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Topical Guide

The Topical Guide attempts to provide answers, or at least insight, into some of the inconsistencies and blind spots in the rules. It is organized alphabetically by topic. If you are looking for guidance on a particular subject, this is intended to be a quick reference.

Be aware that the Topical Guide may contain mild spoilers for the later books, so be sure to read only those headings that you intend to.


A

Action Chart

The Action Chart is a set of tables which contain all information about your character such as items carried, skills possessed, etc. The Action Chart can take many forms. You may use a specialized program to help you keep track of character statistics. You may use a spreadsheet document. You may print out the Action Chart that appears in the Internet Editions of the books and fill in the blanks. As you become familiar with the rules, you may want to create your own by hand on paper. The method you choose doesn't matter as long as you're comfortable with it.

Adgana

(Backpack Item) The leaves of the Adgana plant are a potent narcotic popular among the warriors of Magnamund. When dried, crushed, and eaten, they provide a potent enhancement to COMBAT SKILL for the duration of a fight, but at a high potential cost.

Use of Adgana will grant a bonus of +6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only +3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

Alether

(Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of +2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. Very rarely, Alether might be found in a concentrated or distilled form, which provides a +4 COMBAT SKILL bonus. It is uncertain whether or not Alether's effects should last for a single enemy or for all enemies in one numbered section.

Ammo Pouch

In Freeway Warrior your Ammo Pouch is used to carry the spare ammunition for use in your ranged weapons. This ammo is in addition to that currently loaded in your ranged weapons. The maximum quantity of spare ammo you can carry depends upon the type, your ammo pouch contains 40 "slots"; 9mm rounds occupy 1 slot, 7.62mm rounds take up 2, 12-gauge rounds use 4. This effectively means a maximum of 40 pistol rounds can be carried, OR 20 rifle rounds, OR 10 shotgun rounds. While it is possible to mix ammunition types, you can never exceed these 40 "slots".

Armour

There is an interesting blind spot in the rules regarding armour which increases your ENDURANCE (e.g. Chainmail Waistcoats and Padded Leather Waistcoats). For example, if you are wearing a piece of armour that gives you a 4 ENDURANCE point bonus and your current ENDURANCE point score is less than or equal to 4, what happens if you lose or discard the armour? Your ENDURANCE score has fallen to zero or below, so strictly speaking, you should be dead. This doesn't mesh well with reality, so use your best judgement.

Other types of armour found in the books are the Bronin Vest, the Kagonite Chainmail, and the Silver Bracers.

The following table shows which types of armour can be worn in conjunction with other types. O indicates an acceptable combination; X indicates an unacceptable combination.

 BVCWKCPLSB
Bronin Vest\XOOO
Chainmail WaistcoatX\OOO
Kagonite ChainmailOO\OO
Padded LeatherOOO\O
Silver BracersOOOO\



Axe

(Weapon carried in the hand)

Arrow

(Special Item carried in a Quiver) This item is carried in a Quiver and so doesn't take up any more space as a Weapon or Special Item than the Quiver required to carry it. You must possess an Arrow in order to use a Bow.


B

Backpack

Your Backpack is used to carry various items. The maximum number of items that can be carried in your Backpack in the Kai, Magnakai, and Grey Star series is eight; for the Grand Master and New Order series it is ten. If you lose your Backpack, you cannot keep any Backpack Items until you find a Backpack in which to keep them. If you have lost your Backpack in an adventure and haven't yet found one before beginning the next adventure, you will be given a new one when you choose your equipment.

Lone Wolf Club Newsletter #12 clarifies: "Realistically, you can only wear one Backpack at a time, and carry a maximum of eight Backpack Items (Special Items not included)."

Backpack Items may also be kept in Safekeeping.

Backpack (Freeway Warrior)

Your Backpack is used to carry various items. The maximum number of items that can be carried in your Backpack is ten. However, the more items you carry in your Backpack, the more your Stealth score is penalised. This "Encumbrance" rule was devised by Joe Dever because of the number of items Lone Wolf can carry without it impacting upon his speed and maneuverability.

