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-
-
- Wiznotes
- A brief playing guide to Wizard!
-
- WIZARD <RETURN> to get started. Just select your sound preference. With
- SoundBlaster the game requires about 580K of conventional memory. With other
- sound cards, only 500K is required and with just Beeper sound, only 470K of
- conventional memory is required. Wizard requires 800K of EMS memory and a
- Microsoft-compatible mouse driver with mouse.
-
- Character Select
-
- Here you choose your party of four. Top line has the four warriors and the
- four mages. Bottom line has the four rangers and the four assassins. Click on
- a face to select/dismiss a character. Having selected a character you may
- click on the large image of the charater with the left mouse to display that
- character's inventory and stats or with the right mouse to dismiss the
- character. With the left mouse button you may rearrange your party using the
- face icons which appear in the bottom left corner of the screen. The character
- will be highlighted in red to indicate preparedness to swap position. Right
- mouse selects the character for display of stats and inventory. Click on one
- of the Exit tapestries to finalise your party selection and proceed to the main
- game.
-
- Main Game
-
- The game has three main modes of console which I shall hereafter refer to
- as "Normal Mode", "Inventory Mode" and "Big-View Mode". The game commences in
- Normal Mode.
-
- Movement is via keyboard or by holding down the left mouse while the cursor is
- in the view window.
-
- Normal Mode Icons
-
- Icon Left Action Right Action Keyboard Equivalent
-
- Face icons give carried select char's F1-F4
- item to char inventory
- and enter/leave
- Inventory Mode
-
- Hand Icons Take/Give/Swap Shoot bow, drink
- (above or below item carried potion, cast scroll
- a character's with item in cast wand/staff/ring,
- face icon) hand. eat food,take gold
-
- Name Boxes select char's book and spell
- (below faces) ready for casting or selection F5-F8
- of another spell via the book
-
- Spell Name Box cast currently named spell of
- (above book) current spell character
-
- Spell Book Select/Deselect Turn page
- a spell
-
- Crossed Swords Enter combat Enter combat
- and cast all Space Bar
- selected spells
-
- Compass Enter Mapdisplay Enter Big-View Mode F9/F10
-
- Continuous Area Interrogate a Cancel a
- (darkened box continuous continuous
- just beneath the effect spell effect spell
- view window)
-
-
- Inventory Mode
-
- Selecting a character's face with the right mouse button or pressing F1-F4 will
- enter or leave Inventory Mode. Inventory Mode is very similar to Normal Mode.
- The main difference is that you have access to more of your party's inventories
- than just the hands.
-
- There are sixteen inventory slots assigned to each of the four characters. The
- first six of these are reserved for armour types; helmets, armour, gloves,
- shields, boots, amulets. An item in one of these special slots is deemed to be
- equipped/worn etc. Amulets tend to enhance a character in some way.
- The other two slots on the top line of the inventory are duplicates of the
- character's hands. An item in the hand will also be accessible here and vice
- versa.
- Clicking on item slots in the inventory will take/give/swap the item if the
- left mouse button is used. The right mouse button is for shooting a bow,
- drinking a potion, casting a scroll, casting a ring/wand/staff, eating food,
- stashing a bag of gold. Bows, rings, wands, staves may only be used (right
- mouse) when in a character's hands (or hand slots)
- Common keys and arrows behave a little differently. They can be pooled
- into clumps of upto ninety-nine. Typically, the left mouse button will take a
- whole pile while the right mouse button will take only one or will take one
- more. To shoot a bow, the bow and the arrows to be used must be in the
- character's hands. The bow is used automatically in combat along with all
- other normal weapons.
-
- There are further icons available in Inventory Mode. The compass behaves
- as in Normal Mode to access either the map or Big-View Mode. The crossed
- swords is as before to launch either normal combat or normal plus magical
- combat. The continuous effect area has been obscured and a new one now exists
- just beneath the character's faces.
- Further available icons are Options, Stats Display, Exit Inventory,
- Pool/Share Gold, Change Current Inventory.
- The icon beneath the crossed swords will display the current character's
- stats. This comes in two pages. Use the left mouse button to toggle between
- the pages and the right mouse to regain the bank of icons. Here you are able
- to see a character's experience and how hungry/fed a character is. The levels
- of food satiation are Starving, Ravenous, Famished, Hungry, Peckish, Fed, Full,
- Replete, Glutted, Stuffed. There is no point feeding a stuffed character. A
- character who is starving will not heal normally. The better fed a character
- is the faster the character will recover any vitality lost during play. The
- characters begin the game full.
