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1994-09-16
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WarWizard(TM) -- The Manual
(PC's and compatibles version)
Copyright 1994 MicroGenesis(TM), Inc.
-by Brad McQuaid & Steve Clover
WarWizard is a trademark owned by Brad McQuaid
MicroGenesis is a trademark owned by Brad McQuaid and Steve Clover
Table of Contents
INSTALLATION & SYSTEM REQUIREMENTS............................1
INTRODUCTION..................................................1
OVERVIEW......................................................4
GETTING STARTED...............................................4
Starting a New Game
MAIN SCREEN...................................................5
Map Window - Party Window - Action Window -
Commands Window - Compass - Inhabitant/Search Icons
COMMANDS......................................................7
Disk - Quit - Status (Backpack, Spellbook, Keys) -
Mount - Camp - Wait - Search - Transact - Combat -
Cast
ENVIRONMENT...................................................13
Travel - Outside - Villages - Cities - Castles -
Dungeons - Tunnels - Towers - Fortresses
LOCALS........................................................15
Shops - Healers - Inns - Doors - Horse Traders -
Ship Wrights - Schools - Pubs
ITEMS.........................................................17
Classes - Types - Magic Items - Keys - Potions
CHARACTERS....................................................18
Races - Classes - Attributes - Proficiencies -
Alignments
MAGIC.........................................................21
Origin - Spells
COMBAT........................................................24
Combat Screen One - Combat Screen two - Movement -
Targets - Attack - Cast - Escape - Victory - Defeat
QUESTIONS AND ANSWERS.........................................29
GAMEPLAY HINTS................................................30
APPENDICES....................................................31
Item Lists - Spell Lists - Credits
SYSTEM REQUIREMENTS
WarWizard runs on PCs and compatibles with a minimum 386
processor, VGA graphics, and 4 megabytes of RAM.
INTRODUCTION...
The known world in which the game WarWizard takes place is
a large continent amidst a vast sea. It is a land rich with
variety, consisting of various environments including grasslands,
forests, deserts, hills, and mountains. It is equally rich in the
diversity of its inhabitants. Many races of intelligent (and
semi-intelligent) creatures dwell throughout the land. These
inhabitants generally dwell alone, however several of the humanoid
species interact to an extent, involving themselves in trading and
sometimes even combat. The continent itself is divided into six
lands, each sometimes ruled by a single race or nation, but just as
often merely a label to describe a vast and untamed territory.
Aladain and Kraenn take up the northern third, and they
hold a myriad of landscapes, including vast mountain ranges,
hills, grasslands, and even swamps. Kraenn itself is the most
wild, ruled only in part by villages of Halflings which prefer
to stay to themselves and also Dwarves, who reside hidden deep
within the earth. Aladain has a long history of being populated
by humans and a reputation of being a stronghold for the forces
of good. Recently however, as shall be detailed later, a great
evil has arisen in the north and those who dwell in the other
five lands have heard little from Aladain.
Cara and Essea are the lands in the center of the
continent. Essea's few grasslands are inhabited by humans who
long ago allied themselves with their brothers in Aladain and
elsewhere. The remaining land, however, is a vast and
unexplored forest rumored to contain wild animals and other
dangers, as well as vast kingdoms of Elves. Cara, other than
its swamps, in mostly grasslands which contain human outposts
and even some cities. It is a relatively tame land but also not
completely explored.
Zebesk and Terwan lie to the south. Their northern most
territory contains grasslands inhabited by good humans who live
in villages, cities, and great castles. They live at peace with
themselves as well as trade and do other business with their
brothers in Cara, Essea, and until recently Aladain. The
remaining lands, however, are filled with vast deserts and
jungle. Ancient history tells of an evil empire ruled by the
now dead kings of Terwan who once controlled these bleak lands.
After the last great wars, centuries ago, however, these lands
were laid to ruin and are now considered wild and unexplored.
Mysterious nomads traverse the desert lands, and it is rumored
cannibals and other savage people dwell in the jungles (not to
mention exotic and deadly animals).
Page - 1 -
The various races' history is long and detailed, consisting
primarily of an eternal struggle between the forces of good and
evil. Long ago, it is told, the Kings of Terwan, who desired to
rule the entire continent, discovered a means by which to
converse with demons who lived in other dimensions, adjacent to
their own. These creatures became their gods and bestowed great
power and knowledge to their worshipers. Terwan grew and
disrupted the balance of power which had existed. They made war
on the other lands and soon completely engulfed Zebesk. The
forces of good retreated primarily to Aladain and created great
fortresses in which to defend against the encroaching forces
from the south. In their capital, the large castle called
Gildain, they too began to dabble in magical arts, however the
origin of their newfound abilities lay in the power of good.
A hero soon arose from Gildain, and he was a man of great
power and skill. They called him a WarWizard , for he could
master any of the forms of magic, as well as do battle with
conventional weapons. As he was trained by the most powerful of
magic-users and most skillful warriors, both the Dwarves and
Elves were solicited for their unique skills. They created nine
magical items of superior power; a helmet, armor, sword, bow,
arrows, collar, boots, belt, and shield. When the WarWizard
had completed his training, he was given these artifacts and
sent to do battle with the High King of Terwan, a being also
rumored to possess the ability to cast any form of magic and to
wield great weapons. He travelled to the south and completed
many adventures before coming face to face with his enemy. In a
now lost place they did combat of a nature until then unknown.
In the end, both destroyed themselves, but the resultant absence
of the High King caused chaos amongst the forces of evil. The
King of Gildain then led his forces southward and the greatest
battles in history took place. Eventually, the forces of good
took the upper hand and vanquished the remaining Kings of
Terwan. Both Zebesk and Terwan were left in ruins, and the
victors swore to remember this holocaust well.
As time continued upon its way, those monks who had raised
the now martyred WarWizard hid themselves in the mountains
of Cara, creating a cult whose mission in life was to raise new
WarWizard s each and every generation in the event that the gods
of Terwan ever rose to power again. Victorious Gildain and
those throughout Aladain, however, grew confident and soon had
no fear of the now buried mystical forces deep in the south of
Terwan and Zebesk. When the monks asked them for assistance
in locating the magic armor and weapons the WarWizard had
wielded, they declined. It was known that the leaders of
Gildain, pleased with their new status as superpower, had no
wish to see another being with the abilities of the WarWizard ,
good or evil, ever rise again. They sent their own agents to
locate the lost site of the battle, and when it was discovered
they found only some of the artifacts. Where the others had
gone was unknown but the worst was assumed. Being unable
themselves to wield the pieces they did have, they decided to
scatter them throughout the lands to various agents under their
control. The monks and their practices became only legend and
the forces of good enjoyed the peace which war had earned.
Page - 2 -
Uneventful centuries passed, which brings this history to
recent times. The people of Cara and Essea suddenly lost
contact with Aladain. It was known that the powers there had
grown complacent over the years, but now messengers sent to
Gildain and elsewhere no longer returned. More time passed, and
suddenly outposts to the north still in contact with the
capitals of Terwan and Zebesk were attacked by evil creatures
and powers not seen since ancient times. Finally, rumors
appeared detailing how a being of great power appeared from deep
within the mountains of Aladain. He viscously took control of
the fortresses and towers of Aladain and even Gildain was under
siege. Those of the remaining free lands were unprepared. If
anything, they had assumed evil would arise from the deserts and
jungles of the south -- certainly not Aladain. As quickly as
possible they began to raise their own forces in order to halt
an assault from the north. Spies sent to Aladain and even
Kraenn, however, returned with bleak news, assessing the
probable and even inevitable victory of the superior forces of
evil. The leader of these forces, who had now built a vast
castle for himself deep within Aladain was soon rumored to
control dragons and other creatures of great power. He himself
was also told to be able to control all forms of magic as well
as normal weapons. Loremasters began to emphasize how history
eventually repeats itself and thought the events occurring were
both familiar and disquieting.
This brings us to the present. The monks who dwelled in
the mountains of Cara now are only two: an old man and you.
All your life you have been taught by this man ancient and
secret skills. Your intelligence, stamina, and strength are the
highest a human can possess without magical enhancement. Your
training has also given you the ability to master all forms of
magic and every weapon known. You are a WarWizard , just as
your old master is. He has heard from the occasional passerby
what has occurred in Aladain and as a result is jealous of the
opportunity that is now yours. It is your destiny to locate the
artifacts once wielded by your predecessor a thousand years ago.
It is your responsibility to confront and defeat the new High
King of Terwan who has taken up residence in Aladain. Your old
master smiles and assures you that although you currently have
no weapons, no spells, no experience, and no allies to join you
on your quest, you have every potential to defeat the forces of
evil and bring peace to the six lands once again...
