View manual text
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The Following section i s a guicl<start For those eager to enter the Witchaven. All
EXECUTIVE PRODUCER
John Potter
commands and on screen elements are explained. Once the introduction has
Amy Smith Boylan
Carlos Ibarra
fini shed, you should see the Main Menu. ,,
PRODUCER
James Wheeler
l(elley
ASSISTANT PRODUCER
fychard Hennincj
Richard Jlenninq
PRODUCT MANAGER
Ernie I^ocjue
Judy Melby
OI^IGINSL STOI^Y SND
LEAD PROGRAMMER
Mike Pitts
I^aFael Paiz
DOCUMENTATION
ADDITIONS!, PROGRAMMING
Robert Hobbs
hes Bird
prank M- Hale Jr.
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Joe Abbati
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QUALITY ASSURANCE
3D INTRODUCTION
Scott Nixon
Animation factory
Ernie fyxjue
WEAPONS PROVIDED BY
3D ANIMATION ANDARTWORR
BlacksWord Armoury, Inc.
Ernie fyxjue
Gonzalo Monies de Oca
This option starts a new game. You start at the entrance oF the
labyrinth with 100 health, 0 experience, 0 armor, 0 potions, 0 spell
charges and a dagger.
Carlos Munoz
CREATURE MODELING
Scott Nixon
••i
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Joe Abbati
ORGINAL MUSIC e SOUND FX
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Thi s option allows you to either load or save a game.
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The movement keys can be customized by running Setup.exe. Providing you
have not altered the default settings, use the following keys to control movement
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gcction
Use the appropriate fil^OW keys . the I^IGHT MOUSE BUTTON or
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UP on the joystick
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Hold down the SHIFT while walking or BUTTON 1 on the joystick
Strafe
Press the 7\LT key on the keyboard.
cintrocfuction
casting the Flight spell:
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Speffs
Sterns
<J)emzens oj the ^a
Fly Up: press tl,e PAGE DOWN key.
ply Down: press tlie PAGE UP key.
Cancel Spell: press the END key
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(J)oors and Chains
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To open doors and pull wall chains, press t
Thi s concludes the summary of gameplay and screen elements.
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Introduction
what old man?! l(now that I have been chosen by lot to continue the
sacrifice into the unknown. Ifyiow that soon I will go where by brother went
Jerked from deep slumber with a snap, you become aware oFtoo many things in
That I may soon join him in whatever hell has snared him away from me! No old
too short a time to comprehend. The chill oF sweat the Feel oF cotton in your
man, tonight you will speak oFnew things to me. I tire oF telling thi s worn tale.
mouth, the hammering in your chest the tangle oFbedsheets; each accosts your
senses with an unrelenting subdued Fury demanding attention. Through this
Quicksilver, the old ones Face twists in anger. Casting a gimlet eye on you, he
thunderous quiet, piercing your awareness with lighting clarity, you hear—
snarls Peace! You will keep a civil tongue in your head stri pling. Think y°u
that your Few years oFtoil and striFe have bestowed upon your head the wi sdom
"It has
again.
With painFul suddenness, the shimmer vanishes from reality as you regain
oF ages? When I tell you that which you need to know i s For me to decide.
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l(nowledge i s your keenest sword boy. I would no sooner arm you beyond your
ability to wield in lore than weapon. Vented oF passion, the old one seems to age
Focus. J( flash oF anger and Fear splashes your skin with a spectre oF heat j^s
back into the small quiet scholar you have come to expect
barbed lashes, jagged thoughts play in your mind, ficjain he sits in jrim vitjil.
thougk Your spirit is strong, and the dream is a sign oF Power. So be it I will
fiqain I fulfill some measure of his cold Visions. Damn his patience!
begin your Formal studies in the morning."
Yet fleeting as quick as its flash, the anger melts away. In its place.Jear.
'Finally,
you think, a time of change is at hand.
Yet there i s thi s
Clinging to thi s thought
you begin to Feel a slacking in the pull oFFear clutching at your soul. Until the old
"Yes, the same dream. No more. NO less." you respond. ' Yes. no hope, you
man Fini shes hi s comment with an ominous whi sper, "Perhaps you do now
Feel.
have the will to survive opening your eyes."
Speak °F it once more.