- Experience is gained during play. All characters receive equal experience
- unless dead. A dead character will not receive experience. Experience enables
- a character to "make a level break". This will make a character more powerful
- and grant extra spells. Mages gain extra spells at every level break; Rangers
- gain spells at every even level; Assassins gain spells on every level divisible
- by three, Warriors gain spells at every level divisible by four.
- Level breaks are gained when a character has attained the following totals
- and will only be granted during sleep.
- Level 2 2000
- Level 3 6000
- Level 4 12000
- Level 5 25000
- Level 6 40000
- Level 7 60000
- Level 8 80000
- Level 9 110000
- Level 10 140000
- Level 11 170000
- Level 12 200000
- Level 13 230000
- Level 14 270000
- Level 15 310000
-
-
- Big-View Mode
-
- You can enter Big-View Mode either by clicking with the right mouse on the
- compass icon (either from Normal Mode or from Inventory Mode) or by pressing
- F10 on the Keyboard. Fewer icons are available in Big-View Mode but those
- remaining are adequate for most of the time. Big-View Mode is really only
- recommended for faster machines although speed may be adequate on mid-range
- machines if the detail is turned down (by pressing the Tab key to select one of
- three settings or see Options below).
- The icons available in Big-View Mode are (as above) the face icons, the
- hand icons, crossed-swords icon, spell name icon, name boxes. It is
- recommended that any required spells are selected prior to entering Big-View
- Mode as the book is not available. You may leave Big-View Mode by pressing F10
- or by clicking on a face icon with the right mouse which will enter Inventory
- Mode with the selected character's inventory.
- As with Normal Mode and Inventory Mode, dropping items onto a character's
- face with the left button will deposit the item into the character's inventory.
- The character will equip armour/amulets if the relevant slot is currently not
- in use, eg. if a character is currently wearing leathers and you drop chain
- mail into his inventory he will not remove the leathers, if the character was
- not currently wearing the leathers, however, then the chain mail would be worn.
- The continuous effect area is now on the bottom line just beneath the
- right-most face and hand icons.
-
-
- Miscellany
-
- Next to the face icons are two bars, the yellow one indicates current hit-
- points as a measure of current maximum and the purple bar is spell points.
-
- The horizontal blue bar is the current vitality of the character whose book and
- spell are currently selected. The more blue the better. A character has more
- difficulty casting a spell when low on vitality. The character's food level
- determines the rate of vitality recovery. Holding an item called Angrath's
- Heart will also boost vitality recovery.
-
- Game detail is selectable from the Tab key or from Options (see below).
- Gameplay is in no way compromised by reducing detail but the speed gain may be
- significant. Slower machines may require the lowest detail setting and not
- find Big-View Mode at all comfortable.
-
- A gamesave to RAM may be effected from the R key.
-
-
- Beds
-
- During dungeon exploration, you will find beds. Click on a bed with the right
- mouse to send your party to sleep. The party will always wake up hungrier than
- they were before sleeping unless they are already starving. Sleep allows much
- increased recovery rates of spell points and hit-points and only during sleep
- may a character gain levels or learn new spells. Note that a starving
- character will not heal hit-points.
- If a character is due to learn a spell then the gods of magick will visit
- the character during sleep. Click on a god to select its class of spells.
- Follow any prompts. Any gold required will be taken first from the character
- gaining the spell and then from the rest of the party if that character is too
- poor.
-
-
- Shops
-
- There are several shops selling items and consumables. They are invariably
- tucked away in alcoves behind wooden doors with signs scribbled on the wall
- outside. Opening the door will enter the shop.
- The shop has two pages of shelves which may each be accessed by clicking on
- the arrows above the shelves. Clicking on exit shop will leave the shop.
- Clicking on an item on a shelf with the left mouse will ask the shopkeeper for
- a price. Clicking with the right mouse will purchase the item if the character
- whose inventory is active has sufficient funds. The Pool/Share gold icon will
- be of help during shopping. Clicking on the shopkeeper while carrying an item
- with the left mouse will ask the shopkeeper for a price; using the right mouse
- will sell the item. The shopkeeper almost always makes a profit and is not
- prepared to haggle. Any rings/wands/magical-staves bought from the shopkeeper
- will be fully charged so you may wish to sell an item and then buy it back in
- order to recharge it. The shopkeeper will add any non-consumable item to the
- shop's inventory if there is free shelf-space so that you may buy the item back
- at a later time. If the shelves are full, the item will be discarded. Note
- that the item may go to the other page of the shop's shelf-space.