Belt Pouch

Your Belt Pouch stores 50 Gold Crowns or an equivalent amount of another currency.

Bow

(Weapon carried in the hand) You must have at least one Arrow (usually carried in a Quiver) to use a Bow--more if the text requires it. You cannot use a Bow in combat, but will be told in the text when you have an opportunity to use it. If you enter combat armed only with a Bow, it is the same as if you were unarmed. The Magnakai Discipline of Weaponmastery and the Grand Master Discipline of Grand Weaponmastery both afford bonuses to use of a Bow.

Broadsword

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

Bronin Vest

(Special Item worn on the body) The Bronin Vest is a type of armour that adds 3 COMBAT SKILL points and 1 ENDURANCE point to your total. It may be used in conjunction with a Padded Leather Waistcoat for a cumulative 3 ENDURANCE point bonus (see Lone Wolf Club Newsletter Summer Special 1985), but may not be worn in conjunction with a Chainmail Waistcoat.


C

CCS

Abbreviation for CLOSE COMBAT SKILL.

Chainmail Waistcoat

(Special Item worn on the body) The Chainmail Waistcoat is a type of armour that adds 4 ENDURANCE points to your total. It may be used in conjunction with a Padded Leather Waistcoat for a cumulative 6 ENDURANCE point bonus (see Lone Wolf Club Newsletter Summer Special 1985) and/or the Kagonite Chainmail for a further +1 bonus to your ENDURANCE point and 3 COMBAT SKILL points, but may not be worn in conjunction with a Bronin Vest.

Close Combat Skill

(Freeway Warrior only) This is a measurement of your hand-to-hand fighting prowess which can be effected by many things such as equipment carried, how surprised you are by an attack, your skills, etc. When in combat, your CLOSE COMBAT SKILL is compared to your enemy's--the higher your CLOSE COMBAT SKILL score the better.

Combat Ratio

The Combat Ratio is not a true ratio in the mathematical sense. It is the difference between your character's Combat Ratio and that of his opponent's. For example, if your character's COMBAT SKILL (or CLOSE COMBAT SKILL) is 21 and his opponent's is 22, the Combat Ratio is -1 (21 - 20 = -1). A Negative Combat Ratio is valid.

Combat Results Table

The Combat Results Table is used to determine your character's ENDURANCE points loss and that of his opponent during a single round of combat. You cross-reference the Combat Ratio with the number chosen from the Random Number Table (see Appendix B: Example Combat Results Table). For example, if the Combat Ratio is -4 and the random number is 7, you would find the column that has -4 at the top (note that most columns have two or more Combat Ratios) and the row that 7 on the side. Where that row and that column intersect, the opponents' ENDURANCE point loss is found (see the example).

Combat Results Table

Combat Skill

This is a measurement of your overall fighting prowess which can be affected by many things such as equipment carried, how surprised you are by an attack, your skills, etc. When in combat, your COMBAT SKILL is compared to your enemy's--the higher your COMBAT SKILL score the better. During the course of his adventures, Lone Wolf may come across armour or Weapons that enhance his COMBAT SKILL.

CS

Abbreviation for COMBAT SKILL.

Currency

There are various forms of currency in use throughout Magnamund. The most commonly used in Lone Wolf's adventures is the Gold Crown. Other currencies include the Lune, the Kika, and the Noble. All forms of currency are stored in the Belt Pouch (with the exception of the Grey Star adventures, where the rules state that currency is kept in the pocket of your Shianti robe).

This table shows the exchange rates of the various currencies of Magnamund:

Magnamund Exchange Rates
 AinGold CrownKikaLuneNobleRen
Ain11104110
Gold Crown11104110
Kika0.10.110.250.11
Lune0.250.252.510.252.5
Noble11104110
Ren0.250.252.510.252.5



D

Dagger

(Weapon carried in the hand)

Dagger of Vashna

This cursed blade is a Special Item carried tucked into your belt. Although a potent Weapon which may be useful on Lone Wolf's adventures, it doesn't carry a bonus to your COMBAT SKILL or ENDURANCE except when used in combat against a Darklord. It may be used in combat as a normal Dagger (see Lone Wolf Club Newsletter #7).

