*********

Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
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references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
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or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

The Project 64 etext of the ~Wizard's Crown manual~, converted to
etext by anonymous. This document was retrieved from the Asimov Apple
][ site ftp://ftp.apple.asimov.net/pub/apple_II/images/games
/strategy/SSI/ as Wizcrown.doc from wizards_crown.zip and is indexed
from Evin's Apple Emulator's SSI Page 2
http://www.concentric.net/~evin/ssi/index-p2.htm.

WIZCRO10.TXT, June 1998, etext #359#

A note from Evin: I think these were submitted as Atari docs but
should be usable by all.

*********

WIZARD'S CROWN

Game Design & Programming by Paul Murray & Keith Brors

Game Development by Chuck Kroegel and Jeff Johnson

Object

Five hundred years ago the land was governed by the Fellowship of
Wizard's and was a place of beauty and wisdom. The Crown of the
Emperor was a great treasure. It gave power and reason to the
Fellowship and was the source of learning, of all knowledge present,
past and future. Each wizard wore the Crown until the constellation
Atarius shifted in the sky, then he passed it to the next wizard.
However, when it came to the turn of Tarmon, wizard of Thunder, he
refused to give up the crown. Magical civil wars ensued. Tarmon fleed
with the Crown to his laboratories and sealed himself inside forever.
That was 500 hundred years ago and the Crown still awaits it's
freedom.

The land (Arghan) is still infested with monsters called up during the
war. A magic wall contains them having been erected by the Fellowship
when they came to their senses. The Fellowship are barred from
entering the gates of the city until the Crown has been recovered.

This then is your challenge. You have been called to find the Crown of
the Emperor. Return with the Crown and you will receive a great
enchantment ... you will rival the heroes of old. The more swiftly you
return the greater your reward.


An Overview

Wizard's Crown is a game of adventures and encounters. The objective
is to locate and retrieve a wizard's crown. You create a party of
eight characters each with personal attributes and professions that
determine the skills he will have available for his actions.

The adventurers travel, setting out from the Inn, following clues and
searching through a town and ruins. There are opportunities to enter
buildings and other places in which dangerous and delightful events
take place.

Be aware that monsters may appear almost anywhere. When they do you
may fight a detailed tactical battle. Or if you prefer, you may choose
to fight quick combat, in which the computer resolves the entire
battle in a few seconds.

After the battle the characters take loot from the monsters, equipment
(sometimes magical) to be used or sold later on. From their
adventures, the characters acquire experience which they  then use to
increase their skills.

While in battle a character may receive injuries that weaken him for
future battles. By returning your party to the inn, you make it
possible to give a wounded character rest and recuperation before you
send the party off on further adventures.


Play Difficulty
Select a level of 1 to 5 (on opening menu). 1 is hardest.

Create a Game Disk
You need to create a game disk for play.

Utilities
This option allows you to reset the dungeons to their original state.

SAVING THE GAME
Select (T) - Tell the minstrel your deeds


At the Inn

At upper right hand corner of screen is the year, day and time of day.
(10/0 DAWN at the start, indicating the tenth year of the reighn of
Ancus).

At right hand middle of screen the time delay after messages is
indicated (5 at the start). The delay can be any number from 1 to 9. 1
is the shortest delay. You may change it by typing D.


The Commands

(G)reet new Adventurers : Allows you to create a new character (no
more than eight at a time).

(T)ell the Mistrel your deeds : Saves the game

(R)est the adventurers : Sends your party to rest. Depending on his
strength each member of the party recovers from his wounds and his
lost Power, Morale and Life Force. The cost of rest is 40 copper
pieces automatically deducted. If a character cannot pay for the
number of days he is to rest, then he sleeps in the stables for the
entire period. In this case only the characters power is restored.

(C)heck a character : Shows characters current condition

(I)mprove a character : Allows you to improve a character by spending
Experience

(H)ave a character quit the party : Allows you to remove a character,
He is permanently lost.

(V)iews items stored at the Inn : Allows you to see the items you
have stored at the inn and to pick up those you no longer wish to
store. The maximum number that can be stored is 18.

(O)utfit a character : Allows you to choose a new icon to represent a
character.

(M)ove money around : Allows you to move money between characters.
You can divide it equally or give it all to one.

E(X)it the Inn : Allows you to leave the Inn and commence your
travels.


EXITING THE INN

All or just some of your characters may leave the inn. You will be
asked which.

