TEXT: Combat Heroes 2:
  Emerald Enchanter
  Emerald  Enchanter  contains  two  separate  action-packed 
  adventures. One you play by yourself, the other you play with a 
  copy of the twin book, Scarlet Sorcerer, and a friend.
  Solo adventure
  You need: Emerald Enchanter only
  You are the Emerald Enchanter, star pupil of the mighty wizard 
  Silvarion. You helped your master steal the evil Deathlord’s most 
  treasured possession—his Power Crystal. Unluckily, the theft was 
  discovered almost immediately and your master murdered by 
  Deathlord assassins. So where is the Power Crystal now? Can you 
  unravel the cryptic clues left by your wizard master and reach the 
  precious stone before the cruel Deathlord?
  Dual adventure
  You need: Emerald Enchanter, Scarlet Sorcerer, and a 
  friend!
  High above the grasslands and plains of Thorasia, you desperately 
  battle against your arch-rival—the Scarlet Sorcerer—for he too 
  seeks the  Power  Crystal.  Skilfully  manoeuvring  your magical 
  skyship,  you  strive  to  shoot  him  down.  But  the  Scarlet 
  Sorcerer is a wily assailant and you’ll need every ounce of your 
  strength to defeat him.
  Joe Dever is the creator of the bestselling Lone Wolf adventure 
  books and novels. He is also the writer and designer of the 
  Combat Heroes books, published in 1986.
  Peter Parr is the illustrator of the Combat Heroes gamebooks. He 
  is now a lecturer at the Arts Institute at Bournemouth, UK.
  -----------------------------------------------------------------------
  Contributors for Project Aon Editions
  This project would have been impossible without the helpful 
  contributions of:
  Philip Barbier – for invaluable assistance in contacting illustrator 
  Peter Parr.
  Jonathan Blake – editing.
  Simon  Osborne –  scanning  and  OCR,  coordinator  of  the 
  Combat Heroes books for Project Aon.
  -----------------------------------------------------------------
  Internet  Edition  published  by  Project  Aon.  This  edition  is 
  intended to reflect the complete text of the original version. 
  Changes  made,  such  as  to  correct  incorrect  or  inconsistent 
  spelling,  punctuation,  and  grammar  have  been  noted  in  the 
  Errata section.
  Publication Date: 07 November 2006
  Text copyright
  © 1986 Joe Dever
  Cover
  © 1986 Unknown Spanish artist
  Illustrations copyright
  © 1986 Peter Parr
  Distribution of this Internet Edition is restricted under the terms 
  of the Project Aon License.
  
  Combat Heroes 2: Emerald Enchanter
  A brand new adventure game 
  for 1 or 2 players
  Joe Dever
  Illustrated by Peter Parr
  2
  
  Combat Heroes 2: Emerald Enchanter
  To Rosemary C. and Jane L.
  SOLO SHEET
  STARTING PAGE
  12
  SPECIAL ITEMS
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  DAYS ELAPSED
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  ENDURANCE
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  Combat Heroes 2: Emerald Enchanter
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  Combat Heroes 2: Emerald Enchanter
  --------------------------------------
  INTRODUCTION
  --------------------------------------
  Welcome to COMBAT HEROES, an exciting new development 
  in fantasy gamebook design. Each book in this series can be 
  played either as a solo adventure, or, when combined with 
  its companion book, an action-packed aerial adventure for 
  two players.
  COMBAT HEROES is easy to learn and exciting to play. It does 
  not require dice, playing board, or pieces. All you need is 
  yourself, a pencil and, if you wish, a friend!
  The rules that follow explain how to play both the solo and 
  the two-player games.
  ----------------------------------------
  SILVARION AND 
  THE DEATHLORD
  ----------------------------------------
  You are the Emerald Enchanter of Arnia, star pupil of the 
  most  distinguished  mage  of  Thorasia.  For  thousands  of 
  years, this vast continent was shaped by the valiant deeds of 
  warrior-kings and sorcerers, but few could claim to equal 
  the achievements of your wise mentor—Silvarion the Great. 
  It was he who discovered the Thorasian Crystals of Power 
  and unlocked their secret energies to create wondrous flying 
  ships. His magic all but put an end to famine and disease, 
  and his skills of diplomacy brought peace to the warring 
  kingdoms of Estalon and Arnia. He devoted his lifetime to 
  sorcery, and, in the winter of his years, he retired to the city 
  of Ludos, where he taught white magic at the Guildhall 
  Arcania.
  To be accepted into the Guildhall was a rare and great 
  privilege afforded to only a few young magicians. Rivalry 
  there was intense, but never was it more so than between 
  yourself and two other ambitious students of magic—the 
  Scarlet  Sorcerer  of  Estalon  and  a  young  mage  called 
  Ralagon of Kalkor. Ralagon was Silvarion’s favourite pupil. 
  He possessed a great intellect and an insatiable thirst for 
  knowledge that some said reminded Silvarion of his youth 
  when he, too, strove to understand the mysteries of the 
  arcane. The master magician entrusted Ralagon with the 
  knowledge of his greatest spells and enchantments, which 
  could be used to release the energy of Thorasian Power  
  5
  
  Combat Heroes 2: Emerald Enchanter
  Crystals. He hoped his young prodigy would follow in his 
  footsteps and use his newfound  wisdom  for the good of 
  mankind, but it was not to be. Ralagon was tempted by the 
  servants of darkness to abuse his power. They urged him to 
  become their master and lead them in the destruction of 
  Silvarion and his kingdom and rule over all Thorasia. To 
  achieve this evil purpose, Ralagon set about the creation of 
  a Power Crystal that would increase the power of his magic 
  and make him irresistible to all creatures, living and dead. 
  He created the Power Crystal, but in doing so he forfeited 
  his life and became one of the most powerful of the magical 
  undead—a Deathlord.
  Overcome  by  grief  and  anger  at  Ralagon’s  betrayal, 
  Silvarion pledged to destroy his former prize student to 
  safeguard the future of Thorasia. He masterminded a plan to 
  steal the Deathlord’s Power Crystal, which Ralagon kept 
  secure in his fortress in the Plain of Nightmares. If deprived 
  of its energy, the Deathlord would gradually fade from the 
  world of the living and vanish forever into oblivion. To 
  execute his daring plan, Silvarion enlisted the help of his 
  two  best  students—yourself  and  the  Scarlet  Sorcerer. 
  Despite  the  intense  rivalry  between  you,  bordering  on 
  hatred, you agree to cooperate with one another and to 
  help your master gain access to the Fortress of the Deathlord 
  in order to steal the Power Crystal.
  The plan succeeded but the theft was discovered almost 
  immediately, and in the chaos that ensued, you were parted 
  from your mentor and your rival as you escaped from the 
  Plain of Nightmares.
  --------------------------------------------------
  SOLO GAME RULES
  --------------------------------------------------
  Background
  Having narrowly escaped  capture  in the Fortress  of the 
  Deathlord, you steer your skyship home to Arnia and the 
  sanctuary of Torsh, the city of your birth. The news of your 
  daring raid spreads like wildfire and your kinsmen greet you 
  like a conquering hero. But their praise does little to abate 
  your fear that your mentor, the great wizard, Silvarion, will 
  not evade the servants of the Deathlord with such ease. You 
  know that the creatures of shadow will not rest until the 
  Power Crystal is found and returned to their evil master.
  Two weeks elapse  and news from the north of Kalkor 
  grows ever more grim and disquieting. The Deathlord has 
  mustered huge armies of goblins and launched an invasion 
  on the lands that border his desolate realm. All talk is of war 
  and  of  the  desperate  search  for  the  Power  Crystal  by 
  Ralagon’s  minions.  Then,  quite  unexpectedly,  you  are 
  visited by a messenger: a Kalkorian eagle arrives at your 
  lodgings with a parchment bound to its claw. Your pulse 
  races when you read the tiny scroll, for it is written in 
  Silvarion’s hand:
  6
  
  Combat Heroes 2: Emerald Enchanter
  In wooded lair a scarlet hound,
  A seeing-stone beneath the ground.
  A message in this hollow sphere
  Will guide you to a worthy seer.
  Part with stone for metal rare,
  Cross the battle plains by air.
  Waste no time, forgo all rest,
  Begin at once this vital quest.
  At  once  you  realize  that  Silvarion  must  be  dead.  This 
  message contains clues to the hiding place of the Power 
  Crystal and he has entrusted you with the task of finding it. 
  In honour of his memory, and for the glory of defeating the 
  Deathlord, you pledge yourself to the quest.
  Objective
  The  objective  of  the  solo  game  is  to  discover  the 
  Deathlord’s  Power  Crystal  that  Silvarion  had  hidden 
  somewhere on the continent of Thorasia.
  You have forty days in which to find the Power Crystal. If 
  after forty days have elapsed, you still have not found it, 
  then it will be assumed that it has been  discovered by 
  servants of the Deathlord, or by your rival—the Scarlet 
  Sorcerer. In this event you automatically lose the game.
  Solo Sheet
  Using the Solo Sheet at the front of this book, record your 
  progress as you search for the hidden Power Crystal.
  Special Items
  During your quest you will discover some Special Items. 
  You will need to use some of them to gain access to certain 
  areas, or to persuade people to part with information to help 
  you in your quest. Whenever you discover a Special Item, 
  record it in the Special Item section of your Solo Sheet.
  Days Elapsed
  Keep a record of the time by ticking off days from the Days 
  Elapsed section of your Solo Sheet.
  ENDURANCE
  Your strength and fortitude is measured by your ENDURANCE 
  score. You begin your quest with 30 ENDURANCE points and 
  any losses or gains are recorded here. If your ENDURANCE falls 
  to zero, then you are dead and the game is over.
  Starting Page
  You begin your solo adventure on page 12.
  How to Play
  At the front of the book is a map of Thorasia, showing all 
  the major cities and geographical features of the continent. 
  In order to find the Power Crystal, you will need to gather 
  information and clues by visiting different places shown on 
  the map.
  7
  
  Combat Heroes 2: Emerald Enchanter
  You begin the solo game on page 12:
  This page-view shows an area of the continental map in 
  detail. Below the page-view is an eight-pointed star, and at 
  each of its points there is a circle, some of which contain a 
  number. In order to move, simply decide on the direction 
  you wish to travel and then turn to the page indicated. If no 
  number is indicated, then movement in that direction is not 
  possible.
  Your movement across the continent of Thorasia is by air in 
  a skyship. It takes one day to move to a new page-view and 
  you must record this on the Days Elapsed section of your 
  Solo Sheet.
  For the purpose of the game, it is assumed that you have 
  sufficient provisions aboard your skyship to sustain you for 
  forty days.
  Where  you  are  told  to  lose  1/2/3  days  in  a  Special 
  Information Entry, this is in addition to the day lost in 
  moving from one page-view to another.
  Cities, temples, villages, and other possible clue locations 
  may  feature  on  a  page-view.  These  clue  locations  are 
  numbered and prefixed with the letter ‘Y’. If you choose to 
  investigate  a  clue  location,  turn  to  the
   Special 
  Information Entries at the back of the book and refer to 
  the appropriate ‘Y’ number. It will contain  information 
  about the location you are investigating.
  In order to preserve the elements of surprise and suspense, it 
  is  essential  that  you  read  only  the  entries  that  you  are 
  instructed to read, and no others.
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  Combat Heroes 2: Emerald Enchanter
  Hints on Play
  This is a difficult quest and it may take you several attempts 
  to discover the location of the Power Crystal. Make notes as 
  you travel from one page-view to the next, and especially 
  when investigating clue locations. Use the map of Thorasia 
  to guide you when deciding on which direction to travel—
  it could save you valuable quest time.
  Many  regions  of  Thorasia  are  hostile  and  you  should 
  exercise caution when investigating certain clue locations, 
  especially in Estalon and Northern Kalkor. Some clues may 
  be nothing but red herrings, some may be events that occur 
  en route, and others may turn out to be deliberate attempts 
  to send you to your doom, so be on your guard at all times.
  Good Luck!
  ------------------------------------------------------
  THE TWO-PLAYER GAME
  ------------------------------------------------------
  In order for two players to play COMBAT HEROES, they must 
  each  possess  compatible  books  in  the  series  (known  as 
  ‘companion books’). Each companion book contains views 
  seen by the character whose name appears on the cover. 
  The companion book to the one you are now reading is 
  entitled: THE SCARLET SORCERER.
  The Combat Log
  The Combat Log (see page 173) records the progress of 
  your character as you play each game. If at any time your 
  skyship is destroyed, you must begin afresh with a new 
  character. Photocopy the  Combat Log  several times, so 
  you can start a new character with a new log.
  COMBAT SKILL
  This represents a player’s skill as a skyship pilot. All players 
  begin with a basic score of 16.
  ENDURANCE
  This represents a player’s physical strength and stamina. All 
  players begin with a basic score of 30.
  Damage Record – Own Skyship
  All damage that your craft sustains during a game should be
  9
  
  Combat Heroes 2: Emerald Enchanter
  recorded here by ticking off damage boxes on the appropriate 
  areas of the craft.
  Damage Record – Enemy Skyship
  All damage that you inflict on your opponent’s craft should 
  be noted here by ticking off damage boxes in the appropriate 
  areas of the craft.
  Picture-Views
  This gamebook uses a picture-view system that enables each 
  player to see where they are in relation to their opponent at 
  every stage of the game. Each picture-view represents what 
  you see from the command seat of your own skyship as you 
  strive to outmanoeuvre your enemy and shoot him down. 
  There are eight possible views:
  Forward
  You are looking straight ahead. Before you is the instrument 
  panel of your skyship and, mounted directly above it, the 
  Energy Cannon.
  10
  ‘ARISTREIA’ – the Emerald Enchanter’s skyship
  WING
  PROPULSION
  UNIT
  FUSELAGE
  WING CONTROLS
  SCREEN
  ENERGY CANNON
  
  Combat Heroes 2: Emerald Enchanter
  Forward left
  You are looking ahead and to the left. You can see part of 
  your skyship’s left-hand fuselage.
  Forward right
  You are looking ahead and to the right. You can see part of 
  your skyship’s right-hand fuselage.
  Left
  You are looking to the left, directly along the left wing of 
  your skyship.
  Right
  You are looking to the right, directly along the right wing of 
  your skyship.
  Rear right
  You are looking over your right shoulder at the rear part of 
  your skyship's right wing and fuselage.
  Rear Left
  You are looking over your left shoulder at the rear part of 
  your skyship's left wing and fuselage.
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  Combat Heroes 2: Emerald Enchanter
  Rear
  You are looking directly behind you at the rear of your 
  skyship.
  On  the  majority of pages your  enemy’s  skyship will be 
  positioned somewhere in the picture-view. The size of the 
  craft, and the letter which appears next to the page number, 
  indicates the proximity of your enemy.
  If, during the course of the game, either player moves to a 
  position beyond long range then both skyships will be ‘out of 
  sight’ of each other, and will be directed to one of three ‘out 
  of sight’ picture-views, which occur on pages 50, 100, and 
  200.
  12
  ENEMY 
  AT CLOSE
  RANGE
  ENEMY 
  AT MEDIUM
  RANGE
  ENEMY 
  AT LONG
  RANGE
  
