~12ARROWBRIDGE II - THE GUARDIANS OF DARKNESS ~13Version 1.13 ~11(C)opyright Gargoyle Productions, 1996-97 ~10Introduction ~07It has been five thousand years since the Orb of Tabian was reclaimed on behalf of the kingdom. During most of this period, the settlements thrived and the people rejoiced. However, one hundred and fifty years ago, Zombre Bryan, the evil sorcerer re- appeared. His ghostly figure commanded armies of black orcs and undead creatures that swarmed down upon the land. All the armies of the people, along with the castles, were destroyed by Zombre in his attempt to recover the Orb of Tabian. The dark armies marched on to the land of Kraete, destroying all in their path. They finally reached the tower of the Wizard Merxon, the keeper of the Orb, high in the Kraete alps. Merxon fought using all of his magical power, but the invaders of darkness were too strong. In a last desperate attempt, Merxon was forced to smash the mystical creation in seven pieces to prevent it from being captured. He commanded the great hawks of the land to hide these fragments so that the power of the Orb could never be used again. ~12THY QUEST ~07Recently, Zombre has been searching for the Orb fragments. From within the depths of his fortress, he created seven creatures of darkness, Death Guardians, who now roam the new landscape searching for the fragments. His grand armies of orcs have been disbanded, but their remnants still remain on the mainland. The Wizard Merxon has sent out a desperate plea to all adventurers to stand up against the orc armies and recover the Orb for the good of all the people of Arrowbridge. If Zombre were to reconstruct the Orb, then darkness would surely reign on the land forever. ~12CHARACTER CLASSES ~07An adventuring party may have up to four characters at any one time. ~14Extra characters~07 may be recruited from the taverns scattered throughout the land. These characters will be under thy complete control for all combat routines. If thou drops a character from the party then he/she will return to the place where they were found, awaiting later recruitment. ~10Knight ~13Best Equipment: 2-Handed Sword, Full Plate, God Shield, Crossbow ~07The knight is a powerful fighter. They are particularly adept at hand-to- hand combat and jousting. A knight will inflict 50% more damage than any other player and will possess the greatest amount of HP for a given level. ~15 +--------------------------+ |Knight Modifiers: | | | |Melee Damage : +50% | |Projectile Damage : +0% | |Health Points : +30% | |Jousting : +30% | | | |Detect Secrets : N | |Disarm Traps : N | |Light Healing : N | |Magic : N | |Pick Locks : N | +--------------------------+ ~10Thief ~13Best Equipment: Shortsword, Ring Mail, Small Shield, Crossbow ~07The thief is an invaluable member to thy party, especially when exploring the underworld. The thief is able to pick any locks provided that the level of the thief is greater or equal to the dungeon level. Similarly, the thief will detect standard secret passages provided that the level of the thief is greater or equal to the dungeon level. Detected secret passages will be shown as a different color to that of the surrounding walls. One way secret passages will also be detected provided that the level of the thief is 1.5 times greater than the dungeon level. Due to the uneven nature of dungeon floors, trapdoors cannot be detected by a thief. The thief is adept at stealing and can steal 10 times more gold from a fort or castle treasury than any other class and have a higher probability of success. ~15 +--------------------------+ |Thief Modifiers: | | | |Melee Damage : -30% | |Projectile Damage : +0% | |Health Points : -30% | |Jousting : +0% | | | |Detect Secrets : Y | |Disarm Traps : Y | |Light Healing : N | |Magic : N | |Pick Locks : Y | +--------------------------+ ~10Wizard ~13Best Equipment: Cudgel, Hardened Leather, Wooden Shield, Sling ~07The wizard is a master of magic. Although a very poor fighter, a high level wizard can devastate an enemy with magic. The wizard possesses the most powerful projectile spell in the form of the Lightning Bolt. ~15 +--------------------------+ |Wizard Modifiers: | | | |Melee Damage : -40% | |Projectile Damage : +0% | |Health Points : -50% | |Jousting : -20% | | | |Detect Secrets : N | |Disarm Traps : N | |Light Healing : N | |Magic : Y | |Pick