You will be asked, "Which character will be on point?" Choose a perty
member with good ratings in stealth and scan. The point characters'
skills in these areas modified by how far in advance of the party he
is determine whether 1) the party may perform an ambush, 2) the party
itself is ambushed, or 3) the party has a normal face to face
encounter.

After the point character is chosen the computer asks you to give a
value to the point man lead. (1 = none, or 2 to 9). This value
represents how far in advance of the party the lead man is scouting.
The farther out he is, the less likely the party will be ambushed. At
the same time, the father out he is the less chance he has of getting
back to the main group when combat occurs.

To create a new character when you already have eight in the party,
press H. Select the character who is to depart. You will be returned
to the inn and the departed character has pemanently gone.

A character's personal attributes affect his abilities to learn
skills, handle weapon etc. The minimum values are STRENGTH 5,
DEXTERITY 5, INTELLIGENCE 5, LIFE 25, EXPERIENCE 20.

Points are purchased in the following ratios: STRENGTH (1-1),
DEXTERITY (1-1), INTELLIGENCE (1-1), LIFE (5-1) and EXPERIENCE (4-1)

Points you assign to a character will determine the professions
available to him. A character may have more than one profession. The
cost of each profession is as follows:

 SORCERER INT 11
 PRIEST   INT  7
 FIGHTER  INT  5
 RANGER   INT  3
 THIEF    INT  3

After you select a profession the skills list will appear. Only the
skills available to the characters profession will appear. After the
skill list you will see a list opf all the weapons the character has
the STRENGTH and skill to use. Select a weapon. The character will be
provided with the weapon, armour, a dagger and a shield (if the weapon
was one handed and the character has the skill and strength to use a
shield).


CHECKING A CHARACTER

To check a character press the letter C. First screen displays
attributes and possessions, second screen displays skill ability
ratings.

To trade coins press T

To ready, drop or evaluate items press R. The menu changes. Use arrow
keys to place highlighting on the desired item. To ready an item press
R; YES indicates the item is readied.

To transfer an item press T an the computer asks TO A (C)HARACTER OR
TO THE (I)NN.

To drop an item, press D. It cannot be recovered once dropped.

To evaluate an item press E

After the check is completed, exit by pressing X


PERSONAL ATTRIBUTES

Strength

Determines available weapons, permissable weight of armour, ability to
force locks, and rate of recovery from wounds. N.B. The designers
suggest that the starting strength should not be higher than required
for use of the desired weapon or armour.

Dexterity : Determines starting value for many skills. Indicates how
often a character may act, e.g. DEX 20 acts twice as often as DEX 10.

Intelligence : Determines professions available to a character. In
general only the exact INT points required for the desired
profession(s) should be purchased. However, since INT does influence
other factors, it just might be worth purchasing more sometimes.

Life : Determines ability to withstand wounds and to avoid becoming
unconscious. Bleeding, poison, Life Steal, and Life Blast cause a loss
of current life. When life reaches zero, the character is dead.

Experience : Represents training and skill of the character. In the
game a character earns experience points which may be spent to
increase his attributes, skills, power and karma. A new character
begins with Experience reflecting his background.


PROFESSIONS

RANGERS are foresters, scouts and hunters. They can exist on their own
in the wilderness. Although they are not great fighters they can use
spears and bows.

FIGHTERS are prepared for all types of combat.

PRIESTS are favoured by the gods. They can heal, treat poisons and
turn undead.

THIEVES are sneaky and make good point men. They can spot the enemy,
locate hidden things, find and disarm traps, and bargain well.

SORCERERS are able to cast spells and make potions. They can recognise
and understand (evaluate) the magical items that they find.


SKILLS

A characters profession(s) determines the skills he possesses. His
attributes influence the starting values of his skills.

SKILL ABILITIES

Skill abilities are values which represent how well a character
perform,s a skill. There are skills of magic, of the dungeon, of the
wilderness, of the use of weapons, of scholarshop, and of healing.
Usually, to determine if a skill is performed successfully, the skill
abilities are randomised and compared with another number.

For example, consider a thief with a search ability of 74 as he
searches a wall. A trap in the wall has a concealment rating of 30 (Of
course this is not known by the player). A number between 1 and 74 is
rolled; and if the number rolled is above 30, the trap is spotted.

Many magical items increase a skill ability when the weapon is
readied. Wounds and morale loss may decrease the skill ability of all
skills except 'luck' and 'turn undead'. 'Luck' and 'turn undead'
abilities never exceed the current Karma rating.

