///////////////// ///////////// ///////////////// ///////////// ///// ///// ///// ///// ///////////// ///// ///// ///////////// ///// ///// ///// ///////////// ///// ///// ///////////// 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 ordi...
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