Theft of the Sceptre
While King Maximus ruled the land, life was good in the four continents. The Sceptre of Order rested safely in his hands, keeping at bay the forces of darkness that infested the world. Children were happy. Merchants prospered. Honest folks made honest livings. And nobody complained much.
But far across the waters, Arech Dragonbreath, leader of the Dark Legions,
looked enviously upon the wealth and splendor of the four continents. With
the aid of great magic, Arech stole into the chambers of King Maximus and
wrested the Sceptre from the grip of the sleeping King. He then released
his evil forces, ordering his minions and lieutenants to seize the land
in whatever manner they pleased (as long as it involved considerable amounts
of pain and terror).
Arech retired to his new lair on the four continents and waited for
King Maximus's certain resistance. The King and his forces, however, offered
none. Fearing some kind of trickery, Arech peered into his prophetic crystal
to see what Maximus was up to. The crystal showed the King lying in bed,
his face pale and gaunt like death itself. Over the King stood a noble
young knight with the strength and resolve of great leader.
The King was speaking. "Come here" he gasped, "I am weak and breath
is a luxury. Please." He extended his hand and the great
leader drew close. "You must restore my kingdom. I, too, must be restored.
I am tied to this land and as it dies, so do I. My days here are numbered.
You must recover the Sceptre if I and my land are to live."
Arech watched this exchange and quickly buried the Sceptre somewhere
on the four continents. He draw a map of its location, then shredded it
into 25 pieces. He gave one to each of his 16 villainous nobles, kept one
for himself, and the other eight he hid with powerful artifacts around
the four continents.
Your time grows short, leader. You have your quest and King Maximus's
last hope. May you be guarded in your journey by the Spirits of Order.
Good luck!
Character Classes:
See the information boxes in each character's section to see their
starting vitals. To learn more about each character's advancement, see
the Character Advancement Chart in APPENDIX C.
SIR CRIMSAUN THE KNIGHT The Knight starts his quest with the best troops of any of the four classes. His leadership ability is paralleled only by the Barbarian, and his starting gold and commission per week are among the highest.
LORD PALMER THE PALADIN A Paladin's leadership ability and initial troops are strong. A Paladin's Spell power is second only to a Sorceress's, as is his spell retention capability.
THE SORCERESS TYNNESTRA
The
Sorceress is the only leader who starts the game knowing how to use magic.
Her spell retention is the highest, but she has a difficult path to success
because of her weak leadership ability. Her starting troops are among the
most feeble.
MAD MOHAM THE BARBARIAN
A
Barbarian's leadership skills are equal to a Knight's, and his starting
troops are strong. He advances in rank more rapidly than any other class,
but has weak magic skills. He must be taught the basics of spell-casting
and even then he has trouble reading a rune. The Barbarian is the most
successful of the four classes in battle.
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Current Contract
Seige Weapon Availability
Spell-casting Ability
Miniature Puzzle Map
Gold on Hand
THE FIVE STATUS PANELS
Current Contract
This panel shows which villain you currently hold a contract for. If
you have no contract, the square shows an empty shadow. Get a new contract
or exchange a current one in any town. You can only carry a contract for
one villain at a time. There are five contracts to choose from. Contracts
are always free.
Siege Weapon Availability
This indicates your siege weapon availability. When you have siege
weapons, the catapult moves. When you don't, it appears as a shadow. They
are necessary to attack a castle. If a siege attempt is unsuccessful, your
siege weapon is destroyed. Siege weapons are always 3000 gold.
Spell-casting Ability
When you begin play, this panel is not active (changing colours) unless
you are playing as the sorceress Tynnestra. Visit
Archmage Aurange for magic capability in Continentia at coordinates 11,19. Lessons from Aurange cost 5000 gold.
Miniature Puzzle Map
This is a miniature representation of the Puzzle Map. When you find
a piece of the map, a square is removed. For more information about the
Puzzle Map, see Look At Puzzle Pieces under Field Menu in
the MENUS section.
Gold on Hand
This panel depicts how much money you are carrying. The three stacks
of coins from left to right are gold, silver, and copper. Use this to keep
a general idea of how much gold you have on hand. For an exact total,
when you're roaming the continent choose VIEW
YOUR CHARACTER from the Field Menu.
