Table Of Contents Note: When reading through the Ultimate Wizardry Archives’ manual, keep in mind that each chapter is a manual of its own. From time to time a chapter may refer you to a “section of this manual”, meaning “this chapter”.
Proving Grounds of the Mad Overlord 5
Proving Grounds of the Mad Overlord Wizardry Copyright 1981-1987 Sir-Tech Software, Inc., Andrew Greenberg, Inc., and Robert J. Woodhead All Rights Reserved. Wizardry is a registered trademark of 1259190 Ontario Inc. The Special Effects Department Each brand of computer has its own unique features. Your IBM PC (or 100% compatible) is no exception. The IBM PC version of Wizardry has been specially programmed to take advantage of some of these features.
Proving Grounds of the Mad Overlord Acknowledgements In a large endeavor, people close to the principals often contribute so much that their participation cannot go without mention. Without the many hours that these people have spent, Wizardry might never have been. The authors would like to thank: Playtesters Roe R.
Proving Grounds of the Mad Overlord 8
Proving Grounds of the Mad Overlord It was in the fall of the fifth year of the fanatical wizard Werdna that our campaign began. What season or year it is now, none of us knows. I believe we are on the ninth level of this accursed maze, but time and distance are ever shifting, and reality is fleeting. As we break camp, my five companions and I sort out our weapons and supplies. We have accumulated wondrous treasures and mighty weapons.
Proving Grounds of the Mad Overlord Journey to the Land of Wizardry The Wizardry program is truly magical. It allows your computer to open a portal into a world far removed from todays high tech living. There brave warriors do battle with evil wizards and fearsome monsters for riches beyond compare. It is a place where careful planning and strategy are more important than mere reflexes.
Proving Grounds of the Mad Overlord Characters Each Wizardry character is a unique individual with strengths, weaknesses, and special abilities. A character is portrayed in the game by hundreds of separate pieces of information, each of which is influenced by the actions that the character performs. Statistics Statistics are basic measures of a character's ability to do things. The higher the statistic, the better the character's performance. Strength affects your skill in combat. I.Q.
Proving Grounds of the Mad Overlord Other characteristics include hit points, which describe how much damage a character can tolerate before death, and armor class, which describes how well protected the character is. Possessions Possessions are objects that characters own. Gold is a very important possession. When your character begins life, he has a pittance (probably won in a lottery), barely enough to buy some simple armor and a few paltry weapons.
Proving Grounds of the Mad Overlord Experience Experience is a measure of the character's mettle and abilities, as tested in the real world. Where the abilities and characteristics describe the character's potential, perhaps the best way to measure the ability of a character to help the party is by the number of experience points he has earned. A character can gain experience points only through the test of steel, in real combat with a mortal enemy.
Proving Grounds of the Mad Overlord The four basic classes are: Fighter: The basic man-at-arms. Fighters have high hit points, can use any armor and weapon, and relish their role as shock-troops. They may be of any alignment. Mage: The sorcerer. Mages have poor hit points, can use only daggers and staffs as weapons, and can wear no armor except for robes! They can cast mage spells, and may be of any alignment. Priest: The holy one.
Proving Grounds of the Mad Overlord slowly begin to learn mage spells. The strict code of Bushido prevents Samurai from being of evil alignment. Lord: A combination of fighter and priest. They have the hit points and abilities of fighters, but at the fourth level of ability they gain the ability to cast priest spells, and the ability to dispell. Lords must be of good alignment. Ninja: A superhuman fighting machine.
Proving Grounds of the Mad Overlord There is a minor exception to this rule. If a character knows at least one spell of a particular category and level, then he will eventually learn all the spells of that category and level, even if he changes to a class that doesn't learn spells. For every spell you know, you are granted at least one spell point with which to cast it.
Proving Grounds of the Mad Overlord Boltac's Trading Post is the commercial center of the Castle. It is owned and operated by a friendly dwarf named Boltac. Like all dwarves, Boltac likes gold, and will sell you your own arms (not your "armaments," your arms!) if he can get away with it. Here the spoils from a hundred forays find their dubious way to sale. This place has all the equipment you need to make it your one-stop shopping center, and it is open around the clock for your adventuring convenience.
Proving Grounds of the Mad Overlord The Maze The Maze is where the adventurers go in search of monsters to kill, loot to "borrow", and clues to help determine the whereabouts of the evil wizard. As the characters become more proficient, they will be able to adventure for longer periods of time, and penetrate deeper into the Maze; eventually, they may come face to face with their nemesis, Werdna! The Mission Trebor, the Mad Overload, was not always mad, merely power crazed.
Proving Grounds of the Mad Overlord When you have to enter a single key, you'll be asked to press a key; when more than one key is required, you'll be asked to type what is required and press [ENTER]. The only times you will be asked to enter more than one keystroke is when you are typing the name of a character or spell, or answering a riddle. On some computers, [ENTER] is called [RETURN]. If you are asked to confirm a choice, the program will ask you something like "DO YOU WANT TO DO THIS ( Y / N ) ?".
Proving Grounds of the Mad Overlord About "Cheat" Programs Wizardry is a very popular game, and several people have written "cheat" programs that let you create "super" characters. We recommend that you do not use these programs for three reasons: The cheat programs are unreliable and may damage your files. They destroy much of the challenge of the game. In the long run, it isn't much fun to play with a set of characters that simply cannot be hurt.
Proving Grounds of the Mad Overlord (I)NSPECT A CHARACTER (R)OSTER OF CHARACTERS (L)EAVE Press [C] to create a new character. Next, choose a name for the character and type it in, ending by pressing [ENTER]. If you want to put a password on the character, type one in (YOU have to remember the password!) Most times you wouldn't need a password, so just press [ENTER]. Now you must choose your character’s Race and Alignment. For each you will be given a menu of choices.
Proving Grounds of the Mad Overlord When you make changes in the statistics, class options will begin to show. Each class has different minimum statistic requirements, and when you have added enough bonus points to the right statistics to qualify for a class, it will appear in one of the windows. The minimum statistic scores required to qualify for each of the classes is as follows: Fighters need 11 strengths. Mages need 11 I.Q. Priests need 11 piety and may not be of neutral alignment.
Proving Grounds of the Mad Overlord Developing a well balanced team with diverse talents is one of the major keys to success (See the section on adventuring.) Decide which alignment you prefer your party to have before you start generating characters. Evil cannot play with good, but neutrals may play with either.
Proving Grounds of the Mad Overlord (C)HANGE CLASS gives characters the option of changing their professions in midlife. When you change class, you are entering the new class as a level one character. Therefore, changing class has the following side-effects: Your character statistics drop to the minimum for your race. Your experience points drop to zero. All your equipment will remain in your possession, but your items will be unequipped.
Proving Grounds of the Mad Overlord Inspecting a Character When you are in the Tavern, (#)INSPECT lets you inspect a character in the party by typing the number key associated with that character. When you inspect a character, a window appears that offers a wealth of facts about your character. Five pieces of information are found at the top. Your character's name and level appear first. Next are alignment, race and class.
Proving Grounds of the Mad Overlord Armor Class is a measure of how well-protected you are against attack. Note that, unlike other measures in this game, a better armor class, or AC, corresponds to a lower number. Thus AC may be expressed as a negative number if it is unusually good. Bare skin, for example, has an AC of 10. A character with an AC of -10 is about as well armored as a Sherman Tank.
Proving Grounds of the Mad Overlord Status will tell you about any problems you may have. Being DEAD is one of these, although you'll also see other maladies here. Characters who are marked OUT are lost somewhere in the Maze! Their status may become OUT due to any of three causes: Obliteration (everyone was killed), Starvation (Power failure or turning off the computer) or Vacation (using the (Q)UIT option while in the Maze.) OUT characters can be retrieved.
Proving Grounds of the Mad Overlord Weapons and armor you possess, but have not equipped, will not be of any use to you in combat. You can unequip an item by simply choosing no item of that type when you equip. You do this by pressing [ENTER] instead of a number. (T)RADE allows the characters to exchange gold and items amongst themselves. To trade, first press in the number of the character with whom you wish to trade. Then type the amount of gold, if any, that you want to transfer.
Proving Grounds of the Mad Overlord Boltac's Trading Post Boltac's is where you buy equipment for your party. Enter the establishment by pressing [B] at the main Castle menu. Immediately, Boltac will ask which of your characters wishes to be served. Once you have selected a character, the shopping display will appear. You can (B)UY, (S)ELL OR (I)DENTIFY items, (U)NCURSE cursed items, (P)OOL GOLD from any party members into your possession or (L)EAVE the Shop.
Proving Grounds of the Mad Overlord You cannot sell an item that is cursed or which needs to be identified. If you attempt to sell an item that is equipped, you will be asked if that's what you really want to do. Removing Curses Cursed items picked up in the Maze are very uncooperative and they stick like glue to anyone who equips them. If you manage to get back to the Trading Post in one piece carrying such an item, Boltac can uncurse it for you. Press [U].
Proving Grounds of the Mad Overlord The Temple of Cant Whenever a party brings back characters who are dead, paralyzed or similarly distressed, they can be carried to the Temple of Cant. Enter the Temple by pressing [T] at the main Castle menu. You will be shown a list of the characters the Temple can help. Select a character from the list and the Temple priests will tell you what tithe is required. Choose which character in the party will pay the tithe.
Proving Grounds of the Mad Overlord The Adventurer's Inn The Inn is where characters recover lost hit points and learn whether they have made the next level of experience. Enter the Inn by pressing [A] at the main Castle menu. Next, select a character who needs some rest & relaxation (R&R) in the same way you would for the Trading Post. Once you've checked a character into the Inn, you'll be able to look over the types of rooms available.
Proving Grounds of the Mad Overlord The Edge of Town The Edge of Town lets you go to other areas outside the central Castle: The (T)RAINING GROUNDS, the (M)AZE, the (C)ASTLE, the (U)TILITIES, and (L)EAVE GAME. The (T)RAINING GROUNDS section has already been explained and (C)ASTLE returns you to the main Castle menu. From the screams of terror and loud munching noises issuing from the entrance to the (M)AZE, this is undoubtedly where your Party has to go when it is ready to begin adventuring.
Proving Grounds of the Mad Overlord The Utilities The Utilities offer you the ability to do things to the characters outside the adventure. (C)HANGE NAME. If you want to give a character a new persona, select, by letter, the character whose name you wish to change. Then type in the new name. (R)ESTART AN "OUT" PARTY. Select, by letter, the name of any character that is stuck in an OUT party. The entire party will be restored to exactly the same spot in the dungeon.
Proving Grounds of the Mad Overlord Only characters in the Castle may be added to the party. If you wish to resume an expedition that was stranded in the Maze, use the (R)ESTART AN "OUT" PARTY option of the utilities. Balance your party. When first starting out, try a party of two fighters, a priest, a thief, and two mages. This is the strongest party you can make using characters with low experience levels.
Proving Grounds of the Mad Overlord Camping Out When you are in the Maze, you are constantly subject to the attacks of monsters. Fortunately, you can make (C)AMP at any time that you are not fighting. When you are in Camp, it is assumed that you have set up guards so that the monsters cannot attack you. When you are in Camp, you may: (#)INSPECT a member of the party. The display is the same as in the Training Grounds and the Tavern, but you will have more options.
