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Manual
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1993-09-12
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WarWizard -- The Manual
(c) 1993 MicroGenesis, Inc.
-by Brad McQuaid
This manual and the game it documents are Copyright (c) 1993 MicroGenesis,
Brad McQuaid, and Steve Clover.
Table of Contents
INTRODUCTION............................................
OVERVIEW................................................
GETTING STARTED.........................................
Installation (Hard Drives) - Starting a New Game
MAIN SCREEN.............................................
Map Window - Party Window - Action Window -
Commands Window - Compass - Inhabitant/Search Icons
COMMANDS................................................
Disk - Quit - Status (Backpack, Spellbook, Keys) -
Mount - Camp - Wait - Search - Transact - Combat -
Cast
ENVIRONMENT.............................................
Travel - Outside - Villages - Cities - Castles -
Dungeons - Tunnels - Towers - Fortresses
LOCALS...................................................
Shops - Healers - Inns - Doors - Horse Traders -
Ship Wrights - Schools - Pubs
ITEMS....................................................
Classes - Types - Magic Items - Keys - Potions
CHARACTERS...............................................
Races - Classes - Attributes - Proficiencies -
Alignments
MAGIC....................................................
Origin - Spells
COMBAT...................................................
First Screen - Second Screen - Attack - Cast - Escape -
Victory - Defeat
GAMEPLAY HINTS...........................................
APPENDICES...............................................
Item Lists - Spell Lists - Monster Lists -
Various Tables - Credits
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).
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 WarWizards 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.
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. 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...
OVERVIEW
WarWizard is a fantasy role-playing game similar in concept and
style to many other computer games that have been around for over ten
years. Yet while it is not intended to be revolutionary in concept
and approach, it is evolutionary and contains many details and
features not found in other games of the same genre. The authors have
attempted to create the most realistic and involved role-playing game
given their resources, but have also tried to exclude tedious and
annoying features found elsewhere. This objective is obviously
subjective, however the authors, who have played and enjoyed most
role-playing games on the market, feel they have met the majority of
their goals in creating WarWizard.
Along with intricate features and realism, WarWizard also
possesses some of the finest artwork found in role-playing games. In
addition, the interface was carefully planned to make some of more
tedious tasks execute more quickly. The authors feel they offer the
most intuitive mouse-based interface available in a role-playing game
to date.
Because of these and other reasons, 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 current High King
in Aladain and defeat him in battle. During the quest you may acquire
treasure, magical items, and up to three other companions with whom to
aid you. 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 three options (Start New Game, Continue Saved Game, Leave
WarWizard), 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 save your character, create a new game, and begin you on
your quest. Also note that if another game already exists, 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 (see
installation notes).
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
( ).
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 arrows 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'
) an armored 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.
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.
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' ).
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 enscribed 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 six 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.
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 six buttons are Body/Hands, Move, Consume, Trade, Return, and
Drop. The Body/Hands button toggles the Body/Hands Icons, displaying
items worn on each body section or fingers. The Move button allows
the player to move items to and from the body/hands and the backpack.
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.
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. 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
buttons 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.
The second Search Screen contains three message windows, the
Backpack Icons, the Object/Body Icons, the Food & Gold Selectors, and
six 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 and Move buttons are 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.
The Move button allows the player to move items/keys to and from the
character's backpack and the object/body.
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 ). 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 which
to cast a spell, select the Leave button. Note that you may only cast
Outside spells from this window (see 'Magic' ).
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, 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 run by Dukes and it is always
best to find them in order to find out about the city.
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 high.
Treasure and adventure is 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.
Tunnels
Tunnels are small dungeons specifically designed as a way to get
from one location to another, usually underground. They are sometimes
inhabited by evil, but more often 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 a prominent
official, oftentimes a powerful wizard. Whether these towers are
still controlled by their builders or compromised by the new High King
of Terwan 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 High King
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.
LOCALS
Shops
Located in Villages, Cities, and Castles are the favorite places
of merchants and traders. Armouries 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 items 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 lock pick 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.
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.
Horse Traders
To purchase a horse, the player must enter a Horse Trader's shop.
He will 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.
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.
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.
Keys
Keys and Lockpicks are used to open both doors and objects.
There are eleven classes of keys, each used for in different
environments, including prisons, 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 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.
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 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.
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 cast certain spells which generally result in similar
effects. 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.
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' page
x) 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' page
x), 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.
