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MANUAL.DOC
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============================================================================
= TABLE OF CONTENTS =
============================================================================
**note: PLEASE READ THE FILE (IF IT EXISTS) CALLED FEATURES.DOC ON THE
PROGRAM DISK. IT CONTAINS ANY CHANGES/ADDITIONS TO THE PROGRAM PUT IN
AT THE LAST MOMENT. INFORMATION IN THIS FILE SUPERCEDES ANY
CONTRADICTORY INFORMATION IN THIS OR OTHER FILES
0.0 Introduction
0.1 Registration
0.2 Getting Started
0.3 Overview
1.0 General Information
1.1 Commands
1.2 Moving Around
1.3 Terrain
1.4 Saving / Resuming Games
1.5 Making Camp
1.6 Printouts
2.0 Characters
2.1 Character Attributes
2.2 Creating a Party
2.3 The Races and Professions
2.4 Special Racial Attributes
2.5 Inspecting a Character
3.0 Training Party Members
3.1 The Academy of Angston
3.2 Trainable Skills
4.0 The Combat System
4.1 Doing Battle
4.2 Rewards
5.0 The Magic System
5.1 The Magic Classes
5.2 Spells
6.0 Potions and Alchemy
6.1 Mixing Potions
7.0 The Screen
7.1 What You See
8.0 A Bestiary
8.1 Monsters and Monster Types
0.0 INTRODUCTION
0.1 Registration
The file REGIS.DOC on the Program Disk explains how to register.
A registered user is entitled to the following:
1. A set of maps of the wilderness areas, dungeons, castles, ruins,
towns, etc. These maps are useful in that they show things such
as shops, townspeople, secret rooms (but not necessarily the secret
doors into them), mountain passes, town locations, shrines,
huts, etc. Each map page is representative of a 20 x 20 grid
area, with the exception of the wilderness areas, which I shrunk
down and "pasted" together to give a more continuous effect.
2. Another disk containing all of the following, subject to availability:
a. the latest updates version of the program
b. one or more documentation files reflecting changes/corrections
to the MANUAL.DOC file
c. a hint program, giving specific as well as general hints and
advice.
3. If you enjoyed Wizard's Lair I, registered owners have the
right to register for the sequel, Wizard's Lair II - Salvation.
WL-II will be similar to WL-I in gameplay and graphics, but changes
will be made to the overall game system. There will be a significantly
richer storyline, for starters. Admittedly, WL-I is a bit thin in
that area. In WL-II players will be required to learn much about
another culture altogether in order to prevail. And I am tending
towards a SOLO type adventure (i.e., one character). Any comments
regarding this proposed sequel are welcome.
0.2 Getting Started
Information on how to run Wizard's Lair I is found on the Program Disk
in a file called README1. It explains how to run WL-I from floppy or
hard drive.
0.3 An Overview
On the PROGRAM DISK is a file called OVERVIEW.HLP . This file gives
a general overview of the wilderness, towns, dungeons, etc. It is
intended as an advice file of sorts if a) you are having trouble
getting started, or b) you want background information to make the
beginnings of the game more meaningful. It is not necessary to read
the contents of this file, but may be informative to the novice.
1.0 GENERAL INFORMATION
1.1 Commands
The commands when moving around can be displayed on the screen by
pressing '?'.
Normal movement is possible in eight directions by pressing the appropriate
key on the keypad (make sure the NUM LOCK key is OFF).
B BOSS BUTTON clears screen; press B again to resume, or
Q to quit.
C CAST A SPELL have a character cast a spell.
E EXAMINE/SEARCH AREA search the party's immediate vicinity
I INSPECT CHARACTER inspect one or more characters.
L LIGHT A TORCH ignite a torch; usable only in a dungeon;
note: the system will assume that any torch
dropped by any character is the lit one, and
the party will be left in darkness
until another torch is lit.
M MAKE CAMP (NIGHT) set up camp for the night; if undisturbed, all
characters' fatigue will be reduced, and some
healing and spell point restoration will take
place; you can only make camp at dusk or night,
and NOT while in a town or other structure.
