User manual GAMES PC WIZARDRY 6-BANE OF THE COSMIC FORGE

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Manual abstract: user guide GAMES PC WIZARDRY 6-BANE OF THE COSMIC FORGE

Detailed instructions for use are in the User's Guide.

[. . . ] 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. [. . . ] However, unless you are a psychic (you found Elvis), a character skilled in scouting is a great help. Magic users also offer assistance in the form of the Detect Secret spell. Like a magical scout, Detect Secret scans the party's area and looks for anything out of the ordinary. When your magic user casts Detect Secret, one of the crystal balls along the top of your screen will begin to glow with a knowing eye. When the eye twinkles, search the area right away. Although you may not necessarily find an item, a twinkle definitely means something is up. Wizardry Gold Wizardry Gold 432 433 Wizardry GoldTM OPEN your characters come across a locked door or a secured treasure chest, select the Open option to get into its goodies. Depending on what you are trying to open, your characters will have several options. See the Locked Doors or Treasure Chests section of this manual. Wizardry GoldTM DISK OPTIONS 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. RESUME PLAY: Takes you back to game play without saving the game or making any other changes. SAVE GAME & RESUME: Saves your characters' progress to disk, and brings you back to game play. Your magician might be able to help in such situations by casting the Watchbells spell. Warning: If you have a poisoned, diseased, or cursed character in your party, try to cure the character before you rest. Some poisons, diseases, and curses are so strong that they will kill the character before the neutralizing effects of sleep have a chance to work. Wizardry Gold Wizardry Gold Caution: As your party sleeps and dreams of sugarplums, other creatures may be on the move. Of you are hot on the trail of an important item or lead, you may want to stay awake. You can do so with food or Stamina, Restfull, Heal Wounds, or Healfull spells. Moving Characters Sometimes, a member of the front line becomes injured or incapacitated, and you will want to move him or her to the rear to recuperate. To do so, just select the character's name. Next, Wizardry will ask you to select another character. When you do, the two will change places. 434 435 Wizardry GoldTM LOCKED DOORS & TREASURE CHESTS Wizardry GoldTM 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. Locked Doors Your thief, or any character skilled in skulduggery, pulls a bundle of tools from his back pack, sets them beside the door, and begins to shuffle the lock's tumblers. [. . . ] These skills also affect the magic users' ability to learn and understand spells. While Academia skills may eventually increase automatically, magical study skills must be advanced manually by adding skill points whenever a character gains a level; these are studied skills, not practiced. Without study, the magician will never learn spells beyond the basic. As with all the skills, the highest amount a particular skill can reach is 100 points. 485 Wizardry GoldTM ARTIFACTS: The ability to effectively use and invoke magical items depends on this skill. [. . . ]

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