Dual Wielding

Many Lone Wolf fans argue that the difficulty of the later books means that Joe always had dual-wielding in mind. They also point to the fact that Lone Wolf has two Weapon slots, meaning one for each hand. This evidence is somewhat specious at best, considering that it is possible to be carrying two two-handed Weapons, and also the fact that Weapon-like Special Items do not count toward your Weapons limit, meaning Lone Wolf can be carrying more than two Weapons. There is no evidence for any official dual-wielding rules in the books or the Lone Wolf Club Newsletters.

The most recent edition of Flight from the Dark contains the following sentence in the How to Carry and Use Your Equipment section: "You may only use one weapon at a time in combat."


E

Endurance

This is a measurement of your overall health and stamina. If your ENDURANCE score ever falls to zero or below, your character is dead. Lone Wolf Club Newsletter Summer Special 1987 also clarifies: "All lost ENDURANCE points are regained at the end of an adventure." Wearing Armour increases Lone Wolf's ENDURANCE points.

EP

Abbreviation for ENDURANCE points


F

Fireseeds

(Special Item carried in your pocket) Small, explosive items that burn fiercely when thrown against a hard surface. The total of all the Fireseeds you are carrying always takes up the space of exactly one Special Item, no matter how many you carry (see Lone Wolf Club Newsletter: Summer Special 1987).

Firesphere

See Kalte Firesphere.


G

Gold Crowns

Gold Crowns (GC for short) are a common form of currency used in Magnamund which you carry in your Belt Pouch.


H

Healing

Healing provides the ability to cure minor diseases, heal injuries and wounds, and provide a steady restoration of ENDURANCE when not involved in combat. There is some uncertainty as to what kind of ENDURANCE losses can be restored by this Discipline and its enhancements. The Kai series described Healing as effective against 'ENDURANCE points lost in combat.' This implies that losses due to missed Meals and other non-combat losses are not curable using Healing. The description of Curing in the Magnakai series does not contain this restriction. The descriptions of Curing in the Grand Master and New Order series do contain this restriction however. Curing is described in these series as being effective against ENDURANCE points lost as a result of combat.

Strict adherence to the rules would dictate that only ENDURANCE lost in combat can be restored using Healing and its improved derivatives: Curing and Deliverance. Common sense says that wounds similar to those sustained in combat can also be healed, but ENDURANCE lost due to hunger, fatigue, etc. cannot.

Lone Wolf Club Newsletter Summer Special 1987 clarifies: "If you have completed all five of the Basic [Kai] series books you can [continue to] add +1 ENDURANCE as per the rules of Healing [even without selecting the Discipline of Curing]. This advantage will benefit all those Kai Masters who have completed the Basic series books prior to tackling the Magnakai series."

Lone Wolf Club Newsletter #8 further clarifies: "Kai mastery of Curing gives the same +1 ENDURANCE point back (for every section through which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness and combat wounds, as well as being able to identify the properties of herbs, roots and potions. Additional advantages are gained at higher rank as the Magnakai Discipline improves." Therefore, Healing/Curing bonuses do not stack. Lone Wolf cannot use Healing and Curing to get +2 ENDURANCE points back per section without combat.

The Improved Disciplines section of Book 12: The Masters of Darkness states: "Archmasters are able to use their healing power to repair serious wounds sustained in battle. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days." The easiest way to apply this is to assume it is flavour text meaning "once per adventure". The Grand Master Discipline of Deliverance supercedes this, dropping the time limit down to once every 20 days. Some might therefore argue that this Magnakai Curing ability can only be used once during Book 17: The Deathlord of Ixia and Book 18: Dawn of the Dragons, since one occurs immediately after the other. The time between the other Grand Master books is more vague, and it can easily be assumed that 100 days passes between the adventures. On the other hand, because 20 days is not a lot of game-time, a Grand Master with the Discipline of Deliverance would be able to use their advanced ability in any adventure, but still only once. There is no official ruling on this.