Weapon Skills

Weapon skills are 1) the ability to hit an opponent with a weapon and
2) the ability to avoid being hit by an opponent whilst the weapon is
readied.

Weapon skills are Close combat (unarmed and dagger), Sword, Axe,
Spear, Mace, Flail, Bow and Crossbow.

Shield : The ability to shield bash, to avoid being hit, and to block
an attack that would have succeeded.

Combat awareness : The ability to sense others nearby and the
direction from which an attack came.

Scan : The ability to spot an enemy who is hidden or sneaking.

Swimming : The ability to move through liquid without stopping or
inhaling water.

Stealth : The ability to avoid being seen by the enemy.

Hunt : The ability to live off the wilderness (not used in this game).

Track : The ability to follow tracks. Used to find a monsters lair
and the treasure therein.

First Aid : The ability to heal wounds and stop bleeding. First Aid
does not work on serious wounds and serious bleeding. Any wounds and
bleeding not healed in the attempt to heal become more serious.
Bandages are required.

Search : The ability to find things that are hidden, including magic
items, traps, secret doors, and many other things.

Disarm Trap : The ability to disarm a trap that has been spotted.

Picklock : The ability to open locked doors, chests, etc. Requires
lockpick.

Haggle : The ability to get the best possible price for something
being sold.  When an item is being sold by your party, your best
haggler determines the price you get for it.

Treat Poison : The ability to stop the continuing effects of poison.

Treat Disease : The ability to stop the continuing effects of
disease.

Turn Undead : The ability to destroy one of the undead and at the
same time, to protect oneself from the attacks of the others.

Alchemy : The ability to make potions successfully in a laboratory.

Luck : The ability to prevent harm (other than magic) to a character.
Represents the good will of the gods.

Read Ancient : The ability to understand ancient writings.

Evaluate Magic : The ability to determine whether an object is
magical and in what way. Magical items do not function until they have
been evaluated. A sorcerer who has failed to evaluate an item must
improve his ability before trying again to identify that item. Your
character with the best Evaluate Magic ability will attempt to
evaluate all items found as loot after combat, before anyone views
them.

Cast Spell : The ability to cast a spell successfully

Morale Lost : This is not a skill, but will be displayed on the skill
page if greater than zero. It is detrimental to the character because
it subtracts from any skill the character attempts to perform.
Sleeping in the inn will reduce it slowly, and a visit to the tavern
can eliminate all morale loss.



SKILLS
Starting

 Skill                  Class1      Value2        Ep3         Gain4
 Close Combat            ALL          D            3       1-8/1-4/1-2/1
 Sword                    F           D            4             "
 Axe                      F           D            6             "
 Spear                   F,R          D            4             "
 Mace                     F           D            3             "
 Flail                    F           D            6             "
 Bow                     F,R          D            5             "
 Crossbow                 F           D            3             "
 Shield                   F           D            4             "
 Combat Awareness         F           I            3             "
 Scan                    ALL          I            4             "

 Swimming                ALL          S            3             "
 Stealth                 R,T          D            5             "
 Hunt                     R           D            3             "
 Track                    R           1            4             "
 First Aid               R,P          I            3             "
 Search                   T           I            4             "
 Disarm Trap              T           D            5             "
 Picklock                 T           D            4             "
 Haggling                 T           I            3             "
 Treat Poison             P           I            4             "
 Treat Disease            P           I            4             "
 Turn Undead              P          EXP           4             "
 Alcheny                  S           I            5             "
 Luck                     P          EXP           6             "
 Read Ancient             S           I            4             "
 Evaluate Magic           S           I            3             "
 Cast Spell               S           I            6             "
 Karma                    P           0            1             1
 Power                    S           0            3             1

1 Class indicates which professions possess the skill. F=fighter etc.

2 Starting value indicates which attribute controls the starting value
of the skill. D = Dexterity etc.

3 EP indicates the amount of experience required to improve the skill.

4 GAIN: Each time you improve a skill through experience, the skill
increases a random amount. At first the skill will increase 1-8
points.  When the skill ability reaches 100 the skill will only
increase 1-4 points. At skill ability 150, you only gain 1-2 points
each time you spend experience. Finally, at skill 200, you only gain 1
skill point.


EXPERIENCE

To spend experience you must be at the inn. Use arrow keys to move
cursor.

