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- _____ _____ __ _____
- / ) / ) / / ) /) )
- /_____/ /_____/ / / / / | /
- / / / | / / / / | / <C>1994 Michael Goatly
- / / / | / / / / | /
- ( ( ( (_/_ (_____/ ( |/ VERSION 1.0
- **********************************
-
- .
- , ,. ''"
- - * # ,&.,
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- ###,, , #" , # #" #, ,##***"
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- * """""""****##&, , # #, & * +,,"## *
- , "# ", "*+%, #, ! , ##" ,
- ' #,,. * "* $ * "*
- # $ . *&
- "& & # #/"
- #*++. "- * , #
- (This will look incredibly silly if
- you don't use a fixed width font,
- such as corpus or the system font!)
-
-
- IT IS HIGHLY RECOMMENDED THAT YOU HAVE A LOOK AT THIS DOCUMENTATION CAREFULLY
- BEFORE YOU PLAY, BECAUSE ARION IS A COMPLEX GAME, AND IT IS UNLIKELY YOU WILL
- GET THE MOST OUT OF IT WITH OUT READING THIS.
-
- It is also recommended that you print this file out, so you can refer to it in
- game.
-
- Contents:
-
- PART:
-
- 1: Copyright and legal stuff.
-
- 2: The story of Arion.
-
- 3: Character generation:
- i.Choosing a race
- i. Racial bonuses
- ii. Racial class allowance
- ii.Choosing a class
- i. Class bonuses
-
- 4: The dungeons:
- i.Movement and controls
- ii.Combat
- iii.Treasure
- i. Found treasure
- ii. Treasure chests
- iv.The sounds of the dungeon
-
- 5: Magical items:
- i.Magical weapons
- ii.Magical armour
- iii.Miscellaneous magical items
- i.Scrolls
- ii.Staffs
- iii.Amulets, rings, etc.
- iv.Potions and mushrooms
- iv.Using magical items with more than one power
-
- 6: Character death, and fate....
-
- *******
- {PART 1:}
- *******
-
- Copyright and legal stuff.
-
- Basically you can do what you want with Arion, including altering the code,
- graphics, gameplay and everything. It's public domain, freeware, whatever.
- (If you want a reason for this - see !!Readme!!)
-
- All I ask is that whenever Arion is spread, I am credited with the original
- code and program. Thanks.
-
-
- *******
- {PART 2:}
- *******
-
- Arion - the background.
-
- It was just over five hours past nightfall when you found the old, tatty
- book lying on the bookshelf. It was like all the others, bound with red
- leather. The only difference was that it had no title. This fascinated
- you, so you placed some more wood on the fire, and settled down, preparing
- for a long read.
-
- Flicking past the first few empty pages you found the first page of
- writing. Instantly you knew who had written this book. It was your
- Grandfather's, the one on your mothers side who was always off on
- adventures when he was young. It was his diary.
-
- 'Whatever happened to my Grandfather?' you wondered. You had never met
- him, and no one visited him. You thumbed through to the last few entrys,
- and read them.
-
- *******************************************************************************
-
- *Nurensbat 1, Dagensat 71.
- --------------------------
-
- I have heard rumours that the beasts have returned. I thought I had
- rid the dungeons of them three barems ago, but it seems I was wrong. I hope I
- don't have to go through the ordeal of chasing them off again. I won't do
- anything if they leave us alone. What a thing to find out on Newbarem day.
-
-
- *Nurensbat 1, Naksat 71.
- ------------------------
-
- I should have realised. Yesterday was a full moon and evil things
- always seem to happen on new full moons here.
-
-
- *Nurensbat 1, Websat 71.
- ------------------------
-
- I am starting to worry. A new full moon is due in two days, and if
- that is anything to go by, then something is about to go VERY wrong.
-
-
- *Nurensbat 2, Dagensat 71. Full moon.
- -------------------------------------
-
- I knew something would happen, I KNEW it. The Tarrasques rised to
- their full power, calling upon the forces of evil. They have summoned all
- sorts of evil creatures that have entered into the towns, destroying everything
- in their path. The Knights of Tawek have been called from their homes to fight
- off the evil, but there isn't anything THEY can do. They don't know what they
- are up against. There is nothing for it. I will have to go down into the
- bowels of the dungeon and face my nightmares again.
