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Sorcery!

 Sorcery!
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 Sorcery!
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Sorcery!
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Sorcery
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Sorcery! is a Gamebook series that is a spin-off of Fighting Fantasy, intended as a Darker and Edgier companion series aimed at adults. It comprises four volumes, which form one large over-arcing adventure:note The Sorcery Spell Book, an illustrated version of the spellbook eventually provided as part in the other volumes, was also published. The Shamutanti Hills Kharé — Cityport of Traps The Seven Serpents The Crown of KingsYou have the option of playing as a wizard or a warrior; wizards are given lower initial stats than warriors but can use the spell system, which consists of three-letter codes the player has to memorise and various items involved in the casting of spells. The series was designed chiefly to be played as one epic, but each volume can be played separately. It was written by Steve Jackson (the British one).The plot is as follows: the Kingdom of Analand is given a magical crown, the Crown of Kings, that is passed around each year to a different kingdom as it grants the power to rule wisely. But something wicked happened: one night, Birdmen stole the Crown and took it to the cursed castle of Mampang, where rules the nefarious Archmage who has decided to rule over the land of Khakabad. Analand decides to send a single warrior/wizard in order to retrieve the Crown.All four books have now been released by Inkle as iOS, Android Applications and PC compatible games as of 2016. On the 23rd of June 2022, all four chapters are compiled and released as a Single Game for the Nintendo Switch. The video game versions start out as relatively straightforward adaptations but gradually diverge, adding much new content and changing characters or locations. See the Sorcery! video-game page.The series has twice been adapted into a multiplayer adventure for Tabletop RPG campaigning, once for use with the d20 system and another for the Advanced Fighting Fantasy system itself.Not to be confused with Sourcery.
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The Millstone
 Sorcery! / int_121476bd
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The Millstone: Jann the Minimite. This little twerp will hang with you in the latter part of book 1. Why is it a problem? He has an aura that prevents you from using magic! Oh, and even though you eventually get rid of him at the end, he will return in book 4, preventing you from escaping from jail....
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Darker and Edgier
 Sorcery! / int_14beeefd
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Darker and Edgier: The books were aimed at older readers than Fighting Fantasy, and the writing and illustrations reflected this.
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Our Elves Are Different
 Sorcery! / int_15fc9fb
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Our Elves Are Different: Black Elves. They think they're superior, and don't take kindly to being made fools of, despite how easy it is. They're also usually antagonists.
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All There in the Manual
 Sorcery! / int_17ce80aa
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All There in the Manual: As noted above, the spellbook was originally printed separately from the gamebook itself.note The spell book was originally part of a boxed set with The Shamutanti Hills, but this went out of print because of retailer resistance to boxed sets at the time. Ultimately the books were reprinted with the spellbook included in the back. The Sun Serpent, being The Unfought (it's already captured by Fenestra prior to the story's events) is the only serpent whose stats aren't revealed at any point of the book. Supplementary materials would reveal that it's quite a dangerous opponent if faced directly, with SKILL 13 (a score shared with its direct counterpart, the Moon Serpent) and STAMINA 18. If slain in battle, the Sun Serpent will turn into a Sun Jewel. In Sorcery! 4: The Crown of Kings, there is a creature encounter who is aggressive if you act meek but is submissive instead if you act aggressive, with no further background detail provided. According to Steve Jackson (author for the original gamebook), the creature's name was apparently Nibdum, a mutant from the results of the experiments in Mampang. These unmentioned details were written into the adaptations by Arion Games' Advanced Fighting Fantasy as well as that of Inkle.
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Anti-Magic
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Anti-Magic: The Minimites are small sprites with an aura that prevents the use of magic at short range. It is quite problematic in the first book where one such creature, Jann, takes a liking to the protagonist and follow him around, refusing to leave even when asked to. Worst, the aura doesn't protect against hostile magic cast from outside it, only preventing spellcasting. Plus, since spells are Cast from Hit Points, you don't find out about the aura until the first try, costing you STAMINA, as the little twit never bothers to warn you. One of your spells can do this, deflecting any magical spells used against you.
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Big First Choice
 Sorcery! / int_1a888076
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Big First Choice: Whether to be a wizard or a warrior when starting the first book.
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Violation of Common Sense
 Sorcery! / int_1b2b1d2c
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Violation of Common Sense: In the first book's encounter with headhunters, if you succeed in testing your Luck you die no matter what (you jump over a pit only to be caught by another obstacle). You need to be Unlucky to stand any chance of surviving. The Archmage offers you the Crown of Kings in return for your sword and the condition that you leave at once. Does this work if you take him up on it? Of course not, but somehow it doesn't get you killed and is in fact the most direct and harmless way to finish the encounter.
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Fairy Companion
 Sorcery! / int_1b36d1dc
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Fairy Companion: Jann the Minimite is a glorious deconstruction because his anti-magic aura makes him The Millstone.
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Unwinnable by Design
 Sorcery! / int_1bd4c0bf
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Unwinnable by Design: If you renounce your goddess Libra in The Seven Serpents,note There's also a possibility to do so in Kharé, but that is a penalty for failing to solve a puzzle that makes that book unwinnable anyway. then The Crown of Kings is unwinnable right from section 1, although you'll only find out right at the end. Failing to find all four spell lines in Kharé, going the wrong way in the Mampang Fortress, or failing to get the secret of any of the Throben Doors also isn't really advised. If you're playing The Crown of Kings as a warrior instead of a wizard, it is still possible to win provided you don't miss the She-Satyrs right at the beginning of the book.
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Weaponized Stench
 Sorcery! / int_1cb6d160
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Weaponized Stench: One of the spells wizards can access is the NIF incantation, which creates a toxic cloud of noxious gas that causes anyone exposed to it vomit uncontrollably, and in some instances (such as when used against enemies with large noses) will actually kill them outright. Unfortunately, this spell affects the caster as well and they have to use a pair of nose plugs before casting it. In the mountainous areas of Kakhabad live the skunkbear monsters, which are essentially giant skunks. When a skunkbear feels threatened, it sprays a nauseating secretion from a gland underneath its tail, making the enemy gag from the stench and reducing their Skill score.
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Playing with Fire
 Sorcery! / int_1cc9f5e5
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Playing with Fire: One of the most powerful spells lets you cast a fireball.
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Bathroom Stall Graffiti
 Sorcery! / int_222ca815
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Bathroom Stall Graffiti: In the Mampang fortress, the latrine scene is accompanied by an illustration with some really hilarious graffiti. "A Bird in One Hand Can Make a Horrible Mess"... really Steve Jackson?
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Unreliable Illustrator
 Sorcery! / int_22804f3
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Unreliable Illustrator: When you get inside Kharé's Wayfafer's Rest inn, the text claims that nobody looks at you when you enter, but in the illustration, many characters are staring into your direction.
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Chekhov's Gun
 Sorcery! / int_22cf536c
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Chekhov's Gun: Several times, making for nice continuity between the books. There are a number of items that you can obtain in one book that won't have any purpose in that adventure, but will in subsequent books. Most notably, the locket you can find in The Shamutanti Hills won't have any obvious purpose at all until very late in The Crown of Kings if you remember the portrait within.
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Your Mind Makes It Real
 Sorcery! / int_234073a4
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Your Mind Makes It Real: In the Mampang castle, you will be stopped by a double-door engulfed in flames. It is an illusion that will only burn you if you believe it is real.
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Winged Humanoid
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Winged Humanoid: The Birdmen who stole the crown, kicking off your entire quest in the first place. There's also Jann the minimite, and the Elvins from the first book.
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Poisonous Person
 Sorcery! / int_27ae4a75
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Poisonous Person: The Mucalytics in the fourth book are so very poisonous, one breath from their trunk can kill you on the spot. They're also hostile and attacks on sight.
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The Dreaded
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The Dreaded: The Archmage, to the civilized world.
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Darkness Equals Death
 Sorcery! / int_2c77fae3
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Darkness Equals Death: In the Mampang Fortress, there is a section where you will need to cross a room which is shrouded in permanent darkness, that no spells, not even the Illumination, will work in your favour. Trying to use a candle made of firefox blood, and you will die in one of the room's several traps.
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Glass Cannon
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Glass Cannon: The Red-Eyes are lanky humanoids with extremely dangerous Eye Beams; one hit is enough to cripple the protagonist, and two is certain death. However, if you manage to get close enough for melee, they happen to have pathetic STAMINA scores.
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Body to Jewel
 Sorcery! / int_318a6781
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Body to Jewel: The Moon Serpent, owing to its magical nature, turns into a Crystal Ball you can collect and use after its defeat. Its counterpart, the Sun Serpent, supposedly turns into a Sun Jewel if slain too, although you wouldn't know that since you don't get to battle or slay it in the book.
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Your Princess Is in Another Castle!
 Sorcery! / int_33fa230b
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Your Princess Is in Another Castle!: Subverted — it turns out you were in the right castle in the first place.
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Just Eat Gilligan
 Sorcery! / int_35543514
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Just Eat Gilligan: At the end of Crown of Kings, the Analander is stuck in a jail cell with Jann the Minimite, whose Anti-Magic aura prevents him from casting any spell except ZED, which kills the Minimite. There are windows that open to a huge height, causing death to anyone who falls from them (as you will find out if you try using an inoperant FAL spell). Jann tells you he refuses to jump outside the window to enable your spells. But you are not given the opportunity to pick up Jann — who, remember, was originally described as being finger-sized — and throw him outside the window. Yes, it would be an awful and evil thing to do, but wouldn't desperate times call for desperate measures?