Page - 3 -
OVERVIEW
The experienced game player may wish to skip the detailed
directions that follow and jump right into the game. We suggest
reading the 'installation' and 'starting a new game' sections to
ensure you begin properly, but beyond that you many refer to the
manual merely as a reference tool. The beginner, on the other
hand, is encouraged to read through the entire document so that
he may enjoy WarWizard to the fullest extent.
Essentially, the objective of WarWizard is to search the
world in order to find clues as to the locations of the
Artifacts your predecessor used to defeat the first High King of
Terwan. Upon retrieving all nine artifacts, you are to locate
the Evil WarWizard in Aladain and defeat him in battle.
During the quest you may acquire treasure, magical items, and up
to three other companions to aid you on your quest. Note that
these companions may and should vary and that you most likely
will not keep the same ones throughout the game. The characters
and their classes will vary as the game proceeds, and it is up
to the player to determine how he will utilize their various and
unique talents on different parts of his quest.
GETTING STARTED...
After WarWizard has finished loading the main screen
appears. From the available options (Start New Game, Continue
Saved Game, Sound, etc), select 'Start New Game' in order to begin
your quest.
The New Game Window then appears. From here you can enter
the name you wish the WarWizard to have for the duration of your
quest, as well as his/her sex. Note that being male or female
has no bearing on your capabilities in your game and is only
selectable so that the player can more accurately identify with
his/her character.
After you have entered this information, you may either
select CANCEL, which will bring you back to the title screen,
or OKAY, which will bring up a window with five Save Game
slots. Choose one of the "-- Unused --" slots by clicking on it
and then clicking the SAVE button. Now you must backspace
over the "-- Unused --" and type in a description for this new
game (up to 18 characters in length), such as "Fred begins".
After you are finished editing your Savegame name hit enter,
which will save your character, create a new game, and begin you
on your quest. Also note that if another game already exists in
this Savegame slot, you will be prompted as to whether you wish
to overwrite the older game. If you choose OKAY, the older
game will be permanently lost.
Page - 4 -
MAIN SCREEN
The Main Screen is where you will spend the majority of
your time while playing WarWizard . It contains six windows
which both display information and also allow you to make
decisions.
Map Window
The Map Window is located in the top left portion of the
screen. This window gives you the ability to see the world,
which is always displayed from a top-down point of view. Note
that walls, mountains, and other visible obstructions block your
view. Any area which is blocked is represented by blackness.
Party Window
The Party Window is to the right of the Map Window on a
piece of parchment and displays general information pertaining to
the characters in your party. Note that there is room for four
member in your party at one time, although you begin initially
with only yourself. Three lines describe your character, the
first containing his name. The second contains his race, class,
food, and sleep level. The third has his gold, the status of
his body and whether he is awake or asleep. These statistics
are explained in more detail in both the 'Commands - Status'
and also the 'Character' sections.
Action Window
The Action Window, which is immediately under the Party
Window and also on the parchment, has four lines of information.
The first displays your last action followed by the description
of the section of the map you are currently on. The second
tells you the current time of day (see 'Commands - Camp' ) and
your current method of transportation (see 'Commands - Mount' ).
The third line contains the date, which begins January 1, 1000.
Note that in WarWizard , as opposed to the real world, each
month simply has thirty days and each year twelve months. The
final line describes where you are, as in the name of the land,
village, dungeon, etc. in which you currently travel.
Commands Window
The Commands Window is directly under the Map Window and
contains two rows of buttons. Selecting any of these options
with the mouse allows the player to execute any action he wishes
the party to make. Each of these options is explained in detail
in the 'Commands' section ().
Page - 5 -
Compass
The Compass is directly under the Action Window. Each
letter represents the directions North, South, East, and West.
Pressing these buttons with the mouse will cause your party to
move in that direction. Also note that the arrow keys on your
keyboard do the same thing and can be easier to use.
Inhabitant/Search Icons
Between the Commands Window and the Compass are two small
windows which inform the player whether their current location
is occupied by another character or a searchable object. When
you occupy a location with either a placed or random inhabitant
(see 'Environment - Travel' ) a head will appear in the
upper box. If this inhabitant is not hostile (ie., it doesn't
attack), you may try to transact with it (see 'Commands -
Transact'). When you occupy a location with a searchable object
(see 'Commands - Search'), a small chest will appear in the
lower box.
Page - 6 -
COMMANDS
This section describes the various screens/windows which
appear when an option from the Commands Window is selected.
Disk
This option allows you to both save and quit the current
game, depending upon your location. You may always quit, however
you can only save a game while in an inn (see 'Locals - Inns').
Also note that the game is saved whenever you enter or leave
a dungeon/city/etc., and also when you search an object. After
selecting the DISK button, you will be presented with the
Savegame requester, which will have your current Savegame slot
highlighted, but you may also choose a different Savegame slot
in which to save your game. Once you have highlighted the slot
that you wish to use, click the SAVE button (or CANCEL if
you do not wish to save your game after all) and you will then
be able to edit the text description for the highlighted game
slot. When you are done editing this game description, hit enter
and your game will then be saved.
Look
This option allows the party to search for traps. When
selected you will be prompted as to which player you wish to
look. A character's ability to locate a trap is based upon his
dexterity (see 'Characters - Attributes'), so it is suggested you
always use the character with the highest dexterity. Traps will
not always be uncovered, but if they are they are represented by
a small red dot. If you are concerned about traps being nearby,
it is suggested you 'look' several times. Note that 'looking'
will only discover traps, unlike the Search spell, which locates
both traps and secret doors.
Status
Selecting the 'Status' command brings up the Character
Selection Screen. This screen displays the current hit points for
each body section of each character in your party (see
'Characters - Attributes' ). At this point you may either press
the right mouse button in order to return to the Main Screen or
select on the box (using the left button) of the character you wish
to view in more detail. If you do this, the Status Screen will
then appear.
This screen displays the various attributes of your character,
including his sex, attack mode, armor class, languages known,
etc. Each of these attributes are explained in detail in the
'Character - Attributes' section. At the bottom of this screen,
there is a Spellbook, a Key, and a Backpack. Selecting one of
these will bring you to the respective screen. Note that you can
only enter the Spellbook screen in an inn (see 'Locals - Inns' ).
Page - 7 -
Spellbook Screen
This screen contains the Message Window, Spellbook, Memory
Window, Backpack Icons, and six buttons. It is used to memorize
spells and scribe scrolls into the spellbook. See 'Magic' ()
for a complete explanation of spells and their use in WarWizard.
The Message Window displays the name of the character whose
spellbook is being examined as well as his current spellcasting
level, depending on the class of the selected spell. Underneath
is a description of the currently selected spell, including its
level, domain, and radius.
The Spellbook contains 80 slots in which spells can be
written into. Selecting a spell will reveal its description in
the Message Window. Five spells are listed per page and you can
move between the pages by selecting the right and left hands.
The Memory Window contains five slots which represent
spells from the spellbook the player has memorized. Selecting
on these slots reveals the spells description exactly like
selecting a spell in the spellbook.
The Backpack Icons show the first two out of the ten
possible items that are in the player's backpack. Pressing the
small hands at each end scrolls through the remaining items in
the backpack. This is present in order for the player to scribe
scrolls into the spellbook. The Message Window will display
which spell is inscribed onto a scroll if a scroll is selected
in the backpack.
Selecting the Feather and Ink button will scribe the scroll
into the book if is of the proper class.
The remaining three buttons are the Memorize, Forget, and
Leave buttons. In order to place a spell in memory, first select
the spell in the Spellbook, and then press the Memorize button.
In order to remove a spell from memory, first select a spell in
memory and then press the Forget button. In order to leave the
Spellbook Screen and return to the Status Screen, press the Leave
button.
Key Window
The Key Window allows you to display and manipulate any keys
you have in your possession. The window consists of the Message
Window, the Keys Icons, and three buttons. The Message
Window displays the description and title of the currently
selected key. The small hands at each end of the Keys Icons
allow you to scroll through the 14 keys each character may
carry.
The three buttons allow you to drop keys, trade them to
another character in your party, and to return to the Status
Screen. See both 'Items - Keys' and 'Locals - Doors' for more
details.
Backpack Screen
The Backpack Screen allows you to display and manipulate and
items you have in your possession. The screen contains the Body/hands
Icons, Backpack Icons, Message Window, Item Window, and five buttons.
The Body/Hands Icons show each item either located on the body or
the hands. Selecting one of these icons displays its description in the
Item Window.
