Chaos: The Battle of Wizards is a very old game. Remember that. The controls are clunky and a little bit slow to respond sometimes, but you’ll get used to it. In this section I will go through the basics of how to play Chaos, which controls to use, and and go through what some of the spells are. This will be a walkthrough or ‘let’s play’ of a simple game of Chaos.
Once the game is loaded, you will appear at the opening screen where you will be prompted to select a number of wizards. From here, you can select between 2-8 wizards. You will then need to indicate the skill level of the any computer players. This value is 1-8, where level 1 will be a very frail wizard and a lower chance of getting a great spellbook, with level 8 wizards being a threat in their own right, and usually having a huge stash of excellent spells to boot.
For this example, we’re going to keep it simple: a two-player game with the computer difficulty level set to 1. To do this, use the corresponding numbers on your keyboard. Remember, the mouse ain’t no good here. (so 2, then 1)
Now, once you’ve selected the number of wizards, you will appear on a new screen. Firstly, type in the name of Wizard 1, and press enter. The game will ask you whether this should be computer controlled or not; Press Y if you want it to be computer, N if you want to control the blighter yourself.
For this example, Player 1 is me, Sains, and I have selected No. Now, select the shape which you’d like to represent your wizard with the corresponding number, followed by a simple colour. Nothing fancy or over complicated.
Once you’ve done this, you’ll need to repeat the process with the other wizards. In this instance, I have elected to name my nemesis Bagpuss. I do not know why, so do not ask me. Obviously I selected Yes for computer controlled in this case.
Once you’ve set up the wizards, we move on to the main menu screen! This is where the fun begins.
You’ll now be given four choices.
1) Examine Spells - this option allows us to look at what our spells are. By selecting the letter next to the spell, you can read more detail about what the spell is, or what it does. This varies somewhat between different types of spells (for example the information on a summoned monster is different from that displayed for a terrain changing spell like Dark Citadel). But, without overcomplicating things, the information which can be obtained here is pretty straight forward. It will tell you what percentage chance of casting the spell has, the range at which the spell will be cast, and how much the spell counts toward boosting Law, Chaos or whether the spell is Neutral. I will explain this more in a little while. Once you’re finished examining the spells, press ‘0’ to return the the main menu.
2) Select Spell – now the time has come to pick a spell to cast. You’ll be brought to the same page as the one before, except when you select the letter of the spell you want, you will be actively making the choice to cast it. You’ve got a few options here, but you should always factor a few strategies into selecting spells in the early game. You should decide whether you want to be passive or aggressive, you should be looking at whether you have more good Law or Chaos aligned spells (these are indicated by an asterisk (*) for Chaos, and an upward facing arrow (^) for Law. The simple idea for this is, the more non-illusion Law spells you cast, the more ‘Law-aligned’ the world will become, making it then easier to cast other Law spells (and ‘Chaos-aligned’ spells will have the same effect on Chaos). While you can look at the percentage casting chance in the Examine Spells section, the game kindly colours the
spells according to how easy or difficult they are to cast. For example, spells coloured in White have 100% of casting, going right up to very powerful creatures coloured in Red, which can have only 10% casting chance. As mentioned, the more Law or Chaos aligned the world is, the respective colour of the spells will lighten.
Neutral spells are indicated by a hyphen or dash (-) and have no bearing on the alignment of the world, and are often good starting choices while you’re working out your tactics, especially playing against real life players.
One good option in the early game is to select a Mount which can both protect your wizard, and enable him to move further.
Another good choice is to cast terrain changing spells early on in the game to allow them chance to spread. This is specifically the case for the Magic Fire and Gooey Blob spells. As you can see, I have two Gooey Blobs and have a relatively weak set of spells, so I’m going to be playing pretty defensively. I’m going to select a Gooey Blob as it has a high cast of successfully casting, I can cast it up to 8 squares away, and casting it early allows it chance to spread, which can be devastating for the opposition. So, in my case, I’m selecting Gooey Blob with ‘B’ which then returns me to the main menu. You should note here, though, that if you elect to summon a creature, it will give you a choice whether you wish it to be illusion or non-illusion.
Illusion creatures bypass the chance of casting and will always succeed, but if your opponent uses ‘Disbelieve‘ (this is also the only spell which does not deplete from the spell book once used) on your creature, it disappears into thin air. It should also be noted that illusion creatures do not effect the alignment toward Chaos or Law! They also don’t leave behind a dead body when they are slain. There are some tactics and scenarios where casting an illusion can be a great idea, but on the most part you will probably opt for non-illusions.
