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Text File | 1994-06-04 | 88.3 KB | 2,418 lines |
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- WarWizard(TM) -- The Manual
- (PC's and compatibles version)
- Copyright 1994 MicroGenesis(TM), Inc.
- -by Brad McQuaid & Steve Clover
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- WarWizard is a trademark owned by Brad McQuaid
- MicroGenesis is a trademark owned by Brad McQuaid and Steve Clover
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- Table of Contents
-
- INSTALLATION & SYSTEM REQUIREMENTS............................1
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- INTRODUCTION..................................................1
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- OVERVIEW......................................................4
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- GETTING STARTED...............................................4
- Starting a New Game
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- MAIN SCREEN...................................................5
- Map Window - Party Window - Action Window -
- Commands Window - Compass - Inhabitant/Search Icons
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- COMMANDS......................................................7
- Disk - Quit - Status (Backpack, Spellbook, Keys) -
- Mount - Camp - Wait - Search - Transact - Combat -
- Cast
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- ENVIRONMENT...................................................13
- Travel - Outside - Villages - Cities - Castles -
- Dungeons - Tunnels - Towers - Fortresses
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- LOCALS........................................................15
- Shops - Healers - Inns - Doors - Horse Traders -
- Ship Wrights - Schools - Pubs
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- ITEMS.........................................................17
- Classes - Types - Magic Items - Keys - Potions
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- CHARACTERS....................................................18
- Races - Classes - Attributes - Proficiencies -
- Alignments
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- MAGIC.........................................................21
- Origin - Spells
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- COMBAT........................................................24
- Combat Screen One - Combat Screen two - Movement -
- Targets - Attack - Cast - Escape - Victory - Defeat
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- QUESTIONS AND ANSWERS.........................................29
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- GAMEPLAY HINTS................................................30
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- APPENDICES....................................................31
- Item Lists - Spell Lists - Credits
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- SYSTEM REQUIREMENTS
- WarWizard runs on PCs and compatibles with a minimum 386
- processor, VGA graphics, and 4 megabytes of RAM.
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- INTRODUCTION...
-
- The known world in which the game WarWizard takes place is
- a large continent amidst a vast sea. It is a land rich with
- variety, consisting of various environments including grasslands,
- forests, deserts, hills, and mountains. It is equally rich in the
- diversity of its inhabitants. Many races of intelligent (and
- semi-intelligent) creatures dwell throughout the land. These
- inhabitants generally dwell alone, however several of the humanoid
- species interact to an extent, involving themselves in trading and
- sometimes even combat. The continent itself is divided into six
- lands, each sometimes ruled by a single race or nation, but just as
- often merely a label to describe a vast and untamed territory.
- Aladain and Kraenn take up the northern third, and they
- hold a myriad of landscapes, including vast mountain ranges,
- hills, grasslands, and even swamps. Kraenn itself is the most
- wild, ruled only in part by villages of Halflings which prefer
- to stay to themselves and also Dwarves, who reside hidden deep
- within the earth. Aladain has a long history of being populated
- by humans and a reputation of being a stronghold for the forces
- of good. Recently however, as shall be detailed later, a great
- evil has arisen in the north and those who dwell in the other
- five lands have heard little from Aladain.
- Cara and Essea are the lands in the center of the
- continent. Essea's few grasslands are inhabited by humans who
- long ago allied themselves with their brothers in Aladain and
- elsewhere. The remaining land, however, is a vast and
- unexplored forest rumored to contain wild animals and other
- dangers, as well as vast kingdoms of Elves. Cara, other than
- its swamps, in mostly grasslands which contain human outposts
- and even some cities. It is a relatively tame land but also not
- completely explored.
- Zebesk and Terwan lie to the south. Their northern most
- territory contains grasslands inhabited by good humans who live
- in villages, cities, and great castles. They live at peace with
- themselves as well as trade and do other business with their
- brothers in Cara, Essea, and until recently Aladain. The
- remaining lands, however, are filled with vast deserts and
- jungle. Ancient history tells of an evil empire ruled by the
- now dead kings of Terwan who once controlled these bleak lands.
- After the last great wars, centuries ago, however, these lands
- were laid to ruin and are now considered wild and unexplored.
- Mysterious nomads traverse the desert lands, and it is rumored
- cannibals and other savage people dwell in the jungles (not to
- mention exotic and deadly animals).
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- The various races' history is long and detailed, consisting
- primarily of an eternal struggle between the forces of good and
- evil. Long ago, it is told, the Kings of Terwan, who desired to
- rule the entire continent, discovered a means by which to
- converse with demons who lived in other dimensions, adjacent to
- their own. These creatures became their gods and bestowed great
- power and knowledge to their worshipers. Terwan grew and
- disrupted the balance of power which had existed. They made war
- on the other lands and soon completely engulfed Zebesk. The
- forces of good retreated primarily to Aladain and created great
- fortresses in which to defend against the encroaching forces
- from the south. In their capital, the large castle called
- Gildain, they too began to dabble in magical arts, however the
- origin of their newfound abilities lay in the power of good.
- A hero soon arose from Gildain, and he was a man of great
- power and skill. They called him a WarWizard , for he could
- master any of the forms of magic, as well as do battle with
- conventional weapons. As he was trained by the most powerful of
- magic-users and most skillful warriors, both the Dwarves and
- Elves were solicited for their unique skills. They created nine
- magical items of superior power; a helmet, armor, sword, bow,
- arrows, collar, boots, belt, and shield. When the WarWizard
- had completed his training, he was given these artifacts and
- sent to do battle with the High King of Terwan, a being also
- rumored to possess the ability to cast any form of magic and to
- wield great weapons. He travelled to the south and completed
- many adventures before coming face to face with his enemy. In a
- now lost place they did combat of a nature until then unknown.
- In the end, both destroyed themselves, but the resultant absence
- of the High King caused chaos amongst the forces of evil. The
- King of Gildain then led his forces southward and the greatest
- battles in history took place. Eventually, the forces of good
- took the upper hand and vanquished the remaining Kings of
- Terwan. Both Zebesk and Terwan were left in ruins, and the
- victors swore to remember this holocaust well.
- As time continued upon its way, those monks who had raised
- the now martyred WarWizard hid themselves in the mountains
- of Cara, creating a cult whose mission in life was to raise new
- WarWizard s each and every generation in the event that the gods
- of Terwan ever rose to power again. Victorious Gildain and
- those throughout Aladain, however, grew confident and soon had
- no fear of the now buried mystical forces deep in the south of
- Terwan and Zebesk. When the monks asked them for assistance
- in locating the magic armor and weapons the WarWizard had
- wielded, they declined. It was known that the leaders of
- Gildain, pleased with their new status as superpower, had no
- wish to see another being with the abilities of the WarWizard ,
- good or evil, ever rise again. They sent their own agents to
- locate the lost site of the battle, and when it was discovered
- they found only some of the artifacts. Where the others had
- gone was unknown but the worst was assumed. Being unable
- themselves to wield the pieces they did have, they decided to
- scatter them throughout the lands to various agents under their
- control. The monks and their practices became only legend and
- the forces of good enjoyed the peace which war had earned.
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- Uneventful centuries passed, which brings this history to
- recent times. The people of Cara and Essea suddenly lost
- contact with Aladain. It was known that the powers there had
- grown complacent over the years, but now messengers sent to
- Gildain and elsewhere no longer returned. More time passed, and
- suddenly outposts to the north still in contact with the
- capitals of Terwan and Zebesk were attacked by evil creatures
- and powers not seen since ancient times. Finally, rumors
- appeared detailing how a being of great power appeared from deep
- within the mountains of Aladain. He viscously took control of
- the fortresses and towers of Aladain and even Gildain was under
- siege. Those of the remaining free lands were unprepared. If
- anything, they had assumed evil would arise from the deserts and
- jungles of the south -- certainly not Aladain. As quickly as
- possible they began to raise their own forces in order to halt
- an assault from the north. Spies sent to Aladain and even
- Kraenn, however, returned with bleak news, assessing the
- probable and even inevitable victory of the superior forces of
- evil. The leader of these forces, who had now built a vast
- castle for himself deep within Aladain was soon rumored to
- control dragons and other creatures of great power. He himself
- was also told to be able to control all forms of magic as well
- as normal weapons. Loremasters began to emphasize how history
- eventually repeats itself and thought the events occurring were
- both familiar and disquieting.
- This brings us to the present. The monks who dwelled in
- the mountains of Cara now are only two: an old man and you.
- All your life you have been taught by this man ancient and
- secret skills. Your intelligence, stamina, and strength are the
- highest a human can possess without magical enhancement. Your
- training has also given you the ability to master all forms of
- magic and every weapon known. You are a WarWizard , just as
- your old master is. He has heard from the occasional passerby
- what has occurred in Aladain and as a result is jealous of the
- opportunity that is now yours. It is your destiny to locate the
- artifacts once wielded by your predecessor a thousand years ago.
- It is your responsibility to confront and defeat the new High
- King of Terwan who has taken up residence in Aladain. Your old
- master smiles and assures you that although you currently have
- no weapons, no spells, no experience, and no allies to join you
- on your quest, you have every potential to defeat the forces of
- evil and bring peace to the six lands once again...