-
-
- Regen-Chambers
-
- You will find regeneration chambers from time to time. Their location may well
- be worth noting. Entering a regen chamber will bring any dead party members
- back to life.
-
-
- Action Cursor
-
- While the mouse cursor is not within the view window, the cursor will be a
- pointing hand. Use the very tip of the graphic to access any icons. In the
- view window, the cursor can take two forms; the pointing hand or the
- grabbing/action hand.
- While the cursor is a pointing hand a click in the view window with the
- right mouse will aim and cast any spell currently selected. While it is the
- grabbing/action cursor you may: pick up items from the floor; open doors; use
- levers or buttons; remove some special items from walls.
- You may also carry items in the hand. While you are carrying an item, the
- cursor will change to show what is carried. Clicking with the right mouse in
- the view window while carrying an item will: drop the item; throw the item;
- attempt to use the item (key) to unlock a door.
-
-
-
- Spell Casting
-
- Spells may be cast in one of four ways: right mouse on the crossed swords icon,
- which will also initiate combat (space bar is a duplicate of this function);
- clicking on the spell name icon; clicking with the right mouse on an item in a
- character's hand or inventory (scrolls only); by clicking with the right mouse
- in the view window (this will also aim the spell where applicable). If a spell
- is not aimed, the character will do the aiming. Characters are often more
- accurate than you are.
-
-
- Spells
-
- Green Spells - Earth Magic
- Armour Continous spell, boosts armour class (AC).
- Healing Heals some damage from whole party. Tires caster greatly.
- Paralyze Freezes a monster temporarily.
- Levitate Prevents falling down pits and protects from firepaths.
- Warpower Continuous spell, boosts combat ability.
- Arc Bolt Damage spell. An arc bolt will bounce from walls
- Renew Restore all lost hit points. Exhausts the caster.
- Formwall Creates a wall. Cancelled by casting another in same place.
-
- Yellow Spells - Chaos Magic
- Deflect Continuous spell, protects from missile fire. Short lived.
- Terror Causes monsters to flee in panic.
- Antimage Continuous spell, protects from magical attack.
- Regen Continuous spell, heals and returns from the dead
- Ethblade Creates a weapon in a free hand. Allows double attacks.
- Spelltap Will reduce a monsters magic ability. If the party is hit
- with spelltap then all continuous effect icons will be
- cancelled and the party will lose spell points.
- Vivify Returns dead characters to life.
- Disrupt Damage spell.
-
- Red Spells - Dragon Magic
- Missile Damage spell. The party can defend with Deflect
- Torch Creates light
- Fireward Creates a ward.
- Dispell Removes firepath and illusory walls
- Fireball Damage spell.
- Firepath Creates firepath locations.
- Recharge Will recharge items. Exhausts the caster.
- Inferno Damage spell with knock-on fireballs.
-
- Purple Spells - Night Magic
- Confuse Will cause a monster to fumble around.
- Phaze Limited teleport. Will leap over monsters often spinning you
- to turn and face the monsters' backs.
- Suspend Will float the party away from danger. Cancelled by any
- right mouse click in the view window or by any attempt to
- cast an aggressive spell.
- Trueview Continuous spell, sees through illusory walls and gives the
- effect of great light.
- Wizeye Exploration spell.
- Mindrock Creates illusory walls
- Wychwind Damage spell to fore, aft and sides.
- Mindrage Damage any monster in clear view. Exhausts the caster.
-
-
- The cost in spell points to cast a spell depends on a character's ability as a
- magic user and how tired the character is (vitality bar). A spell will always
- cost at least one point and will have greatest effect if cast when the
- character is fully rested (vitality var on full). If the cost of a spell is
- greater than one point then waiting for the character to recover will not
- increase the effectiveness of the spell but will reduce the cost of the spell.
- Being fed speeds a character's recovery rate. Casting a spell tires the
- character as reflected by the vitality bar. The Amber Amulet greatly reduces
- the tiredness due to casting many of the spells. At later levels characters
- can effectively machine-gun their damage spells at the hapless foe.
