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:

 

New Stuff for 2.8!

 

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! 

 

Credits

 

 

 

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.  

 

 

 

What are the Features and Game play styles?

 

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.)

 

 

 

How do I install Wizard Wars?

 

All you have to do is execute the WizardWars executable file you download, choose your Half-Life directory, and the rest is automatic!!

 

 

 

What are the controls?

 

The controls are similar to Half-Life, TFC, and most other mods.  They may be set in the controls menu as usual. 

 

 

 

What are the different Wizard Classes, weapons, and abilities?

 

The eight wizard classes are listed below along with their spells, satchels, special skills, and relevant magic point costs:

 

 

Life Wizard

 

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

 

Life Weapons and Spells

 

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.

 

 

Fire Wizard

 

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

 

Fire Weapons and Spells

 

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

 

 

Ice Wizard

 

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

 

Ice Weapons and Spells

 

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) 

 

 

Plant Wizard

 

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

               

Plant Weapons and Spells

 

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

 

 

Lightning Wizard

 

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

               

Lightning Weapons and Spells

 

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. 

 

 

Death Wizard

 

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

               

Death Weapons and Spells

 

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

               

Earth Weapons and Spells

 

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

               

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.  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

               

The Old Mage’s Weapons and Spells

 

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

 

 

 

The Combo Spells!

 

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:

 

  1. Only the correct duo of wizards can create a spell, and the wizard that gets the spell may not create another one until he dies and respawns.

 

  1. Teamwork is necessary. You won't get a spell if the other wizard never bothers to hit you back.

 

  1. Combo Spells are very powerful.   Abuse the competition!!

 

 

Meteor Storm

 

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

 

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.

 

 

Spirit Wizard

 

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.

 

 

Ball Lightning

 

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.

 

 

Tornado

 

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!

 

 

Giant Plant

 

All you thornplant loving greenthumbs are going to adore what the Plant and Ice wizard have dreamed up!  When cast, this mighty combo spell grows a BIG and HUNGRY herb with an appetite for Wizard giblets!  Though it has no range attack, the giant plant possesses incredible reach with its big mouth, takes tremendous punishment, and can slowly shuffle about to reach its opponents.  Plus, one bite is all it needs!  YUM!  (Just the thing to hide around that dark corner.)  Note: each wizard may only have one Giant Plant alive at a time.

 

 

Living Dead

 

This vile enchantment has been requested for some time by all you necro-lovers; and oh how evil it is!  The Death and Wind wizards create this three shot combo spell that you carry until you find an intact wizard body.  Next, point and cast to turn that worthless (well, not to a hungry Death wizard) body into a fierce fighting skeleton!  The mindless monster will follow its caster until it finds a victim; it then attacks with thrown bones and nasty claws!  The spell now looks in a huge radius when cast and gets every body there.  Only one use.

 

 

Wally the Wombat

 

Alright, this one would probably win the award for weirdest, funniest, and possibly most useful combo spell.  It is as strange as it sounds.  When the Life and Earth Wizards invoke this incantation, a quick and furry wombat rushes out to take on the world!  If he finds a teammate, he helps them out with some needed life and poison cure; if he finds an enemy, he’ll bounce and spin them to death, complete with humorous little yelps.  When he finishes someone he’ll head for the next nearest target.  Wally charges about for a minute or so until he gets killed or magically fades away.  Trust me, this little guy is an animal!! 

 

 

 

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.