  Combat Heroes 2: Emerald Enchanter
  Your enemy’s skyship  will appear to you in one of eight 
  positions. These are called ‘attitudes’ and they refer to the 
  way the craft is pointing.
  FRONT
  REAR
  LEFT FRONT
  RIGHT FRONT
  LEFT REARRIGHT REAR
  LEFT
  RIGHT
  Forward Movement
  Below each picture-view there are twelve movement arrows, 
  which  indicate  the  aerobatic  manoeuvres  that  can  be 
  performed by your skyship. In order to choose a suitable 
  manoeuvre,  first  work  out  the  direction  of  forward 
  movement, as follows:
  1.
  Look at the picture-view.
  2.
  Consider where forward view is in relation to the 
  picture-view.
  3.
  Choose a manoeuvre.
  Example
  The picture-view is a rear left view in which you can see part 
  of the rear left-hand side of your skyship. You are looking 
  over  your  left  shoulder  and  the  forward  view  is 
  approximately 120° to your right.
  13
  
  Combat Heroes 2: Emerald Enchanter
  Forward view
  120°
  Rear left view
  It is very important that you remain aware of the direction 
  of forward movement, as your skyship will move in relation 
  to this direction when you choose an aerobatic manoeuvre.
  Aerobatic Manoeuvres
  There are twelve aerobatic manoeuvres that you can choose 
  from, each represented by a movement arrow beneath the 
  picture-view. They are divided into three categories:
  BOOST (fast  speed);  CRUISE (medium  speed);  GLIDE (slow 
  speed):
  Boost (fast)
  High speed left turn
  High speed straight ahead
  High speed right turn
  Cruise (medium)
  Medium speed left turn
  Medium speed straight ahead
  Half-loop: turns the craft to face the opposite 
  direction
  Medium speed right turn
  Glide (slow)
  Slow left turn
  Bank over left
  Hover; no forward movement
  Bank over right
  Slow right turn
  Before reading the next section, flick through the book in 
  order to familiarize yourself with the different types of  
  14
  
  Combat Heroes 2: Emerald Enchanter
  picture-views. This will help you to understand and master 
  the mechanics of playing the game.
  Order of Play
  Each game is played in game rounds. Within each game 
  round a number of actions take place. Each action must be 
  completed in the correct order. Open your book at page 1. 
  This is the starting page for both players. You will see a 
  picture-view showing part of the interior of your craft and 
  your opponent’s skyship in the distance. Your enemy is at 
  long range and at a right front attitude.
  Actions
  1.
  Choose  one  of  the  twelve  aerobatic  manoeuvres 
  shown  beneath  the  picture-view.  Remember  that 
  each  arrow  points  in  the  direction  of  forward 
  movement.
  2.
  Make  a  note  of  the  number  that  appears  directly 
  beneath your chosen arrow. This is called the  MID-
  ACTION number.
  3.
  Players fire their Energy Cannons where possible (see 
  ‘Firing’). If both players have an On Target picture-
  view, firing occurs simultaneously.
  4.
  Players  call  out  to  their  opponent  the MID-ACTION 
  number chosen in 2.
  5.
  Each player turns to the MID-ACTION page called out by 
  his opponent.  Important: Ignore the picture-view 
  on all MID-ACTION pages.
  6.
  Each player locates the arrow he originally chose at 2. 
  Beneath that arrow is a new number. This is the END-
  ACTION page number. (NB: The letters A to L that 
  appear below the page numbers are there to help you
  recognize your chosen manoeuvre.)
  7.
  Each  player  turns  to  the  END-ACTION page.  The 
  number of this page will be the same for both players.
  8.
  The next game round begins at action 1 and continues 
  until one player is shot down (see ‘Firing’) or escapes 
  (see ‘Escaping’).
  If a picture-view has a range marker that contains a question 
  mark,  your  opponent’s  craft  is  either  directly  above  or 
  below your skyship. Continue to play as normal and he or 
  she will usually reappear on your next move.
  If a MID-ACTION or END-ACTION page shows an ‘out of sight’ 
  picture-view, follow the instructions shown on that page.
  MID-ACTION page numbers will rarely be the same in both 
  books. Remember to ignore the picture-view on a  MID-
  ACTION page.
  END-ACTION page numbers will always be identical for both 
  players. Players should always check with each other to 
  avoid making mistakes.
  Firing
  Whenever a player begins action 3 of a game round, with 
  his opponent in his front view and an ‘On Target’ indicator 
  showing on the instrument panel of his skyship, he or she 
  can fire his/her Energy Cannon in an attempt to damage 
  the enemy’s craft. A muzzle-flash appears on all ‘On Target’ 
  views where a player can fire at, or be fired upon by,
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  Combat Heroes 2: Emerald Enchanter
  his opponent. The procedure for firing is as follows:
  1.
  On a count of three, both players call out a number 
  between one and ten.
  2.
  These numbers are added together to determine the 
  FIRING NUMBER.
  3.
  The  player  who  is  firing  his  cannon  consults  his 
  FIRING GRID on page 172.
  4.
  The  firer  finds  the FIRING NUMBER on  the  left-
  hand side of the grid, and cross-references it with his 
  current COMBAT SKILL score along the top of the grid.
  5.
  The  firer  now  consults  the  Shot  Modifiers  listed 
  below the grid and makes the necessary adjustments 
  as directed.
  6.
  The resulting letter or numeral indicates the success 
  or failure of the attack, and the amount of damage 
  inflicted on the enemy.
  Damage
  There  are  three  areas  of  damage  location.  These  are 
  indicated on the damage records, which appear on the 
  player’s  Combat Log. The areas are  FRONT,  REAR, and 
  SIDE.  Damage is recorded by ticking off damage boxes in 
  the affected area or areas.
  If a skyship is shot directly from behind, then all damage is 
  taken  off  the  REAR.  If  it  is  attacked  head-on,  then  all 
  damage is taken off the FRONT. If the attack is directed at a 
  rear side, or front side attitude, then damage is divided 
  equally between the  SIDE and the  FRONT or  REAR of the 
  craft, depending on the type of side attitude. In the case of 
  having to divide an odd number of damage points, the SIDE 
  of the craft always takes the larger quota of damage.
  If any one of the three areas loses all of its damage boxes, 
  the craft is destroyed.
  For every damage box lost from the FRONT of his skyship, a 
  player loses 3 ENDURANCE points.
  For every damage box lost from the side of his craft, a 
  player loses 1 ENDURANCE point.
  If a player’s ENDURANCE score falls to zero, he is dead and 
  his skyship is automatically destroyed.
  Critical Hits
  If during the course of firing a  * is given on the  FIRING 
  GRID, then the firer has inflicted a Critical Hit on the target 
  craft. To determine the exact nature of the Critical Hit, 
  proceed as follows:
  1.
  On a count of three, both players call out a number 
  between one and five.
  2.
  These numbers are added together to determine the 
  CRITICAL HIT NUMBER.
  3.
  The firer turns to his Critical Hit chart on pages 171 
  and 172 and chooses the FRONT, SIDE, or REAR list, as 
  appropriate.
  4.
  The effect of the Critical Hit is that which appears 
  next to the CRITICAL HIT NUMBER.
  5.
  The firer informs his opponent of the result of the 
  Critical Hit.
  6.The  player  that  sustains  the  Critical  Hit  adjusts  his 
  Combat Log, or notes the effect of the Critical Hit.
  16
  
  Combat Heroes 2: Emerald Enchanter
  If at any time a player’s ENDURANCE score is reduced to zero, 
  or if any area of his skyship loses all its damage boxes, both 
  player and craft are destroyed and the game is over.
  Escaping
  If a player has sustained considerable damage, either to his 
  skyship or his  ENDURANCE,  he may try to escape from his 
  opponent. A player may find this preferable to continuing a 
  game in which his skyship’s capacity for taking damage has 
  been reduced to a dangerously low level, for it enables a 
  character to survive and preserve any bonuses he may have 
  gained in previous games.
  To escape from combat, a player chooses manoeuvres that 
  will take him away from his opponent. An escape attempt is 
  considered successful if the MID-ACTION pages or END-ACTION 
  pages  for  both  players  are  ‘out  of  sight’  picture-views 
  (pages 50, 100 and 200).
  If one player elects to escape, and does so successfully, his 
  opponent can claim a ‘Victory of Honour’. If both players 
  elect to escape, the game ends in a draw.
  Out of Sight
  Sometimes it is possible for players to manoeuvre beyond 
  long range of each other. In such cases they are considered 
  to be ‘out of sight’ of each other.
  Players are out of sight of each other if the MID-ACTION pages 
  or  END-ACTION pages  for  both  players  are  ‘out  of  sight’ 
  picture-views (i.e.  pages 50,  100  or  200).  If only one 
  player’s  MID-ACTION page  shows  out  of  sight,  the  other 
  player’s  MID-ACTION page will give the correct  END-ACTION 
  page for both players.
  When  this  occurs,  players  have  the  option  of  either 
  restarting the game on page 1 (in which case, all damage 
  sustained so far remains in effect), or electing to escape (in 
  which case, the game is declared a draw). If one player 
  elects  to  escape  and  the  other  chooses  to  restart,  the 
  restarting player can claim a ‘Victory of Honour’.
  NB: It is recommended that, in this situation, players should 
  write  down  their  decisions  and  then  reveal  them 
  simultaneously.
  Finishing the Game
  The game is over when one skyship is destroyed, or as soon 
  as one player makes a successful escape. The surviving or 
  remaining player is then declared the winner of the game.
  COMBAT SKILL, ENDURANCE and damage boxes are all restored 
  to  their  original  status,  and  both  players,  if  both  have 
  survived, receive the following bonuses or penalties:
  17
  
  Combat Heroes 2: Emerald Enchanter
  Bonus points gained or lost
  COMBAT
  SKILL
  ENDURANCE
  Destroying an enemy
  skyship
  + 3
  + 2
  Winning a Victory of
  Honour
  + 1
  + 1
  Escaping from combat
  – 1
  0
  Over half your
  original ENDURANCE
  lost during the game
  – 1
  – 2
  Game declared a draw
  (both players escape
  from combat)
  – 1
  0
  Campaign Play
  COMBAT HEROES is  ideally  suited  to  campaign  play  in 
  which players fight several battles in order to increase the 
  original COMBAT SKILL and  ENDURANCE scores  of  their 
  characters.
  The following table is a guide to the status each character 
  attains as, over the course of several successful games, he 
  builds a fearsome reputation as a sky-fighter.
  COMBAT SKILL of Player
  Combat Status
  0–5
  Fledgling
  6–10
  Apprentice
  11–15
  Skybinder
  16
  Sorcerer/Enchanter
  17–19
  Windlock
  20–22
  Wizard
  23–25
  Crystal Mage
  26–28
  Storm Mage
  29–32
  Cloudmaster
  33–35
  Storm-master
  36+
  Zephyron
  18
  
  Combat Heroes 2: Emerald Enchanter
  The Game
  1
  50 246 175
  50 265
  81
  5
  88
  50
  1
  53
  245
  19
  
  Combat Heroes 2: Emerald Enchanter
  2
  225 89
  26
  19
  149
  9
  58 190 82
  2
  65 266
  3
  Y
  68
  Y
  51
  Y
  44
  233
  186
  242
  205
  56
  156
  36
  20
  
  Combat Heroes 2: Emerald Enchanter
  4
  76
  14
  100 194
  53 248
  81
  216 236
  4
  39
  145
  5
  223 278 85 236 175 177
  14
  74 162
  5
  166
  53
  21
  
  Combat Heroes 2: Emerald Enchanter
  6
  160
  31
  91
  217
  95 196 153
  60 133
  6
  109 154
  7
  227 200 100
  203
  211 107 135 243 151
  7
  224
  27
  22
  
  Combat Heroes 2: Emerald Enchanter
  8
  Y
  95
  Y
  64
  Y
  37
  33
  71
  192
  178
  122
  92
  268
  152
  9
  100
  50 200 100 50
  2
  200 188 100
  9
  200 270
  23
  
  Combat Heroes 2: Emerald Enchanter
  10
  182 154 130 103 101 135
  63 260 158
  10
  211
  77
  1 1
  193
  94 256 128
  21
  250 132 68
  30
  11
  16
  176
  24
  
  Combat Heroes 2: Emerald Enchanter
  12
  Y
  71
  Y
  22
  29
  51
  242
  56
  24
  13
  232 200
  50
  237 207
  90
  50
  47 209
  13
  50
  144
  25
  
  Combat Heroes 2: Emerald Enchanter
  14
  69
  35
  50 244 85 182 164 258
  79
  14
  52 166
  15
  39 180 30
  177 162 257 98 234 256
  15
  76 206
  26
  
  Combat Heroes 2: Emerald Enchanter
  16
  155 100
  50 256 171 194 180 132
  53
  16
  246 162
  17
  Y
  Y
  72
  11
  255
  140
  108
  27
  
  Combat Heroes 2: Emerald Enchanter
  18
  123 132 100 142 176 271
  102 104 128 18
  46
  26
  19
  50
  136
  62
  50 225
  112
  66
  82
  50
  19
  23
  139
  28
  
  Combat Heroes 2: Emerald Enchanter
  20
  50 100 200 100 50
  57 136
  22
  50
  20
  111
  225
  21
  267 196 166
  54
  94
  31
  195
  76 143
  21
  234 212
  29
  
  Combat Heroes 2: Emerald Enchanter
  22
  188 200 100
  112
  50
  124 100 137
  97
  22
  50
  20
  23
  73
  42
  65
  62 120 267 221
  66
  131
  23
  37 232
  30
  
  Combat Heroes 2: Emerald Enchanter
  24
  Y
  19
  242
  12
  56
  25
  100
  50 105
  100 50 254 252 46 100
  25
  104 272
  31
  
  Combat Heroes 2: Emerald Enchanter
  26
  132 100
  50
  176 102 252 200
  18
  11
  26
  50 208
  27
  50
  100
  52
  211 135 101 158
  7
  63
  27
  103 169
  32
  
  Combat Heroes 2: Emerald Enchanter
  28
  169 93 207 114 259 240
  13
  241 174 28 144 202
  29
  Y
  20
  Y
  56
  247
  222
  113
  199
  51
  186
  242
  12
  33
  
  Combat Heroes 2: Emerald Enchanter
  30
  50 100 82 208 228 187 193 110
  26
  30
  44 128
  31
  171
  46 228
  16
  250
  21
  30
  42 132
  31
  128 98
  34
  
  Combat Heroes 2: Emerald Enchanter
  32
  50 100 276 100 50 229 224 211 200
  32 260
  61
  33
  Y
  40
  Y
  85
  255 230 159
  108
  178
  71
  64
  178
  8
  35
  
  Combat Heroes 2: Emerald Enchanter
  34
  50 100 200
  50 100204 100 210 200
  34
  100 276
  35
  130 100 200
  63
  50 260
  52
  77 229
  35
  50
  135
  36
  
