martes, 23 de junio de 2009

Wizardry 8 (ING) - Wikipedia

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http://en.wikipedia.org/wiki/index.html?curid=3043706

Información:

Wizardry 8

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Wizardry 8
Box cover of Wizardry 8
Developer(s) Sir-Tech Canada
Publisher(s) Sir-Tech Canada
Series Wizardry series
Engine SurRender 3D
Platform(s) Microsoft Windows
Release date(s) November 15, 2001
Genre(s) Computer role-playing
Mode(s) Single player
Rating(s) ESRB: T (Teen)
ELSPA: 11+
OFLC: M15+
Media 3 CD-ROMs
System requirements 64 MB RAM, 4X CD-ROM drive, DirectX 6.0, Windows 95
Input methods Keyboard, mouse

Wizardry 8 is the 8th title in the Wizardry series of computer role-playing games by Sir-Tech. It is also the 3rd in the Dark Savant trilogy, which includes Wizardry VI: Bane of the Cosmic Forge and Wizardry VII: Crusaders of the Dark Savant. It was published in 2001 by Sir-Tech. Wizardry 8 is unusual in that it does not have a subtitle and that the numeral in the title isn't shown as a Roman numeral (VIII, in this case).

Contents

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[edit] Gameplay

The ultimate aim of the game is to collect all three artifacts mentioned in the story, to ascend to the Cosmic Circle, and become a god.

Characters imported from Wizardry VII: Crusaders of the Dark Savant start in either the Umpani stronghold or in the T'Rang stronghold, depending on the player's alliance. If the imported characters failed their mission in Wizardry VII, resulting in their banishment into space, they will be given a message that they're "still floating in endless darkness" and will not be allowed to start their adventure in Wizardry 8. New characters or unallied characters imported from the previous game start in the Higardi Monastery. Wizardry 8 uses different statistics than the previous games, necessitating conversions from the upper limit of 18 to the new upper limit of 100.

The game has an automap that expands into a larger map that can be zoomed in and out. Players can write notes directly onto the map. The quests are relatively simple to complete (other than the secret areas and the retro dungeons, which are not essential to the game). The game provides a journal system, with highlighted items indicating things that warrant further investigation. Games can be saved easily, with an unlimited number of games able to be saved. When characters die they can simply be resurrected, either with powders and scrolls (expensive early in the game), or by casting a resurrection spell later on in the game.

For the first time in the Wizardry series, players are able to see enemies approaching instead of having them popping up randomly. Combat is turn-based, although a continuous-phase mode can be toggled for those who wish. Because combatants are free to move around during combat, some disadvantages of the combat engine can quickly become apparent. Fights with more than ten enemies can become tedious, while spells that cause fear can cause the enemies to run away, even though the player's party is still flagged as being in combat. Due to the way enemies tend to surround the party, it is often necessary to retreat into nooks and crannies in the terrain in order to prevent being flanked, despite having a very good formation function.

Each race and class has a balance of strengths and weaknesses. The various races and classes are designed to be balanced against each other. The game is designed so that a wide variety of parties can be assembled and still be playable. Characters may change their class as they advance, allowing a variety of combinations.

Monsters are scaled to the party level; higher level parties will face different sets of monsters than a lower level party in the same area. The scaling is limited to allow variation in difficulty.

For players seeking a more difficult challenge, Sir-Tech brought back an option to play using rules from the early Wizardries - the "Iron Man Mode". In this "permadeath" mode, players are not allowed to save the game; instead the game is automatically saved when the player quits. As a result, a death cannot be trivially undone by a simple "Restore Game".

There are four main paths to proceed through the game: Allying with either the T'Rang or Umpani, allying with both, or else being enemies with both. In addition, players can also choose to gain friendship with the Rattkin or the Trynnie, and players can choose whether or not to ally with the Rapax, Rattkin Razuka or Mook (though none of these choices affect the ending of the game). Diplomacy is a major factor in the game, and choosing the right words and who to ally with greatly affects how the characters are treated and the prices of various goods.

There are many secret areas, including "retro dungeons". Retro Dungeon refer to the look of the dungeons in the original Wizardry (Proving Grounds of the Mad Overlord). Instead of vast open views, players are greeted with a solid, traditional grid-based dungeon in the style of Eye of the Beholder and the old Might and Magic games. Spinners, traps and teleporters combine to make these optional areas a challenge and reward for players who wish to test themselves.

The game received generally good reviews, but failed to increase the size of the franchise's fanbase. New casual gamers had some difficulty adjusting to the old-school RPG feel of the game. With a lack of widespread advertising and limited distribution, the game failed to attract much attention at its release.

[edit] Story

As with the first two installments of the Dark Savant trilogy of Wizardry games, Wizardry VI and Wizardry VII, Wizardry 8 has multiple beginnings that continue from the previous games' multiple endings. There are five beginnings in all.

In the final area of Wizardry VII, the Isle of Crypts, the party has a choice to tell their enigmatic partner, Vi Domina, whether or not they have a way to leave the planet Guardia. They have the option of telling the truth and informing her that they found a spaceship, or lying and saying that they have no way to leave. If the party follows the path of truth, the Girl and Globe endings are open to them. If they lie, the Umpani, T'Rang and Globe endings are open to them.

