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Amiga Games Extra 1995 February
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chaos
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spells.tex
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{\bf Alter Reality} This spell can be cast on nearly any creature provided it is
not dead. The exception is creatures in which a wizard is mounted. The spell
will cause the creature to undergo a metamorphisis to a new creature type.
This spell can turn orc into dragons and vampires into ogres. The result is
random. The spell can be cast on creations of any wizard.
{\bf Armour} Armour can be used to boost the defences of any creature. A good
candidate to armour is your wizard. Armour adds a third of the maximum life
to the selected creature. You can apply armour to enemy creatures if desired.
Line of sight is not required and the spell works over the entire world.
{\bf Bat} Only colour distinguishes the bat from the falcon or
the vulture the bat having the least abilities of the three. Athough the bat is
weak its flight allows it to be a persistent menace to slower moving
ground-ridden species.
{\bf Bird Lord} A bird lord is a king of the avian
species. Often bird lords are mistaken as eagles. All bird lords can heal any
wounds they receive at a phenomenal rate. The bird lord is amongst the fastest
of all creatures and is well learned. Most magic will have little effect on a
bird lord. The bird lord possesses adequate combat skill and can easily flee
from danger. The biggest boon of the bird lord is its ability to fire an
extremely acidic salvo an immense distance. The acid is strong enough to reduce
a castle to rubble within a few shoots.
{\bf Bless} The bless spell is used to improve the overall moral and strength of a
wizard and creations. Every creation of the casting wizard's including
inanimate objects and growths receives a small boost in life. Bless spells
are best cast when you have many creations or when you wizard is starting to
founder. The curse spell has the opposite effect. You cannot bless the
creations of another player.
{\bf Blue Dragon} The blue dragon is very dangerous and can emit an electrical
discharge across ten cells given line of sight. Blue dragons normally have
little to do with other species and a summons can only be obtained by
meditation. A blue dragon is stronger than a red dragon.
{\bf Brain Boost} This spell can be cast on any creature and exponentially
increases the number of synaptic connections in the mental faculties of the
chosen target. The spell is best used to protect a wizard against the brain
drain spell.
{\bf Brain Drain} This spell will play on the mind of the chosen target. The spell
induces torment in the brain of the target, causing severe synaptic damage.
For weak minded creatures the spell is usually fatal. Damage caused by a
brain drain spell may be recoverable by a brain boost spell. This spell can
be cast on enemy wizards.
{\bf Brown Bear} A very strong and skilled animal, the brown bear
is even a tough match for a lion. Like the lion the brown bear is very
ferocious in attack. The brown bear is not particular agile and once engaged
the bear must usually fight to the death. A brown bear can be killed by the
rarer but more powerful grizzly bear.
{\bf Bury} Allows a wizard to bury up to eight corpses from anywhere on the
board. Line of sight is not required. Once buried a dead creature cannot be
raised. Therefore, by burying corpses of dragons, vampires, and so on, you
can prevent other wizards from raising them. The spell is also useful for
clearing space for walls, trees, and meditation chambers.
{\bf Centaur} The centaur has the head and torso of a man and the
abdomen and legs of a horse. A centaur may be ridden by the wizard. The centaur
carries a bow which often comes in handy. The centaur is superior to the horse
in most respects.
{\bf Cloak} The cloak spell can be used to place a shroud around
any creature on the board including: living, undead, flying, walking, ranged,
and wizards. A cloak cannot be applied to inanimate objects, fire, gooey blobs,
etc. The spell can be cast on creatures not owned by the caster including
sleeping creatures. The spell can be cast anywhere in the world and does not
require line of sight. Once cloaked information about the cloaked creature
cannot readily be obtained, even by the creatures master. Any cloaked creature
becomes at least twice as hard to hit because it is not easily seen by its
opponents and this is the main reason for using the cloak. Cloaking an already
cloaked creature does nothing extra. The cloak spell can be reversed by the
reveal spell. The cloak actually consists of a magical golden ring attached to
the cloaked creature.
{\bf Command} Command increases the ability of a wizard to direct its creations.
In particular, creatures will find it easier to escape from conflicts if
required to do so.
