Wizard Wars
Beta
2.8!
Instruction
Manual
Ok
Wizard Wars Players, beta 2.8 is out to give you:
Increased
stability, better balance, more fun with combos,
and
a chance at some new maps. Enjoy it while you can, cause
the
next version (beta 3) will look like a brand new game!
Contents:
What is Wizard Wars?
The Story behind Wizard Wars
What Features and Game play styles are
available?
How do I install Wizard Wars?
What are the controls and how are they changed?
What are these neato Wizard Classes and
abilities??
Tell me about the Combo Spells!
New Stuff for 2.8!
Want to see what’s
new without having to read the ever-growing manual? Here’s the scoop:
- MUCH IMPROVED
stability and TFC compatibility!! Try
out any of your favorite maps, including the new TFC ones, and enjoy the game more cause it should last
a lot longer!!
- TWO NEW MAPS! (Thanks to Blight)
WW_Castle: A hunted
style map with a twist! Get down the
tower to the teleporter, but hope the fickle door is open!
WW_Library: A push
style map for Wizard Wars that takes place in a huge library. Nab that tome!
- If you combo with
someone and DON”T get the spell, you can combo again WITHOUT dying! If fact, you can combo over and over without
dying until you actually get the spell!!
- Combo spells NO
LONGER attack the caster! They still
may hurt you if you get in the way, but they won’t seek you out. (This could be
evil.)
- The Earth Wizard’s
Rolling stone spell fires much faster!
Look out for this guy in tight spaces!
- Magic Missiles,
Mind Missile, and Icepokes all went client side. (No more Lag pokes!)
- Mind Missiles now
attempt to “touch” anything they hit as well as “use”. This can be fun, useful, and sometimes
painful! (The Ice Wizard also traded in
his Magic Missiles for these babies.)
- Thornplants can
now shoot down! Should increase the
number of useful locations to put them in.
AND, the thornplant ID has been
added.
- Both the Life
Wizard’s Life Ray and the Death Wizard’s Death ray were weakened to a hopefully
fair level (the life gain from the death ray also decreased). Death’s is slightly weaker than Life’s now.
- The Fire Wizard’s
Fireball is a touch faster ];)
- The Life Wizard’s
Sacrifice now gives your teammates full heath and poison cure AND armor! And don’t forget any nearby enemies are
temporarily blinded.
- Cockleburs are a
lot stronger! Watch ‘em rip the
opposition!
- A couple of the new models and ideas for
Beta 3 crept in, such as a new Plant Wizard Staff by BobaFettJ7, meaner looking cockleburs, and others.
- If you drop magic with a combo spell, the
combo disappears. If you pick the book
back up the spell is gone. Nice in combo
chaos if you want to loose a certain combo.
What is Wizard Wars?
Wizard
Wars is a new Half-Life add on (mod) that pits teams of spell flinging wizards
head to head in a magical maelstrom!
Wizard Wars lets you choose from eight different sorcerers, each with
varying strengths and special abilities, to battle other mages in a variety of
settings and objectives. From “Capture
the Grail” to all out Combo Chaos, in teams or with every magician on his own,
Wizard Wars allows great flexibility in the maps played, objectives set (if
any), and points earned. For who like
the idea of fast-paced all-out fighting with impressive and surprising magical
staffs and spells, Wizard Wars is sure to please.
The Wizard Wars Story:
Years and years ago, wizards and magic were common in the world. Some were old, some were young, and some were ageless. The problem was, wizards, as a group, like to show off to other wizards and see whom the best wizard really is. To accomplish this, of course, they spent nearly all their time fighting each other, blowing up stuff, raising dead bodies, etc. Now this is all well and good if you are a wizard, but to everyone else it quickly becomes a real pain in the posterior. Eventually, all the other people in the world got angry enough that even the wizards with all their magical might were in some serious trouble. (After all, they can’t cast crap forever without a break.)