1. The "Umpani" path - In Wizardry VII, the party lied to Vi Domina and said that they had no way to get off the planet. They speak with her again in the Forbidden Zone of New City, where they first met her. The Dark Savant, the main antagonist of Wizardry VII, suddenly appears there with a captive Vi and offers her life in exchange for the Astral Dominae, a deal which the party accepts. Soon after, a group of Umpani and T'Rang, two alien races from Wizardry VII, burst in fighting. The party joins in on the final melee, and choose to side with the Umpani. After the T'Rang are defeated, the party and Vi Domina join the Umpani on a spaceship to follow the Dark Savant to Dominus, the planet where the events of Wizardry 8 take place. Unfortunately, when they arrive there, the Savant blasts the Umpani ship from the sky, and it crashes. When the party is pulled from the wreckage, they are brought to Mt. Gigas, where the Umpani base on Dominus is located. They are released from active duty in the Umpani army, but are informed by the Umpani Sergeant Balbrak that they are welcome to enlist in the army again. Vi leaves soon after for Arnika, the home of the Higardi.

2. The "T'Rang" path - In Wizardry VII, the party lied to Vi Domina and said that they had no way to get off the planet. They speak with her again in the Forbidden Zone of New City, where they first met her. The Dark Savant, the main antagonist of Wizardry VII, suddenly appears there with a captive Vi and offers her life in exchange for the Astral Dominae, a deal which the party accepts. Soon after, a group of Umpani and T'Rang, two alien races from Wizardry VII, burst in fighting. The party joins in on the final melee, and choose to side with the T'Rang. After the Umpani are defeated, the party and Vi Domina join the T'Rang on a spaceship to follow the Dark Savant to Dominus, the planet where the events of Wizardry 8 take place. Unfortunately, when they arrive there, the Savant blasts the T'Rang ship from the sky, and it crashes. When the party is pulled from the wreckage, they are brought to Marten's Bluff, where the T'Rang base on Dominus is located. They are released from the service of the T'Rang, but are informed by a drone that they may serve the T'Rang Empire again if they so wish. Vi leaves soon after for Arnika, the home of the Higardi.

3. The "Girl" path - In Wizardry VII, the party told Vi Domina that they found a spaceship in the City of Sky, the city of the Helazoid, and go to meet her there. Instead, they meet the Dark Savant, who is holding a bloody and battered Vi in his grasp. He offers to exchange her life for the Astral Dominae, and the party agrees. The party and Vi board the spaceship together and take off for Dominus, and arrive only to be shot down by the Dark Savant. Their spaceship goes down on the beach near the Monastery, and Vi leaves by herself for Arnika.

4. The "Globe" path - The party either told the truth or a lie to Vi; it makes no difference. The Dark Savant offers her life in exchange for the Astral Dominae at one of the two meeting points, and the party chooses to keep the globe. The Savant waves his hand, and darkness surrounds the party. In the end of Wizardry VII, the player is told that the party floats in endless darkness. In Wizardry 8, a message appears and similarly explains that the party is still floating in darkness. The game cannot proceed at this point.

5. The "New" path - A party that starts fresh in Wizardry 8, or which did not successfully complete any of the previous requirements, accompanies a Mook named Grimpak as his personal body guards on a space voyage to planet Dominus. The Dark Savant shoots the ship down over the Higardi Monastery, and though Grimpak dies, the party survives.

Whatever the circumstances of the party's entrance into the world of Dominus, the goal of finding the three artifacts needed to ascend to godhood remains unchanged. They must find the Astral Dominae, the key to life and which is held by the Dark Savant, the Destinae Dominus, the key to knowledge and which was stolen by the thief Marten, and the Chaos Moliri, the key to change and which is held by the Mook.

The party ends up procuring each of these artifacts through different means: they acquire the Astral Dominae when the Rattkin, who came to Dominus on the heels of the Umpani and the T'Rang on a stolen T'Rang ship, rob the device from the Savant and sell it to the party. The Chaos Moliri arrives in their hands once they've allied with the Umpani and/or the T'Rang, who provide the party with a letter that allows them access to the Mook compound, and then steal the device from the Mook (alternatively, they may murder either the Umpani or T'Rang leader, steal the alliance letter from their corpse, and then enter into an alliance with the Mook under false pretenses). Finally, they follow the footsteps of the thief Marten to the Sea Caves, and his ghost entrusts them with the safety of the Destinae Dominus.

Once all three artifacts are in their possession, the party goes to Ascension Peak to begin the path to godhood, only to find the path blocked off by the Rapax, a warlike race of demonic beings. After successfully travelling to their castle and becoming Rapax Templars, which involves sleeping with (and impregnating) their demon goddess, the way to the Peak is finally open. The party climbs to the very top of Ascension Peak, places the three objects in their receptacles, and enters the Cosmic Circle on the heels of the Savant. Note that it is actually not required for the party to join with the Rapax, as they may set a portal on Ascension Peak before the Rapax block the path, and can teleport in later as they wish.

In the Cosmic Circle, the Dark Savant has already arrived and is speaking with Aletheides, the cyborg that the party either joins or follows to planet Guardia in Wizardry VII, depending on their choices in Wizardry VI. He demands to know where the Cosmic Lords are, but Aletheides simply says that they are gone. The Dark Savant kills him in anger, and the party approaches. When they do, they find that the Cosmic Forge back in the Circle where it should be (its theft is detailed in Wizardry VI).

The Dark Savant reveals that he is, in fact, Phoonzang, the enigmatic god figure from both Wizardry VII and 8, and a former Cosmic Lord. The other Cosmic Lords cast him down for trying to share the knowledge of the universe with mortals (i.e., Humans, T'Rang, Elves, etc...), and he was forced to become part machine to continue to live past a normal man's lifespan. He then offers the party the chance to join him, and become Cosmic Lords along with him.

The party, at this point, has three choices, all of which lead to three different endings:

1. The "Savant" ending - The party joins the Dark Savant, and together, they use the Cosmic Forge to pen the destiny of the universe. This destiny is a malevolent one, and the narrator explains that the party, along with the Savant, gains great satisfaction out of dividing and setting numerous alien races against one another in violent, unending combat. The game ends with the narrator explaining just how in tune with the Dark Savant's evil the party really is.