Non-illusions are harder to cast, but are invulnerable to Disbelieve. They will effect the world alignment and will leave behind a corpse (assuming they are not Undead – more later!).
3) Examine Board - If you’d like, before casting your spell you can check the lay of the land to see what the world looks like, but after a couple of games you will rarely, if ever, use this option.
4) Continue With Game – Now we’ve selected our Gooey Blob, let’s jolly well try to cast it!
Once we select option 4, we will automatically top quality medications . zoloft cost in canada. cheapest rates, generic zoloft coupon. be asked to cast our spell. We are now able to move the cursor on the map. To move the cursor with ‘S’ in it, use the keys surrounding the ‘S’ key on the keyboard. So, ‘Q’ is diagonally up-left, ‘W’ is up, ‘E’ diagonally up-right and so on. We can attempt to cast our Gooey Blob up to 8 squares away, and we will. Once we have the cursor on the space we’d like to cast it, simply press ‘S’ to see if the spell succeeds.
In this example, we were lucky, and our Gooey Blob spell worked. Bagpuss opted for Shadow Form (a pretty rubbish spell which allows the wizard movement of 3 rather than 1 which lasts until he next attacks something) which also succeeded.
Now that my blob has been cast, the game will randomly either allow it to stay the same, spread, move or disappear. This takes place after each wizard has cast his or her spell.
Happily, my blob has spread to the right, heading straight for my dastardly nemesis Bagpuss!
The next thing we do is make our moves. Select the piece you wish to move, and in this case I can only move my wizard, by moving over it with the cursor and pressing ‘S’. You’ll be told how much movement you’ve got available. All grounded units will move one space at a time in the direction you choose. Flying creatures will produce a cursor allowing you to move directly to a square of the corresponding distance allowed, without the instant shipping, buy prednisone online. prednisone is used for treating severe allergies, arthritis, asthma, multiple sclerosis, and skin conditions. fear of being engaged in battle by an opposing creature which is in the middle of where you wish to move to.
In my game, not much is going on. I’m going to move slightly closer to Bagpuss. I can also, at this stage, examine anything on the board by highlighting it and pressing ‘I’. Highlighting my opposing wizard shows me a few useful things
- Name – the name of the creature or wizard
- Status – any status effects (i.e. Shadow Form) associate with the piece.
- Combat - the attack strenght of the piece. This is between 1-10 with 1 being very weak, and 10 being incredibly powerful.
- Ranged Combat & Range – if your creature or wizard has the means of using ranged attacks, the value and range of this appears here.
- Defence – the defence of the piece. As with attack, this is ranged between 1-10.
- Movement Allowance – the number of spaces a piece can move.
- Magic Resistance – how easily a piece will be able to resist magic attacks (from spells such as Decree, and Magic Bolt)
- Spells & Ability - the number of spells in the wizards spellbook and their overall effectiveness.
So, by looking at Bagpuss, we can see he is pretty useless. Not much of a threat at all, bless him. It is worth note that all statistics in the game have fixed values, with the exception of the actual wizard. Wizards will have their statistics semi-randomly generated based on the computer difficultly level you selected at the start of the game. This selection has no bearing on human wizards, who are capped at a maximum 5 in Combat and Defence.
Once all the wizards have moved, we will come back to the main menu option again. Same as before, except this time we will notice the alignment of the world has changed slightly. Because my Gooey Blob had an Alignment of Chaos-1 and because it succeeded, and because Bagpuss casted a Shadow Form which had Neutral alignment, the net result is a slight increase to Chaos alignement. This is represented by the Chaos in brackets. (CHAOS ). The more Chaos-aligned the world becomes, more and more *’s will appear in this bracket.
Anyway, let’s cast a new spell. I really want to cast a mount so as to protect my wizard from potential magic attacks. Magic attacks work in a couple of different ways. Firstly, you have Lightning and Magic Bolt which are ranged attacks which have the potential to kill individual wizards or pieces. Secondly, there are a variety of magic attacks that can either kill an individual creature, or, if used on a wizard, can destroy all of his creations (but the wizard stays alive). These are Decree, Dark Power, Justice and Vengeance. As you can imagine, later in the game, this can totally ruin your game. Therefore, by riding a mount, you are somewhat mitigating your chance of this happening.
