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- REHACK proposals, by Charles Miles. 4/16/91.
- Please note that these are all only suggestions. If you have additions,
- suggestions, objections, ideas of your own, etc, send them to me.
-
- TABLE OF CONTENTS
-
- I. STORY PROPOSAL
- II. INTERFACE SUGGESTIONS
- III. STATS OUTLINE
- IV. LEVEL THEMES
- V. SUGGESTED ITEMS AND MONSTERS
-
- I. STORY PROPOSAL.
- The following text would be displayed (with illustrations?) at the
- introduction of the game: [NOTE: UBG= Ultimate Bad Guy -- I haven't
- figured out his name yet!]
-
- "A flagon of ale, Rolf, and put it on my tab."
-
- "You know perfectly well you've got no credit left. Cash only."
-
- You place your last groat on the bar with a sigh. Only a month ago
- you had entered the city a properous merchant, with twelve full carts of
- goods ready to sell at the annual market fair and a bright future ahead of you.
- Then the night before the fair was to open your assistant disappeared, along
- with all of the goods and most of the money. The other merchants at the fair
- claimed not to have seen him or the goods leave the city. You were left
- with little cash and no connections. Last week you were evicted from your
- lodgings for not paying the rent, and today the money for food had run out.
- Now it was only a question of whether you would die at the hand of an assasin
- hired by your many unpaid creditors or of starvation. Of course, there is
- always the river. It would end all of your problems.... You put the thought
- out of your mind and empty the flagon in one long gulp.
-
- A short, plump man elbows his way to the bar. "Ahh, the Victory Inn.
- Haven't visited this fine establishment in many a long year. Bartender, a
- bottle of your best wine." The man pours a glass and drinks it with gusto.
- He turns to you. "Would you like to know why this place is called the Victory
- Inn? It's a most fascinating historical incident."
-
- You can tell from his tone of voice that he is going to tell you whether
- you want him to or not. "Buy me another flagon of ale, old man, and I'll
- listen to you for as long as you want."
-
- "Very well then. Bartender, some more ale for this rude young
- person! The story, you see, begins long, long ago, back when
- peasants used unicorns to pull their dung carts and everyone lived
- to see a hundred and one summers. The Council of Wizards, that most remarkable
- and august body, decided to focus their collective magical powers to create
- the most powerful magic item in the world, an item that could be used
- to mold time and space as if they were clay. After many years spent in
- research and countless more spent in experimentation, the Council succeeded.
- They forged the item in the form of an amulet, and the one who wore the Amulet
- of Yendor -- they named it after Yendor, the clever Wizard who suggested the
- project in the first place -- had almost unlimited power over Reality
- itself.
-
- "The Amulet had one drawback, however. It drained life essence from the one
- who used it. If used frequently enough it could kill...could kill even
- Wizards, whose years are as many as the stars in the sky. For this reason
- it was thought that no Wizard would ever dare to misuse the Amulet.
- Although extensive use of the Amulet might bring fleeting glory it would
- also bring a most permanent death. For that reason the Amulet was passed
- from Wizard to Wizard, and used sparingly, and only for good ends.
-
- "Yet one Wizard dared to keep the Amulet for his own purposes. When UBG
- obtained the Amulet, he used it to raise armies and conquer
- kingdoms. With the Aumulet he created many creatures which still haunt us
- today. He made the bothersome kobold, the greedy orc, the fearless
- hobgoblin, and the cunning troll. He brought forth legions of horrible
- undead souls, bound to him by the power of the Amulet. With his horde of
- monsters he swept over the globe, conquering, looting, pillaging, and so on.
-
- "Naturally, the Council of Wizards could not allow such insubordination.
- The Council called on the kings and heros of all the lands, and raised a mighty
- army with which to challenge UBG. The war began. The bards still sing
- of the mighty deeds, the foul deceptions, the great battles, and the sly
- intruiges of that great conflict. The final battle was fought on this
- very spot, when this mighty city was no more than a collection of cottages.
- The armies fought for four days and three nights. After much bloodshed, the
- Council's forces won the day. UBG was defeated by the magic of the Wizards
- and the swords of their armies.
-
- "The Amulet was taken from UBG, and at the surrender ceremony UBG was
- forced to swear an solemn oath to all the Gods of Light and Darkness that he
- would never again seek power in any land on the face of the world. As UBG was
- led away, he broke free of his captors and made a desparate lunge for the
- Amulet. As he grabbed the mystic token he shouted, 'If I cannot be the
- ruler of everything upon this world, let me rule beneath it!' There was
- a sudden flash of light. When the bedazzled spectators regained
- the use of their eyes they found that UBG, his army, and the Amulet
- had all vanished entirely.
-
- "There was much celebration, of course, and a gigantic victory feast
- was held -- right here, where we sit. And that is why this is called
- the Victory Inn. It is named after the greatest victory in all history,
- not that the louts that currently inhabit this city remember a bit of it."
-
- "And what happened to UBG?" you ask.
-
- "Some thought that in attempting to seize the Amulet again he had angered
- the Gods and thus earned their punishment. Others thought he had departed to
- some other plane of existence. But the Council, pondering the meaning of
- his last words, decided that he had fled underground with the Amulet, to the
- bowels of the earth. So they ordered that all of the slain heros of the battle
- be buried deep in the caves found in the area. Then they placed
- magical blessings on the bodies, instructing them to rise to the world's
- defence if UBG tried to attack the surface world.
-
- "Since then mysterious rumors have been heard about strange shapes
- haunting the night streets. Some say they are the dead heros patrolling the
- city to keep it from harm, but others say that UBG has corrupted the souls of
- the dead, and turned them to his own evil ends. And then there are the rumors
- of strange things in the sewers, of dwarves who enter the city and never seen
- to leave, of fabulous treasure hidden underground, and of the fabled Amulet,
- which gives the wearer power over all things."
