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-
- A D V E N T U R E R ' S M A Z E
-
- W r i t t e n b y
-
- W i l l i a m H. R o u n t r e e
-
- C o p y r i g h t (c) 1 9 9 2, 1 9 9 3
-
-
- Adventurer's Maze is a role playing game. Unlike many other door advent-
- ure games, this one limits the number of moves you can make per day. It does
- not limit the amount of time you can spend in it.(Within your alotted time on
- the BBS.)
-
- The Quest: To kill the DRAGON!
-
- Requirements: ANSI! Color is nice, but not required.
-
- The Start: Decide upon a name for your Character (upto 20 characters in
- length). Next, you will be shown 5 possible races. Currently,
- the only difference between the races is their starting attributes,
- as displayed when you make your selection:
-
- Human : Good overall choice.
-
- Elf : Weak starting physical attacking/defense, best starting magic use.
-
- Half-Elf: Cross between Human and Elf.
-
- Dwarf : Weak starting physical attacking, but good defense. Best starting
- health, but no starting spells units.
-
- Gnome : Weak starting physical attacking, but best defense. Weakest start-
- ing health. Good starting spell units with good magic defense.
-
- =============================================================================
- Choice |Race |Attadv|Attdef|Health|Spell Units|Spladv|Spldef|
- -----------------------------------------------------------------
- 1 |Human | 10 | 10 | 10 | 2 | 0 | 0 |
- -----------------------------------------------------------------
- 2 |Elf | 7 | 7 | 8 | 6 | 2 | 2 |
- -----------------------------------------------------------------
- 3 |Half-Elf | 9 | 9 | 8 | 4 | 1 | 1 |
- -----------------------------------------------------------------
- 4 |Dwarf | 8 | 11 | 12 | 0 | 0 | 1 |
- -----------------------------------------------------------------
- 5 |Gnome | 7 | 12 | 6 | 4 | 2 | 2 |
- ============================================================================
-
- After that their will be a short pause, usually 2 or 3 seconds for setting up
- your character. The screen will clear and be followed by a number appearing
- on the left part of the screen, your character information written on the top
- right part of the screen and on the bottom section of the screen will be your
- options while at the merchant.
-
- Your Stats:
-
- Name: You selected this upon starting.
-
- Health: This is a combination of strength and constitution. It
- represents the amount of damage a character can take before
- dying. This also determines the amount of treasure that can
- be carried and effects that amount of damage inflicted
- while attacking a monster.
-
- Attack Adv: This represents a character's ability to hit a target in
- combat.
-
- Attack Def: This represents a character's ability to avoid being hit
- in combat.
-
- Spell Adv: This represents a character's ability to make a spell work.
- Only spells being cast against a monster use this.
-
- Spell Def: This represents a character's ability to avoid having a spell
- work against them. If successful, either 1/2 damage or no
- damage is sustained.
-
- Spell Units:The first number is the current number of spell units avail-
- able. The second number is the character's maximum. Depend-
- ing on the level of spell cast, a number of spell units is
- used. For example a 1st level spell requires 2 spell units.
-
- Experience: This number is an indication of how successful a character is.
- A character gains experience by defeating monsters and
- delivering treasure to the Merchant.
-
- Exp. Level: Upon reaching a certain number of Experience points, a char-
- acter advances in Exp. Level. It becomes harder to advance
- as a character gains levels. For example:
- 1st level: 1000
- 2nd level: 2000
- 3rd level: 4000
- 4th level: 8000
- 5th level: 16000
- Upon advancing to a new level, the player has 8 points to
- increase his character's abilities.
-
- Armor: This may be purchased and repaired at the Merchant. The first
- number (When worn) indicates the amount of damage that the
- armor can withstand. The second number is the maxium amount
- of damage that that type of armor can withstand.
-
- Weapon: Hand weilded weapons, these may either be purchased at the
- Merchant or gained thru defeating a monster. These increase
- the amount of damage inflicted during a sucessful attack.