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- OVERVIEW
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- The experienced game player may wish to skip the detailed
- directions that follow and jump right into the game. We suggest
- reading the 'installation' and 'starting a new game' sections to
- ensure you begin properly, but beyond that you many refer to the
- manual merely as a reference tool. The beginner, on the other
- hand, is encouraged to read through the entire document so that
- he may enjoy WarWizard to the fullest extent.
- Essentially, the objective of WarWizard is to search the
- world in order to find clues as to the locations of the
- Artifacts your predecessor used to defeat the first High King of
- Terwan. Upon retrieving all nine artifacts, you are to locate
- the Evil WarWizard in Aladain and defeat him in battle.
- During the quest you may acquire treasure, magical items, and up
- to three other companions to aid you on your quest. Note that
- these companions may and should vary and that you most likely
- will not keep the same ones throughout the game. The characters
- and their classes will vary as the game proceeds, and it is up
- to the player to determine how he will utilize their various and
- unique talents on different parts of his quest.
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- GETTING STARTED...
-
- After WarWizard has finished loading the main screen
- appears. From the available options (Start New Game, Continue
- Saved Game, Sound, etc), select 'Start New Game' in order to begin
- your quest.
- The New Game Window then appears. From here you can enter
- the name you wish the WarWizard to have for the duration of your
- quest, as well as his/her sex. Note that being male or female
- has no bearing on your capabilities in your game and is only
- selectable so that the player can more accurately identify with
- his/her character.
- After you have entered this information, you may either
- select CANCEL, which will bring you back to the title screen,
- or OKAY, which will bring up a window with five Save Game
- slots. Choose one of the "-- Unused --" slots by clicking on it
- and then clicking the SAVE button. Now you must backspace
- over the "-- Unused --" and type in a description for this new
- game (up to 18 characters in length), such as "Fred begins".
- After you are finished editing your Savegame name hit enter,
- which will save your character, create a new game, and begin you
- on your quest. Also note that if another game already exists in
- this Savegame slot, you will be prompted as to whether you wish
- to overwrite the older game. If you choose OKAY, the older
- game will be permanently lost.
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- MAIN SCREEN
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- The Main Screen is where you will spend the majority of
- your time while playing WarWizard . It contains six windows
- which both display information and also allow you to make
- decisions.
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- Map Window
- The Map Window is located in the top left portion of the
- screen. This window gives you the ability to see the world,
- which is always displayed from a top-down point of view. Note
- that walls, mountains, and other visible obstructions block your
- view. Any area which is blocked is represented by blackness.
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- Party Window
- The Party Window is to the right of the Map Window on a
- piece of parchment and displays general information pertaining to
- the characters in your party. Note that there is room for four
- member in your party at one time, although you begin initially
- with only yourself. Three lines describe your character, the
- first containing his name. The second contains his race, class,
- food, and sleep level. The third has his gold, the status of
- his body and whether he is awake or asleep. These statistics
- are explained in more detail in both the 'Commands - Status'
- and also the 'Character' sections.
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- Action Window
- The Action Window, which is immediately under the Party
- Window and also on the parchment, has four lines of information.
- The first displays your last action followed by the description
- of the section of the map you are currently on. The second
- tells you the current time of day (see 'Commands - Camp' ) and
- your current method of transportation (see 'Commands - Mount' ).
- The third line contains the date, which begins January 1, 1000.
- Note that in WarWizard , as opposed to the real world, each
- month simply has thirty days and each year twelve months. The
- final line describes where you are, as in the name of the land,
- village, dungeon, etc. in which you currently travel.
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- Commands Window
- The Commands Window is directly under the Map Window and
- contains two rows of buttons. Selecting any of these options
- with the mouse allows the player to execute any action he wishes
- the party to make. Each of these options is explained in detail
- in the 'Commands' section ().
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- Compass
- The Compass is directly under the Action Window. Each
- letter represents the directions North, South, East, and West.
- Pressing these buttons with the mouse will cause your party to
- move in that direction. Also note that the arrow keys on your
- keyboard do the same thing and can be easier to use.
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- Inhabitant/Search Icons
- Between the Commands Window and the Compass are two small
- windows which inform the player whether their current location
- is occupied by another character or a searchable object. When
- you occupy a location with either a placed or random inhabitant
- (see 'Environment - Travel' ) a head will appear in the
- upper box. If this inhabitant is not hostile (ie., it doesn't
- attack), you may try to transact with it (see 'Commands -
- Transact'). When you occupy a location with a searchable object
- (see 'Commands - Search'), a small chest will appear in the
- lower box.
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- COMMANDS
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- This section describes the various screens/windows which
- appear when an option from the Commands Window is selected.
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- Disk
- This option allows you to both save and quit the current
- game, depending upon your location. You may always quit, however
- you can only save a game while in an inn (see 'Locals - Inns').
- Also note that the game is saved whenever you enter or leave
- a dungeon/city/etc., and also when you search an object. After
- selecting the DISK button, you will be presented with the
- Savegame requester, which will have your current Savegame slot
- highlighted, but you may also choose a different Savegame slot
- in which to save your game. Once you have highlighted the slot
- that you wish to use, click the SAVE button (or CANCEL if
- you do not wish to save your game after all) and you will then
- be able to edit the text description for the highlighted game
- slot. When you are done editing this game description, hit enter
- and your game will then be saved.
-
- Look
- This option allows the party to search for traps. When
- selected you will be prompted as to which player you wish to
- look. A character's ability to locate a trap is based upon his
- dexterity (see 'Characters - Attributes'), so it is suggested you
- always use the character with the highest dexterity. Traps will
- not always be uncovered, but if they are they are represented by
- a small red dot. If you are concerned about traps being nearby,
- it is suggested you 'look' several times. Note that 'looking'
- will only discover traps, unlike the Search spell, which locates
- both traps and secret doors.
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- Status
- Selecting the 'Status' command brings up the Character
- Selection Screen. This screen displays the current hit points for
- each body section of each character in your party (see
- 'Characters - Attributes' ). At this point you may either press
- the right mouse button in order to return to the Main Screen or
- select on the box (using the left button) of the character you wish
- to view in more detail. If you do this, the Status Screen will
- then appear.
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- This screen displays the various attributes of your character,
- including his sex, attack mode, armor class, languages known,
- etc. Each of these attributes are explained in detail in the
- 'Character - Attributes' section. At the bottom of this screen,
- there is a Spellbook, a Key, and a Backpack. Selecting one of
- these will bring you to the respective screen. Note that you can
- only enter the Spellbook screen in an inn (see 'Locals - Inns' ).
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- Spellbook Screen
- This screen contains the Message Window, Spellbook, Memory
- Window, Backpack Icons, and six buttons. It is used to memorize
- spells and scribe scrolls into the spellbook. See 'Magic' ()
- for a complete explanation of spells and their use in WarWizard.
- The Message Window displays the name of the character whose
- spellbook is being examined as well as his current spellcasting
- level, depending on the class of the selected spell. Underneath
- is a description of the currently selected spell, including its
- level, domain, and radius.
- The Spellbook contains 80 slots in which spells can be
- written into. Selecting a spell will reveal its description in
- the Message Window. Five spells are listed per page and you can
- move between the pages by selecting the right and left hands.
- The Memory Window contains five slots which represent
- spells from the spellbook the player has memorized. Selecting
- on these slots reveals the spells description exactly like
- selecting a spell in the spellbook.
- The Backpack Icons show the first two out of the ten
- possible items that are in the player's backpack. Pressing the
- small hands at each end scrolls through the remaining items in
- the backpack. This is present in order for the player to scribe
- scrolls into the spellbook. The Message Window will display
- which spell is inscribed onto a scroll if a scroll is selected
- in the backpack.
- Selecting the Feather and Ink button will scribe the scroll
- into the book if is of the proper class.
- The remaining three buttons are the Memorize, Forget, and
- Leave buttons. In order to place a spell in memory, first select
- the spell in the Spellbook, and then press the Memorize button.
- In order to remove a spell from memory, first select a spell in
- memory and then press the Forget button. In order to leave the
- Spellbook Screen and return to the Status Screen, press the Leave
- button.
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- Key Window
- The Key Window allows you to display and manipulate any keys
- you have in your possession. The window consists of the Message
- Window, the Keys Icons, and three buttons. The Message
- Window displays the description and title of the currently
- selected key. The small hands at each end of the Keys Icons
- allow you to scroll through the 14 keys each character may
- carry.
- The three buttons allow you to drop keys, trade them to
- another character in your party, and to return to the Status
- Screen. See both 'Items - Keys' and 'Locals - Doors' for more
- details.
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- Backpack Screen
- The Backpack Screen allows you to display and manipulate and
- items you have in your possession. The screen contains the Body/hands
- Icons, Backpack Icons, Message Window, Item Window, and five buttons.
- The Body/Hands Icons show each item either located on the body or
- the hands. Selecting one of these icons displays its description in the
- Item Window.
