WIZARDRY ™ GOLD Wizardry Gold
Wizardry Gold™ Memory Lane Introduction for New Players Introduction for Experienced Players The Player Character Base Statistics Secondary Statistics Armor Class Illnesses Creating a Player Character Naming Your Character Selecting a Character’s Race, Gender, & Profession Selecting a Portrait, Skills, & Distributing Bonus Points Selecting Spells, Casting Karma Saving Your Character Player Character Possessions Equipping & Wearing Items, Using Items Assaying Items Putting Items in the Swag Bag, Dropping It
Talk, Lore Use, Trade Spell, Pool, Steal, Fight, Leave Adventuring Where to Begin Ordering a Party For Adventure The Terrain, Gates, Buttons, Levers Climbing Ladders & Stairs, Locked Doors Treasure Chests, Abandoned Items, & Water Adventuring Options Character Menu & Add Character Load Savegame, Review Member, Dismiss Member Start New Game, Configuration, Import Characters Character Icons Movement Party Options, Use Spellbook, Search Open, Rest, Moving Characters Disk Options Locked Doors & Treasure Chests
Wizardry Gold™ Wizardry Gold™ MEMORY LANE C elebrating 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.
Wizardry Gold™ 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.
Wizardry Gold™ Wizardry Gold™ 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. THE PLAYER CHARACTER Y TRUCE: This option is the pathway to negotiations between your party’s diplomat and the other party’s leader.
Wizardry Gold™ 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.
Wizardry Gold™ 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.
Wizardry Gold™ 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.
Wizardry Gold™ 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.
Wizardry Gold™ Wizardry Gold™ Mage or a weak, but intelligent, Fighter. Add these extra points where they’re sure to make a difference. SELECTING SPELLS SELECTING A PORTRAIT W izardry 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.
Wizardry Gold™ PLAYER CHARACTER POSSESSIONS G old 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.
Wizardry Gold™ Wizardry Gold™ 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.
Wizardry Gold™ Wizardry Gold™ CHARACTER EDITING OPTIONS GAINING EXPERIENCE LEVELS O Change Profession 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. 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.
Wizardry Gold™ Wizardry Gold™ 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. NON-PLAYER CHARACTERS W elcome to the Lost Planet.
Wizardry Gold™ Wizardry Gold™ 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.
Wizardry Gold™ your party’s strength versus the other party’s. If you succeed in getting them to speak with you, it will generally leave a bad impression of your group with them. When you select the Talk option, you will be asked to pick a character to talk with the NPC. Type in anything you wish to say. “Hello” is a good start. When you have finished the conversation, simply type “Goodbye” or “Bye” Should negotiations go well, the NPC may befriend your party, offering its knowledge, lore, and goods.
Wizardry Gold™ gold or load your characters down with useless items. Sometimes you may be forced to steal an item you would like to buy, if the only character who can buy the item happens to be the one the NPC can’t stand. SELL: If you are out to make some money, selling your unwanted items is one of the best ways to do so. When you select the Sell option, you will be asked which item you wish to sell. Select the item, and if the NPC is interested, a price will be quoted.
Wizardry Gold™ Wizardry Gold™ WHERE TO BEGIN? O nce you have created a blend of characters that you believe can triumph over the rigors of the world, it’s time to form your party and head off to adventure. Depending on your progress, you will select one of the three routes below to get there. ADVENTURING T he essence of Wizardry is adventuring. It’s time to accept the challenge and venture into the unsafe, but potentially lucrative, world of Crusaders of the Dark Savant.
Wizardry Gold™ THE TERRAIN A s you explore Lost Guardia, you will come across cities, outposts, rivers, streams, and forests that are home to Lost Guardia’s denizens. You may also find a good many gates, buttons, ladders, and other landmarks that lead the way (or try to conceal the way) to these locales your party is eager to visit. Wizardry Gold™ Locked Doors Locked doors are found throughout the Wizardry world. Perhaps the door leads the way to an alchemist’s chamber or even a king’s cache.
Wizardry Gold™ ADVENTURING OPTIONS T o start Wizardry, follow the directions on your Quick Reference Card. In no time, you will see Wizardry’s title screen, and then you will be at the Master Options menu. The Master Options menu is the gateway to all Wizardry has to offer. It’s also the place where all adventures begin. Just click anywhere on the screen to view the options available to you and your party.