O REORDER PARTY change the order of the party; you can sort by
class alphabetically, by profession (from 1st
rank to last: fighters, rangers, thieves, druids,
and then mages); or you can switch any two.
F6 PRINT PARTY get a hard-copy of the party; MAKE SURE YOUR
PRINTER IS READY, OR THE SYSTEM MAY HANG!!!
D REDISPLAY PARTY redisplay the party window on the right of the
screen.
U UTTER SOMETHING ALOUD speak something aloud; you must indicate who is
doing the uttering.
F7 REPEAT repeats last utterance by the same character
W WAIT (PASS TIME) pass about 30 minutes without moving;
S STEAL RATIONS a character chosen by you will attempt to steal
food; this only can be attempted when the party is
near the FOOD store, but not in the store itself;
the stealer's dexterity and stealth will determine
if successful; subsequent attempt after the first
successful pilfer is more likely to fail.
Failure means a two-week jail sentence AND a
fine of some sort. If the fine cannot be met,
the court may take one or more character's
weapon and/or armor!!
F FORAGE FOR FOOD Wilderness ONLY; depending on where you are in the
wilderness, you have a greater or lesser chance of
success; having a ranger in the party increases
your chance of success; about 30 minutes pass for
each invocation of this command.
R READ SIGNPOST Signs are delta-shaped icons frequently seen in
towns or the wilderness.
F1 show all characters' armour
F2 show all characters' ready weapon
F3 show party encumbrances
F4 show party health
shows each character's current and maximum hit
points, current and maximum power, fatigue, and
afflictions, if any. If he/she has any, it will
appear as a number from 1-9 which measures the
severity of the affliction; 9 is most severe
CTRL-S toggle sound on/off.
F8 get a listing of the environment's terrain icons.
F5 change the message delay (0-66)
1.2 Moving Around
The view window provides you with a bird's-eye-view of your party and
the immediate environment. While moving around, you'll note that you can't
see beyond (i.e. around) certain terrain icons. You, as the player, are
limited to what the party would ordinarily see at ground level. Thus, they,
and you, cannot see what lies on the other side of that mountain. It remains
invisible until your line-of-sight is improved.
Time passes with each game command you issue. This does not include
system commands such as Print party. Even if you aren't moving and are
just waiting around (the 'w' command), the party is still subject to attack
1.3 Terrain
Certain terrain types are unpassable. Mountains, for example, cannot
be crossed and a way must be found around (or through) them to discover
what is on the other side.
Other terrains are passable but may cause other problems. Marshy areas, for
example, or shallow water in dungeons may harbor disease.
1.4 Saving / Resuming the Game
Pressing F10 while in the wilderness brings up a window. In it
will be some instructions, and a filename in reverse video. The first
two characters tell the program where to put the saved game file.
You may direct this saved game to whatever drive you desire. You
can also change the name of the save file by pressing the spacebar,
then entering the new name, and then press <CR>. When everything
is to your satisfaction, press <CR> again to save the game. Pressing
<ESC> will abort the process and return you to the game.
1.5 Making Camp
There are day/night cycles in WL-I. Check the window to the right of the
View Window to see what time of day it is (i.e. MORNING, AFTERNOON, DUSK,
NIGHT, etc). When DUSK appears, it's time to look for a place to camp.
Fatigue is something that can affect many aspects of your characters' skills.
The only way to effectively lower fatigue is by sleeping the night away either
in camp in the wilderness, or at an inn. Staying at an inn is the safest way.
All that is required is few gold pieces per character for each night. Camping
in the wilderness has its risks, but it is free. To make camp, just press
'm' when it's dusk or night. You'll be asked to indicate who will have the
first, second, and third watch. During these three watch periods, monsters
may attack the party, depending on whose on watch and what his/her Combat
Sense is. If attacked, the Combat Sense will determine whether the party
is surprised, in which case the monsters get a free round of attacks. So,
have characters with high Combat Sense take the watches. The downside to
this is that those who stand watch won't get the full benefits of a night's
sleep; namely, restoration of Hit Points, Power, and Fatigue. How much
fatigue, HP, etc, are recovered depends on how early you make camp.