{\bf Crocodile} Although the crocodile is stupid, any living
creature which approaches one is a bigger fool. The crocodile is a good match
for a lion or a bear, having a high endurance. Usually the crocodile can sidle
away from danger if desired.
{\bf Curse} The curse is a highly desirable spell. It is best cast when the screen
is full of many enemy creations and your position is reasonably secure.
Curse will suck life from all enemy creatures, growths, and even inanimate
objects. Sleeping creatures are also drained. Any creature whose life is
exhausted by the curse will be killed and points credited to the casting
wizard.
{\bf Dark Citadel} The dark citadel provides a safe haven for
the wizard, and a place for meditation. There is a chance of the citadel
collasping at each turn, if this should happen while the wizard is inside a new
spell will be granted. It is possible to make use of dark citadels conjoured by
other wizards provided they are not already occupied. Only a wizard can make
use of a citadel. A dark citadel can be destroyed by an extremely determined
attacker.
{\bf Dark Power} Dark power causes the target to be consumed by madness. A high
magical resistance is required to escape the effect. Dark power allows the
creator three attempts at use. All three can be used on the same creature
if desired. Dark power does not require line of sight and works over the
entire screen. Dark power cannot be applied to inanimate objects.
{\bf Dead Revenge} This extremely rare spell allows a wizard to haunt the
opposition even after death. When a wizard having dead revenge is killed a
generator appears in the place where the wizard was killed. The generator
will produce independent creatures.
{\bf Destroy Wall} When cast this spell destroys every piece of wall in the world
by causing localized matter disturbances in cells containing walls. This
spell is only available through meditation.
{\bf Dire Wolf} A huge variety of the normal wolf. Single
wolves are not very useful but if collected into a group of about six or used
in conjunction with other species the dire wolf can be very useful.
{\bf Eagle} The eagle can attack from great distances and move with
extreme agility. Most land-ridden creatures have trouble defending an aerial
attack by an eagle. Other birds such as the vulture and the falcon can give the
eagle a testing fight.
{\bf Exorcise} An exorcise is used to remove an evil presence but is not always
successful. Line of sight is not required. Cannot be applied to inanimate
objects. The chosen subject will need mediocre magical resistance to
survive.
{\bf Falcon} Falcons are very swift and can cross the longer
axis of the world in just three moves. Because of this incredible range the
falcon is most useful for mounting long range aerial assaults. A falcon can
only be granted through meditation.
{\bf Faun} The faun, or satyr as they are sometimes known, is
a highly intelligent creature with a high magical resistance. They are rather
slow and not particularly skilled in combat but have a fair chance of escaping
from a conflict if desired. Unfortunately, once wounded they cannot heal
themselves.
{\bf Fire} Fire is very dangerous once conjoured. Once cast a fire
continues to grow until the conjourer is killed or until it is put out by other
means. Fires can burn any creature, living or undead, or any wizard not
possessing a fire shield. Fires even burn the creatures of the conjourer and
can even burn the conjourer. Fires can also burn down castles, citadels and
evel walls; although this usually takes considerable time. Any corpses, of
course, will also be burnt by the fire. The destructive ability of a fire
exceeds that of any creature including dragons and vampires. Fire can be put
out by active effort of creatures, each cell of fire has a ``strength''
comparable to that of a faun or troll.
{\bf Fireball} Causes the wizard to emit a ball of fire which will cause magical
damage. Anything can be shot provided it is in range and line of sight is
available. Be careful not to shoot your own creations.
{\bf Fire Shield} The fire shield can only be used by the wizard. The
fire shield gives a wizard immunity from fire (but not from dragon breath, or
heat orientated magical weapons like magic bolts). Once cast it is unlikely the
fire shield will ever become damaged.
{\bf Flood} A flood behaves like a fire but tends to be short-lived; that is, a
flood will often dissipate within two turns of been cast. Any creature,
living or undead, may be drowned as a result of a flood. Flood will also
damage creatures belonging to the casting wizard.
{\bf Flood Shield} A special shield, only available for the wizard, which
protects the wizard from drowning in floods. One a wizard gains a flood
shield it is unlikely to ever become damaged.
{\bf Generator} The generator spell allows a wizard to cast a generator identical
in appearance and operation to those used by the independent creatures.
