

Wizardry Manual

Proving Grounds of the Mad Overlord

Wizardry Copyright 1981-1987

Sir-Tech Software, Inc., Andrew Greenberg, Inc., and Robert J. Woodhead

All Rights Reserved.

Wizardry is a registered trademark of 1259190 Ontario Inc.


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Acknowledgements
In a large endeavor, people close to the principals often contribute so much that 
their participation cannot go without mention. Without the many hours that these 
people have spent, Wizardry might never have been. The authors would like to thank: 
Playtesters
Roe R. Adams III R2A4 Jay Banks William Bensburg John Day William Dewhurst Lee 
Drake Valerie Drake Virginia Drake Rick Dutton Walt Freitag Brenda Garno Jerry 
Lazar Susan Lee Sheila McDonald Mike Massamilla Helen Murphy Paul Murphy Elizabeth 
Rowe Dave Shaw Ami Silberman 
Testing Staff
Janice Hindle Tim Woodhead Linda Sirotek Becky Woodhead Katy Woodhead 
Technical Staff
Hideki Akiyama Yasuhiro Furuichi Kazuyoshi Horiguchi Les Cannon Ryu Koriama Seijin 
Maeda Shigeya Suzuki John Hood Yoshito Takcuchi Shinya Yamada Shinji Yamamoto Anton 
Treuenfels 
Authors of the Manual
Roe R. Adams, III Robert Woodhead 
Illustrators
Rick Austin Will Mclain Linda Wheelin 

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It was in the fall of the fifth year of the fanatical wizard Werdna that our 
campaign began. What season or year it is now, none of us knows. I believe we are 
on the ninth level of this accursed maze, but time and distance are ever shifting, 
and reality is fleeting. 
As we break camp, my five companions and I sort out our weapons and supplies. We 
have accumulated wondrous treasures and mighty weapons. Dreams of returning to 
enjoy the subtle pleasures that this shared booty could bring fill our wakeful 
sleep. Sezmar, the samurai; Sarah, the priest, and I, a ninja, are the vanguard. 
Moradin, the thief; Prospero, the mage; and Tuck, the bishop, bring up the rear. We 
slowly make our way down the zigzagging corridor. Suddenly, the eldritch light cast 
by Sarah's Lomilwa spell reveals a secret door. Kicking the door open, we charge 
into a small room. Unfortunately, the hellhounds, demons and deadly creeping coins 
do not welcome company. A fierce battle ensues that shakes the very foundation of 
the maze. I slay one demon with my bare hands, while Sezmar dispatches hellhounds 
with his Muramasa blade. The tide of battle turns and twists in a kaleidoscope of 
weapons and mystical energies. Finally Prospero ends it. While Sarah shields us 
behind a Maporfic spell, Prospero casts the dreaded Tiltowait. We are victorious! 

Bare, magic-blasted walls hardly reward our heroic effort. Our luck suddenly takes 
a dramatic turn -downward! The secret chute masks the hidden entrance to the tenth 
level. The final path to Werdna's lair is open. As we are standing around, slapping 
each other on the back, the air is pierced with a maniacal laugh....Werdna waits! 
Sobered, we regroup, heal our wounds, and set out again. We have no delusions: our 
greatest challenge lies ahead. 

Resolutely raising our banner high, we stealthily tiptoe forward. We quickly vanish 
into the stygian darkness. Momentarily, our banner shines with the gold and silver 
dragons of Hawkwind's Hunters, then it too vanishes as distant sounds of battle 
reverberate. 

- Book 1, Chapter 9, the Chronicles of Hawkwind 


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Journey to the Land of Wizardry
The Wizardry program is truly magical. It allows your computer to open a portal 
into a world far removed from todays high tech living. There brave warriors do 
battle with evil wizards and fearsome monsters for riches beyond compare. It is a 
place where careful planning and strategy are more important than mere reflexes. 
You will be able to create and captain a party of stalwart adventurers about whose 
adventures the troubadours will sing epics for years hence. 

Proving Grounds of the Mad Overlord is only the main module of an extensive series 
of scenarios. Each scenario will take you deeper into the legend and lore of the 
Wizardry world. The characters and skills that you develop in Proving Grounds will 
carry forward into the other programs. So hone your talents well, as Knight of 
Diamonds, Legacy of Llylgamyn, The Return of Werdna, Heart of the Maelstrom, Bane 
of the Cosmic Forge, Crusaders of the Dark Savant, and Wizardry Gold await! 

In times to come, many other new scenarios will enrich your Wizardry experience and 
challenge your leadership skills. Wizardry is not just a single game to play and 
put away, it is Fantasy Role-Playing at its finest with years of campaigning ahead 
of you. Journey now to Wizardry and let your imagination flow through the screen 
into a world of magic and adventure. 


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Characters
Each Wizardry character is a unique individual with strengths, weaknesses, and 
special abilities. A character is portrayed in the game by hundreds of separate 
pieces of information, each of which is influenced by the actions that the 
character performs. 
Statistics
Statistics are basic measures of a character's ability to do things. The higher the 
statistic, the better the character's performance. 

Strength affects your skill in combat. 

I.Q. and Piety influence your ability to cast and resist spells. 

Vitality affects your ability to withstand damage. 

Agility helps you avoid attacks and open treasure chests. 

Luck comes to your aid in many mysterious ways. 

Characteristics
Characteristics are descriptions of the physical, emotional and intellectual makeup 
of your character. 
Race is the most important. Wizardry characters can belong to one of five races. 
Each race has different strengths and weaknesses, most visibly reflected in the 
minimum ability values (statistics) for each race. 

Humans excel at nothing, but have no particular weaknesses, except for a decided 
lack of piety. 

Elves are intelligent and pious, but not very robust. They excel at intellectual 
pursuits, and are excellent spell-casters. 

Dwarves are strong and hardy. They love fine weapons and armor and delight in a 
good fight. 

Gnomes are pious and agile, probably from praying underground during earthquakes. 
Due to their ascetic traditions, they make excellent priests. 

Hobbits are agile and very, very lucky. They are a happy-go-lucky people, and, with 
the right training, become superb thieves.


Alignment describes your character's general ethical outlook. 
Good characters are really good. They go out of their way to help old ladies cross 
the street. 

Neutral characters take life as it comes. They would help an old lady cross the 
street if they were traveling in the same direction. 

Evil characters are not really evil when compared to some of the things they fight 
in the Maze. They are self-centered, and always want to know "what's in it for 
them." Evil characters help old ladies cross the street for a small fee. 

Note: In the above, we are assuming the adventurer is male, as we may sometimes do 
in this guidebook. Wizardry is a non-sexist game, however, English is a sexist 
language. 
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Other characteristics include hit points, which describe how much damage a 
character can tolerate before death, and armor class, which describes how well 
protected the character is. 
Possessions
Possessions are objects that characters own.
Gold is a very important possession. When your character begins life, he has a 
pittance (probably won in a lottery), barely enough to buy some simple armor and a 
few paltry weapons. As your character explores the Maze, he will find great riches 
in gold, which may be used to purchase better items, lodging, and perhaps 
occasionally acquire the services of a high priest to cure, heal, or even resurrect 
a friend. 
Gathering and maintaining the best possible set of items is a major pastime for 
Wizardry adventurers, as they can make the difference between life and death! The 
number and variety of items found in Wizardry may be a little bewildering at first. 
We won't tell you how the items work, but do offer some general guidelines here. 

First of all, not all items may be used by every character. Some items may be used 
only by specific character classes. You will learn what works by practice and 
experience. 

For example, mages may not use armor, shields, swords or maces. 
Also, some items have an alignment, just as your characters do. If a character 
equips an item that has a different alignment, the item will seriously impair him. 
In addition, it will become cursed. 
A cursed item is any item that cannot be voluntarily unequipped. If you equip such 
an item, you will be "cursed to wear it." 
Cursed items are not always bad for you. Some of the better items in the game like 
to "stick around." 
The only safe way to rid a character of a cursed item is to pay to have it removed 
at Boltac's Trading Post. 
Some items may be used to cast spells. Each time you use the item to cast a spell, 
there is a chance it will break. Generally, scrolls and potions can only be used 
once, while rods and staffs may work a dozen times. 
Items may affect a character even though they are not equipped; they can do things 
just because they are being carried around. 

Finally, certain magic items have special powers which you can invoke. When you try 
to equip yourself with one of these items, you will be asked if you wish to invoke 
its power. 


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Experience
Experience is a measure of the character's mettle and abilities, as tested in the 
real world. Where the abilities and characteristics describe the character's 
potential, perhaps the best way to measure the ability of a character to help the 
party is by the number of experience points he has earned. 
A character can gain experience points only through the test of steel, in real 
combat with a mortal enemy. After each combat, all surviving members of the party 
will receive an award of experience points; the amount they get depends on the 
difficulty of the combat. 

Since the experience award is divided amongst the survivors of the batte, if you 
manage to defeat a formidable group of monsters with only a few adventurers, they 
will each get considerably more experience points. 
As the character gains experience points, certain thresholds will be passed, 
depending upon his or her class. When the number of experience points are obtained, 
your character is said to have made the next level. When a character makes a level, 
his statistics and characteristics change, usually for the better. 
Class
A character's class is a sort of job description. It describes what the character 
has trained himself to be. A character always belongs to one class, and under 
certain circumstatnces can change his class. Characters start their careers in one 
of the basic classes, and usually choose an elite profession when they become more 
powerful. Each class has special requirements as to minimum abilities, alignment 
and allowed possessions of its members. A complete list of the entrance 
requirements for each of the classes can be found here. 
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The four basic classes are: 
Fighter: The basic man-at-arms. Fighters have high hit points, can use any armor 
and weapon, and relish their role as shock-troops. They may be of any alignment. 
Mage: The sorcerer. Mages have poor hit points, can use only daggers and staffs as 
weapons, and can wear no armor except for robes! They can cast mage spells, and may 
be of any alignment. 

