User Guide

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.
Spells are magical formulas that allow the caster to bend the physical laws of the
universe. There are two basic categories of spells: Mage and Priest. Characters of the
magical variety must learn these spells through constant study and experience, and
will harvest spells as they gain levels.
Within each category, Priest and Mage, there are 7 levels of spells, from weak level 1
spells to the powerful (to put it mildly) level 7 spells. For a character to be able to cast
a particular spell, he or she needs to have that spell in the spell book, and a spell point
with which to cast it. Each number represents the amount of spell points a character
has in that level and the number of spells the character may cast.
So, in order to cast a Halito, the spell must be in the character's book and there must
be a first level spell point available. When a spell is cast, the character loses a spell
point from the appropriate category and level. Eventually, especially after a grueling
battle, the character may have no spell points left! Weak and weary, the spell-caster
must seek rest in the Castle, thereby regaining the spell points, or know the
whereabouts of a magical pool that can replenish some of the spell points with a quick
swim.
For every spell you know, you are granted at least one spell point with which to cast it.
If you are currently a member of a spell-casting class, you may gain extra points based
upon the experience level you have attained. You can never have more than 9 points in
any category and level. If you know 3 spells of a certain category and level, and have 3
points of that category and level, you could cast one spell three times, or each of the
spells once, or any combination.
If your characters later change their class, they will retain the knowledge of the spells
they have learned so far, but won't learn new spells unless their new class also teaches
spells. There is a minor exception to this rule. If a character knows at least one spell
of a particular category and level, then he or she will eventually learn all the spells of
that category and level, even if he or she changes to a class that doesn't learn spells.
Equipment, or items, refers to the helms, armor, swords and the like owned by your
characters. Fresh from their training, your characters will have only the petty weapons
and armor provided by the Training Master. Because of this, gathering and
maintaining the best possible set of items is a major pastime for Wizardry adventurers.
Good items can make the difference between life and death! The number and variety
of items found in Maze may be a little bewildering at first, but there are some
guidelines to follow...
Equipment Guidelines
First of all, not all items may be used by every character. Some items may be used
only by specific character classes. You will learn what works by practice and
experience.
Also, some items have an alignment, just as your characters do. If a character equips
an item that has a different alignment, the item may seriously impair him or her. In
addition, it will become cursed.
A cursed item is any item that cannot be voluntarily unequipped. If you equip such
an item, you will be "cursed to wear it."
94
Heart of the Maelstrom