-
- - Dam: Additional points of damage inflicted on the monster.
- - AA : Additional points used with the character's Attack Advantage.
- For every 1 point, add 2.5 points to Attack Advantage.
- - AD : Additional points used with the character's Attack Defense.
- For every 1 point, add 2.5 points to Attack Defense.
-
- Moves Left: A character is giving 30 moves each day. There is no limit
- as the number of times a player may enter this door or a time
- limit in the door.
-
- Credits: This is an amount that you are in good standing with the
- Merchant. Unlike treasure, credits cannot be lost only spent.
-
- Jewerly: This is the finest treasure. It is worth 10 credits and 5
- experience points per item when traded to the Merchant.
-
- Gems: This is worth 5 credits and 2.5 experience points per item
- when traded to the Merchant.
-
- Platium: This is worth 2 credits and 1 experience point per item when
- traded to the Merchant.
-
- Gold: This is worth 1 credit and .5 experience point per item when
- traded to the Merchant.
-
- Silver: This is worth .5 credit and .25 experience point per item when
- traded to the Merchant.
-
- Copper: This is worth .25 credit and .125 experience point per item
- when traded to the Merchant.
-
- The Merchant: The character will start out at the Merchant's location. There
- is only one Merchant and he does not move, so remember where he
- is! Here is a brief explaination of the options available here:
-
- 0:Return to Aventuring: Allows the character to do normal tasks such as:
- moving to another room, drinking a potion, casting
- a spell or quiting and returning to the BBS.
-
- R:Repair Armor: Allows a character to bring his armor's ability to
- absorb damage back to it's full potential.
-
- T:Trade Treasure: This exchanges your 6 types of treasure for credits
- with the Merchant as well as giving you experience
- points.
-
- Q:Quit Playing
- and Return to BBS: Pretty well describes it.
-
- C:Change Levels: This option allows characters access to all levels
- of the maze. You may either assend, decend, or
- remain on the current maze level.
-
- P:Purchase Menu: This selection will move the character to an area
- where they may purchase items from the merchant.
- These include:
- 1:Weapon
- 2:Armor
- 3:Potions
- ATTENTION!: Prices increase as a character ad-
- vances.
-
- S:Selling Menu: This selection will move the character to an area
- where they may sell items to the merchant for
- credits. These selections include:
- 1:Weapon
- 2:Armor
- 3:Potions
- 4:Weapons captured from Monsters
- ATTENTION!: Characters do not get full price for
- used goods.
-
- E:Enchant Weapon: This selection will give the character the
- ability to change to probabilities during a
- battle with a monster. The cost of each
- modification is based upon the character's
- level and the amount that the weapon has already
- been modified.
-
- - Dam: Additional points of damage inflicted on the monster.
- - AA : Additional points used with the character's Attack Advantage.
- For every 1 point, add 2.5 points to Attack Advantage.
- - AD : Additional points used with the character's Attack Defense.
- For every 1 point, add 2.5 points to Attack Defense.
- - SD : NEW! For every 1 point, 2.5 points of damage from Monsters
- casting spells, is now nullified.
-
- The other option now available here is to
- repair damage done to a weapon that could
- lead to the weapon breaking.
-
- After selecting "0" at the Merchant's, you will have a new prompt appear on
- line 22 of your screen. This is the movement prompt. You may press "?"
- for the help screen with a summary of the options available. Below is a
- short desciption of each:
-
- N: Move North: If a passageway exists, the character will move up,
- toward the top of the screen, one room.
-
- E: Move East: If a passageway exists, the character will move right,
- toward the right of the screen, one room.
-
- S: Move South: If a passageway exists, the character will move down,
- toward the bottom of the screen, one room.
-
- W: Move West: If a passageway exists, the character will move left,
- toward the left of the screen, one room.