To
make a long story short, all the wizards in the world got together and created
their own magical universe: Ziw. Into
Ziw they moved all their magic and selves and sealed it away from our universe
forever. Hence magic in our world is no
more. Anyway, the wizards battle it
away to this day in a variety of lands in Ziw created by an especially powerful
group of wizards called Mappers. And of
course their numbers never diminish; for a good wizard never dies, he simply
respawns.
In
Beta 2 more features and a larger variety of Game play styles are available
than before. You’re sure to find
something to your liking.
A list of the features includes:
·
Eight
wizard classes with their
own emphasis and special abilities:
1.
Life (healing
and speed)
2.
Fire (fire and
destruction)
3.
Ice (ice and
illusion)
4.
Plant (life and growth)
5.
Lightning
(electricity and precision)
6.
Death (dying
and disease)
7.
Earth (Animals
and Earthquakes)
8.
Wind (Flying
and the Mind)
·
Every wizard
has a pool of magic to cast his conjurations.
They all use the same stuff, so grab it whenever you can.
·
Alchemy
Satchels, essentially
tumbling magical grenades for that extra punch in a pinch.
·
Combo
Spells that allow different
wizard groups to cast exceptionally powerful incantations.
·
Server
Options adjustable in the
Server Configuration files, which alter game-play in a variety of ways.
·
Combo
Information! Now, when you press “tab” to look at the
team menus you may see which wizards are available to combo with you and which
spell you two can make; just the thing for all you combo happy conjurers!
·
Call for a
Life Wizard option lets you
yell for some health or poison recovery.
Nifty sprites accompany your effort; plus a special indicator for
poison.
·
Taunt the
Opposition! Enrage your opponents with idle threats and
pompous comments, complete with hand gesture, all at the press of a button!
(This rules)
The
available game play styles currently supported are:
·
Team play - maps with “capture the chalice” style
play.
·
Deathmatch - maps with every wizard for himself.
·
Combo Chaos
play! - A deathmatch map where
almost EVERY SPELLBOOK gives you one of your wizard’s two COMBO SPELLS. (Caution: this insane gameplay is not for
the faint of heart of weak of stomach!!)
(To activate on any DM map set the server option or type mp_combochaos 1
in the server console.)
·
Hunted
Style play! - Protect, try
to kill, or be the Old Archmage as he dashes for safety through many a
maze! Use the WWhunt map or any TFC
hunted map and snipe, charge, and cast away!
·
Half-Life
Coop play!! - Every wonder
how Garg would handle a well-thrown fire satchel? Like to combo spell Nihilanth?
Now you can play through the Half-Life single player game with Wizards
and all their abilities! Even better,
get some friends together and play a multiplayer co-op game! You can even play
Sven-Coop maps or (gulp) turn on Combo Chaos if you wish!! (Note: This gets
unbalanced and somewhat weird, but is a TON of fun!) (Also, to truly use coop play turn it on in the server options or
set mp_coop 1 in the server console.)
All
you have to do is execute the WizardWars executable file you download, choose
your Half-Life directory, and the rest is automatic!!
The
controls are similar to Half-Life, TFC, and most other mods. They may be set in the controls menu as
usual.
The
eight wizard classes are listed below along with their spells, satchels,
special skills, and relevant magic point costs:
Fast
and flighty, the Life wizard is the healer and runner of the group. He can repair teammates via three methods
while he slowly gains life on the run.
Physically weaker than other classes, the Life Wizard is usually better
off avoiding combat, though his dual magic missiles mow down the unsuspecting
opponent rather quickly.
Max
health = 75 : Max Armor = 80 : Speed =
high
1. Life Staff
While
decent at swatting foes, the Life Staff’s main strength lies in its ability to
rapidly heal a hurt or diseased teammate.
The Life Wizard’s most effective healing method, Life staff does require
magic to operate (except as a club).
2. Dual Magic Missile
A
veritable magic machine gun with twice the power of the regular magic missile,
dual magic missile also takes twice the magic.
This weapon is effective at most ranges and excellent on weaker or
slower foes. It is easily the Life
Wizard’s strongest attack.
