Games PC WIZARDRY-GOLD User Manual

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WIZARDRY

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Gold Wizardry

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Memory Lane

392

 

Introduction for New Players

393

 

Introduction for Experienced Players

395

 

The Player Character

397

 

Base Statistics

397

 

Secondary Statistics

399

 

Armor Class

401

 

Illnesses

402

 

Creating a Player Character

404

 

Naming Your Character

404

 

Selecting a Character’s Race, Gender, & Profession

405

 

Selecting a Portrait, Skills, & Distributing Bonus Points

406

 

Selecting Spells, Casting Karma

407

 

Saving Your Character

407

 

Player Character Possessions

408

 

Equipping & Wearing Items, Using Items

408

 

Assaying Items

409

 

Putting Items in the Swag Bag, Dropping Items

410

 

Trading Items Between Characters

411

 

Other Character Menu Options

411

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Character Editing Options

412

 

Gaining Experience Levels

413

 

Non-Player Characters

414

 

Welcome to the Lost Planet

414

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Umpani, T’Rang, Munk, Dane

 

 

 

Gorn, Rattkin, Helazoid

 

 

Meeting NPCs, Pause - Slowing Things Down

416

 

The Art of Negotiation, Stepping to the Table

417

 

Up-ing the Odds

417

 

Negotiations

417

 

Non-Player Character Options

418

 

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Talk, Lore

418

Use, Trade

419

Spell, Pool, Steal, Fight, Leave

420

Adventuring

422

Where to Begin

423

Ordering a Party For Adventure

423

The Terrain, Gates, Buttons, Levers

424

Climbing Ladders & Stairs, Locked Doors

424

Treasure Chests, Abandoned Items, & Water

425

Adventuring Options

426

Character Menu & Add Character

426

Load Savegame, Review Member, Dismiss Member

427

Start New Game, Configuration, Import Characters

428

Character Icons

430

Movement

431

Party Options, Use

432

Spellbook, Search

433

Open, Rest, Moving Characters

434

Disk Options

435

Locked Doors & Treasure Chests

436

Locked Doors, Keys, & Other Goodies

436

Forcing a Door Open, Knock-Knockin’ on the Door

437

Treasure Chests, The Nature of a Trap

438

Combat

442

Identifying Your Opponent, The Course of Action

442

Selecting Your Opponent

443

Fight

443

Ranged Weapons, Multiple Attacks, and Strikes

444

Parry

445

Hide, Spell

446

Use, Breath, Run

446

Move, Equip

447

Cancel & Backup, Terminate Game

448

Combat Modifiers

449

Illnesses, Encumbrance, Statistical Bonuses

449

Magical Modifiers

450

Magic Spells

450

Realms, Spellbooks

450

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Learning Spells Levels, Casting Power Level

451

Spell Power Costs, Affects & Effects

452

Summoning Spells, Oratory, Casting a Spell

452

Fire Spells

454

Water Spells

455

Air Spells

458

Earth Spells

461

Mental Spells

463

Divine Spells

467

Alchemist’s Spellbook

470

Mage’s Spellbook

471

Psionic’s Spellbook

472

Priest’s Spellbook

473

Appendices

474

Appendix A: Character Races

474

Appendix B: Character Professions

478

Appendix C: Character Skills

484

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MEMORY LANE

Celebrating the release of Wizardry Gold, the new version of Crusaders of the Dark Savant, as well as the 15th anniversary of the Wizardry series, few computer software products - and only a handful of computer games - can compare themselves to the success and longevity of the Wizardry series. For all this and more, we owe a debt of gratitude to you.

It was over 15 years ago, in September 1981, that Proving Grounds of the Mad Overlord, the first scenario, introduced the gaming world to computer fantasy role playing and to the first-person perspective view. It was a revolution to say the least. Players felt - and saw - for the first time the fantasy world through their characters’ eyes, heading down a hallway, kicking open a door, or descending stairs to yet another level. It was a radical and important departure from the handful of “top down” view and text-based games of the day, and one which would have a lasting effect on the industry as a whole.

Proving Grounds of the Mad Overlord also introduced computer enthusiasts to phased (as opposed to “real-time”) combat. While real-time games and their passing flash tested players with their requirements of arcadelike dexterity, the Wizardry series instead sought to challenge the mind - allowing players time to consider their moves, weigh the alternatives, and prepare a plan that will lead them to victory. And, while a phased system emphasized strategy, it also opened the imagination’s wonder to an adventure’s potential and the intricacies of its story.

The Wizardry series would go on to inspire a movie, a television show, classical and modern music, and its own line of books, both comic and drama. The series would be translated into Japanese, German, Chinese, French, and Italian. It would move from the Apple Computer to embrace MS-DOS, Macintosh, and Amiga platforms. The Wizardry series has won dozens of national and international awards - including admittance to the hallowed halls of Computer Gaming World’s Hall of Fame - for its complexity, rich story lines, and player involvement.

Proving Grounds of the Mad Overlord set the precedent for computer role playing in 1981. Crusaders of the Dark Savant, and its predecessor Bane of the Cosmic Forge, have raised and redefined those standards - not just for the series, but for computer gaming as a whole. It is this combination of experience, technology, and above all, dedication to role playing, that has made all Wizardry games an adventure second to none.