Proving Grounds of the Mad Overlord Touring the Maze The Maze window displays a 3-D view of the Maze passageways directly in front of you. You will also see the party status window, which will tell you how your characters are doing. At the top of a screen, a window will remind you of most of the options that are available. When you are in the maze, you can move around by pressing: [W] to move one step forward. [A] to turn 90 degrees left. [D] to turn 90 degrees right. [X] to turn 180 degrees about.
Proving Grounds of the Mad Overlord Graffiti As you travel through the Maze, you will occasionally find unusual markings. These may represent stairs upwards and downwards, special passageways you might want to explore, messages scrawled on the walls and dark areas into which you cannot see. Mapping Each time you enter the Maze, you will be told that you are at the foot of the staircase which links the Castle with the first (topmost) Maze level. If you go up these stairs, you'll be back in the Castle.
Proving Grounds of the Mad Overlord did not want to go through the door quite yet, but now have no choice. Also, your characters do not appreciate you telling them to run full-tilt into stone walls! Scrolls for these spells are quite rare. Cultivate a Priest, and aid him to advance to higher levels, so that he will be able to cast those spells for the team. No matter how diligently you map, occasionally you get turned around and have no real idea where the party is at that moment.
Proving Grounds of the Mad Overlord Combat Without some sort of challenge, Wizardry would just be a game of mapping. You will soon learn to be grateful to a particular group of individuals for providing this challenge. After all, who gathers together all the loot in the Maze so that your characters can find it in nice tidy packages? Who gives bloodthirsty adventurers something to look forward to? Who blasts ill-prepared party members to smithereens? This is the life-work of monsters.
Proving Grounds of the Mad Overlord Each active character in your party will be presented with a list of options each round. The possible options are: (F)IGHT the monsters. To do this, you must be in the first, second or third position in the party. (P)ARRY the monsters. Generally, you only do this if there is nothing a character can do to help. Parry reduces the chance that the monsters will be able to hit you. (D)ISPELL the monsters.
Proving Grounds of the Mad Overlord When a combat is over (and you have survived), you will be told how many experience points each surviving member of the party will be awarded for his or her brave conduct. You don't earn any points for monsters who run away or for dispelling monsters. You'll also find out how many gold pieces each character earns. Regrettably, some groups of monsters are security-conscious and like to hide their money and other valuables in...
Proving Grounds of the Mad Overlord Lowering your Insurance Premiums The first rule of the successful Wizardry player is "He who turns and runs away, lived to run another day." Don't be ashamed to run from encounters where the monsters have the upper hand. When first starting out, run back to the Castle often (even after each encounter) to rest, replenish your spells, and heal your wounded. Never go deeper into the dungeon until you are quite comfortable on the current level.
Proving Grounds of the Mad Overlord Creating your Team Say, you look new around here. Has anyone shown you the sights yet? No? Well, come along with me. My name's Hawkwind and I'm just getting ready to foray again. Is this your first time as a team leader? No problem, just do as I tell you, and if you get back alive, you'll know I told it right.
Proving Grounds of the Mad Overlord the new characters here to be trained and returned to the Castle Quite a Castle isn't it? You should have seen it in its heyday before Trebor went mad. Be careful with what you say, Trebor suspects everyone! Here it is, the best place in the Castle to find men for a dangerous foray, Gilgamesh's Tavern. Surveying the smoky room, we see mostly green novices, fresh from their instructions in the Training Grounds but without armor or weapons yet...
Proving Grounds of the Mad Overlord 155 gp when he Pools gold. Buying the chain mail leaves the team with a balance of 65 gp. Too bad, not enough to buy better equipment for Prior Sebastion. His faith will have to sustain him. Oh, now you're really doing some figuring! Yep, if I had planned out our team's purchases in advance, my people would not have squandered 60 gp (25 gp apiece for the leather armor and 10 gp for the small shield they lost when they got sold those items back to Boltac's).
Proving Grounds of the Mad Overlord cursor key or [W]. Look, there's a door ahead on the left, just before the corridor ends! I'll turn the party north again (by pressing the left cursor key or [A] right in front of the door, so they are facing the door. Now the team can go through the door.
Proving Grounds of the Mad Overlord cast a HALITO spell on the Skeletons, hoping to give one of them a hot time. Gabriella will try to put the two Bubbly Slimes to sleep with a KATINO spell, so that they can't attack the party while everyone is busy with the Skeletons. Here goes... Rats! Derf swings and misses. Ouch! A Skeleton his Prior Sebastion for 3 hits points. Oof! A bubbly slime hits Derf for 2 hit points. Smash! Thomas the Fair swings and hits a skeleton for 3.
Proving Grounds of the Mad Overlord Round 4 - Running out of Resources Both Bubbly Slimes are awake now. That was a mighty close call for Derf. Better have Prior Sebastion try again with his DIOS spell. The last one really had some power in it. Not bad for a greenie. The boys will swing at the Bubbly Slimes, while Snatch parries again. Gabriella goes to cast another KATINO spell but is out of spell points, so she will only be able to parry. Not good news.
Proving Grounds of the Mad Overlord Experience and Loot Everyone receives 42 experience points for surviving the encounter. Ah, the monsters were carrying a treasure chest. Well, Snatch, here's your chance to pull your weight. Snatch examines the chest and says that he thinks it is a poison needle trap, very nasty. Derf pushes him aside and inspects the lock. He thinks it's a crossbow bolt trap. Prior Sebastion looks at it and says no, it's not trapped at all.
Proving Grounds of the Mad Overlord R & R After a hard day in the Proving Grounds, every adventurer looks forward to a refreshing stay in a first-class hotel. Unfortunately, there is nothing remotely resembling a first-class hotel in the Castle, so weary travellers have to settle for the Adventurer's Inn. Derf stumbles in and sacks out on a cot for 10 gp a week. Oops, no money. I'll Pool the team's gold for him.
Proving Grounds of the Mad Overlord Spells There are a total of fifty spells divided into mage and priest categories. Each category is divided into seven levels, with the most potent spells at the higher levels. Following is a complete description of all the spells you can cast. For each spell, we've given you the name, a rough translation, the power level, where it can be cast, what it will affect and a brief description of its effects.
Proving Grounds of the Mad Overlord Mage Spells Level 1 Mage spells HALITO LITTLE FIRE Type: Combat Affects: 1 Monster HALITO causes a flame ball about the size of a baseball to strike a monster, inflicting from one to eight hit points of damage. MOGREF BODY IRON Type: Combat Affects: Caster MOGREF reduces the spell-caster's AC (Armor Class) by two points. This protection lasts for the rest of the encounter.
Proving Grounds of the Mad Overlord Level 4 Mage Spells MORLIS FEAR Type: Combat Affects: 1 Group MORLIS causes one group of monsters to fear the party, thus reducing the effectiveness of their attacks. The effects of MORLIS are comparable to a doublestrength DILTO spell. DALTO BLIZZARD Type: Combat Affects: 1 Group DALTO is a frigid version of MAHALITO, and inflicts six to thirty-six points of damage.
Proving Grounds of the Mad Overlord MAHAMAN BESEECH Type: Combat Affects: Variable This more powerful version of HAMAN has the same costs and conditions of casting, but the boons that the Gods grant are more valuable.
Proving Grounds of the Mad Overlord MONTINO STILL AIR Type: Combat Affects: 1 Group MONTINO causes the air around a group of monsters to stop transmitting sound, thus preventing them from casting spells! Level 3 Priest Spells LOMILWA SUNBEAM Type: Any time Affects: Entire Party Like MILWA, LOMILWA causes a softly glowing magical light to accompany the party, illuminating more of the Maze and revealing all secret doors. The effects of LOMILWA, however, last for the duration of the expedition.
Proving Grounds of the Mad Overlord BADIAL WOUND Type: Combat Affects: 1 Monster BADIAL is the inverse of DIAL. It inflicts two to sixteen hit points of damage upon a monster. LATUMOFIS CLEANSE Type: Any time LATUMOFIS removes the effects of poison. Affects: 1 Person MAPORFIC BIG SHIELD Type: Any time Affects: Entire Party MAPORFIC is an improved version of PORFIC that lasts for the duration of the expedition. This is the best overall defensive spell.
Proving Grounds of the Mad Overlord MABADI MAIMING Type: Combat Affects: 1 Monster MABADI strips the target monster of all but a few of its hit points LOKTOFEIT RECALL Type: Combat Affects: Entire Party LOKTOFEIT causes all party members to be teleported back to the Castle, minus all their equipment and most of their gold. There is a very good chance this spell will fizzle.
Knight of Diamonds 59
Knight of Diamonds ** Note: This game (Knight of Diamonds) uses the same characters, spells, and basic commands as game #1 (Proving Grounds of the Mad Overlord). The Adventure The staff of Gnilda was the first example of its creator's forging skill. When properly used, it rendered the City of Llylgamyn invulnerable. The staff projected a force field totally impervious to any physical or magical attack.
Legacy of Llylgamyn 61
Legacy of Llylgamyn LEGACY OF LLYLGAMYN The Third Wizardry Scenario Wizardry by: Andrew Greenberg & Robert Woodhead Scenario Design by: Robert Del Favero, Jr., Samuel Pottle & Joshua Mittleman Manual by: Roe R. Adams, III Playtested by: Katie Woodhead & Linda Sirotek ** Note: This game (Legacy of Llylamyn) uses the same characters, spells, and basic commands as game #1 (Proving Grounds of the Mad Overlord).
Legacy of Llylgamyn Prelude A generation has passed in the kindgom of Llylgamyn since an intrepid band of adventurers regained the ancient armor of the Knight of Diamonds and restored the Staff of Gnilda. Peace and prosperity have prevailed. Under the protection of the Staff, Llylgamyn has become a place of light and beauty, where war and its tools are unknown. Recently, however, the tranquility of Llylgamyn has been disturbed, not by angry men and bloody war, but rather by unbalanced nature.
Legacy of Llylgamyn The Rite of Passage The adventurers who will go on the quest for the orb will be chosen from this year’s graduating apprentices. Each apprentice, at the age of 20, undergoes the ancient Rite of Passage. After proper preparation and rituals, the apprentice will pray to the spirits of their ancestors for guidance and assistance. These spirits are the essence of these heroes. Such heroes defeated Werdna for his Amulet, or returned Gnilda’s Staff to Llylgamyn.
Legacy of Llylgamyn Getting Started Starting the Game Ah, to adventure! To begin Wizardry, just follow the following instructions. 1. From the Windows START/PROGRAMS mean select Wizardry and then the scenario you wish to play. 2. Select (S)tart Game (Press [S]). 3. Ignore the program’s insistence to insert a scenario disk and simply press [ENTER]. Note: Since the original Wizardry games were released on floppy disks, it was important to make copies of the original disks to play on.
Legacy of Llylgamyn Entering Llylgamyn To enter the troubled city of Llylgamyn, start the program. When the title page appears before your eyes, invoke the (S)TART GAME spell. After performing this sacrament, you wil appear in the city. Summoning Ancestors The spirits of the ancestors of the characters you wish to adventure with may be roaming freely around the world. In order for the Rite of Passage ceremony to be successful, they must be summoned to Llylgamyn.