This spell is only available by meditation. It is unlikely that you will
ever get one of these spells. Like the independent generator, this generator
will randomly produce creatures belonging to the casting wizard, but unlike
independent creatures, once created the wizard takes responsibility for their
movement. Once cast the generator is essentially eternal.
{\bf Ghost} The ghost is the spirit of a deceased evil human. Ghosts
can fly but do not move particularly quickly. Any ghost is best avoided by a
living creature but ghosts have a fair chance of being destroyed if attacked by
another undead creature.
{\bf Giant Beetle} The giant beeetle is a pesky
creature that does a goodjob of hindering an enemy onslaught until more
powerful defenders can arrive. A giant beetle has an excellent chance of
escaping conflict as it is very agile. Giant beetles are eaily killed by even
the weakest of creatures.
{\bf Giant Rat} The giant rat, or super rat, is a
quick and evasive creature with minimal intelligence and magical resistance.
The giant rat is a danger to orcs, horses, elves, beetles, goblins and ogres
but is only a minor hinderance to other creatures.
{\bf Goblin} No campaign is complete without a goblin.
The goblin is among the better fighters of the common bipedal living species.
The goblin can fight as well as the ogre but is slight weaker in its
defence.
{\bf Golden Dragon} A very intelligent creature that rules amongst
the good living species with the exception of the immensely rare platinum
dragon. The golden dragon can fight in a similar vain as the stone giant but
has the gift of fire breathing and flight which makes it extremely deadly to
any creature or wizard that attracts its attention. The golden dragon can kill
some of the lesser dragons.
{\bf Gooey Blob} The gooey blob is particularly useful spell if you
are lucky enough to have one. The gooey blob can be conjoured some distance
from the wizard provided there is line of sight. The gooey blob then grows much
like a fire does. No part of the gooey blob can be moved like other creatures.
Although the gooey blob has no intelligence it will never harm its master or
any of its maters creatures. However, the gooey blob quickly growns over enemy
creatures preventing them from moving but not actually killing them. Buried
creatures can be recovered by killing the gooey blob on them. Rescued creatures
will have half their initial life remaining when recovered not matter how much
they had when they were buried, so their life on recovery can be more or less
than what it was when they were buried. If an enemy wizard sucuumbs to the blob
that wizard dies. The master of the blob cannot kill it by direct combat but
only by ranged weapons all other wizards can attack it by both direct combat
and ranged combat.
{\bf Gorilla} Gorilla are a good middle of the road animal and
are a worthy adversary for most bipedal living creatures such as trolls, ogres,
and goblins. The more violent animals such as the lion and grizzly bear can
kill a gorilla. The gorilla has only mediocre intelligence but fights with
vigour.
{\bf Gray Elf} The gray elf is very similar to the more common
wood elf but posses accelerated healing ability. They carry the best bows and
are able to make accurate shots over a further distance than the Wood Elf.
{\bf Green Dragon} The green dragon is the weakest species of dragon, having a
strength similar to that of a crocodile. Of course, the green dragon is far
more useful than the crocodile, as it can move further and more importantly
use a breath weapon. The breath weapon consists of chlorine gas and is quite
deadly. The dragon will recover from injuries but not as quickly as red and
golden dragons do.
{\bf Green Ooze} Green ooze is very similar to the gooey blob as it grows in the
same manner. The green ooze cannot be moved in the same way as you move your
other creatures. Instead it grows on its own accord. Creatures which sucuumb
to the ooze can be recovered by killing the ooze on the creature
concerned.
{\bf Grizzly Bear} The grizzly bear is an extremely powerful
animal capable of killing a lion or a brown bear. Like most agressive animals
the grizzly bear has a low magical resistance.
{\bf Gryphon} A large flying beat which can be ridden by the wizard
who conjoured it. The gryphon has a good stanima and magical resistance but is
not particularly manoeurable. The gryphon is not a particularly skilled fighter
but can move a considerable distance enabling a mounted wizard to quickly
escape from difficult situations.
{\bf Harpy} The harpy is a cross between a vulture and a female
human. Harpies are fast and can mount aerial attacks thereby avoiding direct
engagement. Using vulture claws the harpy can rip into the hide of most beats
and can outfly would be attackers.