-
-
- Potions/Items
-
- Hedjog Venom Restores full hit points
- Moon Elixir Restore full spell points
- Phoenix Broth Restore full hit points and spell points
- Chymera Blood Boosts hit points even to above maximum
- Power Potion Boosts spell points even to above maximum
- Dragon Ale Permanent intelligence plus one and SP plus 2
- Orc's Vomit Permanent strength plus one and HP plus 10
-
- Snake Staff Arc Bolt spell
- Firestaff Inferno spell
- Grim Reaper Disrupt spell
- Power Staff Wychwind spell
- Sun Staff Casts all continuous effect spells
- Cloud Staff Mindrock spell
- Serpent Wand Renew spell
- Dragon Wand Fireball spell
- Night Wand Confuse spell
- Chaos Wand Antimage spell
- Amber Wand Missile spell
- Cloud Wand Suspend spell
- Serpent Ring Warpower spell
- Chaos Ring Deflect spell
- Dragon Ring Fireward spell
- Night Ring Phaze spell
- Cloud Ring Trueview spell
- Moon Ring Regen spell
- Amber Ring Armour spell
-
- Scrolls and rings/wands/staves will have greatest effect if cast by the highest
- level character with the highest intelligence.
-
-
- Options
-
- You may enter the Options menu by hitting the Esc key during play or by
- clicking on the options icon in Inventory Mode.
-
- You may have upto five active gamesaves; each represented by a small image
- of the view window at the time of making the gamesave. Save and Load are
- pretty obvious. A save description must be terminated with Enter/Return. Esc
- will clear the name or abort the save without modifying the disk. RamRestore
- will restore the last position from RAM. This is done automatically after
- party death. Save to RAM is done during play by pressing the "R" key and is
- done automatically on loading a previous gamesave. Note that making a gamesave
- does not affect your RAMsave position. Note that your RAMsave is lost when you
- quit the game; switch off your machine; have a power cut etc.
- Quit to Dos will return you to Dos. Please ensure that you have made a
- gamesave should you wish later to resume from your current position.
- Mouse speed is selectable at three settings. The default setting is the
- middle one.
- Game detail is selectable at three settings. Note that a reduction in
- detail does not compromise gameplay. The default setting is maximum. The
- middle setting will disable the display of the ceiling during play. The lowest
- setting will disable both floor and ceiling. The TAB key allows detail
- selection during play.
- The larger view in the bottom left corner is your current position. This
- is updated after a LOAD from disk or after a RamRestore. Return to game will
- return you to play.
-
-
- Map
-
- The game map can be accessed by pressing F9 on the keyboard or by clicking with
- left mouse on the compass (not available in Big-View Mode). Your current
- position and direction are indicated by a small blue arrow. Note that while
- viewing the map, the game is effectively paused.
- Clicking on the map icon in the top right corner of the screen will allow
- you to view maps from other towers throughout the game. Up/Down icons will
- allow you to view other levels of the currently selected tower/dungeon and the
- purple exit icon will return you to play.
-
-
- Combat
-
- Combat in Wizard! is partially automated to leave you free to manipulate your
- party, its inventory and select and cast spells. Archers will get on with
- aiming and firing arrows and the characters will keep hitting at anything in
- range. Combat will be cancelled if the characters find that the monsters are
- out of range. Monsters will hit at the closest character so you can often
- provide yourself with a short respite by turning your party to present the
- best-healed or best-armoured character to the attacking monster. Note that it
- is not possible to rearrange your party order once into the game. This can
- only be done during character select.
-
-
- Movement Keys
-
- Movement is via mouse holding the left button with the cursor in the view
- window or via keyboard.
-
- Left Keys Right Keys Cursor Keys
-
- Normal Forward S Keypad 5 None
- Turn Left A Keypad 4 Cursor Left
- Turn Right D Keypad 6 Cursor Right
- Fast Forward W Keypad 8 Cursor Up
- Fast Turn Left Q Keypad 7 None
- Fast Turn Right E Keypad 9 None
- Move Left Z Keypad 1 None
- Move Right C Keypad 3 None
- Move Backwards X Keypad 2 Cursor Down
-
-
- Characters in Wizard!
-
- Each of the characters available in Wizard! is to one degree or another
- magic-using, although some are a lot better at it that others. There are four
- classes available:
-
- Warriors
- Although weak in the use of magic, this class are first-rate fighters who
- belong in the front rank of your party. They have high strength and can
- therefore do great damage to monsters in close combat. Warriors may learn a new
- spell at every fourth level.
-
- Wizards
- The most powerful spellcasters available, Wizards are an invaluable asset
- to any adventure. They learn spells rapidly, at the rate of one per level break
- and can inflict enormous harm on monsters with their magic. They do not make
- very good fighters however, and should be placed at the rear of the group for
- protection.