Priest: The holy one. Priests have fairly high hit points, and, although they 
cannot wear helmets, they use almost any armor or shield. Priests do not fare as 
well in combat as fighters, and must use specially consecrated weapons, such as 
maces and flails. Priests have unusual abilities, however; in addition to casting 
priest spells, they can dispell the undead (skeletons and zombies, for example). 
Priest may not be of neutral alignment. 

Thief: The trickster. Thieves have average hit points. Their weapons are limited to 
daggers or short swords; they can wear leather armor and use a shield. Thieves are 
very good at circumventing the noxious treasure chest traps which often lie between 
a party of adventurers and their hard-earned loot. They may not be of good 
alignment. 

The four elite classes are: 
Bishop: A combination of priest and mage, with some advantages and disadvantages of 
both. Bishops have average hit points, can wear leather armor, and use priests' 
weapons. They can cast both mage and priest spells, although they do not learn them 
as quickly as the other classes do. Bishops start learning mage spells immediately, 
but must reach the fourth level of ability before acquiring knowledge of priest 
spells. Bishops are capable of identifying magical items, and thus they can avoid 
the hefty charge levied for that service in Boltac's Trading Post. Like priests, 
bishops may not be neutral. 

Samurai: These folk are fantastic warriors, and can use all fighter weapons and 
armor. They start out life with more hit points than fighters; in the long run, 
though, a fighter will have better hit points. At the fourth level of ability, 
samurai slowly begin to learn mage spells. The strict code of Bushido prevents 
Samurai from being of evil alignment. 

Lord: A combination of fighter and priest. They have the hit points and abilities 
of fighters, but at the fourth level of ability they gain the ability to cast 
priest spells, and the ability to dispell. Lords must be of good alignment. 

Ninja: A superhuman fighting machine. Ninjas can use any weapons or armor, but work 
best without any! When fighting with their bare hands they can wreak havoc and 
destruction, sometimes killing the strongest opponent with a single blow. As long 
as they disdain armor, their great training gives them lower and lower armor class 
as they reach higher and higher levels of ability. Ninjas earn hit points as does a 
thief, and learn no spells. Finally, they must be evil. 


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Spells
Spells are magical formulas that allow the caster to bend the physical laws of the 
universe. 
There are two basic categories of spells, mage and priest. Within each category 
there are 7 levels of spells, from weak level 1 spells to the powerful level 7 
spells. Each character has a spell book, which lists all spells that are able to 
cast. For a character to be able to cast a particular spell, he needs to have that 
spell in his book, and he needs a spell point with which to cast it. So in order to 
cast the third level mage spell MAHALITO, a character must have the spell in his 
book, and would need a third level mage spell point. 

Characters learn new spells by making levels in classes that teach spells. If they 
later change their class, they will retain the knowledge of the spells they have 
learned so far, but won't learn new spells unless their new class also teaches 
spells. 

There is a minor exception to this rule. If a character knows at least one spell of 
a particular category and level, then he will eventually learn all the spells of 
that category and level, even if he changes to a class that doesn't learn spells. 
For every spell you know, you are granted at least one spell point with which to 
cast it. Thus, if you know 3 first level mage spells, 2 second level mage spells, 
and 1 third level mage spell, you will have at least 3 first level mage spell 
points, 2 second level mage spell points, and 1 third level mage spell points. 
If you are currently a member of a spell-casting class, you may gain extra points, 
based upon what level you have attained. You can never have more than 9 points in 
any category and level. 
Points are reset to their current maximum values each time you enter the Maze for 
an adventure (It's assumed you got a good night's sleep and studied your books over 
breakfast.) Each time you cast a spell, you lose a point of the appropriate 
category and level. When you have none left, you cannot throw that category and 
level of spell again without going back to the Castle to rest. 
If you know 3 spells of a certain category and level, and have 3 points of that 
category and level, you could cast one spell three times, or each of the spells 
once, or any combination. 

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Places
Your Adventurers spend their time in one of two places, the Castle or the Maze. 
The Castle
The Castle is a safe haven where your Adventurers can train, rest and lick their 
wounds, be ripped off by the shopkeeper, or even resurrected from the grave. The 
Castle encompasses five locations which provide special services to the Wizardry 
player. These are the Training Grounds, Gilgamesh's Tavern, Boltac's Trading Post, 
the Temple of Cant, and the Adventurer's Inn. 
The Training Grounds, located just outside the Castle, rings with the sounds of 
swords clashing and timid battle cries. A closer inspection shows youngsters 
hitting pells with wooden blades, and many of the battle cries turn into yelps when 
the blade bounces back and hits them! It is here that you create new, novice 
characters, and can inspect veteran characters, who are standing around shouting 
encouragement (and other things) to the novices. 

Gilgamesh's Tavern is dim and smoke-filled from the haunch of boar roasting slowly 
over the fire. Small groups of adventurers talk in low tones around deeply scarred 
wooden tables. Here is where you hope to find a team capable of surviving the 
arduous rigors of the Maze. 

Boltac's Trading Post is the commercial center of the Castle. It is owned and 
operated by a friendly dwarf named Boltac. Like all dwarves, Boltac likes gold, and 
will sell you your own arms (not your "armaments," your arms!) if he can get away 
with it. Here the spoils from a hundred forays find their dubious way to sale. This 
place has all the equipment you need to make it your one-stop shopping center, and 
it is open around the clock for your adventuring convenience. 

The Temple of Cant is the first stop whenever a party brings back characters who 
are dead, paralyzed, or similarly distressed. If the high priests of the Temple can 
do anything to help the poor devil you've hauled in, they will tell you what tithe 
is required. But since the fees expected by the clergy are rather high these days, 
it is likely that afflicted person may not be able to afford the "donation", so be 
prepared to help him out. 

Poisoned characters are automatically cured when they return to the Castle from the 
Maze. Lost characters are beyond mortal help, and are given a free burial. 
The Adventurer's Inn offers several important amenities for your characters. To 
being with, staying in the Inn overnight or longer can help you recuperate from 
rough fights with monsters by restoring some or all of the hit points you've lost 
in combat. If you've accumulated enough experience points to qualify you for a 
higher experience level, checking into the Inn will let you learn of your success, 
and provide details about the changes in your character statistics. Otherwise, 
you'll be told how many more experience points you need to increase your level. 
The changes in your character statistics may enable you to change from one 
character class to another. To check, go to the Training Grounds and use the 
(C)HANGE CLASS option. 

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The Maze
The Maze is where the adventurers go in search of monsters to kill, loot to 
"borrow", and clues to help determine the whereabouts of the evil wizard. As the 
characters become more proficient, they will be able to adventure for longer 
periods of time, and penetrate deeper into the Maze; eventually, they may come face 
to face with their nemesis, Werdna! 

The Mission
Trebor, the Mad Overload, was not always mad, merely power crazed. Several years 
ago, he had obtained a fabled amulet, whose awesome powers were the subject of many 
legends. As he sat in his throne room gloating over the empire this amulet would 
bring him, a great incapacitating fear gripped him. When the terror had passed, a 
trembling Trebor no longer held the amulet. Only one wizard could cast such a 
terrible spell - his arch nemesis, the Evil Wizard Werdna. How was Trebor to find 
him and get back the amulet? 
The answer arrived swiftly, the very next day, when the earth groaned and the 
Castle rocked from side to side. For to taunt his enemy, Werdna had used the amulet 
to carve out of the ground below the Castle a ten level fortress maze. Secure in 
the vast depths, surrounded by monsters most foul, Werdna, to this day, still 
plumbs the secrets of the amulet to some unknown purpose. 

The shock of all these events completely unhinged Trebor. He became thoroughly 
paranoid and strove to protect himself with an elite guard of the best characters 
in each class, while plotting on how to get the amulet back. 

Trebor, though, is also well known for killing two birds with one stone (or any 
other handy weapon). He quickly turned the affront of Werdna's Mazes below his 
Castle into an asset, by declaring that these were the special Proving Grounds he 
had ordered built! He told his subjects that these Mazes would form the perfect 
place to train the bodyguards he needed (and quite possibly recover the amulet at 
the same time.) Needless to say, any Adventurers who did recover the amulet will be 
immediately inducted into his Elite Guard, by force if need be... 

This, then, is the situation your characters are thrust into. With a little luck, 
they will map the Maze, maul the monsters, make off with some of the goodies, find 
the Amulet and only get killed a few times while doing it! 


Using the Wizardry program
In almost all cases, when Wizardry asks you what you want to do, the program will 
display a menu of options. For example: 
M)AKE A SCENARIO DISK 
S)TART THE GAME 

To select an option, simply press it's first letter. The program places a ")" after 
the first letter of each option to remind you that you type the first letter to 
select the menu option. 
To make the manual easier to read, we will not put the )'s in prompts. Instead, we 
always CAPITALIZE any menu options we mention, and we highlight the first letter in 
a special (W)AY, so that it looks like a little key. Any time you see this special 
highlighting, you'll know you can press that key. 


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When you have to enter a single key, you'll be asked to press a key; when more than 
one key is required, you'll be asked to type what is required and press [ENTER]. 
The only times you will be asked to enter more than one keystroke is when you are 
typing the name of a character or spell, or answering a riddle. 
On some computers, [ENTER] is called [RETURN]. 
If you are asked to confirm a choice, the program will ask you something like 
"DO YOU WANT TO DO THIS ( Y / N ) ?". 
In this case, select the option you want and press the appropriate key. 
If the question or a menu contains a "#", the program expects a number key [1,2,3 
etc.) as the answer. 

Finally, in some menus you will see a graphic symbol that looks like a " " instead 
of the ")" after the first letter of one of the options. This means that the option 
containing it is the default option, which you can select by pressing [ENTER]. 