Cost
= 2 per shot
3. Light Ray
Adding
to the Life Wizard’s heal skills, the light ray heals your teammates and harms
your foes both at a distance. Though
limited in range, the light ray is easy to hit with and tends to confuse your
target with its bright light.
Cost
= 5 per second
4. Force Blast
The
oddest Life Wizard weapon, force blast creates a high intensity, small radius
burst to fling opponents out of your path.
Though it produces negligible damage, force blast is extremely handy for
pushing the big guys away so you can pass.
Plus, it really annoys them now that it fires much faster!
Cost
= 5 per shot
Alchemy:
Heal-Hurt Satchel
Similar
to the light ray in effect, a thrown heal-hurt satchel explodes to heal your
buddy’s wounds and put some in your enemies.
You also get the healing bonus.
Weaker than some other forms of alchemy, the heal-hurt satchel still
makes a big bang; and really helps a group of ailing allies.
Maximum
= 4
Special Skill:
Sacrifice
A Life mage may sacrifice
himself to give full health and cure poison and full armor to all teammates
under a certain radius away. Plus the
nearby enemies are blinded for a time. No suicide penalty is imposed, and
points are awarded for poison cures.
The price is 50 magic points.
A
fire breathing monster of a mage, the Fire Wizard is one tough customer. His flamelicks are fast, his fireballs are
big, and his alchemy will burn you to the bone. Stand still too long, and he’ll even break up you and the ground
beneath. The Fire Wizard is the slowest
and strongest of any class and it shows.
If you like blasting opponents to wizard gibs, the Fire Wizard is your
man.
Max
health = 100 : Max Armor = 150 : Speed = low
1. Fire Staff
Nothing
too special, the fire staff still burns when it hits and does decent
damage. If it’s all you have left, use
it.
2. Magic Missile
Just
your average rapid-fire range attack, magic missile is mostly good for cheap
shots and fast moving foes. Magic
Missile is often just the thing to finish off a weakened running wizard.
Cost
= 1 per shot
3. Flamelick
A
Fire Wizard’s best general use spell, Flamelick is fast, painful, and easy to
hit with. Just fire away and watch as
flames burst from the ground and burn your target. Flamelick kills quickly, does radius damage, fires rapidly, and
is good at any distance.
Cost
= 2 per shot
4. Fireball
Every
good game needs a massively powerful projective attack, and this is it. Perfect for the ticked off player who just
wants kills, Fireball moves at moderate speed and makes a BIG boom when it
strikes. It’s huge damage and radii
don’t discriminate and are now even bigger, so use caution at close range. Whoever’s in the way is gonna pay.
Cost
= 20 per shot
Alchemy:
Fire-Spiral Satchel
Easily
the most destructive alchemy of any class, Fire-Spiral swiftly burns to death
anything in its path. When released, a
fiery explosion creates two flaming spheres which spiral outward and slowly
fade, complete with massive damage. All
you need to do is land it close to something other than yourself.
Maximum
= 4
Special
Skill: Reality Fissure
Though
almost useless in fierce combat, Reality Fissure can be quite the spell. If you need to break something, this is the
hammer. (Remember the detpack?) Plus, if anyone crosses your path and you
cast the spell, he breaks into pieces.
Ouch.
Cost
= 100
A
master of ice and illusion, Ice is possibly the most versatile wizard of
all. He slips unseen through the
smallest portal, mingles easily with enemies, and, when it suits his purpose,
completely disappears. No one is safe;
for just when you think you’re alone he slams you in the back with the crystal
staff and turns your world upside down.
As one would expect, the Ice Wizard is the ultimate spy.
Max
health = 90 : Max Armor = 90 : Speed =
medium high
1. Crystal Staff
Look out magicians,
this is the nastiest staff a sorcerer will wield. One hit deals a lot of damage and drives an opponent’s senses
over the edge making him a helpless target.