Treasure chests Chests are randomly placed over the continent. To open a chest, walk on it. They contain:
Gold which you can put in your personal cache or distribute to
your peasants to raise your leadership.
Rich Mineral Deposits for which the King rewards you with a
raise in your weekly salary.
Spell Capacity Increases from troop shamans you meet.
Maps of other continents. You must have maps to be able to travel
to other continents.
Signposts Read signposts you see along your journey to get information.
Artifacts
Artifacts have been hidden in various spots over the four continents.
Amulet of Augmentation
Amplify the spell power of any class with this amulet. A boon to spell
casters, especially barbarians, it is often fiercly guarded.
Anchor of Admiralty
When acquiring a boat, the rental price drops from 500 gold to 100
gold for the bearer of this artifact.
Articles of Nobility
The articles increase the commission per week a character receives.
Handed out by King Maximus himself, the articles of nobility are a reward
signifying extraordinary service to the kingdom through heroic action.
Book of Necros
A tome of legend, this book increases your spell memory. The exact
whereabouts of the book are unknown, but a report of a minor wizard's rapid
rise to power has fingers pointing...
Crown of Command
Originally crafted for a vanquished line of kings, the crown was lost
long ago by the royal family's last son. When worn, it doubles the leadership
ability of any character class.
Ring of Heroism
A potent bauble, the Ring of Heroism increases leadership. It improves
your luck by helping you beat impossible odds.
Shield of Protection
The shield protects your entire army. Only the surest of blows can
harm while the shield is in your possession.
Sword of Prowess
The bearer of the Sword of Prowess can inflict more damage per blow
during battle.
For information about movement during combat, see the Movement section under COMBAT.
There are two types of combat:
Field Combat
Field combat starts when you walk into a wandering troop, but wandering
troops do not always want to fight.
Occasionally they want to join your army, and sometimes they flee in terror at the sight of a large army. You don't need siege weapons to engage in field combat.
If you are victorious in field combat, King Maximus congratulates you and gives you a reward. Rewards are based on your smarts and strength on the battlefield.
Castle Siege
This starts when you lay siege to a castle. You must have siege weapons
to engage in a castle siege. Get siege weapons at any town.
If you conduct a successful castle siege, you have the option to garrison the castle. If you garrison,
The troops you leave behind get paid once more before you leave, then live off the castle thereafter. For every castle you garrison, King Maximus increases your income.
Movement
Combat movement is based on strategy - like a game of checkers or chess.
Each troop takes turns moving or attacking. Your army's troops move first,
then the opposing army moves a troop at a time. This pattern continues
until an entire army is wiped out.
Your army faces right. The opposing army faces left.
Active Troop Target (Yellow Ring)
Active Troop (Blue Ring)
To move your troop:
View your army
This shows the status of each troop in your army. For more information
about this option, see View Your Army under Field Menu in
GAMEPLAY.
View your character
This option details all aspects of your character. For more information about this option, see View Your Character under Field Menu in GAMEPLAY.
Use magic
This option can only be used if you have magic powers. It lists the different spells and how many you have of each. To learn more about individual spells, see the Spells section.
An Adventure spell takes effect when you select it. With combat spells, you see a light blue ring on your troop that is about to use your spell.
Pass
This option lets a troop in your army pass on their turn at moving
or attacking. When a troop in your army is selected to take their turn
and their movement is completely blocked by an obstacle, choose this to
skip their turn.
Wait
When you would prefer to have a troop take their turn at the end of
your army's turns, choose this. For example if a troop in your army is
designated to move first, choosing WAIT lets the other troops in your army
move, then lets you move the waiting troop last. Pressing A or C
while the Active Troop Target is on the Active Troop, has the same effect
as choosing WAIT for that troop.
Game Controls
Press B during your turn in combat to view the Game Control
Menu of the following options:
The Combat Delay option controls the amount of time it takes to exchange turns during combat. Set the combat delay at zero to have the opposing army move in an instant. Set it at 9 to see opposing troops attack more slowly one by one.