-
- *******************************************************************************
-
- 'He cannot of returned.' you thought, reading that, the last entry. 'I
- always wondered what was down in the dungeons, my parents wouldn't tell me.'
-
- 'Poor old Grandfather. Well, who wants to live forever anyway, I'll go
- down after him, follow in his footsteps, so to speak!' you continued to
- yourself.
-
- 'Now what should I be...'
-
-
- -------------------------------
-
- And thus it began. You control your character through the dungeons that lie
- beneath your city sewers, killing all manner of creatures, some evil, some not.
-
- The mission is simple (or maybe not....), go down into the depths of the
- dungeon, and slay a Tarrasque or two, driving them off as your characters
- Grandfather did all those years ago.
-
-
- *******
- {PART 3:}
- *******
-
- Character generation.
-
- The first thing you will want to do, when you first enter Arion, is to generate
- your character. This is done in a number of steps.
-
- *******3.i*** Choosing a race.
-
- The first thing you are asked is what race you would like your character to be,
- and you are given a choice:between Human, Elf, Dwarf, Halfling, Ogre or
- Minotaur.
-
- Each race has it's pro's and con's, and these are shown below
-
- ***********3.i.i*** Racial bonuses.
-
- HUMANS:
- Humans recieve no special bonuses, and have no special abilities, they are the
- norm around which every other race is based.
-
- ELVES:
- Elves recieve +1 dexterity, +1 intelligence, -1 strength and -1 constitution.
- Elves are normally very sophisticated, and polite, and as such they are
- generally better recieved at shops. (That is to say the shopkeepers add less
- on to the price of the goods.)
-
- DWARVES:
- Dwarves have their statistics adjusted by +1 constitution and -1 speed. They
- are used to living underground with all sorts of venemous creatures, and as
- such they have developed a resistance to poison over the years. This
- resilience lessens the effect of poisons.
-
- HALFLINGS:
- These short fellows have +1 speed, +1 dexterity, -1 constitution and
- -1 strength applied to their statistics. They make great thieves, and have
- very acute hearing, which allows them to hear creatures move about further
- away, providing an excellent early warning system.
-
- OGRES:
- Ogres the toughest of all the races that can be chosen, and their stats are
- adjusted accordingly. +3 strength, -1 speed, -1 dexterity, +1 constitution
- and -1 intelligence. The only advantage that an Ogre has, is it's strength.
-
- MINOTAURS:
- Minotaurs are the second strongest race, surpassed only by the Ogres. Like
- the Ogres their only advantage is their strength. The following modifiers are
- applied to their stats. +2 strength, -1 dexterity, +1 constitution and
- -1 intelligence.
-
-
- Fig 1: Table representing the modifiers applied to different races:
-
- /-------l-----l-------l----------l------l----------\
- | Human | Elf | Dwarf | Halfling | Ogre | Minotaur |
- /----T-------T-----T-------T----------T------T----------T
- |Str:| 0 | -1 | 0 | -1 | +3 | +2 |
- T----T-------T-----T-------T----------T------T----------T
- |Dex:| 0 | +1 | 0 | +1 | -1 | -1 |
- T----T-------T-----T-------T----------T------T----------T
- |Spe:| 0 | 0 | -1 | +1 | -1 | 0 |
- T----T-------T-----T-------T----------T------T----------T
- |Con:| 0 | -1 | +1 | -1 | +1 | +1 |
- T----T-------T-----T-------T----------T------T----------T
- |Int:| 0 | +1 | 0 | 0 | -1 | -1 |
- \----l-------l-----l-------l----------l------l----------/
-
- ***********3.i.ii*** Racial class allowance.
-
- Some races are better at being one type of class, and some can only be certain
- races. The allowed classes for for the races are listed below:
-
- Humans: Fighter, Mage, Priest, Rogue or Ranger
- Elves: Fighter, Mage, Rogue or Ranger
- Dwarves: Fighter, Priest or Rogue
- Halfling: Fighter or Rogue
- Ogres: Fighter or Priest
- Minotaurs: Fighter or Mage
-
- Be careful when you are choosing your race, because you may not be able to be
- the class that you would prefer!