Experience will teach you where it is safest to camp.
1.6 Printout of Party
You can obtain a printout display of the party by pressing 'p' when
moving about (non-combat) or when in the Guild Hall. BE CERTAIN YOUR
PRINTER IS READY!! Otherwise, the system may hang. The print routine
works on an Epson, and I have also tested it successfully on an AT&T
model 473. I would recommend saving the game before attempting to
print for the first time, in the event of a hangup.
2.0 CHARACTERS
2.1 Attributes
Strength Determines weapon and armor each character may use
Characters with high strength (above 17) will receive
a bonus to damage during combat. Also, the party must
have at least one character with strength of 19 or
greater in order to break down doors.
Dexterity Determines in part character's ability to dodge blows,
avoid sprung traps. A dexterity of less than 17 will
detract from that character's picklock and
trap disarm skills; those with dexterity over 20 will
receive a bonus skill level to Lockpicking.
Intelligence Determines in part the character's maximum spell points
(also referred to as Power); magic users with an
intelligence of less than 20 will suffer from occassional
failed spells.
Combat Sense Affects many aspects of combat; fighters receive with a
high Combat Sense recieve a bonus to their attacks
The Combat Sense of the character on the current watch
helps determine whether the party is taken by surprise
at night while sleeping. See 1.5 (Making Camp)
Insight Major factor in determining the character's maximum Power
Stealth Measures character's ability to flee combat without
being detected. The party's OVERALL stealth determines
how frequently the party is attacked at night AND how
often the party surprises monsters.
The following table will guide you in selecting a race. It displays
each race's relative attribute range. The following applies:
--- very low -- low - somewhat low 0 average
+ fairly high ++ high +++ very high; well above average
Strength Dexterity Intelligence Combat-S Insight Stealth
HUMAN 0 0 0 + + 0
ELF --- - +++ -- ++ ++
DWARF ++ -- -- ++ --- --
GIANT +++ -- --- + --- 0
BARBARIAN + + 0 ++ ++ -
HALFLING --- +++ ++ --- ++ +
CENTAUR +++ + -- + --- -
GNOME 0 0 ++ 0 0 +++
PIXIE --- +++ + --- +++ +
WOODLING - + + + ++ +
ORCLING ++ ++ -- - +++ ---
2.2 Creating New Characters
If you are starting a new game, you will be taken immediately to the
Guild Hall in the northern town of Angston. Press 'C' to Create a new
character. You may have up to eight characters in the party. You will
be prompted through the creation process which should be familiar to you
if you have played fantasy role-playing games before. Pay careful attention
to the attributes generated; each affects different talents and tendencies
for different professions (classes).
When forming a party, it is highly recommended you have at least one of each
profession. While it is not as important to have one representative from each
of the magic classes, remember that only a Druid can cast spells of healing,
and only a Thief can receive advanced training in lockpicking and disarming
traps.
A good balance may be two fighters, and then one each of the remaining
professions.
2.3 The Races and Professions
The following races are available; you must choose first what race the
character will be when creating a new one:
HUMAN, ELF, DWARF, GIANT, BARBARIAN, HALFLING,
CENTAUR, GNOME, PIXIE, WOODLING, ORCLING,
The following professions, or classes, are available. After you are satisfied
of the attributes rolled, you must choose one of the following:
FIGHTER, THIEF, RANGER, DRUID, ILLUSIONIST, CONJURER, SORCERER
2.4 Special Racial Attributes
Certain special racial attributes exist. They are inherent to the specific
race; they cannot be acquired by others, and they cannot be trained. They
"work" regardless of the character's profession (in other words, a
dwarven mage wastes the dwarf's Hit Bonus if not in the front rank).
