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 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 scren 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 rep- resents 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 de- liering 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. 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 when 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. 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, (Such as a Sysop breaking in for a chat...) use this to set 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. V: Room Status: This option clears the screen and displays a list of all the rooms, including if known, any monsters or treasure left in that room. 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, (Such as a Sysop breaking in for a chat...) use this to set 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 char- acter. 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. Potions: *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. 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 thru 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! 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.....