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iN chay OMAR ie arco nig Come, enter the World of Wizardry if you dare. I am sure I know you. You lead a small band of foolhardy adventurers that dares challenge me. Ha! My dark legions laugh at your exploits in my domain. But_ wait. You have yet to meet me and face the ultimate /%) terrors of my wicked magic. You can still run away, i ‘4 fools! Ha, ha, ha! ke a Cas ZERORY = TABLE - Sis GUIDE TO ENEMIES & MONSTERS 2 MONSTER DATA 15 THE WORLD Ae WELCOME TO THE WIZARDRY WORLD RACES Sey ALIGNMENTS 30 ABILITY 31 CLASSES 32 MONSTERS 36 BATTLE _ 38 LEVEL UP 40 CASTLE 41 SERVICE 42 TRAINING GROUND 44 DUNGEON = 5: TREASURE CHEST 48 TRAPS IN TREASURE CHESTS 49 CONDITIONS 50 MAGIC SPELLS 51 ITEMS SS 56 MAZE 61 MIRACLES 69 QUESTIONS & ANSWERS 71 disposition Cunning and de ceptive they roam, A defeated Raver Lord whose burnt remains were f brought 10 life by Werdna, 4 ee ne A tortured soul harnessed by Wercina to do his bidding. is aimlessly between the world of the living and the dead awaiting the Wizard's call WERE WOLF It searches during the full moon to satisfy its craving for fresh flesh. This is its terrible curse These creatures have the innate instincts of the wild tiger, 1o tear and rend all in their path. They attack with the ferocity if not the power of ood sized dragons. aN WERE <} TIGER MO A ferocious beast with over- B, sized fangs and p claws fat discharge @ The Wererat retains much of ts human intellect. But, it's gF just a large vicious rat of terri ble disposition, Unlike his lesser "brothers. + Ogre Lord pig than anything It stands shou Ray height to hum WY Historically. Orc the swom enemies elves and dwarfs a distance. Fgn nese fighicrs look like (eM cs, bu Pr inspection they’ appear less threat ening in spite of their long, glistening, canine lke fangs i These greedy \ savages relish humans as @ in the They security in ‘groups. §) Once this monster The Gorgon u bulk and thick, as-meial hide horns can_ pierce Those upon or Y touch irsed lizard necom The MADI spell o are. Their fangs are as sharp as the iron spikes on their collars. Avoid them and their drooling jaws ATTACK seca, os eee PY teamed up with Bun. eve, Extended fangs nies, you'may not find an inflict wounds. VORPAL BUNNY. they will eat anything ‘Anything! Killer Wolves hunt by in f siinct. Deprived of wide open tert KILLER WOLF tories, they are angry and lash out atall creatures. n MAKANITO. spell other magic works! composed of foul pol- Sj his breath is a mist of on. Poison Giant nullifies EARTH GIANT stomps. At lay be over- but send BA forth 2 high level war rior and a Mage. You'll overcome him! hose who have cold gaze of the The Troll is remorseless and moves like a night the dark. His hide is so thick that a sword bounces back like a woode boomerang. There is naught that will pierce Its foul hide. Even worse, his enormous claws can cut cleanly through the sioutest of armor as if the metal were cloth The Ma all powerful. Apart from the wicked wizard Werdna, he is the only one who can cast the devast TILTOWAIT spell. Once this monster touches you, a sudden drain of your experience level by F of three occurs, This. of course, can be those who have gained little spells. It can also summon ul Demons to come lost hea And when it ip with other evil an an! iventurer has With an evil wave of his long, skeleton: thin arm, the Vampire Lord can nullify almo: is, even the mosi power ful to ‘ed spells. Legends of ld tell of attempts to survive casting ZILWAN, and then hope! VAMPIRE LORD pire with nagic, can F victims. absorbing as much wo energy lev, Sword, magic can be most effective! Q }\ A Kobold’s skeletal no more @ sah threatening ZOMBIE LIFE STEALER a) THE Lite Stealer shrouded — in another body WIN KO) NCCU RNa? rpowers victims with a an nullify most magic only work if cast by a high level Feared from the beginning of time. the rattling scales. fiery breath and razor claws of this dread beast sitike fear in the hearts of all who behold it. The cl tered the MADALTO spell and is 2 MONTINO spell against its victims. The adventurer should strike first with KATINO, has not ans. yetits arctic t you to the bone. vaporous cloud. It can venture onto the 31d floor J CREEPING : eu » MONSTER GALLERY MONSTER FICTORY IS AHEAD FOR THOSE WHO STUDY WELL g the new little of their tion an ipon well hidden stone tablets. mies or how to defeat the — Much of the information you wil dreaded beasts. Over hun- need to survive is here 4S of thousands of years, the M - Mage Spell Level + Nullify 0% © Cleric Spell Level ¥v HP Recovery D - Energy Drain = Run Po - Poison * Call Allies Pa - Paralysis © Reduce Flame Pe - Petrify % — Reduce Chill CH - Critical Hit %* Has Weakness for Sleep F |B - Breath (Flame) Spells SWORDSMAN Camouflage: Man in Armor [s APPEARING: 1-6 [FLOOR: +6 'SPECIAL ATTACKS: IDEFENSE:¢ BP: 960 LVL 7 FIGHTER Camouflage: Man in Armor LVL 8 FIGHTER ~ Camouflage: Man in Armor LVL 10 FIGHTER ~ Camouflage: Man in Armor LVL 1 MAGE Camouflage: Man in Robes $80 |» APPEARING: 1-6 8 FLOOR: 8-10 é ip |SPECIAL ATTACKS: ? (AC: 0 ‘SPECIAL ATTACKS: ? 2140 __[peFENsE:? ENP: 1900__[peFENse:2 LVL 5 MAGE LVL 7 MAGE LWWL7MAGE \ Camouflage: Man in Robes Camouflage: Man in Robes Camouflage: Man in Robes _ |p ApPEARING: 18 || |[HPs428 —Teappesrmc:s¢ |) | HP: 7-28 apeewanc:g | [FLOOR: 5-6 eee ee 4 FLOOR 8.10 | Me: 10 {SPECIAL ATTACKS: MS (SPECIAL ATTACKS: M4 8 {SPECIAL ATTACKS: M5 EXP: 620 _[perense: x [DEFENSE: = EXP: 1240 lperense:2 LVL 7 MAGE Camouflage: Man in Robes LVL 10 MAGE Camouflage: Man in Robes HIGH WIZARD Camouflage: Man in Robes + APPEARING 2 APPEARING: 1-6 | 12-48 |e APPEARING: + ea 810 a} (FLOOR: 10 ___|SPECIAL ATTACKS: M4 ‘SPECIAL ATTACKS: MS 4 [SPECIAL ATTACKS: M6 EXP? berensez 2 : 2395 =O. ARCH MAGE ARCH MAGE LVL 1 CLERIC Camouflage: Man in Robes Camouflage: Man in Robes Camouflage: Cleric LVL 3 CLERIC Camouflage: Cleric LVL 5 CLERIC Camoutiage: Cleri LVL 8 CLERIC Camouflage: Cleric |# APPEARING: 1-5 58 : 1-58 APPEARING: 15 _ DEFENSE: 1 inc: 3 ‘SPECIAL ATTACKS: C4 : 2? HIGH CLERIC Camouflage: Cleric HIGH CLERIC Camoutiage: Cleric HIGH CLERIC Camouflage: Cleric CLERIC Camouflage: Cleric Camouflage: Scruffy Man BUSHWACKER Camouflage: Scruffy Man HIGHWAYMAN Camouflage: Man in Chain LVL 4 THIEF Camouflage: Man in Leather LVL 7 THIEF Camouflage: Man in Leather MASTER THIEF Camouflage: Man in Leather MASTER THIEF Camouflage: Man in Leather 3 ATTACKS: 2 DEFENSE: 4: (P: 1140 zt MASTER THIEF WIZARD Camouflage: Man in Le Camouflage: Cleric [SPECIAL ATTACKS: Mt: C3 LVL 8 WIZARD ‘Camouflage: Cle LVL 3 SAMURAI Camoutiage: Kimonoed Man MINOR DAIMYO Camouflage: Man in Armor AC: 2. (SPECIAL ATTACKS: M3: C4 2060 ipeFense: MAJOR DAIMYO Camouflage: Man in Armor CHAMP SAMURAI Camouflage: Man in Armor HATAMOTO Camouflage: Man in Robes : 1A APPEARING: 1-5 a 3 \SPECIAL ATTACKS: ? EXP: 2340 DEFENSE: 420 RAVER LORD LVL 1 NINJA LVL 3 NINJA Camouflage: Kimonoed Man Camouflage: Man in Armor Camouflage: Kimonoed Man APPEARING: 18 5 ae 3 (SPECIAL ATTACKS: Po: CH 600 * | 1360 = LVL 6 NINJA LVL 8 NINJA MASTER NINJA Camouflage: Man in Black Camouflage: Monk Camouflage: Man in Robes HIGH NINJA THE HIGH MASTER ATTACK DOG Camouflage: Man in Kimono ‘Camouflage: Conehead Camouflage: Animal BORING BEETLE amouflage: Insect ‘AP: 10-00 |r appenane: 18 || |HP: 5-40 Jeappesawe: 12 WP 16 [FLOOR: 10, | 20 [FLOOR: 3-4 : 2 3 (EXP: 1120__[oerense:2 BUBBLY SLIME CAPYBARA CHIMERA Camouflage: Slime Camoutiage: Giant Rodent Camouflage: Strange Animal |# APPEARING: 2 |FLOOR: 1:2 ;PECIAL ATTACKS: ? DEFENSE: ? OTE CREEPING COIN CREEPING CRUD Camouflage: Mangy Dog Camouflage: Small Object Camouflage: Slime (HP: St APB .0OR: 3.7 st [FL00R: 23 8 \SPECIAL ATTACKS: ? 4 {SPECIAL ATTACKS: B 780 E:? EXP: 920 20:8 J DRAGON FLY ‘Camouflage: Fly DRAGON PUPPY Camouflage: Animal DRAGON ZOMBIE | Camouflage: Dragon WP 2-16 | APPEARING: 2-4 ] APS 14 IFLooR:35 AG: 4 | SPECIAL ATTACKS: B ENP: 1275 __[DEFENSE: #20:6 |F APPEARING: 1 ! |FLOOR: 4-6 [SPECIAL ATTACKS:8 EXP: 2280 _locrense:2__— EARTH GIANT _ Camouflage: Giant FIRE DRAGON _ Camouflage: Dragon FIRE GIANT ~ Camouflage: Giant [# APPEARING: 1-5 |e APPEARING: 1-4 | OR: 7.9 FLOOR: 8-10 —___‘SPECIAL ATTACKS: ? | | AG. =I SPECIAL ATTACKS: M5:B _ DEFENSE: #85 |EFENSE: 2 ‘EXP: 2118 (DEFENSE: 0 FLACK Camouflage: Strange Animal FROST GIANT ~ Camouflage: Giant GARGOYLE Camouflage: Gargoyle HP: 51-58 |: APPEARING: 14 || |HP: 8-36 Tp aPPEARING: 16 ——|FLOOR; #10. | : 28 FLOOR: 4-6 ‘SPECIAL ATTACKS:? | 6 |SPECIAL ATTACKS: ? EXP: 41955 [DEFENSE: #95: = (EXP: 2435 [DEFENSE: «50 Camouflage: Gas Cloud GAS DRAGON Camouflage: Dragon GAZE HOUND Camouflage: Strange Animal —_[eappeanne:t4 | GIANT SPIDER ‘Camouflage: Insect GIANT TOAD Camouflage: Amphibian GORGON . Camouflage: Strange Animal { APPEARING: 68 |HP: 8-36 [+ APPEARING: 1-6 HP: 4-20) | 't APPEARING: 1 WB OR: 56 IAP: 18 lrLoor:s | FLOOR: 6-10 4 i 'SPECIAL ATTACKS: B (Be: 660 IDeFENsE:2 GRAVE MIST Camouflage: Unseen Entity GREATER DEMON. ‘Camoutlage: Demon ONSTER GALLERY HUGE SPIDER a Insect KILLER WOLF Camouflage: Animal KOBOLD Camouflage: Small Humanoid [eAPPEARING: 18 | [PAPPEARING: 1.5 —TeAPPEARING: 35 = ee ee \FLOOR: 1 6 [SPECIAL ATTACKS: Po_ SPECIAL ATTACKS: ? SPECIAL ATTACKS: ?- 600___[DgFENSE:¢ EXP: 1460 [DeFENsE:2 DEFENSE: #:%:% | LESSER DEMON - LIFESTEALER ~ MAELIFIC ~ ‘Camouflage: Demon Camouflage: Unseen Entity Camoutiage: Unseen Being a | bye es '# APPEARING: 1 |p APPEARING: 1 fa: 10-80, : 38 |FLOOR: 6-10 FLOOR: 5.8 i eso hee el 10 4 {SPECIAL ATTACKS: M3 [SPECIAL ATTACKS: MS: CA; D2] | SPECIAL ATTACKS: WDSc DP: 5100 _lperense: 60: + ! DEFENSE: « 25, MEDUSA LIZARD Camouflage: Strange Animal MURPHY’S GHOST. Camouflage: Unseen Entity NIGHTSTALKER Camouflage: Unseen Entity APPEARING: 1-6 FLOOR: 5.7 (SPECIAL ATTACKS: Pe M3 |SPECIAL ATTACKS: 2 DEFENSE: ? |EXP: 4450 [DeFENSE: #40: v1: 0: & OGRE OGRE LORD Camouflage: Ogre Camouflage: Ogre POISON GIANT Camouflage: Giant ROTTING CORPSE Camouflage: Weird Humanoid SPIRIT Camouflage: Unseen Entity UNDEAD KOBOLD Camouflage: Skeleton VAMPIRE Camouflage: Unseen Entity VAMPIRE LORD Camouflage: Unseen Entity VORPAL BUNNY Camouflage: Rabbit P: 5-18 | APPEARING: 4-8 : eu [FLOOR: 2.4 IDerense: ozo: v1 |_| EXP: 7320 4 : 135 8 WERDNA WEREBEAR Camouflage: Man in Robes Camouflage: Bear ES |FLOOR: 10 . ATTACKS: D4 Po: Pu: Pec Devan am ve WERERAT Camouflage: Wererat WERETIGER Camouflage: Animal APPEARING: 1-4 WEREWOLF Camouflage: Wolt 47 ATTACKS: ? ek WILL 0° WISP Camouflage: Unseen Entity WYVERN Camouflage: Strange Animal ZOMBIE Camouflage: Weird Humanoid SC ere an uproar, and all ti ae OF Trebor and the Worl: HISTORY The misis of time part to reveal an ancient land dating back far beyond the records of those living today 10 the mythological era. The land is shrouded in a veil of magic transparent to all but those fantasti- cal inhabitants of the land itself. The magic, like silken gossamer, touches all with its awesome yet gentle powers affecting every facet of life in the casile Trebor and across the kL Le SOLE Le de ea veen stolen by the Great Wiz- See a Lea Feet ae ae DR a ama he fabled relic. By joining together, they must surely Tee Be Kingdom. This was a peaceful time. People concemed themselves solely with perfecting their magical skills and spells for which they were so greaily renowned. Alas, all things change through the eons, And subily the focus and interests of the inhabitants changed as well. Slowly, inexorably their inter- esis re-directed, focusing on the dark. side of the world. part to trade with the east and the influences of evil magicians prott cient in the dark Eventually Highly make up the new world of Wizardry These are scattered throughout the land with vast, uncultivated areas in between and passages connecting city States for the bustling trade activ- This was due in populated city slates ities of inhabitants, Today, peace has come to just a few of the city states. Most of them, however, are sill in political turmoil as a result of the evil ‘ones Who attacked from the dark side years ago, The land has a colorful variety of inhabitants. Elves. Gnomes and Hobbits live in the city states. They also wander throughout the exciting world of Wizardry. They have obvious differences such as language, physical charac- teristics and lifespan. But over the years. been brought close together in a commo cause — to return their treasured magic to the land, To achieve this, they have also developed a com- mon language to improve commur ications between the races. Know!