1061 lines
51 KiB
Plaintext
1061 lines
51 KiB
Plaintext
Wizardry
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This is part 1 of 2. Spells are in part 2
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Written
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by
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Andrew Greenberg & Robert Woodhead
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Published
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by
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Sir-tech Software
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Documentation
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Some Other Guy
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Thanks
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Beowulf and the Strata Crackers gang
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Scenario #1
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Proving Grounds of the Mad Overlord is the first Wizardry scenario and is
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designed to introduce you to Wizardry, give you practice playing, and allow you
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to "build" characters up to 7th level or so.
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The evil wizard Werdna has stolen a valuable item from the treasure rooms of
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the mad overlord Trebor. He has placed it somewhere deep in the dungeons of
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Trebor's castle, and left fearsome monsters there to guard it. Your mission is
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to develop characters powerful enough to explore the deeper levels of the
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dungeon and recover the item.
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It is rumored that a "control center" exists somewhere in the dungeon, and that
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this control center allows explorers easy access to the deeper levels of the
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dungeon where the item may be found. Thus a logical first step would be to find
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this facility.
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Good Luck, and may your Gods be with you!
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Welcome to the
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World of Wizardry
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Wizardry is unlike any other game you have played on your Apple ][ computer.
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Using all the power and sophistication of the Pascal language, we have been
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able to create the most challenging fantasy war game available for any personal
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computer.
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Wizardry is a huge program - in fact, at 14,000 lines of code, it may be the
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largest single micro-computer game ever created. The entire Wizardry game
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system, including the programs used to create the extensive Wizardry databases,
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comprises almost 25,000 lines of code, and is the result of over one man year
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of intensive effort.
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The result is a game that simply could not have been written in BASIC. Wizardry
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lets you create an control a number of adventurers, who go off on expeditions
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in search of loot and glory. The more successful a character or group is, the
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more powerful they become. Each character is specialized. Some are good
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fighters, some can cast magical spells of many types, and some are good at
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defeating the many traps that guard the goodies. As a character becomes more
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powerful, he may gain some general abilities, but in all cases, cooperation is
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the key to success.
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From one to six players can adventure at a time, with each one controlling one
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or more characters. Over the course of many, many adventures, the characters
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may be able to fully map out the maze and wrest from it the arcane items that
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are carefully guarded in the more inaccessible depths. However, this can take
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quite a lot of playing. Fortunately, additional SCENARIOS with greater perils
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and rewards are available, you may explore caverns, crumbling ruins, or even
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chart out the unmapped and unknown mysteries of the huge world of Wizardry.
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TABLE OF CONTENTS
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A FEW WIZARDRY FEATURES
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BOOTING THE CORRECT DISK SIDE
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STARTING THE GAME
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SPECIAL UTILITY OPTIONS
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Recovering Lost Characters
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Transferring Characters to Other Scenarios
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Backing Up Your Character
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Renaming Your Characters
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GET READY... TRAINING GROUNDS
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Character Classes Defined
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Character Statistics
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How to Create A Character
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Deleting Characters
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Rerolling Characters
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Changing Character Classes
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Setting New Character Passwords
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Inspecting Characters
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GET SET...THE CASTLE
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Gigamesh's Tavern
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Adventure Inn
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Temple of Cant
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Boltac's Trading Post
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Edge of Town
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GO...ADVENTURING
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Camp
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Motion Commands
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COMBAT
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Combat Options
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Opening Treasure Chests
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TIPS FOR BEGINNERS
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MAGIC
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Priest Spells
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Mage Spells
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NOTES
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A FEW WIZARDRY FEATURES
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Multi-Player:
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Wizardry allows up to six characters to adventure at a time, and many more can
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be stored on diskette.
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Complete Castle:
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All adventures start and end in the Castle. Features provided include Tavern,
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Hotel, Temple, and Trading Post.
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Specialized Characters:
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All Wizardry characters are unique individuals. They can be of five races and
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eight "classes", have differing abilities, cast spells, fight, etc.
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50 Spells:
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Spells are used to invoke supernatural aid. There are 50 that can be cast, and
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they vary in power and effects. Certain characters can learn certain spells,
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and certain magic items can also cast spells.
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Hundreds of Magic Items:
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Magic Items and mundane items can be bought, sold, or found in the maze. Many
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cast spells, or give the user special abilities. Magic items can have over 100
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different attributes, such as who can use them, who they can be used against,
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who they protect the user from, and so on.
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Hundreds of Monsters:
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Monsters travel in groups, like characters do, and in many cases have similar
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abilities, like spell casting. Monsters also guard treasures, and may be found
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with other, compatible monsters. For example, a lair might contain a Frost
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Dragon, 4 evil Bishops and 9 Bushwackers.
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3D Maze:
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The maze is displayed in 3D perspective, just as you would see it if you
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actually were in a maze looking in a particular direction. Many tricks and
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traps are to be found in the maze, such as Stairs, Pits, Chutes, Dark areas,
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Rotating Rooms, Elevators, Teleportors, and even areas where Magic does not
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work.
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Special Goodies:
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In certain places in the maze unusual events and objects, unique in themselves,
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may be found. The adaptable nature of the database allows us to program
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"Specials" which may only happen once! What they are, we aren't saying.
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This manual is designed to teach you how to play Wizardry. Only rarely,
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however, will we reveal information about the internal workings of the Wizardry
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game system. This is in direct contrast to other game systems where all the
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rules are visible. Part of the fun of Wizardry is experimenting to find out the
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best methods for handling various situations.
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The best way to learn how to play Wizardry is to go through the manual in order
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and actually try out the options described. With this idea in mind, get out
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your Wizardry diskette and we will start the game.
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You will notice there are labels on both sides of the diskette. This is because
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Wizardry is such a large program that we have to use both sides of the
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diskette. However, you only have to flip the diskette once each time you turn
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on the computer.
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Place the diskette with the label marked "BOOT THIS SIDE" facing up into the
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disk drive. Turn on your computer. If you have one of the older Apples without
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the autostart ROM you will have to boot by entering a 6 CTRL-P or PR#6 command.