The Backpack Icons show the first two items in the character's
backpack. Selecting one of the two small hands at each side of the
Backpack Icons allows you to scroll through the remaining items in the
player's backpack. Selecting one of these icons displays its
description in the Item Window.
Page - 8 -
The Message Window displays the total weight and capacity of
the player given the items he has in his possession (see
'Characters - Attributes ), his Attack Mode and Armor Class (see
'Characters' ), and the character's proficiencies. If a weapon
is selected, the proficiency for that class is displayed. If
armor is selected, the character's evasion proficiency is
displayed.
Any other item will display 'N/A', meaning non-applicable. See
'Characters - Proficiencies' for more information.
The Item Window displays detailed information about the item
selected either in the Backpack Icons or Body/Hands Icons. The
class, type, position, weight, charges, and description of the
item is displayed. See 'Items' for more information.
The five buttons are Body/Hands, Consume, Trade, Return,
and Drop. The Body/Hands button toggles the Body/Hands
Icons, displaying items worn on each body section or fingers.
In order to move any items from your body/hands to your
backpack, or the reverse, simply left click and hold the mouse
button on the object that you wish to move. After a short pause
you should see the item image following your mouse pointer around
the screen, and to move this item to another location, simply move
your mouse pointer over the place where you want to put it. Once
you are over a valid box, it will light up (the frame of the box
will change to a brighter color) and if you release the mouse
button the item that you were dragging should be placed in the new
location where you dropped it. If there was an item already in the
spot that you chose as the destination, the positions of the new
item and the old will be swapped. Keep in mind that items have a
valid place where they can be put, and if you try to put an item
in an invalid location (such as a sword on your head) it will pop
back to the spot from whence it came.
The Consume button allows the player to drink from potions
(see 'Items - Potions'). The Trade buttons allows the player to
trade items from the currently selected character to another in the
party (note that the item will appear in the players backpack
following the trade). The Return button exits the Backpack Screen
and goes back to the Status Screen.
Mount
Selecting Mount allows the user to either mount/dismount a
horse or board/unboard a ship. To do this, the player must place
his party on either a horse or a ship and it must belong to him
(see 'Locals - Horse Traders/Ship Wrights'). Whether you are on
foot, horseback, or sailing vary turns and consumptions (see
'Environment - Travel' ).
Camp
Selecting Camp takes the player to the Camp Screen. If the
player is in a Village, City, or Castle, he can only camp in an
inn (see 'Locals - Inns' ). This screen consists of the Hit
Points Window, the Message Window, and fourteen buttons. The Hit
Points Window displays (exactly as it does on several other
screens) the hit points for each body part of the selected
character.
The Message Window displays the sleep level, and quantity of
food of the currently selected character. It also shows his
intended action and the duration the party will execute their
actions.
Page - 9 -
The buttons under the Hit Points Window allow the player to
select which character he wishes to examine and specify an
action.
The four duration buttons to the top left of the Message
Window allow the player to select how long he wishes to camp.
Note that each button represents the time of day (Day, Dusk,
Night, Dawn), and that the first button is always the time
period immediately following the current period.
Under the duration buttons are the action buttons. You may
have each character Sleep, Hunt, Guard, or Abandoned. Note that
you may not abandon the WarWizard , and that you may not Hunt in
an inn or while sailing. Sleeping lowers the character's
sleep factor. If a character's sleep factor is at nine for more
than one time period, he will fall asleep. If an entire party
is asleep at one time, movement is not allowed. Hunting will
increase that character's food supply. Guarding essentially does
nothing, but is at the same time very important. If you are not
camping in an inn, you are subject to attack from wandering
monsters. In this case, always place at least one of your party
members on guard. If you fail to do this and you are indeed
attacked, your entire party will be asleep for the duration of
combat resulting in total defeat. Abandoning will remove a
character (other than the WarWizard ) from the party so that
another character can be joined at a later time (see 'Commands -
Transact' ). Proceed executes the selected actions for the
selected duration, while cancel immediately returns the player
to the Main Screen.
Wait
The Wait button causes a turn to pass without any movement.
It is useful if the player wishes time to pass without going
anywhere.
Search
The Search button takes the player to the first Search
Screen if there is an object in his current location (signified
by the chest in the Inhabitant/Search Icons section of the Main
Screen). The first Search Screen will also appear following
victorious combat in order to let the party search any dead
bodies (see 'Combat'). Note that if an inhabitant also occupies
this space, you may not search the location without first removing
the inhabitant or waiting for him to leave.
The first Search Screen contains the Map Window, the Hit
Point Window, the Message Window, and twelve buttons. The Map
Window displays a detailed view of the current location of the
party. Using the Compass (bottom left of the screen), the player
can move the pointer over different locations of the room. The Hit
Point Window displays the hit points for the currently selected
player (as elsewhere). The Message Window displays the last action
the character took as well as a description of a searchable item
within the room. It also displays the current action the character
is selected to take.
The Character Select buttons under the Hit Point Window
allow the player to select which character he is currently
directing.
Page - 10 -
The Compass at the bottom left of the screen moves the characters
through the room (the arrow keys will also do this). The Action buttons
are to the right of the Compass. If the player is searching a room,
Chest and Guard buttons are present. If dead bodies are being searched,
the Body and Guard buttons are present. Selecting either the Chest or
Body buttons is only possible if the pointer is on a legitimate
searchable object or body, respectively. Selecting the Proceed button
takes the player to the second Search Screen (if the characters were
directed to search an object/body). The Exit button brings the player
back to the Main Screen.
Finally, either mouse button can be used to click on the Map Window,
which will center the map window on that point that you clicked on, and if
there is a body or object at that spot, the Chest or Body button will be
selected.
The second Search Screen contains three message windows, the Backpack
Icons, the Object/Body Icons, the Food & Gold Selectors, and five buttons.
This screen allows the player to transfer items, keys, food, and gold
between an object/body and the selected character.
The Message Window on the bottom left of the screen displays
information about the currently selected item or key, as well as the total
weight of the selected character's items. The window underneath the
Backpack Icons displays the name of the currently selected character. The
window above the Object/Body Icons displays the name of the object/body,
its status, and the location of the object/body the character is examining.
The Food & Gold Selectors allow the player to transfer gold and food
to and from the object/body. This is done by pressing the small hands at
both sides of the selectors. Note that if the quantity exceeds ten, 100,
or 1000, then ten, 100, or 1000 units are moved, respectively.
The Location button is between the Backpack Icons and the Object/Body
Icons. If the player is searching an object, the Location button toggles
between items and keys. If he is searching a body, the button toggles
between the backpack, body, hands, and keys. In order to move any items
or keys from an object/body to your backpack, or the reverse, simply left
click on the object that you wish to move and hold down the button. You
should now see the item or key image following your mouse pointer around
the screen, and to move this item/key to another location, simply move
your mouse pointer over the place where you want to put it. Once you are
over a valid box, it will light up (the frame of the box will change to a
brighter color) and if you release the mouse button the item/key that you
were dragging should be placed in the new location where you dropped it.
If there was an item/key already in the spot that you chose as the
destination, the positions of the new item/key and the old will be
swapped. Keep in mind that you may get a message such as "Fred can't
carry this much!" or something similar, which means that you would have
exceeded Fred's weight limit by placing the new item in his backpack.
The Bash and Done buttons are in the bottom left corner of the
screen. The Bash button (applicable only when searching on object)
will attempt to break an object and its effectiveness is based upon
the character's strength (see 'Characters - Attributes).
Page - 11 -
The Done button returns the player to the first Search Screen.
The Open/Close and Lock/Unlock buttons (applicable only when
searching an object) will do the obvious to an object. To
unlock an object, toggle the Location button to the keys, select
the key or pick, and press the Lock/Unlock button. Note that if
the object is broken (as a result of bashing), the object is neither
lockable nor closable.
Transact
Selecting the Transact button takes the player to the
Transact Screen if there is a good or neutral inhabitant at the
party's current location. This screen contains two Hit Point
Windows, the Conversation Window, and nineteen buttons.
The Hit Point Windows show the hit points of the selected
character (on the right) and the selected member of the party
you are talking to (on the left). The Conversation Window
displays anything the selected party member says to the selected
character following in inquiry.
The eight buttons under the left Hit Point Window allow the
player to select which inhabitant with whom he wishes to speak
or to solicit to join. The four under the left window select
which character you wish to initiate the inquiries.
The remaining buttons are for inquiries. The two arrows
toggle between the possible two pages of text which an inhabitant
can communicate. Greet solicits a pleasant response, Bribe offers
money for information, and threaten offers pain. Join asks the
inhabitant to become a member of your party (if you have room).