Legacy of Llylgamyn The Quest Upon completion of the Rite of Passage, the new adventurers are gathered before the Elders of Llylgamyn. The burden of the quest for the sacred orb is laid upon their shoulders. The adventure party is told that the newly awakened volcano that threatens the city is actually the legendary sanctuary of the great dragon L’kbreth, who guards the orb from unworthy seekers. High inside the mountain is the hidden resting place of the orb.
Return of Werdna 69
Return of Werdna THE RETURN OF WERDNA The Fourth Wizardry Scenario Wizardry by: Andrew Greenberg & Robert Woodhead Scenario Design and Manual by: Roe R. Adams, III Illustrations by: Linda Wheelin Linda Carpenter, assistant Title Screen Design by: Robert Gould Dedicated to: This Scenario is dedicated to my wife Nan, and my children Roe and Kathleen, who have sacrificed an entire, irreplaceable year out of our lives together, so that I might work far from home bringing forth what you now hold in your hands.
Return of Werdna The Prequel Five years have passed since I captured the mystical amulet from the Mad Overlord Trebor. His agents had only been a few hours ahead of me in obtaining the artifact. The amulet had lain hanging around the neck of a forgotten god's statue in an ancient crumbling Temple. Whose Temple it once was is now whispered faintly only in ancient and forbidden tomes. Never is the full name used, perhaps for fear of invoking something dreadful that might be merely slumbering.
Return of Werdna inscriptions were faded and of a tongue quite unknown to me. It took but a few minutes for my arts to restore the lettering to legibility, but it took almost a year's worth of intense research to translate the message. Wonder of all wonders, the scroll appeared to be written by the apprentice to the wizard who opened the gate that night so long ago. His mind seemed to have been blasted by what he had seen, for only stray bits and snatches of thought were scribbled on the scroll.
Return of Werdna I was filled with hope. If I could correctly follow the clues this document provided, the amulet and all its power could be mine. Now I regretted consigning the soul of the antique dealer to Hell. In the hope that the gauntlets mentioned in the ancient scroll were the means by which the amulet could be handled safely, my agents went into search of them. After many months of seeking, they were able to procure but a single glove.
Return of Werdna Four men shrouded in black robes entered the valley. Shortly, three men left. (I had seen no body, so what happened to the fourth man?) One of the men carried something at arm's distance. For an instant I caught a glimpse of a bluish-grey gleaming glove on the man's hand, then the mirror was blasted into a thousand fragments. He also had one of the fabled gauntlets. The scroll was right! Now I understood why it had been unsealed...
Return of Werdna At last, the amulet was mine!!! The power of a universe was at my disposal. Ah, so drunk was I with visions of great and terrible deeds. What to do first? My tower seemed unfitting for a would-be god. Something more splendid, more spacious. Perhaps a split level...no, many levels...ten levels, that's it! Where to put this magnificient edifice? Well, it should be somewhere away from prying eyes and possible thieves, yet not to far from a food source for my hungry pets.
Return of Werdna Five years passed without the amulet yielding up any of its secrets. Oh, I did discover a few small details, like why a gauntlet was necessary. One evening I was preoccupied with my studies, and I asked one of my many minions to fetch the amulet from behind its darkly smoked glass case so I could examine it. Suddenly, I heard a pop and a thud of the amulet dropping to the floor. My servant had failed to put on the gauntlet. When it touched the amulet, the creature had just vanished.
Return of Werdna Starting the Game Return of Werdna is self-contained. You will not need to transfer any characters into this game. Start the program and soon you will see the title page, press [S] to (S)TART GAME. In a few moments, the Save Game page will appear. The Save Game page gives you a brief synopsis of the awful position you are in. YOU ARE WERDNA, the infamous evil wizard, and life is not at all a bed of roses. Trapped at the bottom of a prison dungeon, you must fight your way out.
Return of Werdna menus on the screen. The new features have been added to make the Wizardry Gaming System easier and more fun to play. The Maze display fills the entire screen. You can toggle the various Maze windows (O)N and (O)FF. You can also flip the (S)TATUS window on and off separately. This lets you see more of the Maze. Patterns are now used to identify stairs, messages, special objects and darkness on the maze floor and walls.
Heart of the Maelstrom 79
Heart of the Maelstrom Wizardry General Program Conventions User Interface As you play Wizardry, you'll come across many menus which require different input to get the job done. Often, you'll find only one key is needed. However, sometimes you must press more than one key. Talking to interactive characters, solving riddles, entering spells and typing a character's name are just a few examples.
Heart of the Maelstrom Making a Scenario Diskette This option is a left over from the good old days of floppy disks. Since you have already installed the game from your CD-ROM on your hard drive, the game has automatically created a Scenario Disc for you there. Therefore you can completey ignore this menu entry. It no longer works. Are you with me? Up to this point, you have learned some Wizardry basics and should have returned to the Wizardry title page. We're on our way into the Heart of the Maelstrom.
Heart of the Maelstrom The Castle Your adventurers spend their time in one of two places: the Castle or the Maze. Of course, there is the cemetery, but let's not hope for that. So, before we rush off to create your characters, let's take a look at the world they live in. The Castle is a safe haven where your adventurers can train, rest and lick their wounds, buy goods from the friendly shopkeeper, Boltac, or even be resurrected from the grave.
Heart of the Maelstrom G)ilgamesh's Tavern is dim and smoke-filled from the haunch of a boar roasting slowly over the fire. Small groups of adventurers talk in low tones around deeply scarred wooden tables. Here is where you hope to find a team capable of surviving the rough rigors of the Maze. The A)dventurer's Inn offers several important services which your characters will often require.
Heart of the Maelstrom While novices, your characters can only spend short amounts of time in the Maze. One encounter could be their ruin! Nevertheless, as they become more proficient by gaining levels, their expeditions will grow in length and they may explore the depths of the Dungeon with swords held high. The T)raining Grounds, located just outside the Castle, rings with the sounds of swords clashing and timid battle cries.
Heart of the Maelstrom • Humans excel at nothing, but have no particular weaknesses, except for a decided lack of piety. • Elves are intelligent and pious, but not very robust. They excel at intellectual pursuits, and are excellent spell-casters. • Dwarfs are strong and hardy. They love fine weapons and armor and delight in a good fight. • Gnomes are pious and agile, probably from praying under-ground during earthquakes. Due to their ascetic traditions, they make excellent Priests.
Heart of the Maelstrom • Strength affects your skill in combat. • I.Q. and Piety influence your ability to cast and resist spells. • Vitality affects your ability to withstand damage. • Agility helps you avoid attacks and open treasure chests. • Luck comes to your aid in many mysterious ways. Your new character will qualify for admission into one or more of the eight classes (or professions) on the basis of these statistics.
Heart of the Maelstrom • Fighters need 11 strength. • Mages need 11 I.Q. • Priests need 11 piety and may not be of neutral alignment. • Thieves need 11 agility and may not be good. • Bishops need 12 I.Q. and 12 piety and may not be neutral. • Samurai need 15 strength, 11 I.Q., 10 piety, 14 vitality and 10 agility and may not be evil. • Lords need 15 strength, 12 I.Q., 12 piety, 15 vitality, 14 agility and 15 luck. They must be good. • Ninjas need 17 in all their statistics, and can only be evil.
Heart of the Maelstrom thieves may Hide during combat, and once hidden, they may Ambush a monster in the following round! Thieves are also specialists in the divine art of pickpocketing the many creatures to be found in the Maze. Lastly, they may not be of good alignment. The four elite classes are: Bishop: A combination of Priest and Mage, with some advantages and disadvantages of both. Bishops have average hit points, can wear chain armor, and use Priests' weapons.
Heart of the Maelstrom Important Points to Consider When Creating Your Party Before you go charging off, filling the universe with alter egos of yourself, keep in mind some important facts: A team can consist of up to six members, and any less increases the chances of disaster. There are words for "Lone heroes battling against incredible odds." These words are "rest in peace." Developing a well balanced team with diverse talents is one of the major keys to success.
Heart of the Maelstrom C)hange Class gives characters the option of changing their professions. When you change class, you are entering the new class as a level one character. Therefore, changing class has the following side-effects: * Your characters' statistics drop to the minimum for the race. * Your experience points drop to zero. * All your equipment will remain in your possession, but your items will be unequipped. Since you are changing class, you may not be able to use them anymore.
Heart of the Maelstrom Gilgamesh's Tavern Gilgamesh's is where you assemble your party. Press [G] now to enter the Tavern. Gilgamesh's menu provides you with several options: A)dd lets you add characters to your party. You will be shown a list of all the characters compatible with the other members (if any) of your party. You can select one by pressing the letter associated with the character.
Heart of the Maelstrom Inspecting a Character When you are in the Tavern, #)Inspect lets you inspect a character in the party by typing the number key associated with that character. From the main menu of the Tavern, press the [#] of the character you wish to inspect now. You're already familiar with the five pieces of information found at the top of your character's inspection; you selected them in the Training Grounds. Your character's name and level appear first.
Heart of the Maelstrom Age is simply how old your character is. After much adventure, your character usually rests up in the Adventurer's Inn. Here, the characters may spend weeks or even years to heal themselves! As your characters become older, they grow feeble... this happens around 50. Marks represent the number of monsters you have sent to the Grim Reaper.
Heart of the Maelstrom Now your character has only two hit points left! If hit again for two or more points, your character will die. But don't despair, death doesn't have to be final in Wizardry. Mage and Priest (PRST) spell points are the next items in your character's inspection. You'll see a series of seven zeros for both the Mage and Priest spells on your screen. Your character may have higher numbers depending on his or her level and class.
Heart of the Maelstrom * Cursed items are not always bad for you. Some of the better items in the game like to "stick around." * One safe way to rid a character of a cursed item is to pay to have it removed at Boltac's Trading Post. Some items may be used to cast spells. Each time you use the item to cast a spell, there is a chance it will break. Items may affect a character even though they are not equipped; they can do things just because they are being carried around.
Heart of the Maelstrom become "known" until identified by a Bishop of a certain level. Lastly, there is a chance they will be forced to equip it; if it is cursed, they may be in trouble! D)rop lets you drop any item your character may be holding on to the dusty floor of the Maze or the muddy streets of the Castle. If you need to drop and item, press [D]. Dropped items are removed from your character's possession, and can't be picked back up.
Heart of the Maelstrom wish to trade an item, press the number of the item you want to trade. When you have finished trading items, press [ENTER]. If you don't wish to trade any gold, you can press [ENTER] instead of entering "0" as the amount. An item must be unequipped before it can be traded. L)eave ends the inspection of your character. Press [L] now to return to Gilgamesh's main menu, and [L] again to return to the main menu of the Castle.
Heart of the Maelstrom When you are in the Maze and have Camped, you may do everything. How are you doing? Yes, we've covered a lot of material. Just in Gilgamesh's, you've read about your character's traits, equipment and gold. You have also equipped a character with his or her items. We've just left Gilgamesh's, and are in the main menu of the Castle on our way to Boltac's Trading Post. If you're still in Gilgamesh's, here's what you want to do. 1. Leave your character's inspection if you haven't done so.