-
- G: Get Treasure: If the character's health allows, the character will
- pickup as much treasure as currently able. If only
- part of the treasure is picked up, the most valuable
- will be taken.
-
- D: Drop Treasure: Upon selecting this option, the character will drop all
- treasure that is in their possesion.
-
- P: Drink Potion: A list of potions the character is carrying will be
- shown and the player can then select the desired one.
-
- R: Check Room: A prompt will appear on line 22 asking what room is de-
- sired. If a character has visited a room, the current
- contests will be shown.
-
- C: Cast Spell: A list of levels of spells the character is capable of
- casting will be displayed. After selecting the level,
- a list of spells of that level will be displayed. The
- player can then make a selection.
-
- Q: Quit and Save: This is the way to end the this visit to this door and
- return back to the host BBS.
-
- X: Exchange Weapon: If your character's weapon breaks, this will select the
- best weapon that has been taken from a defeated mon-
- ster.
-
- M: ReDraws the
- Screen: If for some reason the screen becomes misalligned,
- use this to get your display back to normal.
-
- Z: Status of
- Potions & Spells:This shows all active potions and spells at that time
- on a character. Some potions and spells last for a
- period of time, while others are cast and gone.
-
- H: Help Text: This option allows users to view specific parts of the
- players documentation while in the game.
-
- Upon encountering a monster, the lower right hand part of the screen will
- display the monster and it's stats. The following is a summary of the avail-
- able options in combat:
-
- S: Surrender: This is HIGHLY recommended for character's with NO
- treasure! If you surrender, no attack will be made
- against the character and you will be allowed to
- leave.
-
- R: Run: This option is for those character's that do not like
- to lose some of their hard earned treasure. The
- monster that you are running from does get to attack
- though.
-
- P: Drink Potion: This option allows a character to drink a potion.
-
- C: Cast Spell: This option allows a character to cast a spell, either
- offensive or defensive.
-
- A: Attack: This option has the character strike once at the
- monster.
-
- T: Till death: Upon selecting this, the battle will only end once
- either the character or the monster is dead, unless a
- character breaks their weapon!
-
- Q: Quit and Save: This is the way to end the this visit to this door and
- return back to the host BBS.
-
- X: Exchange Weapon: If your character's weapon breaks, this will select the
- best weapon that has been taken from a defeated mon-
- ster.
-
- M: ReDraws the
- Screen: If for some reason the screen becomes misalligned,
- use this to get your display back to normal.
-
- H: Help Text: This option allows users to view specific parts of the
- players documentation while in the game.
-
- If a character dies, the player may start the character back with 0 experience
- points. Again the character will start at the Merchant and hopefully the
- player will learn from his mistake.
-
- Other features of the maze include:
- Traps: These do damage directly against the health of the
- character.
-
- Pits: Do damage, and place the character on a deeper level.
-
- Wishing Well: This moves around to a new room each day. Once you
- visit it on that day, it disappears until the next.
- There are many things that can be performed here, and
- you will soon discover what changes each performs on
- your character.
-
- Spells: Currently this version contains 27 different spell
- that character's may select as they advance.
-
- Potions: Currently this version contains 8 different potions
- that allow a character different advantages if used.
-
- *Strength: Adds 5 to ATTADV for 5 rounds.
- *Protection: Adds 5 to ATTDEF for 5 rounds.
- *Magic Res.: Adds 5 to SPLDEF for 5 rounds.
- Healing: Heals 10 points of health upto Max. Health.
- Restoration: Adds 5 more movements.
- !Detect Traps: Allows a character to disarm any traps while moving
- into a new room and not take damage.
- Teleport: Takes a character to the merchant.
- Locate Well: Displays the location of that day's well.
-
- *: These potions last for 5 movements.
- !: This potion lasts for 10 movements.
-
- * Randomly a Wizard appears and neutralizes some enhanced abilitys!