But First young one, you will give an accounting oF tonights dream. There are
eyes beyond those in that dullard oF a skull you wield so poorly that can see
"Why? for nearly a moon s turn now 1 have had thi s same dream, each and
beyond the telling oF the tale. Speak
every night without end. $nd each and every night you sat there and watched
me, without end. Why?
Ss you wi sh.
With tired lackluster, you let yourselFdrift in waking into the
nightmare that has possessed your sleep. You live again the flight over a roiling
"You know.
black sea, skimming the abyssal depths like some phantom spirit There, to the
fore, i s the same skifF witnessed night after night fit the oar, no man do you see.
Ti s but a skeleton. In the beat of a heart you race headlong towards a soot
"No, not the lot The choosing here i s by Lord Verl^apheron. He deems you to
coloured stone upjut, a sharp wound through the waters. You see Char, the i sle
be the one to lift the curse.
oF the curses.
"Lord Verl^apheron?" The name sounds Familiar...
Lil<e a Feather in a wind, you are carried beyond your will towards a rotting pier,
past remains oF the once living, racing into an ebon mouthlike gap in the i sland
"Not many speak hi s name now. It i s the witches power, oF thi s I m certain.
side. Into the gullet oF thi s cold stone beast you drift, fleeting glimmers oF a
Tell me, what do you know oF the Witchaven?
spectral Form beFore you, always just out oF vi sion s full grasp. The apparition
precedes your journey through an abandoned keep, great halls and towering
' I know that I have drawn the lot, and that I must go there to...
walls left to decay through the ages.
realize the waste oF effort in the retelling of the tale. The old priest must
Suddenly, you
certainly know more about thi s than you ever could. What were once frightful
When you begin to thinly that the depths oF despair have been Fully delved, again
children's tales now seem so worn out and unremarkable. You ri se to walk to
you see the cauldron. A brew steeps within. Lacking either head to turn, or
the wash basin, uncaring of the curious glance from the priest
eyes to close, you view with mind burning clarity the human parts simmering in
the unholy stew oF the dead. Straining with all the might your soul can muster,
"Yes, as I thought' the priest says, nodding slowly. The power of the witches
you wrench your vi sion away. The saFety oFan exit looms in front oFyou. Yet
is strong here. They have a way of shying all thoughts about them. It is their
just as the portal begins to open, you realize, too late, that you are doomed. A~nd,
greatest protection. Herein we must certainly find the root of why the High l(ing
in panic and terror, you awake.
has forsaken this, his northernmost realm. Pel>haps too, we touch upon the
wellspring from which the strife of war does How across the Lands, where Lord
Once the telling i s complete, you look "p to see tne old priest deep in meditation,
turns on Lord in civil war.
hi s eyes closed tight against the world, as iF somehow grappling with troubling
thoughts. A~ trace oF golden energy Fades slowly from hi s opening eyes.
You turn from the washbasin, drying your face.
I ve spoken of the dream once
again to you, high one, please, speak to me more of the Witchaven."
"You are chosen." he states with Finality.
Pale eyes, sunken and hollow, take in your measure with unsettling candor.
"Yes, I know. Designed to it, I am. 1 drew the lot and it i s the law. Seven days
hence I will travel to Char and...
With a 'harumph' and a shake oF hi s head, he begins to tell a tale oF hi s own.
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Very well. First you must seize upon your notions of how the Worlds are put
together. Get a firm gri p on just how you explain the workings oF the Cosmos
and the Heavens. Then, when you see with clear thought and firm resolve thi s
model oF the Universe that you have constructed, chuck it out the window into
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hood did well to maintain its most powerful center for studies there. It was in a
time oF great peace on prosperity that the High Priest oFthe order, Midias, sought
the knowledge beyond the Veil. He convinced the council oF Brothers to under
take thi s mi ssion. It would be their last great guest
the gutters below with the rest oF the daily sewage."
When the High Brethren oFmy Sect decided to pierce into the unknown, they
Oh Stars above, what have I started this night?" you muse. " To make it all
the worse, 1but begged him for thi s. Well there's nothing lor it but to settle in for
did not realize the terrible risks they Faced. The Veil itselFposed great danger.
In order to pass through it to reach the other side, the priests in the ritual had to
literally let themselves become partially enveloped by the energies oFthe StriFe.
his pillar high preaching....