Heart of the Maelstrom S)elling Items Selling off excess equipment is a good way to raise cash for poverished expeditions. Be aware, however, that all shopkeepers must make profit on every transaction to keep themselves in business. This means that Boltac won't buy items back at the same price you paid for them. To sell an item, press [S]. You will see a list of your items, along with the price Boltac will pay. The equipment your characters start with is worthless to Boltac...
Heart of the Maelstrom Boltac exacts a fee for this service. The procedure for identifying items is similar to that of uncursing them, except that you press [I] to identify instead. P)ooling Gold Since few adventurers can qualify for a Dungeon Express Card, the Trading Post features a Pool Gold option to help bring big-ticket items within reach of those on a limited budget. This option transfers the gold possessed by party members to the person shopping.
Heart of the Maelstrom The Adventurer's Inn The Inn is where characters recover lost hit points and learn whether they have made the next level of experience. Enter the Inn by pressing [A] at the main Castle menu. Next, select a character who needs some rest & relaxation (R&R) in the same way you would for the Trading Post. Once you've checked a character into the Inn, you'll be able to look over the types of rooms available. The more expensive rooms allow faster, but less economical, healing of wounds.
Heart of the Maelstrom Making a Level in the Adventurer's Inn After any stay at the Inn, a check will be made to see if you have made a level. Making a level is a joyous occasion. You'll see a declaration that you have attained the next level of experience and get all the news about any changes to your character's statistics; spell-casting characters may learn new spells. At the end of this sequence, you'll learn how many experience points are needed to reach the next experience level.
Heart of the Maelstrom L)eave Game by pressing [L] is what you do when you are finished playing a session of Wizardry. NEVER, EVER, turn off your computer without using the L)eave Game option. The U)tilities From the Edge of Town menu, press [U] to enter the Utilities. Here, you have the ability to do things to the characters outside of the actual adventure. The most important option in the Utilities is Move Characters.
Heart of the Maelstrom Congratulations! You've just learned everything there is to know about the Castle and its surrounding areas. Now you're about to embark on a journey of your own. This is where your adventure starts and mine ends. It's off to the Maze in search or glory. May the Heart be with you in your endeavors. Adventuring The heart of Wizardry is adventuring.
Heart of the Maelstrom Camping Out When you are in the Maze, you are constantly subjected to the attacks of monsters. Fortunately, you can make C)amp at any time that you are not fighting. When you are in Camp, it is assumed that you have set up guards so that the monsters cannot attack you. When you are in Camp, you may: #)Inspect a member of the party. The display is the same as in the Training Grounds and the Tavern, but you will have more options.
Heart of the Maelstrom Touring the Maze The Maze window displays a 3-D view of the Maze passageways directly in front of you. You will also see the party status window, which will tell you how your characters are doing. At the top of the screen, a window will remind you of the most used options. When you are in the Maze, you can move around by pressing: [W] to move one step forward. [A] to turn 90 degrees left. [D] to turn 90 degrees right. [X] to turn 180 degrees about. [K] to kick down a door.
Heart of the Maelstrom S)ecret Doors When you search for a secret door, you have the option of doing a manual search, everyone is looking for a door on the section of the wall you are facing. Character class, level, and race play an important part in determining the ability of that character to find a secret door. You may also let someone cast the Mage Spell, Calific. This spell will always reveal a secret door, if one is present.
Heart of the Maelstrom more than ten characters be in the same area, Inspecting for Dead Bodies will only show you the first ten. You will have to pick up some of them before the others will be shown. P)icking Locks Select [P] to pick a locked door. While anyone may attempt to pick the lock, generally speaking, only a Thief or Ninja has a reliable chance of successfully doing so, dependent upon the character's level and abilities.
Heart of the Maelstrom simply press [N] for "No" when Wizardry asks if you want to "Quit This Expedition." Again, your party will be Quick-Saved automatically. It is recommended that you Quick-Save your party often, otherwise if the computer were "accidently" turned off, you would lose all experience and items you had gained on the current expedition! If you answer "Quit This Expendition?" with [Y] for "Yes," your party will remain in the maze, and you will be returned to the Castle.
Heart of the Maelstrom Warnings From time to time you may hear some strange noises while waltzing through the Dungeon (they will flash up on your screen), and that means you are probably being followed by something... Of course, it might be ahead of you too! It's so hard to tell in them durned Dungeons. Mapping Each time you enter the Maze, you will be told that you are at the foot of the staircase which links the Castle with the first (topmost) Maze level.
Heart of the Maelstrom Combat Without some sort of challenge, Wizardry would just be a game of mapping. You will soon learn to be grateful to a particular group of individuals for providing this challenge. After all, who gathers together all the loot in the Maze so that your characters can find it in nice tidy packages? Who gives bloodthirsty adventurers something to look forward to? Who blasts ill-prepared party members to smithereens? This is the life-work of monsters.
Heart of the Maelstrom When you encounter hostile monsters, your party goes on full alert. Two windows will automatically appear. One will show you the names and number of the monsters you are facing, and the other will be used to gather instructions and report on the progress of the combat. You will also be shown pictures of the monsters you are desperately trying to overcome. Once the battle is underway, only the narration window is shown.
Heart of the Maelstrom R)un away. If you succeed, then the combat is over. If you don't, then the monsters get a free round of attacks. H)ide from monsters. Thieves and Ninjas may attempt to hide in the shadows, making them invisible to the monsters and not subject to attack. Of course, it is possible for a monster to spot a hidden character and then attack.
Heart of the Maelstrom Surprise! Surprise! Surprise! Occasionally you will surprise the monsters. If this happens, you are entitled to a free round of attacks, with the restriction that you cannot cast spells. Needless to say, sometimes your party will be surprised, which has far less pleasant effects. Certain peaceful monster types may offer your party a truce. If you agree, the monsters will politely scram, letting you go about your business. If you refuse a truce, however, combat will begin.
Heart of the Maelstrom Treasure Chests Chests usually have traps on them and this is where your Thief (or Ninja) comes in handy. When you are confronted with a chest, you will have the following options: O)pen the chest, blindly hoping that there is no trap on it. I)nspect the chest for a trap, praying that you don't set the trap off in the process. C)alfo (priest spell) the character performs a magical inspection of the chest's trap. D)isarm the trap, assuming you think you know what it is.
Heart of the Maelstrom Non-Player Characters You will find that not all of the monsters in the Dungeon attack immediately, and certain monsters can be very friendly with the party and interact with them in various ways. These monsters are called Non-Player Characters (NPC). When encountering an NPC, the party has several options available to them: T)alk This option allows your character to communicate with the creature verbally (if it will listen).
Heart of the Maelstrom G)ive This is the universal gesture of friendship. Sometimes a monster is not interested in trading, or has no gold with which to buy. In this case, it is often necessary to give the monster something, should you feel it necessary to put the object in question in its hands. Of course, the creature will usually keep the object, so don't give it everything you own! As was said before, it can be a very friendly gesture, and often it is the only way to make friends with someone.
Heart of the Maelstrom Magic The acquisition and careful use of magic spells and items is of the greatest importance to the successful adventurer. In many situations, the right spell can mean the difference between life and death. Magic items range from potions and scrolls with limited effects to artifacts mentioned in strategic arms limitation treaties. Some can actually be purchased in the Trading Post as readily as your grocer sells you a can of cheese dip.
Heart of the Maelstrom Mage Spells Level 1 Mage spells HALITO LITTLE FIRE Type: Combat Affects: 1 Monster Halito causes a flame ball about the size of a baseball to strike a monster, inflicting from 1 to 8 hit points of damage. MOGREF BODY IRON Type: Combat Affects: Caster Mogref reduces the spell-caster's AC (Armor Class) by two points. This protection lasts for the rest of the encounter. KATINO BAD AIR Type: Combat Affects: 1 Group Katino causes most of the monsters in a group to fall asleep.
Heart of the Maelstrom MAHALITO BIG FIRE Type: Combat Affects: 1 Group Mahalito causes a fiery explosion to erupt amid a monster group, doing 4 to 24 hit points of damage. CORTU MAGIC SCREEN Type: Combat Affects: Entire Party Cortu erects a magic screen relative to the level of the caster to prevent magic spells from affecting the party. Each successive casting adds to the barrier. It even helps protect against "breathing" monsters.
Heart of the Maelstrom BACORTU FIZZLE FIELD Type: Combat Affects: 1 Group Bacortu creates a fizzle field around one monster group. Unlike the Priest Spell, Montino, the field around the monster cannot be resisted. It can be a highly effective way of preventing monsters from burning the party with magic. The strength of this spell is relative to the experience level of the caster.
Heart of the Maelstrom Priest Spells Level 1 Priest spells DIOS HEAL Type: Any time Affects: 1 Person Dios restores from 1 to 8 lost hit points to a party member. It will not bring the dead back to life. BADIOS HARM Type: Combat Affects: 1 Monster Badios inflicts from 1 to 8 hit points of damage upon a monster. It is the inverse of Dios. MILWA LIGHT Type: Any time Affects: Entire Party Milwa causes a softly glowing magical light to accompany the party, illuminating more of the Maze.
Heart of the Maelstrom DIALKO SOFTNESS Type: Any time Affects: 1 Person Dialko cures paralysis, and wakes up someone who is asleep. BAMATU PRAYER Type: Combat Affects: Entire Party Bamatu is a triple-strength Kalki spell. It reduces the AC of each party member by three points for the duration of the combat. LOMILWA SUNBEAM Type: Any time Affects: Entire Party Like Milwa, Lomilwa causes a softly glowing magical light to accompany the party, illuminating more of the Maze.
Heart of the Maelstrom MOGATO ASTRAL GATE Type: Combat Affects: 1 Monster Mogato attempts to banish one monster of the DEMON-type variety back into the planes from which it originated. BADI DEATH Type: Combat Affects: 1 Monster Badi attempts to give the target a heart-attack.
Heart of the Maelstrom SPECIAL NOTES ABOUT THE SPELLS Magic Resistance Spells Some monsters are able to resist many of the kinds of spells that would normally affect them; fire spells or death spells are a couple of examples. For some unknown reason, these monsters were born (or hatched or fabricated) with this resistance ability! However, some of your characters' spells can be of value in defeating these no-gooders.
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Bane of the Cosmic Forge BANE OF THE COSMIC FORGE Bane of the Cosmic Forge application software copyright 1990 by 1259190 Ontario Inc. All logos, printed graphic designs and printed materials copyright 1990 by 1259190 Ontario Inc. All rights reserved.
Bane of the Cosmic Forge WIZARDRY BANE OF THE COSMIC FORGE A Fantasy Role-Playing Simulation 129
Bane of the Cosmic Forge Credits Written and Programmed by Playmaster's Guide written by IBM, Macintosh and Amiga Technical Programming D.W.
Bane of the Cosmic Forge Playtesters ... for giving your time to search every corner and fight every creature, for your suggestions and for helping Bane of the Cosmic Forge to become a true gamer's dream.
Bane of the Cosmic Forge The Cosmic Forge - n. [Gk kosmikos universe, L fabrica to make] 1: the name of an unusual writing instrument (stylus) possessing the unique magical property to make anything written with it come true. "There are things you must know." "Nearly one hundred and twenty years ago, this castle was inhabited by a most foul Lord and Queen, who terrorized the land and its citizens for many years.