legend: HB hit bonus; additional damage points inflicted on foe
OB odds bonus; increased odds of hitting foe
SB spell bonus; increased odds of successfully casting spell
DB defense bonus; increased odds of dodging blow
the statement "every 2nd level" means the character receives the
bonus multiplied by the appropriate overall level
i.e. a dwarf receives a HB of:
random(1,2) times (overall level divided by two)
DWARF HB of 1-2 damage points every 2nd level
BARBARIAN OB of 1-2 every 2nd level
DB of 1-2 every 3rd level
PIXIE DB of 1-3 every 2nd level
ELF SB of 1-2 every 2nd level
HALFLING DB of 1-2 every 2nd level
Rangers are especially skilled in woodcraft. Thus, having a ranger
in the party will:
- increase the party's attempts at foraging, usually dramatically
- decrease the party's chances of being surprised by monsters
- increase the party's chances of surprising monsters
- decrease the party's chances of being attacked at night if the
ranger has the current watch
2.5 Inspecting a Character
During normal, non-combat conditions, press 'i' to inspect a character.
When prompted, press the rank letter of the desired character.
When the screen appears, you'll note the first line identifies the
character by giving name, race, and profession. The last thing on
that first line is the character's FATIGUE, and may be anything from
OKAY to varying degrees of exhaustion. Below this first line will
be all the character's vital data, such as attributes, items,
armor, weapons, food, gold, experience, etc. Press <ESC> to return
to the game.
ENCUMBRANCE is a special number listed below the character`s attributes
on the left part of the screen. This measures how much the character
is burdened by his/her weapons, armor, and food. Encumbrance will detract
from the odds of the character striking a foe in combat. It is calculated
as follows:
1. READY WEAPON - the less the difference between the character's strength
and the minimum strength requirement of his ready weapon, the greater
the encumbrance.
i.e. Joe has a strength of 8. He wields a shortsword with a minimum
strength requirement of 7. Joe's odds of striking a foe in combat
will be reduced about 9%
2. ARMOR - same as 1
3. RATIONS - the character will be encumbered 1% for every 40 units of food
3.0 TRAINING
3.1 The Academy
Most training occurs at the Academy in Angston.
After entering the Academy, your party is shown in the left window and
the areas for study in the right window. Select a character by highlighting
the name, and pressing <CR>. From the list of "courses", highlight the
desired one using the arrow keys and press <CR> again. If accepted,
that training course will appear to the right of the character's name. You
may register any or all characters in the same, or different, corriculum.
To begin the training session press CTRL-B. Naturally, the party must
have enough total gold to cover the total tuition. If not, some characters
may have to be disenrolled (change status to "JUST WAITING").
No character may train a skill which is equal to his overall level. Overall
level rises automatically when the character has enough experience points.
The tuition for a particular skill for any given character depends on the
character's current level in that skill. i.e., tuition gets higher
For example, Joe has an overall level of 3, and is trained to level 1 in
Sword, 2 in Axe, 3 in Lockpicking, and 3 in Disarm Trap. He may train for
two sessions in Sword and one session in Axe, but may not train in Lockpicking
or Disarm Trap until his overall level increases. The overall level increases
automatically when enough experience points are accumulated. 12 is the
maximum level.
The following chart displays the 7 professions available and the maximum
level to which each may train for the various skills:
Warrior Thief Ranger Druid Illusionist Conjurer Sorcerer
------------------------------------------------------------
Swords 12 6 8 5 4 3 3
Axes 12 6 7 5 4 3 3
Pole Weapons 12 6 7 5 4 3 3
Missile Weapons 12 7 12 6 4 3 3
*Lockpicking 6 12 6 5 3 3 3
*Disarm Trap 6 12 6 5 3 3 3
Cast Spell 0 0 0 12 12 12 12
Languages 5 7 12 7 12 12 12
Magic Sense 1 4 6 8 12 12 12
Alchemy 0 0 6 9 12 12 10
* banned and illegal courses of study; not taught at the Academy in Angston
3.2 Trainable Skills
Swords, Axes, Pole Weapons, Missile Weapons
Measures the character's proficiency in each weapon group. Each level
in the appropriate skill increases the character's chances of striking
the foe. Remember that higher level foes have better defensive skills;
thus, having high level weapons skills will enable the character to
fare better. The specific weapon skill for the character's current
readied weapon is used when determining the outcome in combat.