- The Backpack Icons show the first two items in the character's
- backpack. Selecting one of the two small hands at each side of the
- Backpack Icons allows you to scroll through the remaining items in the
- player's backpack. Selecting one of these icons displays its
- description in the Item Window.
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- The Message Window displays the total weight and capacity of
- the player given the items he has in his possession (see
- 'Characters - Attributes ), his Attack Mode and Armor Class (see
- 'Characters' ), and the character's proficiencies. If a weapon
- is selected, the proficiency for that class is displayed. If
- armor is selected, the character's evasion proficiency is
- displayed.
- Any other item will display 'N/A', meaning non-applicable. See
- 'Characters - Proficiencies' for more information.
- The Item Window displays detailed information about the item
- selected either in the Backpack Icons or Body/Hands Icons. The
- class, type, position, weight, charges, and description of the
- item is displayed. See 'Items' for more information.
- The five buttons are Body/Hands, Consume, Trade, Return,
- and Drop. The Body/Hands button toggles the Body/Hands
- Icons, displaying items worn on each body section or fingers.
- In order to move any items from your body/hands to your
- backpack, or the reverse, simply left click and hold the mouse
- button on the object that you wish to move. After a short pause
- you should see the item image following your mouse pointer around
- the screen, and to move this item to another location, simply move
- your mouse pointer over the place where you want to put it. Once
- you are over a valid box, it will light up (the frame of the box
- will change to a brighter color) and if you release the mouse
- button the item that you were dragging should be placed in the new
- location where you dropped it. If there was an item already in the
- spot that you chose as the destination, the positions of the new
- item and the old will be swapped. Keep in mind that items have a
- valid place where they can be put, and if you try to put an item
- in an invalid location (such as a sword on your head) it will pop
- back to the spot from whence it came.
- The Consume button allows the player to drink from potions
- (see 'Items - Potions'). The Trade buttons allows the player to
- trade items from the currently selected character to another in the
- party (note that the item will appear in the players backpack
- following the trade). The Return button exits the Backpack Screen
- and goes back to the Status Screen.
-
- Mount
- Selecting Mount allows the user to either mount/dismount a
- horse or board/unboard a ship. To do this, the player must place
- his party on either a horse or a ship and it must belong to him
- (see 'Locals - Horse Traders/Ship Wrights'). Whether you are on
- foot, horseback, or sailing vary turns and consumptions (see
- 'Environment - Travel' ).
-
- Camp
- Selecting Camp takes the player to the Camp Screen. If the
- player is in a Village, City, or Castle, he can only camp in an
- inn (see 'Locals - Inns' ). This screen consists of the Hit
- Points Window, the Message Window, and fourteen buttons. The Hit
- Points Window displays (exactly as it does on several other
- screens) the hit points for each body part of the selected
- character.
- The Message Window displays the sleep level, and quantity of
- food of the currently selected character. It also shows his
- intended action and the duration the party will execute their
- actions.
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- The buttons under the Hit Points Window allow the player to
- select which character he wishes to examine and specify an
- action.
- The four duration buttons to the top left of the Message
- Window allow the player to select how long he wishes to camp.
- Note that each button represents the time of day (Day, Dusk,
- Night, Dawn), and that the first button is always the time
- period immediately following the current period.
- Under the duration buttons are the action buttons. You may
- have each character Sleep, Hunt, Guard, or Abandoned. Note that
- you may not abandon the WarWizard , and that you may not Hunt in
- an inn or while sailing. Sleeping lowers the character's
- sleep factor. If a character's sleep factor is at nine for more
- than one time period, he will fall asleep. If an entire party
- is asleep at one time, movement is not allowed. Hunting will
- increase that character's food supply. Guarding essentially does
- nothing, but is at the same time very important. If you are not
- camping in an inn, you are subject to attack from wandering
- monsters. In this case, always place at least one of your party
- members on guard. If you fail to do this and you are indeed
- attacked, your entire party will be asleep for the duration of
- combat resulting in total defeat. Abandoning will remove a
- character (other than the WarWizard ) from the party so that
- another character can be joined at a later time (see 'Commands -
- Transact' ). Proceed executes the selected actions for the
- selected duration, while cancel immediately returns the player
- to the Main Screen.
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- Wait
- The Wait button causes a turn to pass without any movement.
- It is useful if the player wishes time to pass without going
- anywhere.
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- Search
- The Search button takes the player to the first Search
- Screen if there is an object in his current location (signified
- by the chest in the Inhabitant/Search Icons section of the Main
- Screen). The first Search Screen will also appear following
- victorious combat in order to let the party search any dead
- bodies (see 'Combat'). Note that if an inhabitant also occupies
- this space, you may not search the location without first removing
- the inhabitant or waiting for him to leave.
- The first Search Screen contains the Map Window, the Hit
- Point Window, the Message Window, and twelve buttons. The Map
- Window displays a detailed view of the current location of the
- party. Using the Compass (bottom left of the screen), the player
- can move the pointer over different locations of the room. The Hit
- Point Window displays the hit points for the currently selected
- player (as elsewhere). The Message Window displays the last action
- the character took as well as a description of a searchable item
- within the room. It also displays the current action the character
- is selected to take.
- The Character Select buttons under the Hit Point Window
- allow the player to select which character he is currently
- directing.
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- The Compass at the bottom left of the screen moves the characters
- through the room (the arrow keys will also do this). The Action buttons
- are to the right of the Compass. If the player is searching a room,
- Chest and Guard buttons are present. If dead bodies are being searched,
- the Body and Guard buttons are present. Selecting either the Chest or
- Body buttons is only possible if the pointer is on a legitimate
- searchable object or body, respectively. Selecting the Proceed button
- takes the player to the second Search Screen (if the characters were
- directed to search an object/body). The Exit button brings the player
- back to the Main Screen.
- Finally, either mouse button can be used to click on the Map Window,
- which will center the map window on that point that you clicked on, and if
- there is a body or object at that spot, the Chest or Body button will be
- selected.
- The second Search Screen contains three message windows, the Backpack
- Icons, the Object/Body Icons, the Food & Gold Selectors, and five buttons.
- This screen allows the player to transfer items, keys, food, and gold
- between an object/body and the selected character.
- The Message Window on the bottom left of the screen displays
- information about the currently selected item or key, as well as the total
- weight of the selected character's items. The window underneath the
- Backpack Icons displays the name of the currently selected character. The
- window above the Object/Body Icons displays the name of the object/body,
- its status, and the location of the object/body the character is examining.
- The Food & Gold Selectors allow the player to transfer gold and food
- to and from the object/body. This is done by pressing the small hands at
- both sides of the selectors. Note that if the quantity exceeds ten, 100,
- or 1000, then ten, 100, or 1000 units are moved, respectively.
- The Location button is between the Backpack Icons and the Object/Body
- Icons. If the player is searching an object, the Location button toggles
- between items and keys. If he is searching a body, the button toggles
- between the backpack, body, hands, and keys. In order to move any items
- or keys from an object/body to your backpack, or the reverse, simply left
- click on the object that you wish to move and hold down the button. You
- should now see the item or key image following your mouse pointer around
- the screen, and to move this item/key to another location, simply move
- your mouse pointer over the place where you want to put it. Once you are
- over a valid box, it will light up (the frame of the box will change to a
- brighter color) and if you release the mouse button the item/key that you
- were dragging should be placed in the new location where you dropped it.
- If there was an item/key already in the spot that you chose as the
- destination, the positions of the new item/key and the old will be
- swapped. Keep in mind that you may get a message such as "Fred can't
- carry this much!" or something similar, which means that you would have
- exceeded Fred's weight limit by placing the new item in his backpack.
- The Bash and Done buttons are in the bottom left corner of the
- screen. The Bash button (applicable only when searching on object)
- will attempt to break an object and its effectiveness is based upon
- the character's strength (see 'Characters - Attributes).
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- The Done button returns the player to the first Search Screen.
- The Open/Close and Lock/Unlock buttons (applicable only when
- searching an object) will do the obvious to an object. To
- unlock an object, toggle the Location button to the keys, select
- the key or pick, and press the Lock/Unlock button. Note that if
- the object is broken (as a result of bashing), the object is neither
- lockable nor closable.
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- Transact
- Selecting the Transact button takes the player to the
- Transact Screen if there is a good or neutral inhabitant at the
- party's current location. This screen contains two Hit Point
- Windows, the Conversation Window, and nineteen buttons.
- The Hit Point Windows show the hit points of the selected
- character (on the right) and the selected member of the party
- you are talking to (on the left). The Conversation Window
- displays anything the selected party member says to the selected
- character following in inquiry.
- The eight buttons under the left Hit Point Window allow the
- player to select which inhabitant with whom he wishes to speak
- or to solicit to join. The four under the left window select
- which character you wish to initiate the inquiries.
- The remaining buttons are for inquiries. The two arrows
- toggle between the possible two pages of text which an inhabitant
- can communicate. Greet solicits a pleasant response, Bribe offers
- money for information, and threaten offers pain. Join asks the
- inhabitant to become a member of your party (if you have room).