Bane of the Cosmic Forge Playing Bane of the Cosmic Forge Starting Bane of the Cosmic Forge Inside your package, you'll find a card which contains complete directions to install Bane of the Cosmic Forge on your system. Once you're up and running, you'll see Wizardry's title screen. Hit any key to enter the Master Options Menu. The Master Options Menu Each time you play Wizardry, you'll begin here, at the Master Options Menu.
Bane of the Cosmic Forge Character Menu: If this is your first venture into Bane, you will need to create your own band of characters. Selecting this option, you move to another menu where all of this is possible. Show Title Page: To take another look at the title page, select this option. Quit: You may use this option to exit Bane. Creating a Character The Player Character is the heart of a good role playing game.
Bane of the Cosmic Forge Piety (PIE): Is a character's overall devotion to a subject or a field of study, and affects the ability to develop skills and to learn new spells. Piety also affects the amount of spell power a character gets when he or she gains levels, and further affects how quickly the spell power is recouped. Sometimes, in spite of a low Intelligence, an extremely devoted and persevering character can learn subjects just as quickly as his or her whip-smart friends.
Bane of the Cosmic Forge Complete information on each character's race is in Appendix A: Character Races. The reference chart on the next page shows you how the different races match up to the separate professions. The numbers you see at the intersection of a race and a profession (7/8, for example) represent the amount of bonus points a particular race needs to enter a profession; the first number is for males, the second for females.
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Bane of the Cosmic Forge Sometimes, even after you've met the requirements of the profession, you may havebonus points left over. To distribute your extra bonus points, move the pointer using the [UP] and [DOWN] arrow keys to the statistic you want to change. Add points by pressing the [LEFT] arrow key. Subtract points by pressing the [RIGHT] arrow key. When you're finished, press [ENTER]. You can change the statistics any way you like, but you must use up all of the bonus points you've been given.
Bane of the Cosmic Forge Pole & Staff: The mastery of any pole & staff, such as a halberd, bo or staff, used as a weapon in combat. Throw: The demonstrated ability to be on target when any weapon is thrown. This includes such things as shurikens or darts or potions, and weapons which are accidentally thrown in combat (your fighter mistakenly lofts his exceptionally expensive sword at a monster) are covered under this skill.
Bane of the Cosmic Forge skills, but with practice, all but the magical skills will increase automatically. As with all the skills, the highest amount a particular skill can reach is 100 points. Alchemy, Theology, Theosophy, and Thaumaturgy - these magical study skills must be advanced manually by adding skill points whenever a character gains a level; these are studied skills, not practiced. Without study, the character will never learn spells beyond the elementary.
Bane of the Cosmic Forge Additional Character Statistics Aside from the statistics and attributes you selected while creating your character, you will see others which you may not be familiar with. Each of these attributes is explained below. Age: Adventure begins early for these youngsters. Its symbol, the planets moving around the sun, represents the passage of time. Each occasion your characters "Rest", they get a bit older (only by 8 hours, mind you).
Bane of the Cosmic Forge * light blue if they are carrying 66% to 74% of their total capacity * yellow if they are carrying 75% to 89% of their total capacity * red if they are carrying 90% or more of their total capacity. It is possible for your character to carry more than his or her carrying capacity. However, any character who attempts this heroic feat of muscle will likely exhaust his stamina so quickly that he'll pass out from exhaustion a few steps later.
Bane of the Cosmic Forge Note: Just like everyone else, your character only has two hands. When you select your primary weapon, it is held in one of the character's hands, and is the first to be used against a creature in combat. You may select a secondary weapon, a shield or another item to fill the secondary spot. However, if your primary weapon is two-handed, you will not be able to select a secondary item. Assay To understand the details of any item use "Assay".
Bane of the Cosmic Forge hold twelve different items, but none of the items can be equipped. All grouped items such as arrows and missiles count as one item. You can use an item directly out of the Swag bag at any time unless you're in combat. In the heat of battle, you've set the Swag to the side, so you'll need to get the item out of it first. See Combat: Equip. Likewise, to "Assay" an item, you must remove it beforehand.
Bane of the Cosmic Forge session. "Replace" is useful if a character has died and can't be resurrected or if he or she turns out to be a dud later on in life. Caution: When you "Replace" one character with another, the character you remove from your party is gone forever. So, be careful not to send your prize Samurai packing off to Florida and out of your adventure. Skill To review a character's skills, select this option. When you do, the character's Weaponry skills will appear.
Bane of the Cosmic Forge Ordering Your Party Generally, only the first three party members can suffer damage from a physical attack by the monsters. However, some monsters may be equipped with ranged weapons that allow them to hit further into your ranks. Other monsters can bend the laws of the universe.
Bane of the Cosmic Forge from falling into things such as pits. Of course, Levitation will not save your party if you wander off the top of a castle tower. The window in the center of the screen holds all of the action. The dungeon's walls, flowing water, unknown creatures, spells from the hands of a magician . . . you will see it all in this window. The windows to the right and left of the action window hold your characters' icons.
Bane of the Cosmic Forge The Detect Secret spell can also be very helpful in your expedition. When you cast Detect Secret, you'll see the "eye" at the top of your screen open. If the eye "blinks", search the area immediately. Although you may not necessarily find anything, a blinking eye definitely means something is up. Review Just like the "Review" option in the Character Menu, you may use this option to view your characters or equip different items.
Bane of the Cosmic Forge monsters who come across your party, pleasantly napping around a fire, and swarm down upon them. With all the commotion, some of your characters may wake up immediately to participate in the combat. Other characters, the really sound sleepers, may remain asleep. If a sleeping character is hit, he or she will wake up right away. Caution: If you have a poisoned character in your party, try to cure the character of the poison before you "Rest".
Bane of the Cosmic Forge Save Game Drive: Wizardry is currently set to save your game in the current directory which is the default when Save Game Drive is left blank. However, you may select any drive and path you like to save your games to. Refer to your system's reference card inside this package for further information. Remember, your save game disks must be formatted ahead of time. Scenario Drive: This option allows you to tell Wizardry where it should look for its information.
Bane of the Cosmic Forge Knock-Knock If you can't seem to force the a door down, or get the tumblers just right, there is still a chance that you can open the door. Just call on your magic user. From the Party Options window, select the "Spell" option. Next, choose a character who has the Knock-Knock spell.
Bane of the Cosmic Forge Disarm If you think there is indeed a trap on a chest you've found, choose this option. Next, select a character to disarm the trap; characters who are skilled in skulduggery are your best bet. On your screen, you'll see a list of traps typically found on chests within Wizardry. Scroll through the list until you find the trap you're looking for and press [ENTER].
Bane of the Cosmic Forge Caution: Always have at least one item slot open in your party in case you find an essential item. Otherwise, you'll have to restart from a saved game. Unlike other games which allow your characters to blissfully walk away from items that are essential, Wizardry will force your party to accept an item.
Bane of the Cosmic Forge To Penetrate: As compared to swing, the likelihood your character will penetrate the monster's armor after a successful hit has been made. For example, a direct "Thrust" into a monster's leather armor has a better chance of penetrating it than a glancing "Swing" has. Damage: Once a blow has successfully hit the monster and penetrated its armor, the damage column compares the actual amount of physical damage inflicted upon the monster.
Bane of the Cosmic Forge While in the fight mode, your character may attack the monster more than once, and may hit the monster several times within a single attack. Multiple Attacks After attacking a monster with a primary weapon (the primary attack), a character with speed or experience, and skill in weaponry, will be allowed a secondary attack. In this case, your character would have two separate attacks in a round.
Bane of the Cosmic Forge option instead). Of course, you can also use "Equip" to just review your character in general. Juggling all of your equipment, especially under pressure, requires extra stamina, and leaves the character more prone to a monster attack. Spell You're hoping to heal a character of a pesky poison, or perhaps you're determined to turn a ferocious giant into a pair of harmless bunny rabbit slippers. Whatever the case, if magic is what you need, then the Spell option should be your choice.
Bane of the Cosmic Forge companions. In cases like this the poor monster would get zapped, turn and still see nothing! Run On occasion, you may encounter something that's just too tough for your party to handle (it's 80 feet tall and drools). At times such as this, the "Run" option may be your only hope. Your characters won't get any experience points for the combat, but they may come out with their lives.
Bane of the Cosmic Forge (none) Afraid: Afraid characters will quake with fear at the sight of monsters, making such characters less (None) capable and confident. Afraid characters may even try to run away! If a character is scared enough, a tiny field mouse will begin to resemble a huge, fire-breathing dragon with grimacing teeth. Asleep: Sleeping characters are incredibly easy to hit because they are unable to avoid being struck.
Bane of the Cosmic Forge Magical Modifiers Some characters are naturally resistant to certain types of spells. When hit by such a spell, the character may fully resist its effects or may take less damage than the rest of the party. Check Appendix A: Character Races for complete information on a race's magical resistance. Statistical Bonuses Depending on a character's statistics, he or she may excel in certain areas when compared to his or her opponent.
Bane of the Cosmic Forge it again. In this way, should something happen to your fab six, you can resume play with your party alive, happy and healthy from your save disk. Gaining Experience Levels After a few healthy encounters with monsters, your characters have gained some experience points. When a character gets enough experience points, he or she gains an experience level. Gaining a level is a joyous occasion.
Bane of the Cosmic Forge Unlike other role-playing games, Wizardry can understand, and works best with, complete English sentences, not just half-grunted word fragments. When you select the Talk option, you will be asked to pick a character to talk with the NPC. Entering the conversation, you'll see your character's name. Type in anything you want. "Hello" is a good start. When you've finished the conversation, simply type "Goodbye" or "Bye".
Bane of the Cosmic Forge Spell Some spells, such as Charm and Mindread, can be particularly useful when you encounter an NPC. For example, a good magic user can read what's on an NPC's mind; another spell allows you to make the NPC think it likes you when it would normally, without such magical influence, attempt to squash your party to bits. To cast a spell, select "Spell", a character to cast the spell followed by the spell and its power level.
Bane of the Cosmic Forge example, you will find a spell to increase a character's stamina (replenishing water to the body), and yet another which freezes water and hurls it in a gust at your opponents. The Magic realm, while not influencing a tangible element, such as the Earth, relies on a divine and mystical power. Spellbooks The four different spell-casting types in Wizardry - Alchemist, Mage, Priest and Psionic - learn their own selection of spells from these six realms.
Bane of the Cosmic Forge Summoning Spells Some spells allow you to summon a monster from another plane to fight for your party. When this happens, you will see the monsters' name along with their number above your party's information. As long as the planes have not been recently opened, the summoning spells will usually work. However, once you have summoned one group of monsters, you may not summon another group until the first group dies or the encounter is ended.
Bane of the Cosmic Forge Prismic Missile Cost: 9 Caster: MAG Affects: 3 Creatures plus power level Also known as Dancing Lights and Rainbow Rays, the various spectrums may affect creatures in many different ways. Firestorm Cost: 12 Caster:MAG Affects: Cloud A sweeping cloud of fire that lasts for several rounds and burns all creatures within it. Creatures affected, duration, and damage done all depend on the spell’s power level.