If you have 100 points of experience to spend you may improve your
STR, DEX or LIFE when you follow the instructions at the bottom of the
screen.

MORALE

During the course of the game your characters will accumulate morale
loss. This represents fatigue and nervous strain and reduces your
skill abilities. Morale is lost through fighting, being awake as dawn
breaks (i.e. being up all night),and through various magical effects
you may run into.

Morale loss is slowly reduced through sleeping in a good room at the
inn. It is very quickly reduced by having a good time in a tavern.


THE GAME ELEMENTS


Coins

A character may carry no more than 250 coins.

There are four denominations: copper, silver, electrum and gold. Each
type is worth ten times as much as the previous one listed.

Money is obtained by selling items in the market place in the town.

Money is spent for purchasing all types of items.


Items

Each item has a set of characteristics: size *(small, medium, large),
number of hands required to ready, and strength required to ready.

An item must be readied before it is used. A character may not ready
an item that would require more hands than he has available or more
strength than he has.

A character may have no more than 1 weapon, 1 armour and 1 shield
readied at any time.

A character may not carry more than 10 items. Among these there can
be no more than 2 large items or a combination of 5 medium and large
items.

TORCHES provide light. They require one hand and are lit as soon as
they are readied. When unreadied they are consumed. Torches are
automatically consumed on entering the inn..


MAGICAL ITEMS

If an item is magical, it can be either evaluated or unevaluated. If
the item is unevaluated, the character cannot use its magical
properties.

A magical item must be readied to be considered in use. Magical items
can have offensive and defensive capabilities, skill bonuses, and
spells.

If 1) an item is readied and has a skill bonus and 2) the character
has the skill he gets the skill bonus. Items do not create skills, but
they enhance the skills already possessed.

When a spell on an item is cast, one charge is deducted from the item.
When the number of charges reaches zero you can no longer cast spells.
You will not know the number of charges on an item. Some spells work
an infinite number of charges - but you won't know which..

Potions come in vials, bottles or jars. There are two types of
potions: Defence (add armour) and cast spells. Those that cast spells
are treated like other items that cast spells (see above). Potions of
defence must be treated as though they were casting spells; that is,
readying the potion does not add defence. The potion must be used.


WOUNDS

Wounds have two effects, injury and bleeding.

Injury represents the pain of the victim and the damage to his
effectiveness. Injuries of themselves can cause unconsciousness, but
not death.

Bleeding represents uncontrolled loss of blood. Bleeding reduces a
characters LIFE, When life is zero, the character is dead. Wounds do
not always cause bleeding.

There are two levels of both injury and bleeding: normal and serious.

Normal injury is referred to as Injury; normal bleeding as Bleeding.
As expected serious injury and bleeding are harder to heal.


KARMA AND PRAYERS

Pay careful attention to the relationship between Karma and prayers;
the ability of your characters to survive battle depends on it.

Karma represents the influence the character has with the gods. When a
character prays he spends Karma temporarily. The more he prays, the
less Karma he has remaining and therefore the less influence with the
gods. The effective skill ability for Turn Undead and Luck (unadjusted
for prayers or magic items) may not exceed the characters Karma
rating. A character can regain Karma by visiting a temple.

There are 8 prayer levels. The maximum Karma a character has
determines the best prayer possible.

PRAYER LEVELS

1) Stop Normal Bleeding: Removes all normal bleeding.

2) Heal Normal Injuries: Removes all normal injuries and normal
   bleeding.

3) Bless: Increases luck of entire party by 40 during a battle.

4) Stop Serious Bleeding: Removes all serious bleeding and all normal
   bleeding.

5) Heal All Injury: Removes all injury (normal and serious) and all
   bleeding (normal and serious).

6) Create Food and Water: No effect in this game.

7) Restore Life Forces: Removes all injury and bleeding and restores
   Life up to the characters maximum.

8) Raise Dead: Removes all injury and bleeding, restores Life to
   characters maximum, and restores character to life.

Note that even though an unconscious person has been healed, the
character will remain unconscious until the end of combat.


SPELLS

Spells are cast in dungeons or combat, but especially during combat.
A sorcerer knows all the spells at the start, but may not be able to
cast them successfully. Spells have a difficulty level and a power
cost.

In combat, spells are cast with the C command. The computer displays a
list of spells for which the sorcerer has enough power.

In dungeons spells are cast with the S command.