Locks : N | +--------------------------+ ~10Ranger ~13Best Equipment: Broadsword, Chain Mail, Large Shield, Crossbow ~07The ranger is best described as a master of nature. The ranger is a strong fighter, both with melee and projectile combat, but has the advantage of being able to heal light wounds and guide thy party through the wilderness. A ranger can be instructed to heal any character in thy party. Using natural remedies, a ranger will heal a player 1 hp per 5 turns. A ranger can also guide thy party through the forest, swamp and hills with a reduced turn penalty. ~15 +--------------------------+ |Ranger Modifiers: | | | |Melee Damage : +10% | |Projectile Damage : +0% | |Health Points : +0% | |Jousting : +30% | | | |Detect Secrets : N | |Disarm Traps : N | |Light Healing : Y | |Magic : N | |Pick Locks : N | +--------------------------+ ~10Cleric ~13Best Equipment: Mace, Ring Mail, Small Shield, Shortbow ~07The cleric is a master of magic. Unlike the wizard, the cleric spells tend to concentrate on the divinities, with spells such as healing, curing, and turning the dead. The cleric possesses the most lethal group spell in the form of an Earthquake. Additionally, the cleric is a solid melee fighter. ~15 +--------------------------+ |Cleric Modifiers: | | | |Melee Damage : +0% | |Projectile Damage : +0% | |Health Points : -10% | |Jousting : -20% | | | |Detect Secrets : N | |Disarm Traps : N | |Light Healing : N | |Magic : Y | |Pick Locks : N | +--------------------------+ ~10Archer ~13Best Equipment: Sword, Scale Mail, Medium Shield, Crossbow ~07The archer is a master of projectiles. An archer will inflict twice the damage on any target (using a Long Bow) due to mastery of the projectile weapon. ~15 +--------------------------+ |Archer Modifiers: | | | |Melee Damage : -10% | |Projectile Damage : +100%| |Health Points : -10% | |Jousting : +0% | | | |Detect Secrets : N | |Disarm Traps : N | |Light Healing : N | |Magic : N | |Pick Locks : N | +--------------------------+ ~12TRAVELLING THE LAND ~10Turns ~07One turn is deducted for each move a party makes except in the following terrains where more turns will be deducted: ~11 Party without Party with a Ranger a Ranger ~10--------------------------------------- ~13Forest~09 3 2 ~13Hills ~09 4 3 ~13Swamp ~09 3 2 ~10Adventurer Encounters ~07Encountering other adventuring parties provides a forum for different types of interaction. The following provides the rules for such encounters. ~09Both adventurers have an army ~07If both adventurers have an army and if one of them has the other listed as an enemy, then an army battle will take place. If neither are listed as an enemy then the active player will have the option of leaving in peace or attacking. ~09One adventurer has an army ~07If only one adventurer has an army then this player may attack the other party in melee combat, take all the gold and possessions (and orb fragments) or leave the non-army party in peace. If the army adventurer is controlled by the computer and this adventurer does not have the non-army party listed as an enemy then the non-army party will be left in peace, otherwise the non-army part will have their gold and orb fragments taken. ~09Neither adventurer has an army ~07If neither adventuring party has an army then the active player will have the choice of attacking the party or leaving them in peace. ~12WILDERNESS/DUNGEON COMMANDS ~10[A]rrange Equipment ~07Weapons, Armour, Shields and Projectiles are arranged using this command. Note that purchasing items does not automatically ensure their use, and this command must be used to allocate items to adventurers. ~10[B]uilding an Outpost ~07An outpost may be constructed in any 3x3 patch of open country. See the section on ~09Housing an army~07 for more information on outposts. ~10[C]ast a spell ~07This command allows Wizards and Clerics to cast wilderness spells. ~10[D]eploying an Army ~07This option allows thee to leave thy army at a any location. Adventuring parties without armies will be able to sneak pass any deployed army without engaging in combat. Note that armies cannot be taken into settlements, lairs or dungeons. ~10[E]xamine Treasure Map ~07This command will display the treasure map. Treasure maps can be purchased from travelling pirates. The map can be viewed when desired and only one map may be held at any time. When