- edge is everything! Many of these inhab- Wizardry Dwarts, hese races have World spend much of their time traveling. Some take 10 the road in order 10 avoid political upheaval in the city states. Others are looking for adventure And a few are traveling in search of a better life. In the cities, are looked upon as out siders by those who have put down permanent roots. But they are treated well by settlers who never experience the thrill of high adventure and wish to hear travelers’ tales. mere curiosity about the evolved secrets. A door as old as time suddenly blew open benween the world of magic and the Evil creatures poured dark side (0 zealous pursuit of its itself world of darkness forth, And a culture that was once magical, faded into foul oblivion Now. thousands of years later, the people of the Kingdom have retrieved some of the magic that was so sadly lost. But great struggle lies ahead HEALING In the World of Wizardry, magi and medicine are closely inter twined, Clerics serve the city states as doctors using their magic arts 0 cure their patient The Clerics’ magic healing powers are awesome. They wound insianily with a magic spell Strangely, however, long-term illness often requires an altogether different ona regular basis. approach, Herbal cures arc_most effective for this kind of ailment, Asa result, many’ Clerics have mastered the ant of herbal medicine as well as their other professional skills Temples and hospitals are one and the same in the World of Wiz. ardry. And they arc places because itis here that some- fone can be brought back 10 life — even If pronounced dead! The secret, of course. lies in the magic spell. Depending on the skill level of the Cleric and the vitality level of the dead, a spell can be used to save a person from long term illness or terti- ble wounds. \ chance to reum 10 life is most helpiul during the course of an adventure when the action gets too dangerous. Mortal wounds are not necessarily mortal after all, But the magic of the temple doesn't always. work. Sometimes the spell is simply not powerlul enough. And some- times the vitality level of the victim is just 100 low. If the victim tums into ash, a large challenge looms. This is considered the second stage of death, and the magical cure for itis tricky in the So the risk and danger must be weighed carefully before ceriain adventures yest Of citcumstances. eo MAGIC Magic is mysterious and very powerful. Magic cannot be held or touched, but it does things that can be seen and felt by friends and ene- mies, Magic is the awesome ability to create something out of thin air. In short, magic is much like a miracle. And miracles ate not casy to do! takes incredible concentration of mental power, and total self control to conjure up a magic spell that works effectively The two kinds of spells, Mage and Cleric, both require this ability to focus all mental powers on the cast ing or conjuring of the magic spell. This mental concentration of power WEAPONS AND ARMOR In the era when magic reigned supreme, a spell was far, far mightier than the sword. Warriors spent more time practicing the magic arts than swordsmanship. Magic weapons and armor were easy 10 make. Anyone could do it And spells were useci on a regular basis 10 bolster the sirength of both swords and armor for batile. No war- Flor or Weapons or armor, however could withstand the power of a fresh magic spell cast in the heat of baitle There was simply no defense But the downfall of the magic culture changed the Now magic is still a source of power but today more conventional weap- ‘ons are widely used by warriors across the land. They tain rigor ously for years to become maste the art of swordsmanship n And their power in battle has become tuly awesome as magic! Yet the legacy of magic from a bygone era is still powerful although it is also very rare. People dor know how to make the magic wear ons that were so casy to come by in the magic culture, Today, the few magic weapons that survived the The sword is as migh 26 evil days of destruction are greatly treasured and sought after as a source of immense power by war- lors out fo conquer the world. Today's culture is thus shaped around two equal Sources of power that of the sword as well as magic then actually changes the natural environment in a physical sense For example, Halito (and other flame spells) cause wild and erratic movement of air panicles. These particles bounce and vibrate against each other, charging the air with fiery heat. Dalto, Madalto and other Chill magic spells do just the opposite. With fierce concentration, the magic spell can be used to stop air particles. cold, freezing them and thus creat. ing intensely cold air. Each spell has seven different magic power levels indicating. the amount of mental power or magic points (MP) it takes to cast the spell The level of magic points needs 10 be watched carefully in order 10 eval- uate the effectiveness of a spell — or even the ability to cast a spell at all One is attained with practice and determination. The other, the magic power, is available only rarely. And when a warrior chances to find it, the price is very high indeed — but well worth the cost! : ‘Humans, Dwarfs, Elves, Gnomes and Hobbits popu- late Wizardry. Over the years, these races have not mixed so they still look and act quite differently. Five different peoples live in Wizardry, Humans are bigger and taller than the | other inhabitants of Wizardry. Their lite span, however, is shorter than the others. Perhaps it’s because they have less time 10 enjoy life that they indulge in life's plea- sures — such as eating — 10 the fullest! Humans also have stong opinions and rather boss everyone else than take themselves. They like to “rule the have been a highly st Wizardry and can be | wide throughout the la ‘The Dwarf is small and sturdy with muscle~ bound ars and legs. Male or female, they always have beards. And they are sirong enough to thor | oughly trounce humans when forced to fight Although they look somewhat brutish, dwarfs are very artistic. They are superior craftsmen able 1 tum rough mate b They are not as skilled, however, in social graces. But they are decent people — humanitarian and faithful to friends, ts raat than any race in the Wizardry World Jong ago, before the dark times. Elves were immortal. They lived for ever. Unlonunately, this changed dur- Ing the dark times, and they lost their special power, Elves stand taller than any other creature in the land — even humans. And they don’t appear to cat | as much as humans because they are | so very thin and willowy. Pointed ears. add 10 the sense of height, Elves are often found among the wees — per- haps because trees are tall and thin as well, Gnomes are shorter than Elves, Dwarfs and Humans But they have a very distinctive feature — big noses! Their halutal hentage is similar wo that ofthe El, However. they have ailfesiyie more like that of the Dwar preferring 10 live decp underground, Perhaps this closeness to the land makes them more attuned 10 r 1d thus great C They also have on for treasure : 180 id ‘of Wizardry, but they have the biggest heans by far. Nis said that the friendly Hobbit offers the best hos- pitality in the land. These are not only a peaceful peopic, but also courageous and determined when battles must be fought. Hobbits love 10 keep busy and are often found bustling about in their tunnels. But when it’s time to relax. theie’s nothing they like better than a good meal followed by a quiet smoke of their favorite pipe. Pick travelling companions carefully In the magical World of wiz arciry. i's important to choose friends. or travelling companions with great care. The right person can help you avoid dangerous territory, city states in political turmoil or characters with bad intentions. The tight person may also be able to point the way fo imponant information just when you need it. Some friends will even do batile to protect you, and others may be able to save your life depending on the time, place and circumstances, fore you pick the people with you wish 10 travel in the all of World of Wizardry, consider their strengths and weaknesses listed below very carefully, Most of their characteristics are described for you here, But during an adventure you may discover they have unex pected talents and attributes that you didn't know about. Use your intui: tion during the selection process. too. ‘this, after all, is a magical world, Allis not what it may seem on the surface Choose wee & characters race connt be chonged ater in the game. = VITALITY gy WweK 8 _—. PIETY 5 8 8 of characteris. PIETY. 10 DWARE WiAuiTY 10 $ STRENGTH — 10 L T Lt. u 3) ABILITY 5 see we SB When danger threatens, wees no better fighter to have in your travel ling pany than the muscle-bound wart, Strong arms. fisis and legs as well as the Dwart's fierce determine tion 10 win mean trouble for the chal: lenger. His only weakness is agility HOBBIT w@ wen 7 s | STRENGTH L \1 | | x | hee | | PIETY | | en wary 8 . ABILITY 10 w WweK 15 The Gnome Is song in just at every area imaginable. Gnomes the perfect profile for the role of C the magical World of Wizarciry. To F a Gnome in your panty is a very good thing incleed, Clerics after all, have the power to bring a person back io life! Agile and lucky; the Hobbit excels in the talents that make a good thief! The Hobbits points total more than any other of Wizardry’s inhabitants, How- ever, Hobbits are not very well bal- anced overall which c to become Samurais bonus points, their ability even with Is [ 8 STRENGTH 7 1g. 10 PIETY 10 , , WIALIY 6 | ABILITY 8 v | Wen 8 EvieS Tale very high in the arcas of piety and wisdom. This means their is usually 10 be wusied! Elves i advice naturally fitinto the roles of Mage, Cleni or Wizard, They are very talented, indeed! Their only weakness is a ten dency towards low vitality — they're snoozers, 29 | ALIGNMENTS | Alignment is like a personal value system. It guides the characters in all actions. In Wizardry, there are three kinds of alignment: Good, Evil and Neutral. What is typically idered good or evil in the world as we know he World of is magical land. the it, is vasily different i Wizardry. 1 line between good and evil can be suddenly crossed ifa character does by the rules of the alignment Neutral character more flexibility in their characters that arc n they are perfectly free 10 form ali: ances with either good or evil char- rs. And their actions wor ge their alignment. They can however, become adepi Cleric spells. This is not an advan lage because the Cleric has envie which come in very ha in the course of World adventures, character sometimes changes aligr ment. For example Good and Evil Characters can never travel together in the World of Wizardry, If they try one of them will be forced 10 break the rules of the alignment OOD \cters with a Good align: ustworthy, pious, ethical anitarian. They would never hesitate to forsake their own lives to save the life of a friend — or even a stranger. They do not, how ever, have such a song regard for life that they won't fight when attacked. Bad monsters must be ware of the Good adventurer. Good fers, on the other hi fom them. Good adven be changed an Evil align not really as terrible as the Characters witt word “Evil” implies, They are, how ever, self-centered rascals who won't make a move unless it bene- fits them. These characters are also greedy ai rmination. Just like acters, if they break the rules. id lose their align: meni ong move, and an Evil ‘one could suddenly become Good Ara aa Good, Evil and Neutral charac lers must ultimately find a way to join forces to SUrviv he advent Each he al powers that com: plement avers of the others, Alone, they cannot possibly claim victory. Together, they have hope. | ABILITY | ‘Each character is evaluated in six dij if- ferent ways, then rated. The more points the beter the better! Characters have six attributes Characters are rated on their strengih, intelligence (or 1.Q.) piety Vitality, agility and luck. The power (rated by point count) of attributes depends on the race of the person as well as specifics of the individual such as age and level attained in the Story: Basic attribuics range up 10 16 points, with bonus points ranging STRENG When trouble lies ahead and enemies attack, Strength is an all- imponiant attribute. it gives char ters of all races the power to attack and more. It provides a Superior power to accurately target the enemy for a sure hit, Cerain weapons can also add to a charac ters strength in battle. Swords are a good example of this. A character with a good Strength point count as well as a trusty sword in hand should have no fear of action and adventures right up in the front lines of battle. Bonus points can be helpful as a means to add strength. and win eres Vitality may be considered as powerful as the force of life itself Vitality runs through the arms and legs and minds of all characters in the World of Wizardry. If the Vitality level is low, trouble can arise on all fronts because the mind is not as alert, the body is not as powerful, and the will 10 win is greatly less- ened. On the otherhand, when Vital- ity is high, so are the spirits and the success rates of the characters They can advance to new levels with ease, But if Vitality 1s 100 low making 2 move to a new level may be impossible if not deadly. from 5 109, and on rare occasions as high as 20. Bonus points can be used to build up desirable attributes, You can improve weak traits or make good ones better! I is critical 10 pay close atten: tion 10 the attribute torals as your band of adventurers makes through the World of Wizardry There are many describe this important attribute — wisdom, intelligence, cleverness, The 1.Q. can help the weak conquer the strong. A quick mind may out pace a fast or agile runner with a Clever attack. Brains have proven mightier than brawn. In the World of Wizardry, a high point count for LQ is critical to leaming and mastering the magic arts of the Mage. In fact, 10 casta Mage spell, suchas the myste rious and subtle DUMAPIC, one must have a great intelligence indeed! A character level of 13 — which is very impressive — still isn't high enough. AGILITY The ability 10 move fast can get characters out of all kinds of trouble Everyone needs this valuable trait 10 succeed! A high level of Agility lends characters the ability 10 make a fast attack. Speed and timing can make the difference between life and death, so Agility is all-imponant Sometimes it's even possible 10 move so fast you can take offensive action and be > attack. This can offer a great advantage Thieves have a particular need for Agility. It gives them the speed 10 locate and disengage taps surrounding tea: sure chests. 