RECRUITING TROOPS
The limit for the amount of troops you can recruit is based on your leadership points. You can recruit as many troops as you can control. For example, if you have 212 leadership points and you want to recruit Trolls at 50 hit points each, you would only be
able to recruit four. Five trolls would equal 250 hit points, more than your leadership points.
King Maximus's Castle
You start the game in front of King Maximus's castle. Castle-type troops
can only be recruited here. In the castle you can recruit castle soldiers
or have an audience with the King.
For more information about the AUDIENCE WITH THE KING option see At King Maximus's Castle under Castles in the DWELLINGS section
At first CAVALRY and KNIGHTS won't be available because of your low rank. After your first promotion, you can recruit Cavalry. After your second promotion, you can recruit Knights.
Hill | Covered Wagon | Dungeon | Tree House |
Wandering Troops
Usually field combat starts when you walk into a wandering troop, but
sometimes they want to join your army instead of fight. When you meet up
with a friendly troop, you have the option to accept or decline their service.
BE WARNED! Accepting a wandering troop of the same race as one you currently have in your army could put that troop out of control (make their hit points stronger than your leadership points). Their numbers are described with six phrases from "a few" to a "multitude". For amounts corresponding to these phrases, see the table in Towns under Dwellings.
Refer to APPENDIX B for information about a troop's hit points, cost, skill level, movement capability, damage capability, and morale.
Choose from:
View your Army
This shows the status of each troop in your army. You can only have five different troops in your army. Troops may not be split up. When you recruit creatures of a race already in your forces, the new recruits are added to the current troop, even if it places them out of control.
This option details all aspects of your character.
A small pulsing point on this map represents your current location. As you travel across each of the four continents, you draw a map of the terrain. You may only view the map you have draw for the continent you are currently on. Look for magic orbs hidden around the continents that let you see the entire map.
Colours on the map represent different areas of the continent:
This option can only be used if you have magic powers. It lists the different spells and how many you have of each. To learn more about individual spells, see the Spells section.
Adventure spells happen automatically. With combat spells, you see a light blue ring on your troop that is about to use your spell.
Contract Information
This option displays a picture of the villain you currently have a
contract for. The villain's name, distinguishing features, and crimes are
also shown as well as his location, if you know it, and bounty offered
for his capture.
Wait to end of week
This option allows you to stop all actions and wait for the current week to pass. A week lasts five days. Every week is a
regeneration week for a different creature. If a creature's week arrives, that creature's dwellings are replenished. Press A, B, or C to view your budget. This calculates:
Look at puzzle pieces
This replaces the adventure window with the Puzzle Map. For each villain
you catch under contract and each artifact you find, you get a piece of
the Puzzle Map. It shows the portions of
the map you have recovered by capturing villains and retrieving artifacts, and which remaining villain or artifact has which piece of the map.
Search the area
The sceptre is hidden under grass on one of the four continents. You
must search to find it, using clues from the Puzzle Map to deduce its location.
If you find the sceptre before time runs out, you save King's Maximus's
life and restore order to the chaotic land. If you search for the sceptre
without Arech Dragonbreath's centre piece of the map, the search lasts
for ten days. If you have captured Arech, the search lasts one day.
Dismiss Army
This command dismisses an entire troop from your service. The dismissed
troop disappears from the Four Continents forever. You may recruit from
the troop race again.
Game Controls
Select this option to:
There are several ways to get rich quick.
You must find the Sceptre of Order to restore King Maximus's land before he dies.
To find the Sceptre of Order:
Murray
the Miser
Murray is a villainous traitor who helped Arech and his army of rogues
for a small reward and a castle to call his own.
Hack
the Rogue
Hack the Rogue is wanted for conspiracy against the crown and grave-robbing.
Princess
Aimola
Princess Aimola is wanted for joining a conspiracy against King Maximus.
Baron
Johnno Makahl
Baron Johnno Makahl is wanted for leading Arech's army into the King's
castle.
Dread
Pirate Rob
Dread Pirate Rob is wanted for piracy in the Pond of Peril and releasing
traitors from Maximus's royal Dungeons.
