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                          The Humble Guy's HumbleDox

                                   Presents

       Wizardry VII: Crusaders of the Dark Savant: Complete Game Manual



                                Wizardry VII


      Celebrating the release of Crusaders of the Dark Savant and the 11th
anniversary of the Wizardry series, few computer software products - and only
a handful of computer games - can compare themselves to the success and
longevity of the Wizardry series. For all this and more, we owe a debt of
gratitude to you.
      It was over all years ago, in September 1981, that Proving Grounds of
the Mad Overlord, the first scenario, introduced the gaming world to computer
fantasy role playing and to the first-person perspective view. It was a
revolution to say the least. Players felt - and saw - for the first time the
fantasy world through their characters' eye, heading down a hallway, kicking
open a door, or descending stairs to yet another level. It was a radical and
important departure  from the handful of "top down" view and text-based games
of the day, and one which would have a lasting effect on the industry as a
whole.
      Proving Grounds of the Mad Overlord also introduced computer enthusiasts
to phased (as opposed to "real-time") combat. While real-time games and their
passing flash tested players with their requirements of arcade-like dexterity,
the Wizardry series instead sought to challenge the mind - allowing players
time to consider their moves, weigh the alternatives and prepare a plan that
will lead them to victory. And, while a phased system emphasised strategy, it
also opened the imagination's wonder to an adventure's potential and the
intricacies of its story.
      The Wizardry series would go on to inspire a movie, a television show,
classical and modern music and its own line of books, both comic and drama.
The series would be translated into Japanese, German, Chinese, French and
Italian. It would move from the Apple Computer to embrace MS-DOS, Macintosh
and Amiga platforms. The Wizardry series has won dozens of national and
international awards - including admittance to the hallowed halls of Computer
Gaming World's Hall of Fame - for its complexity, rich story lines and player
involvement.
      Proving Grounds of the Mad Overlord set the precedent for computer role
playing in 1981. Crusaders of the Dark Savant, and its predecessor Bane of the
Cosmic Forge, have raised and redefined those standards - not just for the
series, but for computer gaming as a whole. It is this combination of
experience, technology and, above all, dedication to role playing, that has
made all Wizardry games an adventure second to none.
      And, it is to you that we owe our thanks - for this adventure we have
all been on. Thank you for your continued devotion and support.

                        Introduction For New Players

What Is Fantasy Role Playing.

      Role playing is just as it sounds. You play the role of something or
someone other than yourself. Just like professional actors and actresses, you
pretend to be a character, acting and reacting to situations as he or she
would.

      In fantasy role playing (FRP), you also pretend to be another, but you
do so in a fantasy world of magic, myth and medieval customs. In this fantasy
world, you create characters to role play called Player Characters. Just like
you, these characters have their own individual strengths, weaknesses,
personalities and goals. You guide them through this fantasy world watching
as they encounter enchanting creatures, mythical monsters, diabolical traps
and mesmerizing riddles. And, of course, as in any situation, your actions in
the present (and even your past) will ultimately affect your future.
      Player Characters are created with the abilities and skills necessary
to deal with these fantasy situations. For example, in Crusaders of the Dark
Savant, you may create an Alchemist who has the power to conjure spells that
charm monsters. You may create Samurai, Fighters and Ninja with weapons sturdy
enough to duel the most powerful dragons.

      You create a group, or party, of six characters in Crusaders of the Dark
Savant, so that you can achieve a delicate balance of power that one person,
all alone, couldn't possibly develop. You'll have spell casters, warriors and
thieves. You'll have specialists in the ancient arts of thaumaturgy, alchemy
and legerdemain. And you'll watch as your characters grow in experience and
power. More importantly, you will enjoy the excitement of seeing the world
through the eyes of an Elf, a Gnome, a Mook or a Faerie.

      That's fantasy role playing. It's a story you join at the beginning with
your party of characters, write as you progress through the adventure and, as
you turn the last page, savour at the end.

                            Creating A New Player

Your "Calling" in Wizardry

      As the soon-to-be captain of a party of adventurers, your first stop in
Wizardry is the Character Menu. It is here that you will create characters and
form a party to lead you through your adventure.
      Each of your characters has its own race, profession and gender along
with a mix of skills and statistics that allow them to perform successfully
as individuals and as a team. A read through The Player Character section
provides an explanation for all a character's inner workings. Appendices A,
B and C will introduce you to all Wizardry's races, professions and skills.

Creating A Party That Will Survive.

      With the variety Wizardry offers, it is sometimes challenging to
determine just what races and professions the "best possible party" contains.
Thankfully, some general guidelines do exist. 
      * A party can consist of up to six members, and any less increases the
chances of disaster. There are words for lone heroes battling against
incredible odds - "rest in peace." Developing a well-balanced team with
diverse talents is a key to success. The first three members of a party
generally deliver most of the damage to and receive a good dosage from the
more hostile creatures of the Wizardry world. Such professions as Fighter,
Lord, Samurai, Valkyrie or the choice Ninja and Monk fill these ranks well.

      * A party also needs someone capable of healing wounds and curing the
illnesses that may befall its members. A Priest or an Alchemist can provide
the necessary spells.

      * A spellcaster proficient in damage and adventuring spells is also a
member of a successful party. Both the Mage and Psionic, who possess mighty
and magical spells such as the deadly Mind Flay and Asphyxiation, meet this
end.
      * To get into the many treasure chests and locked doors found throughout
the Wizardry world, a character skilled in the thieving arts comes in quite
handy. Naturally, a Thief is the perfect candidate. However, the Ninja, Ranger
and Bard can also perform well, provided you develop their skulduggery and
legerdemain skills.

      * Lastly, a party should have a diplomat, someone who can communicate
well with the many residents of Lost Guardia. The Priest, Lord and Bishop have
well learned this task, although any character with a high enough personality
and intelligence may develop this skill.

                        Introduction for New Players

      There are many combinations of professions that meet all these
requirements, and below such a sample party is listed. For the beginner, this
party is not only easy to create, it will also provide you with the makings
of success.

Able to fight monsters, and works well as a scout.
Able to fight monsters, and also learns Priest spells.
Able to fight monsters, and has the ability to learn Mage spells (though not
as quickly as the Mage)
Heals party members, has a limited fighting ability, and is skilled in
Diplomacy
Empowered with the deadly Mage spells, and also possesses many adventuring
spells
Able to pick locks and learned in the ways of traps and other hazardous
devices.

      One of the most satisfying aspects of Wizardry is creating a party with
a powerful balance. Experiment with different combinations to find what works
best for you. While this sample party covers all the basics, you may wish to
examine the more "elite" professions. They often provide a combination of the
necessary attributes in just one character. The Ninja has all the talents of
the Fighter, can pick locks like the Thief, and with training, can cast spells
like the Alchemist.

Saving Your Game.

      Another saying exists in Wizardry for players who fail to save their
games when they have made good progress or encounter potential danger. This
saying is "awwwggh!" Each time your party makes some good progress, save the
game. You can gauge how often to save by asking yourself a simple question:
"If the power went out or if my entire party died, would I want to repeat all
that I've done since I last saved the game?" If your answer is "yes," seek
counseling. If your answer is "no," then save. This way, should your
characters meet an unfortunate end, you will be able to restore the game.

Checking Things Out.

      Wherever your party travels, be watchful of the ground, the walls and
the trees above your head. Look for things out of the ordinary, like secret
buttons, and remember clues given to you about certain locations. If you save
your game often, you can never search too much or be too curious.

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

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

                                Welcome Back!

      More importantly, thank you for coming back. Since you last played Bane
of the Cosmic Forge, a lot has changed to make this adventure, Crusaders of
the Dark Savant. Some of the changes, like the new graphics and the user
interface, are obvious. Other new features aren't as apparent and are
summarized below. For further information on any feature listed here,
reference its section of the manual.
      Just how did you end Bane of the Cosmic Forge? The answer to your
question will affect the whole of your adventure in Crusaders of the Dark
Savant. In total, there were three distinct endings to Bane's story. In Dark
Savant, there are three beginnings linked to those end games, and an
additional fourth is reserved for those who did not finish Bane or are
starting newly created parties. 

      Changes to Your characters have always been a fascinating group, and now
there the Player are even more facets that go into their making.

      * New Skills: Diplomacy (Academia), Swimming, Mapping and Climbing (all
Physical skills) are available to and needed by player characters on Lost
Guardia.

      * Personal Skills: Firearms, Reflexion, Snake Speed, Eagle Eye, Power
Strike and Mind Control may be learned and practised by individual characters.
Complete information on new skills and personal skills may be found in
Appendix C: Character Skills.

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

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

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

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

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

Locked Doors & Treasure Chests

      The first time you come across a locked door or happen upon a treasure
chest, you'll notice something different right away. Instead of disarming
traps "globally," your thief will individually deactivate each part of the
trap. For locked doors, the thief will also perform his surgery, methodically
idling one tumbler at a time. 

      On Your Quick Reference Card, you will find a "QuickStep" for both
locked doors and treasure chests. Detailed information can also be found in
this manual.

Magic Spells

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

                           Your Player Characters

      Your player characters are the essence of fantasy role playing. Through
their eyes and actions, you will discover corridors, creatures and lands long
since forgotten by all but time. And you will delight in their achievements
as they uncover the secrets of Lost Guardia and advance from novices to
masters of their trade.

      Just as you have a certain level of strength and intelligence, so too
do your player characters. Each player character is composed of eight base
statistics and eight secondary statistics.
      Base statistics generally influence the way a character acts and reacts
within Wizardry. An intelligence of 17, for example, would indicate an
extremely smart character. If that number were 3, the character may have
trouble distinguishing between a door and a fountain.

STRENGTH (STR): Affects any manoeuvre which requires physical strength.
Everything from hurting an opponent to forcing a door off its hinges requires
strength. Strength also affects carrying capacity and stamina.

INTELLIGENCE (INT): Affects a character's ability to cast and learn spells,
determine traps on treasure chests and any other task which requires mental
mettle. Intelligence also affects a character's ability to learn new skills.