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Lethal Chef
 Sorcery! / int_35ae6a23
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Lethal Chef: A literal one. You will meet a female Goblin cook in the Mampang fort who will prove to be quite dangerous.
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Rapid Aging
 Sorcery! / int_3687d605
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Rapid Aging: The first book sees you coming across an old man stuck in a tree in the Shamutanti Hills, who gave you a page from a spell book in return for helping him, saying he got the page from a sorceress. Later in the adventure, you come across that very sorceress, whom you can return the page to — according to her, a young thief stole that page from her a week ago, but she managed to cast an aging spell on him as he flees.
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Squishy Wizard
 Sorcery! / int_38047858
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Squishy Wizard: More or less averted. Playing as a warrior will give you higher Skill points, but not that much higher than the wizard's. You get a -2 penalty to Skill, which you can easily offset by obtaining a magic item from a witch in the first book that gives +2 attack strength when wielding a sword.
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Genie in a Bottle
 Sorcery! / int_38424ebb
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Genie in a Bottle: If you're playing as a warrior without any magical abilities, then the only way for you to win is to find the Satyrs and obtain a bottle containing a magical genie, which can send you out of the prison cell to re-encounter Farren Whyde and expose him as the Archmage. It's also a less complicated method comparing to using the ZED Spell (should the player have assumed the role of a wizard), since summoning the genie wouldn't drain a massive chunk of the player's lifespan or screw up the transportation process, leaving players stuck elsewhere thanks to incorrect use of the ZED spell.
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Dragged Off to Hell
 Sorcery! / int_38f5ed1a
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Dragged Off to Hell: In the third book, this is the worst ending you might suffer if you run afoul of the Seven Serpents' spirits. They will claim themselves to be your ally, offering you an incantation for your protection (that the book repeatedly asks, "accept their offer or move on?"). Repeat their incantation and you'll unintentionally disown your Patron Goddess, Libra, leaving yourself helpless as the Spirits reveal themselves and merge into a giant face in the sky, before dragging you into their mouth with their tongue, effectively banishing you from your dimension to theirs.
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Boring, but Practical
 Sorcery! / int_39b8d3d6
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Boring, but Practical: The HUF spell, which creates a gust of wind. It costs a single stamina point and the item you need to cast it can be easily obtained if you follow the directions to Shadrack's house at the beginning of the third book. While it isn't the most dramatically satisfying or flashy solution, you can use it to one-shot two of the Seven Serpents and weaken a third.
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Bird People
 Sorcery! / int_3b358c4d
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The Birdmen who stole the crown, kicking off your entire quest in the first place.
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Cast from Money
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Cast from Money: The WOK spell, which creates an invisible shield at the cost of 1 gold piece.
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Curb-Stomp Battle
 Sorcery! / int_3d699462
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Curb-Stomp Battle: When you encounter the wizard that appears to be the Archmage, he will do this to you regardless of whether you attack him with sword or spell.
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Ungrateful Bastard
 Sorcery! / int_3fe2b13f
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Ungrateful Bastard: Subverted in the first book. You can free Alianna the witch from being imprisoned by bandits; she will reward you with giving you a few items... and then summons a wooden golem to fight you just for the fun of it. Thanks a lot. On the other hand the golem is not too hard to beat and the items are very useful.
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Wretched Hive
 Sorcery! / int_40cbee83
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Wretched Hive: Kharé. It's a toss-up as to whether here or Port Blacksand from the mainstream FF continuity is a worse hellhole.
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Elemental Powers
 Sorcery! / int_42846e90
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Elemental Powers: The Seven Serpents, namely there are the Earth Serpent, Fire Serpent, Water Serpent, Moon Serpent, Air Serpent, Sun Serpent and the Time Serpent.
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No Fair Cheating
 Sorcery! / int_42d9daf9
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The encounter with the Sleepless Ram gives you the option to use an item which can never be obtained in any of the books, although this may have been a cunning plan to catch cheaters out.
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Only Smart People May Pass
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Only Smart People May Pass: Vancass, a hunchbacked sorcerer, prevents the Analander from crossing a bridge unless he can answer several questions relating to names in Shamutanti. It's less "smart" rather than "knowledgeable".
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The Unfought
 Sorcery! / int_464dd7cc
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The Unfought: You can never fight the Sun Serpent, which the sorceress Fenestra magically captures. Its stats and abilities were never revealed until the Beyond the Pit sourcebook was published in 2013.
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Always Chaotic Evil
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Always Chaotic Evil: The Red-Eyes. Nasty little Jerkasses. Whenever you meet Red-Eyes, you are always in deadly danger. And even running away from them is not the best option. Subverted with the Birdmen. They are introduced as a race of servants of the Archmage, but in the last book, you join forces with a group of rebels who oppose him.
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The Beastmaster
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The Beastmaster: One of the first spells wizards can learn allows them to control animals... but only for a very limited amount of time. Usually if this spell is available as a choice, the option it gives involves the player using the spell to order hostile animals to leave them in peace.
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 Sorcery! / int_48414e75
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_48414e75
 Sorcery! / int_4b0ef86e
type
Advertised Extra
 Sorcery! / int_4b0ef86e
comment
Advertised Extra: A Slime Eater appears on the cover of multiple editions of Book 2, but only appears as an optional battle in the book itself. Furthermore, it's a type of enemy rather than a specific monster and you can fight more than one of them if you get lost in the sewers. Compare that with the Manticore from Book 1, who also appears on multiple versions of the cover but functions much more like a traditional boss battle.
 Sorcery! / int_4b0ef86e
featureApplicability
1.0
 Sorcery! / int_4b0ef86e
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4b0ef86e
 Sorcery! / int_4b279eb6
type
Buy or Get Lost
 Sorcery! / int_4b279eb6
comment
Buy or Get Lost: Most shopkeepers in Kharé will respond with hostility if you enter their shop without buying anything. Exaggerated in the Baklands, where if you didn't purchase anything from the Dark Elf caravan, they will crucify you on the spot and leave you to die.
 Sorcery! / int_4b279eb6
featureApplicability
1.0
 Sorcery! / int_4b279eb6
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4b279eb6
 Sorcery! / int_4c123f8a
type
Do Not Touch the Funnel Cloud
 Sorcery! / int_4c123f8a
comment
Do Not Touch the Funnel Cloud: In The Seven Serpents, you meet a tiny tornado. Guess what happens if you touch it? That's right, you get sucked into it.
 Sorcery! / int_4c123f8a
featureApplicability
1.0
 Sorcery! / int_4c123f8a
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4c123f8a
 Sorcery! / int_4c709317
type
Useless Useful Spell
 Sorcery! / int_4c709317
comment
Useless Useful Spell: So many cool spells! So little that you are given the option to use! You could spam destructive spells so many times on enemies, but are too often given useless spells, spells that can't function or even spells that don't exist as options.
 Sorcery! / int_4c709317
featureApplicability
1.0
 Sorcery! / int_4c709317
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4c709317
 Sorcery! / int_4c798fd5
type
Shock and Awe
 Sorcery! / int_4c798fd5
comment
Shock and Awe: One of the most powerful spells lets you cast a lightning bolt out of your hand.
 Sorcery! / int_4c798fd5
featureApplicability
1.0
 Sorcery! / int_4c798fd5
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4c798fd5
 Sorcery! / int_4cecb933
type
Signs of Disrepair
 Sorcery! / int_4cecb933
comment
Signs of Disrepair: In the fourth book, you can eat from a jar labelled "ANT MEATBALLS", which turns out to be more delicious and nourishing that it sounds. But after you're done eating, the cook catches you and reveals that the label on the jar is partially damaged and you've consumed a massive quantity of "MUTANT MEATBALLS". Cue I Ate WHAT?!
 Sorcery! / int_4cecb933
featureApplicability
1.0
 Sorcery! / int_4cecb933
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_4cecb933
 Sorcery! / int_504a1991
type
Body Horror
 Sorcery! / int_504a1991
comment
Body Horror: Most of the effects of the Mutant Meatballs. You can grow a third arm, a horn, sprout hair all over your body... the worst outcome is the reorganization of your internal organs and an enlargement of your brain which had it bursting through your cranium, two instances that leads to your imminent death.
 Sorcery! / int_504a1991
featureApplicability
1.0
 Sorcery! / int_504a1991
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_504a1991
 Sorcery! / int_504e271f
type
But Thou Must!
 Sorcery! / int_504e271f
comment
But Thou Must!: The Svinn chief tasks you with saving his daughter, and there's no way around it.
 Sorcery! / int_504e271f
featureApplicability
1.0
 Sorcery! / int_504e271f
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_504e271f
 Sorcery! / int_51567188
type
Cast from Hit Points
 Sorcery! / int_51567188
comment
Cast from Hit Points: How your magic works. The most basic and powerful spells cost 4 STAMINA points, the more niche and average-powered ones 2 STAMINA points, and all the spells also necessitating an item cost only 1 STAMINA point. The ZED spell is the most costly of all. The only other enemy who does this is a fox who can set itself on fire.