Caneghor
the Mystic
Caneghor the Mystic is wanted for assisting in the downfall of the
four continents by spell-casting for the dark legions.
Sir
Moradon the Cruel
Sir Moradon is a traitor known for chopping small rodents with an axe
to keep his temper under control.
Prince
Barrowpine
Prince Barrowpine is wanted for trafficking stolen artifacts.
Bargash
Eyesore
A lumbering cyclops, Bargash is as stupid as he is strong. He's regarded
as a permanent enemy of the crown.
Rinaldus
Drybone
Rinaldus Drybone is king of the undead.
Ragface
Ragface is wanted for conspiring to steal the sceptre with Auric Whiteskin,
Arech Dragonbreath, and Rinaldus Drybone.
Mahk
Bellowspeak
Since Arech took rule of the four continents away, Mahk has been pillaging
and attacking innocent townsfolk.
Auric
Whiteskin
Wanted for conspiring with Arech to steal the Sceptre of Order, Auric
helped plan the attack on the King's castle.
Czar
Nickolai
Czar Nickolai is wanted for summoning the demon king Urthrax Killspite
to help keep the chaotic four continents under Arech's rule.
Magus
Deathspell
Magus Deathspell is wanted for deciphering the prophecy that foretold
of the downfall of order on the four continents.
Urthrax
Killspite
Urthrax Killspite is the demon King. He was summoned to help attack
and rule the four continents by Czar Nickolai.
Arech
Dragonbreath
Arech Dragonbreath is the leader of the Dark Legion and destroyer of
order.
For information about each troop's skill level, hit points, movement capability, damage ability, morale, and cost, see APPENDIX B.
Members of the private guard are the most highly trained and skillful. They fight well when allied with Plains creatures.
Militia
These dependable fighters are a strong match for opposing troops.
Archers
Archers wait in a lonesome corner of the battlefield and shoot down
unfortunate targets. They can shoot 12 times in any battle.
Pikemen
Pikemen inflict heavy damage with their pikes and are well worth their
expensive wage.
Cavalry
Cavalry is used for swift and hard-hitting attacks. They are available
for recruit at the King's castle after your first promotion.
Knights
These fledgling lords are professional soldiers. Though slow and headstrong,
they are powerful fighters. They are available for recruit after your second
promotion.
Only the strongest creatures survive on the plains. Recruit Plains troop for their brute strength.
Peasants
Easily influenced and guided, these hapless denizens of the plains
are strongest in vast numbers.
Wolves
Since they only bite for a minor amount of damage, wolves are most
effective in large packs.
Nomads
These crafty desert traders are savage and fierce. Good fighters, they
are somewhat hard to control.
Barbarians
Barbarians can be devastating fighters, however, their independent
nature makes them difficult to keep in rank and file.
Archmages
Archmages can fly and attack at the same time. They can cast a fireball
spell twice in any combat round.
Accustomed to close fighting in the woods, forest creatures are tricky and sly.
Sprites
These flying woodland creatures fly fast and follow orders well, but
they die easily and have difficult landing a strong blow due to their small
size.
Gnomes
Dwelling in caves below the tree trunks, these underground dwellers
make a stolid fighting force. Like Sprites, Gnomes have problems fighting
larger opponents, who can crush large numbers of them in a single round.
Elves
Armed with bow and arrow, Elves are an effective fighting force. They
can decimate opponents of equal force with a distance strike. They can
shoot arrows 24 times per battle.
Trolls
Trolls take a long time to die and are capable of inflicting great
damage on their enemies. If not killed in combat, trolls regenerate to
full hit points.
Druids
Druids have the best qualities of all the forest creatures. Cunning,
yet easy to control, they can throw a lightning bolt three times in any
battle.
Dungeon creatures are the undead class. Watch them carefully - they have nothing to lose by turning on you.
Skeletons
Age-old corpses rambling across the four continents in search of a
final resting place, skeletons are the least powerful of the dungeon class.
Zombies
Stronger and more durable than skeletons, zombies are slow and pack
a substantial punch. Lead them in packs of seven to 12 for an effective
attack.