2a" This is one of the most mysier- ous of attributes. It is mystical, yet powerful. It takes a character pure of heart and mind to use it 10 its maxt- mum potential, Piety encompasses a variety of special powers. But per- haps the most amazing is the unique ability it gives 10 the Cleric Clerics, with the grace of Piety, can actually retum the dead to the land of the living. If attempt at this spell will most surcly fail. Thus, life and death hinges on the level of the Cleric’s Piety. And If it is high enough, true miracles happen! Piety is 100 low. the LUCK Good Luck is a highly valued attribute in the World of Wizardry Although Luck, may typically seem to be a vague. intangible idea that can't be conwolled; it offers great powers to those who have it in Wiz- ardry, Like invisible armor or a mag cal Shield, Luck can protect inhabit- anis of the land from grave dangers. It can also dramatically reduce the effect of an enemy attack. A blow that might have been fatal can be made harmless by a little Luck Everyone wants to be lucky. But its, imperative that Thieves and Mages don't get too far down on theirs 31 This strategic choice will influence the outcome of battles in the World of Wizardry. Think carefully before making your decision. Q eae Se The front line warriors The front line \ Murai or of the line ned Vet and other ‘The Lord Is one of the elite. A Lord wields the weap- ‘ons of war and casis Cleric spells with ease. Few charac- | ters can change | to Lords. But it can happen in Trebor Castle The Lorc's align ment is Good. ‘The Fighter uses all weapons " skillfully. These are baitle hardened warriors able 10 withstand terrible ‘The Samurai has great tal- ents. They begin to leam Mage Spells in.Level 4 and master all of them by Level 22. Alignment Is Good or Neutral The magic power of the Mage is Wizards know Mage (learned by Level 25) and Cleric spells (Level 28) They have the ability MW araNiia Powers of the rear guard The char spell can s buroniyinthe | Ino lake up the rear are Although Thieves | are handy with Daggers and Short Swords, they are not good in magic or combat. However, they play an important role in any group of Wizardry adventures because they know how to quickly dismantle chest traps. The Cleric has full knowledge of spells by Level 13, On a daily basis, Clerics cure wounds and save the fatally injured. Organize the traveling party for victory Over the course of centuries, the special talents, skills and values of the characters which inhabit this magical land have been adapted for survival. Each has certain sirengihs not possessed by the others. The same is also true of their weak- nesses. Yet together, as a group of races they complement one another. Thus if you choose your group or panty giving careful consideration 10 each member's unique abilities. you ‘will come up with a balanced band of travelers, This is called the balance of power, and the only way 10 atiain the perfect balance is by combining the conect forces within your band of adventurers, There are other considerations, ‘as well. It's important 10 think ahead and make a long-term plan for your group. For one thing you can change the powers and capabilities of your group. You can change a Mage 10 a Cleric or a Cleric 10 a Lord, But you must remember that in each case You vill lose the special talents of one while gaining the new strengths and capabil- ities of the other. ‘Ate you prepared 10 Jase these special gifts, or will you sorely miss them in the heat of action or danger? Perhaps the answer lies in further changes. You can replace the loss of attack spells by changing a Fighter 10a Samurai for example, Strategy is eve: rything. To begin, you must know your ‘This is not always an easy task, for the nature of any given character, While obvious in some respects. can be mysterious in others. Sometimes, in the heat of battle a special attribute will appear, or a character will come through in an unexpected way ‘AS you begin to develop a plan. remember this. Each character has unique strengths and. weaknesses. And the beginning, middle and end of the joumey are fraught with different challenges, changing riddles, and unexpected twists and tums. Along the way, itis Most intelligent 10 evaluate your band and make changes as you see fit 2 CU The Fighter's Strength is ll, which Is understandable given the title — one who fights. This strong warrior also grows very quickly. This can be of great advan- lage throughout the joumey. Growth means power. And when power grows — enemies beware! MAGE CR ‘The highly intelligent Mage has an 1.Q. of il. So when the Mage has something to say or contribute, listen carefully and act on the Mage’s instructions, One of the Mage’s great talents is the attack spell. This is critical to any band of travellers. eRe ET The Piety of the Cleric is truly superior at i.points. AS | you plan your party. give careful consideration to the | special talents of the Cleric. They can be of significant importance to success and even survival at the beginning of the adventure. HIEF Dee The ability 10 move fast is a priceless gift at cenain times. The Thief, with any Agility factor of Il is most adept in this department. The Thief also grows fast which allows for transformation into the Ninja with the assistance of a certain item. WIZARD COE The ways of the Wizard are often mysterious, but one thing is Clear as a crystal ball. Wizards are great travel- ling companions. With an 1.Q. of 2 and a Piety level of 12, there are many times when a Wizard can help the band of adventurers succeed! SAMURAI CO Here is one of the most challenging Characters In the land of Wizardry. Consider: Stength — 15, LQ. — 1 Piety —10, Vitality — 14, Agility — 10. Bonus points play an important roie in attaining all the power that the magnificent Samurai has to offer! LORD no ‘The Lord is one of the elite class. Among his numerous abilities, he leams spells with amazing speed. To become a Lord, you must have: Strength is 15, 1.Q. — 12. Piety — 12, Vitality —15, Agility — 14 and Luck —1 NINJA a Perhaps it is because the Ninja is the perfect fighting machine that it is such a challenge to create one! All attributes must be above 17. And growth is typically very slow. However. once a Ninja joins your band, it will be tough indeed! 3 Those who make up the class of elite inhabitants of the World of Wizardry originate in the ordinary Classes, For example, 10 achieve the prowess of the magnificent Samurai, fone must have the talents and attrib Utes of the Mage as well as a Fighter The anisiry of the spells and the strength of the Fighter as a warrior come together in the awesome figure of the Samurai — ‘one of the esieemed elite! Mage at casting CLASS CHANGE : Although class change offers many advantages such as moving into the “elite” Class, it also creates a number of hurdles which a charac fer must sitive 10 overcome in the process. The magnitude of making a change places a huge burden on ine character He or she will lose a great num: ber of the hard-won powers and attributes gained in the original class. As the character launches into the new existence, only the bare mini- mum of attributes for the pamticular race is provided. This loss of attributes can reflect a large reduction in capabili- ties from the original class. And auributes are everything in the search for magic in the World of Wiz~ ardry! For example, spells which were previously leaned may be still remembered, however, the number of spells which can be cast may be severely limited, Just because a character knows the spell doesn’t mean he or she can cast tin the new “elite” level — atleast not at first. Now new skills must be maste! ed and the actual Inorder fo male a change of ot, you hove 1 odd vp enough otribtes and The righ llgnment. Ths i not ‘heave an easy takin Wizardry. Ordinary Class 'THE WORLD OF WIZARDRY eres SS ee Pane Err Ordinary Class The olte is comprised of vo ordinary closes. There ore @ number of combinations within the ordinary groupe which when combined ereale the ine. personality reshaped These and a long list of ott problems which always arise in the course of a class change, add up to a dramatic effect on the characte undergoing the change. i's not diff cult 10 imagine that the character immediately loses an impressive five years of life just by making the change, That's a lot of valuable time to sacrifice, but the many should be worth it! Change is incredi bly difficult. But unless you have a worldly Lord or a fastfooted Thief in your band of adventurers, ii Is the only avenue available for producing the awesome powers of the Ninja! And without the Ninja, ultimate suc- cess. and the dream of retuming the culture to the World of Wiz- ardiry, may recede into total oblivion and utter darkness ‘Alter you make a class change, you ore relegated 0 the mnimom ctibutes avellable fo any given voce. I> thor word, you or saring fom serach inthe new Gloss. You con bok forward fo new advantages! | MONSTERS | Hordes les of grneso ‘gruesome creatures have crept. me creatures have crept from the dar the dark side to prey on the inhabitants of Trebor. They thrive on evil, using its power to destroy life. a lurk throsGiEeie the land Demons are the most dreaded ke it by night they come Wis here that orce 10 hunt, to eat and to dark side feel thing in their paths as jome. They thrive in the a cold, gloomy world of sione where a jand. Ores and Kobolds they lurk in the deepest shadows alent throughout the lic heir chops in jon of lack on harmless tra light of the they keep stricily to dungeons where they trap their prey Beware of Orcs and Kobolds The Emperor of Darkness summons monsters rcs and Kabel hove grown fo great The evil Warna’s powers reach beyond he dark deo word tht harbor erectrs of rspeok- aia Ga eaD 36 Survival depends on knowing your enemy Each type of monster has spe- cial powers all iis own, Eons ago, all monsters were the same. But over the ages. monsters changed. achieving their own crueland terrible ways of attacking their prey Because of the multitude of different monsters you must face as you make your way in this magical world, you must be cunning. Con- sider Carefully each type of monster. \Whai defense does it use? How does ivatiack? Study them well! POISON Beware of monsters with claws and fangs. Those razor sharp claws and glistening teeth are dripping with deadly venom! Some of these Creatures are totally poisonous which means if you even touch them, you're in deep, trouble. PARALYZE In a world where dangerous beasts lurk in every shadow, you need 10 be able to move fast. This of course, is why some monsters, like the Undead, have perfected the abil- ity to hit your nervous system and paralyze you PETRIFY This is one of the worst possi- ble weapons thai monsters can use against you. Itacts much like paraly- sis because you are immediately immobilized — tumed to stone! And ‘once you are hit, the spell’s as harct to break as granite! CRITICAL HIT Long ago, the Ninja developed a devastating move: the critical hit There was no recavery — even with a high HP level. Today. several mon- siers have perfected the hit, Watch out for Highwayman, Vorpal Bunny Flack and Wercina! ENERGY DRAIN You must keep all of your wits about you to survive the many ter- rors and dangerous creatures that stalk their prey throughout the land. One of the toughest challenges you must face Is Energy Drain. This weapon is designed to weaken and sap the power of travelers who have leamed the ways of the land and sur vived. When hit by the Energy Drain, you face a major sctback losing much of the important knowledge and experience you have gained, ‘You may even slide to the depths of a lower level or worse, several levels! The Undead monster, for example. can drain you of so much strength you will drop four levels. Maelific and Werdna can do almost as much damage — so take care, SPELL Mages and Clerics are masters at casting the kinds of spelis that i” dark and dismal trouble for the unwary or unprepared traveler. But the att of casting spells is prac- ticed by other evil denizens as well For years, the Vampire Lord has worked to perfect Mage spells, and now casis them with horrifying resulis. The Undead, Dragon and Demon cast them, too! BREATH When the maw of the Dragon opens, foul winds blow that can stop you cold or bum you to a cin: der. Sometimes this evil wind can mean desiruction for an entire party of travelers. The best strategy is 10 rapidly reduce the Dragon's (or any other monster's) HP because the power of the "bad breath” hit is halt the monster's HP. For example Flack's HP Is 180, so the hit damage is 90. RESIST 1 The creatures ftom the dark side have developed very clever defenses over many centuries 10 combat the attacks of bold and resourceful travelers. ‘The monsicrs of the Undead, Giant and Demon categories have Iearned to uncast spells. much to the dismay of adventurers. The Greater Demon Is a master at sending spells into oblivion. RESIST 2 Unfortunately. the impact of a spell can be greatly reduced by a monster's resistance level. Some creatures from the dark side have an invisible shield that can fully or pari- ally protect them from extreme heat or cold. High Master, on the other hand, applies mental powers to bend the force of the spell directing it into other dark worlds. HEALING Since the beginning of time. monsters have been drawn to battle as wanderers are drawn to the road. Batlle wounds often meant the end for these ancient monsters. But over centuries, new monster generations developed a magical healing ability Now Werdna can heal up t0 5 HP points per baitle, and carries a pro- lective amulet as well! CALL Evil ones suppon cach other when the call for help echoes across. the land. But when the rascally Bleeb calls for support, he some- times leaves just when help arrives. 