WIZARD'S CROWN DOCUMENTATION Wizard's Crown is a game of adventures and encounters. The objective is to locate and retrieve a wizard's crown. You create a party of eight characters, each with personal attributes and professions that determine the skills he will have available for his actions. The adventurers travel, setting out from the Inn, following clues and searching through a town and ruins. There are opportunities to enter buildings, and other places, in which dangerous and delightful events take place. Be aware that monsters may appear almost anywhere. When they do, you may fight a detailed tactical battle. Or, if you prefer, you may choose to fight quick combat, in which the computer resolves the entire battle in a few seconds. After a battle, the characters take loot from the monsters, or equipment (sometimes magical) to be used or sold later on. From their adventures, the characters acquire experience which they then use to increase their skills. While in battle, a character may receive injuries that weaken him for future battles. By returning your party to the Inn, you make it possible to give a wounded character rest and recuperation before you send the party off on further adventures. As the game begins, you are at the Inn. The computer displays information about the current situation: the time, the names and the status of the members of your party of adventurers, and a set of commands which allow you to take various actions. You may learn about a current character, remove, improve, outfit or rest a current character, create a new character, distribute money, view the items stored at the Inn, and save the game. When you are ready to begin your adventures, you leave the Inn. Return to the Inn when you wish to rest your party or to save the game (writing your characters to the disk). At the upper right hand corner of the screen, the year, day, and time of day are indicated (10/0 DAWN at the start, indicating the tenth year of the reign of Ancus). At the right-hand middle of the screen, the time delay after messages is indicated (5 at the start). The delay is a number from 1 to 9, 1 indicating the shortest, 9 is the longest delay. You may change the delay by typing D. Each time you type D the number increases by 1; after 9, it begins again at 1. The COMMANDS: (G)reet New Adventurers This command allows you to create a new character. A maximum of eight characters is allowed. If the current player list contains eight, you must eliminate one of the current characters before you add a new one. (T)ell the Minstrels of Your Deeds This command saves the game. (R)est the Adventurers This command allows you to send your party to rest. Depending on his strength, each member of the party recovers from his wounds and his lost Power, Morale, and Life Force. The cost per day of rest is 40 copper, automatically subtracted. If a character can't pay for the number of days he is to rest, he sleeps in the stables for the entire period. In this case, only the characters power is restored. (C)heck a Character This command allows you to inspect a character's current condition. (I)mprove a Character This command allows you to improve a character by spending Experience on attributes, skills, power, and karma. (H)ave a Character Quit the Party This command allows you to remove a character. he is permanently lost (unless you reboot without saving the game). (V)iew Items a Stored at the Inn This command allows you to view the items at the Inn and pick up those you no longer wish to store. The maximum number that may be stored is 18. (O)utfit a Character This command allows you to choose a new icon to represent the character and to rename your character. (M)ove Money Around This command allows you to distribute money, You may choose to divide it among all of the characters or give it all to one. E(X)it the Inn This command allows you to leave the Inn and begin your travels. After you exit the Inn, the computer asks "HAVE ALL CHARACTERS LEAVE THE INN Y/N?" If you answer N(for no), you are asked to select those characters which are to leave. After the departing characters are chosen, the computer displays the current party member list with the status now reflecting whether the character is traveling. The computer asks "WHICH CHARACTER WILL BE ON POINT?" Choose from your party a member with good ratings in Stealth and Scan. The point character's skills in these areas modified by how far in advance of the party he is determine whether, 1)the party may perform an ambush, 2)the party itself is ambushed, or 3)the party has a normal face-to-face encounter. After the character is chosen, the computer asks you to give a value to the point man lead, "POINT MAN