And it is to you that we owe our thanks - for this adventure we have all been on. Thank you for your continued devotion and support.

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INTRODUCTION FOR

 

NEW PLAYERS

 

What is Fantasy Role

 

Playing?

 

Role playing is just as it sounds. You

 

play the role of something someone

 

other than yourself. Just like

 

professional actors and actresses, you

 

pretend to be a character, acting and

 

reacting to situations as he or she

 

would.

 

In fantasy role playing (FRP), you also pretend to be another, but you can

 

do so in a fantasy world of magic, myth, and medieval customs. In this fantasy

 

world, you create characters to role play called Player Characters. Just like

 

you, these characters have their own individual strengths, weaknesses,

 

personalities, and goals. You guide them through this fantasy world watching

 

as they encounter enchanting creatures, mythical monsters, diabolical traps,

 

and mesmerizing riddles. And, of course, as in any situation, your actions in

 

the present (and even your past) will ultimately affect your future.

 

Player Characters are created with the abilities and skills necessary to deal

 

with these fantasy situations. For example, in Crusaders of the Dark Savant,

 

you may create an Alchemist who has the power to conjure spells that charm

 

 

monsters. You may create Samurai, Fighters, and Ninja with weapons sturdy

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enough to duel the most powerful dragons.

 

You create a group, or party, of six characters in Crusaders of the Dark

 

Savant, so that you can achieve a delicate balance of power that one person,

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all alone, couldn’t possibly develop. You’ll have spell casters, warriors, and

thieves. You’ll have specialists in the ancient arts of thaumaturgy, alchemy, and

legerdemain. And you’ll watch as your characters grow in experience and

 

 

power. More importantly, you will enjoy the excitement of seeing the world

 

through the eyes of an Elf, a Gnome, a Mook, or a Faerie.

 

That’s fantasy role playing. It’s a story you join at the beginning with your

 

party of characters, write as you progress through the adventure, and, as you

 

turn the last page, savor at the end.

 

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Making Friends

Take time to walk with the many creatures in Wizardry. Even if they won’t talk with you the first time you meet, consider accepting their truce and entering negotiations. Successful negotiations through your diplomat can bring about a heap of knowledge to you and your party. You may learn of an item’s location or hear tales of a rumored treasure.

If All Seems Lost…

… don’t despair. Thankfully, there are two different ways for you to get help. The Crusaders of the Dark Savant Playmaster’s Compendium will provide you complete answers to the most challenging puzzles. The staff of the Wizardry Hotline is also on hand to answer any gaming questions. Their hours and phone number are listed inside the front cover of this manual.

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INTRODUCTION FOR

EXPERIENCED PLAYERS

Welcome Back!

More importantly, thank you for coming back. Since you last played Bane of the Cosmic Forge, a lot has changed to make this adventure, Crusaders of the Dark Savant. Some of the changes, like the new graphics and the user interface, are obvious. Other new features aren’t as apparent and are summarized below. For further information on any feature listed here, reference its section of the manual.

Multiple Beginnings

Just how did you end Bane of the Cosmic Forge? The answer you provide to that question will affect the whole of your adventure Crusaders of the Dark Savant. In total, there were three distinct endings to Bane’s story. In Dark Savant, there are three beginnings linked to those endgames, and an additional fourth is reserved for those who did not finish Bane or are starting newly created parties.

Changes to the Player Character

Your characters have always been a fascinating group, and now there are

 

even more facets that go into their making.

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New Skills: Diplomacy (Academia), Swimming, Mapping, and Climbing (all

 

Physical Skills) are available to and needed by player characters on Lost

 

Guardia.

 

Personal Skills: Firearms, Reflexions, Snake Speed, Eagle Eye, Power

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Strike, and Mind Control may be learned and practiced by individual characters. Complete information on new skills and personal skills may be found in Appendix C: Character Skills.

Illness: Your characters may also be affected by a new illness. Remember that unknown terrain brings about new and interesting afflictions. Complete information on all illnesses is in the Player Character section of this manual.

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Changes to Non-Player Characters

Just as your party has its goals, knowledge, and secrets, so too do the many Non-Player Characters on Lost Guardia. When you first meet a group of NPCs, you will likely see one or both of the new NPC options, Truce and Lore.

TRUCE: This option is the pathway to negotiations between your party’s diplomat and the other party’s leader. Peaceful negotiations generally range from “I wouldn’t talk to you if you paid me” to complete friendship when the NPC will talk to you freely. Successful negotiations can also be forced and bribed.

LORE: NPCs may offer this option to your party when they have become somewhat familiar with you or are looking for some information. Selecting the Lore option, the NPCs may reveal certain information to you, but you reveal your information as well.

Since NPCs are so important in Crusaders of the Dark Savant, it is highly recommended that you read the NPC section of this manual.

Locked Doors & Treasure Chests

The first time you come across a locked door or happen upon a treasure chest, you’ll notice something different right away. Instead of disarming traps “globally”, your thief will individually deactivate each part of the trap. For locked doors, the thief will also perform his surgery, methodically idling one tumbler at a time. On your Quick Reference Card, you will find a “QuickStep” for both locked doors and treasure chests. Detailed information can also be found in this manual.