The Found that they had to fight not only to get through the barrier, but to keep
Thi s world, the old man continued, the one you see around you, it i s not
from being drawn into the mindless expanses of the formless l^ealm.
the only one. Thi s and several others much like it make up what are called the
Prime Realms. These Realms are strongholds of Order in the universe. They
manage to withstand the forces of Chaos.
For us, they are guite solid and
"Yet however fearful thi s struggle may have been, nothing brought more stark
fear than the coming of lllwhyrin.
predictable. However, in opposition, there lay the Realms of the Nether Reaches.
There, the Furies oF Chaos dominate."
"See here a key point in the nature of the Universe. Power seeks Power.
What the Brethren had not counted upon was the draw upon the Nether Reaches
NOW, tween the two, there is a region of Strife. This skin of tension serves
to bottle one Force from the other. But as with any container or wall, it has its
that their ritual would have, lllwhyrin felt the power of the ritual energies, and she
was drawn to capture its source.
weak points. Thi s region oFStrife that separates Order and Chaos i s called the
Veil. /^ simple name. Perhaps too simple. There Were those here who sought
to lift this Veil. In their vanity, they thought their Power sufficient to venture
beyond thi s l^ealm in saFety. They were Wrong.
"With her ancient and powerful force of will, she probed the mind of each priest
in the link For weakness. She Found one. In the heart oF the youngest beat the
passion oFLust Shaping herselFinto a maiden oF unsurpassed beauty, she taunted
hi s mind with promi ses oF dreams to be fulfilled. She focused her Will on him
The priest pauses For a minute, shaken by some unseen blow. He continues, "In
that day, it was Lord Verl^apheron, vassal and Champion to the High l^ing, that
ruled thi s northern land. Hi s keep lies on the northern most i sland. Char. Hi s
court was renowned throughout the lands for its piety, and as such, the Brother
until he faltered in hi s concentration, fit that preci se moment she struck a'
him with all of her dark powers of the mind, destroying hi s utterly and Weakening
the enchantment linkage severely. The ritual group Was defeated, though the
battle raq i on.
sm.
ftll oFthe Brothers and lllwhyrin were pulled into the Veil. It was here that she
"Yet heed me! Time i s not our ally in thi s matter. True, on the path that she
wanted to do battle. By our standards, that ritual group could gather a Fearful
now treads, each day sees her become more accessible For our taking. But, the
amount oF energy and shape it to their wills. By her standards, the group was
Veil has also been weakening lo these many years, and it i s now apparent that
woefully insignificant. She absorbed the attacks from the younger priests,
she has been setting into motion magics oFsuch cunning Power that she Will be
Feeding on their magical and liFe energies. Then, as iF expelling some great held
able to open a True Portal between here and her home I^ealm. Such a gateway
breath, she unleashed these Powers upon Midias himselF, physically hurling him
Would surely spell our downFall. She would have a bottomless Well oFDark Powers
back into the Prime l^ealm. using his last Bickering bits oFsoul as an anchor,
to draw upon, and a vast horde oFminions to send into this world as armies to
lllwhyrin reached into thi s realm and pulled herselF through."
conguer.
The death toll oF Midias along with the explosive arrival oF lllwhyrin sent
shockwaves throughout this world, both on the physical and magical planes.
NOW, near the end oFthi s struggle, lor good or evil, the shade oF Verl^apheron
seeks you out to be Champion For us all, to end the curse."
Char, a volcano dead these past three hundred sixteen years erupted in protest
to the vile intrusion oF thi s Chaotic whirl. Priest and Magi alike Felt the dark
You remain silent for a moment as the priests last words hang in your ears,
ri pples on the Astral plane.
por once, your mind Feels clear, your thoughts no longer adrift as you ponder the
Witc haven.
Feeling secure that she Faced no immediate threat, she proceeded to consume
the life energies oFthe l^eeps garrison, nobility, and commoners, all to empower
Thi s i s suicide,
you say aloud.
Ill be dead in minutes.
her while she kept the rift in the Veil open. She was bent on bringing Forth into
thi s I^ealm a great army oF darkness with which to smite all in her Way. She
1 thinly not my son tne priest replies, smiling. "Lord Verl^apheron has
managed to pull many oF her minions through before even she was forced to
chosen you, he must have some reason. Perhaps you Will succeed where other
withdraw from the tireless and unceasing powers oFthe Strife.
expeditions have Failed.