2. The "Pen" ending - The party decides to use the Cosmic Forge to write the Dark Savant out of existence, and bring Phoonzang back. They are not quick enough, however, and are forced to kill the Savant/Phoonzang. Luckily, the universe is ultimately saved, and the party ascends to look after its destiny as its gods, doing benevolent works such as making peace between the Umpani and the T'rang and giving the Rapax compassion.

3. The "Book" ending - The party decides to rip out the page in the book of destiny where Phoonzang became the Savant, but in the process, rip out pages after it as well. As the magic of the Cosmic Forge takes some time to occur, they are forced to fight the Savant to the death. Fortunately, tearing the page out causes the Savant to revert to Phoonzang, alive and well, once more. Unfortunately, a lot of other events were willed out of existence by having so many pages torn from the book. The party ascends at this point, and with Phoonzang's help, they begin the arduous task of restoring the universe's history in order to set the timeline right once again.

[edit] Races

The Umpani, T'Rang, Rattkin and one Helazoid (Jan-Ette) return from Wizardry VII. In addition, there are some new races.

Higardi: The ancestors of the Helazoid from Wizardry VII, they resemble Humans and live in Arnika. They oppose both the Dark Savant, who built his machine-creating Tower in the middle of their city, and his bid for Ascension. They also follow a religion that follows the teachings of the Cosmic Lord Phoonzang, though they do not know the truth behind the god. Lord Braffit is the leader of the Higardi, and he resides in the Temple in the center of town.

Trynnie: Like the Rattkin, the Trynnie are anthropomorphic rodents with a penchant for thievery. Unlike the Rattkin, though, their theft is not accompanied by murder and kidnapping, and instead seems more for the desire to acquire shiny objects that delight many a simple-minded Trynnie. They live in the boughs of monstrously high trees along with the Rattkin, who have taken over the holy Sixth Bough from the Trynnie. Their ruler, Chief Gari, stands guard outside the entrance to the tree upon which they live.

Rapax: These horned demon creatures live and thrive near an active volcano, where they built a castle to house their vast army. According to Anselm, a Higardi near their homeland, they were driven there by the Higardi after losing a war with them, only to thrive in the hot and harsh environment. They only grew more powerful after they awakened the demon goddess, Al-Sedexus (who lives in the rift near the Rapax Castle), and gained her favor. The Rapax's leader, the Rapax King, occupies a tent in the Away Camp, which is a temporary fortification that the Rapax are using to launch a final, genocidal assault upon the Rynjin, Trynnie and Higardi.

Rynjin: Fish-men who are adept at martial arts and Psionics, but who have either sub-par intelligence or a very primitive culture (not a one of them can talk). They live on the island of Bayjin, where they worship some kind of sea monster (possibly Nessie, a creature that resembles a plesiosaur, and who the party may battle and kill). Their leader, the Rynjin Chieftain, also lives on the island.

[edit] Development

Wizardry 8 was published nine years after the completion of the previous title, Wizardry VII: Crusaders of the Dark Savant in 1992, and 5 years after the completion of Wizardry VII's Windows 95 version, titled Wizardry Gold in 1996. David W. Bradley had been the chief designer of Wizardry VI and VII, but he was not involved in the design of the final installment of the trilogy. Linda Currie is credited as producer of Wizardry 8.

During the production of Wizardry 8, its publisher, Sir-Tech, went bankrupt. The final production process was rushed, and finally Sir-Tech was forced to sell advertising space within the game itself in order to make budget. This advertising appears when exiting the game (but not in the European version).

In spite of a 'final save' prior to the final battle, Sir-Tech has announced that they have no plans to make a sequel. The Dark Savant trilogy is complete, and Sir-Tech is out of business.

[edit] User improvements

Despite the closing of the development studio, Sir-Tech continued to provide support and created several patches or upgrades for the game for years after release. This support was provided with the collective help of the Wizardry 8 developers who dedicated their own time to the overall effort until such a time when alternate employment made this no longer possible. Fans of the series have continued the efforts, providing editors, mods and a wealth of game info.

[edit] General References

  • Wizardry 8 Official strategies & secrets, Mark H. Walker, SYBEX, Inc. (2001). ISBN 0-7821-2466-6

[edit] External links

Wizardry VII: Crusaders of the Dark Savant (ING) - Wikipedia

Fuente:

http://en.wikipedia.org/wiki/Wizardry_VII:_Crusaders_of_the_Dark_Savant

Información:

Wizardry VII: Crusaders of the Dark Savant

From Wikipedia, the free encyclopedia

Jump to: navigation, search
Wizardry VII: Crusaders of the Dark Savant

Developer(s) Sir-tech Software, Inc.
Publisher(s) Sir-tech Software, Inc.
Series Wizardry series
Platform(s) MS-DOS, Windows 95, PlayStation, Mac OS
Release date(s) 1992
Genre(s) Role-playing
Mode(s) Single player
Media CD-ROM, 3.5-inch floppy
Input methods Keyboard, Mouse

Wizardry VII: Crusaders of the Dark Savant is the 7th title in the Wizardry series of computer role-playing games by Sir-Tech, preceding Wizardry 8 and succeeding Wizardry VI: Bane of the Cosmic Forge. It is also the 2nd in the 'Dark Savant trilogy'. It was published in 1992 by Sir-Tech Software, Inc. It was originally developed for DOS. In 1996 it was remade into Wizardry Gold, designed to work on Windows 95 and Macintosh, and distributed by Interplay.