7 IBATTLE |= experience can be gained in battles aes the Bey ep meee Knowing your monsters gives you an edge! Gain experience im a maze battle! PARTY The most effective warrior band is comprised of six brave trav- clers. A smaller group faces much greatcr peril in the dismal depths of the maze. Balance of Skills Is every- thing if victory is 10 be achieved against the ireacherous forces of the dark side which lurk in these dank Your brave band of adventurers must face a multitude of diverse and dangerous adversaries. Before set- ting out for the maze, armor should be shined, swords sharpened and the mental powers focused for opti- mum casting of spells. Then con sider your party’s marching orders. Be sure you have the optimum line up for your band of warriors. In battle formation, the front line atlacks with swords, axes and other mighty weapons suited for powerful warriors well versed in hand-1o-hand combat. The rear guard answers a different call 10 war. These are the weavers of spells. They have no need of armor for they cail upon their mental powers to bring sirong spells to their defense. These masiers of the magic all-important 10 your overall victory and survival in the World of Wizardry. Therefore, itis ctitical 10 protect them as best you can with your front line warriors for there will come a time when the power of the magic spell will make all the difference. ans are This is one of the main reasons for setting out from the stan with a party of six brave souls. tn this way. you have as many strong warriors up front as possible. The Mage. {c example is usually positioned most effectively at the end of the line. Oth: erwise. his spell casting power may be lost! 38 FRIENDLY MONSTER Countless cons ago, the dark side was not totally dark or filled with completely evil creatures. There existed at the time a tiny world of light impervious 1 the wicked crea: tures and gloomy depths of the dark world. A small band of monsiers Inhabited this shimmering world. Physically, they were much like the creatures of the dark with scales, fangs, claws and molten red eyes. But there was one big difference. These monsters had hears of gold, They were friendly monsters. And that terrible day when the forces of the dark side poured onto the shores of the Kingdom, so too did the good hearted monsters of the litle world of light These monsters have survived through the ages, and today they live and thrive across the land. They dis- dain combat altogether. preferring truce to baitle every time. Whether you choose 10 battle them or not depends on the alignment of your party. Good alignment, naturally means you cannot do battle with these non-combative creatures. But if your alignment is one of Evil, you will be forced to do battle. And as the law of the Kingdom dictates, if you break the rule, you will change alignment. A reversed alignment can result in confusion among warriors who cannot handle the change and thus falter in battle, unsure of their new status. if you wish to switch back, you can attempt to break the rules again. But the outcome is not always guaran- teed. If the battle becomes 100 thick running must be considered. SURPRISE As long as there have been wars, the clement of surprise has held strong as a winning strategy. For it is in surprising an unsuspect- ing cnemy that precious time is won — time to gain the edge and claim the victory! Although if you are taken, by surprise, you'll discover you can’t fight back Surprise must be achieved before the enemy gains control Weapons and items are the tools of war, Spells must be held in abey ance for later use. If you know your items well, however. you can apply their secret magic powers. Rod of Flame and Ring of Suffocation are especially potenit You'll need them. Monsters blow their foul Breath at your band and the Poison Giant levels terrible damage — up to 40 points worth. DISPELL Clerics, Wizards and Lords have the power to cast the Dispell (as well as Cleric spells). This Is a rare and unusual spell which is not used as one would expect 10 use it for anack or defense in battle, On the contrary, this panicular spell might be considered an "un-spell” because it actually reverses the effect of a spell or curse, When used against monsters created through the power of an evil spell, it can make the monster return 10 whence it came, back through the mists of time. The Cleric is a master at the Dispell which takes great mental concentation especially against a powerful Undead Monster. And the Undead monster is not the only one vulnerable to this powerful spell! ictory! iS Organize your )THE WORLD OF Le Wi Wildl IZARDRY iF |LEVEL UP Gain experience, and more power comes naturally, Keep your head high and your confidence up to reach ‘igor levels of victory. ele opar LEVEL & E.P. The World of Wizardry tests the heart and soul of adventurers to the maximum. This is a land where fighters must grapple single handedly with terrible monsters. It is a land where magic can be used if one has the ability to focus menial powers as well as long experience in mastering the magic ans. And this is a land of dark surprises where dan: gers lurk in unexpected places and shadows harbor evil secrets as old as the ages and best Icft undiscov- ered As your band of adventurers sets Out bravely at the beginning of their perilous journey, each must keep in mind the importance of experience. There is much to be leamed, The land itself is the teacher as well as demons and other fright- ful beasts. Experience is often gained the hard way through con bat or through mistakes which the wanderer survives. Fear of misfor- tune Is offen shed as experience is gained and battles are won. With vic- tory, comes Experience Points or EP” These are crucial 10 gaining new and greater levels of physical and magical powers. At first, brave adventurers earn 40 to 60 Experi- ence Points by vanquishing a grue- ‘some monster. But when faced with the glistening fangs. rattling scales and poisonous claws of these night- mare creatures, the adventurer must call upon deep reservoirs of courage and strength to do battle, claim vic tory, and eam the coveted Experi ence Points. Once enough points are gained, a new levelis achieved. And these new levels can open the way to a new and more clever class of character. Experience points can also lead to much greater powers of magic. 40 HIT POINT The World of Wizardry, its mul- tude of monsters, and Its devious inhabitants, test your adventurers as no other test that has come down in history through the annals of time: ‘Those that survive become harder of body, more determined of spirit, and more powertul of mind. As they make their way through the many perils of the joumey and survive. they develop improved capabilities. These increased powers of body and mind actually manifest in what are called “Hit Points” The “HP poinis are highly advantageous and reflect the amount of ability a charac ter has 10 take a physical blow or withstand the onslaught of an evil spell and maintain his physical powers and mental acuity. AS you Move up a level, So 100 do you gain more Hit Points. How- ever, these vary, and you never know how many additional Hit Points will be gained ata given level The Hit Points allotted 10 you can vary dramatically. So don’t count your Hit Points until they register in your favor! AS you gain in level and hit points, you become more and more impervious to the damage lev- eled by the evil denizens of the land. Wounds, for example, may be clev- erly deflected 10 a less critical or less vulnerable area of the body. Some lypes of the worst kinds of damage, however, areas old as time itself and inflict the same level of pain and injury. Poison is an example of this. ‘So beware, It is one of the most lethal Weapons in the World of wizardry ‘Once you are hit by poison you can severely injure yourself by making a move as simpie as looking around the room. MAGIC POINTS Although the incredible magic ans of ancient times were lost 10 the and, they are not imetrievable. The desire 10 bring the magic ans back through the mists of time runs stong and deep in the heans and minds of the people who live in the Kingdom These hardy folks are mesmerized by magic, just as their ancestors were, The diverse inhabitants of the Kingdom study and pursue magic secrets with Zeal. Many of them are guided by intuition alone for the tomes and books studied by their ancestors were stolen by the dark forces during the evil days of destruction. Slowly, inexorably the spells and powers of these mystical arts are returning and bringing with them the ability to banish the evil influence of the dark creatures that broke through the invisible gates of time. Today, each traveler is guided in his ‘of her magic endeavor by “Magic Points” or "MP" At the start of the joumey, an adventurer may have the MP” power (0 cast just a few spells. Bul over lime, the conjuring of these spells becomes second nature. And as new levels are gained, Magic Points increase. These are seven lev- els toral and nine points maximum can be spent on each level. With the additional points, comes the ability fo learn more powerful and more complex spelis. The mastering of these new’ spelis can exhaust the Conjurer who requires rest and sleep atthe inn. (Avoid the maze. It is nota restful place.) After a good night's sleep, magic forces are recouped and the adventurer can carry on with the journey |CASTLE| The Castle of Trebor holds secrets as ancient as time and as dangerous as the (fetid waters surrounding it. Beware of shadows cast by ancient stone in castle walls! Inolden times when giants and creatures of immense proportion foamed the land, castles 100 loomed large casting gigantic shadows across the plains. These were dan- gerous times, and castles were built In mystical ways to protect all within. The immense shadows cast by tur- rets, domes and walls, for example, were imbued with a life of their own, The power came from the stone itself and it leant each shadow the TAC?S TI ILGAMES! uncanny ability to wap or subtly debiliiate enemies before they could. attack the keep. Castle of Trebor carries on the legacy of these ancient stone edi fices in two ways. One is by its sheer size. The castle was built by the Overlord of Trebor a ruler known to be both mad and ingenius. Having studied the castles of yore, the Over- lord designed a gigantic round keep. 2.5 kilometers in diameter and lopped by a King’s Tower 100 meters high — tall enough 10 cast. a deep shadow across the entire city The second similarity ancient castles is in the stone of the tower itself. For years, the Mad Over- lord carried on geological excava- tions throughout the land in search of the magic “shadow stone” used in ancient mes. He found only enough to build the tower, and destroyed many homes and lands in the process, But the tower was enough to protect! Today, the townsfolk lead a far more sheltered life than the travelers who stop but briefly to visit. The locals grapple with problems such as overcrowding, overpricing in shops and overeating at the many inns, They tend to be a happy lot but somewhat oblivious to the ‘goings on” of the world around them. In fact, little do the locals know that there are many places