Changes to Non Player Characters

Just as your party has its goals, knowledge, and secrets, so too do the many Non-Player Characters on Lost Guardia. When you first meet a group of NPCs, you will likely see one or both of the new NPC options, Truce and Lore.

TRUCE: This option is the pathway to negotiations between your party's diplomat and the other party's leader. Peaceful negotiations generally range from "I wouldn't talk to you if you paid me" to complete friendship when the NPC will talk to you freely. Successful negotiations can also be forced and bribed.

LORE: NPCs may offer this option to your party when they have become somewhat familiar with you or are looking for some information. Selecting the Lore option, the NPCs may reveal certain information to you, but you reveal your information as well.

Since NPCs are so important in Crusaders of the Dark Savant, it is highly recommended that you read the NPC section of this manual.

Locked Doors & Treasure Chests

The first time you come across a locked door or happen upon a treasure chest, you'll notice something different right away. Instead of disarming traps "globally", your thief will individually deactivate each part of the trap. For locked doors, the thief will also perform his surgery, methodically idling one tumbler at a time. Detailed information can be found in this manual.

Magic Spells

Of course, all the spells you have come to know and rely on are still with you in Crusaders of the Dark Savant. However, now you can pack a few extra points for the new spells such as Crush and Find Person by using the extended, seventh power level. All the spells are listed in the Magic Spells section of this manual.

The Player Character

Your player characters are the essence of fantasy role playing. Through their eyes and actions, you will discover corridors, creatures, and lands long since forgotten by all but time. And you will delight in their achievements as they uncover the secrets of Lost Guardia and advance from novices to masters of their trade.

Base Statistics

Just as you have a certain level of strength and intelligence, so too do your player characters. Each player character is composed of eight base statistics and eight secondary statistics.

Base statistics generally influence the way a character acts and reacts within Wizardry. An intelligence of 17, for example, would indicate an extremely smart character. If that number were 3, the character may have trouble distinguishing between a door and a fountain.

STRENGTH (STR): Affects any maneuver which requires physical strength. Everything from hurting an opponent to forcing a door off its hinges requires strength. Strength also affects carrying capacity and stamina.

INTELLIGENCE (INT): Affects a character's ability to cast and learn spells, determine traps on treasure chests, and try any other task which requires mental mettle. Intelligence also affects a character's ability to learn new spells.

PIETY (PIE): The character's overall devotion to a subject or field of study, and affects the ability to develop skills and to learn new spells. Piety also affects the amount of spell power a character gets when he or she gains experience levels, and further affects how quickly spell power is recouped. Sometimes, in spite of a low, intelligence, an extremely devoted and persevering character can learn subjects just as quickly as his or her whip-smart friends.

VITALITY (VIT): A character's life force, it affects the amount of hit points and stamina a character receives. Vitality also affects the ability to heal and be resurrected, and helps to protect characters from the effects of poison, disease, paralysis, and death. Some of these maladies in turn affect vitality. For example, each time your character is cured of stoning or death, he or she loses a point of vitality. When a character's vitality reaches zero, he or she cannot be resurrected at all.

DEXTERITY (DEX): The ability to dodge a missile, pop a trap on a treasure chest, and avoid a lance. Overall, it is the ability to move the body, hands, and feet in response to any situation. Since dexterity is so important to movement, it is directly related to the character's natural armor class (the ability to dodge a monster's hit). In combat, dexterity affects the amount of times a character can hit a monster within a single attack.

SPEED (SPD): Is the length of time a character needs to perform any given action. The higher the speed, the faster he or she moves or accomplishes a task. In combat, speed determines how many times a character can attack a monster in one round. Because speed is important to movement, like dexterity, it also directly affects the character's natural armor class.

PERSONALITY (PER): The friendliness of a character, it affects the way he or she interacts with NPCs. Characters with high personality tend to be extroverted and charismatic. Low personality characters are more introverted, laid back, and shy. A good blend of personalities will help your party to get along with the many different creatures within Wizardry; while some NPCs are candid and prone to shaking hands, others are more reserved and will appreciate those with similar attitudes.

KARMA (KAR): Affects everything your character does and acts as a sort of ethical meter. While its effects are somewhat mysterious, Karma is, in general, the belief that what goes around comes around (or follows you around). Characters with high karma are generally happy-go-lucky Characters with low karma tend to be less carefree, through no fault of their own. In fact, a blend of karmas is useful for a party. NPCs with high karmas tend to like characters also highly inclined. Characters with low karma tend to appreciate their low-karma kin, and might even go so far as to help them.

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