 Sorcery! / int_51567188
featureApplicability
1.0
 Sorcery! / int_51567188
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_51567188
 Sorcery! / int_5266f5bd
type
Involuntary Dance
 Sorcery! / int_5266f5bd
comment
Involuntary Dance: The JIG spell, by playing a bamboo flute, allows you to give enemies the uncontrollable urge to dance a merry jig. It is easy to exhaust a creature or provide time to escape this way.
 Sorcery! / int_5266f5bd
featureApplicability
1.0
 Sorcery! / int_5266f5bd
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_5266f5bd
 Sorcery! / int_54ec2f0c
type
Not Completely Useless
 Sorcery! / int_54ec2f0c
comment
Not Completely Useless: As mentioned above, the locket you find midway through the first book has no function at all except in one of the final encounters in the last book. In addition, every spell that is not the main six seems like it would be extremely situational, but they all have their uses.
 Sorcery! / int_54ec2f0c
featureApplicability
1.0
 Sorcery! / int_54ec2f0c
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_54ec2f0c
 Sorcery! / int_5768d31
type
Super-Speed
 Sorcery! / int_5768d31
comment
Super-Speed: A spell that is activated by smelling yellow powder can make you super-fast. It's mostly used as a defensive spell however; every opportunity you're given to use this spell is for fleeing from battles or dangers.
 Sorcery! / int_5768d31
featureApplicability
1.0
 Sorcery! / int_5768d31
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_5768d31
 Sorcery! / int_58204b95
type
Magic Knight
 Sorcery! / int_58204b95
comment
Magic Knight: You, if you play as a wizard. You get a penalty for SKILL, but are still functional in sword combat.
 Sorcery! / int_58204b95
featureApplicability
1.0
 Sorcery! / int_58204b95
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_58204b95
 Sorcery! / int_5a2c2468
type
Teleportation Misfire
 Sorcery! / int_5a2c2468
comment
Teleportation Misfire: Played absolutely straight with the Teleportation spell, which most of the time puts you in a worse situation than the one you're already in. Notably, trying to use it to escape a rock slide will have you teleporting closer to the falling rocks instead. The only one time the spell works is when you use it to escape the Archmage's Captain, but by doing so you're also missing an essential clue necessary for winning the game.
 Sorcery! / int_5a2c2468
featureApplicability
1.0
 Sorcery! / int_5a2c2468
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_5a2c2468
 Sorcery! / int_5ee0a2d8
type
Token Heroic Orc
 Sorcery! / int_5ee0a2d8
comment
Token Heroic Orc: While the Birdmen of Mampang Fortress are described to be the Archmage's most loyal servants, by the time you encounter them in the fourth book you learn that there are a small group of Birdmen on the side of good, who opposes the Archmage and is entirely on your side. It's in fact essential to befriend their leader, Peewit Croo, if you even want to succeed in the adventure.
 Sorcery! / int_5ee0a2d8
featureApplicability
1.0
 Sorcery! / int_5ee0a2d8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_5ee0a2d8
 Sorcery! / int_6331ba26
type
Plot Hole
 Sorcery! / int_6331ba26
comment
Plot Hole: Incorrect use of the ZED spell in The Crown of Kings can send you as far back as the beginning of The Shamutanti Hills... with all your inventory, including several spell-casting items that you shouldn't be able to acquire for several books, intact. This problem was caused by the series not being written as a whole, but one book at a time. It was thankfully corrected in the 20th Anniversary reprint wherein you have all your items reset to the beginning specifications, money included, but you get to keep the ability scores at their new maximum. If you eat Mutant Meatballs and transform to look like the same race/species as Mampang's guards, you will gain the same advantage as if you killed the Seven Serpents. However, if you meet Cartoum and use this special advantage, he will be described as being surprised to see a human just like him. Which doesn't make sense if you have been transformed. One of the secrets of the Throben Doors is held by Naggamanteh the torturer. If he doesn't recognize you (because you killed all of the Seven Serpents), then the encounter makes sense. If he does recognize you, then he will happily give you the secret of the Throben Door if you compliment his torture chamber and lets you go despite knowing full well who you are and what your mission is, which makes rather less sense. Unless, of course, taking good care of his torture chamber really means that much to him. The encounter with the Sleepless Ram gives you the option to use an item which can never be obtained in any of the books, although this may have been a cunning plan to catch cheaters out.
 Sorcery! / int_6331ba26
featureApplicability
1.0
 Sorcery! / int_6331ba26
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_6331ba26
 Sorcery! / int_63d3ce1a
type
Dismantled MacGuffin
 Sorcery! / int_63d3ce1a
comment
Dismantled MacGuffin: The four spell lines in Kharé.
 Sorcery! / int_63d3ce1a
featureApplicability
1.0
 Sorcery! / int_63d3ce1a
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_63d3ce1a
 Sorcery! / int_67624800
type
Disgusting Public Toilet
 Sorcery! / int_67624800
comment
Disgusting Public Toilet: The Crown of Kings has one in the guard barracks, complete with illustration. You can search it if you want. There's nothing useful or interesting at all there, and you risk catching a disease by searching it.
 Sorcery! / int_67624800
featureApplicability
1.0
 Sorcery! / int_67624800
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_67624800
 Sorcery! / int_6b31f75
type
Scary Scorpions
 Sorcery! / int_6b31f75
comment
Scary Scorpions: You find a scorpion in a box that also contains gold coins and a key. If you get stung, you lose half your Stamina points. Each time.
 Sorcery! / int_6b31f75
featureApplicability
1.0
 Sorcery! / int_6b31f75
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_6b31f75
 Sorcery! / int_6b35bdff
type
Serious Business
 Sorcery! / int_6b35bdff
comment
Serious Business: A puzzle in The Seven Serpents that requires you to remember the name of the god whose temple you're in says that you are "on your honour" not to check the reference that names them until you've guessed.
 Sorcery! / int_6b35bdff
featureApplicability
1.0
 Sorcery! / int_6b35bdff
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_6b35bdff
 Sorcery! / int_6e9e1e32
type
GottaCatchEmAll
 Sorcery! / int_6e9e1e32
comment
Gotta Catch 'Em All: In Book 3, The Seven Serpents. Guess what you need to find and kill. You actually have to slay only six of them, as the Sun Serpent is Already Done for You. Note that it's not actually necessary to kill all the Serpents; the primary mission is to successfully cross the Baklands. However, there is a penalty for doing really badly and only killing one or two Serpents, and two special bonuses for managing to kill them all.
 Sorcery! / int_6e9e1e32
featureApplicability
1.0
 Sorcery! / int_6e9e1e32
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_6e9e1e32
 Sorcery! / int_6ec989d8
type
Guide Dang It!
 Sorcery! / int_6ec989d8
comment
Guide Dang It!: In The Crown of Kings, you can get stuck in a hallway with nowhere to go but a flaming inferno that kills you instantly. Good thing you've probably learned a password for a hidden door. Too bad you were supposed to use it earlier, with no hint that it was relevant.
 Sorcery! / int_6ec989d8
featureApplicability
1.0
 Sorcery! / int_6ec989d8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_6ec989d8
 Sorcery! / int_7315fd38
type
Covers Always Lie
 Sorcery! / int_7315fd38
comment
Covers Always Lie: The original cover◊ of The Shamutanti Hills shows the Manticore outside of the cave. In the game itself, the Manticore battle takes place inside. The reprint edition◊ of The Seven Serpents actually shows all Seven of the titular Serpents on the front cover, implying you will have to do battle with all seven at once. No such things happens in the book, although it could be justified as part of the narration by Shadrack the Hermit, which does occur in the book. Alternatively, it can also be justified that the reprint cover with all seven elemental serpents looks way cooler than the original.
 Sorcery! / int_7315fd38
featureApplicability
1.0
 Sorcery! / int_7315fd38
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_7315fd38
 Sorcery! / int_7570a10c
type
Bond Villain Stupidity
 Sorcery! / int_7570a10c
comment
Bond Villain Stupidity: The Archmage tricks you into entering his prison tower of your own accord. When you run into his badass wizard form, he locks you up without killing you or even taking your belongings, giving you the opportunity to escape. Then, when you confront him for the second time, he's stuck in the weak form of Farren Whyde and is forced to assume his demonic form to fight you, enabling you to kill him while he's still extremely vulnerable.
 Sorcery! / int_7570a10c
featureApplicability
1.0
 Sorcery! / int_7570a10c
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_7570a10c
 Sorcery! / int_767ef8a0
type
Flying Seafood Special
 Sorcery! / int_767ef8a0
comment
Flying Seafood Special: Taking an alternate route in Lake Iklakla to avoid the Water Serpent will instead have the player being attacked by a horde of flying fish with razor-sharp teeth, and pounces out the water en-masse.
 Sorcery! / int_767ef8a0
featureApplicability
1.0
 Sorcery! / int_767ef8a0
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_767ef8a0
 Sorcery! / int_7836c43
type
Casting a Shadow
 Sorcery! / int_7836c43
comment
Casting a Shadow: One of the spells will render the surrounding in total darkness, as long as it is cast in an enclosed environment.
 Sorcery! / int_7836c43
featureApplicability
1.0
 Sorcery! / int_7836c43
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_7836c43
 Sorcery! / int_7c8ef64d
type
Portal Pool
 Sorcery! / int_7c8ef64d
comment
Portal Pool: In Kharé. They lead to the sewers.