in their ‘own city 10 which only adventurer from outside have access! The Tem- ple of Cant, Boltac’s Trading Shop. Gilgamesh’'s Tavem and the Adver turer's Inn are of particular interest to wanderers of the Kingdom. The gigantic Come of Tebor dominates th sty ond ll who ve whine wells. One doar no! have fo be worldly ‘ite fo guee thot mony feerelr both good and ol are Tidden deep within these cold walk of grants, The Mad ‘Overlord Buitin many surprises! ‘THE WORLD OF IZARDRY 4 ISERVICE| The Fortress of Trevor has many places unbeknownst to locals, visited solely byadventurers, adventurers. There are many places only known to Adventurers Long, long ago when the King: dom was a place of magic and peace, litle time was spent in the shops and stores or eating and drinking establishments. Most of the inhabitants of this magical world devoted their time solely 10 the pur of ever more complex and mys- terious magic ans. But the coming of the dark times drastically changed the ways of the Kingdom and its people. With the almost total banish: ment of magic from the land, the Inhabiiants turned 10 ott Some spent time in the taverns eat- ing and drinking copiously while exchanging tales of a better time many. many years ago. Others focused their effons in the area of trade and the accrual of great wea Shops were opened in large nur bers and business transactions {o! lowed along at a brisk pace. Many Dursults. people took 10 the road tying 10 escape city turmoil, and these wan- derers required inns for restand shel ter from the storm of evil throughout the land. Training grounds were cre- ated to help warriors answer the call of battle and prepare them for the worst the dark side had 10 unleash upon the kingdom. Temples also sprang up to offer shelter and heal- ing to the valiant adventurers who fought the good fight in an effort 10 save the land and retrieve the magic aris so sadly lost by their ancient and ‘over-ambitious ancestors. GILGAMESH’S TAVERN This was the very first tavern established in the kingdom. And itis Old indeed, almost 100 years. It was ‘opened by one of the most talkative rascals in the land, a harmless fellow known by all as Gilgamesh, (In the ancient tongue, Gilgamesh meant ‘one of cavernous mouth:’) It is her in Gilgamesh’s Tavem that matters of great import occur. Adventurers ADVENTURER’S Without Inns, the World of Wiz- ardry would be an even more dan gerous place for the adventure Sleep allows an adventurer to fully recover magic points. These types of accommodations. de} TYPE HP RECOVERY Siable OHP Cot 1HP Economy Room 3HP Merchant Suite 7HP Royal Suite 1OHP 2 check their status. They divide up treasure discovered and claimed in the course of their journeys. They meet to assemble bands or to dis- band their pany, Originally: the tavern welcomed all through its doors — friend or foe. Bul now. depending ‘on who gets to the tavem first, the rest follows according to the rules of good and evil. INN ing on the price you wish 10 pay. All accommodations give you enough rest [0 return your MP io the maxi mum level. (li you hit age 50. you will dectine in all skill levels.) PRICE AGING Free 1 Day 10GP I Week 50GP, I Week 200 GP I Week 500 GP I Week Toles ore thored, for fines divided sed nes Friendships forged inside thee historic fell of Giger om inthe ror sin or ext? If you, ore wounded, it fp encugh tld for the Royel ew, The ers Hit Point wil E WORLD OF IZARDRY 2 | TRAINING GROUND | The skills of battle are honed on these important grounds and great adventurers are forged in iron to carry future of the kingdom on their shoulders. Legendary warriors learned to fight on this ground It is said among locals and adventurers alike that the Training Grounds are built upon earth imbued with magic. Of course, this is only a tale told in the lambent glow of crackling fires in the wee hours of night. Yet there be may truth in it, The tale comes down through the ages of how the veil of magic disinte- graied as the demons of the dai side poured forth, But before it disin- tegrated, it appeared 10 become like stone it shattered, tiny pebbles showered an atea of land some five hectares square. Itis this area of land that today is called the kingdom's Training Ground, Other tales fuel the fires of Imagination and belief in magic earth. Some fighters have felt the earth move under them as they achieve a new level of skill or class of By now, you may requre some mingr readjustments within. the ranks of your troop of wanderer This x the oppertone momar, or Bote in the rohing, grounds you ‘con make a clot change, Grosp Here in the Toning Grounds of Wade, you have a chance fo cre- te each "member of your hardy, and of adventurers. The rate of your bond of sx Brave souls mutt be boionced fer success Consider coral the opportuni! 4 WiIZARDRY haracter, Attimes, a deep rumbling can be heard by all if a warrior appears 10 lack enough heart or courage for the battle. The grounds themselves seem to teach the arts of battle. For the many warriors trained here quickly master the skills and al: ents they will need as members of a courageous and victorious band of advent ‘On these grounds the inner soul of the warrior is also bared as well as muscie honed. Because it is here that stength and ability, inner courage and iron hean are assessed and partics of sound balance and sensible attributes group and rego establish the ideal combi nation of members for victory. Race and class are chosen. Magic points are assigned and re-assigned Weapons are weighed, tested, and evaluated for performance. Charac- ters are judged by age, magic points, skill level, armor carrying ability and alignment Nothing Is overlooked and al readied for the ultimate test. Ahead lic the many temible surprises of a joumey full of more twists, tums and challenges than any a are consider for fear of losing heart some left these grounds to become legendary heroes having brought the land an infinitesimal step closer to its deeply hidden heart of magic. Others have never been heard from again. Stories go that they have disappeared forever from ie kingdom, And still others return to the Taining Grounds bearing tales of mighty beasts, winding mazes and shadows that harbor the most dreadful Of timeless secrets. |DUNGEON| Ahead lies the greatest challenge, for it is in the many levels of this dank and dreary dungeon that adven- turers encounter the worst of dangers! Beware the Dangers of the Dungeon! Now begins the most perilous part of the joumey. Historically, dun- eons have been designed as places of tonure, cruelty and endless imprisonment. This dungeon, how ever, was built by Wercina, the Dun- con Master, without the Mad Over- lord's consent, to terrorize as well as capture all those foolhardy enough to climb down its ancient stone steps. the cold stone walls seem to er pale red with an evil aura of wn. It is said that a power of independent act walls have many tricks. Ten fic els are connected in some instances by a teleport passage. At times, an escape through one of these pas- sage offers the only way walk on what you think ground, the floor itself may suddenly begin 10 tum, taking you in a direc jon that bodes nothing but evil for ihe unwary The darkness of the dungeon seems 10 suck wanderers ever deeper into its depths. They think travel on their own motivation secking the stolen gem that is umored to be buried at the farthest depths of this cursed edifice. But 1s situation. Be\ hope of retrieving the gem is laugh- wanderers through its dank corti able, and the dungeon only pulls dors for spon. e00 00 Emter the dungeon, all ye who dare! SECRET DOOR Many thousands of years ago, the kingdom's first dungeon was built by those evil interlopers from the dark side. A prisoner, stil power ful in the magic ans, created a secret door which was used 10 access a hidden escape passage. It worked well for it was completely invisible 10 the evil guards. But all things change. the door was discovered, And today all dungeons have them — especially the one built by the wicked Werdna. Adventurers must use MILWA or LOMILWA to find the doors. Without them, the journey becomes stymied, ONE WAY DOOR The difference between a one way door and a two way door can mean the difference berween sur vival and ultimate doom. The one way door should always be consid- ered a trap. The dungeon is riddled with these troublesome doors which are not always visible. If you know you are on a dangerous path and go through one of these coors, you will be forced to maintain your perilous course. And it could most easily lead fo more evil than you ever thoug! possible. PIT You may first hear of the hor: rors of the pit while in taining. One innocent stumble, and you tumble onto razor-sharp spikes in the dark depths of the dungeon. Those in front are at most risk. They must seek patterns in spacing or location to avoid the terrible jaws of the pit. A band can never hope to get over a pit. Go around at all cost! 6 WiIZARDRY DARK ZONE The cloak of darkness is much used by monsters who lie in wait for ‘an opportunity to ambush the unwary traveler, The wily adventurer may have the power to cast a magic light spell However, LOMILWA is useless here. Try DUMAPIC as a last reson. Otherwise, you have 10 bump into walls 10 find your way through the maze. This is a poor means of navigation, but it may be the only one available to you. AS fonune would have it, the monste lurking in the dark are not 100 temible. TURN FLOOR The next step you take could be your last if you do not proceed with the utmost care and discretion! The Tum Floor springs from the wicked Werdna’s glee at_kecping travelers wandering in circles for all time. Once wanderers lose their way in these gloomy and dangers envi- rons. they may never regain it — or the light of day. Walk carefully. Skill is everything! CHUTE At one time, the Chute may have been used by the wicked one. Werdna. Now tacts much lke a trap for the unsuspecting wanderer Sud- denly the floor below you vanishes into thin ait, and you are jettisoned from the oth floor to the 1oth. Just like Pits and Tum Floors, you don't know you've been catight until you go fl ing and you may not like where you land! However. your ulimate aim is the darkest depins, and this is one way 10 80. TELEPORTER In ancient times, the people of magic teleported themselves by cast- ing spells, which for them was very ‘simple. Now the teleporter is a thing of the machine world as well. Although it is hard 10 tell the difference berween a teleponer block and a regular block Someiimes you won't know until you are teleponed. The teleporter can iake you just where you want 10 go, or deliver you into the jaws of disaster. When the teleponer whisks you away, consider making a map for later reference. CHECK POINT The wise traveler looks for value in the most innocuous of items found in the course of a jour- ney. For it is that cenain precious item that will get you past the gates (of the Check Point, and if you dare farther along in your journey inio the depths of the dread dungeon, Some items are plentiful. Others are extremely rare. All items are not what they appear! You will need them when you face the test of the hidden dungeon Check Point. These are hidden well! SILENCE POINT ‘The forces of the dark side left an unusual legacy thai came to seitle here at the Silence Point of the Wemda’s ‘dungeon. On the fifth and eighth level there occurs a sudden vibration in the atmosphere. The dankness of the dungeon deepens. the air vibrates and those who once had the power 10 speak are made totally silent. itis then that the forces of darkness can attack conjuring the most vile of spells. And the adventurer, siriken silent, can no longer cast a spell in defense. It is a grim predicament indeed. Battle-Hardened fighters should lead the way The “six-member party” tradi tion of batile comes down to the World of Wizardry through time wom ages. In the beginning of the dark era, when the evil forces poured forth, the arts of battle were litle practiced by the people of the magic culture, They were ill pre: pared for bate, except for a few Contrary souls of a perverse nature who had worked to master the powers of the sword and other archaic weapons of war. ‘These hardy souls found that hot more than three warriors can effectively use their weapons in the front line. Space Is limited, and more warriors only create confusion and difficulties in communication throughout the ranks. They also found that attack spells were more effective cast from the second line than the third, Sometimes third line spells even hit the front line fighter instead of the enemy! Today, this battle tradition is repeated. The most effective party has the leaders and fighter the magic users in back more than six members maximum. GOOD AND EVIL DO NOT MIX WELL Alignment is the value system that each character carries in his or her heart and soul. It guides all actions. And when forced to change that value system, a member of the band can become confused, disori- ented and lose alll sense of purpose. The entire group can fecl the effects of this