A sorcerers power is reduced by the cost of the spell each time a
spell is attempted. To cast a spell a sorcerer must have sufficient
power remaining from previous reductions.

Lost power may be regained by resting at the Inn. Maximum power is
increased by experience: 1 power costs 3 experience points.

The odds (percentage) of casting a spell successfully are equal to the
cast spell ability minus the difficulty level. Foe example, if a
Sorcerer with a spell cast ability of 90 tries to cast a lightening
bolt (difficulty level 60), he has a 30% chance of casting the spell
successfully.


SPELLS

- Countermagic 1,4 Halves enemy spell cast ability for one battle

- Foxfire 4 Provides light for one battle or until exiting the dungeon

- Magic Bolt 1 Hits the target with a magical bolt as shortbow arrow

- Night Vision 4 Allows Sorcerer to see in dark. Lasts until return to
Inn

- Unlock 2 May open a locked door, chest, etc. Chance of success is
based on sorcerers skill and locks difficulty.

- Invisibility 1,4 Makes sorcerer unseen for one battle. The sorcerer
may be spotted temporarily if adjacent to an enemy or if making a
physical attack

- Reveal Enemy 1,4 Makes all enemies visible and prevents the enemy
from becoming invisible for the remainder of the battle (although they
may still hide). Adds 30 to Scan and 20 to combat awareness of all
members of the casting sorcerer's party.

- Wound 1 Hit the target with a bolt of physical magic

- Magic Protection 1,4 Increases the resistance to magic of the
sorcerer's party for one battle.

- Missile Protection 1,4 Makes the sorcerer's party invulnerable to
missile weapons for one battle.

- Paralyze 1,4 Has a 25% chance of paralyzing each enemy so that he
may not move or defend himself for the remainder of the battle. Does
not work on targets with magic resistance.

- Darkness 1,4 Eliminates Foxfire spells and temporarily blinds all
enemies so that the party is engaged no longer.

- Poison 1 Slowly kills the target. Cannot be dispelled. Magic
resistance does not help.

- Change Terrain 3,1 Converts unoccupied terrain to clear, wall, or
rubble.

- Shatter 1 Destroys items in the targets hands. Some magic items are
unharmed.

- Lightning Bolt 1 Hits the target with a powerful magic attack

- Life Blast 1 Reduces the life of the target

- Dispel Magic 1 Eliminates all enemy combat spells

- Armor 1,4 Increases the armour and resistance to magic of the
sorcerer's party for one battle.

- Life Steal 1 Reduces the targets life and the sorcerer's wounds.

- Mass Invisibility 1,4 Turns the sorcerer's party invisible.

- Fireball 1 Fills an area around the target square with magical
flames that do magical damage to the sorcerer's enemies only.

 1 May be used in combat only
 2 May not be used in combat
 3 Will not work in dungeons
 4 Combat Spell: Is dispelled by an enemy cast of Dispel Magic.


SPELLS

 Spell                Power Cost     Difficulty
 Countermagic             1              0
 Foxfire                  1              0
 Magic Bolt               1              0
 Night Vision             1              0
 Unlock                   1           Special
 Invisibility             2              0
 Reveal Enemy             2             20
 Wound                    2             10
 Magic Protection         3             10
 Missile Protection       3             30
 Paralyze                 3             40
 Darkness                 3             30
 Poison                   3             50
 Change Terrain           4             20
 Shatter                  4             20
 Lightning Bolt           4             60
 Life Blast               4             80
 Dispel Magic             5              0
 Armor                    5             50
 Life Steal               5            140
 Mass Invisibility        8            100
 Fireball                 8            100


THE OUTSIDE WORLD

Commands are as follows:

(S)earch Area: If no adventure awaits you in a square at a particular
time, the search brings no change to the screen. You may have to
search a square more than once; you may find nothing there at one time
and something there at another.

(C)heck a character: Allows you to check a character

(M)ake Camp: You make camp primarily to perform various post-combat
activities indicated by the following commands:

(P)ray for Healing: See Karma and Prayers

(H)eal a character: Perform First Aid on members of your party.

(C)heck a character:

(V)iew Items: Display items found on monsters and in the area.

(U)npoison a character: Attempt to unpoison.

(S)how Party Health:

(M)ove Money Around: Distribute money amongst characters.

(T)ell the Minstrel your deeds: Saves Game (not in a dungeon!).

E(X)it Camp.


DUNGEONS

(To put a dungeon back into it's original state, use the utilities
command when you boot up.)