As my only available mount here is a Unicorn, I’m going to choose to risk a non-illusion Unicorn.
The Unicorn has a 60% cast of chancing in this case. Luckily, my spell is a success. My opponent casts a Zombie, which also succeeds. Zombie is the weakest Undead creature in the game.
The Undead are brilliant in both defence and in combat, as they simply cannot be harmed by non-Undead. They are very useful because if they can get close to a powerful opposition piece, they can keep their opponent engaged in attack which means they may not be able to move, and wont be able to attack the undead. There are plenty of undead creatures in the game, namely Zombie, Wraith, Ghost, Vampire, Skeleton, and Spectre.
In order to counter my opponents Zombie, I either need to avoid it, attack it with my own undead, or use magic on it. If I gave my wizard a magical weapon (such as Magic Sword, Magic Knife, or Magic Bow), I could use my wizard to attack the undead. Equally, spells like the aforementioned Magic Bolt work fine on the undead, too.
Now that it’s my turn, I’m simply going to climb onto my Unicorn, but selecting my wizard and pressing ‘C’ (which is diagonally down-right) which is the space which my Unicorn is on. I end my turn, and Bagpuss moves his Zombie a little nearer to me. The AI will always do this.
After Bagpuss ends his turn, we both go through our spells and I opt to play another Gooey Blob, to really put him under pressure.
Once an opposing creature is covered by your Gooey Blob, it is trapped there until the blob is destroyed. Wizards who are submerged by a blob are not as lucky, causing them immediate death. My blob succeeds, and Bagpuss casts a Skeleton. Another pretty weak undead.
Both my sets of Gooey Blobs spread, and I’m in a really strong position. I opt to stay where I am and allow my opposing undead to come to me through my blobby wall of defence. He duely moves nearer, and our turns come to an end.
While going through my pitiful spellbook, I decide now is as good a time as any to choose my single undead, the Spectre. I like the Spectre as it has decent offence (4) so should be able to take down his Skeleton if needed.
Bagpuss casts a Gorilla, which despite having a very high casting chance is very strong in both attack and defence stats. Both our spells succeed. Again. This is quite unusual for all our spells to succeed, but that’s the way it goes sometimes.
The blobs spread a little further, and I move my Spectre towards his incoming army. He does the same, our turns end.
My Spectre is now one space away from his Zombie, and two spaces from his Skeleton. This means that next turn, I will be able to engage his Zombie in attack. This is both good and bad. On one had it is good because I will almost certainly kill his Zombie, but on the other hand I will then be exposed to an attack from the stronger Skeleton, which is likely to kill my Spectre (Skeleton has 3 in combat, Spectre has 2 in defence).
It is with this in mind that I opt to Disbelieve his Skeleton. The AI often makes ridiculous decisions in terms of casting illusion creatures, so there was a decent chance his Skeleton would be an illusion… but it wasn’t. It’s the real deal, but never mind. Worse things happen at sea.
My opponent casts another mount, a Horse. After his Horse succeeds, I am delighted to see that my Gooey Blob spreads over his Skeleton, leaving it trapped! I instantly seize my opportunity to attack the vulnerable Zombie with my menacing Spectre.
Sure enough, the Combat stat of 4 for my Spectre takes down the weak 1 Defence stat of the opposing Zombie. I now have by far the upper hand over my nemesis.
It’s now that I wish to go on the offencive. I move my mounted Unicorn upwards to circumnavigate my sea of Gooey Blobs. Now that Bagpuss has his Horse, he is likely to try and hide and play for a draw. I will not allow this!
Bagpuss makes his only viable play which is to move his Gorilla next to the Gooey Blob which has his Skeleton friend trapped, and mounts his steed with his wizard.
Back to spell-casting, and I try my luck at a Magic Armour which bolsters my defences. Sadly, my Magic Armour fails, but so too does my opponents Horse.
On my turn, I continue to traverse my wizard around the Gooey Blobs, and move my Spectre down to attack his Gorilla. Unfortunately, I didn’t kill it. What’s worse is that his Gorilla was able to successfully free the Skeleton from his blob.
The next spell I attempted to cast was a Lion a powerful attacker (6) with good movement (4), with average defence (4). Coincidentally, Bagpuss also chose to cast a Lion. But both spells failed.
