Detailed instructions for use are in the User's Guide.
[. . . ] WIZARDRY TM GOLD
Wizardry Gold
Wizardry GoldTM
Contents
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 Items Trading Items Between Characters Other Character Menu Options Character Editing Options Gaining Experience Levels Non-Player Characters Welcome to the Lost Planet Umpani, T'Rang, Munk, Dane Gorn, Rattkin, Helazoid Meeting NPCs, Pause - Slowing Things Down The Art of Negotiation, Stepping to the Table Up-ing the Odds Negotiations Non-Player Character Options
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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 Locked Doors, Keys, & Other Goodies Forcing a Door Open, Knock-Knockin' on the Door Treasure Chests, The Nature of a Trap Combat Identifying Your Opponent, The Course of Action Selecting Your Opponent Fight Ranged Weapons, Multiple Attacks, and Strikes Parry Hide, Spell Use, Breath, Run Move, Equip Cancel & Backup, Terminate Game Combat Modifiers Illnesses, Encumbrance, Statistical Bonuses Magical Modifiers Magic Spells Realms, Spellbooks
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418 419 420 422 423 423 424 424 425 426 426 427 428 430 431 432 433 434 435 436 436 437 438 442 442 443 443 444 445 446 446 447 448 449 449 450 450 450 Learning Spells Levels, Casting Power Level Spell Power Costs, Affects & Effects Summoning Spells, Oratory, Casting a Spell Fire Spells Water Spells Air Spells Earth Spells Mental Spells Divine Spells Alchemist's Spellbook Mage's Spellbook Psionic's Spellbook Priest's Spellbook Appendices Appendix A: Character Races Appendix B: Character Professions Appendix C: Character Skills 451 452 452 454 455 458 461 463 467 470 471 472 473 474 474 478 484
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MEMORY LANE
ebrating 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. 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. [. . . ] 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. Each time you save your game, Wizardry will allow you to give your save game a file name (or to keep the same name) and a folder or directory. Refer to your Quick Reference Card for further information. Warning: When Wizardry saves your game, it overwrites a previous save games with the same name. You may want to use different file names or different disks to preserve older save games. SAVE GAME & QUIT: Saves your characters' progress and returns you to the Master Options menu. From there, you can quit the game or select Load Savegame to begin play again. Just like the Save option above, you can tell Wizardry where to save your game and what to name the file. Refer to your Quick Reference Card for further information. If you save your game to a floppy disk, it must be formatted ahead of time. QUIT - NO SAVE: For those dreaded times when your party meets something that's just too much to handle, select this option. Wizardry will return you to the Master Options menu and forget about whatever happened.
Whenever
For
Rest
After a hard day's adventuring, there's nothing quite like a campfire to soothe the soul. Whenever you select the Campfire icon, your characters bed down for the night. As they rest, they replenish some of their stamina, cure their wounds, recoup some from nasty conditions and replenish a portion of their magical power. Each occasion your characters are able to fully rest, they receive approximately eight hours of sleep along with all its benefits. You may wake your characters early by clicking the mouse. Of course, resting isn't always a wonderfully peaceful occasion. Occasionally, just when your characters are getting comfortable, a group of monsters may notice them. Before you know it, they're kicking up the bed sheets and combat begins. With all the rustle, some members of your party may wake up to participate in combat. However, the other characters, the really sound sleepers, may remain asleep. [. . . ] 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. [. . . ]