Since that Fateful day, many things have happened. Char has continued to
"We have spoken enough oF these things thi s night On the morrow I will begin
spew its ash and lava, decade after decade. Its as iFthe Nature oFthi s plane takes
your instruction in the basics oF reading the Arcane Tongue as you might find in
offense at her very presence, lllwhyrin s Power so too changes. She i s cut ofF
the keep on parchments oFthe old Brotherhood. These remnants oF Power Will
from the Darkest sources oF Chaotic Power, so she must rely more and more on
play a crucial role in your guest por now, it i s time lor you to sleep. Sleep
ritual magics to maintain her otherworldly kingdom, ^s she has been draining in
deeply, and dream no more thi s eve"
Power over the years, she becomes a more possible target for attack
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(Weapons
Though by Ibrce alone you will not survive, the weapons of the fallen will be
your greatest ally in vanquishing the Witches, ^s Lord Verl^apheron's loyal
guard fell beneath the helli sh assault from the Nether Reaches, their weapons
and bones came to litter the tunnels, offering some small defense and a reminder
ing Qiar
The Morning Star i s a devastating spiked ball and chain. It does
more damage than the bronze sword, and has a larger swing
radius as well. The crushing attack inflicts 10 to 15 points of
damage and the swinging attack inflicts 15 to 20.
of mortality, imminent and unremorselul.
The following i s a descri ption of those weapons you are likely to find while
The epitaph of Lord Verl^apheron s archers, the bows and
quivers you find give you the advantage of attaching from a
storming the Witchaven.
di stance. Each arrow i s capable of inflicting between 15 and 30
points of damage. In addition, the bow is never damaged, there
The weapon of last resort, your fi sts do the least amount of
damage of all the weapons, and have the shortest attack range.
Each punch does 1 to 5 points of damage.
lore it i s never rendered useless. However, you are limited to
the number of arrows you can scavenge.
CJ^roatf Qwortf
forged in the l<eep armory, thi s weapon i s heavier and sturdier
The dagger i s a short double edged blade. It has the same range
as your fi sts, but allows both a slashing and a stabbing attack
The dagger inflicts 5 to 8 points of damage with its slashing
attack and 10 to 15 with its stabbing attack
than the short sword. It i s double edged and gives you two
different swinging attacks. The left hand attack inflicts 15 to 20
points of damage and the right hand attack inflicts 20 to 25
points of damage.
gfiort Qwortf
The favoured weapon of the Goblin tribes, the short sword i s a
double edged blade of poor quality. It inflicts only 5 to 10 points
of damage and breaks easily.
The battle axe i s the native weapon of the MinaDrake. Thi s
sturdy curved blade inflicts more damage than the broad sWord
and has a high resi stance to damage. One handed, the battle
axe inflicts 20 to 25 points of damage. Wielded With two hands,
the battle axe is capable of doing 25 to 30 points of damage.
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(Haf&ercf
Thi s i s a large blade mounted on the end oFa long wooden pole.
Each weapon, depending on the quality oFits make and the strength oFits
The Halberd has the largest attack range oFall weapons except
design, has a certain number oF break hits. This is the number oFhits
the bow, and it inflicts 5 to 20 points oF damage with a piercing
the weapon can inflict beFore dulling or breaking. OF the non magical
attack and 5 to 35 points oF damage with a swinging attack-
weapons, the short sword i s the weakest, and the two handed sword the
strongest
roficiencies
These items were once the symbol oFthe castle guard, serving
as both a melee and a missile weapon.
With the swinging
7\s you g 'n experience levels, you become more proficient with handling
attack, the pike axe inflicts 5 to 10 points oF damage, and With
weaponry. This skill allows you to wield two weapons simultaneously.
an overhead chopping attack it can inflict 10 to 15 points oF
See the Experience portion oFthe l^eFerence section For more details.
damage. Furthermore when more than one Pike A
xe s
i Found,
the additional axes can be thrown, inflicting 10 to 15 points oF
damage.
-(Hancfe£f Qwortf
Thi s gigantic double edged blade does the most damage oF all
the weapons you will find in the Witchaven. It allows two
swinging attacks, inflicting 20 to 30 points oF damage With the
left swing and 25 to 30 points oF damage with the right swing.
