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7.TXT
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1993-08-31
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Potions:
*Strength: Adds 5 to ATTADV for 5 rounds.
*Protection: Adds 5 to ATTDEF for 5 rounds.
*Magic Res.: Adds 5 to SPLDEF for 5 rounds.
Healing: Heals 10 points of health upto Max. Health.
Restoration: Adds 5 more movements.
!Detect Traps: Allows a character to disarm any traps while moving
into a new room and not take damage.
Teleport: Takes a character to the merchant.
Locate Well: Displays the location of that day's well.
*: These potions last for 5 movements.
!: This potion lasts for 10 movements.
* Randomly a Wizard appears and neutralizes some enhanced abilitys!
Spells:
Each spell costs 2 spell points per level of that spell. As a
character advances, the option to add more spell points is avail-
able. When a character reaches 5th level of experience, they gain
the capability to cast 2nd level spells. Every 5 levels of exper-
ience, a new set of spells becomes available.
1st Level:
1:Magic Missle: Does 2 points of damage per Level of the castor.
2:Cure Light Wounds: Heals 5 points of health.
3:Protection: As per the potion.
4:Sleep: Allows the character to move out of a room that has a mon-
ster.
5:Damage Resistance: Reduces the damage recieved from a monster by
1/2.
2nd Level:
1:Shield: Protects a character from Magic Missles.
2:Detect Traps: As per the potion.
3:Charm: Allows a character to get a monster's treasure without a
fight.
4:Strength: As per the potion.
5:Locate Well: As per the potion.
6:Detect Monsters: Shows the occupant of the ajoining rooms.
3rd Level:
1:Lightning Bolt: Does 4 points of damage per Level of the castor,
but the receipiant may save for 1/2 based upon their SPLDEF.
2:Cure Serious Wounds: Heals 20 points of health.
3:Invisibility: Allows a character to aviod monsters while moving
thru their rooms.
4:Hit!: Makes each attack by a character hit.
5:Magic Resistance: As per the potion.
4th Level:
1:Passwall: Allows a character to move in any direction.
2:Fireball: Does 6 points of damage per Level of the castor, but again
the receipiant may save for 1/2 based upon their SPLDEF.
3:Save!: Character automatically makes all saving throws.
4:Mend: Fixes 20 points of damage to armor.
5:Fireshield: Monster takes 1/2 of all damage he inflicts upon the
character.
5th Level:
1:Telepot: Allows a character to move to any room, on any level.
2:Asteral Walk: Like PASSWALL, but lasts for 5 movements.
3:Icestorm: Does 8 points of damage per Level of the castor, but again
the receipiant may save for 1/2 based upon their SPLDEF.
4:Word of Recall: Upon dying, the character is returned to the mer-
chant will all posessions and has 1 point of health.
5:Max Damage: Character does max possible damage, if he hits with
a physical attack.
6th Level:
1:Regeneration: Returns 2 health per movement and keeps the charac-
ter from death, even with a negative health!
2:Restoration: Adds 15 movements.
3:Heal: Returns health to maximum.
4:Lifestealing: Upon a success full attack, this gives 1/2 the
damage inflicted to the castor.
5:Power Word KILL: Monster saves or DIES!
* Randomly a Wizard appears and neutralizes some enhanced abilitys!