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Manual abstract: user guide GAMES PC THE ELDER SCROLLS I-ARENA
Detailed instructions for use are in the User's Guide.
[. . . ] The Elder Scrolls
Arena
Player's Guide
A DIVISION OF MEDIA TECHNOLOGY LIMITED
It is illegal to make unauthorized copies of this software
This software is protected under federal copyright law. It is illegal to make or distribute copies of this software except to make a backup copy for archival purposes only. Duplication of this software for any reason including for sale, loan, rental or gift is a federal crime. Penalties include fines of as much as $250, 000. 00 and jail terms of up to five years. [. . . ] In there you will find a concise synopsis of what you have agreed to do. You will also find the location of any place they may have inscribed onto your map. For instance, the person you are talking to may tell you the location of Fang Lair, but you would have to search through blow ups of each province until you located the one with a new dungeon icon on it. If you look at your logbook however, on there will be noted the province in which Fang Lair can be found. It is a simple matter from that point to locate the dungeon itself. Your logbook will display up to 16 quests at a time. When you receive your your 17th quest, and every quest thereafter, the logbook will replace the oldest entry with this new one. It is highly recommended that if you wish to save your log entries, you periodically print out the logbook for later use. See `Logbook' for further details.
The Temples
The temples of any City-State, Town, or Village are the haven of active adventurers. Here you can be healed, curses can be lifted, and diseases can be cured. Temples also offer blessings for those about to enter the wilderness or dungeons. Keep in mind that prices will vary from city to city and province to province. There are important main services a Temple provides:
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Healing injured characters so that they can continue their adventures. For a small fee based upon the damage to the victim, a character can be healed of all injury sustained, whether they arrived at their dire state through magical or mundane combat. Curing characters that have been unfortunate enough to suffer any number of dangerous maladies that can affect an adventurer. Temples will cure any malady including poisoning, disease, and curses. The cost will depend upon the victim's level and damage. Blessing characters on any action performed within the next twenty-four hours. This can be especially useful to the person that needs just that little extra luck against a stronger or tougher adversary, or just to even the odds. Blessing can make the difference between finishing a quest successfully, or not exiting at all. The cost is dependent upon how much is donated to the temple in question. As with all places, temples may show partiality to those from its own province.
The Mages Guild
The Mages Guild represents the one area where you can improve your skills in magic. [. . . ] It is imperative however that you adequately prepare for a dungeon by stocking up on potions and magic items. They can make the difference between life and death. We know there are a number of ways through each puzzle / area in the game that are achievable by any class. In your travels you will probably come across others.
I want to get into a dungeon right away. [. . . ]
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