Magic Spells

Of course, all the spells you have come to know and rely on are still with you in Crusaders of the Dark Savant. However, now you can pack a few extra points for the new spells such as Crush and Find Person by using the extended, seventh power level. All the spells are listed in the Magic Spells section of this manual.

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THE PLAYER

 

CHARACTER

 

Your player characters are the essence of

 

fantasy role playing. Through their eyes and

 

actions, you will discover corridors, creatures, and

 

lands long since forgotten by all but time. And

 

you will delight in their achievements as they

 

uncover the secrets of Lost Guardia and advance

 

from novices to masters of their trade.

 

BASE STATISTICS

 

Just as you have a certain level of strength and intelligence, so too do

 

your player characters. Each player character is composed of eight base

 

statistics and eight secondary statistics.

 

Base statistics generally influence the way a character acts and reacts

 

within Wizardry. An intelligence of 17, for example, would indicate an

 

extremely smart character. If that number were 3, the character may have

 

trouble distinguishing between a door and a fountain.

 

STRENGTH (STR): Affects any maneuver which requires physical

 

strength. Everything from hurting an opponent to forcing a door off its

 

hinges requires strength. Strength also affects carrying capacity and

 

stamina.

 

INTELLIGENCE (INT): Affects a character’s ability to cast and learn

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new spells.

spells, determine traps on treasure chests, and try any other task which

 

requires mental mettle. Intelligence also affects a character’s ability to learn

 

PIETY (PIE): The character’s overall devotion to a subject or field of

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study, and affects the ability to develop skills and to learn new spells. Piety

 

also affects the amount of spell power a character gets when he or she

 

 

gains experience levels, and further affects how quickly spell power is

 

recouped. Sometimes, in spite of a low intelligence, an extremely devoted

 

and persevering character can learn subjects just as quickly as his or her

 

whip-smart friends.

 

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VITALITY (VIT): A character’s life force, it affects the amount of hit points and stamina a character receives. Vitality also affects the ability to heal and be resurrected, and helps to protect characters from the effects of poison, disease, paralysis, and death. Some of these maladies in turn affect vitality. For example, each time your character is cured of stoning or death, he or she loses a point of vitality. When a character’s vitality reaches zero, he or she cannot be resurrected at all.

DEXTERITY (DEX): The ability to dodge a missile, pop a trap on a treasure chest, and avoid a lance. Overall, it is the ability to move the body, hands, and feet in response to any situation. Since dexterity is so important to movement, it is directly related to the character’s natural armor class (the ability to dodge a monster’s hit). In combat, dexterity affects the amount of times a character can hit a monster within a single attack.

SPEED (SPD): Is the length of time a character needs to perform any given action. The higher the speed, the faster he or she moves or accomplishes a task. In combat, speed determines how many times a character can attack a monster in one round. Because speed is important to movement, like dexterity, it also directly affects the character’s natural armor class.

PERSONALITY (PER): The friendliness of a character, it affects the way he or she interacts with NPCs. Characters with high personality tend to be extroverted and charismatic. Low personality characters are more introverted, laid back, and shy. A good blend of personalities will help your party to get along with the many different creatures within Wizardry; while some NPCs are candid and prone to shaking hands, others are more reserved and will appreciate those with similar attitudes.

KARMA (KAR): Affects everything your character does and acts as a sort of ethical meter. While its effects are somewhat mysterious, Karma is, in general, the belief that what goes around comes around (or follows you around). Characters with high karma are generally happy-go-lucky. Characters with low karma tend to be less carefree, through no fault of their own. In fact, a blend of karmas is useful for a party. NPCs with high karmas tend to like characters also highly inclined. Characters with low karma tend to appreciate their low-karma kin, and might even go so far as to help them.

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SECONDARY STATISTICS

Aside from a character’s base statistics, many other facets weave together to make your character whole. Determining how far she can travel before resting or how much damage he can endure before death, your character’s secondary attributes are directly related to and affected by your character’s base statistics.

HIT POINTS (HP): Hit points represent the amount of damage your character can endure before death. For example, let’s say your character has 10 hit points when in full health. In combat, a monster bashes the character and causes eight points of damage! You character’s hit points would now show 2/10, the “2” reflecting the amount of damage the character can now endure before death, and the “10” to remind you of the character’s hit points when he or she was in full health. Hit points are represented by the red bar in your character’s icon.

STAMINA (STM): Stamina is a measurement of your characters’ endurance. They can only walk so far or fight so much before they fall flat on their faces from exhaustion - and that’s what happens if stamina reaches zero. A fully rested character can fight harder and hit for more damage than a tired character. When any character’s stamina becomes low, it’s time for a rest. Stamina is represented by the yellow bar in your character’s icon.

EXPERIENCE POINTS (EXP): As your characters slay monsters and perform special tasks, they become more experienced in their trade and their art. To reflect this experience, Wizardry awards experience points. As these experience points build up, your characters will gain experience levels (LVL).

LEVEL (LVL): Learning the ways of Wizardry, your character becomes more experienced. To reflect this experience, the character earns experience levels which in turn give him or her greater powers and abilities.