A good inhabitant will join you if the selected character has
sufficient charisma (see 'Characters - Attributes' ) and has a
willingness to do so. A neutral inhabitant will apply the same
criteria but will also demand money, accepting a position in your
party as a mercenary (see 'Characters - Mercenaries' ). Leave
brings the player back to the Main Screen.
Combat
Selecting Combat initiates a battle between your party and
any inhabitants in your party's current location. Note that
attacking individuals in Castles, Cities, or Villages places your
party on Outlaw status for that area only. This will cause any
guard to attack you as long as you remain in that area, and will
still be in effect upon return.
When you select Combat you are placed into the first Combat
Screen and always have the initiative. Because of the depth and
detail of battle in WarWizard, combat has its own section.
Cast
Selecting Cast brings up the Cast Window, which contains
boxes showing the five spells the selected character has in memory
and two buttons: Utter and Leave. To cast a spell, select the
desired box and press the Utter button. If you decide you do
not actually wish to cast a spell, select the Leave button. Note
that you may only cast Outside spells from this window (see
'Magic').
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ENVIRONMENT
Travel
Moving around in WarWizard takes place in several modes:
Light Foot, Heavy Foot, Horseback, and Sailing. The first two
represent movement on foot. Light Foot is generally through
grasslands and cities, while Heavy Foot is through hills, deserts,
jungles, and forests. If inside, Light Foot consumes the least
turns, while outside it consumes more. Heavy Foot requires more
effort and thus more turns. Horseback allows the player to travel
at a faster speed and thus turns go by more slowly and the
possibility of random encounter is slightly less. Sailing takes
the longest and has the highest consumption rate. Horseback
obviously requires the purchase of a horse. This can be done in
several villages and other locations throughout the continent.
Sailing requires the purchase of a ship, and this too can be done
in various locations.
Outside
Traveling outside is necessary in order to move from one
location to another. The various terrains outside include
grass, forest, desert, jungle, hills, mountains, swamp, and
water. Wandering monsters are especially prevalent in areas
far from civilization or near an evil location. Both the terrain
type and location determine the type of random encounters.
Camping is possible outside, but beware of random encounters while
sleeping (see 'Commands - Camp').
Villages
Villages are the smallest collection of inhabitants. They
usually contain some shops and almost always an inn. Good advice
can be found in villages, but they are most often used by
adventurers as places to rest in order to avoid the random
encounters that take place outside.
Cities
The size of Cities is between the Village and the Castle.
These are fairly large population centers and can offer a variety
of shops and other information. They are usually ruled by a Duke,
who will likely have information that you will find useful
regarding his city or possibly even information about your quest.
Castles
These large communities almost always represent the Capitols
of one of the six lands of the continent. They are ruled by Kings
and Queens and have almost every type of shop available. Treasure
rooms and prisons can usually be found, along with all sorts of
valuable information.
Dungeons
The term 'dungeon' is a general one and is not to be taken
literally. It is merely a way to describe any location
inhabited by the forces of evil. They can be caves, temples, and
even pyramids. Camping is possible, but the probability of random
attacks is high. Treasure and adventure are almost always
prevalent, but so is danger. Many of the dungeons you encounter
will hold one of the artifacts you seek, usually heavily guarded
and in the deepest most removed location.
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Tunnels
Tunnels are small dungeons specifically designed as a way to
get from one location to another. They are sometimes inhabited
by evil creatures, but more often they are hidden, long abandoned
and untraveled.
Towers
Great towers are rumored to exist in Aladain, created long
ago by the forces of good. They are usually inhabited by
prominent official, oftentimes a powerful wizard. Whether these
towers are still controlled by their builders or compromised by
the Evil WarWizard is unknown.
Fortresses
Three great fortresses exist to the north. They were built
ages ago by Aladain to keep the evil from the south from coming
north. It is rumored that currently they are controlled by the
Evil WarWizard and are there to keep the forces of good from
reclaiming Aladain. Undoubtedly, the WarWizard will have to
cross through one, if not all, of these fortresses in order to
complete his quest.
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LOCALS
Shops
Located in Villages, Cities, and Castles are the favorite
places of merchants and traders. Armories deal with armor,
shields, collars, helmets, etc. Weapon Shops deal with all
forms of weapons, both magical and mundane. Locksmiths deal in
keys and lockpicks. Tailors deal in cloaks and boots. Magic
Shops and Guilds deal with scrolls and usually adhere to
specific classes. Finally, Alchemists deal with potions. Shop
Screens contain the Case Icons, which are the various items
available for sale, the Backpack Icons which show all items in
the selected characters backpack that can be sold, and message
windows displaying an item description, the character's current
quantity of gold, as well as how much the merchant is willing to
pay to sell or buy an item. Note that the items available for
sale come from two cases. The first (which consists of the
first 10 items displayed) is reserved for regular items. If you
purchase one of these items, it is immediately replaced by
another of the same type in that the merchant keeps them well
stocked. The second case (which consists of the latter 10 items
displayed) are special items and are not replaced. If you sell
an item to a merchant, he will always place it in the second
case, unless the second case is full. If this occurs, the
merchant will no longer buy, even if there are empty spaces in
the first case (which he reserves for regularly stocked
items).
Healers
These holy places are run by clerics and although they are
non-profit, they do require donations. The abilities of these
clerics vary, but are limited to Healing (which raises the hit
points of a specific body location), Restoration (which brings
all body locations to their maximum hit point level), Curing
(which cures a poisoned character), and Resurrection (which
brings a dead character back to life).
Inns
Each room in an inn can be used to camp free from any random
encounters. Most rooms are also searchable and contain chests
which the player can store extra items, food, or gold. It is
also a handy way to transfer gold or food between characters in
a player's party.
Doors
When the party attempts to enter a door that is either
closed or locked, the player is asked which character he wishes
to use to try to open the door. Upon selection the Door Window
appears. This window contains the Message Window, five buttons,
and the Key Icons. The Message Window displays the status of the
door, as well as the description of the key or lockpick that is
currently selected in the Key Icons. The buttons available are
Leave, Proceed, Lock/Unlock, Open/Close, and Bash. The latter
three behave similarly to those on the second Search Screen.
Leave takes the player back to the Main Screen outside the door.
Proceed takes the player through the door, but can only be
selected when the door has been successfully unlocked and opened.
Note that once a door has been opened and the player leaves it,
it stays open and he can later pass through it without utilizing
the Door Window.
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Secret Doors
Secret Doors operate the same as normal doors, except that
they close automatically after passing through them and they are
hidden. To locate a Secret Door, they player must continually
try to move through a seemingly impassable location. How
quickly a Secret Door will be found is dependent upon the
WarWizard's dexterity. As soon as it is located, the player will
be prompted as to which character he wishes to try the door, just
as in a normal door. There is also a Sorcerer spell that will
reveal secret doors (a red dot will appear at the location of the
secret door) and traps for the short duration that the spell is
in effect.
Horse Traders
To purchase a horse, the player must enter a Horse Trader's
shop, and stand before the counter (if one exists). He will
then be asked whether he wishes to make the purchase and which
character he desires to pay. Upon purchase, the player may mount
the next horse he finds. As soon as he does, the horse becomes
his for the duration of the game.
Ship Wrights
This shop acts identically to the Horse Trader, except it
deals with ships (obviously).
Schools
These places of learning teach one of the several languages
spoken in the six lands, thus enabling a character to transact
with a wider variety of inhabitants. The player will be asked
who will learn the language and who will pay the tuition.
Pubs
Pubs, which are located in various villages, cities, and
castles, can be very valuable in the WarWizard 's quest.
Prominent and powerful individuals often gather in these
establishments in search of adventure. The screen shows the
various tables in the pub, and those which are inhabited are
shown as such. They will not transact with you, however, unless
at lease one character in the player's party joins the atmosphere
by having a few drinks. Upon achieving a level of intoxication,
selecting a table will bring the party into transact mode.
There, valuable companions can be met and solicited to join. In
addition to drinks, food can also be purchased in pubs.
Page - 16 -
ITEMS
Over 500 different types of items and over 100 keys exist in
WarWizard . They are very detailed and include weapons, armor,
clothing, consumables, magical devices, and others.
Classes
The following item classes exist in the game: Swords, Axes,
Blunt Weapons, Thrown Weapons, Projectile Weapons, Wands,
Rods, Rings, Helms, Armor, Boots, Belts, Girdles, Amulets,
Necklaces, Potions, Scrolls, Ammunition, Shields, Crowns, and
Collars.
Types
From the existing 21 classes are over 50 different types of
items. For example, a Mace is a type of Blunt Weapon.