PIETY (PIE): The character's overall devotion to a subject or a field of
study, and affects the ability to develop skills and to learn new spells.
Piety also affects the amount of spell power a character gets when he or she
gains experience levels, and further affects how quickly spell power is
recouped. Sometimes, in spite of a low intelligence, an extremely devoted and
persevering character can learn subjects just as quickly as his or her whip-
smart friends.
VITALITY (VIT): A character's life force, it affects the amount of hit points
and stamina a character receives. Vitality also affects the ability to heal
and be resurrected, and helps to protect characters from the effects of
poison, disease, paralysis and death. Some of these maladies in turn affect
vitality. For example, each time your character is cured of stoning or death,
he or she loses a point of vitality. When a character's vitality reaches zero,
he or she cannot be resurrected at all.




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

STAMINA (ST): Stamina is a measurement of your characters' endurance.

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

SPEED (SPD): Is the length of time a character needs to perform any given
action. The higher the speed, the faster he or she moves or accomplishes a
task. In combat, speed determines how many times a character can attack a
monster in one round. Because speed is important to movement, like dexterity.
         
PERSONALITY (PER): The friendliness of a character, it affects the way he or
she interacts with NPCs. Characters with high personality tend to be
extroverted and charismatic. Low personality characters are more introverted,
laid back and shy. A good blend of personalities will help your party to get
along with the many different creatures within Wizardry; while some NPCs are
candid and prone to shaking hands, others are more reserved and will
appreciate those with similar attitudes.

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

      Secondary Aside from a character's base statistics, many other facets
weave statistics together to make your character whole. Determining how far
she can travel before resting or how much damage he can endure before death,
your character's secondary attributes are directly related to and affected by
your character's base statistics.
      Endurance. They can only walk so far or fight so much, before they fall
flat on their faces from exhaustion - and that's what happens if stamina
reaches zero. A fully rested character can fight harder and hit for more
damage than a tired character. When any character's stamina becomes low, it's
time for a rest. Stamina is represented by the yellow bar in your character's
icon.
         
EXPERIENCE POINTS (EXP): As your characters slay monsters and perform special
tasks, they become more experienced in their trade and their art. To reflect
this experience, Wizardry awards experience points. As these experience points
build up, your characters will gain experience levels (LVL).

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

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

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

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

THE CANDLE OF LIFE: The sun sets and the moon rises, your characters grow a
day older. When they first begin Wizardry, your characters will be young and
full of vigour, and the candle to the right of your character's portrait will
burn bright and its wick will be long However, each occasion your characters
"Rest," they get a bit older (only by 8 hours). Eventually, their vitality may
lessen and they may, in general, start to show signs of their age. Death will
also affect a character's candle; when a character dies, he or she loses a
point of vitality. However, since Wizardry characters begin their adventure
young, they typically have a long life ahead of them. Clicking on the Candle
of Life also shows you three additional, secondary statistics:
         
      * AGE: Just like you, your characters age as the days pass. The number
shown represents a character's age in "human" years.
      * LIFE: As a result of a monster's blow or a clumsy walk off a castle's
tower, your characters may be in need of resurrection. The number you see
reflects the life they are currently enjoying.
      * NEXT LVL: As characters gain experience points, they also gain levels.
This number informs you how many experience points are needed until each
character reaches his or her next level.



Armour Class (AC)

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

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

BODY AC: Each part of a character's body has its own armour class: head,
chest, hands, legs and feet. These armour classes show you how well a
particular body part is protected against penetration by a monster's weapon
once the character has already been hit.
                                                  
NATURAL AC: Shows the characters ability to avoid being hit by a monster.
Races such as the Faerie, whose small size and lightning movements make it
difficult to target, have a naturally low armour class. Other races who are
fast and dexterous share a similar ability. Characters who are skilled in
Ninjutsu also have a naturally low armour class.

CARRYING CAPACITY (CC): All characters have a limited amount of weight they
can successfully carry without encumbrance. If characters carry too much
weight, they are typically easier for the monsters to hit, will have trouble
fighting, and will use lots of stamina just to move their girth around. When
your character is encumbered in such a way, Wizardry will let you know. In the
character's review screen:
      * Light blue - 66% to 74% of the total capacity
      * Yellow - 75% to 89% of the total capacity
      * Red - 90% or more of the total capacity

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

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

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

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

MAGICAL PENALTY/BONUS: Some magical items within Wizardry have the power to
lower a character's overall armour class. Others can raise it. Magical
modifiers cover the entire body. Should your character be both encumbered and
wearing a shield, Wizardry would display the average of the two. It's a good
bet to periodically check the modifiers individually, just to make certain
they aren't overloaded or otherwise encumbered.

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

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

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

      In general, these illnesses have three affects: the character will not
perform as well, the character will be easier to hit, and more damage will be
done if the character's armour is penetrated (your health insurance may
increase as well). Some illnesses, however, have their own special side-
effects. For all of these illnesses, except stoning, disease and death,
resting may eventually remedy the condition. Sometimes, in spite of rest,
magical intervention is useful or required.

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

ASLEEP: Sleeping characters are incredibly easy to hit because they are unable
to avoid being struck. If hit, a sleeping character will take up to double
damage, but will wake up immediately. Of course, a character cannot
Participate in combat.

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

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

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

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

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

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

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

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

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

Creating Characters.

From The Main Menu select Character Menu followed by Create.

      The first step in creating characters is naming them. You may name your
character anything you like, but the name cannot be longer than seven letters.
Additionally, another character may not share the same name. Once you have
entered the character's name, select "OK" to continue, and the name will
appear underneath the character's soon-to-be-filled portrait.

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

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

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

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

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

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

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

      Sometimes, even after you have met the requirements of the profession,
you may have bonus points left over. To distribute your extra bonus points,
select a statistic, and add or subtract points by clicking on the arrows. You
can change the statistics any way you like, but you must use all of the bonus
points you have been given. Also, you cannot push a statistic below its
original value or above 18. Keep in mind that it won't do you much good to
have a muscle-bound Mage or a weak, but intelligent, Fighter. Add these extra
points where they're sure to make a difference.




Selecting A Portrait

      Wizardry comes equipped with many different faces for all kinds of
characters.  To view the portraits, simply click on either side of the
portrait until you find the right one for you. If your character decides to
have a face lift later on, just choose the Edit and Picture option.  
      When you first create a character, his or her skills may be rather
underdeveloped. Typically, they have but a few points in their Distributing
professions' area of expertise. To help you broaden your character, skill
bonus points may be awarded and distributed in any of his or her Bonus skill
areas: Weaponry, Physical & Academia. Each skill is fully described in
Appendix C of this manual.

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

Selecting Spells

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

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

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

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

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

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

      * Items of a protective nature will lower a character's Natural or
Modifier AC when equipped.
      * Items of a magical nature may change your character's statistics or
other attributes. Wizardry will ask you if you wish to "invoke" such items.
      * Items of a functional nature, such as weapons, may be equipped as
primary or secondary. When you select a primary weapon, it is held in one of
the character's hands, and is the first weapon  to be used against a creature
in combat. You may select a secondary weapon, a shield or another item to fill
the secondary spot. If your primary weapon requires two hands, you will not
be allowed to select a secondary item.
      * Items that are magically cursed will "stick" to your character, cannot
be removed without a Remove Curse spell, and have a variety of effects on your
character.
      * Items that cannot be equipped for one reason or another (race, gender
or profession limitations) will "chime" and remain in your character's
standard inventory.

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

Player Character Possessions

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

      The diagram above shows you what the various sections of the Assay
screen mean. Depending on your character's artifact skill and the general
complexity of the item, you may or may not be successful in your attempt to
explore all the item's intricacies. As your character          becomes more
skilled in artifacts, however, he or she will be able to          discern more
and more about Lost Guardia's items.
         
         Regardless of the level of artifact skill, Assay will not show you
the          power of magical items, except potions and scrolls. Assay also
will not show you any special power or curses that might be contained in the
item. Cast an Identify spell to reveal these aspects of the item in question.

Merging Items
      Items that can be joined or grouped are combined using the Merge option.
Depending on the items you are trying to join, Merge will do one of several
things:
      * Grouping - In some cases, you can carry more than one item in an item
slot. Each item slot can hold up to 250 like items. So, if you receive 300
arrows, 250 would be stored in one slot and 50 would be stored in another.
After you use up some of the arrows in one slot, say you now had 200 of the
250 arrows left, you could merge it with the group of 50.
      * Joining - Other items, such as a rope and a hook, can be merged to
form a single item. 

      To Merge an item, select the first item followed by Merge. Then, select
the item you want to merge it with. If the items can be merged, you will
possess a new, single item.
      * Loading Firearms - Firearms, such as a musket, need to be loaded
before they may be fired. By merging powder & shot with a musket, the weapon
will be ready to shoot.

Putting Items In The Swag Bag
      Each character carries his or her own swag bag: a place where they store
things. Whenever you review your character, you will see his or her swag bag
resting against the back wall of his or her review screen. To "Swag" an item,
select it and then the swag bag. Each bag holds 10 different items. Grouped
or merged items such as arrows and missiles count as one item.

Dropping Items
      If you would like to drop something, select the item and then the Drop
option to do so. The item falls to the ground and is available to anyone who
passes by. You may prefer to sell your unwanted items to NPCs or stash them
in your swag bag in case you might need them later on.      Note: All items,
even those essential to your quest, can be dropped.

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

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

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

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

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

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

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

      To exit a character's review screen, click to the right the suit of
armour - right where you see "Exit" sign.

      Once you and your party begin your adventure, other options will be
available to your characters. To use any of the options below, click on your
character's nameplate (below his or her portrait) while in his or her review
screen.
         
Change Profession
      When your character feels it's time for a change of pace, the Change
Profession option allows him or her to switch careers mid-life. To see which
profession the character qualifies for select the Change Profession option.
Keep in mind that each profession has its own minimum requirements, so you may
not see every possible choice in your selection (see Appendix B: Character
Professions for information on minimum entry requirements). Select one of the
professions you see, or none at all. When characters change profession,
several things happen:

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

Change Portrait
      To change your character's looks while adventuring, select the Picture
option. Just like when you created your character, scroll through the pictures
until you find the right one.
      