LEAD (1=none or 2-9)?" This value represents how far in advance of the party the lead man is scouting. The farther out he is, the less likely the party will be ambushed. At the same time, the farther out he is, the less chance he has of getting back to the main group when combat occurs. After the lead is entered, the party leaves the Inn. You may create one or more new characters for your party, to a maximum of eight. you must distribute points among the personal attributes (strength, dexterity, life) and experience. Then select one or more professions from those available to you as a result of te intelligence you have given the character. Your choice of professions determines the skills of the character; his personal attributes influence the ratings of the skill abilities given to him when he is created. His skill abilities will change later, according to his experiences. To create a new character when you already have the maximum number(8) of members of your party, press H. You will be asked to select the characters who is to depart and then to confirm your choice. Then you will be returned to the Inn. The departed character is gone permanently. Now press G to allow you to create a new character. be returned to the Inn. STR=Strength DEX=Dexterity INT=Intelligence LIFE=Life EXP=Experience There are five professions from which to choose: RANGER,FIGHTER,PRIEST,THIEF, and SORCERER. A character may have more than one profession. Rangers are foresters, scouts, and hunters. They can exist on their own in the wilderness. Although they are not great fighters, they can use spears and bows. Fighters are prepared for all types of combat. Priests are favored by the gods. They can heal, treat poisons and turn undead. Thieves are sneaky and make good point men. They can spot the enemy, locate hidden things, find and disarm traps, and bargain well. Sorcerers are able to cast spells and make potions. They can recognize and understand (evaluate) the magical items that they find. SKILLS Close Combat,ALL,D, 3,1-8/1-4/1-2/1 Sword ,F ,D, 4, " Axe ,F ,D, 6, " Spear ,F-R,D, 4, " Mace ,F ,D, 3, " Flail ,F ,D, 6, " Bow ,F-R,D, 5, " Crossbow ,F ,D, 3, " Shield ,F ,D, 4, " BatAwareness,F ,I, 3, " Scan ,ALL,I, 4, " Swimming ,ALL,S, 3, " Stealth ,R-T,D, 5, " Hunt ,R ,D, 3, " Track ,R ,I, 4, " First Aid ,R-P,I, 3, " Search ,T ,I, 4, " Disarm Trap ,T ,D, 5, " Picklock ,T ,D, 4, " Haggling ,T ,I, 3, " Treat Poison,P ,I, 4, " Treat Disese,P ,I, 4, " Turn Undead ,P ,EXP,4, " Alchemy ,S ,I, 5, " Luck ,P ,EXP,6, " Read Ancient,S ,I, 4, " EvaluteMagic,S ,I, 3, " Cast Spell ,S ,I, 6, " Karma ,P ,O, 1, 1 Power ,S ,O, 3, 1 __________________________ 1st column-SKILL 2nd column-CLASS 3rd column-VALUE 4th column-EP 5th column-GAIN ---------------- CLASS indicates which professions possess the skill: F=Fighter, R=Ranger, T=Thief, P=Priest, S=Sorcerer. STARTING VALUE indicates which attribute controls the starting value of the skill: D=Dexterity, I=Intelligence, S=Strength, EXP=Experience EP indicates the amount of experience required to improve the skill. GAIN: Each time you improve a skill through experience, the skill increases a random amount. At first the skill will increase 1-8 points. When the skill ability reaches 100, the skill will only increase 1-4 points. At skill ability, 150, you only gain 1-2 points each time you spend experience. Finally, at skill ability 200, you will only gain 1 skill point. Intelligence Requirements: SORCERER requires INT of 11 PRIEST requires INT of 7 FIGHTER requires INT of 5 RANGER requires INT of 3 THIEF requires INT of 3 MORALE: During the course of the game, your character will accumulate morale loss. Morale loss represents fatigue and nervous strain and reduces your skill abilities. Morale is lost through fighting, through being awake as dawn breaks (being up all night), and through various magical effects you may encounter. Morale loss is slowly reduced through sleeping. good room at the Inn. It is very quickly reduced by having a good time at a tavern. A character may carry no more than 250 coins. There are 4 denominations of coins: copper, silver, electrum, and gold. Each type is worth 10 times as much as the previous one listed. All values are listed in Copper Coins. Money is obtained by selling items that are found or taken as loot. They are sold in the town marketplace. Money is spent for purchasing all types of equipment, making potions, training, and resting at the Inn. Each item has a set of characteristics: size (small, medium, or large), number of hands required to ready the item, and strength required to ready the item. An item must be readied before it can be used. A character may not ready an item that would require more