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Wizardry V Mini-Manual

Rubywand, 1998


     Wizardry V is, for now, the last of the Apple II Wizardries and,
easily, the largest and best. (SirTech's classic series continues in
excellent games available for PC.)



Moving, etc.

You can use the WAXD keys or the cursor keys. Use K to open a door
("Kick" open a door).

Most current options are shown on-screen. O gives you an unobstructed
view; S toggles the character status display On/Off. To equip items,
trade items, cast healing spells, etc. go into Camp. When you have a
lantern, a character can Use it before leaving Camp to turn it On.
(Light gives you a longer forward view and helps prevent being surprised
by monsters.)


Training

Training is, mainly, where you Create characters. Another important
option is the one to change a character's Class (i.e. profession).

Character Classes and Alignment/Attribute requirements are ...

FIGHTER- can use nearly all weapons and armor/ tend to acquire high
hitpoints/ can not cast spells (req. 11 Strength)

MAGE- can cast Mage spells/ can use nearly no armor or weapons (req. 11
IQ)

PRIEST- can cast Priest spells/ can use some armor and weapons-- i.e.
can become decent fighters (not Neutral, req. 11 Piety)

THIEF- good at picking locks and detrapping chests/ use just light armor
and a few weapons-- e.g. some bows (not Good, req. 11 Agility)

BISHOP- can cast Priest and Mage spells but advances more slowly in each
area/ can Identify items for party/ can use some armor and weapons--
i.e. like the Priest, they can become decent fighters (not Neutral, req.
12 IQ, 12 Piety)

SAMURI- can use most Fighter weapons & armor/ at Level 4 they begin to
learn Mage spells/ advance more slowly than a Fighter or Mage (not Evil,
req. 15 Strength, 11 IQ, 10 Piety, 14 Vitality, 10 Agility)

LORD- can use most Fighter weapons & armor/ at Level 4 they begin to
learn Priest spells/ advance more slowly than a Fighter or Priest (must
be Good, req. 15 Strength, 12 IQ, 12 Piety, 15 Vitality, 14 Agility, 15
Luck)

NINJA- can use most Fighter weapons & armor but fights best with bare
hands and gains armor class improvements via Level advances if not
wearing armor/ can kill with a single blow (must be Evil, req.
17 for all Attributes)

Note: Changing class resets a character's Attributes to the minimum for
that character's race and Experience goes to zero. Depending upon the
new class's magic abilities, the character will retain part or all of
the spells from the previous class.

Note: At Training you are dealing with characters in the Roster, which
includes all created characters. Your current party is always disbanded.


Utilities

You can get to the Utilities at the Edge of Town menu. In Utilities you
can Change a character's name, Move in characters from earlier Wizardry
scenarios, and Restart an "Out" party-- i.e. 'Restore a game' saved via
a Quit while in the Maze.



Gilgamesh's

This is where you go to form a party. You can also view characters and
equip weapons and do some other party organization chores here.


Adventurers' Inn

This is where you go to rest and recover hitpoints & spells and find out
whether or not you have advanced in Level. The difference between the
rest in the stables (option "A") and the others is that the stables are
free and you usually do not recover hitpoints in the stables.


Boltac's

Here you can Buy & Sell weapons, armor, supplies (like a lantern), and
various other items. Boltac will also Identify items for a fee. (A
bishop in your party can identify items, too. How well depends upon the
bishop's Level.)


Temple of Cant

For a fee you can have characters healed of various serious conditions
such as Paralysis, Death, etc.. To be helped, the character must not be
included in the current party-- i.e. you may have to stop by Gilgamesh's
to Remove a character before going to the Temple to have him/her healed.


Saving the Game

At the Edge of Town you can Leave the game. This does a Save and offers
the option of continuing play. You can turn Off your Apple II, exit your
emulator, etc. after the Save. The next time you boot the game (or, if
you choose to continue play), you will need to reform your party at
Gilgamesh's.