- A good inhabitant will join you if the selected character has
- sufficient charisma (see 'Characters - Attributes' ) and has a
- willingness to do so. A neutral inhabitant will apply the same
- criteria but will also demand money, accepting a position in your
- party as a mercenary (see 'Characters - Mercenaries' ). Leave
- brings the player back to the Main Screen.
-
- Combat
- Selecting Combat initiates a battle between your party and
- any inhabitants in your party's current location. Note that
- attacking individuals in Castles, Cities, or Villages places your
- party on Outlaw status for that area only. This will cause any
- guard to attack you as long as you remain in that area, and will
- still be in effect upon return.
- When you select Combat you are placed into the first Combat
- Screen and always have the initiative. Because of the depth and
- detail of battle in WarWizard, combat has its own section.
-
- Cast
- Selecting Cast brings up the Cast Window, which contains
- boxes showing the five spells the selected character has in memory
- and two buttons: Utter and Leave. To cast a spell, select the
- desired box and press the Utter button. If you decide you do
- not actually wish to cast a spell, select the Leave button. Note
- that you may only cast Outside spells from this window (see
- 'Magic').
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- ENVIRONMENT
-
- Travel
- Moving around in WarWizard takes place in several modes:
- Light Foot, Heavy Foot, Horseback, and Sailing. The first two
- represent movement on foot. Light Foot is generally through
- grasslands and cities, while Heavy Foot is through hills, deserts,
- jungles, and forests. If inside, Light Foot consumes the least
- turns, while outside it consumes more. Heavy Foot requires more
- effort and thus more turns. Horseback allows the player to travel
- at a faster speed and thus turns go by more slowly and the
- possibility of random encounter is slightly less. Sailing takes
- the longest and has the highest consumption rate. Horseback
- obviously requires the purchase of a horse. This can be done in
- several villages and other locations throughout the continent.
- Sailing requires the purchase of a ship, and this too can be done
- in various locations.
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- Outside
- Traveling outside is necessary in order to move from one
- location to another. The various terrains outside include
- grass, forest, desert, jungle, hills, mountains, swamp, and
- water. Wandering monsters are especially prevalent in areas
- far from civilization or near an evil location. Both the terrain
- type and location determine the type of random encounters.
- Camping is possible outside, but beware of random encounters while
- sleeping (see 'Commands - Camp').
-
- Villages
- Villages are the smallest collection of inhabitants. They
- usually contain some shops and almost always an inn. Good advice
- can be found in villages, but they are most often used by
- adventurers as places to rest in order to avoid the random
- encounters that take place outside.
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- Cities
- The size of Cities is between the Village and the Castle.
- These are fairly large population centers and can offer a variety
- of shops and other information. They are usually ruled by a Duke,
- who will likely have information that you will find useful
- regarding his city or possibly even information about your quest.
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- Castles
- These large communities almost always represent the Capitols
- of one of the six lands of the continent. They are ruled by Kings
- and Queens and have almost every type of shop available. Treasure
- rooms and prisons can usually be found, along with all sorts of
- valuable information.
-
- Dungeons
- The term 'dungeon' is a general one and is not to be taken
- literally. It is merely a way to describe any location
- inhabited by the forces of evil. They can be caves, temples, and
- even pyramids. Camping is possible, but the probability of random
- attacks is high. Treasure and adventure are almost always
- prevalent, but so is danger. Many of the dungeons you encounter
- will hold one of the artifacts you seek, usually heavily guarded
- and in the deepest most removed location.
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- Tunnels
- Tunnels are small dungeons specifically designed as a way to
- get from one location to another. They are sometimes inhabited
- by evil creatures, but more often they are hidden, long abandoned
- and untraveled.
-
- Towers
- Great towers are rumored to exist in Aladain, created long
- ago by the forces of good. They are usually inhabited by
- prominent official, oftentimes a powerful wizard. Whether these
- towers are still controlled by their builders or compromised by
- the Evil WarWizard is unknown.
-
- Fortresses
- Three great fortresses exist to the north. They were built
- ages ago by Aladain to keep the evil from the south from coming
- north. It is rumored that currently they are controlled by the
- Evil WarWizard and are there to keep the forces of good from
- reclaiming Aladain. Undoubtedly, the WarWizard will have to
- cross through one, if not all, of these fortresses in order to
- complete his quest.
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- LOCALS
-
- Shops
- Located in Villages, Cities, and Castles are the favorite
- places of merchants and traders. Armories deal with armor,
- shields, collars, helmets, etc. Weapon Shops deal with all
- forms of weapons, both magical and mundane. Locksmiths deal in
- keys and lockpicks. Tailors deal in cloaks and boots. Magic
- Shops and Guilds deal with scrolls and usually adhere to
- specific classes. Finally, Alchemists deal with potions. Shop
- Screens contain the Case Icons, which are the various items
- available for sale, the Backpack Icons which show all items in
- the selected characters backpack that can be sold, and message
- windows displaying an item description, the character's current
- quantity of gold, as well as how much the merchant is willing to
- pay to sell or buy an item. Note that the items available for
- sale come from two cases. The first (which consists of the
- first 10 items displayed) is reserved for regular items. If you
- purchase one of these items, it is immediately replaced by
- another of the same type in that the merchant keeps them well
- stocked. The second case (which consists of the latter 10 items
- displayed) are special items and are not replaced. If you sell
- an item to a merchant, he will always place it in the second
- case, unless the second case is full. If this occurs, the
- merchant will no longer buy, even if there are empty spaces in
- the first case (which he reserves for regularly stocked
- items).
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- Healers
- These holy places are run by clerics and although they are
- non-profit, they do require donations. The abilities of these
- clerics vary, but are limited to Healing (which raises the hit
- points of a specific body location), Restoration (which brings
- all body locations to their maximum hit point level), Curing
- (which cures a poisoned character), and Resurrection (which
- brings a dead character back to life).
-
- Inns
- Each room in an inn can be used to camp free from any random
- encounters. Most rooms are also searchable and contain chests
- which the player can store extra items, food, or gold. It is
- also a handy way to transfer gold or food between characters in
- a player's party.
-
- Doors
- When the party attempts to enter a door that is either
- closed or locked, the player is asked which character he wishes
- to use to try to open the door. Upon selection the Door Window
- appears. This window contains the Message Window, five buttons,
- and the Key Icons. The Message Window displays the status of the
- door, as well as the description of the key or lockpick that is
- currently selected in the Key Icons. The buttons available are
- Leave, Proceed, Lock/Unlock, Open/Close, and Bash. The latter
- three behave similarly to those on the second Search Screen.
- Leave takes the player back to the Main Screen outside the door.
- Proceed takes the player through the door, but can only be
- selected when the door has been successfully unlocked and opened.
- Note that once a door has been opened and the player leaves it,
- it stays open and he can later pass through it without utilizing
- the Door Window.
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- Secret Doors
- Secret Doors operate the same as normal doors, except that
- they close automatically after passing through them and they are
- hidden. To locate a Secret Door, they player must continually
- try to move through a seemingly impassable location. How
- quickly a Secret Door will be found is dependent upon the
- WarWizard's dexterity. As soon as it is located, the player will
- be prompted as to which character he wishes to try the door, just
- as in a normal door. There is also a Sorcerer spell that will
- reveal secret doors (a red dot will appear at the location of the
- secret door) and traps for the short duration that the spell is
- in effect.
-
- Horse Traders
- To purchase a horse, the player must enter a Horse Trader's
- shop, and stand before the counter (if one exists). He will
- then be asked whether he wishes to make the purchase and which
- character he desires to pay. Upon purchase, the player may mount
- the next horse he finds. As soon as he does, the horse becomes
- his for the duration of the game.
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- Ship Wrights
- This shop acts identically to the Horse Trader, except it
- deals with ships (obviously).
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- Schools
- These places of learning teach one of the several languages
- spoken in the six lands, thus enabling a character to transact
- with a wider variety of inhabitants. The player will be asked
- who will learn the language and who will pay the tuition.
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- Pubs
- Pubs, which are located in various villages, cities, and
- castles, can be very valuable in the WarWizard 's quest.
- Prominent and powerful individuals often gather in these
- establishments in search of adventure. The screen shows the
- various tables in the pub, and those which are inhabited are
- shown as such. They will not transact with you, however, unless
- at lease one character in the player's party joins the atmosphere
- by having a few drinks. Upon achieving a level of intoxication,
- selecting a table will bring the party into transact mode.
- There, valuable companions can be met and solicited to join. In
- addition to drinks, food can also be purchased in pubs.
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- ITEMS
-
- Over 500 different types of items and over 100 keys exist in
- WarWizard . They are very detailed and include weapons, armor,
- clothing, consumables, magical devices, and others.
-
- Classes
- The following item classes exist in the game: Swords, Axes,
- Blunt Weapons, Thrown Weapons, Projectile Weapons, Wands,
- Rods, Rings, Helms, Armor, Boots, Belts, Girdles, Amulets,
- Necklaces, Potions, Scrolls, Ammunition, Shields, Crowns, and
- Collars.
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- Types
- From the existing 21 classes are over 50 different types of
- items. For example, a Mace is a type of Blunt Weapon.