Dungeons are buildings or other places that can be explored.
Searching where a dungeon exists in the outside world results in
entry.  In a dungeon, the characters move about exploring, fiding and
disarming traps, talking to people, reading old scrolls, etc. Messages
appear on the screen. If <CR> appears in the bottom right hand corner,
press return to continue.

Active Statuses

At any given time in the dungeons, each character has one of three
statuses: Active, Following, or Independant. The set of Active
Statuses control which characters move and act. One and only one
character may be Active at any one time; the others at that time are
Following or Independent.

Active: The Active character is the one currently performing a task

Following: The Follower is a character that moves when the active
character does

Independant: The Independant character does not follow the Active
characters nmovement. this is useful when preparing your party for a
fight or when sending a character ahead to search out traps.

To change the Active status of a character, press A as the Dungeon
menu is on the screen. P changes status of all characters in the
party.


THE DUNGEON MENU

 > Change Facing: turns character clockwise a quarter turn
 < Change Facing: turns character counterclockwise
 1,3: The directions in which the character may move
 A) Alter Active Status of Characters
 C) Check a Character
 E) Examine Space in Front of Character: (for traps, secret doors etc)
 F) Start a Fight with Person in Front: Attack person in front
 M) Make Camp
 N) Make Next Character Active
 O) Open Thing You Are Facing: Chest, door, etc.
 S) Cast either Foxfire or Night Vision: (Sorcerer)
 T) Talk to the Person in Front of You:
 W) Have Active Character Wait: (Allows followers to move closer).

 ?) Help: Displays brief description of commands available.

 FACING does not effect movement in the dungeon as it does in combat.

LEAVING THE DUNGEON:

A party may leave the dungeon by moving the active character onto an
exit square. Exit squares are usually found on the edge of the map or
stairways.


COMBAT

Quick Combat

Computer handles all combat (note, normal combat can take 20 to 30
minutes to resolve)

Combat ends when one of the following conditions occurs: 1) no one
from either side can see an enemy; 2) all of one side have fled the
battle field, are unconscious or dead.


Types of damage:

The results of an attack are dependent on the damage type and the
damage rating of the attacker's weapon or spell.

There are two categories of damage type:

 - Pure Magic
 - Physical

There are six types of damage:

 - Bash        (Physical)
 - Cut         (Physical)
 - Thrust      (Physical
 - Physical Magic (Physical)
 - Magic       (Pure Magic)
 - Life Blast  (Pure Magic)

The location of the hit is determined by damage type. Bash and cut
attacks tend to do more injury. Thrust tends to cause more bleeding.
Physical magic tends to cause the most damage of all.

Facing

Each character has a facing; that is, each character faces in a
particular direction. From the characters facing, certain squares are
referred to as his front, rear, shielded side, and unshielded side. In
the following diagrams, the ^ indicates which way the character faces.


                   Front
                  .  .  .

   Shielded side  .  ^     Unshielded side


                    Rear


              Unshielded side
                  .

       Front      .  <     Rear

                  .  .

               Shielded side

Shield Protection

A shield can protect you from attack from the left and front. It
cannot protect you from attack from the right (unshielded side) or
rear or if the attacker is using a flail.


Engagement

If a character who was attacked by a melee weapon in the last action
that an enemy performed is still adjacent to the enemy, he is ENGAGED.
An engaged character my neither sneak nor move more than one square.


Special Weapon Abilities

AXES: If a shield blocks an axes blow and the damage roll for the axe
exceeds the defence of the shield, the shield breaks.

FLAILS: Flails totally ignore shileds. An attack with a flail has the
same effect as an attack on the targets unshielded side.

SPEARS: When attacking, spears may reach two squares, attacking over
the heads of friends and enemies.

      .  .  .
   .  .  .  .  .
   .  .  ^  .  .

The spear (^) facing up may attack any square with a dot in it.

BOWS AND CROSSBOWS: These are missile weapons. When defending with a
missile weapon in hand, the close combat skill is used.


COMBAT OPERATIONS

When a character attacks, the attacker's ability is compared to the
defender's ability to determine whether there is a hit.

The attacker's ability is increased if:

 1) Defender is prone and the attacker is using a melee weapon.
 2) Defender's last action was an attack to kill (K)
 3) Defender moved quickly or through obstacles and the attacker is
    using a melee weapon.
 4) Attacker aimed at the target in action prior to the attack.
 5) Defender was attacking a target other than the attacker or the
    attacker was unseen (invisible or sneaking) and the Defender fails
    a combat awareness roll.
 6) Defender is attacked from the rear.

