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1994-06-01
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* ARROWBRIDGE V1.05 DOCUMENTATION
(C)opyright Mark Sinclair, 1991-94
ANSI Graphics 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 two 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
level nine 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!
*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 years 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 lands 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 this is thy calling!
*CHARACTER CLASSES
There are four classes available to thee. The capabilities of each class
are shown below:
*ATTRIBUTE KNIGHT THIEF WIZARD RANGER
Best Weapon 2-Hand Sword Shortsword Mace 2-Hand Sword
Best Armour Full Plate Ring Mail Hardened Full Plate
Best Shield God Small Wooden God
Best Projectile Crossbow Crossbow Sling Crossbow
Moves/day 400 600 400 400
Strength Excellent Average Average Good
Agility Average Excellent Average Good
Magic Poor Poor Excellent Average
Spells None None All [See Spell List]
Army Command Excellent Average Average Average
*LEVEL AND EXPERIENCE
Experience is accumulated by killing monsters that threaten thee or by
jousting other adventurers. Thy level will be promoted automatically when
thine experience is sufficient. 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 burial chambers that are found in graveyards.
*SETTLEMENT COMMANDS
Within each settlement the following options will be available:
[A]rmy - Armies may be purchased by adventurers of an level.
[B]ank - Which Bank? Arrowbank!
[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 thine account.
[C]astle Commands - Access the commands for castle owners and when
laying seige to a castle.
[G]amble - Enter the roulette chamber and gamble thy gold! Note: The
maximum amount of gold that can be laid in any one bet is 20000 gp.
[H]eal - Heal thy wounds and cure thy poison.
[J]oust - Available only in castles, jousting will allow thee to joust
other adventurers that are staying in the castle at the time. Various
lances and horses can be purchased to improve thy jousting ability. Thou
can enter only three jousting competitions and no single opponent can be
jousted twice in any one day.
[L]ibrary - The library contains valuable information, past and present.
The library functions are as follows:
[D]eaths - Shows a list of adventurers recently deceased.
[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.
[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.
[R]etire to Inn - Sleep in safety.
[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.
Also, a noticeboard will be displayed apon 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
knight will often be able to perform more attacks than another class
character of the same level.
[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
[F]ire - Fires a projectile at thine enemy
[2,4,6,8] - Movement commands (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 - Change thy weapon, armour or shield. 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
[L]ook - Search the surrounding area
[P]eer - Peer at gem to view a map of the surrounding countryside
[R]etire - Retire in the wilderness (can be dangerous)
[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 - Make haste to an Inn when twilight strikes.
*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
*CASTLES
Castles may be taken by a player with an army of 100 men or greater.
Protection of a castle incurs bonuses on thine army strength as follows:
+40% strength when defending thy castle
+10% if thou art sleeping in the castle with thy men
+15% for a Knight
If the KING of Arrowbridge is sleeping in a castle then his personal
escort of 100 Royal Knights will be on guard and "The Royal Guard is Posted"
message will be presented when thou enter the castle.
Take care when attacking a castle as the strength of the defending army is
far greater than is first apparent!
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.
[F]lag - Set thy flag design.
[H]enchman - Send a henchman after any adventurer that thou chooseth.
[L]eave men on guard - Post the castle guard.
[T]ax Level - Set the tax level that will be collected by thy tax collector.
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 your 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!
*SPELL LIST
[A] Torchlight - Provides illumination in the darkest of places. [WR]
[B] Cure - Cure thy poison. [W]
[C] Detect Traps - This spell will permit thee to detect traps before they
are discovered by accident. [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. [W]
[E] Turn Dead - This spell will cause damage to any undead creature. [W]
[F] Strength - Added strength will permit thee to inflict more damage and
have a greater chance of striking an enemy in melee combat. [W]
[G] Heal - Heal thy wounds. [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 guard in thine army. [W]
[J] Perception - This will enable the caster to have an increased
perceptive ability, resulting in detection of characters in the wilderness
and many secrets in the underworld. [WR]
[K] Raise Dead - When cast in a Graveyard in twilight, this necromantic
spell will raise several corpses per casting and add them 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. [W]
Key: [W]=Wizard Only, [WR]=Wizard & Ranger