Pentagram

Indebted to the ancient wizard Melkhior after curing his cursed lycanthropy in Knight Lore, Sabreman is told of an ancient and arcane magic that has faded into legend; its power sought by those who dare speak its name, and feared by those who knew wiser. In his advanced years, Melkhior has resigned himself to Castle Knight Lore, unable to venture out and complete the quest he had begun many years ago, instead he tasks the rejuvenated Sabreman with entering the mystifying woods of Conjour Town, dredging the wells of forgotten magic and enchanting the five Rune stones to harness the power of the Pentagram. Cloaking himself in sorcerers robes, and mastering the art of spellcasting, Sabreman dedicates himself to the dying wizards final wishes as he embarks on his forth and final adventure.