Furthermore, Lone Wolf Club Newsletter #28 adds: "The +1 EP bonus gained when passing through combatless sections does still apply [in the Grand Master books], but only if you have played and survived the Magnakai series books. Joe Dever intended this as a "hidden loyalty bonus" for readers who had played the earlier books, which is why it was omitted from the Grand Master rules."

Helmet

(Special Item worn on the head) This Special Item is a type of armour. It will give you a 2 point ENDURANCE bonus. It may be worn in conjunction with all other types of armour except for, obviously, any other Helmets.

Helshezag

(Special Item) This Weapon is the sword of Darklord Kraagenskûl, fashioned in the fiery furnaces of Helgedad. It is a wholly black sword, a black so dense that looking at it is akin to looking at the void. When used in combat the black sword is set ablaze with tongues of black fire and adds 5 points to your COMBAT SKILL, 7 points when used against a Darklord of Helgedad, and 12 points if used in Helgedad itself. However, the blade will instill the need to kill in its user's mind. Prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point. Since it is a Special Item and not a Weapon, Helshezag does not count towards your limit of two Weapons (see Lone Wolf Club Newsletter Summer Special 1985). Helshezag was an homage to Moorcock's Stormbringer (see Lone Wolf Club Newsletter #27).

Herb Pouch

Carried by those skilled in the Wizard's Power of Alchemy (or the Higher Magick of Theurgy), it is used to carry the raw materials necessary to use this power. Contrary to what is stated in Grey Star the Wizard, the Herb Pouch can carry eight items (see Lone Wolf Club Newsletter: Summer Special 1986). You automatically receive a Herb Pouch at the start of your adventure when selecting Alchemy (or Theurgy) as a new Magical Power. You may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

Hunting / Huntmastery

The Kai Discipline allows Lone Wolf to avoid penalties for requiring food during an adventure. In practise, Hunting may not be used in lieu of a Meal in the Wildlands (parts of Book 2: Fire on the Water), anywhere in Kalte (Book 3: The Caverns of Kalte), along Raider's Road or in the Maaken mines (Book 4: The Chasm of Doom), or anywhere in The Dry Main (Book 5: Shadow on the Sand). The Improved Magnakai Discipline of Huntmastery allows Lone Wolf to avoid the penalties of missing a meal in any setting presented in the Magnakai series unless specifically stated. Similarly, Grand Huntmastery can be used in lieu of eating a Meal in the Grand Master or New Order series except where the text specifically says otherwise.

Lone Wolf Club Newsletter #10 also says: "All Kai Masters who have completed one or more of the Lone Wolf 'Basic' [Kai] Books (1–5) can benefit from their experience [in using Hunting in lieu of a Meal during the Magnakai books without taking Huntmastery]. This will give them a real advantage over those who have tried only one or more of the Magnakai series books (6–12)."

Additionally, Lone Wolf Club Newsletter Summer Special 1985 confirms: "As regards to Meals, you can by-pass eating a Meal during a journey by vehicle if you have Hunting. We assume that the coach must stop at some time to allow for 'calls of nature', if nothing else!"


I


J

Jewelled Dagger

(Weapon carried in the hand) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your COMBAT SKILL should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal -6 penalty to your COMBAT SKILL for not using your Wizard's Staff.

Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.


K

Kagonite Chainmail

(Special Item worn on the body) The Kagonite Chainmail is a type of armour that adds 3 COMBAT SKILL points and 1 ENDURANCE point to your total. According to the wording of The Masters of Darkness Section 63, this armour may be used in conjunction with all other types of armour.

Kalte Firesphere

(Special Item carried in your pocket) This small metal sphere from the icy wastes of Kalte contains a perpetually-burning flame. An extremely useful item, it can be used to illuminate darkness or heat food. Once Lone Wolf becomes a Grand Master, his inherent ability to see in the dark negates the value of this item, thus its exclusion from the list of Special Items you are permitted to take into the Grand Master series.