Contents

[hide]

[edit] NPC Races

Umpani: A spacefaring race of rhinoceros men, who are banded together in an interstellar civilization called the Imperial Umpani Federation. Their society is based on both fair trade and impressive military might. They are the sworn enemies of the T'Rang, whom they have been at war with for a long time. Their favored weapons are large, flat-ended swords called Walriblades, and gunpowder-based firearms like the musket and blunderbuss. They occupy the old Guardian ruins of Ukpyr, an old city whose stones and materials they have reused to construct a base there, and run a Detache Station in New City. General Yamo, their leader, operates from Ukpyr.

T'Rang: A spidery race whose star-spanning trade network rivals the Umpani's own. Their bodies are snake-like but they stand erect, and they have four claws extending from their chest/thorax, and two antennae protruding from their heads. The Guardia brood is ruled by a T'Rang Queen, a larger version of regular T'Rang, who spawns the eggs that hatch newborn T'Rang drones. The T'Rang favor the use of electrified staves to subdue their enemies, but are also known to use magic. They occupy the ruins of Nyctalinth, as well as a small building in New City called T'Rshieche's House. Their Queen, H'Jenn-Ra, spawns the Guardia brood from Nyctalinth.

Munk: The Munk are pudgy, red robed humanoids who look little different from Humans. They are adept at martial arts, and the use of the quarterstaff and rod. Their deeply religious culture revolves around the Holy Path, which is a set of life guidelines set down by the ancient Munk prophet, Munkharam. Their faith bears a resemblance to monastic religion, as they dress and live simply, study martial arts, and practice charity for others (at low cost) from at least one church. They are at war with the Dane and the Dark Forest Munk, their fallen brothers, both of whom they consider blasphemers. They live primarily in Munkharama, and have a church called Thesminster Abbey in New City. Although they have no official leaders, the strongest Munk, Xen Xheng, teaches from Munkharama.

Dane: In contrast to the Munk, the Dane are tall, slim and blue skinned, wear flashy blue and purple robes, and their beliefs are radically different. Those on the lower tiers of their faith seem little better than charlatans, as they constantly press the party for more and more money as they advance through the Dane's ranks. For example, Kymas Turan is an infamous NPC who, after the party has joined the Dane, constantly demands 10% of all of the money the party has as a tithe, or he attacks. The upper echelons of the Dane seem more concerned with personal power, and the pleasures of wine and sex. The Dane are at war with the Munk, whom they consider blasphemers. They live primarily in Dionysceus, the Tower of the Dane, where their leader the Magna Dane also resides.

Gorn: The Gorn resemble the common fantasy archetype of the Orc, and share in their warlike nature. They are tusked, green skinned humanoids who wear Samurai-style Do-maru armor, and wield polearms like the naginata and lance. They are xenophobic and trust few outsiders, as their lands are situated between the Munk and the Dane, who are at war with one another. According to the game manual, it is the very presence of the Gorn Empire that keeps the Dane and Munk from turning the planet into a warzone. The Gorn, and their leader King Ulgar, live in Orkogre Castle, a hidden fortress in Orkogre Forest.

Rattkin: A race of humanoid rats, the Rattkin are adept at thievery and espionage. Their lower ranks are simple cutthroats and bandits, though at least one Rattkin, Professor Wunderland, has left his thieving ways behind. Their higher ranks are more adept at physical and magical combat, and are described as mercenaries, assassins and other murderous occupations. The Rattkin favor the use of daggers and short swords. They are ruled from the Rattkin Ruins, an abandoned city whose name has long been lost, by a Yakuza/Mafia-style crime boss named Don Barlone', who lives in the ruins of a funhouse there.

Helazoid: The Helazoid are the descendants of the Higardi, who are a race of humanoids that play a principal part in Wizardry 8. No male Helazoid are ever seen, but the females are depicted as long blonde haired women who ride fiery red rocket sleds. They are technologically advanced on a world of swords and sorcery, and are firm believers in the Prophecy, which states that once the Crusaders arrive from the stars to unearth the Astral Dominae, the Higardi will appear to take their long lost children into the stars with them. The Helazoid fire laser beams from their rocket sleds, and also make use of laser pistols and glowing laser spears. They live in the City of Sky, and are ruled by their Queen, Dame Ke-Li.

[edit] Story

Crusaders of the Dark Savant picks up where Wizardry VI: Bane of the Cosmic Forge left off. The party had just found the Cosmic Forge, the pen that the Cosmic Lords use to script the events of the universe, after it was stolen by the Bane King and his Wizard, Xorphitus. Before the party could decide what to do with it, it was spirited away by a servant of the Cosmic Lords, the cyborg Aletheides. The Cosmic Forge was used to hide the location of the Astral Dominae, a powerful artifact with power over life itself, on planet Guardia. Because of this, its theft revealed Planet Guardia to the universe. Now, multiple forces are converging on Lost Guardia to find this artifact, including the party itself. It is after planetfall on Guardia that the story begins.

As there are three endings to Bane of the Cosmic Forge, there are four beginnings to Crusaders of the Dark Savant (one for each of the endings from the previous game, and a fourth for parties who are starting fresh).

The first beginning follows a party who believed the lies of the Bane Queen and killed her husband, the Bane King, his lover, Rebecca, and her brother, Bela. On a whim, the party then enters the mouth of a "giant slumbering beast" (in actuality, a spaceship), which was secreted behind Bela's room, and takes off for the stars. The ship is captured in mid-flight by the Black Ship Dedaelis, which belongs to the Dark Savant, who is the main antagonist of the story. The party is then pressed into service by the Savant, who explains that he wants the Astral Dominae to overthrow the Cosmic Lords, and they are then transported down to Lost Guardia to aid the T'Rang in finding the Astral Dominae for the Savant.