Wizardry Gold™ START NEW GAME O nce your party’s ranks are filled, and you are certain the party you see before you is the one for you, it’s time head off into the world of Wizardry. Select Start New game to do so. If you already have an expedition underway, use the Load Savegame option instead. Configuration Using this option, you can customize Wizardry to your computer’s specifications. You will find complete information for your computer and setup on the Quick Reference Card.
Wizardry Gold™ Wizardry Gold™ CHARACTER ICONS MOVEMENT T o the left and right of the action window are your characters’ icons, complete with all their vital statistics. T o move through the world of Wizardry, place the mouse cursor in the center area of the Adventuring screen. The cursor will turn into an arrow. Click the mouse to move in the direction of the arrow. There are three methods of movement in Crusaders of the Dark Savant. Turn, Sidestep, and Climb.
Wizardry Gold™ CLIMB: A ladder or another object that can be climbed requires Climb movement. When you come across a pit, for example, click on it, and down your party goes. Be warned, however. Before you go down into pits that are home to who knows what, save your game. PARTY OPTIONS A s you explore Lost Guardia, you will occasionally need to cast a spell, take a nap, or use an item. Within the bar at the bottom of the screen, you will find icons for all these options.
Wizardry Gold™ Wizardry Gold™ OPEN DISK OPTIONS W or all those non-fantasy activities, select Disk Options from the File menu. Here, you can save your game, load it, or perform other disk options. Rest SAVE GAME & RESUME: Saves your characters’ progress to disk, and brings you back to game play. As all Wizardry veterans know, saving your game is an essential part of a good gaming strategy. Just in case your party dies or falls into a deep pit, you will have your save game to rely on.
Wizardry Gold™ LOCKED DOORS & TREASURE CHESTS Wizardry Gold™ Keys & Other Goodies Sometimes you will need a special item or a key to open a door. If you happen across such a door, and you think you have a key or a special item handy, select the Use option to open it. Wizardry will ask you to select the character with the item followed by the item itself. If you are successful, the door will open.
Wizardry Gold™ TREASURE CHESTS The Nature of a Trap Traps on Lost Guardia are a tricky lot. However, through magic or skill, these devices can be manipulated allowing the party to get into the chest without pesky complications. Wizardry Gold™ Step By Step For a well-trained looter, the Disarm option is the gateway to a chest’s bounty. When you select Disarm and a character to do the pilfering, you will see the Disarm box below. Each numbered step on the picture corresponds with its numbered paragraph.
Wizardry Gold™ With information in hand, scroll through the list of possible traps to see which one is closest to your thief’s inspection pattern. For example, if your thief’s Inspect revealed this: * * - - - - … it shows that he believed that the first two devices were attached, and that he was certain the rest were not involved. So, scrolling through the list, look for a trap pattern window that matches (or at least comes close)… The first two devices are attached 21- - - - 4.
Wizardry Gold™ COMBAT Y our party leisurely wades at the bank of a river, resting some from the day’s activities. It is shortly thereafter that your thief screams as he’s pulled deeper and deeper into the clouded waters. Welcome to combat. Well before your party wandered to Lost Guardia, creatures of all kinds called this locale their home. You will find them waiting behind doors or see them lurking about dark recesses.
Wizardry Gold™ Wizardry Gold™ TO PENETRATE: The likelihood your character will penetrate the monster’s armor after a successful hit has connected. For example, a direct Thrust into a monster’s leather armor has a better chance of penetrating it than a glancing Swing. DAMAGE: Once a blow has successfully hit the monster and penetrated its armor, the damage column compares the actual amount of physical damage inflicted upon the monster.
Wizardry Gold™ character is harder to hit, and cannot be struck for double damage. GUARD: Waiting for the monsters to attack, and giving them a bit of their own medicine if they do. If a character is on guard, and a monster does attack, he or she will jump out, regardless of the position in the party, and attack the monster right back. Guard is useful for flying animals, such as bats, who can attack anyone, or for characters who cannot normally reach the monsters.
Wizardry Gold™ Equip COMBAT MODIFIERS O You have accidentally equipped your prize warrior with a toothpick, and it is his primary weapon. Obviously, you will need to do something - equip a better weapon! In cases such as this, select the Equip option. Wizardry takes you to your character’s review screen where you can change equipment, drop equipment, Assay items, or take something out of, or put something into, the Swag Bag.
