WIZARD'S CROWN DOCUMENTATION

 Wizard's Crown is a game of adventures and encounters.  The objective 
is to locate and retrieve a wizard's crown.  You create a party of eight 
characters, each with personal attributes and professions that determine 
the skills he will have available for his actions.
The adventurers travel, setting out from the Inn, following clues and 
searching through a town and ruins.  There are opportunities to enter 
buildings, and other places, in which dangerous and delightful events 
take place.
     Be aware that monsters may appear almost anywhere.  When they do, 
you may fight a detailed tactical battle.  Or, if you prefer, you may 
choose to fight quick combat, in which the computer resolves the entire 
battle in a few seconds.
     After a battle, the characters take loot from the monsters, or 
equipment (sometimes magical) to be used or sold later on.  From their 
adventures, the characters acquire experience which they then use to 
increase their skills.
     While in battle, a character may receive injuries that weaken him 
for future battles.  By returning your party to the Inn, you make it 
possible to give a wounded character rest and recuperation before you 
send the party off on further adventures.
     As the game begins, you are at the Inn.  The computer displays 
information about the current situation: the time, the names and the 
status of the members of your party of adventurers, and a set of 
commands which allow you to take various actions.
     You may learn about a current character, remove, improve, outfit or 
rest a current character, create a new character, distribute money, view 
the items stored at the Inn, and save the game.
     When you are ready to begin your adventures, you leave the Inn.  
Return to the Inn when you wish to rest your party or to save the game 
(writing your characters to the disk).
     At the upper right hand corner of the screen, the year, day, and 
time of day are indicated (10/0 DAWN at the start, indicating the tenth 
year of the reign of Ancus).  At the right-hand middle of the screen, 
the time delay after messages is indicated (5 at the start).  The delay 
is a number from 1 to 9, 1 indicating the shortest, 9 is the longest 
delay.  You may change the delay by typing D.  Each time you type D the 
number increases by 1; after 9, it begins again at 1.

The COMMANDS:


(G)reet New Adventurers
This command allows you to create a new character.  A maximum of eight 
characters is allowed.  If the current player list contains eight, you 
must eliminate one of the current characters before you add a new one.

(T)ell the Minstrels of Your Deeds
This command saves the game.

(R)est the Adventurers
This command allows you to send your party to rest.  Depending on his 
strength, each member of the party recovers from his wounds and his lost 
Power, Morale, and Life Force.  The cost per day of rest is 40 copper, 
automatically subtracted.  If a character can't pay for the number of 
days he is to rest, he sleeps in the stables for the entire period.  In 
this case, only the characters power is restored.

(C)heck a Character
This command allows you to inspect a character's current condition.

(I)mprove a Character
This command allows you to improve a character by spending Experience on 
attributes, skills, power, and karma.

(H)ave a Character Quit the Party
This command allows you to remove a character.  he is permanently lost 
(unless you reboot without saving the game).

(V)iew Items a Stored at the Inn
This command allows you to view the items at the Inn and pick up those 
you no longer wish to store.  The maximum number that may be stored is 
18.

(O)utfit a Character
This command allows you to choose a new icon to represent the character 
and to rename your character.

(M)ove Money Around
This command allows you to distribute money,  You may choose to divide 
it among all of the characters or give it all to one.

E(X)it the Inn
This command allows you to leave the Inn and begin your travels.
     After you exit the Inn, the computer asks "HAVE ALL CHARACTERS 
LEAVE THE INN Y/N?" If you answer N(for no), you are asked to select 
those characters which are to leave.
     After the departing characters are chosen, the computer displays 
the current party member list with the status now reflecting whether the 
character is traveling.
     The computer asks "WHICH CHARACTER WILL BE ON POINT?" Choose from 
your party a member with good ratings in Stealth and Scan.  The point 
character's skills in these areas modified by how far in advance of the 
party he is determine whether, 1)the party may perform an ambush, 2)the 
party itself is ambushed, or 3)the party has a normal face-to-face 
encounter.
     After the character is chosen, the computer asks you to give a 
value to the point man lead, "POINT MAN LEAD (1=none or 2-9)?" This 
value represents how far in advance of the party the lead man is 
scouting.  The farther out he is, the less likely the party will be 
ambushed.  At the same time, the farther out he is, the less chance he 
has of getting back to the main group when combat occurs.  After the 
lead is entered, the party leaves the Inn.
     You may create one or more new characters for your party, to a 
maximum of eight. you must distribute points among the personal 
attributes (strength, dexterity, life) and experience.  Then select one 
or more professions from those available to you as a result of te 
intelligence you have given the character.
     Your choice of professions determines the skills of the character; 
his personal attributes influence the ratings of the skill abilities 
given to him when he is created.  His skill abilities will change later, 
according to his experiences.
     To create a new character when you already have the maximum 
number(8) of members of your party, press H.  You will be asked to 
select the characters who is to depart and then to confirm your choice.  
Then you will be returned to the Inn.  The departed character is gone 
permanently.  Now press G to allow you to create a new character.
be returned to the Inn.