{\bf Heal} Will give an object a new lease of life. All characteristics of the
chosen object will be restored to their initial values. This means any armour
on the creature will be lost. Save your heal spells for your wizard or some
normally strong creature like a dragon. Heal something when it is about to
die.
{\bf Horse} The horse may be ridden by the wizard and
is useful in this regard for carrying the wizard out of a tight spot. The
horse, however, best avoid conflicts and magical attack as they are not
particularly suited to combat.
{\bf Hydra} These slow moving multiheaded beasts are very hard
to kill and are extremely apt at fighting. The are not particularly stupid
either but have great trouble escaping from a conflict once initiated. The
hydra is stong enough to hold most undeads at bay for several turns.
{\bf Ice Breath} Causes a wizard to breath out an icy beam. The icy beam can only
be resisted by magic. A creature with insufficient magical resistance will
die of hypothermia.
{\bf Justice} A spell which attempts to make a creature see the evil of its ways.
The feedback generated is often enough to kill the target. Can be applied to
wizards, does not require line of sight and has infinite range. Three attempts
are granted.
{\bf Kill} An extremely potent spell only available by meditation. The chosen target,
living or undead, will instantly drop dead. The spell simply switches off the
creatures brain. Wizards are immune to its effects. Kills are best used on
strong undeads such as vampires.
{\bf King Cobra} The king cobra has very little to recommend
for it. Every other creature is capable of killing a king cobra even creatures
as low as bats, dire wolves, vultures, fauns, elves, and pegasoo can kill a
king cobra in a single blow. The king cobra is also thick, has minimal magical
resistance, and is sluggish. Assuming the cobra survives an attack (not very
likely) it has a good chance of escaping the conflict.
{\bf Lightning} An easy spell which causes the wizard to emit a lightning bolt.
The bolt can travel up to four squares and has both magical and physical
components. Line of sight is required.
{\bf Lion} The lion is a ferocious beast once provoked and can
take considerable punishment from a foe. The lion is amongst the faster of the
land-ridden creatures and has above-average intelligence. The lion comes into
its own in combat as it is a very proficient attacker with a good ability to
escape conflicts when things are not going its way.
{\bf Magic Attack} This spell can be cast on an enemy creature or wizard and will
lower the magical resistance of the target, in extreme cases the target may
be killed.
{\bf Magic Bolt} A plain magical attack which works against any object. If used on a
dead creature the corpse will be destroyed. Will attack both the magical
resistance and the life force of the chosen target. Requires line of sight.
Best used against creatures with low magical resistance.
{\bf Magic Bow} A magic bow which can only be given to the casting wizard. The bow
will allow the wizard to shoot an arrow six square each times the wizard moves.
In addition the wizard will be able to attack and shoot undeads. The bow can
be used in conjunction with other magical weapons.
{\bf Magic Castle} The magic castle is functionally equivalent
to the dark citadel. All the comments about the dark citadel apply to the magic
castle.
{\bf Magic Shield} A shield which can be used to increase a creatures magical
resistance. This quite frequent spell should be applied to your wizard and
your strong creatures. The shield remains in force until damaged by magical
attack.
{\bf Magic Sword} A sword for the use of the wizard which increases the wizards
combat ability. The sword is magical and enables a wizard to attack undeads.
Such swords can be used in conjunction with other magical weapons.
{\bf Magic Wings} Magic wings give your wizard the ability to fly. The spell will
only work on your wizard. Provided the wizard is not engaged or dismounting,
flight with the range of an eagle will be possible. Wings are particularly
useful for hopping between magic wood trees.
{\bf Magic Wood} Magic wood is very useful even though it cannot fight like a shadow
wood. The biggest boon of the magic wood is that a wizard may use such a tree
for meditation. When the tree collapses the wizard occupying the tree at the
time is granted a new spell. Unlike castles the trees will not collapse unless
occupied. The tree also provides a wizard with shielding from the watchful
eyes of the independents. Magic trees can be destroyed by combat and some
magical weapons. Any wizard may make use of any magic tree provided it is not
already occupied. Each magic wood spell can produce up to eight trees.