thou reaches the treasure location, hit 5 to look. ~10[H]ealing Potions ~07Healing potions are a valuable asset for an adventuring party, especially those that do not contain a Cleric. Healing potions cost 100 gp and they heal approximately 70hp and cure all poison. Make sure thou carries many healing potions before embarking on an exploration mission. ~10[I]gnite Torch ~07Torches may be ignited using this command. See ~09Illumination~07 in the dungeon section for more information on torches. ~10[M]ap display ~07A map of the local area can be displayed by viewing a map gem. Map gems are particularly rare and can only be found in dungeons. Gems are a single use item and will degenerate within minutes after being exposed to light. ~10[N]atural Healing ~07An adventuring party with a ranger will be able to instruct the Ranger to heal a nominated member of thy party. The Ranger will using natural medicine to slowly heal the player back to full strength. Those parties with two rangers will heal any one character at twice the normal rate. ~10[O]pen items ~07Armouries and treasure chests must be opened so that their contents may be claimed. ~10[P]arty Fight Order ~07This command allows the primary combat character to be nominated. This character will fight in the front line of the party during combat. ~10[R]etire ~07The retire function will allow thy party to make camp and sleep. Note that parties that sleep outdoors or in a dungeon/lair will be visible to other players and will often be encountered. ~10[S]end Online Message ~07Other adventurers who are currently travelling through Arrowbridge II can be contacted by sending them an online message, carried by a pigeon. ~10[T]oggle Auto Gold Collect ~07The auto gold collect function, when ON, will automatically collect gold when found in the wilderness or in a dungeon. When OFF, the adventurer will be asked to indicate how much gold should be collected. ~10[V]iew statistics ~07The statistics of the adventuring party are displayed using this command. ~10[W]ho is in Arrowbridge II ~07This command will list the current adventuring parties that are active in Arrowbridge II and show their current status (travelling, combat, settlement, dungeon). ~12COMBAT ~10The number of actions per round ~07The number of actions per round depends upon several factors. 1. If the level of the enemy is greater than the level of the main character in thy party then the enemy will receive bonus moves each round. The converse is true for party members. 2. If the enemy is fleeing then the adventuring party will receive bonus rounds due to the slowness of the damaged enemy. The converse is true for party members. 3. If the enemy is a flying creature (eg. bat, eagle), a dragon, or a mammal (eg. dog, wolf, boar), then the creature will receive bonus moves. ~10Item Breakage ~07Weapons and armour may shatter during combat, especially when high levels of damage are inflicted. The chance of an item breaking is reduced for the more expensive items. Note that magical items (+1, +2, +3 items) will never shatter. ~12SETTLEMENTS ~10[A]rmy ~07Guards, Commanders, Bowmen and Catapults may be purchased at any city. ~10[B]ank ~07A branch of Arrowbank can be found in any city or castle. Each branch will allow thee to withdraw gold from thy own account, deposit gold to thy account, transfer gold to the account of another adventurer or apply for a loan. All funds that remain in the account will earn 1% interest per day. Borrowings will incur interest expenses of 4% per day. ~10[C]hurch ~07Churches are found in all cities. They provide a place for characters to improve their virtues. ~11Donating Gold ~07Donating gold to a church will have a positive effect on one's alignment. The increase in alignment is proportional to the amount of the donation and the main character's level, ie. one alignment point will require LV^3 gold pieces. Note: A level 10 character donating 50 gold will not result in any advancement of alignment! ~11Praying ~07Thy adventurer may pray for several turns in order to increase thy alignment. ~11Removal of Curses ~07The church offers curse removal to those unlucky enough to be struck by a magical curse. ~10[E]nemies and Allies ~07An adventurer may set thy status with all other players. The following describes each status level: ~11Enemy - ~07Players will not be able to heal or sleep