Wizardry V Mini-Manual Rubywand, 1998 Wizardry V is, for now, the last of the Apple II Wizardries and, easily, the largest and best. (SirTech's classic series continues in excellent games available for PC.) Moving, etc. You can use the WAXD keys or the cursor keys. Use K to open a door ("Kick" open a door). Most current options are shown on-screen. O gives you an unobstructed view; S toggles the character status display On/Off. To equip items, trade items, cast healing spells, etc. go into Camp. When you have a lantern, a character can Use it before leaving Camp to turn it On. (Light gives you a longer forward view and helps prevent being surprised by monsters.) Training Training is, mainly, where you Create characters. Another important option is the one to change a character's Class (i.e. profession). Character Classes and Alignment/Attribute requirements are ... FIGHTER- can use nearly all weapons and armor/ tend to acquire high hitpoints/ can not cast spells (req. 11 Strength) MAGE- can cast Mage spells/ can use nearly no armor or weapons (req. 11 IQ) PRIEST- can cast Priest spells/ can use some armor and weapons-- i.e. can become decent fighters (not Neutral, req. 11 Piety) THIEF- good at picking locks and detrapping chests/ use just light armor and a few weapons-- e.g. some bows (not Good, req. 11 Agility) BISHOP- can cast Priest and Mage spells but advances more slowly in each area/ can Identify items for party/ can use some armor and weapons-- i.e. like the Priest, they can become decent fighters (not Neutral, req. 12 IQ, 12 Piety) SAMURI- can use most Fighter weapons & armor/ at Level 4 they begin to learn Mage spells/ advance more slowly than a Fighter or Mage (not Evil, req. 15 Strength, 11 IQ, 10 Piety, 14 Vitality, 10 Agility) LORD- can use most Fighter weapons & armor/ at Level 4 they begin to learn Priest spells/ advance more slowly than a Fighter or Priest (must be Good, req. 15 Strength, 12 IQ, 12 Piety, 15 Vitality, 14 Agility, 15 Luck) NINJA- can use most Fighter weapons & armor but fights best with bare hands and gains armor class improvements via Level advances if not wearing armor/ can kill with a single blow (must be Evil, req. 17 for all Attributes) Note: Changing class resets a character's Attributes to the minimum for that character's race and Experience goes to zero. Depending upon the new class's magic abilities, the character will retain part or all of the spells from the previous class. Note: At Training you are dealing with characters in the Roster, which includes all created characters. Your current party is always disbanded. Utilities You can get to the Utilities at the Edge of Town menu. In Utilities you can Change a character's name, Move in characters from earlier Wizardry scenarios, and Restart an "Out" party-- i.e. 'Restore a game' saved via a Quit while in the Maze. Gilgamesh's This is where you go to form a party. You can also view characters and equip weapons and do some other party organization chores here. Adventurers' Inn This is where you go to rest and recover hitpoints & spells and find out whether or not you have advanced in Level. The difference between the rest in the stables (option "A") and the others is that the stables are free and you usually do not recover hitpoints in the stables. Boltac's Here you can Buy & Sell weapons, armor, supplies (like a lantern), and various other items. Boltac will also Identify items for a fee. (A bishop in your party can identify items, too. How well depends upon the bishop's Level.) Temple of Cant For a fee you can have characters healed of various serious conditions such as Paralysis, Death, etc.. To be helped, the character must not be included in the current party-- i.e. you may have to stop by Gilgamesh's to Remove a character before going to the Temple to have him/her healed. Saving the Game At the Edge of Town you can Leave the game. This does a Save and offers the option of continuing play. You can turn Off your Apple II, exit your emulator, etc. after the Save. The next time you boot the game (or, if you choose to continue play), you will need to reform your party at Gilgamesh's. Another Save option is Quick Save which you can do in the Maze. If you Press Q while in the Maze you can save your position. If you, then, do a Quit while in the Maze (or, the power goes out), you can restore to your last saved position when the game is next booted by going to Utilities and selecting Restart an "Out" Party. Magic Spells are divided into Mage & Priest groups and into 7 levels per group. A character can cast spells if a number appears in the Mage or Priest 'Magic Points' lists. Example: Mage 2/2/0/0/0/0/0/ Priest 2/0/0/0/0/0/0/ The above indicates the character can cast 2 spells from the Mage Level 1 group, 2 spells from the Mage Level 2 group, and 2 spells from the Priest Level 1 group. Each casting uses up a point. Points can be restored by resting at the Adventurers' Inn or at magic fountains in the Maze. The particular spells available to a character in each group and Level are found by the Read option while viewing ("Inspect"ing) a character. In most cases, the caster's Level determines whether or not a spell works and how well. For example, DESTO is more likely to unlock a locked door for a Level 5 mage than for one at Level 1. A description of Wizardry V spells is included in the manual. Here is a brief listing: Mage L-1 HALITO- attack a monster, 1-8 fire damage MOGREF- caster's armor improves 2 points KATINO- sleep monsters DUMAPIC- find location in Maze L-2 PONTI- armor of target improves 1 point MELITO- attack monsters, 1-8 spark damage DESTO- unlock a locked door MORLIS- frighten monsters BOLATU- Stone a monster L-3 CALIFIC- reveal a secret door MAHALITO- attack monsters, 4-24 fire damage CORTU- screen against magic for party KANTIOS- disrupt thinking of monsters L-4 TZALIK- attack a monster, 24-58 damage LAHALITO- attack monsters, 6-36 fire damage LITOFEIT- levitate party RODKO- petrify monsters L-5 SOCORDI- summon monsters to fight for party MADALITO- attack monsters, 8-64 cold damage BACORTU- cast anti-magic Fizzle Field on monsters PLAIOS- dispel Fizzle field & weaken enemy fields VASYRE- attack monsters with Rainbow Rays L-6 ZILWAN- dispell an undead monster MAMOGREF- armor of target improves 10 points LOKARA- open earth to swallow monsters LADALITO- attack monsters, 34-98 cold damage L-7 MALOR- teleport the party MAHAMAN- "Great Wish" (variable) TILTOWAIT- attack monsters, 10-100 chaos damage MAWXIWTZ- produce Utter Havoc among monsters ABRIEL- Unknown (only vague rumors of effects) Priest L-1 DIOS- cure 1-8 hitpoints BADIOS- attack a monster, 1-8 damage MILWA- brief light KALKI- improve armor of all in party 1 point PORFIC- improve armor of caster 4 points L-2 KATU- charm a monster or non-player character (NPC) CALFO- find traps on a chest MONTINO- silence monsters KANDI- locate a person or body L-3 LATUMAPIC- identify monsters DIALKO- cure paralysis or sleep BAMATU- improve armor of all in party 3 points LOMILWA- longer lasting light HAKANIDO- magic drain a monster L-4 DIAL- cure 2-16 hitpoints BADIAL- attack a monster, 3-32 damage LATUMOFIS- cure poison MALPORFIC- improve armor of all in party 2 points note: works any time, not just in combat BARIKO- attack monsters, 6-15 damage L-5 DIALMA- cure 3-24 hitpoints DI- restore life BAMORDI- call monsters to fight for party MOGATO- banish a monster BADI- kill a monster L-6 LOKTOFEIT- teleport party to Castle MADI- cure to full hitpoints LABADI- drain all but 1-8 hp from monster and cure caster by amount drained KAKAMEN- attack monsters, 18-38 damage L-7 MABARIKO- attack monsters, 18-58 damage IHALON- Grant Special Favor BAKADI- slay all monsters KADORTO- resurrect