STR=Strength
DEX=Dexterity
INT=Intelligence
LIFE=Life
EXP=Experience

There are five professions from which to choose:
RANGER,FIGHTER,PRIEST,THIEF, and SORCERER.  A character may have more 
than one profession.

Rangers are foresters, scouts, and hunters.  They can exist on their own 
in the wilderness.  Although they are not great fighters, they can use 
spears and bows.
Fighters are prepared for all types of combat.
Priests are favored by the gods.  They can heal, treat poisons and turn 
undead.
Thieves are sneaky and make good point men.  They can spot the enemy, 
locate hidden things, find and disarm traps, and bargain well.
Sorcerers are able to cast spells and make potions.  They can recognize 
and understand (evaluate) the magical items that they find.


SKILLS
Close Combat,ALL,D, 3,1-8/1-4/1-2/1
Sword       ,F  ,D, 4,   "
Axe         ,F  ,D, 6,   "
Spear       ,F-R,D, 4,   "
Mace        ,F  ,D, 3,   "
Flail       ,F  ,D, 6,   "
Bow         ,F-R,D, 5,   "
Crossbow    ,F  ,D, 3,   "
Shield      ,F  ,D, 4,   "
BatAwareness,F  ,I, 3,   "
Scan        ,ALL,I, 4,   "
Swimming    ,ALL,S, 3,   "
Stealth     ,R-T,D, 5,   "
Hunt        ,R  ,D, 3,   "
Track       ,R  ,I, 4,   "
First Aid   ,R-P,I, 3,   "
Search      ,T  ,I, 4,   "
Disarm Trap ,T  ,D, 5,   "
Picklock    ,T  ,D, 4,   "
Haggling    ,T  ,I, 3,   "
Treat Poison,P  ,I, 4,   "
Treat Disese,P  ,I, 4,   "
Turn Undead ,P ,EXP,4,   "
Alchemy     ,S  ,I, 5,   "
Luck        ,P ,EXP,6,   "
Read Ancient,S  ,I, 4,   "
EvaluteMagic,S  ,I, 3,   "
Cast Spell  ,S  ,I, 6,   "
Karma       ,P  ,O, 1,   1
Power       ,S  ,O, 3,   1
__________________________
1st column-SKILL
2nd column-CLASS
3rd column-VALUE
4th column-EP
5th column-GAIN
----------------
CLASS indicates which professions possess the skill:
F=Fighter, R=Ranger, T=Thief, P=Priest, S=Sorcerer.

STARTING VALUE indicates which attribute controls the starting value of 
the skill:
D=Dexterity, I=Intelligence, S=Strength, EXP=Experience

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

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

Intelligence Requirements:
SORCERER requires INT of 11
PRIEST   requires INT of  7
FIGHTER  requires INT of  5
RANGER   requires INT of  3
THIEF    requires INT of  3

MORALE:
During the course of the game, your character will accumulate morale 
loss.  Morale loss represents fatigue and nervous strain and reduces 
your skill abilities.  Morale is lost through fighting, through being 
awake as dawn breaks (being up all night), and through various magical 
effects you may encounter.
     Morale loss is slowly reduced through sleeping.