change of values or alignment and can become less powerful as a unit. If this happens, the character will feel as if the very earth underfoot aking. This will have a negative effect on everyone, Neutral mem: bers, therefore. can make a party far more stable, The neutral member is not affected at alll by a value system. In the case of the Ninja, however good and evil may have to mix. After you leave the ‘raining Grounds and before entering the dungeon. you may want 10 put this valuable (and evil) character on your side! Camp offers a respite from the fight Deep in the heart of the maze is. a place of peace, quiet and a modi: cum of safety from monsters. It has come to be called camp. and it offers a most welcome respite from the fighting. You can use camp 10 check the status of each member of the band, re-equip those who have lost weapons, cast spells as needed and rearrange party members for optimum balance within the group. tis too dangerous in camp for sleep. but the oppontunity for rest and the chance to evaluate the group and its strengths arc important. You may find you happened upon the camp just in time to avoid a sneak attack as well ITREASURE CHEST! The contents of the sought after Treasure Chests are well worth the risks it takes to lay hands on them! But take cave for they are booby trapped! se Seek treasure with great care] The call of treasure touches the He was followed in quick suc The weasure has other magic hear and mind of all who inhabit the cession by a horde of retainers and__propenies which will effect the our World of Wizardry. Although itis hid- assistants. all laden with the same come of the journey for brave bands den throughout the land, a copious glittery booty. As the fleeing proces- of travelers. Many of the items are amount is buried deep within the _ sion beat a hasty retreat though the required for access to certain areas maze. No one is sure how this horde — maze, much of the treasure fell from of the dungeon. Some ate worth of golden coins. weapons. helpful arms. pockets and satchels. Of mighty sums 10 Boltac, so charac (or Sometimes cursed) items, course, there was no time to siop, for_ ters can at times sell them fora great lets, armor and other things of _ thechase washeated. Later, Werdna profit. Ceain treasure can improve a immense value and allure came to sent a horde of monsters to guard character. And some treasure is dan- be here. Some say that the evil one. the treasure which he had dropped. —_gerous. liems may be trapped. You'll Werdna, could not carry all he had Even though he could not have the need a Cleric who has the power to stolen. His arms and pockets were treasure himself, he didn’t wantany- cast a spell 10 identify the trap and filled to capacity with gems and one else 10 claim it! Some of the make it harmless. A speedy Thief can like as he raced through the corridors items are imbued with rare magic— help by disaming the trap allowing of the maze making a hasty escape _a legacy of the ancient magic culture you safe access to the booty with treasure falling behind him such as Blade Cusinan. They can only be found in a particular area! ne met not no the opening el'o tecere chee wih ioe ow, for eang wah the recvore tempt fo remove eter content Take grt core! rome moy hinder ‘THE WORLD OF IZARDRY 4 ITR APS» TREASURE CHESTS) Much of Werrna’s coveted treasure is found in chests. Unfortunately, he has booby trapped them, and they can be extremely dangerous! Danger lurks where treasure lies! Many tales have sprung up spell which forced the treasure 10 gather into booby ta ped boxes, vary. It can GAS BOMB The entire group or several members « POISON NEEDLE This trap appears carly in the venture. It injects poison into the vic- tim. The hardy soul losé well as hit points unti cured of the poison the worst kind! ‘an be severely injured if EXPLODING BOX This wap holds many similar: pieces of iron and other metal fly everywhere, impaling any ath. The treasure, how- adver for escape or regrets. The only hope CLERIC’S CRISIS ‘Ether Werdina or the clerics them: selves have an uncanny knowlecige of the type of fight ahead of the band. When the cleric’s crisis sirkes the Cleric, the Wizard, or the Lord, that is just the character the band would have needled most for the fight ahead. is Werdna’s jealousy powers of the Mage ard created a trap Just for this particular adventurer ake No matter how fast you are, If you open atrap in which < bolt lurks, heavy da - about 50 HP. The ist no time to move or duck. Even a Thief who nowned for speed, takes a hit. But every So often, there is f just fast enough! TELEPORTER Beware the lower dungeon becat nere that the dread t¢ porter awaits your courageot band. If you stumble upon this ble chest. it has the power to whisk every last rember into etemity ICONDITIONS| The multitude of ills which descended upon the people of the ancient culture with the invasion of creatures from the dark side are today called Conditions. Many fearsome ills befall the unwary! In the fetid depths of the dark side many eons ago. a great caldron steamed and bubbled. An evil wiz- ard slowly chanted over this grue- some brew. The terrible creatures of this wicked world dipped fangs and the rank liquid 10 make them poisonous. Scum was skim- med from the top to makea sleeping 1X0) LO) 212) evil ones spread their eet They dip blades of combat in Werdna’s evil brew as well as claws and fangs. Some have long stingers which suck up poison for later evil use. Others use long hollow needle-like teeth pulled from. the mouth of the reptilian manga beast When poisoned, 10% of your HP for cach step you take du ing battle or for each block you search while traveling. If you have a healing item. your HP level won't be drained by more than 20% DEAD Weidina’s wicked brew has the power when dried and tumed to powder of delivering the ultimate blow. This condition is to be avoiciec at all costs because recourse for the victim who is stricken. HP goes to zero. However, in rare instances, a Cleric of great power may use the DI or KADORTO spelland revive the victim. The Temple of Cant is also a possibility. Remember fo remove weapons because the Cure may go awry and all might be lost there is line WiIZARDRY potion for which there was no anti dote. And many more dire ills arose from the depths of this horritic brew. The recipe was handed down over the generations. And today the vile and fearsome Werdna uses it 10 create the dire Conditions that strtke the brave aclventurers of Wizardry ARALYZED ‘Cenain aps and magic spells put the party in danger of this condi tion. A paralyzed adventurer cannot cast spells, fight, drink potions or cary on any ather kind of physical action. This is not only injurious 10 he victim, but also threatens the group as a whole. When a victim becomes paralyzed in the middle of ‘a chosen path, the striken adventurer ‘will slow down or stop all action. Cure it by using the spell DIALKO, ASHED Thisis the most difficult condition to deal with in the World of Wizardry for much is at risk! When you make the attempt to bring a character back from the brink of destruction, there are many hazards. You must have either a Cleric of immense power or the magical shel ter of the Temple of Cant, Sill, there is gical isk. Spells and the Temple do not always work. You may lose the charac- ter as well as valuable weapons and tems, so itis bestto leave them outside the temple. 50 Eb 3 514 ‘Only the magic ones of the Jark side have the powers to cast the potent sleeping spell called KATINO, Like a silken spider's web, the spell spins a thin veil across the vicim’s around the entire body thus immobi lizing the helpless adventurer, One or can be affected by this terrible spell, Intense combat may awaken them. A Counter spell sometimes works. The victim or victims will surely awaker by the end of combai. PETRIFIED There is only one spell in the World of Wizardry that will cure this condition — MADI. The vietim is turned 10 sione, and only a Cleric of great power can Come 10 the rescue using sophisticated ancient magic spell! Fortunately, the victim is safe from monsters who nd stone statues 10 be highly unap- petizing and far too crunchy. Some have broken their teeth at first bite! The maze is fraught with many dangers. Among them is the Los condition. 1 happens when the Dead or Ashed can't be revived or when an entire pany is attacked and their energy drained. Some may be tured to stone or paralyzed, These remaining adventurers are now Lost for they cannot retreat help themselves in any way. Theii ly hope is to be found later by a new band of hardy souls that goes back to look for them. Until retumed to the ranks of a party, they are lost | MAGIC SPELLS | There are 50 re are 50 spells in Wizardry. Twenty-nine a in Wizardry. Twenty-nine are e prac ticed by Clerics and 21 belong to Mages. There are 7 different levels of spells. MACE SRELES taser ceases sane eabeoan mae BT} EN ra Patra) HALITO BATTLE | GousestS HPD Witfohns Damage MOGREF — KATINO ex237SSour | coun: nem. Ths eatery aaclal peso DUMAPIC caMpNa | Slecronheon ion nn PO BOT en seve | eae e ABAR Shree RINE USER Twice as strong as MOGREF ‘Greates a fire in the midst of an enemy group caus: T peers ing 4-24 HPD. This is the first powerful attack spe 3 MAHALITO | endiv'sSour ns sore t power ts, which you acquire. Conjures a series of explosions similar to fireworks: BATTLE Costs enemies PD. MOLITO entiv’hour sett With darkness more powerful than DILTO, BATTLE creases enemies’ AC by 4. Most effective against i MORLIS 1 ENEMY GROUP | ie Me Cees Will o'Wisp. Use is limited. DALTO scree ecerene ae eos 1 ENEMY GROUP: LAHALITO BATTLE HPD. LAHALITO and DALTO induce the same MAMORLIS) c2ittics | itccteSnor'oonns Soca ios sc tern ALL ENEMIES groups simultaneously. WORN PmE., | Morinee ieee usar aowance ALL ENEMIES ss tive against the Poison Giant Conjures @ chilled air like DALTO, but is almost J ENEMY GROUP | 414K ANITO doesn't work 51 Ne EN ta} Function MASOPIC | aaaue. DC ENTIRE PARTY BATTLE tendec 1e Vampire Lord. Enemy characters ZILWAN (ee Cormeen inne Se can’tuse ZILWAN. Suffocates enemi ig all oxygen sur LAKANITO BATTLE | founding them. ineffective 2 aire 4 ENEMY GROUP | Has no side effects on survivors. Some enemies | cannot nullity this spell | A complex spell. Requi drains the user's energy Level Is experience and ne level. User has 3 ran- bilities: BATTLE HAMAN | guevies ENTIRE PARTY jured party of poison. paralysis wire party's HP; nonster’s ability to avoid a spell s entire party's AC Exactly ike HAMAN with a 7th posSibiliy ee 7. Revives the dead and recovers their HP 100%. MAHAMAN | atteveites | coronas oars mer Telepons alll party members within the mazes. If used. on Floors 8, you will be teleported to the next floor. If MALOR ANYTIME used on Floor 10, you will be teleponted to Floor 1. ENTIRE PARTY | Doesn't work on Floor 9. if you specify an area outside ‘of the mazes. all pany members will perish. Generates an atomic fusion affecting an entire bat TILTOWAIT | sme. Scare | ALL ENEMIES TABLE OF MAGE SPELLS ‘eirircnceosoreres eMC) No Active | aie Bien HALITO | BATTLE [sma tire bail (1-8 HPD). 1° ei: = ZILWAN BATTLE __ Focused attack on the Undead. | 6* MOLITO | BATTLE [Firework explosions (3-18 HPD). | 3” MAHALITO | BATTLE [Firework explosions (4-24HPD). | 3* ies set LAHALITO BATTLE _[Firework explosions (6-36 HPD). Ae DALTO | BATTLE [Freezing chilled air (6-36 HPD). 4* MADALTO | BATTLE _ Freezing chilled air (6-64 HPD). 5* LAKANITO | BATTLE _|Suttocates enemy group. 6 MAKANITO | BATTLE [siays enemies under Level 8. 5 a ie Spell on Function PU) Tels cS) 07/8 POWERS TILTOWAIT | BATTLE |Atomic fusion (10-150HPD). | KATINO | BATTLE | Puts enemies to sleep. la DILTO BATTLE _| Increases one group's AC by 2. oe MORLIS | BATTLE [increases one group's AC by 4. | 4 MAMORLIS | BATTLE | increases all enemies’ AC by 4. 