A confused foe quickly falls to repeated blows or Icepokes. Plus, Wizard Gib production is almost
guaranteed after a few hits; less if you’re invisible for the first strike. ]:)
2. Mind Missile
A
mind missile is stronger than a magic missile and fires more slowly. The interesting part is that it attempts to
“use” every object it hits just as if you had pressed the “use item” key while
touching the object. Also, the Mind
Missile attempts to “touch” whatever it hits as though you had actually touched
it! This allows for some neat (and
sometimes painful) tricks!
Cost
= 2 per shot
3. Icepokes
These
flying icicles make an Ice Wizard’s best range attack. Not only do they hurt and leave cool trails;
with FOUR icicles per magic point the price is right. The Icepokes’ natural spread lacks accuracy, but it lets you
throw them at an opponent with abandon and still score.
Cost
= 1 per shot
Alchemy:
Teleport Crystal
This
little sphere makes a prepared Ice Wizard almost unstoppable. Just throw it where you want to go and
poof! There you are. Heave them through windows, toss one on the
roof, the possibilities are endless.
Just make sure you have enough room to land where the ball does; or
you’ll find yourself stuck in stone.
Maximum
= 4
Special
Skill: Illusion Menu
Here’s
where the Ice Wizard’s elusive skills reside.
You can change team colors, look like the wizard of your choice, or turn
invisible if you stand still. Just
don’t cast any attack spells while under the influence or you’ll lose it.
Choices:
1.
Change color (20 points)
2.
Change Wizard Class (20 points)
3.
Turn Invisible (20 points)
Despite
having life and growth as his focus, the Plant Wizard uses his “oneness” with
nature to conjure up some nasty wildlife.
His semi-sentient Thorn Plants automatically mow down opponents, giant
cockleburs tear wizards to ribbons, and beanstalks sprout from almost any
surface. A single Plant Wizard can
effectively “hold the fort” for a long time with a variety of unusual skills
and attacks.
Max
health = 90 : Max Armor = 90 : Speed =
medium high
1. Mossy Staff
A
functional club like other staves, the Mossy Staff is essential for the Plant
Wizard to grow and maintain his Thorn Plants.
The staff itself requires no magic.
2. Magic Missile
Old
reliable, the magic missile is nothing special. It is, however, the Plant Wizard’s only accurate, rapid-fire,
long-range attack. Useful for the
“other guy’s” thornplants.
Cost
= 1 per shot
3. Thornblast
The Plant Wizard has traded in his rolling stones but kept his shotgun like blast of damaging thorns. Though almost useless at long range, Thornblast is frighteningly powerful up close.
Cost = 3 per shot
4. Beanstalk
Not
actually an attack, the Beanstalk spell lets the Plant Wizard build a living
ladder to almost any location. A
well-placed stalk can help grow a Thorn Plant in a nasty niche or let your
entire team over enemy walls. The
longer you hold down the button, the taller the stalk grows. Beanstalks die after enough damage, but they
slowly regenerate if left alone and alive.
Now, these suckers climb JUST LIKE LADDERS!!
Cost
= 5 per section
Alchemy:
Cocklebur Satchel
This
one is a lot of fun! Just throw it away
and watch four giant cockleburs fly from the exploding bag. If the unwary wanderer touches them, these
bad burs latch onto their body, slow ‘em down, and cut ‘em up as they
move. The only hope is to stop, stoop,
and knock them off, and that makes a wizard very vulnerable. And don’t forget the cocklebur satchel has
added explosion damage AND cockleburs that actively seek their target upon
launch!
Maximum
= 4
Special
Skill: Plant Menu
The
Thorn Plant is the Plant Wizard’s most powerful creation. A semi-intelligent bush, it seeks out and
hurls hundreds of powerful thorns at any visible enemies. If you tend to it, the obstinate plant grows
poisonous thorns and throws them twice as quickly. A couple of these in the right spots will stop enemy mages
cold. Thanks to photosynthesis, Thorn
Plants slowly regenerate health if they are harmed. Up to two Thorn Plants are maintainable by a single Plant Wizard
at once.
Options:
1.
Grow Thorn Plant (Cost = 130
points)
2.
