User Guide

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.
Starting a New Game with Level 1 Characters. From the Wizardry main menu,
select Add Party Member. From the list of characters, select six to form a party.
Then, select Start New Game. You only use this option when you are beginning a
new game with new characters that you have created in Crusaders of the Dark
Savant.
Resuming a Saved Game. If you already have an expedition underway, select
Load Savegame.
Importing Characters. If you have a party from Bane of the Cosmic Forge, you
can import them into Dark Savant.
Ordering a Party For Adventure
Since your party walks in a parade formation, its important to determine - before you meet
any monsters - just what the order of that parade will be. Essentially, the strong, fighting
characters or those with low armor classes should be toward the front. Spell casters and
weak or injured characters with low hit points should be toward the rear. To move a
character, click on his or her name and select another character to switch places with.
Generally, only the first three party members will be subject to a physical attack by the
monsters. However, some monsters may be equipped with ranged weapons that allow
them to attack further into your ranks. Other monsters can sneak up on your lowly
Mage, who cowers in the sixth position, and scare the robes right off him. A Giant
may step over some of your characters to get at the weaklings in the rear. Additionally,
monsters may cast spells on any or all members of your party.
The Terrain
As you explore Lost Guardia, you will come across cities, outposts, rivers, streams, and
forests that are home to Lost Guardia’s denizens. You may also find a good many
gates, buttons, ladders, and other landmarks that lead the way (or try to conceal the
way) to these locales your party is eager to visit.
Gates
Whenever you come across a gate, you can be certain it was put there for a reason - to
keep you out or something else inside. Should you come across a gate, and find your
party at a standstill, try to use keys or items your party has come across or search the
area for possible hidden fixtures.
Buttons
Your party enters a room, and your Detect Secret spell is in effect. Its eye starts to blink
as you search a wall - and that’s when you notice it. The button that’s so small it nearly
blends into the rock itself. Whenever your party comes across such a button, you can be
certain, in most cases, that it will do something when pressed. Just what it will do is
anybody’s guess! To press the button, simply click on it or use the Search option.
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Crusaders of the Dark Savant