-
- "Idle stories told to impress the rubes at the market place," you sneer.
-
- "I thought so as well, until I read this. It was found by a pickpocket
- who uses the sewers as hideout." The old man hands you a tattered pamphlet,
- with the words ATLAS OF THE UNDERGROUND printed upon the cover. [NOTE: ATLAS
- OF THE UNDERGROUND will be included
- as part of the game manual. It will be written from the point of view
- of a dwarf who works in the mithril mine, and will describe the monsters,
- weapons and armor, etc in the game.]
-
- You pick up the pamphlet and begin reading. It seems impossible, and
- yet -- You look up to ask the man how he came to have the pamphlet, but
- the man is gone. You make your way to the door, searching the pub crowd
- for the old man's face. As you reach the bar the bartender shouts, "Hey
- you! Who's going to pay for these drinks?"
-
- You sprint out of the bar, with the pub's bouncer at your heels.
- You duck into an alleyway. Your talk with the old man had made you
- forget that you have no money, no home, no hopes for the future.
- You collapse with dispair. Once more you begin to think of the river,
- of how easy it would be to slip in and take the water into your lungs.
-
- Hideous laughter snaps you out of your daze. It comes from a
- a group of kobolds at the far end of the alley. You shout and run towards
- them, sending the cowardly creatures scrabbling back down into the sewers
- where they live. The sewers...why not? The old man had said there was
- treasure and an all-powerful amulet down there. And it would be
- better to die couragously searching for treasure than to
- die a penniless and despised suicide here in the city. Without another
- thought you remove the sewer grate and lower yourself into the foul-smelling
- darkness...
-
- [You continue down through the many levels of the UBG's underground kingdom
- -- see LEVEL SUGGESTIONS -- and at the end manage to get the amulet and
- win the game. When you get the amulet the following text appears, suitably
- illustrated.]
-
- The Amulet at last! You grab it and immediately feel an idescribable
- surge of power. You feel the strange and subtle workings of Reality itself,
- and at the same time realize that you have the power to mold Reality to your
- will. Then there is an explosion of pain in your head and you slump to
- the floor.
-
- When you awaken you find yourself back in the alley where you adventure
- began. Above you stands the old man from the bar. He wears the Amulet around
- his neck.
-
- "Sorry about the bash on the head. I didn't have time to cast a spell.
- Another second or two and you would have been doing the Gods know what with
- the fabric of Reality. I teleported down as soon as I sensed you had taken
- the Amulet. Splendid work down there. The Council of Wizards
- sends its congratulations, to which I add my own heartfelt thank you.
- I've always been particularly fond of the Amulet myself.
-
- "Oh yes, I'm Yendor. The Amulet was my idea, so naturally the Council
- send me to clean up the, er, rectify the situation. We knew UBG had the
- Amulet and where he was, of course. We also knew that he couldn't wear
- the Amulet very often, as it would drain the life right out of him
- quite quickly.
-
- "Still, we couldn't send a Wizard after him. He would have sensed one
- of us coming the minute we entered the sewers -- magical auras, and all
- that. So we decided to send agents into his kingdom, in the hope that
- one of our agents would catch him when he wasn't wearing the amulet.
-
- "We tried Heros first, of course, but the smart ones turned the job
- down flat, and the stupid ones gererally folded at the sight of the
- first drake or umber hulk. What we needed were truely driven men, people
- who literally had nothing else to use. Such dedicated souls are hard to
- find, so the Council set about creating our own. We found that
- wealthy people who are cast into poverty will do anything, even wrestle
- an Owlbear naked, to regain their wealth. Of course, most of them weren't
- up to the rigorous demands of the job, poor devils, but the Council had time.
- If we sent enough agents down there someone was bound to succeed sooner or
- later, if only by the laws of probability. And it looks like you were the one!"
-
- "You mean that the Council --"
-
- "We were the ones responsible for your assistant's sudden, er,
- disappearance. And we took the money as well. Don't worry, I'm sure it
- was, ah, donated to some worth cause."
-
- You make a lunge at the man. With a gesture of his hand he freezes
- you in place. "Don't bother to thank us. After all, the Council gave
- you the chance to be the greatest hero of all time. We won't be able
- to aknowledge your deeds publically, of course. Wouldn't want word
- of the little mixup with the Amulet to get around. But you have our
- quiet appreciation. Now it's time for me to leave, I'm afraid. Thanks
- again!"
-
- With that he disappears. The spell that held you in place vanishes,
- and you fall to the ground. Your broken body has reached the limit of
- its endurance. You barely have enough energy to lift your head so that
- you can see the sun rising over the buildings of the city. You are
- in exactly the same situation as you were last night -- penniless, friendless,
- doomed. Except now it feels as if every bone in your body is broken.
-
- Suddenly you hear a voice in your ear. It is the old man's. "I almost
- forgot. The Council thought it appropriate to give you a little something
- in gratitude." A leather pouch appears next to you. You open it with
- trembling hands. Inside are rubies, sapphires, diamonds, each one worth
- the price of a kingdom. Suddenly you feel much better. You have enough
- energy to drag yourself to the Inn for a drink or two. Or perhaps three
- or four.
-
-
-
-
-
-
- II. INTERFACE SUGGESTIONS.
-
- Mouse Buttons.
-
- LEFT CLICK: if in close up window, clicking on a location moves the
- character towards that location.
-
- RIGHT CLICK: executes the command represented by the current cursor. (See
- BUTTONS.)
-
- SHIFT-RIGHT CLICK: cycles forwards through cursors.