The second beginning follows a party who did not believe the lies of the Bane Queen, and who spared the life of the Bane King. He commits suicide, and Rebecca gives the party the key to her brother Bela's room. In this case, Bela does not attack the party; in fact, the party agrees to accompany him on his spaceship to chase Aletheides to his destination. As Bela has been in contact with a race called the Umpani for some time on an interstellar communication device, the party transports to the surface of Guardia just outside Ukpyr, where the Umpani are based. They then have the option of joining up with the Imperial Umpani Federation in their mission to defeat the T'Rang.

The third beginning is not hinged on believing the Bane Queen or not; rather, it is dependent on whether or not the party decides to take the Cosmic Forge before boarding Bela's ship. Aletheides appears and takes the pen, and offers the party the opportunity to accompany him to Lost Guardia. After a long voyage, he transports the party to the surface of Guardia just outside Dionysceus, where the Dane live.

The fourth beginning for new parties describes the party as adventure and treasure seekers, who stumble upon the Cosmic Forge in an abandoned temple. Aletheides appears and introduces the events of Wizardry VI, then the party accompanies him to Lost Guardia. This party starts just outside of New City.

Whatever the initial circumstances of the party's arrival on Guardia, they are free to make or break alliances as they see fit. For example, a party initially aligned with the Savant and the T'Rang are fully capable of turning on them, with no repercussions in finishing the game. In fact, it is possible to either befriend or make enemies of every nation on the planet, and still be able to complete the main quest.

The main plot involves the party's quest to find the resting place of the Astral Dominae, the greatest artifact ever created by the god Phoonzang. There are four distinct endings; each of these endings can then be imported as savegame files to Wizardry 8, the final chapter of the Dark Savant trilogy, which in turn has its own set of five beginnings.

Each of the seven races of Guardia have a small side story of their own to complete, and almost all of them are necessary to finish in order to acquire the items needed to unlock the resting place of the Astral Dominae, the Isle of Crypts:

  • The Umpani want the death of the T'Rang queen, who if left alive, would spawn enough T'Rang to overrun Guardia and every world near it. They need the party to slay her, as the T'Rang would be less likely to suspect a group of Humans, Elves, Mook, etc... than a group of Umpani as assassins.
  • The T'Rang are searching for a lost map that may lead them to the Astral Dominae, and plot to turn on the Dark Savant to acquire this ultimate prize. The party is tasked with the first two of the T'Rang's three goals.
  • The Munk seek their lost Holy Work, which is being held by a fallen Munk sect underneath their city, and need the party to find it.
  • The Dane desire the Cornu of Demonspawn, a powerful magical artifact, which is a horn on the forehead of a demon that the party must summon and defeat.
  • The Gorn are in the midst of civil war, due to the interference of unnamed visitors from the stars, and it is up to the party to hear the tale of their betrayer, the Wizard Murkatos, and restore the spirit of the King.
  • The Rattkin plot to ambush a T'Rang starship to extend their criminal empire offworld, and need the party's help to find the landing time of the perfect ship.
  • The Helazoid guard the secrets of Phoonzang for the Crusaders of their prophecy, the party itself.

Crusaders of the Dark Savant blends science fiction and fantasy into an epic story, and is seen through the eyes of medieval warriors. Because of this, a spaceship can be referred to as a "flying whale" or "beast-bird of steel," ships shooting lasers are described as "machines that breathe fire" and the Helazoid rocket sleds become "chariots of fire."

Many philosophical issues are discussed throughout the story, such as the purpose of reincarnation, the importance of personal responsibility and remembering history, and the need for forebearance and self-reflection. Some are spoken through NPCs within the game or through the narrator, while others are read from maps scattered throughout the world of Guardia. These maps, which rival NPC parties are also seeking, offer philosophical treatises nestled alongside clues to solving puzzles within the game.

[edit] Gameplay

Crusaders of the Dark Savant is played from a first person perspective, with the party's character portraits visible alongside what they see in the game world, and movement is tile-based. Individual character personality is non-existent. Instead, the party thinks and acts as a cohesive unit (reflecting the player who controls them). The race and class of each character is, however, customizable, allowing for many different types of parties to explore the world of Lost Guardia.

Each race has a certain statistic value attached to them, before bonuses:

  • Strength determines carrying capacity and melee damage.
  • Intelligence affects the number of skills learned, and the strength of spells.
  • Piety affects the amount of spell points a character has to use.
  • Vitality determines HP, and resistance to disease.
  • Dexterity determines number of attacks per round and thieving skills.
  • Speed determines number of total attack rounds available and initiative.
  • Personality determines how likely a character is to make friends with neutral or hostile NPCs.
  • Karma does much the same as Personality, except that low values in Karma impress similarly low Karma NPCs (thieves like the company of thieves, and so on).

As with the first five Wizardry games, the races include Tolkien-esque Humans, Elves, Dwarves, Gnomes and Hobbits. However, continuing with the expansion of this concept in Bane of the Cosmic Forge, Lizardmen, Faeries, Dracons (half-Human, half-Dragons), Rawulf (humanoid dogs), Felpurr (humanoid cats) and the alien Mook (tall and hairy Sasquatch-like people, who make an appearance in Wizardry 8) are all playable. Each race carries its own unique set of benefits and detriments to statistics, unique resistances, and can make use of race specific equipment. The game even includes a weapon that is relegated only to Faeries who become Ninja: the incredible Cane of Corpus.

There are also several classes to choose:

  • Fighters are the frontline troops.
  • Thieves disarm traps and steal.
  • Samurai, Lords, the female-only Valkyries, Bards, Rangers, Monk and Ninja are all hybrid classes that can fight, in addition to casting spells and/or thieving.
  • Psionics, Priests, Mages and Alchemists all cast spells from one of the game world's four spellbooks.
  • Bishops cast both Priest and Mage spells, but learn them half as quickly as a pure Priest or Mage.