 good room at the Inn.  It is very quickly reduced by having a good time 
at a tavern.
     A character may carry no more than 250 coins.  There are 4 
denominations of coins:
copper, silver, electrum, and gold.  Each type is worth 10 times as much 
as the previous one listed.  All values are listed in Copper Coins.
     Money is obtained by selling items that are found or taken as loot.  
They are sold in the town marketplace.
     Money is spent for purchasing all types of equipment, making 
potions, training, and resting at the Inn.
     Each item has a set of characteristics:
size (small, medium, or large), number of hands required to ready the 
item, and strength required to ready the item.
     An item must be readied before it can be used.  A character may not 
ready an item that would require more hands than he as available or more 
strength than he has.
     A character may have no more than 1 weapon, 1 armor, and 1 shield, 
readied at any one time.
     A character may carry not more than a total of 10 items.  Among 
these there can be no more than 2 large items or a combination of 5 
medium and large items.
     Torches provide light.  They require one hand and are lit as soon 
as they are readied.  When unreadied, they are consumed.  Torches are 
automatically consumed when a character enter the Inn.
     If an item is magical, it can be either evaluated or unevaluated.  
If the item is unevaluated, the character cannot use its magical 
properties.
     A magical item must be readied to be considered in use.  Magical 
items can have offensive and defensive capabilities, skill bonuses, and 
spells.
     If 1)an item is readied and has a skill bonus and 2)the characters 
has the skill bonus.  Items do not create skills, but they enhance the 
skills already possessed.  For example, when a character who has Stealth 
readies his cloak of Stealth +15.  If he had not had Stealth, he would 
not have received the bonus.
     If a readied item has a spell, the spell is cast with automatic 
success when the item is used.
     When a spell on an item is cast, one charge is deducted from it.  
You will not know the number of charges.  However, when the number of 
charges is equal to zero, you can no longer cast spells.  Also, the item 
may disintegrate.  Some spells work on an infinite number of charges, 
but you will not know which ones.
     Potions come in vials, bottles or jars.  There are two types of 
potions:
Defense (add armor) and Cast Spells.  Those that cast spells are treated 
like other items that cast spells.  Potions of defense must be treated 
as though they were casting spells; that is, readying the potion does 
not add defense.  The potion must be used.

Wounds have two effects:
injury and bleeding.
     Injury represents the pain of the victim and the damage to his full 
effectiveness.  Injuries of themselves can cause unconsciousness, but 
not death.
     Bleeding represents uncontrolled loss of blood.  Bleeding reduces a 
character's LIFE.  When Life is zero, the character is dead.  Wounds do 
not always cause bleeding.

PAY CAREFUL ATTENTION TO THE RELATIONSHIP BETWEEN KARMA AND PRAYERS; THE 
ABILITY OF YOUR CHARACTERS TO SURVIVE BATTLE DEPENDS ON IT.

Karma represents the influence a character has with the gods.  When a 
character prays, he spends Karma temporarily.  The more he prays, the 
less Karma he has remaining and therefore the less influence with the 
gods.  The effective skill ability for Turn Undead and Luck (unadjusted 
for prayers or magic items) may not exceed the character's Karma rating. 
A CHARACTER CAN REGAIN KARMA BY VISITING A TEMPLE.

Spells are cast in dungeons or combat, but especially during combat. A 
SORCERER knows all the spells at the start, but may not be able to cast 
them successfully.  Spells have a difficulty level and a power cost.
     In combat, spells are cast with the C command (see the Combat 
Menu.)  The computer displays the list of spells for which the sorcerer 
has enough power.  Move the cursor over the spell to be cast and press S 
for (S)elect.
     In dungeons, spells are cast with the S command.


The WIZARD'S CROWN party of adventurers:
       *
      /|->
       |
      / \
          * /
         /|<>
          |
         / \
After you exit the Inn, the strategic map of the outside world appears.  
On the map, the icon drawn above indicates the position of your party.
     Below it, there is information about the current situation and the 
commands then available to you.
___________________________________
(S)EARCH AREA                8 1 2
(C)HECK A CHARACTER          7   3
OR (M)AKE A CAMP             6 5 4

AN INN         10/0 DAWN
___________________________________
The numbers to the right of the screen indicate the keys to be used to 
move your party.  Press 1 to move one space up, 2 to move diagonally up 
to the right, etc.
     The numbers at the center indicate the year, day, and time of day 
(Dawn, Morning, Noon, Afternoon, Dusk, or Night).
     You may choose to do any of the following:
(S)EARCH AREA
(C)HECK A CHARACTER
(M)AKE CAMP
     If you choose to MAKE CAMP, you may use the following commands 
there:
(P)RAY FOR HEALING
(H)EAL A CHARACTER
(C)HECK A CHARACTER
(V)IEW THE ITEMS
(U)NPOISON A CHARACTER
(S)HOW PARTY HEALTH
(M)OVE MONEY AROUND
(T)ELL MINSTREL OF YOUR DEEDS
E(X)IT CAMP

After a battle you will make camp, searching the bodies of the enemy and 
surrounding area.  The equipment found can be seen with the cursor over 
one of the items.
     Just before you view the items, your mage with the best Evaluate 
Magic will go through the items and attempt to find those which are 
magical.  He sets them aside, in addition to gems, jewelry, gold, and 
silver (all of these are indicated by an asterisk '*' symbol).  If the 
mage cannot determine if an item is magical or not, it will have a 
question mark next to it.
     To take an item, use the arrow keys to move the cursor over the 
item and (T)AKE it.  The viewing character will take the item if it will 
not overload him.  Note that the list of items maybe larger than one 
screen.  To see all the items, move the cursor to the bottom of the 
screen.  As it approaches the bottom, the list will scroll.  To see the 
beginning of the list again, move the cursor toward the top of the 
screen.
     You may gain money by taking the looted items to the marketplace 
and selling them.  The prices you get will be determined by the known 
value of the item and the skill of the best haggler in your party.