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Otherwise, the disk will start and in a few seconds the Logo Page will appear.
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Press RETURN to continue. You will then be presented with three options:
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S)tart the Game.
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U)tility Options.
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T)itle Page.
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To select an option, press the letter of the desired option. Option T will just
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replot the title page. Option S starts the game proper. Option U is used to
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access two special facilities described below.
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Assuming you pressed S, the disk will hunt around for a few seconds and then
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you will be presented with a message that says:
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PUT SCENARIO IN DRIVE 1, PRESS RETURN
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This is when you flip the diskette. Open the drive door, take out the disk,
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flip it so the label that says 'SCENARIO" is up, carefully place it back in the
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disk drive, close the drive door, and press RETURN.
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If this is done correctly, the disk will whirr for a few seconds and then the
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"CASTLE" will appear. You are now in the game proper. If something goes wrong,
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the INSERT message will be repeated.
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Congratulations, you have just completed the first step towards hours, days,
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months, even a lifetime of challenge and adventure!
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SPECIAL UTILITY OPTIONS
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First of all, we suggest that you read the rest of the manual before you read
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this description of the utility options.
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Pressing U for Utility Options presents you with a page containing five more
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options:
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R)ecover accidentally lost characters.
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T)ransfer characters to a new scenario.
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B)ackup characters.
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C)hange character names.
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L)eave utility options.
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If something awful happens while playing a game that causes the Apple to crash,
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such as a power failure, it is possible that the current party of adventure's
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might be lost in the maze. Option R lets you recover these characters. Pressing
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R will prompt you to flip the diskette and will then search for lost characters
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and restore them. However, since it is possible to cheat by turning off the
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Apple if the party is in trouble, using this option adds 10 years to the age of
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any character restored by it.
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After you have conquered the initial scenario you will probably want to move on
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to another. Option T lets you move characters from one scenario to another. You
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will be asked to flip the diskette and a list of all the characters on the
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diskette will be displayed. Choose a character by pressing its letter. If it
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has a password you will have to enter it. It will then be removed from that
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scenario.
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Next, you will be asked to put in the scenario side of another Wizardry
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diskette. This done, that character will be placed on that scenario if there is
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room for him and if there is not already a character of that name on that
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scenario disk. If he cannot be placed then you will be asked to put the
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original scenario back so that he can be restored.
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Note that some powerful magic items will only work on one scenario. When you
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try to move a character with these items, you will be told what they are, and
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you will not be able to transfer the character. If this happens, either sell or
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give away the items and then try the move again.
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B)ackup characters lets you make a record of your characters status by
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transferring them to any scratch disk you may have. The scratch disk must be
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either a DOS 3.3 or Pascal formatted disk, and any data on it is destroyed. If
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your Wizardry disk ever becomes unreadable, you can return it and the backup
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for regeneration. See the inside back over of the manual for details.
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C)hange character names lets you rename your character. The main use for this
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option is to prevent name conflicts when transferring characters between
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scenarios.
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GET...READY
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Once you have started the game, you will be placed in the Castle, which will be
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discussed later. However, if this is your first time in the game you will have
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to create some characters to play with. To do this, you will need to get to the
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training grounds.
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One of the options in the Castle is the E)DGE OF TOWN. Press E and you will see
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a list of further options, among them T)RAINING GROUNDS. Press T and you will
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be taken there.
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The Training Grounds allow you to create a new character and prepare him for
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use. Before we go into the various options available, it is a good idea to
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learn exactly what a character is.
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A character is your alter-ego in the world of Wizardry. Like anyone, he has
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skills, abilities, and possessions. You control him by telling the computer
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what you want him or her to do. All the parameters and information about your
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character is kept on the Scenario Disk until you wish to use him, and after you
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finish a game, it is returned and updated. Thus, you can continue to play with
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him over many sessions, and the more you play, the more capabilities he gets,
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and the more challenging and interesting the game becomes.
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There are six basic characteristics a character has. They are:
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STRENGTH
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I.Q.
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PIETY
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VITALITY
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AGILITY
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LUCK
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Based on the 6 characteristics, your character may become one of eight classes.
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Each class has certain prime requisites, or minimum scores in certain of the
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characteristics for qualification. Each class also has many abilities,
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advantages, and disadvantages which other classes may not have. When you are
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first starting out, you will probably only be able to qualify for one of the
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first four classes. Later, as you become more powerful, you may qualify for
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entry into a better class. The classes are:
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Fighter:
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A basic man at arms. Fighters need a minimum strength of 11. Fighters have high
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hit points. They can use any armor and weapons, and are very good at combat.
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Mage:
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The sorcerers. Mages need a minimum IQ of 11. Mages have poor hit points. They
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can use only a dagger or staff as a weapon, and cannot use any armor except for
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a robe! However, they can use magical spells and may be of any alignment.
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Priests:
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The holy men. Priests need a minimum piety of 11. Priests have hit points
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almost as good as fighters, and may use any armor or shield. Priests may not
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wear helmets, and must use specifically consecrated weapons such as staffs and
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cudgels. Priests do not fight as well as fighters but they can throw priestly
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spells. Additionally, Priests have the ability to Dispell! Some monsters in the
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maze, collectively termed the "Undead" are animate only through the power of
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great Evil. These monsters can sometimes be forced from the normal planes of
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existence back to the abyss where they were summoned from. Priests may not be
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of Neutral alignment.
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Thieves:
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Thieves require an agility of 11. Thieves get better hit points than mages, can
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use daggers or short swords as weapons, can wear leather armor and use a
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shield. Thieves are very good at circumventing the noxious traps that may be
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between a party of players and some loot. Thieves may not be of Good alignment.
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Bishops:
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Bishops are a combination of priest and mage, and have advantages and
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disadvantages of both. Bishops have hit points intermediate to both, can wear
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leather armor and use priests' weapons. They use both magical and priestly
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spells, although they do not learn them as fast as the other classes. While
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they start learning mage spells immediately, they must reach the fourth level
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of ability before priest spells and the ability to dispell becomes theirs,
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Bishops also have the ability to identify the nature of magical items, thus not
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requiring them to pay the hefty charge levied for that service in the castle.