hands than he as available or more strength than he has. A character may have no more than 1 weapon, 1 armor, and 1 shield, readied at any one time. A character may carry not more than a total of 10 items. Among these there can be no more than 2 large items or a combination of 5 medium and large items. Torches provide light. They require one hand and are lit as soon as they are readied. When unreadied, they are consumed. Torches are automatically consumed when a character enter the Inn. If an item is magical, it can be either evaluated or unevaluated. If the item is unevaluated, the character cannot use its magical properties. A magical item must be readied to be considered in use. Magical items can have offensive and defensive capabilities, skill bonuses, and spells. If 1)an item is readied and has a skill bonus and 2)the characters has the skill bonus. Items do not create skills, but they enhance the skills already possessed. For example, when a character who has Stealth readies his cloak of Stealth +15. If he had not had Stealth, he would not have received the bonus. If a readied item has a spell, the spell is cast with automatic success when the item is used. When a spell on an item is cast, one charge is deducted from it. You will not know the number of charges. However, when the number of charges is equal to zero, you can no longer cast spells. Also, the item may disintegrate. Some spells work on an infinite number of charges, but you will not know which ones. Potions come in vials, bottles or jars. There are two types of potions: Defense (add armor) and Cast Spells. Those that cast spells are treated like other items that cast spells. Potions of defense must be treated as though they were casting spells; that is, readying the potion does not add defense. The potion must be used. Wounds have two effects: injury and bleeding. Injury represents the pain of the victim and the damage to his full effectiveness. Injuries of themselves can cause unconsciousness, but not death. Bleeding represents uncontrolled loss of blood. Bleeding reduces a character's LIFE. When Life is zero, the character is dead. Wounds do not always cause bleeding. PAY CAREFUL ATTENTION TO THE RELATIONSHIP BETWEEN KARMA AND PRAYERS; THE ABILITY OF YOUR CHARACTERS TO SURVIVE BATTLE DEPENDS ON IT. Karma represents the influence a character has with the gods. When a character prays, he spends Karma temporarily. The more he prays, the less Karma he has remaining and therefore the less influence with the gods. The effective skill ability for Turn Undead and Luck (unadjusted for prayers or magic items) may not exceed the character's Karma rating. A CHARACTER CAN REGAIN KARMA BY VISITING A TEMPLE. Spells are cast in dungeons or combat, but especially during combat. A SORCERER knows all the spells at the start, but may not be able to cast them successfully. Spells have a difficulty level and a power cost. In combat, spells are cast with the C command (see the Combat Menu.) The computer displays the list of spells for which the sorcerer has enough power. Move the cursor over the spell to be cast and press S for (S)elect. In dungeons, spells are cast with the S command. The WIZARD'S CROWN party of adventurers: * /|-> | / \ * / /|<> | / \ After you exit the Inn, the strategic map of the outside world appears. On the map, the icon drawn above indicates the position of your party. Below it, there is information about the current situation and the commands then available to you. ___________________________________ (S)EARCH AREA 8 1 2 (C)HECK A CHARACTER 7 3 OR (M)AKE A CAMP 6 5 4 AN INN 10/0 DAWN ___________________________________ The numbers to the right of the screen indicate the keys to be used to move your party. Press 1 to move one space up, 2 to move diagonally up to the right, etc. The numbers at the center indicate the year, day, and time of day (Dawn, Morning, Noon, Afternoon, Dusk, or Night). You may choose to do any of the following: (S)EARCH AREA (C)HECK A CHARACTER (M)AKE CAMP If you choose to MAKE CAMP, you may use the following commands there: (P)RAY FOR HEALING (H)EAL A CHARACTER (C)HECK A CHARACTER (V)IEW THE ITEMS (U)NPOISON A CHARACTER (S)HOW PARTY HEALTH (M)OVE MONEY AROUND (T)ELL MINSTREL OF YOUR DEEDS E(X)IT CAMP After a battle you will make camp, searching the bodies of the enemy and surrounding area. The equipment found can be seen with the cursor over one of the items. Just before you view the items, your mage with the best Evaluate Magic will go through the items and attempt to find those which are magical. He sets them aside, in addition to gems, jewelry, gold, and silver (all of these are indicated by an asterisk '*' symbol). If the mage cannot