Change Name
      To rename your character while adventuring, select the Rename option.
You can rename your character anything you like, but the name must not exceed
seven letters, and no other character can share the same name.

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

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

      1. The statistics may increase (they can decrease, too).
      2. He or she may gain hit points and stamina.
      3. His or her professional Rank may change.
      4. He or she may get a skill bonus to apply in areas of choice
(Weaponry, Physical, Academia or Personal). Remember to add points to your
magic user's area of proficiency (Alchemy, Theosophy, Theology, Thaumaturgy).
Otherwise, they may never learn any new spells.
      5. He or she may learn new magical spells and gain additional magic
points.

      In some cases, your characters may have survived such an amazing
encounter that they will gain more than one level at a time. 
      To determine how many experience points your characters need until they
reach the next level of experience, review the character and click on his or
her Candle of Life. There, you will see the points remaining.

                            Non-Plaver Characters

      As your party travels the world of Lost Guardia, they will meet several
or all of the creatures, known as Non-Player Characters, who inhabit the
lands. Some will become their friends, others their adversaries, in a
continual search to uncover the unknown whereabouts of the Astral Dominae.

      Just like your characters, these NPCs have their own lives, allies,
foes, thoughts, personalities, strengths and weaknesses. And, just like you,
NPC's have a good memory . Of course, NPCs also have their own ambitions and
goals. NPCs control their own movements, just as you make decisions for your
characters.

                            Non-Player Characters

Umpani
      Throughout the galaxy, the Umpani are considered to be fair and reliable
traders, selling and buying wares acquired in their extensive galactic
travels. Their network of merchants is monstrously huge, and is said to
comprise a large portion of the space trade industry. The Umpani are also a
rather militaristic race, and are considered to have the greatest assemblage
of military power in the galaxy.

T'Rang
      The T'Rang are a feared and unscrupulous race of spider-like creatures.
Quite repulsive to the common eye, the T'Rang are strict competitors with the
Umpani, and will do anything if a buyer is willing to pay the price. While the
T'Rang can never be fully trusted, they still manage to control the greatest
trading network in the galaxy, surpassing even that of the Umpani. The T'Rang
will stop at nothing to procure what they seek, and have always fulfilled
their contracts, no matter how dirty the deed.

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

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

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

Helazoid
      The Helazoid are the most enigmatic of Helazoid the native denizens of
Lost Guardia. The
odd flying machine that lifts them from the ground and allows them to soar
through the sky with the birds is a continuous source of speculation. While
some believe it the work of magic and illusion, others are assured it is real,
and wonder just what alliances may have procured them such a unique steed.
Being sighted only on rare occasions, there is no knowledge about their origin
or how many may still exist. No one has ever reported finding any evidence of
a Helazoid municipality.
         
Rattkin
         
The Rattkin dwell throughout Lost Guardia's forests and towns, rogues and
bandits seeking unwary travellers carrying loot. Primarily a race of thieves,
they eventually seek buyers for their plundered goods . It is rumoured that
the Rattkin also dabble in forms of espionage foray. After all, there is no
race, some say, more capable of such an act - their lean styling, great speed
and perhaps a decided lack of ethics gives them the natural edge in the
business.

      Meeting Wandering through a forest, a creature approaches your party.
You have never seen the likes of it before, and engaging it in battle may be
a bit hasty. After all, it might have some information to offer. The creature
appears reserved and uncertain of your ambitions as well. 
      When you first encounter an NPC, the creature may be neutral toward you
and your party, neither liking nor disliking you. On the other hand, it could
be wildly hostile or generously friendly. It relates to your characters
individually and as a group, greeting some members with pleasure, others with
arrogant disdain.
      Initially, the creature may allow you only three of the available NPC
options: Truce, Fight and Leave. However, as you get to know one another and
pass through negotiations using the Truce option, your options and the NPC's
confidence in you may increase. Of course, the opposite could be true as well.

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

The Art Of Negotiation
      To gain the trust of any creature who isn't familiar with your party,
one or more sessions of negotiations may be necessary. In general,
negotiations try to bridge the gap between "distrust" and "trust" that
separates strangers.

      A silver tongue and a dashing personality, might get you on their the
Table good side quickly. For lesser skilled diplomats, negotiations may take
a little longer.

      Negotiations begin when a character skilled in diplomacy, generally a
Priest, Bishop or Lord, accepts the truce offered, and greets the other
party's leader. At the meeting, your diplomat will have four different
options:
                  
Upping

BRIBE: Before actual negotiations begin, Bribe puts some cold cash into the
pocket of the other party's leader in an attempt to up the odds of successful
negotiations. Your party's leader, having had face-to-face contact with the
other party, determines the amount of money and removes it from the party's
treasury. Remember, however, sometimes it can be very costly to buy
friendship. When the bribe is completed, actual negotiations may begin (Peace
or Force) or more bribes can take place. 

GIVE: Just like Bribe, Give works to increase the chances of successful
negotiations. However, Give allows you to pass items and other trinkets that
you select from your party to theirs in hopes of winning favours. After the
gift is given, actual negotiations may begin (Peace or Force).

PEACE: The straight line method of negotiations that relies on a character's
diplomacy and personality to improve relations between the party and the other
group. Peace can, of course, be helped along by bribes, gifts and magical
spells such as Charm.

FORCE: When your diplomat's throat is sore, and your wallet is thin, you'll
soon realize there's only so much you can do to get the information you want.
The "tell me or I'll beat it out of you" approach relies wholly on your
party's strength versus the other party's. If you succeed in getting them to
speak with you, it will generally leave a bad impression of your group with
them.  
      Should negotiations go well, the NPC may befriend your party, offering
its knowledge, lore and goods. On the other hand,it also may walk away from
you, or if angered, may attack.

      Idealistically, it would be nice if your party could truce and make
friends with every creature on this planet. However, the political network
that exists on Lost Guardia makes this an improbable task. If you don't
succeed in your best efforts at negotiations, you may force them to talk to
you or rely on the words of the network of friends you've built up.

      Aside from exchanges of information between you and Lost Guardia's
creatures, NPCs offer other options that can benefit your party in its search.




Talk
      Allied NPCS are generally talkative individuals. Some of them may be
willing to aid you in your quest. Others may be looking for information that
you can provide. Whatever their motive, Lost Guardia is filled with such
creatures who are knowledgeable about the area, its lore and its creatures.
While they may not necessarily babble off all of their knowledge, they may
share some of it provided you know what to ask.
      * Who are you?
      * What do you do?
      * Ask them about things that interest you.
      * Have you heard any rumours lately? Often the NPCS may know several
interesting tales and you might ask for additional rumours as well.
      * Ask about topics they mention.
      * When talking with an NPC, try speaking in complete sentences. It gives
the NPC a better chance of understanding what the strange aliens in front of
it are babbling about. If you ask a question, end it with a question mark.

      When you select the Talk option, you will be asked to pick a character
to talk with the NPC. Type in anything you wish to say. "Hello" is a good
start. When you have finished the conversation, simply type "Goodbye" or
"Bye."

      Travelling the same land as you, NPCS have learned much about it.
Likewise, your party has collected its share of local news, events and
interesting titbits in its travels. When you are looking to exchange such
information with NPCS,YOU may want to select the Lore option. 
      Since an exchange of Lore reveals all that your party has uncovered,
it's wise to exchange this information with allied NPCS. Otherwise, you may
inadvertently aid an enemy.

      When you select this option, the NPC and its group may begin to tell you
of their adventures and what they've learned along the way. They may offer you
hints about an item you are desperate to find, or perhaps they'll give you
directions to a place you've never been. Of course, they might deny knowledge
of anything.
         
      Everyone needs to make a bit of money, and NPCS are no exception. Often,
you will find them holding some sort of mini garage sale. You may buy items
he or she has collected or sell items you no longer have a need for. When you
select Trade, Wizardry will ask you to choose a character to do the bartering.
You will then have four options:

BUY: When you opt to buy, you will see a list of the NPC'S available items.
Each item along with its general characteristics and price will be shown. If
you see something you like, select it. If you have enough gold, the deal is
complete. If you are short on cash, you may use the Pool gold option to get
the money you need. Occasionally, an NPC won't sell your character an item.
For example, if the NPC doesn't like the character doing the dealing, he may
simply refuse to part with any of his goods. Further, NPCS won't sell a
character an item he or she can't use. This way you won't waste your gold or
load your characters down with useless items. Sometimes you may be forced to
steal an item you would like to buy: the only character who can buy the item
happens to be the one the NPC can't stand.

SELL: If you are out to make some money, selling your unwanted items is one
of the best ways to do so. When you select the Sell option, you will be asked
which item you wish to sell. Select the item, and if the NPC is interested,
a price will be quoted. If it sounds good, accept the offer. Of course, you
can politely decline, too. Before you can sell an item, you must unequip it.
Like your characters, each NPC has a certain amount of gold to part with, and
he or she may not be able to afford all of the items you are offering.
Additionally, some NPCS may decline to buy your items simply because they
don't care for the character doing the dealing.

GIVE: When you are feeling generous or sorry for an NPC,YOU may be compelled
to give it something. On the other hand, if you are facing an NPC who thinks
your party is dungeon slime, you may be able to convince it to look at your
group favourably by giving it a few hard-earned gold pieces or a new, shiny
shield . Remember, however, an NPC will usually keep the object you give, so
be careful not to accidently part with your Turbo-Charged-Super-Maximum-
Militant-Death Sword.



      The essence of Wizardry is adventuring. It's time to accept the
challenge and venture into the unsafe, but potentially lucrative, world of
Crusaders of the Dark Savant.

      Successful adventures consist of at least eight stages:

      1. Preparing a well-balanced party that becomes more experienced and
powerful as they grow.
      2. Exploring the world and searching for its many secrets.
      3. Defeating hostile creatures who would otherwise thwart your quest.
      4. Resting your party from time to time to recoup stamina and magic
power.
      5. Finding various objects you will need to assist you.
      6. Meeting and learning from Non-Player Characters (NPCs) of Lost
Guardia.
      7. Making notes about what you see and hear and using this knowledge
along with intuition and logic to help you complete your quest.
      8. Staying alive!
                    