RANK (RNK): As your character becomes more experienced, he or she will earn ranks within his or her profession. The rank serves as a title of sorts, and helps to identify the character as an outstanding member of the profession.

MONSTER KILL STATISTIC (MKS): For the hack-slasher, this is the all important statistic. The number you see represents the number of monsters you have sent to the Grim Reaper.

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GOLD PIECES (GP): Gold is the medium of exchange for the world of Lost Guardia and allows you to trade with NPCs, buying or selling items, treasure, or information.

THE CANDLE OF LIFE: The sun sets and the moon rises; your characters grow a day older. When they first begin Wizardry, your characters will be young and full of vigor, and the candle to the right of your character’s portrait will burn bright and its wick will be long. However, each occasion your characters “Rest”, they get a bit older (only by 8 hours). Eventually, their vitality may lessen and they may, in general, start to show signs of their age. Death will also affect a character’s candle; when a character dies, he or she loses a point of vitality. However, since Wizardry characters begin their adventure young, they typically have a long life ahead of them.

Clicking on the Candle of Life also shows you three additional, secondary statistics:

AGE: Just like you, your characters age as the days pass. The number shown represents a character’s age in “human” years.

LIFE: As a result of a monster’s blow or a clumsy walk off a castle tower, you characters may be in need of resurrection. The number you see reflects the life they are currently enjoying.

NEXT LVL: As characters gain experience points, they also gain levels. This number informs you how many experience points are needed until each character reaches his or her next level.

CARRYING CAPACITY (CC): All characters have a limited amount of weight they can successfully carry without encumbrance. If characters carry too much weight, they are typically easier for the monsters to hit, will have trouble fighting, and will use lots of stamina just to move their girth around. When your character is encumbered in such a way, Wizardry will let you know. In the character’s review screen you will see Carrying Capacity’s color has changed to:

light blue - 66% to 74% of the total capacity yellow - 75% to 89% of the total capacity red - 90% or more of the total capacity

Characters can carry more than their CC, though it’s likely to result in exhaustion.

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ARMOR CLASS

The suit of armor on the right side of a character’s review screen shows you how well protected or she is against a physical or magical attack. This protection is known generally as armor class (AC)

There are three different armor classes: Body, Natural, and Modifier. Armor classes range from a +10 (naked and vulnerable to attack) to a -10 (covered with enough plate mail to cover a small building). The lower your character’s armor class, the better.

BODY AC: Each part of a character’s body has its own armor class: head chest, hands, legs, and feet. These armor classes show you how well a particular body is protected against penetration by a monster’s weapon once the character has already been hit. Even if a monster hits your character, its weapon might not penetrate the armor on that body part.

NATURAL AC: Shows the character’s ability to avoid being hit by a monster. Races such as the Faerie, whose small size and lightning movements make it difficult to target, have a naturally low armor class. Other races who are fast and dexterous share a similar ability. Characters who are skilled in Ninjutsu also have a naturally low armor class

AC MODIFIER: Offsets the Natural AC and is consulted by Wizardry each time your character is hit. There are three parts to the AC modifier.

ENCUMBRANCE PENALTY: If your character’s carrying capacity (CC) is overloaded from hauling 40 potions, 10 shields, and a pack full of helms around, he’s not going to move too well, and therefore he’s easier to hit. In this case, you will see a positive number showing an increase in AC.

SHIELD BONUS: When characters protect themselves from a blow by using a shield, they are harder for monsters to hit. Characters who use a shield in battle will see a negative number reflecting a decrease in AC.

MAGICAL PENALTY/BONUS: Some magical items within Wizardry have the power to lower a character’s overall armor class. Others can raise it. Magical modifiers cover the entire body.

Should your character be both encumbered and wearing a shield, Wizardry would display the average of the two. It’s a good bet to periodically check the modifier individually, just to make certain they aren’t overloaded or otherwise encumbered.

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When Wizardry needs information on your character’s overall armor class (natural plus or minus any modifications), it adds the number in parentheses to the natural armor class to get an overall picture of how well protected the character is. In the case of a negative number, it’s subtracted.

For information on equipping your characters, see the Player Character Possessions section of this manual.

ILLNESSES

Normally, a character will be “OK”, suffering from no illnesses and generally healthy. However, your character may at some point become less than healthy, and fall prey to one or more of the illnesses common on Lost Guardia.

In general, these illnesses have three effects: the character will not perform as well, the character will be easier to hit, and more damage will be done if the character’s armor is penetrated (your health insurance may increase as well).

Some illnesses, however, have their own special side-effects. For all these illnesses, excepting stoning, disease, and death, resting may eventually remedy the condition. Sometimes, in spite of rest, magical intervention is useful or required.

AFRAID: Afraid characters will quake with fear at the sight of monsters, making such characters less capable and confident. Afraid characters may even try to run away from the party! If a character is scared enough, a tiny field mouse will start to look like a huge, firebreathing dragon with grimacing teeth.

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ASLEEP: Sleeping characters are incredibly easy to hit because

they are unable to avoid being struck. If hit, a sleeping character will

 

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take up to double damage, but will wake up immediately. Of course,

a sleeping character cannot participate in combat.