at the fort/castle where they have an enemy status. Additionally, enemies that are encountered in the wilderness will automatically engage for combat. ~11Stranger - ~07Strangers have no advantages. This is the default setting for all adventuring parties. ~11Friend - ~07Players will be able to sleep in complete safety in any castle at which they have been granted friend status. When encountering a player in the wilderness, they will not engage in combat if they have thee set as a friend. ~11Alliance - ~07Players will be able to heal, cure, resurrect and sleep for free in any fort/castle where they have alliance status. Allies encountered in the wilderness will not engage in combat. ~11Partner - ~07Partnerships are very powerful indeed. A partner has all of the abilities of those with an alliance status, but can also change the defending army, construct defences, send henchmen, change the name & flag and access the treasury at any outpost/fort/castle owned by a partner. This status should only be given to those most trusted companions. ~10[G]amble ~07The roulette chamber is a popular place for adventurers to gather. New adventuring parties have been known to win small fortunes on the roulette table. ~10[H]ealing, Curing and Resurrection ~07Healers can be found in all settlements and offer healing, poison curing, disease curing, resurrection of dead characters and healing potions. ~10[I]nn ~07Inns provide safe refuge for adventuring parties and are scattered throughout the land. The following commands are available at an Inn. ~11Bribe the Inn Keeper - ~07The Inn Keeper may be bribed to provide the key of a party sleeping in a compact room. The keeper will only supply the key if the owner of the settlement deems the status of those sleeping is that of a ~06stranger~07. All those sleeping in solitary inns, towns or cities are considered strangers as there is no official owner of these settlements. If a sleeping party is attacked during the night, and they are successful in defeating their attackers, then the party that attacked them will not be given the key again for a second attempt. This is usually the result when the sleeping party confronts the Inn Keeper, often with a cutlass to his throat, inquiring as to how the attacking party managed to get the key to their room! ~11Compact Room - ~07This type of room is cheaper to rent, but prone to having people break in while thy party sleeps, unless thou art a ~06friend/alliance/partner~07 of the owner of the fort/castle. ~11Secure Room - ~07Although they cost a ten times more, this room cannot be broken into by any other party. ~10[L]ibrary ~07The library provides the following functions: ~11About Arrowbridge II - ~07This provides a list of all new features that have been added to Arrowbridge II. ~11Bestiary - ~07Many foul creatures roam the land and dungeons of Arrowbridge. The bestiary provides a description of the known monsters of the land. ~11Game Configuration - ~07This feature shows the number of turns, maximum time and jousts permitted per day. It also shows the current status of the seven Orb fragments. ~11Leave an item - ~07Any item that has been purchased or discovered in a dungeon or any Orb Fragment may be left for another party using this command. This feature also facilitates trading. Items gained on special missions cannot be traded. ~11Network List - ~07The list of all players is available when operating in the Inter-BBS mode. ~11Obituaries - ~07This shows a list of deaths and how they were killed. ~11Post a message - ~07Post a message to a one adventurer or all adventurers. ~11Show bounties - ~07Other adventurers may be offering large quantities of gold to those that kill a nominated player. This function shows the current bounty offerings and allows a player to add to the bounties. ~11Top Adventurers - ~07This shows a list of the top adventurers throughout the history of the game. ~10[J]ousting ~07The jousting arena permits adventurers to enter into combat in a friendly environment. ~11Buy/Sell a Horse and Lance ~07Before one can joust, a horse and lance must be purchased. The better the horse and lance, the more chance of striking thy opponent. Quality lances will inflict more damage on thy opponent. ~11Choose representative ~07Any member of thy party may joust. However, Knights and Rangers are particularly adept at jousting. High