In describing the game, it will sometimes be necessary for us to use terms that may 
be unfamiliar to you. Don't panic! These terms will be defined later on, usually in 
the Adventuring section. If curiosity gets the better of you, a quick perusal of 
the Glossary will help. 

Getting Started
Starting the Game Ah, to adventure! To begin Wizardry, just follow the following 
instructions. 
From the Windows START/PROGRAMS mean select Wizardry and then the scenario you wish 
to play. 
Select (S)tart Game (Press [S]). 
Ignore the program's insistence to insert a scenario disk and simply press [ENTER]. 
Note: Since the original Wizardry games were released on floppy disks, it was 
important to make copies of the original disks to play on. These copies were called 
"scenario disks". These disks are not needed any longer, as the game is running 
directly off your hard drive, where the hard drive serves as the scenario disks. 

Making a Scenario Diskette
This option is a left over from the good old days of floppy disks. Since you have 
already installed the game from your CD-ROM on your hard drive, the game has 
automatically created a Scenario Disc for you there. Therefore you can completey 
ignore this menu entry. It does no longer work. 

If all else fails, Read the Manual!
We can't overemphasize the importance of the instructions given in this manual. 
It's possible to stumble through the game without reading it, but you'll probably 
be a lot happier if you sit down with this book in front of you as you explore each 
aspect of Wizardry. Studies at the previously mentioned university have shown that 
99% of all computer users read software manuals only after they have become 
hopelessly frustrated. Please be one of the one percent who won't have to call us 
at 3 A.M. to complain about losing their favorite characters...because you read the 
manual! 
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About "Cheat" Programs 
Wizardry is a very popular game, and several people have written "cheat" programs 
that let you create "super" characters. We recommend that you do not use these 
programs for three reasons: 
The cheat programs are unreliable and may damage your files. 
They destroy much of the challenge of the game. In the long run, it isn't much fun 
to play with a set of characters that simply cannot be hurt. 

We are always making changes and improvements to the Wizardry game, and the cheat 
programs may not work with future versions of Wizardry. 

Moving about
The Castle contains a variety of locations, which you can get to by selecting from 
a menu. Some of the locations are reached by going to the (E)DGE OF TOWN and 
selecting a location from that menu. Refer to the Wizardry map on this page. If the 
location is inside the walls, you can enter it directly; if outside, you must first 
go through the Edge of Town. 

Creating a Character in the Training Grounds
From the main menu of the Castle, press [E] to go the Edge of Town. When the next 
menu appears, press [T] to select the Training Grounds. 

There are 4 options in the Training Grounds: 
(C)REATE A CHARACTER 
(I)NSPECT A CHARACTER 
(R)OSTER OF CHARACTERS 
(L)EAVE 

Press [C] to create a new character. Next, choose a name for the character and type 
it in, ending by pressing [ENTER]. 
If you want to put a password on the character, type one in (YOU have to remember 
the password!) Most times you wouldn't need a password, so just press [ENTER]. 

Now you must choose your character's Race and Alignment. For each you will be given 
a menu of choices. Simply press the letter associated with your choice. 

The next selection concerns the character's statistics. Your new character will 
qualify for admission into one or more of the eight classes on the basis of these 
statistics. Based upon your choice, for race, a profile set of minimum statistic 
values will be displayed. You now have a chance to influence the profession of your 
character by distributing bonus points. 

Note the special line that tells you how many bonus points you have to work with. 
The number of bonus points is selected randomly each time you create a character. 
You'll distribute these points among the various statistics. The [ENTER] key moves 
a selection arrow down the list of statistics. When you have the arrow pointing to 
the statistic you want to change, press [+] or [-] to add to subract points. 


If you move the arrow off the bottom of the list of statistics, it will pop up to 
the top of the list. 
Some computers also have up and down arrow keys. You can use these in addition to 
[+] or [-]. 

You can change the statistics any way you like, but you must use up all the bonus 
points you've been given. Also, you cannot push a statistic below its original 
value, or above 18. 


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When you make changes in the statistics, class options will begin to show. Each 
class has different minimum statistic requirements, and when you have added enough 
bonus points to the right statistics to qualify for a class, it will appear in one 
of the windows. The minimum statistic scores required to qualify for each of the 
classes is as follows: 

Fighters need 11 strengths.

Mages need 11 I.Q.

Priests need 11 piety and may not be of neutral alignment.

Thieves need 11 agility and may not be good.

Bishops need 12 I.Q. and 12 piety and may not be neutral.

Samurai need 15 strength, 11 I.Q., 10 piety, 14 vitality, and 10 agility and my not 
be evil.

Lords need 15 strength, 12 I.Q., 12 piety, 15 vitality, 14 agility and 15 luck. 
They must be good.

Ninjas need 17 in all their statistics, and can only be evil. 
You will never get enough bonus points to create a Lord or a Ninja. Eventually the 
statistics of one of your characters will rise high enough to qualify for these 
classes, and you will be able to change class. This is explained later in this 
section. 

Once you've allocated all the bonus points and qualify for a class that you want, 
press the [ESC] key to signal that you are done. Then, if you like the character, 
press [Y] to store him in the roster. 
Before you go charging off, filling the universe with alter egos of yourself, keep 
in mind several important facts: 

A team can consist of up to 6 members, and any less increases the chances of 
disaster. There is a word for "Lone heroes battling against incredible odds." This 
word is "dead." 
Developing a well balanced team with diverse talents is one of the major keys to 
success (See the section on adventuring.) 

Decide which alignment you prefer your party to have before you start generating 
characters. Evil cannot play with good, but neutrals may play with either. Some 
character types are only available to one alignment or the other, so select the 
whole makeup of your team first to avoid disappointments, such as finally 
generating a fantastic samurai, only to discover that he cannot join the rest of 
your evil team! 

Other Training Grounds Options
The (R)OSTER OF CHARACTERS option will display all the characters available, and 
show you whether they are alive or dead, and in the castle or out on expeditions. 
The (I)NSPECT A CHARACTER option lets you look at your character in detail, and 
perform character specific "housekeeping" actions. 

To return to the Castle, simply (L)EAVE. 

Inspecting a Character in the Training Grounds
Press [I] at the main Training Grounds prompt to inspect a character. Next, select 
a character by pressing a letter. Now you can (I)NSPECT, (D)ELETE, (C)HANGE CLASS, 
OR (A)LTER PASSWORD. 
(I)NSPECT shows the character's vital statistics, weapons, armor, spell books, and 
any special goodies he has found so far in his forays into the dungeon. This 
display will be covered in more detail in the section describing Gilgamesh's 
Tavern. 

(D)ELETE allows you to retire old, world-weary adventurers, but will ask you again, 
just to make sure. Retired characters pack up all their belongings, go to Club Wiz, 
and are deleted forever from the game. 

(C)HANGE CLASS gives characters the option of changing their professions in mid-
life. When you change class, you are entering the new class as a level one 
character. Therefore, changing class has the following side-effects: 

Your character statistics drop to the minimum for your race. 
Your experience points drop to zero. 

All your equipment will remain in your possession, but your items will be 
unequipped. Since you are changing class, you may not be able to use them anymore. 

You will retain knowledge of any spells you already know, and you always get one 
spell point per spell in your spell books. However, you lose the extra spell points 
you got for being a member of your previous class. Though you may learn new spells 
and get new bonuses for being a member of your new class, it is likely that, at 
least at first, you will have fewer spell points to work with. 

If you know at least one spell of a particular type and level, then you will 
eventually learn all the spells of that type and level, even if your new class 
doesn't learn spells of that type. So, for example, if you change a mage into a 
ninja, and the mage knew the 3rd level mage spell MAHALITO, then the ninja would 
eventually learn MOLITO, the other 3rd level mage spell. 

(A)LTER PASSWORD changes the character's password in case of security problems 
(younger sibling, devious friends, parents who hate to be shown up!). 

You must know a character's current password in order to change it. 
This option will not delete a forgotten password. 


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Gilgamesh's Tavern
Gilgamesh's is where you assemble your party. Enter the Tavern by pressing [G] at 
the main Castle Menu. Gilgamesh's menu provides you with several options. 
(A)DD lets you add characters to your party. You will be shown a list of all the 
characters compatible with the other members (if any) of your party. You can select 
one by pressing the letter associated with the character. 


As soon as you select someone who is not neutral, the alignment of the team is 
chosen, and disappointed incompatibles will wander back to their drinks. 
(#)INSPECT lets you look at the current status of a character. This option is 
extensively described on the next page. 


Remember, whenever you see a #, Wizardry expects you to type a number, not the 
actual (#) key. 
(R)EMOVE lets you remove a character from the party. 
(D)IVVY GOLD pools the gold belonging to the party, and then evenly splits it up 
between the party members. 

(L)EAVE exits the Tavern. 

If you decide to visit the Training Grounds once a party has been formed, the party 
will disband automatically. You will have to go back to the Tavern and reassemble 
them. 

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Inspecting a Character
When you are in the Tavern, (#)INSPECT lets you inspect a character in the party by 
typing the number key associated with that character. 
When you inspect a character, a window appears that offers a wealth of facts about 
your character. Five pieces of information are found at the top. Your character's 
name and level appear first. Next are alignment, race and class. On the lines below 
appear your character's statistics, characteristics and possessions. 

Your character's hit points and maximum hits are displayed as 8/8, where the second 
number is your max hits. Hit points describe the amount of damage you can tolerate 
before death. Max hits are the maximum number of hit points you can have. Each time 
you are injured in combat, hit points are deducted. For example, during a combat 
you take 2 points worth of damage, then your screen will show 6/8. If the hit 
points reach zero, your character dies. 


--------------------------------------------------------------------------------
Armor Class is a measure of how well-protected you are against attack. Note that, 
unlike other measures in this game, a better armor class, or AC, corresponds to a 
lower number. Thus AC may be expressed as a negative number if it is unusually 
good. Bare skin, for example, has an AC of 10. A character with an AC of -10 is 
about as well armored as a Sherman Tank. 