-
- Magic Items
- Items that contain magical properties are most often prefixed
- with a +X, where X is the added damage that is inflicted when the
- item is used or the added protection given when worn. These items
- are rare and valuable and may be sold or bought for many times the
- value of their mundane counterparts. The unique Elven variety of
- magic items function in the same manner as their regular
- counterparts, but they have a higher "plus" rating which makes
- them even more effective and desireable.
- There are many different types of special items in the game
- such as Rings, Wands, Staves, Rods, etc. Many of these items have
- charges which limit the item's use to only a certain number of
- times, and once these charges are reduced to zero the item becomes
- useless and should be dropped (if it does not disappear on its own,
- as some items will do when they are used up).
-
- Keys
- Keys and Lockpicks are used to open both doors and objects.
- There are eleven classes of keys, each used for different
- environments, including prisons, castle walls, residences,
- palaces, dungeons, etc. Lockpicks also exist and are
- distinguished by class. The higher the class, the more likely
- it is to be able to open a door or object.
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- Potions
- Potions, which are consumed in the Backpack Screen, affect
- the consumer magically. They usually heal, cure, or permanently
- increase the attributes of the character who drinks from it.
- The charges of a potion signify how many times a character(s)
- can drink from it.
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- CHARACTERS
-
- Characters in this section refer to any and all beings or
- creatures the player might come into contact with while playing
- the game.
-
- Races
- Perhaps the most prevalent race the player will encounter
- are humans. They occupy the most area in the six lands and can
- be both allies and enemies. They are also of the most variety
- of classes, including warriors and the various types of
- magic-users.
- Elves too are both good and evil, but they dwell primarily
- deep within forests. Not much is known of the Elves, but they
- are said to be true masters of the forest. They have been known
- to hide within the trees, and sometimes attack people that
- venture too far within their sacred woods. They are known to be
- expert archers, and are magic-users of a high caliber. There
- are tales of both a Good Elven Kingdom and a Dark one, but no
- one knows the exact locations of either mystical place.
- Dwarves have remained consistently on the side of good
- throughout history. They dwell primarily underground in caves
- and delvings of their own design, but one may occasionally
- encounter them while travelling, in that they too seek
- adventure.
- Halflings and Gnomes also travel throughout the six lands,
- although the halflings are said to have several villages in
- Kraenn. These peoples can be either good or evil and it is best
- to approach them with caution...
- Nomads tend to adopt a more neutral attitude, and while
- they will not necessarily be willing allies on your quest,
- neither are they servants of the evil WarWizard . These people
- generally travel throughout the desert lands of southern Terwan
- and Zebesk, but are also rumored to hold two great keeps where
- their Lords and Chiefs rule and dictate tribal law.
- Those who are in direct service to the evil WarWizard take
- many shapes and forms and dwell in varying environments
- throughout the six lands. These vile creatures include orcs,
- kobolds, goblins, ogres, gnolls, lizard men, and many others.
- There are also legions of undead, such as zombies, wights,
- spectres, etc, who dwell both in swamps and in crypts and other
- burial grounds. Lastly are the elite of the evil WarWizard's
- servants: the dragons, pit fiends, and their human masters.
- These creatures are both powerful and intelligent, often able to
- cast powerful spells and possessing magical weapons and armor.
- They primarily occupy the lands surrounding the evil WarWizard's
- holdings.
- Remaining is the various animal life of the continent.
- Those which the player will encounter are mostly carnivorous and
- seeking food, while those docile and harmless will avoid you.
- Few of these creatures are truly powerful and dangerous and most
- often will only hinder you in your quest. Since they lack
- intelligence and likewise any form of treasure, there is no honor
- lost in continually fleeing their attacks.
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- Classes
- Many of the more sophisticated races the player will
- encounter are subdivided into classes. These may be further
- split into those who can use magic and those who cannot.
- The magic-users of the six lands are divided into the
- following classes: Clerics, Magicians, Sorcerers, Enchanters,
- and Wizards. Each class can only cast spells that belong to
- their own 'school' of magic, except for the WarWizard who is
- able to cast spells from any of these 'schools' of magic, and
- each 'school' has its own specialty. Clerics heal, Magicians
- create and summon, Sorcerers protect and unprotect, Enchanters
- enhance and curse, and Wizards cast offensive spells at lower
- levels (other offensive spells are available to all classes as
- they achieve higher levels).
- The remaining classes consist of the mundane. They include
- warriors, soldiers, merchants, guards, nobles, and thieves.
- They vary from royalty to servants and everything inbetween.
- Note that certain classes are restrained from using certain
- items. These limitations are detailed in the Appendices under
- Items.
-
- Attributes
- A character's attributes describe his abilities in detail.
- Remember that all of these attributes can only be permanently
- raised by the drinking of certain magic potions that can be found
- in shops and dungeons.
- Strength determines several aspects of the character. The
- higher the strength, the higher his Attack Mode, which is the
- bonus applied to his offensive roll each time the character
- attacks with a weapon. His strength also determines how much
- weight in units he can carry both on his body and in his
- backpack, as well as how effective an attempt to bash either a
- door or an object is.
- Wisdom describes the experience, maturity, and state of
- mind of a character and is important primarily to clerics. Each
- prayer a cleric may invoke (See 'Appendices - Spells' ) has a
- minimum level of wisdom required in order for it to be
- successful.
- Intelligence describes the intellectual capacity of a
- character and is important primarily to wizards, enchanters,
- magicians, and sorcerers. Each spell a mage may cast (See
- 'Appendices - Spells' ) has a minimum level of intelligence
- required in order for it to be successful.
- Stamina describes the overall constitution of the
- character and is used to determine his maximum hit points.
- Dexterity, like strength, determines several aspects of the
- character. The higher the dexterity, the higher his Armor
- Class, which is the bonus applied to his defensive roll each time
- he is attacked. His dexterity also determines how effectively
- the character can locate traps using the 'Look' button (see
- 'Commands - Look' ), as well the quantity of movement points
- allotted during combat (see 'Combat - Movement' ). Also, the
- higher the dexterity the more quickly a character will locate a
- secret door (see 'Locals - Secret Doors' ).
- Charisma affects a character differently depending upon who he is
- dealing with. To a good or neutral character it determines leadership
- qualities and affects the creature's willingness to join the party (see
- 'Commands - Transact' ). To an evil creature of lesser stature, the
- charisma of the character determines how formidable he appears, thus
- deterring random attacks.
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- Proficiencies
- The axiom 'Practice makes Perfect' applies not only to real
- life but also to WarWizard . As a character uses a weapon
- effectively or defends himself successfully, he becomes more and
- more experienced. Weapon proficiencies are by item class, while
- evasion proficiency applies to all body sections. Experience is
- broken up into levels (see 'Appendices - Various Tables' ), where
- each level adds one to the offensive or defensive roll, relative
- to weapon or evasion proficiency, respectively. 'Commands -
- Status - Backpack Screen' explains in detail how to determine a
- character's various proficiencies.
-
- Alignments
- The various creatures you encounter in WarWizard , from an
- ethical standpoint, can be good, evil, or neutral. Those who
- have chosen the path of goodness will assist you willingly on
- your quest as well as join your party if you are sufficiently
- charismatic.
- Those who have chosen neutrality can still be useful,
- however, they tend to be either mercenaries or subject only to
- bribes and threats. Those who are evil, whether they are knowing
- servants of the Evil WarWizard or free agents, have only one goal:
- your death and defeat.
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- MAGIC
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- Origin
- Scholars, mages, clerics and others all have their own
- theories as to the origin of magic. Debate is constant and few
- agree in detail, however it is generally thought that magical
- power is a gift from the gods. Whether or not these gods are
- truly divine or merely beings that dwell in adjacent planes is
- also debatable, but it is clear that there exist those who are
- good, evil, and neutral.
- It is also evident that those able to receive the power
- they transfer must be either extremely wise or intelligent.
-
- Spells
- There are several factors involved with spell casting.
- First, you must be the proper class and have sufficient
- intelligence/wisdom. Secondly, you must have achieved an equal
- or higher spell-casting level relative to the level of the
- spell itself. Casting a spell successfully increases the
- character's spell casting experience by class. See
- 'Appendices - Various Tables' for a listing of spell
- experience and levels. The following is a brief
- description of the various spells available by class:
-
- Clerical Spells
-
- Healing: These spells restore hit points to all the target's
- body locations up to, but not beyond his hitpoint maximum. The
- spell's efficacy is the number of points restored.
-
- Turn Undead: This spell will cause fear among any undead
- creatures with whom the party is in conflict.
-
- Cure Poison: This spell returns a poisoned party member to
- healthy status. Note that is does not return any hit points
- that may have been lost due to his previous condition.
-
- Resurrect: This spell returns a dead party member to healthy
- status. Note that each body location of the target will have a
- token one hit point and should be healed as soon as possible.
-
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- Magician Spells
-
- Bring Food: These spells bring food units to the party member
- that was targeted. The spell's efficacy is the number of units
- brought.
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- Awaken: This spell will cause a sleeping party member to
- awaken, thus enabling him to resume combat, make transactions,
- etc.