  Combat Heroes 2: Emerald Enchanter
  36
  Y
  4
  Y
  80
  Y
  91
  205
  3
  56
  156
  37
  50
  100 200
  65
  9
  149 82 221 58
  37
  19
  193
  37
  
  Combat Heroes 2: Emerald Enchanter
  38
  50 100 200 227 40
  55
  32 203 202 38
  61
  174
  39
  50
  100 200
  50 100 245 200
  81
  50
  39 100 88
  38
  
  Combat Heroes 2: Emerald Enchanter
  40
  50 100 200
  50 100 184 200 130 50
  40 100 127
  41
  50
  100 200
  22 263 209 84
  78 137
  41
  90
  125
  39
  
  Combat Heroes 2: Emerald Enchanter
  42
  166 171
  46
  195
  16
  76
  250 212 257
  42
  223
  31
  43
  Y
  42
  Y
  78
  75
  67
  205
  165
  156
  40
  
  Combat Heroes 2: Emerald Enchanter
  44
  50
  125 170
  82 231 221 89
  193 181 44
  120 149
  45
  127 60 232
  261 141 144 237 90 240
  45
  78
  47
  41
  
  Combat Heroes 2: Emerald Enchanter
  46
  100 200 50 100 200 201
  50 102 100 46
  50
  25
  47
  60 232 50
  141 237 84 207
  45
  235
  47 263
  13
  42
  
  Combat Heroes 2: Emerald Enchanter
  48
  Y
  39
  213
  64
  178
  96
  92
  226 26
  2
  116
  49
  50
  88 206 50 218 264 189 52
  50
  49 258 117
  43
  
  Combat Heroes 2: Emerald Enchanter
  50
  51
  Y
  1
  Y
  94
  222
  113
  29
  242
  12
  44
  
  Combat Heroes 2: Emerald Enchanter
  52
  50 100 88
  50 100 138 218 164 100
  52
  118
  49
  53
  278 85 100 175
  14
  150 155
  5
  206
  53
  179 256
  45
  
  Combat Heroes 2: Emerald Enchanter
  54
  9
  20
  253
  37 267 120 131
  143 221
  54
  62
  123
  55
  158 95
  78 169
  6
  38
  115
  114
  27
  55
  191
  151
  46
  
  Combat Heroes 2: Emerald Enchanter
  56
  Y
  31
  186
  242
  12
  3
  24
  36
  57
  235 120 188
  72
  23
  20
  112 124 125
  57
  181 137
  47
  
  Combat Heroes 2: Emerald Enchanter
  58
  212 102
  50 187 26 105 100
  121 142 58 100 65
  59
  195 157 200
  212 274 128 208 187 21
  59
  271 110
  48
  
  Combat Heroes 2: Emerald Enchanter
  60
  135 160 31
  27
  217 69
  95
  73
  7
  60
  119
  6
  61
  50 276 147
  50 224
  63
  107
  32
  50
  61
  101 86
  49
  
  Combat Heroes 2: Emerald Enchanter
  62
  240 27 234
  253 73
  153 168
  131
  191
  62
  95
  215
  63
  115
  50 100
  151
  130 61
  50
  229 55
  63
  50
  211
  50
  
  Combat Heroes 2: Emerald Enchanter
  64
  Y
  12
  140
  108
  33
  213
  178
  96
  48
  92
  65
  102 100 50
  26
  50 106 200
  58
  18
  65 100 228
  51
  
  Combat Heroes 2: Emerald Enchanter
  66
  84
  73
  42
  125 62
  91
  120
  231
  41
  66 249
  23
  67
  Y
  58
  268
  152
  233
  75
  205
  165
  43
  156
  52
  
  Combat Heroes 2: Emerald Enchanter
  68
  50
  193 94
  271 128 274 21
  223 208 68 212
  11
  69
  91
  144 40
  153
  191
  60
  38
  154
  93
  69
  174 196
  53
  
  Combat Heroes 2: Emerald Enchanter
  70
  50 128 257
  25
  68 157 161 246 46
  70
  132 172
  71
  Y
  75
  Y
  Y
  8
  87
  230
  159
  87
  33
  192
  178
  8
  122
  54
  
  Combat Heroes 2: Emerald Enchanter
  72
  50
  174 168
  84 235 78 215
  125 144
  72
  93 209
  73
  40
  135 160
  38
  27
  154 217 196 203
  73
  147 60
  55
  
  Combat Heroes 2: Emerald Enchanter
  74
  200 223 278 248 236 256 175 150 171
  74
  257 5
  75
  Y
  7
  92
  268
  152
  116
  67
  126 165
  43
  56
  
  Combat Heroes 2: Emerald Enchanter
  76
  228267 196
  30
  54
  42
  94
  98 110
  76 170 21
  77
  154 130 50
  101
  63 224 100 10
  107 77
  100 35
  57
  
  Combat Heroes 2: Emerald Enchanter
  78
  221 200 100 232
  22
  72 263
  237
  23
  78
  136
  41
  79
  162 143 191
  15
  119 133
  69 147 234
  79 196 244
  58
  
  Combat Heroes 2: Emerald Enchanter
  80
  Y
  17
  Y
  57
  173
  238
  129 247
  222
  81
  264 50 100
  99
  50
  1
  100 239 273 81
  200
  39
  59
  
  Combat Heroes 2: Emerald Enchanter
  82
  50
  100 136 100 50
  97 225
  181 100
  82 124 19
  83
  Y
  89
  192
  129
  247
  122
  199
  152
  233
  186
  60
  
  Combat Heroes 2: Emerald Enchanter
  84
  50 100 127 100 50
  47 261
  144 50
  84 241 90
  85
  203 200 100 243
  35
  103 34
  219 101
  85
  276 197
  61
  
  Combat Heroes 2: Emerald Enchanter
  86
  276 147 115
  224 107 211
  151
  61
  135 86 203 229
  87
  Y
  15
  Y
  54
  159
  173
  71
  192
  129
  62
  
  Combat Heroes 2: Emerald Enchanter
  88
  50 100 246
  50 100 239 265
  39
  50
  88
  216
  1
  89
  253 133
  16
  131 170 143 42
  123 109 89
  31
  120
  63
  
  Combat Heroes 2: Emerald Enchanter
  90
  50
  127 60
  50 261 13
  141
  84
  50
  90 259 45
  91
  65
  50 100 221 181
  66
  20
  232 183 91
  225 267
  64
  
  Combat Heroes 2: Emerald Enchanter
  92
  Y
  13
  64
  178 8
  48
  268
  262
  116
  75
  93
  234 110 181 168 249 131
  91
  215 170 93 267 153
  65
  
  Combat Heroes 2: Emerald Enchanter
  94
  41
  38 197 109 196 95
  133 278 153 94
  217 170
  95
  177 250 37
  234
  31
  94
  143 168 195
  95
  54
  119
  66
  
  Combat Heroes 2: Emerald Enchanter
  96
  Y
  47
  Y
  99
  213
  64
  48
  226
  262
  97
  62
  59
  50
  66 183 82 188 139 231
  97
  9
  112
  67
  
  Combat Heroes 2: Emerald Enchanter
  98
  46 228 267 250 30
  212
  54
  31
  274 98 123
  76
  99
  244 210 200 258 264 218 200 273 189 99
  50
  155
  68
  
  Combat Heroes 2: Emerald Enchanter
  100
  101
  15
  153 227
  147 154
  27 203
  107 217 101
  38 243
  69
  
  Combat Heroes 2: Emerald Enchanter
  102
  145 200 100 167
  50
  272 100 254 172 102
  50
  46
  103
  50
  150 119
  52 182 85
  79
  158 164 103 244 198
  70
  
  Combat Heroes 2: Emerald Enchanter
  104
  270 123 132 105 142 208 176 252 228 104 274
  18
  105
  100
  50 231
  100 270 58
  44 228 200 105 149 106
  71
  
  Combat Heroes 2: Emerald Enchanter
  106
  50
  231 212 270
  44
  65 187
  105
  9
  106
  59 121
  107
  52
  15
  153 158 147
  7
  154 169 197 107 69 101
  72
  
  Combat Heroes 2: Emerald Enchanter
  108
  Y
  84
  Y
  97
  Y
  30
  17
  255
  230
  140
  33
  213
  64
  178
  109
  181 263 240
  91
  41
  215 253
  153 232 109 235 131
  73
  
  Combat Heroes 2: Emerald Enchanter
  110
  157 100 50
  274 208 142 228
  59
  176 110
  105 30
  1 1 1
  50
  261 215
  50
  90 207 209 136 100 111
  237 277
  74
  
  Combat Heroes 2: Emerald Enchanter
  112
  59
  50
  100 183 188
  19
  50
  97
  149
  112
  50 181
  113
  Y
  45
  Y
  81
  238
  275
  222
  29
  51
  75
  
  Combat Heroes 2: Emerald Enchanter
  1 1 4
  50 158 95
  32 169 203
  6
  174 211
  114
  154 55
  1 1 5
  249 22 200
  93
  78 235 144 259 215
  115
  84 191
  76
  
  Combat Heroes 2: Emerald Enchanter
  116
  Y
  29
  Y
  36
  Y
  86
  48
  92
  268
  262
  75
  134 126
  165
  117
  88 206 243
  218 189 164 219
  49 179 117
  85 138
  77
  
  Combat Heroes 2: Emerald Enchanter
  118
  50 236 244
  88
  74
  155 258 218 39
  118
  14
  273
  119
  250
  37
  41
  31
  143 170 109
  95
  42
  119
  131 278
  78
  
  Combat Heroes 2: Emerald Enchanter
  120
  133
  16 208 170 42
  54
  110
  89
  94 120 30 249
  121
  231 212 102 44
  187 228 26
  106 193 121 208 58
  79
  
  Combat Heroes 2: Emerald Enchanter
  122
  Y
  34
  Y
  65
  71
  192
  129
  8
  83
  268
  152
  233
  123
  20 253 133 267 131 249 170
  54
  91
  123 168 89
  80
  
  Combat Heroes 2: Emerald Enchanter
  124
  100 235 120 136
  72
  22
  23
  225 263 124 232 57
  125
  200 100 174 263 84 237 235
  41
  207 125
  141
  72
  81
  
  Combat Heroes 2: Emerald Enchanter
  126
  Y
  63
  Y
  48
  262
  116
  75
  134
  165
  127
  200 50 224 100 50 148 61
  40 100 127 86 185
  82
  
  Combat Heroes 2: Emerald Enchanter
  128
  50
  82
  131
  228 193
  59
  123
  30
  65
  128 89 142
  129
  Y
  35
  Y
  88
  87
  173
  80
  192
  247
  122
  83
  199
  83
  
  Combat Heroes 2: Emerald Enchanter
  130
  13
  50
  100 202 50
  185 100 148 28
  130 200 40
  131
  263 240 27
  41
  253 93
  73
  109 78
  131
  60 62
  84
  
  Combat Heroes 2: Emerald Enchanter
  132
  214
  155 100 257 256 236 171
  161 175 132 248 16
  133
  211
  34
  179
  7
  197 79 160 214 243 133 182 217
  85
  
  Combat Heroes 2: Emerald Enchanter
  134
  Y
  74
  Y
  49
  226
  262
  116
  146
  126
  135
  50
  100 200 100 50
  10
  276
  35
  50
  135 128 224
  86
  
  Combat Heroes 2: Emerald Enchanter
  136
  50 200 261
  200 100 269 90 263200
  136
  45
  111
  137
  120 188 100
  23
  112 225 100 57
  66 137 200 22
  87
  
  Combat Heroes 2: Emerald Enchanter
  138
  206 243 50
  189 219 52 210 117
  182 138 34
  264
  139
  136
  62
  59
  225 66 181 183
  19
  20
  139 221
  97
  88
  
  Combat Heroes 2: Emerald Enchanter
  140
  Y
  100
  Y
  26
  Y
  82
  17
  255
  108
  213
  64
  141
  32
  217 249 174 60 191
  93
  235 38 141
  153 259
  89
  
  Combat Heroes 2: Emerald Enchanter
  142
  82
  131 195 193 123 110 212 128 37
  142
  42 187
  143
  208
  9
  20
  110
  37
  89 267 249 59
  143 231
  54
  90
  
  Combat Heroes 2: Emerald Enchanter
  144
  50 100 200 207 200
  45 100
  13
  269 212 200 84
  145
  14
  100 50
  53
  81
  265 100
  4
  5
  145
  50
  171
  91
  
  Combat Heroes 2: Emerald Enchanter
  146
  Y
  83
  Y
  73
  226 262
  134
  147
  179 162 143 160 15
  214 119
  217 166 147
  27
  8
  79
  92
  
  Combat Heroes 2: Emerald Enchanter
  148
  6
  13
  50
  55
  202 127 100 184 114 148 50 130
  149
  125 170 274 231 89
  37
  59
  44 267 149 110 183
  93
  
  Combat Heroes 2: Emerald Enchanter
  150
  100 200 223
  39 248 53
  236
  177 81
  150 194 74
  151
  95
  78
  50
  6
  115 174 227
  55
  60 151 240 203
  94
  
  Combat Heroes 2: Emerald Enchanter
  152
  Y
  6
  Y
  52
  8
  122
  83
  268
  233
  75
  67
  205
  153
  110
  181 263 249
  91
  62
  41
  93
  120 153 125 109
  95
  
  Combat Heroes 2: Emerald Enchanter
  154
  31
  91
  144
  95
  153
  73
  191
  6
  168 154 253 69
  155
  210 200 100 264
  50
  118 100
  99
  138 155
  50
  179
  96
  
  Combat Heroes 2: Emerald Enchanter
  156
  Y
  43
  67
  205
  3
  43
  36
  157
  81
  200
  50
  145 100 70
  50
  167
  4
  157 100 180
  97
  
  Combat Heroes 2: Emerald Enchanter
  158
  50 100 150
  34
  52
  219 182
  197 210 158 189 103
  159
  Y
  50
  Y
  24
  230
  87
  33
  71
  192
  98
  
  Combat Heroes 2: Emerald Enchanter
  160
  50
  100 248 164 179 258 150 166 264 160 74 182
  161
  54
  214 155
  76 257 162 256 194 98 161
  177 132
  99
  
  Combat Heroes 2: Emerald Enchanter
  162
  50 100 271
  171 180 161 223
  16
  145 162 68 236
  163
  79
  63
  50
  198 77
  276 100 204 103 163 50 210
  100
  
  Combat Heroes 2: Emerald Enchanter
  164
  200 100 50
  210 100 117
  50 264 163 164 100 52
  165
  Y
  28
  116
  75
  67
  126
  43
  101
  
  Combat Heroes 2: Emerald Enchanter
  166
  35
  50
  100
  85 164 189 179
  14
  219 166 218 160
  167
  257
  81 200 161 145 246 100
  172 194 167 100 157
  102
  
  Combat Heroes 2: Emerald Enchanter
  168
  197 177 250 133 234 278
  31
  170 214 168 98
  95
  169
  50
  52
  15
  135 158 243 147
  27
  35
  169 79 107
  103
  