-
- ****
-
- After you have chosen your characters race, you are asked for the sex of your
- character. The sex has NO effect on the statistics of the character, it just
- allows Arion to describe the situations better to you, i.e. in the right
- gender
-
- For example: Jenny is a female character.
-
- Arion comes up with the message:
- Jenny has his arm bitten off by a huge 100ft two headed troll.
-
- See why Arion asks for the gender? ;)
-
- *******3.ii*** Choosing a class.
-
- The next question you will be asked is what class you want your character to
- be. Only the allowed classes will come up (See section 3.i.ii).
-
- Each class also has it's pro's and con's.
-
- ***********3.ii.i*** Class bonuses.
-
- FIGHTER:
- Any race can be a fighter. They are bog standard, run of the mill people, who
- charge headlong into a fight. They can not cast spells of any kind, and have
- limited knowledge of magical items. They can, however, use magical weapons
- and armour, and also scrolls.
-
- Fighters get +1 to their strength, constitution and speed, but a -1 to their
- intelligence.
-
-
- MAGES:
- Mages are people who have devoted their life to the art of magic. They have
- had little time for weapon useage. They generally make poor fighters, but make
- up for it with their spells, which are mainly offensive. There is, however,
- no reason why you shouldn't be able to develop a Mage with good fighting
- abilities. They are able to use magical items to a high standard, normally
- without any problems.
-
- Mages have +1 to their intelligence and dexterity, but -2 to their strength
- and -1 to their constitution.
-
-
- PRIESTS:
- Priests are better at fighting than Mages, which is a good thing, because the
- spells that they can cast are mainly defensive. They too can use magical items
- to a high degree, although perhaps not as efficiently as Mages.
-
- Priests have modifiers of +1 intelligence and +1 speed, and also -1 strength
- and constitution.
-
-
- ROGUES:
- Rogues, or thieves, rely on speed and dexterity in combat, avoiding hits, and
- running away when necessacary. They are normally brought up as thieves, and
- have very nimble fingers that allows them to pick locks on treasure chests
- easlily, and without equipment. This is very useful deeper in the dungeon,
- when chests become protected by traps.
-
- Rogues have a +1 dexterity and speed, but they also have a -1 strength applied.
-
-
- RANGERS:
- Rangers cannot cast spells of any sort, but they were trained from birth to
- understand the ways of animals (including monsters!). This means that when
- they hear a monster closeby, they can identify it accurately. This is an
- advantage, because they can run when they identify a Fire giant to the south,
- and they are only level 3!
-
- The only modifier applied to a Ranger is +1 speed.
-
-
- Fig 2: Table showing the modifiers applied to classes:
-
- /---------l------l--------l-------l--------\
- | Fighter | Mage | Priest | Rogue | Ranger |
- /----T---------T------T--------T-------T--------T
- |Str:| +1 | -2 | -1 | -1 | 0 |
- T----T---------T------T--------T-------T--------T
- |Dex:| 0 | +1 | 0 | +1 | 0 |
- T----T---------T------T--------T-------T--------T
- |Spe:| +1 | 0 | +1 | +1 | +1 |
- T----T---------T------T--------T-------T--------T
- |Con:| +1 | -1 | -1 | 0 | 0 |
- T----T---------T------T--------T-------T--------T
- |Int:| -1 | +1 | +1 | 0 | 0 |
- \----l---------l------l--------l-------l--------/
-
- *******
-
- Once you have chosen your characters class, all the information for your
- character is shown.
- You are given the opportunity to reroll your characters stats as many times as
- you want (This includes weight, height, age, hp, etc.)
-
- Once you are satified with the stats, your character is saved to disc, and you
- are ready to begin!
-
-
- *******
- {PART 4:}
- *******
-
- The Dungeons.
-
- The dungeons beneath the city were created long ago by unknown, powerful
- forces. They are forever changing, and no one who has entered (and returned)
- has arrived back with the same maps drawn.
-
- Mapping is the only way your character will survive the dungeons, and
- fortunately, it is done automatically by the character. As you progress
- through the game, maps will be drawn in the top right of the screen.
