A', AND THE WIZARD'S POWER- LEVEL (EG:'2') OR THE SPECIFIC CASTING WIZARD'S INITIALS TO BE PLACED IN COLUMN 'B'. OTHER COLUMNS MAY NEED TO BE COMPLETED AS DICTATED BY THE SPECIFIC SPELL DESCRIPTION. SPELLS NOT PROPERLY COMPLETED ARE MISCAST AND HAVE NO EFFECT. NAME: PRESENCE SPELL #: 0 THIS IS NOT A SPELL, BUT RATHER A BONUS WHICH ACCRUES TO ALL THIRD LEVEL SPELLCASTERS AND ABOVE, SIGNIFICANTLY INCREASING THEIR COMBAT ABILITIES. THIS BONUS INCREASES IN PROPORTION TO THE WIZARD'S POWER. WIZARDS OF THIS POWER AND BEYOND CAN CAST ANY OF THEIR AVAILABLE SPELLS WHICH MAY AID THEIR GROUP'S OFFENSIVE AND DEFENSIVE CAPABILITIES OR ASSIST THEIR KINGDOM IN OTHER WAYS. {A POWER-4 PRESENCE IS ROUGHLY EQUAL TO A POWER-2 LIGHTNING STRIKE AND SHIELD.} ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: DISPEL MAGIC SPELL #: 92 THIS SPELL IS DIRECTED AGAINST A GROUP CONTAINING SPELLCASTERS IN THE SAME AREA AS THE CASTING WIZARD'S GROUP. THIS SPELL HAS A 100% CHANCE OF DISPELLING A BATTLE SPELL OF AN EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATIONS OF A HIGHER LEVEL SPELLCASTER. YOU MAY OPTIONALLY LIST IN COLUMN D THE LOWEST SPELL # YOU WISH TO DISPEL (EG- "98"). YOUR GROUP NEED NOT ENGAGE IN COMBAT TO USE THIS SPELL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: WALL OF FLAME SPELL #: 98 BY CASTING THIS SPELL THE WIZARD CREATES A 20' DEEP, 20' HIGH AND VERY LONG WALL OF FLAME BETWEEN HIS GROUP AND A POTENTIALLY HOSTILE GROUP IN THE SAME AREA. THIS WALL OF FLAME PREVENTS ATTACKS FROM ALL BUT THE MOST DETERMINED ATTACKERS. DETERMINED ATTACKERS WILL SUFFER VERY SUBSTANTIAL DAMAGE CROSSING THE WALL, PRIOR TO THE COMBAT. MULTIPLE CASTINGS OF THIS SPELL ARE POSSIBLE AND THE EFFECTS ARE CUMULATIVE. THIS SPELL IS NOT EFFECTIVE AGAINST DRAGONS. PUT THE TARGET GROUP I.D. IN "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CURSE SPELL #: 386 THIS SPELL IS CAST ON AN OPPOSING MONARCH AND HAS AS ITS INTENDED EFFECT POWER-3 SPELLS FOR SORCERER WIZARDS: THE DECREASE OF ONE LEVEL IN THAT KING'S INFLUENCE. THERE IS NO RANGE LIMITATION FOR THE SPELL, HOWEVER, ANY ONE KING CAN BE EFFECTED BUT ONCE PER TURN BY A CURSE. BARRING A MAGICAL WARD OR OTHER TYPE OF MAGICAL PROTECTION, THERE IS A 75% CHANCE OF THE SPELL SUCCEEDING. THE EFFECTED PARTY WILL NOT KNOW WHO HAS CAST THE CURSE. PLACE THE KINGDOM ABBREVIATION TO WHICH THE KING BELONGS IN "C", THE KING'S ABBREVIATION IN "D", AND THE LOCATION IN "E". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: STRENGTHEN WALLS SPELL #: 601 THIS INCANTATION ALLOWS A MAGE TO INCREASE THE EXISTING DEFENSES OF THE POPULATION CENTER IN THE SAME AREA AS HIS GROUP BY 2,000, PERMANENTLY. THE POPULATION CENTER NEED NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION THE RESULTS BE BE REFLECTED ON THE NEXT RESULT. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: FERTILE FIELDS SPELL #: 602 BY CASTING THIS SPELL A MAGE INCREASES THE FOOD PRODUCTION OF THE POPULATION CENTER HIS GROUP IS IN BY 2,500, PERMANENTLY. THE POPULATION CENTER NEED NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION THE INCREASE WILL BE REFLECTED ON THE NEXT RESULT. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: HIDDEN ORE SPELL #: 603 WHEN LOCATED IN THE SAME AREA AS A POPULATION CENTER, BY CASTING THIS SPELL A MAGE CAN UNCOVER HIDDEN ORE RESERVES IN THAT AREA. GOLD PRODUCTION OF THE POPULATION CENTER WILL INCREASE BY 2500 GOLD PERMANENTLY. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION, THE INCREASE WILL BE REFLECTED ON THE NEXT RESULT. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: PROTECTION FROM REGIONAL EFFECT SPELL #: 778 THIS SPELL OFFERS THE GROUP CONTAINING THE SPELLCASTER THE MEANS TO BE PROTECTED FROM THE EFFECTS OF A NON-ALLIED WIZARD'S REGIONAL EFFECT SPELL. THIS PECULIAR SPELL WILL PROTECT THE GROUP FROM A SINGLE REGIONAL EFFECT SPELL ONLY; THERE IS NO WAY TO SPECIFY A PARTICULAR REGIONAL SPELL. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. POWER-3 SPELLS FOR SORCERER WIZARDS: NAME: DISPEL REGIONAL EFFECT SPELL #: 779 THIS SPELL IS VERY SIMILAR TO THE DISPEL MAGIC SPELL, HOWEVER INSTEAD OF DISPELLING BATTLE SPELLS, IT WORKS AGAINST REGIONAL EFFECT SPELLS (#781-788). THIS SPELL HAS A 100% CHANCE OF DISPELLING A REGIONAL SPELL OF AN EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL OF DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATIONS OF A HIGHER LEVEL SPELLCASTER. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: INVISIBLE BRIGADE SPELL #: 845 THIS SPELL ALLOWS THE WIZARD'S BRIGADE SIZED (UP TO 2 BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: SUMMON MONSTERS SPELL #: 860 THIS SPELL MAY ONLY BE CAST IN A FOREST AREA. THE SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A BRIGADE'S WORTH) OF HUMANOID TYPE BEINGS TO EMERGE FROM THE SURROUNDING FOREST AND JOIN HIS GROUP. MONSTERS (MO) ARE CONSIDERED ONE OF THE BRIGADE TYPES ALLOWED PER GROUP. MONSTER BRIGADES MUST BE FED BUT NEED NOT BE PAID. THEY CONSUME FOOD AT THE SAME RATE AS OTHER TROOPS OF THE KINGDOM AND IF THEY ARE NOT FED THEY WILL SUFFER THE NORMAL 10% MORALE LOSS. COMBAT ABILITY IS SLIGHTLY SUPERIOR TO RECRUITS. NO FURTHER COLUMNS NEED BE COMPLETED. 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