Bane of the Cosmic Forge Iceball Cost: 8 Caster: MAG Affects: 4 Creatures plus power level A flurry of stinging ice balls which cause 3-12 hit points of ice damage per power level. Paralyze Cost: 5 Caster: PRI, PSI Affects: 1 Creature Attempts to solidify all water in a creature’s body. Duration and success depends on the power level of the spell relative to the power and amount of body water in the creature.
Bane of the Cosmic Forge Toxic Vapors Cost: 8 Caster: ALC Affects: Cloud A giant, stinking cloud of vapors that surrounds the creatures and causes 2-6 points of damage per power level of the spell. Noxious Fumes Cost: 10 Caster: MAG, ALC Affects: 3 Creatures plus power level Horrid smelling torrents that blast the creatures’ noses and cause 1-6 hit points damage per power level plus nausea. Asphyxiation Cost: 12 Caster: MAG, ALC Affects: All Groups Swallows air around creatures leaving none to breathe.
Bane of the Cosmic Forge Acid Bomb Cost: 8 Caster: ALC Affects: Cloud A giant acid cloud that surrounds creatures and causes acid damage. The creatures affected, duration, and damage done all depend on the power level of the spell. Armormelt Cost: 8 Caster: MAG, PSI Affects: 1 Group Softens the armor of creatures thus raising their armor class in proportion to the power level of the spell making it easier for your weapons to penetrate their armor.
Bane of the Cosmic Forge of course, be inspected after Divine Trap is cast for the spell to be useful. Success of the spell depends on the power and complexity of the trap relative to the spell’s power. Detect Secret Cost: 5 Caster: MAG, PSI Affects: Caster Opens the caster’s mind to anything that may be strange or out of place and allows him or her to detect its presence within the party’s immediate area. The Detect Secret eye will “blink” when the caster detects something.
Bane of the Cosmic Forge Mind Flay Cost: 18 Caster: PSI Affects: All Creatures A concentrated tide of mental energy that conjures every fear and devastates the creatures doing 4-16 points damage per power level plus potential insanity. Magic Spells Heal Wounds Cost: 4 Caster: PRI, Affects: 1 Character ALC, PSI Heals 1-8 hit points per power level. It will not cure lesser conditions, such as blindness, or resurrect dead characters.
Bane of the Cosmic Forge Lifesteal Cost: 12 Caster: PRI, PSI Affects: 1 Creature and 1 Caster Removes virtually all lifeforce from a creature and attempts to channel some of it back into the caster to heal him or her. Does 4-16 points magic damage per power level multiplied by the power level of the spell. Astral Gate Cost: 8 Caster: MAG, PRI Affects: 1 Creature per power level Attempts to banish a demon-type creature from this world.
Bane of the Cosmic Forge Alchemists’ Spellbook Spell Realm Level Cost Blinding Flash Fire Bomb Fire Fire 2 4 3 8 Stamina Cure Paralysis Water Water 1 3 2 6 Poison Stink Bomb Air Pocket Poison Gas Cure Poison Deadly Poison Purify Air Toxic Vapors Noxious Fumes Asphyxiation Deadly Air Air Air Air Air Air Air Air Air Air Air Air 1 3 3 4 4 5 5 6 6 6 7 2 4 8 7 8 8 10 8 10 12 16 Acid Splash Itching Skin Web Acid Bomb Create Life Cure Stone Earth Earth Earth Earth Earth Earth 1 1 3 4 5 6 2 2 7
Bane of the Cosmic Forge Mages’ Spellbook Spell Realm Level Cost Energy Blast Fireball Fire Shield Prismic Missile Firestorm Nuclear Blast Fire Fire Fire Fire Fire Fire 1 3 3 5 6 7 2 6 8 9 12 16 Chilling Touch Terror Weaken Ice Shield Iceball Deep Freeze Water Water Water Water Water Water 1 1 2 3 4 5 2 3 4 8 8 6 Missile Shield Stink Bomb Air Pocket Levitate Noxious Fumes Asphyxiation Air Air Air Air Air Air 2 3 3 5 6 6 5 4 8 12 10 12 Armor Shield Direction Knock-Knock Web Armormelt Earth
Bane of the Cosmic Forge Priests’ Spellbook Spell Realm Level Cost Fire 5 8 Water Water Water Water Water 1 2 3 3 4 2 4 5 6 5 Silence Cure Poison Whirlwind Purify Air Air Air Air Air 3 4 4 5 4 8 8 10 Armorplate Blades Cure Stone Earth Earth Earth 3 3 6 6 6 18 Bless Charm Cure Lessor Cnd Divine Trap Identify Hold Monsters Sane Mind Death Locate Object Mental Mental Mental Mental Mental Mental Mental Mental Mental 1 1 2 2 2 3 3 5 6 4 5 4 4 8 6 10 10 8 Heal Wounds Make Wounds Dispell Und
Bane of the Cosmic Forge Psionics’ Spellbook Spell Realm Level Cost Stamina Terror Weaken Slow Haste Cure Paralysis Paralyze Water Water Water Water Water Water Water 1 1 2 2 3 3 4 2 3 4 4 5 6 5 Air 3 4 Knock-Knock Blades Armormelt Earth Earth Earth 2 3 4 6 6 8 Mental Attack Sleep Bless Charm Cure Lessor Cnd Divine Trap Detect Secret Identify Hold Monsters Mindread Sane Mind Psionic Blast Illusion Wizard Eye Death Locate Object Mind Flay Mental Mental Mental Mental Mental Mental Mental Ment
Bane of the Cosmic Forge Appendices Appendix A: Character Races All told, there are eleven different races that your character can choose from. Each race has its own advantages and shortcomings. A character’s race determines his or her base statistics, such as strength and intelligence, and affects the ability to resist sickness, magic, or a monster’s attack. Ultimately, a character’s race influences which professions he or she may enter. A complete description of all Wizardry’s races follows.
Bane of the Cosmic Forge Gnome RESISTANCES: Because of their high piety and ancestry, Gnomes possess a resistance to magic spells. In the underground caves of Wizardry, one might just find whole groups of Gnomes in their natural habitat. Typically keeping to themselves, Gnomes are sturdy, strong, and agile creatures; their small stance can easily fool opponents in combat. Gnomes are also extremely pious individuals whose zest for learning is virtually unequalled by any other race.
Bane of the Cosmic Forge Dracon RESISTANCES: Their dragon ancestry gives Dracons resistance to acid and mental spells. A mixture of blood between the human and the dragon created this wondrous race with incredibly unique abilities. While remaining private, the Dracon occasionally ventures out and will accompany another group for reasons of its own. It is strong, dexterous, and hearty, and can make a great Ranger, Thief, or Fighter.
Bane of the Cosmic Forge Appendix B: Character Professions Once you have selected your character’s race, he or she enters a profession. There are 14 different professions in Wizardry, each with its own abilities and skills. To the side of each profession portrait, you’ll see the profession’s initial skill selection. These are the skills you will be able to choose from when you’re allocating your character’s skill bonus points. Some skills your character may already have - straight out of training.
Bane of the Cosmic Forge Priest SPELLBOOKS: Priest SKILL SELECTION Weaponry: Mace & Flail, Pole & Staff, Sling, Shield Physical: Scout, Oratory Academia: Artifacts, Mythology, Scribe, Theology Long known for their healing powers, Priests are useful to any party hoping to live for more than a day. Dedicated individuals, Priests give all of their attention to the study of divine Priest spells. Their devotion allows them to learn Priest spells quicker than any other profession.
Bane of the Cosmic Forge Alchemist SPELLBOOKS: Alchemist SKILL SELECTION Weaponry: Wand & Dagger, Mace & Flail, Pole & Staff, Throw Physical: Scout Academia: Artifacts, Mythology, Scribe, Alchemy The weavers of magical spells, Alchemists aspire to bend the laws of the universe. Although they are spellcasters, their traditions show them to be the mixers of potions, and the diviners of spells.
Bane of the Cosmic Forge Valkyrie SPELLBOOKS: Priest SKILL SELECTION Weaponry: Wand & Dagger, Sword, Axe, Mace & Flail, Pole & Staff, Throw, Sling, Bow, Shield Physical: Scout, Oratory Academia: Artifacts, Mythology, Scribe, Theology A profession open only to female characters, the Valkyrie is a first-rate lance warrior. Her knowledge of weapons is vast and precise; her spirit for combat is great. She is strong, and has the ability to swing her sword with a speed and accuracy admired by all.
Bane of the Cosmic Forge Samurai SPELLBOOKS: Mage SKILL SELECTION Weaponry: Wand & Dagger, Sword, Axe, Mace & Flail, Pole & Staff, Throw, Sling, Bow, Shield Physical: Scout, Oratory Academia: Artifacts, Mythology, Scribe, Thaumaturgy, Kirijutsu The true swordsman of Wizardry, the Samurai has dedicated his or her life to the study of the sword. Their lightning speed combined with their sword’s accuracy help them fight their way through most any situation.
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Crusaders of the Dark Savant Preface text With the disappearance of the Cosmic Forge, a pen with the power to alter destiny, the Cosmic Lords had temporarily lost their ability to completely control the fate and destiny of the Universe. In an unexpected occurrence far out in space, a Miner’s ship, lost due to a navigational malfunction after being attacked by space pirates, stumbled upon a small world which was uncharted on any map of the known galaxy.
Wizardry Gold T’Rang will stop at nothing to procure what they seek, and have always fulfilled their contracts, no matter how dirty the deed. Naturally then, the Umpani and the T’Rang are strict competitors and strongly detest each other. It is suspected by some, however, that certain alliances exist between the two that prevent any third parties from entering the space trade picture, thereby strengthening the suspected cartel which, in turn, keeps the prices of their wares profitably on the high side.
Crusaders of the Dark Savant Introduction for New Players What is Fantasy Role Playing? Role playing is just as it sounds. You play the role of something someone other than yourself. Just like professional actors and actresses, you pretend to be a character, acting and reacting to situations as he or she would. In fantasy role playing (FRP), you also pretend to be another, but you can do so in a fantasy world of magic, myth, and medieval customs.
Wizardry Gold Introduction for Experienced Players Welcome Back! More importantly, thank you for coming back. Since you last played Bane of the Cosmic Forge, a lot has changed to make this adventure, Crusaders of the Dark Savant. Some of the changes, like the new graphics and the user interface, are obvious. Other new features aren’t as apparent and are summarized below. For further information on any feature listed here, reference its section of the manual.
Crusaders of the Dark Savant Locked Doors & Treasure Chests The first time you come across a locked door or happen upon a treasure chest, you’ll notice something different right away. Instead of disarming traps “globally”, your thief will individually deactivate each part of the trap. For locked doors, the thief will also perform his surgery, methodically idling one tumbler at a time. Detailed information can be found in this manual.
Wizardry Gold VITALITY (VIT): A character’s life force, it affects the amount of hit points and stamina a character receives. Vitality also affects the ability to heal and be resurrected, and helps to protect characters from the effects of poison, disease, paralysis, and death. Some of these maladies in turn affect vitality. For example, each time your character is cured of stoning or death, he or she loses a point of vitality.