Wizardry Gold™ them. Your characters’ strength, intelligence, dexterity, and speed as compared to that of the monsters they’re battling, may improve their odds, or lower them which somewhat hinders their success. T MAGICAL MODIFIERS hanks to genetics, some characters are naturally resistant to certain types of spells. As characters progress, they develop certain resistances and immunities as well.
Wizardry Gold™ SPELL POWER COSTS F or each spell your character learns, he or she will be given a certain amount of spell points. These points, in turn, are used to cast the spells. When your magic user casts a spell, he or she must have enough spell points available to fire it off. As a spell increases in power, it also increases in cost and requires more Oratory to intone. For example, if a spell cost 5 points for power level 1, then it would cost 10 points for power level 2, and so on.
Wizardry Gold™ FIRE SPELLS Energy Blast Cost: 2 Caster: MAG Affects: 1 Creature A jolting spark of electric energy doing 1-7 hit points of damage per power level. Blinding Flash Cost: 2 Caster: ALC Affects: 1 Creature plus power level A giant flash of light that may temporarily blind opponents. Cost: 4 Psionic Fire Caster: PSI Affects: 2 Creatures plus power level A fiery burst of mental power doing 1-8 points of fire damage per power level.
Wizardry Gold™ Terror Cost: 3 Caster: MAG, PSI Affects: 1 Group Evokes fear and terror in creatures and may reduce their ability to fight or cause them to flee. Iceball Cost: 8 Caster: MAG Affects: 4 Creatures plus power level A flurry of stinging ice balls which cause 3-12 hit points of ice damage per power level.
Wizardry Gold™ AIR SPELLS Poison Cost: 2 Caster: ALC Affects: 1 Creature Turns the air poisonous around the creature and causes 1-5 hit points of damage per power level plus poisoning. Strength of the poison is relative to the power level of the spell. Missile Shield Cost: 5 Caster: MAG Affects: Party Hardens the air around the party forming a shield that protects characters from missiles, arrows, hurled weapons, etc.
Wizardry Gold™ Toxic Vapors Cost: 8 Caster: ALC Affects: Cloud A giant, stinking cloud of vapors that surrounds the creatures and causes 2-6 points of damage per power level of the spell. Cost: 10 Noxious Fumes Caster: MAG, ALC Affects: 3 Creatures plus power level Horrid smelling torrents that blast the creatures’ noses and cause 1-6 hit points damage per power level plus nausea. Asphyxiation Cost: 12 Caster: MAG, ALC Affects: All groups Swallows air around creatures leaving none to breathe.
Wizardry Gold™ Web Cost: 7 Caster: MAG, PRI Affects: 1 Creature Attempts to capture 1 creature in a sticky web slowing or halting its movements or attacks. Success depends on the strength of the creature relative to the power level of the spell. Whipping Rocks Cost: 7 Caster: MAG, ALC Affects: 1 Group A vortex of rocks sailing toward a group of creatures doing 1-6 damage per power level. Acid Bomb Cost: 8 Caster: ALC Affects: Cloud A giant acid cloud that surrounds creatures and causes acid damage.
Wizardry Gold™ Mindread Cost: 8 Caster: PSI Affects: Caster Attempts to discern what’s on an NPC’s mind. Success depends on the intelligence of the NOC relative to the spell’s power level. Cost: 5 Detect Secret Caster: MAG, PSI Affects: Caster Opens the caster’s mind to anything that may be strange or out of place and allows him or her to detect its presence within the party’s immediate area. The Detect Secret eye will “blink” when the caster detects something.
Wizardry Gold™ Locate Object Cost: 8 Caster: PRI, PSI Affects: Caster Allows the caster to magically determine the location of certain buried or hidden items. Success depends on the item’s location relative to the caster, how well the item in question is hidden, and the spell’s power level. Cost: 18 Mind Flay Caster: PSI Affects: All creatures A concentrated tide of mental energy that conjures every fear and devastates the creatures doing 4-16 points damage per power level plus potential insanity.
