How to play Wizard’s Tower

Objective

Wizard’s Tower is a game of tactics and planning. You play an adventurer who must use your wits to fight your way up ten floors to face the wizard at the top of a tower. Along the way you will encounter monsters and magical creatures who will try and stop you. As you climb, you will grow stronger, learning new moves and gaining new power-ups.

Game Controls

  • Navigation Controls
  • Navigate Menu: Up or Down arrow
  • Confirm: Enter
  • Exit: Escape

How to Play

Use the arrow keys to navigate menus and the Enter key to make your selection. On the main menu, you can choose to play on Easy, Normal, or Hard difficulty. Wizard’s Tower is the most complicated game in Accessibyte Arcade, and takes a little longer to understand for new players. Playing on Easy to start is strongly recommended. You can also select “How to Play” to get a brief overview of the game.

After choosing a difficulty, you choose a class to play as. Each class will learn different skills and powers as they climb the tower. You can choose to be a Warrior, Rogue, Mage, or Joker. New players will have an easier time playing as the Warrior.

After choosing a class, one or more enemies appear and your first fight begins. You will start with 10 HP and 5 AP. HP, or hit points, show how healthy a character is. When a character’s HP reaches zero, they faint. AP, or ability points, show how much energy your character has. You use AP to perform moves, like Punch, which does 2 damage to an enemy for 2 AP. You gain 5 AP per turn, to a maximum of 10. You can end your turn early to save AP for the next turn.

When your AP is too low to perform any moves, or when you choose “End Turn,” your turn ends and the enemy’s turn begins. They then use moves against you. After their turn, you gain 5 more AP and your turn starts again. Turns go back and forth until one team has fainted.

If you win a fight, you then choose an upgrade for your character. Upgrades can be new abilities for you to use or power-ups to make your character stronger. Abilities include Attack Moves, which damage enemies, Healing Moves, which recover your lost HP, Buff Moves, which make you temporarily stronger, or Debuff Moves, which make your enemies temporarily weaker. Power-ups include higher maximum HP, more AP per turn, or more defense. See the definition list for more info.

If you can make it to the tenth floor, you will face the Wizard. Defeat the Wizard, and you win! Try again with a different class, or a higher difficulty.

in-game Definitions

  • HP: Hit Points, representing a character’s health. Attacking a character will decrease their hit points. Healing a character will increase their hit points up to a maximum amount. Players start with 10 maximum hit points. When hit points reach zero, a character faints. If the player faints, it’s game over. If all the enemies faint, the player wins that fight.
  • AP: Ability Points, representing the player’s energy. The player uses AP to perform moves. Each move has a specific AP cost. AP recovers by 5 every turn, and can normally be carried over between turns up to a maximum of 10.
  • Class: The type of hero the player is using. Each class learns different moves and powers as they climb the tower. The classes are Warrior, Rogue, Mage, and Joker.
  • Warrior: Balanced attack and defense. The Warrior may not have as many tricks up their sleeve as the other classes, but they make up for it with strength and endurance. They are recommended for new players.
  • Rogue: Weakens foes with precise strikes. The Rogue has less endurance, instead focusing on weakening the enemy until they pose no threat. This class prefers lots of little strikes to one big one. They are recommended for intermediate players who have a bit of experience.
  • Mage: High Ability Points and huge damage. The Mage has less endurance, but can use powerful skills more easily than the other classes. They can also learn more powerful healing skills to stay on their feet. This class is recommended for intermediate players who have a bit of experience.
  • Joker: Different moves every time! The Joker learns moves at random, changing the game every time you play. Sometimes you will plow through the tower, while other times you may barely scrape by. This class is recommended for advanced players who have a firm grasp of the game.
  • Turn: The player will get a turn, and then each enemy will get a turn, going back and forth until one team faints. The player may spend AP to use moves until they can’t afford any more or until they choose to end their turn early. Enemies use one move each per turn.
  • Attack: Affects the power of attack moves used by a character. A character with +1 Attack will do 1 more damage with each attack move. A character with -1 Attack will do 1 less damage with each attack move. The minimum damage for each attack move is 1.
  • Defense: Affects the power of attack moves used against a character. A character with +1 Defense will take 1 less damage when hit by an attack move. A character with -1 Defense will take 1 more damage when hit by an attack move.
  • Move: Actions a character can take to affect the battle. Attack moves hurt a character. Healing moves heal a character. Buff moves make a character stronger or give them a good status. Debuff moves make a character weaker or give them a bad status.
  • Power-up: An upgrade which gives a permanent boost to a player’s character. Power-ups can boost a player’s maximum HP, recover more AP per turn, or add to a player’s defense.
  • Attack Move: A move which causes damage to a character.
  • Healing Move: A move which recovers a character’s lost HP.
  • Attack Buff: A condition that increases a character’s attack. Using a buff on a debuffed character will cancel the debuff and return that character’s attack to normal.
  • Attack Debuff: A condition that decreases a character’s attack. Using a debuff on a buffed character will cancel the buff and return that character’s attack to normal.
  • Defense Buff: A condition that increases a character’s defense. Using a buff on a debuffed character will cancel the debuff and return that character’s defense to normal.
  • Defense Debuff: A condition that decreases a character’s defense. Using a debuff on a buffed character will cancel the buff and return that character’s defense to normal.
  • Status: A condition that affects a character each turn. A character may only have one status at a time. Using another status move on that character will replace any current status with the new one.
  • Poison: A status that hurts a character for 2 HP at the end of their turn.
  • Healwind. A status that heals a character for 2 HP at the end of their turn.
  • Feast: A player with Feast will gain 3 extra AP at the end of their turn. Enemies with Feast will only use their stronger moves.
  • Famine: A player will lose all AP at the end of their turn. Enemies with Famine will only use their weaker moves.
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