level players are also known to out-perform their lower level counterparts. ~11Hall of fame ~07This shows the current jousting record of all adventurers. ~11Joust an opponent ~07Thou may joust a set amount of different opponents per day. Common law states that thou must be no more than 4 levels higher than the main character of the jousting opponent. During competition, thou may aim at thy opponent's: ~13HEAD~07 - More difficult to hit, but seriously reduces thy opponent's stamina when successful (best attempted when losing the competition) ~13CHEST~07 - East to hit, but moderately reduces the stamina of thy opponent The gold prize that is made available is dependant upon spectator numbers, which in turn, depends on the level of the jousting representatives. ~11View jousting statistics ~07This function shows thy current jousting record ~10[M]arine Equipment ~07Ketches (10000gp), frigates (50000gp) and sextants may be purchased from selected seaside settlements. Ketches are smaller and cheaper versions of a frigate. Ketches have a weaker hull and they will certainly sink if they strike a reef whereas a frigate has a 1 in 3 chance of sinking. Also ketches, due to their smaller size, cannot carry any form of army. ~10[P]lanes of Existence (Inter-BBS Only) ~07Adventurers may explore other lands on other systems. Outposts may be built in these lands. As a penalty, adventurers will lose an extra turn per square moved when travelling in another land. ~10[R]uler Commands ~07See the section on ~13armies, outposts, forts and castles~07 for information on the ruler commands. ~10[S]tore ~07Weapons, armour, shields, projectiles and torches may be purchased from the store. ~10[T]avern ~07The tavern is a major source of important information. Those that visit the tavern may get the chance to converse with the locals, even possibly encouraging members to join their adventuring party. ~10[W]izard's Portal ~07In order to remove all evidence of law and order, Zombre Bryan banished the Wizard Merxon to a parallel plane of existence. Recently, loyal followers have set up portals in all major cities so that the Wizard may be contacted. An adventurer should contact the Wizard regularly. ~12DUNGEONS & LAIRS ~07There are nine dungeons scattered throughout the land and several lairs. The dungeons and lairs have been classified according to their complexity. A Class 1 dungeon is fairly simple, with few, if any, secret passages. A Class 6 dungeon will feature hundreds of secret passages, one-way secret passages and trapdoors. Such dungeons are for the experienced adventurer only. Each dungeon or lair may feature the following: ~10Altars ~07Enscribed on the alter of the dungeon is one of the nine secret runes. These runes are the key to unlocking Zombre's fortress. In order to protect them, Zombre has placed evil beasts at each altar. Note that only dungeons contain altars that are inscribed with runes. ~10Armouries ~07Armouries contain weapons, armour, shields, projectiles, gems, potions and torches. It has been reported that adventurers have found magical items in armouries in the depths of dungeons/lairs. ~10Fountains ~07Fountains found in dungeons and lairs are very beneficial to a party of adventurers. These fountains are always pure as poisons quickly fade in the darkness. ~10Illumination ~07Dungeons and lairs are places of damp and darkness. In order to explore these evil places, an adventuring party needs to provide their own source of illumination. The most popular form comes from torches, which can be purchased at any settlement for 10gp. If thy party has a wizard, then light can be provided using the torchlight spell. However, it is still recommended to always carry spare torches in case the wizard perishes in battle. Additionally, Orb fragment 3 will provide constant illumination when it is in thy possession. ~10Locked Doors ~07Locked doors can be opened by any key or using a thief to pick the lock. Thieves can pick locked doors provided that their level is greater than or equal to the dungeon level. ~10Secret Passages ~07Secret passages may take the form of one-way and two-way secret passages. A thief is the only player that can detect secret passages. ~10Trapdoors ~07Trapdoors are hidden in the floor of dungeons. When a trapdoor is crossed by thy party, thou will be dropped to a lower floor in the dungeon. ~10Treasure