Magic Items
Items that contain magical properties are most often prefixed
with a +X, where X is the added damage that is inflicted when the
item is used or the added protection given when worn. These items
are rare and valuable and may be sold or bought for many times the
value of their mundane counterparts. The unique Elven variety of
magic items function in the same manner as their regular
counterparts, but they have a higher "plus" rating which makes
them even more effective and desireable.
There are many different types of special items in the game
such as Rings, Wands, Staves, Rods, etc. Many of these items have
charges which limit the item's use to only a certain number of
times, and once these charges are reduced to zero the item becomes
useless and should be dropped (if it does not disappear on its own,
as some items will do when they are used up).
Keys
Keys and Lockpicks are used to open both doors and objects.
There are eleven classes of keys, each used for different
environments, including prisons, castle walls, residences,
palaces, dungeons, etc. Lockpicks also exist and are
distinguished by class. The higher the class, the more likely
it is to be able to open a door or object.
Potions
Potions, which are consumed in the Backpack Screen, affect
the consumer magically. They usually heal, cure, or permanently
increase the attributes of the character who drinks from it.
The charges of a potion signify how many times a character(s)
can drink from it.
Page - 17 -
CHARACTERS
Characters in this section refer to any and all beings or
creatures the player might come into contact with while playing
the game.
Races
Perhaps the most prevalent race the player will encounter
are humans. They occupy the most area in the six lands and can
be both allies and enemies. They are also of the most variety
of classes, including warriors and the various types of
magic-users.
Elves too are both good and evil, but they dwell primarily
deep within forests. Not much is known of the Elves, but they
are said to be true masters of the forest. They have been known
to hide within the trees, and sometimes attack people that
venture too far within their sacred woods. They are known to be
expert archers, and are magic-users of a high caliber. There
are tales of both a Good Elven Kingdom and a Dark one, but no
one knows the exact locations of either mystical place.
Dwarves have remained consistently on the side of good
throughout history. They dwell primarily underground in caves
and delvings of their own design, but one may occasionally
encounter them while travelling, in that they too seek
adventure.
Halflings and Gnomes also travel throughout the six lands,
although the halflings are said to have several villages in
Kraenn. These peoples can be either good or evil and it is best
to approach them with caution...
Nomads tend to adopt a more neutral attitude, and while
they will not necessarily be willing allies on your quest,
neither are they servants of the evil WarWizard . These people
generally travel throughout the desert lands of southern Terwan
and Zebesk, but are also rumored to hold two great keeps where
their Lords and Chiefs rule and dictate tribal law.
Those who are in direct service to the evil WarWizard take
many shapes and forms and dwell in varying environments
throughout the six lands. These vile creatures include orcs,
kobolds, goblins, ogres, gnolls, lizard men, and many others.
There are also legions of undead, such as zombies, wights,
spectres, etc, who dwell both in swamps and in crypts and other
burial grounds. Lastly are the elite of the evil WarWizard's
servants: the dragons, pit fiends, and their human masters.
These creatures are both powerful and intelligent, often able to
cast powerful spells and possessing magical weapons and armor.
They primarily occupy the lands surrounding the evil WarWizard's
holdings.
Remaining is the various animal life of the continent.
Those which the player will encounter are mostly carnivorous and
seeking food, while those docile and harmless will avoid you.
Few of these creatures are truly powerful and dangerous and most
often will only hinder you in your quest. Since they lack
intelligence and likewise any form of treasure, there is no honor
lost in continually fleeing their attacks.
Page - 18 -
Classes
Many of the more sophisticated races the player will
encounter are subdivided into classes. These may be further
split into those who can use magic and those who cannot.
The magic-users of the six lands are divided into the
following classes: Clerics, Magicians, Sorcerers, Enchanters,
and Wizards. Each class can only cast spells that belong to
their own 'school' of magic, except for the WarWizard who is
able to cast spells from any of these 'schools' of magic, and
each 'school' has its own specialty. Clerics heal, Magicians
create and summon, Sorcerers protect and unprotect, Enchanters
enhance and curse, and Wizards cast offensive spells at lower
levels (other offensive spells are available to all classes as
they achieve higher levels).
The remaining classes consist of the mundane. They include
warriors, soldiers, merchants, guards, nobles, and thieves.
They vary from royalty to servants and everything inbetween.
Note that certain classes are restrained from using certain
items. These limitations are detailed in the Appendices under
Items.
Attributes
A character's attributes describe his abilities in detail.
Remember that all of these attributes can only be permanently
raised by the drinking of certain magic potions that can be found
in shops and dungeons.
Strength determines several aspects of the character. The
higher the strength, the higher his Attack Mode, which is the
bonus applied to his offensive roll each time the character
attacks with a weapon. His strength also determines how much
weight in units he can carry both on his body and in his
backpack, as well as how effective an attempt to bash either a
door or an object is.
Wisdom describes the experience, maturity, and state of
mind of a character and is important primarily to clerics. Each
prayer a cleric may invoke (See 'Appendices - Spells' ) has a
minimum level of wisdom required in order for it to be
successful.
Intelligence describes the intellectual capacity of a
character and is important primarily to wizards, enchanters,
magicians, and sorcerers. Each spell a mage may cast (See
'Appendices - Spells' ) has a minimum level of intelligence
required in order for it to be successful.
Stamina describes the overall constitution of the
character and is used to determine his maximum hit points.
Dexterity, like strength, determines several aspects of the
character. The higher the dexterity, the higher his Armor
Class, which is the bonus applied to his defensive roll each time
he is attacked. His dexterity also determines how effectively
the character can locate traps using the 'Look' button (see
'Commands - Look' ), as well the quantity of movement points
allotted during combat (see 'Combat - Movement' ). Also, the
higher the dexterity the more quickly a character will locate a
secret door (see 'Locals - Secret Doors' ).
Charisma affects a character differently depending upon who he is
dealing with. To a good or neutral character it determines leadership
qualities and affects the creature's willingness to join the party (see
'Commands - Transact' ). To an evil creature of lesser stature, the
charisma of the character determines how formidable he appears, thus
deterring random attacks.
Page - 19 -
Proficiencies
The axiom 'Practice makes Perfect' applies not only to real
life but also to WarWizard . As a character uses a weapon
effectively or defends himself successfully, he becomes more and
more experienced. Weapon proficiencies are by item class, while
evasion proficiency applies to all body sections. Experience is
broken up into levels (see 'Appendices - Various Tables' ), where
each level adds one to the offensive or defensive roll, relative
to weapon or evasion proficiency, respectively. 'Commands -
Status - Backpack Screen' explains in detail how to determine a
character's various proficiencies.
Alignments
The various creatures you encounter in WarWizard , from an
ethical standpoint, can be good, evil, or neutral. Those who
have chosen the path of goodness will assist you willingly on
your quest as well as join your party if you are sufficiently
charismatic.
Those who have chosen neutrality can still be useful,
however, they tend to be either mercenaries or subject only to
bribes and threats. Those who are evil, whether they are knowing
servants of the Evil WarWizard or free agents, have only one goal:
your death and defeat.
Page - 20 -
MAGIC
Origin
Scholars, mages, clerics and others all have their own
theories as to the origin of magic. Debate is constant and few
agree in detail, however it is generally thought that magical
power is a gift from the gods. Whether or not these gods are
truly divine or merely beings that dwell in adjacent planes is
also debatable, but it is clear that there exist those who are
good, evil, and neutral.
It is also evident that those able to receive the power
they transfer must be either extremely wise or intelligent.
Spells
There are several factors involved with spell casting.
First, you must be the proper class and have sufficient
intelligence/wisdom. Secondly, you must have achieved an equal
or higher spell-casting level relative to the level of the
spell itself. Casting a spell successfully increases the
character's spell casting experience by class. See
'Appendices - Various Tables' for a listing of spell
experience and levels. The following is a brief
description of the various spells available by class:
Clerical Spells
Healing: These spells restore hit points to all the target's
body locations up to, but not beyond his hitpoint maximum. The
spell's efficacy is the number of points restored.
Turn Undead: This spell will cause fear among any undead
creatures with whom the party is in conflict.
Cure Poison: This spell returns a poisoned party member to
healthy status. Note that is does not return any hit points
that may have been lost due to his previous condition.
Resurrect: This spell returns a dead party member to healthy
status. Note that each body location of the target will have a
token one hit point and should be healed as soon as possible.
Magician Spells
Bring Food: These spells bring food units to the party member
that was targeted. The spell's efficacy is the number of units
brought.
Awaken: This spell will cause a sleeping party member to
awaken, thus enabling him to resume combat, make transactions,
etc.
Sleep: This spell causes the target to fall asleep, thus making
him unable to participate in combat but still be vulnerable to
attack. Note that exceptionally intelligent creatures are
resistant and that this spell is subject to failure.