The only changes were a few peripheral Gooey Blobs spreading. His Skeleton and Gorilla survived the spread, and I was left to attack his Skeleton with my Spectre. The attack was a success, and his only real threat to my Spectre was eliminated. I move my wizard round and I am now quite close to Bagpuss.
In his dec 8, 2013 – buy baclofen online now baclofen is a medication called an should be informed about for you to be sure you take baclofen safely: turn, he attacked one of my Gooey Blobs with his Gorilla, but he is likely to be covered up by a blob himself, having been surrounded by blobs on almost every angle.
On our next turn of spells, I cast a successful Magic Shield, a slightly weaker alternative to the Magic Armour I failed in casting earlier. I opted for this in eventuality that I lose my Unicorn.
Bagpuss successfully casts a Dire Wolf. Dire Wolves have a high casting chance, movement of 3, attack of 3, and defence of 2. They can be good at disabling mounts.
The blobs spread over the unsuspecting Gorilla, and it’s pretty much good game for him. I then make my first mistake of the game, mis-calculating how close to move my Unicorn toward his wizard. I get in range of his Dire Wolf, but luckily his attack was successfully defended.
As the end-game draws near, I decide it’s time to attempt my most powerful summon. The Hydra. Hydra is excellent both in attack (7) and defence (8) but has a poor movement allowance of just 1. The casting chance of the Hydra is just 50%, but to heck with it. I still think I have the game in the bag.
I place the Hydra down to the right of the Dire Wolf, and to my delight – the spell succeeds!
I had a moment of panic when Bagpuss attempted to cast one of the most powerful creatures in the game, the Green Dragon, but my worries were short-lived as the spell failed. Had he been successful he might have been able to take out both my Hydra and my Unicorn in one go, as he has decent Combat of 5, and an excellent ranged attack of 6.
In my turn, I attack and kill his Dire Wolf with my Unicorn. I move my Hydra and Spectre slowly closer to my opponent, who’s only move is to mutely ride his Horse back and forward a little bit.
Spell selection time, and I opt to cast my own Dire Wolf. With this, I can rush down and attack his Horse allowing a clean sweep with my Hydra and Spectre. My Dire Wolf, as expected, succeeds.
My opponent casts a Faun (3 in Combat, 2 in Defence). This spell also succeeds, but feels like poor old Bagpuss is merely trying to delay the inevitable. Everyone knows, after all, that Wolves eat Fauns for dinner. My better play here, however, download past episodes or subscribe to future episodes for free from buy estrace vaginal cream without prescription no rx required by turki on the itunes is to kill the Faun with my Hydra, and then assuming I kill it, I can have a shot at killing the Horse with my Dire Wolf.
The Hydra mercilessly takes the Faun out of the game, allowing room for my Dire Wolf to attack. Unfortunately, my Dire Wolf wasn’t able to kill the Horse. But this doesn’t really matter.
Bagpuss attacks my Dire Wolf with his Horse, but my Wolf defends ably.
In what I hope will be the final casting of spells in this game, I decide to try and destroy his Horse with Vengeance. This works, and now all Bagpuss left is his lone wizard. The game is surely mine!
But then he plays a blinder, and casts Magic Wings. If he somehow survives my Hydra attack, he may be able to escape.
The turn is now mine to make a move. I will try to execute Bagpuss — a worthy adversary — speedily, and without fuss.
I move my Hydra down to attack the wizard… he survives! I can’t believe it. The Dire Wolf will surely be able to manage it though?
Down goes my Dire Wolf, again – he misses! Pathetic.
Surely my Spectre wont be as unfortunate against Bagpuss’ puny defences? Another miss! Madness.
Starting to panic a little bit, I ride my trusty Unicorn-steed down for one final attack on poor old Bagpuss.
At last. Vanquished. What should have been an easy end to an easy bout of Chaos was given a real cliff-hanger of an ending.
This has been a typical, quite easy walkthrough of Chaos: The Battle of Wizards. The complexity of the game increases when more elements are involved, such as the number of wizards, the computer level and the involvement of non-computer players.
There are also a lot of hidden gems within Chaos, elements such as the bugs that can completely alter the way you play the game, and can be used to equal out the playing field against uber opponents. But that is going to be discussed in another article.
I hope that you enjoyed this article and that you find it useful as a basic introduction into a game of Chaos. This is not intended to be a fully submersive walkthough, or just a simple let’s play – but somewhere in between.