-
- CNTRL-RIGHT CLICK: cycles backwards through cursors.
-
-
- -------------------------------------------------------------------------------
- Main Display
- -------------------------------------------------------------------------------
-
- +-------------------------------------+---------------------------------------+
- | | |
- | | AUTOMAPPING WINDOW |
- | CLOSE UP WINDOW: 7 tiles | (each wall tile represented |
- | by 7 tiles. | by 4x4 block of pixels?) |
- | | |
- | Dimensions: 160 pixels wide | Dimensions: approx. 160 wide |
- | x 160 long | by 120 long. |
- | | |
- | Each tile: 22x22 pixels? | |
- | | |
- | | +
- | | |
- | |---------------------------------------|
- | | BUTTONS: 2 rows of 8. |
- | | Each button 17 pixels wide x |
- | | 20 pixels tall. |
- | | Dimensions: 160 wide x 40 long |
- | | +
- +-------------------------------------+---------------------------------------+
- | CHARACTER WINDOW (HP, readied | MESSAGE WINDOW (2 lines, 25 |
- | weapons, etc.) Dimensions: | chars across.) |
- | 160 wide by 40 long | Dimensions: 160 wide x 40 long |
- |-------------------------------------+----------------------------------------
- NOTE: Above layout meant to be viewed on screen, not printed out!
-
-
- NOTES:
-
- CLOSE UP WINDOW. Proposed window is slightly larger than ULT VI window,
- and displays 7x7 tiles instead of 9x9. This gives us 60% larger tiles than
- ULT VI, 22 pixels on a side instead of 17. At this size one tile takes up
- about 500 bytes. A creature with 3 views (front, back, side) and 4 frames of
- animation takes up about 6k. (ULT VI, BTW, uses 2-3 frames for animation.)
-
- AUTOMAPPING WINDOW. Note I still have the automapping window separate from
- the close up window. What I have in mind for the automapping window is a simple
- schematic, with grey blocks for walls, red blocks for monsters you can see
- or sense, etc. Each block would be about 2 pixels x 2. If we can figure
- out a way to Zoom easily, we can combine the automap window and the close up
- window, since you'll presumably be able to do everything you can do in Zoom mode that you could do in Close Up mode.
- (I.e. you can play the game from the Zoom automap.) For the initial layout,
- though, I put in the automap in on its own so we know where to put it if
- we have to include it. Better to have extra space if we don't need it than
- try to figure out where to put it later.
-
-
- MESSAGE WINDOW. Displays relevant text -- "The orc hits for tremendous
- damage," "You see a sword," etc. Font size is as in EYE OF THE BEHOLDER.
- (50 characters across the whole screen: don't know the height.) EYE text
- is a little grainy, but I would rather have a lot of grainy text than a few
- word in a fancy font.
-
-
- BUTTONS. Described size is about the same size as buttons in SAVAGE EMPIRE.
- Like SAVAGE EMPIRE (which has "granite" buttons with the icons "carved" in
- them), I reccommend that the buttons have only 2 tone coloring
- (black and white, dark grey on grey, etc.) Colorful buttons can be confusing
- (e.g. ULTIMA VI) because the color overwhelms the small images.
-
- Buttons are activated by left clicking: it doesn't matter what the displayed
- cursor is. (This is true for all icons and buttons, BTW -- But NOT for
- items in inventory windows, which must be USEed or MANIPULATEd.)
-
- BUTTON LAYOUT
- +---------------------------------------+
- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
- | | | | | | | | |
- +----+----+----+----+----+----+----+----+
- | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
- | | | | | | | | |
- +----+----+----+----+----+----+----+----+
-
- Different button types: (A * indicates that this function can be selected
- either clicking on the button OR by cycling through cursors by hitting
- SHIFT + right mouse button.)
-
- 1) *LOOK. Icon/cursor: an EYE. Describes any item/location/creature
- on the close up screen or in the inventory. (E.g. "You see a
- brick wall," "You see a ring of protection," etc.)
-
- 2) *MANIPULATE. Icon/cursor: a pointing hand. When using this cursor if you
- click on an item in inventory or adjacent to the character on the close up
- screen, the item becomes "cursorized." The item can then be put in
- inventory (by dragging it into the correct inventory window), dropped
- (by clicking on a location adjacent to the character), or thrown (by
- clicking on a location not adjacent to the character: the item is thrown
- towards that location.)
-
- The one exception to these rules is picking locks. When the character
- is standing adjacent to a door or chest and the "cursorized" item is a
- lockpick or key, the character attempts to pick the door lock with the
- cursorized item when the door is clicked on.
-
- 3) *USE. Icon/cursor: a grabbing hand. Uses an item in an inventory window
- or adjacent to the character window. USE does the "obvious" thing with
- each item -- drinks potions, eats food, zaps wands, reads potion, opens
- unlocked doors or chests, pulls levers, etc.
-
- 4) *ATTACK. Icon/cursor: crosshairs. Attacks the location selected in
- the close up window with the weapon currently in the Hand.
- Is range sensitive (i.e. if you're armed with a sword and click on a
- monster 2 squares away you get a "You can't attack
- that!" message, but if you're armed with a bow you fire an arrow at the
- monster.) Doors, chests, and perhaps some walls can be attacked can
- be attacked to break down the door/bust open the chest/destroy the wall.
-
- If the item in the hand is a wand, using ATTACK zaps the wand.
-
- 5) SEARCH. Icon: a magnifying glass. Puts you in SEARCH mode: increases
- your chance of finding secret doors and traps, but slows your movement.
- Clicking on the SEARCH button again takes you out of SEARCH mode. (Doing a
- LOOK at any location is the same as SEARCHing it: the advantage of SEARCH
- is that it searches all 8 adjacent locations at once.)
