WarWizard -- the Readme file (c) 1993 MicroGenesis, Inc. - by Brad McQuaid, 9/14/93 - updated 10/31/93 PLEASE READ THIS!!!!!!!!!!! IT HAS BEEN CHANGED AND ADDED TO. This file contains important information pertaining to the game that is NOT in the manual. THE REVISIONS PART... Version 1.03 : 1. The archive is split into two files, so those who download to 720K floppys can bring 2 disks home to their Amigas instead of 0 disks. 2. You can walk over dead monsters in combat, so you shouldn't ever get stuck. 3. If your movement points reach 0 OR 1 in combat, the turn ends. You no longer have to hit 'done' with 1 remaining movement point. 4. No more 'cannot load next module'. It now clearly informs you that you have reached the end of the shareware version. Please register to receive the full & finishable version of the game. 5. HOTKEYS!!!!! See the HOTKEY PART after the revisions part. Version 1.02 : This was released to Amiga World for a review. Version 1.01 : 1. Contains the essential fonts! (what a concept!!) 2. Sets the 50K stack for you. 3. Makes the basic assigns in case you forgot. 4. Is much more forgiving, in that it exits gracefully when it can't find the right files (as opposed to the guru). Version 1.00 : This was the initial release, sans fonts and all. THE HOTKEYS PART... This was by far the most popular request. So I added them. They don't work perfectly, but they do indeed make the game's interface faster once you learn them. They are as follows: Requestors OK = Cancel = c Yes = y No = n Characters 1,2,3,4 = 1,2,3,4 Main Screen Combat = k Cast = u Search = x Transact = t Camp = c Wait = w Status = s Mount = m Look = l Disk = d Search Screen #1 Proceed = p Exit = e Search Screen #2 Bash = b Done = Combat Screen #1 Next = n Last = l Done = d Cast = c Possessions = p Combat Screen #2 Attack = Cast Window Leave = l Utter = u Transact Screen Up Arrow = Down Arrow = Greet = g Bribe = b Join = j Threaten = t Leave = l Camp Screen Proceed = p Cancel = c Status Screen #1 Character #1,2,3,4 = 1,2,3,4 Ration = r Return = Status Screen #2 Spellbook = s Keys = k Backpack = b Return = Possessions Screen Hand Plus = Hand Minus = Consume = c Trade = t Drop = d Key Window Hand Plus = Hand Minus = Return = Drop = d Trade = t Spellbook Screen Hand Plus = Hand Minus = Return = Scribe = s Forget = f Memorize = m Healer Screen Cure = c Restore = r Resurrect = x Heal = h Leave = l Pool = p Merchant Screen Buy = b Sell = s Pool = p Return = l Pub Screen Food = f Drink = d Leave = l Door Window Hand Plus = Hand Minus = Proceed = p Leave = l Bash = b THE QUESTIONS & ANSWERS PART... The following are some answers to some common questions regarding the game: Q: I get killed right away in the beginning!! A: Take the money in the chest where you begin, go to Caer Tiran (to the south), enter the pub, drink until you're drunk, and then ask those sitting at the third table to join you. I suggest a warrior, cleric, and wizard, but it's up to you. Now you have friends to help you in your quest. Q: How can I fight everybody who attacks me? A: You can't (and shouldn't). Flee often. Only fight when your party is in good condition and only fight against those monsters who have good treasure. Q: There are so many random encounters!!! A: Random encounters depend on two things: Time of day and location. First of all, don't travel at night. Second, some areas are nasty, some peaceful, and some inbetween. Usually, the farther you are from civilization, the nastier it gets. Q: Mercenaries cost so much! How will I ever build a party? A: Don't hire mercenaries until later in the game. Build your party by joining with characters found in pubs who usually don't ask for money. Q: When do my hit points go up? There aren't any levels like in AD&D. A: We don't particularly like levels per se, so we approached this a bit differently in WarWizard. The more you practice with a weapon, the better you will become. The more you cast spells, the better spells you can cast. As for hit points, this depends on your STAMINA. Find and drink POTIONS. These can increase (or decrease, so be careful) your attributes, and THIS IS PERMANENT. Thus, if you drink a stamina potion, your hit points will go up. Make sure you read the section on potions in the manual. If you have any other questions, first make sure you've read through the manual carefully. We did some different and original things in WarWizard, so don't necessarily assume it's just like other CRPG's. READ THE MANUAL. If you still have a question, you have two options: 1. Call Steve @ 619-729-2898. 