  Combat Heroes 2: Emerald Enchanter
  170
  38 197 177 196 133 119 234
  94
  69 170
  15
  168
  171
  50
  100 200
  81
  50
  216 100
  145 239 171
  50 248
  104
  
  Combat Heroes 2: Emerald Enchanter
  172
  128 257 81
  68 161 180 145
  70
  223 172 171 167
  173
  Y
  16
  Y
  66
  87
  80
  192
  129
  247
  105
  
  Combat Heroes 2: Emerald Enchanter
  174
  50 100 158
  40
  32
  151 169
  38 130 174 107 114
  175
  30 109
  7
  98 278 234 214 206 31
  175 133 257
  106
  
  Combat Heroes 2: Emerald Enchanter
  176
  94 256 200
  21
  132 223 157
  11
  76 176 180 274
  177
  50
  100 200 155
  39
  5
  248
  56
  99 177 265 150
  107
  
  Combat Heroes 2: Emerald Enchanter
  178
  Y
  23
  Y
  59
  Y
  96
  108
  33
  71
  64
  8
  48
  92
  268
  179
  50
  100 200
  50
  100 273 88
  155 100 179
  1
  218
  108
  
  Combat Heroes 2: Emerald Enchanter
  180
  100 50 200 100 50
  172
  25
  157 100 180 272 246
  181
  100 50 200 188 100 139 50
  112 266 181 200 82
  109
  
  Combat Heroes 2: Emerald Enchanter
  182
  50 248 98 179 150
  14
  206 160 155 182 175 189
  183
  170 274 200
  89
  59 193 65
  149 123 183 228 221
  110
  
  Combat Heroes 2: Emerald Enchanter
  184
  224
  6
  13
  61
  55
  40 202 185 32 184 227 148
  185
  100 224
  6
  100 61
  130 55
  127 100 185 151 184
  111
  
  Combat Heroes 2: Emerald Enchanter
  186
  Y
  27
  83
  199 29
  233
  242
  205
  3
  56
  187
  131 195 157 123 212
  30 274
  142 54
  187 250 59
  112
  
  Combat Heroes 2: Emerald Enchanter
  188
  26
  50
  100 58
  50
  190 100 266 121 188 50
  9
  189
  248 98 69
  150 206 166 244 182 177 189 214 258
  113
  
  Combat Heroes 2: Emerald Enchanter
  190
  50
  225 89 200
  19 188 149 270 200 190 183
  2
  191
  22
  50
  100
  78
  144 141 240
  115 237 191
  261 253
  114
  
  Combat Heroes 2: Emerald Enchanter
  192
  Y
  77
  Y
  41
  159
  87
  173
  71
  129
  8
  122
  83
  193
  50
  100 125
  9
  82 183 231
  37 188 193 66 44
  115
  
  Combat Heroes 2: Emerald Enchanter
  194
  271 54
  214 223 76
  16 257
  236 250 194 195 161
  195
  7
  164 39
  214 166 206 177
  257 244 195 150 234
  116
  
  Combat Heroes 2: Emerald Enchanter
  196
  144
  40 135
  191
  38
  6
  27
  69 115 196 169 73
  197
  50
  100 200
  35
  34 198
  52
  85
  77
  197
  49 158
  117
  
  Combat Heroes 2: Emerald Enchanter
  198
  150 119 203 182 79 197 243
  103 160 198
  7
  219
  199
  Y
  3
  Y
  32
  129
  247
  222
  83
  29
  233 186 242
  118
  
  Combat Heroes 2: Emerald Enchanter
  200
  201
  105
  21
  145 252
  11
  46 167
  272 271 201 157 254
  119
  
  Combat Heroes 2: Emerald Enchanter
  202
  93 207 100 259
  13
  261 200
  28 141 202 50
  227
  203
  78
  50 100
  115 227 114
  40
  151 259 203 127
  38
  120
  
  Combat Heroes 2: Emerald Enchanter
  204
  218 79
  63
  49 198 34
  77
  251 52
  204 35
  163
  205
  Y
  46
  Y
  5
  Y
  67
  152
  233
  186
  67
  3
  43
  156
  36
  121
  
  Combat Heroes 2: Emerald Enchanter
  206
  180 30 109 162 98 195 278
  15
  16
  206 94 175
  207
  112 200 100 137
  50
  111
  100 269
  57
  207 50 263
  122
  
  Combat Heroes 2: Emerald Enchanter
  208
  50 100 200 102 100 104 50
  26 254 208 200 271
  209
  174 168 221 235 215 41
  232
  72
  253 209 91
  237
  123
  
  Combat Heroes 2: Emerald Enchanter
  210
  63
  100 200
  77
  100 251
  50
  163
  10
  210
  50
  34
  2 1 1
  50 200 100 130 100 86 50
  63 148 211 100 32
  124
  
  Combat Heroes 2: Emerald Enchanter
  212
  196 166 171
  94 195 98
  16
  21
  278 212 162 42
  213
  Y
  38
  Y
  10
  140
  108
  64
  96
  48
  125
  
  Combat Heroes 2: Emerald Enchanter
  214
  191
  211
  34
  69
  7
  147 197 244 154 214
  158 133
  215
  27
  234 110
  73 168 109 249
  62 196 215 143 93
  126
  
  Combat Heroes 2: Emerald Enchanter
  216
  25
  76
  14
  246 194 171
  53
  265 180 216 256
  4
  217
  34
  179 162
  197 160 244 15
  133 85
  217 206 147
  127
  
  Combat Heroes 2: Emerald Enchanter
  218
  50
  100 236 50
  88
  99
  74
  179 100 218
  5
  118
  219
  119 203 200
  79 243 158 35
  198 147 219 135 85
  128
  
  Combat Heroes 2: Emerald Enchanter
  220
  Before you lies the Power Crystal—the energy source 
  of the Deathlord.
  By discovering this Gem of Power you have secured 
  the destruction of the Deathlord’s dominion over 
  Thorasia.
  The Quest is over—Victory is yours.
  221
  274 50 100
  59
  65
  44
  9
  183 187 221 270
  37
  129
  
  Combat Heroes 2: Emerald Enchanter
  222
  Y
  53
  Y
  92
  Y
  69
  80
  238
  275
  247
  113
  199
  29
  51
  223
  50
  100 193 46 271 176 128 250 102 223 142 68
  130
  
  Combat Heroes 2: Emerald Enchanter
  224
  50
  100 182 100 276 77
  103
  135 100 224 198 260
  225
  50
  100 235
  50
  136 137
  72
  20 100 225 209 124
  131
  
  Combat Heroes 2: Emerald Enchanter
  226
  Y
  60
  Y
  98
  96
  48
  262
  146
  134
  227
  207 200 100
  13
  50
  241 100 202 47
  227 200 240
  132
  
  Combat Heroes 2: Emerald Enchanter
  228
  200 100 50 200 100 121 270
  65 200 228 190 105
  229
  147 115
  100 107 151
  32 130
  86 169 229 40 63
  133
  
  Combat Heroes 2: Emerald Enchanter
  230
  Y
  62
  Y
  9
  255
  159
  108
  33
  71
  231
  50
  84
  73
  20
  125 232 62 267 22
  231
  215 66
  134
  
  Combat Heroes 2: Emerald Enchanter
  232
  42
  65
  50
  120 221 231 181
  23
  89 232 82
  91
  233
  Y
  33
  Y
  90
  122
  83 199
  152
  186
  67
  205
  3
  135
  
  Combat Heroes 2: Emerald Enchanter
  234
  164
  39 180 166 177 175 162 195 14
  234 236
  15
  235
  50
  32
  217 240 174 115
  60
  253 227 235
  6
  141
  136
  
  Combat Heroes 2: Emerald Enchanter
  236
  50
  271
  54
  180 223 132
  76 162 157 236
  21
  194
  237
  168 221 200 215 232 125 22
  209 62
  237 20
  78
  137
  
  Combat Heroes 2: Emerald Enchanter
  238
  Y
  Y
  55
  18
  247
  222
  113
  239
  175 264 200
  5
  99 88 50
  245 74
  239 50
  81
  138
  
  Combat Heroes 2: Emerald Enchanter
  240
  100 50 200 100 50
  28
  127 227 200 240 185 261
  241
  50
  169 93
  127 114 227 259
  261 40
  241 115
  28
  139
  
  Combat Heroes 2: Emerald Enchanter
  242
  Y
  93
  Y
  2
  199
  29
  51
  186
  12
  3
  56
  24
  243
  153 227 200 154 203 169 211
  101
  6
  243 32
  7
  140
  
  Combat Heroes 2: Emerald Enchanter
  244
  143 191 211
  119
  69 217
  7
  79
  95
  244 27
  214
  245
  246 175 264 265
  5
  39
  99
  1
  24
  8
  245 155 239
  141
  
  Combat Heroes 2: Emerald Enchanter
  246
  100 50
  128 100 25
  167 68
  180100 246 11
  70
  247
  Y
  21
  Y
  79
  173
  80 238
  129
  222
  83
  199
  29
  142
  
  Combat Heroes 2: Emerald Enchanter
  248
  50 100 25
  50 100
  4
  246
  171 100 248 70 265
  249
  16
  208
  9
  42
  110 123
  37
  120 212 249 193 143
  143
  
  Combat Heroes 2: Emerald Enchanter
  250
  50 100 200
  157 46
  11
  271 274 167 250 252 223
  251
  100 218 79
  200 49 210 198 276 200 251 219 204
  144
  
  Combat Heroes 2: Emerald Enchanter
  252
  50
  270 123
  50 105 26
  142
  271 200 252 187 104
  253
  50
  100
  32
  144 240 259 174
  191
  13
  253 114 235
  145
  
  Combat Heroes 2: Emerald Enchanter
  254
  21
  145 200
  11
  167 25
  50 201 68 254 100 102
  255
  Y
  25
  17
  230
  140
  108
  33
  146
  
  Combat Heroes 2: Emerald Enchanter
  256
  85
  50
  100
  14
  155
  74
  39
  53
  258 256 88 177
  257
  109
  7
  164 278 214 15
  166 175 119 257 160 195
  147
  
  Combat Heroes 2: Emerald Enchanter
  258
  98
  69
  35
  206 244 160 85
  189 15
  258 197 14
  259
  217 249 22
  60
  93 253 78 141
  73 259 41
  115
  148
  
  Combat Heroes 2: Emerald Enchanter
  260
  50 182 154 276 103 35
  101 224 34 260 243 10
  261
  50
  100 169 200 127 202 114 240 200 261 55
  241
  149
  
  Combat Heroes 2: Emerald Enchanter
  262
  Y
  61
  96
  48
  92
  226
  116
  146
  134
  126
  263
  200 50 100 200 50
  277 100 207 200 263 100 136
  150
  
  Combat Heroes 2: Emerald Enchanter
  264
  243 200 100 219 210 49
  50
  138 198 264 50
  164
  265
  50
  25
  76
  50 246 145 194 248 200 265 161 216
  151
  
  Combat Heroes 2: Emerald Enchanter
  266
  89
  26
  50
  149 58 270 200
  2
  44 266 200 188
  267
  50
  100 84
  181
  20
  23
  125
  91
  112
  267 72 231
  152
  
  Combat Heroes 2: Emerald Enchanter
  268
  Y
  14
  Y
  76
  178
  8
  122
  92
  152
  116
  75
  67
  269
  215 112
  100 209 137 136 100 277 72
  269 200 207
  153
  
  Combat Heroes 2: Emerald Enchanter
  270
  50 100 225
  50
  100 266
  19
  9
  50
  270 139 190
  271
  100 200 270 100 50
  18
  105 208 200 271 106 252
  154
  
  Combat Heroes 2: Emerald Enchanter
  272
  50
  105
  21
  50 252 102
  11
  25
  50
  272 176 201
  273
  236 244 210
  74 258 179 264
  118 150 273 164 99
  155
  
  Combat Heroes 2: Emerald Enchanter
  274
  256 200 100
  132 157 68
  46
  176 161
  274
  25
  250
  275
  Y
  70
  238
  222
  113
  156
  
  Combat Heroes 2: Emerald Enchanter
  276
  50 100 218
  50 100 163 49
  34
  50
  276 117 251
  277
  261 215 112
  90 209 263 137
  111
  84 277 22 269
  157
  
  Combat Heroes 2: Emerald Enchanter
  278
  37
  41
  38 143 109 168 196
  119 249 278
  73
  94
  SPECIAL INFORMATION 
  ENTRIES
  ------------------------------------------------------------
  Y1
  Y1:
  At the ruins of an old sea fort you discover a hermit who, 
  like  you,  once  studied  in  Ludos  under  Silvarion  the 
  Great. In return for one Special Item, he will tell you all 
  he knows.
  If you wish to agree to his terms, turn to Y125.
  If you decide to leave the fort and continue your quest, 
  turn back to page 51.
  Y2
  Y2:
  The villagers of Thistlefield are delighted to receive you 
  in their humble hamlet and they insist that you stay for a 
  banquet  held  in  your  honour—restore  1  ENDURANCE 
  point but lose one day.
  To continue your quest, turn back to page 242.
  Y3
  Y3:
  You encounter a merchant caravan at the border. The 
  bodyguards do not take kindly to your questions and 
  force you away at the point of their swords. Lose 2 
  ENDURANCE points and one day.
  To continue your quest, turn back to page 199.
  Y4
  Y4:
  The  caves  along  the  coast  of  Fearland  Bay  are  the 
  notorious  haunt  of  smugglers  and  buccaneers.  A 
  sympathetic  pirate  captain  advises  you  to  go  to  the 
  Dragonmist Marshes, where you will find the Altar of the 
  Silver Dragon. There your wishes may be fulfilled.
  To continue your quest, turn back to page 36.
  158
  