When a character acquires armor that is +1, +2, or +3, that means that upon being 
equipped with the armor, his AC will be lowered 1, 2, or 3 points below what is 
normal for that piece of armor. For example, Leather Armor lowers AC by 2 (10-2= 
new AC of 8), while Leather +1 lowers AC by 3 (10-3= new AC of 7). 
Some items in Wizardry do you more harm than good. Such items are frequently noted 
as having minus numbers. For example, a defective piece of Leather Armor might be 
Leather -1, giving the wearer an AC of 9 instead of the usual 8. Such items are 
almost always cursed. 

Remember that while a cursed item is usually bad, it doesn't have to be. In 
Wizardry, cursed means that the player who equips it is "cursed to wear it". 


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Status will tell you about any problems you may have. Being DEAD is one of these, 
although you'll also see other maladies here. Characters who are marked OUT are 
lost somewhere in the Maze! Their status may become OUT due to any of three causes: 
Obliteration (everyone was killed), Starvation (Power failure or turning off the 
computer) or Vacation (using the (Q)UIT option while in the Maze.) 
OUT characters can be retrieved. Either select the (R)ESTORE AN "OUT" PARTY option 
from the Utilities menu, or send a small party down into the Maze to pick them up. 
Shown next are your mage and priest spell points. These strings of numbers tell you 
how many spells of each spell level you can cast. Within each spell category, mage 
and priest, there are seven power levels. You can throw one spell of a given type 
and power level for each spell point you have in that slot. For example, mage spell 
points are 5/3/2/0/0/0/0 would mean that you can cast five first-level, three 
second-level, and two third-level mage spells. You must have a spell written in 
your spell books before you can cast it. 
Below the spell points are two columns for your weapons, armor, and any goodies you 
have found on your forays. You can carry up to eight items at a time. To the left 
of each item may be found one of the following symbols (no symbol means the item 
can be equipped or carried): 

* indicates that the item is equipped. Equipping is explained below. 

# reminds you that the item cannot be equipped by that class of character. For 
example, priests cannot use edged weapons, and thieves cannot wear chainmail. 

? tells you that the item is not identified, which means you don't know exactly 
what it is. 

- warns you that the item is cursed. Since it is stuck to you and probably doing 
more harm than good, a trip to Boltac's to remove it maybe in order. 

At the bottom of the screen is a menu of commands that will allow you to perform 
all sorts of interesting tasks. 
(R)EAD offers you the chance to peruse your character's spell books. Select the 
category of book you want to read. All the spells he has learned so far will be 
displayed. Refer to the Spells section beginning on page 52 for detailed 
descriptions on what each is and what it does. 

(D)ROP lets you drop any item onto the dusty floor of the Maze or the muddy streets 
of the Castle. 

Dropped items are gone forever. Be careful not to drop the wrong item. 
(P)OOL GOLD moves all the party's gold to the character. If you later need to give 
back some gold to other party members, choose the DIVVY GOLD option while in 
Gilgamesh's Tavern. 
(I)DENTIFY allows Bishops to attempt to identify an unknown Item. If they fail, 
there is a chance they will be forced to equip it; and if it is cursed, they may be 
in trouble! 

(E)QUIP lets you select the items your character is to wear. For each type of item 
(Weapon, Armor, Shield, etc.) you will be shown a list of what items of that type 
you have and invited to select the one your character will use. 

Weapons and armor you possess, but have not equipped, will not be of any use to you 
in combat. 
You can unequip an item by simply choosing no item of that type when you equip. You 
do this by pressing [ENTER] instead of a number. 

(T)RADE allows the characters to exchange gold and items amongst themselves. To 
trade, first press in the number of the character with whom you wish to trade. Then 
type the amount of gold, if any, that you want to transfer. Next, if you wish to 
trade an item, press the number of the item you want to trade. When you have 
finished trading items, press [ENTER]. 

If you don't wish to trade any gold, you can press [ENTER] instead of entering "0" 
as the amount. 
An item must be unequipped before it can be traded. 

(L)EAVE ends the inspection of your character. While you are on a foray in the 
Maze, you can also inspect your characters by going to Camp. When you do so, two 
extra options are available. 

(S)PELL casts spells. The spell must be in your Spell Books and you must have an 
appropriate spell point available in order to cast it. If the spell is one of the 
healing, you will be asked upon which member of the party you wish to spell cast. 

Some spells can only be cast while in combat with the monsters. In the Spells 
section beginning on page 52, if the "WHEN" category says Camp or Anytime, you can 
cast it in Camp. 
(U)SE allows you to cast a spell using a special item, such as a potion bought at 
Boltac's. Anyone can use an item; you don't need to know the spell it casts, and 
you don't need a spell point to cast it. 
This means that big dumb fighters can keep DIOS potions around and cure themselves. 
As with casting spells normally, you can't cast some spells in camp. 

Each magical item has an unknown number of charges, and may break after being used. 
If it does, it will be displayed in your list of items as a BROKEN ITEM. 

Depending on where you were when you inspected your character, some of the options 
may not be available: 
From the Training Grounds, you may only (R)EAD your spell books or (L)EAVE. 
From Gilgamesh's Tavern, you may do everything but cast a (S)PELL or (U)SE an item. 

When you are in the Maze and have (C)AMPED, you may do everything. 


--------------------------------------------------------------------------------

Boltac's Trading Post
Boltac's is where you buy equipment for your party. Enter the establishment by 
pressing [B] at the main Castle menu. Immediately, Boltac will ask which of your 
characters wishes to be served. 

Once you have selected a character, the shopping display will appear. You can 
(B)UY, (S)ELL OR (I)DENTIFY items, (U)NCURSE cursed items, (P)OOL GOLD from any 
party members into your possession or (L)EAVE the Shop. 


Buying Items
Boltac has an enviable inventory, but he may sometimes run out of certain items. 
Other items won't turn up in the Trading Post unless someone brings them back from 
the depths of the Maze and sells them to the proprietor. So the inventory list may 
change in length and content as the game progresses. 
To buy an item, press [B] to browse through Boltac's wares. Then press [F] for 
forward or [B] for backward until you find the screen with the item you want. 
You'll be told how much it costs and whether the character can use it. 

If you still want it, press [P] to purchase, then indicate the item you want by 
number. 


If you select an item that the character buying cannot use, Boltac will inquire as 
to whether you are sure you want it. 
CAUTION: After leaving the store, you will probably be delighted with your shiny 
new items. But be aware that merely owning an item does not enable you to use it in 
the Maze. Only those items with which you are equipped can be called into play 
during combat. 

Selling Items
Selling off excess equipment is a good way to raise cash for impoverished 
expeditions. Be aware, however, that Boltac is accustomed to making a tidy profit 
on every transaction, even those which involve buying back what he just sold you 
ten minutes before. 
To sell an item, press [S]. You will see a list of your items, alongs with the 
price Boltac will pay. Select the item you wish to sell off by pressing the number. 


You cannot sell an item that is cursed or which needs to be identified. 
If you attempt to sell an item that is equipped, you will be asked if that's what 
you really want to do. 

Removing Curses
Cursed items picked up in the Maze are very uncooperative and they stick like glue 
to anyone who equips them. If you manage to get back to the Trading Post in one 
piece carrying such an item, Boltac can uncurse it for you. Press [U]. You will see 
a display similar to the one used when you sell an item. Select the cursed item by 
pressing its number, and if you have the cash, Boltac will take it off your hands 
(or whatever part of your body it is attached to.) 

Identifying Items
When you first find certain items in the Maze you cannot be certain of their exact 
properties. The names of these items describe only their appearance. Whenever 
possible, have such items identified before you equip yourself with them in case 
they turn out to be cursed. 
One of the special powers of the bishop is the ability to identify items. However, 
there are some risks associated with having a bishop identify an item. If the 
bishop is not very careful, he or she may touch the item by accident. This will 
cause the item to be equipped, and if the item is cursed, the hapless bishop will 
be forced to use it. For this reason, Boltac has begun to perform such inspections 
himself. Needless to say, Boltac exacts a fee for this service. 

The procedure for identifying items is similar to that of uncursing them, except 
that you press [I] to identify instead. 


Pooling Gold
Since few adventurers can qualify for a Dungeon Express Card, the trading post 
features a (P)OOL GOLD option to help bring big-ticket items within reach of those 
on a limited budget. This option transfers the gold possessed by party members to 
the person shopping. 
--------------------------------------------------------------------------------

The Temple of Cant
Whenever a party brings back characters who are dead, paralyzed or similarly 
distressed, they can be carried to the Temple of Cant. 
Enter the Temple by pressing [T] at the main Castle menu. You will be shown a list 
of the characters the Temple can help. Select a character from the list and the 
Temple priests will tell you what tithe is required. Choose which character in the 
party will pay the tithe. Should that character not have enough gold, the entire 
party's gold will be kicked into the fund. Unless the victim is dead or blown to 
ashes, (worse than just being merely dead), the healing arts of the Temple 
practitioners are assured of success. In those other more serious cases, there is a 
chance that the best efforts of the priests will be to no avail! 

A character with a good vitality rating has a good chance of being helped, but old, 
infirm characters may be in big trouble. Dead characters who fail to be raised from 
the dead are reduced to ashes. Even in such depressing circumstances though, there 
is still hope: for a larger tithe, it is sometimes possible to resurrect a person 
even from an ashen mess - but if this attempt fails, the character is lost forever 
and cannot be restored by any means. 

Anyone brought back from the dead will have but a single hit point and should limp 
post-haste to the Adventurer's Inn. Those resurrected from their ashes will have 
all their hit points restored (for all the money, you should get something free.) 


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The Adventurer's Inn
The Inn is where characters recover lost hit points and learn whether they have 
made the next level of experience. Enter the Inn by pressing [A] at the main Castle 
menu. Next, select a character who needs some rest & relaxation (R&R) in the same 
way you would for the Trading Post. 
Once you've checked a character into the Inn, you'll be able to look over the types 
of rooms available. The more expensive rooms allow faster, but less economical, 
healing of wounds. 