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 tend to be either
mercenaries or subject only to bribes and threats. Those who are evil,
whether knowing servants of the High King or free agents, have only
one goal: your death and defeat.
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 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
locations up to but not beyond his 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 awake,
thus enabling him to resume combat or travel.
Sleep: This spell causes the target to fall asleep, thus making
him unable to participate in combat but still vulnerable to attack.
Note that exceptionally intelligent creatures are resistant and that
this spell is subject to failure.
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.
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.
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.
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.
The duration of combat is measured by turns. Depending on who
was awarded the initiative, each player in the first party has his
turn, and then each player in the second. Within the duration of a
turn are movement points. Moving, attacking, and casting spells
within combat uses up movement points. These points, which are
refreshed each turn, are determined by the character's dexterity.
The first screen, or movement/targeting screen, contains six
buttons, plus the compass. Movement either up, down, right, or left
may be achieved either by clicking on the compass or by using the
arrow keys on the keyboard (just as is done on the main screen). The
'next' and 'last' buttons under the target image are used to target
either an opponent for attack or someone in your own party for healing
or other beneficial spell. Once you have targeted the character you
desire, you may either attack him mundanely with the 'target' button
or use a spell on him (via the 'cast' button). One may also examine
the character whose turn it is via the 'possessions' button. The
'done' button indicates that you are done with the current character,
even though he/she may have remaining movement points.
The targeting image in the upper-right hand corner of the screen
indicates the number of hit-points at each body location if the target
is in your party. If it is an opponent you are targeting, the hit-
points are displayed as percentages. The number within the image of
an shield indicates your armor class bonus. If the current character
is wearing rings of protection or has had a spell of protection cast
upon him/her, this number will be appropriately greater. The same
applies for the axe, which indicates the attack mode bonus.
The message window in the bottom-left of the screen displays the
current character's name, race, and class. Also his condition, last
target, the number of rounds which have transpired since the beginning
of combat, and the remaining movement points for that round/turn.
Casting
If you choose to cast a spell, those available in your memory
will appear. Simply select the one you wish to use and 'utter' it.
Targeting
If you choose to attack another character, a second combat screen
appears. Three buttons appear, the 'attack' and the right/left hand
toggle. Also, those weapons and/or rings the character possesses are
available. The message window indicates what your right and left hand
are set to do once the 'attack' button is pressed. Use the targeting
image in the upper-right corner to select where on your opponent you
with to attack (do this for both hands). Remember to check the range
of your opponent and make sure you use a weapon/ring which is
effective given your distance.
Escape
If it is necessary to flee the fight, simply move one of your
characters beyond the confines of the combat. There is always a
chance your attempt will fail, but if it does simply try again. Note,
however, that if your WarWizard is engaged (within a range of two or
less) with an opponent, you may not flee. If one of your other
characters is engaged, you will be given the option of abandoning him.
Victory
Once you have defeated the last opponent, you will be notified of
your victory and then brought to the second search screen. There you
are able to search the dead bodies of those you defeated. This
procedure is virtually identical to searching an object.
Defeat
If the WarWizard is killed, combat mode is exited and you are
brought back to the main screen, notified that the game is over, and
then returned to the title screen. Hopefully, you have saved your
game fairly recently...
GAMEPLAY HINTS
When you start the game, it is suggested you take the money in
the chest of the room you began in and proceed as soon as possible to
the pub in Caer Tiran prior to engaging in any combat. There you
should seek allies immediately.
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 : WarWizards 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
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
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).