  Combat Heroes 2: Emerald Enchanter
  Y5
  Y5:
  Lorianna the Prophetess lives here, high upon a peak of 
  the Greymarsh Mountains. She agrees to help you only if 
  you possess the Orb of Visions.
  If you have this Special Item, turn to Y126.
  If you do not possess this Special Item, or do not wish to 
  show it to her, continue your quest by turning back to 
  page 205.
  Y6
  Y6:
  All access to Castle Chol is banned due to an outbreak of 
  Devil Plague—lose one day.
  To resume your quest, turn back to page 152.
  Y7
  Y7:
  You stop to investigate a hilltop shrine and encounter a 
  gang of bandits. They try to rob you and you lose either 
  one  Special  Item  or  2  ENDURANCE points  before 
  escaping.
  Adjust your Solo Sheet before continuing your quest by 
  turning to page 75.
  Y8
  Y8:
  The hamlet of Blackbridge is deserted—the townsfolk 
  have fled to the safety of Ludos. You decide to search the 
  cottages  and  discover  some  healing  herbs  (restore  2 
  ENDURANCE points) and a Scarab (Special Item).
  To continue your quest, turn back to page 71.
  Y9
  Y9:
  The ruins of Castle Bulzan now house a legion of the 
  Deathlord’s  soldiers.  To  try  to  land  here  would  be 
  suicidal.
  To continue your quest, turn back to page 230.
  Y10
  Y10:
  The town of Lancy is preparing for war. Barricades are 
  erected on the roads and the citizens are preparing to 
  defend  their  homes.  You  wait  several  hours  for  the 
  chance  to  question  the  town  mayor  but  he  knows 
  nothing that can aid your quest—lose one day.
  To continue, turn back to page 213.
  Y11
  Y11:
  Streams of molten lava and poisonous fumes greet 
  your arrival at Mount Zaxar. Your skyship is damaged as 
  you fly across the erupting volcano, and you are forced to 
  land to carry out emergency repairs—lose two days.
  To continue, turn back to page 17.
  Y12
  Y12:
  This is the Blessed Shrine of the Wood Sprites, a place of 
  goodness and healing. Many of the Deathlord’s scouts are 
  encamped  in  the  surrounding  trees  but  none  dare 
  approach the sacred shrine. Restore 3 ENDURANCE points 
  for every day you stay here.
  To continue your quest, turn back to page 64.
  Y13
  Y13:
  The people of the village of Greenmeadow are wary of 
  strangers, especially strangers who arrive out of the sky. 
  Before you can explain yourself, you are chased out of 
  the  village  at  the  point  of  many  pitchforks!  Lose  2 
  ENDURANCE points.
  To continue your quest, turn back to page 92.
  Y14
  Y14:
  You encounter a group of Kalkorian soldiers hiding in 
  the woods. They escaped from the Deathlord’s armies in 
  the forest south of Ashwood. One of the men says he 
  heard that Silvarion was killed in Zersis.
  To continue your quest, turn back to page 268.
  Y15
  Y15:
  The Temple of the Evil Beholder contains a powerful 
  Seeing Stone. You gaze into this magical device and your 
  mind  is  immediately  filled  with  the  images  of  a 
  prophetess, a ruined watchtower and a platinum key. 
  These clues can aid your quest, but the knowledge costs 
  you 4 ENDURANCE points and two days.
  Adjust your Solo Sheet and turn back to page 87.
  159
  
  Combat Heroes 2: Emerald Enchanter
  Y16
  Y16:
  You investigate a huge chasm that splits the wasteland for 
  several  miles. Unfortunately,  it is the  lair  of  a Giant 
  Dustworm, which swallows both you and your skyship 
  whole!
  Your quest and your life end here.
  Y17
  Y17:
  Electrical storms cause you to crash your skyship into the 
  side of an erupting volcano. You do not survive the 
  impact.
  Your life and your quest end here.
  Y18
  Y18:
  The guardian of this stronghold offers you some friendly 
  advice—do not venture into the Plain of Nightmares. He 
  also offers you food and lodging if you care to stay and 
  rest. If you accept his offer, restore 1 ENDURANCE point 
  and lose one day.
  To continue your quest, turn back to page 238.
  Y19
  Y19:
  You visit the Shrine of the Holy Fathers, a sect of Druids 
  who worship the gods of the sea. Restore 2 ENDURANCE 
  points for every day you stay here.
  To continue your quest, turn back to page 24.
  Y20
  Y20:
  On the outskirts of the village of Stoneplough you meet 
  an old tinker pushing a handcart full of wares. He offers 
  you a mirror that is shaped in the likeness of a winged 
  horse. If you choose to accept this Magic Mirror, mark it 
  on your Solo Sheet as a Special Item.
  To continue your quest, turn back to page 29.
  Y21
  Y21:
  This is the Tower of the Skylords. There are no clues to 
  be found here—lose one day.
  To continue your quest, turn back to page 247.
  Y22
  Y22:
  The town of Rushberry is run by a guild of craftsmen. 
  They marvel at the construction of your skyship and offer
  their help in return for being allowed to study its design.
  If you accept their request, turn to Y127.
  If you decide to continue with your quest, turn back to 
  page 12.
  Y23
  Y23:
  The village of Whitewater has been razed to the ground 
  by the Deathlord’s troops. The appearance of an enemy 
  skyship patrol forces you to land and take cover for fear 
  of being spotted—lose one day.
  To continue your quest, turn back to page 178.
  Y24
  Y24:
  As soon as you land your skyship, you are attacked by a 
  patrol  of  goblin  warriors  that  storms  out  of  the 
  watchtower. Their leader wields a wand that counters 
  your magic and his soldiers are soon able to capture you 
  and take you to the Deathlord’s fortress for interrogation. 
  You do not survive the ordeal.
  Your life and your quest end here.
  Y25
  Y25:
  You hover above the ruins of an ancient city, where 
  hordes of the Deathlord’s warriors are encamped. They 
  are reserves of the armies that have invaded Kalkor. You 
  dare not make a landing here—lose one day.
  To continue your quest, turn back to page 255.
  Y26
  Y26:
  A fierce battle is raging around the city of Lemnos, and 
  the castle at Blizzard Pass to the north has been cut off for 
  days. You learn that Silvarion was sighted flying over the 
  city  of  Ashwood  after  making  his  escape  from  the 
  Fortress of the Deathlord. He was heading south.
  Lose one day and return to page 140  to continue your 
  quest.
  160
  
  Combat Heroes 2: Emerald Enchanter
  Y27
  Y27:
  This is the city of Zersis. It was here that Silvarion was 
  born and here that he died, murdered by agents of the 
  Deathlord. After two days of intensive searching, you 
  find  Silvarion’s  brother  in  hiding  in  the  catacombs 
  beneath  the  city  streets.  He  tells  you  that  Silvarion 
  entered the city on foot and was badly injured when he 
  arrived. Within minutes, he was cut down by assassins, 
  who had been waiting in ambush for him for many days. 
  He says that everyone in the city now fears for their lives 
  and many blame Silvarion for their country’s plight. He 
  pledges his help in return for one Special Item.
  If you possess a Special Item and wish to give it to him, 
  turn to Y121.
  If you choose to continue your quest, turn back to page 
  186.
  Y28
  Y28:
  An old friend of Silvarion lives here in the village of 
  Fiveforks. He will tell you all he knows in exchange for 
  one Special Item.
  If you have a Special Item and wish to give it to him, 
  turn to Y112.
  If you do not wish to agree to his request, continue your 
  quest by turning to page 165.
  Y29
  Y29:
  Your skyship is engulfed by a fierce electrical storm as 
  you fly across the Blackpeak Mountains, and you are 
  forced to make an emergency landing. Lose two days 
  while repairing your damaged craft.
  To continue, turn back to page 116.
  Y30
  Y30:
  This is the elven town of Corien. Every treehouse is 
  deserted  except  for  one.  Its  occupant  claims  to  be 
  Ladorath, the elf leader’s son. He says he knows where 
  Silvarion was killed and will tell you in exchange for one 
  Special Item.
  If you have a Special Item and wish to give it to the elf 
  erase it from your Solo Sheet and turn to Y117.
  If you wish to leave the town and continue your quest, 
  turn back to page 108.
  Y31
  Y31:
  The lord of Fearland Castle welcomes you and offers 
  what  help  he  can.  He  tells  you  that  Silvarion  often 
  worshipped at a hidden temple or tomb somewhere deep 
  in the Red Wolf Forest.
  Restore 1 ENDURANCE point and continue your quest by 
  turning back to page 56.
  Y32
  Y32:
  Here, at the Temple of the Wood Sprites, you encounter 
  the Wise Dragon of Greymarsh. He is taking refuge from 
  the  Deathlord’s  soldiers,  who  have  attacked  and 
  destroyed his lair. Patiently, he listens to your story, and 
  when you have finished he advises you to travel to Ludos 
  and  search  the  Guildhall  Arcania,  the  place  where 
  Silvarion taught you your skills.
  Lose one day and return to page 199.
  Y33
  Y33:
  This is the village of Owlaron. It was attacked during the 
  night  by  scouts  from  a  Deathlord  army  corps.  The 
  villagers  warn  you  to  avoid  going  north  for  fear  of 
  capture—lose one day.
  To continue, turn back to page 233.
  Y34
  Y34:
  This tiny village has been ransacked by the Deathlord’s 
  troops. A frightened woman tells you how they came 
  from the north and attacked during the night. She says 
  they were searching for something and killed anyone 
  who  dared  to  stand  in  their  way.  She  believes  they 
  headed east after leaving the village.
  To continue your quest, turn back to page 122.
  161
  