      Each time you resume your expedition and are ready to begin play, take
a minute to check out your characters. If anyone is without full hit points
or incapacitated, a spell or a few hours of rest might be advisable.

Where to Begin?

      Once you have created a blend of characters that you believe can triumph
the rigors of the world, it' s time to form your party and head off to
adventure. Depending on your progress, you will select one of the three routes
below to get there.

      * Starting a New Game with Level 1 Characters. From the Wizardry main
menu, select Add Party Member. From the list of characters, select six to form
a party. Then, select Start New Game. You only use this option when you are
beginning a new game with new characters that you have created in Crusaders
of the Dark Savant.

      * Resuming a Saved Game. If you already have an expedition underway,
select Load Savegame.

      * Importing Characters. If you have a party from Bane of the Cosmic
Forge, you can import them into Dark Savant. See your Quick Reference Card for
further information.

The Party Order Formation

      Since your party walks in a parade formation, it's important to
determine - before you meet any monsters - just what the order of that parade
will be. Essentially, the strong, fighting characters or those with low armour
classes should be toward the front. Spell casters and weak or injured
characters with low hit points should be toward the rear. To move a character,
click on his or her name and select another character to switch places with.

      Generally, only the first three party members will be subject to a
physical attack by the monsters. However, some monsters may be equipped with
ranged weapons that allow them to attack further into your ranks. Other
monsters can sneak up on your lowly Mage, who cowers in the sixth position,
and scare the robes right off him. A Giant may step over some of your
characters to get at the weaklings in the rear. Additionally, monsters may
cast spells on any or all members of your party.

      As you explore Lost Guardia, you will come across cities, outposts,
rivers, streams and forests that are home to Lost Guardia's denizens. You may
also find a good many gates, buttons, ladders and other landmarks that lead
the way (or try to conceal the way) to these locales your party is eager to
visit.

Gates
      Whenever you come across a gate, you can be certain it was put there for
a reason - to keep you out or something else inside. Should you come across
a gate, and find your party at a standstill, try to use keys or items your
party has come across or search the area for possible hidden fixtures.

Buttons
      Your party enters a room, and your Detect Secret spell is in effect. Its
eye starts to blink as you search a wall - and that's when you notice it. The
button that's so small it nearly blends into the rock itself. Whenever your
party comes across such a button, you can be certain, in most cases, that it
will do something when pressed. Just what it will do is anybody's guess! To
press the button, simply click on it or use the Search option.

Levers
      Much like buttons, only more visible, levers generally activate
something or another. When your party finds a lever and can't resist the
temptation to touch it, click on it or select the Search option.

Ladders
      Leading the way to an upper floor or into the recesses of a dungeon,
ladders are typically a most welcomed find. To climb up or down a ladder,
click on it.

Pits
      Ambling down a forest's path, you see a gaping hole in the ground. It's
possible, of course, that something or someone could be down there. Should you
decide to climb into its depth, click on the pit to climb down. Unlike
climbing ladders, Climbing skill is essential as you scale the pit's sides.

Doors
      Locked doors are found throughout the Wizardry world. Perhaps the door
leads the way to a Alchemist's chamber or even a king's cache. Wizardry will
inform you that the door is "Locked," but don't be disheartened. It's possible
for your characters to open such doors. For complete information on locked
doors, see the Locked Doors section of this manual.

Treasure Chests
      For gold, swords, shields and all sorts of riches, few things compare
to a treasure chest. Of course,finding a chest is only the half of it.
Creatures often place traps on chests so their goods won't be easily lifted.
For complete information on disarming chests, see the Treasure Chest section
of the manual.

Abandoned Items
      Your scout spots it almost immediately - a sword resting by a tree. One
look at its golden hilt and the gleam of its blade draws your party toward it.
Whenever you come across an abandoned item that you would like to have or at
least check out, click on the item and select a character to receive the item.
The item may be something your party or another has left behind. On the other
hand, it could be a cursed item or a booby trap. Abandoned items always appear
in the lowest right-hand corner of your screen.

Wading
      To beat the heat of a day's adventuring, there's nothing like wading in
one of Lost Guardia's streams. Of course, her oceans and rivers are inviting,
too. Before your party sets your sights on a dip, however, check your
character's swimming skill. Characters with less than 10 skill will likely
drown from fright before they're even in over their heads!

      To start Wizardry, follow the directions on your Quick Reference Card.
In no time, you will see Wizardry's title screen, and then you will be at the
Master Options menu.

      The Master Options menu is the gateway to all Wizardry has to offer.
It's also the place where all adventures begin. Just click anywhere on the
screen to view the options available to you and your party.

      If this is your first stay in Crusaders of the Dark Savant, you may need
to visit the Character Menu. Here, you can create characters to lead you
through your adventure. The Character Menu, along with all its options, is
explained fully in the Creating a Character section of this manual.

      From the hopeful roster of characters you have created, use this option
to pick those who will join you on your journey into Wizardry. The characters
you select will form a party - a group of up to six adventurers gathered
together to explore the world.

      When you select the Add Character option, you will see the names, races
and professions of all your characters. To add a character to the party,
select his or her name and then select "OK." The member's icon will appear on
the screen declaring him or her an official party member. You can add up to
five more characters. Should you accidently select the wrong character, click
Cancel or a more desirable character instead.
                             Adventuring options

      It's a curious world full of creatures, places and treasures unlike you
have ever seen before. As your party adventures on Guardia, you'll see a
screen similar to the one below.

      Load Savegame
      If your party has already explored some of Wizardry's world and you have
saved your game, you can resume your adventure where you left off using the
Load Savegame option. When you select this option, Wizardry will ask you to
confirm the name and location of the save game. For specific information on
loading your save game, refer to your Quick Reference Card.

Review Member
      If you would like to spend a little time one-on-one with your
characters, select the Review Member option; you may also select the
character's portrait. The character's window will appear along with all his
or her attributes; these attributes are explained fully in the Player
Character section of the manual. When you have finished reviewing your
character, select Exit to return to the Master Options menu.

Dismiss Member
      To remove a character from your party, use this option. The character
leaves the ranks and heads back to the barracks.

Start New Game
      Once your party's ranks are filled, and you are certain the party you
see before you is the one for you, it's time to head off into the world of
Wizardry. Select Start New Game to do so. If you already have an expedition
underway, use the Load Savegame option instead.

Configuration 
      Using this option, you can customize Wizardry to your computer's
specifications. You will find complete information for your computer and setup
on the Quick Reference Card.

Import Characters
      If you have played Bane of the Cosmic Forge, and have a party eager to
continue their adventure, use this option to get them on their way. You will
find complete information on party transfers on your Quick Reference Card.

                              Magical Crystals

      At the top of the screen you will see six magical crystals. From left
to right, each magic crystal does the following:

      * ENCHANTED BLADE: Empowers swords with an extra umph so that it's
easier to hit the monsters and penetrate their armour.

      * ARMORPLATE: Provides magical armour protection to the party by
lowering everyone's armour class.

      * MAGIC SCREEN: Gives the party extra resistance to magical spells by
reducing the power or effectiveness of magical spells that come the party's
way.

      * DETECT SECRET: Magically detects the presence of hidden items, unseen
passages and the like, and "blinks" when your party passes such mysteries.

      * DIRECTION: Gives the direction (north, south, east, west) the party
is facing.

      * LEVITATION: Lifts the party several inches off the ground and provides
protection from falling into things such as pits (every little bit helps when
you fall on your face). It also augments a character's climbing skill. Of
course, Levitation will not save your party if they wander off the top of a
mountain.

      The screen you see before you is the stage for all the action that takes
place within Crusaders of the Dark Savant. Each section of the screen will
show you a part of this world, from your character's health to the weapons he
or she holds in hand.

      Across the top of the main play screen, you will see six crystal balls.
It takes only a touch of magic to make them come alive, reminding the party
of a spell in effect or otherwise helping them in their adventuring.

      Each time your magic user casts an adventuring spell, a crystal ball
glows with its power. There are numerous spells you can cast to achieve this
effect, and all are described in the Magic Spells section of this manual.

      In the centre of the Wizardry screen, you will see the action window.
Absolutely everything that happens on, in and around Lost Guardia will happen
within this window.

Character Statistics
      To the left and right of the action window are your characters' icons,
complete with all of their vital statistics.

      First, you will see your character's portrait and below it, his or her
name and profession. To the right, Wizardry shows you the primary and
secondary weapons currently equipped; a plain hand indicates the character is
using his hand as a weapon, has no weapon at all, or is using a weapon that
requires both hands.
      Just beneath each character's weapons is his or her current condition.
With any luck, your character will be OK, and therefore have no condition
displayed. However, there are many maladies within Wizardry that can affect
characters in one way or another; each is fully explained in the Player
Character section of the manual . Should one of your characters become so
afflicted, the malady's icon will appear.

      The most important parts of your character's icon are the three bars
that indicate his or her general well-being. Each bar represents a percentage
of the total amount of health, stamina or magic power available to the
character.

      The left (or red) bar in your character's icon shows your character's
current health or hit points remaining. If he or she gets hurt, the bar will
drop. A quick healing spell can restore your condition.

      The middle (or yellow) bar reflects the character's current stamina. As
a character becomes tired, the bar drops. A few hours sleep can generally fix
him up.

      The right (or blue) bar rises and falls to show your character's
current, overall magical power. As each spell is cast, the bar falls. An
evening or two of sleep will help to rejuvenate his or her spell power. A
character who possesses no magical power will always be at 100% - but, that's
100% of nothing.

      Across the bottom of the screen is Wizardry's interface. Whether it be
a simple step forward or a quick healing spell, all game commands are carried
out through the this pentagram.

      There are three methods of movement in Crusaders of the Dark Savant:
Turn, Sidestep and Climb. Two of these methods, turn and  sidestep, are
available all the time and directly through the arrows. The third method,
climb, is available only when you see a ladder you would like to climb up or
a pit you would like to climb into.