-
- 6) SNEAK. Icon: dunno. A cloak and dagger? <g> Puts you in SNEAK mode:
- allows you to walk right past monsters with low intelligence and/or
- perception, but slows you down and slightly drains mental endurance.
- Attacking a monster while in SNEAK mode gives you extra damage on your
- first attack, but also takes you out of SNEAK mode. Clicking on the
- button again takes you out of SNEAK mode.
-
- 7) REST. Icon: The letters "Zzz" or a saw cutting a log. <g> Puts you
- to sleep, where you heal faster and consume food slower than in
- regular movement mode. You wake up automatically if a monster moves
- adjacent to you. Clicking on REST again wakes you up.
-
- 8) OPTIONS. Icon: a 3.5" diskette. Brings up the game options menu, which
- allows you to save/restore games, set game difficulty, turn sound on/off,
- etc.
-
- 9) POTIONS. Icon: a potion. Brings up the potion inventory window.
- Clicking the USE icon on a potion drinks it.
-
- GENERIC INVENTORY WINDOW INFORMATION.
- Inventory windows pop up over the automap window. All inventory windows
- are 4 regular tiles by 4 tiles. Thus an inventory
- window displays 16 items at a time. Each inventory window has a
- windows-like scroll bar to scroll through the inventory if you have more
- than 16 of 1 type of item (this will be unlikely, however.) Since the
- inventory window tiles are the same size as the close-up window tiles, we
- use the same bitmaps for items in the inventory window as in the close up
- window.
-
- Items in the inventory windows can be look at, manipulated and used.
- If USEing an item would logically use up an item -- food is eaten,
- potions drunk, scrolls vanish in smoke -- the item vanishes from
- inventory. For shields, rings, armor, and weapons, though, USE
- means "wear." When the USE icon is clicked on a weapon, say,
- the weapon appears in the Hand box in the character window and
- the background of the weapon in the Inventory Window changes from blue to
- yellow to show it's been readied. (If a weapon has already been readied
- and you attempt to ready another you get a message like, "You're already
- holding a weapon.")
-
- BTW, there would be no body outline with inventory slots as there is
- in EYE or ULT VI (so that to ready a sword, for example, you put a sword
- in the slot near the hand.) The main reason for this is to allow
- different combinations of armor. Thus you can wear plate mail over
- your leather armor (you'll barely be able to move, but you can if
- you want.) More realistically, you'll be able to wear an elven
- cloak over your armor, or wear a helmet without having a specific helmet
- slot, etc.
-
- 10) WANDS. Icon: a wand. Clicking on this icon brings up the wand inventory
- window. Clicking on a wand in the inventory window with the USE icon
- zaps the wand. HOWEVER, since the assumption is that you're using the
- Secondary Hand to target the wand with this method, you miss about 25-35%
- of the time this way. If the wand is readied in the hand, though,
- you hit more like 90% of the time. (This feature would be hinted at in
- the manual, but not explicitly explained: it would be up to the sharp-eyed
- player to figure out.)
-
- 11) SCROLLS. Icon: a scroll. Clicking on this icon brings up the
- scroll inventory window: clicking the USE cursor on the scroll
- invokes it.
-
- 12) RINGS. Icon: a ring. Clicking on this icon brings up the ring display
- window. Clicking the USE cursor on a ring readies it. You can wear
- up to 4 rings. (we could also put other pieces of jewelry ... amulets,
- broaches, etc... under this catagory.)
-
- 13) FOOD. Icon: fork. Clicking on this icon brings up the food inventory
- window; clicking the USE cursor on a food item eats it.
-
- 14) ARMOR. Icon: a shield. Brings up the armor inventory window. Clicking
- the USE cursor on a piece of armor readies it. Generally only 1 piece
- of body armor may be worn, with the following exceptions: 1) cloth leather
- may be worn under any armor type except leather, 2) leather armor may
- be worn under plate, 3) cloaks may be worn over any form of armor.
-
- There are also shields, helmets, and maybe boots. You can only wear 1
- helmet and 1 shield (and 1 pair of boots) at a time. If we want, we can
- get real fancy and have greaves, bracers, etc., but I don't think it's
- worth the effort.
-
-
- 15) WEAPONS. Icon: a crossed sword and spear. Brings up the weapons
- inventory. Clicking the USE icon on a weapon readies it in the Primary
- Hand (if the Hand is empty.) Some weapons, such as 2-handed swords,
- will require both the primary and the secondary hand. In such cases it is
- NOT necessary to unready the shield in the secondary hand. Instead, the
- shield in the secondary hand is "greyed out" a la EYE OF THE BEHOLDER, and
- loses all effectiveness. (Why give the user heartburn by making him
- put away his shield.)
-
- 16) BELT. Icon: a belt. The BELT inventory window is special. Any type
- of item can be in it -- weapons, scrolls, wands, etc. It works as follows:
- clicking on the NEXT icon by the Hand box in the Character window
- puts the item currently in the Hand at the bottom of the Belt
- inventory and puts the item at the top of the Belt inventory into the
- Hand. (Blank inventory slots are skipped.) This action takes
- game time, during which the Primary Hand is greyed out.
-
- This icon would be used to bring up new throwing knives, or switch
- between a sword and a wand, etc.
-
- See CHARACTER WINDOW: HAND BOX.
-
-
-
-
- CHARACTER WINDOW:
-
- From left to right the character window contains:
-
- 1) CHARACTER PORTRAIT. Aproximately 22 pixels by 22. Either the regular
- full-body graphic displayed is the close up window or (preferably) a
- head protrait chosen during character generation a la EYE. Clicking on
- the Character portrait takes you to Character Stats Window #1.