-
- In the bottom left part of the screen, there is a representation of what your
- character sees. It does NOT show monsters or items. It is simply to give
- you more of a feel of what your character would be seeing.
-
- To the right of this are your characters statistics (stats). Also displayed
- there are the current bad influences affecting your character, for example
- 'FEAR' or 'POISON'.
-
- In the top left part of the screen is the general message area. The current
- exits are displayed here, whether your character can see them or not (It is
- assumed that they can feel them). Also displayed here are things like whether
- your character is hungry or thirsty, and what sounds can be heard where (See
- later).
-
- *******4.i*** Movement and controls.
-
- Movement may seem a little confusing to some at first, but if you stick at it,
- it will become second nature in the end.
-
- Control over movement is generally done through the numerical keypad, as
- follows:
-
- 8- move forward in the current direction
-
- 4- turn left 6- turn right
-
- 2- move backwards
-
- In addition, '5' wait in the same square for a turn / enter a shop
- '7' go up a ladder
- '1' go down a ladder
-
- When you are moving your character around normally, you can do the following
- things:
-
- 'i' - list inventory 'l' - list worn/held equipment
- 'g' - get an item off the floor 'E' - examine an object
- 'd' - drop an item on the floor 't' - take off a worn item
- 'h' - hold an item 'w' - wear an item
- 'L' - let go of a held item 'U' - use a worn item
- 'e' - eat something 'u' - use an item in inventory
- 's' - swig a drink 'c' - cast a spell
-
- <CTRL> 's' - save game
- <CTRL> 'l' - load game
- <CTRL><Insert> - quit game
-
- When you enter your character into a shop, you can still use most of the above
- commands, and in addition you are given some extra commands:
-
- 'p' - Purchase and item from the shops inventory.
- 's' - Sell an item
- 'I' - Identify an item - This will cost you!
- 'r' - Recharge a magical item when it is low on power - This will cost as well!
- 'e' - Exit the shoppe.
-
- Shoppe keepers reserve the right to sell cursed or dangerous items, and to
- refuse to purchase any items that they think are bad from you.
- (HINT - If your character knows that the item is cursed, then the keeper will
- not buy them, but if YOU know, and your character doesn't, then the shopkeeper
- won't guess!)
-
-
- *******4.ii*** Combat.
-
- Unfortunatly you can't move your character around the dungeons unhindered. You
- will very quickly encounter a potential combat situation.
-
- When you come across a monster of some sort, you will get a brief description
- in the bottom left of the screen, and a question will be asked of you. You
- are asked whether you would like your character to Attack or Run.
- If you feel that you are outclassed, and don't stand a chance, or have been
- fighting this monster and have lost all of your hitpoints, then you can try
- to get away by pressing 'r'.
- Should you wish to take the monster on, press 'a' to attack.
-
- When in combat, you the following commands can be used:
-
- 'i' - inventory 'l' - list worn equipment
- 'E' - Examine an object 'u' - use an item in inventory
- 'w' - wear an item 't' - take off a worn item
- 'c' - cast a spell 'h' - hold an item
- 'a' - attack using held object 'U' - use a worn item
- 'T' - throw held object (You will not get it back!!)
-
- Once a round of combat has been completed, if the combat has not been resolved,
- you will once again be asked whether you want you's character to Run of Attack.
-
-
- *******4.iii*** Treasure.
-
- ***********4.iii.i*** Found treasure.
-
- On your journeys around the dungeons you will come across items left lying
- about on the floor. This is treasure! Sometimes it is valueless, sometimes
- it is worth alot.
-
- Treasure comes in all shapes and sizes. Weapons, armour, you name it, you'll
- probably find it down there.
-
- **WEAPONS
-
- When you are going about killing monsters, weapons come in quite handy.
- Different weapons do different amounts of damage, and although you won't know
- exactly how much damage they inflict (unless you identify them at a shop, or
- with a spell), you can probably have a good guess at which weapons are more
- powerful.
-
- **ARMOUR
-
- Armour can come in the form of breastplates, gloves, amulets, rings, etc. Most
- armour will increase your character's armour class (The higher the better), but
- occasionally, bad armour will decrease your character's armour class. Avoid
- the latter type at all costs.
-
-
- ***********4.iii.ii*** Treasure chests.
