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An old Macintosh shareware RPG developed by Fantasoft in 1994. It consistently had new scenarios added until 2002.

Scenarios

  1. "City Of Bywater"
  2. "Prelude To Pestilence"
  3. "Assault On Giant Mountain"
  4. "Castle in The Clouds"
  5. "Destroy The Necronomicon"
  6. "White Dragon"
  7. "Grilochs Revenge"
  8. "Twin Sands of Time"
  9. "Trouble in the Sword Lands"
  10. "Mithril Vault"
  11. "Half Truth"
  12. "War in the Sword Lands"
  13. "Wrath of the Mind Lords"

Tropes:

  • The Blade Always Lands Pointy End In: In Castle in the Clouds, your party notices a blue dragon far overhead losing a fight to some reds attempting to find something it had. Later, you can discover a powerful quarterstaff planted in the ground, having split a large bush's trunk in two top to bottom.
  • Enough to Go Around: While the game is single-player, it still has some exceptionally powerful items tagged as "Unique." Multiple copies of these items are present across various scenarios, but if you try to pick another up when you are already carrying one, the game would note that you already have it, causing the item to retroactively vanish.
  • Faux First Person 3D: The game originally just had an overhead automap that controlled like this for indoor areas, but an optional 3D feature was added in 4.0. The twist? Scenarios are then updated so that some dungeons permeated with especially sinister magic would disable the overhead view unless you cast a certain spell.
  • No Stat Atrophy: The game has a character aging feature that initially doesn't have any effect. In version 5, each race is given age groups (youth, young, prime, adult, senior) which alter stats when a character enters that age group. In order to avert whining from players, characters past their race's maximum age don't die, but instead, merely get a large penalty on XP gains as a hint that the character should be retired.
  • Sword of Plot Advancement:
    • In Assault on Giant Mountain, you must acquire the powerful greatsword Giant Slayer in order to proceed...but the reason it's necessary isn't so that you can wield it, but because the Big Bad's fortress is magically inaccessible until you destroy it on the Anvil of Pain. This is difficult to do since it's probably become your fighter's favorite weapon.
    • This trope pops up in other scenarios too, like the obsidian scimitars from Destroy the Necronomicon and the Spear of Light from Griloch's Revenge.
  • Useless Useful Non-Combat Abilities: Early versions have a large number of skills like Break-Bars/Gate/Door, Climb-Wall, Hear-Noise, Hide In Shadows, Move Silently, and Pick-Pocket that are practically never used, as well as heaps of oddball spells such as Dig, Hold Portal, Locate Object, Ventriloquism and Wizard Eye, and items like iron spikes, mirrors and wine. Most of these are removed in later versions, long before the Divinity scenario editor was released.
  • Wallet of Holding: Money has weight, and for this reason, it can be exchanged from gold to gems for a fee at any business.note  This is rendered less dire by the introduction of banking, which allows excess money to be stored at certain businesses, whereupon it can be obtained at any other banking business in the scenario, but it's still necessary to load up all your net worth in order to play the same characters in a new scenario.
  • Wizard Needs Food Badly: While food is not strictly necessary, having "Iron Rations" in any party member's inventory gives a bonus to health regained while resting, consuming them in the process.


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