Page - 21 -
Aid Travel: This spell distorts the time continuum, thus
resulting in travel which does not consume food or other
resources. It also freezes the current time of day. Note that
this spell only lasts a small portion of time and casting an
additional spell of the same type does not increase the
duration.
Move Unseen: This spell eliminates the possibility of random
encounters. It does not, however, exclude the party from combat
with evil placed inhabitants. Note that this spell only lasts a
small portion of time and casting an additional spell of the
same type does not increase the duration.
Sorcerer Spells
Protection: These spells increase the Armor Class of the
target, thus making it more difficult to inflict damage upon
him. The spell's efficacy is the number by which the target's
Armor Class is increased.
Unprotect: These spells decrease the Armor Class of the target,
thus making it less difficult to inflict damage upon him. The
spell's efficacy is the number by which the target's Armor Class
is decreased.
Tongues: This spell enables anyone in the party to transact
with individuals regardless of language barriers. Note that
this spell only lasts a small portion of time and casting an
additional spell of the same type does not increase the duration.
Search: This spell enables the party to locate both secret
doors and also traps without impediment. Note that this spell
only lasts a small portion of time and casting an additional
spell of the same type does not increase the duration. A red
dot will appear on the map at the location of a secret door or
trap (if there are any on screen).
Enchanter Spells
Enhancement: These spells increase the Attack Mode of the
target, thus giving him additional ability to inflict damage in
combat. The spell's efficacy is the number by which the target's
Attack Mode is increased.
Weakening: These spells decrease the Attack Mode of the target,
thus impeding his ability to inflict damage in combat. The
spell's efficacy is the number by which the target's Attack Mode
is decreased.
Sobriety: This spell changes a target whose status is drunk to
that of healthy, thus removing combat penalties resultant from
intoxication.
Drunkenness: This spell changes a target whose status is
healthy to that of drunk, thus incurring combat penalties
resultant from intoxication.
Page - 22 -
Wizard Spells
Fear: This spell causes the target to fear every member of the
party with whom he is engaging in combat, thus causing him to
initiate retreat. Note that exceptionally intelligent creatures
are resistant and that this spell is subject to failure.
The rest of the spells that have not been explained above are
offensive spells which simply cause damage. More details can be
found in the Spell List in the appendices.
Page - 23 -
COMBAT
In WarWizard , combat is either initiated by the player or
an evil inhabitant. If combat is chosen by the player (see
'Commands - Combat' ), he will always have the initiative. If
you are attacked, the initiative is random. Either way, the
player will be brought into combat mode, which consists of two
screens:
Combat Screen One
The first combat screen is the primary screen and it is
here that you will move your characters, select your targets,
cast spells, access the possessions of your party, see the enemy
move, and watch the battle. Each round of combat starts with
either one of your enemies moving first, or you moving your
WarWizard first.
A red box (the target box) will appear over each of your
party members once it becomes their turn (the screen will also
center on that character as much as possible depending on their
location on the combat map) and they must "spend" all of their
movement points, or click the DONE button to end their turn while
movement points still remain, before another enemy or party
member is allowed to take their turn. This red box will also be
used to show which character you are targeting (see Targets below
for help with selecting valid targets). Depending on how many
party members you have and how many enemies you are facing, the
combat turns will usually go one for one with you moving one of
your party members, and then one of the enemies taking their
turn, until the combat is finally resolved. If you have only a
few party members when there are many enemies against you, two or
more of your enemies may move between the turns of your party
members. Keep in mind that attack, movement, spell casting, and
changing weapons will all happen within the same turn -- there
are no separate turns for movement and combat. See the section
below on Movement for more explanation of movement points
and their usage.
The TARGET button, once you have chosen a valid target,
will take you to the second combat screen where you will be able
to carry out your attack on that enemy. See the section below
on Targets to find out how to select a valid target, and the
following section labeled Combat Screen Two, which talks about
what to do once you click the TARGET button.
The POSSESSIONS button will bring up the Inventory screen
for the current party member, and you will probably recognize
it right away because it is the same screen that can be reached
by clicking the Backpack icon on the Status screen. See the
Backpack Screen section in the earlier COMMANDS portion of this
manual for more information about the workings of this
particular screen. You may not use the TRADE button on the
Inventory screen while in combat, but all of the other functions
of the screen work as normal.
The CAST button will allow the spellcasters in your party
to employ their primary talent by casting a previously memorized
defensive or offensive spell. See the section below titled Cast
for more information.
The DONE button will finish your current party member's
turn, forfeiting any remaining movement points. Remember that
your turn will automatically end once your party member's
movement points reaches one or below, because there are no
actions which can be performed with only one movement point.
Page - 24 -
Combat Screen Two
The second screen will appear when you have selected a target and
then either clicked on the target button, or simply LEFT click with the
mouse on one of your enemies, which is the equivalent of selecting a
valid target and then clicking on the TARGET button. This second screen
is where you will choose which area of your enemy's body you wish to
attack, and the weapon, or weapons you wish to use for your attack.
Near the lower right hand corner of the screen, you will see two
hand buttons, one of these should be made into a fist and darkened a
bit, whereas the other should be open with the palm down and
"highlighted". The later hand is the one that is currently selected,
and the rest of the screen's buttons and information will reflect the
"settings" for this hand. Simply click on the fist beside the current
"open" hand, and that one will now open to become the active hand.
The boxes closest to the bottom left portion of the screen show
the available "weapons" for either your left or right hand, depending
on which hand is currently selected (the displayed hand is selected by
clicking on the right or left "hand" buttons at the bottom right
portion of the screen as explained in the paragraph preceding this one).
These boxes show any rings you might have, followed by your fist, and
then the weapon that is in that hand -- if any. Select which "weapon"
you want to use for this hand by clicking on the image of the ring, fist,
or weapon held in your hand, which will then highlight the box frame in a
bright red showing that this is the "weapon" that will be used for this
hand in the coming attack against your foe. Note that if you are holding
a two handed weapon (such as a Long Bow or Two-Handed Sword) in your one
of your hands and select this as your "weapon", you will not be able to
choose a different "weapon" for your other hand because both hands must
be used to wield the two-handed weapon in an attack. You may, however,
attack with both hands at the same time if your selected "weapons" only
require one hand each.
The upper right portion of the screen shows a body with one of the
body parts highlighted in red -- this is the bodypart that your chosen
"weapon" for the current hand will attack. While it is possible to have
a weapon in each hand and attack two separate body locations, such as
attacking your enemy's chest with a dagger in one hand and your enemy's
head with a Ring of Fireballs, but it may be a much better strategy to
concentrate both hands on one body part. Also note that many of the
creatures that you will face in the game have a "weak" spot that will
take less damage than other areas of the body, but as this is different
for each type of creature you will have to find each creature's "weak"
spot through trial and error. Some of the body locations (the head,
neck, chest, and torso) will kill your enemy if they are brought down
to zero hit points at that location, but other body parts (left arm,
right arm, and legs) will be simply disabled, or unusable, when that
location's hit points reach zero. If you disable an enemy's legs, they
will not be able to move for the rest of the combat unless they are
healed. Arms that are disabled cannot be used to attack with, though
spellcasting is still possible. Also, keep in mind that your enemies
can do these things to you.
The info box that is above the "weapon" boxes will display which
weapon each hand is going to be using in the attack, where that hand
will be attacking, and other useful information.
Finally, after you are done selecting the weapon(s) you wish to
use and where it/they should attack, simply hit the ATTACK button to
launch your attack on the target.
Page - 25 -
Movement
Each of the characters in your party have a certain amount
of movement points (the exact number is determined by that
character's Dexterity) at the beginning of each combat turn.
These movement points are 'spent' whenever you move, attack, or
cast spells. Movement takes two movement points per step, spell
casting takes three points for each spell cast (regardless of
success or failure), and the amount of points spent for attack
varies depending on the weapon(s) used. Once these movement
points are used up, that character will have to wait until the
next turn of combat for more movement points. If your movement
points goes below two, that character's turn will automatically
be ended, but you can also forfeit his remaining movement points
and finish his turn by clicking the DONE button. Movement
points can NOT be saved up from turn to turn, your characters
will always begin each turn of combat with their preset amount.
Use the arrow keys, or left click with your mouse on the
sword (this sword 'compass' is located at the lower left portion
of your screen on combat screen one) which points in the
direction you wish the current character to walk. Your
characters, as well as your opponents, cannot walk over or
through certain objects on the battlefield, such as bushes and
rocks, and must walk around these obstacles.
Targets
In order to perform an attack or cast a spell, you must
first select a valid target for that action, and there are a few
different ways that this can be done.