  Combat Heroes 2: Emerald Enchanter
  Y35
  Y35:
  Storms in the mountains damage your skyship—lose two 
  days while you make good your repairs.
  To continue your quest, turn back to page 129.
  Y36
  Y36:
  You stop to search the ruins of a derelict monastery and 
  are attacked by a pack of wild dogs—lose 4 ENDURANCE 
  points. If your ENDURANCE score is now below 20, you 
  must rest before continuing your quest—lose one day. 
  To resume the quest, turn back to page 116.
  Y37
  Y37:
  You discover a secret tomb hidden deep in the Red 
  Wolf Forest.
  If you wish to search the tomb, turn to Y114.
  If you decide to leave the tomb and continue your quest, 
  turn back to page 8.
  Y38
  Y38:
  The  little  town  of  Clovercutt  has  been  abandoned. 
  Ravaging  wolf-riders  from  the  Deathlord’s  armies 
  launched a midnight raid that destroyed most of the crops 
  and livestock.
  If you wish to search the ghost town, turn to Y119.
  If you wish to continue your quest, turn back to  page 
  213.
  Y39
  Y39:
  You  land  at  the  site  of  a  ruined  watchtower.  The 
  smouldering ashes of a large campfire indicate that it was 
  used recently as a shelter by a border patrol.
  If you wish to search the ruins, turn to Y110.
  If you choose to leave the ruins and continue your quest, 
  turn back to page 48.
  Y40
  Y40:
  You  fly  straight  into  an  ambush.  Deathlord  skyships 
  emerge  from  the  Volcon  Mountains,  their  cannons 
  blazing. Their energy pulses rip into your craft and blast 
  it out of the sky.
  Your life and your quest end here.
  Y41
  Y41:
  You  encounter  a  Deathlord  skyship  above  the  Great 
  Kalkor Plain. In the ensuing battle, you lose 4 ENDURANCE 
  points before shooting it out of the sky.
  Adjust  your  Solo  Sheet  and  return  to  page  192  to 
  continue your quest.
  Y42
  Y42:
  Here lives the Giant of Greymarsh, a benign creature 
  who is friendly to all who come in peace. Silvarion once 
  visited him and gave him a Crystal Ring. He offers the 
  ring to you now if you will stay as his guest for three 
  days. If you accept, mark the ring as a Special Item on 
  your Solo Sheet.
  To resume the quest, turn back to page 43.
  Y43
  Y43:
  The village of Marshpike is famed for its healing herbs. 
  You may restore 5  ENDURANCE points for every Special 
  Item you exchange for a handful of these herbs.
  To continue, turn back to page 156.
  Y44
  Y44:
  You  attempt  a  landing  in  Castle  Rahad  but  the 
  inhabitants  mistake  it  for  an  attack.  Your  skyship  is 
  damaged by their engines of war and you are forced to 
  land on the opposite side of the river at Castle Vela.
  Lose 3 ENDURANCE points and turn to Y51.
  Y45
  Y45:
  In  the  grand  city  port  of  Elephon,  you  learn  that 
  Silvarion was murdered by agents of the Deathlord in the 
  city of Zersis. You may restore 2 ENDURANCE points for 
  every day you stay here in this city.
  To continue your quest, turn to page 113.
  Y46
  Y46:
  This  place  of  worship  has  been  derelict  for  many 
  hundreds of years—there are no clues to be found here.
  Lose one day and turn back to page 205 to continue your 
  quest.
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  Combat Heroes 2: Emerald Enchanter
  Y47
  Y47:
  An old hermit lives high in the mountain here at Eagle 
  Crag Pass. He once met Silvarion many years ago at a 
  tavern in the city of Ashwood.
  To continue your quest, turn back to page 96.
  Y48
  Y48:
  On a rocky slope rising out of the Dragonmist Marshes 
  stands the Altar of the Silver Dragon. Legend says that he 
  who places a treasure upon the altar will have his wish 
  granted.
  If you have a Special Item and wish to place it on the 
  altar, turn to Y113.
  If you choose to leave the altar and continue your quest, 
  turn back to page 126.
  Y49
  Y49:
  This is the site of a holy shrine, where wise men from all 
  over Thorasia come to pray for guidance.
  If you wish to stop here and pray, turn to Y106.
  If you wish to continue your quest, turn back to  page 
  134.
  Y50
  Y50:
  This is the Fortress of the Deathlord.
  If you dare to attempt to enter, turn to Y118.
  If  you  choose to  run away,  continue  your quest  by 
  returning to page 159.
  Y51
  Y51:
  The commander of Castle Vela warns you to be on your 
  guard if you decide to fly north or west. The Deathlord’s 
  troops have been spotted in the Great Kalkor Plain, and 
  the Estalonians are more hostile than usual—they fear 
  that an invasion is imminent.
  Lose one day and return to  page 3  to continue your 
  quest.
  Y52
  Y52:
  The village of Battle Flats belongs to a rich man named 
  Shusta. He demands one Special Item before he will tell 
  you what he knows about Silvarion the Great.
  If you wish to give him a Special Item, adjust your Solo 
  Sheet and turn to Y123.
  If you do not, resume your quest by turning back to 
  page 152.
  Y53
  Y53:
  Bad weather forces you to make an emergency landing 
  here in the Starbane Mountains—lose three days.
  To continue your quest, turn back to page 222.
  Y54
  Y54:
  You are caught in a storm and crash in the Starbane 
  Mountains.
  Your life and your quest end here.
  Y55
  Y55:
  The ruins of this ancient castle have long been deserted. 
  There are no clues to be found here—lose one day.
  To resume your quest, turn back to page 238.
  Y56
  Y56:
  You discover a ranger’s hut in the middle of the forest. 
  The woodman insists that you stay at his home for a meal 
  and conversation.
  Lose one day before continuing your quest. Turn back to 
  page 29.
  Y57
  Y57:
  As you fly over the ruins of this old border fort, you 
  discover that it contains a regiment of the Deathlord’s 
  goblin warriors preparing to march south. You choose 
  not to make a landing.
  To continue your quest, turn back to page 80.
  Y58
  Y58:
  You encounter a flock of Giant Vultures, which attack 
  your craft. You lose 3 ENDURANCE points and are forced 
  to land to repair your damaged skyship—lose three days.
  To resume the quest, turn back to page 67.
  Y59
  Y59:
  The city of Ashwood is in chaos. The goblin hordes of 
  the Deathlord have sealed off all the roads and taken
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  Combat Heroes 2: Emerald Enchanter
  command of the bridge over the River Chol. Patrols of 
  enemy skyships make it impossible to land here—lose 
  one day.
  Continue your quest by turning back to page 178.
  Y60
  Y60:
  The  Druids  of  the  temple  advise  you  to  go  to  the 
  Dragonmist Marshes  and seek the  Altar of the Silver 
  Dragon.
  To continue the quest, turn back to page 226.
  Y61
  Y61:
  This is Castle Defiant, home of Baron Veladorn, one of 
  Estalon’s bravest warlords. He says he knows of someone 
  in the city of Crownguard who can help you in your 
  quest.
  If you wish to accompany the Baron to Crownguard, 
  lose one day and turn to Y122.
  If you do not wish to accept his offer, continue your 
  quest by turning back to page 262.
  Y62
  Y62:
  The heat and dust thrown up by the volcanic eruptions 
  in this desolate region force you to abandon all hope of a 
  safe landing—lose one day.
  To continue, turn back to page 230.
  Y63
  Y63:
  The  sages  of  the  city  of  Korn  are  famous  for  their 
  wisdom and boundless knowledge.
  If you wish to see an audience with them, turn to Y109.
  Continue your quest by turning back to page 126.
  Y64
  Y64:
  A battle is raging in Slatewood. The Deathlord’s troops 
  have captured half the town and hand-to-hand fighting 
  rages along the main street.
  If you wish to land here, turn to Y116.
  If you choose to avoid Slatewood, turn back to page 8 
  and continue the quest.
  Y65
  Y65:
  This  river  fort  is  occupied  by  a  band  of  travelling 
  minstrels. They tell you that Castle Chol, a fortress on 
  the river further south, is suffering from an epidemic of 
  Devil Plague and should be avoided at all costs. They 
  invite you to stay for a meal and give you healing herbs 
  that restore 3 ENDURANCE points.
  To continue, turn back to page 122.
  Y66
  Y66:
  You disturb the keeper of the tower—a gigantic Black 
  Dragon. His fiery breath causes extensive damage to your 
  skyship. Unless you possess Dragon Bones, you lose 3 
  ENDURANCE points and four days while repairing your 
  craft.
  To continue, turn to page 173.
  Y67
  Y67:
  Greymarsh is a dangerous place to land in a skyship. 
  Your craft becomes trapped in the mud and it takes you a 
  week to free it—lose seven days.
  To resume your quest, turn back to page 205.
  Y68
  Y68:
  You discover the wreckage of Silvarion’s skyship. There 
  is no sign of his body, but there is evidence that the craft 
  has already been discovered and searched. The front of 
  the skyship is buried deep in the earth, pointing towards 
  the north.
  To continue, turn back to page 3.
  Y69
  Y69:
  As soon as you set foot in the town of Eagle Crag, you 
  are arrested and thrown in jail. You manage to escape 
  and reach your skyship, but you lose four valuable days.
  To continue, turn back to page 222.
  Y70
  Y70:
  The Temple of Chaos stands in the barren wastes of the 
  Wildreach. The High Priest agrees to an audience and, 
  after hearing your quest, he offers you the choice of the 
  following Special Items: a Wand of Power, some Dragon
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  Combat Heroes 2: Emerald Enchanter
  Bones, or a Brass Key. You may keep only one of these 
  items.
  Make the necessary adjustment to your Solo Sheet and 
  continue your quest by turning back to page 275.
  Y71
  Y71:
  You are in Torsh, the city of your birth. Every time you 
  return to this city you may restore 5 ENDURANCE points 
  for every day that you stay.
  To continue your quest, turn to page 12.
  Y72
  Y72:
  A violent dust storm rages across the wasteland as you 
  bring your skyship to rest. Before you looms a huge 
  pyramid of black stone—it is the Temple of Darkness, a 
  place of worship for the followers of the Deathlord.
  If you wish to enter the temple, turn to Y104.
  If you choose to leave this place and continue the quest, 
  turn back to page 17.
  Y73
  Y73:
  This is the tiny hamlet of Cruehollow, where the sheriff’s 
  wife is reputed to have the power of prophecy.
  If you wish to seek an audience with her, turn to Y111.
  If you decide to leave the village and continue your 
  quest, turn back to page 146.
  Y74
  Y74:
  In the town of Silverfield lives Ilion the Illusionist. He 
  listens avidly to your story and tells you that he knows of 
  someone who can help you in your quest.
  If you wish to go with Ilion to meet this person, turn to 
  Y122.
  If you decide to decline this offer, turn back to page 134 
  and continue your quest.
  Y75
  Y75:
  You seek an audience with Count Rotiart, the lord of 
  Castle Shieldhaven. He will see you only if you make an 
  offering to his chapel of at least one Special Item.
  If you wish to donate a Special Item and speak with the 
  Count, turn to Y108.
  If you do not, turn back to page 71 and continue your 
  quest.
  Y76
  Y76:
  The Shrine of Uldan the Brave marks the place where 
  this fearless warrior-king fell in battle. You enter and 
  search the shrine, and beneath its canopy you discover a 
  Tome of Spells (Special Item).
  If you wish to keep this magic book, record it on your 
  Solo Sheet.
  To leave the shrine and continue the quest, turn back to 
  page 268.
  Y77
  Y77:
  You discover a shrine hidden in the forest. The Druids 
  who  once  lived  here  have  been  massacred  by  the 
  Deathlord’s armies. There are no clues to be found here
  —lose one day.
  To continue, turn back to page 192.
  Y78
  Y78:
  High above the Watchtower of the Southern Plain you 
  encounter your rival—the Scarlet Sorcerer.
  If you wish to resolve this encounter by playing a COMBAT 
  HEROES two-player game, turn to Y105.
  If no opponent is available, resolve the encounter by 
  turning to Y124.
  Y79
  Y79:
  The  city  of  Vardor  is  besieged  by  armies  of  the 
  Deathlord. It is impossible to make a landing here—lose 
  one day.
  To continue the quest, turn back to page 247.
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  Combat Heroes 2: Emerald Enchanter
  Y80
  Y80:
  The people of Ridgedown are hostile to all Arnians. You 
  are attacked immediately and forced to flee for your life
  —lose 2 ENDURANCE points and one day.
  To continue your quest, turn back to page 36.
  Y81
  Y81:
  The fishermen of the village offer you a draught of their 
  special healing brew—restore 2 ENDURANCE points.
  To continue, turn back to page 113.
  Y82
  Y82:
  You encounter a group of elves who have escaped from 
  Ashwood Forest. They tell you that Silvarion was seen 
  flying towards a ruined watchtower to the east of Eagle 
  Crag, shortly after his escape from the Fortress of The 
  Deathlord. The leader of the elves gives you a Pouch of 
  Herbs (Special Item). When eaten, the herbs restore 5 
  ENDURANCE points.  Record  the  pouch  on  your  Solo 
  Sheet but remember to tick it off when you use the 
  herbs. 
  To continue, turn back to page 140.
  Y83
  Y83:
  This is the town of Oakfurrow. Here you learn from an 
  old magician that Silvarion the Great was born in the city 
  of Zersis.
  To continue your quest, turn back to page 146.
  Y84
  Y84:
  You discover the entrance to an old mine shaft, which is 
  now the home of a fierce Cave Troll. As you enter it 
  pounces on you, causing 4 ENDURANCE points’ worth of 
  wounds before you render it unconscious with a sleep 
  spell. A search shows the mine to be empty of clues.
  To continue the quest, turn back to page 108.
  Y85
  Y85:
  Castle Black, the forest stronghold of Lord Rondell of 
  Ashwood, has been razed to the ground by the might of 
  the Deathlord’s armies. There are no clues to be found in
  the smouldering ashes of this castle.
  To continue, turn back to page 33.
  Y86
  Y86:
  The town of Blackriver is plagued by a swarm of soldier 
  ants. You use your magic to rid the villagers of these 
  pests and in return they promise to help you as best they 
  can. You learn that Silvarion was born in the city of 
  Zersis and his brother still lives there.
  To continue the quest, turn back to page 116.
  Y87
  Y87:
  The Sacred Shrine of Ashwood has been destroyed by 
  the Deathlord’s armies. There are no clues to be found 
  here.
  To continue, turn back to page 71.
  Y88
  Y88:
  This is the Holy Ground of Thark, an ancient Druidic 
  place of worship. Here you discover the remnants of an 
  army encampment. You find the remains of a parchment 
  in the ashes of a fire. The words yield an important clue:
  . . . the wizard went to Greymarsh . . . find what 
  was stolen . . . your life if you fail . . .
  To continue the quest, turn back to page 129.
  Y89
  Y89:
  This is the hamlet of Flatfield. All that remains of this 
  tiny village are the soot-blackened ruins of shops and 
  cottages. The Deathlord’s armies have lain all to waste 
  and the place is now deserted.
  If you wish to search the ruins, turn to Y101.
  If wish to continue your quest, turn back to page 83.
  Y90
  Y90:
  Here, at the site of an ancient temple, you encounter a 
  gang of bandits. You defeat them but lose 3 ENDURANCE 
  points in the battle.
  To continue the quest, turn back to page 233.
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  Combat Heroes 2: Emerald Enchanter
  Y91
  Y91:
  You enter the city port of Belezar and seek an audience 
  with  the  High  Wizard  of  the  City  Guild.  After 
  considering your request for a week, your application is 
  turned down because you are an Arnian.
  Lose seven days and turn back to page 36.
  Y92
  Y92:
  You encounter a group of monks praying at a small 
  shrine. They are from Kalkor and have been driven out 
  of their monastery by soldiers of the Deathlord. They 
  will tell you all they know of Silvarion in exchange for 
  one Special Item.
  If you wish to agree to their terms, turn to Y102.
  If you choose to bid them farewell and continue on your 
  way, turn to page 222.
  Y93
  Y93:
  Close to a bend in the Blackbark River is a circle of 
  standing stones. At their centre stands a small granite 
  tomb known as the Temple of the Sun Druids. On the 
  ground in front of the tomb you find a Brass Key (Special 
  Item).
  If you wish to keep this Special Item, adjust your Solo 
  Sheet before turning back to  page 242  and continuing 
  the quest.
  Y94
  Y94:
  The inhabitants of Spiderton know nothing of Silvarion 
  the Great: lose one day.
  Continue the quest by turning back to page 51.
  Y95
  Y95:
  As you land in the city square of Ludos you recall the 
  years spent here as a student of Silvarion the Great. You 
  revisit the Guildhall Arcania, the place where you learnt 
  your magic skills, but now it lies empty and abandoned. 
  In  Silvarion’s  study  you  find  a hastily  scribbled  note 
  hidden behind his books of spells. It says simply, ‘Red 
  Wolf  Forest’.  The  populace  speak  nervously  of  the 
  Deathlord’s armies that occupy the Ashwood Forest and
  have attacked the town of Slatewood. For every day you 
  spend here at Ludos you may restore 3 ENDURANCE points.
  To continue the quest, turn back to page 8.
  Y96
  Y96:
  This is the Shrine of Lunor the Healer. If you choose to 
  worship at this place for one day you may restore 2 
  ENDURANCE points.
  To continue the quest, turn back to page 178.
  Y97
  Y97:
  You land your skyship at a clearing in the trees, where 
  the elven temple of Lilarion once stood. Some human 
  soldiers have made a campsite at the centre of the moors.
  If you wish to question them, turn to Y128.
  If you choose to leave this place and continue the quest, 
  turn back to page 108.
  Y98
  Y98:
  The city of Crownguard is the home of your rival—the 
  Scarlet Sorcerer. You can expect no help here—lose one 
  day.
  To continue, turn back to page 226.
  Y99
  Y99:
  The town is full of soldiers preparing to march west. The 
  city of Vardor is under threat by armies of the Deathlord, 
  and the soldiers are on their way to the border to prevent 
  an invasion.
  If you wish to question the soldiers, turn to Y107.
  If you wish to continue on your quest, turn back to page 
  222.
  Y100
  Y100: You are intercepted by a patrol of Deathlord skyfighters 
  as you approach  the  castle  at Blizzard Pass.  You are 
  wounded, your skyship is damaged and you are forced to 
  make a crash landing. Lose 5 ENDURANCE points and four 
  days in which you make good your repairs.
  To continue, turn back to page 140.
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  Combat Heroes 2: Emerald Enchanter
  Y101
  Y101: You discover an old man hiding in the cellar of a burnt-
  out tavern. He says his name is Kasa and he fears that he 
  is  the  sole  survivor  of  the  attack  that  destroyed  his 
  village.
  If you have a Special Item and wish to give it to him, 
  turn to Y115.
  If you wish to leave the cellar and continue your quest, 
  turn back to page 83.
  Y102
  Y102: You  learn  that  Silvarion  was  seen  emerging  from  a 
  hidden tomb at the heart of the Red Wolf Forest two 
  days after his escape from the Fortress of the Deathlord.
  To continue your quest, turn back to page 222.
  Y103
  Y103: As the key enters the lock, a massive charge of energy 
  engulfs your entire body. You scream in agony as the 
  powerful force lifts you from the floor and dashes you 
  against the far wall—lose 6 ENDURANCE points.
  If you are still alive, continue the quest by returning to 
  page 48.
  Y104
  Y104: As soon as you step from your skyship, a dozen figures 
  cloaked in black emerge from the storm and attack you. 
  In  the  ensuing  battle,  you  lose  6  ENDURANCE points 
  before you are able to climb back into your craft and 
  escape.
  To continue, turn back to page 17.
  Y105
  Y105: To  resolve  your  encounter,  play one  game  of  two-
  player  COMBAT HEROES. You  begin with your current 
  ENDURANCE score and all ENDURANCE point losses that you 
  sustain count against you in the current solo game. If 
  you escape from combat, you lose one day. If you are 
  shot down, you are dead and the game is over.
  When you have finished your two-player game, turn 
  back to page 43 to continue your solo quest.
  Y106
  Y106: The images of a ruined watchtower and a platinum key 
  form  slowly  in  your  mind’s  eye  as  you  finish  your 
  prayers.
  To continue, you must turn back to page 134.
  Y107
  Y107: You question the soldiers about Silvarion the Great, but 
  learn nothing that you did not already know—lose one 
  day.
  To continue, turn back to page 222.
  Y108
  Y108: The Count tells you that Silvarion hid the Deathlord’s 
  Crystal in the ruins of a watchtower a few miles to the 
  north.
  To continue the quest, turn back to page 71.
  Y109
  Y109: Three  days  pass  before  you  are  invited  before  the 
  Council of Sages. They listen to your request and advise 
  you to journey south to the Altar of the Silver Dragon.
  If you wish to take their advice, turn to Y48.
  If you wish to continue your quest, turn back to page 
  126.
  Y110
  Y110: A spiral stone staircase leads down to a chamber located 
  far below the surface. Set into the roughhewn wall is a 
  steel portal that gleams as if it were new. It is smooth 
  and featureless save for a keyhole.
  If you have a Brass Key and wish to use it, turn to Y103.
  If you have a Platinum Key and wish to use it, turn to 
  Y120.
  If you decide to leave the chamber and continue your 
  quest, turn back to page 48.
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  Combat Heroes 2: Emerald Enchanter
  Y111
  Y111: The  sheriff’s  wife  senses  that  the  Deathlord’s  Power 
  Crystal is hidden somewhere in the land of Kalkor.
  To continue the quest, turn to page 146.
  Y112
  Y112: He advises you to go to the Dragonmist Marshes and 
  search for the Altar of the Silver Dragon.
  To continue the quest, turn back to page 165.
  Y113
  Y113: The object slowly fades and disappears from the altar. 
  You voice your wish, asking for the location  of the 
  Deathlord’s Power Crystal to be made known to you. 
  Three images form upon the altar: a priestess, a ruined 
  watchtower and a platinum key.
  To continue the quest, turn back to page 126.
  Y114
  Y114: Hidden  among  the  bones  that  litter  the  tomb,  you 
  discover a small stone sphere. The instant you touch its 
  milky-white surface it shimmers and becomes as clear as 
  glass. At its core you see the image of a woman dressed in 
  the  robes  of  a  High  Priestess.  She  is  standing  on  a 
  windswept mountain ledge and spread out below her is a 
  vast grey marshland fed by a mighty river. Gradually the 
  image fades and in its place the following verse appears:
  Find Lorianna the Prophetess,
  She is pledged to aid your quest.
  If you wish to keep the Orb of Visions, mark it on your 
  Solo Sheet as a Special Item.
  To leave the tomb and continue, turn back to page 8.
  Y115
  Y115: His eyes light up when you offer him the gift of a Special 
  Item. He tells you that he was once a friend of Silvarion, 
  and the great wizard visited him only recently during his 
  escape from the Deathlord’s fortress, Silvarion hid a clue 
  to  the  location  of  the  Power  Crystal  in  a  tomb
  beneath the Red Wolf Forest. He suggests that you go 
  there as quickly as possible.
  To continue, turn back to page 83.
  Y116
  Y116: The hard-pressed town militia cheer your arrival as the 
  sight of your skyship throws the enemy into confusion. 
  The citizens inform you that Silvarion is rumoured to 
  have been murdered at the city of Zersis.
  To continue, turn back to page 8.
  Y117
  Y117: He tells you that Silvarion was killed at the Temple of 
  Darkness in the wastelands to the north of the city of 
  Lemnos.
  To continue, turn back to page 108.
  Y118
  Y118: Only the uncommonly brave or foolhardy would dare to 
  enter here. Your presence is detected within minutes of 
  your  arrival  and  you  are  swiftly  captured  and  taken 
  before the Deathlord himself for interrogation. You do 
  not survive the experience!
  Your life and your quest end here.
  Y119
  Y119: In the taproom of the tavern, you discover a painting of 
  the  Skymaster,  the first skyship created by Silvarion the 
  Great.  It  depicts  the  craft  flying  over  the  city  of 
  Ashwood.
  To continue the quest, turn to page 213.
  Y120
  Y120: The Platinum Key fits. You twist it and the great steel 
  door glides silently open.
  Turn to page 220.
  Y121
  Y121: You  learn  that  Silvarion’s  closest  friend  lives  in  the 
  hamlet of Flatfield to the northwest of the city of Zersis.
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  Combat Heroes 2: Emerald Enchanter
  If Silvarion revealed his plans to anyone, it would be his 
  old friend Kasa.
  Lose one day and turn back to page 186.
  Y122
  Y122: You have been tricked. The man takes you to your rival 
  the Scarlet Sorcerer—who imprisons you in a magical 
  sphere. He is now free to search for the Deathlord’s 
  Power  Crystal,  while  you  contemplate  your  fate  in 
  solitary confinement.
  Your quest ends here.
  Y123
  Y123: He tells you that Silvarion was seen in the Greymarsh 
  Mountains a week before his death.
  To continue your quest, turn back to page 152.
  Y124
  Y124: A desperate aerial  battle ensues in which you lose 4 
  ENDURANCE points before losing sight of your opponent.
  Adjust your  Solo Sheet and turn back to  page 43  to 
  continue your quest.
  Y125
  Y125: The old hermit tells you that Silvarion often visited a 
  friend of his called Kasa, who lives in a hamlet called 
  Flatfield in the middle of the Great Kalkor Plain.
  To continue the quest, turn back to page 51.
  Y126
  Y126: She takes the Orb and in exchange  she gives you a 
  Platinum Key (Special Item). ‘Silvarion instructed me to 
  give this key to the bearer of the Orb of Visions,’ she 
  says. ‘It will open the portal of a chamber where the 
  Deathlord’s Power Crystal is hidden. The chamber lies 
  deep below the ruins of a watchtower in the hills south-
  east of Eagle Crag.’
  You thank the Prophetess and bid her farewell.
  To continue your quest, turn back to page 205.
   