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However, there are some disadvantages to having a bishop inspect an item. If
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the bishop is not very careful, he may touch the item by accident. This will
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cause an E)QUIP to be done, and if the item is cursed, the bishop will be
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forced to use it. Like priests, bishops may not be Neutral.
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Samurai:
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Samurai are fantastic fighters, and can use all fighter weapons and armor.
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Their hit points start out better than a fighter, but in the long run a fighter
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will have better hit points. At the fourth level of ability they slowly begin
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to acquire magical spells. Samurai cannot be of Evil alignment.
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Lords:
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Lords are a combination of fighter and priest. They have the hit points and
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abilities of fighters but at the fourth level of ability they gain priestly
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spells, and the ability to dispell. Lords must be of Good alignment.
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Ninja:
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Ninja are inhuman fighting machines, They can use any weapons or armor, but
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work best without any! When fighting without protection with their bare hands,
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they can cause havoc and destruction, and may even kill the strongest opponent
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with a single blow. Their great training gives them a lower and lower Armor
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Class as they reach higher and higher levels of ability. However, they get hit
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points as does a Thief and gain no spells. Finally, they must be Evil.
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There are many other statistics and abilities you must be aware of. These are:
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ALIGNMENT:
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Alignment describes your character's outlook towards the world, and his general
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ethical status. The possibilities are GOOD, NEUTRAL, or EVIL. Note that some
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classes have alignment restrictions and be aware that GOOD characters will not
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be allowed to adventure with EVIL characters. Thus Lords and Ninjas will never
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adventure together, but a NEUTRAL Samurai could go with either. Alignment must
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be chosen when a character is created and cannot be changed through any normal
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process. Thus, you should be careful in choosing it.
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EXPERIENCE POINTS and LEVEL OF ABILITY:
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Experience points are awarded for killing monsters, each survivor gets some
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experience points. When the total reaches a certain value, you attain the next
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level of ability when you rest up in the next inn. The higher level you are,
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the more you need to earn to get to the next level, up to level 13 when it
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becomes a constant amount. The amount needed varies depending on your class.
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Each time you make the next higher level, you gain more hit points, you may
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gain new abilities or better old ones (like fighting ability) and you six
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characteristics may change. Usually they will go up, but sometimes they will
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decline. The older you are, the more chance of a decline! If you are able to
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throw spells, you may learn new ones and you will probably gain the ability to
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cast more of them. Since your characteristics are generally rising, you will
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probably get them high enough to qualify for a better class.
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AGE:
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Age is simply how old you are! After 50 you start getting more and more feeble.
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Gold:
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The amount of gold you have to spend.
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Equipment:
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The items you have. These may be mundane armor and weapons, or magical items of
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some sort. You can buy or sell them, trade them to others, use them, or find
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them in the maze.
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Armor Class:
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It is a measure of how well protected you are. This measure includes armor and
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other things like hinderance and AGILITY. Bare skin is AC 10. A Sherman tank is
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about AC -10. The abbreviation AC is often used to denote Armor Class.
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Hit Points:
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The amount of damage you can sustain before death. Each time you are hurt, a
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certain number of hit points are deducted. You can recover lost hit points, up
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to your maximum, by resting in the castle, or by the means of magical spell,
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potion or device. The abbreviation HP will often be used in place of hit
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points.
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Spell Books:
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These are a set of small books each player has in which he records the spells
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he knows.
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Spells Left:
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These tell you how many spells of each LEVEL OF POWER and class (magical or
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priestly) you can throw. There are seven LEVELS OF POWER, and the higher the
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LEVEL, the more devastatingly effective the spell is. Resting up in the Inn
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will restore a player so that he can cast all the spells he is entitled to.
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Thus, the smart spell caster rests up after each expedition.
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Status:
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This records what the player's status is. Most often he will be OK. However, he
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could be ASLEEP, AFRAID, PARALYZED, POISONED, STONED, DEAD, ASHES, or LOST
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FOREVER, to name a few, When a character is not ok, he can be cured either by
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application of a spell or by hauling him back to the castle and paying for the
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service at the temple.
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There are many more characteristics which are stored but you never see. Now
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that you know what a character is all about, you can start creating one. The
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main page of the TRAINING GROUNDS has three options:
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First Training Ground Option
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You can type in the name of a character you know does not exist. The computer
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will search for it, and when it does not find it, it will ask you if you want
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to create it. Press Y to do so.
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A new page will plot with various information. You will be asked for a password
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for your character. Type in a short, easily remembered, word or words. As you
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do, a line of X's will appear in the password area. After you press RETURN to
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signal that you have entered the password, the X's will disappear and you will
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be asked to type in your password again, just to make sure you did not make any
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spelling errors! If you do not want to use a password, just press RETURN.
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Please see inside of back cover for password deletion notice.
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Next, you will be asked what race and alignment you wish to be. For each, a
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list of possibilities, with a letter but each will be plotted. Press the letter
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of your choice. For example, when you have the options of:
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A) GOOD
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B) NEUTRAL
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C) EVIL
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You can press A, B, or C.
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Now, in the rows marked STRENGTH, etc., a series of numbers will appear. Each
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row corresponds to one of your basic characteristics. STR=STRENGTH, and so on.
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These numbers are the base numbers for your race in each of the statistics. You
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will also see that you have some BONUS points. You can use these in any of your
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characteristics to raise them. Generally, you will want to add to one of the
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first four to allow you to qualify for one of the four basic classes, and use
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the rest in VITALITY. You will note that an arrow "<---" is pointing to the STR
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number. At this point you can:
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-Press RETURN to move the arrow down to the next number. If you go off the
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bottom, the arrow will move back to STR.