The first, and perhaps easiest, is to position you mouse
pointer over a spot on the combat map and click the RIGHT mouse
button, which will center the combat map on the spot where you
clicked. In addition, if the spot that you clicked is occupied
by one of your party members or an enemy, that character will
become your current target and their information will be
displayed in the target information portion of the screen that
shows a basic body shape. If the character that you clicked on
is one of your party members, you will be able to see exactly how
many hit points the character has for each body location, but if
your target is an enemy you will only be able to see a rough
percentage which indicates how much perceived damage has been
done to each body location.
The second method to select a target is to use the NEXT
button that lies beneath the target information area that was
described above. This button will allow you scroll through all
of the available targets one by one until you find the one you
are looking for, or if you had selected a target on a previous
round of this combat, you could also use the LAST button (that
is beside the NEXT button) to select the current character's
last target.
Attack
See the sections above titled Combat Screen One and Combat
Screen Two for instructions on attacking your foes.
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Cast
Before selecting the Cast button, be sure that you have
targeted the correct character or creature that you would like
to cast a spell on (see Targets above for help in selecting a
valid target). Once you have a valid target, then select Cast
and the Spell Requester will pop up showing which spells are in
the caster's memory. Select the spell you want to cast by
clicking on one of the boxes with the spell name, or use the up
and down arrow keys on the keyboard to select a spell, and then
hit Utter to cast the spell, or hit Cancel to return to combat
without casting a spell. If you selected Utter, the spell will
be cast and will either succeed or fail depending on your
ability as a spellcaster and various other factors such as a
creature's (a Dragon for example) resistance to magic, etc...
With each successful spell that a character casts, he/she will
gain more proficiency in casting spells from the particular
school of magic that the cast spell belongs to. In other words,
if your WarWizard casts a spell such as Fear (which is a Wizard
Spell) then he/she will gain more proficiency as a Wizard, but
his/her ability as a Cleric, Magician, and Enchanter will remain
unchanged. Offensive spells are divided up into the single
target and multiple target variety (see the Spell Lists in the
appendices to find out which spells are single target and which
are multiple target), and you should be wary when casting the
multiple target variety because some of the more powerful spells
have a radius which may include your own party members and
possibly kill them with friendly "fire"! Remember that you must
target multiple target spells on a single target just like with
the single target spells, but the multiple target spells will
also strike any targets around the original target as long as
they stand within the radius of that spell (each spell has
a different radius, see the Spell Lists in the appendices for
more information).
Escape
It is often wise, and sometimes very necessary to flee
combat. This can be done by moving one of your characters to
one of the edges of the combat map and then continually moving
in that same direction until you are asked if you want to flee
combat. When you attempt to flee, you may get a message telling
you that someone in your party is engaged (don't start buying
gifts, it's not THAT kind of an engagement), and if it is not
the WarWizard you will be asked if you want to flee anyway. If
you choose to flee anyway, then that party member that was
engaged will be left behind and gone forever! If it is your
WarWizard that is engaged, then you will not be able to flee at
all. A character is engaged when there is an enemy two squares
away or closer to that character. If you flee, as you may or
may not have guessed, you will not get to search any of the
bodies of the enemies that you may have killed in the battle
prior to breaking and running away like a bunch of sissies.
Finally, fleeing is not always successful, even when no one is
engaged. In other words, your party takes off running like a
bunch of yellow-bellies, and your enemies run after you and
catch your slow, sorry hides -- at least on that particular
attempt. Keep trying though, and you might just succeed. You
know, Little Engine That Could and all that. Coward! Craven
dog! Only kidding, fleeing is a perfectly good tactic...
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Victory
Once you have fought the good fight and have vanquished all
of your foes, you have won the battle and now you get to Search
all of the dead bodies for cool stuff. Keep in mind that
animals, such as Giant Rats, do not have any items, keys or
gold, but some animals may have a small amount of food. So, as
you may have guessed, it is pointless to fight animals unless it
is absolutely necessary so read the previous section on Escape.
Once you have killed an enemy who has some possessions, take as
much as you can carry, or is available, even if you don't think
you need it. All of the things that you collect can be sold in
merchant shops, and this is a good way to gain gold to heal your
wounds, buy potions, etc...
Defeat
If your WarWizard dies, your game is over. Prevent this
at all costs! Every other outcome to combat is considered a win
to some extent or other. See Victory above if further
explanation is necessary.
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QUESTIONS AND ANSWERS
Q: There are so many random encounters!?!
A: Random encounters depend on two things: Time of day and
location. First of all, don't travel at night. Second, some
areas are nasty, some peaceful, and some inbetween. Usually, the
farther you are from civilization, the nastier it gets.
Q: Mercenaries cost so much! How will I ever build a party?
A: Don't hire mercenaries until later in the game. Build your
party by joining with characters found in pubs who usually don't
ask for money.
Q: When do my hit points go up? There doesn't seem to be any
levels like in some other RPGs.
A: We don't particularly like levels per se, so we approached
this a bit differently in WarWizard. The more you practice with
a weapon, the better you will become. The more you cast spells,
the better spells you can cast. As for hit points, this depends
on your STAMINA. Find and drink POTIONS such as INCREASE
STAMINA. These increase (or decrease, there are some of these
also) your attributes, and THIS IS PERMANENT. Thus, if you
drink a stamina potion, your hit points will go up. Make sure
you read the section on potions in this manual.
Q: How do I get spells?
A: Spell scrolls can be purchased at the Magic Shops in some cities,
villages, and castles, but most of the scrolls will be found in
dungeons throughout the game. Once you have a spell scroll, go
to an Inn and enter the Spellbook screen (The red book icon on the
status screen), then follow the instructions in the earlier part
of the manual on how to use this screen.
Page - 29 -
GAMEPLAY HINTS
-- When you start the game, it is suggested you Search the room
that you begin the game in, and take the money and food that
is inside the chest near the bed, Transact with your mentor in
the next room, and then proceed directly to the city of Caer
Tiran which lies a short distance down the road to the southwest.
Once inside the city, go to the Pub and seek allies immediately.
-- Random attacks will grow more frequent and difficult the
further you get away from 'civilization', so try to stay on the
roads and close to cities and villages at first, especially if
you do not have a full party with you, or if you and your allies
are wounded. You may encounter thugs, thieves, etc. on the roads
far from 'civilization', but they are not as difficult as the
creatures that await you off the roads.
-- Don't travel at night if at all possible. All sorts of
nasties are roaming even in the cities and on the roads at
night, and you will generally have more encounters at night than
in the daylight hours, so make Camp if you are outdoors or Camp
at
the Inn if you are in a city, village, or castle.
-- You should not try to fight every random group that attacks
you! Try to run away first, and only fight if you have to.
This should extend your lifespan considerably.
-- It is possible to trade items between your characters via
the Trade button on the Backpack/Possessions screen (at the main
screen select Status, then the character you wish to strip of
all his possessions, um, I mean trade from, then select the
backpack icon, etc.). You may wish to use this feature quite a
bit in the beginning until your WarWizard is properly outfitted.
Just don't leave TOO many warriors naked and Abandoned! After
all, they DID join you as a friend, and besides, it isn't very
nice.
Happy adventuring!