The attacker's ability is decreased if:

 1) Attacker is prone while attacking with a melee weapon.
 2) Defender is prone and the attacker is using a missile weapon.
 3) Attacker is making a defensive attack (D).
 4) Defender's last action was readying an item, dodging, or a
    defensive attack.
 5) Attacker moved quickly (moved more than 2 or 3 squares) or over
    obstacles.
 6) Defender moved quickly or through obstacles and the attacker is
    using a missile weapon.

To determine if the character is hit:

 - Attacker's ability: Attacker's weapon skill ability
 - Defender's ability: Defender's weapon skill ability divided by two
   plus defender's shield skill ability if shield may be used.
 - Adjust attacker's ability (see above)
 - Compare adjusted attacker ability roll to defender ability roll to
   see if hit.

To determine damage when hit:

 - Roll attacker's damage (or set damage if a pure magic attack).
 - Roll defender's armour (or set armour if a pure magic attack).
 - If defender's shield may be used, compare adjusted attacker ability
   roll to defender's shield ability roll.
 - If the shield roll is successful, add the shield strength to the
   defender's armour roll.
 - Subtract adjusted defender's armour roll from attacker's damage
   roll to determine base damage.

In general, if a character is hit, the following is true.

1) The higher the damage rating of he weapon, the greater the degree
of damage to the character. (Each armour type has a defence rating
indicating your protection from each damage type.)

2) The higher the armour defence rating against the attacking type,
the lower the degree of damage to the character.

If an attack is one of pure magic, it has a fixed result dependent on
the damage rating of the attack and the magic defence rating of the
armour, Apply the base damage to the target. Pure magic attacks never
cause bleeding.

If an attack is not one of pure magic, determine the hit location and
apply the injury multiple to determine the total injury. Determine
severity. Roll the base damage and apply bleeding multiple to
determine the total bleeding. determine severity. Determine if the
defender is dead or unconscious.

Note that multiples are determined by location, with chest and stomach
causing much bleeding, and limbs and head much injury.


COMBAT COMMANDS

In the following explanation of combat commands, movement restrictions
often are listed as 1 or 2 squares. The greater restriction is for
diagonal moves. A diagonal move cost one and a half times as much as a
vertical or horizontal move. Obstacles also count as extra squares in
movement.

A Attack: The character may make a normal attack. If the character
moves more than 1 or 2 squares, he no longer may make normal attacks.
Attacking ends a characters move.

C Cast Spell: The character begins an attempt to cast a spell. The
spell is completed, based on the spells power cost in 1 or 2 turns.
casting a spell ends a character's turn.

D Defensive Attack: A defensive attack is the same as an attack, but
it decreases the chance of hitting and being hit. It may not be
performed with bows or crossbows.

E Stand Erect: This may not be performed if the character has moved.
Stand erect ends a character's turn.

F Fall Prone: This may be performed at any time. It decreases the
chance of being hit by missile weapons and increases the chance of
being hit by and failing to hit with melee weapons. Fall Prone ends a
turn.

G Guard: The character waits for an enemy to get in one of his front
facing squares before attacking. The first time he is aware of an
enemy in front of him, he will attack. Characters moving more than 1
or 2 squares may not Guard. Guard ends a turn.

I Inspect a Character: Shows character stats; has no effect on turn.

K Attack to Kill: The character makes a reckless attack on the target.
He increases the possible damage to the target, but also increases his
own chances of being hit. Bows and Crossbows may not attack to kill.
This command ends a character's turn.

L Load Bow or Crossbow: To attack with it, a bow or crossbow must be
loaded. If it was readied before combat, it is loaded already. If it
wasn't, this command loads it. After combat begins, a bow is
considered loaded again after each shot. A crossbow, however, must be
loaded again each time before it is used. A character may move only 1
or 2 squares if he is to load. Loading ends the character's turn.

M Use a Magic Item: The character may cast a spell that is on a magic
item or drink a potion. The character cannot have moved previously.
This command ends a character's turn.

O Open or Close Door: The character may open or close an unlocked
door. Doors may not be closed if occupied by living or dead. The
character may not have moved more than 2 or 3 squares. The command
ends the character's turn.

P Pray: The character may make any prayer to his gods for which he has
sufficient Karma. The character cannot be moved previously. Depending
on the prayer level. prayers take 1 to 4 turns.