 Sorcery! / int_7c8ef64d
featureApplicability
1.0
 Sorcery! / int_7c8ef64d
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_7c8ef64d
 Sorcery! / int_817ee3a5
type
The Trees Have Faces
 Sorcery! / int_817ee3a5
comment
The Trees Have Faces: In the third book, this is how Shadrack the hermit reveals himself to you, by manipulating the branches of a tree you're resting against to form his face, which then talks to you and instructs you to his cave.
 Sorcery! / int_817ee3a5
featureApplicability
1.0
 Sorcery! / int_817ee3a5
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_817ee3a5
 Sorcery! / int_859ec5d8
type
The Fair Folk
 Sorcery! / int_859ec5d8
comment
The Fair Folk: The Elvins in the first book. They are quite a nuisance, to say the least.
 Sorcery! / int_859ec5d8
featureApplicability
1.0
 Sorcery! / int_859ec5d8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_859ec5d8
 Sorcery! / int_87c62ade
type
Deadly Dodging
 Sorcery! / int_87c62ade
comment
Deadly Dodging: In The Crown of Kings, you can get confronted by three hostile Red-Eyes (humanoids with deadly Eye Beams). They're usually very dangerous, but the option to use the TEL spell (to read their minds) leads to a Curb-Stomp Battle. By allowing the protagonist to anticipate when they unleash the fiery gaze attack, he can maneuver one into missing him and instead killing his two companions. The last one is then an easy pick as he's paralyzed by the horror of what he'd done.
 Sorcery! / int_87c62ade
featureApplicability
1.0
 Sorcery! / int_87c62ade
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_87c62ade
 Sorcery! / int_87ce64a0
type
Old Save Bonus
 Sorcery! / int_87ce64a0
comment
Old Save Bonus: Playing the previous books usually gives a huge advantage for the later ones (as you are allowed to carry over items and other benefits such as recognizing characters from previous volumes), especially in the last book. Successfully killing all seven serpents stops you from being recognized when you reach the fortress in The Crown of Kings (by means of turning to a new reference any time you are referred to as "the Analander").
 Sorcery! / int_87ce64a0
featureApplicability
1.0
 Sorcery! / int_87ce64a0
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_87ce64a0
 Sorcery! / int_87e661e8
type
Absurdly Spacious Sewer
 Sorcery! / int_87e661e8
comment
Absurdly-Spacious Sewer: Present in Kharé. If you're not careful, you can end up in them.
 Sorcery! / int_87e661e8
featureApplicability
1.0
 Sorcery! / int_87e661e8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_87e661e8
 Sorcery! / int_8816272b
type
Blinded by the Light
 Sorcery! / int_8816272b
comment
Blinded by the Light: Using a Sun jewel, the SUN spell can do this to your opponents.
 Sorcery! / int_8816272b
featureApplicability
1.0
 Sorcery! / int_8816272b
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_8816272b
 Sorcery! / int_8871bbd8
type
Eye Beams
 Sorcery! / int_8871bbd8
comment
Eye Beams: Red-Eyes are a race of lanky humanoids whose eyes are constantly closed. That's because when they open them, they can shoot fiery beams that are quite deadly. Having such a lethal weapon at their disposal has made all of them conceited bullies.
 Sorcery! / int_8871bbd8
featureApplicability
1.0
 Sorcery! / int_8871bbd8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_8871bbd8
 Sorcery! / int_889cff96
type
Quirky Miniboss Squad
 Sorcery! / int_889cff96
comment
Quirky Miniboss Squad: The Seven Serpents again. Their task is to spy on you and inform the Archmage of your arrival.
 Sorcery! / int_889cff96
featureApplicability
1.0
 Sorcery! / int_889cff96
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_889cff96
 Sorcery! / int_8e0430ab
type
Non-Standard Game Over
 Sorcery! / int_8e0430ab
comment
Non-Standard Game Over: Getting stranded in Kharé because you don't know all four of the spell lines. Getting trapped in the past or the future by incorrect use of the ZED spell.
 Sorcery! / int_8e0430ab
featureApplicability
1.0
 Sorcery! / int_8e0430ab
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_8e0430ab
 Sorcery! / int_8e59e4a6
type
Cthulhumanoid
 Sorcery! / int_8e59e4a6
comment
Cthulhumanoid: You encounter one of these in Kharé, who works as a cook. If you try to rob him, you'll find out his tentacles carries a nasty sting that can do additional damage to your stamina.
 Sorcery! / int_8e59e4a6
featureApplicability
1.0
 Sorcery! / int_8e59e4a6
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_8e59e4a6
 Sorcery! / int_8f298490
type
Slaying Mantis
 Sorcery! / int_8f298490
comment
Slaying Mantis: In Kharé, players can come across the lair of the Mantis Man, a dangerous insectoid man who, due to its armoured appearance, like to disguise itself as a statue to ambush its victims, and then drag the victim's corpses to its nearby lair to feast on. It is however a non-sapient enemy — the Creature Control spell that affect animals only works fine on the Mantis Man.
 Sorcery! / int_8f298490
featureApplicability
1.0
 Sorcery! / int_8f298490
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_8f298490
 Sorcery! / int_906365a2
type
Demonic Possession
 Sorcery! / int_906365a2
comment
Demonic Possession: Although it's not specifically stated, it's heavily implied that the Archmage is actually a demon who possesses humans as People Puppets and gets them to do his bidding. You can raise Farren Whyde from the dead after the Archmage leaves his body, and he'll help you escape Mampang. Similarly, when you meet the wizard who you suspect of being the Archmage, he is never referred to as the Archmage, but rather the "spiky-haired fellow" or "the Sorcerer". When you confront him as Farren Whyde, he also refers to the Analander "knowing our secret", and being "more clever than any of us had imagined.".
 Sorcery! / int_906365a2
featureApplicability
1.0
 Sorcery! / int_906365a2
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_906365a2
 Sorcery! / int_9136471a
type
Our Goblins Are Different
 Sorcery! / int_9136471a
comment
Our Goblins Are Different: Not so much... except that by collecting their severed teeth, you can summon a Goblin from each one of them! Problem is, they're, ahem, quite weak fighters. Plus, you need to spend a STAMINA point for each one summoned. This is more trouble than it is worth if you want to use them in regular combat.
 Sorcery! / int_9136471a
featureApplicability
1.0
 Sorcery! / int_9136471a
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_9136471a
 Sorcery! / int_9183215d
type
Last Disc Magic
 Sorcery! / int_9183215d
comment
Last Disc Magic: The ZED spell is described as possibly the most powerful spell in existence, although nobody knows its purpose as the only person in history to cast it disappeared without trace, and removes almost twice as much Stamina as any other spell. The game gives you the opportunity to cast it only once, near the end of the fourth book (it is possible to find out what it does before that). Which you better — turns out that ZED is a spell for traveling through time. If you learn before what it does, you are specifically instructed to concentrate very hard on exactly what you want to achieve, and will do just that. If not... well, you get a completely random rolls whose results range from 2 different fates worse than death ( Either becoming stuck in the prehistoric past or in the distant future millions of years after life on the planet... with a bone-chilling note that "without control of the spell, you will eventually deplete your STAMINA trying to recast it, and have no hope of ever returning to your own time."), and several that players would probably consider that anyway (the cruelest probably being to return to paragraph 1 of the Shamutanti Hills! From the very end of the last book!). Also notable for being so powerful that minimite antimagic auras can't stand it. You use it to escape from a prison cell in which you're trapped alongside the one from the first book, who is crippled and dying, and the final sight you see before being transported through time is his body convulsing in agony as his aura overloads with your magic.
 Sorcery! / int_9183215d
featureApplicability
1.0
 Sorcery! / int_9183215d
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_9183215d
 Sorcery! / int_9392ab09
type
Patron God
 Sorcery! / int_9392ab09
comment
Patron God: The players are guided by their patron goddess, Libra, who will help them once (and only once!) per book. Either by restoring the player's life stats to maximum level, erasing all curses and diseases the players might have the misfortune of picking up, or creating miracles to get the players out of tricky situations (again, just once per book!).
 Sorcery! / int_9392ab09
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 Sorcery! / int_9392ab09
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 Sorcery!
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Sorcery! / int_9392ab09
 Sorcery! / int_984ef9ef
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"Not So Different" Remark
 Sorcery! / int_984ef9ef
comment
"Not So Different" Remark: Several characters in the iOS versions of the first three books imply that the Crown of Kings is more than it seems, and the King of Analand is not the benevolent ruler he appears to be. Some explicitly say that the Archmage is not worse than the King.
 Sorcery! / int_984ef9ef
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1.0
 Sorcery! / int_984ef9ef
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 Sorcery!
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Sorcery! / int_984ef9ef
 Sorcery! / int_985d6d7f
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Master of Illusion
 Sorcery! / int_985d6d7f
comment
Master of Illusion: Wizards can access two types of Illusion spells. One of those can create a pile of fake treasure which is useful in distracting enemies or be used as bribe, while another that requires the use of a bracelet made of bones can be used to fool enemies into seeing things, such as the caster turning into a much more powerful opponent.
 Sorcery! / int_985d6d7f
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1.0
 Sorcery! / int_985d6d7f
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1.0
 Sorcery!