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-Press + to add a point to the current number
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-Press - to subtract a point that you had added from the current number
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As you press + and -, your scores qualify you for a class, and the name of that
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||
class will appear on the right. When you have allocated all your points, and
|
||
you qualify for one or more classes, press ESC (the key above CTRL) to choose
|
||
one. You must then enter the letter of the class you want.
|
||
|
||
Finally, you will be asked if you really want to keep this character. If you
|
||
do, press Y. If not N. After that, your character will be placed on diskette,
|
||
and you will be returned to the main options page of the Training Grounds.
|
||
|
||
Second Training Ground Option
|
||
Now, by typing in the name of your character, or that of any other character
|
||
you have created, and pressing RETURN, you will be able to inspect that
|
||
character. If the character has a PASSWORD, you will have to type it in to gain
|
||
access. When you type in a password, a number of X's are displayed to disguise
|
||
your typing. If you type in the name of a character who is not already stored
|
||
on diskette, you will have the option of creating him (which really means you
|
||
are back at the first option, silly goose).
|
||
|
||
Once you have gained access to a character, you may do any of the following:
|
||
|
||
D)ELETE:
|
||
eradicates your character.
|
||
|
||
R)EROLL:
|
||
is equivalent to deleting and then creating character again.
|
||
|
||
C)HANGE CLASS:
|
||
lets you change your character into a character of another class. You will be
|
||
told which classes you qualify for, and you may press a letter to switch to
|
||
that class. If you do so, the character becomes a first level character of the
|
||
new class with zero experience points, but he gets the following advantages:
|
||
|
||
-he keeps his maximum hit points
|
||
-he keeps the knowledge of the spells he may have learned in the previous
|
||
class, and may cast one spell for each spell he knows. Additionally, he may
|
||
learn new spells of levels in which he already knows one or more spells, but
|
||
not any spells of other levels. The net effect is to give him some of the
|
||
abilities of his previous class(es).
|
||
|
||
S)ET NEW PASSWORD:
|
||
lets you alter the password of the character. You'll be asked to enter the new
|
||
password twice to make sure it is correct.
|
||
|
||
I)NSPECT:
|
||
lets you see all of your character's statistics and abilities. You will be
|
||
shown the character's class, level, alignment, characteristics, hit points,
|
||
gold, experience, spells left and items, and you will have the option to look
|
||
at his spell books. This page of information can be reached from many places
|
||
and will let you do different things when displayed from different places. The
|
||
only option available from the Training Grounds is the ability to R)EAD SPELL
|
||
BOOKS. Pressing R lets you choose if you want to read M)AGE or P)RIEST spell
|
||
books. Pressing either will then display the names of the spells of that class
|
||
that your character knows. Programs to print these spells will be available in
|
||
the future.
|
||
|
||
Options available in other areas include:
|
||
|
||
T)RADING:
|
||
lets you trade items and gold to members of the party your character is
|
||
adventuring with. Pressing T will display a list of the characters in the
|
||
party, and prompt for the number of the character you want to trade with. Then
|
||
you will be asked how much gold you want to give. You can enter an amount or
|
||
press RETURN to skip giving gold. Then you will be asked which item you want to
|
||
give. Again, you can press RETURN or enter the number of one of your items. The
|
||
process of giving items will repeat until you press RETURN.
|
||
|
||
E)QUIPPING:
|
||
lets you decide what of your characters possessions he will wear. A list of
|
||
your weapons, armor, shields, and so on, will be displayed, and you may choose
|
||
which, if any, you want to wear. Note however, that if you have found a cursed
|
||
item you will be forced to wear it if you equip. That's why it is a good idea
|
||
to have items I)dentified.
|
||
|
||
CASTING S)PELLS
|
||
lets you cast various spells useful to the party. Some, like curative spells
|
||
that restore hit points, ask what party member is to receive the spell.
|
||
|
||
U)SE AN ITEM:
|
||
lets you use items to cast spells.
|
||
|
||
I)DENTIFYING is done only by Bishops and lets them attempt to divine the true
|
||
nature of an item.
|
||
|
||
L)EAVE
|
||
returns to wherever you were before you inspected.
|
||
|
||
Third Training Ground Option
|
||
There is one last option in the Training Grounds. Type in *ROSTER and press
|
||
RETURN. You will display a list of all the existing characters. Displayed are
|
||
name, class, alignment, hit points and status (dead, alive, etc.). You must
|
||
press L to L)EAVE this page.
|
||
|
||
Lastly, by just pressing RETURN on the main page, you can move to the castle.
|
||
(This is really an option so they lied; there are four options.)
|
||
|
||
GET...SET
|
||
|
||
The castle is the starting and ending point of all expeditions. There you can
|
||
rest, create parties, get help from the gods, buy and sell equipment, or go to
|
||
any other part of the game.
|
||
|
||
There ar five main options in the castle. These are:
|
||
|
||
THE A)DVENTURERS INN
|
||
G)IGAMESH'S TAVERN
|
||
THE TEMPLE OF C)ANT
|
||
B)OLTAC'S TRADING POST
|
||
THE E)DGE OF TOWN
|
||
|
||
To enter any of these, just press the first letter of the name of the place you
|
||
want to go.
|
||
|
||
Normally, the first stop at the beginning of a session is always G)igamesh's
|
||
Tavern, where you can create a party. At the top of the screen there is a
|
||
display of the current party, with space for six players. Displayed are
|
||
position number, name, Alignment, and Class, Armor class (AC), Current Hit
|
||
Points, and Status of each character. Alignment and class are displayed in the
|
||
form A-CCC where A is the first letter of the character's alignment (G, N, or
|
||
E) and CCC are the first three letters of the character's class. If the
|
||
character is OK, then the status area will display his maximum hit points.
|
||
|
||
In the tavern you may:
|
||
|
||
A)DD A MEMBER TO THE PARTY
|
||
R)EMOVE A MEMBER FROM THE PARTY
|
||
#)TO INSPECT A MEMBER
|
||
or PRESS RETURN TO EXIT
|
||
|
||
A)DD :
|
||
will ask you to enter a character's name and password and will add him or her
|
||
to the party. Characters cannot be added if they are marked on expedition (see
|
||
below) or if they are of incompatible alignment. Characters who are not OK can
|
||
be added so that they can be taken to the maze where spells can be cast on
|
||
them.
