You are a member of a small company of legendary Heroes who embark on the supremely dangerous search for the Rings. You choose your own role in the Quest. Whichever identity you choose will provide you with potent weaponry. As the Warrior, you carry an enchanted sword. As the Wizard, you cast formidable spells. As the mysterious Phantom, you can walk through walls. As the elven Changeling, you can wear the Mirrorcloak of Invisibility. - Instruction Manual, Page 2
nter the Heroes, four legendary fighters of legendary power, who are committed to stopping the legendary Ringmaster from possessing those legendary Rings. The Heroes embark on a Quest to recover the ten Rings from their resting places, and if they do so within a specific amount of time, they will thwart the Ringmaster's plans. There are four Heroes, and each has a unique ability. You must learn them well before embarking on your Quest!
The Warrior, a legendary (of course) Hero from the Troll Wars, battles the forces of the Ringmaster with Theor's sword, Bloodeater. He is the heir to the throne of the Kingdom of Seven Countries, and is a descendant of a chieftain of the Arnelm Knights (so you know he's gotta be good!). The Warrior's sword is a mighty weapon; in battle, it can banish Orcs and Firewraths to the far right side of the battlefield. It keeps the Nightmares at a safe distance. It can even stop the Dragons' fireball and turn the overgrown lizards away! The Warrior is a valuable addition to the Quest, and is quite effective when paired with the Wizard.
The Wizard is a benevolent sorcerer who has mastered the ancient art of magic. With but one quick gesture, he unleashes a magical rotating asterisk -- a potent spell capable of stunning all Orcs and Firewraths, as well as the Nightmare creatures. Stunned creatures cannot move for a short period of time. The Wizard's mighty spell can also neutralize the Dragons' fireballs, and can even paralyze the beasts themselves with prolonged contact. The Wizard's chief use is to hold enemies at bay while his partner picks up a Ring. Pair the Wizard with the Warrior, and don't make fun of his pointy hat.
The Phantom has an uncanny and very useful ability to walk through walls. In the Dungeons and the Crystal Caverns, the Phantom can park himself safely within a wall while the monsters gather around him, allowing his partner to make a break for the precious Ring. The Phantom has little to fear from the Shifting Halls, as he can never get stuck. In the Infernoes, the Phantom's chief function is to stand around helplessly, because even this nightshade can't touch the molten surfaces. This limitation, combined with the fact that the Phantom moves at half speed when phasing through a wall, greatly reduces his effectiveness. He works about equally well with all the other Heroes.
The Changeling possesses the famed Mirrorcloak of Invisibility, and with it he can turn himself invisible. When the player holds down the Action button, the Changeling vanishes from the playfield, and all the monsters turn their attentions to his lucky partner (or, if the partner is already gone, the monsters will wander to the southeastern part of the battlefield). While invisible, the Changeling is still stopped by walls, and if he touches any hazards, he will die just as sure as if he could be seen. The biggest disadvantage of the Changeling is that since players can't see him while invisible either, he's hard to control. The Changeling works well with the Wizard or the Phantom.