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- * ARROWBRIDGE I
- THE QUEST FOR THE ORB
-
- (C)opyright Mark Sinclair, 1991-96
- ANSI Title by Jeffrey Itzstein
-
- *PREFACE
-
- Arrowbridge is a game based on Dungeons & Dragons but is far simpler,
- and at the same time far more complicated. The game is designed to be as
- realistic as possible without making it unplayable. The most enjoyable
- aspect of the game is the ability to compete with up to one hundred other
- REAL players and other Bulletin Board Systems. Players that sleep in the
- wilderness can be encountered by live players and the program will act on
- their behalf. The game can be played instantly by beginners as it is very
- simple for low level players and particularly easy to play even if the user
- has never played any form of role playing game. Once a player has reached
- higher levels the game becomes particularly complex as players have to juggle
- armies, castles, groups, taxation, assassins, and many other features. All
- in all, there is something for everyone!
-
- Note: Unregistered versions do not permit the purchase of riders & knights
- and players will not be able to advance to level 10. Registration is
- inexpensive - see the sysop.doc file for more information.
-
- *HISTORY OF ARROWBRIDGE
-
- Five thousand years ago an evil wizard named Zombre Bryan dominated the
- land. This barbaric ruler was thought to have been incarnated by Lucifer
- himself. His great powers caused lakes and rivers to dry up, crops died
- and the land became totally infertile. Over three quarters of the
- villagers perished in less than four years and his great armies murdered
- those who would not (and could not) pay their excessively high taxes.
-
- Prince Tabian, son of the murdered king, formed an army of lawless
- resolutes, which, with the aid of the mystic orb created by the wizard
- Merxon, finally became known as the Legion of Arrowbridge. The Legion
- hunted the armies of Zombre Bryan for several decades and finally destroyed
- his empire. The evil wizard disappeared a few months prior to his armies'
- extinction and has never been seen again.
-
- Recently, there has been renewed interest in the realms of Arrowbridge
- by the forces of evil. Mystics all over the land report evidence of
- increasing evil presence. The Orb of Tabian also, has been missing for
- over one thousand years and there is growing concern that its mighty power
- may cause the destruction of all that reside in the land if it is
- discovered. A call has gone out by the wizard Merxon for a champion to
- rid the land of the evil invaders and reclaim the lost Orb!
-
-
- *CHARACTER CLASSES
-
- There are four classes available to thee. The capabilities of each class
- are shown below:
-
- ------------------------------------------------------------------------------
- *Class : KNIGHT
-
- Best Weapon : Two-Handed Sword Best Projectile : Crossbow
- Best Armour : Full Plate Best Shield : God
-
- Moves Per Day : standard
-
- *Special Abilities -
-
- Strength - A Knight is the strongest character class. A Knight will
- inflict more damage per hit in combat, have a higher maximum
- health point count, and will be able to carry more equipment than
- other class of similar level and will defend more effectively.
-
- Powerblow - A Knight will be able to use a special ability called the
- Powerblow once every (20-level) combat rounds. When an enemy is struck
- with a Powerblow, double damage will be inflicted.
-
- Army Command - A Knight will receive a 15% bonus on the strength of any
- army that they command.
- ------------------------------------------------------------------------------
- *Class : THIEF
-
- Best Weapon : Short-sword Best Projectile : Crossbow
- Best Armour : Ring Mail Best Shield : Small
-
- Moves Per Day : (1+level/20) times that of other classes
-
- *Special Abilities -
-
- Concealment - Thieves will not be visible to other players when travelling
- in the wilderness unless accompanied by an army.
-
- Perception - Thieves will be able to use their acute sense of perception
- to detect most secret passages automatically in dungeons.
-
- Agility - Thieves can avoid projectiles with greater ease and are typically
- very difficult to strike. A thief can also travel far greater distances
- in a single day. Thieves begin combat rounds at greater distances from
- the enemy and will often have extra combat rounds.