Ghosts
Skillful combatants and highly mobile, ghosts are excellent fighters.
Defeated enemies join the ghost troop. Beware, ghosts can easily get out
of control. If the Week of the Peasant falls while Ghosts are serving you,
they transform into peasants.
Vampires
The aristocracy of the night, vampires are formidable troops. A vampire
can heal himself by striking an enemy.
Demons
The lords of the dungeons, demons can cut an enemy troop in half with
one blow. They are skillful warriors that can defeat anything but a dragon.
Creatures bred in the hills are tough, and make strong fighters. You'll need luck on your side to defeat them. Count yourself honoured if they ask to join your legions.
Orcs
Numerous and capable of strong attacks, it's hard to go wrong with
an orc legion. Orcs have six shots in any battle.
Dwarves
Kept in practice by defending their homes from Orc hordes, Dwarves
are able warriors. Thought small, they deliver an outstanding blow.
Ogres
Ogres live for destruction and destroy enemies easily. Ogres are slow,
so position them for maximum effect with minimum movement.
Giants
Their fearsome boulder attacks and crushing hand-to-hand blows allow
giants to rampage across their lessers. Giants can throw boulders six times
in any battle.
Dragons
A dragon can endure and inflict more damage than any other creature.
They can fly during battle and are completely immune to magic. Only the
mighty can control a flock of dragons in an army.
For information about recruiting from dwellings, see Recruiting Troops under GAMEPLAY.
At King Maximus's castle:
At other castles:
If inhabited, a castle contains either one of the 17 villains or a
rag-tag group of marauders who are based here. If you have siege weapons,
battle begins. If uninhabited, you may assign a troop to garrison the castle,
thereby increasing your score and weekly income. When you garrison a castle,
you pay for the troops for one week. After that they live off the castle.
If you return to a castle and remove the troops, you must begin paying
them again.
If you win a battle, you may garrison the castle with some of your surviving legions. This increases your commission per week and your current score. If you hold a contract for the defeated lord of the castle, you receive a piece of the puzzle map. If you do not hold a contract for the defeated lord, the lord is set free and eventually relocates to a new castle. If you do not garrison a castle, it can repopulate.
In a town you can:
Spells can only be used once. For information about how to use spells, see Use Magic under FIELD MENU.
These spells can be cast whenever you are able to move. They cannot be cast:
Time Stop
use Time Stop when you have a high Spell Power to give you more time
to find the sceptre. You still get paid at the end of a week, but your
amount of days to find the sceptre stays the same.
Find Villain
This reveals the location of the villain whose contract you are currently
holding. Only the villain's location is revealed, not his troop type and
size.
Castle Gate
This spell allows you and your army to teleport to any castle previously
visited. Go to a castle you have garrisoned and recruit the troops back
into your army to replenish your fighting power with this spell.
Town Gate
This allows you and your armies to move instantly to a previously visited
town.
Instant Army
Instant Army adds another troop to your ranks. The size of the troop
depends on your spell power and the type of creature recruited is based
on your class and level ranking.
Raise Control
This spell raises your leadership ability. Use it before combat with
a powerful villain for strength, or just before you recruit troops for
higher recruitment numbers. This spell lasts one week.
Use these in combat.
Clone
This allows you to add creatures to troop in your army through cloning.
The actual number of creatures cloned is proportional to your spell power.
Teleport
This allows you to teleport a troop, friend or foe, to any unoccupied
grass on the combat screen. You can manipulate troops to destroy enemy
archers, displace strong enemy troops, and insert your own forces in key
locations.
Fireball
This arms you with a fireball which you can hurl at any single enemy
troop. The damage you do depends on your spell power - the higher your
spell power, the stronger the damage.
Lightning Bolt
Weakest of the three offensive-weapon spells, the lightning bolt allows
you to throw a bolt at any single enemy troop. The higher your spell power,
the more destructive the spell.
Freeze
This spell restricts an enemy troop's movement, holding it in place
for one combat round. The enemy troop can, however, attack adjacent troops
and can retaliate if attacked.
Resurrect
This spell restores creatures destroyed in combat, one per unit of
your spell power. Creatures may only be restored if some of the original
troop remains.