determine if an item is magical or not, it will have a question mark next to it. To take an item, use the arrow keys to move the cursor over the item and (T)AKE it. The viewing character will take the item if it will not overload him. Note that the list of items maybe larger than one screen. To see all the items, move the cursor to the bottom of the screen. As it approaches the bottom, the list will scroll. To see the beginning of the list again, move the cursor toward the top of the screen. You may gain money by taking the looted items to the marketplace and selling them. The prices you get will be determined by the known value of the item and the skill of the best haggler in your party. TO PUT A DUNGEON BACK INTO ITS ORIGINAL STATE, USE THE UTILITIES COMMAND WHEN YOU BOOT UP. Dungeons are buildings or other places that can be explored. Searching where a dungeon exists in the outside world results in entry. In a dungeon, the characters move about exploring, finding and disarming traps, talking to people, reading old scrolls, etc. Messages appear on the screen. If appears in the bottom right hand corner, press RETURN to continue. At any given time in the dungeons, each character has one of three statuses: Active, Following, or Independent. The set of Active Statuses control which characters move and act. One, and only one, character may be Active at any one time; the others at that time are Following or Independent. The dungeon menu appears at the bottom of the screen. ___________________________________ HAMOND "LIGHTFOOT" 8 1 2 VISIBLITY:GOOD 7 > 3 TYPE ORDER(<,>,1,3,A,C,E, 6 5 4 F,M,N,O,S,T,W,? FOR HELP) ___________________________________ Note that the Active character's name and the Visibility rating are shown. If the Visibility is poor, skills(such as Search) requiring good Visibility are reduced. Visibility may be increased by a Foxfire spell or by Readying a Torch. At the center of the numbers indicating directions, an arrow shows the current facing of the character. A list of the commands which are applicable at the particular time appears as the bottom of the screen. Only those commands shown on the screen may be given. A list of commands follows: >,<,1,3 (A)ALTER ACTIVE STATUS OF CHARACTERS. (C)CHECK A CHARACTER. (E)EXAMINE SPACE IN FRONT OF CHARACTER. (F)START A FIGHT WITH A PERSON IN FRONT. (M)MAKE CAMP. (N)MAKE NEXT CHARACTER ACTIVE. (O)OPEN THING YOU ARE FACING. (S)CAST EITHER FOXFIRE OR NIGHT VISION. (T)TALK TO THE PERSON IN FRONT OF YOU. (W)HAVE ACTIVE CHARACTER WAIT. (?)HELP. When the character meets monsters, the computer asks "USE THE QUICK COMBAT SYSTEM Y/N?" Press Y to use the quick system, N to use normal combat. Once you have made this choice, you cannot change your choice during battle. Note that normal combat usually takes 20 to 30 minutes to play. Quick combat begins with a display at the top of the screen of the name, status, and health of the characters. The numbers at the right represent the normal and serious (N/S) injury and bleeding of each character. During quick combat, you have three options: To pause the combat so that you may review the changing results or try to run from the battle and use magic. To pause the combat, press P; to flee, press F; to activate or deactivate magic, press M. Pressing any other key will continue the battle until it is fully resolved. If you do not choose quick combat, you must first set up the characters. Depending on how far ahead of the party he was, the lead man may or may not have joined the party as the battle begins. If you are allowed to ambush, you may set up in any manner you choose anywhere on the map. If not ambushing, you are limited to setting up in the center of the lamp. In the dungeons, the characters are set up already; no additional set up decisions are required. In normal combat, you maneuver your characters, performing actions intended to defeat the enemy. As you control a particular character, a menu indicating the combat commands available for that character is displayed. Combat ends when one of the following conditions occurs: 1)no one from either side can see an enemy; 2)all of one side have fled the battlefield, are unconscious, or are dead. Combat Commands <->CHANGE FACING # MOVE IN DIRECT. Á-ATTACK Í-USE A MAGIC ITEM Ã-CAST SPELL Ï-OPEN OR CLOSE DOOR Ä-DEFENSIVE ATTACK Ð-PRAY Å-STAND ERECT Ñ-QUIT YOUR TURN Æ-FALL PRONE Ò-(UN)READY ITEM Ç-STAND ON GUARD Ó-ATTEMPT TO BEGIN SNEAKING É-INSPECT CHARACTER Ë-ATTACK TO KILL Ô-TURN UNDEAD Ú-DODGE AND ZIGZAG ×-WHAT TARGET ¿-HELP MENU Ö-VIEW WITH SCAN Ì-LOAD A BOW OR CROSSBOW This documentation was improved and corrected, compliments of ATLANTIS BBS (305) 920-6203. Original documentation was provided by A.S.A.