Crusaders of the Dark Savant STAMINA (STM): Stamina is a measurement of your characters’ endurance. They can only walk so far or fight so much before they fall flat on their faces from exhaustion - and that’s what happens if stamina reaches zero. A fully rested character can fight harder and hit for more damage than a tired character. When any character’s stamina becomes low, it’s time for a rest. Stamina is represented by the yellow bar in your character’s icon.
Wizardry Gold trouble fighting, and will use lots of stamina just to move their girth around. When your character is encumbered in such a way, Wizardry will let you know. In the character’s review screen you will see Carrying Capacity’s color has changed to: light blue - 66% to 74% of the total capacity yellow - 75% to 89% of the total capacity red - 90% or more of the total capacity Characters can carry more than their CC, though it’s likely to result in exhaustion.
Crusaders of the Dark Savant When Wizardry needs information on your character’s overall armor class (natural plus or minus any modifications), it adds the number in parentheses to the natural armor class to get an overall picture of how well protected the character is. In the case of a negative number, it’s subtracted. For information on equipping your characters, see the “Player Character Possessions” section of this manual.
Wizardry Gold INSANITY: An insane character is, at least for the time being, absolutely nuts. For magical reasons, his brain has been scrambled like an egg missing its side order of bacon. You will have no control over the character, and may find yourself protecting other members of the party from him! DEAD: A dead character is exactly that - dead. He or she must be resurrected by magical means, and when death comes a knockin’, a point of vitality is lost.
Crusaders of the Dark Savant Creating a Player Character With a party plan in hand, it’s time to create the adventurous brood that will lead you into Wizardry and across the planet of Lost Guardia. From Wizardry’s main menu, select Character Menu followed by Create. Naming Your Character The first step in creating characters is naming them. You may name your character anything you like, but the name cannot be longer than seven letters. Additionally, another character may not share the same name.
Wizardry Gold Selecting a Portrait Wizardry comes equipped with many different faces for all kinds of characters. To view the portraits, simply click on either side of the portrait until you find the right one for you. If your character ever decides to have a face lift later on, just choose the Edit and Picture option. Selecting Skills & Distributing Bonus Points When you first create a character, his or her skills may be rather underdeveloped.
Crusaders of the Dark Savant Saving Your Character When it’s all said and done, Wizardry will ask you if you would like to save your character. Undoubtedly, if you have selected the world’s next Hercules, you will select “Yes”. However, if you have created a fighter who can’t tell the difference between his hands and his feet, select “No”. Player Character Possessions Gold coins line the pockets of successful adventurers, and the best of swords, shields, and other armor adorn their bodies.
Wizardry Gold The diagram above shows you what the various sections of the Assay screen mean. Depending on your character’s artifact skill and the general complexity of the item, you may or may not be successful in your attempt to explore the item’s intricacies. As your character becomes more skilled in artifacts, however, he or she will be able to discern more and more about Lost Guardia’s items.
Crusaders of the Dark Savant Dropping Items If you would like to drop something, select the item and then the Drop option to do so. The item falls to the ground and is available to anyone who passes by. You may prefer to sell your unwanted items to NPCs or stash them in your swag bag in case you might need them later on. Note: All items, even those essential to your quest, can be dropped.
Wizardry Gold Character Editing Options Once you and your party being your adventure, other options will be available to your characters. To use any of the options below, click on your character’s nameplate (below his or her portrait) while in his or her review screen. Change Profession When your character feels it’s time for a change of pace, the Change Profession option allows him or her to switch careers mid-life. To see which profession the character qualifies for select the Change Profession option.
Crusaders of the Dark Savant (Alchemy, Theosophy, Theology, Thaumaturgy). Otherwise, they may never learn any new spells. • He or she may learn magical spells and gain additional magic points. In some cases, your characters may have survived such an amazing encounter that they will gain more than one level at a time. How Many Points Left? To determine how many experience points your characters need until they reach the next level of experience, review the character and click on his or her Candle of Life.
Wizardry Gold Munk The Munk are a hefty race trained well in Alchemy and the Martial arts. The Munk have diversified into two opposing factions: the “good”, which seeks to preserve the holy legends of Lost Guardia - and those of the “Dark Forest”, who have degenerated to little more than bands of roughnecks. All Munk vehemently oppose the blasphemous beliefs of the brotherhood of the Dane. Dane In contrast to the squatty Munk are the mystical druids known as the Dane.
Crusaders of the Dark Savant Meeting NPCs Wandering through the forest, a creature approaches your party. You have never seen the likes of it before, and engaging it in battle may be a bit hasty. After all, it might have some information to offer. The creature appears reserved and uncertain of your ambitions as well. When you first encounter an NPC, the creature may be neutral toward you and your party, neither liking nor disliking you. On the other hand, it could be wildly hostile or generously friendly.
Wizardry Gold FORCE: When your diplomat’s throat is sore, and your wallet is thin, you’ll soon realize there’s only so much you can do to get the information you want. The “tell me or I’ll beat it out of you” approach relies wholly on your party’s strength versus the other party’s. If you succeed in getting them to speak with you, it will generally leave a bad impression of your group with them. Should negotiations go well, the NPC may befriend your party, offering its knowledge, lore, and goods.
Crusaders of the Dark Savant When you select this option, the NPC and its group may begin to tell you of their adventures and what they’ve learned along the way. they may offer you hints about an item you are desperate to find, or perhaps they’ll give you directions to a place you’ve never been. Of course, they might deny knowledge of anything. Use Sometimes you may wish to use a scroll or a certain item while conversing with an NPC.
Wizardry Gold Pool When you are looking to purchase an expensive item or you are attempting to bribe an NPC, the Pool option can be used to transfer all of the party’s gold to one character. Select Pool and designate a character to receive all the party’s gold. Steal Can’t afford that sword? “No problem,” snickers the character skilled in Legerdemain, the art of the pickpocket. Select Steal and choose a character to do the pilfering.
Crusaders of the Dark Savant Each time you resume your expedition and are ready to begin play, take a minute to check out your characters. If anyone is without full hit points or incapacitated, a spell or a few hours of rest might be advisable. Where to Begin? Once you have created a blend of characters that you believe can triumph over the rigors of the world, it’s time to form your party and head off to adventure. Depending on your progress, you will select one of the three routes below to get there.
Wizardry Gold Levers Much like buttons, only more visible, levers generally activate something or another. When your party finds a lever and can’t resist the temptation to touch it, click on it or select the Search option. Climbing Ladders & Into Pits Leading the way to an upper floor or into the recesses of a dungeon, ladders are typically a most welcome find. To climb up or down a ladder, click on it. Ambling down a forest’s path, you see a gaping hole in the ground.
Crusaders of the Dark Savant Adventuring Options Start Wizardry and in no time, you will see Wizardry’s title screen, and then you will be at the Master Options menu. The Master Options menu is the gateway to all Wizardry has to offer. It’s also the place where all adventures begin. Just click anywhere on the screen to view the options available to you and your party. Character Menu If this is your first stay in Crusaders of the Dark Savant, you may need to visit the Character Menu.
Wizardry Gold Load Savegame If your party has already explored some of Wizardry’s world and you have saved your game, you can resume your adventure where you left off using the Load Savegame option. When you select this option, Wizardry will ask you to confirm the name and location of the save game. Review Member If you would like to spend a little time one-on-one with your characters, select the Review Member option; you may also select the character’s portrait.
Crusaders of the Dark Savant Across the top of the main play screen, you will see six crystal balls. It takes only a touch of magic to make them come alive, remind the party of a spell in effect or otherwise helping them in their adventure. From left to right, each magic crystal does the following: ENCHANTED BLADE: Empowers swords with an extra “umph” so that it’s easier to hit the monsters and penetrate their armor.
Wizardry Gold First, you will see your character’s portrait and below it, his or her name and profession. To the right, Wizardry shows you the primary and secondary weapons currently equipped; a plain hand indicates the character is using his hand as a weapon, has no weapon at all, or is using a weapon that requires both hands. Just beneath each character’s weapons is his or her current condition. With any luck, your character will be OK, and therefore have no condition displayed.
Crusaders of the Dark Savant TURN: The top three arrows represent Turn movement. Turn allows your party to turn in the direction of the arrow pressed or, for the arrow pointing upward, advances your party one step forward. If you turn to the right or left, you occupy the same space, but face in the corresponding direction. SIDESTEP: The bottom three arrows represent Sidestep movement. Sidestep allows your party to move over one space or backward one space in the direction of the arrow pressed.
Wizardry Gold Search You are walking down a pleasant path when you notice what appears to be recent excavation - your Ranger tells you something is buried in the ground below. Whenever you feel so inclined, select Search to check the party’s immediate area: the wall or tree you are facing, the floor you are standing in, and the dirt below. Sometimes you will find your bounty purely by intuition. However, unless you are a psychic (you found Elvis), a character skilled in scouting is a great help.
Crusaders of the Dark Savant Warning: If you have a poisoned, diseased, or cursed character in your party, try to cure the character before you rest. Some poisons, diseases, and curses are so strong that they will kill the character before the neutralizing effects of sleep have a chance to work. Caution: As your party sleeps and dreams of sugarplums, other creatures may be on the move. If you are hot on the trail of an important item or lead, you may want to stay awake.
Wizardry Gold Locked Doors & Treasure Chests Locked Doors Your thief, or any character skilled in skulduggery, pulls a bundle of tools from his back pack, sets them beside the door, and begins to shuffle the lock’s tumblers. Across the top of the Pick Lock window, you will see these tumblers shifting, falling into and out of place. Depending on the complexity of the lock, it may have one or more tumblers.
Crusaders of the Dark Savant Keys & Other Goodies Sometimes you will need a special item or a key to open a door. If you happen across such a door, and you think you have a key or a special item handy, select the Use option to open it. Wizardry will ask you to select the character with the item followed by the item itself. If you are successful, the door will open. Forcing a Door Open Stepping toward the door, your party prepares to smash it from its very hinges.
Wizardry Gold Treasure Chests The Nature of a Trap Traps on Lost Guardia are a tricky lot. However, through magic or skill, these devices can be manipulated allowing the party to get into the chest without pesky complications. For the most part, traps on treasure chests consist of several devices.
Crusaders of the Dark Savant Step By Step For a well-trained looter, the Disarm option is the gateway to a chest’s bounty. When you select Disarm and a character to do the pilfering, you will see the Disarm box below. Each numbered step on the picture corresponds with its numbered paragraph 1 1. Click Inspect and hold the mouse button down. While you do, your thief looks at the trap, checking its devices and their arrangement. Skill plays a part in inspection, too.
Wizardry Gold 3. With information in hand, scroll through the list of possible traps to see which one is closest to your thief ’s inspection pattern. For example, if your thief ’s Inspect revealed this: * * - - - - … it shows that he believed that the first two devices were attached, and that he was certain the rest were not involved. So, scrolling through the list, look for a trap pattern window that matches (or at least comes close)… The first two devices are attached 21- - - - 4.
Crusaders of the Dark Savant Use Some items within Wizardry allow you to open a chest without the hassle and potential danger of disarming its lock. If you believe you have such an item, select Use. Next, select the character with the item followed by the item itself. If the item is successful in its attempt, the chest will open. Divvying Your Loot After you have opened a treasure chest (for better or for worse), each member of your party may receive a portion of its bounty.