2. Mail me on the internet. My address is bmcquaid@crash.cts.com I also welcome any comments, feedback, and bug reports you may have -- please send these also by email on the internet. THE MONEY PART... First of all, this game is Shareware, NOT public domain. It contains only 1/3 of the full game, and thus is not finishable. If you decide to play this game, please send $20.00 and your address to: WarWizard Registration c/o Brad McQuaid 1268 Clarence Drive Vista, CA 92084 If you send a check, it must be made out to Brad McQuaid. I suggest money orders because with a non-local check, I will have to wait for it to clear prior to mailing you your disk. Upon receiving this money, we will send you the complete & finishable game (the shareware version contains only two of the six lands to explore -- all six are necessary to complete the game). You will also receive a map of the six lands and as a registered user will receive free updates as well as discounted prices for additional modules and the sequel (when they become available). If you have any questions regarding installation or in general, Steve Clover may be reached at 619-729-2898 between the hours of 10am to 6pm Pacific Time. THE EXPLANATION PART... WarWizard was designed to be a commercial game. Due to financial constraints and the condition of the Amiga market, we are forced to release it shareware. Oh well, at least it will get to the public... THE INSTALLATION PART... TAKE NOTE!!!! WarWizard uses the iff.library, a public domain library that makes it very easy to use iff images. If you don't have that file already, it's in the War_Wizard/libs directory after you've uncompressed everything. You will need to copy iff.library to your libs: directory or WarWizard will NOT run. FONTS!! WarWizard uses moose.font and venice.font. They should be in the fonts directory after you uncompress the archive. Copy all files in that directory to you fonts: directory for the system. If you don't, WarWizard won't run. WarWizard will run on a 1 Meg, 512k chip ram, 68000 based Amiga. But I advise against it in general. You'll probably have to create a special startup-sequence that loads very very few programs in order to have sufficient RAM. Also, it will run at an adequate speed at best. In addition, I STRONGLY suggest it be run on systems with hard drives. Yes, again, it will run off of floppys, but since the game accesses data from disk very often, performance off of a floppy will be undoubtedly less than tolerable even by the most patient of folks. To install the game, uncompress the file. This will create a directory called War_Wizard. Within that directory will be all files and sub-directories necessary to play the game. You then need to make the following assigns... assign War_Wizard: /War_Wizard assign War_Dungeons: /War_Wizard assign War_Boot: /War_Wizard assign War_Player: /War_Wizard/War_Player Then simply type WarWizard from the first directory (or run it from Workbench), cross your fingers, and it should run. After that, well, read the manual!! THE ADVANCED PART... With a little goofing around, you can haver several different people playing the game. WarWizard reads its saved game info from the war_player: directory. Simply make another directory and re-assign the war_player:. Also, it reads information from the file warwizard.game in the war_wizard: directory. Copy this file to another filename, change the assign, and then start a new game. You should be fine... THE TROUBLE SHOOTING PART... 1. Not enough memory?? If you only have 1 meg of RAM, you may have to not run all the things you like to run in your startup-sequence. 2. Can't find some files??? Make sure your assigns are correct. 3. Still crashes??? Make sure you have around 50k of stack!!! 4. Still still crashes? Call Steve @ 619-729-2898, 10am - 5pm Pacific time. 5. Too slow??? Buy an Amiga 4000!!!! THE WHAT WE'VE TESTED IT ON PART... Amiga 2000 512k fast ram, 512k chip ram, AmigaDOS 1.3 Amiga 3000 4M fast ram, 2M chip ram, AmigaDOS 2.0 Amiga 4000, AmigaDOS 3.0 ============================================================================== 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