-
- 2) HAND BOX. 22 pixels x 22.
- Displays the item in the primary hand, if there is one.
- If not, shows an empty hand. A small bar reading NEXT appears over or
- under box. Items appear in the primary hand in one of three
- ways: 1) they are dragged there with the MANIPULATE cursor, 2) they are
- weapons readied from the Weapons inventory window, or 3) they were placed
- there by clicking on the NEXT box, which brings the next item up from the
- Belt inventory. (see Buttons: BELT.)
-
- If an attack was made with an item in the primary hand, the primary hand
- box is greyed out for a time, indicating that no new attack can be made.
-
- (The secondary hand box, BTW, has been scrapped. Shields are now readied
- in the armor inventory window.)
-
- 3) VITAL STATS. Displays Mental Endurance, Physical Endurance, and
- Food, either as bar graphs or numerically (e.g. ME:78 of 100) depending
- on options specified by the user in the Game Options menu. Probably the
- 3 graphs should be stacked horizontally.
-
- 4) CONDITIONS. This is displayed anyplace in the character window Mike
- can find a place for it. :> 2 words, 10 letters each, describing the character's
- condition (e.g. "HUNGRY," "PARALYZED," "POISONED," "SEARCHING,"
- "SNEAKING," etc.) If the character has more than 2 conditions the 2 most
- important are displayed (e.g. if a character is sneaking, paralyzed, and
- poisoned, only paralyzed and poisoned are listed. If we want to get fancy
- the conditions could be in different colors (e.g. yellow for "Hungry,"
- red for "Starving," green for "Poisoned.")
-
-
-
-
- -----------------------------------------------------------------------------
- Secondary Displays
- -----------------------------------------------------------------------------
-
-
- CHARACTER STATS WINDOW #1
- Dimensions: 160 pixels wide by 160 long.
- Appears over the Automapping window and Buttons section.
-
- +--------------------------------------+
- |char | Char Name |
- |portrait| Race |
- (reached by clicking on the |--------+ Rank |
- character portrait on the main | Physical Stamina: xxxx of xxxx |
- screen. Clicking on the portrait | Mental Stamina: xxxx of xxxx |
- from the character stats window | Food: xxxx |
- takes you back to the main window.) | |
- | Constitution: |
- | Dexterity: |
- | Intellegence: |
- | Intuition: |
- | Strength: |
- | |
- | Condition turn |
- | Poisoned, blind, etc page |
- | +---- |
- | |icon |
- +--------------------------------------+
-
- Clicking on the TURN PAGE ICON takes you to CHARACTE STATS SHEET #2.
-
-
-
-
-
- CHARACTER STATS SHEET #2.
- Dimensions and location same as stats sheet #1.
- Displays skills instead of attributes and conditions.
-
- Reached from char stats sheet #1. +---------------------------------------+
- Clickin on character portrait takes |char | Char name |
- you back to main screen. Clicking |portrait| Race |
- on turn page icon brings up |--------+ Rank |
- Char stat sheet 1. | |
- | Edged Weapons: 234 |
- | Crushing weapons: 123 |
- | etc |
- | |
- | |
- | |
- | |
- | |
- | |
- | turn |
- | +-----|
- | |page |
- | |icon |
- +---------------------------------------+
-
-
-
-
-
-
-
- II. STATS OUTLINE.
-
- ATTRIBUTES
-
- Attributes are the fundamental characteristics of a creature
- in REHACK. They measure features that are genetic or learned at
- an early age. Attributes change little, if at all, during the course of the
- game. Attributes range from 1 to 100. The main role of Attributes is to
- make particular skills easier to learn. A player with high Dexterity, for
- example, learns the Devices skill faster: a player with high Intelligence
- learns the Magic skill faster.
-
- 1) CONSTITUTION. Measures how hardy and healthy the character is,
- and how resistant the character is to physical shocks. Characters get
- a saving throw for Poison attacks based on Consitution.
-
- 2) INTELLIGENCE. Measures mental dexterity. Characters get a saving
- throw against mental magic based on Intelligence. (Mental magic would include
- Sleep and Confuse spells, for example, but not Fireball.)
-
- 3) STRENGTH. Muscular ability.
-
- 4) DEXTERITY. Physical coordination.
-
- 5) INTUITION. The individual's ability to assimilate sensory
- information.
-
- 6) SPEED. How fast you move.
-
-
- SKILLS
-
- Skills are just that: abilities the character has learned and can
- improve in. Skill improvement is the main way characters develop in REHACK.
- Skills improve when they are used. They improve fastest when you use the
- skill correctly, but the skill also improves slightly if you try and fail.
- (e.g. successfully unlocking a chest improves your Devices skill faster than
- trying and failing.) What the ranges are for Skills, I don't know, but
- the better you get at a skill the harder it is too improve it. Thus if you
- have a fabulous edged weapons skill you will still be able to imrove it...but
- you'll have to kill a *lot* of orcs....
-
- (Note: a TRAINING MODIFIER is an attribute which help you learn a skill
- quicker. A character with high Dexterity, for example, learns the
- the Devices skill faster than a character with low Dexterity.)
-
- 1) EDGED WEAPONS. The ability to fight and maneuver with
- edged weapons -- swords and knives.
- TRAINING MODIFIERS: DEXTERITY and STRENGTH.
- ACTIONS WHICH IMPROVE THE SKILL: attacking an attackable object
- (NPCs, doors, chests, and perhaps walls) with an edged weapon
- in the primary hand.
-
- 2) CRUSHING WEAPONS. The ability to fight and maneuver with
- crushing weapons -- maces, flails, clubs, etc. All 2 handed weapons --
- 2 handed swords, halberds, etc. -- count as crushing weapons.