Wizardry Gold Selecting Your Opponent Sometimes, you will encounter only a single group of monsters. Other times, you will think you have walked into their family reunion! When you encounter more than one group of monsters, select your opponents by clicking on their group in the monster listing. Until the opponent runs away or dies, the group you select will be your “default” target. Of course, you can always select another group.
Crusaders of the Dark Savant As compared to Swing Thrust Bash Melee Throw Punch Kick Lash Shoot To Hit To Penetrate Damage -2 Same -4 -1 +1 -2 +2 Same +2 -1 -4 +1 -1 Same -2 +2 +1 * Double Same Same +2* Same Same *damage inflicted is directly affected by the character’s strength. For characters with the Kirijutsu skill, any fighting mode may deliver a critical kill. For Monks and Ninja fighting with their hands or feet, the Punch and Kick modes also have a chance of delivering a critical kill.
Wizardry Gold MULTIPLE STRIKE: Dexterous characters, or those that are experienced, may be able to swing more than once during an attack. When characters get a multiple strike, you will hear the swing of the weapon more than once, testifying to your character’s finesse. Parry Parry allows your character to take a defensive or passive role in combat. But remember, they are still quite involved. The characters may be hit, and under certain circumstances, they may hit back.
Crusaders of the Dark Savant to use an item should have a reasonable level of skill as well. The Scribe skill, for instance, comes into play when using scrolls. The Artifacts skill is used for invoking the powers of magically charged items. The Music skill is used by the Bard whenever he or she plays an enchanted instrument. When you opt to use an item, a list of your character’s possessions will appear. Select the item you wish to use.
Wizardry Gold Cancel & Backup If you are having second thoughts about your selections, the Cancel option allows you to start all over again, beginning with the first character. Backup, on the other hand, just takes you back to the previous character’s selection. Terminate Game Strolling down a forest’s path, your level 2 characters are greeted by what appears to be the compilation of all your worst nightmares.
Crusaders of the Dark Savant Statistical Bonuses Depending on a character’s statistics, he or she may excel in certain areas when compared to his or her opponent. For example, suppose your intelligent Monk is battling a dumb ol’ rat. The Monk, because of its high intelligence, may be able to outwit the rat in its every move. Likewise, characters who are faster or stronger than their opponents may be able to out-move or overpower them.
Wizardry Gold Spellbooks From the six realms of spells, four different schools of magic were formed, each complete with its own spellbook. • The Alchemist sought to use the natural powers of the elements, and learned to mix them together for their healing and combat use. Alchemist spells cannot be silenced. The Ninja and Ranger also practice this form of magic. • The Priest gathered the elemental powers of the divine, and developed spells to heal his fellow man and protect him from enemies.
Crusaders of the Dark Savant Summoning Spells Your lead fighter has two hit points left, your mage has fallen asleep, and your priest is too insane to do much about it. With the last bit of power he can muster, your Psionic fires off an Illusion spell. And … voila, a Greater Demon appears - at your service! With a flick of his giant, fiery hand, your enemies are but a bad memory. For just such reasons, summoning spells are a favorite among Lost Guardia’s magic users.
Wizardry Gold Fireball Cost: 6 Caster: MAG Affects: 3 Creatures plus power level Blazing fireballs that burn opponents and can do 2-10 hit points of fire damage per power level. Fire Shield Cost: 8 Caster: MAG Affects: Party Creates a barrier impervious to fire that protects the party from fire-type spells. Dazzling Lights Cost: 6 Caster:PSI Affects: 1 Creature plus power level A spectacular display of various luminous effects causing victims to suffer one or more maladies.
Crusaders of the Dark Savant Slow Cost: 4 Caster: PRI, PSI Affects: 3 Creatures plus power level Slows creatures down. They can’t move as fast to hit you and are easier to hit themselves. Haste Cost: 5 Caster: PRI, PSI Affects: Party Speeds up characters’ movements by giving them extra energy. Also helpful to counteract a Slow spell. Cure Paralysis Cost: 6 Caster: PRI, Affects: 1 Character ALC, PSI Attempts to cure one character of paralysis.
Wizardry Gold Air Spells Poison Cost: 2 Caster: ALC Affects: 1 Creature Turns the air poisonous around the creature and causes 1-5 hit points of damage per power level plus poisoning. Strength of the poison is relative to the power level of the spell. Missile Shield Cost: 5 Caster: MAG Affects: Party Hardens the air around the party forming a shield that protects characters from missiles, arrows, hurled weapons, etc.
Crusaders of the Dark Savant Cure Poison Cost: 8 Caster: PRI, ALC Affects: 1 Character Attempts to cure one character of poisoning. Success depends on the strength of the poison relative to the strength of the spell. Whirlwind Cost: 8 Caster: PRI Affects: 3 Creatures plus power level A swirling tornado whipping around the creatures and blasting them with 1-7 hit points damage per power level.
Wizardry Gold Armor Shield Cost: 2 Caster: MAG Affects: 1 Person Creates a magical shield in front of the person, lowering his or her armor class by one point per power level. Direction Cost: 2 Caster: MAG Affects: Party A magical compass that shows the direction the party is facing (N, S, E, or W). The duration of the spell is relative to the power level.
Crusaders of the Dark Savant Mental Spells Mental Attack Cost: 3 Caster: PSI Affects: 1 Creature An invading pressure of thought swirling the creature’s brain and causing 1-7 hit points of mental damage per power level and potential insanity. Sleep Cost: 3 Caster: MAG, Affects: 3 Creatures plus power level ALC, PSI Causes creatures to fall asleep and prevents them from attacking the party members or defending themselves from attack.
Wizardry Gold Confusion Cost: 6 Caster: ALC, PSI Affects: 1 Group A blast of mental energy that attempts to scramble the creatures’ thinking causing them to run away, attack immediately, cower in fear, whip up a batch of fondue, or otherwise act crazy. Watchbells Cost: 5 Caster: MAG, PSI Affects: Party A psychic bell cast in an attempt to wake other party members if they are asleep or unconscious when attacked by creatures.
Crusaders of the Dark Savant Find Person Cost: 16 Caster: PRI, PSI Affects: Caster Tries to locate someone you’re looking for, and may reveal all parties within a certain range. Success depends on the spell’s power level versus the location and stealth of the one sought. Divine Spells Heal Wounds Cost: 4 Caster: PRI, Affects: 1 Character ALC, PSI Heals 1-8 hit points per power level. It will not cure lesser conditions, such as blindness, or resurrect dead characters.
Wizardry Gold Remove Curse Cost: 4 Caster: PRI Affects: 1 Person Attempts to lift any magically cursed and stuck items from a character. Success depends on the strength of the curse relative to the strength of the spell. Healfull Cost: 12 Caster: PRI Affects: Party A super-charged healing spell that attempts to restore hit points and health to all members of the party. The amount of hit points restored is relative to the spell’s power level.
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Crusaders of the Dark Savant Appendix A: Character Races Please refer to page 176 for character races. Appendix B: Character Professions Please refer to page 179 for the description, weaponry, primary skill (italicized words), spell books, etc. for each profession. Below you will find the basic starting equipment for each profession.
Wizardry Gold BOW: The flair of handling any bow which fires arrows and is used as a weapon in combat. SHIELD: The art of using a shield effectively to block an opponent’s blow while fighting or parrying. HANDS & FEET: The talent of using one’s hands and feet as lethal weapons to strike and hopefully kill an opponent. Physical Skills Physical skills generally affect a character’s ability to do things which require talents of the body or voice.
Crusaders of the Dark Savant ALCHEMY: The art of learning, practicing, and exercising Alchemist spells. THEOLOGY: The pursuit of the divine interests leading to the study of Priest spells. THEOSOPHY: The possession of mental and spiritual insight that allows its possessor to study Psionic spells. THAUMATURGY: The path of study followed by the Mage and those who follow him to learn Mage spells.
Wizardry Gold CREDITS Wizardry Gold Windows and Macintosh Programming Jim Laurino Carl Dougan Don Wilkins Graphics and Animation Dana DeLalla Michael Cuevas Max Loeb Dave Avina Don Wilkins Music Score and Sound Effects Jim Laurino Narration Dr.
Warranty 249
Warranty Interplay Limited 90-Day Warranty Interplay warrants to the original purchaser of this Interplay Productions™ product that the compact disc or floppy disk(s) on which the software programs are recorded will be free from defects in material and workmanship for 90 days from the date of purchase.
Customer Service 251
Customer Service Technical support TROUBLESHOOTING DOCUMENTS ONLINE! Interplay Productions Technical Support now offers troubleshooting guides with complete installation and setup instructions as well as information that will help you overcome the most common difficulties. If you have access to the World Wide Web, you can find these at http://www.interplay.com/support/index.html Here you will find troubleshooting information on as well as information on regular system maintenance and performance.
Customer Service your games main menu, and you will be transferred to a Technical Support Representative. No hints or codes are available from this line. You must call Interplay’s HINT Line for hints, tips, or codes at 1-900-370-PLAY (1-900-451-6869 $1.25 in Canada only). You must be 18 years +, have a touch-tone phone, and the cost is $0.95 per minute.
Customer Service INTERPLAY CUSTOMER SUPPORT INFORMATION (United States) Hours: Technical Support Representatives are available during normal business hours. 24 hour help is also available through the use of our automated phone system. Telephone: (949) 553.6678 Fax: (949) 252.2820 Att: Customer Service Internet E-mail: support@interplay.com Web Site: http://www.interplay.com Telnet: bbs.interplay.com BBS #: (949) 252.
Interplay Web Site 255
Interplay Web Site to the Interplay Web! As a company dedicated to providing innovative, Welcome high-quality interactive entertainment software, we are always striving to stay as close as possible to the leading edge of technology. This Web site is the latest example of our ongoing effort to provide a wealth of information and opportunities to you. a company of fanatic gamers, we love the idea of gamers all over the world Astapping into cyberspace to see, touch and feel our latest games.
Credits 257
Credits Sir-Tech Producer: Autorun and Installer: Deane Rettig Dave French Bill Logan Takeo Katoh Special Thanks to: Interplay Executive Producer: Division Head: Producer: Line Producer: Director of Marketing: Senior Product Manager: Assistant Marketing Manager: Production Manager: Traffic Manager: Manual Design and Layout: Business Development Manager: Legal: Special Thanks to: Trish Wright Feargus Urquhart Guido Henkel Ken Lee Paul Sackman Greg Peterson Greg Bauman Thom Dohner Paul Naftalis Schlieker D
Notes 259
ULTIMATE WIZARDRY ARCHIVES: Proving Grounds of the Mad Overlord, Knight of Diamonds, Legacy of Llylgamyn, and The Return of Werdna copyright © 1981 - 1998 Robert J. Woodhead, Andrew Greenberg, Inc. and Sir-tech Software, Inc. Heart of the Maelstrom copyright 1988 - 1998 Robert J. Woodhead and Sir-tech Software, Inc. Bane of the Cosmic Forge, Crusaders of the Dark Savant and Wizardry Gold copyright 1990 - 1998 1259190 Ontario Inc. All rights reserved.