Enchanter

Enchanter

Enchanter is an interactive fiction computer game from 1983, written by Marc Blank and Dave Lebling and published by Infocom. It belongs to the fantasy genre and was the first fantasy game published by Infocom after the Zork trilogy (originally it was to be called Zork IV). The game had a parser that understood over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game. Krill, an incredibly powerful evil warlock, spreads chaos and destruction. None of the more experienced members of the Circle of Wizards dare try to stop him. In desperation, the player, an inexperienced wizard with only a few weak spells in his spellbook, is sent in the hope that Krill will either not discover him or dismiss him as harmless. More powerful spells can be found on scrolls hidden in various locations, but if the player becomes a greater threat, Krill will react accordingly. The game features an innovative new spell system based partly on Ursula K. Le Guin's Earthsea series and partly on the Vancian spell system from Dungeons and Dragons, where spells must be prepared by "memorization" before they are cast. As in the Earthsea series, each spell is represented by a nonsensical "spell word" that is treated like a verb by the game's text parser. So you can use the FROTZ spell (which makes objects glow and gives off light) by typing >FROTZ BOOK, just as you might type >PICK UP BOOK or >READ BOOK.

Story

Welcome to the world of the Enchanter Saga - a world where magic is commonplace, a world where guilds of professional magic users spend their lives mastering the intricacies of thaumaturgy, a world where great forces of evil must be constantly kept at bay. An evil warlock has subjugated the land to his power. All who have resisted him have failed. But many years ago, in another age, the great elders of the Circle of Wizards foresaw the possibility of these dreaded events. They realized that no fully trained wizard could penetrate the Warlock's defenses undetected, and knew that the task of freeing the land would fall to a journeyman wizard. You were chosen as the sorcerer's apprentice who must save the land from the warlock. As an apprentice wizard, you have learned your lessons but have not yet passed all the tests. You have great power, but in the ranks of the necromancers you are a lowly and ignorant person. You have been well trained in the basics of magic, and the spells you know and will learn will help you greatly. But you must also rely on your powers of observation and quick wits.