Swords: knife, shortsword, longsword, greatsword, 2-handed sword
Axes: handaxe, battleaxe, great axe
Pole Weapons: spear, poleaxe, halbard
Missile Weapons: shortbow, longbow, crossbow
Lockpicking
Measures the character's ability to pick locks. Note that some
doors are "unpickable". The locks get tougher as the dungeons get
harder. The character attempting to pick a lock MUST have lockpicks.
Pay attention to the message received if the character fails to pick
a lock. If the lock is "BARELY BEYOND" his skill, one more training
session in lockpicking is necessary.
Disarm Trap
Measures the character's ability to disarm traps. The traps get tougher
as the dungeons get harder. The character attempting to disarm a trap
MUST have tools.
Cast Spell
This skill measures the magic user's ability to cast higher level
spells. As this skill increases, the maximum power for the character
increases.
Languages
Many of the wall writings are in ancient tongues. You will need someone
skilled in Languages to read them. Again, higher skill level in
Languages is needed for the tougher dungeons and lower dungeon levels.
Magic Sense
This skill is highly critical to the success of your party. Magic Sense
reflects the character's ability to identify magical weapons and armor.
Magical items of this type are acquired after combat in dungeons and
castles. A roll is made against the party's highest trained member for
the skill of Magic Sense, and if the roll is higher than the skill times
8, the magical weapon and/or armor will be overlooked.
Alchemy
There are several potions available to the party. (See potions.doc)
These potions can only be obtained by mixing at the herbalist, and
higher level potions require more skill to mix successfully.
Each potion has a degree of difficulty associated with it.
The higher the difficulty, the greater the chance of failure
IF the mixer's alchemy skill is lower.
4.0 COMBAT SYSTEM
4.1 Doing Battle
After you are informed as to the nature and numbers of your foes,
you will be taken to the Player Options Screen where you must
choose each character's intended action for the next combat round.
Only those options available for the character will be displayed.
Mages, for example, will have the (C)AST SPELL option listed.
If you just press <CR>, that character's default option will be
used. The default options are:
a. Each front rank character (A-D) will attack physically, even if a mage
b. Each back rank character (E-H) will perform as follows:
i. An illusionist, conjurer, or sorcerer will cast ARROW, BOLT,
and DART, respectively, provided the mage has enough power.
Otherwise, if a pole weapon or missile weapon is the character's
ready weapon, a normal attack will be made.
ii. Any mage without enough power will attack physically IF a pole
or missile weapon is the readied weapon. Otherwise, the mage will
parry as will ANY character in the back rank who does not have
a pole or missile weapon readied.
iii. Under NO circumstances are magical items. In addition,
the RUN AWAY option will never be assigned.
Only the first four characters (A-D) may attack foes using melee
weapons (swords, axes). Any character in any position may attack
using pole weapons (spear, halbard, poleaxe) or missile weapons
(shortbow, longbow, crossbow). However, if attacking with pole or
missile weapons from the front rank (A-D) a defensive penalty is
applied to the attacker when the foes retaliate.
Magical items may be used during combat. Any character using an item
from the front rank will receive a high defense penalty. Some combat
systems do not allow a character to use an item if he/she is wielding
a two-handed type weapon, but WL-I makes no such restriction.
The (G)ET OTHER WEAPON option allows the character to unready his current
weapon and ready his spare. This option ends the character's turn for
that round, and he/she will not get an attack in the upcoming round.
Characters with high dexterity may get several hits during each round.
Spellcasters, regardless of dexterity, can only cast one spell per round.
Only those of the FIGHTER class may attack to kill. This option may
appear for other classes, but non-fighters cannot attack in this manner.
All characters will receive experience points when foes are slain.
The character who actually deals the death blow will receive additional
experience points (this goes for magic users as well).
4.2 The Rewards of Combat
After your foes have been vanquished, you will be informed as to how
many experience points each character has earned (in addition to any
points any character earned as a slayer). Also, if the foes were
carrying gold it will be divided amongst the survivors. Higher level
foes (in dungeons or castles) may also have magical items or weapons.