      TURN: Turn allows your party to turn in the direction of the arrow
pressed or, for the arrow pointing upward, advances your party one step
forward. If you turn to the right or to the left, you occupy the same space,
but face in the corresponding direction.

      SIDESTEP: The bottom three arrows represent Sidestep movement. Sidestep
allows your party to move over one space or backward one space in the
direction of the arrow pressed. Your party will still be facing in the same
direction as you were before taking the step. For example, if your party is
facing North, and you select the left arrow, your party would move one space
to the left, but still face North. Sidestep is very helpful when you are
searching long walls or dense forests for secret entrances.

      CLIMB: A ladder or another object that can be climbed requires Climb
movement. When you come across a pit, for example, click on it, and down your
party goes. Be warned, however. Before you go down into pits that are home to
who knows what, save your game.

      As you explore Lost Guardia, you will occasionally need to cast a spell,
take a nap or use an item. Within the outer circle and two lower comers of the
Wizardry interface, you will find icons for all these options.


Use 
      Just like Use in a character's review screen, this option allows you to
put certain items, like keys and potions, into action. To use an item, select
the option, and a character who has the item you would like to use. Wizardry
will then ask you to select the item. If the item you select has no particular
use at that time, then "No Effect" will be displayed. Other items, like books,
can be used only when reviewing your character.

Spellbook
      Shortly after your party stumbles through a batch of thorny roses, you
might need to cast a healing spell or two. Select the spellbook to do so. Of
course, you may select the spellbook to cast any spell adventuring, healing
or even damage spells (if you want to fireball a tree, but it's not
recommended). For more information on the spells available and casting of
spells, see the Magic Spells section of this manual.
         
Search
      You are walking down a pleasant path when you notice what appears to be
recent excavation - your Ranger tells you something is buried in the ground
below. Whenever you feel so inclined, select Search to check the party's
immediate area: the wall or tree you are facing, the floor you are standing
on and the dirt below.

      Sometimes you will find your bounty purely by intuition. However, unless
you are a psychic (you found Elvis), a character skilled in scouting is a
great help. Magic users also offer assistance in the form of the Detect Secret
spell. Like a magical scout, Detect Secret scans the party's area and looks
for anything out of the ordinary. When your magic user casts Detect Secret,
one of the crystal balls along the top of your screen will begin to glow with
a knowing eye. When the eye twinkles, search the area right away. Although you
may not necessarily find an item, a twinkle definitely means something is up. 
         
Open 
      Whenever your characters come across a locked door or a secured treasure
chest, select the Open option to get into its goodies. Depending on what you
are trying to open, your characters will have several options. See the Locked
Doors or Treasure Chests section of this manual.

Rest 
      After a hard day's adventuring there's nothing quite like a quiet
campfire to soothe the soul. Whenever you select the Campfire icon, your
characters bed down for the night. As they rest, they replenish some of their
stamina, cure their wounds, recoup some from nasty conditions and replenish
a portion of their magical power. Each occasion your characters are able to
fully rest, they receive approximately eight hours of sleep along with all its
benefits. You may wake your characters early by clicking the mouse.

      Of course, resting isn't always a wonderfully peaceful occasion.
Occasionally, just when your characters are getting comfortable, a group of
monsters may notice them. Before you know it, they're kicking up the bed
sheets and combat begins. With all the rustle, some members of your party may
wake up to participate in combat. However, other characters, the really sound
sleepers, may remain asleep. Your magician might be able to help in such
situations by casting the Watchbells spell.

Warning: If you have a poisoned, diseased or cursed character in your party,
try to cure the character before you rest. Some poisons, diseases and curses
are so strong that they will kill the character before the neutralizing
effects of sleep have a chance to work.

Caution: As your party sleeps and dreams of sugarplums, other creatures may
be on the move. If you are hot on the trail of an important item or lead, you
may want to stay awake. You can do so with food or Stamina, Restfull, Heal
Wounds or Healfull spells.

Moving Characters
      Sometimes, a member of the front line becomes injured or incapacitated,
and you will want to move him or her to the rear to recuperate. To do so, just
select the character's name. Next, Wizardry will ask you to select another
character. When you do, the two will change places.

Spellbook Spells
      Within the Wizardry world, there are few who do not revere the powers
of magic. Some are so taken by its mystery that they devote their lives' study
to its ways: the Psionic, Alchemist, Priest and Mage.

      There is a total of 96 spells, divided into six different realms that
represent the substance of the magical universe: Fire, Water, Air, Earth,
Mental and Divine. Each of these realms gets its power from the "element,"
such as fire or water, over which it presides. Within the Water realm, for
example, you will find a spell to increase a character ' s stamina
(replenishing water to the body), and yet another which freezes water and
hurls it in a gust at opponents. A listing of spells by realm and power
follows this section.

      From the six realms of spells, four different schools of magic were
formed, each complete with its own spellbook.
         
      * The Alchemist sought to use the natural powers of the elements, and
learned to mix them together for their healing and combat use. Alchemists
spells cannot be silenced. The Ninja and
Ranger also practice this form of magic.

      * The Priest gathered the elemental powers of the divine, and developed
spells to heal his fellow man and protect him from
enemies. The Bishop, Lord and Valkyrie also practice this form
of magic.


      * The Mage channelled the elemental forces for their wrath and collected
an assemblage of spells which brought the fury of the elements upon his
opponents. The Samurai, Bard and Bishop
also practice this form of magic.

      * The Psionic fathomed the powers of the mind, and learned to use its
wonder for both healing and damaging means. The devout
Monk also practices this mental art.

      An individual listing of each spellbook follows the realm listing. Each
spellbook has been alphabetized for easy lookup and use.

                            M a g i c S p e l l s

Spell Levels
      Each realm is broken down into seven spell levels (level 1 Earth
Learning spells, level 2 Earth spells and so on). Your spell casters typically
learn one level at a time, but may occasionally learn a level 2 spell before
learning all of level 1. Generally, a spell 's level represents its
complexity, overall power and difficulty to cast. The more skilled your magic
user in his or her area of interest, the higher the level of spells they can
learn.

Casting Power Levels
      Each spell has seven different power levels that are used when casting
the spell. In general, the higher the power level, the more powerful the spell
and the more skill required to cast it (Oratory). For damage-oriented and
healing spells, the power level will affect the amount of damage or healing
done. For other spells, such as Knock-Knock or Direction, the power level of
the spell will increase its effectiveness or duration.

Spell Power Costs
      For each spell your character learns, he or she will be given a certain
amount of spell points. These points, in turn, are used to cast the spells.
When your magic user casts a spell, he or she must have enough spell points
available to fire it off. As a spell increases in power, it also increases in
cost and requires more Oratory to intone. For example, if a spell costs 5
points for power level 1, then it would cost 10 points for power level 2 and
so on.

Affects & Effects
      Some spells attack only one monster or help only one character. Others
can encompass all opponents or affect the entire party. In the list of spells
which follows, the affected person or group(s) are listed.

      Some monsters may not be affected or only partially affected by a spell.
If it's an "all-or-nothing" type spell, there may be no effect at all. Lastly,
just like your characters, some creatures are resistant to certain types of
spells. For example, an Ice Giant probably wouldn't be affected by an Iceball
spell (unless the laughing did him in).

Magic Spells
      Your lead fighter has two hit points left, your mage has fallen asleep,
and your priest is too insane to do much about it. With the last bit of power
he can muster, your Psionic fires off an Illusion spell. And . . voila, a
Greater Demon appears - at your service! With a flick of his giant, fiery
hand, your enemies are but a bad memory.

Summoning Spells
      For just such reasons, summoning spells are a favourite among Lost
Guardia's magic users. These spells allow you to summon a monster from another
plane to fight for your party. Once you have summoned one group of monsters,
however, you may not summon another group until the first group dies or the
encounter ends.
Summoned monsters can be extremely useful to your party. Some-
times an attack originally meant for your characters will strike the summoned
group of monsters . . . saving you the pain, rest and healing spells necessary
to recover.

Oratory
      One of the most important skills of the spell caster, Oratory is the
practice of successfully reciting a spell while under the duress of combat.
A character proficient in oratory should be able to zip off a deadly spell
while simultaneously dodging a sword's blow.

      However, characters with poor oratory or bad luck may backfire or fumble
a spell. When a spell backfires, it attacks the party instead of the monsters!
So, if you cast a Magic Missile and fumble its incantation . . . b o o m. Your
characters will be affected just as if the monsters had cast it on you.

Casting A Spell
      There are six steps to casting a spell. As you complete each part, you
indicate the next course of action.

      1. Select the "Spellbook" option
      2. Choose a realm
      3. Select a spell
      4. Set the power level
      5. Give the spell a target (a character, a monster, a group, an item,
etc.)
      6. Select Cast

      Your spell casters must study to learn more spells. When your spell
casters gain a level, be sure to add skill points to their area of
proficiency. Some classes, such as the Samurai, are both warriors and spell
casters. Be careful not to neglect their fighting skills in lieu of spell
power.







                                 Fire Spells

Energy Blast
Cost: 2
Caster: Magician
Affects: 1 Creature
A Jolting spark of electric energy doing 1-7 hit points of damage per power
lever.

Fire Bomb
Cost: 8
Caster: Alchemist
Affects: 4 Creatures plus power level
An exploding, incendiary spell that does 3-9 points of fire damage per power
level.

Blinding Flash
Cost: 2
Caster: Alchemist
Affects: 1 Creature plus power level
A giant flash of light that may temporarily blind opponents.

Lightning
Cost: 8
Caster: Priest
Affects: 3 Creatures plus power level
A bolt of electrical energy hurled at the opponents doing 1-10 hit points of
electrical damage per power level.

Psionic Fire
Cost: 4
Caster: Psionic
Affects: 2 Creatures plus power level
A fiery burst of mental power doing 1-8 points of fire damage per power level.

Prismic Missile
Cost: 9
Caster: Magician
Affects: 3 Creatures plus power level
Also known as Dancing Lights and Rainbow Rays, the various spectrums may
affect creatures in many different ways.