Note: Age is important in Wizardry. Beyond the age of 50, you will become more and 
more feeble until eventually you will not be good for much of anything except 
chatting about the "good old days" before the invention of the wheel. Therefore, 
you do not want to spend too many weeks in bed. 
As you'll soon discover, certain spells can also be thrown on your characters which 
will restore hit points without the trouble, expense and wasted time of a visit to 
the Inn. But the Inn provides such medical services, even to those without spell-
casting friends, as long as you have the cash. 

Select one of the room types. Each type restores hit points in return for a weekly 
fee. 

 
Hits/points       week  Fee/week 
Stables           none  none 
Barracks          1     10 
Double Occupancy  3     50 
Private           7     200 
Royal Suite       10    500 


Need more money? You can also (P)OOL GOLD from your party. This strips all the 
other party members of all their gold and gives it to the character in the Inn. 

Once you have chosen a room, you will stay there until you are either fully healed 
or have run out of money. A display will count up your hit points and count down 
your bank balance. If the latter becomes alarming, you can check out early by 
pressing the [SPACE BAR]. 


Making a Level
After any stay in the Inn, a check will be made to see if you have made a level. 
Making a level is a joyous occasion. You'll see a declaration that you have 
attained the next level of experience and get all the news about any changes to 
your character statistics. Spell-casting characters may learn new spells. At the 
end of this sequence, you'll learn how far away the next experience level is. 
There's a chance you might qualify for more than one level per visit to the Inn. 
This could happen if it's been a long time since you've had a good night's rest. If 
you suspect this might be the case, stay an extra night in the stables. 


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The Edge of Town
The Edge of Town lets you go to other areas outside the central Castle: The 
(T)RAINING GROUNDS, the (M)AZE, the (C)ASTLE, the (U)TILITIES, and (L)EAVE GAME. 
The (T)RAINING GROUNDS section has already been explained and (C)ASTLE returns you 
to the main Castle menu. From the screams of terror and loud munching noises 
issuing from the entrance to the (M)AZE, this is undoubtedly where your Party has 
to go when it is ready to begin adventuring. 
(L)EAVE GAME is what you do when you are finished playing a session of Wizardry. 
NEVER, EVER, turn off your computer without using the (L)EAVE GAME option. 

If your expedition is suddenly interrupted - power failure - (3-year old pulled the 
plug), reality check (Dinner ready, so you turned off your computer), or Deus ex-
machina (Electrical storm) - your party will be left stranded in the Maze. When you 
restart your game, you'll find your characters are marked as OUT. There are two 
ways to get them back: 


You can (R)ESTART the party using the (U)TILITIES option (described later in this 
section). 
You can mount a rescue expedition to find the characters. You will need to 
(I)NSPECT areas of the Maze for the characters - this is explained in this section 
on moving around the Maze. 

If you want to deliberately interrupt an expedition (It's 4 a.m. and you have to go 
to work soon), you can use the (Q)UIT option that is available in the Maze. This 
option will be described more completely in the Adventuring section. 


--------------------------------------------------------------------------------

The Utilities
The Utilities offer you the ability to do things to the characters outside the 
adventure. (C)HANGE NAME. If you want to give a character a new persona, select, by 
letter, the character whose name you wish to change. Then type in the new name. 
(R)ESTART AN "OUT" PARTY. Select, by letter, the name of any character that is 
stuck in an OUT party. The entire party will be restored to exactly the same spot 
in the dungeon. 

This option is usually used when you (Q)UIT an expedition while still in the Maze. 
(Q)UIT is described in the section on Adventuring. 
(L)EAVE the Utilities and return to the Castle. 
--------------------------------------------------------------------------------

Adventuring
The heart of Wizardry is adventuring. It's time to accept the challenge...time to 
leave the safe, but expensive, confines of the Castle and venture into the unsafe, 
but potentially lucrative, corridors of the Maze. 

Successful adventures consist of four steps: 

Preparing the party for the adventure. 
Touring and mapping the Maze. 
Fighting the monsters 
Getting back alive. 

Preparing the Party
A party is a team of adventurers who band together to explore the Maze. You can 
have up to six characters in your party at one time. 
To assemble a party, go to Gilgamesh's Tavern and recruit compatible characters. 

Only characters in the Castle may be added to the party. If you wish to resume an 
expedition that was stranded in the Maze, use the (R)ESTART AN "OUT" PARTY option 
of the utilities. 


Balance your party. When first starting out, try a party of two fighters, a priest, 
a thief, and two mages. This is the strongest party you can make using characters 
with low experience levels. 
Good characters will refuse to cooperate with evil ones; if you try to put them 
together, you'll hear loud complaints. 

Dead or otherwise incapacitated characters can be added to the party, although you 
will be asked if you really want to do this. 


Checking out your Characters
Before you enter the Maze, it is usually a good idea to check the "vital 
statistics" of each character in your party. Here are a few things to watch out 
for: 


If anyone is without full hit points, a stay in the Adventurer's Inn is advisable. 
You may also wish to do this if you think anyone is ready to gain a level. 
Characters who are incapacitated should be attended to at the Temple. If you have 
some extra gold, a trip to Boltac's might be warranted. 

Make sure that each character is equipped with the right items. That shiny new 
sword you just bought is nothing but ballast unless you tell your character to 
equip it! 

Once you have placed the desired characters in the party, enter the Maze by going 
to the (E)DGE OF TOWN and selecting (M)AZE as your destination. In a few moments, 
you will be deposited in Camp. 

Camping Out
When you are in the Maze, you are constantly subject to the attacks of monsters. 
Fortunately, you can make (C)AMP at any time that you are not fighting. When you 
are in Camp, it is assumed that you have set up guards so that the monsters cannot 
attack you. 

When you are in Camp, you may: (#)INSPECT a member of the party. The display is the 
same as in the Training Grounds and the Tavern, but you will have more options. All 
the options that are available have been mentioned in the Tavern section of the 
manual. 

(R)EORDER the party. This option lets you choose which characters go in which slots 
of the marching order. Obviously, someone has to be in the front of the party and 
others (the lucky ones) can stand (or cower) behind them. Generally, you should 
order the party so that the best fighters are in the front and the spell-casters 
are in the back. Select which characters go where by typing the number of the 
character you want in first position, then the number of the character you want in 
second position, and so on. 

Remember, only the first three members of a party can attack monsters with weapons. 
(E)QUIP the entire party. This option is the same as the equip option in (#)INSPECT 
except that it does it for every number of the party. This is convenient when you 
have just bought a lot of equipment at Boltac's. 
(L)EAVE the Camp and enter the Maze proper. 


Touring the Maze
The Maze window displays a 3-D view of the Maze passageways directly in front of 
you. You will also see the party status window, which will tell you how your 
characters are doing. At the top of a screen, a window will remind you of most of 
the options that are available. 

When you are in the maze, you can move around by pressing: 

[W] to move one step forward. 

[A] to turn 90 degrees left. 

[D] to turn 90 degrees right. 

[X] to turn 180 degrees about. 

These keys form a convenient diamond shape on the keyboard. If your keyboard has 
cursor keys, they can be used as well. You can also press [F] for forward, [L] for 
turn left and [R] for turn right. 

In addition to moving, you can also press:
[C] to go to Camp. 

[O] to toggle some of the information windows on and off, in case you like a less 
cluttered view of the Maze. 

[I] to inspect the current area of the Maze for other adventurers. If a party of 
adventurers gets lost in the Maze or killed, Wizardry remembers where they are. If 
you start another expedition and go down to where they are, you can inspect the 
area. 


This lets you find them and add them to your party. 
In order to find them, you must be close enough to them so that you could walk to 
where they are without going through a door. 

There must be room in your party to hold the new members. Thus, if a six person 
party got killed, you would have to make 2 trips with a 3 persn rescue party to get 
them all back to the Castle. 

[S] to update the party status window and make it visible if it has been hidden by 
[O]. 

This is especially useful if someone is poisoned. 
[T] to adjust the message delay time. This is the amount of time that a message is 
displayed before Wizardry continues. 


You can enter a number from 1 to 99. Each unit represents about 1/10th of a second 
of delay. The standard delay is 20. 
[Q] to quit the current expedition. Wizardry will remember where you quit, and you 
will be able to use the (R)ESTART A PARTY utility option to pick up where you left 
off. You could also take a rescue party down to find the first party. 

If you quit an expedition, Wizardry won't remember whether you had MILWA, LOMILWA, 
LATUMAPIC or MAPORFIC spells active. These are all spells that last for the 
duration of an expedition. 

--------------------------------------------------------------------------------

Graffiti
As you travel through the Maze, you will occasionally find unusual markings. These 
may represent stairs upwards and downwards, special passageways you might want to 
explore, messages scrawled on the walls and dark areas into which you cannot see. 


Mapping
Each time you enter the Maze, you will be told that you are at the foot of the 
staircase which links the Castle with the first (topmost) Maze level. If you go up 
these stairs, you'll be back in the Castle. 

When you enter the Maze from the Castle, you always start on the first level as far 
South and as far West in the Maze as you can be, facing North. 
You may ask, who cares? Well, in order to survive in the Maze, you must know with 
reasonable certainty where you are and how you got there. The only way to know 
these things it to make accurate maps and refine them every chance you get. 

Mapping is indeed one of the most important skills that successful Wizardry players 
possess. Without good maps, you will get hopelessly lost and eventually your 
character will die! Mapping is not all that difficult, but it does take a little 
patience and practice. Use graph paper to chart your progress in the Maze. Be wary 
of nasty tricks designed to mislead you. Wizardry levels are constructed around the 
concept of a 20 x 20 grid. 

The word concept is rather loosely used here because the authors have done 
everything they can to misguide and misdirect you into believing that what you see 
on the grid is not real. 