A roll is made against the character in the party with the highest
MAGIC SENSE skill to determine if the magical item/weapon/armor is
"noticed". You may then give it to someone.
5.0 THE MAGIC SYSTEM
** note: the term "mage" is generic for all four magic user classes
5.1 The Magic Classes
There are four classes of magic users (mages) in Wizard's Lair I.
They are:
ILLUSIONIST Casts spells of illusion
The Illusionist's spells are meant to deceive foes
CONJURER Casts spells of information
They also can enhance party member's natural attributes, such as
increasing strength and armor
SORCERER Casts powerful spells designed for use in combat
If you expect to get far in the dungeons and castles, a high-level
sorcerer is almost a necessity
DRUID Casts spell of healing
Druids are the ONLY mages that can resurrect a dead comrade. They
also cast spells capable of curing disease, poisoning, entrancement,
and apathy.
With the exception of Druids, mages make poor to fair fighters.
5.2 Spells
SYMBOLS:
* Spell's effectiveness increases with the mage's level
** Spell is less effective against less intelligent foes
*** The mage may suffer loss of hit points after successfully casting spell
===================================================================
DRUID (HEALING) SPELLS:
++++++++++++++++++++++
HEAL P: 2 M: ANYTIME
Will heal one party member 4 - 10 hit points,
times mage's experience level
TURN P: 8 M: COMBAT
Druids have limited power over the undead. TURN will inflict
4 to 12 points of holy damage to any undead creature
ILLUM P: 8 M: DUNGEON, NON-COMBAT
The Druid will call upon holy light, illuminating the area
BLANKET P: 14 M: ANYTIME
Heal all characters 8 - 20 hit points
CUREP P: 10 M: ANYTIME
Cure a character of poisoning
CUREA P: 10 M: ANYTIME
Cure a character of apathy
CUREE P: 10 M: ANYTIME
Cure a character of entrancement
CURED P: 10 M: ANYTIME
Cure a character of disease
REVIVE P: 40 M: NON-COMBAT
Bring a dead comrade back to life. This spell MUST be cast BEFORE the
character is buried.
Death is especially traumatic to the character's mind. A revived character
may suffer a decrease to intelligence. A penalty may also be applied to
strength and/or dexterity since muscles tend to atrophy during periods
of non-life.
-----------------------------------------------------------------------------
ILLUSIONIST SPELLS:
++++++++++++++++++
ARROW* P: 2 M: COMBAT
Launches a magical arrow at one foe, doing 3 - 8 points of damage
PROTECT P: 5 M: NON-COMBAT,DUSK/NIGHT
This spell erects a barrier of protection around the party. It is
a very short-lived spell, unless the mage and his party make camp
immediately, in which case it should last the duration of the night.
ARMOR P: 6 M: COMBAT
This powerful spell will enhance the armor of the entire party.
NIGHTV P: 10 M:DUNGEON
This spell allows all members of the party to see well in the darkest
dungeon
FADE P: 10 M: COMBAT
Make foes think the party has faded away
BERSERK P: 10 M: COMBAT
This powerful spell will enhance the battle fury of the entire party;
short-lived
FLASH P: 14 M: COMBAT
Sends a powerful flash of light, temporarily blinding foes and
causing them to miss the current round and possibly the next round as well.
Not effective against foes of Demonic or Supernatural origin.
DOUBLE** P: 16 M: COMBAT
Makes foes think there are twice as many of you
SHIELD P: 16 M: COMBAT
Places a very strong protective shield around the party; relatively short
duration
WEAK P: 22 M: COMBAT
Cause weakness in all foes; short-lived but quite potent
-----------------------------------------------------------------------------
CONJURER SPELLS:
+++++++++++++++
BOLT* P: 2 M: COMBAT
Launches a bolt of lightning at one foe, doing 3 - 8 points of damage
MAP P: 3 M: WILDERNESS
The spellcaster's conscious awareness will be elevated high above the
party, giving him a bird's eye view of the immediate vicinity.