Fertilize Thorn Plant (Cost = 150
points)
3.
Kill Thorn Plant
4.
Kill Beanstalk
Like
the lightning bolts he so adores, the Lightning Wizard strikes with stunning
accuracy and deadly force. Everything
he does is neat and precise; from the shock of the Spotbolt to the impressive
Lightning Satchel. Of course, all this
precision means “spray and pray” spells are a no-no. You strike where you aim.
Slow movers beware: if the Lightning Wizard hits your head, you’re
dead.
Max
health = 90 : Max Armor = 90 : Speed =
medium
1. Lightning Staff
The
Lightning Staff swings like any other, but the additional electrical damage
helps. Typically the Lightning Wizard
prefers to fight at a distance.
2. Lightning Bolt
Lightning’s
closest analog to rapid fire, Lightning Bolt launches pleasantly powerful
lightning bolts wherever you aim. Due
to their lack of spread, these shocks only hit where you point, so faster
characters are hard to hit. Still, if
you throw carefully you’ll blow them over.
Cost
= 2 per shot
3. Spotbolt
The
ultimate sniping spell, Spotbolt causes a very powerful, very precise lightning
bolt to strike down from on high. The
fire rate is slow, but Spotbolt doesn’t need many hits to blast the strongest
to bits. Combined with his Zoom-In ability, a Lightning Wizard’s Spotbolt can
stop the strongest opponent with one good stroke.
Cost
= 5 per shot
Alchemy:
Lightning Satchel
The
Lightning Satchel is about as accurate as a bomb can be. When it goes off, three huge lightning bolts
smash down like Spotbolts on steroids.
The damage is really high, but the radius is pretty small. You can usually tell if you hit your victim
by the pieces flying around.
Maximum
= 4
Special
Skill: Dual level Zoom-In
Zooming
in makes a good weapon more accurate, and makes the Lightning Wizard
frightening. Combined with the Spotbolt
spell, Zoom-In lets you take out anyone if you’re fast enough. Pressing the Special button once zooms you
in as normal; pressing it again will zoom WAY in for the extra long or super
easy headshot! To return to normal
view, just press the special button once again. Remember, all you need to do is hit them in the head.
The
Death Wizard is all about death and disease.
His life-seeking skulls make fighting a breeze. And his alchemy satchels spread poison like
a chemical weapon. The Death Wizard
also steals life for his gain with the Death Ray, and is physically the second
strongest (and slowest) class. Overall,
never underestimate a Death Wizard: his magic does the majority of the work by
itself.
Max
health = 100 : Max Armor = 120 : Speed = medium low
1. Poison Staff
Average
as a striking weapon, the poison staff has the additional benefit of poisoning
anyone it hits. Sometimes it’s fun to
smack a wizard just to see them get mad and run; even if they turn and kill you
the disease will probably return the favor.
2. Magic Missile
One
more time: a rapid-fire range attack, magic missile is the Death Wizard’s
fastest firing long-range attack.
Still, Skulls are usually better.
Cost
= 1 per shot
3. Death Ray
The
Death Wizard’s analog to Life’s Light Ray, the Death Ray hurts opponents and
gives YOU some of the health. Though
limited in range and not terribly strong, Death Ray can be very handy when low
on life and facing a weakened opponent.
Cost
= 5 per second
4. Skulls
These
are just nasty. Every use conjures up a
flying, laughing skull that seeks out and attacks any adversary it sees. Simple minded apparitions, (brains not
included), Skulls fly straight if they see no one and attack their caster if
they see him. Painful and practically
inescapable once they find a meal, Skulls are probably the most feared wizard
spell of all.
Cost
= 5 per skull
Alchemy:
Poison Satchel
Perfect
for spreading around the disease, a thrown Poison Satchel explodes in a cloud
of noxious fumes. Try it; just don’t
inhale. A poisoned mage had better find
a Life Wizard, or look for a more glamorous death.