-
- Rangers
- Second only to Wizards at magic and to Warriors at combat, Rangers fulfil a
- very useful role. They are tough enough to be placed at the front for melee
- combat whilst at the same time blast at their foes with barrages of deadly
- spells. Rangers may learn a new spell at every second level.
-
- Assassins
- When placed in the second rank this unique character class are potentially
- the most lethal fighter/mages of all. They have a special back-attack which can
- inflict triple damage to a monster when they hit one from behind, providing
- they use one of the special thief weapons such as a Dagger or Stealth Blade.
- They also make the best archers and can detect illusionary walls. Magically
- they are fairly adept and may learn a new spell at every third level.
-
- One character from each of the four classes available is aligned to
- one of the four schools of magic, dictated by the lost Gods, which affect the
- spells they are best able to cast.
- E.G.: Zastaph Mantric, the Earth Wizard, is better at casting Earth magic
- than Karnak Necretius, who is a Chaos Wizard.
-
-
-
- The Characters available:
-
- Blodwyn Earthmother, Earth Warrior
- Golems, as a rule, tend not to be too gregarious and usually shun the
- civilised areas of the land. However, they are very loyal and have long
- memories, so when Blodwyn was rescued from imprisonment in a glacier with a
- fiery blast from the then young Zothen Runecaster, she vowed to help the cause
- of humans whenever she could and so became an adventurer. She starts the game
- with the spell of ARMOUR.
-
- Astroth Slaemwort, Chaos Warrior
- Being an Orc, it would be far more natural to find Astroth fighting in
- favour of the forces of darkness, as he once did during the Chaos wars of the
- year 1200. But Astroth was betrayed and sold to the Ghast slavemasters by a
- particularly evil clan chieftain known as Knucklebane. He later escaped and now
- searches in all the dark places and monster infested dungeons for his
- adversary, the role of adventurer suiting his purpose, for now. He starts the
- game knowing the spell of DEFLECT.
-
- G'Narr Helmcleaver, Dragon Warrior
- Legends tell of an order of Dragon-Knights who came from the far North
- bringing death to all creatures of evil intent. Although G'Narr is not of that
- order, for they died out a thousand years ago, he is devout in his pursuit of
- their beliefs and is a mighty adversary to all who fight for the Evil One. He
- starts the game knowing the spell of MISSILE.
-
- Tarnak Wythenbane, Night Warrior
- Hailing from the Great Northern rift, where the winters can last for nine
- months and the days seldom last longer than a few hours, it is not surprising
- that Tarnak's people were blessed by Shaspuok, the Shade of Night. What is more
- unusual is that one of them should travel to the warmer Southern lands
- apparently seeking fame and fortune. But Tarnak's village was destroyed by a
- band of marauding Ratmen and now, due to some obscure sense of honour, he must
- hunt and destroy all manifests of evil, no matter where the quest takes him. He
- starts the game knowing the spell of CONFUSE.
-
- Zastaph Mantric, Earth Wizard
- Earth Wizards are traditionally wanderers, travelling from village to
- village, healing the sick and generally protecting the goodfolk from evil
- attacks. But Zastaph is a descendant of the legendary Berserker, Slyzaar
- Mantric, and although his vocation is different, Zastaph has inherited the
- motivations of his illustrious ancestor. He still travels the land like any
- other Earth Wizard, but usually as a monster-hunting adventurer instead of a
- local village shamen. He starts the game knowing the spells ARMOUR and HEALING.
-
- Karnak Necretius, Chaos Wizard
- Many have misunderstood the followers of the Chaos God and they are
- generally feared and shunned by normal folk. This distrust is reasonable as
- most of the followers of Chaos also misunderstand the doctrine of their God and
- usually become evil-doers. Karnak suffers from none of these illusions, he
- understands the true nature of Chaos is the natural force of the universe and
- has thus vowed to fight evil, even when he must kill his own kind, as this too
- is true to Chaos. He starts the game knowing the spells DEFLECT and TERROR.
-
- Zothen Runecaster, Dragon Wizard
- As a young man Zothen would travel the land in search of monsters to toast
- with his newly acquired skills. During one such adventure he fought a band of
- Ice Trolls who had captured a female Golem and imprisoned her in a glacier. He
- defeated the trolls at great cost to himself and managed to free the Golem,
- Blodwyn Earthmother. Since that day they have been firm friends and often fight
- together. He starts the game knowing the spells MISSILE and TORCH.