This view is NOT limited by terrain, and can only be cast successfully
in wilderness areas.
COMPASS P: 6 M: ANYTIME
Will make a magical compass appear and give the current map coordinates.
See appendix A at the end of this document for a more detailed explanation
of this one
SEEALL P: 8 M: NON-COMBAT, WILDERNESS
The conjurer imparts to all the ability to see in the dark.
REVEAL P: 10 M: DUNGEON, NON-COMBAT
This spell will reveal to the party all secret doors by altering the
texture of the wall itself; the secret door will look different than the
surrounding wall pieces; not always very obvious; i.e. look carefully!!
OUT P: 14 M: DUNGEON, NON-COMBAT
A great one if your party is in the bowels of a dungeon and must get
out. Be warned it will not always work in all areas of a dungeon; some
places are protected against using such spells. See appendix A
BANISH P: 18 M: COMBAT
Supernatural enemies, when encountered, can be troublesome. This spell
will banish some if not most of them. Ineffective against any other
type of foe.
FEAR P: 22 M: COMBAT
This potent spell will strike great fear in your foes, causing most of
them to flee in panic. Less effective against foes to stupid to experience
fear. Totally ineffectual against spirits and undead foes. This one may
even frighten a dragon.
-----------------------------------------------------------------------------
SORCERER SPELLS:
+++++++++++++++
DART* P: 2 M: COMBAT
Launches a poison dart at one foe, doing 3 - 8 points of damage
FIREBALL P: 10 M: COMBAT
Send magical fireball at one foe doing 10 - 25 damage points; this spell
is interesting because it actually draws power from the victim, thus
becoming a more powerful spell against higher level foes.
FORCE P: 12 M: COMBAT
Blast one foe with a wash of potent mental energy, doing 15-40 points of
damage.
HARPIES P: 12 M: COMBAT
Send a flock of vicious harpies at foes.
NEEDLES P: 14 M: COMBAT
Launch a flurry of poisonous needles at all foes
WASTE P: 20 M: COMBAT
Cause most foes to slowly waste away for the duration of combat.
Sort of a slow-poison spell.
MINIDRAG P: 22 M: COMBAT
Sends a squad of miniature dragons at thy foes; these dragons will
continue to harass thy foes until they disbelieve in them; thus, this
one is devastating against a group of stupid foes
DRAIN*** P: 24 M: COMBAT
Absorb the vitality from one foe and transfer to one character.
PSIWAVE P: 32 M: COMBAT
Same as FORCE, only it affects all or most foes.
MINDKILL P: 40 M: COMBAT
Send a powerful bolt of mental energy at one foe. Very potent
6.0 POTIONS and ALCHEMY
Alchemy is the art of mixing potions. Each character's alchemy skill
measures that character's ability to mix potions of varying degrees of
difficulty.
6.1 Mixing a Potion
Each potion carries with it a skill level. If the alchemist's Alchemy Skill
is lower than the level of difficulty of the potion the attempt may fail.
You must designate who the alchemist (mixer) will be. Display the
next or previous party member using the +/- keys. That character's
alchemy skill will be displayed.
To choose a potion to mix, highlight the potion using the arrow keys
and press <CR>. You cannot attempt to mix a potion which costs more gold
than the party possesses.
The attempt will then be made, and you will be notified of success or failure.
The potion will be given to the mixer (if he/she has less than 8 items
already), or to the first character in the party with less than 8 items.
If no one can take it, no message will appear saying who it was given to.
The potion just mixed will be "lost", but you won't have to pay for it.
In other words, know before you enter the Herbalist how many empty item
slots there are in the party.
If the mixer's Alchemy skill is higher than the potion's difficulty level,
the actual cost to mix it will be less since a skilled alchemist does
not waste ingredients as an amateur might.
Remember:
1. each potion counts as one item, and no character may carry more than
eight total items
2. a character of low Alchemy Skill can attempt to mix any potion, but
remember the chance of failure is directly proportional to the difference
between the mixer's Alchemy skill and the skill level of the potion.
