User Guide
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. Freshly created characters, on the other hand, are light on
gold, and have been provided with some elementary armor and weapons by their training
masters. These goodies, along with hundreds more you will come to possess, may be
examined, equipped, and used in many ways within Crusaders of the Dark Savant.
When your characters start Crusaders of the Dark Savant, they are carrying a few basic
items. To make these items useful, you need to equip and wear them. After all, that
nice set of leather armor won’t do you much good while it’s still in the box.
Equipping & Wearing Items
To equip an item, click on it and drag it to the suit of armor on your character’s
review screen. The item’s name will change color to show you it has been equipped.
Depending on the nature of the item, several things could happen when you equip it.
• Items of a protective nature will lower a character’s Natural or Modified AC
when equipped.
• Items of a magical nature may change your character’s statistics or other
attributes. Wizardry will ask you is you wish to “invoke” such items.
• Items of a functional nature, such as weapons, may be equipped as primary or
secondary. When you select a primary weapon, it is held in one of the character’s
hands, and is the first weapon to be used against a creature in combat. You may
select a secondary weapon, a shield, or another item to fill the secondary spot. If
your primary weapon requires two hands, you will not be allowed to select a
secondary item.
• Items that are magically cursed will “stick” to your character, cannot be
removed without a Remove Curse spell, and have a variety of effects on your
character.
• Items that cannot be equipped for one reason or another (race, gender, or
professional limitations) will “chime” and remain in your character’s standard
inventory.
Using Items
To use an item, click on it. Depending on the item you have selected, Use may do one
of several things. For example, if you’re looking at a potion, Use may allow you to
drink it. If it’s a book, on the other hand, Use allows you to read it. If the item isn’t
usable while you are reviewing your character, a door key for example, Wizardry will
chime to let you know.
Assaying Items
With over 500 items found in Wizardry, you would wear out a hundred pencils trying
to keep track of all their properties. So, Wizardry tracks them for you. To find out the
features of an item, select the item followed by Assay.
198
Crusaders of the Dark Savant