-
- Backstab - The first attack of a thief will incur in excess of double the
- usual damage due to the backstab ability.
-
- Steal - Thieves can steal gold from castle treasuries. The amount they are
- capable of stealing is (level^2)*20 but if funds are insufficient or if
- the guards are particularly alert then they will be caught.
- ------------------------------------------------------------------------------
- *Class : WIZARD
-
- Best Weapon : Mace Best Projectile : Sling
- Best Armour : Hardened Leather Best Shield : Wooden
-
- Moves Per Day : standard
-
- *Special Abilities -
-
- Magic - Wizards are masters of magic and can cast many powerful spells. A
- high level wizard is a very powerful adversary! The ability to heal makes
- a wizard difficult to defeat.
- ------------------------------------------------------------------------------
- *Class : RANGER
-
- Best Weapon : Two-Handed Sword Best Projectile : Crossbow
- Best Armour : Full Plate Best Shield : Dragon
-
- Moves Per Day : standard
-
- *Special Abilities -
-
- Non-offensive magic - Rangers have mastered some non-offensive spells to
- assist them in their adventures.
- ------------------------------------------------------------------------------
-
- *LEVEL AND EXPERIENCE
-
- Experience is accumulated by killing monsters that threaten thee or through
- army battles. Thy level will be promoted automatically when thy experience
- is sufficient. However, once level eight is reached, further advancement
- will only be granted after completion of a special mission.
-
-
- *GOLD
-
- Gold can be found scattered around the land, by killing monsters or by
- raiding the burial chambers located in graveyards.
-
-
- *SETTLEMENT COMMANDS
-
- Within each settlement the following options will be available:
-
- [A]rmy - Armies may be purchased by adventurers of any level. Riders and
- Knights can be purchased only from special settlements.
-
- [B]ank - Which Bank? Arrowbank! Options include:
-
- [C]urrent Balance - Shows thy bank balance (gains 1% interest per day)
- [D]eposit - Deposit into thine account or another's.
- [L]oans - Borrow gold for purchases (5% interest per day)
- [W]ithdraw - Withdraw from thy account.
-
- [C]astle Commands - Access the commands for castle owners or when
- laying seige to a castle. [See "Castle Commands" for more information]
-
- [G]amble - Enter the roulette chamber and gamble thy gold! Note: The
- maximum amount of gold that can be gambled in any one bet is 20000 gp.
-
- [H]eal - Heal thy wounds and cure thy poison.
-
- [L]ibrary - The library contains valuable information, past and present.
- The library functions are as follows:
-
- [I]nstructions - This document!
-
- [L]ist of Adventurers - Displays a ranked list of adventurers in this
- land of Arrowbridge.
-
- [N]etwork List - Displays a sorted list of networked adventurers.
-
- [P]ost Message - Send another adventurer a message on the noticeboard.
- Messages may be posted to other systems when operating in an
- Inter-BBS mode.
-
- [T]op Adventurers - Displays a list of adventurers who have advanced
- considerably in the history of the game.
-
- [W]ho is in Arrowbridge - Shows adventurers currently in the land
- of Arrowbridge and their activity.
-
- [P]otions - Healing potions are available from towns. They can be
- particularly helpful when travelling far from a settlement. At least
- one potion should be carried at all times. Potions will also cure thy
- poison.
-
- [R]etire to Inn - Sleep in safety. An inn is 100% safe from intruders.
-
- [S]tore - Purchase weapons, armour, projectiles, shields and torches.
-
- [T]avern - Important information can be gained from those in the tavern!
- Not only do taverns produce some of the finest ale in the land, but many
- interesting characters can be found in the taverns dotted throughout the
- realm. Visit taverns often. Beware: thou must not drink too much.
-
- *The Noticeboard
-
- A noticeboard will be displayed upon entry into any settlement if
- there are any messages for thee.
-
-
- *COMBAT COMMANDS
-
- Combat takes place when an enemy is encountered. It is performed on a
- round-by-round basis. As thy level increases, thou will be able to perform
- more attacks in a single round when attacking lower level enemies.