-
- Mad Meg Nightwych, Night Wizard
- As a follower of the shadow God, Shaspuok, Mad Meg has a contradictory
- nature. On the one hand she is gentle, helpful and protects the weak whilst on
- the other she has a rage incomparable in it's ferocity. As a young woman she
- would often fall foul of people she met due to this and so earned her name. She
- soon found that adventuring was an occupation in which all of her talents could
- be appreciated without prejudice. She starts the game knowing the spells
- CONFUSE and PHAZE.
-
- Sethra Boaghail, Earth Ranger
- Banished from the his lush jungle home by his race for some wrong-doing
- that he never speaks of, Sethra is a quiet but purposeful character. Lizard-
- folk are normally regarded by humans as another form of mutation left over from
- the Chaos wars, but in fact they were the first race to be favoured by
- Grisslem, Lord of the Earth. Humans were still in the trees when Sethra's
- people ruled in their great cities of gold. He starts the game knowing the
- spell of ARMOUR.
-
- Borgath Axeldeth, Chaos Ranger
- Although not exactly evil, Borgath's interpretation of Chaos is that of
- random action based upon his often dark moods. He gained his second name due to
- his disturbing habit of chaining his enemies to cartwheels and rolling them
- down steep hills. He does, however, have a strong sense of personal honour and
- will protect his comrades with his life if needs be. He starts the game knowing
- the spell of DEFLECT.
-
- Mistral Merrywater, Dragon Ranger
- Had they met earlier in life, Mistral would have made an excellent
- apprentice to the Wizard Zothen. Banished from her village for refusing to
- marry a local squire, she has carved a reputation for herself as a strong
- fighter and talented mage but she is ever seeking more dangerous enemies and
- hazardous quests. Mistral is still young but ambitious and feels her destiny is
- to set an example to all women showing that they can easily beat men at their
- own game. She starts the game knowing the spell of TORCH.
-
- Banath Dreamslayer, Night Ranger
- The great cities of the land offer havens to all kinds of lowlifes, thieves
- and cuthroats, so having your own personal bodyguard is an aspiration almost
- all nobles possess. Banath used to work for a minor guild-lord until his
- master's entire estate was burned down in an unfortunate accident, leaving him
- without work. Using his aptitude for night work he began to travel the cities
- of the land searching out troublemakers and evil-doers, in return for
- recompense from the local merchants. Upon learning of the Evil Wizard's plans
- he realised that here was a real quest with probably a real reward too! He
- starts the game knowing the spell PHAZE.
-
-
- Elfric Falaendor, Earth Assassin
- The lives of humans and elves have rarely followed a common path, but
- occasionally the elders from the Eternal forest will send one of their kind out
- into the world on a scouting expedition, to determine just how depraved the
- "civilised" world has become. When Elfric was chosen he went forth eager to
- complete his mission and to return his to people, but he was so moved by the
- suffering he encountered he vowed to remain in the outside world and fight for
- the common good. He starts the game knowing the spell of HEALING.
-
- Narleth Ratslugg, Chaos Assassin
- Whenever there is an insane necromancer, there is usually an insane
- necromancer's assistant. Gnarleth was once a mindslave to the powerful
- sorcerer Blakth-Roth and learned his assassin's skills doing his master's dark
- bidding. But when Blakth-Roth was slain by a rampaging mob, the spell he held
- over Gnarleth was broken, freeing him from his bonds and enabling him to choose
- his own destiny. In an attempt to make amends for the evil he perpetrated under
- his master's thrall, Gnarleth chose the role of adventurer and now seeks to
- destroy evil. He starts the game knowing the spell of TERROR.
-
- Arundel Lorkunath, Dragon Assassin
- There is rumoured to be a secret guild of Assassins beneath the great
- plains city of Sengrosiah, who are unmatched in skill and efficiency. As a boy,
- Arundel's considerable talents were spotted and he was recruited, destined to
- spend his life as a hired killer. One day he was commissioned to murder a young
- princess from a minor barony, but when he laid eyes on her beauty he found
- himself unable to carry out his task. Knowing that failure meant death at the
- hands of his former masters, he now wanders the land using his skills for good
- instead of evil. He starts the game knowing the spell of MISSILE.
-
-
- Karena Karinova, Night Assassin
- To the East there was once a small kingdom, never very powerful and of no
- real threat to anyone. Then one day a larger and more aggressive neighbour
- decided to invade and crushed the small kingdom with one blow. Karena was the
- only surviving member of the royal family. Exiled from her home, she has vowed
- never to reveal her face until the crown of Korvak rests once more on her brow.
- She starts the game knowing the spell of CONFUSE.
-
-