Another Save option is Quick Save which you can do in the Maze. If you
Press Q while in the Maze you can save your position. If you, then, do a
Quit while in the Maze (or, the power goes out), you can restore to your
last saved position when the game is next booted by going to Utilities
and selecting Restart an "Out" Party.



Magic

Spells are divided into Mage & Priest groups and into 7 levels per
group. A character can cast spells if a number appears in the Mage or
Priest 'Magic Points' lists. Example:

Mage 2/2/0/0/0/0/0/   Priest 2/0/0/0/0/0/0/

The above indicates the character can cast 2 spells from the Mage Level
1 group, 2 spells from the Mage Level 2 group, and 2 spells from the
Priest Level 1 group. Each casting uses up a point. Points can be
restored by resting at the Adventurers' Inn or at magic fountains in the
Maze.

The particular spells available to a character in each group and Level
are found by the Read option while viewing ("Inspect"ing) a character.

In most cases, the caster's Level determines whether or not a spell
works and how well. For example, DESTO is more likely to unlock a locked
door for a Level 5 mage than for one at Level 1.

A description of Wizardry V spells is included in the manual. Here is a
brief listing:


Mage

L-1
HALITO- attack a monster, 1-8 fire damage
MOGREF- caster's armor improves 2 points
KATINO- sleep monsters
DUMAPIC- find location in Maze

L-2
PONTI- armor of target improves 1 point
MELITO- attack monsters, 1-8 spark damage
DESTO- unlock a locked door
MORLIS- frighten monsters
BOLATU- Stone a monster

L-3
CALIFIC- reveal a secret door
MAHALITO- attack monsters, 4-24 fire damage 
CORTU- screen against magic for party
KANTIOS- disrupt thinking of monsters

L-4
TZALIK- attack a monster, 24-58 damage
LAHALITO- attack monsters, 6-36 fire damage
LITOFEIT- levitate party
RODKO- petrify monsters

L-5
SOCORDI- summon monsters to fight for party
MADALITO- attack monsters, 8-64 cold damage
BACORTU- cast anti-magic Fizzle Field on monsters
PLAIOS- dispel Fizzle field & weaken enemy fields
VASYRE- attack monsters with Rainbow Rays

L-6
ZILWAN- dispell an undead monster
MAMOGREF- armor of target improves 10 points
LOKARA- open earth to swallow monsters
LADALITO- attack monsters, 34-98 cold damage

L-7
MALOR- teleport the party
MAHAMAN- "Great Wish" (variable)
TILTOWAIT- attack monsters, 10-100 chaos damage
MAWXIWTZ- produce Utter Havoc among monsters
ABRIEL- Unknown (only vague rumors of effects)



Priest

L-1
DIOS- cure 1-8 hitpoints
BADIOS- attack a monster, 1-8 damage
MILWA- brief light
KALKI- improve armor of all in party 1 point
PORFIC- improve armor of caster 4 points

L-2
KATU- charm a monster or non-player character (NPC)
CALFO- find traps on a chest
MONTINO- silence monsters 
KANDI- locate a person or body

L-3
LATUMAPIC- identify monsters
DIALKO- cure paralysis or sleep
BAMATU- improve armor of all in party 3 points
LOMILWA- longer lasting light 
HAKANIDO- magic drain a monster

L-4
DIAL- cure 2-16 hitpoints
BADIAL- attack a monster, 3-32 damage
LATUMOFIS- cure poison
MALPORFIC- improve armor of all in party 2 points
  note: works any time, not just in combat
BARIKO- attack monsters, 6-15 damage

L-5
DIALMA- cure 3-24 hitpoints
DI- restore life
BAMORDI- call monsters to fight for party
MOGATO- banish a monster
BADI- kill a monster

L-6
LOKTOFEIT- teleport party to Castle
MADI- cure to full hitpoints
LABADI- drain all but 1-8 hp from monster
  and cure caster by amount drained
KAKAMEN- attack monsters, 18-38 damage


L-7
MABARIKO- attack monsters, 18-58 damage
IHALON- Grant Special Favor
BAKADI- slay all monsters
KADORTO- resurrect