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Sorcery! / int_985d6d7f
 Sorcery! / int_9abe931d
type
Quicksand Sucks
 Sorcery! / int_9abe931d
comment
Quicksand Sucks: One spell allows you to create quick-sucking quicksand.
 Sorcery! / int_9abe931d
featureApplicability
1.0
 Sorcery! / int_9abe931d
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1.0
 Sorcery!
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Sorcery! / int_9abe931d
 Sorcery! / int_9bfa1697
type
Eye of Newt
 Sorcery! / int_9bfa1697
comment
Eye of Newt: The magic system in the Sorcery! series has some interesting examples, but the one that takes the cake is probably the one where you have to have a green wig for the spell to work. Makes you wonder just what the process is for finding out the material component...
 Sorcery! / int_9bfa1697
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1.0
 Sorcery! / int_9bfa1697
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 Sorcery!
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Sorcery! / int_9bfa1697
 Sorcery! / int_9bfe4c17
type
Supernatural Fear Inducer
 Sorcery! / int_9bfe4c17
comment
Supernatural Fear Inducer: Wizards can access a spell, used together with a black mask, to create a magical aura of fear in their enemies. The results varies depending on the intended victim's nature, however.
 Sorcery! / int_9bfe4c17
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1.0
 Sorcery! / int_9bfe4c17
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1.0
 Sorcery!
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Sorcery! / int_9bfe4c17
 Sorcery! / int_9d6427ec
type
Time Travel
 Sorcery! / int_9d6427ec
comment
Time Travel: With the ZED spell. Also in the iOS adaptation of the second book, you're given an option to go back in time if you don't have all the spell lines, and in the third you bounce between the thriving past and the barren present frequently.
 Sorcery! / int_9d6427ec
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 Sorcery! / int_9d6427ec
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 Sorcery!
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Sorcery! / int_9d6427ec
 Sorcery! / int_9dab0a6e
type
Continuity Nod
 Sorcery! / int_9dab0a6e
comment
Continuity Nod: One of the items you can use in spellcasting is a ring of green stone mined from Craggen Rock, the setting of The Citadel of Chaos.
 Sorcery! / int_9dab0a6e
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1.0
 Sorcery! / int_9dab0a6e
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 Sorcery!
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Sorcery! / int_9dab0a6e
 Sorcery! / int_9e236a98
type
Sliding Scale of Gameplay and Story Integration
 Sorcery! / int_9e236a98
comment
Sliding Scale of Gameplay and Story Integration: The spellbook was originally a separate entity to the gamebooks themselves, sold in a boxset with The Shamutanti Hills. This was because in-game, you weren't allowed to take the spellbook out of Analand and had to rely on memory alone. However, the need to make the volumes work as standalones and the unpopularity of boxsets with retailers at the time meant that this was quickly abandoned; by the time The Seven Serpents was first released the spellbook was now printed in the back of the gamebook, even though this made it easier to cheat.
 Sorcery! / int_9e236a98
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 Sorcery! / int_9e236a98
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 Sorcery!
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Sorcery! / int_9e236a98
 Sorcery! / int_9e491b41
type
Empathic Healer
 Sorcery! / int_9e491b41
comment
Empathic Healer: Implied to be the case for Javvine, a blind healer whose body is corroded with a multitude of different plagues. When you converse with her, she'll offer to read your palm, and if you happen to be carrying any sort of disease you can feel the sickness leaving your body... and entering hers. Don't worry, you can repay her by eliminating her tormentors later on.
 Sorcery! / int_9e491b41
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1.0
 Sorcery! / int_9e491b41
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 Sorcery!
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Sorcery! / int_9e491b41
 Sorcery! / int_a2b38d3b
type
Eye Scream
 Sorcery! / int_a2b38d3b
comment
Eye Scream: While in the Baklands, you may get attacked by a massive beetle with acidic pus for blood, which it discharges on you every time you inflict a hit on the monster. On an unlucky die roll of 1, the blood hits you in the face, blinding your right eye permanently and taking away a huge chunk of your life. In the last book, you can try to use the Creature Copy spell while fighting the hobgoblin chef, by using a golden-backed mirror to summon a reflection of your enemy. But that only backfires as the hobgoblin chef, realizing you're casting a spell, decide to smash your mirror instead, where the shards will end up in your eyes and blinds you permanently.
 Sorcery! / int_a2b38d3b
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1.0
 Sorcery! / int_a2b38d3b
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1.0
 Sorcery!
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Sorcery! / int_a2b38d3b
 Sorcery! / int_a2cbad1
type
Half-Human Hybrid
 Sorcery! / int_a2cbad1
comment
Half-Human Hybrid: The Svinns and Elvins are of Orc/Human and Elf/human descent respectively. Both types seem to have been around long enough to be self-sustaining communities, having their own villages in the Shamutanti Hills and also living in Kharé.
 Sorcery! / int_a2cbad1
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1.0
 Sorcery! / int_a2cbad1
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 Sorcery!
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Sorcery! / int_a2cbad1
 Sorcery! / int_a7a8e779
type
Doppelgänger Spin
 Sorcery! / int_a7a8e779
comment
Doppelgänger Spin: One of your spells creates five mirror images of yourself, invoking this trope.
 Sorcery! / int_a7a8e779
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1.0
 Sorcery! / int_a7a8e779
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 Sorcery!
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Sorcery! / int_a7a8e779
 Sorcery! / int_ae0bbe52
type
Living Statue
 Sorcery! / int_ae0bbe52
comment
Living Statue: At the entrance of the Gambling Halls in Kharé, you can find a bronze effigy guarding a pot of gold, which will come to life and attack you if you try stealing from it. If you choose to fight it, you can only hope to find its sole weak spot, use the MUD spell to drag it into quicksand or simply get clubbed to death by the invincible statue. The Temple of Courga in the same book also have gargoyles which comes to life if you try stealing any treasure in the hall. However you're not given an opportunity to fight; the narration simply said you're outnumbered by the statues and is forced to leave at once, therefore missing an essential clue (the Kissing Ritual) rendering your mission unwinnable. The Sleepless Ram in the Mampang Fortress, which guards the Archmage's quarters. It comes to life and is virtually indestructible to all attacks, and your only hope is to slow it down enough to escape.
 Sorcery! / int_ae0bbe52
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1.0
 Sorcery! / int_ae0bbe52
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 Sorcery!
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Sorcery! / int_ae0bbe52
 Sorcery! / int_b1a3ce24
type
Horned Humanoid
 Sorcery! / int_b1a3ce24
comment
Horned Humanoid: The Archmage has some strange horns that look metallic. However, nothing confirms they might be another crown.
 Sorcery! / int_b1a3ce24
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1.0
 Sorcery! / int_b1a3ce24
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Sorcery! / int_b1a3ce24
 Sorcery! / int_b3ae552f
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Alluring Flowers
 Sorcery! / int_b3ae552f
comment
Alluring Flowers: The first book has a field of black lotus flowers that emit a powerful, sweet-smelling scent enticing passers-by to automatically stray off their path and then wander into the lotus field, before falling over after breathing in the lotuses' sweet-smelling, fatal poison.
 Sorcery! / int_b3ae552f
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1.0
 Sorcery! / int_b3ae552f
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 Sorcery!
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Sorcery! / int_b3ae552f
 Sorcery! / int_b4fddee
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McGuffin
 Sorcery! / int_b4fddee
comment
McGuffin: The Crown of Kings itself.
 Sorcery! / int_b4fddee
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1.0
 Sorcery! / int_b4fddee
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 Sorcery!
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Sorcery! / int_b4fddee
 Sorcery! / int_b6060b7
type
Run or Die
 Sorcery! / int_b6060b7
comment
Run or Die: More often than not, in all four books, you'll encounter enemies that is simply too powerful or too numerous for you to battle, with running like hell away from the scene being your best option. Be it headhunters in the Shamuntanti Hills, the Red-Eyes in Kharé, an entire pack of Snattacats, outnumbered by the Birdmen of Mampang, the Sleepless Ram...
 Sorcery! / int_b6060b7
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 Sorcery! / int_b6060b7
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Sorcery! / int_b6060b7
 Sorcery! / int_b9085a47
type
Summon Magic
 Sorcery! / int_b9085a47
comment
Summon Magic: Two spells allow you to summon allies when needed, as long as you have teeth of the adequate creatures in your possession. GOB summons goblins, who are rather weak fighters. YOB summons a giant, who can give a better fight, as long as it has enough room to appear in the first place.
 Sorcery! / int_b9085a47
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 Sorcery! / int_b9085a47
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 Sorcery!
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Sorcery! / int_b9085a47
 Sorcery! / int_b97a2fa7
type
Forced Transformation
 Sorcery! / int_b97a2fa7
comment
Forced Transformation: In the encounter with Manata the Snake Charmer in third book, one of the bad endings reveals that Manata's snakes are actually his enemies, which you found out after you ticked him off the wrong way and end up getting transformed into a snake yourself.
 Sorcery! / int_b97a2fa7
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 Sorcery! / int_b97a2fa7
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Sorcery! / int_b97a2fa7
 Sorcery! / int_bbca7a41
type
Mirror Match
 Sorcery! / int_bbca7a41
comment
Mirror Match: In Kharé, you come across a magic paintbrush that paints a portrait of you. If you let the brush finish painting uninterrupted, your portrait will come to live and attack you. And then there's a spell that requires a golden mirror, which can summon a duplicate of your enemy to fight on your behalf.