|
||
|
||
R)EMOVE:
|
||
asks you for the number of the person and removes him from the party.
|
||
|
||
#):
|
||
means you can press any valid player # to inspect that player. A page full of
|
||
information about that character will be displayed, and you will be able to
|
||
R)ead his spell books, E)quip him with armor and weapons, T)rade items and gold
|
||
to other characters, or L)eave and return to the Tavern.
|
||
|
||
Finally, just pressing RETURN takes you back to the marketplace of the castle
|
||
where you can go anywhere else.
|
||
|
||
Important Note:
|
||
When your character joins a party, his record on diskette is marked as "On
|
||
Expedition." Normally, when you leave an expedition, are lost forever, or just
|
||
leave the game, the mark is changed back to "Available." However, if you turn
|
||
off the computer, or RESET it, all knowledge of things that have happened to
|
||
your character since you joined the party will be lost, and the computer will
|
||
think he is still out on an expedition. The only way to recover a character
|
||
like this is to use the Utility functions recovery program previously
|
||
mentioned. The reasons for marking characters is that it:
|
||
|
||
1. Prevents cheating by Reset when you run into some monsters you don't think
|
||
that you can handle
|
||
2. Provides compatibility with versions of Wizardry for multi-Apple networks,
|
||
such as that provided by the Corvus Constellation.
|
||
|
||
An accidental power failure or RESET press will happen once in a blue moon, and
|
||
you should never have to worry about this at all.
|
||
|
||
A)DVENTURER'S INN:
|
||
is a place where any weary adventurer can get a place to rest and recover from
|
||
his exertions, and all for a modest charge. When you enter, you will be asked
|
||
for the number of the character who wishes to enter the Inn, or you may press
|
||
RETURN to leave the Inn.
|
||
|
||
Once inside, a character may rest in the stables overnight, or use one of
|
||
several types of rooms. Overnight resting allows the character to regain his
|
||
spells, but does nothing to restore hit points. The other rooms let you regain
|
||
hit points at a certain rate per week, and the more expensive the room, the
|
||
faster the rate of healing. Remember, AGE is important in this game, so you do
|
||
not want to spend too much time in a bed! As you rest you will see a week by
|
||
week plot of your hit points going up and your gold supply going down. It will
|
||
end when you are fully healed or when your gold runs out, or if you press any
|
||
key.
|
||
|
||
After using the Inn, a check is make to see if you have attained the next level
|
||
of ability. If you do, then your Maximum hit points will increase, your
|
||
characteristics may change, and you may learn new spells and gain the ability
|
||
to cast more of the older spells. If you have not made the next level, you will
|
||
be told how many points you need to get there.
|
||
|
||
Whenever a party brings back characters who are dead, paralyzed, or otherwise
|
||
unfit, they are removed from the party by the castle guards and taken to the
|
||
TEMPLE OF C)ANT. The sole exceptions are POISONED characters who will get well
|
||
on their own, and characters that are LOST forever, who will be buried. Upon
|
||
entering the temple (press "C") you will be asked who you want to help, and if
|
||
the priests of the temple can help him, they will tell you what donation is
|
||
required, and ask who will pay. If a party member can afford the fee, then the
|
||
sycophants will go to work. If the character is anything but dead or blown to
|
||
ashes, success is assured, but otherwise there is a chance that the temple's
|
||
best efforts will be to no avail! A good VITALITY usually means that they will
|
||
be able to succeed, but old, infirm, characters may be in big trouble. Dead
|
||
characters who fail to be raised from the dead are reduced to ASHES! There is
|
||
still hope because for a larger fee, it is sometimes possible to resurrect a
|
||
person from ashes, but if this attempt fails, the character is dead forever and
|
||
can never be restored by any means!
|
||
|
||
The commercial center of the castle is owned by a friendly dwarf named Boltac.
|
||
However, like all dwarfs, Boltac likes gold and will sell you your own armor if
|
||
he can. Also, since he is a monopoly, he tends to do pretty well. Press B to
|
||
enter his trading post. After you have indicated who is to enter (by pressing a
|
||
number), you will be able to:
|
||
|
||
B)UY AN ITEM
|
||
S)ELL AN ITEM
|
||
have an item U)NCURSED or I)DENTIFIED, or
|
||
L)EAVE.
|
||
|
||
B)UYING an item lets you see a list of items for sale and their prices.
|
||
|
||
You can scroll F)ORWARD or B)ACKWARD through the inventory.
|
||
|
||
P)URCHASE an item by entering a number after pressing P
|
||
|
||
return to the S)TART of the list -- or --
|
||
|
||
L)EAVE the shelves.
|
||
|
||
If you attempt to buy something that the character cannot use (for example, a
|
||
mage buying plate mail) you will be asked to confirm the purchase.
|
||
|
||
S)ELLING an item will display the items you have, along with the price that
|
||
will be paid for it, which is generally half the buying price. Unidentified
|
||
items are only worth one gold piece.
|
||
|
||
U)NCURSING and I)DENTIFYING:
|
||
also list your items and ask which you want uncursed or identified. Items which
|
||
are cursed are both detrimental and sticky! If you have a cursed sword, for
|
||
example, not only will it refuse to fight well, but it won't let you put it
|
||
down! However, the curse does not take effect until you change your equipment,
|
||
so before you do that, it's a good idea to get it identified.
|
||
|
||
Identification is the same as the BISHOP ability. When you find an item in the
|
||
maze, you know what it looks like but not what it is! By getting it identified
|
||
you can sell it, get rid of it if it is detrimental, or trade it to someone who
|
||
could use it. Both of these services cost a variable amount, depending on the
|
||
power of the particular item.
|
||
|
||
Note:
|
||
Boltac's is a true store and keeps an inventory of items for sale. While
|
||
mundane items are available in unlimited supply, magical items are not. It is
|
||
possible for Boltac to run out of stock! If this happens, the only way for him
|
||
to replenish his stock is by selling him items you have found in the maze!