TO PUT A DUNGEON BACK INTO ITS ORIGINAL STATE, USE THE UTILITIES COMMAND 
WHEN YOU BOOT UP.
     Dungeons are buildings or other places that can be explored.  
Searching where a dungeon exists in the outside world results in entry.  
In a dungeon, the characters move about exploring, finding and disarming 
traps, talking to people, reading old scrolls, etc.  Messages appear on 
the screen.  If <CR> appears in the bottom right hand corner, press 
RETURN to continue.

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

The dungeon menu appears at the bottom of the screen.
___________________________________
HAMOND "LIGHTFOOT"         8 1 2
VISIBLITY:GOOD             7 > 3
TYPE ORDER(<,>,1,3,A,C,E,  6 5 4
F,M,N,O,S,T,W,? FOR HELP)
___________________________________
Note that the Active character's name and the Visibility rating are 
shown.
     If the Visibility is poor, skills(such as Search) requiring good 
Visibility are reduced.  Visibility may be increased by a Foxfire spell 
or by Readying a Torch.
     At the center of the numbers indicating directions, an arrow shows 
the current facing of the character.
     A list of the commands which are applicable at the particular time 
appears as the bottom of the screen.  Only those commands shown on the 
screen may be given.
     A list of commands follows:
>,<,1,3
(A)ALTER ACTIVE STATUS OF CHARACTERS.
(C)CHECK A CHARACTER.
(E)EXAMINE SPACE IN FRONT OF CHARACTER.
(F)START A FIGHT WITH A PERSON IN FRONT.
(M)MAKE CAMP.
(N)MAKE NEXT CHARACTER ACTIVE.
(O)OPEN THING YOU ARE FACING.
(S)CAST EITHER FOXFIRE OR NIGHT VISION.
(T)TALK TO THE PERSON IN FRONT OF YOU.
(W)HAVE ACTIVE CHARACTER WAIT.
(?)HELP.

When the character meets monsters, the computer asks "USE THE QUICK 
COMBAT SYSTEM Y/N?" Press Y to use the quick system, N to use normal 
combat.  Once you have made this choice, you cannot change your choice 
during battle.  Note that normal combat usually takes 20 to 30 minutes 
to play.
     Quick combat begins with a display at the top of the screen of the 
name, status, and health of the characters.  The numbers at the right 
represent the normal and serious (N/S) injury and bleeding of each 
character.
     During quick combat, you have three options: To pause the combat so 
that you may review the changing results or try to run from the battle  
and use magic.  To pause the combat, press P; to flee, press F; to 
activate or deactivate magic, press M.  Pressing any other key will 
continue the battle until it is fully resolved.

If you do not choose quick combat, you must first set up the characters.  
Depending on how far ahead of the party he was, the lead man may or may 
not have joined the party as the battle begins.
     If you are allowed to ambush, you may set up in any manner you 
choose anywhere on the map.  If not ambushing, you are limited to 
setting up in the center of the lamp.

In the dungeons, the characters are set up already; no additional set up 
decisions are required.

In normal combat, you maneuver your characters, performing actions 
intended to defeat the enemy.  As you control a particular character, a 
menu indicating the combat commands available for that character is 
displayed.
     Combat ends when one of the following conditions occurs: 1)no one 
from either side can see an enemy; 2)all of one side have fled the 
battlefield, are unconscious, or are dead.

        Combat Commands
<->CHANGE FACING  # MOVE IN DIRECT.

Á-ATTACK
Í-USE A MAGIC ITEM
Ã-CAST SPELL
Ï-OPEN OR CLOSE DOOR
Ä-DEFENSIVE ATTACK
Ð-PRAY
Å-STAND ERECT
Ñ-QUIT YOUR TURN
Æ-FALL PRONE
Ò-(UN)READY ITEM
Ç-STAND ON GUARD
Ó-ATTEMPT TO BEGIN SNEAKING
É-INSPECT CHARACTER
Ë-ATTACK TO KILL
Ô-TURN UNDEAD
Ú-DODGE AND ZIGZAG
×-WHAT TARGET
¿-HELP MENU
Ö-VIEW WITH SCAN
Ì-LOAD A BOW OR CROSSBOW


This documentation was improved and corrected, compliments of ATLANTIS 
BBS (305) 920-6203.
Original documentation was provided by A.S.A.