 Sorcery! / int_bbca7a41
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1.0
 Sorcery! / int_bbca7a41
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 Sorcery!
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Sorcery! / int_bbca7a41
 Sorcery! / int_bc103f8b
type
Subverted
 Sorcery! / int_bc103f8b
comment
Subverted with the Birdmen. They are introduced as a race of servants of the Archmage, but in the last book, you join forces with a group of rebels who oppose him.
 Sorcery! / int_bc103f8b
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-0.3
 Sorcery! / int_bc103f8b
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 Sorcery!
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Sorcery! / int_bc103f8b
 Sorcery! / int_bc28c269
type
Sizeshifter
 Sorcery! / int_bc28c269
comment
Sizeshifter: One of the spells available for wizards can enlarge their sizes up to three times. When used correctly in-game (such as in wide, opened spaces instead of a cramped environment), this will double the caster's skill stats and deliver a Curb-Stomp Battle to their foes.
 Sorcery! / int_bc28c269
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 Sorcery! / int_bc28c269
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 Sorcery!
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Sorcery! / int_bc28c269
 Sorcery! / int_bd0415e2
type
Healing Spring
 Sorcery! / int_bd0415e2
comment
Healing Spring: The Crystal Waterfall in the first book, which restores all your stats to its initial level and can remove any diseases you might have picked up during your quest.
 Sorcery! / int_bd0415e2
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1.0
 Sorcery! / int_bd0415e2
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Sorcery! / int_bd0415e2
 Sorcery! / int_bef696dd
type
Mind Screw
 Sorcery! / int_bef696dd
comment
Mind Screw: Just who or what the Archmage really is, for crying out loud? The original books made him an enigmatic if not undeveloped antagonist, and while the Inkle Adaptation gave him significant background and characterization, the additional time travel plot elements makes the story just as difficult to interpret.
 Sorcery! / int_bef696dd
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 Sorcery! / int_bef696dd
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Sorcery! / int_bef696dd
 Sorcery! / int_c0015c4c
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Inn of No Return
 Sorcery! / int_c0015c4c
comment
Inn of No Return: One in Kharé, which serves up its customers in the stew.
 Sorcery! / int_c0015c4c
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1.0
 Sorcery! / int_c0015c4c
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 Sorcery!
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Sorcery! / int_c0015c4c
 Sorcery! / int_c09dbbbb
type
Weaksauce Weakness
 Sorcery! / int_c09dbbbb
comment
Weaksauce Weakness: Each one of the serpents has a weakness: the Fire Serpent's is sand, the Water Serpent's is oil, the Moon Serpent's is fire, the Sun Serpent's is rain, the Air Serpent's is having its empty body destroyed, the Earth Serpent's is losing contact with the ground, and the Time Serpent's only weakness is a special spell owned by the Swamp Goblins.
 Sorcery! / int_c09dbbbb
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 Sorcery! / int_c09dbbbb
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 Sorcery!
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Sorcery! / int_c09dbbbb
 Sorcery! / int_c0b66f61
type
Invisible Monsters
 Sorcery! / int_c0b66f61
comment
Invisible Monsters: The Snattacats from the Forest of Snatta are big cats which become invisible when they close their eyes.
 Sorcery! / int_c0b66f61
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1.0
 Sorcery! / int_c0b66f61
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 Sorcery!
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Sorcery! / int_c0b66f61
 Sorcery! / int_c3448a6f
type
Informed Attribute
 Sorcery! / int_c3448a6f
comment
Informed Attribute: Kharé is painted by the narrative as a den of absolute depravity and evil. There are plenty of evildoers in the city, including the aforementioned Red-Eyes, but there are also merchants and ordinary citizens who seem to just be living their lives, or are even benign. Even the priest of the God of Malice seems Affably Evil at absolute worst.
 Sorcery! / int_c3448a6f
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 Sorcery! / int_c3448a6f
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 Sorcery!
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Sorcery! / int_c3448a6f
 Sorcery! / int_c3e4a2f0
type
Poisoned Chalice Switcheroo
 Sorcery! / int_c3e4a2f0
comment
Poisoned Chalice Switcheroo: You will meet a witch (who does not take no for an answer when she will invite you for a drink) who'll serve you a drink... and will test your trust by poisoning her own mug.
 Sorcery! / int_c3e4a2f0
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1.0
 Sorcery! / int_c3e4a2f0
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Sorcery! / int_c3e4a2f0
 Sorcery! / int_c6d11745
type
Telepathy
 Sorcery! / int_c6d11745
comment
Telepathy: The Telepathy spell, conveniently marked with the codeword TEL, allows wizards to read the minds of their enemies. Sometimes when used in combat, it can have absolutely impressive results (such as using it to trick three Red-Eyes into killing each other).
 Sorcery! / int_c6d11745
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 Sorcery! / int_c6d11745
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 Sorcery!
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Sorcery! / int_c6d11745
 Sorcery! / int_c9d9a85f
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Hot Witch
 Sorcery! / int_c9d9a85f
comment
Hot Witch: Alianna is described so.
 Sorcery! / int_c9d9a85f
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1.0
 Sorcery! / int_c9d9a85f
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 Sorcery!
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Sorcery! / int_c9d9a85f
 Sorcery! / int_ca95473c
type
Series Continuity Error
 Sorcery! / int_ca95473c
comment
Series Continuity Error: The bottle of gas you get given in The Seven Serpents has become a bottle of liquid by the time you use it in The Crown of Kings. And the only way you can differentiate from others if you specify it was given to you by a woman (considering its description is very generic).
 Sorcery! / int_ca95473c
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 Sorcery! / int_ca95473c
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Sorcery! / int_ca95473c
 Sorcery! / int_cb643ebb
type
Everything's Deader with Zombies
 Sorcery! / int_cb643ebb
comment
Everything's Deader with Zombies: And you know what makes it even cooler? Having the zombie explode and each of his body parts attacks you separately!
 Sorcery! / int_cb643ebb
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1.0
 Sorcery! / int_cb643ebb
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 Sorcery!
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Sorcery! / int_cb643ebb
 Sorcery! / int_cc436d11
type
Fauns and Satyrs
 Sorcery! / int_cc436d11
comment
Fauns and Satyrs: The fourth book has a colony of She-satyrs, an all-female race of satyrs who lives in the mountains outside the Mampang Fortress. They are neutral and would help you in your quest, especially if you're playing as a warrior.
 Sorcery! / int_cc436d11
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 Sorcery! / int_cc436d11
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Sorcery! / int_cc436d11
 Sorcery! / int_cdfe12c3
type
Nothing Is Scarier
 Sorcery! / int_cdfe12c3
comment
Nothing Is Scarier: The Spiny Ones' lair is completely pitch-black, meaning the Analander can never see the exact nature of the threat, only that there's something very big in the room.
 Sorcery! / int_cdfe12c3
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1.0
 Sorcery! / int_cdfe12c3
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Sorcery! / int_cdfe12c3
 Sorcery! / int_cef6072a
type
Serpent Staff
 Sorcery! / int_cef6072a
comment
Serpent Staff: In the Baklands, you can come across Dintainta of the Steppes, a sorceress who disguises herself as an old hermit. If you obtain her favour by giving her a magical item, she will give you her oak staff as a gift — a serpent-shaped staff that gives you a SKILL boost against snake-based enemies.
 Sorcery! / int_cef6072a
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 Sorcery! / int_cef6072a
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Sorcery! / int_cef6072a
 Sorcery! / int_cf9b131f
type
Muscles Are Meaningless
 Sorcery! / int_cf9b131f
comment
Muscles Are Meaningless: The strength spell can boost your muscles to more than six times its mass... and is utterly useless in most of the situations you can use it in. Trying to use your strength on the flying fish swarm, and the narration states "there are far too many fishes for your increased strength to have any effect", while using it against the Mucalytics and you find out your increased power couldn't affect the monster's blob-like flesh. Not to mention you can't access this spell until gaining the Fire Water in the third book, and various other spells you can gain before, such as the razor or speed spell, are far more effective in most situations.
 Sorcery! / int_cf9b131f
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1.0
 Sorcery! / int_cf9b131f
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Sorcery! / int_cf9b131f
 Sorcery! / int_d08049db
type
Taken for Granite
 Sorcery! / int_d08049db
comment
Taken for Granite: The ROK spell, used together with a handful of stone dust, can petrify your opponents. Its solidifying rate varies depending on your opponents' sizes, however.
 Sorcery! / int_d08049db
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1.0
 Sorcery! / int_d08049db
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Sorcery! / int_d08049db
 Sorcery! / int_d24ed873
type
Developer's Foresight
 Sorcery! / int_d24ed873
comment
Developer's Foresight: If you kill six Serpents in The Seven Serpents, but the only undefeated one is the Sun Serpent (which is Already Done for You) and you're unaware it has been trapped, then the game allows you to claim the same bonus for defeating all seven Serpents.
 Sorcery! / int_d24ed873
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1.0
 Sorcery! / int_d24ed873
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 Sorcery!