|
||
|
||
To go anywhere else you have to go to the E)DGE OF TOWN. There you can go to
|
||
the T)RAINING GROUNDS, back to the C)ASTLE, into the M)AZE, or L)EAVE the game.
|
||
If you go to the training grounds, your party is disbanded.
|
||
|
||
GO...
|
||
|
||
The most important part of the game of Wizardry is adventuring. After you have
|
||
gathered together in a party, purchased or traded for the best equipment you
|
||
can afford, and rested up to restore hit points and spells, it is time to leave
|
||
the safe, but expensive, confines of the castle and enter the unsafe, but
|
||
possibly lucrative, corridors of the maze.
|
||
|
||
As soon as you enter the maze from the castle, you will be placed in the camp.
|
||
Being in camp means that you have stopped somewhere and set up a strong guard
|
||
against monsters, so that members of the party can trade, equip new items,
|
||
reorder, and so on. You will see a display of the characters in the party much
|
||
like that seen in the castle, and a list of options.
|
||
|
||
You can inspect any character by pressing his number, just like in the Tavern.
|
||
In addition to the options available in the Castle, you will be able to: CAST
|
||
S)PELLS and U)SE ITEMS.
|
||
|
||
|
||
When inspecting a character, if you press S, you will be asked what spell you
|
||
want to cast. You must enter the name of the spell that can be cast in camp
|
||
(see Spells and Items) and that you know how to cast, and that you have a spell
|
||
point left to use to cast it. Remember that for each level of power of spells
|
||
for both magical and priestly spells, you are given a number of spells you can
|
||
cast. Say you have five first-level, three second-level and one third-level
|
||
priestly spells. If you know (have in your spell books) three first-, one
|
||
second- and one third-level spell, that means that you can cast any of your
|
||
three first-level spells five times, or two once and one three times, or any
|
||
combination. You have the ability to cast any of your first-level spells five
|
||
times. Since you know only one second-level spell you can throw only it, but
|
||
you can do it three times, and you can cast your third-level spell one time.
|
||
Note that it is possible to be able to throw spells of the second or higher
|
||
level, but not know any spells of that level!
|
||
|
||
For many of the camp spells, especially curative spells, you will be asked who
|
||
is to be the object of the spell. The characters and their numbers will be
|
||
displayed and you press the number of the character who is to receive the
|
||
spell.
|
||
|
||
Some magic items, such as scrolls or wands, can cast magic or priestly spells
|
||
as well. By U)SING those items you can cast the spell at no cost to you. Again,
|
||
you may be asked who is to receive the spell. Also, there is a chance that the
|
||
item will lose its magic powers. Scrolls are only good for one application, but
|
||
a wand may last for 20 or 30!
|
||
|
||
The other options in the camp are: E)QUIP THE ENTIRE PARTY, R)ORDER THE PARTY,
|
||
and L)EAVE THE CAMP.
|
||
|
||
E)QUIP
|
||
does the same as the equip that you can do in the inspect page, but it does it
|
||
for everyone in the party, It is very handy the first time you go into the
|
||
maze.
|
||
|
||
R)ORDER
|
||
lets you select the order in which the players will march through the maze.
|
||
When fighting monsters, only the first three characters can attack with
|
||
weapons, and in turn be physically attacked by monsters. Thus, it is a good
|
||
idea to have the weaker and less armored characters in the rear. You will be
|
||
asked for the number of the character who is to go into first position, the
|
||
number of the character who is to go in the second position, etc.
|
||
|
||
D)isbanding the party is useful if your party is totallylost or so weakened
|
||
that your chances of getting to the castle are remote. Disbanding your party
|
||
essentially leaves your characters in the maze waiting until a new party can
|
||
rescue the disbanded members. The status of disbaneed characters is similar to
|
||
characters who havce been slaughtered in the maze. The difference is that
|
||
disbanded characters are strill alive and retain all of their possessions.
|
||
Additionaly, there is no chance the monster will snack on them. Disbanded party
|
||
members can be located using the KANDI spell and rescued when found by
|
||
I)nspection. The I)nspect area option is described later on in the manual. Your
|
||
disbanded haracters will age 1/2 year as the have to wait around for someone to
|
||
come and get them.
|
||
|
||
L)EAVE
|
||
lets you break camp and go into the maze. This is where the real adventure
|
||
begins.
|
||
|
||
Once in the maze, a Hi-Resolution graphics display is used. The information
|
||
about your characters is at the bottom of the screen. In the top left corner is
|
||
a 3D Hidden Surface display of where you are in the maze. To the right of it is
|
||
information about which spells are active at the time, such as protection or
|
||
light.
|
||
|
||
Above that is a short list of your option keys, and between the maze display
|
||
and the status information is a blank area where messages may appear. At some
|
||
locations you will find special objects such as messages, pits, stairs, etc.
|
||
When you move onto one of those squares a message to that effect will appear.
|
||
When you enter the maze from the city, you are at the bottom of a set of
|
||
stairs.
|
||
|
||
Wizardry uses a 3D perspective plot of the maze as you would see it if you were
|
||
actually there. You will see the walls of the maze extending into the distance.
|
||
By using a spell such as MILWA you can light up the maze so that you can see
|
||
further, and also see secret doors.
|
||
|
||
Try to get a good idea of the relationship between a top view (a map) and the
|
||
3D perspective view. Mapping is an essential part of Wizardry, and the use of
|
||
the 3D display makes it more challenging and interesting.
|
||
|
||
While moving around, your options are:
|
||
|
||
F - moves you forward a step in the direction you are facing
|
||
L - turns you left
|
||
R - turns you right
|
||
K - lets you kick through a door if it is right in front of you
|
||
S - updates the status area
|
||
C - enters the camp
|
||
T - lets you change the display delay time. This is the time the game waits to
|
||
let you see some message in combat. A delay of 1 lets messages flash with
|
||
no delay A delay of 5000 will leave messages on the screen for about five
|
||
seconds.