- TRAINING MODIFIER: STRENGTH. How hard you hit the target
- is the most important factor with this skill. Attacks
- with a crushing weapon also get a bonus based on strength.
- ACTIONS WHICH IMPROVE THE SKILL: same as with Edged Weapons.
-
- 3) BOWS. The ability to aim and deliver missile weapons. Applies
- to bows and other missile weapons such as thrown knives and spears.
- TRAINING MODIFIERS: DEXTERITY and PERCEPTION
- ACTIONS WHICH IMPROVE THE SKILL. Firing missile weapons.
- Not sure whether using the skill when there is no "legitimate"
- target improves it or not.
-
- 4) DODGE. The ability to duck out of the way of an attack.
- TRAINING MODIFIER: SPEED.
- ACTIONS WHICH IMPROVE THE SKILL. Dodge is automatic: the
- game figures your chance of dodging when you are
- attacked.
-
- 5) BLOCK. The ability to use a shield to block an attack.
- If successful, the shield acts absorbs some of the attack
- damage; the rest of the damage is passed along to the armor
- as in a regular attack.
- TRAINING MODIFIERS: SPEED and STRENGTH.
- ACTIONS WHICH IMPROVE THE SKILL. Block is automatic, though
- you must have a shield readied for it to work. If you have
- a shield readied the program figures your chances of a successful
- Dodge, then a successful Block.
-
- 6) DEVICES. The ability to pick locks and disarm traps.
- TRAINING MODIFIERS: DEXTERITY, INTELLIGENCE, and INTUITION.
- ACTIONS WHICH IMPROVE THE SKILL. Clicking a lockpick cursor
- on a locked chest, door, or trap.
-
- 7) PERCEPTION. The ability to detect secret doors and traps without
- searching and detect monsters at a distance. Characters with good
- perception have a chance of hearing monsters at a distance (e.g.,
- "You hear noises to the east.")
- TRAINING MODIFIERS: INTUITION.
- ACTIONS WHICH IMPROVE THE SKILL. Successfully detecting
- a secret door or trap, or hearing a monster in the distance.
- NOTE: LOOKing at a wall or floor space will always reveal secret
- doors and traps. The LOOK also improves your Perception skill
- if a secret door or trap is there. Thus finding a lot of secret
- doors and traps with LOOK early on will enable a character
- to build up his Perception and locate these items without LOOKing
- later.
-
- 8) SNEAK. The ability to move unseen. Monster get chance of
- seeing sneaking character: chances better if they have high
- intelligence, or good noses. A character in Sneak mode
- does extra damage when he attacks (assuming the monster doesn't
- see/smell him): as soon as he attacks, however, he leaves sneak mode.
- TRAINING MODIFIERS: DEXTERITY.
- ACTIONS WHICH IMPROVE THE SKILL: Being in sneak mode
- and not being seen by a monster (only get credit for 1st time
- monster enters field of vision?). Attacking from sneak mode.
-
- 9) MAGIC. The ability to use magic objects. A character with
- a high Magic skill has a better chance of correctly using the
- item. The item also drains less M.E. per use from those with high
- Magic skill.
- TRAINING MODIFIERS: INTELLIGENCE
- ACTIONS WHICH IMPROVE THE SKILL: Using magic items.
-
-
- LIFE STATISTICS:
-
- The 3 stats that determine how healthy your character is at the moment
- are:
-
- MENTAL ENDURANCE. Maximum M.E. determined by Constitution and
- Intelligence. Measures how alert you are. If M.E. falls to
- 0 you pass out. If it falls below 0 you are (brain) dead.
- Using magic items reduces M.E.: attacking, defending, searching,
- disarming traps, unlocking doors, and sneaking all use up small amounts
- of M.E. as well. Magic attacks can also drain M.E.
- M.E. "heals" with time.
-
- PHYSICAL ENDURANCE. Maximum P.E. determined by Constitution and
- Strength. Measures how much punishment you can take. If P.E. falls
- to 0 you pass out; if it falls below 0 you are dead. P.E. is
- lowered by physical attacks: making attacks and defending also uses
- up a small amount of P.E. P.E. heals with time.
-
- FOOD. Whether you're starving or not. If FOOD falls below 0 you're
- starving, and M.E. and P.E. both fall.
-
-
-
-
-
-
- IV. LEVEL THEMES:
-
- Terms:
- Maze type: layout of maze & algorithem used to generated it.
-
- Level changing puzzle: a puzzle at the end of a particular level
- which must be solved to get to the next level.
-
- Platoons: Platoons are combinations of intelligent monsters
- (orcs, hobgoblins, and trolls) that act as a unit. If the
- platoon leader dies, each unit member reverts to acting as
- an individual.
-
- Levels 1-4: SEWERS.
-
- MONSTERS. 1-2: Giant bats, kobolds, giant rats, floating eyes, slime.
- 3&4: Pixies, giant rats, pickpockets, slime, giant bats.
-
- MAZE TYPE: Standard HACK-type maze (rooms connected by passages.)
- Small rooms, narrow corridors.
-
- SPECIAL FEATURES: brick walls. Streams of water? (wading in
- water reduces both offensive and defensive capability.)
-
- LEVEL CHANGING PUZZLE on 4: ???
-
-
- Levels 5-8: TOMBS.
-
- MONSTERS. 5&6: skeletons, zombies, ghosts, mummys (rare), floating
- eyes.
- 7: Zombies, ghosts, mummys, mimics,
- plus 1 wraith guarding the stairs down.
-
- MAZE TYPE: "Building" type layout (intersecting hallways with rooms
- off of them.) Medium rooms.