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Sorcery! / int_d24ed873
 Sorcery! / int_d2c0e2ed
type
Schmuck Bait
 Sorcery! / int_d2c0e2ed
comment
Schmuck Bait: More often than not, the book will give you options for casting spells that are, logically speaking, completely useless in the situations they're given in. For instance, using the petrification spell against a Rock Demon (a monster already made of rock), the invisibility or illusion spells against a group of Red-Eyes (creatures whose eyes are closed the whole time, and relies on mystical senses instead of eyesight), the fireball spell against the Water Serpent, the thunderbolt spell against the Air Serpent... needless to say, in all these instances the outcomes are as useless as you'd expect.
 Sorcery! / int_d2c0e2ed
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1.0
 Sorcery! / int_d2c0e2ed
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 Sorcery!
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Sorcery! / int_d2c0e2ed
 Sorcery! / int_d378fa7a
type
Too Many Mouths
 Sorcery! / int_d378fa7a
comment
Too Many Mouths: The Slime Eater, as illustrated on the original cover for Kharé — Cityport of Traps, is a Cephalothorax monster with a huge maw, and smaller mouths on the tip of each finger.
 Sorcery! / int_d378fa7a
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1.0
 Sorcery! / int_d378fa7a
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 Sorcery!
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Sorcery! / int_d378fa7a
 Sorcery! / int_d397657d
type
Hoist by His Own Petard
 Sorcery! / int_d397657d
comment
Hoist by His Own Petard: The Red-Eyes are sadistic bullies who revel in being able to maim and kill people with their eye beams, but a wizard can turn it against them. Using the TEL spell in one encounter allows you to read a Red-Eye's mind and trick him into shooting his friends instead of you. Using the KIN spell creates duplicates of all the Red-Eyes, who will shoot and kill the originals.
 Sorcery! / int_d397657d
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1.0
 Sorcery! / int_d397657d
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 Sorcery!
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Sorcery! / int_d397657d
 Sorcery! / int_d6f284a3
type
Anti-Frustration Features
 Sorcery! / int_d6f284a3
comment
Anti-Frustration Features: If you miss any of the spell lines in Kharé, then the game provides an opportunity to go back to before you went down the wrong Story Branch on occasion (there is a character who will direct you to a different spell line depending on how many you already have, and there is an item that will take you directly to the location of the fourth line at any given time).
 Sorcery! / int_d6f284a3
featureApplicability
1.0
 Sorcery! / int_d6f284a3
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_d6f284a3
 Sorcery! / int_d8b146b0
type
Barrier Warrior
 Sorcery! / int_d8b146b0
comment
Barrier Warrior: There are 3 types of defensive magical shields available; a spell which creates a force field around you, one which instantly forms an invisible wall between you and your opponent, and one which forms a small, invisible weightless shield attached to your wrist. The first two are rather costly in STAMINA, though, while the last one is relatively cheap at the cost of 1 STAMINA point and 1 gold piece.
 Sorcery! / int_d8b146b0
featureApplicability
1.0
 Sorcery! / int_d8b146b0
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_d8b146b0
 Sorcery! / int_d99a228f
type
Unusually Uninteresting Sight
 Sorcery! / int_d99a228f
comment
Unusually Uninteresting Sight: This gets a passing mention when you publicly fights and kills the rogue Sightmasters in Mampang. The fight inevitably gets some attention, but since violence is commonplace in Mampang, the residents quickly lose interest and move on.
 Sorcery! / int_d99a228f
featureApplicability
1.0
 Sorcery! / int_d99a228f
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_d99a228f
 Sorcery! / int_da03a529
type
Bait-and-Switch Boss
 Sorcery! / int_da03a529
comment
Bait-and-Switch Boss: Subverted: in The Crown of Kings, you reach the top of the Fortress only to find that it is a prison cell for Farren Whyde, who directs you to another fortress. If you reach this second fortress you meet an unnamed wizard who turns out not to be the Archmage; Farren Whyde was the Archmage in disguise, and you have to time travel back to your first meeting to fight him.
 Sorcery! / int_da03a529
featureApplicability
-0.3
 Sorcery! / int_da03a529
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_da03a529
 Sorcery! / int_db38d6ca
type
Torture Technician
 Sorcery! / int_db38d6ca
comment
Torture Technician: Naggamanteh the ogre, who watches over the Archmage's torture chamber. He's actually proud of his job, and delights in inflicting suffering from the various instruments he have.
 Sorcery! / int_db38d6ca
featureApplicability
1.0
 Sorcery! / int_db38d6ca
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_db38d6ca
 Sorcery! / int_dbca2c99
type
Red Herring
 Sorcery! / int_dbca2c99
comment
Red Herring: Two in Kharé, with one involving an actual fish. At one point you see a fish in Kharé that seems to speak to you. If you try to listen to it, you'll hear something, but not enough to make out what it's saying. In another encounter, a voice from a well promises to share secrets if you throw gold coins down the well. Think you'll learn anything useful in either encounter? No, you won't. You'll just get laughed at by a fish in the former and waste your money in the latter.
 Sorcery! / int_dbca2c99
featureApplicability
1.0
 Sorcery! / int_dbca2c99
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_dbca2c99
 Sorcery! / int_dcbe8a6e
type
Chekhov's Gunman
 Sorcery! / int_dcbe8a6e
comment
Chekhov's Gunman: In book 1 you fight a highwayman; if you spare his life, he will meet you as an ally in the second book. And the other installments as well in the app versions.
 Sorcery! / int_dcbe8a6e
featureApplicability
1.0
 Sorcery! / int_dcbe8a6e
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_dcbe8a6e
 Sorcery! / int_dd963bd3
type
Our Giants Are Bigger
 Sorcery! / int_dd963bd3
comment
Our Giants Are Bigger: You meet a big unfriendly giant in the Shamutanti Hills. And a spell lets you summon a Giant from a severed tooth.
 Sorcery! / int_dd963bd3
featureApplicability
1.0
 Sorcery! / int_dd963bd3
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_dd963bd3
 Sorcery! / int_e24d2d5c
type
Reptiles Are Abhorrent
 Sorcery! / int_e24d2d5c
comment
Reptiles Are Abhorrent: You are definitely not going to meet friendly reptiles here. Especially in the third book, where snakes will be part of your many problems.
 Sorcery! / int_e24d2d5c
featureApplicability
1.0
 Sorcery! / int_e24d2d5c
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_e24d2d5c
 Sorcery! / int_e3226029
type
Bag of Holding
 Sorcery! / int_e3226029
comment
Bag of Holding: The Gnome trader in Kharé has an extra-large bag. This can be very valuable, for whenever you find an item that makes you get rid of another item first, this overrides that ruling. So you can store whatever and however much you want in it.
 Sorcery! / int_e3226029
featureApplicability
1.0
 Sorcery! / int_e3226029
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_e3226029
 Sorcery! / int_e81f5639
type
Moe Greene Special
 Sorcery! / int_e81f5639
comment
Moe Greene Special: The murderer Vanghorn will loose an arrow at you before fighting you, and on an unlucky die roll of 1, his arrow ends up in your eye — which kills you on the spot regardless of your STAMINA level.
 Sorcery! / int_e81f5639
featureApplicability
1.0
 Sorcery! / int_e81f5639
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_e81f5639
 Sorcery! / int_ea85e023
type
Pathetically Weak
 Sorcery! / int_ea85e023
comment
Pathetically Weak: The Crown of Kings shows you can get into a fight against a huge, ogre-like champion who lunges at you with an ax. You can choose to fight it, run from it, or cast a spell. If you choose to fight, to your surprise, he goes down automatically in one hit.
 Sorcery! / int_ea85e023
featureApplicability
1.0
 Sorcery! / int_ea85e023
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_ea85e023
 Sorcery! / int_eb8ec7c8
type
Jerkass
 Sorcery! / int_eb8ec7c8
comment
The Red-Eyes. Nasty little Jerkasses. Whenever you meet Red-Eyes, you are always in deadly danger. And even running away from them is not the best option.
 Sorcery! / int_eb8ec7c8
featureApplicability
1.0
 Sorcery! / int_eb8ec7c8
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_eb8ec7c8
 Sorcery! / int_eea93c96
type
Blow You Away
 Sorcery! / int_eea93c96
comment
Blow You Away: Using a Galehorn, one of your spells can create whirlwinds that can knock back or lift opponents.
 Sorcery! / int_eea93c96
featureApplicability
1.0
 Sorcery! / int_eea93c96
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_eea93c96
 Sorcery! / int_f1356f5e
type
Speaks Fluent Animal
 Sorcery! / int_f1356f5e
comment
Speaks Fluent Animal: A spell that requires a green wig allows you to converse with animals or non-human opponents.
 Sorcery! / int_f1356f5e
featureApplicability
1.0
 Sorcery! / int_f1356f5e
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_f1356f5e
 Sorcery! / int_f66813c9
type
Snake Charmer
 Sorcery! / int_f66813c9
comment
Snake Charmer: Manata from the third book is a charmer who lives in a pit with his pets... who turns out to be his enemies he transformed with his magic flute.
 Sorcery! / int_f66813c9
featureApplicability
1.0
 Sorcery! / int_f66813c9
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_f66813c9
 Sorcery! / int_f765e2d3
type
Dying Alone
 Sorcery! / int_f765e2d3
comment
Dying Alone: The she-satyrs from The Crown of Kings embraces this tradition; if a member of their race catches any sort of disease, they will choose to venture away into the mountains to die by themself. You can come across a lone satyr in a cave who died of an infection called the Trembling Disease early in the adventure.