|
||
Q - lets you toggle quick plotting of the maze. See the LOMILWA spell
|
||
description for more information.
|
||
I - lets you inspect the current area you are in for dead bodies. See below for
|
||
more details.
|
||
|
||
As an aid to quick movement, the W-A-D cluster of keys can be used in place of
|
||
the F-L-R arrangement. If you place your left hand above the S key you will see
|
||
that your middle three fingers fall onto the W-A-D cluster. To move in any
|
||
direction, press with the finger that points to that direction. To turn left,
|
||
press the leftmost finger (A). To turn right, press the rightmost finger (D).
|
||
And to go forward, press the center (W). With a little practice you will find
|
||
this arrangement to be very handy and natural, as you can keep the fingers of
|
||
your left hand on the keys at all times, and use the leftmost two fingers of
|
||
the right hand to press K.
|
||
|
||
As you move through the maze you may find many interesting things, and messages
|
||
and questions may appear. You may also encounter monsters, in which case,
|
||
combat may ensue.
|
||
|
||
It is a good idea to keep a map of the maze. This lets you get back to the
|
||
exit. Also, be aware that there are secret doors which you rarely see, but you
|
||
can get through by trying to Kick it. If there is a door where you Kick, you'll
|
||
go through. Otherwise, you'll stub your toe!
|
||
|
||
As was mentioned above, the I)nspect option lets you search the maze for the
|
||
bodies of slain adventurers. When an entire party is wiped out (no one makes it
|
||
back to the castle and the cemetery is displayed) the bodies may or may not be
|
||
eaten by the monsters. The most likely consequence is that a body will be
|
||
stripped of some gold and equipment and left where it fell. Less likely is that
|
||
it may be dragged to another location in the maze, perhaps even lower down.
|
||
Least likely, but an increasing chance the deeper you are in the maze, is that
|
||
the body will be devoured. The KANDI spell may be used to locate dead
|
||
adventurers.
|
||
|
||
When you I)nspect, a search is made for all dead bodies in the same area as the
|
||
party. A body is in the same area if you can get to it without going through a
|
||
door. So, it must be in the same room or corridor as you are. If bodies are
|
||
found, they will be displayed with a number to the left. You can press "P" to
|
||
pick up or "L" to leave. When you press "P", you will be asked for the number
|
||
of the character to pick up. When a character is picked up he is added to the
|
||
party, and so if the party is six strong, you cannot pick up any more party
|
||
members.
|
||
|
||
Once back in the castle, the normal Temple donations can be used to obtain the
|
||
correct spells for revival of the characters.
|
||
|
||
A direct consequence of this is that any character you don't want any more
|
||
because he died and is lost somewhere in the maze, has to be deleted via the
|
||
Training Grounds. If you do not delete him, space will be wasted on disk and
|
||
may not be available to others. Also, since the dead characters are taken away
|
||
from the party by the guards when the party returns to the castle, it is a good
|
||
idea to strip them of items of gold before returning to the castle. If the
|
||
character cannot be raised from the dead, and is dead forever, the Temple will
|
||
sacrifice all he has to the gods, because he obviously did something to deserve
|
||
not being restored!
|
||
|
||
COMBAT....
|
||
|
||
Without some sort of challenge, Wizardry would just be a game of mapping. And
|
||
after all, who gathers all the money in the maze together so that characters
|
||
can get it all in nice packages? That's right, it's the job of the hardworking,
|
||
and hopefully luckless, monsters. Thus, every so often your party will
|
||
encounter monsters. They may be wandering around like you, or they may be
|
||
inhabitants of a room that you have just entered. In any case, since monsters
|
||
do not generally like the habits, morals, and taste in armor and weaponry of
|
||
characters, and because they really do like the smell and taste of a good "leg
|
||
of adventurer", it is likely that a fight will take place.
|
||
|
||
When you have encountered monsters, a message to that effect will appear. In a
|
||
few seconds that will be replaced with a display of the monsters that are
|
||
opposing you, as well as a full color picture of the monsters.
|
||
|
||
For each group of monsters, and there can be four of them, you will be told the
|
||
group number of the monsters, how many there are, what they appear to be, and,
|
||
in parentheses, how many are able to attack the party.
|
||
|
||
It is interesting to note that you do not always know exactly what the monsters
|
||
are! Most of the time you will be told what they look like, and later on in the
|
||
melee you will find ot what they really are. There is a small chance that if
|
||
your party is of GOOD alignment (no evils and at least one good character), the
|
||
monsters you meet may be friendly and will invite you to pass. If not, however,
|
||
combat will ensue. Combat consists of a series of rounds, during which each
|
||
character and monster can do a single activity. First, the computer decides
|
||
what the monsters are going to do. You may notice monsters moving forward in
|
||
order to attack you. Monsters in group 1 are the closest to you, so they have
|
||
the best chance of being able to physically attack you, and physical attacks by
|
||
characters have a better chance of hitting them. Spells can be cast without
|
||
penalty by any monster in any group which has the ability to cast spells, thus
|
||
spell casting monsters will generally hang back, where it is harder for your
|
||
fighters to attack them. Similarly, the first 3 characters in your party
|
||
automatically defend the second three (if any). This means that the second
|
||
three cannot be attacked physically. It also means that they cannot physically
|
||
attack the monsters.
|
||
|
||
|
||
COMBAT OPTIONS
|
||
|
||
After the monsters have made their decisions, it is time for you to select the
|
||
activities your characters will engage in. In the area where the active spells
|
||
were displayed, a list of options will be presented for each character. Just as
|
||
in other areas of Wizardry, options can be selected by pressing a single key.
|
||
The options are:
|
||
|
||
F - Fight a monster, If more than one group of monsters oppose the party, you
|
||
will have to press the number of the group you want to fight.
|
||
P - Parry. You use your weapon as a tool of defense. Makes you harder to hit.
|
||
S - Spell. You enter the spell you wish to cast and if you can cast it, you may
|
||
be asked which group or person you wish to cast it on.