 

BLINDNESS: A blind character can’t see what’s going on and is more susceptible to a hit because of this. In physical combat, it’s not likely he or she will hit a monster without some luck, and magicians’ spells could be wildly off target.

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POISONED: As the poison seeps through the bloodstream, a character becomes sicker and sicker. Eventually, without an antidote or some rest, the character will die. Sometimes poison is so potent, resting will not cure it quickly enough and the character will die before it clears his or her system. In such situations, an antidote is absolutely necessary.

STONED: Since your character is a statue, he or she can’t do anything but stand there and collect bird droppings. Stoned characters are easy to hit, but it’s difficult to penetrate their stone. Stoning, in fact, might be worse than death. Stoned characters lose a point of vitality, and when cured of the stoning, they may be dead. When you resurrect dead characters, they lose yet another point of vitality.

INSANITY: An insane character is, at least for the time being, absolutely nuts. For magical reasons, his brain has been scrambled like an egg missing its side order or bacon. You will have no control over the character, and may find yourself protecting other members of the party from him!

DEAD: A dead character is exactly that - dead. He or she must be resurrected by magical means, and when death comes a knockin’, a point of vitality is lost.

NAUSEA: A nauseated character may (ahem) choke and gag and be helpless for the remainder of the round. Should this happen, he or she will be an exceptionally easy target.

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PARALYZED: Since the character can’t move, even to fight, he or she is very easy to hit and can take up to double damage. There is a small chance, however, that the hit might just be enough to jolt the character’s system back into action.

IRRITATION: Like that scratch you can never seem to reach, your characters will become preoccupied trying to quell an irritating itch, and they won’t fight as well while trying to reach it.

DISEASE: At first, a diseased character will appear and act healthy (you will see they are diseased, however). In fact, besides general fatigue, he or she will feel just fine. However, as time passes, disease begins to ravage the character. Paralysis may set in. He or she may become blind or incapacitated. Their energy and their very life force (vitality) may be drained from them. If disease is not cured quickly, the character will soon erode to nothingness. If not cured before death, you will likely resurrect a character who will just die again.

CREATING A

PLAYER CHARACTER

With a party plan in hand, it’s time to create the adventurous brood that will lead you into Wizardry and across the planet of Lost Guardia. From Wizardry’s main menu, select Character Menu followed by Create.

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NAMING YOUR

CHARACTER

The first step in creating characters is naming them. You may name

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your character anything you like, but the name cannot be longer than seven

letters. Additionally, another character may not share the same name. Once

 

you have entered the character’s name, select “OK” to continue, and the name will appear underneath the character’s soon-to-be-filled portrait.

On occasion, we all make typos. If you accidentally named your character something other than intended, just select the Rename option.

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SELECTING A

CHARACTER’S RACE

Acharacter’s race is an all-important selection. It affects the professions your characters may pursue, their natural traits, and once selected, it’s for good. After selecting your character’s race, you will see that he or she has been given a set of minimum, base statistics. A complete description of character races is in Appendix A of this manual. Statistics were covered earlier in the Player Character section.

Selecting a Character’s Gender

Ater selecting your character’s race, you will select a male or a female gender. Males tend to be stronger than females, but females characters have a higher personality and karma. When you choose your character’s gender, you will see a modification to his or her base statistics.

Selecting a Character’s Profession

With your character’s race and gender determined, it’s time to determine his or her career path. Fourteen fields of study are available to your character. You’ll find each fully listed in Appendix B of this manual.

The professions your character qualifies for are determined by the number of bonus points he or she is awarded. Bonus points reflect the amount of training he or she has had and are balanced against a character’s race to determine the professions available to him or her. Since each profession has minimum requirements for entrance, you may or may not see every available profession on your screen.

When you select your character’s profession, you will likely see an increase in some of your character’s statistics. The points that were added to the base statistics were automatically taken from your character’s bonus point total to allow him or her to meet the minimum entrance requirements for their profession.

Sometimes, even after you have met the requirements of the profession, you may have bonus points left over. To distribute your extra bonus points, select a statistic, and add or subtract points by clicking on the arrows. You can change the statistics any way you like, but you must use all of the bonus points you have been given. Also, you cannot push a statistic below its original value or above 18.

Keep in mind that it won’t do you much good to have a muscle-bound

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Mage or a weak, but intelligent, Fighter. Add these extra points where they’re sure to make a difference.

SELECTING A PORTRAIT

Wizardry comes equipped with many different faces for all kinds of characters. To view the portraits, simply click on either side of the portrait until you find the right one for you. If your character ever decides to have a face lift later on, just choose the Edit and Picture option.

Selecting Skills & Distributing Bonus Points

When you first create a character, his or her skills may be rather underdeveloped. Typically, they have but a few points in their professions’ area of expertise. To help you broaden your character, skill bonus points may be awarded and distributed in any of his or her skill areas: Weaponry, Physical, & Academia. Each skill is fully described in Appendix C of this manual.

Each skill area receives its own share of points that represent his or her profession’s learning. To distribute your character’s skill bonus points, just select a category by clicking on it: Weaponry, Physical, or Academia. Then, select any skill you wish to improve by clicking on its arrows. Remember, you cannot adjust the points lower than their original amount or allocate points for one skill area in another, and you must use all the points you have been given.