-
- Sometimes, when your character slays a higher level monster, he/she will
- discover a treasure chest, instead of the normal treasure. If this is the
- case, then you will be given a list of options.
-
- Should you try to open it straight away, without picking a lock, you may find
- that the chest won't open, because it is locked, although you may be lucky and
- find that it is unlocked. In either case, there is a chance that your
- character will set off a chest trap. Thest traps sometimes cause a little
- damage, and sometimes a lot.
-
- If you try to pick the lock on the chest, you are given an option of using an
- item to pick the lock, or using your bare hands to try. Thieves can pick locks
- with their bare hands, but it is not advisable for any other class to try!
- When picking a lock there is again, a chance of setting off a trap, but once
- the lock is picked, the chest is automatically opened.
-
- Another option available, and one that doesn't involve setting off traps, is
- bashing the chest open. This is done using bare hands, weapons, shields,
- anything that is available, but it has one or two drawbacks. It is not always
- successful being one, and the second, which is slightly worse, is that you
- can break open the chest, destroying the contents in the process.
-
-
- *******4.iv*** Sounds of the Dungeon.
-
- The dungeon is normally a quiet place. Quiet and dark. In fact the darkness
- is almost alive, it sucks in light so much that your character can barely
- see where they are going with a light source. As such, your character relys
- on their hearing to detect where monsters are. Some races/classes are better
- at this than others. (see race/classes section above)
-
- When a sound is heard, a warning indicator right of the map (an ear with an
- exclamation mark next to it) will appear. The direction, type, and volume of
- the noise will be displayed in the messages section of the screen. In addition
- to the written discription, small exclamation marks will appear on the
- graphical display in the bottom left of the screen. These show the direction
- the noises are coming from. For example, if a noise were to radiate from the
- north east, a small exclamation mark will appear in the top right part of the
- display. (N.b. The positions of the marks are not relative to the direction
- your character is facing)
-
- If your character is bestowed with acute hearing, they will hear things from
- further away. This means that monsters that make a normal amount of noise will
- sound louder close up, but quieter at a distance.
-
-
- *******
- {PART 5:}
- *******
-
- Magical items.
-
- Firstly a warning about magical items, and the dangers of holding/wearing
- unknown ones....
-
- Cursed items are normally placed in the dungeons by powerful (evil) wizards,
- who are just out for a laugh at someone elses expense. Once held or worn,
- they cannot be removed or let go of, until a REMOVE CURSE spell has been cast,
- either by scroll, spell, or otherwise.
-
-
- *******5.i*** Magical weapons.
-
- Magical weapons can be found deeper in the dungeons, and their powers can be
- either beneficial or disasterously dangerous. Special powers include:
-
- Slay Dragon - Swords with this power do more damage to dragons than to other
- creatures.
- Slay Humanoid - These swords inflict more damage to humaniod lifeforms.
-
- Some weapons may increase (or decrease!) your armour class, these are normally
- very valuable, and powerful items, and should not be just thrown away!
-
- There are of course, more special powers, but I won't reveal them now, what
- would be the fun of adventuring, if you knew what you were going to find?
-
- Some VERY powerful weapons may contain magical powers, and these can be used
- in the same way as any other magical item. (See below for multi-powered items)
-
-
- *******5.ii*** Magical armour.
-
- It is very unlikely that you will not come across magical armour of some sort
- when you venture deeper into the dungeons. Quite a few of the powers that they
- bestow upon your character are covered in the next section, under amulets and
- rings, etc. but some highly powerful armour can bestow great strength on
- your character, or other such attributes. These are prize items, and should
- be looked after.
-
- As with swords, some pieces of armour may contain magical powers.
-
-
- *******5.iii*** Miscellaneous Magical Items.
-
- ***********5.iii.i*** Scrolls.
-
- Scrolls are created by high powered wizards of many races, some long forgotten.
- They are simply pieces of paper with the essence of magic woven into their
- very fibres. They remove the need for any magical gestures or elements, all
- that has to be done in order for the spell to be cast, is for the words on
- the paper to be read. Even stupid fighters can do this without any trouble.