|
||
U - Use an item. A list of items that can cast a spell are displayed and you
|
||
can use an item by pressing the number of the desired item. Or, you can
|
||
press RETURN to try another option. You may be asked the further questions
|
||
needed to direct the spell to the proper recipient.
|
||
R - Run! Using this option causes the entire party to try to run. There is a
|
||
chance your party won't get away, which is dependent on depth in the maze,
|
||
party size, etc. If you don't get away, the monsters may chase you through
|
||
several rooms, so running can get you lost!
|
||
D - Dispell. This option is only available to Priests, and high level Bishops
|
||
and Lords. It works only against "Undead" (Zombies, Mummies, Skeletons,
|
||
Wraiths, etc.), and causes some of them to disintegrate. The effectiveness
|
||
of Dispell depends on how powerful the dispeller is and how resistant the
|
||
dispellees are. Like Fight, you have to specify the group you are
|
||
attempting to dispell.
|
||
|
||
If you make an error entering the activities you want your characters to
|
||
perform, there are several ways you can make a correction. If the option
|
||
requires more information, such as group number, you can press RETURN to cancel
|
||
the selection and make another. If, however, the computer is now asking for
|
||
options for the next character, you can press "B" to go B)ack to the beginning
|
||
and re-enter activities for all the characters.
|
||
|
||
After you have selected activities for all the characters, you will be given
|
||
one last chance to change your mind. At this point, you can press RETURN to
|
||
commence fighting out the round, or press "B" to go back and re-enter the
|
||
activities all over again.
|
||
|
||
When all this is done, the computer will mediate the combat. Actions as they
|
||
occur will appear in the message area. It may be that your character will be
|
||
killed or incapacitated before he has a chance to do what you wanted him to. At
|
||
the end of the round the statuses are replotted. Dead or incapacitated
|
||
characters are shifted to the back of the marching order. Monster groups
|
||
totally destroyed will disappear and the other groups will shift up. (If you
|
||
are fighting three groups and you kill off group 1, then the second and third
|
||
group would shift up to become the first and second group.) Remember that the
|
||
number after the monster name in parentheses is the number of live monsters
|
||
that are active. For example:
|
||
|
||
7 BUSHWACKERS (4)
|
||
|
||
means there are seven live Bushwhackers of which only four are able to fight.
|
||
Perhaps you cast a Katino spell and three fell into a coma?
|
||
|
||
This entire process repeats itself until either all of the party is dead (in
|
||
which case it is off to the cemetery as you have made a tasty snack for the
|
||
monsters), or all the monsters are dead, in which case all the survivors get
|
||
the loot and experience.
|
||
|
||
Reminder:
|
||
Dead or Incapacitated characters are not left in the maze, but are
|
||
automatically carried by surviving party members. Only when the entire party is
|
||
slaughtered are characters strewn about the maze. It is these unfortunates who
|
||
cane be searched for via the I)nspect option and the Kandi spell.
|
||
|
||
The experience each character gets will be plotted where the monsters names
|
||
were listed, and the gold and items found, if any, will plot in the message
|
||
area.
|
||
|
||
However, there might be one slight problem! The treasure may be in a chest,
|
||
which you will have to open. And there may some sort of trap in the chest.
|
||
However, chests can hold a lot more loot.
|
||
|
||
If a treasure chest is found, you will have to try to open it. A chest will be
|
||
displayed, and you will have the following options. Each will ask you who is
|
||
doing the action, and you will have to enter the number of that person.
|
||
|
||
O - Open the chest. If you think the chest is not trapped, then just open it!
|
||
But, if it is trapped, watch out!
|
||
|
||
I - Inspect the chest. There is a chance that inspecting the chest will set off
|
||
the trap (if there is one), but the chance is much lower for Thieves. If
|
||
you inspect you will be told what you think the trap is. But it may not be
|
||
that at all! Each person can inspect only once.
|
||
|
||
C - CALFO spell. This spell is a priestly spell that determines the correct
|
||
trap 95% of the time. Only a character that knows the CALFO spell, and has
|
||
the spell points to cast it may use this spell.
|
||
|
||
D - Disarm the trap. You will have to enter what trap you think it is, and had
|
||
better not make any spelling mistakes. If you enter the wrong trap name,
|
||
and the trap goes off, you may be in big trouble.
|
||
L - Leave the chest alone. You don't get the loot but you don't set off any
|
||
traps either.
|
||
|
||
After the chest has been opened, the loot will be distributed evenly between
|
||
surviving characters, and any items found will be distributed randomly. It is a
|
||
good idea to leave one or two of your item slots open so that you get your fair
|
||
share.
|
||
|
||
After the combat, it may be a good idea to C)AMP and cast a few restorative
|
||
spells if anyone got hurt. Otherwise, it's onward, ever onward!
|
||
|
||
TIPS FOR BEGINNERS
|
||
|
||
- Balance your party. When first starting out, have a party of 2 fighters, a
|
||
priest, a thief, and 2 mages. This is the strongest party you can make out of
|
||
level 1 to 3 characters.
|
||
|
||
- Remember that "Discretion is the better part of Valor." A good motto for
|
||
beginning adventurers might be "He who lives to quits and runs away, lives to
|
||
fight another day." It is inevitable that you will eventually meet a group of
|
||
monsters tougher than you are. If party members start dropping right and
|
||
left, run for it.
|
||
|
||
- Use your spell casters wisely. When fighting monsters, have them use "KATINO"
|
||
to knock out the opposition so you can slit their throats. Of course, this
|
||
may not work against some monsters, and these you should run from until you
|
||
are more powerful.
|
||
|
||
- If anyone gets hurt, or if you use any spells, get out of the maze as fast as
|
||
you can and recuperate. The best way to build up character is to dash into
|
||
the maze, fight one encounter and run out again.
|
||
|
||
- Make accurate maps, and check them constantly. Be wary of nasty tricks
|
||
designed to create inaccurate maps. Maps are especially useful if you are
|
||
running away from monsters a lot.
|
||
|
||
-END- 1 of 2
|
||
|