Karmo Potion

After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

Kika

The Kika is the form of currency used by the Darklords' minions. This small iron coin is worth one-tenth of a Gold Crown and ten of them take up as much space in your Belt Pouch as a single Gold Crown.


L

Lantern

This item can be used as a source of light similar to a Torch and Tinderbox except this is the only item that you need.

Laumspur

(Backpack Item) This prolific herb is well-known for the curative properties possessed by its red flowers. While they can occasionally be eaten whole, they are more typically crushed and extracted to form a red-coloured potion. Laumspur potions typically restore 4 ENDURANCE points per dose, but the amount is always specified when you find the item. Laumspur also has curative powers over some diseases. Occasionally, the Laumspur found may be in a concentrated or distilled form, which restores more ENDURANCE points per dose, or has enough Laumspur for multiple doses. According to the Collector’s Editions: “It cannot be used to increase ENDURANCE points immediately prior to a combat.”

Laumwort

(Backpack Item) This uncommon herb provides similar curative properties to Laumpsur. Laumwort leaves typically restore 2 ENDURANCE points per meal. Laumwort can also counteract some poisons. The Collector’s Editions indicate that healing potions “cannot be used to increase ENDURANCE points immediately prior to a combat.”

Lore-circles

The Lore-circles of the Magnakai represent groups of Disciplines that, when possessed together, have a synergistic effect. Every time you complete a Lore-circle by acquiring the appropriate Disciplines, you add the appropriate COMBAT SKILL and ENDURANCE point bonuses immediately and permanently to your basic scores. Lore-circles that you have completed may give you other advantages throughout your adventure, as indicated in the text. These advantages are always related to the Disciplines that make up the Lore-circle. For example, if you have the Lore-circle of Solaris, you may have an advantage in a situation that requires excellent awareness. Note that the Discipline of Huntmastery counts towards two different Lore-circles.

Lone Wolf Club Newsletter Summer Special 1987 also clarifies: "All lost ENDURANCE points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your COMBAT SKILL and ENDURANCE are [then] added to this basic score prior to the next adventure."

Lune

A currency used in Magnamund. The silver coin is equivalent in weight and value to one quarter of a Gold Crown. Four Lune therefore take up the same space as one Gold Crown in your Belt Pouch.


M

Mace

(Weapon carried in the hand)

Magic Talisman

(Special Item) This Special Item adds 2 points to your WILLPOWER total. This bonus is added to your WILLPOWER score only once and does not prevent your score from falling to zero.

Money

(See currency)


N

Negative Numbers

Negative numbers are used throughout the books. They are the numbers below zero. For example, if we have 1 and subtract 1 from it, we have 0. If we subtract 1 again, we have the next number below zero: -1 (we call this negative 1). The minus sign before the one tells us that it is a negative number. If we subtract 1 yet again, we have -2, and so on.

If we count from -5 to 5, it looks like this: -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5. If we subtract 5 from 3, we get -2. To see that this is true, start at 3 and count back 5 numbers.

To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and -2 we get 1. This is because 3 + -2 is the same as 3 - 2, which is 1.

As a practical example of how negative numbers are used, during combat the opponent's score is subtracted from Lone Wolf's to find the Combat Ratio. If, for example, Lone Wolf has a COMBAT SKILL of 16 and his opponent has one of 18, the Combat Ratio is -2 (16 - 18 = -2).

Noble

The Noble is a small jade stone, and is the currency of the Shadakine Empire. One Noble has the equivalent value to one Gold Crown.


O

Oede

(Backpack Item) This highly effective curative can be used to combat all but the most lethal of diseases. Accoring to Shadow on the Sand Section 2 each dose can also be used to restore up to 10 ENDURANCE points.