5 MOGREF | BATTLE _ Decreases personal AC by 2 l4 SOPIC BATTLE _| Decreases personal AC by 4. [2° | MASOPIC BATTLE _ Decreases party's AC by 4 6 DUMAPIC | CAMPING | trcicates party's maze position 1 MALOR _CAMPIBATTLE| Teleport (random in battle) 7 HAMAN | BATTLE _ Muti optionsiarains 1 level 6 MAHAMAN | BATTLE Muti optionsidrains 1 level 7 CLERIC SPELLS lenies conwolli ete KALKI BATTLE ENTIRE PARTY makes them valuat e practiced ir © ans of healing the wounded and Their vast knowledge of spells oe Decreases your party's AC by 1 Recovers -8 HP. Use until you lear DIAL. DIOS ANYTIME, 1 ALLY BADIOS ae Drains -8 HP. 1ENEMY =| = ‘Greates a magic light which enables a party 10 seea ANYTIME distance of 30 steps. It lasts only a short time MIWA “or: seca Greates @ magic wall around the Spell caster and BATTLE lecreases AC by PORFIC WSR [tomes cby + Decreases pany’s AC by 2. Twice as strong as BATTLE oful in the beginning of MATU ENTIREPARTY SI ee OPENING | Identifies waps with a 05% success rate. If it CHESTS z MANIFO BATTLE 1 ENEMY GROUP Immobilizes enemies. Same results but should be used sp important 2 MONTINO BATTLE 1 ENEMY GROUP. Enemies become mute and cannot chant spells. Lasts throughout the baitle. «7, LOMILWA ANYTIME NIA ight ike MILWA. le but does not ir -as that neutralize magic Pr Spell Mode/Affected a DALKO os ee 1 ALLY ANYTIME strategy. BATTLE id be used when you expec long battle DIAL anivrie «| Spee oe eee oe a 1 TALLY orto the castle. eee BADAL os ee 1 ENEMY ANYTIME poisoned comrade. Use as soon as possible LATUMOFIS “xr ao ANYTIME ~ se MAPORFIC etter SES, DAMA oe ee 1 ALLY BBDIRGNIA te | iscwtawour wim savant ENEMY use BADIALMA, BATTLE TENEMY GROUP | jipie enemies. About equal to MAHALITO. KANDI coupe, fis rand pc an Ta et Resiores dead parly member to life and saves you | CAMPING the expensive Temple of Cant lowever, not DI | catalan re ee eter ve ues 100% successful, BADI "= Siops an enemy's hi | TENEMY LORTO see Geates 9 spinning fon of sharp blades which 1 ENEMY GROUP : Gites paralysis, neualizes poison, and resiores @ ANYTIME ciricd body. HP replenished to maximum leve MADI 1 ALLY eee ee Se oe me Reduces the HP level 10 8. Wonhwhile against BATTLE 3h HP level enemies, but they will probably nul na a [Srocnusars Teleponss the entire party back to the casile, but all BATTLE equipment and almost all money will be gone LOKTOFEIT o.ii'8icy Sooners mers Helpful when you want to eliminate a cursed item MALIKTO BATTLE | iisaies maxical fusion aflecng an ce bor i C T ALL ENEMIES KADORTO CAMPINGE RS | owcver you (au; your orTuET be ost or 1 ALLY | f : ever. Even the Temple of Cant cannot help. Syl yi TABLE OF CLERIC SPELLS SINGLE PNET Ae € MULTIPLE ATTACK SUPPORT AC DECREASE SPECIAL Se mae Function Level BADIOS BATTLE _| Drains 1-8 HP from one enemy. 1* BADIAL BATTLE _| Drains 2-16 HP from one enemy. 4* BADIALMA | BATTLE | Dains 3-24 HP from one enemy. 5* BADI BATTLE __ Stops an enemy's heartbeat 5° | MABADI | BATTLE (D2ins enemy's HP to 1-8. 6* LITOKAN BATTLE _Creetes a talltiame 24 HPD). 5 LORTO BATTLE _| Conjures spinning blades (6-36 HPD). | &* MALIKTO | BATTLE | Magical tusion (12-72 HPD). 7 MANIFO BATTLE __| !mmobilizes one enemy group. 2 MONTINO | BATTLE | speisl one srour Yom casting 2s PORFIC [| BATTLE [Decreases personal AC by 4. 1 KALKI BATTLE Decreases pany ac us 1 MATU BATTLE _| Decreases party's AC by 2. 2 BAMATU | BATTLE _ Decreases party's AC by 4 3 MAPOBPFIC | ANYTIME [Decreases party's AC by 2 4 DIOS ANYTIME | Recovers 1-8 HP of one member. 1 DIAL ANYTIME Recovers 2-16 HP of one member | 4 | DIALMA | ANYTIME Recovers 3-24 HP of one member. 5 DIALKO | ANYTIME | cures paralysis of one member. 3 LATUMOFIS! ANYTIME | cues one member of poison. 4 MADI | ANYTIME |festrestiPtomemm "| 6 DI CAMPING | Resurrects dead person to 1 HP. 5 KADORTO | CAMPING, 30205 #84 person to maximum 7 MILWA ANYTIME | Casts magic light to 30 steps. 1 ANYTIME | 0asts tight until party returns 3 ANYTIME | icentities unrecognized enemies. 3 OPENING CHESTS| dentities treasure chest traps. 2 CAMPING [Lecates missing party member. 5 LOKTOFEIT | BATTLE | teleports back to castle 6 M— MAGE T— THIEF S—SAMURAI N—NINJA ‘WEAPON eS ere USS Function » STAFF STICK 5GP| 0 |FMCTWSLN\ STUDLY STAFF [STICK 1250GP| 0 | FMCTWSLN| imi? “* "er ° BENT STAFF STICK 4000GP| 8 | FMCTWSLN | fev: Se? * ‘1ROD OF IRON [ROD | __‘15006P/0) MW : ~|ROD OF SILENCE ROD 7500GP) 0 | FMCTWSLN sonic ~ ANOINTED FLAIL [STICK 75GP/0|F C SLN|« {ANOINTED MACE STICK 15GP|0|F C WSLN ~| DAGGER DAGGER 2GP}0|FM T SLN - * The type and number of items you carry with you through the many challenges abend ‘will often mean the difference between success and defeat! uiky and hinder agi selves with talented and trusted You can see how we have abbreviated Fighter (F), Weapons chart below. In some cases, two or more: Mage (M), Cleric (C), Samurai (S) and the other char characters are listed in sequence for the same acters for listing under the heading “Users” in the weapon. F —FIGHTER C—CLERIC W—WIZARD L—LORD ‘MACE OF POUNDING STICK | _62506P, O/F C WSLN|” MACE OF POWER STICK 2000GP/0/F C WSLN| ssi! MACE OF SNAKE STICK 5000GP|a|F C WSLN= MACE OF MISFORTUNE — STICK 5o0cP|@/F C WSLN MORBID MACE STICK 4ooog|@}F C WSLN DAGGER OF SLICING [DAGGER | —4000cPo/FM T SLN= DAGGER OF SPEED DAGGER | _150006P}#3_M Nery eh ee DAGGER OF THIEVES DAGGER | 250006P\0} T N SHORT SWORD SWORD | 7GP\0|/F 1 SLN BLADE OF BITING SWORD 7500GP}0/F T SLN -|FPEE OF EXCELLENCE © |SWORD 2ooocP|o|F oT SLN[? SOUL SLAYER(E) SWORD | 250006P/E/F T SLN/= MASHER OF MAGES SWORD | 5000GP|0/F T SLN|set EPEE OF DISMAY SWORD soogP}a|F T SLN|- FPEE OF DISASTER SWORD 4000cP|O|F T SLN| > LONG SWORD SWORD 12GP| 0 | F SLN [Sn SWORD OF SLICING SWORD 50006P | 0 | F SLN io -|SWORD OF SLASHING | SWORD 20006P | 0 |F SLNI§ SABER OF EVIL [SWORD | 250006P| 0 |F SLNI: BLADE CUSINART SWORD | 7500GP/0|F SLN -/SLAYER OF DRAGON © |SWORD 5o00gP | 0 |F SLN/: SLAYER OF WERES SWORD 5000GP | 0 | F SLN -|SWORD OF SWISHES SWORD 5006P | 0 | F SLN SHURIKEN (E) WEAPON] _ 25000GP 0 N MURAMASA BLADE WEAPON] 5000006P 0 s HELM Pr ad Trilla HELM HELM : HELM OF HARDINESS =| HELM 15006P |-2 | F HELM OF EVIL HELM 4000GP | | F HELM OF HANGOVERS = [HELM 25000GP 42 F RING OF MOVEMENT =§=RING | _12500GP -2 | ARMOR Category ~| ROBES ROBES ROBE OF CURSES [ROBES | — 4000GP/¥2/FMCTWSLN': -|LEATHER ARMOR ARMOR 25GP |-2)F CTWSLN| sw -{PADDED LEATHER ARMOR 750GP 8 F CTWSLN bees TREATED LEATHER ARMOR | — 3000GP-4/F CTWSLN|""™""" -|ROTTEN LEATHER ARMOR 750eP|-1|F CTWSLN|~ LEATHER OF LOSS ARMOR | 4000GP.0/F CTWSLN|= (CHAIN MAIL ARMOR 45cP-8F C SLN SHINY CHAIN ARMOR | 750GP/-41F C SLN ELVEN CHAIN ARMOR 30006P|-5|F C SLN| CHAIN OF EVIL ARMOR | 40006P/8/F C SLNI# ARMOR OF FREON ARMOR | 75000GP/-6F C SL); CORRODED CHAIN ARMOR 7506P|-2|F C SLN CHAIN OF CURSE ARMOR | 40006P/-1/F C SLN -|BREAST PLATE [ARMOR 100eP/-4.F C SLN “BODY ARMOR ARMOR 750GP|5F C SLN “|BPLATE OF BOONS | (ARMOR | 5000GP)-6/F C ARMOR OF HEROES [ARMOR | 500006P/-7/F C ‘(BROKEN B-PLATE [ARMOR 750GP|-8|F C_ B-PLATE OF FIENDS ARMOR 4o00GP|-2 FC PLATE MAIL ARMOR 375GP |-5|F STURDY PLATE ARMOR | _ 7506P|-6|F +1ST CLASS PLATE ARMOR | — 30006P -7 F NEUTRAL PLATE ARMOR 4Q00GP || F ARMOR OF EVIL. = |ARMOR | 75000GP|-8/F ARMOR OF LORDS ARMOR | _500000GP-10) 58 SHIELDS ee a -|SMALL SHIELD SHIELD | _106P -|LARGE SHIELD SHIELD 20GP (IRON SHIELD SHIELD 750GP SHIELD OF SUPPORT = SHIELD 35006P SHIELD OF EVIL SHIELD | 125006P SHIELD OF DEFENSE = SHIELD | 125000GP SCREWY SHIELD SHIELD 750GP SHIELD OF NOTHING = =SHIELD | —_4000GP GAUNTLET eT ere eee a Sa eo GLOVES OF COPPER GLOVES | 3000GP|-1/F SUN [See eee GLOVES OF SILVER GLOVES | _30000GP|-8/F iran MAGIC ITEMS eT re ee Cee a {ROD OF FLAME STAFF 125006P/0/ M WS */RING OF JEWELS RING 2500GP 0 | FMCTWSLN| RING OF SHIELDING RING 5000GP 0 | FMCTWSLN RING OF RIGIDITY RING 7500gP|0| C [2 RING OF SUFFOCATION | RING 100006P/ 0 | FMCTWSLN|: RING OF HEALING RING 1500006P | 0 | FMCTWSLN|* RING OF DISPELLING = | RING 2500006P| o | F MCTWSLN|" ~|RING OF DEATH {RING 2500006P | 0 | F MCTWSLN|< AMULET OF WERDNA | AMULET | 49999999GP 10 FMCTWSLN OTHER ITEMS Category or} Pn -|POTION OF CURING —=§=POTION | 250cPl0 ~|POTION OF NEUTRALIZING POTION | 150GP/0 {POTION OF GLASS POTION 750GP | 0 POTION OF HEALING = POTION | 2500GP/0 "SCROLL OF SLEEP SCROLL 250GP | 0 eran es SCROLL OF FIRE SCROLL | _ 2506P|0 oe ’|SCROLL OF PAIN SCROLL 2506P| 0 = SCROLL OF AGONY SCROLL 2506P| 0 —— SCROLL OF DARKNESS SCROLL | — 1250GP|0 00 Neca {SCROLL OF BRIGHTNESS SCROLL | — 12506P/0 a SCROLL OF AFFLICTION SCROLL | — 4000GP/0 = ~|KEY OF BRONZE KEY oGP| 0 cE: ‘KEY OF SILVER [KEY oGP| 0 Seek ~ {STATUE OF BEAR [STATUE | oGP| 0 ~ | STATUE OF FROG [STATUE | OGP| 0 ~|KEY OF GOLD /KEY OGP! 0 (BLUE RIBBON [RIBBON oGP| 0 60 |MAZE| For many years. the wily and evil wizard, Wercina, planned and schemedito build the gigantic palace that today lies deep underground not far from Lord Tebor's lands. He bade evil architects from the darkest regions of the world to draw up plans for this mighty fortress beneath the earth, They came to him from far and wide with plans rolled into long scrolls, The wizard took the best traps, the wildest twists and tums and the most ingenious dangers from each architect to create his final plans. He then began to build with alacrity! Werdina, of course, knew When Lord ‘Trebor heard the tale of the maze, he raged. "50,000 gold pieces shall be given to those who defeat Werdna in his winding lait!” He sent his army into the maze. but it was soundly defeated again and again. The traps, dimly lit wind ing hallways, and horiific monsters proved hard 10 beat by the bravest ranks of Lord Trebor's army But the Wizard was prepared to do even more damage! In the dark of night, assisted by terrible beasts he slunk out of the maze, broke into Tre- bor Castle and stole Lord ‘Trebor's treasured amulet absconding with it The Maze is a huge underground palace built by the wisard Werdna and his legions. Here in the depths of the land, courage is tested! ‘One way Move up to the x floor Move down to the x floor Message board Teleport to Teleport from Elevator Place to get an item Place requiring an item Pit Tum floor 2 Chute exit deep into the dreaded maze. Again, Lord Trebor sent his army in pursult, but to no avail. Werdna is powerful indeed, and the maze makes him. SE Stence point [5] Walis of rocks & Teleport to castle that Lord Trebor would never bless his wild scheme, so he simply went ahead with building the maze with- out requesting permission. doubly so! I Dark Zone The first floor is riddled with trouble for the inexperienced T 0 E Z adventurer! Proceed with caution. | - Goto the three southwest rooms and 18 | | fight monsters to gain experience. 1 Return to the castle often 10 increase the character level. When the level is 16 310 4, 2010 the room located at (13.5) j fon the map. Murphy's Ghost is there 8 alone, and lis HP is merely 2. If you 4 Use DILTO, you will gain 741 Experi ; ence Points! When you return to the same spot later, the ghost will teap- 4g pear So you can increase your level 0 7 if you repeat the action. When 11 ale] - FiS.toumetener hoor2.andbe 79 t + sure not to forget the ot Ei | \ fj bronze keys! ] Te ] 8 | Z ial al = Es 4 5 s 2 ‘ a Key of Silver a Key of Bronze + Key of Gold required Bh | Murphy's Ghost 2 Forced teleport to castle ji Elevator between Ft and F4 Gate to 1-way path 2 Silver Key, Bronze Key, and Murphy’s Ghost os 1s Dans 4 56 STB 20011 B14 5 6 7 8 19 61 Floor- Here you will stand off against the fierce Capybara and glutinous Creeping Crud. Worse yet, you will be hit with Paralysis from the stinking Gas Cloud and attacked by a Zombie Use MAHALITO and LAHALITO against multiple enemies. Ulimately. you must get the key of Gold for entrance to the Dark Fi, To do this. you need the Statue of Frog Sacred Statues and a Key of Gold & Key of Gold 4, Statue of Bear &, Statue of Frog 7A, Statue of Bear required 144, Key of Silver required 144, Key of Bronze required 744, Statue of Frog required and the Statue of Bear. In order to get the statues, you must have the Key of Silverand ihe Key of Bronze found © you have the ‘on the first floor. Key of Gold, head on Fi, Then take # 4th floor. And good luck! oA NOR NODA @ O Floor- When the wicked Werdina built this floor, his terrible cackles and evil chortles could be heard far and wide. The unwary adventurer will find little of value 10 the quest on this floor and much to threaten life and limb! There are no items worth the risk of marching through numerous: well hidden traps! All corridors look alike, and all rooms are the same Dangerous Pits and Turn Floors size which makes it difficult 10 find your way. To make matters worse the message boards provide false Information. The crossroads of corri- dors are especially dangerous! On this floor you will lear how to battle three groups of monsters at the same time, but the risk is great FES Messoge Boa fet and right rections axe ae) & Pit © Um Floor [SS. Move down to 4F vob OAAN wD OS ° oti2sa4a5¢6789NDNKRB MS v7 8 19 63 Floor- This floor will test your courage greatly, but you will win the Blue Rib- bon and team to use the elevator to F9. Step off the elevator with care because you will find an Allocation Center bristling with monsters! There are two each of level 7 Mage. Level 7 fighter and High Cleric and one High Ninja. Defeat them all and you win the Blue Ribbon (if you A Blue Ribbon and Fast Elevator know MAKANITO), The total Expert ence Points gained is 1800 (1966 each). You'll find Antidote, Ring of Death and Rod of Flame in treasure Chests. Boltac pays well for the ring—up to 250.000 gold pieces. But the mick is to get itt A Wain (Enemies on bot eft nd right ides) £f Monster Allocation Center & Blue Ribbon FZ, Blue Ribbon required P4, Statue of Bear required 0, Elevator between F1 and F4 Elevator between F4 and F9 19 | 18 @] 17 16 5 : 10 A. o-A NWF AAN © © Gl Ont: | 25°32 475262 7-8-9) 0411 2 B44 15 16 17 18 19 Fiool a The Sil nt R oe geous band enters the room, magic spells and ae Ie teaeaas al aaa a calc lea aca cal lcaical |g] ce \ce] ele) © Silence Point © Tum Floor ciao aleletaiantel s. [ Elevator between F4 and FS OT 2a eS 67S UOT ROME ET Bw Floor- Main C d ee vor SRR SCN or ra.rTona toe wo voor tie Seat geomet palon a npely, raya onal done fre einen enn sya ut a master the simple indications of Map F6. nese oon Fe paar errs yo les eet soem ol get concam. esto he ny apes tenor oe naar cu tn co ai std re fu bh anes coves arettamening onc musics ace, owe narcosis conan volta nao 9, et popsine pic ou geneva un br Ba ae oer ree ec lenses rion ae pra Four urs surcore area ams appear a iso une agaNTO ZB Seassas Q pit QD Turn Floor Elevator between F4 and F9 o-wnesvoreos 2 a Oras ese 7850 DHMH ET BD 65 | AC lex Map f F loor- Advanced Adveutarers ‘The diabolical wizard, Werdna, cackled with glee while designing and bulld- a ing this particular floor of his palatial underground a maze. The plans came from a dungeon of yore bullt : by a magician of incredible power and imagination. _ AS you study the complexity of the design. you'll see ® E [+ a thai the layout is highly systematic. A diamond shaped main passage has Dark Zones every two 10 | E = twee blocks. The power of LOMILWA Is ge cimin. be ; ished because these Dark Zones are spread through: Sie out the floor. The many “One-Way” signs add to the ® ee =] et ense of doom and confusion. You must have your 11 map close at hand at all times, and let it be your sole guide through this wickedly confusing floor. In point of fact, you should feel free to bypass the challenges of this floor altogether if itis just to much for your band of adventurers. Only tackle It if you find your reward in mastering a complicated floor riddled with twists, turns and confusion. 