-
- SPECIAL FEATURES: Stone walls with strange inscriptions.
- Coffins, tombs? Treasure rooms, locked with special keys
- with treasure and tougher monsters within.
-
- LEVEL CHANGING PUZZLE on 8:???
-
- Levels 9-11: ORC VILLAGE.
-
- MONSTERS: 9&10: Orcs, Orc spies, pixies,
- 11: Orc platoons (3 orcs + Orc Sergant), orc spies, mimics,
- floating eyes.
-
- MAZE TYPE: HACK type. Medium size rooms, wide corridors.
-
- SPECIAL FEATURES: Standard dungeon bricks. Store selling arms and
- light armor.
-
- LEVEL ENDING PUZZLE ON 11. Need password: password on Orc Sergant.
- Have to kill Orc Sergant to get password?
-
- Levels 12-15: MITHRIL MINES.
-
- MONSTERS: Dwarves, Umber Hulks (rare), pixies, wyrms, rust monsters.
-
- MAZE TYPE: HACK type. Large rooms, narrow corridors.
-
- SPECIAL FEATURES: Store selling expensive mithril mail. Treasure
- rooms, one on each level, with nice loot. Dwarves not hostile
- UNLESS you attack one of them (in which case they yell and alert
- all other dwarves) OR you break into treasure rooms (alarm goes
- off.)
- If attack Umber Hulk w/friendly dwarf on screen, dwarf attacks
- Hulk too. If you come across Hulk attacking Dwarf and help
- kill Hulk, dwarves become friendly if undfriendly, if friendly
- give you reward when Hulk dies.
-
- LEVEL CHANGING PUZZLE ON 15:???
-
- Levels 16-18: HOBGOBLIN VILLAGE
-
- MONSTERS: 16&17: Hobgoblins, Hobgoblin assasins, Hobgoblin Captains,
- vampires (rare,) floating eyes.
- 18: Hobgoblin Platoons (3 Hobgoblins + Hobgoblin Catptain),
- Hobgoblin assasins, phantoms, trolls (rare.)
-
- Maze type: Building. Med. rooms, narrow corridors.
- SPECIAL FEATURES: Magic Items shops.
-
- Levels 19&20: FORTRESS.
-
- MONSTERS: Trolls, Troll shamans, wraiths, hobgoblins, minotaurs
- (rare.)
-
- Maze type: Building. Med. rooms, wide corridors.
-
- SPECIAL FEATURES: ?
-
- Level changing puzzle on 20:???
-
- Levels 21-22: LABRYNITHS
-
- MONSTERS: Minotaurs (of course), giant ants, phantoms,
- vampires (rare), rust monsters.
-
- MAZE TYPE: True labryniths, with only 1 passage through, only
- T-intersections, etc.
-
- SPECIAL FEATURES: ?
-
- Level changing puzzle on 22:??
-
- Levels 22-24: ZOO
-
- MONSTERS. 22&23: Griffons, Owlbears, Drakes, Giant Ants, Rust Monsters.
- 24: Griffons, Owlbears, Giant Ants, demons (rare), plus
- 1 dragon, guarding the stairs down.
-
- Maze Type: Landscape scenery (grass, trees, water, etc.)
- Large open space.
-
- Special features: ??
-
- Level changing puzzle on 24: ???
-
- Level 25: UBG'S HIDEOUT.
- MONSTERS. Golems, demons, wraith lords, Troll platoons (3 trolls
- + Troll shaman) plus the UBG himself.
-
- Maze types: Building style + special room w/UBG in it.
-
- SPECIAL FEATURES: 2 entrances to UBG's room. The front door
- is guarded by big dumb Golems. If you open it, UBG sees you,
- grabs amulet, squashes you like bug.
- Back door is secret door near the amulet: you must sneak by
- nasty wraith lords (or kill them), find door, and pick lock,
- so you can get to Amulet first. When enter room, have to
- bear UBG to amulet. Once get amulet, get ending message.
- (OR: you get amulet, but don't know how to control it. UBG
- attacks; you must defeat him, THEN get ending message.)
-
- Should be hint somewhere letting you know there is a back door.
-
-
-
-
- V. SUGGESTED ITEMS AND MONSTERS.
-
- Memory and time considerations will probably prevent us from implementing
- a list of monsters and items as long as that found in the original HACK.
- With that in mind I've made up a list of 25 items and 35 monsters that might
- be included in REHACK. Keep in mind that this is highly preliminary.
- The final game will doubtless will have a very different set of items
- and effects. Suggestions for magic items and monsters welcome.
-
- 1) ITEMS (NOTE: some monsters can use an item effect as attack or spell.
- E.g. Giant Rats can Poison you; Hobgoblin Captains can cast
- Magic Missile.)
-
- POTIONS:
- Blindness (blinds you temporarily.)
- Confusion (makes you unable to control movement temporarily)
- Healing (restores some Mental and Physical Endurance points.
- M.E.= Mental Endurance, P.E. = Physical Endurance.)
- Extra Strength (adds some Strength points temporarily)
- Poison (takes 1/4 of P.E., then prevents you from healing naturally for
- random length of time)
-
- RINGS:
- Dexterity (ups Dex when worn)
- Protection (improves your armor, either through absorbing more points
- or reducing its encumberance.)
- Regeneration (speeds up natural healing of P.E. and M.E.)
- Degeneration (saps P.E. and M.E.)
- Teleportation (teleports you to another part of the level)
-
- WANDS:
- Haste Monster (speeds up the target)
- Magic Missile
- Fireball
- Polymorph (transforms a monster randomly into a different type of monster)
- Slow Monster (slows down the target)
-
- SCROLLS:
- Dispel Undead (destroys Undead w/in certain radius. Undead get saving
- throw based on constitution.)