{\bf Manticore} The manticore is one of the most powerful creatures
which may be ridden by a wizard. The manticore has the advantage of being able
to fire spikes from its tail as well as take part in direct combat. The
manticore also has a high magical resistance. The only drawback to the
manticore is its small brain.
{\bf Mass Morph} A powerful spell best cast on an enemy with many creations. In
extreme circumstances, you might cast this spell on your own wizard. Mass
morph changes all of a wizards creatures into magic trees which can then be
used for meditation by any player. No wizard is affected by the spell.
{\bf Nuke} Nuke allows a wizard to invoke a local nuclear disturbance in a chosen
cell. Anything in the cell will be instantly destroyed. The chosen cell will
remain radioactive for the duration of the game. Anything trying to enter or
shoot into a readioactive cell also dies instantly. A nuke will fail on a
wizard, but succeed on a generator. Nukes can only be obtained by
meditation.
{\bf Ogre} The ogre is similar in ability to the gorilla, the
troll, and the goblin. Like these other creatures the ogre is very useful in a
supporting role in a major offensive but best avoid lone conflicts.
{\bf Orange Jelly} Yet another growth. Orange jelly grows very quickly but is
correspondingly weak and even an orc has some chance of killing a piece of
jelly. Use an orange jelly when you want to quickly clog up an area of the
board.
{\bf Orc} The orc is typical of many exceedingly common
species in having very limited abilities. Free orcs band together in tribes but
those under a wizard have for-gone their tribes and pledged loyalty to their
wizard. Orcs are easily slain and are only of minimal use. These greatest asset
is their frequency.
{\bf Orcs} Sometimes when an orc is cast he will con a few friends into joining
your side. Up to eight orcs in total may be obtained. Although a single orc
offers little, a group of eight is very useful for blocking generators or
in the early stages of the game.
{\bf Pegasus} The pegasus is a winged horse and may be ridden by
the wizard. The pegasus can be used to carry the wizard to safety or to mount
aerial attacks on the enemy. If the pegasus is flown with a manticore of
gryphon an effective combat group can be formed.
{\bf Plasma Beam} Causes the wizard to emit a beam of plasma which will blast
everything in its passage as it streaks across the screen in the chosen
direction. Simply pick a cell adjacent to the wizard to specify the direction.
The caster's own creatures are not immune to the beam.
{\bf Platinum Dragon} The platinum dragon or Bahamut is
the king of the good dragons and is unique. A summons can only be grated
through meditation. The platinum dragon has the highest stamina of any
creature, can attack as well as a vampire, fly, and make use of a breath
weapon. The breath of Bahamut is so strong that it is likely to start an
elemental fire, similar to that produced by the Fire spell. Bahamut has
exceptional intelligence and self-healing ability. Bahamut, of course, cannot
directly kill undeads but the fire breath can be used on undeads.
{\bf Pyrohydra} The pyrohydra is an extremely lethal
variant of the standard hydra. The pyrohydra is able to emit a burst of fire
from all of its heads simultaneously. The temperature and destructiveness of
this breath exceeds that of all but the strongest dragons. The range of the
breath is rather limited. A pyrohydra can only be obtained by meditation and
even then is rather unlikely. Most other living creatures should not risk
approaching a pyrohydra.
{\bf Quench} Puts out all fires on the screen, irrespective of the owner. Only
available by meditation.
{\bf Raise Dead} The raise dead spell is a highly sought after spell. The raise dead
spell enables a wizard to bring a corpse back from the dead as an undead.
Whatever is raised comes back from the dead as if it had just been cast by the
wizard except that it will be an undead. Don't be too quick to use your raise
dead spell, but don't hold back on it for too long either. The spell has only
a short range and requires line of sight.
{\bf Recover Boost} This spell will increase its targets ability to heal wounds,
provided of course the recovery rate in not already at a maximum. The spell
is best cast on your wizard or a strong creature such as a hydra or
crocodile.
{\bf Red Dragon} The red dragon is slightly superior to the green dragon in several
respects. Like all dragons, a red dragon should not be attacked in an ad hoc
manner. If you wish to kill a red dragon you are going to need some real muscle.
The red dragon has medium magical resistance.
{\bf Replicate} Make a clone of the chosen creature. The clone will belong to the
same player as the original, so you best replicate one of your own creatures.