Fireball
Cost: 6
Caster: Magician
Affects: 3 Creatures plus power level
Blazing fireballs that burn opponents and can do 2-10 hit points of fire
damage per power level.

Firestorm
Cost: 12
Caster: Magician
Affects: Cloud
A sweeping cloud of fire that lasts forseveral rounds and burns all creatures
within it.  Creatures affected, duration and damage done all depend on the
spell's power level.

Fire Shield
Cost: 8
Caster: Magician
Affects: Party
Creates a barrier impervious to fire that protects the party from fire-type
spells.

Dazzling Lights
Cost: 6
Caster: Psionic
Affects: 1 Creature plus power level
A spectacular display of various luminous effects causing victims to suffer
one or more maladies per power level.

Nuclear Blast
Cost: 16
Caster: Magician
Affects: All Creatures
A miniature fusion bomb. This spell burns all creatures and does 5-25 hit
points of fire damage per power level.

                                Water Spells

Chilling Touch
Cost: 2
Caster: Magician
Affects 1 Creature
A freezing blast of cold which does 1-6 hit points of cold damage per power
level

Haste
Cost: 2
Caster: Priest, Psionic
Affects: Party
Speeds up character energy. Also helpful to cure a Slow spell.

Stamina
Cost: 2
Caster: Priest, Alchemist, Psionic
Affects: 1 Character
Replenishes some of the character's stamina keeping the character awake or
allowing him or her to go without sleep for longer period of time. Amount of
stamina replenished depends on the power level of the spell.

Cure Paralysis
Cost: 2
Caster: Priest, Alchemist, Psionic
Affects: 1 Character
Cures the character of paralysis.  Success depends on the extent of paralysis
to the character.

Ice Shield
Cost: 3
Caster: Magician
Affects: Party
A barricade which nulls the affects of cold and protects the party from cold
and cold-spells.  Strength and duration of the Ice Shield depends on the power
level of the spell.

Terror
Cost: 3
Caster: Magician, Psionic
Affects: 1 Group
Evokes fear and terror in creature and may reduce their ability to fight or
cause them to flee.

Weaken
Cost: 4
Caster: Magician, Psionic
Affects: 3 Creatures plus power level
Physically drains the creatures of stamina making them vulnerable to attack,
causing them to fight and react poorly, and lowering their resistance to magic
spells.
Restfull
Cost: 4
Affects: Party
Caster: Priest
Acts is if you had rested a couple of hours, putting both stamina back up and
magic points.

Slow
Cost: 4
Caster: Priest, Psionic
Affects: 3 Creatures plus power level
Slows creatures down. They can't move as fast to hit you and are easier to hit
themselves.

Paralyse
Cost: 5
Caster: Priest, Psionic
Affects: 1 Creature
Attempts to solidify all water in a creatures body.  Duration and success
depends on the power level of the spell relative to the power and amount of
body water in the creature.

Draining Cloud
Cost: 5
Caster: Alchemist
Affects: All Creatures
Surrounds creatures in a mystical cloud that attempts to drain lifeforce from
them every round they remain inside the cloud. Duration and power of the cloud
are relative to the spell's power level.

Superman
Cost: 7
Caster: Priest
facts: 1 Character
Empowers a party member with a heroic boost of energy allowing him or her to
fight with the power and finesse of a hero.

Cure Disease
Cost: 12
Caster: Priest, Alchemist
Affects: 1 Character
Attempts to cure someone of a disease and its effects.  Success depends on the
strength of the disease relative to the spell's strength.

Deepfreeze
Cost: 6
Caster: Magician
Affects: 1 Creature
Attempts to freeze a creature's bodily fluids solid doing 3-30 hit points of
sever ice damager per power level.

Restfull
Cost: 8
Caster: Priest
Affects: Party
A gentle spell that restores a portion of stamina to every member of the
party. Stamina recouped is relative to the power level of the spell.

Iceball
Cost: 8
Caster: Magician
Affects: 4 Creatures plus power level
A flurry of stinging ice balls which cause 3-12 hit points of ice damage per
power level.

                                 Air Spells

Air Pocket
Cost: 8
Caster: Magician, Alchemist
Affects: Party
Protects the party from air spells such as stinking clouds and suffocation by
creating a pocket of fresh air around the party. Strength and duration of the
pocket are relative to the power level of the spell.

Poison
Cost: 2
Caster: Alchemist
Affects: 1 Creature
Turns the air poisonous around the creature, and causes 1-5 hit point damage
per power level plus poisoning. Strength of the poison is relative to the
power level of the spell.

Silence
Cost: 2
Caster: Priest, Psionic
Affects:3 Creatures plus power level
Causes air around creatures to stop transmitting sound, thus preventing them
from casting spells. Strength and duration of the spell are relative to the
power level of the spell.

Poison Gas
Cost: 7
Caster: Alchemist
Affects: Cloud
Creates a Poisonous cloud that lasts several rounds and surround the creatures
in the gas.  Creatures inside the cloud suffer from poisoning and damage.  The
creatures affected, duration and damage done all depend on the power level of
the spell.

Missile Shield
Cost: 5
Caster: Magician
Affects: Party
Hardens the air around the party forming a shield that protects characters
from missiles, arrows, hurled weapons etc.

Shrill Sound
Cost: 4
Caster: Magician, Psionic
Affects: 1 Group
Whips the air creating a high frequency pressure wave that blasts the
creatures with 1-5 damage per power level.

Cure Poison
Cost: 4
Caster: Priest, Alchemist
Affects: 1 Character
Attempts to cure one character of poisoning.  Success depends on the strength
of the poison relative to the strength of the spell.

Stink Bomb
Cost: 8
Caster: Magician, Alchemist
Affects: 3 Creatures plus power level of spell.
An odorous cloud of stinking fumes that can cause 1-6 hit points damage per
power level and may make them nauseated.

Purify Air
Cost 10
Caster: Priest, Alchemist
Affects: Party
Tries to clear the air of any dangerous clouds like Poison Gas and Firestorm. 
Success depends on the amount and strength of the clouds relative to the
spell's strength.

Asphyxiation
Cost: 12
Caster: Magician, Alchemist
Affects: All Groups
Swallows air around creatures leaving none to breathe.  Chance of creatures'
death depends on their ability and need to breathe, strength and
susceptibility relative to the strength of the spell.

Whirlwind
Cost: 8
Caster: Priest
Affects: 3 Creatures plus power level
A swirling tornado whipping around the creatures and blasting them with 1-7
hit points damage per power level.

Deadly Poison
Cost: 8
Caster: Alchemist
Affects: 1 Creature
May kill a creature outright or does extremely heavy poisoning plus 3-15
damage points per power level.

Deadly Air
Cost: 16
Caster: Alchemist
Affects: All Creatures
Makes air surrounding the creatures unbreatheable and causes 4-16 hit pints
damage per power level.

Levitate
Cost: 12
Caster: Magician
Affects: Party
Creates a 3-inch cushion of air underneath party helping to prevent or reduce
damage in case they fall.  Duration of the spell is relative to the power
level of the spell.

Death Cloud
Cost: 20
Caster: Alchemist
Affects: Cloud
Black vapours that engulf a group of creatures and attempt to kill the
outright. Every round creatures remain in the cloud, there is a chance the
will die.

Toxic Vapours
Cost: 8
Caster: Alchemist
Affects: Cloud
A giant, stinking cloud of vapours that surrounds the creatures and causes 2-6
hit points damage per power level of the spell.

Noxious Fumes
Cost: 10
Caster: Magician, Alchemist
Affects: 3 Creatures plus power level
Horrid smelling torrents that blast the creatures' noses and cause 1-6 hit
points damage per power level plus nausea.

                                Mental Spells

Mental Attack
Cost: 3
Caster: Psionic
Affects: 1 Creature
An invading pressure of though swirling the creature's brain and causing 1-7
hit points of mental damage per power level and potential insanity.

Cure Lesser Cnd
Cost: 4
Caster: Priest, Alchemist, Psionic
Affects: 1 Character
Attempts to cure a character of one of the lesser conditions: afraid,
blindness, nausea and minor irritations. Success depends on the strength of
the malady relative to the strength of the spell.

Sleep
Cost: 3
Caster: Magician, Alchemist, Psionic
Affects: 3 Creatures plus power level
Causes creatures to fall asleep and prevents them from attacking the party
members or defending themselves from attack. Success and duration depends on
the power of the creatures relative to the power level of the spell.

Divine Trap
Cost: 4
Caster: Priest, Psionic
Affects: Treasure Chest
Permits the inspector of a treasure chest to determine the elements of the
trap with great reliability by making the devices attached more readily
apparent. The trap must, of course, be inspected after Divine Trap is cast for
the spell to be useful. Success of the spell depends on the power and
complexity of the trap.

Bless
Cost: 4
Caster: Priest, Psionic
Affects: Party
Magically lowers the party's armour class and enhances their chances to hit
a creature relative to the power level of the spell.

Detect Secret
Cost: 5
Caster: Magician, Psionic
Affects: Caster
Opens the caster's mind to anything that may be strange or out of place and
allows him or her to detect its presence within the party's immediate area.
The Detect Secret eye will "blink" when the caster detects something. Duration
and success of the spell are relative to the spell's power level.

Charm
Cost: 5
Caster: Priest, Alchemist, Psionic
Affects: 1 Creature or NPC
Attempts to charm a creature to prevent it from attacking the party. Any
creature charmed will also be easier to hit. Cast in non-combat situations,
the spell attempts to charm an NPC so that it will regard the party in a
friendly or at least neutral manner for the duration of the encounter.  The
hight the power level, the better the charm.

Identify
Cost: 8
Caster: Priest, Psionic
Affects: 1 Creature or Item
Attempts to reveal the true name of a creature or an item. Success depends on
the power of the creature or the cloak of the item relative to the power level
of the spell.

Mindread
Cost: 8
Caster: Psionic
Affects: Caster
Attempts to discern what's on an NPC's mind. Success depends on the
intelligence of the NPC relative to the power level of the spell.

Sane Mind
Cost: 10
Affects: 1 Character
Attempts to restore sanity to an insane character. Success depends on how nuts
the character is versus the spell's strength.

