654:"In the darkening sky above, five ominous stars have come into conjunction for the first time in 200 years. Out of the vault of the sky they cast their baleful influence across the frozen landscape. They are the disembodied spirits of the last of the Magi, seeing the return to the mortal world at midnight and ushering in a new era of terror. You wield the sole force in the world capable of destroying the Magi. The Sword of Life is mankind's only hope but it is no guarantee of victory. The Magi have had two centuries of exile to plan their reincarnation. To stop them you will need greater courage and strength than ever before!"
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499:. Here you discover that the Traveller is no one else but Icon, your arch-enemy, whom you finally manage to kill, thus retrieving the Blood Sword. In the last book, while the Millennialist fever is engulfing the continent, you travel north once more to enter the citadel of Spyte, where the True Magi are going to reincarnate at midnight at the end of the millennium. You finally defeat them with the help of Karunaz, a Ta'ashim noble warrior, son of Hasan-i-Sabbah. It's now midnight of
642:"Will you survive the perils of the desert city of Crescentium? The wandering ghouls and assassins? The half-human monsters? The dreaded Seven-in-One? For this is a land of sorcery and treachery - where you will encounter terrors and wonders more fabulous than you had ever dared imagine - the great Roc, the three wishes, the ship of the Pirate-King, the flying horse, the magic of the beautiful Psyche. And who shall win the Sword of Death, the Demon's Claw itself?"
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648:"Of all the desperate adventures, this is the most desperate - and the most vital. Only two years remain before the year 1000, when the Magi's power will have waxed full and the moment of their reincarnation will be at hand! All is not lost; if you can recover the fragments of the Blood Sword, the Magi can be opposed. But to do so, you must travel to the land of death..."
636:"From the Palace of Eternal Dusk, the Warlock-King holds his realm in thrall. His tyrannized subjects live in perpetual fear, for they know their evil monarch can see into the minds of others and slay them in their dreams. Only outsiders from beyond the boundaries of Wyrd may slay the tyrant - and they will need all the courage and skill that mortals ever can possess."
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630:"Every thirteen lunar months the Magi of Krarth hold a deadly contest to see which of them will rule that bleak and icy land. Teams of daring adventurers are sent down into the labyrinths that lie beneath the tundra, each searching for the Emblem of Victory that will win power for their patron. Only one team can survive. The others must die."
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Combat took place on mini-maps consisting of squares, with players able to use tactical combat options to defeat their foes. This added a dimension of realism to the game, for players had to move to their enemies before fighting them, and if it were a surprise attack, their enemies would start near
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A party could consist of up to four players, with each player being either a Sage, Enchanter, Trickster or
Warrior. Each of the classes was well-balanced and offered a different playing style from the others. Characters advanced in level, gaining power as the series progressed, and were carried
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After emerging victorious from the
Battlepits of Krarth (book 1), where a deadly contest is held every thirteen months, you - a hero (or a group of heroes) belonging to the True Faith - are involved in a bloody battle against a pack of
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So you will have to enter Sheol (book 4), a patchwork of hells from different mythologies, where a mysterious man who goes by the name of the
Traveller takes you through a long journey which ends before archangel
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type books of the era by being designed for multi-player, co-operative play (though there was also a single-player option, and one player could control more than one character at a time).
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or next to them. Some mini-maps include a square for fleeing; if the players wish to flee from the battle, they must move to that square before turning to the appropriate paragraph.
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Each player was autonomous - often paragraphs would be for one player's eyes only, and he would be privy to some information that he was free to withhold from the rest of his party.
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Sometimes there would be impassable obstacles on maps which characters would have to get around, or squares impassable to players but usable by monsters (e.g.: burning hot coals).
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The typical hack-and-slash, honourable fighter. He can absorb and deal the most damage, but does not have any unique skills and must also act honourably or face penalties.
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warrior, known in the lands of the West by the name of Icon the
Ungodly - will eventually find you, and after you defeat him for the second time Icon falls down to
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An indicator of the character's resistance to attack spells and (in the case of an
Enchanter) his or her aptitude for magic.
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Measures the character's state of health; wounds are deducted from
Endurance and if it reaches zero, the character dies.
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The world of Legend has noticeable parallels with Earth in the late 10th century AD, with strong elements of
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This article is about the gamebook series. For the Hong Kong television series, see
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Advanced Dragon
Warriors - new professions: Trickster, Warrior, Enchanter
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forward from book to book, giving the experience of one long story.
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You will need to find the missing parts of the sword - first the
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A cunning and charismatic thief, albeit one with a heart.
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mythology. Crusaders of the 'True Faith' (an analogue of
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A mage who starts the game with a long list of spells.
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A measure of how powerful a fighter the character is.
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has come, and you are rewarded with eternal life in
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570:A warrior-monk with mystical powers such as
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68:Learn how and when to remove these messages
519:The book series differed from many of the
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212:Learn how and when to remove this message
194:Learn how and when to remove this message
124:Learn how and when to remove this message
428:. As the timeline approaches 1000 AD,
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664:Hubertian Maps - The Lands of Legend
624:The series consisted of five books:
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628:1 : The Battlepits of Krarth
49:This article has multiple issues.
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57:or discuss these issues on the
365:created by Oliver Johnson and
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634:2 : The Kingdom of Wyrd
99:. The specific problem is:
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95:to meet Knowledge (XXG)'s
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640:3 : The Demon's Claw
525:Choose Your Own Adventure
377:and the maps supplied by
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250:The Battlepits of Krarth
237:The Battlepits of Krarth
149:This article includes a
178:more precise citations.
652:5: The Walls of Spyte
424:) and conquered the
106:improve this article
620:Books in the series
392:The world of Legend
283:Oliver Johnson and
255:The Kingdom of Wyrd
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432:fever grips many.
270:The Walls of Spyte
151:list of references
694:Fantasy gamebooks
646:4 : Doomwalk
595:Fighting Prowess:
386:role playing game
369:and published by
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521:Fighting Fantasy
448:of Life, dubbed
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505:Judgment Day
501:Winter's Eve
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418:Christianity
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371:Knight Books
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349:No. of books
328:Knight Books
301:Cover artist
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184:October 2017
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170:Please help
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104:Please help
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51:Please help
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503:, 999 AD -
463:, then the
452:in popular
450:Blood Sword
367:Dave Morris
359:Blood Sword
304:Danny Flynn
291:Illustrator
285:Dave Morris
225:Blood Sword
176:introducing
108:if you can.
678:Categories
613:Endurance:
607:Awareness:
589:Attributes
582:Enchanter:
572:levitation
562:Trickster:
438:werewolves
341:Media type
54:improve it
684:Gamebooks
398:Christian
363:gamebooks
333:Published
325:Publisher
239:cover art
114:July 2018
60:talk page
556:Warrior:
515:Gameplay
509:Paradise
485:Yamatese
477:assassin
454:folklore
442:scabbard
426:Outremer
317:Language
265:Doomwalk
90:require
550:Classes
479:leader
444:of the
414:Arabian
336:1987-88
320:English
309:Country
172:improve
92:cleanup
538:Combat
497:Azrael
469:undead
280:Author
101:Style.
568:Sage:
489:Sheol
465:blade
446:Sword
422:Islam
410:Norse
406:Roman
402:Greek
344:print
157:, or
576:lore
523:and
473:Wyrd
461:hilt
412:and
680::
511:.
456:.
408:,
404:,
400:,
388:.
312:UK
161:,
153:,
63:.
352:5
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