wiz7docs.txt

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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 ordi...
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