Confusion
Cost: 6
Caster: Alchemist, Psionic
Affects: 1 Group
A blast of mental energy that attempts to scramble the creatures' thinking
causing them to cower in fear, whip up a batch of fondue or otherwise act
crazy.

Psionic Blast
Cost: 8
Caster: Psionic
Affects: 3 Creatures plus power level
An extreme and powerful jolt of mental energy that scrambles the creatures
brains and causes 1-7 hit points of mental damage per power level and may
cause insanity.

Watchbells
Cost: 5
Caster: Magician, Psionic
Affects: Party
A psychic bell cast in an attempt to wake other party members if they are
asleep or unconscious when attacked by creatures. Success depends on the
length of time the party has slept, how tired the party members are and how
solidly they sleep.

Illusion
Cost: 10
Caster: Psionic
Affects: Party
Attempts to conjure and illusion of a being so real that it can attack
creatures and be attacked back! The creature's on the spell's power level.

Hold Monsters
Cost: 6
Caster: Priest, Psionic
Affects: 3 Creatures plus power level
Attempts to confuse the creatures into believing they are paralysed. Success
depends on the power of the creature relative to the power level of the spell.

Wizard's Eye
Cost: 10
Caster: Magician, Psionic
Affects: Caster
Allows the caster to see the surrounding area from an overhead view.  The size
and detail of the area seen depends on the power level of the spell.

                                Divine Spells

Remove Curse
Cost: 4
Caster: Priest
Affects: 1 Person
Attempts to lift any magically cursed and stuck items from a character. 
Success depends on the strength of the curse relative to the strength of the
spell.

Recharge
Cost: 15
Caster: Magician, Priest
Affects: Item
Attempts to restore a magically enchanted item's charges.  The item must be
in the castor's possession, and must have at least one charge left to
duplicate.  There is a chance the item could be destroyed.  Success depends
on the item's complexity relative to the spell's power level.

Healfull
Cost: 12
Caster: Priest
Affects: Party
A super-charged healing spell that attempts to restore hit points and health
to all members of the party.  The amount of hit points restored is relative
to the spell's power level.

Word Of Death
Cost: 18
Caster: Priest
Affects: All Creatures
A divine word cast so powerfully it smashes the creatures with 4-16 points of
magical damage per power level.

Lifesteal
Cost: 12
Caster: Priest, Psionic
Affects: 1 Creature and Caster
Removes virtually all lifeforce from a creature and attempts to channel some
of it back into the caster to heal him or her.  Does 4-16 points of magic
damage per power level multiplied by the power level of the spell.

Resurrection
Cost: 20
Caster: Magician, Priest, Psionic
Affects: 1 Character
Tries to revive a dead character.  Success depends on the character's
lifeforce relative to the spell's power level.

Astral Gate
Cost: 8
Caster: Magician, Priest
Affects: 1 Creature per power level
Attempts to banish a demon type creature from this world.  Success depends on
the power of the creature relative to the power of the spell.

Death Wish
Cost: 20
Caster: Priest
Affects: All Creatures
Attempts to kill all creatures outright through sheer magical force.  Success
depends on the power of the creatures relative to the power level of the
spell.

Zap Undead
Cost: 15
Caster: Magician
Affects: 1 Creature
A tirade of magical power that tries to destroy one creature of up to 1000
damage points.



                               CHARACTER RACES

      All told, there are eleven different races that your character can
choose from. Each race has its own advantages and shortcomings. A character's
race determines his or her base statistics, such as strength and intelligence.
and affects the ability to resist sickness, magic or a monster's attack.
Ultimately, a character's race influences which professions he or she may
enter. A complete description of all Wizardry's races follows.

Human
      Although a Human has no natural resistances, it has no particular
shortcomings. Humans are the race to which all others in Wizardry are
compared. Perfectly balanced in its statistics, having no particular strengths
and no decided weaknesses, the human serves as a stable and dependable
creature regardless of the profession a Human character eventually enters.

Elves
      Elves, because of their high intelligence, have a natural resistance to
hypnosis and sleep. Elves are smallish creatures, with pointed ears and a
broad smile. They excel at intellectual pursuits, loving not only what they
learn but the study that comes with it as well. Armed with these smarts, Elves
make excellent magic users. Elves are also nimble creatures, moving their
small bodies with an above-average ease and speed.

Dwarves
      The Dwarves' robust body provides poison resistance, while its heredity
provides for magic spell protection. Coming from a long line of forest and
cave dwelling folk, Dwarfs also have a taste for any adventure. They are small
beings, but display a remarkable amount of strength. Their hearty stance and
high vitality make them a natural for combat related professions. Also pious
creatures, Dwarfs make great Priests.

Gnome
      Because of their high piety and ancestry, Gnomes possess a resistance
to magic spells. In the underground caves of Wizardry, one might just find
whole groups of Gnomes in their natural habitat. Typically keeping to
themselves, Gnomes are sturdy, strong and agile creatures; their small stance
can easily fool opponents in combat. Gnomes are also extremely pious
individuals whose zest for learning is virtually unequalled by any other race.
         
The Hobbit
      The Hobbit has resistance to Magic-realm spells. A sleek and tiny race,
the Hobbit is a dexterous and busy type able to manoeuvre its body (and
especially its fingers) into and out of the tightest situations. The Hobbit
is also well known as a charming conversationalist and for its amazing
friendliness and hospitality. Hobbits with lesser inclinations frequently use
their silver-tongues and quick fingers to help themselves to goods and
information.

The Faerie
      The Faerie's long kinship with nature provides resistance to magic. The
tiniest and most agile race in all of Wizardry, Faeries are delicate and
beautiful beings. Their small size and lightning speed give them a naturally
low armour class. The Faerie is also one of the smartest and friendliest
creatures in Wizardry. Although not much of a fighter. The Faerie can make an
excellent magic user or thief.


The Lizardman
      A lack of intelligence provides resistance to mental spells. The
Lizardman is a serpentine type creature whose origins are somewhat uncertain.
Although it is human-like in its ability to talk and walk upright, the
Lizardman is not intelligent or personable actually, others tend to avoid
him). Its strengths lie in its natural ability to fight . . . and win. Strong,
fast and hearty, with a mind that thinks "kill, kill, kill," the Lizardman can
be the perfect combatant.

Dracon
      Their ancestry gives dragons resistance to acid and mental spells. A
mixture of blood between the human and the dragon created this wondrous race
with incredibly unique abilities. While remaining private, the Dracon
occasionally ventures out and will accompany another group for reasons of its
own. It is strong, dexterous, and hearty, and can make a great Ranger, Thief,
or Fighter. The Dracon also has a limited ability to breathe acid upon its
opponents!

The Rawulf
      The Rawulf's thick hair provides great cold protection. Rawulfs are
devoted and hearty creatures. Descending from a race of intelligent, bipedal
canines, they share their ancestors ' caring personality and thick coat as
well as an indication of their speed, strength and dexterity. The Rawulf's
desire to learn coupled with high piety also help it to become an excellent
Priest.

Felpurr
      Quick reflexes help it to dodge missiles and spells. Like their distant
relative, the cat, Felpurrs are fast, smart and personable. They walk on their
hind feet, and are beautiful creatures with a full mane of hair covering their
bodies. Felpurrs are also intelligent and dexterous. Throughout their
evolution they have relied on their sleek body styling and speed more than
actual physical strength, and have the ability to move their bodies with a
grace unknown to virtually any other race.

The Mook
      Mooks magical nature gives it resistance to magical spells. Its fur
provides resistance to cold. Very magical in nature, the Mook's exact origins
are entirely unknown. Those skilled in the Wizardry's mythology have gone so
far as to speculate the Mook may even be of alien origin! Mooks are extremely
intelligent and strong creatures, and have a personality sure to charm the
likes of most they encounter.

                            Character Profession

      A total of fourteen traditional fields of study are available to your
character, and each of these professions follows. By meeting the minimum
qualifications of a profession, characters can begin to train in the
profession's skills, magic and conduct. Along with a description of the
profession, you will see its spellbooks, primary skills and basic equipment: 

      * Spellbooks: If the profession has the ability to learn magic, the
spellbook will be listed here. Further information on magic and the spellbook
is in the Magical spells section of this manual.
      * Primary Skills: Fresh out of training, your characters have become
somewhat proficient in certain aspects of their profession. The primary skills
reflect this training.
      * Basic Equipment: it would be pretty unkind, not to mention rude, to
send your characters into the world naked, without weapons or shoes on their
feet. Listed here is your character's basic, beginning inventory.

Fighter
      SPELLBOOKS: None
      PRIMARY SKILLS: None
      BASIC EQUIPMENT: Long Sword, Leather Cuirass, Fur Legging, Sandals,
                       Buckler Shield.
      The general warrior class is one of the most time-honoured professions
in fantasy role-playing. Fighters generally have high hit points, and relish
their role as shock-troops. They may specialize in a wide array of weaponry
skills, and often use these talents to dispose of monsters who stand in the
way of adventure. Fighters mainly concentrate on these combat skills, honing
them to a deadly point. Fighters can wear almost all armour and use most
weapons.

Mage
      SPELLBOOKS: Mage
      PRIMARY SKILLS: Thaumaturgy
      BASIC EQUIPMENT : Staff, Robes (U), Robes (L), Sandals, 1 Magic Missile.
      The creators of the powerful Mage spells continue, to this day, to
devote a life's work to their study. Because they practice only the Mage
spells and seek no other interests, Mages learn them quicker than any other
profession in Wizardry. They have poor hit points and are very limited in the
armour and weapons they can use. However, their powerful spellcasting makes
them ideal for any party.

Priest
      SPELLBOOKS: Priest
      PRIMARY SKILLS: Theology
      BASIC EQUIPMENT: Quarterstaff, Robes (U), Robes (L), Sandals,
                       3 Lt.Healpotions.
      Long known for their healing powers, Priests are useful to any party
hoping to live for more than a day in Lost Guardia. Dedicated individuals,
Priests give all of their attention to the study of divine spells. Their
devotion allows them to learn Priest spells quicker than any other profession.
Priests are also skilled diplomats, able to negotiate with NPCs. Priests have
fairly high hit points, must use specially consecrated weapons, and can wear
light armour.