Page - 30 -
APPENDICES
Item Lists
Abbreviations Used:
Mage : Any Magic User Mag : Magicians Only
NoMag : No Magic Users (Excl Clr) Enc : Enchanters Only
NoClr : No Clerics Clr : Clerics Only
War : Warriors Only Wwz : WarWizard s Only
Wzd : Wizards Only Sor : Sorcerers Only
Weapons (Right,Left,Both Hands):
Type Damage Range Throw Wt MPU SRN DXN #Hands Usage
Swords
Short Sword -6 1 n/a 20 3 6 6 1 War
Long Sword -4 2 n/a 30 3 8 7 1 War
Two-Handed Sword 0 3 n/a 78 3 15 12 2 War
Axes
Battle Axe -4 2 n/a 40 3 10 7 2 War
Blunt Weapons
Wooden Staff -6 2 n/a 15 4 3 4 2 ALL
Mace -6 1 n/a 26 3 5 4 1 NoMag
War Hammer -4 3 n/a 50 3 13 10 2 NoMag
Thrown Weapons
Dagger -8 1 9 6 3 3 4 1 NoClr
Throwing Axe -7 1 8 9 3 4 5 1 War
Throwing Hammer -6 1 8 17 3 5 5 1 NoMag
Spear -6 3 12 8 3 4 5 1 War
Projectile Weapons
Hunter's Sling n/a 14 n/a 5 4 5 6 2 ALL
Short Bow n/a 14 n/a 6 4 6 6 2 War
Long Bow n/a 18 n/a 7 4 7 6 2 War
Light Crossbow n/a 16 n/a 15 5 8 7 2 War
Heavy Crossbow n/a 18 n/a 22 5 10 8 2 War
Ammo
Pouch of Bullets -8 n/a n/a 8 n/a n/a n/a n/a n/a
Quiver of Arrows -6 n/a n/a 9 n/a n/a n/a n/a n/a
Quiver of Bolts -4 n/a n/a 15 n/a n/a n/a n/a n/a
Page - 31 -
Armor (Torso):
Type Protection Wt SRN DXN Usage
Robes -8 4 3 2 ALL
Leather Armor -6 15 4 3 NoMag
Chain Mail -4 40 6 5 NoMag
Plate Mail 0 100 15 8 NoMag
Armor (Head):
Type Protection Wt SRN DXN Usage
Light Helm -8 10 5 4 ALL
King's Crown -7 10 4 3 ALL
Great Helm -6 20 7 5 NoMag
Armor (Feet):
Type Protection Wt SRN DXN Usage
Soft Leather Boots -8 5 0 0 ALL
Hard Leather Boots -6 8 3 4 ALL
Armor (Waist):
Type Protection Wt SRN DXN Usage
Leather Belt -8 4 0 0 ALL
Mail Girdle -6 16 7 5 NoMag
Armor (Neck):
Type Protection Wt SRN DXN Usage
Light Collar -8 5 3 2 ALL
Heavy Collar -6 11 4 3 ALL
Armor (Shoulders):
Type Protection Wt SRN DXN Usage
Wool Cloak -8 7 2 1 ALL
Fur Cloak -6 10 3 2 ALL
Shields:
Type Protection Wt SRN DXN Usage
Small Shield -6 15 4 2 NoMag
Medium Shield -3 40 6 3 NoMag
Large Shield 0 65 8 7 NoMag
Page - 32 -
Spell Lists
The following is a listing of all spells ordered by class, and
level. Efficacy refers to the spell's power in general, which
relates directly to the type of spell it is (ie., offensive:
damage rating; healing: # of hit points returned; enhance /
weaken: # of Attack Mode increased / decreased; protect /
unprotect: # of Armor Class increased / decreased; bring
food: # of food units returned).
Radius refers to range if the spell is Offense Single, radius if
Offense Multi. Domain indicates where the spell may be cast,
(ie., during travel, in combat, or both). Wisdom/Intell refers
to the level at which the spell caster must be at in order to
successfully cast the spell. Exp.Gained refers to the quantity
of experience points the caster receives toward his level and
class (see Experience Levels in the appendices). Target refers
to how many people/creatures will be affected by the spell. If
a spell is labeled as a Multiple target spell, then any characters
that are within the spell's radius from the original target (no
matter whether they are foe or friend!) will be affected by the
spell and take damage, if it is an offensive spell.
Page - 33 -
Clerical Spells
Name Level Efficacy Radius Domain Wisdom Exp.Gained Targets
Healing One 1 4 n/a BOTH 10 15 Single
Turn Undead 3 n/a n/a CMBT 12 50 Multiple
Healing Two 3 8 n/a BOTH 12 50 Single
Healing Three 6 15 n/a BOTH 15 190 Single
Cure Poison 7 n/a n/a BOTH 16 240 Single
Lightning 9 15 3 CMBT 18 280 Single
Healing Four 10 22 n/a BOTH 19 290 Single
Locust Swarm 11 22 1 CMBT 20 340 Multiple
Resurrect 11 n/a n/a TRVL 20 340 Single
Spirit Sword 12 23 6 CMBT 21 390 Single
Healing Five 13 30 n/a BOTH 22 440 Single
Fire From Heaven 13 25 3 CMBT 22 440 Multiple
Consuming Fire 14 30 4 CMBT 23 470 Multiple
God's Judgement 15 45 15 CMBT 24 550 Single
God's Wrath 18 55 7 CMBT 27 700 Multiple
Magician Spells
Name Level Efficacy Radius Domain Intell Exp.Gained Targets
Bring Food One 1 10 n/a TRVL 10 15 N/A
Awaken 3 n/a n/a BOTH 12 50 Single
Bring Food Two 3 25 n/a TRVL 12 50 N/A
Sleep 4 n/a 5 CMBT 13 80 Single
Aid Travel 4 n/a n/a TRVL 13 80 N/A
Move Unseen 5 n/a n/a TRVL 14 140 N/A
Bring Food Three 5 50 n/a TRVL 14 140 N/A
Bring Food Four 7 100 n/a TRVL 16 240 N/A
Ekkud's Curse 9 15 2 CMBT 18 280 Single
Bring Food Five 9 200 n/a TRVL 18 280 N/A
Brebba's Chimes 10 15 1 CMBT 19 290 Multiple
Song of Stunning 11 23 6 CMBT 20 340 Single
Brebba's Gong 12 23 3 CMBT 21 390 Multiple
Mind Strike 13 34 15 CMBT 22 440 Single
Rhyme of Thanatos 14 34 7 CMBT 23 470 Multiple
Sorcerer Spells
Name Level Efficacy Radius Domain Intell Exp.Gained Targets
Protection One 1 2 n/a CMBT 10 15 Single
Tongues 2 n/a n/a TRVL 11 25 N/A
Unprotect One 2 2 n/a CMBT 11 25 Single
Protection Two 3 5 n/a CMBT 12 50 Single
Unprotect Two 4 5 n/a CMBT 13 80 Single
Search 5 n/a n/a TRVL 14 140 N/A
Protection Three 5 8 n/a CMBT 14 140 Single
Unprotect Three 6 8 n/a CMBT 15 190 Single
Ueol's Knife 9 15 2 CMBT 18 280 Single
Freezing Sphere 10 15 1 CMBT 19 290 Multiple
Electric Tendrils 11 23 6 CMBT 20 340 Single
Summon Tornado 12 23 3 CMBT 21 390 Multiple
Ethereal Grip 13 34 15 CMBT 22 440 Single
Death's Scythe 14 31 7 CMBT 23 470 Multiple
Ueol's Fist 15 45 15 CMBT 24 500 Single
Page - 34 -
Enchanter Spells
Name Level Efficacy Radius Domain Intell Exp.Gained Targets
Enhancement One 1 2 n/a CMBT 10 15 Single
Weakening One 2 2 n/a CMBT 11 25 Single
Sobriety 3 n/a n/a BOTH 12 50 Single
Enhancement Two 3 5 n/a CMBT 12 50 Single
Weakening Two 4 5 n/a CMBT 13 80 Single
Enhancement Three 5 10 n/a CMBT 14 140 Single
Weakening Three 6 10 n/a CMBT 15 190 Single
Drunkenness 7 n/a n/a CMBT 16 240 Single
Wasp Attack 9 15 1 CMBT 18 280 Single
Lighting Flash 10 15 1 CMBT 19 290 Multiple
Ice Cloud 11 23 5 CMBT 20 340 Single
North Wind 12 23 3 CMBT 21 390 Multiple
Power Shock 13 34 15 CMBT 22 440 Single
Air to Fire 14 31 7 CMBT 23 470 Multiple
Wizard Spells
Name Level Efficacy Radius Domain Intell Exp.Gained Targets
Fear 1 n/a n/a CMBT 10 15 Single
Flame Touch 1 3 1 CMBT 10 15 Single
Column of Fire 2 2 1 CMBT 11 25 Multiple
Magic Sword 3 8 2 CMBT 12 50 Single
Suffocating Sphere 4 8 3 CMBT 13 80 Multiple
Power Strike 5 15 5 CMBT 14 140 Single
O'Kiel's Chant 6 15 4 CMBT 15 190 Multiple
Magic Dart 7 23 7 CMBT 16 240 Single
Yaeryl's Shockwave 8 23 5 CMBT 17 245 Multiple
Ball of Fire 9 34 11 CMBT 18 280 Single
Acid Rain 10 31 7 CMBT 19 290 Multiple
Keloc's Talons 11 45 15 CMBT 20 340 Single
Meteor Shower 12 40 7 CMBT 21 390 Multiple
Word of Death 13 55 17 CMBT 22 440 Single
Song of Desolation 14 50 7 CMBT 23 470 Multiple
Page - 35 -
Credits
Design & Direction: Brad McQuaid
Design & Environment: Steve Clover
Amiga Programming: Brad McQuaid
PC & Compatibles Programming: Steve Clover
Artwork & Graphics: Milo D. Cooper
Sound: Jim Dobson
Technical Support & Consultation: Roger Uzun
Playtesting: Jeff Kennedy & Mike Butler
Page - 36 -