-
- [A]ttack - Attack thine enemy with thy melee weapon.
-
- [C]ast - Allows wizards and rangers to cast combat spells.
-
- [D]rink - Drink a healing potion for extra health and poison curing.
-
- [F]ire - Fires a projectile at thine enemy. The chance of a standard
- projectile missing is proportional to the distance that the projectile
- must travel. Projectiles cannot be fired when adjacent to thy enemy.
- Projectiles may occasionally strike thy opponent as a critical hit - for
- example, penetrating an eye, and in such cases much more damage will be
- inflicted.
-
- [1-9] - Movement commands. Use thy keypad and ensure Num Lock is ON!
-
- Note that melee and projectile weapons may only be used if they have been
- previously arranged by the [A]rrange command in the movement menu.
-
-
- *MOVEMENT COMMANDS
-
- [N,E,S,W] Direction commands
-
- [A]rrange/Drop - Change or drop thy weapon, armour, shield or projectile.
- This must be done if a new item is to be used in combat.
-
- [C]ast - Allows Wizards and Rangers to cast a spell
-
- [D]rink - Drink thy healing potion. This will both heal thee and cure thy
- poison.
-
- [L]ook - Search the surrounding area for other adventurers, dragon lairs,
- burial chambers, etc.
-
- [P]eer - Peer into a gem to view a map of the surrounding countryside. Gems
- are only usable in direct sunlight, and as such, do not function in the
- underworld.
-
- [R]etire - Retire in the wilderness. Note that other adventurers WILL be
- able to encounter thee!
-
- [V]iew - View thy statistics
-
-
- *THE ENVIRONMENT
-
- Seasons - The seasons will change as the year progresses.
-
- Weather - The weather changes hour by hour. The bridges in the land may be
- flooded during stormy weather and nastier monsters may appear as the weather
- degenerates. Beware!
-
- Time - The time of day will progress as thou move through the game. The time
- of day depends on the number of moves thou hast made. Make haste to an Inn
- when twilight strikes as sleeping outdoors gives thy enemies a chance to
- attack thee.
-
-
- *ARMIES
-
- Armies may be purchased from any city. There are three types of men that
- can be purchased and the prices vary according to the number available. The
- equivalent strengths of the type of men are shown below:
-
- 1 Guard = 1 Guard
- 1 Rider = 5 Guards
- 1 Knight = 12 Guards
-
- Knight adventurers will automatically receive a +15% bonus on the army strength
- due to their ability to command armies.
-
- *CASTLES
-
- Castles provide a store for all thy accumulated wealth, earning great
- interest. Castles are also a protective environment for thy army.
-
- Castles may be taken by any player with an army. Protection of a castle
- incurs bonuses on thine army strength as follows:
-
- +10% when defending thy castle
- +10% if thou art sleeping in the castle with thy men
-
- If the KING of Arrowbridge is sleeping in a castle then his personal
- escort of 200 Royal Knights will be on guard and "The Royal Guard is Posted"
- message will be presented when thou enter the castle.
-
- Options available to castle owners are:
-
- [B]uild personal army - Take men from the castle for thy own campaigne.
-
- [C]astle Treasury - Deposit or withdraw funds from thy castle treasury.
- Interest is calculated at 2% per day but the treasury will be available
- to any army that captures the castle.
-
- [F]lag - Set thy flag design.
-
- [H]enchman - Send a henchman after any adventurer that thou chooseth. Castle
- henchment are far cheaper than standard assassins. The KING will be able to
- send a higher level henchman than any other castle owner.
-
- [L]eave men on guard - Post the castle guard.
-
- [S]teal gold - Thieves may steal from the treasury. If caught, a message
- will be sent to the castle owner reporting the incident and the player will
- be thrown into a cell for the remainder of the game and will not be released
- until the following day.
-
- [T]ax Level - Set the tax level that will be collected by thy tax collector.