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SELECTING SPELLS

Depending on your character’s profession, you may be able to select some initial spells for his or her spellbook. There are six realms of spells in Wizardry, and each offers different types of magic to a spellcaster. To view the spells you have available, select each realm by clicking on it.

When you see a spell you would like to learn, click on it as well. Then, select Learn, and the spell will be written to your character’s spellbook. Sometimes your character may learn more than one spell. If so, just repeat the process. Complete descriptions of magical spells are in the Magic Spells section of this manual.

Casting Karma

The last step in creating a player character seals his or her good fortune. When you feel the moment is right, click your fate. No matter what number you get when the rolls stops, remember than a low karma isn’t necessarily “bad”. In fact, within Wizardry, both high and low karmas are needed. You will meet people with both extremes. Since birds of a feather flock together, having a mix of karmas in your party will likely prove beneficial.

SAVING YOUR

CHARACTER

When it’s all said and done, Wizardry will ask you if you would like to save your character. Undoubtedly, if you have selected the world’s next Hercules, you will select “Yes”. However, if you have created a fighter who can’t tell the difference between his hands and his feet, select “No”.

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PLAYER CHARACTER

POSSESSIONS

Gold coins line the pockets of successful adventurers, and the best of swords, shields, and other armor adorn their bodies. Freshly created characters, on the other hand, are light on gold, and have been provided with some elementary armor and weapons by their training masters. These goodies, along with hundreds more you will come to possess, may be examined, equipped, and used in many ways within Crusaders of the Dark Savant.

When your characters start Crusaders of the Dark Savant, they are carrying a few basic items. To make these items useful, you need to equip and wear them. After all, that nice set of leather armor won’t do you much good while it’s still in the box.

EQUIPPING & WEARING ITEMS

To equip an item, click on it and drag it to the suit of armor on your character’s review screen. The item’s name will change color to show you it has been equipped. Depending on the nature of the item, several things could happen when you equip it.

Items of a protective nature will lower a character’s Natural or Modified AC when equipped.

Items of a magical nature may change your character’s statistics or other attributes. Wizardry will ask you is you wish to “invoke” such items.

 

Items of a functional nature, such as weapons, may be equipped as

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primary or secondary. When you select a primary weapon, it is held in one

of the character’s hands, and is the first weapon to be used against a

 

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creature in combat. You may select a secondary weapon, a shield, or

Items that are magically cursed will “stick” to your character, cannot be

another item to fill the secondary spot. If your primary weapon requires two hands, you will not be allowed to select a secondary item.

removed without a Remove Curse spell, and have a variety of effects on your character.

Items that cannot be equipped for one reason or another (race, gender, or professional limitations) will “chime” and remain in your character’s standard inventory.

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Using Items

To use an item, click on it. Depending on the item you have selected, Use may do one of several things. For example, if you’re looking at a potion, Use may allow you to drink it. If it’s a book, on the other hand, Use allows you to read it. If the item isn’t usable while you are reviewing your character, a door key for example, Wizardry will chime to let you know.

ASSAYING ITEMS

With over 500 items found in Wizardry, you would wear out a hundred pencils trying to keep track of all their properties. So, Wizardry tracks them for you. To find out the features of an item, select the item followed by Assay.

The diagram above shows you what the various sections of the Assay

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screen mean. Depending on your character’s artifact skill and the general

 

complexity of the item, you may or may not be successful in your attempt to

 

explore the item’s intricacies. As your character becomes more skilled in

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artifacts, however, he or she will be able to discern more and more about Lost Guardia’s items.

Regardless of the level of artifact skill, Assay will not show you the power magical items, except potions and scrolls. Assay also will not show you any special power or curses that might be contained in the item. Cast an Identify spell to reveal these aspects of the item in question.

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Merging Items

Items that can be joined or grouped are combined using the Merge option. Depending on the items you are trying to join, Merge will do one of several things:

Grouping - In some cases, you can carry more than one item in an item slot. Each item slot can hold up to 250 like items. So, if you receive 300 arrows, 250 would be stored in one slot and 50 would be stored in another. After you use up some of the arrows in one slot, say you now had 200 of the 250 arrows left, you could merge it with the group of 50.

Joining - Other items, such as a rope and a hook, can be merged to form a single item. To Merge an item, select the first item followed by Merge. then select the item you want to merge it with. If the items can be merged, you will possess a new, single item.

Loading firearms - Firearms, such as a musket, need to be loaded before they may be fired By merging power & shot with a musket, the weapon will be ready to shoot.

PUTTING ITEMS

IN THE SWAG BAG

Each character carries his or her own swag bag: a place where they store things. Whenever you review your character, you will see his or her swag

 

bag resting against the back wall of his or her review screen. To “Swag” an

 

item, select it and then the swag bag. Each bag holds 10 different items.

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Grouped or merged items such as arrows and missiles count as one item.

Dropping Items

 

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If you would like to drop something, select the item and then the Drop

in your swag bag in case you might need them later on. Note: All items, even

option to do so. The item falls to the ground and is available to anyone who passes by. You may prefer to sell your unwanted items to NPCs or stash them

those essential to your quest, can be dropped.