Each class requires a basic statistic score to follow its path. For example, a character would need 12 Strength to be a Fighter, while a potential Priest needs 12 Piety and 8 Personality. Class requirements can make it difficult for "mismatched" race/class combinations, such as Lizardman Bishops or Faerie Monks, even to the point of impossibility at character creation. Crusaders of the Dark Savant allows a way around this, by allowing any character to change to any class at any time, provided they meet the statistic and gender requirements.

Class change lets a character switch to a level 1 character in a class of their choosing, while at the same time keeping the skills of their former class. These level 1 characters gain experience and grow quickly, allowing for quick gains in that class' skills, and the opportunity to quickly class switch again. While skills in weapons and magic go up quickly through class change, HP and MP gains are left at 1 per level until the character surpasses their previous class' level. For example, if a level 8 Fighter changes to a Mage, they will become a level 1 Mage. Every level until level 8, they will only gain 1 HP, whereupon normal HP growth will resume.

Formation of the party, up to six, is set up to allow the first three characters to be on the front line, where stronger short ranged weapons can be used, but where more damage is taken. The final three can only hit with ranged weapons, spells or while hidden, but are less likely to be hit and take damage.

NPC interaction, on the DOS and Windows versions of Crusaders of the Dark Savant, is carried out by the mouse and keyboard. The mouse selects general actions, such as "Fight," "Spell," or "Trade." The keyboard comes into play when talking, where the player must manually type in certain questions or keywords for the NPC. Simply typing "Ukpyr" will bring up the NPC's information about Ukpyr, while "Where is Ukpyr?" will give directions. The Japanese PSX version allows the player to choose from a list of keywords, much like the Ultima series. NPCs, like the characters, also travel the world, make alliances, kill other NPCs and discover treasure that the player may eventually have to barter, steal or kill for.

Battle is carried out through a system called "phased combat." When battle begins, the enemy party is shown graphically on the worldview screen. Relevant mythology skills are then rolled to determine if the party knows what kind of enemies they are. At this point, an enemy flock of black birds could become "Fire Crows," "Vampire Vultures," or simply, "Black Birds." The player then selects an action for every character, whether it be attacking, dodging, running, casting a spell, or otherwise. When all the actions are selected, every character and monster involved in the battle compares initiative, and each participant acts depending on that roll. The fastest characters or monsters act first, complete their turn, then allow the next fastest person to take theirs.

Magic is divided into four schools of magic, and six elements. The four schools are Psionics, mind-based spells, Alchemy, potion-based spells, Theology, religiously-based spells, and Thaumaturgy, element-based spells. The six elements are fire, water, air, earth, mental and divine. Spell points are depicted as current/max numbers, but are divided among the six spell realms. For example, a healing Priest has few spells available in the fire realm, and might have only 50 points to spend casting fire spells. On the other hand, she might have up to 400 to spend on divine spells. In this way, MP is divided up into six element sections, with each section corresponding to unique spells carrying the theme of the element it represents.

Leveling is similar to other RPGs. When enough experience is earned through defeating enemies, a character advances in their current class, earning new statistics, skills, spells and ranks in that class. Statistical growth can result in one statistic going up, several going up, or even (rarely) having one decrease. Skill gains are divided among weapon skills, physical skills like swimming and climbing, academic skills like spells, critical strikes and mythology, and "personal" skills. These mostly superhuman skills, like super speed and super strength, are unlocked through finding unique items in the world and invoking them on a single character. It is also possible to load the game after a "bad level," fight another battle, and re-do the level's bonuses if the level is not to the player's liking.

[edit] Wizardry Gold

The first main difference between the original Crusaders of the Dark Savant and Wizardry Gold is that they are designed for different computer platforms. While Crusaders of the Dark Savant can be played on Windows 95 computers (and beyond), Wizardry Gold will not work in DOS.

A major development in the Wizardry Gold version was the introduction of speech. This was primarily in the form of a narrator who describes to the player what is happening at each stage. In the Crusaders of the Dark Savant version, this is merely text that can easily be skipped through. Another noticeable difference is the improvement of character portraits to a more colorful "fantasy comic book" feel, rather than the more realistic look of the original Crusaders of the Dark Savant's portraits.

Wizardry Gold was included as part of Interplay's Ultimate RPG Archives, that was released in 1998, and it is also available in the Ultimate Wizardry Archives that contains the first seven Wizardry titles.

While an Amiga programmer is credited in-game, an Amiga version was never released.

[edit] Differences between Wizardry VI and Wizardry VII

Although most things about Wizardry VI and Wizardry VII are similar, there are some key differences between them:

  • The graphics improve from 16 color EGA in Wizardry VI to 256 color VGA in Wizardry VII.
  • The skills Diplomacy, Swimming, Mapping and Climbing do not exist in Wizardry VI. Diplomacy exists because NPC interaction is more complex in Wizardry VII, involving negotiation through peace or force to speak with NPCs. Mapping came as a result of the new map system in Wizardry VII, where more skill reveals more of the surrounding area to the player when using a map. Swimming became a skill because characters in Wizardry VII can enter water without a mode of transportation, like in Wizardry VI, and success in Swimming keeps the character from drowning. Finally, the Climbing skill was added, because it was changed from random success in Wizardry VI to a skill-based roll in Wizardry VII.
  • Personal Skills like Eagle Eye and Power Strike can be unlocked through items in Wizardry VII, and are not present in its predecessor.
  • When levelling up in Wizardry VI, acquired skill points are all part of a large pool which can be placed anywhere. In Wizardry VII, skills are split up into Weapons (Swords, Martial Arts, Shields, etc...), Physical (Swimming, Lockpicking, Scouting, etc...), Academic (Spellbooks, Critical Strike, Mapping, etc...) and Personal Skills (Power Strike, Eagle Eye, etc...). This meant that classes that previously gained high skill in everything (Fighters, for example) could no longer place their many skill points at level up wherever they chose. Instead, Fighters gained more weapon skill, Mages more Academia skill, and so on.
  • The illness "Disease" was added in Wizardry VII as a rare, but dangerous and lingering, ailment.
  • A character's mana bar is now portrayed in the game's main window, and the player no longer has to manually choose a character to see how much magic they have left.
  • A character may be selected by clicking on their portrait or pressing 1-6, instead of being "Reviewed" through the menu like in Wizardry VI, saving a click of the mouse or a few keystrokes to achieve the same result.
  • The party may sidestep or turn at any time in Wizardry VII, but there are separate modes for turning and sidestepping in Wizardry VI.
  • When talking with NPCs, they no longer automatically like (talk with) or hate (attack) the party. In Wizardry VII, it is sometimes necessary to "Peace" or "Force" a neutral or hateful NPC into being friendly. In addition, there is a "Lore" command, which exchanges all of the player's information on the world with an NPC in exchange for all of theirs.
  • Lockpicking in Wizardry VII involves sliding individual tumblers into place to pick the lock open. In Wizardry VI, every tumbler is activated at once, and must therefore all be in the correct position before the door lock is successfully picked.
  • In Wizardry VI, portions of a treasure chest trap's name are revealed, letter by letter, according to the skill of the character inspecting it. For example, a character with high skill might see a "GUARDIAN" trap as "RUDGNIAA," while someone less experienced might see "DA." Chests in Wizardry VII are opened by disarming specific devices in a certain order.
  • There is no "Terminate Game" option in Wizardry VI as there is in Wizardry VII, which allows the player to kill everyone in the party and restore a savegame immediately when the party faces impossible odds. The player no longer has to run first, or wait until everyone is dead, before restoring a savegame.
  • The spells Psionic Fire, Dazzling Lights, Restfull, Superman, Draining Cloud, Cure Disease, Shrill Sound, Death Cloud, Whipping Rocks, Crush, Confusion, Watchbells, Spooks, Find Person, Healthfull, Zap Undead and Recharge are new to Wizardry VII. Cure Disease did not exist in Wizardry VI because there was no Disease condition to cure, and Find Person did not exist because NPCs don't begin to wander until Wizardry VII. The rest of the spells were added to help support lagging spellbooks and spell classes (for example, by adding more fire spells for the Psionic, and more spells in general for the Alchemist), or to add new features, like the ability to recharge magic items.
  • Spells could be cast to the 6th level of power in Wizardry VI. This meant that if a spell did 1-6 damage, a power level 6 version of the same spell would do 6-36 damage. Wizardry VII unlocked a new, 7th level of power.
  • Carrying Capacity, the ability to carry more weight without suffering negative effects, was permanently set in Wizardry VI from character creation, depending on the character's initial Strength and Vitality values. In Wizardry VII, the ability of a character to carry more or less weight changes on a level by level basis, depending on whether they gained or lost points in these same statistics.
  • Some bugs were fixed, such as "strike everyone" spells like Nuclear Blast and Mind Flay being resisted by everyone in Wizardry VI.

[edit] External links

Wizardry: Tale of the Forsaken Land (ING) - Wikipedia

Fuente:

http://en.wikipedia.org/wiki/Wizardry:_Tale_of_the_Forsaken_Land

Información:

Wizardry: Tale of the Forsaken Land

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Wizardry: Tale of the Forsaken Land
Box cover of Wizardry: Tale of the Forsaken Land
Developer(s) Racjin
Publisher(s) Atlus
Platform(s) PlayStation 2
Release date(s) JP November 15, 2001
NA December 19, 2001
EU October 4, 2002
Genre(s) Computer role-playing game
Mode(s) Single-player
Rating(s) ESRB: T (Teen)
OFLC: G8+

Wizardry: Tale of the Forsaken Land was released for the PlayStation 2 in 2001. It is a spin-off of the Wizardry series of computer role-playing games. It was released in Japan, under the title "Busin: Wizardry Alternative", by Atlus and in North America by Atlus.

Contents

[hide]

[edit] Gameplay

Like the other games in the series, Tale of the Forsaken Land uses a first person perspective. Other elements such as classes, races, class changes, and magic resembling Wizardry I-V are implemented as well.

The classes, Warrior, Priest, Thief, Sorcerer, Bishop, Samurai, Knight, and Ninja, all have initial requirements that must be met in order to choose them, such as attributes and alignment, making some classes possible only after one has gained enough experience in the dungeon.

Movement through town is done by choosing locations from a 3D menu that scrolls to the location in the town, and the options are fairly straight forward.

The Guild Hall allows group reformation and the creation of new members from scratch, much the same way as the initial character is generated, as well as the learning of new group "tactics" such as 'Charge', which require that the group repoire is at a certain minimum (if one continues to annoy their group members by attacking friendly monsters, or acting inconsistent with their alignment, they will lose their trust in them, thus invalidating that tactic).

The Inn is where characters must go to gain benefits from any level increases, as well as recover lost HP and MP.

The Church, known as 'Salem Temple', is where any parties must go to recover from negative status effects(at least, without the aid of a proper healer in the group), and to revive dead party members (not always guaranteed to work, especially if a party member has been reduced to Ash).

Vigger's Shop is where one can sell and buy items as well as craft magic stones that allow one to learn new spells or enhance old ones. Additionally, Vigger can unequip cursed items, or remove their curse entirely(though this will render the item worthless), as well as appraise items of unknown value.

Lastly, there is the Tavern, 'Luna Light', where party members can be dismissed and recruited, and quests from the locals can be taken on by the protagonist for assorted rewards, as well as the gaining of new party members.