The fundamental way to map is to stand on a square, look north, map where you see; 
then turn east (don't move off that square!), and map what you see. Do the same for 
the south and west directions also. Then and only then, take a step in one of the 
four directions and repeat the mapping procedures. Always map an area without going 
through a door (you never know if it is a one-way door), taking a stair, or 
entering any special area, like an area of all darkness. If you stumble into a 
special area try to leave immediately. This may seem like very slow work, but if 
you follow this methodology, you will not readily get lost. 


Mapping Aids
There are several things that will aid your travels. First, and foremost, is the 
use of a light spell. MILWA and its more powerful cousin, LOMILWA, perform a giant 
service for you. They extend your vision several squares ahead, which is a great 
aid in mapping and anticipating problems. More importantly, though, they make 
secret doors visible. Without the spells, a player must try to pass through every 
wall segment to see if there is a door there. The real problem with this is that 
quite often, you really did not want to go through the door quite yet, but now have 
no choice. Also, your characters do not appreciate you telling them to run full-
tilt into stone walls! 

Scrolls for these spells are quite rare. Cultivate a Priest, and aid him to advance 
to higher levels, so that he will be able to cast those spells for the team. 
No matter how diligently you map, occasionally you get turned around and have no 
real idea where the party is at that moment. Help is available through your Mage. 
By the time he is level 3 or 4, he will be able to cast a DUMAPIC spell. This spell 
gives your exact spatial coordinates based on the following rule: the lower left-
hand corner of the Maze map (where the stairs to the Castle are located) is square 
0 East, 0 North, 1 Down below the Castle. The spell also gives the direction your 
party is currently facing. So, no matter how confusing the Maze seems to get a 
times, a quick DUMAPIC spell will set you right again. 

For your first few expeditions we recommend that you avoid monsters by running away 
from them, whenever possible, until you have become comfortable with mapping and 
with getting out of the Maze quickly when you have to. 


Unlike many text adventure games, you cannot leave a trail of bird seed after you 
to find your way through the Maze. Anything you DROP while in the Maze is not 
visible and will be lost forever! 

--------------------------------------------------------------------------------

Combat
Without some sort of challenge, Wizardry would just be a game of mapping. You will 
soon learn to be grateful to a particular group of individuals for providing this 
challenge. After all, who gathers together all the loot in the Maze so that your 
characters can find it in nice tidy packages? Who gives bloodthirsty adventurers 
something to look forward to? Who blasts ill-prepared party members to smithereens? 
This is the life-work of monsters. Mastering the fighting techniques described here 
will help you make their job less rewarding. 


Meet the Monsters
As your party is moving through the Maze, it will encounter many groups of monsters 
guarding hoards of treasures. The monsters could be wandering around like you, or 
they may be inhabitants of a room you have just entered. Although some monsters are 
peace-loving vegetarians, the majority of them really do like the taste of a good 
"leg of adventurer," so it is likely that a fight will take place. 

When you encounter hostile monsters, your party goes on full alert. Two windows 
will automatically appear. One will show you the names and numbers of the monsters 
you are facing, and the other will be used to gather instructions and report on the 
progress of the combat. You will also be shown pictures of the monsters. 

Most of the time, you will only be told what the monsters look like, not what they 
really are. You may be able to discern their true identities if your character's 
I.Q. is high enough. You can also use the LATUMAPIC spell to see through their 
disguises. 
Combat proceeds in rounds. Each round, both you and the monsters decide what 
actions to take, and then the program mediates the combat. Combat is over when 
either side runs away or is totally defeated. 

Each active character in your party will be presented with a list of options each 
round. The possible options are: 

(F)IGHT the monsters. To do this, you must be in the first, second or third 
position in the party. 

(P)ARRY the monsters. Generally, you only do this if there is nothing a character 
can do to help. Parry reduces the chance that the monsters will be able to hit you. 

(D)ISPELL the monsters. Some monsters in the Maze ("the undead") are animated only 
through the power of great evil. If successful, dispell forces these monsters to 
return to the Abyss from whence they came. Priests and high level bishops and lords 
have the ability to dispell monsters. They do this with varying degrees of 
effectiveness, depending on the power of the monsters, and on how powerful the 
spell-caster is. 

You don't get any experience points for monsters you dispell. 
Cast a (S)PELL. You will be asked which spell you want to cast. Type the first few 
letters of the spell, enough to distinguish if from the names of other spells, then 
press [ENTER]. If the spell requires a target, you will be asked for that as well. 
(U)SE an item. You will be shown a list of all the items that you can use and be 
asked to choose one. 

(R)UN away. If you succeed, then the combat is over. If you don't, then the 
monsters get a free round of attacks. 

(T)AKE BACK lets you go back to the start of Combat option selection in case you 
made a mistake. 

Once you have made your selections, you will have one last chance to (T)AKE BACK 
your orders. If you press [ENTER], the combat round will start. 


A short-cut: If you are on one of the first three characters, you can press [ENTER] 
to select (F)IGHT. If you are on one of the last three characters, [ENTER] selects 
(P)ARRY. 
Since only the first three characters in the party can physically attack the 
monsters, by the same token, the only party members who can suffer damage from a 
physical attack are those same three characters. Monsters may cast spells, however, 
on any or all members of the party. Should one of your characters die in combat, he 
will automatically be shifted to the "dead-last" position in the party at the end 
of the round. The deceased will be hauled around by the living adventurers until 
being revived or removed from the party. This will mean, of course, that the party 
member previously in fourth place will move up to the number-three slot, rendering 
him vulnerable to attack. This character will be able to fight, as well, with 
whatever weapons come to hand. Keep this in mind when organizing and equipping your 
party. 

Occasionally you will surprise the monsters. If this happens, you are entitled to a 
free round of attacks, with the restriction that you cannot cast spells. Needless 
to say, sometimes the party will be ambushed, which has far less pleasant effects. 

Certain peaceful monster types may offer your party a truce. If you agree, the 
monsters will politely scram, letting you go about your business. If you refuse a 
truce, however, you'll surely have a fight on your hands. Note: monsters, like 
adventurers, may be inclined either toward good or evil. Strange things have been 
known to happen to those who respond inappropriately to peaceful overtures in the 
Maze. 

When a combat is over (and you have survived), you will be told how many experience 
points each surviving member of the party will be awarded for his or her brave 
conduct. You don't earn any points for monsters who run away or for dispelling 
monsters. You'll also find out how many gold pieces each character earns. 
Regrettably, some groups of monsters are security-conscious and like to hide their 
money and other valuables in... 

Treasure Chests
Chests usually have traps on them and this is where your thief comes in handy. When 
you are confronted with a chest, you will have the following options: 

(O)PEN the chest, blindly hoping that there is no trap on it. 

(I)NSPECT the chest for a trap, praying that you don't set the trap off in the 
process. Cast the (C)ALFO spell in order to magically inspect the chest. 

(D)ISARM the trap, assuming you think you know what it is. 

(L)EAVE the chest alone, and give up the goodies. 

For each of these options, you will have to specify who is to perform the 
operation. Normally this will be your thief (or your priest in the case of casting 
(CALFO). If you attempt to (D)ISARM the trap, you will have to type in the trap's 
name. Spelling counts. 

Needless to say, your thief is much better at inspecting and disarming than anyone 
else. Even so, when he is just starting out, he will be pretty inept and things 
will blow up in his face fairly often. Fortunately, most of the traps on the first 
level won't kill him unless he is already hurt. 


--------------------------------------------------------------------------------

Lowering your Insurance Premiums
The first rule of the successful Wizardry player is "He who turns and runs away, 
lived to run another day." Don't be ashamed to run from encounters where the 
monsters have the upper hand. When first starting out, run back to the Castle often 
(even after each encounter) to rest, replenish your spells, and heal your wounded. 
Never go deeper into the dungeon until you are quite comfortable on the current 
level. Avoid the temptation to take on "just one more encounter." If your 
characters become poisoned, and you don't have magical means to cure them, run for 
the Castle as quickly as you can! 


Use your spell-casting characters wisely. When you are fighting your first few 
groups of monsters, cast a KATINO spell, knocking out the opposition so that you'll 
have plenty of leisure time in which to eliminate them. Naturally, this will not 
work against certain monsters, and you'll have to run away from these creatures 
until you become more powerful. 
If anyone gets poisoned, head for the castle, keeping an eye on the victim's hit 
points. If they go down to 1 or 2, go to Camp and cast a healing spell (like DIOS) 
if you have one. If you get any monster encounters, run away because you lose hit 
points by poison much faster in combat. 

Come cast a Spell with Me

Playing Wizardry for the first time is like kissing for the first time - you want 
to do it right, and you're not quite sure exactly what you are supposed to do. To 
help you out, we asked one of the most famous Wizardry adventurers, Hawkwind of 
Skara Brae, to share some of his secrets with you. Hawkwind will show you how he 
would create and equip a new party and captain them during their first adventure. 
Since things happen differently each time you play Wizardry, what Hawkwind 
describes may not exactly happen if you try and follow his lead to the letter. 
What's important is that you understand why he does what he does. 

Hawkwind will occasionally mention doing something in the game, but won't 
completely explain what keys he pressed to do it. You can follow along by trying to 
do what he does, or by reading the sections of the manual that describe the areas 
he goes to. Hawkwind's advice will be a lot clearer if you have read the rest of 
the manual first! 

So, without further ado, and in his own words, we present Hawkwind! 


--------------------------------------------------------------------------------

Creating your Team
Say, you look new around here. Has anyone shown you the sights yet? No? Well, come 
along with me. My name's Hawkwind and I'm just getting ready to foray again. Is 
this your first time as a team leader? No problem, just do as I tell you, and if 
you get back alive, you'll know I told it right. 
A greenie like you, no offense now, can hardly captain experienced adventurers, so 
the only place to look for a team is to go to the Training Grounds which is right 
here, just outside the Castle. You tell the Trainer what sort of companions you 
want along, and he will do his best to see that the new trainees meet those 
requirements. 