  Y127
  Y127: The guildsmen inform you that Silvarion was seen less 
  than a month ago in the mountains west of Greymarsh. 
  You must spend one day here at Rushberry before you 
  can continue your quest.
  Turn to page 12.
  Y128
  Y128: Without warning, the soldiers grab their weapons and 
  attack.  They  are  mercenaries  in  the  service  of  the 
  Deathlord. You defeat them with your magical skills but 
  your are wounded by an arrow, a parting shot, as they 
  melt away into the forest—lose 4 ENDURANCE points.
  One of the soldiers drops a Brass Key. If you wish to 
  keep this, mark it on your Solo Sheet as a Special Item.
  To continue the quest, turn back to page 108.
  170
  
  Combat Heroes 2: Emerald Enchanter
  -----------------------------------------------------------
  CRITICAL HIT CHART
  -----------------------------------------------------------
  FRONT
  Critical 
  Hit 
  Number
  Effect of Critical Hit on Opponent
  2
  Scarlet Sorcerer Wounded—Lose 8 
  ENDURANCE points.
  3
  Instrument damage—No firing or change 
  of speed for 3 game rounds.
  4
  Power Surge—Overload; Boost moves only 
  for 3 game rounds.
  5
  Energy Cannon Damaged—No firing at 
  medium or long ranges for rest of game.
  6
  Energy Drain—No firing or Boost moves 
  for 5 game rounds.
  7
  Screen Shatters—No Boost or Cruise moves 
  for rest of game.
  8
  Scarlet Sorcerer Killed—Game over.
  9
  Smoke in Cockpit—Scarlet Sorcerer loses 3 
  ENDURANCE points; no turns or half-loops for 3 
  game rounds.
  10
  Energy cannon Destroyed—No firing for 
  rest of game.
  ------------------------------------------------------------
  CRITICAL HIT CHART
  ------------------------------------------------------------
  SIDE
  Critical 
  Hit 
  Number
  Effect of Critical Hit on Opponent
  2
  Energy Crystals Damaged—No Boost 
  moves for rest of game.
  3
  Wing Controls Damaged—No right or left 
  turns for 10 game rounds.
  4
  Hull on Fire—Skyship will explode unless an 
  escape is made within 10 game rounds.
  5
  Wing Damage—No half-loops for rest of 
  game.
  6
  Scarlet Sorcerer Stunned—Lose 5 COMBAT 
  SKILL points for 5 game rounds.
  7
  Hull Splits in Two—Skyship destroyed, 
  game over.
  8
  Wing on Fire—Must Boost for 3 game 
  rounds to extinguish the flames, or skyship 
  explodes.
  9
  Split in Fuselage—No Boost moves for rest 
  of game.
  10
  Hull Fracture—No Boost moves for rest of 
  game.
  171
  
  Combat Heroes 2: Emerald Enchanter
  -----------------------------------------------------------
  CRITICAL HIT CHART
  -----------------------------------------------------------
  REAR
  Critical 
  Hit 
  Number
  Effect of Critical Hit on Opponent
  2
  Propulsion Unit Damaged—No Boost 
  moves for rest of game.
  3
  Rudder Jammed—Continue in present 
  direction (left/straight/right) for 3 game 
  rounds.
  4
  Tail Fire—Lose 5 damage boxes from rear.
  5
  Rudder Destroyed—Continue in present 
  direction (left/straight/right) for rest of game.
  6
  Tail Blown Off—Skyship crashes; game 
  over.
  7
  Energy Crystals Cracked—No Boost or 
  Cruise moves for rest of game.
  8
  Shattered cables—No turns for rest of game.
  9
  Rudder Obstruction—No bank-overs for 
  rest of game.
  10
  Perforated Tail Fin—No Boost turns for 
  rest of game.
  FIRING GRID
  COMBAT SKILL of Firer
  5 
  or 
  less
  6 
  to 
  10
  11 
  to 
  14
  15 
  to 
  17
  18 
  to 
  20
  21 
  to 
  23
  24 
  to 
  26
  27 
  to 
  29
  30 
  to 
  35
  36 
  to 
  39
  40 
  +
  Firing Number
  2
  M
  M
  M
  2
  M
  *
  M
  2
  M
  2
  *
  3
  1
  2
  *
  M
  2
  3
  1
  1
  *
  2
  M
  4
  M
  M
  3
  1
  2
  2
  *
  M
  M
  3
  2
  5
  2
  M
  M
  M
  M
  1
  1
  *
  3
  *
  1
  6
  M
  2
  2
  *
  1
  M
  3
  2
  1
  1
  4
  7
  1
  M
  2
  M
  M
  *
  2
  2
  2
  *
  3
  8
  *
  2
  M
  3
  M
  3
  1
  1
  *
  3
  *
  9
  M
  1
  1
  1
  3
  2
  2
  M
  3
  4
  2
  10
  2
  M
  M
  2
  2
  M
  2
  2
  1
  2
  1
  11
  M
  2
  2
  *
  1
  1
  3
  *
  1
  1
  *
  12
  M
  M
  2
  2
  *
  1
  *
  3
  2
  2
  4
  13
  M
  1
  M
  M
  1
  M
  M
  3
  1
  M
  3
  14
  1
  M
  1
  1
  M
  *
  1
  M
  3
  *
  1
  15
  M
  2
  M
  M
  3
  M
  2
  *
  M
  2
  4
  16
  1
  *
  2
  2
  M
  M
  M
  3
  *
  M
  2
  17
  M
  1
  M
  M
  *
  1
  3
  2
  3
  1
  *
  18
  2
  M
  *
  1
  *
  M
  2
  M
  2
  *
  1
  19
  M
  M
  1
  2
  M
  2
  M
  1
  3
  1
  2
  20
  2
  2
  M
  M
  3
  3
  *
  2
  2
  2
  3
  Shot Modifiers
  CLOSE RANGE:............................................... Move two columns to the right.
  LONG RANGE:.................................................. Move two columns to the left.
  ENDURANCE below 20:...................................... Move one column to the left.
  ENDURANCE below 10:.................................... Move two columns to the left.
  M = MISS
  * = CRITICAL HIT
  172
  
  Combat Heroes 2: Emerald Enchanter
  Combat Log
  COMBAT LOG
  COMBAT
  ENDURANCE
     SKILL
  DAMAGE RECORD
  (own skyship)
  SIDE
  REAR
  FRONT
  DAMAGE RECORD
  (Enemy skyship)
  FRONT
  SIDE
  REAR
  Emerald Enchanter contains two separate action-packed 
  adventures. One you play by yourself, the other you play 
  with a copy of the twin book, Scarlet Sorcerer, and a 
  friend.
  Solo adventure
  You need: Emerald Enchanter only
  You are the Emerald Enchanter, star pupil of the mighty 
  wizard Silvarion. You helped your master steal the evil 
  Deathlord’s most treasured possession—his Power Crystal. 
  Unluckily, the theft was discovered almost immediately and 
  your master murdered by Deathlord assassins. So where is 
  the Power Crystal now? Can you unravel the cryptic clues 
  left by your wizard master and reach the precious stone 
  before the cruel Deathlord?
  Dual adventure
  You need:
  Emerald Enchanter
  Scarlet Sorcerer
  and a friend!
  High above the grasslands and plains of Thorasia, you 
  desperately battle against your arch-rival—the Scarlet 
  Sorcerer—for he too seeks the Power Crystal. Skilfully 
  manoeuvring your magical skyship, you strive to shoot him 
  down. But the Scarlet Sorcerer is a wily assailant and 
  you’ll need every ounce of your strength to defeat him.
  173
  
  Combat Heroes 2: Emerald Enchanter
  Errata
  Introduction: Replaced ‘board and’ with ‘board, and’.
  Silvarion and the Deathlord: Replaced ‘warrior kings’ with 
  ‘warrior-kings’, ‘new-found’ with ‘newfound’, and ‘co-
  operate’ with ‘cooperate’.
  Solo Game Rules: Italicised rhyme. Replaced ‘Endurance’ with 
  ‘ENDURANCE’, ‘circle some’ with ‘circle, some’, ‘lost from’ 
  with ‘lost in moving from’, ‘villages and’ with ‘villages, 
  and’, Special Information entries’ with ‘Special Information 
  Entries’, and three instances of ‘picture-view’ with ‘page-
  view’.
  The Two-player game: Replaced ‘TWO PLAYER’ with 
  ‘TWO-PLAYER’, ‘page 346’ with ‘page 173’, ‘Combat 
  Skill’ with ‘COMBAT SKILL’, ‘Endurance’ with 
  ‘ENDURANCE’, five instances of ‘fusilage’ with ‘fuselage’, 
  three instances of ‘100 and 200’ with ‘100, and 200’, 
  ‘relation to to the’ with ‘relation to the’, ‘Half loop’ with 
  ‘Half-loop’, ‘‘firing’’ with ‘‘Firing’’, added ‘If both players 
  have an On Target picture-view, firing occurs 
  simultaneously.’ to point 3 of the Actions list, replaced 
  ‘action 2 of a game round’ with ‘action 3 of a game round’, 
  ‘page 345’ with ‘page 172’, ‘Hit proceed’ with ‘Hit, 
  proceed’, ‘pages 342, 343 and 344’ with ‘pages 171 and 
  172’, ‘FRONT, REAR and SIDE’ with ‘FRONT, SIDE, and REAR’, 
  ‘FRONT, REAR or SIDE’ with ‘FRONT, SIDE, or REAR’, ‘page one’ 
  with ‘page 1’, ‘ie’ with ‘i.e.’, ‘choses’ with ‘chooses’, 
  ‘Damage boxes’ with ‘damage boxes’, added ‘If only one 
  player’s MID-ACTION page shows out of sight, the other 
  player’s MID-ACTION page will give the correct END-ACTION 
  page for both players.’, replaced ‘Combat Heroes’ with 
  ‘COMBAT HEROES’, and ‘Combat Skill’ with ‘COMBAT SKILL’.
  Section 220: Replaced ‘_’ with ‘—’, ‘The’ with ‘the’, 
  ‘Dominion’ with ‘dominion’, and ‘Yours’ with ‘yours’.
  Section Y12: Replaced ‘blessed shrine’ with ‘Blessed Shrine’.
  Section Y13: Replaced ‘espcially’ with ‘especially’, and 
  ‘pitchforks!—lose’ with ‘pitchforks! Lose’.
  Section Y15: Replaced ‘prohetess’ with ‘prophetess’.
  Section Y38: Replaced ‘wolfriders’ with ‘wolf-riders’.
  Section Y42: Replaced ‘giant’ with ‘Giant’.
  Section Y76: Replaced ‘shrine’ with ‘Shrine’.
  Section Y78: Replaced ‘COMBAT HEROES’ with ‘COMBAT 
  HEROES’.
  Section Y82: Replaced ‘Ashwood forest’ with ‘Ashwood 
  Forest’.
  Section Y84: Replaced ‘4 ENDURANCE points worth of damage’ 
  with ‘4 ENDURANCE points’ worth of damage’.
  Section Y87: Replaced ‘sacred shrine’ with ‘Sacred Shrine’.
  Section Y88: Italicised message.
  Section Y89: Replaced ‘laid’ with ‘lain’.
  Section Y93: Replaced ‘Blackbark river’ with ‘Blackbark River’.
  Section Y95: replaced ‘Ashwood forest’ with ‘Ashwood Forest’.
  Section Y96: Replaced ‘shrine’ with ‘Shrine’.
  Section Y105: Replaced ‘COMBAT HEROES’ with ‘COMBAT 
  HEROES’.
  Section Y113: Replaced ‘disapperas’ with ‘disappears’.
  Section Y114: Italicised rhyme.
  Section Y118: Replaced ‘foolhardly’ with ‘foolhardy’.
  Section Y120: Replaced ‘platinum key’ with ‘Platinum Key’.
  Section Y121: Replaced ‘north-west’ with ‘northwest’.
  Critical Hit Chart—Side: replaced ‘COMBAT SKILLL’ with 
  ‘COMBAT SKILL’ and ‘fusilage’ with ‘fuselage’.
  Critical Hit Chart—Rear: Replaced ‘continue present’ with 
  ‘continue in present’, and ‘high-speed turns’ with ‘Boost 
  turns’.
  Firing Grid: Replaced ‘Combat Skill’ with ‘COMBAT SKILL’.
  Combat Log: Replaced both instances of ‘Skyship’ with 
  ‘skyship’
  174
  