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- Sleep: This spell causes the target to fall asleep, thus making
- him unable to participate in combat but still be vulnerable to
- attack. Note that exceptionally intelligent creatures are
- resistant and that this spell is subject to failure.
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- Aid Travel: This spell distorts the time continuum, thus
- resulting in travel which does not consume food or other
- resources. It also freezes the current time of day. Note that
- this spell only lasts a small portion of time and casting an
- additional spell of the same type does not increase the
- duration.
-
- Move Unseen: This spell eliminates the possibility of random
- encounters. It does not, however, exclude the party from combat
- with evil placed inhabitants. Note that this spell only lasts a
- small portion of time and casting an additional spell of the
- same type does not increase the duration.
-
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- Sorcerer Spells
-
- Protection: These spells increase the Armor Class of the
- target, thus making it more difficult to inflict damage upon
- him. The spell's efficacy is the number by which the target's
- Armor Class is increased.
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- Unprotect: These spells decrease the Armor Class of the target,
- thus making it less difficult to inflict damage upon him. The
- spell's efficacy is the number by which the target's Armor Class
- is decreased.
-
- Tongues: This spell enables anyone in the party to transact
- with individuals regardless of language barriers. Note that
- this spell only lasts a small portion of time and casting an
- additional spell of the same type does not increase the duration.
- Search: This spell enables the party to locate both secret
- doors and also traps without impediment. Note that this spell
- only lasts a small portion of time and casting an additional
- spell of the same type does not increase the duration. A red
- dot will appear on the map at the location of a secret door or
- trap (if there are any on screen).
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- Enchanter Spells
-
- Enhancement: These spells increase the Attack Mode of the
- target, thus giving him additional ability to inflict damage in
- combat. The spell's efficacy is the number by which the target's
- Attack Mode is increased.
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- Weakening: These spells decrease the Attack Mode of the target,
- thus impeding his ability to inflict damage in combat. The
- spell's efficacy is the number by which the target's Attack Mode
- is decreased.
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- Sobriety: This spell changes a target whose status is drunk to
- that of healthy, thus removing combat penalties resultant from
- intoxication.
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- Drunkenness: This spell changes a target whose status is
- healthy to that of drunk, thus incurring combat penalties
- resultant from intoxication.
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- Page - 22 -
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- Wizard Spells
-
- Fear: This spell causes the target to fear every member of the
- party with whom he is engaging in combat, thus causing him to
- initiate retreat. Note that exceptionally intelligent creatures
- are resistant and that this spell is subject to failure.
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- The rest of the spells that have not been explained above are
- offensive spells which simply cause damage. More details can be
- found in the Spell List in the appendices.
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- COMBAT
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- In WarWizard , combat is either initiated by the player or
- an evil inhabitant. If combat is chosen by the player (see
- 'Commands - Combat' ), he will always have the initiative. If
- you are attacked, the initiative is random. Either way, the
- player will be brought into combat mode, which consists of two
- screens:
-
- Combat Screen One
- The first combat screen is the primary screen and it is
- here that you will move your characters, select your targets,
- cast spells, access the possessions of your party, see the enemy
- move, and watch the battle. Each round of combat starts with
- either one of your enemies moving first, or you moving your
- WarWizard first.
- A red box (the target box) will appear over each of your
- party members once it becomes their turn (the screen will also
- center on that character as much as possible depending on their
- location on the combat map) and they must "spend" all of their
- movement points, or click the DONE button to end their turn while
- movement points still remain, before another enemy or party
- member is allowed to take their turn. This red box will also be
- used to show which character you are targeting (see Targets below
- for help with selecting valid targets). Depending on how many
- party members you have and how many enemies you are facing, the
- combat turns will usually go one for one with you moving one of
- your party members, and then one of the enemies taking their
- turn, until the combat is finally resolved. If you have only a
- few party members when there are many enemies against you, two or
- more of your enemies may move between the turns of your party
- members. Keep in mind that attack, movement, spell casting, and
- changing weapons will all happen within the same turn -- there
- are no separate turns for movement and combat. See the section
- below on Movement for more explanation of movement points
- and their usage.
- The TARGET button, once you have chosen a valid target,
- will take you to the second combat screen where you will be able
- to carry out your attack on that enemy. See the section below
- on Targets to find out how to select a valid target, and the
- following section labeled Combat Screen Two, which talks about
- what to do once you click the TARGET button.
- The POSSESSIONS button will bring up the Inventory screen
- for the current party member, and you will probably recognize
- it right away because it is the same screen that can be reached
- by clicking the Backpack icon on the Status screen. See the
- Backpack Screen section in the earlier COMMANDS portion of this
- manual for more information about the workings of this
- particular screen. You may not use the TRADE button on the
- Inventory screen while in combat, but all of the other functions
- of the screen work as normal.
- The CAST button will allow the spellcasters in your party
- to employ their primary talent by casting a previously memorized
- defensive or offensive spell. See the section below titled Cast
- for more information.
- The DONE button will finish your current party member's
- turn, forfeiting any remaining movement points. Remember that
- your turn will automatically end once your party member's
- movement points reaches one or below, because there are no
- actions which can be performed with only one movement point.
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- Page - 24 -
-
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- Combat Screen Two
- The second screen will appear when you have selected a target and
- then either clicked on the target button, or simply LEFT click with the
- mouse on one of your enemies, which is the equivalent of selecting a
- valid target and then clicking on the TARGET button. This second screen
- is where you will choose which area of your enemy's body you wish to
- attack, and the weapon, or weapons you wish to use for your attack.
- Near the lower right hand corner of the screen, you will see two
- hand buttons, one of these should be made into a fist and darkened a
- bit, whereas the other should be open with the palm down and
- "highlighted". The later hand is the one that is currently selected,
- and the rest of the screen's buttons and information will reflect the
- "settings" for this hand. Simply click on the fist beside the current
- "open" hand, and that one will now open to become the active hand.
- The boxes closest to the bottom left portion of the screen show
- the available "weapons" for either your left or right hand, depending
- on which hand is currently selected (the displayed hand is selected by
- clicking on the right or left "hand" buttons at the bottom right
- portion of the screen as explained in the paragraph preceding this one).
- These boxes show any rings you might have, followed by your fist, and
- then the weapon that is in that hand -- if any. Select which "weapon"
- you want to use for this hand by clicking on the image of the ring, fist,
- or weapon held in your hand, which will then highlight the box frame in a
- bright red showing that this is the "weapon" that will be used for this
- hand in the coming attack against your foe. Note that if you are holding
- a two handed weapon (such as a Long Bow or Two-Handed Sword) in your one
- of your hands and select this as your "weapon", you will not be able to
- choose a different "weapon" for your other hand because both hands must
- be used to wield the two-handed weapon in an attack. You may, however,
- attack with both hands at the same time if your selected "weapons" only
- require one hand each.
- The upper right portion of the screen shows a body with one of the
- body parts highlighted in red -- this is the bodypart that your chosen
- "weapon" for the current hand will attack. While it is possible to have
- a weapon in each hand and attack two separate body locations, such as
- attacking your enemy's chest with a dagger in one hand and your enemy's
- head with a Ring of Fireballs, but it may be a much better strategy to
- concentrate both hands on one body part. Also note that many of the
- creatures that you will face in the game have a "weak" spot that will
- take less damage than other areas of the body, but as this is different
- for each type of creature you will have to find each creature's "weak"
- spot through trial and error. Some of the body locations (the head,
- neck, chest, and torso) will kill your enemy if they are brought down
- to zero hit points at that location, but other body parts (left arm,
- right arm, and legs) will be simply disabled, or unusable, when that
- location's hit points reach zero. If you disable an enemy's legs, they
- will not be able to move for the rest of the combat unless they are
- healed. Arms that are disabled cannot be used to attack with, though
- spellcasting is still possible. Also, keep in mind that your enemies
- can do these things to you.
- The info box that is above the "weapon" boxes will display which
- weapon each hand is going to be using in the attack, where that hand
- will be attacking, and other useful information.
- Finally, after you are done selecting the weapon(s) you wish to
- use and where it/they should attack, simply hit the ATTACK button to
- launch your attack on the target.
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- Page - 25 -
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- Movement
- Each of the characters in your party have a certain amount
- of movement points (the exact number is determined by that
- character's Dexterity) at the beginning of each combat turn.
- These movement points are 'spent' whenever you move, attack, or
- cast spells. Movement takes two movement points per step, spell
- casting takes three points for each spell cast (regardless of
- success or failure), and the amount of points spent for attack
- varies depending on the weapon(s) used. Once these movement
- points are used up, that character will have to wait until the
- next turn of combat for more movement points. If your movement
- points goes below two, that character's turn will automatically
- be ended, but you can also forfeit his remaining movement points
- and finish his turn by clicking the DONE button. Movement
- points can NOT be saved up from turn to turn, your characters
- will always begin each turn of combat with their preset amount.