Wizardry Gold™ Magic Screen Cost: 8 Caster: MAG Affects: Party Creates a magical barrier that attempts to protect the party from all spells cast at them. The strength of the barrier is relative to the power of the creatures’ spells and the level of the screen. Conjuration Cost: 10 Caster: MAG, PRI Affects: Party Summons creatures from the ethereal planes to fight for the party. The power and number of creatures summoned is relative to the power level of the spell.
F=Foe W=Water A=Air Wizardry Gold™ Alchemist’s Spellbook Mage’s Spellbook Realm Cost E=Earth M=Metal D=Devine Affects Description PL = power level ppl = per power level hp = hit points Spell Name Affects Description ppl = per power level AC = armor class F=Foe W=Water A=Air 470 Realm Cost Wizardry Gold Wizardry Gold Spell Name Wizardry Gold™ E=Earth M=Metal D=Devine PL = power level ppl = per power level ppl = per power level AC = armor class hp = hit points 471
Wizardry Gold™ Psionic’s Spellbook Priest’s Spellbook Realm Cost Affects Description Spell Name Realm Cost Affects Description Wizardry Gold Wizardry Gold Spell Name Wizardry Gold™ F=Foe W=Water A=Air E=Earth M=Metal D=Devine PL = power level ppl = per power level ppl = per power level AC = armor class hp = hit points 472 F=Foe W=Water A=Air E=Earth M=Metal D=Devine PL = power level ppl = per power level ppl = per power level AC = armor class hp = hit points 473
Wizardry Gold™ Wizardry Gold™ APPENDICES Dwarf RESISTANCES: The Dwarves’ robust bodies provide poison resistance, while their heredity provide for magic spell protection. Appendix A: Character Races All told, there are eleven different races that your character can choose from. Each race has its own advantages and shortcomings. A character’s race determines his or her base statistics, such as strength and intelligence, and affects the ability to resist sickness, magic, or a monster’s attack.
Wizardry Gold™ Wizardry Gold™ Rawulf Faerie RESISTANCES: The Rawulf’s thick hair provides great cold protection. RESISTANCES: The Faerie’s long kinship with nature provides resistance to magic spells. The tiniest and most agile race in all of Wizardry, Faeries are delicate and beautiful beings. Their small size and lightning speed give them a naturally low armor class. The Faerie is also one of the smartest and friendliest creatures in Wizardry.
Wizardry Gold™ Appendix B: Character Professions A total of fourteen traditional fields of study are available to your character, and each of these professions follows. By meeting the minimum qualifications of a profession, characters can begin to train in the profession’s skills, magic, and conduct. Along with a description of the profession, you will see its spellbooks, primary skills, and basic equipment: Spellbooks: If the profession has the ability to learn magic, the spellbook will be listed here.
Wizardry Gold™ Wizardry Gold™ The nature-lover of Wizardry, the Ranger enjoys a talent for scouting out such things as secret passages, trick walls, and other traps of this nature. Much like Robin Hood, a classic of this profession, Rangers are excellent archers and have a deadly accurate aim. They receive a bonus when using all projectile weapons, including a chance to score a critical hit. Around the third level of experience, Rangers slowly begin to learn Alchemists’ spells.
Wizardry Gold™ Lord Wizardry Gold™ Ninja SPELLBOOKS: Priest PRIMARY SKILLS: Diplomacy BASIC EQUIPMENT: Broadsword, Quilt Tunic, Quilt Leggings, Buskins, Steel Helm An excellent fighter, diplomat, and pious spellcaster, Lords are the true crusaders knights in Wizardry. While their combat skills are their primary concern, the Lord’s interest in the Divine Priest spells develops around the third level of experience, and helps to provide the party with the additional healing power it may need.
Wizardry Gold™ Appendix C: Character Skills Physical Skills As your characters travel through forests and encounter NPCs and monsters, they will develop, learn, and hone the skills that are necessary for survival and success in Wizardry. There are four categories of skills: Weaponry, Physical, Academia, and Personal. Within each of these categories, there are many individual skills, all of which are listed in this section.
Wizardry Gold™ ARTIFACTS: The ability to effectively use and invoke magical items depends on this skill. Without a developed Artifact skill, there is a chance the item’s power will fizzle or backfire. This skill also affects a character’s ability to successfully assay an item to determine its intricacies. MYTHOLOGY: The ability to recognize, while in combat, the true identities of monsters. SCRIBE: The ability to successfully invoke the magical power of a scroll during combat.
Wizardry Gold