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TRADING ITEMS

BETWEEN CHARACTERS

While on an expedition, one of your characters may find a neat trinket and wish to give it to another character. To do so, select the item followed by a character to trade with (left side of the portrait for previous character and the right side for the next character). When you come to the character of your choice, deposit the item in his or her inventory.

OTHER CHARACTER MENU OPTIONS

Review

Just like Review in the Master Options menu, this option allows you to inspect another character of your choice.

Delete

Wizardry allows you to create up to 16 different characters. However, from time to time, you may need to delete a character or two from the roster to make room for others. Just select the Delete option to do so. Wizardry will show you the character in question, and will ask you to confirm your choice so you don’t send your prize-winning warrior packing off to the golf course.

Rename

If the character you proudly named Genius is acting more like a dolt, you can change his or her name using this option.

Picture

Wizardry offers many different portraits for the characters you have created. If you decide you would like to change your character’s looks later on, select Picture to do so.

Skills

To review a character’s skills, click the shield hanging on the back wall of his or her review screen followed by any skill area you’d like to review.

Spells

The altar on the floor of a character’s review screen contains all the information about his or her magical inclines. Click on the altar, and you will see a magic window. You may not cast spells until your expedition begins, but you can review what’s available. For further information on magic, see the Magic Spells section of the manual.

Exit

To exit a character’s review screen, click to the right of the suit of armor - right where you see the “Exit” sign.

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CHARACTER

EDITING OPTIONS

Once you and your party begin your adventure, other options will be available to your characters. To use any of the options below, click on your character’s nameplate (below his or her portrait) while in his or her review screen.

Change Profession

When your character feels it’s time for a change of pace, the Change Profession option allows him or her to switch careers mid-life. To see which profession the character qualifies for select the Change Profession option. Keep in mind that each profession has its own minimum requirements, so you may not see every possible choice in your selection (see Appendix B: Character Professions for information on minimum entry requirements). Select one of the professions you see, or none at all. When characters change profession, several things happen:

They immediately begin learning the skills of their profession, and stop learning those of the former.

They drop to experience level 1 in their profession, and their statistics drop to meet the minimum entrance requirements. When this happens, it might appear that your dazzling Mage poured his brain on the floor when he changed profession to a Fighter. However, that’s not the case. When characters begin a profession, they aren’t adept in its way, nor are they sure what to do. As they learn the ropes, however, they begin to work faster and better and their statistics will increase to reflect their improvement within the profession.

Change Portrait

To change your character’s looks while adventuring, select the Picture option. Just like when you created the character, scroll through the pictures until you find the right one.

Change Name

To rename your character while adventuring, select the Rename option. You can rename your character anything you like, but the name must not exceed seven letters, and no other character can share the same name.

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GAINING EXPERIENCE LEVELS

After a few healthy encounters with monsters, your characters will gain some experience points. When they build up enough experience points, they gain experience levels.

Gaining a level is a joyous occasion. On the screen, you will see your character’s window and an announcement that he or she has gained a level. Following this, you will automatically get all the news about changes to your character.

The statistics may increase (they can decrease, too). He or she may gain hit points and stamina.

His or her professional Rank may change.

He or she may get a skill bonus to apply in areas of choice (Weaponry, Physical, Academia, or Personal). Remember to add points to your magic user’s area of proficiency (Alchemy, Theosophy, Theology, Thaumaturgy). Otherwise, they may never learn any new spells.

He or she may learn magical spells and gain additional magic points.

In some cases, your characters may have survived such an amazing encounter that they will gain more than one level at a time.

How Many Points Left?

To determine how many experience points your characters need until they reach the next level of experience, review the character and click on his or her Candle of Life. There you will see the points remaining.

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NON-PLAYER

 

CHARACTERS

 

Welcome to the Lost Planet.

 

As your party travels the world of Lost

 

Guardia, they will meet several or all of the

 

creatures, known as Non-Player Characters, who

 

inhabit the lands. Some will become their friends,

 

others their adversaries, in a continual search to

 

uncover the unknown whereabouts of the Astral

 

Dominae.

 

Just like your characters, these NPCs have their own lives, allies, foes,

 

thoughts, personalities, strengths, and weaknesses. And, just like you, NPCs

 

have a good memory. Of course, NPCs also have their own ambitions and

 

goals. NPCs control their own movements, just as you make decisions for your

 

characters.

 

Umpani

 

Throughout the galaxy, the Umpani are considered to be fair

 

and reliable traders, selling and buying wares acquired in their

 

extensive galactic travels. Their network of merchants is

 

monstrously huge, and is said to comprise a large portion of the

 

space trade industry. The Umpani are also a rather militaristic

 

race, and are considered to have the greatest assemblage of

 

military power in the galaxy.

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T’Rang

 

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The T’Rang are a feared and unscrupulous race of spider-like

creatures. Quite repulsive to the common eye, the T’Rang are

 

 

strict competitors with the Umpani, and will do anything if a

 

buyer is willing to pay the price. While the T’Rang can never be

 

fully trusted, they still managed to control the greatest trading

 

network in the galaxy, surpassing even that of the Umpani. The

 

 

T’Rang will stop at nothing to procure what they seek, and have

 

always fulfilled their contracts, no matter how dirty the deed.