The copy is identical in every respect. Replicate will fail if there is no
empty space adjacent to the creature to be duplicated.
{\bf Reveal} Reveal is the opposite of cloak. Using reveal on a non-cloaked creature
does nothing, and is a waste of the spell. Using reveal on a cloaked creature
will destroy the magic ring rendering the creature visible again. Once revealed
the creature can be attacked as per normal. Spell works anywhere and does not
require line of sight.
{\bf Sanctuary} Allows a wizard to recover quicker from any wounds received. The
effect remains in force for the duration of the battle.
{\bf Shadow Wood} The shadow wood is a useful tree when they
are on your side. The shadow wood cannot move but it can attack any enemy
living creature that strays into an adjacent square. Unlike the magic wood the
shadow wood cannot be used for meditation by a wizard. Each cast allows for six
trees to be conjoured up to twelve cells away from the wizard.
{\bf Shape Changer} This special creature has no single form, but can appear as a
lion, a bear, or a crocodile. The abilities of the shape changer slightly
exceed those of its constituent forms. The shape changer is only available
by meditation.
{\bf Skeleton} The skeleton is a magically animated human
skeleton having no intelligence or magical resistance and is the weakest
undead. Skeletons are easily conjoured so they are a very common undead. The
skeleton is useful for holding living creatures at bay but quickly dies when
attacked by any other type of undead.
{\bf Sleep} The sleep spell as the name suggests can be used to put a creature to
sleep. Sleep does not work on wizards or on growths like gooey blobs. Once
asleep a creature cannot be moved or attack. It is possible to attacking
sleeping creatures. The spell can be reversed by a wake spell. The pair
sleep-wake presents an alternative to using a subversion spell, but be aware
that any wizard can use either spell. Sleep spells are best reserved for
use on strong opponents. The sleep state is identical to that induced on
creatures when a wizard dies.
{\bf Slow} Works over the entire screen, does not require line of sight. The target
will only be able to move a single cell at a time. Does not affect ranged
combat.
{\bf Spectre} The spectre is a powerful undead human having an
existence in its own right, unlike skeletons and zombies which are maintained
continuously by the wizard. The spectre has abilities comparable to a
wraith.
{\bf Speed} Works over the entire screen, does not require line of sight. The target
will only be able to move an incredible ten cells per turn. Does not affect
ranged comabt.
{\bf Standard Wall} This is the most common type of wall in practice. Like the weak
wall this wall is vulnerable to magic attacks, but has a stronger constituency
making it less vulnerable to combat attack. Four pieces can be cast per spell
over a limited distance. Line of sight is required.
{\bf Stone Giant} Capable of killing fauns, elves, horses and giant
rats in a single blow, the stone giant is a truly awesome creature. Stone
giants have been known to kill lesser dragons and even once a pyrohydra. What's
more the stone giant is a brilliant defender. Once in battle, however, the
giant must fight to the death; but usually the giant will emerge as the
victor.
{\bf Strong Wall} This kind of wall is only available through meditation. Strong wall
is superior to weak wall and standard wall as it has inbuilt magical resistance,
making it much harder to destroy. Only two pieces are granted per spell.
{\bf Subversion} Subversion is an attempt to convince an enemy creature that it
interests might be better served if it had alegiance to your wizard. The spell
might or might not succeed. More intelligent creatures are less likely to
change sides than intelligent creatures. You will never be able to convince
another wizard to join you side or any creature such a wizard might be riding.
Subversion can be attempted on any creature (including sleeping creatures but not
on dead creatures). The spell requires line of sight. If the spell fails,
nothing happens to either party. If the spell succeeds, the target of the spell
immediately swaps to your side and will no longer respond to the commands of
its previous leader.
{\bf Tempest} A tempest is an air elemental which moves at its own volition. Inanimate
objects are not affected by a tempest. Any creature falling into a tempest will
be propelled to a new random location (which is sometimes desirable, but usually
best avoided). There is a small chance that the transported creature will not
survive the ordeal.
{\bf Troll} The troll has an uncanny ability for being able to
heal its wounds very quickly but is a rather stupid creature. Trolls enjoy a
good fight, but are more suitable as accomplices to a stronger creature such as
a stone giant in a major offensive.