Below are the potions available in WL-I :
Diff.
Potion Name Effect Cost Level
--------------------------------------------------------------------------
Heal Restore 6 - 20 Hit Points 275 4
Power Restore 2 - 6 Power 479 4
Strength Increase Strength for Combat 331 6
Armor Increase Armor for Combat 379 6
Cure Disease Cure all Disease 413 8
Cure Poison Cure all Poison 464 8
Cure Entrancement Cure Entrancement 579 8
Cure Apathy Cure Apathy 563 8
All potions only effect the imbiber. No potion can fail when drunk, regardless
of the user's Alchemy skill.
Strength and Armor (sometimes known as Potion of Stone) can only be used
during combat and will last the duration of the fight.
7.0 THE SCREEN
The screen, during non-combat movement, is divided into three areas:
---------------------------------------------------------------------------
| | |
| ------------------- | |
| | A | This window gives a general | |
| ------------------- description of where you are | |
| | |
| | E |
| |--------| | Your |
| | | This window is your bird's eye view. | Party |
| | B | It is limited by line-of-sight. | Members |
| | | i.e., terrain blocked by such things | Stats |
| |--------| as mountains cannot be seen. | |
| | |
| ------------------------- | |
| | F | Describes Terrain | |
| ------------------------- | |
|-------------------------------------------------------------|-----------
| | |
| C Message Window | D |
| (usually not used; windows pop up | May Not |
| instead in many instances) | Be Present|
---------------------------------------------------------------------------
Window B shows a bird's-eye-view of the local terrain. Note that
terrain features that are behind things such as mountains, trees, structures,
etc., will not be visible under normal circumstances.
Window E shows your party. To update this display (the program may
not always automatically update the stats) press 'R'. If you wish to see
a list of the current terrain icons, press ALT-I. Press <ESC> to return
to the game.
Window C is for messages. Over a period of time I have attempted
to convert all messages, warnings, etc., to windows. Some messages,
however, may still appear in this lower section of the screen.
8.0 BESTIARY
note: the term "monster" is used generically to refer to any
creature hostile to the party
Among the monsters you'll encounter (there are over 90 in all) some may be
familiar, others not so familiar. In addition, each monster can be
categorized into one of the following classes:
HUMANOID Human-like;
includes orcs, trolls. Usually of higher intelligence;
Humanoids generally carry the most gold and magical
items / armor / weapons
INSECTOID Large members of the insect family; also includes
spiders;
Usually strong and difficult to slay, this group can
inflict poisonous wounds;
REPTILES Snakes, for the most part; slow and easier to hit, but
possess many hit points
UNDEAD Zombies, Lichs, and the like; Can cause disease;
Resistant to physical attacks
SPIRIT Rarely encountered; very resistant to physical damage;
SUPERNATURAL Mythological creatures such as Harpies and Golems;
WERE BEASTS Werewolves and the like; VERY strong; without special
protection, even well-armored characters will suffer
much damage against these creatures
DEMONIC Anything with "DEMON" in the name;
Usually devastating to lower level characters;
Resistant to magical attacks
DRAGON Self explanatory; generally the toughest all-around
monsters;
WATER DWELLER Reside in dirty, brackish water that is sometimes found
within dungeons; Water Bugs;
BEASTIAL Normal beasts, such as bears or dogs;
* special attacks are defined as those types of attacks that can
damage some, most, or all party members at the same time;
i.e., Fire Breath from a Dragon
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Appendix A ADDITIONAL INFORMATION ON SPELLS
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OUT
Will remove the party from a dungeon. The spell may fail if:
-- the party is in a VOID zone, where non-combat magic will not work, or
-- the caster is suffering from apathy, in which case the party may
find themselves materialized in solid wall !!
COMPASS
After much agonized deliberation, I included this one. In a small window
to the left of the view window will appear a row and column coordinate.
These two coordinates have meaning relative only to the particular map
area the party is in (i.e. see description above the view window).
These coordinates have more meaning if you have the maps that are
sent to you after registration.
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