-
- Spells:
- Each spell costs 2 spell points per level of that spell. As a
- character advances, the option to add more spell points is avail-
- able. When a character reaches 5th level of experience, they gain
- the capability to cast 2nd level spells. Every 5 levels of exper-
- ience, a new set of spells becomes available.
-
- 1st Level:
- 1:Magic Missle: Does 2 points of damage per Level of the castor.
- 2:Cure Light Wounds: Heals 5 points of health.
- 3:Protection: As per the potion.
- 4:Sleep: Allows the character to move out of a room that has a mon-
- ster.
- 5:Damage Resistance: Reduces the damage recieved from a monster by
- 1/2.
-
- 2nd Level:
- 1:Shield: Protects a character from Magic Missles.
- 2:Detect Traps: As per the potion.
- 3:Charm: Allows a character to get a monster's treasure without a
- fight.
- 4:Strength: As per the potion.
- 5:Locate Well: As per the potion.
- 6:Detect Monster: Shows occupants of all ajoining rooms.
-
- 3rd Level:
- 1:Lightning Bolt: Does 4 points of damage per Level of the castor,
- but the receipiant may save for 1/2 based upon their SPLDEF.
- 2:Cure Serious Wounds: Heals 20 points of health.
- 3:Invisibility: Allows a character to aviod monsters while moving
- through their rooms.
- 4:Hit!: Makes each attack by a character hit.
- 5:Magic Resistance: As per the potion.
-
- 4th Level:
- 1:Passwall: Allows a character to move in any direction.
- 2:Fireball: Does 6 points of damage per Level of the castor, but again
- the receipiant may save for 1/2 based upon their SPLDEF.
- 3:Save!:Character automatically makes all saves for 1/2 damage.
- 4:Mend: Fixes 20 points of damage to armor.
- 5:Fireshield: Monster takes 1/2 of all damage he inflicts upon the
- character.
-
- 5th Level:
- 1:Telepot: Allows a character to move to any room, on any level.
- 2:Asteral Walk: Like PASSWALL, but lasts for 5 movements.
- 3:Icestorm: Does 8 points of damage per Level of the castor, but again
- the receipiant may save for 1/2 based upon their SPLDEF.
- 4:Word of Recall: Upon dying, the character is returned to the mer-
- chant will all posessions and has 1 point of health.
- 5:Max Damage: Character does maximum damage, if he strikes during
- battle.
-
- 6th Level:
- 1:Regeneration: Returns 2 health per movement and keeps the charac-
- ter from death, even with a negative health!
- 2:Restoration: Adds 15 movements.
- 3:Heal: Returns health to maximum.
- 4:Lifestealing: Upon a success full attack, this gives 1/2 the
- damage inflicted to the castor.
- 5:Power Word KILL: Monster saves or DIES!
-
- * Randomly a Wizard appears and neutralizes some enhanced abilitys!
-
- HINT!: At the beginning you have few spell units. You can cast a CURE
- LIGHT WOUNDS and get some of you health restored......
- HINT!: The higher your health the more treasure you can carry......
- HINT!: The higher your health the more damage you inflict.....
- HINT!: In the beginning, fight GNOLLS, but not much else........
- HINT!: Use all your spell units each day.....
- HINT!: Cast Damage Reduction upon starting a battle with a monster that
- has a weapon better than yours.....
- HINT!: Try to visit the WELL every day.....
- HINT!: Expore, move around and locate the monster. The tougher the monster
- the more treasure it has.....
- HINT!: When drinking potions or casting spells that last for several move-
- ments, try to attack several monsters before the effects disapate.....
- HINT!: Always carry a backup weapon, just in case your's breaks.....
- HINT!: For the first few times, when you advance, choose to modify your
- characters ATTADV, ATTDEF and HEALTH......
- HINT!: If you must fight the toughest monster on one level, go down to the
- next level and fight them down there! They have more treasure the
- lower you go.....
-