First you start with a fighter. You'll need several of those. Do you want to 
suggest a name? Conan? Fine, but not really original. They will be your people 
after all when you do this, so give them some persona of their own. Fred the Wonder 
Horse, now that's original, but a little too long a name. Derf ? Fred spelled 
backwards? You are supposed to be his friend and leader. Sigh! Ok, Derf it is, and 
I wouldn't give him a password. He will be among friends. Let's make him a dwarf 
with good alignment. 

As a dwarf he has these basic statistics: Strength 10 
                                          Intelligence 7 
                                          Wisdom 10 
                                          Vitality 10 
                                          Agility 5 
                                          Luck 6 


Got your manual with you? Good. Check out the requirements for a Fighter. Needs at 
least 11 strengths, right? He had 6 bonus points so let's distribute them. See, 
when I add 1 to strength he becomes eligible to be a fighter. Now as to the rest of 
the points, certainly agility needs to be increased so that Derf can swing well, 
I'll add 4 of the points there. A fighter also can not have enough vitality, so 
I'll add the last point there. Well, that's Derf. What do you think, should I use 
him? Ok. Now as to the rest of the team, here's a really hot pro tip: make up your 
party out of two fighters, a priest, a thief, and two mages. This mixture has the 
best chance for survival, and believe me, in this madhouse, survival is everything! 


Assembling your Party
Not bad, I got the trainees selected and only had to discard four failures who did 
not meet the standards (their bonus points were too low to create the type of 
character I wanted). I now have Derf; Thomas the Fair, a human fighter; Snatch, a 
hobbit thief; Prior Sebastion, a gnome priest; and two elfin mages, Alfredo and 
Gabriella. I'll leave the new characters here to be trained and returned to the 
Castle. 

Quite a Castle isn't it? You should have seen it in its heyday before Trebor went 
mad. Be careful with what you say, Trebor suspects everyone! Here it is, the best 
place in the Castle to find men for a dangerous foray, Gilgamesh's Tavern. 

Surveying the smoky room, we see mostly green novices, fresh from their 
instructions in the Training Grounds but without armor or weapons yet... The talk 
in the room goes silent as we walk into the Tavern. I announce that I'm forming a 
team to foray into the Maze, and ask that any who want to be added to team step 
forward to be considered. Everyone who is in the Castle will respond to that call, 
even the dead and disabled. I'll pick out our new team of trained novices. Now on 
to Boltac's Trading Post to buy them armor and weapons. 


Being a Smart Consumer
Watch me very carefully here. I am going to deliberately make a mistake in 
judgment. This is one that every greenie makes, but not us old pros. See if you can 
spot the problem. 

I'll first send in Derf, the dwarf fighter. Let see now, he only had 105 gold 
pieces. He can buy a long sword (25 gp), a small shield (20 gp) and only leather 
armor (50 gp) with 10 gp left. That pretty set of chain mail over on the wall will 
have to wait. Next is Thomas the Fair, the other fighter. He has 115 gp, so he has 
just enough to buy a long sword (25), leather armor (50), and a large shield (40). 
That large shield will give Thomas the Fair an extra AC point of protection. That 
may save his life on this foray. 

Third is Snatch, the hobbit thief. His 100 gp buys him a short sword for 15 
(thieves can't use long swords or maces), a small shield for 20 (neither can they 
use large shields), and leather armor (50) with a nest egg of 15 gp remaining. 
Prior Sebastion, the gnome priest finds that his 125 gp will buy him an anointed 
mace (priests can't use edged weapons) for 30 gp, large shield (40), and leather 
armor (50), and that he has 5 gp left over. 

It is really easy to outfit the two mages, Alfredo and Gabriella. All they can use 
are robes (15) and either a dagger (5) or staff (10). Their protection is in their 
magic and being in the back of the party. They rely on the fighting types to 
protect them. Both get staffs, so they each only spend 25 gp. Alfredo had started 
with 90 gp, so he has 65 gp left over, but Gabriella had started with a whopping 
155 gp, so she has 130 gp left. That's 195 gp combined! 

Aha, the light dawns I see. Yes, a suit of chain mail cost only 90. If I pool the 
team's gold together, I can buy 2 suits of chain mail for my fighters. Let's go 
back into Boltac's and do that. 


Why Boltac always makes a Profit
Well, first Derf needs to sell back to Boltac the leather armor he just bought. 
What language, my dear friend! Yes, Boltac will only pay you half the value of the 
leather armor when he buys it back. He only gave you 25 gp for it. See what you 
have to learn? Now I'll Pool the gold to Derf. Neat, he has a total of 250 gp. (225 
total leftover team gp + 25 gp from the sale of leather armor to Boltac). The chain 
mail costs 90 gp, so there is 160 left over. Let's see, if Derf sells back his 
small shield for 10, he will have enough to also buy a large shield for 40 and 
still have enough gold (130) to pass on to Thomas the Fair for his suit of chain 
mail. I'll do it. Now to bring Thomas the Fair back into Boltac's. He, likewise, 
sells his own leather armor for 25 gp, and has 155 gp when he Pools gold. Buying 
the chain mail leaves the team with a balance of 65 gp. Too bad, not enough to buy 
better equipment for Prior Sebastion. His faith will have to sustain him. 

Oh, now you're really doing some figuring! Yep, if I had planned out our team's 
purchases in advance, my people would not have squandered 60 gp (25 gp apiece for 
the leather armor and 10 gp for the small shield they lost when they got sold those 
items back to Boltac's). That 60 gp coupled with the team's balance of 65 gp would 
yield 125 pg. If the good Prior Sebastion had not bought his leather in the first 
place, there would be 175 gp available. Taking out 90 gp for his suit of chain 
mail, would mean the team has a cushion of 85 gp to help heal characters who get 
injured, and Prior Sebastion's AC has taken an important step downward. Yes, 
downward is better when it comes to armor class. 

So you see, when you get your own team, always equip the mages and thief first, 
then pool the gold and outfit the other three fighting members of the team. They 
need all the protection you can afford to give them. That is the mark of a good 
captain, and the characters appreciate it (and live longer). 


Your first steps into the Maze
Well, we're ready for the Maze. Are you ready for your first glimpse into Trebor's 
Proving Grounds? Right outside the Castle wall lies the entrance. It is easy to 
find, just follow the stench of the corpses and the howling of the monsters. It is 
quite a racket. You wouldn't be bored down there, that I guarantee! Here are the 
stairs, let's go. 


Around the Campfire
All forays into the Maze begin in Camp. A wise commander takes this time to 
properly order his team into the best offensive and defensive grouping. As only the 
first three members of the team can use physical weapons (or suffer physical damage 
from the monsters), this is where your fighting types go, and they should have the 
best armor and weapons that your team can afford. The next slot is ideal for your 
thief. In case one of the first three gets killed or incapacitated, such as getting 
hit with a KATINO spell, then your thief will automatically move into the front. 
With his leather armor and short sword, he can at least give a fair accounting of 
himself. You know you're really in trouble if ever one of your mages ends up in the 
front line. With only robes for armor, they will get vaporized by the first monster 
that glares at them! So the line-up will be: Derf, Thomas the Fair, Prior 
Sebastion, Snatch, Alfredo, and Gabriella. A very important tip at this point: If I 
inspect any of these characters, I'll quickly see that none of them is equipped 
with any of the new goodies they bought at Boltac's. While I can call each forth 
and so equip them, there is an easier way. The main Camp menu has an overall equip 
option that allows me to do the whole team at once, which I'll now do. 

While your foraying, you really should periodically Camp. This gives you a better 
opportunity to check on how your people are doing, and heal up anyone who is hurt. 
Don't worry, the glare from the fire of your campfire will keep any monsters from 
attacking you as long as you remain in Camp. Ready to break Camp now? Here we go! 


Finding a Room
Now we are looking at the Maze. Each wall square you see represents one step. Right 
now we are at the bottom of the stairs leading up to the Castle and facing north. 
Take this on faith, for now. Soon Alfredo will learn the DUMAPIC spell and will be 
able to figure this out for himself. I decide to explore to the east, so I will 
turn right (by pressing the right cursor key or [D] and walk down the corridor (by 
pressing the up cursor key or [W]. Look, there's a door ahead on the left, just 
before the corridor ends! I'll turn the party north again (by pressing the left 
cursor key or [A] right in front of the door, so they are facing the door. Now the 
team can go through the door. 

Doors can lead to almost anything, but mostly they lead to rooms, and quite often 
those rooms are used by the monsters as lairs! Keep your fingers crossed, the team 
is going to kick in the door (by pressing the up cursor key or [W]...Oops, an 
encounter. 

Get ready, everyone! 


A surprising Encounter!
It's 4 Skeletons and 3 Bubbly Slimes, but we lucked out and surprised them! When 
you surprise monsters, it means your party gets a free round of attacks on the 
monsters before they can reply back, but since it happens so fast, your spell 
casters can't get off any spells during the surprise round. So Derf, Thomas the 
Fair, and Prior Sebastion will Fight, while the other three will hang back, out of 
the way of the melee, and Parry. 

Derf swings and hits a Skeleton for 2 hits points of damage. Thomas the Fair swings 
and he misses. Prior Sebastion whollops a Bubbly Slime with his mace for 4 hit 
points, and the monster dies! Terrific first round. 


Round 2 - The Monsters strike Back!
Derf and Thomas the Fair will fight Skeletons again (they are tougher opponents 
than the bubbly slimes). Prior Sebastion will not fight this round. As a priest, he 
has a special talent that none of the other adventurers have: he can dispell the 
undead. If it succeeds, then the evil bonds that bind the undead to our plane are 
dissolved and they vanish. So, Prior Sebastion will try to dispell the Skeletons 
this round. Snatch will parry (a purely defensive move) having nothing better to do 
right now. Alfredo will cast a HALITO spell on the Skeletons, hoping to give one of 
them a hot time. Gabriella will try to put the two Bubbly Slimes to sleep with a 
KATINO spell, so that they can't attack the party while everyone is busy with the 
Skeletons. Here goes... 