Q Quit Your Turn: The character ends his turn.

R (Un)ready an Item: The character may ready and unready items and
dodges. He may not have moved more than 1 or 2 squares. Use of this
command does not end his turn, but it restricts the actions that may
be performed to fall prone, inspect, quit, ready, sneak, scan, look at
targets, moving, and help.

S Begin Sneaking: The character attempts to sneak (makes a stealth
ability roll). He does not learn whether he is successful. If he is
successful, he becomes hidden. While hidden, he may move normally. He
may be spotted when performing a physical attack, he moves adjacent to
an enemy, or when an enemy scans or uses a Reveal Enemy spell. A
character may not sneak while engaged. Sneaking ends a character's
turn.

T Aim at Target: The character aims at an available target. If, in his
next action, he attacks that target (with A, D, or K), the target is
MUCH easier to hit and vulnerable to greater damage. A character
aiming at a target does not engage the target. he may not move and
aim. Aiming ends a character's turn.

U Turn Undead: The character selects an undead target and attempts to
dispell it. He also becomes partially safe from undead attacks. A
character may not move if turning undead. Turning undead ends the
character's turn.

V View with Scan: The character looks all around, attempting to spot
hidden enemies (making a scan ability roll). A character may not move
more than 1 or 2 squares and scan. Scanning ends a character's turn.

W What Targets: The character may look at all visible enemies in his
field of vision. If S is pressed while the cursor is over an enemy,
some information about he enemy is displayed. You may look at an enemy
at any time. Looking at an enemy does not effect the character's turn.

Z Dodge and Zig Zag: The character dodges, making him more difficult
to hit. He may not have moved more than 2 or 3 squares. Dodging does
not end the character's turn, but his actions are restricted afterward
to fall prone, inspect, quit, ready, sneak, scan, look at targets,
moving and help.

? Help: The computer displays a brief description of the commands
available. The command may be used at any time, it does not end the
character's turn.


DEFENSE RATINGS

 Armour         Bash   Cut   Thrust   Magic   Str
 Leather          3     2       2       0      5
 Cuirbolli        5     4       3       0      6
 Ring             4     6       3       0      8
 Brigantine       6     8       5       0      9
 Chain            5    10       6       0     12
 Scale            6    10       7       0     15
 Plate            8    12       9       0     16

 Str = strength required to wear the armour

OTHER GAME ITEMS

 Ropes
 Crowbars - used for forcing locks
 Lockpicks - used for picking locks
 Bandages - needed for first aid
 Bottles, Jars, and vials - may or may not contain potions

There are other game items as well


WEAPONS

 Weapon          Dam      Type     Str    Hands     EP    Skill
 Fist          STR/4        T       5       1        3    Close Combat
 Dagger           4         T       5       1        3    Close Combat
 Rapier           6         T       6       1        4    Sword
 Shortsword       7         T       8       1        4    Sword
 Scimitar         8         C      10       1        4    Sword
 Broadsword       9         C      12       1        4    Sword
 Longsword       10         C      16       1        4    Sword
 Claymore        12         C      11       2        4    Sword
 Greatsword      14         C      15       2        4    Sword
 Handaxe          7         C       8       1        6    Axe
 Battleaxe        9         C      12       1        6    Axe
 Geataxe         13         C      13       2        6    Axe
 Mace             7         B      10       1        3    Mace
 Morningstar      9         B      16       1        3    Mace
 Staff            8         B       7       2        3    Mace
 Maul            11         B      13       2        3    Mace
 Flail            8         B      12       1        6    Flail
 Large Flail     12         B      13       2        6    Flail
 Spear            8         T      10       1        4    Spear
 Heavy Spear     10         T       8       2        4    Spear
 Shortbow         8         T       8       2        5    Bow
 Longbow         10         T      12       2        5    Bow
 Light Crossbow  11         T      10       2        3    Crossbow
 Heavy Crossbow  15         T      16       2        3    Crossbow
 Buckler          *        4A       6       1        4    Shield
 Shield           *        6A      10       1        4    Shield

 * Do shield bash

 DAM = Damage Rating
 TYPE = Damage Type (T)hust, (C)ut, (B)ash
 STR = Strength required to use
 HANDS = Number of hands required to use
 EP = Experience cost to improve skill
 SKILL = Skill required to use the weapon

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End Project 64 etext Wizard's Crown manual.

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