<J)amage £KpdiJi
Both your experience level and strength affect the amount oF damage
you can inflict with weapons. You gain 1 point oF additional damage per
experience level, and drinking a strength potion doubles inflicted damage.
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freeze
Thi s spell launches a ball of energy that draws the heat from all
creatures in a line stretching 3 Feet per experience level. The
Certain words, ancient and sacred, have the power to magnify and Focus the
spell makes your foes so brittle that they can be shattered with
will. They allow those with di sci pline to bend reality and involve the powers
a single blow. The spell i s powerful but limited in the sense that
arcane. Such words compri se the languages oF the Nether Reaches but exi st in
fire based creatures may be immune to its effects, and you
the Prime Realms only as writing, scribed From parchment to parchment by
cannot launch it at a creature within melee range.
initiate mages, refusing to be memorized and Forever eluding the reason oFman."
Providing you have reached a sufficient level oF experience, scrolls you find can
Thi s spell launches 10 energy projectiles, inflicting 20 to
be incanted, thereby casting the spell and affecting the physical world. The
points of damage each.
Following i s a short descri ption oFspells you may learn on your guest to destroy
the Witchaven.
n (J)oors
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Qcarc
When cast thi s spell reaches into the mind oF your foe and
Thi s spell will open any door reguiring a key.
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Fetches its deepest Fear. Thi s spell i s most effective on lesser
creatures, for more powerful minds can see through the illusion.
When effective, the spell lasts four seconds per experience level.
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When invoked, thi s spell commands the power oFair, granting
you the ability oF flight for a limited duration. The spell lasts
thirty seconds plus an additional second per level oF experience.
Thi s spell enhances your vi sion, granting you the ability to
see in darkness for a limited time. The spell lasts ten seconds
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When cast thi s channels the heat oF the earth, incinerating all
per experience level.
creatures within 10 Feet that Fail to resist the effect oFthe spell.
Those that resi st are singed, but otherwi se unharmed.
Thi s spell summons the energy oF the stars, annihilating all
There i s a wide assortment oF items to be found in the labyrinth, por decades
creatures and items Within 30 Feet Only the most powerful oF
since the assault on Verl^apheron l\eep, warriors and adventurers From across
the witches are capable oF resi sting thi s spell.
the Prime Realms have journeyed into those darl^ depths seeding glory and
wealth. S few have returned, but most have peri shed, leaving their items behind
gcrofls
to collect dust amidst their aging bones and Forgotten dreams.
There i s a scroll For every type oF spell mentioned in the Spells
section. When Found, a scroll counts as a spell charge, ready to
be spoken so that the magic bound in the text can be released.
/\rtiFacts left by Verl^apheron s priests, the ankhs powers oF
liFe grant 250 health points.
Two amulets can be Found in the labyrinth:
>\mufet of the £HJ
^*M^
Thi s amulet renders you invi sible For 1 minute.
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Thi s amulet acts as a Scare spell for 1 minute.
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serves two important functions: to deflect enemy attacks and thereby
nullify all damage, and to absorb damage that i s inflicted, reducing the cost to
health. Though there are numerous items in the labyrinth that increase your
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armor, there are only three armor classes: leather, chain and plate.
When you are successfully attacked, a certain amount oF armor points are
deducted from your pool, and then some percentage oF the enemy s inflicted
An armor composed of a padded metal mesh. Chain mail gives
damage i s subtracted from your healtkThe three classes oF armor and their
you 100 armor points. It loses armor at the rate oFtWo points
effect are:
per hit, and allows only one Fourth oFall damage to health. Chain
heather: loses 1 armor points pep hit, halF damage i s inflicted.
mail has a good chance to deflect enemy attacks.
Chain: loses 2 armor- points per hit, one quarter damage i s inflicted
Plate: loses 1 armor point pep hit, one quarter damage i s inflicted.
The highest guality armor, thi s armor grants you 150 armor
Each armor type or armor affecting item gives you a certain number oF armor
points, loses only one point per hit, and allows only one fourth
points, and protects as one oFthe classes above. Obviously leather protects as
oF all damage to health. Plate mail has a Very good chance to
leather, chain as chain and plate as plate, but other items will protect as one oF
deflect enemy attacks.
the classes above as well. For example a Crystal Staff gives you 300 armor
points and protects as chain. When those 300 points have been exhausted, that
item i s no longer useful and i s di scarded. Furthermore, you can Wear only one
Oystaf Staff
Thi s item gives you 250 health points, 300 armor points and
type oF armor at a time.
protects as chain mail.