-
- There are some drawbacks to scrolls. The first is that although the magical
- words are universal, and do not need to be understood for the magic to work
- correctly, the titles of the scrolls are written in many different languages.
- Some will be written in your own tongue, so you will know the effect of reading
- the scroll, but the effect of those written in a foreign language will remain
- unknown until the scroll is read. Even then, if the results are unseen you
- will still not know what happened. The spell contained in the scroll may not
- take effect in that situation either.
-
- Some of the spells contained on scrolls can be very nasty indeed, in certain
- situations, so it is advisable that you find out what a scroll may do, before
- reading it... you have been warned!
-
- The second drawback is that scrolls can only be used once. Once they have been
- read, all the power in them is dissipated, and the scroll falls apart at its
- seams.
-
-
- ***********5.iii.ii*** Staffs.
-
- Another method that mages often use to store magic, is that of implanting
- magical powers into a staff. These can be operated in a wide variety of ways,
- some may require the twisting of knobs and the pulling of small levers in the
- correct order before a spell will be released, and some may just need a slight
- tap on the ground. Because of this, there is a chance that your character
- will not be able to use the staff properly. Fighters always seem to find
- magical items difficult to operate.
-
- Staffs contain a whole host of magical spells, good and bad. This means that
- you might end up doing yourself more bad than good, if you use an unknown
- staff.
-
- Staffs have a limited number of charges. Each time you use the staff, you
- drain it's power. When it runs out of charges, it will cease to operate, but
- unlike scrolls, staffs can be recharged and reused. The only way an item can
- be recharged, is by taking it to a shop, and paying lots of money!
-
-
- ***********5.iii.iii*** Amulets, rings, etc.
-
- Amulets and rings are normally only useful (or dangerous!) when they are worn.
- When they are worn, the powers interwoven into them become active. These
- powers can bestow wonderful results on your character, such as perminant light,
- or acute hearing. However, they can also have equally disasterous results,
- with powers such as deafness and decrease strength. The items that contain
- bad powers are usually cursed, so WATCH OUT!
-
- Amulets and rings sometimes contain magic powers as well. They have a certain
- number of charges in the same way as staffs do. They can also be recharged
- in a shop.
-
-
- ***********5.iii.iv*** Potions and mushrooms.
-
- Potions are another little aid produced my mages. They mainly only affect
- your characters metabolism, by increasing/decreasing his/her strength or
- dexterity, etc. Some contain healing elements, and some have no power at all.
-
- Mushrooms are naturally occuring items, that offer a herbal alternative to
- potions. They have the same powers as potions, plus a few that only nature
- can offer!
-
- It highly inadvisable to go around eating mushrooms and drinking potions
- willy nilly, because this could lead to a horrible, deformed character.....
- well you never know, do you?
-
-
- *******5.iv*** Using magical items with more than one power.
-
- Some magical items, be they swords, rings, or anything else, may have more than
- one magical power. If this is the case, when you go to use the item, a small
- question will pop up.
-
- If your character knows what the item does, then the question will list the
- powers, and you can choose which one to activate. If, however, your character
- does not know what powers the item has, the question will allow you to choose
- from a list of unknowns, each one being a different spell.
-
-
- *******
- {PART 6:}
- *******
-
- Character death, and fate.... (Upon death, and dying)
-
- Dying is a natural part of life, and it is highly probable that it is a part
- of life tht will occur quite a few times in your characters early times as an
- adventurer in the dungeons.
-
- However, fate is on your side, and when your character dies, fate will lend a
- hand by sending along a nice wizard who will attempt to raise you from the
- dead. He will ALWAYS succeed if your characters constitution is 10 or greater,
- but if it is less, there is a chance that your character is not strong willed
- enough to survive his/her soul being pulled back into a more physical form.
- This chance of perminant death gets greater, the lower the constitution of the
- character.
-
- If your character dies perminantly, then he or she is removed from disc, never
- to be seen again. That's it. Finito. Start again.
-
-
- *******************************************************************************
-
-
- And that's it for the Docs.
-
- Mike Goatly,
- 20 Ely Road,
- St. Albans,
- Herts.
- AL1 5NA
-
- or E-Mail me at M.P.Goatly@Herts.ac.uk (Until June 1998!!!)
-
- Enjoy!