Chests ~07Treasure chests provides adventuring parties with precious gold. However, around 15% of all chests feature traps which will cause instant damage to the adventurer opening the chest and minor damage to the party. Only two methods will overcome these hazards: (i) Thieves will automatically disarm traps provided that their level is greater than the current dungeon level or (ii) Wizards that cast an Open Chest spell will not activate the trap ~12ARMIES, OUTPOSTS, FORTS AND CASTLES ~10Building Armies ~07Armies can be purchased from any city. Three types of men can be purchased: ~11Guards - ~07Guards make up the bulk of an army. In order to fight effectively, there must be at least 1 Commander for every 20 Guards. ~11Commanders (1 Commander = 3 Guards) - ~07Commanders take charge and direct Guards. One commander will control up to 20 guards, and will increase the effectiveness of the guards. ~11Bowmen (1 Bowman = 6 Guards) - ~07Bowmen are very effective provided they are protected by Guards. Bowmen will remain at the rear of the battle, firing on the enemy. However, once the Guards in thy army have been killed, Bowmen are very easily slain. ~11Catapults - ~07Catapults are only used when laying siege to an outpost, fort or castle. The catapults fire on the structure, causing structural damage and destroying walls and cannon turrets. Catapults can be controlled during a battle and can be either actively engaged or unused. Due to their cumbersome size, 1 extra turn will be deducted for each catapult when travelling the wilderness. Catapults have no value in attacking an army. ~10Army battles ~07Army battles occur when two armies meet in the wilderness or when laying siege to a castle. Army battles typically comprise of two phases. The first phase involves the battles between the guards and commanders, with bowmen showering the enemy with arrows from the rear of the battle. The second phase occurs when the guards and commanders are exhausted and the bowmen are quickly slain. ~10Housing an army ~07An outpost, fort or castle makes an effective place to house thy army due to the defence bonus. An outpost may be constructed in any 3x3 patch of open country. The outpost can then be upgraded to a fort and eventually a castle. The following shows the services available at each: ~11 Outpost Fort Castle ~03------------------------------------------ ~09 Army Bonus ~13+20% +40% +60% ~09 Healer ~13No Yes Yes ~09 Inn ~13Yes Yes Yes ~09 Store ~13No No Yes ~09 Treasury ~13No Yes Yes ~09 Henchmen ~13No No Yes ~09 Tax Revenue ~13none 1k-2k 2k-5k ~03------------------------------------------ ~07The army bonus is only valid for a structure with no damage. This bonus will reduce proportionally to 0 when the structure is 100% damaged. When 100% damaged is reached, the structure will be destroyed. Damage is repaired automatically at a rate of 20% per day. ~12CASTLE COMMANDS ~10[C]onstructions ~07The following facilities can be constructed at a castle only: ~11Wall - ~07A wall increases the defence factor of a castle by 10% ~11Moat - ~07A moat increases the defence factor of a castle by 20% ~11Cannon Turrets - ~07Cannon turrets fire on armies that are laying siege to thy castle. Cannons are very effective defence mechanisms and thy enemy will suffer heavy losses. Cannons will first fire on the catapults of thy enemy, then on the bowmen and finally on the guards. ~11Barracks - ~07Barracks will automatically train peasants to be Guards, Commanders and Bowmen for thy castle army. ~10[D]efending Army ~07The defending army is the army that will defend when the fortress is attacked. Note that any party with a ~06partner~07 status can add/remove men from the defending army. ~10[F]lag design ~07The flag design of the fortress can be changed at any time using this command. Note that any party with a ~06partner~07 status can change the flag design. ~10[H]enchman ~07A henchman can be sent after any player for 20000gp. This henchman is equivalent to a level 12 assassin. Note that any party with a ~06partner~07 status can send a henchman from thy castle. ~10[L]ist Adventurer Status ~07This command is available to all adventurers, and it shows the status of all parties for that particular fortress. ~10[N]ame ~07The fortress name can be changed using this command. Note that any party with a ~06partner~07 status can change the name