{\bf Turmoil} Turmoil affects every square in the world. Every cell is randomly
transposed to a new location. The result is very unpredictable and may or may
not improve your situation. Often useful when attacking a well fortified
opponent. This spell is only available through meditation.
{\bf Unicorn} Unicorns can be ridden by a wizard but have
little else to recommend for them. While a unicorn's horn can inflict a serious
wound most unicorns are not particularly skilled in combat.
{\bf Vampire} The vampire is amongst the most feared of all
creatures, as a species it rains supreme amongst the undead. The vampire has
exceptional intelligence, excellent fighting ability and a good magical
resistance as well as endurance. Vampires are known to have killed golden
dragons in five attacks. The chances of a vampire being killed in any direct
combat are minimal unless the vampire is attacked by other vampires. Usually a
vampire is only destroyed by magical means. When confronted with a vampire most
wizards will have to go on the defensive and try not to attrack attention.
{\bf Vengeance} Vengeance is used to seek revenge against an opponent. The spell works
in the same way as an exorcise spell. The chosen target is subject to a magical
attack. Line of sight is not required.
{\bf Vulture} The vulture is easily cast and unlike most
creatures can be cast up to two squares away from the wizard, provided there is
line of sight. The vulture easily escapes from conflict and has good
range.
{\bf Wake} The wake spell is used to reverse the effect of the sleep spell or to wake
creatures which went to sleep when a wizard died. Once woken a creature will be
under the allegiance of the wizard who casted the wake spell, irrespective of
how the creature got put to sleep. Quickly make use of this spell when the
chance arises as sleeping creature tend to decay.
{\bf Wasp Nest} A wasp nest is pretty self-explanatory; any enemy creature approaching
a wasp nest will be automatically attacked. Once you cast a wasp nest you can
forget about it, since you cannot move it and it attacks automatically. It will
attack all adjacent squares simultaneously. The wasps are friendly towards the
creations of its owner.
{\bf Weak Wall} Despite its name, weak wall, is a formidable obstacle for an opponent
to overcome. It is extremely useful for slowing the passage of fire, or blocking
the growth of gooey blob. The name only implies that this wall is weaker than
standard wall or strong wall. Most magical attacks will eliminate a weak wall
(such as a magic bolt). The wall can also be destroyed by combat but this will
usually take several rounds. For each weak wall spell six pieces of wall may be
cast anywhere on the screen.
{\bf White Dragon} White dragons normally dwell only in cold regions. Meditation may
allow a wizard to call upon a white dragon. The white dragon is very strong but
slower than other dragons due to its lower metabolic rate. The white dragon can
freeze other species to death with a breath weapon which is more effective than
the breath weapons of the red and green dragons.
{\bf Wight} The wight is an evil undead and falls into the
middle of the undeads in terms of overal ability. They can be beaten by
wraiths, ghosts and vampires but can deal to skeletons and zombies.
{\bf Wolverine} A ferious mutant wolf that loves killing and is
very good at it. Wolverines normally shun wizards and can only be obtained
through meditation. Apart from its superior fighting ability the wolverine is
much the same as the dire wolf.
{\bf Wood Elf} Like all elves the wood elf has a pure heart
giving them a high magical resistance (particularly from the darker kinds of
magic). Wood elves are physically weak and should best avoid direct combat.
Wood elves are, however, a great boon as they are highly skilled with a bow.
Every wood elf comes complete with an ash bow and a full quivver of arrows. The
ability of the wood elf is slightly exceeded by their rarer cousin the gray
elf.
{\bf Wraith} The wraith is closely related to the wight but is
superior in several respects. Wraiths have exceptional intelligence and
excellent magical resistance. The wraith can outrun most lesser undeads but
rarely has the need to; since the wraith is a proficient killer.
{\bf X ray} Blast an object with a high dosage of X-rays. Weak creatures will die
instantly, other creatures might survive a few blasts but will be weakened.
Line of sight is required. Can be used on inanimate objects.
{\bf Zombie} The zombie is a magically animated corpse and is
only slightly more sophisticated than a skeleton. Like the skeleton the zombie
is very effective at blocking the progress of land-ridden living creatures.
Other undeads, however, can quickly dispose of the zombie.