Example: Suppose you find a suit oF leather armor. You get 50 armor points.
Each enemy hit subtracts T armor points and inflicts halF damage on your
(Hehnet
Thi s artiFact grants you the power oF legendary heroes, in
health. IF you find a suit oF chain, your armor points go to 100, not 150 because
creasing the speed oFyour attacks, giving you ten armor points,
the suit oF leather is discarded. Now each enemy hit would reduce your armor
points by 2, and inflict one Fourth the amount oF damage to your health.
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and doubling your damage for thirty seconds.
(Horn
For one minute, every point oF damage you inflict is added to
Bound leather armor offers the poorest form oF protection,
your health
granting 50 points oF armor, losing 4 points per hit and
allowing halF oF inflicted damage to be taken from your health.
Still some armor i s better than none, and leather armor can
There are four types oF keys in the labyrinth: Brass
sometimes deflect enemy attacks altogether.
Black, l(eys. Ivory l(eys, and Glass l(eys.
Sapphire
^Pentagram
These are artifacts used to move guickjy
This ring provides protection from fire attacks for a limited
through the
time.
labyrinth. You must have one in your possession to activate
the level s teleporter.
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Scepters
(Potions
There are two scepters to be Found within the labyrintk. The
Five types of potions can be found in the labyrinth:
Blue scepter grants you the ability to walk, on water, and the
Blue Potions: Increases your health by 25 points.
Yellow scepter allows you to walk, on lava. The effect oF both
Green Potion: Increases your strength, doubling all damage for
scepters i s limited to the level upon which they are Found.
30 seconds.
Qhiett
Orange Potion: Cures poi son.
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I\ed Potion: Thi s potion gives you immunity from fire for 30
Thi s item gives 50 armor points and protects like plate mail.
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seconds.
In addition, the sharp spike protruding from the outside can be
Brown Potion: Thi s potion turns you invi sible for 30 seconds,
used to attack, as a dagger, inflicting 5 to 8 points oF damage.
though creatures have a fifty percent chance to see you iFyou
The shield can only be used when you have a one handed weapon
attack,
selected, and like other Weapons, it can be damaged and
Clings
rendered useless.
During the battle For the keep, many magic using soldiers on both sides were
slain, leaving behind an abundance oF rings.
The lure oF many adventurers.
glittering wealth or grave danger.
.^tfamcmtine
Thi s ring protects as plate mail, but gives no armor points.
Grants you protection from mi ssiles.
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Within these chests lie
^Denizens of the
gkefeton
These undead are the result oF death magic rituals deep within
/^s news oFthe invasion from the Nether Reaches reached the sovereign ears
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oFthe nearby mainland Lords, expeditions were planned to scout out this new
the Witchaven. Wandering without purpose, these damned souls
claw at the living with contempt
threat Many groups sank into the dark tunnels oF the labyrinth and most met
death there, cold and quick at the hands oF the Witches minions. The expedi
t
tions stopped, and the Lords on the mainland took to lighting amongst them
These creatures oFthe Nether Reaches possess enormous upper
selves. Whether by Witchs' work or human greed, they have forgotten the threat
body strength and a meager intelligence, inost were enslaved
to the Prime Realms, but we oFStahzia have not I Will tell you what 1 have heard
by the Witches and forced to carve out the Witchaven be
oF these creatures-
neath Lord Verl\apheron s keep- Once the labour Was
complete, the Witches attempted to exterminate them. Those
Thi s section serves to illuminate what i s known oF those creatures that now
that escaped wander the labyrinth, staying clear oFthe warring
inhabit and protect the outer parts oFthe labyrinth and the inner sanctum known
Goblin tribes and the merciless MinaDrakes.
as the Witchaven.
.
(J^rcnvn Qyre.
The weakest oF their kind, the Brown Ogres are doomed to
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The scavengers oFthe labyrinth. The rats are thick there, for
Forever tread in the shadows oF their more powerful brethren.
they have much upon which to dine. They feasted on the Fallen
/^s the stronger would do to them, so too the they seek out
during the first assault, and now their numbers are maintained
those that are weaker to prey upon, ^is all Ogres have a di s
by the casualties oFthe Goblin Wars.
proportionately high upper body strength, they hammer at their
prey with their hard, bony fi sts.