Psionic
      SPELLBOOKS: Psionic
      PRIMARY SKILLS: Theosophy
      BASIC EQUIPMENT: Dagger, Robes (U), Robes (L), Sandals, Shadow Cloak
      Concentrating on the wonders of the mind, the Psionic is a magic user
who has developed mental powers to a level no other profession can hope to
possess. Their spells have the ability to alter the mind, read it and mess
with it in general. They are both clairvoyants and divinators, who focus all
their energies on their mental and magical abilities. Through this devotion,
Psionics learn the mental spells faster than any other profession.

Valkyrie
      SPELLBOOKS: Priest
      PRIMARY SKILLS: Theology
      BASIC EQUIPMENT: Chamois Skirt, Sandals, Leather Helm
      A profession open only to female characters, the Valkyrie is a first
rate lance warrior. Her knowledge of weapons is vast and precise; her spirit
for combat is great. She is strong, and has the ability to swing her sword
with a speed and accuracy admired by all. Around the third level of ability,
the pious Valkyrie begins the study of Priest spells, although she doesn't
learn them as quickly as the Priest.

Bishop
      SPELLBOOKS: Priest, Mage
      PRIMARY SKILLS: Theology, Thaumaturgy, Diplomacy
      BASIC EQUIPMENT: Quarterstaff, Robes(U), Robes (L), Sandals, Mitre
      Extremely intelligent and pious individuals, Bishops devote a major
portion of their time to the ancient studies. Pooling the knowledge of the
Mage and Priest, Bishops are well-studied characters who learn the spells of
both their counterparts. However, because of the time required to study both
spellbooks, Bishops learn spells more slowly that the Mage or Priest. Bishops,
because of their great wisdom, are skilled in the political art of diplomacy.

Lord
      SPELLBOOKS: Priest
      PRIMARY SKILLS: Diplomacy, Theology
      BASIC EQUIPMENT: Broadsword, Quilt Tunic, Quilt Legging, Buskins,
                       Steel Helm
      Both an excellent fighter, diplomat and pious spellcaster, Lords are the
true crusader knights in Wizardry. While their combat skills are their primary
concern, the Lord's interest in the divine Priest spells develops around the
third level of experience, and helps to provide the party with the additional
healing power it may need. Whether it be inflicting the damage or healing it
or negotiating it, Lords are a great addition to any party.

Samurai
      SPELLBOOKS: Mage
      BASIC EQUIPMENT: Katana, Wakazashi, Robes (U), Robes (L), Sandals
      The true swordsman of Wizardry, the Samurai has dedicated his or her
life to the study of the sword. Their lighting speed combined with their
sword's accuracy help them to fight their way through most any situation.
Samurai can learn the deadly skill of the critical kill, unleashing it upon
their opponents in the heat of battle. Their mystical side allows them to
develop mage spells around the third level of experience.

Monk
      SPELLBOOKS: Psionic
      PRIMARY SKILLS: Hand & Feet, Theosophy
      BASIC EQUIPMENT: 15 Shurikens, Robes (U), Robes (L), Sandals
      A wandering person in search of inner and outer development, the Monk
is a talented warrior, fighting most with the hands and feet, who tops this
ability with a knowledge of self defense. The Monk also possesses keen insight
into the ways of the mind, and begins to learn the Psionic spells at the third
level of experience. The Monk is also studied in the body, and may critically
hit an opponent. He or she may also hide in combat.

Ninja
      SPELLBOOKS: Alchemist
      PRIMARY SKILLS: Hand & Feet, Ninjutsu
      BASIC EQUIPMENT: 15 Shurikens, NinjaCowl, Ninja Garb (U),
                       Ninja Garb (L), Tabi Boots
      The ultimate assassin, the Ninja is a silent and devout killer with
skills and talents admired, but known little about, by all. They commonly
fight with their hands and feet, wreaking havoc upon their unlucky opponents.
Ninja may also deliver a critical blow to whatever stands in their way.
Sharing some of the Thief's skills, the Ninja is able to hide in, in hopes of
launching a deadly surprise attack. Much later in their careers, Ninja begin
to learn Alchemist spells.


                              Character Skills
      As your characters travel through forests and encounter NPCs and
monsters, they will develop, learn and hone the skills that are necessary for
survival and success in Wizardry. There are four categories of skills:
Weaponry, Physical, Academia and Personal. Within each of these categories,
there are many individual skills, all of which are listed in this section.
Depending on your character's profession, you may not see every possible skill
while reviewing your character.
                  
Weaponry Skills
      In general, Weaponry skills affect a character's ability to handle his
or her weapon. As your character practices these skills (equipping and using
a weapon in combat, blocking a blow, etc., points will be added to the skill
to reflect your training. At their best, all skills reach a maximum of 100
points.

      WAND & DAGGER: The talent of wielding daggers, wands and other small
items used as weapons in combat.

      SWORD: Any sword, including the katana, used as a weapon in combat is
covered under this skill.

      AXE: This ability covers any axe, such as the battle or hand axe, used
as a weapon in combat.

      MACE & FLAIL: The talent needed to use any mace-like item, including the
flail or hammer, as a weapon in combat.

      POLE & STAFF: The mastery of any pole & staff, such as the halberd, bo
or staff, used as a weapon in combat.

      THROW: The demonstrated ability to be on target when any weapon is
thrown. This includes such things as shurikens, darts, potions and weapons
that are thrown accidently.

      SLING: The ability to use any weapon which consists of a leather strap
and two cords which, when whirled and released, hurls stones and other like
objects at an opponent.

      BOW: The flair of handling any bow which fires arrows and is used as a
weapon in combat.

      SHIELD: The art of using a shield effectively to block an opponents blow
while fighting or parrying.

      HANDS & FEET: The talent of using one's hands and feet as lethal weapons
to strike and hopefully kill and opponent.

Physical Skills
      Physical skills generally affect a character's ability to do things
Physical which require talents of the body or voice. For instance, a character
skilled in Scout will keenly perceive a piece of straw that looks out of place
in a giant hay pile. The unskilled scouting character, on the other hand, will
blindly walk down the hall, oblivious to the giant red sign that says, "Secret
Door Here!" As with most skills, Physical skills grow stronger as your
characters practice them. Physical skills reach a maximum of 100 points.

      SCOUT: The knack of seeing and finding things such as secret doors,
hidden entrances or buried items others seem to pass by. You must add points
manually to "Scout" to increase your character's proficiency.

      MUSIC: The art of playing enchanted musical instruments and bringing
forth from them different magical spells.

      ORATORY: The vocal discipline required to properly recite a magical
spell in combat. Without good oratory, spells meant for monsters may fizzle
or backfire on the party.

      LEGERDEMAIN: The ability to pickpocket (steal) items or gold from NPCs
without their knowledge or permission.

      SKULDUGGERY: The delicate skill of inspecting and disarming traps on
chests and picking locks on doors.

      NINJUTSU: The legendary art that allows characters to hide themselves
from their opponents. For the Ninja and Monk, proficiency in Ninjutsu helps
to lower their armour class rating.

      SWIMMING: A measurement of your character's ability to swim across deep
water. Characters with fewer than 10 skill points may drown from entering deep
water.

      CLIMBING: The knack of taking falls, climbing into pits, and scaling the
sides of walls without taking damage.

Academia Skills
      Academia skills affect a character's ability to learn and understand
matters intellectual. These skills also affect the magic users' ability to
learn and understand spells. While Academia skills may eventually increase
automatically, magical study skills must be advanced manually by adding skill
points whenever a character gains a level; these are studied skills, not
practised. Without study, the magician will never learn spells beyond the
basic. As with all the skills, the highest amount a particular skill can reach
is 100 points.

      ARTIFACTS: The ability to effectively use and invoke magical items
depends on this skill. Without a developed Artifact skill, there is a chance
the item's power will fizzle or backfire. This skill also affects a
character's ability to successfully assay an item to determine its
intricacies.

      MYTHOLOGY: The ability to recognize, while in combat, the true
identities of monsters.

      SCRIBE: The ability to successfully invoke the magical power of a scroll
during combat.

      ALCHEMY: The art of learning, practising and exercising Alchemist
spells.

      THEOLOGY: The pursuit of the divine interests leading to the study of
Priest spells.

      THEOSOPHY: The possession of mental and spiritual insight that allows
its possessor to study Psionic spells.

      THAUMATURGY: The path of study followed by the Mage and those who follow
him to learn Mage spells.

      KIRIJUTSU: The deadly skill and knowledge of the body which allows its
possessor to strike a vital blow or critical area, hopefully killing an
opponent with a single blow.

      MAPPING: The ability to transcribe an accurate record of the party's
adventure. The higher the skill, the more detail (door, stairs, trees, gates,
etc.) included. This skill requires a mapping kit to be effective.

      DIPLOMACY: The art of negotiation and creation of mutual pacts and trust
between the party and another group. Allows the negotiator to truce well and
form alliances with NPCs.

Personal Skills
      Lost Guardia is a world unlike any your characters have ever known.
Although they come prepared with a great selection of skills, there are still
some things they might pick up along the way.
      FIREARMS: The use of small firearms, like muskets. This skill determines
your character's ability to load and accurately fire such a weapon.

      REFLEXTION: The ability to take small jumps so quickly - faster than the
eye - that a double image is created. This skill's most effective use is in
a character's ability to avoid an attack. The "after image" is usually the
target.

      SNAKE SPEED: Allows characters to move with lightning reflexes,
increasing speed in all aspects where it is a factor.

      EAGLE EYE: The ability to target a creature with a weapon or spell and
strike with an amazing degree of accuracy.

      POWER STRIKE: An ability to strike a blow that does maximum damage - and
sometimes yields more than that!

      MIND CONTROL: Those adept in this skill can master control of their own
minds. This extra willpower helps them to fend off sleep or Psionic spells and
to retain control of their own mind.

                  Document Cleaned And Retyped By Johnny Man
         