of the fortress. ~10[S]teal from treasury ~07Any party may attempt to steal from a castle treasury. The maximum amount of gold that can be stolen successfully is LV^2 * 10. A thief can steal 10 times this amount. The success of the stealing depends upon the type of creature that has been employed by the owner to protect the treasury. Note that any attempt to steal greater than this amount or to try to steal more than the contents of the treasury will result in guaranteed imprisonment for 500 turns. After spending time in the dungeon, the thieving party will be kicked out of the castle into the wilderness. The castle owner will also be notified of thy failed attempt to steal. ~10[T]reasury ~07The treasury, available in forts and castles, provides 2% interest on all funds invested. Note that any adventurer with a ~06partner~07 status can add/remove gold from the treasury. ~11Treasury Guard - ~07There are several treasury guards (listed below) that can be posted to protect the treasury from thieves. These guards will not attack a thief, but will notify the castle guard. Adventurers caught stealing will lose 500 turns. ~03Detection Chances :- ~12Creature Normal L8 Thief L16 Thief ~03------------------------------------------- ~11none ~135% 0% 0% ~11Troll ~1320% 0% 0% ~11Elf ~1340% 30% 0% ~11Wolf ~1360% 40% 20% ~11Gargoyle ~1380% 70% 60% ~11Baby Dragon ~1395% 92.5% 90% ~03------------------------------------------- ~11Tax Rate - ~07A tax collector may be hired to collect funds from both the peasants of the land and other adventurers. The tax income from the peasants will be proportional to the type of structure that has been constructed and credited to the treasury on a daily basis. Tax will be collected from any adventurer that stumbles within 40 squares of thy fort or castle and will be taxed at the rate set by the rule. If the tax rate is 20% then the adventurers will be asked to pay 20% of the gold that they are carrying at the time. If the adventurer pays, then this income will be credited to the treasury. If the adventurer chooses to fight then the tax collector and his six treasury guards will engage in combat. Tax collectors will not collect gold from those that are ~06friends, allies~07 or ~06partners~07 of the ruler, nor will they attempt to collect gold from adventurers over level 13. However, there is a slight chance that an adventurer of high level may stumble across a tax collector engaged in the tax collection of peasants. Note that any adventurer with a ~06partner~07 status can hire tax collectors and set tax rates. ~12MAGIC ~10Wizard Spells ~11Torchlight MP: 5 [Wilderness] ~07The torchlight spell provides a convenient way of illuminating the dungeons and lairs. ~11Open Chest MP: 7 [Wilderness] ~07The open chest spell will shield the party from any chest trap. ~11Magic Missile MP: 7 [Combat] ~07The magic missile is the Wizard's main combat spell. It is inexpensive to cast and never misses. The damage incurred by a magic missile spell is proportional to the Wizard's level. ~11Sleep MP: 8 [Combat] ~07The sleep spell, fired as a projectile, will bind thy enemy in slumber. This slumber will last random (20 - enemy level) rounds before thy enemy awakens. ~11Fireflash MP: 50 [Combat] ~07The fireflash spell is a group spell which will damage all enemies in the combat area. This spell is particularly effective against high numbers of lower level monsters. ~11Lightning Bolt MP: 60 [Combat] ~07The lightning bolt is the most powerful projectile in the land. When cast, it will cause significant damage to the recipient. ~11Disease MP: 100 [Wilderness] ~07The disease spell, when cast on thy opponent, will reduce the maximum health points of each party member by 30%. The disease can be cured by a ~06Dispel Magic~07 or by the healers located in settlements. A potion will not cure any diseased character. ~11Wizard's Eye MP: 150 [Wilderness] ~07The wizard's eye spell provides a map of the surrounding area in the same way a map gem does. The wizard's eye spell uses most of the magical power of the wizard as he/she is required to leave their own body and make an ghostly transition to survey the surrounding areas. ~11Dispel Magic MP: 160 [Wilderness] ~07The Dispel Magic will remove and curses and diseases cast on thy party members. ~10Cleric Spells ~11Cure MP: 5 [Wilderness] ~07The cure spell removes all