- A tax collector (LV 13) must be first hired before any taxes will be collected.
- The tax collector will only tax players of level 11 and below so that he will
- not place himself at any extreme risk. The tax collector will collect taxes
- from those that wander into the particular shire that the castle governs.
-
- Note that all taxes gathered by the tax collector will be automatically
- placed into thy castle treasury. Also, each day the treasury will
- accumulate interest at 2% but 1 gold per man in thy castle army will be
- subtracted to cover army expenses. If thy treasury funds are insufficient
- to support thy castle army then army members will gradually leave thine
- army!
-
-
- *KING OF ARROWBRIDGE
-
- The King of Arrowbridge shall be the adventurer that captures the
- Castle of Arrowbridge. The King shall be awarded a personal escort, The
- Royal Guard, which is the equivalent of two hundred knights. The name of
- the current King will be displayed when each new day is begun.
-
-
- *SPELL LIST
-
- [A] Torchlight - Provides illumination in the darkest of places. [WR]
-
- [B] Cure - Cure thy poison. This spell may have to be cast several times
- to totally cure thee when thou art severely poisoned. [WR]
-
- [C] Detect Traps - This spell will permit thee to detect traps when opening
- treasure chests before they are discovered by accident. Note that there
- is a 20% chance of failure. [WR]
-
- [D] Magic Missile - The main offensive spell of the Wizard. This spell is
- cast as a projectile and will damage thine enemy according to thy level.
- This spell will never miss thy target. [W]
-
- [E] Turn Dead - This spell will cause damage to any undead creature. Note
- that it is effective only once per encounter. [W]
-
- [F] Strength - Added strength will permit thee to inflict more damage and
- have a greater chance of penetrating thy enemy's defenses during melee
- combat. Missile combat is unaffected by this spell. [W]
-
- [G] Heal - Heal thy wounds. This spell may have to be cast several times
- in order to fully heal a seriously wounded adventurer. [WR]
-
- [H] Protection - This will increase thine armour and shielding strength,
- decreasing the chance of an enemy strike against thee. [W]
-
- [I] Enslave - When cast on a Black Orc, the enemy will be transformed into
- a Rider in thy army. [W]
-
- [J] Perception - This will enable the caster to have an increased
- perceptive ability, resulting in detection of characters in the wilderness
- and secret passages in the underworld. [WR]
-
- [K] Raise Dead - When cast in a Graveyard during twilight, this necromantic
- spell will raise several corpses per casting and add them, as guards,
- to thine army. [W]
-
- [L] Lightning - Perhaps the most powerful of all combat spells. This
- spell will project a bolt of lightning causing severe damage to thine
- enemy. It does, however, drain thy magic points quickly. [W]
-
- Key: [W]=Wizard Only, [WR]=Wizard & Ranger
-
-
- *EXPERIENCE REQUIRED
-
- The following table shows the experience required for all character
- classes.
-
- * ----------------------------
- Level Experience
- * ----------------------------
- 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
- * ----------------------------
-
-
- *EQUIPMENT MASSES
-
- All equipment carried has a mass that adds to thy encumberance as listed
- in the table below:
-
- *Weapons
-
- Dagger 1
- Cudgel 3
- Whip 4
- Mace 6
- Short-Sword 12
- Sword 19
- Morning Star 30
- Battleaxe 31
- Two-Handed Sword 50
-
- *Armour
-
- Cloth 4
- Padded Leather 9
- Hardened Leather 12
- Ring mail 15
- Scale mail 22
- Chain mail 33
- Full Plate 50
-
- *Shields
-
- Wooden 5
- Small 8
- Medium 13
- Large 20
- Dragon 36
- God 43
-
- *Projectile Weapons
-
- Sling 2
- Short Bow 5
- Long Bow 10
- Cross Bow 40
-
- *Other Items
-
- 1000 gold pieces 1
- Torch 2
- Healing Potion 8
- Gem 1