Duhan is also the only location where the game can be saved, with the exception of suspending data, which can be done at any point outside of the town.

Suspended data is deleted once loaded.

Beneath the town lies the dungeon that is in this case called the Labyrinth of Duhan.

Movement in the dungeon is 1st person 3D, with the thumbsticks allowing the player to "peek" around before turning in 90 degree increments.

The shoulder buttons allow one to side-step, and there is a run button (O) that makes the dungeon crawl a little less tedious.

That, combined with the unlockable shortcuts to deeper reaches adds a welcome enhancement to what veterans of the series might recall as a tedious trudge. The environments are memorable and varied, with NPCs spread about such that it is difficult to get lost in the earlier levels. There is an automap and plenty of transfer potions that one can buy, ensuring that after the first few hours, the player will have the ability to come and go from the Labyrinth with relative ease.

Combat is turn-based and load times for combat are fairly short. With the tactics and spells, as well as variety of classes and weapons, one can find a fair amount of tactical enjoyment, though it can be a guessing game when the enemy starts using the same tactics (charge, for instance). It becomes a game where you as the player must learn what the enemy is capable of through the painful process of live (or die) and learn. NPCs will give you clues and you might actually want to read them the first time through.

Cutscenes are sparse, with most encounters being done in a paper-doll style where text appears below the image of the NPC that is talking.

Exploration is rewarded, and provided you brought a thief, it should be relatively painless. Some walls hide treasure, shortcuts, and most areas have a locked or trapped chest or two (though the chests and monsters can respawn with different permutations). Unlocking and untrapping involve a mini-game in which you must hit certain buttons in the patter displayed below before the timer runs out. They are not generous, to try to learn the controller by touch before attempting any non-blue chest.

Spells are handled by the "X number of casts per level" for each level of spell. One must collect components and then take them to the shop to craft a stone that then is used to upgrade a spell. Since inventory space is limited, with no storage area except backpacks, one is constantly heading back to town to form whatever spells they can to empty out inventories for newer, better, items.

Party dynamics aren't as tricky as they sound, as it is fairly obvious what will and will not be the "good" or "evil" choices. There are dynamic scenes that will unfold as one ventures further into the dungeon and even as you are travelling through areas previously uncovered, so be prepared for new situations to arise and to travel back through places again every once in a while.

[edit] Story

Tale of the Forsaken Land takes place in the kingdom of Duhan, which was recently struck by a disaster known as The Flash.

The Flash not only killed thousands, but also left Duhan in a state of perpetual cold, and separated from the outside world.

On the outskirts of town lies the Labyrinth of Duhan, which the player-created protagonist must explore, whether for treasure, the truth about his own past, or for the kingdom.

Though Tale of the Forsaken Land's protagonist is customized by the player, there are several NPCs encountered along the way which help branch out the story.

[edit] Characters

Kyo Hattori

Race: Human

Class: Ninja

A young ninja stricken with the fear of death, who can either overcome his fear and stay with the group, or set out on his own if he does not agree with the protagonist's ideals.

Ricardo Dorephes

Race: Human

Class: Warrior

A warrior who questions the value of trust as an important part of a party, after having a bad experience with his last one.

Sara McDuff

Race: Human

Class: Priest

A priestess who is concerned for the welfare of the poor.

Rui

Race: Human

Class: Thief

A sorcerer-turned-thief, out to serve only her own needs, but may join the group if the price is right.

Daniel

Race: Hobbit

Class: Thief

A trickster who can't be trusted, but gives his aid from time to time, and will join if the protagonist comes to his aid at a key moment.

Michele

Race: Elf

Class: Priest

A young elf who wants to make up for her people's mistakes, and help solve the mysteries of the Labyrinth.

Hina

Race: Elf

Class: Samurai

Having lost both of her brothers within the Labyrinth, she seeks the help of the protagonist to find the whereabouts of her missing family.

Orphe Bright

Race: Human

Class: Warrior

A warrior seeking to find the truth about her father, who's been acting strangely. Always accompanied by a samurai named Aoba.

Aoba

Race: Human

Class: Samurai

A student of Gustav Bright, Orphe's father. Aoba seeks to protect his teacher's daughter from the dangers of the Labyrinth.

Grace

Race: Human

Class: Knight

The fiancée of Eugene Guestam, one of the game's antagonists, who she's followed into the Labyrinth to learn his true intentions.

Wolfe

Race: Human

Class: Knight

A warrior who accompanies Grace everywhere she goes.

Kulgan the Agile

Race: Elf

Class: Ninja

One of the most loyal Queen's Guards, devoted to serving the Queen, and the leader of the guards, LeDua Almsay. Kulgan does not trust the protagonist, and they seem to have a history together.

Virgo

Race: Human

Class: Sorcerer

An evil-looking sorceress who attacks the protagonist on several occasions, though her ideals seem less wicked in nature and more misguided.

Kaza

Race: Elf

Class: Bishop

An elven survivor of The Flash who holds a grudge with the protagonist, and acts very hostile at first.

LeDua Almsay

Race: Human

Class: Bishop

The leader of the Queen's Guards, and practically the Queen's second in command, conveying all of her orders to the main character.

Queen Otelier

Race: Human

Class: N/A

The sovereign of Duhan, who according to her subjects, has changed completely since The Flash that devastated her kingdom.

Once kind and warm hearted, Otelier has begun acting cold and rarely speaks, conveying most of her commands through her Bishop, LeDua.

[edit] Sequel

Box cover of Busin 0: Wizardry Alternative Neo

A second 'Wizardry Alternative' game was released only in Japan by Atlus, called 'Busin 0: Wizardry Alternative Neo', with a new story, characters, and labyrinths to explore.

[edit] External links