P

Padded Leather Waistcoat

(Special Item worn on the body) The Padded Leather Waistcoat armour adds 2 ENDURANCE points as long as it is worn. It may be worn with a Chainmail Waistcoat which would add the two ENDURANCE point bonuses together for a total of 6 ENDURANCE points (see Lone Wolf Club Newsletter Summer Special 1985) It may alternately be worn in conjunction with the Bronin Vest or the Kagonite Chainmail for a cumulative bonus 3 ENDURANCE points and 3 COMBAT SKILL points if two of these armours are worn, or 4 ENDURANCE points and 6 COMBAT SKILL points if all three are worn in this way.

Potion of Laumspur

(see Laumspur)


Q

Quarterstaff

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

Quiver

(Special Item worn slung over your shoulder) You must possess this Special Item in order to carry Arrows. A Quiver will hold a maximum of six Arrows. The Jungle of Horrors Section 168 indicates that you may carry multiple Quivers.


R

Random Number Table

The Random Number Table is a ten-by-ten grid of random numbers that was printed in the back of the original series (see Appendix A: Example Random Number Table). It was intended to allow you to play the books with minimal equipment. However, blindly stabbing a pencil at a page can be clumsy and not very random. You may also choose to use any method that gives you a random number between 0 and 9 (e.g. ten-sided die or computer random number generator).

Rope

(Backpack Item) Some Ropes are larger than others and require two spaces in your Backpack.


S

Sabito

(Backpack Item) The Sabito plant is found in the Boari Jungle, but rare in other parts of Magnamund. Its roots, when crushed, can be used to enable the human body to extract oxygen from water by absorbing it through the skin. Anyone that swallows the Sabito root will be able to breathe underwater.

Safekeeping

You may store any item you chose in safekeeping at the Kai Monastery* beginning with Book 5 Shadow on the Sand (see Lone Wolf Club Newsletter #7). There is no limit to the number of items you may store at the monastery, but be sure to note which items you keep there and what kind of item it is (e.g. Backpack, Special Item). Items in safekeeping may be reclaimed at the beginning of a book during the equipment selection process. You cannot access these items during the adventure.

Optionally, you may feel that items left in safekeeping in Book 9: The Cauldron of Fear are not accessable again until the beginning of Book 12: The Masters of Darkness, and that you may not access safekeeping in any way from the end of Book 10: The Dungeons of Torgar until the beginning of Book 12: The Masters of Darkness. A similar case could be made for items left in safekeeping at the end of Book 16: The Legacy of Vashna not being accessable again until the beginning of Book 19: Wolf's Bane.

Lone Wolf Club Newsletter #7 clarifies: "Purely for the sake of accuracy, the term 'safekeeping at the Kai Monastery' in fact means leaving some items with the Elder Magi in Elzian, which features as Lone Wolf's base of operations during the Magnakai Quest."

Shield

(Special Item normally worn slung over the shoulder but carried in the hand during combat). The Shield gives you a 2 point COMBAT SKILL bonus. Optionally, may not be used with two-handed weapons.

Short Sword

(Weapon carried in the hand)

Silver Bow of Duadon

(Special Item) This is a Special Item not a Weapon (see Book 8: The Jungle of Horrors Section 87). It adds +3 to every number you pick from the Random Number Table when using this Bow to make a shot.

Silver Bracers

(Special Item worn on the body) This Special Item is a type of armour worn on the forearms for protection during combat. The Bracers give you a 2 point COMBAT SKILL and 1 point ENDURANCE bonus. They may be worn in conjunction with all other types of armour.

Silver Helm

(Special Item worn on the head) This Special Item is a type of armour. It is a magical item which will give you a 2 point COMBAT SKILL bonus. It may be worn in conjunction with all other types of armour except for, obviously, any other Helmets.

Sommerswerd

(Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a +8 COMBAT SKILL bonus when used in combat (see Lone Wolf Club Newsletter Summer Special 1985). Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, sometimes channeling this energy into a restoration of Lone Wolf's ENDURANCE points, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).

Since it is a Special Item and not a Weapon, the Sommerswerd does not count towards your limit of two Weapons (see Lone Wolf Club Newsletter Summer Special 1985).