Maximum
= 4
Special Skill: Grim
Feast
Oh is this
cool! When a weakened Death Wizard
finds a dead wizard body, he may consume it to fully restore his health! Just stand over the whole (ungibbed) body,
press the special key, and for 20 magic points get full life AND cure
poison. Marvelous in Death Match!
Earth Wizard:
A
champion of animals and dirt, the Earth Wizard fights for Mother Nature with a
style all his own. He can shake the
ground beneath your feet and hurl birds into your face. If you really make him angry; he’ll morph
into a bear, smack you around, and scarf you down! Though not terribly fast, the Earth Wizard’s power packed attacks
make up for it all. When you hear him
roar: RUN.
Max
health = 100 : Max Armor = 135 : Speed = medium low
1. Quake Staff
Slightly
stronger than other staffs, the Quake Staff shakes your opponent up with a
tremor from below. They’ll feel your
pain.
2. Rolling Stones
This
unusual incantation throws powerful, bouncing stones at the opposition. Stone damage depends on velocity, so use
them properly and you’ll quickly flatten the strongest opponent. Rolling Stones make an Earth Wizard very
dangerous in small spaces. Just don’t
hit yourself.
Cost
= 2 per stone
3. Thornblast
His
cousin the Plant Wizard taught him this one.
Each shot hurls a throng of thorns with a shotgun like effect. At long range they’re pretty useless; up
close they hurt. A lot.
Cost
= 3 per shot
4. Birds Away
The
Earth Wizard’s most useful general attack spell, Birds Away throws speedy
Wizard eating birds at the opposition.
The damage is quite nice.
Similar to the Half-Life hornet gun the Birds seek their opponents out
in a piecewise manner; not with the vigor of skulls. Unlike the hornet gun, these Birds are actually useful. Avoid being pecked whenever possible.
Cost
= 5 per bird
Alchemy:
Earthquake Satchel
Wow,
the Fire Wizard’s Fire Satchel has a contender for most deadly alchemy
now! A thrown Earthquake Satchel rocks
your target’s world with massive vibrations and heavy damage! Plus, it lasts a decent length of time. Stay in the epicenter and you’ll quickly
perish.
Maximum
= 4
Special
Skill: Bear Morph
Now THIS is
impressive. With a roar, the Earth
Wizard morphs into a hulking brute of a bear with big claws and bigger
teeth. The cost is high, you slowly
lose magic to maintain the shape, and you revert to pathetic human form when
you run out. But OH can a bear dish out
and receive the ABUSE with two forms of attack and super-human stamina. All you need to do is get up close.
Bear
Max health = 200 : Bear Max Armor = 200 : Speed = very low
Bear Attacks:
1. Claw Swipe
With surprising
range for a hand attack, the claw swipe swats those pesky mages away like midge
flies. Your target gets a long trip and
a lot of bruises. Try knocking `em off ledges
to their doom. It’s fun!
2. Bite
The range is short,
but one chomp is all you’ll need! A
bear’s bite tears through flesh and bone to make quick wizard giblets. This is the most powerful attack (Combo’s
and reality fissure aside) that any one Mage may make. Enjoy!
Cost = 100 magic
points to transform; 1 point per second to maintain it. You change back only when you run out.
Wind Wizard
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 Life Wizard, confuses opponents like an Ice mage, and can
actually fly (for a price)! Though his
control takes some getting use to; his potential is tremendous! Never assume you have trapped a Wind
Wizard.
Max
health = 80 : Max Armor = 80 : Speed = high
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. The interesting part is that it attempts to
“use” every object it hits just as if you had pressed the “use item” key while
touching the object. Also, the Mind Missile
attempts to “touch” whatever it hits as though you had actually touched it! This allows for some neat (and sometimes
painful) tricks!
Cost
= 2 per shot
3. Whirlwinds
These
twisters are a Wind Wizard’s most useful fighting weapons. Each shot flings a small whirlwind that
weaves to and fro while following the contours of the land. Though not terribly accurate; they do decent
damage, travel quickly, and are hard to avoid in large numbers. Quite handy.
