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The Magic Candle

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The Magic Candle
Developer(s)Mindcraft
Publisher(s)Mindcraft
Platform(s)Apple II, Amiga, Commodore 64, MS-DOS, NES
Release1989
Genre(s)RPG
Mode(s)Single-player

The Magic Candle is a computer role-playing game designed by Ali Atabek and developed and published by Mindcraft in 1989.[1]

Story

In the game, players must assemble a group of six adventurers and journey across the kingdom of Deruvia to keep the demon Dreax imprisoned in the eponymous magic candle, which has begun to melt. The game's world includes several towns and cities, two castles, and several dungeons and towers. Unlike many computer games, one wins not by defeating a final enemy, but by collecting the necessary items and learning the necessary chants in order to preserve the magic candle. Players begin with one adventurer, a human hero called Lukas. Additional adventurers can be found in the game's two castles. Add to all this the fun fact that you have no idea of what you will need to fix the magic candle or for that matter where in the world it is.

Races

There are 5 races available in this game[2]:

  • Dwarves - Very short but exceptionally strong.
  • Elves - Tall and slender with special attachment to the forests.
  • Halflings - Small charismatic race with large furry feet.
  • Man - Or Human.
  • Wizards - Wizards is considered a race in this game. This race is similar to the race of Man, but practices magic.

Professions

There are 9 Professions available in this game[2]:

  • Carpenter - Can build shelter for camping.
  • Fighter - Skilled in combat.
  • Gem-Cutter - Can recognize gems for sale.
  • Knight - Skilled both in combat and in defense.
  • Mage - Skilled in Magic. Only Wizards can be mages.
  • Mercenary - Offer their services for hire.
  • Metal Smith - Can repair weapons.
  • Ranger - Good hunters and move well in unknown terrain. This is Lukas' profession.
  • Tailor - Can make and repair garments. Good for getting jobs in towns.

Weapons

Melee and ranged weapons are available throughout this game:

  • Short Sword - Melee weapon. Strength needed: 1. Maximum damage: 14
  • Scimitar - Melee weapon. Strength needed: 15. Maximum damage: 29
  • Long Sword - Melee weapon. Strength needed: 30. Maximum damage: 39
  • Broad Sword - Melee weapon. Strength needed: 40. Maximum damage: 59
  • Grand Sword - Melee weapon. Strength needed: 60. Maximum damage: 99
  • Light Axe - Melee weapon. Strength needed: 20. Maximum damage: 44
  • Battleaxe - Melee weapon. Strength needed: 45. Maximum damage: 64
  • Great Axe - Melee weapon. Strength needed: 65. Maximum damage: 99
  • Ash Bow - Melee weapon. Strength needed: 1. Maximum damage: 1/2 Str (+5 damage for elves using bows)
  • Brom Bow - Melee weapon. Strength needed: 1. Maximum damage: 3/4 Str (+5 damage for elves using bows)
  • Arrows - Used with bows.

Armor

Armor reduces the damage taken from physical attacks:

  • Leather Armor - Protection: 2.
  • Ring Mail - Protection: 4.
  • Chain Mail - Protection: 6.
  • Steel Plate - Protection: 8.
  • Methreal Armor - Protection: 12.

Items

Items have different effects and can be purchased in towns or from merchants.

  • Potion - Restores Stamina.
  • Gonshi - Mushrooms. Boost dexterity.
  • Sermin - Mushrooms. Restore energy.
  • Mirget - Dried leaves. Boost strength.
  • Nift - Dried leaves. Absorb physical damage.
  • Luffin - Pressed flowers. Boost sword skill.
  • Rope - For use when travelling through mountains.
  • Loka - Powdered roots. Cure poision.
  • Drelin - Mushrooms. Increase travel speed.
  • Pearl - For trading and for use in dungeons.
  • Blanket - For use when camping outdoors.
  • Pick - For opening locked chests.
  • Boots - Protective heat resistant footgear.
  • Shovel - Used to dig for buried treasure.
  • Lens - For reading scrolls and inscriptions.
  • Medicine - Cures illness.

World Realism

The Magic Candle is known to have several traits that increase the realism of the game and of the world of Deruvia[2]:

  • Party Splitting - You could split your party into several different groups and have each of them perform a different task.
  • Wear and Tear - Weapons would accumulate wear and tear, and even break if not maintained properly.
  • Hunger and Fatigue - Characters need to eat, rest and sleep to remain healthy.
  • Residences - You can't just go barging into a private home. You have to knock on the door and know the name of the residence owner.
  • Time Factor Shops close during the night and re-open at dawn. NPCs can be in different places at different times of the day.

Sequels

The Magic Candle was successful enough to have sequels: The Magic Candle II: The Four and Forty (1991), and The Magic Candle III (1992). The Keys to Maramon (1990) was an action-title spinoff. Bloodstone: An Epic Dwarven Tale, released in 1993, is a prequel to The Magic Candle.

The series also spawned two spin-offs: Siege (1992) and its sequel Ambush at Sorinor (1993) are tactical strategy games, both taking place in the world of The Magic Candle.

References

  1. ^ Barton, Matt (2007-02-23). "Part 2: The Golden Age (1985-1993)". The History of Computer Role-Playing Games. Gamasutra. Retrieved 2009-03-26.
  2. ^ a b c The Magic Candle Review