 Sorcery! / int_f765e2d3
featureApplicability
1.0
 Sorcery! / int_f765e2d3
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_f765e2d3
 Sorcery! / int_f87c42d4
type
Video Game Cruelty Potential
 Sorcery! / int_f87c42d4
comment
Video Game Cruelty Potential: The second book, which is set entirely in Kharé, a crime-infested cityport. Naturally, you're given the option to act like a thief or a crook, partake in streetfights, attack a group of unarmed elves, and rob shopkeepers and bystanders alike without any guilt.
 Sorcery! / int_f87c42d4
featureApplicability
1.0
 Sorcery! / int_f87c42d4
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_f87c42d4
 Sorcery! / int_fb17af62
type
Rhymes on a Dime
 Sorcery! / int_fb17af62
comment
Rhymes on a Dime: Vancass, the hunchbacked guardian of a bridge, speaks this way.
 Sorcery! / int_fb17af62
featureApplicability
1.0
 Sorcery! / int_fb17af62
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_fb17af62
 Sorcery! / int_fc07d409
type
Hopeless Boss Fight
 Sorcery! / int_fc07d409
comment
Hopeless Boss Fight: The Sleepless Ram is a marbled statue that is absolutely indestructible, and trying to fight it directly will have you being trampled to death. You can obtain a vial of liquid from Dintainta or cast a quicksand spell to slow it down, but your best bet is to flee from its assault and make your way to the next exit. In the fourth book, you meet a freaking huge Hydra with the heads of gods in a cave. It has huge stats and if you manage to hit it, it will automatically strike back and cause injury to you. What you're supposed to do is lose a round and the Hydra will be revealed to be an illusion.
 Sorcery! / int_fc07d409
featureApplicability
1.0
 Sorcery! / int_fc07d409
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_fc07d409
 Sorcery! / int_fc33ff16
type
One-Winged Angel
 Sorcery! / int_fc33ff16
comment
One-Winged Angel: The Archmage attempts one at the very end. It is not so cool.
 Sorcery! / int_fc33ff16
featureApplicability
1.0
 Sorcery! / int_fc33ff16
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_fc33ff16
 Sorcery! / int_name
type
ItemName
 Sorcery! / int_name
comment
 Sorcery! / int_name
featureApplicability
1.0
 Sorcery! / int_name
featureConfidence
1.0
 Sorcery!
hasFeature
Sorcery! / int_name
 Sorcery! / int_name
itemName
Sorcery!

The following is a list of statements referring to the current page from other pages.

 Sorcery!
hasFeature
Absurdly Spacious Sewer / int_698a3e12
 Sorcery!
hasFeature
Alluring Flowers / int_698a3e12
 Sorcery!
hasFeature
Already Done for You / int_698a3e12
 Sorcery!
hasFeature
Anti-Magic / int_698a3e12
 Sorcery!
hasFeature
Asteroids Monster / int_698a3e12
 Sorcery!
hasFeature
Barrier Warrior / int_698a3e12
 Sorcery!
hasFeature
Big First Choice / int_698a3e12
 Sorcery!
hasFeature
Bird People / int_698a3e12
 Sorcery!
hasFeature
Blinded by the Light / int_698a3e12
 Sorcery!
hasFeature
Buy or Get Lost / int_698a3e12
 Sorcery!
hasFeature
Cast from Money / int_698a3e12
 Sorcery!
hasFeature
Casting a Shadow / int_698a3e12
 Sorcery!
hasFeature
Chain Pain / int_698a3e12
 Sorcery!
hasFeature
Continuity Lock-Out / int_698a3e12
 Sorcery!
hasFeature
Crystal Ball / int_698a3e12
 Sorcery!
hasFeature
Crystal Weapon / int_698a3e12
 Sorcery!
hasFeature
Darkness Equals Death / int_698a3e12
 Sorcery!
hasFeature
Deadly Dodging / int_698a3e12
 Sorcery!
hasFeature
Dismantled MacGuffin / int_698a3e12
 Sorcery!
hasFeature
Do Not Touch the Funnel Cloud / int_698a3e12
 Sorcery!
hasFeature
Doppelgänger Spin / int_698a3e12
 Sorcery!
hasFeature
Dragged Off to Hell / int_698a3e12
 Sorcery!
hasFeature
Empathic Healer / int_698a3e12
 Sorcery!
hasFeature
Excited Show Title! / int_698a3e12
 Sorcery!
hasFeature
Eye Beams / int_698a3e12
 Sorcery!
hasFeature
Fantastic Light Source / int_698a3e12
 Sorcery!
hasFeature
Fauns and Satyrs / int_698a3e12
 Sorcery!
hasFeature
Faux Flame / int_698a3e12
 Sorcery!
hasFeature
Flying Seafood Special / int_698a3e12
 Sorcery!
hasFeature
Forced Sleep / int_698a3e12
 Sorcery!
hasFeature
Gamebooks / int_698a3e12
 Sorcery!
hasFeature
Genie in a Bottle / int_698a3e12
 Sorcery!
hasFeature
Gotta Kill Them All / int_698a3e12
 Sorcery!
hasFeature
Healing Spring / int_698a3e12
 Sorcery!
hasFeature
Hopeless Boss Fight / int_698a3e12
 Sorcery!
hasFeature
Hypno Pendulum / int_698a3e12
 Sorcery!
hasFeature
I Ate WHAT?! / int_698a3e12
 Sorcery!
hasFeature
Inn of No Return / int_698a3e12
 Sorcery!
hasFeature
Inn Security / int_698a3e12
 Sorcery!
hasFeature
Instant Leech: Just Fall in Water! / int_698a3e12
 Sorcery!
hasFeature
Instant Messenger Pigeon / int_698a3e12
 Sorcery!
hasFeature
Invisible Monsters / int_698a3e12
 Sorcery!
hasFeature
Involuntary Dance / int_698a3e12
 Sorcery!
hasFeature
Life-or-Limb Decision / int_698a3e12
 Sorcery!
hasFeature
Magic Knight / int_698a3e12
 Sorcery!
hasFeature
Magic Music / int_698a3e12
 Sorcery!
hasFeature
Magical Counterfeiting / int_698a3e12
 Sorcery!
hasFeature
Mirror Monster / int_698a3e12
 Sorcery!
hasFeature
Muscles Are Meaningless / int_698a3e12
 Sorcery!
hasFeature
Nobody Here but Us Statues / int_698a3e12
 Sorcery!
hasFeature
"Number of Objects" Title / int_698a3e12
 Sorcery!
hasFeature
Old Save Bonus / int_698a3e12
 Sorcery!
hasFeature
One-Hit Kill / int_698a3e12
 Sorcery!
hasFeature
Open Sesame / int_698a3e12
 Sorcery!
hasFeature
Our Hydras Are Different / int_698a3e12
 Sorcery!
hasFeature
Our Manticores Are Spinier / int_698a3e12
 Sorcery!
hasFeature
Panacea / int_698a3e12
 Sorcery!
hasFeature
Pathetically Weak / int_698a3e12
 Sorcery!
hasFeature
Patron God / int_698a3e12
 Sorcery!
hasFeature
Quicksand Sucks / int_698a3e12
 Sorcery!
hasFeature
Rapid Aging / int_698a3e12
 Sorcery!
hasFeature
Rule of Seven / int_698a3e12
 Sorcery!
hasFeature
Serpent Staff / int_698a3e12
 Sorcery!
hasFeature
Shattering the Illusion / int_698a3e12
 Sorcery!
hasFeature
Signs of Disrepair / int_698a3e12
 Sorcery!
hasFeature
Sizeshifter / int_698a3e12
 Sorcery!
hasFeature
Skippable Boss / int_698a3e12
 Sorcery!
hasFeature
Slaying Mantis / int_698a3e12
 Sorcery!
hasFeature
Snake Charmer / int_698a3e12
 Sorcery!
hasFeature
Snake Pit / int_698a3e12
 Sorcery!
hasFeature
Speaks Fluent Animal / int_698a3e12
 Sorcery!
hasFeature
Sticky Situation / int_698a3e12
 Sorcery!
hasFeature
Stupidity-Inducing Attack / int_698a3e12
 Sorcery!
hasFeature
Summon Magic / int_698a3e12
 Sorcery!
hasFeature
Teleportation Misfire / int_698a3e12
 Sorcery!
hasFeature
The Epic / int_698a3e12
 Sorcery!
hasFeature
The Power of the Sun / int_698a3e12
 Sorcery!
hasFeature
Too Many Mouths / int_698a3e12
 Sorcery!
hasFeature
Trapped in the Past / int_698a3e12
 Sorcery!
hasFeature
Unwinnable by Design / int_698a3e12
 Sorcery!
hasFeature
Useless Useful Spell / int_698a3e12
 Sorcery!
hasFeature
Walking Armory / int_698a3e12
 Sorcery!
hasFeature
Weaponized Stench / int_698a3e12
 Sorcery!
hasFeature
Wretched Hive / int_698a3e12
 Sorcery!
hasFeature
Your Mind Makes It Real / int_698a3e12
 Sorcery!
hasFeature
Your Princess Is in Another Castle! / int_698a3e12
 Sorcery!
hasFeature
Zero-Effort Boss / int_698a3e12