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Munk

The Munk are a hefty race trained well in Alchemy and the Martial arts. The Munk have diversified into two opposing factions: the “good”, which seeks to preserve the holy legends of Lost Guardia - and those of the “Dark Forest”, who have degenerated to little more than bands of roughnecks. All Munk vehemently oppose the blasphemous beliefs of the brotherhood of the Dane.

Dane

In contrast to the squatty Munk are the mystical druids known as the Dane. They are slim, almost frail looking, yet their hands weave such powerful spells that they are avoided by all who travel their lands. To the Dane, the mind has always been more important that the muscle, an endless frontier of magic and mystical insight. All Dane vehemently oppose the blasphemous beliefs of the brotherhood of the Munk.

Gorn

Well-muscled and skilled in the arts of melee combat, the Gorn army stands as the greatest native fighting force on Lost Guardia. The Gorn are known to be radically loyal to their own kind, and while they mix well with the others who live on and have come to Guardia, they are intensely secretive about their private lives. The greatest secret of the Gorn is the location of their hidden castle. While it is known to exist, no Gorn will speak of it, and even the best trackers have failed to uncover its path. Given the Gorn’s militaristic abilities, perhaps it’s good they didn’t. The Gorn inhabit the forest lands separating the Munk and the Dane, and it is the Gorn army’s might that has prevented the two from turning the planet into a battlefield.

Rattkin

The Rattkin dwell throughout Lost Guardia’s forests and towns, rogues and bandits seeking unwary travellers carrying loot. Primarily a race of thieves, they eventually seek buyers for their plundered goods. It is rumored that the Rattkin also dabble in forms of espionage for pay. After all, there is no race, some say, more capable of such an act - their lean styling, great speed, and perhaps a decided lack of ethics give them the natural edge in this business.

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Helazoid

The Helazoid are the most enigmatic of the native denizens of Lost Guardia. The odd flying machine that lifts them from the ground and allows them to soar through the sky with the birds is a continuous source of speculation. While some believe it is the work of magic and illusion, others are assured it is real, and wonder just what alliances may have procured them such a unique steed. Being sighted only on rare occasions, there is no knowledge about their origin or how many may still exist. No one has ever reported finding any evidence of a Helazoid municipality.

Meeting NPCs

Wandering through the forest, a creature approaches your party. You have never seen the likes of it before, and engaging it in battle may be a bit hasty. After all, it might have some information to offer. The creature appears reserved and uncertain of your ambitions as well.

When you first encounter an NPC, the creature may be neutral toward you and your party, neither liking nor disliking you. On the hand, it could be wildly hostile or generously friendly. It relates to your characters individually and as a group, greeting some members with pleasure, others with arrogant disdain.

Initially, the creature may allow you only three of the available NPC options: Truce, Fight, and Leave. However, as you get to know one another and pass through Negotiations using the Truce option, your options and the NPC’s confidence in you may increase. Of course, the opposite could be true as well.

Pause - Slowing Things Down

When you meet NPCs, talk to them or listen to their tales; you may want to take notes for future reference. By pressing the [SPACEBAR], the game will halt the dialogue to allow you to the time to take notes. Press the [SPACEBAR] again, or click anywhere on the screen to resume the conversation.

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THE ART OF

 

NEGOTIATIONS

 

To gain the trust of any creature who isn’t familiar with your party, one

 

or more sessions of negotiations may be necessary. In general, negotiations try

 

to bridge the gap between “distrust” and “trust” that separates strangers.

 

Stepping to the Table

 

A silver tongue and a dashing personality might get you on their good side

 

quickly. For lesser skilled diplomats, negotiations may take a little longer.

 

Negotiations begin when a character skilled in diplomacy, generally a

 

Priest, Bishop, or Lord, accepts the truce offered, and greets the other party’s

 

leader. At the meeting, your diplomat will have four different options:

 

UP-ING THE ODDS

 

BRIBE: Before actual negotiations begin, Bribe puts some cold cash into

 

the pocket of the other party’s leader in an attempt to up the odds of

 

successful negotiations. Your party’s leader, having had face-to-face contact

 

with the other party, determines the amount of money necessary for a

 

hopeful bribe and removes it from the party’s treasury. Remember,

 

however, sometimes it can be very costly to buy friendship. When the bribe

 

is completed, actual negotiations may begin (Peace or Force) or more bribes

 

can take place.

 

GIVE: Just like Bribe, Give works to increase the chances of successful

 

negotiations. However, Give allows you to pass items and other trinkets

 

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that you select from your party to theirs in hopes of winning favors. After

 

the gift is given, actual negotiations may begin to (Peace or Force)

 

NEGOTIATIONS

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PEACE: The straight line method of negotiations that relies on a

 

character’s diplomacy to improve relations between the party and the other

 

 

group. Peace can, of course, be helped along by bribes, gifts, and magical

 

spells such as Charm.

 

FORCE: When your diplomat’s throat is sore, and your wallet is thin,

 

you’ll soon realize there’s only so much you can do to get the information

 

you want. The “tell me or I’ll beat it out of you” approach relies wholly on

 

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