Rats! Derf swings and misses. Ouch! A Skeleton his Prior Sebastion for 3 hits 
points. Oof ! A bubbly slime hits Derf for 2 hit points. Smash! Thomas the Fair 
swings and hits a skeleton for 3. Swish! A Skeleton swings at Derf and misses. 
Zzzz! Gabriella casts a Katino spell on both Bubbly Slimes are slept. This means 
that the second Bubbly Slime can't hit at us this round. Snatch parries. Crunch! A 
skeleton hits Derf for 5 hits points. Derf is almost dead! Poof! Prior Sebastion 
Dispells and 2 skeletons are dissolved!!! Crackle! Alfredo casts his Halito spell, 
but does a measly 1 damage to a Skeleton. 

Round 3 - Getting by with a little help from your Priest
I have to help Derf immediately or he will be burger bits! Each trainee starts into 
the Proving Gruonds with 8 hit points. When they go to zero, the character dies. 
Much as I hate to lose Prior Sebastion's ability to dispell, I quickly decide to 
have Prior Sebastion cast one of his two DIOS spells on Derf this round. Both the 
mages will cast HALITO spells on the last 2 Skeletons, now that the Bubbly Slimes 
are asleep. 

Derf and Thomas the Fair had better go out there and hit better than they had done 
so far, if they expect to survive in this place! All set with the team strategy. 
Everyone knows what they are supposed to do. Yes, yes. Snatch, you still parry. I 
didn't forget you. What a hyper group thieves are. Bored most of the time, can't 
wait to get into the action, but when they do get a chance, watch them try to 
become wallpaper on the Maze wall! Well, here goes. I'll keep my fingers crossed 
that Prior Sebastion can get off that DIOS healing spell on Derf before something 
nails him and kills him. 


Pow! Derf swings at Skeleton and connects for 2 hit points. Foom! Gabriella casts a 
Halito at a Skeleton, hits for 3 and reduces it to ash! Swack! A Skeleton swings at 
Derf and misses. Whew! Punt! Thomas the Fair swings at a Skeleton and misses also. 
Ahhh! Prior Sebastion cast a DIOS healing spell on Derf and heals 4 points, just in 
time. Snatch parries. Oh no! One of the Bubbly Slimes woke up and hit poor Derf for 
2 points! Kablam! Alfredo cast a Halito and it hits for 2, destroying the last 
Skeleton. 

Round 4 - Running out of Resources
Both Bubbly Slimes are awake now. That was a mighty close call for Derf. Better 
have Prior Sebastion try again with his DIOS spell. The last one really had some 
power in it. Not bad for a greenie. The boys will swing at the Bubbly Slimes, while 
Snatch parries again. Gabriella goes to cast another KATINO spell but is out of 
spell points, so she will only be able to parry. Not good news. Oops! Alfredo has 
the same problem, so he will parry also. This is really getting touch and go! As 
soon as your spell casters run out of spells, either offensive or healing, the sand 
in the hourglass of your team's survival begins to run out quickly. Let's nail 'em 
this round and get home! 

Twonk! Thomas the Fair swings and misses again - what kind of training are they 
giving the lads these days? Snatch parries. Smack! A Bubbly Slime attackes Prior 
Sebastion for 1 point. Uh, hmmm! Prior Sebastion casts his last DIOS spell on Derf, 
but it only heals him 1 point! Plop! The other Bubbly Slime attacks Prior 
Sebastion, but misses. Gabriella and Alfredo both parry, and Derf swings and 
misses. 

Round 5 - Slugging it out and praying a lot!
Oh, what to do with these novices? Nothing left but to have the front rank slug 
away! 

Ka-thunk! Thomas the Fair connects for 3 hits and the Bubbly Slime dies! Bash! 
Prior Sebastion hits the last Slime for 1, but it's still alive. Charge! Derf comes 
to the assistance of his friend the Prior, swings, hits for 2 and kills the last 
slime! 

--------------------------------------------------------------------------------

Experience and Loot
Everyone receives 42 experience points for surviving the encounter. Ah, the 
monsters were carrying a treasure chest. Well, Snatch, here's your chance to pull 
your weight. Snatch examines the chest and says that he thinks it is a poison 
needle trap, very nasty. Derf pushes him aside and inspects the lock. He thinks 
it's a crossbow bolt trap. Prior Sebastion looks at it and says no, it's not 
trapped at all. When he gets more experienced, the good prior will learn that CALFO 
spell, which will allow him to magically determine the nature of a trap. Each of 
the others inspect the trap. 

Gabriella agrees with Derf, Thomas the Fair with Prior Sebastion, while Alfredo 
thinks it is a gas bomb trap. What to do? Well, I decide to trust Snatch this time, 
after all he is trained (somewhat) in the nimble arts, and it is his neck when he 
tries to open it. Snatch tries to Disarm the chest for a poison needle trap. No 
luck. He tries it again. No luck. He tries it again. Still no luck. On the fourth 
try, he is a shade too clumsy and trips the trap. Sproong! It was a poison needle, 
so Snatch was right after all. 

Small consolation as he now shows " - " (for poison) next to his status. Well, 
there were 36 gold pieces in that chest, so everyone gets 6 gold pieces, and we're 
all still alive, but we better get back to the Castle real quick and unpoison 
Snatch! For now, each step I take carries the real possiblity that Snatch will lose 
a hit point! 


Running for home
Turning right around in the doorway (pressing the down cursor key or [X] to do a 
180 degree turn), not even willing to risk the chance exploring the rest of the 
room, the team kicks back through the door and turns right. As they trudge down the 
corridor, I quickly press (S)tatus to check on Snatch. He already had lost 3 hit 
points from poison. Hope he makes it. There, on the corridor floor is the special 
pattern that marks the stairs (or other special areas). Snatch has only 1 hit point 
left. I fling the team onto the stairs and pray...Snatch makes it! That was too 
close. Poison is really nasty down there. If ever any of your people get poisoned, 
drop everything and run back to the Castle. They are automatically cured when they 
surface from dungeon, but oh those last few steps to the stairs can be agonizing. 

R & R
After a hard day in the Proving Grounds, every adventurer looks forward to a 
refreshing stay in a first-class hotel. Unfortunately, there is nothing remotely 
resembling a first-class hotel in the Castle, so weary travellers have to settle 
for the Adventurer's Inn. Derf stumbles in and sacks out on a cot for 10 gp a week. 
Oops, no money. I'll Pool the team's gold for him. Um, 65 gp left over from out 
outfitting at Boltac's plus the 36 gp we got from the monsters only yields 101 gp. 
Derf was hurt 4 hit points, so it takes 4 weeks and 40 gold pieces. ouch. Next is 
Thomas the Fair. I see why they call him the Fair, he escaped the encounter without 
a scratch. He can get some free rest in the stables. I'll have to Pool gold (61 gp) 
for Prior Sebastion, though. He was so busy saving Derf's life with DIOS spells, 
that he could not heal himself. He needs 4 weeks also and the Inn soaks up 40 more 
of our meager gold pieces. Snatch is even in worse shape than Prior Sebastion. He 
is down to 1 hit point from 8 and will take 7 weeks to heal, but the teams only got 
21 gp left. Well, two weeks worth of recuperation is better than nothing. Snatch is 
now healing back to 3 out of 8 of his hit points and will really have to be 
protected on the next foray. Let's hope we don't come across any monsters that can 
cast spells into our back ranks. The team also did a great job of protecting 
Alfredo and Gabriella. They emerged without a scratch, so they will join Thomas the 
Fair in the stables for a quick nap. 


More Tales to Tell
Ah well, look at the bright side! We're not flat broke. Why, we have this one shiny 
gold piece between us! Let's all of us go to Gilgamesh's Tavern for some ale and 
I'll tell you some real tall tales.... 


Magic
The acquisition and careful use of magic spells and items is of paramount 
importance to the successful adventurer. In many situations, the right spell can 
mean the difference between life and death. 

Magic items range from potions and scrolls with limited effects to artifacts 
mentioned in strategic arms limitation treaties. Some can actually be purchased in 
the Trading Post as readily as your grocer sells you a can of cheese dip. But most 
of the really important ones are found only after many hair-raising adventures in 
the depths of the Maze. 

Magic items may do one or more of the following: 

Cast a spell or have magical abilities you may invoke. 
Alter Armor Class 

Change fighting ability 

Protect against certain monsters or be helpful in killing them. 

Be usable only by certain character classes. 

When magical items are first discovered in the Maze, their true nature is not 
known. Only bishops and the Trading Post can identify them. Even so, some items may 
have hidden qualities that you'll have to discover for yourself. 

Spells
There are a total of fifty spells divided into mage and priest categories. Each 
category is divided into seven levels, with the most potent spells at the higher 
levels. 

Following is a complete description of all the spells you can cast. For each spell, 
we've given you the name, a rough translation, the power level, where it can be 
cast, what it will affect and a brief description of its effects. 


In some of the spell descriptions, you will see a range of damage that the spell 
inflicts when it is cast, or a statement that the spell affects all the monsters in 
a group. However, there are three ways in which an individual monster can avoid 
some or all of the spells effects. 
All monsters (and players) have a chance of dodging some or all of the effects of a 
spell. If the spell is a damage spell, then the damage might be cut in half or 
quartered; if an "all-or-nothing" spell, the spell might have no effect at all! 
Monsters may be naturally resistant to a particular type of spell. For example, 
throwing balls of fire (A MAHALITO, for example) at Fire Giants is not likely to 
impress them. 

A few monsters have the ability to occasionally avoid the effects of a spell 
completely. 