Cost
= 2 per shot
4. Fly!
Like the Plant 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 Wind Wizard 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 Wind Wizards 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.
Old Archmage:
This special character
appears only in certain situations. The
Old Archmage is the “hunted” in wwhunt and other hunted style maps. Though he’s old and somewhat slow, he still
remembers one big spell. You only get
one shot per life; but aim carefully and one shot is all you’ll need.
Max
health = 60 : Max Armor = 40 : Speed = low
1. Wooden Staff
Just
a plain old piece of wood; this staff forms your last line of defense. Honestly, it’s usually better to run.
2. Magic Missile
Yep,
old faithful is still used by this mostly has-been of a magician. It can be surprisingly useful if your
bodyguards get into a firefight and you want to help; or if you catch a sniper
off guard.
Cost
= 1 per shot
3. Comet
Lookout
Lighting mages, the Old Archmage still remembers one swell spell. If you’re surrounded and out of friends,
just point at the antagonist, cast the blast, and watch a comet from above get
seriously medieval on his behind! Be
sure you’re close enough for it to work (a disappointing noise indicates you missed)
and far enough not to be killed in the ensuing explosion. I just love this one! :)
Cost
= Only one per life.
Alchemy:
Health Satchel
Nothing too special, using the Archmage’s satchels gives him some much-needed health. It’s nice if you’re out of Life Wizards, almost to the goal, and one pesky Lightning Mage is still shooting.
Maximum
= 4
Combo
Spells are very destructive conjurations created with the combined powers of
two different wizards. To obtain a combo spell, two different wizards on the
same team must strike each other with their respective staffs. You can tell by
the sound of the staff strikes if a combo spell is being built up to. This
takes teamwork, since the last wizard to strike his friend 5 times is the
only one to get the combo spell. After a second or two, the mighty magical
attack may be cast.
Important ideas to remember:
The
Fire and Death Wizard's specialty, Meteor Storm destroys the opponent with
three hugely impressive fireballs from the sky. Meteors seek their target until
he dies, so there is no hope of escape. Just don't cast it until your enemy is fairly
close and you are aiming at him because if you miss you lose it.
Lightning
Cloud is useable by the Lightning and Ice Wizards. It causes a boiling, slow
moving cloud to plod along it the direction you throw it. When the cloud gets
near any opponent, it repeatedly pelts him with red lightning bolts until he
explodes. The spell only dissipates when it runs into something other than an
enemy. This one is very powerful in open areas.
One
of the most versatile combo spells, Spirit Wizard allows the LIfe and Plant
mages to conjure up a powerful enemy-seeking apparition. If it sees a target, a
Spirit Wizard charges ahead and mows him down. If not, it wanders slowly about
looking for someone to hurt. A Spirit Wizard can be destroyed with enough
damage and will vanish after about 60 seconds. Also, if an enemy touches him he
steals their soul and departs for the netherworld. He will ignore your
teammates.
In
this combo spell Lightning and Fire have teamed up to make a sniping wizard's
favorite toy. Ball Lightning functions like a one-shot super spotbolt with a
homing fireball to boot. Wherever you aim several evil-looking lightning bolts
crash down from on high to decimate the target. At the same time, a burning
energy ball forms and hunts down the nearest living wizard. Its touch means
swift death.
Credits:
SirAlanF – Programming, Coding, Game design, Huge
time investment, most of the work.
Wizzrobe – Modeling, Sprites, Manual, the cheesy textures, the weirdest ideas.
Zouave – Excellent mapping (ww_roc2, ww_hunt, ww_storm, and
hopefully more!)
Rikers
– Creator of the popular ww_2fort! Keep ‘em coming!
Blight
– Author of the new ww_library and ww_castle!
The_Postman – The good-looking model skins!
Various friends from
St. Clair – Playtesting,
suggestions, and verbal abuse.
Everyone on the
Wizard Wars Forums – Keep the
feedback coming guys!!
Well, there you have
it! Everyone enjoy the game and be sure
to check us out at: www.planethalflife.com/wizardwars
Finally, end of the manual.