traces of poison from the body of an adventurer. ~11Awaken MP: 8 [Combat] ~07The awaken spell will immediately revive those that have fallen asleep due to magic. The awaken spell will not cure paralysis. ~11Heal MP: 20 [Wilderness/Combat] ~07The heal spell will regenerate the health points of any character in thy party. ~11Turn Dead MP: 10 [Combat] ~07The turn dead spell, when cast on any undead creatures, will cause them damage and make them flee in terror. The spell is most effective on those monsters that are of lower level than the caster. Damage done is proportional to the level of the caster. ~11Earthquake MP: 70 [Combat] ~07The earthquake spell is the most powerful of all offensive spells. It causes huge rifts to open in the ground and swallow up thy enemy. ~11Curse MP: 100 [Wilderness] ~07 The curse, when cast on thy opponent, will reduce the melee attack, defence and damage inflicted by 30% and will affect each party member. The curse can be removed by a ~06Dispel Magic~07 or by the healers located in settlements. ~11Dispel Magic MP: 160 [Wilderness] ~07The Dispel Magic will remove and curses and diseases cast on thy party members. ~11Resurrect MP: 240 [Wilderness] ~07The resurrect spell will summon the powers of the gods to revive the life of a fallen comrade. This spell drains most of the magical energy from the cleric due to the intense power required to summon the deities. ~12THE ORB FRAGMENTS ~07Each fragment of the Orb of Tabian has magical powers as discussed below. There is only one of each Orb fragment in the land and if a particular fragment is owned by another character then they must be slain to obtain it. If thy party is slain by a monster, thy orb fragment will be randomly scattered. Additionally, any party holding an Orb fragment will be hunted down by the Guardians of Darkness. These foul undead creatures tend to strike when thy party sleeps, beware! ~10Fragment 1 ~07Fragment 1 gives thy party more strength. This will result in all party members inflicting 50% more damage on an enemy. ~10Fragment 2 ~07Fragment 2 gives thy party 30% more protection. This will result in all party members being more difficult to strike. ~10Fragment 3 ~07Fragment 3 gives thy party extra perception. This will lead to all party members awaking instantly if placed in slumber during combat. This fragment will also emit a faint glow in the darkness making the need for torches and illumination magic unnecessary. ~10Fragment 4 ~07Fragment 4 gives thy party 30% extra dexterity. This enables party members to strike thy enemy more often and avoid projectiles. It also permits thieves in picking locks provided that their level + 3 is greater than or equal to the dungeon level. ~10Fragment 5 ~07Fragment 5 assists the magic regeneration of the magic users in thy party. Magic points will regenerate at twice the normal rate. ~10Fragment 6 ~07Fragment 6 increases the effectiveness of thy army by 20%. ~10Fragment 7 ~07Fragment 7 provides natural healing for all party members. Members that have been injured will gradually heal back to full health as thy party travels. ~12THE FORTRESS OF ZOMBRE BRYAN ~07The Fortress of Zombre Bryan is usually heavily guarded by his black orc armies. These beasts must be defeated before entry into the fortress is permitted. Zombre’s orc armies can also be found scouring the land. Any player slaying a group of orcs or an orc army will receive 20gp per orc from the local sheriff. The fortress, once owned by King Tabian, has been heavily fortified by Zombre during his occupation. Zombre has ensured that entry into the fortress will be impossible. However, Merxon is aware of a secret back-door which used by the Knights of the old King. This door may be unlocked using the nine secret runes and the Moonstone. The nine secret runes can be found in the altars of the nine dungeons. The great Abyss is believed to be the resting place for the Moonstone. This artefact is the final key to the fortress. The location of the Abyss is uncertain, but it is believed to be located in the mountains of the land and it only opens once every 7 years. ~12LEVEL ADVANCEMENT ~10---------------------------- ~11 Level Experience ~10---------------------------- ~09 1 0 2 10 3 60 4 140 5 290 6 550 7 1020 8 1860 9 3360 10 6040 11 10840 12 19440 13 34840 14 62390 15 111710 16 200000 ~10----------------------------