- Use the arrow keys, or left click with your mouse on the
- sword (this sword 'compass' is located at the lower left portion
- of your screen on combat screen one) which points in the
- direction you wish the current character to walk. Your
- characters, as well as your opponents, cannot walk over or
- through certain objects on the battlefield, such as bushes and
- rocks, and must walk around these obstacles.
-
- Targets
- In order to perform an attack or cast a spell, you must
- first select a valid target for that action, and there are a few
- different ways that this can be done.
- The first, and perhaps easiest, is to position you mouse
- pointer over a spot on the combat map and click the RIGHT mouse
- button, which will center the combat map on the spot where you
- clicked. In addition, if the spot that you clicked is occupied
- by one of your party members or an enemy, that character will
- become your current target and their information will be
- displayed in the target information portion of the screen that
- shows a basic body shape. If the character that you clicked on
- is one of your party members, you will be able to see exactly how
- many hit points the character has for each body location, but if
- your target is an enemy you will only be able to see a rough
- percentage which indicates how much perceived damage has been
- done to each body location.
- The second method to select a target is to use the NEXT
- button that lies beneath the target information area that was
- described above. This button will allow you scroll through all
- of the available targets one by one until you find the one you
- are looking for, or if you had selected a target on a previous
- round of this combat, you could also use the LAST button (that
- is beside the NEXT button) to select the current character's
- last target.
-
- Attack
- See the sections above titled Combat Screen One and Combat
- Screen Two for instructions on attacking your foes.
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- Page - 26 -
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- Cast
- Before selecting the Cast button, be sure that you have
- targeted the correct character or creature that you would like
- to cast a spell on (see Targets above for help in selecting a
- valid target). Once you have a valid target, then select Cast
- and the Spell Requester will pop up showing which spells are in
- the caster's memory. Select the spell you want to cast by
- clicking on one of the boxes with the spell name, or use the up
- and down arrow keys on the keyboard to select a spell, and then
- hit Utter to cast the spell, or hit Cancel to return to combat
- without casting a spell. If you selected Utter, the spell will
- be cast and will either succeed or fail depending on your
- ability as a spellcaster and various other factors such as a
- creature's (a Dragon for example) resistance to magic, etc...
- With each successful spell that a character casts, he/she will
- gain more proficiency in casting spells from the particular
- school of magic that the cast spell belongs to. In other words,
- if your WarWizard casts a spell such as Fear (which is a Wizard
- Spell) then he/she will gain more proficiency as a Wizard, but
- his/her ability as a Cleric, Magician, and Enchanter will remain
- unchanged. Offensive spells are divided up into the single
- target and multiple target variety (see the Spell Lists in the
- appendices to find out which spells are single target and which
- are multiple target), and you should be wary when casting the
- multiple target variety because some of the more powerful spells
- have a radius which may include your own party members and
- possibly kill them with friendly "fire"! Remember that you must
- target multiple target spells on a single target just like with
- the single target spells, but the multiple target spells will
- also strike any targets around the original target as long as
- they stand within the radius of that spell (each spell has
- a different radius, see the Spell Lists in the appendices for
- more information).
-
- Escape
- It is often wise, and sometimes very necessary to flee
- combat. This can be done by moving one of your characters to
- one of the edges of the combat map and then continually moving
- in that same direction until you are asked if you want to flee
- combat. When you attempt to flee, you may get a message telling
- you that someone in your party is engaged (don't start buying
- gifts, it's not THAT kind of an engagement), and if it is not
- the WarWizard you will be asked if you want to flee anyway. If
- you choose to flee anyway, then that party member that was
- engaged will be left behind and gone forever! If it is your
- WarWizard that is engaged, then you will not be able to flee at
- all. A character is engaged when there is an enemy two squares
- away or closer to that character. If you flee, as you may or
- may not have guessed, you will not get to search any of the
- bodies of the enemies that you may have killed in the battle
- prior to breaking and running away like a bunch of sissies.
- Finally, fleeing is not always successful, even when no one is
- engaged. In other words, your party takes off running like a
- bunch of yellow-bellies, and your enemies run after you and
- catch your slow, sorry hides -- at least on that particular
- attempt. Keep trying though, and you might just succeed. You
- know, Little Engine That Could and all that. Coward! Craven
- dog! Only kidding, fleeing is a perfectly good tactic...
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- Page - 27 -
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- Victory
- Once you have fought the good fight and have vanquished all
- of your foes, you have won the battle and now you get to Search
- all of the dead bodies for cool stuff. Keep in mind that
- animals, such as Giant Rats, do not have any items, keys or
- gold, but some animals may have a small amount of food. So, as
- you may have guessed, it is pointless to fight animals unless it
- is absolutely necessary so read the previous section on Escape.
- Once you have killed an enemy who has some possessions, take as
- much as you can carry, or is available, even if you don't think
- you need it. All of the things that you collect can be sold in
- merchant shops, and this is a good way to gain gold to heal your
- wounds, buy potions, etc...
-
- Defeat
- If your WarWizard dies, your game is over. Prevent this
- at all costs! Every other outcome to combat is considered a win
- to some extent or other. See Victory above if further
- explanation is necessary.
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- QUESTIONS AND ANSWERS
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- Q: There are so many random encounters!?!
- A: Random encounters depend on two things: Time of day and
- location. First of all, don't travel at night. Second, some
- areas are nasty, some peaceful, and some inbetween. Usually, the
- farther you are from civilization, the nastier it gets.
-
- Q: Mercenaries cost so much! How will I ever build a party?
- A: Don't hire mercenaries until later in the game. Build your
- party by joining with characters found in pubs who usually don't
- ask for money.
-
- Q: When do my hit points go up? There doesn't seem to be any
- levels like in some other RPGs.
- A: We don't particularly like levels per se, so we approached
- this a bit differently in WarWizard. The more you practice with
- a weapon, the better you will become. The more you cast spells,
- the better spells you can cast. As for hit points, this depends
- on your STAMINA. Find and drink POTIONS such as INCREASE
- STAMINA. These increase (or decrease, there are some of these
- also) your attributes, and THIS IS PERMANENT. Thus, if you
- drink a stamina potion, your hit points will go up. Make sure
- you read the section on potions in this manual.
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- GAMEPLAY HINTS
-
- -- When you start the game, it is suggested you Search the room
- that you begin the game in, and take the money and food that
- is inside the chest near the bed, Transact with your mentor in
- the next room, and then proceed directly to the city of Caer
- Tiran which lies a short distance down the road to the southwest.
- Once inside the city, go to the Pub and seek allies immediately.
-
- -- Random attacks will grow more frequent and difficult the
- further you get away from 'civilization', so try to stay on the
- roads and close to cities and villages at first, especially if
- you do not have a full party with you, or if you and your allies
- are wounded. You may encounter thugs, thieves, etc. on the roads
- far from 'civilization', but they are not as difficult as the
- creatures that await you off the roads.
-
- -- Don't travel at night if at all possible. All sorts of
- nasties are roaming even in the cities and on the roads at
- night, and you will generally have more encounters at night than
- in the daylight hours, so make Camp if you are outdoors or Camp
- at
- the Inn if you are in a city, village, or castle.
-
- -- You should not try to fight every random group that attacks
- you! Try to run away first, and only fight if you have to.
- This should extend your lifespan considerably.
-
- -- It is possible to trade items between your characters via
- the Trade button on the Backpack/Possessions screen (at the main
- screen select Status, then the character you wish to strip of
- all his possessions, um, I mean trade from, then select the
- backpack icon, etc.). You may wish to use this feature quite a
- bit in the beginning until your WarWizard is properly outfitted.
- Just don't leave TOO many warriors naked and Abandoned! After
- all, they DID join you as a friend, and besides, it isn't very
- nice.
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- Happy adventuring!
