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1996-07-14
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~12ARROWBRIDGE II - THE GUARDIANS OF DARKNESS
~13Wide Beta Version 0.400
~11(C)opyright Mark Sinclair, 1996
~10Introduction
It has been five thousand years since the Orb of Tabian was reclaimed on
behalf of the kingdom. During most of this period, the settlements thrived
and the people rejoiced.
However, one hundred and fifty years ago, Zombre Bryan, the evil sorcerer has
re-appeared. His ghostly figure commanded armies of black orcs and undead
creatures that swarmed down upon the land. All the armies of the people,
along with the castles, were destroyed by Zombre in his attempt to recover the
Orb of Tabian.
The dark armies marched on to the land of Kraete, destroying all in their
path. They finally reached the tower of the Wizard Merxon, the keeper of the
Orb, high in the Kraete alps. Merxon fought using all of his magical power,
but the invaders of darkness were too strong. In a last desperate attempt,
Merxon was forced to smash the mystical creation in seven pieces to prevent it
from being captured. He commanded the great hawks of the land to hide these
fragments so that the power of the Orb could never be used again.
~12THY QUEST
Recently, Zombre has been searching for the Orb fragments. From within the
depths of his fortress, he created seven creatures of darkness, Death
Guardians, who now roam the new landscape searching for the fragments. His
grand armies of orcs have been disbanded, but their remnants still remain on
the mainland.
The Wizard Merxon has sent out a desperate plea to all adventurers to stand up
against the orc armies and recover the Orb for the good of all the people of
Arrowbridge. If Zombre were to reconstruct the Orb, then darkness would
surely reign on the land forever.
~12CHARACTER CLASSES
~07An adventuring party may have up to four characters at any one time.
~14Extra characters~07 may be recruited from the taverns scattered throughout
the land.
If thou drops a character from the party then he/she will return to the place
where they were found, awaiting later recruitment.
~10Knight
~13Best Equipment: 2-Handed Sword, Full Plate, God Shield, Crossbow
~07The knight is a powerful fighter. They are particularly adept at hand-to-
hand combat and jousting. A knight will inflict 50% more damage than any
other player and will possess the greatest amount of HP for a given level.
~15
+--------------------------+
|Knight Modifiers: |
| |
|Melee Damage : +50% |
|Projectile Damage : +0% |
|Health Points : +30% |
|Jousting : +30% |
| |
|Detect Secrets : N |
|Disarm Traps : N |
|Light Healing : N |
|Magic : N |
|Pick Locks : N |
+--------------------------+
~10Thief
~13Best Equipment: Shortsword, Chain Mail, Small Shield, Crossbow
~07The thief is an invaluable member to thy party, especially when exploring
the underworld.
The thief is able to pick any locks provided that the level of the thief is
greater or equal to the dungeon level.
Similarly, the thief will detect standard secret passages provided that the
level of the thief is greater or equal to the dungeon level. Detected secret
passages will be shown as a different color to that of the surrounding walls.
One way secret passages will also be detected provided that the level of the
thief is 1.5 times greater than the dungeon level. Due to the uneven nature
of dungeon floors, trapdoors cannot be detected by a thief.
~15
+--------------------------+
|Thief Modifiers: |
| |
|Melee Damage : -30% |
|Projectile Damage : +0% |
|Health Points : -30% |
|Jousting : +0% |
| |
|Detect Secrets : Y |
|Disarm Traps : Y |
|Light Healing : N |
|Magic : N |
|Pick Locks : Y |
+--------------------------+
~10Wizard
~13Best Equipment: Cudgel, Hardened Leather, Wooden Shield, Sling
~07The wizard is a master of magic. Although a very poor fighter, a high
level wizard can devastate an enemy with magic. The wizard possesses the most
powerful projectile spell in the form of the Lightning Bolt.
~15
+--------------------------+
|Wizard Modifiers: |
| |
|Melee Damage : -40% |
|Projectile Damage : +0% |
|Health Points : -50% |
|Jousting : -20% |
| |
|Detect Secrets : N |
|Disarm Traps : N |
|Light Healing : N |
|Magic : Y |
|Pick Locks : N |
+--------------------------+
~10Ranger
~13Best Equipment: 2 Handed Sword, Scale Mail, Dragon Shield, Crossbow
~07The ranger is best described as a master of nature. The ranger is a strong
fighter, both with melee and projectile combat, but has the advantage of being
able to heal light wounds and guide thy party through the wilderness.
A ranger can be instructed to heal any character in thy party. Using natural
remedies, a ranger will heal a player 1 hp per 5 turns.
A ranger can also guide thy party through the forest, swamp and hills with a
reduced turn penalty.
~15
+--------------------------+
|Ranger Modifiers: |
| |
|Melee Damage : +10% |
|Projectile Damage : +0% |
|Health Points : +0% |
|Jousting : +30% |
| |
|Detect Secrets : N |
|Disarm Traps : N |
|Light Healing : Y |
|Magic : N |
|Pick Locks : N |
+--------------------------+
~10Cleric
~13Best Equipment: Mace, Chain Mail, Small Shield, Crossbow
~07The cleric is a master of magic. Unlike the wizard, the cleric spells tend
to concentrate on the divinities, with spells such as healing, curing, and
turning the dead. The cleric possesses the most lethal group spell in the
form of an Earthquake. Additionally, the cleric is a solid melee fighter.
~15
+--------------------------+
|Cleric Modifiers: |
| |
|Melee Damage : +0% |
|Projectile Damage : +0% |
|Health Points : -10% |
|Jousting : -20% |
| |
|Detect Secrets : N |
|Disarm Traps : N |
|Light Healing : N |
|Magic : Y |
|Pick Locks : N |
+--------------------------+
~10Archer
~13Best Equipment: Sword, Scale Mail, Large Shield, Crossbow
~07The archer is a master of projectiles. An archer will inflict twice the
damage on any target (using a Long Bow) due to mastery of the projectile
weapon.
~15
+--------------------------+
|Archer Modifiers: |
| |
|Melee Damage : -10% |
|Projectile Damage : +100%|
|Health Points : -10% |
|Jousting : +0% |
| |
|Detect Secrets : N |
|Disarm Traps : N |
|Light Healing : N |
|Magic : N |
|Pick Locks : N |
+--------------------------+
~12TRAVELLING THE LAND
~10Turns
~07One turn is deducted for each move a party makes except in the following
terrains where more turns will be deducted:
~11
Party without Party with
a Ranger a Ranger
~10---------------------------------------
~13Forest~09 4 2
~13Hills ~09 5 3
~13Swamp ~0