3 3 lw | @ Pit (], Elevator between F4 and F9 oy crass e7e ew The Tel M Foor -@ tre uittnate test ue eueeT we Werdna went wild with Telepons and Silence Points on this dlificult and 3 Pees eee] _.. challenging Floot, 1 be exact. there are 13 telepon *{-t See eee oe tnirances and I2 exits. As you make your way, YOu viele wee must rely heavily on DUMAPIC. Don't run out, or you er) era er a er] ere Will be In dire rouble. If' you have great courage and le eles clea e| experience, you may find it worthwhile 10 search for er elgieleete = tnelegendary Shield of Sunpas on hs floor fer erfer enter ler The only other reason is to explore it for the sheer zs pe challenge. This, however may seem a gyeat folly 10 piel oie ele e| the wise adventurer! The Shield of Suppor is incredt. ele ete ele ele] bly rare, however, and a worthy objective according to CHC Cle Me Se some travellers. You must be a master of MALO, Gf Selgeeaiaicl you wil inc Fa Impossible 10 complete. vel to use| MALOR. you must fave at least @ Level of 13. TD [zie sale Ee achieve this, one strategy is to go to FiO first, increase ® IP, 5, your Level and retum to F7 or F8. Good luck! 7 St ‘ 5 ‘ 3 ‘€ Silence Point | | C, Elevator between F4 and F9 : L a ie t SeTgags, 308.6-7:.0 3 Sattew See ESET Floor- You can _ speed| dlitectly to F9 from F4 if you! wish. For some strange reason, MALOR does not work dur: \g heated battles on this floor, How- ever. the challenges of this floor seem small indeed in comparison to the abundant hazards you may have already faced in making your way though F7 and FS. Here on F9, you can obiain weapons and armor of The Chute is close to the Elevator +1 Level, You can also increase the character Level o il, and learn MADL When you feel prepared 10 tackle the last floor, use the nearby Chute which is only four convenient steps away from the elevator. The Chute is the only way to get to Flo. Teleport to F1 (0,5) D exit to F10 (0,0) 1), Elevator between F4 and F9 o4- DOR TON DIO z a 1516: 17 16 19 67 Is your band of hardy souls prepared for protected by the heinous Vampire Floor = 10 by Teleports the ultimate challenge? Lord and 1 10 8 Vampires. ZILWAN Now is the time to face the wicked and TILTOWAIT are must for defeat Werdna. The floor is divided into 7 ing them. Each member of your areas. Each rooms well guarded by band must have a minimum of Monsters. These are the wizard’s P80 as well. Proceed with caution. _ | 3 Teleport to the castle most powerful servants. None of And remember, you cannot run EP Werdna them are Friendly. You'll find MALOR from your enemy. You must turn and ae 1B] Stone walls (all die inside) is useless here becauise it will send face the challenge stralght on with your group back to FI, Werdinais also iron in your arms ofS SEs) Tele eae 18) | o}/[o)/[o]|[a oj|(o | ollalle 7 o | Dose oj/foj|{o 16 o a O}/[o}[o}[o}/[o] o}[o)/[a | (o] Lo 45 g)i[o)|[o 5})(2)/[8))5)/[o) [S)| 2 o 4 2 Oo) |) 4 ol [ala : a 13 oO} fo) | O]/[o}/[o) O}}(O)|[o)}[o)\(o + | ie ae oj [al] S fo eS} 11{[G)}[G})[o)}[o)}[o)|[o)}[a)|[o)|[o {a iB o}/[o])[o a ie 10/3, Basle o]/[a a | SIE “9 o]|[e) 0) 8/6) 2) ele) ols [a 8 o}|[o | |e | | |[oj\[e o o 7|([o) o}/(o}/[o)|\[o o O)\(o))[o}/[)/e) [e [Ee o . 6|[o] o][o O}/[)|[G)|(o)/[o) [a S S 1 fe jones He | i Bl . $0) (o) [o)|[c O}|(o))[o SE) oS) 2) 2) GS) e) ei) — §4/[o))[5))[o]|[a (oe) (o) (eye) (e) [a ojj{o | a = Se = 3 ol/[o (o))[G) oO 2 ale) (o)|c oe} [al(S)[e)(a)(c)) |e - = | 1 (04) (24), O}//O | Ese {2} 0 (2) (2) () (2) 2) 2) (2) (S|) |e) (ele) |e) |e S=4 5657 8 9610-11 12°19" 14 15 16"trente. 19 3 Teen Ai Rr aL must be used judiciousl Pree ee ac Cee The Clever Reset Technique During the course of your adventure in the mystical World of Wizardry, you may need 10 use a very special technique nracter ftom sure about to be vanquished. If you press the reset burton, all of the status data will instantly return to the information you saved the last time. There are three places in the adventure where you ¢ each step yc duringac Reme So, if you reset the play when you are being thoroughly trounced py the enemy. your status will reiurn, to the previous data just like magic. If you do it during a camp immedi ately after felling fo revive the dead character, thea you can try it However, the items you've ne course of your travels You can use this technique to great advantage when you acci: denily Teleport in cks on FiO. When you resume the adventure your party will be camping in the Rocks so use MALOR 10 get out of this dangerous situation. However you must reset the play while “In the Tock" is indicated on the screen and the message speed is at the max mum level. If you can’t use MALOR, there is ¥y Out Pee Werdna’s amulet makes your party invincible! The amulet i you will rec mighty indeed 5 HP points and it will ir Alignment is ill, however, be cursed by i. It will also reduce the ts of the enemy spells and Breath. It will make you invincible against Poison, Paralysis, Pettitice lion, Energy Drain and Crltical Hit With steady HP, you will have no need of healing powers unless you are injured by the traps of a treasure with a is banished so long as But the wicked jarass you by aring if you do not wear the Assign a member of your ‘est one) as the @ Tell this brave soul at the bottom of the siairs or in front of Werdn n you get the amulet, save the play near the keeper. When you resume play, you will start with the keeper. Look for who has the amulet band can go after Werdna again. Multiple amulets will make y truly invincible. relurn 10 the castle, you can but one for 49999999 GP each! Upon MALOR spares the group from Energy Drain! Energy Drain is one of the most debilitating weapons in the arsenals of the evil denizens of the World of Wizardry. For when your energy is drained, you become so weakened you cannot call upon your long experience, your stongest weapons. or any of your hard-won resources to defend you against your attackers. Furthermore, you must witness the disintegration of morale throughout your entire group—or worse—its destruction. Energy Drain sirikes everyone hard! There is hope, however, for those mighty warriors who have mastered MALOR. In faci, those who Wield this mighty spell may end up with even higher attributes! In fact. the wise application of MALOR will provide you with the option of a class change. Now arises the great opportunity of bringing a Ninja or a Lord into the ranks of your brave group of adventurers. Along with these distinguished ttles of Ninja and Lord come many more attrib- utes giving you great power! MALOR allows you to Teleport prior fo the end of battle in order to elude the dangers of despicable Energy Drain. In this way, you will maintain the same Experience Points you fought so hard to gain throughout your joumey. Alas, how- ever, you will lose an allimporiant character level. Since the Experience Points dictate the character ievel, you will recover the temporary loss of level, but you must first go 10 sleep at an Inn Levels are important 10 pay atiention to because attributes change randomly when you experi- ence a level change. The ex- perienced adventurer, knows that attributes are often the key to sur- vival in the face of terrible odds indeed! Of course, if your levels are drained, so too, are your attributes and much may be lost! For example, if your level is 4 and you are hit by Energy Drain of 5 levels, your demise is ensured—or even that of the whole group! No party can with- stand such an extreme loss of level. Gain experience points through Energy Drain. The all-powerful Ninja isa won. drous warrior to have in your group as you make your way through the numerous challenges of the World of Wizardry. For itis the Ninja who is so fast,.so stiong. so focused on vic tery. and so talented in the arts of atiack and defense that this incredi- ble warrior chooses not to carry any kind. The Ninja relies solely on the battle skills devel- ‘oped. over cons by masiers of the mattial aris, If you are siill awaiting the opti mum moment to bring a Ninja into your group, the Dagger of Thieves is ihe 1001 you need to tum the hope into reality. You can also have a mag. nificent warrior Ninja join your ranks through making a Class change. But there is a price you must pay, and itis a high price indeed. For when you acquire a Ninja in this manner, you sactifice many character levels. And they will be slow in returning to you! But if you manage to acquire the sacred and coveted Dagger of Thieves. you will be allowed to mainiain the same character level once the Thief transforms into a mighty fighting machine—the Ninja! But there is still a twist! Although the level remains the same, you don't have the Experi ence Points of a Ninja of that particu- lar level. And the mighty Ninja requires great Experience Points. Thus it will take you a long time to build up the Experience Points requited by this master. Thus, when you are attacked by the Energy Drain, you will normally lose Levels and Experience Points. But if it hap: pens immediately after the Class change, you will actually gain Experience Points—to your greai advaniage. A Thief at level 30 becomes a Ninja, the Nina’s level is 30, but his Experience points are far below what it would be for a Ninja at Level 30. By receiving Energy Drain of one Level, the Ninja will have Level 29 and Experience Points of Level 29 Ninja (not Thief). This way, you will be gaining the Experience Points Instead of losing them. Greater Demon and Experience Points The Greater Demon is one of the foulest of enemies you will encounter in the World of Wizardry. It Is powerful, fierce, and determined 10 vanquish brave adventurers in every way it can. The Greater Demon has a low AC and a high HP. This beast is capable of deflecting (95% of the spells cast in its direction. This Is a talented and wily oppo: nent. One that is capable of using the incredible MADALTO. One of these fiends is terrible indeed, but you may face as many as five of them This is a fate worse than facing Werdna himself! The fact is, even a Level 13 Class will have an incredibly difficult time of defeating a number of these opponenis in battle But there is hope of one advan. lage as you square your shoulders and prepare 10 do battle with the Greater Demon. You will gain Experi ence Points very quickly if your char. acters’ Levels are high enough. Since this beast uses MADALTO, you. must use HAMAN. This spell will give three random choices out of six for the power you Seek. Unless you are extremely unlucky, you will find. ‘Silence Enemies" among the three choices provided to you. Select it so that the Greater Demon is stymied in his efforts 10 use MADALTO. The Greater Demon you face may call upon friends of similar ilk to fight you. Don't defeat them all because the battle will end, Defeat them one ata time, and you will keep earning the valuable Experience Points. When you use HAMAN, you will lose Experience Points worth one Level. If a higher Level Mage Uses it, it could be a loss of between 320,000 and 630,000 points. The Experience Points you gain from a Greater Demon confrontation as a group totals 44,570 and adds up 10 7.428 for each brave member of your band of adventurers. If you defeat these beasts 100 times, the Mage who used HAMAN will recover, and the rest will gain points! This is a worthwhile opponent! ‘Gzardagl- HOTLINE SUPPORT (AVAILABLE 5 DAYS A WEEK) SIR: TEE SOFTWARE, oll. DAYS 4:00- | (EASTERN SANDARD a & 315-393-6512 P.O. BOX 245 OGDENSBURG, NY 13669 NEXOFT CORPORATION JAYS 9:00A.M PacIEIC STANDARD oie TEL: 714-373-2054 11105 DANA CIRCLE CYPRESS, CA 90630

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