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- Page - 30 -
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- APPENDICES
-
- Item Lists
-
- Abbreviations Used:
- Mage : Any Magic User Mag : Magicians Only
- NoMag : No Magic Users (Excl Clr) Enc : Enchanters Only
- NoClr : No Clerics Clr : Clerics Only
- War : Warriors Only Wwz : WarWizard s Only
- Wzd : Wizards Only Sor : Sorcerers Only
-
- Weapons (Right,Left,Both Hands):
- Type Damage Range Throw Wt MPU SRN DXN #Hands Usage
- Swords
- Short Sword -6 1 n/a 20 3 6 6 1 War
- Long Sword -4 2 n/a 30 3 8 7 1 War
- Two-Handed Sword 0 3 n/a 78 3 15 12 2 War
- Axes
- Battle Axe -4 2 n/a 40 3 10 7 2 War
- Blunt Weapons
- Wooden Staff -6 2 n/a 15 4 3 4 2 ALL
- Mace -6 1 n/a 26 3 5 4 1 NoMag
- War Hammer -4 3 n/a 50 3 13 10 2 NoMag
- Thrown Weapons
- Dagger -8 1 9 6 3 3 4 1 NoClr
- Throwing Axe -7 1 8 9 3 4 5 1 War
- Throwing Hammer -6 1 8 17 3 5 5 1 NoMag
- Spear -6 3 12 8 3 4 5 1 War
- Projectile Weapons
- Hunter's Sling n/a 14 n/a 5 4 5 6 2 ALL
- Short Bow n/a 14 n/a 6 4 6 6 2 War
- Long Bow n/a 18 n/a 7 4 7 6 2 War
- Light Crossbow n/a 16 n/a 15 5 8 7 2 War
- Heavy Crossbow n/a 18 n/a 22 5 10 8 2 War
- Ammo
- Pouch of Bullets -8 n/a n/a 8 n/a n/a n/a n/a n/a
- Quiver of Arrows -6 n/a n/a 9 n/a n/a n/a n/a n/a
- Quiver of Bolts -4 n/a n/a 15 n/a n/a n/a n/a n/a
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- Page - 31 -
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- Armor (Torso):
- Type Protection Wt SRN DXN Usage
- Robes -8 4 3 2 ALL
- Leather Armor -6 15 4 3 NoMag
- Chain Mail -4 40 6 5 NoMag
- Plate Mail 0 100 15 8 NoMag
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- Armor (Head):
- Type Protection Wt SRN DXN Usage
- Light Helm -8 10 5 4 ALL
- King's Crown -7 10 4 3 ALL
- Great Helm -6 20 7 5 NoMag
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- Armor (Feet):
- Type Protection Wt SRN DXN Usage
- Soft Leather Boots -8 5 0 0 ALL
- Hard Leather Boots -6 8 3 4 ALL
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- Armor (Waist):
- Type Protection Wt SRN DXN Usage
- Leather Belt -8 4 0 0 ALL
- Mail Girdle -6 16 7 5 NoMag
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- Armor (Neck):
- Type Protection Wt SRN DXN Usage
- Light Collar -8 5 3 2 ALL
- Heavy Collar -6 11 4 3 ALL
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- Armor (Shoulders):
- Type Protection Wt SRN DXN Usage
- Wool Cloak -8 7 2 1 ALL
- Fur Cloak -6 10 3 2 ALL
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- Shields:
- Type Protection Wt SRN DXN Usage
- Small Shield -6 15 4 2 NoMag
- Medium Shield -3 40 6 3 NoMag
- Large Shield 0 65 8 7 NoMag
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- Page - 32 -
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- Spell Lists
-
- The following is a listing of all spells ordered by class, and
- level. Efficacy refers to the spell's power in general, which
- relates directly to the type of spell it is (ie., offensive:
- damage rating; healing: # of hit points returned; enhance /
- weaken: # of Attack Mode increased / decreased; protect /
- unprotect: # of Armor Class increased / decreased; bring
- food: # of food units returned).
- Radius refers to range if the spell is Offense Single, radius if
- Offense Multi. Domain indicates where the spell may be cast,
- (ie., during travel, in combat, or both). Wisdom/Intell refers
- to the level at which the spell caster must be at in order to
- successfully cast the spell. Exp.Gained refers to the quantity
- of experience points the caster receives toward his level and
- class (see Experience Levels in the appendices). Target refers
- to how many people/creatures will be affected by the spell. If
- a spell is labeled as a Multiple target spell, then any characters
- that are within the spell's radius from the original target (no
- matter whether they are foe or friend!) will be affected by the
- spell and take damage, if it is an offensive spell.
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- Clerical Spells
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- Name Level Efficacy Radius Domain Wisdom Exp.Gained Targets
- Healing One 1 4 n/a BOTH 10 15 Single
- Turn Undead 3 n/a n/a CMBT 12 50 Multiple
- Healing Two 3 8 n/a BOTH 12 50 Single
- Healing Three 6 15 n/a BOTH 15 190 Single
- Cure Poison 7 n/a n/a BOTH 16 240 Single
- Lightning 9 15 3 CMBT 18 280 Single
- Healing Four 10 22 n/a BOTH 19 290 Single
- Locust Swarm 11 22 1 CMBT 20 340 Multiple
- Resurrect 11 n/a n/a TRVL 20 340 Single
- Spirit Sword 12 23 6 CMBT 21 390 Single
- Healing Five 13 30 n/a BOTH 22 440 Single
- Fire From Heaven 13 25 3 CMBT 22 440 Multiple
- Consuming Fire 14 30 4 CMBT 23 470 Multiple
- God's Judgement 15 45 15 CMBT 24 550 Single
- God's Wrath 18 55 7 CMBT 27 700 Multiple
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- Magician Spells
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- Name Level Efficacy Radius Domain Intell Exp.Gained Targets
- Bring Food One 1 10 n/a TRVL 10 15 N/A
- Awaken 3 n/a n/a BOTH 12 50 Single
- Bring Food Two 3 25 n/a TRVL 12 50 N/A
- Sleep 4 n/a 5 CMBT 13 80 Single
- Aid Travel 4 n/a n/a TRVL 13 80 N/A
- Move Unseen 5 n/a n/a TRVL 14 140 N/A
- Bring Food Three 5 50 n/a TRVL 14 140 N/A
- Bring Food Four 7 100 n/a TRVL 16 240 N/A
- Ekkud's Curse 9 15 2 CMBT 18 280 Single
- Bring Food Five 9 200 n/a TRVL 18 280 N/A
- Brebba's Chimes 10 15 1 CMBT 19 290 Multiple
- Song of Stunning 11 23 6 CMBT 20 340 Single
- Brebba's Gong 12 23 3 CMBT 21 390 Multiple
- Mind Strike 13 34 15 CMBT 22 440 Single
- Rhyme of Thanatos 14 34 7 CMBT 23 470 Multiple
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- Sorcerer Spells
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- Name Level Efficacy Radius Domain Intell Exp.Gained Targets
- Protection One 1 2 n/a CMBT 10 15 Single
- Tongues 2 n/a n/a TRVL 11 25 N/A
- Unprotect One 2 2 n/a CMBT 11 25 Single
- Protection Two 3 5 n/a CMBT 12 50 Single
- Unprotect Two 4 5 n/a CMBT 13 80 Single
- Search 5 n/a n/a TRVL 14 140 N/A
- Protection Three 5 8 n/a CMBT 14 140 Single
- Unprotect Three 6 8 n/a CMBT 15 190 Single
- Ueol's Knife 9 15 2 CMBT 18 280 Single
- Freezing Sphere 10 15 1 CMBT 19 290 Multiple
- Electric Tendrils 11 23 6 CMBT 20 340 Single
- Summon Tornado 12 23 3 CMBT 21 390 Multiple
- Ethereal Grip 13 34 15 CMBT 22 440 Single
- Death's Scythe 14 31 7 CMBT 23 470 Multiple
- Ueol's Fist 15 45 15 CMBT 24 500 Single
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- Page - 34 -
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- Enchanter Spells
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- Name Level Efficacy Radius Domain Intell Exp.Gained Targets
- Enhancement One 1 2 n/a CMBT 10 15 Single
- Weakening One 2 2 n/a CMBT 11 25 Single
- Sobriety 3 n/a n/a BOTH 12 50 Single
- Enhancement Two 3 5 n/a CMBT 12 50 Single
- Weakening Two 4 5 n/a CMBT 13 80 Single
- Enhancement Three 5 10 n/a CMBT 14 140 Single
- Weakening Three 6 10 n/a CMBT 15 190 Single
- Drunkenness 7 n/a n/a CMBT 16 240 Single
- Wasp Attack 9 15 1 CMBT 18 280 Single
- Lighting Flash 10 15 1 CMBT 19 290 Multiple
- Ice Cloud 11 23 5 CMBT 20 340 Single
- North Wind 12 23 3 CMBT 21 390 Multiple
- Power Shock 13 34 15 CMBT 22 440 Single
- Air to Fire 14 31 7 CMBT 23 470 Multiple
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- Wizard Spells
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- Name Level Efficacy Radius Domain Intell Exp.Gained Targets
- Fear 1 n/a n/a CMBT 10 15 Single
- Flame Touch 1 3 1 CMBT 10 15 Single
- Column of Fire 2 2 1 CMBT 11 25 Multiple
- Magic Sword 3 8 2 CMBT 12 50 Single
- Suffocating Sphere 4 8 3 CMBT 13 80 Multiple
- Power Strike 5 15 5 CMBT 14 140 Single
- O'Kiel's Chant 6 15 4 CMBT 15 190 Multiple
- Magic Dart 7 23 7 CMBT 16 240 Single
- Yaeryl's Shockwave 8 23 5 CMBT 17 245 Multiple
- Ball of Fire 9 34 11 CMBT 18 280 Single
- Acid Rain 10 31 7 CMBT 19 290 Multiple
- Keloc's Talons 11 45 15 CMBT 20 340 Single
- Meteor Shower 12 40 7 CMBT 21 390 Multiple
- Word of Death 13 55 17 CMBT 22 440 Single
- Song of Desolation 14 50 7 CMBT 23 470 Multiple
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- Credits
- Design & Direction: Brad McQuaid
- Design & Environment: Steve Clover
- Amiga Programming: Brad McQuaid
- PC & Compatibles Programming: Steve Clover
- Artwork & Graphics: Milo D. Cooper
- Sound: Jim Dobson
- Technical Support & Consultation: Roger Uzun
- Playtesting: Jeff Kennedy & Mike Butler
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- Page - 36 -
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