- Create Monster (summons a random monster)
- Enchant Weapon (gives you a combat bonus w/that weapon. Weapon must be
- in hand)
- Hold Monsters (paralyzes monsters w/in certain radius: they get saving
- throw based on intellegence.)
- Identify (identify an object)
- Magic Mapping (fills in the automap screen.)
- Monster Confusion (Causes monsters to run away and/or attack nearest creature.
- Monsters get saving throw based on intellegence.)
- Remove Curse (allows you to remove a cursed item)
- Sleep (puts you to sleep)
- Speed (speeds you up)
-
- 2) MONSTERS
- Numbers in pararenthesis indicate roughly how tough the monster is.
- Monsters unintelligent and man-sized unless noted.
-
- Giant Bat (I) Very fast, but weak. 1/3 man sized.
- Kobold (I) Intelligent (barely), but very weak. Very cowardly. 1/2 man sized.
- Giant Rat (I) Has poison bite. 1/2 man sized.
- Floating Eye (I) Can put player to sleep, or confuse him. Saps a
- M.E. point or two from player each "round" the
- player stands by it. About the size of a head.
- Skeleton (I) Undead, not intelligent. Weak but fast.
- Slime (I) Very weak, but has chance of dividing. Seldom hits, but
- when does has small chance of corroding armor. Small.
-
-
-
- Zombie (II) Undead, not intelligent. Strong but slow. (different levels?)
- Ghost (II) Undead, itelligent. Can walk through walls, hard to hit.
- Pixie (II) Extremely fast. Does not attack, but instead attempts to steal
- items/gold from player. If it succeeds, may cast Confuse,
- Sleep, Teleportation, or Speed spell on the player before
- disappearing. Intelligent. Tiny.
- Pickpocket (II) Fast, intelligent human, but weak and with bad armor.
- Has chance of stealing gold and running. Can Sneak up on
- player and ambush him.
-
-
- Wraith (III) Undead, not intelligent. Fairly weak. If hits, has chance of
- draining a constitution point from player.
- Rust Monster (III) Does little damage, but if hits has chance of weakening
- your armor.
- Orc (III) Fairly intelligent, pretty cowardly, extremely greedy. About
- human size, strength, and speed. Perhaps orcs of varying
- toughness with same graphic? ("Greater Orcs" and "Lesser Orcs?")
- Mummy (III) Intelligent (but barely) undead. Like a zombie, but smarter.
- Mimic (III) Looks like a treasure chest, but bites and spits blinding
- liquid when you try to open it. Chest-sized.
-
-
-
- Orc Sergant (IV) Braver, faster, and stronger than your average orc,
- with better equipment. Smart as a Hobgoblin. Knows
- Slow spell.
- Hobgoblin (IV) Intelligent, slightly stronger and larger than average human.
- (Also "Greater Hobgoblins" and "Lesser Hobgoblins?") Not as
- cowardly as orcs.
- Dwarf (IV) Not normally hostile, but if an unwary adventurer should happen
- to steal something that belongs to them, they go berserk.
- Located in Mithril mine? Intelligent, strong, accurate, but
- slow. 1/2 man-sized.
- Phantom (IV) Intelligent, invisible undead.
-
-
-
- Hobgoblin Captain. (V) Braver, faster, and stronger than average Hobgoblin.
- Knows Magic Missile spell.
- Giant Ant (V) Has poison bite. Giant.
- Vampire (V) Intelligent undead. If hits, reduces both P.E. and M.E.
- Perhaps hypnotizes player with Sleep spell? Relatively fast.
- Can Sneak.
- Wyrm (V) Springs up out of floor without warning. Fast, accurate.
- (differnent strengths of wyrm with different colors?)
- Man-sized (at least, the part that sticks up out of the floor is.)
-
-
-
- Minotaur (VI) Giant, bull-headed. Intelligence somewhere between
- kobold and orc, but very strong and very good natural armor.
- Troll (VI) Not as quite as strong as Minotaur, but smarter.
- Much braver, stronger, and more intelligent than hobgoblins
- and orcs. Giant.
- Owlbear (VI) Not as strong as Minotaurs, but faster. Giant.
-
-
-
- Troll Shaman (VII) Faster, stronger, etc. than average Troll. Knows
- Slow and Fireball spells. Giant.
- Griffon (VII) As intelligent as orc in terms of combat tactics, but
- cannot open doors, use items, etc. Very fast. Giant.
- Drake (VII) Sort of a baby dragon. Good natural armor, breathes
- Magic Missiles. Man-sized, not intelligent.
-
-
-
- Umber Hulk (VIII) Huge, rock eating creatures. Will not seek out prey
- but will attack if prey gets close. Once it attacks it follows
- prey with determination. Can carve out new passageways. Giant.
-
-
- Golem (IX) Giant human figure made of stone. Extremly strong, great armor,
- immune to all but physical shock attacks (e.g. magic missile
- works against a golem but fireball doesn't) But D-U-M-B!
- Demon. (IX) Extremly intelligent, fast, good armor. Knows
- Confusion, Summon Monster, Magic Missile, and Slow spells.
- Almost immune to magic. Can sneak.
-
-
- Dragon. (X) Giant, strong, fast, intelligent (but can't open doors or
- manipulate objects.) Breathes souped-up fireballs.
- Wraith Lord. (X) Highly intelligent undead. Immune to all magic but
- Magic Missile and Fireball. If hits, has chance of
- draining constitution, strength, and/or intelligence
- points from the player.
-
- Suggestions for new monsters, different attack types, new or different magic
- items, etc., welcome.
-
-