Clerical Spells
Name Level Efficacy Radius Domain Wisdom Exp.Gained
Healing One 1 4 n/a BOTH 10 15
Turn Undead 3 n/a n/a CMBT 12 50
Healing Two 3 8 n/a BOTH 12 50
Healing Three 6 15 n/a BOTH 15 190
Cure Poison 7 n/a n/a BOTH 16 240
Lightning 9 15 3 CMBT 18 280
Healing Four 10 22 n/a BOTH 19 290
Locust Swarm 11 22 1 CMBT 20 340
Resurrect 11 n/a n/a TRVL 20 340
Spirit Sword 12 23 6 CMBT 21 390
Healing Five 13 30 n/a BOTH 22 440
Fire F/ Heaven 13 25 3 CMBT 22 440
Consuming Fire 14 30 4 CMBT 23 470
God's Judgement 15 45 15 CMBT 24 550
God's Wrath 18 55 7 CMBT 27 700
Magician Spells
Name Level Efficacy Radius Domain Intell Exp.Gained
Bring Food One 1 10 n/a TRVL 10 15
Awaken 3 n/a n/a BOTH 12 50
Bring Food Two 3 25 n/a TRVL 12 50
Sleep 4 n/a 5 CMBT 13 80
Aid Travel 4 n/a n/a TRVL 13 80
Move Unseen 5 n/a n/a TRVL 14 140
Bring Food Three 5 50 n/a TRVL 14 140
Bring Food Four 7 100 n/a TRVL 16 240
Ekkud's Curse 9 15 2 CMBT 18 280
Bring Food Five 9 200 n/a TRVL 18 280
Brebba's Chimes 10 15 1 CMBT 19 290
Song of Stunning 11 23 6 CMBT 20 340
Brebba's Gong 12 23 3 CMBT 21 390
Mind Strike 13 34 15 CMBT 22 440
Rhyme of Thanatos 14 34 7 CMBT 23 470
Sorcerer Spells
Name Level Efficacy Radius Domain Intell Exp.Gained
Protection One 1 2 n/a CMBT 10 15
Tongues 2 n/a n/a TRVL 11 25
Unprotect One 2 2 n/a CMBT 11 25
Protection Two 3 5 n/a CMBT 12 50
Unprotect Two 4 5 n/a CMBT 13 80
Search 5 n/a n/a TRVL 14 140
Protection Three 5 8 n/a CMBT 14 140
Unprotect Three 6 8 n/a CMBT 15 190
Ueol's Knife 9 15 2 CMBT 18 280
Freezing Sphere 10 15 1 CMBT 19 290
Electric Tendrils 11 23 6 CMBT 20 340
Summon Tornado 12 23 3 CMBT 21 390
Ethereal Grip 13 34 15 CMBT 22 440
Death's Scythe 14 31 7 CMBT 23 470
Ueol's Fist 15 45 15 CMBT 24 500
Enchanter Spells
Name Level Efficacy Radius Domain Intell Exp.Gained
Enhancement One 1 2 n/a CMBT 10 15
Weakening One 2 2 n/a CMBT 11 25
Sobriety 3 n/a n/a BOTH 12 50
Enhancement Two 3 5 n/a CMBT 12 50
Weakening Two 4 5 n/a CMBT 13 80
Enhancement Three 5 10 n/a CMBT 14 140
Weakening Three 6 10 n/a CMBT 15 190
Drunkenness 7 n/a n/a CMBT 16 240
Wasp Attack 9 15 1 CMBT 18 280
Lighting Flash 10 15 1 CMBT 19 290
Ice Cloud 11 23 5 CMBT 20 340
North Wind 12 23 3 CMBT 21 390
Power Shock 13 34 15 CMBT 22 440
Air to Fire 14 31 7 CMBT 23 470
Wizard Spells
Name Level Efficacy Radius Domain Intell Exp.Gained
Fear 1 n/a n/a CMBT 10 15
Flame Touch 1 3 1 CMBT 10 15
Column of Fire 2 2 1 CMBT 11 25
Magic Sword 3 8 2 CMBT 12 50
Suffocating Sphere 4 8 3 CMBT 13 80
Power Strike 5 15 5 CMBT 14 140
O'Kiel's Chant 6 15 4 CMBT 15 190
Magic Dart 7 23 7 CMBT 16 240
Yaeryl's Shockwave 8 23 5 CMBT 17 245
Ball of Fire 9 34 11 CMBT 18 280
Acid Rain 10 31 7 CMBT 19 290
Keloc's Talons 11 45 15 CMBT 20 340
Meteor Shower 12 40 7 CMBT 21 390
Word of Death 13 55 17 CMBT 22 440
Song of Desolation 14 50 7 CMBT 23 470
Credits
Personnel:
Programming, Design, & Direction: Brad McQuaid
Design & Environment: Steve Clover
Artwork & Graphics: Milo D. Cooper
Financial Management & Support: Mick Welti
Technical Support & Consultation: Roger Uzun
Playtesting: Mike Butler
Jeff Kennedy
Hardware & Software Used:
Commodore Amiga 3000
AmigaDOS 2.04
SAS C Compiler 5.10a
DeluxePaint IV
PowerWindows 2.5
CygnusEd Professional 2.12
DigiView 4.0