Spicfer
Once normal arachnids, the Spiders Were Warped by dark magic
(Jreen
oF the Grey Witches. They attack With a Venomous bite.
Possessing a higher intellect than any other type, these Ogres
were conscri pted to act as overseers during the carving oFthe
labyrinth.
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the Witches, the Mountain Goblins scout the surFace oFChar
Where the need for brawn was keenest, the I^ed Ogre Was
For invaders and occasionally carry out death mi ssions on the
quickly drafted. By Far the most violent and intemperate, they
weaker Forest Goblins.
have banded together to prove that might makes right They
strive to bring about by fi st and Jury a World where they get
The strongest and most cunning oF the Goblin tribes, the tan
the best in Food and dwelling.
Desert Goblins control most oFthe areas outside the Witches
direct sphere oF influence. Having pushed the weaker Forest
Following the securing oF the keep, Illwhyrin brought three oF
Goblins to the surFace levels, they are in a position to hinder
the Goblin tribes From the Nether Reaches to patrol and hinder
the Mountain Goblins on their errands and dictate somewhat
all would be heroes and warriors oF the Prime Realms. HOW
the movements oFthe other labyrinth denizens. Still, the Desert
ever, once loose in the labyrinth, the Goblins sli pped beyond
Goblins are no match For the Witches more powerful minions,
her control and their intelligence and greed pushed them into
and avoid the MinoDrake and Lava Fiends unless it be to
Factional warFare. NOW only the brown Mountain Goblins seem
vangui sh a greater outside threat
loyal to the Witches.
forest 0o6fins
Summoned From the Lower Planes, the Lava Fiends are bound
Abandoned by the Witches For their innate weaknesses, the
in servitude to the Witches. Because oF the low magic guality
porest Goblins are guickjy being destroyed by the greater
oF the Prime Realms, they are greatly weakened in the
strength oF the Desert Goblin tribe in a
subterranean
Witchaven. Drawing their energy From sources oF elemental
territorial war. Pushed to the higher levels near the surface,
Fire, the Lava Fiends gravitate to Char s subterranean lava flows.
the Forest Goblins dine on rat meat and long for their Woodland
home.
The MinoDrakes are a race oFpart man. part bull and part fire
£Mpuntain Qoftfins
drake. TVs suck they are an intelligent stubborn race that
Merely average in strength and intelligence, the brown
savors the heat oF the eartk They serve as loyal soldiers For
Mountain Goblins are
the Witches, wielding large battle axes and guarding designated
the easiest to control oF all the
transplanted Goblin tribes. Existing primarily as servants oF
areas to the deatk
$
The outer circle of the Order oF Witches, the Grey Witch lives
Little i s known about these mighty creatures other than that
only to defile the sacred in the Prime Realms. With their flesh
they are native to the Nether Reaches and they are capable of
sculpting ability, they have created the giant Spiders, and they
breathing long columns of flame. It i s assumed that they were
have the power to summon several at will. They attack with
brought through the veil by Illwhyrin, but it is possible that
both a stream of grey sludge and a venomous touck
they came of their own free will, pew have attempted to engage
these creatures in combat and though many would claim
Qkdetai Witches
otherwi se, there i s no confirmed record of a dragon being slain.
Just above the Grey Witches in the Order, the Skeletal Witches
have dedicated their souls to death magic. Over centuries, their
(
once human forms were twi sted and shaped into the image of
Named for the energy
their master. They attack with fiery mi ssiles.
shaped from the tattered soul pieces of the vanquished High
Priest Midias. These dark guardsmen exist only to protect
Illwhyrin and crush her enemies to dust
Guardians are sentient faces of magical stone, imbued With life
by the cruel magic of the Witches. Embittered
«5
that spawned them, the Midian were
by their
immobile exi stence, the Guardians despi se all living things. They
The most powerful of the Nether Reaches Order of Witches,
spit hi ssing balls of fire in their fury and long for an end to their
Illwhyrin s abilities and ambitions are myriad. Since her
suffering.
emergence in the Prime Realms, she has led on the energies of
her enemies and clouded the minds of the High Icings subjects.