Turn Undead
Strongest of the three offensive-weapon spells, Turn Undead targets
an enemy troop of undead creatures and unleashes a torrent of destruction
on skeletons, zombies, ghosts, and vampires.
Boats
If you dock your boat and walk far across the continent, save some
time by finding a town close to you, canceling the boat rental, then re-renting
a boat. Your new boat conveniently appears in the water close by. Be warned:
it'll cost you another 500 gold, so you might want to rent at the end of
a week (when you would have been charged for weekly boat rental anyway).
Recruiting troops
When you are recruiting from a troop dwelling or the King's castle,
don't recruit all the members of a troop. If you empty a dwelling and take
your army into a losing battle, you won't be able to recruit from the dwelling
or castle again until that creature's week passes.
Combat with Ghosts
Only attack ghosts with troops of a stronger hit strength. Ghosts absorb
fallen foes into their troop and get incredibly strong. Keep your peasants,
Militia, and other weak troops out of their reach.
Continentia | |||
Castles | Towns | ||
Azram | 30,27 | Bayside | 41,58 |
Cancomar | 36,49 | Fjord | 46,35 |
Faxis | 22,49 | Hunterville | 12,3 |
Irok | 11,30 | Isla Vista | 57,5 |
Kookamunga | 57,58 | King's Haven | 17,21 |
Nilslag | 22,24 | Lakeview | 17,44 |
Ophiraund | 6,57 | Nyre | 50,13 |
Portalis | 58,23 | Path's End | 38,50 |
Rythacon | 54,6 | Quiln Point | 14,27 |
Vutar | 40,5 | Riverton | 29,12 |
Wankelforte | 40,41 | Xoctan | 51,28 |
Forestria | |||
Castles | Towns | ||
Basefit | 47,6 | Anomaly | 34,23 |
Duvock | 30,18 | Dark corner | 58,60 |
Jahn | 41,34 | Elan's Landing | 3,37 |
Mooseweigh | 25,39 | Midland | 58,33 |
Quinderwitch | 42,56 | Underfoot | 58,4 |
Yeneverre | 19,19 | Wood's End | 3,8 |
Archipelia | |||
Castles | Towns | ||
Endryx | 11,46 | Centrapf | 9,39 |
Goobare | 41,36 | Japper | 13,7 |
Hyppus | 43,27 | Overthere | 57,57 |
Lorshe | 52,57 | Simpleton | 13,60 |
Tylitch | 9,18 | Topshore | 5,50 |
Xelox | 45,6 | Yakonia | 49,8 |
Saharia | |||
Castles | Towns | ||
Spockana | 17,39 | Grimwold | 9,60 |
Uzare | 41,12 | Vengeance | 7,3 |
Zyzzarzaz | 46,43 | Zazoizu | 58,48 |
MONSTERS | Skill Level | Hit Points | Movement | Damage Attack, Shoot | Recruitment Cost | Morale Group |
Castle | ||||||
Militia |
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Pikemen |
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Cavalry |
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Knights |
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Plains | ||||||
Peasants |
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Wolves |
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Nomads |
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Barbarians |
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Archmages |
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Forest | ||||||
Sprites |
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Gnomes |
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Elves |
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Trolls |
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Druids |
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Hills | ||||||
Orcs |
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Dwarves |
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Ogres |
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Giants |
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Dragons |
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Dungeon | ||||||
Skeletons |
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Zombies |
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Ghosts |
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Vampires |
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Demons |
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Units Morale Group:
A | B | C | D | E | ||
Other | A | N | N | N | N | N |
Units | B | N | N | N | N | N |
In Army: | C | N | N | H | N | N |
D | L | N | L | H | N | |
E | L | L | L | N | N |
L = Low morale (if any low in army).
N = Normal morale.
H = High morale (only if all units are H).
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# spells |
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Knight |
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General |
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Marshal |
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Lord |
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Paladin |
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Crusader |
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Avenger |
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Champion |
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Barbarian |
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Chieftain |
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Warlord |
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Overlord |
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Sorceress |
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Magician |
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Mage |
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Archmage |
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