  Combat Heroes 2: Emerald Enchanter
  Project Aon User 
  License
  30 June 2006 
  0. Preamble
  Joe Dever, author of the Lone Wolf game books, and Ian Page, author of 
  the World of Lone Wolf books are providing certain of their works for 
  free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary 
  Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, 
  Peter Lyon, Peter Parr, Graham Round, and Brian Williams are similarly 
  offering the illustrations that they did for these books. This license is 
  intended to protect the rights of the authors and the illustrators, grant 
  rights to their readers, and preserve the quality of the books distributed in 
  this way. 
  By viewing or downloading the books or the illustrations, you agree to 
  refrain from redistributing them in any format for any reason. This is 
  intended to protect readers from getting poor quality, unofficial versions 
  or from being asked for payment in exchange for the books by someone 
  who is redistributing them unofficially. 
  Anyone who wishes to simply view or download the Internet Editions 
  for their own personal use need not worry about running afoul of the 
  terms of this License. These activities are within acceptable behaviour as 
  defined by this License. 
  This section does not contain the legally binding terms of this license. 
  Please read the precise terms and conditions of this license that follow. 
  The current version of this license can be found at the following URL: 
  http://www.projectaon.org/en/Main/License/ 
  1. Definitions
  1.0
  ‘License’ shall hereafter refer to this document. 
  1.1
  ‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, 
  copyright holders for the literary works covered by this license. Where 
  Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be 
  referred to by name. 
  1.2
  ‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of 
  portions of The Magnamund Companion; Paul Bonner, holder of the 
  copyrights for the illustrations of the World of Lone Wolf books; Gary 
  Chalk, holder of the copyrights for the illustrations of Lone Wolf books 
  one through eight counted inclusively, holder of the copyrights of 
  portions of The Magnamund Companion, and holder of the copyrights for 
  The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the 
  copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; 
  Richard Hook, copyright holder of portions of The Magnamund 
  Companion; Peter Andrew Jones, copyright holder of the illustrations used 
  in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder 
  of portions of The Skull of Agarash; Peter Lyon, copyright holder of 
  portions of The Magnamund Companion; Peter Parr, copyright holder of 
  the illustrations of Black Baron and White Warlord, Emerald Enchanter and 
  Scarlet Sorcerer; Graham Round, copyright holder of portions of The 
  Magnamund Companion; and Brian Williams, holder of the copyrights for 
  the illustrations of Lone Wolf books nine through twenty-eight counted 
  inclusively with the exception of the illustrations for book twenty-one, 
  The Voyage of the Moonstone, holder of the copyrights of portions of The 
  Skull of Agarash, and holder of the copyrights for the illustrations of books 
  two through four, counted inclusively, of the Freeway Warrior series. 
  Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter 
  Andrew Jones, Cyril Julien, Peter Lyon, Peter Parr, Graham Round, or 
  Brian Williams is mentioned singly, they will be referred to by name. 
  1.3
  ‘Internet’ shall hereafter refer to any means of transferring information 
  electronically between two or more ‘Licensees’. (The term ‘Licensee’ is 
  defined in Section 1.5 of the License) 
  1.4
  ‘Internet Editions’ shall hereafter refer to the document or documents, 
  any parts thereof or derivative works thereof (including translations) made 
  available to the public under the terms of this License via the Internet. 
  The term ‘Internet Editions’ is limited to the electronic transcription of 
  certain text and illustrations by the Authors and Illustrators respectively as 
  listed hereafter. 
  The following are the works written by Joe Dever which are being 
  offered under the terms of this license: 
  •
  Flight from the Dark;
  © 1984 Joe Dever and Gary Chalk. 
  •
  Fire on the Water;
  © 1984 Joe Dever and Gary Chalk. 
  •
  The Caverns of Kalte;
  © 1984 Joe Dever and Gary Chalk. 
  •
  The Chasm of Doom;
  © 1985 Joe Dever and Gary Chalk. 
  •
  Shadow on the Sand;
  © 1985 Joe Dever and Gary Chalk. 
  •
  The Kingdoms of Terror;
  © 1985 Joe Dever and Gary Chalk. 
  •
  Castle Death;
  © 1986 Joe Dever and Gary Chalk. 
  •
  The Jungle of Horrors;
  © 1987 Joe Dever and Gary Chalk. 
  •
  The Cauldron of Fear;
  © 1987 Joe Dever. 
  •
  The Dungeons of Torgar;
  © 1987 Joe Dever. 
  •
  The Prisoners of Time;
  © 1987 Joe Dever. 
  •
  The Masters of Darkness;
  © 1988 Joe Dever. 
  •
  The Plague Lords of Ruel;
  © 1990, 1992 Joe Dever. 
  •
  The Captives of Kaag;
  © 1991 Joe Dever. 
  •
  The Darke Crusade;
  © 1991, 1993 Joe Dever. 
  •
  The Legacy of Vashna;
  © 1991, 1993 Joe Dever. 
  •
  The Deathlord of Ixia;
  © 1992, 1994 Joe Dever. 
  •
  Dawn of the Dragons;
  © 1992 Joe Dever. 
  •
  Wolf’s Bane;
  © 1993, 1995 Joe Dever. 
  •
  The Curse of Naar;
  © 1993, 1996 Joe Dever. 
  •
  Voyage of the Moonstone;
  © 1994 Joe Dever. 
  •
  The Buccaneers of Shadaki;
  © 1994 Joe Dever. 
  •
  Mydnight’s Hero;
  © 1995 Joe Dever. 
  •
  Rune War;
  © 1995 Joe Dever. 
  •
  Trail of the Wolf;
  © 1997 Joe Dever. 
  •
  The Fall of Blood Mountain;
  © 1997 Joe Dever. 
  •
  Vampirium;
  © 1998 Joe Dever. 
  •
  The Hunger of Sejanoz;
  © 1998 Joe Dever. 
  •
  The Magnamund Companion;
  © 1986 Joe Dever. 
  •
  Freeway Warrior 1: Highway Holocaust;
  © 1988 Joe Dever. 
  •
  Freeway Warrior 2: Slaughter Mountain Run;
  © 1988 Joe Dever. 
  •
  Freeway Warrior 3: The Omega Zone;
  © 1989 Joe Dever. 
  •
  Freeway Warrior 4: California Countdown;
  © 1989 Joe Dever. 
  •
  Black Baron;
  © 1986 Joe Dever. 
  •
  White Warlord;
  © 1986 Joe Dever. 
  •
  Emerald Enchanter;
  © 1986 Joe Dever. 
  •
  Scarlet Sorcerer;
  © 1986 Joe Dever. 
  The following are the works written by Ian Page which are being offered 
  under the terms of this license: 
  •
  Grey Star the Wizard;
  © 1985 Ian Page. 
  •
  The Forbidden City;
  © 1986 Ian Page. 
  •
  Beyond the Nightmare Gate;
  © 1986 Ian Page. 
  •
  War of the Wizards;
  © 1986 Ian Page. 
  The illustrations created by Rob Adams for the following book are part of 
  the illustrations being offered under the terms of this License: 
  •
  The Magnamund Companion;
  Some illustrations © 1986 Rob Adams. 
  The illustrations created by Paul Bonner for the following books are part 
  of the illustrations being offered under the terms of this License: 
  •
  Grey Star the Wizard;
  Illustrations © 1985 Paul Bonner. 
  •
  The Forbidden City;
  Illustrations © 1986 Paul Bonner. 
  •
  Beyond the Nightmare Gate;
  Illustrations © 1986 Paul Bonner. 
  •
  War of the Wizards;
  Illustrations © 1986 Paul Bonner. 
  The illustrations created by Gary Chalk for the following books are part 
  of the illustrations being offered under the terms of this License: 
  •
  Flight from the Dark;
  Illustrations © 1984 Joe Dever and Gary Chalk. 
  •
  Fire on the Water;
  Illustrations © 1984 Joe Dever and Gary Chalk. 
  •
  The Caverns of Kalte;
  Illustrations © 1984 Joe Dever and Gary Chalk. 
  •
  The Chasm of Doom;
  Illustrations © 1985 Joe Dever and Gary Chalk. 
  •
  Shadow on the Sand;
  Illustrations © 1985 Joe Dever and Gary Chalk. 
  •
  The Kingdoms of Terror;
  Illustrations © 1985 Joe Dever and Gary Chalk. 
  •
  Castle Death;
  Illustrations © 1986 Joe Dever and Gary Chalk. 
  •
  The Jungle of Horrors;
  Illustrations © 1987 Joe Dever and Gary Chalk. 
  •
  The Magnamund Companion;
  Some illustrations © 1986 Gary Chalk. 
  •
  The Lone Wolf Poster Painting Book;
  © 1987 Gary Chalk. 
  The text written by Gary Chalk for the following book is being offered 
  under the terms of this License: 
  •
  The Lone Wolf Poster Painting Book;
  © 1986 Gary Chalk. 
  The illustrations created by Melvyn Grant for the following book are part 
  of the illustrations being offered under the terms of this License: 
  •
  Freeway Warrior 1: Highway Holocaust;
  Illustrations © 1988 Melvyn Grant. 
  The illustrations created by Richard Hook for the following book are part 
  of the illustrations being offered under the terms of this License: 
  •
  The Magnamund Companion;
  Some illustrations © 1986 Richard Hook. 
  175
  
  Combat Heroes 2: Emerald Enchanter
  The illustrations created by Peter Andrew Jones for the following book 
  are part of the illustrations being offered under the terms of this License: 
  •
  Lone Wolf 10th Anniversary Calendar;
  Illustrations © 1994 Peter Andrew Jones. 
  The illustrations created by Cyril Julien for the following book are part of 
  the illustrations being offered under the terms of this License: 
  •
  The Skull of Agarash;
  Some illustrations © 1994 Cyril Julien. 
  The illustrations created by Peter Lyon for the following book are part of 
  the illustrations being offered under the terms of this License: 
  •
  The Magnamund Companion;
  Some illustrations © 1986 Peter Lyon. 
  The illustrations created by Peter Parr for the following books are part of 
  the illustrations being offered under the terms of this License: 
  •
  Black Baron;
  Illustrations © 1986 Peter Parr. 
  •
  White Warlord;
  Illustrations © 1986 Peter Parr. 
  •
  Emerald Enchanter;
  Illustrations © 1986 Peter Parr. 
  •
  Scarlet Sorcerer;
  Illustrations © 1986 Peter Parr. 
  The illustrations created by Graham Round for the following book are 
  part of the illustrations being offered under the terms of this License: 
  •
  The Magnamund Companion;
  Some illustrations © 1986 Graham Round. 
  The illustrations created by Brian Williams for the following books are 
  part of the illustrations being offered under the terms of this License: 
  •
  The Cauldron of Fear;
  Illustrations © 1987 Brian Williams. 
  •
  The Dungeons of Torgar;
  Illustrations © 1987 Brian Williams. 
  •
  The Prisoners of Time;
  Illustrations © 1987 Brian Williams. 
  •
  The Masters of Darkness;
  Illustrations © 1988 Brian Williams. 
  •
  The Plague Lords of Ruel;
  Illustrations © 1990, 1992 Brian Williams. 
  •
  The Captives of Kaag;
  Illustrations © 1990, 1992 Brian Williams. 
  •
  The Darke Crusade;
  Illustrations © 1991, 1993 Brian Williams. 
  •
  The Legacy of Vashna;
  Illustrations © 1991, 1993 Brian Williams. 
  •
  The Deathlord of Ixia;
  Illustrations © 1992 Brian Williams. 
  •
  Dawn of the Dragons;
  Illustrations © 1992 Brian Williams. 
  •
  Wolf’s Bane;
  Illustrations © 1993 Brian Williams. 
  •
  The Curse of Naar;
  Illustrations © 1993 Brian Williams. 
  •
  The Buccaneers of Shadaki;
  Illustrations © 1994 Brian Williams. 
  •
  Mydnight’s Hero;
  Illustrations © 1995 Brian Williams. 
  •
  Rune War;
  Illustrations © 1995 Brian Williams. 
  •
  Trail of the Wolf;
  Illustrations © 1997 Brian Williams. 
  •
  The Fall of Blood Mountain;
  Illustrations © 1997 Brian Williams. 
  •
  Vampirium;
  Illustrations © 1998 Brian Williams. 
  •
  The Hunger of Sejanoz;
  Illustrations © 1998 Brian Williams. 
  •
  The Skull of Agarash;
  Some illustrations © 1994 Brian Williams. 
  •
  Freeway Warrior: Slaughter Mountain Run;
  Illustrations © 1988 Brian Williams. 
  •
  Freeway Warrior: The Omega Zone;
  Illustrations © 1989 Brian Williams. 
  •
  Freeway Warrior: California Countdown;
  Illustrations © 1989 Brian Williams. 
  The works distributed under the collective title Lone Wolf Club 
  Newsletters—which are composed of, in part, portions of the above named 
  works—will also be distributed under the terms of this License. 
  ‘Internet Editions’ shall not refer to any other works by the Authors, nor 
  any other illustrations by the Illustrators unless the Authors or Illustrators 
  amend this License. ‘Internet Editions’ shall refer solely to the text and 
  illustrations of the above works when made available through the 
  Internet. 
  1.5
  ‘Licensee’ shall hereafter refer to any person or electronic agent who 
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SOURCE: textdata/thevault/Combat Heroes/CH2_Emerald_Enchanter.pdf