Spear

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

Special Items

Special Items are any items which are not Backpack Items, Weapons or currency (e.g. Gold Crowns). In Books 1-7 of the Lone Wolf series, there is no stated maximum on how many Special Items you may carry. From Book 8 onwards, the maximum number you may carry is twelve. You may, if you wish, follow this rule prior to Book 8.

The restricted list of Special Items that can be taken over from the Kai/Magnakai books into the Grand Master series can be found in The Game Rules section of the Grand Master books.

Sword

(Weapon carried in the hand)


T

Tarama

(Special Item) The seeds of this plant are highly sought after by those trained in the magical arts. Swallowing a single seed prior to the working of a spell will allow it to be cast without loss of WILLPOWER. These benefits do not apply to the use of WILLPOWER to charge a Wizard's Staff in combat although they do help when making long distance attacks.

Tinderbox

(Backpack Item) You must possess this item to light a Torch. A Tinderbox may be used any number of times; it does not ever "run out".

Torch

(Backpack Item) You must possess a Tinderbox in order to light a Torch.

Two-handed Weapons

An off-handed reference in The Dungeons of Torgar: Section 304 lists Weapons which can be used in combat with one hand. Those not on the list (i.e. Broadsword, Quarterstaff, and Spear) require the use of two hands during combat. Optionally, you may decide that this means that you cannot also use a Shield at the same time as these two-handed Weapons. There is no official ruling for this.


U


V


W

Warhammer

(Weapon carried in the hand)

Weapon

You carry Weapons in your hands, therefore you may only carry two. The Weapons in which the Kai Lords specialize are the Dagger, Spear, Mace, Short Sword, Warhammer, Sword, Axe, Quarterstaff, Broadsword and Bow (see Weapon-like Special Items). You may drop (i.e. discard) a Weapon at any point in the adventure (see Lone Wolf Club Newsletter Summer Special 1985).

Weapon-like Special Item

This is a class of Special Items that may be used as a Weapon. They aren't counted toward your maximum of two Weapons carried but rather count as a Special Item (see Lone Wolf Club Newsletter Summer Special 1987). A weapon-like Special Item is used as a Weapon of its same type (e.g. the Dagger of Vashna is used like a Dagger).

Weaponmastery

A Magnakai Discipline, and an advanced form of Weaponskill. A Kai Lord choosing Weaponmastery is proficient in the use of three weapons. The main difference between Weaponskill and Weaponmastery is that each adventure completed with Weaponmastery as a chosen Discipline, the Kai Lord may choose a further weapon with which he is proficient in subsequent adventures. For example, A Kai Lord who chooses Weaponmastery in Book 6 The Kingdoms of Terror may choose a further weapon with which to be proficient at the start of Book 7 Castle Death. If Weaponmastery is not chosen until a later book, a Kai Lord still only begins proficient in three weapons, and gains only one further proficiency per Magnakai adventure.

Lone Wolf Club Newsletter New Year's Special Special 1987 clarifies: "For every adventure you complete in the Magnakai series, assuming you have the Discipline of Weaponmastery, you gain proficiency in the use of one new weapon."

Willpower

WILLPOWER is an attribute used to cast Shianti magic, and is only found in the Grey Star books. It differs from COMBAT SKILL and ENDURANCE in the following two ways:

  • It is possible for your WILLPOWER points to rise above the total with which you start your adventure.
  • It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero.

There are a number of issues related to WILLPOWER that require clarification.

Enforced WILLPOWER Use
There are sections in the Grey Star books that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.

Carrying Over A Character
According to The Game Rules for The Forbidden City, you add 10 to your previous WILLPOWER score. However, if you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to:

  • create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.
  • or use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

According to The Game Rules for Beyond the Nightmare Gate, you must re-pick your WILLPOWER score regardless of what it was at the end of the previous book. You then add to this new score the relevant bonus stated in the The Game Rules section for that book.

Additionally, if you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

According to The Game Rules for War of the Wizards, every character starts with 50 WILLPOWER points. The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

Wizard's Staff

(Weapon) Grey Star's Staff looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is his main combat weapon. It contains a potent force that is unleashed at will by the power of his mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point. If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.


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