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TRAITS (member-attributed "LIKES")
THE SETTING #USES
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You are young wizard, but your uncle, the Wizard named Belboz, feels you are the only one capable of stopping the machinations of the evil Enchanter, Krill. You are sent by the Elder Circle of Enchanters to the castle where Krill has returned, in hopes you will be able to find a way to deal with him.
You start out with a simple spellbook of four spells, but find more spells along the way. You must be careful, for if Krill feels you are getting too powerful, he will deal with you in his own way. You must unravel the secret of his power and find a way to do away with him for good.
Can you survive Krill and his minions? Find out in Enchanter, a text adventure by Infocom. ~ Lisa Karen Savignano, All Game Guide