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Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Aeromancer

As swift and fickle as the wind he represents, the Wind Wizard floats about like a cloud and runs like the north wind. His attacks are relatively weak but rather unique. He runs like a Healer, confuses opponents like an Aquamancer, and can actually fly (for a price)! Though his control takes some getting use to; his potential is tremendous! Never assume you have trapped an Aeromancer.

Max health = 80 : Max Armor = 80 : Speed = high

Wind Weapons and Spells

1. Cloud Staff

As staffs go, the cloud staff is weaker than most. That’s okay; it’s mostly useful for blowing opponents out of your path with a puff of wind at every hit.

2.  Mind Missile

A mind missile is stronger than a magic missile and fires more slowly.

Cost = 2 per shot

3.  Updraft

The wind wizard focuses his abilities to control the wind, and creates a fierce concentrated updraft of wind in a certain place, causing those near to go be knocked around by its effects!  The Aeromancer only needs to aim, and fire, and the focuesed concentration of air does its work.

Cost =2 Per Use

4.  Fly!

Like the Nature Wizard’s beanstalk, Fly! Is actually an ability instead of an attack. As long as you have the “weapon” selected the Wind Wizard jumps up and floats down like he lived on the moon. As long as you hold the fire button down he slowly ascends on a gentle breeze. Though aerial control takes some getting use to; the potential is tremendous. After all, you can fly! Just remember: flying takes concentration so you can’t attack, and don’t run out of magic or you’ll fall like a stone.

Cost = 3 per second while selected

Alchemy: Cyclone Satchel

Just the thing to get other wizards out of the road! A thrown Cyclone Satchel implodes to create a wind vortex that hurls the enemies away. Of course it comes with a healthy amount of damage to boot.

Maximum = 4

Special Skill: Clone

This ability makes a fleeing Aeromancer a sniper’s nightmare and gets you out of some seriously tight spots. As long as you are running just press the “special” key and you’ll split in two! Suddenly two identical Aeromancers zoom off, each at an angle to the original path, and only one is real. Your clone will meander about for a few seconds until he gets stuck in a wall, fades out, or gets shot. You, meanwhile, make the perfect getaway! The directions the real wizard and the clone take are random so your enemies will have no clue whom to shoot. Many a Lightning mage has head zapped a clone while the real chalice carrier waltzed to safety.

Cost = 20 magic points per split. No more than one clone at a time.

Combo Spell: Tornado (with Geomancer)

The Earth and Wind wizards get together to form this swirl of air with an attitude! A launched Tornado speeds toward the nearest opponent flinging objects out of its path with gusto. When they get too close the unfortunate mages are pulled into the middle and flung out the top like leaves (too bad they land a lot harder) ; all the while taking damage from the buffeting. A tornado lasts about as long as a Spirit Wizard, though it’s usually a lot more amusing to watch!

Combo Spell: Spirit of the Dragon (With Dracomancer)

Want to have the fire power of a dragon, without the dragon? Well, here's your answer! Conjure this baby up, and you have instant added firepower! This creates a dragon familiar, that hovers over you, and unleashes the fire breath of a full blown dragon, whenever you attack! Needless to say, this coupled with a real dragon, is utterly devastating!