<Wiffow Wisp
S master of death magic, she i s able to rai se the dead, channel
Perhaps one of the strangest denizens of the Witchaven are
the forces of fire, and summon minions at will. She toys with
the Willow Wi sps. These amorphous creatures pushed through
would be heroes, often appearing just long enough to render
the Veil during the siege, attracted to the magical energies
their weaponry useless before teleporting to the deeper levels
being expended by Witch and priest alike. The Willow Wisp
of her Witchaven. Di sconnected from her source of power
absorbs magic and life energy, attacking With an electrical shock
in the Nether Reaches, Illwhyrin's strength dwindles daily,
at a di stance and draining experience levels on contact
nevertheless each moment brings her closer to completing a
permanent portal through the Veil. ]{ portal that, once open,
would repleni sh her darl< energies and loose the forces oFChaos
on a complacent world.
Experience
There are two ways to gain experience in Witchaven: finding items and lulling
monsters. Once a certain number oF experience points have been reached, you
ri se in experience levels, thereby aguiring new abilities. The chart below details
the experience points needed to gain each level, and the bonuses associated With
that level.
(Experience
**<
"Points
yfttkd
g-oul
tQ.,™.^
Weapon
^Proficiency
Sprfs
xV]ulr.J
Bonus
0
0
2
2250
1
3
4600
2
4
9000
3
5
18000
4
Sara
none
Nijht Vision
'
s«orJ
•h?"
Ma^ic Srron
fV
s.ord
short sword
Open Door
FlraUf
5
G
36000
7
75000
G
8
150000
7
s.ord
morning star
frfc
s.orJ
pM.»
3
300000
8
oJbtaf Damage ^
Thi s i s the total amount oF damage added to your attacl< at
that
experience level, thus iFyou are fifth level, you Would inflict an additional
°s points oF damage per attack,
" -\
ftf.
Q^cfcr cnce - gpcfts
[fe
(
AS you gain levels you gain the ability to wield two weapons
simultaneously. The chart indicates the Weapon combinations possible
when each experience level is reached. For example, upon reaching
(Experience
Spdf
second level, you could wield a broad sword in your right hand and a
dagger in your left At Fourth level, you could wield a broad sword in your
right hand and a bronze sword in your left hand, or you could use the
sword dagger combination aguired with level two.
[
^Experience
Combination
nrf Dagger
Sword
S«ar
w
]rf
]
]» [
] (
V
38
change
^Duration
*»-.
Scare
I
sight
4 seconds/ [eve[
none
«^"w-
1
sight
10 seconds/teveC
none
*-
2
3 Jeet/ (eve(
o***™
o
unlimited
-
20-40 pts.
*r
3
-
30 seconds *
1/fevd
none
Op*" <D«>r
5
5/eet
-
none
M
5
10/eet radius
-
(Resist or t£)le
«"•
r
30 /eel
-
Resist or q)ie
none
^
^*^~—
"""^^T-O" '
Q^cjer cncc - Sterns
citem
CEfect/Cpcrwer
ApKh
grants 250 health points
y \mufct
oj
<X!st
as Scare sped Jbr 1 minute
father
>\j*mor
50 armor points, protects as feather
Chain <Xpif
100 armor points, protects as chain
cpfate CMpif
150 armor points, protects as plate
CtTstafStaJJ
grants 250 heatth, 300 armor points,
and protects as chain
Grass Qfcuir
grants 1 experience fevrf
>Hefmet
increased speed, 10 armor points,
douffe damage Jor 30 sec.
(Horn
Jbr 1 minute, aK damage wu injTlct
is transjered to health
tpentagram
teCeport to next level
fR-re
o^i^a
Sapphire
protection Jrom missiles
protection from Jlre attacks
I
Scepters
<JJ!ue: walk on water, "Yellow: walk
on lava
ShteU
50 armor points, protects as plate,
attack as dagger
CFiest
I
1
^^^"
S2&
Q^cjcr
ipons
^
*•
^
^
1 •••••
~^^~ •^•^H ,
ItoS
5to8
10tol5
QvxiQwcrd
5tolO
^MpmingQar
10tol5
15to20
protects as plate
^"8
treasure
•~-r
iiwislbilitv 1 minute
QFuwfow
/^piufet
>\c(amantine
' 1—
varied
40
I
1
I
15 to 30
»•
15 to 20
Qwmf
20to25
41
1
fe
1
I
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